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https://github.com/claude-code-best/claude-code.git
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feat: 集成 Battle tab 到 BuddyPanel,重命名 data/ 为 dex/ 规避 gitignore
- BuddyPanel 新增 Battle tab,BattleFlow 加 isActive 控制 - BattleFlow configSelect 阶段支持 ↑↓ 选择物种 - packages/pokemon/src/data/ → dex/,解决根 .gitignore 匹配问题 - 全量 Tab→2空格 缩进转换 Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -14,9 +14,9 @@ import type { AnimMode } from '../types'
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// After transform, render each row back: reset → style → char → reset
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interface Pixel {
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char: string
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/** Full ANSI state needed to render this pixel */
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style: string
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char: string
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/** Full ANSI state needed to render this pixel */
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style: string
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}
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const EMPTY_PIXEL: Pixel = { char: ' ', style: '' }
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@@ -26,53 +26,53 @@ const EMPTY_ROW: Pixel[] = []
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/** Parse a raw ANSI string line into a Pixel row */
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function parseLine(line: string): Pixel[] {
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const pixels: Pixel[] = []
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let style = ''
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let i = 0
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while (i < line.length) {
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if (line[i] === '\x1b') {
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// Collect full ANSI escape sequence: \x1b[ ... m
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const start = i
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i++ // skip \x1b
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if (i < line.length && line[i] === '[') {
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i++ // skip [
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while (i < line.length && line[i] !== 'm') i++
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if (i < line.length) i++ // skip m
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}
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style += line.slice(start, i)
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} else {
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// Visible character (handle multi-byte Unicode)
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const cp = line.codePointAt(i)!
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const ch = String.fromCodePoint(cp)
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pixels.push({ char: ch, style })
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i += ch.length
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}
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}
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return pixels
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const pixels: Pixel[] = []
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let style = ''
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let i = 0
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while (i < line.length) {
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if (line[i] === '\x1b') {
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// Collect full ANSI escape sequence: \x1b[ ... m
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const start = i
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i++ // skip \x1b
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if (i < line.length && line[i] === '[') {
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i++ // skip [
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while (i < line.length && line[i] !== 'm') i++
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if (i < line.length) i++ // skip m
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}
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style += line.slice(start, i)
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} else {
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// Visible character (handle multi-byte Unicode)
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const cp = line.codePointAt(i)!
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const ch = String.fromCodePoint(cp)
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pixels.push({ char: ch, style })
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i += ch.length
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}
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}
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return pixels
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}
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/** Render a Pixel row back to an ANSI string */
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function renderRow(pixels: Pixel[]): string {
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if (pixels.length === 0) return ''
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let out = ''
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let lastStyle: string | null = null
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for (const p of pixels) {
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if (p.style !== lastStyle) {
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out += '\x1b[0m' + p.style // reset then apply
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lastStyle = p.style
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}
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out += p.char
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}
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out += '\x1b[0m' // final reset
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return out
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if (pixels.length === 0) return ''
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let out = ''
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let lastStyle: string | null = null
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for (const p of pixels) {
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if (p.style !== lastStyle) {
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out += '\x1b[0m' + p.style // reset then apply
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lastStyle = p.style
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}
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out += p.char
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}
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out += '\x1b[0m' // final reset
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return out
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}
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function parseSprite(lines: string[]): Pixel[][] {
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return lines.map(parseLine)
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return lines.map(parseLine)
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}
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function renderSprite(grid: Pixel[][]): string[] {
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return grid.map(renderRow)
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return grid.map(renderRow)
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}
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// ─── Grid Transforms ──────────────────────────────────
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@@ -80,37 +80,37 @@ function renderSprite(grid: Pixel[][]): string[] {
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/** Horizontal shift — positive = right, negative = left */
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function shiftH(grid: Pixel[][], n: number): Pixel[][] {
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if (n > 0) return grid.map(row => [...Array(n).fill(EMPTY_PIXEL), ...row])
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if (n < 0) return grid.map(row => row.slice(Math.abs(n)))
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return grid
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if (n > 0) return grid.map(row => [...Array(n).fill(EMPTY_PIXEL), ...row])
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if (n < 0) return grid.map(row => row.slice(Math.abs(n)))
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return grid
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}
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/** Vertical shift up — removes rows from top, pads empty at bottom */
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function shiftUp(grid: Pixel[][], n: number): Pixel[][] {
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if (n <= 0) return grid
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const height = grid.length
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const shifted = grid.slice(n)
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while (shifted.length < height) shifted.push(EMPTY_ROW)
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return shifted
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if (n <= 0) return grid
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const height = grid.length
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const shifted = grid.slice(n)
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while (shifted.length < height) shifted.push(EMPTY_ROW)
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return shifted
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}
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/** Mirror map — characters that change when flipped horizontally */
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const MIRROR: Record<string, string> = {
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'/': '\\', '\\': '/',
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'(': ')', ')': '(',
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'<': '>', '>': '<',
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'{': '}', '}': '{',
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'[': ']', ']': '[',
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'╱': '╲', '╲': '╱',
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'▌': '▐', '▐': '▌',
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'▎': '▏', '▏': '▎',
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'◀': '▶', '▶': '◀',
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'◄': '►', '►': '◄',
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'→': '←', '←': '→',
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'↗': '↙', '↙': '↗',
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'↘': '↖', '↖': '↘',
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'`': "'", "'": '`',
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',': '´', '´': ',',
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'/': '\\', '\\': '/',
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'(': ')', ')': '(',
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'<': '>', '>': '<',
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'{': '}', '}': '{',
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'[': ']', ']': '[',
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'╱': '╲', '╲': '╱',
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'▌': '▐', '▐': '▌',
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'▎': '▏', '▏': '▎',
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'◀': '▶', '▶': '◀',
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'◄': '►', '►': '◄',
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'→': '←', '←': '→',
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'↗': '↙', '↙': '↗',
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'↘': '↖', '↖': '↘',
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'`': "'", "'": '`',
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',': '´', '´': ',',
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}
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/**
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@@ -119,24 +119,24 @@ const MIRROR: Record<string, string> = {
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* When mirrorChars=false, only reverse positions (more visible "flip" effect).
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*/
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function reverseH(grid: Pixel[][], mirrorChars = true): Pixel[][] {
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const width = Math.max(0, ...grid.map(row => row.length))
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return grid.map(row =>
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[...row, ...Array(width - row.length).fill(EMPTY_PIXEL)]
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.reverse()
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.map(p => ({
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...p,
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char: mirrorChars ? (MIRROR[p.char] ?? p.char) : p.char,
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})),
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)
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const width = Math.max(0, ...grid.map(row => row.length))
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return grid.map(row =>
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[...row, ...Array(width - row.length).fill(EMPTY_PIXEL)]
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.reverse()
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.map(p => ({
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...p,
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char: mirrorChars ? (MIRROR[p.char] ?? p.char) : p.char,
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})),
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)
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}
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/** Replace eye-like characters with dash */
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function blinkEyes(grid: Pixel[][]): Pixel[][] {
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return grid.map(row =>
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row.map(p =>
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/[·✦×◉@°oO]/.test(p.char) ? { ...p, char: '—' } : p,
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),
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)
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return grid.map(row =>
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row.map(p =>
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/[·✦×◉@°oO]/.test(p.char) ? { ...p, char: '—' } : p,
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),
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)
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}
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// ═══════════════════════════════════════════════════════
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@@ -144,29 +144,29 @@ function blinkEyes(grid: Pixel[][]): Pixel[][] {
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// ═══════════════════════════════════════════════════════
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const IDLE_SEQUENCE: AnimMode[] = [
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'idle', 'idle',
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'breathe', 'breathe',
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'idle',
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'blink',
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'idle',
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'bounce',
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'idle',
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'fidget', 'fidget',
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'idle',
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'breathe', 'breathe',
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'idle',
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'flip', 'flip', 'flip',
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'idle', 'idle',
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'bounce',
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'idle',
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'blink',
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'idle',
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'excited', 'excited',
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'idle',
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'idle', 'idle',
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'breathe', 'breathe',
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'idle',
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'blink',
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'idle',
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'bounce',
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'idle',
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'fidget', 'fidget',
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'idle',
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'breathe', 'breathe',
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'idle',
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'flip', 'flip', 'flip',
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'idle', 'idle',
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'bounce',
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'idle',
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'blink',
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'idle',
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'excited', 'excited',
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'idle',
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]
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export function getIdleAnimMode(tick: number): AnimMode {
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return IDLE_SEQUENCE[tick % IDLE_SEQUENCE.length]
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return IDLE_SEQUENCE[tick % IDLE_SEQUENCE.length]
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}
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// ═══════════════════════════════════════════════════════
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@@ -178,64 +178,64 @@ export function getIdleAnimMode(tick: number): AnimMode {
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* Internally: parse ANSI → Pixel grid → transform → render back.
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*/
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export function renderAnimatedSprite(lines: string[], tick: number, mode: AnimMode): string[] {
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const grid = parseSprite(lines)
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const grid = parseSprite(lines)
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let result: Pixel[][] = grid
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let result: Pixel[][] = grid
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switch (mode) {
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case 'idle':
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break
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case 'breathe':
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// Right sway → center
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result = shiftH(result, tick % 4 < 2 ? 3 : 0)
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break
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case 'blink':
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result = blinkEyes(result)
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break
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case 'fidget':
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// Big right sway → center
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result = shiftH(result, tick % 2 === 0 ? 4 : 0)
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break
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case 'bounce': {
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const PATTERN = [0, 2, 3, 4, 4, 3, 2, 0, 0]
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const h = PATTERN[tick % PATTERN.length]
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result = shiftUp(result, h)
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break
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}
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case 'walkLeft':
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// Step right → center (mimics bounce-back from left step)
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result = shiftH(result, tick % 4 === 0 ? 0 : 3)
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break
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case 'walkRight':
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// Step right → further right → center
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result = shiftH(result, (tick % 4) * 2)
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break
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case 'flip':
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// Pure position reversal — do NOT mirror chars so / \ ( )
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// visibly swap, making the flip obvious.
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result = reverseH(result, false)
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break
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case 'excited':
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// Jitter right ↔ further right (never crop)
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result = shiftH(result, tick % 2 === 0 ? 1 : 4)
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break
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case 'pet':
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break // overlay handled by SpriteAnimator
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}
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switch (mode) {
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case 'idle':
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break
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case 'breathe':
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// Right sway → center
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result = shiftH(result, tick % 4 < 2 ? 3 : 0)
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break
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case 'blink':
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result = blinkEyes(result)
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break
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case 'fidget':
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// Big right sway → center
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result = shiftH(result, tick % 2 === 0 ? 4 : 0)
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break
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case 'bounce': {
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const PATTERN = [0, 2, 3, 4, 4, 3, 2, 0, 0]
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const h = PATTERN[tick % PATTERN.length]
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result = shiftUp(result, h)
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break
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}
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case 'walkLeft':
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// Step right → center (mimics bounce-back from left step)
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result = shiftH(result, tick % 4 === 0 ? 0 : 3)
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break
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case 'walkRight':
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// Step right → further right → center
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result = shiftH(result, (tick % 4) * 2)
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break
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case 'flip':
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// Pure position reversal — do NOT mirror chars so / \ ( )
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// visibly swap, making the flip obvious.
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result = reverseH(result, false)
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break
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case 'excited':
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// Jitter right ↔ further right (never crop)
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result = shiftH(result, tick % 2 === 0 ? 1 : 4)
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break
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case 'pet':
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break // overlay handled by SpriteAnimator
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}
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return renderSprite(result)
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return renderSprite(result)
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}
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// ─── Heart overlay (kept for SpriteAnimator convenience) ──
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const PET_HEARTS = [
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[' ♥ ', ' '],
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[' ♥ ♥ ', ' ♥ '],
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[' ♥ ♥ ', ' ♥ ♥ '],
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[' ♥ ♥ ', ' ♥ ♥ '],
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[' ♥ ', ' ♥ ♥ '],
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[' ♥ ', ' '],
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[' ♥ ♥ ', ' ♥ '],
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[' ♥ ♥ ', ' ♥ ♥ '],
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[' ♥ ♥ ', ' ♥ ♥ '],
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[' ♥ ', ' ♥ ♥ '],
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]
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export function getPetOverlay(tick: number): string[] {
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return PET_HEARTS[tick % PET_HEARTS.length]
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return PET_HEARTS[tick % PET_HEARTS.length]
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}
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