Integrate role asset studio into custom world agent flow
This commit is contained in:
@@ -1,7 +1,9 @@
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import { describe, expect, it } from 'vitest';
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import type { GameState, StoryMoment } from '../types';
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import { WorldType } from '../types';
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import {
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rehydrateSavedSnapshot,
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resolveHydratedSnapshotState,
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} from './runtimeSnapshot';
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@@ -16,6 +18,97 @@ function createStory(
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};
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}
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function createHydratedBattleSnapshot(
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gameStateOverrides: Partial<GameState> = {},
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) {
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return {
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version: 3,
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savedAt: '2026-04-14T00:00:00.000Z',
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bottomTab: 'adventure' as const,
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currentStory: createStory('战斗故事'),
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gameState: {
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worldType: WorldType.WUXIA,
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customWorldProfile: null,
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playerCharacter: {
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id: 'hero',
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},
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runtimeActionVersion: 3,
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runtimeSessionId: 'runtime-main',
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currentScene: 'Story',
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runtimeStats: {
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playTimeMs: 0,
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lastPlayTickAt: null,
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hostileNpcsDefeated: 0,
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questsAccepted: 0,
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itemsUsed: 0,
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scenesTraveled: 0,
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},
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storyHistory: [],
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characterChats: {},
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animationState: 'idle',
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currentEncounter: {
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kind: 'npc',
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id: 'npc-fighter',
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npcName: '断桥客',
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npcDescription: '拦路的刀客',
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context: '断桥对峙',
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hostile: false,
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},
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npcInteractionActive: false,
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currentScenePreset: null,
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sceneHostileNpcs: [
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{
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id: 'npc-fighter',
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name: '断桥客',
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hp: 18,
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maxHp: 32,
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description: '拦路的刀客',
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},
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],
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playerX: 0,
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playerOffsetY: 0,
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playerFacing: 'right',
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playerActionMode: 'idle',
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scrollWorld: false,
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inBattle: true,
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playerHp: 40,
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playerMaxHp: 40,
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playerMana: 18,
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playerMaxMana: 18,
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playerSkillCooldowns: {},
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activeCombatEffects: [],
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playerCurrency: 0,
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playerInventory: [],
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playerEquipment: {
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weapon: null,
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armor: null,
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relic: null,
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},
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npcStates: {
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'npc-fighter': {
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affinity: -16,
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chattedCount: 0,
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helpUsed: false,
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giftsGiven: 0,
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inventory: [],
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recruited: false,
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},
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},
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quests: [],
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roster: [],
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companions: [],
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currentBattleNpcId: 'npc-fighter',
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currentNpcBattleMode: 'fight',
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currentNpcBattleOutcome: null,
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sparReturnEncounter: null,
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sparPlayerHpBefore: null,
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sparPlayerMaxHpBefore: null,
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sparStoryHistoryBefore: null,
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...gameStateOverrides,
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} as unknown as GameState,
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};
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}
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describe('runtimeSnapshot', () => {
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it('keeps server-hydrated snapshots unchanged', () => {
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const snapshot = {
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@@ -72,4 +165,65 @@ describe('runtimeSnapshot', () => {
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expect(hydrated.gameState.playerMaxMana).toBe(12);
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expect(hydrated.gameState.playerMana).toBe(12);
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});
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it('rehydrates minimal npc battle snapshots into renderable combatants', () => {
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const snapshot = createHydratedBattleSnapshot();
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const hydrated = rehydrateSavedSnapshot(snapshot);
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const hostileNpc = hydrated.gameState.sceneHostileNpcs[0];
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expect(hydrated).not.toBe(snapshot);
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expect(hostileNpc).toEqual(
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expect.objectContaining({
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id: 'npc-fighter',
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name: '断桥客',
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description: '拦路的刀客',
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hp: 18,
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maxHp: 32,
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attackRange: expect.any(Number),
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speed: expect.any(Number),
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animation: 'idle',
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renderKind: 'npc',
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encounter: expect.objectContaining({
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kind: 'npc',
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id: 'npc-fighter',
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npcName: '断桥客',
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xMeters: expect.any(Number),
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}),
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}),
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);
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});
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it('does not rewrite already renderable npc battle snapshots', () => {
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const snapshot = createHydratedBattleSnapshot({
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sceneHostileNpcs: [
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{
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id: 'npc-fighter',
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name: '断桥客',
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action: '摆开架势,随时准备出手',
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description: '拦路的刀客',
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animation: 'idle',
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xMeters: 3.2,
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yOffset: 0,
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facing: 'left',
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attackRange: 1.8,
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speed: 7,
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hp: 18,
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maxHp: 32,
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renderKind: 'npc',
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encounter: {
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kind: 'npc',
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id: 'npc-fighter',
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npcName: '断桥客',
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npcDescription: '拦路的刀客',
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npcAvatar: '',
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context: '断桥对峙',
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xMeters: 3.2,
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},
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},
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],
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});
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expect(rehydrateSavedSnapshot(snapshot)).toBe(snapshot);
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});
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});
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@@ -1,4 +1,15 @@
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import type { GameState, StoryMoment } from '../types';
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import {
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buildInitialNpcState,
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createNpcBattleMonster,
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} from '../data/npcInteractions';
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import type {
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Encounter,
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GameState,
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NpcPersistentState,
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SceneHostileNpc,
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StoryMoment,
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} from '../types';
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import { WorldType } from '../types';
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import type { BottomTab } from '../types/navigation';
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import type {
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HydratableGameState,
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@@ -37,6 +48,199 @@ function createEmptyEquipmentLoadout() {
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} satisfies GameState['playerEquipment'];
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}
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function resolveHydrationWorldType(worldType: GameState['worldType']) {
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const normalizedWorldType =
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typeof worldType === 'string' ? worldType.toUpperCase() : worldType;
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if (normalizedWorldType === WorldType.WUXIA) {
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return WorldType.WUXIA;
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}
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if (normalizedWorldType === WorldType.XIANXIA) {
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return WorldType.XIANXIA;
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}
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if (normalizedWorldType === WorldType.CUSTOM) {
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return WorldType.CUSTOM;
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}
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return null;
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}
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function hasRenderableRuntimeNpcBattleFields(hostileNpc: SceneHostileNpc) {
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const candidate = hostileNpc as Partial<SceneHostileNpc>;
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return Boolean(
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candidate.encounter &&
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typeof candidate.animation === 'string' &&
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typeof candidate.xMeters === 'number' &&
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typeof candidate.yOffset === 'number' &&
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typeof candidate.facing === 'string' &&
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typeof candidate.attackRange === 'number' &&
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typeof candidate.speed === 'number',
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);
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}
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function normalizeRuntimeBattleEncounter(
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encounter: GameState['currentEncounter'],
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): Encounter | null {
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if (!encounter || encounter.kind !== 'npc') {
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return null;
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}
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const npcName =
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typeof encounter.npcName === 'string' ? encounter.npcName.trim() : '';
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if (!npcName) {
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return null;
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}
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return {
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...encounter,
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kind: 'npc',
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npcName,
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npcDescription:
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typeof encounter.npcDescription === 'string'
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? encounter.npcDescription
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: '',
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npcAvatar:
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typeof encounter.npcAvatar === 'string' ? encounter.npcAvatar : '',
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context: typeof encounter.context === 'string' ? encounter.context : '',
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hostile: true,
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} satisfies Encounter;
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}
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function resolveRuntimeNpcBattleState(
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gameState: Pick<
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GameState,
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| 'currentBattleNpcId'
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| 'currentEncounter'
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| 'customWorldProfile'
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| 'npcStates'
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| 'sceneHostileNpcs'
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| 'worldType'
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>,
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) {
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const encounter = normalizeRuntimeBattleEncounter(gameState.currentEncounter);
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if (!encounter || gameState.sceneHostileNpcs.length === 0) {
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return null;
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}
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const npcStateKey =
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gameState.currentBattleNpcId ??
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encounter.id ??
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encounter.npcName;
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const npcState =
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gameState.npcStates[npcStateKey] ??
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buildInitialNpcState(
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encounter,
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resolveHydrationWorldType(gameState.worldType),
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gameState as GameState,
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);
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return {
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encounter,
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npcState,
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};
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}
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function hydrateRuntimeNpcBattleMonster(params: {
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hostileNpc: SceneHostileNpc;
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encounter: Encounter;
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npcState: NpcPersistentState;
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gameState: Pick<GameState, 'customWorldProfile' | 'worldType'>;
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battleMode: NonNullable<GameState['currentNpcBattleMode']>;
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}) {
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const template = createNpcBattleMonster(
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params.encounter,
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params.npcState,
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params.battleMode,
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{
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worldType: resolveHydrationWorldType(params.gameState.worldType),
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customWorldProfile: params.gameState.customWorldProfile,
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},
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);
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const candidate = params.hostileNpc as Partial<SceneHostileNpc>;
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const xMeters =
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typeof candidate.xMeters === 'number' ? candidate.xMeters : template.xMeters;
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const yOffset =
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typeof candidate.yOffset === 'number' ? candidate.yOffset : template.yOffset;
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return {
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...template,
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id:
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typeof candidate.id === 'string' && candidate.id.trim()
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? candidate.id
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: template.id,
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name:
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typeof candidate.name === 'string' && candidate.name.trim()
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? candidate.name
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: template.name,
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description:
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typeof candidate.description === 'string'
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? candidate.description
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: template.description,
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hp: typeof candidate.hp === 'number' ? candidate.hp : template.hp,
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maxHp:
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typeof candidate.maxHp === 'number' ? candidate.maxHp : template.maxHp,
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animation:
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typeof candidate.animation === 'string'
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? candidate.animation
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: template.animation,
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xMeters,
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yOffset,
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facing:
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candidate.facing === 'left' || candidate.facing === 'right'
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? candidate.facing
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: template.facing,
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attackRange:
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typeof candidate.attackRange === 'number'
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? candidate.attackRange
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: template.attackRange,
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speed:
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typeof candidate.speed === 'number' ? candidate.speed : template.speed,
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encounter: {
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...template.encounter,
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xMeters,
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},
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} satisfies SceneHostileNpc;
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}
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export function hydrateRuntimeNpcBattleGameState(
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gameState: HydratedGameState,
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): HydratedGameState {
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const battleMode = gameState.currentNpcBattleMode;
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if (
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gameState.inBattle !== true ||
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(battleMode !== 'fight' && battleMode !== 'spar') ||
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gameState.currentEncounter?.kind !== 'npc' ||
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gameState.sceneHostileNpcs.length === 0 ||
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gameState.sceneHostileNpcs.every(hasRenderableRuntimeNpcBattleFields)
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) {
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return gameState;
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}
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const resolvedState = resolveRuntimeNpcBattleState(gameState);
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if (!resolvedState) {
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return gameState;
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}
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return {
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...gameState,
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sceneHostileNpcs: gameState.sceneHostileNpcs.map((hostileNpc) =>
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hasRenderableRuntimeNpcBattleFields(hostileNpc)
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? hostileNpc
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: hydrateRuntimeNpcBattleMonster({
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hostileNpc,
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encounter: resolvedState.encounter,
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npcState: resolvedState.npcState,
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gameState,
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battleMode,
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}),
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),
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};
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}
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export function normalizeSavedStory(story: StoryMoment | null) {
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if (!story) {
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return null;
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@@ -57,7 +261,7 @@ export function normalizeSavedGameState(gameState: GameState) {
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const playerMaxHp = Math.max(1, hydratableState.playerMaxHp);
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const playerMaxMana = Math.max(1, hydratableState.playerMaxMana);
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return {
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return hydrateRuntimeNpcBattleGameState({
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...hydratableState,
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playerMaxHp,
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playerHp: Math.min(hydratableState.playerHp, playerMaxHp),
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@@ -72,7 +276,7 @@ export function normalizeSavedGameState(gameState: GameState) {
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typeof hydratableState.runtimeSessionId === 'string'
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? hydratableState.runtimeSessionId
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: null,
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} satisfies HydratedGameState;
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} satisfies HydratedGameState);
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}
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export function hydrateSnapshotState(snapshot: {
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@@ -105,8 +309,23 @@ export function isHydratedSnapshotState(
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);
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}
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export function rehydrateSavedSnapshot<T extends HydratedSnapshotState>(
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snapshot: T,
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): T {
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const hydratedGameState = hydrateRuntimeNpcBattleGameState(snapshot.gameState);
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if (hydratedGameState === snapshot.gameState) {
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return snapshot;
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}
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return {
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...snapshot,
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gameState: hydratedGameState,
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};
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}
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export function resolveHydratedSnapshotState(snapshot: SnapshotState) {
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return isHydratedSnapshotState(snapshot)
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? snapshot
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? rehydrateSavedSnapshot(snapshot)
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: hydrateSnapshotState(snapshot);
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}
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Reference in New Issue
Block a user