@novely/core 0.4.3 → 0.5.0
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 +25 -10
- package/dist/index.global.js +93 -36
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +85 -28
- package/dist/index.js.map +1 -1
- package/package.json +1 -1
package/dist/index.d.ts
CHANGED
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@@ -45,13 +45,7 @@ type DeepPartial<T> = unknown extends T ? T : T extends object ? {
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[P in keyof T]?: T[P] extends Array<infer U> ? Array<DeepPartial<U>> : T[P] extends ReadonlyArray<infer U> ? ReadonlyArray<DeepPartial<U>> : DeepPartial<T[P]>;
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} : T;
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-
type ValidAction = ['choice', [number]] | ['clear', []] | ['condition', [() => boolean, Record<string, ValidAction[]>]] | ['dialog', [string | undefined, Unwrappable, string | undefined]] | ['end', []] | ['showBackground', [string]] | ['playMusic', [string]] | ['stopMusic', [string]] | ['jump', [string]] | ['showCharacter', [string, keyof Character['emotions'], string?, string?]] | ['hideCharacter', [string, string?, string?, number?]] | ['animateCharacter', [string, number, ...string[]]] | ['wait', [FunctionableValue<number>]] | ['function', [() => Thenable<void>]] | ['input', [string, (meta:
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input: HTMLInputElement;
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error: (error: string) => void;
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event: InputEvent & {
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currentTarget: HTMLInputElement;
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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 ValidAction = ['choice', [number]] | ['clear', [Set<keyof DefaultActionProxyProvider>?, Set<string>?]] | ['condition', [() => boolean, Record<string, ValidAction[]>]] | ['dialog', [string | undefined, Unwrappable, string | undefined]] | ['end', []] | ['showBackground', [string]] | ['playMusic', [string]] | ['stopMusic', [string]] | ['jump', [string]] | ['showCharacter', [string, keyof Character['emotions'], string?, string?]] | ['hideCharacter', [string, string?, string?, number?]] | ['animateCharacter', [string, number, ...string[]]] | ['wait', [FunctionableValue<number>]] | ['function', [() => Thenable<void>]] | ['input', [string, (meta: ActionInputOnInputMeta) => void, ActionInputSetup?]] | ['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) | Record<string, string>;
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type FunctionableValue<T> = T | (() => T);
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@@ -82,6 +76,7 @@ type CustomHandler = CustomHandlerFunction & {
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callOnlyLatest?: boolean;
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requireUserAction?: boolean;
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skipClearOnGoingBack?: boolean;
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id?: string | symbol;
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};
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interface ActionInputOnInputMeta {
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/**
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@@ -104,12 +99,13 @@ interface ActionInputOnInputMeta {
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*/
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value: string;
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}
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type ActionInputSetup = (input: HTMLInputElement, cleanup: (cb: () => void) => void) => void;
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type ActionProxyProvider<Characters extends Record<string, Character>> = {
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choice: {
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(...choices: ([Unwrappable, ValidAction[]] | [Unwrappable, ValidAction[], () => boolean])[]): ValidAction;
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(question: Unwrappable, ...choices: ([Unwrappable, ValidAction[]] | [Unwrappable, ValidAction[], () => boolean])[]): ValidAction;
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};
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clear: () => ValidAction;
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clear: (keep?: Set<keyof DefaultActionProxyProvider>, keepCharacters?: Set<string>) => ValidAction;
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condition: <T extends string | true | false>(condition: () => T, variants: Record<T extends true ? 'true' : T extends false ? 'false' : T, ValidAction[]>) => ValidAction;
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exit: () => ValidAction;
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dialog: {
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@@ -133,7 +129,7 @@ type ActionProxyProvider<Characters extends Record<string, Character>> = {
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};
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wait: (time: FunctionableValue<number>) => ValidAction;
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function: (fn: (restoring: boolean, goingBack: boolean) => Thenable<void>) => ValidAction;
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input: (question: Unwrappable, onInput: (meta: ActionInputOnInputMeta) => void, setup?:
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input: (question: Unwrappable, onInput: (meta: ActionInputOnInputMeta) => void, setup?: ActionInputSetup) => ValidAction;
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custom: (handler: CustomHandler) => ValidAction;
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vibrate: (...pattern: number[]) => ValidAction;
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next: () => ValidAction;
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@@ -173,7 +169,7 @@ type Renderer = {
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choices: (question: string, choices: ([string, ValidAction[]] | [string, ValidAction[], () => boolean])[]) => (resolve: (selected: number) => void) => void;
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input: (question: string, onInput: Parameters<DefaultActionProxyProvider['input']>[1], setup?: Parameters<DefaultActionProxyProvider['input']>[2]) => (resolve: () => void) => void;
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music: (source: string, method: keyof RendererStore['audio']) => AudioHandle;
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clear: (goingBack: boolean) => (resolve: () => void) => void;
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clear: (goingBack: boolean, keep: Set<keyof DefaultActionProxyProvider>, keepCharacters: Set<string>) => (resolve: () => void) => void;
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custom: (fn: Parameters<DefaultActionProxyProvider['custom']>[0], goingBack: boolean, push: () => void) => Thenable<void>;
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text: (str: string, resolve: () => void) => void;
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store: RendererStore;
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@@ -261,16 +257,35 @@ interface NovelyInit<Languages extends string, Characters extends Record<string,
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migrations?: Migration[];
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}
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declare const novely: <Languages extends string, Characters extends Record<string, Character<Languages>>, Inter extends _novely_t9n.T9N<Languages, string>, StateScheme extends State, DataScheme extends Data>({ characters, storage, storageDelay, renderer: createRenderer, initialScreen, t9n, languages, state: defaultState, data: defaultData, autosaves, migrations }: NovelyInit<Languages, Characters, Inter, StateScheme, DataScheme>) => {
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/**
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* Function to set story
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*/
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withStory: (s: Story) => void;
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/**
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* Function to get actions
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*/
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action: ActionProxyProvider<Characters>;
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/**
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* State that belongs to games
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*/
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state: {
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(value: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): void;
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(): StateScheme;
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};
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/**
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* Unlike `state`, stored at global scope instead and shared between games
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*/
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data: {
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(value: DeepPartial<DataScheme> | ((prev: DataScheme) => DataScheme)): void;
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(): DataScheme;
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};
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/**
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* Unwraps translatable content to a string value
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*/
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unwrap(content: string | ((lang: string, obj: Record<string, unknown>) => string) | Record<Languages, string>): string;
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/**
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* Function that is used for translation
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*/
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t: Inter["t"];
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};
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package/dist/index.global.js
CHANGED
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@@ -159,6 +159,12 @@ var Novely = (() => {
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var isFunction = (val) => {
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return typeof val === "function";
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};
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var isPromise = (val) => {
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return Boolean(val) && (typeof val === "object" || isFunction(val)) && isFunction(val.then);
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};
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var isEmpty = (val) => {
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return typeof val === "object" && !isNull(val) && Object.keys(val).length === 0;
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};
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var str = (value) => {
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return String(value);
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};
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@@ -274,28 +280,29 @@ var Novely = (() => {
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"vibrate",
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"text"
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]);
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var EMPTY_SET = /* @__PURE__ */ new Set();
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// ../t9n/dist/index.js
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var p = (
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var p = (e, i) => {
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let r = [];
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for (let a of i) {
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if (!
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if (!e)
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break;
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let [
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r.push(
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let [t, s] = e.split(a, 2);
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r.push(t), e = s;
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}
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return r.push(
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return r.push(e), r;
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};
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var T = /{{(.*?)}}/g;
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var c = (
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var c = (e, i, r, a, t) => (Array.isArray(e) && (e = e.join("")), e.replace(T, (s, o, n) => {
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s = 0, n = i;
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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 &&
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g && r && n && t && (n = r[g][t.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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}));
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// src/novely.ts
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var novely = ({
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}) => {
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let story;
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let times = /* @__PURE__ */ new Set();
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defaultData ||= {};
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defaultState ||= {};
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const intime = (value) => {
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return times.add(value), value;
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};
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const withStory = (s) => {
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story = Object.fromEntries(Object.entries(s).map(([name, items]) => {
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const flat = (item) => {
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return item.flatMap((
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const type =
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return item.flatMap((data2) => {
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const type = data2[0];
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if (Array.isArray(type))
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return flat(
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return [
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return flat(data2);
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return [data2];
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});
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};
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return [name, flat(items)];
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@@ -370,7 +379,7 @@ var Novely = (() => {
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};
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const initialData = {
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saves: [],
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data:
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data: klona(defaultData),
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meta: [getLanguage(languages), getTypewriterSpeed()]
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};
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const $ = store(initialData);
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}
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stored.meta[0] ||= getLanguage(languages);
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stored.meta[1] ||= getTypewriterSpeed();
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if (isEmpty(stored.data)) {
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stored.data = defaultData;
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}
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initialDataLoaded = true;
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$.update(() => stored);
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if (initialScreen === "game")
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@@ -443,12 +455,10 @@ var Novely = (() => {
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return;
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let latest = save2 ? save2 : $.get().saves.at(-1);
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if (!latest) {
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$.update(() => ({ saves: [initial], data:
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$.update(() => ({ saves: [initial], data: klona(defaultData), meta: [getLanguage(languages), getTypewriterSpeed()] }));
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latest = klona(initial);
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}
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restoring = true, stack.value = latest;
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renderer.ui.showScreen("game");
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match("clear", [goingBack]);
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let current = story;
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let index = 0;
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const max = stack.value[0].reduce((acc, [type, val]) => {
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@@ -457,22 +467,30 @@ var Novely = (() => {
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return acc;
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}, 0);
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const queue = [];
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const keep = /* @__PURE__ */ new Set();
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const characters2 = /* @__PURE__ */ new Set();
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for (const [type, val] of stack.value[0]) {
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if (type === null) {
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if (isString(val)) {
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current = current[val];
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} else if (isNumber(val)) {
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index++;
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-
for (let i = 0; i
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for (let i = 0; i <= val; i++) {
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const [action2, ...meta] = current[i];
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const push2 = () => {
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keep.add(action2);
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queue.push([action2, meta]);
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};
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if (action2 === "showCharacter")
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characters2.add(meta[0]);
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if (SKIPPED_DURING_RESTORE.has(action2) || isUserRequiredAction(action2, meta)) {
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if (index === max && i === val) {
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-
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push2();
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} else {
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continue;
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}
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}
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-
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push2();
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}
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current = current[val];
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}
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current = current[2][val];
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}
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}
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-
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queue.forEach((value, index2) => {
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value.push(index2);
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});
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const indexedQueue = queue;
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renderer.ui.showScreen("game");
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match("clear", [keep, characters2]);
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const next2 = (i) => indexedQueue.slice(i + 1);
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for await (const [action2, meta, i] of indexedQueue) {
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if (action2 === "function" || action2 === "custom") {
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if (action2 === "custom" && meta[0].callOnlyLatest) {
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const
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const notLatest = next2(i).some(([_action, _meta]) => {
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if (!_meta || !meta)
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return false;
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const c0 = _meta[0];
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const c1 = meta[0];
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const isIdenticalID = c0.id && c1.id && c0.id === c1.id;
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return isIdenticalID || str(c0) === str(c1);
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});
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if (notLatest)
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continue;
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}
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const result = match(action2, meta);
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if (result
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if (isPromise(result)) {
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await result;
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}
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} else if (action2 === "showCharacter") {
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const
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const skip = next2.some(([_action, _meta]) => {
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const skip = next2(i).some(([_action, _meta]) => {
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if (!_meta || !meta)
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return false;
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const hidden = _action === "hideCharacter" && _meta[0] === meta[0];
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@@ -506,9 +536,8 @@ var Novely = (() => {
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if (skip)
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continue;
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match(action2, meta);
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} else if (action2 === "showBackground") {
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const
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const notLatest = next2.some(([_action]) => action2 === _action);
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} else if (action2 === "showBackground" || action2 === "animateCharacter") {
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|
+
const notLatest = next2(i).some(([_action]) => action2 === _action);
|
|
512
541
|
if (notLatest)
|
|
513
542
|
continue;
|
|
514
543
|
match(action2, meta);
|
|
@@ -614,16 +643,19 @@ var Novely = (() => {
|
|
|
614
643
|
});
|
|
615
644
|
renderer.choices(unwrap(question), unwrapped)((selected) => {
|
|
616
645
|
enmemory();
|
|
617
|
-
|
|
646
|
+
const offset = isWithoutQuestion ? 0 : 1;
|
|
647
|
+
stack.value[0].push(["choice", selected + offset], [null, 0]);
|
|
648
|
+
render();
|
|
649
|
+
interactivity(true);
|
|
618
650
|
});
|
|
619
651
|
},
|
|
620
652
|
jump([scene]) {
|
|
621
653
|
stack.value[0] = [[null, scene], [null, -1]];
|
|
622
654
|
match("clear", []);
|
|
623
655
|
},
|
|
624
|
-
clear() {
|
|
656
|
+
clear([keep, characters2]) {
|
|
625
657
|
vibrate(0);
|
|
626
|
-
renderer.clear(goingBack)(push);
|
|
658
|
+
renderer.clear(goingBack, keep || EMPTY_SET, characters2 || EMPTY_SET)(push);
|
|
627
659
|
},
|
|
628
660
|
condition([condition]) {
|
|
629
661
|
const value = condition();
|
|
@@ -670,12 +702,11 @@ var Novely = (() => {
|
|
|
670
702
|
target.classList.remove(...classNames);
|
|
671
703
|
}, timeout);
|
|
672
704
|
clear(() => {
|
|
705
|
+
target.classList.remove(...classNames);
|
|
673
706
|
clearTimeout(timeoutId);
|
|
674
707
|
});
|
|
675
708
|
};
|
|
676
|
-
handler
|
|
677
|
-
return renderer.custom(handler, goingBack, () => {
|
|
678
|
-
}), push();
|
|
709
|
+
match("custom", [handler]);
|
|
679
710
|
},
|
|
680
711
|
text(text) {
|
|
681
712
|
renderer.text(text.map((content) => unwrap(content)).join(" "), forward);
|
|
@@ -729,21 +760,47 @@ var Novely = (() => {
|
|
|
729
760
|
interacted = value;
|
|
730
761
|
};
|
|
731
762
|
const unwrap = (content, global = false) => {
|
|
732
|
-
const { data, meta: [lang] } = $.get();
|
|
733
|
-
const obj = global ?
|
|
763
|
+
const { data: data2, meta: [lang] } = $.get();
|
|
764
|
+
const obj = global ? data2 : state();
|
|
734
765
|
const str2 = isFunction(content) ? content(lang, obj) : typeof content === "object" ? content[lang] : content;
|
|
735
766
|
return c(str2, obj);
|
|
736
767
|
};
|
|
768
|
+
function data(value) {
|
|
769
|
+
if (!value)
|
|
770
|
+
return $.get().data;
|
|
771
|
+
const prev = $.get().data;
|
|
772
|
+
const val = isFunction(value) ? value(prev) : (0, import_deepmerge.all)([prev, value]);
|
|
773
|
+
$.update((prev2) => {
|
|
774
|
+
prev2.data = val;
|
|
775
|
+
return prev2;
|
|
776
|
+
});
|
|
777
|
+
}
|
|
737
778
|
return {
|
|
779
|
+
/**
|
|
780
|
+
* Function to set story
|
|
781
|
+
*/
|
|
738
782
|
withStory,
|
|
783
|
+
/**
|
|
784
|
+
* Function to get actions
|
|
785
|
+
*/
|
|
739
786
|
action,
|
|
787
|
+
/**
|
|
788
|
+
* State that belongs to games
|
|
789
|
+
*/
|
|
740
790
|
state,
|
|
791
|
+
/**
|
|
792
|
+
* Unlike `state`, stored at global scope instead and shared between games
|
|
793
|
+
*/
|
|
794
|
+
data,
|
|
741
795
|
/**
|
|
742
796
|
* Unwraps translatable content to a string value
|
|
743
797
|
*/
|
|
744
798
|
unwrap(content) {
|
|
745
799
|
return unwrap(content, true);
|
|
746
800
|
},
|
|
801
|
+
/**
|
|
802
|
+
* Function that is used for translation
|
|
803
|
+
*/
|
|
747
804
|
t: t9n.t
|
|
748
805
|
};
|
|
749
806
|
};
|
package/dist/index.global.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"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, Data, 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, DataScheme extends Data> {\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 * Initial data value\n */\n data?: DataScheme;\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 DataScheme extends Data\n>({\n characters,\n storage,\n storageDelay = Promise.resolve(),\n renderer: createRenderer,\n initialScreen = \"mainmenu\",\n t9n,\n languages,\n state: defaultState,\n data: defaultData,\n autosaves = true,\n migrations = []\n}: NovelyInit<Languages, Characters, Inter, StateScheme, DataScheme>) => {\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 data: {},\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 it saves the updated format\n */\n for (const migration of migrations) {\n // @ts-expect-error Types does not match between versions\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 * Restore\n */\n const restore = async (save?: Save) => {\n if (!initialDataLoaded) return;\n\n let latest = save ? save : $.get().saves.at(-1);\n\n /**\n * When there is no game, then make a new game\n */\n if (!latest) {\n $.update(() => ({ saves: [initial], data: {}, meta: [getLanguage(languages), getTypewriterSpeed()] }));\n\n latest = klona(initial);\n }\n\n restoring = true, stack.value = latest;\n\n renderer.ui.showScreen('game');\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((content) => unwrap(content)).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 * unwrap('Hello, {{name}}');\n * ```\n */\n const unwrap = (content: Unwrappable, global = false) => {\n const { data, meta: [lang] } = $.get();\n\n const obj = global ? data : state();\n const str = isFunction(content)\n ? content(lang, obj)\n : typeof content === 'object'\n ? content[lang]\n : content;\n \n return replaceT9N(str, obj);\n }\n\n return {\n withStory,\n action,\n state,\n /**\n * Unwraps translatable content to a string value\n */\n unwrap(content: Exclude<Unwrappable, Record<string, string>> | Record<Languages, string>) {\n return unwrap(content, true);\n },\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 ? JSON.parse(value) : { saves: [], data: {}, meta: [] };\n },\n async set(data) {\n localStorage.setItem(options.key, JSON.stringify(data));\n }\n }\n}\n\nexport type { Storage }\nexport { localStorageStorage 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{"version":3,"sources":["../../../node_modules/.pnpm/deepmerge@4.3.1/node_modules/deepmerge/dist/cjs.js","../src/index.ts","../src/utils.ts","../src/store.ts","../src/novely.ts","../../../node_modules/.pnpm/klona@2.0.6/node_modules/klona/json/index.mjs","../src/constants.ts","../../t9n/src/lib.ts","../../t9n/src/translation.ts","../../t9n/src/translations.ts","../src/storage.ts"],"sourcesContent":["'use strict';\n\nvar isMergeableObject = function isMergeableObject(value) {\n\treturn isNonNullObject(value)\n\t\t&& !isSpecial(value)\n};\n\nfunction isNonNullObject(value) {\n\treturn !!value && typeof value === 'object'\n}\n\nfunction isSpecial(value) {\n\tvar stringValue = Object.prototype.toString.call(value);\n\n\treturn stringValue === '[object RegExp]'\n\t\t|| stringValue === '[object Date]'\n\t\t|| isReactElement(value)\n}\n\n// see https://github.com/facebook/react/blob/b5ac963fb791d1298e7f396236383bc955f916c1/src/isomorphic/classic/element/ReactElement.js#L21-L25\nvar canUseSymbol = typeof Symbol === 'function' && Symbol.for;\nvar REACT_ELEMENT_TYPE = canUseSymbol ? 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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 isPromise = (val: unknown): val is Promise<any> => {\n return Boolean(val) && (typeof val === 'object' || isFunction(val)) && isFunction((val as any).then)\n}\n\nconst isEmpty = (val: unknown): val is {} => {\n return typeof val === 'object' && !isNull(val) && Object.keys(val).length === 0;\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, isPromise, isEmpty, 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, Data, StorageData, DeepPartial, NovelyScreen, Migration } from './types'\nimport type { Renderer, RendererInit } from './renderer'\nimport type { SetupT9N } from '@novely/t9n'\nimport { matchAction, isNumber, isNull, isString, isPromise, isEmpty, 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, EMPTY_SET } 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, DataScheme extends Data> {\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 * Initial data value\n */\n data?: DataScheme;\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 DataScheme extends Data\n>({\n characters,\n storage,\n storageDelay = Promise.resolve(),\n renderer: createRenderer,\n initialScreen = \"mainmenu\",\n t9n,\n languages,\n state: defaultState,\n data: defaultData,\n autosaves = true,\n migrations = []\n}: NovelyInit<Languages, Characters, Inter, StateScheme, DataScheme>) => {\n let story: Story;\n let times = new Set<number>();\n\n /**\n * Prevent `undefined`\n */\n defaultData ||= {} as DataScheme;\n defaultState ||= {} as StateScheme;\n\n /**\n * Saves timestamps created in this session\n */\n const intime = (value: number) => {\n return times.add(value), value;\n }\n\n const withStory = (s: Story) => {\n /**\n * Transforms `(ValidAction | ValidAction[])[]` to `ValidAction[]`\n */\n story = Object.fromEntries(Object.entries(s).map(([name, items]) => {\n const flat = (item: (ValidAction | ValidAction[])[]): ValidAction[] => {\n return item.flatMap((data) => {\n const type = data[0];\n\n /**\n * This is not just an action like `['name', ...arguments]`, but an array of actions\n */\n if (Array.isArray(type)) return flat(data as ValidAction[]);\n\n return [data as ValidAction];\n });\n };\n\n return [name, flat(items)];\n }));\n\n /**\n * When `initialScreen` is not a game, we can safely show it\n */\n if (initialScreen !== 'game') renderer.ui.showScreen(initialScreen);\n }\n\n 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`, but you can't 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 data: klona(defaultData) as Data,\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 it saves the updated format\n */\n for (const migration of migrations) {\n // @ts-expect-error Types does not match between versions\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 * When data is empty replace it with `defaultData`\n * It also might be empty (default to empty)\n */\n if (isEmpty(stored.data)) {\n stored.data = defaultData as Data;\n }\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 * Restore\n */\n const restore = async (save?: Save) => {\n if (!initialDataLoaded) return;\n\n let latest = save ? save : $.get().saves.at(-1);\n\n /**\n * When there is no game, then make a new game\n */\n if (!latest) {\n $.update(() => ({ saves: [initial], data: klona(defaultData) as Data, meta: [getLanguage(languages), getTypewriterSpeed()] }));\n\n latest = klona(initial);\n }\n\n restoring = true, stack.value = latest;\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 const keep = new Set();\n const characters = new Set();\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 * Почему-то потребовалось изменить `<` на `<=`, чтобы последний action попадал сюда\n */\n for (let i = 0; i <= val; i++) {\n const [action, ...meta] = current[i];\n\n /**\n * Add item to queue and action to keep\n */\n const push = () => {\n keep.add(action);\n queue.push([action, meta]);\n }\n\n /**\n * Do not remove characters that will be here anyways\n */\n if (action === 'showCharacter') characters.add(meta[0]);\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 push();\n } else {\n continue;\n }\n }\n\n push();\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 queue.forEach((value, index) => {\n /**\n * Mutate the queue item\n */\n value.push(index);\n });\n\n /**\n * This is basically made for TypeScript.\n */\n const indexedQueue = queue as unknown as [Exclude<ValidAction[0], ValidAction>, ValidAction[1], number][];\n\n /**\n * Run these exactly before the main loop.\n */\n renderer.ui.showScreen('game');\n /**\n * Provide the `keep` in there\n */\n match('clear', [keep, characters]);\n\n /**\n * Get the next actions array.\n */\n const next = (i: number) => indexedQueue.slice(i + 1);\n\n for await (const [action, meta, i] of indexedQueue) {\n if (action === 'function' || action === 'custom') {\n /**\n * When `callOnlyLatest` is `true`\n */\n if (action === 'custom' && (meta as GetActionParameters<'Custom'>)[0].callOnlyLatest) {\n /**\n * We'll calculate it is `latest` or not\n */\n const notLatest = next(i).some(([_action, _meta]) => {\n if (!_meta || !meta) return false;\n\n const c0 = _meta[0] as unknown as GetActionParameters<'Custom'>[0];\n const c1 = meta[0] as unknown as GetActionParameters<'Custom'>[0];\n\n /**\n * Also check for `undefined`\n */\n const isIdenticalID = c0.id && c1.id && c0.id === c1.id;\n \n /**\n * Equal by id or equal by `toString()`\n */\n return isIdenticalID || (str(c0) === str(c1));\n });\n\n if (notLatest) continue;\n }\n\n /**\n * Action can return Promise. \n */\n const result = match(action, meta);\n\n /**\n * Should wait until it resolved\n */\n if (isPromise(result)) {\n /**\n * Await it!\n */\n await result;\n }\n } else if (action === 'showCharacter') {\n const skip = next(i).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' || action === 'animateCharacter') {\n /**\n * Такая же оптимизация применяется к фонам и анимированию персонажей.\n * Если фон изменится, то нет смысла устанавливать текущий\n */\n const notLatest = next(i).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 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 * Person name\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 * If there is a question, then `index` should be shifted by `1`\n */\n const offset = isWithoutQuestion ? 0 : 1;\n\n stack.value[0].push(['choice', selected + offset], [null, 0]);\n render();\n 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([keep, characters]) {\n /**\n * Remove vibration\n */\n vibrate(0);\n /**\n * Call the actual `clear`\n */\n renderer.clear(goingBack, keep || EMPTY_SET, characters || EMPTY_SET)(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 target.classList.remove(...classNames);\n \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 /**\n * `callOnlyLatest` property will not have any effect, because `custom` is called directly\n */\n match('custom', [handler]);\n },\n text(text) {\n renderer.text(text.map((content) => unwrap(content)).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 * unwrap('Hello, {{name}}');\n * ```\n */\n const unwrap = (content: Unwrappable, global = false) => {\n const { data, meta: [lang] } = $.get();\n\n const obj = global ? data : state();\n const str = isFunction(content)\n ? content(lang, obj)\n : typeof content === 'object'\n ? content[lang]\n : content;\n \n return replaceT9N(str, obj);\n }\n\n function data(value: DeepPartial<DataScheme> | ((prev: DataScheme) => DataScheme)): void;\n function data(): DataScheme;\n function data(value?: DeepPartial<DataScheme> | ((prev: DataScheme) => DataScheme)): DataScheme | void {\n if (!value) return $.get().data as DataScheme | void;\n\n const prev = $.get().data;\n const val = isFunction(value) ? value(prev as DataScheme) : deepmerge([prev, value]);\n\n $.update((prev) => {\n prev.data = val;\n\n return prev;\n });\n }\n\n return {\n /**\n * Function to set story\n */\n withStory,\n /**\n * Function to get actions\n */\n action,\n /**\n * State that belongs to games\n */\n state,\n /**\n * Unlike `state`, stored at global scope instead and shared between games\n */\n data,\n /**\n * Unwraps translatable content to a string value\n */\n unwrap(content: Exclude<Unwrappable, Record<string, string>> | Record<Languages, string>) {\n return unwrap(content, true);\n },\n /**\n * Function that is used for translation\n */\n t: t9n.t as Inter['t'],\n }\n}\n\nexport { novely }\n","export function 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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 | string[], obj: Record<string, unknown>, pluralization?: Record<string, Record<string, PluralType>>, actions?: Partial<Record<string, (str: string) => string>>, pr?: Intl.PluralRules) => {\n if (Array.isArray(str)) str = str.join('');\n\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 && 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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
|
@@ -16,6 +16,12 @@ var isString = (val) => {
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|
|
16
16
|
var isFunction = (val) => {
|
|
17
17
|
return typeof val === "function";
|
|
18
18
|
};
|
|
19
|
+
var isPromise = (val) => {
|
|
20
|
+
return Boolean(val) && (typeof val === "object" || isFunction(val)) && isFunction(val.then);
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|
21
|
+
};
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|
22
|
+
var isEmpty = (val) => {
|
|
23
|
+
return typeof val === "object" && !isNull(val) && Object.keys(val).length === 0;
|
|
24
|
+
};
|
|
19
25
|
var str = (value) => {
|
|
20
26
|
return String(value);
|
|
21
27
|
};
|
|
@@ -104,6 +110,7 @@ var SKIPPED_DURING_RESTORE = /* @__PURE__ */ new Set([
|
|
|
104
110
|
"vibrate",
|
|
105
111
|
"text"
|
|
106
112
|
]);
|
|
113
|
+
var EMPTY_SET = /* @__PURE__ */ new Set();
|
|
107
114
|
|
|
108
115
|
// src/novely.ts
|
|
109
116
|
import { replace as replaceT9N } from "@novely/t9n";
|
|
@@ -122,17 +129,19 @@ var novely = ({
|
|
|
122
129
|
}) => {
|
|
123
130
|
let story;
|
|
124
131
|
let times = /* @__PURE__ */ new Set();
|
|
132
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+
defaultData ||= {};
|
|
133
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+
defaultState ||= {};
|
|
125
134
|
const intime = (value) => {
|
|
126
135
|
return times.add(value), value;
|
|
127
136
|
};
|
|
128
137
|
const withStory = (s) => {
|
|
129
138
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story = Object.fromEntries(Object.entries(s).map(([name, items]) => {
|
|
130
139
|
const flat = (item) => {
|
|
131
|
-
return item.flatMap((
|
|
132
|
-
const type =
|
|
140
|
+
return item.flatMap((data2) => {
|
|
141
|
+
const type = data2[0];
|
|
133
142
|
if (Array.isArray(type))
|
|
134
|
-
return flat(
|
|
135
|
-
return [
|
|
143
|
+
return flat(data2);
|
|
144
|
+
return [data2];
|
|
136
145
|
});
|
|
137
146
|
};
|
|
138
147
|
return [name, flat(items)];
|
|
@@ -179,7 +188,7 @@ var novely = ({
|
|
|
179
188
|
};
|
|
180
189
|
const initialData = {
|
|
181
190
|
saves: [],
|
|
182
|
-
data:
|
|
191
|
+
data: klona(defaultData),
|
|
183
192
|
meta: [getLanguage(languages), getTypewriterSpeed()]
|
|
184
193
|
};
|
|
185
194
|
const $ = store(initialData);
|
|
@@ -197,6 +206,9 @@ var novely = ({
|
|
|
197
206
|
}
|
|
198
207
|
stored.meta[0] ||= getLanguage(languages);
|
|
199
208
|
stored.meta[1] ||= getTypewriterSpeed();
|
|
209
|
+
if (isEmpty(stored.data)) {
|
|
210
|
+
stored.data = defaultData;
|
|
211
|
+
}
|
|
200
212
|
initialDataLoaded = true;
|
|
201
213
|
$.update(() => stored);
|
|
202
214
|
if (initialScreen === "game")
|
|
@@ -252,12 +264,10 @@ var novely = ({
|
|
|
252
264
|
return;
|
|
253
265
|
let latest = save2 ? save2 : $.get().saves.at(-1);
|
|
254
266
|
if (!latest) {
|
|
255
|
-
$.update(() => ({ saves: [initial], data:
|
|
267
|
+
$.update(() => ({ saves: [initial], data: klona(defaultData), meta: [getLanguage(languages), getTypewriterSpeed()] }));
|
|
256
268
|
latest = klona(initial);
|
|
257
269
|
}
|
|
258
270
|
restoring = true, stack.value = latest;
|
|
259
|
-
renderer.ui.showScreen("game");
|
|
260
|
-
match("clear", [goingBack]);
|
|
261
271
|
let current = story;
|
|
262
272
|
let index = 0;
|
|
263
273
|
const max = stack.value[0].reduce((acc, [type, val]) => {
|
|
@@ -266,22 +276,30 @@ var novely = ({
|
|
|
266
276
|
return acc;
|
|
267
277
|
}, 0);
|
|
268
278
|
const queue = [];
|
|
279
|
+
const keep = /* @__PURE__ */ new Set();
|
|
280
|
+
const characters2 = /* @__PURE__ */ new Set();
|
|
269
281
|
for (const [type, val] of stack.value[0]) {
|
|
270
282
|
if (type === null) {
|
|
271
283
|
if (isString(val)) {
|
|
272
284
|
current = current[val];
|
|
273
285
|
} else if (isNumber(val)) {
|
|
274
286
|
index++;
|
|
275
|
-
for (let i = 0; i
|
|
287
|
+
for (let i = 0; i <= val; i++) {
|
|
276
288
|
const [action2, ...meta] = current[i];
|
|
289
|
+
const push2 = () => {
|
|
290
|
+
keep.add(action2);
|
|
291
|
+
queue.push([action2, meta]);
|
|
292
|
+
};
|
|
293
|
+
if (action2 === "showCharacter")
|
|
294
|
+
characters2.add(meta[0]);
|
|
277
295
|
if (SKIPPED_DURING_RESTORE.has(action2) || isUserRequiredAction(action2, meta)) {
|
|
278
296
|
if (index === max && i === val) {
|
|
279
|
-
|
|
297
|
+
push2();
|
|
280
298
|
} else {
|
|
281
299
|
continue;
|
|
282
300
|
}
|
|
283
301
|
}
|
|
284
|
-
|
|
302
|
+
push2();
|
|
285
303
|
}
|
|
286
304
|
current = current[val];
|
|
287
305
|
}
|
|
@@ -291,21 +309,33 @@ var novely = ({
|
|
|
291
309
|
current = current[2][val];
|
|
292
310
|
}
|
|
293
311
|
}
|
|
294
|
-
|
|
312
|
+
queue.forEach((value, index2) => {
|
|
313
|
+
value.push(index2);
|
|
314
|
+
});
|
|
315
|
+
const indexedQueue = queue;
|
|
316
|
+
renderer.ui.showScreen("game");
|
|
317
|
+
match("clear", [keep, characters2]);
|
|
318
|
+
const next2 = (i) => indexedQueue.slice(i + 1);
|
|
295
319
|
for await (const [action2, meta, i] of indexedQueue) {
|
|
296
320
|
if (action2 === "function" || action2 === "custom") {
|
|
297
321
|
if (action2 === "custom" && meta[0].callOnlyLatest) {
|
|
298
|
-
const
|
|
299
|
-
|
|
322
|
+
const notLatest = next2(i).some(([_action, _meta]) => {
|
|
323
|
+
if (!_meta || !meta)
|
|
324
|
+
return false;
|
|
325
|
+
const c0 = _meta[0];
|
|
326
|
+
const c1 = meta[0];
|
|
327
|
+
const isIdenticalID = c0.id && c1.id && c0.id === c1.id;
|
|
328
|
+
return isIdenticalID || str(c0) === str(c1);
|
|
329
|
+
});
|
|
300
330
|
if (notLatest)
|
|
301
331
|
continue;
|
|
302
332
|
}
|
|
303
333
|
const result = match(action2, meta);
|
|
304
|
-
if (result
|
|
334
|
+
if (isPromise(result)) {
|
|
305
335
|
await result;
|
|
336
|
+
}
|
|
306
337
|
} else if (action2 === "showCharacter") {
|
|
307
|
-
const
|
|
308
|
-
const skip = next2.some(([_action, _meta]) => {
|
|
338
|
+
const skip = next2(i).some(([_action, _meta]) => {
|
|
309
339
|
if (!_meta || !meta)
|
|
310
340
|
return false;
|
|
311
341
|
const hidden = _action === "hideCharacter" && _meta[0] === meta[0];
|
|
@@ -315,9 +345,8 @@ var novely = ({
|
|
|
315
345
|
if (skip)
|
|
316
346
|
continue;
|
|
317
347
|
match(action2, meta);
|
|
318
|
-
} else if (action2 === "showBackground") {
|
|
319
|
-
const
|
|
320
|
-
const notLatest = next2.some(([_action]) => action2 === _action);
|
|
348
|
+
} else if (action2 === "showBackground" || action2 === "animateCharacter") {
|
|
349
|
+
const notLatest = next2(i).some(([_action]) => action2 === _action);
|
|
321
350
|
if (notLatest)
|
|
322
351
|
continue;
|
|
323
352
|
match(action2, meta);
|
|
@@ -423,16 +452,19 @@ var novely = ({
|
|
|
423
452
|
});
|
|
424
453
|
renderer.choices(unwrap(question), unwrapped)((selected) => {
|
|
425
454
|
enmemory();
|
|
426
|
-
|
|
455
|
+
const offset = isWithoutQuestion ? 0 : 1;
|
|
456
|
+
stack.value[0].push(["choice", selected + offset], [null, 0]);
|
|
457
|
+
render();
|
|
458
|
+
interactivity(true);
|
|
427
459
|
});
|
|
428
460
|
},
|
|
429
461
|
jump([scene]) {
|
|
430
462
|
stack.value[0] = [[null, scene], [null, -1]];
|
|
431
463
|
match("clear", []);
|
|
432
464
|
},
|
|
433
|
-
clear() {
|
|
465
|
+
clear([keep, characters2]) {
|
|
434
466
|
vibrate(0);
|
|
435
|
-
renderer.clear(goingBack)(push);
|
|
467
|
+
renderer.clear(goingBack, keep || EMPTY_SET, characters2 || EMPTY_SET)(push);
|
|
436
468
|
},
|
|
437
469
|
condition([condition]) {
|
|
438
470
|
const value = condition();
|
|
@@ -479,12 +511,11 @@ var novely = ({
|
|
|
479
511
|
target.classList.remove(...classNames);
|
|
480
512
|
}, timeout);
|
|
481
513
|
clear(() => {
|
|
514
|
+
target.classList.remove(...classNames);
|
|
482
515
|
clearTimeout(timeoutId);
|
|
483
516
|
});
|
|
484
517
|
};
|
|
485
|
-
handler
|
|
486
|
-
return renderer.custom(handler, goingBack, () => {
|
|
487
|
-
}), push();
|
|
518
|
+
match("custom", [handler]);
|
|
488
519
|
},
|
|
489
520
|
text(text) {
|
|
490
521
|
renderer.text(text.map((content) => unwrap(content)).join(" "), forward);
|
|
@@ -538,21 +569,47 @@ var novely = ({
|
|
|
538
569
|
interacted = value;
|
|
539
570
|
};
|
|
540
571
|
const unwrap = (content, global = false) => {
|
|
541
|
-
const { data, meta: [lang] } = $.get();
|
|
542
|
-
const obj = global ?
|
|
572
|
+
const { data: data2, meta: [lang] } = $.get();
|
|
573
|
+
const obj = global ? data2 : state();
|
|
543
574
|
const str2 = isFunction(content) ? content(lang, obj) : typeof content === "object" ? content[lang] : content;
|
|
544
575
|
return replaceT9N(str2, obj);
|
|
545
576
|
};
|
|
577
|
+
function data(value) {
|
|
578
|
+
if (!value)
|
|
579
|
+
return $.get().data;
|
|
580
|
+
const prev = $.get().data;
|
|
581
|
+
const val = isFunction(value) ? value(prev) : deepmerge([prev, value]);
|
|
582
|
+
$.update((prev2) => {
|
|
583
|
+
prev2.data = val;
|
|
584
|
+
return prev2;
|
|
585
|
+
});
|
|
586
|
+
}
|
|
546
587
|
return {
|
|
588
|
+
/**
|
|
589
|
+
* Function to set story
|
|
590
|
+
*/
|
|
547
591
|
withStory,
|
|
592
|
+
/**
|
|
593
|
+
* Function to get actions
|
|
594
|
+
*/
|
|
548
595
|
action,
|
|
596
|
+
/**
|
|
597
|
+
* State that belongs to games
|
|
598
|
+
*/
|
|
549
599
|
state,
|
|
600
|
+
/**
|
|
601
|
+
* Unlike `state`, stored at global scope instead and shared between games
|
|
602
|
+
*/
|
|
603
|
+
data,
|
|
550
604
|
/**
|
|
551
605
|
* Unwraps translatable content to a string value
|
|
552
606
|
*/
|
|
553
607
|
unwrap(content) {
|
|
554
608
|
return unwrap(content, true);
|
|
555
609
|
},
|
|
610
|
+
/**
|
|
611
|
+
* Function that is used for translation
|
|
612
|
+
*/
|
|
556
613
|
t: t9n.t
|
|
557
614
|
};
|
|
558
615
|
};
|
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): 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, Data, 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, DataScheme extends Data> {\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 * Initial data value\n */\n data?: DataScheme;\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 DataScheme extends Data\n>({\n characters,\n storage,\n storageDelay = Promise.resolve(),\n renderer: createRenderer,\n initialScreen = \"mainmenu\",\n t9n,\n languages,\n state: defaultState,\n data: defaultData,\n autosaves = true,\n migrations = []\n}: NovelyInit<Languages, Characters, Inter, StateScheme, DataScheme>) => {\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 data: {},\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 it saves the updated format\n */\n for (const migration of migrations) {\n // @ts-expect-error Types does not match between versions\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 * Restore\n */\n const restore = async (save?: Save) => {\n if (!initialDataLoaded) return;\n\n let latest = save ? save : $.get().saves.at(-1);\n\n /**\n * When there is no game, then make a new game\n */\n if (!latest) {\n $.update(() => ({ saves: [initial], data: {}, meta: [getLanguage(languages), getTypewriterSpeed()] }));\n\n latest = klona(initial);\n }\n\n restoring = true, stack.value = latest;\n\n renderer.ui.showScreen('game');\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((content) => unwrap(content)).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 * unwrap('Hello, {{name}}');\n * ```\n */\n const unwrap = (content: Unwrappable, global = false) => {\n const { data, meta: [lang] } = $.get();\n\n const obj = global ? data : state();\n const str = isFunction(content)\n ? content(lang, obj)\n : typeof content === 'object'\n ? content[lang]\n : content;\n \n return replaceT9N(str, obj);\n }\n\n return {\n withStory,\n action,\n state,\n /**\n * Unwraps translatable content to a string value\n */\n unwrap(content: Exclude<Unwrappable, Record<string, string>> | Record<Languages, string>) {\n return unwrap(content, true);\n },\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: [], data: {}, meta: [] };\n },\n async set(data) {\n localStorage.setItem(options.key, JSON.stringify(data));\n }\n }\n}\n\nexport type { Storage }\nexport { localStorageStorage 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{"version":3,"sources":["../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): 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 isPromise = (val: unknown): val is Promise<any> => {\n return Boolean(val) && (typeof val === 'object' || isFunction(val)) && isFunction((val as any).then)\n}\n\nconst isEmpty = (val: unknown): val is {} => {\n return typeof val === 'object' && !isNull(val) && Object.keys(val).length === 0;\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, isPromise, isEmpty, 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, Data, StorageData, DeepPartial, NovelyScreen, Migration } from './types'\nimport type { Renderer, RendererInit } from './renderer'\nimport type { SetupT9N } from '@novely/t9n'\nimport { matchAction, isNumber, isNull, isString, isPromise, isEmpty, 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, EMPTY_SET } 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, DataScheme extends Data> {\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 * Initial data value\n */\n data?: DataScheme;\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 DataScheme extends Data\n>({\n characters,\n storage,\n storageDelay = Promise.resolve(),\n renderer: createRenderer,\n initialScreen = \"mainmenu\",\n t9n,\n languages,\n state: defaultState,\n data: defaultData,\n autosaves = true,\n migrations = []\n}: NovelyInit<Languages, Characters, Inter, StateScheme, DataScheme>) => {\n let story: Story;\n let times = new Set<number>();\n\n /**\n * Prevent `undefined`\n */\n defaultData ||= {} as DataScheme;\n defaultState ||= {} as StateScheme;\n\n /**\n * Saves timestamps created in this session\n */\n const intime = (value: number) => {\n return times.add(value), value;\n }\n\n const withStory = (s: Story) => {\n /**\n * Transforms `(ValidAction | ValidAction[])[]` to `ValidAction[]`\n */\n story = Object.fromEntries(Object.entries(s).map(([name, items]) => {\n const flat = (item: (ValidAction | ValidAction[])[]): ValidAction[] => {\n return item.flatMap((data) => {\n const type = data[0];\n\n /**\n * This is not just an action like `['name', ...arguments]`, but an array of actions\n */\n if (Array.isArray(type)) return flat(data as ValidAction[]);\n\n return [data as ValidAction];\n });\n };\n\n return [name, flat(items)];\n }));\n\n /**\n * When `initialScreen` is not a game, we can safely show it\n */\n if (initialScreen !== 'game') renderer.ui.showScreen(initialScreen);\n }\n\n 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`, but you can't 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 data: klona(defaultData) as Data,\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 it saves the updated format\n */\n for (const migration of migrations) {\n // @ts-expect-error Types does not match between versions\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 * When data is empty replace it with `defaultData`\n * It also might be empty (default to empty)\n */\n if (isEmpty(stored.data)) {\n stored.data = defaultData as Data;\n }\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 * Restore\n */\n const restore = async (save?: Save) => {\n if (!initialDataLoaded) return;\n\n let latest = save ? save : $.get().saves.at(-1);\n\n /**\n * When there is no game, then make a new game\n */\n if (!latest) {\n $.update(() => ({ saves: [initial], data: klona(defaultData) as Data, meta: [getLanguage(languages), getTypewriterSpeed()] }));\n\n latest = klona(initial);\n }\n\n restoring = true, stack.value = latest;\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 const keep = new Set();\n const characters = new Set();\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 * Почему-то потребовалось изменить `<` на `<=`, чтобы последний action попадал сюда\n */\n for (let i = 0; i <= val; i++) {\n const [action, ...meta] = current[i];\n\n /**\n * Add item to queue and action to keep\n */\n const push = () => {\n keep.add(action);\n queue.push([action, meta]);\n }\n\n /**\n * Do not remove characters that will be here anyways\n */\n if (action === 'showCharacter') characters.add(meta[0]);\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 push();\n } else {\n continue;\n }\n }\n\n push();\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 queue.forEach((value, index) => {\n /**\n * Mutate the queue item\n */\n value.push(index);\n });\n\n /**\n * This is basically made for TypeScript.\n */\n const indexedQueue = queue as unknown as [Exclude<ValidAction[0], ValidAction>, ValidAction[1], number][];\n\n /**\n * Run these exactly before the main loop.\n */\n renderer.ui.showScreen('game');\n /**\n * Provide the `keep` in there\n */\n match('clear', [keep, characters]);\n\n /**\n * Get the next actions array.\n */\n const next = (i: number) => indexedQueue.slice(i + 1);\n\n for await (const [action, meta, i] of indexedQueue) {\n if (action === 'function' || action === 'custom') {\n /**\n * When `callOnlyLatest` is `true`\n */\n if (action === 'custom' && (meta as GetActionParameters<'Custom'>)[0].callOnlyLatest) {\n /**\n * We'll calculate it is `latest` or not\n */\n const notLatest = next(i).some(([_action, _meta]) => {\n if (!_meta || !meta) return false;\n\n const c0 = _meta[0] as unknown as GetActionParameters<'Custom'>[0];\n const c1 = meta[0] as unknown as GetActionParameters<'Custom'>[0];\n\n /**\n * Also check for `undefined`\n */\n const isIdenticalID = c0.id && c1.id && c0.id === c1.id;\n \n /**\n * Equal by id or equal by `toString()`\n */\n return isIdenticalID || (str(c0) === str(c1));\n });\n\n if (notLatest) continue;\n }\n\n /**\n * Action can return Promise. \n */\n const result = match(action, meta);\n\n /**\n * Should wait until it resolved\n */\n if (isPromise(result)) {\n /**\n * Await it!\n */\n await result;\n }\n } else if (action === 'showCharacter') {\n const skip = next(i).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' || action === 'animateCharacter') {\n /**\n * Такая же оптимизация применяется к фонам и анимированию персонажей.\n * Если фон изменится, то нет смысла устанавливать текущий\n */\n const notLatest = next(i).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 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 * Person name\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 * If there is a question, then `index` should be shifted by `1`\n */\n const offset = isWithoutQuestion ? 0 : 1;\n\n stack.value[0].push(['choice', selected + offset], [null, 0]);\n render();\n 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([keep, characters]) {\n /**\n * Remove vibration\n */\n vibrate(0);\n /**\n * Call the actual `clear`\n */\n renderer.clear(goingBack, keep || EMPTY_SET, characters || EMPTY_SET)(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 target.classList.remove(...classNames);\n \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 /**\n * `callOnlyLatest` property will not have any effect, because `custom` is called directly\n */\n match('custom', [handler]);\n },\n text(text) {\n renderer.text(text.map((content) => unwrap(content)).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 * unwrap('Hello, {{name}}');\n * ```\n */\n const unwrap = (content: Unwrappable, global = false) => {\n const { data, meta: [lang] } = $.get();\n\n const obj = global ? data : state();\n const str = isFunction(content)\n ? content(lang, obj)\n : typeof content === 'object'\n ? content[lang]\n : content;\n \n return replaceT9N(str, obj);\n }\n\n function data(value: DeepPartial<DataScheme> | ((prev: DataScheme) => DataScheme)): void;\n function data(): DataScheme;\n function data(value?: DeepPartial<DataScheme> | ((prev: DataScheme) => DataScheme)): DataScheme | void {\n if (!value) return $.get().data as DataScheme | void;\n\n const prev = $.get().data;\n const val = isFunction(value) ? value(prev as DataScheme) : deepmerge([prev, value]);\n\n $.update((prev) => {\n prev.data = val;\n\n return prev;\n });\n }\n\n return {\n /**\n * Function to set story\n */\n withStory,\n /**\n * Function to get actions\n */\n action,\n /**\n * State that belongs to games\n */\n state,\n /**\n * Unlike `state`, stored at global scope instead and shared between games\n */\n data,\n /**\n * Unwraps translatable content to a string value\n */\n unwrap(content: Exclude<Unwrappable, Record<string, string>> | Record<Languages, string>) {\n return unwrap(content, true);\n },\n /**\n * Function that is used for translation\n */\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\nconst EMPTY_SET = new Set<any>();\n\nexport { SKIPPED_DURING_RESTORE, EMPTY_SET }","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: [], data: {}, 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
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{
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"name": "@novely/core",
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"description": "Novely - powerful visual novel engine for creating interactive stories and games with branching narratives and rich multimedia content.",
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4
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-
"version": "0.
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+
"version": "0.5.0",
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"type": "module",
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"sideEffects": false,
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"publishConfig": {
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