refactor: extract runtime story npc support
This commit is contained in:
@@ -257,3 +257,18 @@ server-rs/crates/api-server/src/
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- `game_state.rs`:快照态读写与 NPC / inventory / equipment 状态桥
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后续再继续迁 `trade / gift / companion` 时,目标就不再是单纯减少行数,而是把 compat bridge 逐步收束成“动作编排壳 + 多个纯规则模块”的明确结构。
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在此基础上,同日又继续把 NPC 交互侧的一批纯 helper 收到独立模块:
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1. `compat` 新增 [npc_support.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/npc_support.rs)。
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2. 已迁入的内容包括:
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- 赠礼好感收益与赠礼结果文本
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- 交易价格、折扣档位、货币文本、数量后缀
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- 队伍招募与满员换队 helper
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3. [compat.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat.rs) 现在对 `npc_trade / npc_gift / npc_recruit` 仍只保留动作编排,不再承担底层价格计算和队伍变换逻辑。
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4. 到这一步,`compat.rs` 的主要职责已经更接近:
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- route handler / snapshot bridge
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- action orchestration
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- 少量尚未迁出的共享 glue code
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这为后续把“无 HTTP / 无 `AppState`”的剩余 glue code 再往下收,提供了更明确的拆分方向。
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@@ -81,7 +81,7 @@
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- [M4_RPG_RUNTIME_STORY_SPACETIMEDB_BASELINE_2026-04-21.md](./M4_RPG_RUNTIME_STORY_SPACETIMEDB_BASELINE_2026-04-21.md):记录 `server-rs` 侧 `M4` 首轮已落地的 `story_session / story_event` SpacetimeDB 基座、`begin_story_session / continue_story` reducer、同步返回快照的 story procedure、`spacetime-client` facade 与新的 `/api/story/sessions*` Axum 接口,以及当前尚未兼容旧 `runtime story` 路由的边界。
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- [M4_RPG_RUNTIME_STORY_SESSION_STATE_QUERY_DESIGN_2026-04-22.md](./M4_RPG_RUNTIME_STORY_SESSION_STATE_QUERY_DESIGN_2026-04-22.md):冻结 `GET /api/story/sessions/:storySessionId/state` 这条最小 story state 查询切片,明确当前只返回 `storySession + storyEvents`,不等价于旧 `runtime story state` 兼容完成。
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- [M4_RUNTIME_STORY_COMPAT_STATE_BRIDGE_DESIGN_2026-04-22.md](./M4_RUNTIME_STORY_COMPAT_STATE_BRIDGE_DESIGN_2026-04-22.md):冻结旧 `POST /api/runtime/story/state/resolve` 兼容桥的首版边界,明确先补 `RuntimeStoryActionResponse` DTO 与状态桥,再继续进入 Rust `actions/resolve` 与正式 snapshot projection。
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- [M4_RUNTIME_STORY_RS_SPLIT_PLAN_2026-04-22.md](./M4_RUNTIME_STORY_RS_SPLIT_PLAN_2026-04-22.md):冻结 `runtime_story.rs` 从超大单文件拆到 `compat/ai/presentation/tests/battle/core/game_state/forge` 子模块的收口策略、验证要求与下一阶段纯规则下沉边界。
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- [M4_RUNTIME_STORY_RS_SPLIT_PLAN_2026-04-22.md](./M4_RUNTIME_STORY_RS_SPLIT_PLAN_2026-04-22.md):冻结 `runtime_story.rs` 从超大单文件拆到 `compat/ai/presentation/tests/battle/core/game_state/forge/npc_support` 子模块的收口策略、验证要求与下一阶段纯规则下沉边界。
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- [M4_MODULE_AI_BASELINE_DESIGN_2026-04-21.md](./M4_MODULE_AI_BASELINE_DESIGN_2026-04-21.md):冻结 `module-ai` 首版的任务/阶段/流式片段/结果引用领域模型、最小内存服务与后续 `platform-llm` / `api-server` / `spacetime-module` 的边界。
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- [M4_MODULE_AI_SPACETIMEDB_BASELINE_2026-04-21.md](./M4_MODULE_AI_SPACETIMEDB_BASELINE_2026-04-21.md):记录 `module-ai` 在 `spacetime-module` 中首轮已落地的 `ai_task / ai_task_stage / ai_text_chunk / ai_result_reference` 真相表、最小 reducer/procedure 与当前仍未扩到真实模型调用和 Axum facade 的边界。
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- [M4_MODULE_AI_AXUM_FACADE_DESIGN_2026-04-22.md](./M4_MODULE_AI_AXUM_FACADE_DESIGN_2026-04-22.md):冻结 `module-ai` 从 `shared-contracts`、`spacetime-client` 到 `api-server` 的最小 AI task mutation facade,明确 `start` 路由当前只返回 `202 Accepted`。
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@@ -38,10 +38,12 @@ mod core;
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mod forge;
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#[path = "compat/game_state.rs"]
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mod game_state;
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#[path = "compat/npc_support.rs"]
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mod npc_support;
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#[path = "compat/presentation.rs"]
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mod presentation;
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use self::{ai::*, battle::*, core::*, forge::*, game_state::*, presentation::*};
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use self::{ai::*, battle::*, core::*, forge::*, game_state::*, npc_support::*, presentation::*};
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#[cfg(test)]
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#[path = "compat/tests.rs"]
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@@ -1748,234 +1750,6 @@ fn current_world_type(game_state: &Value) -> Option<String> {
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read_optional_string_field(game_state, "worldType")
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}
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fn resolve_npc_gift_affinity_gain(item: &Value) -> i32 {
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let rarity_score = match item_rarity_key(item).as_str() {
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"legendary" => 5,
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"epic" => 4,
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"rare" => 3,
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"uncommon" => 2,
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_ => 1,
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};
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let tags = read_array_field(item, "tags")
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.into_iter()
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.filter_map(|tag| tag.as_str().map(|value| value.to_string()))
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.collect::<Vec<_>>();
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let mana_bonus = if tags.iter().any(|tag| tag == "mana") {
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3
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} else {
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0
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};
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let healing_bonus = if tags.iter().any(|tag| tag == "healing") {
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3
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} else {
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0
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};
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(4 + rarity_score * 3 + mana_bonus + healing_bonus).min(24)
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}
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fn build_npc_gift_result_text(
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npc_name: &str,
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item: &Value,
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affinity_gain: i32,
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next_affinity: i32,
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) -> String {
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let shift_text = if affinity_gain >= 12 {
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"态度一下子软化了许多"
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} else if affinity_gain >= 8 {
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"态度明显和缓下来"
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} else if affinity_gain >= 5 {
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"态度比先前亲近了一些"
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} else {
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"态度略微放松了些"
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};
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let affinity_text = if next_affinity >= 90 {
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"对你高度信赖,言谈间明显亲近,几乎已经把你当成自己人。"
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} else if next_affinity >= 60 {
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"对你已经建立起稳固信任,愿意进一步合作。"
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} else if next_affinity >= 30 {
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"对你的态度明显友善了许多,也更愿意正常交流。"
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} else if next_affinity >= 15 {
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"戒备开始松动,愿意试探性地配合你的节奏。"
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} else if next_affinity >= 0 {
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"仍保持明显距离,只会给出谨慎而有限的回应。"
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} else {
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"关系已经降到冰点,对你几乎不再保留善意。"
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};
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format!(
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"{}收下了{},{}。{}",
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npc_name,
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read_inventory_item_name(item),
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shift_text,
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affinity_text
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)
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}
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fn inventory_item_value(item: &Value) -> i32 {
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if let Some(explicit_value) = read_i32_field(item, "value") {
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return explicit_value.max(8);
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}
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let rarity_base = match item_rarity_key(item).as_str() {
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"legendary" => 168,
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"epic" => 92,
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"rare" => 48,
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"uncommon" => 24,
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_ => 12,
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};
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let category = read_optional_string_field(item, "category").unwrap_or_default();
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let tags = read_array_field(item, "tags")
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.into_iter()
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.filter_map(|tag| tag.as_str().map(|value| value.to_string()))
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.collect::<Vec<_>>();
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let mut value = rarity_base;
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if tags.iter().any(|tag| tag == "weapon") {
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value += 14;
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}
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if tags.iter().any(|tag| tag == "armor") {
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value += 12;
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}
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if tags.iter().any(|tag| tag == "relic") {
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value += 16;
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}
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if tags.iter().any(|tag| tag == "mana") {
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value += 8;
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}
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if tags.iter().any(|tag| tag == "healing") {
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value += 8;
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}
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if tags.iter().any(|tag| tag == "material") {
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value += 4;
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}
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if category.contains("专属") {
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value += 10;
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}
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value.max(8)
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}
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fn discount_tier_for_affinity(affinity: i32) -> i32 {
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if affinity >= 90 {
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3
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} else if affinity >= 60 {
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2
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} else if affinity >= 30 {
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1
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} else {
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0
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}
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}
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fn npc_purchase_price(item: &Value, affinity: i32) -> i32 {
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let discount_multiplier = 1.0 - f64::from(discount_tier_for_affinity(affinity)) * 0.08;
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(f64::from(inventory_item_value(item)) * discount_multiplier)
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.round()
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.max(6.0) as i32
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}
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fn npc_buyback_price(item: &Value, affinity: i32) -> i32 {
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let buyback_multiplier = 0.4 + f64::from(discount_tier_for_affinity(affinity)) * 0.06;
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(f64::from(inventory_item_value(item)) * buyback_multiplier)
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.round()
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.max(4.0) as i32
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}
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fn trade_quantity_suffix(quantity: i32) -> String {
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if quantity > 1 {
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format!(" x{quantity}")
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} else {
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String::new()
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}
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}
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fn format_currency_text(value: i32, world_type: Option<&str>) -> String {
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let currency_name = match world_type {
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Some("XIANXIA") => "灵石",
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Some("WUXIA") => "铜钱",
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_ => "钱币",
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};
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format!("{value} {currency_name}")
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}
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fn add_companion_if_absent(
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game_state: &mut Value,
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npc_id: &str,
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character_id: Option<String>,
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joined_at_affinity: i32,
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) {
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let root = ensure_json_object(game_state);
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let companions = root
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.entry("companions".to_string())
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.or_insert_with(|| Value::Array(Vec::new()));
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if !companions.is_array() {
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*companions = Value::Array(Vec::new());
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}
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let items = companions
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.as_array_mut()
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.expect("companions should be array");
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if items
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.iter()
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.any(|item| read_optional_string_field(item, "npcId").is_some_and(|value| value == npc_id))
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{
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return;
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}
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items.push(json!({
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"npcId": npc_id,
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"characterId": character_id,
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"joinedAtAffinity": joined_at_affinity,
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}));
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}
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fn remove_companion_by_npc_id(game_state: &mut Value, npc_id: &str) -> Option<Value> {
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let root = ensure_json_object(game_state);
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let companions = root
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.entry("companions".to_string())
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.or_insert_with(|| Value::Array(Vec::new()));
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if !companions.is_array() {
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*companions = Value::Array(Vec::new());
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}
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let items = companions
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.as_array_mut()
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.expect("companions should be array");
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let index = items.iter().position(|item| {
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read_optional_string_field(item, "npcId").is_some_and(|value| value == npc_id)
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})?;
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Some(items.remove(index))
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}
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fn recruit_companion_to_party(
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game_state: &mut Value,
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npc_id: &str,
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_npc_name: &str,
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release_npc_id: Option<&str>,
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) -> Result<Option<String>, String> {
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let companion_count = read_array_field(game_state, "companions").len();
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if companion_count < MAX_TASK5_COMPANIONS {
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add_companion_if_absent(
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game_state,
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npc_id,
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None,
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read_current_npc_affinity(game_state),
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);
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return Ok(None);
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}
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let Some(release_npc_id) = release_npc_id.and_then(normalize_required_string) else {
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return Err("队伍已满时必须明确指定一名离队同伴".to_string());
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};
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let released_companion = remove_companion_by_npc_id(game_state, release_npc_id.as_str())
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.ok_or_else(|| "指定的离队同伴不存在,无法完成换队招募".to_string())?;
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let released_name = read_optional_string_field(&released_companion, "displayName")
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.or_else(|| read_optional_string_field(&released_companion, "name"))
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.or_else(|| read_optional_string_field(&released_companion, "npcName"))
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.unwrap_or_else(|| release_npc_id.clone());
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add_companion_if_absent(
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game_state,
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npc_id,
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None,
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read_current_npc_affinity(game_state),
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);
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Ok(Some(released_name))
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}
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fn map_runtime_story_client_error(error: SpacetimeClientError) -> AppError {
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let (status, provider) = match error {
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SpacetimeClientError::Runtime(_) => (StatusCode::BAD_REQUEST, "runtime-story"),
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@@ -0,0 +1,230 @@
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use super::*;
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pub(super) fn resolve_npc_gift_affinity_gain(item: &Value) -> i32 {
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let rarity_score = match item_rarity_key(item).as_str() {
|
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"legendary" => 5,
|
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"epic" => 4,
|
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"rare" => 3,
|
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"uncommon" => 2,
|
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_ => 1,
|
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};
|
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let tags = read_array_field(item, "tags")
|
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.into_iter()
|
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.filter_map(|tag| tag.as_str().map(|value| value.to_string()))
|
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.collect::<Vec<_>>();
|
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let mana_bonus = if tags.iter().any(|tag| tag == "mana") {
|
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3
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} else {
|
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0
|
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};
|
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let healing_bonus = if tags.iter().any(|tag| tag == "healing") {
|
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3
|
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} else {
|
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0
|
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};
|
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(4 + rarity_score * 3 + mana_bonus + healing_bonus).min(24)
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}
|
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|
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pub(super) fn build_npc_gift_result_text(
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npc_name: &str,
|
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item: &Value,
|
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affinity_gain: i32,
|
||||
next_affinity: i32,
|
||||
) -> String {
|
||||
let shift_text = if affinity_gain >= 12 {
|
||||
"态度一下子软化了许多"
|
||||
} else if affinity_gain >= 8 {
|
||||
"态度明显和缓下来"
|
||||
} else if affinity_gain >= 5 {
|
||||
"态度比先前亲近了一些"
|
||||
} else {
|
||||
"态度略微放松了些"
|
||||
};
|
||||
let affinity_text = if next_affinity >= 90 {
|
||||
"对你高度信赖,言谈间明显亲近,几乎已经把你当成自己人。"
|
||||
} else if next_affinity >= 60 {
|
||||
"对你已经建立起稳固信任,愿意进一步合作。"
|
||||
} else if next_affinity >= 30 {
|
||||
"对你的态度明显友善了许多,也更愿意正常交流。"
|
||||
} else if next_affinity >= 15 {
|
||||
"戒备开始松动,愿意试探性地配合你的节奏。"
|
||||
} else if next_affinity >= 0 {
|
||||
"仍保持明显距离,只会给出谨慎而有限的回应。"
|
||||
} else {
|
||||
"关系已经降到冰点,对你几乎不再保留善意。"
|
||||
};
|
||||
format!(
|
||||
"{}收下了{},{}。{}",
|
||||
npc_name,
|
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read_inventory_item_name(item),
|
||||
shift_text,
|
||||
affinity_text
|
||||
)
|
||||
}
|
||||
|
||||
fn inventory_item_value(item: &Value) -> i32 {
|
||||
if let Some(explicit_value) = read_i32_field(item, "value") {
|
||||
return explicit_value.max(8);
|
||||
}
|
||||
let rarity_base = match item_rarity_key(item).as_str() {
|
||||
"legendary" => 168,
|
||||
"epic" => 92,
|
||||
"rare" => 48,
|
||||
"uncommon" => 24,
|
||||
_ => 12,
|
||||
};
|
||||
let category = read_optional_string_field(item, "category").unwrap_or_default();
|
||||
let tags = read_array_field(item, "tags")
|
||||
.into_iter()
|
||||
.filter_map(|tag| tag.as_str().map(|value| value.to_string()))
|
||||
.collect::<Vec<_>>();
|
||||
let mut value = rarity_base;
|
||||
if tags.iter().any(|tag| tag == "weapon") {
|
||||
value += 14;
|
||||
}
|
||||
if tags.iter().any(|tag| tag == "armor") {
|
||||
value += 12;
|
||||
}
|
||||
if tags.iter().any(|tag| tag == "relic") {
|
||||
value += 16;
|
||||
}
|
||||
if tags.iter().any(|tag| tag == "mana") {
|
||||
value += 8;
|
||||
}
|
||||
if tags.iter().any(|tag| tag == "healing") {
|
||||
value += 8;
|
||||
}
|
||||
if tags.iter().any(|tag| tag == "material") {
|
||||
value += 4;
|
||||
}
|
||||
if category.contains("专属") {
|
||||
value += 10;
|
||||
}
|
||||
value.max(8)
|
||||
}
|
||||
|
||||
fn discount_tier_for_affinity(affinity: i32) -> i32 {
|
||||
if affinity >= 90 {
|
||||
3
|
||||
} else if affinity >= 60 {
|
||||
2
|
||||
} else if affinity >= 30 {
|
||||
1
|
||||
} else {
|
||||
0
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn npc_purchase_price(item: &Value, affinity: i32) -> i32 {
|
||||
let discount_multiplier = 1.0 - f64::from(discount_tier_for_affinity(affinity)) * 0.08;
|
||||
(f64::from(inventory_item_value(item)) * discount_multiplier)
|
||||
.round()
|
||||
.max(6.0) as i32
|
||||
}
|
||||
|
||||
pub(super) fn npc_buyback_price(item: &Value, affinity: i32) -> i32 {
|
||||
let buyback_multiplier = 0.4 + f64::from(discount_tier_for_affinity(affinity)) * 0.06;
|
||||
(f64::from(inventory_item_value(item)) * buyback_multiplier)
|
||||
.round()
|
||||
.max(4.0) as i32
|
||||
}
|
||||
|
||||
pub(super) fn trade_quantity_suffix(quantity: i32) -> String {
|
||||
if quantity > 1 {
|
||||
format!(" x{quantity}")
|
||||
} else {
|
||||
String::new()
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn format_currency_text(value: i32, world_type: Option<&str>) -> String {
|
||||
let currency_name = match world_type {
|
||||
Some("XIANXIA") => "灵石",
|
||||
Some("WUXIA") => "铜钱",
|
||||
_ => "钱币",
|
||||
};
|
||||
format!("{value} {currency_name}")
|
||||
}
|
||||
|
||||
fn add_companion_if_absent(
|
||||
game_state: &mut Value,
|
||||
npc_id: &str,
|
||||
character_id: Option<String>,
|
||||
joined_at_affinity: i32,
|
||||
) {
|
||||
let root = ensure_json_object(game_state);
|
||||
let companions = root
|
||||
.entry("companions".to_string())
|
||||
.or_insert_with(|| Value::Array(Vec::new()));
|
||||
if !companions.is_array() {
|
||||
*companions = Value::Array(Vec::new());
|
||||
}
|
||||
let items = companions
|
||||
.as_array_mut()
|
||||
.expect("companions should be array");
|
||||
if items
|
||||
.iter()
|
||||
.any(|item| read_optional_string_field(item, "npcId").is_some_and(|value| value == npc_id))
|
||||
{
|
||||
return;
|
||||
}
|
||||
items.push(json!({
|
||||
"npcId": npc_id,
|
||||
"characterId": character_id,
|
||||
"joinedAtAffinity": joined_at_affinity,
|
||||
}));
|
||||
}
|
||||
|
||||
fn remove_companion_by_npc_id(game_state: &mut Value, npc_id: &str) -> Option<Value> {
|
||||
let root = ensure_json_object(game_state);
|
||||
let companions = root
|
||||
.entry("companions".to_string())
|
||||
.or_insert_with(|| Value::Array(Vec::new()));
|
||||
if !companions.is_array() {
|
||||
*companions = Value::Array(Vec::new());
|
||||
}
|
||||
let items = companions
|
||||
.as_array_mut()
|
||||
.expect("companions should be array");
|
||||
let index = items.iter().position(|item| {
|
||||
read_optional_string_field(item, "npcId").is_some_and(|value| value == npc_id)
|
||||
})?;
|
||||
Some(items.remove(index))
|
||||
}
|
||||
|
||||
/// compat bridge 先只维护一个轻量队伍名单,继续复用旧前端的满员换队语义。
|
||||
pub(super) fn recruit_companion_to_party(
|
||||
game_state: &mut Value,
|
||||
npc_id: &str,
|
||||
_npc_name: &str,
|
||||
release_npc_id: Option<&str>,
|
||||
) -> Result<Option<String>, String> {
|
||||
let companion_count = read_array_field(game_state, "companions").len();
|
||||
if companion_count < MAX_TASK5_COMPANIONS {
|
||||
add_companion_if_absent(
|
||||
game_state,
|
||||
npc_id,
|
||||
None,
|
||||
read_current_npc_affinity(game_state),
|
||||
);
|
||||
return Ok(None);
|
||||
}
|
||||
|
||||
let Some(release_npc_id) = release_npc_id.and_then(normalize_required_string) else {
|
||||
return Err("队伍已满时必须明确指定一名离队同伴".to_string());
|
||||
};
|
||||
|
||||
let released_companion = remove_companion_by_npc_id(game_state, release_npc_id.as_str())
|
||||
.ok_or_else(|| "指定的离队同伴不存在,无法完成换队招募".to_string())?;
|
||||
let released_name = read_optional_string_field(&released_companion, "displayName")
|
||||
.or_else(|| read_optional_string_field(&released_companion, "name"))
|
||||
.or_else(|| read_optional_string_field(&released_companion, "npcName"))
|
||||
.unwrap_or_else(|| release_npc_id.clone());
|
||||
add_companion_if_absent(
|
||||
game_state,
|
||||
npc_id,
|
||||
None,
|
||||
read_current_npc_affinity(game_state),
|
||||
);
|
||||
Ok(Some(released_name))
|
||||
}
|
||||
Reference in New Issue
Block a user