idlerpg.sh 0.1.0
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/README.md +171 -0
- package/dist/affix/AffixRegistry.d.ts +68 -0
- package/dist/affix/AffixRegistry.d.ts.map +1 -0
- package/dist/affix/AffixRegistry.js +245 -0
- package/dist/affix/AffixRegistry.js.map +1 -0
- package/dist/affix/PluginLoader.d.ts +66 -0
- package/dist/affix/PluginLoader.d.ts.map +1 -0
- package/dist/affix/PluginLoader.js +321 -0
- package/dist/affix/PluginLoader.js.map +1 -0
- package/dist/affix/builtin.d.ts +6 -0
- package/dist/affix/builtin.d.ts.map +1 -0
- package/dist/affix/builtin.js +311 -0
- package/dist/affix/builtin.js.map +1 -0
- package/dist/affix/index.d.ts +8 -0
- package/dist/affix/index.d.ts.map +1 -0
- package/dist/affix/index.js +11 -0
- package/dist/affix/index.js.map +1 -0
- package/dist/affix/types.d.ts +152 -0
- package/dist/affix/types.d.ts.map +1 -0
- package/dist/affix/types.js +8 -0
- package/dist/affix/types.js.map +1 -0
- package/dist/ai/PlayKitClient.d.ts +208 -0
- package/dist/ai/PlayKitClient.d.ts.map +1 -0
- package/dist/ai/PlayKitClient.js +721 -0
- package/dist/ai/PlayKitClient.js.map +1 -0
- package/dist/ai/index.d.ts +5 -0
- package/dist/ai/index.d.ts.map +1 -0
- package/dist/ai/index.js +8 -0
- package/dist/ai/index.js.map +1 -0
- package/dist/app/App.d.ts +85 -0
- package/dist/app/App.d.ts.map +1 -0
- package/dist/app/App.js +296 -0
- package/dist/app/App.js.map +1 -0
- package/dist/app/EventBus.d.ts +222 -0
- package/dist/app/EventBus.d.ts.map +1 -0
- package/dist/app/EventBus.js +88 -0
- package/dist/app/EventBus.js.map +1 -0
- package/dist/app/Keybind.d.ts +83 -0
- package/dist/app/Keybind.d.ts.map +1 -0
- package/dist/app/Keybind.js +184 -0
- package/dist/app/Keybind.js.map +1 -0
- package/dist/app/Router.d.ts +123 -0
- package/dist/app/Router.d.ts.map +1 -0
- package/dist/app/Router.js +142 -0
- package/dist/app/Router.js.map +1 -0
- package/dist/app/ScreenManager.d.ts +97 -0
- package/dist/app/ScreenManager.d.ts.map +1 -0
- package/dist/app/ScreenManager.js +216 -0
- package/dist/app/ScreenManager.js.map +1 -0
- package/dist/app/index.d.ts +14 -0
- package/dist/app/index.d.ts.map +1 -0
- package/dist/app/index.js +19 -0
- package/dist/app/index.js.map +1 -0
- package/dist/app/screens/BaseScreen.d.ts +101 -0
- package/dist/app/screens/BaseScreen.d.ts.map +1 -0
- package/dist/app/screens/BaseScreen.js +132 -0
- package/dist/app/screens/BaseScreen.js.map +1 -0
- package/dist/app/screens/CharacterCreationScreen.d.ts +42 -0
- package/dist/app/screens/CharacterCreationScreen.d.ts.map +1 -0
- package/dist/app/screens/CharacterCreationScreen.js +467 -0
- package/dist/app/screens/CharacterCreationScreen.js.map +1 -0
- package/dist/app/screens/CombatScreen.d.ts +30 -0
- package/dist/app/screens/CombatScreen.d.ts.map +1 -0
- package/dist/app/screens/CombatScreen.js +309 -0
- package/dist/app/screens/CombatScreen.js.map +1 -0
- package/dist/app/screens/DialogScreen.d.ts +29 -0
- package/dist/app/screens/DialogScreen.d.ts.map +1 -0
- package/dist/app/screens/DialogScreen.js +295 -0
- package/dist/app/screens/DialogScreen.js.map +1 -0
- package/dist/app/screens/ExploreScreen.d.ts +50 -0
- package/dist/app/screens/ExploreScreen.d.ts.map +1 -0
- package/dist/app/screens/ExploreScreen.js +308 -0
- package/dist/app/screens/ExploreScreen.js.map +1 -0
- package/dist/app/screens/HelpScreen.d.ts +12 -0
- package/dist/app/screens/HelpScreen.d.ts.map +1 -0
- package/dist/app/screens/HelpScreen.js +155 -0
- package/dist/app/screens/HelpScreen.js.map +1 -0
- package/dist/app/screens/InventoryScreen.d.ts +27 -0
- package/dist/app/screens/InventoryScreen.d.ts.map +1 -0
- package/dist/app/screens/InventoryScreen.js +326 -0
- package/dist/app/screens/InventoryScreen.js.map +1 -0
- package/dist/app/screens/PrologueScreen.d.ts +24 -0
- package/dist/app/screens/PrologueScreen.d.ts.map +1 -0
- package/dist/app/screens/PrologueScreen.js +176 -0
- package/dist/app/screens/PrologueScreen.js.map +1 -0
- package/dist/app/screens/TitleScreen.d.ts +42 -0
- package/dist/app/screens/TitleScreen.d.ts.map +1 -0
- package/dist/app/screens/TitleScreen.js +380 -0
- package/dist/app/screens/TitleScreen.js.map +1 -0
- package/dist/app/screens/TravelScreen.d.ts +22 -0
- package/dist/app/screens/TravelScreen.d.ts.map +1 -0
- package/dist/app/screens/TravelScreen.js +122 -0
- package/dist/app/screens/TravelScreen.js.map +1 -0
- package/dist/app/screens/index.d.ts +14 -0
- package/dist/app/screens/index.d.ts.map +1 -0
- package/dist/app/screens/index.js +17 -0
- package/dist/app/screens/index.js.map +1 -0
- package/dist/commands/CommandRegistry.d.ts +91 -0
- package/dist/commands/CommandRegistry.d.ts.map +1 -0
- package/dist/commands/CommandRegistry.js +159 -0
- package/dist/commands/CommandRegistry.js.map +1 -0
- package/dist/commands/index.d.ts +7 -0
- package/dist/commands/index.d.ts.map +1 -0
- package/dist/commands/index.js +10 -0
- package/dist/commands/index.js.map +1 -0
- package/dist/core/Actor.d.ts +103 -0
- package/dist/core/Actor.d.ts.map +1 -0
- package/dist/core/Actor.js +409 -0
- package/dist/core/Actor.js.map +1 -0
- package/dist/core/Combat.d.ts +37 -0
- package/dist/core/Combat.d.ts.map +1 -0
- package/dist/core/Combat.js +294 -0
- package/dist/core/Combat.js.map +1 -0
- package/dist/core/DungeonRunner.d.ts +169 -0
- package/dist/core/DungeonRunner.d.ts.map +1 -0
- package/dist/core/DungeonRunner.js +627 -0
- package/dist/core/DungeonRunner.js.map +1 -0
- package/dist/core/Game.d.ts +133 -0
- package/dist/core/Game.d.ts.map +1 -0
- package/dist/core/Game.js +644 -0
- package/dist/core/Game.js.map +1 -0
- package/dist/core/IdleCombat.d.ts +61 -0
- package/dist/core/IdleCombat.d.ts.map +1 -0
- package/dist/core/IdleCombat.js +461 -0
- package/dist/core/IdleCombat.js.map +1 -0
- package/dist/core/IdleGameManager.d.ts +198 -0
- package/dist/core/IdleGameManager.d.ts.map +1 -0
- package/dist/core/IdleGameManager.js +688 -0
- package/dist/core/IdleGameManager.js.map +1 -0
- package/dist/core/IdleSaveManager.d.ts +109 -0
- package/dist/core/IdleSaveManager.d.ts.map +1 -0
- package/dist/core/IdleSaveManager.js +296 -0
- package/dist/core/IdleSaveManager.js.map +1 -0
- package/dist/core/NewGameFlowManager.d.ts +64 -0
- package/dist/core/NewGameFlowManager.d.ts.map +1 -0
- package/dist/core/NewGameFlowManager.js +153 -0
- package/dist/core/NewGameFlowManager.js.map +1 -0
- package/dist/core/Player.d.ts +65 -0
- package/dist/core/Player.d.ts.map +1 -0
- package/dist/core/Player.js +261 -0
- package/dist/core/Player.js.map +1 -0
- package/dist/core/RoomHandlers.d.ts +75 -0
- package/dist/core/RoomHandlers.d.ts.map +1 -0
- package/dist/core/RoomHandlers.js +383 -0
- package/dist/core/RoomHandlers.js.map +1 -0
- package/dist/core/SaveManager.d.ts +84 -0
- package/dist/core/SaveManager.d.ts.map +1 -0
- package/dist/core/SaveManager.js +281 -0
- package/dist/core/SaveManager.js.map +1 -0
- package/dist/core/SaveMigration.d.ts +69 -0
- package/dist/core/SaveMigration.d.ts.map +1 -0
- package/dist/core/SaveMigration.js +408 -0
- package/dist/core/SaveMigration.js.map +1 -0
- package/dist/core/StateAdapter.d.ts +79 -0
- package/dist/core/StateAdapter.d.ts.map +1 -0
- package/dist/core/StateAdapter.js +397 -0
- package/dist/core/StateAdapter.js.map +1 -0
- package/dist/core/Team.d.ts +145 -0
- package/dist/core/Team.d.ts.map +1 -0
- package/dist/core/Team.js +371 -0
- package/dist/core/Team.js.map +1 -0
- package/dist/core/TeamCombat.d.ts +88 -0
- package/dist/core/TeamCombat.d.ts.map +1 -0
- package/dist/core/TeamCombat.js +405 -0
- package/dist/core/TeamCombat.js.map +1 -0
- package/dist/core/TeamDungeonRunner.d.ts +186 -0
- package/dist/core/TeamDungeonRunner.d.ts.map +1 -0
- package/dist/core/TeamDungeonRunner.js +758 -0
- package/dist/core/TeamDungeonRunner.js.map +1 -0
- package/dist/core/TimeManager.d.ts +114 -0
- package/dist/core/TimeManager.d.ts.map +1 -0
- package/dist/core/TimeManager.js +318 -0
- package/dist/core/TimeManager.js.map +1 -0
- package/dist/core/index.d.ts +9 -0
- package/dist/core/index.d.ts.map +1 -0
- package/dist/core/index.js +12 -0
- package/dist/core/index.js.map +1 -0
- package/dist/core/timeConstants.d.ts +135 -0
- package/dist/core/timeConstants.d.ts.map +1 -0
- package/dist/core/timeConstants.js +157 -0
- package/dist/core/timeConstants.js.map +1 -0
- package/dist/core/types.d.ts +780 -0
- package/dist/core/types.d.ts.map +1 -0
- package/dist/core/types.js +16 -0
- package/dist/core/types.js.map +1 -0
- package/dist/data/continents/index.d.ts +163 -0
- package/dist/data/continents/index.d.ts.map +1 -0
- package/dist/data/continents/index.js +31 -0
- package/dist/data/continents/index.js.map +1 -0
- package/dist/data/continents/verdantia.d.ts +294 -0
- package/dist/data/continents/verdantia.d.ts.map +1 -0
- package/dist/data/continents/verdantia.js +327 -0
- package/dist/data/continents/verdantia.js.map +1 -0
- package/dist/handlers/DialogHandler.d.ts +95 -0
- package/dist/handlers/DialogHandler.d.ts.map +1 -0
- package/dist/handlers/DialogHandler.js +450 -0
- package/dist/handlers/DialogHandler.js.map +1 -0
- package/dist/handlers/SaveLoadHandler.d.ts +60 -0
- package/dist/handlers/SaveLoadHandler.d.ts.map +1 -0
- package/dist/handlers/SaveLoadHandler.js +187 -0
- package/dist/handlers/SaveLoadHandler.js.map +1 -0
- package/dist/handlers/TitleScreenHandler.d.ts +43 -0
- package/dist/handlers/TitleScreenHandler.d.ts.map +1 -0
- package/dist/handlers/TitleScreenHandler.js +508 -0
- package/dist/handlers/TitleScreenHandler.js.map +1 -0
- package/dist/handlers/WorkshopHandler.d.ts +75 -0
- package/dist/handlers/WorkshopHandler.d.ts.map +1 -0
- package/dist/handlers/WorkshopHandler.js +401 -0
- package/dist/handlers/WorkshopHandler.js.map +1 -0
- package/dist/handlers/index.d.ts +12 -0
- package/dist/handlers/index.d.ts.map +1 -0
- package/dist/handlers/index.js +14 -0
- package/dist/handlers/index.js.map +1 -0
- package/dist/handlers/types.d.ts +34 -0
- package/dist/handlers/types.d.ts.map +1 -0
- package/dist/handlers/types.js +8 -0
- package/dist/handlers/types.js.map +1 -0
- package/dist/i18n/en.d.ts +3 -0
- package/dist/i18n/en.d.ts.map +1 -0
- package/dist/i18n/en.js +130 -0
- package/dist/i18n/en.js.map +1 -0
- package/dist/i18n/index.d.ts +40 -0
- package/dist/i18n/index.d.ts.map +1 -0
- package/dist/i18n/index.js +105 -0
- package/dist/i18n/index.js.map +1 -0
- package/dist/i18n/types.d.ts +133 -0
- package/dist/i18n/types.d.ts.map +1 -0
- package/dist/i18n/types.js +8 -0
- package/dist/i18n/types.js.map +1 -0
- package/dist/i18n/zh.d.ts +3 -0
- package/dist/i18n/zh.d.ts.map +1 -0
- package/dist/i18n/zh.js +130 -0
- package/dist/i18n/zh.js.map +1 -0
- package/dist/instrument.d.ts +8 -0
- package/dist/instrument.d.ts.map +1 -0
- package/dist/instrument.js +33 -0
- package/dist/instrument.js.map +1 -0
- package/dist/main-new.d.ts +12 -0
- package/dist/main-new.d.ts.map +1 -0
- package/dist/main-new.js +32 -0
- package/dist/main-new.js.map +1 -0
- package/dist/main.d.ts +7 -0
- package/dist/main.d.ts.map +1 -0
- package/dist/main.js +2816 -0
- package/dist/main.js.map +1 -0
- package/dist/map/ContinentManager.d.ts +88 -0
- package/dist/map/ContinentManager.d.ts.map +1 -0
- package/dist/map/ContinentManager.js +241 -0
- package/dist/map/ContinentManager.js.map +1 -0
- package/dist/map/DungeonGenerator.d.ts +32 -0
- package/dist/map/DungeonGenerator.d.ts.map +1 -0
- package/dist/map/DungeonGenerator.js +615 -0
- package/dist/map/DungeonGenerator.js.map +1 -0
- package/dist/map/MapGenerator.d.ts +27 -0
- package/dist/map/MapGenerator.d.ts.map +1 -0
- package/dist/map/MapGenerator.js +485 -0
- package/dist/map/MapGenerator.js.map +1 -0
- package/dist/map/index.d.ts +5 -0
- package/dist/map/index.d.ts.map +1 -0
- package/dist/map/index.js +8 -0
- package/dist/map/index.js.map +1 -0
- package/dist/npc/NPCGenerator.d.ts +68 -0
- package/dist/npc/NPCGenerator.d.ts.map +1 -0
- package/dist/npc/NPCGenerator.js +468 -0
- package/dist/npc/NPCGenerator.js.map +1 -0
- package/dist/npc/NPCManager.d.ts +86 -0
- package/dist/npc/NPCManager.d.ts.map +1 -0
- package/dist/npc/NPCManager.js +217 -0
- package/dist/npc/NPCManager.js.map +1 -0
- package/dist/npc/fixedNPCs.d.ts +7 -0
- package/dist/npc/fixedNPCs.d.ts.map +1 -0
- package/dist/npc/fixedNPCs.js +196 -0
- package/dist/npc/fixedNPCs.js.map +1 -0
- package/dist/npc/index.d.ts +9 -0
- package/dist/npc/index.d.ts.map +1 -0
- package/dist/npc/index.js +12 -0
- package/dist/npc/index.js.map +1 -0
- package/dist/npc/traits.d.ts +33 -0
- package/dist/npc/traits.d.ts.map +1 -0
- package/dist/npc/traits.js +795 -0
- package/dist/npc/traits.js.map +1 -0
- package/dist/npc/types.d.ts +193 -0
- package/dist/npc/types.d.ts.map +1 -0
- package/dist/npc/types.js +9 -0
- package/dist/npc/types.js.map +1 -0
- package/dist/quest/QuestManager.d.ts +79 -0
- package/dist/quest/QuestManager.d.ts.map +1 -0
- package/dist/quest/QuestManager.js +273 -0
- package/dist/quest/QuestManager.js.map +1 -0
- package/dist/quest/index.d.ts +6 -0
- package/dist/quest/index.d.ts.map +1 -0
- package/dist/quest/index.js +9 -0
- package/dist/quest/index.js.map +1 -0
- package/dist/quest/types.d.ts +81 -0
- package/dist/quest/types.d.ts.map +1 -0
- package/dist/quest/types.js +8 -0
- package/dist/quest/types.js.map +1 -0
- package/dist/strategy/StrategyExecutor.d.ts +159 -0
- package/dist/strategy/StrategyExecutor.d.ts.map +1 -0
- package/dist/strategy/StrategyExecutor.js +479 -0
- package/dist/strategy/StrategyExecutor.js.map +1 -0
- package/dist/strategy/StrategyParser.d.ts +48 -0
- package/dist/strategy/StrategyParser.d.ts.map +1 -0
- package/dist/strategy/StrategyParser.js +321 -0
- package/dist/strategy/StrategyParser.js.map +1 -0
- package/dist/strategy/defaultStrategy.d.ts +40 -0
- package/dist/strategy/defaultStrategy.d.ts.map +1 -0
- package/dist/strategy/defaultStrategy.js +254 -0
- package/dist/strategy/defaultStrategy.js.map +1 -0
- package/dist/strategy/index.d.ts +8 -0
- package/dist/strategy/index.d.ts.map +1 -0
- package/dist/strategy/index.js +14 -0
- package/dist/strategy/index.js.map +1 -0
- package/dist/tui/ExploreMenu.d.ts +106 -0
- package/dist/tui/ExploreMenu.d.ts.map +1 -0
- package/dist/tui/ExploreMenu.js +282 -0
- package/dist/tui/ExploreMenu.js.map +1 -0
- package/dist/tui/GameUI.d.ts +313 -0
- package/dist/tui/GameUI.d.ts.map +1 -0
- package/dist/tui/GameUI.js +2116 -0
- package/dist/tui/GameUI.js.map +1 -0
- package/dist/tui/GameUIAdapter.d.ts +207 -0
- package/dist/tui/GameUIAdapter.d.ts.map +1 -0
- package/dist/tui/GameUIAdapter.js +1342 -0
- package/dist/tui/GameUIAdapter.js.map +1 -0
- package/dist/tui/Input.d.ts +139 -0
- package/dist/tui/Input.d.ts.map +1 -0
- package/dist/tui/Input.js +278 -0
- package/dist/tui/Input.js.map +1 -0
- package/dist/tui/Menu.d.ts +110 -0
- package/dist/tui/Menu.d.ts.map +1 -0
- package/dist/tui/Menu.js +365 -0
- package/dist/tui/Menu.js.map +1 -0
- package/dist/tui/Screen.d.ts +228 -0
- package/dist/tui/Screen.d.ts.map +1 -0
- package/dist/tui/Screen.js +502 -0
- package/dist/tui/Screen.js.map +1 -0
- package/dist/tui/components/Box.d.ts +36 -0
- package/dist/tui/components/Box.d.ts.map +1 -0
- package/dist/tui/components/Box.js +43 -0
- package/dist/tui/components/Box.js.map +1 -0
- package/dist/tui/components/List.d.ts +69 -0
- package/dist/tui/components/List.d.ts.map +1 -0
- package/dist/tui/components/List.js +136 -0
- package/dist/tui/components/List.js.map +1 -0
- package/dist/tui/components/ProgressBar.d.ts +42 -0
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- package/dist/tui/components/ProgressBar.js +75 -0
- package/dist/tui/components/ProgressBar.js.map +1 -0
- package/dist/tui/components/index.d.ts +8 -0
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- package/dist/tui/components/index.js +11 -0
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- package/dist/tui/core/BaseSection.d.ts +98 -0
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- package/dist/tui/core/Component.d.ts +61 -0
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- package/dist/tui/core/index.d.ts +9 -0
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- package/dist/tui/core/index.js +12 -0
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- package/dist/tui/index.d.ts +15 -0
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- package/dist/tui/index.js +23 -0
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- package/dist/tui/screens/BaseScreen.d.ts +62 -0
- package/dist/tui/screens/BaseScreen.d.ts.map +1 -0
- package/dist/tui/screens/BaseScreen.js +55 -0
- package/dist/tui/screens/BaseScreen.js.map +1 -0
- package/dist/tui/screens/CombatScreen.d.ts +43 -0
- package/dist/tui/screens/CombatScreen.d.ts.map +1 -0
- package/dist/tui/screens/CombatScreen.js +125 -0
- package/dist/tui/screens/CombatScreen.js.map +1 -0
- package/dist/tui/screens/DialogScreen.d.ts +53 -0
- package/dist/tui/screens/DialogScreen.d.ts.map +1 -0
- package/dist/tui/screens/DialogScreen.js +90 -0
- package/dist/tui/screens/DialogScreen.js.map +1 -0
- package/dist/tui/screens/DungeonScreen.d.ts +80 -0
- package/dist/tui/screens/DungeonScreen.d.ts.map +1 -0
- package/dist/tui/screens/DungeonScreen.js +317 -0
- package/dist/tui/screens/DungeonScreen.js.map +1 -0
- package/dist/tui/screens/ExploreScreen.d.ts +69 -0
- package/dist/tui/screens/ExploreScreen.d.ts.map +1 -0
- package/dist/tui/screens/ExploreScreen.js +224 -0
- package/dist/tui/screens/ExploreScreen.js.map +1 -0
- package/dist/tui/screens/SectionScreen.d.ts +84 -0
- package/dist/tui/screens/SectionScreen.d.ts.map +1 -0
- package/dist/tui/screens/SectionScreen.js +156 -0
- package/dist/tui/screens/SectionScreen.js.map +1 -0
- package/dist/tui/screens/TitleScreen.d.ts +40 -0
- package/dist/tui/screens/TitleScreen.d.ts.map +1 -0
- package/dist/tui/screens/TitleScreen.js +253 -0
- package/dist/tui/screens/TitleScreen.js.map +1 -0
- package/dist/tui/screens/TownScreen.d.ts +98 -0
- package/dist/tui/screens/TownScreen.d.ts.map +1 -0
- package/dist/tui/screens/TownScreen.js +370 -0
- package/dist/tui/screens/TownScreen.js.map +1 -0
- package/dist/tui/screens/TravelScreen.d.ts +67 -0
- package/dist/tui/screens/TravelScreen.d.ts.map +1 -0
- package/dist/tui/screens/TravelScreen.js +286 -0
- package/dist/tui/screens/TravelScreen.js.map +1 -0
- package/dist/tui/screens/index.d.ts +8 -0
- package/dist/tui/screens/index.d.ts.map +1 -0
- package/dist/tui/screens/index.js +17 -0
- package/dist/tui/screens/index.js.map +1 -0
- package/dist/tui/sections/ActionsSection.d.ts +71 -0
- package/dist/tui/sections/ActionsSection.d.ts.map +1 -0
- package/dist/tui/sections/ActionsSection.js +184 -0
- package/dist/tui/sections/ActionsSection.js.map +1 -0
- package/dist/tui/sections/DungeonSection.d.ts +65 -0
- package/dist/tui/sections/DungeonSection.d.ts.map +1 -0
- package/dist/tui/sections/DungeonSection.js +144 -0
- package/dist/tui/sections/DungeonSection.js.map +1 -0
- package/dist/tui/sections/EventsSection.d.ts +50 -0
- package/dist/tui/sections/EventsSection.d.ts.map +1 -0
- package/dist/tui/sections/EventsSection.js +134 -0
- package/dist/tui/sections/EventsSection.js.map +1 -0
- package/dist/tui/sections/MapSection.d.ts +66 -0
- package/dist/tui/sections/MapSection.d.ts.map +1 -0
- package/dist/tui/sections/MapSection.js +669 -0
- package/dist/tui/sections/MapSection.js.map +1 -0
- package/dist/tui/sections/StatusSection.d.ts +47 -0
- package/dist/tui/sections/StatusSection.d.ts.map +1 -0
- package/dist/tui/sections/StatusSection.js +133 -0
- package/dist/tui/sections/StatusSection.js.map +1 -0
- package/dist/tui/sections/TeamSection.d.ts +71 -0
- package/dist/tui/sections/TeamSection.d.ts.map +1 -0
- package/dist/tui/sections/TeamSection.js +224 -0
- package/dist/tui/sections/TeamSection.js.map +1 -0
- package/dist/tui/sections/TravelingSection.d.ts +51 -0
- package/dist/tui/sections/TravelingSection.d.ts.map +1 -0
- package/dist/tui/sections/TravelingSection.js +106 -0
- package/dist/tui/sections/TravelingSection.js.map +1 -0
- package/dist/tui/sections/index.d.ts +9 -0
- package/dist/tui/sections/index.d.ts.map +1 -0
- package/dist/tui/sections/index.js +12 -0
- package/dist/tui/sections/index.js.map +1 -0
- package/dist/ui/Terminal.d.ts +68 -0
- package/dist/ui/Terminal.d.ts.map +1 -0
- package/dist/ui/Terminal.js +297 -0
- package/dist/ui/Terminal.js.map +1 -0
- package/dist/ui/index.d.ts +5 -0
- package/dist/ui/index.d.ts.map +1 -0
- package/dist/ui/index.js +8 -0
- package/dist/ui/index.js.map +1 -0
- package/dist/utils/configMigration.d.ts +14 -0
- package/dist/utils/configMigration.d.ts.map +1 -0
- package/dist/utils/configMigration.js +92 -0
- package/dist/utils/configMigration.js.map +1 -0
- package/dist/utils/errorHandler.d.ts +86 -0
- package/dist/utils/errorHandler.d.ts.map +1 -0
- package/dist/utils/errorHandler.js +224 -0
- package/dist/utils/errorHandler.js.map +1 -0
- package/dist/utils/logger.d.ts +14 -0
- package/dist/utils/logger.d.ts.map +1 -0
- package/dist/utils/logger.js +43 -0
- package/dist/utils/logger.js.map +1 -0
- package/dist/weapon/WeaponFactory.d.ts +32 -0
- package/dist/weapon/WeaponFactory.d.ts.map +1 -0
- package/dist/weapon/WeaponFactory.js +216 -0
- package/dist/weapon/WeaponFactory.js.map +1 -0
- package/dist/weapon/index.d.ts +5 -0
- package/dist/weapon/index.d.ts.map +1 -0
- package/dist/weapon/index.js +8 -0
- package/dist/weapon/index.js.map +1 -0
- package/package.json +46 -0
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/**
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* Combat Screen - Turn-based combat interface
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*/
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!function(){try{var e="undefined"!=typeof window?window:"undefined"!=typeof global?global:"undefined"!=typeof globalThis?globalThis:"undefined"!=typeof self?self:{},n=(new e.Error).stack;n&&(e._sentryDebugIds=e._sentryDebugIds||{},e._sentryDebugIds[n]="494672fc-807e-5c1a-a625-966dc874ecc4")}catch(e){}}();
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import { BaseScreen } from './BaseScreen.js';
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import { ANSI } from '../../tui/Screen.js';
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const COMBAT_ACTIONS = [
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{ id: 'attack', label: 'Attack', shortcut: '1', description: 'Strike the enemy with your weapon' },
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{ id: 'defend', label: 'Defend', shortcut: '2', description: 'Reduce incoming damage this turn' },
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{ id: 'skill', label: 'Skill', shortcut: '3', description: 'Use a special ability' },
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{ id: 'item', label: 'Item', shortcut: '4', description: 'Use an item from inventory' },
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{ id: 'flee', label: 'Flee', shortcut: '5', description: 'Attempt to escape combat' },
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];
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export class CombatScreen extends BaseScreen {
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state = {
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player: null,
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enemies: [],
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turnNumber: 1,
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selectedAction: 0,
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selectedTarget: 0,
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combatLog: [],
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phase: 'action',
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result: null,
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};
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refreshInterval = null;
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async onEnter(params) {
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await super.onEnter();
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if (params) {
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this.state.player = params.player;
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this.state.enemies = params.enemies;
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}
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this.state.turnNumber = 1;
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this.state.combatLog = ['Combat begins!'];
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this.state.phase = 'action';
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this.state.result = null;
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this.bus.dispatch('combat:start', {
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encounterId: 'combat-' + Date.now(),
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enemies: this.state.enemies.map(e => e.name)
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});
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this.startRefresh();
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}
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async onLeave() {
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this.stopRefresh();
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await super.onLeave();
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}
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startRefresh() {
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this.stopRefresh();
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this.refreshInterval = setInterval(() => {
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if (this.isActive) {
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this.render();
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}
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}, 100);
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}
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stopRefresh() {
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if (this.refreshInterval) {
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clearInterval(this.refreshInterval);
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this.refreshInterval = null;
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}
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}
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addCombatLog(message) {
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this.state.combatLog.push(message);
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if (this.state.combatLog.length > 10) {
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this.state.combatLog.shift();
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}
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}
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render() {
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this.clear();
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if (!this.state.player)
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return;
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// Header
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this.drawBox(0, 0, this.width, 3, '', true);
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this.write(2, 1, `COMBAT - Turn ${this.state.turnNumber}`, ANSI.fg.red, undefined, ANSI.bold);
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// Layout
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const leftWidth = Math.floor(this.width * 0.6);
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const rightWidth = this.width - leftWidth - 2;
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// Left: Combat arena
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this.renderArena(1, 3, leftWidth, this.height - 12);
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// Right: Status
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this.renderStatus(leftWidth + 1, 3, rightWidth, this.height - 12);
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// Bottom: Actions and log
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this.renderActions(1, this.height - 9, this.width - 2, 4);
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this.renderCombatLog(1, this.height - 5, this.width - 2, 4);
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this.flush();
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}
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renderArena(x, y, w, h) {
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this.drawBox(x, y, w, h, 'Battle');
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const player = this.state.player;
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const enemies = this.state.enemies;
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// Player (left side)
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const playerY = y + Math.floor(h / 2);
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this.write(x + 5, playerY - 1, player.name, ANSI.fg.green, undefined, ANSI.bold);
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this.write(x + 5, playerY, '[@]', ANSI.fg.brightGreen);
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// HP bar
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const hpPct = player.stats.hp / player.stats.maxHp;
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const hpBars = Math.floor(hpPct * 10);
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this.write(x + 5, playerY + 1, '█'.repeat(hpBars) + '░'.repeat(10 - hpBars), hpPct > 0.5 ? ANSI.fg.green : hpPct > 0.25 ? ANSI.fg.yellow : ANSI.fg.red);
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// Enemies (right side)
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const enemyX = x + w - 15;
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enemies.forEach((enemy, i) => {
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const enemyY = y + 3 + i * 4;
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const isTarget = this.state.phase === 'target' && i === this.state.selectedTarget;
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const color = enemy.hp <= 0 ? ANSI.fg.gray : (isTarget ? ANSI.fg.yellow : ANSI.fg.red);
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this.write(enemyX, enemyY - 1, enemy.name, color, isTarget ? ANSI.bg.gray : undefined);
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this.write(enemyX, enemyY, enemy.hp <= 0 ? '[X]' : '[!]', color);
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// Enemy HP
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const eHpPct = Math.max(0, enemy.hp / enemy.maxHp);
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const eHpBars = Math.floor(eHpPct * 8);
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this.write(enemyX, enemyY + 1, '█'.repeat(eHpBars) + '░'.repeat(8 - eHpBars), ANSI.fg.red);
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});
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// VS indicator
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this.write(x + Math.floor(w / 2) - 1, y + Math.floor(h / 2), 'VS', ANSI.fg.yellow, undefined, ANSI.bold);
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}
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renderStatus(x, y, w, h) {
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this.drawBox(x, y, w, h, 'Status');
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const player = this.state.player;
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let lineY = y + 1;
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// Player stats
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this.write(x + 2, lineY++, player.name, ANSI.fg.green, undefined, ANSI.bold);
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this.write(x + 2, lineY++, `HP: ${player.stats.hp}/${player.stats.maxHp}`, ANSI.fg.white);
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this.write(x + 2, lineY++, `ATK: ${player.stats.attack}`, ANSI.fg.red);
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this.write(x + 2, lineY++, `DEF: ${player.stats.defense}`, ANSI.fg.blue);
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lineY += 2;
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// Enemy list
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this.write(x + 2, lineY++, 'Enemies:', ANSI.fg.red, undefined, ANSI.bold);
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for (const enemy of this.state.enemies) {
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const status = enemy.hp <= 0 ? '[DEAD]' : `${enemy.hp}/${enemy.maxHp}`;
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const color = enemy.hp <= 0 ? ANSI.fg.gray : ANSI.fg.white;
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this.write(x + 3, lineY++, `• ${enemy.name} ${status}`, color);
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}
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}
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renderActions(x, y, w, h) {
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this.drawBox(x, y, w, h, 'Actions');
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if (this.state.phase === 'action') {
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let actionX = x + 2;
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for (let i = 0; i < COMBAT_ACTIONS.length; i++) {
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const action = COMBAT_ACTIONS[i];
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const isSelected = i === this.state.selectedAction;
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const fg = isSelected ? ANSI.fg.black : ANSI.fg.white;
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const bg = isSelected ? ANSI.bg.cyan : undefined;
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const label = `[${action.shortcut}] ${action.label}`;
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this.write(actionX, y + 1, ` ${label} `, fg, bg);
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actionX += label.length + 4;
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}
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// Action description
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const selected = COMBAT_ACTIONS[this.state.selectedAction];
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this.write(x + 2, y + 2, selected.description, ANSI.fg.gray);
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}
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else if (this.state.phase === 'target') {
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this.write(x + 2, y + 1, 'Select target (↑↓ to choose, Enter to confirm, Esc to cancel)', ANSI.fg.yellow);
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}
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else if (this.state.phase === 'result') {
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const resultText = this.state.result === 'victory' ? 'VICTORY!' : 'DEFEATED...';
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const resultColor = this.state.result === 'victory' ? ANSI.fg.green : ANSI.fg.red;
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this.write(x + 2, y + 1, resultText, resultColor, undefined, ANSI.bold);
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this.write(x + 2, y + 2, 'Press any key to continue...', ANSI.fg.gray);
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}
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}
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renderCombatLog(x, y, w, h) {
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this.drawBox(x, y, w, h, 'Combat Log');
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for (let i = 0; i < Math.min(this.state.combatLog.length, h - 2); i++) {
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const logIndex = Math.max(0, this.state.combatLog.length - (h - 2)) + i;
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this.write(x + 1, y + 1 + i, this.state.combatLog[logIndex].slice(0, w - 3), ANSI.fg.gray);
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}
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}
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async handleKey(key) {
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if (this.state.phase === 'result') {
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this.bus.dispatch('combat:end', { victory: this.state.result === 'victory' });
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return true;
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}
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if (this.state.phase === 'action') {
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return this.handleActionPhase(key);
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}
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if (this.state.phase === 'target') {
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return this.handleTargetPhase(key);
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}
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return false;
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}
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handleActionPhase(key) {
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// Number shortcuts
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if (key.raw && /^[1-5]$/.test(key.raw)) {
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const idx = parseInt(key.raw) - 1;
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this.state.selectedAction = idx;
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this.executeAction(COMBAT_ACTIONS[idx]);
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return true;
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}
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switch (key.name) {
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case 'left':
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case 'h':
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this.state.selectedAction = Math.max(0, this.state.selectedAction - 1);
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this.render();
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return true;
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case 'right':
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case 'l':
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this.state.selectedAction = Math.min(COMBAT_ACTIONS.length - 1, this.state.selectedAction + 1);
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this.render();
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return true;
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case 'return':
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this.executeAction(COMBAT_ACTIONS[this.state.selectedAction]);
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return true;
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}
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return false;
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}
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handleTargetPhase(key) {
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const aliveEnemies = this.state.enemies.filter(e => e.hp > 0);
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switch (key.name) {
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case 'up':
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case 'k':
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this.state.selectedTarget = Math.max(0, this.state.selectedTarget - 1);
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this.render();
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return true;
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case 'down':
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case 'j':
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this.state.selectedTarget = Math.min(aliveEnemies.length - 1, this.state.selectedTarget + 1);
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this.render();
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return true;
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case 'return':
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this.executeAttack(this.state.selectedTarget);
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return true;
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case 'escape':
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this.state.phase = 'action';
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this.render();
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return true;
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}
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return false;
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}
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+
executeAction(action) {
|
|
228
|
+
switch (action.id) {
|
|
229
|
+
case 'attack':
|
|
230
|
+
const aliveEnemies = this.state.enemies.filter(e => e.hp > 0);
|
|
231
|
+
if (aliveEnemies.length === 1) {
|
|
232
|
+
this.executeAttack(0);
|
|
233
|
+
}
|
|
234
|
+
else {
|
|
235
|
+
this.state.phase = 'target';
|
|
236
|
+
this.state.selectedTarget = 0;
|
|
237
|
+
this.render();
|
|
238
|
+
}
|
|
239
|
+
break;
|
|
240
|
+
case 'defend':
|
|
241
|
+
this.addCombatLog('You take a defensive stance.');
|
|
242
|
+
this.enemyTurn();
|
|
243
|
+
break;
|
|
244
|
+
case 'skill':
|
|
245
|
+
this.addCombatLog('No skills available.');
|
|
246
|
+
break;
|
|
247
|
+
case 'item':
|
|
248
|
+
this.addCombatLog('No items available.');
|
|
249
|
+
break;
|
|
250
|
+
case 'flee':
|
|
251
|
+
if (Math.random() < 0.5) {
|
|
252
|
+
this.addCombatLog('You fled from combat!');
|
|
253
|
+
this.goBack();
|
|
254
|
+
}
|
|
255
|
+
else {
|
|
256
|
+
this.addCombatLog('Failed to flee!');
|
|
257
|
+
this.enemyTurn();
|
|
258
|
+
}
|
|
259
|
+
break;
|
|
260
|
+
}
|
|
261
|
+
}
|
|
262
|
+
executeAttack(targetIndex) {
|
|
263
|
+
const player = this.state.player;
|
|
264
|
+
const aliveEnemies = this.state.enemies.filter(e => e.hp > 0);
|
|
265
|
+
const target = aliveEnemies[targetIndex];
|
|
266
|
+
if (!target)
|
|
267
|
+
return;
|
|
268
|
+
// Calculate damage
|
|
269
|
+
const damage = Math.max(1, player.stats.attack - Math.floor(target.defense / 2));
|
|
270
|
+
target.hp -= damage;
|
|
271
|
+
this.addCombatLog(`You hit ${target.name} for ${damage} damage!`);
|
|
272
|
+
// Check if enemy died
|
|
273
|
+
if (target.hp <= 0) {
|
|
274
|
+
this.addCombatLog(`${target.name} is defeated!`);
|
|
275
|
+
}
|
|
276
|
+
// Check for victory
|
|
277
|
+
const remainingEnemies = this.state.enemies.filter(e => e.hp > 0);
|
|
278
|
+
if (remainingEnemies.length === 0) {
|
|
279
|
+
this.state.phase = 'result';
|
|
280
|
+
this.state.result = 'victory';
|
|
281
|
+
this.addCombatLog('All enemies defeated!');
|
|
282
|
+
this.render();
|
|
283
|
+
return;
|
|
284
|
+
}
|
|
285
|
+
this.state.phase = 'action';
|
|
286
|
+
this.enemyTurn();
|
|
287
|
+
}
|
|
288
|
+
enemyTurn() {
|
|
289
|
+
const player = this.state.player;
|
|
290
|
+
for (const enemy of this.state.enemies.filter(e => e.hp > 0)) {
|
|
291
|
+
const damage = Math.max(1, enemy.attack - Math.floor(player.stats.defense / 2));
|
|
292
|
+
player.stats.hp -= damage;
|
|
293
|
+
this.addCombatLog(`${enemy.name} hits you for ${damage} damage!`);
|
|
294
|
+
// Check for defeat
|
|
295
|
+
if (player.stats.hp <= 0) {
|
|
296
|
+
this.state.phase = 'result';
|
|
297
|
+
this.state.result = 'defeat';
|
|
298
|
+
this.addCombatLog('You have been defeated...');
|
|
299
|
+
this.render();
|
|
300
|
+
return;
|
|
301
|
+
}
|
|
302
|
+
}
|
|
303
|
+
this.state.turnNumber++;
|
|
304
|
+
this.bus.dispatch('combat:turn', { turnNumber: this.state.turnNumber });
|
|
305
|
+
this.render();
|
|
306
|
+
}
|
|
307
|
+
}
|
|
308
|
+
//# sourceMappingURL=CombatScreen.js.map
|
|
309
|
+
//# debugId=494672fc-807e-5c1a-a625-966dc874ecc4
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"CombatScreen.js","sources":["app/screens/CombatScreen.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Combat Screen - Turn-based combat interface\r\n */\r\n\r\nimport { BaseScreen } from './BaseScreen.js';\r\nimport { ANSI } from '../../tui/Screen.js';\r\nimport type { KeyEvent } from '../../tui/Input.js';\r\nimport type { Player, Enemy, CombatState } from '../../core/types.js';\r\n\r\ninterface CombatAction {\r\n id: string;\r\n label: string;\r\n shortcut: string;\r\n description: string;\r\n}\r\n\r\nconst COMBAT_ACTIONS: CombatAction[] = [\r\n { id: 'attack', label: 'Attack', shortcut: '1', description: 'Strike the enemy with your weapon' },\r\n { id: 'defend', label: 'Defend', shortcut: '2', description: 'Reduce incoming damage this turn' },\r\n { id: 'skill', label: 'Skill', shortcut: '3', description: 'Use a special ability' },\r\n { id: 'item', label: 'Item', shortcut: '4', description: 'Use an item from inventory' },\r\n { id: 'flee', label: 'Flee', shortcut: '5', description: 'Attempt to escape combat' },\r\n];\r\n\r\ninterface CombatScreenState {\r\n player: Player | null;\r\n enemies: Enemy[];\r\n turnNumber: number;\r\n selectedAction: number;\r\n selectedTarget: number;\r\n combatLog: string[];\r\n phase: 'action' | 'target' | 'animating' | 'result';\r\n result: 'victory' | 'defeat' | null;\r\n}\r\n\r\nexport class CombatScreen extends BaseScreen {\r\n private state: CombatScreenState = {\r\n player: null,\r\n enemies: [],\r\n turnNumber: 1,\r\n selectedAction: 0,\r\n selectedTarget: 0,\r\n combatLog: [],\r\n phase: 'action',\r\n result: null,\r\n };\r\n\r\n private refreshInterval: NodeJS.Timeout | null = null;\r\n\r\n async onEnter(params?: { player: Player; enemies: Enemy[] }): Promise<void> {\r\n await super.onEnter();\r\n \r\n if (params) {\r\n this.state.player = params.player;\r\n this.state.enemies = params.enemies;\r\n }\r\n\r\n this.state.turnNumber = 1;\r\n this.state.combatLog = ['Combat begins!'];\r\n this.state.phase = 'action';\r\n this.state.result = null;\r\n\r\n this.bus.dispatch('combat:start', { \r\n encounterId: 'combat-' + Date.now(), \r\n enemies: this.state.enemies.map(e => e.name) \r\n });\r\n\r\n this.startRefresh();\r\n }\r\n\r\n async onLeave(): Promise<void> {\r\n this.stopRefresh();\r\n await super.onLeave();\r\n }\r\n\r\n private startRefresh(): void {\r\n this.stopRefresh();\r\n this.refreshInterval = setInterval(() => {\r\n if (this.isActive) {\r\n this.render();\r\n }\r\n }, 100);\r\n }\r\n\r\n private stopRefresh(): void {\r\n if (this.refreshInterval) {\r\n clearInterval(this.refreshInterval);\r\n this.refreshInterval = null;\r\n }\r\n }\r\n\r\n private addCombatLog(message: string): void {\r\n this.state.combatLog.push(message);\r\n if (this.state.combatLog.length > 10) {\r\n this.state.combatLog.shift();\r\n }\r\n }\r\n\r\n render(): void {\r\n this.clear();\r\n\r\n if (!this.state.player) return;\r\n\r\n // Header\r\n this.drawBox(0, 0, this.width, 3, '', true);\r\n this.write(2, 1, `COMBAT - Turn ${this.state.turnNumber}`, ANSI.fg.red, undefined, ANSI.bold);\r\n\r\n // Layout\r\n const leftWidth = Math.floor(this.width * 0.6);\r\n const rightWidth = this.width - leftWidth - 2;\r\n\r\n // Left: Combat arena\r\n this.renderArena(1, 3, leftWidth, this.height - 12);\r\n\r\n // Right: Status\r\n this.renderStatus(leftWidth + 1, 3, rightWidth, this.height - 12);\r\n\r\n // Bottom: Actions and log\r\n this.renderActions(1, this.height - 9, this.width - 2, 4);\r\n this.renderCombatLog(1, this.height - 5, this.width - 2, 4);\r\n\r\n this.flush();\r\n }\r\n\r\n private renderArena(x: number, y: number, w: number, h: number): void {\r\n this.drawBox(x, y, w, h, 'Battle');\r\n\r\n const player = this.state.player!;\r\n const enemies = this.state.enemies;\r\n\r\n // Player (left side)\r\n const playerY = y + Math.floor(h / 2);\r\n this.write(x + 5, playerY - 1, player.name, ANSI.fg.green, undefined, ANSI.bold);\r\n this.write(x + 5, playerY, '[@]', ANSI.fg.brightGreen);\r\n \r\n // HP bar\r\n const hpPct = player.stats.hp / player.stats.maxHp;\r\n const hpBars = Math.floor(hpPct * 10);\r\n this.write(x + 5, playerY + 1, '█'.repeat(hpBars) + '░'.repeat(10 - hpBars), \r\n hpPct > 0.5 ? ANSI.fg.green : hpPct > 0.25 ? ANSI.fg.yellow : ANSI.fg.red);\r\n\r\n // Enemies (right side)\r\n const enemyX = x + w - 15;\r\n enemies.forEach((enemy, i) => {\r\n const enemyY = y + 3 + i * 4;\r\n const isTarget = this.state.phase === 'target' && i === this.state.selectedTarget;\r\n const color = enemy.hp <= 0 ? ANSI.fg.gray : (isTarget ? ANSI.fg.yellow : ANSI.fg.red);\r\n\r\n this.write(enemyX, enemyY - 1, enemy.name, color, isTarget ? ANSI.bg.gray : undefined);\r\n this.write(enemyX, enemyY, enemy.hp <= 0 ? '[X]' : '[!]', color);\r\n\r\n // Enemy HP\r\n const eHpPct = Math.max(0, enemy.hp / enemy.maxHp);\r\n const eHpBars = Math.floor(eHpPct * 8);\r\n this.write(enemyX, enemyY + 1, '█'.repeat(eHpBars) + '░'.repeat(8 - eHpBars), ANSI.fg.red);\r\n });\r\n\r\n // VS indicator\r\n this.write(x + Math.floor(w / 2) - 1, y + Math.floor(h / 2), 'VS', ANSI.fg.yellow, undefined, ANSI.bold);\r\n }\r\n\r\n private renderStatus(x: number, y: number, w: number, h: number): void {\r\n this.drawBox(x, y, w, h, 'Status');\r\n\r\n const player = this.state.player!;\r\n let lineY = y + 1;\r\n\r\n // Player stats\r\n this.write(x + 2, lineY++, player.name, ANSI.fg.green, undefined, ANSI.bold);\r\n this.write(x + 2, lineY++, `HP: ${player.stats.hp}/${player.stats.maxHp}`, ANSI.fg.white);\r\n this.write(x + 2, lineY++, `ATK: ${player.stats.attack}`, ANSI.fg.red);\r\n this.write(x + 2, lineY++, `DEF: ${player.stats.defense}`, ANSI.fg.blue);\r\n\r\n lineY += 2;\r\n\r\n // Enemy list\r\n this.write(x + 2, lineY++, 'Enemies:', ANSI.fg.red, undefined, ANSI.bold);\r\n for (const enemy of this.state.enemies) {\r\n const status = enemy.hp <= 0 ? '[DEAD]' : `${enemy.hp}/${enemy.maxHp}`;\r\n const color = enemy.hp <= 0 ? ANSI.fg.gray : ANSI.fg.white;\r\n this.write(x + 3, lineY++, `• ${enemy.name} ${status}`, color);\r\n }\r\n }\r\n\r\n private renderActions(x: number, y: number, w: number, h: number): void {\r\n this.drawBox(x, y, w, h, 'Actions');\r\n\r\n if (this.state.phase === 'action') {\r\n let actionX = x + 2;\r\n for (let i = 0; i < COMBAT_ACTIONS.length; i++) {\r\n const action = COMBAT_ACTIONS[i];\r\n const isSelected = i === this.state.selectedAction;\r\n const fg = isSelected ? ANSI.fg.black : ANSI.fg.white;\r\n const bg = isSelected ? ANSI.bg.cyan : undefined;\r\n\r\n const label = `[${action.shortcut}] ${action.label}`;\r\n this.write(actionX, y + 1, ` ${label} `, fg, bg);\r\n actionX += label.length + 4;\r\n }\r\n\r\n // Action description\r\n const selected = COMBAT_ACTIONS[this.state.selectedAction];\r\n this.write(x + 2, y + 2, selected.description, ANSI.fg.gray);\r\n } else if (this.state.phase === 'target') {\r\n this.write(x + 2, y + 1, 'Select target (↑↓ to choose, Enter to confirm, Esc to cancel)', ANSI.fg.yellow);\r\n } else if (this.state.phase === 'result') {\r\n const resultText = this.state.result === 'victory' ? 'VICTORY!' : 'DEFEATED...';\r\n const resultColor = this.state.result === 'victory' ? ANSI.fg.green : ANSI.fg.red;\r\n this.write(x + 2, y + 1, resultText, resultColor, undefined, ANSI.bold);\r\n this.write(x + 2, y + 2, 'Press any key to continue...', ANSI.fg.gray);\r\n }\r\n }\r\n\r\n private renderCombatLog(x: number, y: number, w: number, h: number): void {\r\n this.drawBox(x, y, w, h, 'Combat Log');\r\n\r\n for (let i = 0; i < Math.min(this.state.combatLog.length, h - 2); i++) {\r\n const logIndex = Math.max(0, this.state.combatLog.length - (h - 2)) + i;\r\n this.write(x + 1, y + 1 + i, this.state.combatLog[logIndex].slice(0, w - 3), ANSI.fg.gray);\r\n }\r\n }\r\n\r\n async handleKey(key: KeyEvent): Promise<boolean> {\r\n if (this.state.phase === 'result') {\r\n this.bus.dispatch('combat:end', { victory: this.state.result === 'victory' });\r\n return true;\r\n }\r\n\r\n if (this.state.phase === 'action') {\r\n return this.handleActionPhase(key);\r\n }\r\n\r\n if (this.state.phase === 'target') {\r\n return this.handleTargetPhase(key);\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private handleActionPhase(key: KeyEvent): boolean {\r\n // Number shortcuts\r\n if (key.raw && /^[1-5]$/.test(key.raw)) {\r\n const idx = parseInt(key.raw) - 1;\r\n this.state.selectedAction = idx;\r\n this.executeAction(COMBAT_ACTIONS[idx]);\r\n return true;\r\n }\r\n\r\n switch (key.name) {\r\n case 'left':\r\n case 'h':\r\n this.state.selectedAction = Math.max(0, this.state.selectedAction - 1);\r\n this.render();\r\n return true;\r\n\r\n case 'right':\r\n case 'l':\r\n this.state.selectedAction = Math.min(COMBAT_ACTIONS.length - 1, this.state.selectedAction + 1);\r\n this.render();\r\n return true;\r\n\r\n case 'return':\r\n this.executeAction(COMBAT_ACTIONS[this.state.selectedAction]);\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private handleTargetPhase(key: KeyEvent): boolean {\r\n const aliveEnemies = this.state.enemies.filter(e => e.hp > 0);\r\n\r\n switch (key.name) {\r\n case 'up':\r\n case 'k':\r\n this.state.selectedTarget = Math.max(0, this.state.selectedTarget - 1);\r\n this.render();\r\n return true;\r\n\r\n case 'down':\r\n case 'j':\r\n this.state.selectedTarget = Math.min(aliveEnemies.length - 1, this.state.selectedTarget + 1);\r\n this.render();\r\n return true;\r\n\r\n case 'return':\r\n this.executeAttack(this.state.selectedTarget);\r\n return true;\r\n\r\n case 'escape':\r\n this.state.phase = 'action';\r\n this.render();\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private executeAction(action: CombatAction): void {\r\n switch (action.id) {\r\n case 'attack':\r\n const aliveEnemies = this.state.enemies.filter(e => e.hp > 0);\r\n if (aliveEnemies.length === 1) {\r\n this.executeAttack(0);\r\n } else {\r\n this.state.phase = 'target';\r\n this.state.selectedTarget = 0;\r\n this.render();\r\n }\r\n break;\r\n\r\n case 'defend':\r\n this.addCombatLog('You take a defensive stance.');\r\n this.enemyTurn();\r\n break;\r\n\r\n case 'skill':\r\n this.addCombatLog('No skills available.');\r\n break;\r\n\r\n case 'item':\r\n this.addCombatLog('No items available.');\r\n break;\r\n\r\n case 'flee':\r\n if (Math.random() < 0.5) {\r\n this.addCombatLog('You fled from combat!');\r\n this.goBack();\r\n } else {\r\n this.addCombatLog('Failed to flee!');\r\n this.enemyTurn();\r\n }\r\n break;\r\n }\r\n }\r\n\r\n private executeAttack(targetIndex: number): void {\r\n const player = this.state.player!;\r\n const aliveEnemies = this.state.enemies.filter(e => e.hp > 0);\r\n const target = aliveEnemies[targetIndex];\r\n \r\n if (!target) return;\r\n\r\n // Calculate damage\r\n const damage = Math.max(1, player.stats.attack - Math.floor(target.defense / 2));\r\n target.hp -= damage;\r\n\r\n this.addCombatLog(`You hit ${target.name} for ${damage} damage!`);\r\n\r\n // Check if enemy died\r\n if (target.hp <= 0) {\r\n this.addCombatLog(`${target.name} is defeated!`);\r\n }\r\n\r\n // Check for victory\r\n const remainingEnemies = this.state.enemies.filter(e => e.hp > 0);\r\n if (remainingEnemies.length === 0) {\r\n this.state.phase = 'result';\r\n this.state.result = 'victory';\r\n this.addCombatLog('All enemies defeated!');\r\n this.render();\r\n return;\r\n }\r\n\r\n this.state.phase = 'action';\r\n this.enemyTurn();\r\n }\r\n\r\n private enemyTurn(): void {\r\n const player = this.state.player!;\r\n \r\n for (const enemy of this.state.enemies.filter(e => e.hp > 0)) {\r\n const damage = Math.max(1, enemy.attack - Math.floor(player.stats.defense / 2));\r\n player.stats.hp -= damage;\r\n\r\n this.addCombatLog(`${enemy.name} hits you for ${damage} damage!`);\r\n\r\n // Check for defeat\r\n if (player.stats.hp <= 0) {\r\n this.state.phase = 'result';\r\n this.state.result = 'defeat';\r\n this.addCombatLog('You have been defeated...');\r\n this.render();\r\n return;\r\n }\r\n }\r\n\r\n this.state.turnNumber++;\r\n this.bus.dispatch('combat:turn', { turnNumber: this.state.turnNumber });\r\n this.render();\r\n 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@@ -0,0 +1,29 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Dialog Screen - NPC conversation interface
|
|
3
|
+
*/
|
|
4
|
+
import { BaseScreen } from './BaseScreen.js';
|
|
5
|
+
import type { KeyEvent } from '../../tui/Input.js';
|
|
6
|
+
import type { ExtendedNPC } from '../../npc/types.js';
|
|
7
|
+
export declare class DialogScreen extends BaseScreen {
|
|
8
|
+
private state;
|
|
9
|
+
private onMessageSubmit;
|
|
10
|
+
onEnter(params?: {
|
|
11
|
+
npc: ExtendedNPC;
|
|
12
|
+
onMessage?: (text: string) => Promise<string>;
|
|
13
|
+
}): Promise<void>;
|
|
14
|
+
onLeave(): Promise<void>;
|
|
15
|
+
private addNPCMessage;
|
|
16
|
+
private addPlayerMessage;
|
|
17
|
+
private scrollToBottom;
|
|
18
|
+
private buildDefaultOptions;
|
|
19
|
+
render(): void;
|
|
20
|
+
private renderNPCInfo;
|
|
21
|
+
private renderDialog;
|
|
22
|
+
private renderInput;
|
|
23
|
+
private wrapText;
|
|
24
|
+
handleKey(key: KeyEvent): Promise<boolean>;
|
|
25
|
+
private handleFreetextInput;
|
|
26
|
+
private selectOption;
|
|
27
|
+
private submitFreetext;
|
|
28
|
+
}
|
|
29
|
+
//# sourceMappingURL=DialogScreen.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"DialogScreen.d.ts","sourceRoot":"/","sources":["app/screens/DialogScreen.ts"],"names":[],"mappings":"AAAA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAE7C,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,oBAAoB,CAAC;AACnD,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,oBAAoB,CAAC;AAyBtD,qBAAa,YAAa,SAAQ,UAAU;IAC1C,OAAO,CAAC,KAAK,CASX;IAEF,OAAO,CAAC,eAAe,CAAoD;IAErE,OAAO,CAAC,MAAM,CAAC,EAAE;QAAE,GAAG,EAAE,WAAW,CAAC;QAAC,SAAS,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,KAAK,OAAO,CAAC,MAAM,CAAC,CAAA;KAAE,GAAG,OAAO,CAAC,IAAI,CAAC;IAapG,OAAO,IAAI,OAAO,CAAC,IAAI,CAAC;IAK9B,OAAO,CAAC,aAAa;IASrB,OAAO,CAAC,gBAAgB;IASxB,OAAO,CAAC,cAAc;IAMtB,OAAO,CAAC,mBAAmB;IAU3B,MAAM,IAAI,IAAI;IA2Bd,OAAO,CAAC,aAAa;IAwBrB,OAAO,CAAC,YAAY;IAgCpB,OAAO,CAAC,WAAW;IA0BnB,OAAO,CAAC,QAAQ;IAkBV,SAAS,CAAC,GAAG,EAAE,QAAQ,GAAG,OAAO,CAAC,OAAO,CAAC;IA8ChD,OAAO,CAAC,mBAAmB;YAgCb,YAAY;YA8BZ,cAAc;CAuB7B"}
|