import { feature } from 'bun:bundle';
import figures from 'figures';
import React, { useEffect, useRef, useState } from 'react';
import { useTerminalSize } from '../hooks/useTerminalSize.js';
import { Box, Text, stringWidth } from '@anthropic/ink';
import { useAppState, useSetAppState } from '../state/AppState.js';
import type { AppState } from '../state/AppStateStore.js';
import { getGlobalConfig } from '../utils/config.js';
import { isFullscreenActive } from '../utils/fullscreen.js';
import type { Theme } from '../utils/theme.js';
import { getCompanion } from './companion.js';
import { renderFace, renderSprite, spriteFrameCount } from './sprites.js';
import { RARITY_COLORS } from './types.js';
const TICK_MS = 1000;
const BUBBLE_SHOW = 10; // ticks → ~10s at 1000ms
const FADE_WINDOW = 3; // last ~3s the bubble dims so you know it's about to go
const PET_BURST_MS = 2500; // how long hearts float after /buddy pet
// Idle sequence: mostly rest (frame 0), occasional fidget (frames 1-2), rare blink.
// Sequence indices map to sprite frames; -1 means "blink on frame 0".
const IDLE_SEQUENCE = [0, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 2, 0, 0, 0];
// Hearts float up-and-out over 5 ticks (~2.5s). Prepended above the sprite.
const H = figures.heart;
const PET_HEARTS = [
` ${H} ${H} `,
` ${H} ${H} ${H} `,
` ${H} ${H} ${H} `,
`${H} ${H} ${H} `,
'· · · ',
];
function wrap(text: string, width: number): string[] {
const words = text.split(' ');
const lines: string[] = [];
let cur = '';
for (const w of words) {
if (cur.length + w.length + 1 > width && cur) {
lines.push(cur);
cur = w;
} else {
cur = cur ? `${cur} ${w}` : w;
}
}
if (cur) lines.push(cur);
return lines;
}
function SpeechBubble({
text,
color,
fading,
tail,
}: {
text: string;
color: keyof Theme;
fading: boolean;
tail: 'down' | 'right';
}): React.ReactNode {
const lines = wrap(text, 30);
const borderColor = fading ? 'inactive' : color;
const bubble = (
{lines.map((l, i) => (
{l}
))}
);
if (tail === 'right') {
return (
{bubble}
─
);
}
return (
{bubble}
╲
╲
);
}
export const MIN_COLS_FOR_FULL_SPRITE = 100;
const SPRITE_BODY_WIDTH = 12;
const NAME_ROW_PAD = 2; // focused state wraps name in spaces: ` name `
const SPRITE_PADDING_X = 2;
const BUBBLE_WIDTH = 36; // SpeechBubble box (34) + tail column
const NARROW_QUIP_CAP = 24;
function spriteColWidth(nameWidth: number): number {
return Math.max(SPRITE_BODY_WIDTH, nameWidth + NAME_ROW_PAD);
}
// Width the sprite area consumes. PromptInput subtracts this so text wraps
// correctly. In fullscreen the bubble floats over scrollback (no extra
// width); in non-fullscreen it sits inline and needs BUBBLE_WIDTH more.
// Narrow terminals: 0 — REPL.tsx stacks the one-liner on its own row
// (above input in fullscreen, below in scrollback), so no reservation.
export function companionReservedColumns(terminalColumns: number, speaking: boolean): number {
if (!feature('BUDDY')) return 0;
const companion = getCompanion();
if (!companion || getGlobalConfig().companionMuted) return 0;
if (terminalColumns < MIN_COLS_FOR_FULL_SPRITE) return 0;
const nameWidth = stringWidth(companion.name);
const bubble = speaking && !isFullscreenActive() ? BUBBLE_WIDTH : 0;
return spriteColWidth(nameWidth) + SPRITE_PADDING_X + bubble;
}
export function CompanionSprite(): React.ReactNode {
const reaction = useAppState(s => s.companionReaction);
const petAt = useAppState(s => s.companionPetAt);
const focused = useAppState(s => s.footerSelection === 'companion');
const setAppState = useSetAppState();
const { columns } = useTerminalSize();
const [tick, setTick] = useState(0);
const lastSpokeTick = useRef(0);
// Sync-during-render (not useEffect) so the first post-pet render already
// has petStartTick=tick and petAge=0 — otherwise frame 0 is skipped.
const [{ petStartTick, forPetAt }, setPetStart] = useState({
petStartTick: 0,
forPetAt: petAt,
});
if (petAt !== forPetAt) {
setPetStart({ petStartTick: tick, forPetAt: petAt });
}
useEffect(() => {
const timer = setInterval(setT => setT((t: number) => t + 1), TICK_MS, setTick);
return () => clearInterval(timer);
}, []);
useEffect(() => {
if (!reaction) return;
lastSpokeTick.current = tick;
const timer = setTimeout(
setA =>
setA((prev: AppState) =>
prev.companionReaction === undefined ? prev : { ...prev, companionReaction: undefined },
),
BUBBLE_SHOW * TICK_MS,
setAppState,
);
return () => clearTimeout(timer);
// eslint-disable-next-line react-hooks/exhaustive-deps -- tick intentionally captured at reaction-change, not tracked
}, [reaction, setAppState]);
if (!feature('BUDDY')) return null;
const companion = getCompanion();
if (!companion || getGlobalConfig().companionMuted) return null;
const color = RARITY_COLORS[companion.rarity];
const colWidth = spriteColWidth(stringWidth(companion.name));
const bubbleAge = reaction ? tick - lastSpokeTick.current : 0;
const fading = reaction !== undefined && bubbleAge >= BUBBLE_SHOW - FADE_WINDOW;
const petAge = petAt ? tick - petStartTick : Infinity;
const petting = petAge * TICK_MS < PET_BURST_MS;
// Narrow terminals: collapse to one-line face. When speaking, the quip
// replaces the name beside the face (no room for a bubble).
if (columns < MIN_COLS_FOR_FULL_SPRITE) {
const quip =
reaction && reaction.length > NARROW_QUIP_CAP ? reaction.slice(0, NARROW_QUIP_CAP - 1) + '…' : reaction;
const label = quip ? `"${quip}"` : focused ? ` ${companion.name} ` : companion.name;
return (
{petting && {figures.heart} }
{renderFace(companion)}
{' '}
{label}
);
}
const frameCount = spriteFrameCount(companion.species);
const heartFrame = petting ? PET_HEARTS[petAge % PET_HEARTS.length] : null;
let spriteFrame: number;
let blink = false;
if (reaction || petting) {
// Excited: cycle all fidget frames fast
spriteFrame = tick % frameCount;
} else {
const step = IDLE_SEQUENCE[tick % IDLE_SEQUENCE.length]!;
if (step === -1) {
spriteFrame = 0;
blink = true;
} else {
spriteFrame = step % frameCount;
}
}
const body = renderSprite(companion, spriteFrame).map(line => (blink ? line.replaceAll(companion.eye, '-') : line));
const sprite = heartFrame ? [heartFrame, ...body] : body;
// Name row doubles as hint row — unfocused shows dim name + ↓ discovery,
// focused shows inverse name. The enter-to-open hint lives in
// PromptInputFooter's right column so this row stays one line and the
// sprite doesn't jump up when selected. flexShrink=0 stops the
// inline-bubble row wrapper from squeezing the sprite to fit.
const spriteColumn = (
{sprite.map((line, i) => (
{line}
))}
{focused ? ` ${companion.name} ` : companion.name}
);
if (!reaction) {
return {spriteColumn};
}
// Fullscreen: bubble renders separately via CompanionFloatingBubble in
// FullscreenLayout's bottomFloat slot (the bottom slot's overflowY:hidden
// would clip a position:absolute overlay here). Sprite body only.
// Non-fullscreen: bubble sits inline beside the sprite (input shrinks)
// because floating into Static scrollback can't be cleared.
if (isFullscreenActive()) {
return {spriteColumn};
}
return (
{spriteColumn}
);
}
// Floating bubble overlay for fullscreen mode. Mounted in FullscreenLayout's
// bottomFloat slot (outside the overflowY:hidden clip) so it can extend into
// the ScrollBox region. CompanionSprite owns the clear-after-10s timer; this
// just reads companionReaction and renders the fade.
export function CompanionFloatingBubble(): React.ReactNode {
const reaction = useAppState(s => s.companionReaction);
const [{ tick, forReaction }, setTick] = useState({
tick: 0,
forReaction: reaction,
});
// Reset tick synchronously when reaction changes (not in useEffect, which
// runs post-render and would show one stale-faded frame). Storing the
// reaction the tick is counting FOR alongside the tick itself means the
// fade computation never sees a tick from a previous reaction.
if (reaction !== forReaction) {
setTick({ tick: 0, forReaction: reaction });
}
useEffect(() => {
if (!reaction) return;
const timer = setInterval(set => set(s => ({ ...s, tick: s.tick + 1 })), TICK_MS, setTick);
return () => clearInterval(timer);
}, [reaction]);
if (!feature('BUDDY') || !reaction) return null;
const companion = getCompanion();
if (!companion || getGlobalConfig().companionMuted) return null;
return (
= BUBBLE_SHOW - FADE_WINDOW}
tail="down"
/>
);
}