1
This commit is contained in:
@@ -7,34 +7,22 @@ import { useState } from 'react';
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import {
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getCharacterById,
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} from '../../data/characterPresets';
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import {
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getNpcBuybackPrice,
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getNpcPurchasePrice,
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} from '../../data/economy';
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import {
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buildNpcGiftModalState,
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buildNpcRecruitModalState,
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buildNpcTradeModalState,
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buildNpcTradeModalIntroText,
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} from '../../data/functionCatalog';
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import {
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addInventoryItems,
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buildNpcGiftCommitActionText,
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buildNpcGiftResultText,
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buildNpcTradeTransactionActionText,
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buildNpcTradeTransactionResultText,
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getGiftCandidates,
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getPreferredGiftItemId,
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removeInventoryItem,
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syncNpcTradeInventory,
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} from '../../data/npcInteractions';
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import { streamNpcChatDialogue, streamNpcRecruitDialogue } from '../../services/aiService';
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import { streamNpcRecruitDialogue } from '../../services/aiService';
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import type { StoryGenerationContext } from '../../services/aiTypes';
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import { createHistoryMoment } from '../../services/storyHistory';
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import type {
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Character,
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Encounter,
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GameState,
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InventoryItem,
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RuntimeNpcTradeItemView,
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StoryMoment,
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StoryOption,
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} from '../../types';
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@@ -154,13 +142,17 @@ function normalizeRecruitDialogue(
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return compactLines.slice(0, 6).join('\n');
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}
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function normalizeTradeQuantity(quantity: number) {
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return Math.max(1, Math.floor(Number.isFinite(quantity) ? quantity : 1));
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}
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export function useStoryNpcInteractionFlow({
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gameState,
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setGameState,
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getNpcEncounterKey,
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getResolvedNpcState,
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updateNpcState,
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cloneInventoryItemForOwner,
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getResolvedNpcState: _getResolvedNpcState,
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updateNpcState: _updateNpcState,
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cloneInventoryItemForOwner: _cloneInventoryItemForOwner,
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runtime,
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}: {
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gameState: GameState;
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@@ -183,184 +175,6 @@ export function useStoryNpcInteractionFlow({
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const [giftModal, setGiftModal] = useState<GiftModalState | null>(null);
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const [recruitModal, setRecruitModal] = useState<RecruitModalState | null>(null);
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const getTradeNpcItem = (state: GameState, modal: TradeModalState) => {
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const npcState = getResolvedNpcState(state, modal.encounter);
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return npcState.inventory.find(item => item.id === modal.selectedNpcItemId) ?? null;
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};
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const getTradePlayerItem = (state: GameState, modal: TradeModalState) =>
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state.playerInventory.find(item => item.id === modal.selectedPlayerItemId) ?? null;
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const getTradeUnitPrice = (state: GameState, modal: TradeModalState) => {
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if (modal.mode === 'buy') {
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const npcItem = getTradeNpcItem(state, modal);
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const npcState = getResolvedNpcState(state, modal.encounter);
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return npcItem ? getNpcPurchasePrice(npcItem, npcState.affinity) : 0;
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}
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const playerItem = getTradePlayerItem(state, modal);
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const npcState = getResolvedNpcState(state, modal.encounter);
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return playerItem ? getNpcBuybackPrice(playerItem, npcState.affinity) : 0;
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};
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const getTradeMaxQuantity = (state: GameState, modal: TradeModalState) => {
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if (modal.mode === 'buy') {
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return getTradeNpcItem(state, modal)?.quantity ?? 0;
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}
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return getTradePlayerItem(state, modal)?.quantity ?? 0;
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};
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const clampTradeQuantity = (state: GameState, modal: TradeModalState, quantity: number) => {
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const maxQuantity = getTradeMaxQuantity(state, modal);
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if (maxQuantity <= 0) return 1;
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return Math.max(1, Math.min(maxQuantity, Math.floor(quantity)));
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};
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const commitNpcReactionAndGenerate = async ({
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nextState,
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encounter,
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actionText,
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resultText,
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lastFunctionId,
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contextNpcStateOverride,
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}: {
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nextState: GameState;
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encounter: Encounter;
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actionText: string;
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resultText: string;
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lastFunctionId: string;
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contextNpcStateOverride?: GameState['npcStates'][string] | null;
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}) => {
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if (!gameState.playerCharacter || !gameState.worldType) {
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return;
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}
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const provisionalHistory = [
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...gameState.storyHistory,
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createHistoryMoment(actionText, 'action'),
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createHistoryMoment(resultText, 'result'),
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];
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const provisionalState = {
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...nextState,
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storyHistory: provisionalHistory,
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};
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setGameState(provisionalState);
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runtime.setAiError(null);
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runtime.setIsLoading(true);
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runtime.setCurrentStory(
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runtime.buildDialogueStoryMoment(encounter.npcName, '', [], true),
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);
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let dialogueText = '';
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let streamedTargetText = '';
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let displayedText = '';
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let streamCompleted = false;
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const typewriterPromise = (async () => {
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while (!streamCompleted || displayedText.length < streamedTargetText.length) {
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if (displayedText.length >= streamedTargetText.length) {
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await new Promise(resolve => window.setTimeout(resolve, 40));
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continue;
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}
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const nextChar = streamedTargetText[displayedText.length];
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if (!nextChar) {
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await new Promise(resolve => window.setTimeout(resolve, 40));
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continue;
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}
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displayedText += nextChar;
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runtime.setCurrentStory(
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runtime.buildDialogueStoryMoment(
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encounter.npcName,
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displayedText,
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[],
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true,
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),
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);
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await new Promise(resolve =>
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window.setTimeout(resolve, runtime.getTypewriterDelay(nextChar)),
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);
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}
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})();
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try {
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dialogueText = await streamNpcChatDialogue(
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gameState.worldType,
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gameState.playerCharacter,
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encounter,
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runtime.getStoryGenerationHostileNpcs(provisionalState),
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provisionalHistory,
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runtime.buildStoryContextFromState(provisionalState, {
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lastFunctionId,
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encounterNpcStateOverride: contextNpcStateOverride,
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}),
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actionText,
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resultText,
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{
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onUpdate: text => {
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streamedTargetText = text;
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},
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},
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);
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streamedTargetText = dialogueText;
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streamCompleted = true;
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await typewriterPromise;
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const finalDialogueText = dialogueText.trim() || displayedText.trim();
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const finalHistory = finalDialogueText
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? [...provisionalHistory, createHistoryMoment(finalDialogueText, 'result')]
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: provisionalHistory;
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const finalState = {
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...nextState,
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storyHistory: finalHistory,
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};
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setGameState(finalState);
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runtime.setCurrentStory(
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runtime.buildDialogueStoryMoment(
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encounter.npcName,
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finalDialogueText || resultText,
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[],
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false,
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),
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);
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await new Promise(resolve => window.setTimeout(resolve, 260));
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const nextStory = await runtime.generateStoryForState({
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state: finalState,
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character: gameState.playerCharacter,
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history: finalHistory,
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choice: actionText,
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lastFunctionId,
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});
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runtime.setCurrentStory(nextStory);
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} catch (error) {
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streamCompleted = true;
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await typewriterPromise;
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console.error('Failed to continue npc interaction reaction:', error);
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runtime.setAiError(error instanceof Error ? error.message : '未知智能生成错误');
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const fallbackHistory = provisionalHistory;
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const fallbackState = {
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...nextState,
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storyHistory: fallbackHistory,
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};
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setGameState(fallbackState);
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runtime.setCurrentStory(
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runtime.buildFallbackStoryForState(
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fallbackState,
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gameState.playerCharacter,
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resultText,
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),
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);
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} finally {
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runtime.setIsLoading(false);
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}
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};
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const resolveRecruitmentOnServer = async (params: {
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encounter: Encounter;
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actionText: string;
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@@ -516,45 +330,68 @@ export function useStoryNpcInteractionFlow({
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});
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};
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const openTradeModal = (encounter: Encounter, actionText: string) => {
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const currentNpcState = getResolvedNpcState(gameState, encounter);
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const npcState = syncNpcTradeInventory(
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gameState,
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encounter,
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currentNpcState,
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const getRuntimeTradeItems = (
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mode: 'buy' | 'sell',
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): RuntimeNpcTradeItemView[] =>
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mode === 'buy'
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? gameState.runtimeNpcInteraction?.trade.buyItems ?? []
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: gameState.runtimeNpcInteraction?.trade.sellItems ?? [];
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const findRuntimeTradeItem = (modal: TradeModalState) => {
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const itemId =
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modal.mode === 'buy'
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? modal.selectedNpcItemId
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: modal.selectedPlayerItemId;
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if (!itemId) return null;
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return (
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getRuntimeTradeItems(modal.mode).find((item) => item.itemId === itemId) ??
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null
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);
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};
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if (
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gameState.npcStates[getNpcEncounterKey(encounter)] !== npcState
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|| npcState !== currentNpcState
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) {
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setGameState(updateNpcState(gameState, encounter, () => npcState));
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}
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const findRuntimeGiftItem = (itemId: string | null) => {
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if (!itemId) return null;
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return (
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gameState.runtimeNpcInteraction?.gift.items.find(
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(item) => item.itemId === itemId,
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) ?? null
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);
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};
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const openTradeModal = (encounter: Encounter, actionText: string) => {
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setTradeModal(
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buildNpcTradeModalState(
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gameState,
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{
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encounter,
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actionText,
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npcState.inventory,
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),
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introText: buildNpcTradeModalIntroText(encounter),
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mode: 'buy',
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selectedNpcItemId:
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gameState.runtimeNpcInteraction?.trade.buyItems.find(
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(item) => item.canSubmit,
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)?.itemId ??
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gameState.runtimeNpcInteraction?.trade.buyItems[0]?.itemId ??
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null,
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selectedPlayerItemId:
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gameState.runtimeNpcInteraction?.trade.sellItems.find(
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(item) => item.canSubmit,
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)?.itemId ??
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gameState.runtimeNpcInteraction?.trade.sellItems[0]?.itemId ??
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null,
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selectedQuantity: 1,
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},
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);
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};
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const openGiftModal = (encounter: Encounter, actionText: string) => {
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const selectedItemId = getPreferredGiftItemId(
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gameState.playerInventory,
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encounter,
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{
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worldType: gameState.worldType,
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customWorldProfile: gameState.customWorldProfile,
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},
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);
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if (!selectedItemId) return;
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const selectedItemId =
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gameState.runtimeNpcInteraction?.gift.items.find((item) => item.canSubmit)
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?.itemId ??
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gameState.runtimeNpcInteraction?.gift.items[0]?.itemId ??
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null;
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setGiftModal(
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buildNpcGiftModalState(
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gameState,
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encounter,
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actionText,
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selectedItemId,
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@@ -630,53 +467,24 @@ export function useStoryNpcInteractionFlow({
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if (!tradeModal || !gameState.playerCharacter) return;
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const encounter = tradeModal.encounter;
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const quantity = clampTradeQuantity(gameState, tradeModal, tradeModal.selectedQuantity);
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const unitPrice = getTradeUnitPrice(gameState, tradeModal);
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const totalPrice = unitPrice * quantity;
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if (tradeModal.mode === 'buy') {
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const npcItem = getTradeNpcItem(gameState, tradeModal);
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if (!npcItem || quantity <= 0) return;
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if (npcItem.quantity < quantity || gameState.playerCurrency < totalPrice) return;
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setTradeModal(null);
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void resolveServerNpcAction({
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encounter,
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actionText: buildNpcTradeTransactionActionText({
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encounter,
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mode: 'buy',
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item: npcItem,
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quantity,
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}),
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functionId: 'npc_trade',
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action: 'trade',
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payload: {
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mode: 'buy',
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itemId: npcItem.id,
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quantity,
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},
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});
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return;
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}
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const playerItem = getTradePlayerItem(gameState, tradeModal);
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if (!playerItem || quantity <= 0) return;
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if (playerItem.quantity < quantity) return;
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const quantity = normalizeTradeQuantity(tradeModal.selectedQuantity);
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const tradeItem = findRuntimeTradeItem(tradeModal);
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if (!tradeItem) return;
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setTradeModal(null);
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void resolveServerNpcAction({
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encounter,
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actionText: buildNpcTradeTransactionActionText({
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encounter,
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mode: 'sell',
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item: playerItem,
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mode: tradeModal.mode,
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item: tradeItem.item,
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quantity,
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}),
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functionId: 'npc_trade',
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action: 'trade',
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payload: {
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mode: 'sell',
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itemId: playerItem.id,
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mode: tradeModal.mode,
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itemId: tradeItem.itemId,
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quantity,
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},
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});
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@@ -686,17 +494,17 @@ export function useStoryNpcInteractionFlow({
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if (!giftModal || !gameState.playerCharacter) return;
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const encounter = giftModal.encounter;
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const giftItem = gameState.playerInventory.find(item => item.id === giftModal.selectedItemId);
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const giftItem = findRuntimeGiftItem(giftModal.selectedItemId);
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if (!giftItem) return;
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setGiftModal(null);
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void resolveServerNpcAction({
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encounter,
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actionText: buildNpcGiftCommitActionText(encounter, giftItem),
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actionText: `把${giftItem.item.name}赠给${encounter.npcName}`,
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functionId: 'npc_gift',
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action: 'gift',
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payload: {
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itemId: giftItem.id,
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itemId: giftItem.itemId,
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},
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});
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};
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@@ -708,44 +516,40 @@ export function useStoryNpcInteractionFlow({
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recruitModal,
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setTradeMode: (mode: 'buy' | 'sell') => setTradeModal(current => {
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if (!current) return current;
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const nextModal = {
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return {
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...current,
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mode,
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selectedNpcItemId: current.selectedNpcItemId ?? getResolvedNpcState(gameState, current.encounter).inventory[0]?.id ?? null,
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selectedPlayerItemId: current.selectedPlayerItemId ?? gameState.playerInventory[0]?.id ?? null,
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selectedNpcItemId:
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current.selectedNpcItemId ??
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gameState.runtimeNpcInteraction?.trade.buyItems[0]?.itemId ??
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null,
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selectedPlayerItemId:
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current.selectedPlayerItemId ??
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gameState.runtimeNpcInteraction?.trade.sellItems[0]?.itemId ??
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null,
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selectedQuantity: 1,
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};
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return {
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...nextModal,
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selectedQuantity: clampTradeQuantity(gameState, nextModal, 1),
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};
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}),
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selectTradeNpcItem: (itemId: string) => setTradeModal(current => {
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if (!current) return current;
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const nextModal = {
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return {
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...current,
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selectedNpcItemId: itemId,
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};
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return {
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...nextModal,
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selectedQuantity: clampTradeQuantity(gameState, nextModal, 1),
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selectedQuantity: 1,
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};
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}),
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selectTradePlayerItem: (itemId: string) => setTradeModal(current => {
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if (!current) return current;
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const nextModal = {
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return {
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...current,
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selectedPlayerItemId: itemId,
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};
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return {
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...nextModal,
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selectedQuantity: clampTradeQuantity(gameState, nextModal, 1),
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selectedQuantity: 1,
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};
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}),
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setTradeQuantity: (quantity: number) => setTradeModal(current => current
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? {
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...current,
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selectedQuantity: clampTradeQuantity(gameState, current, quantity),
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selectedQuantity: normalizeTradeQuantity(quantity),
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}
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: current),
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closeTradeModal: () => setTradeModal(null),
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Block a user