@selesai/code 0.9.5 → 0.9.8

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 (284) hide show
  1. package/CHANGELOG.md +18 -0
  2. package/dist/cli/credential-print.js +4 -4
  3. package/dist/cli.js +0 -0
  4. package/dist/core/agent-session-runtime.js +1 -4
  5. package/dist/core/agent-session.d.ts +2 -0
  6. package/dist/core/agent-session.js +26 -0
  7. package/dist/core/compaction/branch-summarization.js +30 -30
  8. package/dist/core/compaction/compaction.js +81 -81
  9. package/dist/core/compaction/utils.js +2 -2
  10. package/dist/core/export-html/template.css +1066 -1066
  11. package/dist/core/export-html/template.html +55 -55
  12. package/dist/core/export-html/template.js +1864 -1864
  13. package/dist/core/export-html/vendor/highlight.min.js +1212 -1212
  14. package/dist/core/export-html/vendor/marked.min.js +78 -78
  15. package/dist/core/handoff.d.ts +11 -0
  16. package/dist/core/handoff.js +49 -0
  17. package/dist/core/messages.js +7 -7
  18. package/dist/extensions/context-compaction-reminder.test.ts +82 -82
  19. package/dist/extensions/context-compaction-reminder.ts +28 -28
  20. package/dist/extensions/handoff-new.ts +14 -75
  21. package/dist/extensions/pi-intercom/LICENSE +21 -21
  22. package/dist/extensions/pi-intercom/broker/client.test.ts +83 -83
  23. package/dist/extensions/pi-intercom/broker/extension.test.ts +387 -387
  24. package/dist/extensions/pi-intercom/broker/framing.test.ts +114 -114
  25. package/dist/extensions/pi-intercom/broker/paths.test.ts +153 -153
  26. package/dist/extensions/pi-intercom/broker/paths.ts +134 -134
  27. package/dist/extensions/pi-intercom/broker/runtime-claim.test.ts +34 -34
  28. package/dist/extensions/pi-intercom/broker/runtime-claim.ts +21 -21
  29. package/dist/extensions/pi-intercom/cwd.test.ts +40 -40
  30. package/dist/extensions/pi-intercom/cwd.ts +31 -31
  31. package/dist/extensions/pi-intercom/extension-api.ts +44 -44
  32. package/dist/extensions/pi-intercom/format-context.test.ts +31 -31
  33. package/dist/extensions/pi-intercom/format-context.ts +32 -32
  34. package/dist/extensions/pi-intercom/test/overlay-width.test.ts +66 -66
  35. package/dist/extensions/pi-intercom/ui/compose.ts +143 -143
  36. package/dist/extensions/pi-intercom/ui/session-list.ts +166 -166
  37. package/dist/extensions/pi-powerline-footer/bash-mode/shell-session.ts +286 -286
  38. package/dist/extensions/pi-powerline-footer/bash-mode/transcript.ts +108 -108
  39. package/dist/extensions/pi-powerline-footer/separators.ts +57 -57
  40. package/dist/extensions/pi-powerline-footer/tests/session-usage.test.ts +47 -47
  41. package/dist/extensions/pi-powerline-footer/tests/tps.test.ts +39 -39
  42. package/dist/extensions/pi-powerline-footer/theme.example.json +24 -24
  43. package/dist/extensions/pi-powerline-footer/theme.json +12 -12
  44. package/dist/extensions/pi-powerline-footer/tps.ts +345 -345
  45. package/dist/extensions/pi-rewind-hook/README.md +245 -245
  46. package/dist/extensions/pi-rewind-hook/index.ts +1445 -1445
  47. package/dist/extensions/pi-rewind-hook/package.json +29 -29
  48. package/dist/extensions/pi-subagents/install.mjs +0 -0
  49. package/dist/extensions/pi-web-agent/package.json +31 -31
  50. package/dist/extensions/pi-web-agent/src/backends/config.ts +205 -205
  51. package/dist/extensions/pi-web-agent/src/backends/doctor.ts +136 -136
  52. package/dist/extensions/pi-web-agent/src/backends/factory.ts +152 -152
  53. package/dist/extensions/pi-web-agent/src/backends/settings-reader.ts +25 -25
  54. package/dist/extensions/pi-web-agent/src/cache/ttl-cache.ts +28 -28
  55. package/dist/extensions/pi-web-agent/src/changelog-notice.ts +136 -136
  56. package/dist/extensions/pi-web-agent/src/commands/web-agent-config.ts +946 -946
  57. package/dist/extensions/pi-web-agent/src/extension.ts +126 -126
  58. package/dist/extensions/pi-web-agent/src/extract/readability.ts +118 -118
  59. package/dist/extensions/pi-web-agent/src/fetch/browser-resolution.ts +199 -199
  60. package/dist/extensions/pi-web-agent/src/fetch/firecrawl-fetch.ts +100 -100
  61. package/dist/extensions/pi-web-agent/src/fetch/headless-fetch.ts +117 -117
  62. package/dist/extensions/pi-web-agent/src/fetch/http-fetch.ts +67 -67
  63. package/dist/extensions/pi-web-agent/src/orchestration/answer-synthesizer.ts +60 -60
  64. package/dist/extensions/pi-web-agent/src/orchestration/candidate-selector.ts +50 -50
  65. package/dist/extensions/pi-web-agent/src/orchestration/direct-url.ts +52 -52
  66. package/dist/extensions/pi-web-agent/src/orchestration/evidence-quality.ts +105 -105
  67. package/dist/extensions/pi-web-agent/src/orchestration/evidence-ranker.ts +45 -45
  68. package/dist/extensions/pi-web-agent/src/orchestration/index.ts +28 -28
  69. package/dist/extensions/pi-web-agent/src/orchestration/query-planner.ts +47 -47
  70. package/dist/extensions/pi-web-agent/src/orchestration/research-orchestrator.ts +376 -376
  71. package/dist/extensions/pi-web-agent/src/orchestration/research-types.ts +64 -64
  72. package/dist/extensions/pi-web-agent/src/orchestration/research-worker.ts +181 -181
  73. package/dist/extensions/pi-web-agent/src/orchestration/source-profile.ts +101 -101
  74. package/dist/extensions/pi-web-agent/src/orchestration/stop-decider.ts +81 -81
  75. package/dist/extensions/pi-web-agent/src/presentation/config-store.ts +210 -210
  76. package/dist/extensions/pi-web-agent/src/presentation/config.ts +75 -75
  77. package/dist/extensions/pi-web-agent/src/presentation/explore-presentation.ts +61 -61
  78. package/dist/extensions/pi-web-agent/src/presentation/fetch-presentation.ts +54 -54
  79. package/dist/extensions/pi-web-agent/src/presentation/search-presentation.ts +41 -41
  80. package/dist/extensions/pi-web-agent/src/presentation/select-view.ts +20 -20
  81. package/dist/extensions/pi-web-agent/src/presentation/types.ts +63 -63
  82. package/dist/extensions/pi-web-agent/src/search/brave.ts +114 -114
  83. package/dist/extensions/pi-web-agent/src/search/duckduckgo.ts +72 -72
  84. package/dist/extensions/pi-web-agent/src/search/searxng.ts +96 -96
  85. package/dist/extensions/pi-web-agent/src/tools/web-explore.ts +71 -71
  86. package/dist/extensions/pi-web-agent/src/tools/web-fetch-headless.ts +31 -31
  87. package/dist/extensions/pi-web-agent/src/tools/web-fetch.ts +31 -31
  88. package/dist/extensions/pi-web-agent/src/tools/web-search.ts +157 -157
  89. package/dist/extensions/pi-web-agent/src/types.ts +88 -88
  90. package/dist/extensions/ponytail/package.json +8 -8
  91. package/dist/extensions/question/batch.ts +103 -103
  92. package/dist/extensions/question/constants.ts +30 -30
  93. package/dist/extensions/question/helpers.ts +58 -58
  94. package/dist/extensions/question/navigation.ts +14 -14
  95. package/dist/extensions/question/package.json +19 -19
  96. package/dist/extensions/question/schemas.ts +43 -43
  97. package/dist/extensions/question/selection-mode.ts +46 -46
  98. package/dist/extensions/question/shortcuts.ts +44 -44
  99. package/dist/extensions/question/types.ts +132 -132
  100. package/dist/extensions/test-resolve-hook-impl.mjs +6 -6
  101. package/dist/extensions/test-resolve-hook.mjs +6 -6
  102. package/dist/extensions/web-agent-onboarding.ts +222 -222
  103. package/dist/extensions/workflow/package.json +17 -17
  104. package/dist/modes/interactive/components/model-selector.d.ts +1 -0
  105. package/dist/modes/interactive/components/model-selector.js +8 -4
  106. package/dist/modes/interactive/interactive-mode.js +9 -5
  107. package/dist/modes/rpc/rpc-mode.js +24 -0
  108. package/dist/modes/rpc/rpc-types.d.ts +19 -0
  109. package/dist/package-manager-cli.js +71 -71
  110. package/dist/rpc-entry.js +0 -0
  111. package/dist/skills/agent-browser/SKILL.md +52 -52
  112. package/dist/skills/batch-grill-me/SKILL.md +19 -19
  113. package/dist/skills/grill-me/SKILL.md +10 -10
  114. package/dist/skills/handoff/SKILL.md +16 -16
  115. package/dist/skills/handoff-text/SKILL.md +14 -14
  116. package/dist/skills/implanger/SKILL.md +69 -69
  117. package/dist/skills/improve-codebase/REFERENCE.md +78 -78
  118. package/dist/skills/improve-codebase/SKILL.md +178 -178
  119. package/dist/skills/planger/SKILL.md +166 -166
  120. package/dist/skills/ponytail/SKILL.md +116 -116
  121. package/dist/skills/ponytail-audit/SKILL.md +42 -42
  122. package/dist/skills/ponytail-debt/SKILL.md +45 -45
  123. package/dist/skills/ponytail-gain/SKILL.md +51 -51
  124. package/dist/skills/ponytail-help/SKILL.md +70 -70
  125. package/dist/skills/ponytail-review/SKILL.md +58 -58
  126. package/dist/skills/selesai-handoff/SKILL.md +20 -20
  127. package/dist/skills/workflow-creation/SKILL.md +73 -73
  128. package/dist/themes/powerline-footer/theme.json +33 -33
  129. package/docs/compaction.md +396 -396
  130. package/docs/containerization.md +111 -111
  131. package/docs/development.md +71 -71
  132. package/docs/docs.json +164 -164
  133. package/docs/environment-variables.md +86 -86
  134. package/docs/index.md +83 -83
  135. package/docs/json.md +82 -82
  136. package/docs/models.md +502 -502
  137. package/docs/packages.md +227 -227
  138. package/docs/plans/subagent-delegation/phase-0-correctness.md +264 -264
  139. package/docs/plans/subagent-delegation/phase-1-behavioral-contract.md +485 -485
  140. package/docs/plans/subagent-delegation/phase-2-context-controls.md +281 -281
  141. package/docs/plans/subagent-delegation/phase-3-advisory-routing.md +361 -361
  142. package/docs/plans/subagent-delegation/phase-4-optional-enforcement.md +380 -380
  143. package/docs/prompt-templates.md +95 -95
  144. package/docs/providers.md +293 -293
  145. package/docs/sdk.md +1143 -1143
  146. package/docs/security.md +59 -59
  147. package/docs/session-format.md +414 -414
  148. package/docs/sessions.md +145 -145
  149. package/docs/shared-host-extensions.md +109 -109
  150. package/docs/shell-aliases.md +13 -13
  151. package/docs/skills.md +231 -231
  152. package/docs/terminal-setup.md +142 -142
  153. package/docs/termux.md +127 -127
  154. package/docs/themes.md +295 -295
  155. package/docs/tmux.md +63 -63
  156. package/docs/tui.md +927 -927
  157. package/docs/windows.md +17 -17
  158. package/examples/README.md +25 -25
  159. package/examples/extensions/README.md +211 -211
  160. package/examples/extensions/auto-commit-on-exit.ts +49 -49
  161. package/examples/extensions/bash-spawn-hook.ts +30 -30
  162. package/examples/extensions/bookmark.ts +50 -50
  163. package/examples/extensions/border-status-editor.ts +150 -150
  164. package/examples/extensions/built-in-tool-renderer.ts +249 -249
  165. package/examples/extensions/claude-rules.ts +86 -86
  166. package/examples/extensions/commands.ts +72 -72
  167. package/examples/extensions/confirm-destructive.ts +59 -59
  168. package/examples/extensions/custom-compaction.ts +130 -130
  169. package/examples/extensions/custom-footer.ts +64 -64
  170. package/examples/extensions/custom-header.ts +73 -73
  171. package/examples/extensions/custom-provider-anthropic/index.ts +610 -610
  172. package/examples/extensions/custom-provider-anthropic/package-lock.json +24 -24
  173. package/examples/extensions/custom-provider-anthropic/package.json +19 -19
  174. package/examples/extensions/custom-provider-gitlab-duo/index.ts +404 -404
  175. package/examples/extensions/custom-provider-gitlab-duo/package.json +16 -16
  176. package/examples/extensions/custom-provider-gitlab-duo/test.ts +82 -82
  177. package/examples/extensions/dirty-repo-guard.ts +56 -56
  178. package/examples/extensions/doom-overlay/README.md +46 -46
  179. package/examples/extensions/doom-overlay/doom/build/doom.js +21 -21
  180. package/examples/extensions/doom-overlay/doom/build/doom.wasm +0 -0
  181. package/examples/extensions/doom-overlay/doom/build.sh +152 -152
  182. package/examples/extensions/doom-overlay/doom/doomgeneric_pi.c +72 -72
  183. package/examples/extensions/doom-overlay/doom-component.ts +132 -132
  184. package/examples/extensions/doom-overlay/doom-engine.ts +173 -173
  185. package/examples/extensions/doom-overlay/doom-keys.ts +104 -104
  186. package/examples/extensions/doom-overlay/index.ts +74 -74
  187. package/examples/extensions/doom-overlay/wad-finder.ts +51 -51
  188. package/examples/extensions/dynamic-resources/SKILL.md +8 -8
  189. package/examples/extensions/dynamic-resources/dynamic.json +79 -79
  190. package/examples/extensions/dynamic-resources/dynamic.md +5 -5
  191. package/examples/extensions/dynamic-resources/index.ts +15 -15
  192. package/examples/extensions/dynamic-tools.ts +74 -74
  193. package/examples/extensions/event-bus.ts +43 -43
  194. package/examples/extensions/file-trigger.ts +41 -41
  195. package/examples/extensions/git-checkpoint.ts +53 -53
  196. package/examples/extensions/git-merge-and-resolve.ts +115 -115
  197. package/examples/extensions/github-issue-autocomplete.ts +185 -185
  198. package/examples/extensions/gondolin/index.ts +531 -531
  199. package/examples/extensions/gondolin/package-lock.json +185 -185
  200. package/examples/extensions/gondolin/package.json +19 -19
  201. package/examples/extensions/handoff.ts +199 -199
  202. package/examples/extensions/hello.ts +26 -26
  203. package/examples/extensions/hidden-thinking-label.ts +53 -53
  204. package/examples/extensions/inline-bash.ts +94 -94
  205. package/examples/extensions/input-transform-streaming.ts +39 -39
  206. package/examples/extensions/input-transform.ts +43 -43
  207. package/examples/extensions/interactive-shell.ts +196 -196
  208. package/examples/extensions/mac-system-theme.ts +47 -47
  209. package/examples/extensions/message-renderer.ts +59 -59
  210. package/examples/extensions/minimal-mode.ts +426 -426
  211. package/examples/extensions/modal-editor.ts +85 -85
  212. package/examples/extensions/model-status.ts +31 -31
  213. package/examples/extensions/notify.ts +55 -55
  214. package/examples/extensions/overlay-qa-tests.ts +1450 -1450
  215. package/examples/extensions/overlay-test.ts +153 -153
  216. package/examples/extensions/permission-gate.ts +34 -34
  217. package/examples/extensions/pirate.ts +47 -47
  218. package/examples/extensions/plan-mode/README.md +66 -66
  219. package/examples/extensions/plan-mode/index.ts +390 -390
  220. package/examples/extensions/plan-mode/utils.ts +168 -168
  221. package/examples/extensions/preset.ts +436 -436
  222. package/examples/extensions/project-trust.ts +64 -64
  223. package/examples/extensions/prompt-customizer.ts +97 -97
  224. package/examples/extensions/protected-paths.ts +30 -30
  225. package/examples/extensions/provider-payload.ts +18 -18
  226. package/examples/extensions/qna.ts +122 -122
  227. package/examples/extensions/question.ts +285 -285
  228. package/examples/extensions/questionnaire.ts +448 -448
  229. package/examples/extensions/rainbow-editor.ts +88 -88
  230. package/examples/extensions/reload-runtime.ts +37 -37
  231. package/examples/extensions/rpc-demo.ts +118 -118
  232. package/examples/extensions/sandbox/index.ts +321 -321
  233. package/examples/extensions/sandbox/package-lock.json +92 -92
  234. package/examples/extensions/sandbox/package.json +19 -19
  235. package/examples/extensions/send-user-message.ts +97 -97
  236. package/examples/extensions/session-name.ts +27 -27
  237. package/examples/extensions/shutdown-command.ts +63 -63
  238. package/examples/extensions/snake.ts +343 -343
  239. package/examples/extensions/space-invaders.ts +560 -560
  240. package/examples/extensions/ssh.ts +220 -220
  241. package/examples/extensions/status-line.ts +32 -32
  242. package/examples/extensions/structured-output.ts +65 -65
  243. package/examples/extensions/subagent/README.md +175 -175
  244. package/examples/extensions/subagent/agents/planner.md +37 -37
  245. package/examples/extensions/subagent/agents/reviewer.md +35 -35
  246. package/examples/extensions/subagent/agents/scout.md +50 -50
  247. package/examples/extensions/subagent/agents/worker.md +24 -24
  248. package/examples/extensions/subagent/agents.ts +126 -126
  249. package/examples/extensions/subagent/index.ts +1015 -1015
  250. package/examples/extensions/subagent/prompts/implement-and-review.md +10 -10
  251. package/examples/extensions/subagent/prompts/implement.md +10 -10
  252. package/examples/extensions/subagent/prompts/scout-and-plan.md +9 -9
  253. package/examples/extensions/summarize.ts +209 -209
  254. package/examples/extensions/system-prompt-header.ts +17 -17
  255. package/examples/extensions/tic-tac-toe.ts +1008 -1008
  256. package/examples/extensions/timed-confirm.ts +70 -70
  257. package/examples/extensions/titlebar-spinner.ts +58 -58
  258. package/examples/extensions/todo.ts +297 -297
  259. package/examples/extensions/tool-override.ts +144 -144
  260. package/examples/extensions/tools.ts +146 -146
  261. package/examples/extensions/trigger-compact.ts +50 -50
  262. package/examples/extensions/truncated-tool.ts +195 -195
  263. package/examples/extensions/widget-placement.ts +9 -9
  264. package/examples/extensions/with-deps/index.ts +32 -32
  265. package/examples/extensions/with-deps/package-lock.json +31 -31
  266. package/examples/extensions/with-deps/package.json +22 -22
  267. package/examples/extensions/working-indicator.ts +123 -123
  268. package/examples/extensions/working-message-test.ts +25 -25
  269. package/examples/rpc-extension-ui.ts +632 -632
  270. package/examples/sdk/01-minimal.ts +26 -26
  271. package/examples/sdk/02-custom-model.ts +53 -53
  272. package/examples/sdk/03-custom-prompt.ts +75 -75
  273. package/examples/sdk/04-skills.ts +55 -55
  274. package/examples/sdk/05-tools.ts +48 -48
  275. package/examples/sdk/06-extensions.ts +99 -99
  276. package/examples/sdk/07-context-files.ts +47 -47
  277. package/examples/sdk/08-prompt-templates.ts +51 -51
  278. package/examples/sdk/09-api-keys-and-oauth.ts +52 -52
  279. package/examples/sdk/10-settings.ts +53 -53
  280. package/examples/sdk/11-sessions.ts +52 -52
  281. package/examples/sdk/12-full-control.ts +79 -79
  282. package/examples/sdk/13-session-runtime.ts +67 -67
  283. package/examples/sdk/README.md +144 -144
  284. package/package.json +1 -1
@@ -1,560 +1,560 @@
1
- /**
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- * Space Invaders game extension - play with /invaders command
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- * Uses Kitty keyboard protocol for smooth movement (press/release detection)
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- */
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-
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- import type { ExtensionAPI } from "@earendil-works/pi-coding-agent";
7
- import { isKeyRelease, Key, matchesKey, visibleWidth } from "@earendil-works/pi-tui";
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-
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- const GAME_WIDTH = 60;
10
- const GAME_HEIGHT = 24;
11
- const TICK_MS = 50;
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- const PLAYER_Y = GAME_HEIGHT - 2;
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- const ALIEN_ROWS = 5;
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- const ALIEN_COLS = 11;
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- const ALIEN_START_Y = 2;
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-
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- type Point = { x: number; y: number };
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-
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- interface Bullet extends Point {
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- direction: -1 | 1; // -1 = up (player), 1 = down (alien)
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- }
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-
23
- interface Alien extends Point {
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- type: number; // 0, 1, 2 for different alien types
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- alive: boolean;
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- }
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-
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- interface Shield {
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- x: number;
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- segments: boolean[][]; // 4x3 grid of destructible segments
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- }
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-
33
- interface GameState {
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- player: { x: number; lives: number };
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- 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;
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- highScore: number;
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- level: number;
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- gameOver: boolean;
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- victory: boolean;
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- alienShootCounter: number;
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- }
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-
50
- interface KeyState {
51
- left: boolean;
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- right: boolean;
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- fire: boolean;
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- }
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-
56
- function createShields(): Shield[] {
57
- const shields: Shield[] = [];
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- const shieldPositions = [8, 22, 36, 50];
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- for (const x of shieldPositions) {
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- 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;
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- }
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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++) {
77
- aliens.push({
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- x: 4 + col * 5,
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- y: ALIEN_START_Y + row * 2,
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- type,
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- alive: true,
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- });
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- }
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- }
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- return aliens;
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- }
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-
88
- function createInitialState(highScore = 0, level = 1): GameState {
89
- return {
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- player: { x: Math.floor(GAME_WIDTH / 2), lives: 3 },
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- aliens: createAliens(),
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- alienDirection: 1,
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- alienMoveCounter: 0,
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- alienMoveDelay: Math.max(5, 20 - level * 2),
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- alienDropping: false,
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- bullets: [],
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- shields: createShields(),
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- score: 0,
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- highScore,
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- level,
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- gameOver: false,
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- victory: false,
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- alienShootCounter: 0,
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- };
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- }
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-
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- class SpaceInvadersComponent {
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- private state: GameState;
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- private keys: KeyState = { left: false, right: false, fire: false };
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- 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
+ }