@idosgames/mcp 0.1.20 → 0.1.22
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/package.json +1 -1
- package/registry/host.json +10 -10
- package/registry/index.json +141 -141
- package/registry/modules/ai.json +7 -7
- package/registry/modules/board-game.json +4 -4
- package/registry/modules/boosts.json +3 -3
- package/registry/modules/character.json +7 -7
- package/registry/modules/chat.json +7 -7
- package/registry/modules/collections.json +7 -7
- package/registry/modules/coop-events.json +7 -7
- package/registry/modules/craft.json +7 -7
- package/registry/modules/deals.json +7 -7
- package/registry/modules/events.json +7 -7
- package/registry/modules/friends.json +7 -7
- package/registry/modules/idle-rpg.json +4 -4
- package/registry/modules/inventory.json +3 -3
- package/registry/modules/invite.json +7 -7
- package/registry/modules/leaderboard.json +7 -7
- package/registry/modules/lootboxes.json +3 -3
- package/registry/modules/mailbox.json +3 -3
- package/registry/modules/marketplace.json +7 -7
- package/registry/modules/mini-game.json +7 -7
- package/registry/modules/multiplayer.json +7 -7
- package/registry/modules/premium.json +7 -7
- package/registry/modules/profile.json +7 -7
- package/registry/modules/pvp.json +3 -3
- package/registry/modules/quests.json +3 -3
- package/registry/modules/rewards.json +7 -7
- package/registry/modules/season.json +7 -7
- package/registry/modules/store.json +7 -7
- package/registry/modules/tutorials.json +7 -7
- package/registry/modules/voxelcraft.json +6 -6
- package/registry/modules/workshop.json +7 -7
- package/registry/skills/authentication.json +1 -1
- package/registry/skills/idosgames-module-contract.json +1 -1
- package/registry/skills/idosgames-project-structure.json +1 -1
- package/registry/skills/idosgames-ui-kit.json +1 -1
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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.
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"version": "0.1.2"
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},
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"dependencies": {
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"@idosgames/core": "0.
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"@idosgames/module-sdk": "0.
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"@idosgames/react": "0.
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"@idosgames/core": "0.20.0",
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"@idosgames/module-sdk": "0.8.1",
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"@idosgames/react": "0.4.2",
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"react": "19.2.7"
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},
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"contentHash": "
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"contentHash": "bcb4c2b1d773155f758fb2cde1ae7cf4a70f98b7bc50b37bfba2e9b83fc0d101",
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"files": [
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{
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"path": "i18n.ts",
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{
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"path": "ProfileScreen.tsx",
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"content": "import { useCallback, useEffect, useState, type ReactNode } from \"react\";\nimport type { PlayAccessWallet } from \"@idosgames/core\";\nimport type {\n FeatureRegistry,\n FeatureScreenProps,\n} from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient, useUserState } from \"@idosgames/react\";\nimport {\n Button,\n ConfirmPopup,\n Icon,\n Popup,\n Tabs,\n errorText,\n outlined,\n panel,\n usePlayerPrefs,\n useToast,\n useUiKit,\n v,\n} from \"@idosgames/react/ui\";\nimport {\n deleteUnlocked,\n languageChoices,\n nameProblem,\n shortAddress,\n unlinkRefusal,\n volumePercent,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// Profile and settings (Unity Alikhan/Username, UI/HUD/Settings, Runtime/UI/Consent, Localization):\n// the name and ID, sound, volume and motion (kept on this device), the game's language, tutorials,\n// linked wallets, logging out and deleting the account. Renaming, unlinking a wallet and deleting are\n// popups. No analytics switch (owner's decision 29.09.2026): anonymous analytics stays on as the SDK\n// ships it (client.analytics).\n\nexport function makeProfileScreen(features: FeatureRegistry) {\n return function ProfileScreen(_: FeatureScreenProps): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n const toast = useToast();\n const kit = useUiKit();\n const [prefs, setPrefs] = usePlayerPrefs();\n const [name, setName] = useState<string | null>(null);\n const [renaming, setRenaming] = useState(false);\n const [ask, setAsk] = useState<\"logout\" | \"delete\" | null>(null);\n const [locale, setLocale] = useState(client.localization.locale ?? \"\");\n const id = client.auth.context?.userID ?? \"\";\n const shown = name ?? state?.PublicData?.Username ?? t(\"guest\");\n const languages = languageChoices(client.localization.locales);\n\n const switchLanguage = async (next: string) => {\n const res = await client.localization.setLocale(next);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n setLocale(res.data);\n };\n\n return (\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: \"minmax(0, 1fr)\",\n gap: 12,\n maxWidth: 560,\n margin: \"0 auto\",\n width: \"100%\",\n }}\n >\n <div\n style={{\n ...panel,\n padding: 16,\n display: \"grid\",\n justifyItems: \"center\",\n gap: 8,\n }}\n >\n <div\n style={{\n width: 84,\n height: 84,\n borderRadius: \"50%\",\n display: \"grid\",\n placeItems: \"center\",\n background: `linear-gradient(180deg, ${v.blue}, ${v.blueDeep})`,\n border: \"3px solid rgba(255,255,255,.7)\",\n ...outlined,\n fontSize: 36,\n }}\n >\n {(shown.trim()[0] ?? \"?\").toUpperCase()}\n </div>\n <div style={{ ...outlined, fontSize: 20 }}>{shown}</div>\n <Button\n size=\"sm\"\n tone=\"blue\"\n onClick={() => setRenaming(true)}\n data-tutorial-anchor=\"profile:rename\"\n >\n <Icon glyph=\"edit\" size={16} /> {t(\"rename\")}\n </Button>\n <div\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 6,\n maxWidth: \"100%\",\n }}\n >\n <span style={{ ...outlined, fontSize: 11, color: v.textDim }}>\n {t(\"playerID\")}\n </span>\n <span\n style={{\n fontFamily: \"monospace\",\n fontSize: 12,\n overflow: \"hidden\",\n textOverflow: \"ellipsis\",\n }}\n >\n {id}\n </span>\n <button\n type=\"button\"\n aria-label={t(\"playerID\")}\n onClick={() =>\n void navigator.clipboard\n ?.writeText(id)\n .then(() => toast(t(\"copied\")))\n }\n style={{\n background: \"none\",\n border: \"none\",\n cursor: \"pointer\",\n padding: 2,\n }}\n >\n <Icon glyph=\"copy\" size={16} />\n </button>\n </div>\n </div>\n\n <div style={{ ...panel, padding: 12, display: \"grid\", gap: 12 }}>\n <div style={{ ...outlined, fontSize: 14, color: v.textDim }}>\n {t(\"settings\")}\n </div>\n <Toggle\n glyph={prefs.muted ? \"mute\" : \"sound\"}\n label={t(\"sound\")}\n value={!prefs.muted}\n onChange={(on) => {\n setPrefs({ muted: !on });\n if (on) kit.play(\"click\");\n }}\n />\n <div\n style={{ display: \"grid\", gap: 4, opacity: prefs.muted ? 0.5 : 1 }}\n >\n <div\n style={{\n display: \"flex\",\n justifyContent: \"space-between\",\n ...outlined,\n fontSize: 13,\n }}\n >\n <span>{t(\"volume\")}</span>\n <span>{volumePercent(prefs.volume)}%</span>\n </div>\n <input\n type=\"range\"\n min={0}\n max={100}\n step={5}\n disabled={prefs.muted}\n value={volumePercent(prefs.volume)}\n onChange={(e) =>\n setPrefs({ volume: Number(e.target.value) / 100 })\n }\n onPointerUp={() => kit.play(\"coin\")}\n style={{ width: \"100%\", accentColor: v.gold }}\n />\n </div>\n <Toggle\n glyph=\"flame\"\n label={t(\"motion\")}\n value={prefs.reducedMotion}\n onChange={(on) => setPrefs({ reducedMotion: on })}\n />\n {languages.length > 1 ? (\n <div style={{ display: \"grid\", gap: 6 }}>\n <div style={{ ...outlined, fontSize: 13 }}>{t(\"language\")}</div>\n <Tabs\n tabs={languages.map((l) => ({ id: l.id, label: l.name }))}\n value={\n languages.find((l) => locale.startsWith(l.id))?.id ??\n languages[0]!.id\n }\n onChange={(l) => void switchLanguage(l)}\n />\n </div>\n ) : null}\n </div>\n\n <WalletsSection />\n\n {features.get(\"tutorials\") ? (\n <Button tone=\"blue\" onClick={() => features.open(\"tutorials\")}>\n <Icon glyph=\"bulb\" size={18} /> {t(\"tutorials\")}\n </Button>\n ) : null}\n <Button tone=\"grey\" onClick={() => setAsk(\"logout\")}>\n <Icon glyph=\"logout\" size={18} /> {t(\"logout\")}\n </Button>\n <Button tone=\"red\" onClick={() => setAsk(\"delete\")}>\n <Icon glyph=\"trash\" size={18} /> {t(\"delete\")}\n </Button>\n\n {renaming ? (\n <RenamePopup\n current={shown}\n onClose={() => setRenaming(false)}\n onDone={(n) => {\n setName(n);\n setRenaming(false);\n }}\n />\n ) : null}\n {ask === \"logout\" ? (\n <ConfirmPopup\n title={t(\"logout\")}\n tone=\"red\"\n onClose={() => setAsk(null)}\n onConfirm={() => {\n client.auth.logout();\n location.reload();\n }}\n >\n <div style={{ ...outlined, fontSize: 14, textAlign: \"center\" }}>\n {t(\"logoutAsk\")}\n </div>\n </ConfirmPopup>\n ) : null}\n {ask === \"delete\" ? <DeletePopup onClose={() => setAsk(null)} /> : null}\n </div>\n );\n };\n}\n\nfunction Toggle({\n glyph,\n label,\n value,\n onChange,\n}: {\n glyph: \"sound\" | \"mute\" | \"flame\" | \"globe\";\n label: string;\n value: boolean;\n onChange: (on: boolean) => void;\n}): ReactNode {\n return (\n <button\n type=\"button\"\n role=\"switch\"\n aria-checked={value}\n onClick={() => onChange(!value)}\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 10,\n background: \"none\",\n border: \"none\",\n color: v.text,\n cursor: \"pointer\",\n padding: 0,\n textAlign: \"left\",\n }}\n >\n <Icon glyph={glyph} size={24} />\n <span style={{ flex: 1, ...outlined, fontSize: 14 }}>{label}</span>\n <span\n style={{\n width: 52,\n height: 30,\n borderRadius: 15,\n background: value ? v.green : \"rgba(255,255,255,.2)\",\n position: \"relative\",\n transition: \"background .2s\",\n }}\n >\n <span\n style={{\n position: \"absolute\",\n top: 3,\n left: value ? 25 : 3,\n width: 24,\n height: 24,\n borderRadius: \"50%\",\n background: \"#fff\",\n transition: \"left .2s\",\n boxShadow: \"0 2px 4px rgba(0,0,0,.3)\",\n }}\n />\n </span>\n </button>\n );\n}\n\n/**\n * Wallets linked by signature, each with \"Unlink\" (`client.auth.unlinkWallet`). Hidden while there are\n * none. The wallet an account signs in with has no button: the server refuses it (`CanUnlink`).\n */\nfunction WalletsSection(): ReactNode {\n const client = useIDosGamesClient();\n const toast = useToast();\n const [wallets, setWallets] = useState<PlayAccessWallet[]>([]);\n const [asking, setAsking] = useState<PlayAccessWallet | null>(null);\n\n const load = useCallback(async () => {\n const res = await client.blockchain.getPlayAccess();\n if (res.ok) setWallets(res.data.LinkedWallets ?? []);\n }, [client]);\n useEffect(() => {\n void load();\n }, [load]);\n\n // The popup shows the spinner and closes itself when this resolves.\n const unlink = async (wallet: PlayAccessWallet) => {\n const res = await client.auth.unlinkWallet(wallet.NetworkID ?? \"\");\n if (!res.ok) {\n const known = unlinkRefusal(res.error);\n toast(known ? t(known) : errorText(res.error), \"error\");\n } else toast(t(\"unlinked\"), \"success\");\n await load();\n };\n\n if (wallets.length === 0) return null;\n return (\n <div style={{ ...panel, padding: 12, display: \"grid\", gap: 10 }}>\n <div style={{ ...outlined, fontSize: 14, color: v.textDim }}>\n {t(\"wallets\")}\n </div>\n {wallets.map((w) => (\n <div\n key={`${w.NetworkID}:${w.Address}`}\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 10,\n minWidth: 0,\n }}\n >\n <Icon glyph=\"link\" size={22} />\n <div style={{ flex: 1, minWidth: 0, display: \"grid\" }}>\n <span\n style={{\n fontFamily: \"monospace\",\n fontSize: 13,\n overflow: \"hidden\",\n textOverflow: \"ellipsis\",\n }}\n >\n {shortAddress(w.Address)}\n </span>\n <span style={{ ...outlined, fontSize: 11, color: v.textDim }}>\n {(w.NetworkID ?? \"\").toUpperCase()}\n {w.CanUnlink === false ? ` · ${t(\"loginWallet\")}` : \"\"}\n </span>\n </div>\n {w.CanUnlink !== false ? (\n <Button size=\"sm\" tone=\"grey\" onClick={() => setAsking(w)}>\n {t(\"unlink\")}\n </Button>\n ) : null}\n </div>\n ))}\n {asking ? (\n <ConfirmPopup\n title={t(\"unlinkTitle\")}\n confirmLabel={t(\"unlink\")}\n tone=\"red\"\n onClose={() => setAsking(null)}\n onConfirm={() => unlink(asking)}\n >\n <div\n style={{\n fontFamily: \"monospace\",\n fontSize: 14,\n textAlign: \"center\",\n }}\n >\n {shortAddress(asking.Address)}\n </div>\n <div\n style={{\n ...outlined,\n fontSize: 13,\n textAlign: \"center\",\n lineHeight: 1.4,\n }}\n >\n {t(\"unlinkAsk\")}\n </div>\n </ConfirmPopup>\n ) : null}\n </div>\n );\n}\n\nfunction RenamePopup({\n current,\n onClose,\n onDone,\n}: {\n current: string;\n onClose: () => void;\n onDone: (name: string) => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const toast = useToast();\n const [value, setValue] = useState(current);\n const [busy, setBusy] = useState(false);\n const problem = nameProblem(value);\n const save = async () => {\n if (problem) return;\n setBusy(true);\n const res = await client.user.changeUsername(value.trim());\n setBusy(false);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n toast(t(\"renamed\"), \"success\");\n // The SDK does not patch the cached name — the screen shows the server's answer.\n onDone(res.data.Username ?? value.trim());\n };\n return (\n <Popup title={t(\"rename\")} onClose={onClose} width={400}>\n <input\n value={value}\n autoFocus\n maxLength={40}\n onChange={(e) => setValue(e.target.value)}\n onKeyDown={(e) => e.key === \"Enter\" && void save()}\n placeholder={t(\"newName\")}\n style={{\n ...panel,\n padding: \"12px 14px\",\n fontSize: 16,\n color: v.text,\n outline: \"none\",\n }}\n />\n {problem ? (\n <div style={{ ...outlined, fontSize: 12, color: v.red }}>\n {problem === \"short\" ? t(\"nameShort\") : t(\"nameLong\")}\n </div>\n ) : null}\n <Button\n tone=\"green\"\n disabled={!!problem}\n busy={busy}\n onClick={() => void save()}\n >\n {t(\"save\")}\n </Button>\n </Popup>\n );\n}\n\nfunction DeletePopup({ onClose }: { onClose: () => void }): ReactNode {\n const client = useIDosGamesClient();\n const toast = useToast();\n const [typed, setTyped] = useState(\"\");\n const [busy, setBusy] = useState(false);\n const word = t(\"deleteWord\");\n const remove = async () => {\n setBusy(true);\n const res = await client.user.deleteUserAccount();\n setBusy(false);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n toast(t(\"deleted\"));\n client.auth.logout();\n location.reload();\n };\n return (\n <Popup title={t(\"delete\")} onClose={onClose} width={420}>\n <div style={{ ...outlined, fontSize: 14, textAlign: \"center\" }}>\n {t(\"deleteAsk\")} <span style={{ color: v.red }}>{word}</span>\n </div>\n <input\n value={typed}\n onChange={(e) => setTyped(e.target.value)}\n placeholder={word}\n style={{\n ...panel,\n padding: \"12px 14px\",\n fontSize: 16,\n color: v.text,\n outline: \"none\",\n textAlign: \"center\",\n }}\n />\n <Button\n tone=\"red\"\n disabled={!deleteUnlocked(typed, word)}\n busy={busy}\n onClick={() => void remove()}\n >\n {t(\"delete\")}\n </Button>\n </Popup>\n );\n}\n"
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"content": "import { useCallback, useEffect, useState, type ReactNode } from \"react\";\nimport type { PlayAccessWallet } from \"@idosgames/core\";\nimport type {\n FeatureRegistry,\n FeatureScreenProps,\n} from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient, useUserState } from \"@idosgames/react\";\nimport {\n Button,\n ConfirmPopup,\n Icon,\n Popup,\n Tabs,\n errorText,\n outlined,\n panel,\n usePlayerPrefs,\n useToast,\n useUiKit,\n v,\n} from \"@idosgames/react/ui\";\nimport {\n deleteUnlocked,\n languageChoices,\n nameProblem,\n shortAddress,\n unlinkRefusal,\n volumePercent,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// Profile and settings (Unity Alikhan/Username, UI/HUD/Settings, Runtime/UI/Consent, Localization):\n// the name and ID, sound, volume and motion (kept on this device), the game's language, tutorials,\n// linked wallets, logging out and deleting the account. Renaming, unlinking a wallet and deleting are\n// popups. No analytics switch (owner's decision 29.09.2026): anonymous analytics stays on as the SDK\n// ships it (client.analytics).\n\nexport function makeProfileScreen(features: FeatureRegistry) {\n return function ProfileScreen(_: FeatureScreenProps): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n const toast = useToast();\n const kit = useUiKit();\n const [prefs, setPrefs] = usePlayerPrefs();\n const [name, setName] = useState<string | null>(null);\n const [renaming, setRenaming] = useState(false);\n const [ask, setAsk] = useState<\"logout\" | \"delete\" | null>(null);\n const [locale, setLocale] = useState(client.localization.locale ?? \"\");\n const id = client.auth.context?.userID ?? \"\";\n const shown = name ?? state?.PublicData?.Username ?? t(\"guest\");\n const languages = languageChoices(client.localization.locales);\n\n const switchLanguage = async (next: string) => {\n const res = await client.localization.setLocale(next);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n setLocale(res.data);\n };\n\n return (\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: \"minmax(0, 1fr)\",\n gap: 12,\n maxWidth: 560,\n margin: \"0 auto\",\n width: \"100%\",\n }}\n >\n <div\n style={{\n ...panel,\n padding: 16,\n display: \"grid\",\n justifyItems: \"center\",\n gap: 8,\n }}\n >\n <div\n style={{\n width: 84,\n height: 84,\n borderRadius: \"50%\",\n display: \"grid\",\n placeItems: \"center\",\n background: `linear-gradient(180deg, ${v.blue}, ${v.blueDeep})`,\n border: `3px solid color-mix(in srgb, ${v.text} 70%, transparent)`,\n ...outlined,\n fontSize: 36,\n }}\n >\n {(shown.trim()[0] ?? \"?\").toUpperCase()}\n </div>\n <div style={{ ...outlined, fontSize: 20 }}>{shown}</div>\n <Button\n size=\"sm\"\n tone=\"blue\"\n onClick={() => setRenaming(true)}\n data-tutorial-anchor=\"profile:rename\"\n >\n <Icon glyph=\"edit\" size={16} /> {t(\"rename\")}\n </Button>\n <div\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 6,\n maxWidth: \"100%\",\n }}\n >\n <span style={{ ...outlined, fontSize: 11, color: v.textDim }}>\n {t(\"playerID\")}\n </span>\n <span\n style={{\n fontFamily: \"monospace\",\n fontSize: 12,\n overflow: \"hidden\",\n textOverflow: \"ellipsis\",\n }}\n >\n {id}\n </span>\n <button\n type=\"button\"\n aria-label={t(\"playerID\")}\n onClick={() =>\n void navigator.clipboard\n ?.writeText(id)\n .then(() => toast(t(\"copied\")))\n }\n style={{\n background: \"none\",\n border: \"none\",\n cursor: \"pointer\",\n padding: 2,\n }}\n >\n <Icon glyph=\"copy\" size={16} />\n </button>\n </div>\n </div>\n\n <div style={{ ...panel, padding: 12, display: \"grid\", gap: 12 }}>\n <div style={{ ...outlined, fontSize: 14, color: v.textDim }}>\n {t(\"settings\")}\n </div>\n <Toggle\n glyph={prefs.muted ? \"mute\" : \"sound\"}\n label={t(\"sound\")}\n value={!prefs.muted}\n onChange={(on) => {\n setPrefs({ muted: !on });\n if (on) kit.play(\"click\");\n }}\n />\n <div\n style={{ display: \"grid\", gap: 4, opacity: prefs.muted ? 0.5 : 1 }}\n >\n <div\n style={{\n display: \"flex\",\n justifyContent: \"space-between\",\n ...outlined,\n fontSize: 13,\n }}\n >\n <span>{t(\"volume\")}</span>\n <span>{volumePercent(prefs.volume)}%</span>\n </div>\n <input\n type=\"range\"\n min={0}\n max={100}\n step={5}\n disabled={prefs.muted}\n value={volumePercent(prefs.volume)}\n onChange={(e) =>\n setPrefs({ volume: Number(e.target.value) / 100 })\n }\n onPointerUp={() => kit.play(\"coin\")}\n style={{ width: \"100%\", accentColor: v.gold }}\n />\n </div>\n <Toggle\n glyph=\"flame\"\n label={t(\"motion\")}\n value={prefs.reducedMotion}\n onChange={(on) => setPrefs({ reducedMotion: on })}\n />\n {languages.length > 1 ? (\n <div style={{ display: \"grid\", gap: 6 }}>\n <div style={{ ...outlined, fontSize: 13 }}>{t(\"language\")}</div>\n <Tabs\n tabs={languages.map((l) => ({ id: l.id, label: l.name }))}\n value={\n languages.find((l) => locale.startsWith(l.id))?.id ??\n languages[0]!.id\n }\n onChange={(l) => void switchLanguage(l)}\n />\n </div>\n ) : null}\n </div>\n\n <WalletsSection />\n\n {features.get(\"tutorials\") ? (\n <Button tone=\"blue\" onClick={() => features.open(\"tutorials\")}>\n <Icon glyph=\"bulb\" size={18} /> {t(\"tutorials\")}\n </Button>\n ) : null}\n <Button tone=\"grey\" onClick={() => setAsk(\"logout\")}>\n <Icon glyph=\"logout\" size={18} /> {t(\"logout\")}\n </Button>\n <Button tone=\"red\" onClick={() => setAsk(\"delete\")}>\n <Icon glyph=\"trash\" size={18} /> {t(\"delete\")}\n </Button>\n\n {renaming ? (\n <RenamePopup\n current={shown}\n onClose={() => setRenaming(false)}\n onDone={(n) => {\n setName(n);\n setRenaming(false);\n }}\n />\n ) : null}\n {ask === \"logout\" ? (\n <ConfirmPopup\n title={t(\"logout\")}\n tone=\"red\"\n onClose={() => setAsk(null)}\n // Only the logout: the host returns to the sign-in screen on \"auth:loggedOut\" by itself.\n // A page reload here blanked the AI Coder's live preview (its files arrive by message\n // and do not survive one) and restarted the whole app for nothing.\n onConfirm={() => client.auth.logout()}\n >\n <div style={{ ...outlined, fontSize: 14, textAlign: \"center\" }}>\n {t(\"logoutAsk\")}\n </div>\n </ConfirmPopup>\n ) : null}\n {ask === \"delete\" ? <DeletePopup onClose={() => setAsk(null)} /> : null}\n </div>\n );\n };\n}\n\nfunction Toggle({\n glyph,\n label,\n value,\n onChange,\n}: {\n glyph: \"sound\" | \"mute\" | \"flame\" | \"globe\";\n label: string;\n value: boolean;\n onChange: (on: boolean) => void;\n}): ReactNode {\n return (\n <button\n type=\"button\"\n role=\"switch\"\n aria-checked={value}\n onClick={() => onChange(!value)}\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 10,\n background: \"none\",\n border: \"none\",\n color: v.text,\n cursor: \"pointer\",\n padding: 0,\n textAlign: \"left\",\n }}\n >\n <Icon glyph={glyph} size={24} />\n <span style={{ flex: 1, ...outlined, fontSize: 14 }}>{label}</span>\n <span\n style={{\n width: 52,\n height: 30,\n borderRadius: 15,\n background: value ? v.green : v.wellSoft,\n boxShadow: `inset 0 0 0 1px ${v.line}`,\n position: \"relative\",\n transition: \"background .2s\",\n }}\n >\n <span\n style={{\n position: \"absolute\",\n top: 3,\n left: value ? 25 : 3,\n width: 24,\n height: 24,\n borderRadius: \"50%\",\n background: \"#fff\",\n transition: \"left .2s\",\n boxShadow: \"0 2px 4px rgba(0,0,0,.3)\",\n }}\n />\n </span>\n </button>\n );\n}\n\n/**\n * Wallets linked by signature, each with \"Unlink\" (`client.auth.unlinkWallet`). Hidden while there are\n * none. The wallet an account signs in with has no button: the server refuses it (`CanUnlink`).\n */\nfunction WalletsSection(): ReactNode {\n const client = useIDosGamesClient();\n const toast = useToast();\n const [wallets, setWallets] = useState<PlayAccessWallet[]>([]);\n const [asking, setAsking] = useState<PlayAccessWallet | null>(null);\n\n const load = useCallback(async () => {\n const res = await client.blockchain.getPlayAccess();\n if (res.ok) setWallets(res.data.LinkedWallets ?? []);\n }, [client]);\n useEffect(() => {\n void load();\n }, [load]);\n\n // The popup shows the spinner and closes itself when this resolves.\n const unlink = async (wallet: PlayAccessWallet) => {\n const res = await client.auth.unlinkWallet(wallet.NetworkID ?? \"\");\n if (!res.ok) {\n const known = unlinkRefusal(res.error);\n toast(known ? t(known) : errorText(res.error), \"error\");\n } else toast(t(\"unlinked\"), \"success\");\n await load();\n };\n\n if (wallets.length === 0) return null;\n return (\n <div style={{ ...panel, padding: 12, display: \"grid\", gap: 10 }}>\n <div style={{ ...outlined, fontSize: 14, color: v.textDim }}>\n {t(\"wallets\")}\n </div>\n {wallets.map((w) => (\n <div\n key={`${w.NetworkID}:${w.Address}`}\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 10,\n minWidth: 0,\n }}\n >\n <Icon glyph=\"link\" size={22} />\n <div style={{ flex: 1, minWidth: 0, display: \"grid\" }}>\n <span\n style={{\n fontFamily: \"monospace\",\n fontSize: 13,\n overflow: \"hidden\",\n textOverflow: \"ellipsis\",\n }}\n >\n {shortAddress(w.Address)}\n </span>\n <span style={{ ...outlined, fontSize: 11, color: v.textDim }}>\n {(w.NetworkID ?? \"\").toUpperCase()}\n {w.CanUnlink === false ? ` · ${t(\"loginWallet\")}` : \"\"}\n </span>\n </div>\n {w.CanUnlink !== false ? (\n <Button size=\"sm\" tone=\"grey\" onClick={() => setAsking(w)}>\n {t(\"unlink\")}\n </Button>\n ) : null}\n </div>\n ))}\n {asking ? (\n <ConfirmPopup\n title={t(\"unlinkTitle\")}\n confirmLabel={t(\"unlink\")}\n tone=\"red\"\n onClose={() => setAsking(null)}\n onConfirm={() => unlink(asking)}\n >\n <div\n style={{\n fontFamily: \"monospace\",\n fontSize: 14,\n textAlign: \"center\",\n }}\n >\n {shortAddress(asking.Address)}\n </div>\n <div\n style={{\n ...outlined,\n fontSize: 13,\n textAlign: \"center\",\n lineHeight: 1.4,\n }}\n >\n {t(\"unlinkAsk\")}\n </div>\n </ConfirmPopup>\n ) : null}\n </div>\n );\n}\n\nfunction RenamePopup({\n current,\n onClose,\n onDone,\n}: {\n current: string;\n onClose: () => void;\n onDone: (name: string) => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const toast = useToast();\n const [value, setValue] = useState(current);\n const [busy, setBusy] = useState(false);\n const problem = nameProblem(value);\n const save = async () => {\n if (problem) return;\n setBusy(true);\n const res = await client.user.changeUsername(value.trim());\n setBusy(false);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n toast(t(\"renamed\"), \"success\");\n // The SDK does not patch the cached name — the screen shows the server's answer.\n onDone(res.data.Username ?? value.trim());\n };\n return (\n <Popup title={t(\"rename\")} onClose={onClose} width={400}>\n <input\n value={value}\n autoFocus\n maxLength={40}\n onChange={(e) => setValue(e.target.value)}\n onKeyDown={(e) => e.key === \"Enter\" && void save()}\n placeholder={t(\"newName\")}\n style={{\n ...panel,\n padding: \"12px 14px\",\n fontSize: 16,\n color: v.text,\n outline: \"none\",\n }}\n />\n {problem ? (\n <div style={{ ...outlined, fontSize: 12, color: v.red }}>\n {problem === \"short\" ? t(\"nameShort\") : t(\"nameLong\")}\n </div>\n ) : null}\n <Button\n tone=\"green\"\n disabled={!!problem}\n busy={busy}\n onClick={() => void save()}\n >\n {t(\"save\")}\n </Button>\n </Popup>\n );\n}\n\nfunction DeletePopup({ onClose }: { onClose: () => void }): ReactNode {\n const client = useIDosGamesClient();\n const toast = useToast();\n const [typed, setTyped] = useState(\"\");\n const [busy, setBusy] = useState(false);\n const word = t(\"deleteWord\");\n const remove = async () => {\n setBusy(true);\n const res = await client.user.deleteUserAccount();\n setBusy(false);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n // Logout first: it clears the app's notifications, and \"deleted\" must be seen on the\n // sign-in screen the host returns to.\n client.auth.logout();\n toast(t(\"deleted\"));\n };\n return (\n <Popup title={t(\"delete\")} onClose={onClose} width={420}>\n <div style={{ ...outlined, fontSize: 14, textAlign: \"center\" }}>\n {t(\"deleteAsk\")} <span style={{ color: v.red }}>{word}</span>\n </div>\n <input\n value={typed}\n onChange={(e) => setTyped(e.target.value)}\n placeholder={word}\n style={{\n ...panel,\n padding: \"12px 14px\",\n fontSize: 16,\n color: v.text,\n outline: \"none\",\n textAlign: \"center\",\n }}\n />\n <Button\n tone=\"red\"\n disabled={!deleteUnlocked(typed, word)}\n busy={busy}\n onClick={() => void remove()}\n >\n {t(\"delete\")}\n </Button>\n </Popup>\n );\n}\n"
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"content": "{\n \"id\": \"profile\",\n \"type\": \"feature\",\n \"inBase\": true,\n \"summary\": \"Profile and settings for any game: name and ID, sound, volume and motion, language, tutorials, log out and account deletion.\",\n \"description\": \"A ready profile screen (Unity Alikhan/Username, UI/HUD/Settings, Runtime/UI/Consent, Localization) for ANY game, built on the @idosgames/react/ui kit. The player's name (rename in a popup with the server's rules: 3–24 characters, trimmed) and ID with copy; settings: sound on/off, volume and 'fewer animations' — the kit's player prefs, kept on this device and applied to every screen at once — the game's language (the title's languages, when there are two or more). Buttons: Tutorials (when tutorials is installed), Log out (confirmed) and Delete account — a popup that unlocks only after the player types the confirmation word, then deletes this game's data for the player. Registers the 'profile' feature; the lobby's profile button opens it. No title settings needed.\",\n \"provides\": [\n \"player name and ID\",\n \"rename popup\",\n \"sound, volume and fewer animations\",\n \"language picker\",\n \"log out\",\n \"account deletion with confirmation\"\n ],\n \"tags\": [\n \"profile\",\n \"settings\",\n \"account\",\n \"sound\",\n \"language\",\n \"privacy\",\n \"ui\",\n \"screen\"\n ],\n \"author\": {\n \"name\": \"iDos Games\",\n \"url\": \"https://idosgames.com\"\n },\n \"version\": \"0.1.
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"content": "{\n \"id\": \"profile\",\n \"type\": \"feature\",\n \"inBase\": true,\n \"summary\": \"Profile and settings for any game: name and ID, sound, volume and motion, language, tutorials, log out and account deletion.\",\n \"description\": \"A ready profile screen (Unity Alikhan/Username, UI/HUD/Settings, Runtime/UI/Consent, Localization) for ANY game, built on the @idosgames/react/ui kit. The player's name (rename in a popup with the server's rules: 3–24 characters, trimmed) and ID with copy; settings: sound on/off, volume and 'fewer animations' — the kit's player prefs, kept on this device and applied to every screen at once — the game's language (the title's languages, when there are two or more). Buttons: Tutorials (when tutorials is installed), Log out (confirmed) and Delete account — a popup that unlocks only after the player types the confirmation word, then deletes this game's data for the player. Registers the 'profile' feature; the lobby's profile button opens it. No title settings needed.\",\n \"provides\": [\n \"player name and ID\",\n \"rename popup\",\n \"sound, volume and fewer animations\",\n \"language picker\",\n \"log out\",\n \"account deletion with confirmation\"\n ],\n \"tags\": [\n \"profile\",\n \"settings\",\n \"account\",\n \"sound\",\n \"language\",\n \"privacy\",\n \"ui\",\n \"screen\"\n ],\n \"author\": {\n \"name\": \"iDos Games\",\n \"url\": \"https://idosgames.com\"\n },\n \"version\": \"0.1.2\"\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 Button,\n EmptyState,\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 Button,\n configSection,\n EmptyState,\n errorText,\n grantedBy,\n grantLines,\n Icon,\n outlined,\n panel,\n Popup,\n SectionTitle,\n tokenGlyph,\n toneSurface,\n useCatalog,\n useCelebrate,\n useGameLayout,\n useStagger,\n useToast,\n useUiKit,\n v,\n} from \"@idosgames/react/ui\";\nimport {\n calendarColumns,\n dailyView,\n lastCardSpan,\n pickCalendar,\n type RewardSection,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// Daily rewards (Unity Alikhan/Dailies): the login calendar — collected / today / locked cards, the\n// last one a big milestone. Quests are a system of their own (the quests module).\n\nexport function RewardsScreen(_: FeatureScreenProps): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n\n // Fresh state on open: the calendar's day may have turned since the last read.\n useEffect(() => {\n void client.reward.getUserRewardsState();\n }, [client]);\n\n return <DailyCalendar rewardState={state?.Reward ?? null} />;\n}\n\n// ── Daily calendar ───────────────────────────────────────────────────────────────────────────\n\ntype RewardState = {\n DailyCalendars?: Record<\n string,\n { CollectedDays?: number; LastClaimAt?: string } | undefined\n >;\n} | null;\n\nexport function DailyCalendar({\n rewardState,\n compact = false,\n onClaimed,\n}: {\n rewardState: RewardState;\n compact?: boolean;\n onClaimed?: () => void;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const celebrate = useCelebrate();\n const toast = useToast();\n const layout = useGameLayout();\n const kit = useUiKit();\n const stagger = useStagger();\n const calendar = pickCalendar(configSection<RewardSection>(client, \"Reward\"));\n const todayRef = useRef<HTMLDivElement>(null);\n const [busy, setBusy] = useState(false);\n\n if (!calendar)\n return compact ? null : (\n <EmptyState glyph=\"calendar\" text={t(\"noCalendar\")} />\n );\n\n const view = dailyView(\n calendar,\n rewardState?.DailyCalendars?.[calendar.CalendarID],\n new Date(),\n );\n const columns = calendarColumns(layout, compact, view.days.length);\n\n const claim = async () => {\n setBusy(true);\n const res = await client.reward.claimDailyReward(calendar.CalendarID);\n setBusy(false);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n kit.fx.burst(todayRef.current);\n const today = view.days.find((d) => d.state === \"today\");\n const granted = grantedBy(res.data);\n onClaimed?.();\n celebrate(granted.length > 0 ? granted : grantLines(today?.day.Rewards));\n };\n\n return (\n <div>\n {compact ? null : (\n <SectionTitle>\n {catalog.localize(calendar.DisplayName ?? t(\"daily\"))}\n </SectionTitle>\n )}\n <div style={{ ...panel, padding: 12, display: \"grid\", gap: 12 }}>\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: `repeat(${columns}, minmax(0, 1fr))`,\n gap: 8,\n }}\n >\n {view.days.map(({ day, state }, i) => {\n const lines = grantLines(day.Rewards);\n const main = lines[0];\n const span =\n i === view.days.length - 1\n ? lastCardSpan(view.days.length, columns)\n : 1;\n const today = state === \"today\";\n return (\n <div\n key={day.DayNumber ?? i}\n ref={today ? todayRef : undefined}\n className={today ? \"idos-glow\" : undefined}\n style={{\n gridColumn: span > 1 ? `span ${span}` : undefined,\n borderRadius: 14,\n padding: \"8px 4px\",\n display: \"grid\",\n justifyItems: \"center\",\n gap: 4,\n position: \"relative\",\n ...(state === \"collected\"\n ? toneSurface(\"green\")\n : today\n ? toneSurface(\"gold\")\n : day.IsMilestone\n ? toneSurface(\"blue\")\n : { background: v.wellSoft }),\n border: today ? `2px solid ${v.text}` : `2px solid ${v.line}`,\n ...stagger(i),\n }}\n >\n <span style={{ ...outlined, fontSize: 12 }}>\n {t(\"day\")} {day.DayNumber ?? i + 1}\n </span>\n <div\n className={today ? \"idos-bounce\" : undefined}\n style={{ display: \"flex\", gap: 2 }}\n >\n {lines.slice(0, 2).map((line) => (\n <Icon\n key={`${line.kind}:${line.id}`}\n glyph={\n line.kind === \"token\"\n ? tokenGlyph(line)\n : catalog.iconOf(line)\n }\n size={day.IsMilestone ? 36 : 30}\n />\n ))}\n </div>\n {main ? (\n <span style={{ ...outlined, fontSize: 12 }}>\n ×{main.amount}\n </span>\n ) : null}\n {state === \"collected\" ? (\n <span style={{ position: \"absolute\", top: -6, right: -6 }}>\n <Icon glyph=\"check\" size={22} />\n </span>\n ) : null}\n </div>\n );\n })}\n </div>\n {view.canClaim ? (\n <Button\n busy={busy}\n attract\n size=\"lg\"\n onClick={() => void claim()}\n data-tutorial-anchor=\"rewards:daily-claim\"\n >\n <Icon glyph=\"gift\" size={22} /> {t(\"claim\")}\n </Button>\n ) : (\n <div\n style={{\n ...outlined,\n textAlign: \"center\",\n fontSize: 13,\n color: v.textDim,\n fontWeight: 700,\n }}\n >\n {t(\"comeBackTomorrow\")}\n </div>\n )}\n </div>\n </div>\n );\n}\n\n// ── Always-on: the daily bonus greets the player, and the badge ─────────────────────────────\n\n/**\n * Like the Unity DailyBonusAutoOpener: a claimable daily reward pops up once per session. Also keeps\n * the badge of the rewards screen (the daily bonus waiting).\n */\nexport function makeRewardsWatcher(features: FeatureRegistry) {\n return function RewardsWatcher(): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n const [popup, setPopup] = useState(false);\n const shownOnce = useRef(false);\n\n useEffect(() => {\n let cancelled = false;\n void client.reward.getUserRewardsState().then((res) => {\n if (cancelled || !res.ok || shownOnce.current) return;\n const calendar = pickCalendar(\n configSection<RewardSection>(client, \"Reward\"),\n );\n if (!calendar) return;\n const s = res.data.Rewards?.DailyCalendars?.[calendar.CalendarID];\n if (dailyView(calendar, s, new Date()).canClaim) {\n shownOnce.current = true;\n setPopup(true);\n }\n });\n return () => {\n cancelled = true;\n };\n }, [client]);\n\n // Badge from the cached state, recomputed on every change.\n useEffect(() => {\n const calendar = pickCalendar(\n configSection<RewardSection>(client, \"Reward\"),\n );\n const dailyReady = calendar\n ? dailyView(\n calendar,\n (state?.Reward as RewardState)?.DailyCalendars?.[\n calendar.CalendarID\n ],\n new Date(),\n ).canClaim\n : false;\n features.setBadge(\"rewards\", dailyReady ? 1 : 0);\n }, [client, state]);\n\n if (!popup) return null;\n return (\n <Popup\n title={t(\"daily\")}\n onClose={() => setPopup(false)}\n width={440}\n variant=\"center\"\n queued\n >\n <DailyCalendar\n compact\n rewardState={(state?.Reward ?? null) as RewardState}\n onClaimed={() => setPopup(false)}\n />\n </Popup>\n );\n };\n}\n"
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"content": "{\n \"id\": \"rewards\",\n \"type\": \"feature\",\n \"summary\": \"Daily rewards for any game: a login calendar that greets the player once per session.\",\n \"description\": \"A ready daily rewards screen for ANY game, built on the @idosgames/react/ui kit and client.reward. A daily login calendar (collected / today / locked cards, the last day a big milestone) that pops up by itself once per session while a reward is waiting (like DailyBonusAutoOpener in the Unity project). Registers the 'rewards' feature; its badge shows the daily bonus waiting. Quests are the quests system. Ships title-seed.json: a 7-day calendar.\",\n \"provides\": [\n \"daily login rewards calendar\",\n \"daily bonus popup on entry\",\n \"badge for the waiting daily bonus\",\n \"demo daily calendar\"\n ],\n \"tags\": [\n \"daily-rewards\",\n \"calendar\",\n \"login\",\n \"retention\",\n \"ui\",\n \"screen\",\n \"events\"\n ],\n \"author\": {\n \"name\": \"iDos Games\",\n \"url\": \"https://idosgames.com\"\n },\n \"version\": \"0.1.
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"content": "{\n \"id\": \"rewards\",\n \"type\": \"feature\",\n \"summary\": \"Daily rewards for any game: a login calendar that greets the player once per session.\",\n \"description\": \"A ready daily rewards screen for ANY game, built on the @idosgames/react/ui kit and client.reward. A daily login calendar (collected / today / locked cards, the last day a big milestone) that pops up by itself once per session while a reward is waiting (like DailyBonusAutoOpener in the Unity project). Registers the 'rewards' feature; its badge shows the daily bonus waiting. Quests are the quests system. Ships title-seed.json: a 7-day calendar.\",\n \"provides\": [\n \"daily login rewards calendar\",\n \"daily bonus popup on entry\",\n \"badge for the waiting daily bonus\",\n \"demo daily calendar\"\n ],\n \"tags\": [\n \"daily-rewards\",\n \"calendar\",\n \"login\",\n \"retention\",\n \"ui\",\n \"screen\",\n \"events\"\n ],\n \"author\": {\n \"name\": \"iDos Games\",\n \"url\": \"https://idosgames.com\"\n },\n \"version\": \"0.1.1\"\n}\n"
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"content": "import {\n useEffect,\n useRef,\n useState,\n useSyncExternalStore,\n type CSSProperties,\n type ReactNode,\n} from \"react\";\nimport type { ActiveSeasonInfo, IDosGamesClient } from \"@idosgames/core\";\nimport type {\n FeatureRegistry,\n FeatureScreenProps,\n} from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient, useUserState } from \"@idosgames/react\";\nimport {\n Button,\n Card,\n Center,\n EmptyState,\n Icon,\n ProgressBar,\n ResourceList,\n Spinner,\n Tabs,\n Timer,\n errorText,\n formatAmount,\n grantedBy,\n outlined,\n panel,\n useCatalog,\n useCelebrate,\n useNow,\n useStagger,\n useToast,\n useUiKit,\n v,\n} from \"@idosgames/react/ui\";\nimport {\n claimedLines,\n readyTiers,\n seasonBadge,\n seasonTokens,\n tierProgress,\n tierRows,\n type PremiumView,\n type TierRow,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// Seasons (Unity Core/Window MilestoneRewards): the active season of every chain — its timer, the\n// status bar toward the next tier and the tier ladder. Each tier pays once; a VIP gets a second\n// prize on the tiers claimed while the pass is active. The VIP pass is a popup.\n\ntype SeasonEntry = { info: ActiveSeasonInfo };\n\n/** Active seasons of every chain, shared by the screen and the badge watcher. */\nexport function createSeasonStore(features: FeatureRegistry) {\n let seasons: SeasonEntry[] | null = null;\n const listeners = new Set<() => void>();\n let premium: () => PremiumView | null | undefined = () => null;\n const badge = () =>\n features.setBadge(\n \"season\",\n seasons\n ? seasonBadge(\n seasons.map((s) => s.info),\n premium(),\n Date.now(),\n )\n : 0,\n );\n return {\n get: () => seasons,\n subscribe: (l: () => void) => {\n listeners.add(l);\n return () => listeners.delete(l);\n },\n async load(client: IDosGamesClient): Promise<void> {\n premium = () =>\n client.data.user.state?.Premium as PremiumView | undefined;\n const defs = await client.season.getDefinitions();\n const chains = defs.ok ? Object.keys(defs.data.Chains ?? {}) : [];\n const active = await Promise.all(\n chains.map((c) => client.season.getActiveSeason(c)),\n );\n seasons = active.flatMap((r) => (r.ok ? [{ info: r.data }] : []));\n badge();\n for (const l of listeners) l();\n },\n refreshBadge: badge,\n /** The VIP system is installed and has a pass on the title — the VIP prize can be bought. */\n vipOnSale: () => features.get(\"premium\")?.available === true,\n openVip: (premiumID: string) => features.open(\"premium\", { premiumID }),\n };\n}\nexport type SeasonStore = ReturnType<typeof createSeasonStore>;\n\nexport function makeSeasonScreen(store: SeasonStore) {\n return function SeasonScreen(_: FeatureScreenProps): ReactNode {\n const client = useIDosGamesClient();\n const seasons = useSyncExternalStore(store.subscribe, store.get, store.get);\n const catalog = useCatalog();\n const [tab, setTab] = useState<string | null>(null);\n useEffect(() => {\n void store.load(client);\n }, [client]);\n if (!seasons)\n return (\n <Center>\n <Spinner />\n </Center>\n );\n if (seasons.length === 0)\n return <EmptyState glyph=\"trophy\" text={t(\"noSeason\")} />;\n const current =\n seasons.find((s) => s.info.SeasonChainID === tab) ?? seasons[0]!;\n return (\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: \"minmax(0, 1fr)\",\n gap: 12,\n }}\n >\n <Tabs\n tabs={seasons.map((s) => ({\n id: s.info.SeasonChainID,\n label: catalog.localize(\n s.info.Season?.DisplayName ?? s.info.SeasonChainID,\n ),\n }))}\n value={current.info.SeasonChainID}\n onChange={setTab}\n />\n <SeasonView\n key={current.info.SeasonChainID}\n info={current.info}\n store={store}\n />\n </div>\n );\n };\n}\n\nexport function makeSeasonWatcher(store: SeasonStore) {\n return function SeasonWatcher(): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n useEffect(() => {\n void store.load(client);\n const id = setInterval(() => void store.load(client), 5 * 60_000);\n const off = client.on(\n \"season:statusTokensGranted\",\n () => void store.load(client),\n );\n return () => {\n clearInterval(id);\n off();\n };\n }, [client]);\n useEffect(() => store.refreshBadge(), [state?.Premium]);\n return null;\n };\n}\n\nfunction SeasonView({\n info,\n store,\n}: {\n info: ActiveSeasonInfo;\n store: SeasonStore;\n}): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n const catalog = useCatalog();\n const celebrate = useCelebrate();\n const toast = useToast();\n const now = useNow();\n const stagger = useStagger();\n const [busyAll, setBusyAll] = useState(false);\n const premium = state?.Premium as PremiumView | undefined;\n const rows = tierRows(info, premium, now);\n const cached = (\n state?.EventToken?.Season as\n Record<string, { Balance?: { TotalEarned?: number } }> | undefined\n )?.[info.SeasonChainID]?.Balance?.TotalEarned;\n const tokens = seasonTokens(info, cached);\n const bar = tierProgress(rows, tokens);\n const ready = readyTiers(rows);\n const vipID = rows.find((r) => r.vipPremiumID)?.vipPremiumID ?? null;\n const vipHeld = rows.some((r) => r.vipHeld);\n const currentRow = rows.find((r) => r.current);\n\n const claimAll = async () => {\n setBusyAll(true);\n const res = await client.season.claimTierRewardsBatch(\n info.SeasonChainID,\n ready,\n );\n setBusyAll(false);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n const got = claimedLines(res.data) ?? grantedBy(res.data);\n celebrate(\n got.length > 0\n ? got\n : rows\n .filter((r) => r.state === \"ready\")\n .flatMap((r) => [...r.reward, ...(r.vipHeld ? r.vip : [])]),\n );\n await store.load(client);\n };\n\n return (\n <div style={{ display: \"grid\", gap: 12 }}>\n <Card\n style={{\n display: \"grid\",\n gap: 10,\n background: \"linear-gradient(180deg, #3b7be0 0%, #1d3f8f 100%)\",\n }}\n >\n <div style={{ display: \"flex\", alignItems: \"center\", gap: 10 }}>\n <div className=\"idos-bounce\">\n <Icon glyph={info.Season?.AssetPaths?.icon ?? \"trophy\"} size={46} />\n </div>\n <div style={{ flex: 1, minWidth: 0 }}>\n <div style={{ ...outlined, fontSize: 18 }}>\n {catalog.localize(info.Season?.DisplayName ?? info.SeasonChainID)}\n </div>\n <Timer at={info.ComputedEndUtc} now={now} label={t(\"endsIn\")} />\n </div>\n {currentRow ? (\n <div style={{ textAlign: \"right\", ...outlined }}>\n <div style={{ fontSize: 11, color: \"rgba(255,255,255,.8)\" }}>\n {t(\"tier\")}\n </div>\n <div style={{ fontSize: 20 }}>\n {currentRow.name\n ? catalog.localize(currentRow.name)\n : currentRow.tier}\n </div>\n </div>\n ) : null}\n </div>\n {info.Season?.Description ? (\n <div\n style={{\n ...outlined,\n fontSize: 13,\n fontWeight: 600,\n color: \"rgba(255,255,255,.85)\",\n }}\n >\n {catalog.localize(info.Season.Description)}\n </div>\n ) : null}\n <div style={{ display: \"grid\", gap: 4 }}>\n <div\n style={{\n display: \"flex\",\n justifyContent: \"space-between\",\n ...outlined,\n fontSize: 13,\n }}\n >\n <span>\n {t(\"status\")}: {formatAmount(tokens)}\n </span>\n <span>\n {bar.next\n ? `${t(\"nextTier\")} ${formatAmount(bar.goal)}`\n : t(\"maxTier\")}\n </span>\n </div>\n <ProgressBar\n value={bar.next ? tokens : 1}\n max={bar.next ? Math.max(1, bar.goal) : 1}\n tone=\"gold\"\n />\n </div>\n </Card>\n\n {vipID && (vipHeld || store.vipOnSale()) ? (\n vipHeld ? (\n <div\n style={{\n ...panel,\n padding: 10,\n display: \"flex\",\n alignItems: \"center\",\n gap: 8,\n ...outlined,\n fontSize: 13,\n color: v.gold,\n }}\n >\n <Icon glyph=\"crown\" size={22} /> {t(\"vipActive\")}\n </div>\n ) : (\n <Card\n onClick={() => store.openVip(vipID)}\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 10,\n padding: 10,\n border: `2px solid ${v.gold}`,\n }}\n >\n <Icon glyph=\"crown\" size={30} />\n <div style={{ flex: 1, minWidth: 0, ...outlined, fontSize: 13 }}>\n {t(\"vipBenefit\")}\n </div>\n <Button size=\"sm\" tone=\"gold\" attract>\n {t(\"getVip\")}\n </Button>\n </Card>\n )\n ) : null}\n\n {ready.length > 1 ? (\n <Button\n tone=\"green\"\n attract\n busy={busyAll}\n onClick={() => void claimAll()}\n data-tutorial-anchor=\"season:claim-all\"\n >\n {t(\"claimAll\")} · {ready.length}\n </Button>\n ) : null}\n\n <div style={{ display: \"grid\", gap: 8 }}>\n {rows.map((row, i) => (\n <TierCard\n key={row.tier}\n info={info}\n row={row}\n store={store}\n style={stagger(i)}\n />\n ))}\n </div>\n </div>\n );\n}\n\nfunction TierCard({\n info,\n row,\n store,\n style,\n}: {\n info: ActiveSeasonInfo;\n row: TierRow;\n store: SeasonStore;\n style: CSSProperties;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const celebrate = useCelebrate();\n const toast = useToast();\n const kit = useUiKit();\n const ref = useRef<HTMLDivElement>(null);\n const [busy, setBusy] = useState(false);\n\n const claim = async () => {\n setBusy(true);\n const res = await client.season.claimTierReward(\n info.SeasonChainID,\n row.tier,\n );\n setBusy(false);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n kit.play(\"levelUp\");\n kit.fx.burst(ref.current);\n const got = claimedLines(res.data) ?? grantedBy(res.data);\n celebrate(\n got.length > 0 ? got : [...row.reward, ...(row.vipHeld ? row.vip : [])],\n );\n await store.load(client);\n };\n\n return (\n <div\n ref={ref}\n style={{\n ...panel,\n padding: 10,\n display: \"grid\",\n gridTemplateColumns: \"auto minmax(0, 1fr) auto\",\n alignItems: \"center\",\n gap: 10,\n border:\n row.state === \"ready\"\n ? `2px solid ${v.gold}`\n : row.current\n ? `2px solid ${v.blue}`\n : panel.border,\n opacity: row.state === \"claimed\" ? 0.6 : 1,\n ...style,\n }}\n >\n <div style={{ display: \"grid\", justifyItems: \"center\", minWidth: 56 }}>\n <Icon glyph={row.state === \"locked\" ? \"lock\" : \"trophy\"} size={24} />\n <span style={{ ...outlined, fontSize: 12 }}>\n {row.name ? catalog.localize(row.name) : `${t(\"tier\")} ${row.tier}`}\n </span>\n <span style={{ ...outlined, fontSize: 11, color: v.textDim }}>\n {formatAmount(row.required)}\n </span>\n </div>\n <div style={{ display: \"grid\", gap: 6, minWidth: 0 }}>\n {row.current ? (\n <div style={{ ...outlined, fontSize: 11, color: v.blue }}>\n {t(\"current\")}\n </div>\n ) : null}\n <ResourceList lines={row.reward} size={26} />\n {row.vip.length > 0 ? (\n <div\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 6,\n opacity: row.vipHeld && row.state !== \"claimed\" ? 1 : 0.5,\n }}\n >\n <Icon glyph=\"crown\" size={18} />\n <ResourceList lines={row.vip} size={20} />\n </div>\n ) : null}\n </div>\n <div>\n {row.state === \"ready\" ? (\n <Button\n size=\"sm\"\n tone=\"green\"\n attract\n busy={busy}\n onClick={() => void claim()}\n data-tutorial-anchor={`season:claim:${row.tier}`}\n >\n {t(\"claim\")}\n </Button>\n ) : row.state === \"claimed\" ? (\n <span\n style={{\n display: \"inline-flex\",\n alignItems: \"center\",\n gap: 4,\n ...outlined,\n fontSize: 12,\n color: v.green,\n }}\n >\n <Icon glyph=\"check\" size={18} /> {t(\"claimed\")}\n </span>\n ) : (\n <span style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {t(\"locked\")}\n </span>\n )}\n </div>\n </div>\n );\n}\n"
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"content": "import {\n useEffect,\n useRef,\n useState,\n useSyncExternalStore,\n type CSSProperties,\n type ReactNode,\n} from \"react\";\nimport type { ActiveSeasonInfo, IDosGamesClient } from \"@idosgames/core\";\nimport type {\n FeatureRegistry,\n FeatureScreenProps,\n} from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient, useUserState } from \"@idosgames/react\";\nimport {\n Button,\n Card,\n Center,\n EmptyState,\n errorText,\n formatAmount,\n grantedBy,\n Icon,\n outlined,\n panel,\n ProgressBar,\n ResourceList,\n Spinner,\n Tabs,\n Timer,\n toneSurface,\n useCatalog,\n useCelebrate,\n useNow,\n useStagger,\n useToast,\n useUiKit,\n v,\n} from \"@idosgames/react/ui\";\nimport {\n claimedLines,\n readyTiers,\n seasonBadge,\n seasonTokens,\n tierProgress,\n tierRows,\n type PremiumView,\n type TierRow,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// Seasons (Unity Core/Window MilestoneRewards): the active season of every chain — its timer, the\n// status bar toward the next tier and the tier ladder. Each tier pays once; a VIP gets a second\n// prize on the tiers claimed while the pass is active. The VIP pass is a popup.\n\ntype SeasonEntry = { info: ActiveSeasonInfo };\n\n/** Active seasons of every chain, shared by the screen and the badge watcher. */\nexport function createSeasonStore(features: FeatureRegistry) {\n let seasons: SeasonEntry[] | null = null;\n const listeners = new Set<() => void>();\n let premium: () => PremiumView | null | undefined = () => null;\n const badge = () =>\n features.setBadge(\n \"season\",\n seasons\n ? seasonBadge(\n seasons.map((s) => s.info),\n premium(),\n Date.now(),\n )\n : 0,\n );\n return {\n get: () => seasons,\n subscribe: (l: () => void) => {\n listeners.add(l);\n return () => listeners.delete(l);\n },\n async load(client: IDosGamesClient): Promise<void> {\n premium = () =>\n client.data.user.state?.Premium as PremiumView | undefined;\n const defs = await client.season.getDefinitions();\n const chains = defs.ok ? Object.keys(defs.data.Chains ?? {}) : [];\n const active = await Promise.all(\n chains.map((c) => client.season.getActiveSeason(c)),\n );\n seasons = active.flatMap((r) => (r.ok ? [{ info: r.data }] : []));\n badge();\n for (const l of listeners) l();\n },\n refreshBadge: badge,\n /** The VIP system is installed and has a pass on the title — the VIP prize can be bought. */\n vipOnSale: () => features.get(\"premium\")?.available === true,\n openVip: (premiumID: string) => features.open(\"premium\", { premiumID }),\n };\n}\nexport type SeasonStore = ReturnType<typeof createSeasonStore>;\n\nexport function makeSeasonScreen(store: SeasonStore) {\n return function SeasonScreen(_: FeatureScreenProps): ReactNode {\n const client = useIDosGamesClient();\n const seasons = useSyncExternalStore(store.subscribe, store.get, store.get);\n const catalog = useCatalog();\n const [tab, setTab] = useState<string | null>(null);\n useEffect(() => {\n void store.load(client);\n }, [client]);\n if (!seasons)\n return (\n <Center>\n <Spinner />\n </Center>\n );\n if (seasons.length === 0)\n return <EmptyState glyph=\"trophy\" text={t(\"noSeason\")} />;\n const current =\n seasons.find((s) => s.info.SeasonChainID === tab) ?? seasons[0]!;\n return (\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: \"minmax(0, 1fr)\",\n gap: 12,\n }}\n >\n <Tabs\n tabs={seasons.map((s) => ({\n id: s.info.SeasonChainID,\n label: catalog.localize(\n s.info.Season?.DisplayName ?? s.info.SeasonChainID,\n ),\n }))}\n value={current.info.SeasonChainID}\n onChange={setTab}\n />\n <SeasonView\n key={current.info.SeasonChainID}\n info={current.info}\n store={store}\n />\n </div>\n );\n };\n}\n\nexport function makeSeasonWatcher(store: SeasonStore) {\n return function SeasonWatcher(): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n useEffect(() => {\n void store.load(client);\n const id = setInterval(() => void store.load(client), 5 * 60_000);\n const off = client.on(\n \"season:statusTokensGranted\",\n () => void store.load(client),\n );\n return () => {\n clearInterval(id);\n off();\n };\n }, [client]);\n useEffect(() => store.refreshBadge(), [state?.Premium]);\n return null;\n };\n}\n\nfunction SeasonView({\n info,\n store,\n}: {\n info: ActiveSeasonInfo;\n store: SeasonStore;\n}): ReactNode {\n const client = useIDosGamesClient();\n const state = useUserState();\n const catalog = useCatalog();\n const celebrate = useCelebrate();\n const toast = useToast();\n const now = useNow();\n const stagger = useStagger();\n const [busyAll, setBusyAll] = useState(false);\n const premium = state?.Premium as PremiumView | undefined;\n const rows = tierRows(info, premium, now);\n const cached = (\n state?.EventToken?.Season as\n Record<string, { Balance?: { TotalEarned?: number } }> | undefined\n )?.[info.SeasonChainID]?.Balance?.TotalEarned;\n const tokens = seasonTokens(info, cached);\n const bar = tierProgress(rows, tokens);\n const ready = readyTiers(rows);\n const vipID = rows.find((r) => r.vipPremiumID)?.vipPremiumID ?? null;\n const vipHeld = rows.some((r) => r.vipHeld);\n const currentRow = rows.find((r) => r.current);\n\n const claimAll = async () => {\n setBusyAll(true);\n const res = await client.season.claimTierRewardsBatch(\n info.SeasonChainID,\n ready,\n );\n setBusyAll(false);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n const got = claimedLines(res.data) ?? grantedBy(res.data);\n celebrate(\n got.length > 0\n ? got\n : rows\n .filter((r) => r.state === \"ready\")\n .flatMap((r) => [...r.reward, ...(r.vipHeld ? r.vip : [])]),\n );\n await store.load(client);\n };\n\n return (\n <div style={{ display: \"grid\", gap: 12 }}>\n <Card\n style={{\n display: \"grid\",\n gap: 10,\n ...toneSurface(\"blue\"),\n }}\n >\n <div style={{ display: \"flex\", alignItems: \"center\", gap: 10 }}>\n <div className=\"idos-bounce\">\n <Icon glyph={info.Season?.AssetPaths?.icon ?? \"trophy\"} size={46} />\n </div>\n <div style={{ flex: 1, minWidth: 0 }}>\n <div style={{ ...outlined, fontSize: 18 }}>\n {catalog.localize(info.Season?.DisplayName ?? info.SeasonChainID)}\n </div>\n <Timer at={info.ComputedEndUtc} now={now} label={t(\"endsIn\")} />\n </div>\n {currentRow ? (\n <div style={{ textAlign: \"right\", ...outlined }}>\n <div style={{ fontSize: 11, color: v.textDim }}>{t(\"tier\")}</div>\n <div style={{ fontSize: 20 }}>\n {currentRow.name\n ? catalog.localize(currentRow.name)\n : currentRow.tier}\n </div>\n </div>\n ) : null}\n </div>\n {info.Season?.Description ? (\n <div\n style={{\n ...outlined,\n fontSize: 13,\n fontWeight: 600,\n color: v.textDim,\n }}\n >\n {catalog.localize(info.Season.Description)}\n </div>\n ) : null}\n <div style={{ display: \"grid\", gap: 4 }}>\n <div\n style={{\n display: \"flex\",\n justifyContent: \"space-between\",\n ...outlined,\n fontSize: 13,\n }}\n >\n <span>\n {t(\"status\")}: {formatAmount(tokens)}\n </span>\n <span>\n {bar.next\n ? `${t(\"nextTier\")} ${formatAmount(bar.goal)}`\n : t(\"maxTier\")}\n </span>\n </div>\n <ProgressBar\n value={bar.next ? tokens : 1}\n max={bar.next ? Math.max(1, bar.goal) : 1}\n tone=\"gold\"\n />\n </div>\n </Card>\n\n {vipID && (vipHeld || store.vipOnSale()) ? (\n vipHeld ? (\n <div\n style={{\n ...panel,\n padding: 10,\n display: \"flex\",\n alignItems: \"center\",\n gap: 8,\n ...outlined,\n fontSize: 13,\n color: v.gold,\n }}\n >\n <Icon glyph=\"crown\" size={22} /> {t(\"vipActive\")}\n </div>\n ) : (\n <Card\n onClick={() => store.openVip(vipID)}\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 10,\n padding: 10,\n border: `2px solid ${v.gold}`,\n }}\n >\n <Icon glyph=\"crown\" size={30} />\n <div style={{ flex: 1, minWidth: 0, ...outlined, fontSize: 13 }}>\n {t(\"vipBenefit\")}\n </div>\n <Button size=\"sm\" tone=\"gold\" attract>\n {t(\"getVip\")}\n </Button>\n </Card>\n )\n ) : null}\n\n {ready.length > 1 ? (\n <Button\n tone=\"green\"\n attract\n busy={busyAll}\n onClick={() => void claimAll()}\n data-tutorial-anchor=\"season:claim-all\"\n >\n {t(\"claimAll\")} · {ready.length}\n </Button>\n ) : null}\n\n <div style={{ display: \"grid\", gap: 8 }}>\n {rows.map((row, i) => (\n <TierCard\n key={row.tier}\n info={info}\n row={row}\n store={store}\n style={stagger(i)}\n />\n ))}\n </div>\n </div>\n );\n}\n\nfunction TierCard({\n info,\n row,\n store,\n style,\n}: {\n info: ActiveSeasonInfo;\n row: TierRow;\n store: SeasonStore;\n style: CSSProperties;\n}): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const celebrate = useCelebrate();\n const toast = useToast();\n const kit = useUiKit();\n const ref = useRef<HTMLDivElement>(null);\n const [busy, setBusy] = useState(false);\n\n const claim = async () => {\n setBusy(true);\n const res = await client.season.claimTierReward(\n info.SeasonChainID,\n row.tier,\n );\n setBusy(false);\n if (!res.ok) return toast(errorText(res.error), \"error\");\n kit.play(\"levelUp\");\n kit.fx.burst(ref.current);\n const got = claimedLines(res.data) ?? grantedBy(res.data);\n celebrate(\n got.length > 0 ? got : [...row.reward, ...(row.vipHeld ? row.vip : [])],\n );\n await store.load(client);\n };\n\n return (\n <div\n ref={ref}\n style={{\n ...panel,\n padding: 10,\n display: \"grid\",\n gridTemplateColumns: \"auto minmax(0, 1fr) auto\",\n alignItems: \"center\",\n gap: 10,\n border:\n row.state === \"ready\"\n ? `2px solid ${v.gold}`\n : row.current\n ? `2px solid ${v.blue}`\n : panel.border,\n opacity: row.state === \"claimed\" ? 0.6 : 1,\n ...style,\n }}\n >\n <div style={{ display: \"grid\", justifyItems: \"center\", minWidth: 56 }}>\n <Icon glyph={row.state === \"locked\" ? \"lock\" : \"trophy\"} size={24} />\n <span style={{ ...outlined, fontSize: 12 }}>\n {row.name ? catalog.localize(row.name) : `${t(\"tier\")} ${row.tier}`}\n </span>\n <span style={{ ...outlined, fontSize: 11, color: v.textDim }}>\n {formatAmount(row.required)}\n </span>\n </div>\n <div style={{ display: \"grid\", gap: 6, minWidth: 0 }}>\n {row.current ? (\n <div style={{ ...outlined, fontSize: 11, color: v.blue }}>\n {t(\"current\")}\n </div>\n ) : null}\n <ResourceList lines={row.reward} size={26} />\n {row.vip.length > 0 ? (\n <div\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: 6,\n opacity: row.vipHeld && row.state !== \"claimed\" ? 1 : 0.5,\n }}\n >\n <Icon glyph=\"crown\" size={18} />\n <ResourceList lines={row.vip} size={20} />\n </div>\n ) : null}\n </div>\n <div>\n {row.state === \"ready\" ? (\n <Button\n size=\"sm\"\n tone=\"green\"\n attract\n busy={busy}\n onClick={() => void claim()}\n data-tutorial-anchor={`season:claim:${row.tier}`}\n >\n {t(\"claim\")}\n </Button>\n ) : row.state === \"claimed\" ? (\n <span\n style={{\n display: \"inline-flex\",\n alignItems: \"center\",\n gap: 4,\n ...outlined,\n fontSize: 12,\n color: v.green,\n }}\n >\n <Icon glyph=\"check\" size={18} /> {t(\"claimed\")}\n </span>\n ) : (\n <span style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {t(\"locked\")}\n </span>\n )}\n </div>\n </div>\n );\n}\n"
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"content": "{\n \"id\": \"season\",\n \"type\": \"feature\",\n \"summary\": \"Seasons for any game: the active season with its timer, a status bar, a tier ladder with a reward each, claim all and a VIP second prize.\",\n \"description\": \"A ready season screen (Unity Core/Window MilestoneRewards) for ANY game, built on the @idosgames/react/ui kit and client.season. Every season chain of the title is a tab showing its active season: name and timer, the player's tier, the status bar toward the next tier and the tier ladder. Each tier pays its reward once ('Claim all' takes every reached tier in one call); a tier with premium tiers pays a VIP second prize when the pass is active at the moment of the claim. 'Get VIP' opens the VIP system (ctx.features.open('premium', { premiumID })) and shows only when it is installed and has a pass. The server decides the tier — including status tokens that arrive as rewards of other systems. Registers the 'season' feature; its badge counts tier rewards waiting and it reloads when status tokens are granted. Status comes from the game: a chain open to clients takes client.season.grantStatusTokens (the mini-game module grants status for every round). Ships title-seed.json: two alternating 28-day seasons with five tiers and a VIP prize on each.\",\n \"provides\": [\n \"season screen with a tab per chain\",\n \"season timer and status bar\",\n \"tier ladder with rewards\",\n \"claim all reached tiers\",\n \"VIP second prize on tiers\",\n \"hand-off to the VIP system\",\n \"season badge\",\n \"demo seasons\"\n ],\n \"tags\": [\n \"season\",\n \"battle-pass\",\n \"tiers\",\n \"progression\",\n \"live-ops\",\n \"vip\",\n \"ui\",\n \"screen\"\n ],\n \"author\": {\n \"name\": \"iDos Games\",\n \"url\": \"https://idosgames.com\"\n },\n \"version\": \"0.1.
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"content": "{\n \"id\": \"season\",\n \"type\": \"feature\",\n \"summary\": \"Seasons for any game: the active season with its timer, a status bar, a tier ladder with a reward each, claim all and a VIP second prize.\",\n \"description\": \"A ready season screen (Unity Core/Window MilestoneRewards) for ANY game, built on the @idosgames/react/ui kit and client.season. Every season chain of the title is a tab showing its active season: name and timer, the player's tier, the status bar toward the next tier and the tier ladder. Each tier pays its reward once ('Claim all' takes every reached tier in one call); a tier with premium tiers pays a VIP second prize when the pass is active at the moment of the claim. 'Get VIP' opens the VIP system (ctx.features.open('premium', { premiumID })) and shows only when it is installed and has a pass. The server decides the tier — including status tokens that arrive as rewards of other systems. Registers the 'season' feature; its badge counts tier rewards waiting and it reloads when status tokens are granted. Status comes from the game: a chain open to clients takes client.season.grantStatusTokens (the mini-game module grants status for every round). Ships title-seed.json: two alternating 28-day seasons with five tiers and a VIP prize on each.\",\n \"provides\": [\n \"season screen with a tab per chain\",\n \"season timer and status bar\",\n \"tier ladder with rewards\",\n \"claim all reached tiers\",\n \"VIP second prize on tiers\",\n \"hand-off to the VIP system\",\n \"season badge\",\n \"demo seasons\"\n ],\n \"tags\": [\n \"season\",\n \"battle-pass\",\n \"tiers\",\n \"progression\",\n \"live-ops\",\n \"vip\",\n \"ui\",\n \"screen\"\n ],\n \"author\": {\n \"name\": \"iDos Games\",\n \"url\": \"https://idosgames.com\"\n },\n \"version\": \"0.1.1\"\n}\n"
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"content": "import {\n useCallback,\n useEffect,\n useRef,\n useState,\n type ReactNode,\n} from \"react\";\nimport {\n OFFER_NOT_IN_ROTATION,\n type GetStorefrontResponse,\n type StorefrontOfferView,\n type StorefrontSectionView,\n type StorefrontSlotView,\n} from \"@idosgames/core\";\nimport { useIDosGamesClient, useUserState } from \"@idosgames/react\";\nimport {\n Button,\n Center,\n EmptyState,\n Icon,\n Popup,\n ResourceList,\n SectionTitle,\n Spinner,\n Tabs,\n Timer,\n canAfford,\n costLines,\n countdown,\n errorText,\n grantLines,\n grantedBy,\n outlined,\n panel,\n useCatalog,\n useCelebrate,\n useGameLayout,\n useNow,\n usePopupClose,\n useSound,\n useStagger,\n useToast,\n useUiKit,\n v,\n type ResourceLine,\n tokenGlyph,\n} from \"@idosgames/react/ui\";\nimport type { FeatureScreenProps } from \"@idosgames/module-sdk\";\nimport {\n earliestRefresh,\n isFree,\n slotsOf,\n sortedSections,\n sortedStores,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// The shop, drawn from the storefront RESOLVED for this player (client.store.getStorefront — never\n// from the raw config): rotation, limits, badges and timers are computed by the server. Layout of the\n// Unity shop window (Alikhan/Shop): several stores as tabs, the first section of a store is a\n// carousel, the rest are grids; a tap opens the confirmation popup; a purchase shows what was granted\n// and the rewards fly to their counters.\n\ninterface Picked {\n storeID: string;\n section: StorefrontSectionView;\n slot: StorefrontSlotView;\n offer: StorefrontOfferView;\n}\n\nexport function StoreScreen({ args }: FeatureScreenProps): ReactNode {\n const client = useIDosGamesClient();\n const [front, setFront] = useState<GetStorefrontResponse | null>(\n client.store.cachedStorefront,\n );\n const [loading, setLoading] = useState(front === null);\n const [failed, setFailed] = useState<string | null>(null);\n const [storeID, setStoreID] = useState<string | null>(\n typeof args?.storeID === \"string\" ? args.storeID : null,\n );\n const [picked, setPicked] = useState<Picked | null>(null);\n // Server clock offset: timers count from the SERVER time, not the device clock.\n const [skewMs, setSkewMs] = useState(0);\n const now = useNow() + skewMs;\n\n const load = useCallback(async () => {\n const res = await client.store.getStorefront();\n setLoading(false);\n if (!res.ok) {\n // A title without a Store section answers \"not found\" — that is an empty shop, not a failure.\n setFailed(\n /not found|not configured/i.test(res.error ?? \"\")\n ? t(\"emptyShop\")\n : errorText(res.error),\n );\n return;\n }\n setFailed(null);\n setFront(res.data);\n setSkewMs(new Date(res.data.ServerTimeUtc).getTime() - Date.now());\n }, [client]);\n\n useEffect(() => {\n void load();\n }, [load]);\n\n // One reload when the nearest card refreshes, instead of polling.\n useEffect(() => {\n const next = client.store.nextRefreshAtUtc();\n if (!next) return;\n const ms = new Date(next).getTime() - (Date.now() + skewMs);\n if (ms <= 0 || ms > 24 * 3600_000) return;\n const id = setTimeout(() => void load(), ms + 500);\n return () => clearTimeout(id);\n }, [front, client, load, skewMs]);\n\n if (loading)\n return (\n <Center>\n <Spinner />\n </Center>\n );\n if (failed)\n return (\n <EmptyState\n glyph=\"shop\"\n text={failed}\n action={<Button onClick={() => void load()}>{t(\"retry\")}</Button>}\n />\n );\n\n const stores = sortedStores(front);\n const store = stores.find((s) => s.StoreID === storeID) ?? stores[0];\n const sections = sortedSections(store);\n if (!store || sections.length === 0)\n return <EmptyState glyph=\"shop\" text={t(\"emptyShop\")} />;\n const [first, ...rest] = sections;\n\n return (\n <div style={{ display: \"grid\", gap: 18 }}>\n <Tabs\n tabs={stores.map((s) => ({\n id: s.StoreID,\n label: s.Identity?.DisplayName ?? s.StoreID,\n }))}\n value={store.StoreID}\n onChange={setStoreID}\n />\n {first ? (\n <div key={`${store.StoreID}:${first.SectionID}`}>\n <SectionTitle\n right={\n <Timer\n at={earliestRefresh(first)}\n now={now}\n label={t(\"refreshesIn\")}\n />\n }\n >\n {first.Identity?.DisplayName ?? first.SectionID}\n </SectionTitle>\n <div\n className=\"idos-scroll\"\n style={{\n display: \"flex\",\n gap: 12,\n overflowX: \"auto\",\n padding: \"4px 4px 12px\",\n scrollSnapType: \"x mandatory\",\n }}\n >\n {slotsOf(first).map((slot, i) => (\n <OfferCard\n key={slot.SlotID}\n slot={slot}\n now={now}\n wide\n index={i}\n onPick={(offer) =>\n setPicked({\n storeID: store.StoreID,\n section: first,\n slot,\n offer,\n })\n }\n />\n ))}\n </div>\n </div>\n ) : null}\n {rest.map((section) => (\n <div key={`${store.StoreID}:${section.SectionID}`}>\n <SectionTitle\n right={\n <Timer\n at={earliestRefresh(section)}\n now={now}\n label={t(\"refreshesIn\")}\n />\n }\n >\n {section.Identity?.DisplayName ?? section.SectionID}\n </SectionTitle>\n <OfferGrid>\n {slotsOf(section).map((slot, i) => (\n <OfferCard\n key={slot.SlotID}\n slot={slot}\n now={now}\n index={i}\n onPick={(offer) =>\n setPicked({ storeID: store.StoreID, section, slot, offer })\n }\n />\n ))}\n </OfferGrid>\n </div>\n ))}\n {picked ? (\n <ConfirmPurchase\n picked={picked}\n onReload={load}\n onClose={() => setPicked(null)}\n />\n ) : null}\n </div>\n );\n}\n\nfunction OfferGrid({ children }: { children: ReactNode }): ReactNode {\n const layout = useGameLayout();\n return (\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: `repeat(auto-fill, minmax(${layout === \"phone\" ? 150 : 180}px, 1fr))`,\n gap: layout === \"phone\" ? 12 : 16,\n }}\n >\n {children}\n </div>\n );\n}\n\nfunction OfferCard({\n slot,\n now,\n wide = false,\n index,\n onPick,\n}: {\n slot: StorefrontSlotView;\n now: number;\n wide?: boolean;\n index: number;\n onPick: (offer: StorefrontOfferView) => void;\n}): ReactNode {\n const catalog = useCatalog();\n const layout = useGameLayout();\n const stagger = useStagger();\n const state = useUserState();\n const offer = slot.Offer;\n const width = wide ? (layout === \"phone\" ? 170 : 200) : undefined;\n\n // An EMPTY slot is still drawn — the shelf must not jump when a window closes.\n if (!offer)\n return (\n <div\n style={{\n ...panel,\n width,\n minHeight: 200,\n display: \"grid\",\n placeItems: \"center\",\n opacity: 0.55,\n scrollSnapAlign: \"start\",\n flex: \"none\",\n ...stagger(index),\n }}\n >\n <Icon glyph=\"lock\" size={40} />\n </div>\n );\n\n const rewards = grantLines(offer.Rewards);\n const main = rewards[0];\n const price = costLines(offer.PriceOptions?.[0]?.Cost);\n const soldOut = offer.State?.SoldOut === true;\n const readyIn = countdown(offer.State?.AvailableAtUtc ?? null, now);\n const free = isFree(offer);\n const disabled = soldOut || readyIn !== null;\n const affordable = canAfford(price, state?.InventoryV2?.VirtualCurrencies);\n const name = catalog.localize(offer.Identity?.DisplayName ?? offer.OfferID);\n const remaining = offer.State?.RemainingToday ?? offer.State?.RemainingTotal;\n\n return (\n <div\n className={free && !disabled ? \"idos-shine\" : undefined}\n style={{\n ...panel,\n width,\n flex: wide ? \"none\" : undefined,\n scrollSnapAlign: \"start\",\n padding: 12,\n display: \"grid\",\n gap: 8,\n justifyItems: \"center\",\n background:\n free && !disabled\n ? `linear-gradient(180deg, #3d5bd6 0%, ${v.panelDeep} 100%)`\n : panel.background,\n ...stagger(index),\n }}\n >\n <div\n style={{\n ...outlined,\n fontSize: 14,\n textAlign: \"center\",\n minHeight: 36,\n display: \"grid\",\n placeItems: \"center\",\n }}\n >\n {name}\n </div>\n <div\n className={free && !disabled ? \"idos-bounce\" : undefined}\n style={{\n width: 84,\n height: 84,\n display: \"grid\",\n placeItems: \"center\",\n borderRadius: 20,\n background:\n \"radial-gradient(circle, rgba(255,255,255,.18), transparent 70%)\",\n }}\n >\n <Icon\n glyph={\n main\n ? main.kind === \"token\"\n ? tokenGlyph(main)\n : catalog.iconOf(main)\n : \"gift\"\n }\n size={62}\n />\n </div>\n <div style={{ minHeight: 22 }}>\n <ResourceList lines={rewards} />\n </div>\n {remaining != null ? (\n <div\n style={{\n ...outlined,\n fontSize: 11,\n color: v.textDim,\n fontWeight: 700,\n }}\n >\n {t(\"left\")}: {remaining}\n </div>\n ) : null}\n <Button\n tone={free ? \"green\" : \"gold\"}\n disabled={disabled}\n attract={free && !disabled}\n onClick={() => onPick(offer)}\n style={{ width: \"100%\" }}\n >\n {soldOut ? (\n t(\"soldOut\")\n ) : readyIn ? (\n `${t(\"readyIn\")} ${readyIn}`\n ) : free ? (\n t(\"free\")\n ) : (\n <ResourceList lines={price} size={20} dimIf={() => !affordable} />\n )}\n </Button>\n </div>\n );\n}\n\nfunction ConfirmPurchase({\n picked,\n onReload,\n onClose,\n}: {\n picked: Picked;\n onReload: () => Promise<void>;\n onClose: () => void;\n}): ReactNode {\n const catalog = useCatalog();\n const rewards = grantLines(picked.offer.Rewards);\n const name = catalog.localize(\n picked.offer.Identity?.DisplayName ?? picked.offer.OfferID,\n );\n return (\n <Popup title={t(\"confirmTitle\")} onClose={onClose}>\n <div style={{ display: \"grid\", justifyItems: \"center\", gap: 10 }}>\n <div style={{ ...outlined, fontSize: 17, textAlign: \"center\" }}>\n {name}\n </div>\n <div\n style={{\n display: \"flex\",\n gap: 14,\n flexWrap: \"wrap\",\n justifyContent: \"center\",\n }}\n >\n {rewards.map((line) => (\n <div\n key={`${line.kind}:${line.id}`}\n style={{ display: \"grid\", justifyItems: \"center\", gap: 4 }}\n >\n <Icon\n glyph={\n line.kind === \"token\"\n ? tokenGlyph(line)\n : catalog.iconOf(line)\n }\n size={54}\n />\n <span style={{ ...outlined, fontSize: 17 }}>×{line.amount}</span>\n </div>\n ))}\n </div>\n </div>\n <BuyButton picked={picked} onReload={onReload} />\n </Popup>\n );\n}\n\nfunction BuyButton({\n picked,\n onReload,\n}: {\n picked: Picked;\n onReload: () => Promise<void>;\n}): ReactNode {\n const client = useIDosGamesClient();\n const close = usePopupClose();\n const celebrate = useCelebrate();\n const toast = useToast();\n const play = useSound();\n const kit = useUiKit();\n const ref = useRef<HTMLDivElement>(null);\n const [busy, setBusy] = useState(false);\n const option = picked.offer.PriceOptions?.[0];\n const price: ResourceLine[] = costLines(option?.Cost);\n const free = isFree(picked.offer);\n\n const buy = async () => {\n setBusy(true);\n const res = await client.store.purchase(picked.offer.OfferID, 1, {\n selectedOptionID: option?.OptionID,\n slot: {\n storeID: picked.storeID,\n sectionID: picked.section.SectionID,\n slotID: picked.slot.SlotID,\n },\n });\n setBusy(false);\n if (!res.ok) {\n if (res.error === OFFER_NOT_IN_ROTATION) {\n close();\n await onReload(); // the shelf reshuffled — redraw silently\n return;\n }\n toast(errorText(res.error), \"error\");\n return;\n }\n play(\"purchase\");\n kit.fx.burst(ref.current);\n close();\n const granted = grantedBy(res.data);\n celebrate(granted.length > 0 ? granted : grantLines(picked.offer.Rewards));\n await onReload();\n };\n\n return (\n <div ref={ref}>\n <Button\n tone={free ? \"green\" : \"gold\"}\n busy={busy}\n attract\n onClick={() => void buy()}\n style={{ width: \"100%\" }}\n size=\"lg\"\n >\n {free ? (\n t(\"confirmFree\")\n ) : (\n <>\n {t(\"confirmBuy\")} <ResourceList lines={price} size={20} />\n </>\n )}\n </Button>\n </div>\n );\n}\n"
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"content": "import {\n useCallback,\n useEffect,\n useRef,\n useState,\n type ReactNode,\n} from \"react\";\nimport {\n OFFER_NOT_IN_ROTATION,\n type GetStorefrontResponse,\n type StorefrontOfferView,\n type StorefrontSectionView,\n type StorefrontSlotView,\n} from \"@idosgames/core\";\nimport { useIDosGamesClient, useUserState } from \"@idosgames/react\";\nimport {\n Button,\n Center,\n EmptyState,\n Icon,\n Popup,\n ResourceList,\n SectionTitle,\n Spinner,\n Tabs,\n Timer,\n canAfford,\n costLines,\n countdown,\n errorText,\n grantLines,\n grantedBy,\n outlined,\n panel,\n useCatalog,\n useCelebrate,\n useGameLayout,\n useNow,\n usePopupClose,\n useSound,\n useStagger,\n useToast,\n useUiKit,\n v,\n type ResourceLine,\n tokenGlyph,\n} from \"@idosgames/react/ui\";\nimport type { FeatureScreenProps } from \"@idosgames/module-sdk\";\nimport {\n earliestRefresh,\n isFree,\n slotsOf,\n sortedSections,\n sortedStores,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// The shop, drawn from the storefront RESOLVED for this player (client.store.getStorefront — never\n// from the raw config): rotation, limits, badges and timers are computed by the server. Layout of the\n// Unity shop window (Alikhan/Shop): several stores as tabs, the first section of a store is a\n// carousel, the rest are grids; a tap opens the confirmation popup; a purchase shows what was granted\n// and the rewards fly to their counters.\n\ninterface Picked {\n storeID: string;\n section: StorefrontSectionView;\n slot: StorefrontSlotView;\n offer: StorefrontOfferView;\n}\n\nexport function StoreScreen({ args }: FeatureScreenProps): ReactNode {\n const client = useIDosGamesClient();\n const [front, setFront] = useState<GetStorefrontResponse | null>(\n client.store.cachedStorefront,\n );\n const [loading, setLoading] = useState(front === null);\n const [failed, setFailed] = useState<string | null>(null);\n const [storeID, setStoreID] = useState<string | null>(\n typeof args?.storeID === \"string\" ? args.storeID : null,\n );\n const [picked, setPicked] = useState<Picked | null>(null);\n // Server clock offset: timers count from the SERVER time, not the device clock.\n const [skewMs, setSkewMs] = useState(0);\n const now = useNow() + skewMs;\n\n const load = useCallback(async () => {\n const res = await client.store.getStorefront();\n setLoading(false);\n if (!res.ok) {\n // A title without a Store section answers \"not found\" — that is an empty shop, not a failure.\n setFailed(\n /not found|not configured/i.test(res.error ?? \"\")\n ? t(\"emptyShop\")\n : errorText(res.error),\n );\n return;\n }\n setFailed(null);\n setFront(res.data);\n setSkewMs(new Date(res.data.ServerTimeUtc).getTime() - Date.now());\n }, [client]);\n\n useEffect(() => {\n void load();\n }, [load]);\n\n // One reload when the nearest card refreshes, instead of polling.\n useEffect(() => {\n const next = client.store.nextRefreshAtUtc();\n if (!next) return;\n const ms = new Date(next).getTime() - (Date.now() + skewMs);\n if (ms <= 0 || ms > 24 * 3600_000) return;\n const id = setTimeout(() => void load(), ms + 500);\n return () => clearTimeout(id);\n }, [front, client, load, skewMs]);\n\n if (loading)\n return (\n <Center>\n <Spinner />\n </Center>\n );\n if (failed)\n return (\n <EmptyState\n glyph=\"shop\"\n text={failed}\n action={<Button onClick={() => void load()}>{t(\"retry\")}</Button>}\n />\n );\n\n const stores = sortedStores(front);\n const store = stores.find((s) => s.StoreID === storeID) ?? stores[0];\n const sections = sortedSections(store);\n if (!store || sections.length === 0)\n return <EmptyState glyph=\"shop\" text={t(\"emptyShop\")} />;\n const [first, ...rest] = sections;\n\n return (\n <div style={{ display: \"grid\", gap: 18 }}>\n <Tabs\n tabs={stores.map((s) => ({\n id: s.StoreID,\n label: s.Identity?.DisplayName ?? s.StoreID,\n }))}\n value={store.StoreID}\n onChange={setStoreID}\n />\n {first ? (\n <div key={`${store.StoreID}:${first.SectionID}`}>\n <SectionTitle\n right={\n <Timer\n at={earliestRefresh(first)}\n now={now}\n label={t(\"refreshesIn\")}\n />\n }\n >\n {first.Identity?.DisplayName ?? first.SectionID}\n </SectionTitle>\n <div\n className=\"idos-scroll\"\n style={{\n display: \"flex\",\n gap: 12,\n overflowX: \"auto\",\n padding: \"4px 4px 12px\",\n scrollSnapType: \"x mandatory\",\n }}\n >\n {slotsOf(first).map((slot, i) => (\n <OfferCard\n key={slot.SlotID}\n slot={slot}\n now={now}\n wide\n index={i}\n onPick={(offer) =>\n setPicked({\n storeID: store.StoreID,\n section: first,\n slot,\n offer,\n })\n }\n />\n ))}\n </div>\n </div>\n ) : null}\n {rest.map((section) => (\n <div key={`${store.StoreID}:${section.SectionID}`}>\n <SectionTitle\n right={\n <Timer\n at={earliestRefresh(section)}\n now={now}\n label={t(\"refreshesIn\")}\n />\n }\n >\n {section.Identity?.DisplayName ?? section.SectionID}\n </SectionTitle>\n <OfferGrid>\n {slotsOf(section).map((slot, i) => (\n <OfferCard\n key={slot.SlotID}\n slot={slot}\n now={now}\n index={i}\n onPick={(offer) =>\n setPicked({ storeID: store.StoreID, section, slot, offer })\n }\n />\n ))}\n </OfferGrid>\n </div>\n ))}\n {picked ? (\n <ConfirmPurchase\n picked={picked}\n onReload={load}\n onClose={() => setPicked(null)}\n />\n ) : null}\n </div>\n );\n}\n\nfunction OfferGrid({ children }: { children: ReactNode }): ReactNode {\n const layout = useGameLayout();\n return (\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: `repeat(auto-fill, minmax(${layout === \"phone\" ? 150 : 180}px, 1fr))`,\n gap: layout === \"phone\" ? 12 : 16,\n }}\n >\n {children}\n </div>\n );\n}\n\nfunction OfferCard({\n slot,\n now,\n wide = false,\n index,\n onPick,\n}: {\n slot: StorefrontSlotView;\n now: number;\n wide?: boolean;\n index: number;\n onPick: (offer: StorefrontOfferView) => void;\n}): ReactNode {\n const catalog = useCatalog();\n const layout = useGameLayout();\n const stagger = useStagger();\n const state = useUserState();\n const offer = slot.Offer;\n const width = wide ? (layout === \"phone\" ? 170 : 200) : undefined;\n\n // An EMPTY slot is still drawn — the shelf must not jump when a window closes.\n if (!offer)\n return (\n <div\n style={{\n ...panel,\n width,\n minHeight: 200,\n display: \"grid\",\n placeItems: \"center\",\n opacity: 0.55,\n scrollSnapAlign: \"start\",\n flex: \"none\",\n ...stagger(index),\n }}\n >\n <Icon glyph=\"lock\" size={40} />\n </div>\n );\n\n const rewards = grantLines(offer.Rewards);\n const main = rewards[0];\n const price = costLines(offer.PriceOptions?.[0]?.Cost);\n const soldOut = offer.State?.SoldOut === true;\n const readyIn = countdown(offer.State?.AvailableAtUtc ?? null, now);\n const free = isFree(offer);\n const disabled = soldOut || readyIn !== null;\n const affordable = canAfford(price, state?.InventoryV2?.VirtualCurrencies);\n const name = catalog.localize(offer.Identity?.DisplayName ?? offer.OfferID);\n const remaining = offer.State?.RemainingToday ?? offer.State?.RemainingTotal;\n\n return (\n <div\n className={free && !disabled ? \"idos-shine\" : undefined}\n style={{\n ...panel,\n width,\n flex: wide ? \"none\" : undefined,\n scrollSnapAlign: \"start\",\n padding: 12,\n display: \"grid\",\n gap: 8,\n justifyItems: \"center\",\n background:\n free && !disabled\n ? `linear-gradient(180deg, color-mix(in srgb, ${v.blue} 45%, ${v.panelDeep}) 0%, ${v.panelDeep} 100%)`\n : panel.background,\n ...stagger(index),\n }}\n >\n <div\n style={{\n ...outlined,\n fontSize: 14,\n textAlign: \"center\",\n minHeight: 36,\n display: \"grid\",\n placeItems: \"center\",\n }}\n >\n {name}\n </div>\n <div\n className={free && !disabled ? \"idos-bounce\" : undefined}\n style={{\n width: 84,\n height: 84,\n display: \"grid\",\n placeItems: \"center\",\n borderRadius: 20,\n background:\n \"radial-gradient(circle, rgba(255,255,255,.18), transparent 70%)\",\n }}\n >\n <Icon\n glyph={\n main\n ? main.kind === \"token\"\n ? tokenGlyph(main)\n : catalog.iconOf(main)\n : \"gift\"\n }\n size={62}\n />\n </div>\n <div style={{ minHeight: 22 }}>\n <ResourceList lines={rewards} />\n </div>\n {remaining != null ? (\n <div\n style={{\n ...outlined,\n fontSize: 11,\n color: v.textDim,\n fontWeight: 700,\n }}\n >\n {t(\"left\")}: {remaining}\n </div>\n ) : null}\n <Button\n tone={free ? \"green\" : \"gold\"}\n disabled={disabled}\n attract={free && !disabled}\n onClick={() => onPick(offer)}\n style={{ width: \"100%\" }}\n >\n {soldOut ? (\n t(\"soldOut\")\n ) : readyIn ? (\n `${t(\"readyIn\")} ${readyIn}`\n ) : free ? (\n t(\"free\")\n ) : (\n <ResourceList lines={price} size={20} dimIf={() => !affordable} />\n )}\n </Button>\n </div>\n );\n}\n\nfunction ConfirmPurchase({\n picked,\n onReload,\n onClose,\n}: {\n picked: Picked;\n onReload: () => Promise<void>;\n onClose: () => void;\n}): ReactNode {\n const catalog = useCatalog();\n const rewards = grantLines(picked.offer.Rewards);\n const name = catalog.localize(\n picked.offer.Identity?.DisplayName ?? picked.offer.OfferID,\n );\n return (\n <Popup title={t(\"confirmTitle\")} onClose={onClose}>\n <div style={{ display: \"grid\", justifyItems: \"center\", gap: 10 }}>\n <div style={{ ...outlined, fontSize: 17, textAlign: \"center\" }}>\n {name}\n </div>\n <div\n style={{\n display: \"flex\",\n gap: 14,\n flexWrap: \"wrap\",\n justifyContent: \"center\",\n }}\n >\n {rewards.map((line) => (\n <div\n key={`${line.kind}:${line.id}`}\n style={{ display: \"grid\", justifyItems: \"center\", gap: 4 }}\n >\n <Icon\n glyph={\n line.kind === \"token\"\n ? tokenGlyph(line)\n : catalog.iconOf(line)\n }\n size={54}\n />\n <span style={{ ...outlined, fontSize: 17 }}>×{line.amount}</span>\n </div>\n ))}\n </div>\n </div>\n <BuyButton picked={picked} onReload={onReload} />\n </Popup>\n );\n}\n\nfunction BuyButton({\n picked,\n onReload,\n}: {\n picked: Picked;\n onReload: () => Promise<void>;\n}): ReactNode {\n const client = useIDosGamesClient();\n const close = usePopupClose();\n const celebrate = useCelebrate();\n const toast = useToast();\n const play = useSound();\n const kit = useUiKit();\n const ref = useRef<HTMLDivElement>(null);\n const [busy, setBusy] = useState(false);\n const option = picked.offer.PriceOptions?.[0];\n const price: ResourceLine[] = costLines(option?.Cost);\n const free = isFree(picked.offer);\n\n const buy = async () => {\n setBusy(true);\n const res = await client.store.purchase(picked.offer.OfferID, 1, {\n selectedOptionID: option?.OptionID,\n slot: {\n storeID: picked.storeID,\n sectionID: picked.section.SectionID,\n slotID: picked.slot.SlotID,\n },\n });\n setBusy(false);\n if (!res.ok) {\n if (res.error === OFFER_NOT_IN_ROTATION) {\n close();\n await onReload(); // the shelf reshuffled — redraw silently\n return;\n }\n toast(errorText(res.error), \"error\");\n return;\n }\n play(\"purchase\");\n kit.fx.burst(ref.current);\n close();\n const granted = grantedBy(res.data);\n celebrate(granted.length > 0 ? granted : grantLines(picked.offer.Rewards));\n await onReload();\n };\n\n return (\n <div ref={ref}>\n <Button\n tone={free ? \"green\" : \"gold\"}\n busy={busy}\n attract\n onClick={() => void buy()}\n style={{ width: \"100%\" }}\n size=\"lg\"\n >\n {free ? (\n t(\"confirmFree\")\n ) : (\n <>\n {t(\"confirmBuy\")} <ResourceList lines={price} size={20} />\n </>\n )}\n </Button>\n </div>\n );\n}\n"
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"content": "{\n \"id\": \"store\",\n \"type\": \"feature\",\n \"summary\": \"Shop screen for any game: the title's storefront with stores as tabs, offer cards, purchase confirmation and the reward animation.\",\n \"description\": \"A ready shop for ANY game, built on the @idosgames/react/ui kit. It draws the storefront the server resolves for the player (client.store.getStorefront — rotation, limits, timers and badges are the server's), several stores as tabs, the first section of a store as a carousel and the rest as grids, a free daily gift that shines, sold-out and not-yet-available states with countdowns, a confirmation popup (a bottom sheet on phones) and the 'You got' animation where rewards fly to the balance counters. Registers itself as the 'store' feature of the game (ctx.features): the lobby of the base shows it as a tab, and any module can open it with ctx.features.open('store'). Its badge counts free offers waiting. Ships title-seed.json: a demo store with a daily gift, items and currency packs.\",\n \"provides\": [\n \"shop screen from the title storefront\",\n \"several stores as tabs\",\n \"offer carousel and grids with countdowns\",\n \"free daily gift offer\",\n \"purchase confirmation popup\",\n \"reward animation with icons flying to balances\",\n \"shop badge for free offers\",\n \"demo store settings\"\n ],\n \"tags\": [\n \"shop\",\n \"store\",\n \"storefront\",\n \"purchase\",\n \"offers\",\n \"ui\",\n \"screen\",\n \"economy\"\n ],\n \"author\": {\n \"name\": \"iDos Games\",\n \"url\": \"https://idosgames.com\"\n },\n \"version\": \"0.1.
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"content": "{\n \"id\": \"store\",\n \"type\": \"feature\",\n \"summary\": \"Shop screen for any game: the title's storefront with stores as tabs, offer cards, purchase confirmation and the reward animation.\",\n \"description\": \"A ready shop for ANY game, built on the @idosgames/react/ui kit. It draws the storefront the server resolves for the player (client.store.getStorefront — rotation, limits, timers and badges are the server's), several stores as tabs, the first section of a store as a carousel and the rest as grids, a free daily gift that shines, sold-out and not-yet-available states with countdowns, a confirmation popup (a bottom sheet on phones) and the 'You got' animation where rewards fly to the balance counters. Registers itself as the 'store' feature of the game (ctx.features): the lobby of the base shows it as a tab, and any module can open it with ctx.features.open('store'). Its badge counts free offers waiting. Ships title-seed.json: a demo store with a daily gift, items and currency packs.\",\n \"provides\": [\n \"shop screen from the title storefront\",\n \"several stores as tabs\",\n \"offer carousel and grids with countdowns\",\n \"free daily gift offer\",\n \"purchase confirmation popup\",\n \"reward animation with icons flying to balances\",\n \"shop badge for free offers\",\n \"demo store settings\"\n ],\n \"tags\": [\n \"shop\",\n \"store\",\n \"storefront\",\n \"purchase\",\n \"offers\",\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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"content": "import {\n useCallback,\n useEffect,\n useRef,\n useState,\n type ReactNode,\n} from \"react\";\nimport type { FeatureScreenProps } from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient } from \"@idosgames/react\";\nimport {\n Button,\n Center,\n EmptyState,\n Icon,\n Spinner,\n bundleLines,\n errorText,\n outlined,\n panel,\n useCatalog,\n useCelebrate,\n useStagger,\n useToast,\n useUiKit,\n v,\n} from \"@idosgames/react/ui\";\nimport {\n activeFlow,\n anchorOf,\n bubblePlacement,\n canTapNext,\n stepCounter,\n stepText,\n type FlowView,\n type Rect,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// The tutorial overlay (Unity Runtime/UI/Tutorial): the current step of the running flow as a hint\n// bubble next to the element marked data-tutorial-anchor=\"{AnchorID}\" — any element of any module,\n// like Unity's TutorialAnchorRegistry. It waits while a popup is open, \"Next\" only on steps the\n// player closes, and the reward when the flow ends. The \"Tutorials\" feature replays a flow.\n\n/** Tutorial state shared by the overlay and the replay screen. */\nexport function createTutorialStore() {\n let flows: FlowView[] | null = null;\n const listeners = new Set<() => void>();\n return {\n get: () => flows,\n set(next: FlowView[] | null) {\n flows = next;\n for (const l of listeners) l();\n },\n subscribe(l: () => void) {\n listeners.add(l);\n return () => {\n listeners.delete(l);\n };\n },\n };\n}\nexport type TutorialStore = ReturnType<typeof createTutorialStore>;\n\nconst BUBBLE = { width: 320, height: 150 };\n\n/** What an applied operation granted: the standard part plus premium bundles. */\nfunction operationLines(op: unknown) {\n const grant = (\n op as\n | {\n Grant?: {\n Standard?: unknown;\n PremiumTiers?: Array<{ Resources?: unknown } | null> | null;\n } | null;\n }\n | null\n | undefined\n )?.Grant;\n return [\n ...bundleLines(grant?.Standard as never),\n ...(grant?.PremiumTiers ?? []).flatMap((t) =>\n bundleLines(t?.Resources as never),\n ),\n ];\n}\n\nfunction modalOpen(): boolean {\n return document.querySelector(\"[data-idos-ui-layer] [role=dialog]\") !== null;\n}\n\nexport function makeTutorialOverlay(store: TutorialStore) {\n return function TutorialOverlay(): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const celebrate = useCelebrate();\n const toast = useToast();\n const kit = useUiKit();\n const [flows, setFlows] = useState<FlowView[] | null>(store.get());\n const [rect, setRect] = useState<Rect | null>(null);\n const [blocked, setBlocked] = useState(true);\n const [busy, setBusy] = useState(false);\n const shown = useRef(new Set<string>());\n\n const load = useCallback(async () => {\n const res = await client.tutorial.getUserTutorialState();\n store.set(res.ok ? ((res.data.Flows ?? []) as FlowView[]) : []);\n }, [client]);\n\n useEffect(() => store.subscribe(() => setFlows(store.get())), []);\n useEffect(() => {\n void load();\n // A SystemEvent step closes on a game action; the progress arrives with that action's reply.\n const off = client.on(\"tutorial:systemProgress\", () => void load());\n return () => off();\n }, [client, load]);\n\n const flow = activeFlow(flows);\n const step = flow?.Status === \"InProgress\" ? flow.CurrentStep : null;\n const anchor = anchorOf(step);\n\n // Follow the anchor (it moves with layout, scroll and screen changes) and step aside for popups.\n useEffect(() => {\n if (!flow) return;\n const tick = () => {\n setBlocked(modalOpen());\n const el = anchor\n ? document.querySelector(\n `[data-tutorial-anchor=\"${CSS.escape(anchor)}\"]`,\n )\n : null;\n const r = el?.getBoundingClientRect();\n setRect(\n r && r.width > 0 && r.height > 0\n ? { left: r.left, top: r.top, width: r.width, height: r.height }\n : null,\n );\n };\n tick();\n const id = setInterval(tick, 250);\n return () => clearInterval(id);\n }, [flow?.FlowID, flow?.CurrentStepID, anchor]);\n\n // The funnel measures time on step from this report — once per step shown.\n useEffect(() => {\n if (!flow || !flow.CurrentStepID || blocked) return;\n const key = `${flow.FlowID}:${flow.CurrentStepID}`;\n if (shown.current.has(key)) return;\n shown.current.add(key);\n kit.play(\"notify\");\n void client.tutorial.reportStepShown(flow.FlowID, flow.CurrentStepID);\n }, [flow?.FlowID, flow?.CurrentStepID, blocked]);\n\n if (!flow || blocked) return null;\n\n const act = async (\n fn: () => Promise<{ ok: boolean; error?: string; data?: unknown }>,\n ) => {\n setBusy(true);\n const res = await fn();\n setBusy(false);\n if (!res.ok) return toast(errorText(res.error ?? \"\"), \"error\");\n await load();\n };\n\n const text = step\n ? stepText(step, (k) => catalog.localize(k))\n : { title: t(\"done\"), body: \"\" };\n const place = bubblePlacement(\n step ? rect : null,\n { width: window.innerWidth, height: window.innerHeight },\n BUBBLE,\n );\n const pad = 6;\n\n return (\n <div\n style={{\n position: \"fixed\",\n inset: 0,\n zIndex: 45,\n pointerEvents: \"none\",\n }}\n data-idos-tutorial\n >\n {step && rect ? (\n <div\n className=\"idos-pulse\"\n style={{\n position: \"fixed\",\n left: rect.left - pad,\n top: rect.top - pad,\n width: rect.width + pad * 2,\n height: rect.height + pad * 2,\n borderRadius: 14,\n border: `3px solid ${v.gold}`,\n boxShadow: \"0 0 0 9999px rgba(0,0,0,.55)\",\n transition: \"all .25s ease\",\n }}\n />\n ) : (\n <div\n style={{\n position: \"fixed\",\n inset: 0,\n background: \"rgba(0,0,0,.55)\",\n }}\n />\n )}\n <div\n style={{\n ...panel,\n position: \"fixed\",\n left: place.left,\n top: place.top,\n width: Math.min(BUBBLE.width, window.innerWidth - 24),\n padding: 14,\n display: \"grid\",\n gap: 8,\n pointerEvents: \"auto\",\n animation: `idos-pop-in ${v.slow} ease both`,\n }}\n >\n <div style={{ display: \"flex\", alignItems: \"center\", gap: 8 }}>\n <Icon glyph={step ? \"bulb\" : \"trophy\"} size={26} />\n <div style={{ flex: 1, ...outlined, fontSize: 16 }}>\n {text.title}\n </div>\n {step ? (\n <span style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {stepCounter(flow)}\n </span>\n ) : null}\n </div>\n {text.body ? (\n <div style={{ fontSize: 14, fontWeight: 600 }}>{text.body}</div>\n ) : null}\n <div\n style={{\n display: \"flex\",\n gap: 8,\n justifyContent: \"flex-end\",\n alignItems: \"center\",\n }}\n >\n {step && flow.CanSkip ? (\n <Button\n size=\"sm\"\n tone=\"grey\"\n disabled={busy}\n onClick={() =>\n void act(() => client.tutorial.skipFlow(flow.FlowID))\n }\n >\n {t(\"skip\")}\n </Button>\n ) : null}\n {step ? (\n canTapNext(step) ? (\n <Button\n size=\"sm\"\n tone=\"green\"\n attract\n busy={busy}\n onClick={() =>\n void act(() =>\n client.tutorial.completeStep(\n flow.FlowID,\n flow.CurrentStepID!,\n ),\n )\n }\n data-tutorial-anchor=\"tutorial:next\"\n >\n {t(\"next\")}\n </Button>\n ) : (\n <span style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {t(\"waiting\")}\n </span>\n )\n ) : (\n <Button\n size=\"sm\"\n tone=\"gold\"\n attract\n busy={busy}\n onClick={() =>\n void act(async () => {\n const res = await client.tutorial.claimFlowReward(\n flow.FlowID,\n );\n // The payout sits in `Granted` (an operation), not where the generic reader looks.\n if (res.ok) celebrate(operationLines(res.data.Granted));\n return res;\n })\n }\n >\n {t(\"claim\")}\n </Button>\n )}\n </div>\n </div>\n </div>\n );\n };\n}\n\ntype FlowDef = {\n Identity?: { DisplayName?: string | null; SortOrder?: number | null } | null;\n Policy?: { RestartPolicy?: string | null } | null;\n};\n\n/** \"Tutorials\": every flow of the title with its status; replay where the title allows it. */\nexport function makeTutorialsScreen(store: TutorialStore) {\n return function TutorialsScreen(_: FeatureScreenProps): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const toast = useToast();\n const stagger = useStagger();\n const [defs, setDefs] = useState<Record<string, FlowDef | null> | null>(\n null,\n );\n const [flows, setFlows] = useState<FlowView[]>([]);\n const [busy, setBusy] = useState<string | null>(null);\n const load = useCallback(async () => {\n // Listing must not start anything — autoStart off.\n const [d, s] = await Promise.all([\n client.tutorial.getTutorialDefinitions(),\n client.tutorial.getUserTutorialState(false),\n ]);\n setDefs(\n d.ok ? ((d.data.Flows ?? {}) as Record<string, FlowDef | null>) : {},\n );\n setFlows(s.ok ? ((s.data.Flows ?? []) as FlowView[]) : []);\n }, [client]);\n useEffect(() => {\n void load();\n }, [load]);\n if (!defs)\n return (\n <Center>\n <Spinner />\n </Center>\n );\n const ids = Object.keys(defs).sort(\n (a, b) =>\n Number(defs[a]?.Identity?.SortOrder ?? 0) -\n Number(defs[b]?.Identity?.SortOrder ?? 0),\n );\n if (ids.length === 0)\n return <EmptyState glyph=\"bulb\" text={t(\"noTutorials\")} />;\n const replay = async (id: string) => {\n setBusy(id);\n const reset = await client.tutorial.resetFlow(id);\n const started = reset.ok ? await client.tutorial.startFlow(id) : reset;\n setBusy(null);\n if (!started.ok) return toast(errorText(started.error), \"error\");\n const s = await client.tutorial.getUserTutorialState(false);\n if (s.ok) store.set((s.data.Flows ?? []) as FlowView[]);\n await load();\n };\n return (\n <div style={{ display: \"grid\", gap: 8 }}>\n {ids.map((id, i) => {\n const view = flows.find((f) => f.FlowID === id);\n const status = view?.Status ?? \"NotStarted\";\n const label =\n status === \"Completed\"\n ? t(\"completed\")\n : status === \"InProgress\"\n ? t(\"inProgress\")\n : status === \"Skipped\"\n ? t(\"skipped\")\n : t(\"notStarted\");\n const canReplay =\n defs[id]?.Policy?.RestartPolicy === \"OnRequest\" &&\n (status === \"Completed\" || status === \"Skipped\");\n return (\n <div\n key={id}\n style={{\n ...panel,\n padding: 10,\n display: \"flex\",\n alignItems: \"center\",\n gap: 10,\n ...stagger(i),\n }}\n >\n <Icon glyph=\"bulb\" size={28} />\n <div style={{ flex: 1, minWidth: 0 }}>\n <div style={{ ...outlined, fontSize: 15 }}>\n {catalog.localize(defs[id]?.Identity?.DisplayName ?? id)}\n </div>\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {label}\n </div>\n </div>\n {canReplay ? (\n <Button\n size=\"sm\"\n tone=\"blue\"\n busy={busy === id}\n onClick={() => void replay(id)}\n >\n {t(\"replay\")}\n </Button>\n ) : null}\n </div>\n );\n })}\n </div>\n );\n };\n}\n"
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"content": "import {\n useCallback,\n useEffect,\n useRef,\n useState,\n type ReactNode,\n} from \"react\";\nimport type { FeatureScreenProps } from \"@idosgames/module-sdk\";\nimport { useIDosGamesClient } from \"@idosgames/react\";\nimport {\n bundleLines,\n Button,\n Center,\n EmptyState,\n errorText,\n Icon,\n outlined,\n panel,\n Spinner,\n useCatalog,\n useCelebrate,\n useStagger,\n useToast,\n useUiKit,\n v,\n} from \"@idosgames/react/ui\";\nimport {\n activeFlow,\n anchorOf,\n bubblePlacement,\n canTapNext,\n stepCounter,\n stepText,\n type FlowView,\n type Rect,\n} from \"./model\";\nimport { t } from \"./i18n\";\n\n// The tutorial overlay (Unity Runtime/UI/Tutorial): the current step of the running flow as a hint\n// bubble next to the element marked data-tutorial-anchor=\"{AnchorID}\" — any element of any module,\n// like Unity's TutorialAnchorRegistry. It waits while a popup is open, \"Next\" only on steps the\n// player closes, and the reward when the flow ends. The \"Tutorials\" feature replays a flow.\n\n/** Tutorial state shared by the overlay and the replay screen. */\nexport function createTutorialStore() {\n let flows: FlowView[] | null = null;\n const listeners = new Set<() => void>();\n return {\n get: () => flows,\n set(next: FlowView[] | null) {\n flows = next;\n for (const l of listeners) l();\n },\n subscribe(l: () => void) {\n listeners.add(l);\n return () => {\n listeners.delete(l);\n };\n },\n };\n}\nexport type TutorialStore = ReturnType<typeof createTutorialStore>;\n\nconst BUBBLE = { width: 320, height: 150 };\n\n/** What an applied operation granted: the standard part plus premium bundles. */\nfunction operationLines(op: unknown) {\n const grant = (\n op as\n | {\n Grant?: {\n Standard?: unknown;\n PremiumTiers?: Array<{ Resources?: unknown } | null> | null;\n } | null;\n }\n | null\n | undefined\n )?.Grant;\n return [\n ...bundleLines(grant?.Standard as never),\n ...(grant?.PremiumTiers ?? []).flatMap((t) =>\n bundleLines(t?.Resources as never),\n ),\n ];\n}\n\nfunction modalOpen(): boolean {\n return document.querySelector(\"[data-idos-ui-layer] [role=dialog]\") !== null;\n}\n\nexport function makeTutorialOverlay(store: TutorialStore) {\n return function TutorialOverlay(): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const celebrate = useCelebrate();\n const toast = useToast();\n const kit = useUiKit();\n const [flows, setFlows] = useState<FlowView[] | null>(store.get());\n const [rect, setRect] = useState<Rect | null>(null);\n const [blocked, setBlocked] = useState(true);\n const [busy, setBusy] = useState(false);\n const shown = useRef(new Set<string>());\n\n const load = useCallback(async () => {\n const res = await client.tutorial.getUserTutorialState();\n store.set(res.ok ? ((res.data.Flows ?? []) as FlowView[]) : []);\n }, [client]);\n\n useEffect(() => store.subscribe(() => setFlows(store.get())), []);\n useEffect(() => {\n void load();\n // A SystemEvent step closes on a game action; the progress arrives with that action's reply.\n const off = client.on(\"tutorial:systemProgress\", () => void load());\n return () => off();\n }, [client, load]);\n\n const flow = activeFlow(flows);\n const step = flow?.Status === \"InProgress\" ? flow.CurrentStep : null;\n const anchor = anchorOf(step);\n\n // Follow the anchor (it moves with layout, scroll and screen changes) and step aside for popups.\n useEffect(() => {\n if (!flow) return;\n const tick = () => {\n setBlocked(modalOpen());\n const el = anchor\n ? document.querySelector(\n `[data-tutorial-anchor=\"${CSS.escape(anchor)}\"]`,\n )\n : null;\n const r = el?.getBoundingClientRect();\n setRect(\n r && r.width > 0 && r.height > 0\n ? { left: r.left, top: r.top, width: r.width, height: r.height }\n : null,\n );\n };\n tick();\n const id = setInterval(tick, 250);\n return () => clearInterval(id);\n }, [flow?.FlowID, flow?.CurrentStepID, anchor]);\n\n // The funnel measures time on step from this report — once per step shown.\n useEffect(() => {\n if (!flow || !flow.CurrentStepID || blocked) return;\n const key = `${flow.FlowID}:${flow.CurrentStepID}`;\n if (shown.current.has(key)) return;\n shown.current.add(key);\n kit.play(\"notify\");\n void client.tutorial.reportStepShown(flow.FlowID, flow.CurrentStepID);\n }, [flow?.FlowID, flow?.CurrentStepID, blocked]);\n\n if (!flow || blocked) return null;\n\n const act = async (\n fn: () => Promise<{ ok: boolean; error?: string; data?: unknown }>,\n ) => {\n setBusy(true);\n const res = await fn();\n setBusy(false);\n if (!res.ok) return toast(errorText(res.error ?? \"\"), \"error\");\n await load();\n };\n\n const text = step\n ? stepText(step, (k) => catalog.localize(k))\n : { title: t(\"done\"), body: \"\" };\n const place = bubblePlacement(\n step ? rect : null,\n { width: window.innerWidth, height: window.innerHeight },\n BUBBLE,\n );\n const pad = 6;\n\n return (\n <div\n style={{\n position: \"fixed\",\n inset: 0,\n zIndex: 45,\n pointerEvents: \"none\",\n }}\n data-idos-tutorial\n >\n {step && rect ? (\n <div\n className=\"idos-pulse\"\n style={{\n position: \"fixed\",\n left: rect.left - pad,\n top: rect.top - pad,\n width: rect.width + pad * 2,\n height: rect.height + pad * 2,\n borderRadius: 14,\n border: `3px solid ${v.gold}`,\n boxShadow: `0 0 0 9999px ${v.backdrop}`,\n transition: \"all .25s ease\",\n }}\n />\n ) : (\n <div\n style={{\n position: \"fixed\",\n inset: 0,\n background: v.backdrop,\n }}\n />\n )}\n <div\n style={{\n ...panel,\n position: \"fixed\",\n left: place.left,\n top: place.top,\n width: Math.min(BUBBLE.width, window.innerWidth - 24),\n padding: 14,\n display: \"grid\",\n gap: 8,\n pointerEvents: \"auto\",\n animation: `idos-pop-in ${v.slow} ease both`,\n }}\n >\n <div style={{ display: \"flex\", alignItems: \"center\", gap: 8 }}>\n <Icon glyph={step ? \"bulb\" : \"trophy\"} size={26} />\n <div style={{ flex: 1, ...outlined, fontSize: 16 }}>\n {text.title}\n </div>\n {step ? (\n <span style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {stepCounter(flow)}\n </span>\n ) : null}\n </div>\n {text.body ? (\n <div style={{ fontSize: 14, fontWeight: 600 }}>{text.body}</div>\n ) : null}\n <div\n style={{\n display: \"flex\",\n gap: 8,\n justifyContent: \"flex-end\",\n alignItems: \"center\",\n }}\n >\n {step && flow.CanSkip ? (\n <Button\n size=\"sm\"\n tone=\"grey\"\n disabled={busy}\n onClick={() =>\n void act(() => client.tutorial.skipFlow(flow.FlowID))\n }\n >\n {t(\"skip\")}\n </Button>\n ) : null}\n {step ? (\n canTapNext(step) ? (\n <Button\n size=\"sm\"\n tone=\"green\"\n attract\n busy={busy}\n onClick={() =>\n void act(() =>\n client.tutorial.completeStep(\n flow.FlowID,\n flow.CurrentStepID!,\n ),\n )\n }\n data-tutorial-anchor=\"tutorial:next\"\n >\n {t(\"next\")}\n </Button>\n ) : (\n <span style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {t(\"waiting\")}\n </span>\n )\n ) : (\n <Button\n size=\"sm\"\n tone=\"gold\"\n attract\n busy={busy}\n onClick={() =>\n void act(async () => {\n const res = await client.tutorial.claimFlowReward(\n flow.FlowID,\n );\n // The payout sits in `Granted` (an operation), not where the generic reader looks.\n if (res.ok) celebrate(operationLines(res.data.Granted));\n return res;\n })\n }\n >\n {t(\"claim\")}\n </Button>\n )}\n </div>\n </div>\n </div>\n );\n };\n}\n\ntype FlowDef = {\n Identity?: { DisplayName?: string | null; SortOrder?: number | null } | null;\n Policy?: { RestartPolicy?: string | null } | null;\n};\n\n/** \"Tutorials\": every flow of the title with its status; replay where the title allows it. */\nexport function makeTutorialsScreen(store: TutorialStore) {\n return function TutorialsScreen(_: FeatureScreenProps): ReactNode {\n const client = useIDosGamesClient();\n const catalog = useCatalog();\n const toast = useToast();\n const stagger = useStagger();\n const [defs, setDefs] = useState<Record<string, FlowDef | null> | null>(\n null,\n );\n const [flows, setFlows] = useState<FlowView[]>([]);\n const [busy, setBusy] = useState<string | null>(null);\n const load = useCallback(async () => {\n // Listing must not start anything — autoStart off.\n const [d, s] = await Promise.all([\n client.tutorial.getTutorialDefinitions(),\n client.tutorial.getUserTutorialState(false),\n ]);\n setDefs(\n d.ok ? ((d.data.Flows ?? {}) as Record<string, FlowDef | null>) : {},\n );\n setFlows(s.ok ? ((s.data.Flows ?? []) as FlowView[]) : []);\n }, [client]);\n useEffect(() => {\n void load();\n }, [load]);\n if (!defs)\n return (\n <Center>\n <Spinner />\n </Center>\n );\n const ids = Object.keys(defs).sort(\n (a, b) =>\n Number(defs[a]?.Identity?.SortOrder ?? 0) -\n Number(defs[b]?.Identity?.SortOrder ?? 0),\n );\n if (ids.length === 0)\n return <EmptyState glyph=\"bulb\" text={t(\"noTutorials\")} />;\n const replay = async (id: string) => {\n setBusy(id);\n const reset = await client.tutorial.resetFlow(id);\n const started = reset.ok ? await client.tutorial.startFlow(id) : reset;\n setBusy(null);\n if (!started.ok) return toast(errorText(started.error), \"error\");\n const s = await client.tutorial.getUserTutorialState(false);\n if (s.ok) store.set((s.data.Flows ?? []) as FlowView[]);\n await load();\n };\n return (\n <div style={{ display: \"grid\", gap: 8 }}>\n {ids.map((id, i) => {\n const view = flows.find((f) => f.FlowID === id);\n const status = view?.Status ?? \"NotStarted\";\n const label =\n status === \"Completed\"\n ? t(\"completed\")\n : status === \"InProgress\"\n ? t(\"inProgress\")\n : status === \"Skipped\"\n ? t(\"skipped\")\n : t(\"notStarted\");\n const canReplay =\n defs[id]?.Policy?.RestartPolicy === \"OnRequest\" &&\n (status === \"Completed\" || status === \"Skipped\");\n return (\n <div\n key={id}\n style={{\n ...panel,\n padding: 10,\n display: \"flex\",\n alignItems: \"center\",\n gap: 10,\n ...stagger(i),\n }}\n >\n <Icon glyph=\"bulb\" size={28} />\n <div style={{ flex: 1, minWidth: 0 }}>\n <div style={{ ...outlined, fontSize: 15 }}>\n {catalog.localize(defs[id]?.Identity?.DisplayName ?? id)}\n </div>\n <div style={{ ...outlined, fontSize: 12, color: v.textDim }}>\n {label}\n </div>\n </div>\n {canReplay ? (\n <Button\n size=\"sm\"\n tone=\"blue\"\n busy={busy === id}\n onClick={() => void replay(id)}\n >\n {t(\"replay\")}\n </Button>\n ) : null}\n </div>\n );\n })}\n </div>\n );\n };\n}\n"
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"path": "module.meta.json",
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"content": "{\n \"id\": \"tutorials\",\n \"type\": \"feature\",\n \"summary\": \"Onboarding for any game: hint bubbles next to marked elements, step by step, skip, a completion reward and a replay list.\",\n \"description\": \"A ready onboarding overlay (Unity Runtime/UI/Tutorial, TutorialAnchorRegistry) for ANY game, built on the @idosgames/react/ui kit and client.tutorial. It shows the current step of the running flow as a hint bubble next to the element marked data-tutorial-anchor=\\\"{AnchorID}\\\" — any element of any module (lobby tabs are tab:{featureID}, the profile button lobby:profile, a game's Play button play:{modeID}, the mini-game's round play:start) — with the rest of the screen dimmed. It follows the element as the layout changes, steps aside while a popup is open, offers 'Next' only on steps the player closes (a SystemEvent step waits for the real game action), 'Skip' when the flow allows it, and the reward when the flow ends; every shown step is reported for the funnel. Flows start by themselves when the title says so. The 'Tutorials' feature lists the flows and replays the ones the title lets the player restart. Ships title-seed.json: a five-step welcome tour of the lobby with a gem reward.\",\n \"provides\": [\n \"tutorial overlay with a highlighted element\",\n \"hint bubble with next and skip\",\n \"any element as an anchor via data-tutorial-anchor\",\n \"tutorial completion reward\",\n \"tutorials list with replay\",\n \"demo welcome tour\"\n ],\n \"tags\": [\"tutorial\", \"onboarding\", \"ftue\", \"coach-marks\", \"hints\", \"ui\"],\n \"author\": {\n \"name\": \"iDos Games\",\n \"url\": \"https://idosgames.com\"\n },\n \"version\": \"0.1.
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"content": "{\n \"id\": \"tutorials\",\n \"type\": \"feature\",\n \"summary\": \"Onboarding for any game: hint bubbles next to marked elements, step by step, skip, a completion reward and a replay list.\",\n \"description\": \"A ready onboarding overlay (Unity Runtime/UI/Tutorial, TutorialAnchorRegistry) for ANY game, built on the @idosgames/react/ui kit and client.tutorial. It shows the current step of the running flow as a hint bubble next to the element marked data-tutorial-anchor=\\\"{AnchorID}\\\" — any element of any module (lobby tabs are tab:{featureID}, the profile button lobby:profile, a game's Play button play:{modeID}, the mini-game's round play:start) — with the rest of the screen dimmed. It follows the element as the layout changes, steps aside while a popup is open, offers 'Next' only on steps the player closes (a SystemEvent step waits for the real game action), 'Skip' when the flow allows it, and the reward when the flow ends; every shown step is reported for the funnel. Flows start by themselves when the title says so. The 'Tutorials' feature lists the flows and replays the ones the title lets the player restart. Ships title-seed.json: a five-step welcome tour of the lobby with a gem reward.\",\n \"provides\": [\n \"tutorial overlay with a highlighted element\",\n \"hint bubble with next and skip\",\n \"any element as an anchor via data-tutorial-anchor\",\n \"tutorial completion reward\",\n \"tutorials list with replay\",\n \"demo welcome tour\"\n ],\n \"tags\": [\"tutorial\", \"onboarding\", \"ftue\", \"coach-marks\", \"hints\", \"ui\"],\n \"author\": {\n \"name\": \"iDos Games\",\n \"url\": \"https://idosgames.com\"\n },\n \"version\": \"0.1.1\"\n}\n"
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