@selesai/code 0.9.10 → 0.9.11

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.
Files changed (302) hide show
  1. package/CHANGELOG.md +260 -255
  2. package/dist/cli/args.js +13 -2
  3. package/dist/cli/args.test.js +8 -0
  4. package/dist/cli/credential-print.js +4 -4
  5. package/dist/cli.js +0 -0
  6. package/dist/core/agent-session-auto-handoff.test.js +24 -1
  7. package/dist/core/agent-session.d.ts +11 -4
  8. package/dist/core/agent-session.js +96 -35
  9. package/dist/core/compaction/branch-summarization.js +30 -30
  10. package/dist/core/compaction/compaction.js +81 -81
  11. package/dist/core/compaction/utils.js +2 -2
  12. package/dist/core/defaults.d.ts +1 -0
  13. package/dist/core/defaults.js +9 -0
  14. package/dist/core/export-html/template.css +1066 -1066
  15. package/dist/core/export-html/template.html +55 -55
  16. package/dist/core/export-html/template.js +1864 -1864
  17. package/dist/core/export-html/vendor/highlight.min.js +1212 -1212
  18. package/dist/core/export-html/vendor/marked.min.js +78 -78
  19. package/dist/core/extensions/loader.js +108 -35
  20. package/dist/core/extensions/loader.test.d.ts +1 -0
  21. package/dist/core/extensions/loader.test.js +21 -0
  22. package/dist/core/extensions/types.d.ts +12 -2
  23. package/dist/core/keybindings.d.ts +2 -2
  24. package/dist/core/messages.js +7 -7
  25. package/dist/core/model-resolver.d.ts +1 -0
  26. package/dist/core/model-resolver.js +10 -4
  27. package/dist/core/package-manager.js +4 -4
  28. package/dist/core/sdk.d.ts +5 -5
  29. package/dist/core/sdk.js +16 -4
  30. package/dist/core/settings-manager.d.ts +6 -0
  31. package/dist/core/settings-manager.js +22 -0
  32. package/dist/core/tools/bash.d.ts +18 -1
  33. package/dist/core/tools/bash.js +41 -23
  34. package/dist/core/tools/index.d.ts +4 -1
  35. package/dist/core/tools/index.js +9 -1
  36. package/dist/core/tools/powershell.d.ts +15 -0
  37. package/dist/core/tools/powershell.js +38 -0
  38. package/dist/core/tools/powershell.test.d.ts +1 -0
  39. package/dist/core/tools/powershell.test.js +20 -0
  40. package/dist/extensions/context-compaction-reminder.test.ts +82 -82
  41. package/dist/extensions/context-compaction-reminder.ts +28 -28
  42. package/dist/extensions/pi-intercom/LICENSE +21 -21
  43. package/dist/extensions/pi-intercom/broker/client.test.ts +83 -83
  44. package/dist/extensions/pi-intercom/broker/extension.test.ts +387 -387
  45. package/dist/extensions/pi-intercom/broker/framing.test.ts +114 -114
  46. package/dist/extensions/pi-intercom/broker/paths.test.ts +153 -153
  47. package/dist/extensions/pi-intercom/broker/paths.ts +134 -134
  48. package/dist/extensions/pi-intercom/broker/runtime-claim.test.ts +34 -34
  49. package/dist/extensions/pi-intercom/broker/runtime-claim.ts +21 -21
  50. package/dist/extensions/pi-intercom/cwd.test.ts +40 -40
  51. package/dist/extensions/pi-intercom/cwd.ts +31 -31
  52. package/dist/extensions/pi-intercom/extension-api.ts +44 -44
  53. package/dist/extensions/pi-intercom/format-context.test.ts +31 -31
  54. package/dist/extensions/pi-intercom/format-context.ts +32 -32
  55. package/dist/extensions/pi-intercom/test/overlay-width.test.ts +66 -66
  56. package/dist/extensions/pi-intercom/ui/compose.ts +143 -143
  57. package/dist/extensions/pi-intercom/ui/session-list.ts +166 -166
  58. package/dist/extensions/pi-powerline-footer/bash-mode/shell-session.ts +286 -286
  59. package/dist/extensions/pi-powerline-footer/bash-mode/transcript.ts +108 -108
  60. package/dist/extensions/pi-powerline-footer/separators.ts +57 -57
  61. package/dist/extensions/pi-powerline-footer/tests/session-usage.test.ts +47 -47
  62. package/dist/extensions/pi-powerline-footer/tests/tps.test.ts +39 -39
  63. package/dist/extensions/pi-powerline-footer/theme.example.json +24 -24
  64. package/dist/extensions/pi-powerline-footer/theme.json +12 -12
  65. package/dist/extensions/pi-powerline-footer/tps.ts +345 -345
  66. package/dist/extensions/pi-rewind-hook/README.md +245 -245
  67. package/dist/extensions/pi-rewind-hook/index.ts +1445 -1445
  68. package/dist/extensions/pi-rewind-hook/package.json +29 -29
  69. package/dist/extensions/pi-subagents/install.mjs +0 -0
  70. package/dist/extensions/pi-web-agent/package.json +31 -31
  71. package/dist/extensions/pi-web-agent/src/backends/config.ts +205 -205
  72. package/dist/extensions/pi-web-agent/src/backends/doctor.ts +136 -136
  73. package/dist/extensions/pi-web-agent/src/backends/factory.ts +152 -152
  74. package/dist/extensions/pi-web-agent/src/backends/settings-reader.ts +25 -25
  75. package/dist/extensions/pi-web-agent/src/cache/ttl-cache.ts +28 -28
  76. package/dist/extensions/pi-web-agent/src/changelog-notice.ts +136 -136
  77. package/dist/extensions/pi-web-agent/src/commands/web-agent-config.ts +946 -946
  78. package/dist/extensions/pi-web-agent/src/extension.ts +126 -126
  79. package/dist/extensions/pi-web-agent/src/extract/readability.ts +118 -118
  80. package/dist/extensions/pi-web-agent/src/fetch/browser-resolution.ts +199 -199
  81. package/dist/extensions/pi-web-agent/src/fetch/firecrawl-fetch.ts +100 -100
  82. package/dist/extensions/pi-web-agent/src/fetch/headless-fetch.ts +117 -117
  83. package/dist/extensions/pi-web-agent/src/fetch/http-fetch.ts +67 -67
  84. package/dist/extensions/pi-web-agent/src/orchestration/answer-synthesizer.ts +60 -60
  85. package/dist/extensions/pi-web-agent/src/orchestration/candidate-selector.ts +50 -50
  86. package/dist/extensions/pi-web-agent/src/orchestration/direct-url.ts +52 -52
  87. package/dist/extensions/pi-web-agent/src/orchestration/evidence-quality.ts +105 -105
  88. package/dist/extensions/pi-web-agent/src/orchestration/evidence-ranker.ts +45 -45
  89. package/dist/extensions/pi-web-agent/src/orchestration/index.ts +28 -28
  90. package/dist/extensions/pi-web-agent/src/orchestration/query-planner.ts +47 -47
  91. package/dist/extensions/pi-web-agent/src/orchestration/research-orchestrator.ts +376 -376
  92. package/dist/extensions/pi-web-agent/src/orchestration/research-types.ts +64 -64
  93. package/dist/extensions/pi-web-agent/src/orchestration/research-worker.ts +181 -181
  94. package/dist/extensions/pi-web-agent/src/orchestration/source-profile.ts +101 -101
  95. package/dist/extensions/pi-web-agent/src/orchestration/stop-decider.ts +81 -81
  96. package/dist/extensions/pi-web-agent/src/presentation/config-store.ts +210 -210
  97. package/dist/extensions/pi-web-agent/src/presentation/config.ts +75 -75
  98. package/dist/extensions/pi-web-agent/src/presentation/explore-presentation.ts +61 -61
  99. package/dist/extensions/pi-web-agent/src/presentation/fetch-presentation.ts +54 -54
  100. package/dist/extensions/pi-web-agent/src/presentation/search-presentation.ts +41 -41
  101. package/dist/extensions/pi-web-agent/src/presentation/select-view.ts +20 -20
  102. package/dist/extensions/pi-web-agent/src/presentation/types.ts +63 -63
  103. package/dist/extensions/pi-web-agent/src/search/brave.ts +114 -114
  104. package/dist/extensions/pi-web-agent/src/search/duckduckgo.ts +72 -72
  105. package/dist/extensions/pi-web-agent/src/search/searxng.ts +96 -96
  106. package/dist/extensions/pi-web-agent/src/tools/web-explore.ts +71 -71
  107. package/dist/extensions/pi-web-agent/src/tools/web-fetch-headless.ts +31 -31
  108. package/dist/extensions/pi-web-agent/src/tools/web-fetch.ts +31 -31
  109. package/dist/extensions/pi-web-agent/src/tools/web-search.ts +157 -157
  110. package/dist/extensions/pi-web-agent/src/types.ts +88 -88
  111. package/dist/extensions/ponytail/package.json +8 -8
  112. package/dist/extensions/question/batch.ts +103 -103
  113. package/dist/extensions/question/constants.ts +30 -30
  114. package/dist/extensions/question/helpers.ts +58 -58
  115. package/dist/extensions/question/navigation.ts +14 -14
  116. package/dist/extensions/question/package.json +19 -19
  117. package/dist/extensions/question/schemas.ts +43 -43
  118. package/dist/extensions/question/selection-mode.ts +46 -46
  119. package/dist/extensions/question/shortcuts.ts +44 -44
  120. package/dist/extensions/question/types.ts +132 -132
  121. package/dist/extensions/test-resolve-hook-impl.mjs +6 -6
  122. package/dist/extensions/test-resolve-hook.mjs +6 -6
  123. package/dist/extensions/web-agent-onboarding.ts +222 -222
  124. package/dist/extensions/workflow/package.json +17 -17
  125. package/dist/package-manager-cli.js +71 -71
  126. package/dist/rpc-entry.js +0 -0
  127. package/dist/skills/agent-browser/SKILL.md +52 -52
  128. package/dist/skills/batch-grill-me/SKILL.md +19 -19
  129. package/dist/skills/grill-me/SKILL.md +10 -10
  130. package/dist/skills/handoff/SKILL.md +16 -16
  131. package/dist/skills/handoff-text/SKILL.md +14 -14
  132. package/dist/skills/implanger/SKILL.md +69 -69
  133. package/dist/skills/improve-codebase/REFERENCE.md +78 -78
  134. package/dist/skills/improve-codebase/SKILL.md +178 -178
  135. package/dist/skills/planger/SKILL.md +166 -166
  136. package/dist/skills/ponytail/SKILL.md +116 -116
  137. package/dist/skills/ponytail-audit/SKILL.md +42 -42
  138. package/dist/skills/ponytail-debt/SKILL.md +45 -45
  139. package/dist/skills/ponytail-gain/SKILL.md +51 -51
  140. package/dist/skills/ponytail-help/SKILL.md +70 -70
  141. package/dist/skills/ponytail-review/SKILL.md +58 -58
  142. package/dist/skills/selesai-handoff/SKILL.md +20 -20
  143. package/dist/skills/workflow-creation/SKILL.md +73 -73
  144. package/dist/themes/powerline-footer/theme.json +33 -33
  145. package/dist/utils/shell.d.ts +3 -0
  146. package/dist/utils/shell.js +17 -5
  147. package/docs/compaction.md +396 -396
  148. package/docs/containerization.md +111 -111
  149. package/docs/development.md +71 -71
  150. package/docs/docs.json +164 -164
  151. package/docs/environment-variables.md +86 -86
  152. package/docs/index.md +83 -83
  153. package/docs/json.md +82 -82
  154. package/docs/models.md +502 -502
  155. package/docs/packages.md +227 -227
  156. package/docs/plans/subagent-delegation/phase-0-correctness.md +264 -264
  157. package/docs/plans/subagent-delegation/phase-1-behavioral-contract.md +485 -485
  158. package/docs/plans/subagent-delegation/phase-2-context-controls.md +281 -281
  159. package/docs/plans/subagent-delegation/phase-3-advisory-routing.md +361 -361
  160. package/docs/plans/subagent-delegation/phase-4-optional-enforcement.md +380 -380
  161. package/docs/prompt-templates.md +95 -95
  162. package/docs/providers.md +293 -293
  163. package/docs/sdk.md +1144 -1143
  164. package/docs/security.md +59 -59
  165. package/docs/session-format.md +414 -414
  166. package/docs/sessions.md +145 -145
  167. package/docs/shared-host-extensions.md +109 -109
  168. package/docs/shell-aliases.md +13 -13
  169. package/docs/skills.md +231 -231
  170. package/docs/terminal-setup.md +142 -142
  171. package/docs/termux.md +127 -127
  172. package/docs/themes.md +295 -295
  173. package/docs/tmux.md +63 -63
  174. package/docs/tui.md +927 -927
  175. package/docs/windows.md +17 -17
  176. package/examples/README.md +25 -25
  177. package/examples/extensions/README.md +211 -211
  178. package/examples/extensions/auto-commit-on-exit.ts +49 -49
  179. package/examples/extensions/bash-spawn-hook.ts +30 -30
  180. package/examples/extensions/bookmark.ts +50 -50
  181. package/examples/extensions/border-status-editor.ts +150 -150
  182. package/examples/extensions/built-in-tool-renderer.ts +249 -249
  183. package/examples/extensions/claude-rules.ts +86 -86
  184. package/examples/extensions/commands.ts +72 -72
  185. package/examples/extensions/confirm-destructive.ts +59 -59
  186. package/examples/extensions/custom-compaction.ts +130 -130
  187. package/examples/extensions/custom-footer.ts +64 -64
  188. package/examples/extensions/custom-header.ts +73 -73
  189. package/examples/extensions/custom-provider-anthropic/index.ts +610 -610
  190. package/examples/extensions/custom-provider-anthropic/package-lock.json +24 -24
  191. package/examples/extensions/custom-provider-anthropic/package.json +19 -19
  192. package/examples/extensions/custom-provider-gitlab-duo/index.ts +404 -404
  193. package/examples/extensions/custom-provider-gitlab-duo/package.json +16 -16
  194. package/examples/extensions/custom-provider-gitlab-duo/test.ts +82 -82
  195. package/examples/extensions/dirty-repo-guard.ts +56 -56
  196. package/examples/extensions/doom-overlay/README.md +46 -46
  197. package/examples/extensions/doom-overlay/doom/build/doom.js +21 -21
  198. package/examples/extensions/doom-overlay/doom/build/doom.wasm +0 -0
  199. package/examples/extensions/doom-overlay/doom/build.sh +152 -152
  200. package/examples/extensions/doom-overlay/doom/doomgeneric_pi.c +72 -72
  201. package/examples/extensions/doom-overlay/doom-component.ts +132 -132
  202. package/examples/extensions/doom-overlay/doom-engine.ts +173 -173
  203. package/examples/extensions/doom-overlay/doom-keys.ts +104 -104
  204. package/examples/extensions/doom-overlay/index.ts +74 -74
  205. package/examples/extensions/doom-overlay/wad-finder.ts +51 -51
  206. package/examples/extensions/dynamic-resources/SKILL.md +8 -8
  207. package/examples/extensions/dynamic-resources/dynamic.json +79 -79
  208. package/examples/extensions/dynamic-resources/dynamic.md +5 -5
  209. package/examples/extensions/dynamic-resources/index.ts +15 -15
  210. package/examples/extensions/dynamic-tools.ts +74 -74
  211. package/examples/extensions/event-bus.ts +43 -43
  212. package/examples/extensions/file-trigger.ts +41 -41
  213. package/examples/extensions/git-checkpoint.ts +53 -53
  214. package/examples/extensions/git-merge-and-resolve.ts +115 -115
  215. package/examples/extensions/github-issue-autocomplete.ts +185 -185
  216. package/examples/extensions/gondolin/index.ts +531 -531
  217. package/examples/extensions/gondolin/package-lock.json +185 -185
  218. package/examples/extensions/gondolin/package.json +19 -19
  219. package/examples/extensions/handoff.ts +199 -199
  220. package/examples/extensions/hello.ts +26 -26
  221. package/examples/extensions/hidden-thinking-label.ts +53 -53
  222. package/examples/extensions/inline-bash.ts +94 -94
  223. package/examples/extensions/input-transform-streaming.ts +39 -39
  224. package/examples/extensions/input-transform.ts +43 -43
  225. package/examples/extensions/interactive-shell.ts +196 -196
  226. package/examples/extensions/mac-system-theme.ts +47 -47
  227. package/examples/extensions/message-renderer.ts +59 -59
  228. package/examples/extensions/minimal-mode.ts +426 -426
  229. package/examples/extensions/modal-editor.ts +85 -85
  230. package/examples/extensions/model-status.ts +31 -31
  231. package/examples/extensions/notify.ts +55 -55
  232. package/examples/extensions/overlay-qa-tests.ts +1450 -1450
  233. package/examples/extensions/overlay-test.ts +153 -153
  234. package/examples/extensions/permission-gate.ts +34 -34
  235. package/examples/extensions/pirate.ts +47 -47
  236. package/examples/extensions/plan-mode/README.md +66 -66
  237. package/examples/extensions/plan-mode/index.ts +390 -390
  238. package/examples/extensions/plan-mode/utils.ts +168 -168
  239. package/examples/extensions/preset.ts +436 -436
  240. package/examples/extensions/project-trust.ts +64 -64
  241. package/examples/extensions/prompt-customizer.ts +97 -97
  242. package/examples/extensions/protected-paths.ts +30 -30
  243. package/examples/extensions/provider-payload.ts +18 -18
  244. package/examples/extensions/qna.ts +122 -122
  245. package/examples/extensions/question.ts +285 -285
  246. package/examples/extensions/questionnaire.ts +448 -448
  247. package/examples/extensions/rainbow-editor.ts +88 -88
  248. package/examples/extensions/reload-runtime.ts +37 -37
  249. package/examples/extensions/rpc-demo.ts +118 -118
  250. package/examples/extensions/sandbox/index.ts +321 -321
  251. package/examples/extensions/sandbox/package-lock.json +92 -92
  252. package/examples/extensions/sandbox/package.json +19 -19
  253. package/examples/extensions/send-user-message.ts +97 -97
  254. package/examples/extensions/session-name.ts +27 -27
  255. package/examples/extensions/shutdown-command.ts +63 -63
  256. package/examples/extensions/snake.ts +343 -343
  257. package/examples/extensions/space-invaders.ts +560 -560
  258. package/examples/extensions/ssh.ts +220 -220
  259. package/examples/extensions/status-line.ts +32 -32
  260. package/examples/extensions/structured-output.ts +65 -65
  261. package/examples/extensions/subagent/README.md +175 -175
  262. package/examples/extensions/subagent/agents/planner.md +37 -37
  263. package/examples/extensions/subagent/agents/reviewer.md +35 -35
  264. package/examples/extensions/subagent/agents/scout.md +50 -50
  265. package/examples/extensions/subagent/agents/worker.md +24 -24
  266. package/examples/extensions/subagent/agents.ts +126 -126
  267. package/examples/extensions/subagent/index.ts +1015 -1015
  268. package/examples/extensions/subagent/prompts/implement-and-review.md +10 -10
  269. package/examples/extensions/subagent/prompts/implement.md +10 -10
  270. package/examples/extensions/subagent/prompts/scout-and-plan.md +9 -9
  271. package/examples/extensions/summarize.ts +209 -209
  272. package/examples/extensions/system-prompt-header.ts +17 -17
  273. package/examples/extensions/tic-tac-toe.ts +1008 -1008
  274. package/examples/extensions/timed-confirm.ts +70 -70
  275. package/examples/extensions/titlebar-spinner.ts +58 -58
  276. package/examples/extensions/todo.ts +297 -297
  277. package/examples/extensions/tool-override.ts +144 -144
  278. package/examples/extensions/tools.ts +146 -146
  279. package/examples/extensions/trigger-compact.ts +50 -50
  280. package/examples/extensions/truncated-tool.ts +195 -195
  281. package/examples/extensions/widget-placement.ts +9 -9
  282. package/examples/extensions/with-deps/index.ts +32 -32
  283. package/examples/extensions/with-deps/package-lock.json +31 -31
  284. package/examples/extensions/with-deps/package.json +22 -22
  285. package/examples/extensions/working-indicator.ts +123 -123
  286. package/examples/extensions/working-message-test.ts +25 -25
  287. package/examples/rpc-extension-ui.ts +632 -632
  288. package/examples/sdk/01-minimal.ts +26 -26
  289. package/examples/sdk/02-custom-model.ts +53 -53
  290. package/examples/sdk/03-custom-prompt.ts +75 -75
  291. package/examples/sdk/04-skills.ts +55 -55
  292. package/examples/sdk/05-tools.ts +48 -48
  293. package/examples/sdk/06-extensions.ts +99 -99
  294. package/examples/sdk/07-context-files.ts +47 -47
  295. package/examples/sdk/08-prompt-templates.ts +51 -51
  296. package/examples/sdk/09-api-keys-and-oauth.ts +52 -52
  297. package/examples/sdk/10-settings.ts +53 -53
  298. package/examples/sdk/11-sessions.ts +52 -52
  299. package/examples/sdk/12-full-control.ts +79 -79
  300. package/examples/sdk/13-session-runtime.ts +67 -67
  301. package/examples/sdk/README.md +144 -144
  302. package/package.json +4 -4
@@ -1,560 +1,560 @@
1
- /**
2
- * Space Invaders game extension - play with /invaders command
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- * Uses Kitty keyboard protocol for smooth movement (press/release detection)
4
- */
5
-
6
- import type { ExtensionAPI } from "@earendil-works/pi-coding-agent";
7
- import { isKeyRelease, Key, matchesKey, visibleWidth } from "@earendil-works/pi-tui";
8
-
9
- const GAME_WIDTH = 60;
10
- const GAME_HEIGHT = 24;
11
- const TICK_MS = 50;
12
- const PLAYER_Y = GAME_HEIGHT - 2;
13
- const ALIEN_ROWS = 5;
14
- const ALIEN_COLS = 11;
15
- const ALIEN_START_Y = 2;
16
-
17
- type Point = { x: number; y: number };
18
-
19
- interface Bullet extends Point {
20
- direction: -1 | 1; // -1 = up (player), 1 = down (alien)
21
- }
22
-
23
- interface Alien extends Point {
24
- type: number; // 0, 1, 2 for different alien types
25
- alive: boolean;
26
- }
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-
28
- interface Shield {
29
- x: number;
30
- segments: boolean[][]; // 4x3 grid of destructible segments
31
- }
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-
33
- interface GameState {
34
- player: { x: number; lives: number };
35
- aliens: Alien[];
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- alienDirection: 1 | -1;
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- alienMoveCounter: number;
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- alienMoveDelay: number;
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- alienDropping: boolean;
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- bullets: Bullet[];
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- shields: Shield[];
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- score: number;
43
- highScore: number;
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- level: number;
45
- gameOver: boolean;
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- victory: boolean;
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- alienShootCounter: number;
48
- }
49
-
50
- interface KeyState {
51
- left: boolean;
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- right: boolean;
53
- fire: boolean;
54
- }
55
-
56
- function createShields(): Shield[] {
57
- const shields: Shield[] = [];
58
- const shieldPositions = [8, 22, 36, 50];
59
- for (const x of shieldPositions) {
60
- shields.push({
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- x,
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- segments: [
63
- [true, true, true, true],
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- [true, true, true, true],
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- [true, false, false, true],
66
- ],
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- });
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- }
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- return shields;
70
- }
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-
72
- function createAliens(): Alien[] {
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- const aliens: Alien[] = [];
74
- for (let row = 0; row < ALIEN_ROWS; row++) {
75
- const type = row === 0 ? 2 : row < 3 ? 1 : 0;
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- for (let col = 0; col < ALIEN_COLS; col++) {
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- aliens.push({
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- x: 4 + col * 5,
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- y: ALIEN_START_Y + row * 2,
80
- type,
81
- alive: true,
82
- });
83
- }
84
- }
85
- return aliens;
86
- }
87
-
88
- function createInitialState(highScore = 0, level = 1): GameState {
89
- return {
90
- player: { x: Math.floor(GAME_WIDTH / 2), lives: 3 },
91
- aliens: createAliens(),
92
- alienDirection: 1,
93
- alienMoveCounter: 0,
94
- alienMoveDelay: Math.max(5, 20 - level * 2),
95
- alienDropping: false,
96
- bullets: [],
97
- shields: createShields(),
98
- score: 0,
99
- highScore,
100
- level,
101
- gameOver: false,
102
- victory: false,
103
- alienShootCounter: 0,
104
- };
105
- }
106
-
107
- class SpaceInvadersComponent {
108
- private state: GameState;
109
- private keys: KeyState = { left: false, right: false, fire: false };
110
- private interval: ReturnType<typeof setInterval> | null = null;
111
- private onClose: () => void;
112
- private onSave: (state: GameState | null) => void;
113
- private tui: { requestRender: () => void };
114
- private cachedLines: string[] = [];
115
- private cachedWidth = 0;
116
- private version = 0;
117
- private cachedVersion = -1;
118
- private paused: boolean;
119
- private fireCooldown = 0;
120
- private playerMoveCounter = 0;
121
-
122
- // Opt-in to key release events for smooth movement
123
- wantsKeyRelease = true;
124
-
125
- constructor(
126
- tui: { requestRender: () => void },
127
- onClose: () => void,
128
- onSave: (state: GameState | null) => void,
129
- savedState?: GameState,
130
- ) {
131
- this.tui = tui;
132
- if (savedState && !savedState.gameOver && !savedState.victory) {
133
- this.state = savedState;
134
- this.paused = true;
135
- } else {
136
- this.state = createInitialState(savedState?.highScore);
137
- this.paused = false;
138
- this.startGame();
139
- }
140
- this.onClose = onClose;
141
- this.onSave = onSave;
142
- }
143
-
144
- private startGame(): void {
145
- this.interval = setInterval(() => {
146
- if (!this.state.gameOver && !this.state.victory) {
147
- this.tick();
148
- this.version++;
149
- this.tui.requestRender();
150
- }
151
- }, TICK_MS);
152
- }
153
-
154
- private tick(): void {
155
- // Player movement (smooth, every other tick)
156
- this.playerMoveCounter++;
157
- if (this.playerMoveCounter >= 2) {
158
- this.playerMoveCounter = 0;
159
- if (this.keys.left && this.state.player.x > 2) {
160
- this.state.player.x--;
161
- }
162
- if (this.keys.right && this.state.player.x < GAME_WIDTH - 3) {
163
- this.state.player.x++;
164
- }
165
- }
166
-
167
- // Fire cooldown
168
- if (this.fireCooldown > 0) this.fireCooldown--;
169
-
170
- // Player shooting
171
- if (this.keys.fire && this.fireCooldown === 0) {
172
- const playerBullets = this.state.bullets.filter((b) => b.direction === -1);
173
- if (playerBullets.length < 2) {
174
- this.state.bullets.push({ x: this.state.player.x, y: PLAYER_Y - 1, direction: -1 });
175
- this.fireCooldown = 8;
176
- }
177
- }
178
-
179
- // Move bullets
180
- this.state.bullets = this.state.bullets.filter((bullet) => {
181
- bullet.y += bullet.direction;
182
- return bullet.y >= 0 && bullet.y < GAME_HEIGHT;
183
- });
184
-
185
- // Alien movement
186
- this.state.alienMoveCounter++;
187
- if (this.state.alienMoveCounter >= this.state.alienMoveDelay) {
188
- this.state.alienMoveCounter = 0;
189
- this.moveAliens();
190
- }
191
-
192
- // Alien shooting
193
- this.state.alienShootCounter++;
194
- if (this.state.alienShootCounter >= 30) {
195
- this.state.alienShootCounter = 0;
196
- this.alienShoot();
197
- }
198
-
199
- // Collision detection
200
- this.checkCollisions();
201
-
202
- // Check victory
203
- if (this.state.aliens.every((a) => !a.alive)) {
204
- this.state.victory = true;
205
- }
206
- }
207
-
208
- private moveAliens(): void {
209
- const aliveAliens = this.state.aliens.filter((a) => a.alive);
210
- if (aliveAliens.length === 0) return;
211
-
212
- if (this.state.alienDropping) {
213
- // Drop down
214
- for (const alien of aliveAliens) {
215
- alien.y++;
216
- if (alien.y >= PLAYER_Y - 1) {
217
- this.state.gameOver = true;
218
- return;
219
- }
220
- }
221
- this.state.alienDropping = false;
222
- } else {
223
- // Check if we need to change direction
224
- const minX = Math.min(...aliveAliens.map((a) => a.x));
225
- const maxX = Math.max(...aliveAliens.map((a) => a.x));
226
-
227
- if (
228
- (this.state.alienDirection === 1 && maxX >= GAME_WIDTH - 3) ||
229
- (this.state.alienDirection === -1 && minX <= 2)
230
- ) {
231
- this.state.alienDirection *= -1;
232
- this.state.alienDropping = true;
233
- } else {
234
- // Move horizontally
235
- for (const alien of aliveAliens) {
236
- alien.x += this.state.alienDirection;
237
- }
238
- }
239
- }
240
-
241
- // Speed up as fewer aliens remain
242
- const aliveCount = aliveAliens.length;
243
- if (aliveCount <= 5) {
244
- this.state.alienMoveDelay = 1;
245
- } else if (aliveCount <= 10) {
246
- this.state.alienMoveDelay = 2;
247
- } else if (aliveCount <= 20) {
248
- this.state.alienMoveDelay = 3;
249
- }
250
- }
251
-
252
- private alienShoot(): void {
253
- const aliveAliens = this.state.aliens.filter((a) => a.alive);
254
- if (aliveAliens.length === 0) return;
255
-
256
- // Find bottom-most alien in each column
257
- const columns = new Map<number, Alien>();
258
- for (const alien of aliveAliens) {
259
- const existing = columns.get(alien.x);
260
- if (!existing || alien.y > existing.y) {
261
- columns.set(alien.x, alien);
262
- }
263
- }
264
-
265
- // Random column shoots
266
- const shooters = Array.from(columns.values());
267
- if (shooters.length > 0 && this.state.bullets.filter((b) => b.direction === 1).length < 3) {
268
- const shooter = shooters[Math.floor(Math.random() * shooters.length)];
269
- this.state.bullets.push({ x: shooter.x, y: shooter.y + 1, direction: 1 });
270
- }
271
- }
272
-
273
- private checkCollisions(): void {
274
- const bulletsToRemove = new Set<Bullet>();
275
-
276
- for (const bullet of this.state.bullets) {
277
- // Player bullets hitting aliens
278
- if (bullet.direction === -1) {
279
- for (const alien of this.state.aliens) {
280
- if (alien.alive && Math.abs(bullet.x - alien.x) <= 1 && bullet.y === alien.y) {
281
- alien.alive = false;
282
- bulletsToRemove.add(bullet);
283
- const points = [10, 20, 30][alien.type];
284
- this.state.score += points;
285
- if (this.state.score > this.state.highScore) {
286
- this.state.highScore = this.state.score;
287
- }
288
- break;
289
- }
290
- }
291
- }
292
-
293
- // Alien bullets hitting player
294
- if (bullet.direction === 1) {
295
- if (Math.abs(bullet.x - this.state.player.x) <= 1 && bullet.y === PLAYER_Y) {
296
- bulletsToRemove.add(bullet);
297
- this.state.player.lives--;
298
- if (this.state.player.lives <= 0) {
299
- this.state.gameOver = true;
300
- }
301
- }
302
- }
303
-
304
- // Bullets hitting shields
305
- for (const shield of this.state.shields) {
306
- const relX = bullet.x - shield.x;
307
- const relY = bullet.y - (PLAYER_Y - 5);
308
- if (relX >= 0 && relX < 4 && relY >= 0 && relY < 3) {
309
- if (shield.segments[relY][relX]) {
310
- shield.segments[relY][relX] = false;
311
- bulletsToRemove.add(bullet);
312
- }
313
- }
314
- }
315
- }
316
-
317
- this.state.bullets = this.state.bullets.filter((b) => !bulletsToRemove.has(b));
318
- }
319
-
320
- handleInput(data: string): void {
321
- const released = isKeyRelease(data);
322
-
323
- // Pause handling
324
- if (this.paused && !released) {
325
- if (matchesKey(data, Key.escape) || data === "q" || data === "Q") {
326
- this.dispose();
327
- this.onClose();
328
- return;
329
- }
330
- this.paused = false;
331
- this.startGame();
332
- return;
333
- }
334
-
335
- // ESC to pause and save
336
- if (!released && matchesKey(data, Key.escape)) {
337
- this.dispose();
338
- this.onSave(this.state);
339
- this.onClose();
340
- return;
341
- }
342
-
343
- // Q to quit without saving
344
- if (!released && (data === "q" || data === "Q")) {
345
- this.dispose();
346
- this.onSave(null);
347
- this.onClose();
348
- return;
349
- }
350
-
351
- // Movement keys (track press/release state)
352
- if (matchesKey(data, Key.left) || data === "a" || data === "A" || matchesKey(data, "a")) {
353
- this.keys.left = !released;
354
- }
355
- if (matchesKey(data, Key.right) || data === "d" || data === "D" || matchesKey(data, "d")) {
356
- this.keys.right = !released;
357
- }
358
-
359
- // Fire key
360
- if (matchesKey(data, Key.space) || data === " " || data === "f" || data === "F" || matchesKey(data, "f")) {
361
- this.keys.fire = !released;
362
- }
363
-
364
- // Restart on game over or victory
365
- if (!released && (this.state.gameOver || this.state.victory)) {
366
- if (data === "r" || data === "R" || data === " ") {
367
- const highScore = this.state.highScore;
368
- const nextLevel = this.state.victory ? this.state.level + 1 : 1;
369
- this.state = createInitialState(highScore, nextLevel);
370
- this.keys = { left: false, right: false, fire: false };
371
- this.onSave(null);
372
- this.version++;
373
- this.tui.requestRender();
374
- }
375
- }
376
- }
377
-
378
- invalidate(): void {
379
- this.cachedWidth = 0;
380
- }
381
-
382
- render(width: number): string[] {
383
- if (width === this.cachedWidth && this.cachedVersion === this.version) {
384
- return this.cachedLines;
385
- }
386
-
387
- const lines: string[] = [];
388
-
389
- // Colors
390
- const dim = (s: string) => `\x1b[2m${s}\x1b[22m`;
391
- const green = (s: string) => `\x1b[32m${s}\x1b[0m`;
392
- const red = (s: string) => `\x1b[31m${s}\x1b[0m`;
393
- const yellow = (s: string) => `\x1b[33m${s}\x1b[0m`;
394
- const cyan = (s: string) => `\x1b[36m${s}\x1b[0m`;
395
- const magenta = (s: string) => `\x1b[35m${s}\x1b[0m`;
396
- const white = (s: string) => `\x1b[97m${s}\x1b[0m`;
397
- const bold = (s: string) => `\x1b[1m${s}\x1b[22m`;
398
-
399
- const boxWidth = GAME_WIDTH;
400
-
401
- const boxLine = (content: string) => {
402
- const contentLen = visibleWidth(content);
403
- const padding = Math.max(0, boxWidth - contentLen);
404
- return dim(" │") + content + " ".repeat(padding) + dim("│");
405
- };
406
-
407
- // Top border
408
- lines.push(this.padLine(dim(` ╭${"─".repeat(boxWidth)}╮`), width));
409
-
410
- // Header
411
- const title = `${bold(green("SPACE INVADERS"))}`;
412
- const scoreText = `Score: ${bold(yellow(String(this.state.score)))}`;
413
- const highText = `Hi: ${bold(yellow(String(this.state.highScore)))}`;
414
- const levelText = `Lv: ${bold(cyan(String(this.state.level)))}`;
415
- const livesText = `${red("♥".repeat(this.state.player.lives))}`;
416
- const header = `${title} │ ${scoreText} │ ${highText} │ ${levelText} │ ${livesText}`;
417
- lines.push(this.padLine(boxLine(header), width));
418
-
419
- // Separator
420
- lines.push(this.padLine(dim(` ├${"─".repeat(boxWidth)}┤`), width));
421
-
422
- // Game grid
423
- for (let y = 0; y < GAME_HEIGHT; y++) {
424
- let row = "";
425
- for (let x = 0; x < GAME_WIDTH; x++) {
426
- let char = " ";
427
- let colored = false;
428
-
429
- // Check aliens
430
- for (const alien of this.state.aliens) {
431
- if (alien.alive && alien.y === y && Math.abs(alien.x - x) <= 1) {
432
- const sprites = [
433
- x === alien.x ? "▼" : "╲╱"[x < alien.x ? 0 : 1],
434
- x === alien.x ? "◆" : "╱╲"[x < alien.x ? 0 : 1],
435
- x === alien.x ? "☆" : "◄►"[x < alien.x ? 0 : 1],
436
- ];
437
- const colors = [green, cyan, magenta];
438
- char = colors[alien.type](sprites[alien.type]);
439
- colored = true;
440
- break;
441
- }
442
- }
443
-
444
- // Check shields
445
- if (!colored) {
446
- for (const shield of this.state.shields) {
447
- const relX = x - shield.x;
448
- const relY = y - (PLAYER_Y - 5);
449
- if (relX >= 0 && relX < 4 && relY >= 0 && relY < 3) {
450
- if (shield.segments[relY][relX]) {
451
- char = dim("█");
452
- colored = true;
453
- }
454
- break;
455
- }
456
- }
457
- }
458
-
459
- // Check player
460
- if (!colored && y === PLAYER_Y && Math.abs(x - this.state.player.x) <= 1) {
461
- if (x === this.state.player.x) {
462
- char = white("▲");
463
- } else {
464
- char = white("═");
465
- }
466
- colored = true;
467
- }
468
-
469
- // Check bullets
470
- if (!colored) {
471
- for (const bullet of this.state.bullets) {
472
- if (bullet.x === x && bullet.y === y) {
473
- char = bullet.direction === -1 ? yellow("│") : red("│");
474
- colored = true;
475
- break;
476
- }
477
- }
478
- }
479
-
480
- row += colored ? char : " ";
481
- }
482
- lines.push(this.padLine(dim(" │") + row + dim("│"), width));
483
- }
484
-
485
- // Separator
486
- lines.push(this.padLine(dim(` ├${"─".repeat(boxWidth)}┤`), width));
487
-
488
- // Footer
489
- let footer: string;
490
- if (this.paused) {
491
- footer = `${yellow(bold("PAUSED"))} Press any key to continue, ${bold("Q")} to quit`;
492
- } else if (this.state.gameOver) {
493
- footer = `${red(bold("GAME OVER!"))} Press ${bold("R")} to restart, ${bold("Q")} to quit`;
494
- } else if (this.state.victory) {
495
- footer = `${green(bold("VICTORY!"))} Press ${bold("R")} for level ${this.state.level + 1}, ${bold("Q")} to quit`;
496
- } else {
497
- footer = `←→ or AD to move, ${bold("SPACE")}/F to fire, ${bold("ESC")} pause, ${bold("Q")} quit`;
498
- }
499
- lines.push(this.padLine(boxLine(footer), width));
500
-
501
- // Bottom border
502
- lines.push(this.padLine(dim(` ╰${"─".repeat(boxWidth)}╯`), width));
503
-
504
- this.cachedLines = lines;
505
- this.cachedWidth = width;
506
- this.cachedVersion = this.version;
507
-
508
- return lines;
509
- }
510
-
511
- private padLine(line: string, width: number): string {
512
- const visibleLen = line.replace(/\x1b\[[0-9;]*m/g, "").length;
513
- const padding = Math.max(0, width - visibleLen);
514
- return line + " ".repeat(padding);
515
- }
516
-
517
- dispose(): void {
518
- if (this.interval) {
519
- clearInterval(this.interval);
520
- this.interval = null;
521
- }
522
- }
523
- }
524
-
525
- const INVADERS_SAVE_TYPE = "space-invaders-save";
526
-
527
- export default function (pi: ExtensionAPI) {
528
- pi.registerCommand("invaders", {
529
- description: "Play Space Invaders!",
530
-
531
- handler: async (_args, ctx) => {
532
- if (ctx.mode !== "tui") {
533
- ctx.ui.notify("Space Invaders requires interactive mode", "error");
534
- return;
535
- }
536
-
537
- // Load saved state from session
538
- const entries = ctx.sessionManager.getEntries();
539
- let savedState: GameState | undefined;
540
- for (let i = entries.length - 1; i >= 0; i--) {
541
- const entry = entries[i];
542
- if (entry.type === "custom" && entry.customType === INVADERS_SAVE_TYPE) {
543
- savedState = entry.data as GameState;
544
- break;
545
- }
546
- }
547
-
548
- await ctx.ui.custom((tui, _theme, _kb, done) => {
549
- return new SpaceInvadersComponent(
550
- tui,
551
- () => done(undefined),
552
- (state) => {
553
- pi.appendEntry(INVADERS_SAVE_TYPE, state);
554
- },
555
- savedState,
556
- );
557
- });
558
- },
559
- });
560
- }
1
+ /**
2
+ * Space Invaders game extension - play with /invaders command
3
+ * Uses Kitty keyboard protocol for smooth movement (press/release detection)
4
+ */
5
+
6
+ import type { ExtensionAPI } from "@earendil-works/pi-coding-agent";
7
+ import { isKeyRelease, Key, matchesKey, visibleWidth } from "@earendil-works/pi-tui";
8
+
9
+ const GAME_WIDTH = 60;
10
+ const GAME_HEIGHT = 24;
11
+ const TICK_MS = 50;
12
+ const PLAYER_Y = GAME_HEIGHT - 2;
13
+ const ALIEN_ROWS = 5;
14
+ const ALIEN_COLS = 11;
15
+ const ALIEN_START_Y = 2;
16
+
17
+ type Point = { x: number; y: number };
18
+
19
+ interface Bullet extends Point {
20
+ direction: -1 | 1; // -1 = up (player), 1 = down (alien)
21
+ }
22
+
23
+ interface Alien extends Point {
24
+ type: number; // 0, 1, 2 for different alien types
25
+ alive: boolean;
26
+ }
27
+
28
+ interface Shield {
29
+ x: number;
30
+ segments: boolean[][]; // 4x3 grid of destructible segments
31
+ }
32
+
33
+ interface GameState {
34
+ player: { x: number; lives: number };
35
+ aliens: Alien[];
36
+ alienDirection: 1 | -1;
37
+ alienMoveCounter: number;
38
+ alienMoveDelay: number;
39
+ alienDropping: boolean;
40
+ bullets: Bullet[];
41
+ shields: Shield[];
42
+ score: number;
43
+ highScore: number;
44
+ level: number;
45
+ gameOver: boolean;
46
+ victory: boolean;
47
+ alienShootCounter: number;
48
+ }
49
+
50
+ interface KeyState {
51
+ left: boolean;
52
+ right: boolean;
53
+ fire: boolean;
54
+ }
55
+
56
+ function createShields(): Shield[] {
57
+ const shields: Shield[] = [];
58
+ const shieldPositions = [8, 22, 36, 50];
59
+ for (const x of shieldPositions) {
60
+ shields.push({
61
+ x,
62
+ segments: [
63
+ [true, true, true, true],
64
+ [true, true, true, true],
65
+ [true, false, false, true],
66
+ ],
67
+ });
68
+ }
69
+ return shields;
70
+ }
71
+
72
+ function createAliens(): Alien[] {
73
+ const aliens: Alien[] = [];
74
+ for (let row = 0; row < ALIEN_ROWS; row++) {
75
+ const type = row === 0 ? 2 : row < 3 ? 1 : 0;
76
+ for (let col = 0; col < ALIEN_COLS; col++) {
77
+ aliens.push({
78
+ x: 4 + col * 5,
79
+ y: ALIEN_START_Y + row * 2,
80
+ type,
81
+ alive: true,
82
+ });
83
+ }
84
+ }
85
+ return aliens;
86
+ }
87
+
88
+ function createInitialState(highScore = 0, level = 1): GameState {
89
+ return {
90
+ player: { x: Math.floor(GAME_WIDTH / 2), lives: 3 },
91
+ aliens: createAliens(),
92
+ alienDirection: 1,
93
+ alienMoveCounter: 0,
94
+ alienMoveDelay: Math.max(5, 20 - level * 2),
95
+ alienDropping: false,
96
+ bullets: [],
97
+ shields: createShields(),
98
+ score: 0,
99
+ highScore,
100
+ level,
101
+ gameOver: false,
102
+ victory: false,
103
+ alienShootCounter: 0,
104
+ };
105
+ }
106
+
107
+ class SpaceInvadersComponent {
108
+ private state: GameState;
109
+ private keys: KeyState = { left: false, right: false, fire: false };
110
+ private interval: ReturnType<typeof setInterval> | null = null;
111
+ private onClose: () => void;
112
+ private onSave: (state: GameState | null) => void;
113
+ private tui: { requestRender: () => void };
114
+ private cachedLines: string[] = [];
115
+ private cachedWidth = 0;
116
+ private version = 0;
117
+ private cachedVersion = -1;
118
+ private paused: boolean;
119
+ private fireCooldown = 0;
120
+ private playerMoveCounter = 0;
121
+
122
+ // Opt-in to key release events for smooth movement
123
+ wantsKeyRelease = true;
124
+
125
+ constructor(
126
+ tui: { requestRender: () => void },
127
+ onClose: () => void,
128
+ onSave: (state: GameState | null) => void,
129
+ savedState?: GameState,
130
+ ) {
131
+ this.tui = tui;
132
+ if (savedState && !savedState.gameOver && !savedState.victory) {
133
+ this.state = savedState;
134
+ this.paused = true;
135
+ } else {
136
+ this.state = createInitialState(savedState?.highScore);
137
+ this.paused = false;
138
+ this.startGame();
139
+ }
140
+ this.onClose = onClose;
141
+ this.onSave = onSave;
142
+ }
143
+
144
+ private startGame(): void {
145
+ this.interval = setInterval(() => {
146
+ if (!this.state.gameOver && !this.state.victory) {
147
+ this.tick();
148
+ this.version++;
149
+ this.tui.requestRender();
150
+ }
151
+ }, TICK_MS);
152
+ }
153
+
154
+ private tick(): void {
155
+ // Player movement (smooth, every other tick)
156
+ this.playerMoveCounter++;
157
+ if (this.playerMoveCounter >= 2) {
158
+ this.playerMoveCounter = 0;
159
+ if (this.keys.left && this.state.player.x > 2) {
160
+ this.state.player.x--;
161
+ }
162
+ if (this.keys.right && this.state.player.x < GAME_WIDTH - 3) {
163
+ this.state.player.x++;
164
+ }
165
+ }
166
+
167
+ // Fire cooldown
168
+ if (this.fireCooldown > 0) this.fireCooldown--;
169
+
170
+ // Player shooting
171
+ if (this.keys.fire && this.fireCooldown === 0) {
172
+ const playerBullets = this.state.bullets.filter((b) => b.direction === -1);
173
+ if (playerBullets.length < 2) {
174
+ this.state.bullets.push({ x: this.state.player.x, y: PLAYER_Y - 1, direction: -1 });
175
+ this.fireCooldown = 8;
176
+ }
177
+ }
178
+
179
+ // Move bullets
180
+ this.state.bullets = this.state.bullets.filter((bullet) => {
181
+ bullet.y += bullet.direction;
182
+ return bullet.y >= 0 && bullet.y < GAME_HEIGHT;
183
+ });
184
+
185
+ // Alien movement
186
+ this.state.alienMoveCounter++;
187
+ if (this.state.alienMoveCounter >= this.state.alienMoveDelay) {
188
+ this.state.alienMoveCounter = 0;
189
+ this.moveAliens();
190
+ }
191
+
192
+ // Alien shooting
193
+ this.state.alienShootCounter++;
194
+ if (this.state.alienShootCounter >= 30) {
195
+ this.state.alienShootCounter = 0;
196
+ this.alienShoot();
197
+ }
198
+
199
+ // Collision detection
200
+ this.checkCollisions();
201
+
202
+ // Check victory
203
+ if (this.state.aliens.every((a) => !a.alive)) {
204
+ this.state.victory = true;
205
+ }
206
+ }
207
+
208
+ private moveAliens(): void {
209
+ const aliveAliens = this.state.aliens.filter((a) => a.alive);
210
+ if (aliveAliens.length === 0) return;
211
+
212
+ if (this.state.alienDropping) {
213
+ // Drop down
214
+ for (const alien of aliveAliens) {
215
+ alien.y++;
216
+ if (alien.y >= PLAYER_Y - 1) {
217
+ this.state.gameOver = true;
218
+ return;
219
+ }
220
+ }
221
+ this.state.alienDropping = false;
222
+ } else {
223
+ // Check if we need to change direction
224
+ const minX = Math.min(...aliveAliens.map((a) => a.x));
225
+ const maxX = Math.max(...aliveAliens.map((a) => a.x));
226
+
227
+ if (
228
+ (this.state.alienDirection === 1 && maxX >= GAME_WIDTH - 3) ||
229
+ (this.state.alienDirection === -1 && minX <= 2)
230
+ ) {
231
+ this.state.alienDirection *= -1;
232
+ this.state.alienDropping = true;
233
+ } else {
234
+ // Move horizontally
235
+ for (const alien of aliveAliens) {
236
+ alien.x += this.state.alienDirection;
237
+ }
238
+ }
239
+ }
240
+
241
+ // Speed up as fewer aliens remain
242
+ const aliveCount = aliveAliens.length;
243
+ if (aliveCount <= 5) {
244
+ this.state.alienMoveDelay = 1;
245
+ } else if (aliveCount <= 10) {
246
+ this.state.alienMoveDelay = 2;
247
+ } else if (aliveCount <= 20) {
248
+ this.state.alienMoveDelay = 3;
249
+ }
250
+ }
251
+
252
+ private alienShoot(): void {
253
+ const aliveAliens = this.state.aliens.filter((a) => a.alive);
254
+ if (aliveAliens.length === 0) return;
255
+
256
+ // Find bottom-most alien in each column
257
+ const columns = new Map<number, Alien>();
258
+ for (const alien of aliveAliens) {
259
+ const existing = columns.get(alien.x);
260
+ if (!existing || alien.y > existing.y) {
261
+ columns.set(alien.x, alien);
262
+ }
263
+ }
264
+
265
+ // Random column shoots
266
+ const shooters = Array.from(columns.values());
267
+ if (shooters.length > 0 && this.state.bullets.filter((b) => b.direction === 1).length < 3) {
268
+ const shooter = shooters[Math.floor(Math.random() * shooters.length)];
269
+ this.state.bullets.push({ x: shooter.x, y: shooter.y + 1, direction: 1 });
270
+ }
271
+ }
272
+
273
+ private checkCollisions(): void {
274
+ const bulletsToRemove = new Set<Bullet>();
275
+
276
+ for (const bullet of this.state.bullets) {
277
+ // Player bullets hitting aliens
278
+ if (bullet.direction === -1) {
279
+ for (const alien of this.state.aliens) {
280
+ if (alien.alive && Math.abs(bullet.x - alien.x) <= 1 && bullet.y === alien.y) {
281
+ alien.alive = false;
282
+ bulletsToRemove.add(bullet);
283
+ const points = [10, 20, 30][alien.type];
284
+ this.state.score += points;
285
+ if (this.state.score > this.state.highScore) {
286
+ this.state.highScore = this.state.score;
287
+ }
288
+ break;
289
+ }
290
+ }
291
+ }
292
+
293
+ // Alien bullets hitting player
294
+ if (bullet.direction === 1) {
295
+ if (Math.abs(bullet.x - this.state.player.x) <= 1 && bullet.y === PLAYER_Y) {
296
+ bulletsToRemove.add(bullet);
297
+ this.state.player.lives--;
298
+ if (this.state.player.lives <= 0) {
299
+ this.state.gameOver = true;
300
+ }
301
+ }
302
+ }
303
+
304
+ // Bullets hitting shields
305
+ for (const shield of this.state.shields) {
306
+ const relX = bullet.x - shield.x;
307
+ const relY = bullet.y - (PLAYER_Y - 5);
308
+ if (relX >= 0 && relX < 4 && relY >= 0 && relY < 3) {
309
+ if (shield.segments[relY][relX]) {
310
+ shield.segments[relY][relX] = false;
311
+ bulletsToRemove.add(bullet);
312
+ }
313
+ }
314
+ }
315
+ }
316
+
317
+ this.state.bullets = this.state.bullets.filter((b) => !bulletsToRemove.has(b));
318
+ }
319
+
320
+ handleInput(data: string): void {
321
+ const released = isKeyRelease(data);
322
+
323
+ // Pause handling
324
+ if (this.paused && !released) {
325
+ if (matchesKey(data, Key.escape) || data === "q" || data === "Q") {
326
+ this.dispose();
327
+ this.onClose();
328
+ return;
329
+ }
330
+ this.paused = false;
331
+ this.startGame();
332
+ return;
333
+ }
334
+
335
+ // ESC to pause and save
336
+ if (!released && matchesKey(data, Key.escape)) {
337
+ this.dispose();
338
+ this.onSave(this.state);
339
+ this.onClose();
340
+ return;
341
+ }
342
+
343
+ // Q to quit without saving
344
+ if (!released && (data === "q" || data === "Q")) {
345
+ this.dispose();
346
+ this.onSave(null);
347
+ this.onClose();
348
+ return;
349
+ }
350
+
351
+ // Movement keys (track press/release state)
352
+ if (matchesKey(data, Key.left) || data === "a" || data === "A" || matchesKey(data, "a")) {
353
+ this.keys.left = !released;
354
+ }
355
+ if (matchesKey(data, Key.right) || data === "d" || data === "D" || matchesKey(data, "d")) {
356
+ this.keys.right = !released;
357
+ }
358
+
359
+ // Fire key
360
+ if (matchesKey(data, Key.space) || data === " " || data === "f" || data === "F" || matchesKey(data, "f")) {
361
+ this.keys.fire = !released;
362
+ }
363
+
364
+ // Restart on game over or victory
365
+ if (!released && (this.state.gameOver || this.state.victory)) {
366
+ if (data === "r" || data === "R" || data === " ") {
367
+ const highScore = this.state.highScore;
368
+ const nextLevel = this.state.victory ? this.state.level + 1 : 1;
369
+ this.state = createInitialState(highScore, nextLevel);
370
+ this.keys = { left: false, right: false, fire: false };
371
+ this.onSave(null);
372
+ this.version++;
373
+ this.tui.requestRender();
374
+ }
375
+ }
376
+ }
377
+
378
+ invalidate(): void {
379
+ this.cachedWidth = 0;
380
+ }
381
+
382
+ render(width: number): string[] {
383
+ if (width === this.cachedWidth && this.cachedVersion === this.version) {
384
+ return this.cachedLines;
385
+ }
386
+
387
+ const lines: string[] = [];
388
+
389
+ // Colors
390
+ const dim = (s: string) => `\x1b[2m${s}\x1b[22m`;
391
+ const green = (s: string) => `\x1b[32m${s}\x1b[0m`;
392
+ const red = (s: string) => `\x1b[31m${s}\x1b[0m`;
393
+ const yellow = (s: string) => `\x1b[33m${s}\x1b[0m`;
394
+ const cyan = (s: string) => `\x1b[36m${s}\x1b[0m`;
395
+ const magenta = (s: string) => `\x1b[35m${s}\x1b[0m`;
396
+ const white = (s: string) => `\x1b[97m${s}\x1b[0m`;
397
+ const bold = (s: string) => `\x1b[1m${s}\x1b[22m`;
398
+
399
+ const boxWidth = GAME_WIDTH;
400
+
401
+ const boxLine = (content: string) => {
402
+ const contentLen = visibleWidth(content);
403
+ const padding = Math.max(0, boxWidth - contentLen);
404
+ return dim(" │") + content + " ".repeat(padding) + dim("│");
405
+ };
406
+
407
+ // Top border
408
+ lines.push(this.padLine(dim(` ╭${"─".repeat(boxWidth)}╮`), width));
409
+
410
+ // Header
411
+ const title = `${bold(green("SPACE INVADERS"))}`;
412
+ const scoreText = `Score: ${bold(yellow(String(this.state.score)))}`;
413
+ const highText = `Hi: ${bold(yellow(String(this.state.highScore)))}`;
414
+ const levelText = `Lv: ${bold(cyan(String(this.state.level)))}`;
415
+ const livesText = `${red("♥".repeat(this.state.player.lives))}`;
416
+ const header = `${title} │ ${scoreText} │ ${highText} │ ${levelText} │ ${livesText}`;
417
+ lines.push(this.padLine(boxLine(header), width));
418
+
419
+ // Separator
420
+ lines.push(this.padLine(dim(` ├${"─".repeat(boxWidth)}┤`), width));
421
+
422
+ // Game grid
423
+ for (let y = 0; y < GAME_HEIGHT; y++) {
424
+ let row = "";
425
+ for (let x = 0; x < GAME_WIDTH; x++) {
426
+ let char = " ";
427
+ let colored = false;
428
+
429
+ // Check aliens
430
+ for (const alien of this.state.aliens) {
431
+ if (alien.alive && alien.y === y && Math.abs(alien.x - x) <= 1) {
432
+ const sprites = [
433
+ x === alien.x ? "▼" : "╲╱"[x < alien.x ? 0 : 1],
434
+ x === alien.x ? "◆" : "╱╲"[x < alien.x ? 0 : 1],
435
+ x === alien.x ? "☆" : "◄►"[x < alien.x ? 0 : 1],
436
+ ];
437
+ const colors = [green, cyan, magenta];
438
+ char = colors[alien.type](sprites[alien.type]);
439
+ colored = true;
440
+ break;
441
+ }
442
+ }
443
+
444
+ // Check shields
445
+ if (!colored) {
446
+ for (const shield of this.state.shields) {
447
+ const relX = x - shield.x;
448
+ const relY = y - (PLAYER_Y - 5);
449
+ if (relX >= 0 && relX < 4 && relY >= 0 && relY < 3) {
450
+ if (shield.segments[relY][relX]) {
451
+ char = dim("█");
452
+ colored = true;
453
+ }
454
+ break;
455
+ }
456
+ }
457
+ }
458
+
459
+ // Check player
460
+ if (!colored && y === PLAYER_Y && Math.abs(x - this.state.player.x) <= 1) {
461
+ if (x === this.state.player.x) {
462
+ char = white("▲");
463
+ } else {
464
+ char = white("═");
465
+ }
466
+ colored = true;
467
+ }
468
+
469
+ // Check bullets
470
+ if (!colored) {
471
+ for (const bullet of this.state.bullets) {
472
+ if (bullet.x === x && bullet.y === y) {
473
+ char = bullet.direction === -1 ? yellow("│") : red("│");
474
+ colored = true;
475
+ break;
476
+ }
477
+ }
478
+ }
479
+
480
+ row += colored ? char : " ";
481
+ }
482
+ lines.push(this.padLine(dim(" │") + row + dim("│"), width));
483
+ }
484
+
485
+ // Separator
486
+ lines.push(this.padLine(dim(` ├${"─".repeat(boxWidth)}┤`), width));
487
+
488
+ // Footer
489
+ let footer: string;
490
+ if (this.paused) {
491
+ footer = `${yellow(bold("PAUSED"))} Press any key to continue, ${bold("Q")} to quit`;
492
+ } else if (this.state.gameOver) {
493
+ footer = `${red(bold("GAME OVER!"))} Press ${bold("R")} to restart, ${bold("Q")} to quit`;
494
+ } else if (this.state.victory) {
495
+ footer = `${green(bold("VICTORY!"))} Press ${bold("R")} for level ${this.state.level + 1}, ${bold("Q")} to quit`;
496
+ } else {
497
+ footer = `←→ or AD to move, ${bold("SPACE")}/F to fire, ${bold("ESC")} pause, ${bold("Q")} quit`;
498
+ }
499
+ lines.push(this.padLine(boxLine(footer), width));
500
+
501
+ // Bottom border
502
+ lines.push(this.padLine(dim(` ╰${"─".repeat(boxWidth)}╯`), width));
503
+
504
+ this.cachedLines = lines;
505
+ this.cachedWidth = width;
506
+ this.cachedVersion = this.version;
507
+
508
+ return lines;
509
+ }
510
+
511
+ private padLine(line: string, width: number): string {
512
+ const visibleLen = line.replace(/\x1b\[[0-9;]*m/g, "").length;
513
+ const padding = Math.max(0, width - visibleLen);
514
+ return line + " ".repeat(padding);
515
+ }
516
+
517
+ dispose(): void {
518
+ if (this.interval) {
519
+ clearInterval(this.interval);
520
+ this.interval = null;
521
+ }
522
+ }
523
+ }
524
+
525
+ const INVADERS_SAVE_TYPE = "space-invaders-save";
526
+
527
+ export default function (pi: ExtensionAPI) {
528
+ pi.registerCommand("invaders", {
529
+ description: "Play Space Invaders!",
530
+
531
+ handler: async (_args, ctx) => {
532
+ if (ctx.mode !== "tui") {
533
+ ctx.ui.notify("Space Invaders requires interactive mode", "error");
534
+ return;
535
+ }
536
+
537
+ // Load saved state from session
538
+ const entries = ctx.sessionManager.getEntries();
539
+ let savedState: GameState | undefined;
540
+ for (let i = entries.length - 1; i >= 0; i--) {
541
+ const entry = entries[i];
542
+ if (entry.type === "custom" && entry.customType === INVADERS_SAVE_TYPE) {
543
+ savedState = entry.data as GameState;
544
+ break;
545
+ }
546
+ }
547
+
548
+ await ctx.ui.custom((tui, _theme, _kb, done) => {
549
+ return new SpaceInvadersComponent(
550
+ tui,
551
+ () => done(undefined),
552
+ (state) => {
553
+ pi.appendEntry(INVADERS_SAVE_TYPE, state);
554
+ },
555
+ savedState,
556
+ );
557
+ });
558
+ },
559
+ });
560
+ }