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https://github.com/NousResearch/hermes-agent.git
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Merge pull request #55114 from NousResearch/bb/pet-roam
feat(desktop): roaming pet (opt-in)
This commit is contained in:
commit
d417ffb363
13 changed files with 660 additions and 11 deletions
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@ -200,7 +200,7 @@ export function ProfileRail() {
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}, [createRequest])
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return (
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<div aria-label="Profiles" className="flex items-center gap-0.5" role="tablist">
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<div aria-label="Profiles" className="flex items-center gap-0.5" data-slot="profile-rail" role="tablist">
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{/* One button toggles default ↔ all: home face when scoped to a profile,
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layers face when showing everything. Pinned left like Manage is right.
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Hidden until a second profile exists. */}
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@ -13,7 +13,7 @@ import { triggerHaptic } from '@/lib/haptics'
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import { Download, Loader2, PawPrint, Pencil, Trash2 } from '@/lib/icons'
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import { selectableCardClass } from '@/lib/selectable-card'
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import { cn } from '@/lib/utils'
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import { $petInfo } from '@/store/pet'
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import { $petInfo, $petRoam, setPetRoam } from '@/store/pet'
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import {
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$petBusy,
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$petGallery,
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@ -54,6 +54,7 @@ export function PetSettings() {
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const error = useStore($petGalleryError)
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const busySlug = useStore($petBusy)
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const petInfo = useStore($petInfo)
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const roam = useStore($petRoam)
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const [query, setQuery] = useState('')
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const [confirmDelete, setConfirmDelete] = useState<GalleryPet | null>(null)
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const [renameTarget, setRenameTarget] = useState<GalleryPet | null>(null)
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@ -279,6 +280,26 @@ export function PetSettings() {
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title={copy.scaleTitle}
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/>
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)}
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{enabled && (
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<ListRow
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action={
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<SegmentedControl
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onChange={id => {
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setPetRoam(id === 'on')
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triggerHaptic('crisp')
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}}
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options={[
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{ id: 'off', label: copy.off },
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{ id: 'on', label: copy.on }
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]}
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value={roam ? 'on' : 'off'}
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/>
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}
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description={copy.roamDesc}
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title={copy.roamTitle}
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/>
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)}
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</div>
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<ConfirmDialog
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@ -64,6 +64,7 @@ export function StatusbarControls({ className, leftItems = [], items = [], ...pr
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'flex h-5 shrink-0 items-stretch justify-between gap-2 border-t border-(--ui-stroke-tertiary) bg-(--ui-sidebar-surface-background) px-1 py-0 text-(--ui-text-tertiary) [-webkit-app-region:no-drag]',
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className
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)}
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data-slot="statusbar"
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{...props}
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>
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{/* `overflow-x-clip` (not `overflow-x-auto`) so a wide status item — for
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@ -2,8 +2,9 @@ import { useStore } from '@nanostores/react'
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import { useCallback, useEffect, useRef, useState } from 'react'
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import { useGatewayRequest } from '@/app/gateway/hooks/use-gateway-request'
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import { useRouteOverlayActive } from '@/app/hooks/use-route-overlay-active'
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import { persistString, storedString } from '@/lib/storage'
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import { $petInfo, clearPetUnread, type PetInfo, petProfile, setPetInfo } from '@/store/pet'
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import { $petAtRest, $petInfo, $petRoam, $petRoamDir, clearPetUnread, type PetInfo, petProfile, setPetInfo } from '@/store/pet'
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import { resetPetGallery, setPetScale } from '@/store/pet-gallery'
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import { $petOverlayActive, initPetOverlayBridge, popOutPet, restorePetOverlay } from '@/store/pet-overlay'
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import { $activeGatewayProfile, normalizeProfileKey } from '@/store/profile'
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@ -11,7 +12,8 @@ import { $gatewayState } from '@/store/session'
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import { isSecondaryWindow } from '@/store/windows'
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import { useTheme } from '@/themes/context'
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import { PetSprite } from './pet-sprite'
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import { PetSprite, roamWalkRow } from './pet-sprite'
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import { usePetRoam } from './use-pet-roam'
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import { type PetZoomAnchor, usePetZoomGesture } from './use-pet-zoom-gesture'
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// v2: positions are now top/left anchored (v1 stored bottom-anchored values,
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@ -104,6 +106,10 @@ export function FloatingPet() {
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const gatewayState = useStore($gatewayState)
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const info = useStore($petInfo)
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const overlayActive = useStore($petOverlayActive)
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const roamEnabled = useStore($petRoam)
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const atRest = useStore($petAtRest)
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const roamDir = useStore($petRoamDir)
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const routeOverlayOpen = useRouteOverlayActive()
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const [position, setPosition] = useState<Point>(loadPosition)
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const containerRef = useRef<HTMLDivElement | null>(null)
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@ -367,6 +373,35 @@ export function FloatingPet() {
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usePetZoomGesture(containerRef, onScale, active && !overlayActive)
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// Commit a roamed-to position back to React state + storage when the wander
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// loop settles, so the inline style matches the DOM once the loop stops
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// driving it imperatively. Stable identity keeps the roam effect from
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// restarting every render.
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const commitRoamPosition = useCallback((point: Point) => {
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setPosition(point)
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persistString(POSITION_KEY, JSON.stringify(point))
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}, [])
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const isDragging = useCallback(() => dragRef.current !== null, [])
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// Roam only the in-window pet, only while it's idle (agent at rest) and not
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// popped out into the OS overlay. Activity pauses the wander; the pet reacts
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// in place, then resumes strolling when the turn ends.
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usePetRoam({
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commit: commitRoamPosition,
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containerRef,
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enabled: roamEnabled && active && !overlayActive && atRest,
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isInteracting: isDragging,
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loopMs: info.loopMs ?? 1100,
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overlayOpen: routeOverlayOpen,
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petH,
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petW
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})
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// While roaming, drive the directional run row + mirror from the travel
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// direction; at rest, fall back to the inward-facing static mascot.
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const walk = roamWalkRow(roamDir, info.stateRows)
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// While popped out, the desktop overlay window owns the mascot — hide the
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// in-window one so there aren't two.
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if (!info.enabled || !info.spritesheetBase64 || overlayActive) {
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@ -406,9 +441,14 @@ export function FloatingPet() {
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/>
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<div
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ref={spriteWrapRef}
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style={{ lineHeight: 0, position: 'relative', transform: facing(position.x, petW), zIndex: 1 }}
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style={{
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lineHeight: 0,
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position: 'relative',
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transform: roamDir !== 0 ? (walk.mirror ? 'scaleX(-1)' : 'none') : facing(position.x, petW),
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zIndex: 1
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}}
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>
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<PetSprite info={info} />
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<PetSprite info={info} rowOverride={walk.row} />
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</div>
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</div>
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)
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@ -11,7 +11,7 @@ const DEFAULT_LOOP_MS = 1100
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const DEFAULT_SCALE = 0.33
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// Mirrors agent.pet.constants.CODEX_STATE_ROWS (Petdex current taxonomy).
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const DEFAULT_STATE_ROWS = [
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export const DEFAULT_STATE_ROWS = [
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'idle',
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'running-right',
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'running-left',
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@ -48,6 +48,47 @@ const ROW_TO_STATE: Record<string, PetState> = {
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waiting: 'waiting'
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}
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/**
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* Pick the running row + mirror for a horizontal travel direction.
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*
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* Codex sheets ship dedicated `running-left` / `running-right` locomotion rows
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* (already facing their way → no flip). Pets without them fall back to the
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* in-place `running`/`run` row, which faces left by convention, so rightward
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* travel is mirrored. Returns no `row` in that fallback case so the caller lets
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* `$petState` resolve it (and applies `mirror`).
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*/
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export function roamWalkRow(dir: -1 | 0 | 1, stateRows?: string[]): { row?: string; mirror: boolean } {
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if (dir === 0) {
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return { mirror: false }
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}
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const rows = stateRows ?? DEFAULT_STATE_ROWS
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const hasLeft = rows.includes('running-left')
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const hasRight = rows.includes('running-right')
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if (dir > 0) {
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if (hasRight) {
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return { mirror: false, row: 'running-right' }
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}
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if (hasLeft) {
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return { mirror: true, row: 'running-left' }
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}
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return { mirror: true }
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}
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if (hasLeft) {
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return { mirror: false, row: 'running-left' }
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}
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if (hasRight) {
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return { mirror: true, row: 'running-right' }
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}
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return { mirror: false }
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}
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interface PetSpriteProps {
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info: PetInfo
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/** On-screen scale multiplier applied on top of the pet's native scale. */
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443
apps/desktop/src/components/pet/use-pet-roam.ts
Normal file
443
apps/desktop/src/components/pet/use-pet-roam.ts
Normal file
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@ -0,0 +1,443 @@
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import { type RefObject, useEffect } from 'react'
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import { TITLEBAR_HEIGHT } from '@/app/shell/titlebar'
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import { $petMotion, $petRoamDir, type PetState } from '@/store/pet'
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interface Point {
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x: number
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y: number
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}
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/**
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* A horizontal surface the pet can stand and walk on. `y` is the surface line
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* (where the pet's feet rest); `left`/`right` bound the pet's top-left x so the
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* whole sprite stays on the ledge.
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*/
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interface Ledge {
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y: number
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left: number
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right: number
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}
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// Elements the pet can perch on top of, measured fresh each beat. The bottom
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// floor is always a ledge; these add app furniture the pet can climb onto (the
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// composer, the profile rail). Add a `data-slot` here to grow the playground.
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const PERCH_SELECTORS = ['[data-slot="composer-surface"]', '[data-slot="profile-rail"]']
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// A full-width bar pinned to the window bottom (the status bar). When present,
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// the pet walks along its TOP edge instead of the window edge, so it stands on
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// the bar rather than covering it.
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const FLOOR_BAR_SELECTOR = '[data-slot="statusbar"]'
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// Foot-sync: advance this many body-widths per animation loop so the walk reads
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// as steps, not a glide. Actual px/s is derived from the sprite's loop duration
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// and on-screen size (see `walkSpeedPxS`).
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const STRIDE_PER_LOOP = 0.8
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// Downward acceleration for falls between ledges — fast enough to read as a drop.
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const GRAVITY_PX_S2 = 5200
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// Time to spring up onto a higher ledge.
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const JUMP_DUR_MS = 460
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const PAUSE_MIN_MS = 1800
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const PAUSE_MAX_MS = 5200
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// Tiny settle after a drag release before the pet re-plans (and usually falls),
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// so dropping it in mid-air snaps down promptly instead of hanging for a beat.
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const DROP_SETTLE_MS = 90
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// Chance a beat hops to another ledge instead of strolling the current one.
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const HOP_CHANCE = 0.45
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// Strolls should cover ground, not shuffle: travel at least this fraction of the
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// ledge (or this many px, whichever is larger), up to the room available.
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const STROLL_MIN_FRACTION = 0.45
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const STROLL_MIN_PX = 110
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// Sprites carry a few px of transparent padding below the feet; sink the pet by
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// this much so the visible feet meet the surface instead of hovering above it.
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const FEET_DROP_PX = 4
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// Snap distances: "on this ledge" / arrived at a walk target.
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const GROUND_EPS = 2
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const ARRIVE_EPS = 1.5
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// Cap dt so a backgrounded/throttled tab can't teleport the pet on resume.
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const MAX_DT_S = 0.05
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type Phase = 'pause' | 'walk' | 'fall' | 'jump'
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const rand = (min: number, max: number): number => min + Math.random() * (max - min)
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const easeOutCubic = (t: number): number => 1 - (1 - t) ** 3
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const signDir = (n: number): -1 | 0 | 1 => (n > 0 ? 1 : n < 0 ? -1 : 0)
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function vw(): number {
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return window.innerWidth || 800
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}
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function vh(): number {
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return window.innerHeight || 600
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}
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/** The bottom ground line: the top of the status bar if it's pinned full-width
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* across the window bottom, otherwise the window edge. */
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function floorY(width: number, height: number, petH: number): number {
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const bar = document.querySelector(FLOOR_BAR_SELECTOR)
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if (bar) {
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const rect = bar.getBoundingClientRect()
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if (rect.width >= width * 0.5 && height - rect.bottom < 4 && rect.top - petH >= 0) {
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return rect.top
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}
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}
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return height
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}
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/** Snapshot the walkable surfaces right now: the bottom floor plus any on-screen
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* perch element with room above it for the pet to stand. */
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function snapshotLedges(petW: number, petH: number): Ledge[] {
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const width = vw()
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const height = vh()
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const ledges: Ledge[] = [{ left: 0, right: Math.max(0, width - petW), y: floorY(width, height, petH) }]
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for (const selector of PERCH_SELECTORS) {
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const el = document.querySelector(selector)
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if (!el) {
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continue
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}
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const rect = el.getBoundingClientRect()
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const left = Math.max(0, rect.left)
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const right = Math.min(width - petW, rect.right - petW)
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// Skip surfaces that are too narrow for the pet, have no headroom above, or
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// sit off-screen / flush with the floor (no daylight between them).
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if (right <= left + 2 || rect.top - petH < 0 || rect.top > height - 8 || height - rect.top < 12) {
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continue
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}
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ledges.push({ left, right, y: rect.top })
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}
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return ledges
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}
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interface PetRoamOptions {
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/** Run the wander loop (roam opt-in + pet active + in-window + agent at rest). */
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enabled: boolean
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containerRef: RefObject<HTMLDivElement | null>
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/** True while the user is dragging — the loop yields so it never fights a drag. */
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isInteracting: () => boolean
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petW: number
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petH: number
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/** Sprite animation loop duration (ms) — paces the walk to the leg cadence. */
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loopMs: number
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/** A full-screen route overlay (settings/profiles/…) is up: patrol its base. */
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overlayOpen: boolean
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/** Persist the resting position back to React state when the loop settles. */
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commit: (point: Point) => void
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}
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/**
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* Make the floating pet wander the app like a platformer character: it walks
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* along surfaces (the window floor, the top of the composer, …), hops up onto
|
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* higher ledges, and drops off them — instead of drifting diagonally through
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* empty space. Surfaces are re-measured from the live DOM at the start of every
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* beat (`snapshotLedges`), so the pet tracks the composer growing, the sidebar
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* opening, the window resizing, and even falls back to the floor when its perch
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* disappears.
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*
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* Movement mutates `el.style.left/top` directly each frame — like the drag
|
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* handler — so a steady wander triggers no React re-renders, and because it
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* re-asserts the DOM position every frame, an incidental parent re-render that
|
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* snaps `style` back self-heals within a frame. State is only committed (via
|
||||
* `commit`) when the pet settles, keeping React's `position` in sync once the
|
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* loop stops driving it.
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*
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* Two signals publish the wander so the canvas/sprite react without a prop
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* change: `$petMotion` (`run` while walking, `jump` while hopping/falling) flips
|
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* the shared `$petState`, and `$petRoamDir` (-1/0/1) lets the floating pet pick
|
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* the directional run row + mirror for the travel direction.
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*/
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export function usePetRoam({
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enabled,
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containerRef,
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isInteracting,
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petW,
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petH,
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loopMs,
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overlayOpen,
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commit
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}: PetRoamOptions): void {
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useEffect(() => {
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if (!enabled) {
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$petMotion.set(null)
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$petRoamDir.set(0)
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return
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}
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const el = containerRef.current
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if (!el) {
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return
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}
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// Pace the stride to the sprite: one body-width per animation loop.
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const walkSpeedPxS = (petW * STRIDE_PER_LOOP) / (loopMs / 1000)
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||||
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const groundTop = (ledge: Ledge): number => ledge.y - petH + FEET_DROP_PX
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||||
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||||
// A stroll destination on `ledge` that actually goes somewhere: lean toward
|
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// the side with more room (so the pet crosses the app rather than shuffling
|
||||
// in place) and guarantee a decent minimum travel distance.
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const pickStrollTarget = (ledge: Ledge): number => {
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const span = ledge.right - ledge.left
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if (span <= 4) {
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return ledge.left
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}
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const roomLeft = cur.x - ledge.left
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const roomRight = ledge.right - cur.x
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const goRight = roomRight >= roomLeft ? Math.random() < 0.85 : Math.random() < 0.15
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const room = Math.max(0, goRight ? roomRight : roomLeft)
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const minDist = Math.min(room, Math.max(span * STROLL_MIN_FRACTION, STROLL_MIN_PX))
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const dist = minDist + Math.random() * Math.max(0, room - minDist)
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||||
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return goRight ? cur.x + dist : cur.x - dist
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||||
}
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||||
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||||
// Seed from the live DOM rect so we resume from wherever the pet actually is
|
||||
// (after a drag, reclamp, or activity pause) rather than a stale closure.
|
||||
const rect = el.getBoundingClientRect()
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||||
const cur: Point = { x: rect.left, y: rect.top }
|
||||
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||||
let phase: Phase = 'pause'
|
||||
let pauseUntil = performance.now() + rand(400, 1200)
|
||||
let last = performance.now()
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||||
let raf = 0
|
||||
|
||||
let walkTargetX = cur.x
|
||||
let curLedge: Ledge | null = null
|
||||
let targetLedge: Ledge | null = null
|
||||
// When set, the current walk is the approach run before a hop to this ledge.
|
||||
let pendingHop: Ledge | null = null
|
||||
// Fall / jump integrators.
|
||||
let fallVel = 0
|
||||
let jumpFromY = 0
|
||||
let jumpElapsed = 0
|
||||
|
||||
const applyDom = () => {
|
||||
el.style.left = `${cur.x}px`
|
||||
el.style.top = `${cur.y}px`
|
||||
}
|
||||
|
||||
// One chokepoint for the wander signals: the pose (drives `$petState`) and
|
||||
// the travel direction (drives the floating pet's directional row + mirror).
|
||||
const signal = (pose: PetState | null, dir: -1 | 0 | 1) => {
|
||||
$petMotion.set(pose)
|
||||
$petRoamDir.set(dir)
|
||||
}
|
||||
|
||||
const beginPause = (now: number) => {
|
||||
phase = 'pause'
|
||||
pauseUntil = now + rand(PAUSE_MIN_MS, PAUSE_MAX_MS)
|
||||
signal(null, 0)
|
||||
commit({ ...cur })
|
||||
}
|
||||
|
||||
// Land flush on a ledge, then settle into the next idle beat.
|
||||
const settleOn = (ledge: Ledge, now: number) => {
|
||||
cur.y = groundTop(ledge)
|
||||
curLedge = ledge
|
||||
applyDom()
|
||||
beginPause(now)
|
||||
}
|
||||
|
||||
const beginVertical = (ledge: Ledge) => {
|
||||
targetLedge = ledge
|
||||
|
||||
if (groundTop(ledge) < cur.y - 1) {
|
||||
// Up onto a higher ledge: a quick spring.
|
||||
phase = 'jump'
|
||||
jumpFromY = cur.y
|
||||
jumpElapsed = 0
|
||||
} else {
|
||||
// Down off a ledge: let gravity take it.
|
||||
phase = 'fall'
|
||||
fallVel = 0
|
||||
}
|
||||
|
||||
signal('jump', 0)
|
||||
}
|
||||
|
||||
// Does the pet, standing at cur.x, have a stretch of `to` it can step across
|
||||
// to from `from` (their walkable x-ranges overlap)?
|
||||
const overlapsX = (from: Ledge, to: Ledge): boolean =>
|
||||
Math.min(from.right, to.right) > Math.max(from.left, to.left) + 2
|
||||
|
||||
// Find the highest surface at or below the pet's feet under its current x —
|
||||
// i.e. what it's standing on, or what it would fall onto.
|
||||
const resolveLedge = (ledges: Ledge[]): Ledge => {
|
||||
const bottom = cur.y + petH
|
||||
let best: Ledge | null = null
|
||||
|
||||
for (const ledge of ledges) {
|
||||
if (cur.x < ledge.left - 2 || cur.x > ledge.right + 2) {
|
||||
continue
|
||||
}
|
||||
|
||||
if (ledge.y >= bottom - GROUND_EPS && (!best || ledge.y < best.y)) {
|
||||
best = ledge
|
||||
}
|
||||
}
|
||||
|
||||
// Floor always spans the clamped x-range, so this only falls back if the
|
||||
// pet is somehow below everything — drop it to the floor.
|
||||
return best ?? ledges[0]!
|
||||
}
|
||||
|
||||
// While an overlay is up, it's the only walkable surface: a single ledge at
|
||||
// the overlay card's bottom inner edge. The card uses `OverlayView`'s equal
|
||||
// inset on every side — `titlebar-height + padding` — so derive it from that
|
||||
// (never measured).
|
||||
const overlayLedge = (): Ledge => {
|
||||
const rem = parseFloat(getComputedStyle(document.documentElement).fontSize) || 16
|
||||
const inset = TITLEBAR_HEIGHT + (vw() >= 640 ? 0.875 : 0.625) * rem
|
||||
|
||||
return { left: inset, right: Math.max(0, vw() - inset - petW), y: vh() - inset }
|
||||
}
|
||||
|
||||
const planNext = () => {
|
||||
// An open overlay swaps the surface set to just its bottom edge, so the pet
|
||||
// patrols along it; closing it restores the normal surfaces (and the pet
|
||||
// drops to whatever's below).
|
||||
const ledges = overlayOpen ? [overlayLedge()] : snapshotLedges(petW, petH)
|
||||
curLedge = resolveLedge(ledges)
|
||||
|
||||
if (Math.abs(cur.y - groundTop(curLedge)) > GROUND_EPS) {
|
||||
// Dragged into the air, or the surface moved out from under it: fall.
|
||||
beginVertical(curLedge)
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
const reachable = ledges.filter(ledge => ledge !== curLedge && overlapsX(curLedge!, ledge))
|
||||
|
||||
if (reachable.length > 0 && Math.random() < HOP_CHANCE) {
|
||||
const next = reachable[Math.floor(Math.random() * reachable.length)]!
|
||||
const lo = Math.max(curLedge.left, next.left)
|
||||
const hi = Math.min(curLedge.right, next.right)
|
||||
pendingHop = next
|
||||
walkTargetX = lo + Math.random() * (hi - lo)
|
||||
} else {
|
||||
pendingHop = null
|
||||
walkTargetX = pickStrollTarget(curLedge)
|
||||
}
|
||||
|
||||
phase = 'walk'
|
||||
signal('run', signDir(walkTargetX - cur.x))
|
||||
}
|
||||
|
||||
const step = (now: number) => {
|
||||
const dt = Math.min(MAX_DT_S, (now - last) / 1000)
|
||||
last = now
|
||||
|
||||
// Yield to a drag: track the pet so we resume from the drop point, and
|
||||
// reset the idle beat so it doesn't bolt the instant it's let go.
|
||||
if (isInteracting()) {
|
||||
const live = el.getBoundingClientRect()
|
||||
cur.x = live.left
|
||||
cur.y = live.top
|
||||
phase = 'pause'
|
||||
pendingHop = null
|
||||
// Short settle so the pet falls right after you drop it, not seconds later.
|
||||
pauseUntil = now + DROP_SETTLE_MS
|
||||
signal(null, 0)
|
||||
raf = requestAnimationFrame(step)
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
switch (phase) {
|
||||
case 'pause': {
|
||||
if (now >= pauseUntil) {
|
||||
planNext()
|
||||
}
|
||||
|
||||
break
|
||||
}
|
||||
|
||||
case 'walk': {
|
||||
const remaining = walkTargetX - cur.x
|
||||
const stepDist = walkSpeedPxS * dt
|
||||
|
||||
if (Math.abs(remaining) <= Math.max(ARRIVE_EPS, stepDist)) {
|
||||
cur.x = walkTargetX
|
||||
applyDom()
|
||||
|
||||
if (pendingHop) {
|
||||
const next = pendingHop
|
||||
pendingHop = null
|
||||
beginVertical(next)
|
||||
} else {
|
||||
beginPause(now)
|
||||
}
|
||||
} else {
|
||||
cur.x += Math.sign(remaining) * stepDist
|
||||
applyDom()
|
||||
}
|
||||
|
||||
break
|
||||
}
|
||||
|
||||
case 'fall': {
|
||||
if (!targetLedge) {
|
||||
beginPause(now)
|
||||
|
||||
break
|
||||
}
|
||||
|
||||
fallVel += GRAVITY_PX_S2 * dt
|
||||
cur.y += fallVel * dt
|
||||
|
||||
if (cur.y >= groundTop(targetLedge)) {
|
||||
settleOn(targetLedge, now)
|
||||
} else {
|
||||
applyDom()
|
||||
}
|
||||
|
||||
break
|
||||
}
|
||||
|
||||
case 'jump': {
|
||||
if (!targetLedge) {
|
||||
beginPause(now)
|
||||
|
||||
break
|
||||
}
|
||||
|
||||
jumpElapsed += dt * 1000
|
||||
const t = Math.min(1, jumpElapsed / JUMP_DUR_MS)
|
||||
cur.y = jumpFromY + (groundTop(targetLedge) - jumpFromY) * easeOutCubic(t)
|
||||
|
||||
if (t >= 1) {
|
||||
settleOn(targetLedge, now)
|
||||
} else {
|
||||
applyDom()
|
||||
}
|
||||
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
raf = requestAnimationFrame(step)
|
||||
}
|
||||
|
||||
raf = requestAnimationFrame(step)
|
||||
|
||||
return () => {
|
||||
cancelAnimationFrame(raf)
|
||||
signal(null, 0)
|
||||
// Hand the final position back to React so its `style` matches the DOM once
|
||||
// the loop stops re-asserting it.
|
||||
commit({ ...cur })
|
||||
}
|
||||
}, [enabled, petW, petH, loopMs, overlayOpen, containerRef, isInteracting, commit])
|
||||
}
|
||||
|
|
@ -414,6 +414,8 @@ export const en: Translations = {
|
|||
off: 'Off',
|
||||
scaleTitle: 'Size',
|
||||
scaleDesc: 'Resize the floating mascot. Applies everywhere instantly.',
|
||||
roamTitle: 'Roam',
|
||||
roamDesc: 'Let the pet wander the window on its own while idle.',
|
||||
chooseTitle: 'Choose a pet',
|
||||
chooseDesc: 'Picking one installs it (if needed) and makes it active.',
|
||||
searchPlaceholder: 'Search pets…',
|
||||
|
|
|
|||
|
|
@ -319,6 +319,8 @@ export const ja = defineLocale({
|
|||
'ペット機能には再起動が必要です。この機能が追加される前に起動したアプリが動作中です。Hermes を終了して再度開き、このページに戻ってください。',
|
||||
scaleTitle: 'サイズ',
|
||||
scaleDesc: '浮遊マスコットの大きさを変更します。すべての画面に即時反映されます。',
|
||||
roamTitle: '散歩',
|
||||
roamDesc: 'アイドル中にペットがウィンドウ内を自由に歩き回ります。',
|
||||
on: 'オン',
|
||||
off: 'オフ',
|
||||
chooseTitle: 'ペットを選ぶ',
|
||||
|
|
|
|||
|
|
@ -331,6 +331,8 @@ export interface Translations {
|
|||
off: string
|
||||
scaleTitle: string
|
||||
scaleDesc: string
|
||||
roamTitle: string
|
||||
roamDesc: string
|
||||
chooseTitle: string
|
||||
chooseDesc: string
|
||||
searchPlaceholder: string
|
||||
|
|
|
|||
|
|
@ -308,6 +308,8 @@ export const zhHant = defineLocale({
|
|||
restartHint: '寵物功能需要重新啟動——目前執行的應用在此功能加入前啟動。請結束並重新開啟 Hermes,然後回到此處。',
|
||||
scaleTitle: '大小',
|
||||
scaleDesc: '調整懸浮寵物的大小,所有介面即時生效。',
|
||||
roamTitle: '漫遊',
|
||||
roamDesc: '閒置時讓寵物自己在視窗內四處走動。',
|
||||
on: '開啟',
|
||||
off: '關閉',
|
||||
chooseTitle: '選擇寵物',
|
||||
|
|
|
|||
|
|
@ -399,6 +399,8 @@ export const zh: Translations = {
|
|||
restartHint: '宠物功能需要重启——当前运行的应用在此功能加入前启动。请退出并重新打开 Hermes,然后回到此处。',
|
||||
scaleTitle: '大小',
|
||||
scaleDesc: '调整悬浮宠物的大小,所有界面即时生效。',
|
||||
roamTitle: '漫游',
|
||||
roamDesc: '空闲时让宠物自己在窗口内四处走动。',
|
||||
on: '开启',
|
||||
off: '关闭',
|
||||
chooseTitle: '选择宠物',
|
||||
|
|
|
|||
|
|
@ -1,6 +1,14 @@
|
|||
import { describe, expect, it } from 'vitest'
|
||||
|
||||
import { $petActivity, $petState, derivePetState, flashPetActivity, setPetActivity } from './pet'
|
||||
import {
|
||||
$petActivity,
|
||||
$petAtRest,
|
||||
$petMotion,
|
||||
$petState,
|
||||
derivePetState,
|
||||
flashPetActivity,
|
||||
setPetActivity
|
||||
} from './pet'
|
||||
|
||||
describe('derivePetState', () => {
|
||||
it('rests at idle by default and uses waiting when awaiting input', () => {
|
||||
|
|
@ -32,6 +40,41 @@ describe('derivePetState', () => {
|
|||
})
|
||||
})
|
||||
|
||||
describe('roam motion', () => {
|
||||
it('only reports at-rest when the agent-driven state is plain idle', () => {
|
||||
$petActivity.set({})
|
||||
expect($petAtRest.get()).toBe(true)
|
||||
|
||||
$petActivity.set({ busy: true })
|
||||
expect($petAtRest.get()).toBe(false)
|
||||
|
||||
$petActivity.set({})
|
||||
expect($petAtRest.get()).toBe(true)
|
||||
})
|
||||
|
||||
it('shows the roam pose while wandering, but never overrides real activity', () => {
|
||||
$petActivity.set({})
|
||||
$petMotion.set('run')
|
||||
expect($petState.get()).toBe('run')
|
||||
|
||||
// Hops surface the jump pose.
|
||||
$petMotion.set('jump')
|
||||
expect($petState.get()).toBe('jump')
|
||||
|
||||
// Activity wins over a wander in progress.
|
||||
$petActivity.set({ reasoning: true, busy: true })
|
||||
expect($petState.get()).toBe('review')
|
||||
|
||||
// Back at rest, the wander resumes its pose; clearing it returns to idle.
|
||||
$petActivity.set({})
|
||||
expect($petState.get()).toBe('jump')
|
||||
$petMotion.set(null)
|
||||
expect($petState.get()).toBe('idle')
|
||||
|
||||
$petActivity.set({})
|
||||
})
|
||||
})
|
||||
|
||||
describe('flashPetActivity', () => {
|
||||
it('clears stale sibling beats so a completion never inherits a prior error', () => {
|
||||
// A turn errors (sad), then the next turn finishes cleanly. The celebrate
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
import { atom, computed } from 'nanostores'
|
||||
|
||||
import { persistBoolean, storedBoolean } from '@/lib/storage'
|
||||
import { $activeGatewayProfile, normalizeProfileKey } from '@/store/profile'
|
||||
import { $busy } from '@/store/session'
|
||||
|
||||
|
|
@ -134,15 +135,15 @@ export const flashPetActivity = (next: Partial<PetActivity>, ms = 1600) => {
|
|||
export const setPetInfo = (info: PetInfo) => $petInfo.set(info)
|
||||
|
||||
/**
|
||||
* The live pet state. Derives from the dedicated activity atom, falling back to
|
||||
* the always-present `$busy` chat signal so the pet reacts out of the box.
|
||||
* Resolve the live activity state from the dedicated activity atom, falling back
|
||||
* to the always-present `$busy` chat signal so the pet reacts out of the box.
|
||||
*
|
||||
* `awaitingInput` (a clarify/approval blocking on the user) is an explicit flag
|
||||
* on `$petActivity` — set by the controller from `$attentionSessionIds` and
|
||||
* mirrored to the pop-out overlay through the same atom, so both surfaces agree
|
||||
* without the overlay needing the session list.
|
||||
*/
|
||||
export const $petState = computed([$petActivity, $busy], (activity, busy): PetState => {
|
||||
function deriveLivePetState(activity: PetActivity, busy: boolean): PetState {
|
||||
const live = activity.busy ?? busy
|
||||
|
||||
return derivePetState({
|
||||
|
|
@ -156,4 +157,53 @@ export const $petState = computed([$petActivity, $busy], (activity, busy): PetSt
|
|||
justCompleted: activity.justCompleted,
|
||||
celebrate: activity.celebrate
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* Opt-in: let the floating mascot wander around the window on its own while
|
||||
* idle. Pure desktop-client behavior (no agent/config dependency), so it lives
|
||||
* in localStorage like the pet's drag position — per-device, not per-profile.
|
||||
*/
|
||||
const ROAM_KEY = 'hermes.desktop.pet-roam.v1'
|
||||
export const $petRoam = atom<boolean>(storedBoolean(ROAM_KEY, false))
|
||||
|
||||
export const setPetRoam = (on: boolean) => {
|
||||
$petRoam.set(on)
|
||||
persistBoolean(ROAM_KEY, on)
|
||||
}
|
||||
|
||||
/**
|
||||
* The pose the roam loop is currently driving: `run` while walking a surface,
|
||||
* `jump` while hopping/falling between surfaces, or `null` at rest. Surfaced
|
||||
* through `$petState` (below) so the canvas animates the wander without any prop
|
||||
* change or re-render — it already subscribes to `$petState`.
|
||||
*/
|
||||
export const $petMotion = atom<PetState | null>(null)
|
||||
|
||||
/**
|
||||
* Horizontal travel direction while roaming: -1 left, 1 right, 0 not walking.
|
||||
* The floating pet maps this to the directional run row + mirror, keeping the
|
||||
* wander loop free of sprite-row knowledge.
|
||||
*/
|
||||
export const $petRoamDir = atom<-1 | 0 | 1>(0)
|
||||
|
||||
/**
|
||||
* Whether the agent-driven state is at rest (plain `idle`). The roam loop gates
|
||||
* on this — never on `$petState` itself, which would feed back on its own
|
||||
* `$petMotion`-driven pose and stall the wander.
|
||||
*/
|
||||
export const $petAtRest = computed(
|
||||
[$petActivity, $busy],
|
||||
(activity, busy): boolean => deriveLivePetState(activity, busy) === 'idle'
|
||||
)
|
||||
|
||||
/**
|
||||
* The live pet state. Activity always wins; only when the agent is at rest does
|
||||
* a roam pose (walking → `run`, hopping → `jump`) show through, so the wander
|
||||
* reads as deliberate movement.
|
||||
*/
|
||||
export const $petState = computed([$petActivity, $busy, $petMotion], (activity, busy, motion): PetState => {
|
||||
const base = deriveLivePetState(activity, busy)
|
||||
|
||||
return base === 'idle' && motion ? motion : base
|
||||
})
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue