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
This commit is contained in:
@@ -90,6 +90,7 @@ use crate::{
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runtime_browse_history::{
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delete_runtime_browse_history, get_runtime_browse_history, post_runtime_browse_history,
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},
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runtime_chat::stream_runtime_npc_chat_turn,
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runtime_inventory::get_runtime_inventory_state,
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runtime_profile::{get_profile_dashboard, get_profile_play_stats, get_profile_wallet_ledger},
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runtime_save::{
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@@ -238,6 +239,13 @@ pub fn build_router(state: AppState) -> Router {
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require_bearer_auth,
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)),
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)
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.route(
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"/api/runtime/chat/npc/turn/stream",
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post(stream_runtime_npc_chat_turn).route_layer(middleware::from_fn_with_state(
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state.clone(),
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require_bearer_auth,
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)),
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)
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.route(
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"/api/auth/logout",
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post(logout)
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@@ -63,6 +63,9 @@ use crate::{
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generate_custom_world_foundation_draft,
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},
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http_error::AppError,
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prompt::scene_background::{
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SceneActBackgroundPromptParams, build_scene_act_background_image_prompt,
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},
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request_context::RequestContext,
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state::AppState,
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};
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@@ -1598,7 +1601,7 @@ async fn generate_draft_foundation_act_backgrounds(
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act_ref.scene_id.as_str(),
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act_ref.scene_name.as_str(),
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act_ref.scene_description.as_str(),
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act_ref.prompt.as_str(),
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act_ref.scene_image_prompt.as_str(),
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)
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.await
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};
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@@ -1772,9 +1775,13 @@ struct SceneActGenerationRef {
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scene_name: String,
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scene_description: String,
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prompt: String,
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scene_image_prompt: String,
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}
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fn collect_scene_act_refs(draft_profile: &Value) -> Vec<SceneActGenerationRef> {
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let world_name =
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json_text_from_value(draft_profile, "name").unwrap_or_else(|| "未命名世界".to_string());
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let world_tone = json_text_from_value(draft_profile, "tone").unwrap_or_default();
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let scene_context_by_id = collect_scene_context_by_id(draft_profile);
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draft_profile
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.get("sceneChapterBlueprints")
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@@ -1800,9 +1807,10 @@ fn collect_scene_act_refs(draft_profile: &Value) -> Vec<SceneActGenerationRef> {
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description: json_text_from_value(chapter, "description")
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.or_else(|| json_text_from_value(chapter, "summary"))
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.unwrap_or_default(),
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danger_level: json_text_from_value(chapter, "dangerLevel").unwrap_or_default(),
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});
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let scene_contexts = scene_context_by_id.clone();
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let world_name = world_name.clone();
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let world_tone = world_tone.clone();
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chapter
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.get("acts")
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.and_then(Value::as_array)
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@@ -1838,8 +1846,31 @@ fn collect_scene_act_refs(draft_profile: &Value) -> Vec<SceneActGenerationRef> {
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id: act_scene_id.clone(),
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name: scene_name,
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description: chapter_scene_context.description.clone(),
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danger_level: chapter_scene_context.danger_level.clone(),
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});
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let title = json_text_from_value(act, "title")
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.unwrap_or_else(|| format!("第{}幕", act_index + 1));
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let summary = json_text_from_value(act, "summary").unwrap_or_default();
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let act_goal = json_text_from_value(act, "actGoal").unwrap_or_default();
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let transition_hook =
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json_text_from_value(act, "transitionHook").unwrap_or_default();
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let primary_role_name = json_first_text_from_value(
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act,
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&["primaryRoleName", "primaryRole", "mainRoleName"],
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)
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.unwrap_or_default();
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let scene_image_prompt =
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build_scene_act_background_image_prompt(SceneActBackgroundPromptParams {
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world_name: world_name.as_str(),
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world_tone: world_tone.as_str(),
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scene_name: scene_context.name.as_str(),
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title: title.as_str(),
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summary: summary.as_str(),
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act_goal: act_goal.as_str(),
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transition_hook: transition_hook.as_str(),
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primary_role_name: primary_role_name.as_str(),
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support_role_names: collect_scene_act_support_role_names(act),
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prompt_text: prompt.as_str(),
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});
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SceneActGenerationRef {
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chapter_index,
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@@ -1847,19 +1878,18 @@ fn collect_scene_act_refs(draft_profile: &Value) -> Vec<SceneActGenerationRef> {
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scene_id: act_scene_id,
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scene_name: scene_context.name,
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scene_description: scene_context.description,
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prompt: prompt.clone(),
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prompt,
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scene_image_prompt,
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}
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})
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})
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.collect()
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}
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#[derive(Clone, Debug)]
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struct SceneImageContext {
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id: String,
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name: String,
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description: String,
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danger_level: String,
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}
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fn collect_scene_context_by_id(draft_profile: &Value) -> BTreeMap<String, SceneImageContext> {
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@@ -1895,10 +1925,26 @@ fn scene_context_from_object(
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description: read_string_field(object, "description")
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.or_else(|| read_string_field(object, "visualDescription"))
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.unwrap_or_default(),
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danger_level: read_string_field(object, "dangerLevel").unwrap_or_default(),
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})
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}
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fn collect_scene_act_support_role_names(act: &Value) -> Vec<String> {
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// 兼容旧 Node 自动资产链路可能写入的 supportRoleNames,也兼容单字段字符串,避免迁移后丢上下文。
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let mut names = act
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.get("supportRoleNames")
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.and_then(Value::as_array)
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.into_iter()
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.flatten()
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.filter_map(Value::as_str)
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.map(str::trim)
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.filter(|value| !value.is_empty())
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.map(ToOwned::to_owned)
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.collect::<Vec<_>>();
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names.extend(json_text_from_value(act, "supportRoleName"));
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names.extend(json_text_from_value(act, "supportRoles"));
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names
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}
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fn validate_scene_act_background_prompts(act_refs: &[SceneActGenerationRef]) -> Result<(), String> {
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if let Some(act_ref) = act_refs.iter().find(|act_ref| act_ref.prompt.is_empty()) {
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return Err(format!(
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@@ -2664,8 +2710,7 @@ mod tests {
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{
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"id": "scene-office",
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"name": "旧港办公室",
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"description": "旧港边缘的玻璃办公室,窗外能看到潮湿码头。",
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"dangerLevel": "low"
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"description": "旧港边缘的玻璃办公室,窗外能看到潮湿码头。"
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}
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],
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"sceneChapterBlueprints": [
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@@ -205,7 +205,7 @@ fn build_custom_world_agent_landmark_expansion_prompt(params: ExpansionPromptPar
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params.prompt_seed
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}
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),
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"返回 JSON 数组。每个对象字段只允许包含:name, purpose, mood, dangerLevel, secret, summary, threadIds, characterIds。".to_string(),
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"返回 JSON 数组。每个对象字段只允许包含:name, purpose, mood, secret, summary, threadIds, characterIds。".to_string(),
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"threadIds / characterIds 必须优先引用现有对象 id。".to_string(),
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]
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.join("\n")
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@@ -341,7 +341,6 @@ fn normalize_generated_landmark_profile_fields(object: &mut JsonMap<String, Json
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}
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insert_text_if_missing(object, "description", description_parts.join(" ").as_str());
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insert_text_if_missing(object, "dangerLevel", "中");
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object
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.entry("connections".to_string())
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.or_insert_with(|| JsonValue::Array(Vec::new()));
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@@ -612,7 +611,6 @@ mod tests {
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"purpose": "玩家第一次追查沉钟旧案的入口。",
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"mood": "潮湿、压抑、灯火忽明忽暗。",
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"secret": "码头木桩下藏着改写航道的符牌。",
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"dangerLevel": "高",
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"characterIds": ["character-witness"]
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})],
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draft_profile
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@@ -34,6 +34,10 @@ use crate::{
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build_result_scene_npc_system_prompt, build_result_scene_npc_user_prompt,
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},
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http_error::AppError,
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prompt::scene_background::{
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DEFAULT_CUSTOM_WORLD_SCENE_IMAGE_NEGATIVE_PROMPT, SceneImagePromptLandmark,
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SceneImagePromptParams, SceneImagePromptProfile, build_custom_world_scene_image_prompt,
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},
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request_context::RequestContext,
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state::AppState,
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};
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@@ -172,8 +176,6 @@ struct SceneImageLandmarkInput {
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name: Option<String>,
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#[serde(default)]
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description: Option<String>,
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#[serde(default)]
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danger_level: Option<String>,
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}
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#[derive(Clone, Debug, Default, Deserialize)]
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@@ -340,7 +342,6 @@ struct OptimizedCoverUpload {
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bytes: Vec<u8>,
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}
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const DEFAULT_CUSTOM_WORLD_SCENE_IMAGE_NEGATIVE_PROMPT: &str = "文字,水印,logo,UI界面,对话框,边框,人物近景特写,多人合照,模糊,低清晰度,畸形建筑,现代车辆,监控摄像头";
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const COVER_OUTPUT_WIDTH: u32 = 1600;
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const COVER_OUTPUT_HEIGHT: u32 = 900;
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const COVER_UPLOAD_MAX_BYTES: usize = 10 * 1024 * 1024;
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@@ -575,7 +576,6 @@ pub(crate) async fn generate_custom_world_scene_image_for_profile(
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id: Some(scene_id.to_string()),
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name: Some(scene_name.to_string()),
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description: Some(scene_description.to_string()),
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danger_level: None,
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}),
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};
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let normalized = normalize_scene_image_request(payload)?;
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@@ -1147,7 +1147,6 @@ fn build_landmark_fallback(world_name: &str) -> Value {
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"name": "新场景",
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"description": format!("围绕《{world_name}》当前主线冲突扩展出的关键场景。"),
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"visualDescription": "低照度、层次复杂、带有明显环境叙事痕迹。",
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"dangerLevel": "medium",
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"sceneNpcIds": [],
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"connections": [],
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"narrativeResidues": [],
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@@ -1180,14 +1179,24 @@ fn normalize_scene_image_request(
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}
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let prompt = trim_to_option(payload.prompt.as_deref()).unwrap_or_else(|| {
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build_custom_world_scene_image_prompt(
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&profile,
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&landmark,
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payload.user_prompt.as_deref().unwrap_or_default(),
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reference_image_src.is_some(),
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landmark_name.as_deref(),
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world_name.as_str(),
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)
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build_custom_world_scene_image_prompt(SceneImagePromptParams {
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profile: SceneImagePromptProfile {
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name: profile.name.as_deref().unwrap_or_default(),
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subtitle: profile.subtitle.as_deref().unwrap_or_default(),
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tone: profile.tone.as_deref().unwrap_or_default(),
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player_goal: profile.player_goal.as_deref().unwrap_or_default(),
|
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summary: profile.summary.as_deref().unwrap_or_default(),
|
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setting_text: profile.setting_text.as_deref().unwrap_or_default(),
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},
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landmark: SceneImagePromptLandmark {
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name: landmark.name.as_deref().unwrap_or_default(),
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description: landmark.description.as_deref().unwrap_or_default(),
|
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},
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user_prompt: payload.user_prompt.as_deref().unwrap_or_default(),
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has_reference_image: reference_image_src.is_some(),
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fallback_landmark_name: landmark_name.as_deref(),
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fallback_world_name: world_name.as_str(),
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})
|
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});
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if prompt.is_empty() {
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return Err(
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@@ -1212,117 +1221,6 @@ fn normalize_scene_image_request(
|
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})
|
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}
|
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fn build_custom_world_scene_image_prompt(
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profile: &SceneImageProfileInput,
|
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landmark: &SceneImageLandmarkInput,
|
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user_prompt: &str,
|
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has_reference_image: bool,
|
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fallback_landmark_name: Option<&str>,
|
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fallback_world_name: &str,
|
||||
) -> String {
|
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let world_name = clamp_scene_image_text(
|
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trim_to_option(profile.name.as_deref())
|
||||
.unwrap_or_else(|| fallback_world_name.to_string())
|
||||
.as_str(),
|
||||
18,
|
||||
);
|
||||
let world_subtitle = clamp_scene_image_text(
|
||||
trim_to_option(profile.subtitle.as_deref())
|
||||
.unwrap_or_default()
|
||||
.as_str(),
|
||||
18,
|
||||
);
|
||||
let world_tone = clamp_scene_image_text(
|
||||
trim_to_option(profile.tone.as_deref())
|
||||
.unwrap_or_default()
|
||||
.as_str(),
|
||||
48,
|
||||
);
|
||||
let world_goal = clamp_scene_image_text(
|
||||
trim_to_option(profile.player_goal.as_deref())
|
||||
.unwrap_or_default()
|
||||
.as_str(),
|
||||
48,
|
||||
);
|
||||
let world_summary = clamp_scene_image_text(
|
||||
trim_to_option(profile.summary.as_deref())
|
||||
.unwrap_or_default()
|
||||
.as_str(),
|
||||
72,
|
||||
);
|
||||
let world_setting = clamp_scene_image_text(
|
||||
trim_to_option(profile.setting_text.as_deref())
|
||||
.unwrap_or_default()
|
||||
.as_str(),
|
||||
72,
|
||||
);
|
||||
let landmark_name = clamp_scene_image_text(
|
||||
trim_to_option(landmark.name.as_deref())
|
||||
.or_else(|| fallback_landmark_name.map(ToOwned::to_owned))
|
||||
.unwrap_or_else(|| "未命名场景".to_string())
|
||||
.as_str(),
|
||||
18,
|
||||
);
|
||||
let landmark_description = clamp_scene_image_text(
|
||||
trim_to_option(landmark.description.as_deref())
|
||||
.unwrap_or_default()
|
||||
.as_str(),
|
||||
96,
|
||||
);
|
||||
let requested_visual = clamp_scene_image_text(user_prompt, 120);
|
||||
let danger_mood = describe_danger_level(
|
||||
trim_to_option(landmark.danger_level.as_deref())
|
||||
.unwrap_or_default()
|
||||
.as_str(),
|
||||
);
|
||||
|
||||
vec![
|
||||
"为横版 16:9 2D RPG 生成高完成度像素风场景背景,适合作为剧情探索与战斗底图。".to_string(),
|
||||
"画面构图必须严格按上下 1:1 分区:上半部分严格控制在整张图的 1/2 高度内,只描绘场景远景与中远景轮廓,不要让背景内容向下侵占超过半屏。".to_string(),
|
||||
"下半部分严格占据整张图的 1/2 高度,用于玩家角色站位与展示,必须是模拟 3D 游戏视角的地面近景,有明确的透视延伸和近大远小关系,不是平铺的 2D 侧视地面。".to_string(),
|
||||
"下半部分的内容必须是明确可站立的地面本体,例如道路、石板、平台、广场、甲板、沙地或草地,要有连续、稳定、可落脚的站位逻辑,不能只是装饰性前景、坑洞、障碍堆、栏杆带或不可通行的景物。".to_string(),
|
||||
"下半部分地面近景要保持相对简洁、低细节、轮廓清楚、便于角色站立,不要堆满道具、植被、碎石、栏杆或复杂装饰。".to_string(),
|
||||
if has_reference_image {
|
||||
"已提供一张自定义参考图,请沿用其构图、镜头或氛围线索,同时继续满足本次场景需求。".to_string()
|
||||
} else {
|
||||
String::new()
|
||||
},
|
||||
format!(
|
||||
"世界:{}{}。",
|
||||
if world_name.is_empty() {
|
||||
"未命名世界"
|
||||
} else {
|
||||
world_name.as_str()
|
||||
},
|
||||
if world_subtitle.is_empty() {
|
||||
String::new()
|
||||
} else {
|
||||
format!(",{world_subtitle}")
|
||||
}
|
||||
),
|
||||
conditional_prompt_line("玩家设定", world_setting.as_str()),
|
||||
conditional_prompt_line("世界概述", world_summary.as_str()),
|
||||
conditional_prompt_line("整体基调", world_tone.as_str()),
|
||||
conditional_prompt_line("玩家目标关联", world_goal.as_str()),
|
||||
format!(
|
||||
"场景名称:{}。",
|
||||
if landmark_name.is_empty() {
|
||||
"未命名场景"
|
||||
} else {
|
||||
landmark_name.as_str()
|
||||
}
|
||||
),
|
||||
conditional_prompt_line("场景描述", landmark_description.as_str()),
|
||||
conditional_prompt_line("本次想要生成的画面内容", requested_visual.as_str()),
|
||||
format!("{danger_mood}。"),
|
||||
"不要出现 UI、字幕、文字、水印、logo 或装饰边框,人物仅可作为很小的远景剪影,画面重点放在场景本身,不要遮挡下半部分的角色展示区域。".to_string(),
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|line| !line.is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join("")
|
||||
}
|
||||
|
||||
fn require_dashscope_settings(state: &AppState) -> Result<DashScopeSettings, AppError> {
|
||||
// Stage 2 的真实图片生成统一走 DashScope,这里先把配置缺失拦在业务入口前。
|
||||
let base_url = state.config.dashscope_base_url.trim().trim_end_matches('/');
|
||||
@@ -2362,10 +2260,6 @@ fn mime_to_extension(mime_type: &str) -> &str {
|
||||
}
|
||||
}
|
||||
|
||||
fn clamp_scene_image_text(value: &str, max_length: usize) -> String {
|
||||
clamp_text(value, max_length, true)
|
||||
}
|
||||
|
||||
fn conditional_prompt_line(prefix: &str, value: &str) -> String {
|
||||
if value.is_empty() {
|
||||
String::new()
|
||||
@@ -2374,17 +2268,6 @@ fn conditional_prompt_line(prefix: &str, value: &str) -> String {
|
||||
}
|
||||
}
|
||||
|
||||
fn describe_danger_level(danger_level: &str) -> String {
|
||||
match danger_level.trim().to_ascii_lowercase().as_str() {
|
||||
"low" | "低" => "气氛相对平静,但暗藏细节张力".to_string(),
|
||||
"medium" | "中" => "带有明确的探索压力与潜在威胁".to_string(),
|
||||
"high" | "高" => "危险感强烈,空间中有明显压迫感".to_string(),
|
||||
"extreme" | "极高" => "极端危险,环境本身就像会吞没闯入者".to_string(),
|
||||
_ if !danger_level.trim().is_empty() => format!("危险氛围:{}", danger_level.trim()),
|
||||
_ => "危险气质保持克制但不可忽视".to_string(),
|
||||
}
|
||||
}
|
||||
|
||||
fn sanitize_storage_segment(value: &str, fallback: &str) -> String {
|
||||
let normalized = value
|
||||
.trim()
|
||||
@@ -2627,7 +2510,6 @@ mod tests {
|
||||
id: Some("reef_temple".to_string()),
|
||||
name: Some("礁石神殿".to_string()),
|
||||
description: Some("古老礁石上的半沉神殿。".to_string()),
|
||||
danger_level: None,
|
||||
}),
|
||||
};
|
||||
|
||||
@@ -2665,7 +2547,6 @@ mod tests {
|
||||
id: Some("reef_temple".to_string()),
|
||||
name: Some("礁石神殿".to_string()),
|
||||
description: Some("古老礁石上的半沉神殿。".to_string()),
|
||||
danger_level: Some("high".to_string()),
|
||||
};
|
||||
let manual_prompt = build_custom_world_scene_image_prompt(
|
||||
&profile_input,
|
||||
|
||||
@@ -1,365 +1,6 @@
|
||||
use crate::character_animation_assets::find_motion_template;
|
||||
use shared_contracts::assets::CharacterAnimationStrategy;
|
||||
|
||||
/// 自定义世界角色主图提示词脚本。
|
||||
pub(crate) fn build_character_visual_prompt(
|
||||
prompt_text: &str,
|
||||
character_brief_text: Option<&str>,
|
||||
) -> String {
|
||||
let character_brief = [character_brief_text.unwrap_or_default(), prompt_text]
|
||||
.into_iter()
|
||||
.map(str::trim)
|
||||
.filter(|value| !value.is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n");
|
||||
|
||||
build_master_prompt(character_brief.as_str())
|
||||
}
|
||||
|
||||
/// 角色主图统一提示词骨架,迁移自旧共享 qwenSprite 主链。
|
||||
fn build_master_prompt(character_brief: &str) -> String {
|
||||
[
|
||||
"单人,2D 横版游戏角色标准设定图,主体完整可见,底部轮廓完整,身体比例稳定,轮廓清楚,适合后续制作 sprite sheet 动画。".to_string(),
|
||||
"视角要求:角色采用横版动作素材常用的右向斜侧身站姿,身体整体朝右,但保留少量正面信息,能读到面部轮廓与胸肩结构,不是完全 90 度纯右视图,也不是正面立绘。".to_string(),
|
||||
"主体要求:画面中只保留单个角色主体,不要额外人物、动物、召唤物、载具或陪体。".to_string(),
|
||||
"画面要求:1:1 正方形画布,画面中心构图,角色主体完整置于画面中央,不要裁切主体顶部和底部,不要镜头透视,不要特写。背景固定为纯绿色绿幕,只作为抠像底色,不出现建筑、室内布景、风景、地面道具、漂浮物、烟雾叙事元素或其他角色以外的场景内容。".to_string(),
|
||||
"风格要求:横版像素动作角色体型,头身比优先控制在 1 到 1.5 头身,保留清楚的头、躯干、双臂和双腿轮廓。明确的像素动作角色设定稿气质,整体按像素游戏角色设计方向组织,使用深色清楚轮廓、稳定剪影、有限大色块和硬朗边缘,不要柔和厚涂插画感,发型、服装、配饰优先形成醒目可读的像素级识别点,适合横版动作 sprite 资产。高可读性游戏角色设定图,形体清晰,服装层次明确,便于后续连续动作生成。".to_string(),
|
||||
"请先拆解设定中的“身份词、主题词、身体结构词”。如果文字设定没有明确要求非人身体结构,默认优先使用参考图对应的人类或类人动作角色骨架,保持清楚的头、躯干、手臂和双腿轮廓,只有当文字设定明确要求非人结构时,才改为对应非人身体。".to_string(),
|
||||
"主题词默认只作用在角色自身的服装剪裁、材质、纹样、饰品、发光细节上,不要把主题词自动扩写成背景建筑、自然场景、漂浮装饰或额外环境物件。".to_string(),
|
||||
"视觉优先级应当是:身体结构词第一,身份词第二,主题词第三。没有明确身体结构词时,默认用人形拟人化表现,再把主题词转译成服装和装饰。".to_string(),
|
||||
character_brief.trim().to_string(),
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|value| !value.trim().is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n")
|
||||
}
|
||||
|
||||
/// 自定义世界角色主图负面提示词脚本。
|
||||
pub(crate) fn build_character_visual_negative_prompt() -> String {
|
||||
[
|
||||
"正面视角",
|
||||
"左朝向",
|
||||
"完全 90 度纯右视图",
|
||||
"镜头透视",
|
||||
"半身像",
|
||||
"脚被裁切",
|
||||
"头顶被裁切",
|
||||
"多角色",
|
||||
"复杂背景",
|
||||
"建筑场景",
|
||||
"漂浮物",
|
||||
"烟雾环境",
|
||||
"武器消失",
|
||||
"武器换手",
|
||||
"额外手臂",
|
||||
"额外腿",
|
||||
"服装变化",
|
||||
"脸部变化",
|
||||
"模糊",
|
||||
"运动模糊",
|
||||
"文字",
|
||||
"水印",
|
||||
"UI 元素",
|
||||
"软萌 Q版大头贴",
|
||||
"儿童绘本风",
|
||||
"厚涂插画感",
|
||||
"低对比柔边",
|
||||
]
|
||||
.join(",")
|
||||
}
|
||||
|
||||
pub(crate) fn build_character_animation_prompt(
|
||||
strategy: &CharacterAnimationStrategy,
|
||||
prompt_text: &str,
|
||||
character_brief_text: Option<&str>,
|
||||
action_template_id: Option<&str>,
|
||||
animation: &str,
|
||||
frame_count: u32,
|
||||
fps: u32,
|
||||
duration_seconds: u32,
|
||||
loop_: bool,
|
||||
use_chroma_key: bool,
|
||||
) -> String {
|
||||
match strategy {
|
||||
CharacterAnimationStrategy::ImageToVideo => build_ark_character_animation_prompt(
|
||||
animation,
|
||||
prompt_text,
|
||||
character_brief_text,
|
||||
action_template_id,
|
||||
loop_,
|
||||
use_chroma_key,
|
||||
),
|
||||
CharacterAnimationStrategy::ImageSequence => {
|
||||
build_image_sequence_prompt(animation, prompt_text, frame_count, use_chroma_key)
|
||||
}
|
||||
CharacterAnimationStrategy::MotionTransfer
|
||||
| CharacterAnimationStrategy::ReferenceToVideo => build_npc_animation_prompt(
|
||||
animation,
|
||||
prompt_text,
|
||||
character_brief_text,
|
||||
action_template_id,
|
||||
loop_,
|
||||
use_chroma_key,
|
||||
fps,
|
||||
duration_seconds,
|
||||
),
|
||||
}
|
||||
}
|
||||
|
||||
fn build_image_sequence_prompt(
|
||||
animation: &str,
|
||||
prompt_text: &str,
|
||||
frame_count: u32,
|
||||
use_chroma_key: bool,
|
||||
) -> String {
|
||||
[
|
||||
format!(
|
||||
"同一角色连续 {} 帧动作序列,动作主题是 {}。",
|
||||
frame_count, animation
|
||||
),
|
||||
"固定机位,单人,全身,侧身朝右,保持同一套服装、发型、武器和体型。".to_string(),
|
||||
"帧间动作连续,姿态逐步推进,不要换人,不要跳变,不要多余物体。".to_string(),
|
||||
if use_chroma_key {
|
||||
"纯绿色背景,无地面装饰,方便后期抠像。".to_string()
|
||||
} else {
|
||||
"背景尽量纯净,避免复杂场景。".to_string()
|
||||
},
|
||||
prompt_text.trim().to_string(),
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|value| !value.trim().is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join(" ")
|
||||
}
|
||||
|
||||
fn build_npc_animation_prompt(
|
||||
animation: &str,
|
||||
prompt_text: &str,
|
||||
character_brief_text: Option<&str>,
|
||||
action_template_id: Option<&str>,
|
||||
loop_: bool,
|
||||
use_chroma_key: bool,
|
||||
fps: u32,
|
||||
duration_seconds: u32,
|
||||
) -> String {
|
||||
let character_brief = build_compact_animation_character_brief(character_brief_text);
|
||||
let action_detail_text = sanitize_animation_prompt_text(prompt_text, 140);
|
||||
let loop_rule = if loop_ {
|
||||
"这是循环动作,直接进入动作循环中段,不要开场静止站桩,不要把主参考图原样作为第一帧。"
|
||||
.to_string()
|
||||
} else if animation == "die" {
|
||||
"这是死亡终结动作,首帧参考主图角色形象即可,尾帧停在死亡结束姿态,不要回到主图形象。"
|
||||
.to_string()
|
||||
} else {
|
||||
"这是非循环动作,首帧和尾帧都要回到参考主图角色形象,中段完成动作变化。".to_string()
|
||||
};
|
||||
|
||||
if let Some(template) = action_template_id.and_then(|id| find_motion_template(id)) {
|
||||
return [
|
||||
format!(
|
||||
"单人 NPC 全身动作视频,动作主题是 {}。角色固定为同一人,右向斜侧身,镜头稳定,轮廓清晰,武器不可丢失。",
|
||||
template.animation
|
||||
),
|
||||
if use_chroma_key {
|
||||
"背景为纯绿色绿幕,无其他人物和场景元素,方便后期抠像。".to_string()
|
||||
} else {
|
||||
"背景简洁纯净,无复杂场景。".to_string()
|
||||
},
|
||||
if character_brief.is_empty() {
|
||||
String::new()
|
||||
} else {
|
||||
format!("角色设定:{}。", character_brief)
|
||||
},
|
||||
format!("动作补充:{}。", template.prompt_suffix),
|
||||
if action_detail_text.is_empty() {
|
||||
String::new()
|
||||
} else {
|
||||
format!("动作细节:{}。", action_detail_text)
|
||||
},
|
||||
format!("目标帧率 {} fps,时长约 {} 秒。", fps.clamp(1, 60), duration_seconds.clamp(1, 8)),
|
||||
loop_rule,
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|value| !value.trim().is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join(" ");
|
||||
}
|
||||
|
||||
[
|
||||
format!("单人 NPC 全身动作视频,动作主题是 {}。", animation),
|
||||
"角色固定为同一人,侧身朝右,镜头稳定,轮廓清晰,武器不可丢失。".to_string(),
|
||||
"动作连贯,避免服装、发型、面部、武器随机漂移。".to_string(),
|
||||
if use_chroma_key {
|
||||
"背景为纯绿色绿幕,无其他人物和场景元素,方便后期抠像。".to_string()
|
||||
} else {
|
||||
"背景简洁纯净,无复杂场景。".to_string()
|
||||
},
|
||||
if character_brief.is_empty() {
|
||||
String::new()
|
||||
} else {
|
||||
format!("角色设定:{}。", character_brief)
|
||||
},
|
||||
if action_detail_text.is_empty() {
|
||||
String::new()
|
||||
} else {
|
||||
action_detail_text
|
||||
},
|
||||
format!(
|
||||
"目标帧率 {} fps,时长约 {} 秒。",
|
||||
fps.clamp(1, 60),
|
||||
duration_seconds.clamp(1, 8)
|
||||
),
|
||||
loop_rule,
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|value| !value.trim().is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join(" ")
|
||||
}
|
||||
|
||||
fn build_ark_character_animation_prompt(
|
||||
animation: &str,
|
||||
prompt_text: &str,
|
||||
character_brief_text: Option<&str>,
|
||||
action_template_id: Option<&str>,
|
||||
loop_: bool,
|
||||
use_chroma_key: bool,
|
||||
) -> String {
|
||||
let normalized_animation_name = animation.trim().replace(char::is_whitespace, "_");
|
||||
let normalized_animation_name = if normalized_animation_name.is_empty() {
|
||||
"idle".to_string()
|
||||
} else {
|
||||
normalized_animation_name
|
||||
};
|
||||
let character_brief = build_compact_animation_character_brief(character_brief_text);
|
||||
let action_detail_text = sanitize_animation_prompt_text(prompt_text, 140);
|
||||
if let Some(template) = action_template_id.and_then(find_motion_template) {
|
||||
return build_video_action_prompt(
|
||||
template.id,
|
||||
template.prompt_suffix,
|
||||
action_detail_text.as_str(),
|
||||
Some(character_brief.as_str()),
|
||||
use_chroma_key,
|
||||
);
|
||||
}
|
||||
|
||||
build_video_action_prompt(
|
||||
normalized_animation_name.as_str(),
|
||||
if loop_ {
|
||||
"循环动作必须自然闭环,不要静止开场。"
|
||||
} else {
|
||||
"中段完成完整动作变化,收束干净。"
|
||||
},
|
||||
action_detail_text.as_str(),
|
||||
Some(character_brief.as_str()),
|
||||
use_chroma_key,
|
||||
)
|
||||
}
|
||||
|
||||
/// 角色动作视频统一提示词骨架,按每个动作模板与补充描述生成。
|
||||
fn build_video_action_prompt(
|
||||
action_id: &str,
|
||||
action_sequence: &str,
|
||||
action_detail_text: &str,
|
||||
character_brief_text: Option<&str>,
|
||||
use_chroma_key: bool,
|
||||
) -> String {
|
||||
[
|
||||
format!("单人全身角色动作视频,动作英文名是 {}。", action_id),
|
||||
"角色固定为图1同一角色,保持右向斜侧身动作视角,镜头稳定,轮廓清晰,不要退化成完全 90 度纯右视图。".to_string(),
|
||||
"视角要求:角色采用横版动作素材常用的右向斜侧身站姿,身体整体朝右,但保留少量正面信息,能读到面部轮廓与胸肩结构,不是完全 90 度纯右视图,也不是正面立绘。".to_string(),
|
||||
"主体要求:画面中只保留单个角色主体,不要额外人物、动物、召唤物、载具或陪体。".to_string(),
|
||||
"画面要求:1:1 正方形画布,画面中心构图,角色主体完整置于画面中央,不要裁切主体顶部和底部,不要镜头透视,不要特写。背景固定为纯绿色绿幕,只作为抠像底色,不出现建筑、室内布景、风景、地面道具、漂浮物、烟雾叙事元素或其他角色以外的场景内容。".to_string(),
|
||||
"风格要求:横版像素动作角色体型,头身比优先控制在 1 到 1.5 头身,保留清楚的头、躯干、双臂和双腿轮廓。明确的像素动作角色设定稿气质,整体按像素游戏角色设计方向组织,使用深色清楚轮廓、稳定剪影、有限大色块和硬朗边缘,不要柔和厚涂插画感,发型、服装、配饰优先形成醒目可读的像素级识别点,适合横版动作 sprite 资产。高可读性游戏角色设定图,形体清晰,服装层次明确,便于后续连续动作生成。".to_string(),
|
||||
format!("动作结构:{}。结尾要求:动作收束清楚,便于后续抽帧。", action_sequence),
|
||||
if use_chroma_key {
|
||||
"背景为纯绿色绿幕,无其他人物和场景元素,方便后期抽帧与抠像。".to_string()
|
||||
} else {
|
||||
"背景简洁纯净,无其他人物和复杂场景元素,方便后期抽帧。".to_string()
|
||||
},
|
||||
format!(
|
||||
"动作补充细节:{}",
|
||||
if action_detail_text.trim().is_empty() {
|
||||
"保持动作清晰、节奏明确、适合后续抽帧为 sprite sheet。"
|
||||
} else {
|
||||
action_detail_text.trim()
|
||||
}
|
||||
),
|
||||
character_brief_text
|
||||
.map(str::trim)
|
||||
.filter(|value| !value.is_empty())
|
||||
.map(|value| format!("角色设定:{}。", value))
|
||||
.unwrap_or_default(),
|
||||
"目标是后续抽帧为横版动作游戏精灵表,因此不要镜头切换,不要景别变化,不要角色漂移。".to_string(),
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|value| !value.trim().is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join(" ")
|
||||
}
|
||||
|
||||
pub(crate) fn build_fallback_moderation_safe_animation_prompt(
|
||||
animation: &str,
|
||||
loop_: bool,
|
||||
use_chroma_key: bool,
|
||||
) -> String {
|
||||
[
|
||||
format!("单人全身角色动作视频,动作主题是 {}。", animation),
|
||||
"角色固定为同一人,右向斜侧身,镜头稳定,轮廓清楚。".to_string(),
|
||||
if loop_ {
|
||||
"循环动作直接进入稳定循环,不要静止开场,不要定格首帧。".to_string()
|
||||
} else {
|
||||
"非循环动作首尾回到角色标准站姿,中段完成动作变化。".to_string()
|
||||
},
|
||||
if use_chroma_key {
|
||||
"背景为纯绿色绿幕,无其他人物和场景元素。".to_string()
|
||||
} else {
|
||||
"背景简洁纯净。".to_string()
|
||||
},
|
||||
]
|
||||
.join(" ")
|
||||
}
|
||||
|
||||
fn sanitize_animation_prompt_text(value: &str, max_length: usize) -> String {
|
||||
value
|
||||
.replace(char::is_whitespace, " ")
|
||||
.replace("血浆", "")
|
||||
.replace("喷血", "")
|
||||
.replace("鲜血", "")
|
||||
.replace("断肢", "")
|
||||
.replace("斩首", "")
|
||||
.replace("裸体", "")
|
||||
.replace("裸露", "")
|
||||
.replace("色情", "")
|
||||
.replace("性交", "")
|
||||
.replace("死亡", "倒地结束")
|
||||
.replace("死去", "倒地结束")
|
||||
.replace("击杀", "倒地结束")
|
||||
.replace("受击", "失衡")
|
||||
.replace("受伤", "失衡")
|
||||
.replace("砍杀", "挥击")
|
||||
.replace("斩击", "挥击")
|
||||
.split_whitespace()
|
||||
.collect::<Vec<_>>()
|
||||
.join(" ")
|
||||
.chars()
|
||||
.take(max_length)
|
||||
.collect::<String>()
|
||||
.trim()
|
||||
.to_string()
|
||||
}
|
||||
|
||||
fn build_compact_animation_character_brief(value: Option<&str>) -> String {
|
||||
let normalized = sanitize_animation_prompt_text(value.unwrap_or_default(), 160);
|
||||
if normalized.is_empty() {
|
||||
return String::new();
|
||||
}
|
||||
normalized
|
||||
.split(['/', '|', '\n', ',', ',', '。', ';', ';'])
|
||||
.map(str::trim)
|
||||
.filter(|item| !item.is_empty())
|
||||
.take(4)
|
||||
.collect::<Vec<_>>()
|
||||
.join(",")
|
||||
}
|
||||
pub(crate) use crate::prompt::character_animation::{
|
||||
build_character_animation_prompt, build_fallback_moderation_safe_animation_prompt,
|
||||
};
|
||||
pub(crate) use crate::prompt::character_visual::{
|
||||
build_character_visual_negative_prompt, build_character_visual_prompt,
|
||||
};
|
||||
|
||||
@@ -1,4 +1,14 @@
|
||||
use platform_llm::{LlmClient, LlmMessage, LlmTextRequest};
|
||||
use crate::prompt::foundation_draft::{
|
||||
build_custom_world_framework_json_repair_prompt, build_custom_world_framework_prompt,
|
||||
build_custom_world_landmark_network_batch_json_repair_prompt,
|
||||
build_custom_world_landmark_network_batch_prompt,
|
||||
build_custom_world_landmark_seed_batch_json_repair_prompt,
|
||||
build_custom_world_landmark_seed_batch_prompt,
|
||||
build_custom_world_role_batch_json_repair_prompt, build_custom_world_role_batch_prompt,
|
||||
build_custom_world_role_outline_batch_json_repair_prompt,
|
||||
build_custom_world_role_outline_batch_prompt,
|
||||
};
|
||||
use platform_llm::{LlmClient, LlmMessage, LlmTextRequest};
|
||||
use serde_json::{Map as JsonMap, Value as JsonValue, json};
|
||||
use shared_contracts::runtime::ExecuteCustomWorldAgentActionRequest;
|
||||
use spacetime_client::CustomWorldAgentSessionRecord;
|
||||
@@ -158,7 +168,6 @@ const FOUNDATION_DRAFT_LANDMARK_COUNT: usize = 2;
|
||||
const FOUNDATION_ROLE_OUTLINE_BATCH_SIZE: usize = 2;
|
||||
const FOUNDATION_LANDMARK_BATCH_SIZE: usize = 2;
|
||||
const FOUNDATION_ROLE_DETAIL_BATCH_SIZE: usize = 2;
|
||||
const CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES: [i64; 4] = [15, 30, 60, 90];
|
||||
|
||||
async fn request_foundation_json_stage<F>(
|
||||
llm_client: &LlmClient,
|
||||
@@ -604,360 +613,6 @@ fn build_eight_anchor_foundation_text(anchor_content: &JsonValue) -> String {
|
||||
sections.join("\n")
|
||||
}
|
||||
|
||||
fn build_custom_world_framework_prompt(setting_text: &str) -> String {
|
||||
[
|
||||
"请先根据下面的玩家设定创建一份“世界核心骨架”,后续我会分步骤生成角色名单、场景名单和详细档案。".to_string(),
|
||||
"你必须只输出一个能被 JSON.parse 直接解析的 JSON 对象,不要输出 Markdown、代码块、注释或解释。".to_string(),
|
||||
"这一步只保留世界顶层信息与一个开局归处场景,不要输出 playableNpcs、storyNpcs、landmarks,也不要展开人物和地图细节。".to_string(),
|
||||
"玩家设定:".to_string(),
|
||||
setting_text.trim().to_string(),
|
||||
"".to_string(),
|
||||
"输出 JSON 模板:".to_string(),
|
||||
"{".to_string(),
|
||||
" \"name\": \"世界名称\",".to_string(),
|
||||
" \"subtitle\": \"世界副标题\",".to_string(),
|
||||
" \"summary\": \"世界概述\",".to_string(),
|
||||
" \"tone\": \"世界基调\",".to_string(),
|
||||
" \"playerGoal\": \"玩家核心目标\",".to_string(),
|
||||
" \"templateWorldType\": \"WUXIA|XIANXIA\",".to_string(),
|
||||
" \"majorFactions\": [\"势力甲\", \"势力乙\"],".to_string(),
|
||||
" \"coreConflicts\": [\"冲突甲\", \"冲突乙\"],".to_string(),
|
||||
" \"camp\": {".to_string(),
|
||||
" \"name\": \"开局归处名称\",".to_string(),
|
||||
" \"description\": \"这是玩家进入世界后的第一处落脚点描述\",".to_string(),
|
||||
" \"sceneTaskDescription\": \"首次进入该场景时要生成的章节任务核心上下文\",".to_string(),
|
||||
" \"actBackgroundPromptTexts\": [\"开局第一幕背景画面描述\", \"开局第二幕背景画面描述\", \"开局第三幕背景画面描述\"],".to_string(),
|
||||
" \"actEventDescriptions\": [\"开局第一幕事件描述\", \"开局第二幕事件描述\", \"开局第三幕事件描述\"],".to_string(),
|
||||
" \"dangerLevel\": \"low|medium|high|extreme\"".to_string(),
|
||||
" }".to_string(),
|
||||
"}".to_string(),
|
||||
"".to_string(),
|
||||
"要求:".to_string(),
|
||||
"- 所有生成文本都必须使用中文。".to_string(),
|
||||
"- 这一步只输出顶层 9 个字段:name、subtitle、summary、tone、playerGoal、templateWorldType、majorFactions、coreConflicts、camp。".to_string(),
|
||||
"- 这是一个完全独立的自定义世界;不要在任何正文里直接写出“武侠世界”“仙侠世界”等现成世界名。".to_string(),
|
||||
"- templateWorldType 只是系统兼容字段,不代表正文应当引用的世界名称。".to_string(),
|
||||
"- camp 必须表示玩家开局时的落脚处,名字不要直接写成“某某营地”,更接近归舍、住处、栖居、前哨居所这类“家/归处”的概念。".to_string(),
|
||||
"- camp.sceneTaskDescription 必须描述玩家首次进入开局场景时要完成的核心任务,会作为游戏章节任务生成上下文,控制在 24 到 56 个汉字内。".to_string(),
|
||||
"- camp.actBackgroundPromptTexts 必须恰好 3 条,分别对应开局场景第 1/2/3 幕背景图画面内容描述;每条都必须可直接交给生图模型,控制在 40 到 90 个汉字内。".to_string(),
|
||||
"- camp.actEventDescriptions 必须恰好 3 条,分别描述每一幕发生的事件;事件必须和当前幕对面的角色强相关,控制在 24 到 56 个汉字内。".to_string(),
|
||||
"- 不要输出 playableNpcs、storyNpcs、landmarks、items,也不要输出任何角色和地图细节。".to_string(),
|
||||
"- majorFactions 保持 2 到 3 个,coreConflicts 保持 2 到 3 个。".to_string(),
|
||||
"- 世界设定必须直接源自玩家输入,不要脱离主题乱扩写。".to_string(),
|
||||
"- 每个字符串尽量简洁:subtitle 控制在 8 到 18 个汉字内,summary 控制在 16 到 32 个汉字内,tone 控制在 6 到 16 个汉字内,playerGoal 控制在 16 到 32 个汉字内,camp.description 控制在 18 到 40 个汉字内。".to_string(),
|
||||
"- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。".to_string(),
|
||||
].join("\n")
|
||||
}
|
||||
|
||||
fn build_custom_world_framework_json_repair_prompt(response_text: &str) -> String {
|
||||
[
|
||||
"下面这段文本本应是自定义世界核心骨架的单个 JSON 对象,但当前不能被 JSON.parse 直接解析。",
|
||||
"请只输出修复后的 JSON 对象。",
|
||||
"顶层必须只包含:name、subtitle、summary、tone、playerGoal、templateWorldType、majorFactions、coreConflicts、camp。",
|
||||
"不要输出 playableNpcs、storyNpcs、landmarks、items 或任何其他字段。",
|
||||
"majorFactions 与 coreConflicts 必须是字符串数组。",
|
||||
"camp 必须是对象,且包含:name、description、sceneTaskDescription、actBackgroundPromptTexts、actEventDescriptions、dangerLevel。",
|
||||
"原始文本:",
|
||||
response_text.trim(),
|
||||
].join("\n")
|
||||
}
|
||||
|
||||
fn build_custom_world_role_outline_batch_prompt(
|
||||
framework: &JsonValue,
|
||||
role_type: &str,
|
||||
batch_count: usize,
|
||||
forbidden_names: &[String],
|
||||
) -> String {
|
||||
let key = role_key(role_type);
|
||||
let label = if role_type == "playable" {
|
||||
"可扮演角色"
|
||||
} else {
|
||||
"场景角色"
|
||||
};
|
||||
[
|
||||
format!("请根据下面的世界核心信息,生成一批{label}框架名单。"),
|
||||
"后续我会继续补全人物档案,所以这一步每个角色只保留身份骨架与资产默认描述字段。".to_string(),
|
||||
"你必须只输出一个能被 JSON.parse 直接解析的 JSON 对象,不要输出 Markdown、代码块、注释或解释。".to_string(),
|
||||
"世界核心信息:".to_string(),
|
||||
build_framework_summary_text(framework, 0),
|
||||
if forbidden_names.is_empty() { "".to_string() } else { format!("这些名字已经生成,禁止重复:{}", forbidden_names.join("、")) },
|
||||
"".to_string(),
|
||||
"输出 JSON 模板:".to_string(),
|
||||
"{".to_string(),
|
||||
format!(" \"{key}\": ["),
|
||||
" {".to_string(),
|
||||
" \"name\": \"角色名称\",".to_string(),
|
||||
" \"title\": \"称号\",".to_string(),
|
||||
" \"role\": \"身份\",".to_string(),
|
||||
" \"description\": \"极简定位描述\",".to_string(),
|
||||
" \"visualDescription\": \"默认角色形象描述\",".to_string(),
|
||||
" \"actionDescription\": \"默认角色动作描述\",".to_string(),
|
||||
" \"sceneVisualDescription\": \"默认出现场景描述\",".to_string(),
|
||||
" \"initialAffinity\": 18,".to_string(),
|
||||
" \"relationshipHooks\": [\"一个关系切入口\"],".to_string(),
|
||||
" \"tags\": [\"标签1\", \"标签2\"]".to_string(),
|
||||
" }".to_string(),
|
||||
" ]".to_string(),
|
||||
"}".to_string(),
|
||||
"".to_string(),
|
||||
"要求:".to_string(),
|
||||
format!("- 必须生成恰好 {batch_count} 个{label}。"),
|
||||
"- 这是一个完全独立的自定义世界;不要把角色写成来自“武侠世界”“仙侠世界”等现成世界。".to_string(),
|
||||
"- 名称必须具体且互不重复,不要使用 角色1、NPC1、场景角色1 之类的占位名。".to_string(),
|
||||
"- 只保留:name、title、role、description、visualDescription、actionDescription、sceneVisualDescription、initialAffinity、relationshipHooks、tags。".to_string(),
|
||||
"- visualDescription 是打开角色形象图像生成面板时默认填入的角色形象描述,必须具体到体型、服装、轮廓与识别点,控制在 24 到 60 个汉字内。".to_string(),
|
||||
"- actionDescription 是打开每个角色动作视频生成面板时默认填入的动作描述,必须体现该角色默认动作节奏、武器或施法方式,控制在 18 到 48 个汉字内。".to_string(),
|
||||
"- sceneVisualDescription 是该角色常出现或关联的场景画面描述,会作为场景生图描述框的默认候选,控制在 24 到 60 个汉字内。".to_string(),
|
||||
"- relationshipHooks 最多 1 条;tags 保持 1 到 2 个。".to_string(),
|
||||
"- description 控制在 8 到 18 个汉字内,title 和 role 也尽量短。".to_string(),
|
||||
"- initialAffinity 必须是 -40 到 90 的整数。".to_string(),
|
||||
if role_type == "playable" { "- 可扮演角色的定位必须明显不同,通常使用 18 到 40 的初始好感。".to_string() } else { "- 场景角色要覆盖势力成员、居民、异类或怪物,不要全是同一种身份;敌对或怪物型角色可以使用负好感。".to_string() },
|
||||
"- 所有生成文本都必须使用中文。".to_string(),
|
||||
"- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。".to_string(),
|
||||
].into_iter().filter(|value| !value.is_empty()).collect::<Vec<_>>().join("\n")
|
||||
}
|
||||
|
||||
fn build_custom_world_role_outline_batch_json_repair_prompt(
|
||||
response_text: &str,
|
||||
role_type: &str,
|
||||
expected_count: usize,
|
||||
forbidden_names: &[String],
|
||||
) -> String {
|
||||
let key = role_key(role_type);
|
||||
[
|
||||
format!("下面这段文本本应是自定义世界{}框架名单批次的单个 JSON 对象,但当前不能被 JSON.parse 直接解析。", if role_type == "playable" { "可扮演角色" } else { "场景角色" }),
|
||||
"请只输出修复后的 JSON 对象。".to_string(),
|
||||
format!("顶层必须只包含一个 {key} 数组。"),
|
||||
format!("必须保留恰好 {expected_count} 个角色对象。"),
|
||||
if forbidden_names.is_empty() { "".to_string() } else { format!("禁止使用这些重复名:{}。", forbidden_names.join("、")) },
|
||||
"每个角色只包含:name、title、role、description、visualDescription、actionDescription、sceneVisualDescription、initialAffinity、relationshipHooks、tags。".to_string(),
|
||||
"如果缺少字段:字符串补空字符串,relationshipHooks 和 tags 补空数组,initialAffinity 补默认整数。".to_string(),
|
||||
"不要输出 backstory、skills、landmarks 或任何其他字段。".to_string(),
|
||||
"原始文本:".to_string(),
|
||||
response_text.trim().to_string(),
|
||||
].into_iter().filter(|value| !value.is_empty()).collect::<Vec<_>>().join("\n")
|
||||
}
|
||||
fn build_custom_world_landmark_seed_batch_prompt(
|
||||
framework: &JsonValue,
|
||||
batch_count: usize,
|
||||
forbidden_names: &[String],
|
||||
) -> String {
|
||||
[
|
||||
"请根据下面的世界核心信息,生成一批关键场景框架名单。".to_string(),
|
||||
"后续我会继续补全场景网络,所以这一步每个地点只保留场景骨架、地点默认生图描述和逐幕背景描述。".to_string(),
|
||||
"你必须只输出一个能被 JSON.parse 直接解析的 JSON 对象,不要输出 Markdown、代码块、注释或解释。".to_string(),
|
||||
"世界核心信息:".to_string(),
|
||||
build_framework_summary_text(framework, 0),
|
||||
if forbidden_names.is_empty() { "".to_string() } else { format!("这些地点已经生成,禁止重复:{}", forbidden_names.join("、")) },
|
||||
"".to_string(),
|
||||
"输出 JSON 模板:".to_string(),
|
||||
"{".to_string(),
|
||||
" \"landmarks\": [".to_string(),
|
||||
" {".to_string(),
|
||||
" \"name\": \"场景名称\",".to_string(),
|
||||
" \"description\": \"场景极简描述\",".to_string(),
|
||||
" \"visualDescription\": \"默认场景生图描述\",".to_string(),
|
||||
" \"sceneTaskDescription\": \"首次进入该场景时要生成的章节任务核心上下文\",".to_string(),
|
||||
" \"actBackgroundPromptTexts\": [\"第一幕背景画面描述\", \"第二幕背景画面描述\", \"第三幕背景画面描述\"],".to_string(),
|
||||
" \"actEventDescriptions\": [\"第一幕事件描述\", \"第二幕事件描述\", \"第三幕事件描述\"],".to_string(),
|
||||
" \"dangerLevel\": \"low|medium|high|extreme\"".to_string(),
|
||||
" }".to_string(),
|
||||
" ]".to_string(),
|
||||
"}".to_string(),
|
||||
"".to_string(),
|
||||
"要求:".to_string(),
|
||||
format!("- 必须生成恰好 {batch_count} 个关键场景。"),
|
||||
"- 这是一个完全独立的自定义世界;地点名称必须直接服务玩家输入主题。".to_string(),
|
||||
"- 名称必须具体且互不重复,不要使用 地点1、场景1 之类的占位名。".to_string(),
|
||||
"- 每个地点只保留:name、description、visualDescription、sceneTaskDescription、actBackgroundPromptTexts、actEventDescriptions、dangerLevel。".to_string(),
|
||||
"- sceneTaskDescription 必须描述玩家首次进入该场景时要完成的核心任务,会作为游戏章节任务生成上下文,控制在 24 到 56 个汉字内。".to_string(),
|
||||
"- visualDescription 是打开场景背景图像生成面板时默认填入的场景描述,必须具体到画面主体、远近景层次、地面可站立区域和氛围识别点,控制在 32 到 80 个汉字内。".to_string(),
|
||||
"- actBackgroundPromptTexts 必须恰好 3 条,分别对应这个场景章节的第 1/2/3 幕背景图画面内容描述;每条都必须是大模型根据当前地点、主线阶段和可出场角色直接写出的画面描述,控制在 40 到 90 个汉字内。".to_string(),
|
||||
"- actBackgroundPromptTexts 禁止使用“某某第1幕背景;玩家会在……”这类标题、摘要、规则句拼接格式;必须像可直接交给生图模型的自然画面描述。".to_string(),
|
||||
"- actEventDescriptions 必须恰好 3 条,分别描述每一幕发生的事件;事件必须和当前幕对面的角色强相关,控制在 24 到 56 个汉字内。".to_string(),
|
||||
"- description 控制在 12 到 24 个汉字内。".to_string(),
|
||||
"- dangerLevel 只能是 low、medium、high、extreme 之一。".to_string(),
|
||||
"- 所有生成文本都必须使用中文。".to_string(),
|
||||
"- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。".to_string(),
|
||||
].into_iter().filter(|value| !value.is_empty()).collect::<Vec<_>>().join("\n")
|
||||
}
|
||||
|
||||
fn build_custom_world_landmark_seed_batch_json_repair_prompt(
|
||||
response_text: &str,
|
||||
expected_count: usize,
|
||||
forbidden_names: &[String],
|
||||
) -> String {
|
||||
[
|
||||
"下面这段文本本应是自定义世界关键场景框架名单批次的单个 JSON 对象,但当前不能被 JSON.parse 直接解析。".to_string(),
|
||||
"请只输出修复后的 JSON 对象。".to_string(),
|
||||
"顶层必须只包含一个 landmarks 数组。".to_string(),
|
||||
format!("必须保留恰好 {expected_count} 个地点对象。"),
|
||||
if forbidden_names.is_empty() { "".to_string() } else { format!("禁止使用这些重复名:{}。", forbidden_names.join("、")) },
|
||||
"每个地点只包含:name、description、visualDescription、sceneTaskDescription、actBackgroundPromptTexts、actEventDescriptions、dangerLevel。".to_string(),
|
||||
"如果缺少字段:字符串补空字符串,actBackgroundPromptTexts 和 actEventDescriptions 补空数组,dangerLevel 补 medium。".to_string(),
|
||||
"不要输出 sceneNpcNames、connectedLandmarks、items 或任何其他字段。".to_string(),
|
||||
"原始文本:".to_string(),
|
||||
response_text.trim().to_string(),
|
||||
].into_iter().filter(|value| !value.is_empty()).collect::<Vec<_>>().join("\n")
|
||||
}
|
||||
|
||||
fn build_custom_world_landmark_network_batch_prompt(
|
||||
framework: &JsonValue,
|
||||
story_npcs: &[JsonValue],
|
||||
landmark_batch: &[JsonValue],
|
||||
) -> String {
|
||||
[
|
||||
"请补全下面这一批关键场景的探索网络信息。".to_string(),
|
||||
"你必须只输出一个能被 JSON.parse 直接解析的 JSON 对象,不要输出 Markdown、代码块、注释或解释。".to_string(),
|
||||
"世界核心信息:".to_string(),
|
||||
build_framework_summary_text(framework, 10),
|
||||
"可用场景角色名单:".to_string(),
|
||||
names_from_entries(story_npcs).join("、"),
|
||||
"本批场景:".to_string(),
|
||||
compact_json_text(&JsonValue::Array(landmark_batch.to_vec())),
|
||||
"".to_string(),
|
||||
"输出 JSON 模板:".to_string(),
|
||||
"{".to_string(),
|
||||
" \"landmarks\": [".to_string(),
|
||||
" {".to_string(),
|
||||
" \"name\": \"场景名称\",".to_string(),
|
||||
" \"description\": \"场景描述\",".to_string(),
|
||||
" \"dangerLevel\": \"low|medium|high|extreme\",".to_string(),
|
||||
" \"sceneNpcNames\": [\"会在这里出现的角色名\"],".to_string(),
|
||||
" \"connectedLandmarkNames\": [\"相邻或可通往的地点名\"],".to_string(),
|
||||
" \"entryHook\": \"玩家进入这里时首先遇到的钩子\"".to_string(),
|
||||
" }".to_string(),
|
||||
" ]".to_string(),
|
||||
"}".to_string(),
|
||||
"".to_string(),
|
||||
"要求:".to_string(),
|
||||
"- 必须只补全本批场景,name 必须与本批场景完全一致,不得增删改名。".to_string(),
|
||||
"- sceneNpcNames 只能引用上方可用场景角色名单中的名字,每个地点 1 到 3 个。".to_string(),
|
||||
"- connectedLandmarkNames 优先引用已知关键场景名称,每个地点 1 到 3 个。".to_string(),
|
||||
"- entryHook 控制在 16 到 36 个汉字内。".to_string(),
|
||||
"- 所有生成文本都必须使用中文。".to_string(),
|
||||
"- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。".to_string(),
|
||||
].into_iter().filter(|value| !value.is_empty()).collect::<Vec<_>>().join("\n")
|
||||
}
|
||||
|
||||
fn build_custom_world_landmark_network_batch_json_repair_prompt(
|
||||
response_text: &str,
|
||||
expected_names: &[String],
|
||||
) -> String {
|
||||
[
|
||||
"下面这段文本本应是自定义世界关键场景探索网络补全批次的单个 JSON 对象,但当前不能被 JSON.parse 直接解析。".to_string(),
|
||||
"请只输出修复后的 JSON 对象。".to_string(),
|
||||
"顶层必须只包含一个 landmarks 数组。".to_string(),
|
||||
format!("这个数组里只能保留这些地点名:{}。", expected_names.join("、")),
|
||||
"名称必须与名单完全一致,不得增删改名;如果原文遗漏,可按名单顺序补齐占位对象。".to_string(),
|
||||
"每个地点都必须包含:name、description、dangerLevel、sceneNpcNames、connectedLandmarkNames、entryHook。".to_string(),
|
||||
"如果缺少字段:字符串补空字符串,数组补空数组,dangerLevel 补 medium。".to_string(),
|
||||
"不要新增名单外的地点。".to_string(),
|
||||
"原始文本:".to_string(),
|
||||
response_text.trim().to_string(),
|
||||
].join("\n")
|
||||
}
|
||||
|
||||
fn build_custom_world_role_batch_prompt(
|
||||
framework: &JsonValue,
|
||||
role_type: &str,
|
||||
role_batch: &[JsonValue],
|
||||
stage: &str,
|
||||
) -> String {
|
||||
let key = role_key(role_type);
|
||||
let label = if role_type == "playable" {
|
||||
"可扮演角色"
|
||||
} else {
|
||||
"场景角色"
|
||||
};
|
||||
let stage_label = if stage == "narrative" {
|
||||
"叙事档案"
|
||||
} else {
|
||||
"养成档案"
|
||||
};
|
||||
let required_fields = if stage == "narrative" {
|
||||
"name、backstory、personality、motivation、combatStyle"
|
||||
} else {
|
||||
"name、backstoryReveal、skills、initialItems"
|
||||
};
|
||||
let template_extra = if stage == "narrative" {
|
||||
[
|
||||
" \"backstory\": \"公开背景\",",
|
||||
" \"personality\": \"性格关键词\",",
|
||||
" \"motivation\": \"当前动机\",",
|
||||
" \"combatStyle\": \"行动或战斗风格\"",
|
||||
]
|
||||
.join("\n")
|
||||
} else {
|
||||
[
|
||||
" \"backstoryReveal\": { \"publicSummary\": \"公开摘要\", \"chapters\": [{ \"affinityRequired\": 15, \"title\": \"羁绊章节\", \"summary\": \"章节摘要\" }] },",
|
||||
" \"skills\": [{ \"name\": \"技能名\", \"summary\": \"技能摘要\", \"style\": \"风格\" }],",
|
||||
" \"initialItems\": [{ \"name\": \"物品名\", \"category\": \"道具\", \"quantity\": 1, \"rarity\": \"common\", \"description\": \"描述\", \"tags\": [\"标签\"] }]",
|
||||
].join("\n")
|
||||
};
|
||||
[
|
||||
format!("请为下面这一批{label}补全{stage_label}。"),
|
||||
"你必须只输出一个能被 JSON.parse 直接解析的 JSON 对象,不要输出 Markdown、代码块、注释或解释。".to_string(),
|
||||
"世界核心信息:".to_string(),
|
||||
build_framework_summary_text(framework, 10),
|
||||
"本批角色:".to_string(),
|
||||
build_role_outline_prompt_text(role_batch, framework, role_type),
|
||||
"".to_string(),
|
||||
"输出 JSON 模板:".to_string(),
|
||||
"{".to_string(),
|
||||
format!(" \"{key}\": ["),
|
||||
" {".to_string(),
|
||||
" \"name\": \"角色名称\",".to_string(),
|
||||
template_extra,
|
||||
" }".to_string(),
|
||||
" ]".to_string(),
|
||||
"}".to_string(),
|
||||
"".to_string(),
|
||||
"要求:".to_string(),
|
||||
"- 必须只补全本批角色,name 必须与本批角色完全一致,不得增删改名。".to_string(),
|
||||
format!("- 每个角色必须包含:{required_fields}。"),
|
||||
if stage == "narrative" { "- backstory 控制在 32 到 80 个汉字内;personality、motivation、combatStyle 都要短而具体。".to_string() } else { format!("- backstoryReveal 必须包含 publicSummary 和 4 个 chapters,chapters.affinityRequired 固定为 {}。", CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES.iter().map(i64::to_string).collect::<Vec<_>>().join("、")) },
|
||||
if stage == "narrative" { "- 不要输出 backstoryReveal、skills、initialItems。".to_string() } else { "- skills 默认 3 个;initialItems 默认 3 个;不要输出 backstory、personality、motivation、combatStyle。".to_string() },
|
||||
"- 所有生成文本都必须使用中文。".to_string(),
|
||||
"- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。".to_string(),
|
||||
].into_iter().filter(|value| !value.is_empty()).collect::<Vec<_>>().join("\n")
|
||||
}
|
||||
|
||||
fn build_custom_world_role_batch_json_repair_prompt(
|
||||
response_text: &str,
|
||||
role_type: &str,
|
||||
stage: &str,
|
||||
expected_names: &[String],
|
||||
) -> String {
|
||||
let key = role_key(role_type);
|
||||
if stage == "narrative" {
|
||||
return [
|
||||
format!("下面这段文本本应是自定义世界{}叙事档案补全批次的单个 JSON 对象,但当前不能被 JSON.parse 直接解析。", if role_type == "playable" { "可扮演角色" } else { "场景角色" }),
|
||||
"请只输出修复后的 JSON 对象。".to_string(),
|
||||
format!("顶层必须只包含一个 {key} 数组。"),
|
||||
format!("这个数组里只能保留这些角色名:{}。", expected_names.join("、")),
|
||||
"名称必须与名单完全一致,不得增删改名;如果原文遗漏,可按名单顺序补齐占位对象。".to_string(),
|
||||
"每个角色都必须包含:name、backstory、personality、motivation、combatStyle。".to_string(),
|
||||
"如果缺少字段:字符串补空字符串。".to_string(),
|
||||
"不要输出 backstoryReveal、skills、initialItems,也不要新增名单外的角色。".to_string(),
|
||||
"原始文本:".to_string(),
|
||||
response_text.trim().to_string(),
|
||||
].join("\n");
|
||||
}
|
||||
[
|
||||
format!("下面这段文本本应是自定义世界{}档案补全批次的单个 JSON 对象,但当前不能被 JSON.parse 直接解析。", if role_type == "playable" { "可扮演角色" } else { "场景角色" }),
|
||||
"请只输出修复后的 JSON 对象。".to_string(),
|
||||
format!("顶层必须只包含一个 {key} 数组。"),
|
||||
format!("这个数组里只能保留这些角色名:{}。", expected_names.join("、")),
|
||||
"名称必须与名单完全一致,不得增删改名;如果原文遗漏,可按名单顺序补齐占位对象。".to_string(),
|
||||
"每个角色都必须包含:name、backstoryReveal、skills、initialItems。".to_string(),
|
||||
format!("backstoryReveal 必须包含 publicSummary 和 4 个 chapters,chapters.affinityRequired 固定为 {}。", CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES.iter().map(i64::to_string).collect::<Vec<_>>().join("、")),
|
||||
"skills 默认补成 3 个对象,每个对象包含 name、summary、style;initialItems 默认补成 3 个对象,每个对象包含 name、category、quantity、rarity、description、tags。".to_string(),
|
||||
"不要输出 backstory、personality、motivation、combatStyle、landmarks,也不要新增名单外的角色。".to_string(),
|
||||
"原始文本:".to_string(),
|
||||
response_text.trim().to_string(),
|
||||
].join("\n")
|
||||
}
|
||||
#[cfg(test)]
|
||||
fn build_foundation_draft_user_prompt(session: &CustomWorldAgentSessionRecord) -> String {
|
||||
let anchor_content = to_pretty_json(&session.anchor_content);
|
||||
@@ -1071,14 +726,17 @@ fn build_foundation_draft_profile_from_framework(
|
||||
)])
|
||||
}),
|
||||
);
|
||||
let camp = framework.get("camp").cloned().unwrap_or_else(|| json!({ "name": "开局归处", "description": "玩家进入世界后的第一处落脚点。", "dangerLevel": "low" }));
|
||||
let camp = framework.get("camp").cloned().unwrap_or_else(
|
||||
|| json!({ "name": "开局归处", "description": "玩家进入世界后的第一处落脚点。" }),
|
||||
);
|
||||
object.insert("camp".to_string(), camp.clone());
|
||||
object.insert(
|
||||
"playableNpcs".to_string(),
|
||||
JsonValue::Array(playable_detailed),
|
||||
);
|
||||
object.insert("storyNpcs".to_string(), JsonValue::Array(story_detailed));
|
||||
let scene_chapter_blueprints = build_scene_chapter_blueprints_from_camp_and_landmarks(&camp, &landmarks);
|
||||
let scene_chapter_blueprints =
|
||||
build_scene_chapter_blueprints_from_camp_and_landmarks(&camp, &landmarks);
|
||||
object.insert("landmarks".to_string(), JsonValue::Array(landmarks));
|
||||
object.insert("chapters".to_string(), JsonValue::Array(Vec::new()));
|
||||
object.insert(
|
||||
@@ -1127,8 +785,8 @@ fn build_scene_chapter_blueprint_from_scene(
|
||||
) -> JsonValue {
|
||||
let scene_name = json_text(scene, "name")
|
||||
.unwrap_or_else(|| format!("{}{}", fallback_name_prefix, chapter_index + 1));
|
||||
let scene_id = json_text(scene, "id")
|
||||
.unwrap_or_else(|| format!("{}-{}", id_prefix, chapter_index + 1));
|
||||
let scene_id =
|
||||
json_text(scene, "id").unwrap_or_else(|| format!("{}-{}", id_prefix, chapter_index + 1));
|
||||
let summary = json_text(scene, "description").unwrap_or_default();
|
||||
let scene_task_description = json_text(scene, "sceneTaskDescription")
|
||||
.unwrap_or_else(|| build_default_scene_task_description(&scene_name, &summary));
|
||||
@@ -1201,7 +859,9 @@ fn build_scene_act_blueprint_from_landmark(
|
||||
|
||||
fn build_default_scene_task_description(scene_name: &str, scene_summary: &str) -> String {
|
||||
if scene_summary.trim().is_empty() {
|
||||
return format!("首次进入{scene_name}时,确认当前场景的核心异常、关键角色与下一步行动方向。");
|
||||
return format!(
|
||||
"首次进入{scene_name}时,确认当前场景的核心异常、关键角色与下一步行动方向。"
|
||||
);
|
||||
}
|
||||
format!("首次进入{scene_name}时,围绕{scene_summary}确认核心异常、关键角色与下一步行动方向。")
|
||||
}
|
||||
@@ -1269,7 +929,10 @@ fn normalize_framework_shape(framework: &mut JsonValue, setting_text: &str) {
|
||||
object.insert("coreConflicts".to_string(), JsonValue::Array(Vec::new()));
|
||||
}
|
||||
if !object.get("camp").is_some_and(JsonValue::is_object) {
|
||||
object.insert("camp".to_string(), json!({ "name": "开局归处", "description": "玩家进入世界后的第一处落脚点。", "dangerLevel": "low" }));
|
||||
object.insert(
|
||||
"camp".to_string(),
|
||||
json!({ "name": "开局归处", "description": "玩家进入世界后的第一处落脚点。" }),
|
||||
);
|
||||
}
|
||||
if let Some(camp) = object.get_mut("camp").and_then(JsonValue::as_object_mut) {
|
||||
let camp_name = camp
|
||||
@@ -1350,131 +1013,6 @@ fn normalize_framework_shape(framework: &mut JsonValue, setting_text: &str) {
|
||||
}
|
||||
}
|
||||
|
||||
fn build_framework_summary_text(framework: &JsonValue, max_landmarks: usize) -> String {
|
||||
let landmark_text = array_field(framework, "landmarks")
|
||||
.into_iter()
|
||||
.take(max_landmarks)
|
||||
.map(|landmark| {
|
||||
format!(
|
||||
"{}({},{})",
|
||||
json_text(&landmark, "name").unwrap_or_default(),
|
||||
json_text(&landmark, "dangerLevel").unwrap_or_default(),
|
||||
json_text(&landmark, "description").unwrap_or_default()
|
||||
)
|
||||
})
|
||||
.filter(|value| !value.trim().is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join("、");
|
||||
[
|
||||
format!("世界:{}", json_text(framework, "name").unwrap_or_default()),
|
||||
format!(
|
||||
"副标题:{}",
|
||||
json_text(framework, "subtitle").unwrap_or_default()
|
||||
),
|
||||
format!(
|
||||
"世界概述:{}",
|
||||
json_text(framework, "summary").unwrap_or_default()
|
||||
),
|
||||
format!(
|
||||
"世界基调:{}",
|
||||
json_text(framework, "tone").unwrap_or_default()
|
||||
),
|
||||
format!(
|
||||
"玩家核心目标:{}",
|
||||
json_text(framework, "playerGoal").unwrap_or_default()
|
||||
),
|
||||
json_string_array(framework, "majorFactions")
|
||||
.map(|items| format!("主要势力:{}", items.join("、")))
|
||||
.unwrap_or_default(),
|
||||
json_string_array(framework, "coreConflicts")
|
||||
.map(|items| format!("核心冲突:{}", items.join("、")))
|
||||
.unwrap_or_default(),
|
||||
format!(
|
||||
"开局归处:{}({})",
|
||||
json_path_text(framework, &["camp", "name"]).unwrap_or_default(),
|
||||
json_path_text(framework, &["camp", "description"]).unwrap_or_default()
|
||||
),
|
||||
if landmark_text.is_empty() {
|
||||
String::new()
|
||||
} else {
|
||||
format!("关键场景:{landmark_text}")
|
||||
},
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|value| !value.is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n")
|
||||
}
|
||||
|
||||
fn build_role_outline_prompt_text(
|
||||
role_batch: &[JsonValue],
|
||||
framework: &JsonValue,
|
||||
role_type: &str,
|
||||
) -> String {
|
||||
role_batch
|
||||
.iter()
|
||||
.map(|role| {
|
||||
let appearance_text = if role_type == "story" {
|
||||
landmark_names_for_role(
|
||||
framework,
|
||||
json_text(role, "name").unwrap_or_default().as_str(),
|
||||
)
|
||||
.join("、")
|
||||
} else {
|
||||
String::new()
|
||||
};
|
||||
[
|
||||
format!(
|
||||
"- {} / {}",
|
||||
json_text(role, "name").unwrap_or_default(),
|
||||
json_text(role, "title").unwrap_or_default()
|
||||
),
|
||||
format!("身份:{}", json_text(role, "role").unwrap_or_default()),
|
||||
format!(
|
||||
"框架描述:{}",
|
||||
json_text(role, "description").unwrap_or_default()
|
||||
),
|
||||
format!(
|
||||
"预设好感:{}",
|
||||
role.get("initialAffinity")
|
||||
.and_then(JsonValue::as_i64)
|
||||
.unwrap_or(0)
|
||||
),
|
||||
json_string_array(role, "relationshipHooks")
|
||||
.map(|items| format!("关系切入口:{}", items.join("、")))
|
||||
.unwrap_or_default(),
|
||||
json_string_array(role, "tags")
|
||||
.map(|items| format!("标签:{}", items.join("、")))
|
||||
.unwrap_or_default(),
|
||||
if appearance_text.is_empty() {
|
||||
String::new()
|
||||
} else {
|
||||
format!("出现场景:{appearance_text}")
|
||||
},
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|value| !value.is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n")
|
||||
})
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n")
|
||||
}
|
||||
|
||||
fn landmark_names_for_role(framework: &JsonValue, role_name: &str) -> Vec<String> {
|
||||
array_field(framework, "landmarks")
|
||||
.into_iter()
|
||||
.filter_map(|landmark| {
|
||||
let names = json_string_array(&landmark, "sceneNpcNames").unwrap_or_default();
|
||||
if names.iter().any(|name| name == role_name) {
|
||||
json_text(&landmark, "name")
|
||||
} else {
|
||||
None
|
||||
}
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
|
||||
fn role_key(role_type: &str) -> &'static str {
|
||||
if role_type == "playable" {
|
||||
"playableNpcs"
|
||||
@@ -1679,8 +1217,9 @@ fn normalize_scene_chapter_blueprint(chapter: JsonValue) -> JsonValue {
|
||||
.and_then(JsonValue::as_str)
|
||||
.map(str::trim)
|
||||
.filter(|value| !value.is_empty())
|
||||
.unwrap_or("第一幕");
|
||||
object.insert("title".to_string(), JsonValue::String(title.to_string()));
|
||||
.map(ToOwned::to_owned)
|
||||
.unwrap_or_else(|| "第一幕".to_string());
|
||||
object.insert("title".to_string(), JsonValue::String(title.clone()));
|
||||
let summary = object
|
||||
.get("summary")
|
||||
.and_then(JsonValue::as_str)
|
||||
@@ -1695,7 +1234,7 @@ fn normalize_scene_chapter_blueprint(chapter: JsonValue) -> JsonValue {
|
||||
.map(str::trim)
|
||||
.filter(|value| !value.is_empty())
|
||||
.map(ToOwned::to_owned)
|
||||
.unwrap_or_else(|| build_default_scene_task_description(title, summary.as_str()));
|
||||
.unwrap_or_else(|| build_default_scene_task_description(title.as_str(), summary.as_str()));
|
||||
object.insert(
|
||||
"sceneTaskDescription".to_string(),
|
||||
JsonValue::String(scene_task_description),
|
||||
@@ -1794,12 +1333,18 @@ fn normalize_scene_act_blueprint(act: JsonValue, index: usize) -> JsonValue {
|
||||
.unwrap_or_else(|| {
|
||||
build_default_act_event_description(summary.as_str(), opposite_npc_id.as_str(), index)
|
||||
});
|
||||
object.insert("encounterNpcIds".to_string(), JsonValue::Array(encounter_npc_ids));
|
||||
object.insert(
|
||||
"encounterNpcIds".to_string(),
|
||||
JsonValue::Array(encounter_npc_ids),
|
||||
);
|
||||
object.insert(
|
||||
"primaryNpcId".to_string(),
|
||||
JsonValue::String(opposite_npc_id.clone()),
|
||||
);
|
||||
object.insert("oppositeNpcId".to_string(), JsonValue::String(opposite_npc_id));
|
||||
object.insert(
|
||||
"oppositeNpcId".to_string(),
|
||||
JsonValue::String(opposite_npc_id),
|
||||
);
|
||||
object.insert(
|
||||
"eventDescription".to_string(),
|
||||
JsonValue::String(event_description),
|
||||
@@ -1979,11 +1524,17 @@ mod tests {
|
||||
let landmarks = vec![json!({
|
||||
"name": "雾港码头",
|
||||
"description": "旧船骨露出黑潮。",
|
||||
"sceneTaskDescription": "首次进入雾港码头时,查明黑潮船骨与灯童丁目击证词的关联。",
|
||||
"actBackgroundPromptTexts": [
|
||||
"潮湿木栈桥在青灰雾里延伸,近处有可站立的破旧甲板,远处旧船骨与灯塔剪影压低天空。",
|
||||
"封锁绳与巡海灯横切码头,中景堆满浸水货箱,远景黑潮拍打沉船残骸。",
|
||||
"退潮后的泥滩露出父亲留下的海图匣,雾中灯火错位闪烁,岸边留出对峙站位。"
|
||||
],
|
||||
"actEventDescriptions": [
|
||||
"灯童丁在潮湿栈桥上拦住玩家,交出与旧船骨有关的第一句证词。",
|
||||
"灯童丁发现巡海灯突然转向,逼玩家判断封锁线真正保护的目标。",
|
||||
"灯童丁指认海图匣位置,玩家必须在退潮前确认父亲留下的暗号。"
|
||||
],
|
||||
"sceneNpcNames": ["灯童丁"]
|
||||
})];
|
||||
|
||||
@@ -2000,6 +1551,20 @@ mod tests {
|
||||
"潮湿木栈桥在青灰雾里延伸,近处有可站立的破旧甲板,远处旧船骨与灯塔剪影压低天空。"
|
||||
))
|
||||
);
|
||||
assert_eq!(
|
||||
blueprints[0].get("sceneTaskDescription"),
|
||||
Some(&json!(
|
||||
"首次进入雾港码头时,查明黑潮船骨与灯童丁目击证词的关联。"
|
||||
))
|
||||
);
|
||||
assert_eq!(acts[0].get("oppositeNpcId"), Some(&json!("灯童丁")));
|
||||
assert_eq!(acts[0].get("primaryNpcId"), Some(&json!("灯童丁")));
|
||||
assert_eq!(
|
||||
acts[0].get("eventDescription"),
|
||||
Some(&json!(
|
||||
"灯童丁在潮湿栈桥上拦住玩家,交出与旧船骨有关的第一句证词。"
|
||||
))
|
||||
);
|
||||
assert!(
|
||||
!acts[0]
|
||||
.get("backgroundPromptText")
|
||||
@@ -2014,8 +1579,7 @@ mod tests {
|
||||
let mut framework = json!({
|
||||
"camp": {
|
||||
"name": "萧家祖宅",
|
||||
"description": "玩家开局并成长的家族祖宅。",
|
||||
"dangerLevel": "low"
|
||||
"description": "玩家开局并成长的家族祖宅。"
|
||||
}
|
||||
});
|
||||
normalize_framework_shape(&mut framework, "废柴少年的逆袭传奇");
|
||||
@@ -2038,10 +1602,22 @@ mod tests {
|
||||
|
||||
assert_eq!(opening_chapter.get("sceneId"), Some(&json!("camp-1")));
|
||||
assert_eq!(opening_acts.len(), 3);
|
||||
assert!(opening_acts.iter().all(|act| act
|
||||
.get("backgroundPromptText")
|
||||
.and_then(JsonValue::as_str)
|
||||
.is_some_and(|value| !value.trim().is_empty())));
|
||||
assert!(opening_acts.iter().all(|act| {
|
||||
act.get("backgroundPromptText")
|
||||
.and_then(JsonValue::as_str)
|
||||
.is_some_and(|value| !value.trim().is_empty())
|
||||
}));
|
||||
assert!(
|
||||
opening_chapter
|
||||
.get("sceneTaskDescription")
|
||||
.and_then(JsonValue::as_str)
|
||||
.is_some_and(|value| !value.trim().is_empty())
|
||||
);
|
||||
assert!(opening_acts.iter().all(|act| {
|
||||
act.get("eventDescription")
|
||||
.and_then(JsonValue::as_str)
|
||||
.is_some_and(|value| !value.trim().is_empty())
|
||||
}));
|
||||
assert_eq!(blueprints.len(), 2);
|
||||
}
|
||||
|
||||
@@ -2056,6 +1632,11 @@ mod tests {
|
||||
);
|
||||
|
||||
assert_eq!(act.get("backgroundPromptText"), Some(&json!("")));
|
||||
assert!(
|
||||
act.get("eventDescription")
|
||||
.and_then(JsonValue::as_str)
|
||||
.is_some_and(|value| value.contains("玩家进入雾港码头"))
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -2127,7 +1708,7 @@ mod tests {
|
||||
request_capture.clone(),
|
||||
vec![
|
||||
llm_response(
|
||||
r#"{"name":"雾港归航","subtitle":"失灯旧案","summary":"守灯人与群岛议会围绕沉船旧案对峙。","tone":"海雾悬疑","playerGoal":"查清父亲沉船真相","templateWorldType":"WUXIA","majorFactions":["群岛议会","灯塔署"],"coreConflicts":["守灯塔的旧档案被人改写。"],"camp":{"name":"旧灯塔归舍","description":"海雾边缘的守灯人旧居。","dangerLevel":"low"}}"#,
|
||||
r#"{"name":"雾港归航","subtitle":"失灯旧案","summary":"守灯人与群岛议会围绕沉船旧案对峙。","tone":"海雾悬疑","playerGoal":"查清父亲沉船真相","templateWorldType":"WUXIA","majorFactions":["群岛议会","灯塔署"],"coreConflicts":["守灯塔的旧档案被人改写。"],"camp":{"name":"旧灯塔归舍","description":"海雾边缘的守灯人旧居。"}}"#,
|
||||
),
|
||||
llm_response(
|
||||
r#"{"playableNpcs":[{"name":"岑灯","title":"返乡守灯人","role":"主角代理","description":"追查旧案的人","initialAffinity":24,"relationshipHooks":["旧案牵连"],"tags":["守灯人"]}]}"#,
|
||||
@@ -2145,10 +1726,10 @@ mod tests {
|
||||
r#"{"storyNpcs":[{"name":"档吏庚","title":"旧档吏","role":"保管者","description":"藏起原始卷宗","initialAffinity":10,"relationshipHooks":["原始卷宗"],"tags":["档案"]},{"name":"潮女辛","title":"听潮女","role":"引路人","description":"听懂海雾低语","initialAffinity":35,"relationshipHooks":["海雾低语"],"tags":["引路"]}]}"#,
|
||||
),
|
||||
llm_response(
|
||||
r#"{"landmarks":[{"name":"旧灯塔","description":"雾中仍亮着错位灯火","dangerLevel":"medium"},{"name":"沉船湾","description":"退潮后露出旧船骨","dangerLevel":"high"}]}"#,
|
||||
r#"{"landmarks":[{"name":"旧灯塔","description":"雾中仍亮着错位灯火"},{"name":"沉船湾","description":"退潮后露出旧船骨"}]}"#,
|
||||
),
|
||||
llm_response(
|
||||
r#"{"landmarks":[{"name":"旧灯塔","description":"雾中仍亮着错位灯火","dangerLevel":"medium","sceneNpcNames":["灯童丁","档吏庚"],"connectedLandmarkNames":["沉船湾"],"entryHook":"灯火按被篡改的航线闪烁。"},{"name":"沉船湾","description":"退潮后露出旧船骨","dangerLevel":"high","sceneNpcNames":["船魂戊","潮医乙"],"connectedLandmarkNames":["旧灯塔"],"entryHook":"旧船骨里传出父亲留下的暗号。"}]}"#,
|
||||
r#"{"landmarks":[{"name":"旧灯塔","description":"雾中仍亮着错位灯火","sceneNpcNames":["灯童丁","档吏庚"],"connectedLandmarkNames":["沉船湾"],"entryHook":"灯火按被篡改的航线闪烁。"},{"name":"沉船湾","description":"退潮后露出旧船骨","sceneNpcNames":["船魂戊","潮医乙"],"connectedLandmarkNames":["旧灯塔"],"entryHook":"旧船骨里传出父亲留下的暗号。"}]}"#,
|
||||
),
|
||||
llm_response(
|
||||
r#"{"playableNpcs":[{"name":"岑灯","backstory":"被停职的守灯人返乡后发现父亲沉船案被改写。","personality":"克制执拗","motivation":"查清父亲沉船真相","combatStyle":"借灯火与海图周旋"}]}"#,
|
||||
|
||||
@@ -36,12 +36,15 @@ mod logout_all;
|
||||
mod password_entry;
|
||||
mod password_management;
|
||||
mod phone_auth;
|
||||
mod prompt;
|
||||
mod puzzle;
|
||||
mod puzzle_agent_turn;
|
||||
mod refresh_session;
|
||||
mod request_context;
|
||||
mod response_headers;
|
||||
mod runtime_browse_history;
|
||||
mod runtime_chat;
|
||||
mod runtime_chat_prompt;
|
||||
mod runtime_inventory;
|
||||
mod runtime_profile;
|
||||
mod runtime_save;
|
||||
|
||||
297
server-rs/crates/api-server/src/prompt/character_animation.rs
Normal file
297
server-rs/crates/api-server/src/prompt/character_animation.rs
Normal file
@@ -0,0 +1,297 @@
|
||||
use crate::character_animation_assets::find_motion_template;
|
||||
use shared_contracts::assets::CharacterAnimationStrategy;
|
||||
|
||||
pub(crate) fn build_character_animation_prompt(
|
||||
strategy: &CharacterAnimationStrategy,
|
||||
prompt_text: &str,
|
||||
character_brief_text: Option<&str>,
|
||||
action_template_id: Option<&str>,
|
||||
animation: &str,
|
||||
frame_count: u32,
|
||||
fps: u32,
|
||||
duration_seconds: u32,
|
||||
loop_: bool,
|
||||
use_chroma_key: bool,
|
||||
) -> String {
|
||||
match strategy {
|
||||
CharacterAnimationStrategy::ImageToVideo => build_ark_character_animation_prompt(
|
||||
animation,
|
||||
prompt_text,
|
||||
character_brief_text,
|
||||
action_template_id,
|
||||
loop_,
|
||||
use_chroma_key,
|
||||
),
|
||||
CharacterAnimationStrategy::ImageSequence => {
|
||||
build_image_sequence_prompt(animation, prompt_text, frame_count, use_chroma_key)
|
||||
}
|
||||
CharacterAnimationStrategy::MotionTransfer
|
||||
| CharacterAnimationStrategy::ReferenceToVideo => build_npc_animation_prompt(
|
||||
animation,
|
||||
prompt_text,
|
||||
character_brief_text,
|
||||
action_template_id,
|
||||
loop_,
|
||||
use_chroma_key,
|
||||
fps,
|
||||
duration_seconds,
|
||||
),
|
||||
}
|
||||
}
|
||||
|
||||
fn build_image_sequence_prompt(
|
||||
animation: &str,
|
||||
prompt_text: &str,
|
||||
frame_count: u32,
|
||||
use_chroma_key: bool,
|
||||
) -> String {
|
||||
[
|
||||
format!(
|
||||
"同一角色连续 {} 帧动作序列,动作主题是 {}。",
|
||||
frame_count, animation
|
||||
),
|
||||
"固定机位,单人,全身,侧身朝右,保持同一套服装、发型、武器和体型。".to_string(),
|
||||
"帧间动作连续,姿态逐步推进,不要换人,不要跳变,不要多余物体。".to_string(),
|
||||
if use_chroma_key {
|
||||
"纯绿色背景,无地面装饰,方便后期抠像。".to_string()
|
||||
} else {
|
||||
"背景尽量纯净,避免复杂场景。".to_string()
|
||||
},
|
||||
prompt_text.trim().to_string(),
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|value| !value.trim().is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join(" ")
|
||||
}
|
||||
|
||||
fn build_npc_animation_prompt(
|
||||
animation: &str,
|
||||
prompt_text: &str,
|
||||
character_brief_text: Option<&str>,
|
||||
action_template_id: Option<&str>,
|
||||
loop_: bool,
|
||||
use_chroma_key: bool,
|
||||
fps: u32,
|
||||
duration_seconds: u32,
|
||||
) -> String {
|
||||
let character_brief = build_compact_animation_character_brief(character_brief_text);
|
||||
let action_detail_text = sanitize_animation_prompt_text(prompt_text, 140);
|
||||
let loop_rule = if loop_ {
|
||||
"这是循环动作,直接进入动作循环中段,不要开场静止站桩,不要把主参考图原样作为第一帧。"
|
||||
.to_string()
|
||||
} else if animation == "die" {
|
||||
"这是死亡终结动作,首帧参考主图角色形象即可,尾帧停在死亡结束姿态,不要回到主图形象。"
|
||||
.to_string()
|
||||
} else {
|
||||
"这是非循环动作,首帧和尾帧都要回到参考主图角色形象,中段完成动作变化。".to_string()
|
||||
};
|
||||
|
||||
if let Some(template) = action_template_id.and_then(|id| find_motion_template(id)) {
|
||||
return [
|
||||
format!(
|
||||
"单人 NPC 全身动作视频,动作主题是 {}。角色固定为同一人,右向斜侧身,镜头稳定,轮廓清晰,武器不可丢失。",
|
||||
template.animation
|
||||
),
|
||||
if use_chroma_key {
|
||||
"背景为纯绿色绿幕,无其他人物和场景元素,方便后期抠像。".to_string()
|
||||
} else {
|
||||
"背景简洁纯净,无复杂场景。".to_string()
|
||||
},
|
||||
if character_brief.is_empty() {
|
||||
String::new()
|
||||
} else {
|
||||
format!("角色设定:{}。", character_brief)
|
||||
},
|
||||
format!("动作补充:{}。", template.prompt_suffix),
|
||||
if action_detail_text.is_empty() {
|
||||
String::new()
|
||||
} else {
|
||||
format!("动作细节:{}。", action_detail_text)
|
||||
},
|
||||
format!("目标帧率 {} fps,时长约 {} 秒。", fps.clamp(1, 60), duration_seconds.clamp(1, 8)),
|
||||
loop_rule,
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|value| !value.trim().is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join(" ");
|
||||
}
|
||||
|
||||
[
|
||||
format!("单人 NPC 全身动作视频,动作主题是 {}。", animation),
|
||||
"角色固定为同一人,侧身朝右,镜头稳定,轮廓清晰,武器不可丢失。".to_string(),
|
||||
"动作连贯,避免服装、发型、面部、武器随机漂移。".to_string(),
|
||||
if use_chroma_key {
|
||||
"背景为纯绿色绿幕,无其他人物和场景元素,方便后期抠像。".to_string()
|
||||
} else {
|
||||
"背景简洁纯净,无复杂场景。".to_string()
|
||||
},
|
||||
if character_brief.is_empty() {
|
||||
String::new()
|
||||
} else {
|
||||
format!("角色设定:{}。", character_brief)
|
||||
},
|
||||
if action_detail_text.is_empty() {
|
||||
String::new()
|
||||
} else {
|
||||
action_detail_text
|
||||
},
|
||||
format!(
|
||||
"目标帧率 {} fps,时长约 {} 秒。",
|
||||
fps.clamp(1, 60),
|
||||
duration_seconds.clamp(1, 8)
|
||||
),
|
||||
loop_rule,
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|value| !value.trim().is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join(" ")
|
||||
}
|
||||
|
||||
fn build_ark_character_animation_prompt(
|
||||
animation: &str,
|
||||
prompt_text: &str,
|
||||
character_brief_text: Option<&str>,
|
||||
action_template_id: Option<&str>,
|
||||
loop_: bool,
|
||||
use_chroma_key: bool,
|
||||
) -> String {
|
||||
let normalized_animation_name = animation.trim().replace(char::is_whitespace, "_");
|
||||
let normalized_animation_name = if normalized_animation_name.is_empty() {
|
||||
"idle".to_string()
|
||||
} else {
|
||||
normalized_animation_name
|
||||
};
|
||||
let character_brief = build_compact_animation_character_brief(character_brief_text);
|
||||
let action_detail_text = sanitize_animation_prompt_text(prompt_text, 140);
|
||||
if let Some(template) = action_template_id.and_then(find_motion_template) {
|
||||
return build_video_action_prompt(
|
||||
template.id,
|
||||
template.prompt_suffix,
|
||||
action_detail_text.as_str(),
|
||||
Some(character_brief.as_str()),
|
||||
use_chroma_key,
|
||||
);
|
||||
}
|
||||
|
||||
build_video_action_prompt(
|
||||
normalized_animation_name.as_str(),
|
||||
if loop_ {
|
||||
"循环动作必须自然闭环,不要静止开场。"
|
||||
} else {
|
||||
"中段完成完整动作变化,收束干净。"
|
||||
},
|
||||
action_detail_text.as_str(),
|
||||
Some(character_brief.as_str()),
|
||||
use_chroma_key,
|
||||
)
|
||||
}
|
||||
|
||||
/// 角色动作视频统一提示词骨架,按每个动作模板与补充描述生成。
|
||||
fn build_video_action_prompt(
|
||||
action_id: &str,
|
||||
action_sequence: &str,
|
||||
action_detail_text: &str,
|
||||
character_brief_text: Option<&str>,
|
||||
use_chroma_key: bool,
|
||||
) -> String {
|
||||
[
|
||||
format!("单人全身角色动作视频,动作英文名是 {}。", action_id),
|
||||
"角色固定为图1同一角色,保持右向斜侧身动作视角,镜头稳定,轮廓清晰,不要退化成完全 90 度纯右视图。".to_string(),
|
||||
"视角要求:角色采用横版动作素材常用的右向斜侧身站姿,身体整体朝右,但保留少量正面信息,能读到面部轮廓与胸肩结构,不是完全 90 度纯右视图,也不是正面立绘。".to_string(),
|
||||
"主体要求:画面中只保留单个角色主体,不要额外人物、动物、召唤物、载具或陪体。".to_string(),
|
||||
"画面要求:1:1 正方形画布,画面中心构图,角色主体完整置于画面中央,不要裁切主体顶部和底部,不要镜头透视,不要特写。背景固定为纯绿色绿幕,只作为抠像底色,不出现建筑、室内布景、风景、地面道具、漂浮物、烟雾叙事元素或其他角色以外的场景内容。".to_string(),
|
||||
"风格要求:横版像素动作角色体型,头身比优先控制在 1 到 1.5 头身,保留清楚的头、躯干、双臂和双腿轮廓。明确的像素动作角色设定稿气质,整体按像素游戏角色设计方向组织,使用深色清楚轮廓、稳定剪影、有限大色块和硬朗边缘,不要柔和厚涂插画感,发型、服装、配饰优先形成醒目可读的像素级识别点,适合横版动作 sprite 资产。高可读性游戏角色设定图,形体清晰,服装层次明确,便于后续连续动作生成。".to_string(),
|
||||
format!("动作结构:{}。结尾要求:动作收束清楚,便于后续抽帧。", action_sequence),
|
||||
if use_chroma_key {
|
||||
"背景为纯绿色绿幕,无其他人物和场景元素,方便后期抽帧与抠像。".to_string()
|
||||
} else {
|
||||
"背景简洁纯净,无其他人物和复杂场景元素,方便后期抽帧。".to_string()
|
||||
},
|
||||
format!(
|
||||
"动作补充细节:{}",
|
||||
if action_detail_text.trim().is_empty() {
|
||||
"保持动作清晰、节奏明确、适合后续抽帧为 sprite sheet。"
|
||||
} else {
|
||||
action_detail_text.trim()
|
||||
}
|
||||
),
|
||||
character_brief_text
|
||||
.map(str::trim)
|
||||
.filter(|value| !value.is_empty())
|
||||
.map(|value| format!("角色设定:{}。", value))
|
||||
.unwrap_or_default(),
|
||||
"目标是后续抽帧为横版动作游戏精灵表,因此不要镜头切换,不要景别变化,不要角色漂移。".to_string(),
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|value| !value.trim().is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join(" ")
|
||||
}
|
||||
|
||||
pub(crate) fn build_fallback_moderation_safe_animation_prompt(
|
||||
animation: &str,
|
||||
loop_: bool,
|
||||
use_chroma_key: bool,
|
||||
) -> String {
|
||||
[
|
||||
format!("单人全身角色动作视频,动作主题是 {}。", animation),
|
||||
"角色固定为同一人,右向斜侧身,镜头稳定,轮廓清楚。".to_string(),
|
||||
if loop_ {
|
||||
"循环动作直接进入稳定循环,不要静止开场,不要定格首帧。".to_string()
|
||||
} else {
|
||||
"非循环动作首尾回到角色标准站姿,中段完成动作变化。".to_string()
|
||||
},
|
||||
if use_chroma_key {
|
||||
"背景为纯绿色绿幕,无其他人物和场景元素。".to_string()
|
||||
} else {
|
||||
"背景简洁纯净。".to_string()
|
||||
},
|
||||
]
|
||||
.join(" ")
|
||||
}
|
||||
|
||||
fn sanitize_animation_prompt_text(value: &str, max_length: usize) -> String {
|
||||
value
|
||||
.replace(char::is_whitespace, " ")
|
||||
.replace("血浆", "")
|
||||
.replace("喷血", "")
|
||||
.replace("鲜血", "")
|
||||
.replace("断肢", "")
|
||||
.replace("斩首", "")
|
||||
.replace("裸体", "")
|
||||
.replace("裸露", "")
|
||||
.replace("色情", "")
|
||||
.replace("性交", "")
|
||||
.replace("死亡", "倒地结束")
|
||||
.replace("死去", "倒地结束")
|
||||
.replace("击杀", "倒地结束")
|
||||
.replace("受击", "失衡")
|
||||
.replace("受伤", "失衡")
|
||||
.replace("砍杀", "挥击")
|
||||
.replace("斩击", "挥击")
|
||||
.split_whitespace()
|
||||
.collect::<Vec<_>>()
|
||||
.join(" ")
|
||||
.chars()
|
||||
.take(max_length)
|
||||
.collect::<String>()
|
||||
.trim()
|
||||
.to_string()
|
||||
}
|
||||
|
||||
fn build_compact_animation_character_brief(value: Option<&str>) -> String {
|
||||
let normalized = sanitize_animation_prompt_text(value.unwrap_or_default(), 160);
|
||||
if normalized.is_empty() {
|
||||
return String::new();
|
||||
}
|
||||
normalized
|
||||
.split(['/', '|', '\n', ',', ',', '。', ';', ';'])
|
||||
.map(str::trim)
|
||||
.filter(|item| !item.is_empty())
|
||||
.take(4)
|
||||
.collect::<Vec<_>>()
|
||||
.join(",")
|
||||
}
|
||||
67
server-rs/crates/api-server/src/prompt/character_visual.rs
Normal file
67
server-rs/crates/api-server/src/prompt/character_visual.rs
Normal file
@@ -0,0 +1,67 @@
|
||||
/// 自定义世界角色主图提示词脚本。
|
||||
pub(crate) fn build_character_visual_prompt(
|
||||
prompt_text: &str,
|
||||
character_brief_text: Option<&str>,
|
||||
) -> String {
|
||||
let character_brief = [character_brief_text.unwrap_or_default(), prompt_text]
|
||||
.into_iter()
|
||||
.map(str::trim)
|
||||
.filter(|value| !value.is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n");
|
||||
|
||||
build_master_prompt(character_brief.as_str())
|
||||
}
|
||||
|
||||
/// 角色主图统一提示词骨架,迁移自旧共享 qwenSprite 主链。
|
||||
fn build_master_prompt(character_brief: &str) -> String {
|
||||
[
|
||||
"单人,2D 横版游戏角色标准设定图,主体完整可见,底部轮廓完整,身体比例稳定,轮廓清楚,适合后续制作 sprite sheet 动画。".to_string(),
|
||||
"视角要求:角色采用横版动作素材常用的右向斜侧身站姿,身体整体朝右,但保留少量正面信息,能读到面部轮廓与胸肩结构,不是完全 90 度纯右视图,也不是正面立绘。".to_string(),
|
||||
"主体要求:画面中只保留单个角色主体,不要额外人物、动物、召唤物、载具或陪体。".to_string(),
|
||||
"画面要求:1:1 正方形画布,画面中心构图,角色主体完整置于画面中央,不要裁切主体顶部和底部,不要镜头透视,不要特写。背景固定为纯绿色绿幕,只作为抠像底色,不出现建筑、室内布景、风景、地面道具、漂浮物、烟雾叙事元素、文字或其他角色以外的场景内容。".to_string(),
|
||||
"风格要求:横版像素动作角色体型,头身比优先控制在 1 到 1.5 头身,保留清楚的头、躯干、双臂和双腿轮廓。明确的像素动作角色设定稿气质,整体按像素游戏角色设计方向组织,使用深色清楚轮廓、稳定剪影、有限大色块和硬朗边缘,不要柔和厚涂插画感,发型、服装、配饰优先形成醒目可读的像素级识别点,适合横版动作 sprite 资产。高可读性游戏角色设定图,形体清晰,服装层次明确,便于后续连续动作生成。".to_string(),
|
||||
"请先拆解设定中的“身份词、主题词、身体结构词”。如果文字设定没有明确要求非人身体结构,默认优先使用参考图对应的人类或类人动作角色骨架,保持清楚的头、躯干、手臂和双腿轮廓,只有当文字设定明确要求非人结构时,才改为对应非人身体。".to_string(),
|
||||
"主题词默认只作用在角色自身的服装剪裁、材质、纹样、饰品、发光细节上,不要把主题词自动扩写成背景建筑、自然场景、漂浮装饰或额外环境物件。".to_string(),
|
||||
"视觉优先级应当是:身体结构词第一,身份词第二,主题词第三。没有明确身体结构词时,默认用人形拟人化表现,再把主题词转译成服装和装饰。".to_string(),
|
||||
character_brief.trim().to_string(),
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|value| !value.trim().is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n")
|
||||
}
|
||||
|
||||
/// 自定义世界角色主图负面提示词脚本。
|
||||
pub(crate) fn build_character_visual_negative_prompt() -> String {
|
||||
[
|
||||
"正面视角",
|
||||
"左朝向",
|
||||
"完全 90 度纯右视图",
|
||||
"镜头透视",
|
||||
"半身像",
|
||||
"脚被裁切",
|
||||
"头顶被裁切",
|
||||
"多角色",
|
||||
"复杂背景",
|
||||
"建筑场景",
|
||||
"漂浮物",
|
||||
"烟雾环境",
|
||||
"武器消失",
|
||||
"武器换手",
|
||||
"额外手臂",
|
||||
"额外腿",
|
||||
"服装变化",
|
||||
"脸部变化",
|
||||
"模糊",
|
||||
"运动模糊",
|
||||
"文字",
|
||||
"水印",
|
||||
"UI 元素",
|
||||
"软萌 Q版大头贴",
|
||||
"儿童绘本风",
|
||||
"厚涂插画感",
|
||||
"低对比柔边",
|
||||
]
|
||||
.join(",")
|
||||
}
|
||||
534
server-rs/crates/api-server/src/prompt/foundation_draft.rs
Normal file
534
server-rs/crates/api-server/src/prompt/foundation_draft.rs
Normal file
@@ -0,0 +1,534 @@
|
||||
use serde_json::Value as JsonValue;
|
||||
|
||||
const CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES: [i64; 4] = [15, 30, 60, 90];
|
||||
|
||||
pub(crate) fn build_custom_world_framework_prompt(setting_text: &str) -> String {
|
||||
[
|
||||
"请先根据下面的玩家设定创建一份“世界核心骨架”,后续我会分步骤生成角色名单、场景名单和详细档案。".to_string(),
|
||||
"你必须只输出一个能被 JSON.parse 直接解析的 JSON 对象,不要输出 Markdown、代码块、注释或解释。".to_string(),
|
||||
"这一步只保留世界顶层信息与一个开局归处场景,不要输出 playableNpcs、storyNpcs、landmarks,也不要展开人物和地图细节。".to_string(),
|
||||
"玩家设定:".to_string(),
|
||||
setting_text.trim().to_string(),
|
||||
"".to_string(),
|
||||
"输出 JSON 模板:".to_string(),
|
||||
"{".to_string(),
|
||||
" \"name\": \"世界名称\",".to_string(),
|
||||
" \"subtitle\": \"世界副标题\",".to_string(),
|
||||
" \"summary\": \"世界概述\",".to_string(),
|
||||
" \"tone\": \"世界基调\",".to_string(),
|
||||
" \"playerGoal\": \"玩家核心目标\",".to_string(),
|
||||
" \"templateWorldType\": \"WUXIA|XIANXIA\",".to_string(),
|
||||
" \"majorFactions\": [\"势力甲\", \"势力乙\"],".to_string(),
|
||||
" \"coreConflicts\": [\"冲突甲\", \"冲突乙\"],".to_string(),
|
||||
" \"camp\": {".to_string(),
|
||||
" \"name\": \"开局归处名称\",".to_string(),
|
||||
" \"description\": \"这是玩家进入世界后的第一处落脚点描述\",".to_string(),
|
||||
" \"sceneTaskDescription\": \"首次进入该场景时要生成的章节任务核心上下文\",".to_string(),
|
||||
" \"actBackgroundPromptTexts\": [\"开局第一幕背景画面描述\", \"开局第二幕背景画面描述\", \"开局第三幕背景画面描述\"],".to_string(),
|
||||
" \"actEventDescriptions\": [\"开局第一幕事件描述\", \"开局第二幕事件描述\", \"开局第三幕事件描述\"],".to_string(),
|
||||
" }".to_string(),
|
||||
"}".to_string(),
|
||||
"".to_string(),
|
||||
"要求:".to_string(),
|
||||
"- 所有生成文本都必须使用中文。".to_string(),
|
||||
"- 这一步只输出顶层 9 个字段:name、subtitle、summary、tone、playerGoal、templateWorldType、majorFactions、coreConflicts、camp。".to_string(),
|
||||
"- 这是一个完全独立的自定义世界;不要在任何正文里直接写出“武侠世界”“仙侠世界”等现成世界名。".to_string(),
|
||||
"- templateWorldType 只是系统兼容字段,不代表正文应当引用的世界名称。".to_string(),
|
||||
"- camp 必须表示玩家开局时的落脚处,名字不要直接写成“某某营地”,更接近归舍、住处、栖居、前哨居所这类“家/归处”的概念。".to_string(),
|
||||
"- camp.sceneTaskDescription 必须描述玩家首次进入开局场景时要完成的核心任务,会作为游戏章节任务生成上下文,控制在 24 到 56 个汉字内。".to_string(),
|
||||
"- camp.actBackgroundPromptTexts 必须恰好 3 条,分别对应开局场景第 1/2/3 幕背景图画面内容描述;每条都必须可直接交给生图模型,控制在 40 到 90 个汉字内。".to_string(),
|
||||
"- camp.actEventDescriptions 必须恰好 3 条,分别描述每一幕发生的事件;事件必须和当前幕对面的角色强相关,控制在 24 到 56 个汉字内。".to_string(),
|
||||
"- 不要输出 playableNpcs、storyNpcs、landmarks、items,也不要输出任何角色和地图细节。".to_string(),
|
||||
"- majorFactions 保持 2 到 3 个,coreConflicts 保持 2 到 3 个。".to_string(),
|
||||
"- 世界设定必须直接源自玩家输入,不要脱离主题乱扩写。".to_string(),
|
||||
"- 每个字符串尽量简洁:subtitle 控制在 8 到 18 个汉字内,summary 控制在 16 到 32 个汉字内,tone 控制在 6 到 16 个汉字内,playerGoal 控制在 16 到 32 个汉字内,camp.description 控制在 18 到 40 个汉字内。".to_string(),
|
||||
"- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。".to_string(),
|
||||
].join("\n")
|
||||
}
|
||||
|
||||
pub(crate) fn build_custom_world_framework_json_repair_prompt(response_text: &str) -> String {
|
||||
[
|
||||
"下面这段文本本应是自定义世界核心骨架的单个 JSON 对象,但当前不能被 JSON.parse 直接解析。",
|
||||
"请只输出修复后的 JSON 对象。",
|
||||
"顶层必须只包含:name、subtitle、summary、tone、playerGoal、templateWorldType、majorFactions、coreConflicts、camp。",
|
||||
"不要输出 playableNpcs、storyNpcs、landmarks、items 或任何其他字段。",
|
||||
"majorFactions 与 coreConflicts 必须是字符串数组。",
|
||||
"camp 必须是对象,且包含:name、description、sceneTaskDescription、actBackgroundPromptTexts、actEventDescriptions。",
|
||||
"原始文本:",
|
||||
response_text.trim(),
|
||||
].join("\n")
|
||||
}
|
||||
|
||||
pub(crate) fn build_custom_world_role_outline_batch_prompt(
|
||||
framework: &JsonValue,
|
||||
role_type: &str,
|
||||
batch_count: usize,
|
||||
forbidden_names: &[String],
|
||||
) -> String {
|
||||
let key = role_key(role_type);
|
||||
let label = if role_type == "playable" {
|
||||
"可扮演角色"
|
||||
} else {
|
||||
"场景角色"
|
||||
};
|
||||
[
|
||||
format!("请根据下面的世界核心信息,生成一批{label}框架名单。"),
|
||||
"后续我会继续补全人物档案,所以这一步每个角色只保留身份骨架与资产默认描述字段。".to_string(),
|
||||
"你必须只输出一个能被 JSON.parse 直接解析的 JSON 对象,不要输出 Markdown、代码块、注释或解释。".to_string(),
|
||||
"世界核心信息:".to_string(),
|
||||
build_framework_summary_text(framework, 0),
|
||||
if forbidden_names.is_empty() { "".to_string() } else { format!("这些名字已经生成,禁止重复:{}", forbidden_names.join("、")) },
|
||||
"".to_string(),
|
||||
"输出 JSON 模板:".to_string(),
|
||||
"{".to_string(),
|
||||
format!(" \"{key}\": ["),
|
||||
" {".to_string(),
|
||||
" \"name\": \"角色名称\",".to_string(),
|
||||
" \"title\": \"称号\",".to_string(),
|
||||
" \"role\": \"身份\",".to_string(),
|
||||
" \"description\": \"极简定位描述\",".to_string(),
|
||||
" \"visualDescription\": \"默认角色形象描述\",".to_string(),
|
||||
" \"actionDescription\": \"默认角色动作描述\",".to_string(),
|
||||
" \"sceneVisualDescription\": \"默认出现场景描述\",".to_string(),
|
||||
" \"initialAffinity\": 18,".to_string(),
|
||||
" \"relationshipHooks\": [\"一个关系切入口\"],".to_string(),
|
||||
" \"tags\": [\"标签1\", \"标签2\"]".to_string(),
|
||||
" }".to_string(),
|
||||
" ]".to_string(),
|
||||
"}".to_string(),
|
||||
"".to_string(),
|
||||
"要求:".to_string(),
|
||||
format!("- 必须生成恰好 {batch_count} 个{label}。"),
|
||||
"- 这是一个完全独立的自定义世界;不要把角色写成来自“武侠世界”“仙侠世界”等现成世界。".to_string(),
|
||||
"- 名称必须具体且互不重复,不要使用 角色1、NPC1、场景角色1 之类的占位名。".to_string(),
|
||||
"- 只保留:name、title、role、description、visualDescription、actionDescription、sceneVisualDescription、initialAffinity、relationshipHooks、tags。".to_string(),
|
||||
"- visualDescription 是打开角色形象图像生成面板时默认填入的角色形象描述,必须具体到体型、服装、轮廓与识别点,控制在 24 到 60 个汉字内。".to_string(),
|
||||
"- actionDescription 是打开每个角色动作视频生成面板时默认填入的动作描述,必须体现该角色默认动作节奏、武器或施法方式,控制在 18 到 48 个汉字内。".to_string(),
|
||||
"- sceneVisualDescription 是该角色常出现或关联的场景画面描述,会作为场景生图描述框的默认候选,控制在 24 到 60 个汉字内。".to_string(),
|
||||
"- relationshipHooks 最多 1 条;tags 保持 1 到 2 个。".to_string(),
|
||||
"- description 控制在 8 到 18 个汉字内,title 和 role 也尽量短。".to_string(),
|
||||
"- initialAffinity 必须是 -40 到 90 的整数。".to_string(),
|
||||
if role_type == "playable" { "- 可扮演角色的定位必须明显不同,通常使用 18 到 40 的初始好感。".to_string() } else { "- 场景角色要覆盖势力成员、居民、异类或怪物,不要全是同一种身份;敌对或怪物型角色可以使用负好感。".to_string() },
|
||||
"- 所有生成文本都必须使用中文。".to_string(),
|
||||
"- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。".to_string(),
|
||||
].into_iter().filter(|value| !value.is_empty()).collect::<Vec<_>>().join("\n")
|
||||
}
|
||||
|
||||
pub(crate) fn build_custom_world_role_outline_batch_json_repair_prompt(
|
||||
response_text: &str,
|
||||
role_type: &str,
|
||||
expected_count: usize,
|
||||
forbidden_names: &[String],
|
||||
) -> String {
|
||||
let key = role_key(role_type);
|
||||
[
|
||||
format!("下面这段文本本应是自定义世界{}框架名单批次的单个 JSON 对象,但当前不能被 JSON.parse 直接解析。", if role_type == "playable" { "可扮演角色" } else { "场景角色" }),
|
||||
"请只输出修复后的 JSON 对象。".to_string(),
|
||||
format!("顶层必须只包含一个 {key} 数组。"),
|
||||
format!("必须保留恰好 {expected_count} 个角色对象。"),
|
||||
if forbidden_names.is_empty() { "".to_string() } else { format!("禁止使用这些重复名:{}。", forbidden_names.join("、")) },
|
||||
"每个角色只包含:name、title、role、description、visualDescription、actionDescription、sceneVisualDescription、initialAffinity、relationshipHooks、tags。".to_string(),
|
||||
"如果缺少字段:字符串补空字符串,relationshipHooks 和 tags 补空数组,initialAffinity 补默认整数。".to_string(),
|
||||
"不要输出 backstory、skills、landmarks 或任何其他字段。".to_string(),
|
||||
"原始文本:".to_string(),
|
||||
response_text.trim().to_string(),
|
||||
].into_iter().filter(|value| !value.is_empty()).collect::<Vec<_>>().join("\n")
|
||||
}
|
||||
pub(crate) fn build_custom_world_landmark_seed_batch_prompt(
|
||||
framework: &JsonValue,
|
||||
batch_count: usize,
|
||||
forbidden_names: &[String],
|
||||
) -> String {
|
||||
[
|
||||
"请根据下面的世界核心信息,生成一批关键场景框架名单。".to_string(),
|
||||
"后续我会继续补全场景网络,所以这一步每个地点只保留场景骨架、地点默认生图描述和逐幕背景描述。".to_string(),
|
||||
"你必须只输出一个能被 JSON.parse 直接解析的 JSON 对象,不要输出 Markdown、代码块、注释或解释。".to_string(),
|
||||
"世界核心信息:".to_string(),
|
||||
build_framework_summary_text(framework, 0),
|
||||
if forbidden_names.is_empty() { "".to_string() } else { format!("这些地点已经生成,禁止重复:{}", forbidden_names.join("、")) },
|
||||
"".to_string(),
|
||||
"输出 JSON 模板:".to_string(),
|
||||
"{".to_string(),
|
||||
" \"landmarks\": [".to_string(),
|
||||
" {".to_string(),
|
||||
" \"name\": \"场景名称\",".to_string(),
|
||||
" \"description\": \"场景极简描述\",".to_string(),
|
||||
" \"visualDescription\": \"默认场景生图描述\",".to_string(),
|
||||
" \"sceneTaskDescription\": \"首次进入该场景时要生成的章节任务核心上下文\",".to_string(),
|
||||
" \"actBackgroundPromptTexts\": [\"第一幕背景画面描述\", \"第二幕背景画面描述\", \"第三幕背景画面描述\"],".to_string(),
|
||||
" \"actEventDescriptions\": [\"第一幕事件描述\", \"第二幕事件描述\", \"第三幕事件描述\"],".to_string(),
|
||||
" }".to_string(),
|
||||
" ]".to_string(),
|
||||
"}".to_string(),
|
||||
"".to_string(),
|
||||
"要求:".to_string(),
|
||||
format!("- 必须生成恰好 {batch_count} 个关键场景。"),
|
||||
"- 这是一个完全独立的自定义世界;地点名称必须直接服务玩家输入主题。".to_string(),
|
||||
"- 名称必须具体且互不重复,不要使用 地点1、场景1 之类的占位名。".to_string(),
|
||||
"- 每个地点只保留:name、description、visualDescription、sceneTaskDescription、actBackgroundPromptTexts、actEventDescriptions。".to_string(),
|
||||
"- sceneTaskDescription 必须描述玩家首次进入该场景时要完成的核心任务,会作为游戏章节任务生成上下文,控制在 24 到 56 个汉字内。".to_string(),
|
||||
"- visualDescription 是打开场景背景图像生成面板时默认填入的场景描述,必须具体到画面主体、远近景层次、地面可站立区域和氛围识别点,控制在 32 到 80 个汉字内。".to_string(),
|
||||
"- actBackgroundPromptTexts 必须恰好 3 条,分别对应这个场景章节的第 1/2/3 幕背景图画面内容描述;每条都必须是大模型根据当前地点、主线阶段和可出场角色直接写出的画面描述,控制在 40 到 90 个汉字内。".to_string(),
|
||||
"- actBackgroundPromptTexts 禁止使用“某某第1幕背景;玩家会在……”这类标题、摘要、规则句拼接格式;必须像可直接交给生图模型的自然画面描述。".to_string(),
|
||||
"- actEventDescriptions 必须恰好 3 条,分别描述每一幕发生的事件;事件必须和当前幕对面的角色强相关,控制在 24 到 56 个汉字内。".to_string(),
|
||||
"- description 控制在 12 到 24 个汉字内。".to_string(),
|
||||
"- 所有生成文本都必须使用中文。".to_string(),
|
||||
"- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。".to_string(),
|
||||
].into_iter().filter(|value| !value.is_empty()).collect::<Vec<_>>().join("\n")
|
||||
}
|
||||
|
||||
pub(crate) fn build_custom_world_landmark_seed_batch_json_repair_prompt(
|
||||
response_text: &str,
|
||||
expected_count: usize,
|
||||
forbidden_names: &[String],
|
||||
) -> String {
|
||||
[
|
||||
"下面这段文本本应是自定义世界关键场景框架名单批次的单个 JSON 对象,但当前不能被 JSON.parse 直接解析。".to_string(),
|
||||
"请只输出修复后的 JSON 对象。".to_string(),
|
||||
"顶层必须只包含一个 landmarks 数组。".to_string(),
|
||||
format!("必须保留恰好 {expected_count} 个地点对象。"),
|
||||
if forbidden_names.is_empty() { "".to_string() } else { format!("禁止使用这些重复名:{}。", forbidden_names.join("、")) },
|
||||
"每个地点只包含:name、description、visualDescription、sceneTaskDescription、actBackgroundPromptTexts、actEventDescriptions。".to_string(),
|
||||
"如果缺少字段:字符串补空字符串,actBackgroundPromptTexts 和 actEventDescriptions 补空数组。".to_string(),
|
||||
"不要输出 sceneNpcNames、connectedLandmarks、items 或任何其他字段。".to_string(),
|
||||
"原始文本:".to_string(),
|
||||
response_text.trim().to_string(),
|
||||
].into_iter().filter(|value| !value.is_empty()).collect::<Vec<_>>().join("\n")
|
||||
}
|
||||
|
||||
pub(crate) fn build_custom_world_landmark_network_batch_prompt(
|
||||
framework: &JsonValue,
|
||||
story_npcs: &[JsonValue],
|
||||
landmark_batch: &[JsonValue],
|
||||
) -> String {
|
||||
[
|
||||
"请补全下面这一批关键场景的探索网络信息。".to_string(),
|
||||
"你必须只输出一个能被 JSON.parse 直接解析的 JSON 对象,不要输出 Markdown、代码块、注释或解释。".to_string(),
|
||||
"世界核心信息:".to_string(),
|
||||
build_framework_summary_text(framework, 10),
|
||||
"可用场景角色名单:".to_string(),
|
||||
names_from_entries(story_npcs).join("、"),
|
||||
"本批场景:".to_string(),
|
||||
compact_json_text(&JsonValue::Array(landmark_batch.to_vec())),
|
||||
"".to_string(),
|
||||
"输出 JSON 模板:".to_string(),
|
||||
"{".to_string(),
|
||||
" \"landmarks\": [".to_string(),
|
||||
" {".to_string(),
|
||||
" \"name\": \"场景名称\",".to_string(),
|
||||
" \"description\": \"场景描述\",".to_string(),
|
||||
" \"sceneNpcNames\": [\"会在这里出现的角色名\"],".to_string(),
|
||||
" \"connectedLandmarkNames\": [\"相邻或可通往的地点名\"],".to_string(),
|
||||
" \"entryHook\": \"玩家进入这里时首先遇到的钩子\"".to_string(),
|
||||
" }".to_string(),
|
||||
" ]".to_string(),
|
||||
"}".to_string(),
|
||||
"".to_string(),
|
||||
"要求:".to_string(),
|
||||
"- 必须只补全本批场景,name 必须与本批场景完全一致,不得增删改名。".to_string(),
|
||||
"- sceneNpcNames 只能引用上方可用场景角色名单中的名字,每个地点 1 到 3 个。".to_string(),
|
||||
"- connectedLandmarkNames 优先引用已知关键场景名称,每个地点 1 到 3 个。".to_string(),
|
||||
"- entryHook 控制在 16 到 36 个汉字内。".to_string(),
|
||||
"- 所有生成文本都必须使用中文。".to_string(),
|
||||
"- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。".to_string(),
|
||||
].into_iter().filter(|value| !value.is_empty()).collect::<Vec<_>>().join("\n")
|
||||
}
|
||||
|
||||
pub(crate) fn build_custom_world_landmark_network_batch_json_repair_prompt(
|
||||
response_text: &str,
|
||||
expected_names: &[String],
|
||||
) -> String {
|
||||
[
|
||||
"下面这段文本本应是自定义世界关键场景探索网络补全批次的单个 JSON 对象,但当前不能被 JSON.parse 直接解析。".to_string(),
|
||||
"请只输出修复后的 JSON 对象。".to_string(),
|
||||
"顶层必须只包含一个 landmarks 数组。".to_string(),
|
||||
format!("这个数组里只能保留这些地点名:{}。", expected_names.join("、")),
|
||||
"名称必须与名单完全一致,不得增删改名;如果原文遗漏,可按名单顺序补齐占位对象。".to_string(),
|
||||
"每个地点都必须包含:name、description、sceneNpcNames、connectedLandmarkNames、entryHook。".to_string(),
|
||||
"如果缺少字段:字符串补空字符串,数组补空数组。".to_string(),
|
||||
"不要新增名单外的地点。".to_string(),
|
||||
"原始文本:".to_string(),
|
||||
response_text.trim().to_string(),
|
||||
].join("\n")
|
||||
}
|
||||
|
||||
pub(crate) fn build_custom_world_role_batch_prompt(
|
||||
framework: &JsonValue,
|
||||
role_type: &str,
|
||||
role_batch: &[JsonValue],
|
||||
stage: &str,
|
||||
) -> String {
|
||||
let key = role_key(role_type);
|
||||
let label = if role_type == "playable" {
|
||||
"可扮演角色"
|
||||
} else {
|
||||
"场景角色"
|
||||
};
|
||||
let stage_label = if stage == "narrative" {
|
||||
"叙事档案"
|
||||
} else {
|
||||
"养成档案"
|
||||
};
|
||||
let required_fields = if stage == "narrative" {
|
||||
"name、backstory、personality、motivation、combatStyle"
|
||||
} else {
|
||||
"name、backstoryReveal、skills、initialItems"
|
||||
};
|
||||
let template_extra = if stage == "narrative" {
|
||||
[
|
||||
" \"backstory\": \"公开背景\",",
|
||||
" \"personality\": \"性格关键词\",",
|
||||
" \"motivation\": \"当前动机\",",
|
||||
" \"combatStyle\": \"行动或战斗风格\"",
|
||||
]
|
||||
.join("\n")
|
||||
} else {
|
||||
[
|
||||
" \"backstoryReveal\": { \"publicSummary\": \"公开摘要\", \"chapters\": [{ \"affinityRequired\": 15, \"title\": \"羁绊章节\", \"summary\": \"章节摘要\" }] },",
|
||||
" \"skills\": [{ \"name\": \"技能名\", \"summary\": \"技能摘要\", \"style\": \"风格\" }],",
|
||||
" \"initialItems\": [{ \"name\": \"物品名\", \"category\": \"道具\", \"quantity\": 1, \"rarity\": \"common\", \"description\": \"描述\", \"tags\": [\"标签\"] }]",
|
||||
].join("\n")
|
||||
};
|
||||
[
|
||||
format!("请为下面这一批{label}补全{stage_label}。"),
|
||||
"你必须只输出一个能被 JSON.parse 直接解析的 JSON 对象,不要输出 Markdown、代码块、注释或解释。".to_string(),
|
||||
"世界核心信息:".to_string(),
|
||||
build_framework_summary_text(framework, 10),
|
||||
"本批角色:".to_string(),
|
||||
build_role_outline_prompt_text(role_batch, framework, role_type),
|
||||
"".to_string(),
|
||||
"输出 JSON 模板:".to_string(),
|
||||
"{".to_string(),
|
||||
format!(" \"{key}\": ["),
|
||||
" {".to_string(),
|
||||
" \"name\": \"角色名称\",".to_string(),
|
||||
template_extra,
|
||||
" }".to_string(),
|
||||
" ]".to_string(),
|
||||
"}".to_string(),
|
||||
"".to_string(),
|
||||
"要求:".to_string(),
|
||||
"- 必须只补全本批角色,name 必须与本批角色完全一致,不得增删改名。".to_string(),
|
||||
format!("- 每个角色必须包含:{required_fields}。"),
|
||||
if stage == "narrative" { "- backstory 控制在 32 到 80 个汉字内;personality、motivation、combatStyle 都要短而具体。".to_string() } else { format!("- backstoryReveal 必须包含 publicSummary 和 4 个 chapters,chapters.affinityRequired 固定为 {}。", CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES.iter().map(i64::to_string).collect::<Vec<_>>().join("、")) },
|
||||
if stage == "narrative" { "- 不要输出 backstoryReveal、skills、initialItems。".to_string() } else { "- skills 默认 3 个;initialItems 默认 3 个;不要输出 backstory、personality、motivation、combatStyle。".to_string() },
|
||||
"- 所有生成文本都必须使用中文。".to_string(),
|
||||
"- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。".to_string(),
|
||||
].into_iter().filter(|value| !value.is_empty()).collect::<Vec<_>>().join("\n")
|
||||
}
|
||||
|
||||
pub(crate) fn build_custom_world_role_batch_json_repair_prompt(
|
||||
response_text: &str,
|
||||
role_type: &str,
|
||||
stage: &str,
|
||||
expected_names: &[String],
|
||||
) -> String {
|
||||
let key = role_key(role_type);
|
||||
if stage == "narrative" {
|
||||
return [
|
||||
format!("下面这段文本本应是自定义世界{}叙事档案补全批次的单个 JSON 对象,但当前不能被 JSON.parse 直接解析。", if role_type == "playable" { "可扮演角色" } else { "场景角色" }),
|
||||
"请只输出修复后的 JSON 对象。".to_string(),
|
||||
format!("顶层必须只包含一个 {key} 数组。"),
|
||||
format!("这个数组里只能保留这些角色名:{}。", expected_names.join("、")),
|
||||
"名称必须与名单完全一致,不得增删改名;如果原文遗漏,可按名单顺序补齐占位对象。".to_string(),
|
||||
"每个角色都必须包含:name、backstory、personality、motivation、combatStyle。".to_string(),
|
||||
"如果缺少字段:字符串补空字符串。".to_string(),
|
||||
"不要输出 backstoryReveal、skills、initialItems,也不要新增名单外的角色。".to_string(),
|
||||
"原始文本:".to_string(),
|
||||
response_text.trim().to_string(),
|
||||
].join("\n");
|
||||
}
|
||||
[
|
||||
format!("下面这段文本本应是自定义世界{}档案补全批次的单个 JSON 对象,但当前不能被 JSON.parse 直接解析。", if role_type == "playable" { "可扮演角色" } else { "场景角色" }),
|
||||
"请只输出修复后的 JSON 对象。".to_string(),
|
||||
format!("顶层必须只包含一个 {key} 数组。"),
|
||||
format!("这个数组里只能保留这些角色名:{}。", expected_names.join("、")),
|
||||
"名称必须与名单完全一致,不得增删改名;如果原文遗漏,可按名单顺序补齐占位对象。".to_string(),
|
||||
"每个角色都必须包含:name、backstoryReveal、skills、initialItems。".to_string(),
|
||||
format!("backstoryReveal 必须包含 publicSummary 和 4 个 chapters,chapters.affinityRequired 固定为 {}。", CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES.iter().map(i64::to_string).collect::<Vec<_>>().join("、")),
|
||||
"skills 默认补成 3 个对象,每个对象包含 name、summary、style;initialItems 默认补成 3 个对象,每个对象包含 name、category、quantity、rarity、description、tags。".to_string(),
|
||||
"不要输出 backstory、personality、motivation、combatStyle、landmarks,也不要新增名单外的角色。".to_string(),
|
||||
"原始文本:".to_string(),
|
||||
response_text.trim().to_string(),
|
||||
].join("\n")
|
||||
}
|
||||
|
||||
fn build_framework_summary_text(framework: &JsonValue, max_landmarks: usize) -> String {
|
||||
let landmark_text = array_field(framework, "landmarks")
|
||||
.into_iter()
|
||||
.take(max_landmarks)
|
||||
.map(|landmark| {
|
||||
format!(
|
||||
"{}({})",
|
||||
json_text(&landmark, "name").unwrap_or_default(),
|
||||
json_text(&landmark, "description").unwrap_or_default()
|
||||
)
|
||||
})
|
||||
.filter(|value| !value.trim().is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join("、");
|
||||
[
|
||||
format!("世界:{}", json_text(framework, "name").unwrap_or_default()),
|
||||
format!(
|
||||
"副标题:{}",
|
||||
json_text(framework, "subtitle").unwrap_or_default()
|
||||
),
|
||||
format!(
|
||||
"世界概述:{}",
|
||||
json_text(framework, "summary").unwrap_or_default()
|
||||
),
|
||||
format!(
|
||||
"世界基调:{}",
|
||||
json_text(framework, "tone").unwrap_or_default()
|
||||
),
|
||||
format!(
|
||||
"玩家核心目标:{}",
|
||||
json_text(framework, "playerGoal").unwrap_or_default()
|
||||
),
|
||||
json_string_array(framework, "majorFactions")
|
||||
.map(|items| format!("主要势力:{}", items.join("、")))
|
||||
.unwrap_or_default(),
|
||||
json_string_array(framework, "coreConflicts")
|
||||
.map(|items| format!("核心冲突:{}", items.join("、")))
|
||||
.unwrap_or_default(),
|
||||
format!(
|
||||
"开局归处:{}({})",
|
||||
json_path_text(framework, &["camp", "name"]).unwrap_or_default(),
|
||||
json_path_text(framework, &["camp", "description"]).unwrap_or_default()
|
||||
),
|
||||
if landmark_text.is_empty() {
|
||||
String::new()
|
||||
} else {
|
||||
format!("关键场景:{landmark_text}")
|
||||
},
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|value| !value.is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n")
|
||||
}
|
||||
|
||||
fn build_role_outline_prompt_text(
|
||||
role_batch: &[JsonValue],
|
||||
framework: &JsonValue,
|
||||
role_type: &str,
|
||||
) -> String {
|
||||
role_batch
|
||||
.iter()
|
||||
.map(|role| {
|
||||
let appearance_text = if role_type == "story" {
|
||||
landmark_names_for_role(
|
||||
framework,
|
||||
json_text(role, "name").unwrap_or_default().as_str(),
|
||||
)
|
||||
.join("、")
|
||||
} else {
|
||||
String::new()
|
||||
};
|
||||
[
|
||||
format!(
|
||||
"- {} / {}",
|
||||
json_text(role, "name").unwrap_or_default(),
|
||||
json_text(role, "title").unwrap_or_default()
|
||||
),
|
||||
format!("身份:{}", json_text(role, "role").unwrap_or_default()),
|
||||
format!(
|
||||
"框架描述:{}",
|
||||
json_text(role, "description").unwrap_or_default()
|
||||
),
|
||||
format!(
|
||||
"预设好感:{}",
|
||||
role.get("initialAffinity")
|
||||
.and_then(JsonValue::as_i64)
|
||||
.unwrap_or(0)
|
||||
),
|
||||
json_string_array(role, "relationshipHooks")
|
||||
.map(|items| format!("关系切入口:{}", items.join("、")))
|
||||
.unwrap_or_default(),
|
||||
json_string_array(role, "tags")
|
||||
.map(|items| format!("标签:{}", items.join("、")))
|
||||
.unwrap_or_default(),
|
||||
if appearance_text.is_empty() {
|
||||
String::new()
|
||||
} else {
|
||||
format!("出现场景:{appearance_text}")
|
||||
},
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|value| !value.is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n")
|
||||
})
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n")
|
||||
}
|
||||
|
||||
fn landmark_names_for_role(framework: &JsonValue, role_name: &str) -> Vec<String> {
|
||||
array_field(framework, "landmarks")
|
||||
.into_iter()
|
||||
.filter_map(|landmark| {
|
||||
let names = json_string_array(&landmark, "sceneNpcNames").unwrap_or_default();
|
||||
if names.iter().any(|name| name == role_name) {
|
||||
json_text(&landmark, "name")
|
||||
} else {
|
||||
None
|
||||
}
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
|
||||
fn role_key(role_type: &str) -> &'static str {
|
||||
if role_type == "playable" {
|
||||
"playableNpcs"
|
||||
} else {
|
||||
"storyNpcs"
|
||||
}
|
||||
}
|
||||
|
||||
fn array_field(value: &JsonValue, key: &str) -> Vec<JsonValue> {
|
||||
value
|
||||
.get(key)
|
||||
.and_then(JsonValue::as_array)
|
||||
.cloned()
|
||||
.unwrap_or_default()
|
||||
}
|
||||
|
||||
fn names_from_entries(entries: &[JsonValue]) -> Vec<String> {
|
||||
entries
|
||||
.iter()
|
||||
.filter_map(|entry| json_text(entry, "name"))
|
||||
.filter(|value| !value.is_empty())
|
||||
.collect()
|
||||
}
|
||||
|
||||
fn json_text(value: &JsonValue, key: &str) -> Option<String> {
|
||||
json_path_text(value, &[key])
|
||||
}
|
||||
|
||||
fn json_path_text(value: &JsonValue, path: &[&str]) -> Option<String> {
|
||||
let mut current = value;
|
||||
for segment in path {
|
||||
current = current.get(*segment)?;
|
||||
}
|
||||
current
|
||||
.as_str()
|
||||
.map(str::trim)
|
||||
.filter(|value| !value.is_empty())
|
||||
.map(ToOwned::to_owned)
|
||||
}
|
||||
|
||||
fn json_string_array(value: &JsonValue, key: &str) -> Option<Vec<String>> {
|
||||
let items = value
|
||||
.get(key)?
|
||||
.as_array()?
|
||||
.iter()
|
||||
.filter_map(|entry| entry.as_str().map(str::trim))
|
||||
.filter(|entry| !entry.is_empty())
|
||||
.map(ToOwned::to_owned)
|
||||
.collect::<Vec<_>>();
|
||||
if items.is_empty() { None } else { Some(items) }
|
||||
}
|
||||
|
||||
fn compact_json_text(value: &JsonValue) -> String {
|
||||
serde_json::to_string(value).unwrap_or_else(|_| "null".to_string())
|
||||
}
|
||||
4
server-rs/crates/api-server/src/prompt/mod.rs
Normal file
4
server-rs/crates/api-server/src/prompt/mod.rs
Normal file
@@ -0,0 +1,4 @@
|
||||
pub(crate) mod character_animation;
|
||||
pub(crate) mod character_visual;
|
||||
pub(crate) mod foundation_draft;
|
||||
pub(crate) mod scene_background;
|
||||
166
server-rs/crates/api-server/src/prompt/scene_background.rs
Normal file
166
server-rs/crates/api-server/src/prompt/scene_background.rs
Normal file
@@ -0,0 +1,166 @@
|
||||
#[derive(Clone, Debug, Default)]
|
||||
pub(crate) struct SceneImagePromptProfile<'a> {
|
||||
pub name: &'a str,
|
||||
pub subtitle: &'a str,
|
||||
pub tone: &'a str,
|
||||
pub player_goal: &'a str,
|
||||
pub summary: &'a str,
|
||||
pub setting_text: &'a str,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Default)]
|
||||
pub(crate) struct SceneImagePromptLandmark<'a> {
|
||||
pub name: &'a str,
|
||||
pub description: &'a str,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug)]
|
||||
pub(crate) struct SceneImagePromptParams<'a> {
|
||||
pub profile: SceneImagePromptProfile<'a>,
|
||||
pub landmark: SceneImagePromptLandmark<'a>,
|
||||
pub user_prompt: &'a str,
|
||||
pub has_reference_image: bool,
|
||||
pub fallback_landmark_name: Option<&'a str>,
|
||||
pub fallback_world_name: &'a str,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug)]
|
||||
pub(crate) struct SceneActBackgroundPromptParams<'a> {
|
||||
pub world_name: &'a str,
|
||||
pub world_tone: &'a str,
|
||||
pub scene_name: &'a str,
|
||||
pub title: &'a str,
|
||||
pub summary: &'a str,
|
||||
pub act_goal: &'a str,
|
||||
pub transition_hook: &'a str,
|
||||
pub primary_role_name: &'a str,
|
||||
pub support_role_names: Vec<String>,
|
||||
pub prompt_text: &'a str,
|
||||
}
|
||||
|
||||
pub(crate) const DEFAULT_CUSTOM_WORLD_SCENE_IMAGE_NEGATIVE_PROMPT: &str = "文字,水印,logo,UI界面,对话框,边框,人物近景特写,多人合照,模糊,低清晰度,畸形建筑,现代车辆,监控摄像头";
|
||||
|
||||
pub(crate) fn build_custom_world_scene_image_prompt(params: SceneImagePromptParams<'_>) -> String {
|
||||
let world_name = clamp_scene_image_text(
|
||||
if params.profile.name.trim().is_empty() {
|
||||
params.fallback_world_name
|
||||
} else {
|
||||
params.profile.name
|
||||
},
|
||||
18,
|
||||
);
|
||||
let world_subtitle = clamp_scene_image_text(params.profile.subtitle, 18);
|
||||
let world_tone = clamp_scene_image_text(params.profile.tone, 48);
|
||||
let world_goal = clamp_scene_image_text(params.profile.player_goal, 48);
|
||||
let world_summary = clamp_scene_image_text(params.profile.summary, 72);
|
||||
let world_setting = clamp_scene_image_text(params.profile.setting_text, 72);
|
||||
let landmark_name = clamp_scene_image_text(
|
||||
if params.landmark.name.trim().is_empty() {
|
||||
params.fallback_landmark_name.unwrap_or("未命名场景")
|
||||
} else {
|
||||
params.landmark.name
|
||||
},
|
||||
18,
|
||||
);
|
||||
let landmark_description = clamp_scene_image_text(params.landmark.description, 96);
|
||||
let requested_visual = clamp_scene_image_text(params.user_prompt, 120);
|
||||
|
||||
vec![
|
||||
"为横版 16:9 2D RPG 生成高完成度像素风场景背景,适合作为剧情探索与战斗底图。".to_string(),
|
||||
"画面构图必须严格按上下 1:1 分区:上半部分严格控制在整张图的 1/2 高度内,只描绘场景远景与中远景轮廓,不要让背景内容向下侵占超过半屏。".to_string(),
|
||||
"下半部分严格占据整张图的 1/2 高度,用于玩家角色站位与展示,必须是模拟 3D 游戏视角的地面近景,有明确的透视延伸和近大远小关系,不是平铺的 2D 侧视地面。".to_string(),
|
||||
"下半部分的内容必须是明确可站立的地面本体,例如道路、石板、平台、广场、甲板、沙地或草地,要有连续、稳定、可落脚的站位逻辑,不能只是装饰性前景、坑洞、障碍堆、栏杆带或不可通行的景物。".to_string(),
|
||||
"下半部分地面近景要保持相对简洁、低细节、轮廓清楚、便于角色站立,不要堆满道具、植被、碎石、栏杆或复杂装饰。".to_string(),
|
||||
if params.has_reference_image {
|
||||
"已提供一张自定义参考图,请沿用其构图、镜头或氛围线索,同时继续满足本次场景需求。".to_string()
|
||||
} else {
|
||||
String::new()
|
||||
},
|
||||
format!(
|
||||
"世界:{}{}。",
|
||||
if world_name.is_empty() {
|
||||
"未命名世界"
|
||||
} else {
|
||||
world_name.as_str()
|
||||
},
|
||||
if world_subtitle.is_empty() {
|
||||
String::new()
|
||||
} else {
|
||||
format!(",{world_subtitle}")
|
||||
}
|
||||
),
|
||||
conditional_prompt_line("玩家设定", world_setting.as_str()),
|
||||
conditional_prompt_line("世界概述", world_summary.as_str()),
|
||||
conditional_prompt_line("整体基调", world_tone.as_str()),
|
||||
conditional_prompt_line("玩家目标关联", world_goal.as_str()),
|
||||
format!(
|
||||
"场景名称:{}。",
|
||||
if landmark_name.is_empty() {
|
||||
"未命名场景"
|
||||
} else {
|
||||
landmark_name.as_str()
|
||||
}
|
||||
),
|
||||
conditional_prompt_line("场景描述", landmark_description.as_str()),
|
||||
conditional_prompt_line("本次想要生成的画面内容", requested_visual.as_str()),
|
||||
"不要出现 UI、字幕、文字、水印、logo 或装饰边框,人物仅可作为很小的远景剪影,画面重点放在场景本身,不要遮挡下半部分的角色展示区域。".to_string(),
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|line| !line.is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join("")
|
||||
}
|
||||
|
||||
pub(crate) fn build_scene_act_background_image_prompt(
|
||||
params: SceneActBackgroundPromptParams<'_>,
|
||||
) -> String {
|
||||
// 幕背景图不是普通地点图,必须把世界、幕目标、过渡钩子和角色关系一起写入图像提示词,
|
||||
// 同时明确禁止角色立绘和 UI 元素进入背景资产。
|
||||
[
|
||||
format!("这是世界《{}》中的场景幕背景图。", params.world_name),
|
||||
format!("场景:{}", params.scene_name),
|
||||
format!("幕标题:{}", params.title),
|
||||
format!("幕摘要:{}", params.summary),
|
||||
format!("幕目标:{}", params.act_goal),
|
||||
format!("过渡钩子:{}", params.transition_hook),
|
||||
format!(
|
||||
"主角色:{}",
|
||||
if params.primary_role_name.trim().is_empty() {
|
||||
"待补主角色"
|
||||
} else {
|
||||
params.primary_role_name.trim()
|
||||
}
|
||||
),
|
||||
if params.support_role_names.is_empty() {
|
||||
String::new()
|
||||
} else {
|
||||
format!("辅助角色:{}", params.support_role_names.join("、"))
|
||||
},
|
||||
format!("世界气质:{}", params.world_tone),
|
||||
format!("背景描述:{}", params.prompt_text),
|
||||
"要求:只生成环境背景,不出现角色立绘、站位 UI、对白框、按钮或文字。".to_string(),
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|line| !line.trim().is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n")
|
||||
}
|
||||
|
||||
fn clamp_scene_image_text(value: &str, max_length: usize) -> String {
|
||||
value
|
||||
.trim()
|
||||
.replace(char::is_whitespace, " ")
|
||||
.chars()
|
||||
.take(max_length)
|
||||
.collect::<String>()
|
||||
.trim()
|
||||
.to_string()
|
||||
}
|
||||
|
||||
fn conditional_prompt_line(prefix: &str, value: &str) -> String {
|
||||
if value.is_empty() {
|
||||
String::new()
|
||||
} else {
|
||||
format!("{prefix}:{value}。")
|
||||
}
|
||||
}
|
||||
419
server-rs/crates/api-server/src/runtime_chat.rs
Normal file
419
server-rs/crates/api-server/src/runtime_chat.rs
Normal file
@@ -0,0 +1,419 @@
|
||||
use axum::{
|
||||
Json,
|
||||
extract::{Extension, State},
|
||||
http::{StatusCode, header},
|
||||
response::{IntoResponse, Response},
|
||||
};
|
||||
use platform_llm::{LlmMessage, LlmTextRequest};
|
||||
use serde::Deserialize;
|
||||
use serde_json::{Value, json};
|
||||
|
||||
use crate::{
|
||||
http_error::AppError,
|
||||
request_context::RequestContext,
|
||||
runtime_chat_prompt::{
|
||||
NPC_CHAT_TURN_REPLY_SYSTEM_PROMPT, NPC_CHAT_TURN_SUGGESTION_SYSTEM_PROMPT,
|
||||
NpcChatTurnPromptInput, build_npc_chat_turn_reply_prompt,
|
||||
build_npc_chat_turn_suggestion_prompt,
|
||||
},
|
||||
state::AppState,
|
||||
};
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
#[serde(rename_all = "camelCase")]
|
||||
pub struct NpcChatTurnRequest {
|
||||
#[serde(default)]
|
||||
world_type: String,
|
||||
#[serde(default)]
|
||||
character: Option<Value>,
|
||||
#[serde(default)]
|
||||
player: Option<Value>,
|
||||
encounter: Value,
|
||||
#[serde(default)]
|
||||
monsters: Vec<Value>,
|
||||
#[serde(default)]
|
||||
history: Vec<Value>,
|
||||
#[serde(default)]
|
||||
context: Value,
|
||||
#[serde(default)]
|
||||
conversation_history: Vec<Value>,
|
||||
#[serde(default)]
|
||||
dialogue: Vec<Value>,
|
||||
#[serde(default)]
|
||||
combat_context: Option<Value>,
|
||||
player_message: String,
|
||||
#[serde(default)]
|
||||
npc_state: Value,
|
||||
#[serde(default)]
|
||||
npc_initiates_conversation: bool,
|
||||
#[serde(default)]
|
||||
chat_directive: Option<Value>,
|
||||
}
|
||||
|
||||
pub async fn stream_runtime_npc_chat_turn(
|
||||
State(state): State<AppState>,
|
||||
Extension(request_context): Extension<RequestContext>,
|
||||
Json(payload): Json<NpcChatTurnRequest>,
|
||||
) -> Result<Response, Response> {
|
||||
let npc_name = read_string_field(&payload.encounter, "npcName")
|
||||
.or_else(|| read_string_field(&payload.encounter, "name"))
|
||||
.unwrap_or_else(|| "对方".to_string());
|
||||
let player_message = payload.player_message.trim();
|
||||
if player_message.is_empty() {
|
||||
return Err(runtime_chat_error_response(
|
||||
&request_context,
|
||||
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
|
||||
"provider": "runtime-chat",
|
||||
"message": "playerMessage 不能为空",
|
||||
})),
|
||||
));
|
||||
}
|
||||
|
||||
let llm_result =
|
||||
generate_llm_npc_chat_turn(&state, &request_context, &payload, &npc_name).await;
|
||||
let (mut body, npc_reply, suggestions) = match llm_result {
|
||||
Some(result) => result,
|
||||
None => {
|
||||
let npc_reply = build_deterministic_npc_reply(
|
||||
npc_name.as_str(),
|
||||
player_message,
|
||||
payload.npc_initiates_conversation,
|
||||
);
|
||||
let suggestions = if should_force_chat_exit(payload.chat_directive.as_ref()) {
|
||||
Vec::new()
|
||||
} else {
|
||||
build_deterministic_chat_suggestions(npc_name.as_str(), player_message)
|
||||
};
|
||||
let mut body = String::new();
|
||||
append_sse_event(
|
||||
&request_context,
|
||||
&mut body,
|
||||
"reply_delta",
|
||||
&json!({ "text": npc_reply }),
|
||||
)?;
|
||||
(body, npc_reply, suggestions)
|
||||
}
|
||||
};
|
||||
|
||||
let chatted_count = read_number_field(&payload.npc_state, "chattedCount").unwrap_or(0.0);
|
||||
let affinity_delta =
|
||||
compute_npc_chat_affinity_delta(player_message, npc_reply.as_str(), chatted_count);
|
||||
let complete_payload = json!({
|
||||
"npcReply": npc_reply,
|
||||
"affinityDelta": affinity_delta,
|
||||
"affinityText": describe_affinity_shift(affinity_delta),
|
||||
"suggestions": suggestions,
|
||||
"pendingQuestOffer": null,
|
||||
"chatDirective": build_completion_directive(payload.chat_directive.as_ref()),
|
||||
});
|
||||
|
||||
append_sse_event(&request_context, &mut body, "complete", &complete_payload)?;
|
||||
body.push_str("data: [DONE]\n\n");
|
||||
Ok(build_event_stream_response(body))
|
||||
}
|
||||
|
||||
async fn generate_llm_npc_chat_turn(
|
||||
state: &AppState,
|
||||
request_context: &RequestContext,
|
||||
payload: &NpcChatTurnRequest,
|
||||
npc_name: &str,
|
||||
) -> Option<(String, String, Vec<String>)> {
|
||||
let llm_client = state.llm_client()?;
|
||||
let character = payload
|
||||
.character
|
||||
.as_ref()
|
||||
.or(payload.player.as_ref())
|
||||
.unwrap_or(&Value::Null);
|
||||
let prompt_input = NpcChatTurnPromptInput {
|
||||
world_type: payload.world_type.as_str(),
|
||||
character,
|
||||
encounter: &payload.encounter,
|
||||
monsters: &payload.monsters,
|
||||
history: &payload.history,
|
||||
context: &payload.context,
|
||||
conversation_history: &payload.conversation_history,
|
||||
dialogue: &payload.dialogue,
|
||||
combat_context: payload.combat_context.as_ref(),
|
||||
player_message: payload.player_message.as_str(),
|
||||
npc_state: &payload.npc_state,
|
||||
npc_initiates_conversation: payload.npc_initiates_conversation,
|
||||
chat_directive: payload.chat_directive.as_ref(),
|
||||
};
|
||||
|
||||
let mut body = String::new();
|
||||
let reply_prompt = build_npc_chat_turn_reply_prompt(&prompt_input);
|
||||
let mut reply_request = LlmTextRequest::new(vec![
|
||||
LlmMessage::system(NPC_CHAT_TURN_REPLY_SYSTEM_PROMPT),
|
||||
LlmMessage::user(reply_prompt),
|
||||
]);
|
||||
reply_request.max_tokens = Some(700);
|
||||
reply_request.enable_web_search = state.config.rpg_llm_web_search_enabled;
|
||||
|
||||
let reply_response = llm_client
|
||||
.stream_text(reply_request, |delta| {
|
||||
let _ = append_sse_event(
|
||||
request_context,
|
||||
&mut body,
|
||||
"reply_delta",
|
||||
&json!({ "text": delta.accumulated_text }),
|
||||
);
|
||||
})
|
||||
.await
|
||||
.ok()?;
|
||||
let npc_reply = normalize_required_text(reply_response.content.as_str()).unwrap_or_else(|| {
|
||||
build_deterministic_npc_reply(
|
||||
npc_name,
|
||||
payload.player_message.as_str(),
|
||||
payload.npc_initiates_conversation,
|
||||
)
|
||||
});
|
||||
|
||||
if should_force_chat_exit(payload.chat_directive.as_ref()) {
|
||||
return Some((body, npc_reply, Vec::new()));
|
||||
}
|
||||
|
||||
let suggestion_prompt =
|
||||
build_npc_chat_turn_suggestion_prompt(&prompt_input, npc_reply.as_str());
|
||||
let mut suggestion_request = LlmTextRequest::new(vec![
|
||||
LlmMessage::system(NPC_CHAT_TURN_SUGGESTION_SYSTEM_PROMPT),
|
||||
LlmMessage::user(suggestion_prompt),
|
||||
]);
|
||||
suggestion_request.max_tokens = Some(200);
|
||||
suggestion_request.enable_web_search = state.config.rpg_llm_web_search_enabled;
|
||||
let suggestions = llm_client
|
||||
.request_text(suggestion_request)
|
||||
.await
|
||||
.ok()
|
||||
.map(|response| parse_line_list_content(response.content.as_str(), 3))
|
||||
.filter(|items| items.len() == 3)
|
||||
.unwrap_or_else(|| build_fallback_npc_chat_suggestions(payload.player_message.as_str()));
|
||||
|
||||
Some((body, npc_reply, suggestions))
|
||||
}
|
||||
|
||||
fn build_deterministic_npc_reply(
|
||||
npc_name: &str,
|
||||
player_message: &str,
|
||||
npc_initiates_conversation: bool,
|
||||
) -> String {
|
||||
// Rust API 尚未迁入旧 Node 的完整 LLM NPC 聊天编排前,先由后端提供稳定兜底,保证相遇与选项聊天链路不断。
|
||||
if npc_initiates_conversation {
|
||||
return format!("{npc_name}看向你,先开口说道:“你来了。先别急着走,我正有话想和你说。”");
|
||||
}
|
||||
format!("{npc_name}听完你的话,回应道:“{player_message}。我明白你的意思,我们继续说。”")
|
||||
}
|
||||
|
||||
fn build_deterministic_chat_suggestions(npc_name: &str, player_message: &str) -> Vec<String> {
|
||||
// 建议只承载玩家可点选的行动意图,不在 UI 里额外塞说明文案。
|
||||
vec![
|
||||
format!("继续询问{npc_name}的近况"),
|
||||
"追问这里发生了什么".to_string(),
|
||||
if player_message.contains('帮') || player_message.contains('忙') {
|
||||
"请对方说清需要什么帮助".to_string()
|
||||
} else {
|
||||
"换个轻松的话题".to_string()
|
||||
},
|
||||
]
|
||||
}
|
||||
|
||||
fn build_fallback_npc_chat_suggestions(player_message: &str) -> Vec<String> {
|
||||
let topic = player_message.trim().chars().take(8).collect::<String>();
|
||||
let topic = if topic.is_empty() {
|
||||
"刚才那句".to_string()
|
||||
} else {
|
||||
topic
|
||||
};
|
||||
|
||||
vec![
|
||||
"你刚才那句是什么意思".to_string(),
|
||||
format!("这事和{topic}有关吗"),
|
||||
"你愿意再说清楚点吗".to_string(),
|
||||
]
|
||||
}
|
||||
|
||||
fn build_completion_directive(chat_directive: Option<&Value>) -> Value {
|
||||
let Some(directive) = chat_directive else {
|
||||
return Value::Null;
|
||||
};
|
||||
let closing_mode = read_string_field(directive, "closingMode")
|
||||
.filter(|value| value == "foreshadow_close")
|
||||
.unwrap_or_else(|| "free".to_string());
|
||||
let force_exit = closing_mode == "foreshadow_close"
|
||||
|| directive
|
||||
.get("forceExitAfterTurn")
|
||||
.and_then(Value::as_bool)
|
||||
.unwrap_or(false);
|
||||
|
||||
json!({
|
||||
"turnLimit": directive.get("turnLimit").cloned().unwrap_or(Value::Null),
|
||||
"remainingTurns": directive.get("remainingTurns").cloned().unwrap_or(Value::Null),
|
||||
"forceExit": force_exit,
|
||||
"closingMode": closing_mode,
|
||||
})
|
||||
}
|
||||
|
||||
fn read_string_field(value: &Value, field: &str) -> Option<String> {
|
||||
value
|
||||
.get(field)
|
||||
.and_then(Value::as_str)
|
||||
.map(str::trim)
|
||||
.filter(|text| !text.is_empty())
|
||||
.map(ToOwned::to_owned)
|
||||
}
|
||||
|
||||
fn read_number_field(value: &Value, field: &str) -> Option<f64> {
|
||||
value
|
||||
.get(field)
|
||||
.and_then(Value::as_f64)
|
||||
.filter(|number| number.is_finite())
|
||||
}
|
||||
|
||||
fn should_force_chat_exit(chat_directive: Option<&Value>) -> bool {
|
||||
let Some(directive) = chat_directive else {
|
||||
return false;
|
||||
};
|
||||
|
||||
read_string_field(directive, "closingMode").as_deref() == Some("foreshadow_close")
|
||||
|| directive
|
||||
.get("forceExitAfterTurn")
|
||||
.and_then(Value::as_bool)
|
||||
.unwrap_or(false)
|
||||
}
|
||||
|
||||
fn normalize_required_text(value: &str) -> Option<String> {
|
||||
let normalized = value.trim();
|
||||
if normalized.is_empty() {
|
||||
return None;
|
||||
}
|
||||
Some(normalized.to_string())
|
||||
}
|
||||
|
||||
fn parse_line_list_content(text: &str, max_items: usize) -> Vec<String> {
|
||||
text.replace('\r', "")
|
||||
.lines()
|
||||
.map(|line| trim_line_list_marker(line.trim()).trim().to_string())
|
||||
.filter(|line| !line.is_empty())
|
||||
.take(max_items)
|
||||
.collect()
|
||||
}
|
||||
|
||||
fn trim_line_list_marker(line: &str) -> &str {
|
||||
line.trim_start_matches(|character: char| {
|
||||
character == '-'
|
||||
|| character == '*'
|
||||
|| character.is_ascii_digit()
|
||||
|| character == '.'
|
||||
|| character == ')'
|
||||
|| character.is_whitespace()
|
||||
})
|
||||
}
|
||||
|
||||
fn count_keyword_matches(text: &str, keywords: &[&str]) -> i32 {
|
||||
keywords
|
||||
.iter()
|
||||
.filter(|keyword| text.contains(**keyword))
|
||||
.count() as i32
|
||||
}
|
||||
|
||||
fn clamp_affinity_delta(value: i32) -> i32 {
|
||||
value.clamp(-3, 3)
|
||||
}
|
||||
|
||||
fn compute_npc_chat_affinity_delta(
|
||||
player_message: &str,
|
||||
npc_reply: &str,
|
||||
chatted_count: f64,
|
||||
) -> i32 {
|
||||
let positive_keywords = [
|
||||
"谢谢", "辛苦", "抱歉", "理解", "相信", "放心", "一起", "帮你", "在意", "关心",
|
||||
];
|
||||
let negative_keywords = [
|
||||
"闭嘴",
|
||||
"滚",
|
||||
"少废话",
|
||||
"威胁",
|
||||
"骗",
|
||||
"不信",
|
||||
"别装",
|
||||
"快说",
|
||||
"审问",
|
||||
"怀疑",
|
||||
];
|
||||
let warm_reply_keywords = ["可以", "愿意", "放心", "谢谢", "明白", "好"];
|
||||
let cold_reply_keywords = ["没必要", "不想", "别问", "与你无关", "算了", "住口"];
|
||||
|
||||
let positive_score = count_keyword_matches(player_message.trim(), &positive_keywords)
|
||||
+ count_keyword_matches(npc_reply.trim(), &warm_reply_keywords);
|
||||
let negative_score = count_keyword_matches(player_message.trim(), &negative_keywords)
|
||||
+ count_keyword_matches(npc_reply.trim(), &cold_reply_keywords);
|
||||
|
||||
if positive_score == 0 && negative_score == 0 {
|
||||
return if chatted_count == 0.0 { 1 } else { 0 };
|
||||
}
|
||||
|
||||
if positive_score > negative_score {
|
||||
let base_delta = positive_score - negative_score + if chatted_count <= 1.0 { 1 } else { 0 };
|
||||
return clamp_affinity_delta(base_delta);
|
||||
}
|
||||
|
||||
if negative_score > positive_score {
|
||||
return clamp_affinity_delta(positive_score - negative_score);
|
||||
}
|
||||
|
||||
0
|
||||
}
|
||||
|
||||
fn describe_affinity_shift(affinity_delta: i32) -> &'static str {
|
||||
if affinity_delta >= 8 {
|
||||
return "态度明显软化了下来。";
|
||||
}
|
||||
if affinity_delta >= 5 {
|
||||
return "态度比刚才亲近了一些。";
|
||||
}
|
||||
if affinity_delta > 0 {
|
||||
return "对话气氛稍微松动了一点。";
|
||||
}
|
||||
if affinity_delta < 0 {
|
||||
return "这轮对话让气氛变得更紧了一些。";
|
||||
}
|
||||
"这轮对话暂时没有带来明显关系变化。"
|
||||
}
|
||||
|
||||
fn append_sse_event(
|
||||
request_context: &RequestContext,
|
||||
body: &mut String,
|
||||
event: &str,
|
||||
payload: &Value,
|
||||
) -> Result<(), Response> {
|
||||
let payload_text = serde_json::to_string(payload).map_err(|error| {
|
||||
runtime_chat_error_response(
|
||||
request_context,
|
||||
AppError::from_status(StatusCode::INTERNAL_SERVER_ERROR).with_details(json!({
|
||||
"provider": "runtime-chat",
|
||||
"message": format!("SSE payload 序列化失败:{error}"),
|
||||
})),
|
||||
)
|
||||
})?;
|
||||
body.push_str("event: ");
|
||||
body.push_str(event);
|
||||
body.push('\n');
|
||||
body.push_str("data: ");
|
||||
body.push_str(&payload_text);
|
||||
body.push_str("\n\n");
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn build_event_stream_response(body: String) -> Response {
|
||||
(
|
||||
[
|
||||
(header::CONTENT_TYPE, "text/event-stream; charset=utf-8"),
|
||||
(header::CACHE_CONTROL, "no-cache"),
|
||||
],
|
||||
body,
|
||||
)
|
||||
.into_response()
|
||||
}
|
||||
|
||||
fn runtime_chat_error_response(request_context: &RequestContext, error: AppError) -> Response {
|
||||
error.into_response_with_context(Some(request_context))
|
||||
}
|
||||
549
server-rs/crates/api-server/src/runtime_chat_prompt.rs
Normal file
549
server-rs/crates/api-server/src/runtime_chat_prompt.rs
Normal file
@@ -0,0 +1,549 @@
|
||||
use serde_json::Value;
|
||||
|
||||
pub(crate) const NPC_CHAT_TURN_REPLY_SYSTEM_PROMPT: &str = r#"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。"#;
|
||||
|
||||
pub(crate) const NPC_CHAT_TURN_SUGGESTION_SYSTEM_PROMPT: &str = r#"你要为玩家生成下一轮可直接点击的 3 条聊天续写候选。
|
||||
只输出纯文本,共 3 行,每行 1 条。
|
||||
不要加编号、项目符号、Markdown、JSON 或额外说明。
|
||||
三条候选必须明显不同,分别体现继续追问、表达态度、轻微拉近关系这三种不同方向。"#;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub(crate) struct NpcChatTurnPromptInput<'a> {
|
||||
pub world_type: &'a str,
|
||||
pub character: &'a Value,
|
||||
pub encounter: &'a Value,
|
||||
pub monsters: &'a [Value],
|
||||
pub history: &'a [Value],
|
||||
pub context: &'a Value,
|
||||
pub conversation_history: &'a [Value],
|
||||
pub dialogue: &'a [Value],
|
||||
pub combat_context: Option<&'a Value>,
|
||||
pub player_message: &'a str,
|
||||
pub npc_state: &'a Value,
|
||||
pub npc_initiates_conversation: bool,
|
||||
pub chat_directive: Option<&'a Value>,
|
||||
}
|
||||
|
||||
pub(crate) fn build_npc_chat_turn_reply_prompt(payload: &NpcChatTurnPromptInput<'_>) -> String {
|
||||
let encounter = describe_encounter(payload.encounter);
|
||||
let context = as_record(payload.context);
|
||||
let npc_state = as_record(payload.npc_state);
|
||||
let chat_directive = payload.chat_directive.and_then(as_record);
|
||||
let conversation_history = if !payload.conversation_history.is_empty() {
|
||||
payload.conversation_history
|
||||
} else {
|
||||
payload.dialogue
|
||||
};
|
||||
let opening_camp_background =
|
||||
context.and_then(|record| read_string(record.get("openingCampBackground")));
|
||||
let opening_camp_dialogue =
|
||||
context.and_then(|record| read_string(record.get("openingCampDialogue")));
|
||||
let allowed_topics = context
|
||||
.and_then(|record| record.get("encounterAllowedTopics"))
|
||||
.map(read_string_array)
|
||||
.unwrap_or_default();
|
||||
let blocked_topics = context
|
||||
.and_then(|record| record.get("encounterBlockedTopics"))
|
||||
.map(read_string_array)
|
||||
.unwrap_or_default();
|
||||
let is_first_meaningful_contact = context
|
||||
.and_then(|record| read_bool(record.get("isFirstMeaningfulContact")))
|
||||
.unwrap_or(false);
|
||||
let affinity = npc_state
|
||||
.and_then(|record| read_number(record.get("affinity")))
|
||||
.unwrap_or(0.0);
|
||||
let chatted_count = npc_state
|
||||
.and_then(|record| read_number(record.get("chattedCount")))
|
||||
.unwrap_or(0.0);
|
||||
let limit_reason = chat_directive.and_then(|record| read_string(record.get("limitReason")));
|
||||
let turn_limit = chat_directive
|
||||
.and_then(|record| read_number(record.get("turnLimit")))
|
||||
.unwrap_or(0.0)
|
||||
.max(0.0);
|
||||
let remaining_turns = chat_directive
|
||||
.and_then(|record| read_number(record.get("remainingTurns")))
|
||||
.unwrap_or(0.0)
|
||||
.max(0.0);
|
||||
let closing_mode = chat_directive.and_then(|record| read_string(record.get("closingMode")));
|
||||
let is_limited_negative_affinity_chat =
|
||||
limit_reason.as_deref() == Some("negative_affinity") && turn_limit > 0.0;
|
||||
let is_foreshadow_close_turn = closing_mode.as_deref() == Some("foreshadow_close")
|
||||
|| chat_directive
|
||||
.and_then(|record| read_bool(record.get("forceExitAfterTurn")))
|
||||
.unwrap_or(false);
|
||||
let has_npc_reply_in_history = conversation_history.iter().any(|item| {
|
||||
as_record(item)
|
||||
.and_then(|turn| read_string(turn.get("speaker")))
|
||||
.is_some_and(|speaker| speaker == "npc")
|
||||
});
|
||||
let is_first_npc_spoken_turn =
|
||||
is_first_meaningful_contact && !has_npc_reply_in_history && chatted_count <= 0.0;
|
||||
let first_contact_relation_stance = describe_first_contact_relation_stance(
|
||||
context.and_then(|record| record.get("firstContactRelationStance")),
|
||||
);
|
||||
let combat_context_block = payload.combat_context.and_then(describe_npc_combat_context);
|
||||
|
||||
[
|
||||
Some(build_npc_dialogue_prompt_base(payload)),
|
||||
Some(describe_npc_conversation_history(
|
||||
conversation_history,
|
||||
encounter.npc_name.as_str(),
|
||||
)),
|
||||
combat_context_block,
|
||||
opening_camp_background.map(|text| format!("营地开场背景:{text}")),
|
||||
opening_camp_dialogue.map(|text| format!("刚刚发生的第一段对话:{text}")),
|
||||
Some(format!("当前关系值:{}", format_prompt_number(affinity))),
|
||||
Some(format!("已聊天轮次:{}", format_prompt_number(chatted_count))),
|
||||
if is_first_npc_spoken_turn {
|
||||
Some(format!(
|
||||
"当前接触阶段:第一次真正接触({first_contact_relation_stance})。这是这次聊天里 {} 第一次真正对玩家开口。",
|
||||
encounter.npc_name
|
||||
))
|
||||
} else {
|
||||
None
|
||||
},
|
||||
if is_first_npc_spoken_turn {
|
||||
Some("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。".to_string())
|
||||
} else {
|
||||
None
|
||||
},
|
||||
if is_first_npc_spoken_turn {
|
||||
Some("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。".to_string())
|
||||
} else {
|
||||
None
|
||||
},
|
||||
if payload.npc_initiates_conversation {
|
||||
Some(format!(
|
||||
"当前要求:这是 {} 主动开口的第一句,不要假装玩家已经先说过话。",
|
||||
encounter.npc_name
|
||||
))
|
||||
} else {
|
||||
None
|
||||
},
|
||||
if allowed_topics.is_empty() {
|
||||
None
|
||||
} else {
|
||||
Some(format!("当前更适合先谈:{}", allowed_topics.join("、")))
|
||||
},
|
||||
if blocked_topics.is_empty() {
|
||||
None
|
||||
} else {
|
||||
Some(format!("当前避免直接说破:{}", blocked_topics.join("、")))
|
||||
},
|
||||
if is_limited_negative_affinity_chat {
|
||||
Some(format!(
|
||||
"当前相遇属于负好感主角色有限聊天,本次总上限 {} 轮。",
|
||||
format_prompt_number(turn_limit)
|
||||
))
|
||||
} else {
|
||||
None
|
||||
},
|
||||
if is_limited_negative_affinity_chat {
|
||||
Some(format!(
|
||||
"在你回复完这一轮之后,还剩 {} 轮可以继续聊。",
|
||||
format_prompt_number(remaining_turns)
|
||||
))
|
||||
} else {
|
||||
None
|
||||
},
|
||||
if is_limited_negative_affinity_chat && !is_foreshadow_close_turn {
|
||||
Some("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。".to_string())
|
||||
} else {
|
||||
None
|
||||
},
|
||||
if is_foreshadow_close_turn {
|
||||
Some("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。".to_string())
|
||||
} else {
|
||||
None
|
||||
},
|
||||
if is_foreshadow_close_turn {
|
||||
Some("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。".to_string())
|
||||
} else {
|
||||
None
|
||||
},
|
||||
if is_foreshadow_close_turn {
|
||||
Some("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。".to_string())
|
||||
} else {
|
||||
None
|
||||
},
|
||||
if payload.npc_initiates_conversation {
|
||||
Some("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。".to_string())
|
||||
} else {
|
||||
Some(format!("玩家刚刚说:{}", payload.player_message.trim()))
|
||||
},
|
||||
if payload.npc_initiates_conversation {
|
||||
Some(format!(
|
||||
"现在请只写 {} 主动开口时会说的话。",
|
||||
encounter.npc_name
|
||||
))
|
||||
} else {
|
||||
Some(format!(
|
||||
"现在请只写 {} 这一轮会回复玩家的话。",
|
||||
encounter.npc_name
|
||||
))
|
||||
},
|
||||
]
|
||||
.into_iter()
|
||||
.flatten()
|
||||
.filter(|text| !text.trim().is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n\n")
|
||||
}
|
||||
|
||||
pub(crate) fn build_npc_chat_turn_suggestion_prompt(
|
||||
payload: &NpcChatTurnPromptInput<'_>,
|
||||
npc_reply: &str,
|
||||
) -> String {
|
||||
let encounter = describe_encounter(payload.encounter);
|
||||
let conversation_history = if !payload.conversation_history.is_empty() {
|
||||
payload.conversation_history
|
||||
} else {
|
||||
payload.dialogue
|
||||
};
|
||||
let combat_context_block = payload.combat_context.and_then(describe_npc_combat_context);
|
||||
|
||||
[
|
||||
Some(build_npc_dialogue_prompt_base(payload)),
|
||||
Some(describe_npc_conversation_history(
|
||||
conversation_history,
|
||||
encounter.npc_name.as_str(),
|
||||
)),
|
||||
combat_context_block,
|
||||
Some(format!("玩家刚刚说:{}", payload.player_message)),
|
||||
Some(format!("NPC 刚刚回复:{npc_reply}")),
|
||||
Some("请围绕刚刚这轮对话,为玩家生成 3 条下一轮可以直接说出口的中文接话短句。".to_string()),
|
||||
Some("每条都必须像玩家台词,不能写成行为描述、语气说明或策略建议。".to_string()),
|
||||
Some("每条都必须控制在 20 个字以内,不要加序号、引号、括号或解释。".to_string()),
|
||||
]
|
||||
.into_iter()
|
||||
.flatten()
|
||||
.filter(|text| !text.trim().is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n\n")
|
||||
}
|
||||
|
||||
fn build_npc_dialogue_prompt_base(payload: &NpcChatTurnPromptInput<'_>) -> String {
|
||||
let encounter = describe_encounter(payload.encounter);
|
||||
|
||||
[
|
||||
format!("世界:{}", describe_world(payload.world_type)),
|
||||
describe_scene_context(payload.context),
|
||||
describe_character("玩家 / ", payload.character),
|
||||
encounter.block,
|
||||
describe_monsters(payload.monsters),
|
||||
describe_story_history(payload.history),
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|text| !text.trim().is_empty())
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n\n")
|
||||
}
|
||||
|
||||
struct EncounterDescription {
|
||||
npc_name: String,
|
||||
block: String,
|
||||
}
|
||||
|
||||
fn describe_encounter(encounter: &Value) -> EncounterDescription {
|
||||
let record = as_record(encounter);
|
||||
let npc_name = record
|
||||
.and_then(|item| read_string(item.get("npcName")))
|
||||
.unwrap_or_else(|| "眼前角色".to_string());
|
||||
let context_text = record
|
||||
.and_then(|item| read_string(item.get("context")))
|
||||
.or_else(|| record.and_then(|item| read_string(item.get("npcDescription"))))
|
||||
.unwrap_or_else(|| "你们正在当前遭遇里继续对话。".to_string());
|
||||
|
||||
EncounterDescription {
|
||||
npc_name: npc_name.clone(),
|
||||
block: format!("当前对象:{npc_name}\n对象背景:{context_text}"),
|
||||
}
|
||||
}
|
||||
|
||||
fn describe_first_contact_relation_stance(value: Option<&Value>) -> String {
|
||||
match value.and_then(|item| item.as_str()).map(str::trim) {
|
||||
Some("guarded") => "戒备试探".to_string(),
|
||||
Some("neutral") => "正常交流但仍不熟".to_string(),
|
||||
Some("cooperative") => "已有善意,先确认合作节奏".to_string(),
|
||||
Some("bonded") => "明显信任,但仍是第一次正式对上人".to_string(),
|
||||
_ => "第一次真正接触".to_string(),
|
||||
}
|
||||
}
|
||||
|
||||
fn describe_world(world_type: &str) -> String {
|
||||
match world_type {
|
||||
"WUXIA" => "边城模板".to_string(),
|
||||
"XIANXIA" => "灵潮模板".to_string(),
|
||||
"CUSTOM" => "自定义世界".to_string(),
|
||||
value if !value.trim().is_empty() => value.to_string(),
|
||||
_ => "未知世界".to_string(),
|
||||
}
|
||||
}
|
||||
|
||||
fn describe_stats(label: &str, record: Option<&serde_json::Map<String, Value>>) -> String {
|
||||
let hp = record
|
||||
.and_then(|item| read_number(item.get("hp")))
|
||||
.unwrap_or(0.0);
|
||||
let max_hp = record
|
||||
.and_then(|item| read_number(item.get("maxHp")))
|
||||
.unwrap_or(hp)
|
||||
.max(1.0);
|
||||
let mana = record
|
||||
.and_then(|item| read_number(item.get("mana")))
|
||||
.unwrap_or(0.0);
|
||||
let max_mana = record
|
||||
.and_then(|item| read_number(item.get("maxMana")))
|
||||
.unwrap_or(mana)
|
||||
.max(1.0);
|
||||
|
||||
format!(
|
||||
"{label}生命 {}/{},灵力 {}/{}",
|
||||
format_prompt_number(hp),
|
||||
format_prompt_number(max_hp),
|
||||
format_prompt_number(mana),
|
||||
format_prompt_number(max_mana)
|
||||
)
|
||||
}
|
||||
|
||||
fn describe_character(label: &str, value: &Value) -> String {
|
||||
let record = as_record(value);
|
||||
let name = record
|
||||
.and_then(|item| read_string(item.get("name")))
|
||||
.unwrap_or_else(|| "未知角色".to_string());
|
||||
let title = record
|
||||
.and_then(|item| read_string(item.get("title")))
|
||||
.unwrap_or_else(|| "未知称号".to_string());
|
||||
let description = record
|
||||
.and_then(|item| read_string(item.get("description")))
|
||||
.unwrap_or_else(|| "暂无额外描述".to_string());
|
||||
let personality = record
|
||||
.and_then(|item| read_string(item.get("personality")))
|
||||
.unwrap_or_else(|| "性格信息未显式提供".to_string());
|
||||
|
||||
[
|
||||
format!("{label}姓名:{name}"),
|
||||
format!("{label}称号:{title}"),
|
||||
format!("{label}描述:{description}"),
|
||||
format!("{label}性格:{personality}"),
|
||||
]
|
||||
.join("\n")
|
||||
}
|
||||
|
||||
fn describe_story_history(history: &[Value]) -> String {
|
||||
if history.is_empty() {
|
||||
return "近期剧情:暂无。".to_string();
|
||||
}
|
||||
|
||||
let lines = history
|
||||
.iter()
|
||||
.rev()
|
||||
.take(4)
|
||||
.collect::<Vec<_>>()
|
||||
.into_iter()
|
||||
.rev()
|
||||
.filter_map(|item| as_record(item).and_then(|record| read_string(record.get("text"))))
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
if lines.is_empty() {
|
||||
"近期剧情:暂无。".to_string()
|
||||
} else {
|
||||
let mut result = vec!["近期剧情:".to_string()];
|
||||
result.extend(lines.into_iter().map(|line| format!("- {line}")));
|
||||
result.join("\n")
|
||||
}
|
||||
}
|
||||
|
||||
fn describe_npc_conversation_history(history: &[Value], npc_name: &str) -> String {
|
||||
if history.is_empty() {
|
||||
return "当前聊天记录:暂无。".to_string();
|
||||
}
|
||||
|
||||
let lines = history
|
||||
.iter()
|
||||
.rev()
|
||||
.take(10)
|
||||
.collect::<Vec<_>>()
|
||||
.into_iter()
|
||||
.rev()
|
||||
.filter_map(|item| {
|
||||
let record = as_record(item)?;
|
||||
let speaker = read_string(record.get("speaker"));
|
||||
let speaker_name = read_string(record.get("speakerName"));
|
||||
let text = read_string(record.get("text"))?;
|
||||
|
||||
match speaker.as_deref() {
|
||||
Some("player") => Some(format!("- 玩家:{text}")),
|
||||
Some("npc") => Some(format!(
|
||||
"- {}:{text}",
|
||||
speaker_name.unwrap_or_else(|| npc_name.to_string())
|
||||
)),
|
||||
Some("system") => Some(format!("- 系统提示:{text}")),
|
||||
_ => Some(format!(
|
||||
"- {}:{text}",
|
||||
speaker_name.unwrap_or_else(|| "同伴".to_string())
|
||||
)),
|
||||
}
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
if lines.is_empty() {
|
||||
"当前聊天记录:暂无。".to_string()
|
||||
} else {
|
||||
let mut result = vec!["当前聊天记录:".to_string()];
|
||||
result.extend(lines);
|
||||
result.join("\n")
|
||||
}
|
||||
}
|
||||
|
||||
fn describe_npc_combat_context(combat_context: &Value) -> Option<String> {
|
||||
let record = as_record(combat_context)?;
|
||||
let summary = read_string(record.get("summary"));
|
||||
let battle_outcome = read_string(record.get("battleOutcome"));
|
||||
let log_lines = record
|
||||
.get("logLines")
|
||||
.map(read_string_array)
|
||||
.unwrap_or_default()
|
||||
.into_iter()
|
||||
.take(6)
|
||||
.collect::<Vec<_>>();
|
||||
if summary.is_none() && log_lines.is_empty() {
|
||||
return None;
|
||||
}
|
||||
|
||||
let outcome_text = match battle_outcome.as_deref() {
|
||||
Some("spar_complete") => Some("切磋刚刚结束。".to_string()),
|
||||
Some("victory") => Some("战斗刚刚分出胜负。".to_string()),
|
||||
_ => None,
|
||||
};
|
||||
let mut lines = vec!["刚刚结束的交锋:".to_string()];
|
||||
if let Some(text) = outcome_text {
|
||||
lines.push(text);
|
||||
}
|
||||
if let Some(text) = summary {
|
||||
lines.push(format!("- 结果摘要:{text}"));
|
||||
}
|
||||
if !log_lines.is_empty() {
|
||||
lines.push("- 战斗日志:".to_string());
|
||||
lines.extend(log_lines.into_iter().map(|line| format!(" - {line}")));
|
||||
}
|
||||
Some(lines.join("\n"))
|
||||
}
|
||||
|
||||
fn describe_scene_context(context: &Value) -> String {
|
||||
let record = as_record(context);
|
||||
let scene_name = record
|
||||
.and_then(|item| read_string(item.get("sceneName")))
|
||||
.unwrap_or_else(|| "当前区域".to_string());
|
||||
let scene_description = record
|
||||
.and_then(|item| read_string(item.get("sceneDescription")))
|
||||
.unwrap_or_else(|| "周围气氛仍未完全安定。".to_string());
|
||||
let in_battle = if record
|
||||
.and_then(|item| read_bool(item.get("inBattle")))
|
||||
.unwrap_or(false)
|
||||
{
|
||||
"战斗中"
|
||||
} else {
|
||||
"非战斗"
|
||||
};
|
||||
let custom_world_profile = record
|
||||
.and_then(|item| item.get("customWorldProfile"))
|
||||
.and_then(as_record);
|
||||
let custom_world_name = custom_world_profile.and_then(|item| read_string(item.get("name")));
|
||||
let custom_world_summary =
|
||||
custom_world_profile.and_then(|item| read_string(item.get("summary")));
|
||||
|
||||
[
|
||||
Some(format!(
|
||||
"世界补充:{}",
|
||||
custom_world_name.unwrap_or_else(|| "无".to_string())
|
||||
)),
|
||||
custom_world_summary.map(|text| format!("世界摘要:{text}")),
|
||||
Some(format!("场景:{scene_name}")),
|
||||
Some(format!("场景描述:{scene_description}")),
|
||||
Some(format!("当前状态:{in_battle}")),
|
||||
Some(describe_stats("玩家", record)),
|
||||
]
|
||||
.into_iter()
|
||||
.flatten()
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n")
|
||||
}
|
||||
|
||||
fn describe_monsters(monsters: &[Value]) -> String {
|
||||
if monsters.is_empty() {
|
||||
return "当前敌对目标:无。".to_string();
|
||||
}
|
||||
|
||||
let lines = monsters
|
||||
.iter()
|
||||
.take(4)
|
||||
.filter_map(|item| {
|
||||
let record = as_record(item)?;
|
||||
let name = read_string(record.get("name"))
|
||||
.or_else(|| read_string(record.get("npcName")))
|
||||
.or_else(|| read_string(record.get("id")))?;
|
||||
let hp = read_number(record.get("hp")).unwrap_or(0.0);
|
||||
let max_hp = read_number(record.get("maxHp")).unwrap_or(hp).max(1.0);
|
||||
|
||||
Some(format!(
|
||||
"- {name}(生命 {}/{})",
|
||||
format_prompt_number(hp),
|
||||
format_prompt_number(max_hp)
|
||||
))
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
if lines.is_empty() {
|
||||
"当前敌对目标:无。".to_string()
|
||||
} else {
|
||||
let mut result = vec!["当前敌对目标:".to_string()];
|
||||
result.extend(lines);
|
||||
result.join("\n")
|
||||
}
|
||||
}
|
||||
|
||||
fn read_string(value: Option<&Value>) -> Option<String> {
|
||||
value
|
||||
.and_then(Value::as_str)
|
||||
.map(str::trim)
|
||||
.filter(|text| !text.is_empty())
|
||||
.map(ToOwned::to_owned)
|
||||
}
|
||||
|
||||
fn read_number(value: Option<&Value>) -> Option<f64> {
|
||||
value
|
||||
.and_then(Value::as_f64)
|
||||
.filter(|number| number.is_finite())
|
||||
}
|
||||
|
||||
fn read_bool(value: Option<&Value>) -> Option<bool> {
|
||||
value.and_then(Value::as_bool)
|
||||
}
|
||||
|
||||
fn read_string_array(value: &Value) -> Vec<String> {
|
||||
value
|
||||
.as_array()
|
||||
.map(|items| {
|
||||
items
|
||||
.iter()
|
||||
.filter_map(|item| read_string(Some(item)))
|
||||
.collect::<Vec<_>>()
|
||||
})
|
||||
.unwrap_or_default()
|
||||
}
|
||||
|
||||
fn as_record(value: &Value) -> Option<&serde_json::Map<String, Value>> {
|
||||
value.as_object()
|
||||
}
|
||||
|
||||
fn format_prompt_number(value: f64) -> String {
|
||||
if value.fract() == 0.0 {
|
||||
format!("{}", value as i64)
|
||||
} else {
|
||||
value.to_string()
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user