mirror of
https://github.com/VickScarlet/lifeRestart.git
synced 2026-08-19 18:43:53 +08:00
update: game core flow pages
This commit is contained in:
@@ -1,6 +1,7 @@
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import type { Achievement, Event, Talent } from '@remake/data'
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import { ages, AchievementOpportunity as Ao } from '@remake/data'
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import type { Allocation, GameState, ProfileState } from './state'
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import type { Properties } from './state'
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import { createState, nextProfile, propsEffect } from './state'
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import { summary as stateSummary } from './state'
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import type { PullOptions, ReplacementResult } from './talent'
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@@ -109,6 +110,6 @@ export function end(
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}
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export { pull, exclude }
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export type { GameState, ProfileState, Allocation, RNG }
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export type { PullOptions, ReplacementResult }
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export type { GameState, ProfileState, Properties, RNG }
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export type { PullOptions, ReplacementResult, Allocation }
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export type { AdditionalPoint, AdditionalPoints }
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@@ -1,4 +1,4 @@
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import type { Achievement, Event, Talent } from '@remake/data'
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import type { Achievement, Event, Talent, Character } from '@remake/data'
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import { produce } from 'immer'
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import { sum, keys } from '@remake/vitex'
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@@ -37,6 +37,9 @@ export interface GameState {
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talentTriggers: Map<Talent['id'], number> // 本局天赋触发次数
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}
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/** 唯一角色 */
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export type UniqueCharacter = Omit<Character, 'id' | 'name'>
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/** 持久化存储的数据 */
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export interface ProfileState {
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times: number // 游戏次数
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@@ -46,6 +49,7 @@ export interface ProfileState {
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achievements: Set<Achievement['id']> // 达成的成就
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highest?: Properties // 历史最高属性
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lowest?: Properties // 历史最低属性
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unique?: UniqueCharacter // 唯一角色属性
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}
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export function createState(
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@@ -7,6 +7,7 @@ export interface Config {
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pull: PullOptions
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points: number
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allocate: number
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spirit: number
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mode: number
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}
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+106
-26
@@ -1,9 +1,11 @@
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import { useTransition, useCallback } from 'react'
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import { useCallback, useRef, useState } from 'react'
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import { atom, useSetAtom, useAtomValue, useAtom } from 'jotai'
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import { useConfig } from './config'
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import { useProfile } from './profile'
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import { end } from '@remake/core'
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import type { GameState } from '@remake/core'
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import { useReplaced, useTalentReset } from './talent'
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import { useAlloc, useAllocReset } from './alloc'
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import { start, next, summary, end } from '@remake/core'
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import type { GameState, Properties, NextResult } from '@remake/core'
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import type { Talent } from '@remake/data/talent'
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export enum Step {
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@@ -15,45 +17,123 @@ export enum Step {
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Summary = 'summary',
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}
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export type Log = Omit<NextResult, 'state'> & {
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props: Omit<Properties, 'age'>
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}
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const stepAtom = atom<Step>(Step.Idle)
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const gameStateAtom = atom<GameState | null>(null)
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const logsAtom = atom<Log[]>([])
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const summaryAtom = atom(0)
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export const useStateReset = () => {
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const setGameState = useSetAtom(gameStateAtom)
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return useCallback(() => setGameState(null), [setGameState])
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}
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export const useLogsReset = () => {
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const setLogs = useSetAtom(logsAtom)
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return useCallback(() => setLogs([]), [setLogs])
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}
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export const useGameReset = () => {
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const resetTalent = useTalentReset()
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const resetAlloc = useAllocReset()
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const resetState = useStateReset()
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const resetLogs = useLogsReset()
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return useCallback(() => {
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resetTalent()
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resetAlloc()
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resetState()
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resetLogs()
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}, [resetTalent, resetAlloc, resetState, resetLogs])
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}
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export const useStep = () => useAtomValue(stepAtom)
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export const useSetStep = () => useSetAtom(stepAtom)
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export const useGameState = () => useAtomValue(gameStateAtom)
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export const useSummary = () => useAtomValue(summaryAtom)
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export const useLogs = () => useAtomValue(logsAtom)
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export const useRemake = () => {
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const config = useConfig()
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const { mode } = useConfig()
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const [{ times }] = useProfile()
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const setStep = useSetAtom(stepAtom)
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const reset = useGameReset()
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return useCallback(() => {
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reset()
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setStep(times < mode ? Step.Pick : Step.Mode)
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}, [mode, times, setStep, reset])
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}
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export const useStart = () => {
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const { spirit } = useConfig()
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const [profile] = useProfile()
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const setStep = useSetAtom(stepAtom)
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const setState = useSetAtom(gameStateAtom)
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const allocate = useAlloc()
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const { talents: tr } = useReplaced()
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return useCallback(() => {
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const step = profile.times < config.mode ? Step.Pick : Step.Mode
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setStep(step)
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}, [config, profile, setStep])
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const alloc = { ...allocate, spirit }
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const result = start(profile, alloc, tr.talents)
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setState(result.state)
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setStep(Step.Play)
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return result.achievements
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}, [profile, allocate, spirit, tr, setStep, setState])
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}
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export const useNext = () => {
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const [profile] = useProfile()
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const [state, setState] = useAtom(gameStateAtom)
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const [logs, setLogs] = useAtom(logsAtom)
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const endRef = useRef(false)
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const [ended, setEnded] = useState(false)
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if (!state) throw new Error('Game state is not available.')
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const nexter = useCallback(() => {
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if (!state) throw new Error('Game state is not available.')
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if (endRef.current) throw new Error('Game state is already ended.')
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const { state: s, ...result } = next(state, profile)
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setState(s)
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const { age, ...props } = s.props.current
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const log = { ...result, props }
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setLogs(prev => [...prev, log])
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if (s.life <= 0) {
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endRef.current = true
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setEnded(true)
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}
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return result.achievements
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}, [state, profile, setState])
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return [{ state, logs, ended }, nexter] as const
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}
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export const useGotoSummary = () => {
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const [profile] = useProfile()
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const [state, setState] = useAtom(gameStateAtom)
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const setStep = useSetAtom(stepAtom)
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const setSummary = useSetAtom(summaryAtom)
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return useCallback(() => {
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if (!state) throw new Error('Game state is not available.')
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const result = summary(state, profile)
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setSummary(result.summary)
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setState(result.state)
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setStep(Step.Summary)
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return result.achievements
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}, [state, profile, setStep, setState, setSummary])
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}
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export const useEnd = () => {
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const [profile, setProfile] = useProfile()
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const [step, setStep] = useAtom(stepAtom)
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const [state, setState] = useAtom(gameStateAtom)
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const [pending, startTransition] = useTransition()
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const ender = useCallback(
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const state = useAtomValue(gameStateAtom)
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const reset = useGameReset()
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return useCallback(
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(talent?: Talent['id']) => {
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startTransition(async () => {
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if (!state || step === Step.Summary)
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throw new Error(
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'Game state is not available or already ended.',
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)
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const { profile: next, achievements } = end(
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state,
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profile,
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talent,
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)
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setStep(Step.Idle)
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setState(null)
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setProfile(next)
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})
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if (!state)
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throw new Error('Game state is not available or already ended.')
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const result = end(state, profile, talent)
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setStep(Step.Idle)
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setProfile(result.profile)
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reset()
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return result.achievements
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},
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[state, step, profile, setStep, setState, setProfile],
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[state, step, profile, setStep, setProfile, reset],
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)
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return [pending, ender] as const
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}
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@@ -4,6 +4,8 @@ import type { ProfileState } from '@remake/core'
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const profileAtom = atom<ProfileState | null>(null)
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export const useRawProfile = () => useAtom(profileAtom)
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export const useProfile = () => {
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const [profile, setProfile] = useAtom(profileAtom)
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if (!profile) throw new Error('Profile is not loaded')
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@@ -10,6 +10,15 @@ import type { Talent } from '@remake/data/talent'
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const pickedAtom = atom(new Set<Talent['id']>())
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const replacedAtom = atom<TalentsPickedResult | null>(null)
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export const useTalentReset = () => {
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const setPicked = useSetAtom(pickedAtom)
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const setReplaced = useSetAtom(replacedAtom)
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return useCallback(() => {
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setPicked(new Set())
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setReplaced(null)
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}, [setPicked, setReplaced])
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}
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export const usePicked = () => {
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const picked = useAtomValue(pickedAtom)
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if (!picked) throw new Error('No talents picked')
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@@ -26,11 +35,12 @@ export const useTalentPuller = () => {
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const [profile] = useProfile()
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const [pulled, setPulled] = useState<Talent['id'][] | null>(null)
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const puller = useCallback(
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(rng?: RNG) => setPulled(pull(p, profile, rng)),
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// (rng?: RNG) =>
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// setPulled([
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// 1142, 1143, 1144, 1145, 1146, 1086, 1122, 1111, 1130, 1048,
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// ]),
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// (rng?: RNG) => setPulled(pull(p, profile, rng)),
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(rng?: RNG) =>
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setPulled([
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1142, 1143, 1144, 1145, 1146, 1086, 1122, 1111, 1130, 1048,
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1033,
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]),
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[p, profile, setPulled],
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)
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return [pulled, puller] as const
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@@ -34,6 +34,12 @@ export function shuffle<T>(array: T[], rng?: RNG): T[] {
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return result
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}
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export function keys<T extends object>(obj: T): (keyof T)[] {
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return Object.keys(obj) as (keyof T)[]
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export function keys<T extends object, K extends keyof T = never>(
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obj: T,
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filter?: K[],
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): Exclude<keyof T, K>[] {
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const allKeys = Object.keys(obj) as (keyof T)[]
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if (!filter || filter.length === 0) return allKeys as Exclude<keyof T, K>[]
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const filterSet = new Set<keyof T>(filter)
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return allKeys.filter(key => !filterSet.has(key)) as Exclude<keyof T, K>[]
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}
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