idlerpg.sh 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +171 -0
- package/dist/affix/AffixRegistry.d.ts +68 -0
- package/dist/affix/AffixRegistry.d.ts.map +1 -0
- package/dist/affix/AffixRegistry.js +245 -0
- package/dist/affix/AffixRegistry.js.map +1 -0
- package/dist/affix/PluginLoader.d.ts +66 -0
- package/dist/affix/PluginLoader.d.ts.map +1 -0
- package/dist/affix/PluginLoader.js +321 -0
- package/dist/affix/PluginLoader.js.map +1 -0
- package/dist/affix/builtin.d.ts +6 -0
- package/dist/affix/builtin.d.ts.map +1 -0
- package/dist/affix/builtin.js +311 -0
- package/dist/affix/builtin.js.map +1 -0
- package/dist/affix/index.d.ts +8 -0
- package/dist/affix/index.d.ts.map +1 -0
- package/dist/affix/index.js +11 -0
- package/dist/affix/index.js.map +1 -0
- package/dist/affix/types.d.ts +152 -0
- package/dist/affix/types.d.ts.map +1 -0
- package/dist/affix/types.js +8 -0
- package/dist/affix/types.js.map +1 -0
- package/dist/ai/PlayKitClient.d.ts +208 -0
- package/dist/ai/PlayKitClient.d.ts.map +1 -0
- package/dist/ai/PlayKitClient.js +721 -0
- package/dist/ai/PlayKitClient.js.map +1 -0
- package/dist/ai/index.d.ts +5 -0
- package/dist/ai/index.d.ts.map +1 -0
- package/dist/ai/index.js +8 -0
- package/dist/ai/index.js.map +1 -0
- package/dist/app/App.d.ts +85 -0
- package/dist/app/App.d.ts.map +1 -0
- package/dist/app/App.js +296 -0
- package/dist/app/App.js.map +1 -0
- package/dist/app/EventBus.d.ts +222 -0
- package/dist/app/EventBus.d.ts.map +1 -0
- package/dist/app/EventBus.js +88 -0
- package/dist/app/EventBus.js.map +1 -0
- package/dist/app/Keybind.d.ts +83 -0
- package/dist/app/Keybind.d.ts.map +1 -0
- package/dist/app/Keybind.js +184 -0
- package/dist/app/Keybind.js.map +1 -0
- package/dist/app/Router.d.ts +123 -0
- package/dist/app/Router.d.ts.map +1 -0
- package/dist/app/Router.js +142 -0
- package/dist/app/Router.js.map +1 -0
- package/dist/app/ScreenManager.d.ts +97 -0
- package/dist/app/ScreenManager.d.ts.map +1 -0
- package/dist/app/ScreenManager.js +216 -0
- package/dist/app/ScreenManager.js.map +1 -0
- package/dist/app/index.d.ts +14 -0
- package/dist/app/index.d.ts.map +1 -0
- package/dist/app/index.js +19 -0
- package/dist/app/index.js.map +1 -0
- package/dist/app/screens/BaseScreen.d.ts +101 -0
- package/dist/app/screens/BaseScreen.d.ts.map +1 -0
- package/dist/app/screens/BaseScreen.js +132 -0
- package/dist/app/screens/BaseScreen.js.map +1 -0
- package/dist/app/screens/CharacterCreationScreen.d.ts +42 -0
- package/dist/app/screens/CharacterCreationScreen.d.ts.map +1 -0
- package/dist/app/screens/CharacterCreationScreen.js +467 -0
- package/dist/app/screens/CharacterCreationScreen.js.map +1 -0
- package/dist/app/screens/CombatScreen.d.ts +30 -0
- package/dist/app/screens/CombatScreen.d.ts.map +1 -0
- package/dist/app/screens/CombatScreen.js +309 -0
- package/dist/app/screens/CombatScreen.js.map +1 -0
- package/dist/app/screens/DialogScreen.d.ts +29 -0
- package/dist/app/screens/DialogScreen.d.ts.map +1 -0
- package/dist/app/screens/DialogScreen.js +295 -0
- package/dist/app/screens/DialogScreen.js.map +1 -0
- package/dist/app/screens/ExploreScreen.d.ts +50 -0
- package/dist/app/screens/ExploreScreen.d.ts.map +1 -0
- package/dist/app/screens/ExploreScreen.js +308 -0
- package/dist/app/screens/ExploreScreen.js.map +1 -0
- package/dist/app/screens/HelpScreen.d.ts +12 -0
- package/dist/app/screens/HelpScreen.d.ts.map +1 -0
- package/dist/app/screens/HelpScreen.js +155 -0
- package/dist/app/screens/HelpScreen.js.map +1 -0
- package/dist/app/screens/InventoryScreen.d.ts +27 -0
- package/dist/app/screens/InventoryScreen.d.ts.map +1 -0
- package/dist/app/screens/InventoryScreen.js +326 -0
- package/dist/app/screens/InventoryScreen.js.map +1 -0
- package/dist/app/screens/PrologueScreen.d.ts +24 -0
- package/dist/app/screens/PrologueScreen.d.ts.map +1 -0
- package/dist/app/screens/PrologueScreen.js +176 -0
- package/dist/app/screens/PrologueScreen.js.map +1 -0
- package/dist/app/screens/TitleScreen.d.ts +42 -0
- package/dist/app/screens/TitleScreen.d.ts.map +1 -0
- package/dist/app/screens/TitleScreen.js +380 -0
- package/dist/app/screens/TitleScreen.js.map +1 -0
- package/dist/app/screens/TravelScreen.d.ts +22 -0
- package/dist/app/screens/TravelScreen.d.ts.map +1 -0
- package/dist/app/screens/TravelScreen.js +122 -0
- package/dist/app/screens/TravelScreen.js.map +1 -0
- package/dist/app/screens/index.d.ts +14 -0
- package/dist/app/screens/index.d.ts.map +1 -0
- package/dist/app/screens/index.js +17 -0
- package/dist/app/screens/index.js.map +1 -0
- package/dist/commands/CommandRegistry.d.ts +91 -0
- package/dist/commands/CommandRegistry.d.ts.map +1 -0
- package/dist/commands/CommandRegistry.js +159 -0
- package/dist/commands/CommandRegistry.js.map +1 -0
- package/dist/commands/index.d.ts +7 -0
- package/dist/commands/index.d.ts.map +1 -0
- package/dist/commands/index.js +10 -0
- package/dist/commands/index.js.map +1 -0
- package/dist/core/Actor.d.ts +103 -0
- package/dist/core/Actor.d.ts.map +1 -0
- package/dist/core/Actor.js +409 -0
- package/dist/core/Actor.js.map +1 -0
- package/dist/core/Combat.d.ts +37 -0
- package/dist/core/Combat.d.ts.map +1 -0
- package/dist/core/Combat.js +294 -0
- package/dist/core/Combat.js.map +1 -0
- package/dist/core/DungeonRunner.d.ts +169 -0
- package/dist/core/DungeonRunner.d.ts.map +1 -0
- package/dist/core/DungeonRunner.js +627 -0
- package/dist/core/DungeonRunner.js.map +1 -0
- package/dist/core/Game.d.ts +133 -0
- package/dist/core/Game.d.ts.map +1 -0
- package/dist/core/Game.js +644 -0
- package/dist/core/Game.js.map +1 -0
- package/dist/core/IdleCombat.d.ts +61 -0
- package/dist/core/IdleCombat.d.ts.map +1 -0
- package/dist/core/IdleCombat.js +461 -0
- package/dist/core/IdleCombat.js.map +1 -0
- package/dist/core/IdleGameManager.d.ts +198 -0
- package/dist/core/IdleGameManager.d.ts.map +1 -0
- package/dist/core/IdleGameManager.js +688 -0
- package/dist/core/IdleGameManager.js.map +1 -0
- package/dist/core/IdleSaveManager.d.ts +109 -0
- package/dist/core/IdleSaveManager.d.ts.map +1 -0
- package/dist/core/IdleSaveManager.js +296 -0
- package/dist/core/IdleSaveManager.js.map +1 -0
- package/dist/core/NewGameFlowManager.d.ts +64 -0
- package/dist/core/NewGameFlowManager.d.ts.map +1 -0
- package/dist/core/NewGameFlowManager.js +153 -0
- package/dist/core/NewGameFlowManager.js.map +1 -0
- package/dist/core/Player.d.ts +65 -0
- package/dist/core/Player.d.ts.map +1 -0
- package/dist/core/Player.js +261 -0
- package/dist/core/Player.js.map +1 -0
- package/dist/core/RoomHandlers.d.ts +75 -0
- package/dist/core/RoomHandlers.d.ts.map +1 -0
- package/dist/core/RoomHandlers.js +383 -0
- package/dist/core/RoomHandlers.js.map +1 -0
- package/dist/core/SaveManager.d.ts +84 -0
- package/dist/core/SaveManager.d.ts.map +1 -0
- package/dist/core/SaveManager.js +281 -0
- package/dist/core/SaveManager.js.map +1 -0
- package/dist/core/SaveMigration.d.ts +69 -0
- package/dist/core/SaveMigration.d.ts.map +1 -0
- package/dist/core/SaveMigration.js +408 -0
- package/dist/core/SaveMigration.js.map +1 -0
- package/dist/core/StateAdapter.d.ts +79 -0
- package/dist/core/StateAdapter.d.ts.map +1 -0
- package/dist/core/StateAdapter.js +397 -0
- package/dist/core/StateAdapter.js.map +1 -0
- package/dist/core/Team.d.ts +145 -0
- package/dist/core/Team.d.ts.map +1 -0
- package/dist/core/Team.js +371 -0
- package/dist/core/Team.js.map +1 -0
- package/dist/core/TeamCombat.d.ts +88 -0
- package/dist/core/TeamCombat.d.ts.map +1 -0
- package/dist/core/TeamCombat.js +405 -0
- package/dist/core/TeamCombat.js.map +1 -0
- package/dist/core/TeamDungeonRunner.d.ts +186 -0
- package/dist/core/TeamDungeonRunner.d.ts.map +1 -0
- package/dist/core/TeamDungeonRunner.js +758 -0
- package/dist/core/TeamDungeonRunner.js.map +1 -0
- package/dist/core/TimeManager.d.ts +114 -0
- package/dist/core/TimeManager.d.ts.map +1 -0
- package/dist/core/TimeManager.js +318 -0
- package/dist/core/TimeManager.js.map +1 -0
- package/dist/core/index.d.ts +9 -0
- package/dist/core/index.d.ts.map +1 -0
- package/dist/core/index.js +12 -0
- package/dist/core/index.js.map +1 -0
- package/dist/core/timeConstants.d.ts +135 -0
- package/dist/core/timeConstants.d.ts.map +1 -0
- package/dist/core/timeConstants.js +157 -0
- package/dist/core/timeConstants.js.map +1 -0
- package/dist/core/types.d.ts +780 -0
- package/dist/core/types.d.ts.map +1 -0
- package/dist/core/types.js +16 -0
- package/dist/core/types.js.map +1 -0
- package/dist/data/continents/index.d.ts +163 -0
- package/dist/data/continents/index.d.ts.map +1 -0
- package/dist/data/continents/index.js +31 -0
- package/dist/data/continents/index.js.map +1 -0
- package/dist/data/continents/verdantia.d.ts +294 -0
- package/dist/data/continents/verdantia.d.ts.map +1 -0
- package/dist/data/continents/verdantia.js +327 -0
- package/dist/data/continents/verdantia.js.map +1 -0
- package/dist/handlers/DialogHandler.d.ts +95 -0
- package/dist/handlers/DialogHandler.d.ts.map +1 -0
- package/dist/handlers/DialogHandler.js +450 -0
- package/dist/handlers/DialogHandler.js.map +1 -0
- package/dist/handlers/SaveLoadHandler.d.ts +60 -0
- package/dist/handlers/SaveLoadHandler.d.ts.map +1 -0
- package/dist/handlers/SaveLoadHandler.js +187 -0
- package/dist/handlers/SaveLoadHandler.js.map +1 -0
- package/dist/handlers/TitleScreenHandler.d.ts +43 -0
- package/dist/handlers/TitleScreenHandler.d.ts.map +1 -0
- package/dist/handlers/TitleScreenHandler.js +508 -0
- package/dist/handlers/TitleScreenHandler.js.map +1 -0
- package/dist/handlers/WorkshopHandler.d.ts +75 -0
- package/dist/handlers/WorkshopHandler.d.ts.map +1 -0
- package/dist/handlers/WorkshopHandler.js +401 -0
- package/dist/handlers/WorkshopHandler.js.map +1 -0
- package/dist/handlers/index.d.ts +12 -0
- package/dist/handlers/index.d.ts.map +1 -0
- package/dist/handlers/index.js +14 -0
- package/dist/handlers/index.js.map +1 -0
- package/dist/handlers/types.d.ts +34 -0
- package/dist/handlers/types.d.ts.map +1 -0
- package/dist/handlers/types.js +8 -0
- package/dist/handlers/types.js.map +1 -0
- package/dist/i18n/en.d.ts +3 -0
- package/dist/i18n/en.d.ts.map +1 -0
- package/dist/i18n/en.js +130 -0
- package/dist/i18n/en.js.map +1 -0
- package/dist/i18n/index.d.ts +40 -0
- package/dist/i18n/index.d.ts.map +1 -0
- package/dist/i18n/index.js +105 -0
- package/dist/i18n/index.js.map +1 -0
- package/dist/i18n/types.d.ts +133 -0
- package/dist/i18n/types.d.ts.map +1 -0
- package/dist/i18n/types.js +8 -0
- package/dist/i18n/types.js.map +1 -0
- package/dist/i18n/zh.d.ts +3 -0
- package/dist/i18n/zh.d.ts.map +1 -0
- package/dist/i18n/zh.js +130 -0
- package/dist/i18n/zh.js.map +1 -0
- package/dist/instrument.d.ts +8 -0
- package/dist/instrument.d.ts.map +1 -0
- package/dist/instrument.js +33 -0
- package/dist/instrument.js.map +1 -0
- package/dist/main-new.d.ts +12 -0
- package/dist/main-new.d.ts.map +1 -0
- package/dist/main-new.js +32 -0
- package/dist/main-new.js.map +1 -0
- package/dist/main.d.ts +7 -0
- package/dist/main.d.ts.map +1 -0
- package/dist/main.js +2816 -0
- package/dist/main.js.map +1 -0
- package/dist/map/ContinentManager.d.ts +88 -0
- package/dist/map/ContinentManager.d.ts.map +1 -0
- package/dist/map/ContinentManager.js +241 -0
- package/dist/map/ContinentManager.js.map +1 -0
- package/dist/map/DungeonGenerator.d.ts +32 -0
- package/dist/map/DungeonGenerator.d.ts.map +1 -0
- package/dist/map/DungeonGenerator.js +615 -0
- package/dist/map/DungeonGenerator.js.map +1 -0
- package/dist/map/MapGenerator.d.ts +27 -0
- package/dist/map/MapGenerator.d.ts.map +1 -0
- package/dist/map/MapGenerator.js +485 -0
- package/dist/map/MapGenerator.js.map +1 -0
- package/dist/map/index.d.ts +5 -0
- package/dist/map/index.d.ts.map +1 -0
- package/dist/map/index.js +8 -0
- package/dist/map/index.js.map +1 -0
- package/dist/npc/NPCGenerator.d.ts +68 -0
- package/dist/npc/NPCGenerator.d.ts.map +1 -0
- package/dist/npc/NPCGenerator.js +468 -0
- package/dist/npc/NPCGenerator.js.map +1 -0
- package/dist/npc/NPCManager.d.ts +86 -0
- package/dist/npc/NPCManager.d.ts.map +1 -0
- package/dist/npc/NPCManager.js +217 -0
- package/dist/npc/NPCManager.js.map +1 -0
- package/dist/npc/fixedNPCs.d.ts +7 -0
- package/dist/npc/fixedNPCs.d.ts.map +1 -0
- package/dist/npc/fixedNPCs.js +196 -0
- package/dist/npc/fixedNPCs.js.map +1 -0
- package/dist/npc/index.d.ts +9 -0
- package/dist/npc/index.d.ts.map +1 -0
- package/dist/npc/index.js +12 -0
- package/dist/npc/index.js.map +1 -0
- package/dist/npc/traits.d.ts +33 -0
- package/dist/npc/traits.d.ts.map +1 -0
- package/dist/npc/traits.js +795 -0
- package/dist/npc/traits.js.map +1 -0
- package/dist/npc/types.d.ts +193 -0
- package/dist/npc/types.d.ts.map +1 -0
- package/dist/npc/types.js +9 -0
- package/dist/npc/types.js.map +1 -0
- package/dist/quest/QuestManager.d.ts +79 -0
- package/dist/quest/QuestManager.d.ts.map +1 -0
- package/dist/quest/QuestManager.js +273 -0
- package/dist/quest/QuestManager.js.map +1 -0
- package/dist/quest/index.d.ts +6 -0
- package/dist/quest/index.d.ts.map +1 -0
- package/dist/quest/index.js +9 -0
- package/dist/quest/index.js.map +1 -0
- package/dist/quest/types.d.ts +81 -0
- package/dist/quest/types.d.ts.map +1 -0
- package/dist/quest/types.js +8 -0
- package/dist/quest/types.js.map +1 -0
- package/dist/strategy/StrategyExecutor.d.ts +159 -0
- package/dist/strategy/StrategyExecutor.d.ts.map +1 -0
- package/dist/strategy/StrategyExecutor.js +479 -0
- package/dist/strategy/StrategyExecutor.js.map +1 -0
- package/dist/strategy/StrategyParser.d.ts +48 -0
- package/dist/strategy/StrategyParser.d.ts.map +1 -0
- package/dist/strategy/StrategyParser.js +321 -0
- package/dist/strategy/StrategyParser.js.map +1 -0
- package/dist/strategy/defaultStrategy.d.ts +40 -0
- package/dist/strategy/defaultStrategy.d.ts.map +1 -0
- package/dist/strategy/defaultStrategy.js +254 -0
- package/dist/strategy/defaultStrategy.js.map +1 -0
- package/dist/strategy/index.d.ts +8 -0
- package/dist/strategy/index.d.ts.map +1 -0
- package/dist/strategy/index.js +14 -0
- package/dist/strategy/index.js.map +1 -0
- package/dist/tui/ExploreMenu.d.ts +106 -0
- package/dist/tui/ExploreMenu.d.ts.map +1 -0
- package/dist/tui/ExploreMenu.js +282 -0
- package/dist/tui/ExploreMenu.js.map +1 -0
- package/dist/tui/GameUI.d.ts +313 -0
- package/dist/tui/GameUI.d.ts.map +1 -0
- package/dist/tui/GameUI.js +2116 -0
- package/dist/tui/GameUI.js.map +1 -0
- package/dist/tui/GameUIAdapter.d.ts +207 -0
- package/dist/tui/GameUIAdapter.d.ts.map +1 -0
- package/dist/tui/GameUIAdapter.js +1342 -0
- package/dist/tui/GameUIAdapter.js.map +1 -0
- package/dist/tui/Input.d.ts +139 -0
- package/dist/tui/Input.d.ts.map +1 -0
- package/dist/tui/Input.js +278 -0
- package/dist/tui/Input.js.map +1 -0
- package/dist/tui/Menu.d.ts +110 -0
- package/dist/tui/Menu.d.ts.map +1 -0
- package/dist/tui/Menu.js +365 -0
- package/dist/tui/Menu.js.map +1 -0
- package/dist/tui/Screen.d.ts +228 -0
- package/dist/tui/Screen.d.ts.map +1 -0
- package/dist/tui/Screen.js +502 -0
- package/dist/tui/Screen.js.map +1 -0
- package/dist/tui/components/Box.d.ts +36 -0
- package/dist/tui/components/Box.d.ts.map +1 -0
- package/dist/tui/components/Box.js +43 -0
- package/dist/tui/components/Box.js.map +1 -0
- package/dist/tui/components/List.d.ts +69 -0
- package/dist/tui/components/List.d.ts.map +1 -0
- package/dist/tui/components/List.js +136 -0
- package/dist/tui/components/List.js.map +1 -0
- package/dist/tui/components/ProgressBar.d.ts +42 -0
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- package/dist/tui/components/ProgressBar.js +75 -0
- package/dist/tui/components/ProgressBar.js.map +1 -0
- package/dist/tui/components/index.d.ts +8 -0
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- package/dist/tui/components/index.js +11 -0
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- package/dist/tui/core/BaseSection.d.ts +98 -0
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- package/dist/tui/core/Component.d.ts +61 -0
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- package/dist/tui/core/index.d.ts +9 -0
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- package/dist/tui/core/index.js +12 -0
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- package/dist/tui/index.d.ts +15 -0
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- package/dist/tui/index.js +23 -0
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- package/dist/tui/screens/BaseScreen.d.ts +62 -0
- package/dist/tui/screens/BaseScreen.d.ts.map +1 -0
- package/dist/tui/screens/BaseScreen.js +55 -0
- package/dist/tui/screens/BaseScreen.js.map +1 -0
- package/dist/tui/screens/CombatScreen.d.ts +43 -0
- package/dist/tui/screens/CombatScreen.d.ts.map +1 -0
- package/dist/tui/screens/CombatScreen.js +125 -0
- package/dist/tui/screens/CombatScreen.js.map +1 -0
- package/dist/tui/screens/DialogScreen.d.ts +53 -0
- package/dist/tui/screens/DialogScreen.d.ts.map +1 -0
- package/dist/tui/screens/DialogScreen.js +90 -0
- package/dist/tui/screens/DialogScreen.js.map +1 -0
- package/dist/tui/screens/DungeonScreen.d.ts +80 -0
- package/dist/tui/screens/DungeonScreen.d.ts.map +1 -0
- package/dist/tui/screens/DungeonScreen.js +317 -0
- package/dist/tui/screens/DungeonScreen.js.map +1 -0
- package/dist/tui/screens/ExploreScreen.d.ts +69 -0
- package/dist/tui/screens/ExploreScreen.d.ts.map +1 -0
- package/dist/tui/screens/ExploreScreen.js +224 -0
- package/dist/tui/screens/ExploreScreen.js.map +1 -0
- package/dist/tui/screens/SectionScreen.d.ts +84 -0
- package/dist/tui/screens/SectionScreen.d.ts.map +1 -0
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{"version":3,"file":"DungeonRunner.js","sources":["core/DungeonRunner.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Dungeon Runner\r\n * Main exploration loop for AI-driven dungeon crawling\r\n *\r\n * Coordinates between:\r\n * - TimeManager: Real-time action scheduling\r\n * - StrategyExecutor: Decision making\r\n * - IdleCombat: Battle processing\r\n * - DungeonGenerator: Map data\r\n */\r\n\r\nimport type {\r\n Player,\r\n Dungeon,\r\n DungeonLevel,\r\n DungeonRoom,\r\n DungeonRoomType,\r\n StrategyStateMachine,\r\n ActiveDungeonState,\r\n InventoryItem,\r\n Enemy,\r\n TimeAction,\r\n GameEvent,\r\n} from './types.js';\r\nimport {\r\n getTimeManager,\r\n type TimeManager,\r\n type TimeActionCallbacks,\r\n} from './TimeManager.js';\r\nimport {\r\n StrategyExecutor,\r\n createStrategyExecutor,\r\n type ExplorationContext,\r\n type ExplorationDecision,\r\n type EncounterContext,\r\n} from '../strategy/index.js';\r\nimport {\r\n initIdleCombat,\r\n processIdleCombatTurn,\r\n calculateIdleCombatRewards,\r\n type IdleCombatState,\r\n type CombatTurnResult,\r\n} from './IdleCombat.js';\r\nimport { ROOM_TIMES, COMBAT_TURN_DURATION } from './timeConstants.js';\r\n\r\n// ============================================================================\r\n// Types\r\n// ============================================================================\r\n\r\nexport type DungeonRunnerPhase =\r\n | 'idle'\r\n | 'entering'\r\n | 'exploring'\r\n | 'in_combat'\r\n | 'processing_room'\r\n | 'moving'\r\n | 'descending'\r\n | 'returning'\r\n | 'completed'\r\n | 'failed';\r\n\r\nexport interface DungeonRunnerState {\r\n phase: DungeonRunnerPhase;\r\n dungeon: Dungeon;\r\n currentLevel: number;\r\n currentRoomId: string;\r\n exploredRooms: Set<string>;\r\n clearedRooms: Set<string>;\r\n strategy: StrategyStateMachine;\r\n strategyExecutor: StrategyExecutor;\r\n activeCombat: IdleCombatState | null;\r\n lootCollected: InventoryItem[];\r\n goldCollected: number;\r\n expGained: number;\r\n enemiesKilled: number;\r\n startTime: number;\r\n eventLog: string[];\r\n}\r\n\r\nexport interface DungeonRunnerCallbacks {\r\n onPhaseChange: (phase: DungeonRunnerPhase, state: DungeonRunnerState) => void;\r\n onRoomEnter: (room: DungeonRoom, state: DungeonRunnerState) => void;\r\n onCombatStart: (enemies: Enemy[], state: DungeonRunnerState) => void;\r\n onCombatTurn: (result: CombatTurnResult, state: DungeonRunnerState) => void;\r\n onCombatEnd: (victory: boolean, rewards: { exp: number; gold: number; items: string[] }, state: DungeonRunnerState) => void;\r\n onLevelComplete: (level: number, state: DungeonRunnerState) => void;\r\n onDungeonComplete: (state: DungeonRunnerState) => void;\r\n onDungeonFailed: (reason: string, state: DungeonRunnerState) => void;\r\n onEventLog: (message: string, state: DungeonRunnerState) => void;\r\n}\r\n\r\n// ============================================================================\r\n// Dungeon Runner Class\r\n// ============================================================================\r\n\r\nexport class DungeonRunner {\r\n private state: DungeonRunnerState | null = null;\r\n private player: Player;\r\n private timeManager: TimeManager;\r\n private callbacks: Partial<DungeonRunnerCallbacks> = {};\r\n private isPaused: boolean = false;\r\n\r\n constructor(player: Player) {\r\n this.player = player;\r\n this.timeManager = getTimeManager();\r\n }\r\n\r\n // ============================================================================\r\n // Public API\r\n // ============================================================================\r\n\r\n /**\r\n * Set callbacks for dungeon events\r\n */\r\n setCallbacks(callbacks: Partial<DungeonRunnerCallbacks>): void {\r\n this.callbacks = { ...this.callbacks, ...callbacks };\r\n }\r\n\r\n /**\r\n * Start a dungeon run\r\n */\r\n startDungeon(dungeon: Dungeon, strategy: StrategyStateMachine): void {\r\n const firstLevel = dungeon.levels[0];\r\n if (!firstLevel) {\r\n throw new Error('Dungeon has no levels');\r\n }\r\n\r\n this.state = {\r\n phase: 'entering',\r\n dungeon,\r\n currentLevel: 0,\r\n currentRoomId: firstLevel.entranceRoomId,\r\n exploredRooms: new Set(),\r\n clearedRooms: new Set(),\r\n strategy,\r\n strategyExecutor: createStrategyExecutor(strategy),\r\n activeCombat: null,\r\n lootCollected: [],\r\n goldCollected: 0,\r\n expGained: 0,\r\n enemiesKilled: 0,\r\n startTime: Date.now(),\r\n eventLog: [],\r\n };\r\n\r\n this.log(`Entering ${dungeon.name}...`);\r\n this.setPhase('entering');\r\n\r\n // Start enter dungeon action\r\n this.timeManager.startAction(\r\n 'travel',\r\n `Entering ${dungeon.name}`,\r\n ROOM_TIMES.entrance,\r\n {\r\n onComplete: 'dungeon_entered',\r\n data: { dungeonId: dungeon.id },\r\n }\r\n );\r\n\r\n // Set up time manager callbacks\r\n this.timeManager.setCallbacks({\r\n onComplete: (action) => this.handleActionComplete(action),\r\n });\r\n }\r\n\r\n /**\r\n * Get current state\r\n */\r\n getState(): DungeonRunnerState | null {\r\n return this.state;\r\n }\r\n\r\n /**\r\n * Get current room\r\n */\r\n getCurrentRoom(): DungeonRoom | null {\r\n if (!this.state) return null;\r\n const level = this.state.dungeon.levels[this.state.currentLevel];\r\n return level?.rooms.find(r => r.id === this.state!.currentRoomId) || null;\r\n }\r\n\r\n /**\r\n * Pause dungeon exploration\r\n */\r\n pause(): void {\r\n this.isPaused = true;\r\n this.timeManager.pause();\r\n }\r\n\r\n /**\r\n * Resume dungeon exploration\r\n */\r\n resume(): void {\r\n this.isPaused = false;\r\n this.timeManager.resume();\r\n }\r\n\r\n /**\r\n * Abort dungeon run\r\n */\r\n abort(): void {\r\n if (!this.state) return;\r\n this.log('Abandoning dungeon...');\r\n this.setPhase('returning');\r\n this.finishDungeon(false, 'Abandoned');\r\n }\r\n\r\n /**\r\n * Get active dungeon state for saving\r\n */\r\n getActiveDungeonState(): ActiveDungeonState | null {\r\n if (!this.state) return null;\r\n\r\n return {\r\n dungeonId: this.state.dungeon.id,\r\n currentLevel: this.state.currentLevel,\r\n currentRoomId: this.state.currentRoomId,\r\n strategy: this.state.strategy,\r\n exploredRooms: Array.from(this.state.exploredRooms),\r\n clearedRooms: Array.from(this.state.clearedRooms),\r\n startTime: this.state.startTime,\r\n elapsedTime: (Date.now() - this.state.startTime) / 1000,\r\n lootCollected: this.state.lootCollected,\r\n goldCollected: this.state.goldCollected,\r\n expGained: this.state.expGained,\r\n enemiesKilled: this.state.enemiesKilled,\r\n floorsCleared: this.state.currentLevel,\r\n };\r\n }\r\n\r\n // ============================================================================\r\n // Internal Logic\r\n // ============================================================================\r\n\r\n /**\r\n * Handle time action completion\r\n */\r\n private handleActionComplete(action: TimeAction): void {\r\n if (!this.state || this.isPaused) return;\r\n\r\n switch (action.onComplete) {\r\n case 'dungeon_entered':\r\n this.enterRoom(this.state.currentRoomId);\r\n break;\r\n\r\n case 'room_processed':\r\n this.afterRoomProcessed();\r\n break;\r\n\r\n case 'combat_turn':\r\n this.processCombatTurn();\r\n break;\r\n\r\n case 'room_moved':\r\n const targetRoomId = action.data?.targetRoomId as string;\r\n if (targetRoomId) {\r\n this.enterRoom(targetRoomId);\r\n }\r\n break;\r\n\r\n case 'level_descended':\r\n this.descendToNextLevel();\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Enter a room\r\n */\r\n private enterRoom(roomId: string): void {\r\n if (!this.state) return;\r\n\r\n const level = this.state.dungeon.levels[this.state.currentLevel];\r\n const room = level?.rooms.find(r => r.id === roomId);\r\n\r\n if (!room) {\r\n this.log(`Error: Room ${roomId} not found`);\r\n return;\r\n }\r\n\r\n this.state.currentRoomId = roomId;\r\n this.state.exploredRooms.add(roomId);\r\n room.isExplored = true;\r\n\r\n this.log(`Entered ${room.name} (${room.type})`);\r\n this.callbacks.onRoomEnter?.(room, this.state);\r\n\r\n this.setPhase('processing_room');\r\n this.processRoom(room);\r\n }\r\n\r\n /**\r\n * Process current room based on type\r\n */\r\n private processRoom(room: DungeonRoom): void {\r\n if (!this.state) return;\r\n\r\n const roomTime = ROOM_TIMES[room.type] || ROOM_TIMES.empty;\r\n\r\n switch (room.type) {\r\n case 'combat':\r\n case 'elite':\r\n case 'boss':\r\n case 'ambush':\r\n this.startCombat(room);\r\n break;\r\n\r\n case 'treasure':\r\n this.processTreasureRoom(room);\r\n break;\r\n\r\n case 'fountain':\r\n this.processFountainRoom(room);\r\n break;\r\n\r\n case 'altar':\r\n this.processAltarRoom(room);\r\n break;\r\n\r\n case 'shop':\r\n this.processShopRoom(room);\r\n break;\r\n\r\n case 'trap':\r\n this.processTrapRoom(room);\r\n break;\r\n\r\n case 'event':\r\n case 'encounter':\r\n this.processEventRoom(room);\r\n break;\r\n\r\n case 'exit':\r\n this.processExitRoom(room);\r\n return; // Don't queue next action\r\n\r\n case 'entrance':\r\n case 'rest':\r\n case 'safe_room':\r\n case 'dead_end':\r\n case 'empty':\r\n default:\r\n // Just traverse\r\n this.timeManager.startAction(\r\n 'explore_room',\r\n `Traversing ${room.name}`,\r\n roomTime,\r\n { onComplete: 'room_processed' }\r\n );\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Start combat in room\r\n */\r\n private startCombat(room: DungeonRoom): void {\r\n if (!this.state) return;\r\n\r\n const enemies = room.content.enemies || [];\r\n if (enemies.length === 0) {\r\n this.log('No enemies found');\r\n this.afterRoomProcessed();\r\n return;\r\n }\r\n\r\n this.setPhase('in_combat');\r\n this.log(`Combat started! ${enemies.length} enemies`);\r\n\r\n const isAmbush = room.type === 'ambush';\r\n const combatType = room.type === 'boss' ? 'boss' :\r\n room.type === 'elite' ? 'elite' :\r\n room.type === 'ambush' ? 'ambush' : 'mob';\r\n\r\n this.state.activeCombat = initIdleCombat(this.player, enemies, {\r\n strategy: this.state.strategy,\r\n combatType,\r\n isAmbush,\r\n });\r\n\r\n this.callbacks.onCombatStart?.(enemies, this.state);\r\n\r\n // Start first combat turn\r\n this.queueCombatTurn();\r\n }\r\n\r\n /**\r\n * Queue next combat turn\r\n */\r\n private queueCombatTurn(): void {\r\n this.timeManager.startAction(\r\n 'combat_turn',\r\n 'Combat turn',\r\n COMBAT_TURN_DURATION,\r\n { onComplete: 'combat_turn' }\r\n );\r\n }\r\n\r\n /**\r\n * Process combat turn\r\n */\r\n private processCombatTurn(): void {\r\n if (!this.state || !this.state.activeCombat) return;\r\n\r\n const result = processIdleCombatTurn(this.state.activeCombat, this.player);\r\n this.state.activeCombat = result.combat;\r\n\r\n this.callbacks.onCombatTurn?.(result, this.state);\r\n\r\n if (result.finished) {\r\n this.endCombat(result);\r\n } else {\r\n this.queueCombatTurn();\r\n }\r\n }\r\n\r\n /**\r\n * End combat\r\n */\r\n private endCombat(result: CombatTurnResult): void {\r\n if (!this.state) return;\r\n\r\n const rewards = calculateIdleCombatRewards(\r\n result.combat.enemies,\r\n result.retreated\r\n );\r\n\r\n this.state.goldCollected += rewards.gold;\r\n this.state.expGained += rewards.exp;\r\n this.state.enemiesKilled += result.combat.enemies.filter(e => e.hp <= 0).length;\r\n\r\n // Apply rewards to player\r\n this.player.stats.gold += rewards.gold;\r\n this.player.stats.exp += rewards.exp;\r\n\r\n if (result.victory) {\r\n this.log(`Victory! +${rewards.exp} EXP, +${rewards.gold} Gold`);\r\n } else if (result.retreated) {\r\n this.log('Retreated from combat');\r\n } else {\r\n this.log('Defeated...');\r\n this.finishDungeon(false, 'Defeated in combat');\r\n return;\r\n }\r\n\r\n this.callbacks.onCombatEnd?.(result.victory, rewards, this.state);\r\n\r\n // Mark room as cleared\r\n const room = this.getCurrentRoom();\r\n if (room) {\r\n this.state.clearedRooms.add(room.id);\r\n room.isCleared = true;\r\n }\r\n\r\n this.state.activeCombat = null;\r\n this.afterRoomProcessed();\r\n }\r\n\r\n /**\r\n * Process treasure room\r\n */\r\n private processTreasureRoom(room: DungeonRoom): void {\r\n if (!this.state) return;\r\n\r\n const chest = room.content.treasureChest;\r\n if (chest && !chest.isOpened) {\r\n chest.isOpened = true;\r\n\r\n if (chest.goldAmount > 0) {\r\n this.state.goldCollected += chest.goldAmount;\r\n this.player.stats.gold += chest.goldAmount;\r\n this.log(`Found ${chest.goldAmount} gold!`);\r\n }\r\n\r\n for (const item of chest.contents) {\r\n this.state.lootCollected.push(item);\r\n this.player.inventory.push(item);\r\n this.log(`Found ${item.name}!`);\r\n }\r\n }\r\n\r\n this.state.clearedRooms.add(room.id);\r\n room.isCleared = true;\r\n\r\n this.timeManager.startAction(\r\n 'explore_room',\r\n 'Looting treasure',\r\n ROOM_TIMES.treasure,\r\n { onComplete: 'room_processed' }\r\n );\r\n }\r\n\r\n /**\r\n * Process fountain room (heal)\r\n */\r\n private processFountainRoom(room: DungeonRoom): void {\r\n if (!this.state) return;\r\n\r\n const healAmount = Math.floor(this.player.stats.maxHp * 0.5);\r\n this.player.stats.hp = Math.min(this.player.stats.maxHp, this.player.stats.hp + healAmount);\r\n\r\n const manaRestore = Math.floor(this.player.stats.maxMp * 0.3);\r\n this.player.stats.mp = Math.min(this.player.stats.maxMp, this.player.stats.mp + manaRestore);\r\n\r\n this.log(`Restored ${healAmount} HP and ${manaRestore} MP at fountain`);\r\n\r\n this.state.clearedRooms.add(room.id);\r\n room.isCleared = true;\r\n\r\n this.timeManager.startAction(\r\n 'rest',\r\n 'Resting at fountain',\r\n ROOM_TIMES.fountain,\r\n { onComplete: 'room_processed' }\r\n );\r\n }\r\n\r\n /**\r\n * Process altar room (buff)\r\n */\r\n private processAltarRoom(room: DungeonRoom): void {\r\n if (!this.state) return;\r\n\r\n // Placeholder: altar gives temporary stat boost\r\n this.log('Received blessing from altar');\r\n\r\n this.state.clearedRooms.add(room.id);\r\n room.isCleared = true;\r\n\r\n this.timeManager.startAction(\r\n 'explore_room',\r\n 'Receiving blessing',\r\n ROOM_TIMES.altar,\r\n { onComplete: 'room_processed' }\r\n );\r\n }\r\n\r\n /**\r\n * Process shop room\r\n */\r\n private processShopRoom(room: DungeonRoom): void {\r\n if (!this.state) return;\r\n\r\n const shopDecision = this.state.strategyExecutor.decideEncounterAction({\r\n type: 'shop',\r\n });\r\n\r\n this.log(`Shop: ${shopDecision.action} (${shopDecision.reason})`);\r\n\r\n // Placeholder: shop interaction\r\n this.state.clearedRooms.add(room.id);\r\n room.isCleared = true;\r\n\r\n this.timeManager.startAction(\r\n 'explore_room',\r\n 'Browsing shop',\r\n ROOM_TIMES.shop,\r\n { onComplete: 'room_processed' }\r\n );\r\n }\r\n\r\n /**\r\n * Process trap room\r\n */\r\n private processTrapRoom(room: DungeonRoom): void {\r\n if (!this.state) return;\r\n\r\n const trap = room.content.trap;\r\n if (trap && !trap.isTriggered && !trap.isDisarmed) {\r\n if (this.state.strategy.exploration.avoidTraps) {\r\n // Try to disarm\r\n const disarmChance = 0.5;\r\n if (Math.random() < disarmChance) {\r\n trap.isDisarmed = true;\r\n this.log('Disarmed trap!');\r\n } else {\r\n trap.isTriggered = true;\r\n this.player.stats.hp = Math.max(1, this.player.stats.hp - trap.damage);\r\n this.log(`Trap triggered! Took ${trap.damage} damage`);\r\n }\r\n } else {\r\n trap.isTriggered = true;\r\n this.player.stats.hp = Math.max(1, this.player.stats.hp - trap.damage);\r\n this.log(`Trap triggered! Took ${trap.damage} damage`);\r\n }\r\n }\r\n\r\n this.state.clearedRooms.add(room.id);\r\n room.isCleared = true;\r\n\r\n this.timeManager.startAction(\r\n 'explore_room',\r\n 'Handling trap',\r\n ROOM_TIMES.trap,\r\n { onComplete: 'room_processed' }\r\n );\r\n }\r\n\r\n /**\r\n * Process event/encounter room\r\n */\r\n private processEventRoom(room: DungeonRoom): void {\r\n if (!this.state) return;\r\n\r\n const event = room.content.event;\r\n if (event && !event.processed) {\r\n event.processed = true;\r\n\r\n const encounterDecision = this.state.strategyExecutor.decideEncounterAction({\r\n type: 'event',\r\n event,\r\n riskLevel: 0.5,\r\n });\r\n\r\n this.log(`Event: ${event.title} - ${encounterDecision.action}`);\r\n\r\n // Placeholder: random reward\r\n if (encounterDecision.action === 'engage' && Math.random() > 0.5) {\r\n const bonusGold = Math.floor(Math.random() * 50) + 10;\r\n this.state.goldCollected += bonusGold;\r\n this.player.stats.gold += bonusGold;\r\n this.log(`Event reward: ${bonusGold} gold`);\r\n }\r\n }\r\n\r\n this.state.clearedRooms.add(room.id);\r\n room.isCleared = true;\r\n\r\n this.timeManager.startAction(\r\n 'explore_room',\r\n 'Processing event',\r\n ROOM_TIMES.event,\r\n { onComplete: 'room_processed' }\r\n );\r\n }\r\n\r\n /**\r\n * Process exit room\r\n */\r\n private processExitRoom(room: DungeonRoom): void {\r\n if (!this.state) return;\r\n\r\n const level = this.state.dungeon.levels[this.state.currentLevel];\r\n\r\n // Check if this is final level\r\n if (this.state.currentLevel >= this.state.dungeon.levels.length - 1) {\r\n // Check if boss was defeated\r\n if (level.bossRoomId && !this.state.clearedRooms.has(level.bossRoomId)) {\r\n this.log('Must defeat the boss before leaving!');\r\n this.afterRoomProcessed();\r\n return;\r\n }\r\n\r\n this.log('Dungeon completed!');\r\n this.finishDungeon(true);\r\n } else {\r\n // Descend to next level\r\n this.log(`Descending to level ${this.state.currentLevel + 2}...`);\r\n this.setPhase('descending');\r\n\r\n this.callbacks.onLevelComplete?.(this.state.currentLevel + 1, this.state);\r\n\r\n this.timeManager.startAction(\r\n 'travel',\r\n 'Descending stairs',\r\n ROOM_TIMES.exit,\r\n { onComplete: 'level_descended' }\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Descend to next dungeon level\r\n */\r\n private descendToNextLevel(): void {\r\n if (!this.state) return;\r\n\r\n this.state.currentLevel++;\r\n const nextLevel = this.state.dungeon.levels[this.state.currentLevel];\r\n\r\n if (!nextLevel) {\r\n this.finishDungeon(true);\r\n return;\r\n }\r\n\r\n this.enterRoom(nextLevel.entranceRoomId);\r\n }\r\n\r\n /**\r\n * After room is processed, decide next action\r\n */\r\n private afterRoomProcessed(): void {\r\n if (!this.state) return;\r\n\r\n this.setPhase('exploring');\r\n\r\n const currentRoom = this.getCurrentRoom();\r\n if (!currentRoom) return;\r\n\r\n // Check if should rest/retreat based on resources\r\n const resourceCheck = this.state.strategyExecutor.checkResourceAction({\r\n hp: this.player.stats.hp,\r\n maxHp: this.player.stats.maxHp,\r\n mp: this.player.stats.mp,\r\n maxMp: this.player.stats.maxMp,\r\n gold: this.player.stats.gold,\r\n });\r\n\r\n if (resourceCheck.action === 'retreat_to_town') {\r\n this.log(`Retreating: ${resourceCheck.reason}`);\r\n this.finishDungeon(false, 'Strategic retreat');\r\n return;\r\n }\r\n\r\n // Get available rooms\r\n const level = this.state.dungeon.levels[this.state.currentLevel];\r\n const availableRooms: DungeonRoom[] = [];\r\n\r\n for (const conn of currentRoom.connections) {\r\n if (!conn.isLocked || conn.keyRequired === undefined) {\r\n const room = level.rooms.find(r => r.id === conn.targetRoomId);\r\n if (room) {\r\n availableRooms.push(room);\r\n }\r\n }\r\n }\r\n\r\n // Get exploration decision\r\n const context: ExplorationContext = {\r\n currentRoom,\r\n availableRooms,\r\n exploredRooms: Array.from(this.state.exploredRooms),\r\n player: {\r\n hp: this.player.stats.hp,\r\n maxHp: this.player.stats.maxHp,\r\n mp: this.player.stats.mp,\r\n maxMp: this.player.stats.maxMp,\r\n },\r\n };\r\n\r\n const decision = this.state.strategyExecutor.decideExplorationAction(context);\r\n this.executeExplorationDecision(decision, currentRoom, availableRooms);\r\n }\r\n\r\n /**\r\n * Execute exploration decision\r\n */\r\n private executeExplorationDecision(\r\n decision: ExplorationDecision,\r\n currentRoom: DungeonRoom,\r\n availableRooms: DungeonRoom[]\r\n ): void {\r\n if (!this.state) return;\r\n\r\n switch (decision.action) {\r\n case 'move':\r\n if (decision.targetRoomId) {\r\n this.setPhase('moving');\r\n this.log(`Moving to ${decision.targetRoomId} (${decision.reason})`);\r\n\r\n this.timeManager.startAction(\r\n 'travel',\r\n 'Moving to next room',\r\n currentRoom.timeToTraverse,\r\n {\r\n onComplete: 'room_moved',\r\n data: { targetRoomId: decision.targetRoomId },\r\n }\r\n );\r\n }\r\n break;\r\n\r\n case 'rest':\r\n this.log(`Resting (${decision.reason})`);\r\n const healAmount = Math.floor(this.player.stats.maxHp * 0.2);\r\n this.player.stats.hp = Math.min(this.player.stats.maxHp, this.player.stats.hp + healAmount);\r\n\r\n this.timeManager.startAction(\r\n 'rest',\r\n 'Resting',\r\n ROOM_TIMES.rest,\r\n { onComplete: 'room_processed' }\r\n );\r\n break;\r\n\r\n case 'search':\r\n this.log(`Searching room (${decision.reason})`);\r\n // Placeholder: small chance to find hidden item\r\n if (Math.random() < 0.1) {\r\n const bonusGold = 25;\r\n this.state.goldCollected += bonusGold;\r\n this.player.stats.gold += bonusGold;\r\n this.log(`Found hidden ${bonusGold} gold!`);\r\n }\r\n\r\n this.timeManager.startAction(\r\n 'search',\r\n 'Searching',\r\n 30,\r\n { onComplete: 'room_processed' }\r\n );\r\n break;\r\n\r\n case 'retreat':\r\n this.log(`Retreating (${decision.reason})`);\r\n this.finishDungeon(false, decision.reason);\r\n break;\r\n }\r\n }\r\n\r\n // ============================================================================\r\n // Utilities\r\n // ============================================================================\r\n\r\n /**\r\n * Set phase and notify callback\r\n */\r\n private setPhase(phase: DungeonRunnerPhase): void {\r\n if (!this.state) return;\r\n this.state.phase = phase;\r\n this.callbacks.onPhaseChange?.(phase, this.state);\r\n }\r\n\r\n /**\r\n * Add to event log\r\n */\r\n private log(message: string): void {\r\n if (!this.state) return;\r\n const timestamp = new Date().toLocaleTimeString();\r\n const logMessage = `[${timestamp}] ${message}`;\r\n this.state.eventLog.push(logMessage);\r\n this.callbacks.onEventLog?.(logMessage, this.state);\r\n }\r\n\r\n /**\r\n * Finish dungeon run\r\n */\r\n private finishDungeon(success: boolean, reason?: string): void {\r\n if (!this.state) return;\r\n\r\n this.setPhase(success ? 'completed' : 'failed');\r\n\r\n if (success) {\r\n this.log(`Dungeon ${this.state.dungeon.name} completed!`);\r\n this.log(`Total: ${this.state.expGained} EXP, ${this.state.goldCollected} Gold, ${this.state.enemiesKilled} kills`);\r\n this.callbacks.onDungeonComplete?.(this.state);\r\n } else {\r\n this.log(`Dungeon run ended: ${reason || 'Unknown'}`);\r\n this.callbacks.onDungeonFailed?.(reason || 'Unknown', this.state);\r\n }\r\n\r\n this.timeManager.clearCallbacks();\r\n this.state = null;\r\n }\r\n}\r\n\r\n// ============================================================================\r\n// Factory\r\n// ============================================================================\r\n\r\nlet dungeonRunnerInstance: DungeonRunner | null = null;\r\n\r\nexport function getDungeonRunner(player: Player): DungeonRunner {\r\n if (!dungeonRunnerInstance) {\r\n dungeonRunnerInstance = new DungeonRunner(player);\r\n }\r\n return dungeonRunnerInstance;\r\n}\r\n\r\nexport function createDungeonRunner(player: Player): DungeonRunner {\r\n return new 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@@ -0,0 +1,133 @@
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1
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+
/**
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2
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+
* Main Game class - orchestrates the game loop and state management
|
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3
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+
*/
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4
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+
import type { GameState, GamePhase, Player, Room, GameSettings, SaveData } from './types.js';
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5
|
+
export declare class Game {
|
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6
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+
private state;
|
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7
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+
private settings;
|
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8
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+
private tickInterval;
|
|
9
|
+
private lastTickTime;
|
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10
|
+
private eventListeners;
|
|
11
|
+
private lastRandomEventTime;
|
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12
|
+
private readonly MIN_EVENT_COOLDOWN_MS;
|
|
13
|
+
constructor(settings?: Partial<GameSettings>);
|
|
14
|
+
/**
|
|
15
|
+
* Initialize a new game
|
|
16
|
+
*/
|
|
17
|
+
initialize(playerName: string): Promise<void>;
|
|
18
|
+
/**
|
|
19
|
+
* Start the real-time game loop
|
|
20
|
+
*/
|
|
21
|
+
private startGameLoop;
|
|
22
|
+
/**
|
|
23
|
+
* Stop the game loop
|
|
24
|
+
*/
|
|
25
|
+
private stopGameLoop;
|
|
26
|
+
/**
|
|
27
|
+
* Main game tick - called every second
|
|
28
|
+
*/
|
|
29
|
+
private tick;
|
|
30
|
+
/**
|
|
31
|
+
* Process travel state
|
|
32
|
+
*/
|
|
33
|
+
private processTravelTick;
|
|
34
|
+
/**
|
|
35
|
+
* Process combat state (auto-combat based on strategy)
|
|
36
|
+
*/
|
|
37
|
+
private processCombatTick;
|
|
38
|
+
private combatAccumulator;
|
|
39
|
+
/**
|
|
40
|
+
* Process exploring state
|
|
41
|
+
*/
|
|
42
|
+
private processExploringTick;
|
|
43
|
+
/**
|
|
44
|
+
* Generate a random travel event
|
|
45
|
+
*/
|
|
46
|
+
private generateTravelEvent;
|
|
47
|
+
/**
|
|
48
|
+
* Complete travel and arrive at destination
|
|
49
|
+
*/
|
|
50
|
+
private completeTravelArrival;
|
|
51
|
+
/**
|
|
52
|
+
* Start traveling to a room
|
|
53
|
+
*/
|
|
54
|
+
travelTo(roomId: string): boolean;
|
|
55
|
+
/**
|
|
56
|
+
* Cancel current travel and return to origin room
|
|
57
|
+
*/
|
|
58
|
+
cancelTravel(): boolean;
|
|
59
|
+
/**
|
|
60
|
+
* Start combat with enemies
|
|
61
|
+
*/
|
|
62
|
+
private startCombat;
|
|
63
|
+
/**
|
|
64
|
+
* Set combat strategy
|
|
65
|
+
*/
|
|
66
|
+
setCombatStrategy(strategy: import('./types.js').CombatStrategy): void;
|
|
67
|
+
/**
|
|
68
|
+
* Respawn player at start room with full HP
|
|
69
|
+
*/
|
|
70
|
+
private respawnPlayer;
|
|
71
|
+
/**
|
|
72
|
+
* Process pending events
|
|
73
|
+
*/
|
|
74
|
+
private processPendingEvents;
|
|
75
|
+
/**
|
|
76
|
+
* Check quest timers
|
|
77
|
+
*/
|
|
78
|
+
private checkQuestTimers;
|
|
79
|
+
/**
|
|
80
|
+
* Generate a random exploration event
|
|
81
|
+
*/
|
|
82
|
+
private generateRandomEvent;
|
|
83
|
+
/**
|
|
84
|
+
* Create a new player
|
|
85
|
+
*/
|
|
86
|
+
private createNewPlayer;
|
|
87
|
+
/**
|
|
88
|
+
* Create the starting map using BSP algorithm
|
|
89
|
+
*/
|
|
90
|
+
private createStartingMap;
|
|
91
|
+
/**
|
|
92
|
+
* Calculate distance between two positions
|
|
93
|
+
*/
|
|
94
|
+
private calculateDistance;
|
|
95
|
+
/**
|
|
96
|
+
* Get travel event title
|
|
97
|
+
*/
|
|
98
|
+
private getTravelEventTitle;
|
|
99
|
+
/**
|
|
100
|
+
* Get travel event description
|
|
101
|
+
*/
|
|
102
|
+
private getTravelEventDescription;
|
|
103
|
+
on(event: string, callback: (data: unknown) => void): void;
|
|
104
|
+
off(event: string, callback: (data: unknown) => void): void;
|
|
105
|
+
private emit;
|
|
106
|
+
save(): SaveData | null;
|
|
107
|
+
getState(): GameState | null;
|
|
108
|
+
getSettings(): GameSettings;
|
|
109
|
+
getPhase(): GamePhase | null;
|
|
110
|
+
getPlayer(): Player | null;
|
|
111
|
+
getCurrentRoom(): Room | null;
|
|
112
|
+
getGameTime(): number;
|
|
113
|
+
/**
|
|
114
|
+
* Update player name
|
|
115
|
+
*/
|
|
116
|
+
setPlayerName(name: string): boolean;
|
|
117
|
+
/**
|
|
118
|
+
* Update player character customization
|
|
119
|
+
*/
|
|
120
|
+
setPlayerCharacter(character: Partial<import('./types.js').PlayerCharacter>): boolean;
|
|
121
|
+
/**
|
|
122
|
+
* Get player character customization
|
|
123
|
+
*/
|
|
124
|
+
getPlayerCharacter(): import('./types.js').PlayerCharacter | undefined;
|
|
125
|
+
pause(): void;
|
|
126
|
+
resume(): void;
|
|
127
|
+
destroy(): void;
|
|
128
|
+
/**
|
|
129
|
+
* Load game state from save data
|
|
130
|
+
*/
|
|
131
|
+
loadState(saveData: SaveData): boolean;
|
|
132
|
+
}
|
|
133
|
+
//# sourceMappingURL=Game.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|