Split custom world generation into staged lightweight batches
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@@ -3,6 +3,7 @@ import { useEffect, useState } from 'react';
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import {
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buildCustomWorldPlayableCharacters,
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createCharacterSkillCooldowns,
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getCharacterMaxHp,
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getCharacterMaxMana,
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setRuntimeCharacterOverrides,
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} from '../data/characterPresets';
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@@ -16,7 +17,7 @@ import { getScenePreset,getWorldCampScenePreset } from '../data/scenePresets';
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import { AnimationState, Character, CustomWorldProfile, Encounter, GameState, SceneNpc, WorldType } from '../types';
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import type { BottomTab } from '../types/navigation';
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const PLAYER_MAX_HP = 180;
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const PLAYER_BASE_MAX_HP = 180;
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export type {BottomTab} from '../types/navigation';
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@@ -71,8 +72,8 @@ function createInitialGameState(): GameState {
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playerActionMode: 'idle',
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scrollWorld: false,
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inBattle: false,
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playerHp: PLAYER_MAX_HP,
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playerMaxHp: PLAYER_MAX_HP,
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playerHp: PLAYER_BASE_MAX_HP,
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playerMaxHp: PLAYER_BASE_MAX_HP,
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playerMana: 0,
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playerMaxMana: 0,
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playerSkillCooldowns: {},
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@@ -165,6 +166,11 @@ export function useGameFlow() {
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? buildInitialNpcState(initialEncounter, gameState.worldType, gameState)
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: null;
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const initialEquipment = buildInitialEquipmentLoadout(character);
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const playerMaxHp = getCharacterMaxHp(
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character,
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gameState.worldType,
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gameState.customWorldProfile,
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);
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setGameState(prev =>
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ensureSceneEncounterPreview(
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@@ -188,8 +194,8 @@ export function useGameFlow() {
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playerActionMode: 'idle',
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scrollWorld: false,
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inBattle: false,
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playerHp: PLAYER_MAX_HP,
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playerMaxHp: PLAYER_MAX_HP,
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playerHp: playerMaxHp,
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playerMaxHp: playerMaxHp,
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playerMana: getCharacterMaxMana(character),
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playerMaxMana: getCharacterMaxMana(character),
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playerSkillCooldowns: createCharacterSkillCooldowns(character),
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