Dialogs engine
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import { isDialog, type Dialog, type DialogChoice, type DialogNode } from "./types";
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type ConditionOperator = '==' | '!=' | '>' | '<' | '>=' | '<=' | 'null' | '~null';
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type ConditionValue = string | number | boolean | null;
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interface ParsedCondition {
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variable: string;
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negate: boolean;
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operator?: ConditionOperator;
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value?: ConditionValue;
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}
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function parseCondition(s: string): ParsedCondition {
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// ~variable — falsy check, nothing else allowed
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if (s.startsWith('~') && !s.includes(' '))
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return { variable: s.slice(1), negate: true };
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const spaceIdx = s.indexOf(' ');
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if (spaceIdx === -1)
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return { variable: s, negate: false };
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const variable = s.slice(0, spaceIdx);
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const rest = s.slice(spaceIdx + 1).trim();
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if (rest === 'null') return { variable, negate: false, operator: 'null' };
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if (rest === '~null') return { variable, negate: false, operator: '~null' };
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const opMatch = rest.match(/^(==|!=|>=|<=|>|<)\s*(.+)$/);
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if (!opMatch) throw new Error(`Invalid condition: "${s}"`);
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const [, operator, rawValue] = opMatch;
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let value: ConditionValue;
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if (rawValue === 'null') value = null;
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else if (rawValue === 'true') value = true;
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else if (rawValue === 'false') value = false;
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else if (!isNaN(Number(rawValue))) value = Number(rawValue);
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else value = rawValue.replace(/^['"]|['"]$/g, '');
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return { variable, negate: false, operator: operator as ConditionOperator, value };
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}
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function conditionVariable(s: string): string {
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if (s.startsWith('~')) return s.slice(1);
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const space = s.indexOf(' ');
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return space === -1 ? s : s.slice(0, space);
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}
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export type DialogVariables = Record<string, string | number | boolean>;
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export type DialogActions = Record<string, (arg?: unknown) => Promise<void> | void>;
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export interface DialogRuntimeOptions {
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variables: DialogVariables;
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actions: DialogActions;
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}
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export interface DialogNodeView {
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speaker: string;
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text: string;
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choices?: DialogChoice[];
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}
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export function validateDialog(
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dialog: unknown,
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conditions: string[],
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actions: string[],
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speakers: string[],
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): string[] {
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if (!isDialog(dialog)) return ['invalid dialog structure'];
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const errors: string[] = [];
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const nodeIds = new Set(dialog.nodes.map(n => n.id));
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const conditionSet = new Set(conditions);
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const actionSet = new Set(actions);
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const speakerSet = new Set(speakers);
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if (!nodeIds.has(dialog.startNodeId))
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errors.push(`startNodeId '${dialog.startNodeId}' does not match any node id`);
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for (const node of dialog.nodes) {
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if (!speakerSet.has(node.speaker))
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errors.push(`node '${node.id}': unknown speaker '${node.speaker}'`);
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if (node.nextNodeId !== undefined && !nodeIds.has(node.nextNodeId))
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errors.push(`node '${node.id}': nextNodeId '${node.nextNodeId}' does not match any node id`);
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for (const cond of node.conditions ?? []) {
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const varName = conditionVariable(cond);
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if (!conditionSet.has(varName))
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errors.push(`node '${node.id}': unknown condition variable '${varName}'`);
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}
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for (const action of node.actions ?? [])
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if (!actionSet.has(action.type))
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errors.push(`node '${node.id}': unknown action type '${action.type}'`);
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for (const choice of node.choices ?? [])
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if (choice.nextNodeId !== undefined && !nodeIds.has(choice.nextNodeId))
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errors.push(`node '${node.id}': choice '${choice.text}': nextNodeId '${choice.nextNodeId}' does not match any node id`);
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}
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return errors;
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}
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export function isValidDialog(
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v: unknown,
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conditions: string[],
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actions: string[],
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speakers: string[],
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): v is Dialog {
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return validateDialog(v, conditions, actions, speakers).length === 0;
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}
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export class DialogEngine {
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private readonly nodeMap: Map<string, DialogNode>;
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private readonly startNodeId: string;
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private currentNode: DialogNode | null = null;
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constructor(
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dialog: Dialog,
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private readonly options: DialogRuntimeOptions,
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) {
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this.nodeMap = new Map(dialog.nodes.map(n => [n.id, n]));
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this.startNodeId = dialog.startNodeId;
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}
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async advance(nodeId?: string): Promise<DialogNodeView | null> {
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let targetId = nodeId ?? this.currentNode?.nextNodeId ?? (this.currentNode === null ? this.startNodeId : undefined);
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while (targetId !== undefined) {
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const node = this.nodeMap.get(targetId);
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if (!node) return null;
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if (!this.evaluateConditions(node.conditions ?? [])) {
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targetId = node.nextNodeId;
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continue;
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}
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this.currentNode = node;
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for (const action of node.actions ?? []) {
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await this.options.actions[action.type]?.(action.arg);
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}
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const choices = this.filterChoices(node.choices);
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return {
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speaker: node.speaker,
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text: node.text,
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choices,
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};
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}
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return null;
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}
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private filterChoices(choices?: DialogChoice[]): DialogChoice[] | undefined {
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if (!choices) return undefined;
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const filtered = choices.filter(choice => {
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if (choice.nextNodeId === undefined) return true;
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const target = this.nodeMap.get(choice.nextNodeId);
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return target ? this.evaluateConditions(target.conditions ?? []) : false;
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});
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return filtered.length > 0 ? filtered : undefined;
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}
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private evaluateConditions(conditions: string[]): boolean {
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return conditions.every(c => this.evaluateCondition(parseCondition(c)));
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}
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private evaluateCondition({ variable, negate, operator, value }: ParsedCondition): boolean {
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const val = this.options.variables[variable];
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if (operator === 'null') return val == null;
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if (operator === '~null') return val != null;
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if (operator === undefined)
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return negate ? !Boolean(val) : Boolean(val);
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if (operator === '==') return val === value;
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if (operator === '!=') return val !== value;
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if (typeof val !== 'number' || typeof value !== 'number') return false;
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if (operator === '<') return val < value;
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if (operator === '>') return val > value;
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if (operator === '<=') return val <= value;
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if (operator === '>=') return val >= value;
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return false;
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}
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[Symbol.asyncIterator]() {
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return this;
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}
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async next() {
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const nextNode = await this.advance();
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if (nextNode === null) return { done: true, value: null };
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return { done: false, value: nextNode };
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}
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}
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export interface DialogAction {
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type: string;
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arg?: string | number | boolean | null;
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}
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export interface DialogChoice {
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text: string;
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nextNodeId?: string;
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}
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export interface DialogNode {
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id: string;
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speaker: string;
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text: string;
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nextNodeId?: string;
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choices?: DialogChoice[];
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conditions?: string[];
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actions?: DialogAction[];
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}
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export interface Dialog {
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nodes: DialogNode[];
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startNodeId: string;
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}
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function isDialogAction(v: unknown): v is DialogAction {
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if (typeof v !== 'object' || v === null) return false;
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return typeof (v as Record<string, unknown>).type === 'string';
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}
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function isDialogChoice(v: unknown): v is DialogChoice {
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if (typeof v !== 'object' || v === null) return false;
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const c = v as Record<string, unknown>;
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return typeof c.text === 'string'
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&& (c.nextNodeId === undefined || typeof c.nextNodeId === 'string');
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}
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function isDialogNode(v: unknown): v is DialogNode {
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if (typeof v !== 'object' || v === null) return false;
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const n = v as Record<string, unknown>;
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return typeof n.id === 'string'
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&& typeof n.speaker === 'string'
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&& typeof n.text === 'string'
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&& (n.nextNodeId === undefined || typeof n.nextNodeId === 'string')
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&& (n.choices === undefined || (Array.isArray(n.choices) && n.choices.every(isDialogChoice)))
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&& (n.conditions === undefined || (Array.isArray(n.conditions) && n.conditions.every(v => typeof v === 'string')))
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&& (n.actions === undefined || (Array.isArray(n.actions) && n.actions.every(isDialogAction)));
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}
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export function isDialog(v: unknown): v is Dialog {
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if (typeof v !== 'object' || v === null) return false;
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const d = v as Record<string, unknown>;
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return Array.isArray(d.nodes) && d.nodes.every(isDialogNode)
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&& typeof d.startNodeId === 'string';
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}
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@ -0,0 +1,2 @@
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export type Key<T> = keyof T;
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export type Value<T, K extends Key<T> = Key<T>> = T[K];
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startNodeId: start
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nodes:
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- id: start
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speaker: npc
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text: "Ah, traveler. I sense you seek passage through my gates."
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nextNodeId: sword_path
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- id: sword_path
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speaker: npc
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text: "I see you carry a blade. Warriors are always welcome here."
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nextNodeId: no_sword_path
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conditions:
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- hasSword
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- id: no_sword_path
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speaker: npc
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text: "You come unarmed? Brave, or perhaps foolish. You may still pass."
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nextNodeId: end
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conditions:
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- ~hasSword
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- id: end
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speaker: npc
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text: "Safe travels."
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choices:
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- text: "Farewell."
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@ -1,34 +1,16 @@
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import { gameLoop } from "@common/game";
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import Input from "@common/input";
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import { DialogEngine, isValidDialog } from "@common/rpg/dialog";
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import dialogYml from './dialog.yml';
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const setup = () => {
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let x = window.innerWidth / 2 - 16;
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let y = window.innerHeight / 2 - 16;
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const ball = document.createElement('div');
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ball.style.display = 'block';
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ball.style.width = '32px';
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ball.style.height = '32px';
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ball.style.borderRadius = '50%';
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ball.style.backgroundColor = 'red';
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ball.style.position = 'absolute';
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document.body.append(ball);
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const speed = Math.min(window.innerHeight, window.innerWidth);
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return { x, y, speed, ball };
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}
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const frame = (dt: number, state: ReturnType<typeof setup>) => {
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const dx = Input.getHorizontal();
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const dy = Input.getVertical();
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state.x += state.speed * dx * dt;
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state.y += state.speed * dy * dt;
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state.ball.style.left = `${state.x}px`;
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state.ball.style.top = `${state.y}px`;
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}
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export default gameLoop(setup, frame);
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export default async function main() {
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// console.log(dialogYml);
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if (isValidDialog(dialogYml, ['hasSword'], [], ['player', 'npc'])) {
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const dialog = new DialogEngine(dialogYml, {
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variables: { hasSword: false },
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actions: {},
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});
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// console.log(await dialog.advance());
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for await (const node of dialog) {
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console.log(node);
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}
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}
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}
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