@idosgames/mcp 0.1.19 → 0.1.21
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.
- package/dist/cli.js +2 -2
- package/package.json +1 -1
- package/registry/host.json +13 -13
- package/registry/index.json +474 -147
- package/registry/modules/ai.json +65 -0
- package/registry/modules/board-game.json +4 -4
- package/registry/modules/boosts.json +66 -0
- package/registry/modules/character.json +7 -8
- package/registry/modules/chat.json +7 -8
- package/registry/modules/collections.json +69 -0
- package/registry/modules/coop-events.json +67 -0
- package/registry/modules/craft.json +7 -8
- package/registry/modules/deals.json +7 -8
- package/registry/modules/events.json +10 -15
- package/registry/modules/friends.json +8 -8
- package/registry/modules/idle-rpg.json +4 -4
- package/registry/modules/inventory.json +16 -19
- package/registry/modules/invite.json +9 -9
- package/registry/modules/leaderboard.json +7 -8
- package/registry/modules/lootboxes.json +67 -0
- package/registry/modules/mailbox.json +71 -0
- package/registry/modules/marketplace.json +7 -8
- package/registry/modules/mini-game.json +7 -7
- package/registry/modules/multiplayer.json +74 -0
- package/registry/modules/premium.json +67 -0
- package/registry/modules/profile.json +11 -12
- package/registry/modules/pvp.json +5 -6
- package/registry/modules/quests.json +69 -0
- package/registry/modules/rewards.json +17 -23
- package/registry/modules/season.json +10 -15
- package/registry/modules/store.json +7 -8
- package/registry/modules/tutorials.json +7 -8
- package/registry/modules/voxelcraft.json +16 -12
- package/registry/modules/workshop.json +7 -8
- package/registry/skills/blockchain-system.json +1 -1
- package/registry/skills/idosgames-compose-modules.json +2 -2
- package/registry/skills/idosgames-getting-started.json +1 -1
- package/registry/skills/idosgames-module-contract.json +2 -2
- package/registry/skills/idosgames-project-structure.json +1 -1
- package/registry/skills/idosgames-ui-kit.json +2 -2
- package/registry/skills/mailbox-system.json +6 -0
- package/registry/skills/multiplayer-realtime.json +2 -2
- package/registry/skills/workshop-system.json +1 -1
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{
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"id": "ai",
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"meta": {
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"name": "AI studio",
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"type": "app",
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"engine": "dom"
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},
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"catalog": {
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"type": "feature",
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"summary": "AI studio for any game: the title's AI features for players — text, pictures, voice, music, video and 3D — with the price and the history.",
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"description": "A ready AI studio (engine AI, InApp AI) for ANY game, built on the @idosgames/react/ui kit and client.ai. Every AI feature the publisher opened to players (section AI, sanitized by the server: no prompts, no models), grouped by kind — text, picture, voice, music, video, 3D. The player describes what they want, pays the feature's price in in-game resources (or nothing), and the result comes back from a job the server runs (waitForGeneration): text, pictures, a player for sound and video, a download link for 3D. 'My creations' lists the player's generations. A feature tagged 'hidden' is for the game's own code (NPC lines and the like) and is not shown. Registers the 'ai' feature. The money side (publisher credits) is the engine's; see the in-app AI rules.",
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"provides": [
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"AI studio screen",
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"text, image, voice, music, video and 3D generation for players",
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"feature price in in-game resources",
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"history of the player's generations"
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],
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"tags": [
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"ai",
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"generation",
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"ugc",
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"creative",
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"ui",
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"screen"
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],
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"author": {
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"name": "iDos Games",
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"url": "https://idosgames.com"
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},
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"version": "0.1.1"
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},
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"dependencies": {
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"@idosgames/core": "0.19.1",
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"@idosgames/module-sdk": "0.8.0",
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"@idosgames/react": "0.4.0",
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"react": "19.2.7"
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},
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"contentHash": "09df6751a0e4009a1b8675178a88f9ae49bc33edf36e352f22dbf01dd4482d1e",
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"files": [
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{
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"path": "AiScreen.tsx",
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"content": "import { useEffect, useRef, useState, type ReactNode } from \"react\";\nimport type { AIGenerationView, IDosGamesClient } from \"@idosgames/core\";\nimport type { FeatureScreenProps } from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient, useUserState } from \"@idosgames/react\";\nimport {\n Button,\n Card,\n Center,\n EmptyState,\n Icon,\n ResourceList,\n Spinner,\n Tabs,\n canAfford,\n configSection,\n errorText,\n outlined,\n panel,\n useCatalog,\n useStagger,\n useToast,\n v,\n} from \"@idosgames/react/ui\";\nimport {\n featureRows,\n resultKind,\n type AISection,\n type FeatureRow,\n type Modality,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// AI studio (engine AI): the AI features the publisher opened to players — text, pictures, speech,\n// music, video, 3D. The player writes what they want, pays the feature's price (or nothing), and the\n// result comes back from a job the server runs (polled with waitForGeneration). A feature tagged\n// \"hidden\" is for the game's own code (NPC lines and the like) and does not show here.\n\ntype Tab = \"create\" | \"history\";\n\nexport function AiScreen(_: FeatureScreenProps): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const [tab, setTab] = useState<Tab>(\"create\");\n const [picked, setPicked] = useState<string | null>(null);\n const features = featureRows(configSection<AISection>(client, \"AI\"));\n if (features.length === 0)\n return <EmptyState glyph=\"bulb\" text={t(\"noFeatures\")} />;\n const current = features.find((f) => f.key === picked) ?? features[0]!;\n return (\n <div style={{ display: \"grid\", gap: 12 }}>\n <Tabs\n tabs={[\n { id: \"create\", label: t(\"create\") },\n { id: \"history\", label: t(\"history\") },\n ]}\n value={tab}\n onChange={setTab}\n />\n {tab === \"create\" ? (\n <>\n {features.length > 1 ? (\n <div style={{ display: \"flex\", gap: 6, flexWrap: \"wrap\" }}>\n {features.map((f) => (\n <Button\n key={f.key}\n size=\"sm\"\n tone={f.key === current.key ? \"gold\" : \"grey\"}\n onClick={() => setPicked(f.key)}\n >\n {catalog.localize(f.key)} · {t(`m_${f.modality}`)}\n </Button>\n ))}\n </div>\n ) : null}\n <Create key={current.key} feature={current} />\n </>\n ) : (\n <History />\n )}\n </div>\n );\n}\n\n/** Starts a job for a feature by its modality and waits for the result. */\nfunction run(\n client: IDosGamesClient,\n feature: FeatureRow,\n prompt: string,\n optionID: string | undefined,\n): Promise<\n { ok: true; data: AIGenerationView } | { ok: false; error: string }\n> {\n const options = {\n selectedOptionID: optionID,\n relatedEntityID: crypto.randomUUID(),\n };\n const byModality: Record<\n Modality,\n () => ReturnType<IDosGamesClient[\"ai\"][\"generateText\"]>\n > = {\n Text: () =>\n client.ai.generateText(feature.key, { Prompt: prompt }, options),\n Image: () =>\n client.ai.generateImage(feature.key, { Prompt: prompt }, options),\n Audio: () =>\n client.ai.generateAudio(feature.key, { Text: prompt }, options),\n Music: () =>\n client.ai.generateMusic(feature.key, { Prompt: prompt }, options),\n Video: () =>\n client.ai.generateVideo(feature.key, { Prompt: prompt }, options),\n ThreeD: () =>\n client.ai.generateThreeD(feature.key, { Prompt: prompt }, options),\n };\n return byModality[feature.modality]().then((started) =>\n started.ok\n ? client.ai.waitForGeneration(started.data, { timeoutMs: 10 * 60_000 })\n : started,\n );\n}\n\nfunction Create({ feature }: { feature: FeatureRow }): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n const toast = useToast();\n const [prompt, setPrompt] = useState(\"\");\n const [busy, setBusy] = useState(false);\n const [result, setResult] = useState<AIGenerationView | null>(null);\n const alive = useRef(true);\n useEffect(\n () => () => {\n alive.current = false;\n },\n [],\n );\n const balances = state?.InventoryV2?.VirtualCurrencies as\n Record<string, { Amount?: number }> | undefined;\n const option =\n feature.options.find((o) => canAfford(o.price, balances)) ??\n feature.options[0];\n const affordable = !option || canAfford(option.price, balances);\n\n const go = async () => {\n setBusy(true);\n setResult(null);\n const res = await run(client, feature, prompt.trim(), option?.id);\n if (!alive.current) return;\n setBusy(false);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n if (res.data.Status !== \"completed\")\n return toast(res.data.Error?.Message || t(\"failed\"), \"error\");\n setResult(res.data);\n };\n\n return (\n <div style={{ display: \"grid\", gap: 10 }}>\n <textarea\n value={prompt}\n maxLength={feature.maxChars > 0 ? feature.maxChars : undefined}\n placeholder={\n feature.modality === \"Audio\" ? t(\"sayWhat\") : t(\"describe\")\n }\n onChange={(e) => setPrompt(e.target.value)}\n rows={4}\n style={{\n ...panel,\n padding: 12,\n color: v.text,\n fontSize: 15,\n resize: \"vertical\",\n width: \"100%\",\n boxSizing: \"border-box\",\n }}\n />\n <Button\n tone=\"gold\"\n size=\"lg\"\n attract={!!prompt.trim() && affordable}\n disabled={!prompt.trim() || !affordable}\n busy={busy}\n onClick={() => void go()}\n data-tutorial-anchor={`ai:${feature.key}`}\n >\n {busy ? t(\"working\") : t(\"generate\")}{\" \"}\n {option ? <ResourceList lines={option.price} size={18} /> : null}\n </Button>\n {busy ? (\n <Center>\n <Spinner />\n </Center>\n ) : null}\n {result ? <Result generation={result} /> : null}\n </div>\n );\n}\n\nfunction Result({ generation }: { generation: AIGenerationView }): ReactNode {\n return (\n <div style={{ ...panel, padding: 12, display: \"grid\", gap: 10 }}>\n {generation.OutputText ? (\n <div style={{ color: v.text, fontSize: 15, whiteSpace: \"pre-wrap\" }}>\n {generation.OutputText}\n </div>\n ) : null}\n {(generation.Assets ?? []).map((a, i) => {\n const kind = resultKind(a.ContentType);\n const url = a.Url ?? \"\";\n return kind === \"image\" ? (\n <img\n key={i}\n src={url}\n alt=\"\"\n style={{ width: \"100%\", borderRadius: 12 }}\n />\n ) : kind === \"audio\" ? (\n <audio key={i} src={url} controls style={{ width: \"100%\" }} />\n ) : kind === \"video\" ? (\n <video\n key={i}\n src={url}\n controls\n style={{ width: \"100%\", borderRadius: 12 }}\n />\n ) : (\n <a\n key={i}\n href={url}\n target=\"_blank\"\n rel=\"noreferrer\"\n style={{ ...outlined, color: v.gold, fontSize: 14 }}\n >\n {t(\"download\")}\n </a>\n );\n })}\n </div>\n );\n}\n\nfunction History(): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const stagger = useStagger();\n const [items, setItems] = useState<AIGenerationView[] | null>(null);\n const [open, setOpen] = useState<string | null>(null);\n useEffect(() => {\n void client.ai\n .listGenerations({ Limit: 20 })\n .then((r) => setItems(r.ok ? (r.data.Data ?? []) : []));\n }, [client]);\n if (!items)\n return (\n <Center>\n <Spinner />\n </Center>\n );\n if (items.length === 0)\n return <EmptyState glyph=\"bulb\" text={t(\"noHistory\")} />;\n return (\n <div style={{ display: \"grid\", gap: 8 }}>\n {items.map((g, i) => (\n <Card\n key={g.GenerationID}\n onClick={() =>\n setOpen(open === g.GenerationID ? null : g.GenerationID)\n }\n style={{ display: \"grid\", gap: 8, ...stagger(i) }}\n >\n <div style={{ display: \"flex\", alignItems: \"center\", gap: 10 }}>\n <Icon glyph=\"bulb\" size={26} />\n <span style={{ ...outlined, fontSize: 14, flex: 1 }}>\n {catalog.localize(g.FeatureKey ?? \"\")}\n </span>\n <span\n style={{\n ...outlined,\n fontSize: 12,\n color:\n g.Status === \"completed\"\n ? v.green\n : g.Status === \"failed\"\n ? v.textDim\n : v.gold,\n }}\n >\n {t(\n `s_${g.Status === \"completed\" || g.Status === \"failed\" ? g.Status : \"running\"}`,\n )}\n </span>\n </div>\n {open === g.GenerationID && g.Status === \"completed\" ? (\n <Result generation={g} />\n ) : null}\n </Card>\n ))}\n </div>\n );\n}\n"
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{
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"path": "i18n.ts",
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"content": "import { makeT } from \"@idosgames/react/ui\";\n\nconst EN = {\n title: \"AI studio\",\n create: \"Create\",\n history: \"My creations\",\n describe: \"Describe what you want…\",\n sayWhat: \"Text to say…\",\n generate: \"Create\",\n working: \"Creating…\",\n failed: \"Could not create it. Try again.\",\n download: \"Download the file\",\n noFeatures: \"No AI in this game yet. Add it in LiveOps → AI.\",\n noHistory: \"Nothing created yet.\",\n m_Text: \"text\",\n m_Image: \"picture\",\n m_Audio: \"voice\",\n m_Music: \"music\",\n m_Video: \"video\",\n m_ThreeD: \"3D\",\n s_completed: \"ready\",\n s_failed: \"failed\",\n s_running: \"in progress\",\n} as const;\n\nexport const t = makeT<keyof typeof EN>(EN, {\n title: \"ИИ-студия\",\n create: \"Создать\",\n history: \"Мои работы\",\n describe: \"Опишите, что хотите получить…\",\n sayWhat: \"Текст, который нужно озвучить…\",\n generate: \"Создать\",\n working: \"Создаём…\",\n failed: \"Не получилось. Попробуйте ещё раз.\",\n download: \"Скачать файл\",\n noFeatures: \"ИИ в этой игре пока нет. Добавьте его в LiveOps → AI.\",\n noHistory: \"Вы ещё ничего не создали.\",\n m_Text: \"текст\",\n m_Image: \"картинка\",\n m_Audio: \"голос\",\n m_Music: \"музыка\",\n m_Video: \"видео\",\n m_ThreeD: \"3D\",\n s_completed: \"готово\",\n s_failed: \"не вышло\",\n s_running: \"в работе\",\n});\n"
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"path": "index.ts",
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"content": "// @idosgames/mod-ai — AI studio for any game: the AI features of the title - text, images, speech, music, video and 3D made by the player, with the price and the history.\n\nexport { aiModule } from \"./module\";\n"
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"path": "model.ts",
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"content": "// Pure helpers of the AI studio screen — covered by model.test.ts. Prompts, models and limits live on\n// the server; the client only sees what it may send and what it costs.\n\nimport { costLines, type ResourceLine } from \"@idosgames/react/ui\";\n\nexport type Modality =\n \"Text\" | \"Image\" | \"Video\" | \"Audio\" | \"Music\" | \"ThreeD\";\n\nexport interface AIFeatureView {\n Modality?: string | null;\n PriceOptions?: Record<\n string,\n { OptionID?: string | null; Cost?: unknown } | null\n > | null;\n Tags?: string[] | null;\n MaxPromptChars?: number | null;\n}\n\n/** The title's AI section (sanitized by the server), as far as the studio cares. */\nexport interface AISection {\n Enabled?: boolean | null;\n Features?: Record<string, AIFeatureView | null> | null;\n}\n\nexport interface FeatureRow {\n key: string;\n modality: Modality;\n /** Ways to pay; empty — free for the player. */\n options: Array<{ id: string; price: ResourceLine[] }>;\n maxChars: number;\n}\n\nconst MODALITIES: readonly Modality[] = [\n \"Text\",\n \"Image\",\n \"Audio\",\n \"Music\",\n \"Video\",\n \"ThreeD\",\n];\n\n/** A feature the publisher keeps for the game's own code only (e.g. NPC lines) carries this tag. */\nexport const HIDDEN_TAG = \"hidden\";\n\n/** The features the player can use in the studio, by modality then key. */\nexport function featureRows(\n section: AISection | null | undefined,\n): FeatureRow[] {\n if (section?.Enabled === false) return [];\n return Object.entries(section?.Features ?? {})\n .filter(([, f]) => f && !(f.Tags ?? []).includes(HIDDEN_TAG))\n .map(([key, f]) => ({\n key,\n modality: (MODALITIES as readonly string[]).includes(f!.Modality ?? \"\")\n ? (f!.Modality as Modality)\n : \"Text\",\n options: Object.entries(f!.PriceOptions ?? {})\n .filter(([, o]) => o)\n .map(([oid, o]) => ({\n id: o?.OptionID || oid,\n price: costLines(o?.Cost as never).filter((l) => l.kind !== \"other\"),\n }))\n .filter((o) => o.price.length > 0),\n maxChars: Math.max(0, Number(f!.MaxPromptChars ?? 0)),\n }))\n .sort(\n (a, b) =>\n MODALITIES.indexOf(a.modality) - MODALITIES.indexOf(b.modality) ||\n a.key.localeCompare(b.key),\n );\n}\n\n/** What a finished generation shows: its text, pictures, sound or video, or a file to download. */\nexport type ResultKind = \"text\" | \"image\" | \"audio\" | \"video\" | \"file\";\nexport function resultKind(contentType: string | null | undefined): ResultKind {\n const ct = (contentType ?? \"\").toLowerCase();\n if (ct.startsWith(\"image/\")) return \"image\";\n if (ct.startsWith(\"audio/\")) return \"audio\";\n if (ct.startsWith(\"video/\")) return \"video\";\n return \"file\";\n}\n\n/** Whether the title has AI features for the player — until it does, the lobby hides the tab. */\nexport function hasTitleData(section: AISection | undefined): boolean {\n return featureRows(section).length > 0;\n}\n"
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{
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"path": "module.ts",
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"content": "import { defineModule, type Module } from \"@idosgames/module-sdk\";\nimport { configSection } from \"@idosgames/react/ui\";\nimport { AiScreen } from \"./AiScreen\";\nimport { hasTitleData, type AISection } from \"./model\";\nimport { t } from \"./i18n\";\n\n// The AI studio as a feature of the game: the AI features the publisher opened to players. No badge\n// and no startup request — the features come with the title config (section \"AI\").\nexport const aiModule: Module = defineModule({\n id: \"ai\",\n meta: { name: \"AI studio\", type: \"app\", engine: \"dom\" },\n setup(ctx) {\n ctx.features.register({\n id: \"ai\",\n label: t(\"title\"),\n icon: \"bulb\",\n group: \"social\",\n order: 80,\n available: false,\n Screen: AiScreen,\n });\n ctx.features.setAvailable(\n \"ai\",\n hasTitleData(configSection<AISection>(ctx.client, \"AI\")),\n \"no AI features for players on the title (AI.Features, none untagged 'hidden')\",\n );\n ctx.exposeToAgent({\n state: () => ({ ui: \"dom\", feature: \"ai\" }),\n describeActions: {},\n });\n },\n});\n"
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"path": "module.meta.json",
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"content": "{\n \"id\": \"ai\",\n \"type\": \"feature\",\n \"summary\": \"AI studio for any game: the title's AI features for players — text, pictures, voice, music, video and 3D — with the price and the history.\",\n \"description\": \"A ready AI studio (engine AI, InApp AI) for ANY game, built on the @idosgames/react/ui kit and client.ai. Every AI feature the publisher opened to players (section AI, sanitized by the server: no prompts, no models), grouped by kind — text, picture, voice, music, video, 3D. The player describes what they want, pays the feature's price in in-game resources (or nothing), and the result comes back from a job the server runs (waitForGeneration): text, pictures, a player for sound and video, a download link for 3D. 'My creations' lists the player's generations. A feature tagged 'hidden' is for the game's own code (NPC lines and the like) and is not shown. Registers the 'ai' feature. The money side (publisher credits) is the engine's; see the in-app AI rules.\",\n \"provides\": [\n \"AI studio screen\",\n \"text, image, voice, music, video and 3D generation for players\",\n \"feature price in in-game resources\",\n \"history of the player's generations\"\n ],\n \"tags\": [\"ai\", \"generation\", \"ugc\", \"creative\", \"ui\", \"screen\"],\n \"author\": {\n \"name\": \"iDos Games\",\n \"url\": \"https://idosgames.com\"\n },\n \"version\": \"0.1.1\"\n}\n"
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}
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]
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"@idosgames/core": "0.19.
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"@idosgames/module-sdk": "0.
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"@idosgames/react": "0.
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"@idosgames/wallet": "0.
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"@idosgames/core": "0.19.1",
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"@idosgames/module-sdk": "0.8.0",
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"@idosgames/react": "0.4.0",
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"@idosgames/wallet": "0.6.0",
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"@tanstack/react-query": "5.101.2",
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"id": "boosts",
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"name": "Boosts",
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"type": "app",
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"engine": "dom"
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"catalog": {
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"type": "feature",
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"summary": "Boosts for any game: timed boosts to activate (×2 rewards and the like), what runs now with timers, and the title's global happy hours.",
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"description": "A ready boosts screen for ANY game, built on the @idosgames/react/ui kit and client.timedBoost. 'Active now': the player's own boosts with their timers or uses left, and the title's global windows (a scheduled happy hour, a phase of a boost chain) marked 'for everyone'. 'Boosts': every boost of the title with its effect as the server applies it (×2, +50%, +10 — to all rewards, quest rewards, board rewards or costs), its duration and uses, activated for free or for currencies/items. The server applies every boost; the screen only shows. Registers the 'boosts' feature. Ships title-seed.json: a free welcome boost and a paid double-rewards boost.",
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"provides": [
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"boosts screen",
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"activate a boost for free or for currency",
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"running boosts with timers",
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"global happy hours"
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],
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"tags": [
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"boosts",
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"multiplier",
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"happy-hour",
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"ui",
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"screen",
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],
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"author": {
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"name": "iDos Games",
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"url": "https://idosgames.com"
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},
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"version": "0.1.0"
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},
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"dependencies": {
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"@idosgames/core": "0.19.1",
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"@idosgames/module-sdk": "0.8.0",
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"@idosgames/react": "0.4.0",
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"react": "19.2.7"
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},
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"contentHash": "1c1a852a29a89982e2ed997b1a2356bc4722d00eb4db834ab7472f66f9a8eee3",
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"files": [
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{
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"path": "BoostsScreen.tsx",
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"content": "import {\n useEffect,\n useRef,\n useState,\n type CSSProperties,\n type ReactNode,\n} from \"react\";\nimport type { ActiveBoostWindowInfo } from \"@idosgames/core\";\nimport type { FeatureScreenProps } from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient, useUserState } from \"@idosgames/react\";\nimport {\n Button,\n Card,\n EmptyState,\n Icon,\n ResourceList,\n SectionTitle,\n Timer,\n canAfford,\n configSection,\n errorText,\n outlined,\n useCatalog,\n useNow,\n useStagger,\n useToast,\n useUiKit,\n v,\n} from \"@idosgames/react/ui\";\nimport {\n boostRows,\n durationParts,\n effectText,\n runningBoosts,\n type ActiveBoostView,\n type BoostEffectView,\n type BoostRow,\n type BoostSection,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// Boosts (engine TimedBoost): what runs now — the player's own boosts with their timers or charges,\n// and the title's global windows (a happy hour, a phase of a boost chain) — then the boosts the\n// player can activate, free or for currency. The server applies every boost; the screen only shows.\n\nexport function BoostsScreen(_: FeatureScreenProps): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n const catalog = useCatalog();\n const now = useNow();\n const stagger = useStagger();\n const [windows, setWindows] = useState<ActiveBoostWindowInfo[]>([]);\n const section = configSection<BoostSection>(client, \"TimedBoost\");\n const rows = boostRows(section);\n const running = runningBoosts(\n (state?.TimedBoost as { Active?: Record<string, ActiveBoostView> } | null)\n ?.Active,\n now,\n );\n const liveWindows = windows.filter(\n (w) => !w.EndUtc || new Date(w.EndUtc).getTime() > now,\n );\n\n // Fresh on open: expired boosts drop out, global windows are resolved by the server.\n useEffect(() => {\n void client.timedBoost.getActive();\n void client.timedBoost\n .getActiveWindows()\n .then((r) => r.ok && setWindows(r.data.Windows ?? []));\n }, [client]);\n\n if (rows.length === 0 && running.length === 0 && liveWindows.length === 0)\n return <EmptyState glyph=\"energy\" text={t(\"noBoosts\")} />;\n\n const nameOf = (boostID: string | undefined) =>\n catalog.localize(\n rows.find((r) => r.boostID === boostID)?.name ?? boostID ?? \"\",\n );\n\n return (\n <div style={{ display: \"grid\", gap: 14 }}>\n {running.length + liveWindows.length > 0 ? (\n <div style={{ display: \"grid\", gap: 8 }}>\n <SectionTitle>{t(\"running\")}</SectionTitle>\n {liveWindows.map((w, i) => (\n <RunningCard\n key={`w:${w.SourceID}:${w.PhaseID ?? \"\"}`}\n name={catalog.localize(w.DisplayName ?? w.SourceID ?? \"\")}\n effects={w.Effects ?? []}\n until={w.EndUtc ?? null}\n charges={null}\n global\n style={stagger(i)}\n />\n ))}\n {running.map((b, i) => (\n <RunningCard\n key={b.InstanceID}\n name={nameOf(b.BoostID)}\n effects={b.EffectSnapshot ? [b.EffectSnapshot] : []}\n until={b.ExpiresAtUtc ?? null}\n charges={b.RemainingCharges ?? null}\n style={stagger(liveWindows.length + i)}\n />\n ))}\n </div>\n ) : null}\n {rows.length > 0 ? (\n <div style={{ display: \"grid\", gap: 8 }}>\n <SectionTitle>{t(\"boosts\")}</SectionTitle>\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: \"repeat(auto-fill, minmax(220px, 1fr))\",\n gap: 10,\n }}\n >\n {rows.map((row, i) => (\n <BoostCard key={row.boostID} row={row} style={stagger(i)} />\n ))}\n </div>\n </div>\n ) : null}\n </div>\n );\n}\n\nfunction EffectLine({ effect }: { effect: BoostEffectView }): ReactNode {\n const e = effectText(effect);\n return (\n <span style={{ ...outlined, fontSize: 14, color: v.gold }}>\n {e.size} {e.target === \"custom\" ? \"\" : t(`target_${e.target}`)}\n </span>\n );\n}\n\nfunction RunningCard({\n name,\n effects,\n until,\n charges,\n global,\n style,\n}: {\n name: string;\n effects: BoostEffectView[];\n until: string | null;\n charges: number | null;\n global?: boolean;\n style: CSSProperties;\n}): ReactNode {\n const now = useNow();\n return (\n <Card\n highlight\n style={{\n display: \"grid\",\n gridTemplateColumns: \"auto 1fr\",\n alignItems: \"center\",\n gap: 12,\n ...style,\n }}\n >\n <div className=\"idos-bounce\">\n <Icon glyph={global ? \"clock\" : \"energy\"} size={40} />\n </div>\n <div style={{ display: \"grid\", gap: 4, minWidth: 0 }}>\n <div style={{ ...outlined, fontSize: 15 }}>\n {name}\n {global ? (\n <span style={{ color: v.textDim, fontSize: 12 }}>\n {\" \"}\n · {t(\"forEveryone\")}\n </span>\n ) : null}\n </div>\n <div style={{ display: \"flex\", gap: 10, flexWrap: \"wrap\" }}>\n {effects.map((e, i) => (\n <EffectLine key={i} effect={e} />\n ))}\n </div>\n {until ? <Timer at={until} now={now} label={t(\"endsIn\")} /> : null}\n {charges != null ? (\n <div style={{ ...outlined, fontSize: 13, color: v.textDim }}>\n {t(\"charges\")}: {charges}\n </div>\n ) : null}\n </div>\n </Card>\n );\n}\n\nfunction BoostCard({\n row,\n style,\n}: {\n row: BoostRow;\n style: CSSProperties;\n}): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n const catalog = useCatalog();\n const toast = useToast();\n const kit = useUiKit();\n const ref = useRef<HTMLDivElement>(null);\n const [busy, setBusy] = useState<string | null>(null);\n const balances = state?.InventoryV2?.VirtualCurrencies as\n Record<string, { Amount?: number }> | undefined;\n const { h, m } = durationParts(row.durationSeconds);\n\n const activate = async (optionID: string | undefined) => {\n setBusy(optionID ?? \"free\");\n const res = await client.timedBoost.activate(\n row.boostID,\n optionID ? { selectedOptionID: optionID } : undefined,\n );\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n kit.play(\"claim\");\n kit.fx.burst(ref.current);\n toast(t(\"activated\"), \"success\");\n };\n\n return (\n <div ref={ref} style={style}>\n <Card style={{ display: \"grid\", gap: 8, justifyItems: \"center\" }}>\n <Icon glyph={row.icon} size={52} />\n <div style={{ ...outlined, fontSize: 15, textAlign: \"center\" }}>\n {catalog.localize(row.name)}\n </div>\n {row.effect ? <EffectLine effect={row.effect} /> : null}\n {row.description ? (\n <div\n style={{\n ...outlined,\n fontWeight: 600,\n fontSize: 12,\n color: v.textDim,\n textAlign: \"center\",\n }}\n >\n {catalog.localize(row.description)}\n </div>\n ) : null}\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {row.durationSeconds > 0\n ? `${h > 0 ? `${h} ${t(\"hours\")} ` : \"\"}${m > 0 ? `${m} ${t(\"minutes\")}` : \"\"}`\n : null}\n {row.charges > 0 ? ` · ${t(\"charges\")}: ${row.charges}` : null}\n </div>\n {row.free ? (\n <Button\n tone=\"green\"\n attract\n busy={busy === \"free\"}\n onClick={() => void activate(undefined)}\n style={{ width: \"100%\" }}\n data-tutorial-anchor={`boost:${row.boostID}`}\n >\n {t(\"activate\")}\n </Button>\n ) : (\n row.options.map((o) => {\n const affordable = canAfford(o.price, balances);\n return (\n <Button\n key={o.id}\n tone=\"gold\"\n disabled={!affordable}\n busy={busy === o.id}\n onClick={() => void activate(o.id)}\n style={{ width: \"100%\" }}\n data-tutorial-anchor={`boost:${row.boostID}`}\n >\n <ResourceList\n lines={o.price}\n size={18}\n dimIf={() => !affordable}\n />\n </Button>\n );\n })\n )}\n </Card>\n </div>\n );\n}\n"
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{
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"path": "i18n.ts",
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"content": "import { makeT } from \"@idosgames/react/ui\";\n\nconst EN = {\n title: \"Boosts\",\n running: \"Active now\",\n boosts: \"Boosts\",\n forEveryone: \"for everyone\",\n endsIn: \"Ends in\",\n charges: \"Uses left\",\n hours: \"h\",\n minutes: \"min\",\n activate: \"Activate\",\n activated: \"Boost activated!\",\n target_all: \"to all rewards\",\n target_quest: \"to quest rewards\",\n target_board: \"to board rewards\",\n target_cost: \"to costs\",\n noBoosts: \"No boosts in this game yet. Add them in LiveOps → Timed Boosts.\",\n} as const;\n\nexport const t = makeT<keyof typeof EN>(EN, {\n title: \"Бустеры\",\n running: \"Действуют сейчас\",\n boosts: \"Бустеры\",\n forEveryone: \"для всех\",\n endsIn: \"До конца\",\n charges: \"Осталось использований\",\n hours: \"ч\",\n minutes: \"мин\",\n activate: \"Включить\",\n activated: \"Бустер включён!\",\n target_all: \"ко всем наградам\",\n target_quest: \"к наградам заданий\",\n target_board: \"к наградам на поле\",\n target_cost: \"к ценам\",\n noBoosts:\n \"Бустеров в этой игре пока нет. Добавьте их в LiveOps → Timed Boosts.\",\n});\n"
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"path": "index.ts",
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"content": "// @idosgames/mod-boosts — Boosts for any game: timed boosts to activate (x2 rewards and the like), the ones running with their timers and the global happy hours of the title.\n\nexport { boostsModule } from \"./module\";\n"
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"path": "model.ts",
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"content": "// Pure helpers of the boosts screen — covered by model.test.ts. The server applies boosts; these\n// only decide what the screen draws.\n\nimport { costLines, type ResourceLine } from \"@idosgames/react/ui\";\n\nexport interface BoostEffectView {\n Target?: string | null;\n Operation?: string | null;\n Value?: number | null;\n}\n\nexport interface BoostDefinitionView {\n BoostID?: string | null;\n DisplayName?: string | null;\n Description?: string | null;\n AssetPaths?: Record<string, string> | null;\n PriceOptions?: Record<\n string,\n { OptionID?: string | null; Cost?: unknown } | null\n > | null;\n Effect?: BoostEffectView | null;\n DurationSeconds?: number | null;\n Charges?: number | null;\n}\n\n/** The title's TimedBoost section, as far as the boosts screen cares. */\nexport interface BoostSection {\n Definitions?: Record<string, BoostDefinitionView | null> | null;\n ScheduledBoosts?: Record<string, unknown> | null;\n BoostChains?: Record<string, unknown> | null;\n}\n\n/** A boost running for the player (UserState.TimedBoost.Active). */\nexport interface ActiveBoostView {\n InstanceID?: string;\n BoostID?: string;\n ExpiresAtUtc?: string | null;\n RemainingCharges?: number | null;\n EffectSnapshot?: BoostEffectView | null;\n}\n\n/** What an effect touches, as the screen names it (engine EventModifierTarget, grouped). */\nexport type EffectTarget = \"all\" | \"quest\" | \"board\" | \"cost\" | \"custom\";\n\n/** What the effect reads as: the size (\"×2\", \"+50%\", \"+10\") and what it touches. */\nexport function effectText(effect: BoostEffectView | null | undefined): {\n size: string;\n target: EffectTarget;\n} {\n const value = Number(effect?.Value ?? 0);\n const op = effect?.Operation ?? \"Multiply\";\n const size =\n op === \"AddPercent\"\n ? `+${value}%`\n : op === \"AddFlat\"\n ? `${value >= 0 ? \"+\" : \"\"}${value}`\n : `×${value}`;\n const t = effect?.Target ?? \"\";\n const target: EffectTarget =\n t === \"AllReward\"\n ? \"all\"\n : t === \"QuestReward\"\n ? \"quest\"\n : t.endsWith(\"Cost\")\n ? \"cost\"\n : t.startsWith(\"Board\")\n ? \"board\"\n : \"custom\";\n return { size, target };\n}\n\nexport interface BoostRow {\n boostID: string;\n name: string;\n description: string;\n icon: string;\n effect: BoostEffectView | null;\n durationSeconds: number;\n charges: number;\n /** Ways to activate with currencies/items (a price paid in a store is not sold here). */\n options: Array<{ id: string; price: ResourceLine[] }>;\n /** No price at all — activates for nothing. */\n free: boolean;\n}\n\n/** The boosts the player can activate, by id. */\nexport function boostRows(\n section: BoostSection | null | undefined,\n): BoostRow[] {\n const rows: BoostRow[] = [];\n for (const [id, def] of Object.entries(section?.Definitions ?? {})) {\n if (!def) continue;\n const priced = Object.entries(def.PriceOptions ?? {}).filter(([, o]) => o);\n const options = priced\n .map(([oid, o]) => ({\n id: o?.OptionID || oid,\n price: costLines(o?.Cost as never).filter((l) => l.kind !== \"other\"),\n }))\n .filter((o) => o.price.length > 0);\n rows.push({\n boostID: def.BoostID || id,\n name: def.DisplayName || def.BoostID || id,\n description: def.Description || \"\",\n icon: def.AssetPaths?.icon ?? \"energy\",\n effect: def.Effect ?? null,\n durationSeconds: Math.max(0, Number(def.DurationSeconds ?? 0)),\n charges: Math.max(0, Number(def.Charges ?? 0)),\n options,\n free: priced.length === 0,\n });\n }\n return rows.sort((a, b) => a.boostID.localeCompare(b.boostID));\n}\n\n/** Boosts running now: not expired and with charges left (the server filters the same on read). */\nexport function runningBoosts(\n active: Record<string, ActiveBoostView | null | undefined> | null | undefined,\n nowMs: number,\n): ActiveBoostView[] {\n return Object.values(active ?? {})\n .filter((b): b is ActiveBoostView => !!b)\n .filter(\n (b) =>\n (!b.ExpiresAtUtc || new Date(b.ExpiresAtUtc).getTime() > nowMs) &&\n (b.RemainingCharges == null || b.RemainingCharges > 0),\n )\n .sort(\n (a, b) =>\n new Date(a.ExpiresAtUtc ?? 0).getTime() -\n new Date(b.ExpiresAtUtc ?? 0).getTime(),\n );\n}\n\n/** Hours and minutes of a boost's duration (seconds). */\nexport function durationParts(seconds: number): { h: number; m: number } {\n const total = Math.round(seconds / 60);\n return { h: Math.floor(total / 60), m: total % 60 };\n}\n\n/** Whether the title has boosts — personal ones or global windows. */\nexport function hasTitleData(section: BoostSection | undefined): boolean {\n return (\n Object.values(section?.Definitions ?? {}).some(Boolean) ||\n Object.keys(section?.ScheduledBoosts ?? {}).length > 0 ||\n Object.keys(section?.BoostChains ?? {}).length > 0\n );\n}\n"
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"content": "import { defineModule, type Module } from \"@idosgames/module-sdk\";\nimport { configSection } from \"@idosgames/react/ui\";\nimport { BoostsScreen } from \"./BoostsScreen\";\nimport { hasTitleData, type BoostSection } from \"./model\";\nimport { t } from \"./i18n\";\n\n// Boosts as a feature of the game: what runs now (the player's own boosts and the title's global\n// windows) and what can be activated. No badge: a running boost asks nothing of the player.\nexport const boostsModule: Module = defineModule({\n id: \"boosts\",\n meta: { name: \"Boosts\", type: \"app\", engine: \"dom\" },\n setup(ctx) {\n ctx.features.register({\n id: \"boosts\",\n label: t(\"title\"),\n icon: \"energy\",\n group: \"economy\",\n order: 58,\n available: false,\n Screen: BoostsScreen,\n });\n ctx.features.setAvailable(\n \"boosts\",\n hasTitleData(configSection<BoostSection>(ctx.client, \"TimedBoost\")),\n \"no boosts on the title (TimedBoost)\",\n );\n ctx.exposeToAgent({\n state: () => ({ ui: \"dom\", feature: \"boosts\" }),\n describeActions: {},\n });\n },\n});\n"
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"content": "{\n \"id\": \"boosts\",\n \"type\": \"feature\",\n \"summary\": \"Boosts for any game: timed boosts to activate (×2 rewards and the like), what runs now with timers, and the title's global happy hours.\",\n \"description\": \"A ready boosts screen for ANY game, built on the @idosgames/react/ui kit and client.timedBoost. 'Active now': the player's own boosts with their timers or uses left, and the title's global windows (a scheduled happy hour, a phase of a boost chain) marked 'for everyone'. 'Boosts': every boost of the title with its effect as the server applies it (×2, +50%, +10 — to all rewards, quest rewards, board rewards or costs), its duration and uses, activated for free or for currencies/items. The server applies every boost; the screen only shows. Registers the 'boosts' feature. Ships title-seed.json: a free welcome boost and a paid double-rewards boost.\",\n \"provides\": [\n \"boosts screen\",\n \"activate a boost for free or for currency\",\n \"running boosts with timers\",\n \"global happy hours\"\n ],\n \"tags\": [\n \"boosts\",\n \"multiplier\",\n \"happy-hour\",\n \"monetization\",\n \"ui\",\n \"screen\",\n \"economy\"\n ],\n \"author\": {\n \"name\": \"iDos Games\",\n \"url\": \"https://idosgames.com\"\n },\n \"version\": \"0.1.0\"\n}\n"
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"summary": "Heroes screen for any game: roster, ranks and stats with their costs, equipment slots with 'Equip best', item levels and skins.",
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"description": "A ready heroes screen (the Hero button of the Unity SDK) for ANY game, built on the @idosgames/react/ui kit and client.character. The screen is the selected hero's equipment hub: portrait, class and rarity, rank and server-computed Power, 'Rank up' with its price, gear slots (locked ones show the rank they open at), 'Equip best' when better gear fits, and the gear the player owns by class. Everything detailed is a popup: the hero list (select, unlock for currency), the stats (level/cap bars, upgrade prices, requirements, and 'where this number comes from' — base, stat levels, rank, gear flat and percent bonuses), a slot's fitting gear, a piece of gear (equip / take off / level up) and skins (wear, buy). Prices and caps follow the title's curves (rank ladder, stat cost curve, StatMaxLevelCurve, item Upgrade); the server re-checks everything. Registers the 'character' feature; the inventory hands equipment to it with ctx.features.open('character', { itemInstanceID }). Its badge counts heroes to unlock or rank up and better gear. Ships title-seed.json: three heroes (Knight free, Archer and Mage for gems) with stats, ranks and slots.",
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"content": "import { useEffect, useRef, useState, type ReactNode } from \"react\";\nimport type {\n FeatureRegistry,\n FeatureScreenProps,\n} from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient, useUserState } from \"@idosgames/react\";\nimport {\n Badge,\n Button,\n Card,\n EmptyState,\n Icon,\n ItemTile,\n Popup,\n ProgressBar,\n ResourceList,\n SectionTitle,\n Tabs,\n canAfford,\n configSection,\n costLines,\n errorText,\n formatAmount,\n outlined,\n panel,\n useCatalog,\n useGameLayout,\n usePopupClose,\n useSound,\n useStagger,\n useToast,\n useUiKit,\n v,\n type ResourceLine,\n} from \"@idosgames/react/ui\";\nimport {\n SKIN_KEY,\n bestLoadout,\n breakdown,\n fitProblem,\n gearPieces,\n itemLevelCost,\n pieceBonuses,\n rankCost,\n resolveLadder,\n resolveSlots,\n resolveStats,\n roster,\n statCost,\n statMaxLevel,\n unmetRequirements,\n type CharacterModelView,\n type CharacterSection,\n type GearPiece,\n type InstanceView,\n type ItemDefWithGear,\n type RosterEntry,\n type SlotView,\n type StatView,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// Heroes (Unity: the Hero button → CharacterListPanel, CharacterDetailPanel, EquipmentPanel). The\n// screen is the equipment hub of the selected hero — portrait, rank and Power, the slots, \"Equip\n// best\", and the gear the player owns. Everything with more data opens as a popup: the hero list\n// (select / unlock), the stats (upgrade, and \"where does this number come from\"), a piece of gear\n// (equip / take off / level up), a slot's fitting gear, and skins.\n\nexport function makeCharacterScreen(features: FeatureRegistry) {\n return function CharacterScreen({ args }: FeatureScreenProps): ReactNode {\n return (\n <Heroes\n features={features}\n openInstance={\n typeof args?.itemInstanceID === \"string\" ? args.itemInstanceID : null\n }\n />\n );\n };\n}\n\ntype PopupState =\n | { kind: \"heroes\" }\n | { kind: \"stats\" }\n | { kind: \"skins\" }\n | { kind: \"slot\"; slot: SlotView }\n | { kind: \"piece\"; instanceID: string }\n | null;\n\nconst SELECTED_KEY = \"idos-heroes-selected\";\n\nfunction useData() {\n const client = useIDosGamesClient();\n const state = useUserState();\n const catalog = useCatalog();\n // Definitions arrive with the title config; a title whose config did not carry them fetches them\n // once — and the screen redraws when they land (the section cache emits no user-state event).\n const [, loaded] = useState(0);\n const section = configSection<CharacterSection>(client, \"Character\");\n useEffect(() => {\n if (!section)\n void client.character\n .getCharacterDefinitions()\n .then(() => loaded((n) => n + 1));\n void client.character.getUserCharacters();\n // Gear instances (levels, where they are worn) live outside the player document on the server\n // and come with the full inventory read, not with the login state.\n void client.user.getUserInventory();\n }, [client, section]);\n const owned = (state?.Character?.Characters ?? {}) as Record<\n string,\n CharacterModelView\n >;\n const inventory = state?.InventoryV2 as\n | {\n UnstackableItems?: Record<string, InstanceView | null>;\n VirtualCurrencies?: Record<string, { Amount?: number }>;\n }\n | undefined;\n const items = catalog.items as Map<string, ItemDefWithGear>;\n // Not memoized: the SDK cache updates UnstackableItems IN PLACE (an equip flips EquippedSlot on\n // the same object), so a memo keyed by the object would keep showing the old state.\n const pieces = gearPieces(inventory?.UnstackableItems, items);\n return {\n client,\n section,\n owned,\n inventory,\n items,\n pieces,\n balances: inventory?.VirtualCurrencies,\n };\n}\n\nfunction Heroes({\n features,\n openInstance,\n}: {\n features: FeatureRegistry;\n openInstance: string | null;\n}): ReactNode {\n const { client, section, owned, items, pieces, balances } = useData();\n const catalog = useCatalog();\n const layout = useGameLayout();\n const toast = useToast();\n const kit = useUiKit();\n const cardRef = useRef<HTMLDivElement>(null);\n const [popup, setPopup] = useState<PopupState>(\n openInstance ? { kind: \"piece\", instanceID: openInstance } : null,\n );\n const [busy, setBusy] = useState<string | null>(null);\n const [selectedID, setSelectedID] = useState<string | null>(() => {\n try {\n return localStorage.getItem(SELECTED_KEY);\n } catch {\n return null;\n }\n });\n\n const list = roster(section, owned);\n if (list.length === 0)\n return <EmptyState glyph=\"hero\" text={t(\"noHeroes\")} />;\n const hero =\n list.find((h) => h.id === selectedID && h.state !== \"locked\") ??\n list.find((h) => h.state !== \"locked\") ??\n list[0]!;\n const select = (id: string) => {\n setSelectedID(id);\n try {\n localStorage.setItem(SELECTED_KEY, id);\n } catch {\n // storage blocked: the choice lives for this session\n }\n };\n\n const ladder = resolveLadder(section, hero.def);\n const nextRank = rankCost(ladder, hero.rank);\n const slots = resolveSlots(section, hero.def);\n const changes =\n hero.state === \"locked\"\n ? []\n : bestLoadout(\n hero.id,\n hero.rank,\n slots,\n pieces,\n hero.model?.Equipment,\n items,\n );\n const rarity = catalog.rarityColor(hero.def.Classification?.RarityID);\n const heroName = catalog.localize(hero.def.Identity?.DisplayName ?? hero.id);\n const skinCount = Object.keys(hero.def.Skins?.Definitions ?? {}).length;\n\n const rankUp = async () => {\n setBusy(\"rank\");\n const res = await client.character.upgradeCharacterLevel(hero.id);\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n kit.play(\"levelUp\");\n kit.fx.burst(cardRef.current);\n };\n\n const equipBest = async () => {\n setBusy(\"best\");\n const res = await client.character.equipItems(hero.id, changes);\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n kit.play(\"claim\");\n kit.fx.burst(cardRef.current);\n };\n\n const card = (\n <div\n ref={cardRef}\n className=\"idos-shine\"\n style={{\n ...panel,\n padding: 16,\n display: \"grid\",\n gap: 10,\n justifyItems: \"center\",\n background: `radial-gradient(circle at 50% 30%, ${rarity}55 0%, ${v.panelDeep} 75%)`,\n border: `2px solid ${rarity}`,\n }}\n >\n <div\n className=\"idos-bounce\"\n style={{\n width: 110,\n height: 110,\n borderRadius: 28,\n display: \"grid\",\n placeItems: \"center\",\n background: \"rgba(0,0,0,.25)\",\n border: `3px solid ${rarity}`,\n }}\n >\n <Icon\n glyph={\n hero.def.Identity?.AssetPaths?.portrait ??\n hero.def.Identity?.AssetPaths?.icon ??\n \"hero\"\n }\n size={80}\n />\n </div>\n <div style={{ ...outlined, fontSize: 22 }}>{heroName}</div>\n {hero.def.Classification?.ClassID ? (\n <div style={{ ...outlined, fontSize: 12, color: rarity }}>\n {hero.def.Classification.ClassID} · {hero.def.Classification.RarityID}\n </div>\n ) : null}\n <div style={{ display: \"flex\", gap: 18 }}>\n <Stat\n label={t(\"rank\")}\n value={`${hero.rank}${ladder?.MaxRank ? ` / ${ladder.MaxRank}` : \"\"}`}\n />\n <Stat label={t(\"power\")} value={formatAmount(hero.power)} />\n </div>\n {hero.state === \"locked\" ? null : nextRank === null ? (\n <div style={{ ...outlined, fontSize: 13, color: v.textDim }}>\n {t(\"maxRank\")}\n </div>\n ) : (\n <Button\n tone=\"gold\"\n attract={canAfford(nextRank, balances)}\n disabled={!canAfford(nextRank, balances)}\n busy={busy === \"rank\"}\n onClick={() => void rankUp()}\n data-tutorial-anchor=\"heroes:rank-up\"\n >\n {t(\"rankUp\")}{\" \"}\n {nextRank.length ? (\n <ResourceList\n lines={nextRank}\n size={18}\n dimIf={() => !canAfford(nextRank, balances)}\n />\n ) : (\n t(\"free\")\n )}\n </Button>\n )}\n <div\n style={{\n display: \"flex\",\n gap: 8,\n flexWrap: \"wrap\",\n justifyContent: \"center\",\n }}\n >\n <span style={{ position: \"relative\" }}>\n <Button\n tone=\"blue\"\n size=\"sm\"\n onClick={() => setPopup({ kind: \"heroes\" })}\n >\n <Icon glyph=\"friends\" size={18} /> {t(\"heroes\")}\n </Button>\n <Badge\n count={\n list.filter(\n (h) =>\n h.state === \"locked\" &&\n h.unlockPrice.length > 0 &&\n canAfford(h.unlockPrice, balances),\n ).length\n }\n dot\n />\n </span>\n {hero.state !== \"locked\" ? (\n <Button\n tone=\"blue\"\n size=\"sm\"\n onClick={() => setPopup({ kind: \"stats\" })}\n >\n <Icon glyph=\"sword\" size={18} /> {t(\"stats\")}\n </Button>\n ) : null}\n {skinCount > 0 && hero.state !== \"locked\" ? (\n <Button\n tone=\"blue\"\n size=\"sm\"\n onClick={() => setPopup({ kind: \"skins\" })}\n >\n <Icon glyph=\"user\" size={18} /> {t(\"skins\")}\n </Button>\n ) : null}\n </div>\n </div>\n );\n\n const equipment = (\n <div style={{ display: \"grid\", gap: 14 }}>\n <SectionTitle\n right={\n changes.length > 0 ? (\n <Button\n tone=\"green\"\n size=\"sm\"\n attract\n busy={busy === \"best\"}\n onClick={() => void equipBest()}\n data-tutorial-anchor=\"heroes:equip-best\"\n >\n {t(\"equipBest\")}\n </Button>\n ) : null\n }\n >\n {t(\"equipment\")}\n </SectionTitle>\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: `repeat(auto-fill, minmax(${layout === \"phone\" ? 88 : 104}px, 1fr))`,\n gap: 12,\n justifyItems: \"center\",\n }}\n >\n {slots.map((slot) => (\n <SlotTile\n key={slot.id}\n slot={slot}\n hero={hero}\n pieces={pieces}\n onClick={() => setPopup({ kind: \"slot\", slot })}\n />\n ))}\n </div>\n <Bag\n pieces={pieces.filter((p) => !p.equippedBy)}\n onPick={(id) => setPopup({ kind: \"piece\", instanceID: id })}\n onShop={\n features.get(\"store\") ? () => features.open(\"store\") : undefined\n }\n />\n </div>\n );\n\n return (\n <div style={{ display: \"grid\", gap: 18 }}>\n {layout === \"desktop\" ? (\n <div\n style={{\n display: \"grid\",\n gap: 20,\n gridTemplateColumns: \"minmax(0, 4fr) minmax(0, 6fr)\",\n alignItems: \"start\",\n }}\n >\n {card}\n {equipment}\n </div>\n ) : (\n <>\n {card}\n {equipment}\n </>\n )}\n {popup?.kind === \"heroes\" ? (\n <HeroesPopup\n list={list}\n current={hero.id}\n balances={balances}\n onSelect={select}\n onClose={() => setPopup(null)}\n />\n ) : null}\n {popup?.kind === \"stats\" ? (\n <StatsPopup\n hero={hero}\n section={section}\n pieces={pieces}\n items={items}\n balances={balances}\n onClose={() => setPopup(null)}\n />\n ) : null}\n {popup?.kind === \"skins\" ? (\n <SkinsPopup hero={hero} onClose={() => setPopup(null)} />\n ) : null}\n {popup?.kind === \"slot\" ? (\n <SlotPopup\n slot={popup.slot}\n hero={hero}\n pieces={pieces}\n items={items}\n onPick={(id) => setPopup({ kind: \"piece\", instanceID: id })}\n onClose={() => setPopup(null)}\n />\n ) : null}\n {popup?.kind === \"piece\" ? (\n <PiecePopup\n instanceID={popup.instanceID}\n hero={hero}\n slots={slots}\n pieces={pieces}\n items={items}\n balances={balances}\n onClose={() => setPopup(null)}\n />\n ) : null}\n </div>\n );\n}\n\nfunction Stat({ label, value }: { label: string; value: string }): ReactNode {\n return (\n <div style={{ display: \"grid\", justifyItems: \"center\" }}>\n <span style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {label}\n </span>\n <span style={{ ...outlined, fontSize: 20, color: v.gold }}>{value}</span>\n </div>\n );\n}\n\nfunction SlotTile({\n slot,\n hero,\n pieces,\n onClick,\n}: {\n slot: SlotView;\n hero: RosterEntry;\n pieces: GearPiece[];\n onClick: () => void;\n}): ReactNode {\n const worn = hero.model?.Equipment?.[slot.id];\n const piece = worn?.ItemInstanceID\n ? pieces.find((p) => p.instanceID === worn.ItemInstanceID)\n : undefined;\n const locked = hero.rank < slot.minRank;\n const { play } = useUiKit();\n return (\n <div style={{ display: \"grid\", justifyItems: \"center\", gap: 4 }}>\n {worn?.ItemID ? (\n <ItemTile\n itemID={worn.ItemID}\n level={piece?.level}\n onClick={onClick}\n size={80}\n />\n ) : (\n <button\n type=\"button\"\n className=\"idos-press\"\n onClick={() => {\n play(\"click\");\n onClick();\n }}\n style={{\n width: 80,\n height: 80,\n borderRadius: 16,\n border: `3px dashed ${v.panelEdge}`,\n background: \"rgba(0,0,0,.25)\",\n display: \"grid\",\n placeItems: \"center\",\n cursor: \"pointer\",\n opacity: locked ? 0.5 : 1,\n }}\n >\n <Icon glyph={locked ? \"lock\" : \"plus\"} size={30} />\n </button>\n )}\n <span style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {locked ? `${t(\"slotLocked\")} ${slot.minRank}` : slot.id}\n </span>\n </div>\n );\n}\n\nfunction Bag({\n pieces,\n onPick,\n onShop,\n}: {\n pieces: GearPiece[];\n onPick: (instanceID: string) => void;\n onShop?: () => void;\n}): ReactNode {\n const catalog = useCatalog();\n const stagger = useStagger();\n const classes = [\n ...new Set(\n pieces.map((p) => catalog.items.get(p.itemID)?.ItemClass || \"other\"),\n ),\n ];\n const [tab, setTab] = useState(\"all\");\n const shown =\n tab === \"all\"\n ? pieces\n : pieces.filter(\n (p) => (catalog.items.get(p.itemID)?.ItemClass || \"other\") === tab,\n );\n return (\n <div style={{ display: \"grid\", gap: 10 }}>\n <SectionTitle>{t(\"bag\")}</SectionTitle>\n {pieces.length === 0 ? (\n <EmptyState\n glyph=\"sword\"\n text={t(\"noGear\")}\n action={\n onShop ? (\n <Button onClick={onShop}>{catalog.localize(\"Shop\")}</Button>\n ) : undefined\n }\n />\n ) : (\n <>\n <Tabs\n tabs={[\n { id: \"all\", label: \"★\" },\n ...classes.map((c) => ({ id: c, label: c })),\n ]}\n value={tab}\n onChange={setTab}\n />\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: \"repeat(auto-fill, minmax(84px, 1fr))\",\n gap: 10,\n justifyItems: \"center\",\n }}\n >\n {shown.map((p, i) => (\n <div key={p.instanceID} style={stagger(i)}>\n <ItemTile\n itemID={p.itemID}\n level={p.level}\n onClick={() => onPick(p.instanceID)}\n />\n </div>\n ))}\n </div>\n </>\n )}\n </div>\n );\n}\n\n// ── Popups ───────────────────────────────────────────────────────────────────────────────────\n\nfunction HeroesPopup({\n list,\n current,\n balances,\n onSelect,\n onClose,\n}: {\n list: RosterEntry[];\n current: string;\n balances: Record<string, { Amount?: number }> | undefined;\n onSelect: (id: string) => void;\n onClose: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const toast = useToast();\n const kit = useUiKit();\n const stagger = useStagger();\n const [busy, setBusy] = useState<string | null>(null);\n\n const unlock = async (e: RosterEntry) => {\n setBusy(e.id);\n const res = await client.character.unlockCharacter(e.id);\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n kit.play(\"levelUp\");\n onSelect(e.id);\n };\n\n return (\n <Popup title={t(\"heroes\")} onClose={onClose} width={560}>\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: \"repeat(auto-fill, minmax(150px, 1fr))\",\n gap: 10,\n }}\n >\n {list.map((e, i) => {\n const color = catalog.rarityColor(e.def.Classification?.RarityID);\n const affordable = canAfford(e.unlockPrice, balances);\n return (\n <Card\n key={e.id}\n highlight={e.id === current}\n style={{\n display: \"grid\",\n justifyItems: \"center\",\n gap: 6,\n opacity: e.state === \"locked\" ? 0.85 : 1,\n border: `2px solid ${e.id === current ? v.gold : color}`,\n ...stagger(i),\n }}\n >\n <div style={{ position: \"relative\" }}>\n <Icon\n glyph={e.def.Identity?.AssetPaths?.icon ?? \"hero\"}\n size={56}\n />\n {e.state === \"locked\" ? (\n <span style={{ position: \"absolute\", right: -8, bottom: -4 }}>\n <Icon glyph=\"lock\" size={22} />\n </span>\n ) : null}\n </div>\n <div style={{ ...outlined, fontSize: 15 }}>\n {catalog.localize(e.def.Identity?.DisplayName ?? e.id)}\n </div>\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {e.state === \"locked\"\n ? t(\"locked\")\n : `${t(\"rank\")} ${e.rank} · ${t(\"power\")} ${formatAmount(e.power)}`}\n </div>\n {e.state === \"locked\" ? (\n e.unlockPrice.length > 0 ? (\n <Button\n tone=\"gold\"\n size=\"sm\"\n attract={affordable}\n disabled={!affordable}\n busy={busy === e.id}\n onClick={() => void unlock(e)}\n style={{ width: \"100%\" }}\n >\n {t(\"unlock\")}{\" \"}\n <ResourceList lines={e.unlockPrice} size={16} />\n </Button>\n ) : (\n <span style={{ ...outlined, fontSize: 11, color: v.textDim }}>\n {t(\"notForSale\")}\n </span>\n )\n ) : e.id === current ? (\n <span style={{ ...outlined, fontSize: 13, color: v.gold }}>\n {t(\"selected\")}\n </span>\n ) : (\n <SelectButton onSelect={() => onSelect(e.id)} />\n )}\n </Card>\n );\n })}\n </div>\n </Popup>\n );\n}\n\nfunction SelectButton({ onSelect }: { onSelect: () => void }): ReactNode {\n const close = usePopupClose();\n return (\n <Button\n size=\"sm\"\n onClick={() => {\n onSelect();\n close();\n }}\n style={{ width: \"100%\" }}\n >\n {t(\"select\")}\n </Button>\n );\n}\n\nfunction StatsPopup({\n hero,\n section,\n pieces,\n items,\n balances,\n onClose,\n}: {\n hero: RosterEntry;\n section: CharacterSection | undefined;\n pieces: GearPiece[];\n items: Map<string, ItemDefWithGear>;\n balances: Record<string, { Amount?: number }> | undefined;\n onClose: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const toast = useToast();\n const play = useSound();\n const stagger = useStagger();\n const [busy, setBusy] = useState<string | null>(null);\n const [detail, setDetail] = useState<StatView | null>(null);\n const stats = resolveStats(section, hero.def);\n const levels = hero.model?.StatLevels ?? {};\n const worn = Object.values(hero.model?.Equipment ?? {})\n .filter((e) => e?.ItemInstanceID)\n .map((e) => {\n const p = pieces.find((x) => x.instanceID === e!.ItemInstanceID);\n return { def: items.get(e!.ItemID ?? \"\"), level: p?.level ?? 1 };\n });\n\n const upgrade = async (stat: StatView) => {\n setBusy(stat.id);\n const res = await client.character.upgradeStatLevel(hero.id, stat.id);\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n play(\"levelUp\");\n };\n\n return (\n <Popup\n title={`${t(\"stats\")} · ${catalog.localize(hero.def.Identity?.DisplayName ?? hero.id)}`}\n onClose={onClose}\n width={480}\n >\n <div style={{ display: \"grid\", gap: 10 }}>\n {stats.map((stat, i) => {\n const level = Number(levels[stat.id] ?? 0);\n const cap = statMaxLevel(stat, hero.rank, hero.def);\n const capped = cap > 0 && level >= cap;\n const cost = statCost(stat, level + 1);\n const missing = unmetRequirements(stat, levels);\n const affordable = canAfford(cost, balances);\n const total = breakdown(stat, level, hero.rank, hero.def, worn).total;\n return (\n <Card\n key={stat.id}\n style={{ display: \"grid\", gap: 8, ...stagger(i) }}\n >\n <button\n type=\"button\"\n onClick={() => setDetail(stat)}\n style={{\n display: \"flex\",\n justifyContent: \"space-between\",\n alignItems: \"center\",\n background: \"none\",\n border: \"none\",\n padding: 0,\n cursor: \"pointer\",\n color: v.text,\n }}\n >\n <span style={{ ...outlined, fontSize: 15 }}>\n {catalog.localize(stat.name)} ⓘ\n </span>\n <span style={{ ...outlined, fontSize: 18, color: v.gold }}>\n {formatAmount(Math.round(total * 10) / 10)}\n </span>\n </button>\n {cap > 0 ? (\n <ProgressBar\n value={level}\n max={cap}\n label={`${t(\"level\")} ${level} / ${cap}`}\n height={16}\n />\n ) : null}\n {missing.length > 0 ? (\n <div style={{ ...outlined, fontSize: 12, color: v.red }}>\n {t(\"needs\")}:{\" \"}\n {missing.map((m) => `${m.statID} ${m.level}`).join(\", \")}\n </div>\n ) : capped ? (\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {t(\"statCapped\")}\n </div>\n ) : (\n <Button\n size=\"sm\"\n tone=\"green\"\n disabled={!affordable}\n busy={busy === stat.id}\n onClick={() => void upgrade(stat)}\n >\n {t(\"upgrade\")} →{\" \"}\n {formatAmount(\n Math.round(\n breakdown(stat, level + 1, hero.rank, hero.def, worn)\n .total * 10,\n ) / 10,\n )}{\" \"}\n <ResourceList\n lines={cost}\n size={16}\n dimIf={() => !affordable}\n />\n </Button>\n )}\n </Card>\n );\n })}\n </div>\n {detail ? (\n <BreakdownPopup\n stat={detail}\n level={Number(levels[detail.id] ?? 0)}\n hero={hero}\n worn={worn}\n onClose={() => setDetail(null)}\n />\n ) : null}\n </Popup>\n );\n}\n\nfunction BreakdownPopup({\n stat,\n level,\n hero,\n worn,\n onClose,\n}: {\n stat: StatView;\n level: number;\n hero: RosterEntry;\n worn: Array<{ def: ItemDefWithGear | undefined; level: number }>;\n onClose: () => void;\n}): ReactNode {\n const catalog = useCatalog();\n const b = breakdown(stat, level, hero.rank, hero.def, worn);\n const rows: Array<[string, number, string]> = [\n [t(\"base\"), b.base, v.text],\n [t(\"fromLevel\"), b.fromLevel, v.green],\n [t(\"fromRank\"), b.fromRank, v.blue],\n [t(\"fromGear\"), b.fromGear, v.gold],\n ];\n const round = (n: number) => formatAmount(Math.round(n * 10) / 10);\n return (\n <Popup\n title={`${catalog.localize(stat.name)} — ${t(\"where\")}`}\n onClose={onClose}\n width={380}\n variant=\"center\"\n >\n {stat.description ? (\n <div\n style={{\n ...outlined,\n fontWeight: 600,\n fontSize: 13,\n color: v.textDim,\n textAlign: \"center\",\n }}\n >\n {catalog.localize(stat.description)}\n </div>\n ) : null}\n <div style={{ display: \"grid\", gap: 6 }}>\n {rows.map(([label, value, color]) => (\n <div\n key={label}\n style={{\n display: \"flex\",\n justifyContent: \"space-between\",\n ...outlined,\n fontSize: 15,\n }}\n >\n <span style={{ color: v.textDim }}>{label}</span>\n <span style={{ color }}>\n {value === 0 && label !== t(\"base\")\n ? \"—\"\n : `${label === t(\"base\") ? \"\" : \"+\"}${round(value)}`}\n </span>\n </div>\n ))}\n {b.percent ? (\n <div\n style={{\n display: \"flex\",\n justifyContent: \"space-between\",\n ...outlined,\n fontSize: 15,\n }}\n >\n <span style={{ color: v.textDim }}>{t(\"percent\")}</span>\n <span style={{ color: v.gold }}>+{round(b.percent)}%</span>\n </div>\n ) : null}\n <div style={{ height: 2, background: v.panelEdge, margin: \"4px 0\" }} />\n <div\n style={{\n display: \"flex\",\n justifyContent: \"space-between\",\n ...outlined,\n fontSize: 18,\n }}\n >\n <span>{t(\"total\")}</span>\n <span style={{ color: v.gold }}>{round(b.total)}</span>\n </div>\n </div>\n </Popup>\n );\n}\n\nfunction SlotPopup({\n slot,\n hero,\n pieces,\n items,\n onPick,\n onClose,\n}: {\n slot: SlotView;\n hero: RosterEntry;\n pieces: GearPiece[];\n items: Map<string, ItemDefWithGear>;\n onPick: (instanceID: string) => void;\n onClose: () => void;\n}): ReactNode {\n const worn = hero.model?.Equipment?.[slot.id]?.ItemInstanceID ?? null;\n const fitting = pieces.filter(\n (p) =>\n p.instanceID !== worn &&\n (!p.equippedBy || p.equippedBy.characterID === hero.id) &&\n fitProblem(p, slot, hero.id, hero.rank, items) === null,\n );\n const stagger = useStagger();\n return (\n <Popup title={slot.id} onClose={onClose} width={440}>\n {worn ? (\n <PickRow\n instanceID={worn}\n pieces={pieces}\n label={t(\"worn\")}\n onPick={onPick}\n />\n ) : null}\n {fitting.length === 0 ? (\n <EmptyState\n glyph=\"sword\"\n text={\n hero.rank < slot.minRank\n ? `${t(\"slotLocked\")} ${slot.minRank}`\n : t(\"noGear\")\n }\n />\n ) : (\n <div style={{ display: \"grid\", gap: 8 }}>\n <div style={{ ...outlined, fontSize: 13, color: v.textDim }}>\n {t(\"fits\")}\n </div>\n {fitting.map((p, i) => (\n <div key={p.instanceID} style={stagger(i)}>\n <PickRow\n instanceID={p.instanceID}\n pieces={pieces}\n onPick={onPick}\n />\n </div>\n ))}\n </div>\n )}\n </Popup>\n );\n}\n\nfunction PickRow({\n instanceID,\n pieces,\n label,\n onPick,\n}: {\n instanceID: string;\n pieces: GearPiece[];\n label?: string;\n onPick: (id: string) => void;\n}): ReactNode {\n const catalog = useCatalog();\n const piece = pieces.find((p) => p.instanceID === instanceID);\n if (!piece) return null;\n return (\n <Card\n onClick={() => onPick(instanceID)}\n style={{ display: \"flex\", alignItems: \"center\", gap: 12, padding: 10 }}\n >\n <ItemTile itemID={piece.itemID} level={piece.level} size={56} />\n <div style={{ flex: 1, minWidth: 0 }}>\n <div style={{ ...outlined, fontSize: 15 }}>\n {catalog.itemName(piece.itemID)}\n </div>\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {label ? `${label} · ` : \"\"}\n {t(\"level\")} {piece.level}\n </div>\n </div>\n </Card>\n );\n}\n\nfunction PiecePopup({\n instanceID,\n hero,\n slots,\n pieces,\n items,\n balances,\n onClose,\n}: {\n instanceID: string;\n hero: RosterEntry;\n slots: SlotView[];\n pieces: GearPiece[];\n items: Map<string, ItemDefWithGear>;\n balances: Record<string, { Amount?: number }> | undefined;\n onClose: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const toast = useToast();\n const kit = useUiKit();\n const iconRef = useRef<HTMLDivElement>(null);\n const [busy, setBusy] = useState<string | null>(null);\n const piece = pieces.find((p) => p.instanceID === instanceID);\n if (!piece) return null;\n const def = items.get(piece.itemID);\n const color = catalog.rarityColor(def?.Metadata?.RarityID);\n const bonuses = pieceBonuses(def, piece.level);\n const fitSlot = slots.find(\n (s) => fitProblem(piece, s, hero.id, hero.rank, items) === null,\n );\n const onThisHero =\n piece.equippedBy?.characterID === hero.id ? piece.equippedBy : null;\n const levelCost = itemLevelCost(def, piece.level);\n const affordable = levelCost\n ? canAfford(levelCost as ResourceLine[], balances)\n : false;\n\n const act = async (kind: \"equip\" | \"unequip\" | \"level\") => {\n setBusy(kind);\n const res =\n kind === \"equip\" && fitSlot\n ? await client.character.equipItems(hero.id, [\n { SlotID: fitSlot.id, ItemInstanceID: piece.instanceID },\n ])\n : kind === \"unequip\" && onThisHero\n ? await client.character.unequipItems(hero.id, [onThisHero.slotID])\n : await client.item.upgradeLevel(piece.instanceID);\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n kit.play(kind === \"level\" ? \"levelUp\" : \"claim\");\n kit.fx.burst(iconRef.current);\n };\n\n return (\n <Popup title={catalog.itemName(piece.itemID)} onClose={onClose}>\n <div style={{ display: \"grid\", justifyItems: \"center\", gap: 8 }}>\n <div\n ref={iconRef}\n className=\"idos-glow\"\n style={{\n width: 110,\n height: 110,\n borderRadius: 26,\n display: \"grid\",\n placeItems: \"center\",\n border: `4px solid ${color}`,\n background: `radial-gradient(circle at 50% 35%, ${color}66 0%, ${v.panelDeep} 72%)`,\n }}\n >\n <Icon\n glyph={catalog.iconOf({\n kind: \"item\",\n id: piece.itemID,\n amount: 1,\n })}\n size={72}\n />\n </div>\n <div style={{ ...outlined, color, fontSize: 14 }}>\n {def?.Metadata?.RarityID ?? \"Common\"} · {t(\"level\")} {piece.level}\n {def?.Upgrade?.MaxLevel ? ` / ${def.Upgrade.MaxLevel}` : \"\"}\n </div>\n {Object.entries(bonuses).map(([stat, value]) => (\n <div key={stat} style={{ ...outlined, fontSize: 15, color: v.green }}>\n +{formatAmount(Math.round(value * 10) / 10)} {stat}\n </div>\n ))}\n {Object.entries(def?.Stats?.PercentBonuses ?? {}).map(\n ([stat, value]) => (\n <div\n key={stat}\n style={{ ...outlined, fontSize: 15, color: v.gold }}\n >\n +{value}% {stat}\n </div>\n ),\n )}\n {piece.equippedBy && !onThisHero ? (\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {t(\"wornBy\")} {piece.equippedBy.characterID}\n </div>\n ) : null}\n </div>\n <div style={{ display: \"grid\", gap: 8 }}>\n {onThisHero ? (\n <Button\n tone=\"grey\"\n busy={busy === \"unequip\"}\n onClick={() => void act(\"unequip\")}\n >\n {t(\"unequip\")}\n </Button>\n ) : fitSlot ? (\n <Button\n tone=\"blue\"\n busy={busy === \"equip\"}\n onClick={() => void act(\"equip\")}\n >\n {t(\"equip\")} → {fitSlot.id}\n </Button>\n ) : (\n <div\n style={{\n ...outlined,\n fontSize: 13,\n color: v.textDim,\n textAlign: \"center\",\n }}\n >\n {t(\"cannot\")}\n </div>\n )}\n {levelCost === null ? (\n def?.Upgrade ? (\n <div\n style={{\n ...outlined,\n fontSize: 13,\n color: v.textDim,\n textAlign: \"center\",\n }}\n >\n {t(\"maxLevel\")}\n </div>\n ) : null\n ) : (\n <Button\n tone=\"gold\"\n disabled={!affordable}\n busy={busy === \"level\"}\n onClick={() => void act(\"level\")}\n >\n {t(\"levelUp\")}{\" \"}\n <ResourceList\n lines={levelCost}\n size={18}\n dimIf={() => !affordable}\n />\n </Button>\n )}\n </div>\n </Popup>\n );\n}\n\nfunction SkinsPopup({\n hero,\n onClose,\n}: {\n hero: RosterEntry;\n onClose: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const toast = useToast();\n const kit = useUiKit();\n const stagger = useStagger();\n const [view, setView] = useState<{\n WornSkinID?: string | null;\n Skins?: Array<{\n SkinID: string;\n Owned?: boolean | null;\n IsWorn?: boolean | null;\n Purchasable?: boolean | null;\n MeetsRequirements?: boolean | null;\n PriceOptions?: Record<string, { Cost?: unknown }> | null;\n }> | null;\n } | null>(null);\n const [busy, setBusy] = useState<string | null>(null);\n\n const load = async () => {\n const res = await client.character.getCharacterSkins(hero.id);\n if (res.ok) setView(res.data.Characters?.[hero.id] ?? null);\n };\n useEffect(() => {\n void load();\n // once per hero\n }, [hero.id]);\n\n const act = async (skinID: string, kind: \"wear\" | \"buy\" | \"base\") => {\n setBusy(skinID);\n const res =\n kind === \"buy\"\n ? await client.character.unlockSkin(hero.id, skinID, {\n autoEquip: true,\n })\n : kind === \"base\"\n ? await client.character.unequipSkin(hero.id)\n : await client.character.equipSkin(hero.id, skinID);\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n kit.play(kind === \"buy\" ? \"purchase\" : \"claim\");\n await load();\n };\n\n const defs = hero.def.Skins?.Definitions ?? {};\n const wornID = hero.model?.Equipment?.[SKIN_KEY]?.ItemID ?? null;\n return (\n <Popup title={t(\"skins\")} onClose={onClose} width={520}>\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: \"repeat(auto-fill, minmax(140px, 1fr))\",\n gap: 10,\n }}\n >\n <Card\n highlight={!wornID}\n style={{ display: \"grid\", justifyItems: \"center\", gap: 6 }}\n >\n <Icon glyph=\"hero\" size={52} />\n <div style={{ ...outlined, fontSize: 14 }}>{t(\"baseLook\")}</div>\n {wornID ? (\n <Button\n size=\"sm\"\n busy={busy === \"@base\"}\n onClick={() => void act(\"@base\", \"base\")}\n >\n {t(\"wear\")}\n </Button>\n ) : (\n <span style={{ ...outlined, fontSize: 13, color: v.gold }}>\n {t(\"worn\")}\n </span>\n )}\n </Card>\n {(view?.Skins ?? []).map((s, i) => {\n const def = defs[s.SkinID];\n const price = Object.values(s.PriceOptions ?? {})[0];\n return (\n <Card\n key={s.SkinID}\n highlight={s.IsWorn === true}\n style={{\n display: \"grid\",\n justifyItems: \"center\",\n gap: 6,\n ...stagger(i),\n }}\n >\n <Icon\n glyph={def?.Identity?.AssetPaths?.icon ?? \"user\"}\n size={52}\n />\n <div style={{ ...outlined, fontSize: 14 }}>\n {catalog.localize(def?.Identity?.DisplayName ?? s.SkinID)}\n </div>\n {s.IsWorn ? (\n <span style={{ ...outlined, fontSize: 13, color: v.gold }}>\n {t(\"worn\")}\n </span>\n ) : s.Owned ? (\n <Button\n size=\"sm\"\n disabled={s.MeetsRequirements === false}\n busy={busy === s.SkinID}\n onClick={() => void act(s.SkinID, \"wear\")}\n >\n {t(\"wear\")}\n </Button>\n ) : s.Purchasable && price ? (\n <Button\n size=\"sm\"\n tone=\"gold\"\n busy={busy === s.SkinID}\n onClick={() => void act(s.SkinID, \"buy\")}\n >\n <ResourceList\n lines={costLines(price.Cost as never)}\n size={16}\n />\n </Button>\n ) : (\n <span style={{ ...outlined, fontSize: 11, color: v.textDim }}>\n {t(\"notForSale\")}\n </span>\n )}\n </Card>\n );\n })}\n </div>\n </Popup>\n );\n}\n"
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"content": "import { useEffect, useRef, useState, type ReactNode } from \"react\";\nimport type {\n FeatureRegistry,\n FeatureScreenProps,\n} from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient, useUserState } from \"@idosgames/react\";\nimport {\n Badge,\n Button,\n Card,\n EmptyState,\n Icon,\n ItemTile,\n Popup,\n ProgressBar,\n ResourceList,\n SectionTitle,\n Tabs,\n canAfford,\n configSection,\n costLines,\n errorText,\n formatAmount,\n outlined,\n panel,\n useCatalog,\n useGameLayout,\n usePopupClose,\n useSound,\n useStagger,\n useToast,\n useUiKit,\n v,\n type ResourceLine,\n} from \"@idosgames/react/ui\";\nimport {\n SKIN_KEY,\n bestLoadout,\n breakdown,\n fitProblem,\n gearPieces,\n itemLevelCost,\n pieceBonuses,\n rankCost,\n resolveLadder,\n resolveSlots,\n resolveStats,\n roster,\n statCost,\n statMaxLevel,\n unmetRequirements,\n type CharacterModelView,\n type CharacterSection,\n type GearPiece,\n type InstanceView,\n type ItemDefWithGear,\n type RosterEntry,\n type SlotView,\n type StatView,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// Heroes (Unity: the Hero button → CharacterListPanel, CharacterDetailPanel, EquipmentPanel). The\n// screen is the equipment hub of the selected hero — portrait, rank and Power, the slots, \"Equip\n// best\", and the gear the player owns. Everything with more data opens as a popup: the hero list\n// (select / unlock), the stats (upgrade, and \"where does this number come from\"), a piece of gear\n// (equip / take off / level up), a slot's fitting gear, and skins.\n\nexport function makeCharacterScreen(features: FeatureRegistry) {\n return function CharacterScreen({ args }: FeatureScreenProps): ReactNode {\n return (\n <Heroes\n features={features}\n openInstance={\n typeof args?.itemInstanceID === \"string\" ? args.itemInstanceID : null\n }\n />\n );\n };\n}\n\ntype PopupState =\n | { kind: \"heroes\" }\n | { kind: \"stats\" }\n | { kind: \"skins\" }\n | { kind: \"slot\"; slot: SlotView }\n | { kind: \"piece\"; instanceID: string }\n | null;\n\nconst SELECTED_KEY = \"idos-heroes-selected\";\n\nfunction useData() {\n const client = useIDosGamesClient();\n const state = useUserState();\n const catalog = useCatalog();\n // Definitions arrive with the title config; a title whose config did not carry them fetches them\n // once — and the screen redraws when they land (the section cache emits no user-state event).\n const [, loaded] = useState(0);\n const section = configSection<CharacterSection>(client, \"Character\");\n useEffect(() => {\n if (!section)\n void client.character\n .getCharacterDefinitions()\n .then(() => loaded((n) => n + 1));\n void client.character.getUserCharacters();\n // Gear instances (levels, where they are worn) live outside the player document on the server\n // and come with the full inventory read, not with the login state.\n void client.user.getUserInventory();\n }, [client, section]);\n const owned = (state?.Character?.Characters ?? {}) as Record<\n string,\n CharacterModelView\n >;\n const inventory = state?.InventoryV2 as\n | {\n UnstackableItems?: Record<string, InstanceView | null>;\n VirtualCurrencies?: Record<string, { Amount?: number }>;\n }\n | undefined;\n const items = catalog.items as Map<string, ItemDefWithGear>;\n // Not memoized: the SDK cache updates UnstackableItems IN PLACE (an equip flips EquippedSlot on\n // the same object), so a memo keyed by the object would keep showing the old state.\n const pieces = gearPieces(inventory?.UnstackableItems, items);\n return {\n client,\n section,\n owned,\n inventory,\n items,\n pieces,\n balances: inventory?.VirtualCurrencies,\n };\n}\n\nfunction Heroes({\n features,\n openInstance,\n}: {\n features: FeatureRegistry;\n openInstance: string | null;\n}): ReactNode {\n const { client, section, owned, items, pieces, balances } = useData();\n const catalog = useCatalog();\n const layout = useGameLayout();\n const toast = useToast();\n const kit = useUiKit();\n const cardRef = useRef<HTMLDivElement>(null);\n const [popup, setPopup] = useState<PopupState>(\n openInstance ? { kind: \"piece\", instanceID: openInstance } : null,\n );\n const [busy, setBusy] = useState<string | null>(null);\n const [selectedID, setSelectedID] = useState<string | null>(() => {\n try {\n return localStorage.getItem(SELECTED_KEY);\n } catch {\n return null;\n }\n });\n\n const list = roster(section, owned);\n if (list.length === 0)\n return <EmptyState glyph=\"hero\" text={t(\"noHeroes\")} />;\n const hero =\n list.find((h) => h.id === selectedID && h.state !== \"locked\") ??\n list.find((h) => h.state !== \"locked\") ??\n list[0]!;\n const select = (id: string) => {\n setSelectedID(id);\n try {\n localStorage.setItem(SELECTED_KEY, id);\n } catch {\n // storage blocked: the choice lives for this session\n }\n };\n\n const ladder = resolveLadder(section, hero.def);\n const nextRank = rankCost(ladder, hero.rank);\n const slots = resolveSlots(section, hero.def);\n const changes =\n hero.state === \"locked\"\n ? []\n : bestLoadout(\n hero.id,\n hero.rank,\n slots,\n pieces,\n hero.model?.Equipment,\n items,\n );\n const rarity = catalog.rarityColor(hero.def.Classification?.RarityID);\n const heroName = catalog.localize(hero.def.Identity?.DisplayName ?? hero.id);\n const skinCount = Object.keys(hero.def.Skins?.Definitions ?? {}).length;\n\n const rankUp = async () => {\n setBusy(\"rank\");\n const res = await client.character.upgradeCharacterLevel(hero.id);\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n kit.play(\"levelUp\");\n kit.fx.burst(cardRef.current);\n };\n\n const equipBest = async () => {\n setBusy(\"best\");\n const res = await client.character.equipItems(hero.id, changes);\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n kit.play(\"claim\");\n kit.fx.burst(cardRef.current);\n };\n\n const card = (\n <div\n ref={cardRef}\n className=\"idos-shine\"\n style={{\n ...panel,\n padding: 16,\n display: \"grid\",\n gap: 10,\n justifyItems: \"center\",\n background: `radial-gradient(circle at 50% 30%, ${rarity}55 0%, ${v.panelDeep} 75%)`,\n border: `2px solid ${rarity}`,\n }}\n >\n <div\n className=\"idos-bounce\"\n style={{\n width: 110,\n height: 110,\n borderRadius: 28,\n display: \"grid\",\n placeItems: \"center\",\n background: v.wellSoft,\n border: `3px solid ${rarity}`,\n }}\n >\n <Icon\n glyph={\n hero.def.Identity?.AssetPaths?.portrait ??\n hero.def.Identity?.AssetPaths?.icon ??\n \"hero\"\n }\n size={80}\n />\n </div>\n <div style={{ ...outlined, fontSize: 22 }}>{heroName}</div>\n {hero.def.Classification?.ClassID ? (\n <div style={{ ...outlined, fontSize: 12, color: rarity }}>\n {hero.def.Classification.ClassID} · {hero.def.Classification.RarityID}\n </div>\n ) : null}\n <div style={{ display: \"flex\", gap: 18 }}>\n <Stat\n label={t(\"rank\")}\n value={`${hero.rank}${ladder?.MaxRank ? ` / ${ladder.MaxRank}` : \"\"}`}\n />\n <Stat label={t(\"power\")} value={formatAmount(hero.power)} />\n </div>\n {hero.state === \"locked\" ? null : nextRank === null ? (\n <div style={{ ...outlined, fontSize: 13, color: v.textDim }}>\n {t(\"maxRank\")}\n </div>\n ) : (\n <Button\n tone=\"gold\"\n attract={canAfford(nextRank, balances)}\n disabled={!canAfford(nextRank, balances)}\n busy={busy === \"rank\"}\n onClick={() => void rankUp()}\n data-tutorial-anchor=\"heroes:rank-up\"\n >\n {t(\"rankUp\")}{\" \"}\n {nextRank.length ? (\n <ResourceList\n lines={nextRank}\n size={18}\n dimIf={() => !canAfford(nextRank, balances)}\n />\n ) : (\n t(\"free\")\n )}\n </Button>\n )}\n <div\n style={{\n display: \"flex\",\n gap: 8,\n flexWrap: \"wrap\",\n justifyContent: \"center\",\n }}\n >\n <span style={{ position: \"relative\" }}>\n <Button\n tone=\"blue\"\n size=\"sm\"\n onClick={() => setPopup({ kind: \"heroes\" })}\n >\n <Icon glyph=\"friends\" size={18} /> {t(\"heroes\")}\n </Button>\n <Badge\n count={\n list.filter(\n (h) =>\n h.state === \"locked\" &&\n h.unlockPrice.length > 0 &&\n canAfford(h.unlockPrice, balances),\n ).length\n }\n dot\n />\n </span>\n {hero.state !== \"locked\" ? (\n <Button\n tone=\"blue\"\n size=\"sm\"\n onClick={() => setPopup({ kind: \"stats\" })}\n >\n <Icon glyph=\"sword\" size={18} /> {t(\"stats\")}\n </Button>\n ) : null}\n {skinCount > 0 && hero.state !== \"locked\" ? (\n <Button\n tone=\"blue\"\n size=\"sm\"\n onClick={() => setPopup({ kind: \"skins\" })}\n >\n <Icon glyph=\"user\" size={18} /> {t(\"skins\")}\n </Button>\n ) : null}\n </div>\n </div>\n );\n\n const equipment = (\n <div style={{ display: \"grid\", gap: 14 }}>\n <SectionTitle\n right={\n changes.length > 0 ? (\n <Button\n tone=\"green\"\n size=\"sm\"\n attract\n busy={busy === \"best\"}\n onClick={() => void equipBest()}\n data-tutorial-anchor=\"heroes:equip-best\"\n >\n {t(\"equipBest\")}\n </Button>\n ) : null\n }\n >\n {t(\"equipment\")}\n </SectionTitle>\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: `repeat(auto-fill, minmax(${layout === \"phone\" ? 88 : 104}px, 1fr))`,\n gap: 12,\n justifyItems: \"center\",\n }}\n >\n {slots.map((slot) => (\n <SlotTile\n key={slot.id}\n slot={slot}\n hero={hero}\n pieces={pieces}\n onClick={() => setPopup({ kind: \"slot\", slot })}\n />\n ))}\n </div>\n <Bag\n pieces={pieces.filter((p) => !p.equippedBy)}\n onPick={(id) => setPopup({ kind: \"piece\", instanceID: id })}\n onShop={\n features.get(\"store\") ? () => features.open(\"store\") : undefined\n }\n />\n </div>\n );\n\n return (\n <div style={{ display: \"grid\", gap: 18 }}>\n {layout === \"desktop\" ? (\n <div\n style={{\n display: \"grid\",\n gap: 20,\n gridTemplateColumns: \"minmax(0, 4fr) minmax(0, 6fr)\",\n alignItems: \"start\",\n }}\n >\n {card}\n {equipment}\n </div>\n ) : (\n <>\n {card}\n {equipment}\n </>\n )}\n {popup?.kind === \"heroes\" ? (\n <HeroesPopup\n list={list}\n current={hero.id}\n balances={balances}\n onSelect={select}\n onClose={() => setPopup(null)}\n />\n ) : null}\n {popup?.kind === \"stats\" ? (\n <StatsPopup\n hero={hero}\n section={section}\n pieces={pieces}\n items={items}\n balances={balances}\n onClose={() => setPopup(null)}\n />\n ) : null}\n {popup?.kind === \"skins\" ? (\n <SkinsPopup hero={hero} onClose={() => setPopup(null)} />\n ) : null}\n {popup?.kind === \"slot\" ? (\n <SlotPopup\n slot={popup.slot}\n hero={hero}\n pieces={pieces}\n items={items}\n onPick={(id) => setPopup({ kind: \"piece\", instanceID: id })}\n onClose={() => setPopup(null)}\n />\n ) : null}\n {popup?.kind === \"piece\" ? (\n <PiecePopup\n instanceID={popup.instanceID}\n hero={hero}\n slots={slots}\n pieces={pieces}\n items={items}\n balances={balances}\n onClose={() => setPopup(null)}\n />\n ) : null}\n </div>\n );\n}\n\nfunction Stat({ label, value }: { label: string; value: string }): ReactNode {\n return (\n <div style={{ display: \"grid\", justifyItems: \"center\" }}>\n <span style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {label}\n </span>\n <span style={{ ...outlined, fontSize: 20, color: v.gold }}>{value}</span>\n </div>\n );\n}\n\nfunction SlotTile({\n slot,\n hero,\n pieces,\n onClick,\n}: {\n slot: SlotView;\n hero: RosterEntry;\n pieces: GearPiece[];\n onClick: () => void;\n}): ReactNode {\n const worn = hero.model?.Equipment?.[slot.id];\n const piece = worn?.ItemInstanceID\n ? pieces.find((p) => p.instanceID === worn.ItemInstanceID)\n : undefined;\n const locked = hero.rank < slot.minRank;\n const { play } = useUiKit();\n return (\n <div style={{ display: \"grid\", justifyItems: \"center\", gap: 4 }}>\n {worn?.ItemID ? (\n <ItemTile\n itemID={worn.ItemID}\n level={piece?.level}\n onClick={onClick}\n size={80}\n />\n ) : (\n <button\n type=\"button\"\n className=\"idos-press\"\n onClick={() => {\n play(\"click\");\n onClick();\n }}\n style={{\n width: 80,\n height: 80,\n borderRadius: 16,\n border: `3px dashed ${v.panelEdge}`,\n background: v.wellSoft,\n display: \"grid\",\n placeItems: \"center\",\n cursor: \"pointer\",\n opacity: locked ? 0.5 : 1,\n }}\n >\n <Icon glyph={locked ? \"lock\" : \"plus\"} size={30} />\n </button>\n )}\n <span style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {locked ? `${t(\"slotLocked\")} ${slot.minRank}` : slot.id}\n </span>\n </div>\n );\n}\n\nfunction Bag({\n pieces,\n onPick,\n onShop,\n}: {\n pieces: GearPiece[];\n onPick: (instanceID: string) => void;\n onShop?: () => void;\n}): ReactNode {\n const catalog = useCatalog();\n const stagger = useStagger();\n const classes = [\n ...new Set(\n pieces.map((p) => catalog.items.get(p.itemID)?.ItemClass || \"other\"),\n ),\n ];\n const [tab, setTab] = useState(\"all\");\n const shown =\n tab === \"all\"\n ? pieces\n : pieces.filter(\n (p) => (catalog.items.get(p.itemID)?.ItemClass || \"other\") === tab,\n );\n return (\n <div style={{ display: \"grid\", gap: 10 }}>\n <SectionTitle>{t(\"bag\")}</SectionTitle>\n {pieces.length === 0 ? (\n <EmptyState\n glyph=\"sword\"\n text={t(\"noGear\")}\n action={\n onShop ? (\n <Button onClick={onShop}>{catalog.localize(\"Shop\")}</Button>\n ) : undefined\n }\n />\n ) : (\n <>\n <Tabs\n tabs={[\n { id: \"all\", label: \"★\" },\n ...classes.map((c) => ({ id: c, label: c })),\n ]}\n value={tab}\n onChange={setTab}\n />\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: \"repeat(auto-fill, minmax(84px, 1fr))\",\n gap: 10,\n justifyItems: \"center\",\n }}\n >\n {shown.map((p, i) => (\n <div key={p.instanceID} style={stagger(i)}>\n <ItemTile\n itemID={p.itemID}\n level={p.level}\n onClick={() => onPick(p.instanceID)}\n />\n </div>\n ))}\n </div>\n </>\n )}\n </div>\n );\n}\n\n// ── Popups ───────────────────────────────────────────────────────────────────────────────────\n\nfunction HeroesPopup({\n list,\n current,\n balances,\n onSelect,\n onClose,\n}: {\n list: RosterEntry[];\n current: string;\n balances: Record<string, { Amount?: number }> | undefined;\n onSelect: (id: string) => void;\n onClose: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const toast = useToast();\n const kit = useUiKit();\n const stagger = useStagger();\n const [busy, setBusy] = useState<string | null>(null);\n\n const unlock = async (e: RosterEntry) => {\n setBusy(e.id);\n const res = await client.character.unlockCharacter(e.id);\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n kit.play(\"levelUp\");\n onSelect(e.id);\n };\n\n return (\n <Popup title={t(\"heroes\")} onClose={onClose} width={560}>\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: \"repeat(auto-fill, minmax(150px, 1fr))\",\n gap: 10,\n }}\n >\n {list.map((e, i) => {\n const color = catalog.rarityColor(e.def.Classification?.RarityID);\n const affordable = canAfford(e.unlockPrice, balances);\n return (\n <Card\n key={e.id}\n highlight={e.id === current}\n style={{\n display: \"grid\",\n justifyItems: \"center\",\n gap: 6,\n opacity: e.state === \"locked\" ? 0.85 : 1,\n border: `2px solid ${e.id === current ? v.gold : color}`,\n ...stagger(i),\n }}\n >\n <div style={{ position: \"relative\" }}>\n <Icon\n glyph={e.def.Identity?.AssetPaths?.icon ?? \"hero\"}\n size={56}\n />\n {e.state === \"locked\" ? (\n <span style={{ position: \"absolute\", right: -8, bottom: -4 }}>\n <Icon glyph=\"lock\" size={22} />\n </span>\n ) : null}\n </div>\n <div style={{ ...outlined, fontSize: 15 }}>\n {catalog.localize(e.def.Identity?.DisplayName ?? e.id)}\n </div>\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {e.state === \"locked\"\n ? t(\"locked\")\n : `${t(\"rank\")} ${e.rank} · ${t(\"power\")} ${formatAmount(e.power)}`}\n </div>\n {e.state === \"locked\" ? (\n e.unlockPrice.length > 0 ? (\n <Button\n tone=\"gold\"\n size=\"sm\"\n attract={affordable}\n disabled={!affordable}\n busy={busy === e.id}\n onClick={() => void unlock(e)}\n style={{ width: \"100%\" }}\n >\n {t(\"unlock\")}{\" \"}\n <ResourceList lines={e.unlockPrice} size={16} />\n </Button>\n ) : (\n <span style={{ ...outlined, fontSize: 11, color: v.textDim }}>\n {t(\"notForSale\")}\n </span>\n )\n ) : e.id === current ? (\n <span style={{ ...outlined, fontSize: 13, color: v.gold }}>\n {t(\"selected\")}\n </span>\n ) : (\n <SelectButton onSelect={() => onSelect(e.id)} />\n )}\n </Card>\n );\n })}\n </div>\n </Popup>\n );\n}\n\nfunction SelectButton({ onSelect }: { onSelect: () => void }): ReactNode {\n const close = usePopupClose();\n return (\n <Button\n size=\"sm\"\n onClick={() => {\n onSelect();\n close();\n }}\n style={{ width: \"100%\" }}\n >\n {t(\"select\")}\n </Button>\n );\n}\n\nfunction StatsPopup({\n hero,\n section,\n pieces,\n items,\n balances,\n onClose,\n}: {\n hero: RosterEntry;\n section: CharacterSection | undefined;\n pieces: GearPiece[];\n items: Map<string, ItemDefWithGear>;\n balances: Record<string, { Amount?: number }> | undefined;\n onClose: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const toast = useToast();\n const play = useSound();\n const stagger = useStagger();\n const [busy, setBusy] = useState<string | null>(null);\n const [detail, setDetail] = useState<StatView | null>(null);\n const stats = resolveStats(section, hero.def);\n const levels = hero.model?.StatLevels ?? {};\n const worn = Object.values(hero.model?.Equipment ?? {})\n .filter((e) => e?.ItemInstanceID)\n .map((e) => {\n const p = pieces.find((x) => x.instanceID === e!.ItemInstanceID);\n return { def: items.get(e!.ItemID ?? \"\"), level: p?.level ?? 1 };\n });\n\n const upgrade = async (stat: StatView) => {\n setBusy(stat.id);\n const res = await client.character.upgradeStatLevel(hero.id, stat.id);\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n play(\"levelUp\");\n };\n\n return (\n <Popup\n title={`${t(\"stats\")} · ${catalog.localize(hero.def.Identity?.DisplayName ?? hero.id)}`}\n onClose={onClose}\n width={480}\n >\n <div style={{ display: \"grid\", gap: 10 }}>\n {stats.map((stat, i) => {\n const level = Number(levels[stat.id] ?? 0);\n const cap = statMaxLevel(stat, hero.rank, hero.def);\n const capped = cap > 0 && level >= cap;\n const cost = statCost(stat, level + 1);\n const missing = unmetRequirements(stat, levels);\n const affordable = canAfford(cost, balances);\n const total = breakdown(stat, level, hero.rank, hero.def, worn).total;\n return (\n <Card\n key={stat.id}\n style={{ display: \"grid\", gap: 8, ...stagger(i) }}\n >\n <button\n type=\"button\"\n onClick={() => setDetail(stat)}\n style={{\n display: \"flex\",\n justifyContent: \"space-between\",\n alignItems: \"center\",\n background: \"none\",\n border: \"none\",\n padding: 0,\n cursor: \"pointer\",\n color: v.text,\n }}\n >\n <span style={{ ...outlined, fontSize: 15 }}>\n {catalog.localize(stat.name)} ⓘ\n </span>\n <span style={{ ...outlined, fontSize: 18, color: v.gold }}>\n {formatAmount(Math.round(total * 10) / 10)}\n </span>\n </button>\n {cap > 0 ? (\n <ProgressBar\n value={level}\n max={cap}\n label={`${t(\"level\")} ${level} / ${cap}`}\n height={16}\n />\n ) : null}\n {missing.length > 0 ? (\n <div style={{ ...outlined, fontSize: 12, color: v.red }}>\n {t(\"needs\")}:{\" \"}\n {missing.map((m) => `${m.statID} ${m.level}`).join(\", \")}\n </div>\n ) : capped ? (\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {t(\"statCapped\")}\n </div>\n ) : (\n <Button\n size=\"sm\"\n tone=\"green\"\n disabled={!affordable}\n busy={busy === stat.id}\n onClick={() => void upgrade(stat)}\n >\n {t(\"upgrade\")} →{\" \"}\n {formatAmount(\n Math.round(\n breakdown(stat, level + 1, hero.rank, hero.def, worn)\n .total * 10,\n ) / 10,\n )}{\" \"}\n <ResourceList\n lines={cost}\n size={16}\n dimIf={() => !affordable}\n />\n </Button>\n )}\n </Card>\n );\n })}\n </div>\n {detail ? (\n <BreakdownPopup\n stat={detail}\n level={Number(levels[detail.id] ?? 0)}\n hero={hero}\n worn={worn}\n onClose={() => setDetail(null)}\n />\n ) : null}\n </Popup>\n );\n}\n\nfunction BreakdownPopup({\n stat,\n level,\n hero,\n worn,\n onClose,\n}: {\n stat: StatView;\n level: number;\n hero: RosterEntry;\n worn: Array<{ def: ItemDefWithGear | undefined; level: number }>;\n onClose: () => void;\n}): ReactNode {\n const catalog = useCatalog();\n const b = breakdown(stat, level, hero.rank, hero.def, worn);\n const rows: Array<[string, number, string]> = [\n [t(\"base\"), b.base, v.text],\n [t(\"fromLevel\"), b.fromLevel, v.green],\n [t(\"fromRank\"), b.fromRank, v.blue],\n [t(\"fromGear\"), b.fromGear, v.gold],\n ];\n const round = (n: number) => formatAmount(Math.round(n * 10) / 10);\n return (\n <Popup\n title={`${catalog.localize(stat.name)} — ${t(\"where\")}`}\n onClose={onClose}\n width={380}\n variant=\"center\"\n >\n {stat.description ? (\n <div\n style={{\n ...outlined,\n fontWeight: 600,\n fontSize: 13,\n color: v.textDim,\n textAlign: \"center\",\n }}\n >\n {catalog.localize(stat.description)}\n </div>\n ) : null}\n <div style={{ display: \"grid\", gap: 6 }}>\n {rows.map(([label, value, color]) => (\n <div\n key={label}\n style={{\n display: \"flex\",\n justifyContent: \"space-between\",\n ...outlined,\n fontSize: 15,\n }}\n >\n <span style={{ color: v.textDim }}>{label}</span>\n <span style={{ color }}>\n {value === 0 && label !== t(\"base\")\n ? \"—\"\n : `${label === t(\"base\") ? \"\" : \"+\"}${round(value)}`}\n </span>\n </div>\n ))}\n {b.percent ? (\n <div\n style={{\n display: \"flex\",\n justifyContent: \"space-between\",\n ...outlined,\n fontSize: 15,\n }}\n >\n <span style={{ color: v.textDim }}>{t(\"percent\")}</span>\n <span style={{ color: v.gold }}>+{round(b.percent)}%</span>\n </div>\n ) : null}\n <div style={{ height: 2, background: v.panelEdge, margin: \"4px 0\" }} />\n <div\n style={{\n display: \"flex\",\n justifyContent: \"space-between\",\n ...outlined,\n fontSize: 18,\n }}\n >\n <span>{t(\"total\")}</span>\n <span style={{ color: v.gold }}>{round(b.total)}</span>\n </div>\n </div>\n </Popup>\n );\n}\n\nfunction SlotPopup({\n slot,\n hero,\n pieces,\n items,\n onPick,\n onClose,\n}: {\n slot: SlotView;\n hero: RosterEntry;\n pieces: GearPiece[];\n items: Map<string, ItemDefWithGear>;\n onPick: (instanceID: string) => void;\n onClose: () => void;\n}): ReactNode {\n const worn = hero.model?.Equipment?.[slot.id]?.ItemInstanceID ?? null;\n const fitting = pieces.filter(\n (p) =>\n p.instanceID !== worn &&\n (!p.equippedBy || p.equippedBy.characterID === hero.id) &&\n fitProblem(p, slot, hero.id, hero.rank, items) === null,\n );\n const stagger = useStagger();\n return (\n <Popup title={slot.id} onClose={onClose} width={440}>\n {worn ? (\n <PickRow\n instanceID={worn}\n pieces={pieces}\n label={t(\"worn\")}\n onPick={onPick}\n />\n ) : null}\n {fitting.length === 0 ? (\n <EmptyState\n glyph=\"sword\"\n text={\n hero.rank < slot.minRank\n ? `${t(\"slotLocked\")} ${slot.minRank}`\n : t(\"noGear\")\n }\n />\n ) : (\n <div style={{ display: \"grid\", gap: 8 }}>\n <div style={{ ...outlined, fontSize: 13, color: v.textDim }}>\n {t(\"fits\")}\n </div>\n {fitting.map((p, i) => (\n <div key={p.instanceID} style={stagger(i)}>\n <PickRow\n instanceID={p.instanceID}\n pieces={pieces}\n onPick={onPick}\n />\n </div>\n ))}\n </div>\n )}\n </Popup>\n );\n}\n\nfunction PickRow({\n instanceID,\n pieces,\n label,\n onPick,\n}: {\n instanceID: string;\n pieces: GearPiece[];\n label?: string;\n onPick: (id: string) => void;\n}): ReactNode {\n const catalog = useCatalog();\n const piece = pieces.find((p) => p.instanceID === instanceID);\n if (!piece) return null;\n return (\n <Card\n onClick={() => onPick(instanceID)}\n style={{ display: \"flex\", alignItems: \"center\", gap: 12, padding: 10 }}\n >\n <ItemTile itemID={piece.itemID} level={piece.level} size={56} />\n <div style={{ flex: 1, minWidth: 0 }}>\n <div style={{ ...outlined, fontSize: 15 }}>\n {catalog.itemName(piece.itemID)}\n </div>\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {label ? `${label} · ` : \"\"}\n {t(\"level\")} {piece.level}\n </div>\n </div>\n </Card>\n );\n}\n\nfunction PiecePopup({\n instanceID,\n hero,\n slots,\n pieces,\n items,\n balances,\n onClose,\n}: {\n instanceID: string;\n hero: RosterEntry;\n slots: SlotView[];\n pieces: GearPiece[];\n items: Map<string, ItemDefWithGear>;\n balances: Record<string, { Amount?: number }> | undefined;\n onClose: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const toast = useToast();\n const kit = useUiKit();\n const iconRef = useRef<HTMLDivElement>(null);\n const [busy, setBusy] = useState<string | null>(null);\n const piece = pieces.find((p) => p.instanceID === instanceID);\n if (!piece) return null;\n const def = items.get(piece.itemID);\n const color = catalog.rarityColor(def?.Metadata?.RarityID);\n const bonuses = pieceBonuses(def, piece.level);\n const fitSlot = slots.find(\n (s) => fitProblem(piece, s, hero.id, hero.rank, items) === null,\n );\n const onThisHero =\n piece.equippedBy?.characterID === hero.id ? piece.equippedBy : null;\n const levelCost = itemLevelCost(def, piece.level);\n const affordable = levelCost\n ? canAfford(levelCost as ResourceLine[], balances)\n : false;\n\n const act = async (kind: \"equip\" | \"unequip\" | \"level\") => {\n setBusy(kind);\n const res =\n kind === \"equip\" && fitSlot\n ? await client.character.equipItems(hero.id, [\n { SlotID: fitSlot.id, ItemInstanceID: piece.instanceID },\n ])\n : kind === \"unequip\" && onThisHero\n ? await client.character.unequipItems(hero.id, [onThisHero.slotID])\n : await client.item.upgradeLevel(piece.instanceID);\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n kit.play(kind === \"level\" ? \"levelUp\" : \"claim\");\n kit.fx.burst(iconRef.current);\n };\n\n return (\n <Popup title={catalog.itemName(piece.itemID)} onClose={onClose}>\n <div style={{ display: \"grid\", justifyItems: \"center\", gap: 8 }}>\n <div\n ref={iconRef}\n className=\"idos-glow\"\n style={{\n width: 110,\n height: 110,\n borderRadius: 26,\n display: \"grid\",\n placeItems: \"center\",\n border: `4px solid ${color}`,\n background: `radial-gradient(circle at 50% 35%, ${color}66 0%, ${v.panelDeep} 72%)`,\n }}\n >\n <Icon\n glyph={catalog.iconOf({\n kind: \"item\",\n id: piece.itemID,\n amount: 1,\n })}\n size={72}\n />\n </div>\n <div style={{ ...outlined, color, fontSize: 14 }}>\n {def?.Metadata?.RarityID ?? \"Common\"} · {t(\"level\")} {piece.level}\n {def?.Upgrade?.MaxLevel ? ` / ${def.Upgrade.MaxLevel}` : \"\"}\n </div>\n {Object.entries(bonuses).map(([stat, value]) => (\n <div key={stat} style={{ ...outlined, fontSize: 15, color: v.green }}>\n +{formatAmount(Math.round(value * 10) / 10)} {stat}\n </div>\n ))}\n {Object.entries(def?.Stats?.PercentBonuses ?? {}).map(\n ([stat, value]) => (\n <div\n key={stat}\n style={{ ...outlined, fontSize: 15, color: v.gold }}\n >\n +{value}% {stat}\n </div>\n ),\n )}\n {piece.equippedBy && !onThisHero ? (\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {t(\"wornBy\")} {piece.equippedBy.characterID}\n </div>\n ) : null}\n </div>\n <div style={{ display: \"grid\", gap: 8 }}>\n {onThisHero ? (\n <Button\n tone=\"grey\"\n busy={busy === \"unequip\"}\n onClick={() => void act(\"unequip\")}\n >\n {t(\"unequip\")}\n </Button>\n ) : fitSlot ? (\n <Button\n tone=\"blue\"\n busy={busy === \"equip\"}\n onClick={() => void act(\"equip\")}\n >\n {t(\"equip\")} → {fitSlot.id}\n </Button>\n ) : (\n <div\n style={{\n ...outlined,\n fontSize: 13,\n color: v.textDim,\n textAlign: \"center\",\n }}\n >\n {t(\"cannot\")}\n </div>\n )}\n {levelCost === null ? (\n def?.Upgrade ? (\n <div\n style={{\n ...outlined,\n fontSize: 13,\n color: v.textDim,\n textAlign: \"center\",\n }}\n >\n {t(\"maxLevel\")}\n </div>\n ) : null\n ) : (\n <Button\n tone=\"gold\"\n disabled={!affordable}\n busy={busy === \"level\"}\n onClick={() => void act(\"level\")}\n >\n {t(\"levelUp\")}{\" \"}\n <ResourceList\n lines={levelCost}\n size={18}\n dimIf={() => !affordable}\n />\n </Button>\n )}\n </div>\n </Popup>\n );\n}\n\nfunction SkinsPopup({\n hero,\n onClose,\n}: {\n hero: RosterEntry;\n onClose: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const toast = useToast();\n const kit = useUiKit();\n const stagger = useStagger();\n const [view, setView] = useState<{\n WornSkinID?: string | null;\n Skins?: Array<{\n SkinID: string;\n Owned?: boolean | null;\n IsWorn?: boolean | null;\n Purchasable?: boolean | null;\n MeetsRequirements?: boolean | null;\n PriceOptions?: Record<string, { Cost?: unknown }> | null;\n }> | null;\n } | null>(null);\n const [busy, setBusy] = useState<string | null>(null);\n\n const load = async () => {\n const res = await client.character.getCharacterSkins(hero.id);\n if (res.ok) setView(res.data.Characters?.[hero.id] ?? null);\n };\n useEffect(() => {\n void load();\n // once per hero\n }, [hero.id]);\n\n const act = async (skinID: string, kind: \"wear\" | \"buy\" | \"base\") => {\n setBusy(skinID);\n const res =\n kind === \"buy\"\n ? await client.character.unlockSkin(hero.id, skinID, {\n autoEquip: true,\n })\n : kind === \"base\"\n ? await client.character.unequipSkin(hero.id)\n : await client.character.equipSkin(hero.id, skinID);\n setBusy(null);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n kit.play(kind === \"buy\" ? \"purchase\" : \"claim\");\n await load();\n };\n\n const defs = hero.def.Skins?.Definitions ?? {};\n const wornID = hero.model?.Equipment?.[SKIN_KEY]?.ItemID ?? null;\n return (\n <Popup title={t(\"skins\")} onClose={onClose} width={520}>\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: \"repeat(auto-fill, minmax(140px, 1fr))\",\n gap: 10,\n }}\n >\n <Card\n highlight={!wornID}\n style={{ display: \"grid\", justifyItems: \"center\", gap: 6 }}\n >\n <Icon glyph=\"hero\" size={52} />\n <div style={{ ...outlined, fontSize: 14 }}>{t(\"baseLook\")}</div>\n {wornID ? (\n <Button\n size=\"sm\"\n busy={busy === \"@base\"}\n onClick={() => void act(\"@base\", \"base\")}\n >\n {t(\"wear\")}\n </Button>\n ) : (\n <span style={{ ...outlined, fontSize: 13, color: v.gold }}>\n {t(\"worn\")}\n </span>\n )}\n </Card>\n {(view?.Skins ?? []).map((s, i) => {\n const def = defs[s.SkinID];\n const price = Object.values(s.PriceOptions ?? {})[0];\n return (\n <Card\n key={s.SkinID}\n highlight={s.IsWorn === true}\n style={{\n display: \"grid\",\n justifyItems: \"center\",\n gap: 6,\n ...stagger(i),\n }}\n >\n <Icon\n glyph={def?.Identity?.AssetPaths?.icon ?? \"user\"}\n size={52}\n />\n <div style={{ ...outlined, fontSize: 14 }}>\n {catalog.localize(def?.Identity?.DisplayName ?? s.SkinID)}\n </div>\n {s.IsWorn ? (\n <span style={{ ...outlined, fontSize: 13, color: v.gold }}>\n {t(\"worn\")}\n </span>\n ) : s.Owned ? (\n <Button\n size=\"sm\"\n disabled={s.MeetsRequirements === false}\n busy={busy === s.SkinID}\n onClick={() => void act(s.SkinID, \"wear\")}\n >\n {t(\"wear\")}\n </Button>\n ) : s.Purchasable && price ? (\n <Button\n size=\"sm\"\n tone=\"gold\"\n busy={busy === s.SkinID}\n onClick={() => void act(s.SkinID, \"buy\")}\n >\n <ResourceList\n lines={costLines(price.Cost as never)}\n size={16}\n />\n </Button>\n ) : (\n <span style={{ ...outlined, fontSize: 11, color: v.textDim }}>\n {t(\"notForSale\")}\n </span>\n )}\n </Card>\n );\n })}\n </div>\n </Popup>\n );\n}\n"
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"content": "{\n \"id\": \"character\",\n \"type\": \"feature\",\n \"summary\": \"Heroes screen for any game: roster, ranks and stats with their costs, equipment slots with 'Equip best', item levels and skins.\",\n \"description\": \"A ready heroes screen (the Hero button of the Unity SDK) for ANY game, built on the @idosgames/react/ui kit and client.character. The screen is the selected hero's equipment hub: portrait, class and rarity, rank and server-computed Power, 'Rank up' with its price, gear slots (locked ones show the rank they open at), 'Equip best' when better gear fits, and the gear the player owns by class. Everything detailed is a popup: the hero list (select, unlock for currency), the stats (level/cap bars, upgrade prices, requirements, and 'where this number comes from' — base, stat levels, rank, gear flat and percent bonuses), a slot's fitting gear, a piece of gear (equip / take off / level up) and skins (wear, buy). Prices and caps follow the title's curves (rank ladder, stat cost curve, StatMaxLevelCurve, item Upgrade); the server re-checks everything. Registers the 'character' feature; the inventory hands equipment to it with ctx.features.open('character', { itemInstanceID }). Its badge counts heroes to unlock or rank up and better gear. Ships title-seed.json: three heroes (Knight free, Archer and Mage for gems) with stats, ranks and slots.\",\n \"provides\": [\n \"hero roster with unlock for currency\",\n \"rank up with price by the rank ladder\",\n \"stat upgrades with costs, caps and requirements\",\n \"stat breakdown popup by source\",\n \"equipment slots and equip / take off\",\n \"equip best gear automatically\",\n \"item level upgrades\",\n \"character skins\",\n \"demo heroes\"\n ],\n \"tags\": [\n \"heroes\",\n \"characters\",\n \"rpg\",\n \"stats\",\n \"equipment\",\n \"gear\",\n \"skins\",\n \"ui\",\n \"screen\",\n \"economy\"\n ],\n \"author\": {\n \"name\": \"iDos Games\",\n \"url\": \"https://idosgames.com\"\n },\n \"version\": \"0.1.1\"\n}\n"
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