Files
Genarrative/src/hooks/rpg-runtime-story/choiceActions.test.ts
2026-04-28 19:36:39 +08:00

815 lines
26 KiB
TypeScript

import { beforeEach, describe, expect, it, vi } from 'vitest';
vi.mock('../../services/aiService', () => ({
generateNextStep: vi.fn(),
}));
const {
isRpgRuntimeServerFunctionIdMock,
runServerRuntimeChoiceActionMock,
} = vi.hoisted(() => ({
isRpgRuntimeServerFunctionIdMock: vi.fn(() => false),
runServerRuntimeChoiceActionMock: vi.fn(),
}));
vi.mock('../../services/rpg-runtime', () => ({
isRpgRuntimeServerFunctionId: isRpgRuntimeServerFunctionIdMock,
}));
import { AnimationState, type Character, type Encounter, type GameState, type StoryMoment, type StoryOption, WorldType } from '../../types';
import { createStoryChoiceActions } from './choiceActions';
vi.mock('./storyChoiceRuntime', async () => {
return {
runCampTravelHomeChoice: vi.fn(),
runServerRuntimeChoiceAction: runServerRuntimeChoiceActionMock,
shouldOpenLocalRuntimeNpcModal: (option: StoryOption) =>
(
option.interaction?.kind === 'npc' ||
!option.interaction
) &&
(
option.functionId === 'npc_chat' ||
option.functionId === 'npc_trade' ||
option.functionId === 'npc_gift'
),
};
});
function createTestCharacter(): Character {
return {
id: 'test-hero',
name: '测试主角',
title: '游侠',
description: '一名测试用主角',
backstory: '测试背景',
avatar: '/hero.png',
portrait: '/hero-portrait.png',
assetFolder: 'hero',
assetVariant: 'default',
attributes: {
strength: 10,
agility: 10,
intelligence: 10,
spirit: 10,
},
personality: 'calm',
skills: [
{
id: 'skill-basic',
name: '试探一击',
animation: AnimationState.ATTACK,
damage: 10,
manaCost: 0,
cooldownTurns: 1,
range: 1,
style: 'steady',
},
],
adventureOpenings: {},
};
}
function createBaseState(): GameState {
return {
worldType: WorldType.WUXIA,
customWorldProfile: null,
playerCharacter: createTestCharacter(),
runtimeStats: {
playTimeMs: 0,
lastPlayTickAt: null,
hostileNpcsDefeated: 0,
questsAccepted: 0,
itemsUsed: 0,
scenesTraveled: 0,
},
currentScene: 'Story',
storyHistory: [],
characterChats: {},
animationState: AnimationState.IDLE,
currentEncounter: null,
npcInteractionActive: false,
currentScenePreset: null,
sceneHostileNpcs: [],
playerX: 0,
playerOffsetY: 0,
playerFacing: 'right',
playerActionMode: 'idle',
scrollWorld: false,
inBattle: true,
playerHp: 100,
playerMaxHp: 100,
playerMana: 20,
playerMaxMana: 20,
playerSkillCooldowns: {},
activeCombatEffects: [],
playerCurrency: 0,
playerInventory: [],
playerEquipment: {
weapon: null,
armor: null,
relic: null,
},
npcStates: {
'npc-opponent': {
affinity: 0,
helpUsed: false,
chattedCount: 0,
giftsGiven: 0,
inventory: [],
recruited: false,
},
},
quests: [],
roster: [],
companions: [],
currentBattleNpcId: 'npc-opponent',
currentNpcBattleMode: 'fight',
currentNpcBattleOutcome: null,
sparReturnEncounter: null,
sparPlayerHpBefore: null,
sparPlayerMaxHpBefore: null,
sparStoryHistoryBefore: null,
};
}
function createBattleOption(functionId = 'battle_all_in_crush'): StoryOption {
return {
functionId,
actionText: '挥刀抢攻',
text: '挥刀抢攻',
visuals: {
playerAnimation: AnimationState.ATTACK,
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right',
scrollWorld: false,
monsterChanges: [],
},
};
}
function createFallbackStory(
text = 'fallback',
options: StoryOption[] = [],
): StoryMoment {
return {
text,
options,
};
}
const neverNpcEncounter = (
encounter: GameState['currentEncounter'],
): encounter is Encounter => false;
describe('createStoryChoiceActions', () => {
beforeEach(() => {
isRpgRuntimeServerFunctionIdMock.mockReset();
isRpgRuntimeServerFunctionIdMock.mockReturnValue(false);
runServerRuntimeChoiceActionMock.mockReset();
});
it('reveals deferred adventure options when story_continue_adventure is selected', async () => {
const state = {
...createBaseState(),
inBattle: false,
sceneHostileNpcs: [],
currentBattleNpcId: null,
currentNpcBattleMode: null,
};
const deferredOptions = [
{
functionId: 'idle_explore_forward',
actionText: '继续向前探索',
text: '继续向前探索',
visuals: {
playerAnimation: AnimationState.IDLE,
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right' as const,
scrollWorld: false,
monsterChanges: [],
},
},
] satisfies StoryOption[];
const continueOption: StoryOption = {
functionId: 'story_continue_adventure',
actionText: '查看后续',
text: '查看后续',
visuals: {
playerAnimation: AnimationState.IDLE,
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right' as const,
scrollWorld: false,
monsterChanges: [],
},
};
const currentStory: StoryMoment = {
text: '对话已经完成',
options: [continueOption],
deferredOptions,
};
const setCurrentStory = vi.fn();
const generateStoryForState = vi.fn();
const handleNpcInteraction = vi.fn();
const { handleChoice } = createStoryChoiceActions({
gameState: state,
currentStory,
isLoading: false,
setGameState: vi.fn(),
setCurrentStory,
setAiError: vi.fn(),
setIsLoading: vi.fn(),
setBattleReward: vi.fn(),
buildResolvedChoiceState: vi.fn(),
playResolvedChoice: vi.fn(),
buildStoryContextFromState: vi.fn(),
buildStoryFromResponse: vi.fn((_, __, response) => response),
buildFallbackStoryForState: vi.fn(() => createFallbackStory()),
generateStoryForState,
getAvailableOptionsForState: vi.fn(() => null),
getStoryGenerationHostileNpcs: vi.fn(() => []),
getResolvedSceneHostileNpcs: vi.fn(
(inputState: GameState) => inputState.sceneHostileNpcs,
),
buildNpcStory: vi.fn(() => createFallbackStory()),
handleNpcBattleConversationContinuation: vi.fn(() => false),
updateQuestLog: vi.fn((inputState: GameState) => inputState),
incrementRuntimeStats: vi.fn((inputState: GameState) => inputState),
getCampCompanionTravelScene: vi.fn(() => null),
enterNpcInteraction: vi.fn(() => false),
handleNpcInteraction,
handleTreasureInteraction: vi.fn(() => false),
commitGeneratedStateWithEncounterEntry: vi.fn(),
finalizeNpcBattleResult: vi.fn(() => null),
isContinueAdventureOption: vi.fn(
(option: StoryOption) =>
option.functionId === 'story_continue_adventure',
),
isCampTravelHomeOption: vi.fn(() => false),
isRegularNpcEncounter: neverNpcEncounter,
isNpcEncounter: neverNpcEncounter,
npcPreviewTalkFunctionId: 'npc_preview_talk',
fallbackCompanionName: '同伴',
turnVisualMs: 820,
});
await handleChoice(continueOption);
expect(setCurrentStory).toHaveBeenCalledWith({
...currentStory,
options: deferredOptions,
deferredOptions: undefined,
});
expect(generateStoryForState).not.toHaveBeenCalled();
expect(handleNpcInteraction).not.toHaveBeenCalled();
});
it('applies deferred runtime state when story_continue_adventure reveals the next act', async () => {
const state = {
...createBaseState(),
inBattle: false,
currentBattleNpcId: null,
currentNpcBattleMode: null,
};
const deferredOptions = [
{
functionId: 'idle_observe_signs',
actionText: '观察下一幕的线索',
text: '观察下一幕的线索',
visuals: {
playerAnimation: AnimationState.IDLE,
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right' as const,
scrollWorld: false,
monsterChanges: [],
},
},
] satisfies StoryOption[];
const continueOption: StoryOption = {
functionId: 'story_continue_adventure',
actionText: '继续冒险',
text: '继续冒险',
visuals: {
playerAnimation: AnimationState.IDLE,
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right' as const,
scrollWorld: false,
monsterChanges: [],
},
};
const currentStory: StoryMoment = {
text: '对话已经完成',
options: [continueOption],
deferredOptions,
deferredRuntimeState: {
currentScenePreset: {
id: 'scene-bridge',
name: '断桥',
description: '桥上雾气很重。',
imageSrc: '/scene-bridge.png',
treasureHints: [],
npcs: [],
},
},
};
const setCurrentStory = vi.fn();
const setGameState = vi.fn();
const { handleChoice } = createStoryChoiceActions({
gameState: state,
currentStory,
isLoading: false,
setGameState,
setCurrentStory,
setAiError: vi.fn(),
setIsLoading: vi.fn(),
setBattleReward: vi.fn(),
buildResolvedChoiceState: vi.fn(),
playResolvedChoice: vi.fn(),
buildStoryContextFromState: vi.fn(),
buildStoryFromResponse: vi.fn((_, __, response) => response),
buildFallbackStoryForState: vi.fn(() => createFallbackStory()),
generateStoryForState: vi.fn(),
getAvailableOptionsForState: vi.fn(() => null),
getStoryGenerationHostileNpcs: vi.fn(() => []),
getResolvedSceneHostileNpcs: vi.fn(
(inputState: GameState) => inputState.sceneHostileNpcs,
),
buildNpcStory: vi.fn(() => createFallbackStory()),
handleNpcBattleConversationContinuation: vi.fn(() => false),
updateQuestLog: vi.fn((inputState: GameState) => inputState),
incrementRuntimeStats: vi.fn((inputState: GameState) => inputState),
getCampCompanionTravelScene: vi.fn(() => null),
enterNpcInteraction: vi.fn(() => false),
handleNpcInteraction: vi.fn(),
handleTreasureInteraction: vi.fn(() => false),
commitGeneratedStateWithEncounterEntry: vi.fn(),
finalizeNpcBattleResult: vi.fn(() => null),
isContinueAdventureOption: vi.fn(
(option: StoryOption) =>
option.functionId === 'story_continue_adventure',
),
isCampTravelHomeOption: vi.fn(() => false),
isRegularNpcEncounter: neverNpcEncounter,
isNpcEncounter: neverNpcEncounter,
npcPreviewTalkFunctionId: 'npc_preview_talk',
fallbackCompanionName: '同伴',
turnVisualMs: 820,
});
await handleChoice(continueOption);
expect(setGameState).toHaveBeenCalledWith(
expect.objectContaining({
currentScenePreset: expect.objectContaining({
id: 'scene-bridge',
}),
}),
);
expect(setGameState.mock.calls[0]?.[0]).not.toHaveProperty(
'storyEngineMemory',
);
expect(setCurrentStory).toHaveBeenCalledWith({
...currentStory,
options: deferredOptions,
deferredOptions: undefined,
deferredRuntimeState: undefined,
});
});
it('keeps npc chat choices on the local UI path so chat mode can continue streaming locally', async () => {
const state = createBaseState();
const option = createBattleOption('npc_chat');
const setGameState = vi.fn();
const setCurrentStory = vi.fn();
const handleNpcInteraction = vi.fn(() => true);
isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
const { handleChoice } = createStoryChoiceActions({
gameState: {
...state,
currentEncounter: {
id: 'npc-opponent',
kind: 'npc',
npcName: '山道客',
npcDescription: '拦路的陌生人',
npcAvatar: '/npc.png',
context: '山道相遇',
},
npcInteractionActive: true,
inBattle: false,
sceneHostileNpcs: [],
currentBattleNpcId: null,
currentNpcBattleMode: null,
},
currentStory: createFallbackStory('当前故事'),
isLoading: false,
setGameState,
setCurrentStory,
setAiError: vi.fn(),
setIsLoading: vi.fn(),
setBattleReward: vi.fn(),
buildResolvedChoiceState: vi.fn(),
playResolvedChoice: vi.fn(),
buildStoryContextFromState: vi.fn(),
buildStoryFromResponse: vi.fn((_, __, response) => response),
buildFallbackStoryForState: vi.fn(() => createFallbackStory()),
generateStoryForState: vi.fn(),
getAvailableOptionsForState: vi.fn(() => null),
getStoryGenerationHostileNpcs: vi.fn(() => []),
getResolvedSceneHostileNpcs: vi.fn((inputState: GameState) => inputState.sceneHostileNpcs),
buildNpcStory: vi.fn(() => createFallbackStory()),
handleNpcBattleConversationContinuation: vi.fn(() => false),
updateQuestLog: vi.fn((inputState: GameState) => inputState),
incrementRuntimeStats: vi.fn((inputState: GameState) => inputState),
getCampCompanionTravelScene: vi.fn(() => null),
enterNpcInteraction: vi.fn(() => false),
handleNpcInteraction,
handleTreasureInteraction: vi.fn(() => false),
commitGeneratedStateWithEncounterEntry: vi.fn(),
finalizeNpcBattleResult: vi.fn(() => null),
isContinueAdventureOption: vi.fn(() => false),
isCampTravelHomeOption: vi.fn(() => false),
isRegularNpcEncounter: (encounter): encounter is Encounter =>
Boolean(encounter?.kind === 'npc'),
isNpcEncounter: (encounter): encounter is Encounter =>
Boolean(encounter?.kind === 'npc'),
npcPreviewTalkFunctionId: 'npc_preview_talk',
fallbackCompanionName: '同伴',
turnVisualMs: 820,
});
await handleChoice(option);
expect(handleNpcInteraction).toHaveBeenCalledWith(
expect.objectContaining({
functionId: 'npc_chat',
}),
);
expect(setGameState).not.toHaveBeenCalled();
expect(setCurrentStory).not.toHaveBeenCalled();
});
it('keeps npc trade choices on the local UI path so the trade modal can collect payload', async () => {
const state: GameState = {
...createBaseState(),
currentEncounter: {
id: 'npc-merchant',
kind: 'npc' as const,
npcName: '梁伯',
npcDescription: '沿街商贩',
npcAvatar: '/npc.png',
context: '沿街商贩',
},
npcInteractionActive: true,
inBattle: false,
sceneHostileNpcs: [],
currentBattleNpcId: null,
currentNpcBattleMode: null,
};
const option: StoryOption = {
functionId: 'npc_trade',
actionText: '交易',
text: '交易',
interaction: {
kind: 'npc' as const,
npcId: 'npc-merchant',
action: 'trade' as const,
},
visuals: {
playerAnimation: AnimationState.IDLE,
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right' as const,
scrollWorld: false,
monsterChanges: [],
},
};
const handleNpcInteraction = vi.fn(() => true);
isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
const { handleChoice } = createStoryChoiceActions({
gameState: state,
currentStory: createFallbackStory('当前故事'),
isLoading: false,
setGameState: vi.fn(),
setCurrentStory: vi.fn(),
setAiError: vi.fn(),
setIsLoading: vi.fn(),
setBattleReward: vi.fn(),
buildResolvedChoiceState: vi.fn(),
playResolvedChoice: vi.fn(),
buildStoryContextFromState: vi.fn(),
buildStoryFromResponse: vi.fn((_, __, response) => response),
buildFallbackStoryForState: vi.fn(() => createFallbackStory()),
generateStoryForState: vi.fn(),
getAvailableOptionsForState: vi.fn(() => null),
getStoryGenerationHostileNpcs: vi.fn(() => []),
getResolvedSceneHostileNpcs: vi.fn((inputState: GameState) => inputState.sceneHostileNpcs),
buildNpcStory: vi.fn(() => createFallbackStory()),
handleNpcBattleConversationContinuation: vi.fn(() => false),
updateQuestLog: vi.fn((inputState: GameState) => inputState),
incrementRuntimeStats: vi.fn((inputState: GameState) => inputState),
getCampCompanionTravelScene: vi.fn(() => null),
enterNpcInteraction: vi.fn(() => false),
handleNpcInteraction,
handleTreasureInteraction: vi.fn(() => false),
commitGeneratedStateWithEncounterEntry: vi.fn(),
finalizeNpcBattleResult: vi.fn(() => null),
isContinueAdventureOption: vi.fn(() => false),
isCampTravelHomeOption: vi.fn(() => false),
isRegularNpcEncounter: (encounter): encounter is Encounter =>
Boolean(encounter?.kind === 'npc'),
isNpcEncounter: (encounter): encounter is Encounter =>
Boolean(encounter?.kind === 'npc'),
npcPreviewTalkFunctionId: 'npc_preview_talk',
fallbackCompanionName: '同伴',
turnVisualMs: 820,
});
await handleChoice(option);
expect(handleNpcInteraction).toHaveBeenCalledWith(option);
});
it('routes battle attack and skill choices to the backend resolver even while in battle', async () => {
const state = {
...createBaseState(),
sceneHostileNpcs: [
{
id: 'wolf-1',
name: '山狼',
action: '低伏逼近',
description: '一头山狼',
animation: 'idle' as const,
xMeters: 3.2,
yOffset: 0,
facing: 'left' as const,
attackRange: 1.4,
speed: 7,
hp: 10,
maxHp: 10,
renderKind: 'npc' as const,
},
],
};
const option: StoryOption = {
...createBattleOption('battle_use_skill'),
runtimePayload: {
skillId: 'skill-basic',
},
};
const setGameState = vi.fn();
const setCurrentStory = vi.fn();
const buildResolvedChoiceState = vi.fn(() => ({
optionKind: 'battle' as const,
battlePlan: null,
afterSequence: state,
}));
const playResolvedChoice = vi.fn().mockResolvedValue(state);
isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
const { handleChoice } = createStoryChoiceActions({
gameState: state,
currentStory: createFallbackStory(),
isLoading: false,
setGameState,
setCurrentStory,
setAiError: vi.fn(),
setIsLoading: vi.fn(),
setBattleReward: vi.fn(),
buildResolvedChoiceState,
playResolvedChoice,
buildStoryContextFromState: vi.fn(() => ({
playerHp: 100,
playerMaxHp: 100,
playerMana: 20,
playerMaxMana: 20,
inBattle: true,
playerX: 0,
playerFacing: 'right' as const,
playerAnimation: AnimationState.IDLE,
skillCooldowns: {},
})),
buildStoryFromResponse: vi.fn((_, __, response) => response),
buildFallbackStoryForState: vi.fn(() => createFallbackStory()),
generateStoryForState: vi.fn(),
getAvailableOptionsForState: vi.fn(() => [option]),
getStoryGenerationHostileNpcs: vi.fn(() => state.sceneHostileNpcs),
getResolvedSceneHostileNpcs: vi.fn(
(inputState: GameState) => inputState.sceneHostileNpcs,
),
buildNpcStory: vi.fn(() => createFallbackStory()),
handleNpcBattleConversationContinuation: vi.fn(() => false),
updateQuestLog: vi.fn((inputState: GameState) => inputState),
incrementRuntimeStats: vi.fn((inputState: GameState) => inputState),
getCampCompanionTravelScene: vi.fn(() => null),
enterNpcInteraction: vi.fn(() => false),
handleNpcInteraction: vi.fn(() => false),
handleTreasureInteraction: vi.fn(() => false),
commitGeneratedStateWithEncounterEntry: vi.fn(),
finalizeNpcBattleResult: vi.fn(() => null),
isContinueAdventureOption: vi.fn(() => false),
isCampTravelHomeOption: vi.fn(() => false),
isRegularNpcEncounter: neverNpcEncounter,
isNpcEncounter: neverNpcEncounter,
npcPreviewTalkFunctionId: 'npc_preview_talk',
fallbackCompanionName: '同伴',
turnVisualMs: 820,
});
await handleChoice(option);
expect(runServerRuntimeChoiceActionMock).toHaveBeenCalledWith(
expect.objectContaining({
gameState: state,
option,
character: state.playerCharacter,
}),
);
expect(buildResolvedChoiceState).not.toHaveBeenCalled();
expect(playResolvedChoice).not.toHaveBeenCalled();
expect(setGameState).not.toHaveBeenCalled();
expect(setCurrentStory).not.toHaveBeenCalled();
});
it('routes stale battle panel choices to the backend resolver when combat presentation is still visible', async () => {
const battleOption = createBattleOption('battle_attack_basic');
const state = {
...createBaseState(),
inBattle: false,
sceneHostileNpcs: [
{
id: 'wolf-1',
name: '山狼',
action: '低伏逼近',
description: '一头山狼',
animation: 'idle' as const,
xMeters: 3.2,
yOffset: 0,
facing: 'left' as const,
attackRange: 1.4,
speed: 7,
hp: 10,
maxHp: 10,
renderKind: 'npc' as const,
},
],
};
const currentStory: StoryMoment = {
text: '山狼还在你面前压低身位,战斗并未真正结束。',
options: [battleOption],
};
const buildResolvedChoiceState = vi.fn(() => ({
optionKind: 'battle' as const,
battlePlan: null,
afterSequence: {
...state,
inBattle: true,
},
}));
const playResolvedChoice = vi.fn().mockResolvedValue({
...state,
inBattle: true,
});
isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
const { handleChoice } = createStoryChoiceActions({
gameState: state,
currentStory,
isLoading: false,
setGameState: vi.fn(),
setCurrentStory: vi.fn(),
setAiError: vi.fn(),
setIsLoading: vi.fn(),
setBattleReward: vi.fn(),
buildResolvedChoiceState,
playResolvedChoice,
buildStoryContextFromState: vi.fn(() => ({
playerHp: 100,
playerMaxHp: 100,
playerMana: 20,
playerMaxMana: 20,
inBattle: true,
playerX: 0,
playerFacing: 'right' as const,
playerAnimation: AnimationState.IDLE,
skillCooldowns: {},
})),
buildStoryFromResponse: vi.fn((_, __, response) => response),
buildFallbackStoryForState: vi.fn(() => createFallbackStory()),
generateStoryForState: vi.fn(),
getAvailableOptionsForState: vi.fn(() => [battleOption]),
getStoryGenerationHostileNpcs: vi.fn(() => state.sceneHostileNpcs),
getResolvedSceneHostileNpcs: vi.fn(
(inputState: GameState) => inputState.sceneHostileNpcs,
),
buildNpcStory: vi.fn(() => createFallbackStory()),
handleNpcBattleConversationContinuation: vi.fn(() => false),
updateQuestLog: vi.fn((inputState: GameState) => inputState),
incrementRuntimeStats: vi.fn((inputState: GameState) => inputState),
getCampCompanionTravelScene: vi.fn(() => null),
enterNpcInteraction: vi.fn(() => false),
handleNpcInteraction: vi.fn(() => false),
handleTreasureInteraction: vi.fn(() => false),
commitGeneratedStateWithEncounterEntry: vi.fn(),
finalizeNpcBattleResult: vi.fn(() => null),
isContinueAdventureOption: vi.fn(() => false),
isCampTravelHomeOption: vi.fn(() => false),
isRegularNpcEncounter: neverNpcEncounter,
isNpcEncounter: neverNpcEncounter,
npcPreviewTalkFunctionId: 'npc_preview_talk',
fallbackCompanionName: '同伴',
turnVisualMs: 820,
});
await handleChoice(battleOption);
expect(runServerRuntimeChoiceActionMock).toHaveBeenCalledWith(
expect.objectContaining({
gameState: state,
currentStory,
option: battleOption,
character: state.playerCharacter,
}),
);
expect(buildResolvedChoiceState).not.toHaveBeenCalled();
expect(playResolvedChoice).not.toHaveBeenCalled();
});
it('routes inventory_use combat choices to the backend resolver', async () => {
const state = createBaseState();
const option: StoryOption = {
...createBattleOption('inventory_use'),
runtimePayload: {
itemId: 'focus-tonic',
},
};
const buildResolvedChoiceState = vi.fn();
const playResolvedChoice = vi.fn();
isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
const { handleChoice } = createStoryChoiceActions({
gameState: state,
currentStory: createFallbackStory(),
isLoading: false,
setGameState: vi.fn(),
setCurrentStory: vi.fn(),
setAiError: vi.fn(),
setIsLoading: vi.fn(),
setBattleReward: vi.fn(),
buildResolvedChoiceState,
playResolvedChoice,
buildStoryContextFromState: vi.fn(),
buildStoryFromResponse: vi.fn((_, __, response) => response),
buildFallbackStoryForState: vi.fn(() => createFallbackStory()),
generateStoryForState: vi.fn(),
getAvailableOptionsForState: vi.fn(() => [option]),
getStoryGenerationHostileNpcs: vi.fn(() => state.sceneHostileNpcs),
getResolvedSceneHostileNpcs: vi.fn(
(inputState: GameState) => inputState.sceneHostileNpcs,
),
buildNpcStory: vi.fn(() => createFallbackStory()),
handleNpcBattleConversationContinuation: vi.fn(() => false),
updateQuestLog: vi.fn((inputState: GameState) => inputState),
incrementRuntimeStats: vi.fn((inputState: GameState) => inputState),
getCampCompanionTravelScene: vi.fn(() => null),
enterNpcInteraction: vi.fn(() => false),
handleNpcInteraction: vi.fn(() => false),
handleTreasureInteraction: vi.fn(() => false),
commitGeneratedStateWithEncounterEntry: vi.fn(),
finalizeNpcBattleResult: vi.fn(() => null),
isContinueAdventureOption: vi.fn(() => false),
isCampTravelHomeOption: vi.fn(() => false),
isRegularNpcEncounter: neverNpcEncounter,
isNpcEncounter: neverNpcEncounter,
npcPreviewTalkFunctionId: 'npc_preview_talk',
fallbackCompanionName: '同伴',
turnVisualMs: 820,
});
await handleChoice(option);
expect(runServerRuntimeChoiceActionMock).toHaveBeenCalledWith(
expect.objectContaining({
gameState: state,
option,
character: state.playerCharacter,
}),
);
expect(buildResolvedChoiceState).not.toHaveBeenCalled();
expect(playResolvedChoice).not.toHaveBeenCalled();
});
});