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import { feature } from 'bun:bundle';
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 { 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) => <Text key={i} italic={true} dimColor={!fading} color={fading ? "inactive" : undefined}>{l}</Text>;
$[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 = <T0 flexDirection={t1} borderStyle={t2} borderColor={t3} paddingX={t4} width={t5}>{t6}</T0>;
$[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 = <Text color={borderColor}>─</Text>;
$[21] = borderColor;
$[22] = t8;
} else {
t8 = $[22];
}
let t9;
if ($[23] !== bubble || $[24] !== t8) {
t9 = <Box flexDirection="row" alignItems="center">{bubble}{t8}</Box>;
$[23] = bubble;
$[24] = t8;
$[25] = t9;
} else {
t9 = $[25];
}
return t9;
}
let t8;
if ($[26] !== borderColor) {
t8 = <Box flexDirection="column" alignItems="flex-end" paddingRight={6}><Text color={borderColor}>╲ </Text><Text color={borderColor}>╲</Text></Box>;
$[26] = borderColor;
$[27] = t8;
} else {
t8 = $[27];
}
let t9;
if ($[28] !== bubble || $[29] !== t8) {
t9 = <Box flexDirection="column" alignItems="flex-end" marginRight={1}>{bubble}{t8}</Box>;
$[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 (!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 <Box paddingX={1} alignSelf="flex-end">
<Text>
{petting && <Text color="autoAccept">{figures.heart} </Text>}
<Text bold color={color}>
{renderFace(companion)}
</Text>{' '}
<Text italic dimColor={!focused && !reaction} bold={focused} inverse={focused && !reaction} color={reaction ? fading ? 'inactive' : color : focused ? color : undefined}>
{label}
</Text>
</Text>
</Box>;
}
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 = <Box flexDirection="column" flexShrink={0} alignItems="center" width={colWidth}>
{sprite.map((line, i) => <Text key={i} color={i === 0 && heartFrame ? 'autoAccept' : color}>
{line}
</Text>)}
<Text italic bold={focused} dimColor={!focused} color={focused ? color : undefined} inverse={focused}>
{focused ? ` ${companion.name} ` : companion.name}
</Text>
</Box>;
if (!reaction) {
return <Box paddingX={1}>{spriteColumn}</Box>;
}
// 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 <Box paddingX={1}>{spriteColumn}</Box>;
}
return <Box flexDirection="row" alignItems="flex-end" paddingX={1} flexShrink={0}>
<SpeechBubble text={reaction} color={color} fading={fading} tail="right" />
{spriteColumn}
</Box>;
}
// 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 = $[4];
}
useEffect(t2, t3);
if (!feature("BUDDY") || !reaction) {
return null;
}
const companion = getCompanion();
if (!companion || getGlobalConfig().companionMuted) {
return null;
}
const t4 = tick >= BUBBLE_SHOW - FADE_WINDOW;
let t5;
if ($[5] !== reaction || $[6] !== t4) {
t5 = <SpeechBubble text={reaction} color={RARITY_COLORS[companion.rarity]} fading={t4} tail="down" />;
$[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;
}
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