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":"TeamDungeonRunner.js","sources":["core/TeamDungeonRunner.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Team Dungeon Runner\r\n * Extends DungeonRunner for multi-character team exploration\r\n *\r\n * Key differences from single-player DungeonRunner:\r\n * - Tracks HP/MP for each team member individually\r\n * - Uses TeamCombat for multi-character battles\r\n * - Experience is distributed among all active members\r\n * - Dead actors move to reserve, can be revived in safe areas\r\n * - Formation affects damage distribution\r\n */\r\n\r\nimport type {\r\n Actor,\r\n Team,\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 TeamCombatState,\r\n} from './types.js';\r\nimport {\r\n getTimeManager,\r\n type TimeManager,\r\n} from './TimeManager.js';\r\nimport {\r\n createStrategyExecutor,\r\n type StrategyExecutor,\r\n type ExplorationContext,\r\n type ExplorationDecision,\r\n} from '../strategy/index.js';\r\nimport {\r\n createTeamCombatState,\r\n processCombatTurn,\r\n isCombatOver,\r\n finalizeCombat,\r\n type TeamCombatResult,\r\n type TeamCombatCallbacks,\r\n} from './TeamCombat.js';\r\nimport {\r\n healActor,\r\n fullRestoreActor,\r\n reviveActor,\r\n isActorAlive,\r\n} from './Actor.js';\r\nimport {\r\n getActiveActorsForCombat,\r\n getActiveMembers,\r\n isTeamWiped,\r\n addTeamGold,\r\n addItemToTeam,\r\n moveToReserve,\r\n} from './Team.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 TeamDungeonPhase =\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 TeamDungeonState {\r\n phase: TeamDungeonPhase;\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 // Team combat state\r\n activeCombat: TeamCombatState | null;\r\n // Tracking for each actor\r\n actorHp: Record<string, number>;\r\n actorMp: Record<string, number>;\r\n // Loot and rewards\r\n lootCollected: InventoryItem[];\r\n goldCollected: number;\r\n expGained: number;\r\n enemiesKilled: number;\r\n // Time tracking\r\n startTime: number;\r\n eventLog: string[];\r\n}\r\n\r\nexport interface TeamDungeonCallbacks {\r\n onPhaseChange: (phase: TeamDungeonPhase, state: TeamDungeonState) => void;\r\n onRoomEnter: (room: DungeonRoom, state: TeamDungeonState) => void;\r\n onCombatStart: (enemies: Enemy[], state: TeamDungeonState) => void;\r\n onCombatTurn: (state: TeamDungeonState) => void;\r\n onCombatEnd: (result: TeamCombatResult, state: TeamDungeonState) => void;\r\n onActorDefeated: (actorId: string, actorName: string, state: TeamDungeonState) => void;\r\n onActorLevelUp: (actorId: string, actorName: string, newLevel: number, state: TeamDungeonState) => void;\r\n onLevelComplete: (level: number, state: TeamDungeonState) => void;\r\n onDungeonComplete: (state: TeamDungeonState) => void;\r\n onDungeonFailed: (reason: string, state: TeamDungeonState) => void;\r\n onEventLog: (message: string, state: TeamDungeonState) => void;\r\n}\r\n\r\n// ============================================================================\r\n// Team Dungeon Runner Class\r\n// ============================================================================\r\n\r\nexport class TeamDungeonRunner {\r\n private state: TeamDungeonState | null = null;\r\n private team: Team;\r\n private actors: Record<string, Actor>;\r\n private timeManager: TimeManager;\r\n private callbacks: Partial<TeamDungeonCallbacks> = {};\r\n private isPaused: boolean = false;\r\n\r\n constructor(team: Team, actors: Record<string, Actor>) {\r\n this.team = team;\r\n this.actors = actors;\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<TeamDungeonCallbacks>): void {\r\n this.callbacks = { ...this.callbacks, ...callbacks };\r\n }\r\n\r\n /**\r\n * Start a dungeon run with the team\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 // Initialize HP/MP tracking from current actor values\r\n const actorHp: Record<string, number> = {};\r\n const actorMp: Record<string, number> = {};\r\n\r\n for (const actorId of this.team.activeMembers) {\r\n const actor = this.actors[actorId];\r\n if (actor) {\r\n actorHp[actorId] = actor.stats.hp;\r\n actorMp[actorId] = actor.stats.mp;\r\n }\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 actorHp,\r\n actorMp,\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(`Team 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(): TeamDungeonState | 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('Team 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(`Team 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 'safe_room':\r\n this.processSafeRoom(room);\r\n break;\r\n\r\n case 'entrance':\r\n case 'rest':\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 using TeamCombat\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 // Check if team can fight\r\n const activeActors = getActiveActorsForCombat(this.team, this.actors);\r\n if (activeActors.length === 0) {\r\n this.log('No team members able to fight!');\r\n this.finishDungeon(false, 'Team incapacitated');\r\n return;\r\n }\r\n\r\n this.setPhase('in_combat');\r\n this.log(`Combat started! ${activeActors.length} fighters vs ${enemies.length} enemies`);\r\n\r\n const combatType = room.type === 'boss' ? 'boss' :\r\n room.type === 'elite' ? 'elite' :\r\n room.type === 'ambush' ? 'ambush' : 'mob';\r\n\r\n // Create team combat state\r\n this.state.activeCombat = createTeamCombatState(\r\n this.team,\r\n this.actors,\r\n enemies,\r\n combatType\r\n );\r\n\r\n this.callbacks.onCombatStart?.(enemies, this.state);\r\n\r\n // Start first combat turn\r\n this.queueCombatTurn();\r\n }\r\n\r\n /**\r\n * Queue next combat turn\r\n */\r\n private queueCombatTurn(): void {\r\n this.timeManager.startAction(\r\n 'combat_turn',\r\n 'Combat turn',\r\n COMBAT_TURN_DURATION,\r\n { onComplete: 'combat_turn' }\r\n );\r\n }\r\n\r\n /**\r\n * Process combat turn\r\n */\r\n private processCombatTurn(): void {\r\n if (!this.state || !this.state.activeCombat) return;\r\n\r\n // Process the turn\r\n processCombatTurn(\r\n this.state.activeCombat,\r\n this.team,\r\n this.actors,\r\n {\r\n onActorDefeated: (actorId) => {\r\n const actor = this.actors[actorId];\r\n if (actor) {\r\n this.log(`${actor.name} was knocked out!`);\r\n this.callbacks.onActorDefeated?.(actorId, actor.name, this.state!);\r\n // Move to reserve\r\n moveToReserve(this.team, actor);\r\n }\r\n },\r\n onEnemyDefeated: (enemyId) => {\r\n const enemy = this.state?.activeCombat?.enemies.find(e => e.id === enemyId);\r\n if (enemy) {\r\n this.log(`${enemy.name} was defeated!`);\r\n }\r\n },\r\n }\r\n );\r\n\r\n // Sync HP from combat state to tracking\r\n for (const actorId of this.team.activeMembers) {\r\n this.state.actorHp[actorId] = this.state.activeCombat.actorHp[actorId] ?? 0;\r\n this.state.actorMp[actorId] = this.state.activeCombat.actorMp[actorId] ?? this.state.actorMp[actorId];\r\n }\r\n\r\n this.callbacks.onCombatTurn?.(this.state);\r\n\r\n // Check if combat is over\r\n if (isCombatOver(this.state.activeCombat, this.team, this.actors)) {\r\n this.endCombat();\r\n } else {\r\n this.queueCombatTurn();\r\n }\r\n }\r\n\r\n /**\r\n * End combat and process results\r\n */\r\n private endCombat(): void {\r\n if (!this.state || !this.state.activeCombat) return;\r\n\r\n const result = finalizeCombat(this.state.activeCombat, this.team, this.actors);\r\n\r\n this.state.goldCollected += result.rewards.gold;\r\n this.state.expGained += result.rewards.exp;\r\n this.state.enemiesKilled += this.state.activeCombat.enemies.filter(e => e.hp <= 0).length;\r\n\r\n // Check for level ups\r\n for (const actorId of result.levelUps) {\r\n const actor = this.actors[actorId];\r\n if (actor) {\r\n this.log(`${actor.name} leveled up to Lv${actor.stats.level}!`);\r\n this.callbacks.onActorLevelUp?.(actorId, actor.name, actor.stats.level, this.state);\r\n }\r\n }\r\n\r\n if (result.victory) {\r\n this.log(`Victory! Team gained ${result.rewards.exp} EXP, ${result.rewards.gold} Gold`);\r\n } else {\r\n this.log('Team was defeated...');\r\n this.finishDungeon(false, 'Defeated in combat');\r\n return;\r\n }\r\n\r\n this.callbacks.onCombatEnd?.(result, 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 addTeamGold(this.team, chest.goldAmount);\r\n this.log(`Team 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 addItemToTeam(this.team, item);\r\n this.log(`Team found ${item.name}!`);\r\n }\r\n }\r\n\r\n this.state.clearedRooms.add(room.id);\r\n room.isCleared = true;\r\n\r\n this.timeManager.startAction(\r\n 'explore_room',\r\n 'Looting treasure',\r\n ROOM_TIMES.treasure,\r\n { onComplete: 'room_processed' }\r\n );\r\n }\r\n\r\n /**\r\n * Process fountain room (heal all team members)\r\n */\r\n private processFountainRoom(room: DungeonRoom): void {\r\n if (!this.state) return;\r\n\r\n // Heal all active team members\r\n for (const actorId of this.team.activeMembers) {\r\n const actor = this.actors[actorId];\r\n if (actor && isActorAlive(actor)) {\r\n const healAmount = Math.floor(actor.stats.maxHp * 0.5);\r\n const healed = healActor(actor, healAmount);\r\n this.state.actorHp[actorId] = actor.stats.hp;\r\n\r\n const manaRestore = Math.floor(actor.stats.maxMp * 0.3);\r\n actor.stats.mp = Math.min(actor.stats.maxMp, actor.stats.mp + manaRestore);\r\n this.state.actorMp[actorId] = actor.stats.mp;\r\n }\r\n }\r\n\r\n this.log('Team restored at fountain');\r\n\r\n this.state.clearedRooms.add(room.id);\r\n room.isCleared = true;\r\n\r\n this.timeManager.startAction(\r\n 'rest',\r\n 'Team resting at fountain',\r\n ROOM_TIMES.fountain,\r\n { onComplete: 'room_processed' }\r\n );\r\n }\r\n\r\n /**\r\n * Process safe room - can revive dead members\r\n */\r\n private processSafeRoom(room: DungeonRoom): void {\r\n if (!this.state) return;\r\n\r\n // Revive any dead team members at 50% HP\r\n for (const actorId of this.team.reserveMembers) {\r\n const actor = this.actors[actorId];\r\n if (actor && actor.status === 'dead') {\r\n reviveActor(actor, 0.5);\r\n this.state.actorHp[actorId] = actor.stats.hp;\r\n this.log(`${actor.name} was revived!`);\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 'rest',\r\n 'Team resting in safe room',\r\n ROOM_TIMES.safe_room,\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('Team 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 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 (damage to frontline)\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 const disarmChance = 0.5;\r\n if (Math.random() < disarmChance) {\r\n trap.isDisarmed = true;\r\n this.log('Team disarmed trap!');\r\n } else {\r\n trap.isTriggered = true;\r\n // Damage frontline actors\r\n this.applyTrapDamage(trap.damage);\r\n }\r\n } else {\r\n trap.isTriggered = true;\r\n this.applyTrapDamage(trap.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 * Apply trap damage to team\r\n */\r\n private applyTrapDamage(damage: number): void {\r\n if (!this.state) return;\r\n\r\n // Frontline actors take full damage, backline takes half\r\n const { FORMATION_EFFECTS } = require('./types.js');\r\n const config = FORMATION_EFFECTS[this.team.formation];\r\n\r\n for (let i = 0; i < this.team.activeMembers.length; i++) {\r\n const actorId = this.team.activeMembers[i];\r\n const actor = this.actors[actorId];\r\n if (!actor || !isActorAlive(actor)) continue;\r\n\r\n const isFrontline = config.frontline.includes(i);\r\n const actualDamage = isFrontline ? damage : Math.floor(damage * 0.5);\r\n\r\n actor.stats.hp = Math.max(1, actor.stats.hp - actualDamage);\r\n this.state.actorHp[actorId] = actor.stats.hp;\r\n this.log(`${actor.name} took ${actualDamage} trap damage`);\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 addTeamGold(this.team, 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(`Team 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 team's overall resource state\r\n const teamHpPercent = this.getTeamHpPercent();\r\n const teamMpPercent = this.getTeamMpPercent();\r\n\r\n // Check if should retreat based on resources\r\n const resourceCheck = this.state.strategyExecutor.checkResourceAction({\r\n hp: teamHpPercent * 100, // Normalized to 0-100 for existing strategy\r\n maxHp: 100,\r\n mp: teamMpPercent * 100,\r\n maxMp: 100,\r\n gold: this.team.sharedGold,\r\n });\r\n\r\n if (resourceCheck.action === 'retreat_to_town') {\r\n this.log(`Team 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: teamHpPercent * 100,\r\n maxHp: 100,\r\n mp: teamMpPercent * 100,\r\n maxMp: 100,\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(`Team 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(`Team resting (${decision.reason})`);\r\n // Heal all active members\r\n for (const actorId of this.team.activeMembers) {\r\n const actor = this.actors[actorId];\r\n if (actor && isActorAlive(actor)) {\r\n const healAmount = Math.floor(actor.stats.maxHp * 0.2);\r\n healActor(actor, healAmount);\r\n this.state.actorHp[actorId] = actor.stats.hp;\r\n }\r\n }\r\n\r\n this.timeManager.startAction(\r\n 'rest',\r\n 'Team resting',\r\n ROOM_TIMES.rest,\r\n { onComplete: 'room_processed' }\r\n );\r\n break;\r\n\r\n case 'search':\r\n this.log(`Team searching room (${decision.reason})`);\r\n if (Math.random() < 0.1) {\r\n const bonusGold = 25;\r\n this.state.goldCollected += bonusGold;\r\n addTeamGold(this.team, bonusGold);\r\n this.log(`Team found hidden ${bonusGold} gold!`);\r\n }\r\n\r\n this.timeManager.startAction(\r\n 'search',\r\n 'Searching',\r\n 30,\r\n { onComplete: 'room_processed' }\r\n );\r\n break;\r\n\r\n case 'retreat':\r\n this.log(`Team retreating (${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 * Get team's average HP percentage\r\n */\r\n private getTeamHpPercent(): number {\r\n const activeActors = getActiveMembers(this.team, this.actors);\r\n if (activeActors.length === 0) return 0;\r\n\r\n let totalHp = 0;\r\n let totalMaxHp = 0;\r\n\r\n for (const actor of activeActors) {\r\n totalHp += this.state?.actorHp[actor.id] ?? actor.stats.hp;\r\n totalMaxHp += actor.stats.maxHp;\r\n }\r\n\r\n return totalMaxHp > 0 ? totalHp / totalMaxHp : 0;\r\n }\r\n\r\n /**\r\n * Get team's average MP percentage\r\n */\r\n private getTeamMpPercent(): number {\r\n const activeActors = getActiveMembers(this.team, this.actors);\r\n if (activeActors.length === 0) return 0;\r\n\r\n let totalMp = 0;\r\n let totalMaxMp = 0;\r\n\r\n for (const actor of activeActors) {\r\n totalMp += this.state?.actorMp[actor.id] ?? actor.stats.mp;\r\n totalMaxMp += actor.stats.maxMp;\r\n }\r\n\r\n return totalMaxMp > 0 ? totalMp / totalMaxMp : 0;\r\n }\r\n\r\n /**\r\n * Set phase and notify callback\r\n */\r\n private setPhase(phase: TeamDungeonPhase): 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 // Sync final HP/MP back to actors\r\n for (const actorId of this.team.activeMembers) {\r\n const actor = this.actors[actorId];\r\n if (actor) {\r\n actor.stats.hp = this.state.actorHp[actorId] ?? actor.stats.hp;\r\n actor.stats.mp = this.state.actorMp[actorId] ?? actor.stats.mp;\r\n }\r\n }\r\n\r\n this.setPhase(success ? 'completed' : 'failed');\r\n\r\n if (success) {\r\n this.log(`Team completed ${this.state.dungeon.name}!`);\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\nexport function createTeamDungeonRunner(team: Team, actors: Record<string, Actor>): TeamDungeonRunner {\r\n return new TeamDungeonRunner(team, 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@@ -0,0 +1,114 @@
1
+ /**
2
+ * Time Manager - Handles real-time game actions
3
+ * All actions in IdleRPG consume real time
4
+ */
5
+ import type { TimeAction, TimeActionType } from './types.js';
6
+ import { calculateDuration, calculateProgress, formatDuration, formatTimeRemaining } from './timeConstants.js';
7
+ export interface TimeActionCallbacks {
8
+ onStart?: (action: TimeAction) => void;
9
+ onProgress?: (action: TimeAction, progress: number) => void;
10
+ onComplete?: (action: TimeAction) => void;
11
+ onCancel?: (action: TimeAction) => void;
12
+ }
13
+ export interface TimeManagerState {
14
+ currentAction: TimeAction | null;
15
+ actionQueue: TimeAction[];
16
+ isPaused: boolean;
17
+ totalGameTime: number;
18
+ sessionStartTime: number;
19
+ }
20
+ export declare class TimeManager {
21
+ private state;
22
+ private callbacks;
23
+ private updateInterval;
24
+ private readonly UPDATE_FREQUENCY;
25
+ constructor();
26
+ get currentAction(): TimeAction | null;
27
+ get isPaused(): boolean;
28
+ get totalGameTime(): number;
29
+ get hasActiveAction(): boolean;
30
+ /**
31
+ * Start a new timed action
32
+ */
33
+ startAction(type: TimeActionType, description: string, baseDuration: number, options?: {
34
+ difficultyModifier?: number;
35
+ speedModifier?: number;
36
+ canCancel?: boolean;
37
+ onComplete?: string;
38
+ data?: Record<string, unknown>;
39
+ }): TimeAction;
40
+ /**
41
+ * Queue an action to run after current action completes
42
+ */
43
+ queueAction(type: TimeActionType, description: string, baseDuration: number, options?: {
44
+ difficultyModifier?: number;
45
+ speedModifier?: number;
46
+ canCancel?: boolean;
47
+ onComplete?: string;
48
+ data?: Record<string, unknown>;
49
+ }): TimeAction;
50
+ /**
51
+ * Cancel the current action
52
+ */
53
+ cancelCurrentAction(): boolean;
54
+ /**
55
+ * Cancel a queued action by ID
56
+ */
57
+ cancelQueuedAction(actionId: string): boolean;
58
+ /**
59
+ * Clear all queued actions
60
+ */
61
+ clearQueue(): void;
62
+ /**
63
+ * Pause the current action
64
+ */
65
+ pause(): void;
66
+ /**
67
+ * Resume the current action
68
+ */
69
+ resume(): void;
70
+ /**
71
+ * Get current action progress (0-1)
72
+ */
73
+ getProgress(): number;
74
+ /**
75
+ * Get time remaining for current action
76
+ */
77
+ getTimeRemaining(): number;
78
+ /**
79
+ * Get formatted time remaining
80
+ */
81
+ getFormattedTimeRemaining(): string;
82
+ /**
83
+ * Get estimated completion time
84
+ */
85
+ getEstimatedCompletionTime(): number;
86
+ /**
87
+ * Set callbacks for action events
88
+ */
89
+ setCallbacks(callbacks: TimeActionCallbacks): void;
90
+ /**
91
+ * Clear all callbacks
92
+ */
93
+ clearCallbacks(): void;
94
+ private startUpdateLoop;
95
+ private stopUpdateLoop;
96
+ private update;
97
+ private completeCurrentAction;
98
+ private processNextAction;
99
+ /**
100
+ * Get state for saving
101
+ */
102
+ getState(): TimeManagerState;
103
+ /**
104
+ * Restore state from save
105
+ */
106
+ restoreState(savedState: Partial<TimeManagerState>): void;
107
+ /**
108
+ * Clean up resources
109
+ */
110
+ destroy(): void;
111
+ }
112
+ export declare function getTimeManager(): TimeManager;
113
+ export { formatDuration, formatTimeRemaining, calculateProgress, calculateDuration };
114
+ //# sourceMappingURL=TimeManager.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"TimeManager.d.ts","sourceRoot":"/","sources":["core/TimeManager.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,KAAK,EAAE,UAAU,EAAE,cAAc,EAAE,MAAM,YAAY,CAAC;AAC7D,OAAO,EACL,iBAAiB,EACjB,iBAAiB,EACjB,cAAc,EACd,mBAAmB,EAEpB,MAAM,oBAAoB,CAAC;AAM5B,MAAM,WAAW,mBAAmB;IAClC,OAAO,CAAC,EAAE,CAAC,MAAM,EAAE,UAAU,KAAK,IAAI,CAAC;IACvC,UAAU,CAAC,EAAE,CAAC,MAAM,EAAE,UAAU,EAAE,QAAQ,EAAE,MAAM,KAAK,IAAI,CAAC;IAC5D,UAAU,CAAC,EAAE,CAAC,MAAM,EAAE,UAAU,KAAK,IAAI,CAAC;IAC1C,QAAQ,CAAC,EAAE,CAAC,MAAM,EAAE,UAAU,KAAK,IAAI,CAAC;CACzC;AAED,MAAM,WAAW,gBAAgB;IAC/B,aAAa,EAAE,UAAU,GAAG,IAAI,CAAC;IACjC,WAAW,EAAE,UAAU,EAAE,CAAC;IAC1B,QAAQ,EAAE,OAAO,CAAC;IAClB,aAAa,EAAE,MAAM,CAAC;IACtB,gBAAgB,EAAE,MAAM,CAAC;CAC1B;AAMD,qBAAa,WAAW;IACtB,OAAO,CAAC,KAAK,CAAmB;IAChC,OAAO,CAAC,SAAS,CAA2B;IAC5C,OAAO,CAAC,cAAc,CAA+B;IACrD,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAAO;;IAgBxC,IAAI,aAAa,IAAI,UAAU,GAAG,IAAI,CAErC;IAED,IAAI,QAAQ,IAAI,OAAO,CAEtB;IAED,IAAI,aAAa,IAAI,MAAM,CAE1B;IAED,IAAI,eAAe,IAAI,OAAO,CAE7B;IAMD;;OAEG;IACH,WAAW,CACT,IAAI,EAAE,cAAc,EACpB,WAAW,EAAE,MAAM,EACnB,YAAY,EAAE,MAAM,EACpB,OAAO,GAAE;QACP,kBAAkB,CAAC,EAAE,MAAM,CAAC;QAC5B,aAAa,CAAC,EAAE,MAAM,CAAC;QACvB,SAAS,CAAC,EAAE,OAAO,CAAC;QACpB,UAAU,CAAC,EAAE,MAAM,CAAC;QACpB,IAAI,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;KAC3B,GACL,UAAU;IAkCb;;OAEG;IACH,WAAW,CACT,IAAI,EAAE,cAAc,EACpB,WAAW,EAAE,MAAM,EACnB,YAAY,EAAE,MAAM,EACpB,OAAO,GAAE;QACP,kBAAkB,CAAC,EAAE,MAAM,CAAC;QAC5B,aAAa,CAAC,EAAE,MAAM,CAAC;QACvB,SAAS,CAAC,EAAE,OAAO,CAAC;QACpB,UAAU,CAAC,EAAE,MAAM,CAAC;QACpB,IAAI,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;KAC3B,GACL,UAAU;IAwBb;;OAEG;IACH,mBAAmB,IAAI,OAAO;IAY9B;;OAEG;IACH,kBAAkB,CAAC,QAAQ,EAAE,MAAM,GAAG,OAAO;IAY7C;;OAEG;IACH,UAAU,IAAI,IAAI;IAYlB;;OAEG;IACH,KAAK,IAAI,IAAI;IAWb;;OAEG;IACH,MAAM,IAAI,IAAI;IAoBd;;OAEG;IACH,WAAW,IAAI,MAAM;IAMrB;;OAEG;IACH,gBAAgB,IAAI,MAAM;IAQ1B;;OAEG;IACH,yBAAyB,IAAI,MAAM;IAInC;;OAEG;IACH,0BAA0B,IAAI,MAAM;IAUpC;;OAEG;IACH,YAAY,CAAC,SAAS,EAAE,mBAAmB,GAAG,IAAI;IAIlD;;OAEG;IACH,cAAc,IAAI,IAAI;IAQtB,OAAO,CAAC,eAAe;IAQvB,OAAO,CAAC,cAAc;IAOtB,OAAO,CAAC,MAAM;IAsBd,OAAO,CAAC,qBAAqB;IAe7B,OAAO,CAAC,iBAAiB;IAoBzB;;OAEG;IACH,QAAQ,IAAI,gBAAgB;IAI5B;;OAEG;IACH,YAAY,CAAC,UAAU,EAAE,OAAO,CAAC,gBAAgB,CAAC,GAAG,IAAI;IAazD;;OAEG;IACH,OAAO,IAAI,IAAI;CAMhB;AAQD,wBAAgB,cAAc,IAAI,WAAW,CAK5C;AAGD,OAAO,EAAE,cAAc,EAAE,mBAAmB,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,CAAC"}
@@ -0,0 +1,318 @@
1
+ /**
2
+ * Time Manager - Handles real-time game actions
3
+ * All actions in IdleRPG consume real time
4
+ */
5
+
6
+ !function(){try{var e="undefined"!=typeof window?window:"undefined"!=typeof global?global:"undefined"!=typeof globalThis?globalThis:"undefined"!=typeof self?self:{},n=(new e.Error).stack;n&&(e._sentryDebugIds=e._sentryDebugIds||{},e._sentryDebugIds[n]="d3c0fdab-d473-5faa-b912-369cc4ae6bf9")}catch(e){}}();
7
+ import { calculateDuration, calculateProgress, formatDuration, formatTimeRemaining, } from './timeConstants.js';
8
+ // ============================================================================
9
+ // Time Manager Class
10
+ // ============================================================================
11
+ export class TimeManager {
12
+ state;
13
+ callbacks = {};
14
+ updateInterval = null;
15
+ UPDATE_FREQUENCY = 100; // Update every 100ms
16
+ constructor() {
17
+ this.state = {
18
+ currentAction: null,
19
+ actionQueue: [],
20
+ isPaused: false,
21
+ totalGameTime: 0,
22
+ sessionStartTime: Date.now(),
23
+ };
24
+ }
25
+ // ============================================================================
26
+ // Getters
27
+ // ============================================================================
28
+ get currentAction() {
29
+ return this.state.currentAction;
30
+ }
31
+ get isPaused() {
32
+ return this.state.isPaused;
33
+ }
34
+ get totalGameTime() {
35
+ return this.state.totalGameTime;
36
+ }
37
+ get hasActiveAction() {
38
+ return this.state.currentAction !== null && !this.state.isPaused;
39
+ }
40
+ // ============================================================================
41
+ // Action Management
42
+ // ============================================================================
43
+ /**
44
+ * Start a new timed action
45
+ */
46
+ startAction(type, description, baseDuration, options = {}) {
47
+ const duration = calculateDuration(baseDuration, options.difficultyModifier ?? 1.0, options.speedModifier ?? 1.0);
48
+ const action = {
49
+ id: `action_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`,
50
+ type,
51
+ description,
52
+ startTime: Date.now(),
53
+ duration,
54
+ progress: 0,
55
+ isPaused: false,
56
+ canCancel: options.canCancel ?? true,
57
+ onComplete: options.onComplete,
58
+ data: options.data,
59
+ };
60
+ // If there's a current action, queue this one
61
+ if (this.state.currentAction) {
62
+ this.state.actionQueue.push(action);
63
+ return action;
64
+ }
65
+ // Start the action
66
+ this.state.currentAction = action;
67
+ this.startUpdateLoop();
68
+ this.callbacks.onStart?.(action);
69
+ return action;
70
+ }
71
+ /**
72
+ * Queue an action to run after current action completes
73
+ */
74
+ queueAction(type, description, baseDuration, options = {}) {
75
+ const duration = calculateDuration(baseDuration, options.difficultyModifier ?? 1.0, options.speedModifier ?? 1.0);
76
+ const action = {
77
+ id: `action_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`,
78
+ type,
79
+ description,
80
+ startTime: 0, // Will be set when action starts
81
+ duration,
82
+ progress: 0,
83
+ isPaused: false,
84
+ canCancel: options.canCancel ?? true,
85
+ onComplete: options.onComplete,
86
+ data: options.data,
87
+ };
88
+ this.state.actionQueue.push(action);
89
+ return action;
90
+ }
91
+ /**
92
+ * Cancel the current action
93
+ */
94
+ cancelCurrentAction() {
95
+ const action = this.state.currentAction;
96
+ if (!action)
97
+ return false;
98
+ if (!action.canCancel)
99
+ return false;
100
+ this.callbacks.onCancel?.(action);
101
+ this.state.currentAction = null;
102
+ this.processNextAction();
103
+ return true;
104
+ }
105
+ /**
106
+ * Cancel a queued action by ID
107
+ */
108
+ cancelQueuedAction(actionId) {
109
+ const index = this.state.actionQueue.findIndex(a => a.id === actionId);
110
+ if (index === -1)
111
+ return false;
112
+ const action = this.state.actionQueue[index];
113
+ if (!action.canCancel)
114
+ return false;
115
+ this.state.actionQueue.splice(index, 1);
116
+ this.callbacks.onCancel?.(action);
117
+ return true;
118
+ }
119
+ /**
120
+ * Clear all queued actions
121
+ */
122
+ clearQueue() {
123
+ const cancelableActions = this.state.actionQueue.filter(a => a.canCancel);
124
+ for (const action of cancelableActions) {
125
+ this.callbacks.onCancel?.(action);
126
+ }
127
+ this.state.actionQueue = this.state.actionQueue.filter(a => !a.canCancel);
128
+ }
129
+ // ============================================================================
130
+ // Pause/Resume
131
+ // ============================================================================
132
+ /**
133
+ * Pause the current action
134
+ */
135
+ pause() {
136
+ if (this.state.isPaused)
137
+ return;
138
+ this.state.isPaused = true;
139
+ if (this.state.currentAction) {
140
+ this.state.currentAction.isPaused = true;
141
+ }
142
+ this.stopUpdateLoop();
143
+ }
144
+ /**
145
+ * Resume the current action
146
+ */
147
+ resume() {
148
+ if (!this.state.isPaused)
149
+ return;
150
+ this.state.isPaused = false;
151
+ if (this.state.currentAction) {
152
+ // Adjust start time to account for pause duration
153
+ const pausedAt = this.state.currentAction.startTime +
154
+ (this.state.currentAction.progress * this.state.currentAction.duration * 1000);
155
+ this.state.currentAction.startTime = Date.now() -
156
+ (this.state.currentAction.progress * this.state.currentAction.duration * 1000);
157
+ this.state.currentAction.isPaused = false;
158
+ }
159
+ this.startUpdateLoop();
160
+ }
161
+ // ============================================================================
162
+ // Progress & Time
163
+ // ============================================================================
164
+ /**
165
+ * Get current action progress (0-1)
166
+ */
167
+ getProgress() {
168
+ const action = this.state.currentAction;
169
+ if (!action)
170
+ return 0;
171
+ return calculateProgress(action.startTime, action.duration);
172
+ }
173
+ /**
174
+ * Get time remaining for current action
175
+ */
176
+ getTimeRemaining() {
177
+ const action = this.state.currentAction;
178
+ if (!action)
179
+ return 0;
180
+ const elapsed = (Date.now() - action.startTime) / 1000;
181
+ return Math.max(0, action.duration - elapsed);
182
+ }
183
+ /**
184
+ * Get formatted time remaining
185
+ */
186
+ getFormattedTimeRemaining() {
187
+ return formatDuration(Math.ceil(this.getTimeRemaining()));
188
+ }
189
+ /**
190
+ * Get estimated completion time
191
+ */
192
+ getEstimatedCompletionTime() {
193
+ const action = this.state.currentAction;
194
+ if (!action)
195
+ return Date.now();
196
+ return action.startTime + (action.duration * 1000);
197
+ }
198
+ // ============================================================================
199
+ // Callbacks
200
+ // ============================================================================
201
+ /**
202
+ * Set callbacks for action events
203
+ */
204
+ setCallbacks(callbacks) {
205
+ this.callbacks = { ...this.callbacks, ...callbacks };
206
+ }
207
+ /**
208
+ * Clear all callbacks
209
+ */
210
+ clearCallbacks() {
211
+ this.callbacks = {};
212
+ }
213
+ // ============================================================================
214
+ // Update Loop
215
+ // ============================================================================
216
+ startUpdateLoop() {
217
+ if (this.updateInterval)
218
+ return;
219
+ this.updateInterval = setInterval(() => {
220
+ this.update();
221
+ }, this.UPDATE_FREQUENCY);
222
+ }
223
+ stopUpdateLoop() {
224
+ if (this.updateInterval) {
225
+ clearInterval(this.updateInterval);
226
+ this.updateInterval = null;
227
+ }
228
+ }
229
+ update() {
230
+ if (this.state.isPaused)
231
+ return;
232
+ const action = this.state.currentAction;
233
+ if (!action) {
234
+ this.stopUpdateLoop();
235
+ return;
236
+ }
237
+ // Calculate progress
238
+ const progress = calculateProgress(action.startTime, action.duration);
239
+ action.progress = progress;
240
+ // Trigger progress callback
241
+ this.callbacks.onProgress?.(action, progress);
242
+ // Check if action is complete
243
+ if (progress >= 1) {
244
+ this.completeCurrentAction();
245
+ }
246
+ }
247
+ completeCurrentAction() {
248
+ const action = this.state.currentAction;
249
+ if (!action)
250
+ return;
251
+ action.progress = 1;
252
+ this.callbacks.onComplete?.(action);
253
+ this.state.currentAction = null;
254
+ // Update total game time
255
+ this.state.totalGameTime += action.duration;
256
+ // Process next action in queue
257
+ this.processNextAction();
258
+ }
259
+ processNextAction() {
260
+ if (this.state.actionQueue.length === 0) {
261
+ this.stopUpdateLoop();
262
+ return;
263
+ }
264
+ const nextAction = this.state.actionQueue.shift();
265
+ nextAction.startTime = Date.now();
266
+ nextAction.progress = 0;
267
+ nextAction.isPaused = false;
268
+ this.state.currentAction = nextAction;
269
+ this.callbacks.onStart?.(nextAction);
270
+ this.startUpdateLoop();
271
+ }
272
+ // ============================================================================
273
+ // Serialization
274
+ // ============================================================================
275
+ /**
276
+ * Get state for saving
277
+ */
278
+ getState() {
279
+ return { ...this.state };
280
+ }
281
+ /**
282
+ * Restore state from save
283
+ */
284
+ restoreState(savedState) {
285
+ if (savedState.totalGameTime !== undefined) {
286
+ this.state.totalGameTime = savedState.totalGameTime;
287
+ }
288
+ // Don't restore active actions - they need to be restarted
289
+ // This handles the case where the game was closed mid-action
290
+ this.state.currentAction = null;
291
+ this.state.actionQueue = [];
292
+ this.state.isPaused = false;
293
+ this.state.sessionStartTime = Date.now();
294
+ }
295
+ /**
296
+ * Clean up resources
297
+ */
298
+ destroy() {
299
+ this.stopUpdateLoop();
300
+ this.clearCallbacks();
301
+ this.state.currentAction = null;
302
+ this.state.actionQueue = [];
303
+ }
304
+ }
305
+ // ============================================================================
306
+ // Singleton
307
+ // ============================================================================
308
+ let timeManagerInstance = null;
309
+ export function getTimeManager() {
310
+ if (!timeManagerInstance) {
311
+ timeManagerInstance = new TimeManager();
312
+ }
313
+ return timeManagerInstance;
314
+ }
315
+ // Re-export utility functions
316
+ export { formatDuration, formatTimeRemaining, calculateProgress, calculateDuration };
317
+ //# sourceMappingURL=TimeManager.js.map
318
+ //# debugId=d3c0fdab-d473-5faa-b912-369cc4ae6bf9
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TimeManager.js","sources":["core/TimeManager.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Time Manager - Handles real-time game actions\r\n * All actions in IdleRPG consume real time\r\n */\r\n\r\nimport type { TimeAction, TimeActionType } from './types.js';\r\nimport {\r\n calculateDuration,\r\n calculateProgress,\r\n formatDuration,\r\n formatTimeRemaining,\r\n DIFFICULTY_TIME_MODIFIERS,\r\n} from './timeConstants.js';\r\n\r\n// ============================================================================\r\n// Types\r\n// ============================================================================\r\n\r\nexport interface TimeActionCallbacks {\r\n onStart?: (action: TimeAction) => void;\r\n onProgress?: (action: TimeAction, progress: number) => void;\r\n onComplete?: (action: TimeAction) => void;\r\n onCancel?: (action: TimeAction) => void;\r\n}\r\n\r\nexport interface TimeManagerState {\r\n currentAction: TimeAction | null;\r\n actionQueue: TimeAction[];\r\n isPaused: boolean;\r\n totalGameTime: number; // Total time spent in game (seconds)\r\n sessionStartTime: number; // When current session started\r\n}\r\n\r\n// ============================================================================\r\n// Time Manager Class\r\n// ============================================================================\r\n\r\nexport class TimeManager {\r\n private state: TimeManagerState;\r\n private callbacks: TimeActionCallbacks = {};\r\n private updateInterval: NodeJS.Timeout | null = null;\r\n private readonly UPDATE_FREQUENCY = 100; // Update every 100ms\r\n\r\n constructor() {\r\n this.state = {\r\n currentAction: null,\r\n actionQueue: [],\r\n isPaused: false,\r\n totalGameTime: 0,\r\n sessionStartTime: Date.now(),\r\n };\r\n }\r\n\r\n // ============================================================================\r\n // Getters\r\n // ============================================================================\r\n\r\n get currentAction(): TimeAction | null {\r\n return this.state.currentAction;\r\n }\r\n\r\n get isPaused(): boolean {\r\n return this.state.isPaused;\r\n }\r\n\r\n get totalGameTime(): number {\r\n return this.state.totalGameTime;\r\n }\r\n\r\n get hasActiveAction(): boolean {\r\n return this.state.currentAction !== null && !this.state.isPaused;\r\n }\r\n\r\n // ============================================================================\r\n // Action Management\r\n // ============================================================================\r\n\r\n /**\r\n * Start a new timed action\r\n */\r\n startAction(\r\n type: TimeActionType,\r\n description: string,\r\n baseDuration: number,\r\n options: {\r\n difficultyModifier?: number;\r\n speedModifier?: number;\r\n canCancel?: boolean;\r\n onComplete?: string;\r\n data?: Record<string, unknown>;\r\n } = {}\r\n ): TimeAction {\r\n const duration = calculateDuration(\r\n baseDuration,\r\n options.difficultyModifier ?? 1.0,\r\n options.speedModifier ?? 1.0\r\n );\r\n\r\n const action: TimeAction = {\r\n id: `action_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`,\r\n type,\r\n description,\r\n startTime: Date.now(),\r\n duration,\r\n progress: 0,\r\n isPaused: false,\r\n canCancel: options.canCancel ?? true,\r\n onComplete: options.onComplete,\r\n data: options.data,\r\n };\r\n\r\n // If there's a current action, queue this one\r\n if (this.state.currentAction) {\r\n this.state.actionQueue.push(action);\r\n return action;\r\n }\r\n\r\n // Start the action\r\n this.state.currentAction = action;\r\n this.startUpdateLoop();\r\n this.callbacks.onStart?.(action);\r\n\r\n return action;\r\n }\r\n\r\n /**\r\n * Queue an action to run after current action completes\r\n */\r\n queueAction(\r\n type: TimeActionType,\r\n description: string,\r\n baseDuration: number,\r\n options: {\r\n difficultyModifier?: number;\r\n speedModifier?: number;\r\n canCancel?: boolean;\r\n onComplete?: string;\r\n data?: Record<string, unknown>;\r\n } = {}\r\n ): TimeAction {\r\n const duration = calculateDuration(\r\n baseDuration,\r\n options.difficultyModifier ?? 1.0,\r\n options.speedModifier ?? 1.0\r\n );\r\n\r\n const action: TimeAction = {\r\n id: `action_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`,\r\n type,\r\n description,\r\n startTime: 0, // Will be set when action starts\r\n duration,\r\n progress: 0,\r\n isPaused: false,\r\n canCancel: options.canCancel ?? true,\r\n onComplete: options.onComplete,\r\n data: options.data,\r\n };\r\n\r\n this.state.actionQueue.push(action);\r\n return action;\r\n }\r\n\r\n /**\r\n * Cancel the current action\r\n */\r\n cancelCurrentAction(): boolean {\r\n const action = this.state.currentAction;\r\n if (!action) return false;\r\n if (!action.canCancel) return false;\r\n\r\n this.callbacks.onCancel?.(action);\r\n this.state.currentAction = null;\r\n this.processNextAction();\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Cancel a queued action by ID\r\n */\r\n cancelQueuedAction(actionId: string): boolean {\r\n const index = this.state.actionQueue.findIndex(a => a.id === actionId);\r\n if (index === -1) return false;\r\n\r\n const action = this.state.actionQueue[index];\r\n if (!action.canCancel) return false;\r\n\r\n this.state.actionQueue.splice(index, 1);\r\n this.callbacks.onCancel?.(action);\r\n return true;\r\n }\r\n\r\n /**\r\n * Clear all queued actions\r\n */\r\n clearQueue(): void {\r\n const cancelableActions = this.state.actionQueue.filter(a => a.canCancel);\r\n for (const action of cancelableActions) {\r\n this.callbacks.onCancel?.(action);\r\n }\r\n this.state.actionQueue = this.state.actionQueue.filter(a => !a.canCancel);\r\n }\r\n\r\n // ============================================================================\r\n // Pause/Resume\r\n // ============================================================================\r\n\r\n /**\r\n * Pause the current action\r\n */\r\n pause(): void {\r\n if (this.state.isPaused) return;\r\n this.state.isPaused = true;\r\n\r\n if (this.state.currentAction) {\r\n this.state.currentAction.isPaused = true;\r\n }\r\n\r\n this.stopUpdateLoop();\r\n }\r\n\r\n /**\r\n * Resume the current action\r\n */\r\n resume(): void {\r\n if (!this.state.isPaused) return;\r\n this.state.isPaused = false;\r\n\r\n if (this.state.currentAction) {\r\n // Adjust start time to account for pause duration\r\n const pausedAt = this.state.currentAction.startTime +\r\n (this.state.currentAction.progress * this.state.currentAction.duration * 1000);\r\n this.state.currentAction.startTime = Date.now() -\r\n (this.state.currentAction.progress * this.state.currentAction.duration * 1000);\r\n this.state.currentAction.isPaused = false;\r\n }\r\n\r\n this.startUpdateLoop();\r\n }\r\n\r\n // ============================================================================\r\n // Progress & Time\r\n // ============================================================================\r\n\r\n /**\r\n * Get current action progress (0-1)\r\n */\r\n getProgress(): number {\r\n const action = this.state.currentAction;\r\n if (!action) return 0;\r\n return calculateProgress(action.startTime, action.duration);\r\n }\r\n\r\n /**\r\n * Get time remaining for current action\r\n */\r\n getTimeRemaining(): number {\r\n const action = this.state.currentAction;\r\n if (!action) return 0;\r\n\r\n const elapsed = (Date.now() - action.startTime) / 1000;\r\n return Math.max(0, action.duration - elapsed);\r\n }\r\n\r\n /**\r\n * Get formatted time remaining\r\n */\r\n getFormattedTimeRemaining(): string {\r\n return formatDuration(Math.ceil(this.getTimeRemaining()));\r\n }\r\n\r\n /**\r\n * Get estimated completion time\r\n */\r\n getEstimatedCompletionTime(): number {\r\n const action = this.state.currentAction;\r\n if (!action) return Date.now();\r\n return action.startTime + (action.duration * 1000);\r\n }\r\n\r\n // ============================================================================\r\n // Callbacks\r\n // ============================================================================\r\n\r\n /**\r\n * Set callbacks for action events\r\n */\r\n setCallbacks(callbacks: TimeActionCallbacks): void {\r\n this.callbacks = { ...this.callbacks, ...callbacks };\r\n }\r\n\r\n /**\r\n * Clear all callbacks\r\n */\r\n clearCallbacks(): void {\r\n this.callbacks = {};\r\n }\r\n\r\n // ============================================================================\r\n // Update Loop\r\n // ============================================================================\r\n\r\n private startUpdateLoop(): void {\r\n if (this.updateInterval) return;\r\n\r\n this.updateInterval = setInterval(() => {\r\n this.update();\r\n }, this.UPDATE_FREQUENCY);\r\n }\r\n\r\n private stopUpdateLoop(): void {\r\n if (this.updateInterval) {\r\n clearInterval(this.updateInterval);\r\n this.updateInterval = null;\r\n }\r\n }\r\n\r\n private update(): void {\r\n if (this.state.isPaused) return;\r\n\r\n const action = this.state.currentAction;\r\n if (!action) {\r\n this.stopUpdateLoop();\r\n return;\r\n }\r\n\r\n // Calculate progress\r\n const progress = calculateProgress(action.startTime, action.duration);\r\n action.progress = progress;\r\n\r\n // Trigger progress callback\r\n this.callbacks.onProgress?.(action, progress);\r\n\r\n // Check if action is complete\r\n if (progress >= 1) {\r\n this.completeCurrentAction();\r\n }\r\n }\r\n\r\n private completeCurrentAction(): void {\r\n const action = this.state.currentAction;\r\n if (!action) return;\r\n\r\n action.progress = 1;\r\n this.callbacks.onComplete?.(action);\r\n this.state.currentAction = null;\r\n\r\n // Update total game time\r\n this.state.totalGameTime += action.duration;\r\n\r\n // Process next action in queue\r\n this.processNextAction();\r\n }\r\n\r\n private processNextAction(): void {\r\n if (this.state.actionQueue.length === 0) {\r\n this.stopUpdateLoop();\r\n return;\r\n }\r\n\r\n const nextAction = this.state.actionQueue.shift()!;\r\n nextAction.startTime = Date.now();\r\n nextAction.progress = 0;\r\n nextAction.isPaused = false;\r\n\r\n this.state.currentAction = nextAction;\r\n this.callbacks.onStart?.(nextAction);\r\n this.startUpdateLoop();\r\n }\r\n\r\n // ============================================================================\r\n // Serialization\r\n // ============================================================================\r\n\r\n /**\r\n * Get state for saving\r\n */\r\n getState(): TimeManagerState {\r\n return { ...this.state };\r\n }\r\n\r\n /**\r\n * Restore state from save\r\n */\r\n restoreState(savedState: Partial<TimeManagerState>): void {\r\n if (savedState.totalGameTime !== undefined) {\r\n this.state.totalGameTime = savedState.totalGameTime;\r\n }\r\n\r\n // Don't restore active actions - they need to be restarted\r\n // This handles the case where the game was closed mid-action\r\n this.state.currentAction = null;\r\n this.state.actionQueue = [];\r\n this.state.isPaused = false;\r\n this.state.sessionStartTime = Date.now();\r\n }\r\n\r\n /**\r\n * Clean up resources\r\n */\r\n destroy(): void {\r\n this.stopUpdateLoop();\r\n this.clearCallbacks();\r\n this.state.currentAction = null;\r\n this.state.actionQueue = [];\r\n }\r\n}\r\n\r\n// ============================================================================\r\n// Singleton\r\n// ============================================================================\r\n\r\nlet timeManagerInstance: TimeManager | null = null;\r\n\r\nexport function getTimeManager(): TimeManager {\r\n if (!timeManagerInstance) {\r\n timeManagerInstance = new TimeManager();\r\n }\r\n return timeManagerInstance;\r\n}\r\n\r\n// Re-export utility functions\r\nexport { formatDuration, formatTimeRemaining, calculateProgress, calculateDuration 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@@ -0,0 +1,9 @@
1
+ /**
2
+ * Core module exports
3
+ */
4
+ export * from './types.js';
5
+ export * from './Combat.js';
6
+ export * from './Player.js';
7
+ export { getIdleGameManager, type IdleGameManager, type IdleGamePhase, type IdleGameState } from './IdleGameManager.js';
8
+ export { NewGameFlowManager, type NewGameFlowResult, type NewGameFlowOptions } from './NewGameFlowManager.js';
9
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"/","sources":["core/index.ts"],"names":[],"mappings":"AAAA;;GAEG;AAEH,cAAc,YAAY,CAAC;AAC3B,cAAc,aAAa,CAAC;AAC5B,cAAc,aAAa,CAAC;AAC5B,OAAO,EAAE,kBAAkB,EAAE,KAAK,eAAe,EAAE,KAAK,aAAa,EAAE,KAAK,aAAa,EAAE,MAAM,sBAAsB,CAAC;AACxH,OAAO,EAAE,kBAAkB,EAAE,KAAK,iBAAiB,EAAE,KAAK,kBAAkB,EAAE,MAAM,yBAAyB,CAAC"}
@@ -0,0 +1,12 @@
1
+ /**
2
+ * Core module exports
3
+ */
4
+
5
+ !function(){try{var e="undefined"!=typeof window?window:"undefined"!=typeof global?global:"undefined"!=typeof globalThis?globalThis:"undefined"!=typeof self?self:{},n=(new e.Error).stack;n&&(e._sentryDebugIds=e._sentryDebugIds||{},e._sentryDebugIds[n]="f97afab7-f014-57ee-a66e-04c42ec08fc2")}catch(e){}}();
6
+ export * from './types.js';
7
+ export * from './Combat.js';
8
+ export * from './Player.js';
9
+ export { getIdleGameManager } from './IdleGameManager.js';
10
+ export { NewGameFlowManager } from './NewGameFlowManager.js';
11
+ //# sourceMappingURL=index.js.map
12
+ //# debugId=f97afab7-f014-57ee-a66e-04c42ec08fc2
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sources":["core/index.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Core module exports\r\n */\r\n\r\nexport * from './types.js';\r\nexport * from './Combat.js';\r\nexport * from './Player.js';\r\nexport { getIdleGameManager, type IdleGameManager, type IdleGamePhase, type IdleGameState } from './IdleGameManager.js';\r\nexport { NewGameFlowManager, type NewGameFlowResult, type NewGameFlowOptions } from './NewGameFlowManager.js';\r\n"],"names":[],"mappings":"AAAA;;GAEG;;;AAEH,cAAc,YAAY,CAAC;AAC3B,cAAc,aAAa,CAAC;AAC5B,cAAc,aAAa,CAAC;AAC5B,OAAO,EAAE,kBAAkB,EAAgE,MAAM,sBAAsB,CAAC;AACxH,OAAO,EAAE,kBAAkB,EAAmD,MAAM,yBAAyB,CAAC","debug_id":"f97afab7-f014-57ee-a66e-04c42ec08fc2"}