feat: add era-based camp soundscapes
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@@ -1,5 +1,5 @@
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import Phaser from 'phaser';
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import { effectTracks, musicTracks } from './game/audio/audioAssets';
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import { ambienceTracks, effectTracks, musicTracks } from './game/audio/audioAssets';
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import { soundDirector } from './game/audio/SoundDirector';
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import { BootScene } from './game/scenes/BootScene';
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import { startLazySceneFromGame } from './game/scenes/lazyScenes';
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@@ -26,6 +26,7 @@ type DebugCampScene = Phaser.Scene & {
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type HerosDebugApi = {
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game: Phaser.Game;
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activeScenes: () => string[];
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audio: () => ReturnType<typeof soundDirector.getDebugState>;
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battle: () => unknown;
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camp: () => unknown;
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goToBattle: (battleId?: string) => Promise<void>;
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@@ -57,6 +58,7 @@ const config: Phaser.Types.Core.GameConfig = {
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};
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soundDirector.registerMusicTracks(musicTracks);
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soundDirector.registerAmbienceTracks(ambienceTracks);
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soundDirector.registerEffectTracks(effectTracks);
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const game = new Phaser.Game(config);
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@@ -76,6 +78,7 @@ function createDebugApi(game: Phaser.Game): HerosDebugApi {
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return {
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game,
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activeScenes: () => game.scene.getScenes(true).map((activeScene) => activeScene.scene.key),
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audio: () => soundDirector.getDebugState(),
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battle: () => battleScene()?.getDebugState?.() ?? { active: false, reason: 'BattleScene is not active yet.' },
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camp: () => campScene()?.getDebugState?.() ?? { active: false, reason: 'CampScene is not active yet.' },
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goToBattle: (battleId) => startLazySceneFromGame(game, 'BattleScene', battleId ? { battleId } : undefined),
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