import { c as _c } from "react-compiler-runtime"; import figures from 'figures'; import React, { useEffect, useRef, useState } from 'react'; import { useTerminalSize } from '../hooks/useTerminalSize.js'; import { stringWidth } from '../ink/stringWidth.js'; import { Box, Text } from '../ink.js'; 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 { isBuddyEnabled } from './feature.js'; import { renderFace, renderSprite, spriteFrameCount } from './sprites.js'; import { RARITY_COLORS } from './types.js'; const TICK_MS = 500; const BUBBLE_SHOW = 20; // ticks → ~10s at 500ms const FADE_WINDOW = 6; // 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(t0) { const $ = _c(31); const { text, color, fading, tail } = t0; let T0; let borderColor; let t1; let t2; let t3; let t4; let t5; let t6; if ($[0] !== color || $[1] !== fading || $[2] !== text) { const lines = wrap(text, 30); borderColor = fading ? "inactive" : color; T0 = Box; t1 = "column"; t2 = "round"; t3 = borderColor; t4 = 1; t5 = 34; let t7; if ($[11] !== fading) { t7 = (l, i) => {l}; $[11] = fading; $[12] = t7; } else { t7 = $[12]; } t6 = lines.map(t7); $[0] = color; $[1] = fading; $[2] = text; $[3] = T0; $[4] = borderColor; $[5] = t1; $[6] = t2; $[7] = t3; $[8] = t4; $[9] = t5; $[10] = t6; } else { T0 = $[3]; borderColor = $[4]; t1 = $[5]; t2 = $[6]; t3 = $[7]; t4 = $[8]; t5 = $[9]; t6 = $[10]; } let t7; if ($[13] !== T0 || $[14] !== t1 || $[15] !== t2 || $[16] !== t3 || $[17] !== t4 || $[18] !== t5 || $[19] !== t6) { t7 = {t6}; $[13] = T0; $[14] = t1; $[15] = t2; $[16] = t3; $[17] = t4; $[18] = t5; $[19] = t6; $[20] = t7; } else { t7 = $[20]; } const bubble = t7; if (tail === "right") { let t8; if ($[21] !== borderColor) { t8 = ; $[21] = borderColor; $[22] = t8; } else { t8 = $[22]; } let t9; if ($[23] !== bubble || $[24] !== t8) { t9 = {bubble}{t8}; $[23] = bubble; $[24] = t8; $[25] = t9; } else { t9 = $[25]; } return t9; } let t8; if ($[26] !== borderColor) { t8 = ; $[26] = borderColor; $[27] = t8; } else { t8 = $[27]; } let t9; if ($[28] !== bubble || $[29] !== t8) { t9 = {bubble}{t8}; $[28] = bubble; $[29] = t8; $[30] = t9; } else { t9 = $[30]; } return t9; } 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 (!isBuddyEnabled()) 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 (!isBuddyEnabled()) 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() { const $ = _c(8); const reaction = useAppState(_temp); let t0; if ($[0] !== reaction) { t0 = { tick: 0, forReaction: reaction }; $[0] = reaction; $[1] = t0; } else { t0 = $[1]; } const [t1, setTick] = useState(t0); const { tick, forReaction } = t1; if (reaction !== forReaction) { setTick({ tick: 0, forReaction: reaction }); } let t2; let t3; if ($[2] !== reaction) { t2 = () => { if (!reaction) { return; } const timer = setInterval(_temp3, TICK_MS, setTick); return () => clearInterval(timer); }; t3 = [reaction]; $[2] = reaction; $[3] = t2; $[4] = t3; } else { t2 = $[3]; t3 = $[4]; } useEffect(t2, t3); if (!isBuddyEnabled() || !reaction) { return null; } const companion = getCompanion(); if (!companion || getGlobalConfig().companionMuted) { return null; } const t4 = tick >= BUBBLE_SHOW - FADE_WINDOW; let t5; if ($[5] !== reaction || $[6] !== t4) { t5 = ; $[5] = reaction; $[6] = t4; $[7] = t5; } else { t5 = $[7]; } return t5; } function _temp3(set) { return set(_temp2); } function _temp2(s_0) { return { ...s_0, tick: s_0.tick + 1 }; } function _temp(s) { return s.companionReaction; }