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":"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 @@
1
+ /**
2
+ * IdleGameManager - Orchestrates the IdleRPG game flow
3
+ *
4
+ * Manages the game state machine:
5
+ * - Town phase: Player is in town, can select facilities/dungeons
6
+ * - Travel phase: Moving between locations
7
+ * - Dungeon phase: Auto-exploration via DungeonRunner
8
+ * - Return phase: Returning to town after dungeon
9
+ *
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+ * Supports both legacy single-player and new team system:
11
+ * - Legacy: Uses Player directly with DungeonRunner
12
+ * - Team: Uses Team and Actors with TeamDungeonRunner
13
+ */
14
+ import type { Player, Actor, Team, Town, Dungeon, StrategyStateMachine, TownFacility } from './types.js';
15
+ import { type DungeonRunner, type DungeonRunnerState } from './DungeonRunner.js';
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+ import { type TeamDungeonRunner } from './TeamDungeonRunner.js';
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+ import type { IdleCombatState } from './IdleCombat.js';
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+ export type IdleGamePhase = 'in_town' | 'traveling_to_dungeon' | 'in_dungeon' | 'returning_to_town' | 'resting' | 'dead';
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+ export interface IdleGameState {
20
+ phase: IdleGamePhase;
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+ player: Player;
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+ currentTown: Town;
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+ currentDungeon: Dungeon | null;
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+ dungeonRunner: DungeonRunner | null;
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+ strategy: StrategyStateMachine;
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+ travelProgress: number;
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+ travelDuration: number;
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+ eventLog: string[];
29
+ statistics: GameStatistics;
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+ team?: Team;
31
+ actors?: Record<string, Actor>;
32
+ teamDungeonRunner?: TeamDungeonRunner | null;
33
+ isTeamMode?: boolean;
34
+ }
35
+ export interface GameStatistics {
36
+ dungeonsCleared: number;
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+ 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;
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+ onPlayerUpdate: (player: Player) => void;
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+ 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;
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+ exp: number;
52
+ items: string[];
53
+ }) => void;
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+ onPlayerDeath: () => void;
55
+ }
56
+ export declare class IdleGameManager {
57
+ private state;
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+ private callbacks;
59
+ private continentManager;
60
+ private tickInterval;
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+ private travelStartTime;
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+ constructor();
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+ /**
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 @@
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