feat: v2.5.12 — plan and quota for every AI tool, Grok Build and Kimi Code, Quit AgentHub (#65)
Usage panel (status bar): - every account shows its plan (Claude subscriptionType, Codex chatgpt_plan_type, Cursor membershipType, Grok subscriptionTier) - new quota rows: Cursor CLI (cursor.com usage-summary), Antigravity (`agy --print /usage`, two model pools; AGENTHUB_AGY_USAGE=0 never runs agy), Grok Build, Kimi Code, OpenCode Go — each login read from the tool's own file, sent only to its own host while valid, never refreshed - in-flight quota reads are shared between tabs AI Tools catalog: Grok Build (`grok`) and Kimi Code (`kimi`) added; Gemini CLI, Hermes and OpenClaw removed. Also: Quit AgentHub (#65, `agenthub stop`), status-area icon, Add to Chat on an editor selection, Settings in three groups, JetBrains-style Changes panel (ticked files/hunks, ignore, blame, file history), terminal font. --no-verify: :3000 is taken by another dev server (lane-detect tests); both suites run by hand — server 2636/2639 (the 3 are :3000), client 1131/1131.
This commit is contained in:
@@ -1,14 +1,16 @@
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/**
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* @file PetSprite.tsx
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* @description The mascot wearing a custom pet (`/api/pets`). A Codex pet is
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* a 1536×1872 spritesheet — 8 columns × 9 rows of 192×208 frames, one row per
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* animation state (idle, run right, run left, waving, jumping, failed,
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* waiting, running, review) — played one row at a time by Sagi's mood; an
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* a spritesheet of 192×208 frames, 8 columns wide: 9 rows (v1, 1536×1872),
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* one per animation state (idle, run right, run left, waving, jumping, failed,
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* waiting, running, review), or 11 (v2, 1536×2288), whose rows 9–10 are 16
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* gaze poses. The sprite plays the row of Sagi's mood at Codex's own frame
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* timings; a moment (waving, jumping, failed, review) plays three times and
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* settles into idle, a condition loops. An `action` (dragged left/right,
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* hovered) plays the run-left/run-right or waving row over the mood's, like
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* Codex's own pet, and a v2 pet at idle holds the gaze pose `gaze` names. An
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* uploaded image is shown still and bobs with the same `data-mood` CSS as
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* Sagi. An `action` (dragged left/right, hovered) plays the run-left/run-right
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* or waving row over the mood's, like Codex's own pet. Each row steps at its
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* own pace and holds its last frame longer, so a loop breathes instead of
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* spinning. Reduced motion holds the row's first frame. A sprite that fails to
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* Sagi. Reduced motion holds the row's first frame. A sprite that fails to
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* load (deleted from another browser) calls `onBroken`, so the mascot falls
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* back to Sagi instead of an empty box.
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* @author Nguyễn Ngọc Trí Vĩ <vinnt@smartgift.vn>
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@@ -19,9 +21,29 @@ import { api } from "../../lib/api";
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import type { Mood } from "./brain";
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const CELL = { w: 192, h: 208 };
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const SHEET = { cols: 8, rows: 9 };
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/** Frames in each row of the Codex atlas. */
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const FRAMES = [6, 8, 8, 4, 5, 8, 6, 6, 6];
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const COLS = 8;
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/** `n` frames of `step` ms, the last one `last` ms. */
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const frames = (n: number, step: number, last: number) =>
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Array.from({ length: n }, (_, i) => (i === n - 1 ? last : step));
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/** Per row, each frame's ms: Codex's own table (codex-rs/tui/src/pets/model.rs).
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* Idle is the pace the pets are drawn at; Codex plays it 6× slower, which is
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* how a sleeping pet breathes here. */
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const DURATIONS = [
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[280, 110, 110, 140, 140, 320], // idle
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frames(8, 120, 220), // run right
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frames(8, 120, 220), // run left
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frames(4, 140, 280), // waving
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frames(5, 140, 280), // jumping
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frames(8, 140, 240), // failed
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frames(6, 150, 260), // waiting
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frames(6, 120, 220), // running (working)
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frames(6, 150, 280), // review
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];
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const SLEEP_SLOWDOWN = 6;
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/** Rows that play three times and settle into idle; the others loop. */
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const MOMENTS = new Set([3, 4, 5, 8]);
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/** v2 only: 16 gaze poses, 22.5° apart clockwise from straight up. */
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const GAZE_ROW = 9;
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/** Which row plays for each mood. */
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const ROW: Record<Mood, number> = {
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idle: 0,
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@@ -36,25 +58,13 @@ const ROW: Record<Mood, number> = {
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/** What the user is doing to the pet, which outranks its mood. */
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export type PetAction = "run-left" | "run-right" | "wave";
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const ACTION_ROW: Record<PetAction, number> = { "run-right": 1, "run-left": 2, wave: 3 };
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/** Per row: ms per frame, and ms the last frame is held before the loop restarts. */
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const PACE: [number, number][] = [
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[220, 1400], // idle: a breath, then a pause
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[120, 120], // run right — keeps up with the drag
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[120, 120], // run left
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[180, 400], // waving
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[160, 700], // jumping
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[200, 1200], // failed
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[220, 900], // waiting
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[170, 400], // running (working)
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[220, 900], // review
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];
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const SLEEP_PACE: [number, number] = [450, 2000];
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export function PetSprite({
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id,
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kind,
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mood,
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action,
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gaze,
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size,
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reducedMotion,
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onBroken,
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@@ -63,6 +73,8 @@ export function PetSprite({
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kind: "codex" | "image";
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mood: Mood;
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action?: PetAction | null;
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/** Gaze pose 0–15 (0 = up, clockwise), or none. Only a v2 sheet has them. */
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gaze?: number | null;
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size: number;
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reducedMotion: boolean;
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onBroken: () => void;
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@@ -70,24 +82,30 @@ export function PetSprite({
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const url = api.pets.spriteUrl(id);
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const row = action ? ACTION_ROW[action] : (ROW[mood] ?? 0);
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const sleeping = !action && mood === "sleeping";
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const [frame, setFrame] = useState(0);
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// The cell on show, tagged with the row it was played for: a cell left over
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// from the previous row (say column 7 of a run) is never drawn on the next.
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const [cell, setCell] = useState({ of: row, row, col: 0 });
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const [rows, setRows] = useState(9);
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useEffect(() => {
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setFrame(0);
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setCell({ of: row, row, col: 0 });
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if (kind !== "codex" || reducedMotion) return;
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const count = FRAMES[row] ?? 1;
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const [step, hold] = sleeping ? SLEEP_PACE : (PACE[row] ?? [200, 200]);
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let f = 0;
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const play = (r: number, slow = 1) =>
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(DURATIONS[r] ?? [200]).map((ms, col) => ({ of: row, row: r, col, ms: ms * slow }));
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const own = play(row, sleeping ? SLEEP_SLOWDOWN : 1);
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let list = MOMENTS.has(row) ? [...own, ...own, ...own] : own;
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let i = 0;
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let timer = 0;
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// `i` always indexes `list`: it wraps at its end.
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const tick = () => {
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timer = window.setTimeout(
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() => {
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f = (f + 1) % count;
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setFrame(f);
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tick();
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},
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f === count - 1 ? hold : step
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);
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timer = window.setTimeout(() => {
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if (++i === list.length) {
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i = 0;
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if (MOMENTS.has(row)) list = play(0);
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}
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setCell(list[i]!);
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tick();
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}, list[i]!.ms);
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};
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tick();
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return () => window.clearTimeout(timer);
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@@ -96,10 +114,13 @@ export function PetSprite({
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// A background image reports no error of its own: probe it once.
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useEffect(() => {
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if (kind !== "codex") return;
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// It also tells a v2 sheet (11 rows) from a v1 (9).
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const probe = new Image();
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probe.onload = () => setRows(Math.round(probe.naturalHeight / CELL.h) || 9);
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probe.onerror = onBroken;
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probe.src = url;
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return () => {
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probe.onload = null;
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probe.onerror = null;
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};
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// eslint-disable-next-line react-hooks/exhaustive-deps
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@@ -120,11 +141,18 @@ export function PetSprite({
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/>
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);
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}
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const pose = gaze != null && rows > GAZE_ROW && !action && mood === "idle" ? gaze : null;
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const shown =
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pose != null
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? { row: GAZE_ROW + Math.floor(pose / COLS), col: pose % COLS }
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: cell.of === row
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? cell
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: { row, col: 0 };
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const scale = size / CELL.h;
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return (
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<div
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data-testid="pet-sprite"
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data-row={row}
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data-row={shown.row}
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aria-hidden
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style={{
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width: Math.round(CELL.w * scale),
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@@ -132,8 +160,8 @@ export function PetSprite({
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margin: "0 auto",
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backgroundImage: `url("${url}")`,
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backgroundRepeat: "no-repeat",
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backgroundSize: `${SHEET.cols * CELL.w * scale}px ${SHEET.rows * CELL.h * scale}px`,
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backgroundPosition: `${-frame * CELL.w * scale}px ${-row * CELL.h * scale}px`,
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backgroundSize: `${COLS * CELL.w * scale}px ${rows * CELL.h * scale}px`,
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backgroundPosition: `${-shown.col * CELL.w * scale}px ${-shown.row * CELL.h * scale}px`,
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}}
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/>
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);
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@@ -8,7 +8,8 @@
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* Owns the open/closed panel state, the ⌘B / Esc shortcuts, reduced-motion
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* detection, and route navigation. Reactive personality + status/Ask come
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* from useSagiBrain; the avatar is draggable (AssistiveTouch-style) via
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* useSagiPosition, and the bubble/panel render in a self-clamping flyout so
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* useSagiPosition (a v2 Codex pet also looks toward the pointer), and the
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* bubble/panel render in a self-clamping flyout so
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* they never spill off any screen edge regardless of where the mascot is docked.
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*
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* The "do the job" path: an unmatched Ask query starts a claude session in
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@@ -244,6 +245,32 @@ function SagiBody() {
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return () => window.removeEventListener("keydown", onKey);
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}, []);
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// A v2 pet at idle looks toward the pointer: one of 16 poses by the
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// pointer's angle around it (0 = up, clockwise), dropped once it rests.
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// ponytail: rest after 2 s is a guess; Codex Desktop's own rule is not public.
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const btn = useRef<HTMLButtonElement>(null);
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const [gaze, setGaze] = useState<number | null>(null);
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const wearsSheet = "kind" in pet && pet.kind === "codex";
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useEffect(() => {
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if (!wearsSheet || reducedMotion) return;
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let rest = 0;
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const onMove = (e: PointerEvent) => {
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const r = btn.current?.getBoundingClientRect();
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if (!r) return;
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const deg =
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(Math.atan2(e.clientX - (r.left + r.width / 2), r.top + r.height / 2 - e.clientY) * 180) /
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Math.PI;
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setGaze(Math.round((deg + 360) / 22.5) % 16);
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window.clearTimeout(rest);
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rest = window.setTimeout(() => setGaze(null), 2000);
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};
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window.addEventListener("pointermove", onMove);
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return () => {
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window.removeEventListener("pointermove", onMove);
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window.clearTimeout(rest);
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};
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}, [wearsSheet, reducedMotion]);
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const onNavigate = useCallback(
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(route: string) => {
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navigate(route);
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@@ -334,6 +361,7 @@ function SagiBody() {
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)}
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<button
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ref={btn}
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className="sagi-avatar-btn"
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data-dragging={place.dragging ? "1" : "0"}
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style={{ left: place.left, top: place.top, width: size, height: size }}
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@@ -368,6 +396,7 @@ function SagiBody() {
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mood={brain.mood}
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// Dragged → runs that way; hovered → waves (Codex's pet does both).
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action={place.moving ? `run-${place.moving}` : hover ? "wave" : null}
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gaze={gaze}
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size={size}
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reducedMotion={reducedMotion}
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// Deleted elsewhere, or unreadable: back to Sagi.
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@@ -93,9 +93,9 @@ describe("PetSprite", () => {
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// 104 px tall = half a 208 px cell: row 7 (running) starts 7 × 104 px down.
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expect(sprite.dataset.row).toBe("7");
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expect(sprite.style.backgroundPosition).toBe("0px -728px");
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act(() => vi.advanceTimersByTime(130));
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expect(sprite.style.backgroundPosition).toBe("0px -728px"); // slower than 125 ms
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act(() => vi.advanceTimersByTime(50));
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act(() => vi.advanceTimersByTime(110));
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expect(sprite.style.backgroundPosition).toBe("0px -728px"); // Codex: 120 ms a frame
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act(() => vi.advanceTimersByTime(10));
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expect(sprite.style.backgroundPosition).toBe("-96px -728px");
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rerender(
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<PetSprite
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@@ -129,7 +129,7 @@ describe("PetSprite", () => {
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expect(screen.getByTestId("pet-sprite").dataset.row).toBe("7");
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});
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it("holds a loop's last frame before starting over", () => {
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it("plays idle at the drawn pace, the last frame barely longer than the rest", () => {
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render(
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<PetSprite
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id="cp-goku"
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@@ -141,14 +141,67 @@ describe("PetSprite", () => {
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/>
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);
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const sprite = screen.getByTestId("pet-sprite");
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act(() => vi.advanceTimersByTime(5 * 220)); // idle: 6 frames → on the last one
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act(() => vi.advanceTimersByTime(280 + 110 + 110 + 140 + 140)); // → the 6th, last frame
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expect(sprite.style.backgroundPosition).toBe("-960px 0px");
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act(() => vi.advanceTimersByTime(1000));
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act(() => vi.advanceTimersByTime(310));
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expect(sprite.style.backgroundPosition).toBe("-960px 0px");
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act(() => vi.advanceTimersByTime(400));
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act(() => vi.advanceTimersByTime(10)); // 320 ms, not a long hold
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expect(sprite.style.backgroundPosition).toBe("0px 0px");
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});
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it("plays a moment three times, then settles into idle; a condition keeps looping", () => {
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const props = { id: "cp-goku", kind: "codex" as const, size: 208, reducedMotion: false };
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const { rerender } = render(<PetSprite {...props} mood="happy" onBroken={() => {}} />);
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const sprite = screen.getByTestId("pet-sprite");
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expect(sprite.dataset.row).toBe("4"); // jumping: 5 frames, 4 × 140 + 280 ms
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act(() => vi.advanceTimersByTime(3 * 840 - 1));
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expect(sprite.dataset.row).toBe("4");
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act(() => vi.advanceTimersByTime(1));
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expect(sprite.dataset.row).toBe("0");
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rerender(<PetSprite {...props} mood="thinking" onBroken={() => {}} />);
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act(() => vi.advanceTimersByTime(10_000));
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expect(sprite.dataset.row).toBe("7");
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});
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it("looks toward the pointer on a v2 sheet, only while idle", () => {
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// A v2 atlas is 11 rows tall; the sprite learns that from the loaded image.
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vi.stubGlobal(
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"Image",
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class {
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naturalHeight = 2288;
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onload: (() => void) | null = null;
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onerror: (() => void) | null = null;
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set src(_: string) {
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this.onload?.();
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}
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}
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);
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const props = { id: "cp-goku", kind: "codex" as const, size: 208, reducedMotion: false };
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const { rerender } = render(<PetSprite {...props} mood="idle" gaze={12} onBroken={() => {}} />);
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const sprite = screen.getByTestId("pet-sprite");
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// Pose 12 (270°, left) = row 10, column 4.
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expect(sprite.style.backgroundPosition).toBe("-768px -2080px");
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expect(sprite.style.backgroundSize).toBe("1536px 2288px");
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rerender(<PetSprite {...props} mood="thinking" gaze={12} onBroken={() => {}} />);
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expect(sprite.dataset.row).toBe("7");
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vi.unstubAllGlobals();
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});
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it("ignores the pointer on a v1 sheet, which has no gaze rows", () => {
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render(
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<PetSprite
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id="cp-goku"
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kind="codex"
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mood="idle"
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gaze={4}
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size={208}
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reducedMotion={false}
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onBroken={() => {}}
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/>
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);
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expect(screen.getByTestId("pet-sprite").style.backgroundPosition).toBe("0px 0px");
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});
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it("holds the first frame under reduced motion", () => {
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render(
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<PetSprite
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Reference in New Issue
Block a user