idlerpg.sh 0.1.0

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Files changed (478) hide show
  1. package/README.md +171 -0
  2. package/dist/affix/AffixRegistry.d.ts +68 -0
  3. package/dist/affix/AffixRegistry.d.ts.map +1 -0
  4. package/dist/affix/AffixRegistry.js +245 -0
  5. package/dist/affix/AffixRegistry.js.map +1 -0
  6. package/dist/affix/PluginLoader.d.ts +66 -0
  7. package/dist/affix/PluginLoader.d.ts.map +1 -0
  8. package/dist/affix/PluginLoader.js +321 -0
  9. package/dist/affix/PluginLoader.js.map +1 -0
  10. package/dist/affix/builtin.d.ts +6 -0
  11. package/dist/affix/builtin.d.ts.map +1 -0
  12. package/dist/affix/builtin.js +311 -0
  13. package/dist/affix/builtin.js.map +1 -0
  14. package/dist/affix/index.d.ts +8 -0
  15. package/dist/affix/index.d.ts.map +1 -0
  16. package/dist/affix/index.js +11 -0
  17. package/dist/affix/index.js.map +1 -0
  18. package/dist/affix/types.d.ts +152 -0
  19. package/dist/affix/types.d.ts.map +1 -0
  20. package/dist/affix/types.js +8 -0
  21. package/dist/affix/types.js.map +1 -0
  22. package/dist/ai/PlayKitClient.d.ts +208 -0
  23. package/dist/ai/PlayKitClient.d.ts.map +1 -0
  24. package/dist/ai/PlayKitClient.js +721 -0
  25. package/dist/ai/PlayKitClient.js.map +1 -0
  26. package/dist/ai/index.d.ts +5 -0
  27. package/dist/ai/index.d.ts.map +1 -0
  28. package/dist/ai/index.js +8 -0
  29. package/dist/ai/index.js.map +1 -0
  30. package/dist/app/App.d.ts +85 -0
  31. package/dist/app/App.d.ts.map +1 -0
  32. package/dist/app/App.js +296 -0
  33. package/dist/app/App.js.map +1 -0
  34. package/dist/app/EventBus.d.ts +222 -0
  35. package/dist/app/EventBus.d.ts.map +1 -0
  36. package/dist/app/EventBus.js +88 -0
  37. package/dist/app/EventBus.js.map +1 -0
  38. package/dist/app/Keybind.d.ts +83 -0
  39. package/dist/app/Keybind.d.ts.map +1 -0
  40. package/dist/app/Keybind.js +184 -0
  41. package/dist/app/Keybind.js.map +1 -0
  42. package/dist/app/Router.d.ts +123 -0
  43. package/dist/app/Router.d.ts.map +1 -0
  44. package/dist/app/Router.js +142 -0
  45. package/dist/app/Router.js.map +1 -0
  46. package/dist/app/ScreenManager.d.ts +97 -0
  47. package/dist/app/ScreenManager.d.ts.map +1 -0
  48. package/dist/app/ScreenManager.js +216 -0
  49. package/dist/app/ScreenManager.js.map +1 -0
  50. package/dist/app/index.d.ts +14 -0
  51. package/dist/app/index.d.ts.map +1 -0
  52. package/dist/app/index.js +19 -0
  53. package/dist/app/index.js.map +1 -0
  54. package/dist/app/screens/BaseScreen.d.ts +101 -0
  55. package/dist/app/screens/BaseScreen.d.ts.map +1 -0
  56. package/dist/app/screens/BaseScreen.js +132 -0
  57. package/dist/app/screens/BaseScreen.js.map +1 -0
  58. package/dist/app/screens/CharacterCreationScreen.d.ts +42 -0
  59. package/dist/app/screens/CharacterCreationScreen.d.ts.map +1 -0
  60. package/dist/app/screens/CharacterCreationScreen.js +467 -0
  61. package/dist/app/screens/CharacterCreationScreen.js.map +1 -0
  62. package/dist/app/screens/CombatScreen.d.ts +30 -0
  63. package/dist/app/screens/CombatScreen.d.ts.map +1 -0
  64. package/dist/app/screens/CombatScreen.js +309 -0
  65. package/dist/app/screens/CombatScreen.js.map +1 -0
  66. package/dist/app/screens/DialogScreen.d.ts +29 -0
  67. package/dist/app/screens/DialogScreen.d.ts.map +1 -0
  68. package/dist/app/screens/DialogScreen.js +295 -0
  69. package/dist/app/screens/DialogScreen.js.map +1 -0
  70. package/dist/app/screens/ExploreScreen.d.ts +50 -0
  71. package/dist/app/screens/ExploreScreen.d.ts.map +1 -0
  72. package/dist/app/screens/ExploreScreen.js +308 -0
  73. package/dist/app/screens/ExploreScreen.js.map +1 -0
  74. package/dist/app/screens/HelpScreen.d.ts +12 -0
  75. package/dist/app/screens/HelpScreen.d.ts.map +1 -0
  76. package/dist/app/screens/HelpScreen.js +155 -0
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  78. package/dist/app/screens/InventoryScreen.d.ts +27 -0
  79. package/dist/app/screens/InventoryScreen.d.ts.map +1 -0
  80. package/dist/app/screens/InventoryScreen.js +326 -0
  81. package/dist/app/screens/InventoryScreen.js.map +1 -0
  82. package/dist/app/screens/PrologueScreen.d.ts +24 -0
  83. package/dist/app/screens/PrologueScreen.d.ts.map +1 -0
  84. package/dist/app/screens/PrologueScreen.js +176 -0
  85. package/dist/app/screens/PrologueScreen.js.map +1 -0
  86. package/dist/app/screens/TitleScreen.d.ts +42 -0
  87. package/dist/app/screens/TitleScreen.d.ts.map +1 -0
  88. package/dist/app/screens/TitleScreen.js +380 -0
  89. package/dist/app/screens/TitleScreen.js.map +1 -0
  90. package/dist/app/screens/TravelScreen.d.ts +22 -0
  91. package/dist/app/screens/TravelScreen.d.ts.map +1 -0
  92. package/dist/app/screens/TravelScreen.js +122 -0
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  94. package/dist/app/screens/index.d.ts +14 -0
  95. package/dist/app/screens/index.d.ts.map +1 -0
  96. package/dist/app/screens/index.js +17 -0
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  98. package/dist/commands/CommandRegistry.d.ts +91 -0
  99. package/dist/commands/CommandRegistry.d.ts.map +1 -0
  100. package/dist/commands/CommandRegistry.js +159 -0
  101. package/dist/commands/CommandRegistry.js.map +1 -0
  102. package/dist/commands/index.d.ts +7 -0
  103. package/dist/commands/index.d.ts.map +1 -0
  104. package/dist/commands/index.js +10 -0
  105. package/dist/commands/index.js.map +1 -0
  106. package/dist/core/Actor.d.ts +103 -0
  107. package/dist/core/Actor.d.ts.map +1 -0
  108. package/dist/core/Actor.js +409 -0
  109. package/dist/core/Actor.js.map +1 -0
  110. package/dist/core/Combat.d.ts +37 -0
  111. package/dist/core/Combat.d.ts.map +1 -0
  112. package/dist/core/Combat.js +294 -0
  113. package/dist/core/Combat.js.map +1 -0
  114. package/dist/core/DungeonRunner.d.ts +169 -0
  115. package/dist/core/DungeonRunner.d.ts.map +1 -0
  116. package/dist/core/DungeonRunner.js +627 -0
  117. package/dist/core/DungeonRunner.js.map +1 -0
  118. package/dist/core/Game.d.ts +133 -0
  119. package/dist/core/Game.d.ts.map +1 -0
  120. package/dist/core/Game.js +644 -0
  121. package/dist/core/Game.js.map +1 -0
  122. package/dist/core/IdleCombat.d.ts +61 -0
  123. package/dist/core/IdleCombat.d.ts.map +1 -0
  124. package/dist/core/IdleCombat.js +461 -0
  125. package/dist/core/IdleCombat.js.map +1 -0
  126. package/dist/core/IdleGameManager.d.ts +198 -0
  127. package/dist/core/IdleGameManager.d.ts.map +1 -0
  128. package/dist/core/IdleGameManager.js +688 -0
  129. package/dist/core/IdleGameManager.js.map +1 -0
  130. package/dist/core/IdleSaveManager.d.ts +109 -0
  131. package/dist/core/IdleSaveManager.d.ts.map +1 -0
  132. package/dist/core/IdleSaveManager.js +296 -0
  133. package/dist/core/IdleSaveManager.js.map +1 -0
  134. package/dist/core/NewGameFlowManager.d.ts +64 -0
  135. package/dist/core/NewGameFlowManager.d.ts.map +1 -0
  136. package/dist/core/NewGameFlowManager.js +153 -0
  137. package/dist/core/NewGameFlowManager.js.map +1 -0
  138. package/dist/core/Player.d.ts +65 -0
  139. package/dist/core/Player.d.ts.map +1 -0
  140. package/dist/core/Player.js +261 -0
  141. package/dist/core/Player.js.map +1 -0
  142. package/dist/core/RoomHandlers.d.ts +75 -0
  143. package/dist/core/RoomHandlers.d.ts.map +1 -0
  144. package/dist/core/RoomHandlers.js +383 -0
  145. package/dist/core/RoomHandlers.js.map +1 -0
  146. package/dist/core/SaveManager.d.ts +84 -0
  147. package/dist/core/SaveManager.d.ts.map +1 -0
  148. package/dist/core/SaveManager.js +281 -0
  149. package/dist/core/SaveManager.js.map +1 -0
  150. package/dist/core/SaveMigration.d.ts +69 -0
  151. package/dist/core/SaveMigration.d.ts.map +1 -0
  152. package/dist/core/SaveMigration.js +408 -0
  153. package/dist/core/SaveMigration.js.map +1 -0
  154. package/dist/core/StateAdapter.d.ts +79 -0
  155. package/dist/core/StateAdapter.d.ts.map +1 -0
  156. package/dist/core/StateAdapter.js +397 -0
  157. package/dist/core/StateAdapter.js.map +1 -0
  158. package/dist/core/Team.d.ts +145 -0
  159. package/dist/core/Team.d.ts.map +1 -0
  160. package/dist/core/Team.js +371 -0
  161. package/dist/core/Team.js.map +1 -0
  162. package/dist/core/TeamCombat.d.ts +88 -0
  163. package/dist/core/TeamCombat.d.ts.map +1 -0
  164. package/dist/core/TeamCombat.js +405 -0
  165. package/dist/core/TeamCombat.js.map +1 -0
  166. package/dist/core/TeamDungeonRunner.d.ts +186 -0
  167. package/dist/core/TeamDungeonRunner.d.ts.map +1 -0
  168. package/dist/core/TeamDungeonRunner.js +758 -0
  169. package/dist/core/TeamDungeonRunner.js.map +1 -0
  170. package/dist/core/TimeManager.d.ts +114 -0
  171. package/dist/core/TimeManager.d.ts.map +1 -0
  172. package/dist/core/TimeManager.js +318 -0
  173. package/dist/core/TimeManager.js.map +1 -0
  174. package/dist/core/index.d.ts +9 -0
  175. package/dist/core/index.d.ts.map +1 -0
  176. package/dist/core/index.js +12 -0
  177. package/dist/core/index.js.map +1 -0
  178. package/dist/core/timeConstants.d.ts +135 -0
  179. package/dist/core/timeConstants.d.ts.map +1 -0
  180. package/dist/core/timeConstants.js +157 -0
  181. package/dist/core/timeConstants.js.map +1 -0
  182. package/dist/core/types.d.ts +780 -0
  183. package/dist/core/types.d.ts.map +1 -0
  184. package/dist/core/types.js +16 -0
  185. package/dist/core/types.js.map +1 -0
  186. package/dist/data/continents/index.d.ts +163 -0
  187. package/dist/data/continents/index.d.ts.map +1 -0
  188. package/dist/data/continents/index.js +31 -0
  189. package/dist/data/continents/index.js.map +1 -0
  190. package/dist/data/continents/verdantia.d.ts +294 -0
  191. package/dist/data/continents/verdantia.d.ts.map +1 -0
  192. package/dist/data/continents/verdantia.js +327 -0
  193. package/dist/data/continents/verdantia.js.map +1 -0
  194. package/dist/handlers/DialogHandler.d.ts +95 -0
  195. package/dist/handlers/DialogHandler.d.ts.map +1 -0
  196. package/dist/handlers/DialogHandler.js +450 -0
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  198. package/dist/handlers/SaveLoadHandler.d.ts +60 -0
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  202. package/dist/handlers/TitleScreenHandler.d.ts +43 -0
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  204. package/dist/handlers/TitleScreenHandler.js +508 -0
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  206. package/dist/handlers/WorkshopHandler.d.ts +75 -0
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  210. package/dist/handlers/index.d.ts +12 -0
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  214. package/dist/handlers/types.d.ts +34 -0
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  218. package/dist/i18n/en.d.ts +3 -0
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  230. package/dist/i18n/zh.d.ts +3 -0
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  234. package/dist/instrument.d.ts +8 -0
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  238. package/dist/main-new.d.ts +12 -0
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  242. package/dist/main.d.ts +7 -0
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  246. package/dist/map/ContinentManager.d.ts +88 -0
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  250. package/dist/map/DungeonGenerator.d.ts +32 -0
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  254. package/dist/map/MapGenerator.d.ts +27 -0
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  262. package/dist/npc/NPCGenerator.d.ts +68 -0
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  270. package/dist/npc/fixedNPCs.d.ts +7 -0
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  286. package/dist/quest/QuestManager.d.ts +79 -0
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+ {"version":3,"file":"defaultStrategy.js","sources":["strategy/defaultStrategy.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Default Strategy Configuration\r\n * Used when AI parsing is unavailable or as a fallback\r\n */\r\n\r\nimport type {\r\n StrategyStateMachine,\r\n CombatStrategyConfig,\r\n ExplorationStrategy,\r\n ResourceStrategy,\r\n EncounterStrategy,\r\n} from '../core/types.js';\r\n\r\n// ============================================================================\r\n// Default Combat Strategy\r\n// ============================================================================\r\n\r\nexport const DEFAULT_COMBAT_STRATEGY: CombatStrategyConfig = {\r\n targetPriority: ['healer', 'caster', 'ranged', 'lowest_hp'],\r\n itemUsage: [\r\n {\r\n itemType: 'health_potion',\r\n condition: 'hp_below',\r\n threshold: 0.3, // Use health potion when HP < 30%\r\n priority: 10,\r\n },\r\n {\r\n itemType: 'mana_potion',\r\n condition: 'mp_below',\r\n threshold: 0.2, // Use mana potion when MP < 20%\r\n priority: 5,\r\n },\r\n ],\r\n retreatCondition: {\r\n enabled: true,\r\n hpThreshold: 0.15, // Retreat when HP < 15%\r\n partyWipeRisk: true,\r\n bossExempt: true, // Don't retreat from boss fights\r\n },\r\n skillPriority: [], // Will use default skill order\r\n focusTarget: 'highest_damage',\r\n};\r\n\r\n// ============================================================================\r\n// Default Exploration Strategy\r\n// ============================================================================\r\n\r\nexport const DEFAULT_EXPLORATION_STRATEGY: ExplorationStrategy = {\r\n roomPriority: ['treasure', 'rest', 'shop', 'combat', 'event', 'exit'],\r\n deadEndBehavior: 'rest_if_needed',\r\n treasureHunting: true,\r\n thoroughExploration: false, // Prefer efficient path to exit\r\n avoidTraps: false, // Will try to handle traps\r\n avoidElites: false, // Will fight elites\r\n restThreshold: 0.5, // Rest when HP < 50%\r\n};\r\n\r\n// ============================================================================\r\n// Default Resource Strategy\r\n// ============================================================================\r\n\r\nexport const DEFAULT_RESOURCE_STRATEGY: ResourceStrategy = {\r\n hpThreshold: 0.5, // Act when HP < 50%\r\n hpAction: 'use_item',\r\n mpThreshold: 0.3, // Act when MP < 30%\r\n mpAction: 'use_item',\r\n goldReserve: 100, // Keep 100 gold in reserve\r\n sellJunk: true,\r\n repairThreshold: 0.3, // Repair when durability < 30%\r\n};\r\n\r\n// ============================================================================\r\n// Default Encounter Strategy\r\n// ============================================================================\r\n\r\nexport const DEFAULT_ENCOUNTER_STRATEGY: EncounterStrategy = {\r\n npcBehavior: 'always_talk',\r\n eventRiskTolerance: 0.5, // Medium risk tolerance\r\n acceptQuests: true,\r\n shopBehavior: 'buy_consumables',\r\n};\r\n\r\n// ============================================================================\r\n// Complete Default Strategy\r\n// ============================================================================\r\n\r\nexport const DEFAULT_STRATEGY: StrategyStateMachine = {\r\n combat: DEFAULT_COMBAT_STRATEGY,\r\n exploration: DEFAULT_EXPLORATION_STRATEGY,\r\n resource: DEFAULT_RESOURCE_STRATEGY,\r\n encounter: DEFAULT_ENCOUNTER_STRATEGY,\r\n};\r\n\r\n// ============================================================================\r\n// Preset Strategies\r\n// ============================================================================\r\n\r\n/**\r\n * Aggressive strategy - prioritize damage and speed\r\n */\r\nexport const AGGRESSIVE_STRATEGY: StrategyStateMachine = {\r\n combat: {\r\n ...DEFAULT_COMBAT_STRATEGY,\r\n targetPriority: ['highest_damage', 'caster', 'healer', 'ranged'],\r\n retreatCondition: {\r\n enabled: false,\r\n hpThreshold: 0.1,\r\n partyWipeRisk: false,\r\n bossExempt: true,\r\n },\r\n focusTarget: 'highest_damage',\r\n },\r\n exploration: {\r\n ...DEFAULT_EXPLORATION_STRATEGY,\r\n roomPriority: ['combat', 'treasure', 'exit', 'event'],\r\n thoroughExploration: false,\r\n avoidElites: false,\r\n restThreshold: 0.3,\r\n },\r\n resource: {\r\n ...DEFAULT_RESOURCE_STRATEGY,\r\n hpThreshold: 0.3,\r\n hpAction: 'use_item',\r\n },\r\n encounter: {\r\n ...DEFAULT_ENCOUNTER_STRATEGY,\r\n npcBehavior: 'skip',\r\n eventRiskTolerance: 0.8,\r\n },\r\n};\r\n\r\n/**\r\n * Defensive strategy - prioritize survival\r\n */\r\nexport const DEFENSIVE_STRATEGY: StrategyStateMachine = {\r\n combat: {\r\n ...DEFAULT_COMBAT_STRATEGY,\r\n targetPriority: ['healer', 'caster', 'lowest_hp'],\r\n itemUsage: [\r\n {\r\n itemType: 'health_potion',\r\n condition: 'hp_below',\r\n threshold: 0.5, // Use health potion when HP < 50%\r\n priority: 10,\r\n },\r\n {\r\n itemType: 'mana_potion',\r\n condition: 'mp_below',\r\n threshold: 0.4,\r\n priority: 5,\r\n },\r\n {\r\n itemType: 'buff',\r\n condition: 'turn_count',\r\n threshold: 1, // Use buff on first turn\r\n priority: 8,\r\n },\r\n ],\r\n retreatCondition: {\r\n enabled: true,\r\n hpThreshold: 0.3, // Retreat when HP < 30%\r\n partyWipeRisk: true,\r\n bossExempt: false, // Can retreat even from boss\r\n },\r\n focusTarget: 'lowest_hp',\r\n },\r\n exploration: {\r\n ...DEFAULT_EXPLORATION_STRATEGY,\r\n roomPriority: ['rest', 'treasure', 'shop', 'exit', 'combat'],\r\n deadEndBehavior: 'retreat_immediately',\r\n avoidTraps: true,\r\n avoidElites: true,\r\n restThreshold: 0.7, // Rest when HP < 70%\r\n },\r\n resource: {\r\n ...DEFAULT_RESOURCE_STRATEGY,\r\n hpThreshold: 0.7,\r\n hpAction: 'rest',\r\n mpThreshold: 0.5,\r\n mpAction: 'rest',\r\n },\r\n encounter: {\r\n ...DEFAULT_ENCOUNTER_STRATEGY,\r\n eventRiskTolerance: 0.2, // Low risk tolerance\r\n shopBehavior: 'buy_consumables',\r\n },\r\n};\r\n\r\n/**\r\n * Balanced strategy - good for most situations\r\n */\r\nexport const BALANCED_STRATEGY: StrategyStateMachine = DEFAULT_STRATEGY;\r\n\r\n/**\r\n * Speedrun strategy - rush to boss\r\n */\r\nexport const SPEEDRUN_STRATEGY: StrategyStateMachine = {\r\n combat: {\r\n ...DEFAULT_COMBAT_STRATEGY,\r\n targetPriority: ['lowest_hp', 'minion', 'boss'],\r\n retreatCondition: {\r\n enabled: true,\r\n hpThreshold: 0.2,\r\n partyWipeRisk: true,\r\n bossExempt: true,\r\n },\r\n focusTarget: 'lowest_hp',\r\n },\r\n exploration: {\r\n roomPriority: ['exit', 'treasure', 'rest'],\r\n deadEndBehavior: 'retreat_immediately',\r\n treasureHunting: false,\r\n thoroughExploration: false,\r\n avoidTraps: true,\r\n avoidElites: true,\r\n restThreshold: 0.4,\r\n },\r\n resource: {\r\n ...DEFAULT_RESOURCE_STRATEGY,\r\n hpThreshold: 0.4,\r\n hpAction: 'use_item',\r\n },\r\n encounter: {\r\n npcBehavior: 'skip',\r\n eventRiskTolerance: 0.3,\r\n acceptQuests: false,\r\n shopBehavior: 'skip',\r\n },\r\n};\r\n\r\n/**\r\n * Treasure hunter strategy - find all loot\r\n */\r\nexport const TREASURE_HUNTER_STRATEGY: StrategyStateMachine = {\r\n combat: DEFAULT_COMBAT_STRATEGY,\r\n exploration: {\r\n ...DEFAULT_EXPLORATION_STRATEGY,\r\n roomPriority: ['treasure', 'shop', 'event', 'combat', 'rest', 'exit'],\r\n deadEndBehavior: 'search_thoroughly',\r\n treasureHunting: true,\r\n thoroughExploration: true,\r\n avoidElites: false,\r\n },\r\n resource: DEFAULT_RESOURCE_STRATEGY,\r\n encounter: {\r\n ...DEFAULT_ENCOUNTER_STRATEGY,\r\n npcBehavior: 'always_talk',\r\n eventRiskTolerance: 0.6,\r\n shopBehavior: 'buy_upgrades',\r\n },\r\n};\r\n\r\n// ============================================================================\r\n// Strategy Presets Map\r\n// ============================================================================\r\n\r\nexport const STRATEGY_PRESETS: Record<string, StrategyStateMachine> = {\r\n default: DEFAULT_STRATEGY,\r\n balanced: BALANCED_STRATEGY,\r\n aggressive: AGGRESSIVE_STRATEGY,\r\n defensive: DEFENSIVE_STRATEGY,\r\n speedrun: SPEEDRUN_STRATEGY,\r\n treasure_hunter: TREASURE_HUNTER_STRATEGY,\r\n};\r\n\r\n/**\r\n * Get a strategy preset by name\r\n */\r\nexport function getStrategyPreset(name: string): StrategyStateMachine {\r\n return STRATEGY_PRESETS[name.toLowerCase()] || DEFAULT_STRATEGY;\r\n}\r\n\r\n/**\r\n * Get list of available preset names\r\n */\r\nexport function getAvailablePresets(): string[] {\r\n return 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@@ -0,0 +1,8 @@
1
+ /**
2
+ * Strategy System Module
3
+ * Provides AI-powered strategy parsing and deterministic strategy execution
4
+ */
5
+ export { DEFAULT_STRATEGY, DEFAULT_COMBAT_STRATEGY, DEFAULT_EXPLORATION_STRATEGY, DEFAULT_RESOURCE_STRATEGY, DEFAULT_ENCOUNTER_STRATEGY, AGGRESSIVE_STRATEGY, DEFENSIVE_STRATEGY, BALANCED_STRATEGY, SPEEDRUN_STRATEGY, TREASURE_HUNTER_STRATEGY, STRATEGY_PRESETS, getStrategyPreset, getAvailablePresets, } from './defaultStrategy.js';
6
+ export { StrategyParser, getStrategyParser, strategyToDescription, type StrategyParseResult, type StrategyValidationResult, } from './StrategyParser.js';
7
+ export { StrategyExecutor, createStrategyExecutor, type CombatContext, type ExplorationContext, type EncounterContext, type CombatDecision, type ExplorationDecision, type EncounterDecision, type ItemUseDecision, } from './StrategyExecutor.js';
8
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"/","sources":["strategy/index.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAGH,OAAO,EACL,gBAAgB,EAChB,uBAAuB,EACvB,4BAA4B,EAC5B,yBAAyB,EACzB,0BAA0B,EAC1B,mBAAmB,EACnB,kBAAkB,EAClB,iBAAiB,EACjB,iBAAiB,EACjB,wBAAwB,EACxB,gBAAgB,EAChB,iBAAiB,EACjB,mBAAmB,GACpB,MAAM,sBAAsB,CAAC;AAG9B,OAAO,EACL,cAAc,EACd,iBAAiB,EACjB,qBAAqB,EACrB,KAAK,mBAAmB,EACxB,KAAK,wBAAwB,GAC9B,MAAM,qBAAqB,CAAC;AAG7B,OAAO,EACL,gBAAgB,EAChB,sBAAsB,EACtB,KAAK,aAAa,EAClB,KAAK,kBAAkB,EACvB,KAAK,gBAAgB,EACrB,KAAK,cAAc,EACnB,KAAK,mBAAmB,EACxB,KAAK,iBAAiB,EACtB,KAAK,eAAe,GACrB,MAAM,uBAAuB,CAAC"}
@@ -0,0 +1,14 @@
1
+ /**
2
+ * Strategy System Module
3
+ * Provides AI-powered strategy parsing and deterministic strategy execution
4
+ */
5
+ // Default strategies and presets
6
+
7
+ !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]="dd721c36-4a54-5ba6-9dce-0536d165e82a")}catch(e){}}();
8
+ export { DEFAULT_STRATEGY, DEFAULT_COMBAT_STRATEGY, DEFAULT_EXPLORATION_STRATEGY, DEFAULT_RESOURCE_STRATEGY, DEFAULT_ENCOUNTER_STRATEGY, AGGRESSIVE_STRATEGY, DEFENSIVE_STRATEGY, BALANCED_STRATEGY, SPEEDRUN_STRATEGY, TREASURE_HUNTER_STRATEGY, STRATEGY_PRESETS, getStrategyPreset, getAvailablePresets, } from './defaultStrategy.js';
9
+ // Strategy parser (AI-powered)
10
+ export { StrategyParser, getStrategyParser, strategyToDescription, } from './StrategyParser.js';
11
+ // Strategy executor (deterministic)
12
+ export { StrategyExecutor, createStrategyExecutor, } from './StrategyExecutor.js';
13
+ //# sourceMappingURL=index.js.map
14
+ //# debugId=dd721c36-4a54-5ba6-9dce-0536d165e82a
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sources":["strategy/index.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Strategy System Module\r\n * Provides AI-powered strategy parsing and deterministic strategy execution\r\n */\r\n\r\n// Default strategies and presets\r\nexport {\r\n DEFAULT_STRATEGY,\r\n DEFAULT_COMBAT_STRATEGY,\r\n DEFAULT_EXPLORATION_STRATEGY,\r\n DEFAULT_RESOURCE_STRATEGY,\r\n DEFAULT_ENCOUNTER_STRATEGY,\r\n AGGRESSIVE_STRATEGY,\r\n DEFENSIVE_STRATEGY,\r\n BALANCED_STRATEGY,\r\n SPEEDRUN_STRATEGY,\r\n TREASURE_HUNTER_STRATEGY,\r\n STRATEGY_PRESETS,\r\n getStrategyPreset,\r\n getAvailablePresets,\r\n} from './defaultStrategy.js';\r\n\r\n// Strategy parser (AI-powered)\r\nexport {\r\n StrategyParser,\r\n getStrategyParser,\r\n strategyToDescription,\r\n type StrategyParseResult,\r\n type StrategyValidationResult,\r\n} from './StrategyParser.js';\r\n\r\n// Strategy executor (deterministic)\r\nexport {\r\n StrategyExecutor,\r\n createStrategyExecutor,\r\n type CombatContext,\r\n type ExplorationContext,\r\n type EncounterContext,\r\n type CombatDecision,\r\n type ExplorationDecision,\r\n type EncounterDecision,\r\n type ItemUseDecision,\r\n} from './StrategyExecutor.js';\r\n"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,iCAAiC;;;AACjC,OAAO,EACL,gBAAgB,EAChB,uBAAuB,EACvB,4BAA4B,EAC5B,yBAAyB,EACzB,0BAA0B,EAC1B,mBAAmB,EACnB,kBAAkB,EAClB,iBAAiB,EACjB,iBAAiB,EACjB,wBAAwB,EACxB,gBAAgB,EAChB,iBAAiB,EACjB,mBAAmB,GACpB,MAAM,sBAAsB,CAAC;AAE9B,+BAA+B;AAC/B,OAAO,EACL,cAAc,EACd,iBAAiB,EACjB,qBAAqB,GAGtB,MAAM,qBAAqB,CAAC;AAE7B,oCAAoC;AACpC,OAAO,EACL,gBAAgB,EAChB,sBAAsB,GAQvB,MAAM,uBAAuB,CAAC","debug_id":"dd721c36-4a54-5ba6-9dce-0536d165e82a"}
@@ -0,0 +1,106 @@
1
+ /**
2
+ * Explore Mode Menu System
3
+ * Menu-based exploration with keyboard navigation
4
+ */
5
+ import type { GameState } from '../core/types.js';
6
+ import type { ExtendedNPC } from '../npc/types.js';
7
+ import type { Quest } from '../quest/types.js';
8
+ /**
9
+ * Action types for explore mode
10
+ */
11
+ export type ExploreAction = {
12
+ type: 'travel';
13
+ roomId: string;
14
+ } | {
15
+ type: 'npc';
16
+ npcId: string;
17
+ } | {
18
+ type: 'inventory';
19
+ } | {
20
+ type: 'character';
21
+ } | {
22
+ type: 'quests';
23
+ } | {
24
+ type: 'workshop';
25
+ } | {
26
+ type: 'save';
27
+ } | {
28
+ type: 'load';
29
+ } | {
30
+ type: 'help';
31
+ } | {
32
+ type: 'quit';
33
+ } | {
34
+ type: 'cancel';
35
+ };
36
+ /**
37
+ * Explore Menu Controller
38
+ */
39
+ export declare class ExploreMenu {
40
+ private screen;
41
+ private state;
42
+ private isActive;
43
+ private keyHandler;
44
+ private resolvePromise;
45
+ private readonly MENU_WIDTH;
46
+ private readonly MAX_VISIBLE_ITEMS;
47
+ constructor();
48
+ /**
49
+ * Build menu items from game state
50
+ */
51
+ private buildMenuItems;
52
+ /**
53
+ * Show explore menu and wait for action
54
+ */
55
+ show(gameState: GameState, npcs: ExtendedNPC[], quests: Quest[]): Promise<ExploreAction>;
56
+ /**
57
+ * Close menu
58
+ */
59
+ close(action: ExploreAction): void;
60
+ /**
61
+ * Setup keyboard handler
62
+ */
63
+ private setupKeyHandler;
64
+ /**
65
+ * Remove keyboard handler
66
+ */
67
+ private removeKeyHandler;
68
+ /**
69
+ * Move selection
70
+ */
71
+ private moveSelection;
72
+ /**
73
+ * Move to start
74
+ */
75
+ private moveToStart;
76
+ /**
77
+ * Move to end
78
+ */
79
+ private moveToEnd;
80
+ /**
81
+ * Ensure selected item is visible
82
+ */
83
+ private ensureVisible;
84
+ /**
85
+ * Select current option
86
+ */
87
+ private selectCurrent;
88
+ /**
89
+ * Render menu panel
90
+ * This renders just the menu portion, to be integrated with the main game screen
91
+ */
92
+ renderPanel(x: number, y: number, width: number, height: number): void;
93
+ /**
94
+ * Get current selection info for status display
95
+ */
96
+ getSelectionInfo(): {
97
+ label: string;
98
+ description?: string;
99
+ } | null;
100
+ /**
101
+ * Check if menu is active
102
+ */
103
+ get active(): boolean;
104
+ }
105
+ export declare function getExploreMenu(): ExploreMenu;
106
+ //# sourceMappingURL=ExploreMenu.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ExploreMenu.d.ts","sourceRoot":"/","sources":["tui/ExploreMenu.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAIH,OAAO,KAAK,EAAE,SAAS,EAAQ,MAAM,kBAAkB,CAAC;AACxD,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAC;AACnD,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,mBAAmB,CAAC;AAE/C;;GAEG;AACH,MAAM,MAAM,aAAa,GACrB;IAAE,IAAI,EAAE,QAAQ,CAAC;IAAC,MAAM,EAAE,MAAM,CAAA;CAAE,GAClC;IAAE,IAAI,EAAE,KAAK,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,GAC9B;IAAE,IAAI,EAAE,WAAW,CAAA;CAAE,GACrB;IAAE,IAAI,EAAE,WAAW,CAAA;CAAE,GACrB;IAAE,IAAI,EAAE,QAAQ,CAAA;CAAE,GAClB;IAAE,IAAI,EAAE,UAAU,CAAA;CAAE,GACpB;IAAE,IAAI,EAAE,MAAM,CAAA;CAAE,GAChB;IAAE,IAAI,EAAE,MAAM,CAAA;CAAE,GAChB;IAAE,IAAI,EAAE,MAAM,CAAA;CAAE,GAChB;IAAE,IAAI,EAAE,MAAM,CAAA;CAAE,GAChB;IAAE,IAAI,EAAE,QAAQ,CAAA;CAAE,CAAC;AAwBvB;;GAEG;AACH,qBAAa,WAAW;IACtB,OAAO,CAAC,MAAM,CAAS;IACvB,OAAO,CAAC,KAAK,CAAmB;IAChC,OAAO,CAAC,QAAQ,CAAkB;IAClC,OAAO,CAAC,UAAU,CAA0C;IAC5D,OAAO,CAAC,cAAc,CAAkD;IAGxE,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAM;IACjC,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAAM;;IAYxC;;OAEG;IACH,OAAO,CAAC,cAAc;IAsDtB;;OAEG;IACG,IAAI,CACR,SAAS,EAAE,SAAS,EACpB,IAAI,EAAE,WAAW,EAAE,EACnB,MAAM,EAAE,KAAK,EAAE,GACd,OAAO,CAAC,aAAa,CAAC;IAazB;;OAEG;IACH,KAAK,CAAC,MAAM,EAAE,aAAa,GAAG,IAAI;IASlC;;OAEG;IACH,OAAO,CAAC,eAAe;IAmDvB;;OAEG;IACH,OAAO,CAAC,gBAAgB;IAOxB;;OAEG;IACH,OAAO,CAAC,aAAa;IAYrB;;OAEG;IACH,OAAO,CAAC,WAAW;IAKnB;;OAEG;IACH,OAAO,CAAC,SAAS;IAMjB;;OAEG;IACH,OAAO,CAAC,aAAa;IAQrB;;OAEG;IACH,OAAO,CAAC,aAAa;IAQrB;;;OAGG;IACH,WAAW,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IA+DtE;;OAEG;IACH,gBAAgB,IAAI;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,WAAW,CAAC,EAAE,MAAM,CAAA;KAAE,GAAG,IAAI;IASlE;;OAEG;IACH,IAAI,MAAM,IAAI,OAAO,CAEpB;CACF;AAKD,wBAAgB,cAAc,IAAI,WAAW,CAK5C"}
@@ -0,0 +1,282 @@
1
+ /**
2
+ * Explore Mode Menu System
3
+ * Menu-based exploration with keyboard navigation
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]="cba94fc4-b850-55b0-af4e-8ef38e671e8a")}catch(e){}}();
7
+ import { ANSI, getScreen } from './Screen.js';
8
+ import { getInput } from './Input.js';
9
+ /**
10
+ * Explore Menu Controller
11
+ */
12
+ export class ExploreMenu {
13
+ screen;
14
+ state;
15
+ isActive = false;
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+ keyHandler = null;
17
+ resolvePromise = null;
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+ // Layout constants
19
+ MENU_WIDTH = 30;
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+ MAX_VISIBLE_ITEMS = 12;
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+ constructor() {
22
+ this.screen = getScreen();
23
+ this.state = {
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+ selectedIndex: 0,
25
+ scrollOffset: 0,
26
+ items: [],
27
+ activeCategory: 'Actions',
28
+ };
29
+ }
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+ /**
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+ * Build menu items from game state
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+ */
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+ buildMenuItems(gameState, npcs, quests) {
34
+ const items = [];
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+ // Travel options
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+ const connections = gameState.currentRoom.connections;
37
+ for (let i = 0; i < connections.length; i++) {
38
+ const roomId = connections[i];
39
+ const room = gameState.currentMap.rooms.get(roomId);
40
+ const roomName = room?.name || 'Unknown';
41
+ const explored = room?.isExplored ? '' : ' (?)';
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+ items.push({
43
+ id: `travel_${roomId}`,
44
+ label: `${roomName}${explored}`,
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+ shortcut: String(i + 1),
46
+ category: '> Travel',
47
+ action: { type: 'travel', roomId },
48
+ });
49
+ }
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+ // NPC options
51
+ for (const npc of npcs) {
52
+ const relationship = npc.playerRelationship > 0 ? '♥' : npc.playerRelationship < 0 ? '✗' : '';
53
+ items.push({
54
+ id: `npc_${npc.id}`,
55
+ label: `${npc.name} (${npc.role}) ${relationship}`,
56
+ category: '* NPCs',
57
+ action: { type: 'npc', npcId: npc.id },
58
+ });
59
+ }
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+ // System actions
61
+ items.push({ id: 'inventory', label: 'Inventory', shortcut: 'I', category: '# Actions', action: { type: 'inventory' } }, { id: 'character', label: 'Character', shortcut: 'C', category: '# Actions', action: { type: 'character' } }, { id: 'quests', label: `Quests (${quests.length})`, shortcut: 'Q', category: '# Actions', action: { type: 'quests' } }, { id: 'workshop', label: 'Workshop', shortcut: 'W', category: '# Actions', action: { type: 'workshop' } });
62
+ // System menu
63
+ items.push({ id: 'save', label: 'Save Game', category: '@ System', action: { type: 'save' } }, { id: 'load', label: 'Load Game', category: '@ System', action: { type: 'load' } }, { id: 'help', label: 'Help', shortcut: 'H', category: '@ System', action: { type: 'help' } }, { id: 'quit', label: 'Quit', category: '@ System', action: { type: 'quit' } });
64
+ return items;
65
+ }
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+ /**
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+ * Show explore menu and wait for action
68
+ */
69
+ async show(gameState, npcs, quests) {
70
+ this.state.items = this.buildMenuItems(gameState, npcs, quests);
71
+ this.state.selectedIndex = 0;
72
+ this.state.scrollOffset = 0;
73
+ this.isActive = true;
74
+ this.setupKeyHandler();
75
+ return new Promise((resolve) => {
76
+ this.resolvePromise = resolve;
77
+ });
78
+ }
79
+ /**
80
+ * Close menu
81
+ */
82
+ close(action) {
83
+ this.isActive = false;
84
+ this.removeKeyHandler();
85
+ if (this.resolvePromise) {
86
+ this.resolvePromise(action);
87
+ this.resolvePromise = null;
88
+ }
89
+ }
90
+ /**
91
+ * Setup keyboard handler
92
+ */
93
+ setupKeyHandler() {
94
+ const input = getInput();
95
+ this.keyHandler = (key) => {
96
+ if (!this.isActive)
97
+ return;
98
+ switch (key.name) {
99
+ case 'up':
100
+ case 'k':
101
+ this.moveSelection(-1);
102
+ break;
103
+ case 'down':
104
+ case 'j':
105
+ this.moveSelection(1);
106
+ break;
107
+ case 'pageup':
108
+ this.moveSelection(-5);
109
+ break;
110
+ case 'pagedown':
111
+ this.moveSelection(5);
112
+ break;
113
+ case 'home':
114
+ this.moveToStart();
115
+ break;
116
+ case 'end':
117
+ this.moveToEnd();
118
+ break;
119
+ case 'return':
120
+ case 'space':
121
+ this.selectCurrent();
122
+ break;
123
+ case 'escape':
124
+ this.close({ type: 'cancel' });
125
+ break;
126
+ default:
127
+ // Check for shortcut keys
128
+ if (key.raw && key.raw.length === 1 && !key.ctrl && !key.meta) {
129
+ const shortcutItem = this.state.items.find(item => item.shortcut?.toLowerCase() === key.raw.toLowerCase());
130
+ if (shortcutItem && !shortcutItem.disabled) {
131
+ this.close(shortcutItem.action);
132
+ return;
133
+ }
134
+ }
135
+ }
136
+ };
137
+ input.onKey(this.keyHandler);
138
+ }
139
+ /**
140
+ * Remove keyboard handler
141
+ */
142
+ removeKeyHandler() {
143
+ if (this.keyHandler) {
144
+ getInput().offKey(this.keyHandler);
145
+ this.keyHandler = null;
146
+ }
147
+ }
148
+ /**
149
+ * Move selection
150
+ */
151
+ moveSelection(delta) {
152
+ const items = this.state.items.filter(i => !i.disabled);
153
+ if (items.length === 0)
154
+ return;
155
+ let newIndex = this.state.selectedIndex + delta;
156
+ if (newIndex < 0)
157
+ newIndex = items.length - 1;
158
+ if (newIndex >= items.length)
159
+ newIndex = 0;
160
+ this.state.selectedIndex = newIndex;
161
+ this.ensureVisible();
162
+ }
163
+ /**
164
+ * Move to start
165
+ */
166
+ moveToStart() {
167
+ this.state.selectedIndex = 0;
168
+ this.state.scrollOffset = 0;
169
+ }
170
+ /**
171
+ * Move to end
172
+ */
173
+ moveToEnd() {
174
+ const items = this.state.items.filter(i => !i.disabled);
175
+ this.state.selectedIndex = items.length - 1;
176
+ this.ensureVisible();
177
+ }
178
+ /**
179
+ * Ensure selected item is visible
180
+ */
181
+ ensureVisible() {
182
+ if (this.state.selectedIndex < this.state.scrollOffset) {
183
+ this.state.scrollOffset = this.state.selectedIndex;
184
+ }
185
+ else if (this.state.selectedIndex >= this.state.scrollOffset + this.MAX_VISIBLE_ITEMS) {
186
+ this.state.scrollOffset = this.state.selectedIndex - this.MAX_VISIBLE_ITEMS + 1;
187
+ }
188
+ }
189
+ /**
190
+ * Select current option
191
+ */
192
+ selectCurrent() {
193
+ const items = this.state.items.filter(i => !i.disabled);
194
+ const item = items[this.state.selectedIndex];
195
+ if (item) {
196
+ this.close(item.action);
197
+ }
198
+ }
199
+ /**
200
+ * Render menu panel
201
+ * This renders just the menu portion, to be integrated with the main game screen
202
+ */
203
+ renderPanel(x, y, width, height) {
204
+ // Group items by category
205
+ const categories = new Map();
206
+ for (const item of this.state.items) {
207
+ if (!categories.has(item.category)) {
208
+ categories.set(item.category, []);
209
+ }
210
+ categories.get(item.category).push(item);
211
+ }
212
+ // Draw panel box
213
+ this.screen.drawBox(x, y, width, height, 'Actions');
214
+ let lineY = y + 1;
215
+ let itemIndex = 0;
216
+ for (const [category, items] of categories) {
217
+ // Check if we have room
218
+ if (lineY >= y + height - 1)
219
+ break;
220
+ // Category header
221
+ this.screen.write(x + 2, lineY, category, ANSI.fg.cyan, undefined, ANSI.bold);
222
+ lineY++;
223
+ // Items in category
224
+ for (const item of items) {
225
+ if (lineY >= y + height - 1)
226
+ break;
227
+ const isSelected = itemIndex === this.state.selectedIndex;
228
+ const fg = isSelected ? ANSI.fg.black : (item.disabled ? ANSI.fg.gray : ANSI.fg.white);
229
+ const bg = isSelected ? ANSI.bg.cyan : undefined;
230
+ // Build label with shortcut
231
+ let label = item.label;
232
+ if (item.shortcut) {
233
+ label = `[${item.shortcut}] ${label}`;
234
+ }
235
+ // Truncate
236
+ const maxLen = width - 6;
237
+ if (label.length > maxLen) {
238
+ label = label.slice(0, maxLen - 2) + '..';
239
+ }
240
+ // Selection indicator
241
+ const indicator = isSelected ? '▸' : ' ';
242
+ this.screen.write(x + 1, lineY, indicator, ANSI.fg.yellow);
243
+ this.screen.write(x + 3, lineY, label.padEnd(width - 5), fg, bg);
244
+ lineY++;
245
+ itemIndex++;
246
+ }
247
+ // Add space between categories
248
+ if (lineY < y + height - 2) {
249
+ lineY++;
250
+ }
251
+ }
252
+ // Footer hint
253
+ this.screen.write(x + 2, y + height - 1, '↑↓/jk Enter Esc', ANSI.fg.gray);
254
+ }
255
+ /**
256
+ * Get current selection info for status display
257
+ */
258
+ getSelectionInfo() {
259
+ const items = this.state.items.filter(i => !i.disabled);
260
+ const item = items[this.state.selectedIndex];
261
+ if (item) {
262
+ return { label: item.label };
263
+ }
264
+ return null;
265
+ }
266
+ /**
267
+ * Check if menu is active
268
+ */
269
+ get active() {
270
+ return this.isActive;
271
+ }
272
+ }
273
+ // Singleton instance
274
+ let exploreMenuInstance = null;
275
+ export function getExploreMenu() {
276
+ if (!exploreMenuInstance) {
277
+ exploreMenuInstance = new ExploreMenu();
278
+ }
279
+ return exploreMenuInstance;
280
+ }
281
+ //# sourceMappingURL=ExploreMenu.js.map
282
+ //# debugId=cba94fc4-b850-55b0-af4e-8ef38e671e8a
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ExploreMenu.js","sources":["tui/ExploreMenu.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Explore Mode Menu System\r\n * Menu-based exploration with keyboard navigation\r\n */\r\n\r\nimport { ANSI, BOX, getScreen, type Screen } from './Screen.js';\r\nimport { getInput, type KeyEvent } from './Input.js';\r\nimport type { GameState, Room } from '../core/types.js';\r\nimport type { ExtendedNPC } from '../npc/types.js';\r\nimport type { Quest } from '../quest/types.js';\r\n\r\n/**\r\n * Action types for explore mode\r\n */\r\nexport type ExploreAction = \r\n | { type: 'travel'; roomId: string }\r\n | { type: 'npc'; npcId: string }\r\n | { type: 'inventory' }\r\n | { type: 'character' }\r\n | { type: 'quests' }\r\n | { type: 'workshop' }\r\n | { type: 'save' }\r\n | { type: 'load' }\r\n | { type: 'help' }\r\n | { type: 'quit' }\r\n | { type: 'cancel' };\r\n\r\n/**\r\n * Menu item\r\n */\r\ninterface MenuItem {\r\n id: string;\r\n label: string;\r\n shortcut?: string;\r\n category: string;\r\n disabled?: boolean;\r\n action: ExploreAction;\r\n}\r\n\r\n/**\r\n * Explore Menu state\r\n */\r\ninterface ExploreMenuState {\r\n selectedIndex: number;\r\n scrollOffset: number;\r\n items: MenuItem[];\r\n activeCategory: string;\r\n}\r\n\r\n/**\r\n * Explore Menu Controller\r\n */\r\nexport class ExploreMenu {\r\n private screen: Screen;\r\n private state: ExploreMenuState;\r\n private isActive: boolean = false;\r\n private keyHandler: ((key: KeyEvent) => void) | null = null;\r\n private resolvePromise: ((action: ExploreAction) => void) | null = null;\r\n\r\n // Layout constants\r\n private readonly MENU_WIDTH = 30;\r\n private readonly MAX_VISIBLE_ITEMS = 12;\r\n\r\n constructor() {\r\n this.screen = getScreen();\r\n this.state = {\r\n selectedIndex: 0,\r\n scrollOffset: 0,\r\n items: [],\r\n activeCategory: 'Actions',\r\n };\r\n }\r\n\r\n /**\r\n * Build menu items from game state\r\n */\r\n private buildMenuItems(\r\n gameState: GameState,\r\n npcs: ExtendedNPC[],\r\n quests: Quest[]\r\n ): MenuItem[] {\r\n const items: MenuItem[] = [];\r\n\r\n // Travel options\r\n const connections = gameState.currentRoom.connections;\r\n for (let i = 0; i < connections.length; i++) {\r\n const roomId = connections[i];\r\n const room = gameState.currentMap.rooms.get(roomId);\r\n const roomName = room?.name || 'Unknown';\r\n const explored = room?.isExplored ? '' : ' (?)';\r\n \r\n items.push({\r\n id: `travel_${roomId}`,\r\n label: `${roomName}${explored}`,\r\n shortcut: String(i + 1),\r\n category: '> Travel',\r\n action: { type: 'travel', roomId },\r\n });\r\n }\r\n\r\n // NPC options\r\n for (const npc of npcs) {\r\n const relationship = npc.playerRelationship > 0 ? '♥' : npc.playerRelationship < 0 ? '✗' : '';\r\n items.push({\r\n id: `npc_${npc.id}`,\r\n label: `${npc.name} (${npc.role}) ${relationship}`,\r\n category: '* NPCs',\r\n action: { type: 'npc', npcId: npc.id },\r\n });\r\n }\r\n\r\n // System actions\r\n items.push(\r\n { id: 'inventory', label: 'Inventory', shortcut: 'I', category: '# Actions', action: { type: 'inventory' } },\r\n { id: 'character', label: 'Character', shortcut: 'C', category: '# Actions', action: { type: 'character' } },\r\n { id: 'quests', label: `Quests (${quests.length})`, shortcut: 'Q', category: '# Actions', action: { type: 'quests' } },\r\n { id: 'workshop', label: 'Workshop', shortcut: 'W', category: '# Actions', action: { type: 'workshop' } },\r\n );\r\n\r\n // System menu\r\n items.push(\r\n { id: 'save', label: 'Save Game', category: '@ System', action: { type: 'save' } },\r\n { id: 'load', label: 'Load Game', category: '@ System', action: { type: 'load' } },\r\n { id: 'help', label: 'Help', shortcut: 'H', category: '@ System', action: { type: 'help' } },\r\n { id: 'quit', label: 'Quit', category: '@ System', action: { type: 'quit' } },\r\n );\r\n\r\n return items;\r\n }\r\n\r\n /**\r\n * Show explore menu and wait for action\r\n */\r\n async show(\r\n gameState: GameState,\r\n npcs: ExtendedNPC[],\r\n quests: Quest[]\r\n ): Promise<ExploreAction> {\r\n this.state.items = this.buildMenuItems(gameState, npcs, quests);\r\n this.state.selectedIndex = 0;\r\n this.state.scrollOffset = 0;\r\n this.isActive = true;\r\n \r\n this.setupKeyHandler();\r\n\r\n return new Promise((resolve) => {\r\n this.resolvePromise = resolve;\r\n });\r\n }\r\n\r\n /**\r\n * Close menu\r\n */\r\n close(action: ExploreAction): void {\r\n this.isActive = false;\r\n this.removeKeyHandler();\r\n if (this.resolvePromise) {\r\n this.resolvePromise(action);\r\n this.resolvePromise = null;\r\n }\r\n }\r\n\r\n /**\r\n * Setup keyboard handler\r\n */\r\n private setupKeyHandler(): void {\r\n const input = getInput();\r\n \r\n this.keyHandler = (key: KeyEvent) => {\r\n if (!this.isActive) return;\r\n\r\n switch (key.name) {\r\n case 'up':\r\n case 'k':\r\n this.moveSelection(-1);\r\n break;\r\n case 'down':\r\n case 'j':\r\n this.moveSelection(1);\r\n break;\r\n case 'pageup':\r\n this.moveSelection(-5);\r\n break;\r\n case 'pagedown':\r\n this.moveSelection(5);\r\n break;\r\n case 'home':\r\n this.moveToStart();\r\n break;\r\n case 'end':\r\n this.moveToEnd();\r\n break;\r\n case 'return':\r\n case 'space':\r\n this.selectCurrent();\r\n break;\r\n case 'escape':\r\n this.close({ type: 'cancel' });\r\n break;\r\n default:\r\n // Check for shortcut keys\r\n if (key.raw && key.raw.length === 1 && !key.ctrl && !key.meta) {\r\n const shortcutItem = this.state.items.find(\r\n item => item.shortcut?.toLowerCase() === key.raw.toLowerCase()\r\n );\r\n if (shortcutItem && !shortcutItem.disabled) {\r\n this.close(shortcutItem.action);\r\n return;\r\n }\r\n }\r\n }\r\n };\r\n\r\n input.onKey(this.keyHandler);\r\n }\r\n\r\n /**\r\n * Remove keyboard handler\r\n */\r\n private removeKeyHandler(): void {\r\n if (this.keyHandler) {\r\n getInput().offKey(this.keyHandler);\r\n this.keyHandler = null;\r\n }\r\n }\r\n\r\n /**\r\n * Move selection\r\n */\r\n private moveSelection(delta: number): void {\r\n const items = this.state.items.filter(i => !i.disabled);\r\n if (items.length === 0) return;\r\n\r\n let newIndex = this.state.selectedIndex + delta;\r\n if (newIndex < 0) newIndex = items.length - 1;\r\n if (newIndex >= items.length) newIndex = 0;\r\n\r\n this.state.selectedIndex = newIndex;\r\n this.ensureVisible();\r\n }\r\n\r\n /**\r\n * Move to start\r\n */\r\n private moveToStart(): void {\r\n this.state.selectedIndex = 0;\r\n this.state.scrollOffset = 0;\r\n }\r\n\r\n /**\r\n * Move to end\r\n */\r\n private moveToEnd(): void {\r\n const items = this.state.items.filter(i => !i.disabled);\r\n this.state.selectedIndex = items.length - 1;\r\n this.ensureVisible();\r\n }\r\n\r\n /**\r\n * Ensure selected item is visible\r\n */\r\n private ensureVisible(): void {\r\n if (this.state.selectedIndex < this.state.scrollOffset) {\r\n this.state.scrollOffset = this.state.selectedIndex;\r\n } else if (this.state.selectedIndex >= this.state.scrollOffset + this.MAX_VISIBLE_ITEMS) {\r\n this.state.scrollOffset = this.state.selectedIndex - this.MAX_VISIBLE_ITEMS + 1;\r\n }\r\n }\r\n\r\n /**\r\n * Select current option\r\n */\r\n private selectCurrent(): void {\r\n const items = this.state.items.filter(i => !i.disabled);\r\n const item = items[this.state.selectedIndex];\r\n if (item) {\r\n this.close(item.action);\r\n }\r\n }\r\n\r\n /**\r\n * Render menu panel\r\n * This renders just the menu portion, to be integrated with the main game screen\r\n */\r\n renderPanel(x: number, y: number, width: number, height: number): void {\r\n // Group items by category\r\n const categories = new Map<string, MenuItem[]>();\r\n for (const item of this.state.items) {\r\n if (!categories.has(item.category)) {\r\n categories.set(item.category, []);\r\n }\r\n categories.get(item.category)!.push(item);\r\n }\r\n\r\n // Draw panel box\r\n this.screen.drawBox(x, y, width, height, 'Actions');\r\n\r\n let lineY = y + 1;\r\n let itemIndex = 0;\r\n\r\n for (const [category, items] of categories) {\r\n // Check if we have room\r\n if (lineY >= y + height - 1) break;\r\n\r\n // Category header\r\n this.screen.write(x + 2, lineY, category, ANSI.fg.cyan, undefined, ANSI.bold);\r\n lineY++;\r\n\r\n // Items in category\r\n for (const item of items) {\r\n if (lineY >= y + height - 1) break;\r\n\r\n const isSelected = itemIndex === this.state.selectedIndex;\r\n const fg = isSelected ? ANSI.fg.black : (item.disabled ? ANSI.fg.gray : ANSI.fg.white);\r\n const bg = isSelected ? ANSI.bg.cyan : undefined;\r\n\r\n // Build label with shortcut\r\n let label = item.label;\r\n if (item.shortcut) {\r\n label = `[${item.shortcut}] ${label}`;\r\n }\r\n\r\n // Truncate\r\n const maxLen = width - 6;\r\n if (label.length > maxLen) {\r\n label = label.slice(0, maxLen - 2) + '..';\r\n }\r\n\r\n // Selection indicator\r\n const indicator = isSelected ? '▸' : ' ';\r\n this.screen.write(x + 1, lineY, indicator, ANSI.fg.yellow);\r\n this.screen.write(x + 3, lineY, label.padEnd(width - 5), fg, bg);\r\n\r\n lineY++;\r\n itemIndex++;\r\n }\r\n\r\n // Add space between categories\r\n if (lineY < y + height - 2) {\r\n lineY++;\r\n }\r\n }\r\n\r\n // Footer hint\r\n this.screen.write(x + 2, y + height - 1, '↑↓/jk Enter Esc', ANSI.fg.gray);\r\n }\r\n\r\n /**\r\n * Get current selection info for status display\r\n */\r\n getSelectionInfo(): { label: string; description?: string } | null {\r\n const items = this.state.items.filter(i => !i.disabled);\r\n const item = items[this.state.selectedIndex];\r\n if (item) {\r\n return { label: item.label };\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Check if menu is active\r\n */\r\n get active(): boolean {\r\n return this.isActive;\r\n }\r\n}\r\n\r\n// Singleton instance\r\nlet exploreMenuInstance: ExploreMenu | null = null;\r\n\r\nexport function getExploreMenu(): ExploreMenu {\r\n if 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