feat: 第一版可用 pokemon

This commit is contained in:
claude-code-best
2026-04-21 19:03:31 +08:00
parent 956e98a445
commit 88ddba6c23
46 changed files with 4143 additions and 1317 deletions

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@@ -1,347 +1,288 @@
import { feature } from 'bun:bundle'
import figures from 'figures'
import React, { useEffect, useRef, useState } from 'react'
import { useTerminalSize } from '../hooks/useTerminalSize.js'
import { Box, Text, stringWidth } from '@anthropic/ink'
import { useAppState, useSetAppState } from '../state/AppState.js'
import type { AppState } from '../state/AppStateStore.js'
import { getGlobalConfig } from '../utils/config.js'
import { isFullscreenActive } from '../utils/fullscreen.js'
import type { Theme } from '../utils/theme.js'
import { getCompanion } from './companion.js'
import { renderFace, renderSprite, spriteFrameCount } from './sprites.js'
import { RARITY_COLORS } from './types.js'
import { feature } from 'bun:bundle';
import figures from 'figures';
import React, { useEffect, useRef, useState } from 'react';
import { useTerminalSize } from '../hooks/useTerminalSize.js';
import { Box, Text, stringWidth } from '@anthropic/ink';
import { useAppState, useSetAppState } from '../state/AppState.js';
import type { AppState } from '../state/AppStateStore.js';
import { getGlobalConfig } from '../utils/config.js';
import { isFullscreenActive } from '../utils/fullscreen.js';
import {
loadBuddyData,
getActiveCreature,
getCreatureName,
loadSprite,
getFallbackSprite,
renderAnimatedSprite,
getIdleAnimMode,
SPECIES_DATA,
type Creature,
type AnimMode,
} from '@claude-code-best/pokemon';
const TICK_MS = 500
const BUBBLE_SHOW = 20 // ticks → ~10s at 500ms
const FADE_WINDOW = 6 // last ~3s the bubble dims so you know it's about to go
const PET_BURST_MS = 2500 // how long hearts float after /buddy pet
// Idle sequence: mostly rest (frame 0), occasional fidget (frames 1-2), rare blink.
// Sequence indices map to sprite frames; -1 means "blink on frame 0".
const IDLE_SEQUENCE = [0, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 2, 0, 0, 0]
const TICK_MS = 500;
const BUBBLE_SHOW = 20; // ticks → ~10s at 500ms
const FADE_WINDOW = 6; // last ~3s the bubble dims so you know it's about to go
const PET_BURST_MS = 2500; // how long hearts float after /buddy pet
// Hearts float up-and-out over 5 ticks (~2.5s). Prepended above the sprite.
const H = figures.heart
const H = figures.heart;
const PET_HEARTS = [
` ${H} ${H} `,
` ${H} ${H} ${H} `,
` ${H} ${H} ${H} `,
`${H} ${H} ${H} `,
'· · · ',
]
];
function wrap(text: string, width: number): string[] {
const words = text.split(' ')
const lines: string[] = []
let cur = ''
const words = text.split(' ');
const lines: string[] = [];
let cur = '';
for (const w of words) {
if (cur.length + w.length + 1 > width && cur) {
lines.push(cur)
cur = w
lines.push(cur);
cur = w;
} else {
cur = cur ? `${cur} ${w}` : w
cur = cur ? `${cur} ${w}` : w;
}
}
if (cur) lines.push(cur)
return lines
if (cur) lines.push(cur);
return lines;
}
function SpeechBubble({
text,
color,
fading,
tail,
}: {
text: string
color: keyof Theme
fading: boolean
tail: 'down' | 'right'
}): React.ReactNode {
const lines = wrap(text, 30)
const borderColor = fading ? 'inactive' : color
function SpeechBubble({ text, fading }: { text: string; fading: boolean; tail: 'down' | 'right' }): React.ReactNode {
const lines = wrap(text, 30);
const borderColor = fading ? 'inactive' : 'claude';
const bubble = (
<Box
flexDirection="column"
borderStyle="round"
borderColor={borderColor}
paddingX={1}
width={34}
>
<Box flexDirection="column" borderStyle="round" borderColor={borderColor} paddingX={1} width={34}>
{lines.map((l, i) => (
<Text
key={i}
italic
dimColor={!fading}
color={fading ? 'inactive' : undefined}
>
<Text key={i} italic dimColor={!fading} color={fading ? 'inactive' : undefined}>
{l}
</Text>
))}
</Box>
)
if (tail === 'right') {
return (
<Box flexDirection="row" alignItems="center">
{bubble}
<Text color={borderColor}></Text>
</Box>
)
}
);
return (
<Box flexDirection="row" alignItems="center">
{bubble}
<Text color={borderColor}></Text>
</Box>
);
}
// For fullscreen floating bubble
function FloatingBubble({ text, fading }: { text: string; fading: boolean }): React.ReactNode {
const lines = wrap(text, 30);
const borderColor = fading ? 'inactive' : 'claude';
return (
<Box flexDirection="column" alignItems="flex-end" marginRight={1}>
{bubble}
<Box flexDirection="column" borderStyle="round" borderColor={borderColor} paddingX={1} width={34}>
{lines.map((l, i) => (
<Text key={i} italic dimColor={!fading} color={fading ? 'inactive' : undefined}>
{l}
</Text>
))}
</Box>
<Box flexDirection="column" alignItems="flex-end" paddingRight={6}>
<Text color={borderColor}> </Text>
<Text color={borderColor}></Text>
</Box>
</Box>
)
);
}
export const MIN_COLS_FOR_FULL_SPRITE = 100
const SPRITE_BODY_WIDTH = 12
const NAME_ROW_PAD = 2 // focused state wraps name in spaces: ` name `
const SPRITE_PADDING_X = 2
const BUBBLE_WIDTH = 36 // SpeechBubble box (34) + tail column
const NARROW_QUIP_CAP = 24
export const MIN_COLS_FOR_FULL_SPRITE = 100;
const SPRITE_BODY_WIDTH = 12;
const NAME_ROW_PAD = 2;
const SPRITE_PADDING_X = 2;
const BUBBLE_WIDTH = 36;
const NARROW_QUIP_CAP = 24;
function spriteColWidth(nameWidth: number): number {
return Math.max(SPRITE_BODY_WIDTH, nameWidth + NAME_ROW_PAD)
return Math.max(SPRITE_BODY_WIDTH, nameWidth + NAME_ROW_PAD);
}
// Width the sprite area consumes. PromptInput subtracts this so text wraps
// correctly. In fullscreen the bubble floats over scrollback (no extra
// width); in non-fullscreen it sits inline and needs BUBBLE_WIDTH more.
// Narrow terminals: 0 — REPL.tsx stacks the one-liner on its own row
// (above input in fullscreen, below in scrollback), so no reservation.
export function companionReservedColumns(
terminalColumns: number,
speaking: boolean,
): number {
if (!feature('BUDDY')) return 0
const companion = getCompanion()
if (!companion || getGlobalConfig().companionMuted) return 0
if (terminalColumns < MIN_COLS_FOR_FULL_SPRITE) return 0
const nameWidth = stringWidth(companion.name)
const bubble = speaking && !isFullscreenActive() ? BUBBLE_WIDTH : 0
return spriteColWidth(nameWidth) + SPRITE_PADDING_X + bubble
/**
* Get active Pokémon creature, or null if buddy system not initialized.
*/
function getPokemonCreature(): Creature | null {
try {
const data = loadBuddyData();
return getActiveCreature(data);
} catch {
return null;
}
}
export function companionReservedColumns(terminalColumns: number, speaking: boolean): number {
if (!feature('BUDDY')) return 0;
const creature = getPokemonCreature();
if (!creature || getGlobalConfig().companionMuted) return 0;
if (terminalColumns < MIN_COLS_FOR_FULL_SPRITE) return 0;
const name = getCreatureName(creature);
const nameWidth = stringWidth(name);
const bubble = speaking && !isFullscreenActive() ? BUBBLE_WIDTH : 0;
return spriteColWidth(nameWidth) + SPRITE_PADDING_X + bubble;
}
/**
* Get sprite lines for a creature with animated mode applied.
*/
function getAnimatedSpriteLines(creature: Creature, tick: number, mode: AnimMode): string[] {
const cached = loadSprite(creature.speciesId);
const baseLines = cached?.lines ?? getFallbackSprite(creature.speciesId);
return renderAnimatedSprite(baseLines, tick, mode);
}
export function CompanionSprite(): React.ReactNode {
const reaction = useAppState(s => s.companionReaction)
const petAt = useAppState(s => s.companionPetAt)
const focused = useAppState(s => s.footerSelection === 'companion')
const setAppState = useSetAppState()
const { columns } = useTerminalSize()
const [tick, setTick] = useState(0)
const lastSpokeTick = useRef(0)
// Sync-during-render (not useEffect) so the first post-pet render already
// has petStartTick=tick and petAge=0 — otherwise frame 0 is skipped.
const reaction = useAppState(s => s.companionReaction);
const petAt = useAppState(s => s.companionPetAt);
const focused = useAppState(s => s.footerSelection === 'companion');
const setAppState = useSetAppState();
const { columns } = useTerminalSize();
const [tick, setTick] = useState(0);
const lastSpokeTick = useRef(0);
const [{ petStartTick, forPetAt }, setPetStart] = useState({
petStartTick: 0,
forPetAt: petAt,
})
});
if (petAt !== forPetAt) {
setPetStart({ petStartTick: tick, forPetAt: petAt })
setPetStart({ petStartTick: tick, forPetAt: petAt });
}
useEffect(() => {
const timer = setInterval(
setT => setT((t: number) => t + 1),
(setT: React.Dispatch<React.SetStateAction<number>>) => setT((t: number) => t + 1),
TICK_MS,
setTick,
)
return () => clearInterval(timer)
}, [])
);
return () => clearInterval(timer);
}, []);
useEffect(() => {
if (!reaction) return
lastSpokeTick.current = tick
if (!reaction) return;
lastSpokeTick.current = tick;
const timer = setTimeout(
setA =>
(setA: React.Dispatch<React.SetStateAction<AppState>>) =>
setA((prev: AppState) =>
prev.companionReaction === undefined
? prev
: { ...prev, companionReaction: undefined },
prev.companionReaction === undefined ? prev : { ...prev, companionReaction: undefined },
),
BUBBLE_SHOW * TICK_MS,
setAppState,
)
return () => clearTimeout(timer)
// eslint-disable-next-line react-hooks/exhaustive-deps -- tick intentionally captured at reaction-change, not tracked
}, [reaction, setAppState])
);
return () => clearTimeout(timer);
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [reaction, setAppState]);
if (!feature('BUDDY')) return null
const companion = getCompanion()
if (!companion || getGlobalConfig().companionMuted) return null
if (!feature('BUDDY')) return null;
const creature = getPokemonCreature();
if (!creature || getGlobalConfig().companionMuted) return null;
const color = RARITY_COLORS[companion.rarity]
const colWidth = spriteColWidth(stringWidth(companion.name))
const species = SPECIES_DATA[creature.speciesId];
const name = getCreatureName(creature);
const color = creature.isShiny ? 'warning' : 'claude';
const colWidth = spriteColWidth(stringWidth(name));
const bubbleAge = reaction ? tick - lastSpokeTick.current : 0
const fading =
reaction !== undefined && bubbleAge >= BUBBLE_SHOW - FADE_WINDOW
const bubbleAge = reaction ? tick - lastSpokeTick.current : 0;
const fading = reaction !== undefined && bubbleAge >= BUBBLE_SHOW - FADE_WINDOW;
const petAge = petAt ? tick - petStartTick : Infinity
const petting = petAge * TICK_MS < PET_BURST_MS
const petAge = petAt ? tick - petStartTick : Infinity;
const petting = petAge * TICK_MS < PET_BURST_MS;
// Narrow terminals: collapse to one-line face. When speaking, the quip
// replaces the name beside the face (no room for a bubble).
// Narrow terminals: collapse to one-line face
if (columns < MIN_COLS_FOR_FULL_SPRITE) {
const quip =
reaction && reaction.length > NARROW_QUIP_CAP
? reaction.slice(0, NARROW_QUIP_CAP - 1) + '…'
: reaction
const label = quip
? `"${quip}"`
: focused
? ` ${companion.name} `
: companion.name
reaction && reaction.length > NARROW_QUIP_CAP ? reaction.slice(0, NARROW_QUIP_CAP - 1) + '…' : reaction;
const label = quip ? `"${quip}"` : focused ? ` ${name} ` : name;
return (
<Box paddingX={1} alignSelf="flex-end">
<Text>
{petting && <Text color="autoAccept">{figures.heart} </Text>}
<Text bold color={color}>
{renderFace(companion)}
{species.names.zh ?? species.name}
</Text>{' '}
<Text
italic
dimColor={!focused && !reaction}
bold={focused}
inverse={focused && !reaction}
color={
reaction
? fading
? 'inactive'
: color
: focused
? color
: undefined
}
color={reaction ? (fading ? 'inactive' : color) : focused ? color : undefined}
>
{label}
</Text>
</Text>
</Box>
)
);
}
const frameCount = spriteFrameCount(companion.species)
const heartFrame = petting ? PET_HEARTS[petAge % PET_HEARTS.length] : null
let spriteFrame: number
let blink = false
// Determine animation mode
let animMode: AnimMode = 'idle';
if (reaction || petting) {
// Excited: cycle all fidget frames fast
spriteFrame = tick % frameCount
animMode = 'excited';
} else {
const step = IDLE_SEQUENCE[tick % IDLE_SEQUENCE.length]!
if (step === -1) {
spriteFrame = 0
blink = true
} else {
spriteFrame = step % frameCount
}
animMode = getIdleAnimMode(tick);
if (petting) animMode = 'pet';
}
const body = renderSprite(companion, spriteFrame).map(line =>
blink ? line.replaceAll(companion.eye, '-') : line,
)
const sprite = heartFrame ? [heartFrame, ...body] : body
const spriteLines = getAnimatedSpriteLines(creature, tick, animMode);
const heartFrame = petting ? PET_HEARTS[petAge % PET_HEARTS.length] : null;
const displayLines = heartFrame ? [heartFrame, ...spriteLines] : spriteLines;
// Name row doubles as hint row — unfocused shows dim name + ↓ discovery,
// focused shows inverse name. The enter-to-open hint lives in
// PromptInputFooter's right column so this row stays one line and the
// sprite doesn't jump up when selected. flexShrink=0 stops the
// inline-bubble row wrapper from squeezing the sprite to fit.
const spriteColumn = (
<Box
flexDirection="column"
flexShrink={0}
alignItems="center"
width={colWidth}
>
{sprite.map((line, i) => (
<Box flexDirection="column" flexShrink={0} alignItems="center" width={colWidth}>
{displayLines.map((line, i) => (
<Text key={i} color={i === 0 && heartFrame ? 'autoAccept' : color}>
{line}
</Text>
))}
<Text
italic
bold={focused}
dimColor={!focused}
color={focused ? color : undefined}
inverse={focused}
>
{focused ? ` ${companion.name} ` : companion.name}
<Text italic bold={focused} dimColor={!focused} color={focused ? color : undefined} inverse={focused}>
{focused ? ` ${name} ` : name}
</Text>
</Box>
)
);
if (!reaction) {
return <Box paddingX={1}>{spriteColumn}</Box>
return <Box paddingX={1}>{spriteColumn}</Box>;
}
// Fullscreen: bubble renders separately via CompanionFloatingBubble in
// FullscreenLayout's bottomFloat slot (the bottom slot's overflowY:hidden
// would clip a position:absolute overlay here). Sprite body only.
// Non-fullscreen: bubble sits inline beside the sprite (input shrinks)
// because floating into Static scrollback can't be cleared.
if (isFullscreenActive()) {
return <Box paddingX={1}>{spriteColumn}</Box>
return <Box paddingX={1}>{spriteColumn}</Box>;
}
return (
<Box flexDirection="row" alignItems="flex-end" paddingX={1} flexShrink={0}>
<SpeechBubble
text={reaction}
color={color}
fading={fading}
tail="right"
/>
<SpeechBubble text={reaction} fading={fading} tail="right" />
{spriteColumn}
</Box>
)
);
}
// Floating bubble overlay for fullscreen mode. Mounted in FullscreenLayout's
// bottomFloat slot (outside the overflowY:hidden clip) so it can extend into
// the ScrollBox region. CompanionSprite owns the clear-after-10s timer; this
// just reads companionReaction and renders the fade.
// Floating bubble overlay for fullscreen mode
export function CompanionFloatingBubble(): React.ReactNode {
const reaction = useAppState(s => s.companionReaction)
const reaction = useAppState(s => s.companionReaction);
const [{ tick, forReaction }, setTick] = useState({
tick: 0,
forReaction: reaction,
})
});
// Reset tick synchronously when reaction changes (not in useEffect, which
// runs post-render and would show one stale-faded frame). Storing the
// reaction the tick is counting FOR alongside the tick itself means the
// fade computation never sees a tick from a previous reaction.
if (reaction !== forReaction) {
setTick({ tick: 0, forReaction: reaction })
setTick({ tick: 0, forReaction: reaction });
}
useEffect(() => {
if (!reaction) return
if (!reaction) return;
const timer = setInterval(
set => set(s => ({ ...s, tick: s.tick + 1 })),
(set: React.Dispatch<React.SetStateAction<{ tick: number; forReaction: string | undefined }>>) =>
set(s => ({ ...s, tick: s.tick + 1 })),
TICK_MS,
setTick,
)
return () => clearInterval(timer)
}, [reaction])
);
return () => clearInterval(timer);
}, [reaction]);
if (!feature('BUDDY') || !reaction) return null
const companion = getCompanion()
if (!companion || getGlobalConfig().companionMuted) return null
if (!feature('BUDDY') || !reaction) return null;
const creature = getPokemonCreature();
if (!creature || getGlobalConfig().companionMuted) return null;
return (
<SpeechBubble
text={reaction}
color={RARITY_COLORS[companion.rarity]}
fading={tick >= BUBBLE_SHOW - FADE_WINDOW}
tail="down"
/>
)
return <FloatingBubble text={reaction} fading={tick >= BUBBLE_SHOW - FADE_WINDOW} />;
}