Implement scene-based chapter quest progression
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@@ -253,8 +253,22 @@ describe('createStoryChoiceActions', () => {
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const afterSequence = {
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...state,
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inBattle: false,
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sceneHostileNpcs: [],
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playerX: -1.2,
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};
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const setBattleReward = vi.fn();
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const incrementRuntimeStats = vi.fn((inputState: GameState) => inputState);
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const 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: false,
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playerX: -1.2,
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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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const { handleChoice } = createStoryChoiceActions({
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gameState: state,
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@@ -264,24 +278,14 @@ describe('createStoryChoiceActions', () => {
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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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setBattleReward,
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buildResolvedChoiceState: vi.fn(() => ({
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optionKind: 'escape' 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: 100,
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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: -1.2,
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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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buildStoryContextFromState,
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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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@@ -290,7 +294,7 @@ describe('createStoryChoiceActions', () => {
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getResolvedSceneHostileNpcs: vi.fn((inputState: GameState) => inputState.sceneHostileNpcs),
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buildNpcStory: vi.fn(() => createFallbackStory()),
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updateQuestLog: vi.fn((inputState: GameState) => inputState),
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incrementRuntimeStats: vi.fn((inputState: GameState) => inputState),
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incrementRuntimeStats,
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getCampCompanionTravelScene: vi.fn(() => null),
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startOpeningAdventure: vi.fn(),
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enterNpcInteraction: vi.fn(() => false),
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@@ -314,7 +318,23 @@ describe('createStoryChoiceActions', () => {
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const history = mockedGenerateNextStep.mock.calls[0]?.[3] as StoryMoment[];
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expect(history.map((entry) => `${entry.historyRole}:${entry.text}`)).toEqual([
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'action:挥刀抢攻',
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'result:你已经摆脱与山狼的交战,暂时把对方甩在身后,当前不再处于战斗状态。',
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'result:你已成功逃脱,与山狼的交战已经被甩开,对方暂时落在身后,当前不再处于战斗状态。',
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]);
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expect(buildStoryContextFromState).toHaveBeenCalledWith(
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expect.objectContaining({
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inBattle: false,
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sceneHostileNpcs: [],
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}),
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expect.objectContaining({
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lastFunctionId: 'battle_escape_breakout',
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recentActionResult: '你已成功逃脱,与山狼的交战已经被甩开,对方暂时落在身后,当前不再处于战斗状态。',
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}),
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);
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expect(setBattleReward).toHaveBeenCalledTimes(1);
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expect(setBattleReward).toHaveBeenCalledWith(null);
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expect(incrementRuntimeStats).toHaveBeenCalledWith(
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expect.any(Object),
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expect.objectContaining({ hostileNpcsDefeated: 0 }),
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);
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});
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});
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