232 lines
7.2 KiB
TypeScript
232 lines
7.2 KiB
TypeScript
import { expect, test } from 'vitest';
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import type {
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CustomWorldAgentOperationRecord,
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CustomWorldAgentSessionSnapshot,
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} from '../../packages/shared/src/contracts/customWorldAgent';
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import {
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buildAgentDraftFoundationGenerationProgress,
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buildAgentDraftFoundationSettingText,
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isDraftFoundationOperationRunning,
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} from './customWorldAgentGenerationProgress';
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const baseOperation: CustomWorldAgentOperationRecord = {
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operationId: 'operation-1',
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type: 'draft_foundation',
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status: 'running',
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phaseLabel: '生成场景角色',
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phaseDetail: '正在生成场景角色第 1 / 1 批,当前已完成 0/4。',
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progress: 38,
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error: null,
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};
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const baseSession: CustomWorldAgentSessionSnapshot = {
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sessionId: 'session-1',
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currentTurn: 8,
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anchorContent: {
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worldPromise:
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'海雾、旧灯塔和失控航路交织的边缘群岛,每次借路都要向海雾付出新的代价,体验压抑、悬疑、潮湿。',
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playerFantasy:
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'玩家刚回到群岛,准备调查父亲沉船的真相,追查沉船夜和禁航区异动的因果,风险是再失去唯一还敢接近真相的人。',
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themeBoundary: null,
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playerEntryPoint: null,
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coreConflict: null,
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keyRelationships: null,
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hiddenLines: null,
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iconicElements: '会移动的海雾、旧灯塔。',
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},
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progressPercent: 100,
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lastAssistantReply: '八锚点已经收束完成,可以进入游戏设定草稿生成。',
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stage: 'foundation_review',
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focusCardId: null,
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creatorIntent: {
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sourceMode: 'card',
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worldHook: '海雾、旧灯塔和失控航路交织的边缘群岛',
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themeKeywords: ['海雾', '灯塔', '旧航路'],
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toneDirectives: ['压抑', '悬疑'],
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playerPremise: '玩家刚回到群岛,准备调查父亲沉船的真相。',
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openingSituation: '首夜就有陌生船只在禁航区点灯。',
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coreConflicts: ['航运公会与守灯会争夺航路控制权'],
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keyFactions: [],
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keyCharacters: [],
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keyLandmarks: [],
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iconicElements: ['会移动的海雾'],
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forbiddenDirectives: [],
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rawSettingText: '',
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},
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creatorIntentReadiness: {
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isReady: true,
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completedKeys: [],
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missingKeys: [],
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},
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anchorPack: null,
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lockState: null,
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draftProfile: null,
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messages: [
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{
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id: 'message-1',
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role: 'user',
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kind: 'chat',
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text: '我想做一个被海雾吞没的旧航路世界。',
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createdAt: '2026-04-14T10:00:00.000Z',
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relatedOperationId: null,
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},
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],
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draftCards: [],
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pendingClarifications: [],
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suggestedActions: [],
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recommendedReplies: [],
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qualityFindings: [],
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assetCoverage: {
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roleAssets: [],
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sceneAssets: [],
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allRoleAssetsReady: false,
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allSceneAssetsReady: false,
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},
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updatedAt: '2026-04-14T10:00:00.000Z',
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};
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test('maps running draft_foundation operation to refined generation progress steps', () => {
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const progress = buildAgentDraftFoundationGenerationProgress(
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baseOperation,
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1_000,
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5_000,
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);
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expect(progress).not.toBeNull();
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expect(progress?.phaseId).toBe('story-outline');
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expect(progress?.batchLabel).toBe('生成场景角色');
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expect(progress?.overallProgress).toBe(38);
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expect(progress?.elapsedMs).toBe(4_000);
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expect(progress?.estimatedRemainingMs).toBeGreaterThan(0);
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expect(progress?.steps).toHaveLength(13);
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expect(progress?.steps.map((step) => step.status)).toEqual([
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'completed',
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'completed',
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'completed',
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'active',
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'pending',
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'pending',
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'pending',
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'pending',
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'pending',
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'pending',
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'pending',
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'pending',
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'pending',
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]);
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expect(isDraftFoundationOperationRunning(baseOperation)).toBe(true);
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});
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test('calculates elapsed time from operation startedAt before local fallback', () => {
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const progress = buildAgentDraftFoundationGenerationProgress(
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{
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...baseOperation,
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startedAt: '1970-01-01T00:00:01.000Z',
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},
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4_000,
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6_000,
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);
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expect(progress?.elapsedMs).toBe(5_000);
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});
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test('maps auto asset phases to refined generation progress steps', () => {
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const progress = buildAgentDraftFoundationGenerationProgress(
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{
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...baseOperation,
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phaseLabel: '生成幕背景图',
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phaseDetail: '正在生成幕背景图 3/6:潮汐码头 · 封锁加压。',
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progress: 99,
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},
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1_000,
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5_000,
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);
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expect(progress?.phaseId).toBe('act-backgrounds');
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expect(progress?.batchLabel).toBe('生成幕背景图');
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expect(progress?.steps.filter((step) => step.status === 'completed')).toHaveLength(
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10,
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);
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expect(progress?.steps[10]?.status).toBe('active');
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});
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test('marks all refined progress steps complete when draft foundation finishes', () => {
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const progress = buildAgentDraftFoundationGenerationProgress(
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{
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...baseOperation,
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status: 'completed',
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phaseLabel: '世界底稿已生成',
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phaseDetail: '第一版世界底稿和 6 张草稿卡已经整理完成。',
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progress: 100,
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},
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1_000,
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5_000,
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);
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expect(progress?.phaseId).toBe('workspace');
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expect(progress?.estimatedRemainingMs).toBe(0);
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expect(progress?.steps.every((step) => step.status === 'completed')).toBe(
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true,
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);
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});
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test('keeps failed draft foundation progress on explicit failure state instead of pretending it is still compiling cards', () => {
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const progress = buildAgentDraftFoundationGenerationProgress(
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{
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...baseOperation,
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status: 'failed',
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phaseLabel: '底稿生成失败',
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phaseDetail: '角色主形象补齐失败,但世界底稿尚未完成写回。',
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progress: 100,
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error: 'dashscope timeout',
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},
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1_000,
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5_000,
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);
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expect(progress?.phaseId).toBe('failed');
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expect(progress?.phaseLabel).toBe('底稿生成失败');
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expect(progress?.phaseDetail).toContain('角色主形象补齐失败');
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expect(progress?.overallProgress).toBeLessThan(100);
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expect(progress?.estimatedRemainingMs).toBeNull();
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expect(progress?.steps.some((step) => step.label === '编译草稿卡')).toBe(true);
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expect(progress?.steps.some((step) => step.status === 'active')).toBe(false);
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expect(progress?.steps.filter((step) => step.status === 'completed').length).toBeGreaterThan(0);
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});
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test('estimates draft generation wait time from phase duration model instead of linear progress', () => {
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const progress = buildAgentDraftFoundationGenerationProgress(
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{
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...baseOperation,
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phaseLabel: '生成幕背景图',
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phaseDetail: '正在生成幕背景图 1/6:潮汐码头。',
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progress: 98,
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updatedAt: '1970-01-01T00:00:01.000Z',
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},
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1_000,
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6_000,
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);
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expect(progress?.estimatedRemainingMs).toBeGreaterThan(80_000);
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expect(progress?.estimatedRemainingMs).toBeLessThan(140_000);
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});
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test('builds readable draft setting text from creator intent first', () => {
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const settingText = buildAgentDraftFoundationSettingText(baseSession);
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expect(settingText).toContain('世界一句话');
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expect(settingText).toContain('玩家开局');
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expect(settingText).toContain('标志元素');
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});
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test('falls back to anchor content when creator intent is unavailable', () => {
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const settingText = buildAgentDraftFoundationSettingText({
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...baseSession,
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creatorIntent: null,
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});
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expect(settingText).toContain('世界承诺');
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expect(settingText).toContain('玩家幻想');
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});
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