| 1 | // ai.js - AI logic and behavior |
| 2 | |
| 3 | // ============= AI TECHNIQUE CONSTANTS ============= |
| 4 | const AI_WINDUP_SPEED = 0.15; // Base oscillation speed |
| 5 | const AI_WINDUP_SMOOTHNESS = 1.00; // Smooth transitions |
| 6 | const AI_WINDUP_RADIUS = 240; // Circular motion radius |
| 7 | const AI_WINDUP_MIN_TIME = 300; // Minimum windup duration |
| 8 | const AI_WINDUP_MAX_TIME = 1200; // Maximum windup duration |
| 9 | const AI_BOP_AT_PEAK_CHANCE = 0.4; // Chance to bop at windup peak |
| 10 | const AI_CIRCULAR_MOTION = 0.9; // How circular vs linear the motion is |
| 11 | const AI_MOMENTUM_CARRY = 0.85; // How much momentum carries between moves |
| 12 | const AI_PHASE_SPEED = 0.1; // Speed of phase progression (radians per frame) |
| 13 | |
| 14 | const AI_IDLE_MOVEMENT = 0.8; // How much AI moves when idle |
| 15 | const AI_NERVOUS_ENERGY = 0.5; // Random fidgeting energy |
| 16 | const AI_PREDICTIVE_MOVEMENT = 0.7; // How much AI moves based on prediction |
| 17 | const AI_TRACKING_AGGRESSION = 0.15; // How aggressively AI tracks the ball |
| 18 | |
| 19 | // AI Rotation constants |
| 20 | const AI_ROTATION_UPDATE_RATE = 150; // How often AI reconsiders rotation (ms) |
| 21 | const AI_ROTATION_SMOOTHING = 0.08; // How smoothly AI rotates |
| 22 | const AI_DEFENSIVE_ANGLE = 0.2; // Slight angle for defensive shots |
| 23 | const AI_OFFENSIVE_ANGLE = 0.4; // Larger angle for offensive shots |
| 24 | const AI_TRICK_SHOT_ANGLE = 0.6; // Maximum angle for trick shots |
| 25 | const AI_ROTATION_PREDICTION = 1.2; // How far ahead AI predicts for rotation |
| 26 | |
| 27 | // ============= AI SETTINGS ============= |
| 28 | const AI_SETTINGS = { |
| 29 | easy: { |
| 30 | reactionTime: 350, |
| 31 | accuracy: 0.7, |
| 32 | speed: 0.8, |
| 33 | prediction: 0.3, |
| 34 | aggression: 0.4, |
| 35 | oscillation: 0.3, |
| 36 | bopChance: 0.25, |
| 37 | windupSpeed: 0.1, |
| 38 | windupRadius: 30, |
| 39 | comboBopChance: 0.1, |
| 40 | circularMotion: 0.4, |
| 41 | phaseSpeed: 0.06, |
| 42 | idleMovement: 0.3, |
| 43 | trackingAggression: 0.1, |
| 44 | // Rotation settings |
| 45 | rotationUse: 0.2, // How often AI uses rotation |
| 46 | rotationAccuracy: 0.5, // How accurately AI calculates angle |
| 47 | rotationSpeed: 0.6, // How fast AI rotates |
| 48 | rotationAnticipation: 0.3 // How well AI predicts needed angle |
| 49 | }, |
| 50 | medium: { |
| 51 | reactionTime: 200, |
| 52 | accuracy: 0.85, |
| 53 | speed: 1.0, |
| 54 | prediction: 0.6, |
| 55 | aggression: 0.7, |
| 56 | oscillation: 0.7, |
| 57 | bopChance: 0.55, |
| 58 | windupSpeed: 0.15, |
| 59 | windupRadius: 40, |
| 60 | comboBopChance: 0.3, |
| 61 | circularMotion: 0.6, |
| 62 | phaseSpeed: 0.08, |
| 63 | idleMovement: 0.5, |
| 64 | trackingAggression: 0.15, |
| 65 | // Rotation settings |
| 66 | rotationUse: 0.5, |
| 67 | rotationAccuracy: 0.7, |
| 68 | rotationSpeed: 0.8, |
| 69 | rotationAnticipation: 0.6 |
| 70 | }, |
| 71 | hard: { |
| 72 | reactionTime: 100, |
| 73 | accuracy: 0.95, |
| 74 | speed: 1.5, |
| 75 | prediction: 0.85, |
| 76 | aggression: 1.0, |
| 77 | oscillation: 1.0, |
| 78 | bopChance: 0.85, |
| 79 | windupSpeed: 0.2, |
| 80 | windupRadius: 60, |
| 81 | comboBopChance: 0.5, |
| 82 | circularMotion: 0.8, |
| 83 | phaseSpeed: 0.12, |
| 84 | idleMovement: 0.8, |
| 85 | trackingAggression: 0.25, |
| 86 | // Rotation settings |
| 87 | rotationUse: 0.8, |
| 88 | rotationAccuracy: 0.9, |
| 89 | rotationSpeed: 1.0, |
| 90 | rotationAnticipation: 0.85 |
| 91 | } |
| 92 | }; |
| 93 | |
| 94 | // ============= AI STATE ============= |
| 95 | let aiState = { |
| 96 | targetY: 200, |
| 97 | reactionDelay: 0, |
| 98 | difficulty: 'medium', |
| 99 | lastBallX: 0, |
| 100 | lastUpdateTime: 0, |
| 101 | |
| 102 | // Advanced AI state machine |
| 103 | mode: 'TRACKING', |
| 104 | windupStartTime: 0, |
| 105 | swingStartTime: 0, |
| 106 | interceptY: 200, |
| 107 | windupDirection: 1, |
| 108 | aggressionLevel: 0.5, |
| 109 | lastHitTime: 0, |
| 110 | |
| 111 | // Enhanced windup system |
| 112 | windupPhase: 0, // 0 to 2π for circular motion |
| 113 | windupVelocity: 0, // Current oscillation speed |
| 114 | windupMomentum: {x: 0, y: 0}, // Momentum vector |
| 115 | windupCenter: 200, // Center point of circular motion |
| 116 | peakReached: false, // Track if we hit peak velocity |
| 117 | comboBop: false, // Planning windup+bop combo |
| 118 | maxVelocityPhase: 0, // Phase where max velocity occurs |
| 119 | |
| 120 | // Motion tracking |
| 121 | lastPositions: [], // Track last N positions for smoothing |
| 122 | currentVelocity: 0, // Actual paddle velocity |
| 123 | targetVelocity: 0, // Desired paddle velocity |
| 124 | smoothedTarget: 200, // Smoothed target position |
| 125 | |
| 126 | // Original oscillation parameters (keeping for compatibility) |
| 127 | windupDistance: 120, |
| 128 | swingPower: 1.05, |
| 129 | timingWindow: 40, |
| 130 | windupProgress: 0, |
| 131 | |
| 132 | // Lifelike movement |
| 133 | idleTarget: 200, |
| 134 | microAdjustment: 0, |
| 135 | breathingOffset: 0, |
| 136 | lastMicroTime: 0, |
| 137 | |
| 138 | // AI Bop system |
| 139 | consideringBop: false, |
| 140 | bopDecisionTime: 0, |
| 141 | bopTiming: 200, |
| 142 | |
| 143 | // AI Rotation system |
| 144 | targetRotation: 0, // Desired rotation angle |
| 145 | rotationMode: 'NEUTRAL', // NEUTRAL, OFFENSIVE, DEFENSIVE, TRICK_SHOT |
| 146 | lastRotationUpdate: 0, // Time of last rotation decision |
| 147 | plannedShotAngle: 0, // Angle AI wants to send ball |
| 148 | rotationConfidence: 0 // How confident AI is in its rotation choice |
| 149 | }; |
| 150 | |
| 151 | // ============= MAIN AI HANDLER ============= |
| 152 | function handleAI(currentTime, ball, rightPaddle, rightSupport, |
| 153 | leftScore, rightScore, width, height, |
| 154 | bopState, activateBop, engine, particles) { |
| 155 | let ballPos = ball.position; |
| 156 | let ballVel = ball.velocity; |
| 157 | let aiSettings = AI_SETTINGS[aiState.difficulty]; |
| 158 | |
| 159 | updateAIAggression(leftScore, rightScore); |
| 160 | updateAILifelikeBehavior(currentTime, height); |
| 161 | updateAIRotation(currentTime, ball, rightPaddle, width, height, aiSettings); |
| 162 | |
| 163 | switch (aiState.mode) { |
| 164 | case 'TRACKING': |
| 165 | handleAITracking(currentTime, ballPos, ballVel, aiSettings, |
| 166 | rightPaddle, rightSupport, width, height, |
| 167 | bopState, activateBop, engine, particles); |
| 168 | break; |
| 169 | case 'WINDING_UP': |
| 170 | handleAIWindup(currentTime, ballPos, ballVel, aiSettings, |
| 171 | rightPaddle, rightSupport, height, width); |
| 172 | break; |
| 173 | case 'SWINGING': |
| 174 | handleAISwing(currentTime, ball, rightPaddle, rightSupport); |
| 175 | break; |
| 176 | case 'RECOVERING': |
| 177 | handleAIRecovery(currentTime); |
| 178 | break; |
| 179 | case 'ANTICIPATING': |
| 180 | handleAIAnticipation(currentTime, ballPos, ballVel, |
| 181 | rightPaddle, rightSupport, height); |
| 182 | break; |
| 183 | } |
| 184 | |
| 185 | executeAIMovement(aiSettings, rightSupport); |
| 186 | } |
| 187 | |
| 188 | // ============= AI BEHAVIORS ============= |
| 189 | function updateAILifelikeBehavior(currentTime, height) { |
| 190 | let aiSettings = AI_SETTINGS[aiState.difficulty]; |
| 191 | |
| 192 | // More pronounced breathing motion |
| 193 | aiState.breathingOffset = Math.sin(currentTime * 0.005) * 5 * aiSettings.idleMovement; |
| 194 | |
| 195 | // More frequent micro-adjustments |
| 196 | if (currentTime - aiState.lastMicroTime > 1000 + Math.random() * 500) { |
| 197 | aiState.microAdjustment = (Math.random() - 0.5) * 30 * aiSettings.idleMovement; |
| 198 | aiState.lastMicroTime = currentTime; |
| 199 | } |
| 200 | |
| 201 | // Slower decay for more persistent movement |
| 202 | aiState.microAdjustment *= 0.95; |
| 203 | |
| 204 | // Add "nervous energy" - small random movements |
| 205 | let nervousEnergy = (Math.random() - 0.5) * AI_NERVOUS_ENERGY * aiSettings.aggression; |
| 206 | aiState.microAdjustment += nervousEnergy; |
| 207 | |
| 208 | if (aiState.mode === 'ANTICIPATING' || aiState.mode === 'RECOVERING') { |
| 209 | let centerY = height / 2; |
| 210 | let wanderRadius = 40 * aiSettings.idleMovement; // Larger wander radius |
| 211 | aiState.idleTarget = centerY + Math.sin(currentTime * 0.003) * wanderRadius; |
| 212 | |
| 213 | // Add vertical patrol behavior |
| 214 | let patrolOffset = Math.sin(currentTime * 0.002) * 30 * aiSettings.idleMovement; |
| 215 | aiState.idleTarget += patrolOffset; |
| 216 | } |
| 217 | } |
| 218 | |
| 219 | function updateAIAggression(leftScore, rightScore) { |
| 220 | let scoreDiff = leftScore - rightScore; |
| 221 | let baseAggression = AI_SETTINGS[aiState.difficulty].aggression; |
| 222 | |
| 223 | if (scoreDiff >= 2) { |
| 224 | aiState.aggressionLevel = Math.min(1.0, baseAggression + 0.3); |
| 225 | } else if (scoreDiff >= 1) { |
| 226 | aiState.aggressionLevel = Math.min(1.0, baseAggression + 0.15); |
| 227 | } else { |
| 228 | aiState.aggressionLevel = baseAggression; |
| 229 | } |
| 230 | } |
| 231 | |
| 232 | function handleAITracking(currentTime, ballPos, ballVel, aiSettings, |
| 233 | rightPaddle, rightSupport, width, height, |
| 234 | bopState, activateBop, engine, particles) { |
| 235 | let ballApproaching = ballVel.x > 0; |
| 236 | let ballDistance = width - ballPos.x; |
| 237 | let ballSpeed = Math.sqrt(ballVel.x * ballVel.x + ballVel.y * ballVel.y); |
| 238 | |
| 239 | let paddlePos = rightPaddle.position; |
| 240 | let anchorPos = rightSupport.position; |
| 241 | |
| 242 | // More aggressive tracking based on difficulty |
| 243 | let trackingIntensity = ballApproaching ? |
| 244 | (0.08 + aiSettings.trackingAggression) : |
| 245 | (0.03 + aiSettings.trackingAggression * 0.5); |
| 246 | |
| 247 | // Predict where ball will be and move preemptively |
| 248 | let futureTime = 0.5; // Look ahead 0.5 seconds |
| 249 | let futureBallY = ballPos.y + ballVel.y * futureTime * 60; // 60 fps assumption |
| 250 | |
| 251 | // Blend current and future position based on difficulty |
| 252 | let targetBallY = lerp(ballPos.y, futureBallY, aiSettings.prediction); |
| 253 | |
| 254 | let desiredPaddleY = targetBallY + aiState.microAdjustment + aiState.breathingOffset; |
| 255 | desiredPaddleY = Math.max(80, Math.min(height - 80, desiredPaddleY)); |
| 256 | |
| 257 | // Add aggressive positioning - AI tries to "cut off" the ball |
| 258 | if (ballApproaching && aiSettings.aggression > 0.5) { |
| 259 | let aggressiveOffset = (ballVel.y > 0 ? 1 : -1) * 20 * aiSettings.aggression; |
| 260 | desiredPaddleY += aggressiveOffset; |
| 261 | } |
| 262 | |
| 263 | let anchorOffsetNeeded = calculateAnchorOffset(desiredPaddleY, paddlePos, anchorPos); |
| 264 | let targetAnchorY = desiredPaddleY + anchorOffsetNeeded; |
| 265 | |
| 266 | // Faster interpolation for more responsive movement |
| 267 | aiState.targetY = lerp(aiState.targetY, targetAnchorY, trackingIntensity * 1.5); |
| 268 | |
| 269 | |
| 270 | // AI Bop decision logic |
| 271 | if (ballApproaching && !aiState.consideringBop && !bopState.right.active) { |
| 272 | let timeToReach = ballDistance / Math.abs(ballVel.x); |
| 273 | let predictedBallY = ballPos.y + ballVel.y * timeToReach; |
| 274 | |
| 275 | if (predictedBallY < 50) { |
| 276 | predictedBallY = 100 - predictedBallY; |
| 277 | } else if (predictedBallY > height - 50) { |
| 278 | predictedBallY = 2 * (height - 50) - predictedBallY; |
| 279 | } |
| 280 | |
| 281 | let paddleY = rightPaddle.position.y; |
| 282 | let distanceToIntercept = Math.abs(predictedBallY - paddleY); |
| 283 | |
| 284 | let bopEffectiveRange = PADDLE_HEIGHT / 2 + 30; |
| 285 | |
| 286 | let shouldConsiderBop = ballSpeed > 5 && |
| 287 | distanceToIntercept < bopEffectiveRange && |
| 288 | ballDistance > 80 && ballDistance < 200 && |
| 289 | currentTime - bopState.right.lastBopTime > BOP_COOLDOWN && |
| 290 | Math.random() < aiSettings.bopChance; |
| 291 | |
| 292 | if (shouldConsiderBop) { |
| 293 | aiState.consideringBop = true; |
| 294 | aiState.bopDecisionTime = currentTime; |
| 295 | aiState.bopTiming = Math.max(50, Math.min(200, ballDistance * 2 - ballSpeed * 10)); |
| 296 | } |
| 297 | } |
| 298 | |
| 299 | // Execute bop at the right moment |
| 300 | if (aiState.consideringBop && ballApproaching) { |
| 301 | let timeToBop = currentTime - aiState.bopDecisionTime; |
| 302 | let paddleY = rightPaddle.position.y; |
| 303 | let distanceToBall = Math.abs(ballPos.y - paddleY); |
| 304 | |
| 305 | // Refined bop execution conditions |
| 306 | let shouldBop = timeToBop > aiState.bopTiming && |
| 307 | ballDistance < 150 && // Close enough |
| 308 | distanceToBall < PADDLE_HEIGHT / 2 + 20 && // Paddle can reach ball |
| 309 | !bopState.right.active; |
| 310 | |
| 311 | // Special handling for combo bops during windup |
| 312 | if (aiState.comboBop && aiState.mode === 'WINDING_UP') { |
| 313 | // Execute bop at peak velocity during windup |
| 314 | shouldBop = shouldBop || (aiState.peakReached && |
| 315 | ballDistance < 180 && |
| 316 | distanceToBall < PADDLE_HEIGHT / 2 + 30); |
| 317 | } |
| 318 | |
| 319 | if (shouldBop) { |
| 320 | activateBop('right', currentTime, rightPaddle, rightSupport, engine, particles); |
| 321 | aiState.consideringBop = false; |
| 322 | |
| 323 | if (aiState.comboBop) { |
| 324 | console.log(`AI COMBO BOP! Phase: ${(aiState.windupPhase % (Math.PI * 2)).toFixed(2)}, Velocity: ${aiState.currentVelocity.toFixed(1)}`); |
| 325 | aiState.comboBop = false; |
| 326 | |
| 327 | // Transition to swing after combo |
| 328 | if (aiState.mode === 'WINDING_UP') { |
| 329 | aiState.mode = 'SWINGING'; |
| 330 | aiState.swingStartTime = currentTime; |
| 331 | } |
| 332 | } else { |
| 333 | console.log(`AI BOP! Difficulty: ${aiState.difficulty}, Speed: ${ballSpeed.toFixed(1)}`); |
| 334 | } |
| 335 | } |
| 336 | |
| 337 | // Cancel bop if opportunity missed |
| 338 | if (ballDistance > 200 || ballDistance < 50) { |
| 339 | aiState.consideringBop = false; |
| 340 | aiState.comboBop = false; |
| 341 | } |
| 342 | } |
| 343 | |
| 344 | // Advanced prediction and windup logic |
| 345 | if (currentTime - aiState.lastUpdateTime > aiSettings.reactionTime) { |
| 346 | if (ballApproaching && ballDistance < 300) { |
| 347 | let timeToReach = ballDistance / Math.abs(ballVel.x); |
| 348 | let predictedBallY = ballPos.y + ballVel.y * timeToReach; |
| 349 | |
| 350 | if (predictedBallY < 50) { |
| 351 | predictedBallY = 100 - predictedBallY; |
| 352 | } else if (predictedBallY > height - 50) { |
| 353 | predictedBallY = 2 * (height - 50) - predictedBallY; |
| 354 | } |
| 355 | |
| 356 | let error = (Math.random() - 0.5) * 35 * (1 - aiSettings.accuracy); |
| 357 | predictedBallY += error; |
| 358 | |
| 359 | aiState.interceptY = predictedBallY; |
| 360 | |
| 361 | let interceptAnchorOffset = calculateAnchorOffset(aiState.interceptY, paddlePos, anchorPos); |
| 362 | let targetAnchorForIntercept = aiState.interceptY + interceptAnchorOffset; |
| 363 | |
| 364 | let shouldWindUp = ballSpeed < 4.5 && |
| 365 | ballDistance > 200 && |
| 366 | Math.abs(ballVel.y) < 3 && |
| 367 | Math.abs(ballVel.x) > 1 && |
| 368 | !aiState.consideringBop && |
| 369 | Math.random() < aiSettings.oscillation * aiState.aggressionLevel * 0.3; |
| 370 | |
| 371 | if (shouldWindUp) { |
| 372 | // Start winding up for power shot |
| 373 | aiState.mode = 'WINDING_UP'; |
| 374 | aiState.windupStartTime = currentTime; |
| 375 | |
| 376 | // Initialize circular windup |
| 377 | aiState.windupCenter = paddlePos.y; // Start from current position |
| 378 | aiState.windupPhase = 0; |
| 379 | aiState.windupMomentum = {x: 0, y: 0}; |
| 380 | aiState.smoothedTarget = paddlePos.y; |
| 381 | aiState.lastPositions = [paddlePos.y]; |
| 382 | aiState.peakReached = false; |
| 383 | aiState.comboBop = false; |
| 384 | |
| 385 | // Determine initial direction based on intercept position |
| 386 | aiState.windupDirection = aiState.interceptY > paddlePos.y ? -1 : 1; |
| 387 | } else { |
| 388 | aiState.targetY = lerp(aiState.targetY, targetAnchorForIntercept, 0.3); |
| 389 | } |
| 390 | |
| 391 | aiState.lastUpdateTime = currentTime; |
| 392 | } |
| 393 | } |
| 394 | } |
| 395 | |
| 396 | function handleAIWindup(currentTime, ballPos, ballVel, aiSettings, |
| 397 | rightPaddle, rightSupport, height, width) { |
| 398 | let windupTime = currentTime - aiState.windupStartTime; |
| 399 | let maxWindupTime = AI_WINDUP_MIN_TIME + (AI_WINDUP_MAX_TIME - AI_WINDUP_MIN_TIME) * aiState.aggressionLevel; |
| 400 | |
| 401 | // Update windup phase for circular motion |
| 402 | let phaseSpeed = aiSettings.phaseSpeed * (1 + aiState.aggressionLevel * 0.5); |
| 403 | aiState.windupPhase += phaseSpeed; |
| 404 | |
| 405 | // Calculate circular motion with momentum |
| 406 | let radius = aiSettings.windupRadius * aiState.aggressionLevel; |
| 407 | let circularBlend = aiSettings.circularMotion; |
| 408 | |
| 409 | // Pure circular motion components |
| 410 | let circularX = Math.sin(aiState.windupPhase) * radius * 0.3; // Slight X movement |
| 411 | let circularY = Math.cos(aiState.windupPhase) * radius; |
| 412 | |
| 413 | // Add momentum for more natural motion |
| 414 | let targetDeltaY = circularY - (aiState.smoothedTarget - aiState.windupCenter); |
| 415 | aiState.windupMomentum.y = aiState.windupMomentum.y * AI_MOMENTUM_CARRY + targetDeltaY * (1 - AI_MOMENTUM_CARRY); |
| 416 | |
| 417 | // Calculate the target position with smooth circular motion |
| 418 | let windupTargetY = aiState.windupCenter + aiState.windupMomentum.y; |
| 419 | |
| 420 | // Smooth the target for more fluid motion |
| 421 | aiState.smoothedTarget = aiState.smoothedTarget * AI_WINDUP_SMOOTHNESS + |
| 422 | windupTargetY * (1 - AI_WINDUP_SMOOTHNESS); |
| 423 | |
| 424 | // Keep within bounds |
| 425 | aiState.smoothedTarget = Math.max(50, Math.min(height - 50, aiState.smoothedTarget)); |
| 426 | |
| 427 | // Convert paddle target to anchor target |
| 428 | let anchorOffsetNeeded = calculateAnchorOffset(aiState.smoothedTarget, rightPaddle.position, rightSupport.position); |
| 429 | aiState.targetY = aiState.smoothedTarget + anchorOffsetNeeded; |
| 430 | |
| 431 | // Track velocity for combo detection |
| 432 | if (aiState.lastPositions.length > 5) { |
| 433 | aiState.lastPositions.shift(); |
| 434 | } |
| 435 | aiState.lastPositions.push(aiState.smoothedTarget); |
| 436 | |
| 437 | // Calculate current velocity |
| 438 | if (aiState.lastPositions.length > 1) { |
| 439 | let recentDelta = aiState.lastPositions[aiState.lastPositions.length - 1] - |
| 440 | aiState.lastPositions[aiState.lastPositions.length - 2]; |
| 441 | aiState.currentVelocity = Math.abs(recentDelta); |
| 442 | |
| 443 | // Check if we're at peak velocity (good time for combo bop) |
| 444 | if (aiState.currentVelocity > radius * phaseSpeed * 0.8 && !aiState.peakReached) { |
| 445 | aiState.peakReached = true; |
| 446 | aiState.maxVelocityPhase = aiState.windupPhase; |
| 447 | |
| 448 | // Consider combo bop at peak |
| 449 | if (!aiState.comboBop && !aiState.consideringBop && !bopState.right.active && |
| 450 | Math.random() < aiSettings.comboBopChance * aiState.aggressionLevel) { |
| 451 | aiState.comboBop = true; |
| 452 | aiState.consideringBop = true; |
| 453 | aiState.bopDecisionTime = currentTime; |
| 454 | aiState.bopTiming = 50; // Quick bop at peak |
| 455 | console.log("AI planning COMBO: Windup + Bop!"); |
| 456 | } |
| 457 | } |
| 458 | } |
| 459 | |
| 460 | // Check if it's time to swing |
| 461 | let ballDistance = width - ballPos.x; |
| 462 | let ballSpeed = Math.sqrt(ballVel.x * ballVel.x + ballVel.y * ballVel.y); |
| 463 | |
| 464 | let shouldSwing = windupTime > maxWindupTime || |
| 465 | ballDistance < 120 || |
| 466 | ballSpeed > 6 || |
| 467 | (aiState.windupPhase > Math.PI * 2 && ballDistance < 200); |
| 468 | |
| 469 | if (shouldSwing) { |
| 470 | aiState.mode = 'SWINGING'; |
| 471 | aiState.swingStartTime = currentTime; |
| 472 | aiState.windupPhase = 0; |
| 473 | aiState.peakReached = false; |
| 474 | aiState.comboBop = false; |
| 475 | aiState.lastPositions = []; |
| 476 | |
| 477 | // Carry momentum into swing |
| 478 | aiState.targetVelocity = aiState.currentVelocity * 2; |
| 479 | } |
| 480 | } |
| 481 | |
| 482 | function handleAISwing(currentTime, ball, rightPaddle, rightSupport) { |
| 483 | let paddlePos = rightPaddle.position; |
| 484 | |
| 485 | let anchorOffsetNeeded = calculateAnchorOffset(aiState.interceptY, paddlePos, rightSupport.position); |
| 486 | aiState.targetY = aiState.interceptY + anchorOffsetNeeded; |
| 487 | |
| 488 | let swingTime = currentTime - aiState.swingStartTime; |
| 489 | let maxSwingTime = aiState.timingWindow; |
| 490 | |
| 491 | if (swingTime > maxSwingTime || Math.abs(ball.velocity.x) < 2) { |
| 492 | aiState.mode = 'RECOVERING'; |
| 493 | aiState.lastHitTime = currentTime; |
| 494 | } |
| 495 | } |
| 496 | |
| 497 | function handleAIRecovery(currentTime) { |
| 498 | aiState.targetY = aiState.idleTarget + aiState.breathingOffset; |
| 499 | |
| 500 | let recoveryTime = currentTime - aiState.lastHitTime; |
| 501 | if (recoveryTime > 400) { |
| 502 | aiState.mode = 'ANTICIPATING'; |
| 503 | } |
| 504 | } |
| 505 | |
| 506 | function handleAIAnticipation(currentTime, ballPos, ballVel, |
| 507 | rightPaddle, rightSupport, height) { |
| 508 | let baseTarget = aiState.idleTarget + aiState.breathingOffset + aiState.microAdjustment; |
| 509 | let ballTrackingTarget = ballPos.y; |
| 510 | |
| 511 | let desiredPaddleY = lerp(baseTarget, ballTrackingTarget, 0.15); |
| 512 | |
| 513 | let paddlePos = rightPaddle.position; |
| 514 | let anchorPos = rightSupport.position; |
| 515 | let anchorOffsetNeeded = calculateAnchorOffset(desiredPaddleY, paddlePos, anchorPos); |
| 516 | aiState.targetY = desiredPaddleY + anchorOffsetNeeded; |
| 517 | |
| 518 | if (ballVel.x > 0) { |
| 519 | aiState.mode = 'TRACKING'; |
| 520 | } |
| 521 | } |
| 522 | |
| 523 | // ============= HELPER FUNCTIONS ============= |
| 524 | function calculateAnchorOffset(targetPaddleY, currentPaddlePos, currentAnchorPos) { |
| 525 | let springVectorY = currentPaddlePos.y - currentAnchorPos.y; |
| 526 | let estimatedPaddleOffset = springVectorY * 0.8; |
| 527 | return -estimatedPaddleOffset; |
| 528 | } |
| 529 | |
| 530 | function executeAIMovement(aiSettings, rightSupport) { |
| 531 | let currentY = rightSupport.position.y; |
| 532 | let deltaY = aiState.targetY - currentY; |
| 533 | |
| 534 | // Lower threshold for more constant movement |
| 535 | if (Math.abs(deltaY) > 0.5) { // Reduced from 1 |
| 536 | let baseSpeed = 0.15 * aiSettings.speed; // Increased from 0.12 |
| 537 | |
| 538 | // Apply swing power during swing phase |
| 539 | if (aiState.mode === 'SWINGING') { |
| 540 | baseSpeed *= aiState.swingPower * (1 + aiState.aggressionLevel * 0.5); // Increased multiplier |
| 541 | |
| 542 | // Add momentum from windup if available |
| 543 | if (aiState.targetVelocity > 0) { |
| 544 | baseSpeed *= (1 + aiState.targetVelocity * 0.15); // Increased from 0.1 |
| 545 | aiState.targetVelocity *= 0.85; // Slower decay |
| 546 | } |
| 547 | } else if (aiState.mode === 'WINDING_UP') { |
| 548 | // Enhanced windup speed based on phase and settings |
| 549 | let windupSpeedMultiplier = aiSettings.windupSpeed / AI_WINDUP_SPEED; |
| 550 | baseSpeed *= (2.0 + windupSpeedMultiplier); // Increased from 1.5 |
| 551 | |
| 552 | // Add extra speed at peak velocity points |
| 553 | if (aiState.peakReached) { |
| 554 | baseSpeed *= 1.5; // Increased from 1.3 |
| 555 | } |
| 556 | } else if (aiState.mode === 'TRACKING' || aiState.mode === 'ANTICIPATING') { |
| 557 | // Add movement urgency based on ball position |
| 558 | let ball = window.ball; // Access global ball |
| 559 | if (ball && ball.velocity.x > 0) { |
| 560 | let urgency = 1 + (1 - (ball.position.x / window.width)) * aiSettings.aggression; |
| 561 | baseSpeed *= urgency; |
| 562 | } |
| 563 | } |
| 564 | |
| 565 | // Apply aggression multiplier with higher impact |
| 566 | baseSpeed *= (1 + aiState.aggressionLevel * 0.5); // Increased from 0.3 |
| 567 | |
| 568 | let movement = deltaY * baseSpeed; |
| 569 | |
| 570 | // Allow faster movement for hard AI |
| 571 | let maxSpeed = SUPPORT_SPEED * (1.2 + aiSettings.aggression * 0.3); |
| 572 | movement = Math.max(-maxSpeed, Math.min(maxSpeed, movement)); |
| 573 | |
| 574 | // Import moveSupportEnhanced from game-systems |
| 575 | const moveSupportEnhanced = window.moveSupportEnhanced; |
| 576 | moveSupportEnhanced(rightSupport, movement, window.height); |
| 577 | |
| 578 | // Update input buffer for visual effects |
| 579 | window.inputBuffer.right = movement / maxSpeed; |
| 580 | } else { |
| 581 | // Even when close to target, add small movements for liveliness |
| 582 | if (aiSettings.idleMovement > 0.5) { |
| 583 | let tinyMovement = (Math.random() - 0.5) * aiSettings.idleMovement; |
| 584 | const moveSupportEnhanced = window.moveSupportEnhanced; |
| 585 | moveSupportEnhanced(rightSupport, tinyMovement, window.height); |
| 586 | window.inputBuffer.right = tinyMovement / SUPPORT_SPEED; |
| 587 | } else { |
| 588 | // Gradually reduce input buffer when AI is not moving |
| 589 | window.inputBuffer.right *= 0.9; // Slower decay for more visible movement |
| 590 | } |
| 591 | } |
| 592 | } |
| 593 | |
| 594 | // ============= AI ROTATION SYSTEM ============= |
| 595 | function updateAIRotation(currentTime, ball, rightPaddle, width, height, aiSettings) { |
| 596 | // Only update rotation decision periodically |
| 597 | if (currentTime - aiState.lastRotationUpdate < AI_ROTATION_UPDATE_RATE) { |
| 598 | // Still apply rotation smoothly even if not updating decision |
| 599 | applyAIRotation(aiSettings); |
| 600 | return; |
| 601 | } |
| 602 | |
| 603 | aiState.lastRotationUpdate = currentTime; |
| 604 | |
| 605 | let ballPos = ball.position; |
| 606 | let ballVel = ball.velocity; |
| 607 | let paddlePos = rightPaddle.position; |
| 608 | |
| 609 | // Check if AI should use rotation |
| 610 | if (Math.random() > aiSettings.rotationUse) { |
| 611 | aiState.rotationMode = 'NEUTRAL'; |
| 612 | aiState.targetRotation = 0; |
| 613 | applyAIRotation(aiSettings); |
| 614 | return; |
| 615 | } |
| 616 | |
| 617 | // Calculate ball approach |
| 618 | let ballApproaching = ballVel.x > 0; |
| 619 | let ballDistance = width - ballPos.x; |
| 620 | let timeToReach = ballDistance / Math.abs(ballVel.x); |
| 621 | |
| 622 | // Predict where ball will be |
| 623 | let predictedBallY = ballPos.y + ballVel.y * timeToReach * AI_ROTATION_PREDICTION * aiSettings.rotationAnticipation; |
| 624 | |
| 625 | // Bounce prediction |
| 626 | if (predictedBallY < 50) { |
| 627 | predictedBallY = 100 - predictedBallY; |
| 628 | } else if (predictedBallY > height - 50) { |
| 629 | predictedBallY = 2 * (height - 50) - predictedBallY; |
| 630 | } |
| 631 | |
| 632 | // Decide rotation strategy |
| 633 | if (!ballApproaching || ballDistance > 300) { |
| 634 | // Return to neutral when ball is far |
| 635 | aiState.rotationMode = 'NEUTRAL'; |
| 636 | aiState.targetRotation = 0; |
| 637 | } else if (aiState.mode === 'WINDING_UP' || aiState.mode === 'SWINGING') { |
| 638 | // Offensive rotation during power shots |
| 639 | aiState.rotationMode = 'OFFENSIVE'; |
| 640 | |
| 641 | // Calculate desired shot angle |
| 642 | let targetY = height / 2; // Aim for center by default |
| 643 | |
| 644 | // Try to aim away from player |
| 645 | if (paddlePos.y < height / 2) { |
| 646 | targetY = height - 80; // Aim down |
| 647 | } else { |
| 648 | targetY = 80; // Aim up |
| 649 | } |
| 650 | |
| 651 | // Calculate required angle |
| 652 | let deltaY = targetY - paddlePos.y; |
| 653 | let desiredAngle = Math.atan2(deltaY, width - paddlePos.x) * AI_OFFENSIVE_ANGLE; |
| 654 | |
| 655 | // Add some inaccuracy based on difficulty |
| 656 | let error = (Math.random() - 0.5) * (1 - aiSettings.rotationAccuracy) * 0.5; |
| 657 | desiredAngle += error; |
| 658 | |
| 659 | // Clamp angle |
| 660 | aiState.targetRotation = Math.max(-ROTATION_MAX_ANGLE, Math.min(ROTATION_MAX_ANGLE, desiredAngle)); |
| 661 | |
| 662 | } else if (aiState.consideringBop || bopState.right.active) { |
| 663 | // Trick shot rotation during bop |
| 664 | aiState.rotationMode = 'TRICK_SHOT'; |
| 665 | |
| 666 | // More extreme angles for bop shots |
| 667 | let trickDirection = (paddlePos.y < height / 2) ? 1 : -1; |
| 668 | aiState.targetRotation = trickDirection * AI_TRICK_SHOT_ANGLE * aiSettings.rotationAccuracy; |
| 669 | |
| 670 | } else if (Math.abs(predictedBallY - paddlePos.y) < 30) { |
| 671 | // Defensive slight angle when ball is coming straight |
| 672 | aiState.rotationMode = 'DEFENSIVE'; |
| 673 | |
| 674 | // Slight angle to control return |
| 675 | let defensiveDirection = (predictedBallY < height / 2) ? -1 : 1; |
| 676 | aiState.targetRotation = defensiveDirection * AI_DEFENSIVE_ANGLE * aiSettings.rotationAccuracy; |
| 677 | |
| 678 | } else { |
| 679 | // Normal tracking |
| 680 | aiState.rotationMode = 'NEUTRAL'; |
| 681 | aiState.targetRotation = 0; |
| 682 | } |
| 683 | |
| 684 | // Apply rotation confidence based on AI state |
| 685 | aiState.rotationConfidence = aiSettings.rotationAccuracy; |
| 686 | if (aiState.mode === 'RECOVERING') { |
| 687 | aiState.rotationConfidence *= 0.5; // Less confident when recovering |
| 688 | } |
| 689 | |
| 690 | applyAIRotation(aiSettings); |
| 691 | } |
| 692 | |
| 693 | function applyAIRotation(aiSettings) { |
| 694 | // Get current rotation state |
| 695 | let rotState = window.rotationState.right; |
| 696 | |
| 697 | // Calculate rotation input needed |
| 698 | let angleDiff = aiState.targetRotation - rotState.currentAngle; |
| 699 | let rotationInput = 0; |
| 700 | |
| 701 | if (Math.abs(angleDiff) > 0.05) { |
| 702 | // Determine rotation direction |
| 703 | rotationInput = Math.sign(angleDiff); |
| 704 | |
| 705 | // Scale by AI rotation speed and confidence |
| 706 | rotationInput *= aiSettings.rotationSpeed * aiState.rotationConfidence; |
| 707 | |
| 708 | // Add some imperfection for easier difficulties |
| 709 | if (aiSettings.rotationAccuracy < 0.8) { |
| 710 | rotationInput += (Math.random() - 0.5) * 0.2 * (1 - aiSettings.rotationAccuracy); |
| 711 | } |
| 712 | } |
| 713 | |
| 714 | // Update rotation physics for AI paddle |
| 715 | updateRotationPhysics('right', rotationInput, window.rightPaddle); |
| 716 | } |