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2026-04-20 15:45:14 +08:00
parent 8a7bd90458
commit 1c72066bab
73 changed files with 7814 additions and 1018 deletions

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@@ -6,6 +6,7 @@ import type {
CharacterChatSummaryRequest,
NpcChatDialogueRequest,
type NpcChatPendingQuestOffer,
type NpcChatTurnCompletionDirective,
NpcChatTurnRequest,
NpcRecruitDialogueRequest,
} from '../../../../packages/shared/src/contracts/story.js';
@@ -53,6 +54,10 @@ function readNumber(value: unknown, fallback = 0) {
return typeof value === 'number' && Number.isFinite(value) ? value : fallback;
}
function readBoolean(value: unknown, fallback = false) {
return typeof value === 'boolean' ? value : fallback;
}
function readString(value: unknown) {
return typeof value === 'string' && value.trim() ? value.trim() : '';
}
@@ -168,6 +173,14 @@ async function maybeBuildPendingNpcQuestOffer(
payload: NpcChatTurnRequest,
affinityDelta: number,
): Promise<NpcChatPendingQuestOffer | null> {
const chatDirective = readRecord(payload.chatDirective);
if (
readString(chatDirective?.limitReason) === 'negative_affinity' ||
readBoolean(chatDirective?.forceExitAfterTurn, false)
) {
return null;
}
const questOfferContext = readRecord(payload.questOfferContext);
const state = readRecord(questOfferContext?.state);
const encounter = readRecord(questOfferContext?.encounter);
@@ -305,6 +318,19 @@ export async function streamNpcChatTurnFromOrchestrator(
try {
let streamedReply = '';
const chatDirective = readRecord(params.payload.chatDirective);
const closingMode =
readString(chatDirective?.closingMode) === 'foreshadow_close'
? 'foreshadow_close'
: 'free';
const turnLimit = Math.max(0, readNumber(chatDirective?.turnLimit, 0));
const remainingTurns = Math.max(
0,
readNumber(chatDirective?.remainingTurns, 0),
);
const forceExit =
closingMode === 'foreshadow_close' ||
readBoolean(chatDirective?.forceExitAfterTurn, false);
const npcReply = (
await llmClient.streamMessageContent({
@@ -318,16 +344,19 @@ export async function streamNpcChatTurnFromOrchestrator(
})
).trim();
const suggestionText = await llmClient.requestMessageContent({
systemPrompt: NPC_CHAT_TURN_SUGGESTION_SYSTEM_PROMPT,
userPrompt: buildNpcChatTurnSuggestionPrompt(
params.payload,
npcReply || streamedReply,
),
debugLabel: 'runtime.npc_chat.turn.suggestions',
});
let suggestions: string[] = [];
if (!forceExit) {
const suggestionText = await llmClient.requestMessageContent({
systemPrompt: NPC_CHAT_TURN_SUGGESTION_SYSTEM_PROMPT,
userPrompt: buildNpcChatTurnSuggestionPrompt(
params.payload,
npcReply || streamedReply,
),
debugLabel: 'runtime.npc_chat.turn.suggestions',
});
const suggestions = parseLineListContent(suggestionText, 3);
suggestions = parseLineListContent(suggestionText, 3);
}
const npcState = readRecord(params.payload.npcState);
const chattedCount = readNumber(npcState?.chattedCount, 0);
const affinityDelta = computeNpcChatAffinityDelta({
@@ -335,21 +364,34 @@ export async function streamNpcChatTurnFromOrchestrator(
npcReply: npcReply || streamedReply,
chattedCount,
});
const pendingQuestOffer = await maybeBuildPendingNpcQuestOffer(
llmClient,
params.payload,
affinityDelta,
);
const pendingQuestOffer = forceExit
? null
: await maybeBuildPendingNpcQuestOffer(
llmClient,
params.payload,
affinityDelta,
);
const completionDirective: NpcChatTurnCompletionDirective | null =
chatDirective
? {
turnLimit: turnLimit > 0 ? turnLimit : null,
remainingTurns,
forceExit,
closingMode,
}
: null;
writeSseEvent(params.response, 'complete', {
npcReply: npcReply || streamedReply,
affinityDelta,
affinityText: describeAffinityShift(affinityDelta),
suggestions:
suggestions.length === 3
suggestions: forceExit
? []
: suggestions.length === 3
? suggestions
: buildFallbackNpcChatSuggestions(params.payload.playerMessage),
pendingQuestOffer,
chatDirective: completionDirective,
});
params.response.write('data: [DONE]\n\n');
params.response.end();

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@@ -370,6 +370,319 @@ test('chat orchestrator returns pending npc quest offers from the server side',
assert.match(payload.pendingQuestOffer?.introText ?? '', //u);
});
test('chat orchestrator adds first-contact greeting constraints to the first npc turn prompt', async () => {
const encounter = {
kind: 'npc',
id: 'npc_first_contact_01',
npcName: '林晓峰',
npcDescription: '初次照面的试探者',
context: '雨夜桥口',
characterId: 'first-contact-npc',
} as const;
const requestPayload = {
worldType: TEST_WORLD,
character: createTestCharacter(),
player: createTestCharacter(),
encounter,
monsters: [],
history: [],
context: {
...createStoryContext(),
isFirstMeaningfulContact: true,
firstContactRelationStance: 'guarded',
encounterAllowedTopics: ['眼前动静', '来意试探'],
encounterBlockedTopics: ['完整来历', '真正目标'],
},
conversationHistory: [],
dialogue: [],
playerMessage: '你刚才一直在看哪边?',
npcState: {
affinity: 8,
chattedCount: 0,
},
} satisfies NpcChatTurnRequest;
const responseChunks: string[] = [];
const capturedReplyPrompts: string[] = [];
let requestMessageCount = 0;
const llmClient = {
streamMessageContent: async ({
userPrompt,
onUpdate,
}: {
userPrompt: string;
onUpdate?: (text: string) => void;
}) => {
capturedReplyPrompts.push(userPrompt);
const reply = '先打个招呼。你先别急着往前,再看一眼桥那边的风。';
onUpdate?.(reply);
return reply;
},
requestMessageContent: async () => {
requestMessageCount += 1;
return '你是在提醒我还是拦我\n桥那边到底出了什么事\n你刚才看见谁了';
},
} as const;
const request = {
method: 'POST',
originalUrl: '/api/runtime/chat/npc/turn/stream',
requestId: 'test-request',
requestStartedAt: Date.now(),
header: () => '',
on: () => request,
} as never;
const response = {
locals: {},
statusCode: 200,
setHeader: () => undefined,
status(code: number) {
this.statusCode = code;
return this;
},
write(chunk: string) {
responseChunks.push(chunk);
return true;
},
end(chunk?: string) {
if (chunk) {
responseChunks.push(chunk);
}
return this;
},
} as never;
await streamNpcChatTurnFromOrchestrator(llmClient as never, {
request,
response,
payload: requestPayload,
});
assert.equal(requestMessageCount, 1);
assert.match(capturedReplyPrompts[0] ?? '', //u);
assert.match(
capturedReplyPrompts[0] ?? '',
//u,
);
assert.match(
capturedReplyPrompts[0] ?? '',
//u,
);
});
test('chat orchestrator marks npc-initiated first contact openings in the first npc turn prompt', async () => {
const encounter = {
kind: 'npc',
id: 'npc_first_contact_opening',
npcName: '沈雁回',
npcDescription: '在风口先观察来意的人',
context: '桥头对峙',
characterId: 'npc-first-open',
} as const;
const requestPayload = {
worldType: TEST_WORLD,
character: createTestCharacter(),
player: createTestCharacter(),
encounter,
monsters: [],
history: [],
context: {
...createStoryContext(),
isFirstMeaningfulContact: true,
firstContactRelationStance: 'neutral',
encounterAllowedTopics: ['眼前局势', '来意试探'],
encounterBlockedTopics: ['完整旧事'],
},
conversationHistory: [],
dialogue: [],
playerMessage: '【NPC 主动开场】',
npcState: {
affinity: 18,
chattedCount: 0,
},
npcInitiatesConversation: true,
} satisfies NpcChatTurnRequest;
const capturedReplyPrompts: string[] = [];
const llmClient = {
streamMessageContent: async ({
userPrompt,
onUpdate,
}: {
userPrompt: string;
onUpdate?: (text: string) => void;
}) => {
capturedReplyPrompts.push(userPrompt);
const reply = '先站住。你带着这身风尘过来,总不会只是为了看看桥景。';
onUpdate?.(reply);
return reply;
},
requestMessageContent: async () =>
'我先听你说桥上出了什么事\n你先说你在防谁\n我不是来翻旧账的',
} as const;
const request = {
method: 'POST',
originalUrl: '/api/runtime/chat/npc/turn/stream',
requestId: 'test-request',
requestStartedAt: Date.now(),
header: () => '',
on: () => request,
} as never;
const response = {
locals: {},
statusCode: 200,
setHeader: () => undefined,
status(code: number) {
this.statusCode = code;
return this;
},
write() {
return true;
},
end() {
return this;
},
} as never;
await streamNpcChatTurnFromOrchestrator(llmClient as never, {
request,
response,
payload: requestPayload,
});
assert.match(
capturedReplyPrompts[0] ?? '',
//u,
);
assert.match(
capturedReplyPrompts[0] ?? '',
//u,
);
assert.match(
capturedReplyPrompts[0] ?? '',
//u,
);
});
test('chat orchestrator force closes the fifth hostile primary-npc turn with foreshadowing', async () => {
const encounter = {
kind: 'npc',
id: 'npc_bridge_rival',
npcName: '断桥客',
npcDescription: '守着旧桥的冷面旧敌',
context: '断桥旧案',
characterId: 'bridge-rival',
} as const;
const requestPayload = {
worldType: TEST_WORLD,
character: createTestCharacter(),
player: createTestCharacter(),
encounter,
monsters: [],
history: [],
context: createStoryContext(),
conversationHistory: [
{ speaker: 'player', text: '你一直躲着不说完。' },
{ speaker: 'npc', text: '有些话说完了,人也就该死了。' },
],
dialogue: [
{ speaker: 'player', text: '你一直躲着不说完。' },
{ speaker: 'npc', text: '有些话说完了,人也就该死了。' },
],
playerMessage: '那你至少告诉我,接下来该去哪里找答案。',
npcState: {
affinity: -12,
chattedCount: 4,
},
chatDirective: {
sceneActId: 'scene-bridge-act-1',
turnLimit: 5,
remainingTurns: 0,
limitReason: 'negative_affinity',
closingMode: 'foreshadow_close',
forceExitAfterTurn: true,
},
} satisfies NpcChatTurnRequest;
const responseChunks: string[] = [];
const capturedReplyPrompts: string[] = [];
let requestMessageCount = 0;
const llmClient = {
streamMessageContent: async ({
userPrompt,
onUpdate,
}: {
userPrompt: string;
onUpdate?: (text: string) => void;
}) => {
capturedReplyPrompts.push(userPrompt);
const reply = '去城西废桥下找那盏没灭的灯。等你看见它,再来问我剩下那半句。';
onUpdate?.(reply);
return reply;
},
requestMessageContent: async () => {
requestMessageCount += 1;
return '这条回复不该被调用';
},
} as const;
const request = {
method: 'POST',
originalUrl: '/api/runtime/chat/npc/turn/stream',
requestId: 'test-request',
requestStartedAt: Date.now(),
header: () => '',
on: () => request,
} as never;
const response = {
locals: {},
statusCode: 200,
setHeader: () => undefined,
status(code: number) {
this.statusCode = code;
return this;
},
write(chunk: string) {
responseChunks.push(chunk);
return true;
},
end(chunk?: string) {
if (chunk) {
responseChunks.push(chunk);
}
return this;
},
} as never;
await streamNpcChatTurnFromOrchestrator(llmClient as never, {
request,
response,
payload: requestPayload,
});
assert.equal(requestMessageCount, 0);
assert.match(capturedReplyPrompts[0] ?? '', //u);
assert.match(capturedReplyPrompts[0] ?? '', //u);
const eventText = responseChunks.join('');
const completeBlock = eventText
.split('\n\n')
.find((block) => block.includes('event: complete'));
assert.ok(completeBlock);
const completeLine = completeBlock
?.split('\n')
.find((line) => line.startsWith('data:'));
assert.ok(completeLine);
const payload = JSON.parse(completeLine!.slice(5).trim()) as {
suggestions?: string[];
chatDirective?: {
forceExit?: boolean;
remainingTurns?: number | null;
closingMode?: string;
} | null;
};
assert.deepEqual(payload.suggestions, []);
assert.equal(payload.chatDirective?.forceExit, true);
assert.equal(payload.chatDirective?.remainingTurns, 0);
assert.equal(payload.chatDirective?.closingMode, 'foreshadow_close');
});
test('custom world orchestrator requests LLM content before compiling the profile', async () => {
const capturedPrompts: Array<{ systemPrompt: string; userPrompt: string }> = [];
const storyNpcNames = Array.from(

View File

@@ -11,6 +11,11 @@ import {
resolveInventoryItemUseEffect,
} from '../../bridges/legacyInventoryRuntimeBridge.js';
import { conflict } from '../../errors.js';
import {
buildExperienceGrantResultText,
grantPlayerExperience,
} from '../progression/playerProgressionService.js';
import { resolveHostileBattleProfile } from '../progression/hostileProgressionService.js';
import {
appendBuildBuffs,
resolvePlayerOutgoingDamageResult,
@@ -41,7 +46,9 @@ type CombatActionConfig = {
}>;
consumedItemId?: string | null;
usedItem?: RuntimeCombatInventoryItem | null;
itemEffect?: NonNullable<ReturnType<typeof resolveInventoryItemUseEffect>> | null;
itemEffect?: NonNullable<
ReturnType<typeof resolveInventoryItemUseEffect>
> | null;
};
export type CombatResolution = {
@@ -87,6 +94,15 @@ function getAliveTarget(session: RuntimeSession) {
return session.sceneHostileNpcs.find((npc) => npc.hp > 0) ?? null;
}
function getVictoryResolvedTargets(
session: RuntimeSession,
primaryTargetId: string,
) {
return session.sceneHostileNpcs.filter(
(npc) => npc.id === primaryTargetId || npc.hp > 0,
);
}
function getCombatInventoryItem(
session: RuntimeSession,
itemId: string,
@@ -147,13 +163,64 @@ function applySparAffinityReward(session: RuntimeSession) {
}
function clampPlayerVitals(session: RuntimeSession) {
session.playerHp = Math.max(0, Math.min(session.playerHp, session.playerMaxHp));
session.playerHp = Math.max(
0,
Math.min(session.playerHp, session.playerMaxHp),
);
session.playerMana = Math.max(
0,
Math.min(session.playerMana, session.playerMaxMana),
);
}
function applyHostileVictoryRewards(
session: RuntimeSession,
resolvedTargets: RuntimeSession['sceneHostileNpcs'],
) {
if (resolvedTargets.length <= 0) {
return '';
}
const grantedXp = resolvedTargets.reduce((sum, hostileNpc) => {
const battleProfile = resolveHostileBattleProfile({
playerProgression: session.rawGameState.playerProgression,
encounter: {
hostile: true,
monsterPresetId: hostileNpc.id,
levelProfile: hostileNpc.levelProfile,
experienceReward: hostileNpc.experienceReward,
},
battleMode: 'fight',
});
return sum + battleProfile.experienceReward;
}, 0);
const experienceGrant = grantPlayerExperience(
session.rawGameState.playerProgression,
grantedXp,
{
source: 'hostile_npc',
},
);
session.rawGameState.playerProgression = experienceGrant.state;
session.rawGameState.runtimeStats = incrementGameRuntimeStats(
(isObject(session.rawGameState.runtimeStats)
? session.rawGameState.runtimeStats
: {
hostileNpcsDefeated: 0,
questsAccepted: 0,
itemsUsed: 0,
scenesTraveled: 0,
}) as Parameters<typeof incrementGameRuntimeStats>[0],
{
hostileNpcsDefeated: resolvedTargets.length,
},
);
return buildExperienceGrantResultText(experienceGrant);
}
function finishBattle(
session: RuntimeSession,
outcome: RuntimeBattlePresentation['outcome'],
@@ -194,10 +261,7 @@ function buildBasicAttackBaseDamage(session: RuntimeSession) {
);
}
function tickCooldownMap(
cooldowns: Record<string, number>,
turns: number,
) {
function tickCooldownMap(cooldowns: Record<string, number>, turns: number) {
let nextCooldowns = cooldowns;
for (let index = 0; index < Math.max(0, Math.floor(turns)); index += 1) {
@@ -232,7 +296,10 @@ function resolveCombatActionConfig(params: {
} satisfies CombatActionConfig;
}
if (functionId === 'battle_attack_basic' || LEGACY_ATTACK_FUNCTION_IDS.has(functionId)) {
if (
functionId === 'battle_attack_basic' ||
LEGACY_ATTACK_FUNCTION_IDS.has(functionId)
) {
return {
actionText: '普通攻击',
manaCost: 0,
@@ -253,7 +320,9 @@ function resolveCombatActionConfig(params: {
throw conflict('battle_use_skill 缺少 skillId');
}
const skill = character.skills.find((candidate) => candidate.id === skillId);
const skill = character.skills.find(
(candidate) => candidate.id === skillId,
);
if (!skill) {
throw conflict(`未找到技能:${skillId}`);
}
@@ -386,7 +455,9 @@ export function resolveCombatAction(
const damageResult =
action.baseDamage > 0
? resolvePlayerOutgoingDamageResult(
session.rawGameState as Parameters<typeof resolvePlayerOutgoingDamageResult>[0],
session.rawGameState as Parameters<
typeof resolvePlayerOutgoingDamageResult
>[0],
character,
action.baseDamage,
1,
@@ -397,7 +468,7 @@ export function resolveCombatAction(
? action.baseDamage > 0
? 1
: 0
: damageResult?.damage ?? 0;
: (damageResult?.damage ?? 0);
session.playerMana -= action.manaCost;
session.playerHp += action.heal ?? 0;
@@ -417,7 +488,9 @@ export function resolveCombatAction(
if (action.consumedItemId) {
session.rawGameState.playerInventory = removeInventoryItem(
session.rawGameState.playerInventory as Parameters<typeof removeInventoryItem>[0],
session.rawGameState.playerInventory as Parameters<
typeof removeInventoryItem
>[0],
action.consumedItemId,
1,
);
@@ -436,8 +509,9 @@ export function resolveCombatAction(
if (action.buildBuffs?.length) {
session.rawGameState.activeBuildBuffs = appendBuildBuffs(
(session.rawGameState.activeBuildBuffs as Parameters<typeof appendBuildBuffs>[0]) ??
[],
(session.rawGameState.activeBuildBuffs as Parameters<
typeof appendBuildBuffs
>[0]) ?? [],
action.buildBuffs as Parameters<typeof appendBuildBuffs>[1],
);
}
@@ -463,17 +537,21 @@ export function resolveCombatAction(
outcome = 'spar_complete';
resultText = `你和${target.name}这轮过招已经分出高下,对方也承认了你的身手。`;
} else {
const resolvedTargets = getVictoryResolvedTargets(session, target.id);
const experienceText = applyHostileVictoryRewards(
session,
resolvedTargets,
);
finishBattle(session, 'victory');
outcome = 'victory';
resultText = `你这一手彻底压垮了${target.name},眼前战斗已经正式结束。`;
resultText = experienceText
? `你这一手彻底压垮了${target.name},眼前战斗已经正式结束。 ${experienceText}`
: `你这一手彻底压垮了${target.name},眼前战斗已经正式结束。`;
}
} else {
const baseCounter = isSpar
? 1
: Math.max(
4,
Math.round(target.maxHp * 0.14 * action.counterMultiplier),
);
: Math.max(4, Math.round(target.maxHp * 0.14 * action.counterMultiplier));
damageTaken = baseCounter;
session.playerHp = Math.max(isSpar ? 1 : 0, session.playerHp - damageTaken);

View File

@@ -1,5 +1,6 @@
import type { RuntimeStoryPatch } from '../../../../packages/shared/src/contracts/story.js';
import { conflict } from '../../errors.js';
import { resolveHostileBattleProfile } from '../progression/hostileProgressionService.js';
import {
MAX_TASK5_COMPANIONS,
getEncounterNpcState,
@@ -9,6 +10,8 @@ import {
type RuntimeSession,
} from '../story/runtimeSession.js';
type JsonRecord = Record<string, unknown>;
export type NpcInteractionResolution = {
actionText: string;
resultText: string;
@@ -50,22 +53,39 @@ function buildAffinityPatch(
} satisfies RuntimeStoryPatch;
}
function isRecord(value: unknown): value is JsonRecord {
return typeof value === 'object' && value !== null && !Array.isArray(value);
}
function buildBattleTarget(
encounter: RuntimeEncounter,
npcState: RuntimeNpcState,
rawGameState: JsonRecord,
playerProgression: unknown,
mode: 'fight' | 'spar',
) {
const maxHp =
mode === 'spar'
? 8
: Math.max(32, 24 + Math.max(0, Math.round(npcState.affinity * 0.35)));
const currentScenePreset = isRecord(rawGameState.currentScenePreset)
? rawGameState.currentScenePreset
: null;
const battleProfile = resolveHostileBattleProfile({
playerProgression,
encounter,
battleMode: mode,
customWorldProfile: rawGameState.customWorldProfile,
sceneId:
(typeof currentScenePreset?.id === 'string' && currentScenePreset.id) ||
null,
chapterState: rawGameState.chapterState,
storyEngineMemory: rawGameState.storyEngineMemory,
});
return {
id: encounter.id,
name: encounter.npcName,
hp: maxHp,
maxHp,
hp: battleProfile.battleMaxHp,
maxHp: battleProfile.battleMaxHp,
description: encounter.npcDescription,
levelProfile: battleProfile.levelProfile,
experienceReward: battleProfile.experienceReward,
};
}
@@ -127,7 +147,10 @@ export function resolveNpcInteraction(
const previousAffinity = npcState.affinity;
const nextAffinity = previousAffinity + 4;
session.playerHp = Math.min(session.playerMaxHp, session.playerHp + 10);
session.playerMana = Math.min(session.playerMaxMana, session.playerMana + 8);
session.playerMana = Math.min(
session.playerMaxMana,
session.playerMana + 8,
);
setEncounterNpcState(session, {
...npcState,
affinity: nextAffinity,
@@ -197,17 +220,23 @@ export function resolveNpcInteraction(
}
case 'npc_fight':
case 'npc_spar': {
const battleTarget = buildBattleTarget(
encounter,
session.rawGameState,
session.rawGameState.playerProgression,
functionId === 'npc_spar' ? 'spar' : 'fight',
);
session.npcInteractionActive = false;
session.inBattle = true;
session.currentNpcBattleMode = functionId === 'npc_spar' ? 'spar' : 'fight';
session.currentNpcBattleMode =
functionId === 'npc_spar' ? 'spar' : 'fight';
session.currentNpcBattleOutcome = null;
session.sceneHostileNpcs = [
buildBattleTarget(
encounter,
npcState,
functionId === 'npc_spar' ? 'spar' : 'fight',
),
];
session.currentEncounter = {
...encounter,
levelProfile: battleTarget.levelProfile,
experienceReward: battleTarget.experienceReward,
};
session.sceneHostileNpcs = [battleTarget];
return {
actionText:

View File

@@ -0,0 +1,225 @@
import assert from 'node:assert/strict';
import test from 'node:test';
import type { CustomWorldProfile } from '../custom-world/runtimeTypes.js';
import {
buildChapterProgressionPlans,
resolveCurrentChapterProgressionContext,
} from './chapterProgressionPlanner.js';
function createProgressionProfile() {
return {
id: 'custom-world-progression',
settingText: '测试世界',
name: '测试世界',
subtitle: '章节成长测试',
summary: '用于章节成长规划测试。',
tone: '紧张',
playerGoal: '推进章节',
templateWorldType: 'CUSTOM',
majorFactions: [],
coreConflicts: [],
attributeSchema: {
id: 'schema-1',
worldId: 'custom-world-progression',
schemaVersion: 1,
schemaName: '测试属性',
generatedFrom: {
worldType: 'CUSTOM',
worldName: '测试世界',
settingSummary: '测试',
tone: '紧张',
conflictCore: '推进',
},
slots: [],
},
playableNpcs: [],
storyNpcs: [
{
id: 'npc_chapter_1_raider',
name: '谷口匪徒',
title: '匪徒',
role: '敌对角色',
description: '盘踞谷口的劫匪',
backstory: '',
personality: '',
motivation: '',
combatStyle: '近战',
initialAffinity: -30,
relationshipHooks: [],
tags: ['hostile'],
backstoryReveal: {
publicSummary: '',
privateChatUnlockAffinity: 0,
chapters: [],
},
skills: [],
initialItems: [],
},
{
id: 'npc_chapter_2_hunter',
name: '林地猎手',
title: '追猎者',
role: '敌对角色',
description: '在林间追猎闯入者',
backstory: '',
personality: '',
motivation: '',
combatStyle: '远程',
initialAffinity: -24,
relationshipHooks: [],
tags: ['hostile'],
backstoryReveal: {
publicSummary: '',
privateChatUnlockAffinity: 0,
chapters: [],
},
skills: [],
initialItems: [],
},
{
id: 'npc_chapter_3_lord',
name: '祭坛领主',
title: '镇守者',
role: '敌对首领',
description: '守在祭坛深处的最终敌人',
backstory: '',
personality: '',
motivation: '',
combatStyle: '重压',
initialAffinity: -40,
relationshipHooks: [],
tags: ['hostile', 'boss'],
backstoryReveal: {
publicSummary: '',
privateChatUnlockAffinity: 0,
chapters: [],
},
skills: [],
initialItems: [],
},
],
items: [],
landmarks: [],
sceneChapterBlueprints: [
{
id: 'chapter-1',
sceneId: 'scene-1',
title: '第一章',
summary: '谷口起势',
linkedThreadIds: [],
linkedLandmarkIds: [],
acts: [
{
id: 'act-1-open',
sceneId: 'scene-1',
title: '谷口相撞',
summary: '初次冲突',
stageCoverage: ['opening'],
encounterNpcIds: ['npc_chapter_1_raider'],
primaryNpcId: 'npc_chapter_1_raider',
linkedThreadIds: [],
advanceRule: 'after_primary_contact',
actGoal: '打开局面',
transitionHook: '继续深入',
},
],
},
{
id: 'chapter-2',
sceneId: 'scene-2',
title: '第二章',
summary: '林地围猎',
linkedThreadIds: [],
linkedLandmarkIds: [],
acts: [
{
id: 'act-2-mid',
sceneId: 'scene-2',
title: '林地追击',
summary: '压力上升',
stageCoverage: ['expansion', 'turning_point'],
encounterNpcIds: ['npc_chapter_2_hunter'],
primaryNpcId: 'npc_chapter_2_hunter',
linkedThreadIds: [],
advanceRule: 'after_active_step_complete',
actGoal: '逼近真相',
transitionHook: '抵达深处',
},
],
},
{
id: 'chapter-3',
sceneId: 'scene-3',
title: '第三章',
summary: '祭坛对决',
linkedThreadIds: [],
linkedLandmarkIds: [],
acts: [
{
id: 'act-3-final',
sceneId: 'scene-3',
title: '祭坛收束',
summary: '正面收口',
stageCoverage: ['climax'],
encounterNpcIds: ['npc_chapter_3_lord'],
primaryNpcId: 'npc_chapter_3_lord',
linkedThreadIds: [],
advanceRule: 'after_chapter_resolution',
actGoal: '击败首领',
transitionHook: '收束余波',
},
],
},
],
} as unknown as CustomWorldProfile;
}
test('buildChapterProgressionPlans builds increasing chapter budgets from blueprints', () => {
const plans = buildChapterProgressionPlans(createProgressionProfile());
assert.equal(plans.length, 3);
assert.deepEqual(
plans.map((plan) => plan.chapterIndex),
[1, 2, 3],
);
assert.ok(plans[1]!.entryPseudoLevel > plans[0]!.entryPseudoLevel);
assert.ok(plans[2]!.exitPseudoLevel > plans[1]!.exitPseudoLevel);
assert.equal(
plans[0]!.questXpBudget + plans[0]!.hostileXpBudget,
plans[0]!.totalXpBudget,
);
assert.ok(plans[2]!.totalXpBudget >= plans[0]!.totalXpBudget);
assert.ok(plans[2]!.hostileXpBudget >= plans[0]!.hostileXpBudget);
});
test('resolveCurrentChapterProgressionContext follows the current act and explicit stage', () => {
const context = resolveCurrentChapterProgressionContext({
customWorldProfile: createProgressionProfile(),
sceneId: 'scene-2',
chapterState: {
id: 'chapter-2',
stage: 'turning_point',
sceneId: 'scene-2',
},
storyEngineMemory: {
currentChapter: {
id: 'chapter-2',
stage: 'turning_point',
sceneId: 'scene-2',
},
currentSceneActState: {
sceneId: 'scene-2',
chapterId: 'chapter-2',
currentActId: 'act-2-mid',
currentActIndex: 0,
},
},
});
assert.ok(context);
assert.equal(context?.plan.chapterId, 'chapter-2');
assert.equal(context?.plan.chapterIndex, 2);
assert.equal(context?.activeAct?.id, 'act-2-mid');
assert.equal(context?.stage, 'turning_point');
});

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import type {
CustomWorldProfile,
SceneActBlueprint,
SceneActStage,
SceneChapterBlueprint,
} from '../custom-world/runtimeTypes.js';
type JsonRecord = Record<string, unknown>;
type ChapterStateLike = {
id: string;
stage: SceneActStage;
sceneId: string | null;
};
type SceneActRuntimeStateLike = {
sceneId: string;
chapterId: string;
currentActId: string;
currentActIndex: number;
};
export type ChapterPaceBand =
| 'opening_fast'
| 'steady'
| 'pressure'
| 'finale_dense';
export interface ChapterProgressionPlan {
chapterId: string;
chapterIndex: number;
totalChapters: number;
entryPseudoLevel: number;
exitPseudoLevel: number;
entryLevel: number;
exitLevel: number;
totalXpBudget: number;
questXpBudget: number;
hostileXpBudget: number;
expectedHostileDefeatCount: number;
paceBand: ChapterPaceBand;
}
export interface ChapterProgressionContext {
plan: ChapterProgressionPlan;
activeChapter: SceneChapterBlueprint;
activeAct: SceneActBlueprint | null;
stage: SceneActStage;
}
const DEFAULT_STAGE: SceneActStage = 'opening';
const DEFAULT_TERMINAL_STORY_LEVEL = 15;
const MIN_TERMINAL_STORY_LEVEL = 5;
const PSEUDO_LEVEL_CURVE_EXPONENT = 0.92;
function isRecord(value: unknown): value is JsonRecord {
return typeof value === 'object' && value !== null && !Array.isArray(value);
}
function readString(value: unknown) {
return typeof value === 'string' && value.trim() ? value.trim() : '';
}
function readNumber(value: unknown) {
return typeof value === 'number' && Number.isFinite(value) ? value : null;
}
function roundToNearestFive(value: number) {
return Math.round(value / 5) * 5;
}
function normalizeStage(value: unknown): SceneActStage | null {
return value === 'opening' ||
value === 'expansion' ||
value === 'turning_point' ||
value === 'climax' ||
value === 'aftermath'
? value
: null;
}
function readChapterState(value: unknown): ChapterStateLike | null {
if (!isRecord(value)) {
return null;
}
const id = readString(value.id);
const stage = normalizeStage(value.stage);
if (!id || !stage) {
return null;
}
return {
id,
stage,
sceneId: readString(value.sceneId) || null,
};
}
function readSceneActRuntimeState(value: unknown): SceneActRuntimeStateLike | null {
if (!isRecord(value)) {
return null;
}
const sceneId = readString(value.sceneId);
const chapterId = readString(value.chapterId);
const currentActId = readString(value.currentActId);
const currentActIndex = readNumber(value.currentActIndex);
if (!sceneId || !chapterId || !currentActId || currentActIndex === null) {
return null;
}
return {
sceneId,
chapterId,
currentActId,
currentActIndex: Math.max(0, Math.round(currentActIndex)),
};
}
function readStoryEngineMemoryChapter(value: unknown) {
return readChapterState(isRecord(value) ? value.currentChapter : null);
}
function readStoryEngineMemoryActState(value: unknown) {
return readSceneActRuntimeState(
isRecord(value) ? value.currentSceneActState : null,
);
}
function getChapterBlueprints(
profile: CustomWorldProfile | null | undefined,
) {
return (profile?.sceneChapterBlueprints ?? []).filter(
(entry): entry is SceneChapterBlueprint =>
Boolean(entry?.id && entry.sceneId && Array.isArray(entry.acts)),
);
}
function resolveExplicitStage(params: {
chapterState?: unknown;
storyEngineMemory?: unknown;
}) {
return (
readChapterState(params.chapterState)?.stage ??
readStoryEngineMemoryChapter(params.storyEngineMemory)?.stage ??
null
);
}
function pickActStage(act: SceneActBlueprint | null) {
if (!act) {
return null;
}
return act.stageCoverage
.map((stage) => normalizeStage(stage))
.find((stage): stage is SceneActStage => Boolean(stage)) ?? null;
}
function resolveActiveChapterBlueprint(params: {
customWorldProfile?: CustomWorldProfile | null;
sceneId?: string | null;
chapterState?: unknown;
storyEngineMemory?: unknown;
}) {
const chapters = getChapterBlueprints(params.customWorldProfile);
if (chapters.length <= 0) {
return null;
}
const runtimeActState = readStoryEngineMemoryActState(params.storyEngineMemory);
if (runtimeActState) {
const matchedByActState = chapters.find(
(chapter) =>
chapter.id === runtimeActState.chapterId &&
chapter.sceneId === runtimeActState.sceneId,
);
if (matchedByActState) {
return matchedByActState;
}
}
const requestedSceneId =
readString(params.sceneId) ||
readChapterState(params.chapterState)?.sceneId ||
readStoryEngineMemoryChapter(params.storyEngineMemory)?.sceneId ||
'';
if (requestedSceneId) {
const matchedByScene = chapters.find(
(chapter) =>
chapter.sceneId === requestedSceneId ||
chapter.linkedLandmarkIds.includes(requestedSceneId),
);
if (matchedByScene) {
return matchedByScene;
}
}
const explicitChapterId =
readChapterState(params.chapterState)?.id ||
readStoryEngineMemoryChapter(params.storyEngineMemory)?.id ||
'';
if (explicitChapterId) {
const matchedById = chapters.find((chapter) => chapter.id === explicitChapterId);
if (matchedById) {
return matchedById;
}
}
return chapters[0] ?? null;
}
function resolveActiveActBlueprint(params: {
activeChapter: SceneChapterBlueprint;
explicitStage?: SceneActStage | null;
storyEngineMemory?: unknown;
}) {
const runtimeActState = readStoryEngineMemoryActState(params.storyEngineMemory);
if (
runtimeActState &&
runtimeActState.chapterId === params.activeChapter.id &&
runtimeActState.sceneId === params.activeChapter.sceneId
) {
const matchedById = params.activeChapter.acts.find(
(act) => act.id === runtimeActState.currentActId,
);
if (matchedById) {
return matchedById;
}
const matchedByIndex = params.activeChapter.acts[runtimeActState.currentActIndex];
if (matchedByIndex) {
return matchedByIndex;
}
}
if (params.explicitStage) {
const matchedByStage = params.activeChapter.acts.find((act) =>
act.stageCoverage.includes(params.explicitStage!),
);
if (matchedByStage) {
return matchedByStage;
}
}
return params.activeChapter.acts[0] ?? null;
}
function resolveTerminalStoryLevel(totalChapters: number) {
return Math.max(
MIN_TERMINAL_STORY_LEVEL,
Math.min(
DEFAULT_TERMINAL_STORY_LEVEL,
Math.round(3 + Math.max(1, totalChapters) * 2.4),
),
);
}
function computeXpToNextLevel(level: number) {
const scale = Math.max(0, level - 1);
return 60 + 20 * scale + 8 * scale * scale;
}
function resolvePseudoLevelXp(pseudoLevel: number) {
const normalizedLevel = Math.max(1, pseudoLevel);
const lowerLevel = Math.floor(normalizedLevel);
let lowerLevelXp = 0;
for (let level = 1; level < lowerLevel; level += 1) {
lowerLevelXp += computeXpToNextLevel(level);
}
return (
lowerLevelXp +
computeXpToNextLevel(lowerLevel) * (normalizedLevel - lowerLevel)
);
}
function resolveChapterBoundaryPseudoLevel(params: {
boundaryIndex: number;
totalChapters: number;
}) {
if (params.boundaryIndex <= 0 || params.totalChapters <= 0) {
return 1;
}
const progress = Math.min(
1,
Math.max(0, params.boundaryIndex / params.totalChapters),
);
const terminalStoryLevel = resolveTerminalStoryLevel(params.totalChapters);
return (
1 +
Math.pow(progress, PSEUDO_LEVEL_CURVE_EXPONENT) *
Math.max(0, terminalStoryLevel - 1)
);
}
function resolveEncounterNpcIds(chapter: SceneChapterBlueprint) {
return [...new Set(chapter.acts.flatMap((act) => act.encounterNpcIds))];
}
function isLikelyHostileNpc(
profile: CustomWorldProfile,
npcId: string,
) {
const matchedNpc = profile.storyNpcs.find((npc) => npc.id === npcId);
if (!matchedNpc) {
return /hostile|enemy|monster|bandit|boss|elite||||/u.test(npcId);
}
if (matchedNpc.initialAffinity < 0) {
return true;
}
const fingerprint = [
matchedNpc.role,
matchedNpc.name,
matchedNpc.title,
matchedNpc.description,
...matchedNpc.tags,
].join(' ');
return /hostile|enemy|monster|bandit|boss|elite||||||/u.test(
fingerprint,
);
}
function resolveHostileShare(params: {
totalEncounterCount: number;
hostileEncounterCount: number;
}) {
if (params.hostileEncounterCount <= 0) {
return 0;
}
const hostileRatio =
params.hostileEncounterCount / Math.max(1, params.totalEncounterCount);
if (hostileRatio >= 0.55) {
return 0.45;
}
if (hostileRatio <= 0.2) {
return 0.25;
}
return 0.35;
}
function resolveChapterPaceBand(params: {
chapterIndex: number;
totalChapters: number;
hostileShare: number;
}) {
if (params.chapterIndex <= 1) {
return 'opening_fast' as const;
}
if (params.chapterIndex >= params.totalChapters) {
return 'finale_dense' as const;
}
if (params.hostileShare >= 0.45) {
return 'pressure' as const;
}
return 'steady' as const;
}
function buildChapterPlan(params: {
profile: CustomWorldProfile;
chapter: SceneChapterBlueprint;
chapterIndex: number;
totalChapters: number;
}) {
const entryPseudoLevel = resolveChapterBoundaryPseudoLevel({
boundaryIndex: params.chapterIndex - 1,
totalChapters: params.totalChapters,
});
const exitPseudoLevel = resolveChapterBoundaryPseudoLevel({
boundaryIndex: params.chapterIndex,
totalChapters: params.totalChapters,
});
const totalXpBudget = Math.max(
40,
roundToNearestFive(
resolvePseudoLevelXp(exitPseudoLevel) -
resolvePseudoLevelXp(entryPseudoLevel),
),
);
const encounterNpcIds = resolveEncounterNpcIds(params.chapter);
const hostileEncounterCount = encounterNpcIds.filter((npcId) =>
isLikelyHostileNpc(params.profile, npcId),
).length;
const hostileShare = resolveHostileShare({
totalEncounterCount: encounterNpcIds.length,
hostileEncounterCount,
});
const expectedHostileDefeatCount =
hostileEncounterCount > 0
? Math.max(hostileEncounterCount, Math.min(encounterNpcIds.length, 3))
: 0;
const hostileXpBudget =
expectedHostileDefeatCount > 0
? Math.max(5, roundToNearestFive(totalXpBudget * hostileShare))
: 0;
const questXpBudget = Math.max(0, totalXpBudget - hostileXpBudget);
return {
chapterId: params.chapter.id,
chapterIndex: params.chapterIndex,
totalChapters: params.totalChapters,
entryPseudoLevel: Number(entryPseudoLevel.toFixed(3)),
exitPseudoLevel: Number(exitPseudoLevel.toFixed(3)),
entryLevel: Math.max(1, Math.floor(entryPseudoLevel)),
exitLevel: Math.max(1, Math.round(exitPseudoLevel)),
totalXpBudget,
questXpBudget,
hostileXpBudget,
expectedHostileDefeatCount,
paceBand: resolveChapterPaceBand({
chapterIndex: params.chapterIndex,
totalChapters: params.totalChapters,
hostileShare,
}),
} satisfies ChapterProgressionPlan;
}
export function buildChapterProgressionPlans(
customWorldProfile: CustomWorldProfile | null | undefined,
) {
const chapters = getChapterBlueprints(customWorldProfile);
if (!customWorldProfile || chapters.length <= 0) {
return [];
}
return chapters.map((chapter, index) =>
buildChapterPlan({
profile: customWorldProfile,
chapter,
chapterIndex: index + 1,
totalChapters: chapters.length,
}),
);
}
export function resolveCurrentChapterProgressionContext(params: {
customWorldProfile?: CustomWorldProfile | null;
sceneId?: string | null;
chapterState?: unknown;
storyEngineMemory?: unknown;
}) {
const activeChapter = resolveActiveChapterBlueprint(params);
if (!activeChapter || !params.customWorldProfile) {
return null;
}
const plans = buildChapterProgressionPlans(params.customWorldProfile);
const plan = plans.find((entry) => entry.chapterId === activeChapter.id);
if (!plan) {
return null;
}
const explicitStage = resolveExplicitStage(params);
const activeAct = resolveActiveActBlueprint({
activeChapter,
explicitStage,
storyEngineMemory: params.storyEngineMemory,
});
return {
plan,
activeChapter,
activeAct,
stage: explicitStage ?? pickActStage(activeAct) ?? DEFAULT_STAGE,
} satisfies ChapterProgressionContext;
}

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import assert from 'node:assert/strict';
import test from 'node:test';
import type { CustomWorldProfile } from '../custom-world/runtimeTypes.js';
import { resolveHostileBattleProfile } from './hostileProgressionService.js';
function createAutoScaledProfile() {
return {
id: 'custom-world-auto-level',
settingText: '测试世界',
name: '测试世界',
subtitle: '自动定级',
summary: '用于 hostile 自动定级测试。',
tone: '压迫',
playerGoal: '推进终章',
templateWorldType: 'CUSTOM',
majorFactions: [],
coreConflicts: [],
attributeSchema: {
id: 'schema-1',
worldId: 'custom-world-auto-level',
schemaVersion: 1,
schemaName: '测试属性',
generatedFrom: {
worldType: 'CUSTOM',
worldName: '测试世界',
settingSummary: '测试',
tone: '压迫',
conflictCore: '推进',
},
slots: [],
},
playableNpcs: [],
storyNpcs: [
{
id: 'npc_chapter_final',
name: '祭坛领主',
title: '镇守者',
role: '敌对首领',
description: '最终守关者',
backstory: '',
personality: '',
motivation: '',
combatStyle: '重压',
initialAffinity: -40,
relationshipHooks: [],
tags: ['hostile', 'boss'],
backstoryReveal: {
publicSummary: '',
privateChatUnlockAffinity: 0,
chapters: [],
},
skills: [],
initialItems: [],
},
],
items: [],
landmarks: [],
sceneChapterBlueprints: [
{
id: 'chapter-final',
sceneId: 'scene-final',
title: '终章',
summary: '最终对决',
linkedThreadIds: [],
linkedLandmarkIds: [],
acts: [
{
id: 'act-final',
sceneId: 'scene-final',
title: '祭坛收束',
summary: '最终收口',
stageCoverage: ['climax'],
encounterNpcIds: ['npc_chapter_final'],
primaryNpcId: 'npc_chapter_final',
linkedThreadIds: [],
advanceRule: 'after_chapter_resolution',
actGoal: '击败首领',
transitionHook: '进入余波',
},
],
},
],
} as unknown as CustomWorldProfile;
}
test('resolveHostileBattleProfile falls back to the current player level for standard hostiles', () => {
const profile = resolveHostileBattleProfile({
playerProgression: {
level: 5,
currentLevelXp: 0,
totalXp: 472,
xpToNextLevel: 268,
},
encounter: {
hostile: true,
monsterPresetId: 'monster-01',
},
battleMode: 'fight',
});
assert.equal(profile.levelProfile.level, 5);
assert.equal(profile.levelProfile.progressionRole, 'hostile_standard');
assert.equal(profile.levelProfile.referenceStrength, 260);
assert.equal(profile.experienceReward, 20);
assert.equal(profile.battleMaxHp, 48);
});
test('resolveHostileBattleProfile preserves explicit level metadata and rewards', () => {
const profile = resolveHostileBattleProfile({
playerProgression: {
level: 4,
currentLevelXp: 0,
totalXp: 280,
xpToNextLevel: 192,
},
encounter: {
hostile: true,
levelProfile: {
level: 7,
referenceStrength: 412,
progressionRole: 'hostile_elite',
source: 'chapter_auto',
chapterId: 'chapter-03',
},
experienceReward: 55,
},
battleMode: 'fight',
});
assert.equal(profile.levelProfile.level, 7);
assert.equal(profile.levelProfile.referenceStrength, 412);
assert.equal(profile.levelProfile.progressionRole, 'hostile_elite');
assert.equal(profile.levelProfile.source, 'chapter_auto');
assert.equal(profile.levelProfile.chapterId, 'chapter-03');
assert.equal(profile.experienceReward, 55);
assert.equal(profile.battleMaxHp, 86);
});
test('resolveHostileBattleProfile prefers chapter auto scaling over player fallback when chapter context exists', () => {
const profile = resolveHostileBattleProfile({
playerProgression: {
level: 2,
currentLevelXp: 0,
totalXp: 80,
xpToNextLevel: 88,
},
encounter: {
id: 'npc_chapter_final',
hostile: true,
monsterPresetId: 'final-lord',
},
battleMode: 'fight',
customWorldProfile: createAutoScaledProfile(),
sceneId: 'scene-final',
chapterState: {
id: 'chapter-final',
stage: 'climax',
sceneId: 'scene-final',
},
storyEngineMemory: {
currentChapter: {
id: 'chapter-final',
stage: 'climax',
sceneId: 'scene-final',
},
currentSceneActState: {
sceneId: 'scene-final',
chapterId: 'chapter-final',
currentActId: 'act-final',
currentActIndex: 0,
},
},
});
assert.equal(profile.levelProfile.source, 'chapter_auto');
assert.equal(profile.levelProfile.chapterId, 'chapter-final');
assert.equal(profile.levelProfile.chapterIndex, 1);
assert.equal(profile.levelProfile.progressionRole, 'hostile_boss');
assert.ok(profile.levelProfile.level > 2);
assert.ok(profile.experienceReward > 0);
});

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import { getLevelBenchmark, MAX_PLAYER_LEVEL } from './levelBenchmarks.js';
import { normalizePlayerProgressionState } from './playerProgressionService.js';
import type { CustomWorldProfile, SceneActStage } from '../custom-world/runtimeTypes.js';
import {
resolveCurrentChapterProgressionContext,
type ChapterProgressionContext,
} from './chapterProgressionPlanner.js';
import { resolveChapterAutoLevelProfile } from './npcLevelResolver.js';
type JsonRecord = Record<string, unknown>;
export type ProgressionRole =
| 'guide'
| 'ambient'
| 'support'
| 'hostile_standard'
| 'hostile_elite'
| 'hostile_boss'
| 'rival';
export interface RuntimeEntityLevelProfile {
level: number;
referenceStrength: number;
chapterId?: string | null;
chapterIndex?: number | null;
progressionRole: ProgressionRole;
source: 'chapter_auto' | 'preset_override' | 'manual';
}
export interface RuntimeHostileEncounterSeed {
id?: string | null;
hostile?: boolean;
monsterPresetId?: string | null;
levelProfile?: unknown;
experienceReward?: unknown;
}
export interface ResolvedHostileBattleProfile {
levelProfile: RuntimeEntityLevelProfile;
experienceReward: number;
battleMaxHp: number;
}
const ROLE_HP_BONUS: Record<ProgressionRole, number> = {
guide: 0,
ambient: 0,
support: 0,
hostile_standard: 0,
hostile_elite: 10,
hostile_boss: 24,
rival: 6,
};
const ROLE_XP_MULTIPLIER: Record<ProgressionRole, number> = {
guide: 0,
ambient: 0,
support: 0,
hostile_standard: 1,
hostile_elite: 1.15,
hostile_boss: 1.3,
rival: 1,
};
function isRecord(value: unknown): value is JsonRecord {
return typeof value === 'object' && value !== null && !Array.isArray(value);
}
function readNumber(value: unknown) {
return typeof value === 'number' && Number.isFinite(value) ? value : null;
}
function readString(value: unknown) {
return typeof value === 'string' && value.trim() ? value.trim() : '';
}
function clampLevel(value: unknown) {
const parsed =
typeof value === 'number' && Number.isFinite(value) ? Math.floor(value) : 1;
return Math.min(MAX_PLAYER_LEVEL, Math.max(1, parsed));
}
function clampNonNegativeInteger(value: unknown) {
const parsed =
typeof value === 'number' && Number.isFinite(value) ? Math.floor(value) : 0;
return Math.max(0, parsed);
}
function roundToNearestFive(value: number) {
return Math.round(value / 5) * 5;
}
function normalizeProgressionRole(
value: unknown,
fallback: ProgressionRole,
): ProgressionRole {
return value === 'guide' ||
value === 'ambient' ||
value === 'support' ||
value === 'hostile_standard' ||
value === 'hostile_elite' ||
value === 'hostile_boss' ||
value === 'rival'
? value
: fallback;
}
function normalizeLevelProfileSource(
value: unknown,
fallback: RuntimeEntityLevelProfile['source'],
) {
return value === 'chapter_auto' ||
value === 'preset_override' ||
value === 'manual'
? value
: fallback;
}
function resolveDefaultRole(params: {
encounter?: RuntimeHostileEncounterSeed | null;
battleMode: 'fight' | 'spar';
}): ProgressionRole {
if (params.battleMode === 'spar') {
return 'rival';
}
if (
params.encounter?.hostile === true ||
readString(params.encounter?.monsterPresetId).length > 0
) {
return 'hostile_standard';
}
return 'rival';
}
function resolveLevelDeltaMultiplier(playerLevel: number, targetLevel: number) {
const delta = targetLevel - playerLevel;
if (delta <= -4) {
return 0.3;
}
if (delta <= -2) {
return 0.7;
}
if (delta >= 2) {
return 1.15;
}
return 1;
}
function resolveChapterStageMultiplier(stage: SceneActStage | null | undefined) {
switch (stage) {
case 'opening':
return 0.9;
case 'turning_point':
return 1.05;
case 'climax':
return 1.15;
case 'aftermath':
return 0.8;
case 'expansion':
default:
return 1;
}
}
function resolveCustomWorldProfile(value: unknown) {
return isRecord(value) ? (value as CustomWorldProfile) : null;
}
function resolveChapterBudgetedBaseXp(
context: ChapterProgressionContext | null,
) {
if (!context || context.plan.expectedHostileDefeatCount <= 0) {
return null;
}
return (
context.plan.hostileXpBudget / context.plan.expectedHostileDefeatCount
);
}
export function normalizeRuntimeEntityLevelProfile(
value: unknown,
fallbackRole: ProgressionRole = 'hostile_standard',
): RuntimeEntityLevelProfile | null {
if (!isRecord(value)) {
return null;
}
const levelMetric = readNumber(value.level);
if (levelMetric === null) {
return null;
}
const level = clampLevel(levelMetric);
const benchmark = getLevelBenchmark(level);
const referenceStrength = readNumber(value.referenceStrength);
return {
level,
referenceStrength:
referenceStrength !== null && referenceStrength > 0
? Math.round(referenceStrength)
: benchmark.referenceStrength,
chapterId: readString(value.chapterId) || null,
chapterIndex:
typeof value.chapterIndex === 'number' &&
Number.isFinite(value.chapterIndex)
? Math.max(0, Math.round(value.chapterIndex))
: null,
progressionRole: normalizeProgressionRole(
value.progressionRole,
fallbackRole,
),
source: normalizeLevelProfileSource(value.source, 'manual'),
};
}
export function buildHostileExperienceReward(params: {
explicitExperienceReward?: unknown;
levelProfile: RuntimeEntityLevelProfile;
playerProgression?: unknown;
battleMode: 'fight' | 'spar';
chapterStage?: SceneActStage | null;
budgetedBaseXp?: number | null;
}) {
if (params.battleMode === 'spar') {
return 0;
}
const explicitReward = clampNonNegativeInteger(
params.explicitExperienceReward,
);
if (explicitReward > 0) {
return explicitReward;
}
const playerLevel = normalizePlayerProgressionState(
params.playerProgression,
).level;
const benchmark = getLevelBenchmark(params.levelProfile.level);
const baseKillXp =
typeof params.budgetedBaseXp === 'number' &&
Number.isFinite(params.budgetedBaseXp) &&
params.budgetedBaseXp > 0
? params.budgetedBaseXp
: benchmark.xpToNextLevel * 0.08;
const scaledReward =
baseKillXp *
resolveChapterStageMultiplier(params.chapterStage) *
resolveLevelDeltaMultiplier(playerLevel, params.levelProfile.level) *
ROLE_XP_MULTIPLIER[params.levelProfile.progressionRole];
return Math.max(5, roundToNearestFive(scaledReward));
}
export function buildHostileBattleMaxHp(params: {
levelProfile: RuntimeEntityLevelProfile;
battleMode: 'fight' | 'spar';
}) {
if (params.battleMode === 'spar') {
return Math.max(
8,
Math.min(16, 8 + Math.floor((params.levelProfile.level - 1) / 2)),
);
}
const benchmark = getLevelBenchmark(params.levelProfile.level);
return Math.max(
32,
Math.round(benchmark.baseHp / 9) +
ROLE_HP_BONUS[params.levelProfile.progressionRole],
);
}
export function resolveHostileBattleProfile(params: {
playerProgression?: unknown;
encounter?: RuntimeHostileEncounterSeed | null;
battleMode: 'fight' | 'spar';
customWorldProfile?: unknown;
sceneId?: string | null;
chapterState?: unknown;
storyEngineMemory?: unknown;
}): ResolvedHostileBattleProfile {
const fallbackRole = resolveDefaultRole({
encounter: params.encounter,
battleMode: params.battleMode,
});
const normalizedPlayerProgression = normalizePlayerProgressionState(
params.playerProgression,
);
const explicitLevelProfile = normalizeRuntimeEntityLevelProfile(
params.encounter?.levelProfile,
fallbackRole,
);
const chapterContext =
explicitLevelProfile?.source === 'chapter_auto'
? null
: resolveCurrentChapterProgressionContext({
customWorldProfile: resolveCustomWorldProfile(
params.customWorldProfile,
),
sceneId: params.sceneId,
chapterState: params.chapterState,
storyEngineMemory: params.storyEngineMemory,
});
const chapterAutoLevelProfile =
explicitLevelProfile || !chapterContext
? null
: resolveChapterAutoLevelProfile({
plan: chapterContext.plan,
stage: chapterContext.stage,
encounter: params.encounter,
battleMode: params.battleMode,
primaryNpcId: chapterContext.activeAct?.primaryNpcId ?? null,
});
const level =
explicitLevelProfile?.level ??
chapterAutoLevelProfile?.level ??
clampLevel(normalizedPlayerProgression.level);
const benchmark = getLevelBenchmark(level);
const levelProfile =
explicitLevelProfile ??
chapterAutoLevelProfile ??
({
level,
referenceStrength: benchmark.referenceStrength,
chapterId: null,
chapterIndex: null,
progressionRole: fallbackRole,
source: 'manual',
} satisfies RuntimeEntityLevelProfile);
return {
levelProfile,
experienceReward: buildHostileExperienceReward({
explicitExperienceReward: params.encounter?.experienceReward,
levelProfile,
playerProgression: normalizedPlayerProgression,
battleMode: params.battleMode,
chapterStage: chapterContext?.stage ?? null,
budgetedBaseXp: resolveChapterBudgetedBaseXp(chapterContext),
}),
battleMaxHp: buildHostileBattleMaxHp({
levelProfile,
battleMode: params.battleMode,
}),
};
}

View File

@@ -0,0 +1,82 @@
import assert from 'node:assert/strict';
import test from 'node:test';
import type { ChapterProgressionPlan } from './chapterProgressionPlanner.js';
import {
resolveAutoProgressionRole,
resolveChapterAutoLevelProfile,
} from './npcLevelResolver.js';
const TEST_PLAN: ChapterProgressionPlan = {
chapterId: 'chapter-3',
chapterIndex: 3,
totalChapters: 4,
entryPseudoLevel: 6.2,
exitPseudoLevel: 8.8,
entryLevel: 6,
exitLevel: 9,
totalXpBudget: 560,
questXpBudget: 360,
hostileXpBudget: 200,
expectedHostileDefeatCount: 3,
paceBand: 'pressure',
};
test('resolveAutoProgressionRole upgrades current act hostile primary npc to boss in climax', () => {
assert.equal(
resolveAutoProgressionRole({
encounter: {
id: 'npc_final_lord',
hostile: true,
monsterPresetId: 'final-lord',
},
battleMode: 'fight',
stage: 'climax',
primaryNpcId: 'npc_final_lord',
}),
'hostile_boss',
);
assert.equal(
resolveAutoProgressionRole({
encounter: {
id: 'npc_final_lord',
},
battleMode: 'spar',
stage: 'climax',
primaryNpcId: 'npc_final_lord',
}),
'rival',
);
});
test('resolveChapterAutoLevelProfile applies role offsets on top of chapter stage anchor', () => {
const standard = resolveChapterAutoLevelProfile({
plan: TEST_PLAN,
stage: 'climax',
encounter: {
id: 'npc_guard_01',
hostile: true,
monsterPresetId: 'guard',
},
battleMode: 'fight',
primaryNpcId: 'npc_final_lord',
});
const boss = resolveChapterAutoLevelProfile({
plan: TEST_PLAN,
stage: 'climax',
encounter: {
id: 'npc_final_lord',
hostile: true,
monsterPresetId: 'final-lord',
},
battleMode: 'fight',
primaryNpcId: 'npc_final_lord',
});
assert.equal(standard.progressionRole, 'hostile_standard');
assert.equal(boss.progressionRole, 'hostile_boss');
assert.ok(boss.level >= standard.level + 2);
assert.equal(boss.chapterId, 'chapter-3');
assert.equal(boss.chapterIndex, 3);
assert.equal(boss.source, 'chapter_auto');
});

View File

@@ -0,0 +1,106 @@
import type { SceneActStage } from '../custom-world/runtimeTypes.js';
import { getLevelBenchmark, MAX_PLAYER_LEVEL } from './levelBenchmarks.js';
import type { ChapterProgressionPlan } from './chapterProgressionPlanner.js';
import type {
ProgressionRole,
RuntimeEntityLevelProfile,
RuntimeHostileEncounterSeed,
} from './hostileProgressionService.js';
const ROLE_LEVEL_OFFSETS: Record<ProgressionRole, number> = {
guide: 0,
ambient: -1,
support: 0,
hostile_standard: 0,
hostile_elite: 1,
hostile_boss: 2,
rival: 0,
};
function clampLevel(value: number) {
return Math.min(MAX_PLAYER_LEVEL, Math.max(1, Math.round(value)));
}
function interpolate(min: number, max: number, progress: number) {
return min + (max - min) * progress;
}
function resolveStageProgress(stage: SceneActStage) {
switch (stage) {
case 'opening':
return 0;
case 'expansion':
return 0.4;
case 'turning_point':
return 0.72;
case 'climax':
return 1;
case 'aftermath':
return 0.82;
default:
return 0;
}
}
function readString(value: unknown) {
return typeof value === 'string' && value.trim() ? value.trim() : '';
}
export function resolveAutoProgressionRole(params: {
encounter?: RuntimeHostileEncounterSeed | null;
battleMode: 'fight' | 'spar';
stage: SceneActStage;
primaryNpcId?: string | null;
}): ProgressionRole {
if (params.battleMode === 'spar') {
return 'rival';
}
const encounterId = readString(params.encounter?.id);
const primaryNpcId = readString(params.primaryNpcId);
const isHostile =
params.encounter?.hostile === true ||
readString(params.encounter?.monsterPresetId).length > 0;
if (!isHostile) {
return primaryNpcId && encounterId === primaryNpcId ? 'rival' : 'support';
}
if (primaryNpcId && encounterId === primaryNpcId) {
return params.stage === 'climax' ? 'hostile_boss' : 'hostile_elite';
}
return 'hostile_standard';
}
export function resolveChapterAutoLevelProfile(params: {
plan: ChapterProgressionPlan;
stage: SceneActStage;
encounter?: RuntimeHostileEncounterSeed | null;
battleMode: 'fight' | 'spar';
primaryNpcId?: string | null;
}): RuntimeEntityLevelProfile {
const progressionRole = resolveAutoProgressionRole({
encounter: params.encounter,
battleMode: params.battleMode,
stage: params.stage,
primaryNpcId: params.primaryNpcId,
});
const baseStageLevel = interpolate(
params.plan.entryPseudoLevel,
params.plan.exitPseudoLevel,
resolveStageProgress(params.stage),
);
const level = clampLevel(
baseStageLevel + ROLE_LEVEL_OFFSETS[progressionRole],
);
return {
level,
referenceStrength: getLevelBenchmark(level).referenceStrength,
chapterId: params.plan.chapterId,
chapterIndex: params.plan.chapterIndex,
progressionRole,
source: 'chapter_auto',
};
}

View File

@@ -8,6 +8,10 @@ import type {
} from '../../../../packages/shared/src/contracts/story.js';
import { TASK6_RUNTIME_FUNCTION_IDS } from '../../../../packages/shared/src/contracts/story.js';
import type { SavedSnapshot } from '../../repositories/runtimeRepository.js';
import {
normalizeRuntimeEntityLevelProfile,
type RuntimeEntityLevelProfile,
} from '../progression/hostileProgressionService.js';
import { resolvePlayerOutgoingDamageResult } from '../runtime/runtimeBuildModule.js';
import {
isInventoryItemUsable,
@@ -53,6 +57,8 @@ export type RuntimeEncounter = {
hostile: boolean;
characterId: string | null;
monsterPresetId: string | null;
levelProfile?: RuntimeEntityLevelProfile;
experienceReward?: number;
};
export type RuntimeHostileNpc = {
@@ -61,6 +67,8 @@ export type RuntimeHostileNpc = {
hp: number;
maxHp: number;
description: string;
levelProfile?: RuntimeEntityLevelProfile;
experienceReward?: number;
};
export type RuntimeCompanion = {
@@ -371,6 +379,10 @@ function readArray(value: unknown) {
return Array.isArray(value) ? value : [];
}
function clampNonNegativeInteger(value: unknown) {
return Math.max(0, Math.round(readNumber(value, 0)));
}
function normalizeStoryHistory(value: unknown) {
return readArray(value)
.map((entry) => {
@@ -444,6 +456,10 @@ function normalizeEncounter(value: unknown): RuntimeEncounter | null {
Boolean(readString(rawEncounter.monsterPresetId)),
characterId: readString(rawEncounter.characterId) || null,
monsterPresetId: readString(rawEncounter.monsterPresetId) || null,
levelProfile:
normalizeRuntimeEntityLevelProfile(rawEncounter.levelProfile, 'rival') ??
undefined,
experienceReward: clampNonNegativeInteger(rawEncounter.experienceReward),
};
}
@@ -471,6 +487,12 @@ function normalizeHostileNpc(value: unknown): RuntimeHostileNpc | null {
hp,
maxHp,
description: readString(rawNpc.description),
levelProfile:
normalizeRuntimeEntityLevelProfile(
rawNpc.levelProfile,
'hostile_standard',
) ?? undefined,
experienceReward: clampNonNegativeInteger(rawNpc.experienceReward),
};
}

View File

@@ -339,6 +339,153 @@ const QUEST_TREASURE_SCENE = {
treasureHints: ['残匣', '旧印'],
};
function createChapterAutoScalingProfile() {
return {
id: 'custom-world-auto-scaling',
settingText: '测试世界',
name: '测试世界',
subtitle: '章节自动定级',
summary: '用于 runtime 章节定级测试。',
tone: '压迫',
playerGoal: '推进章节',
templateWorldType: 'CUSTOM',
majorFactions: [],
coreConflicts: [],
attributeSchema: {
id: 'schema-1',
worldId: 'custom-world-auto-scaling',
schemaVersion: 1,
schemaName: '测试属性',
generatedFrom: {
worldType: 'CUSTOM',
worldName: '测试世界',
settingSummary: '测试',
tone: '压迫',
conflictCore: '推进',
},
slots: [],
},
playableNpcs: [],
storyNpcs: [
{
id: 'npc_outskirts_raider',
name: '谷口匪徒',
title: '匪徒',
role: '敌对角色',
description: '卡在谷口要道上的拦路人',
backstory: '',
personality: '',
motivation: '',
combatStyle: '近战',
initialAffinity: -20,
relationshipHooks: [],
tags: ['hostile'],
backstoryReveal: {
publicSummary: '',
privateChatUnlockAffinity: 0,
chapters: [],
},
skills: [],
initialItems: [],
},
{
id: 'npc_sanctum_lord',
name: '祭坛领主',
title: '镇守者',
role: '敌对首领',
description: '守在终章祭坛里的重压敌人',
backstory: '',
personality: '',
motivation: '',
combatStyle: '重击',
initialAffinity: -40,
relationshipHooks: [],
tags: ['hostile', 'boss'],
backstoryReveal: {
publicSummary: '',
privateChatUnlockAffinity: 0,
chapters: [],
},
skills: [],
initialItems: [],
},
],
items: [],
landmarks: [],
sceneChapterBlueprints: [
{
id: 'chapter-outskirts',
sceneId: 'scene-outskirts',
title: '谷口起势',
summary: '初段冲突',
linkedThreadIds: [],
linkedLandmarkIds: [],
acts: [
{
id: 'act-outskirts-open',
sceneId: 'scene-outskirts',
title: '谷口相撞',
summary: '第一轮冲突',
stageCoverage: ['opening'],
encounterNpcIds: ['npc_outskirts_raider'],
primaryNpcId: 'npc_outskirts_raider',
linkedThreadIds: [],
advanceRule: 'after_primary_contact',
actGoal: '稳住开局',
transitionHook: '继续深入',
},
],
},
{
id: 'chapter-forest',
sceneId: 'scene-forest',
title: '林地紧逼',
summary: '中段过渡',
linkedThreadIds: [],
linkedLandmarkIds: [],
acts: [
{
id: 'act-forest-mid',
sceneId: 'scene-forest',
title: '林地追逼',
summary: '第二轮压迫',
stageCoverage: ['expansion', 'turning_point'],
encounterNpcIds: ['npc_outskirts_raider'],
primaryNpcId: 'npc_outskirts_raider',
linkedThreadIds: [],
advanceRule: 'after_active_step_complete',
actGoal: '逼近深处',
transitionHook: '抵达祭坛',
},
],
},
{
id: 'chapter-sanctum',
sceneId: 'scene-sanctum',
title: '祭坛收束',
summary: '终章对决',
linkedThreadIds: [],
linkedLandmarkIds: [],
acts: [
{
id: 'act-sanctum-final',
sceneId: 'scene-sanctum',
title: '终章收口',
summary: '最终对决',
stageCoverage: ['climax'],
encounterNpcIds: ['npc_sanctum_lord'],
primaryNpcId: 'npc_sanctum_lord',
linkedThreadIds: [],
advanceRule: 'after_chapter_resolution',
actGoal: '击败首领',
transitionHook: '余波展开',
},
],
},
],
};
}
test('runtime story actions resolve npc chat on the server and persist updated affinity', async () => {
await withTestServer('npc-chat', async ({ baseUrl }) => {
const entry = await authEntry(baseUrl, 'story_npc_chat', 'secret123');
@@ -541,6 +688,369 @@ test('runtime story state exposes npc interaction metadata directly from the ser
});
});
test('runtime story actions attach hostile level metadata when npc fights start on the server', async () => {
await withTestServer('npc-fight-level-profile', async ({ baseUrl }) => {
const entry = await authEntry(
baseUrl,
'story_npc_fight_level',
'secret123',
);
await putSnapshot(
baseUrl,
entry.token,
createTask6GameState({
currentEncounter: {
kind: 'npc',
id: 'npc_duelist_01',
npcName: '拦路刀客',
npcDescription: '持刀拦路的江湖客',
context: '渡口挑衅',
hostile: true,
},
npcInteractionActive: true,
playerProgression: {
level: 4,
currentLevelXp: 0,
totalXp: 280,
xpToNextLevel: 192,
},
npcStates: {
npc_duelist_01: {
affinity: -18,
chattedCount: 0,
helpUsed: false,
giftsGiven: 0,
inventory: [],
recruited: false,
},
},
}),
);
const response = await httpRequest(
`${baseUrl}/api/runtime/story/actions/resolve`,
withBearer(entry.token, {
method: 'POST',
body: JSON.stringify({
sessionId: 'runtime-main',
clientVersion: 0,
action: {
type: 'story_choice',
functionId: 'npc_fight',
},
}),
}),
);
const payload = (await response.json()) as {
snapshot: {
gameState: {
currentEncounter: {
levelProfile?: {
level: number;
progressionRole: string;
};
experienceReward?: number;
} | null;
sceneHostileNpcs: Array<{
maxHp: number;
levelProfile?: {
level: number;
referenceStrength: number;
progressionRole: string;
};
experienceReward?: number;
}>;
currentNpcBattleMode: string | null;
inBattle: boolean;
};
};
};
assert.equal(response.status, 200);
assert.equal(payload.snapshot.gameState.inBattle, true);
assert.equal(payload.snapshot.gameState.currentNpcBattleMode, 'fight');
assert.equal(
payload.snapshot.gameState.currentEncounter?.levelProfile?.level,
4,
);
assert.equal(
payload.snapshot.gameState.currentEncounter?.experienceReward,
15,
);
assert.equal(
payload.snapshot.gameState.sceneHostileNpcs[0]?.levelProfile?.level,
4,
);
assert.equal(
payload.snapshot.gameState.sceneHostileNpcs[0]?.levelProfile
?.progressionRole,
'hostile_standard',
);
assert.ok(
(payload.snapshot.gameState.sceneHostileNpcs[0]?.levelProfile
?.referenceStrength ?? 0) > 0,
);
assert.equal(
payload.snapshot.gameState.sceneHostileNpcs[0]?.experienceReward,
15,
);
assert.ok(
(payload.snapshot.gameState.sceneHostileNpcs[0]?.maxHp ?? 0) >= 32,
);
});
});
test('runtime story actions auto-scale hostile levels across chapters instead of only following player level', async () => {
await withTestServer('npc-fight-chapter-auto-scaling', async ({ baseUrl }) => {
const entry = await authEntry(
baseUrl,
'story_nf_auto',
'secret123',
);
const profile = createChapterAutoScalingProfile();
await putSnapshot(
baseUrl,
entry.token,
createTask6GameState({
customWorldProfile: profile,
currentScenePreset: {
id: 'scene-outskirts',
name: '谷口',
description: '路口被劫匪堵住。',
npcs: [],
treasureHints: [],
},
currentEncounter: {
kind: 'npc',
id: 'npc_outskirts_raider',
npcName: '谷口匪徒',
npcDescription: '盘踞谷口的拦路人',
context: '谷口拦截',
hostile: true,
monsterPresetId: 'outskirts-raider',
},
npcInteractionActive: true,
playerProgression: {
level: 2,
currentLevelXp: 0,
totalXp: 80,
xpToNextLevel: 88,
},
chapterState: {
id: 'chapter-outskirts',
title: '谷口起势',
theme: '开局冲突',
primaryThreadIds: [],
stage: 'opening',
chapterSummary: '第一章刚刚开始。',
sceneId: 'scene-outskirts',
chapterQuestId: null,
},
storyEngineMemory: {
currentChapter: {
id: 'chapter-outskirts',
title: '谷口起势',
theme: '开局冲突',
primaryThreadIds: [],
stage: 'opening',
chapterSummary: '第一章刚刚开始。',
sceneId: 'scene-outskirts',
chapterQuestId: null,
},
currentSceneActState: {
sceneId: 'scene-outskirts',
chapterId: 'chapter-outskirts',
currentActId: 'act-outskirts-open',
currentActIndex: 0,
completedActIds: [],
visitedActIds: ['act-outskirts-open'],
},
},
npcStates: {
npc_outskirts_raider: {
affinity: -20,
chattedCount: 0,
helpUsed: false,
giftsGiven: 0,
inventory: [],
recruited: false,
},
},
}),
);
const openingResponse = await httpRequest(
`${baseUrl}/api/runtime/story/actions/resolve`,
withBearer(entry.token, {
method: 'POST',
body: JSON.stringify({
sessionId: 'runtime-main',
clientVersion: 0,
action: {
type: 'story_choice',
functionId: 'npc_fight',
},
}),
}),
);
const openingPayload = (await openingResponse.json()) as {
snapshot: {
gameState: {
currentEncounter: {
levelProfile?: {
level: number;
source: string;
progressionRole: string;
};
experienceReward?: number;
} | null;
};
};
};
assert.equal(openingResponse.status, 200);
const openingLevel =
openingPayload.snapshot.gameState.currentEncounter?.levelProfile?.level ?? 0;
const openingXp =
openingPayload.snapshot.gameState.currentEncounter?.experienceReward ?? 0;
assert.equal(
openingPayload.snapshot.gameState.currentEncounter?.levelProfile?.source,
'chapter_auto',
);
assert.equal(
openingPayload.snapshot.gameState.currentEncounter?.levelProfile
?.progressionRole,
'hostile_elite',
);
await putSnapshot(
baseUrl,
entry.token,
createTask6GameState({
customWorldProfile: profile,
currentScenePreset: {
id: 'scene-sanctum',
name: '祭坛',
description: '终章祭坛已经压到面前。',
npcs: [],
treasureHints: [],
},
currentEncounter: {
kind: 'npc',
id: 'npc_sanctum_lord',
npcName: '祭坛领主',
npcDescription: '镇守终章祭坛的首领',
context: '祭坛正面压制',
hostile: true,
monsterPresetId: 'sanctum-lord',
},
npcInteractionActive: true,
playerProgression: {
level: 2,
currentLevelXp: 0,
totalXp: 80,
xpToNextLevel: 88,
},
chapterState: {
id: 'chapter-sanctum',
title: '祭坛收束',
theme: '最终对决',
primaryThreadIds: [],
stage: 'climax',
chapterSummary: '终章已经进入最后收口。',
sceneId: 'scene-sanctum',
chapterQuestId: null,
},
storyEngineMemory: {
currentChapter: {
id: 'chapter-sanctum',
title: '祭坛收束',
theme: '最终对决',
primaryThreadIds: [],
stage: 'climax',
chapterSummary: '终章已经进入最后收口。',
sceneId: 'scene-sanctum',
chapterQuestId: null,
},
currentSceneActState: {
sceneId: 'scene-sanctum',
chapterId: 'chapter-sanctum',
currentActId: 'act-sanctum-final',
currentActIndex: 0,
completedActIds: [],
visitedActIds: ['act-sanctum-final'],
},
},
npcStates: {
npc_sanctum_lord: {
affinity: -32,
chattedCount: 0,
helpUsed: false,
giftsGiven: 0,
inventory: [],
recruited: false,
},
},
}),
);
const climaxResponse = await httpRequest(
`${baseUrl}/api/runtime/story/actions/resolve`,
withBearer(entry.token, {
method: 'POST',
body: JSON.stringify({
sessionId: 'runtime-main',
clientVersion: 0,
action: {
type: 'story_choice',
functionId: 'npc_fight',
},
}),
}),
);
const climaxPayload = (await climaxResponse.json()) as {
snapshot: {
gameState: {
currentEncounter: {
levelProfile?: {
level: number;
source: string;
progressionRole: string;
chapterIndex?: number;
};
experienceReward?: number;
} | null;
};
};
};
assert.equal(climaxResponse.status, 200);
const climaxLevel =
climaxPayload.snapshot.gameState.currentEncounter?.levelProfile?.level ?? 0;
const climaxXp =
climaxPayload.snapshot.gameState.currentEncounter?.experienceReward ?? 0;
assert.equal(
climaxPayload.snapshot.gameState.currentEncounter?.levelProfile?.source,
'chapter_auto',
);
assert.equal(
climaxPayload.snapshot.gameState.currentEncounter?.levelProfile
?.progressionRole,
'hostile_boss',
);
assert.equal(
climaxPayload.snapshot.gameState.currentEncounter?.levelProfile
?.chapterIndex,
3,
);
assert.ok(climaxLevel > openingLevel);
assert.ok(climaxLevel > 2);
assert.ok(climaxXp > openingXp);
});
});
test('runtime story actions resolve combat finishers on the server and collapse the battle state', async () => {
await withTestServer('combat-finisher', async ({ baseUrl }) => {
const entry = await authEntry(
@@ -623,6 +1133,19 @@ test('runtime story actions resolve combat finishers on the server and collapse
damageDealt: number;
} | null;
};
snapshot: {
gameState: {
currentNpcBattleOutcome: string | null;
playerProgression: {
level: number;
totalXp: number;
lastGrantedSource: string | null;
};
runtimeStats: {
hostileNpcsDefeated: number;
};
};
};
};
assert.equal(response.status, 200);
@@ -634,6 +1157,15 @@ test('runtime story actions resolve combat finishers on the server and collapse
);
assert.equal(payload.presentation.battle?.outcome, 'victory');
assert.ok((payload.presentation.battle?.damageDealt ?? 0) >= 12);
assert.ok(payload.snapshot.gameState.playerProgression.totalXp > 0);
assert.equal(
payload.snapshot.gameState.playerProgression.lastGrantedSource,
'hostile_npc',
);
assert.equal(
payload.snapshot.gameState.runtimeStats.hostileNpcsDefeated,
1,
);
assert.ok(
payload.viewModel.availableOptions.some(
(option) => option.functionId === 'idle_observe_signs',

View File

@@ -4,6 +4,25 @@ import {
getActionTemplateById,
} from '../../../packages/shared/src/prompts/qwenSprite.js';
/**
* 角色资产正式 prompt 主源。
*
* 这份脚本同时承担两层职责:
* 1. 角色卡 -> 默认资产描述文本
* - 产出 visualPromptText / animationPromptText / scenePromptText
* - 这层本质上是在“编译默认描述文本”,不是最终直接发给图像模型的完整 prompt
* 2. 默认描述文本 -> 正式模型 prompt
* - buildNpcVisualPrompt / buildNpcAnimationPrompt / buildArkCharacterAnimationPrompt
* - 这层才是正式发给图像 / 动作模型的 prompt 组装入口
*
* 当前仓库状态需要特别区分:
* - 当前自定义世界角色资产工坊默认输入框,实际直接使用前端
* src/prompts/customWorldRolePromptDefaults.ts
* - 本文件里的 CHARACTER_PROMPT_BUNDLE_SYSTEM_PROMPT 及其生成接口
* /api/assets/character-prompts/generate 目前仍保留、可用、且有测试覆盖,
* 但不是当前资产工坊初始默认值的主链来源
* - 当前正式角色主图与动作生成,仍然走本文件里的正式 prompt builder
*/
function clampPromptSeedText(value: unknown, maxLength: number) {
if (typeof value !== 'string') {
return '';
@@ -39,6 +58,17 @@ export type CharacterPromptBundle = {
model: string | null;
};
/**
* 当默认描述文本编译接口不可用,或当前环境不走 LLM 编译时,
* 用角色卡字段本地拼出一份可直接使用的默认文本 bundle。
*
* 这份返回值属于“默认描述文本层”:
* - visualPromptText: 给角色主图用的默认描述
* - animationPromptText: 给动作试片用的默认描述
* - scenePromptText: 给角色关联场景用的默认描述
*
* 它不是最终发给正式图像 / 动作模型的完整 prompt。
*/
export function buildFallbackCharacterPromptBundle(params: {
characterName: string;
roleKind: string;
@@ -108,6 +138,12 @@ function sanitizePromptBundleValue(
return normalized || fallback;
}
/**
* 将 LLM 返回的默认文本 bundle 规整成稳定结构。
*
* 这里只负责兜底、限长和字段补齐,不负责把 bundle 进一步编译成
* 正式图像 / 动作生成 prompt。
*/
export function sanitizeCharacterPromptBundle(
value: unknown,
fallback: CharacterPromptBundle,
@@ -161,6 +197,13 @@ function buildCompactAnimationCharacterBrief(value: string) {
.join('');
}
/**
* 默认文本 bundle 的 user prompt。
*
* 这段文本只用于让 LLM 从角色卡摘要里提炼出
* visualPromptText / animationPromptText / scenePromptText 三段默认描述,
* 不是正式图像模型或动作模型的 system prompt。
*/
export function buildCharacterPromptBundleUserPrompt(params: {
roleKind: string;
characterBriefText: string;
@@ -197,6 +240,17 @@ export function buildCharacterPromptBundleUserPrompt(params: {
.join('\n');
}
/**
* 正式角色主图 prompt 编译入口。
*
* 输入的 promptText 通常是资产工坊输入框里的“形象描述”文本;
* 这里会把它和角色摘要合并,再交给共享层 buildMasterPrompt
* 产出真正发给图像模型的正式 prompt。
*
* 因此:
* - promptText = 默认描述文本层
* - buildNpcVisualPrompt 返回值 = 正式图像生成 prompt 层
*/
export function buildNpcVisualPrompt(promptText: string, characterBriefText = '') {
const mergedBrief = [characterBriefText.trim(), promptText.trim()]
.filter(Boolean)
@@ -207,6 +261,11 @@ export function buildNpcVisualPrompt(promptText: string, characterBriefText = ''
);
}
/**
* 正式角色主图生成的负向提示词。
*
* 只服务于图像生成请求,不参与默认描述文本生成。
*/
export function buildNpcVisualNegativePrompt() {
return [
'正面视角',
@@ -239,6 +298,12 @@ export function buildNpcVisualNegativePrompt() {
].join('');
}
/**
* 连续序列帧方案的正式动作 prompt。
*
* 这是“图像序列帧”动作生成链路使用的正式 prompt
* 不属于默认描述文本层。
*/
export function buildImageSequencePrompt(
animation: string,
promptText: string,
@@ -258,6 +323,15 @@ export function buildImageSequencePrompt(
.join(' ');
}
/**
* 通用动作视频方案的正式动作 prompt。
*
* 输入的 promptText 是动作描述文本;
* 输出的是可以直接提交给动作模型的视频 prompt。
*
* 当前仓库里它主要服务于非 Ark 的动作视频链路,
* 以及某些保留的动作生成策略。
*/
export function buildNpcAnimationPrompt(options: {
animation: string;
promptText: string;
@@ -309,6 +383,13 @@ export function buildNpcAnimationPrompt(options: {
.join(' ');
}
/**
* Ark 图生视频动作链路的正式动作 prompt。
*
* 当前自定义世界角色资产工坊的主动作生成流程,
* 最终会走到这个 builder。它会在共享模板的基础上
* 叠加 Ark 所需的首帧 / 尾帧约束与动作英文名约束。
*/
export function buildArkCharacterAnimationPrompt(options: {
animation: string;
promptText: string;
@@ -359,6 +440,11 @@ export function buildArkCharacterAnimationPrompt(options: {
.join(' ');
}
/**
* 当正式动作 prompt 触发审核或兼容问题时的保守兜底动作 prompt。
*
* 这条链路是正式动作生成的降级方案,不参与默认描述文本生成。
*/
export function buildFallbackModerationSafeAnimationPrompt(options: {
animation: string;
loop: boolean;

View File

@@ -28,10 +28,12 @@ export const NPC_CHAT_DIALOGUE_STRICT_SYSTEM_PROMPT = `你是角色扮演 RPG
硬性规则:
- 每一行都必须严格以“你:”或“角色名字:”开头。
- 第一行必须是“你:”开头。
- 总行数控制在 4 到 6 行。
- 玩家和对方至少各说 2 次。
- 这段内容只是聊天,不是做决定。
- 如果当前要求是“由 NPC 主动开口”,第一行必须是“角色名字:”开头,且第一句先是自然招呼或开场判断。
- 如果当前不是“由 NPC 主动开口”,第一行必须是“你:”开头。
- 如果这是双方第一次真正接触,对方第一次开口必须先是自然招呼或开场判断,不能写成第三人称占位旁白。
- 禁止在聊天里主动引导、建议、安排或预告交易、招募、切磋、战斗、送礼、求助、离开、继续前进、切换场景等其他 function。
- 禁止把情报直接写成对玩家的指令。
- 结束时要让玩家感觉到气氛、情报或关系发生了变化,但变化仍停留在聊天层面。`;
@@ -52,6 +54,7 @@ export const NPC_RECRUIT_DIALOGUE_SYSTEM_PROMPT = `你是角色扮演 RPG 的招
export const NPC_CHAT_TURN_REPLY_SYSTEM_PROMPT = `你是角色扮演 RPG 里的当前 NPC。
你只输出这名 NPC 此刻会对玩家说的一轮回复。
只输出纯中文口语回复正文不要输出角色名、引号、旁白、动作描写、Markdown、JSON 或解释。
- 如果这是第一次真正接触中的首轮回复,第一句必须先用自然招呼或开场判断起手,不能写成第三人称占位旁白。
回复长度控制在 1 到 3 句,必须紧接玩家刚说的话,自然推进气氛、情报或关系。`;
export const NPC_CHAT_TURN_SUGGESTION_SYSTEM_PROMPT = `你要为玩家生成下一轮可直接点击的 3 条聊天续写候选。
@@ -73,6 +76,10 @@ function readNumber(value: unknown, fallback = 0) {
return typeof value === 'number' && Number.isFinite(value) ? value : fallback;
}
function readBoolean(value: unknown, fallback = false) {
return typeof value === 'boolean' ? value : fallback;
}
function readStringArray(value: unknown) {
return Array.isArray(value)
? value
@@ -81,6 +88,22 @@ function readStringArray(value: unknown) {
: [];
}
function describeFirstContactRelationStance(value: unknown) {
const stance = readString(value);
switch (stance) {
case 'guarded':
return '戒备试探';
case 'neutral':
return '正常交流但仍不熟';
case 'cooperative':
return '已有善意,先确认合作节奏';
case 'bonded':
return '明显信任,但仍是第一次正式对上人';
default:
return '第一次真正接触';
}
}
function describeWorld(worldType: string) {
switch (worldType) {
case 'WUXIA':
@@ -384,11 +407,31 @@ export function buildStrictNpcChatDialoguePrompt(
const openingCampDialogue = readString(context?.openingCampDialogue);
const allowedTopics = readStringArray(context?.encounterAllowedTopics);
const blockedTopics = readStringArray(context?.encounterBlockedTopics);
const isFirstMeaningfulContact = readBoolean(
context?.isFirstMeaningfulContact,
false,
);
const npcInitiatesConversation = readBoolean(
payload.npcInitiatesConversation,
false,
);
const firstContactRelationStance = describeFirstContactRelationStance(
context?.firstContactRelationStance,
);
return [
buildNpcDialoguePromptBase(payload),
openingCampBackground ? `营地开场背景:${openingCampBackground}` : null,
openingCampDialogue ? `刚刚发生的第一段对话:${openingCampDialogue}` : null,
isFirstMeaningfulContact
? `当前接触阶段:第一次真正接触(${firstContactRelationStance})。对方第一次开口必须先给一句自然招呼或开场判断,再进入眼前话题。`
: null,
isFirstMeaningfulContact
? '禁止写成“某人看着你,像是在等你把话接下去”这类第三人称占位旁白,也不要用系统说明代替对白。'
: null,
npcInitiatesConversation
? `当前要求:由 ${encounter.npcName} 主动开口。第一行必须是“${encounter.npcName}:”,不要先替玩家说话。`
: '当前要求:玩家先挑起这段话,第一行必须是“你:”。',
allowedTopics.length > 0
? `当前更适合谈的内容:${allowedTopics.join('、')}`
: null,
@@ -427,21 +470,96 @@ export function buildNpcChatTurnReplyPrompt(
payload: NpcChatTurnRequest,
) {
const encounter = describeEncounter(payload.encounter);
const context = asRecord(payload.context);
const npcState = asRecord(payload.npcState);
const chatDirective = asRecord(payload.chatDirective);
const conversationHistory =
Array.isArray(payload.conversationHistory) && payload.conversationHistory.length > 0
? payload.conversationHistory
: payload.dialogue ?? payload.conversationHistory ?? [];
const openingCampBackground = readString(context?.openingCampBackground);
const openingCampDialogue = readString(context?.openingCampDialogue);
const allowedTopics = readStringArray(context?.encounterAllowedTopics);
const blockedTopics = readStringArray(context?.encounterBlockedTopics);
const isFirstMeaningfulContact = readBoolean(
context?.isFirstMeaningfulContact,
false,
);
const affinity = readNumber(npcState?.affinity, 0);
const chattedCount = readNumber(npcState?.chattedCount, 0);
const limitReason = readString(chatDirective?.limitReason);
const turnLimit = Math.max(0, readNumber(chatDirective?.turnLimit, 0));
const remainingTurns = Math.max(0, readNumber(chatDirective?.remainingTurns, 0));
const closingMode = readString(chatDirective?.closingMode);
const isLimitedNegativeAffinityChat =
limitReason === 'negative_affinity' && turnLimit > 0;
const isForeshadowCloseTurn =
closingMode === 'foreshadow_close' ||
readBoolean(chatDirective?.forceExitAfterTurn, false);
const hasNpcReplyInHistory = conversationHistory.some((item) => {
const turn = asRecord(item);
return readString(turn?.speaker) === 'npc';
});
const npcInitiatesConversation = readBoolean(
payload.npcInitiatesConversation,
false,
);
const isFirstNpcSpokenTurn =
isFirstMeaningfulContact && !hasNpcReplyInHistory && chattedCount <= 0;
const firstContactRelationStance = describeFirstContactRelationStance(
context?.firstContactRelationStance,
);
const playerMessage = payload.playerMessage.trim();
return [
buildNpcDialoguePromptBase(payload),
describeNpcConversationHistory(conversationHistory, encounter.npcName),
openingCampBackground ? `营地开场背景:${openingCampBackground}` : null,
openingCampDialogue ? `刚刚发生的第一段对话:${openingCampDialogue}` : null,
`当前关系值:${affinity}`,
`已聊天轮次:${chattedCount}`,
`玩家刚刚说:${payload.playerMessage}`,
`现在请只写 ${encounter.npcName} 这一轮会回复玩家的话`,
isFirstNpcSpokenTurn
? `当前接触阶段:第一次真正接触(${firstContactRelationStance})。这是这次聊天里 ${encounter.npcName} 第一次真正对玩家开口`
: null,
isFirstNpcSpokenTurn
? '第一句必须先用一句自然招呼或开场判断起手,再顺着玩家刚刚的话往下接。'
: null,
isFirstNpcSpokenTurn
? '不要写成“某人看着你,像是在等你把话接下去”这类第三人称占位旁白,也不要把整轮写成设定说明。'
: null,
npcInitiatesConversation
? `当前要求:这是 ${encounter.npcName} 主动开口的第一句,不要假装玩家已经先说过话。`
: null,
allowedTopics.length > 0
? `当前更适合先谈:${allowedTopics.join('、')}`
: null,
blockedTopics.length > 0
? `当前避免直接说破:${blockedTopics.join('、')}`
: null,
isLimitedNegativeAffinityChat
? `当前相遇属于负好感主角色有限聊天,本次总上限 ${turnLimit} 轮。`
: null,
isLimitedNegativeAffinityChat
? `在你回复完这一轮之后,还剩 ${remainingTurns} 轮可以继续聊。`
: null,
isLimitedNegativeAffinityChat && !isForeshadowCloseTurn
? '语气可以戒备、冷淡、带刺,但不要立刻转成开战,也不要把对话硬掐死。'
: null,
isForeshadowCloseTurn
? '这是最后一轮回复。必须带有收束感,但不能只用“别问了”“滚开”之类的话把聊天粗暴截断。'
: null,
isForeshadowCloseTurn
? '最后一轮必须抛出能推动后续剧情的明确铺垫,例如威胁、线索、条件、去处、人物、未说完的真相或下一步悬念。'
: null,
isForeshadowCloseTurn
? '回复后这轮聊天会结束,所以不要邀请继续闲聊,也不要直接宣布已经开战。'
: null,
npcInitiatesConversation
? '玩家此刻还没有先说话,请直接写 NPC 主动开口时会说的第一轮回复。'
: `玩家刚刚说:${playerMessage}`,
npcInitiatesConversation
? `现在请只写 ${encounter.npcName} 主动开口时会说的话。`
: `现在请只写 ${encounter.npcName} 这一轮会回复玩家的话。`,
]
.filter(Boolean)
.join('\n\n');

View File

@@ -66,6 +66,7 @@ export const npcChatDialogueRequestSchema = baseNpcChatSchema.extend({
character: jsonObjectSchema,
topic: z.string().trim().min(1),
resultSummary: z.string().optional().default(''),
npcInitiatesConversation: z.boolean().optional(),
}) satisfies z.ZodType<NpcChatDialogueRequest>;
export const npcChatTurnRequestSchema = baseNpcChatSchema
@@ -74,6 +75,7 @@ export const npcChatTurnRequestSchema = baseNpcChatSchema
dialogue: z.array(jsonObjectSchema).optional(),
playerMessage: z.string().trim().min(1),
npcState: jsonObjectSchema,
npcInitiatesConversation: z.boolean().optional(),
questOfferContext: npcChatQuestOfferContextSchema.nullable().optional(),
chatDirective: npcChatDirectiveSchema.nullable().optional(),
})