feat: 一大堆优化

This commit is contained in:
claude-code-best
2026-04-21 20:31:10 +08:00
parent b5525f63c6
commit f74492617b
8 changed files with 599 additions and 235 deletions

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@@ -0,0 +1,18 @@
import { describe, expect, test } from 'bun:test'
import { renderAnimatedSprite } from '../sprites/renderer'
describe('renderAnimatedSprite', () => {
test('flip preserves sprite width alignment across rows', () => {
const lines = [
' AB',
' C',
]
const flipped = renderAnimatedSprite(lines, 0, 'flip')
expect(flipped).toEqual([
'\x1b[0mBA \x1b[0m',
'\x1b[0m C \x1b[0m',
])
})
})

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@@ -4,13 +4,16 @@ import { ALL_SPECIES_IDS } from '../types'
import { SPECIES_DATA } from '../data/species'
import { generateCreature } from './creature'
/** Days of consecutive coding needed to be eligible for an egg */
export const EGG_REQUIRED_DAYS = 3
/**
* Check if the player is eligible to receive an egg.
* Conditions: consecutiveDays >= 7 AND totalTurns % 50 === 0 AND eggs.length < 1
* Conditions: consecutiveDays >= EGG_REQUIRED_DAYS AND totalTurns % 50 === 0 AND eggs.length < 1
*/
export function checkEggEligibility(buddyData: BuddyData): boolean {
if (buddyData.eggs.length >= 1) return false
if (buddyData.stats.consecutiveDays < 7) return false
if (buddyData.stats.consecutiveDays < EGG_REQUIRED_DAYS) return false
if (buddyData.stats.totalTurns % 50 !== 0) return false
return true
}

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@@ -31,12 +31,12 @@ export { determineGender, getGenderSymbol } from './core/gender'
export { awardXP, getXpProgress } from './core/experience'
export { awardEV, awardTurnEV, getEVSummary, resetEVCooldowns } from './core/effort'
export { checkEvolution, evolve, canEvolveFurther } from './core/evolution'
export { checkEggEligibility, generateEgg, advanceEggSteps, isEggReadyToHatch, hatchEgg } from './core/egg'
export { checkEggEligibility, generateEgg, advanceEggSteps, isEggReadyToHatch, hatchEgg, EGG_REQUIRED_DAYS } from './core/egg'
export { loadBuddyData, saveBuddyData, getDefaultBuddyData, migrateFromLegacy, updateDailyStats, incrementTurns } from './core/storage'
export { loadSprite, fetchAndCacheSprite, getSpeciesDisplay } from './core/spriteCache'
// Sprites
export { renderAnimatedSprite, getIdleAnimMode } from './sprites/renderer'
export { renderAnimatedSprite, getIdleAnimMode, getPetOverlay } from './sprites/renderer'
export { getFallbackSprite } from './sprites/fallback'
// UI Components

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@@ -1,4 +1,4 @@
export { renderAnimatedSprite, getIdleAnimMode } from './renderer'
export { renderAnimatedSprite, getIdleAnimMode, getPetOverlay } from './renderer'
export type { AnimMode } from '../types'
export { getFallbackSprite } from './fallback'
export { loadSprite, fetchAndCacheSprite } from '../core/spriteCache'

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@@ -1,108 +1,233 @@
import type { AnimMode } from '../types'
// ─── Idle Sequence ────────────────────────────────────
// Natural-looking idle: mostly still with occasional breathe/blink/bounce/fidget
// ═══════════════════════════════════════════════════════
// Pixel Grid Model — ANSI-safe animation foundation
// ═══════════════════════════════════════════════════════
//
// Every sprite line is parsed into a Pixel[] row:
// Pixel = { char: '▄', style: '\x1b[33m' }
//
// style = full accumulated ANSI state at that position,
// so any transform (shift, reverse, slice) just moves Pixels
// around without ever touching raw ANSI strings.
//
// After transform, render each row back: reset → style → char → reset
interface Pixel {
char: string
/** Full ANSI state needed to render this pixel */
style: string
}
const EMPTY_PIXEL: Pixel = { char: ' ', style: '' }
const EMPTY_ROW: Pixel[] = []
// ─── Parse / Render ───────────────────────────────────
/** Parse a raw ANSI string line into a Pixel row */
function parseLine(line: string): Pixel[] {
const pixels: Pixel[] = []
let style = ''
let i = 0
while (i < line.length) {
if (line[i] === '\x1b') {
// Collect full ANSI escape sequence: \x1b[ ... m
const start = i
i++ // skip \x1b
if (i < line.length && line[i] === '[') {
i++ // skip [
while (i < line.length && line[i] !== 'm') i++
if (i < line.length) i++ // skip m
}
style += line.slice(start, i)
} else {
// Visible character (handle multi-byte Unicode)
const cp = line.codePointAt(i)!
const ch = String.fromCodePoint(cp)
pixels.push({ char: ch, style })
i += ch.length
}
}
return pixels
}
/** Render a Pixel row back to an ANSI string */
function renderRow(pixels: Pixel[]): string {
if (pixels.length === 0) return ''
let out = ''
let lastStyle: string | null = null
for (const p of pixels) {
if (p.style !== lastStyle) {
out += '\x1b[0m' + p.style // reset then apply
lastStyle = p.style
}
out += p.char
}
out += '\x1b[0m' // final reset
return out
}
function parseSprite(lines: string[]): Pixel[][] {
return lines.map(parseLine)
}
function renderSprite(grid: Pixel[][]): string[] {
return grid.map(renderRow)
}
// ─── Grid Transforms ──────────────────────────────────
// All transforms operate on Pixel[][], never touch raw strings.
/** Horizontal shift — positive = right, negative = left */
function shiftH(grid: Pixel[][], n: number): Pixel[][] {
if (n > 0) return grid.map(row => [...Array(n).fill(EMPTY_PIXEL), ...row])
if (n < 0) return grid.map(row => row.slice(Math.abs(n)))
return grid
}
/** Vertical shift up — removes rows from top, pads empty at bottom */
function shiftUp(grid: Pixel[][], n: number): Pixel[][] {
if (n <= 0) return grid
const height = grid.length
const shifted = grid.slice(n)
while (shifted.length < height) shifted.push(EMPTY_ROW)
return shifted
}
/** Mirror map — characters that change when flipped horizontally */
const MIRROR: Record<string, string> = {
'/': '\\', '\\': '/',
'(': ')', ')': '(',
'<': '>', '>': '<',
'{': '}', '}': '{',
'[': ']', ']': '[',
'': '╲', '╲': '',
'▌': '▐', '▐': '▌',
'▎': '▏', '▏': '▎',
'◀': '▶', '▶': '◀',
'◄': '►', '►': '◄',
'→': '←', '←': '→',
'↗': '↙', '↙': '↗',
'↘': '↖', '↖': '↘',
'`': "'", "'": '`',
',': '´', '´': ',',
}
/**
* Horizontal mirror — reverse each row.
* When mirrorChars=true, also swap directional characters (correct mirror).
* When mirrorChars=false, only reverse positions (more visible "flip" effect).
*/
function reverseH(grid: Pixel[][], mirrorChars = true): Pixel[][] {
const width = Math.max(0, ...grid.map(row => row.length))
return grid.map(row =>
[...row, ...Array(width - row.length).fill(EMPTY_PIXEL)]
.reverse()
.map(p => ({
...p,
char: mirrorChars ? (MIRROR[p.char] ?? p.char) : p.char,
})),
)
}
/** Replace eye-like characters with dash */
function blinkEyes(grid: Pixel[][]): Pixel[][] {
return grid.map(row =>
row.map(p =>
/[·✦×◉@°oO]/.test(p.char) ? { ...p, char: '—' } : p,
),
)
}
// ═══════════════════════════════════════════════════════
// Idle Sequence
// ═══════════════════════════════════════════════════════
const IDLE_SEQUENCE: AnimMode[] = [
'idle', 'idle', 'idle',
'breathe',
'idle', 'idle',
'breathe', 'breathe',
'idle',
'blink',
'idle', 'idle', 'idle',
'idle',
'bounce',
'idle', 'idle', 'idle',
'fidget',
'idle',
'fidget', 'fidget',
'idle',
'breathe', 'breathe',
'idle',
'flip', 'flip', 'flip',
'idle', 'idle',
'bounce',
'idle',
'blink',
'idle',
'excited', 'excited',
'idle',
]
export function getIdleAnimMode(tick: number): AnimMode {
return IDLE_SEQUENCE[tick % IDLE_SEQUENCE.length]
}
// ─── Main Render ──────────────────────────────────────
// ═══════════════════════════════════════════════════════
// Public API
// ═══════════════════════════════════════════════════════
/**
* Apply animation transform to sprite lines.
* Internally: parse ANSI → Pixel grid → transform → render back.
*/
export function renderAnimatedSprite(lines: string[], tick: number, mode: AnimMode): string[] {
const grid = parseSprite(lines)
let result: Pixel[][] = grid
switch (mode) {
case 'idle':
return lines
break
case 'breathe':
return breathe(lines, tick)
// Right sway → center
result = shiftH(result, tick % 4 < 2 ? 3 : 0)
break
case 'blink':
return blinkEyes(lines)
result = blinkEyes(result)
break
case 'fidget':
return shiftLines(lines, tick % 2 === 0 ? 0 : 1)
case 'bounce':
return bounce(lines, tick)
// Big right sway → center
result = shiftH(result, tick % 2 === 0 ? 4 : 0)
break
case 'bounce': {
const PATTERN = [0, 2, 3, 4, 4, 3, 2, 0, 0]
const h = PATTERN[tick % PATTERN.length]
result = shiftUp(result, h)
break
}
case 'walkLeft':
return walkLeft(lines, tick)
// Step right → center (mimics bounce-back from left step)
result = shiftH(result, tick % 4 === 0 ? 0 : 3)
break
case 'walkRight':
return walkRight(lines, tick)
// Step right → further right → center
result = shiftH(result, (tick % 4) * 2)
break
case 'flip':
return flipHorizontal(lines)
// Pure position reversal — do NOT mirror chars so / \ ( )
// visibly swap, making the flip obvious.
result = reverseH(result, false)
break
case 'excited':
return shiftLines(lines, tick % 2 === 0 ? -1 : 1)
// Jitter right ↔ further right (never crop)
result = shiftH(result, tick % 2 === 0 ? 1 : 4)
break
case 'pet':
return addPetParticles(lines, tick)
default:
return lines
break // overlay handled by SpriteAnimator
}
return renderSprite(result)
}
// ─── Animation Transforms ─────────────────────────────
// ─── Heart overlay (kept for SpriteAnimator convenience) ──
/** Subtle horizontal oscillation — shift right 1px on even ticks */
function breathe(lines: string[], tick: number): string[] {
return tick % 4 < 2 ? shiftLines(lines, 1) : lines
}
/** Parabolic bounce — sprite hops up and back down */
function bounce(lines: string[], tick: number): string[] {
const PATTERN = [0, 1, 2, 2, 1, 0, 0, 0]
const h = PATTERN[tick % PATTERN.length]
if (h === 0 || lines.length === 0) return lines
return [
...Array(h).fill(''),
...lines.slice(0, lines.length - h),
]
}
/** Walk left — shift left a few steps then reset */
function walkLeft(lines: string[], tick: number): string[] {
const phase = tick % 8
if (phase >= 4) return lines
return shiftLines(lines, -(phase + 1))
}
/** Walk right — shift right a few steps then reset */
function walkRight(lines: string[], tick: number): string[] {
const phase = tick % 8
if (phase >= 4) return lines
return shiftLines(lines, phase + 1)
}
/** Flip sprite horizontally — reverse each line's characters */
function flipHorizontal(lines: string[]): string[] {
return lines.map(reverseLine)
}
// ─── Helpers ──────────────────────────────────────────
/** Shift all lines left (negative) or right (positive) by offset columns */
function shiftLines(lines: string[], offset: number): string[] {
if (offset === 0) return lines
if (offset > 0) {
const pad = ' '.repeat(offset)
return lines.map(line => pad + line)
}
const abs = Math.abs(offset)
return lines.map(line => line.slice(abs))
}
/** Replace eye characters with blink indicator */
function blinkEyes(lines: string[]): string[] {
return lines.map(line => line.replace(/[·✦×◉@°oO]/g, '—'))
}
/** Heart particle frames for pet animation */
const PET_HEARTS = [
[' ♥ ', ' '],
[' ♥ ♥ ', ' ♥ '],
@@ -111,20 +236,6 @@ const PET_HEARTS = [
[' ♥ ', ' ♥ ♥ '],
]
/** Add heart particle frames above the sprite */
function addPetParticles(lines: string[], tick: number): string[] {
const hearts = PET_HEARTS[tick % PET_HEARTS.length]
return [...hearts, ...lines]
}
/**
* Reverse a line's visible characters while preserving leading ANSI codes.
* Handles simple cases: ANSI at start + visible text.
*/
function reverseLine(line: string): string {
// eslint-disable-next-line no-control-regex
const ansiMatch = line.match(/^(\x1b\[[0-9;]*m)+/)
const stripped = line.replace(/\x1b\[[0-9;]*m/g, '')
const reversed = stripped.split('').reverse().join('')
return ansiMatch ? ansiMatch[0] + reversed : reversed
export function getPetOverlay(tick: number): string[] {
return PET_HEARTS[tick % PET_HEARTS.length]
}

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@@ -1,48 +1,40 @@
import React, { useEffect, useState } from 'react'
import { Box, Text, type Color, stringWidth } from '@anthropic/ink'
import { Box, Text, type Color } from '@anthropic/ink'
import type { AnimMode } from '../types'
import { renderAnimatedSprite, getIdleAnimMode } from '../sprites/renderer'
import { renderAnimatedSprite, getIdleAnimMode, getPetOverlay } from '../sprites/renderer'
/** Vertical padding — bounce shifts within this space */
const V_PAD = 4
interface SpriteAnimatorProps {
/** Base sprite lines (before animation transforms) */
/** Base sprite lines (ANSI is preserved) */
lines: string[]
/** Text color for the sprite */
color?: Color
/** Tick interval in milliseconds (default 500) */
/** Tick interval in ms (default 250) */
tickMs?: number
/** Single animation mode. Omit for idle sequence auto-play */
/** Single mode; omit for idle auto-play */
mode?: AnimMode
/** Whether to center the sprite horizontally (default true) */
/** Center horizontally (default true) */
centered?: boolean
/** Extra content to render above the sprite (e.g. hearts) */
overlay?: string[] | null
/** Show pet hearts overlay */
petting?: boolean
}
/**
* Animated sprite renderer with built-in tick loop.
*
* Renders base sprite lines with animation transforms applied per-tick.
* Uses the idle sequence by default; pass `mode` to force a single animation.
*
* @example
* ```tsx
* // Idle animation, auto-centered
* <SpriteAnimator lines={spriteLines} color="ansi:blue" />
*
* // Forced excited mode
* <SpriteAnimator lines={spriteLines} mode="excited" />
*
* // With heart overlay
* <SpriteAnimator lines={spriteLines} overlay={heartLines} />
* ```
* - Keeps ANSI intact (parse → pixel grid → transform → render)
* - Pads vertically so bounce never shifts layout
* - Grid transforms guarantee fixed output height
*/
export function SpriteAnimator({
lines,
color,
tickMs = 500,
tickMs = 100,
mode,
centered = true,
overlay,
petting,
}: SpriteAnimatorProps) {
const [tick, setTick] = useState(0)
@@ -51,14 +43,21 @@ export function SpriteAnimator({
return () => clearInterval(timer)
}, [tickMs])
// Add vertical padding — bounce shifts within this space
const padded = [...Array(V_PAD).fill(''), ...lines, ...Array(V_PAD).fill('')]
// Apply animation (renderer parses to pixels, transforms, renders back)
const currentMode = mode ?? getIdleAnimMode(tick)
const animated = renderAnimatedSprite(lines, tick, currentMode)
const animated = renderAnimatedSprite(padded, tick, currentMode)
// Pet hearts overlay
const overlay = petting ? getPetOverlay(tick) : null
const displayLines = overlay ? [...overlay, ...animated] : animated
const spriteBlock = (
<Box flexDirection="column">
{displayLines.map((line, i) => (
<Text key={i} color={color}>{line}</Text>
<Text key={i} color={color}>{line || ' '}</Text>
))}
</Box>
)

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@@ -3,6 +3,7 @@ import { useState } from 'react';
import { Box, Text, Pane, Tab, Tabs, type Color } from '@anthropic/ink';
import { useKeybinding } from '../../keybindings/useKeybinding.js';
import { useExitOnCtrlCDWithKeybindings } from '../../hooks/useExitOnCtrlCDWithKeybindings.js';
import { Select } from '../../components/CustomSelect/select.js';
import {
STAT_NAMES,
STAT_LABELS,
@@ -12,13 +13,13 @@ import {
type SpeciesId,
} from '@claude-code-best/pokemon';
import { SPECIES_DATA } from '@claude-code-best/pokemon';
import { SPECIES_PERSONALITY } from '@claude-code-best/pokemon';
import { getNextEvolution } from '@claude-code-best/pokemon';
import { calculateStats, getCreatureName, getTotalEV, getActiveCreature } from '@claude-code-best/pokemon';
import { calculateStats, getCreatureName, getTotalEV, getActiveCreature, saveBuddyData, EGG_REQUIRED_DAYS } from '@claude-code-best/pokemon';
import { getXpProgress } from '@claude-code-best/pokemon';
import { getEVSummary } from '@claude-code-best/pokemon';
import { getGenderSymbol } from '@claude-code-best/pokemon';
import { StatBar, SpriteAnimator, getFallbackSprite } from '@claude-code-best/pokemon';
import { StatBar, SpriteAnimator, getFallbackSprite, loadSprite } from '@claude-code-best/pokemon';
import type { LocalJSXCommandContext, LocalJSXCommandOnDone } from '../../types/command.js';
const CYAN: Color = 'ansi:cyan';
@@ -52,6 +53,7 @@ interface BuddyPanelProps {
*/
export function BuddyPanel({ buddyData, spriteLines, onClose }: BuddyPanelProps) {
const [selectedTab, setSelectedTab] = useState('Buddy');
const [data, setData] = useState(buddyData);
useExitOnCtrlCDWithKeybindings();
@@ -64,21 +66,32 @@ export function BuddyPanel({ buddyData, spriteLines, onClose }: BuddyPanelProps)
isActive: true,
});
const creature = getActiveCreature(buddyData);
const creature = getActiveCreature(data);
const handleSwitchCreature = (creatureId: string) => {
const updated = { ...data, activeCreatureId: creatureId };
setData(updated);
saveBuddyData(updated);
};
const tabs = [
<Tab key="buddy" title="Buddy">
{creature ? (
<BuddyTab creature={creature} buddyData={buddyData} spriteLines={spriteLines} />
<BuddyTab creature={creature} buddyData={data} spriteLines={spriteLines} />
) : (
<Text color={GRAY}>No buddy yet. Keep coding!</Text>
)}
</Tab>,
<Tab key="dex" title="Pokédex">
<DexTab buddyData={buddyData} />
<DexTab
buddyData={data}
isActive={selectedTab === 'Pokédex'}
onSwitchCreature={handleSwitchCreature}
onClose={() => onClose('buddy panel closed')}
/>
</Tab>,
<Tab key="egg" title="Egg">
<EggTab buddyData={buddyData} />
<EggTab buddyData={data} />
</Tab>,
];
@@ -107,7 +120,6 @@ function BuddyTab({
const xp = getXpProgress(creature);
const genderSymbol = getGenderSymbol(creature.gender);
const name = getCreatureName(creature);
const evSummary = getEVSummary(creature);
const totalEV = getTotalEV(creature);
const nextEvo = getNextEvolution(creature.speciesId);
@@ -131,16 +143,14 @@ function BuddyTab({
) : null;
return (
<Box flexDirection="column">
<Box justifyContent="space-between">
<Box>
<Text bold color={CYAN}>
{name}
</Text>
<Text color={GRAY}> #{String(species.dexNumber).padStart(3, '0')}</Text>
{shinyBadge}
</Box>
<Text bold>Lv.{creature.level}</Text>
<Box flexDirection="column" alignItems="center">
<Box>
<Text bold color={CYAN}>
{name}
</Text>
<Text color={GRAY}> #{String(species.dexNumber).padStart(3, '0')}</Text>
{shinyBadge}
<Text bold> Lv.{creature.level}</Text>
</Box>
<Box>
@@ -160,17 +170,45 @@ function BuddyTab({
</Box>
)}
<Box>
<Text color={GRAY} italic>
"{SPECIES_PERSONALITY[creature.speciesId] ?? species.personality}"
</Text>
</Box>
{species.flavorText && (
<Box>
<Text color={GRAY} italic>
"{species.flavorText}"
</Text>
</Box>
)}
<Box flexDirection="column" marginTop={0}>
<Text color={GRAY}> Stats </Text>
{STAT_NAMES.map(stat => (
<StatBar key={stat} label={STAT_LABELS[stat]} value={stats[stat]} maxValue={255} color={getStatColor(stat)} />
))}
<Box>
<Box width={28}>
<Text color={GRAY}> Stats </Text>
</Box>
<Box>
<Text color={GRAY}> Base </Text>
</Box>
</Box>
{STAT_NAMES.map(stat => {
const baseVal = species.baseStats[stat];
const baseFilled = Math.round((baseVal / 130) * 12);
const ev = creature.ev[stat];
const evText = ev > 0 ? <Text color={GREEN}>({ev})</Text> : null;
return (
<Box key={stat}>
<Box width={28}>
<StatBar label={STAT_LABELS[stat]} value={stats[stat]} maxValue={255} color={getStatColor(stat)} />
{evText}
</Box>
<Box>
<Text color={WHITE}>{STAT_LABELS[stat].padEnd(3)}</Text>
<Text color={getStatColor(stat)}>
{'█'.repeat(baseFilled)}
{'░'.repeat(12 - baseFilled)}
</Text>
<Text> {String(baseVal).padStart(3)}</Text>
</Box>
</Box>
);
})}
</Box>
<Box marginTop={0}>
@@ -185,11 +223,10 @@ function BuddyTab({
</Text>
</Box>
<Box flexDirection="column">
<Box flexDirection="column" alignItems="center">
<Box>
<Text color={GRAY}>EV </Text>
<Text color={totalEV >= 510 ? GREEN : GRAY}>{evSummary}</Text>
<Text color={GRAY}> ({totalEV}/510)</Text>
<Text color={totalEV >= 510 ? GREEN : GRAY}>{totalEV}/510</Text>
</Box>
<Box>
<Text color={GRAY}> </Text>
@@ -213,104 +250,234 @@ function BuddyTab({
// ─── Dex Tab ──────────────────────────────────────────
function DexTab({ buddyData }: { buddyData: BuddyData }) {
function DexTab({
buddyData,
isActive,
onSwitchCreature,
onClose,
}: {
buddyData: BuddyData;
isActive: boolean;
onSwitchCreature: (creatureId: string) => void;
onClose: () => void;
}) {
const dexMap = new Map(buddyData.dex.map(d => [d.speciesId, d]));
const collected = buddyData.dex.length;
const total = ALL_SPECIES_IDS.length;
const chains = groupByChain();
const flatSpecies = groupByChain().flat();
const [focusedId, setFocusedId] = useState<SpeciesId>(flatSpecies[0]);
// Build options for the Select component
const options = flatSpecies.map(speciesId => {
const species = SPECIES_DATA[speciesId];
const entry = dexMap.get(speciesId);
const discovered = !!entry;
const isActiveCreature = buddyData.activeCreatureId
? buddyData.creatures.some(c => c.id === buddyData.activeCreatureId && c.speciesId === speciesId)
: false;
return {
label: (
<Text>
<Text color={GRAY}>#{String(species.dexNumber).padStart(3, '0')} </Text>
<Text color={discovered ? WHITE : GRAY} bold={isActiveCreature}>
{discovered ? (species.names.zh ?? species.name) : '???'}
</Text>
{isActiveCreature && <Text color={YELLOW}> </Text>}
</Text>
),
value: speciesId,
disabled: false,
};
});
// Right panel data
const focusedSpecies = SPECIES_DATA[focusedId];
const focusedEntry = dexMap.get(focusedId);
const focusedDiscovered = !!focusedEntry;
const focusedOwned = buddyData.creatures.find(c => c.speciesId === focusedId);
const focusedIsActive = buddyData.activeCreatureId
? buddyData.creatures.some(c => c.id === buddyData.activeCreatureId && c.speciesId === focusedId)
: false;
const spriteLines = focusedDiscovered
? (loadSprite(focusedId)?.lines ?? getFallbackSprite(focusedId))
: null;
const maxBase = 130;
return (
<Box flexDirection="column">
{/* Header */}
<Box justifyContent="space-between">
<Text bold color={CYAN}>
Pokédex
</Text>
<Text bold color={CYAN}>Pokédex</Text>
<Text>
<Text bold color={collected === total ? GREEN : WHITE}>
{collected}
</Text>
<Text bold color={collected === total ? GREEN : WHITE}>{collected}</Text>
<Text color={GRAY}>/{total}</Text>
<Text> </Text>
<Text color={GREEN}>{'█'.repeat(collected)}</Text>
<Text color={GRAY}>{'░'.repeat(total - collected)}</Text>
<Text> {Math.floor((collected / total) * 100)}%</Text>
</Text>
</Box>
<Box>
<Text color={GREEN}>{'█'.repeat(collected)}</Text>
<Text color={GRAY}>{'░'.repeat(total - collected)}</Text>
<Text> {Math.floor((collected / total) * 100)}%</Text>
</Box>
{/* Two-column: Select list | detail */}
<Box flexDirection="row">
{/* ── Left: Select list ── */}
<Box width={20}>
<Select
options={options}
onFocus={(value: SpeciesId) => setFocusedId(value)}
onChange={(value: SpeciesId) => {
const creature = buddyData.creatures.find(c => c.speciesId === value);
if (creature && creature.id !== buddyData.activeCreatureId) {
onSwitchCreature(creature.id);
}
}}
onCancel={onClose}
visibleOptionCount={flatSpecies.length}
hideIndexes
layout="compact"
isDisabled={!isActive}
/>
</Box>
{chains.map((chain, ci) => (
<Box key={ci} flexDirection="column">
{chain.map((speciesId, si) => {
const species = SPECIES_DATA[speciesId];
const entry = dexMap.get(speciesId);
const discovered = !!entry;
const isActive = buddyData.activeCreatureId
? buddyData.creatures.some(c => c.id === buddyData.activeCreatureId && c.speciesId === speciesId)
: false;
const nextEvo = getNextEvolution(speciesId);
{/* ── Divider ── */}
<Box flexDirection="column">
{Array.from({ length: flatSpecies.length }, (_, i) => (
<Text key={i} color={GRAY}></Text>
))}
</Box>
return (
<Box key={speciesId}>
<Text color={GRAY}>{si === 0 ? ' ' : '├'}</Text>
<Text>{isActive ? <Text color={YELLOW}></Text> : ' '}</Text>
<Text color={GRAY}>#{String(species.dexNumber).padStart(3, '0')} </Text>
<Text color={discovered ? WHITE : GRAY} bold={isActive}>
{discovered ? (species.names.zh ?? species.name) : '???'}
</Text>
{discovered && (
<Text>
{' '}
{species.types
.filter((t): t is string => Boolean(t))
.map((t, ti) => (
<React.Fragment key={t}>
{ti > 0 && <Text color={GRAY}>/</Text>}
<Text color={TYPE_COLORS[t] ?? GRAY}>{t.slice(0, 3).toUpperCase()}</Text>
</React.Fragment>
))}
</Text>
)}
{discovered && entry ? (
<Text color={GREEN}> Lv.{entry.bestLevel}</Text>
{/* ── Right: detail panel ── */}
<Box flexDirection="column" flexGrow={1} marginLeft={1}>
{focusedDiscovered ? (
<>
{/* Sprite */}
{spriteLines && (
<Box flexDirection="column" alignItems="center">
{spriteLines.map((line, i) => (
<Text key={i} color={CYAN}>{line}</Text>
))}
</Box>
)}
{/* Name header */}
<Box justifyContent="center">
<Text bold color={CYAN}>#{String(focusedSpecies.dexNumber).padStart(3, '0')} </Text>
<Text bold color={WHITE}>{focusedSpecies.names.zh ?? focusedSpecies.name}</Text>
<Text color={GRAY}> {focusedSpecies.name}</Text>
</Box>
{/* Types + Gender */}
<Box justifyContent="center">
{focusedSpecies.types
.filter((t): t is string => Boolean(t))
.map((t, ti) => (
<React.Fragment key={t}>
{ti > 0 && <Text color={GRAY}>/</Text>}
<Text color={TYPE_COLORS[t] ?? GRAY}>{t.toUpperCase()}</Text>
</React.Fragment>
))}
<Text color={GRAY}> {getGenderInfoText(focusedSpecies.genderRate)}</Text>
</Box>
{/* Base Stats */}
<Box flexDirection="column" marginTop={0}>
<Text color={GRAY}> Base Stats </Text>
{STAT_NAMES.map(stat => {
const val = focusedSpecies.baseStats[stat];
const filled = Math.round((val / maxBase) * 12);
return (
<Box key={stat}>
<Text color={WHITE}>{STAT_LABELS[stat].padEnd(3)}</Text>
<Text color={getStatColor(stat)}>
{'█'.repeat(filled)}
{'░'.repeat(12 - filled)}
</Text>
<Text> {String(val).padStart(3)}</Text>
</Box>
);
})}
<Box>
<Text color={WHITE}>{'Total'.padEnd(3)}</Text>
<Text color={GRAY}>{'─'.repeat(12)}</Text>
<Text bold> {Object.values(focusedSpecies.baseStats).reduce((a, b) => a + b, 0)}</Text>
</Box>
</Box>
{/* Evolution chain */}
{(() => {
const evoChain = getChainFor(focusedId);
if (evoChain.length <= 1) return null;
return (
<Box flexDirection="column" marginTop={0}>
<Text color={GRAY}> Evolution </Text>
<Box>
{evoChain.map((sid, i) => {
const next = getNextEvolution(sid);
return (
<React.Fragment key={sid}>
{i > 0 && <Text color={GRAY}> </Text>}
<Text color={sid === focusedId ? CYAN : GRAY} bold={sid === focusedId}>
{SPECIES_DATA[sid].names.zh ?? SPECIES_DATA[sid].name}
</Text>
{next && <Text color={GRAY}> Lv.{next.minLevel}</Text>}
</React.Fragment>
);
})}
</Box>
</Box>
);
})()}
{/* Flavor text */}
{focusedSpecies.flavorText && (
<Box marginTop={0}>
<Text color={GRAY} italic>"{focusedSpecies.flavorText}"</Text>
</Box>
)}
{/* Status */}
<Box marginTop={0}>
{focusedOwned ? (
focusedIsActive ? (
<Text color={GREEN}> Current buddy</Text>
) : (
<Text color={CYAN}>Enter switch to this buddy</Text>
)
) : (
<Text color={GRAY}> </Text>
)}
{nextEvo && (
<Text color={GRAY}>
{' '}
<Text color={CYAN}>Lv.{nextEvo.minLevel}</Text>
</Text>
<Text color={GRAY}>Not owned</Text>
)}
</Box>
);
})}
</Box>
))}
<Box marginTop={0} flexDirection="column">
<Text color={GRAY}> Stats </Text>
<Box>
<Text color={GRAY}>Turns: </Text>
<Text>{buddyData.stats.totalTurns}</Text>
<Text color={GRAY}> Days: </Text>
<Text>{buddyData.stats.consecutiveDays}</Text>
</Box>
<Box>
<Text color={GRAY}>Eggs: </Text>
<Text>{buddyData.stats.totalEggsObtained}</Text>
<Text color={GRAY}> Evolutions: </Text>
<Text>{buddyData.stats.totalEvolutions}</Text>
</>
) : (
<>
<Box flexDirection="column" alignItems="center" marginTop={2}>
<Text color={GRAY}>{' ??? '}</Text>
<Text color={GRAY}>{' / \\'}</Text>
<Text color={GRAY}>{' | ? |'}</Text>
<Text color={GRAY}>{' \\_/'}</Text>
</Box>
<Box justifyContent="center" marginTop={1}>
<Text bold color={GRAY}>#{String(focusedSpecies.dexNumber).padStart(3, '0')} ???</Text>
</Box>
<Box justifyContent="center">
<Text color={GRAY} italic>Undiscovered species...</Text>
</Box>
</>
)}
</Box>
</Box>
{/* Footer */}
<Box marginTop={0}>
<Text color={GRAY}>Turns:{buddyData.stats.totalTurns} Days:{buddyData.stats.consecutiveDays} Eggs:{buddyData.stats.totalEggsObtained} Evos:{buddyData.stats.totalEvolutions}</Text>
</Box>
{buddyData.eggs.length > 0 && (
<Box marginTop={0}>
<Text color={YELLOW}>🥚 Egg: </Text>
<Text>
{buddyData.eggs[0].stepsRemaining}/{buddyData.eggs[0].totalSteps}
</Text>
<Text color={GRAY}> steps</Text>
<Box>
<Text color={YELLOW}>🥚 {buddyData.eggs[0].stepsRemaining}/{buddyData.eggs[0].totalSteps} steps</Text>
</Box>
)}
</Box>
@@ -323,14 +490,39 @@ function EggTab({ buddyData }: { buddyData: BuddyData }) {
const eggs = buddyData.eggs;
if (eggs.length === 0) {
// Include today in progress even if updateDailyStats hasn't run yet
const today = new Date().toISOString().split('T')[0];
const lastDate = buddyData.stats.lastActiveDate;
let effectiveDays = buddyData.stats.consecutiveDays;
if (lastDate !== today) {
const yesterday = new Date();
yesterday.setDate(yesterday.getDate() - 1);
const yesterdayStr = yesterday.toISOString().split('T')[0];
effectiveDays = lastDate === yesterdayStr ? effectiveDays + 1 : 1;
}
const progress = Math.min(effectiveDays, EGG_REQUIRED_DAYS);
const filled = Math.round((progress / EGG_REQUIRED_DAYS) * 10);
const empty = 10 - filled;
const daysLeft = Math.max(0, EGG_REQUIRED_DAYS - effectiveDays);
return (
<Box flexDirection="column">
<Text bold color={CYAN}>
Egg
</Text>
<Text color={GRAY}>No egg currently. Keep coding!</Text>
{buddyData.stats.consecutiveDays < 7 && (
<Text color={GRAY}>Next egg: {7 - buddyData.stats.consecutiveDays} more days</Text>
<Box marginTop={0}>
<Text color={GRAY}>Egg progress </Text>
<Text color={progress >= EGG_REQUIRED_DAYS ? GREEN : YELLOW}>
{'█'.repeat(filled)}
{'░'.repeat(empty)}
</Text>
<Text> {progress}/{EGG_REQUIRED_DAYS} days</Text>
</Box>
{daysLeft > 0 ? (
<Text color={GRAY}>Next egg: {daysLeft} more day{daysLeft > 1 ? 's' : ''}</Text>
) : (
<Text color={GREEN}>Ready! Keep coding to trigger an egg.</Text>
)}
</Box>
);
@@ -403,3 +595,44 @@ function groupByChain(): SpeciesId[][] {
['pikachu'],
];
}
function getGenderInfoText(genderRate: number): string {
if (genderRate === -1) return 'Genderless';
if (genderRate === 0) return '♂ 100%';
if (genderRate === 8) return '♀ 100%';
return `${(genderRate / 8) * 100}%`;
}
/** Get full evolution chain containing this species */
function getChainFor(speciesId: SpeciesId): SpeciesId[] {
const chainHeads: SpeciesId[] = ['bulbasaur', 'charmander', 'squirtle', 'pikachu'];
let head: SpeciesId = speciesId;
for (const starter of chainHeads) {
if (isInChain(speciesId, starter)) {
head = starter;
break;
}
}
const chain: SpeciesId[] = [head];
let current: SpeciesId | undefined = head;
while (current) {
const next = getNextEvolution(current);
if (next) {
chain.push(next.to);
current = next.to;
} else {
current = undefined;
}
}
return chain;
}
function isInChain(target: SpeciesId, head: SpeciesId): boolean {
let current: SpeciesId | undefined = head;
while (current) {
if (current === target) return true;
const next = getNextEvolution(current);
current = next ? next.to : undefined;
}
return false;
}

View File

@@ -3468,8 +3468,8 @@ export function REPL({
// 1. Collect tool names from this turn's messages
const _toolNames: string[] = [];
for (const _msg of messagesRef.current) {
if (_msg.role === 'assistant' && Array.isArray(_msg.content)) {
for (const _block of _msg.content) {
if (_msg.type === 'assistant' && Array.isArray((_msg as any).message?.content)) {
for (const _block of (_msg as any).message.content) {
if (_block.type === 'tool_use') _toolNames.push(_block.name);
}
}