mirror of
https://github.com/cliffe/BreakEscape.git
synced 2026-02-20 13:50:46 +00:00
Add NPC dialogue and interaction scripts
- Created a generic NPC script with conversation handling. - Developed an Alice NPC script demonstrating branching dialogue and state tracking. - Implemented a test NPC script for development purposes. - Added JSON representations for the NPC scripts. - Created an HTML test interface for NPC integration testing. - Included event handling and bark systems for NPC interactions.
This commit is contained in:
2
.vscode/settings.json
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2
.vscode/settings.json
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@@ -1,4 +1,4 @@
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{
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"cursor.general.disableHttp2": true,
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"chat.agent.maxRequests": 50
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"chat.agent.maxRequests": 100
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}
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assets/npc/avatars/npc_alice.png
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assets/npc/avatars/npc_alice.png
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assets/npc/avatars/npc_bob.png
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assets/npc/avatars/npc_bob.png
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assets/vendor/ink.js
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assets/vendor/ink.js
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css/npc-barks.css
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css/npc-barks.css
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/* NPC Bark Notifications */
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@keyframes bark-slide-in {
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from {
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transform: translateX(400px);
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opacity: 0;
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}
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to {
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transform: translateX(0);
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opacity: 1;
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}
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}
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@keyframes bark-slide-out {
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from {
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transform: translateX(0);
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opacity: 1;
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}
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to {
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transform: translateX(400px);
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opacity: 0;
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}
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}
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.npc-bark-notification {
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position: fixed;
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right: 20px;
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width: 320px;
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background: #fff;
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border: 2px solid #000;
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box-shadow: 4px 4px 0 rgba(0, 0, 0, 0.3);
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padding: 12px;
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display: flex;
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align-items: center;
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gap: 10px;
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cursor: pointer;
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animation: bark-slide-in 0.3s ease-out;
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z-index: 9999;
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font-family: 'VT323', monospace;
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transition: transform 0.1s, box-shadow 0.1s;
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}
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.npc-bark-notification:hover {
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background: #f0f0f0;
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transform: translateY(-2px);
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box-shadow: 4px 6px 0 rgba(0, 0, 0, 0.3);
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}
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.npc-bark-avatar {
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width: 48px;
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height: 48px;
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image-rendering: pixelated;
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image-rendering: -moz-crisp-edges;
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image-rendering: crisp-edges;
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border: 2px solid #000;
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flex-shrink: 0;
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}
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.npc-bark-content {
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flex: 1;
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min-width: 0;
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}
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.npc-bark-name {
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font-size: 14px;
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font-weight: bold;
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color: #000;
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margin-bottom: 4px;
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}
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.npc-bark-message {
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font-size: 12px;
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color: #333;
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line-height: 1.3;
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overflow: hidden;
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text-overflow: ellipsis;
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display: -webkit-box;
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-webkit-line-clamp: 2;
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-webkit-box-orient: vertical;
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}
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.npc-bark-close {
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width: 24px;
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height: 24px;
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background: #ff0000;
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color: #fff;
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border: 2px solid #000;
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display: flex;
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align-items: center;
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justify-content: center;
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cursor: pointer;
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font-size: 16px;
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font-weight: bold;
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line-height: 1;
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flex-shrink: 0;
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transition: background-color 0.1s;
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}
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.npc-bark-close:hover {
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background: #cc0000;
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}
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/* Ensure barks appear above inventory */
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#npc-bark-container {
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z-index: 9999 !important;
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}
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/* Phone access button (will be added later) */
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.phone-access-button {
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position: fixed;
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bottom: 20px;
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right: 20px;
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width: 64px;
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height: 64px;
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background: #5fcf69;
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border: 2px solid #000;
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cursor: pointer;
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display: flex;
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align-items: center;
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justify-content: center;
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box-shadow: 2px 2px 0 rgba(0, 0, 0, 0.3);
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z-index: 9998;
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transition: transform 0.1s, box-shadow 0.1s;
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}
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.phone-access-button:hover {
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background: #4fb759;
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transform: translate(-2px, -2px);
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box-shadow: 4px 4px 0 rgba(0, 0, 0, 0.3);
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}
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.phone-access-button-icon {
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width: 40px;
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height: 40px;
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image-rendering: pixelated;
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image-rendering: -moz-crisp-edges;
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image-rendering: crisp-edges;
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}
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.phone-access-button-badge {
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position: absolute;
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top: -8px;
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right: -8px;
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width: 24px;
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height: 24px;
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background: #ff0000;
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color: #fff;
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border: 2px solid #000;
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display: flex;
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align-items: center;
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justify-content: center;
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font-size: 12px;
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font-weight: bold;
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font-family: 'VT323', monospace;
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}
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175
css/phone-chat-minigame.css
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175
css/phone-chat-minigame.css
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/* Phone Chat Minigame - Ink-based NPC conversations */
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.phone-chat-container {
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width: 100%;
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height: 100%;
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display: flex;
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flex-direction: column;
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background: #1a1a1a;
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font-family: 'VT323', monospace;
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color: #fff;
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}
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.phone-chat-header {
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display: flex;
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align-items: center;
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padding: 12px;
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background: #2a2a2a;
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border-bottom: 2px solid #4a9eff;
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gap: 12px;
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}
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.phone-back-btn {
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background: transparent;
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border: 2px solid #fff;
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color: #fff;
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font-family: 'VT323', monospace;
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font-size: 24px;
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padding: 4px 12px;
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cursor: pointer;
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line-height: 1;
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}
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.phone-back-btn:hover {
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background: #4a9eff;
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}
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.phone-contact-info {
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display: flex;
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align-items: center;
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gap: 8px;
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flex: 1;
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}
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.contact-avatar {
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width: 32px;
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height: 32px;
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image-rendering: pixelated;
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border: 2px solid #fff;
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}
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.contact-name {
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font-size: 20px;
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color: #4a9eff;
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}
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.phone-chat-messages {
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flex: 1;
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overflow-y: auto;
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padding: 16px;
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display: flex;
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flex-direction: column;
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gap: 12px;
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}
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.chat-message {
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display: flex;
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max-width: 80%;
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animation: messageSlideIn 0.3s ease-out;
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}
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@keyframes messageSlideIn {
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from {
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opacity: 0;
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transform: translateY(10px);
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}
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to {
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opacity: 1;
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transform: translateY(0);
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}
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}
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.message-npc {
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align-self: flex-start;
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}
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.message-player {
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align-self: flex-end;
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}
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.message-system {
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align-self: center;
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}
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.message-bubble {
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padding: 10px 14px;
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border: 2px solid #666;
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background: #2a2a2a;
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font-size: 16px;
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line-height: 1.4;
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white-space: pre-wrap;
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word-wrap: break-word;
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}
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.message-npc .message-bubble {
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border-color: #4a9eff;
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color: #fff;
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}
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.message-player .message-bubble {
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border-color: #6acc6a;
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background: #1a3a1a;
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color: #6acc6a;
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}
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.message-system .message-bubble {
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border-color: #999;
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background: #1a1a1a;
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color: #999;
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font-style: italic;
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text-align: center;
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}
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.phone-chat-choices {
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padding: 12px;
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background: #2a2a2a;
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border-top: 2px solid #666;
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}
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.choices-container {
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display: flex;
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flex-direction: column;
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gap: 8px;
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}
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.choice-btn {
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background: #1a1a1a;
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color: #fff;
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border: 2px solid #4a9eff;
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padding: 10px 14px;
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font-family: 'VT323', monospace;
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font-size: 16px;
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text-align: left;
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cursor: pointer;
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transition: all 0.1s;
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}
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.choice-btn:hover {
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background: #4a9eff;
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color: #000;
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transform: translateX(4px);
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}
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.choice-btn:active {
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background: #6acc6a;
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border-color: #6acc6a;
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}
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/* Scrollbar styling */
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.phone-chat-messages::-webkit-scrollbar {
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width: 8px;
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}
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.phone-chat-messages::-webkit-scrollbar-track {
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background: #1a1a1a;
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border: 2px solid #2a2a2a;
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}
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.phone-chat-messages::-webkit-scrollbar-thumb {
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background: #4a9eff;
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border: 2px solid #2a2a2a;
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}
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.phone-chat-messages::-webkit-scrollbar-thumb:hover {
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background: #6acc6a;
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}
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@@ -41,14 +41,17 @@
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<link rel="stylesheet" href="css/lockpick-set-minigame.css">
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<link rel="stylesheet" href="css/container-minigame.css">
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<link rel="stylesheet" href="css/phone.css">
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<link rel="stylesheet" href="css/phone-chat-minigame.css">
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<link rel="stylesheet" href="css/pin.css">
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<link rel="stylesheet" href="css/minigames-framework.css">
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<link rel="stylesheet" href="css/password-minigame.css">
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<link rel="stylesheet" href="css/text-file-minigame.css">
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<link rel="stylesheet" href="css/npc-barks.css">
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<!-- External JavaScript libraries -->
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<script src="https://cdn.jsdelivr.net/npm/phaser@3.60.0/dist/phaser.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/easystarjs@0.4.4/bin/easystar-0.4.4.js"></script>
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<script src="assets/vendor/ink.js"></script>
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</head>
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<body>
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<div id="game-container">
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@@ -1646,6 +1646,9 @@ export function updatePlayerRoom() {
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return; // Player not created yet
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}
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// Store previous room for event emission
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const previousRoom = currentPlayerRoom;
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// Check for door transitions first
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const doorTransitionRoom = checkDoorTransitions(player);
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if (doorTransitionRoom && doorTransitionRoom !== currentPlayerRoom) {
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@@ -1655,10 +1658,27 @@ export function updatePlayerRoom() {
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window.currentPlayerRoom = doorTransitionRoom;
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// Reveal the room if not already discovered
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if (!discoveredRooms.has(doorTransitionRoom)) {
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const isFirstVisit = !discoveredRooms.has(doorTransitionRoom);
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if (isFirstVisit) {
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revealRoom(doorTransitionRoom);
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}
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// Emit NPC event for room entry
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if (window.npcEvents && previousRoom !== doorTransitionRoom) {
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window.npcEvents.emit(`room_entered:${doorTransitionRoom}`, {
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roomId: doorTransitionRoom,
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previousRoom: previousRoom,
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firstVisit: isFirstVisit
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});
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if (previousRoom) {
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window.npcEvents.emit(`room_exited:${previousRoom}`, {
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roomId: previousRoom,
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nextRoom: doorTransitionRoom
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});
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}
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}
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// Player depth is now handled by the simplified updatePlayerDepth function in player.js
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return; // Exit early to prevent overlap-based detection from overriding
|
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}
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11
js/main.js
11
js/main.js
@@ -11,6 +11,12 @@ import { initializeModals } from './ui/modals.js?v=7';
|
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// Import minigame framework
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import './minigames/index.js';
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|
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// Import NPC systems
|
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import './systems/ink/ink-engine.js?v=1';
|
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import './systems/npc-events.js?v=1';
|
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import './systems/npc-manager.js?v=1';
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import './systems/npc-barks.js?v=1';
|
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|
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// Global game variables
|
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window.game = null;
|
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window.gameScenario = null;
|
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@@ -67,6 +73,11 @@ function initializeGame() {
|
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initializeNotifications();
|
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// Bluetooth scanner and biometrics are now handled as minigames
|
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// Initialize NPC systems
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if (window.npcBarkSystem) {
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window.npcBarkSystem.init();
|
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}
|
||||
|
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// Make lockpicking function available globally
|
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window.startLockpickingMinigame = startLockpickingMinigame;
|
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|
||||
|
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@@ -10,6 +10,7 @@ export { BluetoothScannerMinigame, startBluetoothScannerMinigame } from './bluet
|
||||
export { BiometricsMinigame, startBiometricsMinigame } from './biometrics/biometrics-minigame.js';
|
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export { ContainerMinigame, startContainerMinigame, returnToContainerAfterNotes } from './container/container-minigame.js';
|
||||
export { PhoneMessagesMinigame, returnToPhoneAfterNotes } from './phone/phone-messages-minigame.js';
|
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export { PhoneChatMinigame } from './phone-chat/phone-chat-minigame.js';
|
||||
export { PinMinigame, startPinMinigame } from './pin/pin-minigame.js';
|
||||
export { PasswordMinigame } from './password/password-minigame.js';
|
||||
export { TextFileMinigame, returnToTextFileAfterNotes } from './text-file/text-file-minigame.js';
|
||||
@@ -56,6 +57,9 @@ import { ContainerMinigame, startContainerMinigame, returnToContainerAfterNotes
|
||||
// Import the phone messages minigame
|
||||
import { PhoneMessagesMinigame, returnToPhoneAfterNotes } from './phone/phone-messages-minigame.js';
|
||||
|
||||
// Import the phone chat minigame (Ink-based NPC conversations)
|
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import { PhoneChatMinigame } from './phone-chat/phone-chat-minigame.js';
|
||||
|
||||
// Import the PIN minigame
|
||||
import { PinMinigame, startPinMinigame } from './pin/pin-minigame.js';
|
||||
|
||||
@@ -74,6 +78,7 @@ MinigameFramework.registerScene('bluetooth-scanner', BluetoothScannerMinigame);
|
||||
MinigameFramework.registerScene('biometrics', BiometricsMinigame);
|
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MinigameFramework.registerScene('container', ContainerMinigame);
|
||||
MinigameFramework.registerScene('phone-messages', PhoneMessagesMinigame);
|
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MinigameFramework.registerScene('phone-chat', PhoneChatMinigame);
|
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MinigameFramework.registerScene('pin', PinMinigame);
|
||||
MinigameFramework.registerScene('password', PasswordMinigame);
|
||||
MinigameFramework.registerScene('text-file', TextFileMinigame);
|
||||
|
||||
201
js/minigames/phone-chat/phone-chat-minigame.js
Normal file
201
js/minigames/phone-chat/phone-chat-minigame.js
Normal file
@@ -0,0 +1,201 @@
|
||||
import { MinigameScene } from '../framework/base-minigame.js';
|
||||
|
||||
/**
|
||||
* Phone Chat Minigame - NPC conversations via phone using Ink
|
||||
* Displays chat interface with messages and choices driven by Ink stories
|
||||
*/
|
||||
export class PhoneChatMinigame extends MinigameScene {
|
||||
constructor(container, params) {
|
||||
super(container, params);
|
||||
|
||||
// Extract params
|
||||
this.npcId = params.npcId || 'unknown';
|
||||
this.npcName = params.npcName || 'Contact';
|
||||
this.avatar = params.avatar || null;
|
||||
this.inkStoryPath = params.inkStoryPath || null;
|
||||
this.startKnot = params.startKnot || null;
|
||||
|
||||
// Chat state
|
||||
this.messages = []; // Array of { sender: 'npc'|'player', text: string }
|
||||
this.choices = [];
|
||||
this.inkEngine = null;
|
||||
this.waitingForChoice = false;
|
||||
}
|
||||
|
||||
async start() {
|
||||
super.start();
|
||||
|
||||
// Initialize Ink engine
|
||||
if (!window.InkEngine) {
|
||||
this.showError('Ink engine not available');
|
||||
return;
|
||||
}
|
||||
|
||||
this.inkEngine = new window.InkEngine(this.npcId);
|
||||
|
||||
// Load story
|
||||
if (this.inkStoryPath) {
|
||||
try {
|
||||
const response = await fetch(this.inkStoryPath);
|
||||
const storyJson = await response.json();
|
||||
this.inkEngine.loadStory(storyJson);
|
||||
|
||||
// Go to starting knot if specified
|
||||
if (this.startKnot) {
|
||||
this.inkEngine.goToKnot(this.startKnot);
|
||||
}
|
||||
|
||||
// Display initial content
|
||||
this.continueStory();
|
||||
} catch (error) {
|
||||
this.showError(`Failed to load story: ${error.message}`);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
this.render();
|
||||
}
|
||||
|
||||
continueStory() {
|
||||
if (!this.inkEngine || !this.inkEngine.story) return;
|
||||
|
||||
// Continue until we hit choices or end
|
||||
let text = '';
|
||||
while (this.inkEngine.story.canContinue) {
|
||||
text += this.inkEngine.continue();
|
||||
}
|
||||
|
||||
// Add NPC message if there's text
|
||||
if (text.trim()) {
|
||||
this.addMessage('npc', text.trim());
|
||||
}
|
||||
|
||||
// Get current choices
|
||||
this.choices = this.inkEngine.currentChoices;
|
||||
this.waitingForChoice = this.choices.length > 0;
|
||||
|
||||
// If no choices and story can't continue, conversation is over
|
||||
if (!this.waitingForChoice && !this.inkEngine.story.canContinue) {
|
||||
this.addMessage('system', 'Conversation ended.');
|
||||
setTimeout(() => this.complete({ completed: true }), 2000);
|
||||
}
|
||||
|
||||
this.render();
|
||||
}
|
||||
|
||||
addMessage(sender, text) {
|
||||
this.messages.push({ sender, text, timestamp: Date.now() });
|
||||
}
|
||||
|
||||
makeChoice(choiceIndex) {
|
||||
if (!this.inkEngine || !this.waitingForChoice) return;
|
||||
|
||||
// Add player's choice as a message
|
||||
const choice = this.choices[choiceIndex];
|
||||
if (choice) {
|
||||
this.addMessage('player', choice.text);
|
||||
this.inkEngine.choose(choiceIndex);
|
||||
this.waitingForChoice = false;
|
||||
this.continueStory();
|
||||
}
|
||||
}
|
||||
|
||||
showError(message) {
|
||||
this.addMessage('system', `Error: ${message}`);
|
||||
this.render();
|
||||
}
|
||||
|
||||
render() {
|
||||
if (!this.container) return;
|
||||
|
||||
this.container.innerHTML = `
|
||||
<div class="phone-chat-container">
|
||||
<div class="phone-chat-header">
|
||||
<button class="phone-back-btn" data-action="close">←</button>
|
||||
<div class="phone-contact-info">
|
||||
${this.avatar ? `<img src="${this.avatar}" alt="${this.npcName}" class="contact-avatar">` : ''}
|
||||
<span class="contact-name">${this.npcName}</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="phone-chat-messages" id="phone-chat-messages">
|
||||
${this.renderMessages()}
|
||||
</div>
|
||||
|
||||
<div class="phone-chat-choices" id="phone-chat-choices">
|
||||
${this.renderChoices()}
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
|
||||
this.attachEventListeners();
|
||||
this.scrollToBottom();
|
||||
}
|
||||
|
||||
renderMessages() {
|
||||
return this.messages.map(msg => {
|
||||
const senderClass = msg.sender === 'player' ? 'message-player' :
|
||||
msg.sender === 'npc' ? 'message-npc' :
|
||||
'message-system';
|
||||
return `
|
||||
<div class="chat-message ${senderClass}">
|
||||
<div class="message-bubble">${this.escapeHtml(msg.text)}</div>
|
||||
</div>
|
||||
`;
|
||||
}).join('');
|
||||
}
|
||||
|
||||
renderChoices() {
|
||||
if (!this.waitingForChoice || this.choices.length === 0) {
|
||||
return '';
|
||||
}
|
||||
|
||||
return `
|
||||
<div class="choices-container">
|
||||
${this.choices.map((choice, idx) => `
|
||||
<button class="choice-btn" data-choice="${idx}">
|
||||
${this.escapeHtml(choice.text)}
|
||||
</button>
|
||||
`).join('')}
|
||||
</div>
|
||||
`;
|
||||
}
|
||||
|
||||
attachEventListeners() {
|
||||
// Close button
|
||||
const closeBtn = this.container.querySelector('[data-action="close"]');
|
||||
if (closeBtn) {
|
||||
closeBtn.addEventListener('click', () => this.complete({ cancelled: true }));
|
||||
}
|
||||
|
||||
// Choice buttons
|
||||
const choiceBtns = this.container.querySelectorAll('[data-choice]');
|
||||
choiceBtns.forEach(btn => {
|
||||
btn.addEventListener('click', (e) => {
|
||||
const choiceIndex = parseInt(e.target.dataset.choice);
|
||||
this.makeChoice(choiceIndex);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
scrollToBottom() {
|
||||
const messagesEl = this.container.querySelector('#phone-chat-messages');
|
||||
if (messagesEl) {
|
||||
setTimeout(() => {
|
||||
messagesEl.scrollTop = messagesEl.scrollHeight;
|
||||
}, 100);
|
||||
}
|
||||
}
|
||||
|
||||
escapeHtml(text) {
|
||||
const div = document.createElement('div');
|
||||
div.textContent = text;
|
||||
return div.innerHTML;
|
||||
}
|
||||
|
||||
cleanup() {
|
||||
// Stop any ongoing processes
|
||||
this.inkEngine = null;
|
||||
super.cleanup();
|
||||
}
|
||||
}
|
||||
100
js/systems/ink/ink-engine.js
Normal file
100
js/systems/ink/ink-engine.js
Normal file
@@ -0,0 +1,100 @@
|
||||
// Minimal InkEngine wrapper around the global inkjs.Story
|
||||
// Exports a default class InkEngine matching the test harness API.
|
||||
export default class InkEngine {
|
||||
constructor(id) {
|
||||
this.id = id || 'ink-engine';
|
||||
this.story = null;
|
||||
}
|
||||
|
||||
// Accepts a parsed JSON object (ink.json) or a JSON string
|
||||
loadStory(storyJson) {
|
||||
if (!storyJson) throw new Error('No story JSON provided');
|
||||
// inkjs may accept either an object or a string; the test harness provides parsed JSON
|
||||
// inkjs library is available as global `inkjs` (loaded via assets/vendor/ink.js)
|
||||
if (typeof storyJson === 'string') {
|
||||
this.story = new inkjs.Story(storyJson);
|
||||
} else {
|
||||
// If it's an object, stringify then pass to constructor
|
||||
this.story = new inkjs.Story(JSON.stringify(storyJson));
|
||||
}
|
||||
|
||||
// Do an initial continue to get the first content
|
||||
// (if story starts at root and immediately exits, this won't produce text)
|
||||
if (this.story.canContinue) {
|
||||
this.continue();
|
||||
}
|
||||
|
||||
return this.story;
|
||||
}
|
||||
|
||||
// Continue the story and return the current text plus state
|
||||
continue() {
|
||||
if (!this.story) throw new Error('Story not loaded');
|
||||
try {
|
||||
// Call Continue() to advance the story
|
||||
while (this.story.canContinue) {
|
||||
this.story.Continue();
|
||||
}
|
||||
|
||||
// Return structured result with text, choices, and continue state
|
||||
return {
|
||||
text: this.story.currentText || '',
|
||||
choices: (this.story.currentChoices || []).map((c, i) => ({ text: c.text, index: i })),
|
||||
canContinue: this.story.canContinue
|
||||
};
|
||||
} catch (e) {
|
||||
// inkjs uses Continue() and throws for errors; rethrow with nicer message
|
||||
throw e;
|
||||
}
|
||||
}
|
||||
|
||||
// Go to a knot/stitch by name
|
||||
goToKnot(knotName) {
|
||||
if (!this.story) throw new Error('Story not loaded');
|
||||
if (!knotName) return;
|
||||
// inkjs expects ChoosePathString for high-level path selection
|
||||
this.story.ChoosePathString(knotName);
|
||||
}
|
||||
|
||||
// Return the current text produced by the story
|
||||
get currentText() {
|
||||
if (!this.story) return '';
|
||||
return this.story.currentText || '';
|
||||
}
|
||||
|
||||
// Return current choices as an array of objects { text, index }
|
||||
get currentChoices() {
|
||||
if (!this.story) return [];
|
||||
return (this.story.currentChoices || []).map((c, i) => ({ text: c.text, index: i }));
|
||||
}
|
||||
|
||||
// Choose a choice index
|
||||
choose(index) {
|
||||
if (!this.story) throw new Error('Story not loaded');
|
||||
if (typeof index !== 'number') throw new Error('choose() expects a numeric index');
|
||||
this.story.ChooseChoiceIndex(index);
|
||||
}
|
||||
|
||||
// Variable accessors
|
||||
getVariable(name) {
|
||||
if (!this.story) throw new Error('Story not loaded');
|
||||
const val = this.story.variablesState.GetVariableWithName(name);
|
||||
// inkjs returns runtime value wrappers; try to unwrap common cases
|
||||
try {
|
||||
if (val && typeof val === 'object') {
|
||||
// common numeric/string wrapper types expose value or valueObject
|
||||
if ('value' in val) return val.value;
|
||||
if ('valueObject' in val) return val.valueObject;
|
||||
}
|
||||
} catch (e) {
|
||||
// ignore and return raw
|
||||
}
|
||||
return val;
|
||||
}
|
||||
|
||||
setVariable(name, value) {
|
||||
if (!this.story) throw new Error('Story not loaded');
|
||||
// inkjs VariableState.SetGlobal expects a RuntimeObject; it's forgiving for primitives
|
||||
this.story.variablesState.SetGlobal(name, value);
|
||||
}
|
||||
}
|
||||
@@ -207,6 +207,15 @@ export function addToInventory(sprite) {
|
||||
// Add to inventory array
|
||||
window.inventory.items.push(itemImg);
|
||||
|
||||
// Emit NPC event for item pickup
|
||||
if (window.npcEvents) {
|
||||
window.npcEvents.emit(`item_picked_up:${sprite.scenarioData.type}`, {
|
||||
itemType: sprite.scenarioData.type,
|
||||
itemName: sprite.scenarioData.name,
|
||||
roomId: window.currentPlayerRoom
|
||||
});
|
||||
}
|
||||
|
||||
// Apply pulse animation to the slot instead of showing notification
|
||||
slot.classList.add('pulse');
|
||||
// Remove the pulse class after the animation completes
|
||||
|
||||
336
js/systems/npc-barks.js
Normal file
336
js/systems/npc-barks.js
Normal file
@@ -0,0 +1,336 @@
|
||||
// Minimal NPCBarkSystem
|
||||
// default export class NPCBarkSystem
|
||||
export default class NPCBarkSystem {
|
||||
constructor(npcManager) {
|
||||
this.npcManager = npcManager;
|
||||
this.container = null;
|
||||
}
|
||||
|
||||
init() {
|
||||
// create a simple container for barks if missing
|
||||
if (!document) return;
|
||||
this.container = document.getElementById('npc-bark-container');
|
||||
if (!this.container) {
|
||||
this.container = document.createElement('div');
|
||||
this.container.id = 'npc-bark-container';
|
||||
const style = this.container.style;
|
||||
style.position = 'fixed';
|
||||
style.right = '12px';
|
||||
style.top = '12px';
|
||||
style.zIndex = 9999;
|
||||
style.pointerEvents = 'auto';
|
||||
document.body.appendChild(this.container);
|
||||
}
|
||||
}
|
||||
|
||||
// payload: { npcId, text|message, duration, onClick, openPhone }
|
||||
showBark(payload = {}) {
|
||||
if (!this.container) this.init();
|
||||
const { npcId, npcName } = payload;
|
||||
const text = payload.text || payload.message || '';
|
||||
const duration = ('duration' in payload) ? payload.duration : 4000;
|
||||
const el = document.createElement('div');
|
||||
el.className = 'npc-bark';
|
||||
el.textContent = (npcId ? npcId + ': ' : '') + (text || '...');
|
||||
// basic styling
|
||||
el.style.background = 'rgba(0,0,0,0.8)';
|
||||
el.style.color = 'white';
|
||||
el.style.padding = '8px 12px';
|
||||
el.style.marginTop = '8px';
|
||||
el.style.borderRadius = '4px';
|
||||
el.style.fontFamily = 'sans-serif';
|
||||
el.style.fontSize = '13px';
|
||||
el.style.maxWidth = '320px';
|
||||
el.style.boxShadow = '0 2px 6px rgba(0,0,0,0.5)';
|
||||
el.style.transition = 'all 0.2s';
|
||||
|
||||
this.container.appendChild(el);
|
||||
|
||||
// Handle clicks - either custom handler or auto-open phone
|
||||
if (typeof payload.onClick === 'function') {
|
||||
el.style.cursor = 'pointer';
|
||||
el.addEventListener('click', () => payload.onClick(el));
|
||||
} else if (payload.openPhone !== false && npcId) {
|
||||
// Default: clicking bark opens phone chat with this NPC
|
||||
el.style.cursor = 'pointer';
|
||||
el.addEventListener('click', () => {
|
||||
this.openPhoneChat(payload);
|
||||
// Remove bark when clicked
|
||||
if (el.parentNode) el.parentNode.removeChild(el);
|
||||
});
|
||||
|
||||
// Add visual hint that it's clickable
|
||||
el.addEventListener('mouseenter', () => {
|
||||
el.style.background = 'rgba(74, 158, 255, 0.9)';
|
||||
el.style.transform = 'scale(1.05)';
|
||||
});
|
||||
el.addEventListener('mouseleave', () => {
|
||||
el.style.background = 'rgba(0,0,0,0.8)';
|
||||
el.style.transform = 'scale(1)';
|
||||
});
|
||||
}
|
||||
|
||||
setTimeout(() => {
|
||||
if (el && el.parentNode) el.parentNode.removeChild(el);
|
||||
}, duration);
|
||||
return el;
|
||||
}
|
||||
|
||||
async openPhoneChat(payload) {
|
||||
const { npcId, npcName, avatar, inkStoryPath, startKnot } = payload;
|
||||
|
||||
console.log('📱 Opening phone chat for NPC:', npcId, 'with payload:', payload);
|
||||
|
||||
// Get NPC data from manager if available
|
||||
let npcData = null;
|
||||
if (this.npcManager) {
|
||||
npcData = this.npcManager.getNPC(npcId);
|
||||
console.log('📋 NPC data from manager:', npcData);
|
||||
}
|
||||
|
||||
// Build minigame params
|
||||
const params = {
|
||||
npcId: npcId,
|
||||
npcName: npcName || (npcData && npcData.displayName) || npcId,
|
||||
avatar: avatar || (npcData && npcData.avatar),
|
||||
inkStoryPath: inkStoryPath || (npcData && npcData.storyPath),
|
||||
startKnot: startKnot || (npcData && npcData.currentKnot)
|
||||
};
|
||||
|
||||
console.log('📱 Final params for phone chat:', params);
|
||||
|
||||
// Try MinigameFramework first (for full game)
|
||||
if (window.MinigameFramework && typeof window.MinigameFramework.startMinigame === 'function') {
|
||||
window.MinigameFramework.startMinigame('phone-chat', params);
|
||||
return;
|
||||
}
|
||||
|
||||
// Fallback: try to dynamically load MinigameFramework (only works if Phaser is available)
|
||||
if (typeof window.Phaser !== 'undefined') {
|
||||
try {
|
||||
await import('../minigames/index.js');
|
||||
if (window.MinigameFramework && typeof window.MinigameFramework.startMinigame === 'function') {
|
||||
window.MinigameFramework.startMinigame('phone-chat', params);
|
||||
return;
|
||||
}
|
||||
} catch (err) {
|
||||
console.warn('Failed to load minigames module (Phaser-based):', err);
|
||||
}
|
||||
}
|
||||
|
||||
// Final fallback: create inline phone UI for testing environments without Phaser
|
||||
console.log('Using inline fallback phone UI (no Phaser/MinigameFramework)');
|
||||
this.createInlinePhoneUI(params);
|
||||
}
|
||||
|
||||
createInlinePhoneUI(params) {
|
||||
// Create a simple phone-like chat UI inline
|
||||
const overlay = document.createElement('div');
|
||||
overlay.style.cssText = `
|
||||
position: fixed; top: 0; left: 0; right: 0; bottom: 0;
|
||||
background: rgba(0,0,0,0.8); z-index: 10000;
|
||||
display: flex; align-items: center; justify-content: center;
|
||||
`;
|
||||
|
||||
const phone = document.createElement('div');
|
||||
phone.style.cssText = `
|
||||
width: 360px; height: 600px; background: #1a1a1a;
|
||||
border: 2px solid #333; display: flex; flex-direction: column;
|
||||
font-family: sans-serif;
|
||||
`;
|
||||
|
||||
// Header
|
||||
const header = document.createElement('div');
|
||||
header.style.cssText = `
|
||||
background: #2a2a2a; padding: 16px; border-bottom: 2px solid #333;
|
||||
display: flex; align-items: center; justify-content: space-between;
|
||||
`;
|
||||
header.innerHTML = `
|
||||
<span style="color: white; font-weight: bold;">${params.npcName || 'Chat'}</span>
|
||||
<button id="phone-close" style="background: #d32f2f; color: white; border: none; padding: 4px 12px; cursor: pointer;">Close</button>
|
||||
`;
|
||||
|
||||
// Messages container
|
||||
const messages = document.createElement('div');
|
||||
messages.id = 'phone-messages';
|
||||
messages.style.cssText = `
|
||||
flex: 1; overflow-y: auto; padding: 16px; background: #0a0a0a;
|
||||
`;
|
||||
|
||||
// Choices container
|
||||
const choices = document.createElement('div');
|
||||
choices.id = 'phone-choices';
|
||||
choices.style.cssText = `
|
||||
padding: 12px; background: #1a1a1a; border-top: 2px solid #333;
|
||||
display: flex; flex-direction: column; gap: 8px;
|
||||
`;
|
||||
|
||||
phone.appendChild(header);
|
||||
phone.appendChild(messages);
|
||||
phone.appendChild(choices);
|
||||
overlay.appendChild(phone);
|
||||
document.body.appendChild(overlay);
|
||||
|
||||
// Close handler
|
||||
header.querySelector('#phone-close').addEventListener('click', () => {
|
||||
document.body.removeChild(overlay);
|
||||
});
|
||||
|
||||
// Load and run Ink story
|
||||
if (params.inkStoryPath && window.InkEngine) {
|
||||
this.runInlineStory(params, messages, choices);
|
||||
} else {
|
||||
messages.innerHTML = '<div style="color: #999; text-align: center; margin-top: 50%;">No story path provided or InkEngine not loaded</div>';
|
||||
}
|
||||
}
|
||||
|
||||
async runInlineStory(params, messagesContainer, choicesContainer) {
|
||||
try {
|
||||
// Fetch story JSON
|
||||
const response = await fetch(params.inkStoryPath);
|
||||
const storyJson = await response.json();
|
||||
|
||||
// Create engine instance
|
||||
const engine = new window.InkEngine();
|
||||
engine.loadStory(storyJson);
|
||||
|
||||
// Set NPC name variable if the story supports it
|
||||
try {
|
||||
engine.setVariable('npc_name', params.npcName || params.npcId);
|
||||
console.log('✅ Set npc_name variable to:', params.npcName || params.npcId);
|
||||
} catch (e) {
|
||||
console.log('⚠️ Story does not have npc_name variable (this is ok)');
|
||||
}
|
||||
|
||||
console.log('📖 Story loaded, navigating to knot:', params.startKnot);
|
||||
|
||||
// Navigate to start knot if specified
|
||||
if (params.startKnot) {
|
||||
engine.goToKnot(params.startKnot);
|
||||
console.log('✅ Navigated to knot:', params.startKnot);
|
||||
}
|
||||
|
||||
// Display conversation history first
|
||||
if (this.npcManager) {
|
||||
const history = this.npcManager.getConversationHistory(params.npcId);
|
||||
console.log(`📜 Loading ${history.length} messages from history for NPC: ${params.npcId}`);
|
||||
console.log('History content:', history);
|
||||
|
||||
history.forEach(msg => {
|
||||
const msgDiv = document.createElement('div');
|
||||
if (msg.type === 'player') {
|
||||
msgDiv.style.cssText = `
|
||||
background: #4a9eff; color: white; padding: 10px;
|
||||
border-radius: 8px; margin-bottom: 8px; max-width: 80%;
|
||||
margin-left: auto; text-align: right;
|
||||
`;
|
||||
} else {
|
||||
msgDiv.style.cssText = `
|
||||
background: #2a5a8a; color: white; padding: 10px;
|
||||
border-radius: 8px; margin-bottom: 8px; max-width: 80%;
|
||||
`;
|
||||
}
|
||||
msgDiv.textContent = msg.text;
|
||||
messagesContainer.appendChild(msgDiv);
|
||||
});
|
||||
|
||||
messagesContainer.scrollTop = messagesContainer.scrollHeight;
|
||||
}
|
||||
|
||||
// Continue story and render
|
||||
const continueStory = (playerChoiceText = null) => {
|
||||
console.log('📖 Continuing story...');
|
||||
|
||||
// If player made a choice, show it as a player message and record it
|
||||
if (playerChoiceText) {
|
||||
const playerMsg = document.createElement('div');
|
||||
playerMsg.style.cssText = `
|
||||
background: #4a9eff; color: white; padding: 10px;
|
||||
border-radius: 8px; margin-bottom: 8px; max-width: 80%;
|
||||
margin-left: auto; text-align: right;
|
||||
`;
|
||||
playerMsg.textContent = playerChoiceText;
|
||||
messagesContainer.appendChild(playerMsg);
|
||||
messagesContainer.scrollTop = messagesContainer.scrollHeight;
|
||||
|
||||
// Record player choice in history
|
||||
if (this.npcManager) {
|
||||
this.npcManager.addMessage(params.npcId, 'player', playerChoiceText);
|
||||
}
|
||||
}
|
||||
|
||||
const result = engine.continue();
|
||||
|
||||
console.log('Story result:', {
|
||||
text: result.text,
|
||||
textLength: result.text ? result.text.length : 0,
|
||||
choicesCount: result.choices ? result.choices.length : 0,
|
||||
canContinue: result.canContinue
|
||||
});
|
||||
|
||||
// Add NPC message if there's text and record it
|
||||
if (result.text && result.text.trim()) {
|
||||
const msg = document.createElement('div');
|
||||
msg.style.cssText = `
|
||||
background: #2a5a8a; color: white; padding: 10px;
|
||||
border-radius: 8px; margin-bottom: 8px; max-width: 80%;
|
||||
`;
|
||||
msg.textContent = result.text.trim();
|
||||
messagesContainer.appendChild(msg);
|
||||
messagesContainer.scrollTop = messagesContainer.scrollHeight;
|
||||
console.log('✅ Message added:', result.text.trim().substring(0, 50) + '...');
|
||||
|
||||
// Record NPC message in history
|
||||
if (this.npcManager) {
|
||||
this.npcManager.addMessage(params.npcId, 'npc', result.text.trim());
|
||||
}
|
||||
} else {
|
||||
console.warn('⚠️ No text in result');
|
||||
}
|
||||
|
||||
// Clear and add choices
|
||||
choicesContainer.innerHTML = '';
|
||||
if (result.choices && result.choices.length > 0) {
|
||||
console.log('✅ Adding', result.choices.length, 'choices');
|
||||
result.choices.forEach((choice, index) => {
|
||||
const btn = document.createElement('button');
|
||||
btn.style.cssText = `
|
||||
background: #4a9eff; color: white; border: 2px solid #6ab0ff;
|
||||
padding: 10px; cursor: pointer; font-size: 14px;
|
||||
transition: background 0.2s;
|
||||
`;
|
||||
btn.textContent = choice.text;
|
||||
btn.addEventListener('mouseenter', () => {
|
||||
btn.style.background = '#6ab0ff';
|
||||
});
|
||||
btn.addEventListener('mouseleave', () => {
|
||||
btn.style.background = '#4a9eff';
|
||||
});
|
||||
btn.addEventListener('click', () => {
|
||||
console.log('Choice selected:', index, choice.text);
|
||||
engine.choose(index);
|
||||
// Pass the choice text so it appears as a player message
|
||||
continueStory(choice.text);
|
||||
});
|
||||
choicesContainer.appendChild(btn);
|
||||
});
|
||||
} else if (!result.canContinue) {
|
||||
// Story ended
|
||||
console.log('📕 Story ended');
|
||||
const endMsg = document.createElement('div');
|
||||
endMsg.style.cssText = 'color: #999; text-align: center; padding: 12px; font-style: italic;';
|
||||
endMsg.textContent = '— End of conversation —';
|
||||
messagesContainer.appendChild(endMsg);
|
||||
messagesContainer.scrollTop = messagesContainer.scrollHeight;
|
||||
} else {
|
||||
console.log('⚠️ No choices but story can continue');
|
||||
}
|
||||
};
|
||||
|
||||
continueStory();
|
||||
} catch (err) {
|
||||
console.error('❌ Failed to run inline story:', err);
|
||||
messagesContainer.innerHTML = `<div style="color: #f44; padding: 16px;">Error loading story: ${err.message}</div>`;
|
||||
}
|
||||
}
|
||||
}
|
||||
36
js/systems/npc-events.js
Normal file
36
js/systems/npc-events.js
Normal file
@@ -0,0 +1,36 @@
|
||||
// Minimal event dispatcher for NPC events
|
||||
// Exports default class NPCEventDispatcher with .on(pattern, cb) and .emit(type, data)
|
||||
export default class NPCEventDispatcher {
|
||||
constructor(opts = {}) {
|
||||
this.debug = !!opts.debug;
|
||||
this.listeners = new Map(); // map eventType -> [callbacks]
|
||||
}
|
||||
|
||||
on(eventType, cb) {
|
||||
if (!eventType || typeof cb !== 'function') return;
|
||||
if (!this.listeners.has(eventType)) this.listeners.set(eventType, []);
|
||||
this.listeners.get(eventType).push(cb);
|
||||
}
|
||||
|
||||
off(eventType, cb) {
|
||||
if (!this.listeners.has(eventType)) return;
|
||||
if (!cb) { this.listeners.delete(eventType); return; }
|
||||
const arr = this.listeners.get(eventType).filter(f => f !== cb);
|
||||
this.listeners.set(eventType, arr);
|
||||
}
|
||||
|
||||
emit(eventType, data) {
|
||||
if (this.debug) console.log('[NPCEventDispatcher] emit', eventType, data);
|
||||
// exact-match listeners
|
||||
const exact = this.listeners.get(eventType) || [];
|
||||
for (const fn of exact) try { fn(data); } catch (e) { console.error(e); }
|
||||
|
||||
// wildcard-style listeners where eventType is a prefix (e.g. 'npc:')
|
||||
for (const [key, arr] of this.listeners.entries()) {
|
||||
if (key.endsWith('*')) {
|
||||
const prefix = key.slice(0, -1);
|
||||
if (eventType.startsWith(prefix)) for (const fn of arr) try { fn(data); } catch (e) { console.error(e); }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
219
js/systems/npc-manager.js
Normal file
219
js/systems/npc-manager.js
Normal file
@@ -0,0 +1,219 @@
|
||||
// NPCManager with event → knot auto-mapping and conversation history
|
||||
// default export NPCManager
|
||||
export default class NPCManager {
|
||||
constructor(eventDispatcher, barkSystem = null) {
|
||||
this.eventDispatcher = eventDispatcher;
|
||||
this.barkSystem = barkSystem;
|
||||
this.npcs = new Map();
|
||||
this.eventListeners = new Map(); // Track registered listeners for cleanup
|
||||
this.triggeredEvents = new Map(); // Track which events have been triggered per NPC
|
||||
this.conversationHistory = new Map(); // Track conversation history per NPC: { npcId: [ {type, text, timestamp, choiceText} ] }
|
||||
}
|
||||
|
||||
// registerNPC(id, opts) or registerNPC({ id, ...opts })
|
||||
// opts: {
|
||||
// displayName, storyPath, avatar, currentKnot,
|
||||
// phoneId: 'player_phone' | 'office_phone' | null, // Which phone this NPC uses
|
||||
// npcType: 'phone' | 'sprite', // Text-only phone NPC or in-world sprite
|
||||
// eventMappings: { 'event_pattern': { knot, bark, once, cooldown } }
|
||||
// }
|
||||
registerNPC(id, opts = {}) {
|
||||
// Accept either registerNPC(id, opts) or registerNPC({ id, ...opts })
|
||||
let realId = id;
|
||||
let realOpts = opts;
|
||||
if (typeof id === 'object' && id !== null) {
|
||||
realOpts = id;
|
||||
realId = id.id;
|
||||
}
|
||||
if (!realId) throw new Error('registerNPC requires an id');
|
||||
|
||||
const entry = Object.assign({
|
||||
id: realId,
|
||||
displayName: realId,
|
||||
metadata: {},
|
||||
eventMappings: {},
|
||||
phoneId: 'player_phone', // Default to player's phone
|
||||
npcType: 'phone' // Default to phone-based NPC
|
||||
}, realOpts);
|
||||
|
||||
this.npcs.set(realId, entry);
|
||||
|
||||
// Initialize conversation history for this NPC
|
||||
if (!this.conversationHistory.has(realId)) {
|
||||
this.conversationHistory.set(realId, []);
|
||||
}
|
||||
|
||||
// Set up event listeners for auto-mapping
|
||||
if (entry.eventMappings && this.eventDispatcher) {
|
||||
this._setupEventMappings(realId, entry.eventMappings);
|
||||
}
|
||||
|
||||
return entry;
|
||||
}
|
||||
|
||||
getNPC(id) {
|
||||
return this.npcs.get(id) || null;
|
||||
}
|
||||
|
||||
// Set bark system (can be set after construction)
|
||||
setBarkSystem(barkSystem) {
|
||||
this.barkSystem = barkSystem;
|
||||
}
|
||||
|
||||
// Add a message to conversation history
|
||||
addMessage(npcId, type, text, metadata = {}) {
|
||||
if (!this.conversationHistory.has(npcId)) {
|
||||
this.conversationHistory.set(npcId, []);
|
||||
}
|
||||
|
||||
const history = this.conversationHistory.get(npcId);
|
||||
history.push({
|
||||
type: type, // 'npc' or 'player'
|
||||
text: text,
|
||||
timestamp: Date.now(),
|
||||
...metadata
|
||||
});
|
||||
|
||||
console.log(`[NPCManager] Added ${type} message to ${npcId} history:`, text);
|
||||
}
|
||||
|
||||
// Get conversation history for an NPC
|
||||
getConversationHistory(npcId) {
|
||||
return this.conversationHistory.get(npcId) || [];
|
||||
}
|
||||
|
||||
// Clear conversation history for an NPC
|
||||
clearConversationHistory(npcId) {
|
||||
this.conversationHistory.set(npcId, []);
|
||||
}
|
||||
|
||||
// Get all NPCs for a specific phone
|
||||
getNPCsByPhone(phoneId) {
|
||||
return Array.from(this.npcs.values()).filter(npc => npc.phoneId === phoneId);
|
||||
}
|
||||
|
||||
// Set up event listeners for an NPC's event mappings
|
||||
_setupEventMappings(npcId, eventMappings) {
|
||||
if (!this.eventDispatcher) return;
|
||||
|
||||
for (const [eventPattern, mapping] of Object.entries(eventMappings)) {
|
||||
// Mapping can be:
|
||||
// - string (just knot name)
|
||||
// - object { knot, bark, once, cooldown, condition }
|
||||
let config = typeof mapping === 'string' ? { knot: mapping } : mapping;
|
||||
|
||||
const listener = (eventData) => {
|
||||
this._handleEventMapping(npcId, eventPattern, config, eventData);
|
||||
};
|
||||
|
||||
// Register listener with event dispatcher
|
||||
this.eventDispatcher.on(eventPattern, listener);
|
||||
|
||||
// Track listener for cleanup
|
||||
if (!this.eventListeners.has(npcId)) {
|
||||
this.eventListeners.set(npcId, []);
|
||||
}
|
||||
this.eventListeners.get(npcId).push({ pattern: eventPattern, listener });
|
||||
}
|
||||
}
|
||||
|
||||
// Handle when a mapped event fires
|
||||
_handleEventMapping(npcId, eventPattern, config, eventData) {
|
||||
const npc = this.getNPC(npcId);
|
||||
if (!npc) return;
|
||||
|
||||
// Check if event should be handled
|
||||
const eventKey = `${npcId}:${eventPattern}`;
|
||||
const triggered = this.triggeredEvents.get(eventKey) || { count: 0, lastTime: 0 };
|
||||
|
||||
// Check if this is a once-only event that's already triggered
|
||||
if (config.once && triggered.count > 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Check cooldown (in milliseconds, default 5000ms = 5s)
|
||||
const cooldown = config.cooldown || 5000;
|
||||
const now = Date.now();
|
||||
if (triggered.lastTime && (now - triggered.lastTime < cooldown)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Check condition function if provided
|
||||
if (config.condition && typeof config.condition === 'function') {
|
||||
if (!config.condition(eventData, npc)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Update triggered tracking
|
||||
triggered.count++;
|
||||
triggered.lastTime = now;
|
||||
this.triggeredEvents.set(eventKey, triggered);
|
||||
|
||||
// Update NPC's current knot if specified
|
||||
if (config.knot) {
|
||||
npc.currentKnot = config.knot;
|
||||
}
|
||||
|
||||
// Show bark if bark system is available and bark text/message provided
|
||||
if (this.barkSystem && (config.bark || config.message)) {
|
||||
const barkText = config.bark || config.message;
|
||||
|
||||
// Add bark message to conversation history
|
||||
this.addMessage(npcId, 'npc', barkText, {
|
||||
eventPattern,
|
||||
knot: config.knot
|
||||
});
|
||||
|
||||
this.barkSystem.showBark({
|
||||
npcId: npc.id,
|
||||
npcName: npc.displayName,
|
||||
message: barkText,
|
||||
avatar: npc.avatar,
|
||||
inkStoryPath: npc.storyPath,
|
||||
startKnot: config.knot || npc.currentKnot,
|
||||
phoneId: npc.phoneId
|
||||
});
|
||||
}
|
||||
|
||||
console.log(`[NPCManager] Event '${eventPattern}' triggered for NPC '${npcId}' → knot '${config.knot}'`);
|
||||
}
|
||||
|
||||
// Unregister an NPC and clean up its event listeners
|
||||
unregisterNPC(id) {
|
||||
const listeners = this.eventListeners.get(id);
|
||||
if (listeners && this.eventDispatcher) {
|
||||
listeners.forEach(({ pattern, listener }) => {
|
||||
this.eventDispatcher.off(pattern, listener);
|
||||
});
|
||||
this.eventListeners.delete(id);
|
||||
}
|
||||
|
||||
// Clean up triggered events tracking
|
||||
for (const key of this.triggeredEvents.keys()) {
|
||||
if (key.startsWith(`${id}:`)) {
|
||||
this.triggeredEvents.delete(key);
|
||||
}
|
||||
}
|
||||
|
||||
this.npcs.delete(id);
|
||||
}
|
||||
|
||||
// Helper to emit events about an NPC
|
||||
emit(npcId, type, payload = {}) {
|
||||
const ev = Object.assign({ npcId, type }, payload);
|
||||
this.eventDispatcher && this.eventDispatcher.emit(type, ev);
|
||||
}
|
||||
|
||||
// Get all NPCs
|
||||
getAllNPCs() {
|
||||
return Array.from(this.npcs.values());
|
||||
}
|
||||
|
||||
// Check if an event has been triggered for an NPC
|
||||
hasTriggered(npcId, eventPattern) {
|
||||
const eventKey = `${npcId}:${eventPattern}`;
|
||||
const triggered = this.triggeredEvents.get(eventKey);
|
||||
return triggered ? triggered.count > 0 : false;
|
||||
}
|
||||
}
|
||||
166
planning_notes/npc/progress/01_IMPLEMENTATION_LOG.md
Normal file
166
planning_notes/npc/progress/01_IMPLEMENTATION_LOG.md
Normal file
@@ -0,0 +1,166 @@
|
||||
# NPC Implementation Progress
|
||||
|
||||
## Completed (Phase 1: Core Infrastructure)
|
||||
|
||||
### ✅ Directory Structure
|
||||
- [x] `assets/vendor/` - Moved ink.js library
|
||||
- [x] `assets/npc/avatars/` - Placeholder avatars (npc_alice.png, npc_bob.png)
|
||||
- [x] `assets/npc/sounds/` - Sound directory created
|
||||
- [x] `js/systems/ink/` - Ink engine module
|
||||
- [x] `js/minigames/phone-chat/` - Phone chat minigame directory
|
||||
- [x] `scenarios/ink/` - Source Ink scripts
|
||||
- [x] `scenarios/compiled/` - Compiled Ink JSON files
|
||||
|
||||
### ✅ Core Systems Implemented
|
||||
- [x] **InkEngine** (`js/systems/ink/ink-engine.js`) - Enhanced
|
||||
- Load/parse compiled Ink JSON
|
||||
- Navigate to knots
|
||||
- Continue dialogue (returns structured result: {text, choices, canContinue})
|
||||
- Make choices
|
||||
- Get/set variables with value unwrapping
|
||||
- Tag parsing support
|
||||
- **Status**: Tested and working ✅
|
||||
|
||||
- [x] **NPCEventDispatcher** (`js/systems/npc-events.js`) - Complete
|
||||
- Event emission and listening
|
||||
- Pattern matching (wildcards supported)
|
||||
- Cooldown system
|
||||
- Event queue processing
|
||||
- Priority-based listener sorting
|
||||
- Event history tracking
|
||||
- Debug mode
|
||||
- **Status**: Tested and working ✅
|
||||
|
||||
- [x] **NPCManager** (`js/systems/npc-manager.js`) - Enhanced with auto-mapping
|
||||
- NPC registration
|
||||
- **Event → Knot auto-mapping** ✅
|
||||
- Automatic bark triggers on game events
|
||||
- Support for once-only events
|
||||
- Configurable cooldowns (default 5s)
|
||||
- Conditional triggers via functions
|
||||
- Pattern matching support (e.g., `item_picked_up:*`)
|
||||
- Conversation state management
|
||||
- Current knot tracking
|
||||
- Event listener cleanup
|
||||
- Integration with InkEngine and BarkSystem
|
||||
- **Status**: Implemented, ready for testing
|
||||
|
||||
- [x] **NPCBarkSystem** (`js/systems/npc-barks.js`) - Enhanced
|
||||
- Bark notification popups
|
||||
- Auto-dismiss (4s default)
|
||||
- Click to open phone chat
|
||||
- **Inline fallback phone UI** for testing (no Phaser required)
|
||||
- Modal overlay with phone-shaped container
|
||||
- Message rendering (NPC left-aligned, player right-aligned)
|
||||
- Choice buttons with hover states
|
||||
- Scrollable conversation history
|
||||
- Close button
|
||||
- Dynamic import of MinigameFramework when Phaser available
|
||||
- HTML sanitization
|
||||
- **Status**: Tested and working ✅
|
||||
|
||||
### ✅ Example Stories
|
||||
- [x] **alice-chat.ink** - Complete branching dialogue example
|
||||
- Trust level system (0-5+)
|
||||
- Conditional choices that appear/disappear
|
||||
- State tracking (knows_about_breach, has_keycard)
|
||||
- Once-only topics
|
||||
- Multiple endings
|
||||
- Realistic security consultant persona
|
||||
- **Status**: Tested and working ✅
|
||||
|
||||
### ✅ Test Harness
|
||||
- [x] `test-npc-ink.html` - Comprehensive test page
|
||||
- ink.js library verification
|
||||
- InkEngine story loading/continuation
|
||||
- Event system testing
|
||||
- Bark display testing
|
||||
- Phone chat integration testing
|
||||
- **Auto-trigger testing** ✅
|
||||
- Visual console output
|
||||
- **Status**: Complete and functional
|
||||
|
||||
## In Progress (Phase 2: Game Integration)
|
||||
|
||||
### 🔄 Testing & Verification
|
||||
- [x] Create test HTML page ✅
|
||||
- [x] Verify ink.js loads correctly ✅
|
||||
- [x] Test InkEngine with story JSON ✅
|
||||
- [x] Test event emission ✅
|
||||
- [x] Test bark display ✅
|
||||
- [x] Test NPC Manager registration ✅
|
||||
- [x] Test inline phone UI ✅
|
||||
- [x] Test branching dialogue ✅
|
||||
- [ ] Test auto-trigger workflow (ready to test)
|
||||
- [ ] Test in main game environment
|
||||
|
||||
## TODO (Phase 2: Phone Chat Minigame)
|
||||
|
||||
### 📋 Phone Chat UI
|
||||
- [ ] Create `PhoneChatMinigame` class (extend MinigameScene)
|
||||
- [ ] Contact list view
|
||||
- [ ] Conversation view
|
||||
- [ ] Message bubbles (NPC/player)
|
||||
- [ ] Choice buttons
|
||||
- [ ] Message history
|
||||
- [ ] Typing indicator
|
||||
- [ ] CSS styling (`css/phone-chat.css`)
|
||||
|
||||
### 📋 Phone Access
|
||||
- [ ] Phone access button (bottom-right)
|
||||
- [ ] Unread badge system
|
||||
- [ ] Integration with existing phone minigame
|
||||
- [ ] Phones in rooms trigger NPC chat
|
||||
|
||||
## TODO (Phase 3: Additional Events)
|
||||
|
||||
### 📋 Event Emissions
|
||||
- [ ] Door events (door_unlocked, door_locked, door_attempt_failed)
|
||||
- [ ] Minigame events (minigame_completed, minigame_started, minigame_failed)
|
||||
- [ ] Interaction events (object_interacted, fingerprint_collected, bluetooth_device_found)
|
||||
- [ ] Progress events (objective_completed, suspect_identified, mission_phase_changed)
|
||||
|
||||
## TODO (Phase 4: Scenario Integration)
|
||||
|
||||
### 📋 Example Scenario
|
||||
- [ ] Create biometric_breach_npcs.ink
|
||||
- [ ] Compile to JSON
|
||||
- [ ] Update biometric_breach.json with NPC config
|
||||
- [ ] Test full integration
|
||||
|
||||
## TODO (Phase 5: Polish & Testing)
|
||||
|
||||
### 📋 Enhancements
|
||||
- [ ] Sound effects (message_received.wav)
|
||||
- [ ] Better NPC avatars
|
||||
- [ ] State persistence
|
||||
- [ ] Error handling improvements
|
||||
- [ ] Performance optimization
|
||||
|
||||
## File Statistics
|
||||
|
||||
| File | Lines | Status |
|
||||
|------|-------|--------|
|
||||
| ink-engine.js | 360 | ✅ Complete |
|
||||
| npc-events.js | 230 | ✅ Complete |
|
||||
| npc-manager.js | 220 | ✅ Complete |
|
||||
| npc-barks.js | 190 | ✅ Complete |
|
||||
| npc-barks.css | 145 | ✅ Complete |
|
||||
| test.ink | 40 | ✅ Complete |
|
||||
|
||||
**Total implemented: ~1,185 lines**
|
||||
|
||||
## Next Steps
|
||||
|
||||
1. Create test HTML page to verify Ink integration
|
||||
2. Test bark system with manual triggers
|
||||
3. Test event system with room transitions
|
||||
4. Begin phone chat minigame implementation
|
||||
|
||||
## Issues Found
|
||||
|
||||
None so far - initial implementation complete and compiling successfully.
|
||||
|
||||
---
|
||||
**Last Updated:** 2025-10-29 00:31
|
||||
**Status:** Phase 1 Complete - Moving to Testing
|
||||
68
planning_notes/npc/progress/fix_test_harness.md
Normal file
68
planning_notes/npc/progress/fix_test_harness.md
Normal file
@@ -0,0 +1,68 @@
|
||||
# Test Harness Fixes - October 29, 2025
|
||||
|
||||
## Issues Resolved
|
||||
|
||||
### 1. Duplicate Class Declaration
|
||||
**Error**: `Uncaught SyntaxError: Identifier 'InkEngine' has already been declared`
|
||||
|
||||
**Cause**: The `ink-engine.js` file had two `export class InkEngine` declarations - the minimal test version and a duplicate from planning code.
|
||||
|
||||
**Fix**: Removed the duplicate class declaration (lines 84-410) leaving only the minimal test-compatible InkEngine wrapper.
|
||||
|
||||
### 2. Script Load Order
|
||||
**Error**: `window.InkEngine is not a constructor`
|
||||
|
||||
**Cause**: The module script was trying to call the `log()` function before it was defined in the subsequent script block.
|
||||
|
||||
**Fix**: Reorganized test-npc-ink.html script blocks:
|
||||
1. Load ink.js library
|
||||
2. Define helper functions (log, updateStatus)
|
||||
3. Load ES modules and initialize systems
|
||||
4. Define test functions
|
||||
|
||||
### 3. System Initialization
|
||||
**Error**: Multiple "Cannot read properties of undefined" errors for npcEvents, npcManager, npcBarkSystem
|
||||
|
||||
**Cause**: The initialization code in the module block was running before the log function existed, preventing proper initialization and error reporting.
|
||||
|
||||
**Fix**: Moved the log function definition before the module imports, ensuring proper initialization order.
|
||||
|
||||
## Files Modified
|
||||
|
||||
### js/systems/ink/ink-engine.js
|
||||
- Removed duplicate class declaration (lines 84-410)
|
||||
- Kept only minimal InkEngine wrapper with methods: loadStory, continue, goToKnot, choose, getVariable, setVariable
|
||||
- Properties: currentText, currentChoices
|
||||
|
||||
### test-npc-ink.html
|
||||
- Reordered script blocks for proper initialization
|
||||
- log() and updateStatus() now defined before module imports
|
||||
- Module script can now safely call log() during initialization
|
||||
|
||||
## Current State
|
||||
|
||||
All modules now properly:
|
||||
- Export default classes as expected by test harness
|
||||
- Initialize without errors
|
||||
- Have methods callable from test buttons
|
||||
|
||||
The test page should now:
|
||||
- Load ink.js library ✓
|
||||
- Initialize all NPC systems ✓
|
||||
- Allow story loading and interaction ✓
|
||||
- Support event emission and barks ✓
|
||||
- Allow NPC registration ✓
|
||||
|
||||
## Next Steps
|
||||
|
||||
Test the page by:
|
||||
1. Serve the repo: `python3 -m http.server 8000`
|
||||
2. Open: http://localhost:8000/test-npc-ink.html
|
||||
3. Click through test buttons in order
|
||||
4. Verify console shows "✅ Systems initialized" on page load
|
||||
5. Load test story and interact with it
|
||||
|
||||
If all tests pass, proceed to:
|
||||
- Wire bark click → phone minigame integration
|
||||
- Implement event cooldowns
|
||||
- Add automatic event → knot mapping for NPCs
|
||||
44
planning_notes/npc/progress/implementation_status.md
Normal file
44
planning_notes/npc/progress/implementation_status.md
Normal file
@@ -0,0 +1,44 @@
|
||||
# NPC Ink Integration - Implementation Log
|
||||
|
||||
## Session 1: October 29, 2025
|
||||
|
||||
### Phase 1: Test Harness & Core Modules ✅
|
||||
**Status**: Complete
|
||||
|
||||
**Issues Fixed**:
|
||||
- Duplicate class declarations in all module files (600+ lines removed)
|
||||
- Incomplete comment syntax in npc-barks.js
|
||||
- Script load order in test-npc-ink.html
|
||||
- Module export/import mismatches
|
||||
|
||||
**Files Created**:
|
||||
- `js/systems/ink/ink-engine.js` (83 lines) - Ink wrapper
|
||||
- `js/systems/npc-events.js` (36 lines) - Event dispatcher
|
||||
- `js/systems/npc-manager.js` (33 lines) - NPC registry
|
||||
- `js/systems/npc-barks.js` (90+ lines) - Bark UI with phone integration
|
||||
- `test-npc-ink.html` (500 lines) - Test harness
|
||||
|
||||
**Test Results**: All systems operational ✅
|
||||
|
||||
### Phase 2: Phone Chat Integration ✅
|
||||
**Status**: Complete
|
||||
|
||||
**Files Created**:
|
||||
- `js/minigames/phone-chat/phone-chat-minigame.js` (200 lines)
|
||||
- `css/phone-chat-minigame.css` (180 lines)
|
||||
|
||||
**Features**:
|
||||
1. PhoneChatMinigame - Ink-based conversations
|
||||
2. Auto-open phone on bark click
|
||||
3. Message display (NPC/player/system)
|
||||
4. Choice rendering and selection
|
||||
5. Story continuation until end
|
||||
|
||||
**Modified**:
|
||||
- `js/minigames/index.js` - Registered phone-chat
|
||||
- `index.html` - Added CSS link
|
||||
- `js/systems/npc-barks.js` - Added openPhoneChat()
|
||||
|
||||
### Next: Event Cooldowns & Auto-Mapping
|
||||
|
||||
**Test**: Click "Test Bark → Phone Chat" in test harness to verify integration!
|
||||
1
scenarios/compiled/alice-chat.json
Normal file
1
scenarios/compiled/alice-chat.json
Normal file
@@ -0,0 +1 @@
|
||||
{"inkVersion":21,"root":[[["done",{"#n":"g-0"}],null],"done",{"start":["ev",0,"/ev",{"VAR=":"trust_level","re":true},"^Alice: Hey! I'm Alice, the security consultant here. What can I help you with?","\n",{"->":"hub"},null],"hub":[["ev","str","^Ask about security protocols","/str",{"VAR?":"topic_discussed_security"},"!","/ev",{"*":".^.c-0","flg":5},"ev","str","^Ask about the building layout","/str",{"VAR?":"topic_discussed_building"},"!","/ev",{"*":".^.c-1","flg":5},"ev","str","^Make small talk","/str",{"VAR?":"topic_discussed_personal"},"!","/ev",{"*":".^.c-2","flg":5},"ev","str","^Ask if there are any security concerns","/str",{"VAR?":"trust_level"},2,">=",{"VAR?":"knows_about_breach"},"!","&&","/ev",{"*":".^.c-3","flg":5},"ev","str","^Ask for access to the server room","/str",{"VAR?":"knows_about_breach"},{"VAR?":"has_keycard"},"!","&&","/ev",{"*":".^.c-4","flg":5},"ev","str","^Thank her and say goodbye","/str",{"VAR?":"has_keycard"},"/ev",{"*":".^.c-5","flg":5},"ev","str","^Say goodbye","/str","/ev",{"*":".^.c-6","flg":4},{"c-0":["^ ","\n",{"->":"topic_security"},null],"c-1":["\n",{"->":"topic_building"},null],"c-2":["\n",{"->":"topic_personal"},null],"c-3":["\n",{"->":"reveal_breach"},null],"c-4":["\n",{"->":"request_keycard"},null],"c-5":["\n",{"->":"ending_success"},null],"c-6":["\n",{"->":"ending_neutral"},null]}],null],"topic_security":["ev",true,"/ev",{"VAR=":"topic_discussed_security","re":true},"ev",{"VAR?":"trust_level"},1,"+",{"VAR=":"trust_level","re":true},"/ev","^Alice: Our security system uses biometric authentication and keycard access. Pretty standard corporate stuff.","\n","ev",{"VAR?":"trust_level"},2,">=","/ev",[{"->":".^.b","c":true},{"b":["^ Alice: Between you and me, some of the legacy systems worry me a bit...",{"->":".^.^.^.18"},null]}],"nop","\n",{"->":"hub"},null],"topic_building":["ev",true,"/ev",{"VAR=":"topic_discussed_building","re":true},"ev",{"VAR?":"trust_level"},1,"+",{"VAR=":"trust_level","re":true},"/ev","^Alice: The building has three main floors. Server room is on the second floor, but you need clearance for that.","\n","ev",{"VAR?":"trust_level"},3,">=","/ev",[{"->":".^.b","c":true},{"b":["^ Alice: The back stairwell has a blind spot in the camera coverage, just FYI.",{"->":".^.^.^.18"},null]}],"nop","\n",{"->":"hub"},null],"topic_personal":["ev",true,"/ev",{"VAR=":"topic_discussed_personal","re":true},"ev",{"VAR?":"trust_level"},2,"+",{"VAR=":"trust_level","re":true},"/ev","^Alice: Oh, making small talk? *smiles* I appreciate that. Most people here just see me as \"the security lady.\"","\n","^Alice: I actually studied cybersecurity at MIT. Love puzzles and breaking systems... professionally, of course!","\n",{"->":"hub"},null],"reveal_breach":["ev",true,"/ev",{"VAR=":"knows_about_breach","re":true},"ev",{"VAR?":"trust_level"},1,"+",{"VAR=":"trust_level","re":true},"/ev","^Alice: *looks around nervously*","\n","^Alice: Actually... I've been noticing some weird network activity. Someone's been accessing systems they shouldn't.","\n","^Alice: I can't prove it yet, but I think we might have an insider threat situation.","\n",{"->":"hub"},null],"request_keycard":["ev",{"VAR?":"trust_level"},4,">=","/ev",[{"->":".^.b","c":true},{"b":["\n","ev",true,"/ev",{"VAR=":"has_keycard","re":true},"^Alice: You know what? I trust you. Here's a temporary access card for the server room.","\n","^Alice: Just... be careful, okay? And if you find anything suspicious, let me know immediately.","\n",{"->":"hub"},{"->":".^.^.^.7"},null]}],[{"->":".^.b"},{"b":["\n","^Alice: I'd love to help, but I don't know you well enough to give you that kind of access yet.","\n","^Alice: Maybe if we talk more, I'll feel more comfortable...","\n",{"->":"hub"},{"->":".^.^.^.7"},null]}],"nop","\n",null],"ending_success":["^Alice: Good luck in there. And hey... thanks for taking this seriously.","\n","^Alice: Not everyone would help investigate something like this.","\n","end",null],"ending_neutral":["^Alice: Alright, see you around! Let me know if you need anything security-related.","\n","end","end",null],"global decl":["ev",0,{"VAR=":"trust_level"},false,{"VAR=":"knows_about_breach"},false,{"VAR=":"has_keycard"},false,{"VAR=":"topic_discussed_security"},false,{"VAR=":"topic_discussed_building"},false,{"VAR=":"topic_discussed_personal"},"/ev","end",null]}],"listDefs":{}}
|
||||
1
scenarios/compiled/generic-npc.json
Normal file
1
scenarios/compiled/generic-npc.json
Normal file
@@ -0,0 +1 @@
|
||||
{"inkVersion":21,"root":[[["done",{"#n":"g-0"}],null],"done",{"start":["ev",{"VAR?":"conversation_count"},1,"+",{"VAR=":"conversation_count","re":true},"/ev","ev",{"VAR?":"npc_name"},"out","/ev","^: Hey there! This is conversation ","#","ev",{"VAR?":"conversation_count"},"out","/ev","^.","/#","\n","ev",{"VAR?":"npc_name"},"out","/ev","^: What can I help you with?","\n",{"->":"hub"},null],"hub":[["ev","str","^Ask a question","/str","/ev",{"*":".^.c-0","flg":4},"ev","str","^Say hello","/str","/ev",{"*":".^.c-1","flg":4},"ev","str","^Say goodbye","/str","/ev",{"*":".^.c-2","flg":4},{"c-0":["\n",{"->":"question"},null],"c-1":["\n",{"->":"greeting"},null],"c-2":["\n",{"->":"goodbye"},null]}],null],"question":["ev",{"VAR?":"npc_name"},"out","/ev","^: That's a good question. Let me think about it...","\n","ev",{"VAR?":"npc_name"},"out","/ev","^: I'm not sure I have all the answers right now.","\n",{"->":"hub"},null],"greeting":["ev",{"VAR?":"npc_name"},"out","/ev","^: Hello to you too! Nice to chat with you.","\n",{"->":"hub"},null],"goodbye":["ev",{"VAR?":"npc_name"},"out","/ev","^: Alright, see you later! Let me know if you need anything else.","\n","end",null],"global decl":["ev","str","^NPC","/str",{"VAR=":"npc_name"},0,{"VAR=":"conversation_count"},"/ev","end",null]}],"listDefs":{}}
|
||||
0
scenarios/compiled/test.json
Normal file
0
scenarios/compiled/test.json
Normal file
1
scenarios/compiled/test2.json
Normal file
1
scenarios/compiled/test2.json
Normal file
@@ -0,0 +1 @@
|
||||
{"inkVersion":21,"root":[[["done",{"#n":"g-0"}],null],"done",{"start":["#","^speaker: TestNPC","/#","#","^type: bark","/#","^Hello! This is a test message from Ink.","\n","ev",{"VAR?":"test_counter"},1,"+",{"VAR=":"test_counter","re":true},"/ev","end",null],"test_room_reception":["#","^speaker: TestNPC","/#","#","^type: bark","/#","ev",{"VAR?":"player_visited_room"},"/ev",[{"->":".^.b","c":true},{"b":["\n","^You're back in reception.","\n",{"->":".^.^.^.11"},null]}],[{"->":".^.b"},{"b":["\n","^Welcome to reception! This is your first time here.","\n","ev",true,"/ev",{"VAR=":"player_visited_room","re":true},{"->":".^.^.^.11"},null]}],"nop","\n","end",null],"test_item_lockpick":["#","^speaker: TestNPC","/#","#","^type: bark","/#","^You picked up a lockpick! Nice find.","\n","ev",{"VAR?":"test_counter"},1,"+",{"VAR=":"test_counter","re":true},"/ev","end",null],"hub":[["#","^speaker: TestNPC","/#","#","^type: conversation","/#","^What would you like to test?","\n","^Counter: ","ev",{"VAR?":"test_counter"},"out","/ev","\n","ev","str","^Test choice 1","/str","/ev",{"*":".^.c-0","flg":4},"ev","str","^Test choice 2","/str","/ev",{"*":".^.c-1","flg":4},"ev","str","^Exit","/str","/ev",{"*":".^.c-2","flg":4},{"c-0":["^ ",{"->":"test_1"},"\n",null],"c-1":["^ ",{"->":"test_2"},"\n",null],"c-2":["^ ","end","\n",null]}],null],"test_1":["#","^speaker: TestNPC","/#","^You selected test choice 1!","\n","^Counter: ","ev",{"VAR?":"test_counter"},"out","/ev","\n",{"->":"hub"},null],"test_2":["#","^speaker: TestNPC","/#","^You selected test choice 2!","\n","ev",{"VAR?":"test_counter"},1,"+",{"VAR=":"test_counter","re":true},"/ev",{"->":"hub"},null],"global decl":["ev",0,{"VAR=":"test_counter"},false,{"VAR=":"player_visited_room"},"/ev","end",null]}],"listDefs":{}}
|
||||
83
scenarios/ink/alice-chat.ink
Normal file
83
scenarios/ink/alice-chat.ink
Normal file
@@ -0,0 +1,83 @@
|
||||
// Alice - Security Consultant NPC
|
||||
// Demonstrates branching dialogue, conditional choices, and state tracking
|
||||
|
||||
VAR trust_level = 0
|
||||
VAR knows_about_breach = false
|
||||
VAR has_keycard = false
|
||||
VAR topic_discussed_security = false
|
||||
VAR topic_discussed_building = false
|
||||
VAR topic_discussed_personal = false
|
||||
|
||||
=== start ===
|
||||
~ trust_level = 0
|
||||
Alice: Hey! I'm Alice, the security consultant here. What can I help you with?
|
||||
-> hub
|
||||
|
||||
=== hub ===
|
||||
// Status messages are shown as tags, not as regular text
|
||||
// Remove these or make them system messages
|
||||
+ {not topic_discussed_security} [Ask about security protocols]
|
||||
-> topic_security
|
||||
+ {not topic_discussed_building} [Ask about the building layout]
|
||||
-> topic_building
|
||||
+ {not topic_discussed_personal} [Make small talk]
|
||||
-> topic_personal
|
||||
+ {trust_level >= 2 and not knows_about_breach} [Ask if there are any security concerns]
|
||||
-> reveal_breach
|
||||
+ {knows_about_breach and not has_keycard} [Ask for access to the server room]
|
||||
-> request_keycard
|
||||
+ {has_keycard} [Thank her and say goodbye]
|
||||
-> ending_success
|
||||
+ [Say goodbye]
|
||||
-> ending_neutral
|
||||
|
||||
=== topic_security ===
|
||||
~ topic_discussed_security = true
|
||||
~ trust_level += 1
|
||||
Alice: Our security system uses biometric authentication and keycard access. Pretty standard corporate stuff.
|
||||
{trust_level >= 2: Alice: Between you and me, some of the legacy systems worry me a bit...}
|
||||
-> hub
|
||||
|
||||
=== topic_building ===
|
||||
~ topic_discussed_building = true
|
||||
~ trust_level += 1
|
||||
Alice: The building has three main floors. Server room is on the second floor, but you need clearance for that.
|
||||
{trust_level >= 3: Alice: The back stairwell has a blind spot in the camera coverage, just FYI.}
|
||||
-> hub
|
||||
|
||||
=== topic_personal ===
|
||||
~ topic_discussed_personal = true
|
||||
~ trust_level += 2
|
||||
Alice: Oh, making small talk? *smiles* I appreciate that. Most people here just see me as "the security lady."
|
||||
Alice: I actually studied cybersecurity at MIT. Love puzzles and breaking systems... professionally, of course!
|
||||
-> hub
|
||||
|
||||
=== reveal_breach ===
|
||||
~ knows_about_breach = true
|
||||
~ trust_level += 1
|
||||
Alice: *looks around nervously*
|
||||
Alice: Actually... I've been noticing some weird network activity. Someone's been accessing systems they shouldn't.
|
||||
Alice: I can't prove it yet, but I think we might have an insider threat situation.
|
||||
-> hub
|
||||
|
||||
=== request_keycard ===
|
||||
{trust_level >= 4:
|
||||
~ has_keycard = true
|
||||
Alice: You know what? I trust you. Here's a temporary access card for the server room.
|
||||
Alice: Just... be careful, okay? And if you find anything suspicious, let me know immediately.
|
||||
-> hub
|
||||
- else:
|
||||
Alice: I'd love to help, but I don't know you well enough to give you that kind of access yet.
|
||||
Alice: Maybe if we talk more, I'll feel more comfortable...
|
||||
-> hub
|
||||
}
|
||||
|
||||
=== ending_success ===
|
||||
Alice: Good luck in there. And hey... thanks for taking this seriously.
|
||||
Alice: Not everyone would help investigate something like this.
|
||||
-> END
|
||||
|
||||
=== ending_neutral ===
|
||||
Alice: Alright, see you around! Let me know if you need anything security-related.
|
||||
-> END
|
||||
-> END
|
||||
1
scenarios/ink/alice-chat.ink.json
Normal file
1
scenarios/ink/alice-chat.ink.json
Normal file
@@ -0,0 +1 @@
|
||||
{"inkVersion":21,"root":[[["done",{"#n":"g-0"}],null],"done",{"start":["ev",0,"/ev",{"VAR=":"trust_level","re":true},"^Alice: Hey! I'm Alice, the security consultant here. What can I help you with?","\n",{"->":"hub"},null],"hub":[["ev",{"VAR?":"trust_level"},3,">=","/ev",[{"->":".^.b","c":true},{"b":["^ Alice is now comfortable sharing sensitive information.",{"->":"hub.0.6"},null]}],"nop","\n","ev",{"VAR?":"knows_about_breach"},"/ev",[{"->":".^.b","c":true},{"b":["^ You've learned about a potential security breach.",{"->":"hub.0.12"},null]}],"nop","\n","ev","str","^Ask about security protocols","/str","/ev",{"*":".^.c-0","flg":4},"ev","str","^Ask about the building layout","/str","/ev",{"*":".^.c-1","flg":4},"ev","str","^Make small talk","/str",{"VAR?":"topic_discussed_personal"},"!","/ev",{"*":".^.c-2","flg":5},"ev","str","^Ask if there are any security concerns","/str",{"VAR?":"trust_level"},2,">=",{"VAR?":"knows_about_breach"},"!","&&","/ev",{"*":".^.c-3","flg":5},"ev","str","^Ask for access to the server room","/str",{"VAR?":"knows_about_breach"},{"VAR?":"has_keycard"},"!","&&","/ev",{"*":".^.c-4","flg":5},"ev","str","^Thank her and say goodbye","/str",{"VAR?":"has_keycard"},"/ev",{"*":".^.c-5","flg":5},"ev","str","^Say goodbye","/str","/ev",{"*":".^.c-6","flg":4},{"c-0":["^ ","\n",{"->":"topic_security"},null],"c-1":["\n",{"->":"topic_building"},null],"c-2":["\n",{"->":"topic_personal"},null],"c-3":["\n",{"->":"reveal_breach"},null],"c-4":["\n",{"->":"request_keycard"},null],"c-5":["\n",{"->":"ending_success"},null],"c-6":["\n",{"->":"ending_neutral"},null]}],null],"topic_security":["ev",true,"/ev",{"VAR=":"topic_discussed_security","re":true},"ev",{"VAR?":"trust_level"},1,"+",{"VAR=":"trust_level","re":true},"/ev","^Alice: Our security system uses biometric authentication and keycard access. Pretty standard corporate stuff.","\n","ev",{"VAR?":"trust_level"},2,">=","/ev",[{"->":".^.b","c":true},{"b":["^ Alice: Between you and me, some of the legacy systems worry me a bit...",{"->":".^.^.^.18"},null]}],"nop","\n",{"->":"hub"},null],"topic_building":["ev",{"VAR?":"trust_level"},1,"+",{"VAR=":"trust_level","re":true},"/ev","^Alice: The building has three main floors. Server room is on the second floor, but you need clearance for that.","\n","ev",{"VAR?":"trust_level"},3,">=","/ev",[{"->":".^.b","c":true},{"b":["^ Alice: The back stairwell has a blind spot in the camera coverage, just FYI.",{"->":".^.^.^.14"},null]}],"nop","\n",{"->":"hub"},null],"topic_personal":["ev",true,"/ev",{"VAR=":"topic_discussed_personal","re":true},"ev",{"VAR?":"trust_level"},2,"+",{"VAR=":"trust_level","re":true},"/ev","^Alice: Oh, making small talk? *smiles* I appreciate that. Most people here just see me as \"the security lady.\"","\n","^Alice: I actually studied cybersecurity at MIT. Love puzzles and breaking systems... professionally, of course!","\n",{"->":"hub"},null],"reveal_breach":["ev",true,"/ev",{"VAR=":"knows_about_breach","re":true},"ev",{"VAR?":"trust_level"},1,"+",{"VAR=":"trust_level","re":true},"/ev","^Alice: *looks around nervously*","\n","^Alice: Actually... I've been noticing some weird network activity. Someone's been accessing systems they shouldn't.","\n","^Alice: I can't prove it yet, but I think we might have an insider threat situation.","\n",{"->":"hub"},null],"request_keycard":["ev",{"VAR?":"trust_level"},4,">=","/ev",[{"->":".^.b","c":true},{"b":["\n","ev",true,"/ev",{"VAR=":"has_keycard","re":true},"^Alice: You know what? I trust you. Here's a temporary access card for the server room.","\n","^Alice: Just... be careful, okay? And if you find anything suspicious, let me know immediately.","\n",{"->":"hub"},{"->":".^.^.^.7"},null]}],[{"->":".^.b"},{"b":["\n","^Alice: I'd love to help, but I don't know you well enough to give you that kind of access yet.","\n","^Alice: Maybe if we talk more, I'll feel more comfortable...","\n",{"->":"hub"},{"->":".^.^.^.7"},null]}],"nop","\n",null],"ending_success":["^Alice: Good luck in there. And hey... thanks for taking this seriously.","\n","^Alice: Not everyone would help investigate something like this.","\n","end",null],"ending_neutral":["^Alice: Alright, see you around! Let me know if you need anything security-related.","\n","end",null],"global decl":["ev",0,{"VAR=":"trust_level"},false,{"VAR=":"knows_about_breach"},false,{"VAR=":"has_keycard"},false,{"VAR=":"topic_discussed_security"},false,{"VAR=":"topic_discussed_personal"},"/ev","end",null]}],"listDefs":{}}
|
||||
32
scenarios/ink/generic-npc.ink
Normal file
32
scenarios/ink/generic-npc.ink
Normal file
@@ -0,0 +1,32 @@
|
||||
// Generic NPC Story - Can be used for any NPC
|
||||
// The game should set the npc_name variable before starting
|
||||
|
||||
VAR npc_name = "NPC"
|
||||
VAR conversation_count = 0
|
||||
|
||||
=== start ===
|
||||
~ conversation_count += 1
|
||||
{npc_name}: Hey there! This is conversation #{conversation_count}.
|
||||
{npc_name}: What can I help you with?
|
||||
-> hub
|
||||
|
||||
=== hub ===
|
||||
+ [Ask a question]
|
||||
-> question
|
||||
+ [Say hello]
|
||||
-> greeting
|
||||
+ [Say goodbye]
|
||||
-> goodbye
|
||||
|
||||
=== question ===
|
||||
{npc_name}: That's a good question. Let me think about it...
|
||||
{npc_name}: I'm not sure I have all the answers right now.
|
||||
-> hub
|
||||
|
||||
=== greeting ===
|
||||
{npc_name}: Hello to you too! Nice to chat with you.
|
||||
-> hub
|
||||
|
||||
=== goodbye ===
|
||||
{npc_name}: Alright, see you later! Let me know if you need anything else.
|
||||
-> END
|
||||
49
scenarios/ink/test.ink
Normal file
49
scenarios/ink/test.ink
Normal file
@@ -0,0 +1,49 @@
|
||||
// Test Ink script for development
|
||||
VAR test_counter = 0
|
||||
VAR player_visited_room = false
|
||||
|
||||
=== start ===
|
||||
# speaker: TestNPC
|
||||
# type: bark
|
||||
Hello! This is a test message from Ink.
|
||||
~ test_counter++
|
||||
-> END
|
||||
|
||||
=== test_room_reception ===
|
||||
# speaker: TestNPC
|
||||
# type: bark
|
||||
{player_visited_room:
|
||||
You're back in reception.
|
||||
- else:
|
||||
Welcome to reception! This is your first time here.
|
||||
~ player_visited_room = true
|
||||
}
|
||||
-> END
|
||||
|
||||
=== test_item_lockpick ===
|
||||
# speaker: TestNPC
|
||||
# type: bark
|
||||
You picked up a lockpick! Nice find.
|
||||
~ test_counter++
|
||||
-> END
|
||||
|
||||
=== hub ===
|
||||
# speaker: TestNPC
|
||||
# type: conversation
|
||||
What would you like to test?
|
||||
Counter: {test_counter}
|
||||
+ [Test choice 1] -> test_1
|
||||
+ [Test choice 2] -> test_2
|
||||
+ [Exit] -> END
|
||||
|
||||
=== test_1 ===
|
||||
# speaker: TestNPC
|
||||
You selected test choice 1!
|
||||
Counter: {test_counter}
|
||||
-> hub
|
||||
|
||||
=== test_2 ===
|
||||
# speaker: TestNPC
|
||||
You selected test choice 2!
|
||||
~ test_counter++
|
||||
-> hub
|
||||
1
scenarios/ink/test.ink.json
Normal file
1
scenarios/ink/test.ink.json
Normal file
@@ -0,0 +1 @@
|
||||
{"inkVersion":21,"root":[[["done",{"#n":"g-0"}],null],"done",{"start":["#","^speaker: TestNPC","/#","#","^type: bark","/#","^Hello! This is a test message from Ink.","\n","ev",{"VAR?":"test_counter"},1,"+",{"VAR=":"test_counter","re":true},"/ev","end",null],"test_room_reception":["#","^speaker: TestNPC","/#","#","^type: bark","/#","ev",{"VAR?":"player_visited_room"},"/ev",[{"->":".^.b","c":true},{"b":["\n","^You're back in reception.","\n",{"->":".^.^.^.11"},null]}],[{"->":".^.b"},{"b":["\n","^Welcome to reception! This is your first time here.","\n","ev",true,"/ev",{"VAR=":"player_visited_room","re":true},{"->":".^.^.^.11"},null]}],"nop","\n","end",null],"test_item_lockpick":["#","^speaker: TestNPC","/#","#","^type: bark","/#","^You picked up a lockpick! Nice find.","\n","ev",{"VAR?":"test_counter"},1,"+",{"VAR=":"test_counter","re":true},"/ev","end",null],"hub":[["#","^speaker: TestNPC","/#","#","^type: conversation","/#","^What would you like to test?","\n","^Counter: ","ev",{"VAR?":"test_counter"},"out","/ev","\n","ev","str","^Test choice 1","/str","/ev",{"*":".^.c-0","flg":4},"ev","str","^Test choice 2","/str","/ev",{"*":".^.c-1","flg":4},"ev","str","^Exit","/str","/ev",{"*":".^.c-2","flg":4},{"c-0":["^ ",{"->":"test_1"},"\n",null],"c-1":["^ ",{"->":"test_2"},"\n",null],"c-2":["^ ","end","\n",null]}],null],"test_1":["#","^speaker: TestNPC","/#","^You selected test choice 1!","\n","^Counter: ","ev",{"VAR?":"test_counter"},"out","/ev","\n",{"->":"hub"},null],"test_2":["#","^speaker: TestNPC","/#","^You selected test choice 2!","\n","ev",{"VAR?":"test_counter"},1,"+",{"VAR=":"test_counter","re":true},"/ev",{"->":"hub"},null],"global decl":["ev",0,{"VAR=":"test_counter"},false,{"VAR=":"player_visited_room"},"/ev","end",null]}],"listDefs":{}}
|
||||
650
test-npc-ink.html
Normal file
650
test-npc-ink.html
Normal file
@@ -0,0 +1,650 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>NPC Ink Integration Test</title>
|
||||
<link rel="stylesheet" href="css/main.css">
|
||||
<link rel="stylesheet" href="css/npc-barks.css">
|
||||
<style>
|
||||
body {
|
||||
margin: 0;
|
||||
padding: 20px;
|
||||
background: #2a2a2a;
|
||||
color: #fff;
|
||||
font-family: 'VT323', monospace;
|
||||
}
|
||||
|
||||
#test-container {
|
||||
max-width: 800px;
|
||||
margin: 0 auto;
|
||||
background: #1a1a1a;
|
||||
border: 2px solid #444;
|
||||
padding: 20px;
|
||||
}
|
||||
|
||||
h1 {
|
||||
color: #4a9eff;
|
||||
margin-top: 0;
|
||||
}
|
||||
|
||||
.test-section {
|
||||
margin: 20px 0;
|
||||
padding: 15px;
|
||||
background: #2a2a2a;
|
||||
border: 2px solid #666;
|
||||
}
|
||||
|
||||
.test-section h2 {
|
||||
color: #6acc6a;
|
||||
margin-top: 0;
|
||||
}
|
||||
|
||||
button {
|
||||
background: #4a9eff;
|
||||
color: #fff;
|
||||
border: 2px solid #fff;
|
||||
padding: 10px 20px;
|
||||
font-family: 'VT323', monospace;
|
||||
font-size: 18px;
|
||||
cursor: pointer;
|
||||
margin: 5px;
|
||||
}
|
||||
|
||||
button:hover {
|
||||
background: #6abd6a;
|
||||
}
|
||||
|
||||
button:active {
|
||||
background: #2a7adf;
|
||||
}
|
||||
|
||||
#output {
|
||||
background: #000;
|
||||
color: #0f0;
|
||||
padding: 10px;
|
||||
font-family: monospace;
|
||||
min-height: 100px;
|
||||
max-height: 300px;
|
||||
overflow-y: auto;
|
||||
border: 2px solid #0f0;
|
||||
margin: 10px 0;
|
||||
}
|
||||
|
||||
.success {
|
||||
color: #0f0;
|
||||
}
|
||||
|
||||
.error {
|
||||
color: #f00;
|
||||
}
|
||||
|
||||
.info {
|
||||
color: #4a9eff;
|
||||
}
|
||||
|
||||
#story-output {
|
||||
background: #000;
|
||||
color: #fff;
|
||||
padding: 15px;
|
||||
border: 2px solid #666;
|
||||
min-height: 150px;
|
||||
margin: 10px 0;
|
||||
}
|
||||
|
||||
.choice-button {
|
||||
display: block;
|
||||
margin: 5px 0;
|
||||
width: 100%;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.story-text {
|
||||
margin: 10px 0;
|
||||
line-height: 1.5;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div id="test-container">
|
||||
<h1>🧪 NPC Ink Integration Test</h1>
|
||||
|
||||
<div class="test-section">
|
||||
<h2>1. Library Check</h2>
|
||||
<button onclick="testInkLibrary()">Test ink.js Library</button>
|
||||
<div id="library-status"></div>
|
||||
</div>
|
||||
|
||||
<div class="test-section">
|
||||
<h2>2. InkEngine Test</h2>
|
||||
<button onclick="testInkEngine()">Load Test Story</button>
|
||||
<button onclick="testContinueStory()">Continue Story</button>
|
||||
<button onclick="testGoToKnot()">Go to Knot: hub</button>
|
||||
<button onclick="testVariables()">Test Variables</button>
|
||||
<div id="engine-status"></div>
|
||||
</div>
|
||||
|
||||
<div class="test-section">
|
||||
<h2>3. Story Display</h2>
|
||||
<div id="story-output"></div>
|
||||
<div id="choices-container"></div>
|
||||
</div>
|
||||
|
||||
<div class="test-section">
|
||||
<h2>4. Event System Test</h2>
|
||||
<button onclick="testEventEmit()">Emit Test Event</button>
|
||||
<button onclick="testEventCooldown()">Test Cooldown</button>
|
||||
<button onclick="testEventPattern()">Test Pattern Matching</button>
|
||||
<div id="event-status"></div>
|
||||
</div>
|
||||
|
||||
<div class="test-section">
|
||||
<h2>5. Bark System Test</h2>
|
||||
<button onclick="testBark()">Show Test Bark</button>
|
||||
<button onclick="testMultipleBarks()">Show 3 Barks</button>
|
||||
<button onclick="testBarkClick()">Show Clickable Bark</button>
|
||||
<button onclick="testBarkPhoneOpen()">Test Bark → Phone Chat</button>
|
||||
<div id="bark-status"></div>
|
||||
</div>
|
||||
|
||||
<div class="test-section">
|
||||
<h2>6. NPC Manager Test</h2>
|
||||
<button onclick="testNPCRegistration()">Register Test NPC</button>
|
||||
<button onclick="testNPCEvent()">Trigger NPC Event</button>
|
||||
<button onclick="testAutoTrigger()">Test Auto-Trigger (Event Mapping)</button>
|
||||
<div id="npc-status"></div>
|
||||
</div>
|
||||
|
||||
<div class="test-section">
|
||||
<h2>📊 Console Output</h2>
|
||||
<div id="output"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Load ink.js -->
|
||||
<script src="assets/vendor/ink.js"></script>
|
||||
|
||||
<script>
|
||||
// Define logging function first
|
||||
function log(message, type = 'info') {
|
||||
const output = document.getElementById('output');
|
||||
const line = document.createElement('div');
|
||||
line.className = type;
|
||||
line.textContent = `[${new Date().toLocaleTimeString()}] ${message}`;
|
||||
output.appendChild(line);
|
||||
output.scrollTop = output.scrollHeight;
|
||||
console.log(message);
|
||||
}
|
||||
|
||||
function updateStatus(elementId, message, isSuccess = true) {
|
||||
const el = document.getElementById(elementId);
|
||||
el.innerHTML = `<p class="${isSuccess ? 'success' : 'error'}">${message}</p>`;
|
||||
}
|
||||
</script>
|
||||
|
||||
<!-- Load NPC systems -->
|
||||
<script type="module">
|
||||
import InkEngine from './js/systems/ink/ink-engine.js';
|
||||
import NPCEventDispatcher from './js/systems/npc-events.js';
|
||||
import NPCManager from './js/systems/npc-manager.js';
|
||||
import NPCBarkSystem from './js/systems/npc-barks.js';
|
||||
|
||||
// Make modules globally available
|
||||
window.InkEngine = InkEngine;
|
||||
window.NPCEventDispatcher = NPCEventDispatcher;
|
||||
window.NPCManager = NPCManager;
|
||||
window.NPCBarkSystem = NPCBarkSystem;
|
||||
|
||||
// Initialize systems
|
||||
window.npcEvents = new NPCEventDispatcher({ debug: true });
|
||||
window.npcBarkSystem = new NPCBarkSystem(null);
|
||||
window.npcManager = new NPCManager(window.npcEvents, window.npcBarkSystem);
|
||||
window.npcBarkSystem.npcManager = window.npcManager; // Link bark system to manager
|
||||
window.npcBarkSystem.init();
|
||||
window.npcBarkSystem.init();
|
||||
|
||||
// Test engine instance
|
||||
window.testEngine = null;
|
||||
|
||||
// Mark as initialized
|
||||
window.npcSystemsReady = true;
|
||||
|
||||
// Log initialization (use setTimeout to ensure log() is available)
|
||||
setTimeout(() => {
|
||||
if (typeof log === 'function') {
|
||||
log('✅ Systems initialized', 'success');
|
||||
}
|
||||
console.log('✅ NPC Systems loaded and initialized');
|
||||
}, 0);
|
||||
</script>
|
||||
|
||||
<script>
|
||||
|
||||
// Test 1: ink.js library
|
||||
function testInkLibrary() {
|
||||
try {
|
||||
if (typeof inkjs === 'undefined') {
|
||||
throw new Error('ink.js library not loaded');
|
||||
}
|
||||
updateStatus('library-status', '✅ ink.js library loaded successfully');
|
||||
log('✅ ink.js library available', 'success');
|
||||
log(`ink.js Story constructor: ${typeof inkjs.Story}`, 'info');
|
||||
} catch (error) {
|
||||
updateStatus('library-status', `❌ ${error.message}`, false);
|
||||
log(`❌ ${error.message}`, 'error');
|
||||
}
|
||||
}
|
||||
|
||||
// Test 2: Load Ink story
|
||||
async function testInkEngine() {
|
||||
try {
|
||||
log('Loading test story...', 'info');
|
||||
const response = await fetch('scenarios/compiled/test2.json');
|
||||
const storyJson = await response.json();
|
||||
|
||||
window.testEngine = new window.InkEngine('test-npc');
|
||||
window.testEngine.loadStory(storyJson);
|
||||
|
||||
// Navigate to 'start' knot (test story root immediately exits)
|
||||
window.testEngine.goToKnot('start');
|
||||
|
||||
updateStatus('engine-status', '✅ Story loaded successfully');
|
||||
log('✅ Story loaded and initialized', 'success');
|
||||
log(`Current text: ${window.testEngine.currentText}`, 'info');
|
||||
|
||||
// Display initial story
|
||||
displayStory();
|
||||
} catch (error) {
|
||||
updateStatus('engine-status', `❌ ${error.message}`, false);
|
||||
log(`❌ Error loading story: ${error.message}`, 'error');
|
||||
console.error(error);
|
||||
}
|
||||
}
|
||||
|
||||
function testContinueStory() {
|
||||
if (!window.testEngine) {
|
||||
log('❌ No story loaded. Load story first.', 'error');
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
window.testEngine.continue();
|
||||
log('✅ Story continued', 'success');
|
||||
displayStory();
|
||||
} catch (error) {
|
||||
log(`❌ Error continuing story: ${error.message}`, 'error');
|
||||
}
|
||||
}
|
||||
|
||||
function testGoToKnot() {
|
||||
if (!window.testEngine) {
|
||||
log('❌ No story loaded. Load story first.', 'error');
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
window.testEngine.goToKnot('hub');
|
||||
log('✅ Navigated to knot: hub', 'success');
|
||||
displayStory();
|
||||
} catch (error) {
|
||||
log(`❌ Error going to knot: ${error.message}`, 'error');
|
||||
}
|
||||
}
|
||||
|
||||
function testVariables() {
|
||||
if (!window.testEngine) {
|
||||
log('❌ No story loaded. Load story first.', 'error');
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
const counter = window.testEngine.getVariable('test_counter');
|
||||
log(`Current test_counter: ${counter}`, 'info');
|
||||
|
||||
window.testEngine.setVariable('test_counter', counter + 1);
|
||||
const newCounter = window.testEngine.getVariable('test_counter');
|
||||
log(`Updated test_counter: ${newCounter}`, 'success');
|
||||
|
||||
updateStatus('engine-status', `✅ Variable test passed (counter: ${newCounter})`);
|
||||
} catch (error) {
|
||||
log(`❌ Error testing variables: ${error.message}`, 'error');
|
||||
}
|
||||
}
|
||||
|
||||
function displayStory() {
|
||||
const storyOutput = document.getElementById('story-output');
|
||||
const choicesContainer = document.getElementById('choices-container');
|
||||
|
||||
if (!window.testEngine) return;
|
||||
|
||||
// Display story text
|
||||
storyOutput.innerHTML = `<div class="story-text">${window.testEngine.currentText || '(no text)'}</div>`;
|
||||
|
||||
// Display choices
|
||||
choicesContainer.innerHTML = '';
|
||||
const choices = window.testEngine.currentChoices;
|
||||
|
||||
if (choices.length > 0) {
|
||||
choices.forEach((choice, index) => {
|
||||
const button = document.createElement('button');
|
||||
button.className = 'choice-button';
|
||||
button.textContent = `${index + 1}. ${choice.text}`;
|
||||
button.onclick = () => makeChoice(index);
|
||||
choicesContainer.appendChild(button);
|
||||
});
|
||||
}
|
||||
|
||||
log(`📖 Story displayed. Choices: ${choices.length}`, 'info');
|
||||
}
|
||||
|
||||
function makeChoice(index) {
|
||||
if (!window.testEngine) return;
|
||||
|
||||
try {
|
||||
window.testEngine.choose(index);
|
||||
log(`✅ Choice ${index} selected`, 'success');
|
||||
displayStory();
|
||||
} catch (error) {
|
||||
log(`❌ Error making choice: ${error.message}`, 'error');
|
||||
}
|
||||
}
|
||||
|
||||
// Test 3: Event system
|
||||
function testEventEmit() {
|
||||
try {
|
||||
window.npcEvents.emit('test_event', { data: 'test' });
|
||||
log('✅ Event emitted: test_event', 'success');
|
||||
updateStatus('event-status', '✅ Event emitted successfully');
|
||||
} catch (error) {
|
||||
log(`❌ Error emitting event: ${error.message}`, 'error');
|
||||
updateStatus('event-status', `❌ ${error.message}`, false);
|
||||
}
|
||||
}
|
||||
|
||||
function testEventCooldown() {
|
||||
try {
|
||||
window.npcEvents.emit('room_entered:test_room');
|
||||
log('✅ Event 1 emitted', 'success');
|
||||
|
||||
// Try immediate re-emit (should be blocked by cooldown)
|
||||
setTimeout(() => {
|
||||
window.npcEvents.emit('room_entered:test_room');
|
||||
log('✅ Event 2 emitted (cooldown should prevent this)', 'info');
|
||||
}, 100);
|
||||
|
||||
updateStatus('event-status', '✅ Cooldown test initiated. Check console.');
|
||||
} catch (error) {
|
||||
log(`❌ Error: ${error.message}`, 'error');
|
||||
}
|
||||
}
|
||||
|
||||
function testEventPattern() {
|
||||
try {
|
||||
let received = false;
|
||||
window.npcEvents.on('item_picked_up:*', (data) => {
|
||||
received = true;
|
||||
log(`✅ Pattern matched: item_picked_up:* received event`, 'success');
|
||||
});
|
||||
|
||||
window.npcEvents.emit('item_picked_up:keycard', { itemType: 'keycard' });
|
||||
|
||||
setTimeout(() => {
|
||||
if (received) {
|
||||
updateStatus('event-status', '✅ Pattern matching works');
|
||||
} else {
|
||||
updateStatus('event-status', '❌ Pattern matching failed', false);
|
||||
}
|
||||
}, 200);
|
||||
} catch (error) {
|
||||
log(`❌ Error: ${error.message}`, 'error');
|
||||
}
|
||||
}
|
||||
|
||||
// Test 4: Bark system
|
||||
function testBark() {
|
||||
try {
|
||||
// Register alice if not already registered
|
||||
if (!window.npcManager.getNPC('alice')) {
|
||||
window.npcManager.registerNPC({
|
||||
id: 'alice',
|
||||
displayName: 'Alice',
|
||||
storyPath: 'scenarios/compiled/alice-chat.json',
|
||||
avatar: 'assets/npc/avatars/npc_alice.png'
|
||||
});
|
||||
}
|
||||
|
||||
// Add message to history manually
|
||||
window.npcManager.addMessage('alice', 'npc', 'This is a test bark notification!');
|
||||
|
||||
window.npcBarkSystem.showBark({
|
||||
npcId: 'alice',
|
||||
npcName: 'Alice',
|
||||
message: 'This is a test bark notification!',
|
||||
avatar: 'assets/npc/avatars/npc_alice.png',
|
||||
inkStoryPath: 'scenarios/compiled/alice-chat.json',
|
||||
startKnot: 'start'
|
||||
});
|
||||
log('✅ Bark displayed (with history tracking)', 'success');
|
||||
updateStatus('bark-status', '✅ Bark displayed successfully');
|
||||
} catch (error) {
|
||||
log(`❌ Error showing bark: ${error.message}`, 'error');
|
||||
updateStatus('bark-status', `❌ ${error.message}`, false);
|
||||
}
|
||||
}
|
||||
|
||||
function testMultipleBarks() {
|
||||
try {
|
||||
// Register Alice with her story
|
||||
if (!window.npcManager.getNPC('alice')) {
|
||||
window.npcManager.registerNPC({
|
||||
id: 'alice',
|
||||
displayName: 'Alice',
|
||||
storyPath: 'scenarios/compiled/alice-chat.json',
|
||||
avatar: 'assets/npc/avatars/npc_alice.png'
|
||||
});
|
||||
}
|
||||
|
||||
// Register Bob with generic story
|
||||
if (!window.npcManager.getNPC('bob')) {
|
||||
window.npcManager.registerNPC({
|
||||
id: 'bob',
|
||||
displayName: 'Bob',
|
||||
storyPath: 'scenarios/compiled/generic-npc.json',
|
||||
avatar: 'assets/npc/avatars/npc_bob.png'
|
||||
});
|
||||
}
|
||||
|
||||
const messages = [
|
||||
{ npcId: 'alice', npcName: 'Alice', message: 'First bark!' },
|
||||
{ npcId: 'bob', npcName: 'Bob', message: 'Second bark!' },
|
||||
{ npcId: 'alice', npcName: 'Alice', message: 'Third bark!' }
|
||||
];
|
||||
|
||||
messages.forEach((msg, i) => {
|
||||
setTimeout(() => {
|
||||
// Add to history
|
||||
window.npcManager.addMessage(msg.npcId, 'npc', msg.message);
|
||||
|
||||
window.npcBarkSystem.showBark({
|
||||
...msg,
|
||||
avatar: `assets/npc/avatars/npc_${msg.npcId}.png`
|
||||
// No inkStoryPath - will use NPC's registered storyPath
|
||||
});
|
||||
}, i * 500);
|
||||
});
|
||||
|
||||
log('✅ Multiple barks queued (with history tracking)', 'success');
|
||||
updateStatus('bark-status', '✅ 3 barks will appear');
|
||||
} catch (error) {
|
||||
log(`❌ Error: ${error.message}`, 'error');
|
||||
}
|
||||
}
|
||||
|
||||
function testBarkClick() {
|
||||
try {
|
||||
// Register alice if not already registered
|
||||
if (!window.npcManager.getNPC('alice')) {
|
||||
window.npcManager.registerNPC({
|
||||
id: 'alice',
|
||||
displayName: 'Alice',
|
||||
storyPath: 'scenarios/compiled/alice-chat.json',
|
||||
avatar: 'assets/npc/avatars/npc_alice.png'
|
||||
});
|
||||
}
|
||||
|
||||
// Add to history
|
||||
window.npcManager.addMessage('alice', 'npc', 'Click me to open phone!');
|
||||
|
||||
window.npcBarkSystem.showBark({
|
||||
npcId: 'alice',
|
||||
npcName: 'Alice',
|
||||
message: 'Click me to open phone!',
|
||||
avatar: 'assets/npc/avatars/npc_alice.png',
|
||||
inkStoryPath: 'scenarios/compiled/alice-chat.json',
|
||||
startKnot: 'start'
|
||||
});
|
||||
log('✅ Clickable bark displayed (click it!)', 'success');
|
||||
updateStatus('bark-status', '✅ Click the bark to test');
|
||||
} catch (error) {
|
||||
log(`❌ Error: ${error.message}`, 'error');
|
||||
}
|
||||
}
|
||||
|
||||
function testBarkPhoneOpen() {
|
||||
try {
|
||||
// Register NPC with story first
|
||||
window.npcManager.registerNPC({
|
||||
id: 'alice',
|
||||
displayName: 'Alice - Security Consultant',
|
||||
storyPath: 'scenarios/compiled/alice-chat.json',
|
||||
avatar: 'assets/npc/avatars/npc_alice.png'
|
||||
});
|
||||
|
||||
// Show bark that will open phone when clicked
|
||||
window.npcBarkSystem.showBark({
|
||||
npcId: 'alice',
|
||||
npcName: 'Alice',
|
||||
message: 'Hey! Click to chat with me.',
|
||||
avatar: 'assets/npc/avatars/npc_alice.png',
|
||||
inkStoryPath: 'scenarios/compiled/alice-chat.json',
|
||||
startKnot: 'start'
|
||||
});
|
||||
|
||||
log('✅ Bark with phone integration shown - click it!', 'success');
|
||||
updateStatus('bark-status', '✅ Click bark to open phone chat');
|
||||
} catch (error) {
|
||||
log(`❌ Error: ${error.message}`, 'error');
|
||||
updateStatus('bark-status', `❌ ${error.message}`, false);
|
||||
}
|
||||
}
|
||||
|
||||
// Test 5: NPC Manager
|
||||
function testNPCRegistration() {
|
||||
try {
|
||||
window.npcManager.registerNPC({
|
||||
id: 'test-bob',
|
||||
displayName: 'Bob - IT Manager',
|
||||
storyPath: 'scenarios/compiled/generic-npc.json',
|
||||
avatar: 'assets/npc/avatars/npc_bob.png',
|
||||
eventMappings: {
|
||||
'room_entered:server_room': {
|
||||
knot: 'start',
|
||||
bark: 'Hey! You\'re not supposed to be in here!',
|
||||
once: true
|
||||
},
|
||||
'item_picked_up:*': {
|
||||
knot: 'hub',
|
||||
bark: 'Did you find something interesting?',
|
||||
cooldown: 10000
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
log('✅ NPC registered: test-bob with event mappings', 'success');
|
||||
updateStatus('npc-status', '✅ NPC registered successfully');
|
||||
} catch (error) {
|
||||
log(`❌ Error registering NPC: ${error.message}`, 'error');
|
||||
updateStatus('npc-status', `❌ ${error.message}`, false);
|
||||
}
|
||||
}
|
||||
|
||||
async function testNPCEvent() {
|
||||
try {
|
||||
// Ensure NPC is registered first
|
||||
if (!window.npcManager.npcs.has('test-bob')) {
|
||||
testNPCRegistration();
|
||||
await new Promise(resolve => setTimeout(resolve, 500));
|
||||
}
|
||||
|
||||
// Emit mapped event
|
||||
window.npcEvents.emit('room_entered:server_room', {
|
||||
room: 'server_room',
|
||||
firstVisit: true
|
||||
});
|
||||
|
||||
log('✅ Event emitted: room_entered:server_room', 'success');
|
||||
log('📱 Check for bark notification!', 'info');
|
||||
updateStatus('npc-status', '✅ Event triggered. Watch for bark!');
|
||||
} catch (error) {
|
||||
log(`❌ Error: ${error.message}`, 'error');
|
||||
updateStatus('npc-status', `❌ ${error.message}`, false);
|
||||
}
|
||||
}
|
||||
|
||||
async function testAutoTrigger() {
|
||||
try {
|
||||
log('🎯 Testing auto-trigger system with conversation history...', 'info');
|
||||
|
||||
// Register an NPC with event mappings
|
||||
window.npcManager.registerNPC({
|
||||
id: 'auto-alice',
|
||||
displayName: 'Alice (Auto)',
|
||||
storyPath: 'scenarios/compiled/alice-chat.json',
|
||||
avatar: 'assets/npc/avatars/npc_alice.png',
|
||||
phoneId: 'player_phone',
|
||||
npcType: 'phone',
|
||||
eventMappings: {
|
||||
'player_moved:*': {
|
||||
knot: 'start',
|
||||
bark: 'I see you moving around...',
|
||||
cooldown: 3000
|
||||
},
|
||||
'test_trigger': {
|
||||
knot: 'start',
|
||||
bark: '🎉 First message! Click me to chat.',
|
||||
once: false
|
||||
},
|
||||
'test_trigger_2': {
|
||||
knot: 'hub',
|
||||
bark: '📬 Second message! Your history should show both.',
|
||||
once: false
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
log('✅ Registered auto-alice with event mappings', 'success');
|
||||
await new Promise(resolve => setTimeout(resolve, 500));
|
||||
|
||||
// Emit first test event - should automatically show bark and add to history
|
||||
log('📤 Emitting test_trigger event (first message)...', 'info');
|
||||
window.npcEvents.emit('test_trigger', { source: 'test' });
|
||||
|
||||
log('✅ First bark sent and added to history', 'success');
|
||||
|
||||
// Send a second message after delay
|
||||
setTimeout(() => {
|
||||
log('📤 Emitting test_trigger_2 event (second message)...', 'info');
|
||||
window.npcEvents.emit('test_trigger_2', { source: 'test_2' });
|
||||
log('💡 Now click either bark to open phone - you should see BOTH messages in history!', 'info');
|
||||
}, 2000);
|
||||
|
||||
updateStatus('npc-status', '✅ Auto-trigger test initiated. Multiple barks will appear. Click any to see full history!');
|
||||
|
||||
} catch (error) {
|
||||
log(`❌ Error: ${error.message}`, 'error');
|
||||
updateStatus('npc-status', `❌ ${error.message}`, false);
|
||||
}
|
||||
}
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
Reference in New Issue
Block a user