@novely/core 0.4.0 → 0.4.2

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 CHANGED
@@ -51,7 +51,7 @@ type ValidAction = ['choice', [number]] | ['clear', []] | ['condition', [() => b
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  };
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  }) => void, ((input: HTMLInputElement) => void)?]] | ['custom', [CustomHandler]] | ['vibrate', [...number[]]] | ['next', []] | ['text', [...string[]]] | ['exit'] | ValidAction[];
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  type Story = Record<string, ValidAction[]>;
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- type Unwrappable = string | ((lang: string, obj: Record<string, unknown>) => string);
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+ type Unwrappable = string | ((lang: string, obj: Record<string, unknown>) => string) | Record<string, string>;
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  type FunctionableValue<T> = T | (() => T);
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  type CustomHandlerGetResultDataFunction = {
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  (data?: Record<string, unknown>): Record<string, unknown>;
@@ -261,6 +261,7 @@ declare const novely: <Languages extends string, Characters extends Record<strin
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  (value: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): void;
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  (): StateScheme;
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  };
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+ unwrap: (content: Unwrappable) => string;
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  t: Inter["t"];
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  };
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@@ -276,7 +276,7 @@ var Novely = (() => {
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  ]);
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  // ../t9n/dist/index.js
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- var S = (t, i) => {
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+ var p = (t, i) => {
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  let r = [];
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  for (let a of i) {
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  if (!t)
@@ -287,14 +287,14 @@ var Novely = (() => {
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  return r.push(t), r;
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  };
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  var T = /{{(.*?)}}/g;
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- var p = (t, i, r, a, e) => t.replace(T, (s, c, n) => {
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+ var c = (t, i, r, a, e) => t.replace(T, (s, o, n) => {
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  s = 0, n = i;
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- let [d, o, l] = S(c.trim(), ["@", "%"]), g = d.split(".");
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- for (; n && s < g.length; )
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- n = n[g[s++]];
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- o && r && n && e && (n = r[o][e.select(n)]);
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- let u = a && l && a[l];
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- return u && (n = u(n)), n ?? "";
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+ let [d, g, l] = p(o.trim(), ["@", "%"]), u = d.split(".");
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+ for (; n && s < u.length; )
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+ n = n[u[s++]];
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+ g && r && n && e && (n = r[g][e.select(n)]);
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+ let S = a && l && a[l];
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+ return S && (n = S(n)), n ?? "";
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  });
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  // src/novely.ts
@@ -589,9 +589,9 @@ var Novely = (() => {
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  },
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  dialog([character, content, emotion]) {
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  const name = (() => {
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- const c = character, cs = characters;
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+ const c2 = character, cs = characters;
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  const lang = $.get().meta[0];
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- return c ? c in cs ? typeof cs[c].name === "string" ? cs[c].name : cs[c].name[lang] : c : "";
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+ return c2 ? c2 in cs ? typeof cs[c2].name === "string" ? cs[c2].name : cs[c2].name[lang] : c2 : "";
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  })();
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  renderer.dialog(unwrap(content), unwrap(name), character, emotion)(forward);
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  },
@@ -729,12 +729,14 @@ var Novely = (() => {
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  const unwrap = (content) => {
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  const lang = $.get().meta[0];
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  const data = state();
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- return p(isFunction(content) ? content(lang, data) : content, data);
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+ const str2 = isFunction(content) ? content(lang, data) : typeof content === "object" ? content[lang] : content;
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+ return c(str2, data);
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  };
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  return {
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  withStory,
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  action,
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  state,
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+ unwrap,
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  t: t9n.t
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  };
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  };
@@ -1 +1 @@
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- {"version":3,"sources":["../../../node_modules/.pnpm/deepmerge@4.3.1/node_modules/deepmerge/dist/cjs.js","../src/index.ts","../src/utils.ts","../src/store.ts","../src/novely.ts","../../../node_modules/.pnpm/klona@2.0.6/node_modules/klona/json/index.mjs","../src/constants.ts","../../t9n/src/lib.ts","../../t9n/src/translation.ts","../../t9n/src/translations.ts","../src/storage.ts"],"sourcesContent":["'use strict';\n\nvar isMergeableObject = function isMergeableObject(value) {\n\treturn isNonNullObject(value)\n\t\t&& !isSpecial(value)\n};\n\nfunction isNonNullObject(value) {\n\treturn !!value && typeof value === 'object'\n}\n\nfunction isSpecial(value) {\n\tvar stringValue = Object.prototype.toString.call(value);\n\n\treturn stringValue === '[object RegExp]'\n\t\t|| stringValue === '[object Date]'\n\t\t|| isReactElement(value)\n}\n\n// see https://github.com/facebook/react/blob/b5ac963fb791d1298e7f396236383bc955f916c1/src/isomorphic/classic/element/ReactElement.js#L21-L25\nvar canUseSymbol = typeof Symbol === 'function' && Symbol.for;\nvar REACT_ELEMENT_TYPE = canUseSymbol ? Symbol.for('react.element') : 0xeac7;\n\nfunction isReactElement(value) {\n\treturn value.$$typeof === REACT_ELEMENT_TYPE\n}\n\nfunction emptyTarget(val) {\n\treturn Array.isArray(val) ? [] : {}\n}\n\nfunction cloneUnlessOtherwiseSpecified(value, options) {\n\treturn (options.clone !== false && options.isMergeableObject(value))\n\t\t? deepmerge(emptyTarget(value), value, options)\n\t\t: value\n}\n\nfunction defaultArrayMerge(target, source, options) {\n\treturn target.concat(source).map(function(element) {\n\t\treturn cloneUnlessOtherwiseSpecified(element, options)\n\t})\n}\n\nfunction getMergeFunction(key, options) {\n\tif (!options.customMerge) {\n\t\treturn deepmerge\n\t}\n\tvar customMerge = options.customMerge(key);\n\treturn typeof customMerge === 'function' ? customMerge : deepmerge\n}\n\nfunction getEnumerableOwnPropertySymbols(target) {\n\treturn Object.getOwnPropertySymbols\n\t\t? Object.getOwnPropertySymbols(target).filter(function(symbol) {\n\t\t\treturn Object.propertyIsEnumerable.call(target, symbol)\n\t\t})\n\t\t: []\n}\n\nfunction getKeys(target) {\n\treturn Object.keys(target).concat(getEnumerableOwnPropertySymbols(target))\n}\n\nfunction propertyIsOnObject(object, property) {\n\ttry {\n\t\treturn property in object\n\t} catch(_) {\n\t\treturn false\n\t}\n}\n\n// Protects from prototype poisoning and unexpected merging up the prototype chain.\nfunction propertyIsUnsafe(target, key) {\n\treturn propertyIsOnObject(target, key) // Properties are safe to merge if they don't exist in the target yet,\n\t\t&& !(Object.hasOwnProperty.call(target, key) // unsafe if they exist up the prototype chain,\n\t\t\t&& Object.propertyIsEnumerable.call(target, key)) // and also unsafe if they're nonenumerable.\n}\n\nfunction mergeObject(target, source, options) {\n\tvar destination = {};\n\tif (options.isMergeableObject(target)) {\n\t\tgetKeys(target).forEach(function(key) {\n\t\t\tdestination[key] = cloneUnlessOtherwiseSpecified(target[key], options);\n\t\t});\n\t}\n\tgetKeys(source).forEach(function(key) {\n\t\tif (propertyIsUnsafe(target, key)) {\n\t\t\treturn\n\t\t}\n\n\t\tif (propertyIsOnObject(target, key) && options.isMergeableObject(source[key])) {\n\t\t\tdestination[key] = getMergeFunction(key, options)(target[key], source[key], options);\n\t\t} else {\n\t\t\tdestination[key] = cloneUnlessOtherwiseSpecified(source[key], options);\n\t\t}\n\t});\n\treturn destination\n}\n\nfunction deepmerge(target, source, options) {\n\toptions = options || {};\n\toptions.arrayMerge = options.arrayMerge || defaultArrayMerge;\n\toptions.isMergeableObject = options.isMergeableObject || isMergeableObject;\n\t// cloneUnlessOtherwiseSpecified is added to `options` so that custom arrayMerge()\n\t// implementations can use it. The caller may not replace it.\n\toptions.cloneUnlessOtherwiseSpecified = cloneUnlessOtherwiseSpecified;\n\n\tvar sourceIsArray = Array.isArray(source);\n\tvar targetIsArray = Array.isArray(target);\n\tvar sourceAndTargetTypesMatch = sourceIsArray === targetIsArray;\n\n\tif (!sourceAndTargetTypesMatch) {\n\t\treturn cloneUnlessOtherwiseSpecified(source, options)\n\t} else if (sourceIsArray) {\n\t\treturn options.arrayMerge(target, source, options)\n\t} else {\n\t\treturn mergeObject(target, source, options)\n\t}\n}\n\ndeepmerge.all = function deepmergeAll(array, options) {\n\tif (!Array.isArray(array)) {\n\t\tthrow new Error('first argument should be an array')\n\t}\n\n\treturn array.reduce(function(prev, next) {\n\t\treturn deepmerge(prev, next, options)\n\t}, {})\n};\n\nvar deepmerge_1 = deepmerge;\n\nmodule.exports = deepmerge_1;\n","export type { ValidAction, Story, ActionProxyProvider, DefaultActionProxyProvider, GetActionParameters, Unwrappable, CustomHandler, CustomHandlerGetResult, CustomHandlerGetResultDataFunction, FunctionableValue } from './action'\nexport type { Emotions, Character } from './character'\nexport type { CharacterHandle, AudioHandle, RendererStore, Renderer, RendererInit } from './renderer'\nexport type { Storage } from './storage'\nexport type { Thenable, Path, StorageData, StorageMeta, TypewriterSpeed, Lang, NovelyScreen } from './types'\nexport type { Stored } from './store'\nexport type { BaseTranslationStrings } from '@novely/t9n';\n\nexport { novely } from './novely'\nexport { localStorageStorage } from './storage'","import type { ActionProxyProvider, CustomHandler } from './action'\nimport type { Character } from './character'\nimport type { TypewriterSpeed, Thenable } from './types'\n\ntype MatchActionMap = {\n [Key in keyof ActionProxyProvider<Record<string, Character>>]: (data: Parameters<ActionProxyProvider<Record<string, Character>>[Key]>) => void;\n}\n\ntype MatchActionMapComplete = Omit<MatchActionMap, 'custom'> & {\n custom: (value: [handler: CustomHandler]) => Thenable<void>;\n}\n\nconst matchAction = <M extends MatchActionMapComplete>(values: M) => {\n return (action: keyof MatchActionMap, props: any) => {\n return values[action](props);\n }\n}\n\nconst isNumber = (val: unknown): val is number => {\n return typeof val === 'number';\n}\n\nconst isNull = (val: unknown): val is null => {\n return val === null;\n}\n\nconst isString = (val: unknown): val is string => {\n return typeof val === 'string';\n}\n\nconst isFunction = (val: unknown): val is ((...parameters: any[]) => any) => {\n return typeof val === 'function';\n}\n\nconst isCSSImage = (str: string) => {\n const startsWith = String.prototype.startsWith.bind(str);\n\n return startsWith('http') || startsWith('/') || startsWith('.') || startsWith('data');\n}\n\nconst str = (value: unknown) => {\n return String(value);\n}\n\nconst isUserRequiredAction = (action: keyof MatchActionMapComplete, meta: Parameters<MatchActionMapComplete[keyof MatchActionMapComplete]>) => {\n return action === 'custom' && meta[0] && (meta[0] as unknown as CustomHandler).requireUserAction;\n}\n\nconst getTypewriterSpeed = (): TypewriterSpeed => {\n return 'Medium'\n}\n\nconst getLanguage = (languages: string[], language = navigator.language) => {\n if (languages.includes(language)) {\n return language;\n } else if (languages.includes((language = language.substring(0, 2)))) {\n return language;\n } else if ((language = languages.find((value) => navigator.languages.includes(value))!)) {\n return language\n }\n\n /**\n * We'v checked the `en-GB` format, `en` format, and maybe any second languages, but there were no matches\n */\n return languages[0];\n}\n\n/**\n * @copyright Techlead LLC\n * @see https://learn.javascript.ru/task/throttle\n */\nconst throttle = <Fn extends ((...args: any[]) => any)>(fn: Fn, ms: number) => {\n let throttled = false, savedArgs: any, savedThis: any;\n\n function wrapper(this: any) {\n if (throttled) {\n savedArgs = arguments;\n savedThis = this;\n return;\n }\n\n fn.apply(this, arguments as unknown as any[]);\n\n throttled = true;\n\n setTimeout(function () {\n throttled = false;\n\n if (savedArgs) {\n wrapper.apply(savedThis, savedArgs);\n savedArgs = savedThis = null;\n }\n }, ms);\n }\n\n return wrapper as unknown as (...args: Parameters<Fn>) => void;\n}\n\nconst vibrate = (pattern: VibratePattern) => {\n try {\n if ('vibrate' in navigator) {\n navigator.vibrate(pattern);\n }\n } catch { }\n}\n\nconst findLastIndex = <T>(array: T[], fn: (item: T) => boolean) => {\n for (let i = array.length - 1; i > 0; i--) {\n if (fn(array[i])) {\n return i;\n }\n }\n\n return -1;\n}\n\nexport { matchAction, isNumber, isNull, isString, isCSSImage, str, isUserRequiredAction, getTypewriterSpeed, getLanguage, throttle, isFunction, vibrate, findLastIndex }","type Stored<T> = {\n subscribe: (cb: (value: T) => void) => () => void;\n update: (fn: (prev: T) => T) => void;\n get: () => T;\n}\n\nconst store = <T>(current: T, subscribers = new Set<(value: T) => void>()): Stored<T> => {\n const subscribe = (cb: (value: T) => void) => {\n subscribers.add(cb), cb(current);\n\n return () => {\n subscribers.delete(cb);\n }\n };\n\n const push = (value: T) => {\n subscribers.forEach((cb) => cb(value))\n };\n\n const update = (fn: (prev: T) => T) => {\n push((current = fn(current)));\n };\n\n const get = () => {\n return current;\n };\n\n return { subscribe, update, get } as const;\n};\n\nexport { store }\nexport type { Stored }","import type { Character } from './character';\nimport type { ActionProxyProvider, GetActionParameters, Story, ValidAction, Unwrappable, CustomHandler } from './action';\nimport type { Storage } from './storage';\nimport type { Save, State, StorageData, DeepPartial, NovelyScreen, Migration } from './types'\nimport type { Renderer, RendererInit } from './renderer'\nimport type { SetupT9N } from '@novely/t9n'\nimport { matchAction, isNumber, isNull, isString, str, isUserRequiredAction, getTypewriterSpeed, getLanguage, throttle, isFunction, vibrate, findLastIndex } from './utils';\nimport { store } from './store';\nimport { all as deepmerge } from 'deepmerge'\nimport { klona } from 'klona/json';\nimport { SKIPPED_DURING_RESTORE } from './constants';\nimport { replace as replaceT9N } from '@novely/t9n';\n\ninterface NovelyInit<Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends ReturnType<SetupT9N<Languages>>, StateScheme extends State> {\n /**\n * An array of languages supported by the game.\n */\n languages: Languages[];\n /**\n * An object containing the characters in the game.\n */\n characters: Characters;\n /**\n * An object that provides access to the game's storage system.\n */\n storage: Storage;\n /**\n * Delay loading data until Promise is resolved\n */\n storageDelay?: Promise<void>;\n /**\n * A function that returns a Renderer object used to display the game's content\n */\n renderer: (characters: RendererInit) => Renderer;\n /**\n * An optional property that specifies the initial screen to display when the game starts\n */\n initialScreen?: NovelyScreen;\n /**\n * An object containing the translation functions used in the game\n */\n t9n: Inter;\n /**\n * Initial state value\n */\n state?: StateScheme;\n /**\n * Enable autosaves or disable\n * @default true\n */\n autosaves?: boolean;\n /**\n * Migration from old saves to newer\n */\n migrations?: Migration[]\n}\n\nconst novely = <\n Languages extends string,\n Characters extends Record<string, Character<Languages>>,\n Inter extends ReturnType<SetupT9N<Languages>>,\n StateScheme extends State\n>({\n characters,\n storage,\n storageDelay = Promise.resolve(),\n renderer: createRenderer,\n initialScreen = \"mainmenu\",\n t9n,\n languages,\n state: defaultState,\n autosaves = true,\n migrations = []\n}: NovelyInit<Languages, Characters, Inter, StateScheme>) => {\n let story: Story;\n let times = new Set<number>();\n\n /**\n * Saves timestamps created in this session\n */\n const intime = (value: number) => {\n return times.add(value), value;\n }\n\n // @todo: find bug here\n const withStory = (s: Story) => {\n /**\n * Transforms `(ValidAction | ValidAction[])[]` to `ValidAction[]`\n */\n story = Object.fromEntries(Object.entries(s).map(([name, items]) => {\n const flat = (item: (ValidAction | ValidAction[])[]): ValidAction[] => {\n return item.flatMap((data) => {\n const type = data[0];\n\n /**\n * This is not just an action like `['name', ...arguments]`, but an array of actions\n */\n if (Array.isArray(type)) return flat(data as ValidAction[]);\n\n return [data as ValidAction];\n });\n };\n\n return [name, flat(items)];\n }));\n\n /**\n * When `initialScreen` is not a game, we can safely show it\n */\n if (initialScreen !== 'game') renderer.ui.showScreen(initialScreen);\n }\n\n const action = new Proxy({} as ActionProxyProvider<Characters>, {\n get(_, prop) {\n return (...props: Parameters<ActionProxyProvider<Record<string, Character>>[keyof ActionProxyProvider<Record<string, Character>>]>) => {\n return [prop, ...props];\n }\n }\n });\n\n function state(value: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): void;\n function state(): StateScheme;\n function state(value?: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): StateScheme | void {\n if (!value) return stack.value[1] as StateScheme | void;\n\n const prev = stack.value[1];\n const val = isFunction(value) ? value(prev as StateScheme) : deepmerge([prev, value]);\n\n stack.value[1] = val as StateScheme;\n }\n\n const getDefaultSave = (state = {}) => {\n return [[[null, 'start'], [null, 0]], state, [intime(Date.now()), 'auto']] as Save;\n }\n\n const createStack = (current: Save, stack = [current]) => {\n return {\n get value() {\n return stack.at(-1)!;\n },\n set value(value: Save) {\n stack[stack.length - 1] = value;\n },\n back() {\n if (stack.length > 1) stack.pop(), goingBack = true;\n },\n push(value: Save) {\n stack.push(value);\n },\n clear() {\n stack = [getDefaultSave(klona(defaultState))];\n }\n }\n }\n\n /**\n * 1) Novely rendered using the `initialData`, you can still start new game or `load` an empty one - this is scary, imagine losing your progress\n * 2) Actual stored data is loaded, language and etc is changed \n */\n const initialData: StorageData = {\n saves: [],\n meta: [getLanguage(languages), getTypewriterSpeed()]\n };\n\n const $ = store(initialData);\n\n let initialDataLoaded = false;\n\n const onStorageDataChange = (value: StorageData) => {\n if (initialDataLoaded) storage.set(value);\n };\n\n const throttledOnStorageDataChange = throttle(onStorageDataChange, 120);\n\n $.subscribe(throttledOnStorageDataChange);\n\n const getStoredData = () => {\n storage.get().then(stored => {\n /**\n * Migration is done only once (when game loads it's data), and then is saves the updated format\n */\n for (const migration of migrations) {\n // @ts-expect-error Types does not match between versions, that's why unknown used here, but error appers that way, but it is expected\n stored = migration(stored);\n }\n\n /**\n * Default `localStorageStorage` cannot determine preferred language, and returns empty array\n */\n stored.meta[0] ||= getLanguage(languages);\n stored.meta[1] ||= getTypewriterSpeed();\n\n /**\n * Now the next store updates will entail saving via storage.set\n */\n initialDataLoaded = true;\n\n $.update(() => stored);\n\n /**\n * When initialScreen is game, then we will load it, but after the data is loaded\n */\n if (initialScreen === 'game') restore();\n });\n }\n\n /**\n * By default this is resolved immediately, but also can be delayed.\n * I.e. storage has not loaded yet\n */\n storageDelay.then(getStoredData)\n\n const initial = getDefaultSave(klona(defaultState));\n const stack = createStack(initial);\n\n const save = (override = false, type: Save[2][1] = override ? 'auto' : 'manual') => {\n if (!initialDataLoaded) return;\n\n /**\n * When autosaves diabled just return\n */\n if (!autosaves && type === 'auto') return;\n\n const current = klona(stack.value);\n\n $.update(prev => {\n /**\n * Find latest save that were created in current session, and check if it is latest in an array\n * \n * We check if save was created in current session and it is latest in array\n * When it is not then replacing it will break logical chain\n * \n * [auto save 1]\n * [manual save 1]\n * [auto save 2] <- should not replace first auto save \n */\n const isLatest = findLastIndex(prev.saves, value => times.has(value[2][0])) === prev.saves.length - 1;\n\n /**\n * Update type and time information\n */\n current[2][0] = intime(Date.now());\n current[2][1] = type;\n\n if (!override || !isLatest) {\n prev.saves.push(current);\n\n return prev;\n }\n\n /**\n * Get latest\n */\n const latest = prev.saves.at(-1);\n\n /**\n * When that save is the same type, replace it\n */\n if (latest && latest[2][1] === type) {\n prev.saves[prev.saves.length - 1] = current;\n } else {\n prev.saves.push(current);\n }\n\n return prev;\n });\n }\n\n const newGame = () => {\n if (!initialDataLoaded) return;\n\n const save = getDefaultSave(klona(defaultState));\n\n /**\n * Initial save is automatic, and should be ignored when autosaves is turned off\n */\n if (autosaves) {\n $.update(prev => {\n return prev.saves.push(save), prev;\n });\n }\n\n restore(save);\n }\n\n /**\n * Set's the save\n */\n const set = (save: Save) => {\n stack.value = save;\n\n return restore(save);\n }\n\n let restoring = false;\n let goingBack = false;\n let interacted = false;\n\n /**\n * Визуально восстанавливает историю\n */\n const restore = async (save?: Save) => {\n if (!initialDataLoaded) return;\n\n let latest = save ? save : $.get().saves.at(-1);\n\n /**\n * Если нет сохранённой игры, то запустим ту, которая уже есть\n */\n if (!latest) {\n $.update(() => ({ saves: [initial], meta: [getLanguage(languages), getTypewriterSpeed()] }));\n\n latest = klona(initial);\n }\n\n restoring = true, stack.value = latest;\n\n /**\n * Показать экран игры\n */\n renderer.ui.showScreen('game');\n\n match('clear', [goingBack]);\n\n /**\n * Текущий элемент в истории\n */\n let current: any = story;\n /**\n * Текущий элемент `[null, int]`\n */\n let index = 0;\n\n /**\n * Число элементов `[null, int]`\n */\n const max = stack.value[0].reduce((acc, [type, val]) => {\n if (isNull(type) && isNumber(val)) return acc + 1;\n\n return acc;\n }, 0);\n\n const queue = [] as [any, any][];\n\n for (const [type, val] of stack.value[0]) {\n if (type === null) {\n if (isString(val)) {\n current = current[val];\n } else if (isNumber(val)) {\n index++;\n\n /**\n * Запустим все экшены которые идут в `[null, int]` от `0` до `int`\n */\n for (let i = 0; i < val; i++) {\n const [action, ...meta] = current[i];\n\n /**\n * Экшены, для закрытия которых пользователь должен с ними взаимодействовать\n * Также в эту группу входят экшены, которые не должны быть вызваны при восстановлении\n */\n if (SKIPPED_DURING_RESTORE.has(action) || isUserRequiredAction(action, meta)) {\n if (index === max && i === val) {\n queue.push([action, meta]);\n } else {\n continue;\n }\n }\n\n queue.push([action, meta]);\n }\n\n current = current[val];\n }\n } else if (type === 'choice') {\n current = current[val as number + 1][1];\n } else if (type === 'condition') {\n current = current[2][val];\n }\n }\n\n const indexedQueue = queue.map((value, index) => value.concat(index) as [Exclude<ValidAction[0], ValidAction>, ValidAction[1], number]);\n\n for await (const [action, meta, i] of indexedQueue) {\n if (action === 'function' || action === 'custom') {\n /**\n * Если `callOnlyLatest` - `true`\n */\n if (action === 'custom' && (meta as GetActionParameters<'Custom'>)[0].callOnlyLatest) {\n /**\n * Вычислим `latest` или нет\n */\n const next = indexedQueue.slice(i + 1);\n const notLatest = next.some(([_action, _meta]) => _meta && meta && str(_meta[0]) === str(meta[0]));\n\n if (notLatest) continue;\n }\n\n /**\n * Action может возвращать Promise. Нужно подожать его `resolve`\n */\n const result = match(action, meta);\n\n /**\n * Дождёмся окончания\n */\n if (result && 'then' in result) await result;\n } else if (action === 'showCharacter') {\n const next = indexedQueue.slice(i + 1);\n const skip = next.some(([_action, _meta]) => {\n /**\n * Проверка на возможный `undefined`\n */\n if (!_meta || !meta) return false;\n\n /**\n * Будет ли персонаж скрыт в будущем\n * Нет смысла при загрузке сохранения загружать и отрисовывать персонажа, который будет скрыт\n */\n const hidden = _action === 'hideCharacter' && _meta[0] === meta[0];\n /**\n * Не нужно запускать рендер персонажа, если после этого будет ещё один рендер этого персонажа\n * Таким образом избегаем ситуации, когда при загрузке вследствие гонки при загрузки изображений отрисовывается не последняя эмоция\n */\n const notLatest = _action === action && _meta[0] === meta[0];\n\n return hidden || notLatest;\n })\n\n if (skip) continue;\n\n match(action, meta);\n } else if (action === 'showBackground') {\n const next = indexedQueue.slice(i + 1);\n /**\n * Такая же оптимизация применяется к фонам.\n * Если фон изменится, то нет смысла устанавливать текущий\n */\n const notLatest = next.some(([_action]) => action === _action);\n\n if (notLatest) continue;\n\n match(action, meta);\n } else {\n match(action, meta);\n }\n }\n\n restoring = goingBack = false, render();\n }\n\n const refer = () => {\n let current: any = story;\n\n for (const [type, val] of stack.value[0]) {\n if (type === null) {\n current = current[val];\n } else if (type === 'choice') {\n current = current[val as number + 1][1];\n } else if (type === 'condition') {\n current = current[2][val];\n }\n }\n\n return current;\n }\n\n const exit = () => {\n const current = stack.value;\n\n stack.clear();\n renderer.ui.showScreen('mainmenu');\n\n /**\n * First two save elements and it's type\n */\n const [[first, second], , [time, type]] = current;\n\n if (type === 'auto' && first && second) {\n /**\n * Если сохранение похоже на начальное, и при этом игрок не взаимодействовал с игрой, и оно было создано в текущей сессии, то удаляем его\n */\n if (first[0] === null && first[1] === 'start' && second[0] === null && !interacted && times.has(time)) {\n $.update((prev) => {\n prev.saves = prev.saves.filter(save => save !== current);\n\n return prev;\n })\n }\n }\n\n /**\n * Reset interactive value\n */\n interactivity(false);\n /**\n * Reset session times\n */\n times.clear();\n }\n\n const back = () => {\n return stack.back(), restore(stack.value);\n }\n\n const renderer = createRenderer({\n characters,\n set,\n restore,\n save,\n newGame,\n exit,\n back,\n stack,\n languages,\n t: t9n.i,\n $\n });\n\n const match = matchAction({\n wait([time]) {\n /**\n * `restoring` может поменяться на `true` перед тем как запуститься `push` из `setTimeout`\n */\n if (!restoring) setTimeout(push, isFunction(time) ? time() : time);\n },\n showBackground([background]) {\n renderer.background(background);\n push()\n },\n playMusic([source]) {\n renderer.music(source, 'music').play();\n push()\n },\n stopMusic([source]) {\n renderer.music(source, 'music').stop();\n push()\n },\n showCharacter([character, emotion, className, style]) {\n const handle = renderer.character(character);\n\n handle.append(className, style, restoring);\n handle.withEmotion(emotion)();\n\n push()\n },\n hideCharacter([character, className, style, duration]) {\n renderer.character(character).remove(className, style, duration)(push, restoring);\n },\n dialog([character, content, emotion]) {\n /**\n * Имя персонажа, с учетом выбранного языка\n */\n const name = (() => {\n const c = character, cs = characters;\n const lang = $.get().meta[0];\n\n return c ? c in cs ? typeof cs[c].name === 'string' ? cs[c].name as string : (cs[c].name as Record<string, string>)[lang] : c : '';\n })();\n\n renderer.dialog(unwrap(content), unwrap(name), character, emotion)(forward);\n },\n function([fn]) {\n const result = fn(restoring, goingBack);\n\n if (!restoring) result ? result.then(push) : push();\n\n return result;\n },\n choice([question, ...choices]) {\n const isWithoutQuestion = Array.isArray(question);\n\n if (isWithoutQuestion) {\n /**\n * Первый элемент может быть как строкой, так и элементов выбора\n */\n choices.unshift(question as unknown as [Unwrappable, ValidAction[], () => boolean]);\n /**\n * Значит, текст не требуется\n */\n question = '';\n }\n\n const unwrapped = choices.map(([content, action, visible]) => {\n return [unwrap(content), action, visible] as [string, ValidAction[], () => boolean];\n });\n\n renderer.choices(unwrap(question), unwrapped)((selected) => {\n enmemory();\n\n /**\n * Если был вопрос, то `index` смещается на единицу назад, поэтому нужно добавить единицу\n */\n stack.value[0].push(['choice', isWithoutQuestion ? selected : selected + 1], [null, 0]), render(), interactivity(true);\n });\n },\n jump([scene]) {\n /**\n * `-1` index is used here because `clear` will run `next` that will increase index to `0`\n */\n stack.value[0] = [[null, scene], [null, -1]];\n\n match('clear', []);\n },\n clear() {\n vibrate(0);\n renderer.clear(goingBack)(push);\n },\n condition([condition]) {\n const value = condition();\n\n if (!restoring) stack.value[0].push(['condition', String(value)], [null, 0]), render();\n },\n end() {\n /**\n * Clear the Scene\n */\n match('clear', []);\n /**\n * Go to the main menu\n */\n renderer.ui.showScreen('mainmenu');\n /**\n * Reset interactive value\n */\n interactivity(false);\n /**\n * Reset session times\n */\n times.clear();\n },\n input([question, onInput, setup]) {\n renderer.input(unwrap(question), onInput, setup)(forward);\n },\n custom([handler]) {\n const result = renderer.custom(handler, goingBack, () => {\n if (!restoring && handler.requireUserAction) enmemory(), interactivity(true);\n if (!restoring) push();\n });\n\n return result;\n },\n vibrate(pattern) {\n vibrate(pattern);\n push()\n },\n next() {\n push();\n },\n animateCharacter([character, timeout, ...classes]) {\n const handler: CustomHandler = (get) => {\n const { clear } = get('@@internal-animate-character', false);\n const char = renderer.store.characters[character];\n\n /**\n * Character is not defined, maybe, `animateCharacter` was called before `showCharacter`\n */\n if (!char) return;\n\n const target = char.canvas;\n\n /**\n * Character is not found\n */\n if (!target) return;\n\n const classNames = classes.filter(className => !target.classList.contains(className));\n\n target.classList.add(...classNames);\n\n const timeoutId = setTimeout(() => {\n target.classList.remove(...classNames);\n }, timeout);\n\n clear(() => {\n /**\n * Clear timeout, because when you will game re-runs some callback might remove classes from character\n */\n clearTimeout(timeoutId);\n });\n }\n\n handler.callOnlyLatest = true;\n\n return renderer.custom(handler, goingBack, () => { }), push();\n },\n text(text) {\n renderer.text(text.map(unwrap).join(' '), forward);\n },\n exit() {\n const path = stack.value[0];\n\n for (let i = path.length - 1; i > 0; i--) {\n if (path[i][0] !== 'choice' && path[i][0] !== 'condition') continue;\n\n stack.value[0] = path.slice(0, i);\n next();\n\n break;\n }\n\n render();\n }\n });\n\n const enmemory = () => {\n if (restoring) return;\n\n const current = klona(stack.value);\n\n current[2][1] = 'auto';\n\n stack.push(current);\n\n save(true, 'auto');\n }\n\n const next = () => {\n const path = stack.value[0];\n /**\n * Последний элемент пути\n */\n const last = path[path.length - 1]!;\n\n /**\n * Если он вида `[null, int]` - увеличивает `int`\n */\n if (isNull(last[0]) && isNumber(last[1])) {\n last[1] = last[1] + 1;\n return;\n }\n\n /**\n * Иначе добавляет новое `[null int]`\n */\n path.push([null, 0]);\n }\n\n const render = () => {\n const referred = refer();\n\n if (!Array.isArray(referred)) return;\n\n const [action, ...props] = referred;\n\n match(action, props);\n }\n\n const push = () => {\n if (!restoring) next(), render();\n }\n\n const forward = () => {\n enmemory();\n push();\n interactivity(true)\n }\n\n const interactivity = (value = false) => {\n interacted = value;\n }\n\n const unwrap = (content: Unwrappable) => {\n const lang = $.get().meta[0];\n const data = state();\n\n return replaceT9N(isFunction(content) ? content(lang, data) : content, data);\n }\n\n return {\n withStory,\n action,\n state,\n t: t9n.t as Inter['t'],\n }\n}\n\nexport { novely }\n","export function klona(val) {\n\tvar k, out, tmp;\n\n\tif (Array.isArray(val)) {\n\t\tout = Array(k=val.length);\n\t\twhile (k--) out[k] = (tmp=val[k]) && typeof tmp === 'object' ? klona(tmp) : tmp;\n\t\treturn out;\n\t}\n\n\tif (Object.prototype.toString.call(val) === '[object Object]') {\n\t\tout = {}; // null\n\t\tfor (k in val) {\n\t\t\tif (k === '__proto__') {\n\t\t\t\tObject.defineProperty(out, k, {\n\t\t\t\t\tvalue: klona(val[k]),\n\t\t\t\t\tconfigurable: true,\n\t\t\t\t\tenumerable: true,\n\t\t\t\t\twritable: true,\n\t\t\t\t});\n\t\t\t} else {\n\t\t\t\tout[k] = (tmp=val[k]) && typeof tmp === 'object' ? klona(tmp) : tmp;\n\t\t\t}\n\t\t}\n\t\treturn out;\n\t}\n\n\treturn val;\n}\n","const SKIPPED_DURING_RESTORE = new Set([\n 'dialog',\n 'choice',\n 'input',\n 'vibrate',\n 'text'\n] as const);\n\nexport { SKIPPED_DURING_RESTORE }","const split = (input: string, delimeters: string[]) => {\n const output: (string | undefined)[] = [];\n\n for (const delimeter of delimeters) {\n if (!input) break;\n\n const [start, end] = input.split(delimeter, 2);\n\n output.push(start); input = end;\n }\n\n output.push(input);\n\n return output;\n}\n\nexport { split }","import type { BaseTranslationStrings } from './translations';\nimport { split } from './lib';\n\ntype PluralType = Intl.LDMLPluralRule;\ntype FunctionalSetupT9N = <LanguageKey extends string, PluralKey extends string, StringKey extends string, Actions extends string>(parameters: { [Lang in LanguageKey]: { pluralization: { [Plural in PluralKey]: Partial<Record<PluralType, string>> }; internal: { [Key in BaseTranslationStrings]: string }; strings: { [Str in StringKey]: string }; actions?: { [Action in Actions]?: (value: string) => string; } } }) => T9N<LanguageKey, StringKey>\ntype SetupT9N<LanguageKey extends string> = <PluralKey extends string, StringKey extends string, Actions extends string>(parameters: { [Lang in LanguageKey]: { pluralization: { [Plural in PluralKey]: Partial<Record<PluralType, string>> }; internal: { [Key in BaseTranslationStrings]: string }; strings: { [Str in StringKey]: string }; actions?: { [Action in Actions]?: (value: string) => string; } } }) => T9N<LanguageKey, StringKey>\n\ntype T9N<LanguageKey extends string, StringKey extends string> = {\n t(key: StringKey): (lang: LanguageKey | (string & {}), obj: Record<string, unknown>) => string;\n i(key: StringKey, lang: LanguageKey | (string & {})): string;\n}\n\nconst RGX = /{{(.*?)}}/g;\n\nconst replace = (str: string, obj: Record<string, unknown>, pluralization?: Record<string, Record<string, PluralType>>, actions?: Partial<Record<string, (str: string) => string>>, pr?: Intl.PluralRules) => {\n return str.replace(RGX, (x: any, key: string, y: any) => {\n x = 0;\n y = obj;\n\n const [pathstr, plural, action] = split(key.trim(), ['@', '%']);\n\n let path = pathstr!.split('.');\n\n while (y && x < path.length) y = y[path[x++]];\n\n if (plural && pluralization && y && pr) {\n y = pluralization[plural][pr.select(y)];\n }\n\n const actionHandler = actions && action && actions[action];\n\n if (actionHandler) y = actionHandler(y);\n\n return y != null ? y : '';\n });\n}\n\nconst createT9N: FunctionalSetupT9N = (parameters) => {\n let locale: string | undefined;\n let pr: Intl.PluralRules | undefined;\n\n return {\n t(key) {\n return (lang, obj) => {\n /**\n * At first run `locale` and `pr` are not defined.\n * When `locale` changes, `pr` should be updated`\n */\n if (!locale || !pr || lang != locale) {\n pr = new Intl.PluralRules(locale = lang);\n }\n\n // @ts-ignore `(string & {})` cannot be used to index type `LanguageKey`.\n return replace(parameters[lang]['strings'][key], obj, parameters[lang]['pluralization'], parameters[lang]['actions'], pr);\n }\n },\n i(key, lang) {\n // @ts-ignore `(string & {})` cannot be used to index type `LanguageKey`.\n return parameters[lang]['internal'][key] as string;\n }\n }\n}\n\nexport { createT9N, replace }\nexport type { SetupT9N, T9N, FunctionalSetupT9N } ","const RU = {\n 'NewGame': 'Новая игра',\n 'HomeScreen': 'Главный экран',\n 'ToTheGame': 'К игре',\n 'Language': 'Язык',\n 'NoSaves': 'Сохранений нет',\n 'LoadSave': 'Загрузить',\n 'Saves': 'Сохранения',\n 'Settings': 'Настройки',\n 'Sumbit': 'Подтвердить',\n 'GoBack': 'Назад',\n 'DoSave': 'Сохранение',\n 'Auto': 'Авто',\n 'Stop': 'Стоп',\n 'Exit': 'Выход',\n 'Automatic': 'Автоматическое',\n 'Manual': 'Ручное',\n 'Remove': 'Удалить',\n 'LoadASaveFrom': 'Загрузить сохранение от',\n 'DeleteASaveFrom': 'Удалить сохранение от',\n 'TextSpeed': 'Скорость Текста',\n 'TextSpeedSlow': 'Медленная',\n 'TextSpeedMedium': 'Средняя',\n 'TextSpeedFast': 'Быстрая',\n 'TextSpeedAuto': 'Автоматическая'\n};\n\ntype BaseTranslationStrings = keyof typeof RU;\n\nconst EN: Record<BaseTranslationStrings, string> = {\n 'NewGame': 'New Game',\n 'HomeScreen': 'Home Screen',\n 'ToTheGame': 'To the Game',\n 'Language': 'Language',\n 'NoSaves': 'No saves',\n 'LoadSave': 'Load',\n 'Saves': 'Saves',\n 'Settings': 'Settings',\n 'Sumbit': 'Submit',\n 'GoBack': 'Go back',\n 'DoSave': 'Save',\n 'Auto': 'Auto',\n 'Stop': 'Stop',\n 'Exit': 'Exit',\n 'Automatic': 'Automatic',\n 'Manual': 'Manual',\n 'Remove': 'Remove',\n 'LoadASaveFrom': 'Load a save from',\n 'DeleteASaveFrom': 'Delete a save from',\n 'TextSpeed': 'Text Speed',\n 'TextSpeedSlow': 'Slow',\n 'TextSpeedMedium': 'Medium',\n 'TextSpeedFast': 'Fast',\n 'TextSpeedAuto': 'Auto'\n};\n\nexport { RU, EN }\nexport type { BaseTranslationStrings }","import type { StorageData } from './types'\n\ninterface LocalStorageStorageSettings {\n key: string\n}\n\ninterface Storage {\n get: () => Promise<StorageData>;\n set: (data: StorageData) => Promise<void>;\n}\n\nconst localStorageStorage = (options: LocalStorageStorageSettings): Storage => {\n return {\n async get() {\n const value = localStorage.getItem(options.key);\n\n return value ? JSON.parse(value) : { saves: [], meta: [] };\n },\n async set(data) {\n localStorage.setItem(options.key, JSON.stringify(data));\n }\n }\n}\n\nexport type { Storage }\nexport { localStorageStorage 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1
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Parameters<MatchActionMapComplete[keyof MatchActionMapComplete]>) => {\n return action === 'custom' && meta[0] && (meta[0] as unknown as CustomHandler).requireUserAction;\n}\n\nconst getTypewriterSpeed = (): TypewriterSpeed => {\n return 'Medium'\n}\n\nconst getLanguage = (languages: string[], language = navigator.language) => {\n if (languages.includes(language)) {\n return language;\n } else if (languages.includes((language = language.substring(0, 2)))) {\n return language;\n } else if ((language = languages.find((value) => navigator.languages.includes(value))!)) {\n return language\n }\n\n /**\n * We'v checked the `en-GB` format, `en` format, and maybe any second languages, but there were no matches\n */\n return languages[0];\n}\n\n/**\n * @copyright Techlead LLC\n * @see https://learn.javascript.ru/task/throttle\n */\nconst throttle = <Fn extends ((...args: any[]) => any)>(fn: Fn, ms: number) => {\n let throttled = false, savedArgs: any, savedThis: any;\n\n function wrapper(this: 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get: () => T;\n}\n\nconst store = <T>(current: T, subscribers = new Set<(value: T) => void>()): Stored<T> => {\n const subscribe = (cb: (value: T) => void) => {\n subscribers.add(cb), cb(current);\n\n return () => {\n subscribers.delete(cb);\n }\n };\n\n const push = (value: T) => {\n subscribers.forEach((cb) => cb(value))\n };\n\n const update = (fn: (prev: T) => T) => {\n push((current = fn(current)));\n };\n\n const get = () => {\n return current;\n };\n\n return { subscribe, update, get } as const;\n};\n\nexport { store }\nexport type { Stored }","import type { Character } from './character';\nimport type { ActionProxyProvider, GetActionParameters, Story, ValidAction, Unwrappable, CustomHandler } from './action';\nimport type { Storage } from './storage';\nimport type { Save, State, StorageData, DeepPartial, NovelyScreen, Migration } from './types'\nimport type { Renderer, RendererInit } from './renderer'\nimport type { SetupT9N } from '@novely/t9n'\nimport { matchAction, isNumber, isNull, isString, str, isUserRequiredAction, getTypewriterSpeed, getLanguage, throttle, isFunction, vibrate, findLastIndex } from './utils';\nimport { store } from './store';\nimport { all as deepmerge } from 'deepmerge'\nimport { klona } from 'klona/json';\nimport { SKIPPED_DURING_RESTORE } from './constants';\nimport { replace as replaceT9N } from '@novely/t9n';\n\ninterface NovelyInit<Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends ReturnType<SetupT9N<Languages>>, StateScheme extends State> {\n /**\n * An array of languages supported by the game.\n */\n languages: Languages[];\n /**\n * An object containing the characters in the game.\n */\n characters: Characters;\n /**\n * An object that provides access to the game's storage system.\n */\n storage: Storage;\n /**\n * Delay loading data until Promise is resolved\n */\n storageDelay?: Promise<void>;\n /**\n * A function that returns a Renderer object used to display the game's content\n */\n renderer: (characters: RendererInit) => Renderer;\n /**\n * An optional property that specifies the initial screen to display when the game starts\n */\n initialScreen?: NovelyScreen;\n /**\n * An object containing the translation functions used in the game\n */\n t9n: Inter;\n /**\n * Initial state value\n */\n state?: StateScheme;\n /**\n * Enable autosaves or disable\n * @default true\n */\n autosaves?: boolean;\n /**\n * Migration from old saves to newer\n */\n migrations?: Migration[]\n}\n\nconst novely = <\n Languages extends string,\n Characters extends Record<string, Character<Languages>>,\n Inter extends ReturnType<SetupT9N<Languages>>,\n StateScheme extends State\n>({\n characters,\n storage,\n storageDelay = Promise.resolve(),\n renderer: createRenderer,\n initialScreen = \"mainmenu\",\n t9n,\n languages,\n state: defaultState,\n autosaves = true,\n migrations = []\n}: NovelyInit<Languages, Characters, Inter, StateScheme>) => {\n let story: Story;\n let times = new Set<number>();\n\n /**\n * Saves timestamps created in this session\n */\n const intime = (value: number) => {\n return times.add(value), value;\n }\n\n // @todo: find bug here\n const withStory = (s: Story) => {\n /**\n * Transforms `(ValidAction | ValidAction[])[]` to `ValidAction[]`\n */\n story = Object.fromEntries(Object.entries(s).map(([name, items]) => {\n const flat = (item: (ValidAction | ValidAction[])[]): ValidAction[] => {\n return item.flatMap((data) => {\n const type = data[0];\n\n /**\n * This is not just an action like `['name', ...arguments]`, but an array of actions\n */\n if (Array.isArray(type)) return flat(data as ValidAction[]);\n\n return [data as ValidAction];\n });\n };\n\n return [name, flat(items)];\n }));\n\n /**\n * When `initialScreen` is not a game, we can safely show it\n */\n if (initialScreen !== 'game') renderer.ui.showScreen(initialScreen);\n }\n\n const action = new Proxy({} as ActionProxyProvider<Characters>, {\n get(_, prop) {\n return (...props: Parameters<ActionProxyProvider<Record<string, Character>>[keyof ActionProxyProvider<Record<string, Character>>]>) => {\n return [prop, ...props];\n }\n }\n });\n\n function state(value: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): void;\n function state(): StateScheme;\n function state(value?: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): StateScheme | void {\n if (!value) return stack.value[1] as StateScheme | void;\n\n const prev = stack.value[1];\n const val = isFunction(value) ? value(prev as StateScheme) : deepmerge([prev, value]);\n\n stack.value[1] = val as StateScheme;\n }\n\n const getDefaultSave = (state = {}) => {\n return [[[null, 'start'], [null, 0]], state, [intime(Date.now()), 'auto']] as Save;\n }\n\n const createStack = (current: Save, stack = [current]) => {\n return {\n get value() {\n return stack.at(-1)!;\n },\n set value(value: Save) {\n stack[stack.length - 1] = value;\n },\n back() {\n if (stack.length > 1) stack.pop(), goingBack = true;\n },\n push(value: Save) {\n stack.push(value);\n },\n clear() {\n stack = [getDefaultSave(klona(defaultState))];\n }\n }\n }\n\n /**\n * 1) Novely rendered using the `initialData`, you can still start new game or `load` an empty one - this is scary, imagine losing your progress\n * 2) Actual stored data is loaded, language and etc is changed \n */\n const initialData: StorageData = {\n saves: [],\n meta: [getLanguage(languages), getTypewriterSpeed()]\n };\n\n const $ = store(initialData);\n\n let initialDataLoaded = false;\n\n const onStorageDataChange = (value: StorageData) => {\n if (initialDataLoaded) storage.set(value);\n };\n\n const throttledOnStorageDataChange = throttle(onStorageDataChange, 120);\n\n $.subscribe(throttledOnStorageDataChange);\n\n const getStoredData = () => {\n storage.get().then(stored => {\n /**\n * Migration is done only once (when game loads it's data), and then is saves the updated format\n */\n for (const migration of migrations) {\n // @ts-expect-error Types does not match between versions, that's why unknown used here, but error appers that way, but it is expected\n stored = migration(stored);\n }\n\n /**\n * Default `localStorageStorage` cannot determine preferred language, and returns empty array\n */\n stored.meta[0] ||= getLanguage(languages);\n stored.meta[1] ||= getTypewriterSpeed();\n\n /**\n * Now the next store updates will entail saving via storage.set\n */\n initialDataLoaded = true;\n\n $.update(() => stored);\n\n /**\n * When initialScreen is game, then we will load it, but after the data is loaded\n */\n if (initialScreen === 'game') restore();\n });\n }\n\n /**\n * By default this is resolved immediately, but also can be delayed.\n * I.e. storage has not loaded yet\n */\n storageDelay.then(getStoredData)\n\n const initial = getDefaultSave(klona(defaultState));\n const stack = createStack(initial);\n\n const save = (override = false, type: Save[2][1] = override ? 'auto' : 'manual') => {\n if (!initialDataLoaded) return;\n\n /**\n * When autosaves diabled just return\n */\n if (!autosaves && type === 'auto') return;\n\n const current = klona(stack.value);\n\n $.update(prev => {\n /**\n * Find latest save that were created in current session, and check if it is latest in an array\n * \n * We check if save was created in current session and it is latest in array\n * When it is not then replacing it will break logical chain\n * \n * [auto save 1]\n * [manual save 1]\n * [auto save 2] <- should not replace first auto save \n */\n const isLatest = findLastIndex(prev.saves, value => times.has(value[2][0])) === prev.saves.length - 1;\n\n /**\n * Update type and time information\n */\n current[2][0] = intime(Date.now());\n current[2][1] = type;\n\n if (!override || !isLatest) {\n prev.saves.push(current);\n\n return prev;\n }\n\n /**\n * Get latest\n */\n const latest = prev.saves.at(-1);\n\n /**\n * When that save is the same type, replace it\n */\n if (latest && latest[2][1] === type) {\n prev.saves[prev.saves.length - 1] = current;\n } else {\n prev.saves.push(current);\n }\n\n return prev;\n });\n }\n\n const newGame = () => {\n if (!initialDataLoaded) return;\n\n const save = getDefaultSave(klona(defaultState));\n\n /**\n * Initial save is automatic, and should be ignored when autosaves is turned off\n */\n if (autosaves) {\n $.update(prev => {\n return prev.saves.push(save), prev;\n });\n }\n\n restore(save);\n }\n\n /**\n * Set's the save\n */\n const set = (save: Save) => {\n stack.value = save;\n\n return restore(save);\n }\n\n let restoring = false;\n let goingBack = false;\n let interacted = false;\n\n /**\n * Визуально восстанавливает историю\n */\n const restore = async (save?: Save) => {\n if (!initialDataLoaded) return;\n\n let latest = save ? save : $.get().saves.at(-1);\n\n /**\n * Если нет сохранённой игры, то запустим ту, которая уже есть\n */\n if (!latest) {\n $.update(() => ({ saves: [initial], meta: [getLanguage(languages), getTypewriterSpeed()] }));\n\n latest = klona(initial);\n }\n\n restoring = true, stack.value = latest;\n\n /**\n * Показать экран игры\n */\n renderer.ui.showScreen('game');\n\n match('clear', [goingBack]);\n\n /**\n * Текущий элемент в истории\n */\n let current: any = story;\n /**\n * Текущий элемент `[null, int]`\n */\n let index = 0;\n\n /**\n * Число элементов `[null, int]`\n */\n const max = stack.value[0].reduce((acc, [type, val]) => {\n if (isNull(type) && isNumber(val)) return acc + 1;\n\n return acc;\n }, 0);\n\n const queue = [] as [any, any][];\n\n for (const [type, val] of stack.value[0]) {\n if (type === null) {\n if (isString(val)) {\n current = current[val];\n } else if (isNumber(val)) {\n index++;\n\n /**\n * Запустим все экшены которые идут в `[null, int]` от `0` до `int`\n */\n for (let i = 0; i < val; i++) {\n const [action, ...meta] = current[i];\n\n /**\n * Экшены, для закрытия которых пользователь должен с ними взаимодействовать\n * Также в эту группу входят экшены, которые не должны быть вызваны при восстановлении\n */\n if (SKIPPED_DURING_RESTORE.has(action) || isUserRequiredAction(action, meta)) {\n if (index === max && i === val) {\n queue.push([action, meta]);\n } else {\n continue;\n }\n }\n\n queue.push([action, meta]);\n }\n\n current = current[val];\n }\n } else if (type === 'choice') {\n current = current[val as number + 1][1];\n } else if (type === 'condition') {\n current = current[2][val];\n }\n }\n\n const indexedQueue = queue.map((value, index) => value.concat(index) as [Exclude<ValidAction[0], ValidAction>, ValidAction[1], number]);\n\n for await (const [action, meta, i] of indexedQueue) {\n if (action === 'function' || action === 'custom') {\n /**\n * Если `callOnlyLatest` - `true`\n */\n if (action === 'custom' && (meta as GetActionParameters<'Custom'>)[0].callOnlyLatest) {\n /**\n * Вычислим `latest` или нет\n */\n const next = indexedQueue.slice(i + 1);\n const notLatest = next.some(([_action, _meta]) => _meta && meta && str(_meta[0]) === str(meta[0]));\n\n if (notLatest) continue;\n }\n\n /**\n * Action может возвращать Promise. Нужно подожать его `resolve`\n */\n const result = match(action, meta);\n\n /**\n * Дождёмся окончания\n */\n if (result && 'then' in result) await result;\n } else if (action === 'showCharacter') {\n const next = indexedQueue.slice(i + 1);\n const skip = next.some(([_action, _meta]) => {\n /**\n * Проверка на возможный `undefined`\n */\n if (!_meta || !meta) return false;\n\n /**\n * Будет ли персонаж скрыт в будущем\n * Нет смысла при загрузке сохранения загружать и отрисовывать персонажа, который будет скрыт\n */\n const hidden = _action === 'hideCharacter' && _meta[0] === meta[0];\n /**\n * Не нужно запускать рендер персонажа, если после этого будет ещё один рендер этого персонажа\n * Таким образом избегаем ситуации, когда при загрузке вследствие гонки при загрузки изображений отрисовывается не последняя эмоция\n */\n const notLatest = _action === action && _meta[0] === meta[0];\n\n return hidden || notLatest;\n })\n\n if (skip) continue;\n\n match(action, meta);\n } else if (action === 'showBackground') {\n const next = indexedQueue.slice(i + 1);\n /**\n * Такая же оптимизация применяется к фонам.\n * Если фон изменится, то нет смысла устанавливать текущий\n */\n const notLatest = next.some(([_action]) => action === _action);\n\n if (notLatest) continue;\n\n match(action, meta);\n } else {\n match(action, meta);\n }\n }\n\n restoring = goingBack = false, render();\n }\n\n const refer = () => {\n let current: any = story;\n\n for (const [type, val] of stack.value[0]) {\n if (type === null) {\n current = current[val];\n } else if (type === 'choice') {\n current = current[val as number + 1][1];\n } else if (type === 'condition') {\n current = current[2][val];\n }\n }\n\n return current;\n }\n\n const exit = () => {\n const current = stack.value;\n\n stack.clear();\n renderer.ui.showScreen('mainmenu');\n\n /**\n * First two save elements and it's type\n */\n const [[first, second], , [time, type]] = current;\n\n if (type === 'auto' && first && second) {\n /**\n * Если сохранение похоже на начальное, и при этом игрок не взаимодействовал с игрой, и оно было создано в текущей сессии, то удаляем его\n */\n if (first[0] === null && first[1] === 'start' && second[0] === null && !interacted && times.has(time)) {\n $.update((prev) => {\n prev.saves = prev.saves.filter(save => save !== current);\n\n return prev;\n })\n }\n }\n\n /**\n * Reset interactive value\n */\n interactivity(false);\n /**\n * Reset session times\n */\n times.clear();\n }\n\n const back = () => {\n return stack.back(), restore(stack.value);\n }\n\n const renderer = createRenderer({\n characters,\n set,\n restore,\n save,\n newGame,\n exit,\n back,\n stack,\n languages,\n t: t9n.i,\n $\n });\n\n const match = matchAction({\n wait([time]) {\n /**\n * `restoring` может поменяться на `true` перед тем как запуститься `push` из `setTimeout`\n */\n if (!restoring) setTimeout(push, isFunction(time) ? time() : time);\n },\n showBackground([background]) {\n renderer.background(background);\n push()\n },\n playMusic([source]) {\n renderer.music(source, 'music').play();\n push()\n },\n stopMusic([source]) {\n renderer.music(source, 'music').stop();\n push()\n },\n showCharacter([character, emotion, className, style]) {\n const handle = renderer.character(character);\n\n handle.append(className, style, restoring);\n handle.withEmotion(emotion)();\n\n push()\n },\n hideCharacter([character, className, style, duration]) {\n renderer.character(character).remove(className, style, duration)(push, restoring);\n },\n dialog([character, content, emotion]) {\n /**\n * Имя персонажа, с учетом выбранного языка\n */\n const name = (() => {\n const c = character, cs = characters;\n const lang = $.get().meta[0];\n\n return c ? c in cs ? typeof cs[c].name === 'string' ? cs[c].name as string : (cs[c].name as Record<string, string>)[lang] : c : '';\n })();\n\n renderer.dialog(unwrap(content), unwrap(name), character, emotion)(forward);\n },\n function([fn]) {\n const result = fn(restoring, goingBack);\n\n if (!restoring) result ? result.then(push) : push();\n\n return result;\n },\n choice([question, ...choices]) {\n const isWithoutQuestion = Array.isArray(question);\n\n if (isWithoutQuestion) {\n /**\n * Первый элемент может быть как строкой, так и элементов выбора\n */\n choices.unshift(question as unknown as [Unwrappable, ValidAction[], () => boolean]);\n /**\n * Значит, текст не требуется\n */\n question = '';\n }\n\n const unwrapped = choices.map(([content, action, visible]) => {\n return [unwrap(content), action, visible] as [string, ValidAction[], () => boolean];\n });\n\n renderer.choices(unwrap(question), unwrapped)((selected) => {\n enmemory();\n\n /**\n * Если был вопрос, то `index` смещается на единицу назад, поэтому нужно добавить единицу\n */\n stack.value[0].push(['choice', isWithoutQuestion ? selected : selected + 1], [null, 0]), render(), interactivity(true);\n });\n },\n jump([scene]) {\n /**\n * `-1` index is used here because `clear` will run `next` that will increase index to `0`\n */\n stack.value[0] = [[null, scene], [null, -1]];\n\n match('clear', []);\n },\n clear() {\n vibrate(0);\n renderer.clear(goingBack)(push);\n },\n condition([condition]) {\n const value = condition();\n\n if (!restoring) stack.value[0].push(['condition', String(value)], [null, 0]), render();\n },\n end() {\n /**\n * Clear the Scene\n */\n match('clear', []);\n /**\n * Go to the main menu\n */\n renderer.ui.showScreen('mainmenu');\n /**\n * Reset interactive value\n */\n interactivity(false);\n /**\n * Reset session times\n */\n times.clear();\n },\n input([question, onInput, setup]) {\n renderer.input(unwrap(question), onInput, setup)(forward);\n },\n custom([handler]) {\n const result = renderer.custom(handler, goingBack, () => {\n if (!restoring && handler.requireUserAction) enmemory(), interactivity(true);\n if (!restoring) push();\n });\n\n return result;\n },\n vibrate(pattern) {\n vibrate(pattern);\n push()\n },\n next() {\n push();\n },\n animateCharacter([character, timeout, ...classes]) {\n const handler: CustomHandler = (get) => {\n const { clear } = get('@@internal-animate-character', false);\n const char = renderer.store.characters[character];\n\n /**\n * Character is not defined, maybe, `animateCharacter` was called before `showCharacter`\n */\n if (!char) return;\n\n const target = char.canvas;\n\n /**\n * Character is not found\n */\n if (!target) return;\n\n const classNames = classes.filter(className => !target.classList.contains(className));\n\n target.classList.add(...classNames);\n\n const timeoutId = setTimeout(() => {\n target.classList.remove(...classNames);\n }, timeout);\n\n clear(() => {\n /**\n * Clear timeout, because when you will game re-runs some callback might remove classes from character\n */\n clearTimeout(timeoutId);\n });\n }\n\n handler.callOnlyLatest = true;\n\n return renderer.custom(handler, goingBack, () => { }), push();\n },\n text(text) {\n renderer.text(text.map(unwrap).join(' '), forward);\n },\n exit() {\n const path = stack.value[0];\n\n for (let i = path.length - 1; i > 0; i--) {\n if (path[i][0] !== 'choice' && path[i][0] !== 'condition') continue;\n\n stack.value[0] = path.slice(0, i);\n next();\n\n break;\n }\n\n render();\n }\n });\n\n const enmemory = () => {\n if (restoring) return;\n\n const current = klona(stack.value);\n\n current[2][1] = 'auto';\n\n stack.push(current);\n\n save(true, 'auto');\n }\n\n const next = () => {\n const path = stack.value[0];\n /**\n * Последний элемент пути\n */\n const last = path[path.length - 1]!;\n\n /**\n * Если он вида `[null, int]` - увеличивает `int`\n */\n if (isNull(last[0]) && isNumber(last[1])) {\n last[1] = last[1] + 1;\n return;\n }\n\n /**\n * Иначе добавляет новое `[null int]`\n */\n path.push([null, 0]);\n }\n\n const render = () => {\n const referred = refer();\n\n if (!Array.isArray(referred)) return;\n\n const [action, ...props] = referred;\n\n match(action, props);\n }\n\n const push = () => {\n if (!restoring) next(), render();\n }\n\n const forward = () => {\n enmemory();\n push();\n interactivity(true)\n }\n\n const interactivity = (value = false) => {\n interacted = value;\n }\n\n /**\n * Unwraps translatable content to string\n * \n * @example ```\n * unwrap(t('Hello'));\n * unwrap({ en: 'Hello', ru: 'Привет' });\n * ```\n */\n const unwrap = (content: Unwrappable) => {\n const lang = $.get().meta[0];\n const data = state();\n const str = isFunction(content) ? content(lang, data) : typeof content === 'object' ? content[lang] : content;\n\n return replaceT9N(str, data);\n }\n\n return {\n withStory,\n action,\n state,\n unwrap,\n t: t9n.t as Inter['t'],\n }\n}\n\nexport { novely }\n","export function klona(val) {\n\tvar k, out, tmp;\n\n\tif (Array.isArray(val)) {\n\t\tout = Array(k=val.length);\n\t\twhile (k--) out[k] = (tmp=val[k]) && typeof tmp === 'object' ? klona(tmp) : tmp;\n\t\treturn out;\n\t}\n\n\tif (Object.prototype.toString.call(val) === '[object Object]') {\n\t\tout = {}; // null\n\t\tfor (k in val) {\n\t\t\tif (k === '__proto__') {\n\t\t\t\tObject.defineProperty(out, k, {\n\t\t\t\t\tvalue: klona(val[k]),\n\t\t\t\t\tconfigurable: true,\n\t\t\t\t\tenumerable: true,\n\t\t\t\t\twritable: true,\n\t\t\t\t});\n\t\t\t} else {\n\t\t\t\tout[k] = (tmp=val[k]) && typeof tmp === 'object' ? klona(tmp) : tmp;\n\t\t\t}\n\t\t}\n\t\treturn out;\n\t}\n\n\treturn val;\n}\n","const SKIPPED_DURING_RESTORE = new Set([\n 'dialog',\n 'choice',\n 'input',\n 'vibrate',\n 'text'\n] as const);\n\nexport { SKIPPED_DURING_RESTORE }","const split = (input: string, delimeters: string[]) => {\n const output: (string | undefined)[] = [];\n\n for (const delimeter of delimeters) {\n if (!input) break;\n\n const [start, end] = input.split(delimeter, 2);\n\n output.push(start); input = end;\n }\n\n output.push(input);\n\n return output;\n}\n\nexport { split }","import type { BaseTranslationStrings } from './translations';\nimport { split } from './lib';\n\ntype PluralType = Intl.LDMLPluralRule;\ntype FunctionalSetupT9N = <LanguageKey extends string, PluralKey extends string, StringKey extends string, Actions extends string>(parameters: { [Lang in LanguageKey]: { pluralization: { [Plural in PluralKey]: Partial<Record<PluralType, string>> }; internal: { [Key in BaseTranslationStrings]: string }; strings: { [Str in StringKey]: string }; actions?: { [Action in Actions]?: (value: string) => string; } } }) => T9N<LanguageKey, StringKey>\ntype SetupT9N<LanguageKey extends string> = <PluralKey extends string, StringKey extends string, Actions extends string>(parameters: { [Lang in LanguageKey]: { pluralization: { [Plural in PluralKey]: Partial<Record<PluralType, string>> }; internal: { [Key in BaseTranslationStrings]: string }; strings: { [Str in StringKey]: string }; actions?: { [Action in Actions]?: (value: string) => string; } } }) => T9N<LanguageKey, StringKey>\n\ntype T9N<LanguageKey extends string, StringKey extends string> = {\n t(key: StringKey | Record<LanguageKey, string>): (lang: LanguageKey | (string & {}), obj: Record<string, unknown>) => string;\n i(key: StringKey, lang: LanguageKey | (string & {})): string;\n}\n\nconst RGX = /{{(.*?)}}/g;\n\nconst replace = (str: string, obj: Record<string, unknown>, pluralization?: Record<string, Record<string, PluralType>>, actions?: Partial<Record<string, (str: string) => string>>, pr?: Intl.PluralRules) => {\n return str.replace(RGX, (x: any, key: string, y: any) => {\n x = 0;\n y = obj;\n\n const [pathstr, plural, action] = split(key.trim(), ['@', '%']);\n\n let path = pathstr!.split('.');\n\n while (y && x < path.length) y = y[path[x++]];\n\n if (plural && pluralization && y && pr) {\n y = pluralization[plural][pr.select(y)];\n }\n\n const actionHandler = actions && action && actions[action];\n\n if (actionHandler) y = actionHandler(y);\n\n return y != null ? y : '';\n });\n}\n\nconst createT9N: FunctionalSetupT9N = (parameters) => {\n let locale: string | undefined;\n let pr: Intl.PluralRules | undefined;\n\n return {\n t(key) {\n return (lang, obj) => {\n /**\n * At first run `locale` and `pr` are not defined.\n * When `locale` changes, `pr` should be updated`\n */\n if (!locale || !pr || lang != locale) {\n pr = new Intl.PluralRules(locale = lang);\n }\n\n // @ts-ignore\n const str: string = typeof key === 'object' ? key[lang] : parameters[lang]['strings'][key];\n\n if (!str) return '';\n\n // @ts-ignore `(string & {})` cannot be used to index type `LanguageKey`.\n return replace(str, obj, parameters[lang]['pluralization'], parameters[lang]['actions'], pr);\n }\n },\n i(key, lang) {\n // @ts-ignore `(string & {})` cannot be used to index type `LanguageKey`.\n return parameters[lang]['internal'][key] as string;\n }\n }\n}\n\nexport { createT9N, replace }\nexport type { SetupT9N, T9N, FunctionalSetupT9N } ","const RU = {\n 'NewGame': 'Новая игра',\n 'HomeScreen': 'Главный экран',\n 'ToTheGame': 'К игре',\n 'Language': 'Язык',\n 'NoSaves': 'Сохранений нет',\n 'LoadSave': 'Загрузить',\n 'Saves': 'Сохранения',\n 'Settings': 'Настройки',\n 'Sumbit': 'Подтвердить',\n 'GoBack': 'Назад',\n 'DoSave': 'Сохранение',\n 'Auto': 'Авто',\n 'Stop': 'Стоп',\n 'Exit': 'Выход',\n 'Automatic': 'Автоматическое',\n 'Manual': 'Ручное',\n 'Remove': 'Удалить',\n 'LoadASaveFrom': 'Загрузить сохранение от',\n 'DeleteASaveFrom': 'Удалить сохранение от',\n 'TextSpeed': 'Скорость Текста',\n 'TextSpeedSlow': 'Медленная',\n 'TextSpeedMedium': 'Средняя',\n 'TextSpeedFast': 'Быстрая',\n 'TextSpeedAuto': 'Автоматическая'\n};\n\ntype BaseTranslationStrings = keyof typeof RU;\n\nconst EN: Record<BaseTranslationStrings, string> = {\n 'NewGame': 'New Game',\n 'HomeScreen': 'Home Screen',\n 'ToTheGame': 'To the Game',\n 'Language': 'Language',\n 'NoSaves': 'No saves',\n 'LoadSave': 'Load',\n 'Saves': 'Saves',\n 'Settings': 'Settings',\n 'Sumbit': 'Submit',\n 'GoBack': 'Go back',\n 'DoSave': 'Save',\n 'Auto': 'Auto',\n 'Stop': 'Stop',\n 'Exit': 'Exit',\n 'Automatic': 'Automatic',\n 'Manual': 'Manual',\n 'Remove': 'Remove',\n 'LoadASaveFrom': 'Load a save from',\n 'DeleteASaveFrom': 'Delete a save from',\n 'TextSpeed': 'Text Speed',\n 'TextSpeedSlow': 'Slow',\n 'TextSpeedMedium': 'Medium',\n 'TextSpeedFast': 'Fast',\n 'TextSpeedAuto': 'Auto'\n};\n\nexport { RU, EN }\nexport type { BaseTranslationStrings }","import type { StorageData } from './types'\n\ninterface LocalStorageStorageSettings {\n key: string\n}\n\ninterface Storage {\n get: () => Promise<StorageData>;\n set: (data: StorageData) => Promise<void>;\n}\n\nconst localStorageStorage = (options: LocalStorageStorageSettings): Storage => {\n return {\n async get() {\n const value = localStorage.getItem(options.key);\n\n return value ? 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package/dist/index.js CHANGED
@@ -538,12 +538,14 @@ var novely = ({
538
538
  const unwrap = (content) => {
539
539
  const lang = $.get().meta[0];
540
540
  const data = state();
541
- return replaceT9N(isFunction(content) ? content(lang, data) : content, data);
541
+ const str2 = isFunction(content) ? content(lang, data) : typeof content === "object" ? content[lang] : content;
542
+ return replaceT9N(str2, data);
542
543
  };
543
544
  return {
544
545
  withStory,
545
546
  action,
546
547
  state,
548
+ unwrap,
547
549
  t: t9n.t
548
550
  };
549
551
  };
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/utils.ts","../src/store.ts","../src/novely.ts","../src/constants.ts","../src/storage.ts"],"sourcesContent":["import type { ActionProxyProvider, CustomHandler } from './action'\nimport type { Character } from './character'\nimport type { TypewriterSpeed, Thenable } from './types'\n\ntype MatchActionMap = {\n [Key in keyof ActionProxyProvider<Record<string, Character>>]: (data: Parameters<ActionProxyProvider<Record<string, Character>>[Key]>) => void;\n}\n\ntype MatchActionMapComplete = Omit<MatchActionMap, 'custom'> & {\n custom: (value: [handler: CustomHandler]) => Thenable<void>;\n}\n\nconst matchAction = <M extends MatchActionMapComplete>(values: M) => {\n return (action: keyof MatchActionMap, props: any) => {\n return values[action](props);\n }\n}\n\nconst isNumber = (val: unknown): val is number => {\n return typeof val === 'number';\n}\n\nconst isNull = (val: unknown): val is null => {\n return val === null;\n}\n\nconst isString = (val: unknown): 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navigator.vibrate(pattern);\n }\n } catch { }\n}\n\nconst findLastIndex = <T>(array: T[], fn: (item: T) => boolean) => {\n for (let i = array.length - 1; i > 0; i--) {\n if (fn(array[i])) {\n return i;\n }\n }\n\n return -1;\n}\n\nexport { matchAction, isNumber, isNull, isString, isCSSImage, str, isUserRequiredAction, getTypewriterSpeed, getLanguage, throttle, isFunction, vibrate, findLastIndex }","type Stored<T> = {\n subscribe: (cb: (value: T) => void) => () => void;\n update: (fn: (prev: T) => T) => void;\n get: () => T;\n}\n\nconst store = <T>(current: T, subscribers = new Set<(value: T) => void>()): Stored<T> => {\n const subscribe = (cb: (value: T) => void) => {\n subscribers.add(cb), cb(current);\n\n return () => {\n subscribers.delete(cb);\n }\n };\n\n const push = (value: T) => {\n subscribers.forEach((cb) => cb(value))\n };\n\n const update = (fn: (prev: T) => T) => {\n push((current = fn(current)));\n };\n\n const get = () => {\n return current;\n };\n\n return { subscribe, update, get } as const;\n};\n\nexport { store }\nexport type { Stored }","import type { Character } from './character';\nimport type { ActionProxyProvider, GetActionParameters, Story, ValidAction, Unwrappable, CustomHandler } from './action';\nimport type { Storage } from './storage';\nimport type { Save, State, StorageData, DeepPartial, NovelyScreen, Migration } from './types'\nimport type { Renderer, RendererInit } from './renderer'\nimport type { SetupT9N } from '@novely/t9n'\nimport { matchAction, isNumber, isNull, isString, str, isUserRequiredAction, getTypewriterSpeed, getLanguage, throttle, isFunction, vibrate, findLastIndex } from './utils';\nimport { store } from './store';\nimport { all as deepmerge } from 'deepmerge'\nimport { klona } from 'klona/json';\nimport { SKIPPED_DURING_RESTORE } from './constants';\nimport { replace as replaceT9N } from '@novely/t9n';\n\ninterface NovelyInit<Languages extends string, Characters extends Record<string, Character<Languages>>, Inter 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prev = stack.value[1];\n const val = isFunction(value) ? value(prev as StateScheme) : deepmerge([prev, value]);\n\n stack.value[1] = val as StateScheme;\n }\n\n const getDefaultSave = (state = {}) => {\n return [[[null, 'start'], [null, 0]], state, [intime(Date.now()), 'auto']] as Save;\n }\n\n const createStack = (current: Save, stack = [current]) => {\n return {\n get value() {\n return stack.at(-1)!;\n },\n set value(value: Save) {\n stack[stack.length - 1] = value;\n },\n back() {\n if (stack.length > 1) stack.pop(), goingBack = true;\n },\n push(value: Save) {\n stack.push(value);\n },\n clear() {\n stack = [getDefaultSave(klona(defaultState))];\n }\n }\n }\n\n /**\n * 1) Novely rendered using the `initialData`, you can still start new game or `load` an empty one - this is scary, imagine losing your progress\n * 2) Actual stored data is loaded, language and etc is changed \n */\n const initialData: StorageData = {\n saves: [],\n meta: [getLanguage(languages), getTypewriterSpeed()]\n };\n\n const $ = store(initialData);\n\n let initialDataLoaded = false;\n\n const onStorageDataChange = (value: StorageData) => {\n if (initialDataLoaded) storage.set(value);\n };\n\n const throttledOnStorageDataChange = throttle(onStorageDataChange, 120);\n\n $.subscribe(throttledOnStorageDataChange);\n\n const getStoredData = () => {\n storage.get().then(stored => {\n /**\n * Migration is done only once (when game loads it's data), and then is saves the updated format\n */\n for (const migration of migrations) {\n // @ts-expect-error Types does not match between versions, that's why unknown used here, but error appers that way, but it is expected\n stored = migration(stored);\n }\n\n /**\n * Default `localStorageStorage` cannot determine preferred language, and returns empty array\n */\n stored.meta[0] ||= getLanguage(languages);\n stored.meta[1] ||= getTypewriterSpeed();\n\n /**\n * Now the next store updates will entail saving via storage.set\n */\n initialDataLoaded = true;\n\n $.update(() => stored);\n\n /**\n * When initialScreen is game, then we will load it, but after the data is loaded\n */\n if (initialScreen === 'game') restore();\n });\n }\n\n /**\n * By default this is resolved immediately, but also can be delayed.\n * I.e. storage has not loaded yet\n */\n storageDelay.then(getStoredData)\n\n const initial = getDefaultSave(klona(defaultState));\n const stack = createStack(initial);\n\n const save = (override = false, type: Save[2][1] = override ? 'auto' : 'manual') => {\n if (!initialDataLoaded) return;\n\n /**\n * When autosaves diabled just return\n */\n if (!autosaves && type === 'auto') return;\n\n const current = klona(stack.value);\n\n $.update(prev => {\n /**\n * Find latest save that were created in current session, and check if it is latest in an array\n * \n * We check if save was created in current session and it is latest in array\n * When it is not then replacing it will break logical chain\n * \n * [auto save 1]\n * [manual save 1]\n * [auto save 2] <- should not replace first auto save \n */\n const isLatest = findLastIndex(prev.saves, value => times.has(value[2][0])) === prev.saves.length - 1;\n\n /**\n * Update type and time information\n */\n current[2][0] = intime(Date.now());\n current[2][1] = type;\n\n if (!override || !isLatest) {\n prev.saves.push(current);\n\n return prev;\n }\n\n /**\n * Get latest\n */\n const latest = prev.saves.at(-1);\n\n /**\n * When that save is the same type, replace it\n */\n if (latest && latest[2][1] === type) {\n prev.saves[prev.saves.length - 1] = current;\n } else {\n prev.saves.push(current);\n }\n\n return prev;\n });\n }\n\n const newGame = () => {\n if (!initialDataLoaded) return;\n\n const save = getDefaultSave(klona(defaultState));\n\n /**\n * Initial save is automatic, and should be ignored when autosaves is turned off\n */\n if (autosaves) {\n $.update(prev => {\n return prev.saves.push(save), prev;\n });\n }\n\n restore(save);\n }\n\n /**\n * Set's the save\n */\n const set = (save: Save) => {\n stack.value = save;\n\n return restore(save);\n }\n\n let restoring = false;\n let goingBack = false;\n let interacted = false;\n\n /**\n * Визуально восстанавливает историю\n */\n const restore = async (save?: Save) => {\n if (!initialDataLoaded) return;\n\n let latest = save ? save : $.get().saves.at(-1);\n\n /**\n * Если нет сохранённой игры, то запустим ту, которая уже есть\n */\n if (!latest) {\n $.update(() => ({ saves: [initial], meta: [getLanguage(languages), getTypewriterSpeed()] }));\n\n latest = klona(initial);\n }\n\n restoring = true, stack.value = latest;\n\n /**\n * Показать экран игры\n */\n renderer.ui.showScreen('game');\n\n match('clear', [goingBack]);\n\n /**\n * Текущий элемент в истории\n */\n let current: any = story;\n /**\n * Текущий элемент `[null, int]`\n */\n let index = 0;\n\n /**\n * Число элементов `[null, int]`\n */\n const max = stack.value[0].reduce((acc, [type, val]) => {\n if (isNull(type) && isNumber(val)) return acc + 1;\n\n return acc;\n }, 0);\n\n const queue = [] as [any, any][];\n\n for (const [type, val] of stack.value[0]) {\n if (type === null) {\n if (isString(val)) {\n current = current[val];\n } else if (isNumber(val)) {\n index++;\n\n /**\n * Запустим все экшены которые идут в `[null, int]` от `0` до `int`\n */\n for (let i = 0; i < val; i++) {\n const [action, ...meta] = current[i];\n\n /**\n * Экшены, для закрытия которых пользователь должен с ними взаимодействовать\n * Также в эту группу входят экшены, которые не должны быть вызваны при восстановлении\n */\n if (SKIPPED_DURING_RESTORE.has(action) || isUserRequiredAction(action, meta)) {\n if (index === max && i === val) {\n queue.push([action, meta]);\n } else {\n continue;\n }\n }\n\n queue.push([action, meta]);\n }\n\n current = current[val];\n }\n } else if (type === 'choice') {\n current = current[val as number + 1][1];\n } else if (type === 'condition') {\n current = current[2][val];\n }\n }\n\n const indexedQueue = queue.map((value, index) => value.concat(index) as [Exclude<ValidAction[0], ValidAction>, ValidAction[1], number]);\n\n for await (const [action, meta, i] of indexedQueue) {\n if (action === 'function' || action === 'custom') {\n /**\n * Если `callOnlyLatest` - `true`\n */\n if (action === 'custom' && (meta as GetActionParameters<'Custom'>)[0].callOnlyLatest) {\n /**\n * Вычислим `latest` или нет\n */\n const next = indexedQueue.slice(i + 1);\n const notLatest = next.some(([_action, _meta]) => _meta && meta && str(_meta[0]) === str(meta[0]));\n\n if (notLatest) continue;\n }\n\n /**\n * Action может возвращать Promise. Нужно подожать его `resolve`\n */\n const result = match(action, meta);\n\n /**\n * Дождёмся окончания\n */\n if (result && 'then' in result) await result;\n } else if (action === 'showCharacter') {\n const next = indexedQueue.slice(i + 1);\n const skip = next.some(([_action, _meta]) => {\n /**\n * Проверка на возможный `undefined`\n */\n if (!_meta || !meta) return false;\n\n /**\n * Будет ли персонаж скрыт в будущем\n * Нет смысла при загрузке сохранения загружать и отрисовывать персонажа, который будет скрыт\n */\n const hidden = _action === 'hideCharacter' && _meta[0] === meta[0];\n /**\n * Не нужно запускать рендер персонажа, если после этого будет ещё один рендер этого персонажа\n * Таким образом избегаем ситуации, когда при загрузке вследствие гонки при загрузки изображений отрисовывается не последняя эмоция\n */\n const notLatest = _action === action && _meta[0] === meta[0];\n\n return hidden || notLatest;\n })\n\n if (skip) continue;\n\n match(action, meta);\n } else if (action === 'showBackground') {\n const next = indexedQueue.slice(i + 1);\n /**\n * Такая же оптимизация применяется к фонам.\n * Если фон изменится, то нет смысла устанавливать текущий\n */\n const notLatest = next.some(([_action]) => action === _action);\n\n if (notLatest) continue;\n\n match(action, meta);\n } else {\n match(action, meta);\n }\n }\n\n restoring = goingBack = false, render();\n }\n\n const refer = () => {\n let current: any = story;\n\n for (const [type, val] of stack.value[0]) {\n if (type === null) {\n current = current[val];\n } else if (type === 'choice') {\n current = current[val as number + 1][1];\n } else if (type === 'condition') {\n current = current[2][val];\n }\n }\n\n return current;\n }\n\n const exit = () => {\n const current = stack.value;\n\n stack.clear();\n renderer.ui.showScreen('mainmenu');\n\n /**\n * First two save elements and it's type\n */\n const [[first, second], , [time, type]] = current;\n\n if (type === 'auto' && first && second) {\n /**\n * Если сохранение похоже на начальное, и при этом игрок не взаимодействовал с игрой, и оно было создано в текущей сессии, то удаляем его\n */\n if (first[0] === null && first[1] === 'start' && second[0] === null && !interacted && times.has(time)) {\n $.update((prev) => {\n prev.saves = prev.saves.filter(save => save !== current);\n\n return prev;\n })\n }\n }\n\n /**\n * Reset interactive value\n */\n interactivity(false);\n /**\n * Reset session times\n */\n times.clear();\n }\n\n const back = () => {\n return stack.back(), restore(stack.value);\n }\n\n const renderer = createRenderer({\n characters,\n set,\n restore,\n save,\n newGame,\n exit,\n back,\n stack,\n languages,\n t: t9n.i,\n $\n });\n\n const match = matchAction({\n wait([time]) {\n /**\n * `restoring` может поменяться на `true` перед тем как запуститься `push` из `setTimeout`\n */\n if (!restoring) setTimeout(push, isFunction(time) ? time() : time);\n },\n showBackground([background]) {\n renderer.background(background);\n push()\n },\n playMusic([source]) {\n renderer.music(source, 'music').play();\n push()\n },\n stopMusic([source]) {\n renderer.music(source, 'music').stop();\n push()\n },\n showCharacter([character, emotion, className, style]) {\n const handle = renderer.character(character);\n\n handle.append(className, style, restoring);\n handle.withEmotion(emotion)();\n\n push()\n },\n hideCharacter([character, className, style, duration]) {\n renderer.character(character).remove(className, style, duration)(push, restoring);\n },\n dialog([character, content, emotion]) {\n /**\n * Имя персонажа, с учетом выбранного языка\n */\n const name = (() => {\n const c = character, cs = characters;\n const lang = $.get().meta[0];\n\n return c ? c in cs ? typeof cs[c].name === 'string' ? cs[c].name as string : (cs[c].name as Record<string, string>)[lang] : c : '';\n })();\n\n renderer.dialog(unwrap(content), unwrap(name), character, emotion)(forward);\n },\n function([fn]) {\n const result = fn(restoring, goingBack);\n\n if (!restoring) result ? result.then(push) : push();\n\n return result;\n },\n choice([question, ...choices]) {\n const isWithoutQuestion = Array.isArray(question);\n\n if (isWithoutQuestion) {\n /**\n * Первый элемент может быть как строкой, так и элементов выбора\n */\n choices.unshift(question as unknown as [Unwrappable, ValidAction[], () => boolean]);\n /**\n * Значит, текст не требуется\n */\n question = '';\n }\n\n const unwrapped = choices.map(([content, action, visible]) => {\n return [unwrap(content), action, visible] as [string, ValidAction[], () => boolean];\n });\n\n renderer.choices(unwrap(question), unwrapped)((selected) => {\n enmemory();\n\n /**\n * Если был вопрос, то `index` смещается на единицу назад, поэтому нужно добавить единицу\n */\n stack.value[0].push(['choice', isWithoutQuestion ? selected : selected + 1], [null, 0]), render(), interactivity(true);\n });\n },\n jump([scene]) {\n /**\n * `-1` index is used here because `clear` will run `next` that will increase index to `0`\n */\n stack.value[0] = [[null, scene], [null, -1]];\n\n match('clear', []);\n },\n clear() {\n vibrate(0);\n renderer.clear(goingBack)(push);\n },\n condition([condition]) {\n const value = condition();\n\n if (!restoring) stack.value[0].push(['condition', String(value)], [null, 0]), render();\n },\n end() {\n /**\n * Clear the Scene\n */\n match('clear', []);\n /**\n * Go to the main menu\n */\n renderer.ui.showScreen('mainmenu');\n /**\n * Reset interactive value\n */\n interactivity(false);\n /**\n * Reset session times\n */\n times.clear();\n },\n input([question, onInput, setup]) {\n renderer.input(unwrap(question), onInput, setup)(forward);\n },\n custom([handler]) {\n const result = renderer.custom(handler, goingBack, () => {\n if (!restoring && handler.requireUserAction) enmemory(), interactivity(true);\n if (!restoring) push();\n });\n\n return result;\n },\n vibrate(pattern) {\n vibrate(pattern);\n push()\n },\n next() {\n push();\n },\n animateCharacter([character, timeout, ...classes]) {\n const handler: CustomHandler = (get) => {\n const { clear } = get('@@internal-animate-character', false);\n const char = renderer.store.characters[character];\n\n /**\n * Character is not defined, maybe, `animateCharacter` was called before `showCharacter`\n */\n if (!char) return;\n\n const target = char.canvas;\n\n /**\n * Character is not found\n */\n if (!target) return;\n\n const classNames = classes.filter(className => !target.classList.contains(className));\n\n target.classList.add(...classNames);\n\n const timeoutId = setTimeout(() => {\n target.classList.remove(...classNames);\n }, timeout);\n\n clear(() => {\n /**\n * Clear timeout, because when you will game re-runs some callback might remove classes from character\n */\n clearTimeout(timeoutId);\n });\n }\n\n handler.callOnlyLatest = true;\n\n return renderer.custom(handler, goingBack, () => { }), push();\n },\n text(text) {\n renderer.text(text.map(unwrap).join(' '), forward);\n },\n exit() {\n const path = stack.value[0];\n\n for (let i = path.length - 1; i > 0; i--) {\n if (path[i][0] !== 'choice' && path[i][0] !== 'condition') continue;\n\n stack.value[0] = path.slice(0, i);\n next();\n\n break;\n }\n\n render();\n }\n });\n\n const enmemory = () => {\n if (restoring) return;\n\n const current = klona(stack.value);\n\n current[2][1] = 'auto';\n\n stack.push(current);\n\n save(true, 'auto');\n }\n\n const next = () => {\n const path = stack.value[0];\n /**\n * Последний элемент пути\n */\n const last = path[path.length - 1]!;\n\n /**\n * Если он вида `[null, int]` - увеличивает `int`\n */\n if (isNull(last[0]) && isNumber(last[1])) {\n last[1] = last[1] + 1;\n return;\n }\n\n /**\n * Иначе добавляет новое `[null int]`\n */\n path.push([null, 0]);\n }\n\n const render = () => {\n const referred = refer();\n\n if (!Array.isArray(referred)) return;\n\n const [action, ...props] = referred;\n\n match(action, props);\n }\n\n const push = () => {\n if (!restoring) next(), render();\n }\n\n const forward = () => {\n enmemory();\n push();\n interactivity(true)\n }\n\n const interactivity = (value = false) => {\n interacted = value;\n }\n\n const unwrap = (content: Unwrappable) => {\n const lang = $.get().meta[0];\n const data = state();\n\n return replaceT9N(isFunction(content) ? content(lang, data) : content, data);\n }\n\n return {\n withStory,\n action,\n state,\n t: t9n.t as Inter['t'],\n }\n}\n\nexport { novely }\n","const SKIPPED_DURING_RESTORE = new Set([\n 'dialog',\n 'choice',\n 'input',\n 'vibrate',\n 'text'\n] as const);\n\nexport { SKIPPED_DURING_RESTORE }","import type { StorageData } from './types'\n\ninterface LocalStorageStorageSettings {\n key: string\n}\n\ninterface Storage {\n get: () => Promise<StorageData>;\n set: (data: StorageData) => Promise<void>;\n}\n\nconst localStorageStorage = (options: LocalStorageStorageSettings): Storage => {\n return {\n async get() {\n const value = localStorage.getItem(options.key);\n\n return value ? JSON.parse(value) : { saves: [], meta: [] };\n },\n async set(data) {\n localStorage.setItem(options.key, JSON.stringify(data));\n }\n }\n}\n\nexport type { Storage }\nexport { localStorageStorage 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val is string => {\n return typeof val === 'string';\n}\n\nconst isFunction = (val: unknown): val is ((...parameters: any[]) => any) => {\n return typeof val === 'function';\n}\n\nconst isCSSImage = (str: string) => {\n const startsWith = String.prototype.startsWith.bind(str);\n\n return startsWith('http') || startsWith('/') || startsWith('.') || startsWith('data');\n}\n\nconst str = (value: unknown) => {\n return String(value);\n}\n\nconst isUserRequiredAction = (action: keyof MatchActionMapComplete, meta: Parameters<MatchActionMapComplete[keyof MatchActionMapComplete]>) => {\n return action === 'custom' && meta[0] && (meta[0] as unknown as CustomHandler).requireUserAction;\n}\n\nconst getTypewriterSpeed = (): TypewriterSpeed => {\n return 'Medium'\n}\n\nconst getLanguage = (languages: string[], language = navigator.language) => {\n if (languages.includes(language)) {\n return language;\n } else if (languages.includes((language = language.substring(0, 2)))) {\n return language;\n } 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navigator.vibrate(pattern);\n }\n } catch { }\n}\n\nconst findLastIndex = <T>(array: T[], fn: (item: T) => boolean) => {\n for (let i = array.length - 1; i > 0; i--) {\n if (fn(array[i])) {\n return i;\n }\n }\n\n return -1;\n}\n\nexport { matchAction, isNumber, isNull, isString, isCSSImage, str, isUserRequiredAction, getTypewriterSpeed, getLanguage, throttle, isFunction, vibrate, findLastIndex }","type Stored<T> = {\n subscribe: (cb: (value: T) => void) => () => void;\n update: (fn: (prev: T) => T) => void;\n get: () => T;\n}\n\nconst store = <T>(current: T, subscribers = new Set<(value: T) => void>()): Stored<T> => {\n const subscribe = (cb: (value: T) => void) => {\n subscribers.add(cb), cb(current);\n\n return () => {\n subscribers.delete(cb);\n }\n };\n\n const push = (value: T) => {\n subscribers.forEach((cb) => cb(value))\n };\n\n const update = (fn: (prev: T) => T) => {\n push((current = fn(current)));\n };\n\n const get = () => {\n return current;\n };\n\n return { subscribe, update, get } as const;\n};\n\nexport { store }\nexport type { Stored }","import type { Character } from './character';\nimport type { ActionProxyProvider, GetActionParameters, Story, ValidAction, Unwrappable, CustomHandler } from './action';\nimport type { Storage } from './storage';\nimport type { Save, State, StorageData, DeepPartial, NovelyScreen, Migration } from './types'\nimport type { Renderer, RendererInit } from './renderer'\nimport type { SetupT9N } from '@novely/t9n'\nimport { matchAction, isNumber, isNull, isString, str, isUserRequiredAction, getTypewriterSpeed, getLanguage, throttle, isFunction, vibrate, findLastIndex } from './utils';\nimport { store } from './store';\nimport { all as deepmerge } from 'deepmerge'\nimport { klona } from 'klona/json';\nimport { SKIPPED_DURING_RESTORE } from './constants';\nimport { replace as replaceT9N } from '@novely/t9n';\n\ninterface NovelyInit<Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends ReturnType<SetupT9N<Languages>>, StateScheme extends State> {\n /**\n * An array of languages supported by the game.\n */\n languages: Languages[];\n /**\n * An object containing the characters in the game.\n */\n characters: Characters;\n /**\n * An object that provides access to the game's storage system.\n */\n storage: Storage;\n /**\n * Delay loading data until Promise is resolved\n */\n storageDelay?: Promise<void>;\n /**\n * A function that returns a Renderer object used to display the game's content\n */\n renderer: (characters: RendererInit) => Renderer;\n /**\n * An optional property that specifies the initial screen to display when the game starts\n */\n initialScreen?: NovelyScreen;\n /**\n * An object containing the translation functions used in the game\n */\n t9n: Inter;\n /**\n * Initial state value\n */\n state?: StateScheme;\n /**\n * Enable autosaves or disable\n * @default true\n */\n autosaves?: boolean;\n /**\n * Migration from old saves to newer\n */\n migrations?: Migration[]\n}\n\nconst novely = <\n Languages extends string,\n Characters extends Record<string, Character<Languages>>,\n Inter extends ReturnType<SetupT9N<Languages>>,\n StateScheme extends State\n>({\n characters,\n storage,\n storageDelay = Promise.resolve(),\n renderer: createRenderer,\n initialScreen = \"mainmenu\",\n t9n,\n languages,\n state: defaultState,\n autosaves = true,\n migrations = []\n}: NovelyInit<Languages, Characters, Inter, StateScheme>) => {\n let story: Story;\n let times = new Set<number>();\n\n /**\n * Saves timestamps created in this session\n */\n const intime = (value: number) => {\n return times.add(value), value;\n }\n\n // @todo: find bug here\n const withStory = (s: Story) => {\n /**\n * Transforms `(ValidAction | ValidAction[])[]` to `ValidAction[]`\n */\n story = Object.fromEntries(Object.entries(s).map(([name, items]) => {\n const flat = (item: (ValidAction | ValidAction[])[]): ValidAction[] => {\n return item.flatMap((data) => {\n const type = data[0];\n\n /**\n * This is not just an action like `['name', ...arguments]`, but an array of actions\n */\n if (Array.isArray(type)) return flat(data as ValidAction[]);\n\n return [data as ValidAction];\n });\n };\n\n return [name, flat(items)];\n }));\n\n /**\n * When `initialScreen` is not a game, we can safely show it\n */\n if (initialScreen !== 'game') renderer.ui.showScreen(initialScreen);\n }\n\n const action = new Proxy({} as ActionProxyProvider<Characters>, {\n get(_, prop) {\n return (...props: Parameters<ActionProxyProvider<Record<string, Character>>[keyof ActionProxyProvider<Record<string, Character>>]>) => {\n return [prop, ...props];\n }\n }\n });\n\n function state(value: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): void;\n function state(): StateScheme;\n function state(value?: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): StateScheme | void {\n if (!value) return stack.value[1] as StateScheme | void;\n\n const prev = stack.value[1];\n const val = isFunction(value) ? value(prev as StateScheme) : deepmerge([prev, value]);\n\n stack.value[1] = val as StateScheme;\n }\n\n const getDefaultSave = (state = {}) => {\n return [[[null, 'start'], [null, 0]], state, [intime(Date.now()), 'auto']] as Save;\n }\n\n const createStack = (current: Save, stack = [current]) => {\n return {\n get value() {\n return stack.at(-1)!;\n },\n set value(value: Save) {\n stack[stack.length - 1] = value;\n },\n back() {\n if (stack.length > 1) stack.pop(), goingBack = true;\n },\n push(value: Save) {\n stack.push(value);\n },\n clear() {\n stack = [getDefaultSave(klona(defaultState))];\n }\n }\n }\n\n /**\n * 1) Novely rendered using the `initialData`, you can still start new game or `load` an empty one - this is scary, imagine losing your progress\n * 2) Actual stored data is loaded, language and etc is changed \n */\n const initialData: StorageData = {\n saves: [],\n meta: [getLanguage(languages), getTypewriterSpeed()]\n };\n\n const $ = store(initialData);\n\n let initialDataLoaded = false;\n\n const onStorageDataChange = (value: StorageData) => {\n if (initialDataLoaded) storage.set(value);\n };\n\n const throttledOnStorageDataChange = throttle(onStorageDataChange, 120);\n\n $.subscribe(throttledOnStorageDataChange);\n\n const getStoredData = () => {\n storage.get().then(stored => {\n /**\n * Migration is done only once (when game loads it's data), and then is saves the updated format\n */\n for (const migration of migrations) {\n // @ts-expect-error Types does not match between versions, that's why unknown used here, but error appers that way, but it is expected\n stored = migration(stored);\n }\n\n /**\n * Default `localStorageStorage` cannot determine preferred language, and returns empty array\n */\n stored.meta[0] ||= getLanguage(languages);\n stored.meta[1] ||= getTypewriterSpeed();\n\n /**\n * Now the next store updates will entail saving via storage.set\n */\n initialDataLoaded = true;\n\n $.update(() => stored);\n\n /**\n * When initialScreen is game, then we will load it, but after the data is loaded\n */\n if (initialScreen === 'game') restore();\n });\n }\n\n /**\n * By default this is resolved immediately, but also can be delayed.\n * I.e. storage has not loaded yet\n */\n storageDelay.then(getStoredData)\n\n const initial = getDefaultSave(klona(defaultState));\n const stack = createStack(initial);\n\n const save = (override = false, type: Save[2][1] = override ? 'auto' : 'manual') => {\n if (!initialDataLoaded) return;\n\n /**\n * When autosaves diabled just return\n */\n if (!autosaves && type === 'auto') return;\n\n const current = klona(stack.value);\n\n $.update(prev => {\n /**\n * Find latest save that were created in current session, and check if it is latest in an array\n * \n * We check if save was created in current session and it is latest in array\n * When it is not then replacing it will break logical chain\n * \n * [auto save 1]\n * [manual save 1]\n * [auto save 2] <- should not replace first auto save \n */\n const isLatest = findLastIndex(prev.saves, value => times.has(value[2][0])) === prev.saves.length - 1;\n\n /**\n * Update type and time information\n */\n current[2][0] = intime(Date.now());\n current[2][1] = type;\n\n if (!override || !isLatest) {\n prev.saves.push(current);\n\n return prev;\n }\n\n /**\n * Get latest\n */\n const latest = prev.saves.at(-1);\n\n /**\n * When that save is the same type, replace it\n */\n if (latest && latest[2][1] === type) {\n prev.saves[prev.saves.length - 1] = current;\n } else {\n prev.saves.push(current);\n }\n\n return prev;\n });\n }\n\n const newGame = () => {\n if (!initialDataLoaded) return;\n\n const save = getDefaultSave(klona(defaultState));\n\n /**\n * Initial save is automatic, and should be ignored when autosaves is turned off\n */\n if (autosaves) {\n $.update(prev => {\n return prev.saves.push(save), prev;\n });\n }\n\n restore(save);\n }\n\n /**\n * Set's the save\n */\n const set = (save: Save) => {\n stack.value = save;\n\n return restore(save);\n }\n\n let restoring = false;\n let goingBack = false;\n let interacted = false;\n\n /**\n * Визуально восстанавливает историю\n */\n const restore = async (save?: Save) => {\n if (!initialDataLoaded) return;\n\n let latest = save ? save : $.get().saves.at(-1);\n\n /**\n * Если нет сохранённой игры, то запустим ту, которая уже есть\n */\n if (!latest) {\n $.update(() => ({ saves: [initial], meta: [getLanguage(languages), getTypewriterSpeed()] }));\n\n latest = klona(initial);\n }\n\n restoring = true, stack.value = latest;\n\n /**\n * Показать экран игры\n */\n renderer.ui.showScreen('game');\n\n match('clear', [goingBack]);\n\n /**\n * Текущий элемент в истории\n */\n let current: any = story;\n /**\n * Текущий элемент `[null, int]`\n */\n let index = 0;\n\n /**\n * Число элементов `[null, int]`\n */\n const max = stack.value[0].reduce((acc, [type, val]) => {\n if (isNull(type) && isNumber(val)) return acc + 1;\n\n return acc;\n }, 0);\n\n const queue = [] as [any, any][];\n\n for (const [type, val] of stack.value[0]) {\n if (type === null) {\n if (isString(val)) {\n current = current[val];\n } else if (isNumber(val)) {\n index++;\n\n /**\n * Запустим все экшены которые идут в `[null, int]` от `0` до `int`\n */\n for (let i = 0; i < val; i++) {\n const [action, ...meta] = current[i];\n\n /**\n * Экшены, для закрытия которых пользователь должен с ними взаимодействовать\n * Также в эту группу входят экшены, которые не должны быть вызваны при восстановлении\n */\n if (SKIPPED_DURING_RESTORE.has(action) || isUserRequiredAction(action, meta)) {\n if (index === max && i === val) {\n queue.push([action, meta]);\n } else {\n continue;\n }\n }\n\n queue.push([action, meta]);\n }\n\n current = current[val];\n }\n } else if (type === 'choice') {\n current = current[val as number + 1][1];\n } else if (type === 'condition') {\n current = current[2][val];\n }\n }\n\n const indexedQueue = queue.map((value, index) => value.concat(index) as [Exclude<ValidAction[0], ValidAction>, ValidAction[1], number]);\n\n for await (const [action, meta, i] of indexedQueue) {\n if (action === 'function' || action === 'custom') {\n /**\n * Если `callOnlyLatest` - `true`\n */\n if (action === 'custom' && (meta as GetActionParameters<'Custom'>)[0].callOnlyLatest) {\n /**\n * Вычислим `latest` или нет\n */\n const next = indexedQueue.slice(i + 1);\n const notLatest = next.some(([_action, _meta]) => _meta && meta && str(_meta[0]) === str(meta[0]));\n\n if (notLatest) continue;\n }\n\n /**\n * Action может возвращать Promise. Нужно подожать его `resolve`\n */\n const result = match(action, meta);\n\n /**\n * Дождёмся окончания\n */\n if (result && 'then' in result) await result;\n } else if (action === 'showCharacter') {\n const next = indexedQueue.slice(i + 1);\n const skip = next.some(([_action, _meta]) => {\n /**\n * Проверка на возможный `undefined`\n */\n if (!_meta || !meta) return false;\n\n /**\n * Будет ли персонаж скрыт в будущем\n * Нет смысла при загрузке сохранения загружать и отрисовывать персонажа, который будет скрыт\n */\n const hidden = _action === 'hideCharacter' && _meta[0] === meta[0];\n /**\n * Не нужно запускать рендер персонажа, если после этого будет ещё один рендер этого персонажа\n * Таким образом избегаем ситуации, когда при загрузке вследствие гонки при загрузки изображений отрисовывается не последняя эмоция\n */\n const notLatest = _action === action && _meta[0] === meta[0];\n\n return hidden || notLatest;\n })\n\n if (skip) continue;\n\n match(action, meta);\n } else if (action === 'showBackground') {\n const next = indexedQueue.slice(i + 1);\n /**\n * Такая же оптимизация применяется к фонам.\n * Если фон изменится, то нет смысла устанавливать текущий\n */\n const notLatest = next.some(([_action]) => action === _action);\n\n if (notLatest) continue;\n\n match(action, meta);\n } else {\n match(action, meta);\n }\n }\n\n restoring = goingBack = false, render();\n }\n\n const refer = () => {\n let current: any = story;\n\n for (const [type, val] of stack.value[0]) {\n if (type === null) {\n current = current[val];\n } else if (type === 'choice') {\n current = current[val as number + 1][1];\n } else if (type === 'condition') {\n current = current[2][val];\n }\n }\n\n return current;\n }\n\n const exit = () => {\n const current = stack.value;\n\n stack.clear();\n renderer.ui.showScreen('mainmenu');\n\n /**\n * First two save elements and it's type\n */\n const [[first, second], , [time, type]] = current;\n\n if (type === 'auto' && first && second) {\n /**\n * Если сохранение похоже на начальное, и при этом игрок не взаимодействовал с игрой, и оно было создано в текущей сессии, то удаляем его\n */\n if (first[0] === null && first[1] === 'start' && second[0] === null && !interacted && times.has(time)) {\n $.update((prev) => {\n prev.saves = prev.saves.filter(save => save !== current);\n\n return prev;\n })\n }\n }\n\n /**\n * Reset interactive value\n */\n interactivity(false);\n /**\n * Reset session times\n */\n times.clear();\n }\n\n const back = () => {\n return stack.back(), restore(stack.value);\n }\n\n const renderer = createRenderer({\n characters,\n set,\n restore,\n save,\n newGame,\n exit,\n back,\n stack,\n languages,\n t: t9n.i,\n $\n });\n\n const match = matchAction({\n wait([time]) {\n /**\n * `restoring` может поменяться на `true` перед тем как запуститься `push` из `setTimeout`\n */\n if (!restoring) setTimeout(push, isFunction(time) ? time() : time);\n },\n showBackground([background]) {\n renderer.background(background);\n push()\n },\n playMusic([source]) {\n renderer.music(source, 'music').play();\n push()\n },\n stopMusic([source]) {\n renderer.music(source, 'music').stop();\n push()\n },\n showCharacter([character, emotion, className, style]) {\n const handle = renderer.character(character);\n\n handle.append(className, style, restoring);\n handle.withEmotion(emotion)();\n\n push()\n },\n hideCharacter([character, className, style, duration]) {\n renderer.character(character).remove(className, style, duration)(push, restoring);\n },\n dialog([character, content, emotion]) {\n /**\n * Имя персонажа, с учетом выбранного языка\n */\n const name = (() => {\n const c = character, cs = characters;\n const lang = $.get().meta[0];\n\n return c ? c in cs ? typeof cs[c].name === 'string' ? cs[c].name as string : (cs[c].name as Record<string, string>)[lang] : c : '';\n })();\n\n renderer.dialog(unwrap(content), unwrap(name), character, emotion)(forward);\n },\n function([fn]) {\n const result = fn(restoring, goingBack);\n\n if (!restoring) result ? result.then(push) : push();\n\n return result;\n },\n choice([question, ...choices]) {\n const isWithoutQuestion = Array.isArray(question);\n\n if (isWithoutQuestion) {\n /**\n * Первый элемент может быть как строкой, так и элементов выбора\n */\n choices.unshift(question as unknown as [Unwrappable, ValidAction[], () => boolean]);\n /**\n * Значит, текст не требуется\n */\n question = '';\n }\n\n const unwrapped = choices.map(([content, action, visible]) => {\n return [unwrap(content), action, visible] as [string, ValidAction[], () => boolean];\n });\n\n renderer.choices(unwrap(question), unwrapped)((selected) => {\n enmemory();\n\n /**\n * Если был вопрос, то `index` смещается на единицу назад, поэтому нужно добавить единицу\n */\n stack.value[0].push(['choice', isWithoutQuestion ? selected : selected + 1], [null, 0]), render(), interactivity(true);\n });\n },\n jump([scene]) {\n /**\n * `-1` index is used here because `clear` will run `next` that will increase index to `0`\n */\n stack.value[0] = [[null, scene], [null, -1]];\n\n match('clear', []);\n },\n clear() {\n vibrate(0);\n renderer.clear(goingBack)(push);\n },\n condition([condition]) {\n const value = condition();\n\n if (!restoring) stack.value[0].push(['condition', String(value)], [null, 0]), render();\n },\n end() {\n /**\n * Clear the Scene\n */\n match('clear', []);\n /**\n * Go to the main menu\n */\n renderer.ui.showScreen('mainmenu');\n /**\n * Reset interactive value\n */\n interactivity(false);\n /**\n * Reset session times\n */\n times.clear();\n },\n input([question, onInput, setup]) {\n renderer.input(unwrap(question), onInput, setup)(forward);\n },\n custom([handler]) {\n const result = renderer.custom(handler, goingBack, () => {\n if (!restoring && handler.requireUserAction) enmemory(), interactivity(true);\n if (!restoring) push();\n });\n\n return result;\n },\n vibrate(pattern) {\n vibrate(pattern);\n push()\n },\n next() {\n push();\n },\n animateCharacter([character, timeout, ...classes]) {\n const handler: CustomHandler = (get) => {\n const { clear } = get('@@internal-animate-character', false);\n const char = renderer.store.characters[character];\n\n /**\n * Character is not defined, maybe, `animateCharacter` was called before `showCharacter`\n */\n if (!char) return;\n\n const target = char.canvas;\n\n /**\n * Character is not found\n */\n if (!target) return;\n\n const classNames = classes.filter(className => !target.classList.contains(className));\n\n target.classList.add(...classNames);\n\n const timeoutId = setTimeout(() => {\n target.classList.remove(...classNames);\n }, timeout);\n\n clear(() => {\n /**\n * Clear timeout, because when you will game re-runs some callback might remove classes from character\n */\n clearTimeout(timeoutId);\n });\n }\n\n handler.callOnlyLatest = true;\n\n return renderer.custom(handler, goingBack, () => { }), push();\n },\n text(text) {\n renderer.text(text.map(unwrap).join(' '), forward);\n },\n exit() {\n const path = stack.value[0];\n\n for (let i = path.length - 1; i > 0; i--) {\n if (path[i][0] !== 'choice' && path[i][0] !== 'condition') continue;\n\n stack.value[0] = path.slice(0, i);\n next();\n\n break;\n }\n\n render();\n }\n });\n\n const enmemory = () => {\n if (restoring) return;\n\n const current = klona(stack.value);\n\n current[2][1] = 'auto';\n\n stack.push(current);\n\n save(true, 'auto');\n }\n\n const next = () => {\n const path = stack.value[0];\n /**\n * Последний элемент пути\n */\n const last = path[path.length - 1]!;\n\n /**\n * Если он вида `[null, int]` - увеличивает `int`\n */\n if (isNull(last[0]) && isNumber(last[1])) {\n last[1] = last[1] + 1;\n return;\n }\n\n /**\n * Иначе добавляет новое `[null int]`\n */\n path.push([null, 0]);\n }\n\n const render = () => {\n const referred = refer();\n\n if (!Array.isArray(referred)) return;\n\n const [action, ...props] = referred;\n\n match(action, props);\n }\n\n const push = () => {\n if (!restoring) next(), render();\n }\n\n const forward = () => {\n enmemory();\n push();\n interactivity(true)\n }\n\n const interactivity = (value = false) => {\n interacted = value;\n }\n\n /**\n * Unwraps translatable content to string\n * \n * @example ```\n * unwrap(t('Hello'));\n * unwrap({ en: 'Hello', ru: 'Привет' });\n * ```\n */\n const unwrap = (content: Unwrappable) => {\n const lang = $.get().meta[0];\n const data = state();\n const str = isFunction(content) ? content(lang, data) : typeof content === 'object' ? content[lang] : content;\n\n return replaceT9N(str, data);\n }\n\n return {\n withStory,\n action,\n state,\n unwrap,\n t: t9n.t as Inter['t'],\n }\n}\n\nexport { novely }\n","const SKIPPED_DURING_RESTORE = new Set([\n 'dialog',\n 'choice',\n 'input',\n 'vibrate',\n 'text'\n] as const);\n\nexport { SKIPPED_DURING_RESTORE }","import type { StorageData } from './types'\n\ninterface LocalStorageStorageSettings {\n key: string\n}\n\ninterface Storage {\n get: () => Promise<StorageData>;\n set: (data: StorageData) => Promise<void>;\n}\n\nconst localStorageStorage = (options: LocalStorageStorageSettings): Storage => {\n return {\n async get() {\n const value = localStorage.getItem(options.key);\n\n return value ? JSON.parse(value) : { saves: [], meta: [] };\n },\n async set(data) {\n localStorage.setItem(options.key, JSON.stringify(data));\n }\n }\n}\n\nexport type { Storage }\nexport { localStorageStorage 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package/package.json CHANGED
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "name": "@novely/core",
3
3
  "description": "Novely - powerful visual novel engine for creating interactive stories and games with branching narratives and rich multimedia content.",
4
- "version": "0.4.0",
4
+ "version": "0.4.2",
5
5
  "type": "module",
6
6
  "sideEffects": false,
7
7
  "publishConfig": {