Rework story engine flow and reorganize project docs
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@@ -153,16 +153,11 @@ export function validateMonsterOverrides(
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export function validateSceneOverrides(
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overrideMap: Record<string, ScenePresetOverride>,
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scenes: ScenePreset[],
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monstersByWorld: Partial<Record<WorldType, MonsterPreset[]>>,
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_monstersByWorld: Partial<Record<WorldType, MonsterPreset[]>>,
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) {
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const errors: string[] = [];
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const sceneById = new Map(scenes.map(scene => [scene.id, scene]));
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const validSceneIds = new Set(scenes.map(scene => scene.id));
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const validMonsterIdsByWorld = {
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[WorldType.WUXIA]: new Set((monstersByWorld[WorldType.WUXIA] ?? []).map(monster => monster.id)),
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[WorldType.XIANXIA]: new Set((monstersByWorld[WorldType.XIANXIA] ?? []).map(monster => monster.id)),
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[WorldType.CUSTOM]: new Set((monstersByWorld[WorldType.CUSTOM] ?? []).map(monster => monster.id)),
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};
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Object.entries(overrideMap).forEach(([sceneId, override]) => {
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const scene = sceneById.get(sceneId);
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@@ -181,11 +176,6 @@ export function validateSceneOverrides(
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}
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});
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(override.monsterIds ?? []).forEach(monsterId => {
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if (!validMonsterIdsByWorld[scene.worldType].has(monsterId)) {
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pushError(errors, `${sceneId} has invalid monsterId: ${monsterId}`);
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}
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});
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});
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return errors;
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