@novely/core 0.0.5 → 0.0.7

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@@ -198,6 +198,14 @@ var Novely = (() => {
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  }
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  return wrapper;
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  };
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+ var vibrate = (pattern) => {
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+ try {
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+ if ("vibrate" in navigator) {
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+ navigator.vibrate(pattern);
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+ }
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+ } catch {
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+ }
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+ };
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  // src/store.ts
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  var store = (current, subscribers = /* @__PURE__ */ new Set()) => {
@@ -253,6 +261,7 @@ var Novely = (() => {
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  // src/constants.ts
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  var SKIPPED_DURING_RESTORE = /* @__PURE__ */ new Set([
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  "dialog",
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+ "choice",
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  "input",
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  "vibrate",
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  "text"
@@ -584,11 +593,8 @@ var Novely = (() => {
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  });
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  },
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  clear() {
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- try {
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- navigator.vibrate(0);
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- } finally {
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- renderer.clear(goingBack)(push);
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- }
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+ vibrate(0);
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+ renderer.clear(goingBack)(push);
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  },
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  condition([condition]) {
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  const value = condition();
@@ -615,17 +621,15 @@ var Novely = (() => {
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  return result;
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  },
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  vibrate(pattern) {
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- try {
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- navigator.vibrate(pattern);
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- } finally {
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- push();
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- }
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+ vibrate(pattern);
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+ push();
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  },
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  next() {
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  push();
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  },
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  animateCharacter([character, timeout, ...classes]) {
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- const handler = () => {
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+ const handler = (get) => {
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+ const { clear } = get("@@internal-animate-character");
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  const char = renderer.store.characters[character];
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  if (!char)
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  return;
@@ -634,9 +638,12 @@ var Novely = (() => {
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  return;
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  const classNames = classes.filter((className) => !target.classList.contains(className));
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  target.classList.add(...classNames);
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- setTimeout(() => {
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+ const timeoutId = setTimeout(() => {
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  target.classList.remove(...classNames);
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  }, timeout);
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+ clear(() => {
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+ clearTimeout(timeoutId);
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+ });
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  };
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  handler.callOnlyLatest = true;
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  return renderer.custom(handler, goingBack, () => {
@@ -1 +1 @@
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- {"version":3,"sources":["../../../node_modules/.pnpm/deepmerge@4.3.1/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/lib.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, Unwrappable, CustomHandler, CustomHandlerGetResult, CustomHandlerGetResultDataFunction, FunctionableValue } 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 isFunction = (val: unknown): val is ((...parameters: any[]) => any) => {\n return typeof val === 'function';\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 getTypewriterSpeed = () => {\n return 90;\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(this: any) {\n if (throttled) {\n savedArgs = arguments;\n savedThis = this;\n return;\n }\n\n fn.apply(this, arguments as unknown as any[]);\n\n throttled = true;\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 \n return wrapper as unknown as (...args: Parameters<Fn>) => void;\n}\n\nexport { matchAction, isNumber, isNull, isString, isCSSImage, str, isUserRequiredAction, getTypewriterSpeed, getLanguage, throttle, isFunction }","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, Unwrappable, CustomHandler } from './action';\nimport type { Storage } from './storage';\nimport type { Save, State, StorageData, DeepPartial } from './types'\nimport type { Renderer, RendererInit } from './renderer'\nimport type { SetupT9N } from '@novely/t9n'\nimport { matchAction, isNumber, isNull, isString, str, isUserRequiredAction, getTypewriterSpeed, getLanguage, throttle, isFunction } 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>>, StateScheme extends State> {\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 * Delay loading data until Promise is resolved\n */\n storageDelay?: Promise<void>;\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 * Initial state value\n */\n state?: StateScheme;\n}\n\nconst novely = <Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends ReturnType<SetupT9N<Languages>>, StateScheme extends State>({ characters, storage, storageDelay = Promise.resolve(), renderer: createRenderer, initialScreen = \"mainmenu\", t9n, languages, state: defaultState }: NovelyInit<Languages, Characters, Inter, StateScheme>) => {\n let story: Story;\n let times = new Set<number>();\n\n /**\n * Сохраняет временные метки, созданные в данной сессии\n */\n const intime = (value: number) => {\n return times.add(value), value;\n }\n\n // @todo: find bug here\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 const action = new Proxy({} as ActionProxyProvider<Characters>, {\n get(_, prop) {\n return (...props: Parameters<ActionProxyProvider<Record<string, Character>>[keyof ActionProxyProvider<Record<string, Character>>]>) => {\n return [prop, ...props];\n }\n }\n });\n\n function state(value: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): void;\n function state(): StateScheme;\n function state(value?: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): StateScheme | void {\n if (!value) return stack.value[1] as StateScheme | void;\n\n const prev = stack.value[1];\n const val = isFunction(value) ? value(prev as StateScheme) : deepmerge([prev, value]);\n\n stack.value[1] = val as StateScheme;\n }\n\n const getDefaultSave = (state = {}) => {\n return [[[null, 'start'], [null, 0]], state, [intime(Date.now()), 'auto']] as Save;\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(klona(defaultState))];\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), getTypewriterSpeed()]\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 const getStoredData = () => {\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 stored.meta[1] ||= getTypewriterSpeed();\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\n /**\n * By default this is resolved immediately, but also can be delayed.\n * I.e. storage has not loaded yet\n */\n storageDelay.then(getStoredData)\n\n const initial = getDefaultSave(klona(defaultState));\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] = intime(Date.now());\n stack.value[2][1] = type;\n\n if (!override || !isLatest) {\n prev.saves.push(stack.value);\n return prev;\n }\n\n /**\n * Берём последнее сохранение\n */\n const latest = prev.saves.at(-1);\n\n /**\n * Если тип сохранения такой же, а также оно было создано в той же сессии,\n * То можно допустить перезапись\n */\n if (latest && latest[2][1] === type && times.has(date)) {\n prev.saves[prev.saves.length - 1] = stack.value;\n } else {\n prev.saves.push(stack.value);\n }\n\n return prev;\n });\n }\n\n const newGame = () => {\n if (!initialDataLoaded) return;\n\n const save = getDefaultSave(klona(defaultState));\n\n $.update(prev => {\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 let interacted = 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), getTypewriterSpeed()] }));\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 [Exclude<ValidAction[0], ValidAction>, 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 notLatest = next.some(([_action, _meta]) => _meta && meta && str(_meta[0]) === str(meta[0]));\n\n if (notLatest) 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 if (action === 'showCharacter') {\n const next = indexedQueue.slice(i + 1);\n const skip = next.some(([_action, _meta]) => {\n /**\n * Проверка на возможный `undefined`\n */\n if (!_meta || !meta) return false;\n\n /**\n * Будет ли персонаж скрыт в будущем\n * Нет смысла при загрузке сохранения загружать и отрисовывать персонажа, который будет скрыт\n */\n const hidden = _action === 'hideCharacter' && _meta[0] === meta[0];\n /**\n * Не нужно запускать рендер персонажа, если после этого будет ещё один рендер этого персонажа\n * Таким образом избегаем ситуации, когда при загрузке вследствие гонки при загрузки изображений отрисовывается не последняя эмоция\n */\n const notLatest = _action === action && _meta[0] === meta[0];\n\n return hidden || notLatest;\n })\n\n if (skip) continue;\n \n match(action, meta);\n } else if (action === 'showBackground') {\n const next = indexedQueue.slice(i + 1);\n /**\n * Такая же оптимизация применяется к фонам.\n * Если фон изменится, то нет смысла устанавливать текущий\n */\n const notLatest = next.some(([_action]) => action === _action);\n\n if (notLatest) continue;\n\n match(action, meta);\n } else {\n match(action, meta);\n }\n }\n\n restoring = 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 exit = () => {\n const current = stack.value;\n\n stack.clear();\n renderer.ui.showScreen('mainmenu');\n\n /**\n * First two save elements and it's type\n */\n const [[first, second],, [time, type]] = current;\n\n if (type === 'auto' && first && second) {\n /**\n * Если сохранение похоже на начальное, и при этом игрок не взаимодействовал с игрой, и оно было создано в текущей сессии, то удаляем его\n */\n if (first[0] === null && first[1] === 'start' && second[0] === null && !interacted && times.has(time)) {\n $.update((prev) => {\n prev.saves = prev.saves.filter(save => save !== current);\n\n return prev;\n })\n }\n }\n\n /**\n * Reset interactive value\n */\n interactivity(false);\n /**\n * Reset session times\n */\n times.clear();\n }\n\n const renderer = createRenderer({\n characters,\n set,\n restore,\n save,\n newGame,\n exit,\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, isFunction(time) ? time() : 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, restoring);\n handle.withEmotion(emotion)();\n\n push()\n },\n hideCharacter([character, className, style, duration]) {\n renderer.character(character).remove(className, style, duration)(push, restoring);\n },\n dialog([character, content, emotion]) {\n /**\n * Имя персонажа, с учетом выбранного языка\n */\n const name = (() => {\n const c = character, cs = characters;\n const lang = $.get().meta[0];\n\n return c ? c in cs ? typeof cs[c].name === 'string' ? cs[c].name as string : (cs[c].name as Record<string, string>)[lang] : c : '';\n })();\n\n renderer.dialog(unwrap(content), unwrap(name), character, 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([question, ...choices]) {\n const isWithoutQuestion = Array.isArray(question);\n\n if (isWithoutQuestion) {\n /**\n * Первый элемент может быть как строкой, так и элементов выбора\n */\n choices.unshift(question as unknown as [Unwrappable, ValidAction[], () => boolean]);\n /**\n * Значит, текст не требуется\n */\n question = '';\n }\n\n const unwrapped = choices.map(([content, action, visible]) => {\n return [unwrap(content), action, visible] as [string, ValidAction[], () => boolean];\n });\n\n renderer.choices(unwrap(question), unwrapped)((selected) => {\n enmemory();\n\n /**\n * Если был вопрос, то `index` смещается на единицу назад, поэтому нужно добавить единицу\n */\n stack.value[0].push(['choice', isWithoutQuestion ? selected : selected + 1], [null, 0]), render(), interactivity(true);\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', String(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 * Reset interactive value\n */\n interactivity(false);\n /**\n * Reset session times\n */\n times.clear();\n },\n input([question, onInput, setup]) {\n renderer.input(unwrap(question), onInput, setup)(forward);\n },\n custom([handler]) {\n const result = renderer.custom(handler, goingBack, () => {\n if (!restoring && handler.requireUserAction) enmemory(), interactivity(true);\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 // @todo: add clear\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 exit() {\n const path = stack.value[0];\n\n for (let i = path.length - 1; i > 0; i--) {\n if (path[i][0] !== 'choice' && path[i][0] !== 'condition') continue;\n\n stack.value[0] = path.slice(0, i);\n next();\n\n break;\n }\n\n render();\n }\n });\n\n const enmemory = () => {\n if (restoring) return;\n\n const current = klona(stack.value);\n\n current[2][1] = 'auto';\n\n stack.push(current);\n\n save(true, 'auto');\n }\n\n const next = () => {\n const path = stack.value[0];\n /**\n * Последний элемент пути\n */\n const last = path[path.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 path.push([null, 0]);\n }\n\n const render = () => {\n const referred = refer();\n\n if (!Array.isArray(referred)) return;\n\n const [action, ...props] = referred;\n\n match(action, props);\n }\n\n const push = () => {\n if (!restoring) next(), render();\n }\n\n const forward = () => {\n enmemory();\n push();\n interactivity(true)\n }\n\n const interactivity = (value = false) => {\n interacted = value;\n }\n\n const unwrap = (content: Unwrappable) => {\n const lang = $.get().meta[0];\n const data = state();\n\n return replaceT9N(isFunction(content) ? content(lang, data) : content, data);\n }\n\n return {\n withStory,\n action,\n render,\n state,\n t: t9n.t as Inter['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 }","const split = (input: string, delimeters: string[]) => {\n const output: (string | undefined)[] = [];\n\n for (const delimeter of delimeters) {\n if (!input) break;\n\n const [start, end] = input.split(delimeter, 2);\n\n output.push(start); input = end;\n }\n\n output.push(input);\n\n return output;\n}\n\nexport { split }","import type { BaseTranslationStrings } from './translations';\nimport { split } from './lib';\n\ntype PluralType = Intl.LDMLPluralRule;\ntype FunctionalSetupT9N = <LanguageKey extends string, PluralKey extends string, StringKey extends string, Actions extends string>(parameters: { [Lang in LanguageKey]: { pluralization: { [Plural in PluralKey]: Partial<Record<PluralType, string>> }; internal: { [Key in BaseTranslationStrings]: string }; strings: { [Str in StringKey]: string }; actions?: { [Action in Actions]?: (value: string) => string; } } }) => T9N<LanguageKey, StringKey>\ntype SetupT9N<LanguageKey extends string> = <PluralKey extends string, StringKey extends string, Actions extends string>(parameters: { [Lang in LanguageKey]: { pluralization: { [Plural in PluralKey]: Partial<Record<PluralType, string>> }; internal: { [Key in BaseTranslationStrings]: string }; strings: { [Str in StringKey]: string }; actions?: { [Action in Actions]?: (value: string) => string; } } }) => T9N<LanguageKey, StringKey>\n\ntype T9N<LanguageKey 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>>, actions?: Partial<Record<string, (str: string) => string>>, pr?: Intl.PluralRules) => {\n return str.replace(RGX, (x: any, key: string, y: any) => {\n x = 0;\n y = obj;\n\n const [pathstr, plural, action] = split(key.trim(), ['@', '%']);\n\n let path = pathstr!.split('.');\n\n while (y && x < path.length) y = y[path[x++]];\n\n if (plural && pluralization && y && pr) {\n y = pluralization[plural][pr.select(y)];\n }\n\n const actionHandler = actions && action && actions[action];\n\n if (actionHandler) y = actionHandler(y);\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'], parameters[lang]['actions'], pr);\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 'TextSpeed': 'Скорость Текста'\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 'TextSpeed': 'Text Speed'\n};\n\ntype BaseTranslationStrings = keyof typeof RU;\n\nexport { RU, EN }\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@4.3.1/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/lib.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, Unwrappable, CustomHandler, CustomHandlerGetResult, CustomHandlerGetResultDataFunction, FunctionableValue } 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 isFunction = (val: unknown): val is ((...parameters: any[]) => any) => {\n return typeof val === 'function';\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 getTypewriterSpeed = () => {\n return 90;\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(this: any) {\n if (throttled) {\n savedArgs = arguments;\n savedThis = this;\n return;\n }\n\n fn.apply(this, arguments as unknown as any[]);\n\n throttled = true;\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 \n return wrapper as unknown as (...args: Parameters<Fn>) => void;\n}\n\nconst vibrate = (pattern: VibratePattern) => {\n try {\n if ('vibrate' in navigator) {\n navigator.vibrate(pattern);\n }\n } catch {}\n}\n\nexport { matchAction, isNumber, isNull, isString, isCSSImage, str, isUserRequiredAction, getTypewriterSpeed, getLanguage, throttle, isFunction, vibrate }","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, Unwrappable, CustomHandler } from './action';\nimport type { Storage } from './storage';\nimport type { Save, State, StorageData, DeepPartial } from './types'\nimport type { Renderer, RendererInit } from './renderer'\nimport type { SetupT9N } from '@novely/t9n'\nimport { matchAction, isNumber, isNull, isString, str, isUserRequiredAction, getTypewriterSpeed, getLanguage, throttle, isFunction, vibrate } 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>>, StateScheme extends State> {\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 * Delay loading data until Promise is resolved\n */\n storageDelay?: Promise<void>;\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 * Initial state value\n */\n state?: StateScheme;\n}\n\nconst novely = <Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends ReturnType<SetupT9N<Languages>>, StateScheme extends State>({ characters, storage, storageDelay = Promise.resolve(), renderer: createRenderer, initialScreen = \"mainmenu\", t9n, languages, state: defaultState }: NovelyInit<Languages, Characters, Inter, StateScheme>) => {\n let story: Story;\n let times = new Set<number>();\n\n /**\n * Сохраняет временные метки, созданные в данной сессии\n */\n const intime = (value: number) => {\n return times.add(value), value;\n }\n\n // @todo: find bug here\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 const action = new Proxy({} as ActionProxyProvider<Characters>, {\n get(_, prop) {\n return (...props: Parameters<ActionProxyProvider<Record<string, Character>>[keyof ActionProxyProvider<Record<string, Character>>]>) => {\n return [prop, ...props];\n }\n }\n });\n\n function state(value: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): void;\n function state(): StateScheme;\n function state(value?: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): StateScheme | void {\n if (!value) return stack.value[1] as StateScheme | void;\n\n const prev = stack.value[1];\n const val = isFunction(value) ? value(prev as StateScheme) : deepmerge([prev, value]);\n\n stack.value[1] = val as StateScheme;\n }\n\n const getDefaultSave = (state = {}) => {\n return [[[null, 'start'], [null, 0]], state, [intime(Date.now()), 'auto']] as Save;\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(klona(defaultState))];\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), getTypewriterSpeed()]\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 const getStoredData = () => {\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 stored.meta[1] ||= getTypewriterSpeed();\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\n /**\n * By default this is resolved immediately, but also can be delayed.\n * I.e. storage has not loaded yet\n */\n storageDelay.then(getStoredData)\n\n const initial = getDefaultSave(klona(defaultState));\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] = intime(Date.now());\n stack.value[2][1] = type;\n\n if (!override || !isLatest) {\n prev.saves.push(stack.value);\n return prev;\n }\n\n /**\n * Берём последнее сохранение\n */\n const latest = prev.saves.at(-1);\n\n /**\n * Если тип сохранения такой же, а также оно было создано в той же сессии,\n * То можно допустить перезапись\n */\n if (latest && latest[2][1] === type && times.has(date)) {\n prev.saves[prev.saves.length - 1] = stack.value;\n } else {\n prev.saves.push(stack.value);\n }\n\n return prev;\n });\n }\n\n const newGame = () => {\n if (!initialDataLoaded) return;\n\n const save = getDefaultSave(klona(defaultState));\n\n $.update(prev => {\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 let interacted = 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), getTypewriterSpeed()] }));\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 [Exclude<ValidAction[0], ValidAction>, 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 notLatest = next.some(([_action, _meta]) => _meta && meta && str(_meta[0]) === str(meta[0]));\n\n if (notLatest) 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 if (action === 'showCharacter') {\n const next = indexedQueue.slice(i + 1);\n const skip = next.some(([_action, _meta]) => {\n /**\n * Проверка на возможный `undefined`\n */\n if (!_meta || !meta) return false;\n\n /**\n * Будет ли персонаж скрыт в будущем\n * Нет смысла при загрузке сохранения загружать и отрисовывать персонажа, который будет скрыт\n */\n const hidden = _action === 'hideCharacter' && _meta[0] === meta[0];\n /**\n * Не нужно запускать рендер персонажа, если после этого будет ещё один рендер этого персонажа\n * Таким образом избегаем ситуации, когда при загрузке вследствие гонки при загрузки изображений отрисовывается не последняя эмоция\n */\n const notLatest = _action === action && _meta[0] === meta[0];\n\n return hidden || notLatest;\n })\n\n if (skip) continue;\n \n match(action, meta);\n } else if (action === 'showBackground') {\n const next = indexedQueue.slice(i + 1);\n /**\n * Такая же оптимизация применяется к фонам.\n * Если фон изменится, то нет смысла устанавливать текущий\n */\n const notLatest = next.some(([_action]) => action === _action);\n\n if (notLatest) continue;\n\n match(action, meta);\n } else {\n match(action, meta);\n }\n }\n\n restoring = 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 exit = () => {\n const current = stack.value;\n\n stack.clear();\n renderer.ui.showScreen('mainmenu');\n\n /**\n * First two save elements and it's type\n */\n const [[first, second],, [time, type]] = current;\n\n if (type === 'auto' && first && second) {\n /**\n * Если сохранение похоже на начальное, и при этом игрок не взаимодействовал с игрой, и оно было создано в текущей сессии, то удаляем его\n */\n if (first[0] === null && first[1] === 'start' && second[0] === null && !interacted && times.has(time)) {\n $.update((prev) => {\n prev.saves = prev.saves.filter(save => save !== current);\n\n return prev;\n })\n }\n }\n\n /**\n * Reset interactive value\n */\n interactivity(false);\n /**\n * Reset session times\n */\n times.clear();\n }\n\n const renderer = createRenderer({\n characters,\n set,\n restore,\n save,\n newGame,\n exit,\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, isFunction(time) ? time() : 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, restoring);\n handle.withEmotion(emotion)();\n\n push()\n },\n hideCharacter([character, className, style, duration]) {\n renderer.character(character).remove(className, style, duration)(push, restoring);\n },\n dialog([character, content, emotion]) {\n /**\n * Имя персонажа, с учетом выбранного языка\n */\n const name = (() => {\n const c = character, cs = characters;\n const lang = $.get().meta[0];\n\n return c ? c in cs ? typeof cs[c].name === 'string' ? cs[c].name as string : (cs[c].name as Record<string, string>)[lang] : c : '';\n })();\n\n renderer.dialog(unwrap(content), unwrap(name), character, 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([question, ...choices]) {\n const isWithoutQuestion = Array.isArray(question);\n\n if (isWithoutQuestion) {\n /**\n * Первый элемент может быть как строкой, так и элементов выбора\n */\n choices.unshift(question as unknown as [Unwrappable, ValidAction[], () => boolean]);\n /**\n * Значит, текст не требуется\n */\n question = '';\n }\n\n const unwrapped = choices.map(([content, action, visible]) => {\n return [unwrap(content), action, visible] as [string, ValidAction[], () => boolean];\n });\n\n renderer.choices(unwrap(question), unwrapped)((selected) => {\n enmemory();\n\n /**\n * Если был вопрос, то `index` смещается на единицу назад, поэтому нужно добавить единицу\n */\n stack.value[0].push(['choice', isWithoutQuestion ? selected : selected + 1], [null, 0]), render(), interactivity(true);\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 vibrate(0);\n renderer.clear(goingBack)(push);\n },\n condition([condition]) {\n const value = condition();\n\n if (!restoring) stack.value[0].push(['condition', String(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 * Reset interactive value\n */\n interactivity(false);\n /**\n * Reset session times\n */\n times.clear();\n },\n input([question, onInput, setup]) {\n renderer.input(unwrap(question), onInput, setup)(forward);\n },\n custom([handler]) {\n const result = renderer.custom(handler, goingBack, () => {\n if (!restoring && handler.requireUserAction) enmemory(), interactivity(true);\n if (!restoring) push();\n });\n\n return result;\n },\n vibrate(pattern) {\n vibrate(pattern);\n push()\n },\n next() {\n push();\n },\n animateCharacter([character, timeout, ...classes]) {\n const handler: CustomHandler = (get) => {\n const { clear } = get('@@internal-animate-character');\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 const timeoutId = setTimeout(() => {\n target.classList.remove(...classNames);\n }, timeout);\n\n clear(() => {\n /**\n * Clear timeout, because when you will game re-runs some callback might remove classes from character\n */\n clearTimeout(timeoutId);\n });\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 exit() {\n const path = stack.value[0];\n\n for (let i = path.length - 1; i > 0; i--) {\n if (path[i][0] !== 'choice' && path[i][0] !== 'condition') continue;\n\n stack.value[0] = path.slice(0, i);\n next();\n\n break;\n }\n\n render();\n }\n });\n\n const enmemory = () => {\n if (restoring) return;\n\n const current = klona(stack.value);\n\n current[2][1] = 'auto';\n\n stack.push(current);\n\n save(true, 'auto');\n }\n\n const next = () => {\n const path = stack.value[0];\n /**\n * Последний элемент пути\n */\n const last = path[path.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 path.push([null, 0]);\n }\n\n const render = () => {\n const referred = refer();\n\n if (!Array.isArray(referred)) return;\n\n const [action, ...props] = referred;\n\n match(action, props);\n }\n\n const push = () => {\n if (!restoring) next(), render();\n }\n\n const forward = () => {\n enmemory();\n push();\n interactivity(true)\n }\n\n const interactivity = (value = false) => {\n interacted = value;\n }\n\n const unwrap = (content: Unwrappable) => {\n const lang = $.get().meta[0];\n const data = state();\n\n return replaceT9N(isFunction(content) ? content(lang, data) : content, data);\n }\n\n return {\n withStory,\n action,\n render,\n state,\n t: t9n.t as Inter['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 'choice',\n 'input',\n 'vibrate',\n 'text'\n] as const);\n\nexport { SKIPPED_DURING_RESTORE }","const split = (input: string, delimeters: string[]) => {\n const output: (string | undefined)[] = [];\n\n for (const delimeter of delimeters) {\n if (!input) break;\n\n const [start, end] = input.split(delimeter, 2);\n\n output.push(start); input = end;\n }\n\n output.push(input);\n\n return output;\n}\n\nexport { split }","import type { BaseTranslationStrings } from './translations';\nimport { split } from './lib';\n\ntype PluralType = Intl.LDMLPluralRule;\ntype FunctionalSetupT9N = <LanguageKey extends string, PluralKey extends string, StringKey extends string, Actions extends string>(parameters: { [Lang in LanguageKey]: { pluralization: { [Plural in PluralKey]: Partial<Record<PluralType, string>> }; internal: { [Key in BaseTranslationStrings]: string }; strings: { [Str in StringKey]: string }; actions?: { [Action in Actions]?: (value: string) => string; } } }) => T9N<LanguageKey, StringKey>\ntype SetupT9N<LanguageKey extends string> = <PluralKey extends string, StringKey extends string, Actions extends string>(parameters: { [Lang in LanguageKey]: { pluralization: { [Plural in PluralKey]: Partial<Record<PluralType, string>> }; internal: { [Key in BaseTranslationStrings]: string }; strings: { [Str in StringKey]: string }; actions?: { [Action in Actions]?: (value: string) => string; } } }) => T9N<LanguageKey, StringKey>\n\ntype T9N<LanguageKey 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>>, actions?: Partial<Record<string, (str: string) => string>>, pr?: Intl.PluralRules) => {\n return str.replace(RGX, (x: any, key: string, y: any) => {\n x = 0;\n y = obj;\n\n const [pathstr, plural, action] = split(key.trim(), ['@', '%']);\n\n let path = pathstr!.split('.');\n\n while (y && x < path.length) y = y[path[x++]];\n\n if (plural && pluralization && y && pr) {\n y = pluralization[plural][pr.select(y)];\n }\n\n const actionHandler = actions && action && actions[action];\n\n if (actionHandler) y = actionHandler(y);\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'], parameters[lang]['actions'], pr);\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 'TextSpeed': 'Скорость Текста'\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 'TextSpeed': 'Text Speed'\n};\n\ntype BaseTranslationStrings = keyof typeof RU;\n\nexport { RU, EN }\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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package/dist/index.js CHANGED
@@ -55,6 +55,14 @@ var throttle = (fn, ms) => {
55
55
  }
56
56
  return wrapper;
57
57
  };
58
+ var vibrate = (pattern) => {
59
+ try {
60
+ if ("vibrate" in navigator) {
61
+ navigator.vibrate(pattern);
62
+ }
63
+ } catch {
64
+ }
65
+ };
58
66
 
59
67
  // src/store.ts
60
68
  var store = (current, subscribers = /* @__PURE__ */ new Set()) => {
@@ -83,6 +91,7 @@ import { klona } from "klona/json";
83
91
  // src/constants.ts
84
92
  var SKIPPED_DURING_RESTORE = /* @__PURE__ */ new Set([
85
93
  "dialog",
94
+ "choice",
86
95
  "input",
87
96
  "vibrate",
88
97
  "text"
@@ -393,11 +402,8 @@ var novely = ({ characters, storage, storageDelay = Promise.resolve(), renderer:
393
402
  });
394
403
  },
395
404
  clear() {
396
- try {
397
- navigator.vibrate(0);
398
- } finally {
399
- renderer.clear(goingBack)(push);
400
- }
405
+ vibrate(0);
406
+ renderer.clear(goingBack)(push);
401
407
  },
402
408
  condition([condition]) {
403
409
  const value = condition();
@@ -424,17 +430,15 @@ var novely = ({ characters, storage, storageDelay = Promise.resolve(), renderer:
424
430
  return result;
425
431
  },
426
432
  vibrate(pattern) {
427
- try {
428
- navigator.vibrate(pattern);
429
- } finally {
430
- push();
431
- }
433
+ vibrate(pattern);
434
+ push();
432
435
  },
433
436
  next() {
434
437
  push();
435
438
  },
436
439
  animateCharacter([character, timeout, ...classes]) {
437
- const handler = () => {
440
+ const handler = (get) => {
441
+ const { clear } = get("@@internal-animate-character");
438
442
  const char = renderer.store.characters[character];
439
443
  if (!char)
440
444
  return;
@@ -443,9 +447,12 @@ var novely = ({ characters, storage, storageDelay = Promise.resolve(), renderer:
443
447
  return;
444
448
  const classNames = classes.filter((className) => !target.classList.contains(className));
445
449
  target.classList.add(...classNames);
446
- setTimeout(() => {
450
+ const timeoutId = setTimeout(() => {
447
451
  target.classList.remove(...classNames);
448
452
  }, timeout);
453
+ clear(() => {
454
+ clearTimeout(timeoutId);
455
+ });
449
456
  };
450
457
  handler.callOnlyLatest = true;
451
458
  return renderer.custom(handler, goingBack, () => {
package/dist/index.js.map CHANGED
@@ -1 +1 @@
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 isFunction = (val: unknown): val is ((...parameters: any[]) => any) => {\n return typeof val === 'function';\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 getTypewriterSpeed = () => {\n return 90;\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(this: any) {\n if (throttled) {\n savedArgs = arguments;\n savedThis = this;\n return;\n }\n\n fn.apply(this, arguments as unknown as any[]);\n\n throttled = true;\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 \n return wrapper as unknown as (...args: Parameters<Fn>) => void;\n}\n\nexport { matchAction, isNumber, isNull, isString, isCSSImage, str, isUserRequiredAction, getTypewriterSpeed, getLanguage, throttle, isFunction }","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, Unwrappable, CustomHandler } from './action';\nimport type { Storage } from './storage';\nimport type { Save, State, StorageData, DeepPartial } from './types'\nimport type { Renderer, RendererInit } from './renderer'\nimport type { SetupT9N } from '@novely/t9n'\nimport { matchAction, isNumber, isNull, isString, str, isUserRequiredAction, getTypewriterSpeed, getLanguage, throttle, isFunction } 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>>, StateScheme extends State> {\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 * Delay loading data until Promise is resolved\n */\n storageDelay?: Promise<void>;\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 * Initial state value\n */\n state?: StateScheme;\n}\n\nconst novely = <Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends ReturnType<SetupT9N<Languages>>, StateScheme extends State>({ characters, storage, storageDelay = Promise.resolve(), renderer: createRenderer, initialScreen = \"mainmenu\", t9n, languages, state: defaultState }: NovelyInit<Languages, Characters, Inter, StateScheme>) => {\n let story: Story;\n let times = new Set<number>();\n\n /**\n * Сохраняет временные метки, созданные в данной сессии\n */\n const intime = (value: number) => {\n return times.add(value), value;\n }\n\n // @todo: find bug here\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 const action = new Proxy({} as ActionProxyProvider<Characters>, {\n get(_, prop) {\n return (...props: Parameters<ActionProxyProvider<Record<string, Character>>[keyof ActionProxyProvider<Record<string, Character>>]>) => {\n return [prop, ...props];\n }\n }\n });\n\n function state(value: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): void;\n function state(): StateScheme;\n function state(value?: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): StateScheme | void {\n if (!value) return stack.value[1] as StateScheme | void;\n\n const prev = stack.value[1];\n const val = isFunction(value) ? value(prev as StateScheme) : deepmerge([prev, value]);\n\n stack.value[1] = val as StateScheme;\n }\n\n const getDefaultSave = (state = {}) => {\n return [[[null, 'start'], [null, 0]], state, [intime(Date.now()), 'auto']] as Save;\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(klona(defaultState))];\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), getTypewriterSpeed()]\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 const getStoredData = () => {\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 stored.meta[1] ||= getTypewriterSpeed();\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\n /**\n * By default this is resolved immediately, but also can be delayed.\n * I.e. storage has not loaded yet\n */\n storageDelay.then(getStoredData)\n\n const initial = getDefaultSave(klona(defaultState));\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] = intime(Date.now());\n stack.value[2][1] = type;\n\n if (!override || !isLatest) {\n prev.saves.push(stack.value);\n return prev;\n }\n\n /**\n * Берём последнее сохранение\n */\n const latest = prev.saves.at(-1);\n\n /**\n * Если тип сохранения такой же, а также оно было создано в той же сессии,\n * То можно допустить перезапись\n */\n if (latest && latest[2][1] === type && times.has(date)) {\n prev.saves[prev.saves.length - 1] = stack.value;\n } else {\n prev.saves.push(stack.value);\n }\n\n return prev;\n });\n }\n\n const newGame = () => {\n if (!initialDataLoaded) return;\n\n const save = getDefaultSave(klona(defaultState));\n\n $.update(prev => {\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 let interacted = 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), getTypewriterSpeed()] }));\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 [Exclude<ValidAction[0], ValidAction>, 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 notLatest = next.some(([_action, _meta]) => _meta && meta && str(_meta[0]) === str(meta[0]));\n\n if (notLatest) 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 if (action === 'showCharacter') {\n const next = indexedQueue.slice(i + 1);\n const skip = next.some(([_action, _meta]) => {\n /**\n * Проверка на возможный `undefined`\n */\n if (!_meta || !meta) return false;\n\n /**\n * Будет ли персонаж скрыт в будущем\n * Нет смысла при загрузке сохранения загружать и отрисовывать персонажа, который будет скрыт\n */\n const hidden = _action === 'hideCharacter' && _meta[0] === meta[0];\n /**\n * Не нужно запускать рендер персонажа, если после этого будет ещё один рендер этого персонажа\n * Таким образом избегаем ситуации, когда при загрузке вследствие гонки при загрузки изображений отрисовывается не последняя эмоция\n */\n const notLatest = _action === action && _meta[0] === meta[0];\n\n return hidden || notLatest;\n })\n\n if (skip) continue;\n \n match(action, meta);\n } else if (action === 'showBackground') {\n const next = indexedQueue.slice(i + 1);\n /**\n * Такая же оптимизация применяется к фонам.\n * Если фон изменится, то нет смысла устанавливать текущий\n */\n const notLatest = next.some(([_action]) => action === _action);\n\n if (notLatest) continue;\n\n match(action, meta);\n } else {\n match(action, meta);\n }\n }\n\n restoring = 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 exit = () => {\n const current = stack.value;\n\n stack.clear();\n renderer.ui.showScreen('mainmenu');\n\n /**\n * First two save elements and it's type\n */\n const [[first, second],, [time, type]] = current;\n\n if (type === 'auto' && first && second) {\n /**\n * Если сохранение похоже на начальное, и при этом игрок не взаимодействовал с игрой, и оно было создано в текущей сессии, то удаляем его\n */\n if (first[0] === null && first[1] === 'start' && second[0] === null && !interacted && times.has(time)) {\n $.update((prev) => {\n prev.saves = prev.saves.filter(save => save !== current);\n\n return prev;\n })\n }\n }\n\n /**\n * Reset interactive value\n */\n interactivity(false);\n /**\n * Reset session times\n */\n times.clear();\n }\n\n const renderer = createRenderer({\n characters,\n set,\n restore,\n save,\n newGame,\n exit,\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, isFunction(time) ? time() : 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, restoring);\n handle.withEmotion(emotion)();\n\n push()\n },\n hideCharacter([character, className, style, duration]) {\n renderer.character(character).remove(className, style, duration)(push, restoring);\n },\n dialog([character, content, emotion]) {\n /**\n * Имя персонажа, с учетом выбранного языка\n */\n const name = (() => {\n const c = character, cs = characters;\n const lang = $.get().meta[0];\n\n return c ? c in cs ? typeof cs[c].name === 'string' ? cs[c].name as string : (cs[c].name as Record<string, string>)[lang] : c : '';\n })();\n\n renderer.dialog(unwrap(content), unwrap(name), character, 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([question, ...choices]) {\n const isWithoutQuestion = Array.isArray(question);\n\n if (isWithoutQuestion) {\n /**\n * Первый элемент может быть как строкой, так и элементов выбора\n */\n choices.unshift(question as unknown as [Unwrappable, ValidAction[], () => boolean]);\n /**\n * Значит, текст не требуется\n */\n question = '';\n }\n\n const unwrapped = choices.map(([content, action, visible]) => {\n return [unwrap(content), action, visible] as [string, ValidAction[], () => boolean];\n });\n\n renderer.choices(unwrap(question), unwrapped)((selected) => {\n enmemory();\n\n /**\n * Если был вопрос, то `index` смещается на единицу назад, поэтому нужно добавить единицу\n */\n stack.value[0].push(['choice', isWithoutQuestion ? selected : selected + 1], [null, 0]), render(), interactivity(true);\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', String(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 * Reset interactive value\n */\n interactivity(false);\n /**\n * Reset session times\n */\n times.clear();\n },\n input([question, onInput, setup]) {\n renderer.input(unwrap(question), onInput, setup)(forward);\n },\n custom([handler]) {\n const result = renderer.custom(handler, goingBack, () => {\n if (!restoring && handler.requireUserAction) enmemory(), interactivity(true);\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 // @todo: add clear\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 exit() {\n const path = stack.value[0];\n\n for (let i = path.length - 1; i > 0; i--) {\n if (path[i][0] !== 'choice' && path[i][0] !== 'condition') continue;\n\n stack.value[0] = path.slice(0, i);\n next();\n\n break;\n }\n\n render();\n }\n });\n\n const enmemory = () => {\n if (restoring) return;\n\n const current = klona(stack.value);\n\n current[2][1] = 'auto';\n\n stack.push(current);\n\n save(true, 'auto');\n }\n\n const next = () => {\n const path = stack.value[0];\n /**\n * Последний элемент пути\n */\n const last = path[path.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 path.push([null, 0]);\n }\n\n const render = () => {\n const referred = refer();\n\n if (!Array.isArray(referred)) return;\n\n const [action, ...props] = referred;\n\n match(action, props);\n }\n\n const push = () => {\n if (!restoring) next(), render();\n }\n\n const forward = () => {\n enmemory();\n push();\n interactivity(true)\n }\n\n const interactivity = (value = false) => {\n interacted = value;\n }\n\n const unwrap = (content: Unwrappable) => {\n const lang = $.get().meta[0];\n const data = state();\n\n return replaceT9N(isFunction(content) ? 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ValidAction, Unwrappable, CustomHandler } from './action';\nimport type { Storage } from './storage';\nimport type { Save, State, StorageData, DeepPartial } from './types'\nimport type { Renderer, RendererInit } from './renderer'\nimport type { SetupT9N } from '@novely/t9n'\nimport { matchAction, isNumber, isNull, isString, str, isUserRequiredAction, getTypewriterSpeed, getLanguage, throttle, isFunction, vibrate } 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>>, StateScheme extends State> {\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 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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(klona(defaultState))];\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), getTypewriterSpeed()]\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 const getStoredData = () => {\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 stored.meta[1] ||= getTypewriterSpeed();\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\n /**\n * By default this is resolved immediately, but also can be delayed.\n * I.e. storage has not loaded yet\n */\n storageDelay.then(getStoredData)\n\n const initial = getDefaultSave(klona(defaultState));\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] = intime(Date.now());\n stack.value[2][1] = type;\n\n if (!override || !isLatest) {\n prev.saves.push(stack.value);\n return prev;\n }\n\n /**\n * Берём последнее сохранение\n */\n const latest = prev.saves.at(-1);\n\n /**\n * Если тип сохранения такой же, а также оно было создано в той же сессии,\n * То можно допустить перезапись\n */\n if (latest && latest[2][1] === type && times.has(date)) {\n prev.saves[prev.saves.length - 1] = stack.value;\n } else {\n prev.saves.push(stack.value);\n }\n\n return prev;\n });\n }\n\n const newGame = () => {\n if (!initialDataLoaded) return;\n\n const save = getDefaultSave(klona(defaultState));\n\n $.update(prev => {\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 let interacted = 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), getTypewriterSpeed()] }));\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 [Exclude<ValidAction[0], ValidAction>, 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 notLatest = next.some(([_action, _meta]) => _meta && meta && str(_meta[0]) === str(meta[0]));\n\n if (notLatest) 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 if (action === 'showCharacter') {\n const next = indexedQueue.slice(i + 1);\n const skip = next.some(([_action, _meta]) => {\n /**\n * Проверка на возможный `undefined`\n */\n if (!_meta || !meta) return false;\n\n /**\n * Будет ли персонаж скрыт в будущем\n * Нет смысла при загрузке сохранения загружать и отрисовывать персонажа, который будет скрыт\n */\n const hidden = _action === 'hideCharacter' && _meta[0] === meta[0];\n /**\n * Не нужно запускать рендер персонажа, если после этого будет ещё один рендер этого персонажа\n * Таким образом избегаем ситуации, когда при загрузке вследствие гонки при загрузки изображений отрисовывается не последняя эмоция\n */\n const notLatest = _action === action && _meta[0] === meta[0];\n\n return hidden || notLatest;\n })\n\n if (skip) continue;\n \n match(action, meta);\n } else if (action === 'showBackground') {\n const next = indexedQueue.slice(i + 1);\n /**\n * Такая же оптимизация применяется к фонам.\n * Если фон изменится, то нет смысла устанавливать текущий\n */\n const notLatest = next.some(([_action]) => action === _action);\n\n if (notLatest) continue;\n\n match(action, meta);\n } else {\n match(action, meta);\n }\n }\n\n restoring = 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 exit = () => {\n const current = stack.value;\n\n stack.clear();\n renderer.ui.showScreen('mainmenu');\n\n /**\n * First two save elements and it's type\n */\n const [[first, second],, [time, type]] = current;\n\n if (type === 'auto' && first && second) {\n /**\n * Если сохранение похоже на начальное, и при этом игрок не взаимодействовал с игрой, и оно было создано в текущей сессии, то удаляем его\n */\n if (first[0] === null && first[1] === 'start' && second[0] === null && !interacted && times.has(time)) {\n $.update((prev) => {\n prev.saves = prev.saves.filter(save => save !== current);\n\n return prev;\n })\n }\n }\n\n /**\n * Reset interactive value\n */\n interactivity(false);\n /**\n * Reset session times\n */\n times.clear();\n }\n\n const renderer = createRenderer({\n characters,\n set,\n restore,\n save,\n newGame,\n exit,\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, isFunction(time) ? time() : 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, restoring);\n handle.withEmotion(emotion)();\n\n push()\n },\n hideCharacter([character, className, style, duration]) {\n renderer.character(character).remove(className, style, duration)(push, restoring);\n },\n dialog([character, content, emotion]) {\n /**\n * Имя персонажа, с учетом выбранного языка\n */\n const name = (() => {\n const c = character, cs = characters;\n const lang = $.get().meta[0];\n\n return c ? c in cs ? typeof cs[c].name === 'string' ? cs[c].name as string : (cs[c].name as Record<string, string>)[lang] : c : '';\n })();\n\n renderer.dialog(unwrap(content), unwrap(name), character, 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([question, ...choices]) {\n const isWithoutQuestion = Array.isArray(question);\n\n if (isWithoutQuestion) {\n /**\n * Первый элемент может быть как строкой, так и элементов выбора\n */\n choices.unshift(question as unknown as [Unwrappable, ValidAction[], () => boolean]);\n /**\n * Значит, текст не требуется\n */\n question = '';\n }\n\n const unwrapped = choices.map(([content, action, visible]) => {\n return [unwrap(content), action, visible] as [string, ValidAction[], () => boolean];\n });\n\n renderer.choices(unwrap(question), unwrapped)((selected) => {\n enmemory();\n\n /**\n * Если был вопрос, то `index` смещается на единицу назад, поэтому нужно добавить единицу\n */\n stack.value[0].push(['choice', isWithoutQuestion ? selected : selected + 1], [null, 0]), render(), interactivity(true);\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 vibrate(0);\n renderer.clear(goingBack)(push);\n },\n condition([condition]) {\n const value = condition();\n\n if (!restoring) stack.value[0].push(['condition', String(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 * Reset interactive value\n */\n interactivity(false);\n /**\n * Reset session times\n */\n times.clear();\n },\n input([question, onInput, setup]) {\n renderer.input(unwrap(question), onInput, setup)(forward);\n },\n custom([handler]) {\n const result = renderer.custom(handler, goingBack, () => {\n if (!restoring && handler.requireUserAction) enmemory(), interactivity(true);\n if (!restoring) push();\n });\n\n return result;\n },\n vibrate(pattern) {\n vibrate(pattern);\n push()\n },\n next() {\n push();\n },\n animateCharacter([character, timeout, ...classes]) {\n const handler: CustomHandler = (get) => {\n const { clear } = get('@@internal-animate-character');\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 const timeoutId = setTimeout(() => {\n target.classList.remove(...classNames);\n }, timeout);\n\n clear(() => {\n /**\n * Clear timeout, because when you will game re-runs some callback might remove classes from character\n */\n clearTimeout(timeoutId);\n });\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 exit() {\n const path = stack.value[0];\n\n for (let i = path.length - 1; i > 0; i--) {\n if (path[i][0] !== 'choice' && path[i][0] !== 'condition') continue;\n\n stack.value[0] = path.slice(0, i);\n next();\n\n break;\n }\n\n render();\n }\n });\n\n const enmemory = () => {\n if (restoring) return;\n\n const current = klona(stack.value);\n\n current[2][1] = 'auto';\n\n stack.push(current);\n\n save(true, 'auto');\n }\n\n const next = () => {\n const path = stack.value[0];\n /**\n * Последний элемент пути\n */\n const last = path[path.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 path.push([null, 0]);\n }\n\n const render = () => {\n const referred = refer();\n\n if (!Array.isArray(referred)) return;\n\n const [action, ...props] = referred;\n\n match(action, props);\n }\n\n const push = () => {\n if (!restoring) next(), render();\n }\n\n const forward = () => {\n enmemory();\n push();\n interactivity(true)\n }\n\n const interactivity = (value = false) => {\n interacted = value;\n }\n\n const unwrap = (content: Unwrappable) => {\n const lang = $.get().meta[0];\n const data = state();\n\n return replaceT9N(isFunction(content) ? content(lang, data) : content, data);\n }\n\n return {\n withStory,\n action,\n render,\n state,\n t: t9n.t as Inter['t'],\n }\n}\n\nexport { novely }\n","const SKIPPED_DURING_RESTORE = new Set([\n 'dialog',\n 'choice',\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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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": "0.0.5",
4
+ "version": "0.0.7",
5
5
  "type": "module",
6
6
  "sideEffects": false,
7
7
  "types": "./dist/index.d.ts",