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@@ -60,6 +60,7 @@ import type {
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} from '../../types';
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import { AnimationState } from '../../types';
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import type { CommitGeneratedState } from '../generatedState';
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import { resolveServerRuntimeChoice } from './runtimeStoryCoordinator';
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type CommitGeneratedStateWithEncounterEntry = (
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entryState: GameState,
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@@ -116,6 +117,7 @@ function isNpcEncounter(
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export function createStoryNpcEncounterActions({
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gameState,
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currentStory,
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setGameState,
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setCurrentStory,
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setAiError,
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@@ -142,6 +144,7 @@ export function createStoryNpcEncounterActions({
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npcInteractionFlow,
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}: {
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gameState: GameState;
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currentStory: StoryMoment | null;
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setGameState: Dispatch<SetStateAction<GameState>>;
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setCurrentStory: Dispatch<SetStateAction<StoryMoment | null>>;
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setAiError: Dispatch<SetStateAction<string | null>>;
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@@ -588,6 +591,46 @@ export function createStoryNpcEncounterActions({
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return true;
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};
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const resolveServerNpcStoryAction = async (params: {
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option: StoryOption;
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encounter: Encounter;
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payload?: Record<string, unknown>;
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}) => {
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const playerCharacter = gameState.playerCharacter;
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if (
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!playerCharacter ||
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!gameState.worldType ||
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gameState.currentScene !== 'Story'
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) {
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return false;
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}
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setAiError(null);
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setIsLoading(true);
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try {
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const { hydratedSnapshot, nextStory } = await resolveServerRuntimeChoice({
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gameState,
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currentStory,
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option: params.option,
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payload: params.payload,
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});
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setGameState(hydratedSnapshot.gameState);
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setCurrentStory(nextStory);
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return true;
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} catch (error) {
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console.error('Failed to resolve npc story action on the server:', error);
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setAiError(error instanceof Error ? error.message : 'NPC 动作执行失败');
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if (!currentStory) {
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setCurrentStory(buildFallbackStoryForState(gameState, playerCharacter));
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}
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return false;
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} finally {
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setIsLoading(false);
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}
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};
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const handleNpcInteraction = (option: StoryOption) => {
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const playerCharacter = gameState.playerCharacter;
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if (!playerCharacter || !option.interaction || !isNpcEncounter(gameState.currentEncounter)) {
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@@ -835,141 +878,23 @@ export function createStoryNpcEncounterActions({
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return true;
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}
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case 'quest_accept': {
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const existingQuest = getQuestForIssuer(
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gameState.quests,
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getNpcEncounterKey(encounter),
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);
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if (existingQuest) return true;
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setAiError(null);
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setIsLoading(true);
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void (async () => {
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let committed = false;
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try {
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const quest =
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(await generateQuestForNpcEncounter({
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state: gameState,
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encounter,
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})) ??
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buildQuestForEncounter({
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issuerNpcId: getNpcEncounterKey(encounter),
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issuerNpcName: encounter.npcName,
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roleText: encounter.context,
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scene: gameState.currentScenePreset,
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worldType: gameState.worldType,
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});
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if (!quest) {
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return;
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}
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const nextState = incrementRuntimeStats(
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updateNpcState(
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updateQuestLog(gameState, (quests) => acceptQuest(quests, quest)),
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encounter,
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(currentNpcState) => ({
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...markNpcFirstMeaningfulContactResolved(currentNpcState),
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stanceProfile: applyStoryChoiceToStanceProfile(
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currentNpcState.stanceProfile,
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'npc_quest_accept',
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),
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}),
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),
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{questsAccepted: 1},
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);
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await commitGeneratedState(
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nextState,
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playerCharacter,
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option.actionText,
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buildQuestAcceptResultText(quest),
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option.functionId,
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);
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committed = true;
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} catch (error) {
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console.error('Failed to accept npc quest:', error);
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const fallbackQuest = buildQuestForEncounter({
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issuerNpcId: getNpcEncounterKey(encounter),
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issuerNpcName: encounter.npcName,
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roleText: encounter.context,
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scene: gameState.currentScenePreset,
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worldType: gameState.worldType,
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});
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if (!fallbackQuest) {
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return;
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}
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const nextState = incrementRuntimeStats(
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updateNpcState(
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updateQuestLog(gameState, (quests) =>
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acceptQuest(quests, fallbackQuest),
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),
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encounter,
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(currentNpcState) => ({
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...markNpcFirstMeaningfulContactResolved(currentNpcState),
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stanceProfile: applyStoryChoiceToStanceProfile(
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currentNpcState.stanceProfile,
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'npc_quest_accept',
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),
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}),
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),
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{questsAccepted: 1},
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);
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await commitGeneratedState(
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nextState,
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playerCharacter,
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option.actionText,
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buildQuestAcceptResultText(fallbackQuest),
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option.functionId,
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);
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committed = true;
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} finally {
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if (!committed) {
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setIsLoading(false);
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}
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}
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})();
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void resolveServerNpcStoryAction({
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option,
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encounter,
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});
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return true;
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}
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case 'quest_turn_in': {
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const questId = option.interaction.questId;
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const quest = questId ? findQuestById(gameState.quests, questId) : null;
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if (!quest || quest.status !== 'completed') return true;
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const nextState = appendStoryEngineCarrierMemory({
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...updateQuestLog(gameState, (quests) =>
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markQuestTurnedIn(quests, quest.id),
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),
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npcStates: {
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...gameState.npcStates,
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[getNpcEncounterKey(encounter)]: {
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...syncNpcNarrativeState({
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encounter,
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npcState: {
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...npcState,
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...markNpcFirstMeaningfulContactResolved(npcState),
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affinity: npcState.affinity + quest.reward.affinityBonus,
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relationState: buildRelationState(
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npcState.affinity + quest.reward.affinityBonus,
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),
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},
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customWorldProfile: gameState.customWorldProfile,
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storyEngineMemory: gameState.storyEngineMemory,
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}),
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},
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},
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playerCurrency: gameState.playerCurrency + quest.reward.currency,
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playerInventory: addInventoryItems(
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gameState.playerInventory,
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quest.reward.items,
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),
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} as GameState, quest.reward.items);
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void commitGeneratedState(
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nextState,
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playerCharacter,
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option.actionText,
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buildQuestTurnInResultText(quest),
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option.functionId,
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);
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void resolveServerNpcStoryAction({
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option,
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encounter,
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payload: questId
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? {
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questId,
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}
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: undefined,
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});
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return true;
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}
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case 'leave': {
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