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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  370. package/dist/tui/core/index.d.ts +9 -0
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  478. package/package.json +46 -0
@@ -0,0 +1,80 @@
1
+ /**
2
+ * Dungeon Screen - Auto-exploration view for IdleRPG
3
+ * Shows dungeon progress, combat, and strategy status
4
+ */
5
+ import { SectionScreen } from './SectionScreen.js';
6
+ import type { Rect } from '../core/Component.js';
7
+ import type { KeyEvent } from '../Input.js';
8
+ import type { Player, Dungeon, DungeonRoom } from '../../core/types.js';
9
+ import type { DungeonRunnerState } from '../../core/DungeonRunner.js';
10
+ import type { IdleCombatState } from '../../core/IdleCombat.js';
11
+ export interface DungeonScreenData {
12
+ player: Player;
13
+ dungeon: Dungeon;
14
+ runnerState: DungeonRunnerState | null;
15
+ currentRoom: DungeonRoom | null;
16
+ activeCombat: IdleCombatState | null;
17
+ eventLog: string[];
18
+ }
19
+ export interface DungeonScreenCallbacks {
20
+ onPause: () => void;
21
+ onResume: () => void;
22
+ onAbort: () => void;
23
+ onOpenStrategy: () => void;
24
+ }
25
+ export declare class DungeonScreen extends SectionScreen {
26
+ private data;
27
+ private callbacks;
28
+ private scrollOffset;
29
+ private maxLogLines;
30
+ constructor();
31
+ /**
32
+ * Set callbacks
33
+ */
34
+ setCallbacks(callbacks: Partial<DungeonScreenCallbacks>): void;
35
+ /**
36
+ * Update screen data
37
+ */
38
+ updateData(data: DungeonScreenData): void;
39
+ /**
40
+ * Handle key input
41
+ */
42
+ handleKey(key: KeyEvent): Promise<boolean>;
43
+ /**
44
+ * Calculate section bounds (not using sections for this screen)
45
+ */
46
+ protected calculateSectionBounds(): Map<string, Rect>;
47
+ /**
48
+ * Get global hints
49
+ */
50
+ protected getGlobalHints(): string;
51
+ /**
52
+ * Render the screen
53
+ */
54
+ render(): void;
55
+ /**
56
+ * Get phase display text
57
+ */
58
+ private getPhaseText;
59
+ /**
60
+ * Render dungeon progress info
61
+ */
62
+ private renderDungeonInfo;
63
+ /**
64
+ * Render current room / combat info
65
+ */
66
+ private renderRoomInfo;
67
+ /**
68
+ * Render player status
69
+ */
70
+ private renderPlayerStatus;
71
+ /**
72
+ * Render event log
73
+ */
74
+ private renderEventLog;
75
+ /**
76
+ * Get color for difficulty
77
+ */
78
+ private getDifficultyColor;
79
+ }
80
+ //# sourceMappingURL=DungeonScreen.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"DungeonScreen.d.ts","sourceRoot":"/","sources":["tui/screens/DungeonScreen.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAEnD,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAC;AAM5C,OAAO,KAAK,EACV,MAAM,EACN,OAAO,EACP,WAAW,EAEZ,MAAM,qBAAqB,CAAC;AAC7B,OAAO,KAAK,EACV,kBAAkB,EAEnB,MAAM,6BAA6B,CAAC;AACrC,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,0BAA0B,CAAC;AAMhE,MAAM,WAAW,iBAAiB;IAChC,MAAM,EAAE,MAAM,CAAC;IACf,OAAO,EAAE,OAAO,CAAC;IACjB,WAAW,EAAE,kBAAkB,GAAG,IAAI,CAAC;IACvC,WAAW,EAAE,WAAW,GAAG,IAAI,CAAC;IAChC,YAAY,EAAE,eAAe,GAAG,IAAI,CAAC;IACrC,QAAQ,EAAE,MAAM,EAAE,CAAC;CACpB;AAED,MAAM,WAAW,sBAAsB;IACrC,OAAO,EAAE,MAAM,IAAI,CAAC;IACpB,QAAQ,EAAE,MAAM,IAAI,CAAC;IACrB,OAAO,EAAE,MAAM,IAAI,CAAC;IACpB,cAAc,EAAE,MAAM,IAAI,CAAC;CAC5B;AAMD,qBAAa,aAAc,SAAQ,aAAa;IAC9C,OAAO,CAAC,IAAI,CAAkC;IAC9C,OAAO,CAAC,SAAS,CAAuC;IACxD,OAAO,CAAC,YAAY,CAAa;IACjC,OAAO,CAAC,WAAW,CAAc;;IAMjC;;OAEG;IACH,YAAY,CAAC,SAAS,EAAE,OAAO,CAAC,sBAAsB,CAAC,GAAG,IAAI;IAI9D;;OAEG;IACH,UAAU,CAAC,IAAI,EAAE,iBAAiB,GAAG,IAAI;IAIzC;;OAEG;IACG,SAAS,CAAC,GAAG,EAAE,QAAQ,GAAG,OAAO,CAAC,OAAO,CAAC;IAmDhD;;OAEG;IACH,SAAS,CAAC,sBAAsB,IAAI,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC;IAIrD;;OAEG;IACH,SAAS,CAAC,cAAc,IAAI,MAAM;IAIlC;;OAEG;IACH,MAAM,IAAI,IAAI;IAmDd;;OAEG;IACH,OAAO,CAAC,YAAY;IAgBpB;;OAEG;IACH,OAAO,CAAC,iBAAiB;IAgDzB;;OAEG;IACH,OAAO,CAAC,cAAc;IA6DtB;;OAEG;IACH,OAAO,CAAC,kBAAkB;IAqC1B;;OAEG;IACH,OAAO,CAAC,cAAc;IAgCtB;;OAEG;IACH,OAAO,CAAC,kBAAkB;CAU3B"}
@@ -0,0 +1,317 @@
1
+ /**
2
+ * Dungeon Screen - Auto-exploration view for IdleRPG
3
+ * Shows dungeon progress, combat, and strategy status
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]="1b3d4e97-79ce-55e2-bc24-2cb7de30108c")}catch(e){}}();
7
+ import { SectionScreen } from './SectionScreen.js';
8
+ import { ANSI } from '../Screen.js';
9
+ import { formatDuration } from '../../core/timeConstants.js';
10
+ // ============================================================================
11
+ // Dungeon Screen
12
+ // ============================================================================
13
+ export class DungeonScreen extends SectionScreen {
14
+ data = null;
15
+ callbacks = {};
16
+ scrollOffset = 0;
17
+ maxLogLines = 10;
18
+ constructor() {
19
+ super();
20
+ }
21
+ /**
22
+ * Set callbacks
23
+ */
24
+ setCallbacks(callbacks) {
25
+ this.callbacks = { ...this.callbacks, ...callbacks };
26
+ }
27
+ /**
28
+ * Update screen data
29
+ */
30
+ updateData(data) {
31
+ this.data = data;
32
+ }
33
+ /**
34
+ * Handle key input
35
+ */
36
+ async handleKey(key) {
37
+ if (!key.raw)
38
+ return false;
39
+ const keyLower = key.raw.toLowerCase();
40
+ switch (keyLower) {
41
+ case 'p':
42
+ // Pause/Resume
43
+ if (this.data?.runnerState?.phase === 'exploring' ||
44
+ this.data?.runnerState?.phase === 'in_combat') {
45
+ this.callbacks.onPause?.();
46
+ }
47
+ else {
48
+ this.callbacks.onResume?.();
49
+ }
50
+ return true;
51
+ case 'a':
52
+ // Abort dungeon run
53
+ this.callbacks.onAbort?.();
54
+ return true;
55
+ case 's':
56
+ // Open strategy screen
57
+ this.callbacks.onOpenStrategy?.();
58
+ return true;
59
+ case 'escape':
60
+ // Abort
61
+ this.callbacks.onAbort?.();
62
+ return true;
63
+ // Scroll log
64
+ case 'j':
65
+ case 'down':
66
+ this.scrollOffset = Math.min(this.scrollOffset + 1, Math.max(0, (this.data?.eventLog.length || 0) - this.maxLogLines));
67
+ this.render();
68
+ return true;
69
+ case 'k':
70
+ case 'up':
71
+ this.scrollOffset = Math.max(0, this.scrollOffset - 1);
72
+ this.render();
73
+ return true;
74
+ }
75
+ return false;
76
+ }
77
+ /**
78
+ * Calculate section bounds (not using sections for this screen)
79
+ */
80
+ calculateSectionBounds() {
81
+ return new Map();
82
+ }
83
+ /**
84
+ * Get global hints
85
+ */
86
+ getGlobalHints() {
87
+ return '[P]ause [S]trategy [A]bort J/K: Scroll';
88
+ }
89
+ /**
90
+ * Render the screen
91
+ */
92
+ render() {
93
+ if (!this.data)
94
+ return;
95
+ this.screen.clear();
96
+ const { player, dungeon, runnerState, currentRoom, activeCombat, eventLog } = this.data;
97
+ const content = this.getContentArea();
98
+ // Render header
99
+ const phaseText = runnerState ? this.getPhaseText(runnerState.phase) : 'Idle';
100
+ this.renderHeader(`DUNGEON: ${dungeon.name}`, phaseText);
101
+ // Calculate layout
102
+ const leftWidth = Math.floor(content.width * 0.55);
103
+ const rightWidth = content.width - leftWidth - 1;
104
+ const topHeight = Math.floor(content.height * 0.5);
105
+ const bottomHeight = content.height - topHeight;
106
+ // Render dungeon info (top-left)
107
+ this.renderDungeonInfo({ x: content.x, y: content.y, width: leftWidth, height: topHeight }, dungeon, runnerState);
108
+ // Render combat/room info (top-right)
109
+ this.renderRoomInfo({ x: content.x + leftWidth + 1, y: content.y, width: rightWidth, height: topHeight }, currentRoom, activeCombat);
110
+ // Render player status (bottom-left)
111
+ this.renderPlayerStatus({ x: content.x, y: content.y + topHeight, width: leftWidth, height: bottomHeight }, player, runnerState);
112
+ // Render event log (bottom-right)
113
+ this.renderEventLog({ x: content.x + leftWidth + 1, y: content.y + topHeight, width: rightWidth, height: bottomHeight }, eventLog);
114
+ // Render hint bar
115
+ this.renderHintBar();
116
+ this.screen.render();
117
+ }
118
+ /**
119
+ * Get phase display text
120
+ */
121
+ getPhaseText(phase) {
122
+ const texts = {
123
+ idle: 'Idle',
124
+ entering: 'Entering...',
125
+ exploring: 'Exploring',
126
+ in_combat: 'COMBAT',
127
+ processing_room: 'Processing...',
128
+ moving: 'Moving...',
129
+ descending: 'Descending...',
130
+ returning: 'Returning...',
131
+ completed: 'COMPLETED',
132
+ failed: 'FAILED',
133
+ };
134
+ return texts[phase] || phase;
135
+ }
136
+ /**
137
+ * Render dungeon progress info
138
+ */
139
+ renderDungeonInfo(bounds, dungeon, state) {
140
+ this.screen.drawBox(bounds.x, bounds.y, bounds.width, bounds.height, 'Dungeon Progress');
141
+ let y = bounds.y + 2;
142
+ const x = bounds.x + 2;
143
+ const valueX = bounds.x + 18;
144
+ // Dungeon name and difficulty
145
+ this.screen.write(x, y, `Name:`, ANSI.fg.gray);
146
+ this.screen.write(valueX, y, dungeon.name, ANSI.fg.white);
147
+ y++;
148
+ this.screen.write(x, y, `Difficulty:`, ANSI.fg.gray);
149
+ const diffColor = this.getDifficultyColor(dungeon.difficulty);
150
+ this.screen.write(valueX, y, dungeon.difficulty.toUpperCase(), diffColor);
151
+ y++;
152
+ // Current level
153
+ if (state) {
154
+ this.screen.write(x, y, `Level:`, ANSI.fg.gray);
155
+ this.screen.write(valueX, y, `${state.currentLevel + 1} / ${dungeon.levels.length}`, ANSI.fg.yellow);
156
+ y++;
157
+ // Rooms explored
158
+ const totalRooms = dungeon.levels.reduce((sum, l) => sum + l.rooms.length, 0);
159
+ this.screen.write(x, y, `Explored:`, ANSI.fg.gray);
160
+ this.screen.write(valueX, y, `${state.exploredRooms.size} / ${totalRooms}`, ANSI.fg.cyan);
161
+ y++;
162
+ // Enemies killed
163
+ this.screen.write(x, y, `Enemies:`, ANSI.fg.gray);
164
+ this.screen.write(valueX, y, `${state.enemiesKilled}`, ANSI.fg.red);
165
+ y++;
166
+ // Time elapsed
167
+ const elapsed = Math.floor((Date.now() - state.startTime) / 1000);
168
+ this.screen.write(x, y, `Time:`, ANSI.fg.gray);
169
+ this.screen.write(valueX, y, formatDuration(elapsed), ANSI.fg.white);
170
+ y++;
171
+ // Progress bar
172
+ y++;
173
+ const progress = state.exploredRooms.size / totalRooms;
174
+ this.screen.write(x, y, `Progress:`, ANSI.fg.gray);
175
+ this.screen.drawProgressBar(valueX, y, bounds.width - 22, progress, 1, ANSI.fg.green);
176
+ }
177
+ }
178
+ /**
179
+ * Render current room / combat info
180
+ */
181
+ renderRoomInfo(bounds, room, combat) {
182
+ const title = combat ? 'Combat' : 'Current Room';
183
+ this.screen.drawBox(bounds.x, bounds.y, bounds.width, bounds.height, title);
184
+ let y = bounds.y + 2;
185
+ const x = bounds.x + 2;
186
+ if (combat) {
187
+ // Combat info
188
+ this.screen.write(x, y, `Turn: ${combat.turn}`, ANSI.fg.yellow);
189
+ y++;
190
+ // Enemies
191
+ y++;
192
+ this.screen.write(x, y, 'Enemies:', ANSI.fg.gray);
193
+ y++;
194
+ for (const enemy of combat.enemies) {
195
+ const hpPercent = enemy.hp / enemy.maxHp;
196
+ const hpColor = hpPercent > 0.5 ? ANSI.fg.green :
197
+ hpPercent > 0.2 ? ANSI.fg.yellow : ANSI.fg.red;
198
+ const status = enemy.hp <= 0 ? '[DEAD]' : `${enemy.hp}/${enemy.maxHp}`;
199
+ this.screen.write(x + 2, y, enemy.name.slice(0, 15), enemy.hp <= 0 ? ANSI.fg.gray : ANSI.fg.white);
200
+ this.screen.write(x + 18, y, status, enemy.hp <= 0 ? ANSI.fg.gray : hpColor);
201
+ y++;
202
+ }
203
+ // Combat log (last 3 entries)
204
+ y++;
205
+ const recentLog = combat.log.slice(-3);
206
+ for (const entry of recentLog) {
207
+ const logColor = entry.type === 'damage' ? ANSI.fg.red :
208
+ entry.type === 'heal' ? ANSI.fg.green :
209
+ ANSI.fg.gray;
210
+ this.screen.write(x, y, entry.message.slice(0, bounds.width - 4), logColor);
211
+ y++;
212
+ }
213
+ }
214
+ else if (room) {
215
+ // Room info
216
+ this.screen.write(x, y, `Type: ${room.type}`, ANSI.fg.cyan);
217
+ y++;
218
+ this.screen.write(x, y, room.name, ANSI.fg.white);
219
+ y++;
220
+ y++;
221
+ // Room status
222
+ const statusText = room.isCleared ? 'Cleared' : room.isExplored ? 'Explored' : 'Unknown';
223
+ const statusColor = room.isCleared ? ANSI.fg.green : room.isExplored ? ANSI.fg.yellow : ANSI.fg.gray;
224
+ this.screen.write(x, y, `Status: `, ANSI.fg.gray);
225
+ this.screen.write(x + 8, y, statusText, statusColor);
226
+ y++;
227
+ // Connections
228
+ y++;
229
+ this.screen.write(x, y, `Exits: ${room.connections.length}`, ANSI.fg.gray);
230
+ }
231
+ else {
232
+ this.screen.write(x, y, 'No active room', ANSI.fg.gray);
233
+ }
234
+ }
235
+ /**
236
+ * Render player status
237
+ */
238
+ renderPlayerStatus(bounds, player, state) {
239
+ this.screen.drawBox(bounds.x, bounds.y, bounds.width, bounds.height, 'Player Status');
240
+ let y = bounds.y + 2;
241
+ const x = bounds.x + 2;
242
+ const barX = bounds.x + 8;
243
+ const barWidth = bounds.width - 20;
244
+ // HP
245
+ this.screen.write(x, y, 'HP:', ANSI.fg.gray);
246
+ this.screen.drawProgressBar(barX, y, barWidth, player.stats.hp, player.stats.maxHp, ANSI.fg.red);
247
+ this.screen.write(barX + barWidth + 1, y, `${player.stats.hp}/${player.stats.maxHp}`, ANSI.fg.white);
248
+ y++;
249
+ // MP
250
+ this.screen.write(x, y, 'MP:', ANSI.fg.gray);
251
+ this.screen.drawProgressBar(barX, y, barWidth, player.stats.mp, player.stats.maxMp, ANSI.fg.blue);
252
+ this.screen.write(barX + barWidth + 1, y, `${player.stats.mp}/${player.stats.maxMp}`, ANSI.fg.white);
253
+ y++;
254
+ // Stats
255
+ y++;
256
+ this.screen.write(x, y, `ATK: ${player.stats.attack}`, ANSI.fg.red);
257
+ this.screen.write(x + 12, y, `DEF: ${player.stats.defense}`, ANSI.fg.cyan);
258
+ this.screen.write(x + 24, y, `SPD: ${player.stats.speed}`, ANSI.fg.green);
259
+ y++;
260
+ // Loot collected
261
+ if (state) {
262
+ y++;
263
+ this.screen.write(x, y, `Gold: +${state.goldCollected}`, ANSI.fg.yellow);
264
+ this.screen.write(x + 15, y, `EXP: +${state.expGained}`, ANSI.fg.magenta);
265
+ y++;
266
+ this.screen.write(x, y, `Items: ${state.lootCollected.length}`, ANSI.fg.cyan);
267
+ }
268
+ }
269
+ /**
270
+ * Render event log
271
+ */
272
+ renderEventLog(bounds, eventLog) {
273
+ this.screen.drawBox(bounds.x, bounds.y, bounds.width, bounds.height, 'Event Log');
274
+ const x = bounds.x + 1;
275
+ let y = bounds.y + 2;
276
+ this.maxLogLines = bounds.height - 3;
277
+ const startIndex = Math.max(0, eventLog.length - this.maxLogLines - this.scrollOffset);
278
+ const endIndex = Math.min(eventLog.length, startIndex + this.maxLogLines);
279
+ const visibleLog = eventLog.slice(startIndex, endIndex);
280
+ for (const line of visibleLog) {
281
+ // Color based on content
282
+ let color = ANSI.fg.gray;
283
+ if (line.includes('Combat') || line.includes('damage'))
284
+ color = ANSI.fg.red;
285
+ else if (line.includes('Victory') || line.includes('Completed'))
286
+ color = ANSI.fg.green;
287
+ else if (line.includes('Found') || line.includes('gold'))
288
+ color = ANSI.fg.yellow;
289
+ else if (line.includes('Moving') || line.includes('Entered'))
290
+ color = ANSI.fg.cyan;
291
+ this.screen.write(x, y, line.slice(0, bounds.width - 2), color);
292
+ y++;
293
+ }
294
+ // Scroll indicator
295
+ if (eventLog.length > this.maxLogLines) {
296
+ const indicator = this.scrollOffset > 0 ? '▲' : ' ';
297
+ const indicator2 = startIndex + this.maxLogLines < eventLog.length ? '▼' : ' ';
298
+ this.screen.write(bounds.x + bounds.width - 2, bounds.y + 2, indicator, ANSI.fg.gray);
299
+ this.screen.write(bounds.x + bounds.width - 2, bounds.y + bounds.height - 2, indicator2, ANSI.fg.gray);
300
+ }
301
+ }
302
+ /**
303
+ * Get color for difficulty
304
+ */
305
+ getDifficultyColor(difficulty) {
306
+ const colors = {
307
+ easy: ANSI.fg.green,
308
+ normal: ANSI.fg.white,
309
+ hard: ANSI.fg.yellow,
310
+ nightmare: ANSI.fg.red,
311
+ legendary: ANSI.fg.magenta,
312
+ };
313
+ return colors[difficulty] || ANSI.fg.white;
314
+ }
315
+ }
316
+ //# sourceMappingURL=DungeonScreen.js.map
317
+ //# debugId=1b3d4e97-79ce-55e2-bc24-2cb7de30108c
@@ -0,0 +1 @@
1
+ {"version":3,"file":"DungeonScreen.js","sources":["tui/screens/DungeonScreen.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Dungeon Screen - Auto-exploration view for IdleRPG\r\n * Shows dungeon progress, combat, and strategy status\r\n */\r\n\r\nimport { SectionScreen } from './SectionScreen.js';\r\nimport { createGridLayout } from '../core/SectionManager.js';\r\nimport type { Rect } from '../core/Component.js';\r\nimport type { KeyEvent } from '../Input.js';\r\nimport { ANSI, PROGRESS } from '../Screen.js';\r\nimport { getStrings } from '../../i18n/index.js';\r\nimport { formatDuration } from '../../core/timeConstants.js';\r\n\r\n// Types\r\nimport type {\r\n Player,\r\n Dungeon,\r\n DungeonRoom,\r\n StrategyStateMachine,\r\n} from '../../core/types.js';\r\nimport type {\r\n DungeonRunnerState,\r\n DungeonRunnerPhase,\r\n} from '../../core/DungeonRunner.js';\r\nimport type { IdleCombatState } from '../../core/IdleCombat.js';\r\n\r\n// ============================================================================\r\n// Types\r\n// ============================================================================\r\n\r\nexport interface DungeonScreenData {\r\n player: Player;\r\n dungeon: Dungeon;\r\n runnerState: DungeonRunnerState | null;\r\n currentRoom: DungeonRoom | null;\r\n activeCombat: IdleCombatState | null;\r\n eventLog: string[];\r\n}\r\n\r\nexport interface DungeonScreenCallbacks {\r\n onPause: () => void;\r\n onResume: () => void;\r\n onAbort: () => void;\r\n onOpenStrategy: () => void;\r\n}\r\n\r\n// ============================================================================\r\n// Dungeon Screen\r\n// ============================================================================\r\n\r\nexport class DungeonScreen extends SectionScreen {\r\n private data: DungeonScreenData | null = null;\r\n private callbacks: Partial<DungeonScreenCallbacks> = {};\r\n private scrollOffset: number = 0;\r\n private maxLogLines: number = 10;\r\n\r\n constructor() {\r\n super();\r\n }\r\n\r\n /**\r\n * Set callbacks\r\n */\r\n setCallbacks(callbacks: Partial<DungeonScreenCallbacks>): void {\r\n this.callbacks = { ...this.callbacks, ...callbacks };\r\n }\r\n\r\n /**\r\n * Update screen data\r\n */\r\n updateData(data: DungeonScreenData): void {\r\n this.data = data;\r\n }\r\n\r\n /**\r\n * Handle key input\r\n */\r\n async handleKey(key: KeyEvent): Promise<boolean> {\r\n if (!key.raw) return false;\r\n\r\n const keyLower = key.raw.toLowerCase();\r\n\r\n switch (keyLower) {\r\n case 'p':\r\n // Pause/Resume\r\n if (this.data?.runnerState?.phase === 'exploring' ||\r\n this.data?.runnerState?.phase === 'in_combat') {\r\n this.callbacks.onPause?.();\r\n } else {\r\n this.callbacks.onResume?.();\r\n }\r\n return true;\r\n\r\n case 'a':\r\n // Abort dungeon run\r\n this.callbacks.onAbort?.();\r\n return true;\r\n\r\n case 's':\r\n // Open strategy screen\r\n this.callbacks.onOpenStrategy?.();\r\n return true;\r\n\r\n case 'escape':\r\n // Abort\r\n this.callbacks.onAbort?.();\r\n return true;\r\n\r\n // Scroll log\r\n case 'j':\r\n case 'down':\r\n this.scrollOffset = Math.min(\r\n this.scrollOffset + 1,\r\n Math.max(0, (this.data?.eventLog.length || 0) - this.maxLogLines)\r\n );\r\n this.render();\r\n return true;\r\n\r\n case 'k':\r\n case 'up':\r\n this.scrollOffset = Math.max(0, this.scrollOffset - 1);\r\n this.render();\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Calculate section bounds (not using sections for this screen)\r\n */\r\n protected calculateSectionBounds(): Map<string, Rect> {\r\n return new Map();\r\n }\r\n\r\n /**\r\n * Get global hints\r\n */\r\n protected getGlobalHints(): string {\r\n return '[P]ause [S]trategy [A]bort J/K: Scroll';\r\n }\r\n\r\n /**\r\n * Render the screen\r\n */\r\n render(): void {\r\n if (!this.data) return;\r\n\r\n this.screen.clear();\r\n\r\n const { player, dungeon, runnerState, currentRoom, activeCombat, eventLog } = this.data;\r\n const content = this.getContentArea();\r\n\r\n // Render header\r\n const phaseText = runnerState ? this.getPhaseText(runnerState.phase) : 'Idle';\r\n this.renderHeader(`DUNGEON: ${dungeon.name}`, phaseText);\r\n\r\n // Calculate layout\r\n const leftWidth = Math.floor(content.width * 0.55);\r\n const rightWidth = content.width - leftWidth - 1;\r\n const topHeight = Math.floor(content.height * 0.5);\r\n const bottomHeight = content.height - topHeight;\r\n\r\n // Render dungeon info (top-left)\r\n this.renderDungeonInfo(\r\n { x: content.x, y: content.y, width: leftWidth, height: topHeight },\r\n dungeon,\r\n runnerState\r\n );\r\n\r\n // Render combat/room info (top-right)\r\n this.renderRoomInfo(\r\n { x: content.x + leftWidth + 1, y: content.y, width: rightWidth, height: topHeight },\r\n currentRoom,\r\n activeCombat\r\n );\r\n\r\n // Render player status (bottom-left)\r\n this.renderPlayerStatus(\r\n { x: content.x, y: content.y + topHeight, width: leftWidth, height: bottomHeight },\r\n player,\r\n runnerState\r\n );\r\n\r\n // Render event log (bottom-right)\r\n this.renderEventLog(\r\n { x: content.x + leftWidth + 1, y: content.y + topHeight, width: rightWidth, height: bottomHeight },\r\n eventLog\r\n );\r\n\r\n // Render hint bar\r\n this.renderHintBar();\r\n\r\n this.screen.render();\r\n }\r\n\r\n /**\r\n * Get phase display text\r\n */\r\n private getPhaseText(phase: DungeonRunnerPhase): string {\r\n const texts: Record<DungeonRunnerPhase, string> = {\r\n idle: 'Idle',\r\n entering: 'Entering...',\r\n exploring: 'Exploring',\r\n in_combat: 'COMBAT',\r\n processing_room: 'Processing...',\r\n moving: 'Moving...',\r\n descending: 'Descending...',\r\n returning: 'Returning...',\r\n completed: 'COMPLETED',\r\n failed: 'FAILED',\r\n };\r\n return texts[phase] || phase;\r\n }\r\n\r\n /**\r\n * Render dungeon progress info\r\n */\r\n private renderDungeonInfo(bounds: Rect, dungeon: Dungeon, state: DungeonRunnerState | null): void {\r\n this.screen.drawBox(bounds.x, bounds.y, bounds.width, bounds.height, 'Dungeon Progress');\r\n\r\n let y = bounds.y + 2;\r\n const x = bounds.x + 2;\r\n const valueX = bounds.x + 18;\r\n\r\n // Dungeon name and difficulty\r\n this.screen.write(x, y, `Name:`, ANSI.fg.gray);\r\n this.screen.write(valueX, y, dungeon.name, ANSI.fg.white);\r\n y++;\r\n\r\n this.screen.write(x, y, `Difficulty:`, ANSI.fg.gray);\r\n const diffColor = this.getDifficultyColor(dungeon.difficulty);\r\n this.screen.write(valueX, y, dungeon.difficulty.toUpperCase(), diffColor);\r\n y++;\r\n\r\n // Current level\r\n if (state) {\r\n this.screen.write(x, y, `Level:`, ANSI.fg.gray);\r\n this.screen.write(valueX, y, `${state.currentLevel + 1} / ${dungeon.levels.length}`, ANSI.fg.yellow);\r\n y++;\r\n\r\n // Rooms explored\r\n const totalRooms = dungeon.levels.reduce((sum, l) => sum + l.rooms.length, 0);\r\n this.screen.write(x, y, `Explored:`, ANSI.fg.gray);\r\n this.screen.write(valueX, y, `${state.exploredRooms.size} / ${totalRooms}`, ANSI.fg.cyan);\r\n y++;\r\n\r\n // Enemies killed\r\n this.screen.write(x, y, `Enemies:`, ANSI.fg.gray);\r\n this.screen.write(valueX, y, `${state.enemiesKilled}`, ANSI.fg.red);\r\n y++;\r\n\r\n // Time elapsed\r\n const elapsed = Math.floor((Date.now() - state.startTime) / 1000);\r\n this.screen.write(x, y, `Time:`, ANSI.fg.gray);\r\n this.screen.write(valueX, y, formatDuration(elapsed), ANSI.fg.white);\r\n y++;\r\n\r\n // Progress bar\r\n y++;\r\n const progress = state.exploredRooms.size / totalRooms;\r\n this.screen.write(x, y, `Progress:`, ANSI.fg.gray);\r\n this.screen.drawProgressBar(valueX, y, bounds.width - 22, progress, 1, ANSI.fg.green);\r\n }\r\n }\r\n\r\n /**\r\n * Render current room / combat info\r\n */\r\n private renderRoomInfo(bounds: Rect, room: DungeonRoom | null, combat: IdleCombatState | null): void {\r\n const title = combat ? 'Combat' : 'Current Room';\r\n this.screen.drawBox(bounds.x, bounds.y, bounds.width, bounds.height, title);\r\n\r\n let y = bounds.y + 2;\r\n const x = bounds.x + 2;\r\n\r\n if (combat) {\r\n // Combat info\r\n this.screen.write(x, y, `Turn: ${combat.turn}`, ANSI.fg.yellow);\r\n y++;\r\n\r\n // Enemies\r\n y++;\r\n this.screen.write(x, y, 'Enemies:', ANSI.fg.gray);\r\n y++;\r\n\r\n for (const enemy of combat.enemies) {\r\n const hpPercent = enemy.hp / enemy.maxHp;\r\n const hpColor = hpPercent > 0.5 ? ANSI.fg.green :\r\n hpPercent > 0.2 ? ANSI.fg.yellow : ANSI.fg.red;\r\n const status = enemy.hp <= 0 ? '[DEAD]' : `${enemy.hp}/${enemy.maxHp}`;\r\n\r\n this.screen.write(x + 2, y, enemy.name.slice(0, 15), enemy.hp <= 0 ? ANSI.fg.gray : ANSI.fg.white);\r\n this.screen.write(x + 18, y, status, enemy.hp <= 0 ? ANSI.fg.gray : hpColor);\r\n y++;\r\n }\r\n\r\n // Combat log (last 3 entries)\r\n y++;\r\n const recentLog = combat.log.slice(-3);\r\n for (const entry of recentLog) {\r\n const logColor = entry.type === 'damage' ? ANSI.fg.red :\r\n entry.type === 'heal' ? ANSI.fg.green :\r\n ANSI.fg.gray;\r\n this.screen.write(x, y, entry.message.slice(0, bounds.width - 4), logColor);\r\n y++;\r\n }\r\n } else if (room) {\r\n // Room info\r\n this.screen.write(x, y, `Type: ${room.type}`, ANSI.fg.cyan);\r\n y++;\r\n this.screen.write(x, y, room.name, ANSI.fg.white);\r\n y++;\r\n y++;\r\n\r\n // Room status\r\n const statusText = room.isCleared ? 'Cleared' : room.isExplored ? 'Explored' : 'Unknown';\r\n const statusColor = room.isCleared ? ANSI.fg.green : room.isExplored ? ANSI.fg.yellow : ANSI.fg.gray;\r\n this.screen.write(x, y, `Status: `, ANSI.fg.gray);\r\n this.screen.write(x + 8, y, statusText, statusColor);\r\n y++;\r\n\r\n // Connections\r\n y++;\r\n this.screen.write(x, y, `Exits: ${room.connections.length}`, ANSI.fg.gray);\r\n } else {\r\n this.screen.write(x, y, 'No active room', ANSI.fg.gray);\r\n }\r\n }\r\n\r\n /**\r\n * Render player status\r\n */\r\n private renderPlayerStatus(bounds: Rect, player: Player, state: DungeonRunnerState | null): void {\r\n this.screen.drawBox(bounds.x, bounds.y, bounds.width, bounds.height, 'Player Status');\r\n\r\n let y = bounds.y + 2;\r\n const x = bounds.x + 2;\r\n const barX = bounds.x + 8;\r\n const barWidth = bounds.width - 20;\r\n\r\n // HP\r\n this.screen.write(x, y, 'HP:', ANSI.fg.gray);\r\n this.screen.drawProgressBar(barX, y, barWidth, player.stats.hp, player.stats.maxHp, ANSI.fg.red);\r\n this.screen.write(barX + barWidth + 1, y, `${player.stats.hp}/${player.stats.maxHp}`, ANSI.fg.white);\r\n y++;\r\n\r\n // MP\r\n this.screen.write(x, y, 'MP:', ANSI.fg.gray);\r\n this.screen.drawProgressBar(barX, y, barWidth, player.stats.mp, player.stats.maxMp, ANSI.fg.blue);\r\n this.screen.write(barX + barWidth + 1, y, `${player.stats.mp}/${player.stats.maxMp}`, ANSI.fg.white);\r\n y++;\r\n\r\n // Stats\r\n y++;\r\n this.screen.write(x, y, `ATK: ${player.stats.attack}`, ANSI.fg.red);\r\n this.screen.write(x + 12, y, `DEF: ${player.stats.defense}`, ANSI.fg.cyan);\r\n this.screen.write(x + 24, y, `SPD: ${player.stats.speed}`, ANSI.fg.green);\r\n y++;\r\n\r\n // Loot collected\r\n if (state) {\r\n y++;\r\n this.screen.write(x, y, `Gold: +${state.goldCollected}`, ANSI.fg.yellow);\r\n this.screen.write(x + 15, y, `EXP: +${state.expGained}`, ANSI.fg.magenta);\r\n y++;\r\n this.screen.write(x, y, `Items: ${state.lootCollected.length}`, ANSI.fg.cyan);\r\n }\r\n }\r\n\r\n /**\r\n * Render event log\r\n */\r\n private renderEventLog(bounds: Rect, eventLog: string[]): void {\r\n this.screen.drawBox(bounds.x, bounds.y, bounds.width, bounds.height, 'Event Log');\r\n\r\n const x = bounds.x + 1;\r\n let y = bounds.y + 2;\r\n this.maxLogLines = bounds.height - 3;\r\n\r\n const startIndex = Math.max(0, eventLog.length - this.maxLogLines - this.scrollOffset);\r\n const endIndex = Math.min(eventLog.length, startIndex + this.maxLogLines);\r\n const visibleLog = eventLog.slice(startIndex, endIndex);\r\n\r\n for (const line of visibleLog) {\r\n // Color based on content\r\n let color = ANSI.fg.gray;\r\n if (line.includes('Combat') || line.includes('damage')) color = ANSI.fg.red;\r\n else if (line.includes('Victory') || line.includes('Completed')) color = ANSI.fg.green;\r\n else if (line.includes('Found') || line.includes('gold')) color = ANSI.fg.yellow;\r\n else if (line.includes('Moving') || line.includes('Entered')) color = ANSI.fg.cyan;\r\n\r\n this.screen.write(x, y, line.slice(0, bounds.width - 2), color);\r\n y++;\r\n }\r\n\r\n // Scroll indicator\r\n if (eventLog.length > this.maxLogLines) {\r\n const indicator = this.scrollOffset > 0 ? '▲' : ' ';\r\n const indicator2 = startIndex + this.maxLogLines < eventLog.length ? '▼' : ' ';\r\n this.screen.write(bounds.x + bounds.width - 2, bounds.y + 2, indicator, ANSI.fg.gray);\r\n this.screen.write(bounds.x + bounds.width - 2, bounds.y + bounds.height - 2, indicator2, ANSI.fg.gray);\r\n }\r\n }\r\n\r\n /**\r\n * Get color for difficulty\r\n */\r\n private getDifficultyColor(difficulty: string): string {\r\n const colors: Record<string, string> = {\r\n easy: ANSI.fg.green,\r\n normal: ANSI.fg.white,\r\n hard: ANSI.fg.yellow,\r\n nightmare: ANSI.fg.red,\r\n legendary: ANSI.fg.magenta,\r\n };\r\n return colors[difficulty] || ANSI.fg.white;\r\n 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@@ -0,0 +1,69 @@
1
+ /**
2
+ * Explore Screen - Main game exploration interface
3
+ * Uses the new section-based architecture
4
+ */
5
+ import { SectionScreen } from './SectionScreen.js';
6
+ import type { Rect } from '../core/Component.js';
7
+ import type { KeyEvent } from '../Input.js';
8
+ import { EventsSection } from '../sections/EventsSection.js';
9
+ import type { GameState } from '../../core/types.js';
10
+ import type { ExtendedNPC } from '../../npc/types.js';
11
+ import type { Quest } from '../../quest/types.js';
12
+ /**
13
+ * Explore Screen data
14
+ */
15
+ export interface ExploreScreenData {
16
+ state: GameState;
17
+ npcs: ExtendedNPC[];
18
+ quests: Quest[];
19
+ }
20
+ /**
21
+ * Explore Screen - Main exploration interface
22
+ */
23
+ export declare class ExploreScreen extends SectionScreen {
24
+ private mapSection;
25
+ private statusSection;
26
+ private actionsSection;
27
+ private eventsSection;
28
+ private data;
29
+ private onCommand?;
30
+ private onOpenModal?;
31
+ constructor();
32
+ /**
33
+ * Set command handler
34
+ */
35
+ setOnCommand(handler: (cmd: string) => void): void;
36
+ /**
37
+ * Set modal handler
38
+ */
39
+ setOnOpenModal(handler: (modal: 'inventory' | 'character' | 'quests' | 'workshop' | 'menu') => void): void;
40
+ /**
41
+ * Update screen data
42
+ */
43
+ updateData(data: ExploreScreenData): void;
44
+ /**
45
+ * Add event to the log
46
+ */
47
+ addEvent(message: string): void;
48
+ /**
49
+ * Get events section (for direct access)
50
+ */
51
+ getEventsSection(): EventsSection;
52
+ /**
53
+ * Handle global shortcuts
54
+ */
55
+ protected handleGlobalShortcut(key: KeyEvent): boolean;
56
+ /**
57
+ * Get global hints text
58
+ */
59
+ protected getGlobalHints(): string;
60
+ /**
61
+ * Calculate section bounds
62
+ */
63
+ protected calculateSectionBounds(): Map<string, Rect>;
64
+ /**
65
+ * Render the screen
66
+ */
67
+ render(): void;
68
+ }
69
+ //# sourceMappingURL=ExploreScreen.d.ts.map
@@ -0,0 +1 @@
1
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