Merge branch 'codex/backend-rewrite-spacetimedb' of http://82.157.175.59:3000/GenarrativeAI/Genarrative into codex/backend-rewrite-spacetimedb
# Conflicts: # docs/technical/RUST_LOCAL_AND_REMOTE_DEPLOYMENT_SCRIPTS_2026-04-22.md resolved by origin/codex/backend-rewrite-spacetimedb(远端) version
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@@ -83,7 +83,6 @@ export interface RpgAgentFoundationDraftLandmark {
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mood: string;
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importance: string;
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secret?: string;
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dangerLevel?: string;
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imageSrc?: string | null;
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generatedSceneAssetId?: string | null;
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generatedScenePrompt?: string | null;
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@@ -121,7 +120,6 @@ export interface RpgAgentFoundationDraftCamp {
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name: string;
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description: string;
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mood: string;
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dangerLevel?: string;
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imageSrc?: string | null;
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generatedSceneAssetId?: string | null;
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generatedScenePrompt?: string | null;
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@@ -176,7 +176,6 @@ export function createRpgAgentFoundationDraftProfileFixture(): RpgAgentFoundatio
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mood: '潮湿、压抑、风声不止',
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importance: '开局核心场景',
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secret: '高处潮痕说明海面异常抬升过。',
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dangerLevel: 'high',
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imageSrc: '/generated-custom-world-scenes/landmark-1/latest-scene.png',
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generatedSceneAssetId: 'scene-asset-landmark-1',
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characterIds: ['story-1'],
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@@ -189,7 +188,6 @@ export function createRpgAgentFoundationDraftProfileFixture(): RpgAgentFoundatio
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name: '回潮暂栖所',
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description: '能暂时收拢队伍、整理灯册与潮路线索的落脚点。',
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mood: '克制、紧绷,但还能暂时收拢局势',
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dangerLevel: 'low',
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imageSrc: '/custom/camp/huichao.png',
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generatedSceneAssetId: 'scene-asset-camp-1',
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summary: '玩家能在这里整理情报、回看旧灯册和沉船名单。',
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@@ -437,14 +435,12 @@ export function createRpgCreationPublishedProfileFixture(): CustomWorldProfileRe
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camp: {
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name: draft.camp?.name,
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description: draft.camp?.description,
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dangerLevel: draft.camp?.dangerLevel,
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imageSrc: draft.camp?.imageSrc,
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},
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landmarks: draft.landmarks.map((landmark) => ({
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id: landmark.id,
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name: landmark.name,
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description: landmark.description,
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dangerLevel: landmark.dangerLevel,
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imageSrc: landmark.imageSrc,
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sceneNpcIds: landmark.characterIds,
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connections: [
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@@ -7,9 +7,8 @@
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* - 给后端角色动作视频生成链路提供标准动作 prompt 骨架
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*
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* 当前角色资产主链中的关系是:
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* 1. 前端或后端先拿到一段较短的描述文本
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* 2. server-node/src/prompts/characterAssetPrompts.ts
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* 再调用本文件 buildMasterPrompt / buildVideoActionPrompt
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* 1. 前端或 Rust 后端先拿到一段较短的描述文本
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* 2. 当前角色资产链路调用本文件 buildMasterPrompt / buildVideoActionPrompt
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* 把短描述扩成正式给模型吃的 prompt
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*
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* 因此本文件不要承载“角色卡字段挑选”或“UI 默认值”职责,
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