@umang-boss/claudemon 2.1.3 → 2.2.0

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@@ -21,7 +21,6 @@ import {
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  generateEncounter,
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  shouldBonusEncounter,
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  shouldDiversityBonus,
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- getTimeOfDayBias,
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  } from "../engine/encounters.js";
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  import type { EncounterContext } from "../engine/encounters.js";
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  import { calculateMood } from "../engine/mood.js";
@@ -138,7 +137,6 @@ const evolutionReady = checkEvolution(pokemon, state) !== null;
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  // Build encounter context for the enhanced trigger system
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  const encounterSpeed = state.config.encounterSpeed ?? "normal";
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  const currentHour = new Date().getHours();
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- const timeOfDayTypes = getTimeOfDayBias(currentHour);
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  const encounterCtx: EncounterContext = {
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  xpSinceLastEncounter: (state.xpSinceLastEncounter ?? 0) + xpEvent.xp,
@@ -153,7 +151,7 @@ state.xpSinceLastEncounter = encounterCtx.xpSinceLastEncounter;
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  let encounterTriggered = false;
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  if (shouldTriggerEncounter(encounterCtx) && !state.pendingEncounter) {
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- const encounter = generateEncounter(eventType, state, timeOfDayTypes);
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+ const encounter = generateEncounter(eventType, state);
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  if (encounter) {
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  state.pendingEncounter = encounter;
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  state.xpSinceLastEncounter = 0;
@@ -163,7 +161,7 @@ if (shouldTriggerEncounter(encounterCtx) && !state.pendingEncounter) {
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  // 10% chance for a bonus encounter after a regular one
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  // (bonus replaces the pending encounter with a second roll)
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  if (shouldBonusEncounter()) {
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- const bonusEncounter = generateEncounter(eventType, state, timeOfDayTypes);
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+ const bonusEncounter = generateEncounter(eventType, state);
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  if (bonusEncounter) {
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  // The bonus encounter replaces the first; first is already set as pending
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  // In practice the player still sees one encounter per trigger,
@@ -177,7 +175,7 @@ if (shouldTriggerEncounter(encounterCtx) && !state.pendingEncounter) {
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  // Tool diversity bonus: if 3+ unique tool types used recently and no pending encounter,
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  // grant an extra encounter opportunity
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  if (!encounterTriggered && !state.pendingEncounter && shouldDiversityBonus(state.recentToolTypes)) {
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- const diversityEncounter = generateEncounter(eventType, state, timeOfDayTypes);
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+ const diversityEncounter = generateEncounter(eventType, state);
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  if (diversityEncounter) {
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  state.pendingEncounter = diversityEncounter;
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  state.xpSinceLastEncounter = 0;