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This commit is contained in:
@@ -1,5 +1,5 @@
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import { AnimationState } from '../../../types';
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import type { StateFunctionSource } from '../types';
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import type { StateFunctionRuntimeSource } from '../types';
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/**
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* battle_all_in_crush
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@@ -7,7 +7,7 @@ import type { StateFunctionSource } from '../types';
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* 战斗中的正面爆发动作。它要求主角不绕、不拖,直接把当前回合的叙事、
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* 技能权重和视觉表现都推向“强压正面敌人”的方向。
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*/
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export const BATTLE_ALL_IN_CRUSH_FUNCTION_SOURCE: StateFunctionSource = {
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export const BATTLE_ALL_IN_CRUSH_FUNCTION_SOURCE: StateFunctionRuntimeSource = {
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definition: {
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id: 'battle_all_in_crush',
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state: 'battle',
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@@ -56,5 +56,23 @@ export const BATTLE_ALL_IN_CRUSH_FUNCTION_SOURCE: StateFunctionSource = {
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category: 'battle',
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active: true,
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},
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runtime: {
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buildSuggestedActionText({ metrics, environment }) {
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if (metrics.monsterHpRatio <= 0.25) {
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return `压上去收掉${environment.monsterName}最后一口气`;
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}
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if (metrics.playerHpRatio <= 0.35) {
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return `顶着伤势强压${environment.monsterName}赌一波强杀`;
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}
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return `正面强压${environment.monsterName}不给喘息`;
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},
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getPriority({ metrics }) {
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return metrics.monsterHpRatio <= 0.25
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? 8
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: metrics.playerHpRatio <= 0.35
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? 2
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: 4;
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},
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},
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};
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@@ -1,5 +1,5 @@
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import { AnimationState } from '../../../types';
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import type { StateFunctionSource } from '../types';
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import type { StateFunctionRuntimeSource } from '../types';
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/**
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* battle_escape_breakout
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@@ -7,7 +7,7 @@ import type { StateFunctionSource } from '../types';
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* 战斗中的脱离动作。它不是继续换血,而是明确让主角放弃当前缠斗,
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* 把叙事重心切到“拉开距离、甩开追击、离开战场”。
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*/
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export const BATTLE_ESCAPE_BREAKOUT_FUNCTION_SOURCE: StateFunctionSource = {
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export const BATTLE_ESCAPE_BREAKOUT_FUNCTION_SOURCE: StateFunctionRuntimeSource = {
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definition: {
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id: 'battle_escape_breakout',
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state: 'battle',
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@@ -51,5 +51,20 @@ export const BATTLE_ESCAPE_BREAKOUT_FUNCTION_SOURCE: StateFunctionSource = {
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category: 'escape',
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active: true,
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},
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runtime: {
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buildSuggestedActionText({ metrics, environment }) {
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if (metrics.playerHpRatio <= 0.35) {
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return `撑着伤势先脱离${environment.monsterName}的追杀`;
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}
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return `转身拉开距离,甩开${environment.monsterName}`;
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},
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getPriority({ metrics }) {
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return metrics.playerHpRatio <= 0.2
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? 9
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: metrics.playerHpRatio <= 0.35
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? 5
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: 1;
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},
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},
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};
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@@ -1,5 +1,5 @@
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import { AnimationState } from '../../../types';
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import type { StateFunctionSource } from '../types';
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import type { StateFunctionRuntimeSource } from '../types';
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/**
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* battle_feint_step
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@@ -7,7 +7,7 @@ import type { StateFunctionSource } from '../types';
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* 战斗中的机动切入动作。它把重点放在虚晃、变线与抢身位,
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* 让战斗叙事更偏向灵活切入而不是硬扛伤害。
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*/
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export const BATTLE_FEINT_STEP_FUNCTION_SOURCE: StateFunctionSource = {
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export const BATTLE_FEINT_STEP_FUNCTION_SOURCE: StateFunctionRuntimeSource = {
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definition: {
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id: 'battle_feint_step',
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state: 'battle',
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@@ -56,5 +56,16 @@ export const BATTLE_FEINT_STEP_FUNCTION_SOURCE: StateFunctionSource = {
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category: 'battle',
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active: true,
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},
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runtime: {
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buildSuggestedActionText({ metrics, environment }) {
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if (metrics.monsterHpRatio <= 0.35) {
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return `虚晃切进去收掉${environment.monsterName}`;
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}
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return `借假动作切进${environment.monsterName}身前`;
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},
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getPriority({ metrics }) {
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return metrics.monsterHpRatio <= 0.5 ? 5 : 3;
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},
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},
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};
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@@ -1,5 +1,5 @@
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import { AnimationState } from '../../../types';
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import type { StateFunctionSource } from '../types';
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import type { StateFunctionRuntimeSource } from '../types';
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/**
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* battle_finisher_window
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@@ -7,7 +7,7 @@ import type { StateFunctionSource } from '../types';
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* 战斗中的终结窗口动作。它要求系统把这一回合理解为“敌人已经露出空档”,
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* 因而优先演出收割、补刀和终结技。
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*/
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export const BATTLE_FINISHER_WINDOW_FUNCTION_SOURCE: StateFunctionSource = {
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export const BATTLE_FINISHER_WINDOW_FUNCTION_SOURCE: StateFunctionRuntimeSource = {
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definition: {
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id: 'battle_finisher_window',
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state: 'battle',
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@@ -55,5 +55,23 @@ export const BATTLE_FINISHER_WINDOW_FUNCTION_SOURCE: StateFunctionSource = {
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category: 'battle',
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active: true,
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},
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runtime: {
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buildSuggestedActionText({ metrics, environment }) {
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if (metrics.monsterHpRatio <= 0.25) {
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return `完成对${environment.monsterName}的残血收割`;
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}
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if (metrics.monsterHpRatio <= 0.45) {
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return `抓住${environment.monsterName}露出的破绽补上重击`;
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}
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return `盯住${environment.monsterName}的空当准备终结一击`;
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},
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getPriority({ metrics }) {
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return metrics.monsterHpRatio <= 0.25
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? 10
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: metrics.monsterHpRatio <= 0.45
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? 6
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: 1;
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},
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},
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};
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@@ -1,5 +1,5 @@
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import { AnimationState } from '../../../types';
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import type { StateFunctionSource } from '../types';
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import type { StateFunctionRuntimeSource } from '../types';
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/**
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* battle_guard_break
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@@ -7,7 +7,7 @@ import type { StateFunctionSource } from '../types';
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* 战斗中的破架重击动作。它强调“针对敌人当前动作强拆架势”,
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* 比纯换血更讲究把敌人的节奏打断。
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*/
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export const BATTLE_GUARD_BREAK_FUNCTION_SOURCE: StateFunctionSource = {
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export const BATTLE_GUARD_BREAK_FUNCTION_SOURCE: StateFunctionRuntimeSource = {
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definition: {
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id: 'battle_guard_break',
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state: 'battle',
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@@ -54,5 +54,16 @@ export const BATTLE_GUARD_BREAK_FUNCTION_SOURCE: StateFunctionSource = {
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category: 'battle',
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active: true,
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},
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runtime: {
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buildSuggestedActionText({ metrics, environment }) {
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if (metrics.monsterHpRatio <= 0.35) {
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return `砸开${environment.monsterName}的架势直接斩落`;
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}
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return `重击破开${environment.monsterName}的招架`;
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},
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getPriority({ metrics }) {
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return metrics.monsterHpRatio <= 0.4 ? 6 : 3;
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},
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},
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};
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@@ -1,5 +1,5 @@
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import { AnimationState } from '../../../types';
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import type { StateFunctionSource } from '../types';
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import type { StateFunctionRuntimeSource } from '../types';
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/**
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* battle_probe_pressure
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@@ -7,7 +7,7 @@ import type { StateFunctionSource } from '../types';
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* 战斗中的稳扎试探动作。适合在局势未明、资源需要保留时,
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* 先用安全且持续的压制把信息和节奏摸出来。
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*/
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export const BATTLE_PROBE_PRESSURE_FUNCTION_SOURCE: StateFunctionSource = {
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export const BATTLE_PROBE_PRESSURE_FUNCTION_SOURCE: StateFunctionRuntimeSource = {
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definition: {
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id: 'battle_probe_pressure',
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state: 'battle',
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@@ -54,5 +54,19 @@ export const BATTLE_PROBE_PRESSURE_FUNCTION_SOURCE: StateFunctionSource = {
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category: 'battle',
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active: true,
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},
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runtime: {
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buildSuggestedActionText({ metrics, environment }) {
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if (metrics.playerManaRatio <= 0.3) {
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return `稳住节奏试探${environment.monsterName},先省下灵力`;
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}
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if (metrics.monsterHpRatio <= 0.3) {
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return `稳步逼近,补掉${environment.monsterName}残余血量`;
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}
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return `稳扎稳打继续试探${environment.monsterName}`;
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},
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getPriority({ metrics }) {
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return metrics.playerManaRatio <= 0.3 ? 8 : 4;
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},
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},
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};
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@@ -1,5 +1,5 @@
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import { AnimationState } from '../../../types';
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import type { StateFunctionSource } from '../types';
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import type { StateFunctionRuntimeSource } from '../types';
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/**
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* battle_recover_breath
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@@ -7,7 +7,7 @@ import type { StateFunctionSource } from '../types';
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* 战斗中的恢复动作。它会把当前回合塑造成“先稳住伤势与灵力”,
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* 让数值、冷却和叙事都朝回气与整顿节奏的方向靠拢。
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*/
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export const BATTLE_RECOVER_BREATH_FUNCTION_SOURCE: StateFunctionSource = {
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export const BATTLE_RECOVER_BREATH_FUNCTION_SOURCE: StateFunctionRuntimeSource = {
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definition: {
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id: 'battle_recover_breath',
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state: 'battle',
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@@ -57,5 +57,22 @@ export const BATTLE_RECOVER_BREATH_FUNCTION_SOURCE: StateFunctionSource = {
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category: 'recovery',
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active: true,
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},
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runtime: {
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buildSuggestedActionText({ metrics }) {
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if (metrics.playerHpRatio <= 0.35) {
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return '原地打坐恢复血量';
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}
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if (metrics.playerManaRatio <= 0.3) {
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return '收势调息回一口灵力';
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}
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return '边守边调息稳住节奏';
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},
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getPriority({ metrics }) {
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return (
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(metrics.playerHpRatio <= 0.35 ? 10 : 0) +
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(metrics.playerManaRatio <= 0.3 ? 6 : 0)
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);
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},
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},
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};
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@@ -1,5 +1,5 @@
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import { AnimationState } from '../../../types';
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import type { StateFunctionSource } from '../types';
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import type { StateFunctionRuntimeSource } from '../types';
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/**
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* idle_call_out
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@@ -7,7 +7,7 @@ import type { StateFunctionSource } from '../types';
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* 空闲状态下的主动喊话动作。它会把探索从“静悄悄地摸过去”
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* 转成“先出声试探,看谁先回应”的节奏。
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*/
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export const IDLE_CALL_OUT_FUNCTION_SOURCE: StateFunctionSource = {
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export const IDLE_CALL_OUT_FUNCTION_SOURCE: StateFunctionRuntimeSource = {
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definition: {
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id: 'idle_call_out',
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state: 'idle',
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@@ -44,5 +44,24 @@ export const IDLE_CALL_OUT_FUNCTION_SOURCE: StateFunctionSource = {
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category: 'idle',
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active: true,
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},
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runtime: {
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applyDefinitionAdjustments(definition) {
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return {
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...definition,
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text: '主动出声试探',
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description:
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'主动朝前方喊话试探,可能把附近潜着的角色或怪物直接从远处引出来。',
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};
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},
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buildSuggestedActionText({ environment }) {
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return `冲着${environment.sceneName}前方扬声试探,看是谁先被逼出来`;
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},
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buildDetailText() {
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return '主动打破寂静,把附近潜着的角色或怪物从屏幕外直接引到眼前。';
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},
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getPriority() {
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return 5;
|
||||
},
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||||
},
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||||
};
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|
||||
|
||||
@@ -1,5 +1,5 @@
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import { AnimationState } from '../../../types';
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import type { StateFunctionSource } from '../types';
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||||
import type { StateFunctionRuntimeSource } from '../types';
|
||||
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/**
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* idle_explore_forward
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@@ -7,7 +7,7 @@ import type { StateFunctionSource } from '../types';
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* 空闲状态下最核心的推进动作。它负责把“继续往前探”从一句泛化文案,
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* 落成真正会引出下一幕遭遇的运行时 function。
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||||
*/
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export const IDLE_EXPLORE_FORWARD_FUNCTION_SOURCE: StateFunctionSource = {
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export const IDLE_EXPLORE_FORWARD_FUNCTION_SOURCE: StateFunctionRuntimeSource = {
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definition: {
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id: 'idle_explore_forward',
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state: 'idle',
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@@ -44,5 +44,32 @@ export const IDLE_EXPLORE_FORWARD_FUNCTION_SOURCE: StateFunctionSource = {
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||||
category: 'idle',
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||||
active: true,
|
||||
},
|
||||
runtime: {
|
||||
applyDefinitionAdjustments(definition) {
|
||||
return {
|
||||
...definition,
|
||||
text: '继续向前探索',
|
||||
description:
|
||||
'沿着当前场景继续深入,把前路真正探出来,下一刻就可能撞上新的危险或际遇。',
|
||||
};
|
||||
},
|
||||
buildSuggestedActionText({ metrics, environment }) {
|
||||
if (metrics.playerHpRatio <= 0.35) {
|
||||
return `按着伤口,沿着${environment.sceneName}继续往深处摸去`;
|
||||
}
|
||||
if (environment.hasForwardScene) {
|
||||
return `顺着${environment.sceneName}的路势,继续朝前方深处探去`;
|
||||
}
|
||||
return `拨开${environment.sceneName}前的遮挡,继续朝更深处探去`;
|
||||
},
|
||||
buildDetailText({ environment }) {
|
||||
return environment.hasForwardScene
|
||||
? `沿着${environment.sceneName}继续往前压过去,真正把前方会遇到的人影、怪物或宝藏探出来。`
|
||||
: `继续深入${environment.sceneName}前方未探明的地带,下一刻就可能撞见新的动静。`;
|
||||
},
|
||||
getPriority({ metrics }) {
|
||||
return metrics.playerHpRatio > 0.45 ? 6 : 2;
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
import type { StateFunctionRuntimeSource } from '../types';
|
||||
|
||||
/**
|
||||
* idle_follow_clue
|
||||
@@ -7,7 +7,7 @@ import type { StateFunctionSource } from '../types';
|
||||
* 空闲状态下的循线推进动作。它在源码定义层仍然存在,
|
||||
* 但当前运行时会在聚合阶段被过滤,因此属于保留中的停用 function。
|
||||
*/
|
||||
export const IDLE_FOLLOW_CLUE_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
export const IDLE_FOLLOW_CLUE_FUNCTION_SOURCE: StateFunctionRuntimeSource = {
|
||||
definition: {
|
||||
id: 'idle_follow_clue',
|
||||
state: 'idle',
|
||||
@@ -44,5 +44,16 @@ export const IDLE_FOLLOW_CLUE_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
category: 'idle',
|
||||
active: false,
|
||||
},
|
||||
runtime: {
|
||||
buildSuggestedActionText() {
|
||||
return '顺着可疑痕迹继续靠近';
|
||||
},
|
||||
buildDetailText() {
|
||||
return '沿着声音、脚印或灵气痕迹继续摸过去,可能更快接近前方目标。';
|
||||
},
|
||||
getPriority() {
|
||||
return 5;
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
import type { StateFunctionRuntimeSource } from '../types';
|
||||
|
||||
/**
|
||||
* idle_observe_signs
|
||||
@@ -7,7 +7,7 @@ import type { StateFunctionSource } from '../types';
|
||||
* 空闲状态下的侦察动作。它把当前回合定义成“停下来观察”,
|
||||
* 重点不是立刻推进,而是为后续选择生成可引用的观察结果。
|
||||
*/
|
||||
export const IDLE_OBSERVE_SIGNS_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
export const IDLE_OBSERVE_SIGNS_FUNCTION_SOURCE: StateFunctionRuntimeSource = {
|
||||
definition: {
|
||||
id: 'idle_observe_signs',
|
||||
state: 'idle',
|
||||
@@ -44,5 +44,16 @@ export const IDLE_OBSERVE_SIGNS_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
category: 'idle',
|
||||
active: true,
|
||||
},
|
||||
runtime: {
|
||||
buildSuggestedActionText() {
|
||||
return '停步观察附近的风吹草动';
|
||||
},
|
||||
buildDetailText() {
|
||||
return '先确认附近是否潜伏着人影、怪物或其他值得靠近的东西。';
|
||||
},
|
||||
getPriority() {
|
||||
return 4;
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
import type { StateFunctionRuntimeSource } from '../types';
|
||||
|
||||
/**
|
||||
* idle_rest_focus
|
||||
@@ -7,7 +7,7 @@ import type { StateFunctionSource } from '../types';
|
||||
* 空闲状态下的原地恢复动作。它不会推进遭遇,而是给玩家一个
|
||||
* 在非战斗场景里回收少量血蓝的缓冲回合。
|
||||
*/
|
||||
export const IDLE_REST_FOCUS_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
export const IDLE_REST_FOCUS_FUNCTION_SOURCE: StateFunctionRuntimeSource = {
|
||||
definition: {
|
||||
id: 'idle_rest_focus',
|
||||
state: 'idle',
|
||||
@@ -46,5 +46,21 @@ export const IDLE_REST_FOCUS_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
category: 'recovery',
|
||||
active: true,
|
||||
},
|
||||
runtime: {
|
||||
buildSuggestedActionText({ metrics }) {
|
||||
if (metrics.playerHpRatio <= 0.35) {
|
||||
return '原地打坐恢复气血';
|
||||
}
|
||||
if (metrics.playerManaRatio <= 0.35) {
|
||||
return '盘坐调息恢复灵力';
|
||||
}
|
||||
return '原地调息整理状态';
|
||||
},
|
||||
getPriority({ metrics }) {
|
||||
return metrics.playerHpRatio <= 0.35 || metrics.playerManaRatio <= 0.35
|
||||
? 8
|
||||
: 2;
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
import type { StateFunctionRuntimeSource } from '../types';
|
||||
|
||||
/**
|
||||
* idle_travel_next_scene
|
||||
@@ -7,7 +7,7 @@ import type { StateFunctionSource } from '../types';
|
||||
* 空闲状态下的切场景动作。它代表玩家主动离开当前地点,
|
||||
* 进入相邻场景重新开启新的遭遇周期。
|
||||
*/
|
||||
export const IDLE_TRAVEL_NEXT_SCENE_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
export const IDLE_TRAVEL_NEXT_SCENE_FUNCTION_SOURCE: StateFunctionRuntimeSource = {
|
||||
definition: {
|
||||
id: 'idle_travel_next_scene',
|
||||
state: 'idle',
|
||||
@@ -44,5 +44,21 @@ export const IDLE_TRAVEL_NEXT_SCENE_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
category: 'idle',
|
||||
active: true,
|
||||
},
|
||||
runtime: {
|
||||
buildSuggestedActionText({ environment }) {
|
||||
return environment.travelSceneName
|
||||
? `前往${environment.travelSceneName}`
|
||||
: '前往其他场景';
|
||||
},
|
||||
buildDetailText({ environment }) {
|
||||
return (
|
||||
environment.travelSceneDescription ??
|
||||
'离开当前区域,前往相邻场景继续冒险。'
|
||||
);
|
||||
},
|
||||
getPriority({ metrics }) {
|
||||
return metrics.playerHpRatio > 0.45 ? 5 : 3;
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import type { StateFunctionSource } from '../types';
|
||||
import type { StateFunctionRuntimeSource } from '../types';
|
||||
import { BATTLE_ALL_IN_CRUSH_FUNCTION_SOURCE } from './battleAllInCrush';
|
||||
import { BATTLE_ATTACK_BASIC_FUNCTION } from './battleAttackBasic';
|
||||
import { BATTLE_ESCAPE_BREAKOUT_FUNCTION_SOURCE } from './battleEscapeBreakout';
|
||||
@@ -15,7 +15,7 @@ import { IDLE_OBSERVE_SIGNS_FUNCTION_SOURCE } from './idleObserveSigns';
|
||||
import { IDLE_REST_FOCUS_FUNCTION_SOURCE } from './idleRestFocus';
|
||||
import { IDLE_TRAVEL_NEXT_SCENE_FUNCTION_SOURCE } from './idleTravelNextScene';
|
||||
|
||||
export const STATE_FUNCTION_SOURCES: StateFunctionSource[] = [
|
||||
export const STATE_FUNCTION_SOURCES: StateFunctionRuntimeSource[] = [
|
||||
BATTLE_ALL_IN_CRUSH_FUNCTION_SOURCE,
|
||||
BATTLE_GUARD_BREAK_FUNCTION_SOURCE,
|
||||
BATTLE_PROBE_PRESSURE_FUNCTION_SOURCE,
|
||||
@@ -31,6 +31,10 @@ export const STATE_FUNCTION_SOURCES: StateFunctionSource[] = [
|
||||
IDLE_CALL_OUT_FUNCTION_SOURCE,
|
||||
];
|
||||
|
||||
export const STATE_FUNCTION_RUNTIME_SOURCES = STATE_FUNCTION_SOURCES.filter(
|
||||
(source) => source.runtime,
|
||||
);
|
||||
|
||||
export const STATE_FUNCTION_DEFINITIONS = STATE_FUNCTION_SOURCES.map(
|
||||
(source) => source.definition,
|
||||
);
|
||||
@@ -47,4 +51,3 @@ export const STATE_FUNCTION_DOCUMENTATION = [
|
||||
BATTLE_USE_SKILL_FUNCTION,
|
||||
...STATE_FUNCTION_SOURCES.map((source) => source.documentation),
|
||||
];
|
||||
|
||||
|
||||
Reference in New Issue
Block a user