@ai-rpg-engine/starter-zombie 2.2.3 → 2.2.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/README.es.md +52 -52
- package/README.fr.md +52 -52
- package/README.hi.md +52 -52
- package/README.it.md +52 -52
- package/README.ja.md +52 -52
- package/README.pt-BR.md +52 -52
- package/README.zh.md +52 -52
- package/dist/setup.d.ts.map +1 -1
- package/dist/setup.js +9 -30
- package/dist/setup.js.map +1 -1
- package/package.json +48 -48
package/LICENSE
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MIT License
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Copyright (c) 2026 MCP Tool Shop
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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package/README.es.md
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<p align="center">
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<a href="README.ja.md">日本語</a> | <a href="README.zh.md">中文</a> | <a href="README.md">English</a> | <a href="README.fr.md">Français</a> | <a href="README.hi.md">हिन्दी</a> | <a href="README.it.md">Italiano</a> | <a href="README.pt-BR.md">Português (BR)</a>
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<a href="README.ja.md">日本語</a> | <a href="README.zh.md">中文</a> | <a href="README.md">English</a> | <a href="README.fr.md">Français</a> | <a href="README.hi.md">हिन्दी</a> | <a href="README.it.md">Italiano</a> | <a href="README.pt-BR.md">Português (BR)</a>
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<img src="https://raw.githubusercontent.com/mcp-tool-shop-org/brand/main/logos/ai-rpg-engine/readme.png" width="400" alt="AI RPG Engine">
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</p>
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<a href="https://github.com/mcp-tool-shop-org/ai-rpg-engine/actions/workflows/ci.yml"><img src="https://github.com/mcp-tool-shop-org/ai-rpg-engine/actions/workflows/ci.yml/badge.svg" alt="CI"></a>
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<a href="https://github.com/mcp-tool-shop-org/ai-rpg-engine/blob/main/LICENSE"><img src="https://img.shields.io/badge/License-MIT-yellow.svg" alt="License: MIT"></a>
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<a href="https://mcp-tool-shop-org.github.io/ai-rpg-engine/"><img src="https://img.shields.io/badge/Landing_Page-live-blue" alt="Landing Page"></a>
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</p>
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# @ai-rpg-engine/starter-zombie
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**Ashfall Dead** — Un mundo de inicio para juegos de rol con IA, centrado en la supervivencia contra zombis.
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## Instalación
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# @ai-rpg-engine/starter-zombie
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**Ashfall Dead** — Un mundo de inicio para juegos de rol con IA, centrado en la supervivencia contra zombis.
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## Instalación
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```bash
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npm install @ai-rpg-engine/starter-zombie
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```
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## Lo que aprenderá
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Este programa de inicio demuestra toda la estructura del motor a través de un escenario de supervivencia:
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| Características | Lo que muestra el zombi |
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| **Rulesets** | `zombieMinimalRuleset` — estadísticas (aptitud/astucia/nervio), recursos (puntos de vida/resistencia/infección), verbos, fórmulas. |
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| **Zones & traversal** | 5 zonas en 3 habitaciones, con adyacencia, niveles de luz, elementos interactivos y peligros. |
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| **Districts** | El Refugio Seguro (facción de supervivientes) contra la Zona Muerta (hostil, no muerta). |
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| **Dialogue** | Conversación ramificada con un médico, con una misión secundaria para conseguir suministros en el hospital. |
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| **Combat** | Zombis "Arrastrándose" (lentos, resistentes) y "Corredores" (rápidos, frágiles) con IA agresiva. |
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| **Cognition & perception** | Decaimiento de la memoria, filtro de percepción, regla de presentación del hambre de los zombis. |
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| **Progression** | Árbol de supervivencia de 3 nodos con recompensas de experiencia al derrotar a las entidades. |
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| **Environment** | Zombis errantes que consumen resistencia, zonas de riesgo de infección que aumentan la infección. |
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| **Factions** | Facción de supervivientes con un médico, un carroñero y un líder militar. |
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| **Belief provenance** | Propagación de rumores con retraso, seguimiento de la creencia. |
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| **Inventory** | Antibióticos con un efecto de uso de objeto predefinido que reduce la infección. |
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| **Simulation inspector** | Inspección completa para el análisis de repeticiones. |
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## Qué hay dentro
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- **5 zonas** — Vestíbulo del Refugio Seguro, Gasolinera Abandonada, Calle Invadida, Ala Este del Hospital, Azotea del Hospital.
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- **3 PNJ** — Dra. Chen (médico), Rook (carroñero), Sargento Marsh (líder militar).
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- **2 enemigos** — Zombi "Arrastrándose" (no muerto, lento y resistente), Zombi "Corredor" (no muerto, rápido y frágil).
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- **1 objeto** — Antibióticos (reduce la infección en un 25%).
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- **1 árbol de progresión** — Supervivencia (Chatarrero → Calmado → El Último en Pie).
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- **1 regla de presentación** — Los zombis perciben a todos los seres vivos como presas.
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- **15 módulos conectados** — movimiento, estado, combate, inventario, diálogo, cognición, percepción, progresión, entorno, facciones, rumores, distritos, creencia, presentación del observador, inspector.
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## Uso
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## Lo que aprenderá
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Este programa de inicio demuestra toda la estructura del motor a través de un escenario de supervivencia:
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| Características | Lo que muestra el zombi |
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|---|---|
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| **Rulesets** | `zombieMinimalRuleset` — estadísticas (aptitud/astucia/nervio), recursos (puntos de vida/resistencia/infección), verbos, fórmulas. |
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| **Zones & traversal** | 5 zonas en 3 habitaciones, con adyacencia, niveles de luz, elementos interactivos y peligros. |
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| **Districts** | El Refugio Seguro (facción de supervivientes) contra la Zona Muerta (hostil, no muerta). |
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| **Dialogue** | Conversación ramificada con un médico, con una misión secundaria para conseguir suministros en el hospital. |
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| **Combat** | Zombis "Arrastrándose" (lentos, resistentes) y "Corredores" (rápidos, frágiles) con IA agresiva. |
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| **Cognition & perception** | Decaimiento de la memoria, filtro de percepción, regla de presentación del hambre de los zombis. |
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| **Progression** | Árbol de supervivencia de 3 nodos con recompensas de experiencia al derrotar a las entidades. |
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| **Environment** | Zombis errantes que consumen resistencia, zonas de riesgo de infección que aumentan la infección. |
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| **Factions** | Facción de supervivientes con un médico, un carroñero y un líder militar. |
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| **Belief provenance** | Propagación de rumores con retraso, seguimiento de la creencia. |
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| **Inventory** | Antibióticos con un efecto de uso de objeto predefinido que reduce la infección. |
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| **Simulation inspector** | Inspección completa para el análisis de repeticiones. |
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## Qué hay dentro
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- **5 zonas** — Vestíbulo del Refugio Seguro, Gasolinera Abandonada, Calle Invadida, Ala Este del Hospital, Azotea del Hospital.
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- **3 PNJ** — Dra. Chen (médico), Rook (carroñero), Sargento Marsh (líder militar).
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- **2 enemigos** — Zombi "Arrastrándose" (no muerto, lento y resistente), Zombi "Corredor" (no muerto, rápido y frágil).
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- **1 objeto** — Antibióticos (reduce la infección en un 25%).
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- **1 árbol de progresión** — Supervivencia (Chatarrero → Calmado → El Último en Pie).
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- **1 regla de presentación** — Los zombis perciben a todos los seres vivos como presas.
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- **15 módulos conectados** — movimiento, estado, combate, inventario, diálogo, cognición, percepción, progresión, entorno, facciones, rumores, distritos, creencia, presentación del observador, inspector.
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## Uso
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```typescript
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import { createGame } from '@ai-rpg-engine/starter-zombie';
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// Or import pieces individually:
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import { manifest, zombieMinimalRuleset, survivalTree } from '@ai-rpg-engine/starter-zombie';
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```
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## Documentación
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- [Manual](https://mcp-tool-shop-org.github.io/ai-rpg-engine/handbook/)
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- [GitHub](https://github.com/mcp-tool-shop-org/ai-rpg-engine)
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## Documentación
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- [Manual](https://mcp-tool-shop-org.github.io/ai-rpg-engine/handbook/)
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- [GitHub](https://github.com/mcp-tool-shop-org/ai-rpg-engine)
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---
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Creado por <a href="https://mcp-tool-shop.github.io/">MCP Tool Shop</a>
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Creado por <a href="https://mcp-tool-shop.github.io/">MCP Tool Shop</a>
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<a href="README.ja.md">日本語</a> | <a href="README.zh.md">中文</a> | <a href="README.es.md">Español</a> | <a href="README.md">English</a> | <a href="README.hi.md">हिन्दी</a> | <a href="README.it.md">Italiano</a> | <a href="README.pt-BR.md">Português (BR)</a>
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<a href="README.ja.md">日本語</a> | <a href="README.zh.md">中文</a> | <a href="README.es.md">Español</a> | <a href="README.md">English</a> | <a href="README.hi.md">हिन्दी</a> | <a href="README.it.md">Italiano</a> | <a href="README.pt-BR.md">Português (BR)</a>
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<a href="https://github.com/mcp-tool-shop-org/ai-rpg-engine/blob/main/LICENSE"><img src="https://img.shields.io/badge/License-MIT-yellow.svg" alt="License: MIT"></a>
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<a href="https://mcp-tool-shop-org.github.io/ai-rpg-engine/"><img src="https://img.shields.io/badge/Landing_Page-live-blue" alt="Landing Page"></a>
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</p>
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# @ai-rpg-engine/starter-zombie
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**Ashfall Dead** — Un monde de démarrage pour les jeux de rôle avec IA, axé sur la survie contre les zombies.
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## Installation
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# @ai-rpg-engine/starter-zombie
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**Ashfall Dead** — Un monde de démarrage pour les jeux de rôle avec IA, axé sur la survie contre les zombies.
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## Installation
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```bash
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npm install @ai-rpg-engine/starter-zombie
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```
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## Ce que vous apprendrez
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Ce modèle de démarrage illustre l'ensemble des fonctionnalités du moteur à travers un scénario de survie :
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| Fonctionnalités | Ce que le zombie démontre |
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| **Rulesets** | `zombieMinimalRuleset` — statistiques (condition physique/intelligence/sang-froid), ressources (points de vie/endurance/infection), verbes, formules. |
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| **Zones & traversal** | 5 zones réparties en 3 pièces, avec adjacence, niveaux de luminosité, éléments interactifs, dangers. |
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| **Districts** | Le refuge (faction des survivants) contre la zone infestée (hostile, morts-vivants). |
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| **Dialogue** | Dialogue avec le médecin, avec une quête secondaire pour récupérer des fournitures à l'hôpital. |
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| **Combat** | Zombie traînant (lent, robuste) et zombie coureur (rapide, fragile), avec une IA agressive. |
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| **Cognition & perception** | Dégradation de la mémoire, filtre de perception, règle de présentation de la faim des zombies. |
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| **Progression** | Arbre de compétences de survie à 3 niveaux, avec récompenses d'expérience à l'élimination des entités. |
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| **Environment** | Morts-vivants errants qui drainent l'endurance, zones à risque d'infection qui augmentent l'infection. |
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| **Factions** | Faction des survivants avec un médecin, un récupérateur et un chef militaire. |
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| **Belief provenance** | Propagation des rumeurs avec un délai, suivi des croyances. |
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| **Inventory** | Antibiotiques avec un effet scripté d'utilisation qui réduit l'infection. |
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| **Simulation inspector** | Inspection complète pour l'analyse des parties. |
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## Contenu
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- **5 zones** — Hall d'entrée du refuge, station-service abandonnée, rue envahie, aile est de l'hôpital, toit de l'hôpital.
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- **3 PNJ** — Dr. Chen (médecin), Rook (récupérateur), Sergent Marsh (chef militaire).
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- **2 ennemis** — Zombie traînant (mort-vivant lent et robuste), zombie coureur (mort-vivant rapide et fragile).
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- **1 objet** — Antibiotiques (réduit l'infection de 25).
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- **1 arbre de progression** — Survie (Récupérateur → Calme → Le dernier survivant).
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- **1 règle de présentation** — Les zombies perçoivent tous les êtres vivants comme des proies.
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- **15 modules intégrés** — déplacement, état, combat, inventaire, dialogue, cognition, perception, progression, environnement, factions, rumeurs, quartiers, croyances, présentation de l'observateur, inspecteur.
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## Utilisation
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## Ce que vous apprendrez
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Ce modèle de démarrage illustre l'ensemble des fonctionnalités du moteur à travers un scénario de survie :
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| Fonctionnalités | Ce que le zombie démontre |
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| **Rulesets** | `zombieMinimalRuleset` — statistiques (condition physique/intelligence/sang-froid), ressources (points de vie/endurance/infection), verbes, formules. |
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| **Zones & traversal** | 5 zones réparties en 3 pièces, avec adjacence, niveaux de luminosité, éléments interactifs, dangers. |
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33
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+
| **Districts** | Le refuge (faction des survivants) contre la zone infestée (hostile, morts-vivants). |
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+
| **Dialogue** | Dialogue avec le médecin, avec une quête secondaire pour récupérer des fournitures à l'hôpital. |
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| **Combat** | Zombie traînant (lent, robuste) et zombie coureur (rapide, fragile), avec une IA agressive. |
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| **Cognition & perception** | Dégradation de la mémoire, filtre de perception, règle de présentation de la faim des zombies. |
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| **Progression** | Arbre de compétences de survie à 3 niveaux, avec récompenses d'expérience à l'élimination des entités. |
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| **Environment** | Morts-vivants errants qui drainent l'endurance, zones à risque d'infection qui augmentent l'infection. |
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| **Factions** | Faction des survivants avec un médecin, un récupérateur et un chef militaire. |
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| **Belief provenance** | Propagation des rumeurs avec un délai, suivi des croyances. |
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| **Inventory** | Antibiotiques avec un effet scripté d'utilisation qui réduit l'infection. |
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| **Simulation inspector** | Inspection complète pour l'analyse des parties. |
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## Contenu
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- **5 zones** — Hall d'entrée du refuge, station-service abandonnée, rue envahie, aile est de l'hôpital, toit de l'hôpital.
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- **3 PNJ** — Dr. Chen (médecin), Rook (récupérateur), Sergent Marsh (chef militaire).
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- **2 ennemis** — Zombie traînant (mort-vivant lent et robuste), zombie coureur (mort-vivant rapide et fragile).
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- **1 objet** — Antibiotiques (réduit l'infection de 25).
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- **1 arbre de progression** — Survie (Récupérateur → Calme → Le dernier survivant).
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- **1 règle de présentation** — Les zombies perçoivent tous les êtres vivants comme des proies.
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- **15 modules intégrés** — déplacement, état, combat, inventaire, dialogue, cognition, perception, progression, environnement, factions, rumeurs, quartiers, croyances, présentation de l'observateur, inspecteur.
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## Utilisation
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```typescript
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import { createGame } from '@ai-rpg-engine/starter-zombie';
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@@ -62,12 +62,12 @@ const engine = createGame(42);
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// Or import pieces individually:
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import { manifest, zombieMinimalRuleset, survivalTree } from '@ai-rpg-engine/starter-zombie';
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```
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## Documentation
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- [Manuel](https://mcp-tool-shop-org.github.io/ai-rpg-engine/handbook/)
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- [GitHub](https://github.com/mcp-tool-shop-org/ai-rpg-engine)
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## Documentation
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- [Manuel](https://mcp-tool-shop-org.github.io/ai-rpg-engine/handbook/)
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- [GitHub](https://github.com/mcp-tool-shop-org/ai-rpg-engine)
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---
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Créé par <a href="https://mcp-tool-shop.github.io/">MCP Tool Shop</a>
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Créé par <a href="https://mcp-tool-shop.github.io/">MCP Tool Shop</a>
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<img src="https://raw.githubusercontent.com/mcp-tool-shop-org/brand/main/logos/ai-rpg-engine/readme.png" width="400" alt="AI RPG Engine">
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<a href="https://github.com/mcp-tool-shop-org/ai-rpg-engine/blob/main/LICENSE"><img src="https://img.shields.io/badge/License-MIT-yellow.svg" alt="License: MIT"></a>
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<a href="https://mcp-tool-shop-org.github.io/ai-rpg-engine/"><img src="https://img.shields.io/badge/Landing_Page-live-blue" alt="Landing Page"></a>
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# @ai-rpg-engine/starter-zombie
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**एशफॉल डेड** — एआई आरपीजी इंजन के लिए एक ज़ॉम्बी सर्वाइवल स्टार्टर वर्ल्ड।
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## इंस्टॉल करें
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# @ai-rpg-engine/starter-zombie
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**एशफॉल डेड** — एआई आरपीजी इंजन के लिए एक ज़ॉम्बी सर्वाइवल स्टार्टर वर्ल्ड।
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## इंस्टॉल करें
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```bash
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npm install @ai-rpg-engine/starter-zombie
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```
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## आप क्या सीखेंगे
|
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-
|
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-
यह स्टार्टर सर्वाइवल परिदृश्य के माध्यम से इंजन के सभी पहलुओं को दर्शाता है:
|
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28
|
-
|
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| विशेषताएं | ज़ॉम्बी क्या दिखाता है |
|
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|
-
|---|---|
|
|
31
|
-
| **Rulesets** | `zombieMinimalRuleset` — आंकड़े (फिटनेस/बुद्धि/तंत्रिका), संसाधन (एचपी/स्टैमिना/संक्रमण), क्रियाएं, सूत्र |
|
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32
|
-
| **Zones & traversal** | 3 कमरों में 5 ज़ोन, जिनमें आस-पास का संबंध, प्रकाश स्तर, इंटरैक्टिव तत्व और खतरे शामिल हैं। |
|
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33
|
-
| **Districts** | सुरक्षित ठिकाना (उत्तरजीवी गुट) बनाम डेड ज़ोन (दुश्मन, अकालमृत) |
|
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34
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-
| **Dialogue** | शाखाओं वाला डॉक्टर के साथ संवाद, जिसमें अस्पताल से आपूर्ति लाने का मिशन शामिल है। |
|
|
35
|
-
| **Combat** | शंबलर (धीमा, मजबूत) और रनर (तेज, नाजुक) ज़ॉम्बी, जिनमें आक्रामक एआई है। |
|
|
36
|
-
| **Cognition & perception** | मेमोरी का क्षरण, धारणा फ़िल्टर, ज़ॉम्बी भूख प्रस्तुति नियम। |
|
|
37
|
-
| **Progression** | 3-नोड सर्वाइवल ट्री, जिसमें दुश्मनों को हराने पर एक्सपी रिवॉर्ड मिलता है। |
|
|
38
|
-
| **Environment** | घूमने वाले अकालमृत, जो स्टैमिना को खत्म करते हैं, और संक्रमण-जोखिम वाले ज़ोन, जो संक्रमण को बढ़ाते हैं। |
|
|
39
|
-
| **Factions** | उत्तरजीवी गुट में डॉक्टर, खूंखार और सैन्य नेता शामिल हैं। |
|
|
40
|
-
| **Belief provenance** | अफवाहों का प्रसार, जिसमें देरी और विश्वास ट्रैकिंग शामिल है। |
|
|
41
|
-
| **Inventory** | एंटीबायोटिक्स, जो स्क्रिप्टेड आइटम-उपयोग प्रभाव के माध्यम से संक्रमण को कम करते हैं। |
|
|
42
|
-
| **Simulation inspector** | पुनरावृत्ति विश्लेषण के लिए पूरी तरह से जांच की सुविधा। |
|
|
43
|
-
|
|
44
|
-
## इसके अंदर क्या है
|
|
45
|
-
|
|
46
|
-
- **5 ज़ोन** — सुरक्षित ठिकाना लॉबी, परित्यक्त गैस स्टेशन, भीड़भाड़ वाला सड़क, अस्पताल का पूर्वी भाग, अस्पताल की छत
|
|
47
|
-
- **3 एनपीसी** — डॉ. चेन (डॉक्टर), रूक (खूंखार), सार्जेंट मार्श (सैन्य नेता)
|
|
48
|
-
- **2 दुश्मन** — शंबलर (धीमा, मजबूत अकालमृत), रनर (तेज, नाजुक अकालमृत)
|
|
49
|
-
- **1 आइटम** — एंटीबायोटिक्स (संक्रमण को 25% तक कम करता है)
|
|
50
|
-
- **1 प्रगति ट्री** — सर्वाइवल (स्क्रैपर → कूल-हेडेड → लास्ट वन स्टैंडिंग)
|
|
51
|
-
- **1 प्रस्तुति नियम** — ज़ॉम्बी सभी जीवित प्राणियों को शिकार के रूप में देखते हैं।
|
|
52
|
-
- **15 मॉड्यूल** — नेविगेशन, स्थिति, मुकाबला, इन्वेंट्री, संवाद, अनुभूति, धारणा, प्रगति, वातावरण, गुट, अफवाहें, जिले, विश्वास, पर्यवेक्षक प्रस्तुति, इंस्पेक्टर।
|
|
53
|
-
|
|
54
|
-
## उपयोग
|
|
55
|
-
|
|
24
|
+
|
|
25
|
+
## आप क्या सीखेंगे
|
|
26
|
+
|
|
27
|
+
यह स्टार्टर सर्वाइवल परिदृश्य के माध्यम से इंजन के सभी पहलुओं को दर्शाता है:
|
|
28
|
+
|
|
29
|
+
| विशेषताएं | ज़ॉम्बी क्या दिखाता है |
|
|
30
|
+
|---|---|
|
|
31
|
+
| **Rulesets** | `zombieMinimalRuleset` — आंकड़े (फिटनेस/बुद्धि/तंत्रिका), संसाधन (एचपी/स्टैमिना/संक्रमण), क्रियाएं, सूत्र |
|
|
32
|
+
| **Zones & traversal** | 3 कमरों में 5 ज़ोन, जिनमें आस-पास का संबंध, प्रकाश स्तर, इंटरैक्टिव तत्व और खतरे शामिल हैं। |
|
|
33
|
+
| **Districts** | सुरक्षित ठिकाना (उत्तरजीवी गुट) बनाम डेड ज़ोन (दुश्मन, अकालमृत) |
|
|
34
|
+
| **Dialogue** | शाखाओं वाला डॉक्टर के साथ संवाद, जिसमें अस्पताल से आपूर्ति लाने का मिशन शामिल है। |
|
|
35
|
+
| **Combat** | शंबलर (धीमा, मजबूत) और रनर (तेज, नाजुक) ज़ॉम्बी, जिनमें आक्रामक एआई है। |
|
|
36
|
+
| **Cognition & perception** | मेमोरी का क्षरण, धारणा फ़िल्टर, ज़ॉम्बी भूख प्रस्तुति नियम। |
|
|
37
|
+
| **Progression** | 3-नोड सर्वाइवल ट्री, जिसमें दुश्मनों को हराने पर एक्सपी रिवॉर्ड मिलता है। |
|
|
38
|
+
| **Environment** | घूमने वाले अकालमृत, जो स्टैमिना को खत्म करते हैं, और संक्रमण-जोखिम वाले ज़ोन, जो संक्रमण को बढ़ाते हैं। |
|
|
39
|
+
| **Factions** | उत्तरजीवी गुट में डॉक्टर, खूंखार और सैन्य नेता शामिल हैं। |
|
|
40
|
+
| **Belief provenance** | अफवाहों का प्रसार, जिसमें देरी और विश्वास ट्रैकिंग शामिल है। |
|
|
41
|
+
| **Inventory** | एंटीबायोटिक्स, जो स्क्रिप्टेड आइटम-उपयोग प्रभाव के माध्यम से संक्रमण को कम करते हैं। |
|
|
42
|
+
| **Simulation inspector** | पुनरावृत्ति विश्लेषण के लिए पूरी तरह से जांच की सुविधा। |
|
|
43
|
+
|
|
44
|
+
## इसके अंदर क्या है
|
|
45
|
+
|
|
46
|
+
- **5 ज़ोन** — सुरक्षित ठिकाना लॉबी, परित्यक्त गैस स्टेशन, भीड़भाड़ वाला सड़क, अस्पताल का पूर्वी भाग, अस्पताल की छत
|
|
47
|
+
- **3 एनपीसी** — डॉ. चेन (डॉक्टर), रूक (खूंखार), सार्जेंट मार्श (सैन्य नेता)
|
|
48
|
+
- **2 दुश्मन** — शंबलर (धीमा, मजबूत अकालमृत), रनर (तेज, नाजुक अकालमृत)
|
|
49
|
+
- **1 आइटम** — एंटीबायोटिक्स (संक्रमण को 25% तक कम करता है)
|
|
50
|
+
- **1 प्रगति ट्री** — सर्वाइवल (स्क्रैपर → कूल-हेडेड → लास्ट वन स्टैंडिंग)
|
|
51
|
+
- **1 प्रस्तुति नियम** — ज़ॉम्बी सभी जीवित प्राणियों को शिकार के रूप में देखते हैं।
|
|
52
|
+
- **15 मॉड्यूल** — नेविगेशन, स्थिति, मुकाबला, इन्वेंट्री, संवाद, अनुभूति, धारणा, प्रगति, वातावरण, गुट, अफवाहें, जिले, विश्वास, पर्यवेक्षक प्रस्तुति, इंस्पेक्टर।
|
|
53
|
+
|
|
54
|
+
## उपयोग
|
|
55
|
+
|
|
56
56
|
```typescript
|
|
57
57
|
import { createGame } from '@ai-rpg-engine/starter-zombie';
|
|
58
58
|
|
|
@@ -62,12 +62,12 @@ const engine = createGame(42);
|
|
|
62
62
|
// Or import pieces individually:
|
|
63
63
|
import { manifest, zombieMinimalRuleset, survivalTree } from '@ai-rpg-engine/starter-zombie';
|
|
64
64
|
```
|
|
65
|
-
|
|
66
|
-
## दस्तावेज़
|
|
67
|
-
|
|
68
|
-
- [हैंडबुक](https://mcp-tool-shop-org.github.io/ai-rpg-engine/handbook/)
|
|
69
|
-
- [GitHub](https://github.com/mcp-tool-shop-org/ai-rpg-engine)
|
|
70
|
-
|
|
65
|
+
|
|
66
|
+
## दस्तावेज़
|
|
67
|
+
|
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- [हैंडबुक](https://mcp-tool-shop-org.github.io/ai-rpg-engine/handbook/)
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- [GitHub](https://github.com/mcp-tool-shop-org/ai-rpg-engine)
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---
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<a href="https://mcp-tool-shop.github.io/">MCP Tool Shop</a> द्वारा बनाया गया।
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<a href="https://mcp-tool-shop.github.io/">MCP Tool Shop</a> द्वारा बनाया गया।
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<p align="center">
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<a href="README.ja.md">日本語</a> | <a href="README.zh.md">中文</a> | <a href="README.es.md">Español</a> | <a href="README.fr.md">Français</a> | <a href="README.hi.md">हिन्दी</a> | <a href="README.md">English</a> | <a href="README.pt-BR.md">Português (BR)</a>
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<a href="README.ja.md">日本語</a> | <a href="README.zh.md">中文</a> | <a href="README.es.md">Español</a> | <a href="README.fr.md">Français</a> | <a href="README.hi.md">हिन्दी</a> | <a href="README.md">English</a> | <a href="README.pt-BR.md">Português (BR)</a>
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<img src="https://raw.githubusercontent.com/mcp-tool-shop-org/brand/main/logos/ai-rpg-engine/readme.png" width="400" alt="AI RPG Engine">
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<a href="https://github.com/mcp-tool-shop-org/ai-rpg-engine/actions/workflows/ci.yml"><img src="https://github.com/mcp-tool-shop-org/ai-rpg-engine/actions/workflows/ci.yml/badge.svg" alt="CI"></a>
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<a href="https://github.com/mcp-tool-shop-org/ai-rpg-engine/blob/main/LICENSE"><img src="https://img.shields.io/badge/License-MIT-yellow.svg" alt="License: MIT"></a>
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<a href="https://mcp-tool-shop-org.github.io/ai-rpg-engine/"><img src="https://img.shields.io/badge/Landing_Page-live-blue" alt="Landing Page"></a>
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</p>
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# @ai-rpg-engine/starter-zombie
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**Ashfall Dead** — un mondo di esempio per giochi di sopravvivenza a tema zombie, progettato per AI RPG Engine.
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## Installazione
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# @ai-rpg-engine/starter-zombie
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**Ashfall Dead** — un mondo di esempio per giochi di sopravvivenza a tema zombie, progettato per AI RPG Engine.
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## Installazione
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```bash
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npm install @ai-rpg-engine/starter-zombie
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```
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## Cosa imparerai
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Questo esempio dimostra l'intera struttura del motore attraverso uno scenario di sopravvivenza:
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| Caratteristiche | Cosa mostra lo zombie |
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|---|---|
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| **Rulesets** | `zombieMinimalRuleset` — statistiche (forma fisica/intelligenza/coraggio), risorse (punti vita/energia/infezione), verbi, formule. |
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| **Zones & traversal** | 5 zone in 3 ambienti, con adiacenze, livelli di illuminazione, elementi interattivi e pericoli. |
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| **Districts** | Il rifugio (fazione dei sopravvissuti) contro la zona infestata (ostile, non-morta). |
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| **Dialogue** | Conversazione ramificata con un medico, con una missione secondaria per recuperare rifornimenti ospedalieri. |
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| **Combat** | Zombie lenti e resistenti (Shambler) e zombie veloci e fragili (Runner), con intelligenza artificiale aggressiva. |
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| **Cognition & perception** | Decadimento della memoria, filtro percettivo, regola di presentazione della fame degli zombie. |
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| **Progression** | Albero di sopravvivenza con 3 livelli, con ricompense di esperienza per ogni nemico sconfitto. |
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| **Environment** | Zombie erranti che consumano energia, zone a rischio di infezione che aumentano il livello di infezione. |
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| **Factions** | Fazione dei sopravvissuti con medico, saccheggiatore e leader militare. |
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| **Belief provenance** | Diffusione di voci con ritardo, tracciamento delle credenze. |
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| **Inventory** | Antibiotici con effetto di utilizzo programmato che riduce l'infezione. |
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| **Simulation inspector** | Sistema di analisi completo per la revisione delle partite. |
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## Cosa è incluso
|
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-
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- **5 zone** — Lobby del rifugio, stazione di servizio abbandonata, strada invasa, ala est dell'ospedale, tetto dell'ospedale.
|
|
47
|
-
- **3 PNG** — Dott. Chen (medico), Rook (saccheggiatore), Sergente Marsh (leader militare).
|
|
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|
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- **2 nemici** — Shambler (non-morto lento e resistente), Runner (non-morto veloce e fragile).
|
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|
-
- **1 oggetto** — Antibiotici (riducono l'infezione del 25%).
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- **1 albero di progressione** — Sopravvivenza (Scrapper → Cool-Headed → Last One Standing).
|
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- **1 regola di presentazione** — Gli zombie percepiscono tutti gli esseri viventi come prede.
|
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- **15 moduli collegati** — movimento, stato, combattimento, inventario, dialogo, cognizione, percezione, progressione, ambiente, fazioni, voci, distretti, credenze, presentazione dell'osservatore, ispettore.
|
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|
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|
-
## Utilizzo
|
|
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|
-
|
|
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|
+
|
|
25
|
+
## Cosa imparerai
|
|
26
|
+
|
|
27
|
+
Questo esempio dimostra l'intera struttura del motore attraverso uno scenario di sopravvivenza:
|
|
28
|
+
|
|
29
|
+
| Caratteristiche | Cosa mostra lo zombie |
|
|
30
|
+
|---|---|
|
|
31
|
+
| **Rulesets** | `zombieMinimalRuleset` — statistiche (forma fisica/intelligenza/coraggio), risorse (punti vita/energia/infezione), verbi, formule. |
|
|
32
|
+
| **Zones & traversal** | 5 zone in 3 ambienti, con adiacenze, livelli di illuminazione, elementi interattivi e pericoli. |
|
|
33
|
+
| **Districts** | Il rifugio (fazione dei sopravvissuti) contro la zona infestata (ostile, non-morta). |
|
|
34
|
+
| **Dialogue** | Conversazione ramificata con un medico, con una missione secondaria per recuperare rifornimenti ospedalieri. |
|
|
35
|
+
| **Combat** | Zombie lenti e resistenti (Shambler) e zombie veloci e fragili (Runner), con intelligenza artificiale aggressiva. |
|
|
36
|
+
| **Cognition & perception** | Decadimento della memoria, filtro percettivo, regola di presentazione della fame degli zombie. |
|
|
37
|
+
| **Progression** | Albero di sopravvivenza con 3 livelli, con ricompense di esperienza per ogni nemico sconfitto. |
|
|
38
|
+
| **Environment** | Zombie erranti che consumano energia, zone a rischio di infezione che aumentano il livello di infezione. |
|
|
39
|
+
| **Factions** | Fazione dei sopravvissuti con medico, saccheggiatore e leader militare. |
|
|
40
|
+
| **Belief provenance** | Diffusione di voci con ritardo, tracciamento delle credenze. |
|
|
41
|
+
| **Inventory** | Antibiotici con effetto di utilizzo programmato che riduce l'infezione. |
|
|
42
|
+
| **Simulation inspector** | Sistema di analisi completo per la revisione delle partite. |
|
|
43
|
+
|
|
44
|
+
## Cosa è incluso
|
|
45
|
+
|
|
46
|
+
- **5 zone** — Lobby del rifugio, stazione di servizio abbandonata, strada invasa, ala est dell'ospedale, tetto dell'ospedale.
|
|
47
|
+
- **3 PNG** — Dott. Chen (medico), Rook (saccheggiatore), Sergente Marsh (leader militare).
|
|
48
|
+
- **2 nemici** — Shambler (non-morto lento e resistente), Runner (non-morto veloce e fragile).
|
|
49
|
+
- **1 oggetto** — Antibiotici (riducono l'infezione del 25%).
|
|
50
|
+
- **1 albero di progressione** — Sopravvivenza (Scrapper → Cool-Headed → Last One Standing).
|
|
51
|
+
- **1 regola di presentazione** — Gli zombie percepiscono tutti gli esseri viventi come prede.
|
|
52
|
+
- **15 moduli collegati** — movimento, stato, combattimento, inventario, dialogo, cognizione, percezione, progressione, ambiente, fazioni, voci, distretti, credenze, presentazione dell'osservatore, ispettore.
|
|
53
|
+
|
|
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|
+
## Utilizzo
|
|
55
|
+
|
|
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|
```typescript
|
|
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|
import { createGame } from '@ai-rpg-engine/starter-zombie';
|
|
58
58
|
|
|
@@ -62,12 +62,12 @@ const engine = createGame(42);
|
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62
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// Or import pieces individually:
|
|
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63
|
import { manifest, zombieMinimalRuleset, survivalTree } from '@ai-rpg-engine/starter-zombie';
|
|
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64
|
```
|
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-
|
|
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|
-
## Documentazione
|
|
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|
-
|
|
68
|
-
- [Manuale](https://mcp-tool-shop-org.github.io/ai-rpg-engine/handbook/)
|
|
69
|
-
- [GitHub](https://github.com/mcp-tool-shop-org/ai-rpg-engine)
|
|
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|
-
|
|
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|
+
|
|
66
|
+
## Documentazione
|
|
67
|
+
|
|
68
|
+
- [Manuale](https://mcp-tool-shop-org.github.io/ai-rpg-engine/handbook/)
|
|
69
|
+
- [GitHub](https://github.com/mcp-tool-shop-org/ai-rpg-engine)
|
|
70
|
+
|
|
71
71
|
---
|
|
72
|
-
|
|
73
|
-
Creato da <a href="https://mcp-tool-shop.github.io/">MCP Tool Shop</a>
|
|
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|
+
|
|
73
|
+
Creato da <a href="https://mcp-tool-shop.github.io/">MCP Tool Shop</a>
|
package/README.ja.md
CHANGED
|
@@ -1,58 +1,58 @@
|
|
|
1
|
-
<p align="center">
|
|
2
|
-
<a href="README.md">English</a> | <a href="README.zh.md">中文</a> | <a href="README.es.md">Español</a> | <a href="README.fr.md">Français</a> | <a href="README.hi.md">हिन्दी</a> | <a href="README.it.md">Italiano</a> | <a href="README.pt-BR.md">Português (BR)</a>
|
|
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|
-
</p>
|
|
4
|
-
|
|
1
|
+
<p align="center">
|
|
2
|
+
<a href="README.md">English</a> | <a href="README.zh.md">中文</a> | <a href="README.es.md">Español</a> | <a href="README.fr.md">Français</a> | <a href="README.hi.md">हिन्दी</a> | <a href="README.it.md">Italiano</a> | <a href="README.pt-BR.md">Português (BR)</a>
|
|
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|
+
</p>
|
|
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+
|
|
5
5
|
<p align="center">
|
|
6
6
|
<img src="https://raw.githubusercontent.com/mcp-tool-shop-org/brand/main/logos/ai-rpg-engine/readme.png" width="400" alt="AI RPG Engine">
|
|
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7
|
</p>
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-
|
|
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|
+
|
|
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|
<p align="center">
|
|
10
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|
<a href="https://github.com/mcp-tool-shop-org/ai-rpg-engine/actions/workflows/ci.yml"><img src="https://github.com/mcp-tool-shop-org/ai-rpg-engine/actions/workflows/ci.yml/badge.svg" alt="CI"></a>
|
|
11
11
|
<a href="https://github.com/mcp-tool-shop-org/ai-rpg-engine/blob/main/LICENSE"><img src="https://img.shields.io/badge/License-MIT-yellow.svg" alt="License: MIT"></a>
|
|
12
12
|
<a href="https://mcp-tool-shop-org.github.io/ai-rpg-engine/"><img src="https://img.shields.io/badge/Landing_Page-live-blue" alt="Landing Page"></a>
|
|
13
13
|
</p>
|
|
14
|
-
|
|
15
|
-
# @ai-rpg-engine/starter-zombie
|
|
16
|
-
|
|
17
|
-
**Ashfall Dead** — AI RPG Engine用の、ゾンビサバイバルをテーマにしたスターターワールド。
|
|
18
|
-
|
|
19
|
-
## インストール
|
|
20
|
-
|
|
14
|
+
|
|
15
|
+
# @ai-rpg-engine/starter-zombie
|
|
16
|
+
|
|
17
|
+
**Ashfall Dead** — AI RPG Engine用の、ゾンビサバイバルをテーマにしたスターターワールド。
|
|
18
|
+
|
|
19
|
+
## インストール
|
|
20
|
+
|
|
21
21
|
```bash
|
|
22
22
|
npm install @ai-rpg-engine/starter-zombie
|
|
23
23
|
```
|
|
24
|
-
|
|
25
|
-
## 学習内容
|
|
26
|
-
|
|
27
|
-
このスターターは、サバイバルシナリオを通じて、AIエンジンの機能をすべて紹介しています。
|
|
28
|
-
|
|
29
|
-
| 特徴 | ゾンビの動作 |
|
|
30
|
-
|---|---|
|
|
31
|
-
| **Rulesets** | `zombieMinimalRuleset` — 属性(体力/知力/精神力)、資源(HP/スタミナ/感染)、動詞、数式 |
|
|
32
|
-
| **Zones & traversal** | 隣接関係、明るさ、インタラクション可能なオブジェクト、危険要素を持つ、3つの部屋に5つのエリア |
|
|
33
|
-
| **Districts** | 安全地帯(生存者派閥) vs デッドゾーン(敵対、アンデッド) |
|
|
34
|
-
| **Dialogue** | 病院の物資調達クエストにつながる、医療担当者との会話分岐 |
|
|
35
|
-
| **Combat** | ゆっくりとしたが頑丈な「シャムラー」と、素早くも脆い「ランナー」のゾンビ。それぞれに攻撃AIを搭載。 |
|
|
36
|
-
| **Cognition & perception** | 記憶の減衰、知覚フィルター、ゾンビの飢餓状態の表示ルール |
|
|
37
|
-
| **Progression** | 敵を倒すと経験値を獲得できる、3つのノードからなるサバイバルツリー |
|
|
38
|
-
| **Environment** | 徘徊するゾンビによるスタミナの消耗、感染リスクのあるエリアによる感染の増加 |
|
|
39
|
-
| **Factions** | 医療担当者、スカベンジャー、軍事指導者を含む生存者派閥 |
|
|
40
|
-
| **Belief provenance** | 遅延付きの噂の伝播、信念の追跡 |
|
|
41
|
-
| **Inventory** | 感染を軽減するスクリプトによるアイテム使用効果を持つ抗生物質 |
|
|
42
|
-
| **Simulation inspector** | リプレイ分析のための完全な検査機能 |
|
|
43
|
-
|
|
44
|
-
## 内容
|
|
45
|
-
|
|
46
|
-
- **5つのエリア** — 安全地帯ロビー、廃墟となったガソリンスタンド、占拠された通り、病院東棟、病院屋上
|
|
47
|
-
- **3人のNPC** — Dr.チェン(医療担当者)、ルーク(スカベンジャー)、軍曹マーシュ(軍事指導者)
|
|
48
|
-
- **2種類の敵** — シャムラー(ゆっくりとした頑丈なアンデッド)、ランナー(素早くも脆いアンデッド)
|
|
49
|
-
- **1つのアイテム** — 抗生物質(感染を25%軽減)
|
|
50
|
-
- **1つの成長ツリー** — サバイバル(スカッパー → 冷静沈着 → 最後の生き残り)
|
|
51
|
-
- **1つの表示ルール** — ゾンビはすべての生き物を獲物として認識する
|
|
52
|
-
- **15のモジュール** — 移動、状態、戦闘、インベントリ、会話、認知、知覚、成長、環境、派閥、噂、地区、信念、観察表示、検査
|
|
53
|
-
|
|
54
|
-
## 使用方法
|
|
55
|
-
|
|
24
|
+
|
|
25
|
+
## 学習内容
|
|
26
|
+
|
|
27
|
+
このスターターは、サバイバルシナリオを通じて、AIエンジンの機能をすべて紹介しています。
|
|
28
|
+
|
|
29
|
+
| 特徴 | ゾンビの動作 |
|
|
30
|
+
|---|---|
|
|
31
|
+
| **Rulesets** | `zombieMinimalRuleset` — 属性(体力/知力/精神力)、資源(HP/スタミナ/感染)、動詞、数式 |
|
|
32
|
+
| **Zones & traversal** | 隣接関係、明るさ、インタラクション可能なオブジェクト、危険要素を持つ、3つの部屋に5つのエリア |
|
|
33
|
+
| **Districts** | 安全地帯(生存者派閥) vs デッドゾーン(敵対、アンデッド) |
|
|
34
|
+
| **Dialogue** | 病院の物資調達クエストにつながる、医療担当者との会話分岐 |
|
|
35
|
+
| **Combat** | ゆっくりとしたが頑丈な「シャムラー」と、素早くも脆い「ランナー」のゾンビ。それぞれに攻撃AIを搭載。 |
|
|
36
|
+
| **Cognition & perception** | 記憶の減衰、知覚フィルター、ゾンビの飢餓状態の表示ルール |
|
|
37
|
+
| **Progression** | 敵を倒すと経験値を獲得できる、3つのノードからなるサバイバルツリー |
|
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| **Environment** | 徘徊するゾンビによるスタミナの消耗、感染リスクのあるエリアによる感染の増加 |
|
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| **Factions** | 医療担当者、スカベンジャー、軍事指導者を含む生存者派閥 |
|
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| **Belief provenance** | 遅延付きの噂の伝播、信念の追跡 |
|
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| **Inventory** | 感染を軽減するスクリプトによるアイテム使用効果を持つ抗生物質 |
|
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| **Simulation inspector** | リプレイ分析のための完全な検査機能 |
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## 内容
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- **5つのエリア** — 安全地帯ロビー、廃墟となったガソリンスタンド、占拠された通り、病院東棟、病院屋上
|
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47
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- **3人のNPC** — Dr.チェン(医療担当者)、ルーク(スカベンジャー)、軍曹マーシュ(軍事指導者)
|
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|
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- **2種類の敵** — シャムラー(ゆっくりとした頑丈なアンデッド)、ランナー(素早くも脆いアンデッド)
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- **1つのアイテム** — 抗生物質(感染を25%軽減)
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- **1つの成長ツリー** — サバイバル(スカッパー → 冷静沈着 → 最後の生き残り)
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- **1つの表示ルール** — ゾンビはすべての生き物を獲物として認識する
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- **15のモジュール** — 移動、状態、戦闘、インベントリ、会話、認知、知覚、成長、環境、派閥、噂、地区、信念、観察表示、検査
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## 使用方法
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```typescript
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import { createGame } from '@ai-rpg-engine/starter-zombie';
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@@ -62,12 +62,12 @@ const engine = createGame(42);
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// Or import pieces individually:
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import { manifest, zombieMinimalRuleset, survivalTree } from '@ai-rpg-engine/starter-zombie';
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```
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## ドキュメント
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- [ハンドブック](https://mcp-tool-shop-org.github.io/ai-rpg-engine/handbook/)
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- [GitHub](https://github.com/mcp-tool-shop-org/ai-rpg-engine)
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## ドキュメント
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- [ハンドブック](https://mcp-tool-shop-org.github.io/ai-rpg-engine/handbook/)
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- [GitHub](https://github.com/mcp-tool-shop-org/ai-rpg-engine)
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---
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制作:<a href="https://mcp-tool-shop.github.io/">MCP Tool Shop</a>
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制作:<a href="https://mcp-tool-shop.github.io/">MCP Tool Shop</a>
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<p align="center">
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<a href="README.ja.md">日本語</a> | <a href="README.zh.md">中文</a> | <a href="README.es.md">Español</a> | <a href="README.fr.md">Français</a> | <a href="README.hi.md">हिन्दी</a> | <a href="README.it.md">Italiano</a> | <a href="README.md">English</a>
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<a href="README.ja.md">日本語</a> | <a href="README.zh.md">中文</a> | <a href="README.es.md">Español</a> | <a href="README.fr.md">Français</a> | <a href="README.hi.md">हिन्दी</a> | <a href="README.it.md">Italiano</a> | <a href="README.md">English</a>
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<img src="https://raw.githubusercontent.com/mcp-tool-shop-org/brand/main/logos/ai-rpg-engine/readme.png" width="400" alt="AI RPG Engine">
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<a href="https://github.com/mcp-tool-shop-org/ai-rpg-engine/actions/workflows/ci.yml"><img src="https://github.com/mcp-tool-shop-org/ai-rpg-engine/actions/workflows/ci.yml/badge.svg" alt="CI"></a>
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<a href="https://github.com/mcp-tool-shop-org/ai-rpg-engine/blob/main/LICENSE"><img src="https://img.shields.io/badge/License-MIT-yellow.svg" alt="License: MIT"></a>
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<a href="https://mcp-tool-shop-org.github.io/ai-rpg-engine/"><img src="https://img.shields.io/badge/Landing_Page-live-blue" alt="Landing Page"></a>
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</p>
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# @ai-rpg-engine/starter-zombie
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**Ashfall Dead** — um mundo inicial de sobrevivência contra zumbis para o AI RPG Engine.
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## Instalação
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# @ai-rpg-engine/starter-zombie
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**Ashfall Dead** — um mundo inicial de sobrevivência contra zumbis para o AI RPG Engine.
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## Instalação
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```bash
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npm install @ai-rpg-engine/starter-zombie
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```
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## O que você vai aprender
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Este modelo demonstra toda a estrutura do motor através de um cenário de sobrevivência:
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| Características | O que o zumbi demonstra |
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|---|---|
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| **Rulesets** | `zombieMinimalRuleset` — estatísticas (condição física/inteligência/nervos), recursos (pontos de vida/resistência/infecção), verbos, fórmulas. |
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| **Zones & traversal** | 5 zonas em 3 ambientes, com adjacências, níveis de iluminação, elementos interativos e perigos. |
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| **Districts** | O Refúgio (facção dos sobreviventes) vs. Zona Morta (hostil, mortos-vivos). |
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| **Dialogue** | Diálogo ramificado com um médico, com uma missão secundária para buscar suprimentos no hospital. |
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| **Combat** | Zumbis lentos e resistentes (Shambler) e zumbis rápidos e frágeis (Runner), com inteligência artificial agressiva. |
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| **Cognition & perception** | Decaimento da memória, filtro de percepção, regra de apresentação da fome dos zumbis. |
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| **Progression** | Árvore de sobrevivência com 3 níveis, com recompensas de experiência ao derrotar entidades. |
|
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| **Environment** | Mortos-vivos que se movem, drenando a resistência, zonas de risco de infecção que aumentam a infecção. |
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|
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| **Factions** | Facção dos sobreviventes, com um médico, um saqueador e um líder militar. |
|
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|
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| **Belief provenance** | Propagação de rumores com atraso, rastreamento da crença. |
|
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|
-
| **Inventory** | Antibióticos com efeito de uso programado que reduzem a infecção. |
|
|
42
|
-
| **Simulation inspector** | Inspeção completa para análise de repetições. |
|
|
43
|
-
|
|
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|
-
## O que está incluído
|
|
45
|
-
|
|
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|
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- **5 zonas** — Hall do Refúgio, Posto de Gasolina Abandonado, Rua Invadida, Ala Leste do Hospital, Terraço do Hospital.
|
|
47
|
-
- **3 NPCs** — Dra. Chen (médica), Rook (saqueador), Sargento Marsh (líder militar).
|
|
48
|
-
- **2 inimigos** — Shambler (morto-vivo lento e resistente), Runner (morto-vivo rápido e frágil).
|
|
49
|
-
- **1 item** — Antibióticos (reduz a infecção em 25).
|
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50
|
-
- **1 árvore de progressão** — Sobrevivência (Scrapper → Cool-Headed → Last One Standing).
|
|
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|
-
- **1 regra de apresentação** — zumbis percebem todos os seres vivos como presas.
|
|
52
|
-
- **15 módulos conectados** — movimentação, status, combate, inventário, diálogo, cognição, percepção, progressão, ambiente, facções, rumores, distritos, crença, apresentação do observador, inspetor.
|
|
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|
-
|
|
54
|
-
## Uso
|
|
55
|
-
|
|
24
|
+
|
|
25
|
+
## O que você vai aprender
|
|
26
|
+
|
|
27
|
+
Este modelo demonstra toda a estrutura do motor através de um cenário de sobrevivência:
|
|
28
|
+
|
|
29
|
+
| Características | O que o zumbi demonstra |
|
|
30
|
+
|---|---|
|
|
31
|
+
| **Rulesets** | `zombieMinimalRuleset` — estatísticas (condição física/inteligência/nervos), recursos (pontos de vida/resistência/infecção), verbos, fórmulas. |
|
|
32
|
+
| **Zones & traversal** | 5 zonas em 3 ambientes, com adjacências, níveis de iluminação, elementos interativos e perigos. |
|
|
33
|
+
| **Districts** | O Refúgio (facção dos sobreviventes) vs. Zona Morta (hostil, mortos-vivos). |
|
|
34
|
+
| **Dialogue** | Diálogo ramificado com um médico, com uma missão secundária para buscar suprimentos no hospital. |
|
|
35
|
+
| **Combat** | Zumbis lentos e resistentes (Shambler) e zumbis rápidos e frágeis (Runner), com inteligência artificial agressiva. |
|
|
36
|
+
| **Cognition & perception** | Decaimento da memória, filtro de percepção, regra de apresentação da fome dos zumbis. |
|
|
37
|
+
| **Progression** | Árvore de sobrevivência com 3 níveis, com recompensas de experiência ao derrotar entidades. |
|
|
38
|
+
| **Environment** | Mortos-vivos que se movem, drenando a resistência, zonas de risco de infecção que aumentam a infecção. |
|
|
39
|
+
| **Factions** | Facção dos sobreviventes, com um médico, um saqueador e um líder militar. |
|
|
40
|
+
| **Belief provenance** | Propagação de rumores com atraso, rastreamento da crença. |
|
|
41
|
+
| **Inventory** | Antibióticos com efeito de uso programado que reduzem a infecção. |
|
|
42
|
+
| **Simulation inspector** | Inspeção completa para análise de repetições. |
|
|
43
|
+
|
|
44
|
+
## O que está incluído
|
|
45
|
+
|
|
46
|
+
- **5 zonas** — Hall do Refúgio, Posto de Gasolina Abandonado, Rua Invadida, Ala Leste do Hospital, Terraço do Hospital.
|
|
47
|
+
- **3 NPCs** — Dra. Chen (médica), Rook (saqueador), Sargento Marsh (líder militar).
|
|
48
|
+
- **2 inimigos** — Shambler (morto-vivo lento e resistente), Runner (morto-vivo rápido e frágil).
|
|
49
|
+
- **1 item** — Antibióticos (reduz a infecção em 25).
|
|
50
|
+
- **1 árvore de progressão** — Sobrevivência (Scrapper → Cool-Headed → Last One Standing).
|
|
51
|
+
- **1 regra de apresentação** — zumbis percebem todos os seres vivos como presas.
|
|
52
|
+
- **15 módulos conectados** — movimentação, status, combate, inventário, diálogo, cognição, percepção, progressão, ambiente, facções, rumores, distritos, crença, apresentação do observador, inspetor.
|
|
53
|
+
|
|
54
|
+
## Uso
|
|
55
|
+
|
|
56
56
|
```typescript
|
|
57
57
|
import { createGame } from '@ai-rpg-engine/starter-zombie';
|
|
58
58
|
|
|
@@ -62,12 +62,12 @@ const engine = createGame(42);
|
|
|
62
62
|
// Or import pieces individually:
|
|
63
63
|
import { manifest, zombieMinimalRuleset, survivalTree } from '@ai-rpg-engine/starter-zombie';
|
|
64
64
|
```
|
|
65
|
-
|
|
66
|
-
## Documentação
|
|
67
|
-
|
|
68
|
-
- [Manual](https://mcp-tool-shop-org.github.io/ai-rpg-engine/handbook/)
|
|
69
|
-
- [GitHub](https://github.com/mcp-tool-shop-org/ai-rpg-engine)
|
|
70
|
-
|
|
65
|
+
|
|
66
|
+
## Documentação
|
|
67
|
+
|
|
68
|
+
- [Manual](https://mcp-tool-shop-org.github.io/ai-rpg-engine/handbook/)
|
|
69
|
+
- [GitHub](https://github.com/mcp-tool-shop-org/ai-rpg-engine)
|
|
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|
+
|
|
71
71
|
---
|
|
72
|
-
|
|
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|
-
Criado por <a href="https://mcp-tool-shop.github.io/">MCP Tool Shop</a>
|
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|
+
|
|
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|
+
Criado por <a href="https://mcp-tool-shop.github.io/">MCP Tool Shop</a>
|
package/README.zh.md
CHANGED
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@@ -1,58 +1,58 @@
|
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|
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<p align="center">
|
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<a href="README.ja.md">日本語</a> | <a href="README.md">English</a> | <a href="README.es.md">Español</a> | <a href="README.fr.md">Français</a> | <a href="README.hi.md">हिन्दी</a> | <a href="README.it.md">Italiano</a> | <a href="README.pt-BR.md">Português (BR)</a>
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<p align="center">
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<a href="README.ja.md">日本語</a> | <a href="README.md">English</a> | <a href="README.es.md">Español</a> | <a href="README.fr.md">Français</a> | <a href="README.hi.md">हिन्दी</a> | <a href="README.it.md">Italiano</a> | <a href="README.pt-BR.md">Português (BR)</a>
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<p align="center">
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<img src="https://raw.githubusercontent.com/mcp-tool-shop-org/brand/main/logos/ai-rpg-engine/readme.png" width="400" alt="AI RPG Engine">
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<p align="center">
|
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<a href="https://github.com/mcp-tool-shop-org/ai-rpg-engine/actions/workflows/ci.yml"><img src="https://github.com/mcp-tool-shop-org/ai-rpg-engine/actions/workflows/ci.yml/badge.svg" alt="CI"></a>
|
|
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|
<a href="https://github.com/mcp-tool-shop-org/ai-rpg-engine/blob/main/LICENSE"><img src="https://img.shields.io/badge/License-MIT-yellow.svg" alt="License: MIT"></a>
|
|
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|
<a href="https://mcp-tool-shop-org.github.io/ai-rpg-engine/"><img src="https://img.shields.io/badge/Landing_Page-live-blue" alt="Landing Page"></a>
|
|
13
13
|
</p>
|
|
14
|
-
|
|
15
|
-
# @ai-rpg-engine/starter-zombie
|
|
16
|
-
|
|
17
|
-
**灰烬之死 (Ashfall Dead)** — 一个用于 AI RPG 引擎的僵尸生存主题入门世界。
|
|
18
|
-
|
|
19
|
-
## 安装
|
|
20
|
-
|
|
14
|
+
|
|
15
|
+
# @ai-rpg-engine/starter-zombie
|
|
16
|
+
|
|
17
|
+
**灰烬之死 (Ashfall Dead)** — 一个用于 AI RPG 引擎的僵尸生存主题入门世界。
|
|
18
|
+
|
|
19
|
+
## 安装
|
|
20
|
+
|
|
21
21
|
```bash
|
|
22
22
|
npm install @ai-rpg-engine/starter-zombie
|
|
23
23
|
```
|
|
24
|
-
|
|
25
|
-
## 您将学到的内容
|
|
26
|
-
|
|
27
|
-
这个入门示例通过一个生存场景,展示了完整的引擎架构:
|
|
28
|
-
|
|
29
|
-
| 特性 | 僵尸展示的内容 |
|
|
30
|
-
|---|---|
|
|
31
|
-
| **Rulesets** | `zombieMinimalRuleset` — 属性(体格/智慧/神经)、资源(生命值/体力/感染)、动词、公式 |
|
|
32
|
-
| **Zones & traversal** | 3个房间,共5个区域,具有相邻关系、光照等级、可交互对象和危险因素。 |
|
|
33
|
-
| **Districts** | 安全屋(幸存者派系) vs 死亡区域(敌对、不死生物) |
|
|
34
|
-
| **Dialogue** | 与医生进行的分支对话,包含医院补给任务的触发点。 |
|
|
35
|
-
| **Combat** | 蹒跚者(缓慢、坚韧)和奔跑者(快速、脆弱),具有攻击性人工智能。 |
|
|
36
|
-
| **Cognition & perception** | 记忆衰减、感知过滤器、僵尸饥饿呈现规则。 |
|
|
37
|
-
| **Progression** | 3个节点的生存技能树,击败实体时获得经验值奖励。 |
|
|
38
|
-
| **Environment** | 游荡的僵尸会消耗体力,感染风险区域会增加感染几率。 |
|
|
39
|
-
| **Factions** | 幸存者派系,包括医生、拾荒者和军事领导者。 |
|
|
40
|
-
| **Belief provenance** | 谣言传播,带有延迟,并跟踪信念。 |
|
|
41
|
-
| **Inventory** | 抗生素,具有脚本化的使用效果,可降低感染。 |
|
|
42
|
-
| **Simulation inspector** | 完整的检查功能,用于回放分析。 |
|
|
43
|
-
|
|
44
|
-
## 内容
|
|
45
|
-
|
|
46
|
-
- **5个区域** — 安全屋大厅、废弃加油站、被占领的街道、医院东翼、医院屋顶
|
|
47
|
-
- **3个NPC** — 陈医生(医生)、鲁克(拾荒者)、马什中士(军事领导者)
|
|
48
|
-
- **2个敌人** — 蹒跚者(缓慢、坚韧的不死生物)、奔跑者(快速、脆弱的不死生物)
|
|
49
|
-
- **1个物品** — 抗生素(降低25%的感染)
|
|
50
|
-
- **1个技能树** — 生存(拾荒者 → 冷静沉着 → 最后的幸存者)
|
|
51
|
-
- **1个呈现规则** — 僵尸将所有生物视为猎物
|
|
52
|
-
- **15个模块** — 移动、状态、战斗、物品、对话、认知、感知、技能、环境、派系、谣言、区域、信念、观察者呈现、检查器
|
|
53
|
-
|
|
54
|
-
## 使用方法
|
|
55
|
-
|
|
24
|
+
|
|
25
|
+
## 您将学到的内容
|
|
26
|
+
|
|
27
|
+
这个入门示例通过一个生存场景,展示了完整的引擎架构:
|
|
28
|
+
|
|
29
|
+
| 特性 | 僵尸展示的内容 |
|
|
30
|
+
|---|---|
|
|
31
|
+
| **Rulesets** | `zombieMinimalRuleset` — 属性(体格/智慧/神经)、资源(生命值/体力/感染)、动词、公式 |
|
|
32
|
+
| **Zones & traversal** | 3个房间,共5个区域,具有相邻关系、光照等级、可交互对象和危险因素。 |
|
|
33
|
+
| **Districts** | 安全屋(幸存者派系) vs 死亡区域(敌对、不死生物) |
|
|
34
|
+
| **Dialogue** | 与医生进行的分支对话,包含医院补给任务的触发点。 |
|
|
35
|
+
| **Combat** | 蹒跚者(缓慢、坚韧)和奔跑者(快速、脆弱),具有攻击性人工智能。 |
|
|
36
|
+
| **Cognition & perception** | 记忆衰减、感知过滤器、僵尸饥饿呈现规则。 |
|
|
37
|
+
| **Progression** | 3个节点的生存技能树,击败实体时获得经验值奖励。 |
|
|
38
|
+
| **Environment** | 游荡的僵尸会消耗体力,感染风险区域会增加感染几率。 |
|
|
39
|
+
| **Factions** | 幸存者派系,包括医生、拾荒者和军事领导者。 |
|
|
40
|
+
| **Belief provenance** | 谣言传播,带有延迟,并跟踪信念。 |
|
|
41
|
+
| **Inventory** | 抗生素,具有脚本化的使用效果,可降低感染。 |
|
|
42
|
+
| **Simulation inspector** | 完整的检查功能,用于回放分析。 |
|
|
43
|
+
|
|
44
|
+
## 内容
|
|
45
|
+
|
|
46
|
+
- **5个区域** — 安全屋大厅、废弃加油站、被占领的街道、医院东翼、医院屋顶
|
|
47
|
+
- **3个NPC** — 陈医生(医生)、鲁克(拾荒者)、马什中士(军事领导者)
|
|
48
|
+
- **2个敌人** — 蹒跚者(缓慢、坚韧的不死生物)、奔跑者(快速、脆弱的不死生物)
|
|
49
|
+
- **1个物品** — 抗生素(降低25%的感染)
|
|
50
|
+
- **1个技能树** — 生存(拾荒者 → 冷静沉着 → 最后的幸存者)
|
|
51
|
+
- **1个呈现规则** — 僵尸将所有生物视为猎物
|
|
52
|
+
- **15个模块** — 移动、状态、战斗、物品、对话、认知、感知、技能、环境、派系、谣言、区域、信念、观察者呈现、检查器
|
|
53
|
+
|
|
54
|
+
## 使用方法
|
|
55
|
+
|
|
56
56
|
```typescript
|
|
57
57
|
import { createGame } from '@ai-rpg-engine/starter-zombie';
|
|
58
58
|
|
|
@@ -62,12 +62,12 @@ const engine = createGame(42);
|
|
|
62
62
|
// Or import pieces individually:
|
|
63
63
|
import { manifest, zombieMinimalRuleset, survivalTree } from '@ai-rpg-engine/starter-zombie';
|
|
64
64
|
```
|
|
65
|
-
|
|
66
|
-
## 文档
|
|
67
|
-
|
|
68
|
-
- [手册](https://mcp-tool-shop-org.github.io/ai-rpg-engine/handbook/)
|
|
69
|
-
- [GitHub](https://github.com/mcp-tool-shop-org/ai-rpg-engine)
|
|
70
|
-
|
|
65
|
+
|
|
66
|
+
## 文档
|
|
67
|
+
|
|
68
|
+
- [手册](https://mcp-tool-shop-org.github.io/ai-rpg-engine/handbook/)
|
|
69
|
+
- [GitHub](https://github.com/mcp-tool-shop-org/ai-rpg-engine)
|
|
70
|
+
|
|
71
71
|
---
|
|
72
|
-
|
|
73
|
-
由 <a href="https://mcp-tool-shop.github.io/">MCP Tool Shop</a> 构建。
|
|
72
|
+
|
|
73
|
+
由 <a href="https://mcp-tool-shop.github.io/">MCP Tool Shop</a> 构建。
|
package/dist/setup.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"setup.d.ts","sourceRoot":"","sources":["../src/setup.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;
|
|
1
|
+
{"version":3,"file":"setup.d.ts","sourceRoot":"","sources":["../src/setup.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAkF7C,wBAAgB,UAAU,CAAC,IAAI,CAAC,EAAE,MAAM,GAAG,MAAM,CAmIhD"}
|
package/dist/setup.js
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
// Game setup — wire content into engine
|
|
2
2
|
import { Engine } from '@ai-rpg-engine/core';
|
|
3
|
-
import { traversalCore, statusCore,
|
|
3
|
+
import { traversalCore, statusCore, buildCombatStack, createInventoryCore, createDialogueCore, createCognitionCore, createPerceptionFilter, createProgressionCore, createEnvironmentCore, createFactionCognition, createRumorPropagation, createSimulationInspector, createDistrictCore, createBeliefProvenance, createObserverPresentation, giveItem, createDefeatFallout, createBossPhaseListener, createAbilityCore, createAbilityEffects, createAbilityReview, registerStatusDefinitions, } from '@ai-rpg-engine/modules';
|
|
4
4
|
import { manifest, player, medic, scavenger, leader, shambler, runner, bloaterAlpha, bloaterAlphaBoss, zones, districts, medicDialogue, antibioticsEffect, survivalTree, zombieAbilities, zombieStatusDefinitions, } from './content.js';
|
|
5
5
|
import { zombieMinimalRuleset } from './ruleset.js';
|
|
6
6
|
// Zombie-specific: undead hunt by noise — perceive all living as prey
|
|
@@ -19,26 +19,6 @@ const undeadHunger = {
|
|
|
19
19
|
},
|
|
20
20
|
}),
|
|
21
21
|
};
|
|
22
|
-
// Zombie combat formulas — fitness for damage, wits for hit/dodge, nerve for guard
|
|
23
|
-
const zombieFormulas = {
|
|
24
|
-
statMapping: { attack: 'fitness', precision: 'wits', resolve: 'nerve' },
|
|
25
|
-
hitChance: (attacker, target) => {
|
|
26
|
-
const atkWits = attacker.stats.wits ?? 5;
|
|
27
|
-
const tgtWits = target.stats.wits ?? 5;
|
|
28
|
-
return Math.min(95, Math.max(5, 50 + atkWits * 5 - tgtWits * 3));
|
|
29
|
-
},
|
|
30
|
-
damage: (attacker) => Math.max(1, attacker.stats.fitness ?? 3),
|
|
31
|
-
guardReduction: (defender) => {
|
|
32
|
-
const nerve = defender.stats.nerve ?? 3;
|
|
33
|
-
const bonus = Math.max(0, (nerve - 3) * 0.03);
|
|
34
|
-
return Math.min(0.75, 0.5 + bonus);
|
|
35
|
-
},
|
|
36
|
-
disengageChance: (actor) => {
|
|
37
|
-
const wits = actor.stats.wits ?? 5;
|
|
38
|
-
const nerve = actor.stats.nerve ?? 3;
|
|
39
|
-
return Math.min(90, Math.max(15, 40 + wits * 5 + nerve * 2));
|
|
40
|
-
},
|
|
41
|
-
};
|
|
42
22
|
// Zombie combat resource profile — infection is consequence, not currency
|
|
43
23
|
const zombieCombatProfile = {
|
|
44
24
|
packId: 'zombie',
|
|
@@ -59,8 +39,13 @@ const zombieCombatProfile = {
|
|
|
59
39
|
};
|
|
60
40
|
export function createGame(seed) {
|
|
61
41
|
registerStatusDefinitions(zombieStatusDefinitions);
|
|
62
|
-
const
|
|
63
|
-
|
|
42
|
+
const combat = buildCombatStack({
|
|
43
|
+
statMapping: { attack: 'fitness', precision: 'wits', resolve: 'nerve' },
|
|
44
|
+
playerId: 'survivor',
|
|
45
|
+
resourceProfile: zombieCombatProfile,
|
|
46
|
+
biasTags: ['zombie', 'undead'],
|
|
47
|
+
recovery: { safeZoneTags: ['safe', 'home-base'] },
|
|
48
|
+
});
|
|
64
49
|
const engine = new Engine({
|
|
65
50
|
manifest,
|
|
66
51
|
seed: seed ?? 42,
|
|
@@ -68,9 +53,7 @@ export function createGame(seed) {
|
|
|
68
53
|
modules: [
|
|
69
54
|
traversalCore,
|
|
70
55
|
statusCore,
|
|
71
|
-
|
|
72
|
-
review.module,
|
|
73
|
-
createCombatCore(review.explain(wrappedFormulas)),
|
|
56
|
+
...combat.modules,
|
|
74
57
|
createInventoryCore([antibioticsEffect]),
|
|
75
58
|
createDialogueCore([medicDialogue]),
|
|
76
59
|
createCognitionCore({ decay: { baseRate: 0.02, pruneThreshold: 0.05, instabilityFactor: 0.5 } }),
|
|
@@ -123,10 +106,6 @@ export function createGame(seed) {
|
|
|
123
106
|
factions: [{ factionId: 'survivors', entityIds: ['medic_chen', 'scavenger_rook', 'leader_marsh'] }],
|
|
124
107
|
playerId: 'survivor',
|
|
125
108
|
}),
|
|
126
|
-
createCombatTactics({ hooks: buildTacticalHooks(zombieCombatProfile) }),
|
|
127
|
-
createCombatResources(zombieCombatProfile),
|
|
128
|
-
createCombatIntent({ packBiases: BUILTIN_PACK_BIASES.filter(b => ['zombie', 'undead'].includes(b.tag)), resourceProfile: zombieCombatProfile }),
|
|
129
|
-
createCombatRecovery({ safeZoneTags: ['safe', 'home-base'] }),
|
|
130
109
|
createBossPhaseListener(bloaterAlphaBoss),
|
|
131
110
|
createAbilityCore({ abilities: zombieAbilities, statMapping: { power: 'fitness', precision: 'wits', focus: 'nerve' } }),
|
|
132
111
|
createAbilityEffects(),
|
package/dist/setup.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"setup.js","sourceRoot":"","sources":["../src/setup.ts"],"names":[],"mappings":"AAAA,wCAAwC;AAExC,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAC7C,OAAO,EACL,aAAa,EACb,UAAU,EACV,gBAAgB,EAChB,mBAAmB,EACnB,kBAAkB,EAClB,mBAAmB,EACnB,sBAAsB,EACtB,qBAAqB,EACrB,qBAAqB,EACrB,sBAAsB,EACtB,sBAAsB,EACtB,yBAAyB,EACzB,kBAAkB,EAClB,sBAAsB,EACtB,0BAA0B,EAC1B,QAAQ,EACR,mBAAmB,EACnB,
|
|
1
|
+
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CHANGED
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{
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"name": "@ai-rpg-engine/starter-zombie",
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"version": "2.2.
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"description": "AI RPG Engine zombie survival starter: Ashfall Dead",
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"type": "module",
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"main": "./dist/index.js",
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"types": "./dist/index.d.ts",
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}
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"scripts": {
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"build": "tsc",
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"test": "vitest run"
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"dependencies": {
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"@ai-rpg-engine/core": "*",
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"@ai-rpg-engine/content-schema": "*",
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"@ai-rpg-engine/equipment": "*",
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"@ai-rpg-engine/modules": "*"
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},
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"license": "MIT",
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"author": "mcp-tool-shop",
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"homepage": "https://mcp-tool-shop-org.github.io/ai-rpg-engine/",
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"repository": {
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"type": "git",
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"url": "https://github.com/mcp-tool-shop-org/ai-rpg-engine.git",
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"directory": "packages/starter-zombie"
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},
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"keywords": [
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"rpg",
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"zombie",
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"survival",
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"horror",
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"game-engine",
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"starter",
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"worldbuilding",
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"content-pack"
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],
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"engines": {
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"node": ">=20"
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}
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}
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{
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"name": "@ai-rpg-engine/starter-zombie",
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"version": "2.2.4",
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"description": "AI RPG Engine zombie survival starter: Ashfall Dead",
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"type": "module",
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"main": "./dist/index.js",
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"types": "./dist/index.d.ts",
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"exports": {
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".": {
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"types": "./dist/index.d.ts",
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}
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"files": [
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],
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"scripts": {
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"build": "tsc",
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"test": "vitest run"
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},
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"dependencies": {
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"@ai-rpg-engine/core": "*",
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"@ai-rpg-engine/content-schema": "*",
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"@ai-rpg-engine/equipment": "*",
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"@ai-rpg-engine/modules": "*"
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},
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"license": "MIT",
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"author": "mcp-tool-shop",
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"homepage": "https://mcp-tool-shop-org.github.io/ai-rpg-engine/",
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"repository": {
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|
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"type": "git",
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"url": "https://github.com/mcp-tool-shop-org/ai-rpg-engine.git",
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"directory": "packages/starter-zombie"
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},
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"keywords": [
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"rpg",
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"zombie",
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"survival",
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"horror",
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"game-engine",
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"starter",
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"worldbuilding",
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"content-pack"
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],
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"engines": {
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"node": ">=20"
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}
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+
}
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