2026-05-08 23:45:10 -05:00
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import { parse } from '../engine/parser'
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import type { ParserContext } from '../engine/parser'
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2026-05-09 01:03:47 -05:00
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import { dispatch, initialStateFor, getItemsInRoom } from '../engine/dispatcher'
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2026-05-08 23:45:10 -05:00
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import { saveState, loadState, clearSave } from '../engine/save'
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import { world } from '../world'
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import type { GameState, TranscriptLine } from '../engine/types'
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2026-05-09 00:54:54 -05:00
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import { TRANSCRIPT_CAP } from '../engine/types'
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2026-05-09 00:18:25 -05:00
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import { computeChips } from './chips'
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import { renderChips } from './chip-render'
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2026-05-08 23:45:10 -05:00
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const transcriptEl = document.querySelector<HTMLDivElement>('[data-mystery-transcript]')
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const inputEl = document.querySelector<HTMLInputElement>('[data-mystery-input]')
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2026-05-09 21:51:12 -05:00
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const HELP_TEXT = `You arrive at the address, but you do not remember what has happened. The road behind you is gone...
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This is a text adventure. Type short commands to act in the house.
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Common commands:
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look describe the room again
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n, s, e, w, u, d move by direction
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take lamp pick something up
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examine letter inspect something nearby or held
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read letter read a readable object
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inventory see what you carry
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light lamp with matches use one thing with another
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wait let the room continue
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undo step back once
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restart begin again
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theme change the terminal colors
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Most commands are verb first, then the thing: examine gate, take lamp, use key on door.`
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2026-05-08 23:45:10 -05:00
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if (!transcriptEl || !inputEl) {
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console.error('[halfstreet] terminal mount points missing')
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} else {
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const restored = loadState()
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let state: GameState = restored ?? initialStateFor(world)
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let lastState: GameState | null = null // for one-step undo
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let transientHelpEl: HTMLDivElement | null = null
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if (!restored) {
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// Fresh state already includes the opening narration in its transcript.
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} else if (restored.transcript.length === 0) {
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// Edge case: a restored state with no transcript (older save discarded
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// and we fell back to fresh — handled above — or a corrupted slice).
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state = initialStateFor(world)
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}
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2026-05-09 00:18:25 -05:00
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function refreshChips(): void {
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renderChips(computeChips(state, world), (command) => {
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inputEl!.value = command
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if (command.endsWith(' ')) {
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inputEl!.focus()
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inputEl!.setSelectionRange(command.length, command.length)
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return
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}
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inputEl!.dispatchEvent(new KeyboardEvent('keydown', { key: 'Enter' }))
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})
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}
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const syncEndedUI = (): void => {
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// Don't disable the input — the player still needs to type `restart` or
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// `undo`. A `disabled` input rejects keydown events entirely. Use a class
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// for visual styling instead; the keydown handler enforces the input
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// restriction.
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inputEl!.classList.toggle('ended', state.endedWith !== null)
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}
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const buildParserContext = (s: GameState): ParserContext => {
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const room = world.rooms[s.location]
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const visibleNouns: { id: string; aliases: string[] }[] = []
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if (room) {
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for (const id of getItemsInRoom(s, world, s.location)) {
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const it = world.items[id]
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if (it) visibleNouns.push({ id, aliases: it.names })
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}
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if (room.encounter && s.encounterState[room.encounter]) {
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const encounter = world.encounters[room.encounter]
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visibleNouns.push({
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id: room.encounter,
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aliases: [room.encounter, room.encounter.replace(/-/g, ' '), ...(encounter?.aliases ?? [])],
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})
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}
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}
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for (const inst of s.inventory) {
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const it = world.items[inst.id]
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if (it) visibleNouns.push({ id: inst.id, aliases: it.names })
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}
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return {
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knownItems: Object.keys(world.items),
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knownEncounters: Object.keys(world.encounters),
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visibleNouns,
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inventoryItemIds: s.inventory.map((i) => i.id),
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lastNoun: s.lastNoun,
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awaitingDisambiguation: s.pendingDisambiguation,
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}
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}
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const renderAll = (lines: TranscriptLine[]): void => {
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if (!transcriptEl) return
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for (const line of lines) {
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const el = document.createElement('div')
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el.className = line.kind
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if (line.kind === 'system' && line.text.includes('|_| |_|')) {
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el.classList.add('ascii-art')
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}
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el.textContent = line.text
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transcriptEl.appendChild(el)
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}
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transcriptEl.scrollTop = transcriptEl.scrollHeight
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}
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const clearTransientHelp = (): void => {
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transientHelpEl?.remove()
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transientHelpEl = null
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}
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const renderTransientHelp = (): void => {
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if (!transcriptEl) return
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clearTransientHelp()
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const el = document.createElement('div')
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el.className = 'system help'
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el.dataset.transientHelp = 'true'
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el.textContent = HELP_TEXT
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transcriptEl.appendChild(el)
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transientHelpEl = el
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transcriptEl.scrollTop = transcriptEl.scrollHeight
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}
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2026-05-09 00:54:54 -05:00
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// For UI-originated lines (player input, restart/undo/quit messages, error
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// notices). Pushes into state.transcript so they survive reload, then renders.
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// Engine-originated lines (from dispatch) are already in state.transcript;
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// those use renderAll directly.
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const appendLines = (lines: TranscriptLine[]): void => {
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state = { ...state, transcript: [...state.transcript, ...lines].slice(-TRANSCRIPT_CAP) }
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renderAll(lines)
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}
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renderAll(state.transcript)
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refreshChips()
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syncEndedUI()
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inputEl.focus()
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inputEl.addEventListener('keydown', (e) => {
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if (e.key !== 'Enter') return
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e.preventDefault()
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const raw = inputEl.value
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inputEl.value = ''
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if (!raw.trim()) return
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clearTransientHelp()
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appendLines([{ kind: 'player', text: raw }])
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// Once the game has ended, only restart and undo are allowed.
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if (state.endedWith !== null) {
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const lower = raw.trim().toLowerCase()
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if (lower !== 'restart' && lower !== 'undo') {
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appendLines([{ kind: 'system', text: 'The story has ended. Type `restart` or `undo`.' }])
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return
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}
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}
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// Engine-level meta-commands handled here so the engine stays pure.
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const trimmed = raw.trim().toLowerCase()
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if (trimmed === 'restart') {
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const confirmed = confirm('Restart? Your progress will be lost.')
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if (!confirmed) {
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appendLines([{ kind: 'system', text: '(restart cancelled)' }])
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return
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}
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clearSave()
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state = initialStateFor(world)
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transcriptEl.innerHTML = ''
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renderAll(state.transcript)
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saveState(state)
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refreshChips()
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syncEndedUI()
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return
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}
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if (trimmed === 'help') {
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renderTransientHelp()
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return
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}
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if (trimmed === 'undo') {
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if (lastState) {
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state = lastState
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lastState = null
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appendLines([{ kind: 'system', text: '(undone)' }])
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saveState(state)
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refreshChips()
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syncEndedUI()
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} else {
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appendLines([{ kind: 'system', text: 'There is no further back.' }])
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}
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return
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}
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if (trimmed === 'quit') {
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saveState(state)
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window.location.href = '/'
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return
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}
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// Engine dispatch — wrapped so a thrown error doesn't kill the terminal.
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try {
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const ctx = buildParserContext(state)
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const command = parse(raw, ctx)
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lastState = state
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const result = dispatch(state, command, world)
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state = result.state
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renderAll(result.appended) // dispatch already pushed these into state.transcript
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saveState(state)
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transcriptEl.scrollTop = transcriptEl.scrollHeight
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if (raw.trim().toLowerCase() === 'theme') {
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document.dispatchEvent(new CustomEvent('halfstreet-toggle-theme'))
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}
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refreshChips()
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syncEndedUI()
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} catch (err) {
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console.error('[halfstreet] dispatch error', err)
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appendLines([{ kind: 'system', text: '[ The terminal hums and resets. ]' }])
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}
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})
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document.addEventListener('keydown', (e) => {
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if (e.key === 'Escape') {
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saveState(state)
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window.location.href = '/'
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}
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})
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2026-05-08 23:39:58 -05:00
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}
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