@novely/core 0.0.0-alpha.16 → 0.0.0-alpha.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.global.js +1 -1
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +1 -1
- package/dist/index.js.map +1 -1
- package/package.json +1 -1
- package/dist/index.d.ts +0 -232
package/dist/index.global.js
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"use strict";var Novely=(()=>{var
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"use strict";var Novely=(()=>{var de=Object.create;var D=Object.defineProperty;var ye=Object.getOwnPropertyDescriptor;var he=Object.getOwnPropertyNames;var ve=Object.getPrototypeOf,Se=Object.prototype.hasOwnProperty;var be=(t,e)=>()=>(e||t((e={exports:{}}).exports,e),e.exports),Ae=(t,e)=>{for(var n in e)D(t,n,{get:e[n],enumerable:!0})},q=(t,e,n,s)=>{if(e&&typeof e=="object"||typeof e=="function")for(let i of he(e))!Se.call(t,i)&&i!==n&&D(t,i,{get:()=>e[i],enumerable:!(s=ye(e,i))||s.enumerable});return t};var we=(t,e,n)=>(n=t!=null?de(ve(t)):{},q(e||!t||!t.__esModule?D(n,"default",{value:t,enumerable:!0}):n,t)),xe=t=>q(D({},"__esModule",{value:!0}),t);var ee=be((Be,Z)=>{"use strict";var Pe=function(e){return Ce(e)&&!Oe(e)};function Ce(t){return!!t&&typeof t=="object"}function Oe(t){var e=Object.prototype.toString.call(t);return e==="[object RegExp]"||e==="[object Date]"||je(t)}var Me=typeof Symbol=="function"&&Symbol.for,Te=Me?Symbol.for("react.element"):60103;function je(t){return t.$$typeof===Te}function Re(t){return Array.isArray(t)?[]:{}}function T(t,e){return e.clone!==!1&&e.isMergeableObject(t)?x(Re(t),t,e):t}function Ee(t,e,n){return t.concat(e).map(function(s){return T(s,n)})}function De(t,e){if(!e.customMerge)return x;var n=e.customMerge(t);return typeof n=="function"?n:x}function Ie(t){return Object.getOwnPropertySymbols?Object.getOwnPropertySymbols(t).filter(function(e){return Object.propertyIsEnumerable.call(t,e)}):[]}function z(t){return Object.keys(t).concat(Ie(t))}function X(t,e){try{return e in t}catch{return!1}}function Ne(t,e){return X(t,e)&&!(Object.hasOwnProperty.call(t,e)&&Object.propertyIsEnumerable.call(t,e))}function Le(t,e,n){var s={};return n.isMergeableObject(t)&&z(t).forEach(function(i){s[i]=T(t[i],n)}),z(e).forEach(function(i){Ne(t,i)||(X(t,i)&&n.isMergeableObject(e[i])?s[i]=De(i,n)(t[i],e[i],n):s[i]=T(e[i],n))}),s}function x(t,e,n){n=n||{},n.arrayMerge=n.arrayMerge||Ee,n.isMergeableObject=n.isMergeableObject||Pe,n.cloneUnlessOtherwiseSpecified=T;var s=Array.isArray(e),i=Array.isArray(t),d=s===i;return d?s?n.arrayMerge(t,e,n):Le(t,e,n):T(e,n)}x.all=function(e,n){if(!Array.isArray(e))throw new Error("first argument should be an array");return e.reduce(function(s,i){return x(s,i,n)},{})};var ke=x;Z.exports=ke});var _e={};Ae(_e,{localStorageStorage:()=>ae,novely:()=>ne});var B=t=>(e,n)=>t[e](n),I=t=>typeof t=="number",k=t=>t===null,K=t=>typeof t=="string",$=t=>{let e=String.prototype.startsWith.bind(t);return e("http")||e("/")||e(".")||e("data")},_=t=>String(t),J=(t,e)=>t==="custom"&&e[0]&&e[0].requireUserAction,W=(t,e=navigator.language)=>(e=e.substring(0,2),t.includes(e)||(e=t[0]),e),Q=(t,e)=>{let n=!1,s,i;function d(){if(n){s=arguments,i=this;return}t.apply(this,arguments),n=!1}return setTimeout(function(){n=!1,s&&(d.apply(i,s),s=i=null)},e),d};var Y=(t,e=new Set)=>{let n=h=>(e.add(h),h(t),()=>{e.delete(h)}),s=h=>{e.forEach(P=>P(h))};return{subscribe:n,update:h=>{s(t=h(t))},get:()=>t}};var re=we(ee(),1);function A(t){var e,n,s;if(Array.isArray(t)){for(n=Array(e=t.length);e--;)n[e]=(s=t[e])&&typeof s=="object"?A(s):s;return n}if(Object.prototype.toString.call(t)==="[object Object]"){n={};for(e in t)e==="__proto__"?Object.defineProperty(n,e,{value:A(t[e]),configurable:!0,enumerable:!0,writable:!0}):n[e]=(s=t[e])&&typeof s=="object"?A(s):s;return n}return t}var te=new Set(["dialog","input","vibrate"]),$e=[[[null,"start"],[null,0]],{},[Date.now(),"auto"]],N=(t,e=navigator.language)=>(e=e.substring(0,2),t.includes(e)||(e=t[0]),[[[null,"start"],[null,0]],{},[Date.now(),"auto"]]);var ne=async({characters:t,storage:e,renderer:n,initialScreen:s="mainmenu",t9n:i,languages:d,assetsPreload:h})=>{let P,oe=r=>{P=r,me()},U={background:new Set},se=new Proxy({},{get(r,o){return(...a)=>(o==="showBackground"&&$(a[0])&&U.background.add(a[0]),[o,...a])}});function G(r){if(!r)return c.value[1];let o=c.value[1],a=typeof r=="function"?r(o):(0,re.all)([o,r]);c.value[1]=a}let ie=(r,o=[r])=>({get value(){return o.at(-1)},set value(a){o[o.length-1]=a},back(){o.length>1&&(o.pop(),C=!0)},push(a){o.push(a)},clear(){o=[N(d,v.get().meta[0])]}}),v=Y(await e.get()),ce=Q(r=>e.set(r),120);v.subscribe(ce);let L=(r=>r.saves.length>0&&r.saves.at(-1))(v.get())||N(d,v.get().meta[0]),c=ie(L),H=async(r=!1,o=r?"auto":"manual")=>{let a=await e.get(),g=c.value[2][0],f=a.saves.findIndex(M=>M[2][0]===g)===a.saves.length-1;return c.value[2][0]=Date.now(),c.value[2][1]=o,r&&f?a.saves[a.saves.length-1]=c.value:a.saves.push(c.value),await e.set(a)},ue=()=>{v.update(r=>{let o=N(d,v.get().meta[0]);return r.saves.push(o),j(o),r})},le=r=>(c.value=r,j(r)),y=!1,C=!1,j=async r=>{let o=r||await e.get().then(m=>m.saves.at(-1));o||(await e.set({saves:[L],meta:[W(d)]}),o=A(L)),y=!0,c.value=o,u.ui.showScreen("game"),O("clear",[C]);let a=P,g=0,f=c.value[0].reduce((m,[l,S])=>k(l)&&I(S)?m+1:m,0),M=[];for(let[m,l]of c.value[0])if(m===null){if(K(l))a=a[l];else if(I(l)){g++;for(let S=0;S<l;S++){let[b,...E]=a[S];if(te.has(b)||J(b,E))if(g===f&&S===l)M.push([b,E]);else continue;M.push([b,E])}a=a[l]}}else m==="choice"?a=a[l+1][1]:m==="condition"&&(a=a[2][l]);let V=M.map((m,l)=>m.concat(l));for await(let[m,l,S]of V)if(m==="function"||m==="custom"){if(m==="custom"&&l[0].callOnlyLatest&&!!V.slice(S+1).some(([He,ge])=>_(ge[0])===_(l[0])))continue;let b=O(m,l);b&&"then"in b&&await b}else O(m,l);y=!1,C=!1,w()},fe=()=>{let r=P;for(let[o,a]of c.value[0])o===null?r=r[a]:o==="choice"?r=r[a+1][1]:o==="condition"&&(r=r[2][a]);return r},u=n({characters:t,storage:e,set:le,restore:j,save:H,newGame:ue,stack:c,languages:d,t:i.i,$:v}),me=()=>{if(!h){s==="game"?j():u.ui.showScreen(s);return}let r=[];u.ui.showScreen("loading");for(let[o,{emotions:a}]of Object.entries(t))for(let g of Object.keys(a))r.push(Promise.resolve(u.character(o).withEmotion(g)));for(let o of U.background)r.push(new Promise((a,g)=>{let f=document.createElement("img");f.crossOrigin="*",f.src=o,f.complete&&f.naturalHeight!==0?a(void 0):(f.onload=a,f.onerror=g)}));Promise.all(r).then(()=>{u.ui.showScreen(s)})},O=B({wait([r]){y||setTimeout(p,r)},showBackground([r]){u.background(r),p()},playMusic([r]){u.music(r,"music").play(),p()},stopMusic([r]){u.music(r,"music").stop(),p()},showCharacter([r,o,a,g]){let f=u.character(r);f.append(a,g),f.withEmotion(o)(),p()},hideCharacter([r,o,a,g]){u.character(r).remove(o,a,g)(p)},dialog([r,o,a]){u.dialog(F(o),r,a)(()=>{R(),p()})},function([r]){let o=r();return y||(o?o.then(p):p()),o},choice(r){let o=r.map(([a,g,f])=>[F(a),g,f]);u.choices(o)(a=>{R(),c.value[0].push(["choice",a],[null,0]),w()})},jump([r]){c.value[0]=[[null,r],[null,0]],u.clear(!1)(()=>{y||w()})},clear(){try{navigator.vibrate(0)}finally{u.clear(C)(p)}},condition([r]){let o=r();y||(c.value[0].push(["condition",o],[null,0]),w())},end(){H(!1,"auto").then(()=>{O("clear",[]),u.ui.showScreen("mainmenu")})},input([r,o,a]){u.input(r,o,a)(()=>{R(),p()})},custom([r]){return u.custom(r,C,()=>{!y&&r.requireUserAction&&R(),y||p()})},vibrate(r){navigator.vibrate(r),p()},next(){p()}}),R=()=>{if(y)return;let r=A(c.value);r[0]=A(c.value[0]),r[2][0]=new Date().valueOf(),r[2][1]="auto",c.push(r)},pe=()=>{let r=c.value[0][c.value[0].length-1];if(k(r[0])&&I(r[1])){r[1]=r[1]+1;return}c.value[0].push([null,0])},w=()=>{let r=fe();if(r){let[o,...a]=r;O(o,a)}},p=()=>{y||(pe(),w())},F=r=>typeof r=="function"?r(v.get().meta[0],G()):r;return{withStory:oe,action:se,render:w,state:G,t:i.t}};var ae=t=>({async get(){let e=localStorage.getItem(t.key);return e?JSON.parse(e):{saves:[],meta:[]}},async set(e){localStorage.setItem(t.key,JSON.stringify(e))}});return xe(_e);})();
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//# sourceMappingURL=index.global.js.map
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package/dist/index.global.js.map
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{"version":3,"sources":["../../../node_modules/.pnpm/deepmerge@4.3.0/node_modules/deepmerge/dist/cjs.js","../src/index.ts","../src/utils.ts","../src/store.ts","../src/novely.ts","../../../node_modules/.pnpm/klona@2.0.6/node_modules/klona/json/index.mjs","../src/constants.ts","../../t9n/src/translation.ts","../../t9n/src/translations.ts","../src/storage.ts"],"sourcesContent":["'use strict';\n\nvar isMergeableObject = function isMergeableObject(value) {\n\treturn isNonNullObject(value)\n\t\t&& !isSpecial(value)\n};\n\nfunction isNonNullObject(value) {\n\treturn !!value && typeof value === 'object'\n}\n\nfunction isSpecial(value) {\n\tvar stringValue = Object.prototype.toString.call(value);\n\n\treturn stringValue === '[object RegExp]'\n\t\t|| stringValue === '[object Date]'\n\t\t|| isReactElement(value)\n}\n\n// see https://github.com/facebook/react/blob/b5ac963fb791d1298e7f396236383bc955f916c1/src/isomorphic/classic/element/ReactElement.js#L21-L25\nvar canUseSymbol = typeof Symbol === 'function' && Symbol.for;\nvar REACT_ELEMENT_TYPE = canUseSymbol ? Symbol.for('react.element') : 0xeac7;\n\nfunction isReactElement(value) {\n\treturn value.$$typeof === REACT_ELEMENT_TYPE\n}\n\nfunction emptyTarget(val) {\n\treturn Array.isArray(val) ? [] : {}\n}\n\nfunction cloneUnlessOtherwiseSpecified(value, options) {\n\treturn (options.clone !== false && options.isMergeableObject(value))\n\t\t? deepmerge(emptyTarget(value), value, options)\n\t\t: value\n}\n\nfunction defaultArrayMerge(target, source, options) {\n\treturn target.concat(source).map(function(element) {\n\t\treturn cloneUnlessOtherwiseSpecified(element, options)\n\t})\n}\n\nfunction getMergeFunction(key, options) {\n\tif (!options.customMerge) {\n\t\treturn deepmerge\n\t}\n\tvar customMerge = options.customMerge(key);\n\treturn typeof customMerge === 'function' ? customMerge : deepmerge\n}\n\nfunction getEnumerableOwnPropertySymbols(target) {\n\treturn Object.getOwnPropertySymbols\n\t\t? Object.getOwnPropertySymbols(target).filter(function(symbol) {\n\t\t\treturn Object.propertyIsEnumerable.call(target, symbol)\n\t\t})\n\t\t: []\n}\n\nfunction getKeys(target) {\n\treturn Object.keys(target).concat(getEnumerableOwnPropertySymbols(target))\n}\n\nfunction propertyIsOnObject(object, property) {\n\ttry {\n\t\treturn property in object\n\t} catch(_) {\n\t\treturn false\n\t}\n}\n\n// Protects from prototype poisoning and unexpected merging up the prototype chain.\nfunction propertyIsUnsafe(target, key) {\n\treturn propertyIsOnObject(target, key) // Properties are safe to merge if they don't exist in the target yet,\n\t\t&& !(Object.hasOwnProperty.call(target, key) // unsafe if they exist up the prototype chain,\n\t\t\t&& Object.propertyIsEnumerable.call(target, key)) // and also unsafe if they're nonenumerable.\n}\n\nfunction mergeObject(target, source, options) {\n\tvar destination = {};\n\tif (options.isMergeableObject(target)) {\n\t\tgetKeys(target).forEach(function(key) {\n\t\t\tdestination[key] = cloneUnlessOtherwiseSpecified(target[key], options);\n\t\t});\n\t}\n\tgetKeys(source).forEach(function(key) {\n\t\tif (propertyIsUnsafe(target, key)) {\n\t\t\treturn\n\t\t}\n\n\t\tif (propertyIsOnObject(target, key) && options.isMergeableObject(source[key])) {\n\t\t\tdestination[key] = getMergeFunction(key, options)(target[key], source[key], options);\n\t\t} else {\n\t\t\tdestination[key] = cloneUnlessOtherwiseSpecified(source[key], options);\n\t\t}\n\t});\n\treturn destination\n}\n\nfunction deepmerge(target, source, options) {\n\toptions = options || {};\n\toptions.arrayMerge = options.arrayMerge || defaultArrayMerge;\n\toptions.isMergeableObject = options.isMergeableObject || isMergeableObject;\n\t// cloneUnlessOtherwiseSpecified is added to `options` so that custom arrayMerge()\n\t// implementations can use it. The caller may not replace it.\n\toptions.cloneUnlessOtherwiseSpecified = cloneUnlessOtherwiseSpecified;\n\n\tvar sourceIsArray = Array.isArray(source);\n\tvar targetIsArray = Array.isArray(target);\n\tvar sourceAndTargetTypesMatch = sourceIsArray === targetIsArray;\n\n\tif (!sourceAndTargetTypesMatch) {\n\t\treturn cloneUnlessOtherwiseSpecified(source, options)\n\t} else if (sourceIsArray) {\n\t\treturn options.arrayMerge(target, source, options)\n\t} else {\n\t\treturn mergeObject(target, source, options)\n\t}\n}\n\ndeepmerge.all = function deepmergeAll(array, options) {\n\tif (!Array.isArray(array)) {\n\t\tthrow new Error('first argument should be an array')\n\t}\n\n\treturn array.reduce(function(prev, next) {\n\t\treturn deepmerge(prev, next, options)\n\t}, {})\n};\n\nvar deepmerge_1 = deepmerge;\n\nmodule.exports = deepmerge_1;\n","export type { ValidAction, Story, ActionProxyProvider, DefaultActionProxyProvider, GetActionParameters, CustomHandler, CustomHandlerGetResult, CustomHandlerGetResultDataFunction } from './action'\nexport type { Emotions, Character } from './character'\nexport type { CharacterHandle, AudioHandle, RendererStore, Renderer, RendererInit } from './renderer'\nexport type { Storage } from './storage'\nexport type { Thenable, Path, StorageData } from './types'\nexport type { Stored } from './store'\nexport type { BaseTranslationStrings } from '@novely/t9n';\n\nexport { novely } from './novely'\nexport { localStorageStorage } from './storage'","import type { ActionProxyProvider, CustomHandler } from './action'\nimport type { Character } from './character'\nimport type { Save, Thenable } from './types'\n\ntype MatchActionMap = {\n [Key in keyof ActionProxyProvider<Record<string, Character>>]: (data: Parameters<ActionProxyProvider<Record<string, Character>>[Key]>) => void;\n}\n\ntype MatchActionMapComplete = Omit<MatchActionMap, 'custom'> & {\n custom: (value: [handler: CustomHandler]) => Thenable<void>;\n}\n\nconst matchAction = <M extends MatchActionMapComplete>(values: M) => {\n return (action: keyof MatchActionMap, props: any) => {\n return values[action](props);\n }\n}\n\nconst isNumber = (val: unknown): val is number => {\n return typeof val === 'number';\n}\n\nconst isNull = (val: unknown): val is null => {\n return val === null;\n}\n\nconst isString = (val: unknown): val is string => {\n return typeof val === 'string';\n}\n\nconst isCSSImage = (str: string) => {\n const startsWith = String.prototype.startsWith.bind(str);\n\n return startsWith('http') || startsWith('/') || startsWith('.') || startsWith('data');\n}\n\nconst str = (value: unknown) => {\n return String(value);\n}\n\nconst isUserRequiredAction = (action: keyof MatchActionMapComplete, meta: Parameters<MatchActionMapComplete[keyof MatchActionMapComplete]>) => {\n return action === 'custom' && meta[0] && (meta[0] as unknown as CustomHandler).requireUserAction;\n}\n\nconst getDefaultSave = () => {\n return [[[null, 'start'], [null, 0]], {}, [Date.now(), 'auto']] as Save;\n}\n\nconst getLanguage = (languages: string[], language = navigator.language) => {\n if (languages.includes(language)) {\n return language;\n } else if (languages.includes((language = language.substring(0, 2)))) {\n return language;\n } else if ((language = languages.find((value) => navigator.languages.includes(value))!)) {\n return language\n }\n\n /**\n * We'v checked the `en-GB` format, `en` format, and maybe any second languages, but there were no matches\n */\n return languages[0];\n}\n\n/**\n * @copyright Techlead LLC\n * @see https://learn.javascript.ru/task/throttle\n */\nconst throttle = <Fn extends ((...args: any[]) => any)>(fn: Fn, ms: number) => {\n let throttled = false, savedArgs: any, savedThis: any;\n\n function wrapper() {\n if (throttled) {\n savedArgs = arguments;\n // @ts-ignore\n savedThis = this;\n\n return;\n }\n\n // @ts-ignore\n fn.apply(this, arguments);\n\n throttled = false;\n }\n\n setTimeout(function () {\n throttled = false;\n\n if (savedArgs) {\n wrapper.apply(savedThis, savedArgs);\n savedArgs = savedThis = null;\n }\n }, ms);\n\n return wrapper as unknown as (...args: Parameters<Fn>) => void;\n}\n\nexport { matchAction, isNumber, isNull, isString, isCSSImage, str, isUserRequiredAction, getDefaultSave, getLanguage, throttle }","type Stored<T> = {\n subscribe: (cb: (value: T) => void) => () => void;\n update: (fn: (prev: T) => T) => void;\n get: () => T;\n}\n\nconst store = <T>(current: T, subscribers = new Set<(value: T) => void>()): Stored<T> => {\n const subscribe = (cb: (value: T) => void) => {\n subscribers.add(cb), cb(current);\n\n return () => {\n subscribers.delete(cb);\n }\n };\n\n const push = (value: T) => {\n subscribers.forEach((cb) => cb(value))\n };\n\n const update = (fn: (prev: T) => T) => {\n push((current = fn(current)));\n };\n\n const get = () => {\n return current;\n };\n\n return { subscribe, update, get } as const;\n};\n\nexport { store }\nexport type { Stored }","import type { Character } from './character';\nimport type { ActionProxyProvider, GetActionParameters, Story, ValidAction, DialogContent, ChoiceContent, CustomHandler } from './action';\nimport type { Storage } from './storage';\nimport type { Save, State, StorageData } from './types'\nimport type { Renderer, RendererInit } from './renderer'\nimport type { SetupT9N } from '@novely/t9n'\nimport { matchAction, isNumber, isNull, isString, isCSSImage, str, isUserRequiredAction, getDefaultSave, getLanguage, throttle } from './utils';\nimport { store } from './store';\nimport { all as deepmerge } from 'deepmerge'\nimport { klona } from 'klona/json';\nimport { SKIPPED_DURING_RESTORE } from './constants';\nimport { replace as replaceT9N } from '@novely/t9n';\n\ninterface NovelyInit<Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends ReturnType<SetupT9N<Languages>>> {\n /**\n * An array of languages supported by the game.\n */\n languages: Languages[];\n /**\n * An object containing the characters in the game.\n */\n characters: Characters;\n /**\n * An object that provides access to the game's storage system.\n */\n storage: Storage;\n /**\n * A function that returns a Renderer object used to display the game's content\n */\n renderer: (characters: RendererInit) => Renderer;\n /**\n * An optional property that specifies the initial screen to display when the game starts\n */\n initialScreen?: \"mainmenu\" | \"game\" | \"saves\" | \"settings\";\n /**\n * An object containing the translation functions used in the game\n */\n t9n: Inter;\n /**\n * An optional property that specifies whether the game should use a single save.\n */\n singleSave?: boolean;\n}\n\nconst novely = <Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends ReturnType<SetupT9N<Languages>>>({ characters, storage, renderer: createRenderer, initialScreen = \"mainmenu\", t9n, languages }: NovelyInit<Languages, Characters, Inter>) => {\n let story: Story;\n\n const withStory = (s: Story) => {\n /**\n * Transforms `(ValidAction | ValidAction[])[]` to `ValidAction[]`\n */\n story = Object.fromEntries(Object.entries(s).map(([name, items]) => {\n const flat = (item: (ValidAction | ValidAction[])[]): ValidAction[] => {\n return item.flatMap((data) => {\n const type = data[0];\n\n /**\n * This is not just an action like `['name', ...arguments]`, but an array of actions\n */\n if (Array.isArray(type)) return flat(data as ValidAction[]);\n\n return [data as ValidAction];\n });\n };\n\n return [name, flat(items)];\n }));\n\n /**\n * When `initialScreen` is not a game, we can safely show it\n */\n if (initialScreen !== 'game') renderer.ui.showScreen(initialScreen);\n }\n\n /**\n * This is used when background is loading\n */\n const preload = {\n background: new Set<string>(),\n }\n\n const action = new Proxy({} as ActionProxyProvider<Characters>, {\n get(_, prop) {\n return (...props: Parameters<ActionProxyProvider<Record<string, Character>>[keyof ActionProxyProvider<Record<string, Character>>]>) => {\n if (prop === 'showBackground') {\n if (isCSSImage(props[0] as string)) preload.background.add(props[0] as string);\n }\n\n return [prop, ...props];\n }\n }\n });\n\n function state(value: State | ((prev: State) => State)): void;\n function state(): State;\n function state(value?: State | ((prev: State) => State)): State | void {\n if (!value) return stack.value[1]\n\n const prev = stack.value[1];\n const val = typeof value === 'function' ? value(prev as State) : deepmerge([prev, value]);\n\n stack.value[1] = val as State;\n }\n\n const createStack = (current: Save, stack = [current]) => {\n return {\n get value() {\n return stack.at(-1)!;\n },\n set value(value: Save) {\n stack[stack.length - 1] = value;\n },\n back() {\n if (stack.length > 1) stack.pop(), goingBack = true;\n },\n push(value: Save) {\n stack.push(value);\n },\n clear() {\n stack = [getDefaultSave()];\n }\n }\n }\n\n /**\n * 1) Novely rendered using the `initialData`, you can still start new game or `load` an empty one - this is scary, imagine losing your progress\n * 2) Actual stored data is loaded, language and etc is changed \n */\n const initialData: StorageData = {\n saves: [],\n meta: [getLanguage(languages)]\n };\n\n const $ = store(initialData);\n\n let initialDataLoaded = false;\n\n const onStorageDataChange = (value: StorageData) => {\n if (initialDataLoaded) storage.set(value);\n };\n\n const throttledOnStorageDataChange = throttle(onStorageDataChange, 120);\n\n $.subscribe(throttledOnStorageDataChange);\n\n storage.get().then(stored => {\n /**\n * Default `localStorageStorage` cannot determine preferred language, and returns empty array\n */\n stored.meta[0] ||= getLanguage(languages);\n\n /**\n * Now the next store updates will entail saving via storage.set\n */\n initialDataLoaded = true;\n\n $.update(() => stored);\n\n /**\n * When initialScreen is game, then we will load it, but after the data is loaded\n */\n if (initialScreen === 'game') restore();\n });\n\n const initial = ((value) => value.saves.length > 0 && value.saves.at(-1))($.get()) || getDefaultSave();\n const stack = createStack(initial);\n\n const save = (override = false, type: Save[2][1] = override ? 'auto' : 'manual') => {\n if (!initialDataLoaded) return;\n\n $.update(prev => {\n const date = stack.value[2][0];\n const isLatest = prev.saves.findIndex(value => value[2][0] === date) === prev.saves.length - 1;\n\n /**\n * Обновим дату и тип\n */\n stack.value[2][0] = Date.now();\n stack.value[2][1] = type;\n\n if (override) {\n /**\n * Перезапишем\n */\n if (isLatest) {\n /**\n * Сохранения хранятся в массиве. Нельзя перезаписать любое последнее\n * \n * Если перезаписывать старое сохранение, то они не будут идти в хронологическом порядке\n */\n prev.saves[prev.saves.length - 1] = stack.value;\n } else {\n prev.saves.push(stack.value);\n }\n } else {\n /**\n * Добавляем текущее сохранение\n */\n prev.saves.push(stack.value);\n }\n\n /**\n * Устанавливаем новое значение\n */\n return prev;\n });\n }\n\n const newGame = () => {\n if (!initialDataLoaded) return;\n\n $.update(prev => {\n const save = getDefaultSave();\n\n prev.saves.push(save), restore(save);\n\n return prev;\n });\n }\n\n /**\n * Устанавливает сохранение\n */\n const set = (save: Save) => {\n stack.value = save;\n\n return restore(save);\n }\n\n let restoring = false;\n let goingBack = false;\n\n /**\n * Визуально восстанавливает историю\n */\n const restore = async (save?: Save) => {\n if (!initialDataLoaded) return;\n\n let latest = save ? save : $.get().saves.at(-1);\n\n /**\n * Если нет сохранённой игры, то запустим ту, которая уже есть\n */\n if (!latest) {\n $.update(() => ({ saves: [initial], meta: [getLanguage(languages)] }));\n\n latest = klona(initial);\n }\n\n restoring = true, stack.value = latest;\n\n /**\n * Показать экран игры\n */\n renderer.ui.showScreen('game');\n\n match('clear', [goingBack]);\n\n /**\n * Текущий элемент в истории\n */\n let current: any = story;\n /**\n * Текущий элемент `[null, int]`\n */\n let index = 0;\n\n /**\n * Число элементов `[null, int]`\n */\n const max = stack.value[0].reduce((acc, [type, val]) => {\n if (isNull(type) && isNumber(val)) return acc + 1;\n\n return acc;\n }, 0);\n\n const queue = [] as [any, any][];\n\n for (const [type, val] of stack.value[0]) {\n if (type === null) {\n if (isString(val)) {\n current = current[val];\n } else if (isNumber(val)) {\n index++;\n\n /**\n * Запустим все экшены которые идут в `[null, int]` от `0` до `int`\n */\n for (let i = 0; i < val; i++) {\n const [action, ...meta] = current[i];\n\n /**\n * Экшены, для закрытия которых пользователь должен с ними взаимодействовать\n * Также в эту группу входят экшены, которые не должны быть вызваны при восстановлении\n */\n if (SKIPPED_DURING_RESTORE.has(action) || isUserRequiredAction(action, meta)) {\n if (index === max && i === val) {\n queue.push([action, meta]);\n } else {\n continue;\n }\n }\n\n queue.push([action, meta]);\n }\n\n current = current[val];\n }\n } else if (type === 'choice') {\n current = current[val as number + 1][1];\n } else if (type === 'condition') {\n current = current[2][val];\n }\n }\n\n const indexedQueue = queue.map((value, index) => value.concat(index) as [ValidAction[0], ValidAction[1], number]);\n\n for await (const [action, meta, i] of indexedQueue) {\n if (action === 'function' || action === 'custom') {\n /**\n * Если `callOnlyLatest` - `true`\n */\n if (action === 'custom' && (meta as GetActionParameters<'Custom'>)[0].callOnlyLatest) {\n /**\n * Вычислим `latest` или нет\n */\n const next = indexedQueue.slice(i + 1);\n const latest = !next.some(([_action, _meta]) => str(_meta[0]) === str(meta[0]));\n\n if (!latest) continue;\n }\n\n /**\n * Action может возвращать Promise. Нужно подожать его `resolve`\n */\n const result = match(action, meta);\n\n /**\n * Дождёмся окончания\n */\n if (result && 'then' in result) await result;\n } else {\n match(action as keyof ActionProxyProvider<Record<string, Character<string>>>, meta);\n }\n }\n\n restoring = false, goingBack = false, render();\n }\n\n const refer = () => {\n let current: any = story;\n\n for (const [type, val] of stack.value[0]) {\n if (type === null) {\n current = current[val];\n } else if (type === 'choice') {\n current = current[val as number + 1][1];\n } else if (type === 'condition') {\n current = current[2][val];\n }\n }\n\n return current;\n }\n\n const renderer = createRenderer({\n characters,\n set,\n restore,\n save,\n newGame,\n stack,\n languages,\n t: t9n.i,\n $\n });\n\n const match = matchAction({\n wait([time]) {\n /**\n * `restoring` может поменяться на `true` перед тем как запуститься `push` из `setTimeout`\n */\n if (!restoring) setTimeout(push, time);\n },\n showBackground([background]) {\n renderer.background(background);\n push()\n },\n playMusic([source]) {\n renderer.music(source, 'music').play();\n push()\n },\n stopMusic([source]) {\n renderer.music(source, 'music').stop();\n push()\n },\n showCharacter([character, emotion, className, style]) {\n const handle = renderer.character(character);\n\n handle.append(className, style);\n handle.withEmotion(emotion)();\n\n push()\n },\n hideCharacter([character, className, style, duration]) {\n const handle = renderer.character(character);\n\n handle.remove(className, style, duration)(push);\n },\n dialog([person, content, emotion]) {\n renderer.dialog(unwrap(content), person, emotion)(forward);\n },\n function([fn]) {\n const result = fn();\n\n if (!restoring) result ? result.then(push) : push();\n\n return result;\n },\n choice(choices) {\n const unwrapped = choices.map(([content, action, visible]) => {\n return [unwrap(content), action, visible] as [string, ValidAction[], () => boolean];\n });\n\n renderer.choices(unwrapped)((selected) => {\n enmemory();\n\n stack.value[0].push(['choice', selected], [null, 0]), render();\n });\n },\n jump([scene]) {\n stack.value[0] = [[null, scene], [null, 0]];\n\n renderer.clear(false)(() => {\n if (!restoring) render();\n })\n },\n clear() {\n try {\n navigator.vibrate(0)\n } finally {\n renderer.clear(goingBack)(push);\n }\n },\n condition([condition]) {\n const value = condition();\n\n if (!restoring) stack.value[0].push(['condition', value], [null, 0]), render();\n },\n end() {\n /**\n * Save Current Game\n */\n save(false, 'auto');\n /**\n * Clear the Scene\n */\n match('clear', []);\n /**\n * Go to the main menu\n */\n renderer.ui.showScreen('mainmenu');\n },\n input([question, onInput, setup]) {\n renderer.input(question, onInput, setup)(forward);\n },\n custom([handler]) {\n const result = renderer.custom(handler, goingBack, () => {\n if (!restoring && handler.requireUserAction) enmemory();\n if (!restoring) push();\n });\n\n return result;\n },\n vibrate(pattern) {\n try {\n navigator.vibrate(pattern)\n } finally {\n push()\n }\n },\n next() {\n push();\n },\n animateCharacter([character, timeout, ...classes]) {\n const handler: CustomHandler = () => {\n const char = renderer.store.characters[character];\n\n /**\n * Character is not defined, maybe, `animateCharacter` was called before `showCharacter`\n */\n if (!char) return;\n\n const target = char.canvas;\n\n /**\n * Character is not found\n */\n if (!target) return;\n\n const classNames = classes.filter(className => !target.classList.contains(className));\n\n target.classList.add(...classNames);\n\n setTimeout(() => {\n target.classList.remove(...classNames);\n }, timeout);\n }\n\n handler.callOnlyLatest = true;\n\n return renderer.custom(handler, goingBack, () => { }), push();\n },\n text(text) {\n renderer.text(text.map(unwrap).join(' '), forward);\n }\n });\n\n const enmemory = () => {\n if (restoring) return;\n\n const current = klona(stack.value);\n\n current[0] = klona(stack.value[0]);\n\n current[2][0] = new Date().valueOf();\n current[2][1] = 'auto';\n\n stack.push(current);\n }\n\n const next = () => {\n /**\n * Последний элемент пути\n */\n const last = stack.value[0][stack.value[0].length - 1]!;\n\n /**\n * Если он вида `[null, int]` - увеличивает `int`\n */\n if (isNull(last[0]) && isNumber(last[1])) {\n last[1] = last[1] + 1;\n return;\n }\n\n /**\n * Иначе добавляет новое `[null int]`\n */\n stack.value[0].push([null, 0]);\n }\n\n const forward = () => {\n enmemory();\n push();\n }\n\n const render = () => {\n const referred = refer();\n\n if (referred) {\n const [action, ...props] = referred;\n\n match(action, props);\n }\n }\n\n const push = () => {\n if (!restoring) next(), render();\n }\n\n const unwrap = (content: DialogContent | ChoiceContent) => {\n const lang = $.get().meta[0];\n const data = state();\n\n return replaceT9N(typeof content === 'function' ? content(lang, data) : content, data);\n }\n\n return {\n withStory,\n action,\n render,\n state,\n t: t9n.t,\n }\n}\n\nexport { novely }\n","export function klona(val) {\n\tvar k, out, tmp;\n\n\tif (Array.isArray(val)) {\n\t\tout = Array(k=val.length);\n\t\twhile (k--) out[k] = (tmp=val[k]) && typeof tmp === 'object' ? klona(tmp) : tmp;\n\t\treturn out;\n\t}\n\n\tif (Object.prototype.toString.call(val) === '[object Object]') {\n\t\tout = {}; // null\n\t\tfor (k in val) {\n\t\t\tif (k === '__proto__') {\n\t\t\t\tObject.defineProperty(out, k, {\n\t\t\t\t\tvalue: klona(val[k]),\n\t\t\t\t\tconfigurable: true,\n\t\t\t\t\tenumerable: true,\n\t\t\t\t\twritable: true,\n\t\t\t\t});\n\t\t\t} else {\n\t\t\t\tout[k] = (tmp=val[k]) && typeof tmp === 'object' ? klona(tmp) : tmp;\n\t\t\t}\n\t\t}\n\t\treturn out;\n\t}\n\n\treturn val;\n}\n","const SKIPPED_DURING_RESTORE = new Set([\n 'dialog',\n 'input',\n 'vibrate',\n 'text'\n] as const);\n\nexport { SKIPPED_DURING_RESTORE }","import type { BaseTranslationStrings } from './translations';\n\ntype PluralType = Intl.LDMLPluralRule;\ntype FunctionalSetupT9N = <LanguageKey extends string, PluralKey extends string, StringKey extends string>(parameters: { [Lang in LanguageKey]: { pluralization: { [Plural in PluralKey]: Partial<Record<PluralType, string>> }; internal: { [Key in BaseTranslationStrings]: string }; strings: { [Str in StringKey]: string } } }) => T9N<LanguageKey, PluralKey, StringKey>\ntype SetupT9N<LanguageKey extends string> = <PluralKey extends string, StringKey extends string>(parameters: { [Lang in LanguageKey]: { pluralization: { [Plural in PluralKey]: Partial<Record<PluralType, string>> }; internal: { [Key in BaseTranslationStrings]: string }; strings: { [Str in StringKey]: string } } }) => T9N<LanguageKey, PluralKey, StringKey>\n\ntype T9N<LanguageKey extends string, _PluralKey extends string, StringKey extends string> = {\n t(key: StringKey): (lang: LanguageKey | (string & {}), obj: Record<string, unknown>) => string;\n i(key: StringKey, lang: LanguageKey | (string & {})): string;\n}\n\nconst RGX = /{{(.*?)}}/g;\n\nconst replace = (str: string, obj: Record<string, unknown>, pluralization?: Record<string, Record<string, PluralType>>, pr?: Intl.PluralRules) => {\n return str.replace(RGX, (x: any, key: any, y: any) => {\n x = 0;\n y = obj;\n\n key = (key as string).trim();\n\n let at = (key as string).split('@');\n let plural: string | undefined;\n\n if (at.length > 1) {\n ([key, plural] = at);\n }\n\n key = (key as string).split('.');\n\n while (y && x < key.length) {\n y = y[key[x++]];\n }\n\n if (plural && pluralization && pr && y) {\n y = pluralization[plural][pr!.select(y)];\n }\n\n return y != null ? y : '';\n });\n}\n\nconst createT9N: FunctionalSetupT9N = (parameters) => {\n let locale: string | undefined;\n let pr: Intl.PluralRules | undefined;\n\n return {\n t(key) {\n return (lang, obj) => {\n /**\n * At first run `locale` and `pr` are not defined.\n * When `locale` changes, `pr` should be updated`\n */\n if (!locale || !pr || lang != locale) {\n pr = new Intl.PluralRules(locale = lang);\n }\n\n // @ts-ignore `(string & {})` cannot be used to index type `LanguageKey`.\n return replace(parameters[lang]['strings'][key], obj, parameters[lang]['pluralization']);\n }\n },\n i(key, lang) {\n // @ts-ignore `(string & {})` cannot be used to index type `LanguageKey`.\n return parameters[lang]['internal'][key] as string;\n }\n }\n}\n\nexport { createT9N, replace }\nexport type { SetupT9N, T9N, FunctionalSetupT9N } ","const RU = {\n 'NewGame': 'Новая игра',\n 'HomeScreen': 'Главный экран',\n 'ToTheGame': 'К игре',\n 'Language': 'Язык',\n 'NoSaves': 'Сохранений нет',\n 'LoadSave': 'Загрузить',\n 'Saves': 'Сохранения',\n 'Settings': 'Настройки',\n 'Sumbit': 'Подтвердить',\n 'GoBack': 'Назад',\n 'DoSave': 'Сохранение',\n 'Auto': 'Авто',\n 'Stop': 'Стоп',\n 'Exit': 'Выход',\n 'Automatic': 'Автоматическое',\n 'Manual': 'Ручное',\n 'Remove': 'Удалить',\n 'LoadASaveFrom': 'Загрузить сохранение от',\n 'DeleteASaveFrom': 'Удалить сохранение от',\n};\n\nconst EN = {\n 'NewGame': 'New Game',\n 'HomeScreen': 'Home Screen',\n 'ToTheGame': 'To the Game',\n 'Language': 'Language',\n 'NoSaves': 'No saves',\n 'LoadSave': 'Load',\n 'Saves': 'Saves',\n 'Settings': 'Settings',\n 'Sumbit': 'Submit',\n 'GoBack': 'Go back',\n 'DoSave': 'Save',\n 'Auto': 'Auto',\n 'Stop': 'Stop',\n 'Exit': 'Exit',\n 'Automatic': 'Automatic',\n 'Manual': 'Manual',\n 'Remove': 'Remove',\n 'LoadASaveFrom': 'Load a save from',\n 'DeleteASaveFrom': 'Delete a save from',\n};\n\nconst JP = {\n 'NewGame': '新しいゲーム',\n 'HomeScreen': 'ホーム画面',\n 'ToTheGame': 'ゲームへ',\n 'Language': '言語',\n 'NoSaves': 'セーブがありません',\n 'LoadSave': 'ロード',\n 'Saves': 'セーブ',\n 'Settings': '設定',\n 'Sumbit': '提出する',\n 'GoBack': '戻る',\n 'DoSave': 'セーブする',\n 'Auto': 'オート',\n 'Stop': '停止',\n 'Exit': '終了する',\n 'Automatic': '自動',\n 'Manual': '手動',\n 'Remove': '削除する',\n 'LoadASaveFrom': 'からセーブを読み込む',\n 'DeleteASaveFrom': 'からセーブを削除する',\n};\n\ntype BaseTranslationStrings = keyof typeof RU;\n\nexport { RU, EN, JP }\nexport type { BaseTranslationStrings }","import type { StorageData } from './types'\n\ninterface LocalStorageStorageSettings {\n key: string\n}\n\ninterface Storage {\n get: () => Promise<StorageData>;\n set: (data: StorageData) => Promise<void>;\n}\n\nconst localStorageStorage = (options: LocalStorageStorageSettings): Storage => {\n return {\n async get() {\n const value = localStorage.getItem(options.key);\n\n return value ? JSON.parse(value) : { saves: [], meta: [] };\n },\n async set(data) {\n localStorage.setItem(options.key, JSON.stringify(data));\n }\n }\n}\n\nexport type { Storage }\nexport { localStorageStorage 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{"version":3,"sources":["../../../node_modules/.pnpm/deepmerge@4.3.0/node_modules/deepmerge/dist/cjs.js","../src/index.ts","../src/utils.ts","../src/store.ts","../src/novely.ts","../../../node_modules/.pnpm/klona@2.0.6/node_modules/klona/json/index.mjs","../src/constants.ts","../src/storage.ts"],"sourcesContent":["'use strict';\n\nvar isMergeableObject = function isMergeableObject(value) {\n\treturn isNonNullObject(value)\n\t\t&& !isSpecial(value)\n};\n\nfunction isNonNullObject(value) {\n\treturn !!value && typeof value === 'object'\n}\n\nfunction isSpecial(value) {\n\tvar stringValue = Object.prototype.toString.call(value);\n\n\treturn stringValue === '[object RegExp]'\n\t\t|| stringValue === '[object Date]'\n\t\t|| isReactElement(value)\n}\n\n// see https://github.com/facebook/react/blob/b5ac963fb791d1298e7f396236383bc955f916c1/src/isomorphic/classic/element/ReactElement.js#L21-L25\nvar canUseSymbol = typeof Symbol === 'function' && Symbol.for;\nvar REACT_ELEMENT_TYPE = canUseSymbol ? Symbol.for('react.element') : 0xeac7;\n\nfunction isReactElement(value) {\n\treturn value.$$typeof === REACT_ELEMENT_TYPE\n}\n\nfunction emptyTarget(val) {\n\treturn Array.isArray(val) ? [] : {}\n}\n\nfunction cloneUnlessOtherwiseSpecified(value, options) {\n\treturn (options.clone !== false && options.isMergeableObject(value))\n\t\t? deepmerge(emptyTarget(value), value, options)\n\t\t: value\n}\n\nfunction defaultArrayMerge(target, source, options) {\n\treturn target.concat(source).map(function(element) {\n\t\treturn cloneUnlessOtherwiseSpecified(element, options)\n\t})\n}\n\nfunction getMergeFunction(key, options) {\n\tif (!options.customMerge) {\n\t\treturn deepmerge\n\t}\n\tvar customMerge = options.customMerge(key);\n\treturn typeof customMerge === 'function' ? customMerge : deepmerge\n}\n\nfunction getEnumerableOwnPropertySymbols(target) {\n\treturn Object.getOwnPropertySymbols\n\t\t? Object.getOwnPropertySymbols(target).filter(function(symbol) {\n\t\t\treturn Object.propertyIsEnumerable.call(target, symbol)\n\t\t})\n\t\t: []\n}\n\nfunction getKeys(target) {\n\treturn Object.keys(target).concat(getEnumerableOwnPropertySymbols(target))\n}\n\nfunction propertyIsOnObject(object, property) {\n\ttry {\n\t\treturn property in object\n\t} catch(_) {\n\t\treturn false\n\t}\n}\n\n// Protects from prototype poisoning and unexpected merging up the prototype chain.\nfunction propertyIsUnsafe(target, key) {\n\treturn propertyIsOnObject(target, key) // Properties are safe to merge if they don't exist in the target yet,\n\t\t&& !(Object.hasOwnProperty.call(target, key) // unsafe if they exist up the prototype chain,\n\t\t\t&& Object.propertyIsEnumerable.call(target, key)) // and also unsafe if they're nonenumerable.\n}\n\nfunction mergeObject(target, source, options) {\n\tvar destination = {};\n\tif (options.isMergeableObject(target)) {\n\t\tgetKeys(target).forEach(function(key) {\n\t\t\tdestination[key] = cloneUnlessOtherwiseSpecified(target[key], options);\n\t\t});\n\t}\n\tgetKeys(source).forEach(function(key) {\n\t\tif (propertyIsUnsafe(target, key)) {\n\t\t\treturn\n\t\t}\n\n\t\tif (propertyIsOnObject(target, key) && options.isMergeableObject(source[key])) {\n\t\t\tdestination[key] = getMergeFunction(key, options)(target[key], source[key], options);\n\t\t} else {\n\t\t\tdestination[key] = cloneUnlessOtherwiseSpecified(source[key], options);\n\t\t}\n\t});\n\treturn destination\n}\n\nfunction deepmerge(target, source, options) {\n\toptions = options || {};\n\toptions.arrayMerge = options.arrayMerge || defaultArrayMerge;\n\toptions.isMergeableObject = options.isMergeableObject || isMergeableObject;\n\t// cloneUnlessOtherwiseSpecified is added to `options` so that custom arrayMerge()\n\t// implementations can use it. The caller may not replace it.\n\toptions.cloneUnlessOtherwiseSpecified = cloneUnlessOtherwiseSpecified;\n\n\tvar sourceIsArray = Array.isArray(source);\n\tvar targetIsArray = Array.isArray(target);\n\tvar sourceAndTargetTypesMatch = sourceIsArray === targetIsArray;\n\n\tif (!sourceAndTargetTypesMatch) {\n\t\treturn cloneUnlessOtherwiseSpecified(source, options)\n\t} else if (sourceIsArray) {\n\t\treturn options.arrayMerge(target, source, options)\n\t} else {\n\t\treturn mergeObject(target, source, options)\n\t}\n}\n\ndeepmerge.all = function deepmergeAll(array, options) {\n\tif (!Array.isArray(array)) {\n\t\tthrow new Error('first argument should be an array')\n\t}\n\n\treturn array.reduce(function(prev, next) {\n\t\treturn deepmerge(prev, next, options)\n\t}, {})\n};\n\nvar deepmerge_1 = deepmerge;\n\nmodule.exports = deepmerge_1;\n","export type { ValidAction, Story, ActionProxyProvider, DefaultActionProxyProvider, GetActionParameters, CustomHandler, CustomHandlerGetResult, CustomHandlerGetResultDataFunction, CustomHandlerGetResultSkipClearOnGoingBackFunction } from './action'\nexport type { Emotions, Character } from './character'\nexport type { CharacterHandle, AudioHandle, RendererStore, Renderer, RendererInit } from './renderer'\nexport type { Storage } from './storage'\nexport type { Thenable, Path, StorageData } from './types'\nexport type { Stored } from './store'\nexport type { BaseTranslationStrings } from '@novely/t9n';\n\nexport { novely } from './novely'\nexport { localStorageStorage } from './storage'","import type { ActionProxyProvider, CustomHandler } from './action'\nimport type { Character } from './character'\nimport type { Thenable } from './types'\n\ntype MatchActionMap = {\n [Key in keyof ActionProxyProvider<Record<string, Character>>]: (data: Parameters<ActionProxyProvider<Record<string, Character>>[Key]>) => void;\n}\n\ntype MatchActionMapComplete = Omit<MatchActionMap, 'custom'> & {\n custom: (value: [handler: CustomHandler]) => Thenable<void>;\n}\n\nconst matchAction = <M extends MatchActionMapComplete>(values: M) => {\n return (action: keyof MatchActionMap, props: any) => {\n return values[action](props);\n }\n}\n\nconst isNumber = (val: unknown): val is number => {\n return typeof val === 'number';\n}\n\nconst isNull = (val: unknown): val is null => {\n return val === null;\n}\n\nconst isString = (val: unknown): val is string => {\n return typeof val === 'string';\n}\n\nconst isCSSImage = (str: string) => {\n const startsWith = String.prototype.startsWith.bind(str);\n\n return startsWith('http') || startsWith('/') || startsWith('.') || startsWith('data');\n}\n\nconst str = (value: unknown) => {\n return String(value);\n}\n\nconst isUserRequiredAction = (action: keyof MatchActionMapComplete, meta: Parameters<MatchActionMapComplete[keyof MatchActionMapComplete]>) => {\n return action === 'custom' && meta[0] && (meta[0] as unknown as CustomHandler).requireUserAction;\n}\n\n/**\n * Currently language system supports only 2-character values, like `en` or `ru`\n * todo: support language variations, such `en-GB`, `en-CA`, `en-AU`\n */\nconst getLanguage = (languages: string[], language = navigator.language) => {\n language = language.substring(0, 2);\n\n if (!languages.includes(language)) language = languages[0];\n\n return language;\n}\n\n/**\n * @copyright Techlead LLC\n * @see https://learn.javascript.ru/task/throttle\n */\nconst throttle = <Fn extends ((...args: any[]) => any)>(fn: Fn, ms: number) => {\n let throttled = false, savedArgs: any, savedThis: any;\n\n function wrapper() {\n if (throttled) {\n savedArgs = arguments;\n // @ts-ignore\n savedThis = this;\n\n return;\n }\n\n // @ts-ignore\n fn.apply(this, arguments);\n\n throttled = false;\n }\n\n setTimeout(function () {\n throttled = false;\n\n if (savedArgs) {\n wrapper.apply(savedThis, savedArgs);\n savedArgs = savedThis = null;\n }\n }, ms);\n\n return wrapper as unknown as (...args: Parameters<Fn>) => void;\n}\n\nexport { matchAction, isNumber, isNull, isString, isCSSImage, str, isUserRequiredAction, getLanguage, throttle }","type Stored<T> = {\n subscribe: (cb: (value: T) => void) => () => void;\n update: (fn: (prev: T) => T) => void;\n get: () => T;\n}\n\nconst store = <T>(current: T, subscribers = new Set<(value: T) => void>()): Stored<T> => {\n const subscribe = (cb: (value: T) => void) => {\n subscribers.add(cb), cb(current);\n\n return () => {\n subscribers.delete(cb);\n }\n };\n\n const push = (value: T) => {\n subscribers.forEach((cb) => cb(value))\n };\n\n const update = (fn: (prev: T) => T) => {\n push((current = fn(current)));\n };\n\n const get = () => {\n return current;\n };\n\n return { subscribe, update, get } as const;\n};\n\nexport { store }\nexport type { Stored }","import type { Character } from './character';\nimport type { ActionProxyProvider, GetActionParameters, Story, ValidAction, DialogContent, ChoiceContent } from './action';\nimport type { Storage } from './storage';\nimport type { Save, State, StorageData } from './types'\nimport type { Renderer, RendererInit } from './renderer'\nimport type { SetupT9N } from '@novely/t9n'\nimport { matchAction, isNumber, isNull, isString, isCSSImage, str, isUserRequiredAction, getLanguage, throttle } from './utils';\nimport { store } from './store';\nimport { all as deepmerge } from 'deepmerge'\nimport { klona } from 'klona/json';\nimport { SKIPPED_DURING_RESTORE, getDefaultSave } from './constants';\n\ninterface NovelyInit<Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends ReturnType<SetupT9N<Languages>>> {\n /**\n * An array of languages supported by the game.\n */\n languages: Languages[];\n /**\n * An object containing the characters in the game.\n */\n characters: Characters;\n /**\n * An object that provides access to the game's storage system.\n */\n storage: Storage;\n /**\n * A function that returns a Renderer object used to display the game's content\n */\n renderer: (characters: RendererInit) => Renderer;\n /**\n * An optional property that specifies the initial screen to display when the game starts\n */\n initialScreen?: \"mainmenu\" | \"game\" | \"saves\" | \"settings\";\n /**\n * An object containing the translation functions used in the game\n */\n t9n: Inter;\n /**\n * An optional property that specifies whether to preload assets when the game starts\n */\n assetsPreload?: boolean;\n /**\n * An optional property that specifies whether the game should use a single save.\n */\n singleSave?: boolean;\n}\n\ntype Novely = <Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends ReturnType<SetupT9N<Languages>>>(init: NovelyInit<Languages, Characters, Inter>) => {\n withStory: (s: Story) => void;\n action: ActionProxyProvider<Characters>;\n render: () => void;\n state: {\n (value: State | ((prev: State) => State)): void;\n (): State;\n };\n t: Inter['t'];\n}\n\n// @ts-ignore - Fuck ts\nconst novely: Novely = async ({ characters, storage, renderer: createRenderer, initialScreen = \"mainmenu\", t9n, languages, assetsPreload }) => {\n let story: Story;\n\n const withStory = (s: Story) => {\n story = s;\n /**\n * Load assets after the `action` scripts are executed\n */\n preloadAssets();\n }\n\n /**\n * This is used when background is loading\n */\n const preload = {\n background: new Set<string>(),\n }\n\n const action = new Proxy({}, {\n get(_, prop) {\n return (...props: Parameters<ActionProxyProvider<Record<string, Character>>[keyof ActionProxyProvider<Record<string, Character>>]>) => {\n if (prop === 'showBackground') {\n if (isCSSImage(props[0] as string)) preload.background.add(props[0] as string);\n }\n\n return [prop, ...props];\n }\n }\n });\n\n function state(value: State | ((prev: State) => State)): void;\n function state(): State;\n function state(value?: State | ((prev: State) => State)): State | void {\n if (!value) return stack.value[1]\n\n const prev = stack.value[1];\n const val = typeof value === 'function' ? value(prev as State) : deepmerge([prev, value]);\n\n stack.value[1] = val as State;\n }\n\n const createStack = (current: Save, stack = [current]) => {\n return {\n get value() {\n return stack.at(-1)!;\n },\n set value(value: Save) {\n stack[stack.length - 1] = value;\n },\n back() {\n if (stack.length > 1) stack.pop(), goingBack = true;\n },\n push(value: Save) {\n stack.push(value);\n },\n clear() {\n stack = [getDefaultSave(languages, $.get().meta[0])];\n }\n }\n }\n\n const $ = store(await storage.get());\n\n const onStorageDataChange = (value: StorageData) => storage.set(value);\n const throttledOnStorageDataChange = throttle(onStorageDataChange, 120);\n\n $.subscribe(throttledOnStorageDataChange);\n\n const initial = ((value) => value.saves.length > 0 && value.saves.at(-1))($.get()) || getDefaultSave(languages, $.get().meta[0]);\n const stack = createStack(initial);\n\n const save = async (override = false, type: Save[2][1] = override ? 'auto' : 'manual') => {\n /**\n * Получаем предыдущее значение\n */\n const prev = await storage.get();\n\n const date = stack.value[2][0];\n const isLatest = prev.saves.findIndex(value => value[2][0] === date) === prev.saves.length - 1;\n\n /**\n * Обновим дату и тип\n */\n stack.value[2][0] = Date.now();\n stack.value[2][1] = type;\n\n if (override) {\n /**\n * Перезапишем\n */\n if (isLatest) {\n /**\n * Сохранения хранятся в массиве. Нельзя перезаписать любое последнее\n * \n * Если перезаписывать старое сохранение, то они не будут идти в хронологическом порядке\n */\n prev.saves[prev.saves.length - 1] = stack.value;\n } else {\n prev.saves.push(stack.value);\n }\n } else {\n /**\n * Добавляем текущее сохранение\n */\n prev.saves.push(stack.value);\n }\n\n /**\n * Устанавливаем новое значение\n */\n return await storage.set(prev);\n }\n\n const newGame = () => {\n $.update(prev => {\n const save = getDefaultSave(languages, $.get().meta[0]);\n\n prev.saves.push(save), restore(save);\n\n return prev;\n });\n }\n\n /**\n * Устанавливает сохранение\n */\n const set = (save: Save) => {\n stack.value = save;\n\n return restore(save);\n }\n\n let restoring = false;\n let goingBack = false;\n\n /**\n * Визуально восстанавливает историю\n */\n const restore = async (save?: Save) => {\n let latest = save ? save : await storage.get().then(value => value.saves.at(-1));\n\n /**\n * Если нет сохранённой игры, то запустим ту, которая уже есть\n */\n if (!latest) {\n await storage.set({ saves: [initial], meta: [getLanguage(languages)] });\n\n latest = klona(initial);\n }\n\n restoring = true, stack.value = latest;\n\n /**\n * Показать экран игры\n */\n renderer.ui.showScreen('game');\n\n match('clear', [goingBack]);\n\n /**\n * Текущий элемент в истории\n */\n let current: any = story;\n /**\n * Текущий элемент `[null, int]`\n */\n let index = 0;\n\n /**\n * Число элементов `[null, int]`\n */\n const max = stack.value[0].reduce((acc, [type, val]) => {\n if (isNull(type) && isNumber(val)) return acc + 1;\n\n return acc;\n }, 0);\n\n const queue = [] as [any, any][];\n\n for (const [type, val] of stack.value[0]) {\n if (type === null) {\n if (isString(val)) {\n current = current[val];\n } else if (isNumber(val)) {\n index++;\n\n /**\n * Запустим все экшены которые идут в `[null, int]` от `0` до `int`\n */\n for (let i = 0; i < val; i++) {\n const [action, ...meta] = current[i];\n\n /**\n * Экшены, для закрытия которых пользователь должен с ними взаимодействовать\n * Также в эту группу входят экшены, которые не должны быть вызваны при восстановлении\n */\n if (SKIPPED_DURING_RESTORE.has(action) || isUserRequiredAction(action, meta)) {\n if (index === max && i === val) {\n queue.push([action, meta]);\n } else {\n continue;\n }\n }\n\n queue.push([action, meta]);\n }\n\n current = current[val];\n }\n } else if (type === 'choice') {\n current = current[val as number + 1][1];\n } else if (type === 'condition') {\n current = current[2][val];\n }\n }\n\n const indexedQueue = queue.map((value, index) => value.concat(index) as [ValidAction[0], ValidAction[1], number]);\n\n for await (const [action, meta, i] of indexedQueue) {\n if (action === 'function' || action === 'custom') {\n /**\n * Если `callOnlyLatest` - `true`\n */\n if (action === 'custom' && (meta as GetActionParameters<'Custom'>)[0].callOnlyLatest) {\n /**\n * Вычислим `latest` или нет\n */\n const next = indexedQueue.slice(i + 1);\n const latest = !next.some(([_action, _meta]) => str(_meta[0]) === str(meta[0]));\n\n if (!latest) continue;\n }\n\n /**\n * Action может возвращать Promise. Нужно подожать его `resolve`\n */\n const result = match(action, meta);\n\n /**\n * Дождёмся окончания\n */\n if (result && 'then' in result) await result;\n } else {\n match(action, meta);\n }\n }\n\n restoring = false, goingBack = false, render();\n }\n\n const refer = () => {\n let current: any = story;\n\n for (const [type, val] of stack.value[0]) {\n if (type === null) {\n current = current[val];\n } else if (type === 'choice') {\n current = current[val as number + 1][1];\n } else if (type === 'condition') {\n current = current[2][val];\n }\n }\n\n return current;\n }\n\n const renderer = createRenderer({\n characters,\n storage,\n set,\n restore,\n save,\n newGame,\n stack,\n languages,\n t: t9n.i,\n $\n });\n\n const preloadAssets = () => {\n if (!assetsPreload) {\n initialScreen === 'game' ? restore() : renderer.ui.showScreen(initialScreen);\n\n return;\n }\n\n /**\n * We need to load all the characters and their emotions\n */\n\n let promises: Promise<unknown>[] = [];\n\n renderer.ui.showScreen('loading');\n\n for (const [name, { emotions }] of Object.entries(characters)) {\n for (const emotion of Object.keys(emotions)) {\n promises.push(Promise.resolve(renderer.character(name).withEmotion(emotion)));\n }\n }\n\n for (const bg of preload.background) {\n promises.push(new Promise((res, rej) => {\n /**\n * Create `img` element\n */\n const img = document.createElement('img');\n\n /**\n * Set `src`\n */\n img.crossOrigin = '*';\n img.src = bg;\n\n if (img.complete && img.naturalHeight !== 0) {\n /**\n * Image is already loaded\n */\n res(void 0);\n } else {\n /**\n * Image is uniq, it is safe to use `onload`\n */\n img.onload = res;\n img.onerror = rej;\n }\n }));\n }\n\n Promise.all(promises).then(() => {\n renderer.ui.showScreen(initialScreen);\n });\n }\n\n const match = matchAction({\n wait([time]) {\n /**\n * `restoring` может поменяться на `true` перед тем как запуститься `push` из `setTimeout`\n */\n if (!restoring) setTimeout(push, time);\n },\n showBackground([background]) {\n renderer.background(background);\n push()\n },\n playMusic([source]) {\n renderer.music(source, 'music').play();\n push()\n },\n stopMusic([source]) {\n renderer.music(source, 'music').stop();\n push()\n },\n showCharacter([character, emotion, className, style]) {\n const handle = renderer.character(character);\n\n handle.append(className, style);\n handle.withEmotion(emotion)();\n\n push()\n },\n hideCharacter([character, className, style, duration]) {\n const handle = renderer.character(character);\n\n handle.remove(className, style, duration)(push);\n },\n dialog([person, content, emotion]) {\n renderer.dialog(unwrap(content), person, emotion)(() => {\n enmemory();\n push();\n });\n },\n function([fn]) {\n const result = fn();\n\n if (!restoring) result ? result.then(push) : push();\n\n return result;\n },\n choice(choices) {\n const unwrapped = choices.map(([content, action, visible]) => {\n return [unwrap(content), action, visible] as [string, ValidAction[], () => boolean];\n });\n\n renderer.choices(unwrapped)((selected) => {\n enmemory();\n\n stack.value[0].push(['choice', selected], [null, 0]), render();\n });\n },\n jump([scene]) {\n stack.value[0] = [[null, scene], [null, 0]];\n\n renderer.clear(false)(() => {\n if (!restoring) render();\n })\n },\n clear() {\n try {\n navigator.vibrate(0)\n } finally {\n renderer.clear(goingBack)(push);\n }\n },\n condition([condition]) {\n const value = condition();\n\n if (!restoring) stack.value[0].push(['condition', value], [null, 0]), render();\n },\n end() {\n save(false, 'auto').then(() => {\n match('clear', []);\n\n renderer.ui.showScreen('mainmenu');\n });\n },\n input([question, onInput, setup]) {\n renderer.input(question, onInput, setup)(() => {\n enmemory();\n push();\n });\n },\n custom([handler]) {\n const result = renderer.custom(handler, goingBack, () => {\n if (!restoring && handler.requireUserAction) enmemory();\n if (!restoring) push();\n });\n\n return result;\n },\n vibrate(pattern) {\n navigator.vibrate(pattern), push();\n },\n next() {\n push();\n }\n });\n\n const enmemory = () => {\n if (restoring) return;\n\n const current = klona(stack.value);\n\n current[0] = klona(stack.value[0]);\n\n current[2][0] = new Date().valueOf();\n current[2][1] = 'auto';\n\n stack.push(current);\n }\n\n const next = () => {\n /**\n * Последний элемент пути\n */\n const last = stack.value[0][stack.value[0].length - 1]!;\n\n /**\n * Если он вида `[null, int]` - увеличивает `int`\n */\n if (isNull(last[0]) && isNumber(last[1])) {\n last[1] = last[1] + 1;\n return;\n }\n\n /**\n * Иначе добавляет новое `[null int]`\n */\n stack.value[0].push([null, 0]);\n }\n\n const render = () => {\n const referred = refer();\n\n if (referred) {\n const [action, ...props] = referred;\n\n match(action, props);\n }\n }\n\n const push = () => {\n if (!restoring) next(), render();\n }\n\n const unwrap = (content: DialogContent | ChoiceContent) => {\n return typeof content === 'function' ? content($.get().meta[0], state()) : content\n }\n\n return {\n withStory,\n action,\n render,\n state,\n t: t9n.t,\n }\n}\n\nexport { novely }\n","export function klona(val) {\n\tvar k, out, tmp;\n\n\tif (Array.isArray(val)) {\n\t\tout = Array(k=val.length);\n\t\twhile (k--) out[k] = (tmp=val[k]) && typeof tmp === 'object' ? klona(tmp) : tmp;\n\t\treturn out;\n\t}\n\n\tif (Object.prototype.toString.call(val) === '[object Object]') {\n\t\tout = {}; // null\n\t\tfor (k in val) {\n\t\t\tif (k === '__proto__') {\n\t\t\t\tObject.defineProperty(out, k, {\n\t\t\t\t\tvalue: klona(val[k]),\n\t\t\t\t\tconfigurable: true,\n\t\t\t\t\tenumerable: true,\n\t\t\t\t\twritable: true,\n\t\t\t\t});\n\t\t\t} else {\n\t\t\t\tout[k] = (tmp=val[k]) && typeof tmp === 'object' ? klona(tmp) : tmp;\n\t\t\t}\n\t\t}\n\t\treturn out;\n\t}\n\n\treturn val;\n}\n","import type { Save } from './types'\n\nconst SKIPPED_DURING_RESTORE = new Set([\n 'dialog',\n 'input',\n 'vibrate'\n] as const);\n\nconst DEFAULT_SAVE: Save = [[[null, 'start'], [null, 0]], {}, [Date.now(), 'auto']];\n\n/**\n * Currently language system supports only 2-character values, like `en` or `ru`\n * \n * todo: support language variations, such `en-GB`, `en-CA`, `en-AU`\n */\nconst getDefaultSave = (languages: string[], language = navigator.language) => {\n language = language.substring(0, 2);\n\n if (!languages.includes(language)) language = languages[0];\n\n return [[[null, 'start'], [null, 0]], {}, [Date.now(), 'auto']] as Save;\n}\n\nexport { SKIPPED_DURING_RESTORE, DEFAULT_SAVE, getDefaultSave }","import type { StorageData } from './types'\n\ninterface LocalStorageStorageSettings {\n key: string\n}\n\ninterface Storage {\n get: () => Promise<StorageData>;\n set: (data: StorageData) => Promise<void>;\n}\n\nconst localStorageStorage = (options: LocalStorageStorageSettings): Storage => {\n return {\n async get() {\n const value = localStorage.getItem(options.key);\n\n return value ? JSON.parse(value) : { saves: [], meta: [] };\n },\n async set(data) {\n localStorage.setItem(options.key, JSON.stringify(data));\n }\n }\n}\n\nexport type { Storage }\nexport { localStorageStorage 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package/dist/index.js
CHANGED
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@@ -1,2 +1,2 @@
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|
1
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-
var
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1
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+
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2
2
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//# sourceMappingURL=index.js.map
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package/dist/index.js.map
CHANGED
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@@ -1 +1 @@
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1
|
-
{"version":3,"sources":["../src/utils.ts","../src/store.ts","../src/novely.ts","../src/constants.ts","../src/storage.ts"],"sourcesContent":["import type { ActionProxyProvider, CustomHandler } from './action'\nimport type { Character } from './character'\nimport type { Save, Thenable } from './types'\n\ntype MatchActionMap = {\n [Key in keyof ActionProxyProvider<Record<string, Character>>]: (data: Parameters<ActionProxyProvider<Record<string, Character>>[Key]>) => void;\n}\n\ntype MatchActionMapComplete = Omit<MatchActionMap, 'custom'> & {\n custom: (value: [handler: CustomHandler]) => Thenable<void>;\n}\n\nconst matchAction = <M extends MatchActionMapComplete>(values: M) => {\n return (action: keyof MatchActionMap, props: any) => {\n return values[action](props);\n }\n}\n\nconst isNumber = (val: unknown): val is number => {\n return typeof val === 'number';\n}\n\nconst isNull = (val: unknown): val is null => {\n return val === null;\n}\n\nconst isString = (val: unknown): val is string => {\n return typeof val === 'string';\n}\n\nconst isCSSImage = (str: string) => {\n const startsWith = String.prototype.startsWith.bind(str);\n\n return startsWith('http') || startsWith('/') || startsWith('.') || startsWith('data');\n}\n\nconst str = (value: unknown) => {\n return String(value);\n}\n\nconst isUserRequiredAction = (action: keyof MatchActionMapComplete, meta: Parameters<MatchActionMapComplete[keyof MatchActionMapComplete]>) => {\n return action === 'custom' && meta[0] && (meta[0] as unknown as CustomHandler).requireUserAction;\n}\n\nconst getDefaultSave = () => {\n return [[[null, 'start'], [null, 0]], {}, [Date.now(), 'auto']] as Save;\n}\n\nconst getLanguage = (languages: string[], language = navigator.language) => {\n if (languages.includes(language)) {\n return language;\n } else if (languages.includes((language = language.substring(0, 2)))) {\n return language;\n } else if ((language = languages.find((value) => navigator.languages.includes(value))!)) {\n return language\n }\n\n /**\n * We'v checked the `en-GB` format, `en` format, and maybe any second languages, but there were no matches\n */\n return languages[0];\n}\n\n/**\n * @copyright Techlead LLC\n * @see https://learn.javascript.ru/task/throttle\n */\nconst throttle = <Fn extends ((...args: any[]) => any)>(fn: Fn, ms: number) => {\n let throttled = false, savedArgs: any, savedThis: any;\n\n function wrapper() {\n if (throttled) {\n savedArgs = arguments;\n // @ts-ignore\n savedThis = this;\n\n return;\n }\n\n // @ts-ignore\n fn.apply(this, arguments);\n\n throttled = false;\n }\n\n setTimeout(function () {\n throttled = false;\n\n if (savedArgs) {\n wrapper.apply(savedThis, savedArgs);\n savedArgs = savedThis = null;\n }\n }, ms);\n\n return wrapper as unknown as (...args: Parameters<Fn>) => void;\n}\n\nexport { matchAction, isNumber, isNull, isString, isCSSImage, str, isUserRequiredAction, getDefaultSave, getLanguage, throttle }","type Stored<T> = {\n subscribe: (cb: (value: T) => void) => () => void;\n update: (fn: (prev: T) => T) => void;\n get: () => T;\n}\n\nconst store = <T>(current: T, subscribers = new Set<(value: T) => void>()): Stored<T> => {\n const subscribe = (cb: (value: T) => void) => {\n subscribers.add(cb), cb(current);\n\n return () => {\n subscribers.delete(cb);\n }\n };\n\n const push = (value: T) => {\n subscribers.forEach((cb) => cb(value))\n };\n\n const update = (fn: (prev: T) => T) => {\n push((current = fn(current)));\n };\n\n const get = () => {\n return current;\n };\n\n return { subscribe, update, get } as const;\n};\n\nexport { store }\nexport type { Stored }","import type { Character } from './character';\nimport type { ActionProxyProvider, GetActionParameters, Story, ValidAction, DialogContent, ChoiceContent, CustomHandler } from './action';\nimport type { Storage } from './storage';\nimport type { Save, State, StorageData } from './types'\nimport type { Renderer, RendererInit } from './renderer'\nimport type { SetupT9N } from '@novely/t9n'\nimport { matchAction, isNumber, isNull, isString, isCSSImage, str, isUserRequiredAction, getDefaultSave, getLanguage, throttle } from './utils';\nimport { store } from './store';\nimport { all as deepmerge } from 'deepmerge'\nimport { klona } from 'klona/json';\nimport { SKIPPED_DURING_RESTORE } from './constants';\nimport { replace as replaceT9N } from '@novely/t9n';\n\ninterface NovelyInit<Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends ReturnType<SetupT9N<Languages>>> {\n /**\n * An array of languages supported by the game.\n */\n languages: Languages[];\n /**\n * An object containing the characters in the game.\n */\n characters: Characters;\n /**\n * An object that provides access to the game's storage system.\n */\n storage: Storage;\n /**\n * A function that returns a Renderer object used to display the game's content\n */\n renderer: (characters: RendererInit) => Renderer;\n /**\n * An optional property that specifies the initial screen to display when the game starts\n */\n initialScreen?: \"mainmenu\" | \"game\" | \"saves\" | \"settings\";\n /**\n * An object containing the translation functions used in the game\n */\n t9n: Inter;\n /**\n * An optional property that specifies whether the game should use a single save.\n */\n singleSave?: boolean;\n}\n\nconst novely = <Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends ReturnType<SetupT9N<Languages>>>({ characters, storage, renderer: createRenderer, initialScreen = \"mainmenu\", t9n, languages }: NovelyInit<Languages, Characters, Inter>) => {\n let story: Story;\n\n const withStory = (s: Story) => {\n /**\n * Transforms `(ValidAction | ValidAction[])[]` to `ValidAction[]`\n */\n story = Object.fromEntries(Object.entries(s).map(([name, items]) => {\n const flat = (item: (ValidAction | ValidAction[])[]): ValidAction[] => {\n return item.flatMap((data) => {\n const type = data[0];\n\n /**\n * This is not just an action like `['name', ...arguments]`, but an array of actions\n */\n if (Array.isArray(type)) return flat(data as ValidAction[]);\n\n return [data as ValidAction];\n });\n };\n\n return [name, flat(items)];\n }));\n\n /**\n * When `initialScreen` is not a game, we can safely show it\n */\n if (initialScreen !== 'game') renderer.ui.showScreen(initialScreen);\n }\n\n /**\n * This is used when background is loading\n */\n const preload = {\n background: new Set<string>(),\n }\n\n const action = new Proxy({} as ActionProxyProvider<Characters>, {\n get(_, prop) {\n return (...props: Parameters<ActionProxyProvider<Record<string, Character>>[keyof ActionProxyProvider<Record<string, Character>>]>) => {\n if (prop === 'showBackground') {\n if (isCSSImage(props[0] as string)) preload.background.add(props[0] as string);\n }\n\n return [prop, ...props];\n }\n }\n });\n\n function state(value: State | ((prev: State) => State)): void;\n function state(): State;\n function state(value?: State | ((prev: State) => State)): State | void {\n if (!value) return stack.value[1]\n\n const prev = stack.value[1];\n const val = typeof value === 'function' ? value(prev as State) : deepmerge([prev, value]);\n\n stack.value[1] = val as State;\n }\n\n const createStack = (current: Save, stack = [current]) => {\n return {\n get value() {\n return stack.at(-1)!;\n },\n set value(value: Save) {\n stack[stack.length - 1] = value;\n },\n back() {\n if (stack.length > 1) stack.pop(), goingBack = true;\n },\n push(value: Save) {\n stack.push(value);\n },\n clear() {\n stack = [getDefaultSave()];\n }\n }\n }\n\n /**\n * 1) Novely rendered using the `initialData`, you can still start new game or `load` an empty one - this is scary, imagine losing your progress\n * 2) Actual stored data is loaded, language and etc is changed \n */\n const initialData: StorageData = {\n saves: [],\n meta: [getLanguage(languages)]\n };\n\n const $ = store(initialData);\n\n let initialDataLoaded = false;\n\n const onStorageDataChange = (value: StorageData) => {\n if (initialDataLoaded) storage.set(value);\n };\n\n const throttledOnStorageDataChange = throttle(onStorageDataChange, 120);\n\n $.subscribe(throttledOnStorageDataChange);\n\n storage.get().then(stored => {\n /**\n * Default `localStorageStorage` cannot determine preferred language, and returns empty array\n */\n stored.meta[0] ||= getLanguage(languages);\n\n /**\n * Now the next store updates will entail saving via storage.set\n */\n initialDataLoaded = true;\n\n $.update(() => stored);\n\n /**\n * When initialScreen is game, then we will load it, but after the data is loaded\n */\n if (initialScreen === 'game') restore();\n });\n\n const initial = ((value) => value.saves.length > 0 && value.saves.at(-1))($.get()) || getDefaultSave();\n const stack = createStack(initial);\n\n const save = (override = false, type: Save[2][1] = override ? 'auto' : 'manual') => {\n if (!initialDataLoaded) return;\n\n $.update(prev => {\n const date = stack.value[2][0];\n const isLatest = prev.saves.findIndex(value => value[2][0] === date) === prev.saves.length - 1;\n\n /**\n * Обновим дату и тип\n */\n stack.value[2][0] = Date.now();\n stack.value[2][1] = type;\n\n if (override) {\n /**\n * Перезапишем\n */\n if (isLatest) {\n /**\n * Сохранения хранятся в массиве. Нельзя перезаписать любое последнее\n * \n * Если перезаписывать старое сохранение, то они не будут идти в хронологическом порядке\n */\n prev.saves[prev.saves.length - 1] = stack.value;\n } else {\n prev.saves.push(stack.value);\n }\n } else {\n /**\n * Добавляем текущее сохранение\n */\n prev.saves.push(stack.value);\n }\n\n /**\n * Устанавливаем новое значение\n */\n return prev;\n });\n }\n\n const newGame = () => {\n if (!initialDataLoaded) return;\n\n $.update(prev => {\n const save = getDefaultSave();\n\n prev.saves.push(save), restore(save);\n\n return prev;\n });\n }\n\n /**\n * Устанавливает сохранение\n */\n const set = (save: Save) => {\n stack.value = save;\n\n return restore(save);\n }\n\n let restoring = false;\n let goingBack = false;\n\n /**\n * Визуально восстанавливает историю\n */\n const restore = async (save?: Save) => {\n if (!initialDataLoaded) return;\n\n let latest = save ? save : $.get().saves.at(-1);\n\n /**\n * Если нет сохранённой игры, то запустим ту, которая уже есть\n */\n if (!latest) {\n $.update(() => ({ saves: [initial], meta: [getLanguage(languages)] }));\n\n latest = klona(initial);\n }\n\n restoring = true, stack.value = latest;\n\n /**\n * Показать экран игры\n */\n renderer.ui.showScreen('game');\n\n match('clear', [goingBack]);\n\n /**\n * Текущий элемент в истории\n */\n let current: any = story;\n /**\n * Текущий элемент `[null, int]`\n */\n let index = 0;\n\n /**\n * Число элементов `[null, int]`\n */\n const max = stack.value[0].reduce((acc, [type, val]) => {\n if (isNull(type) && isNumber(val)) return acc + 1;\n\n return acc;\n }, 0);\n\n const queue = [] as [any, any][];\n\n for (const [type, val] of stack.value[0]) {\n if (type === null) {\n if (isString(val)) {\n current = current[val];\n } else if (isNumber(val)) {\n index++;\n\n /**\n * Запустим все экшены которые идут в `[null, int]` от `0` до `int`\n */\n for (let i = 0; i < val; i++) {\n const [action, ...meta] = current[i];\n\n /**\n * Экшены, для закрытия которых пользователь должен с ними взаимодействовать\n * Также в эту группу входят экшены, которые не должны быть вызваны при восстановлении\n */\n if (SKIPPED_DURING_RESTORE.has(action) || isUserRequiredAction(action, meta)) {\n if (index === max && i === val) {\n queue.push([action, meta]);\n } else {\n continue;\n }\n }\n\n queue.push([action, meta]);\n }\n\n current = current[val];\n }\n } else if (type === 'choice') {\n current = current[val as number + 1][1];\n } else if (type === 'condition') {\n current = current[2][val];\n }\n }\n\n const indexedQueue = queue.map((value, index) => value.concat(index) as [ValidAction[0], ValidAction[1], number]);\n\n for await (const [action, meta, i] of indexedQueue) {\n if (action === 'function' || action === 'custom') {\n /**\n * Если `callOnlyLatest` - `true`\n */\n if (action === 'custom' && (meta as GetActionParameters<'Custom'>)[0].callOnlyLatest) {\n /**\n * Вычислим `latest` или нет\n */\n const next = indexedQueue.slice(i + 1);\n const latest = !next.some(([_action, _meta]) => str(_meta[0]) === str(meta[0]));\n\n if (!latest) continue;\n }\n\n /**\n * Action может возвращать Promise. Нужно подожать его `resolve`\n */\n const result = match(action, meta);\n\n /**\n * Дождёмся окончания\n */\n if (result && 'then' in result) await result;\n } else {\n match(action as keyof ActionProxyProvider<Record<string, Character<string>>>, meta);\n }\n }\n\n restoring = false, goingBack = false, render();\n }\n\n const refer = () => {\n let current: any = story;\n\n for (const [type, val] of stack.value[0]) {\n if (type === null) {\n current = current[val];\n } else if (type === 'choice') {\n current = current[val as number + 1][1];\n } else if (type === 'condition') {\n current = current[2][val];\n }\n }\n\n return current;\n }\n\n const renderer = createRenderer({\n characters,\n set,\n restore,\n save,\n newGame,\n stack,\n languages,\n t: t9n.i,\n $\n });\n\n const match = matchAction({\n wait([time]) {\n /**\n * `restoring` может поменяться на `true` перед тем как запуститься `push` из `setTimeout`\n */\n if (!restoring) setTimeout(push, time);\n },\n showBackground([background]) {\n renderer.background(background);\n push()\n },\n playMusic([source]) {\n renderer.music(source, 'music').play();\n push()\n },\n stopMusic([source]) {\n renderer.music(source, 'music').stop();\n push()\n },\n showCharacter([character, emotion, className, style]) {\n const handle = renderer.character(character);\n\n handle.append(className, style);\n handle.withEmotion(emotion)();\n\n push()\n },\n hideCharacter([character, className, style, duration]) {\n const handle = renderer.character(character);\n\n handle.remove(className, style, duration)(push);\n },\n dialog([person, content, emotion]) {\n renderer.dialog(unwrap(content), person, emotion)(forward);\n },\n function([fn]) {\n const result = fn();\n\n if (!restoring) result ? result.then(push) : push();\n\n return result;\n },\n choice(choices) {\n const unwrapped = choices.map(([content, action, visible]) => {\n return [unwrap(content), action, visible] as [string, ValidAction[], () => boolean];\n });\n\n renderer.choices(unwrapped)((selected) => {\n enmemory();\n\n stack.value[0].push(['choice', selected], [null, 0]), render();\n });\n },\n jump([scene]) {\n stack.value[0] = [[null, scene], [null, 0]];\n\n renderer.clear(false)(() => {\n if (!restoring) render();\n })\n },\n clear() {\n try {\n navigator.vibrate(0)\n } finally {\n renderer.clear(goingBack)(push);\n }\n },\n condition([condition]) {\n const value = condition();\n\n if (!restoring) stack.value[0].push(['condition', value], [null, 0]), render();\n },\n end() {\n /**\n * Save Current Game\n */\n save(false, 'auto');\n /**\n * Clear the Scene\n */\n match('clear', []);\n /**\n * Go to the main menu\n */\n renderer.ui.showScreen('mainmenu');\n },\n input([question, onInput, setup]) {\n renderer.input(question, onInput, setup)(forward);\n },\n custom([handler]) {\n const result = renderer.custom(handler, goingBack, () => {\n if (!restoring && handler.requireUserAction) enmemory();\n if (!restoring) push();\n });\n\n return result;\n },\n vibrate(pattern) {\n try {\n navigator.vibrate(pattern)\n } finally {\n push()\n }\n },\n next() {\n push();\n },\n animateCharacter([character, timeout, ...classes]) {\n const handler: CustomHandler = () => {\n const char = renderer.store.characters[character];\n\n /**\n * Character is not defined, maybe, `animateCharacter` was called before `showCharacter`\n */\n if (!char) return;\n\n const target = char.canvas;\n\n /**\n * Character is not found\n */\n if (!target) return;\n\n const classNames = classes.filter(className => !target.classList.contains(className));\n\n target.classList.add(...classNames);\n\n setTimeout(() => {\n target.classList.remove(...classNames);\n }, timeout);\n }\n\n handler.callOnlyLatest = true;\n\n return renderer.custom(handler, goingBack, () => { }), push();\n },\n text(text) {\n renderer.text(text.map(unwrap).join(' '), forward);\n }\n });\n\n const enmemory = () => {\n if (restoring) return;\n\n const current = klona(stack.value);\n\n current[0] = klona(stack.value[0]);\n\n current[2][0] = new Date().valueOf();\n current[2][1] = 'auto';\n\n stack.push(current);\n }\n\n const next = () => {\n /**\n * Последний элемент пути\n */\n const last = stack.value[0][stack.value[0].length - 1]!;\n\n /**\n * Если он вида `[null, int]` - увеличивает `int`\n */\n if (isNull(last[0]) && isNumber(last[1])) {\n last[1] = last[1] + 1;\n return;\n }\n\n /**\n * Иначе добавляет новое `[null int]`\n */\n stack.value[0].push([null, 0]);\n }\n\n const forward = () => {\n enmemory();\n push();\n }\n\n const render = () => {\n const referred = refer();\n\n if (referred) {\n const [action, ...props] = referred;\n\n match(action, props);\n }\n }\n\n const push = () => {\n if (!restoring) next(), render();\n }\n\n const unwrap = (content: DialogContent | ChoiceContent) => {\n const lang = $.get().meta[0];\n const data = state();\n\n return replaceT9N(typeof content === 'function' ? content(lang, data) : content, data);\n }\n\n return {\n withStory,\n action,\n render,\n state,\n t: t9n.t,\n }\n}\n\nexport { novely }\n","const SKIPPED_DURING_RESTORE = new Set([\n 'dialog',\n 'input',\n 'vibrate',\n 'text'\n] as const);\n\nexport { SKIPPED_DURING_RESTORE }","import type { StorageData } from './types'\n\ninterface LocalStorageStorageSettings {\n key: string\n}\n\ninterface Storage {\n get: () => Promise<StorageData>;\n set: (data: StorageData) => Promise<void>;\n}\n\nconst localStorageStorage = (options: LocalStorageStorageSettings): Storage => {\n return {\n async get() {\n const value = localStorage.getItem(options.key);\n\n return value ? JSON.parse(value) : { saves: [], meta: [] };\n },\n async set(data) {\n localStorage.setItem(options.key, JSON.stringify(data));\n }\n }\n}\n\nexport type { Storage }\nexport { localStorageStorage 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1
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{"version":3,"sources":["../src/utils.ts","../src/store.ts","../src/novely.ts","../src/constants.ts","../src/storage.ts"],"sourcesContent":["import type { ActionProxyProvider, CustomHandler } from './action'\nimport type { Character } from './character'\nimport type { Thenable } from './types'\n\ntype MatchActionMap = {\n [Key in keyof ActionProxyProvider<Record<string, Character>>]: (data: Parameters<ActionProxyProvider<Record<string, Character>>[Key]>) => void;\n}\n\ntype MatchActionMapComplete = Omit<MatchActionMap, 'custom'> & {\n custom: (value: [handler: CustomHandler]) => Thenable<void>;\n}\n\nconst matchAction = <M extends MatchActionMapComplete>(values: M) => {\n return (action: keyof MatchActionMap, props: any) => {\n return values[action](props);\n }\n}\n\nconst isNumber = (val: unknown): val is number => {\n return typeof val === 'number';\n}\n\nconst isNull = (val: unknown): val is null => {\n return val === null;\n}\n\nconst isString = (val: unknown): val is string => {\n return typeof val === 'string';\n}\n\nconst isCSSImage = (str: string) => {\n const startsWith = String.prototype.startsWith.bind(str);\n\n return startsWith('http') || startsWith('/') || startsWith('.') || startsWith('data');\n}\n\nconst str = (value: unknown) => {\n return String(value);\n}\n\nconst isUserRequiredAction = (action: keyof MatchActionMapComplete, meta: Parameters<MatchActionMapComplete[keyof MatchActionMapComplete]>) => {\n return action === 'custom' && meta[0] && (meta[0] as unknown as CustomHandler).requireUserAction;\n}\n\n/**\n * Currently language system supports only 2-character values, like `en` or `ru`\n * todo: support language variations, such `en-GB`, `en-CA`, `en-AU`\n */\nconst getLanguage = (languages: string[], language = navigator.language) => {\n language = language.substring(0, 2);\n\n if (!languages.includes(language)) language = languages[0];\n\n return language;\n}\n\n/**\n * @copyright Techlead LLC\n * @see https://learn.javascript.ru/task/throttle\n */\nconst throttle = <Fn extends ((...args: any[]) => any)>(fn: Fn, ms: number) => {\n let throttled = false, savedArgs: any, savedThis: any;\n\n function wrapper() {\n if (throttled) {\n savedArgs = arguments;\n // @ts-ignore\n savedThis = this;\n\n return;\n }\n\n // @ts-ignore\n fn.apply(this, arguments);\n\n throttled = false;\n }\n\n setTimeout(function () {\n throttled = false;\n\n if (savedArgs) {\n wrapper.apply(savedThis, savedArgs);\n savedArgs = savedThis = null;\n }\n }, ms);\n\n return wrapper as unknown as (...args: Parameters<Fn>) => void;\n}\n\nexport { matchAction, isNumber, isNull, isString, isCSSImage, str, isUserRequiredAction, getLanguage, throttle }","type Stored<T> = {\n subscribe: (cb: (value: T) => void) => () => void;\n update: (fn: (prev: T) => T) => void;\n get: () => T;\n}\n\nconst store = <T>(current: T, subscribers = new Set<(value: T) => void>()): Stored<T> => {\n const subscribe = (cb: (value: T) => void) => {\n subscribers.add(cb), cb(current);\n\n return () => {\n subscribers.delete(cb);\n }\n };\n\n const push = (value: T) => {\n subscribers.forEach((cb) => cb(value))\n };\n\n const update = (fn: (prev: T) => T) => {\n push((current = fn(current)));\n };\n\n const get = () => {\n return current;\n };\n\n return { subscribe, update, get } as const;\n};\n\nexport { store }\nexport type { Stored }","import type { Character } from './character';\nimport type { ActionProxyProvider, GetActionParameters, Story, ValidAction, DialogContent, ChoiceContent } from './action';\nimport type { Storage } from './storage';\nimport type { Save, State, StorageData } from './types'\nimport type { Renderer, RendererInit } from './renderer'\nimport type { SetupT9N } from '@novely/t9n'\nimport { matchAction, isNumber, isNull, isString, isCSSImage, str, isUserRequiredAction, getLanguage, throttle } from './utils';\nimport { store } from './store';\nimport { all as deepmerge } from 'deepmerge'\nimport { klona } from 'klona/json';\nimport { SKIPPED_DURING_RESTORE, getDefaultSave } from './constants';\n\ninterface NovelyInit<Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends ReturnType<SetupT9N<Languages>>> {\n /**\n * An array of languages supported by the game.\n */\n languages: Languages[];\n /**\n * An object containing the characters in the game.\n */\n characters: Characters;\n /**\n * An object that provides access to the game's storage system.\n */\n storage: Storage;\n /**\n * A function that returns a Renderer object used to display the game's content\n */\n renderer: (characters: RendererInit) => Renderer;\n /**\n * An optional property that specifies the initial screen to display when the game starts\n */\n initialScreen?: \"mainmenu\" | \"game\" | \"saves\" | \"settings\";\n /**\n * An object containing the translation functions used in the game\n */\n t9n: Inter;\n /**\n * An optional property that specifies whether to preload assets when the game starts\n */\n assetsPreload?: boolean;\n /**\n * An optional property that specifies whether the game should use a single save.\n */\n singleSave?: boolean;\n}\n\ntype Novely = <Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends ReturnType<SetupT9N<Languages>>>(init: NovelyInit<Languages, Characters, Inter>) => {\n withStory: (s: Story) => void;\n action: ActionProxyProvider<Characters>;\n render: () => void;\n state: {\n (value: State | ((prev: State) => State)): void;\n (): State;\n };\n t: Inter['t'];\n}\n\n// @ts-ignore - Fuck ts\nconst novely: Novely = async ({ characters, storage, renderer: createRenderer, initialScreen = \"mainmenu\", t9n, languages, assetsPreload }) => {\n let story: Story;\n\n const withStory = (s: Story) => {\n story = s;\n /**\n * Load assets after the `action` scripts are executed\n */\n preloadAssets();\n }\n\n /**\n * This is used when background is loading\n */\n const preload = {\n background: new Set<string>(),\n }\n\n const action = new Proxy({}, {\n get(_, prop) {\n return (...props: Parameters<ActionProxyProvider<Record<string, Character>>[keyof ActionProxyProvider<Record<string, Character>>]>) => {\n if (prop === 'showBackground') {\n if (isCSSImage(props[0] as string)) preload.background.add(props[0] as string);\n }\n\n return [prop, ...props];\n }\n }\n });\n\n function state(value: State | ((prev: State) => State)): void;\n function state(): State;\n function state(value?: State | ((prev: State) => State)): State | void {\n if (!value) return stack.value[1]\n\n const prev = stack.value[1];\n const val = typeof value === 'function' ? value(prev as State) : deepmerge([prev, value]);\n\n stack.value[1] = val as State;\n }\n\n const createStack = (current: Save, stack = [current]) => {\n return {\n get value() {\n return stack.at(-1)!;\n },\n set value(value: Save) {\n stack[stack.length - 1] = value;\n },\n back() {\n if (stack.length > 1) stack.pop(), goingBack = true;\n },\n push(value: Save) {\n stack.push(value);\n },\n clear() {\n stack = [getDefaultSave(languages, $.get().meta[0])];\n }\n }\n }\n\n const $ = store(await storage.get());\n\n const onStorageDataChange = (value: StorageData) => storage.set(value);\n const throttledOnStorageDataChange = throttle(onStorageDataChange, 120);\n\n $.subscribe(throttledOnStorageDataChange);\n\n const initial = ((value) => value.saves.length > 0 && value.saves.at(-1))($.get()) || getDefaultSave(languages, $.get().meta[0]);\n const stack = createStack(initial);\n\n const save = async (override = false, type: Save[2][1] = override ? 'auto' : 'manual') => {\n /**\n * Получаем предыдущее значение\n */\n const prev = await storage.get();\n\n const date = stack.value[2][0];\n const isLatest = prev.saves.findIndex(value => value[2][0] === date) === prev.saves.length - 1;\n\n /**\n * Обновим дату и тип\n */\n stack.value[2][0] = Date.now();\n stack.value[2][1] = type;\n\n if (override) {\n /**\n * Перезапишем\n */\n if (isLatest) {\n /**\n * Сохранения хранятся в массиве. Нельзя перезаписать любое последнее\n * \n * Если перезаписывать старое сохранение, то они не будут идти в хронологическом порядке\n */\n prev.saves[prev.saves.length - 1] = stack.value;\n } else {\n prev.saves.push(stack.value);\n }\n } else {\n /**\n * Добавляем текущее сохранение\n */\n prev.saves.push(stack.value);\n }\n\n /**\n * Устанавливаем новое значение\n */\n return await storage.set(prev);\n }\n\n const newGame = () => {\n $.update(prev => {\n const save = getDefaultSave(languages, $.get().meta[0]);\n\n prev.saves.push(save), restore(save);\n\n return prev;\n });\n }\n\n /**\n * Устанавливает сохранение\n */\n const set = (save: Save) => {\n stack.value = save;\n\n return restore(save);\n }\n\n let restoring = false;\n let goingBack = false;\n\n /**\n * Визуально восстанавливает историю\n */\n const restore = async (save?: Save) => {\n let latest = save ? save : await storage.get().then(value => value.saves.at(-1));\n\n /**\n * Если нет сохранённой игры, то запустим ту, которая уже есть\n */\n if (!latest) {\n await storage.set({ saves: [initial], meta: [getLanguage(languages)] });\n\n latest = klona(initial);\n }\n\n restoring = true, stack.value = latest;\n\n /**\n * Показать экран игры\n */\n renderer.ui.showScreen('game');\n\n match('clear', [goingBack]);\n\n /**\n * Текущий элемент в истории\n */\n let current: any = story;\n /**\n * Текущий элемент `[null, int]`\n */\n let index = 0;\n\n /**\n * Число элементов `[null, int]`\n */\n const max = stack.value[0].reduce((acc, [type, val]) => {\n if (isNull(type) && isNumber(val)) return acc + 1;\n\n return acc;\n }, 0);\n\n const queue = [] as [any, any][];\n\n for (const [type, val] of stack.value[0]) {\n if (type === null) {\n if (isString(val)) {\n current = current[val];\n } else if (isNumber(val)) {\n index++;\n\n /**\n * Запустим все экшены которые идут в `[null, int]` от `0` до `int`\n */\n for (let i = 0; i < val; i++) {\n const [action, ...meta] = current[i];\n\n /**\n * Экшены, для закрытия которых пользователь должен с ними взаимодействовать\n * Также в эту группу входят экшены, которые не должны быть вызваны при восстановлении\n */\n if (SKIPPED_DURING_RESTORE.has(action) || isUserRequiredAction(action, meta)) {\n if (index === max && i === val) {\n queue.push([action, meta]);\n } else {\n continue;\n }\n }\n\n queue.push([action, meta]);\n }\n\n current = current[val];\n }\n } else if (type === 'choice') {\n current = current[val as number + 1][1];\n } else if (type === 'condition') {\n current = current[2][val];\n }\n }\n\n const indexedQueue = queue.map((value, index) => value.concat(index) as [ValidAction[0], ValidAction[1], number]);\n\n for await (const [action, meta, i] of indexedQueue) {\n if (action === 'function' || action === 'custom') {\n /**\n * Если `callOnlyLatest` - `true`\n */\n if (action === 'custom' && (meta as GetActionParameters<'Custom'>)[0].callOnlyLatest) {\n /**\n * Вычислим `latest` или нет\n */\n const next = indexedQueue.slice(i + 1);\n const latest = !next.some(([_action, _meta]) => str(_meta[0]) === str(meta[0]));\n\n if (!latest) continue;\n }\n\n /**\n * Action может возвращать Promise. Нужно подожать его `resolve`\n */\n const result = match(action, meta);\n\n /**\n * Дождёмся окончания\n */\n if (result && 'then' in result) await result;\n } else {\n match(action, meta);\n }\n }\n\n restoring = false, goingBack = false, render();\n }\n\n const refer = () => {\n let current: any = story;\n\n for (const [type, val] of stack.value[0]) {\n if (type === null) {\n current = current[val];\n } else if (type === 'choice') {\n current = current[val as number + 1][1];\n } else if (type === 'condition') {\n current = current[2][val];\n }\n }\n\n return current;\n }\n\n const renderer = createRenderer({\n characters,\n storage,\n set,\n restore,\n save,\n newGame,\n stack,\n languages,\n t: t9n.i,\n $\n });\n\n const preloadAssets = () => {\n if (!assetsPreload) {\n initialScreen === 'game' ? restore() : renderer.ui.showScreen(initialScreen);\n\n return;\n }\n\n /**\n * We need to load all the characters and their emotions\n */\n\n let promises: Promise<unknown>[] = [];\n\n renderer.ui.showScreen('loading');\n\n for (const [name, { emotions }] of Object.entries(characters)) {\n for (const emotion of Object.keys(emotions)) {\n promises.push(Promise.resolve(renderer.character(name).withEmotion(emotion)));\n }\n }\n\n for (const bg of preload.background) {\n promises.push(new Promise((res, rej) => {\n /**\n * Create `img` element\n */\n const img = document.createElement('img');\n\n /**\n * Set `src`\n */\n img.crossOrigin = '*';\n img.src = bg;\n\n if (img.complete && img.naturalHeight !== 0) {\n /**\n * Image is already loaded\n */\n res(void 0);\n } else {\n /**\n * Image is uniq, it is safe to use `onload`\n */\n img.onload = res;\n img.onerror = rej;\n }\n }));\n }\n\n Promise.all(promises).then(() => {\n renderer.ui.showScreen(initialScreen);\n });\n }\n\n const match = matchAction({\n wait([time]) {\n /**\n * `restoring` может поменяться на `true` перед тем как запуститься `push` из `setTimeout`\n */\n if (!restoring) setTimeout(push, time);\n },\n showBackground([background]) {\n renderer.background(background);\n push()\n },\n playMusic([source]) {\n renderer.music(source, 'music').play();\n push()\n },\n stopMusic([source]) {\n renderer.music(source, 'music').stop();\n push()\n },\n showCharacter([character, emotion, className, style]) {\n const handle = renderer.character(character);\n\n handle.append(className, style);\n handle.withEmotion(emotion)();\n\n push()\n },\n hideCharacter([character, className, style, duration]) {\n const handle = renderer.character(character);\n\n handle.remove(className, style, duration)(push);\n },\n dialog([person, content, emotion]) {\n renderer.dialog(unwrap(content), person, emotion)(() => {\n enmemory();\n push();\n });\n },\n function([fn]) {\n const result = fn();\n\n if (!restoring) result ? result.then(push) : push();\n\n return result;\n },\n choice(choices) {\n const unwrapped = choices.map(([content, action, visible]) => {\n return [unwrap(content), action, visible] as [string, ValidAction[], () => boolean];\n });\n\n renderer.choices(unwrapped)((selected) => {\n enmemory();\n\n stack.value[0].push(['choice', selected], [null, 0]), render();\n });\n },\n jump([scene]) {\n stack.value[0] = [[null, scene], [null, 0]];\n\n renderer.clear(false)(() => {\n if (!restoring) render();\n })\n },\n clear() {\n try {\n navigator.vibrate(0)\n } finally {\n renderer.clear(goingBack)(push);\n }\n },\n condition([condition]) {\n const value = condition();\n\n if (!restoring) stack.value[0].push(['condition', value], [null, 0]), render();\n },\n end() {\n save(false, 'auto').then(() => {\n match('clear', []);\n\n renderer.ui.showScreen('mainmenu');\n });\n },\n input([question, onInput, setup]) {\n renderer.input(question, onInput, setup)(() => {\n enmemory();\n push();\n });\n },\n custom([handler]) {\n const result = renderer.custom(handler, goingBack, () => {\n if (!restoring && handler.requireUserAction) enmemory();\n if (!restoring) push();\n });\n\n return result;\n },\n vibrate(pattern) {\n navigator.vibrate(pattern), push();\n },\n next() {\n push();\n }\n });\n\n const enmemory = () => {\n if (restoring) return;\n\n const current = klona(stack.value);\n\n current[0] = klona(stack.value[0]);\n\n current[2][0] = new Date().valueOf();\n current[2][1] = 'auto';\n\n stack.push(current);\n }\n\n const next = () => {\n /**\n * Последний элемент пути\n */\n const last = stack.value[0][stack.value[0].length - 1]!;\n\n /**\n * Если он вида `[null, int]` - увеличивает `int`\n */\n if (isNull(last[0]) && isNumber(last[1])) {\n last[1] = last[1] + 1;\n return;\n }\n\n /**\n * Иначе добавляет новое `[null int]`\n */\n stack.value[0].push([null, 0]);\n }\n\n const render = () => {\n const referred = refer();\n\n if (referred) {\n const [action, ...props] = referred;\n\n match(action, props);\n }\n }\n\n const push = () => {\n if (!restoring) next(), render();\n }\n\n const unwrap = (content: DialogContent | ChoiceContent) => {\n return typeof content === 'function' ? content($.get().meta[0], state()) : content\n }\n\n return {\n withStory,\n action,\n render,\n state,\n t: t9n.t,\n }\n}\n\nexport { novely }\n","import type { Save } from './types'\n\nconst SKIPPED_DURING_RESTORE = new Set([\n 'dialog',\n 'input',\n 'vibrate'\n] as const);\n\nconst DEFAULT_SAVE: Save = [[[null, 'start'], [null, 0]], {}, [Date.now(), 'auto']];\n\n/**\n * Currently language system supports only 2-character values, like `en` or `ru`\n * \n * todo: support language variations, such `en-GB`, `en-CA`, `en-AU`\n */\nconst getDefaultSave = (languages: string[], language = navigator.language) => {\n language = language.substring(0, 2);\n\n if (!languages.includes(language)) language = languages[0];\n\n return [[[null, 'start'], [null, 0]], {}, [Date.now(), 'auto']] as Save;\n}\n\nexport { SKIPPED_DURING_RESTORE, DEFAULT_SAVE, getDefaultSave }","import type { StorageData } from './types'\n\ninterface LocalStorageStorageSettings {\n key: string\n}\n\ninterface Storage {\n get: () => Promise<StorageData>;\n set: (data: StorageData) => Promise<void>;\n}\n\nconst localStorageStorage = (options: LocalStorageStorageSettings): Storage => {\n return {\n async get() {\n const value = localStorage.getItem(options.key);\n\n return value ? JSON.parse(value) : { saves: [], meta: [] };\n },\n async set(data) {\n localStorage.setItem(options.key, JSON.stringify(data));\n }\n }\n}\n\nexport type { Storage }\nexport { localStorageStorage 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mber","queue","isString","i","meta","SKIPPED_DURING_RESTORE","isUserRequiredAction","indexedQueue","_action","_meta","str","result","render","refer","promises","name","emotions","emotion","bg","res","rej","img","matchAction","time","push","background","source","character","className","style","handle","duration","person","content","unwrap","enmemory","fn","choices","unwrapped","visible","selected","scene","condition","question","onInput","setup","handler","pattern","next","last","referred","localStorageStorage","options","value","data"]}
|
package/package.json
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@novely/core",
|
|
3
3
|
"description": "Novely - powerful visual novel engine for creating interactive stories and games with branching narratives and rich multimedia content.",
|
|
4
|
-
"version": "0.0.0-alpha.
|
|
4
|
+
"version": "0.0.0-alpha.2",
|
|
5
5
|
"type": "module",
|
|
6
6
|
"sideEffects": false,
|
|
7
7
|
"types": "./dist/index.d.ts",
|
package/dist/index.d.ts
DELETED
|
@@ -1,232 +0,0 @@
|
|
|
1
|
-
import * as _novely_t9n from '@novely/t9n';
|
|
2
|
-
import { BaseTranslationStrings, SetupT9N } from '@novely/t9n';
|
|
3
|
-
export { BaseTranslationStrings } from '@novely/t9n';
|
|
4
|
-
|
|
5
|
-
type Name<Keys extends string = string> = string | Record<Keys, string>;
|
|
6
|
-
type Emotions<Keys extends string = string> = Record<Keys, string | {
|
|
7
|
-
body: Record<'left' | 'right', string>;
|
|
8
|
-
head: string;
|
|
9
|
-
}>;
|
|
10
|
-
type Character<LanguageKeys extends string = string> = {
|
|
11
|
-
name: Name<LanguageKeys>;
|
|
12
|
-
color: string;
|
|
13
|
-
emotions: Emotions;
|
|
14
|
-
};
|
|
15
|
-
|
|
16
|
-
type Thenable<T> = T | Promise<T>;
|
|
17
|
-
type PathItem = [null, number | string] | ['choice' & Record<never, never>, number] | ['condition' & Record<never, never>, string];
|
|
18
|
-
type Path = PathItem[];
|
|
19
|
-
/**
|
|
20
|
-
* Значения, которые можно сохранить в `state`.
|
|
21
|
-
*/
|
|
22
|
-
type StateValues = null | string | number | boolean | StateValues[] | {
|
|
23
|
-
[name: string]: StateValues;
|
|
24
|
-
};
|
|
25
|
-
type State = Record<string, StateValues>;
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26
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type SaveDate = number;
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27
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type SaveType = "manual" | "auto";
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28
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type SaveMeta = [SaveDate, SaveType];
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29
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type Save = [Path, State, SaveMeta];
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30
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type Lang = string;
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31
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type StorageMeta = [Lang];
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32
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type StorageData = {
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33
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saves: Save[];
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34
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meta: StorageMeta;
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35
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};
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36
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type Stack = {
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value: Save;
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38
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back(): void;
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39
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push(value: Save): void;
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40
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clear(): void;
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41
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};
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42
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43
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type ValidAction = ['choice', [number]] | ['clear', []] | ['condition', [() => boolean, Record<string, ValidAction[]>]] | ['dialog', [string | undefined, DialogContent, string | undefined]] | ['end', []] | ['showBackground', [string]] | ['playMusic', [string]] | ['stopMusic', [string]] | ['jump', [string]] | ['showCharacter', [string, keyof Character['emotions'], string?, string?]] | ['hideCharacter', [string, string?, string?, number?]] | ['animateCharacter', [string, number, ...string[]]] | ['wait', [number]] | ['function', [() => Thenable<void>]] | ['input', [string, (meta: {
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input: HTMLInputElement;
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45
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error: (error: string) => void;
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46
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event: InputEvent & {
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47
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currentTarget: HTMLInputElement;
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48
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};
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49
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}) => void, ((input: HTMLInputElement) => void)?]] | ['custom', [CustomHandler]] | ['vibrate', [...number[]]] | ['next', []] | ['text', [...string[]]] | ValidAction[];
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50
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type Story = Record<string, ValidAction[]>;
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51
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type DialogContent = string | ((lang: string, obj: Record<string, unknown>) => string);
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52
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type ChoiceContent = string | ((lang: string, obj: Record<string, unknown>) => string);
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53
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type TextContent = string | ((lang: string, obj: Record<string, unknown>) => string);
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54
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type CustomHandlerGetResultDataFunction = {
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55
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(data?: Record<string, unknown>): Record<string, unknown>;
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56
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};
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57
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type CustomHandlerGetResult = {
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58
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delete: () => void;
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59
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/**
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60
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* Данные
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61
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*/
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62
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data: CustomHandlerGetResultDataFunction;
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63
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/**
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64
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* Элемент слоя
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65
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*/
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66
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element: HTMLDivElement | null;
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67
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/**
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68
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* Корневой элемент Novely
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69
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-
*/
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70
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root: HTMLElement;
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71
|
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/**
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72
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* Устанавливает обработчик очистки
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73
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*/
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74
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clear: (fn: () => void) => void;
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75
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};
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76
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type CustomHandlerFunction = (get: (id: string, insert?: boolean) => CustomHandlerGetResult, goingBack: boolean, resolve: () => void) => Thenable<void>;
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77
|
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type CustomHandler = CustomHandlerFunction & {
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78
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callOnlyLatest?: boolean;
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79
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requireUserAction?: boolean;
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80
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skipClearOnGoingBack?: boolean;
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81
|
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};
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82
|
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type ActionProxyProvider<Characters extends Record<string, Character>> = {
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83
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choice: (...choices: ([ChoiceContent, ValidAction[]] | [ChoiceContent, ValidAction[], () => boolean])[]) => ValidAction;
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84
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clear: () => ValidAction;
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85
|
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condition: <T extends string>(condition: () => T, variants: Record<T, ValidAction[]>) => ValidAction;
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86
|
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dialog: {
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87
|
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<C extends keyof Characters>(person: C, content: DialogContent, emotion?: keyof Characters[C]['emotions']): ValidAction;
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88
|
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(person: undefined, content: DialogContent, emotion?: undefined): ValidAction;
|
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89
|
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(person: string, content: DialogContent, emotion?: undefined): ValidAction;
|
|
90
|
-
};
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|
91
|
-
end: () => ValidAction;
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|
92
|
-
showBackground: (background: string) => ValidAction;
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93
|
-
playMusic: (audio: string) => ValidAction;
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94
|
-
stopMusic: (audio: string) => ValidAction;
|
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95
|
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jump: (scene: string) => ValidAction;
|
|
96
|
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showCharacter: {
|
|
97
|
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<C extends keyof Characters>(character: C, emotion: keyof Characters[C]['emotions'], className?: string, style?: string): ValidAction;
|
|
98
|
-
};
|
|
99
|
-
hideCharacter: {
|
|
100
|
-
<C extends keyof Characters>(character: C, className?: string, style?: string, duration?: number): ValidAction;
|
|
101
|
-
};
|
|
102
|
-
animateCharacter: {
|
|
103
|
-
<C extends keyof Characters>(character: C, timeout: number, ...classes: string[]): ValidAction;
|
|
104
|
-
};
|
|
105
|
-
wait: (time: number) => ValidAction;
|
|
106
|
-
function: (fn: () => Thenable<void>) => ValidAction;
|
|
107
|
-
input: (question: string, onInput: (meta: {
|
|
108
|
-
input: HTMLInputElement;
|
|
109
|
-
error: (error: string) => void;
|
|
110
|
-
event: InputEvent & {
|
|
111
|
-
currentTarget: HTMLInputElement;
|
|
112
|
-
};
|
|
113
|
-
}) => void, setup?: (input: HTMLInputElement) => void) => ValidAction;
|
|
114
|
-
custom: (handler: CustomHandler) => ValidAction;
|
|
115
|
-
vibrate: (...pattern: number[]) => ValidAction;
|
|
116
|
-
next: () => ValidAction;
|
|
117
|
-
text: (...text: TextContent[]) => ValidAction;
|
|
118
|
-
};
|
|
119
|
-
type DefaultActionProxyProvider = ActionProxyProvider<Record<string, Character>>;
|
|
120
|
-
type GetActionParameters<T extends Capitalize<keyof DefaultActionProxyProvider>> = Parameters<DefaultActionProxyProvider[Uncapitalize<T>]>;
|
|
121
|
-
|
|
122
|
-
type Stored<T> = {
|
|
123
|
-
subscribe: (cb: (value: T) => void) => () => void;
|
|
124
|
-
update: (fn: (prev: T) => T) => void;
|
|
125
|
-
get: () => T;
|
|
126
|
-
};
|
|
127
|
-
|
|
128
|
-
interface CharacterHandle {
|
|
129
|
-
canvas: HTMLCanvasElement;
|
|
130
|
-
ctx: CanvasRenderingContext2D;
|
|
131
|
-
withEmotion: (emotion: string) => () => void;
|
|
132
|
-
append: (className?: string, style?: string) => void;
|
|
133
|
-
remove: (className?: string, style?: string, duration?: number) => (resolve: () => void) => void;
|
|
134
|
-
emotions: Record<string, HTMLImageElement | Record<"head" | "left" | "right", HTMLImageElement>>;
|
|
135
|
-
}
|
|
136
|
-
interface AudioHandle {
|
|
137
|
-
element: HTMLAudioElement;
|
|
138
|
-
stop: () => void;
|
|
139
|
-
pause: () => void;
|
|
140
|
-
play: () => void;
|
|
141
|
-
}
|
|
142
|
-
interface RendererStore {
|
|
143
|
-
characters: Record<string, CharacterHandle>;
|
|
144
|
-
audio: Partial<Record<"music", AudioHandle>>;
|
|
145
|
-
}
|
|
146
|
-
type Renderer = {
|
|
147
|
-
character: (character: string) => CharacterHandle;
|
|
148
|
-
background: (background: string) => void;
|
|
149
|
-
dialog: (content: string, character?: string, emotion?: string) => (resolve: () => void) => void;
|
|
150
|
-
choices: (choices: ([string, ValidAction[]] | [string, ValidAction[], () => boolean])[]) => (resolve: (selected: number) => void) => void;
|
|
151
|
-
input: (question: string, onInput: Parameters<DefaultActionProxyProvider['input']>[1], setup?: Parameters<DefaultActionProxyProvider['input']>[2]) => (resolve: () => void) => void;
|
|
152
|
-
music: (source: string, method: keyof RendererStore['audio']) => AudioHandle;
|
|
153
|
-
clear: (goingBack: boolean) => (resolve: () => void) => void;
|
|
154
|
-
custom: (fn: Parameters<DefaultActionProxyProvider['custom']>[0], goingBack: boolean, push: () => void) => Thenable<void>;
|
|
155
|
-
text: (str: string, resolve: () => void) => void;
|
|
156
|
-
store: RendererStore;
|
|
157
|
-
ui: {
|
|
158
|
-
/**
|
|
159
|
-
* Показывает экран, скрывает другие
|
|
160
|
-
*/
|
|
161
|
-
showScreen(name: "mainmenu" | "game" | "saves" | "settings" | 'loading'): void;
|
|
162
|
-
};
|
|
163
|
-
};
|
|
164
|
-
type RendererInit = {
|
|
165
|
-
characters: Record<string, Character>;
|
|
166
|
-
set: (save: Save) => Promise<void>;
|
|
167
|
-
restore: (save?: Save) => Promise<void>;
|
|
168
|
-
save: (override?: boolean, type?: Save[2][1]) => void;
|
|
169
|
-
newGame: () => void;
|
|
170
|
-
stack: Stack;
|
|
171
|
-
languages: string[];
|
|
172
|
-
/**
|
|
173
|
-
* Translation function
|
|
174
|
-
*/
|
|
175
|
-
t: (key: BaseTranslationStrings, lang: string) => string;
|
|
176
|
-
/**
|
|
177
|
-
* Store that tracks data updates
|
|
178
|
-
*/
|
|
179
|
-
$: Stored<StorageData>;
|
|
180
|
-
};
|
|
181
|
-
|
|
182
|
-
interface LocalStorageStorageSettings {
|
|
183
|
-
key: string;
|
|
184
|
-
}
|
|
185
|
-
interface Storage {
|
|
186
|
-
get: () => Promise<StorageData>;
|
|
187
|
-
set: (data: StorageData) => Promise<void>;
|
|
188
|
-
}
|
|
189
|
-
declare const localStorageStorage: (options: LocalStorageStorageSettings) => Storage;
|
|
190
|
-
|
|
191
|
-
interface NovelyInit<Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends ReturnType<SetupT9N<Languages>>> {
|
|
192
|
-
/**
|
|
193
|
-
* An array of languages supported by the game.
|
|
194
|
-
*/
|
|
195
|
-
languages: Languages[];
|
|
196
|
-
/**
|
|
197
|
-
* An object containing the characters in the game.
|
|
198
|
-
*/
|
|
199
|
-
characters: Characters;
|
|
200
|
-
/**
|
|
201
|
-
* An object that provides access to the game's storage system.
|
|
202
|
-
*/
|
|
203
|
-
storage: Storage;
|
|
204
|
-
/**
|
|
205
|
-
* A function that returns a Renderer object used to display the game's content
|
|
206
|
-
*/
|
|
207
|
-
renderer: (characters: RendererInit) => Renderer;
|
|
208
|
-
/**
|
|
209
|
-
* An optional property that specifies the initial screen to display when the game starts
|
|
210
|
-
*/
|
|
211
|
-
initialScreen?: "mainmenu" | "game" | "saves" | "settings";
|
|
212
|
-
/**
|
|
213
|
-
* An object containing the translation functions used in the game
|
|
214
|
-
*/
|
|
215
|
-
t9n: Inter;
|
|
216
|
-
/**
|
|
217
|
-
* An optional property that specifies whether the game should use a single save.
|
|
218
|
-
*/
|
|
219
|
-
singleSave?: boolean;
|
|
220
|
-
}
|
|
221
|
-
declare const novely: <Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends _novely_t9n.T9N<Languages, string, string>>({ characters, storage, renderer: createRenderer, initialScreen, t9n, languages }: NovelyInit<Languages, Characters, Inter>) => {
|
|
222
|
-
withStory: (s: Story) => void;
|
|
223
|
-
action: ActionProxyProvider<Characters>;
|
|
224
|
-
render: () => void;
|
|
225
|
-
state: {
|
|
226
|
-
(value: State | ((prev: State) => State)): void;
|
|
227
|
-
(): State;
|
|
228
|
-
};
|
|
229
|
-
t: (key: string) => (lang: (string & {}) | Languages, obj: Record<string, unknown>) => string;
|
|
230
|
-
};
|
|
231
|
-
|
|
232
|
-
export { ActionProxyProvider, AudioHandle, Character, CharacterHandle, CustomHandler, CustomHandlerGetResult, CustomHandlerGetResultDataFunction, DefaultActionProxyProvider, Emotions, GetActionParameters, Path, Renderer, RendererInit, RendererStore, Storage, StorageData, Stored, Story, Thenable, ValidAction, localStorageStorage, novely };
|