feat: build

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claude-code-best committed 2026-03-31 19:22:47 +08:00
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import { c as _c } from "react/compiler-runtime";
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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import { getGlobalConfig } from '../utils/config.js'
import {
type Companion,
type CompanionBones,
EYES,
HATS,
RARITIES,
RARITY_WEIGHTS,
type Rarity,
SPECIES,
STAT_NAMES,
type StatName,
} from './types.js'
// Mulberry32 — tiny seeded PRNG, good enough for picking ducks
function mulberry32(seed: number): () => number {
let a = seed >>> 0
return function () {
a |= 0
a = (a + 0x6d2b79f5) | 0
let t = Math.imul(a ^ (a >>> 15), 1 | a)
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t
return ((t ^ (t >>> 14)) >>> 0) / 4294967296
}
}
function hashString(s: string): number {
if (typeof Bun !== 'undefined') {
return Number(BigInt(Bun.hash(s)) & 0xffffffffn)
}
let h = 2166136261
for (let i = 0; i < s.length; i++) {
h ^= s.charCodeAt(i)
h = Math.imul(h, 16777619)
}
return h >>> 0
}
function pick<T>(rng: () => number, arr: readonly T[]): T {
return arr[Math.floor(rng() * arr.length)]!
}
function rollRarity(rng: () => number): Rarity {
const total = Object.values(RARITY_WEIGHTS).reduce((a, b) => a + b, 0)
let roll = rng() * total
for (const rarity of RARITIES) {
roll -= RARITY_WEIGHTS[rarity]
if (roll < 0) return rarity
}
return 'common'
}
const RARITY_FLOOR: Record<Rarity, number> = {
common: 5,
uncommon: 15,
rare: 25,
epic: 35,
legendary: 50,
}
// One peak stat, one dump stat, rest scattered. Rarity bumps the floor.
function rollStats(
rng: () => number,
rarity: Rarity,
): Record<StatName, number> {
const floor = RARITY_FLOOR[rarity]
const peak = pick(rng, STAT_NAMES)
let dump = pick(rng, STAT_NAMES)
while (dump === peak) dump = pick(rng, STAT_NAMES)
const stats = {} as Record<StatName, number>
for (const name of STAT_NAMES) {
if (name === peak) {
stats[name] = Math.min(100, floor + 50 + Math.floor(rng() * 30))
} else if (name === dump) {
stats[name] = Math.max(1, floor - 10 + Math.floor(rng() * 15))
} else {
stats[name] = floor + Math.floor(rng() * 40)
}
}
return stats
}
const SALT = 'friend-2026-401'
export type Roll = {
bones: CompanionBones
inspirationSeed: number
}
function rollFrom(rng: () => number): Roll {
const rarity = rollRarity(rng)
const bones: CompanionBones = {
rarity,
species: pick(rng, SPECIES),
eye: pick(rng, EYES),
hat: rarity === 'common' ? 'none' : pick(rng, HATS),
shiny: rng() < 0.01,
stats: rollStats(rng, rarity),
}
return { bones, inspirationSeed: Math.floor(rng() * 1e9) }
}
// Called from three hot paths (500ms sprite tick, per-keystroke PromptInput,
// per-turn observer) with the same userId → cache the deterministic result.
let rollCache: { key: string; value: Roll } | undefined
export function roll(userId: string): Roll {
const key = userId + SALT
if (rollCache?.key === key) return rollCache.value
const value = rollFrom(mulberry32(hashString(key)))
rollCache = { key, value }
return value
}
export function rollWithSeed(seed: string): Roll {
return rollFrom(mulberry32(hashString(seed)))
}
export function companionUserId(): string {
const config = getGlobalConfig()
return config.oauthAccount?.accountUuid ?? config.userID ?? 'anon'
}
// Regenerate bones from userId, merge with stored soul. Bones never persist
// so species renames and SPECIES-array edits can't break stored companions,
// and editing config.companion can't fake a rarity.
export function getCompanion(): Companion | undefined {
const stored = getGlobalConfig().companion
if (!stored) return undefined
const { bones } = roll(companionUserId())
// bones last so stale bones fields in old-format configs get overridden
return { ...stored, ...bones }
}
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import { feature } from 'bun:bundle'
import type { Message } from '../types/message.js'
import type { Attachment } from '../utils/attachments.js'
import { getGlobalConfig } from '../utils/config.js'
import { getCompanion } from './companion.js'
export function companionIntroText(name: string, species: string): string {
return `# Companion
A small ${species} named ${name} sits beside the user's input box and occasionally comments in a speech bubble. You're not ${name} — it's a separate watcher.
When the user addresses ${name} directly (by name), its bubble will answer. Your job in that moment is to stay out of the way: respond in ONE line or less, or just answer any part of the message meant for you. Don't explain that you're not ${name} — they know. Don't narrate what ${name} might say — the bubble handles that.`
}
export function getCompanionIntroAttachment(
messages: Message[] | undefined,
): Attachment[] {
if (!feature('BUDDY')) return []
const companion = getCompanion()
if (!companion || getGlobalConfig().companionMuted) return []
// Skip if already announced for this companion.
for (const msg of messages ?? []) {
if (msg.type !== 'attachment') continue
if (msg.attachment.type !== 'companion_intro') continue
if (msg.attachment.name === companion.name) return []
}
return [
{
type: 'companion_intro',
name: companion.name,
species: companion.species,
},
]
}
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import type { CompanionBones, Eye, Hat, Species } from './types.js'
import {
axolotl,
blob,
cactus,
capybara,
cat,
chonk,
dragon,
duck,
ghost,
goose,
mushroom,
octopus,
owl,
penguin,
rabbit,
robot,
snail,
turtle,
} from './types.js'
// Each sprite is 5 lines tall, 12 wide (after {E}→1char substitution).
// Multiple frames per species for idle fidget animation.
// Line 0 is the hat slot — must be blank in frames 0-1; frame 2 may use it.
const BODIES: Record<Species, string[][]> = {
[duck]: [
[
' ',
' __ ',
' <({E} )___ ',
' ( ._> ',
' `--´ ',
],
[
' ',
' __ ',
' <({E} )___ ',
' ( ._> ',
' `--´~ ',
],
[
' ',
' __ ',
' <({E} )___ ',
' ( .__> ',
' `--´ ',
],
],
[goose]: [
[
' ',
' ({E}> ',
' || ',
' _(__)_ ',
' ^^^^ ',
],
[
' ',
' ({E}> ',
' || ',
' _(__)_ ',
' ^^^^ ',
],
[
' ',
' ({E}>> ',
' || ',
' _(__)_ ',
' ^^^^ ',
],
],
[blob]: [
[
' ',
' .----. ',
' ( {E} {E} ) ',
' ( ) ',
' `----´ ',
],
[
' ',
' .------. ',
' ( {E} {E} ) ',
' ( ) ',
' `------´ ',
],
[
' ',
' .--. ',
' ({E} {E}) ',
' ( ) ',
' `--´ ',
],
],
[cat]: [
[
' ',
' /\\_/\\ ',
' ( {E} {E}) ',
' ( ω ) ',
' (")_(") ',
],
[
' ',
' /\\_/\\ ',
' ( {E} {E}) ',
' ( ω ) ',
' (")_(")~ ',
],
[
' ',
' /\\-/\\ ',
' ( {E} {E}) ',
' ( ω ) ',
' (")_(") ',
],
],
[dragon]: [
[
' ',
' /^\\ /^\\ ',
' < {E} {E} > ',
' ( ~~ ) ',
' `-vvvv-´ ',
],
[
' ',
' /^\\ /^\\ ',
' < {E} {E} > ',
' ( ) ',
' `-vvvv-´ ',
],
[
' ~ ~ ',
' /^\\ /^\\ ',
' < {E} {E} > ',
' ( ~~ ) ',
' `-vvvv-´ ',
],
],
[octopus]: [
[
' ',
' .----. ',
' ( {E} {E} ) ',
' (______) ',
' /\\/\\/\\/\\ ',
],
[
' ',
' .----. ',
' ( {E} {E} ) ',
' (______) ',
' \\/\\/\\/\\/ ',
],
[
' o ',
' .----. ',
' ( {E} {E} ) ',
' (______) ',
' /\\/\\/\\/\\ ',
],
],
[owl]: [
[
' ',
' /\\ /\\ ',
' (({E})({E})) ',
' ( >< ) ',
' `----´ ',
],
[
' ',
' /\\ /\\ ',
' (({E})({E})) ',
' ( >< ) ',
' .----. ',
],
[
' ',
' /\\ /\\ ',
' (({E})(-)) ',
' ( >< ) ',
' `----´ ',
],
],
[penguin]: [
[
' ',
' .---. ',
' ({E}>{E}) ',
' /( )\\ ',
' `---´ ',
],
[
' ',
' .---. ',
' ({E}>{E}) ',
' |( )| ',
' `---´ ',
],
[
' .---. ',
' ({E}>{E}) ',
' /( )\\ ',
' `---´ ',
' ~ ~ ',
],
],
[turtle]: [
[
' ',
' _,--._ ',
' ( {E} {E} ) ',
' /[______]\\ ',
' `` `` ',
],
[
' ',
' _,--._ ',
' ( {E} {E} ) ',
' /[______]\\ ',
' `` `` ',
],
[
' ',
' _,--._ ',
' ( {E} {E} ) ',
' /[======]\\ ',
' `` `` ',
],
],
[snail]: [
[
' ',
' {E} .--. ',
' \\ ( @ ) ',
' \\_`--´ ',
' ~~~~~~~ ',
],
[
' ',
' {E} .--. ',
' | ( @ ) ',
' \\_`--´ ',
' ~~~~~~~ ',
],
[
' ',
' {E} .--. ',
' \\ ( @ ) ',
' \\_`--´ ',
' ~~~~~~ ',
],
],
[ghost]: [
[
' ',
' .----. ',
' / {E} {E} \\ ',
' | | ',
' ~`~``~`~ ',
],
[
' ',
' .----. ',
' / {E} {E} \\ ',
' | | ',
' `~`~~`~` ',
],
[
' ~ ~ ',
' .----. ',
' / {E} {E} \\ ',
' | | ',
' ~~`~~`~~ ',
],
],
[axolotl]: [
[
' ',
'}~(______)~{',
'}~({E} .. {E})~{',
' ( .--. ) ',
' (_/ \\_) ',
],
[
' ',
'~}(______){~',
'~}({E} .. {E}){~',
' ( .--. ) ',
' (_/ \\_) ',
],
[
' ',
'}~(______)~{',
'}~({E} .. {E})~{',
' ( -- ) ',
' ~_/ \\_~ ',
],
],
[capybara]: [
[
' ',
' n______n ',
' ( {E} {E} ) ',
' ( oo ) ',
' `------´ ',
],
[
' ',
' n______n ',
' ( {E} {E} ) ',
' ( Oo ) ',
' `------´ ',
],
[
' ~ ~ ',
' u______n ',
' ( {E} {E} ) ',
' ( oo ) ',
' `------´ ',
],
],
[cactus]: [
[
' ',
' n ____ n ',
' | |{E} {E}| | ',
' |_| |_| ',
' | | ',
],
[
' ',
' ____ ',
' n |{E} {E}| n ',
' |_| |_| ',
' | | ',
],
[
' n n ',
' | ____ | ',
' | |{E} {E}| | ',
' |_| |_| ',
' | | ',
],
],
[robot]: [
[
' ',
' .[||]. ',
' [ {E} {E} ] ',
' [ ==== ] ',
' `------´ ',
],
[
' ',
' .[||]. ',
' [ {E} {E} ] ',
' [ -==- ] ',
' `------´ ',
],
[
' * ',
' .[||]. ',
' [ {E} {E} ] ',
' [ ==== ] ',
' `------´ ',
],
],
[rabbit]: [
[
' ',
' (\\__/) ',
' ( {E} {E} ) ',
' =( .. )= ',
' (")__(") ',
],
[
' ',
' (|__/) ',
' ( {E} {E} ) ',
' =( .. )= ',
' (")__(") ',
],
[
' ',
' (\\__/) ',
' ( {E} {E} ) ',
' =( . . )= ',
' (")__(") ',
],
],
[mushroom]: [
[
' ',
' .-o-OO-o-. ',
'(__________)',
' |{E} {E}| ',
' |____| ',
],
[
' ',
' .-O-oo-O-. ',
'(__________)',
' |{E} {E}| ',
' |____| ',
],
[
' . o . ',
' .-o-OO-o-. ',
'(__________)',
' |{E} {E}| ',
' |____| ',
],
],
[chonk]: [
[
' ',
' /\\ /\\ ',
' ( {E} {E} ) ',
' ( .. ) ',
' `------´ ',
],
[
' ',
' /\\ /| ',
' ( {E} {E} ) ',
' ( .. ) ',
' `------´ ',
],
[
' ',
' /\\ /\\ ',
' ( {E} {E} ) ',
' ( .. ) ',
' `------´~ ',
],
],
}
const HAT_LINES: Record<Hat, string> = {
none: '',
crown: ' \\^^^/ ',
tophat: ' [___] ',
propeller: ' -+- ',
halo: ' ( ) ',
wizard: ' /^\\ ',
beanie: ' (___) ',
tinyduck: ' ,> ',
}
export function renderSprite(bones: CompanionBones, frame = 0): string[] {
const frames = BODIES[bones.species]
const body = frames[frame % frames.length]!.map(line =>
line.replaceAll('{E}', bones.eye),
)
const lines = [...body]
// Only replace with hat if line 0 is empty (some fidget frames use it for smoke etc)
if (bones.hat !== 'none' && !lines[0]!.trim()) {
lines[0] = HAT_LINES[bones.hat]
}
// Drop blank hat slot — wastes a row in the Card and ambient sprite when
// there's no hat and the frame isn't using it for smoke/antenna/etc.
// Only safe when ALL frames have blank line 0; otherwise heights oscillate.
if (!lines[0]!.trim() && frames.every(f => !f[0]!.trim())) lines.shift()
return lines
}
export function spriteFrameCount(species: Species): number {
return BODIES[species].length
}
export function renderFace(bones: CompanionBones): string {
const eye: Eye = bones.eye
switch (bones.species) {
case duck:
case goose:
return `(${eye}>`
case blob:
return `(${eye}${eye})`
case cat:
return `=${eye}ω${eye}=`
case dragon:
return `<${eye}~${eye}>`
case octopus:
return `~(${eye}${eye})~`
case owl:
return `(${eye})(${eye})`
case penguin:
return `(${eye}>)`
case turtle:
return `[${eye}_${eye}]`
case snail:
return `${eye}(@)`
case ghost:
return `/${eye}${eye}\\`
case axolotl:
return `}${eye}.${eye}{`
case capybara:
return `(${eye}oo${eye})`
case cactus:
return `|${eye} ${eye}|`
case robot:
return `[${eye}${eye}]`
case rabbit:
return `(${eye}..${eye})`
case mushroom:
return `|${eye} ${eye}|`
case chonk:
return `(${eye}.${eye})`
}
}
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export const RARITIES = [
'common',
'uncommon',
'rare',
'epic',
'legendary',
] as const
export type Rarity = (typeof RARITIES)[number]
// One species name collides with a model-codename canary in excluded-strings.txt.
// The check greps build output (not source), so runtime-constructing the value keeps
// the literal out of the bundle while the check stays armed for the actual codename.
// All species encoded uniformly; `as` casts are type-position only (erased pre-bundle).
const c = String.fromCharCode
// biome-ignore format: keep the species list compact
export const duck = c(0x64,0x75,0x63,0x6b) as 'duck'
export const goose = c(0x67, 0x6f, 0x6f, 0x73, 0x65) as 'goose'
export const blob = c(0x62, 0x6c, 0x6f, 0x62) as 'blob'
export const cat = c(0x63, 0x61, 0x74) as 'cat'
export const dragon = c(0x64, 0x72, 0x61, 0x67, 0x6f, 0x6e) as 'dragon'
export const octopus = c(0x6f, 0x63, 0x74, 0x6f, 0x70, 0x75, 0x73) as 'octopus'
export const owl = c(0x6f, 0x77, 0x6c) as 'owl'
export const penguin = c(0x70, 0x65, 0x6e, 0x67, 0x75, 0x69, 0x6e) as 'penguin'
export const turtle = c(0x74, 0x75, 0x72, 0x74, 0x6c, 0x65) as 'turtle'
export const snail = c(0x73, 0x6e, 0x61, 0x69, 0x6c) as 'snail'
export const ghost = c(0x67, 0x68, 0x6f, 0x73, 0x74) as 'ghost'
export const axolotl = c(0x61, 0x78, 0x6f, 0x6c, 0x6f, 0x74, 0x6c) as 'axolotl'
export const capybara = c(
0x63,
0x61,
0x70,
0x79,
0x62,
0x61,
0x72,
0x61,
) as 'capybara'
export const cactus = c(0x63, 0x61, 0x63, 0x74, 0x75, 0x73) as 'cactus'
export const robot = c(0x72, 0x6f, 0x62, 0x6f, 0x74) as 'robot'
export const rabbit = c(0x72, 0x61, 0x62, 0x62, 0x69, 0x74) as 'rabbit'
export const mushroom = c(
0x6d,
0x75,
0x73,
0x68,
0x72,
0x6f,
0x6f,
0x6d,
) as 'mushroom'
export const chonk = c(0x63, 0x68, 0x6f, 0x6e, 0x6b) as 'chonk'
export const SPECIES = [
duck,
goose,
blob,
cat,
dragon,
octopus,
owl,
penguin,
turtle,
snail,
ghost,
axolotl,
capybara,
cactus,
robot,
rabbit,
mushroom,
chonk,
] as const
export type Species = (typeof SPECIES)[number] // biome-ignore format: keep compact
export const EYES = ['·', '✦', '×', '◉', '@', '°'] as const
export type Eye = (typeof EYES)[number]
export const HATS = [
'none',
'crown',
'tophat',
'propeller',
'halo',
'wizard',
'beanie',
'tinyduck',
] as const
export type Hat = (typeof HATS)[number]
export const STAT_NAMES = [
'DEBUGGING',
'PATIENCE',
'CHAOS',
'WISDOM',
'SNARK',
] as const
export type StatName = (typeof STAT_NAMES)[number]
// Deterministic parts — derived from hash(userId)
export type CompanionBones = {
rarity: Rarity
species: Species
eye: Eye
hat: Hat
shiny: boolean
stats: Record<StatName, number>
}
// Model-generated soul — stored in config after first hatch
export type CompanionSoul = {
name: string
personality: string
}
export type Companion = CompanionBones &
CompanionSoul & {
hatchedAt: number
}
// What actually persists in config. Bones are regenerated from hash(userId)
// on every read so species renames don't break stored companions and users
// can't edit their way to a legendary.
export type StoredCompanion = CompanionSoul & { hatchedAt: number }
export const RARITY_WEIGHTS = {
common: 60,
uncommon: 25,
rare: 10,
epic: 4,
legendary: 1,
} as const satisfies Record<Rarity, number>
export const RARITY_STARS = {
common: '★',
uncommon: '★★',
rare: '★★★',
epic: '★★★★',
legendary: '★★★★★',
} as const satisfies Record<Rarity, string>
export const RARITY_COLORS = {
common: 'inactive',
uncommon: 'success',
rare: 'permission',
epic: 'autoAccept',
legendary: 'warning',
} as const satisfies Record<Rarity, keyof import('../utils/theme.js').Theme>
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import { c as _c } from "react/compiler-runtime";
import { feature } from 'bun:bundle';
import React, { useEffect } from 'react';
import { useNotifications } from '../context/notifications.js';
import { Text } from '../ink.js';
import { getGlobalConfig } from '../utils/config.js';
import { getRainbowColor } from '../utils/thinking.js';
// Local date, not UTC — 24h rolling wave across timezones. Sustained Twitter
// buzz instead of a single UTC-midnight spike, gentler on soul-gen load.
// Teaser window: April 1-7, 2026 only. Command stays live forever after.
export function isBuddyTeaserWindow(): boolean {
if ("external" === 'ant') return true;
const d = new Date();
return d.getFullYear() === 2026 && d.getMonth() === 3 && d.getDate() <= 7;
}
export function isBuddyLive(): boolean {
if ("external" === 'ant') return true;
const d = new Date();
return d.getFullYear() > 2026 || d.getFullYear() === 2026 && d.getMonth() >= 3;
}
function RainbowText(t0) {
const $ = _c(2);
const {
text
} = t0;
let t1;
if ($[0] !== text) {
t1 = <>{[...text].map(_temp)}</>;
$[0] = text;
$[1] = t1;
} else {
t1 = $[1];
}
return t1;
}
// Rainbow /buddy teaser shown on startup when no companion hatched yet.
// Idle presence and reactions are handled by CompanionSprite directly.
function _temp(ch, i) {
return <Text key={i} color={getRainbowColor(i)}>{ch}</Text>;
}
export function useBuddyNotification() {
const $ = _c(4);
const {
addNotification,
removeNotification
} = useNotifications();
let t0;
let t1;
if ($[0] !== addNotification || $[1] !== removeNotification) {
t0 = () => {
if (!feature("BUDDY")) {
return;
}
const config = getGlobalConfig();
if (config.companion || !isBuddyTeaserWindow()) {
return;
}
addNotification({
key: "buddy-teaser",
jsx: <RainbowText text="/buddy" />,
priority: "immediate",
timeoutMs: 15000
});
return () => removeNotification("buddy-teaser");
};
t1 = [addNotification, removeNotification];
$[0] = addNotification;
$[1] = removeNotification;
$[2] = t0;
$[3] = t1;
} else {
t0 = $[2];
t1 = $[3];
}
useEffect(t0, t1);
}
export function findBuddyTriggerPositions(text: string): Array<{
start: number;
end: number;
}> {
if (!feature('BUDDY')) return [];
const triggers: Array<{
start: number;
end: number;
}> = [];
const re = /\/buddy\b/g;
let m: RegExpExecArray | null;
while ((m = re.exec(text)) !== null) {
triggers.push({
start: m.index,
end: m.index + m[0].length
});
}
return triggers;
}
//# 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