This commit is contained in:
2026-04-16 15:45:00 +08:00
parent 6363267bca
commit 91b63675eb
43 changed files with 5652 additions and 853 deletions

View File

@@ -51,11 +51,13 @@ function createCharacter(): Character {
function createOption(
functionId: string,
actionText = functionId,
interaction?: StoryOption['interaction'],
): StoryOption {
return {
functionId,
actionText,
text: actionText,
interaction,
visuals: {
playerAnimation: AnimationState.IDLE,
playerMoveMeters: 0,
@@ -196,14 +198,21 @@ describe('storyCampCompanion', () => {
});
it('uses AI follow-up options when the camp follow-up request succeeds and falls back on errors', async () => {
const baseOptions = [createOption('npc_chat', '继续交谈')];
const baseOptions = [
createOption('npc_chat', '继续交谈', {
kind: 'npc',
npcId: 'camp-companion',
action: 'chat',
}),
createOption('camp_travel_home_scene', '前往旧地点'),
];
const generateNextStep = vi
.fn()
.mockResolvedValueOnce({
storyText: '继续营地交谈',
options: [
createOption('npc_trade', '先看对方带来的东西'),
createOption('npc_chat', '继续交谈'),
createOption('npc_chat', '顺着刚才的话继续问下去'),
createOption('camp_travel_home_scene', '先回云河渡'),
],
})
.mockRejectedValueOnce(new Error('llm failed'));
@@ -258,9 +267,20 @@ describe('storyCampCompanion', () => {
openingCampDialogue: '你们刚交换完第一轮判断。',
}),
);
expect(resolvedOptions.map((option) => option.functionId)).toEqual([
'npc_trade',
'npc_chat',
expect(resolvedOptions).toEqual([
expect.objectContaining({
functionId: 'npc_chat',
actionText: '顺着刚才的话继续问下去',
interaction: {
kind: 'npc',
npcId: 'camp-companion',
action: 'chat',
},
}),
expect.objectContaining({
functionId: 'camp_travel_home_scene',
actionText: '先回云河渡',
}),
]);
expect(fallbackOptions).toBe(baseOptions);
} finally {

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@@ -26,6 +26,7 @@ import type {
StoryOption,
WorldType,
} from '../../types';
import { resolveStoryResponseOptions } from './storyResponseOptions';
type BuildNpcStory = (
state: GameState,
@@ -182,7 +183,11 @@ export function createCampCompanionStoryHelpers(params: {
},
);
return sortStoryOptionsByPriority(response.options);
return resolveStoryResponseOptions({
responseOptions: response.options,
availableOptions: baseOptions,
getSanitizedOptions: () => sortStoryOptionsByPriority(baseOptions),
});
} catch (error) {
console.error('Failed to infer opening camp follow-up options:', error);
return baseOptions;

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@@ -7,12 +7,14 @@ function createOption(
functionId: string,
actionText: string,
priority = 0,
interaction?: StoryOption['interaction'],
): StoryOption {
return {
functionId,
actionText,
text: actionText,
priority,
interaction,
visuals: {
playerAnimation: AnimationState.IDLE,
playerMoveMeters: 0,
@@ -52,6 +54,41 @@ describe('storyResponseOptions', () => {
]);
});
it('preserves interaction metadata when AI rewrites provided npc options', () => {
const availableOptions = [
createOption('npc_chat', '继续交谈', 3, {
kind: 'npc',
npcId: 'npc-camp',
action: 'chat',
}),
createOption('camp_travel_home_scene', '前往旧地点', 1),
];
const responseOptions = [
createOption('npc_chat', '顺着你刚才那句提醒继续追问', 3),
createOption('camp_travel_home_scene', '先回云河渡', 1),
];
const resolved = resolveStoryResponseOptions({
responseOptions,
availableOptions,
getSanitizedOptions: () => {
throw new Error('available options branch should not sanitize');
},
});
expect(resolved[0]).toEqual(
expect.objectContaining({
functionId: 'npc_chat',
actionText: '顺着你刚才那句提醒继续追问',
interaction: {
kind: 'npc',
npcId: 'npc-camp',
action: 'chat',
},
}),
);
});
it('falls back to available options when the response omits them entirely', () => {
const availableOptions = [
createOption('npc_chat', '继续交谈', 2),

View File

@@ -8,6 +8,65 @@ type ResolveStoryResponseOptionsParams = {
getSanitizedOptions: () => StoryOption[];
};
function cloneStoryOption(option: StoryOption): StoryOption {
return {
...option,
visuals: {
...option.visuals,
monsterChanges: option.visuals.monsterChanges.map((change) => ({
...change,
})),
},
interaction: option.interaction ? { ...option.interaction } : undefined,
goalAffordance: option.goalAffordance
? { ...option.goalAffordance }
: option.goalAffordance,
};
}
function rewriteOptionsFromBaseOptions(
responseOptions: StoryOption[],
baseOptions: StoryOption[],
) {
if (responseOptions.length === 0) {
return baseOptions.map(cloneStoryOption);
}
const optionBuckets = new Map<string, StoryOption[]>();
const consumedOptions = new Set<StoryOption>();
baseOptions.forEach((option) => {
const bucket = optionBuckets.get(option.functionId) ?? [];
bucket.push(option);
optionBuckets.set(option.functionId, bucket);
});
const resolved: StoryOption[] = [];
responseOptions.forEach((option) => {
const bucket = optionBuckets.get(option.functionId);
const matchedOption = bucket?.shift();
if (!matchedOption) return;
consumedOptions.add(matchedOption);
const rewrittenText = option.actionText.trim() || matchedOption.actionText;
resolved.push({
...cloneStoryOption(matchedOption),
actionText: rewrittenText,
text: rewrittenText || matchedOption.text || matchedOption.actionText,
});
});
if (resolved.length === baseOptions.length) {
return resolved;
}
const remainingOptions = baseOptions.filter(
(option) => !consumedOptions.has(option),
);
return [...resolved, ...remainingOptions.map(cloneStoryOption)];
}
export function resolveStoryResponseOptions({
responseOptions,
availableOptions = null,
@@ -16,13 +75,13 @@ export function resolveStoryResponseOptions({
}: ResolveStoryResponseOptionsParams) {
if (availableOptions) {
return sortStoryOptionsByPriority(
responseOptions.length > 0 ? responseOptions : availableOptions,
rewriteOptionsFromBaseOptions(responseOptions, availableOptions),
);
}
if (optionCatalog) {
return sortStoryOptionsByPriority(
responseOptions.length > 0 ? responseOptions : optionCatalog,
rewriteOptionsFromBaseOptions(responseOptions, optionCatalog),
);
}

View File

@@ -0,0 +1,385 @@
/* @vitest-environment jsdom */
import { render, screen, waitFor } from '@testing-library/react';
import userEvent from '@testing-library/user-event';
import { useMemo } from 'react';
import { afterEach, expect, test } from 'vitest';
import {
buildCustomWorldPlayableCharacters,
setRuntimeCharacterOverrides,
} from '../data/characterPresets';
import { setRuntimeCustomWorldProfile } from '../data/customWorldRuntime';
import { normalizeCustomWorldProfileRecord } from '../data/customWorldLibrary';
import { WorldType } from '../types';
import { useGameFlow } from './useGameFlow';
function buildBackstoryReveal(label: string) {
return {
publicSummary: `${label}的公开背景`,
privateChatUnlockAffinity: 40,
chapters: [
{
id: `${label}-surface`,
title: '表层来意',
affinityRequired: 15,
teaser: `${label}先只肯说表面的来意。`,
content: `${label}表面上只愿意谈当前局势。`,
contextSnippet: `${label}表面上还在收着话。`,
},
{
id: `${label}-scar`,
title: '旧事裂痕',
affinityRequired: 30,
teaser: `${label}背后还有一段旧伤。`,
content: `${label}曾在旧案里留下无法轻易揭开的伤口。`,
contextSnippet: `${label}和旧案之间有一段没说开的裂痕。`,
},
{
id: `${label}-hidden`,
title: '隐藏执念',
affinityRequired: 60,
teaser: `${label}真正想追的不是表面那件事。`,
content: `${label}真正挂着的是旧案里还没结的那条线。`,
contextSnippet: `${label}真正执念指向旧案深处。`,
},
{
id: `${label}-final`,
title: '最终底牌',
affinityRequired: 90,
teaser: `${label}手里还压着最后一张牌。`,
content: `${label}手里还握着能直接证明真相的关键证据。`,
contextSnippet: `${label}最后的底牌足以改写局势。`,
},
],
};
}
function buildSavedProfile() {
const profile = normalizeCustomWorldProfileRecord({
id: 'saved-runtime-profile',
settingText: '被海雾吞没的旧航路群岛',
name: '回潮群岛',
subtitle: '旧灯塔与断续潮路',
summary: '围绕旧灯塔、假航灯和沉船旧案展开的结果页世界。',
tone: '压抑、潮湿、悬疑',
playerGoal: '查清沉船夜与封航记录被改动的真相。',
templateWorldType: WorldType.WUXIA,
compatibilityTemplateWorldType: WorldType.WUXIA,
majorFactions: ['守灯会', '航运公会'],
coreConflicts: ['封航争夺', '沉船真相'],
attributeSchema: {
id: 'schema:test',
worldId: 'CUSTOM',
schemaVersion: 1,
schemaName: '测试',
generatedFrom: {
worldType: WorldType.CUSTOM,
worldName: '回潮群岛',
settingSummary: '潮雾旧航路',
tone: '压抑',
conflictCore: '沉船真相',
},
slots: [],
},
playableNpcs: [
{
id: 'playable-1',
name: '沈砺',
title: '旧航路引路人',
role: '关键同行者',
description: '最熟悉旧潮路的人。',
backstory: '他在沉船夜里带着半支船队逃出过假航灯。',
personality: '表面沉稳,心里一直在算退路。',
motivation: '想赶在封航前查清真相。',
combatStyle: '借潮路换位,先拉扯再压近。',
initialAffinity: 18,
relationshipHooks: ['旧友', '沉船旧案'],
tags: ['潮路', '引路'],
backstoryReveal: buildBackstoryReveal('沈砺'),
skills: [
{
id: 'skill-playable-1',
name: '潮行引路',
summary: '踩着旧潮阶切线前压,替队伍打开角度。',
style: '机动周旋',
},
{
id: 'skill-playable-2',
name: '回雾折返',
summary: '借海雾遮住身位,再从侧线拉开。',
style: '起手压制',
},
{
id: 'skill-playable-3',
name: '旧图定标',
summary: '用旧潮图锁定退路和突入口。',
style: '爆发终结',
},
],
initialItems: [
{
id: 'item-playable-1',
name: '旧潮短刃',
category: '武器',
quantity: 1,
rarity: 'rare',
description: '专门在湿滑甲板上近身换位用的短刃。',
tags: ['潮路', '近战'],
},
{
id: 'item-playable-2',
name: '雾盐药包',
category: '消耗品',
quantity: 2,
rarity: 'uncommon',
description: '压住寒潮后遗症的随身药包。',
tags: ['补给'],
},
{
id: 'item-playable-3',
name: '旧潮图残页',
category: '专属物品',
quantity: 1,
rarity: 'rare',
description: '足够指向沉船夜另一条线的残页。',
tags: ['线索', '真相'],
},
],
templateCharacterId: 'archer-hero',
},
],
storyNpcs: [
{
id: 'story-1',
name: '顾潮音',
title: '守灯会值夜人',
role: '场景关键角色',
description: '夜里巡灯与封锁禁航区的人。',
backstory: '她在第一次海雾吞船那夜守到了最后一盏灯。',
personality: '冷静克制,但提到旧灯册会明显变调。',
motivation: '想守住灯塔记录,也想找到谁先改动了禁航信号。',
combatStyle: '借塔顶视角与风向压制,再用灯火错位扰乱。',
initialAffinity: 8,
relationshipHooks: ['禁航记录', '灯塔值夜'],
tags: ['守灯会', '灯塔'],
backstoryReveal: buildBackstoryReveal('顾潮音'),
skills: [
{
id: 'skill-story-1',
name: '夜潮灯语',
summary: '借灯语与潮声干扰对方判断。',
style: '起手压制',
},
{
id: 'skill-story-2',
name: '禁航暗潮',
summary: '封住错误航线,把人逼回她熟悉的区域。',
style: '机动周旋',
},
{
id: 'skill-story-3',
name: '回声巡线',
summary: '借塔顶回声迅速锁定异动方向。',
style: '爆发终结',
},
],
initialItems: [
{
id: 'item-story-1',
name: '值夜灯尺',
category: '武器',
quantity: 1,
rarity: 'rare',
description: '兼作警械和测灯尺的长柄器具。',
tags: ['守灯会'],
},
],
narrativeProfile: {
publicMask: '守灯会值夜人,对外总像比别人更冷静一步。',
firstContactMask: '想进塔就按规矩来,今晚谁都别想乱闯禁航区。',
visibleLine: '她表面上只是在守灯和封线。',
hiddenLine: '她真正盯着的是那本被改过的原始灯册。',
contradiction: '越强调规矩,越像在掩住自己手里那份没上报的记录。',
debtOrBurden: '她扛着第一次海雾吞船夜里没能及时点亮备用灯的旧责。',
taboo: '最忌讳别人把那夜的失踪当成单纯天灾。',
immediatePressure: '新的封航令马上要落下来,她必须先把旧灯册转出去。',
relatedThreadIds: ['thread-visible-1'],
relatedScarIds: ['scar-1'],
reactionHooks: ['原始灯册', '封灯令'],
},
},
],
items: [],
camp: {
name: '回潮暂栖所',
description: '能暂时收拢队伍、整理灯册与潮路线索的落脚点。',
dangerLevel: 'low',
},
landmarks: [
{
id: 'landmark-1',
name: '回潮旧灯塔',
description: '被海雾啃旧的石塔仍在夜里维持着微弱灯火。',
dangerLevel: 'high',
sceneNpcIds: ['story-1'],
connections: [
{
targetLandmarkId: 'landmark-2',
relativePosition: 'forward',
summary: '沿着旧潮阶继续前压到雾栈尽头。',
},
],
narrativeResidues: [
{
id: 'residue-1',
title: '潮痕',
visibleClue: '塔壁上有一圈不该出现在高处的潮痕。',
linkedFactIds: ['fact-1'],
linkedThreadIds: ['thread-visible-1'],
},
],
},
{
id: 'landmark-2',
name: '雾栈尽头',
description: '旧栈桥尽头只剩断索、潮板和被抹掉的船名。',
dangerLevel: 'high',
sceneNpcIds: [],
connections: [
{
targetLandmarkId: 'landmark-1',
relativePosition: 'back',
summary: '退回灯塔还能重新整理路线。',
},
],
},
],
scenarioPackId: 'scenario-pack:tide',
campaignPackId: 'campaign-pack:tide',
generationMode: 'full',
generationStatus: 'complete',
});
if (!profile) {
throw new Error('failed to build saved custom world profile');
}
return profile;
}
function readSnapshot() {
const raw = screen.getByTestId('state-snapshot').textContent ?? '{}';
return JSON.parse(raw) as {
worldType: string | null;
currentScene: string;
profileName: string | null;
activeScenarioPackId: string | null;
activeCampaignPackId: string | null;
currentScenePresetId: string | null;
currentScenePresetName: string | null;
currentSceneConnectedIds: string[];
firstLandmarkResidueTitle: string | null;
playerCharacterName: string | null;
playerInventoryNames: string[];
playerEquipment: {
weapon: string | null;
armor: string | null;
relic: string | null;
};
};
}
function GameFlowHarness() {
const profile = useMemo(() => buildSavedProfile(), []);
const playableCharacters = useMemo(
() => buildCustomWorldPlayableCharacters(profile),
[profile],
);
const selectedCharacter = playableCharacters[0] ?? null;
const { gameState, handleCustomWorldSelect, handleCharacterSelect } =
useGameFlow();
const snapshot = {
worldType: gameState.worldType,
currentScene: gameState.currentScene,
profileName: gameState.customWorldProfile?.name ?? null,
activeScenarioPackId: gameState.activeScenarioPackId ?? null,
activeCampaignPackId: gameState.activeCampaignPackId ?? null,
currentScenePresetId: gameState.currentScenePreset?.id ?? null,
currentScenePresetName: gameState.currentScenePreset?.name ?? null,
currentSceneConnectedIds: gameState.currentScenePreset?.connectedSceneIds ?? [],
firstLandmarkResidueTitle:
gameState.customWorldProfile?.landmarks[0]?.narrativeResidues?.[0]
?.title ?? null,
playerCharacterName: gameState.playerCharacter?.name ?? null,
playerInventoryNames: gameState.playerInventory.map((item) => item.name),
playerEquipment: {
weapon: gameState.playerEquipment.weapon?.name ?? null,
armor: gameState.playerEquipment.armor?.name ?? null,
relic: gameState.playerEquipment.relic?.name ?? null,
},
};
return (
<div>
<button
type="button"
onClick={() => handleCustomWorldSelect(profile)}
>
</button>
<button
type="button"
onClick={() => {
if (selectedCharacter) {
handleCharacterSelect(selectedCharacter);
}
}}
>
</button>
<pre data-testid="state-snapshot">{JSON.stringify(snapshot)}</pre>
</div>
);
}
afterEach(() => {
setRuntimeCustomWorldProfile(null);
setRuntimeCharacterOverrides(null);
});
test('saved custom world result settings flow into game state after entering the world', async () => {
const user = userEvent.setup();
render(<GameFlowHarness />);
await user.click(screen.getByRole('button', { name: '选择世界' }));
await waitFor(() => {
expect(readSnapshot().worldType).toBe(WorldType.CUSTOM);
});
expect(readSnapshot().profileName).toBe('回潮群岛');
expect(readSnapshot().currentScenePresetId).toBe('custom-scene-camp');
expect(readSnapshot().currentScenePresetName).toBe('回潮暂栖所');
expect(readSnapshot().currentSceneConnectedIds).toContain(
'custom-scene-landmark-1',
);
expect(readSnapshot().firstLandmarkResidueTitle).toBe('潮痕');
expect(readSnapshot().activeScenarioPackId).toBe('scenario-pack:tide');
expect(readSnapshot().activeCampaignPackId).toBe('campaign-pack:tide');
await user.click(screen.getByRole('button', { name: '确认角色' }));
await waitFor(() => {
expect(readSnapshot().currentScene).toBe('Story');
});
expect(readSnapshot().playerCharacterName).toBe('沈砺');
expect(readSnapshot().playerInventoryNames).toContain('旧潮短刃');
expect(readSnapshot().playerInventoryNames).toContain('旧潮图残页');
expect(readSnapshot().playerEquipment.weapon).toBe('旧潮短刃');
expect(readSnapshot().playerEquipment.relic).toBe('旧潮图残页');
expect(readSnapshot().playerEquipment.armor).toBeTruthy();
});

View File

@@ -15,13 +15,102 @@ import { createInitialGameRuntimeStats } from '../data/runtimeStats';
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, GameState, 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';
function mergeStarterInventoryItems<T extends { category: string; name: string }>(
explicitItems: T[],
fallbackItems: T[],
) {
const merged = new Map<string, T>();
[...explicitItems, ...fallbackItems].forEach((item) => {
merged.set(`${item.category}:${item.name}`, item);
});
return [...merged.values()];
}
function normalizeExplicitStarterCategory(category: string) {
const normalized = category.trim();
return normalized === '专属物' ? '专属物品' : normalized;
}
function inferExplicitStarterSlot(category: string) {
const normalized = normalizeExplicitStarterCategory(category);
if (normalized === '武器') return 'weapon' as const;
if (normalized === '护甲') return 'armor' as const;
if (
normalized === '饰品' ||
normalized === '稀有品' ||
normalized === '专属物品'
) {
return 'relic' as const;
}
return null;
}
function buildExplicitCustomWorldRoleStarterState(
profile: CustomWorldProfile,
character: Character,
) {
const role =
profile.playableNpcs.find((entry) => entry.id === character.id) ??
profile.storyNpcs.find((entry) => entry.id === character.id) ??
profile.playableNpcs.find(
(entry) => entry.templateCharacterId === character.id,
) ??
profile.playableNpcs.find((entry) => entry.name === character.name) ??
profile.storyNpcs.find((entry) => entry.name === character.name) ??
null;
const inventory = role
? role.initialItems.map((item, index) => {
const category = normalizeExplicitStarterCategory(item.category);
return {
id: `custom-role-item:${role.id}:${index + 1}`,
category,
name: item.name,
quantity: Math.max(1, item.quantity),
rarity: item.rarity,
tags: [...item.tags],
description: item.description,
equipmentSlotId: inferExplicitStarterSlot(category),
runtimeMetadata: {
origin: 'ai_compiled' as const,
generationChannel: 'discovery' as const,
seedKey: `${role.id}:${index + 1}`,
relationAnchor: {
type: 'npc' as const,
npcId: role.id,
npcName: role.name,
roleText: role.role,
},
sourceReason: `${role.name}在自定义世界开局时自带的初始物品。`,
},
} satisfies InventoryItem;
})
: [];
const equipment: EquipmentLoadout = createEmptyEquipmentLoadout();
inventory.forEach((item) => {
const slot = item.equipmentSlotId;
if (!slot || equipment[slot]) {
return;
}
equipment[slot] = item;
});
return {
inventory,
equipment,
};
}
function createInitialCampEncounter(
worldType: WorldType | null,
playerCharacter: Character,
@@ -169,23 +258,47 @@ export function useGameFlow() {
setBottomTab('adventure');
setIsMapOpen(false);
const initialScenePreset = gameState.worldType
? getWorldCampScenePreset(gameState.worldType) ?? getScenePreset(gameState.worldType, 0)
: null;
const initialEncounter = createInitialCampEncounter(gameState.worldType, character);
const initialNpcState = initialEncounter
? buildInitialNpcState(initialEncounter, gameState.worldType, gameState)
: null;
const initialEquipment = buildInitialEquipmentLoadout(character);
const playerMaxHp = getCharacterMaxHp(
character,
gameState.worldType,
gameState.customWorldProfile,
);
setGameState(prev =>
ensureSceneEncounterPreview(
applyEquipmentLoadoutToState({
{
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 }),
@@ -218,10 +331,17 @@ export function useGameFlow() {
activeBuildBuffs: [],
activeCombatEffects: [],
playerCurrency: getInitialPlayerCurrency(
gameState.worldType,
gameState.customWorldProfile,
resolvedWorldType,
resolvedCustomWorldProfile,
),
playerInventory: mergeStarterInventoryItems(
explicitStarterItems?.inventory ?? [],
buildInitialPlayerInventory(
character,
resolvedWorldType,
resolvedCustomWorldProfile,
),
),
playerInventory: buildInitialPlayerInventory(character, gameState.worldType),
playerEquipment: createEmptyEquipmentLoadout(),
npcStates: initialEncounter && initialNpcState
? {
@@ -238,8 +358,9 @@ export function useGameFlow() {
sparPlayerHpBefore: null,
sparPlayerMaxHpBefore: null,
sparStoryHistoryBefore: null,
}, initialEquipment),
),
}, mergedStarterEquipment),
);
},
);
};