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@@ -15,6 +15,7 @@ vi.mock('../../services/rpg-runtime', () => ({
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}));
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import { generateNextStep } from '../../services/aiService';
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import { getScenePresetsByWorld } from '../../data/scenePresets';
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import { AnimationState, type Character, type Encounter, type GameState, type StoryMoment, type StoryOption, WorldType } from '../../types';
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import { createStoryChoiceActions } from './choiceActions';
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@@ -138,6 +139,60 @@ function createFallbackStory(text = 'fallback'): StoryMoment {
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};
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}
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function createCustomWorldProfileForSceneAct(sceneId: string) {
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return {
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id: 'custom-world-test',
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name: '场景幕重置测试',
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summary: '用于验证战败后回到首幕。',
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playableNpcs: [],
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storyNpcs: [],
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sceneChapterBlueprints: [
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{
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id: `${sceneId}-chapter`,
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sceneId,
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title: '测试章节',
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summary: '测试章节摘要',
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linkedThreadIds: [],
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linkedLandmarkIds: [],
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acts: [
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{
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id: `${sceneId}-act-1`,
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sceneId,
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title: '第一幕',
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summary: '开场第一幕',
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stageCoverage: ['opening'],
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backgroundImageSrc: '/act-1.png',
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encounterNpcIds: [],
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primaryNpcId: null,
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oppositeNpcId: null,
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eventDescription: '第一幕事件',
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linkedThreadIds: [],
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advanceRule: 'after_primary_contact',
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actGoal: '完成第一幕目标',
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transitionHook: '第一幕过渡',
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},
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{
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id: `${sceneId}-act-2`,
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sceneId,
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title: '第二幕',
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summary: '推进第二幕',
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stageCoverage: ['expansion'],
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backgroundImageSrc: '/act-2.png',
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encounterNpcIds: [],
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primaryNpcId: null,
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oppositeNpcId: null,
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eventDescription: '第二幕事件',
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linkedThreadIds: [],
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advanceRule: 'after_primary_contact',
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actGoal: '完成第二幕目标',
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transitionHook: '第二幕过渡',
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},
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],
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},
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],
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} as NonNullable<GameState['customWorldProfile']>;
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}
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const neverNpcEncounter = (
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encounter: GameState['currentEncounter'],
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): encounter is Encounter => false;
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@@ -634,6 +689,144 @@ describe('createStoryChoiceActions', () => {
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);
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});
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it('keeps local npc defeat on the death revive chain and resets to the first scene act', async () => {
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vi.useFakeTimers();
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const firstScene = getScenePresetsByWorld(WorldType.WUXIA)[0]!;
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const customWorldProfile = createCustomWorldProfileForSceneAct(firstScene.id);
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const state = {
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...createBaseState(),
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customWorldProfile,
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currentScenePreset: firstScene,
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storyEngineMemory: {
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discoveredFactIds: [],
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activeThreadIds: [],
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resolvedScarIds: [],
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recentCarrierIds: [],
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currentSceneActState: {
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sceneId: firstScene.id,
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chapterId: `${firstScene.id}-chapter`,
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currentActId: `${firstScene.id}-act-2`,
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currentActIndex: 1,
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completedActIds: [`${firstScene.id}-act-1`],
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visitedActIds: [`${firstScene.id}-act-1`, `${firstScene.id}-act-2`],
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},
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},
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currentEncounter: {
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id: 'npc-opponent',
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kind: 'npc' as const,
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npcName: '山道客',
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npcDescription: '拦路旧敌',
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npcAvatar: '/npc.png',
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context: '山道旧案',
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},
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npcInteractionActive: true,
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};
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const option = createBattleOption();
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const afterSequence = {
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...state,
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playerHp: 0,
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inBattle: false,
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sceneHostileNpcs: [],
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currentNpcBattleOutcome: 'fight_defeat' as const,
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};
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const finalizeNpcBattleResult = vi.fn(() => ({
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nextState: afterSequence,
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resultText: '不应该进入胜利结算',
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}));
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const setCurrentStory = vi.fn();
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const setGameState = vi.fn();
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const { handleChoice } = createStoryChoiceActions({
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gameState: state,
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currentStory: createFallbackStory(),
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isLoading: false,
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setGameState,
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setCurrentStory,
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setAiError: vi.fn(),
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setIsLoading: vi.fn(),
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setBattleReward: vi.fn(),
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buildResolvedChoiceState: vi.fn(() => ({
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optionKind: 'battle' as const,
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battlePlan: null,
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afterSequence,
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})),
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playResolvedChoice: vi.fn().mockResolvedValue(afterSequence),
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buildStoryContextFromState: vi.fn(() => ({
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playerHp: 0,
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playerMaxHp: 100,
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playerMana: 20,
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playerMaxMana: 20,
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inBattle: false,
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playerX: 0,
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playerFacing: 'right',
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playerAnimation: AnimationState.IDLE,
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skillCooldowns: {},
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})),
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buildStoryFromResponse: vi.fn((_, __, response) => response),
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buildFallbackStoryForState: vi.fn(() => createFallbackStory()),
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generateStoryForState: vi.fn(),
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getAvailableOptionsForState: vi.fn(() => null),
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getStoryGenerationHostileNpcs: vi.fn(() => []),
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getResolvedSceneHostileNpcs: vi.fn((inputState: GameState) => inputState.sceneHostileNpcs),
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buildNpcStory: vi.fn(() => createFallbackStory()),
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handleNpcBattleConversationContinuation: vi.fn(() => false),
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updateQuestLog: vi.fn((inputState: GameState) => inputState),
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incrementRuntimeStats: vi.fn((inputState: GameState) => inputState),
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getCampCompanionTravelScene: vi.fn(() => null),
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enterNpcInteraction: vi.fn(() => false),
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handleNpcInteraction: vi.fn(() => false),
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handleTreasureInteraction: vi.fn(() => false),
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commitGeneratedStateWithEncounterEntry: vi.fn(),
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finalizeNpcBattleResult,
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isContinueAdventureOption: vi.fn(() => false),
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isCampTravelHomeOption: vi.fn(() => false),
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isRegularNpcEncounter: neverNpcEncounter,
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isNpcEncounter: neverNpcEncounter,
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npcPreviewTalkFunctionId: 'npc_preview_talk',
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fallbackCompanionName: '同伴',
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turnVisualMs: 820,
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});
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const choicePromise = handleChoice(option);
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await vi.advanceTimersByTimeAsync(3000);
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await choicePromise;
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vi.useRealTimers();
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expect(finalizeNpcBattleResult).not.toHaveBeenCalled();
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expect(setGameState).toHaveBeenNthCalledWith(
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1,
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expect.objectContaining({
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playerHp: 0,
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inBattle: false,
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currentNpcBattleOutcome: 'fight_defeat',
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animationState: AnimationState.DIE,
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}),
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);
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expect(setGameState).toHaveBeenNthCalledWith(
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2,
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expect.objectContaining({
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currentScenePreset: expect.objectContaining({
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id: firstScene.id,
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}),
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playerHp: 100,
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inBattle: false,
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currentNpcBattleOutcome: null,
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storyEngineMemory: expect.objectContaining({
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currentSceneActState: expect.objectContaining({
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sceneId: firstScene.id,
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currentActId: `${firstScene.id}-act-1`,
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currentActIndex: 0,
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}),
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}),
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}),
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);
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expect(setCurrentStory).toHaveBeenCalledWith(
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expect.objectContaining({
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text: expect.stringContaining('重新醒来'),
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}),
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);
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});
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it('settles escape locally without ai continuation', async () => {
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const mockedGenerateNextStep = vi.mocked(generateNextStep);
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