Implement scene-based chapter quest progression
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@@ -2,7 +2,6 @@ import {useEffect, useLayoutEffect, useRef, useState} from 'react';
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import {resolveRuleWorldType} from '../../data/customWorldRuntime';
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import {MONSTERS_BY_WORLD, PLAYER_BASE_X_METERS} from '../../data/hostileNpcs';
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import {getWorldCampScenePreset} from '../../data/scenePresets';
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import {AnimationState, WorldType} from '../../types';
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import {GameCanvasEffectLayer} from './GameCanvasEffectLayer';
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import {GameCanvasEntityLayer} from './GameCanvasEntityLayer';
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@@ -51,8 +50,6 @@ export function GameCanvasRuntime({
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const resolvedWorldType = worldType ? resolveRuleWorldType(worldType) ?? WorldType.WUXIA : null;
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const backgroundSrc = currentScenePreset?.imageSrc
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|| (resolvedWorldType === WorldType.WUXIA ? '/scene_bg/45_PixelSky.png' : '/scene_bg/47_PixelSky.png');
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const campSceneId = worldType ? getWorldCampScenePreset(worldType)?.id ?? null : null;
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const showOpeningCampOverlay = Boolean(!inBattle && currentScenePreset?.id && currentScenePreset.id === campSceneId);
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const monsters = resolvedWorldType ? MONSTERS_BY_WORLD[resolvedWorldType] : [];
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const groundBottom = '18%';
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const stageLiftPx = 68;
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@@ -154,7 +151,6 @@ export function GameCanvasRuntime({
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backgroundSrc={backgroundSrc}
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currentScenePreset={currentScenePreset}
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resolvedWorldType={resolvedWorldType}
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showOpeningCampOverlay={showOpeningCampOverlay}
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sceneTitleSpinToken={sceneTitleSpinToken}
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onSceneNameClick={onSceneNameClick}
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onBackgroundLoadError={() => setBackgroundLoadFailed(true)}
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