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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+ {"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 @@
1
+ /**
2
+ * Main Game class - orchestrates the game loop and state management
3
+ */
4
+ import type { GameState, GamePhase, Player, Room, GameSettings, SaveData } from './types.js';
5
+ export declare class Game {
6
+ private state;
7
+ private settings;
8
+ private tickInterval;
9
+ private lastTickTime;
10
+ private eventListeners;
11
+ private lastRandomEventTime;
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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