Import AITURK IDE 1.0.0-beta.1 from Hermes 63279301; preserve MIT license
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"""Pet sprite geometry + animation-state taxonomy.
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These values are the common petdex/Codex pet geometry. The real ``pet.json``
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usually only carries ``id``/``displayName``/``description``/``spritesheetPath``;
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row taxonomy is inferred from the atlas shape so Hermes can render both legacy
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8-row sheets and current 9-row Codex sheets.
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"""
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from __future__ import annotations
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from enum import Enum
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# Frame geometry (pixels). Current Codex/petdex spritesheets are 8 columns x 9
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# rows (1536x1872), while older Hermes/petdex sheets used 9 columns x 8 rows
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# (1728x1664). Renderers derive both row taxonomy and real column count from the
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# concrete sheet, so either shape works.
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FRAME_W = 192
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FRAME_H = 208
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# Frames consumed per animation state (the petdex web app uses CSS
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# ``steps(6)``). A sheet may physically contain more columns; we only step
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# through the first ``FRAMES_PER_STATE``.
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FRAMES_PER_STATE = 6
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# Full-loop duration for one state, milliseconds (petdex default).
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LOOP_MS = 1100
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# Default on-screen scale relative to native frame size. ``display.pet.scale``
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# is the single master scalar: the desktop canvas multiplies its native pixels
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# by it and every terminal surface derives its half-block/kitty column width
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# from it (see :func:`cols_for_scale`), so one number shrinks all three
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# interfaces together. (petdex's own clients render at 0.7; we default smaller
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# so the kitty/GUI mascot stays a glanceable corner sprite. The half-block
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# fallback can't shrink as far — see ``UNICODE_MIN_COLS`` — and clamps to its
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# legibility floor instead.)
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DEFAULT_SCALE = 0.33
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# User-settable scale bounds (``/pet scale``, desktop slider). Floor keeps the
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# pet clickable/visible; ceiling stops a fat-fingered value from filling the
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# screen. The unicode fallback additionally clamps to ``UNICODE_MIN_COLS``.
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MIN_SCALE = 0.1
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MAX_SCALE = 3.0
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def clamp_scale(scale: float) -> float:
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"""Clamp *scale* to ``[MIN_SCALE, MAX_SCALE]`` (the single validation point)."""
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return max(MIN_SCALE, min(MAX_SCALE, scale))
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# Terminal cells one native frame spans at ``scale == 1.0``. A cell is ~8px
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# wide, a frame is ``FRAME_W`` (192) px → 24 cells. This mirrors the kitty
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# graphics placement (``scaled_px // 8``) so at full scale every renderer agrees.
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BASE_UNICODE_COLS = FRAME_W // 8
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# Legibility floor for the half-block fallback. A half-block cell samples the
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# sprite at only 1 horizontal + 2 vertical taps, so below this width a 192×208
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# pet collapses into an unreadable blob *regardless* of scale. kitty/GUI draw
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# true pixels and have no such floor — that's why the same ``scale: 0.33`` is
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# crisp there but mush in half-blocks. ``scale`` shrinks the unicode pet down
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# TO this floor (and grows it above), instead of past it into noise.
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UNICODE_MIN_COLS = 16
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def cols_for_scale(scale: float) -> int:
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"""Half-block width implied by *scale*, clamped to the legibility floor.
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Above the floor it tracks the kitty cell box (``scaled_px // 8``) so the two
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renderers converge at larger sizes; below it the floor keeps the sprite
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readable rather than letting it devolve into a blob.
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"""
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return max(UNICODE_MIN_COLS, round(BASE_UNICODE_COLS * (scale or DEFAULT_SCALE)))
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def resolve_cols(scale: float, unicode_cols: int = 0) -> int:
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"""Resolve terminal width: explicit *unicode_cols* override, else from *scale*."""
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return int(unicode_cols) if unicode_cols and int(unicode_cols) > 0 else cols_for_scale(scale)
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class PetState(str, Enum):
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"""Animation state a pet can be shown in.
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These are Hermes' activity state names. They are not always identical to the
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source atlas row names: Codex-format pets use rows like ``jumping`` /
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``running`` while the UI keeps the shorter ``jump`` / ``run`` names.
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"""
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IDLE = "idle"
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WAVE = "wave"
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RUN = "run"
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FAILED = "failed"
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REVIEW = "review"
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JUMP = "jump"
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WAITING = "waiting"
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# Legacy Hermes/petdex row order (top -> bottom) used by the older 8-row,
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# 9-column atlas shape.
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LEGACY_STATE_ROWS: list[str] = [
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PetState.IDLE.value,
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PetState.WAVE.value,
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PetState.RUN.value,
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PetState.FAILED.value,
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PetState.REVIEW.value,
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PetState.JUMP.value,
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"extra1",
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"extra2",
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]
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# Current Petdex row order (top -> bottom) used by 1536x1872 atlases:
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# 8 columns x 9 rows of 192x208 cells.
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CODEX_STATE_ROWS: list[str] = [
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PetState.IDLE.value,
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"running-right",
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"running-left",
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"waving",
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"jumping",
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PetState.FAILED.value,
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PetState.WAITING.value,
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"running",
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PetState.REVIEW.value,
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]
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# Default/fallback for callers without a sheet. Prefer the current 9-row Codex
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# format because generated pets and the public Codex pet contract use it.
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STATE_ROWS: list[str] = CODEX_STATE_ROWS
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# Canonical Hermes activity names -> accepted row-name aliases in descending
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# preference. This keeps our internal state names stable (`wave`/`jump`/`run`)
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# while matching Petdex's current `waving`/`jumping`/`running` taxonomy.
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STATE_ALIASES: dict[str, tuple[str, ...]] = {
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PetState.IDLE.value: (PetState.IDLE.value,),
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PetState.WAVE.value: (PetState.WAVE.value, "waving"),
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PetState.JUMP.value: (PetState.JUMP.value, "jumping"),
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PetState.RUN.value: (PetState.RUN.value, "running"),
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PetState.FAILED.value: (PetState.FAILED.value,),
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PetState.REVIEW.value: (PetState.REVIEW.value,),
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PetState.WAITING.value: (PetState.WAITING.value,),
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}
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def state_aliases_for(state: "PetState | str") -> tuple[str, ...]:
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"""Return accepted row-name aliases for *state* (always non-empty)."""
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value = state.value if isinstance(state, PetState) else str(state)
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aliases = STATE_ALIASES.get(value)
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return aliases if aliases else (value,)
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def state_rows_for_grid(row_count: int | None) -> list[str]:
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"""Return the row taxonomy for a spritesheet with *row_count* rows."""
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try:
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rows = int(row_count or 0)
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except (TypeError, ValueError):
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rows = 0
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if rows >= len(CODEX_STATE_ROWS):
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return CODEX_STATE_ROWS
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return LEGACY_STATE_ROWS
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def state_row_index(state: "PetState | str", row_count: int | None = None) -> int:
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"""Return the spritesheet row index for *state* (clamped, never raises)."""
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rows = state_rows_for_grid(row_count)
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for name in state_aliases_for(state):
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try:
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return rows.index(name)
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except ValueError:
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continue
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return 0 # fall back to the idle row
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