Prune obsolete docs and update navigation

This commit is contained in:
2026-04-25 15:10:24 +08:00
parent 1c5f9303a2
commit 2ebfd1cf55
341 changed files with 1352 additions and 90709 deletions

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@@ -30,7 +30,7 @@ export const STORY_OPENING_CAMP_DIALOGUE_FUNCTION: FunctionDocumentationEntry =
storyMode: 'special_sequence',
uiMode: 'none',
executor:
'server-node/src/modules/rpg-runtime-story/RpgRuntimeStoryActionDomain.ts + src/hooks/rpg-runtime-story/storyContextBuilder.ts',
'server-rs/crates/api-server/src/runtime_story/compat.rs -> resolve_runtime_story_choice_action',
animationNote: '重点在对白本身,不额外驱动独立战斗/位移动画。',
storyNote: '会把 prompt 切到营地开场对白模式,并要求输出结构化对话行。',
uiNote: '不弹 modal直接进入对白流。',

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@@ -8,7 +8,7 @@ import type { FunctionDocumentationEntry } from '../types';
*/
const QUEST_OFFER_SOURCE = 'src/data/functionCatalog/npc/npcChatQuestOffer.ts';
const QUEST_OFFER_EXECUTOR =
'server-node/src/modules/quest/questStoryActionService.ts -> resolveQuestStoryAction';
'server-rs/crates/api-server/src/runtime_story/compat.rs -> resolve_runtime_story_choice_action';
export const NPC_CHAT_QUEST_OFFER_VIEW_FUNCTION: FunctionDocumentationEntry = {
id: 'npc_chat_quest_offer_view',

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@@ -16,7 +16,7 @@ export const BATTLE_ATTACK_BASIC_FUNCTION: FunctionDocumentationEntry = {
'这个 function 代表一次明确的普通攻击点击,后端直接结算伤害、敌方反击和下一轮战斗选项,不再请求 AI 续写整段战斗剧情。',
trigger: '仅在 battle 状态且场上仍有存活敌人时,由后端战斗 option 池下发。',
execution:
'前端透传 functionId后端 combatResolutionService 直接按普通攻击规则结算本回合。',
'前端透传 functionIdRust 后端经 story battle facade 调用 module-combat 按普通攻击规则结算本回合。',
result: '刷新 HP、战斗日志和下一轮战斗 options若敌人被击败再进入脱战剧情推理。',
state: 'battle',
category: 'battle',
@@ -25,7 +25,7 @@ export const BATTLE_ATTACK_BASIC_FUNCTION: FunctionDocumentationEntry = {
storyMode: 'local_only',
uiMode: 'none',
executor:
'server-node/src/modules/combat/combatResolutionService.ts -> resolveCombatAction',
'server-rs/crates/module-combat/src/lib.rs -> resolve_combat_action',
animationNote: '播放一次基础攻击和受击反馈,不扩展成连续多段连击。',
storyNote:
'战斗未结束时只展示本次结算文本;战斗结束后才请求脱战剧情。',

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@@ -16,7 +16,7 @@ export const BATTLE_USE_SKILL_FUNCTION: FunctionDocumentationEntry = {
'这个 functionId 可以对应多个技能 option 实例。前端只展示技能名和不可用原因,后端根据 runtimePayload.skillId 校验蓝量、冷却并结算本次技能效果。',
trigger: '仅在 battle 状态下由后端按角色技能列表生成,可能携带 disabled 状态。',
execution:
'前端透传 runtimePayload.skillId后端 combatResolutionService 校验技能并完成一次技能动作结算。',
'前端透传 runtimePayload.skillIdRust 后端经 story battle facade 调用 module-combat 校验技能并完成一次技能动作结算。',
result:
'更新 MP、技能冷却、敌我 HP 和下一轮战斗 options若战斗结束再触发脱战剧情推理。',
state: 'battle',
@@ -26,7 +26,7 @@ export const BATTLE_USE_SKILL_FUNCTION: FunctionDocumentationEntry = {
storyMode: 'local_only',
uiMode: 'none',
executor:
'server-node/src/modules/combat/combatResolutionService.ts -> resolveCombatAction',
'server-rs/crates/module-combat/src/lib.rs -> resolve_combat_action',
animationNote: '根据技能 option 播放一次技能演出,不在本 function 内追加多回合动作。',
storyNote:
'战斗未结束时使用本次技能结算文本;只有战斗结束才请求新剧情。',