Files
oikos/web/src/lib/mascot/MascotLayer.svelte
dtoro e5a81241b7
Some checks failed
ci / build-test (push) Has been cancelled
ci / docker-build (push) Has been cancelled
ci / web (push) Has been cancelled
Desktop App / Build Linux (amd64) (push) Has been cancelled
Desktop App / Attach to Release (push) Has been cancelled
feat(web): operator questions inline in chat, mascot reactions scoped to the focused task
The pending operator-question card now renders inline in ChatThread (the
newest thing in the conversation) instead of in the context rail — it's
part of the chat, not a separate side panel, and the panel's hasContext
gate no longer needs to special-case it.

The desktop mascot's reactions are now entirely about whichever task
window has focus, not fleet-wide events: thinking/talking is a new
continuous `busy` behavior that tracks the focused session's own
streaming state (thinking before any text arrives, talking once it
does — using the previously-unwired peep/talk sprite), eureka fires with
the actual knowledge title that was recorded, happy fires with the
task's own completion summary, and alarmed now means "this task needs
your OK" (an operator question was raised) rather than a fleet-wide
critical/signal event.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-21 10:46:46 +02:00

246 lines
8.4 KiB
Svelte

<script lang="ts">
// MascotLayer: a pointer-events-none absolute inset-0 overlay at z-45
// (above WindowLayer's z-40, below the desktop context menu's z-50
// and the radial menu's z-[60]). Hosts the Mascot sprite, the
// RadialMenu, the NameDialog, and the speech/name bubble. Owns the
// MascotRuntime and the surface bounds; attaches the stimulus bus on
// mount so the mascot reacts to chat/activity/events.
//
// Insertion point: rendered inside Desktop.svelte's surface <div>
// (the `relative min-h-0 flex-1 overflow-hidden` element), after
// <WindowLayer />, so its `absolute inset-0` shares the surface's
// coordinate space and its ground line lands at the surface's bottom
// edge (= the taskbar's top edge).
import { onMount } from 'svelte'
import Mascot from './Mascot.svelte'
import RadialMenu from './RadialMenu.svelte'
import NameDialog from './NameDialog.svelte'
import { attachStimuli } from './stimuli'
import {
initMascotState,
getModel,
setName as modelSetName,
forceHatch as modelForceHatch,
setStage,
resetModel
} from '$lib/mascot/state.svelte'
import { forceBehavior } from '$lib/mascot/behavior'
import type { MascotRuntime, AnimName, BehaviorId, MascotStage } from '$lib/mascot/types'
let host = $state<HTMLDivElement | null>(null)
// The runtime is created here (fresh per mount) and seeded from the
// persisted model's lastPos + the live surface bounds. It's a `$state`
// so mutations to runtime.x/y/behavior/etc. from the FSM are tracked
// by the `$derived` position expressions in Mascot.svelte — a plain
// `let` would update internally but never re-render the canvas.
let runtime: MascotRuntime = $state({
x: 100,
y: 100,
vx: 0,
vy: 0,
facing: 1,
behavior: 'egg',
behaviorUntil: Number.POSITIVE_INFINITY,
anim: 'egg-idle',
animStart: 0,
reactAnim: null,
bounds: { w: 800, h: 600 },
groundY: 600,
bubbleText: null,
bubbleUntil: 0,
blinkUntil: 0,
fallPhaseAt: 0,
flapCycleMs: 0,
squashAt: 0,
impactVy: 0,
bounceCount: 0,
investigateOnLand: false,
busyTalking: false
})
let menuPos = $state<{ x: number; y: number } | null>(null)
let nameDialogOpen = $state(false)
let nameDialogMode = $state<'hatch' | 'rename'>('hatch')
const model = $derived(getModel())
function openMenu(x: number, y: number) {
menuPos = { x, y }
}
function closeMenu() {
menuPos = null
}
function requestRename() {
nameDialogMode = 'rename'
nameDialogOpen = true
}
function forceHatch() {
const wasUnnamed = getModel().name === null
modelForceHatch()
if (runtime.behavior === 'egg') forceBehavior(runtime, 'idle')
// If the egg was unnamed (e.g. debug force-hatch before the name
// dialog was submitted), open the name dialog so the chick gets a
// name — matching the normal hatch-on-naming flow.
if (wasUnnamed) {
nameDialogMode = 'hatch'
nameDialogOpen = true
}
}
function forceStageFn(s: MascotStage) {
setStage(s)
forceBehavior(runtime, 'idle')
}
function reset() {
resetModel()
forceBehavior(runtime, 'egg')
}
function refresh() {
// Trigger reactivity: the menu reads model visibility predicates on
// each render; touching a $state value re-runs the menu's derived
// filter. menuPos re-assignment is a no-op if already set.
menuPos = menuPos ? { ...menuPos } : null
}
function onPet() {
// Plain-click pet: briefly show a happy bubble. The actual model.pet()
// call already happened in Mascot.svelte.
runtime.bubbleText = '❤️'
runtime.bubbleUntil = performance.now() + 1500
}
function onNameSubmit(name: string) {
modelSetName(name)
if (nameDialogMode === 'hatch') {
// Naming the egg is what hatches it — no timed incubation.
forceHatch()
}
nameDialogOpen = false
}
// Stage transitions are driven by the name-dialog submit handler
// (egg → chick on first naming) and the debug menu (force hatch /
// force stage), not by observing model.stage here. No $effect needed.
onMount(() => {
initMascotState()
// Seed runtime from persisted lastPos once we know the surface size.
const rect = host?.getBoundingClientRect()
if (rect) {
runtime.bounds = { w: rect.width, h: rect.height }
runtime.groundY = rect.height
const lp = getModel().lastPos
runtime.x = lp ? Math.max(24, Math.min(rect.width - 24, lp.x)) : rect.width / 2
runtime.y = rect.height // ground
runtime.anim = getModel().stage === 'egg' ? 'egg-idle' : 'idle'
runtime.behavior = getModel().stage === 'egg' ? 'egg' : 'idle'
}
// First-run: a fresh egg with no name prompts for naming, which
// hatches it. Returning users with a named mascot skip this.
if (getModel().stage === 'egg' && getModel().name === null) {
nameDialogMode = 'hatch'
nameDialogOpen = true
}
// Attach the stimulus bus (chat/activity/events -> reactions + the
// continuous "busy" state). Both are gated to non-egg stages: the egg
// isn't "alive" yet (no name, no hatched chick to react), so stimulus
// events are silently dropped until the egg hatches. This keeps the
// egg calm during the naming dialog rather than playing alarm
// animations behind it.
const detach = attachStimuli(
(reaction, bubbleOverride) => {
if (getModel().stage === 'egg') return
// Dragging always wins — never let a reaction interrupt an active
// drag (previously it could visually flash a reaction animation
// mid-drag, even though position tracking stayed correct; see the
// physics audit's Finding 5). Sleep is only interrupted by
// reactions that explicitly opt in via interruptsSleep.
if (runtime.behavior === 'dragged') return
if (runtime.behavior === 'sleep' && !reaction.interruptsSleep) return
// Reaction dispatch: respect priority + cooldown (handled in stimuli.ts);
// here we just force the behavior.
const anim = reaction.anim as AnimName
const id: BehaviorId = 'react'
runtime.reactAnim = anim
forceBehavior(runtime, id, { anim, durationMs: reaction.durationMs })
const bubble = bubbleOverride ?? reaction.bubble
if (bubble) {
runtime.bubbleText = bubble
runtime.bubbleUntil = performance.now() + reaction.durationMs
}
if (reaction.effect) reaction.effect()
},
(phase) => {
// Continuous engagement with the focused task's active turn — see
// stimuli.ts. Not a timed pulse: stays in `busy` until stimuli.ts
// reports the turn ended (phase === null), same drag/sleep gating
// as reactions above. Also never preempts an in-flight reaction
// pulse (eureka/alarmed/happy) — those are short and should play
// out; the next chat update re-affirms busy shortly after (the
// underlying store keeps emitting throughout an active turn), so
// this self-heals within a token or two rather than needing an
// explicit "resume busy after this pulse" handoff.
if (getModel().stage === 'egg') return
if (runtime.behavior === 'dragged' || runtime.behavior === 'react') return
if (phase === null) {
if (runtime.behavior === 'busy') forceBehavior(runtime, 'idle')
return
}
if (runtime.behavior === 'sleep') return
runtime.busyTalking = phase === 'talking'
if (runtime.behavior !== 'busy') forceBehavior(runtime, 'busy')
}
)
return () => detach()
})
// Action context handed to RadialMenu leaf handlers.
const actionCtx = $derived({
model,
runtime,
force: (id: BehaviorId, opts?: { anim?: AnimName; durationMs?: number }) =>
forceBehavior(runtime, id, opts),
requestRename,
forceHatch,
forceStage: forceStageFn,
reset,
refresh
})
</script>
<div bind:this={host} class="pointer-events-none absolute inset-0 z-[45]">
<Mascot
bind:runtime
onContextMenu={openMenu}
onPet={onPet}
onRequestName={() => {
nameDialogMode = 'hatch'
nameDialogOpen = true
}}
/>
</div>
{#if menuPos}
<RadialMenu
pos={menuPos}
ctx={actionCtx}
onDismiss={closeMenu}
/>
{/if}
{#if nameDialogOpen}
<NameDialog
mode={nameDialogMode}
initial={model.name ?? ''}
onSubmit={onNameSubmit}
onCancel={() => (nameDialogOpen = false)}
/>
{/if}