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src/components/game-shell/useGameShellRuntimeViewModel.ts
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235
src/components/game-shell/useGameShellRuntimeViewModel.ts
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import { useCallback, useEffect, useMemo, useState } from 'react';
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import { getLiveGamePlayTimeMs } from '../../data/runtimeStats';
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import { getWorldCampScenePreset } from '../../data/scenePresets';
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import type {
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CharacterChatRecord,
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CompanionRenderState,
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GameState,
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StoryMoment,
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StoryOption,
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} from '../../types';
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import type {
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GameShellAdventureStatistics,
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GameShellDialogueIndicator,
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GameShellProps,
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} from './types';
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import { useGameShellViewModel } from './useGameShellViewModel';
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import {
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SCENE_TRANSITION_FUNCTION_MODES,
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useSceneTransitionModel,
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} from './useSceneTransitionModel';
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export function buildGameShellDialogueIndicator(params: {
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isLoading: boolean;
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visibleGameState: GameState;
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visibleCurrentStory: StoryMoment | null;
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}): GameShellDialogueIndicator | null {
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const { isLoading, visibleGameState, visibleCurrentStory } = params;
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if (
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!isLoading ||
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visibleCurrentStory?.displayMode !== 'dialogue' ||
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visibleGameState.currentEncounter?.kind !== 'npc'
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) {
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return null;
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}
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const lastSpeaker =
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visibleCurrentStory.dialogue?.[visibleCurrentStory.dialogue.length - 1]
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?.speaker ?? null;
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return {
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showPlayer: true,
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showEncounter: true,
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activeSpeaker: lastSpeaker === 'player' ? 'player' : lastSpeaker ? 'npc' : null,
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};
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}
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export function buildCharacterChatSummaries(
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characterChats: Record<string, CharacterChatRecord> | undefined,
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) {
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return Object.fromEntries(
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Object.entries(characterChats ?? {}).map(([characterId, record]) => [
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characterId,
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record.summary,
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]),
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);
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}
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export function buildCanvasCompanionRenderStates(params: {
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visibleCompanionRenderStates: CompanionRenderState[];
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visibleGameState: GameState;
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}) {
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const activeEncounterNpcId =
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params.visibleGameState.currentEncounter?.kind === 'npc'
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? params.visibleGameState.currentEncounter.id ?? null
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: null;
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if (!activeEncounterNpcId) {
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return params.visibleCompanionRenderStates;
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}
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return params.visibleCompanionRenderStates.filter(
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(companion) => companion.npcId !== activeEncounterNpcId,
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);
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}
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export function buildAdventureStatistics(params: {
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gameState: GameState;
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visibleGameState: GameState;
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livePlayTimeMs: number;
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}): GameShellAdventureStatistics {
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const { gameState, visibleGameState, livePlayTimeMs } = params;
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return {
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playTimeMs: livePlayTimeMs,
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hostileNpcsDefeated: gameState.runtimeStats.hostileNpcsDefeated,
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questsAccepted: gameState.runtimeStats.questsAccepted,
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questsCompleted: visibleGameState.quests.filter(
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(quest) => quest.status === 'completed' || quest.status === 'turned_in',
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).length,
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questsTurnedIn: visibleGameState.quests.filter(
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(quest) => quest.status === 'turned_in',
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).length,
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itemsUsed: gameState.runtimeStats.itemsUsed,
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scenesTraveled: gameState.runtimeStats.scenesTraveled,
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currentSceneName: visibleGameState.currentScenePreset?.name ?? '当前区域',
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playerCurrency: visibleGameState.playerCurrency,
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inventoryItemCount: visibleGameState.playerInventory.reduce(
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(sum, item) => sum + item.quantity,
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0,
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),
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inventoryStackCount: visibleGameState.playerInventory.length,
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activeCompanionCount: visibleGameState.companions.length,
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rosterCompanionCount: visibleGameState.roster.length,
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};
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}
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export function useGameShellRuntimeViewModel(params: Pick<
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GameShellProps,
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'session' | 'story' | 'companions'
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>) {
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const { session, story, companions } = params;
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const {
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gameState,
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currentStory,
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isLoading,
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isMapOpen,
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} = session;
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const { npcUi, characterChatUi, handleChoice } = story;
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const { buildCompanionRenderStates } = companions;
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const [clockNow, setClockNow] = useState(() => Date.now());
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const openingCampSceneId = useMemo(
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() =>
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gameState.worldType
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? getWorldCampScenePreset(gameState.worldType)?.id ?? null
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: null,
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[gameState.worldType],
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);
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const hasNpcModalOpen = Boolean(
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npcUi.tradeModal || npcUi.giftModal || npcUi.recruitModal,
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);
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const shellViewModel = useGameShellViewModel({
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gameState,
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isMapOpen,
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characterChatModalOpen: Boolean(characterChatUi.modal),
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hasNpcModalOpen,
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});
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const sceneTransitionModel = useSceneTransitionModel({
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gameState,
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currentStory,
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openingCampSceneId,
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});
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const {
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visibleGameState,
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visibleCurrentStory,
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sceneTransitionPhase,
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beginSceneTransition,
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} = sceneTransitionModel;
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const isCharacterSelectionStage =
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gameState.currentScene === 'Selection' &&
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Boolean(gameState.worldType) &&
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!gameState.playerCharacter;
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const shouldHideStoryOptions = sceneTransitionPhase !== 'idle';
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const hideSelectionHero =
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gameState.currentScene === 'Selection' &&
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shellViewModel.selectionStage !== 'start';
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const dialogueIndicator = useMemo(
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() =>
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buildGameShellDialogueIndicator({
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isLoading,
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visibleGameState,
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visibleCurrentStory,
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}),
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[isLoading, visibleCurrentStory, visibleGameState],
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);
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const characterChatSummaries = useMemo(
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() => buildCharacterChatSummaries(gameState.characterChats),
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[gameState.characterChats],
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);
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const visibleCompanionRenderStates = useMemo(
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() => buildCompanionRenderStates(visibleGameState),
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[buildCompanionRenderStates, visibleGameState],
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);
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const canvasCompanionRenderStates = useMemo(
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() =>
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buildCanvasCompanionRenderStates({
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visibleCompanionRenderStates,
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visibleGameState,
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}),
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[visibleCompanionRenderStates, visibleGameState],
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);
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const livePlayTimeMs = useMemo(
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() => getLiveGamePlayTimeMs(gameState.runtimeStats, clockNow),
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[clockNow, gameState.runtimeStats],
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);
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const adventureStatistics = useMemo(
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() =>
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buildAdventureStatistics({
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gameState,
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visibleGameState,
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livePlayTimeMs,
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}),
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[gameState, livePlayTimeMs, visibleGameState],
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);
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useEffect(() => {
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if (!gameState.playerCharacter || gameState.currentScene !== 'Story') {
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return;
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}
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setClockNow(Date.now());
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const intervalId = window.setInterval(() => setClockNow(Date.now()), 1000);
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return () => window.clearInterval(intervalId);
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}, [gameState.currentScene, gameState.playerCharacter]);
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const handleSceneTransitionChoice = useCallback(
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(option: StoryOption) => {
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const transitionMode = SCENE_TRANSITION_FUNCTION_MODES[option.functionId];
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if (transitionMode) {
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beginSceneTransition(transitionMode);
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}
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handleChoice(option);
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},
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[beginSceneTransition, handleChoice],
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);
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return {
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...shellViewModel,
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...sceneTransitionModel,
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isCharacterSelectionStage,
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shouldHideStoryOptions,
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hideSelectionHero,
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dialogueIndicator,
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characterChatSummaries,
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canvasCompanionRenderStates,
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adventureStatistics,
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handleSceneTransitionChoice,
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};
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}
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