@novely/core 0.22.1 → 0.22.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.d.ts +5 -0
- package/dist/index.global.js +103 -81
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +103 -81
- package/dist/index.js.map +1 -1
- package/package.json +1 -1
package/dist/index.js.map
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{"version":3,"sources":["../src/constants.ts","../src/shared.ts","../src/utils.ts","../src/global.ts","../src/store.ts","../../deepmerge/src/utils.ts","../../deepmerge/src/index.ts","../../../node_modules/.pnpm/klona@2.0.6/node_modules/klona/json/index.mjs","../src/translation.ts","../src/storage.ts","../src/novely.ts","../src/translations.ts"],"sourcesContent":["import type { TypewriterSpeed } from './types';\n\nconst SKIPPED_DURING_RESTORE = new Set(['dialog', 'choice', 'input', 'vibrate', 'text'] as const);\n\nconst BLOCK_EXIT_STATEMENTS = new Set(['choice:exit', 'condition:exit', 'block:exit'] as const);\n\nconst BLOCK_STATEMENTS = new Set(['choice', 'condition', 'block'] as const);\n\nconst AUDIO_ACTIONS = new Set([\n 'playMusic',\n 'stopMusic',\n 'playSound',\n 'stopSound',\n 'voice',\n 'stopVoice'\n] as const);\n\nconst EMPTY_SET = new Set<any>();\n\nconst DEFAULT_TYPEWRITER_SPEED: TypewriterSpeed = 'Medium';\n\n/**\n * @internal\n */\nconst MAIN_CONTEXT_KEY = '$MAIN';\n\nexport { SKIPPED_DURING_RESTORE, EMPTY_SET, DEFAULT_TYPEWRITER_SPEED, BLOCK_EXIT_STATEMENTS, BLOCK_STATEMENTS, MAIN_CONTEXT_KEY, AUDIO_ACTIONS };\n","import type { StackHolder } from './types';\n\n/**\n * @internal\n */\nconst STACK_MAP = new Map<string, StackHolder>();\n\nexport { STACK_MAP }\n","import type { ActionProxyProvider, DefaultActionProxyProvider, CustomHandler, Story, ValidAction, GetActionParameters } from './action';\nimport type { Character } from './character';\nimport type { Thenable, Path, PathItem, Save, UseStackFunctionReturnType, StackHolder } from './types';\nimport type { Context, Renderer } from './renderer';\nimport { BLOCK_STATEMENTS, BLOCK_EXIT_STATEMENTS, SKIPPED_DURING_RESTORE } from './constants';\nimport { STACK_MAP } from './shared';\n\ntype MatchActionParams = {\n\tdata: Record<string, unknown>\n\tctx: Context\n}\n\ntype MatchActionMap = {\n\t[Key in keyof DefaultActionProxyProvider]: (params: MatchActionParams, data: Parameters<DefaultActionProxyProvider[Key]>) => void;\n};\n\ntype MatchActionMapComplete = Omit<MatchActionMap, 'custom'> & {\n\tcustom: (params: MatchActionParams, value: [handler: CustomHandler]) => Thenable<void>;\n};\n\ntype MatchActionParameters = {\n\t/**\n\t * Name of context or context\n\t */\n\tctx: string | Context;\n\t/**\n\t * Data from the save\n\t */\n\tdata: Record<string, unknown>;\n}\n\nconst matchAction = <M extends MatchActionMapComplete>(getContext: (name: string) => Context, values: M) => {\n\treturn (action: keyof MatchActionMapComplete, props: any, { ctx, data }: MatchActionParameters) => {\n\t\tconst context = typeof ctx === 'string' ? getContext(ctx) : ctx;\n\n\t\treturn values[action]({\n\t\t\tctx: context,\n\t\t\tdata,\n\t\t}, props);\n\t};\n};\n\nconst isNumber = (val: unknown): val is number => {\n\treturn typeof val === 'number';\n};\n\nconst isNull = (val: unknown): val is null => {\n\treturn val === null;\n};\n\nconst isString = (val: unknown): val is string => {\n\treturn typeof val === 'string';\n};\n\nconst isFunction = (val: unknown): val is (...parameters: any[]) => any => {\n\treturn typeof val === 'function';\n};\n\nconst isPromise = (val: unknown): val is Promise<any> => {\n\treturn Boolean(val) && (typeof val === 'object' || isFunction(val)) && isFunction((val as any).then);\n};\n\nconst isEmpty = (val: unknown): val is Record<PropertyKey, never> => {\n\treturn typeof val === 'object' && !isNull(val) && Object.keys(val).length === 0;\n};\n\nconst isCSSImage = (str: string) => {\n\tconst startsWith = String.prototype.startsWith.bind(str);\n\n\treturn startsWith('http') || startsWith('/') || startsWith('.') || startsWith('data');\n};\n\nconst str = String;\n\nconst isUserRequiredAction = (\n\taction: keyof MatchActionMapComplete,\n\tmeta: Parameters<MatchActionMapComplete[keyof MatchActionMapComplete]>,\n) => {\n\treturn action === 'custom' && meta[0] && (meta[0] as unknown as CustomHandler).requireUserAction;\n};\n\nconst getLanguage = (languages: string[]) => {\n\tlet { language } = navigator;\n\n\tif (languages.includes(language)) {\n\t\treturn language;\n\t} else if (languages.includes((language = language.slice(0, 2)))) {\n\t\treturn language;\n\t} else if ((language = languages.find((value) => navigator.languages.includes(value))!)) {\n\t\treturn language;\n\t}\n\n\t/**\n\t * We'v checked the `en-GB` format, `en` format, and maybe any second languages, but there were no matches\n\t */\n\treturn 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\tlet throttled = false,\n\t\tsavedArgs: any,\n\t\tsavedThis: any;\n\n\tfunction wrapper(this: any, ...args: any[]) {\n\t\tif (throttled) {\n\t\t\tsavedArgs = args;\n\t\t\t/* eslint-disable @typescript-eslint/no-this-alias */\n\t\t\tsavedThis = this;\n\t\t\treturn;\n\t\t}\n\n\t\tfn.apply(this, args as unknown as any[]);\n\n\t\tthrottled = true;\n\n\t\tsetTimeout(function () {\n\t\t\tthrottled = false;\n\n\t\t\tif (savedArgs) {\n\t\t\t\twrapper.apply(savedThis, savedArgs);\n\t\t\t\tsavedArgs = savedThis = null;\n\t\t\t}\n\t\t}, ms);\n\t}\n\n\treturn wrapper as unknown as (...args: Parameters<Fn>) => void;\n};\n\nconst findLastIndex = <T>(array: T[], fn: (this: T[], item: T, index: number, array: T[]) => boolean) => {\n\tfor (let i = array.length - 1; i >= 0; i--) {\n\t\tif (fn.call(array, array[i], i, array)) {\n\t\t\treturn i;\n\t\t}\n\t}\n\n\treturn -1;\n};\n\n/**\n * Using this because `Array.prototype.findLast` has not enough support\n * @see https://caniuse.com/?search=findLast\n */\nconst findLast = <T>(array: T[], fn: (this: T[], item: T, index: number, array: T[]) => boolean) => {\n\treturn array[findLastIndex(array, fn)];\n}\n\ntype ControlledPromise<T> = Promise<\n\t| {\n\t\t\tvalue: T;\n\t\t\tcancelled: false;\n\t }\n\t| {\n\t\t\tvalue: null;\n\t\t\tcancelled: true;\n\t }\n>;\n\ntype ControlledPromiseObj<T> = {\n\tresolve: (value: T | PromiseLike<T>) => void;\n\treject: (reason?: any) => void;\n\n\tpromise: ControlledPromise<T>;\n\n\tcancel: () => void;\n};\n\nconst createControlledPromise = <T = void>() => {\n\tconst object = {\n\t\tresolve: null,\n\t\treject: null,\n\n\t\tpromise: null,\n\n\t\tcancel: null,\n\t} as unknown as ControlledPromiseObj<T>;\n\n\tconst init = () => {\n\t\tconst promise = new Promise((resolve, reject) => {\n\t\t\tobject.reject = reject;\n\t\t\tobject.resolve = (value) => {\n\t\t\t\tresolve({ cancelled: false, value });\n\t\t\t};\n\n\t\t\tobject.cancel = () => {\n\t\t\t\tresolve({ cancelled: true, value: null });\n\t\t\t\tinit();\n\t\t\t};\n\t\t});\n\n\t\t// @ts-expect-error Types does not match and this is expected\n\t\tobject.promise = promise;\n\t};\n\n\treturn init(), object;\n};\n\nconst findLastPathItemBeforeItemOfType = (path: Path, name: PathItem[0]) => {\n\tconst index = findLastIndex(path, ([_name, _value], i, array) => {\n\t\tconst next = array[i + 1];\n\n\t\treturn isNull(_name) && isNumber(_value) && next != null && next[0] === name;\n\t});\n\n\treturn path[index] as undefined | [null, number];\n};\n\nconst isBlockStatement = (statement: unknown): statement is 'choice' | 'condition' | 'block' => {\n\treturn BLOCK_STATEMENTS.has(statement as any);\n};\n\nconst isBlockExitStatement = (\n\tstatement: unknown,\n): statement is 'choice:exit' | 'condition:exit' | 'block:exit' => {\n\treturn BLOCK_EXIT_STATEMENTS.has(statement as any);\n};\n\nconst isSkippedDuringRestore = (item: unknown): item is 'vibrate' | 'dialog' | 'input' | 'choice' | 'text' => {\n\treturn SKIPPED_DURING_RESTORE.has(item as any);\n};\n\nconst noop = () => {};\n\nconst isAction = (\n\telement: unknown,\n): element is [\n\tkeyof MatchActionMapComplete,\n\t...Parameters<MatchActionMapComplete[keyof MatchActionMapComplete]>,\n] => {\n\treturn Array.isArray(element) && isString(element[0]);\n};\n\n/**\n * Transforms `(ValidAction | ValidAction[])[]` to `ValidAction[]`\n */\nconst flattenStory = (story: Story) => {\n\tconst entries = Object.entries(story).map(([name, items]) => {\n\t\tconst flat = (item: (ValidAction | ValidAction[])[]): ValidAction[] => {\n\t\t\treturn item.flatMap((data) => {\n\t\t\t\tconst type = data[0];\n\n\t\t\t\t/**\n\t\t\t\t * This is not just an action like `['name', ...arguments]`, but an array of actions\n\t\t\t\t */\n\t\t\t\tif (Array.isArray(type)) return flat(data as ValidAction[]);\n\n\t\t\t\treturn [data as ValidAction];\n\t\t\t});\n\t\t};\n\n\t\treturn [name, flat(items)];\n\t});\n\n\treturn Object.fromEntries(entries);\n};\n\n/**\n * A wrapper on `fn` to make it run only once!\n * @param fn Function that needed to run no more than one time\n */\nconst once = (fn: () => void) => {\n\tlet ran = false;\n\n\treturn () => {\n\t\tif (ran) return;\n\n\t\tran = true;\n\t\tfn();\n\t};\n};\n\nconst isExitImpossible = (path: Path) => {\n\tconst blockStatements = path.filter(([item]) => isBlockStatement(item));\n\tconst blockExitStatements = path.filter(([item]) => isBlockExitStatement(item));\n\n\t/**\n\t * There were no blocks nor exits from blocks\n\t */\n\tif (blockStatements.length === 0 && blockExitStatements.length === 0) {\n\t\treturn true;\n\t}\n\n\t/**\n\t * There is block that can be exited\n\t */\n\tif (blockStatements.length > blockExitStatements.length) {\n\t\treturn false;\n\t}\n\n\treturn !blockExitStatements.every(([name], i) => name && name.startsWith(blockStatements[i][0]!))\n}\n\nconst getOppositeAction = (action: 'showCharacter' | 'playSound' | 'playMusic' | 'voice' | any) => {\n\tconst MAP = {\n\t\t'showCharacter': 'hideCharacter',\n\t\t'playSound': 'stopSound',\n\t\t'playMusic': 'stopMusic',\n\t\t'voice': 'stopVoice'\n\t} as const;\n\n\treturn MAP[action as keyof typeof MAP];\n}\n\nconst getActionsFromPath = (story: Story, path: Path, raw: boolean = false) => {\n\t/**\n\t * Current item in the story\n\t */\n\tlet current: any = story;\n\t/**\n\t * Previous `current` value\n\t */\n\tlet precurrent: any;\n\t/**\n\t * Should we ignore some actions\n\t */\n\tlet ignoreNested = false;\n\t/**\n\t * Current item of type `[null, int]`\n\t */\n\tlet index = 0;\n\n\t/**\n\t * Cound of items of type `[null, int]`\n\t */\n\tconst max = path.reduce((acc, [type, val]) => {\n\t\tif (isNull(type) && isNumber(val)) {\n\t\t\treturn acc + 1;\n\t\t}\n\n\t\treturn acc;\n\t}, 0);\n\n\tconst queue = [] as [any, any][];\n\tconst blocks = [];\n\n\tfor (const [type, val] of path) {\n\t\tif (type === 'jump') {\n\t\t\tprecurrent = story;\n\t\t\tcurrent = current[val];\n\t\t} else if (type === null) {\n\t\t\tprecurrent = current;\n\n\t\t\tif (isNumber(val)) {\n\t\t\t\tindex++;\n\n\t\t\t\tlet startIndex = 0;\n\n\t\t\t\tif (ignoreNested) {\n\t\t\t\t\tconst prev = findLastPathItemBeforeItemOfType(path.slice(0, index), 'block');\n\n\t\t\t\t\tif (prev) {\n\t\t\t\t\t\tstartIndex = prev[1];\n\t\t\t\t\t\tignoreNested = false;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t/**\n\t\t\t\t * Запустим все экшены которые идут в `[null, int]` от `0` до `int`\n\t\t\t\t * Почему-то потребовалось изменить `<` на `<=`, чтобы последний action попадал сюда\n\t\t\t\t */\n\t\t\t\tfor (let i = startIndex; i <= val; i++) {\n\t\t\t\t\tconst item = current[i];\n\n\t\t\t\t\t/**\n\t\t\t\t\t * In case of broken save at least not throw\n\t\t\t\t\t * But is should not happen\n\t\t\t\t\t */\n\t\t\t\t\tif (!isAction(item)) continue;\n\n\t\t\t\t\tconst [action, ...meta] = item;\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Add item to queue and action to keep\n\t\t\t\t\t */\n\t\t\t\t\tconst push = () => {\n\t\t\t\t\t\tqueue.push([action, meta]);\n\t\t\t\t\t};\n\n\t\t\t\t\t/**\n\t\t\t\t\t * In case we want pure data then just add it\n\t\t\t\t\t */\n\t\t\t\t\tif (raw) {\n\t\t\t\t\t\tpush();\n\t\t\t\t\t\tcontinue;\n\t\t\t\t\t}\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Экшены, для закрытия которых пользователь должен с ними взаимодействовать\n\t\t\t\t\t * Также в эту группу входят экшены, которые не должны быть вызваны при восстановлении\n\t\t\t\t\t */\n\t\t\t\t\tif (isSkippedDuringRestore(action) || isUserRequiredAction(action, meta)) {\n\t\t\t\t\t\tif (index === max && i === val) {\n\t\t\t\t\t\t\tpush();\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tcontinue;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpush();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tcurrent = current[val];\n\t\t} else if (type === 'choice') {\n\t\t\tblocks.push(precurrent);\n\t\t\tcurrent = current[val + 1][1];\n\t\t} else if (type === 'condition') {\n\t\t\tblocks.push(precurrent);\n\t\t\tcurrent = current[2][val];\n\t\t} else if (type === 'block') {\n\t\t\tblocks.push(precurrent);\n\t\t\tcurrent = story[val];\n\t\t} else if (type === 'block:exit' || type === 'choice:exit' || type === 'condition:exit') {\n\t\t\tcurrent = blocks.pop();\n\t\t\tignoreNested = true;\n\t\t}\n\t}\n\n\treturn queue;\n}\n\nconst createQueueProcessor = (queue: [any, any][]) => {\n\tconst processedQueue: [any, any][] = [];\n\n\tconst keep = new Set();\n\tconst characters = new Set();\n\tconst audio = {\n\t\tmusic: new Set(),\n\t\tsound: new Set()\n\t};\n\n\t/**\n\t * Get the next actions array.\n\t */\n\tconst next = (i: number) => queue.slice(i + 1);\n\n\tfor (const [i, [action, meta]] of queue.entries()) {\n\t\t/**\n\t\t * Keep actually does not keep any actions, clear method only works with things like `dialog` which can blink and etc\n\t\t * So it's just easies to add everything in there\n\t\t */\n\t\tkeep.add(action);\n\n\t\tif (action === 'function' || action === 'custom') {\n\t\t\t/**\n\t\t\t * When `callOnlyLatest` is `true`\n\t\t\t */\n\t\t\tif (action === 'custom' && (meta as GetActionParameters<'Custom'>)[0].callOnlyLatest) {\n\t\t\t\t/**\n\t\t\t\t * We'll calculate it is `latest` or not\n\t\t\t\t */\n\t\t\t\tconst notLatest = next(i).some(([, _meta]) => {\n\t\t\t\t\tif (!_meta || !meta) return false;\n\n\t\t\t\t\tconst c0 = _meta[0] as unknown as GetActionParameters<'Custom'>[0];\n\t\t\t\t\tconst c1 = meta[0] as unknown as GetActionParameters<'Custom'>[0];\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Also check for `undefined`\n\t\t\t\t\t */\n\t\t\t\t\tconst isIdenticalID = c0.id && c1.id && c0.id === c1.id;\n\t\t\t\t\tconst isIdenticalByReference = c0 === c1;\n\n\t\t\t\t\treturn isIdenticalID || isIdenticalByReference || str(c0) === str(c1);\n\t\t\t\t});\n\n\t\t\t\tif (notLatest) continue;\n\t\t\t}\n\n\t\t\tprocessedQueue.push([action, meta]);\n\t\t} else if (action === 'showCharacter' || action === 'playSound' || action === 'playMusic' || action === 'voice') {\n\t\t\tconst closing = getOppositeAction(action);\n\n\t\t\tconst skip = next(i).some(([_action, _meta]) => {\n\t\t\t\tif (!_meta || !meta) return false;\n\t\t\t\tif (_meta[0] !== meta[0]) return false;\n\n\t\t\t\t/**\n\t\t\t\t * It either will be closed OR same action will be ran again\n\t\t\t\t */\n\t\t\t\treturn _action === closing || _action === action;\n\t\t\t});\n\n\t\t\tif (skip) continue;\n\n\t\t\t/**\n\t\t\t * Actually, we do not need check above to add there things to keep because if something was hidden already we could not keep it visible\n\t\t\t */\n\t\t\tif (action === 'showCharacter') {\n\t\t\t\tcharacters.add(meta[0])\n\t\t\t} else if (action === 'playMusic') {\n\t\t\t\taudio.music.add(meta[0])\n\t\t\t} else if (action === 'playSound') {\n\t\t\t\taudio.sound.add(meta[0])\n\t\t\t}\n\n\t\t\tprocessedQueue.push([action, meta]);\n\t\t} else if (action === 'showBackground' || action === 'animateCharacter' || action === 'preload') {\n\t\t\t/**\n\t\t\t * @todo: Также сравнивать персонажей в animateCharacter. Чтобы не просто последний запускался, а последний для персонажа.\n\t\t\t * Тем не менее таким образом могут быть лишнии анимации.\n\t\t\t * Можно проверить, что одна анимация идёт сразу за другой, а не через, например, dialog\n\t\t\t */\n\n\t\t\t/**\n\t\t\t * Такая же оптимизация применяется к фонам и анимированию персонажей, и `preload`.\n\t\t\t * Если фон изменится, то нет смысла устанавливать или предзагружать текущий\n\t\t\t */\n\t\t\tconst skip = next(i).some(([_action], i, array) => action === _action);\n\n\t\t\tif (skip) continue;\n\n\t\t\tprocessedQueue.push([action, meta]);\n\t\t} else {\n\t\t\tprocessedQueue.push([action, meta]);\n\t\t}\n\t}\n\n\tconst run = async (match: (action: keyof ActionProxyProvider<Record<string, Character>, string>, props: any) => Thenable<void>) => {\n\t\tfor await (const [action, meta] of processedQueue) {\n\t\t\tconst result = match(action, meta);\n\n\t\t\tif (isPromise(result)) {\n\t\t\t\tawait result;\n\t\t\t}\n\t\t}\n\n\t\tprocessedQueue.length = 0;\n\t}\n\n\tconst getKeep = () => {\n\t\treturn {\n\t\t\tkeep,\n\t\t\tcharacters,\n\t\t\taudio\n\t\t}\n\t}\n\n\treturn {\n\t\trun,\n\t\tgetKeep\n\t}\n}\n\nconst getStack = (ctx: Context) => {\n\tconst { id } = ctx;\n\tconst cached = STACK_MAP.get(id);\n\n\tif (cached) return cached;\n\n\tconst stack = [] as unknown as StackHolder;\n\n\tSTACK_MAP.set(id, stack);\n\n\treturn stack;\n}\n\nconst createUseStackFunction = (renderer: Renderer) => {\n\tconst useStack = (context: Context | string): UseStackFunctionReturnType => {\n\t\tconst ctx = typeof context === 'string' ? renderer.getContext(context) : context;\n\t\tconst stack = getStack(ctx);\n\n\t\treturn {\n\t\t\tget previous() {\n\t\t\t\treturn stack.previous;\n\t\t\t},\n\t\t\tget value() {\n\t\t\t\treturn stack.at(-1)!;\n\t\t\t},\n\t\t\tset value(value) {\n\t\t\t\tstack[stack.length - 1] = value;\n\t\t\t},\n\n\t\t\tback() {\n\t\t\t\tif (stack.length > 1) {\n\t\t\t\t\tstack.previous = stack.pop();\n\t\t\t\t\tctx.meta.goingBack = true;\n\t\t\t\t}\n\t\t\t},\n\t\t\tpush(value: Save) {\n\t\t\t\tstack.push(value);\n\t\t\t},\n\t\t\tclear() {\n\t\t\t\tstack.length = 0;\n\t\t\t\tstack.length = 1;\n\t\t\t}\n\t\t}\n\t}\n\n\treturn useStack;\n}\n\nexport {\n\tmatchAction,\n\tisNumber,\n\tisNull,\n\tisString,\n\tisPromise,\n\tisEmpty,\n\tisCSSImage,\n\tstr,\n\tisUserRequiredAction,\n\tgetLanguage,\n\tthrottle,\n\tisFunction,\n\tfindLastIndex,\n\tfindLast,\n\tcreateControlledPromise,\n\tfindLastPathItemBeforeItemOfType,\n\tisBlockStatement,\n\tisBlockExitStatement,\n\tisSkippedDuringRestore,\n\tnoop,\n\tisAction,\n\tflattenStory,\n\tonce,\n\tisExitImpossible,\n\tgetOppositeAction,\n\tgetActionsFromPath,\n\tcreateQueueProcessor,\n\tgetStack,\n\tcreateUseStackFunction\n};\n","const PRELOADED_ASSETS = new Set<string>();\n\nexport { PRELOADED_ASSETS };\n","type Stored<T> = {\n\tsubscribe: (cb: (value: T) => void) => () => void;\n\tupdate: (fn: (prev: T) => T) => void;\n\tset: (val: T) => void;\n\tget: () => T;\n};\n\nconst store = <T>(current: T, subscribers = new Set<(value: T) => void>()): Stored<T> => {\n\tconst subscribe = (cb: (value: T) => void) => {\n\t\tsubscribers.add(cb), cb(current);\n\n\t\treturn () => {\n\t\t\tsubscribers.delete(cb);\n\t\t};\n\t};\n\n\tconst push = (value: T) => {\n\t\tfor (const cb of subscribers) cb(value);\n\t};\n\n\tconst update = (fn: (prev: T) => T) => {\n\t\tpush((current = fn(current)));\n\t};\n\n\tconst set = (val: T) => {\n\t\tupdate(() => val);\n\t}\n\n\tconst get = () => {\n\t\treturn current;\n\t};\n\n\treturn { subscribe, update, set, get } as const;\n};\n\nexport { store };\nexport type { Stored };\n","const { isArray } = Array;\nconst { hasOwnProperty, propertyIsEnumerable, getOwnPropertySymbols } = Object;\n\nconst propertyIsOnObject = <T extends Record<PropertyKey, unknown>, K extends PropertyKey>(object: T, property: K): object is T & { [Key in K]: unknown } => {\n\ttry {\n\t\treturn property in object\n\t} catch {\n\t\treturn false\n\t}\n}\n\nconst propertyIsUnsafe = (target: Record<PropertyKey, unknown>, key: PropertyKey) => {\n\treturn propertyIsOnObject(target, key) // Properties are safe to merge if they don't exist in the target yet,\n\t\t&& !(hasOwnProperty.call(target, key) // unsafe if they exist up the prototype chain,\n\t\t\t&& propertyIsEnumerable.call(target, key)) // and also unsafe if they're nonenumerable.\n}\n\nconst getEnumerableOwnPropertySymbols = (target: Record<PropertyKey, unknown>) => {\n if (!getOwnPropertySymbols) return [];\n\n return getOwnPropertySymbols(target).filter(symbol => propertyIsEnumerable.call(target, symbol))\n}\n\nconst keys = <T extends Record<PropertyKey, unknown>>(target: T): (keyof T)[] => {\n return [...Object.keys(target), ...getEnumerableOwnPropertySymbols(target)];\n}\n\nconst isMergeableObject = (value: unknown): value is Record<PropertyKey, unknown> => {\n return !!value && typeof value === 'object' && !(['RegExp', 'Date'].includes(Object.prototype.toString.call(value).slice(8, -1)));\n}\n\nexport { isArray, propertyIsOnObject, propertyIsUnsafe, getEnumerableOwnPropertySymbols, isMergeableObject, keys }\n","import { isArray, propertyIsOnObject, propertyIsUnsafe, isMergeableObject, keys } from './utils';\n\nconst empty = <T extends (Record<PropertyKey, unknown> | unknown[])>(value: T): T => {\n return (isArray(value) ? [] : {}) as T;\n}\n\nconst clone = <T>(value: T): T => {\n return isMergeableObject(value)\n ? deepmerge(empty(value), value)\n : value;\n}\n\nconst mergeArray = <T>(target: T[], source: T[]) => {\n const destination = target.slice();\n\n source.forEach((item, index) => {\n if (typeof destination[index] === 'undefined') {\n destination[index] = clone(item);\n } else if (isMergeableObject(item)) {\n destination[index] = deepmerge(target[index] as any, item as any);\n } else if (target.indexOf(item) === -1) {\n destination.push(item);\n }\n });\n\n return destination;\n}\n\nconst mergeObject = <T extends Record<PropertyKey, unknown>>(target: T, source: T): T => {\n const destination: Record<PropertyKey, any> = {};\n\n for (const key of keys(target)) {\n destination[key] = clone(target[key]);\n }\n\n for (const key of keys(source)) {\n if (propertyIsUnsafe(target, key)) {\n continue;\n }\n\n if (propertyIsOnObject(target, key) && isMergeableObject(source[key])) {\n destination[key] = deepmerge(target[key] as any, source[key] as any);\n } else {\n destination[key] = clone(source[key]);\n }\n }\n\n return destination as unknown as T;\n}\n\nconst deepmerge = <T extends (Record<PropertyKey, unknown> | unknown[])>(target: T, source: T): T => {\n if (isArray(target) && isArray(source)) {\n const merged = mergeArray(target, source);\n\n return merged as unknown as T;\n } else if (!isArray(target) && !isArray(source)) {\n const merged = mergeObject(target, source);\n\n return merged as unknown as T;\n } else {\n return clone(source);\n }\n}\n\nexport { deepmerge }\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","type PluralType = Intl.LDMLPluralRule;\ntype Pluralization = Partial<Record<PluralType, string>>;\ntype AllowedContent = string | (() => string | string[]) | string[] | (string | (() => string | string[]))[];\ntype TranslationActions = Partial<Record<string, (str: string) => string>>;\n\nconst RGX = /{{(.*?)}}/g;\n\nconst split = (input: string, delimeters: string[]) => {\n\tconst output: (string | undefined)[] = [];\n\n\tfor (const delimeter of delimeters) {\n\t\tif (!input) break;\n\n\t\tconst [start, end] = input.split(delimeter, 2);\n\n\t\toutput.push(start);\n\t\tinput = end;\n\t}\n\n\toutput.push(input);\n\n\treturn output;\n};\n\n/**\n * Unwraps any allowed content into string\n * @param c Content\n */\nconst unwrap = (c: AllowedContent): string => {\n\tif (Array.isArray(c)) {\n\t\treturn c.map((item) => unwrap(item)).join('<br>');\n\t}\n\n\tif (typeof c === 'function') {\n\t\treturn unwrap(c());\n\t}\n\n\treturn c;\n};\n\nconst replace = (\n\tstr: AllowedContent,\n\tobj: Record<string, unknown>,\n\tpluralization?: Record<string, Pluralization>,\n\tactions?: TranslationActions,\n\tpr?: Intl.PluralRules,\n) => {\n\treturn unwrap(str).replaceAll(RGX, (x: any, key: string, y: any) => {\n\t\tx = 0;\n\t\ty = obj;\n\n\t\tconst [pathstr, plural, action] = split(key.trim(), ['@', '%']);\n\n\t\tif (!pathstr) {\n\t\t\treturn '';\n\t\t}\n\n\t\tconst path = pathstr.split('.');\n\n\t\twhile (y && x < path.length) y = y[path[x++]];\n\n\t\tif (plural && pluralization && y && pr) {\n\t\t\ty = pluralization[plural][pr.select(y)];\n\t\t}\n\n\t\tconst actionHandler = actions && action && actions[action];\n\n\t\tif (actionHandler) y = actionHandler(y);\n\n\t\treturn y == null ? '' : y;\n\t});\n};\n\nexport { unwrap, replace };\nexport type { AllowedContent, PluralType, Pluralization, TranslationActions };\n","import type { StorageData } from './types';\n\ninterface LocalStorageStorageSettings {\n\tkey: string;\n}\n\ninterface Storage {\n\tget: () => Promise<StorageData>;\n\tset: (data: StorageData) => Promise<void>;\n}\n\nconst localStorageStorage = (options: LocalStorageStorageSettings): Storage => {\n\treturn {\n\t\tasync get() {\n\t\t\tconst fallback = { saves: [], data: {}, meta: [] };\n\n\t\t\ttry {\n\t\t\t\tconst value = localStorage.getItem(options.key);\n\n\t\t\t\treturn value ? JSON.parse(value) : fallback;\n\t\t\t} catch {\n\t\t\t\treturn fallback;\n\t\t\t}\n\t\t},\n\t\tasync set(data) {\n\t\t\ttry {\n\t\t\t\tlocalStorage.setItem(options.key, JSON.stringify(data));\n\t\t\t} catch {}\n\t\t},\n\t};\n};\n\nexport type { Storage };\nexport { localStorageStorage };\n","import type { Character } from './character';\nimport type {\n\tActionProxyProvider,\n\tStory,\n\tValidAction,\n\tUnwrappable,\n\tCustomHandler,\n} from './action';\nimport type { Storage } from './storage';\nimport type {\n\tSave,\n\tState,\n\tData,\n\tStorageData,\n\tDeepPartial,\n\tNovelyScreen,\n\tMigration,\n\tActionFN,\n\tCoreData,\n\tPath\n} from './types';\nimport type { Context, Renderer, RendererInit } from './renderer';\nimport type { TranslationActions, Pluralization } from './translation';\nimport type { BaseTranslationStrings } from './translations';\nimport {\n\tmatchAction,\n\tisNumber,\n\tisNull,\n\tisEmpty,\n\tisCSSImage,\n\tgetLanguage as defaultGetLanguage,\n\tthrottle,\n\tisFunction,\n\tfindLastIndex,\n\tcreateControlledPromise,\n\tfindLastPathItemBeforeItemOfType,\n\tisBlockStatement,\n\tisBlockExitStatement,\n\tisSkippedDuringRestore,\n\tisAction,\n\tnoop,\n\tflattenStory,\n\tisExitImpossible,\n\tgetActionsFromPath,\n\tcreateUseStackFunction,\n\tcreateQueueProcessor\n} from './utils';\nimport { PRELOADED_ASSETS } from './global';\nimport { store } from './store';\nimport { deepmerge } from '@novely/deepmerge';\nimport { klona } from 'klona/json';\nimport { EMPTY_SET, DEFAULT_TYPEWRITER_SPEED, MAIN_CONTEXT_KEY, AUDIO_ACTIONS } from './constants';\nimport { replace as replaceT9N } from './translation';\nimport { localStorageStorage } from './storage';\nimport pLimit from 'p-limit';\n\nimport { DEV } from 'esm-env';\nimport { STACK_MAP } from './shared';\n\ninterface NovelyInit<\n\tLanguages extends string,\n\tCharacters extends Record<string, Character<Languages>>,\n\tStateScheme extends State,\n\tDataScheme extends Data,\n> {\n\t/**\n\t * An array of languages supported by the game.\n\t */\n\tlanguages: Languages[];\n\t/**\n\t * An object containing the characters in the game.\n\t */\n\tcharacters: Characters;\n\t/**\n\t * An object that provides access to the game's storage system.\n\t * @default localStorage // at key `novely-game-storage`\n\t */\n\tstorage?: Storage;\n\t/**\n\t * Delay loading data until Promise is resolved\n\t */\n\tstorageDelay?: Promise<void>;\n\t/**\n\t * A function that returns a Renderer object used to display the game's content\n\t */\n\trenderer: (characters: RendererInit) => Renderer;\n\t/**\n\t * An optional property that specifies the initial screen to display when the game starts\n\t */\n\tinitialScreen?: NovelyScreen;\n\t/**\n\t * An object containing the translation functions used in the game\n\t */\n\ttranslation: Record<\n\t\tLanguages,\n\t\t{\n\t\t\tinternal: Record<BaseTranslationStrings, string>;\n\t\t\t/**\n\t\t\t * IETF BCP 47 language tag\n\t\t\t */\n\t\t\ttag?: string;\n\t\t\tplural?: Record<string, Pluralization>;\n\t\t\tactions?: TranslationActions;\n\t\t}\n\t>;\n\t/**\n\t * Initial state value\n\t */\n\tstate?: StateScheme;\n\t/**\n\t * Initial data value\n\t */\n\tdata?: DataScheme;\n\t/**\n\t * Enable autosaves or disable\n\t * @default true\n\t */\n\tautosaves?: boolean;\n\t/**\n\t * Migration from old saves to newer\n\t */\n\tmigrations?: Migration[];\n\t/**\n\t * For saves Novely uses `throttle` function. This might be needed if you want to control frequency of saves to the storage\n\t * @default 799\n\t */\n\tthrottleTimeout?: number;\n\t/**\n\t * Custom language detector\n\t * @param languages Supported languages aka `languages: []` in the config\n\t * @example ```ts\n\t * novely({\n\t * \t\tgetLanguage(languages, original) {\n\t * \t\t\t\tif (!sdk) return original(languages);\n\t * \t\t\t\treturn sdk.environment.i18n.lang // i.e. custom language from some sdk\n\t * \t\t}\n\t * })\n\t * ```\n\t */\n\tgetLanguage?: (languages: string[], original: typeof defaultGetLanguage) => string;\n\t/**\n\t * Ignores saved language, and uses `getLanguage` to get it on every engine start\n\t * @default false\n\t */\n\toverrideLanguage?: boolean;\n\t/**\n\t * Show a prompt before exiting a game\n\t * @default true\n\t */\n\taskBeforeExit?: boolean;\n\t/**\n\t * @default \"lazy\"\n\t */\n\tpreloadAssets?: 'lazy' | 'blocking';\n}\n\nconst novely = <\n\tLanguages extends string,\n\tCharacters extends Record<string, Character<Languages>>,\n\tStateScheme extends State,\n\tDataScheme extends Data,\n>({\n\tcharacters,\n\tstorage = localStorageStorage({ key: 'novely-game-storage' }),\n\tstorageDelay = Promise.resolve(),\n\trenderer: createRenderer,\n\tinitialScreen = 'mainmenu',\n\ttranslation,\n\tlanguages,\n\tstate: defaultState,\n\tdata: defaultData,\n\tautosaves = true,\n\tmigrations = [],\n\tthrottleTimeout = 799,\n\tgetLanguage = defaultGetLanguage,\n\toverrideLanguage = false,\n\taskBeforeExit = true,\n\tpreloadAssets = 'lazy',\n}: NovelyInit<Languages, Characters, StateScheme, DataScheme>) => {\n\tconst limitScript = pLimit(1);\n\n\tconst story: Story = {};\n\n\tconst times = new Set<number>();\n\n\tconst ASSETS_TO_PRELOAD = new Set<string>();\n\tconst assetsLoaded = createControlledPromise();\n\n\tconst dataLoaded = createControlledPromise();\n\n\tlet scriptCalled = false;\n\n\t/**\n\t * Prevent `undefined`\n\t */\n\tdefaultData ||= {} as DataScheme;\n\tdefaultState ||= {} as StateScheme;\n\n\t/**\n\t * Saves timestamps created in this session\n\t */\n\tconst intime = (value: number) => {\n\t\treturn times.add(value), value;\n\t};\n\n\tconst scriptBase = async (part: Story) => {\n\t\tObject.assign(story, flattenStory(part));\n\n\t\tif (preloadAssets === 'blocking' && ASSETS_TO_PRELOAD.size > 0) {\n\t\t\trenderer.ui.showScreen('loading');\n\n\t\t\tawait renderer.misc.preloadImagesBlocking(ASSETS_TO_PRELOAD);\n\t\t}\n\n\t\tconst screen = renderer.ui.getScreen();\n\t\tconst nextScreen = (scriptCalled ? screen : initialScreen) as NovelyScreen;\n\n\t\tASSETS_TO_PRELOAD.clear();\n\t\tassetsLoaded.resolve();\n\n\t\tif (nextScreen === 'game') {\n\t\t\tawait assetsLoaded.promise;\n\t\t\tawait dataLoaded.promise;\n\n\t\t\tif (!scriptCalled) {\n\t\t\t\trestore();\n\t\t\t}\n\t\t} else {\n\t\t\trenderer.ui.showScreen(nextScreen);\n\t\t}\n\n\t\tscriptCalled = true;\n\t};\n\n\t/**\n\t * Setup your story here\n\t *\n\t * Call more than once to merge different story parts\n\t *\n\t * @example\n\t *\n\t * ```js\n\t * engine.script({\n\t * start: [action.jump('another-part')]\n\t * })\n\t *\n\t * engine.script({\n\t * 'another-part': []\n\t * })\n\t * ```\n\t */\n\tconst script = (part: Story) => {\n\t\treturn limitScript(() => scriptBase(part));\n\t}\n\n\tconst action = new Proxy({} as ActionProxyProvider<Characters, Languages>, {\n\t\tget(_, prop) {\n\t\t\treturn (...props: Parameters<ActionFN>) => {\n\t\t\t\tif (preloadAssets === 'blocking') {\n\t\t\t\t\t/**\n\t\t\t\t\t * Load backgrounds\n\t\t\t\t\t */\n\t\t\t\t\tif (prop === 'showBackground' && typeof props[0] === 'string' && isCSSImage(props[0])) {\n\t\t\t\t\t\tASSETS_TO_PRELOAD.add(props[0]);\n\t\t\t\t\t}\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Load characters\n\t\t\t\t\t */\n\t\t\t\t\tif (prop === 'showCharacter' && typeof props[0] === 'string' && typeof props[1] === 'string') {\n\t\t\t\t\t\tconst images = characters[props[0]].emotions[props[1]];\n\n\t\t\t\t\t\tif (Array.isArray(images)) {\n\t\t\t\t\t\t\tfor (const asset of images) {\n\t\t\t\t\t\t\t\tASSETS_TO_PRELOAD.add(asset);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tASSETS_TO_PRELOAD.add(images)\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn [prop, ...props];\n\t\t\t};\n\t\t},\n\t});\n\n\tfunction state(value: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): void;\n\tfunction state(): StateScheme;\n\tfunction state(value?: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): StateScheme | void {\n\t\tconst stack = useStack(MAIN_CONTEXT_KEY);\n\n\t\tif (!value) return stack.value[1] as StateScheme | void;\n\n\t\tconst prev = stack.value[1];\n\t\tconst val = isFunction(value) ? value(prev as StateScheme) : deepmerge(prev, value);\n\n\t\tstack.value[1] = val as StateScheme;\n\t}\n\n\tconst getDefaultSave = (state = {}) => {\n\t\treturn [\n\t\t\t[\n\t\t\t\t['jump', 'start'],\n\t\t\t\t[null, 0],\n\t\t\t],\n\t\t\tstate,\n\t\t\t[intime(Date.now()), 'auto'],\n\t\t] as Save;\n\t};\n\n\tconst getLanguageWithoutParameters = () => {\n\t\treturn getLanguage(languages, defaultGetLanguage);\n\t};\n\n\t/**\n\t * 1) Novely rendered using the `initialData`, but you can't start new game or `load` an empty one - this is scary, imagine losing your progress\n\t * 2) Actual stored data is loaded, language and etc is changed\n\t */\n\tconst initialData: StorageData = {\n\t\tsaves: [],\n\t\tdata: klona(defaultData) as Data,\n\t\tmeta: [getLanguageWithoutParameters(), DEFAULT_TYPEWRITER_SPEED, 1, 1, 1],\n\t};\n\n\tconst coreData: CoreData = {\n\t\tdataLoaded: false,\n\t};\n\n\tconst $ = store(initialData);\n\tconst $$ = store(coreData);\n\n\tconst onStorageDataChange = (value: StorageData) => {\n\t\tif ($$.get().dataLoaded) storage.set(value);\n\t};\n\n\tconst throttledOnStorageDataChange = throttle(onStorageDataChange, throttleTimeout);\n\tconst throttledEmergencyOnStorageDataChange = throttle(() => {\n\t\tonStorageDataChange($.get());\n\t}, 10);\n\n\t$.subscribe(throttledOnStorageDataChange);\n\n\tconst getStoredData = async () => {\n\t\tlet stored = await storage.get();\n\n\t\tfor (const migration of migrations) {\n\t\t\tstored = migration(stored) as StorageData;\n\t\t}\n\n\t\t/**\n\t\t * Default `localStorageStorage` returns empty array\n\t\t */\n\t\tstored.meta[1] ||= DEFAULT_TYPEWRITER_SPEED;\n\n\t\tif (overrideLanguage) {\n\t\t\tstored.meta[0] = getLanguageWithoutParameters();\n\t\t} else {\n\t\t\tstored.meta[0] ||= getLanguageWithoutParameters();\n\t\t}\n\n\t\t/**\n\t\t * Sound Volumes\n\t\t */\n\t\tstored.meta[2] ??= 1;\n\t\tstored.meta[3] ??= 1;\n\t\tstored.meta[4] ??= 1;\n\n\t\t/**\n\t\t * When data is empty replace it with `defaultData`\n\t\t * It also might be empty (default to empty)\n\t\t */\n\t\tif (isEmpty(stored.data)) {\n\t\t\tstored.data = defaultData as Data;\n\t\t}\n\n\t\t/**\n\t\t * Now the next store updates will entail saving via storage.set\n\t\t */\n\t\t$$.update((prev) => ((prev.dataLoaded = true), prev));\n\t\tdataLoaded.resolve();\n\n\t\t/**\n\t\t * Yay\n\t\t */\n\t\t$.set(stored);\n\t};\n\n\t/**\n\t * By default this is resolved immediately, but also can be delayed.\n\t * I.e. storage has not loaded yet\n\t */\n\tstorageDelay.then(getStoredData);\n\n\tconst initial = getDefaultSave(klona(defaultState));\n\n\t/**\n\t * Try to save data when page is switched\n\t */\n\taddEventListener('visibilitychange', () => {\n\t\tif (document.visibilityState === 'hidden') {\n\t\t\tthrottledEmergencyOnStorageDataChange();\n\t\t}\n\t});\n\n\t/**\n\t * Try to save data when page is going to be unloaded\n\t */\n\taddEventListener('beforeunload', throttledEmergencyOnStorageDataChange);\n\n\tconst save = (override = false, type: Save[2][1] = override ? 'auto' : 'manual') => {\n\t\tif (!$$.get().dataLoaded) return;\n\n\t\t/**\n\t\t * When autosaves diabled just return\n\t\t */\n\t\tif (!autosaves && type === 'auto') return;\n\n\t\t/**\n\t\t * Saves only possible in main context, so there is no reason for context to be used here\n\t\t */\n\t\tconst stack = useStack(MAIN_CONTEXT_KEY);\n\t\tconst current = klona(stack.value);\n\n\t\t$.update((prev) => {\n\t\t\t/**\n\t\t\t * Find latest save that were created in current session, and check if it is latest in an array\n\t\t\t *\n\t\t\t * We check if save was created in current session and it is latest in array\n\t\t\t * When it is not then replacing it will break logical chain\n\t\t\t *\n\t\t\t * [auto save 1]\n\t\t\t * [manual save 1]\n\t\t\t * [auto save 2] <- should not replace first auto save\n\t\t\t */\n\t\t\tconst isLatest = findLastIndex(prev.saves, (value) => times.has(value[2][0])) === prev.saves.length - 1;\n\n\t\t\t/**\n\t\t\t * Update type and time information\n\t\t\t */\n\t\t\tcurrent[2][0] = intime(Date.now());\n\t\t\tcurrent[2][1] = type;\n\n\t\t\tif (!override || !isLatest) {\n\t\t\t\tprev.saves.push(current);\n\n\t\t\t\treturn prev;\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Get latest\n\t\t\t */\n\t\t\tconst latest = prev.saves.at(-1);\n\n\t\t\t/**\n\t\t\t * When that save is the same type, replace it\n\t\t\t */\n\t\t\tif (latest && latest[2][1] === type) {\n\t\t\t\tprev.saves[prev.saves.length - 1] = current;\n\t\t\t} else {\n\t\t\t\tprev.saves.push(current);\n\t\t\t}\n\n\t\t\treturn prev;\n\t\t});\n\t};\n\n\tconst newGame = () => {\n\t\tif (!$$.get().dataLoaded) return;\n\n\t\tconst save = getDefaultSave(klona(defaultState));\n\n\t\t/**\n\t\t * Initial save is automatic, and should be ignored when autosaves is turned off\n\t\t */\n\t\tif (autosaves) {\n\t\t\t$.update((prev) => {\n\t\t\t\treturn prev.saves.push(save), prev;\n\t\t\t});\n\t\t}\n\n\t\trestore(save);\n\t};\n\n\t/**\n\t * Set's the save and restores onto it\n\t */\n\tconst set = (save: Save, ctx?: Context) => {\n\t\tconst stack = useStack(ctx || renderer.getContext(MAIN_CONTEXT_KEY));\n\n\t\tstack.value = save;\n\n\t\treturn restore(save);\n\t};\n\n\tlet interacted = 0;\n\n\t/**\n\t * Restore\n\t */\n\tconst restore = async (save?: Save) => {\n\t\tif (!$$.get().dataLoaded) return;\n\n\t\tlet latest = save || $.get().saves.at(-1);\n\n\t\t/**\n\t\t * When there is no game, then make a new game\n\t\t */\n\t\tif (!latest) {\n\t\t\t$.set({\n\t\t\t\tsaves: [initial],\n\t\t\t\tdata: klona(defaultData) as Data,\n\t\t\t\tmeta: [getLanguageWithoutParameters(), DEFAULT_TYPEWRITER_SPEED, 1, 1, 1],\n\t\t\t});\n\n\t\t\tlatest = klona(initial);\n\t\t}\n\n\t\tconst context = renderer.getContext(MAIN_CONTEXT_KEY);\n\t\tconst stack = useStack(context);\n\n\t\tcontext.meta.restoring = true;\n\n\t\tconst previous = stack.previous;\n\n\t\tconst [path] = stack.value = latest;\n\n\t\trenderer.ui.showScreen('game');\n\n\t\tconst queue = getActionsFromPath(story, path);\n\t\tconst processor = createQueueProcessor(queue);\n\t\tconst { keep, characters, audio } = processor.getKeep();\n\n\t\tif (previous) {\n\t\t\tconst prevQueue = getActionsFromPath(story, previous[0], true);\n\t\t\tconst currQueue = getActionsFromPath(story, path, true);\n\n\t\t\tfor (let i = prevQueue.length - 1; i > currQueue.length; i--) {\n\t\t\t\tconst element = prevQueue[i];\n\n\t\t\t\t/**\n\t\t\t\t * Just in case 🤷\n\t\t\t\t */\n\t\t\t\tif (isAction(element)) {\n\t\t\t\t\tconst [action, props] = element as ValidAction;\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Imagine array of actions like\n\t\t\t\t\t *\n\t\t\t\t\t * [\n\t\t\t\t\t * ['dialog', ...props]\n\t\t\t\t\t * ['dialog', ...props]\n\t\t\t\t\t * ['custom', function]\n\t\t\t\t\t * ]\n\t\t\t\t\t *\n\t\t\t\t\t * When player goes back array changes to\n\t\t\t\t\t *\n\t\t\t\t\t * [\n\t\t\t\t\t * ['dialog', ...props]\n\t\t\t\t\t * ]\n\t\t\t\t\t *\n\t\t\t\t\t * We catch these custom actions and call their clear methods so there is no side effects from future in the past\n\t\t\t\t\t */\n\t\t\t\t\tif (action === 'custom') {\n\t\t\t\t\t\tcontext.clearCustom(props[0]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tmatch('clear', [keep, characters, audio], {\n\t\t\tctx: context,\n\t\t\tdata: latest[1]\n\t\t});\n\n\t\tawait processor.run((action, props) => {\n\t\t\tif (!latest) return;\n\n\t\t\treturn match(action, props, {\n\t\t\t\tctx: context,\n\t\t\t\tdata: latest[1]\n\t\t\t});\n\t\t});\n\n\t\tcontext.meta.restoring = context.meta.restoring = false;\n\n\t\trender(context);\n\t};\n\n\tconst refer = (path?: Path) => {\n\t\tif (!path) {\n\t\t\tpath = useStack(MAIN_CONTEXT_KEY).value[0]\n\t\t}\n\n\t\tlet current: any = story;\n\t\tlet precurrent: any = story;\n\n\t\tconst blocks: any[] = [];\n\n\t\tfor (const [type, val] of path) {\n\t\t\tif (type === 'jump') {\n\t\t\t\tprecurrent = story;\n\t\t\t\tcurrent = current[val];\n\t\t\t} else if (type === null) {\n\t\t\t\tprecurrent = current;\n\t\t\t\tcurrent = current[val];\n\t\t\t} else if (type === 'choice') {\n\t\t\t\tblocks.push(precurrent);\n\t\t\t\tcurrent = current[(val as number) + 1][1];\n\t\t\t} else if (type === 'condition') {\n\t\t\t\tblocks.push(precurrent);\n\t\t\t\tcurrent = current[2][val];\n\t\t\t} else if (type === 'block') {\n\t\t\t\tblocks.push(precurrent);\n\t\t\t\tcurrent = story[val];\n\t\t\t} else if (type === 'block:exit' || type === 'choice:exit' || type === 'condition:exit') {\n\t\t\t\tcurrent = blocks.pop();\n\t\t\t}\n\t\t}\n\n\t\treturn current;\n\t};\n\n\t/**\n\t * @param force Force exit\n\t */\n\tconst exit = (force = false) => {\n\t\tif (interacted > 1 && !force && askBeforeExit) {\n\t\t\trenderer.ui.showExitPrompt();\n\t\t\treturn;\n\t\t}\n\n\t\t/**\n\t\t * Exit only possible in main context\n\t\t */\n\t\tconst ctx = renderer.getContext(MAIN_CONTEXT_KEY);\n\n\t\tconst stack = useStack(ctx);\n\t\tconst current = stack.value;\n\n\t\tstack.clear();\n\t\trenderer.ui.showScreen('mainmenu');\n\t\tctx.audio.destroy();\n\n\t\t/**\n\t\t * First two save elements and it's type\n\t\t */\n\t\tconst [time, type] = current[2];\n\n\t\t/**\n\t\t * This is auto save and belongs to the current session\n\t\t * Player did not interacted or did it once, so this is probably not-needed save\n\t\t */\n\t\tif (type === 'auto' && interacted <= 1 && times.has(time)) {\n\t\t\t$.update((prev) => {\n\t\t\t\tprev.saves = prev.saves.filter((save) => save !== current);\n\n\t\t\t\treturn prev;\n\t\t\t});\n\t\t}\n\n\t\t/**\n\t\t * Reset interactive value\n\t\t */\n\t\tinteractivity(false);\n\t\t/**\n\t\t * Reset session times\n\t\t */\n\t\ttimes.clear();\n\t};\n\n\n\tconst back = async () => {\n\t\t/**\n\t\t * Back also happens in main context only\n\t\t */\n\t\tconst stack = useStack(MAIN_CONTEXT_KEY);\n\n\t\tstack.back();\n\n\t\tawait restore(stack.value);\n\t};\n\n\tconst t = (key: BaseTranslationStrings, lang: string | Languages) => {\n\t\treturn translation[lang as Languages].internal[key];\n\t};\n\n\t/**\n\t * Execute save in context at `name`\n\t */\n\tconst preview = async ([path, data]: Save, name: string) => {\n\t\tconst queue = getActionsFromPath(story, path);\n\t\tconst ctx = renderer.getContext(name);\n\n\t\t/**\n\t\t * Enter restoring mode in action\n\t\t */\n\t\tctx.meta.restoring = true;\n\t\tctx.meta.preview = true;\n\n\t\tconst processor = createQueueProcessor(queue);\n\n\t\tawait processor.run((action, props) => {\n\t\t\tif (AUDIO_ACTIONS.has(action as any)) return;\n\t\t\tif (action === 'vibrate') return;\n\t\t\tif (action === 'end') return;\n\n\t\t\treturn match(action, props, {\n\t\t\t\tctx,\n\t\t\t\tdata,\n\t\t\t});\n\t\t});\n\t}\n\n\tconst removeContext = (name: string) => {\n\t\tSTACK_MAP.delete(name);\n\t}\n\n\tconst renderer = createRenderer({\n\t\tmainContextKey: MAIN_CONTEXT_KEY,\n\n\t\tcharacters,\n\t\tset,\n\t\trestore,\n\t\tsave,\n\t\tnewGame,\n\t\texit,\n\t\tback,\n\t\tt,\n\t\tpreview,\n\t\tremoveContext,\n\t\tlanguages,\n\t\t$,\n\t\t$$,\n\t});\n\n\tconst useStack = createUseStackFunction(renderer);\n\n\t/**\n\t * Initiate\n\t */\n\tuseStack(MAIN_CONTEXT_KEY).push(initial);\n\n\trenderer.ui.start();\n\n\tconst match = matchAction(renderer.getContext, {\n\t\twait({ ctx }, [time]) {\n\t\t\tif (!ctx.meta.restoring) setTimeout(push, isFunction(time) ? time() : time);\n\t\t},\n\t\tshowBackground({ ctx }, [background]) {\n\t\t\t// todo: test out this condition\n\t\t\t// if (!ctx.meta.restoring || ctx.meta.goingBack)\n\n\t\t\tctx.background(background);\n\t\t\tpush(ctx);\n\t\t},\n\t\tplayMusic({ ctx }, [source]) {\n\t\t\tctx.audio.music(source, 'music', true).play();\n\t\t\tpush(ctx);\n\t\t},\n\t\tstopMusic({ ctx }, [source]) {\n\t\t\tctx.audio.music(source, 'music').stop();\n\t\t\tpush(ctx);\n\t\t},\n\t\tplaySound({ ctx }, [source, loop]) {\n\t\t\tctx.audio.music(source, 'sound', loop || false).play();\n\t\t\tpush(ctx);\n\t\t},\n\t\tstopSound({ ctx }, [source]) {\n\t\t\tctx.audio.music(source, 'sound').stop();\n\t\t\tpush(ctx);\n\t\t},\n\t\tvoice({ ctx }, [source]) {\n\t\t\tctx.audio.voice(source);\n\t\t\tpush(ctx);\n\t\t},\n\t\tstopVoice({ ctx }) {\n\t\t\tctx.audio.voiceStop();\n\t\t\tpush(ctx);\n\t\t},\n\t\tshowCharacter({ ctx }, [character, emotion, className, style]) {\n\t\t\tif (DEV && !characters[character].emotions[emotion]) {\n\t\t\t\tthrow new Error(`Attempt to show character \"${character}\" with unknown emotion \"${emotion}\"`)\n\t\t\t}\n\n\t\t\tconst handle = ctx.character(character);\n\n\t\t\thandle.append(className, style, ctx.meta.restoring);\n\t\t\thandle.emotion(emotion, true);\n\n\t\t\tpush(ctx);\n\t\t},\n\t\thideCharacter({ ctx }, [character, className, style, duration]) {\n\t\t\tctx.character(character).remove(className, style, duration, ctx.meta.restoring).then(() => {\n\t\t\t\tpush(ctx);\n\t\t\t})\n\t\t},\n\t\tdialog({ ctx, data }, [character, content, emotion]) {\n\t\t\t/**\n\t\t\t * Person name\n\t\t\t */\n\t\t\tconst name = (() => {\n\t\t\t\tconst c = character;\n\t\t\t\tconst cs = characters;\n\t\t\t\tconst [lang] = $.get().meta;\n\n\t\t\t\tif (c && c in cs) {\n\t\t\t\t\tconst block = cs[c].name;\n\n\t\t\t\t\tif (typeof block === 'string') {\n\t\t\t\t\t\treturn block;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (lang in block) {\n\t\t\t\t\t\treturn block[lang as Languages];\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn c || '';\n\t\t\t})();\n\n\t\t\tctx.dialog(\n\t\t\t\tunwrap(content, data),\n\t\t\t\tunwrap(name, data),\n\t\t\t\tcharacter,\n\t\t\t\temotion,\n\t\t\t\t() => forward(ctx)\n\t\t\t);\n\t\t},\n\t\tfunction({ ctx }, [fn]) {\n\t\t\tconst result = fn(ctx.meta.restoring, ctx.meta.goingBack, ctx.meta.preview);\n\n\t\t\tif (!ctx.meta.restoring) {\n\t\t\t\tresult ? result.then(() => push(ctx)) : push(ctx);\n\t\t\t}\n\n\t\t\treturn result;\n\t\t},\n\t\tchoice({ ctx, data }, [question, ...choices]) {\n\t\t\tconst isWithoutQuestion = Array.isArray(question);\n\n\t\t\tif (isWithoutQuestion) {\n\t\t\t\t/**\n\t\t\t\t * Первый элемент может быть как строкой, так и элементов выбора\n\t\t\t\t */\n\t\t\t\tchoices.unshift(question as unknown as [Unwrappable<Languages>, ValidAction[], () => boolean]);\n\t\t\t\t/**\n\t\t\t\t * Значит, текст не требуется\n\t\t\t\t */\n\t\t\t\tquestion = '';\n\t\t\t}\n\n\t\t\tconst unwrappedChoices = choices.map(([content, action, visible]) => {\n\t\t\t\tif (DEV && action.length === 0 && (!visible || visible())) {\n\t\t\t\t\tconsole.warn(`Choice children should not be empty, either add content there or make item not selectable`)\n\t\t\t\t}\n\n\t\t\t\treturn [unwrap(content, data), action, visible] as [string, ValidAction[], () => boolean];\n\t\t\t});\n\n\t\t\tif (DEV && unwrappedChoices.length === 0) {\n\t\t\t\tthrow new Error(`Running choice without variants to choose from, look at how to use Choice action properly [https://novely.pages.dev/guide/actions/choice#usage]`)\n\t\t\t}\n\n\t\t\tctx.choices(unwrap(question, data), unwrappedChoices, (selected) => {\n\t\t\t\tif (!ctx.meta.preview) {\n\t\t\t\t\tenmemory(ctx);\n\t\t\t\t}\n\n\t\t\t\tconst stack = useStack(ctx);\n\n\t\t\t\t/**\n\t\t\t\t * If there is a question, then `index` should be shifted by `1`\n\t\t\t\t */\n\t\t\t\tconst offset = isWithoutQuestion ? 0 : 1;\n\n\t\t\t\tif (DEV && !unwrappedChoices[selected]) {\n\t\t\t\t\tthrow new Error('Choice children is empty, either add content there or make item not selectable')\n\t\t\t\t}\n\n\t\t\t\tstack.value[0].push(['choice', selected + offset], [null, 0]);\n\t\t\t\trender(ctx);\n\t\t\t\tinteractivity(true);\n\t\t\t});\n\t\t},\n\t\tjump({ ctx, data }, [scene]) {\n\t\t\tif (DEV && !story[scene]) {\n\t\t\t\tthrow new Error(`Attempt to jump to unknown scene \"${scene}\"`)\n\t\t\t}\n\n\t\t\tif (DEV && story[scene].length === 0) {\n\t\t\t\tthrow new Error(`Attempt to jump to empty scene \"${scene}\"`)\n\t\t\t}\n\n\t\t\tconst stack = useStack(ctx);\n\n\t\t\t/**\n\t\t\t * `-1` index is used here because `clear` will run `next` that will increase index to `0`\n\t\t\t */\n\t\t\tstack.value[0] = [\n\t\t\t\t['jump', scene],\n\t\t\t\t[null, -1],\n\t\t\t];\n\n\t\t\tmatch('clear', [], {\n\t\t\t\tctx,\n\t\t\t\tdata,\n\t\t\t});\n\t\t},\n\t\tclear({ ctx }, [keep, characters, audio]) {\n\t\t\t/**\n\t\t\t * Remove vibration\n\t\t\t */\n\t\t\tctx.vibrate(0);\n\n\t\t\t/**\n\t\t\t * Call the actual `clear`\n\t\t\t */\n\t\t\tctx.clear(\n\t\t\t\tkeep || EMPTY_SET,\n\t\t\t\tcharacters || EMPTY_SET,\n\t\t\t\taudio || { music: EMPTY_SET, sounds: EMPTY_SET },\n\t\t\t\t() => push(ctx)\n\t\t\t);\n\t\t},\n\t\tcondition({ ctx }, [condition, variants]) {\n\t\t\tif (DEV && Object.values(variants).length === 0) {\n\t\t\t\tthrow new Error(`Attempt to use Condition action with empty variants object`)\n\t\t\t}\n\n\t\t\tif (!ctx.meta.restoring) {\n\t\t\t\tconst val = String(condition());\n\n\t\t\t\tif (DEV && !variants[val]) {\n\t\t\t\t\tthrow new Error(`Attempt to go to unknown variant \"${val}\"`)\n\t\t\t\t}\n\n\t\t\t\tif (DEV && variants[val].length === 0) {\n\t\t\t\t\tthrow new Error(`Attempt to go to empty variant \"${val}\"`)\n\t\t\t\t}\n\n\t\t\t\tconst stack = useStack(MAIN_CONTEXT_KEY);\n\n\t\t\t\tstack.value[0].push(['condition', val], [null, 0]);\n\n\t\t\t\trender(ctx);\n\t\t\t}\n\t\t},\n\t\tend({ ctx }) {\n\t\t\tif (ctx.meta.preview) return;\n\n\t\t\tctx.vibrate(0);\n\t\t\tctx.clear(EMPTY_SET, EMPTY_SET, { music: EMPTY_SET, sounds: EMPTY_SET }, noop);\n\n\t\t\trenderer.ui.showScreen('mainmenu');\n\n\t\t\t/**\n\t\t\t * Reset interactive value\n\t\t\t */\n\t\t\tinteractivity(false);\n\t\t\t/**\n\t\t\t * Reset session times\n\t\t\t */\n\t\t\ttimes.clear();\n\t\t},\n\t\tinput({ ctx, data }, [question, onInput, setup]) {\n\t\t\tctx.input(\n\t\t\t\tunwrap(question, data),\n\t\t\t\tonInput,\n\t\t\t\tsetup || noop,\n\t\t\t\t() => forward(ctx)\n\t\t\t);\n\t\t},\n\t\tcustom({ ctx }, [handler]) {\n\t\t\tconst result = ctx.custom(handler, () => {\n\t\t\t\tif (ctx.meta.restoring) return;\n\n\t\t\t\tif (handler.requireUserAction && !ctx.meta.preview) {\n\t\t\t\t\tenmemory(ctx);\n\t\t\t\t\tinteractivity(true);\n\t\t\t\t}\n\n\t\t\t\tpush(ctx);\n\t\t\t});\n\n\t\t\treturn result;\n\t\t},\n\t\tvibrate({ ctx }, pattern) {\n\t\t\tctx.vibrate(pattern);\n\t\t\tpush(ctx);\n\t\t},\n\t\tnext({ ctx }) {\n\t\t\tpush(ctx);\n\t\t},\n\t\tanimateCharacter({ ctx, data }, [character, timeout, ...classes]) {\n\t\t\tif (DEV && classes.length === 0) {\n\t\t\t\tthrow new Error('Attempt to use AnimateCharacter without classes. Classes should be provided [https://novely.pages.dev/guide/actions/animateCharacter.html]')\n\t\t\t}\n\n\t\t\tif (DEV && (timeout <= 0 || !Number.isFinite(timeout) || Number.isNaN(timeout))) {\n\t\t\t\tthrow new Error('Attempt to use AnimateCharacter with unacceptable timeout. It should be finite and greater than zero')\n\t\t\t}\n\n\t\t\tif (ctx.meta.preview) return;\n\n\t\t\tconst handler: CustomHandler = ({ get }) => {\n\t\t\t\tconst { clear } = get(false);\n\t\t\t\tconst char = ctx.getCharacter(character);\n\n\t\t\t\t/**\n\t\t\t\t * Character is not defined, maybe, `animateCharacter` was called before `showCharacter` OR character was not just loaded yet\n\t\t\t\t */\n\t\t\t\tif (!char) return;\n\n\t\t\t\tconst target = char.canvas;\n\n\t\t\t\t/**\n\t\t\t\t * Character is not found\n\t\t\t\t */\n\t\t\t\tif (!target) return;\n\n\t\t\t\tconst classNames = classes.filter((className) => !target.classList.contains(className));\n\n\t\t\t\ttarget.classList.add(...classNames);\n\n\t\t\t\tconst timeoutId = setTimeout(() => {\n\t\t\t\t\ttarget.classList.remove(...classNames);\n\t\t\t\t}, timeout);\n\n\t\t\t\tclear(() => {\n\t\t\t\t\ttarget.classList.remove(...classNames);\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Clear timeout, because when you will game re-runs some callback might remove classes from character\n\t\t\t\t\t */\n\t\t\t\t\tclearTimeout(timeoutId);\n\t\t\t\t});\n\t\t\t};\n\n\t\t\thandler.key = '@@internal-animate-character';\n\n\t\t\t/**\n\t\t\t * `callOnlyLatest` property will not have any effect, because `custom` is called directly\n\t\t\t */\n\t\t\tmatch('custom', [handler], {\n\t\t\t\tctx,\n\t\t\t\tdata,\n\t\t\t});\n\t\t},\n\t\ttext({ ctx, data }, text) {\n\t\t\tconst string = text.map((content) => unwrap(content, data)).join(' ');\n\n\t\t\tif (DEV && string.length === 0) {\n\t\t\t\tthrow new Error(`Action Text was called with empty string or array`)\n\t\t\t}\n\n\t\t\tctx.text(string, () => forward(ctx));\n\t\t},\n\t\texit({ ctx, data }) {\n\t\t\tif (ctx.meta.restoring) return;\n\n\t\t\tconst stack = useStack(ctx);\n\n\t\t\tconst path = stack.value[0];\n\t\t\tconst last = path.at(-1);\n\t\t\tconst ignore: ('choice:exit' | 'condition:exit' | 'block:exit')[] = [];\n\n\t\t\t/**\n\t\t\t * - should be an array\n\t\t\t * - first element is action name\n\t\t\t */\n\t\t\tif (!isAction(refer(path))) {\n\t\t\t\tif (last && isNull(last[0]) && isNumber(last[1])) {\n\t\t\t\t\tlast[1]--;\n\t\t\t\t} else {\n\t\t\t\t\tpath.pop();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (isExitImpossible(path)) {\n\t\t\t\tconst referred = refer(path);\n\n\t\t\t\tif (isAction(referred) && isSkippedDuringRestore(referred[0])) {\n\t\t\t\t\tmatch('end', [], {\n\t\t\t\t\t\tctx,\n\t\t\t\t\t\tdata,\n\t\t\t\t\t});\n\t\t\t\t}\n\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tfor (let i = path.length - 1; i > 0; i--) {\n\t\t\t\tconst [name] = path[i];\n\n\t\t\t\t/**\n\t\t\t\t * Remember already exited paths\n\t\t\t\t */\n\t\t\t\tif (isBlockExitStatement(name)) {\n\t\t\t\t\tignore.push(name);\n\t\t\t\t}\n\n\t\t\t\t/**\n\t\t\t\t * Ignore everything that we do not need there\n\t\t\t\t */\n\t\t\t\tif (!isBlockStatement(name)) continue;\n\n\t\t\t\t/**\n\t\t\t\t * When we found an already exited path we remove it from the list\n\t\t\t\t */\n\t\t\t\tif (ignore.at(-1)?.startsWith(name)) {\n\t\t\t\t\tignore.pop();\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\t/**\n\t\t\t\t * Exit from the path\n\t\t\t\t */\n\t\t\t\tpath.push([`${name}:exit`]);\n\n\t\t\t\tconst prev = findLastPathItemBeforeItemOfType(path.slice(0, i + 1), name);\n\n\t\t\t\t/**\n\t\t\t\t * When possible also go to the next action (or exit from one layer above)\n\t\t\t\t */\n\t\t\t\tif (prev) path.push([null, prev[1] + 1]);\n\n\t\t\t\t/**\n\t\t\t\t * If we added an `[null, int]` but it points not to action, then\n\t\t\t\t *\n\t\t\t\t * - remove that item\n\t\t\t\t * - close another block\n\t\t\t\t */\n\t\t\t\tif (!isAction(refer(path))) {\n\t\t\t\t\tpath.pop();\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\trender(ctx);\n\t\t},\n\t\tpreload({ ctx }, [source]) {\n\t\t\tif (!ctx.meta.goingBack && !ctx.meta.restoring && !PRELOADED_ASSETS.has(source)) {\n\t\t\t\t/**\n\t\t\t\t * Make image load\n\t\t\t\t */\n\t\t\t\tPRELOADED_ASSETS.add(renderer.misc.preloadImage(source));\n\t\t\t}\n\n\t\t\tpush(ctx);\n\t\t},\n\t\tblock({ ctx }, [scene]) {\n\t\t\tif (DEV && !story[scene]) {\n\t\t\t\tthrow new Error(`Attempt to call Block action with unknown scene \"${scene}\"`)\n\t\t\t}\n\n\t\t\tif (DEV && story[scene].length === 0) {\n\t\t\t\tthrow new Error(`Attempt to call Block action with empty scene \"${scene}\"`)\n\t\t\t}\n\n\t\t\tif (!ctx.meta.restoring) {\n\t\t\t\tconst stack = useStack(ctx);\n\n\t\t\t\tstack.value[0].push(['block', scene], [null, 0]);\n\n\t\t\t\trender(ctx);\n\t\t\t}\n\t\t},\n\t});\n\n\tconst enmemory = (ctx: Context) => {\n\t\tif (ctx.meta.restoring) return;\n\n\t\tconst stack = useStack(ctx);\n\n\t\tconst current = klona(stack.value);\n\n\t\tcurrent[2][1] = 'auto';\n\n\t\tstack.push(current);\n\n\t\tsave(true, 'auto');\n\t};\n\n\tconst next = (ctx: Context) => {\n\t\tconst stack = useStack(ctx);\n\t\tconst path = stack.value[0];\n\n\t\t/**\n\t\t * Last path element\n\t\t */\n\t\tconst last = path.at(-1);\n\n\t\tif (last && (isNull(last[0]) || last[0] === 'jump') && isNumber(last[1])) {\n\t\t\tlast[1]++;\n\t\t} else {\n\t\t\tpath.push([null, 0]);\n\t\t}\n\t};\n\n\tconst render = (ctx: Context) => {\n\t\tconst stack = useStack(ctx);\n\t\tconst referred = refer(stack.value[0]);\n\n\t\tif (isAction(referred)) {\n\t\t\tconst [action, ...props] = referred;\n\n\t\t\tmatch(action, props, {\n\t\t\t\tctx,\n\t\t\t\tdata: stack.value[1]\n\t\t\t});\n\t\t} else {\n\t\t\tmatch('exit', [], {\n\t\t\t\tctx,\n\t\t\t\tdata: stack.value[1]\n\t\t\t});\n\t\t}\n\t};\n\n\tconst push = (ctx: Context) => {\n\t\tif (!ctx.meta.restoring) next(ctx), render(ctx);\n\t};\n\n\tconst forward = (ctx: Context) => {\n\t\tif (!ctx.meta.preview) enmemory(ctx);\n\t\tpush(ctx);\n\t\tif (!ctx.meta.preview) interactivity(true);\n\t};\n\n\tconst interactivity = (value = false) => {\n\t\tinteracted = value ? interacted + 1 : 0;\n\t};\n\n\t/**\n\t * Unwraps translatable content to string\n\t *\n\t * @example ```\n\t * unwrap({ en: 'Hello', ru: 'Привет' });\n\t * unwrap({ en: () => data().ad_viewed ? 'Diamond Hat' : 'Diamond Hat (Watch Adv)' })\n\t * unwrap(() => `Today is ${new Date()}`)\n\t * unwrap('Hello, {{name}}');\n\t * ```\n\t */\n\tconst unwrap = (content: Unwrappable<Languages>, values?: Data) => {\n\t\tconst {\n\t\t\tdata,\n\t\t\tmeta: [lang],\n\t\t} = $.get();\n\n\t\tconst obj = values ? values : data;\n\t\tconst cnt = isFunction(content)\n\t\t\t? content()\n\t\t\t: typeof content === 'string'\n\t\t\t\t? content\n\t\t\t\t: content[lang as Languages];\n\n\t\tconst str = isFunction(cnt) ? cnt() : cnt;\n\n\t\tconst trans = translation[lang as Languages];\n\n\t\tif (trans.actions || trans.plural) {\n\t\t\t/**\n\t\t\t * Should kinda work, but creating PluralRules each time is not really efficient\n\t\t\t */\n\t\t\treturn replaceT9N(str, obj, trans.plural, trans.actions, new Intl.PluralRules(trans.tag || lang));\n\t\t}\n\n\t\treturn replaceT9N(str, obj);\n\t};\n\n\tfunction data(value: DeepPartial<DataScheme> | ((prev: DataScheme) => DataScheme)): void;\n\tfunction data(): DataScheme;\n\tfunction data(value?: DeepPartial<DataScheme> | ((prev: DataScheme) => DataScheme)): DataScheme | void {\n\t\tif (!value) return $.get().data as DataScheme | void;\n\n\t\tconst prev = $.get().data;\n\t\tconst val = isFunction(value) ? value(prev as DataScheme) : deepmerge(prev, value);\n\n\t\t$.update((prev) => {\n\t\t\tprev.data = val;\n\n\t\t\treturn prev;\n\t\t});\n\t}\n\n\treturn {\n\t\t/**\n\t\t * Function to set game script\n\t\t */\n\t\tscript,\n\t\t/**\n\t\t * Function to get actions\n\t\t */\n\t\taction,\n\t\t/**\n\t\t * State that belongs to games\n\t\t */\n\t\tstate,\n\t\t/**\n\t\t * Unlike `state`, stored at global scope instead and shared between games\n\t\t */\n\t\tdata,\n\t\t/**\n\t\t * Unwraps translatable content to a string value\n\t\t */\n\t\tunwrap(content: Exclude<Unwrappable<Languages>, Record<string, string>> | Record<Languages, string>) {\n\t\t\treturn unwrap(content, $.get().data);\n\t\t},\n\t};\n};\n\nexport { novely };\n","const RU = {\n\tNewGame: 'Новая игра',\n\tHomeScreen: 'Главный экран',\n\tToTheGame: 'К игре',\n\tLanguage: 'Язык',\n\tNoSaves: 'Сохранений нет',\n\tLoadSave: 'Загрузить',\n\tSaves: 'Сохранения',\n\tSettings: 'Настройки',\n\tSumbit: 'Подтвердить',\n\tGoBack: 'Назад',\n\tDoSave: 'Сохранение',\n\tAuto: 'Авто',\n\tStop: 'Стоп',\n\tExit: 'Выход',\n\tAutomatic: 'Автоматическое',\n\tManual: 'Ручное',\n\tRemove: 'Удалить',\n\tLoadASaveFrom: 'Загрузить сохранение от',\n\tDeleteASaveFrom: 'Удалить сохранение от',\n\tTextSpeed: 'Скорость Текста',\n\tTextSpeedSlow: 'Медленная',\n\tTextSpeedMedium: 'Средняя',\n\tTextSpeedFast: 'Быстрая',\n\tTextSpeedAuto: 'Автоматическая',\n\tCompleteText: 'Завершить текст',\n\tGoForward: 'Перейти вперёд',\n\tExitDialogWarning: 'Вы уверены, что хотите выйти? Прогресс будет сохранён.',\n\tExitDialogExit: 'Выйти',\n\tExitDialogBack: 'Вернуться в игру',\n\tOpenMenu: 'Открыть меню',\n\tCloseMenu: 'Закрыть меню',\n\tMusicVolume: 'Громкость музыки',\n\tSoundVolume: 'Громкость звуков',\n\tVoiceVolume: 'Громкость речи'\n};\n\ntype BaseTranslationStrings = keyof typeof RU;\n\nconst EN: Record<BaseTranslationStrings, string> = {\n\tNewGame: 'New Game',\n\tHomeScreen: 'Home Screen',\n\tToTheGame: 'To the Game',\n\tLanguage: 'Language',\n\tNoSaves: 'No saves',\n\tLoadSave: 'Load',\n\tSaves: 'Saves',\n\tSettings: 'Settings',\n\tSumbit: 'Submit',\n\tGoBack: 'Go back',\n\tDoSave: 'Save',\n\tAuto: 'Auto',\n\tStop: 'Stop',\n\tExit: 'Exit',\n\tAutomatic: 'Automatic',\n\tManual: 'Manual',\n\tRemove: 'Remove',\n\tLoadASaveFrom: 'Load a save from',\n\tDeleteASaveFrom: 'Delete a save from',\n\tTextSpeed: 'Text Speed',\n\tTextSpeedSlow: 'Slow',\n\tTextSpeedMedium: 'Medium',\n\tTextSpeedFast: 'Fast',\n\tTextSpeedAuto: 'Auto',\n\tCompleteText: 'Complete text',\n\tGoForward: 'Go forward',\n\tExitDialogWarning: 'Are you sure you want to exit? Progress will be saved.',\n\tExitDialogExit: 'Exit',\n\tExitDialogBack: 'Return to game',\n\tOpenMenu: 'Open menu',\n\tCloseMenu: 'Close menu',\n\tMusicVolume: 'Music volume',\n\tSoundVolume: 'Sound volume',\n\tVoiceVolume: 'Voice volume'\n};\n\n/**\n * Translated automatically\n */\nconst KK: Record<BaseTranslationStrings, string> = {\n\tNewGame: 'Жаңа ойын',\n\tHomeScreen: 'Негізгі экран',\n\tToTheGame: 'Ойынға',\n\tLanguage: 'Тіл',\n\tNoSaves: 'Сақтау жоқ',\n\tLoadSave: 'Жүктеу',\n\tSaves: 'Сақтау',\n\tSettings: 'Параметрлер',\n\tSumbit: 'Растау',\n\tGoBack: 'Артқа',\n\tDoSave: 'Сақтау',\n\tAuto: 'Авто',\n\tStop: 'Тоқта',\n\tExit: 'Шығу',\n\tAutomatic: 'Автоматты',\n\tManual: 'Қолмен',\n\tRemove: 'Жою',\n\tLoadASaveFrom: 'Сақтауды жүктеу',\n\tDeleteASaveFrom: 'Сақтауды жою',\n\tTextSpeed: 'Мәтін Жылдамдығы',\n\tTextSpeedSlow: 'Баяу',\n\tTextSpeedMedium: 'Орташа',\n\tTextSpeedFast: 'Жылдам',\n\tTextSpeedAuto: 'Автоматты',\n\tCompleteText: 'Мәтінді аяқтау',\n\tGoForward: 'Алға жылжу',\n\tExitDialogWarning: 'Сіз шыққыңыз келетініне сенімдісіз бе? Прогресс сақталады',\n\tExitDialogExit: 'Шығу',\n\tExitDialogBack: 'Ойынға оралу',\n\tOpenMenu: 'Мәзірді ашыңыз',\n\tCloseMenu: 'Мәзірді жабу',\n\tMusicVolume: 'Музыканың көлемі',\n\tSoundVolume: 'Дыбыстардың көлемі',\n\tVoiceVolume: 'Сөйлеу көлемі'\n};\n\n/**\n * Translated automatically\n */\nconst JP: Record<BaseTranslationStrings, string> = {\n\tNewGame: '「新しいゲーム」',\n\tHomeScreen: 'ホーム画面',\n\tToTheGame: '「ゲームに戻る」',\n\tLanguage: '言語',\n\tNoSaves: 'ノーセーブ',\n\tLoadSave: 'ダウンロード',\n\tSaves: '保存',\n\tSettings: '設定',\n\tSumbit: '確認',\n\tGoBack: '「戻る」',\n\tDoSave: '保存',\n\tAuto: 'オート',\n\tStop: '止まれ',\n\tExit: '出口',\n\tAutomatic: '自動',\n\tManual: 'マニュアル',\n\tRemove: '削除',\n\tLoadASaveFrom: 'ロードセーブから',\n\tDeleteASaveFrom: 'から保存を削除',\n\tTextSpeed: 'テキストスピード',\n\tTextSpeedSlow: '「遅い」',\n\tTextSpeedMedium: 'ミディアム',\n\tTextSpeedFast: '「速い」',\n\tTextSpeedAuto: '自動',\n\tCompleteText: 'テキストを完成させる',\n\tGoForward: '先に行く',\n\tExitDialogWarning: '本当に終了しますか?進行状況は保存されます',\n\tExitDialogExit: 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+
{"version":3,"sources":["../src/constants.ts","../src/shared.ts","../src/utils.ts","../src/global.ts","../src/store.ts","../../deepmerge/src/utils.ts","../../deepmerge/src/index.ts","../../../node_modules/.pnpm/klona@2.0.6/node_modules/klona/json/index.mjs","../src/translation.ts","../src/storage.ts","../src/novely.ts","../src/translations.ts"],"sourcesContent":["import type { TypewriterSpeed } from './types';\n\nconst SKIPPED_DURING_RESTORE = new Set(['dialog', 'choice', 'input', 'vibrate', 'text'] as const);\n\nconst BLOCK_EXIT_STATEMENTS = new Set(['choice:exit', 'condition:exit', 'block:exit'] as const);\n\nconst BLOCK_STATEMENTS = new Set(['choice', 'condition', 'block'] as const);\n\nconst AUDIO_ACTIONS = new Set([\n 'playMusic',\n 'stopMusic',\n 'playSound',\n 'stopSound',\n 'voice',\n 'stopVoice'\n] as const);\n\nconst EMPTY_SET = new Set<any>();\n\nconst DEFAULT_TYPEWRITER_SPEED: TypewriterSpeed = 'Medium';\n\n/**\n * @internal\n */\nconst MAIN_CONTEXT_KEY = '$MAIN';\n\nexport { SKIPPED_DURING_RESTORE, EMPTY_SET, DEFAULT_TYPEWRITER_SPEED, BLOCK_EXIT_STATEMENTS, BLOCK_STATEMENTS, MAIN_CONTEXT_KEY, AUDIO_ACTIONS };\n","import type { StackHolder } from './types';\n\n/**\n * @internal\n */\nconst STACK_MAP = new Map<string, StackHolder>();\n\nexport { STACK_MAP }\n","import type { ActionProxyProvider, DefaultActionProxyProvider, CustomHandler, Story, ValidAction, GetActionParameters } from './action';\nimport type { Character } from './character';\nimport type { Thenable, Path, PathItem, Save, UseStackFunctionReturnType, StackHolder } from './types';\nimport type { Context, Renderer } from './renderer';\nimport { BLOCK_STATEMENTS, BLOCK_EXIT_STATEMENTS, SKIPPED_DURING_RESTORE } from './constants';\nimport { STACK_MAP } from './shared';\n\ntype MatchActionParams = {\n\tdata: Record<string, unknown>\n\tctx: Context;\n\n\tpush: () => void;\n\tforward: () => void;\n}\n\ntype MatchActionMap = {\n\t[Key in keyof DefaultActionProxyProvider]: (params: MatchActionParams, data: Parameters<DefaultActionProxyProvider[Key]>) => void;\n};\n\ntype MatchActionMapComplete = Omit<MatchActionMap, 'custom'> & {\n\tcustom: (params: MatchActionParams, value: [handler: CustomHandler]) => Thenable<void>;\n};\n\ntype MatchActionParameters = {\n\t/**\n\t * Name of context or context\n\t */\n\tctx: string | Context;\n\t/**\n\t * Data from the save\n\t */\n\tdata: Record<string, unknown>;\n}\n\ntype MatchActionInit = {\n\tpush: (ctx: Context) => void;\n\tforward: (ctx: Context) => void;\n\n\tgetContext: (name: string) => Context\n}\n\nconst matchAction = <M extends MatchActionMapComplete>({ getContext, push, forward }: MatchActionInit, values: M) => {\n\treturn (action: keyof MatchActionMapComplete, props: any, { ctx, data }: MatchActionParameters) => {\n\t\tconst context = typeof ctx === 'string' ? getContext(ctx) : ctx;\n\n\t\treturn values[action]({\n\t\t\tctx: context,\n\t\t\tdata,\n\n\t\t\tpush() {\n\t\t\t\tpush(context)\n\t\t\t},\n\t\t\tforward() {\n\t\t\t\tforward(context)\n\t\t\t}\n\t\t}, props);\n\t};\n};\n\nconst isNumber = (val: unknown): val is number => {\n\treturn typeof val === 'number';\n};\n\nconst isNull = (val: unknown): val is null => {\n\treturn val === null;\n};\n\nconst isString = (val: unknown): val is string => {\n\treturn typeof val === 'string';\n};\n\nconst isFunction = (val: unknown): val is (...parameters: any[]) => any => {\n\treturn typeof val === 'function';\n};\n\nconst isPromise = (val: unknown): val is Promise<any> => {\n\treturn Boolean(val) && (typeof val === 'object' || isFunction(val)) && isFunction((val as any).then);\n};\n\nconst isEmpty = (val: unknown): val is Record<PropertyKey, never> => {\n\treturn typeof val === 'object' && !isNull(val) && Object.keys(val).length === 0;\n};\n\nconst isCSSImage = (str: string) => {\n\tconst startsWith = String.prototype.startsWith.bind(str);\n\n\treturn startsWith('http') || startsWith('/') || startsWith('.') || startsWith('data');\n};\n\nconst str = String;\n\nconst isUserRequiredAction = (\n\taction: keyof MatchActionMapComplete,\n\tmeta: Parameters<MatchActionMapComplete[keyof MatchActionMapComplete]>,\n) => {\n\treturn action === 'custom' && meta[0] && (meta[0] as unknown as CustomHandler).requireUserAction;\n};\n\nconst getLanguage = (languages: string[]) => {\n\tlet { language } = navigator;\n\n\tif (languages.includes(language)) {\n\t\treturn language;\n\t} else if (languages.includes((language = language.slice(0, 2)))) {\n\t\treturn language;\n\t} else if ((language = languages.find((value) => navigator.languages.includes(value))!)) {\n\t\treturn language;\n\t}\n\n\t/**\n\t * We'v checked the `en-GB` format, `en` format, and maybe any second languages, but there were no matches\n\t */\n\treturn 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\tlet throttled = false,\n\t\tsavedArgs: any,\n\t\tsavedThis: any;\n\n\tfunction wrapper(this: any, ...args: any[]) {\n\t\tif (throttled) {\n\t\t\tsavedArgs = args;\n\t\t\t/* eslint-disable @typescript-eslint/no-this-alias */\n\t\t\tsavedThis = this;\n\t\t\treturn;\n\t\t}\n\n\t\tfn.apply(this, args as unknown as any[]);\n\n\t\tthrottled = true;\n\n\t\tsetTimeout(function () {\n\t\t\tthrottled = false;\n\n\t\t\tif (savedArgs) {\n\t\t\t\twrapper.apply(savedThis, savedArgs);\n\t\t\t\tsavedArgs = savedThis = null;\n\t\t\t}\n\t\t}, ms);\n\t}\n\n\treturn wrapper as unknown as (...args: Parameters<Fn>) => void;\n};\n\nconst findLastIndex = <T>(array: T[], fn: (this: T[], item: T, index: number, array: T[]) => boolean) => {\n\tfor (let i = array.length - 1; i >= 0; i--) {\n\t\tif (fn.call(array, array[i], i, array)) {\n\t\t\treturn i;\n\t\t}\n\t}\n\n\treturn -1;\n};\n\n/**\n * Using this because `Array.prototype.findLast` has not enough support\n * @see https://caniuse.com/?search=findLast\n */\nconst findLast = <T>(array: T[], fn: (this: T[], item: T, index: number, array: T[]) => boolean) => {\n\treturn array[findLastIndex(array, fn)];\n}\n\ntype ControlledPromise<T> = Promise<\n\t| {\n\t\t\tvalue: T;\n\t\t\tcancelled: false;\n\t }\n\t| {\n\t\t\tvalue: null;\n\t\t\tcancelled: true;\n\t }\n>;\n\ntype ControlledPromiseObj<T> = {\n\tresolve: (value: T | PromiseLike<T>) => void;\n\treject: (reason?: any) => void;\n\n\tpromise: ControlledPromise<T>;\n\n\tcancel: () => void;\n};\n\nconst createControlledPromise = <T = void>() => {\n\tconst object = {\n\t\tresolve: null,\n\t\treject: null,\n\n\t\tpromise: null,\n\n\t\tcancel: null,\n\t} as unknown as ControlledPromiseObj<T>;\n\n\tconst init = () => {\n\t\tconst promise = new Promise((resolve, reject) => {\n\t\t\tobject.reject = reject;\n\t\t\tobject.resolve = (value) => {\n\t\t\t\tresolve({ cancelled: false, value });\n\t\t\t};\n\n\t\t\tobject.cancel = () => {\n\t\t\t\tresolve({ cancelled: true, value: null });\n\t\t\t\tinit();\n\t\t\t};\n\t\t});\n\n\t\t// @ts-expect-error Types does not match and this is expected\n\t\tobject.promise = promise;\n\t};\n\n\treturn init(), object;\n};\n\nconst findLastPathItemBeforeItemOfType = (path: Path, name: PathItem[0]) => {\n\tconst index = findLastIndex(path, ([_name, _value], i, array) => {\n\t\tconst next = array[i + 1];\n\n\t\treturn isNull(_name) && isNumber(_value) && next != null && next[0] === name;\n\t});\n\n\treturn path[index] as undefined | [null, number];\n};\n\nconst isBlockStatement = (statement: unknown): statement is 'choice' | 'condition' | 'block' => {\n\treturn BLOCK_STATEMENTS.has(statement as any);\n};\n\nconst isBlockExitStatement = (\n\tstatement: unknown,\n): statement is 'choice:exit' | 'condition:exit' | 'block:exit' => {\n\treturn BLOCK_EXIT_STATEMENTS.has(statement as any);\n};\n\nconst isSkippedDuringRestore = (item: unknown): item is 'vibrate' | 'dialog' | 'input' | 'choice' | 'text' => {\n\treturn SKIPPED_DURING_RESTORE.has(item as any);\n};\n\nconst noop = () => {};\n\nconst isAction = (\n\telement: unknown,\n): element is [\n\tkeyof MatchActionMapComplete,\n\t...Parameters<MatchActionMapComplete[keyof MatchActionMapComplete]>,\n] => {\n\treturn Array.isArray(element) && isString(element[0]);\n};\n\n/**\n * Transforms `(ValidAction | ValidAction[])[]` to `ValidAction[]`\n */\nconst flattenStory = (story: Story) => {\n\tconst entries = Object.entries(story).map(([name, items]) => {\n\t\tconst flat = (item: (ValidAction | ValidAction[])[]): ValidAction[] => {\n\t\t\treturn item.flatMap((data) => {\n\t\t\t\tconst type = data[0];\n\n\t\t\t\t/**\n\t\t\t\t * This is not just an action like `['name', ...arguments]`, but an array of actions\n\t\t\t\t */\n\t\t\t\tif (Array.isArray(type)) return flat(data as ValidAction[]);\n\n\t\t\t\treturn [data as ValidAction];\n\t\t\t});\n\t\t};\n\n\t\treturn [name, flat(items)];\n\t});\n\n\treturn Object.fromEntries(entries);\n};\n\n/**\n * A wrapper on `fn` to make it run only once!\n * @param fn Function that needed to run no more than one time\n */\nconst once = (fn: () => void) => {\n\tlet ran = false;\n\n\treturn () => {\n\t\tif (ran) return;\n\n\t\tran = true;\n\t\tfn();\n\t};\n};\n\nconst isExitImpossible = (path: Path) => {\n\tconst blockStatements = path.filter(([item]) => isBlockStatement(item));\n\tconst blockExitStatements = path.filter(([item]) => isBlockExitStatement(item));\n\n\t/**\n\t * There were no blocks nor exits from blocks\n\t */\n\tif (blockStatements.length === 0 && blockExitStatements.length === 0) {\n\t\treturn true;\n\t}\n\n\t/**\n\t * There is block that can be exited\n\t */\n\tif (blockStatements.length > blockExitStatements.length) {\n\t\treturn false;\n\t}\n\n\treturn !blockExitStatements.every(([name], i) => name && name.startsWith(blockStatements[i][0]!))\n}\n\nconst getOppositeAction = (action: 'showCharacter' | 'playSound' | 'playMusic' | 'voice' | any) => {\n\tconst MAP = {\n\t\t'showCharacter': 'hideCharacter',\n\t\t'playSound': 'stopSound',\n\t\t'playMusic': 'stopMusic',\n\t\t'voice': 'stopVoice'\n\t} as const;\n\n\treturn MAP[action as keyof typeof MAP];\n}\n\nconst getActionsFromPath = (story: Story, path: Path, raw: boolean = false) => {\n\t/**\n\t * Current item in the story\n\t */\n\tlet current: any = story;\n\t/**\n\t * Previous `current` value\n\t */\n\tlet precurrent: any;\n\t/**\n\t * Should we ignore some actions\n\t */\n\tlet ignoreNested = false;\n\t/**\n\t * Current item of type `[null, int]`\n\t */\n\tlet index = 0;\n\n\t/**\n\t * Cound of items of type `[null, int]`\n\t */\n\tconst max = path.reduce((acc, [type, val]) => {\n\t\tif (isNull(type) && isNumber(val)) {\n\t\t\treturn acc + 1;\n\t\t}\n\n\t\treturn acc;\n\t}, 0);\n\n\tconst queue = [] as [any, any][];\n\tconst blocks = [];\n\n\tfor (const [type, val] of path) {\n\t\tif (type === 'jump') {\n\t\t\tprecurrent = story;\n\t\t\tcurrent = current[val];\n\t\t} else if (type === null) {\n\t\t\tprecurrent = current;\n\n\t\t\tif (isNumber(val)) {\n\t\t\t\tindex++;\n\n\t\t\t\tlet startIndex = 0;\n\n\t\t\t\tif (ignoreNested) {\n\t\t\t\t\tconst prev = findLastPathItemBeforeItemOfType(path.slice(0, index), 'block');\n\n\t\t\t\t\tif (prev) {\n\t\t\t\t\t\tstartIndex = prev[1];\n\t\t\t\t\t\tignoreNested = false;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t/**\n\t\t\t\t * Запустим все экшены которые идут в `[null, int]` от `0` до `int`\n\t\t\t\t * Почему-то потребовалось изменить `<` на `<=`, чтобы последний action попадал сюда\n\t\t\t\t */\n\t\t\t\tfor (let i = startIndex; i <= val; i++) {\n\t\t\t\t\tconst item = current[i];\n\n\t\t\t\t\t/**\n\t\t\t\t\t * In case of broken save at least not throw\n\t\t\t\t\t * But is should not happen\n\t\t\t\t\t */\n\t\t\t\t\tif (!isAction(item)) continue;\n\n\t\t\t\t\tconst [action, ...meta] = item;\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Add item to queue and action to keep\n\t\t\t\t\t */\n\t\t\t\t\tconst push = () => {\n\t\t\t\t\t\tqueue.push([action, meta]);\n\t\t\t\t\t};\n\n\t\t\t\t\t/**\n\t\t\t\t\t * In case we want pure data then just add it\n\t\t\t\t\t */\n\t\t\t\t\tif (raw) {\n\t\t\t\t\t\tpush();\n\t\t\t\t\t\tcontinue;\n\t\t\t\t\t}\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Экшены, для закрытия которых пользователь должен с ними взаимодействовать\n\t\t\t\t\t * Также в эту группу входят экшены, которые не должны быть вызваны при восстановлении\n\t\t\t\t\t */\n\t\t\t\t\tif (isSkippedDuringRestore(action) || isUserRequiredAction(action, meta)) {\n\t\t\t\t\t\tif (index === max && i === val) {\n\t\t\t\t\t\t\tpush();\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tcontinue;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpush();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tcurrent = current[val];\n\t\t} else if (type === 'choice') {\n\t\t\tblocks.push(precurrent);\n\t\t\tcurrent = current[val + 1][1];\n\t\t} else if (type === 'condition') {\n\t\t\tblocks.push(precurrent);\n\t\t\tcurrent = current[2][val];\n\t\t} else if (type === 'block') {\n\t\t\tblocks.push(precurrent);\n\t\t\tcurrent = story[val];\n\t\t} else if (type === 'block:exit' || type === 'choice:exit' || type === 'condition:exit') {\n\t\t\tcurrent = blocks.pop();\n\t\t\tignoreNested = true;\n\t\t}\n\t}\n\n\treturn queue;\n}\n\nconst createQueueProcessor = (queue: [any, any][]) => {\n\tconst processedQueue: [any, any][] = [];\n\n\tconst keep = new Set();\n\tconst characters = new Set();\n\tconst audio = {\n\t\tmusic: new Set(),\n\t\tsound: new Set()\n\t};\n\n\t/**\n\t * Get the next actions array.\n\t */\n\tconst next = (i: number) => queue.slice(i + 1);\n\n\tfor (const [i, [action, meta]] of queue.entries()) {\n\t\t/**\n\t\t * Keep actually does not keep any actions, clear method only works with things like `dialog` which can blink and etc\n\t\t * So it's just easies to add everything in there\n\t\t */\n\t\tkeep.add(action);\n\n\t\tif (action === 'function' || action === 'custom') {\n\t\t\t/**\n\t\t\t * When `callOnlyLatest` is `true`\n\t\t\t */\n\t\t\tif (action === 'custom' && (meta as GetActionParameters<'Custom'>)[0].callOnlyLatest) {\n\t\t\t\t/**\n\t\t\t\t * We'll calculate it is `latest` or not\n\t\t\t\t */\n\t\t\t\tconst notLatest = next(i).some(([, _meta]) => {\n\t\t\t\t\tif (!_meta || !meta) return false;\n\n\t\t\t\t\tconst c0 = _meta[0] as unknown as GetActionParameters<'Custom'>[0];\n\t\t\t\t\tconst c1 = meta[0] as unknown as GetActionParameters<'Custom'>[0];\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Also check for `undefined`\n\t\t\t\t\t */\n\t\t\t\t\tconst isIdenticalID = c0.id && c1.id && c0.id === c1.id;\n\t\t\t\t\tconst isIdenticalByReference = c0 === c1;\n\n\t\t\t\t\treturn isIdenticalID || isIdenticalByReference || str(c0) === str(c1);\n\t\t\t\t});\n\n\t\t\t\tif (notLatest) continue;\n\t\t\t}\n\n\t\t\tprocessedQueue.push([action, meta]);\n\t\t} else if (action === 'showCharacter' || action === 'playSound' || action === 'playMusic' || action === 'voice') {\n\t\t\tconst closing = getOppositeAction(action);\n\n\t\t\tconst skip = next(i).some(([_action, _meta]) => {\n\t\t\t\tif (!_meta || !meta) return false;\n\t\t\t\tif (_meta[0] !== meta[0]) return false;\n\n\t\t\t\t/**\n\t\t\t\t * It either will be closed OR same action will be ran again\n\t\t\t\t */\n\t\t\t\treturn _action === closing || _action === action;\n\t\t\t});\n\n\t\t\tif (skip) continue;\n\n\t\t\t/**\n\t\t\t * Actually, we do not need check above to add there things to keep because if something was hidden already we could not keep it visible\n\t\t\t */\n\t\t\tif (action === 'showCharacter') {\n\t\t\t\tcharacters.add(meta[0])\n\t\t\t} else if (action === 'playMusic') {\n\t\t\t\taudio.music.add(meta[0])\n\t\t\t} else if (action === 'playSound') {\n\t\t\t\taudio.sound.add(meta[0])\n\t\t\t}\n\n\t\t\tprocessedQueue.push([action, meta]);\n\t\t} else if (action === 'showBackground' || action === 'animateCharacter' || action === 'preload') {\n\t\t\t/**\n\t\t\t * @todo: Также сравнивать персонажей в animateCharacter. Чтобы не просто последний запускался, а последний для персонажа.\n\t\t\t * Тем не менее таким образом могут быть лишнии анимации.\n\t\t\t * Можно проверить, что одна анимация идёт сразу за другой, а не через, например, dialog\n\t\t\t */\n\n\t\t\t/**\n\t\t\t * Такая же оптимизация применяется к фонам и анимированию персонажей, и `preload`.\n\t\t\t * Если фон изменится, то нет смысла устанавливать или предзагружать текущий\n\t\t\t */\n\t\t\tconst skip = next(i).some(([_action], i, array) => action === _action);\n\n\t\t\tif (skip) continue;\n\n\t\t\tprocessedQueue.push([action, meta]);\n\t\t} else {\n\t\t\tprocessedQueue.push([action, meta]);\n\t\t}\n\t}\n\n\tconst run = async (match: (action: keyof ActionProxyProvider<Record<string, Character>, string>, props: any) => Thenable<void>) => {\n\t\tfor await (const [action, meta] of processedQueue) {\n\t\t\tconst result = match(action, meta);\n\n\t\t\tif (isPromise(result)) {\n\t\t\t\tawait result;\n\t\t\t}\n\t\t}\n\n\t\tprocessedQueue.length = 0;\n\t}\n\n\tconst getKeep = () => {\n\t\treturn {\n\t\t\tkeep,\n\t\t\tcharacters,\n\t\t\taudio\n\t\t}\n\t}\n\n\treturn {\n\t\trun,\n\t\tgetKeep\n\t}\n}\n\nconst getStack = (ctx: Context) => {\n\tconst { id } = ctx;\n\tconst cached = STACK_MAP.get(id);\n\n\tif (cached) return cached;\n\n\tconst stack = [] as unknown as StackHolder;\n\n\tSTACK_MAP.set(id, stack);\n\n\treturn stack;\n}\n\nconst createUseStackFunction = (renderer: Renderer) => {\n\tconst useStack = (context: Context | string): UseStackFunctionReturnType => {\n\t\tconst ctx = typeof context === 'string' ? renderer.getContext(context) : context;\n\t\tconst stack = getStack(ctx);\n\n\t\treturn {\n\t\t\tget previous() {\n\t\t\t\treturn stack.previous;\n\t\t\t},\n\t\t\tget value() {\n\t\t\t\treturn stack.at(-1)!;\n\t\t\t},\n\t\t\tset value(value) {\n\t\t\t\tstack[stack.length - 1] = value;\n\t\t\t},\n\n\t\t\tback() {\n\t\t\t\tif (stack.length > 1) {\n\t\t\t\t\tstack.previous = stack.pop();\n\t\t\t\t\tctx.meta.goingBack = true;\n\t\t\t\t}\n\t\t\t},\n\t\t\tpush(value: Save) {\n\t\t\t\tstack.push(value);\n\t\t\t},\n\t\t\tclear() {\n\t\t\t\tstack.length = 0;\n\t\t\t\tstack.length = 1;\n\t\t\t}\n\t\t}\n\t}\n\n\treturn useStack;\n}\n\nexport {\n\tmatchAction,\n\tisNumber,\n\tisNull,\n\tisString,\n\tisPromise,\n\tisEmpty,\n\tisCSSImage,\n\tstr,\n\tisUserRequiredAction,\n\tgetLanguage,\n\tthrottle,\n\tisFunction,\n\tfindLastIndex,\n\tfindLast,\n\tcreateControlledPromise,\n\tfindLastPathItemBeforeItemOfType,\n\tisBlockStatement,\n\tisBlockExitStatement,\n\tisSkippedDuringRestore,\n\tnoop,\n\tisAction,\n\tflattenStory,\n\tonce,\n\tisExitImpossible,\n\tgetOppositeAction,\n\tgetActionsFromPath,\n\tcreateQueueProcessor,\n\tgetStack,\n\tcreateUseStackFunction\n};\n\nexport type { MatchActionInit }\n","const PRELOADED_ASSETS = new Set<string>();\n\nexport { PRELOADED_ASSETS };\n","type Stored<T> = {\n\tsubscribe: (cb: (value: T) => void) => () => void;\n\tupdate: (fn: (prev: T) => T) => void;\n\tset: (val: T) => void;\n\tget: () => T;\n};\n\nconst store = <T>(current: T, subscribers = new Set<(value: T) => void>()): Stored<T> => {\n\tconst subscribe = (cb: (value: T) => void) => {\n\t\tsubscribers.add(cb), cb(current);\n\n\t\treturn () => {\n\t\t\tsubscribers.delete(cb);\n\t\t};\n\t};\n\n\tconst push = (value: T) => {\n\t\tfor (const cb of subscribers) cb(value);\n\t};\n\n\tconst update = (fn: (prev: T) => T) => {\n\t\tpush((current = fn(current)));\n\t};\n\n\tconst set = (val: T) => {\n\t\tupdate(() => val);\n\t}\n\n\tconst get = () => {\n\t\treturn current;\n\t};\n\n\treturn { subscribe, update, set, get } as const;\n};\n\nexport { store };\nexport type { Stored };\n","const { isArray } = Array;\nconst { hasOwnProperty, propertyIsEnumerable, getOwnPropertySymbols } = Object;\n\nconst propertyIsOnObject = <T extends Record<PropertyKey, unknown>, K extends PropertyKey>(object: T, property: K): object is T & { [Key in K]: unknown } => {\n\ttry {\n\t\treturn property in object\n\t} catch {\n\t\treturn false\n\t}\n}\n\nconst propertyIsUnsafe = (target: Record<PropertyKey, unknown>, key: PropertyKey) => {\n\treturn propertyIsOnObject(target, key) // Properties are safe to merge if they don't exist in the target yet,\n\t\t&& !(hasOwnProperty.call(target, key) // unsafe if they exist up the prototype chain,\n\t\t\t&& propertyIsEnumerable.call(target, key)) // and also unsafe if they're nonenumerable.\n}\n\nconst getEnumerableOwnPropertySymbols = (target: Record<PropertyKey, unknown>) => {\n if (!getOwnPropertySymbols) return [];\n\n return getOwnPropertySymbols(target).filter(symbol => propertyIsEnumerable.call(target, symbol))\n}\n\nconst keys = <T extends Record<PropertyKey, unknown>>(target: T): (keyof T)[] => {\n return [...Object.keys(target), ...getEnumerableOwnPropertySymbols(target)];\n}\n\nconst isMergeableObject = (value: unknown): value is Record<PropertyKey, unknown> => {\n return !!value && typeof value === 'object' && !(['RegExp', 'Date'].includes(Object.prototype.toString.call(value).slice(8, -1)));\n}\n\nexport { isArray, propertyIsOnObject, propertyIsUnsafe, getEnumerableOwnPropertySymbols, isMergeableObject, keys }\n","import { isArray, propertyIsOnObject, propertyIsUnsafe, isMergeableObject, keys } from './utils';\n\nconst empty = <T extends (Record<PropertyKey, unknown> | unknown[])>(value: T): T => {\n return (isArray(value) ? [] : {}) as T;\n}\n\nconst clone = <T>(value: T): T => {\n return isMergeableObject(value)\n ? deepmerge(empty(value), value)\n : value;\n}\n\nconst mergeArray = <T>(target: T[], source: T[]) => {\n const destination = target.slice();\n\n source.forEach((item, index) => {\n if (typeof destination[index] === 'undefined') {\n destination[index] = clone(item);\n } else if (isMergeableObject(item)) {\n destination[index] = deepmerge(target[index] as any, item as any);\n } else if (target.indexOf(item) === -1) {\n destination.push(item);\n }\n });\n\n return destination;\n}\n\nconst mergeObject = <T extends Record<PropertyKey, unknown>>(target: T, source: T): T => {\n const destination: Record<PropertyKey, any> = {};\n\n for (const key of keys(target)) {\n destination[key] = clone(target[key]);\n }\n\n for (const key of keys(source)) {\n if (propertyIsUnsafe(target, key)) {\n continue;\n }\n\n if (propertyIsOnObject(target, key) && isMergeableObject(source[key])) {\n destination[key] = deepmerge(target[key] as any, source[key] as any);\n } else {\n destination[key] = clone(source[key]);\n }\n }\n\n return destination as unknown as T;\n}\n\nconst deepmerge = <T extends (Record<PropertyKey, unknown> | unknown[])>(target: T, source: T): T => {\n if (isArray(target) && isArray(source)) {\n const merged = mergeArray(target, source);\n\n return merged as unknown as T;\n } else if (!isArray(target) && !isArray(source)) {\n const merged = mergeObject(target, source);\n\n return merged as unknown as T;\n } else {\n return clone(source);\n }\n}\n\nexport { deepmerge }\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","type PluralType = Intl.LDMLPluralRule;\ntype Pluralization = Partial<Record<PluralType, string>>;\ntype AllowedContent = string | (() => string | string[]) | string[] | (string | (() => string | string[]))[];\ntype TranslationActions = Partial<Record<string, (str: string) => string>>;\n\nconst RGX = /{{(.*?)}}/g;\n\nconst split = (input: string, delimeters: string[]) => {\n\tconst output: (string | undefined)[] = [];\n\n\tfor (const delimeter of delimeters) {\n\t\tif (!input) break;\n\n\t\tconst [start, end] = input.split(delimeter, 2);\n\n\t\toutput.push(start);\n\t\tinput = end;\n\t}\n\n\toutput.push(input);\n\n\treturn output;\n};\n\n/**\n * Unwraps any allowed content into string\n * @param c Content\n */\nconst unwrap = (c: AllowedContent): string => {\n\tif (Array.isArray(c)) {\n\t\treturn c.map((item) => unwrap(item)).join('<br>');\n\t}\n\n\tif (typeof c === 'function') {\n\t\treturn unwrap(c());\n\t}\n\n\treturn c;\n};\n\nconst replace = (\n\tstr: AllowedContent,\n\tobj: Record<string, unknown>,\n\tpluralization?: Record<string, Pluralization>,\n\tactions?: TranslationActions,\n\tpr?: Intl.PluralRules,\n) => {\n\treturn unwrap(str).replaceAll(RGX, (x: any, key: string, y: any) => {\n\t\tx = 0;\n\t\ty = obj;\n\n\t\tconst [pathstr, plural, action] = split(key.trim(), ['@', '%']);\n\n\t\tif (!pathstr) {\n\t\t\treturn '';\n\t\t}\n\n\t\tconst path = pathstr.split('.');\n\n\t\twhile (y && x < path.length) y = y[path[x++]];\n\n\t\tif (plural && pluralization && y && pr) {\n\t\t\ty = pluralization[plural][pr.select(y)];\n\t\t}\n\n\t\tconst actionHandler = actions && action && actions[action];\n\n\t\tif (actionHandler) y = actionHandler(y);\n\n\t\treturn y == null ? '' : y;\n\t});\n};\n\nexport { unwrap, replace };\nexport type { AllowedContent, PluralType, Pluralization, TranslationActions };\n","import type { StorageData } from './types';\n\ninterface LocalStorageStorageSettings {\n\tkey: string;\n}\n\ninterface Storage {\n\tget: () => Promise<StorageData>;\n\tset: (data: StorageData) => Promise<void>;\n}\n\nconst localStorageStorage = (options: LocalStorageStorageSettings): Storage => {\n\treturn {\n\t\tasync get() {\n\t\t\tconst fallback = { saves: [], data: {}, meta: [] };\n\n\t\t\ttry {\n\t\t\t\tconst value = localStorage.getItem(options.key);\n\n\t\t\t\treturn value ? JSON.parse(value) : fallback;\n\t\t\t} catch {\n\t\t\t\treturn fallback;\n\t\t\t}\n\t\t},\n\t\tasync set(data) {\n\t\t\ttry {\n\t\t\t\tlocalStorage.setItem(options.key, JSON.stringify(data));\n\t\t\t} catch {}\n\t\t},\n\t};\n};\n\nexport type { Storage };\nexport { localStorageStorage };\n","import type { Character } from './character';\nimport type {\n\tActionProxyProvider,\n\tStory,\n\tValidAction,\n\tUnwrappable,\n\tCustomHandler,\n} from './action';\nimport type { Storage } from './storage';\nimport type {\n\tSave,\n\tState,\n\tData,\n\tStorageData,\n\tDeepPartial,\n\tNovelyScreen,\n\tMigration,\n\tActionFN,\n\tCoreData,\n\tPath\n} from './types';\nimport type { Context, Renderer, RendererInit } from './renderer';\nimport type { TranslationActions, Pluralization } from './translation';\nimport type { BaseTranslationStrings } from './translations';\nimport type { MatchActionInit } from './utils';\nimport {\n\tmatchAction,\n\tisNumber,\n\tisNull,\n\tisEmpty,\n\tisCSSImage,\n\tgetLanguage as defaultGetLanguage,\n\tthrottle,\n\tisFunction,\n\tfindLastIndex,\n\tcreateControlledPromise,\n\tfindLastPathItemBeforeItemOfType,\n\tisBlockStatement,\n\tisBlockExitStatement,\n\tisSkippedDuringRestore,\n\tisAction,\n\tnoop,\n\tflattenStory,\n\tisExitImpossible,\n\tgetActionsFromPath,\n\tcreateUseStackFunction,\n\tcreateQueueProcessor\n} from './utils';\nimport { PRELOADED_ASSETS } from './global';\nimport { store } from './store';\nimport { deepmerge } from '@novely/deepmerge';\nimport { klona } from 'klona/json';\nimport { EMPTY_SET, DEFAULT_TYPEWRITER_SPEED, MAIN_CONTEXT_KEY, AUDIO_ACTIONS } from './constants';\nimport { replace as replaceT9N } from './translation';\nimport { localStorageStorage } from './storage';\nimport pLimit from 'p-limit';\n\nimport { DEV } from 'esm-env';\nimport { STACK_MAP } from './shared';\n\ninterface NovelyInit<\n\tLanguages extends string,\n\tCharacters extends Record<string, Character<Languages>>,\n\tStateScheme extends State,\n\tDataScheme extends Data,\n> {\n\t/**\n\t * An array of languages supported by the game.\n\t */\n\tlanguages: Languages[];\n\t/**\n\t * An object containing the characters in the game.\n\t */\n\tcharacters: Characters;\n\t/**\n\t * An object that provides access to the game's storage system.\n\t * @default localStorage // at key `novely-game-storage`\n\t */\n\tstorage?: Storage;\n\t/**\n\t * Delay loading data until Promise is resolved\n\t */\n\tstorageDelay?: Promise<void>;\n\t/**\n\t * A function that returns a Renderer object used to display the game's content\n\t */\n\trenderer: (characters: RendererInit) => Renderer;\n\t/**\n\t * An optional property that specifies the initial screen to display when the game starts\n\t */\n\tinitialScreen?: NovelyScreen;\n\t/**\n\t * An object containing the translation functions used in the game\n\t */\n\ttranslation: Record<\n\t\tLanguages,\n\t\t{\n\t\t\tinternal: Record<BaseTranslationStrings, string>;\n\t\t\t/**\n\t\t\t * IETF BCP 47 language tag\n\t\t\t */\n\t\t\ttag?: string;\n\t\t\tplural?: Record<string, Pluralization>;\n\t\t\tactions?: TranslationActions;\n\t\t}\n\t>;\n\t/**\n\t * Initial state value\n\t */\n\tstate?: StateScheme;\n\t/**\n\t * Initial data value\n\t */\n\tdata?: DataScheme;\n\t/**\n\t * Enable autosaves or disable\n\t * @default true\n\t */\n\tautosaves?: boolean;\n\t/**\n\t * Migration from old saves to newer\n\t */\n\tmigrations?: Migration[];\n\t/**\n\t * For saves Novely uses `throttle` function. This might be needed if you want to control frequency of saves to the storage\n\t * @default 799\n\t */\n\tthrottleTimeout?: number;\n\t/**\n\t * Custom language detector\n\t * @param languages Supported languages aka `languages: []` in the config\n\t * @example ```ts\n\t * novely({\n\t * \t\tgetLanguage(languages, original) {\n\t * \t\t\t\tif (!sdk) return original(languages);\n\t * \t\t\t\treturn sdk.environment.i18n.lang // i.e. custom language from some sdk\n\t * \t\t}\n\t * })\n\t * ```\n\t */\n\tgetLanguage?: (languages: string[], original: typeof defaultGetLanguage) => string;\n\t/**\n\t * Ignores saved language, and uses `getLanguage` to get it on every engine start\n\t * @default false\n\t */\n\toverrideLanguage?: boolean;\n\t/**\n\t * Show a prompt before exiting a game\n\t * @default true\n\t */\n\taskBeforeExit?: boolean;\n\t/**\n\t * @default \"lazy\"\n\t */\n\tpreloadAssets?: 'lazy' | 'blocking';\n}\n\nconst novely = <\n\tLanguages extends string,\n\tCharacters extends Record<string, Character<Languages>>,\n\tStateScheme extends State,\n\tDataScheme extends Data,\n>({\n\tcharacters,\n\tstorage = localStorageStorage({ key: 'novely-game-storage' }),\n\tstorageDelay = Promise.resolve(),\n\trenderer: createRenderer,\n\tinitialScreen = 'mainmenu',\n\ttranslation,\n\tlanguages,\n\tstate: defaultState,\n\tdata: defaultData,\n\tautosaves = true,\n\tmigrations = [],\n\tthrottleTimeout = 799,\n\tgetLanguage = defaultGetLanguage,\n\toverrideLanguage = false,\n\taskBeforeExit = true,\n\tpreloadAssets = 'lazy',\n}: NovelyInit<Languages, Characters, StateScheme, DataScheme>) => {\n\tconst limitScript = pLimit(1);\n\n\tconst story: Story = {};\n\n\tconst times = new Set<number>();\n\n\tconst ASSETS_TO_PRELOAD = new Set<string>();\n\tconst assetsLoaded = createControlledPromise();\n\n\tconst dataLoaded = createControlledPromise();\n\n\tlet scriptCalled = false;\n\n\t/**\n\t * Prevent `undefined`\n\t */\n\tdefaultData ||= {} as DataScheme;\n\tdefaultState ||= {} as StateScheme;\n\n\t/**\n\t * Saves timestamps created in this session\n\t */\n\tconst intime = (value: number) => {\n\t\treturn times.add(value), value;\n\t};\n\n\tconst scriptBase = async (part: Story) => {\n\t\tObject.assign(story, flattenStory(part));\n\n\t\tif (preloadAssets === 'blocking' && ASSETS_TO_PRELOAD.size > 0) {\n\t\t\trenderer.ui.showScreen('loading');\n\n\t\t\tawait renderer.misc.preloadImagesBlocking(ASSETS_TO_PRELOAD);\n\t\t}\n\n\t\tconst screen = renderer.ui.getScreen();\n\t\tconst nextScreen = (scriptCalled ? screen : initialScreen) as NovelyScreen;\n\n\t\tASSETS_TO_PRELOAD.clear();\n\t\tassetsLoaded.resolve();\n\n\t\tif (nextScreen === 'game') {\n\t\t\tawait assetsLoaded.promise;\n\t\t\tawait dataLoaded.promise;\n\n\t\t\tif (!scriptCalled) {\n\t\t\t\trestore();\n\t\t\t}\n\t\t} else {\n\t\t\trenderer.ui.showScreen(nextScreen);\n\t\t}\n\n\t\tscriptCalled = true;\n\t};\n\n\t/**\n\t * Setup your story here\n\t *\n\t * Call more than once to merge different story parts\n\t *\n\t * @example\n\t *\n\t * ```js\n\t * engine.script({\n\t * start: [action.jump('another-part')]\n\t * })\n\t *\n\t * engine.script({\n\t * 'another-part': []\n\t * })\n\t * ```\n\t */\n\tconst script = (part: Story) => {\n\t\treturn limitScript(() => scriptBase(part));\n\t}\n\n\tconst action = new Proxy({} as ActionProxyProvider<Characters, Languages>, {\n\t\tget(_, prop) {\n\t\t\treturn (...props: Parameters<ActionFN>) => {\n\t\t\t\tif (preloadAssets === 'blocking') {\n\t\t\t\t\t/**\n\t\t\t\t\t * Load backgrounds\n\t\t\t\t\t */\n\t\t\t\t\tif (prop === 'showBackground' && typeof props[0] === 'string' && isCSSImage(props[0])) {\n\t\t\t\t\t\tASSETS_TO_PRELOAD.add(props[0]);\n\t\t\t\t\t}\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Load characters\n\t\t\t\t\t */\n\t\t\t\t\tif (prop === 'showCharacter' && typeof props[0] === 'string' && typeof props[1] === 'string') {\n\t\t\t\t\t\tconst images = characters[props[0]].emotions[props[1]];\n\n\t\t\t\t\t\tif (Array.isArray(images)) {\n\t\t\t\t\t\t\tfor (const asset of images) {\n\t\t\t\t\t\t\t\tASSETS_TO_PRELOAD.add(asset);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tASSETS_TO_PRELOAD.add(images)\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn [prop, ...props];\n\t\t\t};\n\t\t},\n\t});\n\n\tfunction state(value: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): void;\n\tfunction state(): StateScheme;\n\tfunction state(value?: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): StateScheme | void {\n\t\tconst stack = useStack(MAIN_CONTEXT_KEY);\n\n\t\tif (!value) return stack.value[1] as StateScheme | void;\n\n\t\tconst prev = stack.value[1];\n\t\tconst val = isFunction(value) ? value(prev as StateScheme) : deepmerge(prev, value);\n\n\t\tstack.value[1] = val as StateScheme;\n\t}\n\n\tconst getDefaultSave = (state = {}) => {\n\t\treturn [\n\t\t\t[\n\t\t\t\t['jump', 'start'],\n\t\t\t\t[null, 0],\n\t\t\t],\n\t\t\tstate,\n\t\t\t[intime(Date.now()), 'auto'],\n\t\t] as Save;\n\t};\n\n\tconst getLanguageWithoutParameters = () => {\n\t\treturn getLanguage(languages, defaultGetLanguage);\n\t};\n\n\t/**\n\t * 1) Novely rendered using the `initialData`, but you can't start new game or `load` an empty one - this is scary, imagine losing your progress\n\t * 2) Actual stored data is loaded, language and etc is changed\n\t */\n\tconst initialData: StorageData = {\n\t\tsaves: [],\n\t\tdata: klona(defaultData) as Data,\n\t\tmeta: [getLanguageWithoutParameters(), DEFAULT_TYPEWRITER_SPEED, 1, 1, 1],\n\t};\n\n\tconst coreData: CoreData = {\n\t\tdataLoaded: false,\n\t};\n\n\tconst $ = store(initialData);\n\tconst $$ = store(coreData);\n\n\tconst onStorageDataChange = (value: StorageData) => {\n\t\tif ($$.get().dataLoaded) storage.set(value);\n\t};\n\n\tconst throttledOnStorageDataChange = throttle(onStorageDataChange, throttleTimeout);\n\tconst throttledEmergencyOnStorageDataChange = throttle(() => {\n\t\tonStorageDataChange($.get());\n\t}, 10);\n\n\t$.subscribe(throttledOnStorageDataChange);\n\n\tconst getStoredData = async () => {\n\t\tlet stored = await storage.get();\n\n\t\tfor (const migration of migrations) {\n\t\t\tstored = migration(stored) as StorageData;\n\t\t}\n\n\t\t/**\n\t\t * Default `localStorageStorage` returns empty array\n\t\t */\n\t\tstored.meta[1] ||= DEFAULT_TYPEWRITER_SPEED;\n\n\t\tif (overrideLanguage) {\n\t\t\tstored.meta[0] = getLanguageWithoutParameters();\n\t\t} else {\n\t\t\tstored.meta[0] ||= getLanguageWithoutParameters();\n\t\t}\n\n\t\t/**\n\t\t * Sound Volumes\n\t\t */\n\t\tstored.meta[2] ??= 1;\n\t\tstored.meta[3] ??= 1;\n\t\tstored.meta[4] ??= 1;\n\n\t\t/**\n\t\t * When data is empty replace it with `defaultData`\n\t\t * It also might be empty (default to empty)\n\t\t */\n\t\tif (isEmpty(stored.data)) {\n\t\t\tstored.data = defaultData as Data;\n\t\t}\n\n\t\t/**\n\t\t * Now the next store updates will entail saving via storage.set\n\t\t */\n\t\t$$.update((prev) => ((prev.dataLoaded = true), prev));\n\t\tdataLoaded.resolve();\n\n\t\t/**\n\t\t * Yay\n\t\t */\n\t\t$.set(stored);\n\t};\n\n\t/**\n\t * By default this is resolved immediately, but also can be delayed.\n\t * I.e. storage has not loaded yet\n\t */\n\tstorageDelay.then(getStoredData);\n\n\tconst initial = getDefaultSave(klona(defaultState));\n\n\tconst onVisibilityChange = () => {\n\t\tif (document.visibilityState === 'hidden') {\n\t\t\tthrottledEmergencyOnStorageDataChange();\n\t\t}\n\t}\n\n\t/**\n\t * Try to save data when page is switched\n\t */\n\taddEventListener('visibilitychange', onVisibilityChange);\n\n\t/**\n\t * Try to save data when page is going to be unloaded\n\t */\n\taddEventListener('beforeunload', throttledEmergencyOnStorageDataChange);\n\n\tconst save = (override = false, type: Save[2][1] = override ? 'auto' : 'manual') => {\n\t\tif (!$$.get().dataLoaded) return;\n\n\t\t/**\n\t\t * When autosaves diabled just return\n\t\t */\n\t\tif (!autosaves && type === 'auto') return;\n\n\t\t/**\n\t\t * Saves only possible in main context, so there is no reason for context to be used here\n\t\t */\n\t\tconst stack = useStack(MAIN_CONTEXT_KEY);\n\t\tconst current = klona(stack.value);\n\n\t\t$.update((prev) => {\n\t\t\t/**\n\t\t\t * Find latest save that were created in current session, and check if it is latest in an array\n\t\t\t *\n\t\t\t * We check if save was created in current session and it is latest in array\n\t\t\t * When it is not then replacing it will break logical chain\n\t\t\t *\n\t\t\t * [auto save 1]\n\t\t\t * [manual save 1]\n\t\t\t * [auto save 2] <- should not replace first auto save\n\t\t\t */\n\t\t\tconst isLatest = findLastIndex(prev.saves, (value) => times.has(value[2][0])) === prev.saves.length - 1;\n\n\t\t\t/**\n\t\t\t * Update type and time information\n\t\t\t */\n\t\t\tcurrent[2][0] = intime(Date.now());\n\t\t\tcurrent[2][1] = type;\n\n\t\t\tif (!override || !isLatest) {\n\t\t\t\tprev.saves.push(current);\n\n\t\t\t\treturn prev;\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Get latest\n\t\t\t */\n\t\t\tconst latest = prev.saves.at(-1);\n\n\t\t\t/**\n\t\t\t * When that save is the same type, replace it\n\t\t\t */\n\t\t\tif (latest && latest[2][1] === type) {\n\t\t\t\tprev.saves[prev.saves.length - 1] = current;\n\t\t\t} else {\n\t\t\t\tprev.saves.push(current);\n\t\t\t}\n\n\t\t\treturn prev;\n\t\t});\n\t};\n\n\tconst newGame = () => {\n\t\tif (!$$.get().dataLoaded) return;\n\n\t\tconst save = getDefaultSave(klona(defaultState));\n\n\t\t/**\n\t\t * Initial save is automatic, and should be ignored when autosaves is turned off\n\t\t */\n\t\tif (autosaves) {\n\t\t\t$.update((prev) => {\n\t\t\t\treturn prev.saves.push(save), prev;\n\t\t\t});\n\t\t}\n\n\t\trestore(save);\n\t};\n\n\t/**\n\t * Set's the save and restores onto it\n\t */\n\tconst set = (save: Save, ctx?: Context) => {\n\t\tconst stack = useStack(ctx || renderer.getContext(MAIN_CONTEXT_KEY));\n\n\t\tstack.value = save;\n\n\t\treturn restore(save);\n\t};\n\n\tlet interacted = 0;\n\n\t/**\n\t * Restore save or if none is passed then look for latest save, if there is no saves will create a new save\n\t */\n\tconst restore = async (save?: Save) => {\n\t\tif (!$$.get().dataLoaded) return;\n\n\t\tlet latest = save || $.get().saves.at(-1);\n\n\t\t/**\n\t\t * When there is no game, then make a new game\n\t\t */\n\t\tif (!latest) {\n\t\t\t$.set({\n\t\t\t\tsaves: [initial],\n\t\t\t\tdata: klona(defaultData) as Data,\n\t\t\t\tmeta: [getLanguageWithoutParameters(), DEFAULT_TYPEWRITER_SPEED, 1, 1, 1],\n\t\t\t});\n\n\t\t\tlatest = klona(initial);\n\t\t}\n\n\t\tconst context = renderer.getContext(MAIN_CONTEXT_KEY);\n\t\tconst stack = useStack(context);\n\n\t\tcontext.meta.restoring = true;\n\n\t\tconst previous = stack.previous;\n\n\t\tconst [path] = stack.value = latest;\n\n\t\trenderer.ui.showScreen('game');\n\n\t\tconst queue = getActionsFromPath(story, path);\n\t\tconst processor = createQueueProcessor(queue);\n\t\tconst { keep, characters, audio } = processor.getKeep();\n\n\t\tif (previous) {\n\t\t\tconst prevQueue = getActionsFromPath(story, previous[0], true);\n\t\t\tconst currQueue = getActionsFromPath(story, path, true);\n\n\t\t\tfor (let i = prevQueue.length - 1; i > currQueue.length; i--) {\n\t\t\t\tconst element = prevQueue[i];\n\n\t\t\t\t/**\n\t\t\t\t * Just in case 🤷\n\t\t\t\t */\n\t\t\t\tif (isAction(element)) {\n\t\t\t\t\tconst [action, props] = element as ValidAction;\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Imagine array of actions like\n\t\t\t\t\t *\n\t\t\t\t\t * [\n\t\t\t\t\t * ['dialog', ...props]\n\t\t\t\t\t * ['dialog', ...props]\n\t\t\t\t\t * ['custom', function]\n\t\t\t\t\t * ]\n\t\t\t\t\t *\n\t\t\t\t\t * When player goes back array changes to\n\t\t\t\t\t *\n\t\t\t\t\t * [\n\t\t\t\t\t * ['dialog', ...props]\n\t\t\t\t\t * ]\n\t\t\t\t\t *\n\t\t\t\t\t * We catch these custom actions and call their clear methods so there is no side effects from future in the past\n\t\t\t\t\t */\n\t\t\t\t\tif (action === 'custom') {\n\t\t\t\t\t\tcontext.clearCustom(props[0]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tmatch('clear', [keep, characters, audio], {\n\t\t\tctx: context,\n\t\t\tdata: latest[1]\n\t\t});\n\n\t\tawait processor.run((action, props) => {\n\t\t\tif (!latest) return;\n\n\t\t\treturn match(action, props, {\n\t\t\t\tctx: context,\n\t\t\t\tdata: latest[1]\n\t\t\t});\n\t\t});\n\n\t\tcontext.meta.restoring = context.meta.goingBack = false;\n\n\t\trender(context);\n\t};\n\n\tconst refer = (path?: Path) => {\n\t\tif (!path) {\n\t\t\tpath = useStack(MAIN_CONTEXT_KEY).value[0]\n\t\t}\n\n\t\tlet current: any = story;\n\t\tlet precurrent: any = story;\n\n\t\tconst blocks: any[] = [];\n\n\t\tfor (const [type, val] of path) {\n\t\t\tif (type === 'jump') {\n\t\t\t\tprecurrent = story;\n\t\t\t\tcurrent = current[val];\n\t\t\t} else if (type === null) {\n\t\t\t\tprecurrent = current;\n\t\t\t\tcurrent = current[val];\n\t\t\t} else if (type === 'choice') {\n\t\t\t\tblocks.push(precurrent);\n\t\t\t\tcurrent = current[(val as number) + 1][1];\n\t\t\t} else if (type === 'condition') {\n\t\t\t\tblocks.push(precurrent);\n\t\t\t\tcurrent = current[2][val];\n\t\t\t} else if (type === 'block') {\n\t\t\t\tblocks.push(precurrent);\n\t\t\t\tcurrent = story[val];\n\t\t\t} else if (type === 'block:exit' || type === 'choice:exit' || type === 'condition:exit') {\n\t\t\t\tcurrent = blocks.pop();\n\t\t\t}\n\t\t}\n\n\t\treturn current;\n\t};\n\n\t/**\n\t * @param force Force exit\n\t */\n\tconst exit = (force = false) => {\n\t\tif (interacted > 1 && !force && askBeforeExit) {\n\t\t\trenderer.ui.showExitPrompt();\n\t\t\treturn;\n\t\t}\n\n\t\t/**\n\t\t * Exit only possible in main context\n\t\t */\n\t\tconst ctx = renderer.getContext(MAIN_CONTEXT_KEY);\n\n\t\tconst stack = useStack(ctx);\n\t\tconst current = stack.value;\n\n\t\tstack.clear();\n\t\trenderer.ui.showScreen('mainmenu');\n\t\tctx.audio.destroy();\n\n\t\t/**\n\t\t * First two save elements and it's type\n\t\t */\n\t\tconst [time, type] = current[2];\n\n\t\t/**\n\t\t * This is auto save and belongs to the current session\n\t\t * Player did not interacted or did it once, so this is probably not-needed save\n\t\t */\n\t\tif (type === 'auto' && interacted <= 1 && times.has(time)) {\n\t\t\t$.update((prev) => {\n\t\t\t\tprev.saves = prev.saves.filter((save) => save !== current);\n\n\t\t\t\treturn prev;\n\t\t\t});\n\t\t}\n\n\t\t/**\n\t\t * Reset interactive value\n\t\t */\n\t\tinteractivity(false);\n\t\t/**\n\t\t * Reset session times\n\t\t */\n\t\ttimes.clear();\n\t};\n\n\tconst back = async () => {\n\t\t/**\n\t\t * Back also happens in main context only\n\t\t */\n\t\tconst stack = useStack(MAIN_CONTEXT_KEY);\n\n\t\tstack.back();\n\n\t\tawait restore(stack.value);\n\t};\n\n\tconst t = (key: BaseTranslationStrings, lang: string | Languages) => {\n\t\treturn translation[lang as Languages].internal[key];\n\t};\n\n\t/**\n\t * Execute save in context at `name`\n\t */\n\tconst preview = async ([path, data]: Save, name: string) => {\n\t\tconst queue = getActionsFromPath(story, path);\n\t\tconst ctx = renderer.getContext(name);\n\n\t\t/**\n\t\t * Enter restoring mode in action\n\t\t */\n\t\tctx.meta.restoring = true;\n\t\tctx.meta.preview = true;\n\n\t\tconst processor = createQueueProcessor(queue);\n\n\t\tawait processor.run((action, props) => {\n\t\t\tif (AUDIO_ACTIONS.has(action as any)) return;\n\t\t\tif (action === 'vibrate') return;\n\t\t\tif (action === 'end') return;\n\n\t\t\treturn match(action, props, {\n\t\t\t\tctx,\n\t\t\t\tdata,\n\t\t\t});\n\t\t});\n\t}\n\n\tconst removeContext = (name: string) => {\n\t\tSTACK_MAP.delete(name);\n\t}\n\n\tconst renderer = createRenderer({\n\t\tmainContextKey: MAIN_CONTEXT_KEY,\n\n\t\tcharacters,\n\t\tset,\n\t\trestore,\n\t\tsave,\n\t\tnewGame,\n\t\texit,\n\t\tback,\n\t\tt,\n\t\tpreview,\n\t\tremoveContext,\n\t\tlanguages,\n\t\t$,\n\t\t$$,\n\t});\n\n\tconst useStack = createUseStackFunction(renderer);\n\n\t/**\n\t * Initiate\n\t */\n\tuseStack(MAIN_CONTEXT_KEY).push(initial);\n\n\tconst UIInstance = renderer.ui.start();\n\n\tconst enmemory = (ctx: Context) => {\n\t\tif (ctx.meta.restoring) return;\n\n\t\tconst stack = useStack(ctx);\n\n\t\tconst current = klona(stack.value);\n\n\t\tcurrent[2][1] = 'auto';\n\n\t\tstack.push(current);\n\n\t\tsave(true, 'auto');\n\t};\n\n\tconst next = (ctx: Context) => {\n\t\tconst stack = useStack(ctx);\n\t\tconst path = stack.value[0];\n\n\t\t/**\n\t\t * Last path element\n\t\t */\n\t\tconst last = path.at(-1);\n\n\t\tif (last && (isNull(last[0]) || last[0] === 'jump') && isNumber(last[1])) {\n\t\t\tlast[1]++;\n\t\t} else {\n\t\t\tpath.push([null, 0]);\n\t\t}\n\t};\n\n\tconst matchActionInit = {\n\t\tgetContext: renderer.getContext,\n\t\tpush(ctx) {\n\t\t\tif (ctx.meta.restoring) return;\n\n\t\t\tnext(ctx);\n\t\t\trender(ctx);\n\t\t},\n\t\tforward(ctx) {\n\t\t\t/**\n\t\t\t * There should be way to determine when it's better to enmemory before push and when after\n\t\t\t */\n\t\t\tif (!ctx.meta.preview) enmemory(ctx);\n\n\t\t\tmatchActionInit.push(ctx);\n\n\t\t\tif (!ctx.meta.preview) interactivity(true);\n\t\t},\n\t} satisfies MatchActionInit;\n\n\tconst match = matchAction(matchActionInit, {\n\t\twait({ ctx, push }, [time]) {\n\t\t\tif (ctx.meta.restoring) return;\n\n\t\t\tsetTimeout(push, isFunction(time) ? time() : time);\n\t\t},\n\t\tshowBackground({ ctx, push }, [background]) {\n\t\t\tctx.background(background);\n\t\t\tpush();\n\t\t},\n\t\tplayMusic({ ctx, push }, [source]) {\n\t\t\tctx.audio.music(source, 'music', true).play();\n\t\t\tpush();\n\t\t},\n\t\tstopMusic({ ctx, push }, [source]) {\n\t\t\tctx.audio.music(source, 'music').stop();\n\t\t\tpush();\n\t\t},\n\t\tplaySound({ ctx, push }, [source, loop]) {\n\t\t\tctx.audio.music(source, 'sound', loop || false).play();\n\t\t\tpush();\n\t\t},\n\t\tstopSound({ ctx, push }, [source]) {\n\t\t\tctx.audio.music(source, 'sound').stop();\n\t\t\tpush();\n\t\t},\n\t\tvoice({ ctx, push }, [source]) {\n\t\t\tctx.audio.voice(source);\n\t\t\tpush();\n\t\t},\n\t\tstopVoice({ ctx, push }) {\n\t\t\tctx.audio.voiceStop();\n\t\t\tpush();\n\t\t},\n\t\tshowCharacter({ ctx, push }, [character, emotion, className, style]) {\n\t\t\tif (DEV && !characters[character].emotions[emotion]) {\n\t\t\t\tthrow new Error(`Attempt to show character \"${character}\" with unknown emotion \"${emotion}\"`)\n\t\t\t}\n\n\t\t\tconst handle = ctx.character(character);\n\n\t\t\thandle.append(className, style, ctx.meta.restoring);\n\t\t\thandle.emotion(emotion, true);\n\n\t\t\tpush();\n\t\t},\n\t\thideCharacter({ ctx, push }, [character, className, style, duration]) {\n\t\t\tctx.character(character).remove(className, style, duration, ctx.meta.restoring).then(push)\n\t\t},\n\t\tdialog({ ctx, data, forward }, [character, content, emotion]) {\n\t\t\t/**\n\t\t\t * Person name\n\t\t\t */\n\t\t\tconst name = (() => {\n\t\t\t\tconst c = character;\n\t\t\t\tconst cs = characters;\n\t\t\t\tconst [lang] = $.get().meta;\n\n\t\t\t\tif (c && c in cs) {\n\t\t\t\t\tconst block = cs[c].name;\n\n\t\t\t\t\tif (typeof block === 'string') {\n\t\t\t\t\t\treturn block;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (lang in block) {\n\t\t\t\t\t\treturn block[lang as Languages];\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn c || '';\n\t\t\t})();\n\n\t\t\tctx.dialog(\n\t\t\t\tunwrap(content, data),\n\t\t\t\tunwrap(name, data),\n\t\t\t\tcharacter,\n\t\t\t\temotion,\n\t\t\t\tforward\n\t\t\t);\n\t\t},\n\t\tfunction({ ctx, push }, [fn]) {\n\t\t\tconst result = fn(ctx.meta.restoring, ctx.meta.goingBack, ctx.meta.preview);\n\n\t\t\tif (!ctx.meta.restoring) {\n\t\t\t\tresult ? result.then(push) : push();\n\t\t\t}\n\n\t\t\treturn result;\n\t\t},\n\t\tchoice({ ctx, data }, [question, ...choices]) {\n\t\t\tconst isWithoutQuestion = Array.isArray(question);\n\n\t\t\tif (isWithoutQuestion) {\n\t\t\t\t/**\n\t\t\t\t * Первый элемент может быть как строкой, так и элементов выбора\n\t\t\t\t */\n\t\t\t\tchoices.unshift(question as unknown as [Unwrappable<Languages>, ValidAction[], () => boolean]);\n\t\t\t\t/**\n\t\t\t\t * Значит, текст не требуется\n\t\t\t\t */\n\t\t\t\tquestion = '';\n\t\t\t}\n\n\t\t\tconst unwrappedChoices = choices.map(([content, action, visible]) => {\n\t\t\t\tif (DEV && action.length === 0 && (!visible || visible())) {\n\t\t\t\t\tconsole.warn(`Choice children should not be empty, either add content there or make item not selectable`)\n\t\t\t\t}\n\n\t\t\t\treturn [unwrap(content, data), action, visible] as [string, ValidAction[], () => boolean];\n\t\t\t});\n\n\t\t\tif (DEV && unwrappedChoices.length === 0) {\n\t\t\t\tthrow new Error(`Running choice without variants to choose from, look at how to use Choice action properly [https://novely.pages.dev/guide/actions/choice#usage]`)\n\t\t\t}\n\n\t\t\tctx.choices(unwrap(question, data), unwrappedChoices, (selected) => {\n\t\t\t\tif (!ctx.meta.preview) {\n\t\t\t\t\tenmemory(ctx);\n\t\t\t\t}\n\n\t\t\t\tconst stack = useStack(ctx);\n\n\t\t\t\t/**\n\t\t\t\t * If there is a question, then `index` should be shifted by `1`\n\t\t\t\t */\n\t\t\t\tconst offset = isWithoutQuestion ? 0 : 1;\n\n\t\t\t\tif (DEV && !unwrappedChoices[selected]) {\n\t\t\t\t\tthrow new Error('Choice children is empty, either add content there or make item not selectable')\n\t\t\t\t}\n\n\t\t\t\tstack.value[0].push(['choice', selected + offset], [null, 0]);\n\t\t\t\trender(ctx);\n\t\t\t\tinteractivity(true);\n\t\t\t});\n\t\t},\n\t\tjump({ ctx, data }, [scene]) {\n\t\t\tif (DEV && !story[scene]) {\n\t\t\t\tthrow new Error(`Attempt to jump to unknown scene \"${scene}\"`)\n\t\t\t}\n\n\t\t\tif (DEV && story[scene].length === 0) {\n\t\t\t\tthrow new Error(`Attempt to jump to empty scene \"${scene}\"`)\n\t\t\t}\n\n\t\t\tconst stack = useStack(ctx);\n\n\t\t\t/**\n\t\t\t * `-1` index is used here because `clear` will run `next` that will increase index to `0`\n\t\t\t */\n\t\t\tstack.value[0] = [\n\t\t\t\t['jump', scene],\n\t\t\t\t[null, -1],\n\t\t\t];\n\n\t\t\tmatch('clear', [], {\n\t\t\t\tctx,\n\t\t\t\tdata,\n\t\t\t});\n\t\t},\n\t\tclear({ ctx, push }, [keep, characters, audio]) {\n\t\t\t/**\n\t\t\t * Remove vibration\n\t\t\t */\n\t\t\tctx.vibrate(0);\n\n\t\t\t/**\n\t\t\t * Call the actual `clear`\n\t\t\t */\n\t\t\tctx.clear(\n\t\t\t\tkeep || EMPTY_SET,\n\t\t\t\tcharacters || EMPTY_SET,\n\t\t\t\taudio || { music: EMPTY_SET, sounds: EMPTY_SET },\n\t\t\t\tpush\n\t\t\t);\n\t\t},\n\t\tcondition({ ctx }, [condition, variants]) {\n\t\t\tif (DEV && Object.values(variants).length === 0) {\n\t\t\t\tthrow new Error(`Attempt to use Condition action with empty variants object`)\n\t\t\t}\n\n\t\t\tif (!ctx.meta.restoring) {\n\t\t\t\tconst val = String(condition());\n\n\t\t\t\tif (DEV && !variants[val]) {\n\t\t\t\t\tthrow new Error(`Attempt to go to unknown variant \"${val}\"`)\n\t\t\t\t}\n\n\t\t\t\tif (DEV && variants[val].length === 0) {\n\t\t\t\t\tthrow new Error(`Attempt to go to empty variant \"${val}\"`)\n\t\t\t\t}\n\n\t\t\t\tconst stack = useStack(MAIN_CONTEXT_KEY);\n\n\t\t\t\tstack.value[0].push(['condition', val], [null, 0]);\n\n\t\t\t\trender(ctx);\n\t\t\t}\n\t\t},\n\t\tend({ ctx }) {\n\t\t\tif (ctx.meta.preview) return;\n\n\t\t\tctx.vibrate(0);\n\t\t\tctx.clear(EMPTY_SET, EMPTY_SET, { music: EMPTY_SET, sounds: EMPTY_SET }, noop);\n\n\t\t\trenderer.ui.showScreen('mainmenu');\n\n\t\t\t/**\n\t\t\t * Reset interactive value\n\t\t\t */\n\t\t\tinteractivity(false);\n\t\t\t/**\n\t\t\t * Reset session times\n\t\t\t */\n\t\t\ttimes.clear();\n\t\t},\n\t\tinput({ ctx, data, forward }, [question, onInput, setup]) {\n\t\t\tctx.input(\n\t\t\t\tunwrap(question, data),\n\t\t\t\tonInput,\n\t\t\t\tsetup || noop,\n\t\t\t\tforward\n\t\t\t);\n\t\t},\n\t\tcustom({ ctx, push }, [handler]) {\n\t\t\tconst result = ctx.custom(handler, () => {\n\t\t\t\tif (ctx.meta.restoring) return;\n\n\t\t\t\tif (handler.requireUserAction && !ctx.meta.preview) {\n\t\t\t\t\tenmemory(ctx);\n\t\t\t\t\tinteractivity(true);\n\t\t\t\t}\n\n\t\t\t\tpush();\n\t\t\t});\n\n\t\t\treturn result;\n\t\t},\n\t\tvibrate({ ctx, push }, pattern) {\n\t\t\tctx.vibrate(pattern);\n\t\t\tpush();\n\t\t},\n\t\tnext({ ctx, push }) {\n\t\t\tpush();\n\t\t},\n\t\tanimateCharacter({ ctx, data }, [character, timeout, ...classes]) {\n\t\t\tif (DEV && classes.length === 0) {\n\t\t\t\tthrow new Error('Attempt to use AnimateCharacter without classes. Classes should be provided [https://novely.pages.dev/guide/actions/animateCharacter.html]')\n\t\t\t}\n\n\t\t\tif (DEV && (timeout <= 0 || !Number.isFinite(timeout) || Number.isNaN(timeout))) {\n\t\t\t\tthrow new Error('Attempt to use AnimateCharacter with unacceptable timeout. It should be finite and greater than zero')\n\t\t\t}\n\n\t\t\tif (ctx.meta.preview) return;\n\n\t\t\tconst handler: CustomHandler = ({ get }) => {\n\t\t\t\tconst { clear } = get(false);\n\t\t\t\tconst char = ctx.getCharacter(character);\n\n\t\t\t\t/**\n\t\t\t\t * Character is not defined, maybe, `animateCharacter` was called before `showCharacter` OR character was not just loaded yet\n\t\t\t\t */\n\t\t\t\tif (!char) return;\n\n\t\t\t\tconst target = char.canvas;\n\n\t\t\t\t/**\n\t\t\t\t * Character is not found\n\t\t\t\t */\n\t\t\t\tif (!target) return;\n\n\t\t\t\tconst classNames = classes.filter((className) => !target.classList.contains(className));\n\n\t\t\t\ttarget.classList.add(...classNames);\n\n\t\t\t\tconst removeClassNames = () => {\n\t\t\t\t\ttarget.classList.remove(...classNames);\n\t\t\t\t}\n\n\t\t\t\tconst timeoutId = setTimeout(removeClassNames, timeout);\n\n\t\t\t\tclear(() => {\n\t\t\t\t\tremoveClassNames();\n\t\t\t\t\tclearTimeout(timeoutId);\n\t\t\t\t});\n\t\t\t};\n\n\t\t\thandler.key = '@@internal-animate-character';\n\n\t\t\t/**\n\t\t\t * `callOnlyLatest` property will not have any effect, because `custom` is called directly\n\t\t\t */\n\t\t\tmatch('custom', [handler], {\n\t\t\t\tctx,\n\t\t\t\tdata,\n\t\t\t});\n\t\t},\n\t\ttext({ ctx, data, forward }, text) {\n\t\t\tconst string = text.map((content) => unwrap(content, data)).join(' ');\n\n\t\t\tif (DEV && string.length === 0) {\n\t\t\t\tthrow new Error(`Action Text was called with empty string or array`)\n\t\t\t}\n\n\t\t\tctx.text(string, forward);\n\t\t},\n\t\texit({ ctx, data }) {\n\t\t\tif (ctx.meta.restoring) return;\n\n\t\t\tconst stack = useStack(ctx);\n\n\t\t\tconst path = stack.value[0];\n\t\t\tconst last = path.at(-1);\n\t\t\tconst ignore: ('choice:exit' | 'condition:exit' | 'block:exit')[] = [];\n\n\t\t\t/**\n\t\t\t * - should be an array\n\t\t\t * - first element is action name\n\t\t\t */\n\t\t\tif (!isAction(refer(path))) {\n\t\t\t\tif (last && isNull(last[0]) && isNumber(last[1])) {\n\t\t\t\t\tlast[1]--;\n\t\t\t\t} else {\n\t\t\t\t\tpath.pop();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (isExitImpossible(path)) {\n\t\t\t\tconst referred = refer(path);\n\n\t\t\t\tif (isAction(referred) && isSkippedDuringRestore(referred[0])) {\n\t\t\t\t\tmatch('end', [], {\n\t\t\t\t\t\tctx,\n\t\t\t\t\t\tdata,\n\t\t\t\t\t});\n\t\t\t\t}\n\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tfor (let i = path.length - 1; i > 0; i--) {\n\t\t\t\tconst [name] = path[i];\n\n\t\t\t\t/**\n\t\t\t\t * Remember already exited paths\n\t\t\t\t */\n\t\t\t\tif (isBlockExitStatement(name)) {\n\t\t\t\t\tignore.push(name);\n\t\t\t\t}\n\n\t\t\t\t/**\n\t\t\t\t * Ignore everything that we do not need there\n\t\t\t\t */\n\t\t\t\tif (!isBlockStatement(name)) continue;\n\n\t\t\t\t/**\n\t\t\t\t * When we found an already exited path we remove it from the list\n\t\t\t\t */\n\t\t\t\tif (ignore.at(-1)?.startsWith(name)) {\n\t\t\t\t\tignore.pop();\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\t/**\n\t\t\t\t * Exit from the path\n\t\t\t\t */\n\t\t\t\tpath.push([`${name}:exit`]);\n\n\t\t\t\tconst prev = findLastPathItemBeforeItemOfType(path.slice(0, i + 1), name);\n\n\t\t\t\t/**\n\t\t\t\t * When possible also go to the next action (or exit from one layer above)\n\t\t\t\t */\n\t\t\t\tif (prev) path.push([null, prev[1] + 1]);\n\n\t\t\t\t/**\n\t\t\t\t * If we added an `[null, int]` but it points not to action, then\n\t\t\t\t *\n\t\t\t\t * - remove that item\n\t\t\t\t * - close another block\n\t\t\t\t */\n\t\t\t\tif (!isAction(refer(path))) {\n\t\t\t\t\tpath.pop();\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\trender(ctx);\n\t\t},\n\t\tpreload({ ctx, push }, [source]) {\n\t\t\tif (!ctx.meta.goingBack && !ctx.meta.restoring && !PRELOADED_ASSETS.has(source)) {\n\t\t\t\t/**\n\t\t\t\t * Make image load\n\t\t\t\t */\n\t\t\t\tPRELOADED_ASSETS.add(renderer.misc.preloadImage(source));\n\t\t\t}\n\n\t\t\tpush();\n\t\t},\n\t\tblock({ ctx }, [scene]) {\n\t\t\tif (DEV && !story[scene]) {\n\t\t\t\tthrow new Error(`Attempt to call Block action with unknown scene \"${scene}\"`)\n\t\t\t}\n\n\t\t\tif (DEV && story[scene].length === 0) {\n\t\t\t\tthrow new Error(`Attempt to call Block action with empty scene \"${scene}\"`)\n\t\t\t}\n\n\t\t\tif (!ctx.meta.restoring) {\n\t\t\t\tconst stack = useStack(ctx);\n\n\t\t\t\tstack.value[0].push(['block', scene], [null, 0]);\n\n\t\t\t\trender(ctx);\n\t\t\t}\n\t\t},\n\t});\n\n\tconst render = (ctx: Context) => {\n\t\tconst stack = useStack(ctx);\n\t\tconst referred = refer(stack.value[0]);\n\n\t\tif (isAction(referred)) {\n\t\t\tconst [action, ...props] = referred;\n\n\t\t\tmatch(action, props, {\n\t\t\t\tctx,\n\t\t\t\tdata: stack.value[1]\n\t\t\t});\n\t\t} else {\n\t\t\tmatch('exit', [], {\n\t\t\t\tctx,\n\t\t\t\tdata: stack.value[1]\n\t\t\t});\n\t\t}\n\t};\n\n\tconst interactivity = (value = false) => {\n\t\tinteracted = value ? interacted + 1 : 0;\n\t};\n\n\t/**\n\t * Unwraps translatable content to string\n\t *\n\t * @example ```\n\t * unwrap({ en: 'Hello', ru: 'Привет' });\n\t * unwrap({ en: () => data().ad_viewed ? 'Diamond Hat' : 'Diamond Hat (Watch Adv)' })\n\t * unwrap(() => `Today is ${new Date()}`)\n\t * unwrap('Hello, {{name}}');\n\t * ```\n\t */\n\tconst unwrap = (content: Unwrappable<Languages>, values?: Data) => {\n\t\tconst {\n\t\t\tdata,\n\t\t\tmeta: [lang],\n\t\t} = $.get();\n\n\t\tconst obj = values ? values : data;\n\t\tconst cnt = isFunction(content)\n\t\t\t? content()\n\t\t\t: typeof content === 'string'\n\t\t\t\t? content\n\t\t\t\t: content[lang as Languages];\n\n\t\tconst str = isFunction(cnt) ? cnt() : cnt;\n\n\t\tconst trans = translation[lang as Languages];\n\n\t\tif (trans.actions || trans.plural) {\n\t\t\t/**\n\t\t\t * Should kinda work, but creating PluralRules each time is not really efficient\n\t\t\t */\n\t\t\treturn replaceT9N(str, obj, trans.plural, trans.actions, new Intl.PluralRules(trans.tag || lang));\n\t\t}\n\n\t\treturn replaceT9N(str, obj);\n\t};\n\n\tfunction data(value: DeepPartial<DataScheme> | ((prev: DataScheme) => DataScheme)): void;\n\tfunction data(): DataScheme;\n\tfunction data(value?: DeepPartial<DataScheme> | ((prev: DataScheme) => DataScheme)): DataScheme | void {\n\t\tif (!value) return $.get().data as DataScheme | void;\n\n\t\tconst prev = $.get().data;\n\t\tconst val = isFunction(value) ? value(prev as DataScheme) : deepmerge(prev, value);\n\n\t\t$.update((prev) => {\n\t\t\tprev.data = val;\n\n\t\t\treturn prev;\n\t\t});\n\t}\n\n\treturn {\n\t\t/**\n\t\t * Function to set game script\n\t\t */\n\t\tscript,\n\t\t/**\n\t\t * Function to get actions\n\t\t */\n\t\taction,\n\t\t/**\n\t\t * State that belongs to games\n\t\t */\n\t\tstate,\n\t\t/**\n\t\t * Unlike `state`, stored at global scope instead and shared between games\n\t\t */\n\t\tdata,\n\t\t/**\n\t\t * Unwraps translatable content to a string value\n\t\t */\n\t\tunwrap(content: Exclude<Unwrappable<Languages>, Record<string, string>> | Record<Languages, string>) {\n\t\t\treturn unwrap(content, $.get().data);\n\t\t},\n\t\t/**\n\t\t * Cancel data loading, hide UI, ignore page change events\n\t\t * Data updates still will work in case Novely already was loaded\n\t\t */\n\t\tdestroy() {\n\t\t\tdataLoaded.cancel();\n\n\t\t\tUIInstance.unmount();\n\n\t\t\tremoveEventListener('visibilitychange', onVisibilityChange);\n\t\t\tremoveEventListener('beforeunload', throttledEmergencyOnStorageDataChange);\n\t\t}\n\t};\n};\n\nexport { novely };\n","const RU = {\n\tNewGame: 'Новая игра',\n\tHomeScreen: 'Главный экран',\n\tToTheGame: 'К игре',\n\tLanguage: 'Язык',\n\tNoSaves: 'Сохранений нет',\n\tLoadSave: 'Загрузить',\n\tSaves: 'Сохранения',\n\tSettings: 'Настройки',\n\tSumbit: 'Подтвердить',\n\tGoBack: 'Назад',\n\tDoSave: 'Сохранение',\n\tAuto: 'Авто',\n\tStop: 'Стоп',\n\tExit: 'Выход',\n\tAutomatic: 'Автоматическое',\n\tManual: 'Ручное',\n\tRemove: 'Удалить',\n\tLoadASaveFrom: 'Загрузить сохранение от',\n\tDeleteASaveFrom: 'Удалить сохранение от',\n\tTextSpeed: 'Скорость Текста',\n\tTextSpeedSlow: 'Медленная',\n\tTextSpeedMedium: 'Средняя',\n\tTextSpeedFast: 'Быстрая',\n\tTextSpeedAuto: 'Автоматическая',\n\tCompleteText: 'Завершить текст',\n\tGoForward: 'Перейти вперёд',\n\tExitDialogWarning: 'Вы уверены, что хотите выйти? Прогресс будет сохранён.',\n\tExitDialogExit: 'Выйти',\n\tExitDialogBack: 'Вернуться в игру',\n\tOpenMenu: 'Открыть меню',\n\tCloseMenu: 'Закрыть меню',\n\tMusicVolume: 'Громкость музыки',\n\tSoundVolume: 'Громкость звуков',\n\tVoiceVolume: 'Громкость речи'\n};\n\ntype BaseTranslationStrings = keyof typeof RU;\n\nconst EN: Record<BaseTranslationStrings, string> = {\n\tNewGame: 'New Game',\n\tHomeScreen: 'Home Screen',\n\tToTheGame: 'To the Game',\n\tLanguage: 'Language',\n\tNoSaves: 'No saves',\n\tLoadSave: 'Load',\n\tSaves: 'Saves',\n\tSettings: 'Settings',\n\tSumbit: 'Submit',\n\tGoBack: 'Go back',\n\tDoSave: 'Save',\n\tAuto: 'Auto',\n\tStop: 'Stop',\n\tExit: 'Exit',\n\tAutomatic: 'Automatic',\n\tManual: 'Manual',\n\tRemove: 'Remove',\n\tLoadASaveFrom: 'Load a save from',\n\tDeleteASaveFrom: 'Delete a save from',\n\tTextSpeed: 'Text Speed',\n\tTextSpeedSlow: 'Slow',\n\tTextSpeedMedium: 'Medium',\n\tTextSpeedFast: 'Fast',\n\tTextSpeedAuto: 'Auto',\n\tCompleteText: 'Complete text',\n\tGoForward: 'Go forward',\n\tExitDialogWarning: 'Are you sure you want to exit? Progress will be saved.',\n\tExitDialogExit: 'Exit',\n\tExitDialogBack: 'Return to game',\n\tOpenMenu: 'Open menu',\n\tCloseMenu: 'Close menu',\n\tMusicVolume: 'Music volume',\n\tSoundVolume: 'Sound volume',\n\tVoiceVolume: 'Voice volume'\n};\n\n/**\n * Translated automatically\n */\nconst KK: Record<BaseTranslationStrings, string> = {\n\tNewGame: 'Жаңа ойын',\n\tHomeScreen: 'Негізгі экран',\n\tToTheGame: 'Ойынға',\n\tLanguage: 'Тіл',\n\tNoSaves: 'Сақтау жоқ',\n\tLoadSave: 'Жүктеу',\n\tSaves: 'Сақтау',\n\tSettings: 'Параметрлер',\n\tSumbit: 'Растау',\n\tGoBack: 'Артқа',\n\tDoSave: 'Сақтау',\n\tAuto: 'Авто',\n\tStop: 'Тоқта',\n\tExit: 'Шығу',\n\tAutomatic: 'Автоматты',\n\tManual: 'Қолмен',\n\tRemove: 'Жою',\n\tLoadASaveFrom: 'Сақтауды жүктеу',\n\tDeleteASaveFrom: 'Сақтауды жою',\n\tTextSpeed: 'Мәтін Жылдамдығы',\n\tTextSpeedSlow: 'Баяу',\n\tTextSpeedMedium: 'Орташа',\n\tTextSpeedFast: 'Жылдам',\n\tTextSpeedAuto: 'Автоматты',\n\tCompleteText: 'Мәтінді аяқтау',\n\tGoForward: 'Алға жылжу',\n\tExitDialogWarning: 'Сіз шыққыңыз келетініне сенімдісіз бе? Прогресс сақталады',\n\tExitDialogExit: 'Шығу',\n\tExitDialogBack: 'Ойынға оралу',\n\tOpenMenu: 'Мәзірді ашыңыз',\n\tCloseMenu: 'Мәзірді жабу',\n\tMusicVolume: 'Музыканың көлемі',\n\tSoundVolume: 'Дыбыстардың көлемі',\n\tVoiceVolume: 'Сөйлеу көлемі'\n};\n\n/**\n * Translated automatically\n */\nconst JP: Record<BaseTranslationStrings, string> = {\n\tNewGame: '「新しいゲーム」',\n\tHomeScreen: 'ホーム画面',\n\tToTheGame: '「ゲームに戻る」',\n\tLanguage: '言語',\n\tNoSaves: 'ノーセーブ',\n\tLoadSave: 'ダウンロード',\n\tSaves: '保存',\n\tSettings: '設定',\n\tSumbit: '確認',\n\tGoBack: '「戻る」',\n\tDoSave: '保存',\n\tAuto: 'オート',\n\tStop: '止まれ',\n\tExit: '出口',\n\tAutomatic: '自動',\n\tManual: 'マニュアル',\n\tRemove: '削除',\n\tLoadASaveFrom: 'ロードセーブから',\n\tDeleteASaveFrom: 'から保存を削除',\n\tTextSpeed: 'テキストスピード',\n\tTextSpeedSlow: '「遅い」',\n\tTextSpeedMedium: 'ミディアム',\n\tTextSpeedFast: '「速い」',\n\tTextSpeedAuto: '自動',\n\tCompleteText: 'テキストを完成させる',\n\tGoForward: '先に行く',\n\tExitDialogWarning: '本当に終了しますか?進行状況は保存されます',\n\tExitDialogExit: 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package/package.json
CHANGED
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@@ -1,7 +1,7 @@
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1
1
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{
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2
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"name": "@novely/core",
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3
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"description": "Novely - powerful visual novel engine for creating interactive stories and games with branching narratives and rich multimedia content.",
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4
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-
"version": "0.22.
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4
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+
"version": "0.22.2",
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5
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"type": "module",
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6
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"sideEffects": false,
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7
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"publishConfig": {
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