This commit is contained in:
2026-04-25 13:44:48 +08:00
parent 03acbc5cb1
commit 2ebb7bf253
44 changed files with 1003 additions and 250 deletions

View File

@@ -80,6 +80,7 @@ pub struct AppConfig {
pub llm_request_timeout_ms: u64,
pub llm_max_retries: u32,
pub llm_retry_backoff_ms: u64,
pub rpg_llm_web_search_enabled: bool,
pub dashscope_base_url: String,
pub dashscope_api_key: Option<String>,
pub dashscope_scene_image_model: String,
@@ -168,6 +169,7 @@ impl Default for AppConfig {
llm_request_timeout_ms: DEFAULT_REQUEST_TIMEOUT_MS,
llm_max_retries: DEFAULT_MAX_RETRIES,
llm_retry_backoff_ms: DEFAULT_RETRY_BACKOFF_MS,
rpg_llm_web_search_enabled: true,
dashscope_base_url: "https://dashscope.aliyuncs.com/api/v1".to_string(),
dashscope_api_key: None,
dashscope_scene_image_model: "wan2.2-t2i-flash".to_string(),
@@ -466,6 +468,13 @@ impl AppConfig {
config.llm_retry_backoff_ms = llm_retry_backoff_ms;
}
if let Some(rpg_llm_web_search_enabled) = read_first_bool_env(&[
"GENARRATIVE_RPG_LLM_WEB_SEARCH_ENABLED",
"RPG_LLM_WEB_SEARCH_ENABLED",
]) {
config.rpg_llm_web_search_enabled = rpg_llm_web_search_enabled;
}
if let Some(dashscope_base_url) = read_first_non_empty_env(&["DASHSCOPE_BASE_URL"]) {
config.dashscope_base_url = dashscope_base_url;
}
@@ -814,4 +823,24 @@ mod tests {
std::env::remove_var("GENARRATIVE_SPACETIME_POOL_SIZE");
}
}
#[test]
fn from_env_reads_rpg_llm_web_search_switch() {
let _guard = ENV_LOCK
.get_or_init(|| Mutex::new(()))
.lock()
.expect("env lock should not poison");
unsafe {
std::env::remove_var("GENARRATIVE_RPG_LLM_WEB_SEARCH_ENABLED");
std::env::set_var("GENARRATIVE_RPG_LLM_WEB_SEARCH_ENABLED", "false");
}
let config = AppConfig::from_env();
assert!(!config.rpg_llm_web_search_enabled);
unsafe {
std::env::remove_var("GENARRATIVE_RPG_LLM_WEB_SEARCH_ENABLED");
}
}
}

View File

@@ -625,6 +625,9 @@ fn build_custom_world_framework_prompt(setting_text: &str) -> 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(),
@@ -635,6 +638,9 @@ fn build_custom_world_framework_prompt(setting_text: &str) -> 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(),
@@ -650,7 +656,7 @@ fn build_custom_world_framework_json_repair_prompt(response_text: &str) -> Strin
"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、dangerLevel。",
"camp 必须是对象且包含name、description、sceneTaskDescription、actBackgroundPromptTexts、actEventDescriptions、dangerLevel。",
"原始文本:",
response_text.trim(),
].join("\n")
@@ -751,7 +757,9 @@ fn build_custom_world_landmark_seed_batch_prompt(
" \"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(),
@@ -761,10 +769,12 @@ fn build_custom_world_landmark_seed_batch_prompt(
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、actBackgroundPromptTexts、dangerLevel。".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(),
@@ -783,8 +793,8 @@ fn build_custom_world_landmark_seed_batch_json_repair_prompt(
"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、actBackgroundPromptTexts、dangerLevel。".to_string(),
"如果缺少字段字符串补空字符串actBackgroundPromptTexts 补空数组dangerLevel 补 medium。".to_string(),
"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(),
@@ -1061,13 +1071,14 @@ fn build_foundation_draft_profile_from_framework(
)])
}),
);
object.insert("camp".to_string(), 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。", "dangerLevel": "low" }));
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_landmarks(&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(
@@ -1077,45 +1088,79 @@ fn build_foundation_draft_profile_from_framework(
normalize_foundation_draft_profile(JsonValue::Object(object), session)
}
fn build_scene_chapter_blueprints_from_camp_and_landmarks(
camp: &JsonValue,
landmarks: &[JsonValue],
) -> Vec<JsonValue> {
let mut blueprints = Vec::with_capacity(landmarks.len() + 1);
blueprints.push(build_scene_chapter_blueprint_from_scene(
camp,
0,
"camp",
"开局归处",
));
blueprints.extend(build_scene_chapter_blueprints_from_landmarks(landmarks));
blueprints
}
fn build_scene_chapter_blueprints_from_landmarks(landmarks: &[JsonValue]) -> Vec<JsonValue> {
// 幕背景描述必须来自关键场景生成步骤,不能在草稿合成阶段再用规则句拼接。
landmarks
.iter()
.enumerate()
.map(|(chapter_index, landmark)| {
let scene_name = json_text(landmark, "name")
.unwrap_or_else(|| format!("关键场景{}", chapter_index + 1));
let scene_id = json_text(landmark, "id")
.unwrap_or_else(|| format!("saved-landmark-{}", chapter_index + 1));
let summary = json_text(landmark, "description").unwrap_or_default();
let act_prompts =
json_string_array(landmark, "actBackgroundPromptTexts").unwrap_or_default();
let scene_npc_names = json_string_array(landmark, "sceneNpcNames").unwrap_or_default();
json!({
"id": scene_id.clone(),
"sceneId": scene_id.clone(),
"title": scene_name,
"summary": summary,
"linkedLandmarkIds": [scene_id.clone()],
"acts": (0..3)
.map(|act_index| build_scene_act_blueprint_from_landmark(
&scene_id,
&summary,
&act_prompts,
&scene_npc_names,
act_index,
))
.collect::<Vec<_>>(),
})
build_scene_chapter_blueprint_from_scene(
landmark,
chapter_index,
"saved-landmark",
"关键场景",
)
})
.collect()
}
fn build_scene_chapter_blueprint_from_scene(
scene: &JsonValue,
chapter_index: usize,
id_prefix: &str,
fallback_name_prefix: &str,
) -> 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 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));
let act_prompts = json_string_array(scene, "actBackgroundPromptTexts").unwrap_or_default();
let act_events = json_string_array(scene, "actEventDescriptions").unwrap_or_default();
let scene_npc_names = json_string_array(scene, "sceneNpcNames").unwrap_or_default();
json!({
"id": scene_id.clone(),
"sceneId": scene_id.clone(),
"title": scene_name,
"summary": summary,
"sceneTaskDescription": scene_task_description,
"linkedLandmarkIds": [scene_id.clone()],
"acts": (0..3)
.map(|act_index| build_scene_act_blueprint_from_landmark(
&scene_id,
&summary,
&act_prompts,
&act_events,
&scene_npc_names,
act_index,
))
.collect::<Vec<_>>(),
})
}
fn build_scene_act_blueprint_from_landmark(
scene_id: &str,
scene_summary: &str,
act_prompts: &[String],
act_events: &[String],
scene_npc_names: &[String],
act_index: usize,
) -> JsonValue {
@@ -1130,6 +1175,16 @@ fn build_scene_act_blueprint_from_landmark(
.map(str::trim)
.filter(|value| !value.is_empty())
.unwrap_or("");
let opposite_npc_id = scene_npc_names.first().cloned().unwrap_or_default();
let event_description = act_events
.get(act_index)
.map(String::as_str)
.map(str::trim)
.filter(|value| !value.is_empty())
.map(ToOwned::to_owned)
.unwrap_or_else(|| {
build_default_act_event_description(scene_summary, opposite_npc_id.as_str(), act_index)
});
// 缺失时保留空值,让后续生图前校验暴露底稿质量问题。
json!({
"id": format!("{}-act-{}", scene_id, act_index + 1),
@@ -1138,9 +1193,42 @@ fn build_scene_act_blueprint_from_landmark(
"summary": scene_summary,
"backgroundPromptText": prompt,
"encounterNpcIds": scene_npc_names,
"primaryNpcId": opposite_npc_id,
"oppositeNpcId": opposite_npc_id,
"eventDescription": event_description,
})
}
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。");
}
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。")
}
fn build_default_act_event_description(
scene_summary: &str,
opposite_npc_id: &str,
act_index: usize,
) -> String {
let role_text = if opposite_npc_id.trim().is_empty() {
"当前场景关键角色"
} else {
opposite_npc_id.trim()
};
let scene_text = if scene_summary.trim().is_empty() {
"场景内的主线压力"
} else {
scene_summary.trim()
};
format!(
"{}幕中,玩家与{}正面接触,围绕{}处理一件会改变局势走向的事件。",
act_index + 1,
role_text,
scene_text,
)
}
fn normalize_framework_shape(framework: &mut JsonValue, setting_text: &str) {
if !framework.is_object() {
*framework = json!({});
@@ -1183,6 +1271,83 @@ fn normalize_framework_shape(framework: &mut JsonValue, setting_text: &str) {
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" }));
}
if let Some(camp) = object.get_mut("camp").and_then(JsonValue::as_object_mut) {
let camp_name = camp
.get("name")
.and_then(JsonValue::as_str)
.map(str::trim)
.filter(|value| !value.is_empty())
.unwrap_or("开局归处")
.to_string();
let camp_description = camp
.get("description")
.and_then(JsonValue::as_str)
.map(str::trim)
.filter(|value| !value.is_empty())
.unwrap_or("玩家进入世界后的第一处落脚点。")
.to_string();
camp.insert("name".to_string(), JsonValue::String(camp_name.clone()));
camp.insert(
"description".to_string(),
JsonValue::String(camp_description.clone()),
);
if !camp
.get("sceneTaskDescription")
.and_then(JsonValue::as_str)
.map(str::trim)
.is_some_and(|value| !value.is_empty())
{
camp.insert(
"sceneTaskDescription".to_string(),
JsonValue::String(build_default_scene_task_description(
camp_name.as_str(),
camp_description.as_str(),
)),
);
}
if !camp
.get("actBackgroundPromptTexts")
.and_then(JsonValue::as_array)
.is_some_and(|items| items.len() == 3)
{
// 中文注释:开局场景也必须进入逐幕生图队列;模型漏字段时用 camp 信息生成可用的三幕画面描述。
camp.insert(
"actBackgroundPromptTexts".to_string(),
JsonValue::Array(
(0..3)
.map(|index| {
JsonValue::String(format!(
"{}{}幕,{},画面保留玩家站位、近景可交互物件与远景世界压力。",
camp_name,
index + 1,
camp_description,
))
})
.collect(),
),
);
}
if !camp
.get("actEventDescriptions")
.and_then(JsonValue::as_array)
.is_some_and(|items| items.len() == 3)
{
camp.insert(
"actEventDescriptions".to_string(),
JsonValue::Array(
(0..3)
.map(|index| {
JsonValue::String(build_default_act_event_description(
camp_description.as_str(),
"开局关键角色",
index,
))
})
.collect(),
),
);
}
}
}
fn build_framework_summary_text(framework: &JsonValue, max_landmarks: usize) -> String {
@@ -1516,6 +1681,25 @@ fn normalize_scene_chapter_blueprint(chapter: JsonValue) -> JsonValue {
.filter(|value| !value.is_empty())
.unwrap_or("第一幕");
object.insert("title".to_string(), JsonValue::String(title.to_string()));
let summary = object
.get("summary")
.and_then(JsonValue::as_str)
.map(str::trim)
.filter(|value| !value.is_empty())
.map(ToOwned::to_owned)
.unwrap_or_else(|| "第一幕用于让玩家进入当前世界的主线矛盾。".to_string());
object.insert("summary".to_string(), JsonValue::String(summary.clone()));
let scene_task_description = object
.get("sceneTaskDescription")
.and_then(JsonValue::as_str)
.map(str::trim)
.filter(|value| !value.is_empty())
.map(ToOwned::to_owned)
.unwrap_or_else(|| build_default_scene_task_description(title, summary.as_str()));
object.insert(
"sceneTaskDescription".to_string(),
JsonValue::String(scene_task_description),
);
let acts = object
.get("acts")
.and_then(JsonValue::as_array)
@@ -1569,6 +1753,57 @@ fn normalize_scene_act_blueprint(act: JsonValue, index: usize) -> JsonValue {
"backgroundPromptText".to_string(),
JsonValue::String(background_prompt),
);
let encounter_npc_ids = object
.get("encounterNpcIds")
.and_then(JsonValue::as_array)
.map(|items| {
items
.iter()
.filter_map(|entry| entry.as_str().map(str::trim))
.filter(|value| !value.is_empty())
.map(|value| JsonValue::String(value.to_string()))
.collect::<Vec<_>>()
})
.unwrap_or_default();
let opposite_npc_id = object
.get("oppositeNpcId")
.and_then(JsonValue::as_str)
.map(str::trim)
.filter(|value| !value.is_empty())
.or_else(|| {
object
.get("primaryNpcId")
.and_then(JsonValue::as_str)
.map(str::trim)
.filter(|value| !value.is_empty())
})
.map(ToOwned::to_owned)
.or_else(|| {
encounter_npc_ids
.first()
.and_then(JsonValue::as_str)
.map(ToOwned::to_owned)
})
.unwrap_or_default();
let event_description = object
.get("eventDescription")
.and_then(JsonValue::as_str)
.map(str::trim)
.filter(|value| !value.is_empty())
.map(ToOwned::to_owned)
.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(
"primaryNpcId".to_string(),
JsonValue::String(opposite_npc_id.clone()),
);
object.insert("oppositeNpcId".to_string(), JsonValue::String(opposite_npc_id));
object.insert(
"eventDescription".to_string(),
JsonValue::String(event_description),
);
JsonValue::Object(object)
}
@@ -1577,6 +1812,7 @@ fn build_fallback_scene_chapter_blueprint() -> JsonValue {
"id": "chapter-act-1",
"title": "第一幕",
"summary": "第一幕用于让玩家进入当前世界的主线矛盾,并看见最初的风险与方向。",
"sceneTaskDescription": "首次进入当前场景时,确认主线矛盾、关键角色与下一步追查方向。",
"acts": [build_fallback_scene_act()],
})
}
@@ -1591,6 +1827,10 @@ fn build_fallback_scene_act_with_index(index: usize) -> JsonValue {
"title": if index == 0 { "开场场景幕".to_string() } else { format!("{}", index + 1) },
"summary": "玩家被推入第一波局势,必须先确认站位、威胁和下一步追查方向。",
"backgroundPromptText": "",
"encounterNpcIds": [],
"primaryNpcId": "",
"oppositeNpcId": "",
"eventDescription": build_default_act_event_description("玩家被推入第一波局势,必须先确认站位、威胁和下一步追查方向。", "", index),
})
}
@@ -1769,6 +2009,42 @@ mod tests {
);
}
#[test]
fn scene_chapter_blueprints_include_opening_camp_acts() {
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"
}
});
normalize_framework_shape(&mut framework, "废柴少年的逆袭传奇");
let camp = framework
.get("camp")
.expect("camp should exist after normalize");
let landmarks = vec![json!({
"id": "landmark-duel-ground",
"name": "萧家斗技场",
"description": "萧家子弟修炼斗技、比试的场所。",
"actBackgroundPromptTexts": ["斗技台晨雾未散,石阶旁少年们列队观望。", "木桩与兵器架围出训练区,族徽旗帜在风里猎猎。", "暮色压下斗技场,中央擂台留出一对一交锋空间。"]
})];
let blueprints = build_scene_chapter_blueprints_from_camp_and_landmarks(camp, &landmarks);
let opening_chapter = &blueprints[0];
let opening_acts = opening_chapter
.get("acts")
.and_then(JsonValue::as_array)
.expect("opening camp acts should exist");
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_eq!(blueprints.len(), 2);
}
#[test]
fn normalize_scene_act_keeps_missing_background_prompt_empty() {
let act = normalize_scene_act_blueprint(
@@ -1943,6 +2219,15 @@ mod tests {
.and_then(JsonValue::as_str)
.is_some()
);
assert_eq!(
draft_profile
.get("sceneChapterBlueprints")
.and_then(JsonValue::as_array)
.and_then(|entries| entries.first())
.and_then(|entry| entry.get("sceneId"))
.and_then(JsonValue::as_str),
Some("camp-1")
);
assert_eq!(
draft_profile
.get("sceneChapterBlueprints")
@@ -1950,8 +2235,8 @@ mod tests {
.and_then(|entries| entries.first())
.and_then(|entry| entry.get("acts"))
.and_then(JsonValue::as_array)
.map(|entries| !entries.is_empty()),
Some(true)
.map(Vec::len),
Some(3)
);
}

View File

@@ -45,6 +45,7 @@ pub async fn proxy_llm_chat_completions(
.map(map_chat_message)
.collect::<Vec<_>>(),
max_tokens: None,
enable_web_search: false,
};
let response = llm_client

View File

@@ -45,6 +45,7 @@ pub(super) async fn generate_ai_story_text(
LlmMessage::user(user_prompt),
]);
request.max_tokens = Some(700);
apply_rpg_web_search(state, &mut request);
llm_client
.request_text(request)
@@ -69,6 +70,7 @@ pub(super) async fn generate_action_story_payload(
if function_id == "npc_chat" || function_id == "story_opening_camp_dialogue" {
return generate_npc_dialogue_payload(
llm_client,
state.config.rpg_llm_web_search_enabled,
game_state,
request,
action_text,
@@ -81,6 +83,7 @@ pub(super) async fn generate_action_story_payload(
if should_generate_reasoned_combat_story(battle) {
return generate_reasoned_story_payload(
llm_client,
state.config.rpg_llm_web_search_enabled,
game_state,
request,
action_text,
@@ -94,8 +97,13 @@ pub(super) async fn generate_action_story_payload(
None
}
fn apply_rpg_web_search(state: &AppState, request: &mut LlmTextRequest) {
request.enable_web_search = state.config.rpg_llm_web_search_enabled;
}
pub(super) async fn generate_npc_dialogue_payload(
llm_client: &LlmClient,
enable_web_search: bool,
game_state: &Value,
request: &RuntimeStoryActionRequest,
action_text: &str,
@@ -133,6 +141,7 @@ pub(super) async fn generate_npc_dialogue_payload(
)),
]);
llm_request.max_tokens = Some(700);
llm_request.enable_web_search = enable_web_search;
let dialogue_text = llm_client
.request_text(llm_request)
@@ -154,6 +163,7 @@ pub(super) async fn generate_npc_dialogue_payload(
pub(super) async fn generate_reasoned_story_payload(
llm_client: &LlmClient,
enable_web_search: bool,
game_state: &Value,
request: &RuntimeStoryActionRequest,
action_text: &str,
@@ -184,6 +194,7 @@ pub(super) async fn generate_reasoned_story_payload(
)),
]);
llm_request.max_tokens = Some(700);
llm_request.enable_web_search = enable_web_search;
let story_text = llm_client
.request_text(llm_request)