@selesai/code 0.9.9 → 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 (306) hide show
  1. package/CHANGELOG.md +11 -0
  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 +99 -39
  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/copy-turn.test.ts +24 -1
  43. package/dist/extensions/copy-turn.ts +6 -1
  44. package/dist/extensions/handoff-new.test.ts +15 -2
  45. package/dist/extensions/handoff-new.ts +44 -30
  46. package/dist/extensions/pi-intercom/LICENSE +21 -21
  47. package/dist/extensions/pi-intercom/broker/client.test.ts +83 -83
  48. package/dist/extensions/pi-intercom/broker/extension.test.ts +387 -387
  49. package/dist/extensions/pi-intercom/broker/framing.test.ts +114 -114
  50. package/dist/extensions/pi-intercom/broker/paths.test.ts +153 -153
  51. package/dist/extensions/pi-intercom/broker/paths.ts +134 -134
  52. package/dist/extensions/pi-intercom/broker/runtime-claim.test.ts +34 -34
  53. package/dist/extensions/pi-intercom/broker/runtime-claim.ts +21 -21
  54. package/dist/extensions/pi-intercom/cwd.test.ts +40 -40
  55. package/dist/extensions/pi-intercom/cwd.ts +31 -31
  56. package/dist/extensions/pi-intercom/extension-api.ts +44 -44
  57. package/dist/extensions/pi-intercom/format-context.test.ts +31 -31
  58. package/dist/extensions/pi-intercom/format-context.ts +32 -32
  59. package/dist/extensions/pi-intercom/test/overlay-width.test.ts +66 -66
  60. package/dist/extensions/pi-intercom/ui/compose.ts +143 -143
  61. package/dist/extensions/pi-intercom/ui/session-list.ts +166 -166
  62. package/dist/extensions/pi-powerline-footer/bash-mode/shell-session.ts +286 -286
  63. package/dist/extensions/pi-powerline-footer/bash-mode/transcript.ts +108 -108
  64. package/dist/extensions/pi-powerline-footer/separators.ts +57 -57
  65. package/dist/extensions/pi-powerline-footer/tests/session-usage.test.ts +47 -47
  66. package/dist/extensions/pi-powerline-footer/tests/tps.test.ts +39 -39
  67. package/dist/extensions/pi-powerline-footer/theme.example.json +24 -24
  68. package/dist/extensions/pi-powerline-footer/theme.json +12 -12
  69. package/dist/extensions/pi-powerline-footer/tps.ts +345 -345
  70. package/dist/extensions/pi-rewind-hook/README.md +245 -245
  71. package/dist/extensions/pi-rewind-hook/index.ts +1445 -1445
  72. package/dist/extensions/pi-rewind-hook/package.json +29 -29
  73. package/dist/extensions/pi-subagents/install.mjs +0 -0
  74. package/dist/extensions/pi-web-agent/package.json +31 -31
  75. package/dist/extensions/pi-web-agent/src/backends/config.ts +205 -205
  76. package/dist/extensions/pi-web-agent/src/backends/doctor.ts +136 -136
  77. package/dist/extensions/pi-web-agent/src/backends/factory.ts +152 -152
  78. package/dist/extensions/pi-web-agent/src/backends/settings-reader.ts +25 -25
  79. package/dist/extensions/pi-web-agent/src/cache/ttl-cache.ts +28 -28
  80. package/dist/extensions/pi-web-agent/src/changelog-notice.ts +136 -136
  81. package/dist/extensions/pi-web-agent/src/commands/web-agent-config.ts +946 -946
  82. package/dist/extensions/pi-web-agent/src/extension.ts +126 -126
  83. package/dist/extensions/pi-web-agent/src/extract/readability.ts +118 -118
  84. package/dist/extensions/pi-web-agent/src/fetch/browser-resolution.ts +199 -199
  85. package/dist/extensions/pi-web-agent/src/fetch/firecrawl-fetch.ts +100 -100
  86. package/dist/extensions/pi-web-agent/src/fetch/headless-fetch.ts +117 -117
  87. package/dist/extensions/pi-web-agent/src/fetch/http-fetch.ts +67 -67
  88. package/dist/extensions/pi-web-agent/src/orchestration/answer-synthesizer.ts +60 -60
  89. package/dist/extensions/pi-web-agent/src/orchestration/candidate-selector.ts +50 -50
  90. package/dist/extensions/pi-web-agent/src/orchestration/direct-url.ts +52 -52
  91. package/dist/extensions/pi-web-agent/src/orchestration/evidence-quality.ts +105 -105
  92. package/dist/extensions/pi-web-agent/src/orchestration/evidence-ranker.ts +45 -45
  93. package/dist/extensions/pi-web-agent/src/orchestration/index.ts +28 -28
  94. package/dist/extensions/pi-web-agent/src/orchestration/query-planner.ts +47 -47
  95. package/dist/extensions/pi-web-agent/src/orchestration/research-orchestrator.ts +376 -376
  96. package/dist/extensions/pi-web-agent/src/orchestration/research-types.ts +64 -64
  97. package/dist/extensions/pi-web-agent/src/orchestration/research-worker.ts +181 -181
  98. package/dist/extensions/pi-web-agent/src/orchestration/source-profile.ts +101 -101
  99. package/dist/extensions/pi-web-agent/src/orchestration/stop-decider.ts +81 -81
  100. package/dist/extensions/pi-web-agent/src/presentation/config-store.ts +210 -210
  101. package/dist/extensions/pi-web-agent/src/presentation/config.ts +75 -75
  102. package/dist/extensions/pi-web-agent/src/presentation/explore-presentation.ts +61 -61
  103. package/dist/extensions/pi-web-agent/src/presentation/fetch-presentation.ts +54 -54
  104. package/dist/extensions/pi-web-agent/src/presentation/search-presentation.ts +41 -41
  105. package/dist/extensions/pi-web-agent/src/presentation/select-view.ts +20 -20
  106. package/dist/extensions/pi-web-agent/src/presentation/types.ts +63 -63
  107. package/dist/extensions/pi-web-agent/src/search/brave.ts +114 -114
  108. package/dist/extensions/pi-web-agent/src/search/duckduckgo.ts +72 -72
  109. package/dist/extensions/pi-web-agent/src/search/searxng.ts +96 -96
  110. package/dist/extensions/pi-web-agent/src/tools/web-explore.ts +71 -71
  111. package/dist/extensions/pi-web-agent/src/tools/web-fetch-headless.ts +31 -31
  112. package/dist/extensions/pi-web-agent/src/tools/web-fetch.ts +31 -31
  113. package/dist/extensions/pi-web-agent/src/tools/web-search.ts +157 -157
  114. package/dist/extensions/pi-web-agent/src/types.ts +88 -88
  115. package/dist/extensions/ponytail/package.json +8 -8
  116. package/dist/extensions/question/batch.ts +103 -103
  117. package/dist/extensions/question/constants.ts +30 -30
  118. package/dist/extensions/question/helpers.ts +58 -58
  119. package/dist/extensions/question/navigation.ts +14 -14
  120. package/dist/extensions/question/package.json +19 -19
  121. package/dist/extensions/question/schemas.ts +43 -43
  122. package/dist/extensions/question/selection-mode.ts +46 -46
  123. package/dist/extensions/question/shortcuts.ts +44 -44
  124. package/dist/extensions/question/types.ts +132 -132
  125. package/dist/extensions/test-resolve-hook-impl.mjs +6 -6
  126. package/dist/extensions/test-resolve-hook.mjs +6 -6
  127. package/dist/extensions/web-agent-onboarding.ts +222 -222
  128. package/dist/extensions/workflow/package.json +17 -17
  129. package/dist/package-manager-cli.js +71 -71
  130. package/dist/rpc-entry.js +0 -0
  131. package/dist/skills/agent-browser/SKILL.md +52 -52
  132. package/dist/skills/batch-grill-me/SKILL.md +19 -19
  133. package/dist/skills/grill-me/SKILL.md +10 -10
  134. package/dist/skills/handoff/SKILL.md +16 -16
  135. package/dist/skills/handoff-text/SKILL.md +14 -14
  136. package/dist/skills/implanger/SKILL.md +69 -69
  137. package/dist/skills/improve-codebase/REFERENCE.md +78 -78
  138. package/dist/skills/improve-codebase/SKILL.md +178 -178
  139. package/dist/skills/planger/SKILL.md +166 -166
  140. package/dist/skills/ponytail/SKILL.md +116 -116
  141. package/dist/skills/ponytail-audit/SKILL.md +42 -42
  142. package/dist/skills/ponytail-debt/SKILL.md +45 -45
  143. package/dist/skills/ponytail-gain/SKILL.md +51 -51
  144. package/dist/skills/ponytail-help/SKILL.md +70 -70
  145. package/dist/skills/ponytail-review/SKILL.md +58 -58
  146. package/dist/skills/selesai-handoff/SKILL.md +20 -20
  147. package/dist/skills/workflow-creation/SKILL.md +73 -73
  148. package/dist/themes/powerline-footer/theme.json +33 -33
  149. package/dist/utils/shell.d.ts +3 -0
  150. package/dist/utils/shell.js +17 -5
  151. package/docs/compaction.md +396 -396
  152. package/docs/containerization.md +111 -111
  153. package/docs/development.md +71 -71
  154. package/docs/docs.json +164 -164
  155. package/docs/environment-variables.md +86 -86
  156. package/docs/index.md +83 -83
  157. package/docs/json.md +82 -82
  158. package/docs/models.md +502 -502
  159. package/docs/packages.md +227 -227
  160. package/docs/plans/subagent-delegation/phase-0-correctness.md +264 -264
  161. package/docs/plans/subagent-delegation/phase-1-behavioral-contract.md +485 -485
  162. package/docs/plans/subagent-delegation/phase-2-context-controls.md +281 -281
  163. package/docs/plans/subagent-delegation/phase-3-advisory-routing.md +361 -361
  164. package/docs/plans/subagent-delegation/phase-4-optional-enforcement.md +380 -380
  165. package/docs/prompt-templates.md +95 -95
  166. package/docs/providers.md +293 -293
  167. package/docs/sdk.md +1144 -1143
  168. package/docs/security.md +59 -59
  169. package/docs/session-format.md +414 -414
  170. package/docs/sessions.md +145 -145
  171. package/docs/shared-host-extensions.md +109 -109
  172. package/docs/shell-aliases.md +13 -13
  173. package/docs/skills.md +231 -231
  174. package/docs/terminal-setup.md +142 -142
  175. package/docs/termux.md +127 -127
  176. package/docs/themes.md +295 -295
  177. package/docs/tmux.md +63 -63
  178. package/docs/tui.md +927 -927
  179. package/docs/windows.md +17 -17
  180. package/examples/README.md +25 -25
  181. package/examples/extensions/README.md +211 -211
  182. package/examples/extensions/auto-commit-on-exit.ts +49 -49
  183. package/examples/extensions/bash-spawn-hook.ts +30 -30
  184. package/examples/extensions/bookmark.ts +50 -50
  185. package/examples/extensions/border-status-editor.ts +150 -150
  186. package/examples/extensions/built-in-tool-renderer.ts +249 -249
  187. package/examples/extensions/claude-rules.ts +86 -86
  188. package/examples/extensions/commands.ts +72 -72
  189. package/examples/extensions/confirm-destructive.ts +59 -59
  190. package/examples/extensions/custom-compaction.ts +130 -130
  191. package/examples/extensions/custom-footer.ts +64 -64
  192. package/examples/extensions/custom-header.ts +73 -73
  193. package/examples/extensions/custom-provider-anthropic/index.ts +610 -610
  194. package/examples/extensions/custom-provider-anthropic/package-lock.json +24 -24
  195. package/examples/extensions/custom-provider-anthropic/package.json +19 -19
  196. package/examples/extensions/custom-provider-gitlab-duo/index.ts +404 -404
  197. package/examples/extensions/custom-provider-gitlab-duo/package.json +16 -16
  198. package/examples/extensions/custom-provider-gitlab-duo/test.ts +82 -82
  199. package/examples/extensions/dirty-repo-guard.ts +56 -56
  200. package/examples/extensions/doom-overlay/README.md +46 -46
  201. package/examples/extensions/doom-overlay/doom/build/doom.js +21 -21
  202. package/examples/extensions/doom-overlay/doom/build/doom.wasm +0 -0
  203. package/examples/extensions/doom-overlay/doom/build.sh +152 -152
  204. package/examples/extensions/doom-overlay/doom/doomgeneric_pi.c +72 -72
  205. package/examples/extensions/doom-overlay/doom-component.ts +132 -132
  206. package/examples/extensions/doom-overlay/doom-engine.ts +173 -173
  207. package/examples/extensions/doom-overlay/doom-keys.ts +104 -104
  208. package/examples/extensions/doom-overlay/index.ts +74 -74
  209. package/examples/extensions/doom-overlay/wad-finder.ts +51 -51
  210. package/examples/extensions/dynamic-resources/SKILL.md +8 -8
  211. package/examples/extensions/dynamic-resources/dynamic.json +79 -79
  212. package/examples/extensions/dynamic-resources/dynamic.md +5 -5
  213. package/examples/extensions/dynamic-resources/index.ts +15 -15
  214. package/examples/extensions/dynamic-tools.ts +74 -74
  215. package/examples/extensions/event-bus.ts +43 -43
  216. package/examples/extensions/file-trigger.ts +41 -41
  217. package/examples/extensions/git-checkpoint.ts +53 -53
  218. package/examples/extensions/git-merge-and-resolve.ts +115 -115
  219. package/examples/extensions/github-issue-autocomplete.ts +185 -185
  220. package/examples/extensions/gondolin/index.ts +531 -531
  221. package/examples/extensions/gondolin/package-lock.json +185 -185
  222. package/examples/extensions/gondolin/package.json +19 -19
  223. package/examples/extensions/handoff.ts +199 -199
  224. package/examples/extensions/hello.ts +26 -26
  225. package/examples/extensions/hidden-thinking-label.ts +53 -53
  226. package/examples/extensions/inline-bash.ts +94 -94
  227. package/examples/extensions/input-transform-streaming.ts +39 -39
  228. package/examples/extensions/input-transform.ts +43 -43
  229. package/examples/extensions/interactive-shell.ts +196 -196
  230. package/examples/extensions/mac-system-theme.ts +47 -47
  231. package/examples/extensions/message-renderer.ts +59 -59
  232. package/examples/extensions/minimal-mode.ts +426 -426
  233. package/examples/extensions/modal-editor.ts +85 -85
  234. package/examples/extensions/model-status.ts +31 -31
  235. package/examples/extensions/notify.ts +55 -55
  236. package/examples/extensions/overlay-qa-tests.ts +1450 -1450
  237. package/examples/extensions/overlay-test.ts +153 -153
  238. package/examples/extensions/permission-gate.ts +34 -34
  239. package/examples/extensions/pirate.ts +47 -47
  240. package/examples/extensions/plan-mode/README.md +66 -66
  241. package/examples/extensions/plan-mode/index.ts +390 -390
  242. package/examples/extensions/plan-mode/utils.ts +168 -168
  243. package/examples/extensions/preset.ts +436 -436
  244. package/examples/extensions/project-trust.ts +64 -64
  245. package/examples/extensions/prompt-customizer.ts +97 -97
  246. package/examples/extensions/protected-paths.ts +30 -30
  247. package/examples/extensions/provider-payload.ts +18 -18
  248. package/examples/extensions/qna.ts +122 -122
  249. package/examples/extensions/question.ts +285 -285
  250. package/examples/extensions/questionnaire.ts +448 -448
  251. package/examples/extensions/rainbow-editor.ts +88 -88
  252. package/examples/extensions/reload-runtime.ts +37 -37
  253. package/examples/extensions/rpc-demo.ts +118 -118
  254. package/examples/extensions/sandbox/index.ts +321 -321
  255. package/examples/extensions/sandbox/package-lock.json +92 -92
  256. package/examples/extensions/sandbox/package.json +19 -19
  257. package/examples/extensions/send-user-message.ts +97 -97
  258. package/examples/extensions/session-name.ts +27 -27
  259. package/examples/extensions/shutdown-command.ts +63 -63
  260. package/examples/extensions/snake.ts +343 -343
  261. package/examples/extensions/space-invaders.ts +560 -560
  262. package/examples/extensions/ssh.ts +220 -220
  263. package/examples/extensions/status-line.ts +32 -32
  264. package/examples/extensions/structured-output.ts +65 -65
  265. package/examples/extensions/subagent/README.md +175 -175
  266. package/examples/extensions/subagent/agents/planner.md +37 -37
  267. package/examples/extensions/subagent/agents/reviewer.md +35 -35
  268. package/examples/extensions/subagent/agents/scout.md +50 -50
  269. package/examples/extensions/subagent/agents/worker.md +24 -24
  270. package/examples/extensions/subagent/agents.ts +126 -126
  271. package/examples/extensions/subagent/index.ts +1015 -1015
  272. package/examples/extensions/subagent/prompts/implement-and-review.md +10 -10
  273. package/examples/extensions/subagent/prompts/implement.md +10 -10
  274. package/examples/extensions/subagent/prompts/scout-and-plan.md +9 -9
  275. package/examples/extensions/summarize.ts +209 -209
  276. package/examples/extensions/system-prompt-header.ts +17 -17
  277. package/examples/extensions/tic-tac-toe.ts +1008 -1008
  278. package/examples/extensions/timed-confirm.ts +70 -70
  279. package/examples/extensions/titlebar-spinner.ts +58 -58
  280. package/examples/extensions/todo.ts +297 -297
  281. package/examples/extensions/tool-override.ts +144 -144
  282. package/examples/extensions/tools.ts +146 -146
  283. package/examples/extensions/trigger-compact.ts +50 -50
  284. package/examples/extensions/truncated-tool.ts +195 -195
  285. package/examples/extensions/widget-placement.ts +9 -9
  286. package/examples/extensions/with-deps/index.ts +32 -32
  287. package/examples/extensions/with-deps/package-lock.json +31 -31
  288. package/examples/extensions/with-deps/package.json +22 -22
  289. package/examples/extensions/working-indicator.ts +123 -123
  290. package/examples/extensions/working-message-test.ts +25 -25
  291. package/examples/rpc-extension-ui.ts +632 -632
  292. package/examples/sdk/01-minimal.ts +26 -26
  293. package/examples/sdk/02-custom-model.ts +53 -53
  294. package/examples/sdk/03-custom-prompt.ts +75 -75
  295. package/examples/sdk/04-skills.ts +55 -55
  296. package/examples/sdk/05-tools.ts +48 -48
  297. package/examples/sdk/06-extensions.ts +99 -99
  298. package/examples/sdk/07-context-files.ts +47 -47
  299. package/examples/sdk/08-prompt-templates.ts +51 -51
  300. package/examples/sdk/09-api-keys-and-oauth.ts +52 -52
  301. package/examples/sdk/10-settings.ts +53 -53
  302. package/examples/sdk/11-sessions.ts +52 -52
  303. package/examples/sdk/12-full-control.ts +79 -79
  304. package/examples/sdk/13-session-runtime.ts +67 -67
  305. package/examples/sdk/README.md +144 -144
  306. 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;
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-
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
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- }
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-
33
- interface GameState {
34
- 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;
45
- gameOver: boolean;
46
- victory: boolean;
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- 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];
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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: [
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- [true, true, true, true],
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- [true, true, true, true],
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- [true, false, false, true],
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- ],
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- });
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- }
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- return shields;
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- }
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-
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- function createAliens(): Alien[] {
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- const aliens: Alien[] = [];
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- 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
- }
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
+ }