1
Some checks failed
CI / verify (push) Has been cancelled

This commit is contained in:
2026-04-20 11:30:19 +08:00
parent 50759f3c1e
commit 8a7bd90458
85 changed files with 7290 additions and 1903 deletions

View File

@@ -1,7 +1,4 @@
import type {
Dispatch,
SetStateAction,
} from 'react';
import type { Dispatch, SetStateAction } from 'react';
import {
acceptQuest,
@@ -42,9 +39,7 @@ import {
buildCompanionReactionBatch,
} from '../../services/storyEngine/companionReactionDirector';
import { resolveAllCompanionResolutions } from '../../services/storyEngine/companionResolutionDirector';
import {
appendConsequenceRecord,
} from '../../services/storyEngine/consequenceLedger';
import { appendConsequenceRecord } from '../../services/storyEngine/consequenceLedger';
import { buildContentDiffReport } from '../../services/storyEngine/contentDiffReport';
import { resolveEndingState } from '../../services/storyEngine/endingResolver';
import { buildEpilogueSummary } from '../../services/storyEngine/epilogueComposer';
@@ -97,8 +92,9 @@ const ENCOUNTER_ENTRY_DURATION_MS = 1800;
const ENCOUNTER_ENTRY_TICK_MS = 180;
function dedupeStrings(values: Array<string | null | undefined>, limit = 10) {
return [...new Set(values.map((value) => value?.trim() ?? '').filter(Boolean))]
.slice(0, limit);
return [
...new Set(values.map((value) => value?.trim() ?? '').filter(Boolean)),
].slice(0, limit);
}
function hydrateStoryEngineMemory(state: GameState): GameState {
@@ -112,11 +108,15 @@ function hydrateStoryEngineMemory(state: GameState): GameState {
}
const role =
state.customWorldProfile.storyNpcs.find((npc) =>
npc.id === state.currentEncounter?.id || npc.name === state.currentEncounter?.npcName,
)
?? state.customWorldProfile.playableNpcs.find((npc) =>
npc.id === state.currentEncounter?.id || npc.name === state.currentEncounter?.npcName,
state.customWorldProfile.storyNpcs.find(
(npc) =>
npc.id === state.currentEncounter?.id ||
npc.name === state.currentEncounter?.npcName,
) ??
state.customWorldProfile.playableNpcs.find(
(npc) =>
npc.id === state.currentEncounter?.id ||
npc.name === state.currentEncounter?.npcName,
);
if (!role) {
return {
@@ -126,17 +126,19 @@ function hydrateStoryEngineMemory(state: GameState): GameState {
}
const themePack =
state.customWorldProfile.themePack
?? buildThemePackFromWorldProfile(state.customWorldProfile);
state.customWorldProfile.themePack ??
buildThemePackFromWorldProfile(state.customWorldProfile);
const storyGraph =
state.customWorldProfile.storyGraph
?? buildFallbackWorldStoryGraph(state.customWorldProfile, themePack);
state.customWorldProfile.storyGraph ??
buildFallbackWorldStoryGraph(state.customWorldProfile, themePack);
const narrativeProfile = normalizeActorNarrativeProfile(
role.narrativeProfile,
buildFallbackActorNarrativeProfile(role, storyGraph, themePack),
);
const npcState =
state.npcStates[state.currentEncounter.id ?? state.currentEncounter.npcName];
state.npcStates[
state.currentEncounter.id ?? state.currentEncounter.npcName
];
const activeThreadIds =
storyEngineMemory.activeThreadIds.length > 0
? storyEngineMemory.activeThreadIds
@@ -164,20 +166,25 @@ function hydrateStoryEngineMemory(state: GameState): GameState {
...state,
storyEngineMemory: {
...storyEngineMemory,
discoveredFactIds: dedupeStrings([
...storyEngineMemory.discoveredFactIds,
...visibilitySlice.sayableFactIds,
], 16),
activeThreadIds: dedupeStrings([
...storyEngineMemory.activeThreadIds,
...activeThreadIds,
], 6),
discoveredFactIds: dedupeStrings(
[
...storyEngineMemory.discoveredFactIds,
...visibilitySlice.sayableFactIds,
],
16,
),
activeThreadIds: dedupeStrings(
[...storyEngineMemory.activeThreadIds, ...activeThreadIds],
6,
),
},
};
}
function findNewInventoryItems(previousState: GameState, nextState: GameState) {
const previousIds = new Set(previousState.playerInventory.map((item) => item.id));
const previousIds = new Set(
previousState.playerInventory.map((item) => item.id),
);
return nextState.playerInventory.filter((item) => !previousIds.has(item.id));
}
@@ -189,9 +196,9 @@ function ensureSceneChapterQuestState(params: {
params.nextState.storyEngineMemory ?? createEmptyStoryEngineMemoryState();
const scene = params.nextState.currentScenePreset;
if (
params.nextState.currentScene !== 'Story'
|| !params.nextState.worldType
|| !scene?.id
params.nextState.currentScene !== 'Story' ||
!params.nextState.worldType ||
!scene?.id
) {
return {
...params.nextState,
@@ -199,9 +206,10 @@ function ensureSceneChapterQuestState(params: {
};
}
const openedSceneChapterIds = dedupeStrings([
...(storyEngineMemory.openedSceneChapterIds ?? []),
], 64);
const openedSceneChapterIds = dedupeStrings(
[...(storyEngineMemory.openedSceneChapterIds ?? [])],
64,
);
if (openedSceneChapterIds.includes(scene.id)) {
return {
...params.nextState,
@@ -216,7 +224,10 @@ function ensureSceneChapterQuestState(params: {
...storyEngineMemory,
openedSceneChapterIds: [...openedSceneChapterIds, scene.id],
};
const existingChapterQuest = getChapterQuestForScene(params.nextState.quests, scene.id);
const existingChapterQuest = getChapterQuestForScene(
params.nextState.quests,
scene.id,
);
if (existingChapterQuest) {
return {
...params.nextState,
@@ -227,6 +238,13 @@ function ensureSceneChapterQuestState(params: {
const chapterQuest = buildChapterQuestForScene({
scene,
worldType: params.nextState.worldType,
context: {
worldType: params.nextState.worldType,
actState: params.nextState.storyEngineMemory?.actState ?? null,
recentStoryMoments: params.nextState.storyHistory.slice(-6),
playerCharacter: params.nextState.playerCharacter,
playerProgression: params.nextState.playerProgression ?? null,
},
});
if (!chapterQuest) {
return {
@@ -250,8 +268,8 @@ function applyStoryEngineEchoes(params: {
}) {
const hydratedState = hydrateStoryEngineMemory(params.nextState);
const contracts = hydratedState.customWorldProfile
? hydratedState.customWorldProfile.threadContracts
?? buildThreadContractsFromProfile(hydratedState.customWorldProfile)
? (hydratedState.customWorldProfile.threadContracts ??
buildThreadContractsFromProfile(hydratedState.customWorldProfile))
: [];
const newItems = findNewInventoryItems(params.previousState, hydratedState);
const signals = collectStorySignals({
@@ -279,12 +297,13 @@ function applyStoryEngineEchoes(params: {
state: stateWithSceneChapter,
reactions,
});
const storyEngineMemory = stateWithReactions.storyEngineMemory ?? createEmptyStoryEngineMemoryState();
const storyEngineMemory =
stateWithReactions.storyEngineMemory ?? createEmptyStoryEngineMemoryState();
const chapterState = advanceChapterState({
previousChapter:
stateWithReactions.chapterState
?? storyEngineMemory.currentChapter
?? null,
stateWithReactions.chapterState ??
storyEngineMemory.currentChapter ??
null,
nextChapter: resolveCurrentChapterState({
state: stateWithReactions,
}),
@@ -358,7 +377,10 @@ function applyStoryEngineEchoes(params: {
chapterState,
});
const campaignState = advanceCampaignState({
previous: storyEngineMemory.campaignState ?? stateWithMutations.campaignState ?? null,
previous:
storyEngineMemory.campaignState ??
stateWithMutations.campaignState ??
null,
next: resolveCampaignState({
state: stateWithMutations,
actState,
@@ -380,9 +402,9 @@ function applyStoryEngineEchoes(params: {
})
: null;
const activeScenarioPack =
resolveScenarioPack(stateWithMutations.activeScenarioPackId)
?? compiledPacks?.scenarioPack
?? null;
resolveScenarioPack(stateWithMutations.activeScenarioPackId) ??
compiledPacks?.scenarioPack ??
null;
const activeCampaignPack = compiledPacks?.campaignPack ?? null;
const playerStyleProfile = updatePlayerStyleProfileFromAction({
current: storyEngineMemory.playerStyleProfile,
@@ -401,15 +423,15 @@ function applyStoryEngineEchoes(params: {
companionResolutions,
factionTensionStates,
})
: storyEngineMemory.endingState ?? null;
const epilogueSummary =
endingState
? buildEpilogueSummary({
endingState,
companionResolutions,
})
: null;
const currentJourneyBeatId = journeyBeat?.id ?? storyEngineMemory.currentJourneyBeatId ?? null;
: (storyEngineMemory.endingState ?? null);
const epilogueSummary = endingState
? buildEpilogueSummary({
endingState,
companionResolutions,
})
: null;
const currentJourneyBeatId =
journeyBeat?.id ?? storyEngineMemory.currentJourneyBeatId ?? null;
const branchBudgetStatus = evaluateBranchBudget({
consequenceLedger,
authorialConstraintPack,
@@ -455,20 +477,20 @@ function applyStoryEngineEchoes(params: {
seeds: ['baseline', 'companion', 'explore'],
})
: [];
const replaySummary =
simulationRunResults[0]
? replayNarrativeRun({
recordedSeed: recordReplaySeed({
seed: simulationRunResults[0].seed,
label: `${activeCampaignPack?.title ?? 'campaign'} 基线回放`,
}),
result: simulationRunResults[0],
}).summary
: null;
const replaySummary = simulationRunResults[0]
? replayNarrativeRun({
recordedSeed: recordReplaySeed({
seed: simulationRunResults[0].seed,
label: `${activeCampaignPack?.title ?? 'campaign'} 基线回放`,
}),
result: simulationRunResults[0],
}).summary
: null;
const releaseGateReport = buildReleaseGateReport({
qaReport: narrativeQaReport,
simulationResults: simulationRunResults,
unresolvedThreadCount: stateWithMutations.storyEngineMemory?.activeThreadIds.length ?? 0,
unresolvedThreadCount:
stateWithMutations.storyEngineMemory?.activeThreadIds.length ?? 0,
});
const saveMigrationManifest = buildSaveMigrationManifest({
version: 'story-engine-v5',
@@ -497,37 +519,41 @@ function applyStoryEngineEchoes(params: {
simulationRunResults,
},
});
const continueDigest = buildContinueGameDigest({
state: {
...stateWithMutations,
chapterState,
campaignState,
storyEngineMemory: {
...baseMemoryForQa,
currentJourneyBeatId,
narrativeQaReport,
releaseGateReport,
simulationRunResults,
narrativeCodex,
saveMigrationManifest,
const continueDigest =
buildContinueGameDigest({
state: {
...stateWithMutations,
chapterState,
campaignState,
storyEngineMemory: {
...baseMemoryForQa,
currentJourneyBeatId,
narrativeQaReport,
releaseGateReport,
simulationRunResults,
narrativeCodex,
saveMigrationManifest,
},
},
},
}) + [
epilogueSummary,
replaySummary,
telemetrySnapshot.summary,
contentDiffReport.summary,
`发布门禁:${releaseGateReport.status} / ${releaseGateReport.summary}`,
]
.filter(Boolean)
.join('\n');
}) +
[
epilogueSummary,
replaySummary,
telemetrySnapshot.summary,
contentDiffReport.summary,
`发布门禁:${releaseGateReport.status} / ${releaseGateReport.summary}`,
]
.filter(Boolean)
.join('\n');
return {
...stateWithMutations,
chapterState,
campaignState,
activeScenarioPackId: activeScenarioPack?.id ?? stateWithMutations.activeScenarioPackId ?? null,
activeCampaignPackId: activeCampaignPack?.id ?? stateWithMutations.activeCampaignPackId ?? null,
activeScenarioPackId:
activeScenarioPack?.id ?? stateWithMutations.activeScenarioPackId ?? null,
activeCampaignPackId:
activeCampaignPack?.id ?? stateWithMutations.activeCampaignPackId ?? null,
storyEngineMemory: {
...baseMemoryForQa,
currentJourneyBeatId,
@@ -604,14 +630,14 @@ export function createStoryProgressionActions({
actionText,
resultText,
lastFunctionId,
) => {
const nextHistory = appendStoryHistory(gameState, actionText, resultText);
) => {
const nextHistory = appendStoryHistory(gameState, actionText, resultText);
const stateWithHistory = applyStoryEngineEchoes({
previousState: gameState,
nextState: {
...nextState,
storyHistory: nextHistory,
} as GameState,
...nextState,
storyHistory: nextHistory,
} as GameState,
actionText,
lastFunctionId,
});
@@ -620,14 +646,14 @@ export function createStoryProgressionActions({
setAiError(null);
setIsLoading(true);
try {
const nextStory = await generateStoryForState({
state: stateWithHistory,
try {
const nextStory = await generateStoryForState({
state: stateWithHistory,
character,
history: nextHistory,
choice: actionText,
lastFunctionId,
});
choice: actionText,
lastFunctionId,
});
const recoveredState = applyStoryEngineEchoes({
previousState: gameState,
nextState: applyStoryReasoningRecovery(stateWithHistory),
@@ -639,72 +665,91 @@ export function createStoryProgressionActions({
} catch (error) {
console.error('Failed to continue scripted story:', error);
setAiError(error instanceof Error ? error.message : '未知智能生成错误');
setCurrentStory(buildFallbackStoryForState(stateWithHistory, character, resultText));
setCurrentStory(
buildFallbackStoryForState(stateWithHistory, character, resultText),
);
} finally {
setIsLoading(false);
}
};
const commitGeneratedStateWithEncounterEntry: CommitGeneratedStateWithEncounterEntry = async (
entryState,
resolvedState,
character,
actionText,
resultText,
lastFunctionId,
) => {
setGameState(entryState);
setAiError(null);
setIsLoading(true);
if (hasEncounterEntity(resolvedState)) {
const runTicks = Math.max(1, Math.ceil(ENCOUNTER_ENTRY_DURATION_MS / ENCOUNTER_ENTRY_TICK_MS));
const tickDurationMs = Math.max(1, Math.round(ENCOUNTER_ENTRY_DURATION_MS / runTicks));
for (let tick = 1; tick <= runTicks; tick += 1) {
const progress = tick / runTicks;
setGameState(interpolateEncounterTransitionState(entryState, resolvedState, progress));
await new Promise(resolve => window.setTimeout(resolve, tickDurationMs));
}
}
const nextHistory = appendStoryHistory(gameState, actionText, resultText);
const stateWithHistory = applyStoryEngineEchoes({
previousState: gameState,
nextState: {
...resolvedState,
storyHistory: nextHistory,
} as GameState,
const commitGeneratedStateWithEncounterEntry: CommitGeneratedStateWithEncounterEntry =
async (
entryState,
resolvedState,
character,
actionText,
resultText,
lastFunctionId,
});
) => {
setGameState(entryState);
setAiError(null);
setIsLoading(true);
setGameState(stateWithHistory);
if (hasEncounterEntity(resolvedState)) {
const runTicks = Math.max(
1,
Math.ceil(ENCOUNTER_ENTRY_DURATION_MS / ENCOUNTER_ENTRY_TICK_MS),
);
const tickDurationMs = Math.max(
1,
Math.round(ENCOUNTER_ENTRY_DURATION_MS / runTicks),
);
try {
const nextStory = await generateStoryForState({
state: stateWithHistory,
character,
history: nextHistory,
choice: actionText,
lastFunctionId,
});
const recoveredState = applyStoryEngineEchoes({
for (let tick = 1; tick <= runTicks; tick += 1) {
const progress = tick / runTicks;
setGameState(
interpolateEncounterTransitionState(
entryState,
resolvedState,
progress,
),
);
await new Promise((resolve) =>
window.setTimeout(resolve, tickDurationMs),
);
}
}
const nextHistory = appendStoryHistory(gameState, actionText, resultText);
const stateWithHistory = applyStoryEngineEchoes({
previousState: gameState,
nextState: applyStoryReasoningRecovery(stateWithHistory),
nextState: {
...resolvedState,
storyHistory: nextHistory,
} as GameState,
actionText,
lastFunctionId,
});
setGameState(recoveredState);
setCurrentStory(nextStory);
} catch (error) {
console.error('Failed to continue encounter-entry story:', error);
setAiError(error instanceof Error ? error.message : '未知智能生成错误');
setCurrentStory(buildFallbackStoryForState(stateWithHistory, character, resultText));
} finally {
setIsLoading(false);
}
};
setGameState(stateWithHistory);
try {
const nextStory = await generateStoryForState({
state: stateWithHistory,
character,
history: nextHistory,
choice: actionText,
lastFunctionId,
});
const recoveredState = applyStoryEngineEchoes({
previousState: gameState,
nextState: applyStoryReasoningRecovery(stateWithHistory),
actionText,
lastFunctionId,
});
setGameState(recoveredState);
setCurrentStory(nextStory);
} catch (error) {
console.error('Failed to continue encounter-entry story:', error);
setAiError(error instanceof Error ? error.message : '未知智能生成错误');
setCurrentStory(
buildFallbackStoryForState(stateWithHistory, character, resultText),
);
} finally {
setIsLoading(false);
}
};
return {
commitGeneratedState,

View File

@@ -9,23 +9,43 @@ import {
} from '../data/characterPresets';
import { setRuntimeCustomWorldProfile } from '../data/customWorldRuntime';
import { getInitialPlayerCurrency } from '../data/economy';
import { applyEquipmentLoadoutToState, buildInitialEquipmentLoadout, createEmptyEquipmentLoadout } from '../data/equipmentEffects';
import { buildInitialNpcState, buildInitialPlayerInventory } from '../data/npcInteractions';
import {
applyEquipmentLoadoutToState,
buildInitialEquipmentLoadout,
createEmptyEquipmentLoadout,
} from '../data/equipmentEffects';
import {
buildInitialNpcState,
buildInitialPlayerInventory,
} from '../data/npcInteractions';
import { createInitialPlayerProgressionState } from '../data/playerProgression';
import { createInitialGameRuntimeStats } from '../data/runtimeStats';
import { ensureSceneEncounterPreview,RESOLVED_ENTITY_X_METERS } from '../data/sceneEncounterPreviews';
import { getScenePreset,getWorldCampScenePreset } from '../data/scenePresets';
import {
ensureSceneEncounterPreview,
RESOLVED_ENTITY_X_METERS,
} from '../data/sceneEncounterPreviews';
import { getScenePreset, getWorldCampScenePreset } from '../data/scenePresets';
import { createEmptyStoryEngineMemoryState } from '../services/storyEngine/visibilityEngine';
import { AnimationState, Character, CustomWorldProfile, Encounter, EquipmentLoadout, GameState, InventoryItem, SceneNpc, WorldType } from '../types';
import {
AnimationState,
Character,
CustomWorldProfile,
Encounter,
EquipmentLoadout,
GameState,
InventoryItem,
SceneNpc,
WorldType,
} from '../types';
import type { BottomTab } from '../types/navigation';
const PLAYER_BASE_MAX_HP = 180;
export type {BottomTab} from '../types/navigation';
export type { BottomTab } from '../types/navigation';
function mergeStarterInventoryItems<T extends { category: string; name: string }>(
explicitItems: T[],
fallbackItems: T[],
) {
function mergeStarterInventoryItems<
T extends { category: string; name: string },
>(explicitItems: T[], fallbackItems: T[]) {
const merged = new Map<string, T>();
[...explicitItems, ...fallbackItems].forEach((item) => {
@@ -117,13 +137,15 @@ function createInitialCampEncounter(
): Encounter | null {
if (!worldType) return null;
const campScenePreset = getWorldCampScenePreset(worldType) ?? getScenePreset(worldType, 0);
const campScenePreset =
getWorldCampScenePreset(worldType) ?? getScenePreset(worldType, 0);
const npcCandidates = (campScenePreset?.npcs ?? [])
.filter((npc: SceneNpc) => Boolean(npc.characterId))
.filter((npc: SceneNpc) => npc.characterId !== playerCharacter.id);
if (npcCandidates.length === 0) return null;
const npc = npcCandidates[Math.floor(Math.random() * npcCandidates.length)] ?? null;
const npc =
npcCandidates[Math.floor(Math.random() * npcCandidates.length)] ?? null;
if (!npc) return null;
return {
@@ -145,6 +167,7 @@ function createInitialGameState(): GameState {
customWorldProfile: null,
playerCharacter: null,
runtimeStats: createInitialGameRuntimeStats(),
playerProgression: createInitialPlayerProgressionState(),
currentScene: 'Selection',
storyHistory: [],
storyEngineMemory: createEmptyStoryEngineMemoryState(),
@@ -191,14 +214,18 @@ function createInitialGameState(): GameState {
}
export function useGameFlow() {
const [gameState, setGameState] = useState<GameState>(() => createInitialGameState());
const [gameState, setGameState] = useState<GameState>(() =>
createInitialGameState(),
);
const [bottomTab, setBottomTab] = useState<BottomTab>('adventure');
const [isMapOpen, setIsMapOpen] = useState(false);
useEffect(() => {
setRuntimeCustomWorldProfile(gameState.customWorldProfile);
setRuntimeCharacterOverrides(
gameState.customWorldProfile ? buildCustomWorldRuntimeCharacters(gameState.customWorldProfile) : null,
gameState.customWorldProfile
? buildCustomWorldRuntimeCharacters(gameState.customWorldProfile)
: null,
);
}, [gameState.customWorldProfile]);
@@ -216,7 +243,7 @@ export function useGameFlow() {
);
const initialScenePreset = getScenePreset(resolvedWorldType, 0) ?? null;
setIsMapOpen(false);
setGameState(prev =>
setGameState((prev) =>
ensureSceneEncounterPreview({
...prev,
worldType: resolvedWorldType,
@@ -225,6 +252,7 @@ export function useGameFlow() {
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
playerProgression: createInitialPlayerProgressionState(),
storyEngineMemory: createEmptyStoryEngineMemoryState(),
chapterState: null,
campaignState: null,
@@ -257,110 +285,114 @@ export function useGameFlow() {
setBottomTab('adventure');
setIsMapOpen(false);
setGameState(prev =>
{
const resolvedWorldType = prev.worldType;
const resolvedCustomWorldProfile = prev.customWorldProfile;
const initialScenePreset = resolvedWorldType
? getWorldCampScenePreset(resolvedWorldType) ?? getScenePreset(resolvedWorldType, 0)
: null;
const initialEncounter = createInitialCampEncounter(
resolvedWorldType,
character,
);
const initialNpcState = initialEncounter
? buildInitialNpcState(initialEncounter, resolvedWorldType, prev)
: null;
const initialEquipment = buildInitialEquipmentLoadout(
character,
resolvedCustomWorldProfile,
);
const explicitStarterItems =
resolvedWorldType === WorldType.CUSTOM
? buildExplicitCustomWorldRoleStarterState(
resolvedCustomWorldProfile!,
character,
)
: null;
const mergedStarterEquipment = {
weapon:
explicitStarterItems?.equipment.weapon ?? initialEquipment.weapon,
armor:
explicitStarterItems?.equipment.armor ?? initialEquipment.armor,
relic:
explicitStarterItems?.equipment.relic ?? initialEquipment.relic,
};
const playerMaxHp = getCharacterMaxHp(
character,
resolvedWorldType,
resolvedCustomWorldProfile,
);
return ensureSceneEncounterPreview(
applyEquipmentLoadoutToState({
...prev,
playerCharacter: character,
runtimeStats: createInitialGameRuntimeStats({ isActiveRun: true }),
currentScene: 'Story',
storyHistory: [],
storyEngineMemory: createEmptyStoryEngineMemoryState(),
chapterState: null,
campaignState: null,
activeScenarioPackId: gameState.customWorldProfile?.scenarioPackId ?? null,
activeCampaignPackId: gameState.customWorldProfile?.campaignPackId ?? null,
characterChats: {},
currentEncounter: initialEncounter,
npcInteractionActive: false,
currentScenePreset: initialScenePreset,
lastObserveSignsSceneId: null,
lastObserveSignsReport: null,
animationState: AnimationState.IDLE,
sceneHostileNpcs: [],
playerX: 0,
playerOffsetY: 0,
playerFacing: 'right',
playerActionMode: 'idle',
scrollWorld: false,
inBattle: false,
playerHp: playerMaxHp,
playerMaxHp: playerMaxHp,
playerMana: getCharacterMaxMana(character),
playerMaxMana: getCharacterMaxMana(character),
playerSkillCooldowns: createCharacterSkillCooldowns(character),
activeBuildBuffs: [],
activeCombatEffects: [],
playerCurrency: getInitialPlayerCurrency(
resolvedWorldType,
resolvedCustomWorldProfile,
),
playerInventory: mergeStarterInventoryItems(
explicitStarterItems?.inventory ?? [],
buildInitialPlayerInventory(
setGameState((prev) => {
const resolvedWorldType = prev.worldType;
const resolvedCustomWorldProfile = prev.customWorldProfile;
const initialScenePreset = resolvedWorldType
? (getWorldCampScenePreset(resolvedWorldType) ??
getScenePreset(resolvedWorldType, 0))
: null;
const initialEncounter = createInitialCampEncounter(
resolvedWorldType,
character,
);
const initialNpcState = initialEncounter
? buildInitialNpcState(initialEncounter, resolvedWorldType, prev)
: null;
const initialEquipment = buildInitialEquipmentLoadout(
character,
resolvedCustomWorldProfile,
);
const explicitStarterItems =
resolvedWorldType === WorldType.CUSTOM
? buildExplicitCustomWorldRoleStarterState(
resolvedCustomWorldProfile!,
character,
)
: null;
const mergedStarterEquipment = {
weapon:
explicitStarterItems?.equipment.weapon ?? initialEquipment.weapon,
armor: explicitStarterItems?.equipment.armor ?? initialEquipment.armor,
relic: explicitStarterItems?.equipment.relic ?? initialEquipment.relic,
};
const playerMaxHp = getCharacterMaxHp(
character,
resolvedWorldType,
resolvedCustomWorldProfile,
);
return ensureSceneEncounterPreview(
applyEquipmentLoadoutToState(
{
...prev,
playerCharacter: character,
runtimeStats: createInitialGameRuntimeStats({ isActiveRun: true }),
playerProgression: createInitialPlayerProgressionState(),
currentScene: 'Story',
storyHistory: [],
storyEngineMemory: createEmptyStoryEngineMemoryState(),
chapterState: null,
campaignState: null,
activeScenarioPackId:
gameState.customWorldProfile?.scenarioPackId ?? null,
activeCampaignPackId:
gameState.customWorldProfile?.campaignPackId ?? null,
characterChats: {},
currentEncounter: initialEncounter,
npcInteractionActive: false,
currentScenePreset: initialScenePreset,
lastObserveSignsSceneId: null,
lastObserveSignsReport: null,
animationState: AnimationState.IDLE,
sceneHostileNpcs: [],
playerX: 0,
playerOffsetY: 0,
playerFacing: 'right',
playerActionMode: 'idle',
scrollWorld: false,
inBattle: false,
playerHp: playerMaxHp,
playerMaxHp: playerMaxHp,
playerMana: getCharacterMaxMana(character),
playerMaxMana: getCharacterMaxMana(character),
playerSkillCooldowns: createCharacterSkillCooldowns(character),
activeBuildBuffs: [],
activeCombatEffects: [],
playerCurrency: getInitialPlayerCurrency(
resolvedWorldType,
resolvedCustomWorldProfile,
),
),
playerEquipment: createEmptyEquipmentLoadout(),
npcStates: initialEncounter && initialNpcState
? {
[initialEncounter.id!]: initialNpcState,
}
: {},
quests: [],
roster: [],
companions: [],
currentBattleNpcId: null,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
sparReturnEncounter: null,
sparPlayerHpBefore: null,
sparPlayerMaxHpBefore: null,
sparStoryHistoryBefore: null,
}, mergedStarterEquipment),
);
},
);
playerInventory: mergeStarterInventoryItems<InventoryItem>(
explicitStarterItems?.inventory ?? [],
buildInitialPlayerInventory(
character,
resolvedWorldType,
resolvedCustomWorldProfile,
),
),
playerEquipment: createEmptyEquipmentLoadout(),
npcStates:
initialEncounter && initialNpcState
? {
[initialEncounter.id!]: initialNpcState,
}
: {},
quests: [],
roster: [],
companions: [],
currentBattleNpcId: null,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
sparReturnEncounter: null,
sparPlayerHpBefore: null,
sparPlayerMaxHpBefore: null,
sparStoryHistoryBefore: null,
},
mergedStarterEquipment,
),
);
});
};
return {