Modify RuntimeInteractionSystem test to include full dialogue structure and update startDialogue to startNpcDialogue
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@@ -191,6 +191,7 @@ function createDispatcher(
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stopAnimation: () => {},
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playSound: () => {},
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stopSound: () => {},
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startNpcDialogue: () => {},
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startDialogue: () => {},
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...overrides
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};
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@@ -918,7 +919,20 @@ describe("RuntimeInteractionSystem", () => {
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},
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yawDegrees: 180,
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modelAssetId: null,
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dialogueId: "dialogue-merchant",
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dialogues: [
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{
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id: "dialogue-merchant",
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title: "Merchant Greeting",
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lines: [
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{
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id: "dialogue-merchant-line-1",
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speakerName: "Merchant",
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text: "Fresh goods."
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}
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]
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}
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],
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defaultDialogueId: "dialogue-merchant",
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collider: {
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mode: "capsule",
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radius: 0.3,
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@@ -964,16 +978,16 @@ describe("RuntimeInteractionSystem", () => {
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"entity-npc-merchant",
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runtimeScene,
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createDispatcher({
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startDialogue: (dialogueId, source) => {
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startNpcDialogue: (npcEntityId, dialogueId, source) => {
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dispatches.push(
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`${source?.kind}:${source?.sourceEntityId}:${source?.trigger}:${dialogueId}`
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`${source?.kind}:${source?.sourceEntityId}:${source?.trigger}:${npcEntityId}:${dialogueId}`
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);
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}
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})
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);
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expect(dispatches).toEqual([
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"npc:entity-npc-merchant:click:dialogue-merchant"
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"npc:entity-npc-merchant:click:entity-npc-merchant:dialogue-merchant"
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]);
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});
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