feat: trigger logic implementation
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@@ -18,6 +18,7 @@ Context = {}
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--- * minigame_button_mash (table) Button mash minigame state (see Minigame.get_default_button_mash).<br/>
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--- * minigame_rhythm (table) Rhythm minigame state (see Minigame.get_default_rhythm).<br/>
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--- * meters (table) Meter values (see Meter.get_initial).<br/>
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--- * triggers (table) Active trigger runtime state, keyed by trigger ID.<br/>
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--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
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--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
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function Context.initial_data()
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@@ -35,6 +36,7 @@ function Context.initial_data()
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minigame_rhythm = {},
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meters = Meter.get_initial(),
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timer = Timer.get_initial(),
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triggers = {},
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game = {
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current_screen = "home",
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current_situation = nil,
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@@ -13,4 +13,5 @@ Sprite = {}
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Audio = {}
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Focus = {}
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Day = {}
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Timer = {}
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Timer = {}
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Trigger = {}
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