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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  478. package/package.json +46 -0
@@ -0,0 +1,286 @@
1
+ /**
2
+ * Travel Screen - Shows travel progress with animated map
3
+ */
4
+
5
+ !function(){try{var e="undefined"!=typeof window?window:"undefined"!=typeof global?global:"undefined"!=typeof globalThis?globalThis:"undefined"!=typeof self?self:{},n=(new e.Error).stack;n&&(e._sentryDebugIds=e._sentryDebugIds||{},e._sentryDebugIds[n]="e82ab1df-da6c-506a-be8d-960c770b7572")}catch(e){}}();
6
+ import { BaseScreen } from '../../app/screens/BaseScreen.js';
7
+ import { ANSI } from '../Screen.js';
8
+ import { getStrings } from '../../i18n/index.js';
9
+ /**
10
+ * Travel Screen - Animated travel progress display
11
+ */
12
+ export class TravelScreen extends BaseScreen {
13
+ data = null;
14
+ padding = 2;
15
+ headerHeight = 3;
16
+ onCancel;
17
+ /**
18
+ * Set cancel handler
19
+ */
20
+ setOnCancel(handler) {
21
+ this.onCancel = handler;
22
+ }
23
+ /**
24
+ * Update travel data
25
+ */
26
+ updateData(data) {
27
+ this.data = data;
28
+ }
29
+ /**
30
+ * Handle key input
31
+ */
32
+ async handleKey(key) {
33
+ if (key.name === 'escape') {
34
+ this.onCancel?.();
35
+ return true;
36
+ }
37
+ return false;
38
+ }
39
+ /**
40
+ * Render the travel screen
41
+ */
42
+ render() {
43
+ if (!this.data)
44
+ return;
45
+ const { state, fromRoom, toRoom, progress, duration, events } = this.data;
46
+ const px = this.padding;
47
+ const py = this.padding;
48
+ const width = this.width - this.padding * 2;
49
+ const height = this.height - this.padding * 2;
50
+ this.screen.clear();
51
+ // Header
52
+ this.renderHeader(state.player, width, px, py);
53
+ // Layout dimensions
54
+ const menuWidth = Math.min(32, Math.floor(width * 0.35));
55
+ const leftWidth = width - menuWidth - 2;
56
+ const mapHeight = Math.min(14, Math.floor((height - this.headerHeight - 4) * 0.55));
57
+ const statusHeight = height - this.headerHeight - mapHeight - 4;
58
+ // Travel Map (left side, top)
59
+ this.renderTravelMap(px + 1, py + this.headerHeight, leftWidth, mapHeight, fromRoom, toRoom, progress);
60
+ // Travel Status (left side, bottom)
61
+ this.renderTravelStatus(px + 1, py + this.headerHeight + mapHeight, leftWidth, statusHeight, fromRoom?.name || 'Unknown', toRoom?.name || 'Unknown', progress, duration, events);
62
+ // Travel Info (right side)
63
+ this.renderTravelInfo(px + leftWidth + 1, py + this.headerHeight, menuWidth, height - this.headerHeight - 1, fromRoom?.name || 'Unknown', toRoom?.name || 'Unknown', progress, duration);
64
+ // Bottom hint
65
+ this.screen.write(px + 1, py + height - 1, '[ESC] Cancel Travel', ANSI.fg.yellow);
66
+ this.screen.render();
67
+ }
68
+ /**
69
+ * Render header
70
+ */
71
+ renderHeader(player, width, x, y) {
72
+ const s = getStrings();
73
+ this.screen.drawBox(x, y, width, 3, '', true);
74
+ this.screen.write(x + 2, y + 1, 'IDLERPG.TERMINAL', ANSI.fg.cyan, undefined, ANSI.bold);
75
+ const playerInfo = `${s.status.level}.${player.stats.level} ${player.name}`;
76
+ this.screen.write(x + 25, y + 1, playerInfo, ANSI.fg.yellow);
77
+ // HP bar
78
+ const hpText = `${s.status.hp}:`;
79
+ this.screen.write(x + 45, y + 1, hpText, ANSI.fg.white);
80
+ this.screen.drawProgressBar(x + 49, y + 1, 10, player.stats.hp, player.stats.maxHp, ANSI.fg.red);
81
+ this.screen.write(x + 60, y + 1, `${player.stats.hp}/${player.stats.maxHp}`, ANSI.fg.white);
82
+ // Time
83
+ const time = new Date().toLocaleTimeString('en-US', { hour12: false });
84
+ this.screen.write(x + width - time.length - 2, y + 1, time, ANSI.fg.gray);
85
+ }
86
+ /**
87
+ * Render travel map with animated player position
88
+ */
89
+ renderTravelMap(x, y, width, height, fromRoom, toRoom, progress) {
90
+ // Animated title
91
+ const dots = '.'.repeat(Math.floor(Date.now() / 300) % 4);
92
+ this.screen.drawBox(x, y, width, height, `Traveling${dots}`);
93
+ const mapY = y + 2;
94
+ const mapX = x + 2;
95
+ const mapWidth = width - 4;
96
+ const mapHeight = height - 5;
97
+ const centerX = mapX + Math.floor(mapWidth / 2);
98
+ const centerY = mapY + Math.floor(mapHeight / 2);
99
+ if (!fromRoom || !toRoom) {
100
+ this.screen.write(centerX - 5, centerY, 'Traveling...', ANSI.fg.yellow);
101
+ return;
102
+ }
103
+ // Calculate positions
104
+ const fromPos = fromRoom.position;
105
+ const toPos = toRoom.position;
106
+ const dx = toPos.x - fromPos.x;
107
+ const dy = toPos.y - fromPos.y;
108
+ const dz = toPos.floor - fromPos.floor;
109
+ const distance = Math.sqrt(dx * dx + dy * dy) + Math.abs(dz) * 2;
110
+ const normalizedDist = Math.min(1, distance / 5);
111
+ const maxOffsetX = Math.floor(mapWidth / 3 * (0.5 + normalizedDist * 0.5));
112
+ const maxOffsetY = Math.floor(mapHeight / 3 * (0.5 + normalizedDist * 0.5));
113
+ let fromScreenX = centerX;
114
+ let fromScreenY = centerY;
115
+ let toScreenX = centerX;
116
+ let toScreenY = centerY;
117
+ if (Math.abs(dx) > Math.abs(dy)) {
118
+ fromScreenX = centerX - maxOffsetX;
119
+ toScreenX = centerX + maxOffsetX;
120
+ const vertOffset = Math.sign(dy) * Math.min(Math.abs(dy), maxOffsetY / 2);
121
+ fromScreenY = centerY - Math.floor(vertOffset / 2);
122
+ toScreenY = centerY + Math.floor(vertOffset / 2);
123
+ }
124
+ else {
125
+ fromScreenY = centerY - maxOffsetY;
126
+ toScreenY = centerY + maxOffsetY;
127
+ const horizOffset = Math.sign(dx) * Math.min(Math.abs(dx), maxOffsetX / 2);
128
+ fromScreenX = centerX - Math.floor(horizOffset / 2);
129
+ toScreenX = centerX + Math.floor(horizOffset / 2);
130
+ }
131
+ // Draw background dots
132
+ for (let ty = mapY; ty < mapY + mapHeight; ty++) {
133
+ for (let tx = mapX; tx < mapX + mapWidth; tx += 3) {
134
+ if (Math.random() < 0.3) {
135
+ this.screen.write(tx, ty, '.', ANSI.fg.gray);
136
+ }
137
+ }
138
+ }
139
+ // Draw path
140
+ this.drawPath(fromScreenX, fromScreenY, toScreenX, toScreenY, ANSI.fg.gray);
141
+ // Draw traveled portion
142
+ const traveledX = Math.round(fromScreenX + (toScreenX - fromScreenX) * progress);
143
+ const traveledY = Math.round(fromScreenY + (toScreenY - fromScreenY) * progress);
144
+ this.drawPath(fromScreenX, fromScreenY, traveledX, traveledY, ANSI.fg.green, '=');
145
+ // Draw origin room
146
+ const fromSymbol = this.getRoomSymbol(fromRoom);
147
+ this.screen.write(fromScreenX - 1, fromScreenY, `[${fromSymbol}]`, ANSI.fg.gray);
148
+ const fromLabel = fromRoom.name.slice(0, 10);
149
+ this.screen.write(fromScreenX - Math.floor(fromLabel.length / 2), fromScreenY + 1, fromLabel, ANSI.fg.gray);
150
+ // Draw destination room
151
+ const toSymbol = this.getRoomSymbol(toRoom);
152
+ this.screen.write(toScreenX - 1, toScreenY, `[${toSymbol}]`, ANSI.fg.brightYellow);
153
+ const toLabel = toRoom.name.slice(0, 10);
154
+ this.screen.write(toScreenX - Math.floor(toLabel.length / 2), toScreenY - 1, toLabel, ANSI.fg.yellow);
155
+ // Draw player position
156
+ const playerX = Math.round(fromScreenX + (toScreenX - fromScreenX) * progress);
157
+ const playerY = Math.round(fromScreenY + (toScreenY - fromScreenY) * progress);
158
+ const playerFrame = Date.now() % 500 < 250 ? '@' : '*';
159
+ this.screen.write(playerX - 1, playerY, `[${playerFrame}]`, ANSI.fg.brightGreen);
160
+ // Progress percentage
161
+ const pct = Math.floor(progress * 100);
162
+ this.screen.write(x + width - 6, y + 1, `${pct}%`, ANSI.fg.cyan);
163
+ // Legend
164
+ const legendY = y + height - 2;
165
+ const distInfo = `Distance: ${Math.floor(distance * 10)}m`;
166
+ this.screen.write(x + 2, legendY, distInfo, ANSI.fg.gray);
167
+ this.screen.write(x + width - 20, legendY, '[@]You -> [*]Dest', ANSI.fg.gray);
168
+ }
169
+ /**
170
+ * Draw a path between two points
171
+ */
172
+ drawPath(fromX, fromY, toX, toY, color, char) {
173
+ const dx = toX - fromX;
174
+ const dy = toY - fromY;
175
+ const steps = Math.max(Math.abs(dx), Math.abs(dy));
176
+ if (steps === 0)
177
+ return;
178
+ for (let i = 1; i < steps; i++) {
179
+ const t = i / steps;
180
+ const px = Math.round(fromX + dx * t);
181
+ const py = Math.round(fromY + dy * t);
182
+ let pathChar = char || '.';
183
+ if (!char) {
184
+ if (Math.abs(dx) > Math.abs(dy) * 2) {
185
+ pathChar = '-';
186
+ }
187
+ else if (Math.abs(dy) > Math.abs(dx) * 2) {
188
+ pathChar = '|';
189
+ }
190
+ }
191
+ this.screen.write(px, py, pathChar, color);
192
+ }
193
+ }
194
+ /**
195
+ * Get room symbol
196
+ */
197
+ getRoomSymbol(room) {
198
+ const symbols = {
199
+ town: 'T',
200
+ dungeon_entrance: 'D',
201
+ combat: '!',
202
+ shop: 'S',
203
+ treasure: '$',
204
+ boss: 'B',
205
+ event: 'E',
206
+ rest: 'R',
207
+ empty: '.',
208
+ };
209
+ return symbols[room.type] || '?';
210
+ }
211
+ /**
212
+ * Render travel status panel
213
+ */
214
+ renderTravelStatus(x, y, width, height, fromName, toName, progress, duration, events) {
215
+ this.screen.drawBox(x, y, width, height, 'Journey');
216
+ let lineY = y + 1;
217
+ // Progress bar
218
+ const progressPercent = Math.floor(progress * 100);
219
+ this.screen.write(x + 2, lineY, `Progress: ${progressPercent}%`, ANSI.fg.white);
220
+ lineY++;
221
+ this.screen.drawProgressBar(x + 2, lineY, Math.min(40, width - 6), progress, 1);
222
+ lineY++;
223
+ // Time remaining
224
+ const remaining = Math.ceil(duration * (1 - progress));
225
+ this.screen.write(x + 2, lineY, `Time remaining: ${remaining}s`, ANSI.fg.gray);
226
+ lineY += 2;
227
+ // Events during travel
228
+ if (events.length > 0 && lineY < y + height - 1) {
229
+ this.screen.write(x + 2, lineY, '- Events -', ANSI.fg.cyan);
230
+ lineY++;
231
+ const maxEvents = Math.min(events.length, height - (lineY - y) - 1);
232
+ for (let i = 0; i < maxEvents; i++) {
233
+ const event = events[events.length - maxEvents + i];
234
+ this.screen.write(x + 2, lineY, `* ${event}`.slice(0, width - 4), ANSI.fg.white);
235
+ lineY++;
236
+ }
237
+ }
238
+ }
239
+ /**
240
+ * Render travel info panel
241
+ */
242
+ renderTravelInfo(x, y, width, height, fromName, toName, progress, duration) {
243
+ this.screen.drawBox(x, y, width, height, 'Travel');
244
+ let lineY = y + 1;
245
+ // From/To info
246
+ this.screen.write(x + 2, lineY, '> Journey', ANSI.fg.cyan, undefined, ANSI.bold);
247
+ lineY += 2;
248
+ this.screen.write(x + 2, lineY, 'From:', ANSI.fg.gray);
249
+ lineY++;
250
+ this.screen.write(x + 3, lineY, fromName.slice(0, width - 5), ANSI.fg.white);
251
+ lineY += 2;
252
+ this.screen.write(x + 2, lineY, 'To:', ANSI.fg.yellow);
253
+ lineY++;
254
+ this.screen.write(x + 3, lineY, toName.slice(0, width - 5), ANSI.fg.brightYellow);
255
+ lineY += 2;
256
+ // Visual progress
257
+ const progressPercent = Math.floor(progress * 100);
258
+ this.screen.write(x + 2, lineY, '-'.repeat(width - 6), ANSI.fg.gray);
259
+ lineY++;
260
+ // Animated travel indicator
261
+ const barWidth = width - 6;
262
+ const filledWidth = Math.floor(progress * barWidth);
263
+ const travelerFrame = ['>', '>'][Math.floor(Date.now() / 300) % 2];
264
+ this.screen.write(x + 2, lineY, '.'.repeat(barWidth), ANSI.fg.gray);
265
+ this.screen.write(x + 2, lineY, '='.repeat(filledWidth), ANSI.fg.green);
266
+ if (filledWidth < barWidth) {
267
+ this.screen.write(x + 2 + filledWidth, lineY, travelerFrame, ANSI.fg.brightGreen);
268
+ }
269
+ lineY++;
270
+ this.screen.write(x + 2, lineY, `${progressPercent}% complete`, ANSI.fg.cyan);
271
+ lineY += 2;
272
+ // Time info
273
+ const remaining = Math.ceil(duration * (1 - progress));
274
+ const elapsed = Math.floor(duration * progress);
275
+ this.screen.write(x + 2, lineY, `${remaining}s remaining`, ANSI.fg.gray);
276
+ lineY++;
277
+ this.screen.write(x + 2, lineY, `${elapsed}s traveled`, ANSI.fg.gray);
278
+ lineY += 2;
279
+ // Cancel hint
280
+ const hintY = y + height - 3;
281
+ this.screen.write(x + 2, hintY, '-'.repeat(width - 6), ANSI.fg.gray);
282
+ this.screen.write(x + 2, hintY + 1, '[ESC] Cancel', ANSI.fg.yellow);
283
+ }
284
+ }
285
+ //# sourceMappingURL=TravelScreen.js.map
286
+ //# debugId=e82ab1df-da6c-506a-be8d-960c770b7572
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TravelScreen.js","sources":["tui/screens/TravelScreen.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Travel Screen - Shows travel progress with animated map\r\n */\r\n\r\nimport { BaseScreen } from '../../app/screens/BaseScreen.js';\r\nimport type { KeyEvent } from '../Input.js';\r\nimport { ANSI, MAP_SYMBOLS } from '../Screen.js';\r\nimport { getStrings } from '../../i18n/index.js';\r\nimport type { GameState, Room, Player } from '../../core/types.js';\r\n\r\n/**\r\n * Travel Screen Data\r\n */\r\nexport interface TravelScreenData {\r\n state: GameState;\r\n fromRoom: Room | null;\r\n toRoom: Room | null;\r\n progress: number;\r\n duration: number;\r\n events: string[];\r\n}\r\n\r\n/**\r\n * Travel Screen - Animated travel progress display\r\n */\r\nexport class TravelScreen extends BaseScreen {\r\n private data: TravelScreenData | null = null;\r\n private padding: number = 2;\r\n private headerHeight: number = 3;\r\n private onCancel?: () => void;\r\n\r\n /**\r\n * Set cancel handler\r\n */\r\n setOnCancel(handler: () => void): void {\r\n this.onCancel = handler;\r\n }\r\n\r\n /**\r\n * Update travel data\r\n */\r\n updateData(data: TravelScreenData): 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.name === 'escape') {\r\n this.onCancel?.();\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Render the travel screen\r\n */\r\n render(): void {\r\n if (!this.data) return;\r\n\r\n const { state, fromRoom, toRoom, progress, duration, events } = this.data;\r\n const px = this.padding;\r\n const py = this.padding;\r\n const width = this.width - this.padding * 2;\r\n const height = this.height - this.padding * 2;\r\n\r\n this.screen.clear();\r\n\r\n // Header\r\n this.renderHeader(state.player, width, px, py);\r\n\r\n // Layout dimensions\r\n const menuWidth = Math.min(32, Math.floor(width * 0.35));\r\n const leftWidth = width - menuWidth - 2;\r\n const mapHeight = Math.min(14, Math.floor((height - this.headerHeight - 4) * 0.55));\r\n const statusHeight = height - this.headerHeight - mapHeight - 4;\r\n\r\n // Travel Map (left side, top)\r\n this.renderTravelMap(px + 1, py + this.headerHeight, leftWidth, mapHeight, fromRoom, toRoom, progress);\r\n\r\n // Travel Status (left side, bottom)\r\n this.renderTravelStatus(\r\n px + 1, py + this.headerHeight + mapHeight, leftWidth, statusHeight,\r\n fromRoom?.name || 'Unknown', toRoom?.name || 'Unknown', progress, duration, events\r\n );\r\n\r\n // Travel Info (right side)\r\n this.renderTravelInfo(\r\n px + leftWidth + 1, py + this.headerHeight, menuWidth, height - this.headerHeight - 1,\r\n fromRoom?.name || 'Unknown', toRoom?.name || 'Unknown', progress, duration\r\n );\r\n\r\n // Bottom hint\r\n this.screen.write(px + 1, py + height - 1, '[ESC] Cancel Travel', ANSI.fg.yellow);\r\n\r\n this.screen.render();\r\n }\r\n\r\n /**\r\n * Render header\r\n */\r\n private renderHeader(player: Player, width: number, x: number, y: number): void {\r\n const s = getStrings();\r\n this.screen.drawBox(x, y, width, 3, '', true);\r\n this.screen.write(x + 2, y + 1, 'IDLERPG.TERMINAL', ANSI.fg.cyan, undefined, ANSI.bold);\r\n\r\n const playerInfo = `${s.status.level}.${player.stats.level} ${player.name}`;\r\n this.screen.write(x + 25, y + 1, playerInfo, ANSI.fg.yellow);\r\n\r\n // HP bar\r\n const hpText = `${s.status.hp}:`;\r\n this.screen.write(x + 45, y + 1, hpText, ANSI.fg.white);\r\n this.screen.drawProgressBar(x + 49, y + 1, 10, player.stats.hp, player.stats.maxHp, ANSI.fg.red);\r\n this.screen.write(x + 60, y + 1, `${player.stats.hp}/${player.stats.maxHp}`, ANSI.fg.white);\r\n\r\n // Time\r\n const time = new Date().toLocaleTimeString('en-US', { hour12: false });\r\n this.screen.write(x + width - time.length - 2, y + 1, time, ANSI.fg.gray);\r\n }\r\n\r\n /**\r\n * Render travel map with animated player position\r\n */\r\n private renderTravelMap(\r\n x: number, y: number, width: number, height: number,\r\n fromRoom: Room | null, toRoom: Room | null, progress: number\r\n ): void {\r\n // Animated title\r\n const dots = '.'.repeat(Math.floor(Date.now() / 300) % 4);\r\n this.screen.drawBox(x, y, width, height, `Traveling${dots}`);\r\n\r\n const mapY = y + 2;\r\n const mapX = x + 2;\r\n const mapWidth = width - 4;\r\n const mapHeight = height - 5;\r\n const centerX = mapX + Math.floor(mapWidth / 2);\r\n const centerY = mapY + Math.floor(mapHeight / 2);\r\n\r\n if (!fromRoom || !toRoom) {\r\n this.screen.write(centerX - 5, centerY, 'Traveling...', ANSI.fg.yellow);\r\n return;\r\n }\r\n\r\n // Calculate positions\r\n const fromPos = fromRoom.position;\r\n const toPos = toRoom.position;\r\n const dx = toPos.x - fromPos.x;\r\n const dy = toPos.y - fromPos.y;\r\n const dz = toPos.floor - fromPos.floor;\r\n const distance = Math.sqrt(dx * dx + dy * dy) + Math.abs(dz) * 2;\r\n const normalizedDist = Math.min(1, distance / 5);\r\n\r\n const maxOffsetX = Math.floor(mapWidth / 3 * (0.5 + normalizedDist * 0.5));\r\n const maxOffsetY = Math.floor(mapHeight / 3 * (0.5 + normalizedDist * 0.5));\r\n\r\n let fromScreenX = centerX;\r\n let fromScreenY = centerY;\r\n let toScreenX = centerX;\r\n let toScreenY = centerY;\r\n\r\n if (Math.abs(dx) > Math.abs(dy)) {\r\n fromScreenX = centerX - maxOffsetX;\r\n toScreenX = centerX + maxOffsetX;\r\n const vertOffset = Math.sign(dy) * Math.min(Math.abs(dy), maxOffsetY / 2);\r\n fromScreenY = centerY - Math.floor(vertOffset / 2);\r\n toScreenY = centerY + Math.floor(vertOffset / 2);\r\n } else {\r\n fromScreenY = centerY - maxOffsetY;\r\n toScreenY = centerY + maxOffsetY;\r\n const horizOffset = Math.sign(dx) * Math.min(Math.abs(dx), maxOffsetX / 2);\r\n fromScreenX = centerX - Math.floor(horizOffset / 2);\r\n toScreenX = centerX + Math.floor(horizOffset / 2);\r\n }\r\n\r\n // Draw background dots\r\n for (let ty = mapY; ty < mapY + mapHeight; ty++) {\r\n for (let tx = mapX; tx < mapX + mapWidth; tx += 3) {\r\n if (Math.random() < 0.3) {\r\n this.screen.write(tx, ty, '.', ANSI.fg.gray);\r\n }\r\n }\r\n }\r\n\r\n // Draw path\r\n this.drawPath(fromScreenX, fromScreenY, toScreenX, toScreenY, ANSI.fg.gray);\r\n\r\n // Draw traveled portion\r\n const traveledX = Math.round(fromScreenX + (toScreenX - fromScreenX) * progress);\r\n const traveledY = Math.round(fromScreenY + (toScreenY - fromScreenY) * progress);\r\n this.drawPath(fromScreenX, fromScreenY, traveledX, traveledY, ANSI.fg.green, '=');\r\n\r\n // Draw origin room\r\n const fromSymbol = this.getRoomSymbol(fromRoom);\r\n this.screen.write(fromScreenX - 1, fromScreenY, `[${fromSymbol}]`, ANSI.fg.gray);\r\n const fromLabel = fromRoom.name.slice(0, 10);\r\n this.screen.write(fromScreenX - Math.floor(fromLabel.length / 2), fromScreenY + 1, fromLabel, ANSI.fg.gray);\r\n\r\n // Draw destination room\r\n const toSymbol = this.getRoomSymbol(toRoom);\r\n this.screen.write(toScreenX - 1, toScreenY, `[${toSymbol}]`, ANSI.fg.brightYellow);\r\n const toLabel = toRoom.name.slice(0, 10);\r\n this.screen.write(toScreenX - Math.floor(toLabel.length / 2), toScreenY - 1, toLabel, ANSI.fg.yellow);\r\n\r\n // Draw player position\r\n const playerX = Math.round(fromScreenX + (toScreenX - fromScreenX) * progress);\r\n const playerY = Math.round(fromScreenY + (toScreenY - fromScreenY) * progress);\r\n const playerFrame = Date.now() % 500 < 250 ? '@' : '*';\r\n this.screen.write(playerX - 1, playerY, `[${playerFrame}]`, ANSI.fg.brightGreen);\r\n\r\n // Progress percentage\r\n const pct = Math.floor(progress * 100);\r\n this.screen.write(x + width - 6, y + 1, `${pct}%`, ANSI.fg.cyan);\r\n\r\n // Legend\r\n const legendY = y + height - 2;\r\n const distInfo = `Distance: ${Math.floor(distance * 10)}m`;\r\n this.screen.write(x + 2, legendY, distInfo, ANSI.fg.gray);\r\n this.screen.write(x + width - 20, legendY, '[@]You -> [*]Dest', ANSI.fg.gray);\r\n }\r\n\r\n /**\r\n * Draw a path between two points\r\n */\r\n private drawPath(\r\n fromX: number, fromY: number, toX: number, toY: number,\r\n color: string, char?: string\r\n ): void {\r\n const dx = toX - fromX;\r\n const dy = toY - fromY;\r\n const steps = Math.max(Math.abs(dx), Math.abs(dy));\r\n\r\n if (steps === 0) return;\r\n\r\n for (let i = 1; i < steps; i++) {\r\n const t = i / steps;\r\n const px = Math.round(fromX + dx * t);\r\n const py = Math.round(fromY + dy * t);\r\n\r\n let pathChar = char || '.';\r\n if (!char) {\r\n if (Math.abs(dx) > Math.abs(dy) * 2) {\r\n pathChar = '-';\r\n } else if (Math.abs(dy) > Math.abs(dx) * 2) {\r\n pathChar = '|';\r\n }\r\n }\r\n\r\n this.screen.write(px, py, pathChar, color);\r\n }\r\n }\r\n\r\n /**\r\n * Get room symbol\r\n */\r\n private getRoomSymbol(room: Room): string {\r\n const symbols: Record<string, string> = {\r\n town: 'T',\r\n dungeon_entrance: 'D',\r\n combat: '!',\r\n shop: 'S',\r\n treasure: '$',\r\n boss: 'B',\r\n event: 'E',\r\n rest: 'R',\r\n empty: '.',\r\n };\r\n return symbols[room.type] || '?';\r\n }\r\n\r\n /**\r\n * Render travel status panel\r\n */\r\n private renderTravelStatus(\r\n x: number, y: number, width: number, height: number,\r\n fromName: string, toName: string, progress: number, duration: number, events: string[]\r\n ): void {\r\n this.screen.drawBox(x, y, width, height, 'Journey');\r\n\r\n let lineY = y + 1;\r\n\r\n // Progress bar\r\n const progressPercent = Math.floor(progress * 100);\r\n this.screen.write(x + 2, lineY, `Progress: ${progressPercent}%`, ANSI.fg.white);\r\n lineY++;\r\n this.screen.drawProgressBar(x + 2, lineY, Math.min(40, width - 6), progress, 1);\r\n lineY++;\r\n\r\n // Time remaining\r\n const remaining = Math.ceil(duration * (1 - progress));\r\n this.screen.write(x + 2, lineY, `Time remaining: ${remaining}s`, ANSI.fg.gray);\r\n lineY += 2;\r\n\r\n // Events during travel\r\n if (events.length > 0 && lineY < y + height - 1) {\r\n this.screen.write(x + 2, lineY, '- Events -', ANSI.fg.cyan);\r\n lineY++;\r\n const maxEvents = Math.min(events.length, height - (lineY - y) - 1);\r\n for (let i = 0; i < maxEvents; i++) {\r\n const event = events[events.length - maxEvents + i];\r\n this.screen.write(x + 2, lineY, `* ${event}`.slice(0, width - 4), ANSI.fg.white);\r\n lineY++;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Render travel info panel\r\n */\r\n private renderTravelInfo(\r\n x: number, y: number, width: number, height: number,\r\n fromName: string, toName: string, progress: number, duration: number\r\n ): void {\r\n this.screen.drawBox(x, y, width, height, 'Travel');\r\n\r\n let lineY = y + 1;\r\n\r\n // From/To info\r\n this.screen.write(x + 2, lineY, '> Journey', ANSI.fg.cyan, undefined, ANSI.bold);\r\n lineY += 2;\r\n\r\n this.screen.write(x + 2, lineY, 'From:', ANSI.fg.gray);\r\n lineY++;\r\n this.screen.write(x + 3, lineY, fromName.slice(0, width - 5), ANSI.fg.white);\r\n lineY += 2;\r\n\r\n this.screen.write(x + 2, lineY, 'To:', ANSI.fg.yellow);\r\n lineY++;\r\n this.screen.write(x + 3, lineY, toName.slice(0, width - 5), ANSI.fg.brightYellow);\r\n lineY += 2;\r\n\r\n // Visual progress\r\n const progressPercent = Math.floor(progress * 100);\r\n this.screen.write(x + 2, lineY, '-'.repeat(width - 6), ANSI.fg.gray);\r\n lineY++;\r\n\r\n // Animated travel indicator\r\n const barWidth = width - 6;\r\n const filledWidth = Math.floor(progress * barWidth);\r\n const travelerFrame = ['>', '>'][Math.floor(Date.now() / 300) % 2];\r\n\r\n this.screen.write(x + 2, lineY, '.'.repeat(barWidth), ANSI.fg.gray);\r\n this.screen.write(x + 2, lineY, '='.repeat(filledWidth), ANSI.fg.green);\r\n if (filledWidth < barWidth) {\r\n this.screen.write(x + 2 + filledWidth, lineY, travelerFrame, ANSI.fg.brightGreen);\r\n }\r\n lineY++;\r\n\r\n this.screen.write(x + 2, lineY, `${progressPercent}% complete`, ANSI.fg.cyan);\r\n lineY += 2;\r\n\r\n // Time info\r\n const remaining = Math.ceil(duration * (1 - progress));\r\n const elapsed = Math.floor(duration * progress);\r\n this.screen.write(x + 2, lineY, `${remaining}s remaining`, ANSI.fg.gray);\r\n lineY++;\r\n this.screen.write(x + 2, lineY, `${elapsed}s traveled`, ANSI.fg.gray);\r\n lineY += 2;\r\n\r\n // Cancel hint\r\n const hintY = y + height - 3;\r\n this.screen.write(x + 2, hintY, '-'.repeat(width - 6), ANSI.fg.gray);\r\n this.screen.write(x + 2, hintY + 1, '[ESC] Cancel', ANSI.fg.yellow);\r\n 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@@ -0,0 +1,8 @@
1
+ /**
2
+ * TUI Screens Module
3
+ * Exports the SectionScreen base class and IdleRPG screens
4
+ */
5
+ export * from './SectionScreen.js';
6
+ export * from './DungeonScreen.js';
7
+ export * from './TownScreen.js';
8
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"/","sources":["tui/screens/index.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,cAAc,oBAAoB,CAAC;AAGnC,cAAc,oBAAoB,CAAC;AACnC,cAAc,iBAAiB,CAAC"}
@@ -0,0 +1,17 @@
1
+ /**
2
+ * TUI Screens Module
3
+ * Exports the SectionScreen base class and IdleRPG screens
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]="83398e15-8de2-5a58-8e28-8f5b5adfd4d4")}catch(e){}}();
7
+ export * from './SectionScreen.js';
8
+ // IdleRPG Screens
9
+ export * from './DungeonScreen.js';
10
+ export * from './TownScreen.js';
11
+ // Reference implementations (not exported to avoid conflicts with src/app/screens/)
12
+ // - ExploreScreen.ts
13
+ // - TravelScreen.ts
14
+ // - CombatScreen.ts
15
+ // - DialogScreen.ts
16
+ //# sourceMappingURL=index.js.map
17
+ //# debugId=83398e15-8de2-5a58-8e28-8f5b5adfd4d4
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sources":["tui/screens/index.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * TUI Screens Module\r\n * Exports the SectionScreen base class and IdleRPG screens\r\n */\r\n\r\nexport * from './SectionScreen.js';\r\n\r\n// IdleRPG Screens\r\nexport * from './DungeonScreen.js';\r\nexport * from './TownScreen.js';\r\n\r\n// Reference implementations (not exported to avoid conflicts with src/app/screens/)\r\n// - ExploreScreen.ts\r\n// - TravelScreen.ts\r\n// - CombatScreen.ts\r\n// - DialogScreen.ts\r\n"],"names":[],"mappings":"AAAA;;;GAGG;;;AAEH,cAAc,oBAAoB,CAAC;AAEnC,kBAAkB;AAClB,cAAc,oBAAoB,CAAC;AACnC,cAAc,iBAAiB,CAAC;AAEhC,oFAAoF;AACpF,qBAAqB;AACrB,oBAAoB;AACpB,oBAAoB;AACpB,oBAAoB","debug_id":"83398e15-8de2-5a58-8e28-8f5b5adfd4d4"}
@@ -0,0 +1,71 @@
1
+ /**
2
+ * Actions Section - NPC list and quick actions menu
3
+ */
4
+ import { BaseSection } from '../core/BaseSection.js';
5
+ import type { RenderContext } from '../core/Component.js';
6
+ import type { KeyEvent } from '../Input.js';
7
+ import type { ExtendedNPC } from '../../npc/types.js';
8
+ import type { Quest } from '../../quest/types.js';
9
+ /**
10
+ * Action item types
11
+ */
12
+ export interface ActionItem {
13
+ type: 'npc' | 'action';
14
+ id: string;
15
+ label: string;
16
+ }
17
+ /**
18
+ * Actions section data
19
+ */
20
+ export interface ActionsData {
21
+ npcs: ExtendedNPC[];
22
+ quests: Quest[];
23
+ }
24
+ /**
25
+ * Actions Section - Shows NPCs and quick actions
26
+ */
27
+ export declare class ActionsSection extends BaseSection {
28
+ private npcs;
29
+ private quests;
30
+ private items;
31
+ private onNpcSelect?;
32
+ private onOpenModal?;
33
+ constructor();
34
+ /**
35
+ * Set callback for NPC selection
36
+ */
37
+ setOnNpcSelect(callback: (npcIndex: number) => void): void;
38
+ /**
39
+ * Set callback for opening modals
40
+ */
41
+ setOnOpenModal(callback: (modal: 'inventory' | 'character' | 'quests' | 'workshop') => void): void;
42
+ /**
43
+ * Update section data
44
+ */
45
+ update(data: ActionsData): void;
46
+ /**
47
+ * Build the items list
48
+ */
49
+ private buildItems;
50
+ /**
51
+ * Render actions content
52
+ */
53
+ protected renderContent(ctx: RenderContext): void;
54
+ /**
55
+ * Render a single action item
56
+ */
57
+ private renderActionItem;
58
+ /**
59
+ * Get number of items
60
+ */
61
+ getItemCount(): number;
62
+ /**
63
+ * Activate selected item
64
+ */
65
+ activateItem(): boolean;
66
+ /**
67
+ * Handle custom keys (shortcuts)
68
+ */
69
+ protected handleCustomKey(key: KeyEvent): boolean;
70
+ }
71
+ //# sourceMappingURL=ActionsSection.d.ts.map
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@@ -0,0 +1,184 @@
1
+ /**
2
+ * Actions Section - NPC list and quick actions menu
3
+ */
4
+
5
+ !function(){try{var e="undefined"!=typeof window?window:"undefined"!=typeof global?global:"undefined"!=typeof globalThis?globalThis:"undefined"!=typeof self?self:{},n=(new e.Error).stack;n&&(e._sentryDebugIds=e._sentryDebugIds||{},e._sentryDebugIds[n]="704eb02d-f3de-515d-9383-9594e4393a38")}catch(e){}}();
6
+ import { BaseSection } from '../core/BaseSection.js';
7
+ import { ANSI } from '../Screen.js';
8
+ /**
9
+ * Actions Section - Shows NPCs and quick actions
10
+ */
11
+ export class ActionsSection extends BaseSection {
12
+ npcs = [];
13
+ quests = [];
14
+ items = [];
15
+ // Callbacks for actions
16
+ onNpcSelect;
17
+ onOpenModal;
18
+ constructor() {
19
+ const config = {
20
+ id: 'actions',
21
+ title: 'Actions',
22
+ canEnter: true,
23
+ hints: {
24
+ focused: 'Enter: enter',
25
+ entered: 'Up/Down: select Enter: confirm Esc: exit',
26
+ },
27
+ };
28
+ super(config);
29
+ }
30
+ /**
31
+ * Set callback for NPC selection
32
+ */
33
+ setOnNpcSelect(callback) {
34
+ this.onNpcSelect = callback;
35
+ }
36
+ /**
37
+ * Set callback for opening modals
38
+ */
39
+ setOnOpenModal(callback) {
40
+ this.onOpenModal = callback;
41
+ }
42
+ /**
43
+ * Update section data
44
+ */
45
+ update(data) {
46
+ this.npcs = data.npcs;
47
+ this.quests = data.quests;
48
+ this.buildItems();
49
+ }
50
+ /**
51
+ * Build the items list
52
+ */
53
+ buildItems() {
54
+ this.items = [];
55
+ // Add NPCs
56
+ for (let i = 0; i < this.npcs.length; i++) {
57
+ const npc = this.npcs[i];
58
+ this.items.push({
59
+ type: 'npc',
60
+ id: `npc_${i}`,
61
+ label: npc.name,
62
+ });
63
+ }
64
+ // Add quick actions
65
+ const quickActions = [
66
+ { id: 'inventory', label: '[I] Inventory' },
67
+ { id: 'character', label: '[C] Character' },
68
+ { id: 'quests', label: `[Q] Quests (${this.quests.length})` },
69
+ { id: 'workshop', label: '[W] Workshop' },
70
+ ];
71
+ for (const action of quickActions) {
72
+ this.items.push({
73
+ type: 'action',
74
+ id: action.id,
75
+ label: action.label,
76
+ });
77
+ }
78
+ }
79
+ /**
80
+ * Render actions content
81
+ */
82
+ renderContent(ctx) {
83
+ const { screen, bounds } = ctx;
84
+ const { x, y, width, height } = bounds;
85
+ let lineY = y + 1;
86
+ const maxItems = height - 3;
87
+ let itemIndex = 0;
88
+ // NPCs section
89
+ if (this.npcs.length > 0 && lineY < y + maxItems) {
90
+ screen.write(x + 2, lineY, '* NPCs', ANSI.fg.cyan, undefined, ANSI.bold);
91
+ lineY++;
92
+ for (let i = 0; i < Math.min(this.npcs.length, 4); i++) {
93
+ if (lineY >= y + maxItems)
94
+ break;
95
+ const npc = this.npcs[i];
96
+ const rel = npc.playerRelationship > 0 ? '+' : npc.playerRelationship < 0 ? '-' : '';
97
+ const label = `${npc.name} ${rel}`;
98
+ this.renderActionItem(ctx, itemIndex, label, lineY);
99
+ lineY++;
100
+ itemIndex++;
101
+ }
102
+ lineY++;
103
+ }
104
+ // Quick actions section (no header, directly show actions)
105
+ if (lineY < y + height - 2) {
106
+ // Start from where NPCs left off
107
+ const actionsStartIndex = this.npcs.length;
108
+ for (let i = actionsStartIndex; i < this.items.length; i++) {
109
+ if (lineY >= y + height - 2)
110
+ break;
111
+ const item = this.items[i];
112
+ this.renderActionItem(ctx, i, item.label, lineY);
113
+ lineY++;
114
+ }
115
+ }
116
+ }
117
+ /**
118
+ * Render a single action item
119
+ */
120
+ renderActionItem(ctx, index, label, lineY) {
121
+ const { screen, bounds } = ctx;
122
+ const { x, width } = bounds;
123
+ const isSelected = this.state.entered && this.state.selectedIndex === index;
124
+ const fg = isSelected ? ANSI.fg.black : ANSI.fg.white;
125
+ const bg = isSelected ? ANSI.bg.cyan : undefined;
126
+ const indicator = isSelected ? '>' : ' ';
127
+ screen.write(x + 1, lineY, indicator, ANSI.fg.yellow);
128
+ screen.write(x + 3, lineY, label.slice(0, width - 5).padEnd(width - 5), fg, bg);
129
+ }
130
+ /**
131
+ * Get number of items
132
+ */
133
+ getItemCount() {
134
+ return this.items.length;
135
+ }
136
+ /**
137
+ * Activate selected item
138
+ */
139
+ activateItem() {
140
+ const item = this.items[this.state.selectedIndex];
141
+ if (!item)
142
+ return false;
143
+ if (item.type === 'npc') {
144
+ const npcIndex = parseInt(item.id.replace('npc_', ''), 10);
145
+ this.onNpcSelect?.(npcIndex);
146
+ return true;
147
+ }
148
+ if (item.type === 'action') {
149
+ const modalActions = {
150
+ 'inventory': 'inventory',
151
+ 'character': 'character',
152
+ 'quests': 'quests',
153
+ 'workshop': 'workshop',
154
+ };
155
+ if (modalActions[item.id]) {
156
+ this.onOpenModal?.(modalActions[item.id]);
157
+ return true;
158
+ }
159
+ }
160
+ return false;
161
+ }
162
+ /**
163
+ * Handle custom keys (shortcuts)
164
+ */
165
+ handleCustomKey(key) {
166
+ // Quick shortcuts for actions
167
+ if (key.raw) {
168
+ const shortcuts = {
169
+ 'i': 'inventory',
170
+ 'c': 'character',
171
+ 'q': 'quests',
172
+ 'w': 'workshop',
173
+ };
174
+ const modal = shortcuts[key.raw.toLowerCase()];
175
+ if (modal) {
176
+ this.onOpenModal?.(modal);
177
+ return true;
178
+ }
179
+ }
180
+ return false;
181
+ }
182
+ }
183
+ //# sourceMappingURL=ActionsSection.js.map
184
+ //# debugId=704eb02d-f3de-515d-9383-9594e4393a38