init claude-code
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import { getGlobalConfig } from '../utils/config.js'
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import {
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type Companion,
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type CompanionBones,
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EYES,
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HATS,
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RARITIES,
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RARITY_WEIGHTS,
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type Rarity,
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SPECIES,
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STAT_NAMES,
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type StatName,
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} from './types.js'
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// Mulberry32 — tiny seeded PRNG, good enough for picking ducks
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function mulberry32(seed: number): () => number {
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let a = seed >>> 0
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return function () {
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a |= 0
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a = (a + 0x6d2b79f5) | 0
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let t = Math.imul(a ^ (a >>> 15), 1 | a)
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t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296
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}
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}
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function hashString(s: string): number {
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if (typeof Bun !== 'undefined') {
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return Number(BigInt(Bun.hash(s)) & 0xffffffffn)
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}
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let h = 2166136261
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for (let i = 0; i < s.length; i++) {
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h ^= s.charCodeAt(i)
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h = Math.imul(h, 16777619)
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}
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return h >>> 0
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}
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function pick<T>(rng: () => number, arr: readonly T[]): T {
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return arr[Math.floor(rng() * arr.length)]!
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}
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function rollRarity(rng: () => number): Rarity {
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const total = Object.values(RARITY_WEIGHTS).reduce((a, b) => a + b, 0)
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let roll = rng() * total
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for (const rarity of RARITIES) {
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roll -= RARITY_WEIGHTS[rarity]
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if (roll < 0) return rarity
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}
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return 'common'
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}
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const RARITY_FLOOR: Record<Rarity, number> = {
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common: 5,
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uncommon: 15,
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rare: 25,
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epic: 35,
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legendary: 50,
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}
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// One peak stat, one dump stat, rest scattered. Rarity bumps the floor.
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function rollStats(
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rng: () => number,
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rarity: Rarity,
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): Record<StatName, number> {
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const floor = RARITY_FLOOR[rarity]
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const peak = pick(rng, STAT_NAMES)
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let dump = pick(rng, STAT_NAMES)
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while (dump === peak) dump = pick(rng, STAT_NAMES)
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const stats = {} as Record<StatName, number>
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for (const name of STAT_NAMES) {
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if (name === peak) {
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stats[name] = Math.min(100, floor + 50 + Math.floor(rng() * 30))
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} else if (name === dump) {
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stats[name] = Math.max(1, floor - 10 + Math.floor(rng() * 15))
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} else {
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stats[name] = floor + Math.floor(rng() * 40)
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}
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}
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return stats
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}
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const SALT = 'friend-2026-401'
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export type Roll = {
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bones: CompanionBones
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inspirationSeed: number
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}
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function rollFrom(rng: () => number): Roll {
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const rarity = rollRarity(rng)
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const bones: CompanionBones = {
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rarity,
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species: pick(rng, SPECIES),
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eye: pick(rng, EYES),
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hat: rarity === 'common' ? 'none' : pick(rng, HATS),
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shiny: rng() < 0.01,
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stats: rollStats(rng, rarity),
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}
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return { bones, inspirationSeed: Math.floor(rng() * 1e9) }
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}
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// Called from three hot paths (500ms sprite tick, per-keystroke PromptInput,
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// per-turn observer) with the same userId → cache the deterministic result.
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let rollCache: { key: string; value: Roll } | undefined
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export function roll(userId: string): Roll {
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const key = userId + SALT
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if (rollCache?.key === key) return rollCache.value
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const value = rollFrom(mulberry32(hashString(key)))
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rollCache = { key, value }
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return value
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}
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export function rollWithSeed(seed: string): Roll {
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return rollFrom(mulberry32(hashString(seed)))
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}
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export function companionUserId(): string {
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const config = getGlobalConfig()
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return config.oauthAccount?.accountUuid ?? config.userID ?? 'anon'
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}
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// Regenerate bones from userId, merge with stored soul. Bones never persist
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// so species renames and SPECIES-array edits can't break stored companions,
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// and editing config.companion can't fake a rarity.
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export function getCompanion(): Companion | undefined {
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const stored = getGlobalConfig().companion
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if (!stored) return undefined
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const { bones } = roll(companionUserId())
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// bones last so stale bones fields in old-format configs get overridden
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return { ...stored, ...bones }
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}
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