refactor: reformat code and introduce IGameContextExport
- Reformat `src/core/game.ts` and sample types to use 2-space indentation - Add `IGameContextExport` to hide internal test properties - Update `CombatGameContext` to use the exported context type
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src/core/game.ts
160
src/core/game.ts
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@ -1,80 +1,104 @@
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import {MutableSignal, mutableSignal} from "@/utils/mutable-signal";
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import { MutableSignal, mutableSignal } from "@/utils/mutable-signal";
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import {
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Command,
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CommandRegistry, CommandResult,
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CommandRunnerContextExport,
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CommandSchema,
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createCommandRegistry,
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createCommandRunnerContext, parseCommandSchema,
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Command,
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CommandRegistry,
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CommandResult,
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CommandRunnerContextExport,
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CommandSchema,
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createCommandRegistry,
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createCommandRunnerContext,
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parseCommandSchema,
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} from "@/utils/command";
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import {PromptValidator} from "@/utils/command/command-runner";
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import {Mulberry32RNG, ReadonlyRNG, RNG} from "@/utils/rng";
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import { PromptValidator } from "@/utils/command/command-runner";
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import { Mulberry32RNG, ReadonlyRNG, RNG } from "@/utils/rng";
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export interface IGameContext<TState extends Record<string, unknown> = {} > {
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get value(): TState;
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get rng(): ReadonlyRNG;
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produce(fn: (draft: TState) => void): void;
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produceAsync(fn: (draft: TState) => void): Promise<void>;
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run<T>(input: string): Promise<CommandResult<T>>;
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runParsed<T>(command: Command): Promise<CommandResult<T>>;
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prompt: <TResult,TArgs extends any[]=any[]>(def: PromptDef<TArgs>, validator: PromptValidator<TResult,TArgs>, currentPlayer?: string | null) => Promise<TResult>;
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// test only
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_state: MutableSignal<TState>;
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_commands: CommandRunnerContextExport<IGameContext<TState>>;
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_rng: RNG;
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export interface IGameContext<TState extends Record<string, unknown> = {}> {
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get value(): TState;
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get rng(): ReadonlyRNG;
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produce(fn: (draft: TState) => void): void;
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produceAsync(fn: (draft: TState) => void): Promise<void>;
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run<T>(input: string): Promise<CommandResult<T>>;
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runParsed<T>(command: Command): Promise<CommandResult<T>>;
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prompt: <TResult, TArgs extends any[] = any[]>(
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def: PromptDef<TArgs>,
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validator: PromptValidator<TResult, TArgs>,
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currentPlayer?: string | null,
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) => Promise<TResult>;
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// test only
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_state: MutableSignal<TState>;
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_commands: CommandRunnerContextExport<IGameContext<TState>>;
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_rng: RNG;
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}
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export type IGameContextExport<TState extends Record<string, unknown> = {}> =
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Omit<IGameContext<TState>, "_state" | "_commands" | "_rng">;
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export function createGameContext<TState extends Record<string, unknown> = {} >(
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commandRegistry: CommandRegistry<IGameContext<TState>>,
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initialState?: TState | (() => TState)
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export function createGameContext<TState extends Record<string, unknown> = {}>(
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commandRegistry: CommandRegistry<IGameContext<TState>>,
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initialState?: TState | (() => TState),
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): IGameContext<TState> {
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const stateValue = typeof initialState === 'function' ? initialState() : initialState ?? {} as TState;
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const state = mutableSignal(stateValue);
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let commands: CommandRunnerContextExport<IGameContext<TState>> = null as any;
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const stateValue =
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typeof initialState === "function"
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? initialState()
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: (initialState ?? ({} as TState));
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const state = mutableSignal(stateValue);
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let commands: CommandRunnerContextExport<IGameContext<TState>> = null as any;
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const context: IGameContext<TState> = {
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get value(): TState {
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return state.value;
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},
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get rng() {
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return this._rng;
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},
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produce(fn) {
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return state.produce(fn);
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},
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produceAsync(fn) {
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return state.produceAsync(fn);
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},
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run<T>(input: string) {
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return commands.run<T>(input);
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},
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runParsed<T>(command: Command) {
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return commands.runParsed<T>(command);
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},
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prompt(def, validator, currentPlayer) {
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return commands.prompt(def.schema, validator, def.hintText, currentPlayer);
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},
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_state: state,
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_commands: commands,
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_rng: new Mulberry32RNG(),
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};
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const context: IGameContext<TState> = {
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get value(): TState {
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return state.value;
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},
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get rng() {
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return this._rng;
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},
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produce(fn) {
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return state.produce(fn);
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},
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produceAsync(fn) {
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return state.produceAsync(fn);
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},
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run<T>(input: string) {
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return commands.run<T>(input);
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},
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runParsed<T>(command: Command) {
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return commands.runParsed<T>(command);
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},
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prompt(def, validator, currentPlayer) {
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return commands.prompt(
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def.schema,
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validator,
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def.hintText,
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currentPlayer,
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);
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},
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context._commands = commands = createCommandRunnerContext(commandRegistry, context);
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return context;
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_state: state,
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_commands: commands,
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_rng: new Mulberry32RNG(),
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};
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context._commands = commands = createCommandRunnerContext(
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commandRegistry,
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context,
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);
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return context;
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}
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export type PromptDef<TArgs extends any[]=any[]> = {
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schema: CommandSchema,
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hintText?: string,
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}
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export function createPromptDef<TArgs extends any[]=any[]>(schema: CommandSchema | string, hintText?: string): PromptDef<TArgs> {
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schema = typeof schema === 'string' ? parseCommandSchema(schema) : schema;
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return { schema, hintText };
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export type PromptDef<TArgs extends any[] = any[]> = {
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schema: CommandSchema;
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hintText?: string;
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};
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export function createPromptDef<TArgs extends any[] = any[]>(
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schema: CommandSchema | string,
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hintText?: string,
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): PromptDef<TArgs> {
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schema = typeof schema === "string" ? parseCommandSchema(schema) : schema;
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return { schema, hintText };
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}
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export function createGameCommandRegistry<TState extends Record<string, unknown> = {} >() {
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return createCommandRegistry<IGameContext<TState>>();
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}
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export function createGameCommandRegistry<
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TState extends Record<string, unknown> = {},
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>() {
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return createCommandRegistry<IGameContext<TState>>();
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}
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@ -1,53 +1,59 @@
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import type { PlayerDeck } from "../deck/types";
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import {EnemyData, IntentData} from "@/samples/slay-the-spire-like/system/types";
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import {EffectData} from "@/samples/slay-the-spire-like/system/types";
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import {GridInventory} from "@/samples/slay-the-spire-like/system/grid-inventory";
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import {GameItemMeta} from "@/samples/slay-the-spire-like/system/progress";
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import {
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EnemyData,
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IntentData,
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} from "@/samples/slay-the-spire-like/system/types";
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import { EffectData } from "@/samples/slay-the-spire-like/system/types";
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import { GridInventory } from "@/samples/slay-the-spire-like/system/grid-inventory";
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import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress";
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export type EffectTable = Record<string, {data: EffectData, stacks: number}>;
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export type EffectTable = Record<string, { data: EffectData; stacks: number }>;
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export type CombatEntity = {
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id: string; // player is just "player"
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effects: EffectTable;
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hp: number;
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maxHp: number;
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isAlive: boolean;
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id: string; // player is just "player"
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effects: EffectTable;
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hp: number;
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maxHp: number;
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isAlive: boolean;
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};
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export type PlayerEntity = CombatEntity & {
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energy: number;
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maxEnergy: number;
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deck: PlayerDeck;
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itemEffects: Record<string, EffectTable>;
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}
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energy: number;
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maxEnergy: number;
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deck: PlayerDeck;
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itemEffects: Record<string, EffectTable>;
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};
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export type EnemyEntity = CombatEntity & {
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enemy: EnemyData;
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intents: Record<string, IntentData>;
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currentIntent: IntentData;
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enemy: EnemyData;
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intents: Record<string, IntentData>;
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currentIntent: IntentData;
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};
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export type CombatPhase = "playerTurn" | "enemyTurn" | "combatEnd";
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export type CombatResult = "victory" | "defeat";
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export type LootEntry = {
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type: "gold";
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amount: number;
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} | {
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type: "item",
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itemId: string;
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};
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export type LootEntry =
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| {
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type: "gold";
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amount: number;
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}
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type: "item";
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itemId: string;
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};
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export type CombatState = {
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enemies: EnemyEntity[];
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player: PlayerEntity;
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inventory: GridInventory<GameItemMeta>;
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enemies: EnemyEntity[];
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player: PlayerEntity;
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inventory: GridInventory<GameItemMeta>;
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phase: CombatPhase;
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turnNumber: number;
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result: CombatResult | null;
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phase: CombatPhase;
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turnNumber: number;
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result: CombatResult | null;
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loot: LootEntry[];
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loot: LootEntry[];
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};
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export type CombatGameContext = import("@/core/game").IGameContext<CombatState>;
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export type CombatGameContext =
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import("@/core/game").IGameContextExport<CombatState>;
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