Refactor server-rs runtime and update related docs
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@@ -784,7 +784,6 @@ function buildOpeningSceneSearchText(
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return [
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campScene.name,
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campScene.description,
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campScene.dangerLevel,
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profile.playerGoal,
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profile.summary,
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'开局场景',
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@@ -920,7 +919,6 @@ function buildLandmarkSearchText(
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return [
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landmark.name,
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landmark.description,
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landmark.dangerLevel,
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...landmark.sceneNpcIds.map((npcId) => storyNpcById.get(npcId)?.name ?? ''),
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...landmark.connections.flatMap((connection) => [
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landmarkById.get(connection.targetLandmarkId)?.name ?? '',
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@@ -190,7 +190,6 @@ function createProfile(): CustomWorldProfile {
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camp: {
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name: '潮灯居',
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description: '玩家最初落脚的旧灯塔内院。',
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dangerLevel: 'medium',
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},
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landmarks: [],
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creatorIntent: null,
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@@ -215,7 +214,6 @@ function createProfileWithLandmark(): CustomWorldProfile {
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id: 'landmark-1',
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name: '沉钟栈桥',
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description: '旧钟与潮声常年相撞的码头栈桥。',
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dangerLevel: 'medium',
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imageSrc: '/generated-custom-world-scenes/original-scene.png',
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sceneNpcIds: ['story-1', 'story-2', 'story-3'],
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connections: [],
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@@ -277,7 +275,6 @@ function CampEditorFlowHarness() {
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id: 'custom-scene-camp',
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name: '潮灯居',
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description: '玩家最初落脚的旧灯塔内院。',
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dangerLevel: 'medium',
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imageSrc: '/generated-custom-world-scenes/original-camp.png',
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sceneNpcIds: ['story-1', 'story-2', 'story-3'],
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connections: [
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@@ -182,7 +182,6 @@ const baseProfile = {
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camp: {
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name: '潮灯居',
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description: '玩家最初落脚的旧灯塔内院。',
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dangerLevel: 'medium',
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},
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anchorContent: {
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worldPromise: {
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@@ -233,7 +232,6 @@ const baseProfile = {
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id: 'landmark-1',
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name: '沉钟栈桥',
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description: '旧钟与潮声常年相撞的码头栈桥。',
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dangerLevel: 'medium',
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sceneNpcIds: ['story-1'],
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connections: [],
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},
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@@ -352,9 +352,7 @@ export function GameCanvasEntityLayer({
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const isCampCompanionEncounter =
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encounter.specialBehavior === 'initial_companion'
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|| encounter.specialBehavior === 'camp_companion';
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const peacefulAnchorX = isCampCompanionEncounter
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? RESOLVED_ENTITY_X_METERS
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: encounter.xMeters ?? monsterAnchorMeters;
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const peacefulAnchorX = RESOLVED_ENTITY_X_METERS;
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const isPeacefulEncounterMoving =
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(!isCampCompanionEncounter && sceneTransitionPhase !== 'idle')
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|| Math.abs(peacefulAnchorX - RESOLVED_ENTITY_X_METERS) > 0.01;
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@@ -373,10 +371,7 @@ export function GameCanvasEntityLayer({
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const peacefulBottomOffsetPx = peacefulResolvedCharacter
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? getCharacterBottomOffsetPx(stageLiftPx, peacefulResolvedCharacter)
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: stageLiftPx + peacefulHostileBottomOffsetPx;
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const peacefulNpcSpriteFacing =
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encounter.kind === 'treasure' || peacefulResolvedCharacter
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? towardPeacefulPlayer
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: getRenderableNpcFacing(encounter, towardPeacefulPlayer, {medievalVisual: true});
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const peacefulNpcSpriteFacing = towardPeacefulPlayer;
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return (
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<div
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@@ -241,7 +241,6 @@ export function createLandmarkDraft(
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),
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name: `自定义场景${profile.landmarks.length + 1}`,
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description: '',
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dangerLevel: '中',
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imageSrc: undefined,
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sceneNpcIds: profile.storyNpcs.slice(0, 3).map((npc) => npc.id),
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connections: previousLandmark
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@@ -434,7 +434,6 @@ const compiledAgentDraftSession: CustomWorldAgentSessionSnapshot = {
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id: 'landmark-1',
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name: '回潮旧灯塔',
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description: '旧灯塔是整片群岛最先看见异动的地方。',
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dangerLevel: 'high',
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sceneNpcIds: ['story-1'],
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connections: [],
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},
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