Rework story engine flow and reorganize project docs
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@@ -62,7 +62,6 @@ function createBaseState(): GameState {
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currentEncounter: null,
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npcInteractionActive: false,
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currentScenePreset: null,
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sceneMonsters: [],
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sceneHostileNpcs: [],
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playerX: 0,
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playerOffsetY: 0,
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@@ -140,7 +139,6 @@ describe('createStoryChoiceActions', () => {
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const afterSequence = {
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...state,
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inBattle: false,
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sceneMonsters: [],
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sceneHostileNpcs: [],
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currentNpcBattleOutcome: 'fight_victory' as const,
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};
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@@ -179,7 +177,7 @@ describe('createStoryChoiceActions', () => {
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generateStoryForState,
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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.sceneMonsters),
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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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@@ -233,7 +231,7 @@ describe('createStoryChoiceActions', () => {
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...createBaseState(),
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currentBattleNpcId: null,
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currentNpcBattleMode: null,
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sceneMonsters: [
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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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@@ -289,7 +287,7 @@ describe('createStoryChoiceActions', () => {
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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.sceneMonsters),
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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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