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https://github.com/claude-code-best/claude-code.git
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- 新增 MoveSlot, PCBox, Bag, ItemId 类型 - Creature 扩展 nature/moves/ability/heldItem/pokeball 字段 - BuddyData 升级 v2: 新增 boxes, bag, battlesWon/battlesLost - 新建 data/learnsets.ts: getDefaultMoveset/getDefaultAbility/getNewLearnableMoves - storage.ts v1→v2 迁移: 回填 nature/moves/ability,新增 PCBox/Bag - 新增 PCBox 操作: deposit/withdraw/move/rename/findLocation/release - 新增 Bag 操作: add/remove/getCount - generateCreature/loadBuddyData/hatchEgg 改为 async (Dex.learnsets.get 异步) - 修复 PokedexView: activeCreatureId → party[0] - 更新测试文件: async/await + v2 BuddyData fixtures Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
337 lines
11 KiB
TypeScript
337 lines
11 KiB
TypeScript
import { feature } from 'bun:bundle';
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import figures from 'figures';
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import React, { useEffect, useRef, useState } from 'react';
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import { useTerminalSize } from '../hooks/useTerminalSize.js';
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import { Box, Text, stringWidth } from '@anthropic/ink';
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import { useAppState, useSetAppState } from '../state/AppState.js';
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import type { AppState } from '../state/AppStateStore.js';
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import { getGlobalConfig } from '../utils/config.js';
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import { isFullscreenActive } from '../utils/fullscreen.js';
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import {
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loadBuddyData,
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getActiveCreature,
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getCreatureName,
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getXpProgress,
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loadSprite,
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getFallbackSprite,
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renderAnimatedSprite,
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getIdleAnimMode,
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getSpeciesData,
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type Creature,
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type AnimMode,
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} from '@claude-code-best/pokemon';
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const TICK_MS = 500;
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const BUBBLE_SHOW = 20; // ticks → ~10s at 500ms
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const FADE_WINDOW = 6; // last ~3s the bubble dims so you know it's about to go
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const PET_BURST_MS = 2500; // how long hearts float after /buddy pet
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// Module-level cache for sync access in render
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let _cachedCreature: Creature | null = null;
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let _cacheLoadPromise: Promise<void> | null = null;
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function ensureCreatureCache(): void {
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if (_cachedCreature !== null || _cacheLoadPromise) return;
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_cacheLoadPromise = loadBuddyData().then(data => {
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_cachedCreature = getActiveCreature(data);
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_cacheLoadPromise = null;
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}).catch(() => { _cacheLoadPromise = null; });
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}
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// Hearts float up-and-out over 5 ticks (~2.5s). Prepended above the sprite.
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const H = figures.heart;
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const PET_HEARTS = [
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` ${H} ${H} `,
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` ${H} ${H} ${H} `,
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` ${H} ${H} ${H} `,
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`${H} ${H} ${H} `,
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'· · · ',
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];
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function wrap(text: string, width: number): string[] {
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const words = text.split(' ');
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const lines: string[] = [];
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let cur = '';
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for (const w of words) {
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if (cur.length + w.length + 1 > width && cur) {
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lines.push(cur);
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cur = w;
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} else {
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cur = cur ? `${cur} ${w}` : w;
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}
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}
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if (cur) lines.push(cur);
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return lines;
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}
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function SpeechBubble({ text, fading }: { text: string; fading: boolean; tail: 'down' | 'right' }): React.ReactNode {
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const lines = wrap(text, 30);
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const borderColor = fading ? 'inactive' : 'claude';
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const bubble = (
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<Box flexDirection="column" borderStyle="round" borderColor={borderColor} paddingX={1} width={34}>
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{lines.map((l, i) => (
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<Text key={i} italic dimColor={!fading} color={fading ? 'inactive' : undefined}>
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{l}
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</Text>
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))}
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</Box>
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);
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return (
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<Box flexDirection="row" alignItems="center">
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{bubble}
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<Text color={borderColor}>─</Text>
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</Box>
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);
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}
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// For fullscreen floating bubble
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function FloatingBubble({ text, fading }: { text: string; fading: boolean }): React.ReactNode {
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const lines = wrap(text, 30);
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const borderColor = fading ? 'inactive' : 'claude';
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return (
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<Box flexDirection="column" alignItems="flex-end" marginRight={1}>
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<Box flexDirection="column" borderStyle="round" borderColor={borderColor} paddingX={1} width={34}>
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{lines.map((l, i) => (
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<Text key={i} italic dimColor={!fading} color={fading ? 'inactive' : undefined}>
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{l}
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</Text>
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))}
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</Box>
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<Box flexDirection="column" alignItems="flex-end" paddingRight={6}>
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<Text color={borderColor}>╲ </Text>
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<Text color={borderColor}>╲</Text>
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</Box>
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</Box>
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);
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}
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export const MIN_COLS_FOR_FULL_SPRITE = 100;
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const SPRITE_BODY_WIDTH = 12;
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const NAME_ROW_PAD = 2;
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const SPRITE_PADDING_X = 2;
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const BUBBLE_WIDTH = 36;
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const NARROW_QUIP_CAP = 24;
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function spriteColWidth(nameWidth: number): number {
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return Math.max(SPRITE_BODY_WIDTH, nameWidth + NAME_ROW_PAD);
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}
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/**
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* Get active Pokémon creature from cache, or null if not loaded yet.
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* Triggers async load if cache is empty.
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*/
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function getPokemonCreature(): Creature | null {
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try {
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ensureCreatureCache();
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return _cachedCreature;
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} catch {
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return null;
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}
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}
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/**
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* Force-refresh the creature cache (call after data changes).
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*/
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export function refreshCreatureCache(): void {
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_cachedCreature = null;
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_cacheLoadPromise = null;
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ensureCreatureCache();
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}
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export function companionReservedColumns(terminalColumns: number, speaking: boolean): number {
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if (!feature('BUDDY')) return 0;
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const creature = getPokemonCreature();
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if (!creature || getGlobalConfig().companionMuted) return 0;
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if (terminalColumns < MIN_COLS_FOR_FULL_SPRITE) return 0;
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const name = getCreatureName(creature);
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const nameWidth = stringWidth(name);
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const bubble = speaking && !isFullscreenActive() ? BUBBLE_WIDTH : 0;
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return spriteColWidth(nameWidth) + SPRITE_PADDING_X + bubble;
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}
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/**
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* Get sprite lines for a creature with animated mode applied.
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*/
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function getAnimatedSpriteLines(creature: Creature, tick: number, mode: AnimMode): string[] {
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const cached = loadSprite(creature.speciesId);
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const baseLines = cached?.lines ?? getFallbackSprite(creature.speciesId);
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return renderAnimatedSprite(baseLines, tick, mode);
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}
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export function CompanionSprite(): React.ReactNode {
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const reaction = useAppState(s => s.companionReaction);
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const petAt = useAppState(s => s.companionPetAt);
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const xpInfo = useAppState(s => s.companionXpInfo);
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const focused = useAppState(s => s.footerSelection === 'companion');
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// Subscribe to creature changes so we re-render immediately after switch
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const _creatureChangedAt = useAppState(s => s.companionCreatureChangedAt);
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const setAppState = useSetAppState();
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const { columns } = useTerminalSize();
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const [tick, setTick] = useState(0);
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const lastSpokeTick = useRef(0);
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const [{ petStartTick, forPetAt }, setPetStart] = useState({
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petStartTick: 0,
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forPetAt: petAt,
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});
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if (petAt !== forPetAt) {
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setPetStart({ petStartTick: tick, forPetAt: petAt });
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}
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useEffect(() => {
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const timer = setInterval(
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(setT: React.Dispatch<React.SetStateAction<number>>) => setT((t: number) => t + 1),
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TICK_MS,
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setTick,
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);
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return () => clearInterval(timer);
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}, []);
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useEffect(() => {
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if (!reaction) return;
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lastSpokeTick.current = tick;
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const timer = setTimeout(
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(setA: React.Dispatch<React.SetStateAction<AppState>>) =>
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setA((prev: AppState) =>
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prev.companionReaction === undefined ? prev : { ...prev, companionReaction: undefined },
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),
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BUBBLE_SHOW * TICK_MS,
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setAppState,
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);
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return () => clearTimeout(timer);
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// eslint-disable-next-line react-hooks/exhaustive-deps
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}, [reaction, setAppState]);
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if (!feature('BUDDY')) return null;
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const creature = getPokemonCreature();
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if (!creature || getGlobalConfig().companionMuted) return null;
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const species = getSpeciesData(creature.speciesId);
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const name = getCreatureName(creature);
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const color = creature.isShiny ? 'warning' : 'claude';
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const colWidth = spriteColWidth(stringWidth(name));
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const bubbleAge = reaction ? tick - lastSpokeTick.current : 0;
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const fading = reaction !== undefined && bubbleAge >= BUBBLE_SHOW - FADE_WINDOW;
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const petAge = petAt ? tick - petStartTick : Infinity;
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const petting = petAge * TICK_MS < PET_BURST_MS;
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// Narrow terminals: collapse to one-line face
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if (columns < MIN_COLS_FOR_FULL_SPRITE) {
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const quip =
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reaction && reaction.length > NARROW_QUIP_CAP ? reaction.slice(0, NARROW_QUIP_CAP - 1) + '…' : reaction;
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const label = quip ? `"${quip}"` : focused ? ` ${name} ` : name;
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const xpLabel = xpInfo
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? xpInfo.leveledUp
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? ` ↑Lv.${xpInfo.level}`
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: ` Lv.${xpInfo.level} +${xpInfo.xpGained}xp`
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: creature.level > 1
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? ` Lv.${creature.level}`
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: '';
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return (
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<Box paddingX={1} alignSelf="flex-end">
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<Text>
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{petting && <Text color="autoAccept">{figures.heart} </Text>}
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<Text bold color={color}>
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{species.names.zh ?? species.name}
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</Text>{' '}
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<Text
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italic
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dimColor={!focused && !reaction}
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bold={focused}
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inverse={focused && !reaction}
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color={reaction ? (fading ? 'inactive' : color) : focused ? color : undefined}
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>
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{label}
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</Text>
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{xpLabel && (
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<Text dimColor bold={xpInfo?.leveledUp} color={xpInfo?.leveledUp ? 'warning' : 'inactive'}>
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{xpLabel}
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</Text>
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)}
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</Text>
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</Box>
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);
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}
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// Determine animation mode
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let animMode: AnimMode = 'idle';
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if (reaction || petting) {
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animMode = 'excited';
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} else {
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animMode = getIdleAnimMode(tick);
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if (petting) animMode = 'pet';
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}
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const spriteLines = getAnimatedSpriteLines(creature, tick, animMode);
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const heartFrame = petting ? PET_HEARTS[petAge % PET_HEARTS.length] : null;
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const displayLines = heartFrame ? [heartFrame, ...spriteLines] : spriteLines;
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const xpStatus = xpInfo
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? xpInfo.leveledUp
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? `↑Lv.${xpInfo.level}`
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: `+${xpInfo.xpGained}xp`
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: null;
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const spriteColumn = (
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<Box flexDirection="column" flexShrink={0} alignItems="center" width={colWidth}>
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{displayLines.map((line, i) => (
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<Text key={i} color={i === 0 && heartFrame ? 'autoAccept' : color}>
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{line}
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</Text>
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))}
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<Text italic bold={focused} dimColor={!focused} color={focused ? color : undefined} inverse={focused}>
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{focused ? ` ${name} ` : name}
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</Text>
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<Text dimColor color={xpInfo?.leveledUp ? 'warning' : 'inactive'}>
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Lv.{creature.level} {xpStatus ?? ''}
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</Text>
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</Box>
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);
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if (!reaction) {
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return <Box paddingX={1}>{spriteColumn}</Box>;
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}
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if (isFullscreenActive()) {
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return <Box paddingX={1}>{spriteColumn}</Box>;
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}
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return (
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<Box flexDirection="row" alignItems="flex-end" paddingX={1} flexShrink={0}>
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<SpeechBubble text={reaction} fading={fading} tail="right" />
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{spriteColumn}
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</Box>
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);
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}
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// Floating bubble overlay for fullscreen mode
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export function CompanionFloatingBubble(): React.ReactNode {
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const reaction = useAppState(s => s.companionReaction);
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const _creatureChangedAt = useAppState(s => s.companionCreatureChangedAt);
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const [{ tick, forReaction }, setTick] = useState({
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tick: 0,
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forReaction: reaction,
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});
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if (reaction !== forReaction) {
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setTick({ tick: 0, forReaction: reaction });
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}
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useEffect(() => {
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if (!reaction) return;
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const timer = setInterval(
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(set: React.Dispatch<React.SetStateAction<{ tick: number; forReaction: string | undefined }>>) =>
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set(s => ({ ...s, tick: s.tick + 1 })),
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TICK_MS,
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setTick,
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);
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return () => clearInterval(timer);
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}, [reaction]);
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if (!feature('BUDDY') || !reaction) return null;
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const creature = getPokemonCreature();
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if (!creature || getGlobalConfig().companionMuted) return null;
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return <FloatingBubble text={reaction} fading={tick >= BUBBLE_SHOW - FADE_WINDOW} />;
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}
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