@umang-boss/claudemon 1.3.0 → 1.4.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/src/engine/constants.js +9 -3
- package/dist/src/engine/encounters.js +50 -10
- package/dist/src/engine/mood.js +187 -0
- package/dist/src/engine/types.js +2 -0
- package/dist/src/gamification/achievements.js +3 -3
- package/dist/src/gamification/legendary-quests.js +4 -4
- package/dist/src/hooks/award-xp.js +60 -5
- package/dist/src/server/index.js +8 -0
- package/dist/src/server/instructions.js +23 -0
- package/dist/src/server/tools/catch.js +3 -0
- package/dist/src/server/tools/evolve.js +3 -0
- package/dist/src/server/tools/feed.js +120 -0
- package/dist/src/server/tools/play.js +310 -0
- package/dist/src/server/tools/settings.js +80 -0
- package/dist/src/server/tools/show.js +5 -0
- package/dist/src/server/tools/train.js +144 -0
- package/dist/src/state/schemas.js +17 -1
- package/dist/src/state/state-manager.js +22 -6
- package/package.json +1 -1
- package/skills/buddy/SKILL.md +15 -0
- package/src/engine/constants.ts +12 -3
- package/src/engine/encounters.ts +65 -9
- package/src/engine/mood.ts +220 -0
- package/src/engine/types.ts +23 -0
- package/src/gamification/achievements.ts +3 -3
- package/src/gamification/legendary-quests.ts +4 -4
- package/src/hooks/award-xp.ts +82 -5
- package/src/server/index.ts +8 -0
- package/src/server/instructions.ts +25 -0
- package/src/server/tools/catch.ts +4 -0
- package/src/server/tools/evolve.ts +4 -0
- package/src/server/tools/feed.ts +145 -0
- package/src/server/tools/play.ts +378 -0
- package/src/server/tools/settings.ts +101 -0
- package/src/server/tools/show.ts +7 -0
- package/src/server/tools/train.ts +180 -0
- package/src/state/schemas.ts +19 -0
- package/src/state/state-manager.ts +25 -6
- package/statusline/buddy-status.sh +77 -62
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@@ -3,7 +3,7 @@
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* Catches disk corruption early at load boundaries.
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*/
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import { z } from "zod";
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-
import { BADGE_TYPES, CODING_STATS, EVENT_COUNTER_KEYS, } from "../engine/types.js";
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import { BADGE_TYPES, CODING_STATS, EVENT_COUNTER_KEYS, MOOD_TYPES, } from "../engine/types.js";
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// ---- Shared Primitives ----
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const BadgeTypeSchema = z.enum(BADGE_TYPES);
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// ---- Coding Stats ----
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@@ -47,6 +47,7 @@ export const BuddyConfigSchema = z.object({
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reactionCooldownMs: z.number().int().min(0).default(30_000),
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statusLineEnabled: z.boolean().default(true),
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bellEnabled: z.boolean().default(true),
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encounterSpeed: z.enum(["fast", "normal", "slow"]).default("normal"),
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});
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// ---- Pokedex ----
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export const PokedexEntrySchema = z.object({
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@@ -65,6 +66,13 @@ export const UnlockedAchievementSchema = z.object({
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achievementId: z.string(),
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unlockedAt: z.string(),
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});
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// ---- Pending Quiz ----
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export const PendingQuizSchema = z.object({
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type: z.enum(["type_matchup", "stat_compare", "evolution", "pokedex_trivia"]),
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question: z.string(),
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options: z.array(z.string()),
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correctAnswer: z.number().int().min(1).max(4),
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});
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// ---- Catch Condition ----
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export const CatchConditionSchema = z.object({
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requiredStat: z.enum(CODING_STATS).nullable(),
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@@ -94,4 +102,12 @@ export const PlayerStateSchema = z.object({
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totalSessions: z.number().int().min(0).default(0),
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pendingEncounter: WildEncounterSchema.nullable().default(null),
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xpSinceLastEncounter: z.number().int().min(0).default(0),
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recentToolTypes: z.array(z.string()).default([]),
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lastEncounterTime: z.number().int().min(0).default(0),
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mood: z.enum(MOOD_TYPES).default("neutral"),
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moodSetAt: z.number().default(0),
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lastFedAt: z.number().default(0),
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lastTrainedAt: z.number().default(0),
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lastPlayedAt: z.number().default(0),
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pendingQuiz: PendingQuizSchema.nullable().default(null),
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});
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@@ -30,6 +30,7 @@ function defaultConfig() {
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reactionCooldownMs: 30_000,
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statusLineEnabled: true,
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bellEnabled: true,
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encounterSpeed: "normal",
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};
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}
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/** Build empty pokedex */
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@@ -150,6 +151,14 @@ export class StateManager {
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totalSessions: 0,
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pendingEncounter: null,
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xpSinceLastEncounter: 0,
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recentToolTypes: [],
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lastEncounterTime: 0,
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mood: "neutral",
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moodSetAt: 0,
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lastFedAt: 0,
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lastTrainedAt: 0,
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lastPlayedAt: 0,
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pendingQuiz: null,
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};
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this.state = state;
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await this.save();
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state.counters[key] += amount;
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await this.save();
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}
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/**
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/**
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* Update daily streak with weekend grace period.
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* Allows up to 2 days off without breaking the streak (covers weekends).
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* Streak counts "coding days" not "consecutive calendar days".
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*/
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async updateStreak() {
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const state = this.getState();
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const today = todayDateString();
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const { streak } = state;
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if (streak.lastActiveDate === today) {
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// Already recorded today, nothing to do
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return;
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}
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if (streak.lastActiveDate === null) {
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// First ever activity
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streak.currentStreak = 1;
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streak.totalDaysActive = 1;
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}
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const now = new Date(today);
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const diffMs = now.getTime() - last.getTime();
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const diffDays = Math.round(diffMs / (1000 * 60 * 60 * 24));
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// Grace period: up to 2 days off (covers weekends)
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// 1 day gap = next day (consecutive) ✓
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// 2 day gap = skipped 1 day (e.g., Friday → Sunday) ✓
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// 3 day gap = skipped 2 days (e.g., Friday → Monday) ✓
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// 4+ day gap = streak broken
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if (diffDays <= 3) {
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streak.currentStreak += 1;
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}
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else {
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// Streak broken
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streak.currentStreak = 1;
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}
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streak.totalDaysActive += 1;
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if (!active) {
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return;
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}
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const state = this.getState();
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// XP percent is currentXp as a rough percentage toward next level
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// Exact formula depends on exp group; use a simple ratio for the status line
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const xpPercent = active.level >= 100 ? 100 : Math.min(100, Math.floor((active.currentXp / Math.max(1, active.currentXp + 50)) * 100));
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xpPercent,
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speciesId: active.pokemonId,
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evolutionReady,
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mood: state.mood ?? "neutral",
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};
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const stateDir = getStateDir();
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await ensureDir(stateDir);
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package/package.json
CHANGED
package/skills/buddy/SKILL.md
CHANGED
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| `rename` (empty) | `buddy_rename` with name="" — reset to species name |
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| `hide` | `buddy_hide` — hide sprite from status line |
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| `unhide` | `buddy_unhide` — show sprite in status line |
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| `feed` | `buddy_feed` — feed your Pokemon (+10 happiness, 1h cooldown) |
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| `train` | `buddy_train` — train a random stat (+3 stat, +5 XP, 30m cooldown) |
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| `train debugging` | `buddy_train` with stat="debugging" |
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| `train stability` | `buddy_train` with stat="stability" |
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| `train velocity` | `buddy_train` with stat="velocity" |
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| `train wisdom` | `buddy_train` with stat="wisdom" |
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| `train stamina` | `buddy_train` with stat="stamina" |
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| `play` | `buddy_play` — start a Pokemon trivia quiz (15m cooldown after completion) |
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| `play answer 1` | `buddy_play` with answer=1 |
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| `play answer 2` | `buddy_play` with answer=2 |
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| `play answer 3` | `buddy_play` with answer=3 |
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| `play answer 4` | `buddy_play` with answer=4 |
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| `settings encounter-speed fast` | `buddy_settings` with setting="encounter-speed", value="fast" — fastest encounters (100 XP) |
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| `settings encounter-speed normal` | `buddy_settings` with setting="encounter-speed", value="normal" — default (250 XP) |
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| `settings encounter-speed slow` | `buddy_settings` with setting="encounter-speed", value="slow" — less interruptions (500 XP) |
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| `help` | List all available /buddy commands |
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Pass $ARGUMENTS to determine which subcommand to route to.
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package/src/engine/constants.ts
CHANGED
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// ── Encounter Rate ─────────────────────────────────────────
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/** XP
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export const
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/** XP thresholds for encounter triggers by speed setting */
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export const ENCOUNTER_THRESHOLDS = {
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fast: 100,
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normal: 250,
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slow: 500,
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} as const;
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export type EncounterSpeed = keyof typeof ENCOUNTER_THRESHOLDS;
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/** Default encounter speed */
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export const DEFAULT_ENCOUNTER_SPEED: EncounterSpeed = "normal";
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// ── Reaction Cooldown ──────────────────────────────────────
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{
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type: "lunar",
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name: "Lunar Badge",
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description: "
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description: "Code for 30 days (weekends off OK) — unlocks Moon Stone evolutions",
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condition: { type: "streak", minDays: 30 },
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},
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{
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package/src/engine/encounters.ts
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* Pokemon appear based on coding activity type
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* Pokemon appear based on coding activity type, streak bonuses,
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* tool diversity, and time-of-day biases. Catch eligibility is
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* determined by the active Pokemon's stats and level.
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*/
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import type {
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RarityTier,
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} from "./types.js";
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import {
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import { ENCOUNTER_THRESHOLDS } from "./constants.js";
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import type { EncounterSpeed } from "./constants.js";
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import { POKEMON_BY_ID } from "./pokemon-data.js";
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import { TYPE_POOLS } from "./encounter-pool.js";
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}
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// ── Encounter Context ─────────────────────────────────────────
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export interface EncounterContext {
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xpSinceLastEncounter: number;
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encounterSpeed: EncounterSpeed;
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currentStreak: number;
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recentToolTypes: string[]; // tool types used recently
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currentHour: number; // 0-23
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}
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// ── Encounter Trigger ─────────────────────────────────────────
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/**
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* Check if a wild encounter should trigger based on XP earned
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*
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* Check if a wild encounter should trigger based on XP earned,
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* encounter speed setting, and streak bonus.
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* Streak bonus: 7+ day streak halves the threshold.
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*/
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export function shouldTriggerEncounter(
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export function shouldTriggerEncounter(ctx: EncounterContext): boolean {
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const threshold = ENCOUNTER_THRESHOLDS[ctx.encounterSpeed];
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// Streak bonus: 7+ day streak = halve the threshold
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const streakMultiplier = ctx.currentStreak >= 7 ? 0.5 : 1;
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const effectiveThreshold = Math.floor(threshold * streakMultiplier);
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if (ctx.xpSinceLastEncounter < effectiveThreshold) return false;
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return true;
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}
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/** Check for bonus encounter (10% chance after a regular encounter). */
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export function shouldBonusEncounter(): boolean {
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return Math.random() < 0.1;
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}
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/** Check for activity diversity bonus (3+ unique tool types in recent history). */
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export function shouldDiversityBonus(recentToolTypes: string[]): boolean {
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const uniqueTypes = new Set(recentToolTypes);
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return uniqueTypes.size >= 3;
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}
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// ── Time-of-Day Bias ──────────────────────────────────────────
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/** Get time-of-day type biases for encounter generation. */
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export function getTimeOfDayBias(hour: number): PokemonType[] {
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if (hour >= 22 || hour < 5) return ["Ghost", "Poison"]; // Night: Ghost types
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if (hour >= 5 && hour < 9) return ["Grass", "Bug"]; // Morning: Grass types
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if (hour >= 12 && hour < 14) return ["Fire", "Rock"]; // Midday: Fire types
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if (hour >= 17 && hour < 20) return ["Water", "Flying"]; // Evening: Water types
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return []; // No bias
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}
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// ── Rarity Weights ────────────────────────────────────────────
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/**
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* Generate a wild encounter based on the activity type.
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* Picks a Pokemon from the matching type pool, weighted by rarity.
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*
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* If time-of-day bias types are provided, there is a 40% chance to
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* use those types instead of the activity-based types.
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* Excludes Pokemon already in the player's party/box (unless common tier).
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* Returns null if no eligible Pokemon found.
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*/
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export function generateEncounter(
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eventType: XpEventType,
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state: PlayerState,
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timeOfDayTypes?: readonly PokemonType[],
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): WildEncounter | null {
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let types = getEncounterTypes(eventType);
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// 40% chance to use time-of-day biased types if available
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if (timeOfDayTypes && timeOfDayTypes.length > 0) {
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const seed = Math.floor(Date.now() / 1000);
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const biasRoll = seededRandom(seed + 42);
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if (biasRoll < 0.4) {
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types = timeOfDayTypes;
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}
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}
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const candidates = buildCandidatePool(types, state);
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if (candidates.length === 0) return null;
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@@ -0,0 +1,220 @@
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/**
|
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2
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* Mood engine for Claudemon.
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* Pure functions that calculate mood based on recent events, time of day,
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* and special triggers (evolution, achievements, catches).
|
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*/
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import type { MoodType, EventCounters } from "./types.js";
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// ── Mood Decay Durations (milliseconds) ───────────────────
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+
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/** How long each mood lasts before decaying back to neutral */
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const MOOD_DECAY_MS: Record<MoodType, number> = {
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happy: 600_000, // 10 minutes
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worried: 300_000, // 5 minutes
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sleepy: Infinity, // Resets based on time-of-day, not duration
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energetic: 900_000, // 15 minutes
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proud: 600_000, // 10 minutes
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neutral: Infinity, // Never decays (it IS the default)
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};
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// ── XP Event Types That Trigger Moods ─────────────────────
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const POSITIVE_EVENTS = new Set(["test_pass", "build_success", "commit"]);
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const NEGATIVE_EVENTS = new Set(["test_fail", "build_fail", "error"]);
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// ── Mood Calculation ──────────────────────────────────────
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/**
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* Calculate the current mood based on recent events, time, and special triggers.
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*
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* Priority order:
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* 1. Sleepy (midnight to 5 AM)
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* 2. Proud (just evolved/achieved/caught)
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* 3. Worried (recent negative event)
|
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* 4. Happy (recent positive event)
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* 5. Energetic (morning + active streak)
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* 6. Keep current mood if it hasn't decayed
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* 7. Neutral (default fallback)
|
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*
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* @param recentEvent - The last XP event type, or null
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* @param counters - Current event counters (for context)
|
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* @param currentHour - Hour of day (0-23)
|
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* @param lastMood - The previous mood
|
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* @param moodSetAt - Timestamp when last mood was set
|
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* @param hadEvolution - Whether the Pokemon just evolved
|
|
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* @param hadAchievement - Whether the player just unlocked an achievement
|
|
48
|
+
* @param hadCatch - Whether the player just caught a Pokemon
|
|
49
|
+
* @returns The calculated mood
|
|
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+
*/
|
|
51
|
+
export function calculateMood(
|
|
52
|
+
recentEvent: string | null,
|
|
53
|
+
counters: EventCounters,
|
|
54
|
+
currentHour: number,
|
|
55
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+
lastMood: MoodType,
|
|
56
|
+
moodSetAt: number,
|
|
57
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+
hadEvolution: boolean,
|
|
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|
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hadAchievement: boolean,
|
|
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|
+
hadCatch: boolean,
|
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|
+
): MoodType {
|
|
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|
+
// 1. Sleepy: midnight to 5 AM (hours 0-4)
|
|
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|
+
if (currentHour >= 0 && currentHour < 5) {
|
|
63
|
+
return "sleepy";
|
|
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|
+
}
|
|
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|
+
|
|
66
|
+
// 2. Proud: just evolved, achieved, or caught a Pokemon
|
|
67
|
+
if (hadEvolution || hadAchievement || hadCatch) {
|
|
68
|
+
return "proud";
|
|
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|
+
}
|
|
70
|
+
|
|
71
|
+
// 3. Worried: recent negative event
|
|
72
|
+
if (recentEvent !== null && NEGATIVE_EVENTS.has(recentEvent)) {
|
|
73
|
+
return "worried";
|
|
74
|
+
}
|
|
75
|
+
|
|
76
|
+
// 4. Happy: recent positive event
|
|
77
|
+
if (recentEvent !== null && POSITIVE_EVENTS.has(recentEvent)) {
|
|
78
|
+
return "happy";
|
|
79
|
+
}
|
|
80
|
+
|
|
81
|
+
// 5. Energetic: morning coding (5 AM - 10 AM) with an active streak
|
|
82
|
+
if (currentHour >= 5 && currentHour < 10) {
|
|
83
|
+
// Use a simple heuristic: if there have been any sessions, consider it an active streak
|
|
84
|
+
const hasStreak = counters.sessions > 0;
|
|
85
|
+
if (hasStreak) {
|
|
86
|
+
return "energetic";
|
|
87
|
+
}
|
|
88
|
+
}
|
|
89
|
+
|
|
90
|
+
// 6. Keep current mood if it hasn't decayed
|
|
91
|
+
if (!hasMoodDecayed(lastMood, moodSetAt, Date.now())) {
|
|
92
|
+
return lastMood;
|
|
93
|
+
}
|
|
94
|
+
|
|
95
|
+
// 7. Default fallback
|
|
96
|
+
return "neutral";
|
|
97
|
+
}
|
|
98
|
+
|
|
99
|
+
/**
|
|
100
|
+
* Check whether a mood has expired based on its decay duration.
|
|
101
|
+
*
|
|
102
|
+
* @param mood - The mood to check
|
|
103
|
+
* @param setAt - Timestamp when the mood was set
|
|
104
|
+
* @param now - Current timestamp
|
|
105
|
+
* @returns true if the mood has decayed (expired)
|
|
106
|
+
*/
|
|
107
|
+
export function hasMoodDecayed(mood: MoodType, setAt: number, now: number): boolean {
|
|
108
|
+
const duration = MOOD_DECAY_MS[mood];
|
|
109
|
+
if (duration === Infinity) {
|
|
110
|
+
// Sleepy decays when it's no longer midnight-5 AM (handled in calculateMood)
|
|
111
|
+
// Neutral never decays
|
|
112
|
+
return false;
|
|
113
|
+
}
|
|
114
|
+
return now - setAt >= duration;
|
|
115
|
+
}
|
|
116
|
+
|
|
117
|
+
// ── Mood Speeches ─────────────────────────────────────────
|
|
118
|
+
|
|
119
|
+
/** Mood-specific speech lines for the status line. Name placeholder {name} is replaced at call time. */
|
|
120
|
+
const MOOD_SPEECHES: Record<MoodType, readonly string[]> = {
|
|
121
|
+
happy: [
|
|
122
|
+
"*{name} is beaming with pride!*",
|
|
123
|
+
"*{name} does a little victory dance*",
|
|
124
|
+
"*{name} radiates positive energy*",
|
|
125
|
+
"*{name} bounces happily*",
|
|
126
|
+
"*{name} gives you a thumbs up*",
|
|
127
|
+
],
|
|
128
|
+
worried: [
|
|
129
|
+
"*{name} looks concerned...*",
|
|
130
|
+
"*{name} nervously watches the errors*",
|
|
131
|
+
"*{name} hides behind the terminal*",
|
|
132
|
+
"*{name} paces back and forth*",
|
|
133
|
+
"*{name} offers you a virtual hug*",
|
|
134
|
+
],
|
|
135
|
+
sleepy: [
|
|
136
|
+
"*{name} yawns widely*",
|
|
137
|
+
"*{name} dozes off... zzz*",
|
|
138
|
+
"*{name} rubs its eyes*",
|
|
139
|
+
"*{name} curls up near the keyboard*",
|
|
140
|
+
"*{name} mumbles in its sleep*",
|
|
141
|
+
],
|
|
142
|
+
energetic: [
|
|
143
|
+
"*{name} is fired up! Let's go!*",
|
|
144
|
+
"*{name} bounces off the walls*",
|
|
145
|
+
"*{name} can't sit still!*",
|
|
146
|
+
"*{name} is ready to code all day!*",
|
|
147
|
+
"*{name} stretches and flexes*",
|
|
148
|
+
],
|
|
149
|
+
proud: [
|
|
150
|
+
"*{name} puffs up with pride*",
|
|
151
|
+
"*{name} strikes a victory pose*",
|
|
152
|
+
"*{name} shows off to everyone*",
|
|
153
|
+
"*{name} earned bragging rights!*",
|
|
154
|
+
"*{name} stands tall and proud*",
|
|
155
|
+
],
|
|
156
|
+
neutral: [
|
|
157
|
+
"*{name} looks at your code curiously*",
|
|
158
|
+
"*{name} nods along as you type*",
|
|
159
|
+
"*{name} is watching closely*",
|
|
160
|
+
"*{name} hums softly*",
|
|
161
|
+
"*{name} waits patiently*",
|
|
162
|
+
"*{name} tilts head at the screen*",
|
|
163
|
+
"*{name} chirps encouragingly*",
|
|
164
|
+
"*{name} peers at a variable name*",
|
|
165
|
+
],
|
|
166
|
+
};
|
|
167
|
+
|
|
168
|
+
/**
|
|
169
|
+
* Get mood-specific speech messages with the Pokemon's name filled in.
|
|
170
|
+
*
|
|
171
|
+
* @param name - The Pokemon's display name
|
|
172
|
+
* @param mood - The current mood
|
|
173
|
+
* @returns Array of speech strings with the name interpolated
|
|
174
|
+
*/
|
|
175
|
+
export function getMoodSpeeches(name: string, mood: MoodType): string[] {
|
|
176
|
+
const templates = MOOD_SPEECHES[mood];
|
|
177
|
+
return templates.map((t) => t.replace("{name}", name));
|
|
178
|
+
}
|
|
179
|
+
|
|
180
|
+
// ── Mood Display Helpers ──────────────────────────────────
|
|
181
|
+
|
|
182
|
+
/** Emoji representation for each mood */
|
|
183
|
+
const MOOD_EMOJIS: Record<MoodType, string> = {
|
|
184
|
+
happy: "\u{1F60A}", // 😊
|
|
185
|
+
worried: "\u{1F61F}", // 😟
|
|
186
|
+
sleepy: "\u{1F634}", // 😴
|
|
187
|
+
energetic: "\u{26A1}", // ⚡
|
|
188
|
+
proud: "\u{1F451}", // 👑
|
|
189
|
+
neutral: "\u{1F610}", // 😐
|
|
190
|
+
};
|
|
191
|
+
|
|
192
|
+
/** Human-readable mood descriptions */
|
|
193
|
+
const MOOD_DESCRIPTIONS: Record<MoodType, string> = {
|
|
194
|
+
happy: "Happy",
|
|
195
|
+
worried: "Worried",
|
|
196
|
+
sleepy: "Sleepy",
|
|
197
|
+
energetic: "Energetic",
|
|
198
|
+
proud: "Proud",
|
|
199
|
+
neutral: "Neutral",
|
|
200
|
+
};
|
|
201
|
+
|
|
202
|
+
/**
|
|
203
|
+
* Get the emoji for a mood.
|
|
204
|
+
*
|
|
205
|
+
* @param mood - The mood type
|
|
206
|
+
* @returns The emoji string
|
|
207
|
+
*/
|
|
208
|
+
export function getMoodEmoji(mood: MoodType): string {
|
|
209
|
+
return MOOD_EMOJIS[mood];
|
|
210
|
+
}
|
|
211
|
+
|
|
212
|
+
/**
|
|
213
|
+
* Get a human-readable description for a mood.
|
|
214
|
+
*
|
|
215
|
+
* @param mood - The mood type
|
|
216
|
+
* @returns The description string (e.g. "Happy")
|
|
217
|
+
*/
|
|
218
|
+
export function getMoodDescription(mood: MoodType): string {
|
|
219
|
+
return MOOD_DESCRIPTIONS[mood];
|
|
220
|
+
}
|
package/src/engine/types.ts
CHANGED
|
@@ -3,6 +3,11 @@
|
|
|
3
3
|
* Single source of truth for all shared interfaces and types.
|
|
4
4
|
*/
|
|
5
5
|
|
|
6
|
+
// ── Mood Types ────────────────────────────────────────────
|
|
7
|
+
|
|
8
|
+
export const MOOD_TYPES = ["happy", "worried", "sleepy", "energetic", "proud", "neutral"] as const;
|
|
9
|
+
export type MoodType = (typeof MOOD_TYPES)[number];
|
|
10
|
+
|
|
6
11
|
// ── Pokemon Types ──────────────────────────────────────────
|
|
7
12
|
|
|
8
13
|
export const POKEMON_TYPES = [
|
|
@@ -159,6 +164,14 @@ export interface PlayerState {
|
|
|
159
164
|
totalSessions: number;
|
|
160
165
|
pendingEncounter: WildEncounter | null;
|
|
161
166
|
xpSinceLastEncounter: number;
|
|
167
|
+
recentToolTypes: string[]; // Track tool diversity for bonus encounters
|
|
168
|
+
lastEncounterTime: number; // Timestamp of last encounter (for cooldown)
|
|
169
|
+
mood: MoodType; // Current mood of the active Pokemon
|
|
170
|
+
moodSetAt: number; // Timestamp when mood was last set
|
|
171
|
+
lastFedAt: number; // Timestamp of last feed action
|
|
172
|
+
lastTrainedAt: number; // Timestamp of last train action
|
|
173
|
+
lastPlayedAt: number; // Timestamp of last play (quiz completed) action
|
|
174
|
+
pendingQuiz: PendingQuiz | null; // Active quiz awaiting answer
|
|
162
175
|
}
|
|
163
176
|
|
|
164
177
|
// ── Pokedex ────────────────────────────────────────────────
|
|
@@ -240,6 +253,7 @@ export interface BuddyConfig {
|
|
|
240
253
|
reactionCooldownMs: number; // Default 30000
|
|
241
254
|
statusLineEnabled: boolean;
|
|
242
255
|
bellEnabled: boolean; // Terminal bell on level-up/encounters
|
|
256
|
+
encounterSpeed: "fast" | "normal" | "slow"; // Configurable encounter frequency
|
|
243
257
|
}
|
|
244
258
|
|
|
245
259
|
// ── XP Events (what triggers XP awards) ────────────────────
|
|
@@ -269,6 +283,15 @@ export interface XpEvent {
|
|
|
269
283
|
readonly boostAmount: number;
|
|
270
284
|
}
|
|
271
285
|
|
|
286
|
+
// ── Pending Quiz (for /buddy play) ────────────────────────
|
|
287
|
+
|
|
288
|
+
export interface PendingQuiz {
|
|
289
|
+
readonly type: "type_matchup" | "stat_compare" | "evolution" | "pokedex_trivia";
|
|
290
|
+
readonly question: string;
|
|
291
|
+
readonly options: readonly string[];
|
|
292
|
+
readonly correctAnswer: number; // 1-4
|
|
293
|
+
}
|
|
294
|
+
|
|
272
295
|
// ── Encounters ─────────────────────────────────────────────
|
|
273
296
|
|
|
274
297
|
export interface WildEncounter {
|
|
@@ -103,21 +103,21 @@ export const ACHIEVEMENTS: readonly Achievement[] = [
|
|
|
103
103
|
{
|
|
104
104
|
id: "iron_coder",
|
|
105
105
|
name: "Iron Coder",
|
|
106
|
-
description: "
|
|
106
|
+
description: "Code for 7 days (weekends off OK)",
|
|
107
107
|
category: "coding",
|
|
108
108
|
condition: { type: "streak", minDays: 7 },
|
|
109
109
|
},
|
|
110
110
|
{
|
|
111
111
|
id: "marathon",
|
|
112
112
|
name: "Marathon",
|
|
113
|
-
description: "
|
|
113
|
+
description: "Code for 30 days (weekends off OK)",
|
|
114
114
|
category: "coding",
|
|
115
115
|
condition: { type: "streak", minDays: 30 },
|
|
116
116
|
},
|
|
117
117
|
{
|
|
118
118
|
id: "centurion",
|
|
119
119
|
name: "Centurion",
|
|
120
|
-
description: "
|
|
120
|
+
description: "Code for 100 days (weekends off OK)",
|
|
121
121
|
category: "coding",
|
|
122
122
|
condition: { type: "streak", minDays: 100 },
|
|
123
123
|
},
|
|
@@ -16,7 +16,7 @@ export const LEGENDARY_QUESTS: readonly LegendaryQuest[] = [
|
|
|
16
16
|
name: "The Ice Bird of Endurance",
|
|
17
17
|
steps: [
|
|
18
18
|
{
|
|
19
|
-
description: "
|
|
19
|
+
description: "Code for 30 days (weekends off OK)",
|
|
20
20
|
condition: { type: "streak", minDays: 30 },
|
|
21
21
|
},
|
|
22
22
|
{
|
|
@@ -25,7 +25,7 @@ export const LEGENDARY_QUESTS: readonly LegendaryQuest[] = [
|
|
|
25
25
|
condition: { type: "pokedex", minCaught: 3 },
|
|
26
26
|
},
|
|
27
27
|
{
|
|
28
|
-
description: "
|
|
28
|
+
description: "Code for 100 days (weekends off OK)",
|
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condition: { type: "streak", minDays: 100 },
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},
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{
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@@ -113,7 +113,7 @@ export const LEGENDARY_QUESTS: readonly LegendaryQuest[] = [
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name: "The Myth",
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steps: [
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{
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-
description: "
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+
description: "Code for 100 days (weekends off OK)",
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condition: { type: "streak", minDays: 100 },
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},
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{
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@@ -129,7 +129,7 @@ export const LEGENDARY_QUESTS: readonly LegendaryQuest[] = [
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condition: { type: "pokedex", minCaught: 149 },
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},
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{
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-
description: "
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+
description: "Code for 365 days (weekends off OK)",
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condition: { type: "streak", minDays: 365 },
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},
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],
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