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 +1,467 @@
1
+ /**
2
+ * Character Creation Screen - Wizard for creating new characters
3
+ *
4
+ * Steps:
5
+ * 1. Enter name
6
+ * 2. Select role
7
+ * 3. Optional: Enter appearance
8
+ * 4. Optional: Enter backstory
9
+ * 5. Confirm and create
10
+ */
11
+
12
+ !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]="35e7c977-237e-55d3-b15d-529ad955fe3c")}catch(e){}}();
13
+ import { BaseScreen } from './BaseScreen.js';
14
+ import { ANSI } from '../../tui/Screen.js';
15
+ import { createActor } from '../../core/Actor.js';
16
+ const ROLES = [
17
+ {
18
+ id: 'balanced',
19
+ name: 'Balanced',
20
+ icon: '◆',
21
+ description: 'Jack of all trades, master of none',
22
+ stats: 'HP: 100 ATK: 10 DEF: 5 SPD: 10',
23
+ },
24
+ {
25
+ id: 'tank',
26
+ name: 'Tank',
27
+ icon: '🛡',
28
+ description: 'High defense, protects the team',
29
+ stats: 'HP: 130 ATK: 8 DEF: 8 SPD: 7',
30
+ },
31
+ {
32
+ id: 'dps',
33
+ name: 'DPS',
34
+ icon: '⚔',
35
+ description: 'High damage, glass cannon',
36
+ stats: 'HP: 80 ATK: 15 DEF: 3 SPD: 12',
37
+ },
38
+ {
39
+ id: 'healer',
40
+ name: 'Healer',
41
+ icon: '✚',
42
+ description: 'Supports team with healing',
43
+ stats: 'HP: 90 ATK: 7 DEF: 4 SPD: 9',
44
+ },
45
+ {
46
+ id: 'support',
47
+ name: 'Support',
48
+ icon: '★',
49
+ description: 'Buffs allies and debuffs enemies',
50
+ stats: 'HP: 95 ATK: 8 DEF: 5 SPD: 11',
51
+ },
52
+ ];
53
+ export class CharacterCreationScreen extends BaseScreen {
54
+ state = {
55
+ step: 'name',
56
+ name: '',
57
+ selectedRoleIndex: 0,
58
+ appearance: '',
59
+ backstory: '',
60
+ editingField: false,
61
+ editBuffer: '',
62
+ };
63
+ resolveCreation = null;
64
+ rejectCreation = null;
65
+ async onEnter() {
66
+ await super.onEnter();
67
+ this.state = {
68
+ step: 'name',
69
+ name: '',
70
+ selectedRoleIndex: 0,
71
+ appearance: '',
72
+ backstory: '',
73
+ editingField: false,
74
+ editBuffer: '',
75
+ };
76
+ this.screen.showCursor();
77
+ }
78
+ async onLeave() {
79
+ this.screen.hideCursor();
80
+ await super.onLeave();
81
+ }
82
+ render() {
83
+ this.clear();
84
+ // Header
85
+ this.renderHeader();
86
+ // Progress indicator
87
+ this.renderProgress();
88
+ // Current step content
89
+ const contentY = 10;
90
+ switch (this.state.step) {
91
+ case 'name':
92
+ this.renderNameStep(contentY);
93
+ break;
94
+ case 'role':
95
+ this.renderRoleStep(contentY);
96
+ break;
97
+ case 'appearance':
98
+ this.renderAppearanceStep(contentY);
99
+ break;
100
+ case 'backstory':
101
+ this.renderBackstoryStep(contentY);
102
+ break;
103
+ case 'confirm':
104
+ this.renderConfirmStep(contentY);
105
+ break;
106
+ }
107
+ // Footer hints
108
+ this.renderFooter();
109
+ this.flush();
110
+ }
111
+ renderHeader() {
112
+ const title = '╔══════════════════════════════════════╗';
113
+ const text = '║ CHARACTER CREATION WIZARD ║';
114
+ const bottom = '╚══════════════════════════════════════╝';
115
+ const x = Math.floor((this.width - title.length) / 2);
116
+ this.write(x, 2, title, ANSI.fg.cyan);
117
+ this.write(x, 3, text, ANSI.fg.cyan);
118
+ this.write(x, 4, bottom, ANSI.fg.cyan);
119
+ }
120
+ renderProgress() {
121
+ const steps = ['Name', 'Role', 'Appearance', 'Backstory', 'Confirm'];
122
+ const currentIndex = steps.indexOf(this.state.step.charAt(0).toUpperCase() + this.state.step.slice(1));
123
+ let progressLine = '';
124
+ for (let i = 0; i < steps.length; i++) {
125
+ const isComplete = i < currentIndex;
126
+ const isCurrent = i === currentIndex;
127
+ const marker = isComplete ? '✓' : isCurrent ? '●' : '○';
128
+ const color = isComplete ? ANSI.fg.green : isCurrent ? ANSI.fg.yellow : ANSI.fg.gray;
129
+ if (i > 0)
130
+ progressLine += ' ── ';
131
+ progressLine += `${marker} ${steps[i]}`;
132
+ }
133
+ // Simplified progress for narrow terminals
134
+ if (this.width < 80) {
135
+ progressLine = `Step ${currentIndex + 1}/${steps.length}: ${steps[currentIndex]}`;
136
+ }
137
+ this.writeCentered(7, progressLine, ANSI.fg.white);
138
+ }
139
+ renderNameStep(y) {
140
+ this.writeCentered(y, 'What is your character\'s name?', ANSI.fg.white);
141
+ y += 2;
142
+ const inputWidth = 30;
143
+ const inputX = Math.floor((this.width - inputWidth) / 2);
144
+ // Input box
145
+ this.write(inputX, y, '╔' + '═'.repeat(inputWidth - 2) + '╗', ANSI.fg.cyan);
146
+ y++;
147
+ this.write(inputX, y, '║ ', ANSI.fg.cyan);
148
+ const displayName = this.state.name.padEnd(inputWidth - 4);
149
+ this.write(inputX + 2, y, displayName + '▌', ANSI.fg.white);
150
+ this.write(inputX + inputWidth - 1, y, '║', ANSI.fg.cyan);
151
+ y++;
152
+ this.write(inputX, y, '╚' + '═'.repeat(inputWidth - 2) + '╝', ANSI.fg.cyan);
153
+ y += 3;
154
+ this.writeCentered(y, 'Enter a name (2-20 characters)', ANSI.fg.gray);
155
+ }
156
+ renderRoleStep(y) {
157
+ this.writeCentered(y, `Choose a role for ${this.state.name}:`, ANSI.fg.white);
158
+ y += 2;
159
+ const boxWidth = 50;
160
+ const boxX = Math.floor((this.width - boxWidth) / 2);
161
+ for (let i = 0; i < ROLES.length; i++) {
162
+ const role = ROLES[i];
163
+ const isSelected = i === this.state.selectedRoleIndex;
164
+ const prefix = isSelected ? '▶ ' : ' ';
165
+ const fg = isSelected ? ANSI.fg.yellow : ANSI.fg.white;
166
+ const bg = isSelected ? ANSI.bg.gray : undefined;
167
+ // Role name with icon
168
+ const roleLine = `${prefix}${role.icon} ${role.name}`;
169
+ this.write(boxX, y, roleLine.padEnd(boxWidth), fg, bg);
170
+ y++;
171
+ // Description (only for selected)
172
+ if (isSelected) {
173
+ this.write(boxX + 4, y, role.description, ANSI.fg.gray);
174
+ y++;
175
+ this.write(boxX + 4, y, role.stats, ANSI.fg.cyan);
176
+ y++;
177
+ }
178
+ y++;
179
+ }
180
+ }
181
+ renderAppearanceStep(y) {
182
+ this.writeCentered(y, 'Describe your character\'s appearance (optional):', ANSI.fg.white);
183
+ y += 2;
184
+ const boxWidth = Math.min(60, this.width - 10);
185
+ const boxX = Math.floor((this.width - boxWidth) / 2);
186
+ const boxHeight = 5;
187
+ // Text area box
188
+ this.write(boxX, y, '╔' + '═'.repeat(boxWidth - 2) + '╗', ANSI.fg.cyan);
189
+ for (let i = 1; i < boxHeight - 1; i++) {
190
+ this.write(boxX, y + i, '║' + ' '.repeat(boxWidth - 2) + '║', ANSI.fg.cyan);
191
+ }
192
+ this.write(boxX, y + boxHeight - 1, '╚' + '═'.repeat(boxWidth - 2) + '╝', ANSI.fg.cyan);
193
+ // Text content (wrapped)
194
+ const textWidth = boxWidth - 4;
195
+ const text = this.state.appearance || '';
196
+ const lines = this.wrapText(text + '▌', textWidth);
197
+ for (let i = 0; i < Math.min(lines.length, boxHeight - 2); i++) {
198
+ this.write(boxX + 2, y + 1 + i, lines[i], ANSI.fg.white);
199
+ }
200
+ y += boxHeight + 2;
201
+ this.writeCentered(y, 'Press Enter to continue, or Esc to skip', ANSI.fg.gray);
202
+ }
203
+ renderBackstoryStep(y) {
204
+ this.writeCentered(y, 'Write your character\'s backstory (optional):', ANSI.fg.white);
205
+ y += 2;
206
+ const boxWidth = Math.min(60, this.width - 10);
207
+ const boxX = Math.floor((this.width - boxWidth) / 2);
208
+ const boxHeight = 7;
209
+ // Text area box
210
+ this.write(boxX, y, '╔' + '═'.repeat(boxWidth - 2) + '╗', ANSI.fg.cyan);
211
+ for (let i = 1; i < boxHeight - 1; i++) {
212
+ this.write(boxX, y + i, '║' + ' '.repeat(boxWidth - 2) + '║', ANSI.fg.cyan);
213
+ }
214
+ this.write(boxX, y + boxHeight - 1, '╚' + '═'.repeat(boxWidth - 2) + '╝', ANSI.fg.cyan);
215
+ // Text content (wrapped)
216
+ const textWidth = boxWidth - 4;
217
+ const text = this.state.backstory || '';
218
+ const lines = this.wrapText(text + '▌', textWidth);
219
+ for (let i = 0; i < Math.min(lines.length, boxHeight - 2); i++) {
220
+ this.write(boxX + 2, y + 1 + i, lines[i], ANSI.fg.white);
221
+ }
222
+ y += boxHeight + 2;
223
+ this.writeCentered(y, 'Press Enter to continue, or Esc to skip', ANSI.fg.gray);
224
+ }
225
+ renderConfirmStep(y) {
226
+ this.writeCentered(y, 'Review your character:', ANSI.fg.white);
227
+ y += 2;
228
+ const role = ROLES[this.state.selectedRoleIndex];
229
+ const boxWidth = 45;
230
+ const boxX = Math.floor((this.width - boxWidth) / 2);
231
+ // Character card
232
+ this.drawBox(boxX, y, boxWidth, 12, 'Character Preview');
233
+ y += 2;
234
+ this.write(boxX + 2, y, `Name: ${this.state.name}`, ANSI.fg.yellow);
235
+ y++;
236
+ this.write(boxX + 2, y, `Role: ${role.icon} ${role.name}`, ANSI.fg.cyan);
237
+ y++;
238
+ this.write(boxX + 2, y, role.stats, ANSI.fg.white);
239
+ y += 2;
240
+ if (this.state.appearance) {
241
+ const truncated = this.state.appearance.slice(0, boxWidth - 6) + (this.state.appearance.length > boxWidth - 6 ? '...' : '');
242
+ this.write(boxX + 2, y, `Look: ${truncated}`, ANSI.fg.gray);
243
+ y++;
244
+ }
245
+ if (this.state.backstory) {
246
+ const truncated = this.state.backstory.slice(0, boxWidth - 6) + (this.state.backstory.length > boxWidth - 6 ? '...' : '');
247
+ this.write(boxX + 2, y, `Story: ${truncated}`, ANSI.fg.gray);
248
+ y++;
249
+ }
250
+ y += 4;
251
+ this.writeCentered(y, '▶ Press ENTER to Create Character ◀', ANSI.fg.green, undefined, ANSI.bold);
252
+ y += 2;
253
+ this.writeCentered(y, 'Press Backspace to go back and edit', ANSI.fg.gray);
254
+ }
255
+ renderFooter() {
256
+ const y = this.height - 2;
257
+ let hint = '';
258
+ switch (this.state.step) {
259
+ case 'name':
260
+ hint = 'Enter: Continue | Esc: Cancel';
261
+ break;
262
+ case 'role':
263
+ hint = '↑↓: Select | Enter: Continue | Backspace: Back';
264
+ break;
265
+ case 'appearance':
266
+ case 'backstory':
267
+ hint = 'Enter: Continue | Esc: Skip | Backspace: Back';
268
+ break;
269
+ case 'confirm':
270
+ hint = 'Enter: Create | Backspace: Back | Esc: Cancel';
271
+ break;
272
+ }
273
+ this.writeCentered(y, hint, ANSI.fg.gray);
274
+ }
275
+ wrapText(text, maxWidth) {
276
+ const lines = [];
277
+ let remaining = text;
278
+ while (remaining.length > 0) {
279
+ if (remaining.length <= maxWidth) {
280
+ lines.push(remaining);
281
+ break;
282
+ }
283
+ let breakPoint = remaining.lastIndexOf(' ', maxWidth);
284
+ if (breakPoint <= 0)
285
+ breakPoint = maxWidth;
286
+ lines.push(remaining.slice(0, breakPoint));
287
+ remaining = remaining.slice(breakPoint).trimStart();
288
+ }
289
+ return lines.length > 0 ? lines : [''];
290
+ }
291
+ async handleKey(key) {
292
+ // Global cancel
293
+ if (key.name === 'escape' && this.state.step === 'name') {
294
+ if (this.rejectCreation) {
295
+ this.rejectCreation(new Error('Character creation cancelled'));
296
+ }
297
+ return true;
298
+ }
299
+ switch (this.state.step) {
300
+ case 'name':
301
+ return this.handleNameInput(key);
302
+ case 'role':
303
+ return this.handleRoleInput(key);
304
+ case 'appearance':
305
+ return this.handleTextInput(key, 'appearance');
306
+ case 'backstory':
307
+ return this.handleTextInput(key, 'backstory');
308
+ case 'confirm':
309
+ return this.handleConfirmInput(key);
310
+ }
311
+ return false;
312
+ }
313
+ handleNameInput(key) {
314
+ const maxLength = 20;
315
+ switch (key.name) {
316
+ case 'return':
317
+ if (this.state.name.trim().length >= 2) {
318
+ this.state.step = 'role';
319
+ this.screen.hideCursor();
320
+ this.render();
321
+ }
322
+ return true;
323
+ case 'backspace':
324
+ this.state.name = this.state.name.slice(0, -1);
325
+ this.render();
326
+ return true;
327
+ default:
328
+ if (key.raw && !key.ctrl && !key.meta && key.raw.length === 1) {
329
+ const charCode = key.raw.charCodeAt(0);
330
+ if (charCode >= 32 && this.state.name.length < maxLength) {
331
+ this.state.name += key.raw;
332
+ this.render();
333
+ }
334
+ }
335
+ return true;
336
+ }
337
+ }
338
+ handleRoleInput(key) {
339
+ switch (key.name) {
340
+ case 'up':
341
+ if (this.state.selectedRoleIndex > 0) {
342
+ this.state.selectedRoleIndex--;
343
+ this.render();
344
+ }
345
+ return true;
346
+ case 'down':
347
+ if (this.state.selectedRoleIndex < ROLES.length - 1) {
348
+ this.state.selectedRoleIndex++;
349
+ this.render();
350
+ }
351
+ return true;
352
+ case 'return':
353
+ this.state.step = 'appearance';
354
+ this.screen.showCursor();
355
+ this.render();
356
+ return true;
357
+ case 'backspace':
358
+ this.state.step = 'name';
359
+ this.screen.showCursor();
360
+ this.render();
361
+ return true;
362
+ }
363
+ return true;
364
+ }
365
+ handleTextInput(key, field) {
366
+ const maxLength = 500;
367
+ switch (key.name) {
368
+ case 'return':
369
+ // Move to next step
370
+ if (field === 'appearance') {
371
+ this.state.step = 'backstory';
372
+ }
373
+ else {
374
+ this.state.step = 'confirm';
375
+ this.screen.hideCursor();
376
+ }
377
+ this.render();
378
+ return true;
379
+ case 'escape':
380
+ // Skip this step
381
+ this.state[field] = '';
382
+ if (field === 'appearance') {
383
+ this.state.step = 'backstory';
384
+ }
385
+ else {
386
+ this.state.step = 'confirm';
387
+ this.screen.hideCursor();
388
+ }
389
+ this.render();
390
+ return true;
391
+ case 'backspace':
392
+ if (this.state[field].length > 0) {
393
+ this.state[field] = this.state[field].slice(0, -1);
394
+ }
395
+ else {
396
+ // Go back to previous step
397
+ if (field === 'appearance') {
398
+ this.state.step = 'role';
399
+ this.screen.hideCursor();
400
+ }
401
+ else {
402
+ this.state.step = 'appearance';
403
+ }
404
+ }
405
+ this.render();
406
+ return true;
407
+ default:
408
+ if (key.raw && !key.ctrl && !key.meta && key.raw.length === 1) {
409
+ const charCode = key.raw.charCodeAt(0);
410
+ if (charCode >= 32 && this.state[field].length < maxLength) {
411
+ this.state[field] += key.raw;
412
+ this.render();
413
+ }
414
+ }
415
+ return true;
416
+ }
417
+ }
418
+ handleConfirmInput(key) {
419
+ switch (key.name) {
420
+ case 'return':
421
+ this.createCharacter();
422
+ return true;
423
+ case 'backspace':
424
+ this.state.step = 'backstory';
425
+ this.screen.showCursor();
426
+ this.render();
427
+ return true;
428
+ case 'escape':
429
+ if (this.rejectCreation) {
430
+ this.rejectCreation(new Error('Character creation cancelled'));
431
+ }
432
+ return true;
433
+ }
434
+ return true;
435
+ }
436
+ createCharacter() {
437
+ const role = ROLES[this.state.selectedRoleIndex];
438
+ // Create the actor
439
+ const actor = createActor(this.state.name.trim(), role.id);
440
+ // Add optional character details
441
+ if (this.state.appearance || this.state.backstory) {
442
+ actor.character = {
443
+ backstory: this.state.backstory,
444
+ appearance: this.state.appearance,
445
+ personality: '',
446
+ motivation: '',
447
+ origin: '',
448
+ traits: [],
449
+ };
450
+ }
451
+ if (this.resolveCreation) {
452
+ this.resolveCreation(actor);
453
+ }
454
+ }
455
+ /**
456
+ * Wait for character creation to complete
457
+ * Returns the created Actor
458
+ */
459
+ waitForCreation() {
460
+ return new Promise((resolve, reject) => {
461
+ this.resolveCreation = resolve;
462
+ this.rejectCreation = reject;
463
+ });
464
+ }
465
+ }
466
+ //# sourceMappingURL=CharacterCreationScreen.js.map
467
+ //# debugId=35e7c977-237e-55d3-b15d-529ad955fe3c
@@ -0,0 +1 @@
1
+ {"version":3,"file":"CharacterCreationScreen.js","sources":["app/screens/CharacterCreationScreen.ts"],"sourceRoot":"/","sourcesContent":["/**\r\n * Character Creation Screen - Wizard for creating new characters\r\n *\r\n * Steps:\r\n * 1. Enter name\r\n * 2. Select role\r\n * 3. Optional: Enter appearance\r\n * 4. Optional: Enter backstory\r\n * 5. Confirm and create\r\n */\r\n\r\nimport { BaseScreen } from './BaseScreen.js';\r\nimport { ANSI } from '../../tui/Screen.js';\r\nimport type { KeyEvent } from '../../tui/Input.js';\r\nimport type { Actor, ActorRole } from '../../core/types.js';\r\nimport { createActor } from '../../core/Actor.js';\r\n\r\n/**\r\n * Role information for display\r\n */\r\ninterface RoleInfo {\r\n id: ActorRole;\r\n name: string;\r\n icon: string;\r\n description: string;\r\n stats: string;\r\n}\r\n\r\nconst ROLES: RoleInfo[] = [\r\n {\r\n id: 'balanced',\r\n name: 'Balanced',\r\n icon: '◆',\r\n description: 'Jack of all trades, master of none',\r\n stats: 'HP: 100 ATK: 10 DEF: 5 SPD: 10',\r\n },\r\n {\r\n id: 'tank',\r\n name: 'Tank',\r\n icon: '🛡',\r\n description: 'High defense, protects the team',\r\n stats: 'HP: 130 ATK: 8 DEF: 8 SPD: 7',\r\n },\r\n {\r\n id: 'dps',\r\n name: 'DPS',\r\n icon: '⚔',\r\n description: 'High damage, glass cannon',\r\n stats: 'HP: 80 ATK: 15 DEF: 3 SPD: 12',\r\n },\r\n {\r\n id: 'healer',\r\n name: 'Healer',\r\n icon: '✚',\r\n description: 'Supports team with healing',\r\n stats: 'HP: 90 ATK: 7 DEF: 4 SPD: 9',\r\n },\r\n {\r\n id: 'support',\r\n name: 'Support',\r\n icon: '★',\r\n description: 'Buffs allies and debuffs enemies',\r\n stats: 'HP: 95 ATK: 8 DEF: 5 SPD: 11',\r\n },\r\n];\r\n\r\ntype WizardStep = 'name' | 'role' | 'appearance' | 'backstory' | 'confirm';\r\n\r\ninterface WizardState {\r\n step: WizardStep;\r\n name: string;\r\n selectedRoleIndex: number;\r\n appearance: string;\r\n backstory: string;\r\n editingField: boolean;\r\n editBuffer: string;\r\n}\r\n\r\nexport class CharacterCreationScreen extends BaseScreen {\r\n private state: WizardState = {\r\n step: 'name',\r\n name: '',\r\n selectedRoleIndex: 0,\r\n appearance: '',\r\n backstory: '',\r\n editingField: false,\r\n editBuffer: '',\r\n };\r\n\r\n private resolveCreation: ((actor: Actor) => void) | null = null;\r\n private rejectCreation: ((error: Error) => void) | null = null;\r\n\r\n async onEnter(): Promise<void> {\r\n await super.onEnter();\r\n this.state = {\r\n step: 'name',\r\n name: '',\r\n selectedRoleIndex: 0,\r\n appearance: '',\r\n backstory: '',\r\n editingField: false,\r\n editBuffer: '',\r\n };\r\n this.screen.showCursor();\r\n }\r\n\r\n async onLeave(): Promise<void> {\r\n this.screen.hideCursor();\r\n await super.onLeave();\r\n }\r\n\r\n render(): void {\r\n this.clear();\r\n\r\n // Header\r\n this.renderHeader();\r\n\r\n // Progress indicator\r\n this.renderProgress();\r\n\r\n // Current step content\r\n const contentY = 10;\r\n switch (this.state.step) {\r\n case 'name':\r\n this.renderNameStep(contentY);\r\n break;\r\n case 'role':\r\n this.renderRoleStep(contentY);\r\n break;\r\n case 'appearance':\r\n this.renderAppearanceStep(contentY);\r\n break;\r\n case 'backstory':\r\n this.renderBackstoryStep(contentY);\r\n break;\r\n case 'confirm':\r\n this.renderConfirmStep(contentY);\r\n break;\r\n }\r\n\r\n // Footer hints\r\n this.renderFooter();\r\n\r\n this.flush();\r\n }\r\n\r\n private renderHeader(): void {\r\n const title = '╔══════════════════════════════════════╗';\r\n const text = '║ CHARACTER CREATION WIZARD ║';\r\n const bottom ='╚══════════════════════════════════════╝';\r\n\r\n const x = Math.floor((this.width - title.length) / 2);\r\n this.write(x, 2, title, ANSI.fg.cyan);\r\n this.write(x, 3, text, ANSI.fg.cyan);\r\n this.write(x, 4, bottom, ANSI.fg.cyan);\r\n }\r\n\r\n private renderProgress(): void {\r\n const steps = ['Name', 'Role', 'Appearance', 'Backstory', 'Confirm'];\r\n const currentIndex = steps.indexOf(this.state.step.charAt(0).toUpperCase() + this.state.step.slice(1));\r\n\r\n let progressLine = '';\r\n for (let i = 0; i < steps.length; i++) {\r\n const isComplete = i < currentIndex;\r\n const isCurrent = i === currentIndex;\r\n const marker = isComplete ? '✓' : isCurrent ? '●' : '○';\r\n const color = isComplete ? ANSI.fg.green : isCurrent ? ANSI.fg.yellow : ANSI.fg.gray;\r\n\r\n if (i > 0) progressLine += ' ── ';\r\n progressLine += `${marker} ${steps[i]}`;\r\n }\r\n\r\n // Simplified progress for narrow terminals\r\n if (this.width < 80) {\r\n progressLine = `Step ${currentIndex + 1}/${steps.length}: ${steps[currentIndex]}`;\r\n }\r\n\r\n this.writeCentered(7, progressLine, ANSI.fg.white);\r\n }\r\n\r\n private renderNameStep(y: number): void {\r\n this.writeCentered(y, 'What is your character\\'s name?', ANSI.fg.white);\r\n y += 2;\r\n\r\n const inputWidth = 30;\r\n const inputX = Math.floor((this.width - inputWidth) / 2);\r\n\r\n // Input box\r\n this.write(inputX, y, '╔' + '═'.repeat(inputWidth - 2) + '╗', ANSI.fg.cyan);\r\n y++;\r\n this.write(inputX, y, '║ ', ANSI.fg.cyan);\r\n const displayName = this.state.name.padEnd(inputWidth - 4);\r\n this.write(inputX + 2, y, displayName + '▌', ANSI.fg.white);\r\n this.write(inputX + inputWidth - 1, y, '║', ANSI.fg.cyan);\r\n y++;\r\n this.write(inputX, y, '╚' + '═'.repeat(inputWidth - 2) + '╝', ANSI.fg.cyan);\r\n\r\n y += 3;\r\n this.writeCentered(y, 'Enter a name (2-20 characters)', ANSI.fg.gray);\r\n }\r\n\r\n private renderRoleStep(y: number): void {\r\n this.writeCentered(y, `Choose a role for ${this.state.name}:`, ANSI.fg.white);\r\n y += 2;\r\n\r\n const boxWidth = 50;\r\n const boxX = Math.floor((this.width - boxWidth) / 2);\r\n\r\n for (let i = 0; i < ROLES.length; i++) {\r\n const role = ROLES[i];\r\n const isSelected = i === this.state.selectedRoleIndex;\r\n\r\n const prefix = isSelected ? '▶ ' : ' ';\r\n const fg = isSelected ? ANSI.fg.yellow : ANSI.fg.white;\r\n const bg = isSelected ? ANSI.bg.gray : undefined;\r\n\r\n // Role name with icon\r\n const roleLine = `${prefix}${role.icon} ${role.name}`;\r\n this.write(boxX, y, roleLine.padEnd(boxWidth), fg, bg);\r\n y++;\r\n\r\n // Description (only for selected)\r\n if (isSelected) {\r\n this.write(boxX + 4, y, role.description, ANSI.fg.gray);\r\n y++;\r\n this.write(boxX + 4, y, role.stats, ANSI.fg.cyan);\r\n y++;\r\n }\r\n y++;\r\n }\r\n }\r\n\r\n private renderAppearanceStep(y: number): void {\r\n this.writeCentered(y, 'Describe your character\\'s appearance (optional):', ANSI.fg.white);\r\n y += 2;\r\n\r\n const boxWidth = Math.min(60, this.width - 10);\r\n const boxX = Math.floor((this.width - boxWidth) / 2);\r\n const boxHeight = 5;\r\n\r\n // Text area box\r\n this.write(boxX, y, '╔' + '═'.repeat(boxWidth - 2) + '╗', ANSI.fg.cyan);\r\n for (let i = 1; i < boxHeight - 1; i++) {\r\n this.write(boxX, y + i, '║' + ' '.repeat(boxWidth - 2) + '║', ANSI.fg.cyan);\r\n }\r\n this.write(boxX, y + boxHeight - 1, '╚' + '═'.repeat(boxWidth - 2) + '╝', ANSI.fg.cyan);\r\n\r\n // Text content (wrapped)\r\n const textWidth = boxWidth - 4;\r\n const text = this.state.appearance || '';\r\n const lines = this.wrapText(text + '▌', textWidth);\r\n for (let i = 0; i < Math.min(lines.length, boxHeight - 2); i++) {\r\n this.write(boxX + 2, y + 1 + i, lines[i], ANSI.fg.white);\r\n }\r\n\r\n y += boxHeight + 2;\r\n this.writeCentered(y, 'Press Enter to continue, or Esc to skip', ANSI.fg.gray);\r\n }\r\n\r\n private renderBackstoryStep(y: number): void {\r\n this.writeCentered(y, 'Write your character\\'s backstory (optional):', ANSI.fg.white);\r\n y += 2;\r\n\r\n const boxWidth = Math.min(60, this.width - 10);\r\n const boxX = Math.floor((this.width - boxWidth) / 2);\r\n const boxHeight = 7;\r\n\r\n // Text area box\r\n this.write(boxX, y, '╔' + '═'.repeat(boxWidth - 2) + '╗', ANSI.fg.cyan);\r\n for (let i = 1; i < boxHeight - 1; i++) {\r\n this.write(boxX, y + i, '║' + ' '.repeat(boxWidth - 2) + '║', ANSI.fg.cyan);\r\n }\r\n this.write(boxX, y + boxHeight - 1, '╚' + '═'.repeat(boxWidth - 2) + '╝', ANSI.fg.cyan);\r\n\r\n // Text content (wrapped)\r\n const textWidth = boxWidth - 4;\r\n const text = this.state.backstory || '';\r\n const lines = this.wrapText(text + '▌', textWidth);\r\n for (let i = 0; i < Math.min(lines.length, boxHeight - 2); i++) {\r\n this.write(boxX + 2, y + 1 + i, lines[i], ANSI.fg.white);\r\n }\r\n\r\n y += boxHeight + 2;\r\n this.writeCentered(y, 'Press Enter to continue, or Esc to skip', ANSI.fg.gray);\r\n }\r\n\r\n private renderConfirmStep(y: number): void {\r\n this.writeCentered(y, 'Review your character:', ANSI.fg.white);\r\n y += 2;\r\n\r\n const role = ROLES[this.state.selectedRoleIndex];\r\n const boxWidth = 45;\r\n const boxX = Math.floor((this.width - boxWidth) / 2);\r\n\r\n // Character card\r\n this.drawBox(boxX, y, boxWidth, 12, 'Character Preview');\r\n y += 2;\r\n\r\n this.write(boxX + 2, y, `Name: ${this.state.name}`, ANSI.fg.yellow);\r\n y++;\r\n this.write(boxX + 2, y, `Role: ${role.icon} ${role.name}`, ANSI.fg.cyan);\r\n y++;\r\n this.write(boxX + 2, y, role.stats, ANSI.fg.white);\r\n y += 2;\r\n\r\n if (this.state.appearance) {\r\n const truncated = this.state.appearance.slice(0, boxWidth - 6) + (this.state.appearance.length > boxWidth - 6 ? '...' : '');\r\n this.write(boxX + 2, y, `Look: ${truncated}`, ANSI.fg.gray);\r\n y++;\r\n }\r\n\r\n if (this.state.backstory) {\r\n const truncated = this.state.backstory.slice(0, boxWidth - 6) + (this.state.backstory.length > boxWidth - 6 ? '...' : '');\r\n this.write(boxX + 2, y, `Story: ${truncated}`, ANSI.fg.gray);\r\n y++;\r\n }\r\n\r\n y += 4;\r\n this.writeCentered(y, '▶ Press ENTER to Create Character ◀', ANSI.fg.green, undefined, ANSI.bold);\r\n y += 2;\r\n this.writeCentered(y, 'Press Backspace to go back and edit', ANSI.fg.gray);\r\n }\r\n\r\n private renderFooter(): void {\r\n const y = this.height - 2;\r\n\r\n let hint = '';\r\n switch (this.state.step) {\r\n case 'name':\r\n hint = 'Enter: Continue | Esc: Cancel';\r\n break;\r\n case 'role':\r\n hint = '↑↓: Select | Enter: Continue | Backspace: Back';\r\n break;\r\n case 'appearance':\r\n case 'backstory':\r\n hint = 'Enter: Continue | Esc: Skip | Backspace: Back';\r\n break;\r\n case 'confirm':\r\n hint = 'Enter: Create | Backspace: Back | Esc: Cancel';\r\n break;\r\n }\r\n\r\n this.writeCentered(y, hint, ANSI.fg.gray);\r\n }\r\n\r\n private wrapText(text: string, maxWidth: number): string[] {\r\n const lines: string[] = [];\r\n let remaining = text;\r\n\r\n while (remaining.length > 0) {\r\n if (remaining.length <= maxWidth) {\r\n lines.push(remaining);\r\n break;\r\n }\r\n\r\n let breakPoint = remaining.lastIndexOf(' ', maxWidth);\r\n if (breakPoint <= 0) breakPoint = maxWidth;\r\n\r\n lines.push(remaining.slice(0, breakPoint));\r\n remaining = remaining.slice(breakPoint).trimStart();\r\n }\r\n\r\n return lines.length > 0 ? lines : [''];\r\n }\r\n\r\n async handleKey(key: KeyEvent): Promise<boolean> {\r\n // Global cancel\r\n if (key.name === 'escape' && this.state.step === 'name') {\r\n if (this.rejectCreation) {\r\n this.rejectCreation(new Error('Character creation cancelled'));\r\n }\r\n return true;\r\n }\r\n\r\n switch (this.state.step) {\r\n case 'name':\r\n return this.handleNameInput(key);\r\n case 'role':\r\n return this.handleRoleInput(key);\r\n case 'appearance':\r\n return this.handleTextInput(key, 'appearance');\r\n case 'backstory':\r\n return this.handleTextInput(key, 'backstory');\r\n case 'confirm':\r\n return this.handleConfirmInput(key);\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private handleNameInput(key: KeyEvent): boolean {\r\n const maxLength = 20;\r\n\r\n switch (key.name) {\r\n case 'return':\r\n if (this.state.name.trim().length >= 2) {\r\n this.state.step = 'role';\r\n this.screen.hideCursor();\r\n this.render();\r\n }\r\n return true;\r\n\r\n case 'backspace':\r\n this.state.name = this.state.name.slice(0, -1);\r\n this.render();\r\n return true;\r\n\r\n default:\r\n if (key.raw && !key.ctrl && !key.meta && key.raw.length === 1) {\r\n const charCode = key.raw.charCodeAt(0);\r\n if (charCode >= 32 && this.state.name.length < maxLength) {\r\n this.state.name += key.raw;\r\n this.render();\r\n }\r\n }\r\n return true;\r\n }\r\n }\r\n\r\n private handleRoleInput(key: KeyEvent): boolean {\r\n switch (key.name) {\r\n case 'up':\r\n if (this.state.selectedRoleIndex > 0) {\r\n this.state.selectedRoleIndex--;\r\n this.render();\r\n }\r\n return true;\r\n\r\n case 'down':\r\n if (this.state.selectedRoleIndex < ROLES.length - 1) {\r\n this.state.selectedRoleIndex++;\r\n this.render();\r\n }\r\n return true;\r\n\r\n case 'return':\r\n this.state.step = 'appearance';\r\n this.screen.showCursor();\r\n this.render();\r\n return true;\r\n\r\n case 'backspace':\r\n this.state.step = 'name';\r\n this.screen.showCursor();\r\n this.render();\r\n return true;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private handleTextInput(key: KeyEvent, field: 'appearance' | 'backstory'): boolean {\r\n const maxLength = 500;\r\n\r\n switch (key.name) {\r\n case 'return':\r\n // Move to next step\r\n if (field === 'appearance') {\r\n this.state.step = 'backstory';\r\n } else {\r\n this.state.step = 'confirm';\r\n this.screen.hideCursor();\r\n }\r\n this.render();\r\n return true;\r\n\r\n case 'escape':\r\n // Skip this step\r\n this.state[field] = '';\r\n if (field === 'appearance') {\r\n this.state.step = 'backstory';\r\n } else {\r\n this.state.step = 'confirm';\r\n this.screen.hideCursor();\r\n }\r\n this.render();\r\n return true;\r\n\r\n case 'backspace':\r\n if (this.state[field].length > 0) {\r\n this.state[field] = this.state[field].slice(0, -1);\r\n } else {\r\n // Go back to previous step\r\n if (field === 'appearance') {\r\n this.state.step = 'role';\r\n this.screen.hideCursor();\r\n } else {\r\n this.state.step = 'appearance';\r\n }\r\n }\r\n this.render();\r\n return true;\r\n\r\n default:\r\n if (key.raw && !key.ctrl && !key.meta && key.raw.length === 1) {\r\n const charCode = key.raw.charCodeAt(0);\r\n if (charCode >= 32 && this.state[field].length < maxLength) {\r\n this.state[field] += key.raw;\r\n this.render();\r\n }\r\n }\r\n return true;\r\n }\r\n }\r\n\r\n private handleConfirmInput(key: KeyEvent): boolean {\r\n switch (key.name) {\r\n case 'return':\r\n this.createCharacter();\r\n return true;\r\n\r\n case 'backspace':\r\n this.state.step = 'backstory';\r\n this.screen.showCursor();\r\n this.render();\r\n return true;\r\n\r\n case 'escape':\r\n if (this.rejectCreation) {\r\n this.rejectCreation(new Error('Character creation cancelled'));\r\n }\r\n return true;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private createCharacter(): void {\r\n const role = ROLES[this.state.selectedRoleIndex];\r\n\r\n // Create the actor\r\n const actor = createActor(this.state.name.trim(), role.id);\r\n\r\n // Add optional character details\r\n if (this.state.appearance || this.state.backstory) {\r\n actor.character = {\r\n backstory: this.state.backstory,\r\n appearance: this.state.appearance,\r\n personality: '',\r\n motivation: '',\r\n origin: '',\r\n traits: [],\r\n };\r\n }\r\n\r\n if (this.resolveCreation) {\r\n this.resolveCreation(actor);\r\n }\r\n }\r\n\r\n /**\r\n * Wait for character creation to complete\r\n * Returns the created Actor\r\n */\r\n waitForCreation(): Promise<Actor> {\r\n return new Promise((resolve, reject) => {\r\n this.resolveCreation = resolve;\r\n this.rejectCreation = reject;\r\n });\r\n 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@@ -0,0 +1,30 @@
1
+ /**
2
+ * Combat Screen - Turn-based combat interface
3
+ */
4
+ import { BaseScreen } from './BaseScreen.js';
5
+ import type { KeyEvent } from '../../tui/Input.js';
6
+ import type { Player, Enemy } from '../../core/types.js';
7
+ export declare class CombatScreen extends BaseScreen {
8
+ private state;
9
+ private refreshInterval;
10
+ onEnter(params?: {
11
+ player: Player;
12
+ enemies: Enemy[];
13
+ }): Promise<void>;
14
+ onLeave(): Promise<void>;
15
+ private startRefresh;
16
+ private stopRefresh;
17
+ private addCombatLog;
18
+ render(): void;
19
+ private renderArena;
20
+ private renderStatus;
21
+ private renderActions;
22
+ private renderCombatLog;
23
+ handleKey(key: KeyEvent): Promise<boolean>;
24
+ private handleActionPhase;
25
+ private handleTargetPhase;
26
+ private executeAction;
27
+ private executeAttack;
28
+ private enemyTurn;
29
+ }
30
+ //# sourceMappingURL=CombatScreen.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"CombatScreen.d.ts","sourceRoot":"/","sources":["app/screens/CombatScreen.ts"],"names":[],"mappings":"AAAA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAE7C,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,oBAAoB,CAAC;AACnD,OAAO,KAAK,EAAE,MAAM,EAAE,KAAK,EAAe,MAAM,qBAAqB,CAAC;AA4BtE,qBAAa,YAAa,SAAQ,UAAU;IAC1C,OAAO,CAAC,KAAK,CASX;IAEF,OAAO,CAAC,eAAe,CAA+B;IAEhD,OAAO,CAAC,MAAM,CAAC,EAAE;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,OAAO,EAAE,KAAK,EAAE,CAAA;KAAE,GAAG,OAAO,CAAC,IAAI,CAAC;IAqBrE,OAAO,IAAI,OAAO,CAAC,IAAI,CAAC;IAK9B,OAAO,CAAC,YAAY;IASpB,OAAO,CAAC,WAAW;IAOnB,OAAO,CAAC,YAAY;IAOpB,MAAM,IAAI,IAAI;IA0Bd,OAAO,CAAC,WAAW;IAqCnB,OAAO,CAAC,YAAY;IAuBpB,OAAO,CAAC,aAAa;IA6BrB,OAAO,CAAC,eAAe;IASjB,SAAS,CAAC,GAAG,EAAE,QAAQ,GAAG,OAAO,CAAC,OAAO,CAAC;IAiBhD,OAAO,CAAC,iBAAiB;IA8BzB,OAAO,CAAC,iBAAiB;IA6BzB,OAAO,CAAC,aAAa;IAsCrB,OAAO,CAAC,aAAa;IAgCrB,OAAO,CAAC,SAAS;CAuBlB"}