v0.1.8: 万物皆是插件 + 全应用审计修复(60+ 缺陷歼灭)
插件协议:
- CotycPlugin Manifest(dependencies/conflicts/protected/install/uninstall)
- PluginManager:安装序确定性/依赖拒绝/异常回滚/追踪型上下文(卸载全摘钩子)
- 三核心插件常驻(Systems/Data/Events);插件清单/安装移除/启停广播
- EventPoolRegistry 多池合并;facade about/query('plugins')/plugin 订阅
- 设置页插件清单(含卸载按钮、核心保护);examplePlugin 开发范本入仓
全应用审计修复(引擎 39 + UI/主进程 40 双路清单,P0→P2 歼灭):
- P0:单亲 rollRoots 崩/插件事件软锁(findEvent 查池)/fire 覆盖幸存事件/
facade 未赋值(act 目录 6/24 生效→全量接通)/packOverride 死实现真接管/
4 能力卡无接线(trib/apprentice/tournament/season)/读档 rowid 方言崩溃/
buildApprentice 空候选崩/插件安装无回滚/trait 加成从未消费/DEV 双跑破坏时序
- P1:定时器幸存/advance in-flight 闸/battle 暂停/tournament 点将真传/
史书 memo 依赖/面板 hooks 顺序违规/远征 squad 残留 id/跨档状态残留/
toast 自清除/读档错误提示/导入后重载世界/pendingEvent 读档回填
- P2:版本三处统一/NewGame 随机收编/学费错误文案/姓氏池去重/
功法品阶错位(凡阶哨兵)/功法定价对齐/market 白名单校验/
战利功法去重/回声漏封缄/clock 迭代快照/core 事件池保护/
渡劫陨落走真突破/寄读 desc 诚实化/doas 死代码清理等 30 项
测试 239→256;金钟罩复验(防御批零漂移)
This commit is contained in:
+85
-36
@@ -60,6 +60,7 @@ export interface GameStore {
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closePaper: () => void
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toggleSound: () => void
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facade?: GameFacade
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advancing: boolean
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act: (name: ActName, payload: import('../game/engine/api').ActPayload) => boolean
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}
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@@ -67,8 +68,21 @@ const LOG_CAP = 260
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const lastPhaseStats = new Map<World, PhaseStat[]>()
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let logSeq = 1
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let toastTimer: ReturnType<typeof setTimeout> | null = null
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function setNextToast(msg: string): void {
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if (toastTimer) clearTimeout(toastTimer)
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useGameStore.setState({ toast: msg })
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toastTimer = setTimeout(() => useGameStore.setState({ toast: undefined }), 4200)
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}
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function stopTimer(): void {
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const st = useGameStore.getState()
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if (st.timer) clearInterval(st.timer)
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useGameStore.setState({ speed: 0, timer: null })
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}
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export const useGameStore = create<GameStore>((set, get) => ({
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facade: undefined as GameFacade | undefined,
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advancing: false,
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screen: 'boot',
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world: null,
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slot: 1,
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@@ -124,34 +138,46 @@ export const useGameStore = create<GameStore>((set, get) => ({
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startNewGame: async (opts, slot) => {
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const world = World.create(opts)
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set({ world, slot, screen: 'game', panel: 'family', logFeed: [], battleView: undefined, pendingEventId: undefined, pendingEventDef: undefined, revision: 1, speed: 0 })
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set({ world, slot, screen: 'game', panel: 'family', logFeed: [], battleView: undefined, pendingEventId: undefined, pendingEventDef: undefined, revision: 1, speed: 0, gameOverReason: undefined, paperReport: undefined, toast: undefined, selectedMemberId: undefined, selectedMissionDef: undefined })
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const st = get()
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st.world?.out.push(makeBus(st))
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const facade = new GameFacade(world, slot)
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set({ facade })
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await st.saveNow('开局')
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},
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continueGame: async (slot) => {
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const manager = getSlotManager()
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const file = await getSaveSlot(slot)
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await file.open()
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const state = await file.loadState()
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if (!state) throw new Error('找不到存档数据')
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openState(state, slot)
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await manager.updateSlotMeta(slot, metaFromState(state, slot))
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try {
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const manager = getSlotManager()
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const file = await getSaveSlot(slot)
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await file.open()
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const state = await file.loadState()
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if (!state) throw new Error('找不到存档数据')
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openState(state, slot)
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await manager.updateSlotMeta(slot, metaFromState(state, slot))
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} catch (e) {
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setNextToast(`读档失败:${String(e)}`)
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useGameStore.setState({ screen: 'boot' })
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}
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},
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loadSnapshot: async (slot, snapshotId) => {
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const file = await getSaveSlot(slot)
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await file.open()
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const state = await file.loadState(snapshotId)
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if (!state) throw new Error('找不到快照')
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openState(state, slot)
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try {
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const file = await getSaveSlot(slot)
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await file.open()
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const state = await file.loadState(snapshotId)
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if (!state) throw new Error('找不到快照')
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openState(state, slot)
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} catch (e) {
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setNextToast(`读取快照失败:${String(e)}`)
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}
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},
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advance: async () => {
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const st = get()
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const w = st.world
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if (!w || st.pendingEventId || w.state.gameOver) return
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if (!w || st.pendingEventId || w.state.gameOver || st.advancing) return
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set({ advancing: true })
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try {
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const t0 = performance.now()
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w.advanceMonth()
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@@ -175,7 +201,10 @@ export const useGameStore = create<GameStore>((set, get) => ({
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} catch {
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// 保存失败时不再叠加错误
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}
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set({ toast: '时日流转出现异常,已保存出险现场,可回档重来。', speed: 0 })
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setNextToast('时日流转出现异常,已保存出险现场,可回档重来。')
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stopTimer()
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} finally {
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set({ advancing: false })
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}
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},
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@@ -192,10 +221,21 @@ export const useGameStore = create<GameStore>((set, get) => ({
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}
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},
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onBattle: (log) => set({ battleView: log, revision: get().revision + 1 }),
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onBattle: (log) => {
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stopTimer()
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set({ battleView: log, revision: get().revision + 1 })
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},
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onPendingEvent: (id) => {
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const def = findEvent(id, get().world ?? undefined)
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if (!def) {
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// 未知事件(插件卸载/旧档漂移):跳过并解除软锁
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const w = get().world
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if (w?.state.pendingEvent === id) w.state.pendingEvent = undefined
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get().addLog({ id: logSeq++, kind: 'bad', text: `事件「${id}」未知,已跳过。`, year: get().world?.state.year ?? 0, month: get().world?.state.month ?? 0 })
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set({ pendingEventId: undefined, pendingEventDef: undefined })
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return
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}
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set({ pendingEventId: id, pendingEventDef: def })
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},
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@@ -253,6 +293,9 @@ export const useGameStore = create<GameStore>((set, get) => ({
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setSpeed: (v) => {
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const st = get()
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if (st.timer) clearInterval(st.timer)
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if (st.speed === v && v === 0 && false) {
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// noop
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}
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if (v <= 0) {
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set({ speed: v, timer: null })
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return
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@@ -261,9 +304,12 @@ export const useGameStore = create<GameStore>((set, get) => ({
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if (v >= 3) v = 3
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const timer = setInterval(() => {
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const cur = get()
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if (!cur.pendingEventId && cur.world && !cur.world.state.gameOver) {
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void cur.advance()
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const w = cur.world
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if (cur.speed <= 0 || !w || cur.pendingEventId || cur.battleView || cur.advancing || w.state.gameOver) {
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// 速度被暂停/事件待决/战报展开/在途推进时静默轮空
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return
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}
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void cur.advance()
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}, ms)
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set({ speed: v, timer })
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},
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@@ -282,25 +328,27 @@ export const useGameStore = create<GameStore>((set, get) => ({
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const json = await file.exportAll()
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const meta = metaFromState(st.world.state, st.slot)
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const r = await window.api.exportSave(json, `${meta.name}-年${meta.year}年`)
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if (r.ok) set({ toast: '存档已导出。' })
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else set({ toast: `导出失败:${r.error ?? ''}` })
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if (r.ok) setNextToast('存档已导出。')
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else setNextToast(`导出失败:${r.error ?? ''}`)
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},
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importSave: async (slot) => {
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if (!window.api) return
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const r = await window.api.importSave()
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if (!r.ok || !r.text) {
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set({ toast: `导入失败:${r.error ?? ''}` })
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setNextToast(`导入失败:${r.error ?? ''}`)
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return
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}
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const file = await getSaveSlot(slot)
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await file.open()
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const ok = await file.importAll(r.text)
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if (ok) {
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set({ toast: '导入成功,重新读取存档槽。' })
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setNextToast('导入成功,重新读取存档槽。')
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await get().refreshSlots()
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const state = await file.loadState()
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if (state) openState(state, slot)
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} else {
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set({ toast: '导入失败:文件格式不正确。' })
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setNextToast('导入失败:文件格式不正确。')
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}
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},
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@@ -326,8 +374,8 @@ function openState(state: GameState, slot: number): void {
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const st = useGameStore.getState()
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world.out.push(makeBus(st))
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const facade = new GameFacade(world, slot)
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world.out.push(facadebus(facade))
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useGameStore.setState({
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facade,
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world,
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slot,
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screen: 'game',
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@@ -338,8 +386,20 @@ function openState(state: GameState, slot: number): void {
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pendingEventDef: undefined,
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revision: 1,
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speed: 0,
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gameOverReason: state.gameOver?.reason
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gameOverReason: state.gameOver?.reason || undefined,
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paperReport: undefined,
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toast: undefined,
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selectedMemberId: undefined,
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selectedMissionDef: undefined
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})
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if (state.pendingEvent && state.members) {
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const def = findEvent(state.pendingEvent, world)
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if (def) {
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useGameStore.setState({ pendingEventId: state.pendingEvent, pendingEventDef: def })
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} else {
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world.state.pendingEvent = undefined
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}
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}
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}
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function makeBus(st: GameStore): WorldEventBus {
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@@ -363,17 +423,6 @@ function makeBus(st: GameStore): WorldEventBus {
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}
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}
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function facadebus(facade: GameFacade): WorldEventBus {
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return {
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onLog: () => undefined,
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onChronicle: () => undefined,
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onBattle: () => undefined,
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onPendingEvent: () => undefined,
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onGameOver: () => undefined,
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onSystemChange: () => undefined
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}
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}
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function actDirect(w: World, name: ActName, payload: import('../game/engine/api').ActPayload): boolean {
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if (name === 'legacy.resolve') return (w.resolveLegacyNow(), true)
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if (name === 'estate.rite') return w.ancestralRite()
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