Split custom world generation into staged lightweight batches
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@@ -42,7 +42,12 @@ function buildResolvedNpcBattleState(state: GameState, encounter: Encounter) {
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return {
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...state,
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sceneMonsters: [createNpcBattleMonster(encounter, npcState, 'fight')],
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sceneMonsters: [
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createNpcBattleMonster(encounter, npcState, 'fight', {
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worldType: state.worldType,
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customWorldProfile: state.customWorldProfile,
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}),
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],
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currentEncounter: null,
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npcInteractionActive: false,
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playerX: 0,
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