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":"IdleCombat.js","sources":["core/IdleCombat.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Idle Combat System\r\n * AI-driven combat using StrategyStateMachine\r\n *\r\n * This module extends the base Combat system with:\r\n * - Strategy-based target selection\r\n * - Automatic item usage\r\n * - Retreat detection\r\n * - Integration with TimeManager\r\n */\r\n\r\nimport type {\r\n Player,\r\n Enemy,\r\n CombatState,\r\n CombatLogEntry,\r\n Weapon,\r\n InventoryItem,\r\n StrategyStateMachine,\r\n} from './types.js';\r\nimport { t } from '../i18n/index.js';\r\nimport {\r\n StrategyExecutor,\r\n createStrategyExecutor,\r\n type CombatContext,\r\n type CombatDecision,\r\n} from '../strategy/index.js';\r\nimport { getTimeManager } from './TimeManager.js';\r\nimport {\r\n COMBAT_TURN_DURATION,\r\n COMBAT_MOB_BASE,\r\n COMBAT_ELITE_BASE,\r\n COMBAT_BOSS_BASE,\r\n COMBAT_AMBUSH_BASE,\r\n} from './timeConstants.js';\r\n\r\n// ============================================================================\r\n// Types\r\n// ============================================================================\r\n\r\nexport interface IdleCombatState extends CombatState {\r\n strategyExecutor: StrategyExecutor;\r\n retreatRequested: boolean;\r\n combatType: 'mob' | 'elite' | 'boss' | 'ambush';\r\n itemsUsed: string[];\r\n autoProgress: boolean;\r\n}\r\n\r\nexport interface CombatTurnResult {\r\n combat: IdleCombatState;\r\n finished: boolean;\r\n victory: boolean;\r\n retreated: boolean;\r\n decision: CombatDecision;\r\n}\r\n\r\nexport interface CombatInitOptions {\r\n strategy: StrategyStateMachine;\r\n combatType?: 'mob' | 'elite' | 'boss' | 'ambush';\r\n isAmbush?: boolean;\r\n}\r\n\r\n// ============================================================================\r\n// Combat Initialization\r\n// ============================================================================\r\n\r\n/**\r\n * Initialize an AI-driven combat encounter\r\n */\r\nexport function initIdleCombat(\r\n player: Player,\r\n enemies: Enemy[],\r\n options: CombatInitOptions\r\n): IdleCombatState {\r\n const combatType = options.combatType || determineCombatType(enemies);\r\n const baseDuration = getBaseCombatDuration(combatType);\r\n\r\n // Calculate estimated duration based on enemy strength\r\n const totalEnemyHp = enemies.reduce((sum, e) => sum + e.maxHp, 0);\r\n const avgPlayerDamage = Math.max(1, player.stats.attack * 0.8);\r\n const estimatedTurns = Math.ceil(totalEnemyHp / avgPlayerDamage);\r\n const estimatedDuration = Math.max(baseDuration, estimatedTurns * COMBAT_TURN_DURATION);\r\n\r\n const executor = createStrategyExecutor(options.strategy);\r\n\r\n return {\r\n isActive: true,\r\n turn: 0,\r\n playerHp: player.stats.hp,\r\n enemies: enemies.map(e => ({ ...e })),\r\n log: [{\r\n timestamp: Date.now(),\r\n message: options.isAmbush ? t('combat.ambush') || 'Ambush!' : t('combat.battleStart'),\r\n type: 'system',\r\n }],\r\n strategy: 'balanced', // Legacy field, ignored\r\n startTime: Date.now(),\r\n estimatedEndTime: Date.now() + estimatedDuration * 1000,\r\n strategyExecutor: executor,\r\n retreatRequested: false,\r\n combatType,\r\n itemsUsed: [],\r\n autoProgress: true,\r\n };\r\n}\r\n\r\n/**\r\n * Determine combat type from enemies\r\n */\r\nfunction determineCombatType(enemies: Enemy[]): 'mob' | 'elite' | 'boss' | 'ambush' {\r\n if (enemies.some(e => e.isBoss)) return 'boss';\r\n if (enemies.length === 1 && enemies[0].level >= 5) return 'elite';\r\n return 'mob';\r\n}\r\n\r\n/**\r\n * Get base combat duration by type\r\n */\r\nfunction getBaseCombatDuration(type: 'mob' | 'elite' | 'boss' | 'ambush'): number {\r\n switch (type) {\r\n case 'mob': return COMBAT_MOB_BASE;\r\n case 'elite': return COMBAT_ELITE_BASE;\r\n case 'boss': return COMBAT_BOSS_BASE;\r\n case 'ambush': return COMBAT_AMBUSH_BASE;\r\n }\r\n}\r\n\r\n// ============================================================================\r\n// Combat Processing\r\n// ============================================================================\r\n\r\n/**\r\n * Process a single combat turn using AI strategy\r\n */\r\nexport function processIdleCombatTurn(\r\n combat: IdleCombatState,\r\n player: Player\r\n): CombatTurnResult {\r\n if (!combat.isActive) {\r\n return {\r\n combat,\r\n finished: true,\r\n victory: false,\r\n retreated: combat.retreatRequested,\r\n decision: { action: 'attack', reason: 'Combat ended' },\r\n };\r\n }\r\n\r\n combat.turn++;\r\n const log: CombatLogEntry[] = [];\r\n\r\n // Get living enemies\r\n const livingEnemies = combat.enemies.filter(e => e.hp > 0);\r\n if (livingEnemies.length === 0) {\r\n return finishCombat(combat, true);\r\n }\r\n\r\n // Build combat context for strategy\r\n const context: CombatContext = {\r\n player: {\r\n hp: combat.playerHp,\r\n maxHp: player.stats.maxHp,\r\n mp: player.stats.mp,\r\n maxMp: player.stats.maxMp,\r\n },\r\n enemies: livingEnemies,\r\n turn: combat.turn,\r\n isBossFight: combat.combatType === 'boss',\r\n inventory: player.inventory,\r\n };\r\n\r\n // Get strategy decision\r\n const decision = combat.strategyExecutor.decideCombatAction(context);\r\n\r\n // Execute decision\r\n switch (decision.action) {\r\n case 'retreat':\r\n combat.retreatRequested = true;\r\n log.push({\r\n timestamp: Date.now(),\r\n message: `${player.name} is retreating! (${decision.reason})`,\r\n type: 'system',\r\n });\r\n return finishCombat(combat, false, true, decision);\r\n\r\n case 'item':\r\n if (decision.itemId) {\r\n const itemUsed = useItemInCombat(player, combat, decision.itemId, log);\r\n if (itemUsed) {\r\n combat.itemsUsed.push(decision.itemId);\r\n }\r\n }\r\n // After using item, still attack\r\n executeAttack(player, combat, livingEnemies, decision.targetId, log);\r\n break;\r\n\r\n case 'defend':\r\n log.push({\r\n timestamp: Date.now(),\r\n message: `${player.name} defends! (${decision.reason})`,\r\n type: 'system',\r\n });\r\n // Defending reduces incoming damage this turn (handled in enemy attack)\r\n break;\r\n\r\n case 'attack':\r\n default:\r\n executeAttack(player, combat, livingEnemies, decision.targetId, log);\r\n break;\r\n }\r\n\r\n // Enemies attack (unless player retreated or defended)\r\n if (!combat.retreatRequested) {\r\n const isDefending = decision.action === 'defend';\r\n executeEnemyAttacks(player, combat, livingEnemies, log, isDefending);\r\n }\r\n\r\n // Check for defeat\r\n if (combat.playerHp <= 0) {\r\n return finishCombat(combat, false, false, decision);\r\n }\r\n\r\n // Check all enemies defeated\r\n if (combat.enemies.every(e => e.hp <= 0)) {\r\n return finishCombat(combat, true, false, decision);\r\n }\r\n\r\n combat.log.push(...log);\r\n\r\n return {\r\n combat,\r\n finished: false,\r\n victory: false,\r\n retreated: false,\r\n decision,\r\n };\r\n}\r\n\r\n/**\r\n * Execute player attack\r\n */\r\nfunction executeAttack(\r\n player: Player,\r\n combat: IdleCombatState,\r\n enemies: Enemy[],\r\n targetId: string | undefined,\r\n log: CombatLogEntry[]\r\n): void {\r\n // Find target\r\n let target = enemies.find(e => e.id === targetId);\r\n if (!target || target.hp <= 0) {\r\n target = enemies[0];\r\n }\r\n\r\n // Calculate damage\r\n const baseDamage = calculatePlayerDamage(player);\r\n const actualDamage = applyDamage(target, baseDamage);\r\n\r\n log.push({\r\n timestamp: Date.now(),\r\n message: `${player.name} ${t('combat.damage', { amount: actualDamage })} → ${target.name}`,\r\n type: 'damage',\r\n });\r\n\r\n // Check for critical hit (10% base chance)\r\n if (Math.random() < 0.1) {\r\n const critDamage = Math.floor(actualDamage * 0.5);\r\n target.hp = Math.max(0, target.hp - critDamage);\r\n log.push({\r\n timestamp: Date.now(),\r\n message: `${t('combat.critical')} +${critDamage}`,\r\n type: 'damage',\r\n });\r\n }\r\n\r\n // Apply weapon effects\r\n if (player.equipment.weapon) {\r\n applyWeaponEffects(player.equipment.weapon, target, log);\r\n }\r\n\r\n // Check if enemy defeated\r\n if (target.hp <= 0) {\r\n log.push({\r\n timestamp: Date.now(),\r\n message: `${target.name} defeated!`,\r\n type: 'system',\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Execute enemy attacks\r\n */\r\nfunction executeEnemyAttacks(\r\n player: Player,\r\n combat: IdleCombatState,\r\n enemies: Enemy[],\r\n log: CombatLogEntry[],\r\n isDefending: boolean\r\n): void {\r\n for (const enemy of enemies.filter(e => e.hp > 0)) {\r\n let damage = calculateEnemyDamage(enemy, player);\r\n\r\n // Reduce damage if defending\r\n if (isDefending) {\r\n damage = Math.floor(damage * 0.5);\r\n }\r\n\r\n combat.playerHp = Math.max(0, combat.playerHp - damage);\r\n\r\n log.push({\r\n timestamp: Date.now(),\r\n message: `${enemy.name} ${t('combat.damage', { amount: damage })} → ${player.name}`,\r\n type: 'damage',\r\n });\r\n\r\n // Boss special abilities\r\n if (enemy.isBoss && enemy.abilities) {\r\n for (const ability of enemy.abilities) {\r\n if (ability.currentCooldown === 0) {\r\n const abilityDamage = Math.floor(ability.damage * (isDefending ? 0.7 : 1));\r\n combat.playerHp = Math.max(0, combat.playerHp - abilityDamage);\r\n ability.currentCooldown = ability.cooldown;\r\n\r\n log.push({\r\n timestamp: Date.now(),\r\n message: `${enemy.name} uses ${ability.name}! ${abilityDamage} damage`,\r\n type: 'damage',\r\n });\r\n } else {\r\n ability.currentCooldown--;\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Use an item in combat\r\n */\r\nfunction useItemInCombat(\r\n player: Player,\r\n combat: IdleCombatState,\r\n itemId: string,\r\n log: CombatLogEntry[]\r\n): boolean {\r\n const itemIndex = player.inventory.findIndex(i => i.id === itemId && i.quantity > 0);\r\n if (itemIndex === -1) {\r\n return false;\r\n }\r\n\r\n const item = player.inventory[itemIndex];\r\n const itemName = item.name.toLowerCase();\r\n\r\n // Apply item effect\r\n if (itemName.includes('health') || itemName.includes('healing') || itemName.includes('hp')) {\r\n const healAmount = 50; // Base heal amount\r\n combat.playerHp = Math.min(player.stats.maxHp, combat.playerHp + healAmount);\r\n\r\n log.push({\r\n timestamp: Date.now(),\r\n message: `${player.name} uses ${item.name}! ${t('combat.heal', { amount: healAmount })}`,\r\n type: 'heal',\r\n });\r\n } else if (itemName.includes('mana') || itemName.includes('mp')) {\r\n const manaAmount = 30;\r\n player.stats.mp = Math.min(player.stats.maxMp, player.stats.mp + manaAmount);\r\n\r\n log.push({\r\n timestamp: Date.now(),\r\n message: `${player.name} uses ${item.name}! +${manaAmount} MP`,\r\n type: 'heal',\r\n });\r\n } else {\r\n log.push({\r\n timestamp: Date.now(),\r\n message: `${player.name} uses ${item.name}!`,\r\n type: 'system',\r\n });\r\n }\r\n\r\n // Consume item\r\n item.quantity--;\r\n if (item.quantity <= 0) {\r\n player.inventory.splice(itemIndex, 1);\r\n }\r\n\r\n return true;\r\n}\r\n\r\n// ============================================================================\r\n// Damage Calculation\r\n// ============================================================================\r\n\r\n/**\r\n * Calculate player damage\r\n */\r\nfunction calculatePlayerDamage(player: Player): number {\r\n let baseDamage = player.stats.attack;\r\n\r\n if (player.equipment.weapon) {\r\n baseDamage += player.equipment.weapon.baseAttack;\r\n }\r\n\r\n // Add variance (±20%)\r\n const variance = 0.2;\r\n const multiplier = 1 + (Math.random() * variance * 2 - variance);\r\n\r\n return Math.floor(baseDamage * multiplier);\r\n}\r\n\r\n/**\r\n * Calculate enemy damage against player\r\n */\r\nfunction calculateEnemyDamage(enemy: Enemy, player: Player): number {\r\n let defense = player.stats.defense;\r\n\r\n if (player.equipment.armor) {\r\n defense += player.equipment.armor.baseDefense;\r\n }\r\n\r\n const baseDamage = Math.max(1, enemy.attack - Math.floor(defense / 2));\r\n\r\n // Add variance (±15%)\r\n const variance = 0.15;\r\n const multiplier = 1 + (Math.random() * variance * 2 - variance);\r\n\r\n return Math.floor(baseDamage * multiplier);\r\n}\r\n\r\n/**\r\n * Apply damage to enemy\r\n */\r\nfunction applyDamage(enemy: Enemy, damage: number): number {\r\n const actualDamage = Math.max(1, damage - Math.floor(enemy.defense / 3));\r\n enemy.hp = Math.max(0, enemy.hp - actualDamage);\r\n return actualDamage;\r\n}\r\n\r\n/**\r\n * Apply weapon affix effects\r\n */\r\nfunction applyWeaponEffects(\r\n weapon: Weapon,\r\n target: Enemy,\r\n log: CombatLogEntry[]\r\n): void {\r\n const elementEffects: Record<string, { element: string; baseDamage: number; statusChance: number }> = {\r\n 'of_flames': { element: 'fire', baseDamage: 8, statusChance: 0.3 },\r\n 'of_frost': { element: 'ice', baseDamage: 6, statusChance: 0.25 },\r\n 'of_thunder': { element: 'lightning', baseDamage: 12, statusChance: 0.15 },\r\n 'of_venom': { element: 'poison', baseDamage: 4, statusChance: 0.5 },\r\n 'of_the_night': { element: 'dark', baseDamage: 15, statusChance: 0.2 },\r\n 'of_light': { element: 'holy', baseDamage: 10, statusChance: 0.3 },\r\n };\r\n\r\n for (const affix of weapon.affixes) {\r\n const effect = elementEffects[affix.definitionId];\r\n if (effect) {\r\n target.hp = Math.max(0, target.hp - effect.baseDamage);\r\n log.push({\r\n timestamp: Date.now(),\r\n message: `${effect.element} +${effect.baseDamage}`,\r\n type: 'damage',\r\n });\r\n\r\n if (Math.random() < effect.statusChance) {\r\n log.push({\r\n timestamp: Date.now(),\r\n message: t('combat.statusEffect', { target: target.name, effect: effect.element }),\r\n type: 'status',\r\n });\r\n }\r\n }\r\n\r\n if (affix.definitionId === 'vampiric') {\r\n const healAmount = Math.floor(weapon.baseAttack * 0.1);\r\n log.push({\r\n timestamp: Date.now(),\r\n message: t('combat.heal', { amount: healAmount }),\r\n type: 'heal',\r\n });\r\n }\r\n }\r\n}\r\n\r\n// ============================================================================\r\n// Combat Completion\r\n// ============================================================================\r\n\r\n/**\r\n * Finish combat\r\n */\r\nfunction finishCombat(\r\n combat: IdleCombatState,\r\n victory: boolean,\r\n retreated: boolean = false,\r\n decision?: CombatDecision\r\n): CombatTurnResult {\r\n combat.isActive = false;\r\n combat.retreatRequested = retreated;\r\n\r\n if (victory) {\r\n combat.log.push({\r\n timestamp: Date.now(),\r\n message: t('combat.victory'),\r\n type: 'system',\r\n });\r\n } else if (retreated) {\r\n combat.log.push({\r\n timestamp: Date.now(),\r\n message: 'Retreated from battle!',\r\n type: 'system',\r\n });\r\n } else {\r\n combat.log.push({\r\n timestamp: Date.now(),\r\n message: t('combat.defeat'),\r\n type: 'system',\r\n });\r\n }\r\n\r\n return {\r\n combat,\r\n finished: true,\r\n victory,\r\n retreated,\r\n decision: decision || { action: 'attack', reason: 'Combat finished' },\r\n };\r\n}\r\n\r\n// ============================================================================\r\n// Combat Utilities\r\n// ============================================================================\r\n\r\n/**\r\n * Calculate combat rewards\r\n */\r\nexport function calculateIdleCombatRewards(\r\n enemies: Enemy[],\r\n retreated: boolean\r\n): { exp: number; gold: number; items: string[] } {\r\n if (retreated) {\r\n return { exp: 0, gold: 0, items: [] };\r\n }\r\n\r\n let exp = 0;\r\n let gold = 0;\r\n const items: string[] = [];\r\n\r\n for (const enemy of enemies) {\r\n exp += enemy.expReward;\r\n gold += enemy.goldReward;\r\n\r\n for (const drop of enemy.dropTable) {\r\n if (Math.random() < drop.chance) {\r\n items.push(drop.itemId);\r\n }\r\n }\r\n }\r\n\r\n return { exp, gold, items };\r\n}\r\n\r\n/**\r\n * Get combat progress (0-1)\r\n */\r\nexport function getIdleCombatProgress(combat: IdleCombatState): number {\r\n const totalMaxHp = combat.enemies.reduce((sum, e) => sum + e.maxHp, 0);\r\n const totalCurrentHp = combat.enemies.reduce((sum, e) => sum + Math.max(0, e.hp), 0);\r\n return 1 - (totalCurrentHp / totalMaxHp);\r\n}\r\n\r\n/**\r\n * Format combat log for display\r\n */\r\nexport function formatIdleCombatLog(combat: IdleCombatState, maxLines: number = 10): string[] {\r\n return combat.log\r\n .slice(-maxLines)\r\n .map(entry => {\r\n const time = new Date(entry.timestamp).toLocaleTimeString();\r\n return `[${time}] ${entry.message}`;\r\n });\r\n}\r\n\r\n/**\r\n * Run full auto-combat until completion\r\n * Returns result after all turns are processed\r\n */\r\nexport function runFullAutoCombat(\r\n player: Player,\r\n enemies: Enemy[],\r\n strategy: StrategyStateMachine,\r\n maxTurns: number = 100\r\n): CombatTurnResult {\r\n const combat = initIdleCombat(player, enemies, { strategy });\r\n\r\n let result: CombatTurnResult = {\r\n combat,\r\n finished: false,\r\n victory: false,\r\n retreated: false,\r\n decision: { action: 'attack', reason: 'Starting combat' },\r\n };\r\n\r\n for (let turn = 0; turn < maxTurns && !result.finished; turn++) {\r\n result = processIdleCombatTurn(result.combat, player);\r\n }\r\n\r\n return 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@@ -0,0 +1,198 @@
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1
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+
/**
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2
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+
* IdleGameManager - Orchestrates the IdleRPG game flow
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3
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+
*
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4
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+
* Manages the game state machine:
|
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5
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+
* - Town phase: Player is in town, can select facilities/dungeons
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6
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+
* - Travel phase: Moving between locations
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7
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+
* - Dungeon phase: Auto-exploration via DungeonRunner
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8
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+
* - Return phase: Returning to town after dungeon
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9
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+
*
|
|
10
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+
* Supports both legacy single-player and new team system:
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11
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+
* - Legacy: Uses Player directly with DungeonRunner
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12
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+
* - Team: Uses Team and Actors with TeamDungeonRunner
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13
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+
*/
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14
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+
import type { Player, Actor, Team, Town, Dungeon, StrategyStateMachine, TownFacility } from './types.js';
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15
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+
import { type DungeonRunner, type DungeonRunnerState } from './DungeonRunner.js';
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16
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+
import { type TeamDungeonRunner } from './TeamDungeonRunner.js';
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17
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+
import type { IdleCombatState } from './IdleCombat.js';
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18
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+
export type IdleGamePhase = 'in_town' | 'traveling_to_dungeon' | 'in_dungeon' | 'returning_to_town' | 'resting' | 'dead';
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19
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+
export interface IdleGameState {
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20
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+
phase: IdleGamePhase;
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21
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+
player: Player;
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22
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+
currentTown: Town;
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23
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+
currentDungeon: Dungeon | null;
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24
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+
dungeonRunner: DungeonRunner | null;
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25
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+
strategy: StrategyStateMachine;
|
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26
|
+
travelProgress: number;
|
|
27
|
+
travelDuration: number;
|
|
28
|
+
eventLog: string[];
|
|
29
|
+
statistics: GameStatistics;
|
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30
|
+
team?: Team;
|
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31
|
+
actors?: Record<string, Actor>;
|
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32
|
+
teamDungeonRunner?: TeamDungeonRunner | null;
|
|
33
|
+
isTeamMode?: boolean;
|
|
34
|
+
}
|
|
35
|
+
export interface GameStatistics {
|
|
36
|
+
dungeonsCleared: number;
|
|
37
|
+
dungeonsAttempted: number;
|
|
38
|
+
enemiesKilled: number;
|
|
39
|
+
goldEarned: number;
|
|
40
|
+
deathCount: number;
|
|
41
|
+
totalPlayTime: number;
|
|
42
|
+
}
|
|
43
|
+
export interface IdleGameCallbacks {
|
|
44
|
+
onPhaseChange: (phase: IdleGamePhase, state: IdleGameState) => void;
|
|
45
|
+
onPlayerUpdate: (player: Player) => void;
|
|
46
|
+
onDungeonProgress: (runnerState: DungeonRunnerState, combat: IdleCombatState | null) => void;
|
|
47
|
+
onEventLog: (message: string) => void;
|
|
48
|
+
onTravelProgress: (progress: number, duration: number) => void;
|
|
49
|
+
onDungeonComplete: (success: boolean, rewards: {
|
|
50
|
+
gold: number;
|
|
51
|
+
exp: number;
|
|
52
|
+
items: string[];
|
|
53
|
+
}) => void;
|
|
54
|
+
onPlayerDeath: () => void;
|
|
55
|
+
}
|
|
56
|
+
export declare class IdleGameManager {
|
|
57
|
+
private state;
|
|
58
|
+
private callbacks;
|
|
59
|
+
private continentManager;
|
|
60
|
+
private tickInterval;
|
|
61
|
+
private travelStartTime;
|
|
62
|
+
constructor();
|
|
63
|
+
/**
|
|
64
|
+
* Initialize game with player (legacy single-player mode)
|
|
65
|
+
*/
|
|
66
|
+
initialize(player: Player): void;
|
|
67
|
+
/**
|
|
68
|
+
* Initialize game with team (new team mode)
|
|
69
|
+
*/
|
|
70
|
+
initializeWithTeam(team: Team, actors: Record<string, Actor>): void;
|
|
71
|
+
/**
|
|
72
|
+
* Convert current single-player game to team mode
|
|
73
|
+
* Useful for migration during gameplay
|
|
74
|
+
*/
|
|
75
|
+
convertToTeamMode(): void;
|
|
76
|
+
/**
|
|
77
|
+
* Set callbacks
|
|
78
|
+
*/
|
|
79
|
+
setCallbacks(callbacks: Partial<IdleGameCallbacks>): void;
|
|
80
|
+
/**
|
|
81
|
+
* Start game tick
|
|
82
|
+
*/
|
|
83
|
+
private startTick;
|
|
84
|
+
/**
|
|
85
|
+
* Stop game tick
|
|
86
|
+
*/
|
|
87
|
+
private stopTick;
|
|
88
|
+
/**
|
|
89
|
+
* Main game tick
|
|
90
|
+
*/
|
|
91
|
+
private tick;
|
|
92
|
+
/**
|
|
93
|
+
* Process travel tick
|
|
94
|
+
*/
|
|
95
|
+
private processTravelTick;
|
|
96
|
+
/**
|
|
97
|
+
* Process rest tick
|
|
98
|
+
*/
|
|
99
|
+
private processRestTick;
|
|
100
|
+
/**
|
|
101
|
+
* Select a dungeon to enter
|
|
102
|
+
*/
|
|
103
|
+
selectDungeon(dungeonId: string): boolean;
|
|
104
|
+
/**
|
|
105
|
+
* Use a facility
|
|
106
|
+
*/
|
|
107
|
+
useFacility(facility: TownFacility): boolean;
|
|
108
|
+
/**
|
|
109
|
+
* Update strategy
|
|
110
|
+
*/
|
|
111
|
+
setStrategy(strategy: StrategyStateMachine): void;
|
|
112
|
+
/**
|
|
113
|
+
* Enter dungeon after travel
|
|
114
|
+
*/
|
|
115
|
+
private enterDungeon;
|
|
116
|
+
/**
|
|
117
|
+
* Enter dungeon with team (new team mode)
|
|
118
|
+
*/
|
|
119
|
+
private enterDungeonWithTeam;
|
|
120
|
+
/**
|
|
121
|
+
* Enter dungeon with legacy single player
|
|
122
|
+
*/
|
|
123
|
+
private enterDungeonLegacy;
|
|
124
|
+
/**
|
|
125
|
+
* Convert TeamDungeonState to DungeonRunnerState for UI compatibility
|
|
126
|
+
*/
|
|
127
|
+
private convertTeamStateToLegacy;
|
|
128
|
+
/**
|
|
129
|
+
* Handle team dungeon completion
|
|
130
|
+
*/
|
|
131
|
+
private handleTeamDungeonComplete;
|
|
132
|
+
/**
|
|
133
|
+
* Handle team death (all members knocked out)
|
|
134
|
+
*/
|
|
135
|
+
private handleTeamDeath;
|
|
136
|
+
/**
|
|
137
|
+
* Handle dungeon completion
|
|
138
|
+
*/
|
|
139
|
+
private handleDungeonComplete;
|
|
140
|
+
/**
|
|
141
|
+
* Abort current dungeon run
|
|
142
|
+
*/
|
|
143
|
+
abortDungeon(): void;
|
|
144
|
+
/**
|
|
145
|
+
* Cancel current travel and return to town immediately
|
|
146
|
+
*/
|
|
147
|
+
cancelTravel(): boolean;
|
|
148
|
+
/**
|
|
149
|
+
* Pause dungeon exploration
|
|
150
|
+
*/
|
|
151
|
+
pauseDungeon(): void;
|
|
152
|
+
/**
|
|
153
|
+
* Resume dungeon exploration
|
|
154
|
+
*/
|
|
155
|
+
resumeDungeon(): void;
|
|
156
|
+
/**
|
|
157
|
+
* Start returning to town
|
|
158
|
+
*/
|
|
159
|
+
private startReturnToTown;
|
|
160
|
+
/**
|
|
161
|
+
* Arrive at town
|
|
162
|
+
*/
|
|
163
|
+
private arriveAtTown;
|
|
164
|
+
/**
|
|
165
|
+
* Handle player death
|
|
166
|
+
*/
|
|
167
|
+
private handlePlayerDeath;
|
|
168
|
+
/**
|
|
169
|
+
* Respawn player
|
|
170
|
+
*/
|
|
171
|
+
respawn(): void;
|
|
172
|
+
/**
|
|
173
|
+
* Create dungeon generator config from template
|
|
174
|
+
*/
|
|
175
|
+
private createDungeonConfig;
|
|
176
|
+
/**
|
|
177
|
+
* Log an event
|
|
178
|
+
*/
|
|
179
|
+
private log;
|
|
180
|
+
/**
|
|
181
|
+
* Get current state
|
|
182
|
+
*/
|
|
183
|
+
getState(): IdleGameState | null;
|
|
184
|
+
/**
|
|
185
|
+
* Get available dungeons from current town
|
|
186
|
+
*/
|
|
187
|
+
getAvailableDungeons(): Dungeon[];
|
|
188
|
+
/**
|
|
189
|
+
* Get dungeon runner for UI updates
|
|
190
|
+
*/
|
|
191
|
+
getDungeonRunner(): DungeonRunner | null;
|
|
192
|
+
/**
|
|
193
|
+
* Destroy manager
|
|
194
|
+
*/
|
|
195
|
+
destroy(): void;
|
|
196
|
+
}
|
|
197
|
+
export declare function getIdleGameManager(): IdleGameManager;
|
|
198
|
+
//# sourceMappingURL=IdleGameManager.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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