Refactor server-rs runtime and update related docs
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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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