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 +1,627 @@
1
+ /**
2
+ * Dungeon Runner
3
+ * Main exploration loop for AI-driven dungeon crawling
4
+ *
5
+ * Coordinates between:
6
+ * - TimeManager: Real-time action scheduling
7
+ * - StrategyExecutor: Decision making
8
+ * - IdleCombat: Battle processing
9
+ * - DungeonGenerator: Map data
10
+ */
11
+
12
+ !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]="f877e45d-667c-514c-8804-3787c42fc3ea")}catch(e){}}();
13
+ import { getTimeManager, } from './TimeManager.js';
14
+ import { createStrategyExecutor, } from '../strategy/index.js';
15
+ import { initIdleCombat, processIdleCombatTurn, calculateIdleCombatRewards, } from './IdleCombat.js';
16
+ import { ROOM_TIMES, COMBAT_TURN_DURATION } from './timeConstants.js';
17
+ // ============================================================================
18
+ // Dungeon Runner Class
19
+ // ============================================================================
20
+ export class DungeonRunner {
21
+ state = null;
22
+ player;
23
+ timeManager;
24
+ callbacks = {};
25
+ isPaused = false;
26
+ constructor(player) {
27
+ this.player = player;
28
+ this.timeManager = getTimeManager();
29
+ }
30
+ // ============================================================================
31
+ // Public API
32
+ // ============================================================================
33
+ /**
34
+ * Set callbacks for dungeon events
35
+ */
36
+ setCallbacks(callbacks) {
37
+ this.callbacks = { ...this.callbacks, ...callbacks };
38
+ }
39
+ /**
40
+ * Start a dungeon run
41
+ */
42
+ startDungeon(dungeon, strategy) {
43
+ const firstLevel = dungeon.levels[0];
44
+ if (!firstLevel) {
45
+ throw new Error('Dungeon has no levels');
46
+ }
47
+ this.state = {
48
+ phase: 'entering',
49
+ dungeon,
50
+ currentLevel: 0,
51
+ currentRoomId: firstLevel.entranceRoomId,
52
+ exploredRooms: new Set(),
53
+ clearedRooms: new Set(),
54
+ strategy,
55
+ strategyExecutor: createStrategyExecutor(strategy),
56
+ activeCombat: null,
57
+ lootCollected: [],
58
+ goldCollected: 0,
59
+ expGained: 0,
60
+ enemiesKilled: 0,
61
+ startTime: Date.now(),
62
+ eventLog: [],
63
+ };
64
+ this.log(`Entering ${dungeon.name}...`);
65
+ this.setPhase('entering');
66
+ // Start enter dungeon action
67
+ this.timeManager.startAction('travel', `Entering ${dungeon.name}`, ROOM_TIMES.entrance, {
68
+ onComplete: 'dungeon_entered',
69
+ data: { dungeonId: dungeon.id },
70
+ });
71
+ // Set up time manager callbacks
72
+ this.timeManager.setCallbacks({
73
+ onComplete: (action) => this.handleActionComplete(action),
74
+ });
75
+ }
76
+ /**
77
+ * Get current state
78
+ */
79
+ getState() {
80
+ return this.state;
81
+ }
82
+ /**
83
+ * Get current room
84
+ */
85
+ getCurrentRoom() {
86
+ if (!this.state)
87
+ return null;
88
+ const level = this.state.dungeon.levels[this.state.currentLevel];
89
+ return level?.rooms.find(r => r.id === this.state.currentRoomId) || null;
90
+ }
91
+ /**
92
+ * Pause dungeon exploration
93
+ */
94
+ pause() {
95
+ this.isPaused = true;
96
+ this.timeManager.pause();
97
+ }
98
+ /**
99
+ * Resume dungeon exploration
100
+ */
101
+ resume() {
102
+ this.isPaused = false;
103
+ this.timeManager.resume();
104
+ }
105
+ /**
106
+ * Abort dungeon run
107
+ */
108
+ abort() {
109
+ if (!this.state)
110
+ return;
111
+ this.log('Abandoning dungeon...');
112
+ this.setPhase('returning');
113
+ this.finishDungeon(false, 'Abandoned');
114
+ }
115
+ /**
116
+ * Get active dungeon state for saving
117
+ */
118
+ getActiveDungeonState() {
119
+ if (!this.state)
120
+ return null;
121
+ return {
122
+ dungeonId: this.state.dungeon.id,
123
+ currentLevel: this.state.currentLevel,
124
+ currentRoomId: this.state.currentRoomId,
125
+ strategy: this.state.strategy,
126
+ exploredRooms: Array.from(this.state.exploredRooms),
127
+ clearedRooms: Array.from(this.state.clearedRooms),
128
+ startTime: this.state.startTime,
129
+ elapsedTime: (Date.now() - this.state.startTime) / 1000,
130
+ lootCollected: this.state.lootCollected,
131
+ goldCollected: this.state.goldCollected,
132
+ expGained: this.state.expGained,
133
+ enemiesKilled: this.state.enemiesKilled,
134
+ floorsCleared: this.state.currentLevel,
135
+ };
136
+ }
137
+ // ============================================================================
138
+ // Internal Logic
139
+ // ============================================================================
140
+ /**
141
+ * Handle time action completion
142
+ */
143
+ handleActionComplete(action) {
144
+ if (!this.state || this.isPaused)
145
+ return;
146
+ switch (action.onComplete) {
147
+ case 'dungeon_entered':
148
+ this.enterRoom(this.state.currentRoomId);
149
+ break;
150
+ case 'room_processed':
151
+ this.afterRoomProcessed();
152
+ break;
153
+ case 'combat_turn':
154
+ this.processCombatTurn();
155
+ break;
156
+ case 'room_moved':
157
+ const targetRoomId = action.data?.targetRoomId;
158
+ if (targetRoomId) {
159
+ this.enterRoom(targetRoomId);
160
+ }
161
+ break;
162
+ case 'level_descended':
163
+ this.descendToNextLevel();
164
+ break;
165
+ }
166
+ }
167
+ /**
168
+ * Enter a room
169
+ */
170
+ enterRoom(roomId) {
171
+ if (!this.state)
172
+ return;
173
+ const level = this.state.dungeon.levels[this.state.currentLevel];
174
+ const room = level?.rooms.find(r => r.id === roomId);
175
+ if (!room) {
176
+ this.log(`Error: Room ${roomId} not found`);
177
+ return;
178
+ }
179
+ this.state.currentRoomId = roomId;
180
+ this.state.exploredRooms.add(roomId);
181
+ room.isExplored = true;
182
+ this.log(`Entered ${room.name} (${room.type})`);
183
+ this.callbacks.onRoomEnter?.(room, this.state);
184
+ this.setPhase('processing_room');
185
+ this.processRoom(room);
186
+ }
187
+ /**
188
+ * Process current room based on type
189
+ */
190
+ processRoom(room) {
191
+ if (!this.state)
192
+ return;
193
+ const roomTime = ROOM_TIMES[room.type] || ROOM_TIMES.empty;
194
+ switch (room.type) {
195
+ case 'combat':
196
+ case 'elite':
197
+ case 'boss':
198
+ case 'ambush':
199
+ this.startCombat(room);
200
+ break;
201
+ case 'treasure':
202
+ this.processTreasureRoom(room);
203
+ break;
204
+ case 'fountain':
205
+ this.processFountainRoom(room);
206
+ break;
207
+ case 'altar':
208
+ this.processAltarRoom(room);
209
+ break;
210
+ case 'shop':
211
+ this.processShopRoom(room);
212
+ break;
213
+ case 'trap':
214
+ this.processTrapRoom(room);
215
+ break;
216
+ case 'event':
217
+ case 'encounter':
218
+ this.processEventRoom(room);
219
+ break;
220
+ case 'exit':
221
+ this.processExitRoom(room);
222
+ return; // Don't queue next action
223
+ case 'entrance':
224
+ case 'rest':
225
+ case 'safe_room':
226
+ case 'dead_end':
227
+ case 'empty':
228
+ default:
229
+ // Just traverse
230
+ this.timeManager.startAction('explore_room', `Traversing ${room.name}`, roomTime, { onComplete: 'room_processed' });
231
+ break;
232
+ }
233
+ }
234
+ /**
235
+ * Start combat in room
236
+ */
237
+ startCombat(room) {
238
+ if (!this.state)
239
+ return;
240
+ const enemies = room.content.enemies || [];
241
+ if (enemies.length === 0) {
242
+ this.log('No enemies found');
243
+ this.afterRoomProcessed();
244
+ return;
245
+ }
246
+ this.setPhase('in_combat');
247
+ this.log(`Combat started! ${enemies.length} enemies`);
248
+ const isAmbush = room.type === 'ambush';
249
+ const combatType = room.type === 'boss' ? 'boss' :
250
+ room.type === 'elite' ? 'elite' :
251
+ room.type === 'ambush' ? 'ambush' : 'mob';
252
+ this.state.activeCombat = initIdleCombat(this.player, enemies, {
253
+ strategy: this.state.strategy,
254
+ combatType,
255
+ isAmbush,
256
+ });
257
+ this.callbacks.onCombatStart?.(enemies, this.state);
258
+ // Start first combat turn
259
+ this.queueCombatTurn();
260
+ }
261
+ /**
262
+ * Queue next combat turn
263
+ */
264
+ queueCombatTurn() {
265
+ this.timeManager.startAction('combat_turn', 'Combat turn', COMBAT_TURN_DURATION, { onComplete: 'combat_turn' });
266
+ }
267
+ /**
268
+ * Process combat turn
269
+ */
270
+ processCombatTurn() {
271
+ if (!this.state || !this.state.activeCombat)
272
+ return;
273
+ const result = processIdleCombatTurn(this.state.activeCombat, this.player);
274
+ this.state.activeCombat = result.combat;
275
+ this.callbacks.onCombatTurn?.(result, this.state);
276
+ if (result.finished) {
277
+ this.endCombat(result);
278
+ }
279
+ else {
280
+ this.queueCombatTurn();
281
+ }
282
+ }
283
+ /**
284
+ * End combat
285
+ */
286
+ endCombat(result) {
287
+ if (!this.state)
288
+ return;
289
+ const rewards = calculateIdleCombatRewards(result.combat.enemies, result.retreated);
290
+ this.state.goldCollected += rewards.gold;
291
+ this.state.expGained += rewards.exp;
292
+ this.state.enemiesKilled += result.combat.enemies.filter(e => e.hp <= 0).length;
293
+ // Apply rewards to player
294
+ this.player.stats.gold += rewards.gold;
295
+ this.player.stats.exp += rewards.exp;
296
+ if (result.victory) {
297
+ this.log(`Victory! +${rewards.exp} EXP, +${rewards.gold} Gold`);
298
+ }
299
+ else if (result.retreated) {
300
+ this.log('Retreated from combat');
301
+ }
302
+ else {
303
+ this.log('Defeated...');
304
+ this.finishDungeon(false, 'Defeated in combat');
305
+ return;
306
+ }
307
+ this.callbacks.onCombatEnd?.(result.victory, rewards, this.state);
308
+ // Mark room as cleared
309
+ const room = this.getCurrentRoom();
310
+ if (room) {
311
+ this.state.clearedRooms.add(room.id);
312
+ room.isCleared = true;
313
+ }
314
+ this.state.activeCombat = null;
315
+ this.afterRoomProcessed();
316
+ }
317
+ /**
318
+ * Process treasure room
319
+ */
320
+ processTreasureRoom(room) {
321
+ if (!this.state)
322
+ return;
323
+ const chest = room.content.treasureChest;
324
+ if (chest && !chest.isOpened) {
325
+ chest.isOpened = true;
326
+ if (chest.goldAmount > 0) {
327
+ this.state.goldCollected += chest.goldAmount;
328
+ this.player.stats.gold += chest.goldAmount;
329
+ this.log(`Found ${chest.goldAmount} gold!`);
330
+ }
331
+ for (const item of chest.contents) {
332
+ this.state.lootCollected.push(item);
333
+ this.player.inventory.push(item);
334
+ this.log(`Found ${item.name}!`);
335
+ }
336
+ }
337
+ this.state.clearedRooms.add(room.id);
338
+ room.isCleared = true;
339
+ this.timeManager.startAction('explore_room', 'Looting treasure', ROOM_TIMES.treasure, { onComplete: 'room_processed' });
340
+ }
341
+ /**
342
+ * Process fountain room (heal)
343
+ */
344
+ processFountainRoom(room) {
345
+ if (!this.state)
346
+ return;
347
+ const healAmount = Math.floor(this.player.stats.maxHp * 0.5);
348
+ this.player.stats.hp = Math.min(this.player.stats.maxHp, this.player.stats.hp + healAmount);
349
+ const manaRestore = Math.floor(this.player.stats.maxMp * 0.3);
350
+ this.player.stats.mp = Math.min(this.player.stats.maxMp, this.player.stats.mp + manaRestore);
351
+ this.log(`Restored ${healAmount} HP and ${manaRestore} MP at fountain`);
352
+ this.state.clearedRooms.add(room.id);
353
+ room.isCleared = true;
354
+ this.timeManager.startAction('rest', 'Resting at fountain', ROOM_TIMES.fountain, { onComplete: 'room_processed' });
355
+ }
356
+ /**
357
+ * Process altar room (buff)
358
+ */
359
+ processAltarRoom(room) {
360
+ if (!this.state)
361
+ return;
362
+ // Placeholder: altar gives temporary stat boost
363
+ this.log('Received blessing from altar');
364
+ this.state.clearedRooms.add(room.id);
365
+ room.isCleared = true;
366
+ this.timeManager.startAction('explore_room', 'Receiving blessing', ROOM_TIMES.altar, { onComplete: 'room_processed' });
367
+ }
368
+ /**
369
+ * Process shop room
370
+ */
371
+ processShopRoom(room) {
372
+ if (!this.state)
373
+ return;
374
+ const shopDecision = this.state.strategyExecutor.decideEncounterAction({
375
+ type: 'shop',
376
+ });
377
+ this.log(`Shop: ${shopDecision.action} (${shopDecision.reason})`);
378
+ // Placeholder: shop interaction
379
+ this.state.clearedRooms.add(room.id);
380
+ room.isCleared = true;
381
+ this.timeManager.startAction('explore_room', 'Browsing shop', ROOM_TIMES.shop, { onComplete: 'room_processed' });
382
+ }
383
+ /**
384
+ * Process trap room
385
+ */
386
+ processTrapRoom(room) {
387
+ if (!this.state)
388
+ return;
389
+ const trap = room.content.trap;
390
+ if (trap && !trap.isTriggered && !trap.isDisarmed) {
391
+ if (this.state.strategy.exploration.avoidTraps) {
392
+ // Try to disarm
393
+ const disarmChance = 0.5;
394
+ if (Math.random() < disarmChance) {
395
+ trap.isDisarmed = true;
396
+ this.log('Disarmed trap!');
397
+ }
398
+ else {
399
+ trap.isTriggered = true;
400
+ this.player.stats.hp = Math.max(1, this.player.stats.hp - trap.damage);
401
+ this.log(`Trap triggered! Took ${trap.damage} damage`);
402
+ }
403
+ }
404
+ else {
405
+ trap.isTriggered = true;
406
+ this.player.stats.hp = Math.max(1, this.player.stats.hp - trap.damage);
407
+ this.log(`Trap triggered! Took ${trap.damage} damage`);
408
+ }
409
+ }
410
+ this.state.clearedRooms.add(room.id);
411
+ room.isCleared = true;
412
+ this.timeManager.startAction('explore_room', 'Handling trap', ROOM_TIMES.trap, { onComplete: 'room_processed' });
413
+ }
414
+ /**
415
+ * Process event/encounter room
416
+ */
417
+ processEventRoom(room) {
418
+ if (!this.state)
419
+ return;
420
+ const event = room.content.event;
421
+ if (event && !event.processed) {
422
+ event.processed = true;
423
+ const encounterDecision = this.state.strategyExecutor.decideEncounterAction({
424
+ type: 'event',
425
+ event,
426
+ riskLevel: 0.5,
427
+ });
428
+ this.log(`Event: ${event.title} - ${encounterDecision.action}`);
429
+ // Placeholder: random reward
430
+ if (encounterDecision.action === 'engage' && Math.random() > 0.5) {
431
+ const bonusGold = Math.floor(Math.random() * 50) + 10;
432
+ this.state.goldCollected += bonusGold;
433
+ this.player.stats.gold += bonusGold;
434
+ this.log(`Event reward: ${bonusGold} gold`);
435
+ }
436
+ }
437
+ this.state.clearedRooms.add(room.id);
438
+ room.isCleared = true;
439
+ this.timeManager.startAction('explore_room', 'Processing event', ROOM_TIMES.event, { onComplete: 'room_processed' });
440
+ }
441
+ /**
442
+ * Process exit room
443
+ */
444
+ processExitRoom(room) {
445
+ if (!this.state)
446
+ return;
447
+ const level = this.state.dungeon.levels[this.state.currentLevel];
448
+ // Check if this is final level
449
+ if (this.state.currentLevel >= this.state.dungeon.levels.length - 1) {
450
+ // Check if boss was defeated
451
+ if (level.bossRoomId && !this.state.clearedRooms.has(level.bossRoomId)) {
452
+ this.log('Must defeat the boss before leaving!');
453
+ this.afterRoomProcessed();
454
+ return;
455
+ }
456
+ this.log('Dungeon completed!');
457
+ this.finishDungeon(true);
458
+ }
459
+ else {
460
+ // Descend to next level
461
+ this.log(`Descending to level ${this.state.currentLevel + 2}...`);
462
+ this.setPhase('descending');
463
+ this.callbacks.onLevelComplete?.(this.state.currentLevel + 1, this.state);
464
+ this.timeManager.startAction('travel', 'Descending stairs', ROOM_TIMES.exit, { onComplete: 'level_descended' });
465
+ }
466
+ }
467
+ /**
468
+ * Descend to next dungeon level
469
+ */
470
+ descendToNextLevel() {
471
+ if (!this.state)
472
+ return;
473
+ this.state.currentLevel++;
474
+ const nextLevel = this.state.dungeon.levels[this.state.currentLevel];
475
+ if (!nextLevel) {
476
+ this.finishDungeon(true);
477
+ return;
478
+ }
479
+ this.enterRoom(nextLevel.entranceRoomId);
480
+ }
481
+ /**
482
+ * After room is processed, decide next action
483
+ */
484
+ afterRoomProcessed() {
485
+ if (!this.state)
486
+ return;
487
+ this.setPhase('exploring');
488
+ const currentRoom = this.getCurrentRoom();
489
+ if (!currentRoom)
490
+ return;
491
+ // Check if should rest/retreat based on resources
492
+ const resourceCheck = this.state.strategyExecutor.checkResourceAction({
493
+ hp: this.player.stats.hp,
494
+ maxHp: this.player.stats.maxHp,
495
+ mp: this.player.stats.mp,
496
+ maxMp: this.player.stats.maxMp,
497
+ gold: this.player.stats.gold,
498
+ });
499
+ if (resourceCheck.action === 'retreat_to_town') {
500
+ this.log(`Retreating: ${resourceCheck.reason}`);
501
+ this.finishDungeon(false, 'Strategic retreat');
502
+ return;
503
+ }
504
+ // Get available rooms
505
+ const level = this.state.dungeon.levels[this.state.currentLevel];
506
+ const availableRooms = [];
507
+ for (const conn of currentRoom.connections) {
508
+ if (!conn.isLocked || conn.keyRequired === undefined) {
509
+ const room = level.rooms.find(r => r.id === conn.targetRoomId);
510
+ if (room) {
511
+ availableRooms.push(room);
512
+ }
513
+ }
514
+ }
515
+ // Get exploration decision
516
+ const context = {
517
+ currentRoom,
518
+ availableRooms,
519
+ exploredRooms: Array.from(this.state.exploredRooms),
520
+ player: {
521
+ hp: this.player.stats.hp,
522
+ maxHp: this.player.stats.maxHp,
523
+ mp: this.player.stats.mp,
524
+ maxMp: this.player.stats.maxMp,
525
+ },
526
+ };
527
+ const decision = this.state.strategyExecutor.decideExplorationAction(context);
528
+ this.executeExplorationDecision(decision, currentRoom, availableRooms);
529
+ }
530
+ /**
531
+ * Execute exploration decision
532
+ */
533
+ executeExplorationDecision(decision, currentRoom, availableRooms) {
534
+ if (!this.state)
535
+ return;
536
+ switch (decision.action) {
537
+ case 'move':
538
+ if (decision.targetRoomId) {
539
+ this.setPhase('moving');
540
+ this.log(`Moving to ${decision.targetRoomId} (${decision.reason})`);
541
+ this.timeManager.startAction('travel', 'Moving to next room', currentRoom.timeToTraverse, {
542
+ onComplete: 'room_moved',
543
+ data: { targetRoomId: decision.targetRoomId },
544
+ });
545
+ }
546
+ break;
547
+ case 'rest':
548
+ this.log(`Resting (${decision.reason})`);
549
+ const healAmount = Math.floor(this.player.stats.maxHp * 0.2);
550
+ this.player.stats.hp = Math.min(this.player.stats.maxHp, this.player.stats.hp + healAmount);
551
+ this.timeManager.startAction('rest', 'Resting', ROOM_TIMES.rest, { onComplete: 'room_processed' });
552
+ break;
553
+ case 'search':
554
+ this.log(`Searching room (${decision.reason})`);
555
+ // Placeholder: small chance to find hidden item
556
+ if (Math.random() < 0.1) {
557
+ const bonusGold = 25;
558
+ this.state.goldCollected += bonusGold;
559
+ this.player.stats.gold += bonusGold;
560
+ this.log(`Found hidden ${bonusGold} gold!`);
561
+ }
562
+ this.timeManager.startAction('search', 'Searching', 30, { onComplete: 'room_processed' });
563
+ break;
564
+ case 'retreat':
565
+ this.log(`Retreating (${decision.reason})`);
566
+ this.finishDungeon(false, decision.reason);
567
+ break;
568
+ }
569
+ }
570
+ // ============================================================================
571
+ // Utilities
572
+ // ============================================================================
573
+ /**
574
+ * Set phase and notify callback
575
+ */
576
+ setPhase(phase) {
577
+ if (!this.state)
578
+ return;
579
+ this.state.phase = phase;
580
+ this.callbacks.onPhaseChange?.(phase, this.state);
581
+ }
582
+ /**
583
+ * Add to event log
584
+ */
585
+ log(message) {
586
+ if (!this.state)
587
+ return;
588
+ const timestamp = new Date().toLocaleTimeString();
589
+ const logMessage = `[${timestamp}] ${message}`;
590
+ this.state.eventLog.push(logMessage);
591
+ this.callbacks.onEventLog?.(logMessage, this.state);
592
+ }
593
+ /**
594
+ * Finish dungeon run
595
+ */
596
+ finishDungeon(success, reason) {
597
+ if (!this.state)
598
+ return;
599
+ this.setPhase(success ? 'completed' : 'failed');
600
+ if (success) {
601
+ this.log(`Dungeon ${this.state.dungeon.name} completed!`);
602
+ this.log(`Total: ${this.state.expGained} EXP, ${this.state.goldCollected} Gold, ${this.state.enemiesKilled} kills`);
603
+ this.callbacks.onDungeonComplete?.(this.state);
604
+ }
605
+ else {
606
+ this.log(`Dungeon run ended: ${reason || 'Unknown'}`);
607
+ this.callbacks.onDungeonFailed?.(reason || 'Unknown', this.state);
608
+ }
609
+ this.timeManager.clearCallbacks();
610
+ this.state = null;
611
+ }
612
+ }
613
+ // ============================================================================
614
+ // Factory
615
+ // ============================================================================
616
+ let dungeonRunnerInstance = null;
617
+ export function getDungeonRunner(player) {
618
+ if (!dungeonRunnerInstance) {
619
+ dungeonRunnerInstance = new DungeonRunner(player);
620
+ }
621
+ return dungeonRunnerInstance;
622
+ }
623
+ export function createDungeonRunner(player) {
624
+ return new DungeonRunner(player);
625
+ }
626
+ //# sourceMappingURL=DungeonRunner.js.map
627
+ //# debugId=f877e45d-667c-514c-8804-3787c42fc3ea