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@@ -738,4 +738,204 @@ describe('createStoryChoiceActions', () => {
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expect.objectContaining({ hostileNpcsDefeated: 0 }),
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);
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});
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it('keeps battle attack and skill choices on the local combat path even if runtime server supports them', async () => {
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const state = {
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...createBaseState(),
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sceneHostileNpcs: [
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{
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id: 'wolf-1',
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name: '山狼',
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action: '低伏逼近',
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description: '一头山狼',
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animation: 'idle' as const,
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xMeters: 3.2,
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yOffset: 0,
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facing: 'left' as const,
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attackRange: 1.4,
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speed: 7,
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hp: 10,
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maxHp: 10,
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renderKind: 'npc' as const,
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},
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],
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};
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const option: StoryOption = {
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...createBattleOption('battle_use_skill'),
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runtimePayload: {
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skillId: 'skill-basic',
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},
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};
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const setGameState = vi.fn();
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const setCurrentStory = vi.fn();
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const buildResolvedChoiceState = vi.fn(() => ({
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optionKind: 'battle' as const,
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battlePlan: null,
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afterSequence: state,
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}));
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const playResolvedChoice = vi.fn().mockResolvedValue(state);
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isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
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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,
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playResolvedChoice,
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buildStoryContextFromState: vi.fn(() => ({
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playerHp: 100,
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playerMaxHp: 100,
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playerMana: 20,
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playerMaxMana: 20,
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inBattle: true,
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playerX: 0,
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playerFacing: 'right' as const,
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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(() => [option]),
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getStoryGenerationHostileNpcs: vi.fn(() => state.sceneHostileNpcs),
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getResolvedSceneHostileNpcs: vi.fn(
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(inputState: GameState) => inputState.sceneHostileNpcs,
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),
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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: vi.fn(() => null),
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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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await handleChoice(option);
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expect(buildResolvedChoiceState).toHaveBeenCalledWith(
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state,
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option,
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state.playerCharacter!,
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);
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expect(playResolvedChoice).toHaveBeenCalled();
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expect(setGameState).toHaveBeenCalled();
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expect(setCurrentStory).toHaveBeenCalled();
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});
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it('keeps stale battle panel choices on the local combat path when combat presentation is still visible', async () => {
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const battleOption = createBattleOption('battle_attack_basic');
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const state = {
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...createBaseState(),
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inBattle: false,
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sceneHostileNpcs: [
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{
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id: 'wolf-1',
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name: '山狼',
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action: '低伏逼近',
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description: '一头山狼',
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animation: 'idle' as const,
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xMeters: 3.2,
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yOffset: 0,
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facing: 'left' as const,
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attackRange: 1.4,
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speed: 7,
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hp: 10,
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maxHp: 10,
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renderKind: 'npc' as const,
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},
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],
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};
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const currentStory: StoryMoment = {
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text: '山狼还在你面前压低身位,战斗并未真正结束。',
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options: [battleOption],
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};
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const 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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...state,
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inBattle: true,
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},
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}));
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const playResolvedChoice = vi.fn().mockResolvedValue({
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...state,
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inBattle: true,
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});
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isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
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const { handleChoice } = createStoryChoiceActions({
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gameState: state,
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currentStory,
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isLoading: false,
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setGameState: vi.fn(),
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setCurrentStory: vi.fn(),
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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,
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playResolvedChoice,
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buildStoryContextFromState: vi.fn(() => ({
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playerHp: 100,
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playerMaxHp: 100,
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playerMana: 20,
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playerMaxMana: 20,
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inBattle: true,
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playerX: 0,
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playerFacing: 'right' as const,
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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(() => [battleOption]),
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getStoryGenerationHostileNpcs: vi.fn(() => state.sceneHostileNpcs),
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getResolvedSceneHostileNpcs: vi.fn(
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(inputState: GameState) => inputState.sceneHostileNpcs,
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),
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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: vi.fn(() => null),
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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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await handleChoice(battleOption);
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expect(buildResolvedChoiceState).toHaveBeenCalledWith(
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state,
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battleOption,
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state.playerCharacter!,
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);
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expect(playResolvedChoice).toHaveBeenCalled();
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});
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});
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