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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/**
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* Core game type definitions
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*/
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/**
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* Pre-defined formation effects
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*/
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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]="4ee8182a-3352-5cf2-9707-f783b2d3d73c")}catch(e){}}();
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export const FORMATION_EFFECTS = {
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line: { frontline: [0], backline: [1, 2, 3], damage: [1.0, 0.5, 0.5, 0.5] },
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wedge: { frontline: [0, 1], backline: [2, 3], damage: [0.8, 0.8, 0.4, 0.4] },
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defensive: { frontline: [0, 1, 2], backline: [3], damage: [0.6, 0.6, 0.6, 0.2] },
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spread: { frontline: [0, 1, 2, 3], backline: [], damage: [0.5, 0.5, 0.5, 0.5] },
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};
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//# sourceMappingURL=types.js.map
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//# debugId=4ee8182a-3352-5cf2-9707-f783b2d3d73c
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{"version":3,"file":"types.js","sources":["core/types.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Core game type definitions\r\n */\r\n\r\n// ============================================================================\r\n// Actor & Stats (Multi-character Team System)\r\n// ============================================================================\r\n\r\n/**\r\n * Actor stats - the stats for a single character\r\n * (Note: PlayerStats is kept as an alias for backward compatibility)\r\n */\r\nexport interface ActorStats {\r\n level: number;\r\n hp: number;\r\n maxHp: number;\r\n mp: number;\r\n maxMp: number;\r\n attack: number;\r\n defense: number;\r\n speed: number;\r\n exp: number;\r\n expToNextLevel: number;\r\n gold: number; // Personal gold (team gold is separate)\r\n}\r\n\r\n// Backward compatibility alias\r\nexport type PlayerStats = ActorStats;\r\n\r\n/**\r\n * Actor character customization - similar to NPC traits\r\n */\r\nexport interface ActorCharacter {\r\n backstory: string; // Actor's background story\r\n appearance: string; // Physical description\r\n personality: string; // Personality traits description\r\n motivation: string; // What drives the character\r\n origin: string; // Where the character comes from\r\n traits: string[]; // List of trait keywords\r\n}\r\n\r\n// Backward compatibility alias\r\nexport type PlayerCharacter = ActorCharacter;\r\n\r\n/**\r\n * Actor status - whether they can participate in combat\r\n */\r\nexport type ActorStatus = 'active' | 'reserve' | 'injured' | 'dead';\r\n\r\n/**\r\n * Actor role in the team - affects AI behavior and formation\r\n */\r\nexport type ActorRole = 'tank' | 'dps' | 'healer' | 'support' | 'balanced';\r\n\r\n/**\r\n * AI settings for auto-battle behavior\r\n */\r\nexport interface ActorAISettings {\r\n autoAttack: boolean;\r\n useSkills: boolean;\r\n targetPriority: 'nearest' | 'lowest_hp' | 'highest_damage' | 'random';\r\n healThreshold: number; // HP percentage (0-1) to use healing\r\n retreatThreshold: number; // HP percentage (0-1) to retreat to backline\r\n}\r\n\r\n/**\r\n * Actor (character) - represents a single playable character\r\n * Multiple Actors form a Team\r\n */\r\nexport interface Actor {\r\n id: string;\r\n name: string;\r\n stats: ActorStats;\r\n position: Position;\r\n equipment: Equipment;\r\n inventory: InventoryItem[];\r\n activeQuests: Quest[];\r\n completedQuests: string[];\r\n discoveredLocations: string[];\r\n unlockedAffixes: string[];\r\n createdAt: number; // Real timestamp\r\n playTime: number; // Total play time in seconds\r\n\r\n // Character customization\r\n character?: ActorCharacter;\r\n\r\n // Team system fields\r\n status: ActorStatus;\r\n teamId?: string;\r\n role: ActorRole;\r\n aiSettings: ActorAISettings;\r\n}\r\n\r\n/**\r\n * Legacy Player interface - kept for backward compatibility\r\n * New code should use Actor interface\r\n */\r\nexport interface Player {\r\n id: string;\r\n name: string;\r\n stats: PlayerStats;\r\n position: Position;\r\n equipment: Equipment;\r\n inventory: InventoryItem[];\r\n activeQuests: Quest[];\r\n completedQuests: string[];\r\n discoveredLocations: string[];\r\n unlockedAffixes: string[];\r\n createdAt: number; // Real timestamp\r\n playTime: number; // Total play time in seconds\r\n\r\n // Character customization\r\n character?: PlayerCharacter;\r\n}\r\n\r\n// ============================================================================\r\n// Team System\r\n// ============================================================================\r\n\r\n/**\r\n * Team formation - affects damage distribution\r\n */\r\nexport type TeamFormation = 'line' | 'wedge' | 'defensive' | 'spread';\r\n\r\n/**\r\n * Formation effects configuration\r\n * frontline: actor indices that are in front\r\n * backline: actor indices that are protected\r\n * damage: damage multiplier for each position (0=leader, 1-3=members)\r\n */\r\nexport interface FormationConfig {\r\n frontline: number[];\r\n backline: number[];\r\n damage: number[];\r\n}\r\n\r\n/**\r\n * Pre-defined formation effects\r\n */\r\nexport const FORMATION_EFFECTS: Record<TeamFormation, FormationConfig> = {\r\n line: { frontline: [0], backline: [1, 2, 3], damage: [1.0, 0.5, 0.5, 0.5] },\r\n wedge: { frontline: [0, 1], backline: [2, 3], damage: [0.8, 0.8, 0.4, 0.4] },\r\n defensive: { frontline: [0, 1, 2], backline: [3], damage: [0.6, 0.6, 0.6, 0.2] },\r\n spread: { frontline: [0, 1, 2, 3], backline: [], damage: [0.5, 0.5, 0.5, 0.5] },\r\n};\r\n\r\n/**\r\n * Team - a group of up to 4 active characters\r\n */\r\nexport interface Team {\r\n id: string;\r\n name: string;\r\n activeMembers: string[]; // Actor IDs, max 4, position 0 is leader\r\n reserveMembers: string[]; // Actor IDs for reserve (injured/resting)\r\n sharedInventory: InventoryItem[];\r\n sharedGold: number;\r\n position: Position; // Team's position on the map\r\n currentLocation: CurrentLocation;\r\n formation: TeamFormation;\r\n strategy: StrategyStateMachine;\r\n createdAt: number;\r\n totalPlayTime: number;\r\n}\r\n\r\n// ============================================================================\r\n// Player Account System\r\n// ============================================================================\r\n\r\n/**\r\n * Account-level statistics\r\n */\r\nexport interface AccountStats {\r\n totalPlayTime: number;\r\n actorsCreated: number;\r\n teamsCreated: number;\r\n totalDungeonsCleared: number;\r\n totalEnemiesKilled: number;\r\n totalGoldEarned: number;\r\n totalDeaths: number;\r\n highestActorLevel: number;\r\n}\r\n\r\n/**\r\n * Global unlocks that persist across all actors/teams\r\n */\r\nexport interface GlobalUnlocks {\r\n unlockedContinents: string[];\r\n unlockedClasses: string[]; // For future class system\r\n unlockedAffixes: string[]; // Affixes discovered by any actor\r\n achievements: string[];\r\n}\r\n\r\n/**\r\n * Player Account - manages all actors and teams\r\n * This is the top-level entity for a player's save data\r\n */\r\nexport interface PlayerAccount {\r\n id: string;\r\n accountName: string;\r\n actors: Record<string, Actor>; // All actors owned by this player\r\n teams: Record<string, Team>; // All teams\r\n activeTeamId: string | null; // Currently selected team\r\n accountStats: AccountStats;\r\n settings: GameSettings;\r\n globalUnlocks: GlobalUnlocks;\r\n createdAt: number;\r\n lastPlayedAt: number;\r\n}\r\n\r\n// ============================================================================\r\n// Team Combat System\r\n// ============================================================================\r\n\r\n/**\r\n * Entry in the turn order for team combat\r\n */\r\nexport interface CombatTurnEntry {\r\n type: 'actor' | 'enemy';\r\n id: string;\r\n name: string;\r\n speed: number;\r\n isActive: boolean;\r\n}\r\n\r\n/**\r\n * Team combat state - tracks HP for all team members\r\n */\r\nexport interface TeamCombatState {\r\n isActive: boolean;\r\n turn: number;\r\n actorHp: Record<string, number>; // Actor ID -> current HP\r\n actorMp: Record<string, number>; // Actor ID -> current MP\r\n enemies: Enemy[];\r\n turnOrder: CombatTurnEntry[];\r\n currentTurnIndex: number;\r\n combatType: 'mob' | 'elite' | 'boss' | 'ambush';\r\n log: CombatLogEntry[];\r\n startTime: number;\r\n estimatedEndTime: number;\r\n}\r\n\r\n// ============================================================================\r\n// Equipment & Weapons\r\n// ============================================================================\r\n\r\nexport interface Equipment {\r\n weapon: Weapon | null;\r\n armor: Armor | null;\r\n accessory: Accessory | null;\r\n}\r\n\r\nexport interface Weapon {\r\n id: string;\r\n name: string;\r\n description: string;\r\n lore?: string;\r\n baseAttack: number;\r\n durability: number;\r\n maxDurability: number;\r\n affixes: AppliedAffix[];\r\n rarity: Rarity;\r\n generatedByAI: boolean;\r\n}\r\n\r\nexport interface Armor {\r\n id: string;\r\n name: string;\r\n description: string;\r\n baseDefense: number;\r\n durability: number;\r\n maxDurability: number;\r\n affixes: AppliedAffix[];\r\n rarity: Rarity;\r\n}\r\n\r\nexport interface Accessory {\r\n id: string;\r\n name: string;\r\n description: string;\r\n effect: string;\r\n affixes: AppliedAffix[];\r\n rarity: Rarity;\r\n}\r\n\r\nexport interface InventoryItem {\r\n id: string;\r\n type: 'weapon' | 'armor' | 'accessory' | 'consumable' | 'material' | 'affix_fragment';\r\n name: string;\r\n description: string;\r\n quantity: number;\r\n data?: unknown;\r\n}\r\n\r\n// ============================================================================\r\n// Affix System\r\n// ============================================================================\r\n\r\nexport type Rarity = 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary';\r\n\r\nexport type AffixType = 'prefix' | 'suffix' | 'legendary';\r\n\r\nexport interface AffixDefinition {\r\n id: string;\r\n name: string;\r\n description: string;\r\n type: AffixType;\r\n rarity: Rarity;\r\n \r\n // Effects\r\n statModifiers?: Partial<StatModifiers>;\r\n onHitEffects?: OnHitEffect[];\r\n passiveEffects?: PassiveEffect[];\r\n \r\n // Constraints\r\n incompatibleWith?: string[]; // IDs of incompatible affixes\r\n requiresLevel?: number;\r\n \r\n // Plugin metadata\r\n isBuiltIn: boolean;\r\n pluginPath?: string;\r\n}\r\n\r\nexport interface AppliedAffix {\r\n definitionId: string;\r\n name: string;\r\n type: AffixType;\r\n rarity: Rarity;\r\n}\r\n\r\nexport interface StatModifiers {\r\n attack: number;\r\n defense: number;\r\n speed: number;\r\n maxHp: number;\r\n maxMp: number;\r\n critChance: number;\r\n critDamage: number;\r\n lifesteal: number;\r\n}\r\n\r\nexport interface OnHitEffect {\r\n type: 'damage' | 'heal' | 'status' | 'custom';\r\n element?: 'fire' | 'ice' | 'lightning' | 'poison' | 'dark' | 'holy';\r\n value: number;\r\n chance: number; // 0-1\r\n duration?: number; // turns\r\n}\r\n\r\nexport interface PassiveEffect {\r\n type: 'regen' | 'aura' | 'trigger' | 'custom';\r\n description: string;\r\n value: number;\r\n}\r\n\r\n// ============================================================================\r\n// Map & Rooms\r\n// ============================================================================\r\n\r\nexport interface Position {\r\n x: number;\r\n y: number;\r\n floor: number;\r\n}\r\n\r\nexport type RoomType = \r\n | 'empty' \r\n | 'combat' \r\n | 'shop' \r\n | 'treasure' \r\n | 'event' \r\n | 'boss' \r\n | 'rest' \r\n | 'town'\r\n | 'dungeon_entrance';\r\n\r\nexport interface Room {\r\n id: string;\r\n type: RoomType;\r\n position: Position;\r\n name: string;\r\n description: string;\r\n isExplored: boolean;\r\n isCleared: boolean;\r\n connections: string[]; // IDs of connected rooms\r\n enemies?: Enemy[];\r\n npcs?: NPC[];\r\n items?: InventoryItem[];\r\n events?: GameEvent[];\r\n}\r\n\r\nexport type GameMapType = 'town' | 'dungeon';\r\n\r\nexport interface GameMap {\r\n id: string;\r\n name: string;\r\n type: GameMapType;\r\n floor: number;\r\n rooms: Map<string, Room>;\r\n startRoomId: string;\r\n bossRoomId?: string;\r\n generatedAt: number;\r\n}\r\n\r\n// ============================================================================\r\n// Combat\r\n// ============================================================================\r\n\r\nexport interface Enemy {\r\n id: string;\r\n name: string;\r\n level: number;\r\n hp: number;\r\n maxHp: number;\r\n attack: number;\r\n defense: number;\r\n speed: number;\r\n expReward: number;\r\n goldReward: number;\r\n dropTable: DropTableEntry[];\r\n abilities?: EnemyAbility[];\r\n isBoss: boolean;\r\n}\r\n\r\nexport interface DropTableEntry {\r\n itemId: string;\r\n chance: number;\r\n quantity: { min: number; max: number };\r\n}\r\n\r\nexport interface EnemyAbility {\r\n name: string;\r\n damage: number;\r\n cooldown: number;\r\n currentCooldown: number;\r\n statusEffect?: string;\r\n}\r\n\r\nexport type CombatStrategy = 'aggressive' | 'defensive' | 'balanced' | 'skill_focus';\r\n\r\nexport interface CombatState {\r\n isActive: boolean;\r\n turn: number;\r\n playerHp: number;\r\n enemies: Enemy[];\r\n log: CombatLogEntry[];\r\n strategy: CombatStrategy;\r\n startTime: number; // Real timestamp\r\n estimatedEndTime: number;\r\n}\r\n\r\nexport interface CombatLogEntry {\r\n timestamp: number;\r\n message: string;\r\n type: 'damage' | 'heal' | 'status' | 'system';\r\n}\r\n\r\n// ============================================================================\r\n// NPCs & Dialog\r\n// ============================================================================\r\n\r\nexport type NPCType = \r\n | 'merchant' \r\n | 'sage' \r\n | 'guard' \r\n | 'traveler' \r\n | 'blacksmith'\r\n | 'quest_giver';\r\n\r\nexport interface NPC {\r\n id: string;\r\n name: string;\r\n type: NPCType;\r\n description: string;\r\n systemPrompt: string;\r\n dialogHistory: DialogEntry[];\r\n inventory?: InventoryItem[];\r\n quests?: string[]; // Quest IDs this NPC can give\r\n}\r\n\r\nexport interface DialogEntry {\r\n role: 'player' | 'npc';\r\n content: string;\r\n timestamp: number;\r\n}\r\n\r\n// ============================================================================\r\n// Quests\r\n// ============================================================================\r\n\r\nexport type QuestType = \r\n | 'explore' \r\n | 'combat' \r\n | 'collect' \r\n | 'dialog' \r\n | 'escort' \r\n | 'boss';\r\n\r\nexport type QuestStatus = 'available' | 'active' | 'completed' | 'failed';\r\n\r\nexport interface Quest {\r\n id: string;\r\n name: string;\r\n description: string;\r\n type: QuestType;\r\n status: QuestStatus;\r\n objectives: QuestObjective[];\r\n rewards: QuestReward[];\r\n timeLimit?: number; // Real seconds\r\n startTime?: number; // Real timestamp when accepted\r\n targetLocation?: string;\r\n}\r\n\r\nexport interface QuestObjective {\r\n id: string;\r\n description: string;\r\n type: 'kill' | 'collect' | 'reach' | 'talk' | 'survive';\r\n target: string;\r\n required: number;\r\n current: number;\r\n isComplete: boolean;\r\n}\r\n\r\nexport interface QuestReward {\r\n type: 'exp' | 'gold' | 'item' | 'affix';\r\n value: number | string;\r\n quantity?: number;\r\n}\r\n\r\n// ============================================================================\r\n// Events\r\n// ============================================================================\r\n\r\nexport type EventType = \r\n | 'combat_start' \r\n | 'combat_end'\r\n | 'item_found'\r\n | 'npc_encounter'\r\n | 'quest_update'\r\n | 'level_up'\r\n | 'affix_discovered'\r\n | 'travel_event'\r\n | 'random_encounter';\r\n\r\nexport interface GameEvent {\r\n id: string;\r\n type: EventType;\r\n title: string;\r\n description: string;\r\n choices?: EventChoice[];\r\n timestamp: number;\r\n processed: boolean;\r\n}\r\n\r\nexport interface EventChoice {\r\n id: string;\r\n text: string;\r\n consequence: string; // Description of what happens\r\n effect: EventEffect;\r\n}\r\n\r\nexport interface EventEffect {\r\n type: 'reward' | 'damage' | 'heal' | 'trigger_combat' | 'trigger_dialog' | 'none';\r\n value?: number | string;\r\n}\r\n\r\n// ============================================================================\r\n// Game State\r\n// ============================================================================\r\n\r\nexport type GamePhase = \r\n | 'menu'\r\n | 'exploring'\r\n | 'traveling'\r\n | 'combat'\r\n | 'dialog'\r\n | 'inventory'\r\n | 'quest_log'\r\n | 'affix_workshop'\r\n | 'game_over';\r\n\r\nexport interface GameState {\r\n phase: GamePhase;\r\n player: Player;\r\n currentMap: GameMap;\r\n currentRoom: Room;\r\n combat?: CombatState;\r\n activeDialog?: { npc: NPC; isStreaming: boolean };\r\n pendingEvents: GameEvent[];\r\n travelState?: TravelState;\r\n gameTime: number; // Total game time in seconds (synced with real time)\r\n lastUpdateTime: number; // Real timestamp of last update\r\n isPaused: boolean;\r\n}\r\n\r\nexport interface TravelState {\r\n fromRoomId: string;\r\n toRoomId: string;\r\n startTime: number;\r\n duration: number; // Seconds\r\n progress: number; // 0-1\r\n events: GameEvent[];\r\n}\r\n\r\n// ============================================================================\r\n// Save/Load\r\n// ============================================================================\r\n\r\nexport interface SaveData {\r\n version: string;\r\n timestamp: number;\r\n player: Player;\r\n currentMapId: string;\r\n currentRoomId: string;\r\n discoveredMaps: string[];\r\n gameTime: number;\r\n settings: GameSettings;\r\n}\r\n\r\nexport interface GameSettings {\r\n language: string;\r\n autoSave: boolean;\r\n autoSaveInterval: number; // Seconds\r\n combatSpeed: number; // Multiplier\r\n soundEnabled: boolean;\r\n}\r\n\r\n// ============================================================================\r\n// IdleRPG Map Hierarchy (Continent → Town → Dungeon → Level → Room)\r\n// ============================================================================\r\n\r\n/**\r\n * A continent containing multiple towns and dungeons\r\n */\r\nexport interface Continent {\r\n id: string;\r\n name: string;\r\n description: string;\r\n towns: Town[];\r\n dungeons: Dungeon[];\r\n connections: ContinentConnection[];\r\n unlockedAt?: number; // Player level required to access\r\n imageUrl?: string;\r\n}\r\n\r\n/**\r\n * Connection between continents (for future expansion)\r\n */\r\nexport interface ContinentConnection {\r\n targetContinentId: string;\r\n travelTime: number; // Real seconds\r\n requiresItem?: string;\r\n requiresQuestComplete?: string;\r\n}\r\n\r\n/**\r\n * A town with various facilities\r\n */\r\nexport interface Town {\r\n id: string;\r\n name: string;\r\n description: string;\r\n continentId: string;\r\n position: { x: number; y: number }; // Position on continent map\r\n facilities: TownFacility[];\r\n npcs: string[]; // NPC IDs\r\n unlockedAt?: number; // Player level required to access\r\n connectedTowns: TownConnection[];\r\n connectedDungeons: string[]; // Dungeon IDs accessible from this town\r\n}\r\n\r\n/**\r\n * Connection between towns\r\n */\r\nexport interface TownConnection {\r\n targetTownId: string;\r\n travelTime: number; // Real seconds\r\n dangerLevel: number; // 0-10, affects random encounter chance\r\n}\r\n\r\n/**\r\n * Facilities available in a town\r\n */\r\nexport interface TownFacility {\r\n type: TownFacilityType;\r\n name: string;\r\n description: string;\r\n npcId?: string;\r\n isUnlocked: boolean;\r\n}\r\n\r\nexport type TownFacilityType =\r\n | 'inn' // Rest and heal\r\n | 'shop' // Buy/sell items\r\n | 'blacksmith' // Repair and upgrade equipment\r\n | 'tavern' // Get quests and rumors\r\n | 'guild' // Accept guild quests\r\n | 'temple' // Healing and buffs\r\n | 'bank' // Store items and gold\r\n | 'arena'; // PvE challenges\r\n\r\n/**\r\n * A dungeon with multiple levels\r\n */\r\nexport interface Dungeon {\r\n id: string;\r\n name: string;\r\n description: string;\r\n continentId: string;\r\n nearestTownId: string;\r\n difficulty: DungeonDifficulty;\r\n recommendedLevel: number;\r\n levels: DungeonLevel[];\r\n hasBoss: boolean;\r\n bossName?: string;\r\n estimatedTime: number; // Estimated clear time in real seconds\r\n unlockedAt?: number; // Player level or quest requirement\r\n rewards: DungeonReward[];\r\n travelTimeFromTown: number; // Real seconds\r\n}\r\n\r\nexport type DungeonDifficulty = 'easy' | 'normal' | 'hard' | 'nightmare' | 'legendary';\r\n\r\nexport interface DungeonReward {\r\n type: 'exp' | 'gold' | 'item' | 'affix' | 'unlock';\r\n value: number | string;\r\n chance: number; // 0-1, probability of getting this reward\r\n}\r\n\r\n/**\r\n * A level within a dungeon\r\n */\r\nexport interface DungeonLevel {\r\n levelNumber: number;\r\n name?: string;\r\n rooms: DungeonRoom[];\r\n entranceRoomId: string;\r\n exitRoomId: string;\r\n bossRoomId?: string; // Only on final level\r\n minEnemyLevel: number;\r\n maxEnemyLevel: number;\r\n}\r\n\r\n/**\r\n * A room within a dungeon level\r\n */\r\nexport interface DungeonRoom {\r\n id: string;\r\n type: DungeonRoomType;\r\n name: string;\r\n description: string;\r\n connections: RoomConnection[];\r\n content: DungeonRoomContent;\r\n timeToTraverse: number; // Real seconds to move through this room\r\n isExplored: boolean;\r\n isCleared: boolean;\r\n position: { x: number; y: number }; // For map display\r\n}\r\n\r\nexport type DungeonRoomType =\r\n // Special navigation rooms\r\n | 'entrance' // Level starting room\r\n | 'exit' // Exit to next level or town\r\n | 'dead_end' // Dead end - may have hidden rewards\r\n | 'safe_room' // Safe room - can rest and save progress\r\n\r\n // Combat rooms\r\n | 'combat' // Regular enemies (1-3 mobs)\r\n | 'elite' // Elite enemy with special skills\r\n | 'boss' // Boss room\r\n | 'ambush' // Surprise attack - cannot use items initially\r\n\r\n // Reward rooms\r\n | 'treasure' // Treasure chest with loot\r\n | 'fountain' // Restores HP/MP\r\n | 'altar' // Provides temporary buff\r\n | 'shop' // Traveling merchant\r\n\r\n // Event rooms (placeholder implementations)\r\n | 'event' // Random event\r\n | 'encounter' // NPC encounter\r\n | 'trap' // Trap room - take damage or disarm\r\n | 'puzzle' // Puzzle room - solve for reward\r\n\r\n // Generic rooms\r\n | 'rest' // Safe rest spot (legacy)\r\n | 'empty'; // Empty corridor\r\n\r\nexport interface RoomConnection {\r\n targetRoomId: string;\r\n direction: 'north' | 'south' | 'east' | 'west' | 'up' | 'down';\r\n isLocked: boolean;\r\n keyRequired?: string;\r\n isHidden: boolean;\r\n}\r\n\r\nexport interface DungeonRoomContent {\r\n enemies?: Enemy[];\r\n items?: InventoryItem[];\r\n event?: GameEvent;\r\n npc?: NPC;\r\n trap?: TrapData;\r\n puzzle?: PuzzleData;\r\n treasureChest?: TreasureChest;\r\n}\r\n\r\nexport interface TrapData {\r\n id: string;\r\n name: string;\r\n damage: number;\r\n effect?: string;\r\n disarmDifficulty: number; // 1-10\r\n isTriggered: boolean;\r\n isDisarmed: boolean;\r\n}\r\n\r\nexport interface PuzzleData {\r\n id: string;\r\n name: string;\r\n description: string;\r\n difficulty: number; // 1-10\r\n reward: InventoryItem | number; // Item or gold amount\r\n isSolved: boolean;\r\n}\r\n\r\nexport interface TreasureChest {\r\n id: string;\r\n rarity: Rarity;\r\n isOpened: boolean;\r\n isLocked: boolean;\r\n keyRequired?: string;\r\n contents: InventoryItem[];\r\n goldAmount: number;\r\n}\r\n\r\n// ============================================================================\r\n// IdleRPG Strategy System (AI-driven Combat)\r\n// ============================================================================\r\n\r\n/**\r\n * Complete strategy state machine for AI-controlled gameplay\r\n */\r\nexport interface StrategyStateMachine {\r\n combat: CombatStrategyConfig;\r\n exploration: ExplorationStrategy;\r\n resource: ResourceStrategy;\r\n encounter: EncounterStrategy;\r\n}\r\n\r\n/**\r\n * Combat strategy configuration (renamed from CombatStrategy to avoid conflict)\r\n */\r\nexport interface CombatStrategyConfig {\r\n targetPriority: TargetPriority[];\r\n itemUsage: ItemUsageRule[];\r\n retreatCondition: RetreatCondition;\r\n skillPriority: string[]; // Skill IDs in order of preference\r\n focusTarget: 'highest_damage' | 'lowest_hp' | 'highest_threat' | 'random';\r\n}\r\n\r\nexport type TargetPriority =\r\n | 'healer' // Target healers first\r\n | 'ranged' // Target ranged enemies\r\n | 'caster' // Target magic users\r\n | 'tank' // Target tanks\r\n | 'lowest_hp' // Target lowest HP enemy\r\n | 'highest_damage' // Target highest damage enemy\r\n | 'boss' // Always target boss\r\n | 'minion'; // Clear minions first\r\n\r\nexport interface ItemUsageRule {\r\n itemType: 'health_potion' | 'mana_potion' | 'buff' | 'debuff' | 'revive';\r\n condition: 'hp_below' | 'mp_below' | 'status_effect' | 'enemy_count' | 'turn_count';\r\n threshold: number; // Percentage (0-1) or count\r\n priority: number; // Higher = more important\r\n}\r\n\r\nexport interface RetreatCondition {\r\n enabled: boolean;\r\n hpThreshold: number; // Retreat when HP below this percentage (0-1)\r\n partyWipeRisk: boolean; // Retreat if likely to wipe\r\n bossExempt: boolean; // Don't retreat from boss fights\r\n}\r\n\r\n/**\r\n * Exploration strategy for dungeon navigation\r\n */\r\nexport interface ExplorationStrategy {\r\n roomPriority: RoomPriority[];\r\n deadEndBehavior: DeadEndBehavior;\r\n treasureHunting: boolean; // Prioritize finding treasure\r\n thoroughExploration: boolean; // Explore all rooms vs beeline to exit\r\n avoidTraps: boolean;\r\n avoidElites: boolean;\r\n restThreshold: number; // Rest when HP below this percentage (0-1)\r\n}\r\n\r\nexport type RoomPriority =\r\n | 'combat'\r\n | 'treasure'\r\n | 'event'\r\n | 'shop'\r\n | 'rest'\r\n | 'exit';\r\n\r\nexport type DeadEndBehavior =\r\n | 'retreat_immediately' // Turn back right away\r\n | 'search_thoroughly' // Search for hidden passages\r\n | 'rest_if_needed'; // Rest if HP/MP low before retreating\r\n\r\n/**\r\n * Resource management strategy\r\n */\r\nexport interface ResourceStrategy {\r\n hpThreshold: number; // Use healing when HP below (0-1)\r\n hpAction: ResourceAction;\r\n mpThreshold: number; // Use MP restore when below (0-1)\r\n mpAction: ResourceAction;\r\n goldReserve: number; // Keep this much gold in reserve\r\n sellJunk: boolean; // Auto-sell low-value items\r\n repairThreshold: number; // Repair when durability below (0-1)\r\n}\r\n\r\nexport type ResourceAction =\r\n | 'use_item' // Use consumable item\r\n | 'rest' // Rest to recover\r\n | 'retreat_to_town' // Go back to town\r\n | 'continue'; // Ignore and continue\r\n\r\n/**\r\n * Encounter strategy for NPCs and events\r\n */\r\nexport interface EncounterStrategy {\r\n npcBehavior: NPCBehavior;\r\n eventRiskTolerance: number; // 0-1, how risky events to accept\r\n acceptQuests: boolean;\r\n shopBehavior: ShopBehavior;\r\n}\r\n\r\nexport type NPCBehavior =\r\n | 'always_talk' // Talk to all NPCs\r\n | 'quest_givers_only' // Only talk to quest givers\r\n | 'skip'; // Skip all NPC interactions\r\n\r\nexport type ShopBehavior =\r\n | 'buy_upgrades' // Buy better equipment\r\n | 'sell_only' // Only sell items\r\n | 'buy_consumables' // Buy health/mana potions\r\n | 'skip'; // Skip shops\r\n\r\n// ============================================================================\r\n// IdleRPG Game State Extensions\r\n// ============================================================================\r\n\r\n/**\r\n * Extended game phase for IdleRPG mechanics\r\n */\r\nexport type IdleGamePhase =\r\n | 'in_town' // Player is in a town\r\n | 'traveling' // Traveling between locations\r\n | 'in_dungeon' // Exploring a dungeon\r\n | 'combat' // In combat\r\n | 'returning' // Returning to town (after dungeon or death)\r\n | 'resting' // Resting at inn\r\n | 'shopping' // In a shop\r\n | 'dialog'; // Talking to NPC\r\n\r\n/**\r\n * Current player location\r\n */\r\nexport interface CurrentLocation {\r\n type: 'town' | 'dungeon' | 'traveling' | 'world_map';\r\n continentId: string;\r\n townId?: string;\r\n dungeonId?: string;\r\n levelNumber?: number;\r\n roomId?: string;\r\n}\r\n\r\n/**\r\n * Active dungeon exploration state\r\n */\r\nexport interface ActiveDungeonState {\r\n dungeonId: string;\r\n currentLevel: number;\r\n currentRoomId: string;\r\n strategy: StrategyStateMachine;\r\n exploredRooms: string[];\r\n clearedRooms: string[];\r\n startTime: number; // Real timestamp\r\n elapsedTime: number; // Real seconds\r\n lootCollected: InventoryItem[];\r\n goldCollected: number;\r\n expGained: number;\r\n enemiesKilled: number;\r\n floorsCleared: number;\r\n}\r\n\r\n// ============================================================================\r\n// IdleRPG Time System\r\n// ============================================================================\r\n\r\n/**\r\n * Represents an action that takes real time to complete\r\n */\r\nexport interface TimeAction {\r\n id: string;\r\n type: TimeActionType;\r\n description: string;\r\n startTime: number; // Real timestamp when action started\r\n duration: number; // Real seconds\r\n progress: number; // 0-1 completion\r\n isPaused: boolean;\r\n canCancel: boolean;\r\n onComplete?: string; // Event to trigger on completion\r\n data?: Record<string, unknown>; // Additional action-specific data\r\n}\r\n\r\nexport type TimeActionType =\r\n | 'travel' // Traveling between locations\r\n | 'combat' // Combat encounter\r\n | 'combat_turn' // Single combat turn\r\n | 'rest' // Resting to recover\r\n | 'craft' // Crafting items\r\n | 'repair' // Repairing equipment\r\n | 'train' // Training skills\r\n | 'explore_room' // Exploring a room\r\n | 'search' // Searching for hidden items\r\n | 'dialog'; // NPC conversation\r\n\r\n// ============================================================================\r\n// IdleRPG Extended Save Data\r\n// ============================================================================\r\n\r\n/**\r\n * Extended save data for IdleRPG features\r\n */\r\nexport interface IdleSaveData extends SaveData {\r\n currentLocation: CurrentLocation;\r\n activeDungeon?: ActiveDungeonState;\r\n strategy?: StrategyStateMachine;\r\n worldState: WorldState;\r\n statistics: GameStatistics;\r\n}\r\n\r\n/**\r\n * World state tracking unlocks and progress\r\n */\r\nexport interface WorldState {\r\n unlockedContinents: string[];\r\n unlockedTowns: string[];\r\n unlockedDungeons: string[];\r\n clearedDungeons: string[];\r\n completedQuests: string[];\r\n discoveredNPCs: string[];\r\n reputations: Record<string, number>; // Faction/town reputation\r\n}\r\n\r\n/**\r\n * Player statistics\r\n */\r\nexport interface GameStatistics {\r\n totalPlayTime: number; // Real seconds\r\n dungeonsCleared: number;\r\n dungeonsAttempted: number;\r\n enemiesKilled: number;\r\n bossesKilled: number;\r\n totalGoldEarned: number;\r\n totalGoldSpent: number;\r\n itemsCollected: number;\r\n questsCompleted: number;\r\n deathCount: number;\r\n longestDungeonRun: number; // Real seconds\r\n fastestBossClear: Record<string, number>; // Boss ID -> time in seconds\r\n}\r\n"],"names":[],"mappings":"AAAA;;GAEG;AAsIH;;GAEG;;;AACH,MAAM,CAAC,MAAM,iBAAiB,GAA2C;IACvE,IAAI,EAAE,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC,EAAE,QAAQ,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE;IAC3E,KAAK,EAAE,EAAE,SAAS,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,QAAQ,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE;IAC5E,SAAS,EAAE,EAAE,SAAS,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,QAAQ,EAAE,CAAC,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE;IAChF,MAAM,EAAE,EAAE,SAAS,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,QAAQ,EAAE,EAAE,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,EAAE;CAChF,CAAC","debug_id":"4ee8182a-3352-5cf2-9707-f783b2d3d73c"}
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/**
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* Continent Data Index
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* Exports all continent data for the game
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*/
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export * from './verdantia.js';
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/**
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* All continents in the game
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*/
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export declare const ALL_CONTINENTS: import("../../core/types.js").Continent[];
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/**
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* Get continent by ID
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*/
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export declare function getContinentById(id: string): import("../../core/types.js").Continent | undefined;
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/**
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* Get all available continents for a player level
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*/
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export declare function getAvailableContinents(playerLevel: number): import("../../core/types.js").Continent[];
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declare const _default: {
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continents: import("../../core/types.js").Continent[];
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verdantia: {
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continent: import("../../core/types.js").Continent;
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enemies: {
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goblin_grunt: {
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name: string;
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level: number;
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hp: number;
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maxHp: number;
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attack: number;
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defense: number;
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speed: number;
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expReward: number;
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goldReward: number;
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dropTable: {
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itemId: string;
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chance: number;
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quantity: {
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min: number;
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max: number;
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};
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}[];
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isBoss: boolean;
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};
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goblin_archer: {
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name: string;
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level: number;
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hp: number;
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maxHp: number;
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attack: number;
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defense: number;
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speed: number;
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expReward: number;
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goldReward: number;
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dropTable: {
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itemId: string;
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chance: number;
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quantity: {
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min: number;
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max: number;
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};
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}[];
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isBoss: boolean;
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};
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goblin_shaman: {
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name: string;
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level: number;
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hp: number;
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maxHp: number;
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attack: number;
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defense: number;
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speed: number;
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expReward: number;
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goldReward: number;
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dropTable: {
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itemId: string;
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chance: number;
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quantity: {
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min: number;
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max: number;
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};
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}[];
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abilities: {
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name: string;
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damage: number;
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cooldown: number;
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currentCooldown: number;
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}[];
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isBoss: boolean;
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};
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goblin_chieftain: {
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name: string;
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level: number;
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hp: number;
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maxHp: number;
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attack: number;
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defense: number;
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speed: number;
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expReward: number;
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goldReward: number;
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dropTable: {
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itemId: string;
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chance: number;
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quantity: {
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min: number;
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max: number;
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};
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}[];
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abilities: ({
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name: string;
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damage: number;
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cooldown: number;
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currentCooldown: number;
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statusEffect: string;
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} | {
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name: string;
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damage: number;
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cooldown: number;
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currentCooldown: number;
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statusEffect?: undefined;
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})[];
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isBoss: boolean;
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};
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};
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items: {
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health_potion_small: {
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id: string;
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type: "consumable";
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name: string;
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description: string;
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quantity: number;
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};
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mana_potion_small: {
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id: string;
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type: "consumable";
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name: string;
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description: string;
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quantity: number;
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};
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goblin_ear: {
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id: string;
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type: "material";
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name: string;
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description: string;
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quantity: number;
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};
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crude_arrow: {
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id: string;
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type: "material";
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name: string;
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description: string;
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quantity: number;
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};
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mana_crystal: {
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id: string;
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type: "material";
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name: string;
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description: string;
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quantity: number;
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};
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};
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};
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};
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export default _default;
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//# sourceMappingURL=index.d.ts.map
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{"version":3,"file":"index.d.ts","sourceRoot":"/","sources":["data/continents/index.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,cAAc,gBAAgB,CAAC;AAK/B;;GAEG;AACH,eAAO,MAAM,cAAc,2CAAc,CAAC;AAE1C;;GAEG;AACH,wBAAgB,gBAAgB,CAAC,EAAE,EAAE,MAAM,uDAE1C;AAED;;GAEG;AACH,wBAAgB,sBAAsB,CAAC,WAAW,EAAE,MAAM,6CAEzD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAED,wBAGE"}
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/**
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2
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* Continent Data Index
|
|
3
|
+
* Exports all continent data for the game
|
|
4
|
+
*/
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+
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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]="0733d3ce-9034-5ede-88cf-acb792ef1ba4")}catch(e){}}();
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export * from './verdantia.js';
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// Re-export the main continent
|
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import { VERDANTIA, VERDANTIA_DATA } from './verdantia.js';
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/**
|
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* All continents in the game
|
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12
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*/
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13
|
+
export const ALL_CONTINENTS = [VERDANTIA];
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+
/**
|
|
15
|
+
* Get continent by ID
|
|
16
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+
*/
|
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+
export function getContinentById(id) {
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return ALL_CONTINENTS.find(c => c.id === id);
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}
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/**
|
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|
+
* Get all available continents for a player level
|
|
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|
+
*/
|
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|
+
export function getAvailableContinents(playerLevel) {
|
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return ALL_CONTINENTS.filter(c => !c.unlockedAt || c.unlockedAt <= playerLevel);
|
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+
}
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export default {
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continents: ALL_CONTINENTS,
|
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28
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verdantia: VERDANTIA_DATA,
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};
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//# sourceMappingURL=index.js.map
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//# debugId=0733d3ce-9034-5ede-88cf-acb792ef1ba4
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{"version":3,"file":"index.js","sources":["data/continents/index.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Continent Data Index\r\n * Exports all continent data for the game\r\n */\r\n\r\nexport * from './verdantia.js';\r\n\r\n// Re-export the main continent\r\nimport { VERDANTIA, VERDANTIA_DATA } from './verdantia.js';\r\n\r\n/**\r\n * All continents in the game\r\n */\r\nexport const ALL_CONTINENTS = [VERDANTIA];\r\n\r\n/**\r\n * Get continent by ID\r\n */\r\nexport function getContinentById(id: string) {\r\n return ALL_CONTINENTS.find(c => c.id === id);\r\n}\r\n\r\n/**\r\n * Get all available continents for a player level\r\n */\r\nexport function getAvailableContinents(playerLevel: number) {\r\n return ALL_CONTINENTS.filter(c => !c.unlockedAt || c.unlockedAt <= playerLevel);\r\n}\r\n\r\nexport default {\r\n continents: ALL_CONTINENTS,\r\n verdantia: VERDANTIA_DATA,\r\n};\r\n"],"names":[],"mappings":"AAAA;;;GAGG;;;AAEH,cAAc,gBAAgB,CAAC;AAE/B,+BAA+B;AAC/B,OAAO,EAAE,SAAS,EAAE,cAAc,EAAE,MAAM,gBAAgB,CAAC;AAE3D;;GAEG;AACH,MAAM,CAAC,MAAM,cAAc,GAAG,CAAC,SAAS,CAAC,CAAC;AAE1C;;GAEG;AACH,MAAM,UAAU,gBAAgB,CAAC,EAAU;IACzC,OAAO,cAAc,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC,CAAC;AAC/C,CAAC;AAED;;GAEG;AACH,MAAM,UAAU,sBAAsB,CAAC,WAAmB;IACxD,OAAO,cAAc,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,UAAU,IAAI,CAAC,CAAC,UAAU,IAAI,WAAW,CAAC,CAAC;AAClF,CAAC;AAED,eAAe;IACb,UAAU,EAAE,cAAc;IAC1B,SAAS,EAAE,cAAc;CAC1B,CAAC","debug_id":"0733d3ce-9034-5ede-88cf-acb792ef1ba4"}
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/**
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* Verdantia - The Starting Continent
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*
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* A verdant land of rolling hills, ancient forests, and scattered settlements.
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* Home to the starting town of Willowbrook and several beginner dungeons.
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*/
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import type { Continent, Town, Dungeon } from '../../core/types.js';
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export declare const WILLOWBROOK: Town;
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export declare const MILLFORD: Town;
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export declare const GOBLIN_CAVE: Dungeon;
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export declare const FOREST_RUINS: Dungeon;
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export declare const ABANDONED_MINE: Dungeon;
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export declare const VERDANTIA: Continent;
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export declare const GOBLIN_CAVE_ENEMIES: {
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goblin_grunt: {
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name: string;
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level: number;
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hp: number;
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maxHp: number;
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attack: number;
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defense: number;
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speed: number;
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expReward: number;
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goldReward: number;
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dropTable: {
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itemId: string;
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chance: number;
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quantity: {
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min: number;
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max: number;
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};
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}[];
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isBoss: boolean;
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};
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goblin_archer: {
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name: string;
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level: number;
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hp: number;
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maxHp: number;
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attack: number;
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defense: number;
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speed: number;
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expReward: number;
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goldReward: number;
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dropTable: {
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itemId: string;
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chance: number;
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quantity: {
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min: number;
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max: number;
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};
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}[];
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isBoss: boolean;
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};
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goblin_shaman: {
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name: string;
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level: number;
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hp: number;
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maxHp: number;
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attack: number;
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defense: number;
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speed: number;
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expReward: number;
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goldReward: number;
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dropTable: {
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itemId: string;
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chance: number;
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quantity: {
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min: number;
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max: number;
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};
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}[];
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abilities: {
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name: string;
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damage: number;
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cooldown: number;
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currentCooldown: number;
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}[];
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isBoss: boolean;
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};
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goblin_chieftain: {
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name: string;
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level: number;
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hp: number;
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maxHp: number;
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attack: number;
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defense: number;
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speed: number;
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expReward: number;
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goldReward: number;
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dropTable: {
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itemId: string;
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chance: number;
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quantity: {
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min: number;
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max: number;
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};
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}[];
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abilities: ({
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name: string;
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damage: number;
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cooldown: number;
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currentCooldown: number;
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statusEffect: string;
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} | {
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name: string;
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damage: number;
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cooldown: number;
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currentCooldown: number;
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statusEffect?: undefined;
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})[];
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isBoss: boolean;
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};
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};
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export declare const VERDANTIA_ITEMS: {
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health_potion_small: {
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id: string;
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type: "consumable";
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name: string;
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description: string;
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quantity: number;
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};
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mana_potion_small: {
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id: string;
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type: "consumable";
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name: string;
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description: string;
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quantity: number;
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};
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goblin_ear: {
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id: string;
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type: "material";
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name: string;
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description: string;
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quantity: number;
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};
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crude_arrow: {
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id: string;
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type: "material";
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name: string;
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description: string;
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quantity: number;
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};
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mana_crystal: {
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id: string;
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type: "material";
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name: string;
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description: string;
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quantity: number;
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};
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};
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export declare const VERDANTIA_DATA: {
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continent: Continent;
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enemies: {
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goblin_grunt: {
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name: string;
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level: number;
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hp: number;
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maxHp: number;
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attack: number;
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defense: number;
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speed: number;
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expReward: number;
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goldReward: number;
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dropTable: {
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itemId: string;
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chance: number;
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quantity: {
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min: number;
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max: number;
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};
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}[];
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isBoss: boolean;
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};
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goblin_archer: {
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name: string;
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level: number;
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hp: number;
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maxHp: number;
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attack: number;
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defense: number;
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speed: number;
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expReward: number;
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goldReward: number;
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dropTable: {
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itemId: string;
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chance: number;
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quantity: {
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min: number;
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max: number;
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};
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}[];
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isBoss: boolean;
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};
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goblin_shaman: {
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name: string;
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level: number;
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hp: number;
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maxHp: number;
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attack: number;
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defense: number;
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speed: number;
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expReward: number;
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goldReward: number;
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dropTable: {
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itemId: string;
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chance: number;
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quantity: {
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min: number;
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max: number;
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};
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}[];
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abilities: {
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name: string;
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damage: number;
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cooldown: number;
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currentCooldown: number;
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}[];
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isBoss: boolean;
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};
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goblin_chieftain: {
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name: string;
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level: number;
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hp: number;
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maxHp: number;
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attack: number;
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defense: number;
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speed: number;
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expReward: number;
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goldReward: number;
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dropTable: {
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itemId: string;
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chance: number;
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quantity: {
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min: number;
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max: number;
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};
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}[];
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abilities: ({
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name: string;
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damage: number;
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cooldown: number;
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currentCooldown: number;
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statusEffect: string;
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} | {
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name: string;
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damage: number;
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cooldown: number;
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currentCooldown: number;
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statusEffect?: undefined;
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})[];
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isBoss: boolean;
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};
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};
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items: {
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health_potion_small: {
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id: string;
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type: "consumable";
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name: string;
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description: string;
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quantity: number;
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};
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mana_potion_small: {
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id: string;
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type: "consumable";
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name: string;
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description: string;
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quantity: number;
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};
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goblin_ear: {
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id: string;
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type: "material";
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name: string;
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description: string;
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quantity: number;
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};
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crude_arrow: {
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id: string;
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type: "material";
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name: string;
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description: string;
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quantity: number;
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};
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mana_crystal: {
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id: string;
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type: "material";
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name: string;
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description: string;
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quantity: number;
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};
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};
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};
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export default VERDANTIA_DATA;
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294
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//# sourceMappingURL=verdantia.d.ts.map
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|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"verdantia.d.ts","sourceRoot":"/","sources":["data/continents/verdantia.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAEH,OAAO,KAAK,EACV,SAAS,EACT,IAAI,EACJ,OAAO,EAER,MAAM,qBAAqB,CAAC;AAuD7B,eAAO,MAAM,WAAW,EAAE,IAyBzB,CAAC;AAEF,eAAO,MAAM,QAAQ,EAAE,IA0CtB,CAAC;AAMF,eAAO,MAAM,WAAW,EAAE,OAmBzB,CAAC;AAEF,eAAO,MAAM,YAAY,EAAE,OAmB1B,CAAC;AAEF,eAAO,MAAM,cAAc,EAAE,OAmB5B,CAAC;AAMF,eAAO,MAAM,SAAS,EAAE,SAQvB,CAAC;AAMF,eAAO,MAAM,mBAAmB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsE/B,CAAC;AAMF,eAAO,MAAM,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoC3B,CAAC;AAMF,eAAO,MAAM,cAAc;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAI1B,CAAC;AAEF,eAAe,cAAc,CAAC"}
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