@chuzi/shared 1.3.45 → 1.3.47

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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1
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type { RealmId } from \"../types/index.js\";\n\n/**\n * CSS custom property tokens, mirroring public/css/chuzi-realms.css.\n * Use these for any non-DOM rendering (e.g. React Native, canvas).\n */\nexport interface RealmThemeTokens {\n bgDeep: string;\n bgMid: string;\n accent: string;\n accentSoft: string;\n text: string;\n muted: string;\n effectLine: string;\n}\n\nexport const THEME_TOKENS: Record<RealmId, RealmThemeTokens> = {\n cosmos: {\n bgDeep: \"#04070d\",\n bgMid: \"#0a1020\",\n accent: \"#7eb8ff\",\n accentSoft: \"rgba(126, 184, 255, 0.35)\",\n text: \"#e8f0ff\",\n muted: \"rgba(232, 240, 255, 0.65)\",\n effectLine: \"#ffb347\",\n },\n wilds: {\n bgDeep: \"#0d120c\",\n bgMid: \"#152018\",\n accent: \"#7bc96f\",\n accentSoft: \"rgba(123, 201, 111, 0.35)\",\n text: \"#eef6ea\",\n muted: \"rgba(238, 246, 234, 0.7)\",\n effectLine: \"#b78aff\",\n },\n};\n\n/**\n * Scene tree visualization theme, mirroring the THEMES object in\n * resources/js/scene-tree-viewer.js.\n */\nexport interface SceneTreeTheme {\n bg: string;\n edgeChoice: string;\n edgeGoto: string;\n nodeDefault: string;\n nodeActive: string;\n borderDefault: string;\n borderActive: string;\n labelDefault: string;\n labelActive: string;\n nodeLockedFill: string;\n nodeLockedBorder: string;\n labelLocked: string;\n nodeShape: \"star\" | \"rect\";\n rectRx: number;\n}\n\nexport const SCENE_TREE_THEMES: Record<RealmId, SceneTreeTheme> = {\n cosmos: {\n bg: \"#020408\",\n edgeChoice: \"#e8f0ff\",\n edgeGoto: \"#4a9fff\",\n nodeDefault: \"#ffffff\",\n nodeActive: \"#ffd47e\",\n borderDefault: \"#3a5080\",\n borderActive: \"#fff6d0\",\n labelDefault: \"rgba(220, 232, 255, 0.92)\",\n labelActive: \"rgba(255, 246, 220, 0.98)\",\n nodeLockedFill: \"#151a28\",\n nodeLockedBorder: \"#2a3348\",\n labelLocked: \"rgba(200, 210, 230, 0.35)\",\n nodeShape: \"star\",\n rectRx: 2,\n },\n wilds: {\n bg: \"#04070d\",\n edgeChoice: \"#ffffff\",\n edgeGoto: \"#6ecf7a\",\n nodeDefault: \"#e8f5e4\",\n nodeActive: \"#d31e2f\",\n borderDefault: \"#2d4a32\",\n borderActive: \"#ff9ea8\",\n labelDefault: \"rgba(232, 245, 228, 0.92)\",\n labelActive: \"rgba(255, 214, 219, 0.98)\",\n nodeLockedFill: \"#1a221c\",\n nodeLockedBorder: \"#2a3d30\",\n labelLocked: \"rgba(200, 220, 200, 0.38)\",\n nodeShape: \"rect\",\n rectRx: 3,\n },\n};\n\n/**\n * Get theme tokens for a realm, defaulting to wilds.\n */\nexport function getThemeTokens(realmId: RealmId | null | undefined): RealmThemeTokens {\n return THEME_TOKENS[realmId ?? \"wilds\"] ?? THEME_TOKENS.wilds;\n}\n\n/**\n * Get scene tree theme for a realm, defaulting to wilds.\n */\nexport function getSceneTreeTheme(realmId: RealmId | null | undefined): SceneTreeTheme {\n return SCENE_TREE_THEMES[realmId ?? \"wilds\"] ?? SCENE_TREE_THEMES.wilds;\n}\n","import { Canvas } from \"@react-three/fiber\";\nimport { OrbitControls, Stars as DreiStars } from \"@react-three/drei\";\nimport type { ReactNode } from \"react\";\nimport { THEME_TOKENS } from \"../../../themes/index.js\";\n\nexport interface WorldProps {\n children: ReactNode;\n /** Pixel device ratio cap. Default 2 — keeps perf bounded on retina laptops. */\n dpr?: number | [number, number];\n}\n\n/**\n * Cosmos environment shell. Wraps an r3f Canvas with deep-space background,\n * ambient starfield (drei <Stars> for the *backdrop* — distinct from our\n * film-stars), and a placeholder OrbitControls camera. The real NavRig\n * (consuming an IntentSource and doing focus-snap on dpad) replaces\n * OrbitControls in a follow-up package.\n */\nexport function World({ children, dpr = [1, 2] }: WorldProps) {\n return (\n <Canvas\n camera={{ position: [0, 6, 32], fov: 60, near: 0.1, far: 500 }}\n dpr={dpr}\n gl={{ antialias: true }}\n >\n <color attach=\"background\" args={[THEME_TOKENS.cosmos.bgDeep]} />\n <ambientLight intensity={0.15} />\n <DreiStars\n radius={120}\n depth={60}\n count={3000}\n factor={4}\n fade\n saturation={0.4}\n />\n <OrbitControls enablePan={false} maxDistance={80} minDistance={4} />\n {children}\n </Canvas>\n );\n}\n","import { useRef } from \"react\";\nimport { useFrame } from \"@react-three/fiber\";\nimport type { Mesh } from \"three\";\nimport type { AtomVisualProps } from \"../../index.js\";\n\nexport interface StarProps {\n visual: AtomVisualProps;\n onSelect?: () => void;\n /** Reduce brightness and saturation to indicate an unwatched scene. */\n dimmed?: boolean;\n /** Non-navigable — suppresses click and lowers brightness further. */\n locked?: boolean;\n}\n\n/**\n * One film as a star. Color is HSL-derived from the realm mapping's hue +\n * intensity. Each star pulses on its own phase so a thousand of them don't\n * breathe in lockstep — gives the field life without per-star animation\n * state.\n */\nexport function Star({ visual, onSelect, dimmed, locked }: StarProps) {\n const ref = useRef<Mesh>(null);\n\n useFrame(({ clock }) => {\n if (!ref.current) return;\n const phase = visual.position[0] * 0.7 + visual.position[2] * 0.3;\n const pulse = 1 + Math.sin(clock.elapsedTime * 0.8 + phase) * 0.05;\n ref.current.scale.setScalar(visual.scale * pulse);\n });\n\n const saturation = dimmed || locked ? 25 : 75;\n const lightness = dimmed || locked\n ? 25 + visual.intensity * 10\n : 50 + visual.intensity * 25;\n const color = `hsl(${visual.hue}, ${saturation}%, ${lightness}%)`;\n\n const handleClick = locked\n ? undefined\n : onSelect\n ? (e: any) => {\n e.stopPropagation();\n onSelect();\n }\n : undefined;\n\n return (\n <mesh\n ref={ref}\n position={visual.position}\n onClick={handleClick}\n >\n <sphereGeometry args={[0.5, 16, 16]} />\n <meshBasicMaterial\n color={color}\n toneMapped={false}\n transparent={!!(dimmed || locked)}\n opacity={dimmed ? 0.35 : locked ? 0.25 : 1}\n />\n </mesh>\n );\n}\n","/**\n * Constellation presentation tokens — consumed by the cosmos realm camera,\n * star billboards, and ghost title typography. Admins can override via\n * saved experience / appearance templates.\n */\nexport interface ConstellationAppearance {\n /** Rainbow arc title above the constellation (SVG px). */\n titleFontSize: number;\n titleOpacity: number;\n titleColor: string;\n titleLetterSpacing: number;\n /** World-space lift above constellation center. */\n titleYOffset: number;\n /** Html distance factor for the arc title billboard. */\n titleDistanceFactor: number;\n /** DOM z-index ceiling for constellation Html overlays (keep below editor). */\n htmlZIndexRange: [number, number];\n\n /** Per-star preview card + label. */\n previewWidth: number;\n previewHeight: number;\n previewOffsetY: number;\n labelFontSize: number;\n labelLetterSpacing: number;\n labelGap: number;\n /** Reserved space below preview for the 2×2 HUD control grid (px). */\n controlsGridHeight: number;\n billboardDistanceFactor: number;\n\n /** Camera — floating-in-space slide between stars. */\n cameraDefaultOffset: [number, number, number];\n cameraTargetOffset: [number, number, number];\n /** 0–1 lerp factor per frame while gliding (lower = smoother / pressurized). */\n cameraSlideLerp: number;\n cameraArrivalThreshold: number;\n}\n\nexport const DEFAULT_CONSTELLATION_APPEARANCE: ConstellationAppearance = {\n titleFontSize: 34,\n titleOpacity: 0.82,\n titleColor: \"#c8dce8\",\n titleLetterSpacing: 6,\n titleYOffset: 16,\n titleDistanceFactor: 12,\n htmlZIndexRange: [8, 0],\n\n previewWidth: 148,\n previewHeight: 96,\n previewOffsetY: 2.4,\n labelFontSize: 13,\n labelLetterSpacing: 1.2,\n labelGap: 10,\n controlsGridHeight: 92,\n billboardDistanceFactor: 10,\n\n cameraDefaultOffset: [0, 4, 12],\n cameraTargetOffset: [0, 0, 0],\n cameraSlideLerp: 0.035,\n cameraArrivalThreshold: 0.08,\n};\n\nexport function mergeConstellationAppearance(\n overrides?: Partial<ConstellationAppearance>,\n): ConstellationAppearance {\n return { ...DEFAULT_CONSTELLATION_APPEARANCE, ...overrides };\n}\n","import { useMemo } from \"react\";\nimport { Line } from \"@react-three/drei\";\nimport * as THREE from \"three\";\n\nexport type ConstellationEdgeVariant = \"solid\" | \"dotted\";\n\nexport interface ConstellationEdgeProps {\n from: [number, number, number];\n to: [number, number, number];\n hueA: number;\n hueB: number;\n /** Inward gap so the line doesn't touch the star spheres. */\n gap?: number;\n intensityA?: number;\n intensityB?: number;\n /** Reduce opacity to indicate an unwatched connection. */\n dimmed?: boolean;\n /** @deprecated All edges render as soft solid glow; variant is ignored. */\n variant?: ConstellationEdgeVariant;\n}\n\n/**\n * A luminous line connecting two stars in a constellation. Endpoints are\n * pulled inward so the line floats between the stars rather than touching\n * them. Color interpolates from hueA to hueB via vertex colors.\n */\nexport function ConstellationEdge({\n from,\n to,\n hueA,\n hueB,\n gap = 0.55,\n intensityA = 0.5,\n intensityB = 0.5,\n dimmed,\n}: ConstellationEdgeProps) {\n const { points, colorA, colorB, glowA, glowB } = useMemo(() => {\n const a = new THREE.Vector3(...from);\n const b = new THREE.Vector3(...to);\n const dir = b.clone().sub(a);\n const len = dir.length();\n\n if (len < gap * 2.5) {\n return { points: null, colorA: null, colorB: null, glowA: null, glowB: null };\n }\n\n dir.normalize();\n const start = a.clone().add(dir.clone().multiplyScalar(gap));\n const end = b.clone().sub(dir.clone().multiplyScalar(gap));\n\n const lA = 55 + intensityA * 20;\n const lB = 55 + intensityB * 20;\n\n const cA = new THREE.Color(`hsl(${hueA}, 70%, ${lA}%)`);\n const cB = new THREE.Color(`hsl(${hueB}, 70%, ${lB}%)`);\n\n const gA = new THREE.Color(`hsl(${hueA}, 50%, ${lA + 10}%)`);\n const gB = new THREE.Color(`hsl(${hueB}, 50%, ${lB + 10}%)`);\n\n return {\n points: [start, end] as [THREE.Vector3, THREE.Vector3],\n colorA: cA,\n colorB: cB,\n glowA: gA,\n glowB: gB,\n };\n }, [from, to, hueA, hueB, gap, intensityA, intensityB]);\n\n if (!points || !colorA || !colorB || !glowA || !glowB) return null;\n\n const glowOpacity = dimmed ? 0.04 : 0.12;\n const coreOpacity = dimmed ? 0.15 : 0.6;\n\n return (\n <group>\n <Line\n points={points}\n vertexColors={[glowA, glowB]}\n lineWidth={4}\n transparent\n opacity={glowOpacity}\n toneMapped={false}\n />\n <Line\n points={points}\n vertexColors={[colorA, colorB]}\n lineWidth={1.5}\n transparent\n opacity={coreOpacity}\n toneMapped={false}\n />\n </group>\n );\n}\n","import { useId, type ReactNode } from \"react\";\nimport { Billboard, Html } from \"@react-three/drei\";\nimport type { ConstellationAppearance } from \"../appearance.js\";\n\nexport interface ConstellationBounds {\n center: [number, number, number];\n spanX: number;\n spanZ: number;\n}\n\nexport function computeConstellationBounds(\n positions: [number, number, number][],\n): ConstellationBounds | null {\n if (positions.length === 0) return null;\n\n let minX = Infinity;\n let maxX = -Infinity;\n let minZ = Infinity;\n let maxZ = -Infinity;\n let sumY = 0;\n\n for (const [x, y, z] of positions) {\n minX = Math.min(minX, x);\n maxX = Math.max(maxX, x);\n minZ = Math.min(minZ, z);\n maxZ = Math.max(maxZ, z);\n sumY += y;\n }\n\n return {\n center: [(minX + maxX) / 2, sumY / positions.length, (minZ + maxZ) / 2],\n spanX: Math.max(10, maxX - minX + 6),\n spanZ: Math.max(8, maxZ - minZ + 5),\n };\n}\n\nexport interface ConstellationStoryOverlay {\n /** Localized prefix, e.g. \"Chosen by\". */\n chosenByPrefix: string;\n directorName?: string | null;\n directorAvatarUrl?: string | null;\n /** Procedural avatar when no uploaded photo (e.g. constellation seal). */\n directorAvatarFallback?: ReactNode;\n contentRating?: string | null;\n genre?: string | null;\n /** Shown between rating and genre. */\n ratingGenreSeparator?: string;\n /** When true the arched title is clickable. */\n editable?: boolean;\n onEditClick?: () => void;\n /** Accessible label for the editable title control. */\n editAriaLabel?: string;\n}\n\nexport interface ConstellationTitleProps {\n title: string;\n bounds: ConstellationBounds;\n appearance: ConstellationAppearance;\n /** World position of the title (first) scene — arc starts here. */\n arcFrom?: [number, number, number];\n /** World position of the end scene — arc ends here. */\n arcTo?: [number, number, number];\n storyOverlay?: ConstellationStoryOverlay;\n}\n\nconst WORLD_TO_SVG = 58;\n\n/**\n * Vintage cartography-style ocean label arcing from title scene to end scene.\n */\nexport function ConstellationTitle({\n title,\n bounds,\n appearance,\n arcFrom,\n arcTo,\n storyOverlay,\n}: ConstellationTitleProps) {\n const gradientId = useId().replace(/:/g, \"\");\n const pathId = `arc-${gradientId}`;\n\n if (!title.trim()) return null;\n\n const span = Math.max(bounds.spanX, bounds.spanZ);\n const svgWidth = Math.max(420, Math.round(span * WORLD_TO_SVG + 80));\n const svgHeight = 110;\n\n const centerX = svgWidth / 2;\n const arcY = svgHeight * 0.88;\n const arcPeak = svgHeight * 0.06;\n\n let arcStartX = svgWidth * 0.04;\n let arcEndX = svgWidth * 0.96;\n\n if (arcFrom && arcTo) {\n const [fromX] = arcFrom;\n const [toX] = arcTo;\n arcStartX = centerX + (fromX - bounds.center[0]) * WORLD_TO_SVG;\n arcEndX = centerX + (toX - bounds.center[0]) * WORLD_TO_SVG;\n arcStartX = Math.max(12, Math.min(arcStartX, svgWidth - 12));\n arcEndX = Math.max(12, Math.min(arcEndX, svgWidth - 12));\n if (arcStartX > arcEndX) {\n const swap = arcStartX;\n arcStartX = arcEndX;\n arcEndX = swap;\n }\n }\n\n const arcMidX = (arcStartX + arcEndX) / 2;\n const arcPath = `M ${arcStartX} ${arcY} Q ${arcMidX} ${arcPeak} ${arcEndX} ${arcY}`;\n\n const editable = !!(storyOverlay?.editable && storyOverlay.onEditClick);\n const hasDirector = !!(\n storyOverlay?.directorName && storyOverlay.directorName.trim()\n );\n const hasRatingGenre = !!(\n storyOverlay?.contentRating || storyOverlay?.genre\n );\n const showOverlay = hasDirector || hasRatingGenre;\n\n const titleControl = (\n <svg\n width={svgWidth}\n height={svgHeight}\n viewBox={`0 0 ${svgWidth} ${svgHeight}`}\n style={{\n overflow: \"visible\",\n display: \"block\",\n cursor: editable ? \"pointer\" : undefined,\n }}\n aria-hidden={editable ? undefined : true}\n role={editable ? \"button\" : undefined}\n tabIndex={editable ? 0 : undefined}\n aria-label={editable ? storyOverlay?.editAriaLabel : undefined}\n onClick={editable ? storyOverlay?.onEditClick : undefined}\n onKeyDown={\n editable\n ? (e) => {\n if (e.key === \"Enter\" || e.key === \" \") {\n e.preventDefault();\n storyOverlay?.onEditClick?.();\n }\n }\n : undefined\n }\n >\n <defs>\n <linearGradient id={gradientId} x1=\"0%\" y1=\"0%\" x2=\"100%\" y2=\"0%\">\n <stop offset=\"0%\" stopColor=\"#8ab4c8\" />\n <stop offset=\"35%\" stopColor=\"#c8d8e4\" />\n <stop offset=\"65%\" stopColor=\"#e8dcc8\" />\n <stop offset=\"100%\" stopColor=\"#8ab4c8\" />\n </linearGradient>\n <path id={pathId} d={arcPath} fill=\"none\" />\n </defs>\n <text\n fill={`url(#${gradientId})`}\n fontFamily=\"'Palatino Linotype', Palatino, 'Book Antiqua', Georgia, serif\"\n fontSize={appearance.titleFontSize}\n fontWeight={700}\n fontStyle=\"italic\"\n letterSpacing={appearance.titleLetterSpacing}\n opacity={appearance.titleOpacity}\n stroke=\"rgba(20,40,60,0.35)\"\n strokeWidth={0.6}\n paintOrder=\"stroke fill\"\n style={{ pointerEvents: \"none\" }}\n >\n <textPath href={`#${pathId}`} startOffset=\"50%\" textAnchor=\"middle\">\n {title.toUpperCase()}\n </textPath>\n </text>\n </svg>\n );\n\n return (\n <Billboard\n position={[\n bounds.center[0],\n bounds.center[1] + appearance.titleYOffset,\n bounds.center[2],\n ]}\n >\n <Html\n center\n transform\n distanceFactor={appearance.titleDistanceFactor}\n zIndexRange={appearance.htmlZIndexRange}\n occlude={false}\n style={{\n pointerEvents: editable ? \"auto\" : \"none\",\n userSelect: \"none\",\n }}\n >\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"center\",\n gap: 8,\n marginTop: 4,\n }}\n >\n {titleControl}\n\n {showOverlay ? (\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"center\",\n gap: 6,\n maxWidth: svgWidth,\n marginTop: 6,\n pointerEvents: \"none\",\n }}\n >\n {hasDirector ? (\n <DirectorCredit\n prefix={storyOverlay!.chosenByPrefix}\n name={storyOverlay!.directorName!}\n avatarUrl={storyOverlay!.directorAvatarUrl ?? null}\n avatarFallback={storyOverlay!.directorAvatarFallback}\n />\n ) : null}\n\n {hasRatingGenre ? (\n <RatingGenreLine\n contentRating={storyOverlay!.contentRating ?? null}\n genre={storyOverlay!.genre ?? null}\n separator={storyOverlay!.ratingGenreSeparator ?? \" · \"}\n />\n ) : null}\n </div>\n ) : null}\n </div>\n </Html>\n </Billboard>\n );\n}\n\nfunction DirectorCredit({\n prefix,\n name,\n avatarUrl,\n avatarFallback,\n}: {\n prefix: string;\n name: string;\n avatarUrl: string | null;\n avatarFallback?: ReactNode;\n}) {\n const initial = name.trim().charAt(0).toUpperCase() || \"?\";\n\n return (\n <div\n style={{\n display: \"inline-flex\",\n alignItems: \"center\",\n gap: 6,\n fontSize: 11,\n color: \"rgba(232,240,255,0.72)\",\n letterSpacing: 0.35,\n textShadow: \"0 1px 8px rgba(0,0,0,0.95)\",\n whiteSpace: \"nowrap\",\n }}\n >\n <span style={{ opacity: 0.85 }}>{prefix}</span>\n <span\n style={{\n width: 20,\n height: 20,\n borderRadius: \"50%\",\n overflow: \"hidden\",\n flexShrink: 0,\n display: \"flex\",\n alignItems: \"center\",\n justifyContent: \"center\",\n background: \"rgba(255,255,255,0.1)\",\n border: \"1px solid rgba(126,184,255,0.35)\",\n fontSize: 9,\n fontWeight: 700,\n color: \"rgba(232,240,255,0.9)\",\n }}\n >\n {avatarUrl ? (\n <img\n src={avatarUrl}\n alt=\"\"\n style={{ width: \"100%\", height: \"100%\", objectFit: \"cover\" }}\n />\n ) : avatarFallback ? (\n avatarFallback\n ) : (\n initial\n )}\n </span>\n <span style={{ fontWeight: 600 }}>{name}</span>\n </div>\n );\n}\n\nfunction RatingGenreLine({\n contentRating,\n genre,\n separator,\n}: {\n contentRating: string | null;\n genre: string | null;\n separator: string;\n}) {\n const parts: ReactNode[] = [];\n if (contentRating) {\n parts.push(\n <span key=\"rating\" style={{ fontWeight: 700 }}>\n {contentRating}\n </span>,\n );\n }\n if (genre) {\n parts.push(<span key=\"genre\">{genre}</span>);\n }\n if (parts.length === 0) return null;\n\n return (\n <div\n style={{\n display: \"inline-flex\",\n alignItems: \"center\",\n gap: 0,\n fontSize: 10,\n letterSpacing: 0.5,\n textTransform: \"uppercase\",\n color: \"rgba(232,240,255,0.55)\",\n textShadow: \"0 1px 6px rgba(0,0,0,0.95)\",\n }}\n >\n {parts.map((part, i) => (\n <span key={i}>\n {i > 0 ? separator : null}\n {part}\n </span>\n ))}\n </div>\n );\n}\n","import { Html } from \"@react-three/drei\";\nimport type { ReactNode } from \"react\";\nimport type { ConstellationAppearance } from \"../appearance.js\";\n\nexport interface StarBillboardProps {\n label: string;\n appearance: ConstellationAppearance;\n previewImageUrl?: string | null;\n previewContent?: ReactNode;\n dimmed?: boolean;\n focused?: boolean;\n visible?: boolean;\n /** Control strip rendered flush beneath the preview when focused. */\n controlsSlot?: ReactNode;\n}\n\n/**\n * Floating preview card and scene label above a star. Unfocused previews\n * are dimmed; labels stay prominent. Anchor sits at preview bottom-center\n * so attached controls align with the card edge.\n */\nexport function StarBillboard({\n label,\n appearance,\n previewImageUrl,\n previewContent,\n dimmed,\n focused,\n visible = true,\n controlsSlot,\n}: StarBillboardProps) {\n if (!visible) return null;\n\n const borderColor = focused\n ? \"rgba(126,184,255,0.75)\"\n : \"rgba(126,184,255,0.22)\";\n const previewOpacity = focused ? 1 : dimmed ? 0.22 : 0.34;\n const previewFilter = focused\n ? \"brightness(1.08) saturate(1.1)\"\n : \"brightness(0.72) saturate(0.65)\";\n const hasControls = !!(focused && controlsSlot);\n\n return (\n <Html\n position={[0, appearance.previewOffsetY, 0]}\n center\n transform\n distanceFactor={appearance.billboardDistanceFactor}\n zIndexRange={appearance.htmlZIndexRange}\n occlude={false}\n style={{\n pointerEvents: \"none\",\n userSelect: \"none\",\n }}\n >\n <style>{`\n @keyframes chuziPreviewFocusIn {\n 0% { opacity: 0.4; transform: scale(0.9); filter: brightness(0.8) saturate(0.7); }\n 55% { opacity: 1; transform: scale(1.05); filter: brightness(1.12) saturate(1.15); }\n 100% { opacity: 1; transform: scale(1); filter: brightness(1.08) saturate(1.1); }\n }\n @keyframes chuziPreviewFocusOut {\n 0% { opacity: 1; transform: scale(1); }\n 100% { opacity: ${previewOpacity}; transform: scale(0.96); }\n }\n `}</style>\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"center\",\n transform: `translateY(-${appearance.previewHeight / 2}px)`,\n }}\n >\n <div\n key={focused ? \"focused\" : \"unfocused\"}\n style={{\n width: appearance.previewWidth,\n height: appearance.previewHeight,\n borderRadius: hasControls ? \"8px 8px 0 0\" : 8,\n overflow: \"hidden\",\n border: `1px solid ${borderColor}`,\n borderBottom: hasControls ? \"none\" : `1px solid ${borderColor}`,\n background: \"rgba(4,7,13,0.92)\",\n boxShadow: focused\n ? \"0 0 28px rgba(126,184,255,0.45), 0 4px 24px rgba(0,0,0,0.5)\"\n : \"0 4px 20px rgba(0,0,0,0.55)\",\n display: \"flex\",\n alignItems: \"center\",\n justifyContent: \"center\",\n opacity: previewOpacity,\n filter: previewFilter,\n transition: \"border-color 0.35s ease, box-shadow 0.35s ease\",\n animation: focused\n ? \"chuziPreviewFocusIn 0.48s cubic-bezier(0.34, 1.45, 0.64, 1) forwards\"\n : \"chuziPreviewFocusOut 0.32s ease forwards\",\n }}\n >\n {previewImageUrl ? (\n <img\n src={previewImageUrl}\n alt=\"\"\n style={{\n width: \"100%\",\n height: \"100%\",\n objectFit: \"cover\",\n display: \"block\",\n }}\n />\n ) : (\n previewContent ?? (\n <div\n style={{\n width: \"100%\",\n height: \"100%\",\n background:\n \"radial-gradient(ellipse at 30% 20%, rgba(80,120,200,0.2) 0%, rgba(10,14,30,0.95) 70%)\",\n }}\n />\n )\n )}\n </div>\n\n {hasControls ? (\n <div\n style={{\n width: appearance.previewWidth,\n pointerEvents: \"auto\",\n flexShrink: 0,\n }}\n >\n {controlsSlot}\n </div>\n ) : null}\n\n <div\n style={{\n marginTop: appearance.labelGap,\n fontSize: appearance.labelFontSize,\n fontWeight: 700,\n letterSpacing: appearance.labelLetterSpacing,\n textTransform: \"uppercase\",\n color: \"rgba(232,240,255,0.96)\",\n textAlign: \"center\",\n textShadow:\n \"0 0 18px rgba(0,0,0,0.95), 0 2px 12px rgba(0,0,0,0.95), 0 0 6px rgba(126,184,255,0.25)\",\n whiteSpace: \"nowrap\",\n maxWidth: appearance.previewWidth + 48,\n overflow: \"hidden\",\n textOverflow: \"ellipsis\",\n }}\n >\n {label}\n </div>\n </div>\n </Html>\n );\n}\n","import type { ReactNode } from \"react\";\nimport type { AtomVisualProps } from \"../../index.js\";\nimport {\n mergeConstellationAppearance,\n type ConstellationAppearance,\n} from \"../appearance.js\";\nimport { Star } from \"./Star.js\";\nimport { ConstellationEdge } from \"./ConstellationEdge.js\";\nimport {\n ConstellationTitle,\n computeConstellationBounds,\n type ConstellationStoryOverlay,\n} from \"./ConstellationTitle.js\";\nimport { StarBillboard } from \"./StarBillboard.js\";\n\nexport interface ConstellationSceneEntry {\n id: string;\n /** Visual with final position already computed by the consumer. */\n visual: AtomVisualProps;\n /** Scene label shown beneath the preview card. */\n label?: string;\n /** Static preview image (coverbox, poster frame, etc.). */\n previewImageUrl?: string | null;\n /** Custom preview when no image URL is available. */\n previewContent?: ReactNode;\n /** When true the star renders at reduced brightness/saturation. */\n dimmed?: boolean;\n /** When true the star is non-navigable (click suppressed). */\n locked?: boolean;\n /** Highlight this star's billboard (focused traversal). */\n focused?: boolean;\n /** Control strip slot — rendered beneath preview when focused. */\n controlsSlot?: ReactNode;\n}\n\nexport interface ConstellationEdgeEntry {\n source: string;\n target: string;\n type: \"choice\" | \"go_to_scene\" | \"sequential\";\n}\n\nexport interface ConstellationProps {\n /** Scene entries with positions already computed by the consumer. */\n scenes: ConstellationSceneEntry[];\n /** Film title rendered as ghost typography across the group. */\n storyTitle?: string;\n /** Director credit, rating, and genre beneath the arched title. */\n storyOverlay?: ConstellationStoryOverlay;\n /** Explicit story-flow edges (goto + choice). No implicit sequential links. */\n edges?: ConstellationEdgeEntry[];\n appearance?: Partial<ConstellationAppearance>;\n /** When false, hide Html billboards and arc title (e.g. while editor is open). */\n showOverlays?: boolean;\n onSceneSelect?: (index: number) => void;\n}\n\n/**\n * A single story rendered as a constellation: scene-stars connected by\n * luminous gradient edges. This is the cosmos realm's `Group` component —\n * identical rendering for own and others' stories.\n */\nexport function Constellation({\n scenes,\n storyTitle,\n storyOverlay,\n edges = [],\n appearance: appearanceOverrides,\n showOverlays = true,\n onSceneSelect,\n}: ConstellationProps) {\n const appearance = mergeConstellationAppearance(appearanceOverrides);\n const sceneMap = new Map(scenes.map((s, i) => [s.id, { entry: s, index: i }]));\n const bounds = computeConstellationBounds(\n scenes.map((s) => s.visual.position),\n );\n\n const resolvedEdges: {\n from: ConstellationSceneEntry;\n to: ConstellationSceneEntry;\n type: ConstellationEdgeEntry[\"type\"];\n }[] = [];\n\n for (const edge of edges) {\n const src = sceneMap.get(edge.source);\n const tgt = sceneMap.get(edge.target);\n if (src && tgt) {\n resolvedEdges.push({ from: src.entry, to: tgt.entry, type: edge.type });\n }\n }\n\n return (\n <group>\n {showOverlays && storyTitle && bounds ? (\n <ConstellationTitle\n title={storyTitle}\n bounds={bounds}\n appearance={appearance}\n arcFrom={scenes[0]?.visual.position}\n arcTo={scenes[scenes.length - 1]?.visual.position}\n storyOverlay={storyOverlay}\n />\n ) : null}\n\n {scenes.map((entry, i) => (\n <group key={entry.id} position={entry.visual.position}>\n <Star\n visual={{ ...entry.visual, position: [0, 0, 0] }}\n dimmed={entry.dimmed}\n locked={entry.locked}\n onSelect={onSceneSelect ? () => onSceneSelect(i) : undefined}\n />\n\n {showOverlays &&\n (entry.label || entry.previewImageUrl || entry.previewContent) ? (\n <StarBillboard\n label={entry.label ?? \"\"}\n appearance={appearance}\n previewImageUrl={entry.previewImageUrl}\n previewContent={entry.previewContent}\n dimmed={entry.dimmed}\n focused={entry.focused}\n controlsSlot={entry.controlsSlot}\n visible={showOverlays}\n />\n ) : null}\n </group>\n ))}\n\n {resolvedEdges.map(({ from, to, type }) => {\n const edgeDimmed = !!(from.dimmed || to.dimmed);\n return (\n <ConstellationEdge\n key={`edge-${from.id}-${to.id}-${type}`}\n from={from.visual.position}\n to={to.visual.position}\n hueA={from.visual.hue}\n hueB={to.visual.hue}\n intensityA={from.visual.intensity}\n intensityB={to.visual.intensity}\n dimmed={edgeDimmed}\n />\n );\n })}\n </group>\n );\n}\n\n","import type { StoryListItem } from \"../../types/index.js\";\nimport type { AtomMapping, AtomState, AudioPalette, MotionTokens } from \"../index.js\";\n\n/**\n * COSMOS realm — pure-data layer. The 3D components (World, Star, NavRig,\n * EngageTransition) live in a follow-up package once the JSX build is\n * wired up; this file owns the realm's mapping and tuning constants so\n * they can be consumed today by any non-3D surface (catalog list, search,\n * preview cards, sound design tooling).\n *\n * Mapping rationale:\n * runtime → scale (longer film = bigger star)\n * popularity → intensity (more watches = brighter)\n * mood → hue (warm/cool palette by tone)\n * genre → spectral hint (small offset on top of mood, reads as\n * \"stellar class\" — drama is yellow-G,\n * thriller is blue-O, romance is red-M).\n * state → orbit-ring rendering (handled by Atom component).\n */\n\nconst GENRE_HUE_OFFSET: Record<string, number> = {\n drama: 50,\n thriller: 220,\n horror: 0,\n comedy: 35,\n romance: 340,\n scifi: 200,\n documentary: 180,\n animation: 280,\n};\n\nconst MOOD_HUE: Record<string, number> = {\n bright: 50,\n warm: 25,\n bittersweet: 290,\n somber: 230,\n tense: 210,\n playful: 110,\n melancholy: 250,\n};\n\nfunction clamp01(n: number): number {\n return Math.max(0, Math.min(1, n));\n}\n\nfunction popularityToIntensity(film: StoryListItem): number {\n // Log-compress: a 100x more-watched film should not be 100x brighter.\n const watches = Math.max(0, film.watch_starts_count);\n const log = Math.log10(1 + watches);\n // Rough cap at ~6 (1M watches saturates the scale).\n return clamp01(log / 6);\n}\n\nfunction deriveScale(film: StoryListItem): number {\n // We don't have runtime in StoryListItem yet; proxy with scenes_count.\n // Caps the starfield from going visually noisy.\n const scenes = film.scenes_count ?? 1;\n return clamp01(0.25 + Math.log10(1 + scenes) / 4);\n}\n\nfunction deriveHue(film: StoryListItem): number {\n const genreKey = (film.genre ?? \"\").toLowerCase().replace(/[^a-z]/g, \"\");\n const moodKey = \"\";\n const moodHue = MOOD_HUE[moodKey];\n const genreOffset = GENRE_HUE_OFFSET[genreKey];\n if (moodHue !== undefined) return moodHue;\n if (genreOffset !== undefined) return genreOffset;\n return 210;\n}\n\nfunction deriveState(film: StoryListItem): AtomState {\n // Without per-user progress threaded through, default; the consuming\n // app will overlay state from CatalogResponse.meta.progress.\n return film.published ? \"default\" : \"new\";\n}\n\nexport const cosmosMapping: AtomMapping = (film) => ({\n position: [0, 0, 0], // assigned by the realm's spatial layouter\n scale: deriveScale(film),\n hue: deriveHue(film),\n intensity: popularityToIntensity(film),\n state: deriveState(film),\n metadata: {\n title: film.title,\n popularity: film.watch_starts_count,\n genre: film.genre,\n },\n});\n\nexport const cosmosMotion: MotionTokens = {\n flightAcceleration: 14,\n flightDamping: 0.92,\n focusEaseMs: 380,\n engageDurationMs: 900,\n backDurationMs: 900,\n};\n\nexport {\n DEFAULT_CONSTELLATION_APPEARANCE,\n mergeConstellationAppearance,\n} from \"./appearance.js\";\nexport type { ConstellationAppearance } from \"./appearance.js\";\n\nexport const cosmosAudio: AudioPalette = {\n // Asset paths are resolved by the host app's asset bundler; chuzi-shared\n // only declares the contract. Replace with CDN URLs at integration time.\n ambientLoop: \"audio/cosmos/ambient-deep.ogg\",\n focusChime: \"audio/cosmos/focus-shimmer.ogg\",\n engageImpact: \"audio/cosmos/dolly-in.ogg\",\n backWhoosh: \"audio/cosmos/dolly-out.ogg\",\n};\n","/**\n * Spatial distribution helpers for the cosmos realm. Kept as a stand-alone\n * module so non-3D surfaces (search overlays, accessibility list view,\n * minimap) can compute and reuse positions without pulling in three.js.\n */\n\nexport type Vec3 = [number, number, number];\n\nexport interface DistributeOptions {\n /** Outer radius of the disk in world units. */\n radius?: number;\n /** Vertical jitter band (±). Larger values flatten the disk less. */\n thickness?: number;\n /** Deterministic seed; identical seeds produce identical layouts. */\n seed?: number;\n}\n\n/**\n * Galaxy-disk distribution: stars cluster denser toward the center\n * (sqrt-r weighting), with a vertical jitter band. Deterministic when a\n * seed is provided so the same catalog produces the same starfield across\n * sessions.\n */\nexport function distributeStars(\n count: number,\n options: DistributeOptions = {},\n): Vec3[] {\n const radius = options.radius ?? 25;\n const thickness = options.thickness ?? 4;\n const random = options.seed !== undefined ? mulberry32(options.seed) : Math.random;\n\n const positions: Vec3[] = [];\n for (let i = 0; i < count; i++) {\n const r = Math.sqrt(random()) * radius;\n const theta = random() * Math.PI * 2;\n const y = (random() - 0.5) * thickness;\n positions.push([Math.cos(theta) * r, y, Math.sin(theta) * r]);\n }\n return positions;\n}\n\nfunction mulberry32(seed: number): () => number {\n let s = seed >>> 0;\n return () => {\n s = (s + 0x6d2b79f5) >>> 0;\n let t = s;\n t = Math.imul(t ^ (t >>> 15), t | 1);\n t ^= t + Math.imul(t ^ (t >>> 7), t | 61);\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296;\n };\n}\n\n/** World-space gap between adjacent scenes along the story spine. */\nexport const COSMOS_SCENE_LEVEL_SPACING = 6;\n\n/** Branch spread multiplier for tree_graph x offsets. */\nexport const COSMOS_SCENE_BRANCH_SPACING = 1.1;\n\n/** Minimum empty space between constellation bounds, in scene spacings. */\nexport const COSMOS_CONSTELLATION_GAP_SCENES = 2;\n\n/** Halo around a lone title star before scenes load. */\nexport const COSMOS_DEFAULT_FOOTPRINT_RADIUS = 10;\n\n/** Extra world units around the outermost scene for billboards / focus glow. */\nexport const COSMOS_CONSTELLATION_VISUAL_PADDING = 6;\n\nexport interface ConstellationLayoutScene {\n id: string;\n is_title?: boolean;\n is_end?: boolean;\n order?: number;\n created_at?: string;\n}\n\nexport interface ConstellationLayoutNode {\n id: string;\n level: number;\n x: number;\n index?: number;\n}\n\nexport interface ConstellationLayoutGraph {\n nodes: ConstellationLayoutNode[];\n meta?: { root_id?: string | null };\n}\n\nexport interface ConstellationAnchorInput {\n id: string;\n footprintRadius: number;\n}\n\nexport interface ConstellationAnchorOptions {\n /** Gap between constellation bounds in scene spacings (default 2). */\n minGapScenes?: number;\n levelSpacing?: number;\n visualPadding?: number;\n}\n\nfunction sortScenesForConstellationLayout(\n sceneList: ConstellationLayoutScene[],\n): ConstellationLayoutScene[] {\n return [...sceneList].sort((a, b) => {\n if (a.is_title !== b.is_title) return a.is_title ? -1 : 1;\n if (a.is_end !== b.is_end) return a.is_end ? 1 : -1;\n const orderA = a.order ?? 0;\n const orderB = b.order ?? 0;\n if (orderA !== orderB) return orderA - orderB;\n return (a.created_at ?? \"\").localeCompare(b.created_at ?? \"\");\n });\n}\n\nfunction orderScenesForConstellationLayout(\n sceneList: ConstellationLayoutScene[],\n graph: ConstellationLayoutGraph | undefined,\n): ConstellationLayoutScene[] {\n if (!graph?.nodes?.length) return sortScenesForConstellationLayout(sceneList);\n\n const sceneById = new Map(sceneList.map((scene) => [scene.id, scene]));\n const ordered: ConstellationLayoutScene[] = [];\n const seen = new Set<string>();\n\n const sortedNodes = [...graph.nodes].sort((a, b) => {\n if (a.level !== b.level) return a.level - b.level;\n if (a.x !== b.x) return a.x - b.x;\n return (a.index ?? 0) - (b.index ?? 0);\n });\n\n for (const node of sortedNodes) {\n const scene = sceneById.get(node.id);\n if (scene && !seen.has(scene.id)) {\n ordered.push(scene);\n seen.add(scene.id);\n }\n }\n\n for (const scene of sortScenesForConstellationLayout(sceneList)) {\n if (!seen.has(scene.id)) {\n ordered.push(scene);\n seen.add(scene.id);\n }\n }\n\n return ordered;\n}\n\n/**\n * Scene positions relative to the title star at the origin (constellation anchor).\n */\nexport function computeConstellationScenePositions(\n scenes: ConstellationLayoutScene[],\n graph: ConstellationLayoutGraph | undefined,\n anchor: Vec3 = [0, 0, 0],\n): Map<string, Vec3> {\n const positions = new Map<string, Vec3>();\n const ordered = orderScenesForConstellationLayout(scenes, graph);\n const count = ordered.length;\n\n if (!graph?.nodes?.length) {\n ordered.forEach((scene, idx) => {\n const along = count === 1 ? 0 : idx * COSMOS_SCENE_LEVEL_SPACING;\n positions.set(scene.id, [anchor[0] + along, anchor[1], anchor[2]]);\n });\n return positions;\n }\n\n const nodeById = new Map(graph.nodes.map((node) => [node.id, node]));\n const rootId = graph.meta?.root_id ?? graph.nodes[0]?.id;\n const rootNode = rootId ? nodeById.get(rootId) : graph.nodes[0];\n\n ordered.forEach((scene, idx) => {\n const node = nodeById.get(scene.id);\n if (node && rootNode) {\n const alongPath = node.level * COSMOS_SCENE_LEVEL_SPACING;\n const branchSpread = (node.x - rootNode.x) * COSMOS_SCENE_BRANCH_SPACING;\n positions.set(scene.id, [\n anchor[0] + alongPath,\n anchor[1],\n anchor[2] + branchSpread,\n ]);\n return;\n }\n const along = count === 1 ? 0 : idx * COSMOS_SCENE_LEVEL_SPACING;\n positions.set(scene.id, [anchor[0] + along, anchor[1], anchor[2]]);\n });\n\n return positions;\n}\n\n/** Bounding radius from the title anchor to the outermost scene plus visual padding. */\nexport function constellationFootprintRadius(\n localPositions: Map<string, Vec3>,\n padding: number = COSMOS_CONSTELLATION_VISUAL_PADDING,\n): number {\n let maxReach = COSMOS_DEFAULT_FOOTPRINT_RADIUS;\n for (const [x, , z] of localPositions.values()) {\n maxReach = Math.max(maxReach, Math.hypot(x, z) + padding);\n }\n return maxReach;\n}\n\nfunction circlesSeparated(\n ax: number,\n az: number,\n aRadius: number,\n bx: number,\n bz: number,\n bRadius: number,\n minGap: number,\n): boolean {\n return Math.hypot(ax - bx, az - bz) >= aRadius + bRadius + minGap;\n}\n\nfunction findConstellationAnchor(\n footprintRadius: number,\n placed: Array<{ x: number; z: number; radius: number }>,\n minGap: number,\n): Vec3 {\n if (placed.length === 0) return [0, 0, 0];\n\n let angle = 0;\n let radius = 0;\n const angleStep = 0.62;\n const radiusGrowth = minGap * 0.75;\n\n for (let attempt = 0; attempt < 8000; attempt++) {\n angle += angleStep;\n radius += radiusGrowth / (2 * Math.PI);\n const cx = Math.cos(angle) * radius;\n const cz = Math.sin(angle) * radius;\n const ok = placed.every((other) =>\n circlesSeparated(cx, cz, footprintRadius, other.x, other.z, other.radius, minGap),\n );\n if (ok) return [cx, 0, cz];\n }\n\n const fallback = placed.length * (minGap + footprintRadius * 2);\n return [fallback, 0, 0];\n}\n\n/**\n * Place constellation anchors so each title star stays outside other\n * constellations, with at least `minGapScenes` scene spacings between bounds.\n */\nexport function distributeConstellationAnchors(\n items: ConstellationAnchorInput[],\n options: ConstellationAnchorOptions = {},\n): Map<string, Vec3> {\n const minGapScenes = options.minGapScenes ?? COSMOS_CONSTELLATION_GAP_SCENES;\n const levelSpacing = options.levelSpacing ?? COSMOS_SCENE_LEVEL_SPACING;\n const minGap = minGapScenes * levelSpacing;\n\n const anchors = new Map<string, Vec3>();\n const placed: Array<{ x: number; z: number; radius: number }> = [];\n\n for (const item of items) {\n const [x, , z] = findConstellationAnchor(item.footprintRadius, placed, minGap);\n anchors.set(item.id, [x, 0, z]);\n placed.push({ x, z, radius: item.footprintRadius });\n }\n\n return anchors;\n}\n","import { useMemo } from \"react\";\nimport type { StoryListItem } from \"../../../types/index.js\";\nimport { cosmosMapping } from \"../index.js\";\nimport { Star } from \"./Star.js\";\nimport { World } from \"./World.js\";\nimport { distributeStars, type Vec3 } from \"./layout.js\";\n\nexport interface CosmosSandboxProps {\n films: StoryListItem[];\n onFilmSelect?: (film: StoryListItem) => void;\n /** Layout seed — same seed + same films = same layout. */\n seed?: number;\n}\n\n/**\n * Drop-in 3D sandbox. Hands a list of films, gets back a navigable\n * starfield where each star is a film. Useful for: integration tests, the\n * realm-picker preview thumbnail, the editor's \"preview as star\" mode, and\n * as the smoke-test entry while migrating chuzi-web off Laravel.\n */\nexport function CosmosSandbox({\n films,\n onFilmSelect,\n seed = 1,\n}: CosmosSandboxProps) {\n const placed = useMemo(() => {\n const positions: Vec3[] = distributeStars(films.length, { seed });\n return films.map((film, i) => ({\n film,\n visual: { ...cosmosMapping(film), position: positions[i] },\n }));\n }, [films, seed]);\n\n return (\n <World>\n {placed.map(({ film, visual }) => (\n <Star\n key={film.id}\n visual={visual}\n onSelect={onFilmSelect ? () => onFilmSelect(film) : undefined}\n />\n ))}\n </World>\n );\n}\n"]}
1
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interface SceneTreeTheme {\n bg: string;\n edgeChoice: string;\n edgeGoto: string;\n nodeDefault: string;\n nodeActive: string;\n borderDefault: string;\n borderActive: string;\n labelDefault: string;\n labelActive: string;\n nodeLockedFill: string;\n nodeLockedBorder: string;\n labelLocked: string;\n nodeShape: \"star\" | \"rect\";\n rectRx: number;\n}\n\nexport const SCENE_TREE_THEMES: Record<RealmId, SceneTreeTheme> = {\n cosmos: {\n bg: \"#020408\",\n edgeChoice: \"#e8f0ff\",\n edgeGoto: \"#4a9fff\",\n nodeDefault: \"#ffffff\",\n nodeActive: \"#ffd47e\",\n borderDefault: \"#3a5080\",\n borderActive: \"#fff6d0\",\n labelDefault: \"rgba(220, 232, 255, 0.92)\",\n labelActive: \"rgba(255, 246, 220, 0.98)\",\n nodeLockedFill: \"#151a28\",\n nodeLockedBorder: \"#2a3348\",\n labelLocked: \"rgba(200, 210, 230, 0.35)\",\n nodeShape: \"star\",\n rectRx: 2,\n },\n wilds: {\n bg: \"#04070d\",\n edgeChoice: \"#ffffff\",\n edgeGoto: \"#6ecf7a\",\n nodeDefault: \"#e8f5e4\",\n nodeActive: \"#d31e2f\",\n borderDefault: \"#2d4a32\",\n borderActive: \"#ff9ea8\",\n labelDefault: \"rgba(232, 245, 228, 0.92)\",\n labelActive: \"rgba(255, 214, 219, 0.98)\",\n nodeLockedFill: \"#1a221c\",\n nodeLockedBorder: \"#2a3d30\",\n labelLocked: \"rgba(200, 220, 200, 0.38)\",\n nodeShape: \"rect\",\n rectRx: 3,\n },\n};\n\n/**\n * Get theme tokens for a realm, defaulting to wilds.\n */\nexport function getThemeTokens(realmId: RealmId | null | undefined): RealmThemeTokens {\n return THEME_TOKENS[realmId ?? \"wilds\"] ?? THEME_TOKENS.wilds;\n}\n\n/**\n * Get scene tree theme for a realm, defaulting to wilds.\n */\nexport function getSceneTreeTheme(realmId: RealmId | null | undefined): SceneTreeTheme {\n return SCENE_TREE_THEMES[realmId ?? \"wilds\"] ?? SCENE_TREE_THEMES.wilds;\n}\n","import { Canvas } from \"@react-three/fiber\";\nimport { OrbitControls, Stars as DreiStars } from \"@react-three/drei\";\nimport type { ReactNode } from \"react\";\nimport { THEME_TOKENS } from \"../../../themes/index.js\";\n\nexport interface WorldProps {\n children: ReactNode;\n /** Pixel device ratio cap. Default 2 — keeps perf bounded on retina laptops. */\n dpr?: number | [number, number];\n}\n\n/**\n * Cosmos environment shell. Wraps an r3f Canvas with deep-space background,\n * ambient starfield (drei <Stars> for the *backdrop* — distinct from our\n * film-stars), and a placeholder OrbitControls camera. The real NavRig\n * (consuming an IntentSource and doing focus-snap on dpad) replaces\n * OrbitControls in a follow-up package.\n */\nexport function World({ children, dpr = [1, 2] }: WorldProps) {\n return (\n <Canvas\n camera={{ position: [0, 6, 32], fov: 60, near: 0.1, far: 500 }}\n dpr={dpr}\n gl={{ antialias: true }}\n >\n <color attach=\"background\" args={[THEME_TOKENS.cosmos.bgDeep]} />\n <ambientLight intensity={0.15} />\n <DreiStars\n radius={120}\n depth={60}\n count={3000}\n factor={4}\n fade\n saturation={0.4}\n />\n <OrbitControls enablePan={false} maxDistance={80} minDistance={4} />\n {children}\n </Canvas>\n );\n}\n","import { useRef } from \"react\";\nimport { useFrame } from \"@react-three/fiber\";\nimport type { Mesh } from \"three\";\nimport type { AtomVisualProps } from \"../../index.js\";\n\nexport interface StarProps {\n visual: AtomVisualProps;\n onSelect?: () => void;\n /** Reduce brightness and saturation to indicate an unwatched scene. */\n dimmed?: boolean;\n /** Non-navigable — suppresses click and lowers brightness further. */\n locked?: boolean;\n}\n\n/**\n * One film as a star. Color is HSL-derived from the realm mapping's hue +\n * intensity. Each star pulses on its own phase so a thousand of them don't\n * breathe in lockstep — gives the field life without per-star animation\n * state.\n */\nexport function Star({ visual, onSelect, dimmed, locked }: StarProps) {\n const ref = useRef<Mesh>(null);\n\n useFrame(({ clock }) => {\n if (!ref.current) return;\n const phase = visual.position[0] * 0.7 + visual.position[2] * 0.3;\n const pulse = 1 + Math.sin(clock.elapsedTime * 0.8 + phase) * 0.05;\n ref.current.scale.setScalar(visual.scale * pulse);\n });\n\n const saturation = dimmed || locked ? 25 : 75;\n const lightness = dimmed || locked\n ? 25 + visual.intensity * 10\n : 50 + visual.intensity * 25;\n const color = `hsl(${visual.hue}, ${saturation}%, ${lightness}%)`;\n\n const handleClick = locked\n ? undefined\n : onSelect\n ? (e: any) => {\n e.stopPropagation();\n onSelect();\n }\n : undefined;\n\n return (\n <mesh\n ref={ref}\n position={visual.position}\n onClick={handleClick}\n >\n <sphereGeometry args={[0.5, 16, 16]} />\n <meshBasicMaterial\n color={color}\n toneMapped={false}\n transparent={!!(dimmed || locked)}\n opacity={dimmed ? 0.35 : locked ? 0.25 : 1}\n />\n </mesh>\n );\n}\n","/**\n * Constellation presentation tokens — consumed by the cosmos realm camera,\n * star billboards, and ghost title typography. Admins can override via\n * saved experience / appearance templates.\n */\nexport interface ConstellationAppearance {\n /** Rainbow arc title above the constellation (SVG px). */\n titleFontSize: number;\n titleOpacity: number;\n titleColor: string;\n titleLetterSpacing: number;\n /** World-space lift above constellation center. */\n titleYOffset: number;\n /** Html distance factor for the arc title billboard. */\n titleDistanceFactor: number;\n /** DOM z-index ceiling for constellation Html overlays (keep below editor). */\n htmlZIndexRange: [number, number];\n\n /** Per-star preview card + label. */\n previewWidth: number;\n previewHeight: number;\n previewOffsetY: number;\n labelFontSize: number;\n labelLetterSpacing: number;\n labelGap: number;\n /** Reserved space below preview for the 2×2 HUD control grid (px). */\n controlsGridHeight: number;\n billboardDistanceFactor: number;\n\n /** Camera — floating-in-space slide between stars. */\n cameraDefaultOffset: [number, number, number];\n cameraTargetOffset: [number, number, number];\n /** 0–1 lerp factor per frame while gliding (lower = smoother / pressurized). */\n cameraSlideLerp: number;\n cameraArrivalThreshold: number;\n}\n\nexport const DEFAULT_CONSTELLATION_APPEARANCE: ConstellationAppearance = {\n titleFontSize: 34,\n titleOpacity: 0.82,\n titleColor: \"#c8dce8\",\n titleLetterSpacing: 6,\n titleYOffset: 16,\n titleDistanceFactor: 12,\n htmlZIndexRange: [8, 0],\n\n previewWidth: 148,\n previewHeight: 96,\n previewOffsetY: 2.4,\n labelFontSize: 13,\n labelLetterSpacing: 1.2,\n labelGap: 10,\n controlsGridHeight: 92,\n billboardDistanceFactor: 10,\n\n cameraDefaultOffset: [0, 4, 12],\n cameraTargetOffset: [0, 0, 0],\n cameraSlideLerp: 0.035,\n cameraArrivalThreshold: 0.08,\n};\n\nexport function mergeConstellationAppearance(\n overrides?: Partial<ConstellationAppearance>,\n): ConstellationAppearance {\n return { ...DEFAULT_CONSTELLATION_APPEARANCE, ...overrides };\n}\n","import { useMemo } from \"react\";\nimport { Line } from \"@react-three/drei\";\nimport * as THREE from \"three\";\n\nexport type ConstellationEdgeVariant = \"solid\" | \"dotted\";\n\nexport interface ConstellationEdgeProps {\n from: [number, number, number];\n to: [number, number, number];\n hueA: number;\n hueB: number;\n /** Inward gap so the line doesn't touch the star spheres. */\n gap?: number;\n intensityA?: number;\n intensityB?: number;\n /** Reduce opacity to indicate an unwatched connection. */\n dimmed?: boolean;\n /** @deprecated All edges render as soft solid glow; variant is ignored. */\n variant?: ConstellationEdgeVariant;\n}\n\n/**\n * A luminous line connecting two stars in a constellation. Endpoints are\n * pulled inward so the line floats between the stars rather than touching\n * them. Color interpolates from hueA to hueB via vertex colors.\n */\nexport function ConstellationEdge({\n from,\n to,\n hueA,\n hueB,\n gap = 0.55,\n intensityA = 0.5,\n intensityB = 0.5,\n dimmed,\n}: ConstellationEdgeProps) {\n const { points, colorA, colorB, glowA, glowB } = useMemo(() => {\n const a = new THREE.Vector3(...from);\n const b = new THREE.Vector3(...to);\n const dir = b.clone().sub(a);\n const len = dir.length();\n\n if (len < gap * 2.5) {\n return { points: null, colorA: null, colorB: null, glowA: null, glowB: null };\n }\n\n dir.normalize();\n const start = a.clone().add(dir.clone().multiplyScalar(gap));\n const end = b.clone().sub(dir.clone().multiplyScalar(gap));\n\n const lA = 55 + intensityA * 20;\n const lB = 55 + intensityB * 20;\n\n const cA = new THREE.Color(`hsl(${hueA}, 70%, ${lA}%)`);\n const cB = new THREE.Color(`hsl(${hueB}, 70%, ${lB}%)`);\n\n const gA = new THREE.Color(`hsl(${hueA}, 50%, ${lA + 10}%)`);\n const gB = new THREE.Color(`hsl(${hueB}, 50%, ${lB + 10}%)`);\n\n return {\n points: [start, end] as [THREE.Vector3, THREE.Vector3],\n colorA: cA,\n colorB: cB,\n glowA: gA,\n glowB: gB,\n };\n }, [from, to, hueA, hueB, gap, intensityA, intensityB]);\n\n if (!points || !colorA || !colorB || !glowA || !glowB) return null;\n\n const glowOpacity = dimmed ? 0.04 : 0.12;\n const coreOpacity = dimmed ? 0.15 : 0.6;\n\n return (\n <group>\n <Line\n points={points}\n vertexColors={[glowA, glowB]}\n lineWidth={4}\n transparent\n opacity={glowOpacity}\n toneMapped={false}\n />\n <Line\n points={points}\n vertexColors={[colorA, colorB]}\n lineWidth={1.5}\n transparent\n opacity={coreOpacity}\n toneMapped={false}\n />\n </group>\n );\n}\n","import { useId, type ReactNode } from \"react\";\nimport { Billboard, Html } from \"@react-three/drei\";\nimport type { ConstellationAppearance } from \"../appearance.js\";\n\nexport interface ConstellationBounds {\n center: [number, number, number];\n spanX: number;\n spanZ: number;\n}\n\nexport function computeConstellationBounds(\n positions: [number, number, number][],\n): ConstellationBounds | null {\n if (positions.length === 0) return null;\n\n let minX = Infinity;\n let maxX = -Infinity;\n let minZ = Infinity;\n let maxZ = -Infinity;\n let sumY = 0;\n\n for (const [x, y, z] of positions) {\n minX = Math.min(minX, x);\n maxX = Math.max(maxX, x);\n minZ = Math.min(minZ, z);\n maxZ = Math.max(maxZ, z);\n sumY += y;\n }\n\n return {\n center: [(minX + maxX) / 2, sumY / positions.length, (minZ + maxZ) / 2],\n spanX: Math.max(10, maxX - minX + 6),\n spanZ: Math.max(8, maxZ - minZ + 5),\n };\n}\n\nexport interface ConstellationStoryOverlay {\n /** Localized prefix, e.g. \"Chosen by\". */\n chosenByPrefix: string;\n directorName?: string | null;\n directorAvatarUrl?: string | null;\n /** Procedural avatar when no uploaded photo (e.g. constellation seal). */\n directorAvatarFallback?: ReactNode;\n contentRating?: string | null;\n genre?: string | null;\n /** Shown between rating and genre. */\n ratingGenreSeparator?: string;\n /** When true the arched title is clickable. */\n editable?: boolean;\n onEditClick?: () => void;\n /** Accessible label for the editable title control. */\n editAriaLabel?: string;\n}\n\nexport interface ConstellationTitleProps {\n title: string;\n bounds: ConstellationBounds;\n appearance: ConstellationAppearance;\n /** World position of the title (first) scene — arc starts here. */\n arcFrom?: [number, number, number];\n /** World position of the end scene — arc ends here. */\n arcTo?: [number, number, number];\n storyOverlay?: ConstellationStoryOverlay;\n}\n\nconst WORLD_TO_SVG = 58;\n\n/**\n * Vintage cartography-style ocean label arcing from title scene to end scene.\n */\nexport function ConstellationTitle({\n title,\n bounds,\n appearance,\n arcFrom,\n arcTo,\n storyOverlay,\n}: ConstellationTitleProps) {\n const gradientId = useId().replace(/:/g, \"\");\n const pathId = `arc-${gradientId}`;\n\n if (!title.trim()) return null;\n\n const span = Math.max(bounds.spanX, bounds.spanZ);\n const svgWidth = Math.max(420, Math.round(span * WORLD_TO_SVG + 80));\n const svgHeight = 110;\n\n const centerX = svgWidth / 2;\n const arcY = svgHeight * 0.88;\n const arcPeak = svgHeight * 0.06;\n\n const minArcSpan = Math.max(240, title.trim().length * 15);\n\n let arcStartX = centerX - minArcSpan / 2;\n let arcEndX = centerX + minArcSpan / 2;\n\n if (arcFrom && arcTo) {\n const [fromX] = arcFrom;\n const [toX] = arcTo;\n arcStartX = centerX + (fromX - bounds.center[0]) * WORLD_TO_SVG;\n arcEndX = centerX + (toX - bounds.center[0]) * WORLD_TO_SVG;\n if (arcStartX > arcEndX) {\n const swap = arcStartX;\n arcStartX = arcEndX;\n arcEndX = swap;\n }\n\n if (arcEndX - arcStartX < minArcSpan) {\n const mid = (arcStartX + arcEndX) / 2;\n arcStartX = mid - minArcSpan / 2;\n arcEndX = mid + minArcSpan / 2;\n }\n }\n\n arcStartX = Math.max(12, Math.min(arcStartX, svgWidth - 12));\n arcEndX = Math.max(12, Math.min(arcEndX, svgWidth - 12));\n if (arcEndX - arcStartX < minArcSpan * 0.65) {\n arcStartX = Math.max(12, centerX - minArcSpan / 2);\n arcEndX = Math.min(svgWidth - 12, centerX + minArcSpan / 2);\n }\n\n const arcMidX = (arcStartX + arcEndX) / 2;\n const arcPath = `M ${arcStartX} ${arcY} Q ${arcMidX} ${arcPeak} ${arcEndX} ${arcY}`;\n\n const editable = !!(storyOverlay?.editable && storyOverlay.onEditClick);\n const hasDirector = !!(\n storyOverlay?.directorName && storyOverlay.directorName.trim()\n );\n const hasRatingGenre = !!(\n storyOverlay?.contentRating || storyOverlay?.genre\n );\n const showOverlay = hasDirector || hasRatingGenre;\n\n const titleControl = (\n <svg\n width={svgWidth}\n height={svgHeight}\n viewBox={`0 0 ${svgWidth} ${svgHeight}`}\n style={{\n overflow: \"visible\",\n display: \"block\",\n cursor: editable ? \"pointer\" : undefined,\n }}\n aria-hidden={editable ? undefined : true}\n role={editable ? \"button\" : undefined}\n tabIndex={editable ? 0 : undefined}\n aria-label={editable ? storyOverlay?.editAriaLabel : undefined}\n onClick={editable ? storyOverlay?.onEditClick : undefined}\n onKeyDown={\n editable\n ? (e) => {\n if (e.key === \"Enter\" || e.key === \" \") {\n e.preventDefault();\n storyOverlay?.onEditClick?.();\n }\n }\n : undefined\n }\n >\n <defs>\n <linearGradient id={gradientId} x1=\"0%\" y1=\"0%\" x2=\"100%\" y2=\"0%\">\n <stop offset=\"0%\" stopColor=\"#8ab4c8\" />\n <stop offset=\"35%\" stopColor=\"#c8d8e4\" />\n <stop offset=\"65%\" stopColor=\"#e8dcc8\" />\n <stop offset=\"100%\" stopColor=\"#8ab4c8\" />\n </linearGradient>\n <path id={pathId} d={arcPath} fill=\"none\" />\n </defs>\n <text\n fill={`url(#${gradientId})`}\n fontFamily=\"'Palatino Linotype', Palatino, 'Book Antiqua', Georgia, serif\"\n fontSize={appearance.titleFontSize}\n fontWeight={700}\n fontStyle=\"italic\"\n letterSpacing={appearance.titleLetterSpacing}\n opacity={appearance.titleOpacity}\n stroke=\"rgba(20,40,60,0.35)\"\n strokeWidth={0.6}\n paintOrder=\"stroke fill\"\n style={{ pointerEvents: \"none\" }}\n >\n <textPath href={`#${pathId}`} startOffset=\"50%\" textAnchor=\"middle\">\n {title.toUpperCase()}\n </textPath>\n </text>\n </svg>\n );\n\n return (\n <Billboard\n position={[\n bounds.center[0],\n bounds.center[1] + appearance.titleYOffset,\n bounds.center[2],\n ]}\n >\n <Html\n center\n transform\n distanceFactor={appearance.titleDistanceFactor}\n zIndexRange={appearance.htmlZIndexRange}\n occlude={false}\n style={{\n pointerEvents: editable ? \"auto\" : \"none\",\n userSelect: \"none\",\n }}\n >\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"center\",\n gap: 8,\n marginTop: 4,\n }}\n >\n {titleControl}\n\n {showOverlay ? (\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"center\",\n gap: 6,\n maxWidth: svgWidth,\n marginTop: 6,\n pointerEvents: \"none\",\n }}\n >\n {hasDirector ? (\n <DirectorCredit\n prefix={storyOverlay!.chosenByPrefix}\n name={storyOverlay!.directorName!}\n avatarUrl={storyOverlay!.directorAvatarUrl ?? null}\n avatarFallback={storyOverlay!.directorAvatarFallback}\n />\n ) : null}\n\n {hasRatingGenre ? (\n <RatingGenreLine\n contentRating={storyOverlay!.contentRating ?? null}\n genre={storyOverlay!.genre ?? null}\n separator={storyOverlay!.ratingGenreSeparator ?? \" · \"}\n />\n ) : null}\n </div>\n ) : null}\n </div>\n </Html>\n </Billboard>\n );\n}\n\nfunction DirectorCredit({\n prefix,\n name,\n avatarUrl,\n avatarFallback,\n}: {\n prefix: string;\n name: string;\n avatarUrl: string | null;\n avatarFallback?: ReactNode;\n}) {\n const initial = name.trim().charAt(0).toUpperCase() || \"?\";\n\n return (\n <div\n style={{\n display: \"inline-flex\",\n alignItems: \"center\",\n gap: 6,\n fontSize: 11,\n color: \"rgba(232,240,255,0.72)\",\n letterSpacing: 0.35,\n textShadow: \"0 1px 8px rgba(0,0,0,0.95)\",\n whiteSpace: \"nowrap\",\n }}\n >\n <span style={{ opacity: 0.85 }}>{prefix}</span>\n <span\n style={{\n width: 20,\n height: 20,\n borderRadius: \"50%\",\n overflow: \"hidden\",\n flexShrink: 0,\n display: \"flex\",\n alignItems: \"center\",\n justifyContent: \"center\",\n background: \"rgba(255,255,255,0.1)\",\n border: \"1px solid rgba(126,184,255,0.35)\",\n fontSize: 9,\n fontWeight: 700,\n color: \"rgba(232,240,255,0.9)\",\n }}\n >\n {avatarUrl ? (\n <img\n src={avatarUrl}\n alt=\"\"\n style={{ width: \"100%\", height: \"100%\", objectFit: \"cover\" }}\n />\n ) : avatarFallback ? (\n avatarFallback\n ) : (\n initial\n )}\n </span>\n <span style={{ fontWeight: 600 }}>{name}</span>\n </div>\n );\n}\n\nfunction RatingGenreLine({\n contentRating,\n genre,\n separator,\n}: {\n contentRating: string | null;\n genre: string | null;\n separator: string;\n}) {\n const parts: ReactNode[] = [];\n if (contentRating) {\n parts.push(\n <span key=\"rating\" style={{ fontWeight: 700 }}>\n {contentRating}\n </span>,\n );\n }\n if (genre) {\n parts.push(<span key=\"genre\">{genre}</span>);\n }\n if (parts.length === 0) return null;\n\n return (\n <div\n style={{\n display: \"inline-flex\",\n alignItems: \"center\",\n gap: 0,\n fontSize: 10,\n letterSpacing: 0.5,\n textTransform: \"uppercase\",\n color: \"rgba(232,240,255,0.55)\",\n textShadow: \"0 1px 6px rgba(0,0,0,0.95)\",\n }}\n >\n {parts.map((part, i) => (\n <span key={i}>\n {i > 0 ? separator : null}\n {part}\n </span>\n ))}\n </div>\n );\n}\n","import { Html } from \"@react-three/drei\";\nimport type { ReactNode } from \"react\";\nimport type { ConstellationAppearance } from \"../appearance.js\";\n\nexport interface StarBillboardProps {\n label: string;\n appearance: ConstellationAppearance;\n previewImageUrl?: string | null;\n previewContent?: ReactNode;\n dimmed?: boolean;\n focused?: boolean;\n visible?: boolean;\n /** Control strip rendered flush beneath the preview when focused. */\n controlsSlot?: ReactNode;\n}\n\n/**\n * Floating preview card and scene label above a star. Unfocused previews\n * are dimmed; labels stay prominent. Anchor sits at preview bottom-center\n * so attached controls align with the card edge.\n */\nexport function StarBillboard({\n label,\n appearance,\n previewImageUrl,\n previewContent,\n dimmed,\n focused,\n visible = true,\n controlsSlot,\n}: StarBillboardProps) {\n if (!visible) return null;\n\n const borderColor = focused\n ? \"rgba(126,184,255,0.75)\"\n : \"rgba(126,184,255,0.22)\";\n const previewOpacity = focused ? 1 : dimmed ? 0.22 : 0.34;\n const previewFilter = focused\n ? \"brightness(1.08) saturate(1.1)\"\n : \"brightness(0.72) saturate(0.65)\";\n const hasControls = !!(focused && controlsSlot);\n\n return (\n <Html\n position={[0, appearance.previewOffsetY, 0]}\n center\n transform\n distanceFactor={appearance.billboardDistanceFactor}\n zIndexRange={appearance.htmlZIndexRange}\n occlude={false}\n style={{\n pointerEvents: \"none\",\n userSelect: \"none\",\n }}\n >\n <style>{`\n @keyframes chuziPreviewFocusIn {\n 0% { opacity: 0.4; transform: scale(0.9); filter: brightness(0.8) saturate(0.7); }\n 55% { opacity: 1; transform: scale(1.05); filter: brightness(1.12) saturate(1.15); }\n 100% { opacity: 1; transform: scale(1); filter: brightness(1.08) saturate(1.1); }\n }\n @keyframes chuziPreviewFocusOut {\n 0% { opacity: 1; transform: scale(1); }\n 100% { opacity: ${previewOpacity}; transform: scale(0.96); }\n }\n `}</style>\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"center\",\n transform: `translateY(-${appearance.previewHeight / 2}px)`,\n }}\n >\n <div\n key={focused ? \"focused\" : \"unfocused\"}\n style={{\n width: appearance.previewWidth,\n height: appearance.previewHeight,\n borderRadius: hasControls ? \"8px 8px 0 0\" : 8,\n overflow: \"hidden\",\n border: `1px solid ${borderColor}`,\n borderBottom: hasControls ? \"none\" : `1px solid ${borderColor}`,\n background: \"rgba(4,7,13,0.92)\",\n boxShadow: focused\n ? \"0 0 28px rgba(126,184,255,0.45), 0 4px 24px rgba(0,0,0,0.5)\"\n : \"0 4px 20px rgba(0,0,0,0.55)\",\n display: \"flex\",\n alignItems: \"center\",\n justifyContent: \"center\",\n opacity: previewOpacity,\n filter: previewFilter,\n transition: \"border-color 0.35s ease, box-shadow 0.35s ease\",\n animation: focused\n ? \"chuziPreviewFocusIn 0.48s cubic-bezier(0.34, 1.45, 0.64, 1) forwards\"\n : \"chuziPreviewFocusOut 0.32s ease forwards\",\n }}\n >\n {previewImageUrl ? (\n <img\n src={previewImageUrl}\n alt=\"\"\n style={{\n width: \"100%\",\n height: \"100%\",\n objectFit: \"cover\",\n display: \"block\",\n }}\n />\n ) : (\n previewContent ?? (\n <div\n style={{\n width: \"100%\",\n height: \"100%\",\n background:\n \"radial-gradient(ellipse at 30% 20%, rgba(80,120,200,0.2) 0%, rgba(10,14,30,0.95) 70%)\",\n }}\n />\n )\n )}\n </div>\n\n {hasControls ? (\n <div\n style={{\n width: appearance.previewWidth,\n pointerEvents: \"auto\",\n flexShrink: 0,\n }}\n >\n {controlsSlot}\n </div>\n ) : null}\n\n <div\n style={{\n marginTop: appearance.labelGap,\n fontSize: appearance.labelFontSize,\n fontWeight: 700,\n letterSpacing: appearance.labelLetterSpacing,\n textTransform: \"uppercase\",\n color: \"rgba(232,240,255,0.96)\",\n textAlign: \"center\",\n textShadow:\n \"0 0 18px rgba(0,0,0,0.95), 0 2px 12px rgba(0,0,0,0.95), 0 0 6px rgba(126,184,255,0.25)\",\n whiteSpace: \"nowrap\",\n maxWidth: appearance.previewWidth + 48,\n overflow: \"hidden\",\n textOverflow: \"ellipsis\",\n }}\n >\n {label}\n </div>\n </div>\n </Html>\n );\n}\n","import type { ReactNode } from \"react\";\nimport type { AtomVisualProps } from \"../../index.js\";\nimport {\n mergeConstellationAppearance,\n type ConstellationAppearance,\n} from \"../appearance.js\";\nimport { Star } from \"./Star.js\";\nimport { ConstellationEdge } from \"./ConstellationEdge.js\";\nimport {\n ConstellationTitle,\n computeConstellationBounds,\n type ConstellationStoryOverlay,\n} from \"./ConstellationTitle.js\";\nimport { StarBillboard } from \"./StarBillboard.js\";\n\nexport interface ConstellationSceneEntry {\n id: string;\n /** Visual with final position already computed by the consumer. */\n visual: AtomVisualProps;\n /** Title scene — arc starts here. */\n isTitle?: boolean;\n /** End scene — arc ends here. */\n isEnd?: boolean;\n /** Scene label shown beneath the preview card. */\n label?: string;\n /** Static preview image (coverbox, poster frame, etc.). */\n previewImageUrl?: string | null;\n /** Custom preview when no image URL is available. */\n previewContent?: ReactNode;\n /** When true the star renders at reduced brightness/saturation. */\n dimmed?: boolean;\n /** When true the star is non-navigable (click suppressed). */\n locked?: boolean;\n /** Highlight this star's billboard (focused traversal). */\n focused?: boolean;\n /** Control strip slot — rendered beneath preview when focused. */\n controlsSlot?: ReactNode;\n}\n\nexport interface ConstellationEdgeEntry {\n source: string;\n target: string;\n type: \"choice\" | \"go_to_scene\" | \"sequential\";\n}\n\nexport interface ConstellationProps {\n /** Scene entries with positions already computed by the consumer. */\n scenes: ConstellationSceneEntry[];\n /** Film title rendered as ghost typography across the group. */\n storyTitle?: string;\n /** Director credit, rating, and genre beneath the arched title. */\n storyOverlay?: ConstellationStoryOverlay;\n /** Explicit story-flow edges (goto + choice). No implicit sequential links. */\n edges?: ConstellationEdgeEntry[];\n appearance?: Partial<ConstellationAppearance>;\n /** When false, hide Html billboards and arc title (e.g. while editor is open). */\n showOverlays?: boolean;\n onSceneSelect?: (index: number) => void;\n}\n\n/**\n * A single story rendered as a constellation: scene-stars connected by\n * luminous gradient edges. This is the cosmos realm's `Group` component —\n * identical rendering for own and others' stories.\n */\nexport function Constellation({\n scenes,\n storyTitle,\n storyOverlay,\n edges = [],\n appearance: appearanceOverrides,\n showOverlays = true,\n onSceneSelect,\n}: ConstellationProps) {\n const appearance = mergeConstellationAppearance(appearanceOverrides);\n const sceneMap = new Map(scenes.map((s, i) => [s.id, { entry: s, index: i }]));\n const bounds = computeConstellationBounds(\n scenes.map((s) => s.visual.position),\n );\n\n const titleScene =\n scenes.find((s) => s.isTitle) ?? scenes[0];\n const endScene =\n scenes.find((s) => s.isEnd) ??\n scenes[scenes.length - 1];\n\n const resolvedEdges: {\n from: ConstellationSceneEntry;\n to: ConstellationSceneEntry;\n type: ConstellationEdgeEntry[\"type\"];\n }[] = [];\n\n for (const edge of edges) {\n const src = sceneMap.get(edge.source);\n const tgt = sceneMap.get(edge.target);\n if (src && tgt) {\n resolvedEdges.push({ from: src.entry, to: tgt.entry, type: edge.type });\n }\n }\n\n return (\n <group>\n {showOverlays && storyTitle && bounds ? (\n <ConstellationTitle\n title={storyTitle}\n bounds={bounds}\n appearance={appearance}\n arcFrom={titleScene?.visual.position}\n arcTo={endScene?.visual.position}\n storyOverlay={storyOverlay}\n />\n ) : null}\n\n {scenes.map((entry, i) => (\n <group key={entry.id} position={entry.visual.position}>\n <Star\n visual={{ ...entry.visual, position: [0, 0, 0] }}\n dimmed={entry.dimmed}\n locked={entry.locked}\n onSelect={onSceneSelect ? () => onSceneSelect(i) : undefined}\n />\n\n {showOverlays &&\n (entry.label || entry.previewImageUrl || entry.previewContent) ? (\n <StarBillboard\n label={entry.label ?? \"\"}\n appearance={appearance}\n previewImageUrl={entry.previewImageUrl}\n previewContent={entry.previewContent}\n dimmed={entry.dimmed}\n focused={entry.focused}\n controlsSlot={entry.controlsSlot}\n visible={showOverlays}\n />\n ) : null}\n </group>\n ))}\n\n {resolvedEdges.map(({ from, to, type }) => {\n const edgeDimmed = !!(from.dimmed || to.dimmed);\n return (\n <ConstellationEdge\n key={`edge-${from.id}-${to.id}-${type}`}\n from={from.visual.position}\n to={to.visual.position}\n hueA={from.visual.hue}\n hueB={to.visual.hue}\n intensityA={from.visual.intensity}\n intensityB={to.visual.intensity}\n dimmed={edgeDimmed}\n />\n );\n })}\n </group>\n );\n}\n\n","import type { StoryListItem } from \"../../types/index.js\";\nimport type { AtomMapping, AtomState, AudioPalette, MotionTokens } from \"../index.js\";\n\n/**\n * COSMOS realm — pure-data layer. The 3D components (World, Star, NavRig,\n * EngageTransition) live in a follow-up package once the JSX build is\n * wired up; this file owns the realm's mapping and tuning constants so\n * they can be consumed today by any non-3D surface (catalog list, search,\n * preview cards, sound design tooling).\n *\n * Mapping rationale:\n * runtime → scale (longer film = bigger star)\n * popularity → intensity (more watches = brighter)\n * mood → hue (warm/cool palette by tone)\n * genre → spectral hint (small offset on top of mood, reads as\n * \"stellar class\" — drama is yellow-G,\n * thriller is blue-O, romance is red-M).\n * state → orbit-ring rendering (handled by Atom component).\n */\n\nconst GENRE_HUE_OFFSET: Record<string, number> = {\n drama: 50,\n thriller: 220,\n horror: 0,\n comedy: 35,\n romance: 340,\n scifi: 200,\n documentary: 180,\n animation: 280,\n};\n\nconst MOOD_HUE: Record<string, number> = {\n bright: 50,\n warm: 25,\n bittersweet: 290,\n somber: 230,\n tense: 210,\n playful: 110,\n melancholy: 250,\n};\n\nfunction clamp01(n: number): number {\n return Math.max(0, Math.min(1, n));\n}\n\nfunction popularityToIntensity(film: StoryListItem): number {\n // Log-compress: a 100x more-watched film should not be 100x brighter.\n const watches = Math.max(0, film.watch_starts_count);\n const log = Math.log10(1 + watches);\n // Rough cap at ~6 (1M watches saturates the scale).\n return clamp01(log / 6);\n}\n\nfunction deriveScale(film: StoryListItem): number {\n // We don't have runtime in StoryListItem yet; proxy with scenes_count.\n // Caps the starfield from going visually noisy.\n const scenes = film.scenes_count ?? 1;\n return clamp01(0.25 + Math.log10(1 + scenes) / 4);\n}\n\nfunction deriveHue(film: StoryListItem): number {\n const genreKey = (film.genre ?? \"\").toLowerCase().replace(/[^a-z]/g, \"\");\n const moodKey = \"\";\n const moodHue = MOOD_HUE[moodKey];\n const genreOffset = GENRE_HUE_OFFSET[genreKey];\n if (moodHue !== undefined) return moodHue;\n if (genreOffset !== undefined) return genreOffset;\n return 210;\n}\n\nfunction deriveState(film: StoryListItem): AtomState {\n // Without per-user progress threaded through, default; the consuming\n // app will overlay state from CatalogResponse.meta.progress.\n return film.published ? \"default\" : \"new\";\n}\n\nexport const cosmosMapping: AtomMapping = (film) => ({\n position: [0, 0, 0], // assigned by the realm's spatial layouter\n scale: deriveScale(film),\n hue: deriveHue(film),\n intensity: popularityToIntensity(film),\n state: deriveState(film),\n metadata: {\n title: film.title,\n popularity: film.watch_starts_count,\n genre: film.genre,\n },\n});\n\nexport const cosmosMotion: MotionTokens = {\n flightAcceleration: 14,\n flightDamping: 0.92,\n focusEaseMs: 380,\n engageDurationMs: 900,\n backDurationMs: 900,\n};\n\nexport {\n DEFAULT_CONSTELLATION_APPEARANCE,\n mergeConstellationAppearance,\n} from \"./appearance.js\";\nexport type { ConstellationAppearance } from \"./appearance.js\";\n\nexport const cosmosAudio: AudioPalette = {\n // Asset paths are resolved by the host app's asset bundler; chuzi-shared\n // only declares the contract. Replace with CDN URLs at integration time.\n ambientLoop: \"audio/cosmos/ambient-deep.ogg\",\n focusChime: \"audio/cosmos/focus-shimmer.ogg\",\n engageImpact: \"audio/cosmos/dolly-in.ogg\",\n backWhoosh: \"audio/cosmos/dolly-out.ogg\",\n};\n","/**\n * Spatial distribution helpers for the cosmos realm. Kept as a stand-alone\n * module so non-3D surfaces (search overlays, accessibility list view,\n * minimap) can compute and reuse positions without pulling in three.js.\n */\n\nexport type Vec3 = [number, number, number];\n\nexport interface DistributeOptions {\n /** Outer radius of the disk in world units. */\n radius?: number;\n /** Vertical jitter band (±). Larger values flatten the disk less. */\n thickness?: number;\n /** Deterministic seed; identical seeds produce identical layouts. */\n seed?: number;\n}\n\n/**\n * Galaxy-disk distribution: stars cluster denser toward the center\n * (sqrt-r weighting), with a vertical jitter band. Deterministic when a\n * seed is provided so the same catalog produces the same starfield across\n * sessions.\n */\nexport function distributeStars(\n count: number,\n options: DistributeOptions = {},\n): Vec3[] {\n const radius = options.radius ?? 25;\n const thickness = options.thickness ?? 4;\n const random = options.seed !== undefined ? mulberry32(options.seed) : Math.random;\n\n const positions: Vec3[] = [];\n for (let i = 0; i < count; i++) {\n const r = Math.sqrt(random()) * radius;\n const theta = random() * Math.PI * 2;\n const y = (random() - 0.5) * thickness;\n positions.push([Math.cos(theta) * r, y, Math.sin(theta) * r]);\n }\n return positions;\n}\n\nfunction mulberry32(seed: number): () => number {\n let s = seed >>> 0;\n return () => {\n s = (s + 0x6d2b79f5) >>> 0;\n let t = s;\n t = Math.imul(t ^ (t >>> 15), t | 1);\n t ^= t + Math.imul(t ^ (t >>> 7), t | 61);\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296;\n };\n}\n\n/** World-space gap between adjacent tree levels along +Z (chronological depth). */\nexport const COSMOS_SCENE_LEVEL_SPACING = 11;\n\n/** Branch spread multiplier for tree_graph x offsets. */\nexport const COSMOS_SCENE_BRANCH_SPACING = 1.6;\n\n/** Maximum distance between two connected scene stars (fallback spine only). */\nexport const COSMOS_MAX_SCENE_EDGE_LENGTH = 14;\n\n/** Minimum empty space between constellation bounds, in scene spacings. */\nexport const COSMOS_CONSTELLATION_GAP_SCENES = 2;\n\n/** Halo around a lone title star before scenes load. */\nexport const COSMOS_DEFAULT_FOOTPRINT_RADIUS = 10;\n\n/** Extra world units around the outermost scene for billboards / focus glow. */\nexport const COSMOS_CONSTELLATION_VISUAL_PADDING = 6;\n\nconst GOLDEN_ANGLE = 2.399963229728653;\n\nexport interface ConstellationLayoutScene {\n id: string;\n is_title?: boolean;\n is_end?: boolean;\n order?: number;\n created_at?: string;\n}\n\nexport interface ConstellationLayoutEdge {\n source: string;\n target: string;\n}\n\nexport interface ConstellationLayoutNode {\n id: string;\n level: number;\n x: number;\n index?: number;\n}\n\nexport interface ConstellationLayoutGraph {\n nodes: ConstellationLayoutNode[];\n edges?: ConstellationLayoutEdge[];\n meta?: { root_id?: string | null };\n}\n\nexport interface ConstellationAnchorInput {\n id: string;\n footprintRadius: number;\n}\n\nexport interface ConstellationAnchorOptions {\n /** Gap between constellation bounds in scene spacings (default 2). */\n minGapScenes?: number;\n levelSpacing?: number;\n visualPadding?: number;\n}\n\nfunction sortScenesForConstellationLayout(\n sceneList: ConstellationLayoutScene[],\n): ConstellationLayoutScene[] {\n return [...sceneList].sort((a, b) => {\n if (a.is_title !== b.is_title) return a.is_title ? -1 : 1;\n if (a.is_end !== b.is_end) return a.is_end ? 1 : -1;\n const orderA = a.order ?? 0;\n const orderB = b.order ?? 0;\n if (orderA !== orderB) return orderA - orderB;\n return (a.created_at ?? \"\").localeCompare(b.created_at ?? \"\");\n });\n}\n\nfunction orderScenesForConstellationLayout(\n sceneList: ConstellationLayoutScene[],\n graph: ConstellationLayoutGraph | undefined,\n): ConstellationLayoutScene[] {\n if (!graph?.nodes?.length) return sortScenesForConstellationLayout(sceneList);\n\n const sceneById = new Map(sceneList.map((scene) => [scene.id, scene]));\n const ordered: ConstellationLayoutScene[] = [];\n const seen = new Set<string>();\n\n const sortedNodes = [...graph.nodes].sort((a, b) => {\n if (a.level !== b.level) return a.level - b.level;\n if (a.x !== b.x) return a.x - b.x;\n return (a.index ?? 0) - (b.index ?? 0);\n });\n\n for (const node of sortedNodes) {\n const scene = sceneById.get(node.id);\n if (scene && !seen.has(scene.id)) {\n ordered.push(scene);\n seen.add(scene.id);\n }\n }\n\n for (const scene of sortScenesForConstellationLayout(sceneList)) {\n if (!seen.has(scene.id)) {\n ordered.push(scene);\n seen.add(scene.id);\n }\n }\n\n return ordered;\n}\n\nfunction hashSceneId(id: string, salt = \"\"): number {\n let h = 0;\n const key = id + salt;\n for (let i = 0; i < key.length; i++) {\n h = (h * 31 + key.charCodeAt(i)) >>> 0;\n }\n return h / 4294967296;\n}\n\nfunction clampEdgeLength(\n positions: Map<string, Vec3>,\n sourceId: string,\n targetId: string,\n maxLength: number,\n): void {\n const src = positions.get(sourceId);\n const tgt = positions.get(targetId);\n if (!src || !tgt) return;\n\n const dx = tgt[0] - src[0];\n const dy = tgt[1] - src[1];\n const dz = tgt[2] - src[2];\n const len = Math.hypot(dx, dy, dz);\n if (len <= maxLength || len === 0) return;\n\n const scale = maxLength / len;\n positions.set(targetId, [\n src[0] + dx * scale,\n src[1] + dy * scale,\n src[2] + dz * scale,\n ]);\n}\n\nfunction buildParentByChild(\n ordered: ConstellationLayoutScene[],\n edges: ConstellationLayoutEdge[],\n): Map<string, string> {\n const parentByChild = new Map<string, string>();\n const orderIndex = new Map(ordered.map((scene, idx) => [scene.id, idx]));\n\n const sortedEdges = [...edges].sort((a, b) => {\n const aIdx = orderIndex.get(a.target) ?? Number.MAX_SAFE_INTEGER;\n const bIdx = orderIndex.get(b.target) ?? Number.MAX_SAFE_INTEGER;\n return aIdx - bIdx;\n });\n\n for (const edge of sortedEdges) {\n if (!parentByChild.has(edge.target)) {\n parentByChild.set(edge.target, edge.source);\n }\n }\n\n return parentByChild;\n}\n\nfunction sceneLevelJitter(sceneId: string): number {\n return (hashSceneId(sceneId, \"y\") - 0.5) * 1.2;\n}\n\n/**\n * Scene positions relative to the title star at the constellation anchor.\n * When a tree_graph is present, level maps to +Z depth (chronological \"after\")\n * and x spreads branches laterally. Without a graph, scenes fall back to a\n * linear spine along +Z.\n */\nexport function computeConstellationScenePositions(\n scenes: ConstellationLayoutScene[],\n graph: ConstellationLayoutGraph | undefined,\n anchor: Vec3 = [0, 0, 0],\n): Map<string, Vec3> {\n const positions = new Map<string, Vec3>();\n const ordered = orderScenesForConstellationLayout(scenes, graph);\n if (ordered.length === 0) return positions;\n\n const root =\n ordered.find((scene) => scene.is_title) ??\n ordered[0];\n positions.set(root.id, [anchor[0], anchor[1], anchor[2]]);\n\n const nodeById = new Map(\n (graph?.nodes ?? []).map((node) => [node.id, node]),\n );\n\n if (nodeById.size > 0) {\n const rootNode = nodeById.get(root.id);\n const rootX = rootNode?.x ?? 0;\n\n for (const scene of ordered) {\n if (scene.id === root.id) continue;\n const node = nodeById.get(scene.id);\n if (!node) continue;\n\n positions.set(scene.id, [\n anchor[0] + (node.x - rootX) * COSMOS_SCENE_BRANCH_SPACING,\n anchor[1] + sceneLevelJitter(scene.id),\n anchor[2] + node.level * COSMOS_SCENE_LEVEL_SPACING,\n ]);\n }\n\n let fallbackLevel = 0;\n for (const scene of ordered) {\n if (positions.has(scene.id)) continue;\n fallbackLevel += 1;\n positions.set(scene.id, [\n anchor[0],\n anchor[1] + sceneLevelJitter(scene.id),\n anchor[2] + fallbackLevel * COSMOS_SCENE_LEVEL_SPACING,\n ]);\n }\n\n return positions;\n }\n\n const edges = graph?.edges ?? [];\n const parentByChild = edges.length > 0\n ? buildParentByChild(ordered, edges)\n : new Map<string, string>();\n\n let spineIndex = 0;\n for (const scene of ordered) {\n if (scene.id === root.id) continue;\n\n let parentId = parentByChild.get(scene.id);\n if (!parentId || !positions.has(parentId)) {\n const prevScene = ordered[spineIndex] ?? root;\n parentId = prevScene.id;\n }\n\n const parentPos = positions.get(parentId) ?? [anchor[0], anchor[1], anchor[2]];\n const angle = spineIndex * GOLDEN_ANGLE + hashSceneId(scene.id) * 0.55;\n const dist =\n COSMOS_MAX_SCENE_EDGE_LENGTH * (0.9 + hashSceneId(scene.id, \"d\") * 0.1);\n const yJitter = sceneLevelJitter(scene.id);\n\n positions.set(scene.id, [\n parentPos[0] + Math.cos(angle) * dist,\n parentPos[1] + yJitter,\n parentPos[2] + Math.sin(angle) * dist,\n ]);\n spineIndex += 1;\n }\n\n if (edges.length > 0) {\n for (const edge of edges) {\n clampEdgeLength(\n positions,\n edge.source,\n edge.target,\n COSMOS_MAX_SCENE_EDGE_LENGTH,\n );\n }\n } else {\n for (let i = 1; i < ordered.length; i++) {\n clampEdgeLength(\n positions,\n ordered[i - 1].id,\n ordered[i].id,\n COSMOS_MAX_SCENE_EDGE_LENGTH,\n );\n }\n }\n\n return positions;\n}\n\n/** Bounding radius from the title anchor to the outermost scene plus visual padding. */\nexport function constellationFootprintRadius(\n localPositions: Map<string, Vec3>,\n padding: number = COSMOS_CONSTELLATION_VISUAL_PADDING,\n): number {\n let maxReach = COSMOS_DEFAULT_FOOTPRINT_RADIUS;\n for (const [x, , z] of localPositions.values()) {\n maxReach = Math.max(maxReach, Math.hypot(x, z) + padding);\n }\n return maxReach;\n}\n\nfunction circlesSeparated(\n ax: number,\n az: number,\n aRadius: number,\n bx: number,\n bz: number,\n bRadius: number,\n minGap: number,\n): boolean {\n return Math.hypot(ax - bx, az - bz) >= aRadius + bRadius + minGap;\n}\n\nfunction findConstellationAnchor(\n footprintRadius: number,\n placed: Array<{ x: number; z: number; radius: number }>,\n minGap: number,\n): Vec3 {\n if (placed.length === 0) return [0, 0, 0];\n\n let angle = 0;\n let radius = 0;\n const angleStep = 0.62;\n const radiusGrowth = minGap * 0.75;\n\n for (let attempt = 0; attempt < 8000; attempt++) {\n angle += angleStep;\n radius += radiusGrowth / (2 * Math.PI);\n const cx = Math.cos(angle) * radius;\n const cz = Math.sin(angle) * radius;\n const ok = placed.every((other) =>\n circlesSeparated(cx, cz, footprintRadius, other.x, other.z, other.radius, minGap),\n );\n if (ok) return [cx, 0, cz];\n }\n\n const fallback = placed.length * (minGap + footprintRadius * 2);\n return [fallback, 0, 0];\n}\n\n/**\n * Place constellation anchors so each title star stays outside other\n * constellations, with at least `minGapScenes` scene spacings between bounds.\n */\nexport function distributeConstellationAnchors(\n items: ConstellationAnchorInput[],\n options: ConstellationAnchorOptions = {},\n): Map<string, Vec3> {\n const minGapScenes = options.minGapScenes ?? COSMOS_CONSTELLATION_GAP_SCENES;\n const levelSpacing = options.levelSpacing ?? COSMOS_SCENE_LEVEL_SPACING;\n const minGap = minGapScenes * levelSpacing;\n\n const anchors = new Map<string, Vec3>();\n const placed: Array<{ x: number; z: number; radius: number }> = [];\n\n for (const item of items) {\n const [x, , z] = findConstellationAnchor(item.footprintRadius, placed, minGap);\n anchors.set(item.id, [x, 0, z]);\n placed.push({ x, z, radius: item.footprintRadius });\n }\n\n return anchors;\n}\n","import { useMemo } from \"react\";\nimport type { StoryListItem } from \"../../../types/index.js\";\nimport { cosmosMapping } from \"../index.js\";\nimport { Star } from \"./Star.js\";\nimport { World } from \"./World.js\";\nimport { distributeStars, type Vec3 } from \"./layout.js\";\n\nexport interface CosmosSandboxProps {\n films: StoryListItem[];\n onFilmSelect?: (film: StoryListItem) => void;\n /** Layout seed — same seed + same films = same layout. */\n seed?: number;\n}\n\n/**\n * Drop-in 3D sandbox. Hands a list of films, gets back a navigable\n * starfield where each star is a film. Useful for: integration tests, the\n * realm-picker preview thumbnail, the editor's \"preview as star\" mode, and\n * as the smoke-test entry while migrating chuzi-web off Laravel.\n */\nexport function CosmosSandbox({\n films,\n onFilmSelect,\n seed = 1,\n}: CosmosSandboxProps) {\n const placed = useMemo(() => {\n const positions: Vec3[] = distributeStars(films.length, { seed });\n return films.map((film, i) => ({\n film,\n visual: { ...cosmosMapping(film), position: positions[i] },\n }));\n }, [films, seed]);\n\n return (\n <World>\n {placed.map(({ film, visual }) => (\n <Star\n key={film.id}\n visual={visual}\n onSelect={onFilmSelect ? () => onFilmSelect(film) : undefined}\n />\n ))}\n </World>\n );\n}\n"]}
package/dist/ui/index.js CHANGED
@@ -83,10 +83,11 @@ var REALMS = {
83
83
  editor_delete_scene_confirm: "Click again to confirm",
84
84
  editor_scene_locked_delete: "Start and end scenes cannot be deleted.",
85
85
  editor_scene_color: "Star Hue",
86
+ viewer_continue: "Continue Signal",
86
87
  chuzi_ai_name: "Chuzi AI",
87
88
  chuzi_ai_create_with: "Create with Chuzi AI",
88
89
  chuzi_ai_create_manual: "Enter title manually",
89
- chuzi_ai_intro: "Answer story-circle prompts and Chuzi AI will chart your short story.",
90
+ chuzi_ai_intro: "Answer a few story prompts and Chuzi AI will chart your short story.",
90
91
  chuzi_ai_step_of: "Step",
91
92
  chuzi_ai_back: "Back",
92
93
  chuzi_ai_next: "Next",
@@ -112,26 +113,14 @@ var REALMS = {
112
113
  chuzi_ai_scene_overwrite_confirm: "I understand this replaces this scene\u2019s text and styling.",
113
114
  chuzi_ai_scene_apply_create: "Create scene",
114
115
  chuzi_ai_scene_apply_overwrite: "Replace scene",
115
- chuzi_ai_step_hero: "Hero",
116
- chuzi_ai_step_hero_hint: "Who is your protagonist? Name, age, personality, and what makes them relatable.",
117
- chuzi_ai_step_world: "Ordinary world",
118
- chuzi_ai_step_world_hint: "Where does the story begin? Describe the setting and daily life before adventure calls.",
119
- chuzi_ai_step_you: "You",
120
- chuzi_ai_step_you_hint: "The character in a zone of comfort. What is their normal life like right now?",
121
- chuzi_ai_step_need: "Need",
122
- chuzi_ai_step_need_hint: "Something isn\u2019t right. What problem, longing, or imbalance disrupts their comfort?",
123
- chuzi_ai_step_go: "Go",
124
- chuzi_ai_step_go_hint: "Crossing the threshold. What event pushes them into the unknown?",
125
- chuzi_ai_step_search: "Search",
126
- chuzi_ai_step_search_hint: "Trials, growth, and exploration. What challenges and discoveries shape them?",
127
- chuzi_ai_step_find: "Find",
128
- chuzi_ai_step_find_hint: "The thing is found or revealed. What truth, object, or insight do they uncover?",
129
- chuzi_ai_step_take: "Take",
130
- chuzi_ai_step_take_hint: "Pay the price. What must they sacrifice or confront to claim their goal?",
131
- chuzi_ai_step_return: "Return",
132
- chuzi_ai_step_return_hint: "Back to the known world. How do they bring what they learned home?",
133
- chuzi_ai_step_change: "Change",
134
- chuzi_ai_step_change_hint: "Transformation achieved. How is the hero different from who they were at the start?",
116
+ chuzi_ai_step_protagonist: "Protagonist",
117
+ chuzi_ai_step_protagonist_hint: "Who is your main character? Name, age, personality, and what makes them interesting.",
118
+ chuzi_ai_step_setting: "Setting",
119
+ chuzi_ai_step_setting_hint: "Where and when does the story begin? Describe the world and their everyday life.",
120
+ chuzi_ai_step_conflict: "Conflict",
121
+ chuzi_ai_step_conflict_hint: "What event or problem kicks the story into motion?",
122
+ chuzi_ai_step_journey: "Journey",
123
+ chuzi_ai_step_journey_hint: "What challenges, turning points, climax, and resolution shape the story?",
135
124
  chuzi_ai_step_tone: "Tone & mood",
136
125
  chuzi_ai_step_tone_hint: "Genre, mood, and atmosphere (e.g. bittersweet sci-fi, cozy mystery, epic fantasy).",
137
126
  chuzi_ai_monomyth_hero: "Hero\u2019s Journey: the protagonist",
@@ -476,10 +465,11 @@ var REALMS = {
476
465
  editor_delete_scene_confirm: "Click again to confirm",
477
466
  editor_scene_locked_delete: "Start and end scenes cannot be deleted.",
478
467
  editor_scene_color: "Clearing Tint",
468
+ viewer_continue: "Press On",
479
469
  chuzi_ai_name: "Chuzi AI",
480
470
  chuzi_ai_create_with: "Create with Chuzi AI",
481
471
  chuzi_ai_create_manual: "Enter title manually",
482
- chuzi_ai_intro: "Answer story-circle prompts and Chuzi AI will grow your short story.",
472
+ chuzi_ai_intro: "Answer a few story prompts and Chuzi AI will grow your short story.",
483
473
  chuzi_ai_step_of: "Step",
484
474
  chuzi_ai_back: "Back",
485
475
  chuzi_ai_next: "Next",
@@ -505,26 +495,14 @@ var REALMS = {
505
495
  chuzi_ai_scene_overwrite_confirm: "I understand this replaces this scene\u2019s text and styling.",
506
496
  chuzi_ai_scene_apply_create: "Create scene",
507
497
  chuzi_ai_scene_apply_overwrite: "Replace scene",
508
- chuzi_ai_step_hero: "Hero",
509
- chuzi_ai_step_hero_hint: "Who is your protagonist? Name, age, personality, and what makes them relatable.",
510
- chuzi_ai_step_world: "Ordinary world",
511
- chuzi_ai_step_world_hint: "Where does the story begin? Describe the setting and daily life before adventure calls.",
512
- chuzi_ai_step_you: "You",
513
- chuzi_ai_step_you_hint: "The character in a zone of comfort. What is their normal life like right now?",
514
- chuzi_ai_step_need: "Need",
515
- chuzi_ai_step_need_hint: "Something isn\u2019t right. What problem, longing, or imbalance disrupts their comfort?",
516
- chuzi_ai_step_go: "Go",
517
- chuzi_ai_step_go_hint: "Crossing the threshold. What event pushes them into the unknown?",
518
- chuzi_ai_step_search: "Search",
519
- chuzi_ai_step_search_hint: "Trials, growth, and exploration. What challenges and discoveries shape them?",
520
- chuzi_ai_step_find: "Find",
521
- chuzi_ai_step_find_hint: "The thing is found or revealed. What truth, object, or insight do they uncover?",
522
- chuzi_ai_step_take: "Take",
523
- chuzi_ai_step_take_hint: "Pay the price. What must they sacrifice or confront to claim their goal?",
524
- chuzi_ai_step_return: "Return",
525
- chuzi_ai_step_return_hint: "Back to the known world. How do they bring what they learned home?",
526
- chuzi_ai_step_change: "Change",
527
- chuzi_ai_step_change_hint: "Transformation achieved. How is the hero different from who they were at the start?",
498
+ chuzi_ai_step_protagonist: "Protagonist",
499
+ chuzi_ai_step_protagonist_hint: "Who is your main character? Name, age, personality, and what makes them interesting.",
500
+ chuzi_ai_step_setting: "Setting",
501
+ chuzi_ai_step_setting_hint: "Where and when does the story begin? Describe the world and their everyday life.",
502
+ chuzi_ai_step_conflict: "Conflict",
503
+ chuzi_ai_step_conflict_hint: "What event or problem kicks the story into motion?",
504
+ chuzi_ai_step_journey: "Journey",
505
+ chuzi_ai_step_journey_hint: "What challenges, turning points, climax, and resolution shape the story?",
528
506
  chuzi_ai_step_tone: "Tone & mood",
529
507
  chuzi_ai_step_tone_hint: "Genre, mood, and atmosphere (e.g. bittersweet sci-fi, cozy mystery, epic fantasy).",
530
508
  chuzi_ai_monomyth_hero: "Hero\u2019s Journey: the protagonist",
@@ -870,7 +848,7 @@ var FALLBACK_LEXICON = {
870
848
  chuzi_ai_name: "Chuzi AI",
871
849
  chuzi_ai_create_with: "Create with Chuzi AI",
872
850
  chuzi_ai_create_manual: "Enter title manually",
873
- chuzi_ai_intro: "Answer a few story-circle prompts and Chuzi AI will draft your short story.",
851
+ chuzi_ai_intro: "Answer a few story prompts and Chuzi AI will draft your short story.",
874
852
  chuzi_ai_step_of: "Step",
875
853
  chuzi_ai_back: "Back",
876
854
  chuzi_ai_next: "Next",
@@ -896,28 +874,17 @@ var FALLBACK_LEXICON = {
896
874
  chuzi_ai_scene_overwrite_confirm: "I understand this replaces this scene\u2019s text and styling.",
897
875
  chuzi_ai_scene_apply_create: "Create scene",
898
876
  chuzi_ai_scene_apply_overwrite: "Replace scene",
899
- chuzi_ai_step_hero: "Hero",
900
- chuzi_ai_step_hero_hint: "Who is your protagonist? Name, age, personality, and what makes them relatable.",
901
- chuzi_ai_step_world: "Ordinary world",
902
- chuzi_ai_step_world_hint: "Where does the story begin? Describe the setting and daily life before adventure calls.",
903
- chuzi_ai_step_you: "You",
904
- chuzi_ai_step_you_hint: "The character in a zone of comfort. What is their normal life like right now?",
905
- chuzi_ai_step_need: "Need",
906
- chuzi_ai_step_need_hint: "Something isn\u2019t right. What problem, longing, or imbalance disrupts their comfort?",
907
- chuzi_ai_step_go: "Go",
908
- chuzi_ai_step_go_hint: "Crossing the threshold. What event pushes them into the unknown?",
909
- chuzi_ai_step_search: "Search",
910
- chuzi_ai_step_search_hint: "Trials, growth, and exploration. What challenges and discoveries shape them?",
911
- chuzi_ai_step_find: "Find",
912
- chuzi_ai_step_find_hint: "The thing is found or revealed. What truth, object, or insight do they uncover?",
913
- chuzi_ai_step_take: "Take",
914
- chuzi_ai_step_take_hint: "Pay the price. What must they sacrifice or confront to claim their goal?",
915
- chuzi_ai_step_return: "Return",
916
- chuzi_ai_step_return_hint: "Back to the known world. How do they bring what they learned home?",
917
- chuzi_ai_step_change: "Change",
918
- chuzi_ai_step_change_hint: "Transformation achieved. How is the hero different from who they were at the start?",
877
+ chuzi_ai_step_protagonist: "Protagonist",
878
+ chuzi_ai_step_protagonist_hint: "Who is your main character? Name, age, personality, and what makes them interesting.",
879
+ chuzi_ai_step_setting: "Setting",
880
+ chuzi_ai_step_setting_hint: "Where and when does the story begin? Describe the world and their everyday life.",
881
+ chuzi_ai_step_conflict: "Conflict",
882
+ chuzi_ai_step_conflict_hint: "What event or problem kicks the story into motion?",
883
+ chuzi_ai_step_journey: "Journey",
884
+ chuzi_ai_step_journey_hint: "What challenges, turning points, climax, and resolution shape the story?",
919
885
  chuzi_ai_step_tone: "Tone & mood",
920
886
  chuzi_ai_step_tone_hint: "Genre, mood, and atmosphere (e.g. bittersweet sci-fi, cozy mystery, epic fantasy).",
887
+ viewer_continue: "Continue",
921
888
  chuzi_ai_monomyth_hero: "Hero\u2019s Journey: the protagonist",
922
889
  chuzi_ai_monomyth_world: "Monomyth: ordinary world",
923
890
  chuzi_ai_monomyth_you: "Story Circle: zone of comfort",