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@@ -212,11 +212,10 @@ pub(super) async fn generate_reasoned_story_payload(
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}
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pub(super) fn should_generate_reasoned_combat_story(
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battle: Option<&RuntimeBattlePresentation>,
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_battle: Option<&RuntimeBattlePresentation>,
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) -> bool {
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battle
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.and_then(|presentation| presentation.outcome.as_deref())
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.is_some_and(|outcome| matches!(outcome, "victory" | "spar_complete" | "escaped"))
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// 战斗动作、逃跑、胜利、切磋结束与死亡都只走确定性结算,避免战斗链路再次触发剧情推理。
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false
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}
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pub(super) fn build_action_story_history(
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@@ -1913,7 +1913,7 @@ fn runtime_story_quest_turn_in_marks_quest_rewards_and_affinity() {
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}
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#[test]
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fn runtime_story_reasoned_combat_story_guard_only_targets_terminal_outcomes() {
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fn runtime_story_reasoned_combat_story_guard_blocks_all_battle_outcomes() {
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assert!(!should_generate_reasoned_combat_story(None));
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assert!(!should_generate_reasoned_combat_story(Some(
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&RuntimeBattlePresentation {
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@@ -1924,7 +1924,7 @@ fn runtime_story_reasoned_combat_story_guard_only_targets_terminal_outcomes() {
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outcome: Some("ongoing".to_string()),
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}
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)));
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assert!(should_generate_reasoned_combat_story(Some(
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assert!(!should_generate_reasoned_combat_story(Some(
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&RuntimeBattlePresentation {
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target_id: Some("npc_merchant_01".to_string()),
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target_name: Some("沈七".to_string()),
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@@ -1933,7 +1933,7 @@ fn runtime_story_reasoned_combat_story_guard_only_targets_terminal_outcomes() {
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outcome: Some("victory".to_string()),
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}
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)));
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assert!(should_generate_reasoned_combat_story(Some(
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assert!(!should_generate_reasoned_combat_story(Some(
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&RuntimeBattlePresentation {
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target_id: Some("npc_merchant_01".to_string()),
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target_name: Some("沈七".to_string()),
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