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 +1,326 @@
1
+ /**
2
+ * Inventory Screen - InventoryItem management 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]="ea162e57-1954-50c6-9e4b-e83243d66dfa")}catch(e){}}();
6
+ import { BaseScreen } from './BaseScreen.js';
7
+ import { ANSI } from '../../tui/Screen.js';
8
+ const TABS = [
9
+ { id: 'all', label: 'All', shortcut: '1' },
10
+ { id: 'weapons', label: 'Weapons', shortcut: '2' },
11
+ { id: 'armor', label: 'Armor', shortcut: '3' },
12
+ { id: 'consumables', label: 'Consumables', shortcut: '4' },
13
+ { id: 'materials', label: 'Materials', shortcut: '5' },
14
+ ];
15
+ export class InventoryScreen extends BaseScreen {
16
+ state = {
17
+ player: null,
18
+ activeTab: 0,
19
+ selectedIndex: 0,
20
+ scrollOffset: 0,
21
+ };
22
+ async onEnter(params) {
23
+ await super.onEnter();
24
+ if (params) {
25
+ this.state.player = params.player;
26
+ }
27
+ this.state.selectedIndex = 0;
28
+ this.state.scrollOffset = 0;
29
+ }
30
+ getFilteredInventoryItems() {
31
+ if (!this.state.player)
32
+ return [];
33
+ const items = this.state.player.inventory;
34
+ const tab = TABS[this.state.activeTab];
35
+ switch (tab.id) {
36
+ case 'weapons':
37
+ return items.filter(i => i.type === 'weapon');
38
+ case 'armor':
39
+ return items.filter(i => i.type === 'armor');
40
+ case 'consumables':
41
+ return items.filter(i => i.type === 'consumable');
42
+ case 'materials':
43
+ return items.filter(i => i.type === 'material');
44
+ default:
45
+ return items;
46
+ }
47
+ }
48
+ render() {
49
+ this.clear();
50
+ if (!this.state.player)
51
+ return;
52
+ // Header
53
+ this.drawBox(0, 0, this.width, 3, '', true);
54
+ this.write(2, 1, 'INVENTORY', ANSI.fg.cyan, undefined, ANSI.bold);
55
+ this.write(this.width - 15, 1, 'Esc to close', ANSI.fg.gray);
56
+ // Tabs
57
+ this.renderTabs(1, 3);
58
+ // Main content split: items (left) + details (right)
59
+ const detailWidth = Math.min(35, Math.floor(this.width * 0.4));
60
+ const listWidth = this.width - detailWidth - 3;
61
+ const contentY = 5;
62
+ const contentHeight = this.height - 8;
63
+ this.renderInventoryItemList(1, contentY, listWidth, contentHeight);
64
+ this.renderDetails(listWidth + 2, contentY, detailWidth, contentHeight);
65
+ // Equipment summary at bottom
66
+ this.renderEquipment(1, this.height - 3, this.width - 2);
67
+ this.flush();
68
+ }
69
+ renderTabs(x, y) {
70
+ let tabX = x;
71
+ for (let i = 0; i < TABS.length; i++) {
72
+ const tab = TABS[i];
73
+ const isActive = i === this.state.activeTab;
74
+ const fg = isActive ? ANSI.fg.black : ANSI.fg.white;
75
+ const bg = isActive ? ANSI.bg.cyan : undefined;
76
+ const label = `[${tab.shortcut}] ${tab.label}`;
77
+ this.write(tabX, y, ` ${label} `, fg, bg);
78
+ tabX += label.length + 3;
79
+ }
80
+ }
81
+ renderInventoryItemList(x, y, w, h) {
82
+ this.drawBox(x, y, w, h, 'InventoryItems');
83
+ const items = this.getFilteredInventoryItems();
84
+ const maxVisible = h - 2;
85
+ if (items.length === 0) {
86
+ this.write(x + 2, y + 2, 'No items', ANSI.fg.gray);
87
+ return;
88
+ }
89
+ for (let i = 0; i < Math.min(items.length, maxVisible); i++) {
90
+ const itemIndex = this.state.scrollOffset + i;
91
+ if (itemIndex >= items.length)
92
+ break;
93
+ const item = items[itemIndex];
94
+ const isSelected = itemIndex === this.state.selectedIndex;
95
+ const fg = isSelected ? ANSI.fg.black : ANSI.fg.white;
96
+ const bg = isSelected ? ANSI.bg.cyan : undefined;
97
+ const icon = this.getInventoryItemIcon(item);
98
+ const equipped = this.isEquipped(item) ? ' [E]' : '';
99
+ const label = `${icon} ${item.name}${equipped}`;
100
+ this.write(x + 1, y + 1 + i, isSelected ? '▸' : ' ', ANSI.fg.yellow);
101
+ this.write(x + 3, y + 1 + i, label.slice(0, w - 5).padEnd(w - 5), fg, bg);
102
+ }
103
+ // Scroll indicator
104
+ if (items.length > maxVisible) {
105
+ const pct = this.state.scrollOffset / (items.length - maxVisible);
106
+ const barHeight = Math.max(1, Math.floor(maxVisible * (maxVisible / items.length)));
107
+ const barPos = Math.floor(pct * (maxVisible - barHeight));
108
+ for (let i = 0; i < maxVisible; i++) {
109
+ const char = i >= barPos && i < barPos + barHeight ? '█' : '░';
110
+ this.write(x + w - 2, y + 1 + i, char, ANSI.fg.gray);
111
+ }
112
+ }
113
+ }
114
+ renderDetails(x, y, w, h) {
115
+ this.drawBox(x, y, w, h, 'Details');
116
+ const items = this.getFilteredInventoryItems();
117
+ const item = items[this.state.selectedIndex];
118
+ if (!item) {
119
+ this.write(x + 2, y + 2, 'Select an item', ANSI.fg.gray);
120
+ return;
121
+ }
122
+ let lineY = y + 1;
123
+ // Name
124
+ this.write(x + 2, lineY++, item.name, ANSI.fg.yellow, undefined, ANSI.bold);
125
+ lineY++;
126
+ // Type
127
+ this.write(x + 2, lineY++, `Type: ${item.type}`, ANSI.fg.gray);
128
+ lineY++;
129
+ // Stats for weapons/armor (including rarity)
130
+ if (item.type === 'weapon') {
131
+ const weapon = item;
132
+ const rarityColor = this.getRarityColor(weapon.rarity);
133
+ this.write(x + 2, lineY++, `Rarity: ${weapon.rarity}`, rarityColor);
134
+ this.write(x + 2, lineY++, `Attack: ${weapon.baseAttack}`, ANSI.fg.red);
135
+ this.write(x + 2, lineY++, `Durability: ${weapon.durability}/${weapon.maxDurability}`, ANSI.fg.white);
136
+ }
137
+ if (item.type === 'armor') {
138
+ const armor = item;
139
+ const rarityColor = this.getRarityColor(armor.rarity);
140
+ this.write(x + 2, lineY++, `Rarity: ${armor.rarity}`, rarityColor);
141
+ this.write(x + 2, lineY++, `Defense: ${armor.baseDefense}`, ANSI.fg.blue);
142
+ }
143
+ // Description
144
+ if (item.description) {
145
+ lineY++;
146
+ const lines = this.wrapText(item.description, w - 4);
147
+ for (const line of lines.slice(0, 5)) {
148
+ this.write(x + 2, lineY++, line, ANSI.fg.gray);
149
+ }
150
+ }
151
+ // Actions
152
+ lineY = y + h - 4;
153
+ this.write(x + 2, lineY++, '─'.repeat(w - 4), ANSI.fg.gray);
154
+ if (this.isEquipped(item)) {
155
+ this.write(x + 2, lineY++, '[U] Unequip', ANSI.fg.white);
156
+ }
157
+ else if (item.type === 'weapon' || item.type === 'armor') {
158
+ this.write(x + 2, lineY++, '[E] Equip', ANSI.fg.white);
159
+ }
160
+ if (item.type === 'consumable') {
161
+ this.write(x + 2, lineY++, '[U] Use', ANSI.fg.white);
162
+ }
163
+ this.write(x + 2, lineY++, '[D] Drop', ANSI.fg.red);
164
+ }
165
+ renderEquipment(x, y, w) {
166
+ if (!this.state.player)
167
+ return;
168
+ const eq = this.state.player.equipment;
169
+ const weapon = eq.weapon ? `⚔ ${eq.weapon.name}` : '⚔ (none)';
170
+ const armor = eq.armor ? `🛡 ${eq.armor.name}` : '🛡 (none)';
171
+ const accessory = eq.accessory ? `💎 ${eq.accessory.name}` : '💎 (none)';
172
+ this.write(x, y, `Equipped: ${weapon} ${armor} ${accessory}`, ANSI.fg.gray);
173
+ }
174
+ getInventoryItemIcon(item) {
175
+ switch (item.type) {
176
+ case 'weapon': return '⚔';
177
+ case 'armor': return '🛡';
178
+ case 'consumable': return '🧪';
179
+ case 'material': return '📦';
180
+ default: return '•';
181
+ }
182
+ }
183
+ getRarityColor(rarity) {
184
+ switch (rarity.toLowerCase()) {
185
+ case 'common': return ANSI.fg.white;
186
+ case 'uncommon': return ANSI.fg.green;
187
+ case 'rare': return ANSI.fg.blue;
188
+ case 'epic': return ANSI.fg.magenta;
189
+ case 'legendary': return ANSI.fg.yellow;
190
+ default: return ANSI.fg.gray;
191
+ }
192
+ }
193
+ isEquipped(item) {
194
+ if (!this.state.player)
195
+ return false;
196
+ const eq = this.state.player.equipment;
197
+ return eq.weapon?.id === item.id || eq.armor?.id === item.id || eq.accessory?.id === item.id;
198
+ }
199
+ wrapText(text, maxWidth) {
200
+ const words = text.split(' ');
201
+ const lines = [];
202
+ let currentLine = '';
203
+ for (const word of words) {
204
+ if (currentLine.length + word.length + 1 <= maxWidth) {
205
+ currentLine += (currentLine ? ' ' : '') + word;
206
+ }
207
+ else {
208
+ if (currentLine)
209
+ lines.push(currentLine);
210
+ currentLine = word;
211
+ }
212
+ }
213
+ if (currentLine)
214
+ lines.push(currentLine);
215
+ return lines;
216
+ }
217
+ async handleKey(key) {
218
+ const items = this.getFilteredInventoryItems();
219
+ // Tab switching
220
+ if (key.raw && /^[1-5]$/.test(key.raw)) {
221
+ this.state.activeTab = parseInt(key.raw) - 1;
222
+ this.state.selectedIndex = 0;
223
+ this.state.scrollOffset = 0;
224
+ this.render();
225
+ return true;
226
+ }
227
+ switch (key.name) {
228
+ case 'up':
229
+ case 'k':
230
+ if (this.state.selectedIndex > 0) {
231
+ this.state.selectedIndex--;
232
+ if (this.state.selectedIndex < this.state.scrollOffset) {
233
+ this.state.scrollOffset = this.state.selectedIndex;
234
+ }
235
+ }
236
+ this.render();
237
+ return true;
238
+ case 'down':
239
+ case 'j':
240
+ if (this.state.selectedIndex < items.length - 1) {
241
+ this.state.selectedIndex++;
242
+ const maxVisible = this.height - 10;
243
+ if (this.state.selectedIndex >= this.state.scrollOffset + maxVisible) {
244
+ this.state.scrollOffset = this.state.selectedIndex - maxVisible + 1;
245
+ }
246
+ }
247
+ this.render();
248
+ return true;
249
+ case 'left':
250
+ case 'h':
251
+ if (this.state.activeTab > 0) {
252
+ this.state.activeTab--;
253
+ this.state.selectedIndex = 0;
254
+ this.state.scrollOffset = 0;
255
+ this.render();
256
+ }
257
+ return true;
258
+ case 'right':
259
+ case 'l':
260
+ if (this.state.activeTab < TABS.length - 1) {
261
+ this.state.activeTab++;
262
+ this.state.selectedIndex = 0;
263
+ this.state.scrollOffset = 0;
264
+ this.render();
265
+ }
266
+ return true;
267
+ case 'e':
268
+ // Equip
269
+ this.equipSelected();
270
+ return true;
271
+ case 'u':
272
+ // Unequip or Use
273
+ this.useOrUnequipSelected();
274
+ return true;
275
+ case 'd':
276
+ // Drop
277
+ this.dropSelected();
278
+ return true;
279
+ case 'escape':
280
+ case 'i':
281
+ this.goBack();
282
+ return true;
283
+ }
284
+ return false;
285
+ }
286
+ equipSelected() {
287
+ const items = this.getFilteredInventoryItems();
288
+ const item = items[this.state.selectedIndex];
289
+ if (!item || !this.state.player)
290
+ return;
291
+ if (item.type === 'weapon' || item.type === 'armor') {
292
+ this.bus.dispatch('inventory:equip', { itemId: item.id, slot: item.type });
293
+ this.toast(`Equipped ${item.name}`, 'success');
294
+ this.render();
295
+ }
296
+ }
297
+ useOrUnequipSelected() {
298
+ const items = this.getFilteredInventoryItems();
299
+ const item = items[this.state.selectedIndex];
300
+ if (!item || !this.state.player)
301
+ return;
302
+ if (this.isEquipped(item)) {
303
+ this.bus.dispatch('inventory:unequip', { slot: item.type });
304
+ this.toast(`Unequipped ${item.name}`, 'info');
305
+ }
306
+ else if (item.type === 'consumable') {
307
+ this.bus.dispatch('inventory:remove', { itemId: item.id, count: 1 });
308
+ this.toast(`Used ${item.name}`, 'success');
309
+ }
310
+ this.render();
311
+ }
312
+ dropSelected() {
313
+ const items = this.getFilteredInventoryItems();
314
+ const item = items[this.state.selectedIndex];
315
+ if (!item)
316
+ return;
317
+ this.bus.dispatch('inventory:remove', { itemId: item.id, count: 1 });
318
+ this.toast(`Dropped ${item.name}`, 'warning');
319
+ if (this.state.selectedIndex >= items.length - 1) {
320
+ this.state.selectedIndex = Math.max(0, items.length - 2);
321
+ }
322
+ this.render();
323
+ }
324
+ }
325
+ //# sourceMappingURL=InventoryScreen.js.map
326
+ //# debugId=ea162e57-1954-50c6-9e4b-e83243d66dfa
@@ -0,0 +1 @@
1
+ {"version":3,"file":"InventoryScreen.js","sources":["app/screens/InventoryScreen.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Inventory Screen - InventoryItem management 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, InventoryItem, Weapon, Armor } from '../../core/types.js';\r\n\r\ninterface InventoryTab {\r\n id: string;\r\n label: string;\r\n shortcut: string;\r\n}\r\n\r\ninterface InventoryScreenState {\r\n player: Player | null;\r\n activeTab: number;\r\n selectedIndex: number;\r\n scrollOffset: number;\r\n}\r\n\r\nconst TABS: InventoryTab[] = [\r\n { id: 'all', label: 'All', shortcut: '1' },\r\n { id: 'weapons', label: 'Weapons', shortcut: '2' },\r\n { id: 'armor', label: 'Armor', shortcut: '3' },\r\n { id: 'consumables', label: 'Consumables', shortcut: '4' },\r\n { id: 'materials', label: 'Materials', shortcut: '5' },\r\n];\r\n\r\nexport class InventoryScreen extends BaseScreen {\r\n private state: InventoryScreenState = {\r\n player: null,\r\n activeTab: 0,\r\n selectedIndex: 0,\r\n scrollOffset: 0,\r\n };\r\n\r\n async onEnter(params?: { player: Player }): Promise<void> {\r\n await super.onEnter();\r\n if (params) {\r\n this.state.player = params.player;\r\n }\r\n this.state.selectedIndex = 0;\r\n this.state.scrollOffset = 0;\r\n }\r\n\r\n private getFilteredInventoryItems(): InventoryItem[] {\r\n if (!this.state.player) return [];\r\n \r\n const items = this.state.player.inventory;\r\n const tab = TABS[this.state.activeTab];\r\n\r\n switch (tab.id) {\r\n case 'weapons':\r\n return items.filter(i => i.type === 'weapon');\r\n case 'armor':\r\n return items.filter(i => i.type === 'armor');\r\n case 'consumables':\r\n return items.filter(i => i.type === 'consumable');\r\n case 'materials':\r\n return items.filter(i => i.type === 'material');\r\n default:\r\n return items;\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, 'INVENTORY', ANSI.fg.cyan, undefined, ANSI.bold);\r\n this.write(this.width - 15, 1, 'Esc to close', ANSI.fg.gray);\r\n\r\n // Tabs\r\n this.renderTabs(1, 3);\r\n\r\n // Main content split: items (left) + details (right)\r\n const detailWidth = Math.min(35, Math.floor(this.width * 0.4));\r\n const listWidth = this.width - detailWidth - 3;\r\n const contentY = 5;\r\n const contentHeight = this.height - 8;\r\n\r\n this.renderInventoryItemList(1, contentY, listWidth, contentHeight);\r\n this.renderDetails(listWidth + 2, contentY, detailWidth, contentHeight);\r\n\r\n // Equipment summary at bottom\r\n this.renderEquipment(1, this.height - 3, this.width - 2);\r\n\r\n this.flush();\r\n }\r\n\r\n private renderTabs(x: number, y: number): void {\r\n let tabX = x;\r\n for (let i = 0; i < TABS.length; i++) {\r\n const tab = TABS[i];\r\n const isActive = i === this.state.activeTab;\r\n const fg = isActive ? ANSI.fg.black : ANSI.fg.white;\r\n const bg = isActive ? ANSI.bg.cyan : undefined;\r\n\r\n const label = `[${tab.shortcut}] ${tab.label}`;\r\n this.write(tabX, y, ` ${label} `, fg, bg);\r\n tabX += label.length + 3;\r\n }\r\n }\r\n\r\n private renderInventoryItemList(x: number, y: number, w: number, h: number): void {\r\n this.drawBox(x, y, w, h, 'InventoryItems');\r\n\r\n const items = this.getFilteredInventoryItems();\r\n const maxVisible = h - 2;\r\n\r\n if (items.length === 0) {\r\n this.write(x + 2, y + 2, 'No items', ANSI.fg.gray);\r\n return;\r\n }\r\n\r\n for (let i = 0; i < Math.min(items.length, maxVisible); i++) {\r\n const itemIndex = this.state.scrollOffset + i;\r\n if (itemIndex >= items.length) break;\r\n\r\n const item = items[itemIndex];\r\n const isSelected = itemIndex === this.state.selectedIndex;\r\n const fg = isSelected ? ANSI.fg.black : ANSI.fg.white;\r\n const bg = isSelected ? ANSI.bg.cyan : undefined;\r\n\r\n const icon = this.getInventoryItemIcon(item);\r\n const equipped = this.isEquipped(item) ? ' [E]' : '';\r\n const label = `${icon} ${item.name}${equipped}`;\r\n\r\n this.write(x + 1, y + 1 + i, isSelected ? '▸' : ' ', ANSI.fg.yellow);\r\n this.write(x + 3, y + 1 + i, label.slice(0, w - 5).padEnd(w - 5), fg, bg);\r\n }\r\n\r\n // Scroll indicator\r\n if (items.length > maxVisible) {\r\n const pct = this.state.scrollOffset / (items.length - maxVisible);\r\n const barHeight = Math.max(1, Math.floor(maxVisible * (maxVisible / items.length)));\r\n const barPos = Math.floor(pct * (maxVisible - barHeight));\r\n \r\n for (let i = 0; i < maxVisible; i++) {\r\n const char = i >= barPos && i < barPos + barHeight ? '█' : '░';\r\n this.write(x + w - 2, y + 1 + i, char, ANSI.fg.gray);\r\n }\r\n }\r\n }\r\n\r\n private renderDetails(x: number, y: number, w: number, h: number): void {\r\n this.drawBox(x, y, w, h, 'Details');\r\n\r\n const items = this.getFilteredInventoryItems();\r\n const item = items[this.state.selectedIndex];\r\n\r\n if (!item) {\r\n this.write(x + 2, y + 2, 'Select an item', ANSI.fg.gray);\r\n return;\r\n }\r\n\r\n let lineY = y + 1;\r\n\r\n // Name\r\n this.write(x + 2, lineY++, item.name, ANSI.fg.yellow, undefined, ANSI.bold);\r\n lineY++;\r\n\r\n // Type\r\n this.write(x + 2, lineY++, `Type: ${item.type}`, ANSI.fg.gray);\r\n lineY++;\r\n\r\n // Stats for weapons/armor (including rarity)\r\n if (item.type === 'weapon') {\r\n const weapon = item as unknown as Weapon;\r\n const rarityColor = this.getRarityColor(weapon.rarity);\r\n this.write(x + 2, lineY++, `Rarity: ${weapon.rarity}`, rarityColor);\r\n this.write(x + 2, lineY++, `Attack: ${weapon.baseAttack}`, ANSI.fg.red);\r\n this.write(x + 2, lineY++, `Durability: ${weapon.durability}/${weapon.maxDurability}`, ANSI.fg.white);\r\n }\r\n\r\n if (item.type === 'armor') {\r\n const armor = item as unknown as Armor;\r\n const rarityColor = this.getRarityColor(armor.rarity);\r\n this.write(x + 2, lineY++, `Rarity: ${armor.rarity}`, rarityColor);\r\n this.write(x + 2, lineY++, `Defense: ${armor.baseDefense}`, ANSI.fg.blue);\r\n }\r\n\r\n // Description\r\n if (item.description) {\r\n lineY++;\r\n const lines = this.wrapText(item.description, w - 4);\r\n for (const line of lines.slice(0, 5)) {\r\n this.write(x + 2, lineY++, line, ANSI.fg.gray);\r\n }\r\n }\r\n\r\n // Actions\r\n lineY = y + h - 4;\r\n this.write(x + 2, lineY++, '─'.repeat(w - 4), ANSI.fg.gray);\r\n \r\n if (this.isEquipped(item)) {\r\n this.write(x + 2, lineY++, '[U] Unequip', ANSI.fg.white);\r\n } else if (item.type === 'weapon' || item.type === 'armor') {\r\n this.write(x + 2, lineY++, '[E] Equip', ANSI.fg.white);\r\n }\r\n if (item.type === 'consumable') {\r\n this.write(x + 2, lineY++, '[U] Use', ANSI.fg.white);\r\n }\r\n this.write(x + 2, lineY++, '[D] Drop', ANSI.fg.red);\r\n }\r\n\r\n private renderEquipment(x: number, y: number, w: number): void {\r\n if (!this.state.player) return;\r\n\r\n const eq = this.state.player.equipment;\r\n const weapon = eq.weapon ? `⚔ ${eq.weapon.name}` : '⚔ (none)';\r\n const armor = eq.armor ? `🛡 ${eq.armor.name}` : '🛡 (none)';\r\n const accessory = eq.accessory ? `💎 ${eq.accessory.name}` : '💎 (none)';\r\n\r\n this.write(x, y, `Equipped: ${weapon} ${armor} ${accessory}`, ANSI.fg.gray);\r\n }\r\n\r\n private getInventoryItemIcon(item: InventoryItem): string {\r\n switch (item.type) {\r\n case 'weapon': return '⚔';\r\n case 'armor': return '🛡';\r\n case 'consumable': return '🧪';\r\n case 'material': return '📦';\r\n default: return '•';\r\n }\r\n }\r\n\r\n private getRarityColor(rarity: string): string {\r\n switch (rarity.toLowerCase()) {\r\n case 'common': return ANSI.fg.white;\r\n case 'uncommon': return ANSI.fg.green;\r\n case 'rare': return ANSI.fg.blue;\r\n case 'epic': return ANSI.fg.magenta;\r\n case 'legendary': return ANSI.fg.yellow;\r\n default: return ANSI.fg.gray;\r\n }\r\n }\r\n\r\n private isEquipped(item: InventoryItem): boolean {\r\n if (!this.state.player) return false;\r\n const eq = this.state.player.equipment;\r\n return eq.weapon?.id === item.id || eq.armor?.id === item.id || eq.accessory?.id === item.id;\r\n }\r\n\r\n private wrapText(text: string, maxWidth: number): string[] {\r\n const words = text.split(' ');\r\n const lines: string[] = [];\r\n let currentLine = '';\r\n\r\n for (const word of words) {\r\n if (currentLine.length + word.length + 1 <= maxWidth) {\r\n currentLine += (currentLine ? ' ' : '') + word;\r\n } else {\r\n if (currentLine) lines.push(currentLine);\r\n currentLine = word;\r\n }\r\n }\r\n if (currentLine) lines.push(currentLine);\r\n\r\n return lines;\r\n }\r\n\r\n async handleKey(key: KeyEvent): Promise<boolean> {\r\n const items = this.getFilteredInventoryItems();\r\n\r\n // Tab switching\r\n if (key.raw && /^[1-5]$/.test(key.raw)) {\r\n this.state.activeTab = parseInt(key.raw) - 1;\r\n this.state.selectedIndex = 0;\r\n this.state.scrollOffset = 0;\r\n this.render();\r\n return true;\r\n }\r\n\r\n switch (key.name) {\r\n case 'up':\r\n case 'k':\r\n if (this.state.selectedIndex > 0) {\r\n this.state.selectedIndex--;\r\n if (this.state.selectedIndex < this.state.scrollOffset) {\r\n this.state.scrollOffset = this.state.selectedIndex;\r\n }\r\n }\r\n this.render();\r\n return true;\r\n\r\n case 'down':\r\n case 'j':\r\n if (this.state.selectedIndex < items.length - 1) {\r\n this.state.selectedIndex++;\r\n const maxVisible = this.height - 10;\r\n if (this.state.selectedIndex >= this.state.scrollOffset + maxVisible) {\r\n this.state.scrollOffset = this.state.selectedIndex - maxVisible + 1;\r\n }\r\n }\r\n this.render();\r\n return true;\r\n\r\n case 'left':\r\n case 'h':\r\n if (this.state.activeTab > 0) {\r\n this.state.activeTab--;\r\n this.state.selectedIndex = 0;\r\n this.state.scrollOffset = 0;\r\n this.render();\r\n }\r\n return true;\r\n\r\n case 'right':\r\n case 'l':\r\n if (this.state.activeTab < TABS.length - 1) {\r\n this.state.activeTab++;\r\n this.state.selectedIndex = 0;\r\n this.state.scrollOffset = 0;\r\n this.render();\r\n }\r\n return true;\r\n\r\n case 'e':\r\n // Equip\r\n this.equipSelected();\r\n return true;\r\n\r\n case 'u':\r\n // Unequip or Use\r\n this.useOrUnequipSelected();\r\n return true;\r\n\r\n case 'd':\r\n // Drop\r\n this.dropSelected();\r\n return true;\r\n\r\n case 'escape':\r\n case 'i':\r\n this.goBack();\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private equipSelected(): void {\r\n const items = this.getFilteredInventoryItems();\r\n const item = items[this.state.selectedIndex];\r\n if (!item || !this.state.player) return;\r\n\r\n if (item.type === 'weapon' || item.type === 'armor') {\r\n this.bus.dispatch('inventory:equip', { itemId: item.id, slot: item.type });\r\n this.toast(`Equipped ${item.name}`, 'success');\r\n this.render();\r\n }\r\n }\r\n\r\n private useOrUnequipSelected(): void {\r\n const items = this.getFilteredInventoryItems();\r\n const item = items[this.state.selectedIndex];\r\n if (!item || !this.state.player) return;\r\n\r\n if (this.isEquipped(item)) {\r\n this.bus.dispatch('inventory:unequip', { slot: item.type });\r\n this.toast(`Unequipped ${item.name}`, 'info');\r\n } else if (item.type === 'consumable') {\r\n this.bus.dispatch('inventory:remove', { itemId: item.id, count: 1 });\r\n this.toast(`Used ${item.name}`, 'success');\r\n }\r\n this.render();\r\n }\r\n\r\n private dropSelected(): void {\r\n const items = this.getFilteredInventoryItems();\r\n const item = items[this.state.selectedIndex];\r\n if (!item) return;\r\n\r\n this.bus.dispatch('inventory:remove', { itemId: item.id, count: 1 });\r\n this.toast(`Dropped ${item.name}`, 'warning');\r\n \r\n if (this.state.selectedIndex >= items.length - 1) {\r\n this.state.selectedIndex = Math.max(0, items.length - 2);\r\n }\r\n this.render();\r\n 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@@ -0,0 +1,24 @@
1
+ /**
2
+ * Prologue Screen - Displays the game's opening story
3
+ * Text appears line by line with dramatic pauses
4
+ */
5
+ import { BaseScreen } from './BaseScreen.js';
6
+ import type { KeyEvent } from '../../tui/Input.js';
7
+ export declare class PrologueScreen extends BaseScreen {
8
+ private state;
9
+ private resolveComplete;
10
+ private lineTimer;
11
+ onEnter(): Promise<void>;
12
+ onLeave(): Promise<void>;
13
+ private stopTimer;
14
+ private startTextReveal;
15
+ private revealNextLine;
16
+ private skipToEnd;
17
+ render(): void;
18
+ handleKey(key: KeyEvent): Promise<boolean>;
19
+ /**
20
+ * Wait for prologue to complete
21
+ */
22
+ waitForComplete(): Promise<void>;
23
+ }
24
+ //# sourceMappingURL=PrologueScreen.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"PrologueScreen.d.ts","sourceRoot":"/","sources":["app/screens/PrologueScreen.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAE7C,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,oBAAoB,CAAC;AAiDnD,qBAAa,cAAe,SAAQ,UAAU;IAC5C,OAAO,CAAC,KAAK,CAKX;IAEF,OAAO,CAAC,eAAe,CAA6B;IACpD,OAAO,CAAC,SAAS,CAA+B;IAE1C,OAAO,IAAI,OAAO,CAAC,IAAI,CAAC;IAWxB,OAAO,IAAI,OAAO,CAAC,IAAI,CAAC;IAK9B,OAAO,CAAC,SAAS;IAOjB,OAAO,CAAC,eAAe;IAIvB,OAAO,CAAC,cAAc;IA2BtB,OAAO,CAAC,SAAS;IAQjB,MAAM,IAAI,IAAI;IAsCR,SAAS,CAAC,GAAG,EAAE,QAAQ,GAAG,OAAO,CAAC,OAAO,CAAC;IA0BhD;;OAEG;IACH,eAAe,IAAI,OAAO,CAAC,IAAI,CAAC;CAKjC"}
@@ -0,0 +1,176 @@
1
+ /**
2
+ * Prologue Screen - Displays the game's opening story
3
+ * Text appears line by line with dramatic pauses
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]="de45e5cd-5c54-5c5c-93a0-e3f6c94e6eb8")}catch(e){}}();
7
+ import { BaseScreen } from './BaseScreen.js';
8
+ import { ANSI } from '../../tui/Screen.js';
9
+ /**
10
+ * Story lines for the prologue
11
+ */
12
+ const PROLOGUE_LINES = [
13
+ '',
14
+ 'On a distant island, far from the troubles of the mainland...',
15
+ '',
16
+ 'A young adventurer received their guild certification today.',
17
+ '',
18
+ 'They are now, officially, a licensed adventurer.',
19
+ '',
20
+ '* * *',
21
+ '',
22
+ 'But on the continent of Midland...',
23
+ '',
24
+ 'Monsters have ravaged the land for half a century.',
25
+ '',
26
+ 'They pour forth from dungeons scattered across the realm.',
27
+ '',
28
+ 'Where they tread, nothing survives.',
29
+ '',
30
+ '* * *',
31
+ '',
32
+ 'Little do the people know...',
33
+ '',
34
+ 'This adventurer will one day defeat the Demon Lord',
35
+ 'hidden in the deepest darkness of Midland.',
36
+ '',
37
+ 'One day, they will become everyone\'s hero.',
38
+ '',
39
+ '* * *',
40
+ '',
41
+ 'But that day is not today.',
42
+ '',
43
+ 'Today, they simply walk into a tavern...',
44
+ '',
45
+ 'And drink to their destiny.',
46
+ '',
47
+ ];
48
+ export class PrologueScreen extends BaseScreen {
49
+ state = {
50
+ currentLine: 0,
51
+ displayedLines: [],
52
+ isComplete: false,
53
+ isSkipping: false,
54
+ };
55
+ resolveComplete = null;
56
+ lineTimer = null;
57
+ async onEnter() {
58
+ await super.onEnter();
59
+ this.state = {
60
+ currentLine: 0,
61
+ displayedLines: [],
62
+ isComplete: false,
63
+ isSkipping: false,
64
+ };
65
+ this.startTextReveal();
66
+ }
67
+ async onLeave() {
68
+ this.stopTimer();
69
+ await super.onLeave();
70
+ }
71
+ stopTimer() {
72
+ if (this.lineTimer) {
73
+ clearTimeout(this.lineTimer);
74
+ this.lineTimer = null;
75
+ }
76
+ }
77
+ startTextReveal() {
78
+ this.revealNextLine();
79
+ }
80
+ revealNextLine() {
81
+ if (this.state.currentLine >= PROLOGUE_LINES.length) {
82
+ this.state.isComplete = true;
83
+ this.render();
84
+ return;
85
+ }
86
+ // Add next line
87
+ this.state.displayedLines.push(PROLOGUE_LINES[this.state.currentLine]);
88
+ this.state.currentLine++;
89
+ this.render();
90
+ // Schedule next line
91
+ const currentLine = PROLOGUE_LINES[this.state.currentLine - 1];
92
+ let delay = 1500; // Default delay
93
+ if (currentLine === '') {
94
+ delay = 500; // Shorter for empty lines
95
+ }
96
+ else if (currentLine === '* * *') {
97
+ delay = 2000; // Longer pause for section breaks
98
+ }
99
+ else if (this.state.isSkipping) {
100
+ delay = 50; // Very fast when skipping
101
+ }
102
+ this.lineTimer = setTimeout(() => this.revealNextLine(), delay);
103
+ }
104
+ skipToEnd() {
105
+ this.stopTimer();
106
+ this.state.displayedLines = [...PROLOGUE_LINES];
107
+ this.state.currentLine = PROLOGUE_LINES.length;
108
+ this.state.isComplete = true;
109
+ this.render();
110
+ }
111
+ render() {
112
+ this.clear();
113
+ const centerX = Math.floor(this.width / 2);
114
+ // Calculate starting Y to center the text vertically
115
+ const visibleLines = this.state.displayedLines.slice(-20); // Show last 20 lines
116
+ const startY = Math.max(3, Math.floor((this.height - visibleLines.length) / 2) - 2);
117
+ // Render displayed lines
118
+ visibleLines.forEach((line, index) => {
119
+ const x = centerX - Math.floor(line.length / 2);
120
+ const y = startY + index;
121
+ // Use different colors for different content
122
+ let color = ANSI.fg.white;
123
+ if (line === '* * *') {
124
+ color = ANSI.fg.gray;
125
+ }
126
+ else if (line.includes('Demon Lord') || line.includes('hero')) {
127
+ color = ANSI.fg.yellow;
128
+ }
129
+ else if (line.includes('Monsters') || line.includes('nothing survives')) {
130
+ color = ANSI.fg.red;
131
+ }
132
+ this.write(Math.max(2, x), y, line, color);
133
+ });
134
+ // Footer
135
+ const footerY = this.height - 2;
136
+ if (this.state.isComplete) {
137
+ this.writeCentered(footerY, '[ Press ENTER to begin your adventure ]', ANSI.fg.cyan, undefined, ANSI.bold);
138
+ }
139
+ else {
140
+ this.writeCentered(footerY, '[ Press SPACE to skip ]', ANSI.fg.gray);
141
+ }
142
+ this.flush();
143
+ }
144
+ async handleKey(key) {
145
+ if (key.name === 'return' && this.state.isComplete) {
146
+ // Complete - proceed to game
147
+ if (this.resolveComplete) {
148
+ this.resolveComplete();
149
+ }
150
+ return true;
151
+ }
152
+ if (key.name === 'space' && !this.state.isComplete) {
153
+ // Skip to end
154
+ this.skipToEnd();
155
+ return true;
156
+ }
157
+ if (key.name === 'escape') {
158
+ // Also allow escape to skip
159
+ if (!this.state.isComplete) {
160
+ this.skipToEnd();
161
+ }
162
+ return true;
163
+ }
164
+ return true;
165
+ }
166
+ /**
167
+ * Wait for prologue to complete
168
+ */
169
+ waitForComplete() {
170
+ return new Promise((resolve) => {
171
+ this.resolveComplete = resolve;
172
+ });
173
+ }
174
+ }
175
+ //# sourceMappingURL=PrologueScreen.js.map
176
+ //# debugId=de45e5cd-5c54-5c5c-93a0-e3f6c94e6eb8
@@ -0,0 +1 @@
1
+ {"version":3,"file":"PrologueScreen.js","sources":["app/screens/PrologueScreen.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Prologue Screen - Displays the game's opening story\r\n * Text appears line by line with dramatic pauses\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\n\r\n/**\r\n * Story lines for the prologue\r\n */\r\nconst PROLOGUE_LINES = [\r\n '',\r\n 'On a distant island, far from the troubles of the mainland...',\r\n '',\r\n 'A young adventurer received their guild certification today.',\r\n '',\r\n 'They are now, officially, a licensed adventurer.',\r\n '',\r\n '* * *',\r\n '',\r\n 'But on the continent of Midland...',\r\n '',\r\n 'Monsters have ravaged the land for half a century.',\r\n '',\r\n 'They pour forth from dungeons scattered across the realm.',\r\n '',\r\n 'Where they tread, nothing survives.',\r\n '',\r\n '* * *',\r\n '',\r\n 'Little do the people know...',\r\n '',\r\n 'This adventurer will one day defeat the Demon Lord',\r\n 'hidden in the deepest darkness of Midland.',\r\n '',\r\n 'One day, they will become everyone\\'s hero.',\r\n '',\r\n '* * *',\r\n '',\r\n 'But that day is not today.',\r\n '',\r\n 'Today, they simply walk into a tavern...',\r\n '',\r\n 'And drink to their destiny.',\r\n '',\r\n];\r\n\r\ninterface PrologueState {\r\n currentLine: number;\r\n displayedLines: string[];\r\n isComplete: boolean;\r\n isSkipping: boolean;\r\n}\r\n\r\nexport class PrologueScreen extends BaseScreen {\r\n private state: PrologueState = {\r\n currentLine: 0,\r\n displayedLines: [],\r\n isComplete: false,\r\n isSkipping: false,\r\n };\r\n\r\n private resolveComplete: (() => void) | null = null;\r\n private lineTimer: NodeJS.Timeout | null = null;\r\n\r\n async onEnter(): Promise<void> {\r\n await super.onEnter();\r\n this.state = {\r\n currentLine: 0,\r\n displayedLines: [],\r\n isComplete: false,\r\n isSkipping: false,\r\n };\r\n this.startTextReveal();\r\n }\r\n\r\n async onLeave(): Promise<void> {\r\n this.stopTimer();\r\n await super.onLeave();\r\n }\r\n\r\n private stopTimer(): void {\r\n if (this.lineTimer) {\r\n clearTimeout(this.lineTimer);\r\n this.lineTimer = null;\r\n }\r\n }\r\n\r\n private startTextReveal(): void {\r\n this.revealNextLine();\r\n }\r\n\r\n private revealNextLine(): void {\r\n if (this.state.currentLine >= PROLOGUE_LINES.length) {\r\n this.state.isComplete = true;\r\n this.render();\r\n return;\r\n }\r\n\r\n // Add next line\r\n this.state.displayedLines.push(PROLOGUE_LINES[this.state.currentLine]);\r\n this.state.currentLine++;\r\n this.render();\r\n\r\n // Schedule next line\r\n const currentLine = PROLOGUE_LINES[this.state.currentLine - 1];\r\n let delay = 1500; // Default delay\r\n\r\n if (currentLine === '') {\r\n delay = 500; // Shorter for empty lines\r\n } else if (currentLine === '* * *') {\r\n delay = 2000; // Longer pause for section breaks\r\n } else if (this.state.isSkipping) {\r\n delay = 50; // Very fast when skipping\r\n }\r\n\r\n this.lineTimer = setTimeout(() => this.revealNextLine(), delay);\r\n }\r\n\r\n private skipToEnd(): void {\r\n this.stopTimer();\r\n this.state.displayedLines = [...PROLOGUE_LINES];\r\n this.state.currentLine = PROLOGUE_LINES.length;\r\n this.state.isComplete = true;\r\n this.render();\r\n }\r\n\r\n render(): void {\r\n this.clear();\r\n\r\n const centerX = Math.floor(this.width / 2);\r\n\r\n // Calculate starting Y to center the text vertically\r\n const visibleLines = this.state.displayedLines.slice(-20); // Show last 20 lines\r\n const startY = Math.max(3, Math.floor((this.height - visibleLines.length) / 2) - 2);\r\n\r\n // Render displayed lines\r\n visibleLines.forEach((line, index) => {\r\n const x = centerX - Math.floor(line.length / 2);\r\n const y = startY + index;\r\n\r\n // Use different colors for different content\r\n let color = ANSI.fg.white;\r\n if (line === '* * *') {\r\n color = ANSI.fg.gray;\r\n } else if (line.includes('Demon Lord') || line.includes('hero')) {\r\n color = ANSI.fg.yellow;\r\n } else if (line.includes('Monsters') || line.includes('nothing survives')) {\r\n color = ANSI.fg.red;\r\n }\r\n\r\n this.write(Math.max(2, x), y, line, color);\r\n });\r\n\r\n // Footer\r\n const footerY = this.height - 2;\r\n if (this.state.isComplete) {\r\n this.writeCentered(footerY, '[ Press ENTER to begin your adventure ]', ANSI.fg.cyan, undefined, ANSI.bold);\r\n } else {\r\n this.writeCentered(footerY, '[ Press SPACE to skip ]', ANSI.fg.gray);\r\n }\r\n\r\n this.flush();\r\n }\r\n\r\n async handleKey(key: KeyEvent): Promise<boolean> {\r\n if (key.name === 'return' && this.state.isComplete) {\r\n // Complete - proceed to game\r\n if (this.resolveComplete) {\r\n this.resolveComplete();\r\n }\r\n return true;\r\n }\r\n\r\n if (key.name === 'space' && !this.state.isComplete) {\r\n // Skip to end\r\n this.skipToEnd();\r\n return true;\r\n }\r\n\r\n if (key.name === 'escape') {\r\n // Also allow escape to skip\r\n if (!this.state.isComplete) {\r\n this.skipToEnd();\r\n }\r\n return true;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Wait for prologue to complete\r\n */\r\n waitForComplete(): Promise<void> {\r\n return new Promise((resolve) => {\r\n this.resolveComplete = resolve;\r\n });\r\n 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@@ -0,0 +1,42 @@
1
+ /**
2
+ * Title Screen - Game entry point with ASCII art and login flow
3
+ */
4
+ import { BaseScreen } from './BaseScreen.js';
5
+ import type { KeyEvent } from '../../tui/Input.js';
6
+ export declare class TitleScreen extends BaseScreen {
7
+ private state;
8
+ private resolveInput;
9
+ private spinnerInterval;
10
+ onEnter(): Promise<void>;
11
+ onLeave(): Promise<void>;
12
+ private startSpinner;
13
+ private stopSpinner;
14
+ private getSpinner;
15
+ render(): void;
16
+ private renderInitState;
17
+ private renderGeneratingState;
18
+ private renderWaitingState;
19
+ private renderAuthenticatingState;
20
+ private renderSuccessState;
21
+ private renderErrorState;
22
+ private renderNameInputState;
23
+ handleKey(key: KeyEvent): Promise<boolean>;
24
+ private handleInitKey;
25
+ private handleWaitingKey;
26
+ private handleErrorKey;
27
+ private handleNameInput;
28
+ /**
29
+ * Start the login process
30
+ */
31
+ private startLogin;
32
+ private sleep;
33
+ /**
34
+ * Wait for login and player name
35
+ */
36
+ waitForName(): Promise<string>;
37
+ /**
38
+ * Set player name directly
39
+ */
40
+ setPlayerName(name: string): void;
41
+ }
42
+ //# sourceMappingURL=TitleScreen.d.ts.map
@@ -0,0 +1 @@
1
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