mirror of
https://github.com/claude-code-best/claude-code.git
synced 2026-06-15 12:55:51 +00:00
feat: 一大堆优化
This commit is contained in:
18
packages/pokemon/src/__tests__/renderer.test.ts
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18
packages/pokemon/src/__tests__/renderer.test.ts
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@@ -0,0 +1,18 @@
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import { describe, expect, test } from 'bun:test'
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import { renderAnimatedSprite } from '../sprites/renderer'
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describe('renderAnimatedSprite', () => {
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test('flip preserves sprite width alignment across rows', () => {
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const lines = [
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' AB',
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' C',
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]
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const flipped = renderAnimatedSprite(lines, 0, 'flip')
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expect(flipped).toEqual([
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'\x1b[0mBA \x1b[0m',
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'\x1b[0m C \x1b[0m',
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])
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})
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})
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@@ -4,13 +4,16 @@ import { ALL_SPECIES_IDS } from '../types'
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import { SPECIES_DATA } from '../data/species'
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import { generateCreature } from './creature'
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/** Days of consecutive coding needed to be eligible for an egg */
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export const EGG_REQUIRED_DAYS = 3
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/**
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* Check if the player is eligible to receive an egg.
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* Conditions: consecutiveDays >= 7 AND totalTurns % 50 === 0 AND eggs.length < 1
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* Conditions: consecutiveDays >= EGG_REQUIRED_DAYS AND totalTurns % 50 === 0 AND eggs.length < 1
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*/
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export function checkEggEligibility(buddyData: BuddyData): boolean {
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if (buddyData.eggs.length >= 1) return false
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if (buddyData.stats.consecutiveDays < 7) return false
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if (buddyData.stats.consecutiveDays < EGG_REQUIRED_DAYS) return false
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if (buddyData.stats.totalTurns % 50 !== 0) return false
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return true
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}
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@@ -31,12 +31,12 @@ export { determineGender, getGenderSymbol } from './core/gender'
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export { awardXP, getXpProgress } from './core/experience'
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export { awardEV, awardTurnEV, getEVSummary, resetEVCooldowns } from './core/effort'
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export { checkEvolution, evolve, canEvolveFurther } from './core/evolution'
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export { checkEggEligibility, generateEgg, advanceEggSteps, isEggReadyToHatch, hatchEgg } from './core/egg'
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export { checkEggEligibility, generateEgg, advanceEggSteps, isEggReadyToHatch, hatchEgg, EGG_REQUIRED_DAYS } from './core/egg'
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export { loadBuddyData, saveBuddyData, getDefaultBuddyData, migrateFromLegacy, updateDailyStats, incrementTurns } from './core/storage'
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export { loadSprite, fetchAndCacheSprite, getSpeciesDisplay } from './core/spriteCache'
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// Sprites
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export { renderAnimatedSprite, getIdleAnimMode } from './sprites/renderer'
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export { renderAnimatedSprite, getIdleAnimMode, getPetOverlay } from './sprites/renderer'
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export { getFallbackSprite } from './sprites/fallback'
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// UI Components
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@@ -1,4 +1,4 @@
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export { renderAnimatedSprite, getIdleAnimMode } from './renderer'
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export { renderAnimatedSprite, getIdleAnimMode, getPetOverlay } from './renderer'
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export type { AnimMode } from '../types'
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export { getFallbackSprite } from './fallback'
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export { loadSprite, fetchAndCacheSprite } from '../core/spriteCache'
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@@ -1,108 +1,233 @@
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import type { AnimMode } from '../types'
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// ─── Idle Sequence ────────────────────────────────────
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// Natural-looking idle: mostly still with occasional breathe/blink/bounce/fidget
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// ═══════════════════════════════════════════════════════
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// Pixel Grid Model — ANSI-safe animation foundation
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// ═══════════════════════════════════════════════════════
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//
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// Every sprite line is parsed into a Pixel[] row:
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// Pixel = { char: '▄', style: '\x1b[33m' }
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//
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// style = full accumulated ANSI state at that position,
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// so any transform (shift, reverse, slice) just moves Pixels
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// around without ever touching raw ANSI strings.
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//
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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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}
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const EMPTY_PIXEL: Pixel = { char: ' ', style: '' }
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const EMPTY_ROW: Pixel[] = []
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// ─── Parse / Render ───────────────────────────────────
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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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}
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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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}
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function parseSprite(lines: string[]): Pixel[][] {
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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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}
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// ─── Grid Transforms ──────────────────────────────────
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// All transforms operate on Pixel[][], never touch raw strings.
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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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}
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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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}
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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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* Horizontal mirror — reverse each row.
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* When mirrorChars=true, also swap directional characters (correct mirror).
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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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}
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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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}
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// ═══════════════════════════════════════════════════════
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// Idle Sequence
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// ═══════════════════════════════════════════════════════
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const IDLE_SEQUENCE: AnimMode[] = [
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'idle', 'idle', 'idle',
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'breathe',
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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', 'idle', 'idle',
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'idle',
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'bounce',
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'idle', 'idle', 'idle',
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'fidget',
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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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}
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// ─── Main Render ──────────────────────────────────────
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// ═══════════════════════════════════════════════════════
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// Public API
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// ═══════════════════════════════════════════════════════
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/**
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* Apply animation transform to sprite lines.
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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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let result: Pixel[][] = grid
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switch (mode) {
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case 'idle':
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return lines
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break
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case 'breathe':
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return breathe(lines, tick)
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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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return blinkEyes(lines)
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result = blinkEyes(result)
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break
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case 'fidget':
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return shiftLines(lines, tick % 2 === 0 ? 0 : 1)
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case 'bounce':
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return bounce(lines, tick)
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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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return walkLeft(lines, tick)
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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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return walkRight(lines, tick)
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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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return flipHorizontal(lines)
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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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return shiftLines(lines, tick % 2 === 0 ? -1 : 1)
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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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return addPetParticles(lines, tick)
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default:
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return lines
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break // overlay handled by SpriteAnimator
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}
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return renderSprite(result)
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}
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// ─── Animation Transforms ─────────────────────────────
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// ─── Heart overlay (kept for SpriteAnimator convenience) ──
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/** Subtle horizontal oscillation — shift right 1px on even ticks */
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function breathe(lines: string[], tick: number): string[] {
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return tick % 4 < 2 ? shiftLines(lines, 1) : lines
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}
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/** Parabolic bounce — sprite hops up and back down */
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function bounce(lines: string[], tick: number): string[] {
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const PATTERN = [0, 1, 2, 2, 1, 0, 0, 0]
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const h = PATTERN[tick % PATTERN.length]
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if (h === 0 || lines.length === 0) return lines
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return [
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...Array(h).fill(''),
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...lines.slice(0, lines.length - h),
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]
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}
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/** Walk left — shift left a few steps then reset */
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function walkLeft(lines: string[], tick: number): string[] {
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const phase = tick % 8
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if (phase >= 4) return lines
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return shiftLines(lines, -(phase + 1))
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}
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/** Walk right — shift right a few steps then reset */
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function walkRight(lines: string[], tick: number): string[] {
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const phase = tick % 8
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if (phase >= 4) return lines
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return shiftLines(lines, phase + 1)
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}
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/** Flip sprite horizontally — reverse each line's characters */
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function flipHorizontal(lines: string[]): string[] {
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return lines.map(reverseLine)
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}
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// ─── Helpers ──────────────────────────────────────────
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/** Shift all lines left (negative) or right (positive) by offset columns */
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function shiftLines(lines: string[], offset: number): string[] {
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if (offset === 0) return lines
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if (offset > 0) {
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const pad = ' '.repeat(offset)
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return lines.map(line => pad + line)
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}
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const abs = Math.abs(offset)
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return lines.map(line => line.slice(abs))
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}
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/** Replace eye characters with blink indicator */
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function blinkEyes(lines: string[]): string[] {
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return lines.map(line => line.replace(/[·✦×◉@°oO]/g, '—'))
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}
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/** Heart particle frames for pet animation */
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const PET_HEARTS = [
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[' ♥ ', ' '],
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[' ♥ ♥ ', ' ♥ '],
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@@ -111,20 +236,6 @@ const PET_HEARTS = [
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[' ♥ ', ' ♥ ♥ '],
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]
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/** Add heart particle frames above the sprite */
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function addPetParticles(lines: string[], tick: number): string[] {
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const hearts = PET_HEARTS[tick % PET_HEARTS.length]
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return [...hearts, ...lines]
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}
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/**
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* Reverse a line's visible characters while preserving leading ANSI codes.
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* Handles simple cases: ANSI at start + visible text.
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*/
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function reverseLine(line: string): string {
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// eslint-disable-next-line no-control-regex
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const ansiMatch = line.match(/^(\x1b\[[0-9;]*m)+/)
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const stripped = line.replace(/\x1b\[[0-9;]*m/g, '')
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const reversed = stripped.split('').reverse().join('')
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return ansiMatch ? ansiMatch[0] + reversed : reversed
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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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}
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|
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@@ -1,48 +1,40 @@
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import React, { useEffect, useState } from 'react'
|
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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'
|
||||
|
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/** Vertical padding — bounce shifts within this space */
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const V_PAD = 4
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|
||||
interface SpriteAnimatorProps {
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||||
/** Base sprite lines (before animation transforms) */
|
||||
/** Base sprite lines (ANSI is preserved) */
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lines: string[]
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/** Text color for the sprite */
|
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color?: Color
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||||
/** Tick interval in milliseconds (default 500) */
|
||||
/** Tick interval in ms (default 250) */
|
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tickMs?: number
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/** Single animation mode. Omit for idle sequence auto-play */
|
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/** Single mode; omit for idle auto-play */
|
||||
mode?: AnimMode
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/** Whether to center the sprite horizontally (default true) */
|
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/** Center horizontally (default true) */
|
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centered?: boolean
|
||||
/** Extra content to render above the sprite (e.g. hearts) */
|
||||
overlay?: string[] | null
|
||||
/** Show pet hearts overlay */
|
||||
petting?: boolean
|
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}
|
||||
|
||||
/**
|
||||
* 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.
|
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*
|
||||
* @example
|
||||
* ```tsx
|
||||
* // Idle animation, auto-centered
|
||||
* <SpriteAnimator lines={spriteLines} color="ansi:blue" />
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||||
*
|
||||
* // Forced excited mode
|
||||
* <SpriteAnimator lines={spriteLines} mode="excited" />
|
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*
|
||||
* // 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>
|
||||
)
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user