init with react+axum+spacetimedb
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import { lazy, Suspense, useEffect } from 'react';
import { normalizePlayerProgressionState } from '../../data/playerProgression';
import {
APP_RUNTIME_ROUTES,
pushAppHistoryPath,
} from '../../routing/appPageRoutes';
import { UI_CHROME } from '../../uiAssets';
import { useAuthUi } from '../auth/AuthUiContext';
import { RpgRuntimeStageRouter } from './RpgRuntimeStageRouter';
import type { RpgRuntimeShellProps as RpgRuntimeShellComponentProps } from './types';
import { useRpgRuntimeShellViewModel } from './useRpgRuntimeShellViewModel';
const RpgRuntimeCanvasStage = lazy(async () => {
const module = await import('./RpgRuntimeCanvasStage');
return {
default: module.RpgRuntimeCanvasStage,
};
});
const RpgRuntimeOverlayHost = lazy(async () => {
const module = await import('./RpgRuntimeOverlayHost');
return {
default: module.RpgRuntimeOverlayHost,
};
});
/**
* RPG 运行态总外壳。
* 这里承接运行时主布局、画布舞台、主阶段路由和 overlay host
* 保持原有 UI 结构不变,只把真实实现迁入 RPG 域目录。
*/
export function RpgRuntimeShell({
session,
story,
entry,
companions,
audio,
chrome,
}: RpgRuntimeShellComponentProps) {
const authUi = useAuthUi();
const isPlatformShell = !session.gameState.worldType;
const platformThemeClass =
authUi?.platformTheme === 'dark'
? 'platform-theme--dark'
: 'platform-theme--light';
const {
gameState,
isLoading,
aiError,
bottomTab,
setBottomTab,
isMapOpen,
setIsMapOpen,
} = session;
const {
displayedOptions,
canRefreshOptions,
handleRefreshOptions,
handleNpcChatInput,
refreshNpcChatOptions,
exitNpcChat,
handleMapTravelToScene,
npcUi,
characterChatUi,
inventoryUi,
battleRewardUi,
questUi,
npcChatQuestOfferUi,
goalUi,
} = story;
const {
hasSavedGame,
savedSnapshot,
handleContinueGame,
handleStartNewGame,
handleSaveAndExit,
handleCustomWorldSelect,
handleBackToWorldSelect,
handleCharacterSelect,
} = entry;
const { companionRenderStates, onBenchCompanion, onActivateRosterCompanion } =
companions;
const { musicVolume, onMusicVolumeChange } = audio;
const {
selectionStage,
setSelectionStage,
overlayPanel,
openOverlayPanel,
closeOverlayPanel,
selectedSceneEntity,
setSelectedSceneEntity,
openPartyMemberDetails,
closeAdventureEntityModal,
showTeamModal,
openCampModal,
closeCampModal,
resetForSaveAndExit,
shouldMountAdventureEntityModal,
shouldMountCampModal,
shouldMountMapModal,
shouldMountCharacterChatModal,
shouldMountNpcModals,
visibleGameState,
visibleCurrentStory,
sceneTransitionPhase,
sceneTransitionToken,
setSceneTransitionDurations,
isCharacterSelectionStage,
shouldHideStoryOptions,
hideSelectionHero,
dialogueIndicator,
characterChatSummaries,
canvasCompanionRenderStates,
adventureStatistics,
handleSceneTransitionChoice,
} = useRpgRuntimeShellViewModel({
session,
story,
companions,
});
const playerProgression = normalizePlayerProgressionState(
visibleGameState.playerProgression ?? null,
);
const playerProgressionRatio =
playerProgression.xpToNextLevel <= 0
? 1
: Math.max(
0,
Math.min(
1,
playerProgression.currentLevelXp / playerProgression.xpToNextLevel,
),
);
useEffect(() => {
if (gameState.worldType && !gameState.playerCharacter) {
pushAppHistoryPath(APP_RUNTIME_ROUTES['rpg-character-select']);
return;
}
if (visibleGameState.playerCharacter && visibleCurrentStory) {
pushAppHistoryPath(APP_RUNTIME_ROUTES['rpg-adventure']);
}
}, [
gameState.playerCharacter,
gameState.worldType,
visibleCurrentStory,
visibleGameState.playerCharacter,
]);
return (
<div
className={`${isPlatformShell ? `platform-ui-shell platform-theme ${platformThemeClass} text-[var(--platform-text-strong)]` : 'fusion-pixel-app pixel-root-shell text-zinc-100'} flex h-screen max-h-screen flex-col overflow-hidden font-sans`}
style={{
backgroundImage: isPlatformShell
? 'var(--platform-body-fill)'
: `linear-gradient(rgba(8, 10, 14, 0.82), rgba(8, 10, 14, 0.82)), url("${UI_CHROME.appBackground}")`,
backgroundPosition: isPlatformShell ? undefined : 'center',
backgroundRepeat: isPlatformShell ? undefined : 'repeat',
}}
>
{gameState.worldType ? (
<Suspense fallback={null}>
<RpgRuntimeCanvasStage
gameState={gameState}
visibleGameState={visibleGameState}
hideSelectionHero={hideSelectionHero}
canvasCompanionRenderStates={canvasCompanionRenderStates}
dialogueIndicator={dialogueIndicator}
sceneTransitionPhase={sceneTransitionPhase}
sceneTransitionToken={sceneTransitionToken}
setSelectedSceneEntity={setSelectedSceneEntity}
setIsMapOpen={setIsMapOpen}
setSceneTransitionDurations={setSceneTransitionDurations}
/>
</Suspense>
) : null}
{visibleGameState.playerCharacter && !chrome?.hidePlayerLevelBadge && (
<div
className="pointer-events-none fixed z-[26] w-[4.5rem] drop-shadow-[0_2px_8px_rgba(0,0,0,0.75)]"
style={{
top: 'calc(env(safe-area-inset-top, 0px) + 0.65rem)',
left: 'calc(env(safe-area-inset-left, 0px) + 0.7rem)',
}}
>
<div className="flex items-end gap-1.5 text-amber-50">
<span className="text-[10px] font-semibold uppercase leading-none tracking-[0.14em] text-amber-100/80">
Lv
</span>
<span className="text-2xl font-black leading-none tracking-[-0.08em] text-white">
{playerProgression.level}
</span>
</div>
<div className="mt-1 h-1 overflow-hidden rounded-full bg-black/45">
<div
className="h-full rounded-full bg-[linear-gradient(90deg,rgba(251,191,36,0.65),rgba(254,240,138,0.95))]"
style={{
width:
playerProgressionRatio <= 0
? '0%'
: `${Math.max(8, playerProgressionRatio * 100)}%`,
}}
/>
</div>
</div>
)}
<RpgRuntimeStageRouter
gameState={gameState}
visibleGameState={visibleGameState}
visibleCurrentStory={visibleCurrentStory}
isLoading={isLoading}
aiError={aiError}
bottomTab={bottomTab}
setBottomTab={setBottomTab}
selectionStage={selectionStage}
setSelectionStage={setSelectionStage}
isCharacterSelectionStage={isCharacterSelectionStage}
hasSavedGame={hasSavedGame}
savedSnapshot={savedSnapshot}
handleContinueGame={handleContinueGame}
handleStartNewGame={handleStartNewGame}
handleCustomWorldSelect={handleCustomWorldSelect}
handleBackToWorldSelect={handleBackToWorldSelect}
handleCharacterSelect={handleCharacterSelect}
displayedOptions={displayedOptions}
hideStoryOptions={shouldHideStoryOptions}
canRefreshOptions={canRefreshOptions}
handleRefreshOptions={handleRefreshOptions}
refreshNpcChatOptions={refreshNpcChatOptions}
handleSceneTransitionChoice={handleSceneTransitionChoice}
handleNpcChatInput={handleNpcChatInput}
exitNpcChat={exitNpcChat}
characterChatUi={characterChatUi}
inventoryUi={inventoryUi}
battleRewardUi={battleRewardUi}
questUi={questUi}
npcChatQuestOfferUi={npcChatQuestOfferUi}
goalUi={goalUi}
companionRenderStates={companionRenderStates}
characterChatSummaries={characterChatSummaries}
openOverlayPanel={openOverlayPanel}
openCampModal={openCampModal}
openPartyMemberDetails={openPartyMemberDetails}
adventureStatistics={adventureStatistics}
musicVolume={musicVolume}
onMusicVolumeChange={onMusicVolumeChange}
resetForSaveAndExit={resetForSaveAndExit}
handleSaveAndExit={handleSaveAndExit}
/>
{gameState.worldType ? (
<Suspense fallback={null}>
<RpgRuntimeOverlayHost
gameState={gameState}
isLoading={isLoading}
isMapOpen={isMapOpen}
setIsMapOpen={setIsMapOpen}
npcUi={npcUi}
characterChatUi={characterChatUi}
inventoryUi={inventoryUi}
companionRenderStates={companionRenderStates}
characterChatSummaries={characterChatSummaries}
overlayPanel={overlayPanel}
closeOverlayPanel={closeOverlayPanel}
openCampModal={openCampModal}
openPartyMemberDetails={openPartyMemberDetails}
shouldMountAdventureEntityModal={shouldMountAdventureEntityModal}
selectedSceneEntity={selectedSceneEntity}
closeAdventureEntityModal={closeAdventureEntityModal}
shouldMountCampModal={shouldMountCampModal}
showTeamModal={showTeamModal}
closeCampModal={closeCampModal}
onBenchCompanion={onBenchCompanion}
onActivateRosterCompanion={onActivateRosterCompanion}
shouldMountMapModal={shouldMountMapModal}
handleMapTravelToScene={handleMapTravelToScene}
shouldMountCharacterChatModal={shouldMountCharacterChatModal}
shouldMountNpcModals={shouldMountNpcModals}
/>
</Suspense>
) : null}
</div>
);
}
export type RpgRuntimeShellProps = RpgRuntimeShellComponentProps;
export default RpgRuntimeShell;