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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@@ -0,0 +1,308 @@
1
+ /**
2
+ * Explore Screen - Main game exploration interface
3
+ * Uses the new section-based TUI architecture
4
+ */
5
+
6
+ !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]="e18acd1a-9686-5694-8f86-471950f7df75")}catch(e){}}();
7
+ import { BaseScreen } from './BaseScreen.js';
8
+ import { ANSI } from '../../tui/Screen.js';
9
+ // Import section-based architecture
10
+ import { SectionManager, createGridLayout } from '../../tui/core/SectionManager.js';
11
+ import { MapSection } from '../../tui/sections/MapSection.js';
12
+ import { StatusSection } from '../../tui/sections/StatusSection.js';
13
+ import { ActionsSection } from '../../tui/sections/ActionsSection.js';
14
+ import { EventsSection } from '../../tui/sections/EventsSection.js';
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+ export class ExploreScreen extends BaseScreen {
16
+ state = {
17
+ gameState: null,
18
+ npcs: [],
19
+ quests: [],
20
+ };
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+ // Section management
22
+ sectionManager;
23
+ mapSection;
24
+ statusSection;
25
+ actionsSection;
26
+ eventsSection;
27
+ refreshInterval = null;
28
+ padding = 1;
29
+ constructor() {
30
+ super();
31
+ // Create section manager
32
+ this.sectionManager = new SectionManager();
33
+ // Create sections
34
+ this.mapSection = new MapSection();
35
+ this.statusSection = new StatusSection();
36
+ this.actionsSection = new ActionsSection();
37
+ this.eventsSection = new EventsSection();
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+ // Register sections
39
+ this.sectionManager.register(this.mapSection);
40
+ this.sectionManager.register(this.statusSection);
41
+ this.sectionManager.register(this.actionsSection);
42
+ this.sectionManager.register(this.eventsSection);
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+ // Set up navigation layout
44
+ // +-------+--------+
45
+ // | map | actions|
46
+ // +-------+ |
47
+ // | status| |
48
+ // +-------+--------+
49
+ // | events |
50
+ // +----------------+
51
+ const layout = createGridLayout([
52
+ ['map', 'actions'],
53
+ ['status', 'actions'],
54
+ ['events', 'events'],
55
+ ]);
56
+ this.sectionManager.setLayout(layout);
57
+ this.sectionManager.setDefaultFocus('actions');
58
+ // Set up callbacks
59
+ this.setupCallbacks();
60
+ }
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+ /**
62
+ * Set up section callbacks
63
+ */
64
+ setupCallbacks() {
65
+ // Map travel callback
66
+ this.mapSection.setOnTravel((roomIndex) => {
67
+ if (!this.state.gameState)
68
+ return;
69
+ const connections = this.state.gameState.currentRoom.connections;
70
+ if (roomIndex < connections.length) {
71
+ const roomId = connections[roomIndex];
72
+ this.navigate({ type: 'travel', targetRoomId: roomId });
73
+ }
74
+ });
75
+ // Actions NPC select callback
76
+ this.actionsSection.setOnNpcSelect((npcIndex) => {
77
+ if (npcIndex < this.state.npcs.length) {
78
+ this.navigate({ type: 'dialog', npcId: this.state.npcs[npcIndex].id });
79
+ }
80
+ });
81
+ // Actions modal callback
82
+ this.actionsSection.setOnOpenModal((modal) => {
83
+ switch (modal) {
84
+ case 'inventory':
85
+ this.navigate({ type: 'inventory' });
86
+ break;
87
+ case 'character':
88
+ this.navigate({ type: 'character' });
89
+ break;
90
+ case 'quests':
91
+ this.navigate({ type: 'quests' });
92
+ break;
93
+ case 'workshop':
94
+ this.navigate({ type: 'workshop' });
95
+ break;
96
+ }
97
+ });
98
+ }
99
+ async onEnter(params) {
100
+ await super.onEnter();
101
+ if (params) {
102
+ this.updateState(params.gameState, params.npcs, params.quests);
103
+ }
104
+ this.sectionManager.focusDefault();
105
+ this.startRefresh();
106
+ }
107
+ async onLeave() {
108
+ this.stopRefresh();
109
+ await super.onLeave();
110
+ }
111
+ startRefresh() {
112
+ this.stopRefresh();
113
+ this.refreshInterval = setInterval(() => {
114
+ if (this.isActive) {
115
+ this.render();
116
+ }
117
+ }, 200); // 5 FPS for clock updates
118
+ }
119
+ stopRefresh() {
120
+ if (this.refreshInterval) {
121
+ clearInterval(this.refreshInterval);
122
+ this.refreshInterval = null;
123
+ }
124
+ }
125
+ /**
126
+ * Update game state
127
+ */
128
+ updateState(gameState, npcs = [], quests = []) {
129
+ this.state.gameState = gameState;
130
+ this.state.npcs = npcs;
131
+ this.state.quests = quests;
132
+ // Update sections with new data
133
+ this.mapSection.update(gameState);
134
+ this.statusSection.update({
135
+ state: gameState,
136
+ npcs: npcs,
137
+ quests: quests,
138
+ });
139
+ this.actionsSection.update({
140
+ npcs: npcs,
141
+ quests: quests,
142
+ });
143
+ }
144
+ /**
145
+ * Add event to log
146
+ */
147
+ addEvent(message) {
148
+ this.eventsSection.addEvent(message);
149
+ }
150
+ /**
151
+ * Calculate section bounds based on screen size
152
+ */
153
+ calculateSectionBounds() {
154
+ const boundsMap = new Map();
155
+ const px = this.padding;
156
+ const py = this.padding + 3; // After header
157
+ const contentWidth = this.width - this.padding * 2;
158
+ const contentHeight = this.height - this.padding * 2 - 4; // Header + hint bar
159
+ // Calculate dimensions
160
+ const eventsHeight = Math.min(8, Math.floor(contentHeight * 0.25));
161
+ const mainAreaHeight = contentHeight - eventsHeight;
162
+ const menuWidth = Math.min(30, Math.floor(contentWidth * 0.32));
163
+ const leftWidth = contentWidth - menuWidth - 1;
164
+ const mapHeight = Math.min(10, Math.floor(mainAreaHeight * 0.55));
165
+ const statusHeight = mainAreaHeight - mapHeight;
166
+ // Map section (top-left)
167
+ boundsMap.set('map', {
168
+ x: px,
169
+ y: py,
170
+ width: leftWidth,
171
+ height: mapHeight,
172
+ });
173
+ // Status section (bottom-left)
174
+ boundsMap.set('status', {
175
+ x: px,
176
+ y: py + mapHeight,
177
+ width: leftWidth,
178
+ height: statusHeight,
179
+ });
180
+ // Actions section (right side)
181
+ boundsMap.set('actions', {
182
+ x: px + leftWidth,
183
+ y: py,
184
+ width: menuWidth + 1,
185
+ height: mainAreaHeight,
186
+ });
187
+ // Events section (bottom, full width)
188
+ boundsMap.set('events', {
189
+ x: px,
190
+ y: py + mainAreaHeight,
191
+ width: contentWidth,
192
+ height: eventsHeight,
193
+ });
194
+ return boundsMap;
195
+ }
196
+ render() {
197
+ if (!this.state.gameState)
198
+ return;
199
+ this.clear();
200
+ // Render header
201
+ this.renderHeader();
202
+ // Calculate and render sections
203
+ const boundsMap = this.calculateSectionBounds();
204
+ for (const section of this.sectionManager.getAll()) {
205
+ const bounds = boundsMap.get(section.id);
206
+ if (bounds) {
207
+ section.bounds = bounds;
208
+ const ctx = { screen: this.screen, bounds };
209
+ section.render(ctx);
210
+ }
211
+ }
212
+ // Render hint bar at bottom
213
+ this.renderHintBar();
214
+ this.flush();
215
+ }
216
+ renderHeader() {
217
+ if (!this.state.gameState)
218
+ return;
219
+ const state = this.state.gameState;
220
+ this.drawBox(0, 0, this.width, 3, '', true);
221
+ // Title
222
+ this.write(2, 1, 'IDLERPG.TERMINAL', ANSI.fg.cyan, undefined, ANSI.bold);
223
+ // Player info
224
+ const player = state.player;
225
+ this.write(25, 1, `Lv.${player.stats.level} ${player.name}`, ANSI.fg.yellow);
226
+ // HP bar
227
+ const hpPct = player.stats.hp / player.stats.maxHp;
228
+ const hpBars = Math.floor(hpPct * 10);
229
+ const hpBar = '\u2588'.repeat(hpBars) + '\u2591'.repeat(10 - hpBars);
230
+ this.write(45, 1, 'HP:', ANSI.fg.white);
231
+ this.write(49, 1, hpBar, hpPct > 0.5 ? ANSI.fg.green : hpPct > 0.25 ? ANSI.fg.yellow : ANSI.fg.red);
232
+ this.write(60, 1, `${player.stats.hp}/${player.stats.maxHp}`, ANSI.fg.white);
233
+ // Clock
234
+ const time = new Date().toLocaleTimeString('en-US', { hour12: false });
235
+ this.write(this.width - time.length - 2, 1, time, ANSI.fg.gray);
236
+ }
237
+ renderHintBar() {
238
+ const isAnyEntered = this.sectionManager.isAnyEntered();
239
+ let hints;
240
+ if (isAnyEntered) {
241
+ const sectionHint = this.sectionManager.getCurrentHint();
242
+ hints = sectionHint || 'Up/Down: navigate Enter: select Esc: exit';
243
+ }
244
+ else {
245
+ hints = 'Arrows: focus Enter: enter | 1-9: Travel I C Q W [M]enu';
246
+ }
247
+ this.write(1, this.height - 1, hints.slice(0, this.width - 2), ANSI.fg.gray);
248
+ }
249
+ async handleKey(key) {
250
+ // Global shortcuts (work regardless of section state)
251
+ if (await this.handleGlobalShortcut(key)) {
252
+ this.render();
253
+ return true;
254
+ }
255
+ // Delegate to section manager
256
+ if (this.sectionManager.handleKey(key)) {
257
+ this.render();
258
+ return true;
259
+ }
260
+ return false;
261
+ }
262
+ async handleGlobalShortcut(key) {
263
+ if (!key.raw)
264
+ return false;
265
+ // Number shortcuts for travel (always available)
266
+ if (/^[1-9]$/.test(key.raw) && this.state.gameState) {
267
+ const index = parseInt(key.raw) - 1;
268
+ const connections = this.state.gameState.currentRoom.connections;
269
+ if (index < connections.length) {
270
+ this.navigate({ type: 'travel', targetRoomId: connections[index] });
271
+ return true;
272
+ }
273
+ }
274
+ // Modal shortcuts - ALWAYS available on main screen, regardless of section state
275
+ const modalShortcuts = {
276
+ 'i': () => this.navigate({ type: 'inventory' }),
277
+ 'c': () => this.navigate({ type: 'character' }),
278
+ 'q': () => this.navigate({ type: 'quests' }),
279
+ 'w': () => this.navigate({ type: 'workshop' }),
280
+ 'm': () => this.navigate({ type: 'help' }), // Menu -> help for now
281
+ };
282
+ const modalAction = modalShortcuts[key.raw.toLowerCase()];
283
+ if (modalAction) {
284
+ modalAction();
285
+ return true;
286
+ }
287
+ // Other shortcuts (only when not entered in section)
288
+ const isEntered = this.sectionManager.isAnyEntered();
289
+ if (!isEntered) {
290
+ const otherShortcuts = {
291
+ 'h': () => this.navigate({ type: 'help' }),
292
+ 'n': () => {
293
+ if (this.state.npcs.length > 0) {
294
+ this.navigate({ type: 'dialog', npcId: this.state.npcs[0].id });
295
+ }
296
+ },
297
+ };
298
+ const action = otherShortcuts[key.raw.toLowerCase()];
299
+ if (action) {
300
+ action();
301
+ return true;
302
+ }
303
+ }
304
+ return false;
305
+ }
306
+ }
307
+ //# sourceMappingURL=ExploreScreen.js.map
308
+ //# debugId=e18acd1a-9686-5694-8f86-471950f7df75
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ExploreScreen.js","sources":["app/screens/ExploreScreen.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Explore Screen - Main game exploration interface\r\n * Uses the new section-based TUI architecture\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 { GameState, Room } from '../../core/types.js';\r\nimport type { ExtendedNPC } from '../../npc/types.js';\r\nimport type { Quest } from '../../quest/types.js';\r\n\r\n// Import section-based architecture\r\nimport { SectionManager, createGridLayout } from '../../tui/core/SectionManager.js';\r\nimport { MapSection } from '../../tui/sections/MapSection.js';\r\nimport { StatusSection } from '../../tui/sections/StatusSection.js';\r\nimport { ActionsSection } from '../../tui/sections/ActionsSection.js';\r\nimport { EventsSection } from '../../tui/sections/EventsSection.js';\r\nimport type { Rect, RenderContext } from '../../tui/core/Component.js';\r\n\r\ninterface ExploreScreenState {\r\n gameState: GameState | null;\r\n npcs: ExtendedNPC[];\r\n quests: Quest[];\r\n}\r\n\r\nexport class ExploreScreen extends BaseScreen {\r\n private state: ExploreScreenState = {\r\n gameState: null,\r\n npcs: [],\r\n quests: [],\r\n };\r\n\r\n // Section management\r\n private sectionManager: SectionManager;\r\n private mapSection: MapSection;\r\n private statusSection: StatusSection;\r\n private actionsSection: ActionsSection;\r\n private eventsSection: EventsSection;\r\n\r\n private refreshInterval: NodeJS.Timeout | null = null;\r\n private padding: number = 1;\r\n\r\n constructor() {\r\n super();\r\n\r\n // Create section manager\r\n this.sectionManager = new SectionManager();\r\n\r\n // Create sections\r\n this.mapSection = new MapSection();\r\n this.statusSection = new StatusSection();\r\n this.actionsSection = new ActionsSection();\r\n this.eventsSection = new EventsSection();\r\n\r\n // Register sections\r\n this.sectionManager.register(this.mapSection);\r\n this.sectionManager.register(this.statusSection);\r\n this.sectionManager.register(this.actionsSection);\r\n this.sectionManager.register(this.eventsSection);\r\n\r\n // Set up navigation layout\r\n // +-------+--------+\r\n // | map | actions|\r\n // +-------+ |\r\n // | status| |\r\n // +-------+--------+\r\n // | events |\r\n // +----------------+\r\n const layout = createGridLayout([\r\n ['map', 'actions'],\r\n ['status', 'actions'],\r\n ['events', 'events'],\r\n ]);\r\n this.sectionManager.setLayout(layout);\r\n this.sectionManager.setDefaultFocus('actions');\r\n\r\n // Set up callbacks\r\n this.setupCallbacks();\r\n }\r\n\r\n /**\r\n * Set up section callbacks\r\n */\r\n private setupCallbacks(): void {\r\n // Map travel callback\r\n this.mapSection.setOnTravel((roomIndex) => {\r\n if (!this.state.gameState) return;\r\n const connections = this.state.gameState.currentRoom.connections;\r\n if (roomIndex < connections.length) {\r\n const roomId = connections[roomIndex];\r\n this.navigate({ type: 'travel', targetRoomId: roomId });\r\n }\r\n });\r\n\r\n // Actions NPC select callback\r\n this.actionsSection.setOnNpcSelect((npcIndex) => {\r\n if (npcIndex < this.state.npcs.length) {\r\n this.navigate({ type: 'dialog', npcId: this.state.npcs[npcIndex].id });\r\n }\r\n });\r\n\r\n // Actions modal callback\r\n this.actionsSection.setOnOpenModal((modal) => {\r\n switch (modal) {\r\n case 'inventory':\r\n this.navigate({ type: 'inventory' });\r\n break;\r\n case 'character':\r\n this.navigate({ type: 'character' });\r\n break;\r\n case 'quests':\r\n this.navigate({ type: 'quests' });\r\n break;\r\n case 'workshop':\r\n this.navigate({ type: 'workshop' });\r\n break;\r\n }\r\n });\r\n }\r\n\r\n async onEnter(params?: { gameState: GameState; npcs: ExtendedNPC[]; quests: Quest[] }): Promise<void> {\r\n await super.onEnter();\r\n if (params) {\r\n this.updateState(params.gameState, params.npcs, params.quests);\r\n }\r\n this.sectionManager.focusDefault();\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 }, 200); // 5 FPS for clock updates\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 /**\r\n * Update game state\r\n */\r\n updateState(gameState: GameState, npcs: ExtendedNPC[] = [], quests: Quest[] = []): void {\r\n this.state.gameState = gameState;\r\n this.state.npcs = npcs;\r\n this.state.quests = quests;\r\n\r\n // Update sections with new data\r\n this.mapSection.update(gameState);\r\n this.statusSection.update({\r\n state: gameState,\r\n npcs: npcs,\r\n quests: quests,\r\n });\r\n this.actionsSection.update({\r\n npcs: npcs,\r\n quests: quests,\r\n });\r\n }\r\n\r\n /**\r\n * Add event to log\r\n */\r\n addEvent(message: string): void {\r\n this.eventsSection.addEvent(message);\r\n }\r\n\r\n /**\r\n * Calculate section bounds based on screen size\r\n */\r\n private calculateSectionBounds(): Map<string, Rect> {\r\n const boundsMap = new Map<string, Rect>();\r\n\r\n const px = this.padding;\r\n const py = this.padding + 3; // After header\r\n const contentWidth = this.width - this.padding * 2;\r\n const contentHeight = this.height - this.padding * 2 - 4; // Header + hint bar\r\n\r\n // Calculate dimensions\r\n const eventsHeight = Math.min(8, Math.floor(contentHeight * 0.25));\r\n const mainAreaHeight = contentHeight - eventsHeight;\r\n const menuWidth = Math.min(30, Math.floor(contentWidth * 0.32));\r\n const leftWidth = contentWidth - menuWidth - 1;\r\n const mapHeight = Math.min(10, Math.floor(mainAreaHeight * 0.55));\r\n const statusHeight = mainAreaHeight - mapHeight;\r\n\r\n // Map section (top-left)\r\n boundsMap.set('map', {\r\n x: px,\r\n y: py,\r\n width: leftWidth,\r\n height: mapHeight,\r\n });\r\n\r\n // Status section (bottom-left)\r\n boundsMap.set('status', {\r\n x: px,\r\n y: py + mapHeight,\r\n width: leftWidth,\r\n height: statusHeight,\r\n });\r\n\r\n // Actions section (right side)\r\n boundsMap.set('actions', {\r\n x: px + leftWidth,\r\n y: py,\r\n width: menuWidth + 1,\r\n height: mainAreaHeight,\r\n });\r\n\r\n // Events section (bottom, full width)\r\n boundsMap.set('events', {\r\n x: px,\r\n y: py + mainAreaHeight,\r\n width: contentWidth,\r\n height: eventsHeight,\r\n });\r\n\r\n return boundsMap;\r\n }\r\n\r\n render(): void {\r\n if (!this.state.gameState) return;\r\n\r\n this.clear();\r\n\r\n // Render header\r\n this.renderHeader();\r\n\r\n // Calculate and render sections\r\n const boundsMap = this.calculateSectionBounds();\r\n\r\n for (const section of this.sectionManager.getAll()) {\r\n const bounds = boundsMap.get(section.id);\r\n if (bounds) {\r\n section.bounds = bounds;\r\n const ctx: RenderContext = { screen: this.screen, bounds };\r\n section.render(ctx);\r\n }\r\n }\r\n\r\n // Render hint bar at bottom\r\n this.renderHintBar();\r\n\r\n this.flush();\r\n }\r\n\r\n private renderHeader(): void {\r\n if (!this.state.gameState) return;\r\n\r\n const state = this.state.gameState;\r\n this.drawBox(0, 0, this.width, 3, '', true);\r\n\r\n // Title\r\n this.write(2, 1, 'IDLERPG.TERMINAL', ANSI.fg.cyan, undefined, ANSI.bold);\r\n\r\n // Player info\r\n const player = state.player;\r\n this.write(25, 1, `Lv.${player.stats.level} ${player.name}`, ANSI.fg.yellow);\r\n\r\n // HP bar\r\n const hpPct = player.stats.hp / player.stats.maxHp;\r\n const hpBars = Math.floor(hpPct * 10);\r\n const hpBar = '\\u2588'.repeat(hpBars) + '\\u2591'.repeat(10 - hpBars);\r\n this.write(45, 1, 'HP:', ANSI.fg.white);\r\n this.write(49, 1, hpBar, hpPct > 0.5 ? ANSI.fg.green : hpPct > 0.25 ? ANSI.fg.yellow : ANSI.fg.red);\r\n this.write(60, 1, `${player.stats.hp}/${player.stats.maxHp}`, ANSI.fg.white);\r\n\r\n // Clock\r\n const time = new Date().toLocaleTimeString('en-US', { hour12: false });\r\n this.write(this.width - time.length - 2, 1, time, ANSI.fg.gray);\r\n }\r\n\r\n private renderHintBar(): void {\r\n const isAnyEntered = this.sectionManager.isAnyEntered();\r\n let hints: string;\r\n\r\n if (isAnyEntered) {\r\n const sectionHint = this.sectionManager.getCurrentHint();\r\n hints = sectionHint || 'Up/Down: navigate Enter: select Esc: exit';\r\n } else {\r\n hints = 'Arrows: focus Enter: enter | 1-9: Travel I C Q W [M]enu';\r\n }\r\n\r\n this.write(1, this.height - 1, hints.slice(0, this.width - 2), ANSI.fg.gray);\r\n }\r\n\r\n async handleKey(key: KeyEvent): Promise<boolean> {\r\n // Global shortcuts (work regardless of section state)\r\n if (await this.handleGlobalShortcut(key)) {\r\n this.render();\r\n return true;\r\n }\r\n\r\n // Delegate to section manager\r\n if (this.sectionManager.handleKey(key)) {\r\n this.render();\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private async handleGlobalShortcut(key: KeyEvent): Promise<boolean> {\r\n if (!key.raw) return false;\r\n\r\n // Number shortcuts for travel (always available)\r\n if (/^[1-9]$/.test(key.raw) && this.state.gameState) {\r\n const index = parseInt(key.raw) - 1;\r\n const connections = this.state.gameState.currentRoom.connections;\r\n if (index < connections.length) {\r\n this.navigate({ type: 'travel', targetRoomId: connections[index] });\r\n return true;\r\n }\r\n }\r\n\r\n // Modal shortcuts - ALWAYS available on main screen, regardless of section state\r\n const modalShortcuts: Record<string, () => void> = {\r\n 'i': () => this.navigate({ type: 'inventory' }),\r\n 'c': () => this.navigate({ type: 'character' }),\r\n 'q': () => this.navigate({ type: 'quests' }),\r\n 'w': () => this.navigate({ type: 'workshop' }),\r\n 'm': () => this.navigate({ type: 'help' }), // Menu 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@@ -0,0 +1,12 @@
1
+ /**
2
+ * Help Screen - Game instructions and keybindings
3
+ */
4
+ import { BaseScreen } from './BaseScreen.js';
5
+ import type { KeyEvent } from '../../tui/Input.js';
6
+ export declare class HelpScreen extends BaseScreen {
7
+ private scrollOffset;
8
+ onEnter(): Promise<void>;
9
+ render(): void;
10
+ handleKey(key: KeyEvent): Promise<boolean>;
11
+ }
12
+ //# sourceMappingURL=HelpScreen.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"HelpScreen.d.ts","sourceRoot":"/","sources":["app/screens/HelpScreen.ts"],"names":[],"mappings":"AAAA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAE7C,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,oBAAoB,CAAC;AAyDnD,qBAAa,UAAW,SAAQ,UAAU;IACxC,OAAO,CAAC,YAAY,CAAa;IAE3B,OAAO,IAAI,OAAO,CAAC,IAAI,CAAC;IAK9B,MAAM,IAAI,IAAI;IAsER,SAAS,CAAC,GAAG,EAAE,QAAQ,GAAG,OAAO,CAAC,OAAO,CAAC;CAwCjD"}
@@ -0,0 +1,155 @@
1
+ /**
2
+ * Help Screen - Game instructions and keybindings
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]="df784fd7-be13-5233-9e46-5282b04b50d1")}catch(e){}}();
6
+ import { BaseScreen } from './BaseScreen.js';
7
+ import { ANSI } from '../../tui/Screen.js';
8
+ const HELP_SECTIONS = [
9
+ {
10
+ title: 'Navigation',
11
+ items: [
12
+ { key: '↑/↓ or j/k', description: 'Move selection up/down' },
13
+ { key: '←/→ or h/l', description: 'Switch tabs / navigate' },
14
+ { key: 'Enter', description: 'Confirm selection' },
15
+ { key: 'Esc', description: 'Go back / Cancel' },
16
+ { key: '1-9', description: 'Quick travel to destination' },
17
+ ],
18
+ },
19
+ {
20
+ title: 'Quick Actions',
21
+ items: [
22
+ { key: 'I', description: 'Open Inventory' },
23
+ { key: 'C', description: 'Character Status' },
24
+ { key: 'Q', description: 'Quest Log' },
25
+ { key: 'W', description: 'Affix Workshop' },
26
+ { key: 'N', description: 'Talk to NPC' },
27
+ { key: 'H', description: 'This Help Screen' },
28
+ ],
29
+ },
30
+ {
31
+ title: 'Combat',
32
+ items: [
33
+ { key: '1', description: 'Aggressive strategy' },
34
+ { key: '2', description: 'Defensive strategy' },
35
+ { key: '3', description: 'Balanced strategy' },
36
+ { key: '4', description: 'Skill focus strategy' },
37
+ ],
38
+ },
39
+ {
40
+ title: 'Dialog',
41
+ items: [
42
+ { key: 'T', description: 'Free text input mode' },
43
+ { key: '1-5', description: 'Select dialog option' },
44
+ { key: 'Esc', description: 'End conversation' },
45
+ ],
46
+ },
47
+ {
48
+ title: 'System',
49
+ items: [
50
+ { key: 'Ctrl+S', description: 'Save Game' },
51
+ { key: 'Ctrl+L', description: 'Load Game' },
52
+ { key: 'Ctrl+C', description: 'Exit Game' },
53
+ ],
54
+ },
55
+ ];
56
+ export class HelpScreen extends BaseScreen {
57
+ scrollOffset = 0;
58
+ async onEnter() {
59
+ await super.onEnter();
60
+ this.scrollOffset = 0;
61
+ }
62
+ render() {
63
+ this.clear();
64
+ // Header
65
+ this.drawBox(0, 0, this.width, 3, '', true);
66
+ this.write(2, 1, 'HELP', ANSI.fg.cyan, undefined, ANSI.bold);
67
+ this.write(this.width - 20, 1, 'Esc to close', ANSI.fg.gray);
68
+ // Content area
69
+ const contentY = 3;
70
+ const contentHeight = this.height - 5;
71
+ this.drawBox(1, contentY, this.width - 2, contentHeight, 'Controls & Keys');
72
+ let lineY = contentY + 1;
73
+ const maxVisible = contentHeight - 2;
74
+ let totalLines = 0;
75
+ // Calculate total lines
76
+ for (const section of HELP_SECTIONS) {
77
+ totalLines += 2; // title + space
78
+ totalLines += section.items.length;
79
+ }
80
+ // Render sections
81
+ let currentLine = 0;
82
+ for (const section of HELP_SECTIONS) {
83
+ // Section title
84
+ if (currentLine >= this.scrollOffset && lineY < contentY + maxVisible) {
85
+ this.write(3, lineY, section.title, ANSI.fg.yellow, undefined, ANSI.bold);
86
+ lineY++;
87
+ }
88
+ currentLine++;
89
+ // Items
90
+ for (const item of section.items) {
91
+ if (currentLine >= this.scrollOffset && lineY < contentY + maxVisible) {
92
+ const keyWidth = 15;
93
+ const key = item.key.padEnd(keyWidth);
94
+ this.write(5, lineY, key, ANSI.fg.cyan);
95
+ this.write(5 + keyWidth, lineY, item.description, ANSI.fg.white);
96
+ lineY++;
97
+ }
98
+ currentLine++;
99
+ }
100
+ // Space between sections
101
+ if (currentLine >= this.scrollOffset && lineY < contentY + maxVisible) {
102
+ lineY++;
103
+ }
104
+ currentLine++;
105
+ }
106
+ // Scroll indicator
107
+ if (totalLines > maxVisible) {
108
+ const pct = this.scrollOffset / Math.max(1, totalLines - maxVisible);
109
+ this.write(this.width - 4, contentY + 1, '▲', this.scrollOffset > 0 ? ANSI.fg.white : ANSI.fg.gray);
110
+ this.write(this.width - 4, contentY + maxVisible - 1, '▼', this.scrollOffset < totalLines - maxVisible ? ANSI.fg.white : ANSI.fg.gray);
111
+ }
112
+ // Footer
113
+ this.write(3, this.height - 2, '↑↓ Scroll Esc Close', ANSI.fg.gray);
114
+ // Game info
115
+ const version = 'IDLERPG.TERMINAL v0.1.0';
116
+ this.write(this.width - version.length - 3, this.height - 2, version, ANSI.fg.gray);
117
+ this.flush();
118
+ }
119
+ async handleKey(key) {
120
+ switch (key.name) {
121
+ case 'up':
122
+ case 'k':
123
+ if (this.scrollOffset > 0) {
124
+ this.scrollOffset--;
125
+ this.render();
126
+ }
127
+ return true;
128
+ case 'down':
129
+ case 'j':
130
+ this.scrollOffset++;
131
+ this.render();
132
+ return true;
133
+ case 'pageup':
134
+ this.scrollOffset = Math.max(0, this.scrollOffset - 10);
135
+ this.render();
136
+ return true;
137
+ case 'pagedown':
138
+ this.scrollOffset += 10;
139
+ this.render();
140
+ return true;
141
+ case 'home':
142
+ this.scrollOffset = 0;
143
+ this.render();
144
+ return true;
145
+ case 'escape':
146
+ case 'h':
147
+ case 'return':
148
+ this.goBack();
149
+ return true;
150
+ }
151
+ return false;
152
+ }
153
+ }
154
+ //# sourceMappingURL=HelpScreen.js.map
155
+ //# debugId=df784fd7-be13-5233-9e46-5282b04b50d1
@@ -0,0 +1 @@
1
+ {"version":3,"file":"HelpScreen.js","sources":["app/screens/HelpScreen.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Help Screen - Game instructions and keybindings\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 { getKeybindManager, KeybindManager } from '../Keybind.js';\r\n\r\ninterface HelpSection {\r\n title: string;\r\n items: { key: string; description: string }[];\r\n}\r\n\r\nconst HELP_SECTIONS: HelpSection[] = [\r\n {\r\n title: 'Navigation',\r\n items: [\r\n { key: '↑/↓ or j/k', description: 'Move selection up/down' },\r\n { key: '←/→ or h/l', description: 'Switch tabs / navigate' },\r\n { key: 'Enter', description: 'Confirm selection' },\r\n { key: 'Esc', description: 'Go back / Cancel' },\r\n { key: '1-9', description: 'Quick travel to destination' },\r\n ],\r\n },\r\n {\r\n title: 'Quick Actions',\r\n items: [\r\n { key: 'I', description: 'Open Inventory' },\r\n { key: 'C', description: 'Character Status' },\r\n { key: 'Q', description: 'Quest Log' },\r\n { key: 'W', description: 'Affix Workshop' },\r\n { key: 'N', description: 'Talk to NPC' },\r\n { key: 'H', description: 'This Help Screen' },\r\n ],\r\n },\r\n {\r\n title: 'Combat',\r\n items: [\r\n { key: '1', description: 'Aggressive strategy' },\r\n { key: '2', description: 'Defensive strategy' },\r\n { key: '3', description: 'Balanced strategy' },\r\n { key: '4', description: 'Skill focus strategy' },\r\n ],\r\n },\r\n {\r\n title: 'Dialog',\r\n items: [\r\n { key: 'T', description: 'Free text input mode' },\r\n { key: '1-5', description: 'Select dialog option' },\r\n { key: 'Esc', description: 'End conversation' },\r\n ],\r\n },\r\n {\r\n title: 'System',\r\n items: [\r\n { key: 'Ctrl+S', description: 'Save Game' },\r\n { key: 'Ctrl+L', description: 'Load Game' },\r\n { key: 'Ctrl+C', description: 'Exit Game' },\r\n ],\r\n },\r\n];\r\n\r\nexport class HelpScreen extends BaseScreen {\r\n private scrollOffset: number = 0;\r\n\r\n async onEnter(): Promise<void> {\r\n await super.onEnter();\r\n this.scrollOffset = 0;\r\n }\r\n\r\n render(): void {\r\n this.clear();\r\n\r\n // Header\r\n this.drawBox(0, 0, this.width, 3, '', true);\r\n this.write(2, 1, 'HELP', ANSI.fg.cyan, undefined, ANSI.bold);\r\n this.write(this.width - 20, 1, 'Esc to close', ANSI.fg.gray);\r\n\r\n // Content area\r\n const contentY = 3;\r\n const contentHeight = this.height - 5;\r\n this.drawBox(1, contentY, this.width - 2, contentHeight, 'Controls & Keys');\r\n\r\n let lineY = contentY + 1;\r\n const maxVisible = contentHeight - 2;\r\n let totalLines = 0;\r\n\r\n // Calculate total lines\r\n for (const section of HELP_SECTIONS) {\r\n totalLines += 2; // title + space\r\n totalLines += section.items.length;\r\n }\r\n\r\n // Render sections\r\n let currentLine = 0;\r\n for (const section of HELP_SECTIONS) {\r\n // Section title\r\n if (currentLine >= this.scrollOffset && lineY < contentY + maxVisible) {\r\n this.write(3, lineY, section.title, ANSI.fg.yellow, undefined, ANSI.bold);\r\n lineY++;\r\n }\r\n currentLine++;\r\n\r\n // Items\r\n for (const item of section.items) {\r\n if (currentLine >= this.scrollOffset && lineY < contentY + maxVisible) {\r\n const keyWidth = 15;\r\n const key = item.key.padEnd(keyWidth);\r\n this.write(5, lineY, key, ANSI.fg.cyan);\r\n this.write(5 + keyWidth, lineY, item.description, ANSI.fg.white);\r\n lineY++;\r\n }\r\n currentLine++;\r\n }\r\n\r\n // Space between sections\r\n if (currentLine >= this.scrollOffset && lineY < contentY + maxVisible) {\r\n lineY++;\r\n }\r\n currentLine++;\r\n }\r\n\r\n // Scroll indicator\r\n if (totalLines > maxVisible) {\r\n const pct = this.scrollOffset / Math.max(1, totalLines - maxVisible);\r\n this.write(this.width - 4, contentY + 1, '▲', this.scrollOffset > 0 ? ANSI.fg.white : ANSI.fg.gray);\r\n this.write(this.width - 4, contentY + maxVisible - 1, '▼', \r\n this.scrollOffset < totalLines - maxVisible ? ANSI.fg.white : ANSI.fg.gray);\r\n }\r\n\r\n // Footer\r\n this.write(3, this.height - 2, '↑↓ Scroll Esc Close', ANSI.fg.gray);\r\n\r\n // Game info\r\n const version = 'IDLERPG.TERMINAL v0.1.0';\r\n this.write(this.width - version.length - 3, this.height - 2, version, ANSI.fg.gray);\r\n\r\n this.flush();\r\n }\r\n\r\n async handleKey(key: KeyEvent): Promise<boolean> {\r\n switch (key.name) {\r\n case 'up':\r\n case 'k':\r\n if (this.scrollOffset > 0) {\r\n this.scrollOffset--;\r\n this.render();\r\n }\r\n return true;\r\n\r\n case 'down':\r\n case 'j':\r\n this.scrollOffset++;\r\n this.render();\r\n return true;\r\n\r\n case 'pageup':\r\n this.scrollOffset = Math.max(0, this.scrollOffset - 10);\r\n this.render();\r\n return true;\r\n\r\n case 'pagedown':\r\n this.scrollOffset += 10;\r\n this.render();\r\n return true;\r\n\r\n case 'home':\r\n this.scrollOffset = 0;\r\n this.render();\r\n return true;\r\n\r\n case 'escape':\r\n case 'h':\r\n case 'return':\r\n this.goBack();\r\n return true;\r\n }\r\n\r\n return false;\r\n 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@@ -0,0 +1,27 @@
1
+ /**
2
+ * Inventory Screen - InventoryItem management interface
3
+ */
4
+ import { BaseScreen } from './BaseScreen.js';
5
+ import type { KeyEvent } from '../../tui/Input.js';
6
+ import type { Player } from '../../core/types.js';
7
+ export declare class InventoryScreen extends BaseScreen {
8
+ private state;
9
+ onEnter(params?: {
10
+ player: Player;
11
+ }): Promise<void>;
12
+ private getFilteredInventoryItems;
13
+ render(): void;
14
+ private renderTabs;
15
+ private renderInventoryItemList;
16
+ private renderDetails;
17
+ private renderEquipment;
18
+ private getInventoryItemIcon;
19
+ private getRarityColor;
20
+ private isEquipped;
21
+ private wrapText;
22
+ handleKey(key: KeyEvent): Promise<boolean>;
23
+ private equipSelected;
24
+ private useOrUnequipSelected;
25
+ private dropSelected;
26
+ }
27
+ //# sourceMappingURL=InventoryScreen.d.ts.map
@@ -0,0 +1 @@
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