@zhin.js/plugin-text-adventure 1.0.0

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Files changed (98) hide show
  1. package/README.md +92 -0
  2. package/lib/achievements.d.ts +24 -0
  3. package/lib/achievements.d.ts.map +1 -0
  4. package/lib/achievements.js +62 -0
  5. package/lib/achievements.js.map +1 -0
  6. package/lib/adv-command.d.ts +5 -0
  7. package/lib/adv-command.d.ts.map +1 -0
  8. package/lib/adv-command.js +55 -0
  9. package/lib/adv-command.js.map +1 -0
  10. package/lib/commands.d.ts +6 -0
  11. package/lib/commands.d.ts.map +1 -0
  12. package/lib/commands.js +96 -0
  13. package/lib/commands.js.map +1 -0
  14. package/lib/game-flow.d.ts +9 -0
  15. package/lib/game-flow.d.ts.map +1 -0
  16. package/lib/game-flow.js +134 -0
  17. package/lib/game-flow.js.map +1 -0
  18. package/lib/hub-register.d.ts +5 -0
  19. package/lib/hub-register.d.ts.map +1 -0
  20. package/lib/hub-register.js +25 -0
  21. package/lib/hub-register.js.map +1 -0
  22. package/lib/index.d.ts +2 -0
  23. package/lib/index.d.ts.map +1 -0
  24. package/lib/index.js +37 -0
  25. package/lib/index.js.map +1 -0
  26. package/lib/models.d.ts +45 -0
  27. package/lib/models.d.ts.map +1 -0
  28. package/lib/models.js +37 -0
  29. package/lib/models.js.map +1 -0
  30. package/lib/profile-format.d.ts +6 -0
  31. package/lib/profile-format.d.ts.map +1 -0
  32. package/lib/profile-format.js +64 -0
  33. package/lib/profile-format.js.map +1 -0
  34. package/lib/profile-parse.d.ts +4 -0
  35. package/lib/profile-parse.d.ts.map +1 -0
  36. package/lib/profile-parse.js +21 -0
  37. package/lib/profile-parse.js.map +1 -0
  38. package/lib/profile-service.d.ts +17 -0
  39. package/lib/profile-service.d.ts.map +1 -0
  40. package/lib/profile-service.js +124 -0
  41. package/lib/profile-service.js.map +1 -0
  42. package/lib/scene-view.d.ts +4 -0
  43. package/lib/scene-view.d.ts.map +1 -0
  44. package/lib/scene-view.js +32 -0
  45. package/lib/scene-view.js.map +1 -0
  46. package/lib/session-service.d.ts +22 -0
  47. package/lib/session-service.d.ts.map +1 -0
  48. package/lib/session-service.js +100 -0
  49. package/lib/session-service.js.map +1 -0
  50. package/lib/story-catalog.d.ts +13 -0
  51. package/lib/story-catalog.d.ts.map +1 -0
  52. package/lib/story-catalog.js +104 -0
  53. package/lib/story-catalog.js.map +1 -0
  54. package/lib/story-items.d.ts +5 -0
  55. package/lib/story-items.d.ts.map +1 -0
  56. package/lib/story-items.js +23 -0
  57. package/lib/story-items.js.map +1 -0
  58. package/lib/story-path.d.ts +3 -0
  59. package/lib/story-path.d.ts.map +1 -0
  60. package/lib/story-path.js +66 -0
  61. package/lib/story-path.js.map +1 -0
  62. package/lib/story-scenes.d.ts +9 -0
  63. package/lib/story-scenes.d.ts.map +1 -0
  64. package/lib/story-scenes.js +478 -0
  65. package/lib/story-scenes.js.map +1 -0
  66. package/lib/story-transitions.d.ts +3 -0
  67. package/lib/story-transitions.d.ts.map +1 -0
  68. package/lib/story-transitions.js +193 -0
  69. package/lib/story-transitions.js.map +1 -0
  70. package/lib/story-types.d.ts +30 -0
  71. package/lib/story-types.d.ts.map +1 -0
  72. package/lib/story-types.js +3 -0
  73. package/lib/story-types.js.map +1 -0
  74. package/lib/story.d.ts +21 -0
  75. package/lib/story.d.ts.map +1 -0
  76. package/lib/story.js +91 -0
  77. package/lib/story.js.map +1 -0
  78. package/package.json +54 -0
  79. package/plugin.yml +2 -0
  80. package/src/achievements.ts +90 -0
  81. package/src/adv-command.ts +72 -0
  82. package/src/commands.ts +133 -0
  83. package/src/game-flow.ts +196 -0
  84. package/src/hub-register.ts +32 -0
  85. package/src/index.ts +47 -0
  86. package/src/models.ts +84 -0
  87. package/src/profile-format.ts +76 -0
  88. package/src/profile-parse.ts +19 -0
  89. package/src/profile-service.ts +151 -0
  90. package/src/scene-view.ts +46 -0
  91. package/src/session-service.ts +113 -0
  92. package/src/story-catalog.ts +110 -0
  93. package/src/story-items.ts +24 -0
  94. package/src/story-path.ts +75 -0
  95. package/src/story-scenes.ts +508 -0
  96. package/src/story-transitions.ts +198 -0
  97. package/src/story-types.ts +33 -0
  98. package/src/story.ts +104 -0
@@ -0,0 +1,193 @@
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+ export function resolveTransition(state, choiceId) {
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+ const { sceneId } = state;
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+ if (choiceId === 'restart') {
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+ return { nextSceneId: 'start', hpDelta: 100 - state.hp, endingId: '' };
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+ }
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+ if (sceneId === 'flooded_hall' && choiceId === 'wade_market') {
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+ const hp = state.hp - 25;
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+ if (hp <= 0)
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+ return { nextSceneId: 'drowned', hpDelta: -25, endingId: 'drowned' };
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+ return { nextSceneId: 'market_ruins', hpDelta: -25 };
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+ }
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+ const hpFail = (next, delta) => ({
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+ nextSceneId: state.hp + delta <= 0 ? 'defeat' : next,
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+ hpDelta: delta,
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+ endingId: state.hp + delta <= 0 ? 'defeat' : '',
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+ });
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+ const map = {
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+ start: {
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+ push_door: { nextSceneId: 'corridor' },
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+ search_rubble: { nextSceneId: 'rubble' },
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+ climb_tower: { nextSceneId: 'watchtower' },
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+ vine_path: { nextSceneId: 'vine_path' },
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+ leave: { nextSceneId: 'coward', endingId: 'coward' },
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+ },
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+ rubble: {
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+ take_torch: { nextSceneId: 'start', addItem: 'torch' },
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+ take_blade: { nextSceneId: 'start', addItem: 'rusted_blade' },
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+ back_entrance: { nextSceneId: 'start' },
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+ },
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+ watchtower: {
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+ survey_map: { nextSceneId: 'watchtower', setFlag: 'saw_map' },
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+ take_chart_fragment: { nextSceneId: 'watchtower', addItem: 'star_chart' },
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+ enter_observatory: { nextSceneId: 'observatory' },
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+ descend_tower: { nextSceneId: 'start' },
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+ },
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+ vine_path: {
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+ enter_garden: { nextSceneId: 'garden' },
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+ back_entrance: { nextSceneId: 'start' },
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+ },
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+ corridor: {
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+ go_blue: { nextSceneId: 'spring' },
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+ go_stairs: { nextSceneId: 'depths' },
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+ go_flooded: { nextSceneId: 'flooded_hall' },
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+ study_mural: { nextSceneId: 'mural_room' },
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+ enter_bell_tower: { nextSceneId: 'bell_tower' },
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+ go_back: { nextSceneId: 'start' },
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+ },
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+ mural_room: {
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+ memorize: { nextSceneId: 'mural_room', setFlag: 'knows_sequence' },
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+ enter_whisper: { nextSceneId: 'whisper_gallery' },
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+ back_corridor: { nextSceneId: 'corridor' },
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+ },
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+ whisper_gallery: {
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+ listen_deep: { nextSceneId: 'whisper_gallery', setFlag: 'whisper_lore' },
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+ back_mural: { nextSceneId: 'mural_room' },
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+ },
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+ spring: {
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+ drink: { nextSceneId: 'spring', hpDelta: 30, setFlag: 'healed' },
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+ take_gem: { nextSceneId: 'spring', addItem: 'gem' },
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+ talk_spirit: { nextSceneId: 'spring', setFlag: 'spirit_met' },
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+ offer_gem: { nextSceneId: 'spring', removeItem: 'gem', addItem: 'amulet', setFlag: 'spirit_blessed' },
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+ leave_spring: { nextSceneId: 'corridor' },
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+ },
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+ flooded_hall: {
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+ use_feather_wade: { nextSceneId: 'market_ruins', removeItem: 'elf_feather' },
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+ drink_elixir_warm: { nextSceneId: 'market_ruins', removeItem: 'elixir' },
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+ back_corridor: { nextSceneId: 'corridor' },
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+ },
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+ market_ruins: {
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+ buy_mask_coin: { nextSceneId: 'market_ruins', removeItem: 'silver_coin', addItem: 'masquerade_mask' },
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+ trade_gem_coin: { nextSceneId: 'market_ruins', removeItem: 'gem', addItem: 'silver_coin' },
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+ go_bridge: { nextSceneId: 'ghost_bridge' },
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+ leave_market: { nextSceneId: 'flooded_hall' },
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+ },
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+ garden: {
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+ pick_herb: { nextSceneId: 'garden', addItem: 'herb' },
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+ rest_tree: { nextSceneId: 'garden', hpDelta: 20, setFlag: 'rested' },
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+ enter_greenhouse: { nextSceneId: 'greenhouse' },
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+ open_iron_door: { nextSceneId: 'library' },
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+ stay_forever: { nextSceneId: 'hermit', endingId: 'hermit' },
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+ back_corridor: { nextSceneId: 'corridor' },
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+ },
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+ greenhouse: {
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+ brew_elixir: { nextSceneId: 'greenhouse', removeItem: 'herb', addItem: 'elixir' },
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+ back_garden: { nextSceneId: 'garden' },
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+ },
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+ library: {
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+ take_scroll: { nextSceneId: 'library', addItem: 'scroll' },
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+ take_key: { nextSceneId: 'library', addItem: 'key' },
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+ read_archive: { nextSceneId: 'library', setFlag: 'read_archive' },
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+ enter_forge: { nextSceneId: 'ember_forge' },
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+ back_garden: { nextSceneId: 'garden' },
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+ },
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+ ember_forge: {
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+ forge_blade: { nextSceneId: 'ember_forge', setFlag: 'forged_blade' },
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+ upgrade_amulet: { nextSceneId: 'ember_forge', removeItem: 'moon_shard', setFlag: 'amulet_upgraded' },
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+ back_library: { nextSceneId: 'library' },
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+ },
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+ bell_tower: {
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+ ring_bell: { nextSceneId: 'bell_tower', addItem: 'spirit_bell' },
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+ back_corridor: { nextSceneId: 'corridor' },
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+ },
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+ depths: {
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+ fight: hpFail('crypt_entry', -50),
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+ fight_blade: { nextSceneId: 'crypt_entry', hpDelta: -20, setFlag: 'shadow_banished' },
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+ use_torch: { nextSceneId: 'crypt_entry', setFlag: 'shadow_banished' },
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+ use_herb: { nextSceneId: 'crypt_entry', removeItem: 'herb', setFlag: 'shadow_banished' },
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+ flee: { nextSceneId: 'escape', endingId: 'escape' },
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+ },
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+ crypt_entry: {
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+ go_vault: { nextSceneId: 'vault' },
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+ go_catacombs: { nextSceneId: 'catacombs' },
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+ go_spider: { nextSceneId: 'spider_nest' },
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+ go_sealed: { nextSceneId: 'sealed_gates' },
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+ back_corridor: { nextSceneId: 'corridor' },
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+ },
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+ spider_nest: {
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+ cut_web_blade: { nextSceneId: 'shadow_maze' },
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+ burn_web: { nextSceneId: 'shadow_maze' },
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+ flee_spider: { nextSceneId: 'spider', endingId: 'spider' },
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+ },
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+ shadow_maze: {
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+ navigate_compass: { nextSceneId: 'crystal_cave' },
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+ wander_maze: { nextSceneId: 'labyrinth', endingId: 'labyrinth' },
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+ back_spider: { nextSceneId: 'spider_nest' },
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+ },
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+ catacombs: {
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+ read_scroll: { nextSceneId: 'ossuary' },
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+ dash_trap: hpFail('ossuary', -35),
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+ enter_prison: { nextSceneId: 'prison_cell' },
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+ take_key_skeleton: { nextSceneId: 'catacombs', addItem: 'key' },
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+ back_crypt: { nextSceneId: 'crypt_entry' },
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+ },
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+ prison_cell: {
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+ take_coin: { nextSceneId: 'prison_cell', addItem: 'silver_coin' },
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+ free_ghost: { nextSceneId: 'redemption', endingId: 'redemption' },
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+ back_catacombs: { nextSceneId: 'catacombs' },
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+ },
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+ ossuary: {
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+ answer_greed: { nextSceneId: 'ossuary', hpDelta: -25 },
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+ answer_flood: { nextSceneId: 'wisdom', endingId: 'wisdom' },
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+ answer_star: { nextSceneId: 'ossuary', addItem: 'amulet' },
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+ back_catacombs: { nextSceneId: 'catacombs' },
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+ },
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+ ghost_bridge: {
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+ pay_coin: { nextSceneId: 'crystal_cave', removeItem: 'silver_coin' },
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+ cross_feather: { nextSceneId: 'crystal_cave', removeItem: 'elf_feather' },
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+ back_market: { nextSceneId: 'market_ruins' },
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+ },
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+ crystal_cave: {
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+ take_moon_shard: { nextSceneId: 'crystal_cave', addItem: 'moon_shard' },
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+ take_feather: { nextSceneId: 'crystal_cave', addItem: 'elf_feather' },
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+ enter_moon_pool: { nextSceneId: 'moon_pool' },
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+ back_bridge: { nextSceneId: 'ghost_bridge' },
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+ },
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+ moon_pool: {
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+ align_chart: { nextSceneId: 'moon_pool', setFlag: 'moon_blessed' },
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+ dive_shrine: { nextSceneId: 'sunken_shrine' },
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+ back_crystal: { nextSceneId: 'crystal_cave' },
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+ },
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+ sunken_shrine: {
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+ ritual_star_keeper: { nextSceneId: 'star_keeper', endingId: 'star_keeper' },
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+ back_moon_pool: { nextSceneId: 'moon_pool' },
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+ },
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+ observatory: {
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+ craft_compass: { nextSceneId: 'observatory', addItem: 'compass' },
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+ back_tower: { nextSceneId: 'watchtower' },
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+ },
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+ sealed_gates: {
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+ open_gates: { nextSceneId: 'vault' },
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+ back_crypt: { nextSceneId: 'crypt_entry' },
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+ },
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+ vault: {
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+ seq_light_shadow_door: { nextSceneId: 'vault_open' },
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+ seq_door_light_shadow: { nextSceneId: 'wisdom', endingId: 'wisdom' },
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+ seq_shadow_door_light: { nextSceneId: 'defeat', hpDelta: -100, endingId: 'defeat' },
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+ back_crypt: { nextSceneId: 'crypt_entry' },
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+ },
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+ vault_open: {
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+ descend_throne: { nextSceneId: 'throne_room' },
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+ take_treasure_now: { nextSceneId: 'treasure', endingId: 'treasure' },
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+ back_crypt: { nextSceneId: 'crypt_entry' },
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+ },
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+ throne_room: {
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+ ascend: { nextSceneId: 'ascension', endingId: 'ascension' },
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+ ascend_mask: { nextSceneId: 'mask_king', endingId: 'mask_king' },
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+ claim_crown: { nextSceneId: 'curse', endingId: 'curse' },
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+ retreat_throne: { nextSceneId: 'treasure', endingId: 'treasure' },
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+ },
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+ };
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+ return map[sceneId]?.[choiceId] ?? null;
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+ }
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+ //# sourceMappingURL=story-transitions.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,30 @@
1
+ /** 游戏 payload 前缀 */
2
+ export declare const ADV_PREFIX = "adv";
3
+ export interface SceneChoice {
4
+ id: string;
5
+ label: string;
6
+ style?: 'primary' | 'danger' | 'secondary';
7
+ requires?: (state: GameState) => boolean;
8
+ }
9
+ export interface Scene {
10
+ id: string;
11
+ text: string | ((state: GameState) => string);
12
+ choices: SceneChoice[];
13
+ terminal?: boolean;
14
+ }
15
+ export interface GameState {
16
+ sceneId: string;
17
+ hp: number;
18
+ inventory: string[];
19
+ flags: Record<string, boolean>;
20
+ endingId: string;
21
+ }
22
+ export interface ChoiceResult {
23
+ nextSceneId: string;
24
+ hpDelta?: number;
25
+ addItem?: string;
26
+ removeItem?: string;
27
+ setFlag?: string;
28
+ endingId?: string;
29
+ }
30
+ //# sourceMappingURL=story-types.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"story-types.d.ts","sourceRoot":"","sources":["../src/story-types.ts"],"names":[],"mappings":"AAAA,oBAAoB;AACpB,eAAO,MAAM,UAAU,QAAQ,CAAC;AAEhC,MAAM,WAAW,WAAW;IAC1B,EAAE,EAAE,MAAM,CAAC;IACX,KAAK,EAAE,MAAM,CAAC;IACd,KAAK,CAAC,EAAE,SAAS,GAAG,QAAQ,GAAG,WAAW,CAAC;IAC3C,QAAQ,CAAC,EAAE,CAAC,KAAK,EAAE,SAAS,KAAK,OAAO,CAAC;CAC1C;AAED,MAAM,WAAW,KAAK;IACpB,EAAE,EAAE,MAAM,CAAC;IACX,IAAI,EAAE,MAAM,GAAG,CAAC,CAAC,KAAK,EAAE,SAAS,KAAK,MAAM,CAAC,CAAC;IAC9C,OAAO,EAAE,WAAW,EAAE,CAAC;IACvB,QAAQ,CAAC,EAAE,OAAO,CAAC;CACpB;AAED,MAAM,WAAW,SAAS;IACxB,OAAO,EAAE,MAAM,CAAC;IAChB,EAAE,EAAE,MAAM,CAAC;IACX,SAAS,EAAE,MAAM,EAAE,CAAC;IACpB,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;IAC/B,QAAQ,EAAE,MAAM,CAAC;CAClB;AAED,MAAM,WAAW,YAAY;IAC3B,WAAW,EAAE,MAAM,CAAC;IACpB,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,QAAQ,CAAC,EAAE,MAAM,CAAC;CACnB"}
@@ -0,0 +1,3 @@
1
+ /** 游戏 payload 前缀 */
2
+ export const ADV_PREFIX = 'adv';
3
+ //# sourceMappingURL=story-types.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"story-types.js","sourceRoot":"","sources":["../src/story-types.ts"],"names":[],"mappings":"AAAA,oBAAoB;AACpB,MAAM,CAAC,MAAM,UAAU,GAAG,KAAK,CAAC"}
package/lib/story.d.ts ADDED
@@ -0,0 +1,21 @@
1
+ export { ADV_PREFIX } from './story-types.js';
2
+ export type { SceneChoice, Scene, GameState, ChoiceResult } from './story-types.js';
3
+ export { ITEM_LABELS, ITEM_IDS, itemLabel } from './story-items.js';
4
+ export { SCENES, countScenes } from './story-scenes.js';
5
+ import type { GameState, ChoiceResult, Scene } from './story-types.js';
6
+ export declare function parseInventory(value: string | string[] | unknown): string[];
7
+ export declare function parseFlags(value: string | Record<string, boolean> | unknown): Record<string, boolean>;
8
+ export declare function stateFromSession(row: {
9
+ scene_id: string;
10
+ hp: number;
11
+ inventory: string;
12
+ flags: string;
13
+ ending_id: string;
14
+ }): GameState;
15
+ export declare function formatStatusBar(state: GameState): string;
16
+ export declare function resolveChoice(state: GameState, choiceId: string): ChoiceResult | null;
17
+ export declare function getScene(sceneId: string): Scene | undefined;
18
+ export declare function visibleChoices(scene: Scene, state: GameState): import("./story-types.js").SceneChoice[];
19
+ export declare function applyChoiceResult(state: GameState, result: ChoiceResult): GameState;
20
+ export declare function sceneNarrative(scene: Scene, state: GameState): string;
21
+ //# sourceMappingURL=story.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"story.d.ts","sourceRoot":"","sources":["../src/story.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAC9C,YAAY,EAAE,WAAW,EAAE,KAAK,EAAE,SAAS,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AACpF,OAAO,EAAE,WAAW,EAAE,QAAQ,EAAE,SAAS,EAAE,MAAM,kBAAkB,CAAC;AACpE,OAAO,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAExD,OAAO,KAAK,EAAE,SAAS,EAAE,YAAY,EAAE,KAAK,EAAE,MAAM,kBAAkB,CAAC;AAKvE,wBAAgB,cAAc,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,EAAE,GAAG,OAAO,GAAG,MAAM,EAAE,CAW3E;AAED,wBAAgB,UAAU,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,GAAG,OAAO,GAAG,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAarG;AAED,wBAAgB,gBAAgB,CAAC,GAAG,EAAE;IACpC,QAAQ,EAAE,MAAM,CAAC;IACjB,EAAE,EAAE,MAAM,CAAC;IACX,SAAS,EAAE,MAAM,CAAC;IAClB,KAAK,EAAE,MAAM,CAAC;IACd,SAAS,EAAE,MAAM,CAAC;CACnB,GAAG,SAAS,CAQZ;AAED,wBAAgB,eAAe,CAAC,KAAK,EAAE,SAAS,GAAG,MAAM,CAKxD;AAED,wBAAgB,aAAa,CAAC,KAAK,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,GAAG,YAAY,GAAG,IAAI,CAErF;AAED,wBAAgB,QAAQ,CAAC,OAAO,EAAE,MAAM,GAAG,KAAK,GAAG,SAAS,CAE3D;AAED,wBAAgB,cAAc,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,4CAE5D;AAED,wBAAgB,iBAAiB,CAAC,KAAK,EAAE,SAAS,EAAE,MAAM,EAAE,YAAY,GAAG,SAAS,CAwBnF;AAED,wBAAgB,cAAc,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,SAAS,GAAG,MAAM,CAIrE"}
package/lib/story.js ADDED
@@ -0,0 +1,91 @@
1
+ export { ADV_PREFIX } from './story-types.js';
2
+ export { ITEM_LABELS, ITEM_IDS, itemLabel } from './story-items.js';
3
+ export { SCENES, countScenes } from './story-scenes.js';
4
+ import { itemLabel } from './story-items.js';
5
+ import { SCENES } from './story-scenes.js';
6
+ import { resolveTransition } from './story-transitions.js';
7
+ export function parseInventory(value) {
8
+ if (Array.isArray(value)) {
9
+ return value.filter((x) => typeof x === 'string');
10
+ }
11
+ if (typeof value !== 'string' || !value)
12
+ return [];
13
+ try {
14
+ const v = JSON.parse(value);
15
+ return Array.isArray(v) ? v.filter((x) => typeof x === 'string') : [];
16
+ }
17
+ catch {
18
+ return [];
19
+ }
20
+ }
21
+ export function parseFlags(value) {
22
+ if (value != null && typeof value === 'object' && !Array.isArray(value)) {
23
+ return value;
24
+ }
25
+ if (typeof value !== 'string' || !value)
26
+ return {};
27
+ try {
28
+ const v = JSON.parse(value);
29
+ return v != null && typeof v === 'object' && !Array.isArray(v)
30
+ ? v
31
+ : {};
32
+ }
33
+ catch {
34
+ return {};
35
+ }
36
+ }
37
+ export function stateFromSession(row) {
38
+ return {
39
+ sceneId: row.scene_id,
40
+ hp: row.hp,
41
+ inventory: parseInventory(row.inventory),
42
+ flags: parseFlags(row.flags),
43
+ endingId: row.ending_id,
44
+ };
45
+ }
46
+ export function formatStatusBar(state) {
47
+ const items = state.inventory.length
48
+ ? state.inventory.map(itemLabel).join('、')
49
+ : '无';
50
+ return `❤️ ${Math.max(0, state.hp)} · 🎒 ${items}`;
51
+ }
52
+ export function resolveChoice(state, choiceId) {
53
+ return resolveTransition(state, choiceId);
54
+ }
55
+ export function getScene(sceneId) {
56
+ return SCENES[sceneId];
57
+ }
58
+ export function visibleChoices(scene, state) {
59
+ return scene.choices.filter((c) => !c.requires || c.requires(state));
60
+ }
61
+ export function applyChoiceResult(state, result) {
62
+ const inventory = [...state.inventory];
63
+ if (result.addItem && !inventory.includes(result.addItem)) {
64
+ inventory.push(result.addItem);
65
+ }
66
+ if (result.removeItem) {
67
+ const idx = inventory.indexOf(result.removeItem);
68
+ if (idx >= 0)
69
+ inventory.splice(idx, 1);
70
+ }
71
+ const flags = { ...state.flags };
72
+ if (result.setFlag)
73
+ flags[result.setFlag] = true;
74
+ const hp = Math.min(100, Math.max(0, state.hp + (result.hpDelta ?? 0)));
75
+ const nextScene = getScene(result.nextSceneId);
76
+ const endingId = result.endingId ?? (nextScene?.terminal ? result.nextSceneId : '');
77
+ return {
78
+ sceneId: result.nextSceneId,
79
+ hp,
80
+ inventory,
81
+ flags,
82
+ endingId,
83
+ };
84
+ }
85
+ export function sceneNarrative(scene, state) {
86
+ const body = typeof scene.text === 'function' ? scene.text(state) : scene.text;
87
+ if (scene.terminal)
88
+ return body;
89
+ return `${body}\n\n${formatStatusBar(state)}`;
90
+ }
91
+ //# sourceMappingURL=story.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"story.js","sourceRoot":"","sources":["../src/story.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAE9C,OAAO,EAAE,WAAW,EAAE,QAAQ,EAAE,SAAS,EAAE,MAAM,kBAAkB,CAAC;AACpE,OAAO,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAGxD,OAAO,EAAE,SAAS,EAAE,MAAM,kBAAkB,CAAC;AAC7C,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,iBAAiB,EAAE,MAAM,wBAAwB,CAAC;AAE3D,MAAM,UAAU,cAAc,CAAC,KAAkC;IAC/D,IAAI,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,EAAE,CAAC;QACzB,OAAO,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,EAAe,EAAE,CAAC,OAAO,CAAC,KAAK,QAAQ,CAAC,CAAC;IACjE,CAAC;IACD,IAAI,OAAO,KAAK,KAAK,QAAQ,IAAI,CAAC,KAAK;QAAE,OAAO,EAAE,CAAC;IACnD,IAAI,CAAC;QACH,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;QAC5B,OAAO,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,EAAe,EAAE,CAAC,OAAO,CAAC,KAAK,QAAQ,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;IACrF,CAAC;IAAC,MAAM,CAAC;QACP,OAAO,EAAE,CAAC;IACZ,CAAC;AACH,CAAC;AAED,MAAM,UAAU,UAAU,CAAC,KAAiD;IAC1E,IAAI,KAAK,IAAI,IAAI,IAAI,OAAO,KAAK,KAAK,QAAQ,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,EAAE,CAAC;QACxE,OAAO,KAAgC,CAAC;IAC1C,CAAC;IACD,IAAI,OAAO,KAAK,KAAK,QAAQ,IAAI,CAAC,KAAK;QAAE,OAAO,EAAE,CAAC;IACnD,IAAI,CAAC;QACH,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;QAC5B,OAAO,CAAC,IAAI,IAAI,IAAI,OAAO,CAAC,KAAK,QAAQ,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC;YAC5D,CAAC,CAAE,CAA6B;YAChC,CAAC,CAAC,EAAE,CAAC;IACT,CAAC;IAAC,MAAM,CAAC;QACP,OAAO,EAAE,CAAC;IACZ,CAAC;AACH,CAAC;AAED,MAAM,UAAU,gBAAgB,CAAC,GAMhC;IACC,OAAO;QACL,OAAO,EAAE,GAAG,CAAC,QAAQ;QACrB,EAAE,EAAE,GAAG,CAAC,EAAE;QACV,SAAS,EAAE,cAAc,CAAC,GAAG,CAAC,SAAS,CAAC;QACxC,KAAK,EAAE,UAAU,CAAC,GAAG,CAAC,KAAK,CAAC;QAC5B,QAAQ,EAAE,GAAG,CAAC,SAAS;KACxB,CAAC;AACJ,CAAC;AAED,MAAM,UAAU,eAAe,CAAC,KAAgB;IAC9C,MAAM,KAAK,GAAG,KAAK,CAAC,SAAS,CAAC,MAAM;QAClC,CAAC,CAAC,KAAK,CAAC,SAAS,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC;QAC1C,CAAC,CAAC,GAAG,CAAC;IACR,OAAO,MAAM,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,EAAE,CAAC,WAAW,KAAK,EAAE,CAAC;AACvD,CAAC;AAED,MAAM,UAAU,aAAa,CAAC,KAAgB,EAAE,QAAgB;IAC9D,OAAO,iBAAiB,CAAC,KAAK,EAAE,QAAQ,CAAC,CAAC;AAC5C,CAAC;AAED,MAAM,UAAU,QAAQ,CAAC,OAAe;IACtC,OAAO,MAAM,CAAC,OAAO,CAAC,CAAC;AACzB,CAAC;AAED,MAAM,UAAU,cAAc,CAAC,KAAY,EAAE,KAAgB;IAC3D,OAAO,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,QAAQ,IAAI,CAAC,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;AACvE,CAAC;AAED,MAAM,UAAU,iBAAiB,CAAC,KAAgB,EAAE,MAAoB;IACtE,MAAM,SAAS,GAAG,CAAC,GAAG,KAAK,CAAC,SAAS,CAAC,CAAC;IACvC,IAAI,MAAM,CAAC,OAAO,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,MAAM,CAAC,OAAO,CAAC,EAAE,CAAC;QAC1D,SAAS,CAAC,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC;IACjC,CAAC;IACD,IAAI,MAAM,CAAC,UAAU,EAAE,CAAC;QACtB,MAAM,GAAG,GAAG,SAAS,CAAC,OAAO,CAAC,MAAM,CAAC,UAAU,CAAC,CAAC;QACjD,IAAI,GAAG,IAAI,CAAC;YAAE,SAAS,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;IACzC,CAAC;IACD,MAAM,KAAK,GAAG,EAAE,GAAG,KAAK,CAAC,KAAK,EAAE,CAAC;IACjC,IAAI,MAAM,CAAC,OAAO;QAAE,KAAK,CAAC,MAAM,CAAC,OAAO,CAAC,GAAG,IAAI,CAAC;IAEjD,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,EAAE,GAAG,CAAC,MAAM,CAAC,OAAO,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC;IAExE,MAAM,SAAS,GAAG,QAAQ,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC;IAC/C,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,IAAI,CAAC,SAAS,EAAE,QAAQ,CAAC,CAAC,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC;IAEpF,OAAO;QACL,OAAO,EAAE,MAAM,CAAC,WAAW;QAC3B,EAAE;QACF,SAAS;QACT,KAAK;QACL,QAAQ;KACT,CAAC;AACJ,CAAC;AAED,MAAM,UAAU,cAAc,CAAC,KAAY,EAAE,KAAgB;IAC3D,MAAM,IAAI,GAAG,OAAO,KAAK,CAAC,IAAI,KAAK,UAAU,CAAC,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC;IAC/E,IAAI,KAAK,CAAC,QAAQ;QAAE,OAAO,IAAI,CAAC;IAChC,OAAO,GAAG,IAAI,OAAO,eAAe,CAAC,KAAK,CAAC,EAAE,CAAC;AAChD,CAAC"}
package/package.json ADDED
@@ -0,0 +1,54 @@
1
+ {
2
+ "name": "@zhin.js/plugin-text-adventure",
3
+ "version": "1.0.0",
4
+ "description": "Zhin.js 交互式文字冒险 — 分支剧情与选项按钮",
5
+ "type": "module",
6
+ "main": "./lib/index.js",
7
+ "types": "./lib/index.d.ts",
8
+ "exports": {
9
+ ".": {
10
+ "types": "./lib/index.d.ts",
11
+ "development": "./src/index.ts",
12
+ "import": "./lib/index.js"
13
+ },
14
+ "./package.json": "./package.json"
15
+ },
16
+ "files": [
17
+ "src",
18
+ "lib",
19
+ "plugin.yml",
20
+ "README.md"
21
+ ],
22
+ "keywords": [
23
+ "zhin",
24
+ "zhin.js",
25
+ "bot",
26
+ "plugin",
27
+ "game",
28
+ "text-adventure"
29
+ ],
30
+ "license": "MIT",
31
+ "peerDependencies": {
32
+ "zhin.js": "4.1.0"
33
+ },
34
+ "dependencies": {
35
+ "@zhin.js/game-shared": "1.0.0"
36
+ },
37
+ "devDependencies": {
38
+ "typescript": "^6.0.3",
39
+ "zhin.js": "4.1.0"
40
+ },
41
+ "repository": {
42
+ "type": "git",
43
+ "url": "git+https://github.com/zhinjs/zhin.git",
44
+ "directory": "plugins/games/text-adventure"
45
+ },
46
+ "publishConfig": {
47
+ "access": "public",
48
+ "registry": "https://registry.npmjs.org"
49
+ },
50
+ "scripts": {
51
+ "build": "tsc --build",
52
+ "clean": "rimraf lib"
53
+ }
54
+ }
package/plugin.yml ADDED
@@ -0,0 +1,2 @@
1
+ name: "@zhin.js/plugin-text-adventure"
2
+ description: "交互式文字冒险游戏"
@@ -0,0 +1,90 @@
1
+ import { ITEM_IDS } from './story-items.js';
2
+ import { endingIds, playableSceneIds } from './story-catalog.js';
3
+
4
+ export interface AchievementDef {
5
+ id: string;
6
+ icon: string;
7
+ title: string;
8
+ description: string;
9
+ hidden?: boolean;
10
+ }
11
+
12
+ export interface AchievementContext {
13
+ visited: Set<string>;
14
+ endings: Set<string>;
15
+ itemsFound: Set<string>;
16
+ runsCompleted: number;
17
+ bestStepCount: number;
18
+ lastRun?: {
19
+ stepCount: number;
20
+ inventory: string[];
21
+ endingId: string;
22
+ };
23
+ }
24
+
25
+ export const ACHIEVEMENTS: AchievementDef[] = [
26
+ { id: 'first_footprint', icon: '👣', title: '初探者', description: '累计探索 5 个区域' },
27
+ { id: 'cartographer', icon: '🗺️', title: '制图师', description: '解锁半数区域(50%+)' },
28
+ { id: 'master_explorer', icon: '🧭', title: '全图行者', description: '解锁全部可探索区域' },
29
+ { id: 'ending_hunter', icon: '🎬', title: '结局猎人', description: '见证 3 种不同结局' },
30
+ { id: 'ending_collector', icon: '📚', title: '结局收藏家', description: '见证 8 种不同结局' },
31
+ { id: 'completionist', icon: '👑', title: '秘境通晓者', description: '见证全部 15 种结局' },
32
+ { id: 'star_ascendant', icon: '🌟', title: '星辉守忆', description: '达成「星辉归位」结局' },
33
+ { id: 'moon_guardian', icon: '🌙', title: '月池星守', description: '达成「星守誓约」结局' },
34
+ { id: 'mask_monarch', icon: '🎭', title: '面具之王', description: '达成「面具之王」结局' },
35
+ { id: 'item_hoarder', icon: '🎒', title: '拾荒大师', description: '生涯累计发现 10 种道具' },
36
+ { id: 'full_satchel', icon: '💎', title: '万象行囊', description: '生涯集齐全部 15 种道具' },
37
+ { id: 'marathon_runner', icon: '🏃', title: '马拉松探险', description: '单局步数达到 50+' },
38
+ { id: 'veteran', icon: '⚔️', title: '遗迹老兵', description: '完成 5 局冒险' },
39
+ { id: 'whisper_listener', icon: '👂', title: '低语聆听者', description: '进入低语画廊' },
40
+ { id: 'deep_diver', icon: '🌊', title: '沉殿潜行者', description: '抵达水下沉殿' },
41
+ ];
42
+
43
+ const PLAYABLE_TOTAL = playableSceneIds().length;
44
+ const ENDING_TOTAL = endingIds().length;
45
+ const HALF_REGIONS = Math.ceil(PLAYABLE_TOTAL / 2);
46
+
47
+ function checks(): Record<string, (ctx: AchievementContext) => boolean> {
48
+ return {
49
+ first_footprint: (ctx) => ctx.visited.size >= 5,
50
+ cartographer: (ctx) => ctx.visited.size >= HALF_REGIONS,
51
+ master_explorer: (ctx) => ctx.visited.size >= PLAYABLE_TOTAL,
52
+ ending_hunter: (ctx) => ctx.endings.size >= 3,
53
+ ending_collector: (ctx) => ctx.endings.size >= 8,
54
+ completionist: (ctx) => ctx.endings.size >= ENDING_TOTAL,
55
+ star_ascendant: (ctx) => ctx.endings.has('ascension'),
56
+ moon_guardian: (ctx) => ctx.endings.has('star_keeper'),
57
+ mask_monarch: (ctx) => ctx.endings.has('mask_king'),
58
+ item_hoarder: (ctx) => ctx.itemsFound.size >= 10,
59
+ full_satchel: (ctx) => ITEM_IDS.every((id) => ctx.itemsFound.has(id)),
60
+ marathon_runner: (ctx) => (ctx.lastRun?.stepCount ?? ctx.bestStepCount) >= 50,
61
+ veteran: (ctx) => ctx.runsCompleted >= 5,
62
+ whisper_listener: (ctx) => ctx.visited.has('whisper_gallery'),
63
+ deep_diver: (ctx) => ctx.visited.has('sunken_shrine'),
64
+ };
65
+ }
66
+
67
+ export function evaluateAchievements(
68
+ unlocked: string[],
69
+ ctx: AchievementContext,
70
+ ): string[] {
71
+ const have = new Set(unlocked);
72
+ const run = checks();
73
+ const newly: string[] = [];
74
+ for (const def of ACHIEVEMENTS) {
75
+ if (have.has(def.id)) continue;
76
+ if (run[def.id]?.(ctx)) {
77
+ have.add(def.id);
78
+ newly.push(def.id);
79
+ }
80
+ }
81
+ return newly;
82
+ }
83
+
84
+ export function achievementById(id: string): AchievementDef | undefined {
85
+ return ACHIEVEMENTS.find((a) => a.id === id);
86
+ }
87
+
88
+ export function totalAchievements(): number {
89
+ return ACHIEVEMENTS.length;
90
+ }
@@ -0,0 +1,72 @@
1
+ import type { Message, Plugin } from 'zhin.js';
2
+ import { channelKey } from '@zhin.js/game-shared';
3
+ import {
4
+ continueAdventure,
5
+ sessionSummary,
6
+ startAdventure,
7
+ } from './game-flow.js';
8
+ import { formatAchievements, formatMapProgress, formatProgressCompact } from './profile-format.js';
9
+ import type { GameServices } from './session-service.js';
10
+
11
+ export const ADV_HELP = [
12
+ '秘境探险 · 文字冒险',
13
+ '冒险 / adv — 帮助与状态',
14
+ '冒险 开始 — 开始新冒险',
15
+ '冒险 继续 — 刷新当前场景',
16
+ '冒险 地图 — 全图探索进度',
17
+ '冒险 成就 — 成就列表',
18
+ '冒险 放弃 — 放弃当前冒险',
19
+ '',
20
+ '推进方式:点击选项按钮,或回复数字(1、2…)',
21
+ ].join('\n');
22
+
23
+ export async function runAdvCommand(
24
+ plugin: Plugin,
25
+ services: GameServices,
26
+ message: Message<any>,
27
+ action: string,
28
+ ): Promise<string | undefined> {
29
+ const ch = channelKey(message);
30
+ const userId = message.$sender.id;
31
+ const userName = message.$sender.name?.trim() || userId;
32
+
33
+ if (!action || action === 'help') {
34
+ const active = await services.sessions.getActiveByChannel(ch);
35
+ const profile = await services.profiles.getOrCreate(userId, userName);
36
+ const lines = [ADV_HELP, '', formatProgressCompact(profile), ''];
37
+ if (active) {
38
+ lines.push('— 当前频道 —');
39
+ lines.push(sessionSummary(active));
40
+ } else {
41
+ lines.push('暂无冒险,发送「冒险 开始」或从游戏大厅进入。');
42
+ }
43
+ return lines.join('\n');
44
+ }
45
+
46
+ if (action === 'start') {
47
+ return startAdventure(plugin, services, message);
48
+ }
49
+
50
+ if (action === 'continue') {
51
+ return continueAdventure(plugin, services, message);
52
+ }
53
+
54
+ if (action === 'map') {
55
+ const profile = await services.profiles.getOrCreate(userId, userName);
56
+ return formatMapProgress(profile);
57
+ }
58
+
59
+ if (action === 'achievements' || action === 'achievement') {
60
+ const profile = await services.profiles.getOrCreate(userId, userName);
61
+ return formatAchievements(profile);
62
+ }
63
+
64
+ if (action === 'quit') {
65
+ const row = await services.sessions.getActiveForUser(ch, userId);
66
+ if (!row) return '你没有进行中的冒险。';
67
+ await services.sessions.updateSession(row.id, { status: 'aborted' });
68
+ return '你已放弃冒险。';
69
+ }
70
+
71
+ return `未知子命令:${action}\n\n${ADV_HELP}`;
72
+ }