idlerpg.sh 0.1.0

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Files changed (478) hide show
  1. package/README.md +171 -0
  2. package/dist/affix/AffixRegistry.d.ts +68 -0
  3. package/dist/affix/AffixRegistry.d.ts.map +1 -0
  4. package/dist/affix/AffixRegistry.js +245 -0
  5. package/dist/affix/AffixRegistry.js.map +1 -0
  6. package/dist/affix/PluginLoader.d.ts +66 -0
  7. package/dist/affix/PluginLoader.d.ts.map +1 -0
  8. package/dist/affix/PluginLoader.js +321 -0
  9. package/dist/affix/PluginLoader.js.map +1 -0
  10. package/dist/affix/builtin.d.ts +6 -0
  11. package/dist/affix/builtin.d.ts.map +1 -0
  12. package/dist/affix/builtin.js +311 -0
  13. package/dist/affix/builtin.js.map +1 -0
  14. package/dist/affix/index.d.ts +8 -0
  15. package/dist/affix/index.d.ts.map +1 -0
  16. package/dist/affix/index.js +11 -0
  17. package/dist/affix/index.js.map +1 -0
  18. package/dist/affix/types.d.ts +152 -0
  19. package/dist/affix/types.d.ts.map +1 -0
  20. package/dist/affix/types.js +8 -0
  21. package/dist/affix/types.js.map +1 -0
  22. package/dist/ai/PlayKitClient.d.ts +208 -0
  23. package/dist/ai/PlayKitClient.d.ts.map +1 -0
  24. package/dist/ai/PlayKitClient.js +721 -0
  25. package/dist/ai/PlayKitClient.js.map +1 -0
  26. package/dist/ai/index.d.ts +5 -0
  27. package/dist/ai/index.d.ts.map +1 -0
  28. package/dist/ai/index.js +8 -0
  29. package/dist/ai/index.js.map +1 -0
  30. package/dist/app/App.d.ts +85 -0
  31. package/dist/app/App.d.ts.map +1 -0
  32. package/dist/app/App.js +296 -0
  33. package/dist/app/App.js.map +1 -0
  34. package/dist/app/EventBus.d.ts +222 -0
  35. package/dist/app/EventBus.d.ts.map +1 -0
  36. package/dist/app/EventBus.js +88 -0
  37. package/dist/app/EventBus.js.map +1 -0
  38. package/dist/app/Keybind.d.ts +83 -0
  39. package/dist/app/Keybind.d.ts.map +1 -0
  40. package/dist/app/Keybind.js +184 -0
  41. package/dist/app/Keybind.js.map +1 -0
  42. package/dist/app/Router.d.ts +123 -0
  43. package/dist/app/Router.d.ts.map +1 -0
  44. package/dist/app/Router.js +142 -0
  45. package/dist/app/Router.js.map +1 -0
  46. package/dist/app/ScreenManager.d.ts +97 -0
  47. package/dist/app/ScreenManager.d.ts.map +1 -0
  48. package/dist/app/ScreenManager.js +216 -0
  49. package/dist/app/ScreenManager.js.map +1 -0
  50. package/dist/app/index.d.ts +14 -0
  51. package/dist/app/index.d.ts.map +1 -0
  52. package/dist/app/index.js +19 -0
  53. package/dist/app/index.js.map +1 -0
  54. package/dist/app/screens/BaseScreen.d.ts +101 -0
  55. package/dist/app/screens/BaseScreen.d.ts.map +1 -0
  56. package/dist/app/screens/BaseScreen.js +132 -0
  57. package/dist/app/screens/BaseScreen.js.map +1 -0
  58. package/dist/app/screens/CharacterCreationScreen.d.ts +42 -0
  59. package/dist/app/screens/CharacterCreationScreen.d.ts.map +1 -0
  60. package/dist/app/screens/CharacterCreationScreen.js +467 -0
  61. package/dist/app/screens/CharacterCreationScreen.js.map +1 -0
  62. package/dist/app/screens/CombatScreen.d.ts +30 -0
  63. package/dist/app/screens/CombatScreen.d.ts.map +1 -0
  64. package/dist/app/screens/CombatScreen.js +309 -0
  65. package/dist/app/screens/CombatScreen.js.map +1 -0
  66. package/dist/app/screens/DialogScreen.d.ts +29 -0
  67. package/dist/app/screens/DialogScreen.d.ts.map +1 -0
  68. package/dist/app/screens/DialogScreen.js +295 -0
  69. package/dist/app/screens/DialogScreen.js.map +1 -0
  70. package/dist/app/screens/ExploreScreen.d.ts +50 -0
  71. package/dist/app/screens/ExploreScreen.d.ts.map +1 -0
  72. package/dist/app/screens/ExploreScreen.js +308 -0
  73. package/dist/app/screens/ExploreScreen.js.map +1 -0
  74. package/dist/app/screens/HelpScreen.d.ts +12 -0
  75. package/dist/app/screens/HelpScreen.d.ts.map +1 -0
  76. package/dist/app/screens/HelpScreen.js +155 -0
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  78. package/dist/app/screens/InventoryScreen.d.ts +27 -0
  79. package/dist/app/screens/InventoryScreen.d.ts.map +1 -0
  80. package/dist/app/screens/InventoryScreen.js +326 -0
  81. package/dist/app/screens/InventoryScreen.js.map +1 -0
  82. package/dist/app/screens/PrologueScreen.d.ts +24 -0
  83. package/dist/app/screens/PrologueScreen.d.ts.map +1 -0
  84. package/dist/app/screens/PrologueScreen.js +176 -0
  85. package/dist/app/screens/PrologueScreen.js.map +1 -0
  86. package/dist/app/screens/TitleScreen.d.ts +42 -0
  87. package/dist/app/screens/TitleScreen.d.ts.map +1 -0
  88. package/dist/app/screens/TitleScreen.js +380 -0
  89. package/dist/app/screens/TitleScreen.js.map +1 -0
  90. package/dist/app/screens/TravelScreen.d.ts +22 -0
  91. package/dist/app/screens/TravelScreen.d.ts.map +1 -0
  92. package/dist/app/screens/TravelScreen.js +122 -0
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  94. package/dist/app/screens/index.d.ts +14 -0
  95. package/dist/app/screens/index.d.ts.map +1 -0
  96. package/dist/app/screens/index.js +17 -0
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  98. package/dist/commands/CommandRegistry.d.ts +91 -0
  99. package/dist/commands/CommandRegistry.d.ts.map +1 -0
  100. package/dist/commands/CommandRegistry.js +159 -0
  101. package/dist/commands/CommandRegistry.js.map +1 -0
  102. package/dist/commands/index.d.ts +7 -0
  103. package/dist/commands/index.d.ts.map +1 -0
  104. package/dist/commands/index.js +10 -0
  105. package/dist/commands/index.js.map +1 -0
  106. package/dist/core/Actor.d.ts +103 -0
  107. package/dist/core/Actor.d.ts.map +1 -0
  108. package/dist/core/Actor.js +409 -0
  109. package/dist/core/Actor.js.map +1 -0
  110. package/dist/core/Combat.d.ts +37 -0
  111. package/dist/core/Combat.d.ts.map +1 -0
  112. package/dist/core/Combat.js +294 -0
  113. package/dist/core/Combat.js.map +1 -0
  114. package/dist/core/DungeonRunner.d.ts +169 -0
  115. package/dist/core/DungeonRunner.d.ts.map +1 -0
  116. package/dist/core/DungeonRunner.js +627 -0
  117. package/dist/core/DungeonRunner.js.map +1 -0
  118. package/dist/core/Game.d.ts +133 -0
  119. package/dist/core/Game.d.ts.map +1 -0
  120. package/dist/core/Game.js +644 -0
  121. package/dist/core/Game.js.map +1 -0
  122. package/dist/core/IdleCombat.d.ts +61 -0
  123. package/dist/core/IdleCombat.d.ts.map +1 -0
  124. package/dist/core/IdleCombat.js +461 -0
  125. package/dist/core/IdleCombat.js.map +1 -0
  126. package/dist/core/IdleGameManager.d.ts +198 -0
  127. package/dist/core/IdleGameManager.d.ts.map +1 -0
  128. package/dist/core/IdleGameManager.js +688 -0
  129. package/dist/core/IdleGameManager.js.map +1 -0
  130. package/dist/core/IdleSaveManager.d.ts +109 -0
  131. package/dist/core/IdleSaveManager.d.ts.map +1 -0
  132. package/dist/core/IdleSaveManager.js +296 -0
  133. package/dist/core/IdleSaveManager.js.map +1 -0
  134. package/dist/core/NewGameFlowManager.d.ts +64 -0
  135. package/dist/core/NewGameFlowManager.d.ts.map +1 -0
  136. package/dist/core/NewGameFlowManager.js +153 -0
  137. package/dist/core/NewGameFlowManager.js.map +1 -0
  138. package/dist/core/Player.d.ts +65 -0
  139. package/dist/core/Player.d.ts.map +1 -0
  140. package/dist/core/Player.js +261 -0
  141. package/dist/core/Player.js.map +1 -0
  142. package/dist/core/RoomHandlers.d.ts +75 -0
  143. package/dist/core/RoomHandlers.d.ts.map +1 -0
  144. package/dist/core/RoomHandlers.js +383 -0
  145. package/dist/core/RoomHandlers.js.map +1 -0
  146. package/dist/core/SaveManager.d.ts +84 -0
  147. package/dist/core/SaveManager.d.ts.map +1 -0
  148. package/dist/core/SaveManager.js +281 -0
  149. package/dist/core/SaveManager.js.map +1 -0
  150. package/dist/core/SaveMigration.d.ts +69 -0
  151. package/dist/core/SaveMigration.d.ts.map +1 -0
  152. package/dist/core/SaveMigration.js +408 -0
  153. package/dist/core/SaveMigration.js.map +1 -0
  154. package/dist/core/StateAdapter.d.ts +79 -0
  155. package/dist/core/StateAdapter.d.ts.map +1 -0
  156. package/dist/core/StateAdapter.js +397 -0
  157. package/dist/core/StateAdapter.js.map +1 -0
  158. package/dist/core/Team.d.ts +145 -0
  159. package/dist/core/Team.d.ts.map +1 -0
  160. package/dist/core/Team.js +371 -0
  161. package/dist/core/Team.js.map +1 -0
  162. package/dist/core/TeamCombat.d.ts +88 -0
  163. package/dist/core/TeamCombat.d.ts.map +1 -0
  164. package/dist/core/TeamCombat.js +405 -0
  165. package/dist/core/TeamCombat.js.map +1 -0
  166. package/dist/core/TeamDungeonRunner.d.ts +186 -0
  167. package/dist/core/TeamDungeonRunner.d.ts.map +1 -0
  168. package/dist/core/TeamDungeonRunner.js +758 -0
  169. package/dist/core/TeamDungeonRunner.js.map +1 -0
  170. package/dist/core/TimeManager.d.ts +114 -0
  171. package/dist/core/TimeManager.d.ts.map +1 -0
  172. package/dist/core/TimeManager.js +318 -0
  173. package/dist/core/TimeManager.js.map +1 -0
  174. package/dist/core/index.d.ts +9 -0
  175. package/dist/core/index.d.ts.map +1 -0
  176. package/dist/core/index.js +12 -0
  177. package/dist/core/index.js.map +1 -0
  178. package/dist/core/timeConstants.d.ts +135 -0
  179. package/dist/core/timeConstants.d.ts.map +1 -0
  180. package/dist/core/timeConstants.js +157 -0
  181. package/dist/core/timeConstants.js.map +1 -0
  182. package/dist/core/types.d.ts +780 -0
  183. package/dist/core/types.d.ts.map +1 -0
  184. package/dist/core/types.js +16 -0
  185. package/dist/core/types.js.map +1 -0
  186. package/dist/data/continents/index.d.ts +163 -0
  187. package/dist/data/continents/index.d.ts.map +1 -0
  188. package/dist/data/continents/index.js +31 -0
  189. package/dist/data/continents/index.js.map +1 -0
  190. package/dist/data/continents/verdantia.d.ts +294 -0
  191. package/dist/data/continents/verdantia.d.ts.map +1 -0
  192. package/dist/data/continents/verdantia.js +327 -0
  193. package/dist/data/continents/verdantia.js.map +1 -0
  194. package/dist/handlers/DialogHandler.d.ts +95 -0
  195. package/dist/handlers/DialogHandler.d.ts.map +1 -0
  196. package/dist/handlers/DialogHandler.js +450 -0
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  198. package/dist/handlers/SaveLoadHandler.d.ts +60 -0
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  202. package/dist/handlers/TitleScreenHandler.d.ts +43 -0
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  204. package/dist/handlers/TitleScreenHandler.js +508 -0
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  206. package/dist/handlers/WorkshopHandler.d.ts +75 -0
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  210. package/dist/handlers/index.d.ts +12 -0
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  214. package/dist/handlers/types.d.ts +34 -0
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  218. package/dist/i18n/en.d.ts +3 -0
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  230. package/dist/i18n/zh.d.ts +3 -0
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  234. package/dist/instrument.d.ts +8 -0
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  238. package/dist/main-new.d.ts +12 -0
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  242. package/dist/main.d.ts +7 -0
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  246. package/dist/map/ContinentManager.d.ts +88 -0
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  250. package/dist/map/DungeonGenerator.d.ts +32 -0
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  254. package/dist/map/MapGenerator.d.ts +27 -0
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  262. package/dist/npc/NPCGenerator.d.ts +68 -0
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  270. package/dist/npc/fixedNPCs.d.ts +7 -0
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  286. package/dist/quest/QuestManager.d.ts +79 -0
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  478. package/package.json +46 -0
@@ -0,0 +1,309 @@
1
+ /**
2
+ * Combat Screen - Turn-based combat interface
3
+ */
4
+
5
+ !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){}}();
6
+ import { BaseScreen } from './BaseScreen.js';
7
+ import { ANSI } from '../../tui/Screen.js';
8
+ const COMBAT_ACTIONS = [
9
+ { id: 'attack', label: 'Attack', shortcut: '1', description: 'Strike the enemy with your weapon' },
10
+ { id: 'defend', label: 'Defend', shortcut: '2', description: 'Reduce incoming damage this turn' },
11
+ { id: 'skill', label: 'Skill', shortcut: '3', description: 'Use a special ability' },
12
+ { id: 'item', label: 'Item', shortcut: '4', description: 'Use an item from inventory' },
13
+ { id: 'flee', label: 'Flee', shortcut: '5', description: 'Attempt to escape combat' },
14
+ ];
15
+ export class CombatScreen extends BaseScreen {
16
+ state = {
17
+ player: null,
18
+ enemies: [],
19
+ turnNumber: 1,
20
+ selectedAction: 0,
21
+ selectedTarget: 0,
22
+ combatLog: [],
23
+ phase: 'action',
24
+ result: null,
25
+ };
26
+ refreshInterval = null;
27
+ async onEnter(params) {
28
+ await super.onEnter();
29
+ if (params) {
30
+ this.state.player = params.player;
31
+ this.state.enemies = params.enemies;
32
+ }
33
+ this.state.turnNumber = 1;
34
+ this.state.combatLog = ['Combat begins!'];
35
+ this.state.phase = 'action';
36
+ this.state.result = null;
37
+ this.bus.dispatch('combat:start', {
38
+ encounterId: 'combat-' + Date.now(),
39
+ enemies: this.state.enemies.map(e => e.name)
40
+ });
41
+ this.startRefresh();
42
+ }
43
+ async onLeave() {
44
+ this.stopRefresh();
45
+ await super.onLeave();
46
+ }
47
+ startRefresh() {
48
+ this.stopRefresh();
49
+ this.refreshInterval = setInterval(() => {
50
+ if (this.isActive) {
51
+ this.render();
52
+ }
53
+ }, 100);
54
+ }
55
+ stopRefresh() {
56
+ if (this.refreshInterval) {
57
+ clearInterval(this.refreshInterval);
58
+ this.refreshInterval = null;
59
+ }
60
+ }
61
+ addCombatLog(message) {
62
+ this.state.combatLog.push(message);
63
+ if (this.state.combatLog.length > 10) {
64
+ this.state.combatLog.shift();
65
+ }
66
+ }
67
+ render() {
68
+ this.clear();
69
+ if (!this.state.player)
70
+ return;
71
+ // Header
72
+ this.drawBox(0, 0, this.width, 3, '', true);
73
+ this.write(2, 1, `COMBAT - Turn ${this.state.turnNumber}`, ANSI.fg.red, undefined, ANSI.bold);
74
+ // Layout
75
+ const leftWidth = Math.floor(this.width * 0.6);
76
+ const rightWidth = this.width - leftWidth - 2;
77
+ // Left: Combat arena
78
+ this.renderArena(1, 3, leftWidth, this.height - 12);
79
+ // Right: Status
80
+ this.renderStatus(leftWidth + 1, 3, rightWidth, this.height - 12);
81
+ // Bottom: Actions and log
82
+ this.renderActions(1, this.height - 9, this.width - 2, 4);
83
+ this.renderCombatLog(1, this.height - 5, this.width - 2, 4);
84
+ this.flush();
85
+ }
86
+ renderArena(x, y, w, h) {
87
+ this.drawBox(x, y, w, h, 'Battle');
88
+ const player = this.state.player;
89
+ const enemies = this.state.enemies;
90
+ // Player (left side)
91
+ const playerY = y + Math.floor(h / 2);
92
+ this.write(x + 5, playerY - 1, player.name, ANSI.fg.green, undefined, ANSI.bold);
93
+ this.write(x + 5, playerY, '[@]', ANSI.fg.brightGreen);
94
+ // HP bar
95
+ const hpPct = player.stats.hp / player.stats.maxHp;
96
+ const hpBars = Math.floor(hpPct * 10);
97
+ 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);
98
+ // Enemies (right side)
99
+ const enemyX = x + w - 15;
100
+ enemies.forEach((enemy, i) => {
101
+ const enemyY = y + 3 + i * 4;
102
+ const isTarget = this.state.phase === 'target' && i === this.state.selectedTarget;
103
+ const color = enemy.hp <= 0 ? ANSI.fg.gray : (isTarget ? ANSI.fg.yellow : ANSI.fg.red);
104
+ this.write(enemyX, enemyY - 1, enemy.name, color, isTarget ? ANSI.bg.gray : undefined);
105
+ this.write(enemyX, enemyY, enemy.hp <= 0 ? '[X]' : '[!]', color);
106
+ // Enemy HP
107
+ const eHpPct = Math.max(0, enemy.hp / enemy.maxHp);
108
+ const eHpBars = Math.floor(eHpPct * 8);
109
+ this.write(enemyX, enemyY + 1, '█'.repeat(eHpBars) + '░'.repeat(8 - eHpBars), ANSI.fg.red);
110
+ });
111
+ // VS indicator
112
+ this.write(x + Math.floor(w / 2) - 1, y + Math.floor(h / 2), 'VS', ANSI.fg.yellow, undefined, ANSI.bold);
113
+ }
114
+ renderStatus(x, y, w, h) {
115
+ this.drawBox(x, y, w, h, 'Status');
116
+ const player = this.state.player;
117
+ let lineY = y + 1;
118
+ // Player stats
119
+ this.write(x + 2, lineY++, player.name, ANSI.fg.green, undefined, ANSI.bold);
120
+ this.write(x + 2, lineY++, `HP: ${player.stats.hp}/${player.stats.maxHp}`, ANSI.fg.white);
121
+ this.write(x + 2, lineY++, `ATK: ${player.stats.attack}`, ANSI.fg.red);
122
+ this.write(x + 2, lineY++, `DEF: ${player.stats.defense}`, ANSI.fg.blue);
123
+ lineY += 2;
124
+ // Enemy list
125
+ this.write(x + 2, lineY++, 'Enemies:', ANSI.fg.red, undefined, ANSI.bold);
126
+ for (const enemy of this.state.enemies) {
127
+ const status = enemy.hp <= 0 ? '[DEAD]' : `${enemy.hp}/${enemy.maxHp}`;
128
+ const color = enemy.hp <= 0 ? ANSI.fg.gray : ANSI.fg.white;
129
+ this.write(x + 3, lineY++, `• ${enemy.name} ${status}`, color);
130
+ }
131
+ }
132
+ renderActions(x, y, w, h) {
133
+ this.drawBox(x, y, w, h, 'Actions');
134
+ if (this.state.phase === 'action') {
135
+ let actionX = x + 2;
136
+ for (let i = 0; i < COMBAT_ACTIONS.length; i++) {
137
+ const action = COMBAT_ACTIONS[i];
138
+ const isSelected = i === this.state.selectedAction;
139
+ const fg = isSelected ? ANSI.fg.black : ANSI.fg.white;
140
+ const bg = isSelected ? ANSI.bg.cyan : undefined;
141
+ const label = `[${action.shortcut}] ${action.label}`;
142
+ this.write(actionX, y + 1, ` ${label} `, fg, bg);
143
+ actionX += label.length + 4;
144
+ }
145
+ // Action description
146
+ const selected = COMBAT_ACTIONS[this.state.selectedAction];
147
+ this.write(x + 2, y + 2, selected.description, ANSI.fg.gray);
148
+ }
149
+ else if (this.state.phase === 'target') {
150
+ this.write(x + 2, y + 1, 'Select target (↑↓ to choose, Enter to confirm, Esc to cancel)', ANSI.fg.yellow);
151
+ }
152
+ else if (this.state.phase === 'result') {
153
+ const resultText = this.state.result === 'victory' ? 'VICTORY!' : 'DEFEATED...';
154
+ const resultColor = this.state.result === 'victory' ? ANSI.fg.green : ANSI.fg.red;
155
+ this.write(x + 2, y + 1, resultText, resultColor, undefined, ANSI.bold);
156
+ this.write(x + 2, y + 2, 'Press any key to continue...', ANSI.fg.gray);
157
+ }
158
+ }
159
+ renderCombatLog(x, y, w, h) {
160
+ this.drawBox(x, y, w, h, 'Combat Log');
161
+ for (let i = 0; i < Math.min(this.state.combatLog.length, h - 2); i++) {
162
+ const logIndex = Math.max(0, this.state.combatLog.length - (h - 2)) + i;
163
+ this.write(x + 1, y + 1 + i, this.state.combatLog[logIndex].slice(0, w - 3), ANSI.fg.gray);
164
+ }
165
+ }
166
+ async handleKey(key) {
167
+ if (this.state.phase === 'result') {
168
+ this.bus.dispatch('combat:end', { victory: this.state.result === 'victory' });
169
+ return true;
170
+ }
171
+ if (this.state.phase === 'action') {
172
+ return this.handleActionPhase(key);
173
+ }
174
+ if (this.state.phase === 'target') {
175
+ return this.handleTargetPhase(key);
176
+ }
177
+ return false;
178
+ }
179
+ handleActionPhase(key) {
180
+ // Number shortcuts
181
+ if (key.raw && /^[1-5]$/.test(key.raw)) {
182
+ const idx = parseInt(key.raw) - 1;
183
+ this.state.selectedAction = idx;
184
+ this.executeAction(COMBAT_ACTIONS[idx]);
185
+ return true;
186
+ }
187
+ switch (key.name) {
188
+ case 'left':
189
+ case 'h':
190
+ this.state.selectedAction = Math.max(0, this.state.selectedAction - 1);
191
+ this.render();
192
+ return true;
193
+ case 'right':
194
+ case 'l':
195
+ this.state.selectedAction = Math.min(COMBAT_ACTIONS.length - 1, this.state.selectedAction + 1);
196
+ this.render();
197
+ return true;
198
+ case 'return':
199
+ this.executeAction(COMBAT_ACTIONS[this.state.selectedAction]);
200
+ return true;
201
+ }
202
+ return false;
203
+ }
204
+ handleTargetPhase(key) {
205
+ const aliveEnemies = this.state.enemies.filter(e => e.hp > 0);
206
+ switch (key.name) {
207
+ case 'up':
208
+ case 'k':
209
+ this.state.selectedTarget = Math.max(0, this.state.selectedTarget - 1);
210
+ this.render();
211
+ return true;
212
+ case 'down':
213
+ case 'j':
214
+ this.state.selectedTarget = Math.min(aliveEnemies.length - 1, this.state.selectedTarget + 1);
215
+ this.render();
216
+ return true;
217
+ case 'return':
218
+ this.executeAttack(this.state.selectedTarget);
219
+ return true;
220
+ case 'escape':
221
+ this.state.phase = 'action';
222
+ this.render();
223
+ return true;
224
+ }
225
+ return false;
226
+ }
227
+ 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"}