idlerpg.sh 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +171 -0
- package/dist/affix/AffixRegistry.d.ts +68 -0
- package/dist/affix/AffixRegistry.d.ts.map +1 -0
- package/dist/affix/AffixRegistry.js +245 -0
- package/dist/affix/AffixRegistry.js.map +1 -0
- package/dist/affix/PluginLoader.d.ts +66 -0
- package/dist/affix/PluginLoader.d.ts.map +1 -0
- package/dist/affix/PluginLoader.js +321 -0
- package/dist/affix/PluginLoader.js.map +1 -0
- package/dist/affix/builtin.d.ts +6 -0
- package/dist/affix/builtin.d.ts.map +1 -0
- package/dist/affix/builtin.js +311 -0
- package/dist/affix/builtin.js.map +1 -0
- package/dist/affix/index.d.ts +8 -0
- package/dist/affix/index.d.ts.map +1 -0
- package/dist/affix/index.js +11 -0
- package/dist/affix/index.js.map +1 -0
- package/dist/affix/types.d.ts +152 -0
- package/dist/affix/types.d.ts.map +1 -0
- package/dist/affix/types.js +8 -0
- package/dist/affix/types.js.map +1 -0
- package/dist/ai/PlayKitClient.d.ts +208 -0
- package/dist/ai/PlayKitClient.d.ts.map +1 -0
- package/dist/ai/PlayKitClient.js +721 -0
- package/dist/ai/PlayKitClient.js.map +1 -0
- package/dist/ai/index.d.ts +5 -0
- package/dist/ai/index.d.ts.map +1 -0
- package/dist/ai/index.js +8 -0
- package/dist/ai/index.js.map +1 -0
- package/dist/app/App.d.ts +85 -0
- package/dist/app/App.d.ts.map +1 -0
- package/dist/app/App.js +296 -0
- package/dist/app/App.js.map +1 -0
- package/dist/app/EventBus.d.ts +222 -0
- package/dist/app/EventBus.d.ts.map +1 -0
- package/dist/app/EventBus.js +88 -0
- package/dist/app/EventBus.js.map +1 -0
- package/dist/app/Keybind.d.ts +83 -0
- package/dist/app/Keybind.d.ts.map +1 -0
- package/dist/app/Keybind.js +184 -0
- package/dist/app/Keybind.js.map +1 -0
- package/dist/app/Router.d.ts +123 -0
- package/dist/app/Router.d.ts.map +1 -0
- package/dist/app/Router.js +142 -0
- package/dist/app/Router.js.map +1 -0
- package/dist/app/ScreenManager.d.ts +97 -0
- package/dist/app/ScreenManager.d.ts.map +1 -0
- package/dist/app/ScreenManager.js +216 -0
- package/dist/app/ScreenManager.js.map +1 -0
- package/dist/app/index.d.ts +14 -0
- package/dist/app/index.d.ts.map +1 -0
- package/dist/app/index.js +19 -0
- package/dist/app/index.js.map +1 -0
- package/dist/app/screens/BaseScreen.d.ts +101 -0
- package/dist/app/screens/BaseScreen.d.ts.map +1 -0
- package/dist/app/screens/BaseScreen.js +132 -0
- package/dist/app/screens/BaseScreen.js.map +1 -0
- package/dist/app/screens/CharacterCreationScreen.d.ts +42 -0
- package/dist/app/screens/CharacterCreationScreen.d.ts.map +1 -0
- package/dist/app/screens/CharacterCreationScreen.js +467 -0
- package/dist/app/screens/CharacterCreationScreen.js.map +1 -0
- package/dist/app/screens/CombatScreen.d.ts +30 -0
- package/dist/app/screens/CombatScreen.d.ts.map +1 -0
- package/dist/app/screens/CombatScreen.js +309 -0
- package/dist/app/screens/CombatScreen.js.map +1 -0
- package/dist/app/screens/DialogScreen.d.ts +29 -0
- package/dist/app/screens/DialogScreen.d.ts.map +1 -0
- package/dist/app/screens/DialogScreen.js +295 -0
- package/dist/app/screens/DialogScreen.js.map +1 -0
- package/dist/app/screens/ExploreScreen.d.ts +50 -0
- package/dist/app/screens/ExploreScreen.d.ts.map +1 -0
- package/dist/app/screens/ExploreScreen.js +308 -0
- package/dist/app/screens/ExploreScreen.js.map +1 -0
- package/dist/app/screens/HelpScreen.d.ts +12 -0
- package/dist/app/screens/HelpScreen.d.ts.map +1 -0
- package/dist/app/screens/HelpScreen.js +155 -0
- package/dist/app/screens/HelpScreen.js.map +1 -0
- package/dist/app/screens/InventoryScreen.d.ts +27 -0
- package/dist/app/screens/InventoryScreen.d.ts.map +1 -0
- package/dist/app/screens/InventoryScreen.js +326 -0
- package/dist/app/screens/InventoryScreen.js.map +1 -0
- package/dist/app/screens/PrologueScreen.d.ts +24 -0
- package/dist/app/screens/PrologueScreen.d.ts.map +1 -0
- package/dist/app/screens/PrologueScreen.js +176 -0
- package/dist/app/screens/PrologueScreen.js.map +1 -0
- package/dist/app/screens/TitleScreen.d.ts +42 -0
- package/dist/app/screens/TitleScreen.d.ts.map +1 -0
- package/dist/app/screens/TitleScreen.js +380 -0
- package/dist/app/screens/TitleScreen.js.map +1 -0
- package/dist/app/screens/TravelScreen.d.ts +22 -0
- package/dist/app/screens/TravelScreen.d.ts.map +1 -0
- package/dist/app/screens/TravelScreen.js +122 -0
- package/dist/app/screens/TravelScreen.js.map +1 -0
- package/dist/app/screens/index.d.ts +14 -0
- package/dist/app/screens/index.d.ts.map +1 -0
- package/dist/app/screens/index.js +17 -0
- package/dist/app/screens/index.js.map +1 -0
- package/dist/commands/CommandRegistry.d.ts +91 -0
- package/dist/commands/CommandRegistry.d.ts.map +1 -0
- package/dist/commands/CommandRegistry.js +159 -0
- package/dist/commands/CommandRegistry.js.map +1 -0
- package/dist/commands/index.d.ts +7 -0
- package/dist/commands/index.d.ts.map +1 -0
- package/dist/commands/index.js +10 -0
- package/dist/commands/index.js.map +1 -0
- package/dist/core/Actor.d.ts +103 -0
- package/dist/core/Actor.d.ts.map +1 -0
- package/dist/core/Actor.js +409 -0
- package/dist/core/Actor.js.map +1 -0
- package/dist/core/Combat.d.ts +37 -0
- package/dist/core/Combat.d.ts.map +1 -0
- package/dist/core/Combat.js +294 -0
- package/dist/core/Combat.js.map +1 -0
- package/dist/core/DungeonRunner.d.ts +169 -0
- package/dist/core/DungeonRunner.d.ts.map +1 -0
- package/dist/core/DungeonRunner.js +627 -0
- package/dist/core/DungeonRunner.js.map +1 -0
- package/dist/core/Game.d.ts +133 -0
- package/dist/core/Game.d.ts.map +1 -0
- package/dist/core/Game.js +644 -0
- package/dist/core/Game.js.map +1 -0
- package/dist/core/IdleCombat.d.ts +61 -0
- package/dist/core/IdleCombat.d.ts.map +1 -0
- package/dist/core/IdleCombat.js +461 -0
- package/dist/core/IdleCombat.js.map +1 -0
- package/dist/core/IdleGameManager.d.ts +198 -0
- package/dist/core/IdleGameManager.d.ts.map +1 -0
- package/dist/core/IdleGameManager.js +688 -0
- package/dist/core/IdleGameManager.js.map +1 -0
- package/dist/core/IdleSaveManager.d.ts +109 -0
- package/dist/core/IdleSaveManager.d.ts.map +1 -0
- package/dist/core/IdleSaveManager.js +296 -0
- package/dist/core/IdleSaveManager.js.map +1 -0
- package/dist/core/NewGameFlowManager.d.ts +64 -0
- package/dist/core/NewGameFlowManager.d.ts.map +1 -0
- package/dist/core/NewGameFlowManager.js +153 -0
- package/dist/core/NewGameFlowManager.js.map +1 -0
- package/dist/core/Player.d.ts +65 -0
- package/dist/core/Player.d.ts.map +1 -0
- package/dist/core/Player.js +261 -0
- package/dist/core/Player.js.map +1 -0
- package/dist/core/RoomHandlers.d.ts +75 -0
- package/dist/core/RoomHandlers.d.ts.map +1 -0
- package/dist/core/RoomHandlers.js +383 -0
- package/dist/core/RoomHandlers.js.map +1 -0
- package/dist/core/SaveManager.d.ts +84 -0
- package/dist/core/SaveManager.d.ts.map +1 -0
- package/dist/core/SaveManager.js +281 -0
- package/dist/core/SaveManager.js.map +1 -0
- package/dist/core/SaveMigration.d.ts +69 -0
- package/dist/core/SaveMigration.d.ts.map +1 -0
- package/dist/core/SaveMigration.js +408 -0
- package/dist/core/SaveMigration.js.map +1 -0
- package/dist/core/StateAdapter.d.ts +79 -0
- package/dist/core/StateAdapter.d.ts.map +1 -0
- package/dist/core/StateAdapter.js +397 -0
- package/dist/core/StateAdapter.js.map +1 -0
- package/dist/core/Team.d.ts +145 -0
- package/dist/core/Team.d.ts.map +1 -0
- package/dist/core/Team.js +371 -0
- package/dist/core/Team.js.map +1 -0
- package/dist/core/TeamCombat.d.ts +88 -0
- package/dist/core/TeamCombat.d.ts.map +1 -0
- package/dist/core/TeamCombat.js +405 -0
- package/dist/core/TeamCombat.js.map +1 -0
- package/dist/core/TeamDungeonRunner.d.ts +186 -0
- package/dist/core/TeamDungeonRunner.d.ts.map +1 -0
- package/dist/core/TeamDungeonRunner.js +758 -0
- package/dist/core/TeamDungeonRunner.js.map +1 -0
- package/dist/core/TimeManager.d.ts +114 -0
- package/dist/core/TimeManager.d.ts.map +1 -0
- package/dist/core/TimeManager.js +318 -0
- package/dist/core/TimeManager.js.map +1 -0
- package/dist/core/index.d.ts +9 -0
- package/dist/core/index.d.ts.map +1 -0
- package/dist/core/index.js +12 -0
- package/dist/core/index.js.map +1 -0
- package/dist/core/timeConstants.d.ts +135 -0
- package/dist/core/timeConstants.d.ts.map +1 -0
- package/dist/core/timeConstants.js +157 -0
- package/dist/core/timeConstants.js.map +1 -0
- package/dist/core/types.d.ts +780 -0
- package/dist/core/types.d.ts.map +1 -0
- package/dist/core/types.js +16 -0
- package/dist/core/types.js.map +1 -0
- package/dist/data/continents/index.d.ts +163 -0
- package/dist/data/continents/index.d.ts.map +1 -0
- package/dist/data/continents/index.js +31 -0
- package/dist/data/continents/index.js.map +1 -0
- package/dist/data/continents/verdantia.d.ts +294 -0
- package/dist/data/continents/verdantia.d.ts.map +1 -0
- package/dist/data/continents/verdantia.js +327 -0
- package/dist/data/continents/verdantia.js.map +1 -0
- package/dist/handlers/DialogHandler.d.ts +95 -0
- package/dist/handlers/DialogHandler.d.ts.map +1 -0
- package/dist/handlers/DialogHandler.js +450 -0
- package/dist/handlers/DialogHandler.js.map +1 -0
- package/dist/handlers/SaveLoadHandler.d.ts +60 -0
- package/dist/handlers/SaveLoadHandler.d.ts.map +1 -0
- package/dist/handlers/SaveLoadHandler.js +187 -0
- package/dist/handlers/SaveLoadHandler.js.map +1 -0
- package/dist/handlers/TitleScreenHandler.d.ts +43 -0
- package/dist/handlers/TitleScreenHandler.d.ts.map +1 -0
- package/dist/handlers/TitleScreenHandler.js +508 -0
- package/dist/handlers/TitleScreenHandler.js.map +1 -0
- package/dist/handlers/WorkshopHandler.d.ts +75 -0
- package/dist/handlers/WorkshopHandler.d.ts.map +1 -0
- package/dist/handlers/WorkshopHandler.js +401 -0
- package/dist/handlers/WorkshopHandler.js.map +1 -0
- package/dist/handlers/index.d.ts +12 -0
- package/dist/handlers/index.d.ts.map +1 -0
- package/dist/handlers/index.js +14 -0
- package/dist/handlers/index.js.map +1 -0
- package/dist/handlers/types.d.ts +34 -0
- package/dist/handlers/types.d.ts.map +1 -0
- package/dist/handlers/types.js +8 -0
- package/dist/handlers/types.js.map +1 -0
- package/dist/i18n/en.d.ts +3 -0
- package/dist/i18n/en.d.ts.map +1 -0
- package/dist/i18n/en.js +130 -0
- package/dist/i18n/en.js.map +1 -0
- package/dist/i18n/index.d.ts +40 -0
- package/dist/i18n/index.d.ts.map +1 -0
- package/dist/i18n/index.js +105 -0
- package/dist/i18n/index.js.map +1 -0
- package/dist/i18n/types.d.ts +133 -0
- package/dist/i18n/types.d.ts.map +1 -0
- package/dist/i18n/types.js +8 -0
- package/dist/i18n/types.js.map +1 -0
- package/dist/i18n/zh.d.ts +3 -0
- package/dist/i18n/zh.d.ts.map +1 -0
- package/dist/i18n/zh.js +130 -0
- package/dist/i18n/zh.js.map +1 -0
- package/dist/instrument.d.ts +8 -0
- package/dist/instrument.d.ts.map +1 -0
- package/dist/instrument.js +33 -0
- package/dist/instrument.js.map +1 -0
- package/dist/main-new.d.ts +12 -0
- package/dist/main-new.d.ts.map +1 -0
- package/dist/main-new.js +32 -0
- package/dist/main-new.js.map +1 -0
- package/dist/main.d.ts +7 -0
- package/dist/main.d.ts.map +1 -0
- package/dist/main.js +2816 -0
- package/dist/main.js.map +1 -0
- package/dist/map/ContinentManager.d.ts +88 -0
- package/dist/map/ContinentManager.d.ts.map +1 -0
- package/dist/map/ContinentManager.js +241 -0
- package/dist/map/ContinentManager.js.map +1 -0
- package/dist/map/DungeonGenerator.d.ts +32 -0
- package/dist/map/DungeonGenerator.d.ts.map +1 -0
- package/dist/map/DungeonGenerator.js +615 -0
- package/dist/map/DungeonGenerator.js.map +1 -0
- package/dist/map/MapGenerator.d.ts +27 -0
- package/dist/map/MapGenerator.d.ts.map +1 -0
- package/dist/map/MapGenerator.js +485 -0
- package/dist/map/MapGenerator.js.map +1 -0
- package/dist/map/index.d.ts +5 -0
- package/dist/map/index.d.ts.map +1 -0
- package/dist/map/index.js +8 -0
- package/dist/map/index.js.map +1 -0
- package/dist/npc/NPCGenerator.d.ts +68 -0
- package/dist/npc/NPCGenerator.d.ts.map +1 -0
- package/dist/npc/NPCGenerator.js +468 -0
- package/dist/npc/NPCGenerator.js.map +1 -0
- package/dist/npc/NPCManager.d.ts +86 -0
- package/dist/npc/NPCManager.d.ts.map +1 -0
- package/dist/npc/NPCManager.js +217 -0
- package/dist/npc/NPCManager.js.map +1 -0
- package/dist/npc/fixedNPCs.d.ts +7 -0
- package/dist/npc/fixedNPCs.d.ts.map +1 -0
- package/dist/npc/fixedNPCs.js +196 -0
- package/dist/npc/fixedNPCs.js.map +1 -0
- package/dist/npc/index.d.ts +9 -0
- package/dist/npc/index.d.ts.map +1 -0
- package/dist/npc/index.js +12 -0
- package/dist/npc/index.js.map +1 -0
- package/dist/npc/traits.d.ts +33 -0
- package/dist/npc/traits.d.ts.map +1 -0
- package/dist/npc/traits.js +795 -0
- package/dist/npc/traits.js.map +1 -0
- package/dist/npc/types.d.ts +193 -0
- package/dist/npc/types.d.ts.map +1 -0
- package/dist/npc/types.js +9 -0
- package/dist/npc/types.js.map +1 -0
- package/dist/quest/QuestManager.d.ts +79 -0
- package/dist/quest/QuestManager.d.ts.map +1 -0
- package/dist/quest/QuestManager.js +273 -0
- package/dist/quest/QuestManager.js.map +1 -0
- package/dist/quest/index.d.ts +6 -0
- package/dist/quest/index.d.ts.map +1 -0
- package/dist/quest/index.js +9 -0
- package/dist/quest/index.js.map +1 -0
- package/dist/quest/types.d.ts +81 -0
- package/dist/quest/types.d.ts.map +1 -0
- package/dist/quest/types.js +8 -0
- package/dist/quest/types.js.map +1 -0
- package/dist/strategy/StrategyExecutor.d.ts +159 -0
- package/dist/strategy/StrategyExecutor.d.ts.map +1 -0
- package/dist/strategy/StrategyExecutor.js +479 -0
- package/dist/strategy/StrategyExecutor.js.map +1 -0
- package/dist/strategy/StrategyParser.d.ts +48 -0
- package/dist/strategy/StrategyParser.d.ts.map +1 -0
- package/dist/strategy/StrategyParser.js +321 -0
- package/dist/strategy/StrategyParser.js.map +1 -0
- package/dist/strategy/defaultStrategy.d.ts +40 -0
- package/dist/strategy/defaultStrategy.d.ts.map +1 -0
- package/dist/strategy/defaultStrategy.js +254 -0
- package/dist/strategy/defaultStrategy.js.map +1 -0
- package/dist/strategy/index.d.ts +8 -0
- package/dist/strategy/index.d.ts.map +1 -0
- package/dist/strategy/index.js +14 -0
- package/dist/strategy/index.js.map +1 -0
- package/dist/tui/ExploreMenu.d.ts +106 -0
- package/dist/tui/ExploreMenu.d.ts.map +1 -0
- package/dist/tui/ExploreMenu.js +282 -0
- package/dist/tui/ExploreMenu.js.map +1 -0
- package/dist/tui/GameUI.d.ts +313 -0
- package/dist/tui/GameUI.d.ts.map +1 -0
- package/dist/tui/GameUI.js +2116 -0
- package/dist/tui/GameUI.js.map +1 -0
- package/dist/tui/GameUIAdapter.d.ts +207 -0
- package/dist/tui/GameUIAdapter.d.ts.map +1 -0
- package/dist/tui/GameUIAdapter.js +1342 -0
- package/dist/tui/GameUIAdapter.js.map +1 -0
- package/dist/tui/Input.d.ts +139 -0
- package/dist/tui/Input.d.ts.map +1 -0
- package/dist/tui/Input.js +278 -0
- package/dist/tui/Input.js.map +1 -0
- package/dist/tui/Menu.d.ts +110 -0
- package/dist/tui/Menu.d.ts.map +1 -0
- package/dist/tui/Menu.js +365 -0
- package/dist/tui/Menu.js.map +1 -0
- package/dist/tui/Screen.d.ts +228 -0
- package/dist/tui/Screen.d.ts.map +1 -0
- package/dist/tui/Screen.js +502 -0
- package/dist/tui/Screen.js.map +1 -0
- package/dist/tui/components/Box.d.ts +36 -0
- package/dist/tui/components/Box.d.ts.map +1 -0
- package/dist/tui/components/Box.js +43 -0
- package/dist/tui/components/Box.js.map +1 -0
- package/dist/tui/components/List.d.ts +69 -0
- package/dist/tui/components/List.d.ts.map +1 -0
- package/dist/tui/components/List.js +136 -0
- package/dist/tui/components/List.js.map +1 -0
- package/dist/tui/components/ProgressBar.d.ts +42 -0
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- package/dist/tui/components/ProgressBar.js +75 -0
- package/dist/tui/components/ProgressBar.js.map +1 -0
- package/dist/tui/components/index.d.ts +8 -0
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- package/dist/tui/components/index.js +11 -0
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- package/dist/tui/core/BaseSection.d.ts +98 -0
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- package/dist/tui/core/Component.d.ts +61 -0
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- package/dist/tui/core/index.d.ts +9 -0
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- package/dist/tui/core/index.js +12 -0
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- package/dist/tui/index.d.ts +15 -0
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- package/dist/tui/index.js +23 -0
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- package/dist/tui/screens/BaseScreen.d.ts +62 -0
- package/dist/tui/screens/BaseScreen.d.ts.map +1 -0
- package/dist/tui/screens/BaseScreen.js +55 -0
- package/dist/tui/screens/BaseScreen.js.map +1 -0
- package/dist/tui/screens/CombatScreen.d.ts +43 -0
- package/dist/tui/screens/CombatScreen.d.ts.map +1 -0
- package/dist/tui/screens/CombatScreen.js +125 -0
- package/dist/tui/screens/CombatScreen.js.map +1 -0
- package/dist/tui/screens/DialogScreen.d.ts +53 -0
- package/dist/tui/screens/DialogScreen.d.ts.map +1 -0
- package/dist/tui/screens/DialogScreen.js +90 -0
- package/dist/tui/screens/DialogScreen.js.map +1 -0
- package/dist/tui/screens/DungeonScreen.d.ts +80 -0
- package/dist/tui/screens/DungeonScreen.d.ts.map +1 -0
- package/dist/tui/screens/DungeonScreen.js +317 -0
- package/dist/tui/screens/DungeonScreen.js.map +1 -0
- package/dist/tui/screens/ExploreScreen.d.ts +69 -0
- package/dist/tui/screens/ExploreScreen.d.ts.map +1 -0
- package/dist/tui/screens/ExploreScreen.js +224 -0
- package/dist/tui/screens/ExploreScreen.js.map +1 -0
- package/dist/tui/screens/SectionScreen.d.ts +84 -0
- package/dist/tui/screens/SectionScreen.d.ts.map +1 -0
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{"version":3,"file":"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 @@
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1
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+
/**
|
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2
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+
* 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
|
+
/**
|
|
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|
+
* Cancel the current action
|
|
52
|
+
*/
|
|
53
|
+
cancelCurrentAction(): boolean;
|
|
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|
+
/**
|
|
55
|
+
* Cancel a queued action by ID
|
|
56
|
+
*/
|
|
57
|
+
cancelQueuedAction(actionId: string): boolean;
|
|
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|
+
/**
|
|
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|
+
* Clear all queued actions
|
|
60
|
+
*/
|
|
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|
+
clearQueue(): void;
|
|
62
|
+
/**
|
|
63
|
+
* Pause the current action
|
|
64
|
+
*/
|
|
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|
+
pause(): void;
|
|
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|
+
/**
|
|
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|
+
* Resume the current action
|
|
68
|
+
*/
|
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|
+
resume(): void;
|
|
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|
+
/**
|
|
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|
+
* Get current action progress (0-1)
|
|
72
|
+
*/
|
|
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|
+
getProgress(): number;
|
|
74
|
+
/**
|
|
75
|
+
* Get time remaining for current action
|
|
76
|
+
*/
|
|
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|
+
getTimeRemaining(): number;
|
|
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|
+
/**
|
|
79
|
+
* Get formatted time remaining
|
|
80
|
+
*/
|
|
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|
+
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;
|
|
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|
+
private startUpdateLoop;
|
|
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|
+
private stopUpdateLoop;
|
|
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|
+
private update;
|
|
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|
+
private completeCurrentAction;
|
|
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|
+
private processNextAction;
|
|
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|
+
/**
|
|
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|
+
* Get state for saving
|
|
101
|
+
*/
|
|
102
|
+
getState(): TimeManagerState;
|
|
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|
+
/**
|
|
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 };
|
|
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|
+
//# sourceMappingURL=TimeManager.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"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
|
+
// ============================================================================
|
|
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startUpdateLoop() {
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if (this.updateInterval)
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return;
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this.updateInterval = setInterval(() => {
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}, this.UPDATE_FREQUENCY);
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stopUpdateLoop() {
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clearInterval(this.updateInterval);
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update() {
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}
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// Calculate progress
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const progress = calculateProgress(action.startTime, action.duration);
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action.progress = progress;
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this.callbacks.onProgress?.(action, progress);
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// Check if action is complete
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if (progress >= 1) {
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}
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}
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completeCurrentAction() {
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const action = this.state.currentAction;
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if (!action)
|
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return;
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action.progress = 1;
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this.callbacks.onComplete?.(action);
|
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this.state.currentAction = null;
|
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|
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// Update total game time
|
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|
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this.state.totalGameTime += action.duration;
|
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// Process next action in queue
|
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this.processNextAction();
|
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}
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processNextAction() {
|
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|
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if (this.state.actionQueue.length === 0) {
|
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this.stopUpdateLoop();
|
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|
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return;
|
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|
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}
|
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|
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const nextAction = this.state.actionQueue.shift();
|
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|
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nextAction.startTime = Date.now();
|
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nextAction.progress = 0;
|
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nextAction.isPaused = false;
|
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|
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this.state.currentAction = nextAction;
|
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|
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this.callbacks.onStart?.(nextAction);
|
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|
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this.startUpdateLoop();
|
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|
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}
|
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|
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// ============================================================================
|
|
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|
+
// Serialization
|
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|
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// ============================================================================
|
|
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|
+
/**
|
|
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|
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* Get state for saving
|
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*/
|
|
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|
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getState() {
|
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|
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return { ...this.state };
|
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|
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}
|
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|
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/**
|
|
282
|
+
* Restore state from save
|
|
283
|
+
*/
|
|
284
|
+
restoreState(savedState) {
|
|
285
|
+
if (savedState.totalGameTime !== undefined) {
|
|
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|
+
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
|
|
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|
+
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 @@
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1
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/**
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2
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* Core module exports
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3
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*/
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4
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export * from './types.js';
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export * from './Combat.js';
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6
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export * from './Player.js';
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7
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export { getIdleGameManager, type IdleGameManager, type IdleGamePhase, type IdleGameState } from './IdleGameManager.js';
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8
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export { NewGameFlowManager, type NewGameFlowResult, type NewGameFlowOptions } from './NewGameFlowManager.js';
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//# sourceMappingURL=index.d.ts.map
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@@ -0,0 +1 @@
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{"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"}
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@@ -0,0 +1,12 @@
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1
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/**
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2
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* Core module exports
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3
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*/
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5
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!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){}}();
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6
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+
export * from './types.js';
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7
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+
export * from './Combat.js';
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8
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export * from './Player.js';
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9
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export { getIdleGameManager } from './IdleGameManager.js';
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10
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export { NewGameFlowManager } from './NewGameFlowManager.js';
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//# sourceMappingURL=index.js.map
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//# debugId=f97afab7-f014-57ee-a66e-04c42ec08fc2
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@@ -0,0 +1 @@
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1
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{"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"}
|