@novely/core 0.8.1 → 0.9.0
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 +2 -2
- package/dist/index.global.js +2 -2
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +2 -2
- package/dist/index.js.map +1 -1
- package/package.json +1 -1
package/dist/index.d.ts
CHANGED
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@@ -166,13 +166,13 @@ interface RendererStore {
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type Renderer = {
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character: (character: string) => CharacterHandle;
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background: (background: string) => void;
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-
dialog: (content: string, name: string, character?: string, emotion?: string) => (resolve: () => void) => void;
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dialog: (content: string, name: string, character?: string, emotion?: string) => (resolve: () => void, goingBack: boolean) => void;
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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, 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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text: (str: string, resolve: () => void, goingBack: boolean) => void;
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store: RendererStore;
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ui: {
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/**
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package/dist/index.global.js
CHANGED
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@@ -703,7 +703,7 @@ var Novely = (() => {
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const lang = $.get().meta[0];
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return c ? c in cs ? typeof cs[c].name === "string" ? cs[c].name : cs[c].name[lang] : c : "";
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})();
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renderer.dialog(unwrap(content), unwrap(name), character, emotion)(forward);
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renderer.dialog(unwrap(content), unwrap(name), character, emotion)(forward, goingBack);
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},
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function([fn]) {
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const result = fn(restoring, goingBack);
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@@ -794,7 +794,7 @@ var Novely = (() => {
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match("custom", [handler]);
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},
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text(text) {
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renderer.text(text.map((content) => unwrap(content)).join(" "), forward);
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renderer.text(text.map((content) => unwrap(content)).join(" "), forward, goingBack);
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},
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exit() {
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const path = stack.value[0];
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package/dist/index.global.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
{"version":3,"sources":["../../../node_modules/.pnpm/deepmerge@4.3.1/node_modules/deepmerge/dist/cjs.js","../src/index.ts","../src/utils.ts","../src/global.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 {\n\tValidAction,\n\tStory,\n\tActionProxyProvider,\n\tDefaultActionProxyProvider,\n\tGetActionParameters,\n\tUnwrappable,\n\tCustomHandler,\n\tCustomHandlerGetResult,\n\tCustomHandlerGetResultDataFunction,\n\tFunctionableValue,\n} 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';\n","import type { ActionProxyProvider, CustomHandler } from './action';\nimport type { Character } from './character';\nimport type { TypewriterSpeed, Thenable } from './types';\n\ntype MatchActionMap = {\n\t[Key in keyof ActionProxyProvider<Record<string, Character>>]: (\n\t\tdata: Parameters<ActionProxyProvider<Record<string, Character>>[Key]>,\n\t) => void;\n};\n\ntype MatchActionMapComplete = Omit<MatchActionMap, 'custom'> & {\n\tcustom: (value: [handler: CustomHandler]) => Thenable<void>;\n};\n\nconst matchAction = <M extends MatchActionMapComplete>(values: M) => {\n\treturn (action: keyof MatchActionMap, props: any) => {\n\t\treturn values[action](props);\n\t};\n};\n\nconst isNumber = (val: unknown): val is number => {\n\treturn typeof val === 'number';\n};\n\nconst isNull = (val: unknown): val is null => {\n\treturn val === null;\n};\n\nconst isString = (val: unknown): val is string => {\n\treturn typeof val === 'string';\n};\n\nconst isFunction = (val: unknown): val is (...parameters: any[]) => any => {\n\treturn typeof val === 'function';\n};\n\nconst isPromise = (val: unknown): val is Promise<any> => {\n\treturn Boolean(val) && (typeof val === 'object' || isFunction(val)) && isFunction((val as any).then);\n};\n\nconst isEmpty = (val: unknown): val is {} => {\n\treturn typeof val === 'object' && !isNull(val) && Object.keys(val).length === 0;\n};\n\nconst isCSSImage = (str: string) => {\n\tconst startsWith = String.prototype.startsWith.bind(str);\n\n\treturn startsWith('http') || startsWith('/') || startsWith('.') || startsWith('data');\n};\n\nconst str = (value: unknown) => {\n\treturn String(value);\n};\n\nconst isUserRequiredAction = (\n\taction: keyof MatchActionMapComplete,\n\tmeta: Parameters<MatchActionMapComplete[keyof MatchActionMapComplete]>,\n) => {\n\treturn action === 'custom' && meta[0] && (meta[0] as unknown as CustomHandler).requireUserAction;\n};\n\nconst getTypewriterSpeed = (): TypewriterSpeed => {\n\treturn 'Medium';\n};\n\nconst getLanguage = (languages: string[], _: any) => {\n\tlet { language } = navigator;\n\n\tif (languages.includes(language)) {\n\t\treturn language;\n\t} else if (languages.includes((language = language.substring(0, 2)))) {\n\t\treturn language;\n\t} else if ((language = languages.find((value) => navigator.languages.includes(value))!)) {\n\t\treturn language;\n\t}\n\n\t/**\n\t * We'v checked the `en-GB` format, `en` format, and maybe any second languages, but there were no matches\n\t */\n\treturn languages[0];\n};\n\n/**\n * @copyright Techlead LLC\n * @see https://learn.javascript.ru/task/throttle\n */\nconst throttle = <Fn extends (...args: any[]) => any>(fn: Fn, ms: number) => {\n\tlet throttled = false,\n\t\tsavedArgs: any,\n\t\tsavedThis: any;\n\n\tfunction wrapper(this: any) {\n\t\tif (throttled) {\n\t\t\tsavedArgs = arguments;\n\t\t\tsavedThis = this;\n\t\t\treturn;\n\t\t}\n\n\t\tfn.apply(this, arguments as unknown as any[]);\n\n\t\tthrottled = true;\n\n\t\tsetTimeout(function () {\n\t\t\tthrottled = false;\n\n\t\t\tif (savedArgs) {\n\t\t\t\twrapper.apply(savedThis, savedArgs);\n\t\t\t\tsavedArgs = savedThis = null;\n\t\t\t}\n\t\t}, ms);\n\t}\n\n\treturn wrapper as unknown as (...args: Parameters<Fn>) => void;\n};\n\nconst vibrate = (pattern: VibratePattern) => {\n\ttry {\n\t\tif ('vibrate' in navigator) {\n\t\t\tnavigator.vibrate(pattern);\n\t\t}\n\t} catch {}\n};\n\nconst findLastIndex = <T>(array: T[], fn: (item: T) => boolean) => {\n\tfor (let i = array.length - 1; i > 0; i--) {\n\t\tif (fn(array[i])) {\n\t\t\treturn i;\n\t\t}\n\t}\n\n\treturn -1;\n};\n\nconst preloadImagesBlocking = (images: Set<string>) => {\n\treturn Promise.allSettled(Array.from(images).map(src => {\n\t\tconst img = document.createElement('img');\n\n\t\timg.src = src;\n\n\t\treturn new Promise<unknown>((resolve, reject) => {\n\t\t\t/**\n\t\t\t * Image is already loaded\n\t\t\t */\n\t\t\tif (img.complete && img.naturalHeight !== 0) {\n\t\t\t\tresolve(void 0);\n\t\t\t}\n\n\t\t\timg.addEventListener('load', resolve);\n\t\t\timg.addEventListener('abort', reject);\n\t\t\timg.addEventListener('error', reject);\n\t\t});\n\t}));\n}\n\nconst createDeferredPromise = <T extends unknown = void>() => {\n\tlet resolve!: (value: T | PromiseLike<T>) => void, reject!: (reason?: any) => void;\n\n\tconst promise = new Promise<T>((res, rej) => {\n\t\tresolve = res; reject = rej;\n\t});\n\n\treturn { resolve, reject, promise }\n}\n\nexport {\n\tmatchAction,\n\tisNumber,\n\tisNull,\n\tisString,\n\tisPromise,\n\tisEmpty,\n\tisCSSImage,\n\tstr,\n\tisUserRequiredAction,\n\tgetTypewriterSpeed,\n\tgetLanguage,\n\tthrottle,\n\tisFunction,\n\tvibrate,\n\tfindLastIndex,\n\tpreloadImagesBlocking,\n\tcreateDeferredPromise\n};\n","const PRELOADED_ASSETS = new Set<string>();\n\nexport { PRELOADED_ASSETS }\n","type Stored<T> = {\n\tsubscribe: (cb: (value: T) => void) => () => void;\n\tupdate: (fn: (prev: T) => T) => void;\n\tget: () => T;\n};\n\nconst store = <T>(current: T, subscribers = new Set<(value: T) => void>()): Stored<T> => {\n\tconst subscribe = (cb: (value: T) => void) => {\n\t\tsubscribers.add(cb), cb(current);\n\n\t\treturn () => {\n\t\t\tsubscribers.delete(cb);\n\t\t};\n\t};\n\n\tconst push = (value: T) => {\n\t\tsubscribers.forEach((cb) => cb(value));\n\t};\n\n\tconst update = (fn: (prev: T) => T) => {\n\t\tpush((current = fn(current)));\n\t};\n\n\tconst get = () => {\n\t\treturn current;\n\t};\n\n\treturn { subscribe, update, get } as const;\n};\n\nexport { store };\nexport type { Stored };\n","import type { Character } from './character';\nimport type {\n\tActionProxyProvider,\n\tGetActionParameters,\n\tStory,\n\tValidAction,\n\tUnwrappable,\n\tCustomHandler,\n} from './action';\nimport type { Storage } from './storage';\nimport type { Save, State, Data, StorageData, DeepPartial, NovelyScreen, Migration, ActionFN } from './types';\nimport type { Renderer, RendererInit } from './renderer';\nimport type { SetupT9N } from '@novely/t9n';\nimport {\n\tmatchAction,\n\tisNumber,\n\tisNull,\n\tisString,\n\tisPromise,\n\tisEmpty,\n\tisCSSImage,\n\tstr,\n\tisUserRequiredAction,\n\tgetTypewriterSpeed,\n\tgetLanguage as defaultGetLanguage,\n\tthrottle,\n\tisFunction,\n\tvibrate,\n\tfindLastIndex,\n\tpreloadImagesBlocking,\n\tcreateDeferredPromise\n} from './utils';\nimport { PRELOADED_ASSETS } from './global';\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<\n\tLanguages extends string,\n\tCharacters extends Record<string, Character<Languages>>,\n\tInter extends ReturnType<SetupT9N<Languages>>,\n\tStateScheme extends State,\n\tDataScheme extends Data,\n> {\n\t/**\n\t * An array of languages supported by the game.\n\t */\n\tlanguages: Languages[];\n\t/**\n\t * An object containing the characters in the game.\n\t */\n\tcharacters: Characters;\n\t/**\n\t * An object that provides access to the game's storage system.\n\t */\n\tstorage: Storage;\n\t/**\n\t * Delay loading data until Promise is resolved\n\t */\n\tstorageDelay?: Promise<void>;\n\t/**\n\t * A function that returns a Renderer object used to display the game's content\n\t */\n\trenderer: (characters: RendererInit) => Renderer;\n\t/**\n\t * An optional property that specifies the initial screen to display when the game starts\n\t */\n\tinitialScreen?: NovelyScreen;\n\t/**\n\t * An object containing the translation functions used in the game\n\t */\n\tt9n: Inter;\n\t/**\n\t * Initial state value\n\t */\n\tstate?: StateScheme;\n\t/**\n\t * Initial data value\n\t */\n\tdata?: DataScheme;\n\t/**\n\t * Enable autosaves or disable\n\t * @default true\n\t */\n\tautosaves?: boolean;\n\t/**\n\t * Migration from old saves to newer\n\t */\n\tmigrations?: Migration[];\n\t/**\n\t * For saves Novely uses `throttle` function. This might be needed if you want to control frequency of saves to the storage\n\t * @default 799\n\t */\n\tthrottleTimeout?: number;\n\t/**\n\t * Custom language detector\n\t * @param languages Supported languages aka `languages: []` in the config\n\t * @example ```ts\n\t * novely({\n\t * \t\tgetLanguage(languages, original) {\n\t * \t\t\t\tif (!sdk) return original(languages);\n\t * \t\t\t\treturn sdk.environment.i18n.lang // i.e. custom language from some sdk\n\t * \t\t}\n\t * })\n\t * ```\n\t */\n\tgetLanguage?: (languages: string[], original: typeof defaultGetLanguage) => string;\n\t/**\n\t * Ignores saved language, and uses `getLanguage` to get it on every engine start\n\t * @default false\n\t */\n\toverrideLanguage?: boolean;\n\t/**\n\t * Show a prompt before exiting a game\n\t * @default true\n\t */\n\taskBeforeExit?: boolean;\n\t/**\n\t * @default \"lazy\"\n\t */\n\tpreloadAssets?: \"lazy\" | \"blocking\"\n}\n\nconst novely = <\n\tLanguages extends string,\n\tCharacters extends Record<string, Character<Languages>>,\n\tInter extends ReturnType<SetupT9N<Languages>>,\n\tStateScheme extends State,\n\tDataScheme extends Data,\n>({\n\tcharacters,\n\tstorage,\n\tstorageDelay = Promise.resolve(),\n\trenderer: createRenderer,\n\tinitialScreen = 'mainmenu',\n\tt9n,\n\tlanguages,\n\tstate: defaultState,\n\tdata: defaultData,\n\tautosaves = true,\n\tmigrations = [],\n\tthrottleTimeout = 799,\n\tgetLanguage = defaultGetLanguage,\n\toverrideLanguage = false,\n\taskBeforeExit = true,\n\tpreloadAssets = \"lazy\"\n}: NovelyInit<Languages, Characters, Inter, StateScheme, DataScheme>) => {\n\tlet story: Story;\n\tlet times = new Set<number>();\n\n\tconst ASSETS_TO_PRELOAD = new Set<string>();\n\tconst assetsLoaded = createDeferredPromise();\n\n\t/**\n\t * Prevent `undefined`\n\t */\n\tdefaultData ||= {} as DataScheme;\n\tdefaultState ||= {} as StateScheme;\n\n\t/**\n\t * Saves timestamps created in this session\n\t */\n\tconst intime = (value: number) => {\n\t\treturn times.add(value), value;\n\t};\n\n\tconst withStory = async (s: Story) => {\n\t\t/**\n\t\t * Transforms `(ValidAction | ValidAction[])[]` to `ValidAction[]`\n\t\t */\n\t\tstory = Object.fromEntries(\n\t\t\tObject.entries(s).map(([name, items]) => {\n\t\t\t\tconst flat = (item: (ValidAction | ValidAction[])[]): ValidAction[] => {\n\t\t\t\t\treturn item.flatMap((data) => {\n\t\t\t\t\t\tconst type = data[0];\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * This is not just an action like `['name', ...arguments]`, but an array of actions\n\t\t\t\t\t\t */\n\t\t\t\t\t\tif (Array.isArray(type)) return flat(data as ValidAction[]);\n\n\t\t\t\t\t\treturn [data as ValidAction];\n\t\t\t\t\t});\n\t\t\t\t};\n\n\t\t\t\treturn [name, flat(items)];\n\t\t\t}),\n\t\t);\n\n\t\tif (preloadAssets === 'blocking' && ASSETS_TO_PRELOAD.size > 0) {\n\t\t\trenderer.ui.showScreen('loading');\n\n\t\t\tawait preloadImagesBlocking(ASSETS_TO_PRELOAD);\n\t\t}\n\n\t\tASSETS_TO_PRELOAD.clear();\n\t\tassetsLoaded.resolve();\n\n\t\t/**\n\t\t * When `initialScreen` is not a game, we can safely show it\n\t\t */\n\t\tif (initialScreen !== 'game') renderer.ui.showScreen(initialScreen);\n\t};\n\n\tconst action = new Proxy({} as ActionProxyProvider<Characters>, {\n\t\tget(_, prop) {\n\t\t\treturn (...props: Parameters<ActionFN>) => {\n\t\t\t\tif (preloadAssets === 'blocking') {\n\t\t\t\t\t/**\n\t\t\t\t\t * Load backgrounds\n\t\t\t\t\t */\n\t\t\t\t\tif (prop === 'showBackground' && typeof props[0] === 'string' && isCSSImage(props[0])) {\n\t\t\t\t\t\tASSETS_TO_PRELOAD.add(props[0]);\n\t\t\t\t\t}\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Load characters\n\t\t\t\t\t */\n\t\t\t\t\tif (prop === 'showCharacter' && typeof props[0] === 'string' && typeof props[1] === 'string') {\n\t\t\t\t\t\tconst images = characters[props[0]].emotions[props[1]];\n\n\t\t\t\t\t\tif (typeof images === 'string') {\n\t\t\t\t\t\t\tASSETS_TO_PRELOAD.add(images);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tfor (const asset of [images.head, images.body.left, images.body.right]) {\n\t\t\t\t\t\t\t\tASSETS_TO_PRELOAD.add(asset);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn [prop, ...props];\n\t\t\t};\n\t\t},\n\t});\n\n\tfunction state(value: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): void;\n\tfunction state(): StateScheme;\n\tfunction state(value?: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): StateScheme | void {\n\t\tif (!value) return stack.value[1] as StateScheme | void;\n\n\t\tconst prev = stack.value[1];\n\t\tconst val = isFunction(value) ? value(prev as StateScheme) : deepmerge([prev, value]);\n\n\t\tstack.value[1] = val as StateScheme;\n\t}\n\n\tconst getDefaultSave = (state = {}) => {\n\t\treturn [\n\t\t\t[\n\t\t\t\t[null, 'start'],\n\t\t\t\t[null, 0],\n\t\t\t],\n\t\t\tstate,\n\t\t\t[intime(Date.now()), 'auto'],\n\t\t] as Save;\n\t};\n\n\tconst createStack = (current: Save, stack = [current]) => {\n\t\treturn {\n\t\t\tget value() {\n\t\t\t\treturn stack.at(-1)!;\n\t\t\t},\n\t\t\tset value(value: Save) {\n\t\t\t\tstack[stack.length - 1] = value;\n\t\t\t},\n\t\t\tback() {\n\t\t\t\tif (stack.length > 1) stack.pop(), (goingBack = true);\n\t\t\t},\n\t\t\tpush(value: Save) {\n\t\t\t\tstack.push(value);\n\t\t\t},\n\t\t\tclear() {\n\t\t\t\tstack = [getDefaultSave(klona(defaultState))];\n\t\t\t},\n\t\t};\n\t};\n\n\tconst getLanguageWithoutParameters = () => {\n\t\treturn getLanguage(languages, defaultGetLanguage);\n\t}\n\n\t/**\n\t * 1) Novely rendered using the `initialData`, but you can't start new game or `load` an empty one - this is scary, imagine losing your progress\n\t * 2) Actual stored data is loaded, language and etc is changed\n\t */\n\tconst initialData: StorageData = {\n\t\tsaves: [],\n\t\tdata: klona(defaultData) as Data,\n\t\tmeta: [getLanguageWithoutParameters(), getTypewriterSpeed()],\n\t};\n\n\tconst $ = store(initialData);\n\n\tlet initialDataLoaded = false;\n\n\tconst onStorageDataChange = (value: StorageData) => {\n\t\tif (initialDataLoaded) storage.set(value);\n\t};\n\n\tconst throttledOnStorageDataChange = throttle(onStorageDataChange, throttleTimeout);\n\n\t$.subscribe(throttledOnStorageDataChange);\n\n\tconst getStoredData = () => {\n\t\tstorage.get().then((stored) => {\n\t\t\t/**\n\t\t\t * Migration is done only once (when game loads it's data), and then it saves the updated format\n\t\t\t */\n\t\t\tfor (const migration of migrations) {\n\t\t\t\t// @ts-expect-error Types does not match between versions\n\t\t\t\tstored = migration(stored);\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Default `localStorageStorage` returns empty array and engine set this up itself\n\t\t\t */\n\t\t\tstored.meta[1] ||= getTypewriterSpeed();\n\n\t\t\t/**\n\t\t\t * When we need to override it we do that, when not – only when language was not defined already\n\t\t\t */\n\t\t\tif (overrideLanguage) {\n\t\t\t\tstored.meta[0] = getLanguageWithoutParameters();\n\t\t\t} else {\n\t\t\t\tstored.meta[0] ||= getLanguageWithoutParameters();\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * When data is empty replace it with `defaultData`\n\t\t\t * It also might be empty (default to empty)\n\t\t\t */\n\t\t\tif (isEmpty(stored.data)) {\n\t\t\t\tstored.data = defaultData as Data;\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Now the next store updates will entail saving via storage.set\n\t\t\t */\n\t\t\tinitialDataLoaded = true;\n\n\t\t\t$.update(() => stored);\n\n\t\t\t/**\n\t\t\t * When initialScreen is game, then we will load it, but after the data is loaded and when assets are loaded if that is needed\n\t\t\t */\n\t\t\tif (initialScreen === 'game') assetsLoaded.promise.then(() => {\n\t\t\t\trestore();\n\t\t\t});\n\t\t});\n\t};\n\n\t/**\n\t * By default this is resolved immediately, but also can be delayed.\n\t * I.e. storage has not loaded yet\n\t */\n\tstorageDelay.then(getStoredData);\n\n\tconst initial = getDefaultSave(klona(defaultState));\n\tconst stack = createStack(initial);\n\n\tconst save = (override = false, type: Save[2][1] = override ? 'auto' : 'manual') => {\n\t\tif (!initialDataLoaded) return;\n\n\t\t/**\n\t\t * When autosaves diabled just return\n\t\t */\n\t\tif (!autosaves && type === 'auto') return;\n\n\t\tconst current = klona(stack.value);\n\n\t\t$.update((prev) => {\n\t\t\t/**\n\t\t\t * Find latest save that were created in current session, and check if it is latest in an array\n\t\t\t *\n\t\t\t * We check if save was created in current session and it is latest in array\n\t\t\t * When it is not then replacing it will break logical chain\n\t\t\t *\n\t\t\t * [auto save 1]\n\t\t\t * [manual save 1]\n\t\t\t * [auto save 2] <- should not replace first auto save\n\t\t\t */\n\t\t\tconst isLatest = findLastIndex(prev.saves, (value) => times.has(value[2][0])) === prev.saves.length - 1;\n\n\t\t\t/**\n\t\t\t * Update type and time information\n\t\t\t */\n\t\t\tcurrent[2][0] = intime(Date.now());\n\t\t\tcurrent[2][1] = type;\n\n\t\t\tif (!override || !isLatest) {\n\t\t\t\tprev.saves.push(current);\n\n\t\t\t\treturn prev;\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Get latest\n\t\t\t */\n\t\t\tconst latest = prev.saves.at(-1);\n\n\t\t\t/**\n\t\t\t * When that save is the same type, replace it\n\t\t\t */\n\t\t\tif (latest && latest[2][1] === type) {\n\t\t\t\tprev.saves[prev.saves.length - 1] = current;\n\t\t\t} else {\n\t\t\t\tprev.saves.push(current);\n\t\t\t}\n\n\t\t\treturn prev;\n\t\t});\n\t};\n\n\tconst newGame = () => {\n\t\tif (!initialDataLoaded) return;\n\n\t\tconst save = getDefaultSave(klona(defaultState));\n\n\t\t/**\n\t\t * Initial save is automatic, and should be ignored when autosaves is turned off\n\t\t */\n\t\tif (autosaves) {\n\t\t\t$.update((prev) => {\n\t\t\t\treturn prev.saves.push(save), prev;\n\t\t\t});\n\t\t}\n\n\t\trestore(save);\n\t};\n\n\t/**\n\t * Set's the save\n\t */\n\tconst set = (save: Save) => {\n\t\tstack.value = save;\n\n\t\treturn restore(save);\n\t};\n\n\tlet restoring = false;\n\tlet goingBack = false;\n\tlet interacted = 0;\n\n\t/**\n\t * Restore\n\t */\n\tconst restore = async (save?: Save) => {\n\t\tif (!initialDataLoaded) return;\n\n\t\tlet latest = save ? save : $.get().saves.at(-1);\n\n\t\t/**\n\t\t * When there is no game, then make a new game\n\t\t */\n\t\tif (!latest) {\n\t\t\t$.update(() => ({\n\t\t\t\tsaves: [initial],\n\t\t\t\tdata: klona(defaultData) as Data,\n\t\t\t\tmeta: [getLanguageWithoutParameters(), getTypewriterSpeed()],\n\t\t\t}));\n\n\t\t\tlatest = klona(initial);\n\t\t}\n\n\t\t(restoring = true), (stack.value = latest);\n\n\t\t/**\n\t\t * Текущий элемент в истории\n\t\t */\n\t\tlet current: any = story;\n\t\t/**\n\t\t * Текущий элемент `[null, int]`\n\t\t */\n\t\tlet index = 0;\n\n\t\t/**\n\t\t * Число элементов `[null, int]`\n\t\t */\n\t\tconst max = stack.value[0].reduce((acc, [type, val]) => {\n\t\t\tif (isNull(type) && isNumber(val)) return acc + 1;\n\n\t\t\treturn acc;\n\t\t}, 0);\n\n\t\tconst queue = [] as [any, any][];\n\t\tconst keep = new Set();\n\t\tconst characters = new Set();\n\n\t\tfor (const [type, val] of stack.value[0]) {\n\t\t\tif (type === null) {\n\t\t\t\tif (isString(val)) {\n\t\t\t\t\tcurrent = current[val];\n\t\t\t\t} else if (isNumber(val)) {\n\t\t\t\t\tindex++;\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Запустим все экшены которые идут в `[null, int]` от `0` до `int`\n\t\t\t\t\t * Почему-то потребовалось изменить `<` на `<=`, чтобы последний action попадал сюда\n\t\t\t\t\t */\n\t\t\t\t\tfor (let i = 0; i <= val; i++) {\n\t\t\t\t\t\tconst [action, ...meta] = current[i];\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Add item to queue and action to keep\n\t\t\t\t\t\t */\n\t\t\t\t\t\tconst push = () => {\n\t\t\t\t\t\t\tkeep.add(action);\n\t\t\t\t\t\t\tqueue.push([action, meta]);\n\t\t\t\t\t\t};\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Do not remove characters that will be here anyways\n\t\t\t\t\t\t */\n\t\t\t\t\t\tif (action === 'showCharacter') characters.add(meta[0]);\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Экшены, для закрытия которых пользователь должен с ними взаимодействовать\n\t\t\t\t\t\t * Также в эту группу входят экшены, которые не должны быть вызваны при восстановлении\n\t\t\t\t\t\t */\n\t\t\t\t\t\tif (SKIPPED_DURING_RESTORE.has(action) || isUserRequiredAction(action, meta)) {\n\t\t\t\t\t\t\tif (index === max && i === val) {\n\t\t\t\t\t\t\t\tpush();\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tpush();\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrent = current[val];\n\t\t\t\t}\n\t\t\t} else if (type === 'choice') {\n\t\t\t\tcurrent = current[(val as number) + 1][1];\n\t\t\t} else if (type === 'condition') {\n\t\t\t\tcurrent = current[2][val];\n\t\t\t}\n\t\t}\n\n\t\tqueue.forEach((value, index) => {\n\t\t\t/**\n\t\t\t * Mutate the queue item\n\t\t\t */\n\t\t\tvalue.push(index);\n\t\t});\n\n\t\t/**\n\t\t * This is basically made for TypeScript.\n\t\t */\n\t\tconst indexedQueue = queue as unknown as [Exclude<ValidAction[0], ValidAction>, ValidAction[1], number][];\n\n\t\t/**\n\t\t * Run these exactly before the main loop.\n\t\t */\n\t\trenderer.ui.showScreen('game');\n\t\t/**\n\t\t * Provide the `keep` in there\n\t\t */\n\t\tmatch('clear', [keep, characters]);\n\n\t\t/**\n\t\t * Get the next actions array.\n\t\t */\n\t\tconst next = (i: number) => indexedQueue.slice(i + 1);\n\n\t\tfor await (const [action, meta, i] of indexedQueue) {\n\t\t\tif (action === 'function' || action === 'custom') {\n\t\t\t\t/**\n\t\t\t\t * When `callOnlyLatest` is `true`\n\t\t\t\t */\n\t\t\t\tif (action === 'custom' && (meta as GetActionParameters<'Custom'>)[0].callOnlyLatest) {\n\t\t\t\t\t/**\n\t\t\t\t\t * We'll calculate it is `latest` or not\n\t\t\t\t\t */\n\t\t\t\t\tconst notLatest = next(i).some(([_action, _meta]) => {\n\t\t\t\t\t\tif (!_meta || !meta) return false;\n\n\t\t\t\t\t\tconst c0 = _meta[0] as unknown as GetActionParameters<'Custom'>[0];\n\t\t\t\t\t\tconst c1 = meta[0] as unknown as GetActionParameters<'Custom'>[0];\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Also check for `undefined`\n\t\t\t\t\t\t */\n\t\t\t\t\t\tconst isIdenticalID = c0.id && c1.id && c0.id === c1.id;\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Equal by id or equal by `toString()`\n\t\t\t\t\t\t */\n\t\t\t\t\t\treturn isIdenticalID || str(c0) === str(c1);\n\t\t\t\t\t});\n\n\t\t\t\t\tif (notLatest) continue;\n\t\t\t\t}\n\n\t\t\t\t/**\n\t\t\t\t * Action can return Promise.\n\t\t\t\t */\n\t\t\t\tconst result = match(action, meta);\n\n\t\t\t\t/**\n\t\t\t\t * Should wait until it resolved\n\t\t\t\t */\n\t\t\t\tif (isPromise(result)) {\n\t\t\t\t\t/**\n\t\t\t\t\t * Await it!\n\t\t\t\t\t */\n\t\t\t\t\tawait result;\n\t\t\t\t}\n\t\t\t} else if (action === 'showCharacter') {\n\t\t\t\tconst skip = next(i).some(([_action, _meta]) => {\n\t\t\t\t\t/**\n\t\t\t\t\t * Проверка на возможный `undefined`\n\t\t\t\t\t */\n\t\t\t\t\tif (!_meta || !meta) return false;\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Будет ли персонаж скрыт в будущем\n\t\t\t\t\t * Нет смысла при загрузке сохранения загружать и отрисовывать персонажа, который будет скрыт\n\t\t\t\t\t */\n\t\t\t\t\tconst hidden = _action === 'hideCharacter' && _meta[0] === meta[0];\n\t\t\t\t\t/**\n\t\t\t\t\t * Не нужно запускать рендер персонажа, если после этого будет ещё один рендер этого персонажа\n\t\t\t\t\t * Таким образом избегаем ситуации, когда при загрузке вследствие гонки при загрузки изображений отрисовывается не последняя эмоция\n\t\t\t\t\t */\n\t\t\t\t\tconst notLatest = _action === action && _meta[0] === meta[0];\n\n\t\t\t\t\treturn hidden || notLatest;\n\t\t\t\t});\n\n\t\t\t\tif (skip) continue;\n\n\t\t\t\tmatch(action, meta);\n\t\t\t} else if (action === 'showBackground' || action === 'animateCharacter') {\n\t\t\t\t/**\n\t\t\t\t * Такая же оптимизация применяется к фонам и анимированию персонажей.\n\t\t\t\t * Если фон изменится, то нет смысла устанавливать текущий\n\t\t\t\t */\n\t\t\t\tconst notLatest = next(i).some(([_action]) => action === _action);\n\n\t\t\t\tif (notLatest) continue;\n\n\t\t\t\tmatch(action, meta);\n\t\t\t} else {\n\t\t\t\tmatch(action, meta);\n\t\t\t}\n\t\t}\n\n\t\t(restoring = goingBack = false), render();\n\t};\n\n\tconst refer = () => {\n\t\tlet current: any = story;\n\n\t\tfor (const [type, val] of stack.value[0]) {\n\t\t\tif (type === null) {\n\t\t\t\tcurrent = current[val];\n\t\t\t} else if (type === 'choice') {\n\t\t\t\tcurrent = current[(val as number) + 1][1];\n\t\t\t} else if (type === 'condition') {\n\t\t\t\tcurrent = current[2][val];\n\t\t\t}\n\t\t}\n\n\t\treturn current;\n\t};\n\n\t/**\n\t * @param force Force exit\n\t */\n\tconst exit = (force = false) => {\n\t\tif (interacted > 1 && !force && askBeforeExit) {\n\t\t\trenderer.ui.showExitPrompt();\n\t\t\treturn;\n\t\t}\n\n\t\tconst current = stack.value;\n\n\t\tstack.clear();\n\t\trenderer.ui.showScreen('mainmenu');\n\n\t\t/**\n\t\t * First two save elements and it's type\n\t\t */\n\t\tconst [time, type] = current[2];\n\n\t\tif (type === 'auto') {\n\t\t\t/**\n\t\t\t * Save belongs to the current session\n\t\t\t * And player did not interacted or did it once, so this is probably not-needed save\n\t\t\t */\n\t\t\tif (interacted <= 1 && times.has(time)) {\n\t\t\t\t$.update((prev) => {\n\t\t\t\t\tprev.saves = prev.saves.filter((save) => save !== current);\n\n\t\t\t\t\treturn prev;\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\n\t\t/**\n\t\t * Reset interactive value\n\t\t */\n\t\tinteractivity(false);\n\t\t/**\n\t\t * Reset session times\n\t\t */\n\t\ttimes.clear();\n\t};\n\n\tconst back = () => {\n\t\treturn stack.back(), restore(stack.value);\n\t};\n\n\tconst renderer = createRenderer({\n\t\tcharacters,\n\t\tset,\n\t\trestore,\n\t\tsave,\n\t\tnewGame,\n\t\texit,\n\t\tback,\n\t\tstack,\n\t\tlanguages,\n\t\tt: t9n.i,\n\t\t$,\n\t});\n\n\tconst match = matchAction({\n\t\twait([time]) {\n\t\t\tif (!restoring) setTimeout(push, isFunction(time) ? time() : time);\n\t\t},\n\t\tshowBackground([background]) {\n\t\t\trenderer.background(background);\n\t\t\tpush();\n\t\t},\n\t\tplayMusic([source]) {\n\t\t\trenderer.music(source, 'music').play();\n\t\t\tpush();\n\t\t},\n\t\tstopMusic([source]) {\n\t\t\trenderer.music(source, 'music').stop();\n\t\t\tpush();\n\t\t},\n\t\tshowCharacter([character, emotion, className, style]) {\n\t\t\tconst handle = renderer.character(character);\n\n\t\t\thandle.append(className, style, restoring);\n\t\t\thandle.withEmotion(emotion)();\n\n\t\t\tpush();\n\t\t},\n\t\thideCharacter([character, className, style, duration]) {\n\t\t\trenderer.character(character).remove(className, style, duration)(push, restoring);\n\t\t},\n\t\tdialog([character, content, emotion]) {\n\t\t\t/**\n\t\t\t * Person name\n\t\t\t */\n\t\t\tconst name = (() => {\n\t\t\t\tconst c = character,\n\t\t\t\t\tcs = characters;\n\t\t\t\tconst lang = $.get().meta[0];\n\n\t\t\t\treturn c\n\t\t\t\t\t? c in cs\n\t\t\t\t\t\t? typeof cs[c].name === 'string'\n\t\t\t\t\t\t\t? (cs[c].name as string)\n\t\t\t\t\t\t\t: (cs[c].name as Record<string, string>)[lang]\n\t\t\t\t\t\t: c\n\t\t\t\t\t: '';\n\t\t\t})();\n\n\t\t\trenderer.dialog(unwrap(content), unwrap(name), character, emotion)(forward);\n\t\t},\n\t\tfunction([fn]) {\n\t\t\tconst result = fn(restoring, goingBack);\n\n\t\t\tif (!restoring) result ? result.then(push) : push();\n\n\t\t\treturn result;\n\t\t},\n\t\tchoice([question, ...choices]) {\n\t\t\tconst isWithoutQuestion = Array.isArray(question);\n\n\t\t\tif (isWithoutQuestion) {\n\t\t\t\t/**\n\t\t\t\t * Первый элемент может быть как строкой, так и элементов выбора\n\t\t\t\t */\n\t\t\t\tchoices.unshift(question as unknown as [Unwrappable, ValidAction[], () => boolean]);\n\t\t\t\t/**\n\t\t\t\t * Значит, текст не требуется\n\t\t\t\t */\n\t\t\t\tquestion = '';\n\t\t\t}\n\n\t\t\tconst unwrapped = choices.map(([content, action, visible]) => {\n\t\t\t\treturn [unwrap(content), action, visible] as [string, ValidAction[], () => boolean];\n\t\t\t});\n\n\t\t\trenderer.choices(\n\t\t\t\tunwrap(question),\n\t\t\t\tunwrapped,\n\t\t\t)((selected) => {\n\t\t\t\tenmemory();\n\n\t\t\t\t/**\n\t\t\t\t * If there is a question, then `index` should be shifted by `1`\n\t\t\t\t */\n\t\t\t\tconst offset = isWithoutQuestion ? 0 : 1;\n\n\t\t\t\tstack.value[0].push(['choice', selected + offset], [null, 0]);\n\t\t\t\trender();\n\t\t\t\tinteractivity(true);\n\t\t\t});\n\t\t},\n\t\tjump([scene]) {\n\t\t\t/**\n\t\t\t * `-1` index is used here because `clear` will run `next` that will increase index to `0`\n\t\t\t */\n\t\t\tstack.value[0] = [\n\t\t\t\t[null, scene],\n\t\t\t\t[null, -1],\n\t\t\t];\n\n\t\t\tmatch('clear', []);\n\t\t},\n\t\tclear([keep, characters]) {\n\t\t\t/**\n\t\t\t * Remove vibration\n\t\t\t */\n\t\t\tvibrate(0);\n\t\t\t/**\n\t\t\t * Call the actual `clear`\n\t\t\t */\n\t\t\trenderer.clear(goingBack, keep || EMPTY_SET, characters || EMPTY_SET)(push);\n\t\t},\n\t\tcondition([condition]) {\n\t\t\tconst value = condition();\n\n\t\t\tif (!restoring) stack.value[0].push(['condition', String(value)], [null, 0]), render();\n\t\t},\n\t\tend() {\n\t\t\t/**\n\t\t\t * Clear the Scene\n\t\t\t */\n\t\t\tmatch('clear', []);\n\t\t\t/**\n\t\t\t * Go to the main menu\n\t\t\t */\n\t\t\trenderer.ui.showScreen('mainmenu');\n\t\t\t/**\n\t\t\t * Reset interactive value\n\t\t\t */\n\t\t\tinteractivity(false);\n\t\t\t/**\n\t\t\t * Reset session times\n\t\t\t */\n\t\t\ttimes.clear();\n\t\t},\n\t\tinput([question, onInput, setup]) {\n\t\t\trenderer.input(unwrap(question), onInput, setup)(forward);\n\t\t},\n\t\tcustom([handler]) {\n\t\t\tconst result = renderer.custom(handler, goingBack, () => {\n\t\t\t\tif (!restoring && handler.requireUserAction) enmemory(), interactivity(true);\n\t\t\t\tif (!restoring) push();\n\t\t\t});\n\n\t\t\treturn result;\n\t\t},\n\t\tvibrate(pattern) {\n\t\t\tvibrate(pattern);\n\t\t\tpush();\n\t\t},\n\t\tnext() {\n\t\t\tpush();\n\t\t},\n\t\tanimateCharacter([character, timeout, ...classes]) {\n\t\t\tconst handler: CustomHandler = (get) => {\n\t\t\t\tconst { clear } = get('@@internal-animate-character', false);\n\t\t\t\tconst char = renderer.store.characters[character];\n\n\t\t\t\t/**\n\t\t\t\t * Character is not defined, maybe, `animateCharacter` was called before `showCharacter`\n\t\t\t\t */\n\t\t\t\tif (!char) return;\n\n\t\t\t\tconst target = char.canvas;\n\n\t\t\t\t/**\n\t\t\t\t * Character is not found\n\t\t\t\t */\n\t\t\t\tif (!target) return;\n\n\t\t\t\tconst classNames = classes.filter((className) => !target.classList.contains(className));\n\n\t\t\t\ttarget.classList.add(...classNames);\n\n\t\t\t\tconst timeoutId = setTimeout(() => {\n\t\t\t\t\ttarget.classList.remove(...classNames);\n\t\t\t\t}, timeout);\n\n\t\t\t\tclear(() => {\n\t\t\t\t\ttarget.classList.remove(...classNames);\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Clear timeout, because when you will game re-runs some callback might remove classes from character\n\t\t\t\t\t */\n\t\t\t\t\tclearTimeout(timeoutId);\n\t\t\t\t});\n\t\t\t};\n\n\t\t\t/**\n\t\t\t * `callOnlyLatest` property will not have any effect, because `custom` is called directly\n\t\t\t */\n\t\t\tmatch('custom', [handler]);\n\t\t},\n\t\ttext(text) {\n\t\t\trenderer.text(text.map((content) => unwrap(content)).join(' '), forward);\n\t\t},\n\t\texit() {\n\t\t\tconst path = stack.value[0];\n\n\t\t\tlet exited = false;\n\n\t\t\tfor (let i = path.length - 1; i > 0; i--) {\n\t\t\t\tif (path[i][0] !== 'choice' && path[i][0] !== 'condition') continue;\n\n\t\t\t\texited = true;\n\t\t\t\tstack.value[0] = path.slice(0, i);\n\t\t\t\tnext();\n\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Run render only when exit was performed. This prevents infinite loop of `render` -> `undefined` -> `exit` -> `render`.\n\t\t\t */\n\t\t\tif (exited) render();\n\t\t},\n\t\tpreload([source]) {\n\t\t\tif (!PRELOADED_ASSETS.has(source) && !goingBack && !restoring) {\n\t\t\t\t/**\n\t\t\t\t * Make image load\n\t\t\t\t */\n\t\t\t\tPRELOADED_ASSETS.add(document.createElement('img').src = source);\n\t\t\t}\n\n\t\t\tpush();\n\t\t}\n\t});\n\n\tconst enmemory = () => {\n\t\tif (restoring) return;\n\n\t\tconst current = klona(stack.value);\n\n\t\tcurrent[2][1] = 'auto';\n\n\t\tstack.push(current);\n\n\t\tsave(true, 'auto');\n\t};\n\n\tconst next = () => {\n\t\tconst path = stack.value[0];\n\t\t/**\n\t\t * Последний элемент пути\n\t\t */\n\t\tconst last = path[path.length - 1]!;\n\n\t\t/**\n\t\t * Если он вида `[null, int]` - увеличивает `int`\n\t\t */\n\t\tif (isNull(last[0]) && isNumber(last[1])) {\n\t\t\tlast[1] = last[1] + 1;\n\t\t\treturn;\n\t\t}\n\n\t\t/**\n\t\t * Иначе добавляет новое `[null, int]`\n\t\t */\n\t\tpath.push([null, 0]);\n\t};\n\n\tconst render = () => {\n\t\tconst referred = refer();\n\n\t\tif (Array.isArray(referred)) {\n\t\t\tconst [action, ...props] = referred;\n\n\t\t\tmatch(action, props);\n\t\t} else {\n\t\t\tmatch('exit', []);\n\t\t}\n\t};\n\n\tconst push = () => {\n\t\tif (!restoring) next(), render();\n\t};\n\n\tconst forward = () => {\n\t\tenmemory();\n\t\tpush();\n\t\tinteractivity(true);\n\t};\n\n\tconst interactivity = (value = false) => {\n\t\tinteracted = value ? (interacted + 1) : 0;\n\t};\n\n\t/**\n\t * Unwraps translatable content to string\n\t *\n\t * @example ```\n\t * unwrap(t('Hello'));\n\t * unwrap({ en: 'Hello', ru: 'Привет' });\n\t * unwrap({ en: () => data().ad_viewed ? 'Diamond Hat' : 'Diamond Hat (Watch Adv)' })\n\t * unwrap('Hello, {{name}}');\n\t * ```\n\t */\n\tconst unwrap = (content: Unwrappable, global = false) => {\n\t\tconst {\n\t\t\tdata,\n\t\t\tmeta: [lang],\n\t\t} = $.get();\n\n\t\tconst obj = global ? data : state();\n\t\tconst cnt = isFunction(content) ? content(lang, obj) : typeof content === 'string' ? content : content[lang];\n\n\t\tconst str = isFunction(cnt) ? cnt() : cnt;\n\n\t\treturn replaceT9N(str, obj);\n\t};\n\n\tfunction data(value: DeepPartial<DataScheme> | ((prev: DataScheme) => DataScheme)): void;\n\tfunction data(): DataScheme;\n\tfunction data(value?: DeepPartial<DataScheme> | ((prev: DataScheme) => DataScheme)): DataScheme | void {\n\t\tif (!value) return $.get().data as DataScheme | void;\n\n\t\tconst prev = $.get().data;\n\t\tconst val = isFunction(value) ? value(prev as DataScheme) : deepmerge([prev, value]);\n\n\t\t$.update((prev) => {\n\t\t\tprev.data = val;\n\n\t\t\treturn prev;\n\t\t});\n\t}\n\n\treturn {\n\t\t/**\n\t\t * Function to set story\n\t\t */\n\t\twithStory,\n\t\t/**\n\t\t * Function to get actions\n\t\t */\n\t\taction,\n\t\t/**\n\t\t * State that belongs to games\n\t\t */\n\t\tstate,\n\t\t/**\n\t\t * Unlike `state`, stored at global scope instead and shared between games\n\t\t */\n\t\tdata,\n\t\t/**\n\t\t * Unwraps translatable content to a string value\n\t\t */\n\t\tunwrap(content: Exclude<Unwrappable, Record<string, string>> | Record<Languages, string>) {\n\t\t\treturn unwrap(content, true);\n\t\t},\n\t\t/**\n\t\t * Function that is used for translation\n\t\t */\n\t\tt: t9n.t as Inter['t'],\n\t};\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(['dialog', 'choice', 'input', 'vibrate', 'text'] as const);\n\nconst EMPTY_SET = new Set<any>();\n\nexport { SKIPPED_DURING_RESTORE, EMPTY_SET };\n","const split = (input: string, delimeters: string[]) => {\n\tconst output: (string | undefined)[] = [];\n\n\tfor (const delimeter of delimeters) {\n\t\tif (!input) break;\n\n\t\tconst [start, end] = input.split(delimeter, 2);\n\n\t\toutput.push(start);\n\t\tinput = end;\n\t}\n\n\toutput.push(input);\n\n\treturn output;\n};\n\nexport { split };\n","import type { BaseTranslationStrings } from './translations';\nimport { split } from './lib';\n\ntype PluralType = Intl.LDMLPluralRule;\ntype FunctionalSetupT9N = <\n\tLanguageKey extends string,\n\tPluralKey extends string,\n\tStringKey extends string,\n\tActions extends string,\n>(parameters: {\n\t[Lang in LanguageKey]: {\n\t\tpluralization: {\n\t\t\t[Plural in PluralKey]: Partial<Record<PluralType, string>>;\n\t\t};\n\t\tinternal: { [Key in BaseTranslationStrings]: string };\n\t\tstrings: { [Str in StringKey]: string };\n\t\tactions?: { [Action in Actions]?: (value: string) => string };\n\t};\n}) => T9N<LanguageKey, StringKey>;\ntype SetupT9N<LanguageKey extends string> = <\n\tPluralKey extends string,\n\tStringKey extends string,\n\tActions extends string,\n>(parameters: {\n\t[Lang in LanguageKey]: {\n\t\tpluralization: {\n\t\t\t[Plural in PluralKey]: Partial<Record<PluralType, string>>;\n\t\t};\n\t\tinternal: { [Key in BaseTranslationStrings]: string };\n\t\tstrings: { [Str in StringKey]: string };\n\t\tactions?: { [Action in Actions]?: (value: string) => string };\n\t};\n}) => T9N<LanguageKey, StringKey>;\n\ntype T9N<LanguageKey extends string, StringKey extends string> = {\n\tt(\n\t\tkey: StringKey | Record<LanguageKey, AllowedContent>,\n\t): (lang: LanguageKey | (string & {}), obj: Record<string, unknown>) => string;\n\ti(key: StringKey, lang: LanguageKey | (string & {})): string;\n};\n\nconst RGX = /{{(.*?)}}/g;\n\ntype AllowedContent = string | (() => string | string[]) | string[] | (string | (() => string | string[]))[];\n\n/**\n * Unwraps any allowed content into string\n * @param c Content\n */\nconst unwrap = (c: AllowedContent): string => {\n\tif (Array.isArray(c)) {\n\t\treturn c.map((item) => unwrap(item)).join('<br>');\n\t}\n\n\tif (typeof c === 'function') {\n\t\treturn unwrap(c());\n\t}\n\n\treturn c;\n};\n\nconst replace = (\n\tstr: AllowedContent,\n\tobj: Record<string, unknown>,\n\tpluralization?: Record<string, Record<string, PluralType>>,\n\tactions?: Partial<Record<string, (str: string) => string>>,\n\tpr?: Intl.PluralRules,\n) => {\n\treturn unwrap(str).replace(RGX, (x: any, key: string, y: any) => {\n\t\tx = 0;\n\t\ty = obj;\n\n\t\tconst [pathstr, plural, action] = split(key.trim(), ['@', '%']);\n\n\t\tlet path = pathstr!.split('.');\n\n\t\twhile (y && x < path.length) y = y[path[x++]];\n\n\t\tif (plural && pluralization && y && pr) {\n\t\t\ty = pluralization[plural][pr.select(y)];\n\t\t}\n\n\t\tconst actionHandler = actions && action && actions[action];\n\n\t\tif (actionHandler) y = actionHandler(y);\n\n\t\treturn y != null ? y : '';\n\t});\n};\n\nconst createT9N: FunctionalSetupT9N = (parameters) => {\n\tlet locale: string | undefined;\n\tlet pr: Intl.PluralRules | undefined;\n\n\treturn {\n\t\tt(key) {\n\t\t\treturn (lang, obj) => {\n\t\t\t\t/**\n\t\t\t\t * At first run `locale` and `pr` are not defined.\n\t\t\t\t * When `locale` changes, `pr` should be updated`\n\t\t\t\t */\n\t\t\t\tif (!locale || !pr || lang != locale) {\n\t\t\t\t\tpr = new Intl.PluralRules((locale = lang));\n\t\t\t\t}\n\n\t\t\t\t// @ts-ignore\n\t\t\t\tconst str: string | string[] = typeof key === 'object' ? key[lang] : parameters[lang]['strings'][key];\n\n\t\t\t\tif (!str) return '';\n\n\t\t\t\t// @ts-ignore `(string & {})` cannot be used to index type `LanguageKey`.\n\t\t\t\treturn replace(str, obj, parameters[lang]['pluralization'], parameters[lang]['actions'], pr);\n\t\t\t};\n\t\t},\n\t\ti(key, lang) {\n\t\t\t// @ts-ignore `(string & {})` cannot be used to index type `LanguageKey`.\n\t\t\treturn parameters[lang]['internal'][key] as string;\n\t\t},\n\t};\n};\n\nexport { createT9N, replace };\nexport type { SetupT9N, T9N, AllowedContent, FunctionalSetupT9N };\n","const RU = {\n\tNewGame: 'Новая игра',\n\tHomeScreen: 'Главный экран',\n\tToTheGame: 'К игре',\n\tLanguage: 'Язык',\n\tNoSaves: 'Сохранений нет',\n\tLoadSave: 'Загрузить',\n\tSaves: 'Сохранения',\n\tSettings: 'Настройки',\n\tSumbit: 'Подтвердить',\n\tGoBack: 'Назад',\n\tDoSave: 'Сохранение',\n\tAuto: 'Авто',\n\tStop: 'Стоп',\n\tExit: 'Выход',\n\tAutomatic: 'Автоматическое',\n\tManual: 'Ручное',\n\tRemove: 'Удалить',\n\tLoadASaveFrom: 'Загрузить сохранение от',\n\tDeleteASaveFrom: 'Удалить сохранение от',\n\tTextSpeed: 'Скорость Текста',\n\tTextSpeedSlow: 'Медленная',\n\tTextSpeedMedium: 'Средняя',\n\tTextSpeedFast: 'Быстрая',\n\tTextSpeedAuto: 'Автоматическая',\n\tCompleteText: 'Завершить текст',\n\tGoForward: 'Перейти вперёд',\n\tExitDialogWarning: 'Вы уверены, что хотите выйти? Прогресс будет сохранён.',\n\tExitDialogExit: 'Выйти',\n\tExitDialogBack: 'Вернуться в игру',\n};\n\ntype BaseTranslationStrings = keyof typeof RU;\n\nconst EN: Record<BaseTranslationStrings, string> = {\n\tNewGame: 'New Game',\n\tHomeScreen: 'Home Screen',\n\tToTheGame: 'To the Game',\n\tLanguage: 'Language',\n\tNoSaves: 'No saves',\n\tLoadSave: 'Load',\n\tSaves: 'Saves',\n\tSettings: 'Settings',\n\tSumbit: 'Submit',\n\tGoBack: 'Go back',\n\tDoSave: 'Save',\n\tAuto: 'Auto',\n\tStop: 'Stop',\n\tExit: 'Exit',\n\tAutomatic: 'Automatic',\n\tManual: 'Manual',\n\tRemove: 'Remove',\n\tLoadASaveFrom: 'Load a save from',\n\tDeleteASaveFrom: 'Delete a save from',\n\tTextSpeed: 'Text Speed',\n\tTextSpeedSlow: 'Slow',\n\tTextSpeedMedium: 'Medium',\n\tTextSpeedFast: 'Fast',\n\tTextSpeedAuto: 'Auto',\n\tCompleteText: 'Complete text',\n\tGoForward: 'Go forward',\n\tExitDialogWarning: 'Are you sure you want to exit? Progress will be saved.',\n\tExitDialogExit: 'Exit',\n\tExitDialogBack: 'Return to game',\n};\n\n/**\n * Translated automatically\n */\nconst KK: Record<BaseTranslationStrings, string> = {\n\tNewGame: 'Жаңа ойын',\n\tHomeScreen: 'Негізгі экран',\n\tToTheGame: 'Ойынға',\n\tLanguage: 'Тіл',\n\tNoSaves: 'Сақтау жоқ',\n\tLoadSave: 'Жүктеу',\n\tSaves: 'Сақтау',\n\tSettings: 'Параметрлер',\n\tSumbit: 'Растау',\n\tGoBack: 'Артқа',\n\tDoSave: 'Сақтау',\n\tAuto: 'Авто',\n\tStop: 'Тоқта',\n\tExit: 'Шығу',\n\tAutomatic: 'Автоматты',\n\tManual: 'Қолмен',\n\tRemove: 'Жою',\n\tLoadASaveFrom: 'Сақтауды жүктеу',\n\tDeleteASaveFrom: 'Сақтауды жою',\n\tTextSpeed: 'Мәтін Жылдамдығы',\n\tTextSpeedSlow: 'Баяу',\n\tTextSpeedMedium: 'Орташа',\n\tTextSpeedFast: 'Жылдам',\n\tTextSpeedAuto: 'Автоматты',\n\tCompleteText: 'Мәтінді аяқтау',\n\tGoForward: 'Алға жылжу',\n\tExitDialogWarning: 'Сіз шыққыңыз келетініне сенімдісіз бе? 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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/global.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 {\n\tValidAction,\n\tStory,\n\tActionProxyProvider,\n\tDefaultActionProxyProvider,\n\tGetActionParameters,\n\tUnwrappable,\n\tCustomHandler,\n\tCustomHandlerGetResult,\n\tCustomHandlerGetResultDataFunction,\n\tFunctionableValue,\n} 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';\n","import type { ActionProxyProvider, CustomHandler } from './action';\nimport type { Character } from './character';\nimport type { TypewriterSpeed, Thenable } from './types';\n\ntype MatchActionMap = {\n\t[Key in keyof ActionProxyProvider<Record<string, Character>>]: (\n\t\tdata: Parameters<ActionProxyProvider<Record<string, Character>>[Key]>,\n\t) => void;\n};\n\ntype MatchActionMapComplete = Omit<MatchActionMap, 'custom'> & {\n\tcustom: (value: [handler: CustomHandler]) => Thenable<void>;\n};\n\nconst matchAction = <M extends MatchActionMapComplete>(values: M) => {\n\treturn (action: keyof MatchActionMap, props: any) => {\n\t\treturn values[action](props);\n\t};\n};\n\nconst isNumber = (val: unknown): val is number => {\n\treturn typeof val === 'number';\n};\n\nconst isNull = (val: unknown): val is null => {\n\treturn val === null;\n};\n\nconst isString = (val: unknown): val is string => {\n\treturn typeof val === 'string';\n};\n\nconst isFunction = (val: unknown): val is (...parameters: any[]) => any => {\n\treturn typeof val === 'function';\n};\n\nconst isPromise = (val: unknown): val is Promise<any> => {\n\treturn Boolean(val) && (typeof val === 'object' || isFunction(val)) && isFunction((val as any).then);\n};\n\nconst isEmpty = (val: unknown): val is {} => {\n\treturn typeof val === 'object' && !isNull(val) && Object.keys(val).length === 0;\n};\n\nconst isCSSImage = (str: string) => {\n\tconst startsWith = String.prototype.startsWith.bind(str);\n\n\treturn startsWith('http') || startsWith('/') || startsWith('.') || startsWith('data');\n};\n\nconst str = (value: unknown) => {\n\treturn String(value);\n};\n\nconst isUserRequiredAction = (\n\taction: keyof MatchActionMapComplete,\n\tmeta: Parameters<MatchActionMapComplete[keyof MatchActionMapComplete]>,\n) => {\n\treturn action === 'custom' && meta[0] && (meta[0] as unknown as CustomHandler).requireUserAction;\n};\n\nconst getTypewriterSpeed = (): TypewriterSpeed => {\n\treturn 'Medium';\n};\n\nconst getLanguage = (languages: string[], _: any) => {\n\tlet { language } = navigator;\n\n\tif (languages.includes(language)) {\n\t\treturn language;\n\t} else if (languages.includes((language = language.substring(0, 2)))) {\n\t\treturn language;\n\t} else if ((language = languages.find((value) => navigator.languages.includes(value))!)) {\n\t\treturn language;\n\t}\n\n\t/**\n\t * We'v checked the `en-GB` format, `en` format, and maybe any second languages, but there were no matches\n\t */\n\treturn languages[0];\n};\n\n/**\n * @copyright Techlead LLC\n * @see https://learn.javascript.ru/task/throttle\n */\nconst throttle = <Fn extends (...args: any[]) => any>(fn: Fn, ms: number) => {\n\tlet throttled = false,\n\t\tsavedArgs: any,\n\t\tsavedThis: any;\n\n\tfunction wrapper(this: any) {\n\t\tif (throttled) {\n\t\t\tsavedArgs = arguments;\n\t\t\tsavedThis = this;\n\t\t\treturn;\n\t\t}\n\n\t\tfn.apply(this, arguments as unknown as any[]);\n\n\t\tthrottled = true;\n\n\t\tsetTimeout(function () {\n\t\t\tthrottled = false;\n\n\t\t\tif (savedArgs) {\n\t\t\t\twrapper.apply(savedThis, savedArgs);\n\t\t\t\tsavedArgs = savedThis = null;\n\t\t\t}\n\t\t}, ms);\n\t}\n\n\treturn wrapper as unknown as (...args: Parameters<Fn>) => void;\n};\n\nconst vibrate = (pattern: VibratePattern) => {\n\ttry {\n\t\tif ('vibrate' in navigator) {\n\t\t\tnavigator.vibrate(pattern);\n\t\t}\n\t} catch {}\n};\n\nconst findLastIndex = <T>(array: T[], fn: (item: T) => boolean) => {\n\tfor (let i = array.length - 1; i > 0; i--) {\n\t\tif (fn(array[i])) {\n\t\t\treturn i;\n\t\t}\n\t}\n\n\treturn -1;\n};\n\nconst preloadImagesBlocking = (images: Set<string>) => {\n\treturn Promise.allSettled(Array.from(images).map(src => {\n\t\tconst img = document.createElement('img');\n\n\t\timg.src = src;\n\n\t\treturn new Promise<unknown>((resolve, reject) => {\n\t\t\t/**\n\t\t\t * Image is already loaded\n\t\t\t */\n\t\t\tif (img.complete && img.naturalHeight !== 0) {\n\t\t\t\tresolve(void 0);\n\t\t\t}\n\n\t\t\timg.addEventListener('load', resolve);\n\t\t\timg.addEventListener('abort', reject);\n\t\t\timg.addEventListener('error', reject);\n\t\t});\n\t}));\n}\n\nconst createDeferredPromise = <T extends unknown = void>() => {\n\tlet resolve!: (value: T | PromiseLike<T>) => void, reject!: (reason?: any) => void;\n\n\tconst promise = new Promise<T>((res, rej) => {\n\t\tresolve = res; reject = rej;\n\t});\n\n\treturn { resolve, reject, promise }\n}\n\nexport {\n\tmatchAction,\n\tisNumber,\n\tisNull,\n\tisString,\n\tisPromise,\n\tisEmpty,\n\tisCSSImage,\n\tstr,\n\tisUserRequiredAction,\n\tgetTypewriterSpeed,\n\tgetLanguage,\n\tthrottle,\n\tisFunction,\n\tvibrate,\n\tfindLastIndex,\n\tpreloadImagesBlocking,\n\tcreateDeferredPromise\n};\n","const PRELOADED_ASSETS = new Set<string>();\n\nexport { PRELOADED_ASSETS }\n","type Stored<T> = {\n\tsubscribe: (cb: (value: T) => void) => () => void;\n\tupdate: (fn: (prev: T) => T) => void;\n\tget: () => T;\n};\n\nconst store = <T>(current: T, subscribers = new Set<(value: T) => void>()): Stored<T> => {\n\tconst subscribe = (cb: (value: T) => void) => {\n\t\tsubscribers.add(cb), cb(current);\n\n\t\treturn () => {\n\t\t\tsubscribers.delete(cb);\n\t\t};\n\t};\n\n\tconst push = (value: T) => {\n\t\tsubscribers.forEach((cb) => cb(value));\n\t};\n\n\tconst update = (fn: (prev: T) => T) => {\n\t\tpush((current = fn(current)));\n\t};\n\n\tconst get = () => {\n\t\treturn current;\n\t};\n\n\treturn { subscribe, update, get } as const;\n};\n\nexport { store };\nexport type { Stored };\n","import type { Character } from './character';\nimport type {\n\tActionProxyProvider,\n\tGetActionParameters,\n\tStory,\n\tValidAction,\n\tUnwrappable,\n\tCustomHandler,\n} from './action';\nimport type { Storage } from './storage';\nimport type { Save, State, Data, StorageData, DeepPartial, NovelyScreen, Migration, ActionFN } from './types';\nimport type { Renderer, RendererInit } from './renderer';\nimport type { SetupT9N } from '@novely/t9n';\nimport {\n\tmatchAction,\n\tisNumber,\n\tisNull,\n\tisString,\n\tisPromise,\n\tisEmpty,\n\tisCSSImage,\n\tstr,\n\tisUserRequiredAction,\n\tgetTypewriterSpeed,\n\tgetLanguage as defaultGetLanguage,\n\tthrottle,\n\tisFunction,\n\tvibrate,\n\tfindLastIndex,\n\tpreloadImagesBlocking,\n\tcreateDeferredPromise\n} from './utils';\nimport { PRELOADED_ASSETS } from './global';\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<\n\tLanguages extends string,\n\tCharacters extends Record<string, Character<Languages>>,\n\tInter extends ReturnType<SetupT9N<Languages>>,\n\tStateScheme extends State,\n\tDataScheme extends Data,\n> {\n\t/**\n\t * An array of languages supported by the game.\n\t */\n\tlanguages: Languages[];\n\t/**\n\t * An object containing the characters in the game.\n\t */\n\tcharacters: Characters;\n\t/**\n\t * An object that provides access to the game's storage system.\n\t */\n\tstorage: Storage;\n\t/**\n\t * Delay loading data until Promise is resolved\n\t */\n\tstorageDelay?: Promise<void>;\n\t/**\n\t * A function that returns a Renderer object used to display the game's content\n\t */\n\trenderer: (characters: RendererInit) => Renderer;\n\t/**\n\t * An optional property that specifies the initial screen to display when the game starts\n\t */\n\tinitialScreen?: NovelyScreen;\n\t/**\n\t * An object containing the translation functions used in the game\n\t */\n\tt9n: Inter;\n\t/**\n\t * Initial state value\n\t */\n\tstate?: StateScheme;\n\t/**\n\t * Initial data value\n\t */\n\tdata?: DataScheme;\n\t/**\n\t * Enable autosaves or disable\n\t * @default true\n\t */\n\tautosaves?: boolean;\n\t/**\n\t * Migration from old saves to newer\n\t */\n\tmigrations?: Migration[];\n\t/**\n\t * For saves Novely uses `throttle` function. This might be needed if you want to control frequency of saves to the storage\n\t * @default 799\n\t */\n\tthrottleTimeout?: number;\n\t/**\n\t * Custom language detector\n\t * @param languages Supported languages aka `languages: []` in the config\n\t * @example ```ts\n\t * novely({\n\t * \t\tgetLanguage(languages, original) {\n\t * \t\t\t\tif (!sdk) return original(languages);\n\t * \t\t\t\treturn sdk.environment.i18n.lang // i.e. custom language from some sdk\n\t * \t\t}\n\t * })\n\t * ```\n\t */\n\tgetLanguage?: (languages: string[], original: typeof defaultGetLanguage) => string;\n\t/**\n\t * Ignores saved language, and uses `getLanguage` to get it on every engine start\n\t * @default false\n\t */\n\toverrideLanguage?: boolean;\n\t/**\n\t * Show a prompt before exiting a game\n\t * @default true\n\t */\n\taskBeforeExit?: boolean;\n\t/**\n\t * @default \"lazy\"\n\t */\n\tpreloadAssets?: \"lazy\" | \"blocking\"\n}\n\nconst novely = <\n\tLanguages extends string,\n\tCharacters extends Record<string, Character<Languages>>,\n\tInter extends ReturnType<SetupT9N<Languages>>,\n\tStateScheme extends State,\n\tDataScheme extends Data,\n>({\n\tcharacters,\n\tstorage,\n\tstorageDelay = Promise.resolve(),\n\trenderer: createRenderer,\n\tinitialScreen = 'mainmenu',\n\tt9n,\n\tlanguages,\n\tstate: defaultState,\n\tdata: defaultData,\n\tautosaves = true,\n\tmigrations = [],\n\tthrottleTimeout = 799,\n\tgetLanguage = defaultGetLanguage,\n\toverrideLanguage = false,\n\taskBeforeExit = true,\n\tpreloadAssets = \"lazy\"\n}: NovelyInit<Languages, Characters, Inter, StateScheme, DataScheme>) => {\n\tlet story: Story;\n\tlet times = new Set<number>();\n\n\tconst ASSETS_TO_PRELOAD = new Set<string>();\n\tconst assetsLoaded = createDeferredPromise();\n\n\t/**\n\t * Prevent `undefined`\n\t */\n\tdefaultData ||= {} as DataScheme;\n\tdefaultState ||= {} as StateScheme;\n\n\t/**\n\t * Saves timestamps created in this session\n\t */\n\tconst intime = (value: number) => {\n\t\treturn times.add(value), value;\n\t};\n\n\tconst withStory = async (s: Story) => {\n\t\t/**\n\t\t * Transforms `(ValidAction | ValidAction[])[]` to `ValidAction[]`\n\t\t */\n\t\tstory = Object.fromEntries(\n\t\t\tObject.entries(s).map(([name, items]) => {\n\t\t\t\tconst flat = (item: (ValidAction | ValidAction[])[]): ValidAction[] => {\n\t\t\t\t\treturn item.flatMap((data) => {\n\t\t\t\t\t\tconst type = data[0];\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * This is not just an action like `['name', ...arguments]`, but an array of actions\n\t\t\t\t\t\t */\n\t\t\t\t\t\tif (Array.isArray(type)) return flat(data as ValidAction[]);\n\n\t\t\t\t\t\treturn [data as ValidAction];\n\t\t\t\t\t});\n\t\t\t\t};\n\n\t\t\t\treturn [name, flat(items)];\n\t\t\t}),\n\t\t);\n\n\t\tif (preloadAssets === 'blocking' && ASSETS_TO_PRELOAD.size > 0) {\n\t\t\trenderer.ui.showScreen('loading');\n\n\t\t\tawait preloadImagesBlocking(ASSETS_TO_PRELOAD);\n\t\t}\n\n\t\tASSETS_TO_PRELOAD.clear();\n\t\tassetsLoaded.resolve();\n\n\t\t/**\n\t\t * When `initialScreen` is not a game, we can safely show it\n\t\t */\n\t\tif (initialScreen !== 'game') renderer.ui.showScreen(initialScreen);\n\t};\n\n\tconst action = new Proxy({} as ActionProxyProvider<Characters>, {\n\t\tget(_, prop) {\n\t\t\treturn (...props: Parameters<ActionFN>) => {\n\t\t\t\tif (preloadAssets === 'blocking') {\n\t\t\t\t\t/**\n\t\t\t\t\t * Load backgrounds\n\t\t\t\t\t */\n\t\t\t\t\tif (prop === 'showBackground' && typeof props[0] === 'string' && isCSSImage(props[0])) {\n\t\t\t\t\t\tASSETS_TO_PRELOAD.add(props[0]);\n\t\t\t\t\t}\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Load characters\n\t\t\t\t\t */\n\t\t\t\t\tif (prop === 'showCharacter' && typeof props[0] === 'string' && typeof props[1] === 'string') {\n\t\t\t\t\t\tconst images = characters[props[0]].emotions[props[1]];\n\n\t\t\t\t\t\tif (typeof images === 'string') {\n\t\t\t\t\t\t\tASSETS_TO_PRELOAD.add(images);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tfor (const asset of [images.head, images.body.left, images.body.right]) {\n\t\t\t\t\t\t\t\tASSETS_TO_PRELOAD.add(asset);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn [prop, ...props];\n\t\t\t};\n\t\t},\n\t});\n\n\tfunction state(value: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): void;\n\tfunction state(): StateScheme;\n\tfunction state(value?: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): StateScheme | void {\n\t\tif (!value) return stack.value[1] as StateScheme | void;\n\n\t\tconst prev = stack.value[1];\n\t\tconst val = isFunction(value) ? value(prev as StateScheme) : deepmerge([prev, value]);\n\n\t\tstack.value[1] = val as StateScheme;\n\t}\n\n\tconst getDefaultSave = (state = {}) => {\n\t\treturn [\n\t\t\t[\n\t\t\t\t[null, 'start'],\n\t\t\t\t[null, 0],\n\t\t\t],\n\t\t\tstate,\n\t\t\t[intime(Date.now()), 'auto'],\n\t\t] as Save;\n\t};\n\n\tconst createStack = (current: Save, stack = [current]) => {\n\t\treturn {\n\t\t\tget value() {\n\t\t\t\treturn stack.at(-1)!;\n\t\t\t},\n\t\t\tset value(value: Save) {\n\t\t\t\tstack[stack.length - 1] = value;\n\t\t\t},\n\t\t\tback() {\n\t\t\t\tif (stack.length > 1) stack.pop(), (goingBack = true);\n\t\t\t},\n\t\t\tpush(value: Save) {\n\t\t\t\tstack.push(value);\n\t\t\t},\n\t\t\tclear() {\n\t\t\t\tstack = [getDefaultSave(klona(defaultState))];\n\t\t\t},\n\t\t};\n\t};\n\n\tconst getLanguageWithoutParameters = () => {\n\t\treturn getLanguage(languages, defaultGetLanguage);\n\t}\n\n\t/**\n\t * 1) Novely rendered using the `initialData`, but you can't start new game or `load` an empty one - this is scary, imagine losing your progress\n\t * 2) Actual stored data is loaded, language and etc is changed\n\t */\n\tconst initialData: StorageData = {\n\t\tsaves: [],\n\t\tdata: klona(defaultData) as Data,\n\t\tmeta: [getLanguageWithoutParameters(), getTypewriterSpeed()],\n\t};\n\n\tconst $ = store(initialData);\n\n\tlet initialDataLoaded = false;\n\n\tconst onStorageDataChange = (value: StorageData) => {\n\t\tif (initialDataLoaded) storage.set(value);\n\t};\n\n\tconst throttledOnStorageDataChange = throttle(onStorageDataChange, throttleTimeout);\n\n\t$.subscribe(throttledOnStorageDataChange);\n\n\tconst getStoredData = () => {\n\t\tstorage.get().then((stored) => {\n\t\t\t/**\n\t\t\t * Migration is done only once (when game loads it's data), and then it saves the updated format\n\t\t\t */\n\t\t\tfor (const migration of migrations) {\n\t\t\t\t// @ts-expect-error Types does not match between versions\n\t\t\t\tstored = migration(stored);\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Default `localStorageStorage` returns empty array and engine set this up itself\n\t\t\t */\n\t\t\tstored.meta[1] ||= getTypewriterSpeed();\n\n\t\t\t/**\n\t\t\t * When we need to override it we do that, when not – only when language was not defined already\n\t\t\t */\n\t\t\tif (overrideLanguage) {\n\t\t\t\tstored.meta[0] = getLanguageWithoutParameters();\n\t\t\t} else {\n\t\t\t\tstored.meta[0] ||= getLanguageWithoutParameters();\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * When data is empty replace it with `defaultData`\n\t\t\t * It also might be empty (default to empty)\n\t\t\t */\n\t\t\tif (isEmpty(stored.data)) {\n\t\t\t\tstored.data = defaultData as Data;\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Now the next store updates will entail saving via storage.set\n\t\t\t */\n\t\t\tinitialDataLoaded = true;\n\n\t\t\t$.update(() => stored);\n\n\t\t\t/**\n\t\t\t * When initialScreen is game, then we will load it, but after the data is loaded and when assets are loaded if that is needed\n\t\t\t */\n\t\t\tif (initialScreen === 'game') assetsLoaded.promise.then(() => {\n\t\t\t\trestore();\n\t\t\t});\n\t\t});\n\t};\n\n\t/**\n\t * By default this is resolved immediately, but also can be delayed.\n\t * I.e. storage has not loaded yet\n\t */\n\tstorageDelay.then(getStoredData);\n\n\tconst initial = getDefaultSave(klona(defaultState));\n\tconst stack = createStack(initial);\n\n\tconst save = (override = false, type: Save[2][1] = override ? 'auto' : 'manual') => {\n\t\tif (!initialDataLoaded) return;\n\n\t\t/**\n\t\t * When autosaves diabled just return\n\t\t */\n\t\tif (!autosaves && type === 'auto') return;\n\n\t\tconst current = klona(stack.value);\n\n\t\t$.update((prev) => {\n\t\t\t/**\n\t\t\t * Find latest save that were created in current session, and check if it is latest in an array\n\t\t\t *\n\t\t\t * We check if save was created in current session and it is latest in array\n\t\t\t * When it is not then replacing it will break logical chain\n\t\t\t *\n\t\t\t * [auto save 1]\n\t\t\t * [manual save 1]\n\t\t\t * [auto save 2] <- should not replace first auto save\n\t\t\t */\n\t\t\tconst isLatest = findLastIndex(prev.saves, (value) => times.has(value[2][0])) === prev.saves.length - 1;\n\n\t\t\t/**\n\t\t\t * Update type and time information\n\t\t\t */\n\t\t\tcurrent[2][0] = intime(Date.now());\n\t\t\tcurrent[2][1] = type;\n\n\t\t\tif (!override || !isLatest) {\n\t\t\t\tprev.saves.push(current);\n\n\t\t\t\treturn prev;\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Get latest\n\t\t\t */\n\t\t\tconst latest = prev.saves.at(-1);\n\n\t\t\t/**\n\t\t\t * When that save is the same type, replace it\n\t\t\t */\n\t\t\tif (latest && latest[2][1] === type) {\n\t\t\t\tprev.saves[prev.saves.length - 1] = current;\n\t\t\t} else {\n\t\t\t\tprev.saves.push(current);\n\t\t\t}\n\n\t\t\treturn prev;\n\t\t});\n\t};\n\n\tconst newGame = () => {\n\t\tif (!initialDataLoaded) return;\n\n\t\tconst save = getDefaultSave(klona(defaultState));\n\n\t\t/**\n\t\t * Initial save is automatic, and should be ignored when autosaves is turned off\n\t\t */\n\t\tif (autosaves) {\n\t\t\t$.update((prev) => {\n\t\t\t\treturn prev.saves.push(save), prev;\n\t\t\t});\n\t\t}\n\n\t\trestore(save);\n\t};\n\n\t/**\n\t * Set's the save\n\t */\n\tconst set = (save: Save) => {\n\t\tstack.value = save;\n\n\t\treturn restore(save);\n\t};\n\n\tlet restoring = false;\n\tlet goingBack = false;\n\tlet interacted = 0;\n\n\t/**\n\t * Restore\n\t */\n\tconst restore = async (save?: Save) => {\n\t\tif (!initialDataLoaded) return;\n\n\t\tlet latest = save ? save : $.get().saves.at(-1);\n\n\t\t/**\n\t\t * When there is no game, then make a new game\n\t\t */\n\t\tif (!latest) {\n\t\t\t$.update(() => ({\n\t\t\t\tsaves: [initial],\n\t\t\t\tdata: klona(defaultData) as Data,\n\t\t\t\tmeta: [getLanguageWithoutParameters(), getTypewriterSpeed()],\n\t\t\t}));\n\n\t\t\tlatest = klona(initial);\n\t\t}\n\n\t\t(restoring = true), (stack.value = latest);\n\n\t\t/**\n\t\t * Текущий элемент в истории\n\t\t */\n\t\tlet current: any = story;\n\t\t/**\n\t\t * Текущий элемент `[null, int]`\n\t\t */\n\t\tlet index = 0;\n\n\t\t/**\n\t\t * Число элементов `[null, int]`\n\t\t */\n\t\tconst max = stack.value[0].reduce((acc, [type, val]) => {\n\t\t\tif (isNull(type) && isNumber(val)) return acc + 1;\n\n\t\t\treturn acc;\n\t\t}, 0);\n\n\t\tconst queue = [] as [any, any][];\n\t\tconst keep = new Set();\n\t\tconst characters = new Set();\n\n\t\tfor (const [type, val] of stack.value[0]) {\n\t\t\tif (type === null) {\n\t\t\t\tif (isString(val)) {\n\t\t\t\t\tcurrent = current[val];\n\t\t\t\t} else if (isNumber(val)) {\n\t\t\t\t\tindex++;\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Запустим все экшены которые идут в `[null, int]` от `0` до `int`\n\t\t\t\t\t * Почему-то потребовалось изменить `<` на `<=`, чтобы последний action попадал сюда\n\t\t\t\t\t */\n\t\t\t\t\tfor (let i = 0; i <= val; i++) {\n\t\t\t\t\t\tconst [action, ...meta] = current[i];\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Add item to queue and action to keep\n\t\t\t\t\t\t */\n\t\t\t\t\t\tconst push = () => {\n\t\t\t\t\t\t\tkeep.add(action);\n\t\t\t\t\t\t\tqueue.push([action, meta]);\n\t\t\t\t\t\t};\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Do not remove characters that will be here anyways\n\t\t\t\t\t\t */\n\t\t\t\t\t\tif (action === 'showCharacter') characters.add(meta[0]);\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Экшены, для закрытия которых пользователь должен с ними взаимодействовать\n\t\t\t\t\t\t * Также в эту группу входят экшены, которые не должны быть вызваны при восстановлении\n\t\t\t\t\t\t */\n\t\t\t\t\t\tif (SKIPPED_DURING_RESTORE.has(action) || isUserRequiredAction(action, meta)) {\n\t\t\t\t\t\t\tif (index === max && i === val) {\n\t\t\t\t\t\t\t\tpush();\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tpush();\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrent = current[val];\n\t\t\t\t}\n\t\t\t} else if (type === 'choice') {\n\t\t\t\tcurrent = current[(val as number) + 1][1];\n\t\t\t} else if (type === 'condition') {\n\t\t\t\tcurrent = current[2][val];\n\t\t\t}\n\t\t}\n\n\t\tqueue.forEach((value, index) => {\n\t\t\t/**\n\t\t\t * Mutate the queue item\n\t\t\t */\n\t\t\tvalue.push(index);\n\t\t});\n\n\t\t/**\n\t\t * This is basically made for TypeScript.\n\t\t */\n\t\tconst indexedQueue = queue as unknown as [Exclude<ValidAction[0], ValidAction>, ValidAction[1], number][];\n\n\t\t/**\n\t\t * Run these exactly before the main loop.\n\t\t */\n\t\trenderer.ui.showScreen('game');\n\t\t/**\n\t\t * Provide the `keep` in there\n\t\t */\n\t\tmatch('clear', [keep, characters]);\n\n\t\t/**\n\t\t * Get the next actions array.\n\t\t */\n\t\tconst next = (i: number) => indexedQueue.slice(i + 1);\n\n\t\tfor await (const [action, meta, i] of indexedQueue) {\n\t\t\tif (action === 'function' || action === 'custom') {\n\t\t\t\t/**\n\t\t\t\t * When `callOnlyLatest` is `true`\n\t\t\t\t */\n\t\t\t\tif (action === 'custom' && (meta as GetActionParameters<'Custom'>)[0].callOnlyLatest) {\n\t\t\t\t\t/**\n\t\t\t\t\t * We'll calculate it is `latest` or not\n\t\t\t\t\t */\n\t\t\t\t\tconst notLatest = next(i).some(([_action, _meta]) => {\n\t\t\t\t\t\tif (!_meta || !meta) return false;\n\n\t\t\t\t\t\tconst c0 = _meta[0] as unknown as GetActionParameters<'Custom'>[0];\n\t\t\t\t\t\tconst c1 = meta[0] as unknown as GetActionParameters<'Custom'>[0];\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Also check for `undefined`\n\t\t\t\t\t\t */\n\t\t\t\t\t\tconst isIdenticalID = c0.id && c1.id && c0.id === c1.id;\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Equal by id or equal by `toString()`\n\t\t\t\t\t\t */\n\t\t\t\t\t\treturn isIdenticalID || str(c0) === str(c1);\n\t\t\t\t\t});\n\n\t\t\t\t\tif (notLatest) continue;\n\t\t\t\t}\n\n\t\t\t\t/**\n\t\t\t\t * Action can return Promise.\n\t\t\t\t */\n\t\t\t\tconst result = match(action, meta);\n\n\t\t\t\t/**\n\t\t\t\t * Should wait until it resolved\n\t\t\t\t */\n\t\t\t\tif (isPromise(result)) {\n\t\t\t\t\t/**\n\t\t\t\t\t * Await it!\n\t\t\t\t\t */\n\t\t\t\t\tawait result;\n\t\t\t\t}\n\t\t\t} else if (action === 'showCharacter') {\n\t\t\t\tconst skip = next(i).some(([_action, _meta]) => {\n\t\t\t\t\t/**\n\t\t\t\t\t * Проверка на возможный `undefined`\n\t\t\t\t\t */\n\t\t\t\t\tif (!_meta || !meta) return false;\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Будет ли персонаж скрыт в будущем\n\t\t\t\t\t * Нет смысла при загрузке сохранения загружать и отрисовывать персонажа, который будет скрыт\n\t\t\t\t\t */\n\t\t\t\t\tconst hidden = _action === 'hideCharacter' && _meta[0] === meta[0];\n\t\t\t\t\t/**\n\t\t\t\t\t * Не нужно запускать рендер персонажа, если после этого будет ещё один рендер этого персонажа\n\t\t\t\t\t * Таким образом избегаем ситуации, когда при загрузке вследствие гонки при загрузки изображений отрисовывается не последняя эмоция\n\t\t\t\t\t */\n\t\t\t\t\tconst notLatest = _action === action && _meta[0] === meta[0];\n\n\t\t\t\t\treturn hidden || notLatest;\n\t\t\t\t});\n\n\t\t\t\tif (skip) continue;\n\n\t\t\t\tmatch(action, meta);\n\t\t\t} else if (action === 'showBackground' || action === 'animateCharacter') {\n\t\t\t\t/**\n\t\t\t\t * Такая же оптимизация применяется к фонам и анимированию персонажей.\n\t\t\t\t * Если фон изменится, то нет смысла устанавливать текущий\n\t\t\t\t */\n\t\t\t\tconst notLatest = next(i).some(([_action]) => action === _action);\n\n\t\t\t\tif (notLatest) continue;\n\n\t\t\t\tmatch(action, meta);\n\t\t\t} else {\n\t\t\t\tmatch(action, meta);\n\t\t\t}\n\t\t}\n\n\t\t(restoring = goingBack = false), render();\n\t};\n\n\tconst refer = () => {\n\t\tlet current: any = story;\n\n\t\tfor (const [type, val] of stack.value[0]) {\n\t\t\tif (type === null) {\n\t\t\t\tcurrent = current[val];\n\t\t\t} else if (type === 'choice') {\n\t\t\t\tcurrent = current[(val as number) + 1][1];\n\t\t\t} else if (type === 'condition') {\n\t\t\t\tcurrent = current[2][val];\n\t\t\t}\n\t\t}\n\n\t\treturn current;\n\t};\n\n\t/**\n\t * @param force Force exit\n\t */\n\tconst exit = (force = false) => {\n\t\tif (interacted > 1 && !force && askBeforeExit) {\n\t\t\trenderer.ui.showExitPrompt();\n\t\t\treturn;\n\t\t}\n\n\t\tconst current = stack.value;\n\n\t\tstack.clear();\n\t\trenderer.ui.showScreen('mainmenu');\n\n\t\t/**\n\t\t * First two save elements and it's type\n\t\t */\n\t\tconst [time, type] = current[2];\n\n\t\tif (type === 'auto') {\n\t\t\t/**\n\t\t\t * Save belongs to the current session\n\t\t\t * And player did not interacted or did it once, so this is probably not-needed save\n\t\t\t */\n\t\t\tif (interacted <= 1 && times.has(time)) {\n\t\t\t\t$.update((prev) => {\n\t\t\t\t\tprev.saves = prev.saves.filter((save) => save !== current);\n\n\t\t\t\t\treturn prev;\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\n\t\t/**\n\t\t * Reset interactive value\n\t\t */\n\t\tinteractivity(false);\n\t\t/**\n\t\t * Reset session times\n\t\t */\n\t\ttimes.clear();\n\t};\n\n\tconst back = () => {\n\t\treturn stack.back(), restore(stack.value);\n\t};\n\n\tconst renderer = createRenderer({\n\t\tcharacters,\n\t\tset,\n\t\trestore,\n\t\tsave,\n\t\tnewGame,\n\t\texit,\n\t\tback,\n\t\tstack,\n\t\tlanguages,\n\t\tt: t9n.i,\n\t\t$,\n\t});\n\n\tconst match = matchAction({\n\t\twait([time]) {\n\t\t\tif (!restoring) setTimeout(push, isFunction(time) ? time() : time);\n\t\t},\n\t\tshowBackground([background]) {\n\t\t\trenderer.background(background);\n\t\t\tpush();\n\t\t},\n\t\tplayMusic([source]) {\n\t\t\trenderer.music(source, 'music').play();\n\t\t\tpush();\n\t\t},\n\t\tstopMusic([source]) {\n\t\t\trenderer.music(source, 'music').stop();\n\t\t\tpush();\n\t\t},\n\t\tshowCharacter([character, emotion, className, style]) {\n\t\t\tconst handle = renderer.character(character);\n\n\t\t\thandle.append(className, style, restoring);\n\t\t\thandle.withEmotion(emotion)();\n\n\t\t\tpush();\n\t\t},\n\t\thideCharacter([character, className, style, duration]) {\n\t\t\trenderer.character(character).remove(className, style, duration)(push, restoring);\n\t\t},\n\t\tdialog([character, content, emotion]) {\n\t\t\t/**\n\t\t\t * Person name\n\t\t\t */\n\t\t\tconst name = (() => {\n\t\t\t\tconst c = character,\n\t\t\t\t\tcs = characters;\n\t\t\t\tconst lang = $.get().meta[0];\n\n\t\t\t\treturn c\n\t\t\t\t\t? c in cs\n\t\t\t\t\t\t? typeof cs[c].name === 'string'\n\t\t\t\t\t\t\t? (cs[c].name as string)\n\t\t\t\t\t\t\t: (cs[c].name as Record<string, string>)[lang]\n\t\t\t\t\t\t: c\n\t\t\t\t\t: '';\n\t\t\t})();\n\n\t\t\trenderer.dialog(unwrap(content), unwrap(name), character, emotion)(forward, goingBack);\n\t\t},\n\t\tfunction([fn]) {\n\t\t\tconst result = fn(restoring, goingBack);\n\n\t\t\tif (!restoring) result ? result.then(push) : push();\n\n\t\t\treturn result;\n\t\t},\n\t\tchoice([question, ...choices]) {\n\t\t\tconst isWithoutQuestion = Array.isArray(question);\n\n\t\t\tif (isWithoutQuestion) {\n\t\t\t\t/**\n\t\t\t\t * Первый элемент может быть как строкой, так и элементов выбора\n\t\t\t\t */\n\t\t\t\tchoices.unshift(question as unknown as [Unwrappable, ValidAction[], () => boolean]);\n\t\t\t\t/**\n\t\t\t\t * Значит, текст не требуется\n\t\t\t\t */\n\t\t\t\tquestion = '';\n\t\t\t}\n\n\t\t\tconst unwrapped = choices.map(([content, action, visible]) => {\n\t\t\t\treturn [unwrap(content), action, visible] as [string, ValidAction[], () => boolean];\n\t\t\t});\n\n\t\t\trenderer.choices(\n\t\t\t\tunwrap(question),\n\t\t\t\tunwrapped,\n\t\t\t)((selected) => {\n\t\t\t\tenmemory();\n\n\t\t\t\t/**\n\t\t\t\t * If there is a question, then `index` should be shifted by `1`\n\t\t\t\t */\n\t\t\t\tconst offset = isWithoutQuestion ? 0 : 1;\n\n\t\t\t\tstack.value[0].push(['choice', selected + offset], [null, 0]);\n\t\t\t\trender();\n\t\t\t\tinteractivity(true);\n\t\t\t});\n\t\t},\n\t\tjump([scene]) {\n\t\t\t/**\n\t\t\t * `-1` index is used here because `clear` will run `next` that will increase index to `0`\n\t\t\t */\n\t\t\tstack.value[0] = [\n\t\t\t\t[null, scene],\n\t\t\t\t[null, -1],\n\t\t\t];\n\n\t\t\tmatch('clear', []);\n\t\t},\n\t\tclear([keep, characters]) {\n\t\t\t/**\n\t\t\t * Remove vibration\n\t\t\t */\n\t\t\tvibrate(0);\n\t\t\t/**\n\t\t\t * Call the actual `clear`\n\t\t\t */\n\t\t\trenderer.clear(goingBack, keep || EMPTY_SET, characters || EMPTY_SET)(push);\n\t\t},\n\t\tcondition([condition]) {\n\t\t\tconst value = condition();\n\n\t\t\tif (!restoring) stack.value[0].push(['condition', String(value)], [null, 0]), render();\n\t\t},\n\t\tend() {\n\t\t\t/**\n\t\t\t * Clear the Scene\n\t\t\t */\n\t\t\tmatch('clear', []);\n\t\t\t/**\n\t\t\t * Go to the main menu\n\t\t\t */\n\t\t\trenderer.ui.showScreen('mainmenu');\n\t\t\t/**\n\t\t\t * Reset interactive value\n\t\t\t */\n\t\t\tinteractivity(false);\n\t\t\t/**\n\t\t\t * Reset session times\n\t\t\t */\n\t\t\ttimes.clear();\n\t\t},\n\t\tinput([question, onInput, setup]) {\n\t\t\trenderer.input(unwrap(question), onInput, setup)(forward);\n\t\t},\n\t\tcustom([handler]) {\n\t\t\tconst result = renderer.custom(handler, goingBack, () => {\n\t\t\t\tif (!restoring && handler.requireUserAction) enmemory(), interactivity(true);\n\t\t\t\tif (!restoring) push();\n\t\t\t});\n\n\t\t\treturn result;\n\t\t},\n\t\tvibrate(pattern) {\n\t\t\tvibrate(pattern);\n\t\t\tpush();\n\t\t},\n\t\tnext() {\n\t\t\tpush();\n\t\t},\n\t\tanimateCharacter([character, timeout, ...classes]) {\n\t\t\tconst handler: CustomHandler = (get) => {\n\t\t\t\tconst { clear } = get('@@internal-animate-character', false);\n\t\t\t\tconst char = renderer.store.characters[character];\n\n\t\t\t\t/**\n\t\t\t\t * Character is not defined, maybe, `animateCharacter` was called before `showCharacter`\n\t\t\t\t */\n\t\t\t\tif (!char) return;\n\n\t\t\t\tconst target = char.canvas;\n\n\t\t\t\t/**\n\t\t\t\t * Character is not found\n\t\t\t\t */\n\t\t\t\tif (!target) return;\n\n\t\t\t\tconst classNames = classes.filter((className) => !target.classList.contains(className));\n\n\t\t\t\ttarget.classList.add(...classNames);\n\n\t\t\t\tconst timeoutId = setTimeout(() => {\n\t\t\t\t\ttarget.classList.remove(...classNames);\n\t\t\t\t}, timeout);\n\n\t\t\t\tclear(() => {\n\t\t\t\t\ttarget.classList.remove(...classNames);\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Clear timeout, because when you will game re-runs some callback might remove classes from character\n\t\t\t\t\t */\n\t\t\t\t\tclearTimeout(timeoutId);\n\t\t\t\t});\n\t\t\t};\n\n\t\t\t/**\n\t\t\t * `callOnlyLatest` property will not have any effect, because `custom` is called directly\n\t\t\t */\n\t\t\tmatch('custom', [handler]);\n\t\t},\n\t\ttext(text) {\n\t\t\trenderer.text(text.map((content) => unwrap(content)).join(' '), forward, goingBack);\n\t\t},\n\t\texit() {\n\t\t\tconst path = stack.value[0];\n\n\t\t\tlet exited = false;\n\n\t\t\tfor (let i = path.length - 1; i > 0; i--) {\n\t\t\t\tif (path[i][0] !== 'choice' && path[i][0] !== 'condition') continue;\n\n\t\t\t\texited = true;\n\t\t\t\tstack.value[0] = path.slice(0, i);\n\t\t\t\tnext();\n\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Run render only when exit was performed. This prevents infinite loop of `render` -> `undefined` -> `exit` -> `render`.\n\t\t\t */\n\t\t\tif (exited) render();\n\t\t},\n\t\tpreload([source]) {\n\t\t\tif (!PRELOADED_ASSETS.has(source) && !goingBack && !restoring) {\n\t\t\t\t/**\n\t\t\t\t * Make image load\n\t\t\t\t */\n\t\t\t\tPRELOADED_ASSETS.add(document.createElement('img').src = source);\n\t\t\t}\n\n\t\t\tpush();\n\t\t}\n\t});\n\n\tconst enmemory = () => {\n\t\tif (restoring) return;\n\n\t\tconst current = klona(stack.value);\n\n\t\tcurrent[2][1] = 'auto';\n\n\t\tstack.push(current);\n\n\t\tsave(true, 'auto');\n\t};\n\n\tconst next = () => {\n\t\tconst path = stack.value[0];\n\t\t/**\n\t\t * Последний элемент пути\n\t\t */\n\t\tconst last = path[path.length - 1]!;\n\n\t\t/**\n\t\t * Если он вида `[null, int]` - увеличивает `int`\n\t\t */\n\t\tif (isNull(last[0]) && isNumber(last[1])) {\n\t\t\tlast[1] = last[1] + 1;\n\t\t\treturn;\n\t\t}\n\n\t\t/**\n\t\t * Иначе добавляет новое `[null, int]`\n\t\t */\n\t\tpath.push([null, 0]);\n\t};\n\n\tconst render = () => {\n\t\tconst referred = refer();\n\n\t\tif (Array.isArray(referred)) {\n\t\t\tconst [action, ...props] = referred;\n\n\t\t\tmatch(action, props);\n\t\t} else {\n\t\t\tmatch('exit', []);\n\t\t}\n\t};\n\n\tconst push = () => {\n\t\tif (!restoring) next(), render();\n\t};\n\n\tconst forward = () => {\n\t\tenmemory();\n\t\tpush();\n\t\tinteractivity(true);\n\t};\n\n\tconst interactivity = (value = false) => {\n\t\tinteracted = value ? (interacted + 1) : 0;\n\t};\n\n\t/**\n\t * Unwraps translatable content to string\n\t *\n\t * @example ```\n\t * unwrap(t('Hello'));\n\t * unwrap({ en: 'Hello', ru: 'Привет' });\n\t * unwrap({ en: () => data().ad_viewed ? 'Diamond Hat' : 'Diamond Hat (Watch Adv)' })\n\t * unwrap('Hello, {{name}}');\n\t * ```\n\t */\n\tconst unwrap = (content: Unwrappable, global = false) => {\n\t\tconst {\n\t\t\tdata,\n\t\t\tmeta: [lang],\n\t\t} = $.get();\n\n\t\tconst obj = global ? data : state();\n\t\tconst cnt = isFunction(content) ? content(lang, obj) : typeof content === 'string' ? content : content[lang];\n\n\t\tconst str = isFunction(cnt) ? cnt() : cnt;\n\n\t\treturn replaceT9N(str, obj);\n\t};\n\n\tfunction data(value: DeepPartial<DataScheme> | ((prev: DataScheme) => DataScheme)): void;\n\tfunction data(): DataScheme;\n\tfunction data(value?: DeepPartial<DataScheme> | ((prev: DataScheme) => DataScheme)): DataScheme | void {\n\t\tif (!value) return $.get().data as DataScheme | void;\n\n\t\tconst prev = $.get().data;\n\t\tconst val = isFunction(value) ? value(prev as DataScheme) : deepmerge([prev, value]);\n\n\t\t$.update((prev) => {\n\t\t\tprev.data = val;\n\n\t\t\treturn prev;\n\t\t});\n\t}\n\n\treturn {\n\t\t/**\n\t\t * Function to set story\n\t\t */\n\t\twithStory,\n\t\t/**\n\t\t * Function to get actions\n\t\t */\n\t\taction,\n\t\t/**\n\t\t * State that belongs to games\n\t\t */\n\t\tstate,\n\t\t/**\n\t\t * Unlike `state`, stored at global scope instead and shared between games\n\t\t */\n\t\tdata,\n\t\t/**\n\t\t * Unwraps translatable content to a string value\n\t\t */\n\t\tunwrap(content: Exclude<Unwrappable, Record<string, string>> | Record<Languages, string>) {\n\t\t\treturn unwrap(content, true);\n\t\t},\n\t\t/**\n\t\t * Function that is used for translation\n\t\t */\n\t\tt: t9n.t as Inter['t'],\n\t};\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(['dialog', 'choice', 'input', 'vibrate', 'text'] as const);\n\nconst EMPTY_SET = new Set<any>();\n\nexport { SKIPPED_DURING_RESTORE, EMPTY_SET };\n","const split = (input: string, delimeters: string[]) => {\n\tconst output: (string | undefined)[] = [];\n\n\tfor (const delimeter of delimeters) {\n\t\tif (!input) break;\n\n\t\tconst [start, end] = input.split(delimeter, 2);\n\n\t\toutput.push(start);\n\t\tinput = end;\n\t}\n\n\toutput.push(input);\n\n\treturn output;\n};\n\nexport { split };\n","import type { BaseTranslationStrings } from './translations';\nimport { split } from './lib';\n\ntype PluralType = Intl.LDMLPluralRule;\ntype FunctionalSetupT9N = <\n\tLanguageKey extends string,\n\tPluralKey extends string,\n\tStringKey extends string,\n\tActions extends string,\n>(parameters: {\n\t[Lang in LanguageKey]: {\n\t\tpluralization: {\n\t\t\t[Plural in PluralKey]: Partial<Record<PluralType, string>>;\n\t\t};\n\t\tinternal: { [Key in BaseTranslationStrings]: string };\n\t\tstrings: { [Str in StringKey]: string };\n\t\tactions?: { [Action in Actions]?: (value: string) => string };\n\t};\n}) => T9N<LanguageKey, StringKey>;\ntype SetupT9N<LanguageKey extends string> = <\n\tPluralKey extends string,\n\tStringKey extends string,\n\tActions extends string,\n>(parameters: {\n\t[Lang in LanguageKey]: {\n\t\tpluralization: {\n\t\t\t[Plural in PluralKey]: Partial<Record<PluralType, string>>;\n\t\t};\n\t\tinternal: { [Key in BaseTranslationStrings]: string };\n\t\tstrings: { [Str in StringKey]: string };\n\t\tactions?: { [Action in Actions]?: (value: string) => string };\n\t};\n}) => T9N<LanguageKey, StringKey>;\n\ntype T9N<LanguageKey extends string, StringKey extends string> = {\n\tt(\n\t\tkey: StringKey | Record<LanguageKey, AllowedContent>,\n\t): (lang: LanguageKey | (string & {}), obj: Record<string, unknown>) => string;\n\ti(key: StringKey, lang: LanguageKey | (string & {})): string;\n};\n\nconst RGX = /{{(.*?)}}/g;\n\ntype AllowedContent = string | (() => string | string[]) | string[] | (string | (() => string | string[]))[];\n\n/**\n * Unwraps any allowed content into string\n * @param c Content\n */\nconst unwrap = (c: AllowedContent): string => {\n\tif (Array.isArray(c)) {\n\t\treturn c.map((item) => unwrap(item)).join('<br>');\n\t}\n\n\tif (typeof c === 'function') {\n\t\treturn unwrap(c());\n\t}\n\n\treturn c;\n};\n\nconst replace = (\n\tstr: AllowedContent,\n\tobj: Record<string, unknown>,\n\tpluralization?: Record<string, Record<string, PluralType>>,\n\tactions?: Partial<Record<string, (str: string) => string>>,\n\tpr?: Intl.PluralRules,\n) => {\n\treturn unwrap(str).replace(RGX, (x: any, key: string, y: any) => {\n\t\tx = 0;\n\t\ty = obj;\n\n\t\tconst [pathstr, plural, action] = split(key.trim(), ['@', '%']);\n\n\t\tlet path = pathstr!.split('.');\n\n\t\twhile (y && x < path.length) y = y[path[x++]];\n\n\t\tif (plural && pluralization && y && pr) {\n\t\t\ty = pluralization[plural][pr.select(y)];\n\t\t}\n\n\t\tconst actionHandler = actions && action && actions[action];\n\n\t\tif (actionHandler) y = actionHandler(y);\n\n\t\treturn y != null ? y : '';\n\t});\n};\n\nconst createT9N: FunctionalSetupT9N = (parameters) => {\n\tlet locale: string | undefined;\n\tlet pr: Intl.PluralRules | undefined;\n\n\treturn {\n\t\tt(key) {\n\t\t\treturn (lang, obj) => {\n\t\t\t\t/**\n\t\t\t\t * At first run `locale` and `pr` are not defined.\n\t\t\t\t * When `locale` changes, `pr` should be updated`\n\t\t\t\t */\n\t\t\t\tif (!locale || !pr || lang != locale) {\n\t\t\t\t\tpr = new Intl.PluralRules((locale = lang));\n\t\t\t\t}\n\n\t\t\t\t// @ts-ignore\n\t\t\t\tconst str: string | string[] = typeof key === 'object' ? key[lang] : parameters[lang]['strings'][key];\n\n\t\t\t\tif (!str) return '';\n\n\t\t\t\t// @ts-ignore `(string & {})` cannot be used to index type `LanguageKey`.\n\t\t\t\treturn replace(str, obj, parameters[lang]['pluralization'], parameters[lang]['actions'], pr);\n\t\t\t};\n\t\t},\n\t\ti(key, lang) {\n\t\t\t// @ts-ignore `(string & {})` cannot be used to index type `LanguageKey`.\n\t\t\treturn parameters[lang]['internal'][key] as string;\n\t\t},\n\t};\n};\n\nexport { createT9N, replace };\nexport type { SetupT9N, T9N, AllowedContent, FunctionalSetupT9N };\n","const RU = {\n\tNewGame: 'Новая игра',\n\tHomeScreen: 'Главный экран',\n\tToTheGame: 'К игре',\n\tLanguage: 'Язык',\n\tNoSaves: 'Сохранений нет',\n\tLoadSave: 'Загрузить',\n\tSaves: 'Сохранения',\n\tSettings: 'Настройки',\n\tSumbit: 'Подтвердить',\n\tGoBack: 'Назад',\n\tDoSave: 'Сохранение',\n\tAuto: 'Авто',\n\tStop: 'Стоп',\n\tExit: 'Выход',\n\tAutomatic: 'Автоматическое',\n\tManual: 'Ручное',\n\tRemove: 'Удалить',\n\tLoadASaveFrom: 'Загрузить сохранение от',\n\tDeleteASaveFrom: 'Удалить сохранение от',\n\tTextSpeed: 'Скорость Текста',\n\tTextSpeedSlow: 'Медленная',\n\tTextSpeedMedium: 'Средняя',\n\tTextSpeedFast: 'Быстрая',\n\tTextSpeedAuto: 'Автоматическая',\n\tCompleteText: 'Завершить текст',\n\tGoForward: 'Перейти вперёд',\n\tExitDialogWarning: 'Вы уверены, что хотите выйти? Прогресс будет сохранён.',\n\tExitDialogExit: 'Выйти',\n\tExitDialogBack: 'Вернуться в игру',\n};\n\ntype BaseTranslationStrings = keyof typeof RU;\n\nconst EN: Record<BaseTranslationStrings, string> = {\n\tNewGame: 'New Game',\n\tHomeScreen: 'Home Screen',\n\tToTheGame: 'To the Game',\n\tLanguage: 'Language',\n\tNoSaves: 'No saves',\n\tLoadSave: 'Load',\n\tSaves: 'Saves',\n\tSettings: 'Settings',\n\tSumbit: 'Submit',\n\tGoBack: 'Go back',\n\tDoSave: 'Save',\n\tAuto: 'Auto',\n\tStop: 'Stop',\n\tExit: 'Exit',\n\tAutomatic: 'Automatic',\n\tManual: 'Manual',\n\tRemove: 'Remove',\n\tLoadASaveFrom: 'Load a save from',\n\tDeleteASaveFrom: 'Delete a save from',\n\tTextSpeed: 'Text Speed',\n\tTextSpeedSlow: 'Slow',\n\tTextSpeedMedium: 'Medium',\n\tTextSpeedFast: 'Fast',\n\tTextSpeedAuto: 'Auto',\n\tCompleteText: 'Complete text',\n\tGoForward: 'Go forward',\n\tExitDialogWarning: 'Are you sure you want to exit? Progress will be saved.',\n\tExitDialogExit: 'Exit',\n\tExitDialogBack: 'Return to game',\n};\n\n/**\n * Translated automatically\n */\nconst KK: Record<BaseTranslationStrings, string> = {\n\tNewGame: 'Жаңа ойын',\n\tHomeScreen: 'Негізгі экран',\n\tToTheGame: 'Ойынға',\n\tLanguage: 'Тіл',\n\tNoSaves: 'Сақтау жоқ',\n\tLoadSave: 'Жүктеу',\n\tSaves: 'Сақтау',\n\tSettings: 'Параметрлер',\n\tSumbit: 'Растау',\n\tGoBack: 'Артқа',\n\tDoSave: 'Сақтау',\n\tAuto: 'Авто',\n\tStop: 'Тоқта',\n\tExit: 'Шығу',\n\tAutomatic: 'Автоматты',\n\tManual: 'Қолмен',\n\tRemove: 'Жою',\n\tLoadASaveFrom: 'Сақтауды жүктеу',\n\tDeleteASaveFrom: 'Сақтауды жою',\n\tTextSpeed: 'Мәтін Жылдамдығы',\n\tTextSpeedSlow: 'Баяу',\n\tTextSpeedMedium: 'Орташа',\n\tTextSpeedFast: 'Жылдам',\n\tTextSpeedAuto: 'Автоматты',\n\tCompleteText: 'Мәтінді аяқтау',\n\tGoForward: 'Алға жылжу',\n\tExitDialogWarning: 'Сіз шыққыңыз келетініне сенімдісіз бе? 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|
package/dist/index.js
CHANGED
|
@@ -511,7 +511,7 @@ var novely = ({
|
|
|
511
511
|
const lang = $.get().meta[0];
|
|
512
512
|
return c ? c in cs ? typeof cs[c].name === "string" ? cs[c].name : cs[c].name[lang] : c : "";
|
|
513
513
|
})();
|
|
514
|
-
renderer.dialog(unwrap(content), unwrap(name), character, emotion)(forward);
|
|
514
|
+
renderer.dialog(unwrap(content), unwrap(name), character, emotion)(forward, goingBack);
|
|
515
515
|
},
|
|
516
516
|
function([fn]) {
|
|
517
517
|
const result = fn(restoring, goingBack);
|
|
@@ -602,7 +602,7 @@ var novely = ({
|
|
|
602
602
|
match("custom", [handler]);
|
|
603
603
|
},
|
|
604
604
|
text(text) {
|
|
605
|
-
renderer.text(text.map((content) => unwrap(content)).join(" "), forward);
|
|
605
|
+
renderer.text(text.map((content) => unwrap(content)).join(" "), forward, goingBack);
|
|
606
606
|
},
|
|
607
607
|
exit() {
|
|
608
608
|
const path = stack.value[0];
|
package/dist/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../src/utils.ts","../src/global.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\t[Key in keyof ActionProxyProvider<Record<string, Character>>]: (\n\t\tdata: Parameters<ActionProxyProvider<Record<string, Character>>[Key]>,\n\t) => void;\n};\n\ntype MatchActionMapComplete = Omit<MatchActionMap, 'custom'> & {\n\tcustom: (value: [handler: CustomHandler]) => Thenable<void>;\n};\n\nconst matchAction = <M extends MatchActionMapComplete>(values: M) => {\n\treturn (action: keyof MatchActionMap, props: any) => {\n\t\treturn values[action](props);\n\t};\n};\n\nconst isNumber = (val: unknown): val is number => {\n\treturn typeof val === 'number';\n};\n\nconst isNull = (val: unknown): val is null => {\n\treturn val === null;\n};\n\nconst isString = (val: unknown): val is string => {\n\treturn typeof val === 'string';\n};\n\nconst isFunction = (val: unknown): val is (...parameters: any[]) => any => {\n\treturn typeof val === 'function';\n};\n\nconst isPromise = (val: unknown): val is Promise<any> => {\n\treturn Boolean(val) && (typeof val === 'object' || isFunction(val)) && isFunction((val as any).then);\n};\n\nconst isEmpty = (val: unknown): val is {} => {\n\treturn typeof val === 'object' && !isNull(val) && Object.keys(val).length === 0;\n};\n\nconst isCSSImage = (str: string) => {\n\tconst startsWith = String.prototype.startsWith.bind(str);\n\n\treturn startsWith('http') || startsWith('/') || startsWith('.') || startsWith('data');\n};\n\nconst str = (value: unknown) => {\n\treturn String(value);\n};\n\nconst isUserRequiredAction = (\n\taction: keyof MatchActionMapComplete,\n\tmeta: Parameters<MatchActionMapComplete[keyof MatchActionMapComplete]>,\n) => {\n\treturn action === 'custom' && meta[0] && (meta[0] as unknown as CustomHandler).requireUserAction;\n};\n\nconst getTypewriterSpeed = (): TypewriterSpeed => {\n\treturn 'Medium';\n};\n\nconst getLanguage = (languages: string[], _: any) => {\n\tlet { language } = navigator;\n\n\tif (languages.includes(language)) {\n\t\treturn language;\n\t} else if (languages.includes((language = language.substring(0, 2)))) {\n\t\treturn language;\n\t} else if ((language = languages.find((value) => navigator.languages.includes(value))!)) {\n\t\treturn language;\n\t}\n\n\t/**\n\t * We'v checked the `en-GB` format, `en` format, and maybe any second languages, but there were no matches\n\t */\n\treturn languages[0];\n};\n\n/**\n * @copyright Techlead LLC\n * @see https://learn.javascript.ru/task/throttle\n */\nconst throttle = <Fn extends (...args: any[]) => any>(fn: Fn, ms: number) => {\n\tlet throttled = false,\n\t\tsavedArgs: any,\n\t\tsavedThis: any;\n\n\tfunction wrapper(this: any) {\n\t\tif (throttled) {\n\t\t\tsavedArgs = arguments;\n\t\t\tsavedThis = this;\n\t\t\treturn;\n\t\t}\n\n\t\tfn.apply(this, arguments as unknown as any[]);\n\n\t\tthrottled = true;\n\n\t\tsetTimeout(function () {\n\t\t\tthrottled = false;\n\n\t\t\tif (savedArgs) {\n\t\t\t\twrapper.apply(savedThis, savedArgs);\n\t\t\t\tsavedArgs = savedThis = null;\n\t\t\t}\n\t\t}, ms);\n\t}\n\n\treturn wrapper as unknown as (...args: Parameters<Fn>) => void;\n};\n\nconst vibrate = (pattern: VibratePattern) => {\n\ttry {\n\t\tif ('vibrate' in navigator) {\n\t\t\tnavigator.vibrate(pattern);\n\t\t}\n\t} catch {}\n};\n\nconst findLastIndex = <T>(array: T[], fn: (item: T) => boolean) => {\n\tfor (let i = array.length - 1; i > 0; i--) {\n\t\tif (fn(array[i])) {\n\t\t\treturn i;\n\t\t}\n\t}\n\n\treturn -1;\n};\n\nconst preloadImagesBlocking = (images: Set<string>) => {\n\treturn Promise.allSettled(Array.from(images).map(src => {\n\t\tconst img = document.createElement('img');\n\n\t\timg.src = src;\n\n\t\treturn new Promise<unknown>((resolve, reject) => {\n\t\t\t/**\n\t\t\t * Image is already loaded\n\t\t\t */\n\t\t\tif (img.complete && img.naturalHeight !== 0) {\n\t\t\t\tresolve(void 0);\n\t\t\t}\n\n\t\t\timg.addEventListener('load', resolve);\n\t\t\timg.addEventListener('abort', reject);\n\t\t\timg.addEventListener('error', reject);\n\t\t});\n\t}));\n}\n\nconst createDeferredPromise = <T extends unknown = void>() => {\n\tlet resolve!: (value: T | PromiseLike<T>) => void, reject!: (reason?: any) => void;\n\n\tconst promise = new Promise<T>((res, rej) => {\n\t\tresolve = res; reject = rej;\n\t});\n\n\treturn { resolve, reject, promise }\n}\n\nexport {\n\tmatchAction,\n\tisNumber,\n\tisNull,\n\tisString,\n\tisPromise,\n\tisEmpty,\n\tisCSSImage,\n\tstr,\n\tisUserRequiredAction,\n\tgetTypewriterSpeed,\n\tgetLanguage,\n\tthrottle,\n\tisFunction,\n\tvibrate,\n\tfindLastIndex,\n\tpreloadImagesBlocking,\n\tcreateDeferredPromise\n};\n","const PRELOADED_ASSETS = new Set<string>();\n\nexport { PRELOADED_ASSETS }\n","type Stored<T> = {\n\tsubscribe: (cb: (value: T) => void) => () => void;\n\tupdate: (fn: (prev: T) => T) => void;\n\tget: () => T;\n};\n\nconst store = <T>(current: T, subscribers = new Set<(value: T) => void>()): Stored<T> => {\n\tconst subscribe = (cb: (value: T) => void) => {\n\t\tsubscribers.add(cb), cb(current);\n\n\t\treturn () => {\n\t\t\tsubscribers.delete(cb);\n\t\t};\n\t};\n\n\tconst push = (value: T) => {\n\t\tsubscribers.forEach((cb) => cb(value));\n\t};\n\n\tconst update = (fn: (prev: T) => T) => {\n\t\tpush((current = fn(current)));\n\t};\n\n\tconst get = () => {\n\t\treturn current;\n\t};\n\n\treturn { subscribe, update, get } as const;\n};\n\nexport { store };\nexport type { Stored };\n","import type { Character } from './character';\nimport type {\n\tActionProxyProvider,\n\tGetActionParameters,\n\tStory,\n\tValidAction,\n\tUnwrappable,\n\tCustomHandler,\n} from './action';\nimport type { Storage } from './storage';\nimport type { Save, State, Data, StorageData, DeepPartial, NovelyScreen, Migration, ActionFN } from './types';\nimport type { Renderer, RendererInit } from './renderer';\nimport type { SetupT9N } from '@novely/t9n';\nimport {\n\tmatchAction,\n\tisNumber,\n\tisNull,\n\tisString,\n\tisPromise,\n\tisEmpty,\n\tisCSSImage,\n\tstr,\n\tisUserRequiredAction,\n\tgetTypewriterSpeed,\n\tgetLanguage as defaultGetLanguage,\n\tthrottle,\n\tisFunction,\n\tvibrate,\n\tfindLastIndex,\n\tpreloadImagesBlocking,\n\tcreateDeferredPromise\n} from './utils';\nimport { PRELOADED_ASSETS } from './global';\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<\n\tLanguages extends string,\n\tCharacters extends Record<string, Character<Languages>>,\n\tInter extends ReturnType<SetupT9N<Languages>>,\n\tStateScheme extends State,\n\tDataScheme extends Data,\n> {\n\t/**\n\t * An array of languages supported by the game.\n\t */\n\tlanguages: Languages[];\n\t/**\n\t * An object containing the characters in the game.\n\t */\n\tcharacters: Characters;\n\t/**\n\t * An object that provides access to the game's storage system.\n\t */\n\tstorage: Storage;\n\t/**\n\t * Delay loading data until Promise is resolved\n\t */\n\tstorageDelay?: Promise<void>;\n\t/**\n\t * A function that returns a Renderer object used to display the game's content\n\t */\n\trenderer: (characters: RendererInit) => Renderer;\n\t/**\n\t * An optional property that specifies the initial screen to display when the game starts\n\t */\n\tinitialScreen?: NovelyScreen;\n\t/**\n\t * An object containing the translation functions used in the game\n\t */\n\tt9n: Inter;\n\t/**\n\t * Initial state value\n\t */\n\tstate?: StateScheme;\n\t/**\n\t * Initial data value\n\t */\n\tdata?: DataScheme;\n\t/**\n\t * Enable autosaves or disable\n\t * @default true\n\t */\n\tautosaves?: boolean;\n\t/**\n\t * Migration from old saves to newer\n\t */\n\tmigrations?: Migration[];\n\t/**\n\t * For saves Novely uses `throttle` function. This might be needed if you want to control frequency of saves to the storage\n\t * @default 799\n\t */\n\tthrottleTimeout?: number;\n\t/**\n\t * Custom language detector\n\t * @param languages Supported languages aka `languages: []` in the config\n\t * @example ```ts\n\t * novely({\n\t * \t\tgetLanguage(languages, original) {\n\t * \t\t\t\tif (!sdk) return original(languages);\n\t * \t\t\t\treturn sdk.environment.i18n.lang // i.e. custom language from some sdk\n\t * \t\t}\n\t * })\n\t * ```\n\t */\n\tgetLanguage?: (languages: string[], original: typeof defaultGetLanguage) => string;\n\t/**\n\t * Ignores saved language, and uses `getLanguage` to get it on every engine start\n\t * @default false\n\t */\n\toverrideLanguage?: boolean;\n\t/**\n\t * Show a prompt before exiting a game\n\t * @default true\n\t */\n\taskBeforeExit?: boolean;\n\t/**\n\t * @default \"lazy\"\n\t */\n\tpreloadAssets?: \"lazy\" | \"blocking\"\n}\n\nconst novely = <\n\tLanguages extends string,\n\tCharacters extends Record<string, Character<Languages>>,\n\tInter extends ReturnType<SetupT9N<Languages>>,\n\tStateScheme extends State,\n\tDataScheme extends Data,\n>({\n\tcharacters,\n\tstorage,\n\tstorageDelay = Promise.resolve(),\n\trenderer: createRenderer,\n\tinitialScreen = 'mainmenu',\n\tt9n,\n\tlanguages,\n\tstate: defaultState,\n\tdata: defaultData,\n\tautosaves = true,\n\tmigrations = [],\n\tthrottleTimeout = 799,\n\tgetLanguage = defaultGetLanguage,\n\toverrideLanguage = false,\n\taskBeforeExit = true,\n\tpreloadAssets = \"lazy\"\n}: NovelyInit<Languages, Characters, Inter, StateScheme, DataScheme>) => {\n\tlet story: Story;\n\tlet times = new Set<number>();\n\n\tconst ASSETS_TO_PRELOAD = new Set<string>();\n\tconst assetsLoaded = createDeferredPromise();\n\n\t/**\n\t * Prevent `undefined`\n\t */\n\tdefaultData ||= {} as DataScheme;\n\tdefaultState ||= {} as StateScheme;\n\n\t/**\n\t * Saves timestamps created in this session\n\t */\n\tconst intime = (value: number) => {\n\t\treturn times.add(value), value;\n\t};\n\n\tconst withStory = async (s: Story) => {\n\t\t/**\n\t\t * Transforms `(ValidAction | ValidAction[])[]` to `ValidAction[]`\n\t\t */\n\t\tstory = Object.fromEntries(\n\t\t\tObject.entries(s).map(([name, items]) => {\n\t\t\t\tconst flat = (item: (ValidAction | ValidAction[])[]): ValidAction[] => {\n\t\t\t\t\treturn item.flatMap((data) => {\n\t\t\t\t\t\tconst type = data[0];\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * This is not just an action like `['name', ...arguments]`, but an array of actions\n\t\t\t\t\t\t */\n\t\t\t\t\t\tif (Array.isArray(type)) return flat(data as ValidAction[]);\n\n\t\t\t\t\t\treturn [data as ValidAction];\n\t\t\t\t\t});\n\t\t\t\t};\n\n\t\t\t\treturn [name, flat(items)];\n\t\t\t}),\n\t\t);\n\n\t\tif (preloadAssets === 'blocking' && ASSETS_TO_PRELOAD.size > 0) {\n\t\t\trenderer.ui.showScreen('loading');\n\n\t\t\tawait preloadImagesBlocking(ASSETS_TO_PRELOAD);\n\t\t}\n\n\t\tASSETS_TO_PRELOAD.clear();\n\t\tassetsLoaded.resolve();\n\n\t\t/**\n\t\t * When `initialScreen` is not a game, we can safely show it\n\t\t */\n\t\tif (initialScreen !== 'game') renderer.ui.showScreen(initialScreen);\n\t};\n\n\tconst action = new Proxy({} as ActionProxyProvider<Characters>, {\n\t\tget(_, prop) {\n\t\t\treturn (...props: Parameters<ActionFN>) => {\n\t\t\t\tif (preloadAssets === 'blocking') {\n\t\t\t\t\t/**\n\t\t\t\t\t * Load backgrounds\n\t\t\t\t\t */\n\t\t\t\t\tif (prop === 'showBackground' && typeof props[0] === 'string' && isCSSImage(props[0])) {\n\t\t\t\t\t\tASSETS_TO_PRELOAD.add(props[0]);\n\t\t\t\t\t}\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Load characters\n\t\t\t\t\t */\n\t\t\t\t\tif (prop === 'showCharacter' && typeof props[0] === 'string' && typeof props[1] === 'string') {\n\t\t\t\t\t\tconst images = characters[props[0]].emotions[props[1]];\n\n\t\t\t\t\t\tif (typeof images === 'string') {\n\t\t\t\t\t\t\tASSETS_TO_PRELOAD.add(images);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tfor (const asset of [images.head, images.body.left, images.body.right]) {\n\t\t\t\t\t\t\t\tASSETS_TO_PRELOAD.add(asset);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn [prop, ...props];\n\t\t\t};\n\t\t},\n\t});\n\n\tfunction state(value: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): void;\n\tfunction state(): StateScheme;\n\tfunction state(value?: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): StateScheme | void {\n\t\tif (!value) return stack.value[1] as StateScheme | void;\n\n\t\tconst prev = stack.value[1];\n\t\tconst val = isFunction(value) ? value(prev as StateScheme) : deepmerge([prev, value]);\n\n\t\tstack.value[1] = val as StateScheme;\n\t}\n\n\tconst getDefaultSave = (state = {}) => {\n\t\treturn [\n\t\t\t[\n\t\t\t\t[null, 'start'],\n\t\t\t\t[null, 0],\n\t\t\t],\n\t\t\tstate,\n\t\t\t[intime(Date.now()), 'auto'],\n\t\t] as Save;\n\t};\n\n\tconst createStack = (current: Save, stack = [current]) => {\n\t\treturn {\n\t\t\tget value() {\n\t\t\t\treturn stack.at(-1)!;\n\t\t\t},\n\t\t\tset value(value: Save) {\n\t\t\t\tstack[stack.length - 1] = value;\n\t\t\t},\n\t\t\tback() {\n\t\t\t\tif (stack.length > 1) stack.pop(), (goingBack = true);\n\t\t\t},\n\t\t\tpush(value: Save) {\n\t\t\t\tstack.push(value);\n\t\t\t},\n\t\t\tclear() {\n\t\t\t\tstack = [getDefaultSave(klona(defaultState))];\n\t\t\t},\n\t\t};\n\t};\n\n\tconst getLanguageWithoutParameters = () => {\n\t\treturn getLanguage(languages, defaultGetLanguage);\n\t}\n\n\t/**\n\t * 1) Novely rendered using the `initialData`, but you can't start new game or `load` an empty one - this is scary, imagine losing your progress\n\t * 2) Actual stored data is loaded, language and etc is changed\n\t */\n\tconst initialData: StorageData = {\n\t\tsaves: [],\n\t\tdata: klona(defaultData) as Data,\n\t\tmeta: [getLanguageWithoutParameters(), getTypewriterSpeed()],\n\t};\n\n\tconst $ = store(initialData);\n\n\tlet initialDataLoaded = false;\n\n\tconst onStorageDataChange = (value: StorageData) => {\n\t\tif (initialDataLoaded) storage.set(value);\n\t};\n\n\tconst throttledOnStorageDataChange = throttle(onStorageDataChange, throttleTimeout);\n\n\t$.subscribe(throttledOnStorageDataChange);\n\n\tconst getStoredData = () => {\n\t\tstorage.get().then((stored) => {\n\t\t\t/**\n\t\t\t * Migration is done only once (when game loads it's data), and then it saves the updated format\n\t\t\t */\n\t\t\tfor (const migration of migrations) {\n\t\t\t\t// @ts-expect-error Types does not match between versions\n\t\t\t\tstored = migration(stored);\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Default `localStorageStorage` returns empty array and engine set this up itself\n\t\t\t */\n\t\t\tstored.meta[1] ||= getTypewriterSpeed();\n\n\t\t\t/**\n\t\t\t * When we need to override it we do that, when not – only when language was not defined already\n\t\t\t */\n\t\t\tif (overrideLanguage) {\n\t\t\t\tstored.meta[0] = getLanguageWithoutParameters();\n\t\t\t} else {\n\t\t\t\tstored.meta[0] ||= getLanguageWithoutParameters();\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * When data is empty replace it with `defaultData`\n\t\t\t * It also might be empty (default to empty)\n\t\t\t */\n\t\t\tif (isEmpty(stored.data)) {\n\t\t\t\tstored.data = defaultData as Data;\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Now the next store updates will entail saving via storage.set\n\t\t\t */\n\t\t\tinitialDataLoaded = true;\n\n\t\t\t$.update(() => stored);\n\n\t\t\t/**\n\t\t\t * When initialScreen is game, then we will load it, but after the data is loaded and when assets are loaded if that is needed\n\t\t\t */\n\t\t\tif (initialScreen === 'game') assetsLoaded.promise.then(() => {\n\t\t\t\trestore();\n\t\t\t});\n\t\t});\n\t};\n\n\t/**\n\t * By default this is resolved immediately, but also can be delayed.\n\t * I.e. storage has not loaded yet\n\t */\n\tstorageDelay.then(getStoredData);\n\n\tconst initial = getDefaultSave(klona(defaultState));\n\tconst stack = createStack(initial);\n\n\tconst save = (override = false, type: Save[2][1] = override ? 'auto' : 'manual') => {\n\t\tif (!initialDataLoaded) return;\n\n\t\t/**\n\t\t * When autosaves diabled just return\n\t\t */\n\t\tif (!autosaves && type === 'auto') return;\n\n\t\tconst current = klona(stack.value);\n\n\t\t$.update((prev) => {\n\t\t\t/**\n\t\t\t * Find latest save that were created in current session, and check if it is latest in an array\n\t\t\t *\n\t\t\t * We check if save was created in current session and it is latest in array\n\t\t\t * When it is not then replacing it will break logical chain\n\t\t\t *\n\t\t\t * [auto save 1]\n\t\t\t * [manual save 1]\n\t\t\t * [auto save 2] <- should not replace first auto save\n\t\t\t */\n\t\t\tconst isLatest = findLastIndex(prev.saves, (value) => times.has(value[2][0])) === prev.saves.length - 1;\n\n\t\t\t/**\n\t\t\t * Update type and time information\n\t\t\t */\n\t\t\tcurrent[2][0] = intime(Date.now());\n\t\t\tcurrent[2][1] = type;\n\n\t\t\tif (!override || !isLatest) {\n\t\t\t\tprev.saves.push(current);\n\n\t\t\t\treturn prev;\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Get latest\n\t\t\t */\n\t\t\tconst latest = prev.saves.at(-1);\n\n\t\t\t/**\n\t\t\t * When that save is the same type, replace it\n\t\t\t */\n\t\t\tif (latest && latest[2][1] === type) {\n\t\t\t\tprev.saves[prev.saves.length - 1] = current;\n\t\t\t} else {\n\t\t\t\tprev.saves.push(current);\n\t\t\t}\n\n\t\t\treturn prev;\n\t\t});\n\t};\n\n\tconst newGame = () => {\n\t\tif (!initialDataLoaded) return;\n\n\t\tconst save = getDefaultSave(klona(defaultState));\n\n\t\t/**\n\t\t * Initial save is automatic, and should be ignored when autosaves is turned off\n\t\t */\n\t\tif (autosaves) {\n\t\t\t$.update((prev) => {\n\t\t\t\treturn prev.saves.push(save), prev;\n\t\t\t});\n\t\t}\n\n\t\trestore(save);\n\t};\n\n\t/**\n\t * Set's the save\n\t */\n\tconst set = (save: Save) => {\n\t\tstack.value = save;\n\n\t\treturn restore(save);\n\t};\n\n\tlet restoring = false;\n\tlet goingBack = false;\n\tlet interacted = 0;\n\n\t/**\n\t * Restore\n\t */\n\tconst restore = async (save?: Save) => {\n\t\tif (!initialDataLoaded) return;\n\n\t\tlet latest = save ? save : $.get().saves.at(-1);\n\n\t\t/**\n\t\t * When there is no game, then make a new game\n\t\t */\n\t\tif (!latest) {\n\t\t\t$.update(() => ({\n\t\t\t\tsaves: [initial],\n\t\t\t\tdata: klona(defaultData) as Data,\n\t\t\t\tmeta: [getLanguageWithoutParameters(), getTypewriterSpeed()],\n\t\t\t}));\n\n\t\t\tlatest = klona(initial);\n\t\t}\n\n\t\t(restoring = true), (stack.value = latest);\n\n\t\t/**\n\t\t * Текущий элемент в истории\n\t\t */\n\t\tlet current: any = story;\n\t\t/**\n\t\t * Текущий элемент `[null, int]`\n\t\t */\n\t\tlet index = 0;\n\n\t\t/**\n\t\t * Число элементов `[null, int]`\n\t\t */\n\t\tconst max = stack.value[0].reduce((acc, [type, val]) => {\n\t\t\tif (isNull(type) && isNumber(val)) return acc + 1;\n\n\t\t\treturn acc;\n\t\t}, 0);\n\n\t\tconst queue = [] as [any, any][];\n\t\tconst keep = new Set();\n\t\tconst characters = new Set();\n\n\t\tfor (const [type, val] of stack.value[0]) {\n\t\t\tif (type === null) {\n\t\t\t\tif (isString(val)) {\n\t\t\t\t\tcurrent = current[val];\n\t\t\t\t} else if (isNumber(val)) {\n\t\t\t\t\tindex++;\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Запустим все экшены которые идут в `[null, int]` от `0` до `int`\n\t\t\t\t\t * Почему-то потребовалось изменить `<` на `<=`, чтобы последний action попадал сюда\n\t\t\t\t\t */\n\t\t\t\t\tfor (let i = 0; i <= val; i++) {\n\t\t\t\t\t\tconst [action, ...meta] = current[i];\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Add item to queue and action to keep\n\t\t\t\t\t\t */\n\t\t\t\t\t\tconst push = () => {\n\t\t\t\t\t\t\tkeep.add(action);\n\t\t\t\t\t\t\tqueue.push([action, meta]);\n\t\t\t\t\t\t};\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Do not remove characters that will be here anyways\n\t\t\t\t\t\t */\n\t\t\t\t\t\tif (action === 'showCharacter') characters.add(meta[0]);\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Экшены, для закрытия которых пользователь должен с ними взаимодействовать\n\t\t\t\t\t\t * Также в эту группу входят экшены, которые не должны быть вызваны при восстановлении\n\t\t\t\t\t\t */\n\t\t\t\t\t\tif (SKIPPED_DURING_RESTORE.has(action) || isUserRequiredAction(action, meta)) {\n\t\t\t\t\t\t\tif (index === max && i === val) {\n\t\t\t\t\t\t\t\tpush();\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tpush();\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrent = current[val];\n\t\t\t\t}\n\t\t\t} else if (type === 'choice') {\n\t\t\t\tcurrent = current[(val as number) + 1][1];\n\t\t\t} else if (type === 'condition') {\n\t\t\t\tcurrent = current[2][val];\n\t\t\t}\n\t\t}\n\n\t\tqueue.forEach((value, index) => {\n\t\t\t/**\n\t\t\t * Mutate the queue item\n\t\t\t */\n\t\t\tvalue.push(index);\n\t\t});\n\n\t\t/**\n\t\t * This is basically made for TypeScript.\n\t\t */\n\t\tconst indexedQueue = queue as unknown as [Exclude<ValidAction[0], ValidAction>, ValidAction[1], number][];\n\n\t\t/**\n\t\t * Run these exactly before the main loop.\n\t\t */\n\t\trenderer.ui.showScreen('game');\n\t\t/**\n\t\t * Provide the `keep` in there\n\t\t */\n\t\tmatch('clear', [keep, characters]);\n\n\t\t/**\n\t\t * Get the next actions array.\n\t\t */\n\t\tconst next = (i: number) => indexedQueue.slice(i + 1);\n\n\t\tfor await (const [action, meta, i] of indexedQueue) {\n\t\t\tif (action === 'function' || action === 'custom') {\n\t\t\t\t/**\n\t\t\t\t * When `callOnlyLatest` is `true`\n\t\t\t\t */\n\t\t\t\tif (action === 'custom' && (meta as GetActionParameters<'Custom'>)[0].callOnlyLatest) {\n\t\t\t\t\t/**\n\t\t\t\t\t * We'll calculate it is `latest` or not\n\t\t\t\t\t */\n\t\t\t\t\tconst notLatest = next(i).some(([_action, _meta]) => {\n\t\t\t\t\t\tif (!_meta || !meta) return false;\n\n\t\t\t\t\t\tconst c0 = _meta[0] as unknown as GetActionParameters<'Custom'>[0];\n\t\t\t\t\t\tconst c1 = meta[0] as unknown as GetActionParameters<'Custom'>[0];\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Also check for `undefined`\n\t\t\t\t\t\t */\n\t\t\t\t\t\tconst isIdenticalID = c0.id && c1.id && c0.id === c1.id;\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Equal by id or equal by `toString()`\n\t\t\t\t\t\t */\n\t\t\t\t\t\treturn isIdenticalID || str(c0) === str(c1);\n\t\t\t\t\t});\n\n\t\t\t\t\tif (notLatest) continue;\n\t\t\t\t}\n\n\t\t\t\t/**\n\t\t\t\t * Action can return Promise.\n\t\t\t\t */\n\t\t\t\tconst result = match(action, meta);\n\n\t\t\t\t/**\n\t\t\t\t * Should wait until it resolved\n\t\t\t\t */\n\t\t\t\tif (isPromise(result)) {\n\t\t\t\t\t/**\n\t\t\t\t\t * Await it!\n\t\t\t\t\t */\n\t\t\t\t\tawait result;\n\t\t\t\t}\n\t\t\t} else if (action === 'showCharacter') {\n\t\t\t\tconst skip = next(i).some(([_action, _meta]) => {\n\t\t\t\t\t/**\n\t\t\t\t\t * Проверка на возможный `undefined`\n\t\t\t\t\t */\n\t\t\t\t\tif (!_meta || !meta) return false;\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Будет ли персонаж скрыт в будущем\n\t\t\t\t\t * Нет смысла при загрузке сохранения загружать и отрисовывать персонажа, который будет скрыт\n\t\t\t\t\t */\n\t\t\t\t\tconst hidden = _action === 'hideCharacter' && _meta[0] === meta[0];\n\t\t\t\t\t/**\n\t\t\t\t\t * Не нужно запускать рендер персонажа, если после этого будет ещё один рендер этого персонажа\n\t\t\t\t\t * Таким образом избегаем ситуации, когда при загрузке вследствие гонки при загрузки изображений отрисовывается не последняя эмоция\n\t\t\t\t\t */\n\t\t\t\t\tconst notLatest = _action === action && _meta[0] === meta[0];\n\n\t\t\t\t\treturn hidden || notLatest;\n\t\t\t\t});\n\n\t\t\t\tif (skip) continue;\n\n\t\t\t\tmatch(action, meta);\n\t\t\t} else if (action === 'showBackground' || action === 'animateCharacter') {\n\t\t\t\t/**\n\t\t\t\t * Такая же оптимизация применяется к фонам и анимированию персонажей.\n\t\t\t\t * Если фон изменится, то нет смысла устанавливать текущий\n\t\t\t\t */\n\t\t\t\tconst notLatest = next(i).some(([_action]) => action === _action);\n\n\t\t\t\tif (notLatest) continue;\n\n\t\t\t\tmatch(action, meta);\n\t\t\t} else {\n\t\t\t\tmatch(action, meta);\n\t\t\t}\n\t\t}\n\n\t\t(restoring = goingBack = false), render();\n\t};\n\n\tconst refer = () => {\n\t\tlet current: any = story;\n\n\t\tfor (const [type, val] of stack.value[0]) {\n\t\t\tif (type === null) {\n\t\t\t\tcurrent = current[val];\n\t\t\t} else if (type === 'choice') {\n\t\t\t\tcurrent = current[(val as number) + 1][1];\n\t\t\t} else if (type === 'condition') {\n\t\t\t\tcurrent = current[2][val];\n\t\t\t}\n\t\t}\n\n\t\treturn current;\n\t};\n\n\t/**\n\t * @param force Force exit\n\t */\n\tconst exit = (force = false) => {\n\t\tif (interacted > 1 && !force && askBeforeExit) {\n\t\t\trenderer.ui.showExitPrompt();\n\t\t\treturn;\n\t\t}\n\n\t\tconst current = stack.value;\n\n\t\tstack.clear();\n\t\trenderer.ui.showScreen('mainmenu');\n\n\t\t/**\n\t\t * First two save elements and it's type\n\t\t */\n\t\tconst [time, type] = current[2];\n\n\t\tif (type === 'auto') {\n\t\t\t/**\n\t\t\t * Save belongs to the current session\n\t\t\t * And player did not interacted or did it once, so this is probably not-needed save\n\t\t\t */\n\t\t\tif (interacted <= 1 && times.has(time)) {\n\t\t\t\t$.update((prev) => {\n\t\t\t\t\tprev.saves = prev.saves.filter((save) => save !== current);\n\n\t\t\t\t\treturn prev;\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\n\t\t/**\n\t\t * Reset interactive value\n\t\t */\n\t\tinteractivity(false);\n\t\t/**\n\t\t * Reset session times\n\t\t */\n\t\ttimes.clear();\n\t};\n\n\tconst back = () => {\n\t\treturn stack.back(), restore(stack.value);\n\t};\n\n\tconst renderer = createRenderer({\n\t\tcharacters,\n\t\tset,\n\t\trestore,\n\t\tsave,\n\t\tnewGame,\n\t\texit,\n\t\tback,\n\t\tstack,\n\t\tlanguages,\n\t\tt: t9n.i,\n\t\t$,\n\t});\n\n\tconst match = matchAction({\n\t\twait([time]) {\n\t\t\tif (!restoring) setTimeout(push, isFunction(time) ? time() : time);\n\t\t},\n\t\tshowBackground([background]) {\n\t\t\trenderer.background(background);\n\t\t\tpush();\n\t\t},\n\t\tplayMusic([source]) {\n\t\t\trenderer.music(source, 'music').play();\n\t\t\tpush();\n\t\t},\n\t\tstopMusic([source]) {\n\t\t\trenderer.music(source, 'music').stop();\n\t\t\tpush();\n\t\t},\n\t\tshowCharacter([character, emotion, className, style]) {\n\t\t\tconst handle = renderer.character(character);\n\n\t\t\thandle.append(className, style, restoring);\n\t\t\thandle.withEmotion(emotion)();\n\n\t\t\tpush();\n\t\t},\n\t\thideCharacter([character, className, style, duration]) {\n\t\t\trenderer.character(character).remove(className, style, duration)(push, restoring);\n\t\t},\n\t\tdialog([character, content, emotion]) {\n\t\t\t/**\n\t\t\t * Person name\n\t\t\t */\n\t\t\tconst name = (() => {\n\t\t\t\tconst c = character,\n\t\t\t\t\tcs = characters;\n\t\t\t\tconst lang = $.get().meta[0];\n\n\t\t\t\treturn c\n\t\t\t\t\t? c in cs\n\t\t\t\t\t\t? typeof cs[c].name === 'string'\n\t\t\t\t\t\t\t? (cs[c].name as string)\n\t\t\t\t\t\t\t: (cs[c].name as Record<string, string>)[lang]\n\t\t\t\t\t\t: c\n\t\t\t\t\t: '';\n\t\t\t})();\n\n\t\t\trenderer.dialog(unwrap(content), unwrap(name), character, emotion)(forward);\n\t\t},\n\t\tfunction([fn]) {\n\t\t\tconst result = fn(restoring, goingBack);\n\n\t\t\tif (!restoring) result ? result.then(push) : push();\n\n\t\t\treturn result;\n\t\t},\n\t\tchoice([question, ...choices]) {\n\t\t\tconst isWithoutQuestion = Array.isArray(question);\n\n\t\t\tif (isWithoutQuestion) {\n\t\t\t\t/**\n\t\t\t\t * Первый элемент может быть как строкой, так и элементов выбора\n\t\t\t\t */\n\t\t\t\tchoices.unshift(question as unknown as [Unwrappable, ValidAction[], () => boolean]);\n\t\t\t\t/**\n\t\t\t\t * Значит, текст не требуется\n\t\t\t\t */\n\t\t\t\tquestion = '';\n\t\t\t}\n\n\t\t\tconst unwrapped = choices.map(([content, action, visible]) => {\n\t\t\t\treturn [unwrap(content), action, visible] as [string, ValidAction[], () => boolean];\n\t\t\t});\n\n\t\t\trenderer.choices(\n\t\t\t\tunwrap(question),\n\t\t\t\tunwrapped,\n\t\t\t)((selected) => {\n\t\t\t\tenmemory();\n\n\t\t\t\t/**\n\t\t\t\t * If there is a question, then `index` should be shifted by `1`\n\t\t\t\t */\n\t\t\t\tconst offset = isWithoutQuestion ? 0 : 1;\n\n\t\t\t\tstack.value[0].push(['choice', selected + offset], [null, 0]);\n\t\t\t\trender();\n\t\t\t\tinteractivity(true);\n\t\t\t});\n\t\t},\n\t\tjump([scene]) {\n\t\t\t/**\n\t\t\t * `-1` index is used here because `clear` will run `next` that will increase index to `0`\n\t\t\t */\n\t\t\tstack.value[0] = [\n\t\t\t\t[null, scene],\n\t\t\t\t[null, -1],\n\t\t\t];\n\n\t\t\tmatch('clear', []);\n\t\t},\n\t\tclear([keep, characters]) {\n\t\t\t/**\n\t\t\t * Remove vibration\n\t\t\t */\n\t\t\tvibrate(0);\n\t\t\t/**\n\t\t\t * Call the actual `clear`\n\t\t\t */\n\t\t\trenderer.clear(goingBack, keep || EMPTY_SET, characters || EMPTY_SET)(push);\n\t\t},\n\t\tcondition([condition]) {\n\t\t\tconst value = condition();\n\n\t\t\tif (!restoring) stack.value[0].push(['condition', String(value)], [null, 0]), render();\n\t\t},\n\t\tend() {\n\t\t\t/**\n\t\t\t * Clear the Scene\n\t\t\t */\n\t\t\tmatch('clear', []);\n\t\t\t/**\n\t\t\t * Go to the main menu\n\t\t\t */\n\t\t\trenderer.ui.showScreen('mainmenu');\n\t\t\t/**\n\t\t\t * Reset interactive value\n\t\t\t */\n\t\t\tinteractivity(false);\n\t\t\t/**\n\t\t\t * Reset session times\n\t\t\t */\n\t\t\ttimes.clear();\n\t\t},\n\t\tinput([question, onInput, setup]) {\n\t\t\trenderer.input(unwrap(question), onInput, setup)(forward);\n\t\t},\n\t\tcustom([handler]) {\n\t\t\tconst result = renderer.custom(handler, goingBack, () => {\n\t\t\t\tif (!restoring && handler.requireUserAction) enmemory(), interactivity(true);\n\t\t\t\tif (!restoring) push();\n\t\t\t});\n\n\t\t\treturn result;\n\t\t},\n\t\tvibrate(pattern) {\n\t\t\tvibrate(pattern);\n\t\t\tpush();\n\t\t},\n\t\tnext() {\n\t\t\tpush();\n\t\t},\n\t\tanimateCharacter([character, timeout, ...classes]) {\n\t\t\tconst handler: CustomHandler = (get) => {\n\t\t\t\tconst { clear } = get('@@internal-animate-character', false);\n\t\t\t\tconst char = renderer.store.characters[character];\n\n\t\t\t\t/**\n\t\t\t\t * Character is not defined, maybe, `animateCharacter` was called before `showCharacter`\n\t\t\t\t */\n\t\t\t\tif (!char) return;\n\n\t\t\t\tconst target = char.canvas;\n\n\t\t\t\t/**\n\t\t\t\t * Character is not found\n\t\t\t\t */\n\t\t\t\tif (!target) return;\n\n\t\t\t\tconst classNames = classes.filter((className) => !target.classList.contains(className));\n\n\t\t\t\ttarget.classList.add(...classNames);\n\n\t\t\t\tconst timeoutId = setTimeout(() => {\n\t\t\t\t\ttarget.classList.remove(...classNames);\n\t\t\t\t}, timeout);\n\n\t\t\t\tclear(() => {\n\t\t\t\t\ttarget.classList.remove(...classNames);\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Clear timeout, because when you will game re-runs some callback might remove classes from character\n\t\t\t\t\t */\n\t\t\t\t\tclearTimeout(timeoutId);\n\t\t\t\t});\n\t\t\t};\n\n\t\t\t/**\n\t\t\t * `callOnlyLatest` property will not have any effect, because `custom` is called directly\n\t\t\t */\n\t\t\tmatch('custom', [handler]);\n\t\t},\n\t\ttext(text) {\n\t\t\trenderer.text(text.map((content) => unwrap(content)).join(' '), forward);\n\t\t},\n\t\texit() {\n\t\t\tconst path = stack.value[0];\n\n\t\t\tlet exited = false;\n\n\t\t\tfor (let i = path.length - 1; i > 0; i--) {\n\t\t\t\tif (path[i][0] !== 'choice' && path[i][0] !== 'condition') continue;\n\n\t\t\t\texited = true;\n\t\t\t\tstack.value[0] = path.slice(0, i);\n\t\t\t\tnext();\n\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Run render only when exit was performed. This prevents infinite loop of `render` -> `undefined` -> `exit` -> `render`.\n\t\t\t */\n\t\t\tif (exited) render();\n\t\t},\n\t\tpreload([source]) {\n\t\t\tif (!PRELOADED_ASSETS.has(source) && !goingBack && !restoring) {\n\t\t\t\t/**\n\t\t\t\t * Make image load\n\t\t\t\t */\n\t\t\t\tPRELOADED_ASSETS.add(document.createElement('img').src = source);\n\t\t\t}\n\n\t\t\tpush();\n\t\t}\n\t});\n\n\tconst enmemory = () => {\n\t\tif (restoring) return;\n\n\t\tconst current = klona(stack.value);\n\n\t\tcurrent[2][1] = 'auto';\n\n\t\tstack.push(current);\n\n\t\tsave(true, 'auto');\n\t};\n\n\tconst next = () => {\n\t\tconst path = stack.value[0];\n\t\t/**\n\t\t * Последний элемент пути\n\t\t */\n\t\tconst last = path[path.length - 1]!;\n\n\t\t/**\n\t\t * Если он вида `[null, int]` - увеличивает `int`\n\t\t */\n\t\tif (isNull(last[0]) && isNumber(last[1])) {\n\t\t\tlast[1] = last[1] + 1;\n\t\t\treturn;\n\t\t}\n\n\t\t/**\n\t\t * Иначе добавляет новое `[null, int]`\n\t\t */\n\t\tpath.push([null, 0]);\n\t};\n\n\tconst render = () => {\n\t\tconst referred = refer();\n\n\t\tif (Array.isArray(referred)) {\n\t\t\tconst [action, ...props] = referred;\n\n\t\t\tmatch(action, props);\n\t\t} else {\n\t\t\tmatch('exit', []);\n\t\t}\n\t};\n\n\tconst push = () => {\n\t\tif (!restoring) next(), render();\n\t};\n\n\tconst forward = () => {\n\t\tenmemory();\n\t\tpush();\n\t\tinteractivity(true);\n\t};\n\n\tconst interactivity = (value = false) => {\n\t\tinteracted = value ? (interacted + 1) : 0;\n\t};\n\n\t/**\n\t * Unwraps translatable content to string\n\t *\n\t * @example ```\n\t * unwrap(t('Hello'));\n\t * unwrap({ en: 'Hello', ru: 'Привет' });\n\t * unwrap({ en: () => data().ad_viewed ? 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+
{"version":3,"sources":["../src/utils.ts","../src/global.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\t[Key in keyof ActionProxyProvider<Record<string, Character>>]: (\n\t\tdata: Parameters<ActionProxyProvider<Record<string, Character>>[Key]>,\n\t) => void;\n};\n\ntype MatchActionMapComplete = Omit<MatchActionMap, 'custom'> & {\n\tcustom: (value: [handler: CustomHandler]) => Thenable<void>;\n};\n\nconst matchAction = <M extends MatchActionMapComplete>(values: M) => {\n\treturn (action: keyof MatchActionMap, props: any) => {\n\t\treturn values[action](props);\n\t};\n};\n\nconst isNumber = (val: unknown): val is number => {\n\treturn typeof val === 'number';\n};\n\nconst isNull = (val: unknown): val is null => {\n\treturn val === null;\n};\n\nconst isString = (val: unknown): val is string => {\n\treturn typeof val === 'string';\n};\n\nconst isFunction = (val: unknown): val is (...parameters: any[]) => any => {\n\treturn typeof val === 'function';\n};\n\nconst isPromise = (val: unknown): val is Promise<any> => {\n\treturn Boolean(val) && (typeof val === 'object' || isFunction(val)) && isFunction((val as any).then);\n};\n\nconst isEmpty = (val: unknown): val is {} => {\n\treturn typeof val === 'object' && !isNull(val) && Object.keys(val).length === 0;\n};\n\nconst isCSSImage = (str: string) => {\n\tconst startsWith = String.prototype.startsWith.bind(str);\n\n\treturn startsWith('http') || startsWith('/') || startsWith('.') || startsWith('data');\n};\n\nconst str = (value: unknown) => {\n\treturn String(value);\n};\n\nconst isUserRequiredAction = (\n\taction: keyof MatchActionMapComplete,\n\tmeta: Parameters<MatchActionMapComplete[keyof MatchActionMapComplete]>,\n) => {\n\treturn action === 'custom' && meta[0] && (meta[0] as unknown as CustomHandler).requireUserAction;\n};\n\nconst getTypewriterSpeed = (): TypewriterSpeed => {\n\treturn 'Medium';\n};\n\nconst getLanguage = (languages: string[], _: any) => {\n\tlet { language } = navigator;\n\n\tif (languages.includes(language)) {\n\t\treturn language;\n\t} else if (languages.includes((language = language.substring(0, 2)))) {\n\t\treturn language;\n\t} else if ((language = languages.find((value) => navigator.languages.includes(value))!)) {\n\t\treturn language;\n\t}\n\n\t/**\n\t * We'v checked the `en-GB` format, `en` format, and maybe any second languages, but there were no matches\n\t */\n\treturn languages[0];\n};\n\n/**\n * @copyright Techlead LLC\n * @see https://learn.javascript.ru/task/throttle\n */\nconst throttle = <Fn extends (...args: any[]) => any>(fn: Fn, ms: number) => {\n\tlet throttled = false,\n\t\tsavedArgs: any,\n\t\tsavedThis: any;\n\n\tfunction wrapper(this: any) {\n\t\tif (throttled) {\n\t\t\tsavedArgs = arguments;\n\t\t\tsavedThis = this;\n\t\t\treturn;\n\t\t}\n\n\t\tfn.apply(this, arguments as unknown as any[]);\n\n\t\tthrottled = true;\n\n\t\tsetTimeout(function () {\n\t\t\tthrottled = false;\n\n\t\t\tif (savedArgs) {\n\t\t\t\twrapper.apply(savedThis, savedArgs);\n\t\t\t\tsavedArgs = savedThis = null;\n\t\t\t}\n\t\t}, ms);\n\t}\n\n\treturn wrapper as unknown as (...args: Parameters<Fn>) => void;\n};\n\nconst vibrate = (pattern: VibratePattern) => {\n\ttry {\n\t\tif ('vibrate' in navigator) {\n\t\t\tnavigator.vibrate(pattern);\n\t\t}\n\t} catch {}\n};\n\nconst findLastIndex = <T>(array: T[], fn: (item: T) => boolean) => {\n\tfor (let i = array.length - 1; i > 0; i--) {\n\t\tif (fn(array[i])) {\n\t\t\treturn i;\n\t\t}\n\t}\n\n\treturn -1;\n};\n\nconst preloadImagesBlocking = (images: Set<string>) => {\n\treturn Promise.allSettled(Array.from(images).map(src => {\n\t\tconst img = document.createElement('img');\n\n\t\timg.src = src;\n\n\t\treturn new Promise<unknown>((resolve, reject) => {\n\t\t\t/**\n\t\t\t * Image is already loaded\n\t\t\t */\n\t\t\tif (img.complete && img.naturalHeight !== 0) {\n\t\t\t\tresolve(void 0);\n\t\t\t}\n\n\t\t\timg.addEventListener('load', resolve);\n\t\t\timg.addEventListener('abort', reject);\n\t\t\timg.addEventListener('error', reject);\n\t\t});\n\t}));\n}\n\nconst createDeferredPromise = <T extends unknown = void>() => {\n\tlet resolve!: (value: T | PromiseLike<T>) => void, reject!: (reason?: any) => void;\n\n\tconst promise = new Promise<T>((res, rej) => {\n\t\tresolve = res; reject = rej;\n\t});\n\n\treturn { resolve, reject, promise }\n}\n\nexport {\n\tmatchAction,\n\tisNumber,\n\tisNull,\n\tisString,\n\tisPromise,\n\tisEmpty,\n\tisCSSImage,\n\tstr,\n\tisUserRequiredAction,\n\tgetTypewriterSpeed,\n\tgetLanguage,\n\tthrottle,\n\tisFunction,\n\tvibrate,\n\tfindLastIndex,\n\tpreloadImagesBlocking,\n\tcreateDeferredPromise\n};\n","const PRELOADED_ASSETS = new Set<string>();\n\nexport { PRELOADED_ASSETS }\n","type Stored<T> = {\n\tsubscribe: (cb: (value: T) => void) => () => void;\n\tupdate: (fn: (prev: T) => T) => void;\n\tget: () => T;\n};\n\nconst store = <T>(current: T, subscribers = new Set<(value: T) => void>()): Stored<T> => {\n\tconst subscribe = (cb: (value: T) => void) => {\n\t\tsubscribers.add(cb), cb(current);\n\n\t\treturn () => {\n\t\t\tsubscribers.delete(cb);\n\t\t};\n\t};\n\n\tconst push = (value: T) => {\n\t\tsubscribers.forEach((cb) => cb(value));\n\t};\n\n\tconst update = (fn: (prev: T) => T) => {\n\t\tpush((current = fn(current)));\n\t};\n\n\tconst get = () => {\n\t\treturn current;\n\t};\n\n\treturn { subscribe, update, get } as const;\n};\n\nexport { store };\nexport type { Stored };\n","import type { Character } from './character';\nimport type {\n\tActionProxyProvider,\n\tGetActionParameters,\n\tStory,\n\tValidAction,\n\tUnwrappable,\n\tCustomHandler,\n} from './action';\nimport type { Storage } from './storage';\nimport type { Save, State, Data, StorageData, DeepPartial, NovelyScreen, Migration, ActionFN } from './types';\nimport type { Renderer, RendererInit } from './renderer';\nimport type { SetupT9N } from '@novely/t9n';\nimport {\n\tmatchAction,\n\tisNumber,\n\tisNull,\n\tisString,\n\tisPromise,\n\tisEmpty,\n\tisCSSImage,\n\tstr,\n\tisUserRequiredAction,\n\tgetTypewriterSpeed,\n\tgetLanguage as defaultGetLanguage,\n\tthrottle,\n\tisFunction,\n\tvibrate,\n\tfindLastIndex,\n\tpreloadImagesBlocking,\n\tcreateDeferredPromise\n} from './utils';\nimport { PRELOADED_ASSETS } from './global';\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<\n\tLanguages extends string,\n\tCharacters extends Record<string, Character<Languages>>,\n\tInter extends ReturnType<SetupT9N<Languages>>,\n\tStateScheme extends State,\n\tDataScheme extends Data,\n> {\n\t/**\n\t * An array of languages supported by the game.\n\t */\n\tlanguages: Languages[];\n\t/**\n\t * An object containing the characters in the game.\n\t */\n\tcharacters: Characters;\n\t/**\n\t * An object that provides access to the game's storage system.\n\t */\n\tstorage: Storage;\n\t/**\n\t * Delay loading data until Promise is resolved\n\t */\n\tstorageDelay?: Promise<void>;\n\t/**\n\t * A function that returns a Renderer object used to display the game's content\n\t */\n\trenderer: (characters: RendererInit) => Renderer;\n\t/**\n\t * An optional property that specifies the initial screen to display when the game starts\n\t */\n\tinitialScreen?: NovelyScreen;\n\t/**\n\t * An object containing the translation functions used in the game\n\t */\n\tt9n: Inter;\n\t/**\n\t * Initial state value\n\t */\n\tstate?: StateScheme;\n\t/**\n\t * Initial data value\n\t */\n\tdata?: DataScheme;\n\t/**\n\t * Enable autosaves or disable\n\t * @default true\n\t */\n\tautosaves?: boolean;\n\t/**\n\t * Migration from old saves to newer\n\t */\n\tmigrations?: Migration[];\n\t/**\n\t * For saves Novely uses `throttle` function. This might be needed if you want to control frequency of saves to the storage\n\t * @default 799\n\t */\n\tthrottleTimeout?: number;\n\t/**\n\t * Custom language detector\n\t * @param languages Supported languages aka `languages: []` in the config\n\t * @example ```ts\n\t * novely({\n\t * \t\tgetLanguage(languages, original) {\n\t * \t\t\t\tif (!sdk) return original(languages);\n\t * \t\t\t\treturn sdk.environment.i18n.lang // i.e. custom language from some sdk\n\t * \t\t}\n\t * })\n\t * ```\n\t */\n\tgetLanguage?: (languages: string[], original: typeof defaultGetLanguage) => string;\n\t/**\n\t * Ignores saved language, and uses `getLanguage` to get it on every engine start\n\t * @default false\n\t */\n\toverrideLanguage?: boolean;\n\t/**\n\t * Show a prompt before exiting a game\n\t * @default true\n\t */\n\taskBeforeExit?: boolean;\n\t/**\n\t * @default \"lazy\"\n\t */\n\tpreloadAssets?: \"lazy\" | \"blocking\"\n}\n\nconst novely = <\n\tLanguages extends string,\n\tCharacters extends Record<string, Character<Languages>>,\n\tInter extends ReturnType<SetupT9N<Languages>>,\n\tStateScheme extends State,\n\tDataScheme extends Data,\n>({\n\tcharacters,\n\tstorage,\n\tstorageDelay = Promise.resolve(),\n\trenderer: createRenderer,\n\tinitialScreen = 'mainmenu',\n\tt9n,\n\tlanguages,\n\tstate: defaultState,\n\tdata: defaultData,\n\tautosaves = true,\n\tmigrations = [],\n\tthrottleTimeout = 799,\n\tgetLanguage = defaultGetLanguage,\n\toverrideLanguage = false,\n\taskBeforeExit = true,\n\tpreloadAssets = \"lazy\"\n}: NovelyInit<Languages, Characters, Inter, StateScheme, DataScheme>) => {\n\tlet story: Story;\n\tlet times = new Set<number>();\n\n\tconst ASSETS_TO_PRELOAD = new Set<string>();\n\tconst assetsLoaded = createDeferredPromise();\n\n\t/**\n\t * Prevent `undefined`\n\t */\n\tdefaultData ||= {} as DataScheme;\n\tdefaultState ||= {} as StateScheme;\n\n\t/**\n\t * Saves timestamps created in this session\n\t */\n\tconst intime = (value: number) => {\n\t\treturn times.add(value), value;\n\t};\n\n\tconst withStory = async (s: Story) => {\n\t\t/**\n\t\t * Transforms `(ValidAction | ValidAction[])[]` to `ValidAction[]`\n\t\t */\n\t\tstory = Object.fromEntries(\n\t\t\tObject.entries(s).map(([name, items]) => {\n\t\t\t\tconst flat = (item: (ValidAction | ValidAction[])[]): ValidAction[] => {\n\t\t\t\t\treturn item.flatMap((data) => {\n\t\t\t\t\t\tconst type = data[0];\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * This is not just an action like `['name', ...arguments]`, but an array of actions\n\t\t\t\t\t\t */\n\t\t\t\t\t\tif (Array.isArray(type)) return flat(data as ValidAction[]);\n\n\t\t\t\t\t\treturn [data as ValidAction];\n\t\t\t\t\t});\n\t\t\t\t};\n\n\t\t\t\treturn [name, flat(items)];\n\t\t\t}),\n\t\t);\n\n\t\tif (preloadAssets === 'blocking' && ASSETS_TO_PRELOAD.size > 0) {\n\t\t\trenderer.ui.showScreen('loading');\n\n\t\t\tawait preloadImagesBlocking(ASSETS_TO_PRELOAD);\n\t\t}\n\n\t\tASSETS_TO_PRELOAD.clear();\n\t\tassetsLoaded.resolve();\n\n\t\t/**\n\t\t * When `initialScreen` is not a game, we can safely show it\n\t\t */\n\t\tif (initialScreen !== 'game') renderer.ui.showScreen(initialScreen);\n\t};\n\n\tconst action = new Proxy({} as ActionProxyProvider<Characters>, {\n\t\tget(_, prop) {\n\t\t\treturn (...props: Parameters<ActionFN>) => {\n\t\t\t\tif (preloadAssets === 'blocking') {\n\t\t\t\t\t/**\n\t\t\t\t\t * Load backgrounds\n\t\t\t\t\t */\n\t\t\t\t\tif (prop === 'showBackground' && typeof props[0] === 'string' && isCSSImage(props[0])) {\n\t\t\t\t\t\tASSETS_TO_PRELOAD.add(props[0]);\n\t\t\t\t\t}\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Load characters\n\t\t\t\t\t */\n\t\t\t\t\tif (prop === 'showCharacter' && typeof props[0] === 'string' && typeof props[1] === 'string') {\n\t\t\t\t\t\tconst images = characters[props[0]].emotions[props[1]];\n\n\t\t\t\t\t\tif (typeof images === 'string') {\n\t\t\t\t\t\t\tASSETS_TO_PRELOAD.add(images);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tfor (const asset of [images.head, images.body.left, images.body.right]) {\n\t\t\t\t\t\t\t\tASSETS_TO_PRELOAD.add(asset);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn [prop, ...props];\n\t\t\t};\n\t\t},\n\t});\n\n\tfunction state(value: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): void;\n\tfunction state(): StateScheme;\n\tfunction state(value?: DeepPartial<StateScheme> | ((prev: StateScheme) => StateScheme)): StateScheme | void {\n\t\tif (!value) return stack.value[1] as StateScheme | void;\n\n\t\tconst prev = stack.value[1];\n\t\tconst val = isFunction(value) ? value(prev as StateScheme) : deepmerge([prev, value]);\n\n\t\tstack.value[1] = val as StateScheme;\n\t}\n\n\tconst getDefaultSave = (state = {}) => {\n\t\treturn [\n\t\t\t[\n\t\t\t\t[null, 'start'],\n\t\t\t\t[null, 0],\n\t\t\t],\n\t\t\tstate,\n\t\t\t[intime(Date.now()), 'auto'],\n\t\t] as Save;\n\t};\n\n\tconst createStack = (current: Save, stack = [current]) => {\n\t\treturn {\n\t\t\tget value() {\n\t\t\t\treturn stack.at(-1)!;\n\t\t\t},\n\t\t\tset value(value: Save) {\n\t\t\t\tstack[stack.length - 1] = value;\n\t\t\t},\n\t\t\tback() {\n\t\t\t\tif (stack.length > 1) stack.pop(), (goingBack = true);\n\t\t\t},\n\t\t\tpush(value: Save) {\n\t\t\t\tstack.push(value);\n\t\t\t},\n\t\t\tclear() {\n\t\t\t\tstack = [getDefaultSave(klona(defaultState))];\n\t\t\t},\n\t\t};\n\t};\n\n\tconst getLanguageWithoutParameters = () => {\n\t\treturn getLanguage(languages, defaultGetLanguage);\n\t}\n\n\t/**\n\t * 1) Novely rendered using the `initialData`, but you can't start new game or `load` an empty one - this is scary, imagine losing your progress\n\t * 2) Actual stored data is loaded, language and etc is changed\n\t */\n\tconst initialData: StorageData = {\n\t\tsaves: [],\n\t\tdata: klona(defaultData) as Data,\n\t\tmeta: [getLanguageWithoutParameters(), getTypewriterSpeed()],\n\t};\n\n\tconst $ = store(initialData);\n\n\tlet initialDataLoaded = false;\n\n\tconst onStorageDataChange = (value: StorageData) => {\n\t\tif (initialDataLoaded) storage.set(value);\n\t};\n\n\tconst throttledOnStorageDataChange = throttle(onStorageDataChange, throttleTimeout);\n\n\t$.subscribe(throttledOnStorageDataChange);\n\n\tconst getStoredData = () => {\n\t\tstorage.get().then((stored) => {\n\t\t\t/**\n\t\t\t * Migration is done only once (when game loads it's data), and then it saves the updated format\n\t\t\t */\n\t\t\tfor (const migration of migrations) {\n\t\t\t\t// @ts-expect-error Types does not match between versions\n\t\t\t\tstored = migration(stored);\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Default `localStorageStorage` returns empty array and engine set this up itself\n\t\t\t */\n\t\t\tstored.meta[1] ||= getTypewriterSpeed();\n\n\t\t\t/**\n\t\t\t * When we need to override it we do that, when not – only when language was not defined already\n\t\t\t */\n\t\t\tif (overrideLanguage) {\n\t\t\t\tstored.meta[0] = getLanguageWithoutParameters();\n\t\t\t} else {\n\t\t\t\tstored.meta[0] ||= getLanguageWithoutParameters();\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * When data is empty replace it with `defaultData`\n\t\t\t * It also might be empty (default to empty)\n\t\t\t */\n\t\t\tif (isEmpty(stored.data)) {\n\t\t\t\tstored.data = defaultData as Data;\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Now the next store updates will entail saving via storage.set\n\t\t\t */\n\t\t\tinitialDataLoaded = true;\n\n\t\t\t$.update(() => stored);\n\n\t\t\t/**\n\t\t\t * When initialScreen is game, then we will load it, but after the data is loaded and when assets are loaded if that is needed\n\t\t\t */\n\t\t\tif (initialScreen === 'game') assetsLoaded.promise.then(() => {\n\t\t\t\trestore();\n\t\t\t});\n\t\t});\n\t};\n\n\t/**\n\t * By default this is resolved immediately, but also can be delayed.\n\t * I.e. storage has not loaded yet\n\t */\n\tstorageDelay.then(getStoredData);\n\n\tconst initial = getDefaultSave(klona(defaultState));\n\tconst stack = createStack(initial);\n\n\tconst save = (override = false, type: Save[2][1] = override ? 'auto' : 'manual') => {\n\t\tif (!initialDataLoaded) return;\n\n\t\t/**\n\t\t * When autosaves diabled just return\n\t\t */\n\t\tif (!autosaves && type === 'auto') return;\n\n\t\tconst current = klona(stack.value);\n\n\t\t$.update((prev) => {\n\t\t\t/**\n\t\t\t * Find latest save that were created in current session, and check if it is latest in an array\n\t\t\t *\n\t\t\t * We check if save was created in current session and it is latest in array\n\t\t\t * When it is not then replacing it will break logical chain\n\t\t\t *\n\t\t\t * [auto save 1]\n\t\t\t * [manual save 1]\n\t\t\t * [auto save 2] <- should not replace first auto save\n\t\t\t */\n\t\t\tconst isLatest = findLastIndex(prev.saves, (value) => times.has(value[2][0])) === prev.saves.length - 1;\n\n\t\t\t/**\n\t\t\t * Update type and time information\n\t\t\t */\n\t\t\tcurrent[2][0] = intime(Date.now());\n\t\t\tcurrent[2][1] = type;\n\n\t\t\tif (!override || !isLatest) {\n\t\t\t\tprev.saves.push(current);\n\n\t\t\t\treturn prev;\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Get latest\n\t\t\t */\n\t\t\tconst latest = prev.saves.at(-1);\n\n\t\t\t/**\n\t\t\t * When that save is the same type, replace it\n\t\t\t */\n\t\t\tif (latest && latest[2][1] === type) {\n\t\t\t\tprev.saves[prev.saves.length - 1] = current;\n\t\t\t} else {\n\t\t\t\tprev.saves.push(current);\n\t\t\t}\n\n\t\t\treturn prev;\n\t\t});\n\t};\n\n\tconst newGame = () => {\n\t\tif (!initialDataLoaded) return;\n\n\t\tconst save = getDefaultSave(klona(defaultState));\n\n\t\t/**\n\t\t * Initial save is automatic, and should be ignored when autosaves is turned off\n\t\t */\n\t\tif (autosaves) {\n\t\t\t$.update((prev) => {\n\t\t\t\treturn prev.saves.push(save), prev;\n\t\t\t});\n\t\t}\n\n\t\trestore(save);\n\t};\n\n\t/**\n\t * Set's the save\n\t */\n\tconst set = (save: Save) => {\n\t\tstack.value = save;\n\n\t\treturn restore(save);\n\t};\n\n\tlet restoring = false;\n\tlet goingBack = false;\n\tlet interacted = 0;\n\n\t/**\n\t * Restore\n\t */\n\tconst restore = async (save?: Save) => {\n\t\tif (!initialDataLoaded) return;\n\n\t\tlet latest = save ? save : $.get().saves.at(-1);\n\n\t\t/**\n\t\t * When there is no game, then make a new game\n\t\t */\n\t\tif (!latest) {\n\t\t\t$.update(() => ({\n\t\t\t\tsaves: [initial],\n\t\t\t\tdata: klona(defaultData) as Data,\n\t\t\t\tmeta: [getLanguageWithoutParameters(), getTypewriterSpeed()],\n\t\t\t}));\n\n\t\t\tlatest = klona(initial);\n\t\t}\n\n\t\t(restoring = true), (stack.value = latest);\n\n\t\t/**\n\t\t * Текущий элемент в истории\n\t\t */\n\t\tlet current: any = story;\n\t\t/**\n\t\t * Текущий элемент `[null, int]`\n\t\t */\n\t\tlet index = 0;\n\n\t\t/**\n\t\t * Число элементов `[null, int]`\n\t\t */\n\t\tconst max = stack.value[0].reduce((acc, [type, val]) => {\n\t\t\tif (isNull(type) && isNumber(val)) return acc + 1;\n\n\t\t\treturn acc;\n\t\t}, 0);\n\n\t\tconst queue = [] as [any, any][];\n\t\tconst keep = new Set();\n\t\tconst characters = new Set();\n\n\t\tfor (const [type, val] of stack.value[0]) {\n\t\t\tif (type === null) {\n\t\t\t\tif (isString(val)) {\n\t\t\t\t\tcurrent = current[val];\n\t\t\t\t} else if (isNumber(val)) {\n\t\t\t\t\tindex++;\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Запустим все экшены которые идут в `[null, int]` от `0` до `int`\n\t\t\t\t\t * Почему-то потребовалось изменить `<` на `<=`, чтобы последний action попадал сюда\n\t\t\t\t\t */\n\t\t\t\t\tfor (let i = 0; i <= val; i++) {\n\t\t\t\t\t\tconst [action, ...meta] = current[i];\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Add item to queue and action to keep\n\t\t\t\t\t\t */\n\t\t\t\t\t\tconst push = () => {\n\t\t\t\t\t\t\tkeep.add(action);\n\t\t\t\t\t\t\tqueue.push([action, meta]);\n\t\t\t\t\t\t};\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Do not remove characters that will be here anyways\n\t\t\t\t\t\t */\n\t\t\t\t\t\tif (action === 'showCharacter') characters.add(meta[0]);\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Экшены, для закрытия которых пользователь должен с ними взаимодействовать\n\t\t\t\t\t\t * Также в эту группу входят экшены, которые не должны быть вызваны при восстановлении\n\t\t\t\t\t\t */\n\t\t\t\t\t\tif (SKIPPED_DURING_RESTORE.has(action) || isUserRequiredAction(action, meta)) {\n\t\t\t\t\t\t\tif (index === max && i === val) {\n\t\t\t\t\t\t\t\tpush();\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tpush();\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrent = current[val];\n\t\t\t\t}\n\t\t\t} else if (type === 'choice') {\n\t\t\t\tcurrent = current[(val as number) + 1][1];\n\t\t\t} else if (type === 'condition') {\n\t\t\t\tcurrent = current[2][val];\n\t\t\t}\n\t\t}\n\n\t\tqueue.forEach((value, index) => {\n\t\t\t/**\n\t\t\t * Mutate the queue item\n\t\t\t */\n\t\t\tvalue.push(index);\n\t\t});\n\n\t\t/**\n\t\t * This is basically made for TypeScript.\n\t\t */\n\t\tconst indexedQueue = queue as unknown as [Exclude<ValidAction[0], ValidAction>, ValidAction[1], number][];\n\n\t\t/**\n\t\t * Run these exactly before the main loop.\n\t\t */\n\t\trenderer.ui.showScreen('game');\n\t\t/**\n\t\t * Provide the `keep` in there\n\t\t */\n\t\tmatch('clear', [keep, characters]);\n\n\t\t/**\n\t\t * Get the next actions array.\n\t\t */\n\t\tconst next = (i: number) => indexedQueue.slice(i + 1);\n\n\t\tfor await (const [action, meta, i] of indexedQueue) {\n\t\t\tif (action === 'function' || action === 'custom') {\n\t\t\t\t/**\n\t\t\t\t * When `callOnlyLatest` is `true`\n\t\t\t\t */\n\t\t\t\tif (action === 'custom' && (meta as GetActionParameters<'Custom'>)[0].callOnlyLatest) {\n\t\t\t\t\t/**\n\t\t\t\t\t * We'll calculate it is `latest` or not\n\t\t\t\t\t */\n\t\t\t\t\tconst notLatest = next(i).some(([_action, _meta]) => {\n\t\t\t\t\t\tif (!_meta || !meta) return false;\n\n\t\t\t\t\t\tconst c0 = _meta[0] as unknown as GetActionParameters<'Custom'>[0];\n\t\t\t\t\t\tconst c1 = meta[0] as unknown as GetActionParameters<'Custom'>[0];\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Also check for `undefined`\n\t\t\t\t\t\t */\n\t\t\t\t\t\tconst isIdenticalID = c0.id && c1.id && c0.id === c1.id;\n\n\t\t\t\t\t\t/**\n\t\t\t\t\t\t * Equal by id or equal by `toString()`\n\t\t\t\t\t\t */\n\t\t\t\t\t\treturn isIdenticalID || str(c0) === str(c1);\n\t\t\t\t\t});\n\n\t\t\t\t\tif (notLatest) continue;\n\t\t\t\t}\n\n\t\t\t\t/**\n\t\t\t\t * Action can return Promise.\n\t\t\t\t */\n\t\t\t\tconst result = match(action, meta);\n\n\t\t\t\t/**\n\t\t\t\t * Should wait until it resolved\n\t\t\t\t */\n\t\t\t\tif (isPromise(result)) {\n\t\t\t\t\t/**\n\t\t\t\t\t * Await it!\n\t\t\t\t\t */\n\t\t\t\t\tawait result;\n\t\t\t\t}\n\t\t\t} else if (action === 'showCharacter') {\n\t\t\t\tconst skip = next(i).some(([_action, _meta]) => {\n\t\t\t\t\t/**\n\t\t\t\t\t * Проверка на возможный `undefined`\n\t\t\t\t\t */\n\t\t\t\t\tif (!_meta || !meta) return false;\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Будет ли персонаж скрыт в будущем\n\t\t\t\t\t * Нет смысла при загрузке сохранения загружать и отрисовывать персонажа, который будет скрыт\n\t\t\t\t\t */\n\t\t\t\t\tconst hidden = _action === 'hideCharacter' && _meta[0] === meta[0];\n\t\t\t\t\t/**\n\t\t\t\t\t * Не нужно запускать рендер персонажа, если после этого будет ещё один рендер этого персонажа\n\t\t\t\t\t * Таким образом избегаем ситуации, когда при загрузке вследствие гонки при загрузки изображений отрисовывается не последняя эмоция\n\t\t\t\t\t */\n\t\t\t\t\tconst notLatest = _action === action && _meta[0] === meta[0];\n\n\t\t\t\t\treturn hidden || notLatest;\n\t\t\t\t});\n\n\t\t\t\tif (skip) continue;\n\n\t\t\t\tmatch(action, meta);\n\t\t\t} else if (action === 'showBackground' || action === 'animateCharacter') {\n\t\t\t\t/**\n\t\t\t\t * Такая же оптимизация применяется к фонам и анимированию персонажей.\n\t\t\t\t * Если фон изменится, то нет смысла устанавливать текущий\n\t\t\t\t */\n\t\t\t\tconst notLatest = next(i).some(([_action]) => action === _action);\n\n\t\t\t\tif (notLatest) continue;\n\n\t\t\t\tmatch(action, meta);\n\t\t\t} else {\n\t\t\t\tmatch(action, meta);\n\t\t\t}\n\t\t}\n\n\t\t(restoring = goingBack = false), render();\n\t};\n\n\tconst refer = () => {\n\t\tlet current: any = story;\n\n\t\tfor (const [type, val] of stack.value[0]) {\n\t\t\tif (type === null) {\n\t\t\t\tcurrent = current[val];\n\t\t\t} else if (type === 'choice') {\n\t\t\t\tcurrent = current[(val as number) + 1][1];\n\t\t\t} else if (type === 'condition') {\n\t\t\t\tcurrent = current[2][val];\n\t\t\t}\n\t\t}\n\n\t\treturn current;\n\t};\n\n\t/**\n\t * @param force Force exit\n\t */\n\tconst exit = (force = false) => {\n\t\tif (interacted > 1 && !force && askBeforeExit) {\n\t\t\trenderer.ui.showExitPrompt();\n\t\t\treturn;\n\t\t}\n\n\t\tconst current = stack.value;\n\n\t\tstack.clear();\n\t\trenderer.ui.showScreen('mainmenu');\n\n\t\t/**\n\t\t * First two save elements and it's type\n\t\t */\n\t\tconst [time, type] = current[2];\n\n\t\tif (type === 'auto') {\n\t\t\t/**\n\t\t\t * Save belongs to the current session\n\t\t\t * And player did not interacted or did it once, so this is probably not-needed save\n\t\t\t */\n\t\t\tif (interacted <= 1 && times.has(time)) {\n\t\t\t\t$.update((prev) => {\n\t\t\t\t\tprev.saves = prev.saves.filter((save) => save !== current);\n\n\t\t\t\t\treturn prev;\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\n\t\t/**\n\t\t * Reset interactive value\n\t\t */\n\t\tinteractivity(false);\n\t\t/**\n\t\t * Reset session times\n\t\t */\n\t\ttimes.clear();\n\t};\n\n\tconst back = () => {\n\t\treturn stack.back(), restore(stack.value);\n\t};\n\n\tconst renderer = createRenderer({\n\t\tcharacters,\n\t\tset,\n\t\trestore,\n\t\tsave,\n\t\tnewGame,\n\t\texit,\n\t\tback,\n\t\tstack,\n\t\tlanguages,\n\t\tt: t9n.i,\n\t\t$,\n\t});\n\n\tconst match = matchAction({\n\t\twait([time]) {\n\t\t\tif (!restoring) setTimeout(push, isFunction(time) ? time() : time);\n\t\t},\n\t\tshowBackground([background]) {\n\t\t\trenderer.background(background);\n\t\t\tpush();\n\t\t},\n\t\tplayMusic([source]) {\n\t\t\trenderer.music(source, 'music').play();\n\t\t\tpush();\n\t\t},\n\t\tstopMusic([source]) {\n\t\t\trenderer.music(source, 'music').stop();\n\t\t\tpush();\n\t\t},\n\t\tshowCharacter([character, emotion, className, style]) {\n\t\t\tconst handle = renderer.character(character);\n\n\t\t\thandle.append(className, style, restoring);\n\t\t\thandle.withEmotion(emotion)();\n\n\t\t\tpush();\n\t\t},\n\t\thideCharacter([character, className, style, duration]) {\n\t\t\trenderer.character(character).remove(className, style, duration)(push, restoring);\n\t\t},\n\t\tdialog([character, content, emotion]) {\n\t\t\t/**\n\t\t\t * Person name\n\t\t\t */\n\t\t\tconst name = (() => {\n\t\t\t\tconst c = character,\n\t\t\t\t\tcs = characters;\n\t\t\t\tconst lang = $.get().meta[0];\n\n\t\t\t\treturn c\n\t\t\t\t\t? c in cs\n\t\t\t\t\t\t? typeof cs[c].name === 'string'\n\t\t\t\t\t\t\t? (cs[c].name as string)\n\t\t\t\t\t\t\t: (cs[c].name as Record<string, string>)[lang]\n\t\t\t\t\t\t: c\n\t\t\t\t\t: '';\n\t\t\t})();\n\n\t\t\trenderer.dialog(unwrap(content), unwrap(name), character, emotion)(forward, goingBack);\n\t\t},\n\t\tfunction([fn]) {\n\t\t\tconst result = fn(restoring, goingBack);\n\n\t\t\tif (!restoring) result ? result.then(push) : push();\n\n\t\t\treturn result;\n\t\t},\n\t\tchoice([question, ...choices]) {\n\t\t\tconst isWithoutQuestion = Array.isArray(question);\n\n\t\t\tif (isWithoutQuestion) {\n\t\t\t\t/**\n\t\t\t\t * Первый элемент может быть как строкой, так и элементов выбора\n\t\t\t\t */\n\t\t\t\tchoices.unshift(question as unknown as [Unwrappable, ValidAction[], () => boolean]);\n\t\t\t\t/**\n\t\t\t\t * Значит, текст не требуется\n\t\t\t\t */\n\t\t\t\tquestion = '';\n\t\t\t}\n\n\t\t\tconst unwrapped = choices.map(([content, action, visible]) => {\n\t\t\t\treturn [unwrap(content), action, visible] as [string, ValidAction[], () => boolean];\n\t\t\t});\n\n\t\t\trenderer.choices(\n\t\t\t\tunwrap(question),\n\t\t\t\tunwrapped,\n\t\t\t)((selected) => {\n\t\t\t\tenmemory();\n\n\t\t\t\t/**\n\t\t\t\t * If there is a question, then `index` should be shifted by `1`\n\t\t\t\t */\n\t\t\t\tconst offset = isWithoutQuestion ? 0 : 1;\n\n\t\t\t\tstack.value[0].push(['choice', selected + offset], [null, 0]);\n\t\t\t\trender();\n\t\t\t\tinteractivity(true);\n\t\t\t});\n\t\t},\n\t\tjump([scene]) {\n\t\t\t/**\n\t\t\t * `-1` index is used here because `clear` will run `next` that will increase index to `0`\n\t\t\t */\n\t\t\tstack.value[0] = [\n\t\t\t\t[null, scene],\n\t\t\t\t[null, -1],\n\t\t\t];\n\n\t\t\tmatch('clear', []);\n\t\t},\n\t\tclear([keep, characters]) {\n\t\t\t/**\n\t\t\t * Remove vibration\n\t\t\t */\n\t\t\tvibrate(0);\n\t\t\t/**\n\t\t\t * Call the actual `clear`\n\t\t\t */\n\t\t\trenderer.clear(goingBack, keep || EMPTY_SET, characters || EMPTY_SET)(push);\n\t\t},\n\t\tcondition([condition]) {\n\t\t\tconst value = condition();\n\n\t\t\tif (!restoring) stack.value[0].push(['condition', String(value)], [null, 0]), render();\n\t\t},\n\t\tend() {\n\t\t\t/**\n\t\t\t * Clear the Scene\n\t\t\t */\n\t\t\tmatch('clear', []);\n\t\t\t/**\n\t\t\t * Go to the main menu\n\t\t\t */\n\t\t\trenderer.ui.showScreen('mainmenu');\n\t\t\t/**\n\t\t\t * Reset interactive value\n\t\t\t */\n\t\t\tinteractivity(false);\n\t\t\t/**\n\t\t\t * Reset session times\n\t\t\t */\n\t\t\ttimes.clear();\n\t\t},\n\t\tinput([question, onInput, setup]) {\n\t\t\trenderer.input(unwrap(question), onInput, setup)(forward);\n\t\t},\n\t\tcustom([handler]) {\n\t\t\tconst result = renderer.custom(handler, goingBack, () => {\n\t\t\t\tif (!restoring && handler.requireUserAction) enmemory(), interactivity(true);\n\t\t\t\tif (!restoring) push();\n\t\t\t});\n\n\t\t\treturn result;\n\t\t},\n\t\tvibrate(pattern) {\n\t\t\tvibrate(pattern);\n\t\t\tpush();\n\t\t},\n\t\tnext() {\n\t\t\tpush();\n\t\t},\n\t\tanimateCharacter([character, timeout, ...classes]) {\n\t\t\tconst handler: CustomHandler = (get) => {\n\t\t\t\tconst { clear } = get('@@internal-animate-character', false);\n\t\t\t\tconst char = renderer.store.characters[character];\n\n\t\t\t\t/**\n\t\t\t\t * Character is not defined, maybe, `animateCharacter` was called before `showCharacter`\n\t\t\t\t */\n\t\t\t\tif (!char) return;\n\n\t\t\t\tconst target = char.canvas;\n\n\t\t\t\t/**\n\t\t\t\t * Character is not found\n\t\t\t\t */\n\t\t\t\tif (!target) return;\n\n\t\t\t\tconst classNames = classes.filter((className) => !target.classList.contains(className));\n\n\t\t\t\ttarget.classList.add(...classNames);\n\n\t\t\t\tconst timeoutId = setTimeout(() => {\n\t\t\t\t\ttarget.classList.remove(...classNames);\n\t\t\t\t}, timeout);\n\n\t\t\t\tclear(() => {\n\t\t\t\t\ttarget.classList.remove(...classNames);\n\n\t\t\t\t\t/**\n\t\t\t\t\t * Clear timeout, because when you will game re-runs some callback might remove classes from character\n\t\t\t\t\t */\n\t\t\t\t\tclearTimeout(timeoutId);\n\t\t\t\t});\n\t\t\t};\n\n\t\t\t/**\n\t\t\t * `callOnlyLatest` property will not have any effect, because `custom` is called directly\n\t\t\t */\n\t\t\tmatch('custom', [handler]);\n\t\t},\n\t\ttext(text) {\n\t\t\trenderer.text(text.map((content) => unwrap(content)).join(' '), forward, goingBack);\n\t\t},\n\t\texit() {\n\t\t\tconst path = stack.value[0];\n\n\t\t\tlet exited = false;\n\n\t\t\tfor (let i = path.length - 1; i > 0; i--) {\n\t\t\t\tif (path[i][0] !== 'choice' && path[i][0] !== 'condition') continue;\n\n\t\t\t\texited = true;\n\t\t\t\tstack.value[0] = path.slice(0, i);\n\t\t\t\tnext();\n\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\t/**\n\t\t\t * Run render only when exit was performed. This prevents infinite loop of `render` -> `undefined` -> `exit` -> `render`.\n\t\t\t */\n\t\t\tif (exited) render();\n\t\t},\n\t\tpreload([source]) {\n\t\t\tif (!PRELOADED_ASSETS.has(source) && !goingBack && !restoring) {\n\t\t\t\t/**\n\t\t\t\t * Make image load\n\t\t\t\t */\n\t\t\t\tPRELOADED_ASSETS.add(document.createElement('img').src = source);\n\t\t\t}\n\n\t\t\tpush();\n\t\t}\n\t});\n\n\tconst enmemory = () => {\n\t\tif (restoring) return;\n\n\t\tconst current = klona(stack.value);\n\n\t\tcurrent[2][1] = 'auto';\n\n\t\tstack.push(current);\n\n\t\tsave(true, 'auto');\n\t};\n\n\tconst next = () => {\n\t\tconst path = stack.value[0];\n\t\t/**\n\t\t * Последний элемент пути\n\t\t */\n\t\tconst last = path[path.length - 1]!;\n\n\t\t/**\n\t\t * Если он вида `[null, int]` - увеличивает `int`\n\t\t */\n\t\tif (isNull(last[0]) && isNumber(last[1])) {\n\t\t\tlast[1] = last[1] + 1;\n\t\t\treturn;\n\t\t}\n\n\t\t/**\n\t\t * Иначе добавляет новое `[null, int]`\n\t\t */\n\t\tpath.push([null, 0]);\n\t};\n\n\tconst render = () => {\n\t\tconst referred = refer();\n\n\t\tif (Array.isArray(referred)) {\n\t\t\tconst [action, ...props] = referred;\n\n\t\t\tmatch(action, props);\n\t\t} else {\n\t\t\tmatch('exit', []);\n\t\t}\n\t};\n\n\tconst push = () => {\n\t\tif (!restoring) next(), render();\n\t};\n\n\tconst forward = () => {\n\t\tenmemory();\n\t\tpush();\n\t\tinteractivity(true);\n\t};\n\n\tconst interactivity = (value = false) => {\n\t\tinteracted = value ? (interacted + 1) : 0;\n\t};\n\n\t/**\n\t * Unwraps translatable content to string\n\t *\n\t * @example ```\n\t * unwrap(t('Hello'));\n\t * unwrap({ en: 'Hello', ru: 'Привет' });\n\t * unwrap({ en: () => data().ad_viewed ? 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package/package.json
CHANGED
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@@ -1,7 +1,7 @@
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1
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{
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2
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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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4
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+
"version": "0.9.0",
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5
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"type": "module",
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"sideEffects": false,
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"publishConfig": {
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