refactor(slay-the-spire-like): update combat targeting and effect logic
Refactor combat targeting types and effect application logic in the Slay the Spire-like sample. - Update `getEffectTargets` to use `IntentEffectTarget` and more descriptive target keys (e.g., `eachEnemy`, `randomEnemy`). - Update `promptMainAction` to use `enemy` instead of `single` for card target types. - Refactor `addInstantEffectTriggers` to remove unused effect loading and improve enemy/card instantiation logic
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@@ -10,7 +10,7 @@ import {
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CardData,
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CardEffectTarget,
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EffectData,
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EffectTarget,
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IntentEffectTarget,
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} from "@/samples/slay-the-spire-like/system/types";
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export function addEffect(
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@@ -103,25 +103,25 @@ export function* getAliveEnemies(state: CombatState) {
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}
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export function* getEffectTargets(
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target: CardEffectTarget | EffectTarget,
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target: CardEffectTarget | IntentEffectTarget,
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game: CombatGameContext,
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targetId?: string,
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sourceEntityKey: "player" | string = "player",
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) {
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if (target === "all" || target === "team") {
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if (target === "eachEnemy") {
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for (const enemy of getAliveEnemies(game.value)) {
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yield enemy;
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}
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} else if (target === "self") {
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} else if (target === "user") {
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const entity = getCombatEntity(game.value, sourceEntityKey);
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if (entity) yield entity;
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} else if (target === "player") {
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yield game.value.player;
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} else if (target === "target") {
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} else if (target === "eachTarget") {
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if (!targetId) return;
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const entity = getCombatEntity(game.value, targetId);
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if (entity) yield entity;
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} else if (target === "random") {
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} else if (target === "randomEnemy") {
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const aliveEnemies = [...getAliveEnemies(game.value)];
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if (aliveEnemies.length === 0) return;
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const index = game.rng.nextInt(aliveEnemies.length);
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