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2026-04-20 09:54:17 +08:00
parent 67c584b4df
commit 50759f3c1e
159 changed files with 16938 additions and 16925 deletions

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@@ -1802,10 +1802,17 @@ test('runtime persistence is isolated by user', async () => {
method: 'PUT',
body: JSON.stringify({
musicVolume: 0.25,
platformTheme: 'dark',
}),
}),
);
assert.equal(settingsResponse.status, 200);
const settingsPayload = (await settingsResponse.json()) as {
musicVolume: number;
platformTheme: 'light' | 'dark';
};
assert.equal(settingsPayload.musicVolume, 0.25);
assert.equal(settingsPayload.platformTheme, 'dark');
const libraryResponse = await httpRequest(
`${baseUrl}/api/runtime/custom-world-library/world-a`,
@@ -1854,8 +1861,10 @@ test('runtime persistence is isolated by user', async () => {
});
const userBSettingsPayload = (await userBSettings.json()) as {
musicVolume: number;
platformTheme: 'light' | 'dark';
};
assert.equal(userBSettingsPayload.musicVolume, 0.42);
assert.equal(userBSettingsPayload.platformTheme, 'light');
const userBLibrary = await httpRequest(
`${baseUrl}/api/runtime/custom-world-library`,

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@@ -112,6 +112,9 @@ test('createDatabase applies runtime baseline migrations for pg-mem', async () =
'20260414_010_custom_world_gallery_metadata',
'20260416_011_profile_dashboard_tables',
'20260416_012_user_browse_history',
'20260417_013_custom_world_profile_soft_delete',
'20260419_014_profile_save_archives',
'20260419_015_runtime_settings_platform_theme',
],
);
@@ -130,6 +133,7 @@ test('createDatabase applies runtime baseline migrations for pg-mem', async () =
'custom_world_sessions',
'profile_dashboard_state',
'profile_played_worlds',
'profile_save_archives',
'profile_wallet_ledger',
'save_snapshots',
'runtime_settings',
@@ -149,6 +153,7 @@ test('createDatabase applies runtime baseline migrations for pg-mem', async () =
'custom_world_sessions',
'profile_dashboard_state',
'profile_played_worlds',
'profile_save_archives',
'profile_wallet_ledger',
'runtime_settings',
'save_snapshots',

View File

@@ -5,28 +5,34 @@ import type {
CharacterChatSuggestionsRequest,
CharacterChatSummaryRequest,
NpcChatDialogueRequest,
type NpcChatPendingQuestOffer,
NpcChatTurnRequest,
NpcRecruitDialogueRequest,
} from '../../../../packages/shared/src/contracts/story.js';
import { parseLineListContent } from '../../../../packages/shared/src/llm/parsers.js';
import { prepareEventStreamResponse } from '../../http.js';
import type { UpstreamLlmClient } from '../../services/llmClient.js';
import { generateQuestForNpcEncounter } from '../../services/questService.js';
import {
applyQuestSignal,
getQuestForIssuer,
} from '../quest/questProgressionService.js';
import {
buildCharacterPanelChatPrompt,
buildCharacterPanelChatSuggestionPrompt,
buildCharacterPanelChatSummaryPrompt,
buildNpcChatTurnReplyPrompt,
buildNpcChatTurnSuggestionPrompt,
buildNpcRecruitDialoguePrompt,
buildStrictNpcChatDialoguePrompt,
CHARACTER_PANEL_CHAT_SUGGESTION_SYSTEM_PROMPT,
CHARACTER_PANEL_CHAT_SUMMARY_SYSTEM_PROMPT,
CHARACTER_PANEL_CHAT_SYSTEM_PROMPT,
buildNpcRecruitDialoguePrompt,
buildStrictNpcChatDialoguePrompt,
buildNpcChatTurnReplyPrompt,
buildNpcChatTurnSuggestionPrompt,
NPC_CHAT_DIALOGUE_STRICT_SYSTEM_PROMPT,
NPC_CHAT_TURN_REPLY_SYSTEM_PROMPT,
NPC_CHAT_TURN_SUGGESTION_SYSTEM_PROMPT,
NPC_RECRUIT_DIALOGUE_SYSTEM_PROMPT,
} from './chatPromptBuilders.js';
import { prepareEventStreamResponse } from '../../http.js';
import type { UpstreamLlmClient } from '../../services/llmClient.js';
function writeSseEvent(
response: Response,
@@ -47,6 +53,14 @@ function readNumber(value: unknown, fallback = 0) {
return typeof value === 'number' && Number.isFinite(value) ? value : fallback;
}
function readString(value: unknown) {
return typeof value === 'string' && value.trim() ? value.trim() : '';
}
function readArray(value: unknown) {
return Array.isArray(value) ? value : [];
}
function countKeywordMatches(text: string, keywords: string[]) {
return keywords.reduce(
(count, keyword) => (text.includes(keyword) ? count + 1 : count),
@@ -135,6 +149,98 @@ function buildFallbackNpcChatSuggestions(playerMessage: string) {
];
}
function buildQuestOfferDialogueText(
npcName: string,
quest: Record<string, unknown>,
) {
const summaryText =
readString(quest.summary) || readString(quest.description);
return `${npcName}沉吟了片刻,像是终于把真正想托付的事说了出来。${
summaryText
? `如果你愿意,我想把这件事正式交给你:${summaryText}`
: '如果你愿意,我想把眼前这件事正式交给你。'
}`;
}
async function maybeBuildPendingNpcQuestOffer(
llmClient: UpstreamLlmClient,
payload: NpcChatTurnRequest,
affinityDelta: number,
): Promise<NpcChatPendingQuestOffer | null> {
const questOfferContext = readRecord(payload.questOfferContext);
const state = readRecord(questOfferContext?.state);
const encounter = readRecord(questOfferContext?.encounter);
if (!state || !encounter) {
return null;
}
const npcId = readString(encounter.id) || readString(encounter.npcName);
const npcName = readString(encounter.npcName);
const characterId = readString(encounter.characterId);
if (!npcId || !npcName || !characterId) {
return null;
}
const turnCount = Math.max(
0,
Math.round(readNumber(questOfferContext?.turnCount, 0)),
);
const npcStates = readRecord(state.npcStates) ?? {};
const currentNpcState = readRecord(npcStates[npcId]) ?? {};
const currentQuests = readArray(state.quests) as Parameters<
typeof getQuestForIssuer
>[0];
const questsAfterTalk = applyQuestSignal(currentQuests, {
kind: 'npc_talk_completed',
npcId,
}).nextQuests;
const nextAffinity = readNumber(currentNpcState.affinity, 0) + affinityDelta;
const warmupTurns = nextAffinity >= 30 ? 1 : 2;
if (nextAffinity <= 0 || turnCount < warmupTurns) {
return null;
}
if (getQuestForIssuer(questsAfterTalk, npcId)) {
return null;
}
const nextState = {
...state,
quests: questsAfterTalk,
npcStates: {
...npcStates,
[npcId]: {
...currentNpcState,
affinity: nextAffinity,
chattedCount: Math.max(
0,
Math.round(readNumber(currentNpcState.chattedCount, 0)),
) + 1,
firstMeaningfulContactResolved: true,
},
},
};
const quest = await generateQuestForNpcEncounter(llmClient, {
state: nextState as never,
encounter: encounter as never,
});
if (!quest || typeof quest !== 'object') {
return null;
}
return {
quest,
introText: buildQuestOfferDialogueText(
npcName,
quest as Record<string, unknown>,
),
};
}
export async function generateCharacterChatSuggestionsFromOrchestrator(
llmClient: UpstreamLlmClient,
payload: CharacterChatSuggestionsRequest,
@@ -229,6 +335,11 @@ export async function streamNpcChatTurnFromOrchestrator(
npcReply: npcReply || streamedReply,
chattedCount,
});
const pendingQuestOffer = await maybeBuildPendingNpcQuestOffer(
llmClient,
params.payload,
affinityDelta,
);
writeSseEvent(params.response, 'complete', {
npcReply: npcReply || streamedReply,
@@ -238,6 +349,7 @@ export async function streamNpcChatTurnFromOrchestrator(
suggestions.length === 3
? suggestions
: buildFallbackNpcChatSuggestions(params.payload.playerMessage),
pendingQuestOffer,
});
params.response.write('data: [DONE]\n\n');
params.response.end();

View File

@@ -5,23 +5,23 @@ import type {
} from '../../../../packages/shared/src/contracts/runtime.js';
import { parseJsonResponseText } from '../../../../packages/shared/src/llm/parsers.js';
import {
buildCompiledCustomWorldProfile,
MIN_CUSTOM_WORLD_LANDMARK_COUNT,
MIN_CUSTOM_WORLD_PLAYABLE_NPC_COUNT,
MIN_CUSTOM_WORLD_STORY_NPC_COUNT,
validateGeneratedCustomWorldProfile,
} from '../../../../src/services/customWorld.js';
import { buildExpandedCustomWorldProfile } from '../../../../src/services/customWorldBuilder.js';
} from '../custom-world/runtimeProfile.js';
import {
buildCustomWorldAnchorPackFromIntent,
buildCustomWorldCreatorIntentGenerationText,
deriveCustomWorldLockStateFromIntent,
hasMeaningfulCustomWorldCreatorIntent,
normalizeCustomWorldCreatorIntent,
} from '../../../../src/services/customWorldCreatorIntent.js';
} from '../custom-world/creatorIntentRuntime.js';
import type {
CustomWorldCreatorIntent,
CustomWorldProfile,
} from '../../../../src/types.js';
} from '../custom-world/runtimeTypes.js';
import {
buildCustomWorldProfilePrompt,
buildCustomWorldProfileRepairPrompt,
@@ -396,7 +396,7 @@ export async function generateCustomWorldProfileFromOrchestrator(
reporter.complete('llm-profile', '模型已返回世界档案,开始系统归一与运行时编译。');
reporter.begin('normalize', '正在把模型 JSON 归一为可运行的自定义世界结构。');
const expandedProfile = buildExpandedCustomWorldProfile(
const expandedProfile = buildCompiledCustomWorldProfile(
{
...(rawProfile as GeneratedProfile),
settingText,

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@@ -3,10 +3,12 @@ import test from 'node:test';
import type {
CharacterChatSuggestionsRequest,
NpcChatTurnRequest,
} from '../../../../packages/shared/src/contracts/story.js';
import { createTestPlayerCharacter } from '../../testFixtures/runtimeCharacter.js';
import {
generateCharacterChatSuggestionsFromOrchestrator,
streamNpcChatTurnFromOrchestrator,
} from './chatOrchestrator.js';
import { CHARACTER_PANEL_CHAT_SUGGESTION_SYSTEM_PROMPT } from './chatPromptBuilders.js';
import {
@@ -195,6 +197,179 @@ test('chat orchestrator builds character suggestion prompts on the server side',
assert.match(capturedPrompts[0]?.userPrompt ?? '', new RegExp(payload.targetCharacter.name, 'u'));
});
test('chat orchestrator returns pending npc quest offers from the server side', async () => {
const encounter = {
kind: 'npc',
id: 'npc_scout_01',
npcName: '巡路人',
npcDescription: '熟悉桥口风向的探子',
context: '巡路人',
characterId: 'scout-quest',
} as const;
const requestPayload = {
worldType: TEST_WORLD,
character: createTestCharacter(),
player: createTestCharacter(),
encounter,
monsters: [],
history: [],
context: createStoryContext(),
conversationHistory: [
{ speaker: 'player', text: '你像是还有别的话想说。' },
{ speaker: 'npc', text: '这地方最近确实不太平。' },
],
dialogue: [
{ speaker: 'player', text: '你像是还有别的话想说。' },
{ speaker: 'npc', text: '这地方最近确实不太平。' },
],
playerMessage: '如果你愿意,我可以继续追下去。',
npcState: {
affinity: 28,
chattedCount: 1,
},
questOfferContext: {
turnCount: 2,
encounter,
state: {
worldType: TEST_WORLD,
currentScenePreset: {
id: 'quest-bridge',
name: '断桥口',
description: '桥口被风和旧账压得很紧。',
npcs: [
{
id: 'npc_bandit_01',
name: '断桥匪首',
hostile: true,
monsterPresetId: 'npc_bandit_01',
},
],
treasureHints: [],
},
currentEncounter: encounter,
storyHistory: [],
customWorldProfile: null,
storyEngineMemory: null,
playerCharacter: createTestCharacter(),
playerHp: 32,
playerMaxHp: 40,
playerMana: 12,
playerMaxMana: 16,
playerInventory: [],
playerEquipment: {
weapon: null,
armor: null,
relic: null,
},
companions: [],
roster: [],
quests: [],
npcStates: {
npc_scout_01: {
affinity: 28,
chattedCount: 1,
helpUsed: false,
giftsGiven: 0,
inventory: [],
recruited: false,
},
},
},
},
} satisfies NpcChatTurnRequest;
const responseChunks: string[] = [];
let requestCount = 0;
const llmClient = {
streamMessageContent: async ({
onUpdate,
}: {
onUpdate?: (text: string) => void;
}) => {
const reply = '如果你真愿意追查,我这里确实有件事想托给你。';
onUpdate?.(reply);
return reply;
},
requestMessageContent: async () => {
requestCount += 1;
if (requestCount === 1) {
return '这件事最早是从什么时候开始的\n桥口最近到底少了什么人\n你想让我先盯哪条线';
}
return JSON.stringify({
intent: {
title: '断桥巡线',
description: '巡路人希望你去断桥口查清最近被人故意压下的风声。',
summary: '去断桥口查清最近被人故意压下的风声。',
narrativeType: 'investigation',
dramaticNeed: '有人在桥口刻意遮掩痕迹。',
issuerGoal: '确认是谁在桥口截断消息。',
playerHook: '你可以顺着桥口的异常把事情继续追下去。',
worldReason: '桥口异动会影响接下来整段路的安全。',
recommendedObjectiveKinds: ['defeat_hostile_npc', 'talk_to_npc'],
urgency: 'medium',
intimacy: 'cooperative',
rewardTheme: 'currency',
followupHooks: ['巡路人还藏着半句没说完的话。'],
},
});
},
} as const;
const request = {
method: 'POST',
originalUrl: '/api/runtime/chat/npc/turn/stream',
requestId: 'test-request',
requestStartedAt: Date.now(),
header: () => '',
on: () => request,
} as never;
const response = {
locals: {},
statusCode: 200,
setHeader: () => undefined,
status(code: number) {
this.statusCode = code;
return this;
},
write(chunk: string) {
responseChunks.push(chunk);
return true;
},
end(chunk?: string) {
if (chunk) {
responseChunks.push(chunk);
}
return this;
},
} as never;
await streamNpcChatTurnFromOrchestrator(llmClient as never, {
request,
response,
payload: requestPayload,
});
const eventText = responseChunks.join('');
const completeBlock = eventText
.split('\n\n')
.find((block) => block.includes('event: complete'));
assert.ok(completeBlock);
const completeLine = completeBlock
?.split('\n')
.find((line) => line.startsWith('data:'));
assert.ok(completeLine);
const payload = JSON.parse(completeLine!.slice(5).trim()) as {
pendingQuestOffer?: {
quest?: {
issuerNpcId?: string;
};
introText?: string;
} | null;
};
assert.equal(payload.pendingQuestOffer?.quest?.issuerNpcId, 'npc_scout_01');
assert.match(payload.pendingQuestOffer?.introText ?? '', //u);
});
test('custom world orchestrator requests LLM content before compiling the profile', async () => {
const capturedPrompts: Array<{ systemPrompt: string; userPrompt: string }> = [];
const storyNpcNames = Array.from(

View File

@@ -17,14 +17,22 @@ import {
import { PNG } from 'pngjs';
import { removeBackgroundFromRgba } from '../../../../packages/shared/src/assets/chromaKey.js';
import {
buildMasterPrompt,
buildVideoActionPrompt,
getActionTemplateById,
} from '../../../../packages/shared/src/assets/qwenSprite.js';
import { parseApiErrorMessage } from '../../../../packages/shared/src/http.js';
import { parseJsonResponseText } from '../../../../packages/shared/src/llm/parsers.js';
import type { AppConfig } from '../../config.js';
import {
buildArkCharacterAnimationPrompt,
buildCharacterPromptBundleUserPrompt,
buildFallbackCharacterPromptBundle,
buildFallbackModerationSafeAnimationPrompt,
buildImageSequencePrompt,
buildNpcAnimationPrompt,
buildNpcVisualNegativePrompt,
buildNpcVisualPrompt,
CHARACTER_PROMPT_BUNDLE_SYSTEM_PROMPT,
type CharacterPromptBundle,
sanitizeCharacterPromptBundle,
} from '../../prompts/characterAssetPrompts.js';
import type { UpstreamLlmClient } from '../../services/llmClient.js';
const CHARACTER_PROMPT_BUNDLE_GENERATE_PATH =
@@ -56,24 +64,6 @@ const DASHSCOPE_VIDEO_TASK_POLL_INTERVAL_MS = 15000;
const DASHSCOPE_IMAGE_TASK_TIMEOUT_MS = 180000;
const DASHSCOPE_VIDEO_TASK_TIMEOUT_MS = 420000;
const ARK_VIDEO_TASK_POLL_INTERVAL_MS = 5000;
const CHARACTER_PROMPT_BUNDLE_SYSTEM_PROMPT = `你是 RPG 角色资产提示词编译器。
你会收到一个角色设定摘要,请为当前项目生成 3 段可直接交给资产生成模型的中文提示词。
你必须只输出一个 JSON 对象,不要输出 Markdown、代码块、注释或解释。
输出格式必须严格为:
{
"visualPromptText": "角色主图提示词",
"animationPromptText": "角色动作提示词",
"scenePromptText": "角色关联场景提示词"
}
硬性约束:
- 所有字段都必须是自然中文。
- visualPromptText 用于角色主图候选必须是角色标准设定图而不是场景海报突出单人全身、右向斜侧身站姿、脚底完整可见、服装武器轮廓稳定、纯绿色绿幕背景、1:1 画幅。
- visualPromptText 里的主题词只能落在角色自身的服装、发型、材质、纹样、饰品、武器和发光细节上,不要自动补出建筑、风景、漂浮物、烟雾或其他角色以外的场景元素。
- visualPromptText 要明确“身体整体朝右,但保留少量正面信息”,避免生成完全 90 度纯右视图。
- animationPromptText 用于角色动作试片,必须突出发力方式、动作气质、连贯性、同一角色一致性,不要写镜头切换。
- scenePromptText 用于该角色关联的场景背景,必须突出角色首次登场或主活动区域的环境气质与空间结构,适配横版 RPG 场景。
- 三段提示词都要可直接使用,不要编号,不要加字段名解释,不要输出负面提示词。`;
const BUILT_IN_MOTION_TEMPLATES = [
{
@@ -142,14 +132,6 @@ function applyChromaKeyToMediaPayload(payload: DecodedMediaPayload) {
} satisfies DecodedMediaPayload;
}
type CharacterPromptBundle = {
visualPromptText: string;
animationPromptText: string;
scenePromptText: string;
source: 'llm' | 'fallback';
model: string | null;
};
type CharacterAssetWorkflowCacheRecord = {
characterId: string;
visualPromptText: string;
@@ -306,128 +288,6 @@ function clampPromptSeedText(value: unknown, maxLength: number) {
return value.replace(/\s+/gu, ' ').trim().slice(0, maxLength);
}
function buildFallbackCharacterPromptBundle(params: {
characterName: string;
roleKind: string;
roleTitle: string;
roleLabel: string;
description: string;
backstory: string;
personality: string;
motivation: string;
combatStyle: string;
tags: string[];
}) {
const roleAnchor =
[params.roleTitle, params.roleLabel].filter(Boolean).join(' / ') ||
(params.roleKind === 'playable' ? '可扮演角色' : '场景角色');
const characterAnchor = params.characterName || '该角色';
const descriptionAnchor =
params.description || params.backstory || params.personality || '气质鲜明';
const combatAnchor =
params.combatStyle || params.motivation || '动作发力清晰';
const tagAnchor =
params.tags.length > 0 ? `保留 ${params.tags.join('、')} 的识别点。` : '';
return {
visualPromptText: [
`${characterAnchor}${roleAnchor}`,
'单人全身2D 横版 RPG 角色标准设定图1:1 正方形画幅,头身比控制在 2 到 2.5 头身,偏大头身,靠头部、发型、服装、配饰表现角色记忆点,躯干与四肢短而紧凑,五官简化,深色粗轮廓配合清晰大色块,右向斜侧身站立,身体整体朝右但保留少量正面信息,服装、发型、轮廓稳定清楚。',
`外观气质围绕:${descriptionAnchor}`,
combatAnchor ? `战斗识别点:${combatAnchor}` : '',
tagAnchor,
'背景固定为纯绿色绿幕,不带建筑、风景、漂浮物和其他场景元素,方便自动抠像,不做正面立绘,不做完全 90 度纯右视图,不做夸张透视。',
]
.filter(Boolean)
.join(' '),
animationPromptText: [
`${characterAnchor}的核心动作试片。`,
'保持同一角色的服装、发型、体型一致,镜头稳定,侧身朝右,动作连贯。',
combatAnchor ? `动作气质参考:${combatAnchor}` : '',
params.personality ? `角色气质补充:${params.personality}` : '',
'发力起手明确,过程干净,收招利落,避免漂移和变形。',
]
.filter(Boolean)
.join(' '),
scenePromptText: [
`${characterAnchor}关联主场景,适合作为首次登场区域或常驻活动空间。`,
'16:9 横版 RPG 场景背景,上下分区清楚,上半部分表现中远景氛围,下半部分是可站立地面。',
`场景叙事气质围绕:${descriptionAnchor}`,
params.backstory ? `背景线索可参考:${params.backstory}` : '',
params.motivation
? `环境中可埋入与当前目标相关的暗示:${params.motivation}`
: '',
'整体风格克制统一,适合剧情探索与战斗底图。',
]
.filter(Boolean)
.join(' '),
source: 'fallback' as const,
model: null,
};
}
function sanitizePromptBundleValue(
value: unknown,
fallback: string,
maxLength: number,
) {
const normalized = clampPromptSeedText(value, maxLength);
return normalized || fallback;
}
function sanitizeCharacterPromptBundle(
value: unknown,
fallback: CharacterPromptBundle,
model: string,
) {
const record = isRecordValue(value) ? value : {};
return {
visualPromptText: sanitizePromptBundleValue(
record.visualPromptText,
fallback.visualPromptText,
280,
),
animationPromptText: sanitizePromptBundleValue(
record.animationPromptText,
fallback.animationPromptText,
280,
),
scenePromptText: sanitizePromptBundleValue(
record.scenePromptText,
fallback.scenePromptText,
320,
),
source: 'llm' as const,
model: model.trim() || null,
};
}
function sanitizeAnimationPromptText(value: string, maxLength: number) {
return value
.replace(/\s+/gu, ' ')
.replace(/||||||||/gu, '')
.replace(/||/gu, '')
.replace(/|/gu, '')
.replace(/|/gu, '')
.trim()
.slice(0, maxLength);
}
function buildCompactAnimationCharacterBrief(value: string) {
const normalized = sanitizeAnimationPromptText(value, 160);
if (!normalized) {
return '';
}
return normalized
.split(/[/|\n,;]+/u)
.map((item) => item.trim())
.filter(Boolean)
.slice(0, 4)
.join('');
}
function isInappropriateContentMessage(value: string) {
return /finappropriate-content|inappropriate content||/iu.test(
value,
@@ -489,42 +349,6 @@ async function proxyJsonRequestWithPromptFallback(params: {
};
}
function buildCharacterPromptBundleUserPrompt(params: {
roleKind: string;
characterBriefText: string;
characterName: string;
roleTitle: string;
roleLabel: string;
description: string;
backstory: string;
personality: string;
motivation: string;
combatStyle: string;
tags: string[];
}) {
return [
'请根据下面的角色卡摘要,编译一组默认资产提示词。',
'提示词用于当前项目的角色主图、动作试片和角色关联场景背景。',
'请保留该角色的身份识别点、气质、战斗方式与世界感,不要空泛套模板。',
'',
`角色类型:${params.roleKind === 'playable' ? '可扮演角色' : '场景角色'}`,
params.characterName ? `角色名称:${params.characterName}` : '',
params.roleTitle ? `角色头衔:${params.roleTitle}` : '',
params.roleLabel ? `世界身份:${params.roleLabel}` : '',
params.description ? `角色描述:${params.description}` : '',
params.backstory ? `角色背景:${params.backstory}` : '',
params.personality ? `角色性格:${params.personality}` : '',
params.motivation ? `角色动机:${params.motivation}` : '',
params.combatStyle ? `战斗风格:${params.combatStyle}` : '',
params.tags.length > 0 ? `角色标签:${params.tags.join('、')}` : '',
'',
'角色卡全文:',
params.characterBriefText,
]
.filter(Boolean)
.join('\n');
}
function createTimestampId(prefix: string) {
return `${prefix}-${Date.now()}`;
}
@@ -1211,187 +1035,6 @@ function extractImageUrls(payload: Record<string, unknown>) {
return [...new Set(urls)];
}
function buildNpcVisualPrompt(promptText: string, characterBriefText = '') {
const mergedBrief = [characterBriefText.trim(), promptText.trim()]
.filter(Boolean)
.join('\n');
return buildMasterPrompt(
mergedBrief || '自定义世界角色,服装完整,姿态自然。',
);
}
function buildNpcVisualNegativePrompt() {
return [
'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('');
}
function buildImageSequencePrompt(
animation: string,
promptText: string,
frameCount: number,
useChromaKey: boolean,
) {
return [
`同一角色连续 ${frameCount} 帧动作序列,动作主题是 ${animation}`,
'固定机位,单人,全身,侧身朝右,保持同一套服装、发型、武器和体型。',
'帧间动作连续,姿态逐步推进,不要换人,不要跳变,不要多余物体。',
useChromaKey
? '纯绿色背景,无地面装饰,方便后期抠像。'
: '背景尽量纯净,避免复杂场景。',
promptText.trim(),
]
.filter(Boolean)
.join(' ');
}
function buildNpcAnimationPrompt(options: {
animation: string;
promptText: string;
useChromaKey: boolean;
loop: boolean;
characterBriefText?: string;
actionTemplateId?: string;
}) {
const characterBrief = buildCompactAnimationCharacterBrief(
options.characterBriefText ?? '',
);
const actionDetailText = sanitizeAnimationPromptText(options.promptText, 140);
const loopRule = options.loop
? '这是循环动作,直接进入动作循环中段,不要开场静止站桩,不要把主参考图原样作为第一帧。'
: options.animation === 'die'
? '这是死亡终结动作,首帧参考主图角色形象即可,尾帧停在死亡结束姿态,不要回到主图形象。'
: '这是非循环动作,首帧和尾帧都要回到参考主图角色形象,中段完成动作变化。';
if (options.actionTemplateId) {
return [
buildVideoActionPrompt({
actionTemplate: getActionTemplateById(
options.actionTemplateId as Parameters<
typeof getActionTemplateById
>[0],
),
actionDetailText,
useChromaKey: options.useChromaKey,
characterBrief: characterBrief || `${options.animation} 动作角色`,
}),
loopRule,
]
.filter(Boolean)
.join(' ');
}
return [
`单人 NPC 全身动作视频,动作主题是 ${options.animation}`,
'角色固定为同一人,侧身朝右,镜头稳定,轮廓清晰,武器不可丢失。',
'动作连贯,避免服装、发型、面部、武器随机漂移。',
options.useChromaKey
? '背景为纯绿色绿幕,无其他人物和场景元素,方便后期抠像。'
: '背景简洁纯净,无复杂场景。',
characterBrief ? `角色设定:${characterBrief}` : '',
actionDetailText,
loopRule,
]
.filter(Boolean)
.join(' ');
}
function buildArkCharacterAnimationPrompt(options: {
animation: string;
promptText: string;
useChromaKey: boolean;
loop: boolean;
characterBriefText?: string;
actionTemplateId?: string;
}) {
const normalizedAnimationName =
options.animation.trim().replace(/\s+/gu, '_') || 'idle';
const characterBrief = buildCompactAnimationCharacterBrief(
options.characterBriefText ?? '',
);
const actionDetailText = sanitizeAnimationPromptText(options.promptText, 140);
const frameRule = options.loop
? '首帧严格使用图片1尾帧严格使用图片2循环动作必须自然闭环不要静止开场。'
: '首帧严格使用图片1尾帧严格使用图片2中段完成完整动作变化收束干净。';
if (options.actionTemplateId) {
return [
buildVideoActionPrompt({
actionTemplate: getActionTemplateById(
options.actionTemplateId as Parameters<typeof getActionTemplateById>[0],
),
actionDetailText,
useChromaKey: options.useChromaKey,
characterBrief: characterBrief || `${normalizedAnimationName} action role`,
}),
`动作英文名:${normalizedAnimationName}`,
frameRule,
]
.filter(Boolean)
.join(' ');
}
return [
`单人 NPC 全身动作视频,动作英文名是 ${normalizedAnimationName}`,
'角色固定为图片1和图片2中的同一人侧身朝右镜头稳定轮廓清晰武器不可丢失。',
'动作连贯,避免服装、发型、面部、武器随机漂移,不要多角色,不要镜头切换。',
options.useChromaKey
? '背景为纯绿色绿幕,无其他人物和场景元素,方便后期抠像。'
: '背景简洁纯净,无复杂场景。',
characterBrief ? `角色设定:${characterBrief}` : '',
actionDetailText ? `动作细节:${actionDetailText}` : '',
frameRule,
]
.filter(Boolean)
.join(' ');
}
function buildFallbackModerationSafeAnimationPrompt(options: {
animation: string;
loop: boolean;
useChromaKey: boolean;
}) {
return [
`单人全身角色动作视频,动作主题是 ${options.animation}`,
'角色固定为同一人,右向斜侧身,镜头稳定,轮廓清楚。',
options.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。'
: '非循环动作首尾回到角色标准站姿,中段完成动作变化。',
options.useChromaKey
? '背景为纯绿色绿幕,无其他人物和场景元素。'
: '背景简洁纯净。',
]
.filter(Boolean)
.join(' ');
}
function getLowestSupportedVideoResolution(model: string, fallback: string) {
switch (model) {
case 'wan2.6-i2v-flash':

View File

@@ -0,0 +1,528 @@
import type {
ActorAnchor,
CreatorCharacterSeed,
CreatorFactionSeed,
CreatorLandmarkSeed,
CustomWorldAnchorPack,
CustomWorldCreatorIntent,
CustomWorldLockState,
LandmarkAnchor,
} from './runtimeTypes.js';
function toText(value: unknown) {
return typeof value === 'string' ? value.trim() : '';
}
function toStringArray(value: unknown, maxCount = 8) {
if (!Array.isArray(value)) {
return [];
}
return [...new Set(value.map((item) => toText(item)).filter(Boolean))].slice(
0,
maxCount,
);
}
function slugify(value: string) {
const normalized = value
.trim()
.toLowerCase()
.replace(/[^a-z0-9\u4e00-\u9fa5]+/g, '-')
.replace(/^-+|-+$/g, '');
return normalized || 'entry';
}
function createSeedId(prefix: string, label: string, index: number) {
return `${prefix}-${slugify(label || `${prefix}-${index + 1}`)}-${index + 1}`;
}
function clampText(value: string, maxLength: number) {
const normalized = value.trim().replace(/\s+/g, ' ');
if (!normalized) {
return '';
}
if (normalized.length <= maxLength) {
return normalized;
}
return `${normalized.slice(0, Math.max(0, maxLength - 1)).trim()}`;
}
function normalizeCreatorFactionSeed(
value: unknown,
index: number,
): CreatorFactionSeed | null {
if (!value || typeof value !== 'object') {
return null;
}
const item = value as Record<string, unknown>;
const name = toText(item.name);
const publicGoal = toText(item.publicGoal);
const tension = toText(item.tension);
const notes = toText(item.notes);
if (!name && !publicGoal && !tension && !notes) {
return null;
}
return {
id:
toText(item.id) ||
createSeedId('creator-faction', name || publicGoal, index),
name,
publicGoal,
tension,
notes,
locked: Boolean(item.locked),
};
}
function normalizeCreatorCharacterSeed(
value: unknown,
index: number,
): CreatorCharacterSeed | null {
if (!value || typeof value !== 'object') {
return null;
}
const item = value as Record<string, unknown>;
const name = toText(item.name);
const role = toText(item.role);
const publicMask = toText(item.publicMask);
const hiddenHook = toText(item.hiddenHook);
const relationToPlayer = toText(item.relationToPlayer);
const notes = toText(item.notes);
if (
!name &&
!role &&
!publicMask &&
!hiddenHook &&
!relationToPlayer &&
!notes
) {
return null;
}
return {
id:
toText(item.id) ||
createSeedId('creator-character', name || role || publicMask, index),
name,
role,
publicMask,
hiddenHook,
relationToPlayer,
notes,
locked: Boolean(item.locked),
};
}
function normalizeCreatorLandmarkSeed(
value: unknown,
index: number,
): CreatorLandmarkSeed | null {
if (!value || typeof value !== 'object') {
return null;
}
const item = value as Record<string, unknown>;
const name = toText(item.name);
const purpose = toText(item.purpose);
const mood = toText(item.mood);
const secret = toText(item.secret);
if (!name && !purpose && !mood && !secret) {
return null;
}
return {
id:
toText(item.id) ||
createSeedId('creator-landmark', name || purpose || mood, index),
name,
purpose,
mood,
secret,
locked: Boolean(item.locked),
};
}
function normalizeAnchorArray<T>(
value: unknown,
normalizer: (value: unknown, index: number) => T | null,
maxCount: number,
) {
if (!Array.isArray(value)) {
return [];
}
return value
.map((item, index) => normalizer(item, index))
.filter((item): item is T => Boolean(item))
.slice(0, maxCount);
}
export function normalizeCustomWorldCreatorIntent(
value: unknown,
fallbackMode: CustomWorldCreatorIntent['sourceMode'] = 'freeform',
): CustomWorldCreatorIntent | null {
if (!value || typeof value !== 'object') {
return null;
}
const item = value as Record<string, unknown>;
const sourceMode =
item.sourceMode === 'card' || item.sourceMode === 'freeform'
? item.sourceMode
: fallbackMode;
const rawSettingText = toText(item.rawSettingText);
const worldHook = toText(item.worldHook);
const playerPremise = toText(item.playerPremise);
const openingSituation = toText(item.openingSituation);
const themeKeywords = toStringArray(item.themeKeywords, 8);
const toneDirectives = toStringArray(item.toneDirectives, 8);
const coreConflicts = toStringArray(item.coreConflicts, 6);
const iconicElements = toStringArray(item.iconicElements, 8);
const forbiddenDirectives = toStringArray(item.forbiddenDirectives, 8);
const keyFactions = normalizeAnchorArray(
item.keyFactions,
normalizeCreatorFactionSeed,
6,
);
const keyCharacters = normalizeAnchorArray(
item.keyCharacters,
normalizeCreatorCharacterSeed,
8,
);
const keyLandmarks = normalizeAnchorArray(
item.keyLandmarks,
normalizeCreatorLandmarkSeed,
8,
);
if (
!rawSettingText &&
!worldHook &&
themeKeywords.length === 0 &&
toneDirectives.length === 0 &&
!playerPremise &&
!openingSituation &&
coreConflicts.length === 0 &&
keyFactions.length === 0 &&
keyCharacters.length === 0 &&
keyLandmarks.length === 0 &&
iconicElements.length === 0 &&
forbiddenDirectives.length === 0
) {
return null;
}
return {
sourceMode,
rawSettingText,
worldHook,
themeKeywords,
toneDirectives,
playerPremise,
openingSituation,
coreConflicts,
keyFactions,
keyCharacters,
keyLandmarks,
iconicElements,
forbiddenDirectives,
};
}
export function normalizeCustomWorldLockState(
value: unknown,
): CustomWorldLockState {
if (!value || typeof value !== 'object') {
return {
worldLockedFields: [],
lockedCharacterIds: [],
lockedLandmarkIds: [],
lockedConflictIds: [],
lockedFactionIds: [],
};
}
const item = value as Record<string, unknown>;
return {
worldLockedFields: toStringArray(item.worldLockedFields, 12),
lockedCharacterIds: toStringArray(item.lockedCharacterIds, 20),
lockedLandmarkIds: toStringArray(item.lockedLandmarkIds, 20),
lockedConflictIds: toStringArray(item.lockedConflictIds, 20),
lockedFactionIds: toStringArray(item.lockedFactionIds, 20),
};
}
export function deriveCustomWorldLockStateFromIntent(
intent: CustomWorldCreatorIntent | null | undefined,
): CustomWorldLockState {
return {
worldLockedFields: [],
lockedCharacterIds:
intent?.keyCharacters
.filter((entry) => entry.locked)
.map((entry) => entry.id) ?? [],
lockedLandmarkIds:
intent?.keyLandmarks
.filter((entry) => entry.locked)
.map((entry) => entry.id) ?? [],
lockedConflictIds: [],
lockedFactionIds:
intent?.keyFactions
.filter((entry) => entry.locked)
.map((entry) => entry.id) ?? [],
};
}
export function hasMeaningfulCustomWorldCreatorIntent(
intent: CustomWorldCreatorIntent | null | undefined,
) {
return Boolean(
intent &&
(intent.rawSettingText ||
intent.worldHook ||
intent.themeKeywords.length > 0 ||
intent.toneDirectives.length > 0 ||
intent.playerPremise ||
intent.openingSituation ||
intent.coreConflicts.length > 0 ||
intent.keyFactions.length > 0 ||
intent.keyCharacters.length > 0 ||
intent.keyLandmarks.length > 0 ||
intent.iconicElements.length > 0 ||
intent.forbiddenDirectives.length > 0),
);
}
function buildAnchorLine(label: string, content: string) {
return content ? `${label}${content}` : '';
}
function buildCustomWorldCreatorIntentDisplayText(
intent: CustomWorldCreatorIntent | null | undefined,
) {
if (!hasMeaningfulCustomWorldCreatorIntent(intent)) {
return '';
}
const lines = [
intent?.worldHook ? `世界一句话:${intent.worldHook}` : '',
intent?.rawSettingText ? `补充设定:${intent.rawSettingText}` : '',
buildAnchorLine('主题关键词', intent?.themeKeywords.join('、') || ''),
buildAnchorLine('世界气质', intent?.toneDirectives.join('、') || ''),
buildAnchorLine('玩家是谁', intent?.playerPremise || ''),
buildAnchorLine('开局处境', intent?.openingSituation || ''),
buildAnchorLine('核心冲突', intent?.coreConflicts.join('、') || ''),
buildAnchorLine(
'关键势力',
intent?.keyFactions
.map((entry) =>
[entry.name, entry.publicGoal, entry.tension]
.filter(Boolean)
.join(' / '),
)
.filter(Boolean)
.join('') || '',
),
buildAnchorLine(
'关键角色',
intent?.keyCharacters
.map((entry) =>
[
entry.name,
entry.role,
entry.publicMask,
entry.hiddenHook ? `暗线 ${entry.hiddenHook}` : '',
]
.filter(Boolean)
.join(' / '),
)
.filter(Boolean)
.join('') || '',
),
buildAnchorLine(
'关键地点',
intent?.keyLandmarks
.map((entry) =>
[entry.name, entry.purpose, entry.mood].filter(Boolean).join(' / '),
)
.filter(Boolean)
.join('') || '',
),
buildAnchorLine('标志性要素', intent?.iconicElements.join('、') || ''),
buildAnchorLine('禁止事项', intent?.forbiddenDirectives.join('、') || ''),
].filter(Boolean);
return lines.join('\n');
}
export function buildCustomWorldCreatorIntentGenerationText(
intent: CustomWorldCreatorIntent | null | undefined,
) {
if (!hasMeaningfulCustomWorldCreatorIntent(intent)) {
return '';
}
const sections = [
buildAnchorLine('世界核心命题', intent?.worldHook || ''),
buildAnchorLine('补充设定原文', intent?.rawSettingText || ''),
buildAnchorLine('主题关键词', intent?.themeKeywords.join('、') || ''),
buildAnchorLine('情绪与气质', intent?.toneDirectives.join('、') || ''),
buildAnchorLine('玩家身份', intent?.playerPremise || ''),
buildAnchorLine('开局处境', intent?.openingSituation || ''),
buildAnchorLine('核心冲突', intent?.coreConflicts.join('、') || ''),
buildAnchorLine(
'关键势力锚点',
intent?.keyFactions
.map((entry) =>
[
entry.name,
entry.publicGoal ? `目标 ${entry.publicGoal}` : '',
entry.tension ? `张力 ${entry.tension}` : '',
entry.notes ? `补充 ${entry.notes}` : '',
]
.filter(Boolean)
.join(''),
)
.filter(Boolean)
.join('\n') || '',
),
buildAnchorLine(
'关键角色锚点',
intent?.keyCharacters
.map((entry) =>
[
entry.name,
entry.role ? `身份 ${entry.role}` : '',
entry.publicMask ? `表面 ${entry.publicMask}` : '',
entry.hiddenHook ? `暗线 ${entry.hiddenHook}` : '',
entry.relationToPlayer ? `与玩家 ${entry.relationToPlayer}` : '',
entry.notes ? `补充 ${entry.notes}` : '',
]
.filter(Boolean)
.join(''),
)
.filter(Boolean)
.join('\n') || '',
),
buildAnchorLine(
'关键地点锚点',
intent?.keyLandmarks
.map((entry) =>
[
entry.name,
entry.purpose ? `作用 ${entry.purpose}` : '',
entry.mood ? `氛围 ${entry.mood}` : '',
entry.secret ? `秘密 ${entry.secret}` : '',
]
.filter(Boolean)
.join(''),
)
.filter(Boolean)
.join('\n') || '',
),
buildAnchorLine('标志性要素', intent?.iconicElements.join('、') || ''),
buildAnchorLine('禁止事项', intent?.forbiddenDirectives.join('、') || ''),
].filter(Boolean);
return sections.join('\n\n');
}
function buildCharacterAnchorSummary(entry: CreatorCharacterSeed): ActorAnchor {
const summary = clampText(
[
entry.role,
entry.publicMask,
entry.hiddenHook ? `暗线 ${entry.hiddenHook}` : '',
entry.relationToPlayer ? `与玩家 ${entry.relationToPlayer}` : '',
]
.filter(Boolean)
.join(''),
72,
);
return {
id: entry.id,
name: entry.name || '未命名关键角色',
summary,
};
}
function buildLandmarkAnchorSummary(
entry: CreatorLandmarkSeed,
): LandmarkAnchor {
const summary = clampText(
[entry.purpose, entry.mood, entry.secret ? `秘密 ${entry.secret}` : '']
.filter(Boolean)
.join(''),
72,
);
return {
id: entry.id,
name: entry.name || '未命名关键地点',
summary,
};
}
export function buildCustomWorldAnchorPackFromIntent(
intent: CustomWorldCreatorIntent | null | undefined,
): CustomWorldAnchorPack | null {
if (!hasMeaningfulCustomWorldCreatorIntent(intent)) {
return null;
}
const lockedAnchorIds = [
...(intent?.keyCharacters
.filter((entry) => entry.locked)
.map((entry) => entry.id) ?? []),
...(intent?.keyLandmarks
.filter((entry) => entry.locked)
.map((entry) => entry.id) ?? []),
...(intent?.keyFactions
.filter((entry) => entry.locked)
.map((entry) => entry.id) ?? []),
];
return {
worldSummary: clampText(
intent?.worldHook || intent?.rawSettingText || '',
96,
),
creatorIntentSummary: clampText(
buildCustomWorldCreatorIntentDisplayText(intent),
240,
),
lockedAnchorIds,
keyConflictSummaries:
intent?.coreConflicts.map((entry) => clampText(entry, 48)) ?? [],
keyFactionSummaries:
intent?.keyFactions.map((entry) =>
clampText(
[entry.name, entry.publicGoal, entry.tension]
.filter(Boolean)
.join(''),
72,
),
) ?? [],
keyCharacterAnchors:
intent?.keyCharacters.map((entry) =>
buildCharacterAnchorSummary(entry),
) ?? [],
keyLandmarkAnchors:
intent?.keyLandmarks.map((entry) => buildLandmarkAnchorSummary(entry)) ??
[],
motifDirectives: [
...(intent?.themeKeywords ?? []),
...(intent?.toneDirectives ?? []),
...(intent?.iconicElements ?? []),
].slice(0, 12),
};
}

View File

@@ -0,0 +1,133 @@
import assert from 'node:assert/strict';
import test from 'node:test';
import {
buildCompiledCustomWorldProfile,
validateGeneratedCustomWorldProfile,
} from './runtimeProfile.js';
function createPlayableNpc(index: number) {
return {
name: `角色${index + 1}`,
title: `称号${index + 1}`,
role: `身份${index + 1}`,
description: `角色描述${index + 1}`,
backstory: `角色背景${index + 1}`,
personality: `角色性格${index + 1}`,
motivation: `角色动机${index + 1}`,
combatStyle: `战斗风格${index + 1}`,
initialAffinity: 18,
relationshipHooks: [`接触点${index + 1}`],
tags: [`标签${index + 1}`],
};
}
function createStoryNpc(index: number) {
return {
name: `场景角色${index + 1}`,
title: `头衔${index + 1}`,
role: `职责${index + 1}`,
description: `场景角色描述${index + 1}`,
backstory: `场景角色背景${index + 1}`,
personality: `场景角色性格${index + 1}`,
motivation: `场景角色动机${index + 1}`,
combatStyle: `场景角色战斗风格${index + 1}`,
initialAffinity: index % 4 === 0 ? -10 : 6,
relationshipHooks: [`关系${index + 1}`],
tags: [`线索${index + 1}`],
};
}
function createLandmark(index: number, storyNpcNames: string[]) {
return {
name: `场景${index + 1}`,
description: `场景描述${index + 1}`,
dangerLevel: 'medium',
sceneNpcNames: storyNpcNames,
connections: [
{
targetLandmarkName: `场景${((index + 1) % 10) + 1}`,
relativePosition: 'forward',
summary: '沿主路前行',
},
{
targetLandmarkName: `场景${((index + 9) % 10) + 1}`,
relativePosition: 'back',
summary: '回身可返',
},
],
};
}
test('buildCompiledCustomWorldProfile preserves runtime-critical generated fields on the server', () => {
const storyNpcs = Array.from({ length: 25 }, (_, index) =>
createStoryNpc(index),
);
const profile = buildCompiledCustomWorldProfile(
{
id: 'generated-world',
name: '测试世界',
subtitle: '副标题',
summary: '概述',
tone: '紧张、潮湿',
playerGoal: '先站稳,再查明真相',
templateWorldType: 'WUXIA',
majorFactions: ['守灯会', '沉船商盟'],
coreConflicts: ['航道解释权正在争夺'],
creatorIntent: {
sourceMode: 'card',
rawSettingText: '',
worldHook: '一个被潮雾反复切开的边境世界。',
themeKeywords: ['潮雾', '边境'],
toneDirectives: ['紧张', '潮湿'],
playerPremise: '玩家是前巡夜人。',
openingSituation: '刚进城就卷入旧案。',
coreConflicts: ['旧案名单再次出现'],
keyFactions: [],
keyCharacters: [
{
id: 'creator-character-1',
name: '沈砺',
role: '灰炬向导',
publicMask: '看起来只是个带路人',
hiddenHook: '一直在查旧撤离线',
relationToPlayer: '会先怀疑玩家身份',
notes: '',
locked: true,
},
],
keyLandmarks: [],
iconicElements: ['裂潮灯塔'],
forbiddenDirectives: ['不要出现现代枪械'],
},
playableNpcs: Array.from({ length: 5 }, (_, index) =>
createPlayableNpc(index),
),
storyNpcs,
landmarks: Array.from({ length: 10 }, (_, index) =>
createLandmark(index, [
storyNpcs[index % storyNpcs.length]?.name ?? `场景角色${index + 1}`,
storyNpcs[(index + 1) % storyNpcs.length]?.name ??
`场景角色${index + 2}`,
storyNpcs[(index + 2) % storyNpcs.length]?.name ??
`场景角色${index + 3}`,
]),
),
},
'一个被潮雾反复切开的边境世界。',
);
assert.equal(profile.playableNpcs.length, 5);
assert.equal(profile.storyNpcs.length, 25);
assert.equal(profile.landmarks.length, 10);
assert.equal(profile.playableNpcs[0]?.templateCharacterId, 'sword-princess');
assert.ok(profile.playableNpcs[0]?.attributeProfile);
assert.ok(profile.storyNpcs[0]?.attributeProfile);
assert.equal(profile.scenarioPackId, 'scenario-pack:测试世界');
assert.equal(profile.campaignPackId, 'campaign-pack:测试世界');
assert.equal(profile.creatorIntent?.keyCharacters[0]?.name, '沈砺');
assert.ok(profile.anchorPack?.lockedAnchorIds.includes('creator-character-1'));
assert.ok(profile.landmarks.every((landmark) => landmark.sceneNpcIds.length >= 3));
validateGeneratedCustomWorldProfile(profile);
});

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,389 @@
export type WorldType = 'WUXIA' | 'XIANXIA' | 'CUSTOM';
export type CustomWorldGenerationMode = 'fast' | 'full';
export type CustomWorldGenerationStatus = 'key_only' | 'complete';
export type CustomWorldCoverSourceType = 'default' | 'uploaded' | 'generated';
export interface CustomWorldCoverProfile {
sourceType: CustomWorldCoverSourceType;
imageSrc?: string | null;
characterRoleIds?: string[];
}
export interface CreatorFactionSeed {
id: string;
name: string;
publicGoal: string;
tension: string;
notes: string;
locked?: boolean;
}
export interface CreatorCharacterSeed {
id: string;
name: string;
role: string;
publicMask: string;
hiddenHook: string;
relationToPlayer: string;
notes: string;
locked?: boolean;
}
export interface CreatorLandmarkSeed {
id: string;
name: string;
purpose: string;
mood: string;
secret: string;
locked?: boolean;
}
export interface ActorAnchor {
id: string;
name: string;
summary: string;
}
export interface LandmarkAnchor {
id: string;
name: string;
summary: string;
}
export interface CustomWorldCreatorIntent {
sourceMode: 'freeform' | 'card';
rawSettingText: string;
worldHook: string;
themeKeywords: string[];
toneDirectives: string[];
playerPremise: string;
openingSituation: string;
coreConflicts: string[];
keyFactions: CreatorFactionSeed[];
keyCharacters: CreatorCharacterSeed[];
keyLandmarks: CreatorLandmarkSeed[];
iconicElements: string[];
forbiddenDirectives: string[];
}
export interface CustomWorldAnchorPack {
worldSummary: string;
creatorIntentSummary: string;
lockedAnchorIds: string[];
keyConflictSummaries: string[];
keyFactionSummaries: string[];
keyCharacterAnchors: ActorAnchor[];
keyLandmarkAnchors: LandmarkAnchor[];
motifDirectives: string[];
}
export interface CustomWorldLockState {
worldLockedFields: string[];
lockedCharacterIds: string[];
lockedLandmarkIds: string[];
lockedConflictIds: string[];
lockedFactionIds: string[];
}
export interface WorldAttributeSlot {
slotId: string;
name: string;
definition: string;
positiveSignals: string[];
negativeSignals: string[];
combatUseText: string;
socialUseText: string;
explorationUseText: string;
}
export interface WorldAttributeSchema {
id: string;
worldId: string;
schemaVersion: number;
schemaName: string;
generatedFrom: {
worldType: WorldType;
worldName: string;
settingSummary: string;
tone: string;
conflictCore: string;
};
slots: WorldAttributeSlot[];
}
export type AttributeVector = Record<string, number>;
export interface RoleAttributeEvidence {
slotId: string;
reason: string;
}
export interface RoleAttributeProfile {
schemaId: string;
values: AttributeVector;
topTraits: string[];
hiddenTraits?: string[];
evidence: RoleAttributeEvidence[];
}
export interface CharacterBackstoryChapter {
id: string;
title: string;
affinityRequired: number;
teaser: string;
content: string;
contextSnippet: string;
}
export interface CharacterBackstoryRevealConfig {
publicSummary: string;
privateChatUnlockAffinity: number;
chapters: CharacterBackstoryChapter[];
}
export interface ActorNarrativeProfile {
publicMask: string;
firstContactMask: string;
visibleLine: string;
hiddenLine: string;
contradiction: string;
debtOrBurden: string;
taboo: string;
immediatePressure: string;
relatedThreadIds: string[];
relatedScarIds: string[];
reactionHooks: string[];
}
export interface CustomWorldRoleSkill {
id: string;
name: string;
summary: string;
style: string;
actionPromptText?: string;
actionPreviewConfig?: Record<string, unknown>;
}
export interface CustomWorldRoleInitialItem {
id: string;
name: string;
category: string;
quantity: number;
rarity: string;
description: string;
tags: string[];
}
export interface CustomWorldRoleProfile {
id: string;
name: string;
title: string;
role: string;
description: string;
visualDescription?: string;
actionDescription?: string;
sceneVisualDescription?: string;
backstory: string;
personality: string;
motivation: string;
combatStyle: string;
initialAffinity: number;
relationshipHooks: string[];
tags: string[];
backstoryReveal: CharacterBackstoryRevealConfig;
skills: CustomWorldRoleSkill[];
initialItems: CustomWorldRoleInitialItem[];
imageSrc?: string;
generatedVisualAssetId?: string;
generatedAnimationSetId?: string;
animationMap?: Record<string, unknown>;
attributeProfile?: RoleAttributeProfile;
narrativeProfile?: ActorNarrativeProfile | null;
}
export interface CustomWorldPlayableNpc extends CustomWorldRoleProfile {
templateCharacterId?: string;
}
export interface CustomWorldNpc extends CustomWorldRoleProfile {
visual?: Record<string, unknown>;
}
export interface CustomWorldItem {
id: string;
name: string;
category: string;
rarity: string;
description: string;
tags: string[];
}
export interface CustomWorldSceneConnection {
targetLandmarkId: string;
relativePosition: string;
summary: string;
}
export interface CustomWorldCampScene {
name: string;
description: string;
dangerLevel: string;
imageSrc?: string;
}
export interface CustomWorldLandmark {
id: string;
name: string;
description: string;
visualDescription?: string;
dangerLevel: string;
imageSrc?: string;
sceneNpcIds: string[];
connections: CustomWorldSceneConnection[];
narrativeResidues?:
| Array<{
summary?: string;
changeHint?: string;
hiddenTruth?: string;
}>
| null;
}
export interface ThemePack {
id: string;
displayName: string;
toneRange: string[];
institutionLexicon: string[];
tabooLexicon: string[];
artifactClasses: string[];
actorArchetypes: string[];
conflictForms: string[];
clueForms: string[];
namingPatterns: string[];
revealStyles: string[];
}
export interface StoryThread {
id: string;
title: string;
visibility: 'visible' | 'hidden';
summary: string;
conflictType: string;
stakes: string;
involvedFactionIds: string[];
involvedActorIds: string[];
relatedLocationIds: string[];
}
export interface StoryScar {
id: string;
title: string;
pastEvent: string;
publicResidue: string;
hiddenTruth: string;
relatedActorIds: string[];
relatedLocationIds: string[];
}
export interface StoryMotif {
id: string;
label: string;
semanticRole: string;
lexicalHints: string[];
}
export interface WorldStoryGraph {
visibleThreads: StoryThread[];
hiddenThreads: StoryThread[];
scars: StoryScar[];
motifs: StoryMotif[];
}
export interface CustomWorldProfile {
id: string;
settingText: string;
name: string;
subtitle: string;
summary: string;
tone: string;
playerGoal: string;
cover?: CustomWorldCoverProfile | null;
templateWorldType: WorldType;
compatibilityTemplateWorldType?: WorldType | null;
majorFactions: string[];
coreConflicts: string[];
attributeSchema: WorldAttributeSchema;
playableNpcs: CustomWorldPlayableNpc[];
storyNpcs: CustomWorldNpc[];
items: CustomWorldItem[];
camp?: CustomWorldCampScene | null;
landmarks: CustomWorldLandmark[];
themePack?: ThemePack | null;
storyGraph?: WorldStoryGraph | null;
knowledgeFacts?: Array<Record<string, unknown>> | null;
threadContracts?: Array<Record<string, unknown>> | null;
anchorContent?: Record<string, unknown> | null;
creatorIntent?: CustomWorldCreatorIntent | null;
anchorPack?: CustomWorldAnchorPack | null;
lockState?: CustomWorldLockState | null;
ownedSettingLayers?: Record<string, unknown> | null;
generationMode?: CustomWorldGenerationMode | null;
generationStatus?: CustomWorldGenerationStatus | null;
scenarioPackId?: string | null;
campaignPackId?: string | null;
}
export interface CustomWorldGenerationRoleOutline {
name: string;
title: string;
role: string;
description: string;
visualDescription?: string;
actionDescription?: string;
sceneVisualDescription?: string;
initialAffinity: number;
relationshipHooks: string[];
tags: string[];
}
export interface CustomWorldGenerationLandmarkConnectionOutline {
targetLandmarkName: string;
relativePosition: string;
summary: string;
}
export interface CustomWorldGenerationLandmarkOutline {
name: string;
description: string;
visualDescription?: string;
dangerLevel: string;
sceneNpcNames: string[];
connections: CustomWorldGenerationLandmarkConnectionOutline[];
}
export interface CustomWorldGenerationCampOutline {
name: string;
description: string;
dangerLevel: string;
}
export interface CustomWorldGenerationFramework {
settingText: string;
name: string;
subtitle: string;
summary: string;
tone: string;
playerGoal: string;
templateWorldType: WorldType;
compatibilityTemplateWorldType: WorldType;
majorFactions: string[];
coreConflicts: string[];
camp: CustomWorldGenerationCampOutline;
playableNpcs: CustomWorldGenerationRoleOutline[];
storyNpcs: CustomWorldGenerationRoleOutline[];
landmarks: CustomWorldGenerationLandmarkOutline[];
}
export type CustomWorldGenerationRoleBatchType = 'playable' | 'story';
export type CustomWorldGenerationRoleBatchStage = 'narrative' | 'dossier';

View File

@@ -37,6 +37,7 @@ type QuestStoryResolution = {
type JsonRecord = Record<string, unknown>;
type RuntimeGameState = Parameters<typeof appendStoryEngineCarrierMemory>[0];
type RuntimeQuestLogEntry = NonNullable<ReturnType<typeof buildQuestForEncounter>>;
type RuntimeNpcState = Parameters<
typeof markNpcFirstMeaningfulContactResolved
>[0];
@@ -83,11 +84,56 @@ function readString(value: unknown) {
return typeof value === 'string' && value.trim() ? value.trim() : '';
}
function isObject(value: unknown): value is JsonRecord {
return typeof value === 'object' && value !== null && !Array.isArray(value);
}
function readQuestId(request: RuntimeStoryActionRequest) {
const payload = readPayload(request);
return readString(payload.questId) || readString(request.action.targetId);
}
function readPendingQuestOffer(
currentStory: unknown,
npcKey: string,
): RuntimeQuestLogEntry | null {
if (!isObject(currentStory)) {
return null;
}
const npcChatState = isObject(currentStory.npcChatState)
? currentStory.npcChatState
: null;
const pendingQuestOffer = isObject(npcChatState?.pendingQuestOffer)
? npcChatState.pendingQuestOffer
: null;
const quest = isObject(pendingQuestOffer?.quest)
? pendingQuestOffer.quest
: null;
if (!quest) {
return null;
}
const pendingNpcId = readString(npcChatState?.npcId);
const questId = readString(quest.id);
const issuerNpcId = readString(quest.issuerNpcId);
if (!questId) {
return null;
}
if (pendingNpcId && pendingNpcId !== npcKey) {
return null;
}
if (issuerNpcId && issuerNpcId !== npcKey) {
return null;
}
return quest as RuntimeQuestLogEntry;
}
function ensureEncounterQuestContext(session: RuntimeSession) {
const state = session.rawGameState as unknown as RuntimeGameState;
const encounter = getNpcEncounter(session, state);
@@ -111,6 +157,7 @@ function ensureEncounterQuestContext(session: RuntimeSession) {
function resolveQuestAcceptAction(
session: RuntimeSession,
currentStory?: unknown,
): QuestStoryResolution {
const { state, encounter, npcKey, npcState } = ensureEncounterQuestContext(session);
const quests = Array.isArray(state.quests) ? state.quests : [];
@@ -119,18 +166,20 @@ function resolveQuestAcceptAction(
throw conflict('当前角色已经有未结清的委托。');
}
const quest = buildQuestForEncounter({
issuerNpcId: npcKey,
issuerNpcName: encounter.npcName,
roleText: encounter.context,
scene: state.currentScenePreset,
worldType: state.worldType,
currentQuests: quests.map((item) => ({
id: item.id,
issuerNpcId: item.issuerNpcId,
status: item.status,
})),
});
const quest =
readPendingQuestOffer(currentStory, npcKey) ??
buildQuestForEncounter({
issuerNpcId: npcKey,
issuerNpcName: encounter.npcName,
roleText: encounter.context,
scene: state.currentScenePreset,
worldType: state.worldType,
currentQuests: quests.map((item) => ({
id: item.id,
issuerNpcId: item.issuerNpcId,
status: item.status,
})),
});
if (!quest) {
throw conflict('当前场景缺少可落地的委托抓手,暂时无法接取任务。');
}
@@ -228,10 +277,13 @@ export function isSupportedQuestStoryFunctionId(functionId: string) {
export function resolveQuestStoryAction(
session: RuntimeSession,
request: RuntimeStoryActionRequest,
options: {
currentStory?: unknown;
} = {},
): QuestStoryResolution {
switch (request.action.functionId) {
case 'npc_quest_accept':
return resolveQuestAcceptAction(session);
return resolveQuestAcceptAction(session, options.currentStory);
case 'npc_quest_turn_in':
return resolveQuestTurnInAction(session, request);
default:

View File

@@ -0,0 +1,96 @@
import assert from 'node:assert/strict';
import test from 'node:test';
import {
buildAvailableOptions,
buildLegacyCurrentStory,
loadRuntimeSession,
} from './runtimeSession.ts';
function createNpcSnapshot() {
return {
version: 2,
savedAt: '2026-04-19T00:00:00.000Z',
bottomTab: 'adventure',
currentStory: null,
gameState: {
worldType: 'WUXIA',
storyHistory: [],
currentEncounter: {
kind: 'npc',
id: 'npc_merchant_01',
npcName: '沈七',
npcDescription: '腰间挂着药囊的行商',
context: '受伤行商',
},
npcInteractionActive: true,
sceneHostileNpcs: [],
inBattle: false,
playerHp: 31,
playerMaxHp: 40,
playerMana: 9,
playerMaxMana: 16,
npcStates: {
npc_merchant_01: {
affinity: 46,
chattedCount: 1,
helpUsed: false,
giftsGiven: 0,
inventory: [],
recruited: false,
},
},
companions: [],
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
quests: [],
playerInventory: [],
},
};
}
test('buildAvailableOptions attaches npc interaction metadata from the server runtime session', () => {
const session = loadRuntimeSession(
createNpcSnapshot() as Parameters<typeof loadRuntimeSession>[0],
'runtime-main',
);
const options = buildAvailableOptions(session);
assert.deepEqual(
options.find((option) => option.functionId === 'npc_chat')?.interaction,
{
kind: 'npc',
npcId: 'npc_merchant_01',
action: 'chat',
},
);
assert.deepEqual(
options.find((option) => option.functionId === 'npc_help')?.interaction,
{
kind: 'npc',
npcId: 'npc_merchant_01',
action: 'help',
},
);
});
test('buildLegacyCurrentStory preserves runtime interaction metadata on projected options', () => {
const session = loadRuntimeSession(
createNpcSnapshot() as Parameters<typeof loadRuntimeSession>[0],
'runtime-main',
);
const options = buildAvailableOptions(session);
const currentStory = buildLegacyCurrentStory('服务端已经生成了当前故事。', options);
assert.deepEqual(
currentStory.options.find((option) => option.functionId === 'npc_leave')
?.interaction,
{
kind: 'npc',
npcId: 'npc_merchant_01',
action: 'leave',
},
);
});

View File

@@ -1,6 +1,7 @@
import type {
RuntimeStoryEncounterViewModel,
RuntimeStoryChoicePayload,
RuntimeStoryEncounterViewModel,
RuntimeStoryOptionInteraction,
RuntimeStoryOptionView,
RuntimeStoryViewModel,
Task5RuntimeOptionScope,
@@ -180,8 +181,7 @@ const TASK6_RUNTIME_FUNCTION_ID_SET = new Set<string>(
TASK6_RUNTIME_FUNCTION_IDS,
);
export const TASK6_DEFERRED_FUNCTION_IDS = new Set<string>([
]);
export const TASK6_DEFERRED_FUNCTION_IDS = new Set<string>([]);
const FUNCTION_DEFINITIONS: Record<string, FunctionDefinition> = {
story_continue_adventure: {
@@ -406,13 +406,16 @@ function normalizeNpcState(value: unknown): RuntimeNpcState {
? cloneJson(rawState.stanceProfile)
: null,
revealedFacts: readArray(rawState.revealedFacts).filter(
(item): item is string => typeof item === 'string' && item.trim().length > 0,
(item): item is string =>
typeof item === 'string' && item.trim().length > 0,
),
knownAttributeRumors: readArray(rawState.knownAttributeRumors).filter(
(item): item is string => typeof item === 'string' && item.trim().length > 0,
(item): item is string =>
typeof item === 'string' && item.trim().length > 0,
),
seenBackstoryChapterIds: readArray(rawState.seenBackstoryChapterIds).filter(
(item): item is string => typeof item === 'string' && item.trim().length > 0,
(item): item is string =>
typeof item === 'string' && item.trim().length > 0,
),
};
}
@@ -456,7 +459,10 @@ function normalizeHostileNpc(value: unknown): RuntimeHostileNpc | null {
}
const maxHp = Math.max(1, Math.round(readNumber(rawNpc.maxHp, 1)));
const hp = Math.max(0, Math.min(maxHp, Math.round(readNumber(rawNpc.hp, maxHp))));
const hp = Math.max(
0,
Math.min(maxHp, Math.round(readNumber(rawNpc.hp, maxHp))),
);
return {
id,
@@ -489,7 +495,10 @@ function normalizeNpcStates(value: unknown) {
const rawStates = isObject(value) ? value : {};
return Object.fromEntries(
Object.entries(rawStates).map(([key, state]) => [key, normalizeNpcState(state)]),
Object.entries(rawStates).map(([key, state]) => [
key,
normalizeNpcState(state),
]),
) as Record<string, RuntimeNpcState>;
}
@@ -672,13 +681,14 @@ function buildBasicAttackBaseDamage(character: RuntimePlayerCharacter) {
}
function buildBattleDisabledOption(params: {
session: RuntimeSession;
functionId: string;
actionText?: string;
detailText?: string;
reason: string;
payload?: RuntimeStoryChoicePayload;
}) {
return buildOptionView(params.functionId, {
return buildOptionView(params.session, params.functionId, {
actionText: params.actionText,
detailText: params.detailText,
payload: params.payload,
@@ -687,6 +697,44 @@ function buildBattleDisabledOption(params: {
});
}
function buildOptionInteraction(
session: RuntimeSession,
functionId: string,
): RuntimeStoryOptionInteraction | undefined {
const encounter = session.currentEncounter;
if (encounter?.kind === 'npc') {
const npcId = getEncounterKey(encounter);
const npcActionMap: Record<string, RuntimeStoryOptionInteraction> = {
npc_chat: { kind: 'npc', npcId, action: 'chat' },
npc_fight: { kind: 'npc', npcId, action: 'fight' },
npc_help: { kind: 'npc', npcId, action: 'help' },
npc_leave: { kind: 'npc', npcId, action: 'leave' },
npc_preview_talk: { kind: 'npc', npcId, action: 'chat' },
npc_recruit: { kind: 'npc', npcId, action: 'recruit' },
npc_spar: { kind: 'npc', npcId, action: 'spar' },
npc_trade: { kind: 'npc', npcId, action: 'trade' },
npc_gift: { kind: 'npc', npcId, action: 'gift' },
npc_quest_accept: { kind: 'npc', npcId, action: 'quest_accept' },
npc_quest_turn_in: { kind: 'npc', npcId, action: 'quest_turn_in' },
};
return npcActionMap[functionId];
}
if (encounter?.kind === 'treasure') {
const treasureActionMap: Record<string, RuntimeStoryOptionInteraction> = {
treasure_secure: { kind: 'treasure', action: 'secure' },
treasure_inspect: { kind: 'treasure', action: 'inspect' },
treasure_leave: { kind: 'treasure', action: 'leave' },
};
return treasureActionMap[functionId];
}
return undefined;
}
function buildBattleItemSummary(
effect: NonNullable<ReturnType<typeof resolveInventoryItemUseEffect>>,
) {
@@ -711,44 +759,47 @@ function pickPreferredBattleItem(session: RuntimeSession) {
const cooldowns = getPlayerSkillCooldowns(session);
const hasCoolingSkill = Object.values(cooldowns).some((turns) => turns > 0);
const playerHpRatio = session.playerHp / Math.max(session.playerMaxHp, 1);
const playerManaRatio = session.playerMana / Math.max(session.playerMaxMana, 1);
const playerManaRatio =
session.playerMana / Math.max(session.playerMaxMana, 1);
return getBattleInventoryItems(session)
.filter((item) => item.quantity > 0 && isInventoryItemUsable(item))
.map((item) => {
const effect = resolveInventoryItemUseEffect(item, character);
if (!effect) {
return null;
}
return (
getBattleInventoryItems(session)
.filter((item) => item.quantity > 0 && isInventoryItemUsable(item))
.map((item) => {
const effect = resolveInventoryItemUseEffect(item, character);
if (!effect) {
return null;
}
const score =
effect.hpRestore * (playerHpRatio <= 0.45 ? 2.6 : 1.2) +
effect.manaRestore * (playerManaRatio <= 0.45 ? 2.2 : 0.9) +
effect.cooldownReduction * (hasCoolingSkill ? 18 : 6) +
effect.buildBuffs.length * 8;
const score =
effect.hpRestore * (playerHpRatio <= 0.45 ? 2.6 : 1.2) +
effect.manaRestore * (playerManaRatio <= 0.45 ? 2.2 : 0.9) +
effect.cooldownReduction * (hasCoolingSkill ? 18 : 6) +
effect.buildBuffs.length * 8;
return {
item,
effect,
score,
};
})
.filter(
(
candidate,
): candidate is {
item: RuntimeBattleInventoryItem;
effect: NonNullable<ReturnType<typeof resolveInventoryItemUseEffect>>;
score: number;
} => Boolean(candidate),
)
.sort(
(left, right) =>
right.score - left.score ||
right.effect.hpRestore - left.effect.hpRestore ||
right.effect.manaRestore - left.effect.manaRestore ||
left.item.name.localeCompare(right.item.name, 'zh-CN'),
)[0] ?? null;
return {
item,
effect,
score,
};
})
.filter(
(
candidate,
): candidate is {
item: RuntimeBattleInventoryItem;
effect: NonNullable<ReturnType<typeof resolveInventoryItemUseEffect>>;
score: number;
} => Boolean(candidate),
)
.sort(
(left, right) =>
right.score - left.score ||
right.effect.hpRestore - left.effect.hpRestore ||
right.effect.manaRestore - left.effect.manaRestore ||
left.item.name.localeCompare(right.item.name, 'zh-CN'),
)[0] ?? null
);
}
function buildBattleSkillOptions(session: RuntimeSession) {
@@ -762,7 +813,9 @@ function buildBattleSkillOptions(session: RuntimeSession) {
return character.skills.map((skill) => {
const remainingCooldown = cooldowns[skill.id] ?? 0;
const damage = resolvePlayerOutgoingDamageResult(
session.rawGameState as Parameters<typeof resolvePlayerOutgoingDamageResult>[0],
session.rawGameState as Parameters<
typeof resolvePlayerOutgoingDamageResult
>[0],
character,
skill.damage,
1,
@@ -776,6 +829,7 @@ function buildBattleSkillOptions(session: RuntimeSession) {
if (remainingCooldown > 0) {
return buildBattleDisabledOption({
session,
functionId: 'battle_use_skill',
actionText: skill.name,
detailText,
@@ -786,6 +840,7 @@ function buildBattleSkillOptions(session: RuntimeSession) {
if (skill.manaCost > session.playerMana) {
return buildBattleDisabledOption({
session,
functionId: 'battle_use_skill',
actionText: skill.name,
detailText,
@@ -794,7 +849,7 @@ function buildBattleSkillOptions(session: RuntimeSession) {
});
}
return buildOptionView('battle_use_skill', {
return buildOptionView(session, 'battle_use_skill', {
actionText: skill.name,
detailText,
payload: { skillId: skill.id },
@@ -807,7 +862,9 @@ function buildBattleActionOptions(session: RuntimeSession) {
const itemCandidate = pickPreferredBattleItem(session);
const basicAttackDamage = character
? resolvePlayerOutgoingDamageResult(
session.rawGameState as Parameters<typeof resolvePlayerOutgoingDamageResult>[0],
session.rawGameState as Parameters<
typeof resolvePlayerOutgoingDamageResult
>[0],
character,
buildBasicAttackBaseDamage(character),
1,
@@ -816,30 +873,31 @@ function buildBattleActionOptions(session: RuntimeSession) {
: 0;
return [
buildOptionView('battle_attack_basic', {
buildOptionView(session, 'battle_attack_basic', {
detailText:
basicAttackDamage > 0
? `不耗蓝 / 伤害 ${basicAttackDamage}`
: '不耗蓝的基础攻击',
}),
buildOptionView('battle_recover_breath', {
buildOptionView(session, 'battle_recover_breath', {
actionText: '恢复',
detailText: '回血 12 / 回蓝 9 / 冷却 -1',
}),
itemCandidate
? buildOptionView('inventory_use', {
? buildOptionView(session, 'inventory_use', {
actionText: `使用物品:${itemCandidate.item.name}`,
detailText: buildBattleItemSummary(itemCandidate.effect),
payload: { itemId: itemCandidate.item.id },
})
: buildBattleDisabledOption({
session,
functionId: 'inventory_use',
actionText: '使用物品',
detailText: '当前没有可直接结算的战斗消耗品',
reason: '暂无可用物品',
}),
...buildBattleSkillOptions(session),
buildOptionView('battle_escape_breakout'),
buildOptionView(session, 'battle_escape_breakout'),
] satisfies RuntimeStoryOptionView[];
}
@@ -875,7 +933,10 @@ export function loadRuntimeSession(
sceneHostileNpcs,
inBattle,
playerHp: Math.max(0, Math.round(readNumber(rawGameState.playerHp, 0))),
playerMaxHp: Math.max(1, Math.round(readNumber(rawGameState.playerMaxHp, 1))),
playerMaxHp: Math.max(
1,
Math.round(readNumber(rawGameState.playerMaxHp, 1)),
),
playerMana: Math.max(0, Math.round(readNumber(rawGameState.playerMana, 0))),
playerMaxMana: Math.max(
1,
@@ -953,6 +1014,7 @@ export function setEncounterNpcState(
}
function buildOptionView(
session: RuntimeSession,
functionId: string,
overrides: Partial<RuntimeStoryOptionView> = {},
): RuntimeStoryOptionView {
@@ -963,6 +1025,7 @@ function buildOptionView(
actionText: functionId,
detailText: '',
scope: 'story',
interaction: buildOptionInteraction(session, functionId),
...overrides,
};
}
@@ -972,6 +1035,7 @@ function buildOptionView(
actionText: definition.actionText,
detailText: definition.detailText,
scope: definition.scope,
interaction: buildOptionInteraction(session, functionId),
...overrides,
};
}
@@ -1033,38 +1097,42 @@ export function buildAvailableOptions(session: RuntimeSession) {
const npcState = getEncounterNpcState(session);
if (session.currentEncounter.hostile) {
return [
buildOptionView('npc_fight'),
buildOptionView('npc_leave'),
buildOptionView(session, 'npc_fight'),
buildOptionView(session, 'npc_leave'),
];
}
if (!session.npcInteractionActive) {
return [
buildOptionView('npc_preview_talk'),
buildOptionView('npc_fight'),
buildOptionView('npc_leave'),
buildOptionView(session, 'npc_preview_talk'),
buildOptionView(session, 'npc_fight'),
buildOptionView(session, 'npc_leave'),
];
}
const activeQuest = getActiveEncounterQuest(session);
const options = [
buildOptionView('npc_chat'),
buildOptionView('npc_help', npcState?.helpUsed
? {
disabled: true,
reason: '当前 NPC 的一次性援手已经用完了。',
}
: {}),
buildOptionView('npc_spar'),
buildOptionView('npc_fight'),
buildOptionView(session, 'npc_chat'),
buildOptionView(
session,
'npc_help',
npcState?.helpUsed
? {
disabled: true,
reason: '当前 NPC 的一次性援手已经用完了。',
}
: {},
),
buildOptionView(session, 'npc_spar'),
buildOptionView(session, 'npc_fight'),
];
if ((npcState?.inventory?.length ?? 0) > 0) {
options.push(buildOptionView('npc_trade'));
options.push(buildOptionView(session, 'npc_trade'));
}
if (hasGiftablePlayerInventory(session)) {
options.push(buildOptionView('npc_gift'));
options.push(buildOptionView(session, 'npc_gift'));
}
if (
@@ -1072,14 +1140,15 @@ export function buildAvailableOptions(session: RuntimeSession) {
(activeQuest.status === 'completed' ||
activeQuest.status === 'ready_to_turn_in')
) {
options.push(buildOptionView('npc_quest_turn_in'));
options.push(buildOptionView(session, 'npc_quest_turn_in'));
} else if (!activeQuest) {
options.push(buildOptionView('npc_quest_accept'));
options.push(buildOptionView(session, 'npc_quest_accept'));
}
if (npcState && !npcState.recruited && npcState.affinity >= 60) {
options.push(
buildOptionView(
session,
'npc_recruit',
session.companions.length >= MAX_TASK5_COMPANIONS
? {
@@ -1091,15 +1160,15 @@ export function buildAvailableOptions(session: RuntimeSession) {
);
}
options.push(buildOptionView('npc_leave'));
options.push(buildOptionView(session, 'npc_leave'));
return options;
}
if (session.currentEncounter?.kind === 'treasure') {
return [
buildOptionView('treasure_secure'),
buildOptionView('treasure_inspect'),
buildOptionView('treasure_leave'),
buildOptionView(session, 'treasure_secure'),
buildOptionView(session, 'treasure_inspect'),
buildOptionView(session, 'treasure_leave'),
];
}
@@ -1110,7 +1179,7 @@ export function buildAvailableOptions(session: RuntimeSession) {
'idle_explore_forward',
'idle_travel_next_scene',
'story_continue_adventure',
].map((functionId) => buildOptionView(functionId));
].map((functionId) => buildOptionView(session, functionId));
}
function buildEncounterViewModel(
@@ -1189,6 +1258,7 @@ export function buildLegacyCurrentStory(
text: option.actionText,
detailText: option.detailText,
priority: option.scope === 'npc' ? 3 : option.scope === 'combat' ? 2 : 1,
interaction: option.interaction,
runtimePayload: option.payload,
disabled: option.disabled,
disabledReason: option.reason,
@@ -1221,8 +1291,10 @@ export function syncRawGameState(session: RuntimeSession) {
session.rawGameState.npcStates = cloneJson(session.npcStates);
session.rawGameState.companions = cloneJson(session.companions);
session.rawGameState.currentNpcBattleMode = session.currentNpcBattleMode;
session.rawGameState.currentNpcBattleOutcome = session.currentNpcBattleOutcome;
session.rawGameState.currentBattleNpcId = session.currentEncounter?.id ?? null;
session.rawGameState.currentNpcBattleOutcome =
session.currentNpcBattleOutcome;
session.rawGameState.currentBattleNpcId =
session.currentEncounter?.id ?? null;
session.rawGameState.activeCombatEffects = [];
session.rawGameState.playerActionMode = 'idle';
session.rawGameState.scrollWorld = false;

View File

@@ -160,7 +160,15 @@ function withBearer(token: string, init: TestRequestInit = {}) {
} satisfies TestRequestInit;
}
async function putSnapshot(baseUrl: string, token: string, gameState: unknown) {
async function putSnapshot(
baseUrl: string,
token: string,
gameState: unknown,
currentStory: unknown = {
text: '初始化剧情',
options: [],
},
) {
const response = await httpRequest(
`${baseUrl}/api/runtime/save/snapshot`,
withBearer(token, {
@@ -168,10 +176,7 @@ async function putSnapshot(baseUrl: string, token: string, gameState: unknown) {
body: JSON.stringify({
gameState,
bottomTab: 'adventure',
currentStory: {
text: '初始化剧情',
options: [],
},
currentStory,
}),
}),
);
@@ -240,6 +245,73 @@ function createTask6GameState(overrides: Record<string, unknown> = {}) {
};
}
function createPendingQuestOfferCurrentStory(quest: Record<string, unknown>) {
return {
text: '巡路人终于把真正的委托说了出来。',
options: [
{
functionId: 'npc_chat_quest_offer_view',
actionText: '查看任务',
text: '查看任务',
detailText: '',
visuals: {
playerAnimation: 'idle',
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right',
scrollWorld: false,
monsterChanges: [],
},
},
{
functionId: 'npc_chat_quest_offer_replace',
actionText: '更换任务',
text: '更换任务',
detailText: '',
visuals: {
playerAnimation: 'idle',
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right',
scrollWorld: false,
monsterChanges: [],
},
},
{
functionId: 'npc_chat_quest_offer_abandon',
actionText: '放弃任务',
text: '放弃任务',
detailText: '',
visuals: {
playerAnimation: 'idle',
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right',
scrollWorld: false,
monsterChanges: [],
},
},
],
displayMode: 'dialogue',
dialogue: [
{
speaker: 'npc',
speakerName: '巡路人',
text: '这件事我只想托给你。',
},
],
npcChatState: {
npcId: 'npc_scout_01',
npcName: '巡路人',
turnCount: 2,
customInputPlaceholder: '输入你想对 TA 说的话',
pendingQuestOffer: {
quest,
},
},
};
}
const QUEST_BATTLE_SCENE = {
id: 'quest-bridge',
name: '断桥口',
@@ -325,6 +397,11 @@ test('runtime story actions resolve npc chat on the server and persist updated a
} | null;
availableOptions: Array<{
functionId: string;
interaction?: {
kind: string;
npcId?: string;
action?: string;
};
}>;
};
presentation: {
@@ -344,15 +421,28 @@ test('runtime story actions resolve npc chat on the server and persist updated a
(option) => option.functionId === 'npc_help',
),
);
assert.deepEqual(
payload.viewModel.availableOptions.find(
(option) => option.functionId === 'npc_help',
)?.interaction,
{
kind: 'npc',
npcId: 'npc_merchant_01',
action: 'help',
},
);
assert.ok(
payload.patches.some((patch) => patch.type === 'npc_affinity_changed'),
);
const snapshotResponse = await httpRequest(`${baseUrl}/api/runtime/save/snapshot`, {
headers: {
Authorization: `Bearer ${entry.token}`,
const snapshotResponse = await httpRequest(
`${baseUrl}/api/runtime/save/snapshot`,
{
headers: {
Authorization: `Bearer ${entry.token}`,
},
},
});
);
const snapshotPayload = (await snapshotResponse.json()) as {
gameState: {
runtimeActionVersion: number;
@@ -369,14 +459,95 @@ test('runtime story actions resolve npc chat on the server and persist updated a
assert.equal(snapshotResponse.status, 200);
assert.equal(snapshotPayload.gameState.runtimeActionVersion, 1);
assert.equal(snapshotPayload.gameState.npcStates.npc_merchant_01.affinity, 52);
assert.equal(
snapshotPayload.gameState.npcStates.npc_merchant_01.affinity,
52,
);
assert.match(snapshotPayload.currentStory.text, //u);
});
});
test('runtime story state exposes npc interaction metadata directly from the server option builder', async () => {
await withTestServer('npc-state-options', async ({ baseUrl }) => {
const entry = await authEntry(baseUrl, 'story_npc_state', 'secret123');
await putSnapshot(
baseUrl,
entry.token,
createTask6GameState({
currentEncounter: {
kind: 'npc',
id: 'npc_merchant_01',
npcName: '沈七',
npcDescription: '腰间挂着药囊的行商',
context: '受伤行商',
},
npcInteractionActive: true,
npcStates: {
npc_merchant_01: {
affinity: 46,
chattedCount: 1,
helpUsed: false,
giftsGiven: 0,
inventory: [],
recruited: false,
},
},
}),
);
const response = await httpRequest(
`${baseUrl}/api/runtime/story/state/runtime-main`,
{
headers: {
Authorization: `Bearer ${entry.token}`,
},
},
);
const payload = (await response.json()) as {
viewModel: {
availableOptions: Array<{
functionId: string;
interaction?: {
kind: string;
npcId?: string;
action?: string;
};
}>;
};
};
assert.equal(response.status, 200);
assert.deepEqual(
payload.viewModel.availableOptions.find(
(option) => option.functionId === 'npc_chat',
)?.interaction,
{
kind: 'npc',
npcId: 'npc_merchant_01',
action: 'chat',
},
);
assert.deepEqual(
payload.viewModel.availableOptions.find(
(option) => option.functionId === 'npc_help',
)?.interaction,
{
kind: 'npc',
npcId: 'npc_merchant_01',
action: 'help',
},
);
});
});
test('runtime story actions resolve combat finishers on the server and collapse the battle state', async () => {
await withTestServer('combat-finisher', async ({ baseUrl }) => {
const entry = await authEntry(baseUrl, 'story_combat_finisher', 'secret123');
const entry = await authEntry(
baseUrl,
'story_combat_finisher',
'secret123',
);
await putSnapshot(
baseUrl,
@@ -457,7 +628,10 @@ test('runtime story actions resolve combat finishers on the server and collapse
assert.equal(response.status, 200);
assert.equal(payload.viewModel.encounter, null);
assert.equal(payload.viewModel.status.inBattle, false);
assert.equal(payload.viewModel.status.currentNpcBattleOutcome, 'fight_victory');
assert.equal(
payload.viewModel.status.currentNpcBattleOutcome,
'fight_victory',
);
assert.equal(payload.presentation.battle?.outcome, 'victory');
assert.ok((payload.presentation.battle?.damageDealt ?? 0) >= 12);
assert.ok(
@@ -466,11 +640,14 @@ test('runtime story actions resolve combat finishers on the server and collapse
),
);
const snapshotResponse = await httpRequest(`${baseUrl}/api/runtime/save/snapshot`, {
headers: {
Authorization: `Bearer ${entry.token}`,
const snapshotResponse = await httpRequest(
`${baseUrl}/api/runtime/save/snapshot`,
{
headers: {
Authorization: `Bearer ${entry.token}`,
},
},
});
);
const snapshotPayload = (await snapshotResponse.json()) as {
gameState: {
inBattle: boolean;
@@ -484,7 +661,10 @@ test('runtime story actions resolve combat finishers on the server and collapse
assert.equal(snapshotPayload.gameState.inBattle, false);
assert.equal(snapshotPayload.gameState.currentEncounter, null);
assert.deepEqual(snapshotPayload.gameState.sceneHostileNpcs, []);
assert.equal(snapshotPayload.gameState.currentNpcBattleOutcome, 'fight_victory');
assert.equal(
snapshotPayload.gameState.currentNpcBattleOutcome,
'fight_victory',
);
});
});
@@ -634,7 +814,11 @@ test('runtime story state exposes the single-action combat option pool with runt
test('runtime story actions resolve battle_use_skill as a single ongoing combat turn', async () => {
await withTestServer('combat-use-skill', async ({ baseUrl }) => {
const entry = await authEntry(baseUrl, 'story_combat_use_skill', 'secret123');
const entry = await authEntry(
baseUrl,
'story_combat_use_skill',
'secret123',
);
const playerCharacter = {
...requirePlayerCharacter(),
skills: [
@@ -768,13 +952,19 @@ test('runtime story actions resolve battle_use_skill as a single ongoing combat
assert.equal(payload.serverVersion, 1);
assert.equal(payload.presentation.battle?.outcome, 'ongoing');
assert.ok((payload.presentation.battle?.damageDealt ?? 0) > 0);
assert.equal(payload.presentation.storyText, payload.presentation.resultText);
assert.equal(
payload.presentation.storyText,
payload.presentation.resultText,
);
assert.match(payload.presentation.storyText, //u);
assert.equal(payload.viewModel.status.inBattle, true);
assert.equal(payload.viewModel.player.mana, 5);
assert.equal(payload.snapshot.gameState.playerMana, 5);
assert.equal(payload.snapshot.gameState.playerSkillCooldowns.slash, 2);
assert.equal(payload.snapshot.gameState.activeBuildBuffs[0]?.id, 'slash:buff');
assert.equal(
payload.snapshot.gameState.activeBuildBuffs[0]?.id,
'slash:buff',
);
assert.ok(
payload.patches.some(
(patch) =>
@@ -797,7 +987,11 @@ test('runtime story actions resolve battle_use_skill as a single ongoing combat
test('runtime story actions resolve inventory_use and persist updated resources', async () => {
await withTestServer('task6-inventory-use', async ({ baseUrl }) => {
const entry = await authEntry(baseUrl, 'story_task6_inventory', 'secret123');
const entry = await authEntry(
baseUrl,
'story_task6_inventory',
'secret123',
);
await putSnapshot(
baseUrl,
@@ -957,14 +1151,24 @@ test('runtime story actions resolve equipment_equip and persist updated loadout'
assert.ok(payload.viewModel.player.maxHp > 40);
assert.match(payload.presentation.storyText, //u);
assert.equal(payload.snapshot.gameState.playerInventory.length, 0);
assert.equal(payload.snapshot.gameState.playerEquipment.armor?.id, 'ward-mail');
assert.equal(payload.snapshot.gameState.playerEquipment.armor?.name, '镇岳甲');
assert.equal(
payload.snapshot.gameState.playerEquipment.armor?.id,
'ward-mail',
);
assert.equal(
payload.snapshot.gameState.playerEquipment.armor?.name,
'镇岳甲',
);
});
});
test('runtime story actions resolve npc_trade buy transactions on the server', async () => {
await withTestServer('task6-trade-buy', async ({ baseUrl }) => {
const entry = await authEntry(baseUrl, 'story_task6_trade_buy', 'secret123');
const entry = await authEntry(
baseUrl,
'story_task6_trade_buy',
'secret123',
);
await putSnapshot(
baseUrl,
@@ -1044,7 +1248,8 @@ test('runtime story actions resolve npc_trade buy transactions on the server', a
assert.equal(payload.snapshot.gameState.playerInventory[0]?.name, '回气散');
assert.equal(payload.snapshot.gameState.playerInventory[0]?.quantity, 2);
assert.equal(
payload.snapshot.gameState.npcStates.npc_merchant_02.inventory[0]?.quantity,
payload.snapshot.gameState.npcStates.npc_merchant_02.inventory[0]
?.quantity,
1,
);
});
@@ -1124,15 +1329,26 @@ test('runtime story actions resolve npc_gift and persist affinity changes', asyn
assert.equal(response.status, 200);
assert.equal(payload.snapshot.gameState.playerInventory.length, 0);
assert.ok(payload.snapshot.gameState.npcStates.npc_merchant_03.affinity > 22);
assert.equal(payload.snapshot.gameState.npcStates.npc_merchant_03.giftsGiven, 1);
assert.ok(payload.patches.some((patch) => patch.type === 'npc_affinity_changed'));
assert.ok(
payload.snapshot.gameState.npcStates.npc_merchant_03.affinity > 22,
);
assert.equal(
payload.snapshot.gameState.npcStates.npc_merchant_03.giftsGiven,
1,
);
assert.ok(
payload.patches.some((patch) => patch.type === 'npc_affinity_changed'),
);
});
});
test('runtime story actions resolve npc_quest_accept and persist accepted quests', async () => {
await withTestServer('task6-quest-accept', async ({ baseUrl }) => {
const entry = await authEntry(baseUrl, 'story_task6_quest_accept', 'secret123');
const entry = await authEntry(
baseUrl,
'story_task6_quest_accept',
'secret123',
);
await putSnapshot(
baseUrl,
@@ -1191,13 +1407,129 @@ test('runtime story actions resolve npc_quest_accept and persist accepted quests
assert.equal(response.status, 200);
assert.equal(payload.snapshot.gameState.quests.length, 1);
assert.equal(payload.snapshot.gameState.quests[0]?.issuerNpcId, 'npc_scout_01');
assert.equal(
payload.snapshot.gameState.quests[0]?.issuerNpcId,
'npc_scout_01',
);
assert.equal(payload.snapshot.gameState.quests[0]?.status, 'active');
assert.equal(payload.snapshot.gameState.runtimeStats.questsAccepted, 1);
assert.match(payload.presentation.storyText, //u);
});
});
test('runtime story actions accept pending npc quest offers from saved chat state', async () => {
await withTestServer('task6-quest-accept-pending-offer', async ({ baseUrl }) => {
const entry = await authEntry(
baseUrl,
'story_q_accept_pending',
'secret123',
);
const seededQuest = buildQuestForEncounter({
issuerNpcId: 'npc_scout_01',
issuerNpcName: '巡路人',
roleText: '巡路人',
scene: QUEST_BATTLE_SCENE,
worldType: 'WUXIA',
currentQuests: [],
});
assert.ok(seededQuest);
const pendingQuest = {
...seededQuest,
id: 'quest-pending-offer',
};
await putSnapshot(
baseUrl,
entry.token,
createTask6GameState({
currentEncounter: {
kind: 'npc',
id: 'npc_scout_01',
npcName: '巡路人',
npcDescription: '熟悉桥口风向的探子',
context: '巡路人',
characterId: 'scout-quest',
},
currentScenePreset: QUEST_BATTLE_SCENE,
npcInteractionActive: true,
npcStates: {
npc_scout_01: {
affinity: 16,
chattedCount: 0,
helpUsed: false,
giftsGiven: 0,
inventory: [],
recruited: false,
},
},
}),
createPendingQuestOfferCurrentStory(pendingQuest),
);
const response = await httpRequest(
`${baseUrl}/api/runtime/story/actions/resolve`,
withBearer(entry.token, {
method: 'POST',
body: JSON.stringify({
sessionId: 'runtime-main',
clientVersion: 0,
action: {
type: 'story_choice',
functionId: 'npc_quest_accept',
},
}),
}),
);
const payload = (await response.json()) as {
snapshot: {
gameState: {
quests: Array<{ id: string; issuerNpcId: string; status: string }>;
};
currentStory: {
displayMode?: string;
options?: Array<{ actionText?: string }>;
dialogue?: Array<{ speaker?: string; text?: string }>;
npcChatState?: {
pendingQuestOffer?: unknown;
};
};
};
};
assert.equal(response.status, 200);
assert.equal(payload.snapshot.gameState.quests.length, 1);
assert.equal(
payload.snapshot.gameState.quests[0]?.id,
'quest-pending-offer',
);
assert.equal(
payload.snapshot.gameState.quests[0]?.issuerNpcId,
'npc_scout_01',
);
assert.equal(payload.snapshot.currentStory.displayMode, 'dialogue');
assert.equal(
payload.snapshot.currentStory.npcChatState?.pendingQuestOffer ?? null,
null,
);
assert.deepEqual(
payload.snapshot.currentStory.options?.map((option) => option.actionText),
[
'这件事里你最担心哪一步',
'我回来时你最想先知道什么',
'除了这份委托,你还想提醒我什么',
],
);
assert.equal(
payload.snapshot.currentStory.dialogue?.at(-2)?.text,
'这件事我愿意接下,你把关键要点交给我。',
);
assert.match(
payload.snapshot.currentStory.dialogue?.at(-1)?.text ?? '',
//u,
);
});
});
test('runtime story actions progress quests from combat victories and npc turn-ins', async () => {
await withTestServer('task6-quest-progress-turnin', async ({ baseUrl }) => {
const entry = await authEntry(baseUrl, 'story_qp_turnin', 'secret123');
@@ -1357,10 +1689,15 @@ test('runtime story actions progress quests from combat victories and npc turn-i
};
assert.equal(turnInResponse.status, 200);
assert.equal(turnInPayload.snapshot.gameState.quests[0]?.status, 'turned_in');
assert.equal(
turnInPayload.snapshot.gameState.quests[0]?.status,
'turned_in',
);
assert.ok(turnInPayload.snapshot.gameState.playerCurrency > 12);
assert.ok(turnInPayload.snapshot.gameState.playerInventory.length > 0);
assert.ok(turnInPayload.snapshot.gameState.npcStates.npc_bandit_01.affinity > 6);
assert.ok(
turnInPayload.snapshot.gameState.npcStates.npc_bandit_01.affinity > 6,
);
});
});

View File

@@ -14,16 +14,17 @@ import {
} from '../ai/chatPromptBuilders.js';
import { generateNextStoryFromOrchestrator } from '../ai/storyOrchestrator.js';
import { resolveCombatAction } from '../combat/combatResolutionService.js';
import { isSupportedInventoryStoryFunctionId,resolveInventoryStoryAction } from '../inventory/inventoryStoryActionService.js';
import {
isSupportedInventoryStoryFunctionId,
resolveInventoryStoryAction,
} from '../inventory/inventoryStoryActionService.js';
import {
ensureNpcInventorySessionState,
isSupportedNpcInventoryStoryFunctionId,
resolveNpcInventoryStoryAction,
} from '../inventory/npcInventoryStoryActionService.js';
import { resolveNpcInteraction } from '../npc/npcInteractionService.js';
import {
applyQuestSignalsForResolvedAction,
} from '../quest/questRuntimeSignalService.js';
import { applyQuestSignalsForResolvedAction } from '../quest/questRuntimeSignalService.js';
import {
isSupportedQuestStoryFunctionId,
resolveQuestStoryAction,
@@ -92,7 +93,10 @@ const DEFAULT_STORY_OPTION_VISUALS = {
monsterChanges: [],
} as const;
function resolveActionText(defaultText: string, request: RuntimeStoryActionRequest) {
function resolveActionText(
defaultText: string,
request: RuntimeStoryActionRequest,
) {
const payload = request.action.payload;
const optionText =
payload && typeof payload.optionText === 'string'
@@ -114,54 +118,14 @@ function readArray(value: unknown) {
return Array.isArray(value) ? value : [];
}
function buildStoryOptionInteraction(
session: RuntimeSession,
option: RuntimeStoryOptionView,
) {
const encounter = session.currentEncounter;
if (encounter?.kind === 'npc') {
const npcId = encounter.id || encounter.npcName;
const npcActionMap: Record<string, JsonRecord> = {
npc_chat: { kind: 'npc', npcId, action: 'chat' },
npc_help: { kind: 'npc', npcId, action: 'help' },
npc_fight: { kind: 'npc', npcId, action: 'fight' },
npc_leave: { kind: 'npc', npcId, action: 'leave' },
npc_recruit: { kind: 'npc', npcId, action: 'recruit' },
npc_spar: { kind: 'npc', npcId, action: 'spar' },
npc_trade: { kind: 'npc', npcId, action: 'trade' },
npc_gift: { kind: 'npc', npcId, action: 'gift' },
npc_quest_accept: { kind: 'npc', npcId, action: 'quest_accept' },
npc_quest_turn_in: { kind: 'npc', npcId, action: 'quest_turn_in' },
};
return npcActionMap[option.functionId];
}
if (encounter?.kind === 'treasure') {
const treasureActionMap: Record<string, JsonRecord> = {
treasure_secure: { kind: 'treasure', action: 'secure' },
treasure_inspect: { kind: 'treasure', action: 'inspect' },
treasure_leave: { kind: 'treasure', action: 'leave' },
};
return treasureActionMap[option.functionId];
}
return undefined;
}
function buildStoryOptionFromRuntimeOption(
session: RuntimeSession,
option: RuntimeStoryOptionView,
) {
function buildStoryOptionFromRuntimeOption(option: RuntimeStoryOptionView) {
return {
functionId: option.functionId,
actionText: option.actionText,
text: option.actionText,
detailText: option.detailText,
visuals: DEFAULT_STORY_OPTION_VISUALS,
interaction: buildStoryOptionInteraction(session, option),
interaction: option.interaction,
runtimePayload: option.payload,
disabled: option.disabled,
disabledReason: option.reason,
@@ -169,10 +133,10 @@ function buildStoryOptionFromRuntimeOption(
}
function buildStoryOptionsFromRuntimeOptions(
session: RuntimeSession,
_session: RuntimeSession,
options: RuntimeStoryOptionView[],
) {
return options.map((option) => buildStoryOptionFromRuntimeOption(session, option));
return options.map((option) => buildStoryOptionFromRuntimeOption(option));
}
function escapeRegExp(value: string) {
@@ -284,10 +248,9 @@ function buildDialogueCurrentStory(params: {
}) {
return {
text: params.text,
options: buildStoryOptionsFromRuntimeOptions(
params.session,
[CONTINUE_ADVENTURE_OPTION],
),
options: buildStoryOptionsFromRuntimeOptions(params.session, [
CONTINUE_ADVENTURE_OPTION,
]),
displayMode: 'dialogue',
dialogue: parseDialogueTurns(params.text, params.npcName),
streaming: false,
@@ -298,7 +261,150 @@ function buildDialogueCurrentStory(params: {
} satisfies JsonRecord;
}
function buildStoryPromptContext(session: RuntimeSession, extras: JsonRecord = {}) {
function readDialogueTurns(currentStory: unknown) {
if (!isObject(currentStory) || !Array.isArray(currentStory.dialogue)) {
return [];
}
return currentStory.dialogue.filter(isObject).map((turn) => ({ ...turn }));
}
function readPendingQuestOfferContext(params: {
currentStory: unknown;
encounterId: string;
}) {
if (!isObject(params.currentStory)) {
return null;
}
const npcChatState = isObject(params.currentStory.npcChatState)
? params.currentStory.npcChatState
: null;
const pendingQuestOffer = isObject(npcChatState?.pendingQuestOffer)
? npcChatState.pendingQuestOffer
: null;
const quest = isObject(pendingQuestOffer?.quest)
? pendingQuestOffer.quest
: null;
if (!quest) {
return null;
}
const npcId = readString(npcChatState?.npcId);
if (npcId && npcId !== params.encounterId) {
return null;
}
return {
dialogue: readDialogueTurns(params.currentStory),
turnCount:
typeof npcChatState?.turnCount === 'number' &&
Number.isFinite(npcChatState.turnCount)
? Math.max(0, Math.round(npcChatState.turnCount))
: 0,
customInputPlaceholder:
readString(npcChatState?.customInputPlaceholder) ||
'输入你想对 TA 说的话',
quest,
};
}
function buildNpcChatSuggestionOption(
encounter: RuntimeSession['currentEncounter'] & { kind: 'npc' },
actionText: string,
) {
return buildStoryOptionFromRuntimeOption({
functionId: 'npc_chat',
actionText,
detailText: '',
scope: 'npc',
interaction: {
kind: 'npc',
npcId: encounter.id,
action: 'chat',
},
});
}
function buildQuestAcceptedNpcReplyText(quest: JsonRecord) {
const activeStepId = readString(quest.activeStepId);
const activeStep = readArray(quest.steps)
.filter(isObject)
.find((step) => readString(step.id) === activeStepId);
const revealText = readString(activeStep?.revealText);
const summary = readString(quest.summary);
if (revealText) {
return `那就拜托你了。${revealText}`;
}
return `那就拜托你了。${summary || '这份委托的关键要点我已经交给你。'}`;
}
function buildQuestAcceptedSuggestionOptions(
encounter: RuntimeSession['currentEncounter'] & { kind: 'npc' },
) {
return [
'这件事里你最担心哪一步',
'我回来时你最想先知道什么',
'除了这份委托,你还想提醒我什么',
].map((actionText) => buildNpcChatSuggestionOption(encounter, actionText));
}
function buildPendingQuestAcceptedCurrentStory(params: {
session: RuntimeSession;
currentStory: unknown;
}) {
const encounter = params.session.currentEncounter;
if (!encounter || encounter.kind !== 'npc') {
return null;
}
const pendingOffer = readPendingQuestOfferContext({
currentStory: params.currentStory,
encounterId: encounter.id,
});
if (!pendingOffer) {
return null;
}
const dialogue = [
...pendingOffer.dialogue,
{
speaker: 'player',
text: '这件事我愿意接下,你把关键要点交给我。',
},
{
speaker: 'npc',
speakerName: encounter.npcName,
text: buildQuestAcceptedNpcReplyText(pendingOffer.quest),
},
];
return {
text: dialogue
.map((turn) => readString(turn.text))
.filter(Boolean)
.join('\n'),
options: buildQuestAcceptedSuggestionOptions(encounter),
displayMode: 'dialogue',
dialogue,
streaming: false,
npcChatState: {
npcId: encounter.id,
npcName: encounter.npcName,
turnCount: pendingOffer.turnCount,
customInputPlaceholder: pendingOffer.customInputPlaceholder,
pendingQuestOffer: null,
},
} satisfies JsonRecord;
}
function buildStoryPromptContext(
session: RuntimeSession,
extras: JsonRecord = {},
) {
const scenePreset = isObject(session.rawGameState.currentScenePreset)
? session.rawGameState.currentScenePreset
: null;
@@ -409,11 +515,19 @@ function buildOpeningCampChatContext(session: RuntimeSession) {
for (let index = 0; index < session.storyHistory.length - 1; index += 1) {
const entry = session.storyHistory[index];
if (!entry || entry.historyRole !== 'action' || entry.text !== openingActionText) {
if (
!entry ||
entry.historyRole !== 'action' ||
entry.text !== openingActionText
) {
continue;
}
for (let nextIndex = index + 1; nextIndex < session.storyHistory.length; nextIndex += 1) {
for (
let nextIndex = index + 1;
nextIndex < session.storyHistory.length;
nextIndex += 1
) {
const nextEntry = session.storyHistory[nextIndex];
if (!nextEntry) {
continue;
@@ -517,7 +631,12 @@ async function generateNpcDialoguePayload(params: {
const playerCharacter = isObject(params.session.rawGameState.playerCharacter)
? params.session.rawGameState.playerCharacter
: null;
if (!encounter || encounter.kind !== 'npc' || !playerCharacter || !params.session.worldType) {
if (
!encounter ||
encounter.kind !== 'npc' ||
!playerCharacter ||
!params.session.worldType
) {
return null;
}
@@ -533,7 +652,9 @@ async function generateNpcDialoguePayload(params: {
worldType: params.session.worldType,
character: playerCharacter,
encounter: params.session.rawGameState.currentEncounter ?? {},
monsters: readArray(params.session.rawGameState.sceneHostileNpcs).filter(isObject),
monsters: readArray(
params.session.rawGameState.sceneHostileNpcs,
).filter(isObject),
history,
context: buildStoryPromptContext(params.session, {
...buildOpeningCampChatContext(params.session),
@@ -637,7 +758,8 @@ function resolveStoryFlowAction(
case 'story_continue_adventure':
return {
actionText: '继续推进冒险',
resultText: '你没有把节奏停下来,而是顺着当前局势继续向前推进了这一段故事。',
resultText:
'你没有把节奏停下来,而是顺着当前局势继续向前推进了这一段故事。',
patches: [normalizeStatusPatch(session)],
};
case 'story_opening_camp_dialogue': {
@@ -669,7 +791,8 @@ function resolveStoryFlowAction(
return {
actionText: '交换开场判断',
resultText: '你先把眼前局势梳理了一遍,为后续真正推进对话和行动留出了空间。',
resultText:
'你先把眼前局势梳理了一遍,为后续真正推进对话和行动留出了空间。',
patches: [normalizeStatusPatch(session)],
};
}
@@ -677,7 +800,8 @@ function resolveStoryFlowAction(
clearEncounterState(session);
return {
actionText: '返回营地',
resultText: '你主动结束了当前遭遇,把这轮流程带回了更安全的营地节奏里。',
resultText:
'你主动结束了当前遭遇,把这轮流程带回了更安全的营地节奏里。',
patches: [
normalizeStatusPatch(session),
{
@@ -689,13 +813,15 @@ function resolveStoryFlowAction(
case 'idle_call_out':
return {
actionText: '主动出声试探',
resultText: '你的喊话打破了当前的静场,周围潜着的动静也因此更难继续藏着。',
resultText:
'你的喊话打破了当前的静场,周围潜着的动静也因此更难继续藏着。',
patches: [normalizeStatusPatch(session)],
};
case 'idle_explore_forward':
return {
actionText: '继续向前探索',
resultText: '你没有停在原地,而是继续往前压,把下一段遭遇主动推到了自己面前。',
resultText:
'你没有停在原地,而是继续往前压,把下一段遭遇主动推到了自己面前。',
patches: [normalizeStatusPatch(session)],
};
case 'idle_observe_signs':
@@ -706,7 +832,10 @@ function resolveStoryFlowAction(
};
case 'idle_rest_focus':
session.playerHp = Math.min(session.playerMaxHp, session.playerHp + 8);
session.playerMana = Math.min(session.playerMaxMana, session.playerMana + 6);
session.playerMana = Math.min(
session.playerMaxMana,
session.playerMana + 6,
);
return {
actionText: '原地调息',
resultText: '你把呼吸慢下来重新稳住节奏,生命和灵力都回上来一点。',
@@ -804,7 +933,9 @@ export async function resolveRuntimeStoryAction(params: {
} else if (isSupportedNpcInventoryStoryFunctionId(functionId)) {
resolution = resolveNpcInventoryStoryAction(session, params.request);
} else if (isSupportedQuestStoryFunctionId(functionId)) {
resolution = resolveQuestStoryAction(session, params.request);
resolution = resolveQuestStoryAction(session, params.request, {
currentStory: hydratedSnapshot.currentStory,
});
} else if (isSupportedTreasureStoryFunctionId(functionId)) {
resolution = resolveTreasureStoryAction(session, params.request);
} else if (isStoryFunctionId(functionId)) {
@@ -836,9 +967,21 @@ export async function resolveRuntimeStoryAction(params: {
syncRawGameState(session);
ensureNpcInventorySessionState(session);
let options = buildAvailableOptions(session);
let savedCurrentStory: JsonRecord = buildLegacyCurrentStory(storyText, options);
let savedCurrentStory: JsonRecord = buildLegacyCurrentStory(
storyText,
options,
);
const pendingQuestAcceptedCurrentStory =
functionId === 'npc_quest_accept'
? buildPendingQuestAcceptedCurrentStory({
session,
currentStory: hydratedSnapshot.currentStory,
})
: null;
if (
if (pendingQuestAcceptedCurrentStory) {
savedCurrentStory = pendingQuestAcceptedCurrentStory;
} else if (
params.llmClient &&
(functionId === 'npc_chat' || functionId === 'story_opening_camp_dialogue')
) {

View File

@@ -0,0 +1,379 @@
import {
buildMasterPrompt,
buildVideoActionPrompt,
getActionTemplateById,
} from '../../../packages/shared/src/prompts/qwenSprite.js';
function clampPromptSeedText(value: unknown, maxLength: number) {
if (typeof value !== 'string') {
return '';
}
return value.replace(/\s+/gu, ' ').trim().slice(0, maxLength);
}
export const CHARACTER_PROMPT_BUNDLE_SYSTEM_PROMPT = `你是 RPG 角色资产提示词编译器。
你会收到一个角色设定摘要,请为当前项目生成 3 段可直接交给资产生成模型的中文提示词。
你必须只输出一个 JSON 对象,不要输出 Markdown、代码块、注释或解释。
输出格式必须严格为:
{
"visualPromptText": "角色主图提示词",
"animationPromptText": "角色动作提示词",
"scenePromptText": "角色关联场景提示词"
}
硬性约束:
- 所有字段都必须是自然中文。
- visualPromptText 用于角色主图候选必须是角色标准设定图而不是场景海报突出单人全身、右向斜侧身站姿、脚底完整可见、服装武器轮廓稳定、纯绿色绿幕背景、1:1 画幅。
- visualPromptText 里的主题词只能落在角色自身的服装、发型、材质、纹样、饰品、武器和发光细节上,不要自动补出建筑、风景、漂浮物、烟雾或其他角色以外的场景元素。
- visualPromptText 要明确“身体整体朝右,但保留少量正面信息”,避免生成完全 90 度纯右视图。
- animationPromptText 用于角色动作试片,必须突出发力方式、动作气质、连贯性、同一角色一致性,不要写镜头切换。
- scenePromptText 用于该角色关联的场景背景,必须突出角色首次登场或主活动区域的环境气质与空间结构,适配横版 RPG 场景。
- 三段提示词都要可直接使用,不要编号,不要加字段名解释,不要输出负面提示词。`;
export type CharacterPromptBundle = {
visualPromptText: string;
animationPromptText: string;
scenePromptText: string;
source: 'llm' | 'fallback';
model: string | null;
};
export function buildFallbackCharacterPromptBundle(params: {
characterName: string;
roleKind: string;
roleTitle: string;
roleLabel: string;
description: string;
backstory: string;
personality: string;
motivation: string;
combatStyle: string;
tags: string[];
}) {
const roleAnchor =
[params.roleTitle, params.roleLabel].filter(Boolean).join(' / ') ||
(params.roleKind === 'playable' ? '可扮演角色' : '场景角色');
const characterAnchor = params.characterName || '该角色';
const descriptionAnchor =
params.description || params.backstory || params.personality || '气质鲜明';
const combatAnchor =
params.combatStyle || params.motivation || '动作发力清晰';
const tagAnchor =
params.tags.length > 0 ? `保留 ${params.tags.join('、')} 的识别点。` : '';
return {
visualPromptText: [
`${characterAnchor}${roleAnchor}`,
'单人全身2D 横版 RPG 角色标准设定图1:1 正方形画幅,头身比控制在 2 到 2.5 头身,偏大头身,靠头部、发型、服装、配饰表现角色记忆点,躯干与四肢短而紧凑,五官简化,深色粗轮廓配合清晰大色块,右向斜侧身站立,身体整体朝右但保留少量正面信息,服装、发型、轮廓稳定清楚。',
`外观气质围绕:${descriptionAnchor}`,
combatAnchor ? `战斗识别点:${combatAnchor}` : '',
tagAnchor,
'背景固定为纯绿色绿幕,不带建筑、风景、漂浮物和其他场景元素,方便自动抠像,不做正面立绘,不做完全 90 度纯右视图,不做夸张透视。',
]
.filter(Boolean)
.join(' '),
animationPromptText: [
`${characterAnchor}的核心动作试片。`,
'保持同一角色的服装、发型、体型一致,镜头稳定,侧身朝右,动作连贯。',
combatAnchor ? `动作气质参考:${combatAnchor}` : '',
params.personality ? `角色气质补充:${params.personality}` : '',
'发力起手明确,过程干净,收招利落,避免漂移和变形。',
]
.filter(Boolean)
.join(' '),
scenePromptText: [
`${characterAnchor}关联主场景,适合作为首次登场区域或常驻活动空间。`,
'16:9 横版 RPG 场景背景,上下分区清楚,上半部分表现中远景氛围,下半部分是可站立地面。',
`场景叙事气质围绕:${descriptionAnchor}`,
params.backstory ? `背景线索可参考:${params.backstory}` : '',
params.motivation
? `环境中可埋入与当前目标相关的暗示:${params.motivation}`
: '',
'整体风格克制统一,适合剧情探索与战斗底图。',
]
.filter(Boolean)
.join(' '),
source: 'fallback' as const,
model: null,
};
}
function sanitizePromptBundleValue(
value: unknown,
fallback: string,
maxLength: number,
) {
const normalized = clampPromptSeedText(value, maxLength);
return normalized || fallback;
}
export function sanitizeCharacterPromptBundle(
value: unknown,
fallback: CharacterPromptBundle,
model: string,
) {
const record = isRecordValue(value) ? value : {};
return {
visualPromptText: sanitizePromptBundleValue(
record.visualPromptText,
fallback.visualPromptText,
280,
),
animationPromptText: sanitizePromptBundleValue(
record.animationPromptText,
fallback.animationPromptText,
280,
),
scenePromptText: sanitizePromptBundleValue(
record.scenePromptText,
fallback.scenePromptText,
320,
),
source: 'llm' as const,
model: model.trim() || null,
};
}
function sanitizeAnimationPromptText(value: string, maxLength: number) {
return value
.replace(/\s+/gu, ' ')
.replace(/||||||||/gu, '')
.replace(/||/gu, '')
.replace(/|/gu, '')
.replace(/|/gu, '')
.trim()
.slice(0, maxLength);
}
function buildCompactAnimationCharacterBrief(value: string) {
const normalized = sanitizeAnimationPromptText(value, 160);
if (!normalized) {
return '';
}
return normalized
.split(/[/|\n,;]+/u)
.map((item) => item.trim())
.filter(Boolean)
.slice(0, 4)
.join('');
}
export function buildCharacterPromptBundleUserPrompt(params: {
roleKind: string;
characterBriefText: string;
characterName: string;
roleTitle: string;
roleLabel: string;
description: string;
backstory: string;
personality: string;
motivation: string;
combatStyle: string;
tags: string[];
}) {
return [
'请根据下面的角色卡摘要,编译一组默认资产提示词。',
'提示词用于当前项目的角色主图、动作试片和角色关联场景背景。',
'请保留该角色的身份识别点、气质、战斗方式与世界感,不要空泛套模板。',
'',
`角色类型:${params.roleKind === 'playable' ? '可扮演角色' : '场景角色'}`,
params.characterName ? `角色名称:${params.characterName}` : '',
params.roleTitle ? `角色头衔:${params.roleTitle}` : '',
params.roleLabel ? `世界身份:${params.roleLabel}` : '',
params.description ? `角色描述:${params.description}` : '',
params.backstory ? `角色背景:${params.backstory}` : '',
params.personality ? `角色性格:${params.personality}` : '',
params.motivation ? `角色动机:${params.motivation}` : '',
params.combatStyle ? `战斗风格:${params.combatStyle}` : '',
params.tags.length > 0 ? `角色标签:${params.tags.join('、')}` : '',
'',
'角色卡全文:',
params.characterBriefText,
]
.filter(Boolean)
.join('\n');
}
export function buildNpcVisualPrompt(promptText: string, characterBriefText = '') {
const mergedBrief = [characterBriefText.trim(), promptText.trim()]
.filter(Boolean)
.join('\n');
return buildMasterPrompt(
mergedBrief || '自定义世界角色,服装完整,姿态自然。',
);
}
export function buildNpcVisualNegativePrompt() {
return [
'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('');
}
export function buildImageSequencePrompt(
animation: string,
promptText: string,
frameCount: number,
useChromaKey: boolean,
) {
return [
`同一角色连续 ${frameCount} 帧动作序列,动作主题是 ${animation}`,
'固定机位,单人,全身,侧身朝右,保持同一套服装、发型、武器和体型。',
'帧间动作连续,姿态逐步推进,不要换人,不要跳变,不要多余物体。',
useChromaKey
? '纯绿色背景,无地面装饰,方便后期抠像。'
: '背景尽量纯净,避免复杂场景。',
promptText.trim(),
]
.filter(Boolean)
.join(' ');
}
export function buildNpcAnimationPrompt(options: {
animation: string;
promptText: string;
useChromaKey: boolean;
loop: boolean;
characterBriefText?: string;
actionTemplateId?: string;
}) {
const characterBrief = buildCompactAnimationCharacterBrief(
options.characterBriefText ?? '',
);
const actionDetailText = sanitizeAnimationPromptText(options.promptText, 140);
const loopRule = options.loop
? '这是循环动作,直接进入动作循环中段,不要开场静止站桩,不要把主参考图原样作为第一帧。'
: options.animation === 'die'
? '这是死亡终结动作,首帧参考主图角色形象即可,尾帧停在死亡结束姿态,不要回到主图形象。'
: '这是非循环动作,首帧和尾帧都要回到参考主图角色形象,中段完成动作变化。';
if (options.actionTemplateId) {
return [
buildVideoActionPrompt({
actionTemplate: getActionTemplateById(
options.actionTemplateId as Parameters<
typeof getActionTemplateById
>[0],
),
actionDetailText,
useChromaKey: options.useChromaKey,
characterBrief: characterBrief || `${options.animation} 动作角色`,
}),
loopRule,
]
.filter(Boolean)
.join(' ');
}
return [
`单人 NPC 全身动作视频,动作主题是 ${options.animation}`,
'角色固定为同一人,侧身朝右,镜头稳定,轮廓清晰,武器不可丢失。',
'动作连贯,避免服装、发型、面部、武器随机漂移。',
options.useChromaKey
? '背景为纯绿色绿幕,无其他人物和场景元素,方便后期抠像。'
: '背景简洁纯净,无复杂场景。',
characterBrief ? `角色设定:${characterBrief}` : '',
actionDetailText,
loopRule,
]
.filter(Boolean)
.join(' ');
}
export function buildArkCharacterAnimationPrompt(options: {
animation: string;
promptText: string;
useChromaKey: boolean;
loop: boolean;
characterBriefText?: string;
actionTemplateId?: string;
}) {
const normalizedAnimationName =
options.animation.trim().replace(/\s+/gu, '_') || 'idle';
const characterBrief = buildCompactAnimationCharacterBrief(
options.characterBriefText ?? '',
);
const actionDetailText = sanitizeAnimationPromptText(options.promptText, 140);
const frameRule = options.loop
? '首帧严格使用图片1尾帧严格使用图片2循环动作必须自然闭环不要静止开场。'
: '首帧严格使用图片1尾帧严格使用图片2中段完成完整动作变化收束干净。';
if (options.actionTemplateId) {
return [
buildVideoActionPrompt({
actionTemplate: getActionTemplateById(
options.actionTemplateId as Parameters<typeof getActionTemplateById>[0],
),
actionDetailText,
useChromaKey: options.useChromaKey,
characterBrief: characterBrief || `${normalizedAnimationName} action role`,
}),
`动作英文名:${normalizedAnimationName}`,
frameRule,
]
.filter(Boolean)
.join(' ');
}
return [
`单人 NPC 全身动作视频,动作英文名是 ${normalizedAnimationName}`,
'角色固定为图片1和图片2中的同一人侧身朝右镜头稳定轮廓清晰武器不可丢失。',
'动作连贯,避免服装、发型、面部、武器随机漂移,不要多角色,不要镜头切换。',
options.useChromaKey
? '背景为纯绿色绿幕,无其他人物和场景元素,方便后期抠像。'
: '背景简洁纯净,无复杂场景。',
characterBrief ? `角色设定:${characterBrief}` : '',
actionDetailText ? `动作细节:${actionDetailText}` : '',
frameRule,
]
.filter(Boolean)
.join(' ');
}
export function buildFallbackModerationSafeAnimationPrompt(options: {
animation: string;
loop: boolean;
useChromaKey: boolean;
}) {
return [
`单人全身角色动作视频,动作主题是 ${options.animation}`,
'角色固定为同一人,右向斜侧身,镜头稳定,轮廓清楚。',
options.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。'
: '非循环动作首尾回到角色标准站姿,中段完成动作变化。',
options.useChromaKey
? '背景为纯绿色绿幕,无其他人物和场景元素。'
: '背景简洁纯净。',
]
.filter(Boolean)
.join(' ');
}

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@@ -0,0 +1,645 @@
import type {
CustomWorldGenerationFramework,
CustomWorldGenerationLandmarkOutline,
CustomWorldGenerationRoleBatchStage,
CustomWorldGenerationRoleBatchType,
CustomWorldGenerationRoleOutline,
CustomWorldLandmark,
CustomWorldProfile,
} from '../modules/custom-world/runtimeTypes.js';
const MIN_CUSTOM_WORLD_LANDMARK_COUNT = 10;
const CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES = [15, 30, 60, 90] as const;
const CUSTOM_WORLD_SCENE_RELATIVE_POSITION_OPTIONS = [
'forward',
'back',
'left',
'right',
'north',
'south',
'east',
'west',
'up',
'down',
'inside',
'outside',
'portal',
] as const;
function buildFrameworkSummaryText(
framework: CustomWorldGenerationFramework,
options: {
maxLandmarks?: number;
} = {},
) {
const maxLandmarks = options.maxLandmarks ?? MIN_CUSTOM_WORLD_LANDMARK_COUNT;
const landmarkText = framework.landmarks
.slice(0, maxLandmarks)
.map(
(landmark) =>
`${landmark.name}${landmark.dangerLevel}${landmark.description}`,
)
.join('、');
return [
`世界:${framework.name}`,
`副标题:${framework.subtitle}`,
`世界概述:${framework.summary}`,
`世界基调:${framework.tone}`,
`玩家核心目标:${framework.playerGoal}`,
framework.majorFactions.length > 0
? `主要势力:${framework.majorFactions.join('、')}`
: '',
framework.coreConflicts.length > 0
? `核心冲突:${framework.coreConflicts.join('、')}`
: '',
`开局归处:${framework.camp.name}${framework.camp.description}`,
landmarkText ? `关键场景:${landmarkText}` : '',
]
.filter(Boolean)
.join('\n');
}
function buildLandmarkAppearanceLookup(
framework: CustomWorldGenerationFramework,
) {
const lookup = new Map<string, string[]>();
framework.landmarks.forEach((landmark) => {
landmark.sceneNpcNames.forEach((npcName) => {
const key = npcName.trim();
if (!key) {
return;
}
const current = lookup.get(key) ?? [];
if (!current.includes(landmark.name)) {
current.push(landmark.name);
}
lookup.set(key, current);
});
});
return lookup;
}
function buildRoleOutlinePromptLines(
roleBatch: CustomWorldGenerationRoleOutline[],
options: {
framework: CustomWorldGenerationFramework;
roleType: CustomWorldGenerationRoleBatchType;
},
) {
const appearanceLookup =
options.roleType === 'story'
? buildLandmarkAppearanceLookup(options.framework)
: new Map<string, string[]>();
return roleBatch
.map((role) => {
const appearanceText =
options.roleType === 'story'
? (appearanceLookup.get(role.name)?.join('、') ?? '未指定')
: '';
return [
`- ${role.name} / ${role.title}`,
`身份:${role.role}`,
`框架描述:${role.description}`,
`预设好感:${role.initialAffinity}`,
role.relationshipHooks.length > 0
? `关系切入口:${role.relationshipHooks.join('、')}`
: '',
role.tags.length > 0 ? `标签:${role.tags.join('、')}` : '',
appearanceText ? `出现场景:${appearanceText}` : '',
]
.filter(Boolean)
.join('');
})
.join('\n');
}
export function buildCustomWorldFrameworkPrompt(settingText: string) {
return [
'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。',
'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。',
'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。',
'玩家设定:',
settingText.trim(),
'',
'输出 JSON 模板:',
'{',
' "name": "世界名称",',
' "subtitle": "世界副标题",',
' "summary": "世界概述",',
' "tone": "世界基调",',
' "playerGoal": "玩家核心目标",',
' "templateWorldType": "WUXIA|XIANXIA",',
' "majorFactions": ["势力甲", "势力乙"],',
' "coreConflicts": ["冲突甲", "冲突乙"],',
' "camp": {',
' "name": "开局归处名称",',
' "description": "这是玩家进入世界后的第一处落脚点描述",',
' "dangerLevel": "low|medium|high|extreme"',
' }',
'}',
'',
'要求:',
'- 所有生成文本都必须使用中文。',
'- 这一步只输出顶层 9 个字段name、subtitle、summary、tone、playerGoal、templateWorldType、majorFactions、coreConflicts、camp。',
'- 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。',
'- templateWorldType 只是系统兼容字段,不代表正文应当引用的世界名称。',
'- 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。',
'- 不要输出 playableNpcs、storyNpcs、landmarks、items也不要输出任何角色和地图细节。',
'- majorFactions 保持 2 到 3 个coreConflicts 保持 2 到 3 个。',
'- 世界设定必须直接源自玩家输入,不要脱离主题乱扩写。',
'- 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。',
'- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。',
].join('\n');
}
export function buildCustomWorldFrameworkJsonRepairPrompt(
responseText: string,
) {
return [
'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、dangerLevel。',
'原始文本:',
responseText.trim(),
].join('\n');
}
export function buildCustomWorldRoleOutlineBatchPrompt(params: {
framework: CustomWorldGenerationFramework;
roleType: CustomWorldGenerationRoleBatchType;
batchCount: number;
forbiddenNames?: string[];
}) {
const { framework, roleType, batchCount, forbiddenNames = [] } = params;
const key = roleType === 'playable' ? 'playableNpcs' : 'storyNpcs';
const label = roleType === 'playable' ? '可扮演角色' : '场景角色';
return [
`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最少字段。',
'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。',
'世界核心信息:',
buildFrameworkSummaryText(framework, { maxLandmarks: 0 }),
forbiddenNames.length > 0
? `这些名字已经生成,禁止重复:${forbiddenNames.join('、')}`
: '',
'',
'输出 JSON 模板:',
'{',
` "${key}": [`,
' {',
' "name": "角色名称",',
' "title": "称号",',
' "role": "身份",',
' "description": "极简定位描述",',
' "initialAffinity": 18,',
' "relationshipHooks": ["一个关系切入口"],',
' "tags": ["标签1", "标签2"]',
' }',
' ]',
'}',
'',
'要求:',
`- 必须生成恰好 ${batchCount}${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。',
'- 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。',
'- 只保留name、title、role、description、initialAffinity、relationshipHooks、tags。',
'- relationshipHooks 最多 1 条tags 保持 1 到 2 个。',
'- description 控制在 8 到 18 个汉字内title 和 role 也尽量短。',
'- initialAffinity 必须是 -40 到 90 的整数。',
roleType === '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。'
: '- 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。',
'- 所有生成文本都必须使用中文。',
'- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。',
]
.filter(Boolean)
.join('\n');
}
export function buildCustomWorldRoleOutlineBatchJsonRepairPrompt(params: {
responseText: string;
roleType: CustomWorldGenerationRoleBatchType;
expectedCount: number;
forbiddenNames?: string[];
}) {
const { responseText, roleType, expectedCount, forbiddenNames = [] } = params;
const key = roleType === 'playable' ? 'playableNpcs' : 'storyNpcs';
return [
`下面这段文本本应是自定义世界${roleType === 'playable' ? '可扮演角色' : '场景角色'}框架名单批次的单个 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。',
`顶层必须只包含一个 ${key} 数组。`,
`必须保留恰好 ${expectedCount} 个角色对象。`,
forbiddenNames.length > 0
? `禁止使用这些重复名:${forbiddenNames.join('、')}`
: '',
'每个角色只包含name、title、role、description、initialAffinity、relationshipHooks、tags。',
'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。',
'不要输出 backstory、skills、landmarks 或任何其他字段。',
'原始文本:',
responseText.trim(),
]
.filter(Boolean)
.join('\n');
}
export function buildCustomWorldLandmarkSeedBatchPrompt(params: {
framework: CustomWorldGenerationFramework;
batchCount: number;
forbiddenNames?: string[];
}) {
const { framework, batchCount, forbiddenNames = [] } = params;
return [
'请根据下面的世界核心信息,生成一批场景地标骨架。',
'后续我会继续补全场景角色分布和连接关系,所以这一步只保留最少字段。',
'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。',
'世界核心信息:',
buildFrameworkSummaryText(framework, { maxLandmarks: 0 }),
forbiddenNames.length > 0
? `这些场景名已经生成,禁止重复:${forbiddenNames.join('、')}`
: '',
'',
'输出 JSON 模板:',
'{',
' "landmarks": [',
' {',
' "name": "场景名称",',
' "description": "极简场景描述",',
' "dangerLevel": "low|medium|high|extreme"',
' }',
' ]',
'}',
'',
'要求:',
`- 必须生成恰好 ${batchCount} 个 landmarks。`,
'- 这是一个完全独立的自定义世界;不要在场景描述里直接写“武侠世界”“仙侠世界”等现成世界名。',
'- 这一步只保留name、description、dangerLevel。',
'- 不要输出 sceneNpcNames、connections、imageSrc 或其他字段。',
'- 名称必须具体且互不重复,不要使用 场景1、地点1 之类的占位名。',
'- description 控制在 8 到 18 个汉字内。',
'- 所有生成文本都必须使用中文。',
'- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。',
]
.filter(Boolean)
.join('\n');
}
export function buildCustomWorldLandmarkSeedBatchJsonRepairPrompt(params: {
responseText: string;
expectedCount: number;
forbiddenNames?: string[];
}) {
const { responseText, expectedCount, forbiddenNames = [] } = params;
return [
'下面这段文本本应是自定义世界场景地标骨架批次的单个 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。',
'顶层必须只包含一个 landmarks 数组。',
`必须保留恰好 ${expectedCount} 个地标对象。`,
forbiddenNames.length > 0
? `禁止使用这些重复场景名:${forbiddenNames.join('、')}`
: '',
'每个地标只包含name、description、dangerLevel。',
'不要输出 sceneNpcNames、connections 或其他字段。',
'原始文本:',
responseText.trim(),
]
.filter(Boolean)
.join('\n');
}
export function buildCustomWorldLandmarkNetworkBatchPrompt(params: {
framework: CustomWorldGenerationFramework;
landmarkBatch: CustomWorldGenerationLandmarkOutline[];
storyNpcs: CustomWorldGenerationRoleOutline[];
}) {
const { framework, landmarkBatch, storyNpcs } = params;
const relativePositionValues =
CUSTOM_WORLD_SCENE_RELATIVE_POSITION_OPTIONS.join('|');
const allLandmarkNames = framework.landmarks.map((landmark) => landmark.name);
const storyNpcNames = storyNpcs.map((npc) => npc.name);
return [
'请根据下面的世界信息,为这一批场景补全“出现场景角色”和“地图连接关系”。',
'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。',
'世界核心信息:',
buildFrameworkSummaryText(framework, { maxLandmarks: 0 }),
`全部场景名:${allLandmarkNames.join('、')}`,
`可用场景角色名:${storyNpcNames.join('、')}`,
'本批次场景骨架:',
landmarkBatch
.map(
(landmark) =>
`- ${landmark.name} / 危险度:${landmark.dangerLevel} / 描述:${landmark.description}`,
)
.join('\n'),
'',
'输出 JSON 模板:',
'{',
' "landmarks": [',
' {',
' "name": "场景名称",',
' "sceneNpcNames": ["场景角色1", "场景角色2", "场景角色3"],',
' "connections": [',
' {',
' "targetLandmarkName": "其他场景名称",',
` "relativePosition": "${CUSTOM_WORLD_SCENE_RELATIVE_POSITION_OPTIONS[0] ?? 'forward'}",`,
' "summary": "极简通路说明"',
' }',
' ]',
' }',
' ]',
'}',
'',
'要求:',
`- 只输出这批 ${landmarkBatch.length} 个场景,不要输出其他场景。`,
'- 这是一个完全独立的自定义世界summary 不要带入“武侠”“仙侠”等现成世界名称。',
'- 名称必须与本批次场景骨架完全一致,不得改名。',
'- 每个场景必须提供恰好 3 个唯一 sceneNpcNames且只能从可用场景角色名里选择。',
`- 每个场景必须提供恰好 2 条 connectionsrelativePosition 只能使用:${relativePositionValues}`,
'- targetLandmarkName 必须来自全部场景名,且不能连接自己,两个目标场景不能重复。',
'- summary 控制在 4 到 10 个汉字内。',
'- 不要输出 description、dangerLevel、backstory 或其他字段。',
'- 所有生成文本都必须使用中文。',
'- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。',
].join('\n');
}
export function buildCustomWorldLandmarkNetworkBatchJsonRepairPrompt(params: {
responseText: string;
expectedNames: string[];
}) {
const { responseText, expectedNames } = params;
return [
'下面这段文本本应是自定义世界场景连接补全批次的单个 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。',
'顶层必须只包含一个 landmarks 数组。',
`landmarks 里只能保留这些场景名:${expectedNames.join('、')}`,
'每个场景对象只包含name、sceneNpcNames、connections。',
'connections 里的每个对象必须包含targetLandmarkName、relativePosition、summary。',
'不要输出 description、dangerLevel 或其他字段。',
'原始文本:',
responseText.trim(),
].join('\n');
}
export function buildCustomWorldRoleBatchPrompt(params: {
framework: CustomWorldGenerationFramework;
roleType: CustomWorldGenerationRoleBatchType;
roleBatch: CustomWorldGenerationRoleOutline[];
stage: CustomWorldGenerationRoleBatchStage;
}) {
const { framework, roleType, roleBatch, stage } = params;
const key = roleType === 'playable' ? 'playableNpcs' : 'storyNpcs';
const label = roleType === 'playable' ? '可扮演角色' : '场景角色';
const roleOutlineText = buildRoleOutlinePromptLines(roleBatch, {
framework,
roleType,
});
if (stage === 'narrative') {
return [
`请根据下面的世界框架,补全这一批${label}的叙事基础设定。`,
'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。',
'玩家原始设定:',
framework.settingText,
'',
'世界框架摘要:',
buildFrameworkSummaryText(framework, { maxLandmarks: 8 }),
'',
`本批次需要补全的${label}(名称必须原样保留):`,
roleOutlineText,
'',
'输出 JSON 模板:',
'{',
` "${key}": [`,
' {',
' "name": "角色名称",',
' "backstory": "背景经历",',
' "personality": "性格特点",',
' "motivation": "当前动机",',
' "combatStyle": "战斗风格"',
' }',
' ]',
'}',
'',
'要求:',
`- 只输出这批${label},不要输出其他角色、场景或额外顶层字段。`,
'- 这是一个完全独立的自定义世界;不要在角色背景、性格、动机或战斗风格里直接写“武侠世界”“仙侠世界”等现成世界名。',
`- ${key} 的数量必须与本批次名单完全一致。`,
'- 名称必须与批次名单完全一致,不得增删改名。',
'- 只补全 backstory、personality、motivation、combatStyle 这 4 个字段,不要输出 backstoryReveal、skills、initialItems。',
'- 必须严格沿用框架中的 title、role、description、initialAffinity、relationshipHooks、tags 所表达的角色定位,不要改名,不要改阵营。',
'- backstory 必须写出角色和当前世界的具体关系,至少落到一个势力、一个地点、一个正在发生的局势变化,不要只写抽象气质或泛泛成长史。',
'- personality 不能只写单个形容词,要体现角色在这个世界里的处事习惯、应对压力的方式和与人相处的锋面。',
'- motivation 必须是“此刻正在推动角色行动”的现实目标,而不是空泛理想;它要和玩家目标、核心冲突或开局处境形成直接拉扯。',
'- combatStyle 要体现角色为什么会这样战斗,它最好能反映其身份、经历、所属势力或长期栖身的场景环境。',
roleType === 'story'
? '- 怪物型场景角色要在 backstory 或 combatStyle 中直接写出怪物特征、栖息环境或攻击方式。'
: '- 可扮演角色要体现成长空间、协作价值和明确的入队理由。',
'- 所有生成文本都必须使用中文。',
'- 每个字符串尽量简洁但不能空泛backstory/personality/motivation/combatStyle 控制在 18 到 56 个汉字内。',
'- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。',
].join('\n');
}
return [
`请根据下面的世界框架,补全这一批${label}的背景章节、技能和初始物品。`,
'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。',
'玩家原始设定:',
framework.settingText,
'',
'世界框架摘要:',
buildFrameworkSummaryText(framework, { maxLandmarks: 8 }),
'',
`本批次需要补全的${label}(名称必须原样保留):`,
roleOutlineText,
'',
'输出 JSON 模板:',
'{',
` "${key}": [`,
' {',
' "name": "角色名称",',
' "backstoryReveal": {',
' "publicSummary": "公开可见的背景摘要",',
' "chapters": [',
` { "id": "surface", "title": "表层来意", "affinityRequired": ${CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES[0]}, "teaser": "${CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES[0]}好感可见的提示", "content": "${CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES[0]}好感时解锁的背景内容", "contextSnippet": "可供后续剧情引用的摘要" },`,
` { "id": "scar", "title": "旧事裂痕", "affinityRequired": ${CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES[1]}, "teaser": "${CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES[1]}好感可见的提示", "content": "${CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES[1]}好感时解锁的背景内容", "contextSnippet": "可供后续剧情引用的摘要" },`,
` { "id": "hidden", "title": "隐藏执念", "affinityRequired": ${CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES[2]}, "teaser": "${CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES[2]}好感可见的提示", "content": "${CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES[2]}好感时解锁的背景内容", "contextSnippet": "可供后续剧情引用的摘要" },`,
` { "id": "final", "title": "最终底牌", "affinityRequired": ${CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES[3]}, "teaser": "${CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES[3]}好感可见的提示", "content": "${CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES[3]}好感时解锁的背景内容", "contextSnippet": "可供后续剧情引用的摘要" }`,
' ]',
' },',
' "skills": [',
' { "name": "技能1", "summary": "技能说明", "style": "起手压制" },',
' { "name": "技能2", "summary": "技能说明", "style": "机动周旋" },',
' { "name": "技能3", "summary": "技能说明", "style": "爆发终结" }',
' ],',
' "initialItems": [',
' { "name": "初始物品1", "category": "武器", "quantity": 1, "rarity": "rare", "description": "物品说明", "tags": ["标签1", "标签2"] },',
' { "name": "初始物品2", "category": "消耗品", "quantity": 2, "rarity": "uncommon", "description": "物品说明", "tags": ["标签1", "标签2"] },',
' { "name": "初始物品3", "category": "专属物品", "quantity": 1, "rarity": "rare", "description": "物品说明", "tags": ["标签1", "标签2"] }',
' ]',
' }',
' ]',
'}',
'',
'要求:',
`- 只输出这批${label},不要输出其他角色、场景或额外顶层字段。`,
'- 这是一个完全独立的自定义世界;不要在公开背景、技能名、物品名或说明里直接带入“武侠”“仙侠”等现成世界名。',
`- ${key} 的数量必须与本批次名单完全一致。`,
'- 名称必须与批次名单完全一致,不得增删改名。',
'- 这一阶段只补全 backstoryReveal、skills、initialItems不要重复输出 title、role、description、backstory、personality、motivation、combatStyle、initialAffinity、relationshipHooks、tags。',
'- 背景章节、技能和初始物品必须严格围绕框架中的角色定位来写,不要改变阵营、身份或出现场景。',
'- backstoryReveal 的 4 章必须形成明显递进:第 1 章写表层来意与第一印象,第 2 章写旧伤或代价,第 3 章写角色真正隐瞒的线索,第 4 章写最终底牌或不可回避的真相。',
'- 每一章都必须紧贴当前世界设定,至少落到具体势力、地点、事件、制度、禁忌或关系链中的一项,不要写成可套用到任何世界的空泛心情。',
'- teaser 必须像“继续相处后能戳到的钩子”content 必须像“真正解锁后得到的新信息”contextSnippet 必须可直接被后续剧情复用,三者不要只是同一句话改写。',
'- skills 不只是职业标签,要体现角色的个人经历、所属阵营、地理环境或禁忌系统影响,尽量写出这个世界独有的招式语感。',
'- initialItems 不只是常规装备清单,至少要有一件能反映角色背景、关系或任务压力的私人物件。',
`- backstoryReveal.chapters 必须恰好 4 章affinityRequired 固定使用 ${CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES.join('、')}`,
'- 每个角色必须提供恰好 3 个 skills 和恰好 3 个 initialItems。',
'- initialItems.category 只能使用:武器、护甲、饰品、消耗品、材料、稀有品、专属物品。',
roleType === 'story'
? '- 怪物型角色仍然放进 storyNpcs并在 role、description、backstory、combatStyle、tags、backstoryReveal、skills 或 initialItems 中明确写出怪物特征、栖息环境、攻击方式或异形外观。'
: '- 可扮演角色要保持明确的成长空间、协作价值和入队理由。',
'- 所有生成文本都必须使用中文。',
'- 每个字符串尽量简洁但要有信息量backstoryReveal.publicSummary 控制在 14 到 36 个汉字内backstoryReveal.teaser 控制在 12 到 28 个汉字内backstoryReveal.content 控制在 20 到 64 个汉字内contextSnippet 控制在 12 到 36 个汉字内skills.summary 和 initialItems.description 控制在 12 到 32 个汉字内。',
'- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。',
].join('\n');
}
export function buildCustomWorldRoleBatchJsonRepairPrompt(params: {
responseText: string;
roleType: CustomWorldGenerationRoleBatchType;
expectedNames: string[];
stage: CustomWorldGenerationRoleBatchStage;
}) {
const { responseText, roleType, expectedNames, stage } = params;
const key = roleType === 'playable' ? 'playableNpcs' : 'storyNpcs';
if (stage === 'narrative') {
return [
`下面这段文本本应是自定义世界${roleType === 'playable' ? '可扮演角色' : '场景角色'}叙事设定批次的单个 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。',
`顶层必须只包含一个 ${key} 数组。`,
`这个数组里只能保留这些角色名:${expectedNames.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。',
'每个角色都必须包含name、backstory、personality、motivation、combatStyle。',
'如果缺少字段:字符串补空字符串。',
'不要输出 backstoryReveal、skills、initialItems也不要新增名单外的角色。',
'原始文本:',
responseText.trim(),
].join('\n');
}
return [
`下面这段文本本应是自定义世界${roleType === 'playable' ? '可扮演角色' : '场景角色'}档案补全批次的单个 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。',
`顶层必须只包含一个 ${key} 数组。`,
`这个数组里只能保留这些角色名:${expectedNames.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。',
'每个角色都必须包含name、backstoryReveal、skills、initialItems。',
`backstoryReveal 必须包含 publicSummary 和 4 个 chapterschapters.affinityRequired 固定为 ${CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES.join('、')}`,
'skills 默认补成 3 个对象,每个对象包含 name、summary、styleinitialItems 默认补成 3 个对象,每个对象包含 name、category、quantity、rarity、description、tags。',
'不要输出 backstory、personality、motivation、combatStyle、landmarks也不要新增名单外的角色。',
'原始文本:',
responseText.trim(),
].join('\n');
}
function clampSceneImageText(value: string, maxLength: number) {
const normalized = value.trim().replace(/\s+/g, ' ');
if (!normalized) {
return '';
}
if (normalized.length <= maxLength) {
return normalized;
}
return `${normalized.slice(0, Math.max(0, maxLength - 1)).trim()}`;
}
function describeDangerLevel(dangerLevel: string) {
const normalized = dangerLevel.trim().toLowerCase();
if (normalized === 'low' || normalized === '低')
return '气氛相对平静,但暗藏细节张力';
if (normalized === 'medium' || normalized === '中')
return '带有明确的探索压力与潜在威胁';
if (normalized === 'high' || normalized === '高')
return '危险感强烈,空间中有明显压迫感';
if (normalized === 'extreme' || normalized === '极高')
return '极端危险,环境本身就像会吞没闯入者';
return dangerLevel.trim()
? `危险氛围:${dangerLevel.trim()}`
: '危险气质保持克制但不可忽视';
}
export const DEFAULT_CUSTOM_WORLD_SCENE_IMAGE_NEGATIVE_PROMPT = [
'文字',
'水印',
'logo',
'UI界面',
'对话框',
'边框',
'人物近景特写',
'多人合照',
'模糊',
'低清晰度',
'畸形建筑',
'现代车辆',
'监控摄像头',
].join('');
export function buildCustomWorldSceneImagePrompt(
profile: Pick<
CustomWorldProfile,
'name' | 'subtitle' | 'summary' | 'tone' | 'playerGoal' | 'settingText'
>,
landmark: Pick<CustomWorldLandmark, 'name' | 'description' | 'dangerLevel'>,
userPrompt = '',
options: {
hasReferenceImage?: boolean;
} = {},
) {
const worldName = clampSceneImageText(profile.name, 18) || '未命名世界';
const worldSubtitle = clampSceneImageText(profile.subtitle, 18);
const worldTone = clampSceneImageText(profile.tone, 48);
const worldGoal = clampSceneImageText(profile.playerGoal, 48);
const worldSummary = clampSceneImageText(profile.summary, 72);
const worldSetting = clampSceneImageText(profile.settingText, 72);
const landmarkName = clampSceneImageText(landmark.name, 18) || '未命名场景';
const landmarkDescription = clampSceneImageText(landmark.description, 96);
const requestedVisual = clampSceneImageText(userPrompt, 120);
const dangerMood = describeDangerLevel(landmark.dangerLevel);
return [
'为横版 16:9 2D RPG 生成高完成度像素风场景背景,适合作为剧情探索与战斗底图。',
'画面构图必须严格按上下 1:1 分区:上半部分严格控制在整张图的 1/2 高度内,只描绘场景远景与中远景轮廓,不要让背景内容向下侵占超过半屏。',
'下半部分严格占据整张图的 1/2 高度,用于玩家角色站位与展示,必须是模拟 3D 游戏视角的地面近景,有明确的透视延伸和近大远小关系,不是平铺的 2D 侧视地面。',
'下半部分的内容必须是明确可站立的地面本体,例如道路、石板、平台、广场、甲板、沙地或草地,要有连续、稳定、可落脚的站位逻辑,不能只是装饰性前景、坑洞、障碍堆、栏杆带或不可通行的景物。',
'下半部分地面近景要保持相对简洁、低细节、轮廓清楚、便于角色站立,不要堆满道具、植被、碎石、栏杆或复杂装饰。',
options.hasReferenceImage
? '已提供一张自定义参考图,请沿用其构图、镜头或氛围线索,同时继续满足本次场景需求。'
: '',
`世界:${worldName}${worldSubtitle ? `${worldSubtitle}` : ''}`,
worldSetting ? `玩家设定:${worldSetting}` : '',
worldSummary ? `世界概述:${worldSummary}` : '',
worldTone ? `整体基调:${worldTone}` : '',
worldGoal ? `玩家目标关联:${worldGoal}` : '',
`场景名称:${landmarkName}`,
landmarkDescription ? `场景描述:${landmarkDescription}` : '',
requestedVisual ? `本次想要生成的画面内容:${requestedVisual}` : '',
`${dangerMood}`,
'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。',
]
.filter(Boolean)
.join('');
}

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@@ -0,0 +1,784 @@
import type {
EightAnchorContent,
HiddenLineValue,
IconicElementValue,
KeyRelationshipValue,
ThemeBoundaryValue,
} from '../../../packages/shared/src/contracts/customWorldAgent.js';
import {
createEmptyEightAnchorContent,
normalizeEightAnchorContent,
} from '../services/eightAnchorCompatibilityService.js';
export type PromptUserInputSignal =
| 'rich'
| 'normal'
| 'sparse'
| 'correction'
| 'delegate';
export type PromptDriftRisk = 'low' | 'medium' | 'high';
export type PromptConversationMode =
| 'bootstrap'
| 'expand'
| 'compress'
| 'repair_direction'
| 'force_complete'
| 'closing';
export type PromptDynamicState = {
currentTurn: number;
progressPercent: number;
userInputSignal: PromptUserInputSignal;
driftRisk: PromptDriftRisk;
quickFillRequested: boolean;
conversationMode: PromptConversationMode;
judgementSummary: string;
};
export type PromptDynamicStateInference = {
userInputSignal?: unknown;
driftRisk?: unknown;
conversationMode?: unknown;
judgementSummary?: unknown;
};
const BASE_SYSTEM_PROMPT = `你是一个负责共创游戏世界设定的专业策划。
你正在和用户一起共创一个游戏世界。每一轮你都必须读取:
1. 当前完整设定结构
2. 用户聊天记录
然后输出:
1. 一版新的完整设定结构
2. 当前 progress 百分比
3. 一段直接回复用户的话
你必须把“新的完整设定结构”视为下一轮的唯一有效版本。
你的输出会直接覆盖上一版设定结构。
你不是在做局部 patch。
你不是在做解释报告。
你不是在给开发者写分析。
你是在同时完成:
1. 世界设定更新
2. 当前推进程度判断
3. 对用户的共创回复`;
const GLOBAL_HARD_RULES = `全局硬约束:
1. 必须输出完整的设定结构,而不是只输出变化部分。
2. 新的设定结构会直接覆盖旧内容,因此不得随意丢失仍然成立的重要信息。
3. 如果用户明确修正旧设定,必须在新的设定结构中直接体现修正结果。
4. 如果用户输入信息不足,可以保留上一版中仍然成立的内容。
5. progressPercent 最低为 0不允许为负数。
6. replyText 会直接发送给用户,因此要自然、直接、可继续聊天。
7. 不要输出额外解释,不要输出 markdown 代码块,不要输出开发备注。
8. replyText 不要写成长篇策划文,不要展开大段世界观百科。
9. replyText 默认只推进当前最关键的一步,不要同时抛出很多话题。
10. replyText 不要提及“八锚点”“锚点”“结构字段”“框架字段”等内部概念词。
11. 你输出的 JSON 必须可以被直接解析。
12. 输出字段顺序必须固定为replyText、progressPercent、nextAnchorContent。`;
const MODE_RULES: Record<PromptConversationMode, string> = {
bootstrap: `当前模式bootstrap
目标:
1. 先把世界的基本方向抓住
2. 不要一次塞太多新设定
3. 回复要降低用户开口压力
本轮行为要求:
1. 优先从用户输入里抓世界方向、玩家视角、主题边界的线索
2. 如果用户信息很少,不要强行把整套结构一次补满
3. replyText 要像共创搭档,而不是像审问
4. 默认只推进一个最关键的问题方向
5. 如果用户刚开口,优先给“被理解感”,再轻轻推进下一步
6. 可以用一句很短的话先确认你抓到的核心方向,再提一个最好回答的问题
7. 不要把问题问得像表单采集,不要一口气追问多个维度
用户体验要求:
1. 让用户觉得“现在很容易继续往下说”
2. 不要制造被考试、被拷问、被策划问卷追着跑的感觉
3. replyText 最好短、稳、可接话
4. 如果用户信息很少,也不要显得冷淡或机械`,
expand: `当前模式expand
目标:
1. 在保持现有方向的前提下,把设定结构逐步补全
2. 尽量让一轮输入覆盖多个关键维度
本轮行为要求:
1. 继续保留上一版里仍成立的设定
2. 优先把用户本轮输入映射进多个关键维度,而不是只更新一个字段
3. replyText 要明确体现“你已经理解了哪些内容”
4. 不要突然大幅改写已经成形的世界
5. 如果用户这一轮给了多条有效信息replyText 应先把这些信息自然串起来,再决定下一步
6. 可以适度替用户整理,但不要把回复写成总结报告
7. 默认继续往前推一步,不要在还没必要时突然收束或突然跳到成稿感
用户体验要求:
1. 让用户感到“我刚说的内容都被接住了”
2. 回复里可以带一点顺势整理感,但不要太像会议纪要
3. 不要无视用户刚提供的高价值细节
4. 不要让用户觉得系统在自顾自重写世界`,
compress: `当前模式compress
目标:
1. 开始收束当前设定
2. 减少无效发散
3. 让 progress 更接近可进入下一阶段
本轮行为要求:
1. 新的设定结构优先保留稳定内容,不要无端重写
2. 对用户本轮输入做高密度吸收
3. replyText 要更聚焦,不要绕圈
4. 默认只推进当前最影响 completion 的一步
5. 如果用户还在补细节,优先把细节挂回现有骨架,而不是继续开新分支
6. 可以适度提醒“还差哪类关键空位”,但不要把回复写成 checklist
7. 如果已有信息足够replyText 可以更像“确认并收束”,少一点继续发散式追问
用户体验要求:
1. 让用户感觉世界正在变得更稳,而不是越来越散
2. 让推进感更明确,但不要显得催促
3. 回复语气应更笃定一些,减少反复横跳
4. 不要把用户刚补进来的细节又冲淡掉`,
repair_direction: `当前模式repair_direction
目标:
1. 处理用户对既有设定的修正
2. 避免世界方向飘散或自相矛盾
本轮行为要求:
1. 如果用户明确改口,新的设定结构必须体现修正后的方向
2. 对已经不再成立的旧设定,不要机械保留
3. progressPercent 可以停滞,也可以小幅回落,但不能为负
4. replyText 要承认用户的修正,并顺着修正后的方向继续聊
5. 先处理“改掉什么”,再决定“往哪里继续推”
6. 不要一边口头承认用户修正,一边在设定结构里偷偷留住旧方向
7. 如果修正幅度很大replyText 可以帮助用户确认新方向已经接管当前语境
用户体验要求:
1. 让用户感到“我刚刚的纠偏真的生效了”
2. 不要和用户辩论旧方案为什么也行
3. 不要表现出对修正的不情愿
4. 回复要体现重心已经切到新方向,而不是停留在旧世界观惯性里`,
force_complete: `当前模式force_complete
目标:
1. 基于当前方向直接补齐剩余设定
2. 生成一版尽量完整、可进入下一阶段的设定结构
3. 结束当前收集阶段
本轮行为要求:
1. 尽量保留已经形成的世界方向
2. 对明显缺失的关键维度进行合理补全
3. 不要继续拉长聊天,不要再追问用户
4. progressPercent 直接输出为 100
5. replyText 要自然引导用户点击“生成游戏设定草稿”
6. 补全时要优先做“顺着已有方向补齐”,而不是突然换题材、换气质、换主冲突
7. 可以让结果更完整,但不要补得过满、过死、过像定稿圣经
8. replyText 更像阶段完成提示,不再像继续采集信息的对话
用户体验要求:
1. 让用户感到“系统已经帮我把能补的补好了”
2. 不要在这一步突然冒出很多陌生设定把用户吓出戏
3. 回复要有完成感,但不要太官话
4. 清楚告诉用户下一步可以做什么`,
closing: `当前模式closing
目标:
1. 尽量形成一版可用的设定底子
2. 不再继续发散新世界观
本轮行为要求:
1. 优先收束,而不是扩写
2. 不要大改已经成形的核心设定
3. progressPercent 接近完成时replyText 要更像确认与推进
4. 如果用户没有大改方向,尽量让下一版内容更稳定
5. 可以轻微补足缺口,但不要再大开新支线
6. replyText 应减少探索式措辞,增加“已经基本成形”的稳定感
7. 如果只差少量空位,优先把这些空位自然补平,而不是重新打开大话题
用户体验要求:
1. 让用户感觉作品已经快成了,而不是还在无穷试探
2. 回复可以更像确认和轻推,不要继续像前期那样频繁试探
3. 保持留白感,不要把所有东西都一次说死
4. 让用户自然过渡到下一阶段,而不是突然被切断对话`,
};
const USER_SIGNAL_RULES: Record<PromptUserInputSignal, string> = {
rich: `本轮用户输入信息密度高。
请尽量从这一轮里提取多个锚点,不要只更新单一方向。
如果一条输入同时影响世界方向、冲突和关系,请在新的完整设定结构中一起体现。`,
normal: `本轮用户输入为正常补充。
请优先顺着当前方向稳定更新,不要主动扩写太多新设定。`,
sparse: `本轮用户输入较少或较虚。
请保留上一版中仍然成立的内容,不要为了凑完整度而强行发明过多新设定。
replyText 要让用户容易继续往下说。`,
correction: `本轮用户在修正或推翻旧设定。
请优先吸收修正,不要机械复读旧版本。
新的完整设定结构必须以修正后的方向为准。`,
delegate: `本轮用户把部分决定权交给你。
你可以在 replyText 中给出有限度的建议,但不要突然补满整套设定。
新的完整设定结构仍应尽量建立在已有世界方向上,而不是完全重做。`,
};
const QUICK_FILL_EXTRA_RULES = `用户刚刚主动要求你自动补全剩余设定。
这表示用户接受你基于当前方向自动补完剩余设定。
本轮要求:
1. 不要再继续提问
2. 直接输出一版尽量完整的设定结构
3. progressPercent 直接输出为 100
4. replyText 要告诉用户现在可以进入“生成游戏设定草稿”`;
const STATE_INFERENCE_SYSTEM_PROMPT = `你是正式生成世界设定前的一步“创作状态识别器”。
你的职责不是直接生成新设定,而是先判断:下一轮正式生成应该用什么推进策略,尤其要判断 replyText 应该更偏确认、吸收、收束、纠偏,还是启发式提问。
你必须综合以下信息判断:
1. 当前轮次 currentTurn
2. 当前完成度 progressPercent
3. 用户是否要求自动补全 quickFillRequested
4. 当前完整设定结构
5. 最近聊天记录,尤其是最近 1 到 3 轮用户消息
你需要输出 4 个字段:
1. userInputSignal只能是 rich / normal / sparse / correction / delegate
2. driftRisk只能是 low / medium / high
3. conversationMode只能是 bootstrap / expand / compress / repair_direction / force_complete / closing
4. judgementSummary1 到 2 句中文,概括你为什么这样判断,以及正式生成时最该注意什么
请按下面的语义判断。
一、userInputSignal 定义
1. rich
- 用户这一轮给了多条可直接落地的有效信息
- 这些信息可能同时覆盖世界方向、玩家处境、开局事件、冲突、关系、标志元素中的多个
- 正式生成时应优先高密度吸收,不要只更新一个点
2. normal
- 用户在顺着当前方向做正常补充
- 信息量中等,有明确新增内容,但没有明显推翻旧方向,也没有把决定权交给系统
- 正式生成时应稳定推进并自然接住用户内容
3. sparse
- 用户输入很短、很虚、很笼统,或几乎没有新增有效事实
- 例如只有一个题材词、一个气质词、一句很概括的话、一个很短的倾向表达
- 这种情况下,正式生成阶段的 replyText 应优先采用启发式提问
- 启发式提问的要求是:只问一个最容易回答、最能推动落地设计的问题
4. correction
- 用户这轮核心动作是在修正、替换、推翻、重定向旧设定
- 即使文字不长,只要主意图是“之前那个不对,现在改成这个”,也应优先判为 correction
- correction 的优先级高于 rich 和 normal
5. delegate
- 用户把部分决定权交给系统
- 例如“你来定”“你帮我补”“按你觉得合理的来”“先给我一个默认方案”
- delegate 关注的是授权关系,不只是信息多寡
二、driftRisk 定义
1. low
- 当前轮输入与已有方向基本一致
- 没有明显改口或冲突
2. medium
- 当前轮带来一定方向变化或扩张
- 还没有明显推翻旧方向,但如果处理不好,容易让设定开始发散
3. high
- 用户明确纠偏、改口、替换方向,或最近多轮反复修正
- 这时最重要的是防止旧方向重新回流到正式生成结果里
三、conversationMode 选择原则
1. bootstrap
- 适用于前期、信息少、核心方向未稳定
- replyText 更适合低压力确认和单点启发
2. expand
- 适用于方向已成形,正在顺着现有路线继续补充
- replyText 更适合总结已接住的内容并往前推一步
3. compress
- 适用于中后段,已有骨架,需要开始收束
- replyText 更适合聚焦最关键缺口,而不是继续开支线
4. repair_direction
- 适用于用户正在纠偏
- replyText 更适合先承认修正,再沿修正后的方向继续推进
5. force_complete
- 适用于用户明确要求自动补全
- replyText 不再提问,而应给出完成感和下一步引导
6. closing
- 适用于接近完成但并非强制一键补全
- replyText 更像确认与收束,而不是前期式探索
四、优先级规则
1. 如果 quickFillRequested 为 trueconversationMode 必须优先判为 force_complete
2. 如果用户核心意图是修正旧方向userInputSignal 优先判为 correctionconversationMode 通常优先考虑 repair_direction
3. 如果用户核心意图是授权系统替他补完userInputSignal 优先判为 delegate
4. 只有在没有明显纠偏、也没有明确自动补全要求时,才主要依据 currentTurn、progressPercent 和信息密度,在 bootstrap / expand / compress / closing 之间选择
五、关于 replyText 风格的专门判断要求
1. 如果用户输入较少、较虚或不够落地,正式生成阶段的 replyText 应采用启发式提问
2. 启发式提问一次最多只能提 1 个问题,不能连问两个或更多
3. 启发式提问必须问“最能推动当前设计落地”的那个问题,而不是泛泛而谈
4. 如果用户输入已经足够 rich就不要再机械提问优先吸收和推进
5. 如果用户在 correction 或 delegate 状态下replyText 是否提问要服从更高目标:纠偏生效或代为补全,不要机械套 sparse 的问法
六、关于 replyText 用语的硬约束
1. replyText 禁止提及内部结构名、锚点名、字段名、schema 名、框架词
2. 禁止出现这类内部表达:世界承诺、玩家幻想、主题边界、玩家入口、核心冲突、关键关系、隐藏线、标志元素、字段、结构、模块、八锚点
3. replyText 只能用通俗、直接、面向创作沟通的语言回应用户
4. replyText 应该围绕用户正在讨论的具体内容来落地,比如身份、开场处境、冲突、人物关系、地点、规则、气质,而不是抽象谈结构
5. judgementSummary 可以简洁提到“这轮更适合启发式提问”或“这轮应优先吸收修正”,但也不要堆内部术语
七、关于 judgementSummary 的写法
1. 必须简洁,不要写成长篇分析
2. 必须直接服务于下一轮正式生成
3. 最好同时包含两层信息:
- 为什么这么判断
- 正式生成时最该优先做什么,或最该避免什么
八、硬性约束
1. 只能输出 JSON不能输出解释、代码块或额外说明
2. 不能发明上下文里不存在的设定事实
3. 你的任务是“判断生成策略”,不是“代替正式生成直接写新设定”
4. 即使信息不完全,也必须在给定枚举里选出最合理的一组状态
5. judgementSummary 必须是中文
6. 输出值必须严格落在给定枚举中`;
const STATE_INFERENCE_OUTPUT_CONTRACT = `请严格按以下 JSON 结构输出,不要输出其他文字:
{
"userInputSignal": "normal",
"driftRisk": "low",
"conversationMode": "expand",
"judgementSummary": ""
}`;
const OUTPUT_CONTRACT_REMINDER = `请严格按以下 JSON 结构输出,不要输出其他文字:
{
"replyText": "",
"progressPercent": 0,
"nextAnchorContent": {
"worldPromise": {
"hook": "",
"differentiator": "",
"desiredExperience": ""
},
"playerFantasy": {
"playerRole": "",
"corePursuit": "",
"fearOfLoss": ""
},
"themeBoundary": {
"toneKeywords": [],
"aestheticDirectives": [],
"forbiddenDirectives": []
},
"playerEntryPoint": {
"openingIdentity": "",
"openingProblem": "",
"entryMotivation": ""
},
"coreConflict": {
"surfaceConflicts": [],
"hiddenCrisis": "",
"firstTouchedConflict": ""
},
"keyRelationships": [
{
"pairs": "",
"relationshipType": "",
"secretOrCost": ""
}
],
"hiddenLines": {
"hiddenTruths": [],
"misdirectionHints": [],
"revealPacing": ""
},
"iconicElements": {
"iconicMotifs": [],
"institutionsOrArtifacts": [],
"hardRules": []
}
}
}`;
function toJson(value: unknown) {
return JSON.stringify(value, null, 2);
}
function toText(value: unknown) {
return typeof value === 'string' ? value.trim() : '';
}
function getLatestUserText(
chatHistory: Array<{ role: 'user' | 'assistant'; content: string }>,
) {
return (
[...chatHistory]
.reverse()
.find((entry) => entry.role === 'user' && entry.content.trim())?.content ??
''
);
}
function includesAny(text: string, patterns: RegExp[]) {
return patterns.some((pattern) => pattern.test(text));
}
function isPromptUserInputSignal(
value: unknown,
): value is PromptUserInputSignal {
return (
value === 'rich' ||
value === 'normal' ||
value === 'sparse' ||
value === 'correction' ||
value === 'delegate'
);
}
function isPromptDriftRisk(value: unknown): value is PromptDriftRisk {
return value === 'low' || value === 'medium' || value === 'high';
}
function isPromptConversationMode(
value: unknown,
): value is PromptConversationMode {
return (
value === 'bootstrap' ||
value === 'expand' ||
value === 'compress' ||
value === 'repair_direction' ||
value === 'force_complete' ||
value === 'closing'
);
}
export function detectUserInputSignal(
chatHistory: Array<{ role: 'user' | 'assistant'; content: string }>,
): PromptUserInputSignal {
const latestUserText = getLatestUserText(chatHistory).trim();
if (!latestUserText) {
return 'sparse';
}
if (includesAny(latestUserText, [/(||||||)/u])) {
return 'correction';
}
if (includesAny(latestUserText, [/(|||)/u])) {
return 'delegate';
}
const segments = latestUserText
.split(/[\n]/u)
.map((item) => item.trim())
.filter(Boolean);
if (latestUserText.length <= 10 || segments.length <= 1) {
return 'sparse';
}
if (segments.length >= 3 || latestUserText.length >= 60) {
return 'rich';
}
return 'normal';
}
function summarizeDynamicState(
state: Pick<
PromptDynamicState,
'userInputSignal' | 'driftRisk' | 'conversationMode'
>,
) {
return `输入信号=${state.userInputSignal},漂移风险=${state.driftRisk},本轮模式=${state.conversationMode}。正式生成时按这组状态执行。`;
}
function isThemeBoundaryFilled(value: ThemeBoundaryValue | null) {
return Boolean(
value &&
(value.toneKeywords.length > 0 ||
value.aestheticDirectives.length > 0 ||
value.forbiddenDirectives.length > 0),
);
}
function isRelationshipsFilled(value: KeyRelationshipValue[]) {
return value.length > 0;
}
function isHiddenLinesFilled(value: HiddenLineValue | null) {
return Boolean(
value &&
(value.hiddenTruths.length > 0 ||
value.misdirectionHints.length > 0 ||
value.revealPacing),
);
}
function isIconicElementsFilled(value: IconicElementValue | null) {
return Boolean(
value &&
(value.iconicMotifs.length > 0 ||
value.institutionsOrArtifacts.length > 0 ||
value.hardRules.length > 0),
);
}
export function detectDriftRisk(params: {
chatHistory: Array<{ role: 'user' | 'assistant'; content: string }>;
anchorContent: EightAnchorContent;
progressPercent: number;
}) {
const latestUserText = getLatestUserText(params.chatHistory).trim();
const recentUserMessages = params.chatHistory
.filter((entry) => entry.role === 'user')
.slice(-3)
.map((entry) => entry.content.trim())
.filter(Boolean);
const correctionCount = recentUserMessages.filter((entry) =>
/(||||||)/u.test(entry),
).length;
if (
correctionCount >= 2 ||
(params.progressPercent >= 65 &&
/(|||||)/u.test(latestUserText))
) {
return 'high' as const;
}
const normalizedContent = normalizeEightAnchorContent(params.anchorContent);
const filledCount = [
Boolean(normalizedContent.worldPromise),
Boolean(normalizedContent.playerFantasy),
isThemeBoundaryFilled(normalizedContent.themeBoundary),
Boolean(normalizedContent.playerEntryPoint),
Boolean(normalizedContent.coreConflict),
isRelationshipsFilled(normalizedContent.keyRelationships),
isHiddenLinesFilled(normalizedContent.hiddenLines),
isIconicElementsFilled(normalizedContent.iconicElements),
].filter(Boolean).length;
if (filledCount >= 3 && latestUserText.length >= 40) {
return 'medium' as const;
}
return 'low' as const;
}
export function pickConversationMode(params: {
currentTurn: number;
progressPercent: number;
userInputSignal: PromptUserInputSignal;
driftRisk: PromptDriftRisk;
quickFillRequested: boolean;
}) {
if (params.quickFillRequested) {
return 'force_complete' as const;
}
if (
params.userInputSignal === 'correction' ||
params.driftRisk === 'high'
) {
return 'repair_direction' as const;
}
if (params.progressPercent >= 85 || params.currentTurn >= 15) {
return 'closing' as const;
}
if (params.currentTurn > 10 || params.progressPercent >= 65) {
return 'compress' as const;
}
if (params.currentTurn <= 10 && params.progressPercent < 65) {
return 'expand' as const;
}
return 'bootstrap' as const;
}
function buildRuleBasedPromptDynamicState(input: {
currentTurn: number;
progressPercent: number;
quickFillRequested: boolean;
currentAnchorContent: EightAnchorContent;
chatHistory: Array<{ role: 'user' | 'assistant'; content: string }>;
}): PromptDynamicState {
const userInputSignal = detectUserInputSignal(input.chatHistory);
const driftRisk = detectDriftRisk({
chatHistory: input.chatHistory,
anchorContent: input.currentAnchorContent,
progressPercent: input.progressPercent,
});
const conversationMode = pickConversationMode({
currentTurn: input.currentTurn,
progressPercent: input.progressPercent,
userInputSignal,
driftRisk,
quickFillRequested: input.quickFillRequested,
});
return {
currentTurn: input.currentTurn,
progressPercent: input.progressPercent,
userInputSignal,
driftRisk,
quickFillRequested: input.quickFillRequested,
conversationMode,
judgementSummary: summarizeDynamicState({
userInputSignal,
driftRisk,
conversationMode,
}),
};
}
export function buildPromptDynamicState(input: {
currentTurn: number;
progressPercent: number;
quickFillRequested: boolean;
currentAnchorContent: EightAnchorContent;
chatHistory: Array<{ role: 'user' | 'assistant'; content: string }>;
}, inference?: PromptDynamicStateInference | null): PromptDynamicState {
const fallbackState = buildRuleBasedPromptDynamicState(input);
if (!inference) {
return fallbackState;
}
const userInputSignal = isPromptUserInputSignal(inference.userInputSignal)
? inference.userInputSignal
: fallbackState.userInputSignal;
const driftRisk = isPromptDriftRisk(inference.driftRisk)
? inference.driftRisk
: fallbackState.driftRisk;
const conversationMode = isPromptConversationMode(inference.conversationMode)
? inference.conversationMode
: fallbackState.conversationMode;
const judgementSummary =
toText(inference.judgementSummary) ||
summarizeDynamicState({
userInputSignal,
driftRisk,
conversationMode,
});
return {
currentTurn: input.currentTurn,
progressPercent: input.progressPercent,
userInputSignal,
driftRisk,
quickFillRequested: input.quickFillRequested,
conversationMode,
judgementSummary,
};
}
export function buildPromptDynamicStateInferencePrompt(input: {
currentTurn: number;
progressPercent: number;
quickFillRequested: boolean;
currentAnchorContent: EightAnchorContent;
chatHistory: Array<{ role: 'user' | 'assistant'; content: string }>;
}) {
const currentAnchorContent =
normalizeEightAnchorContent(input.currentAnchorContent) ??
createEmptyEightAnchorContent();
return {
systemPrompt: [
STATE_INFERENCE_SYSTEM_PROMPT,
STATE_INFERENCE_OUTPUT_CONTRACT,
].join('\n\n'),
userPrompt: [
`当前轮次:${input.currentTurn}`,
`当前完成度:${input.progressPercent}`,
`是否要求自动补全:${input.quickFillRequested ? '是' : '否'}`,
renderCurrentAnchorContext(currentAnchorContent),
renderChatHistoryContext(input.chatHistory),
].join('\n\n'),
};
}
function renderDynamicStateContext(dynamicState: PromptDynamicState) {
return `上一轮预判得到的创作状态如下。
正式生成时必须把它作为本轮策略输入直接执行,不要重新另起一套判断。
创作状态:
- userInputSignal: ${dynamicState.userInputSignal}
- driftRisk: ${dynamicState.driftRisk}
- conversationMode: ${dynamicState.conversationMode}
- judgementSummary: ${dynamicState.judgementSummary}`;
}
function renderCurrentAnchorContext(anchorContent: EightAnchorContent) {
return `当前完整设定结构如下。
你必须把它视为上一版有效世界底子。
如果用户没有否定其中某部分内容,且该部分仍然成立,可以继续保留。
如果用户明确修正了某部分内容,新的完整设定结构必须体现修正后的版本。
当前完整设定结构:
${toJson(normalizeEightAnchorContent(anchorContent))}`;
}
function renderChatHistoryContext(
chatHistory: Array<{ role: 'user' | 'assistant'; content: string }>,
) {
return `以下是用户聊天记录。
请重点理解最近几轮里用户新增、修正、强调的设定信息。
不要把早期已经被用户否定的内容继续当成最终结论。
用户聊天记录:
${toJson(chatHistory)}`;
}
export function buildEightAnchorSingleTurnPrompt(input: {
currentTurn: number;
progressPercent: number;
quickFillRequested: boolean;
currentAnchorContent: EightAnchorContent;
chatHistory: Array<{ role: 'user' | 'assistant'; content: string }>;
dynamicState?: PromptDynamicStateInference | PromptDynamicState | null;
}) {
const currentAnchorContent =
normalizeEightAnchorContent(input.currentAnchorContent) ??
createEmptyEightAnchorContent();
const dynamicState = buildPromptDynamicState({
...input,
currentAnchorContent,
}, input.dynamicState);
return {
prompt: [
BASE_SYSTEM_PROMPT,
GLOBAL_HARD_RULES,
MODE_RULES[dynamicState.conversationMode],
USER_SIGNAL_RULES[dynamicState.userInputSignal],
dynamicState.quickFillRequested ? QUICK_FILL_EXTRA_RULES : null,
renderDynamicStateContext(dynamicState),
renderCurrentAnchorContext(currentAnchorContent),
renderChatHistoryContext(input.chatHistory),
OUTPUT_CONTRACT_REMINDER,
]
.filter(Boolean)
.join('\n\n'),
dynamicState,
};
}

View File

@@ -19,6 +19,106 @@ function readImageSrc(value: unknown) {
return readString(value) || null;
}
type CustomWorldCoverRenderMode = 'image' | 'scene_with_roles';
function normalizeCoverCharacterRoleIds(
value: unknown,
playableRoles: Record<string, unknown>[],
) {
const availableIds = new Set(
playableRoles.map((role) => readString(role.id)).filter(Boolean),
);
const selectedIds = readArray(value)
.map((entry) => readString(entry))
.filter((entry) => entry && availableIds.has(entry));
if (selectedIds.length > 0) {
return [...new Set(selectedIds)].slice(0, 3);
}
return [...availableIds].slice(0, 3);
}
function resolveOpeningSceneImageSrc(profile: CustomWorldProfileRecord) {
const campImage = isRecord(profile.camp)
? readImageSrc(profile.camp.imageSrc)
: null;
if (campImage) {
return campImage;
}
return (
readArray(profile.landmarks)
.map((landmark) =>
isRecord(landmark) ? readImageSrc(landmark.imageSrc) : null,
)
.find(Boolean) || null
);
}
function resolveLeadPlayableImageSrc(playableRoles: Record<string, unknown>[]) {
return (
playableRoles
.map((role) => readImageSrc(role.imageSrc))
.find(Boolean) || null
);
}
export function resolveCustomWorldCoverPresentation(
profile: CustomWorldProfileRecord,
): {
imageSrc: string | null;
renderMode: CustomWorldCoverRenderMode;
characterImageSrcs: string[];
sourceType: 'default' | 'uploaded' | 'generated';
} {
const playableRoles = readArray(profile.playableNpcs).filter(isRecord);
const cover = isRecord(profile.cover) ? profile.cover : null;
const requestedSourceType = readString(cover?.sourceType);
const sourceType =
requestedSourceType === 'uploaded' ||
requestedSourceType === 'generated'
? requestedSourceType
: 'default';
if (sourceType !== 'default') {
const explicitImageSrc = readImageSrc(cover?.imageSrc);
if (explicitImageSrc) {
return {
imageSrc: explicitImageSrc,
renderMode: 'image',
characterImageSrcs: [],
sourceType,
};
}
}
const openingSceneImageSrc = resolveOpeningSceneImageSrc(profile);
const roleById = new Map(
playableRoles.map((role) => [readString(role.id), role] as const),
);
const characterImageSrcs = normalizeCoverCharacterRoleIds(
cover?.characterRoleIds,
playableRoles,
)
.map((roleId) => readImageSrc(roleById.get(roleId)?.imageSrc))
.filter((imageSrc): imageSrc is string => Boolean(imageSrc));
const leadPlayableImageSrc = resolveLeadPlayableImageSrc(playableRoles);
return {
imageSrc: openingSceneImageSrc || leadPlayableImageSrc,
renderMode:
openingSceneImageSrc && characterImageSrcs.length > 0
? 'scene_with_roles'
: 'image',
characterImageSrcs:
openingSceneImageSrc && characterImageSrcs.length > 0
? characterImageSrcs
: [],
sourceType: 'default',
};
}
function detectThemeMode(
profile: Pick<
CustomWorldProfileRecord,
@@ -64,28 +164,7 @@ function detectThemeMode(
}
export function buildCustomWorldCoverImageSrc(profile: CustomWorldProfileRecord) {
const explicitCampImage = isRecord(profile.camp)
? readImageSrc(profile.camp.imageSrc)
: null;
if (explicitCampImage) {
return explicitCampImage;
}
const landmarkImage = readArray(profile.landmarks)
.map((landmark) => (isRecord(landmark) ? readImageSrc(landmark.imageSrc) : null))
.find(Boolean);
if (landmarkImage) {
return landmarkImage;
}
const playableImage = readArray(profile.playableNpcs)
.map((role) => (isRecord(role) ? readImageSrc(role.imageSrc) : null))
.find(Boolean);
if (playableImage) {
return playableImage;
}
return null;
return resolveCustomWorldCoverPresentation(profile).imageSrc;
}
export function extractCustomWorldLibraryMetadata(profile: CustomWorldProfileRecord) {

View File

@@ -9,7 +9,6 @@ import type {
CustomWorldGalleryResponse,
CustomWorldLibraryMutationResponse,
CustomWorldLibraryResponse,
PLATFORM_THEMES,
PlatformBrowseHistoryBatchSyncRequest,
PlatformBrowseHistoryResponse,
PlatformBrowseHistoryWriteEntry,
@@ -21,7 +20,10 @@ import type {
RuntimeSettings,
SavedGameSnapshotInput,
} from '../../../packages/shared/src/contracts/runtime.js';
import { CUSTOM_WORLD_GENERATION_MODES } from '../../../packages/shared/src/contracts/runtime.js';
import {
CUSTOM_WORLD_GENERATION_MODES,
PLATFORM_THEMES,
} from '../../../packages/shared/src/contracts/runtime.js';
import type {
QuestGenerationRequest,
RuntimeItemIntentRequest,
@@ -70,6 +72,12 @@ import { generateSceneNpcForLandmark } from '../services/customWorldSceneNpcGene
import { listCustomWorldWorkSummaries } from '../services/customWorldWorkSummaryService.js';
import { generateQuestForNpcEncounter } from '../services/questService.js';
import { generateRuntimeItemIntents } from '../services/runtimeItemService.js';
import {
customWorldCoverImageSchema,
customWorldCoverUploadSchema,
generateCustomWorldCoverImage,
uploadCustomWorldCoverImage,
} from '../services/customWorldCoverAssetService.js';
import {
generateSceneImage,
sceneImageSchema,
@@ -420,6 +428,24 @@ export function createRuntimeRoutes(context: AppContext) {
}),
);
router.post(
'/custom-world/cover-image',
routeMeta({ operation: 'runtime.customWorld.coverImage' }),
asyncHandler(async (request, response) => {
const payload = customWorldCoverImageSchema.parse(request.body);
sendApiResponse(response, await generateCustomWorldCoverImage(context, payload));
}),
);
router.post(
'/custom-world/cover-upload',
routeMeta({ operation: 'runtime.customWorld.coverUpload' }),
asyncHandler(async (request, response) => {
const payload = customWorldCoverUploadSchema.parse(request.body);
sendApiResponse(response, await uploadCustomWorldCoverImage(context, payload));
}),
);
router.post(
'/custom-world/scene-image',
routeMeta({ operation: 'runtime.customWorld.sceneImage' }),

View File

@@ -19,11 +19,14 @@ import {
buildCustomWorldLandmarkNetworkBatchPrompt,
buildCustomWorldLandmarkSeedBatchJsonRepairPrompt,
buildCustomWorldLandmarkSeedBatchPrompt,
buildCustomWorldRawProfileFromFramework,
buildCustomWorldRoleBatchJsonRepairPrompt,
buildCustomWorldRoleBatchPrompt,
buildCustomWorldRoleOutlineBatchJsonRepairPrompt,
buildCustomWorldRoleOutlineBatchPrompt,
} from '../prompts/customWorldPrompts.js';
import {
buildCompiledCustomWorldProfile,
buildCustomWorldRawProfileFromFramework,
type CustomWorldGenerationFramework,
type CustomWorldGenerationLandmarkOutline,
type CustomWorldGenerationRoleBatchStage,
@@ -32,9 +35,8 @@ import {
normalizeCustomWorldGenerationFramework,
normalizeCustomWorldGenerationLandmarkOutlineBatch,
normalizeCustomWorldGenerationRoleOutlineBatch,
} from '../../../src/services/customWorld.js';
import { buildExpandedCustomWorldProfile } from '../../../src/services/customWorldBuilder.js';
import type { CustomWorldProfile } from '../../../src/types.js';
} from '../modules/custom-world/runtimeProfile.js';
import type { CustomWorldProfile } from '../modules/custom-world/runtimeTypes.js';
import {
buildDraftSummaryFromIntent,
type CreatorCharacterSeedRecord,
@@ -792,7 +794,7 @@ type DraftProgressCallback = (
payload: DraftProgressPayload,
) => void | Promise<void>;
type MergeableNamedRecord = Record<string, unknown> & {
type MergeableNamedRecord = {
name: string;
};
@@ -1366,7 +1368,9 @@ function buildDraftFactionsFromRuntimeProfile(profile: CustomWorldProfile) {
});
}
function buildDraftThreadsFromRuntimeProfile(profile: CustomWorldProfile) {
function buildDraftThreadsFromRuntimeProfile(
profile: CustomWorldProfile,
): CustomWorldFoundationDraftThread[] {
const graphThreads = [
...(profile.storyGraph?.visibleThreads ?? []).slice(0, 2),
...(profile.storyGraph?.hiddenThreads ?? []).slice(0, 2),
@@ -1558,8 +1562,12 @@ function convertRuntimeProfileToFoundationDraft(params: {
summary: clampText(params.profile.camp.description, 88),
} satisfies CustomWorldFoundationDraftCamp)
: null,
themePack: params.profile.themePack ?? null,
storyGraph: params.profile.storyGraph ?? null,
themePack:
(params.profile.themePack as unknown as Record<string, unknown> | null) ??
null,
storyGraph:
(params.profile.storyGraph as unknown as Record<string, unknown> | null) ??
null,
factions,
threads,
chapters: [chapter],
@@ -1718,7 +1726,7 @@ async function buildFoundationDraftProfileWithLlm(params: {
rawProfile.storyNpcs = storyDetailed;
rawProfile.landmarks = framework.landmarks;
const runtimeProfile = buildExpandedCustomWorldProfile(
const runtimeProfile = buildCompiledCustomWorldProfile(
rawProfile,
settingText,
);

View File

@@ -74,6 +74,12 @@ function createRuntimeRepositoryStub(): RuntimeRepositoryPort {
profilesByUser.set(userId, current);
return current;
},
async listProfileSaveArchives() {
return [];
},
async resumeProfileSaveArchive() {
return null;
},
async listCustomWorldSessions(userId) {
return [...getSessionBucket(userId).values()];
},

View File

@@ -66,6 +66,12 @@ function createRuntimeRepositoryStub(): RuntimeRepositoryPort {
profilesByUser.set(userId, current);
return current;
},
async listProfileSaveArchives() {
return [];
},
async resumeProfileSaveArchive() {
return null;
},
async listCustomWorldSessions(userId) {
return [...getSessionBucket(userId).values()];
},

View File

@@ -67,6 +67,12 @@ function createRuntimeRepositoryStub(): RuntimeRepositoryPort {
profilesByUser.set(userId, current);
return current;
},
async listProfileSaveArchives() {
return [];
},
async resumeProfileSaveArchive() {
return null;
},
async listCustomWorldSessions(userId) {
return [...getSessionBucket(userId).values()];
},

View File

@@ -66,6 +66,12 @@ function createRuntimeRepositoryStub(): RuntimeRepositoryPort {
profilesByUser.set(userId, current);
return current;
},
async listProfileSaveArchives() {
return [];
},
async resumeProfileSaveArchive() {
return null;
},
async listCustomWorldSessions(userId) {
return [...getSessionBucket(userId).values()];
},

View File

@@ -0,0 +1,566 @@
import fs from 'node:fs';
import { readFile } from 'node:fs/promises';
import path from 'node:path';
import { z } from 'zod';
import type { AppContext } from '../context.js';
import { badRequest } from '../errors.js';
import { extractApiErrorMessage } from '../http.js';
const TEXT_TO_IMAGE_COVER_MODEL = 'wan2.2-t2i-flash';
const REFERENCE_IMAGE_COVER_MODEL = 'qwen-image-2.0';
const coverRoleSchema = z.object({
id: z.string().trim().optional().default(''),
name: z.string().trim().optional().default(''),
title: z.string().trim().optional().default(''),
role: z.string().trim().optional().default(''),
description: z.string().trim().optional().default(''),
imageSrc: z.string().trim().optional().default(''),
});
const coverCampSchema = z.object({
name: z.string().trim().optional().default(''),
description: z.string().trim().optional().default(''),
imageSrc: z.string().trim().optional().default(''),
});
const coverLandmarkSchema = z.object({
id: z.string().trim().optional().default(''),
name: z.string().trim().optional().default(''),
description: z.string().trim().optional().default(''),
imageSrc: z.string().trim().optional().default(''),
});
const coverProfileSchema = z.object({
id: z.string().trim().optional().default(''),
name: z.string().trim().optional().default(''),
subtitle: z.string().trim().optional().default(''),
summary: z.string().trim().optional().default(''),
tone: z.string().trim().optional().default(''),
playerGoal: z.string().trim().optional().default(''),
settingText: z.string().trim().optional().default(''),
camp: coverCampSchema.nullable().optional(),
landmarks: z.array(coverLandmarkSchema).optional().default([]),
playableNpcs: z.array(coverRoleSchema).optional().default([]),
});
export const customWorldCoverImageSchema = z.object({
profile: coverProfileSchema,
userPrompt: z.string().trim().optional().default(''),
referenceImageSrc: z.string().trim().optional().default(''),
characterRoleIds: z.array(z.string().trim()).max(3).optional().default([]),
size: z.string().trim().optional().default('1600*900'),
});
export const customWorldCoverUploadSchema = z.object({
profileId: z.string().trim().optional().default(''),
worldName: z.string().trim().optional().default(''),
imageDataUrl: z.string().trim().min(1),
});
type CoverProfile = z.infer<typeof coverProfileSchema>;
function parseImageDataUrl(source: string) {
const matched = /^data:(image\/[^;]+);base64,(.+)$/u.exec(source);
if (!matched) {
return null;
}
return {
buffer: Buffer.from(matched[2], 'base64'),
mimeType: matched[1],
};
}
async function resolveReferenceImageAsDataUrl(rootDir: string, source: string) {
const trimmedSource = source.trim();
if (!trimmedSource) {
return '';
}
const parsedDataUrl = parseImageDataUrl(trimmedSource);
if (parsedDataUrl) {
return trimmedSource;
}
if (!trimmedSource.startsWith('/')) {
throw badRequest('参考图必须是 Data URL 或 public 目录下的 URL。');
}
const normalizedSource = path.posix
.normalize(trimmedSource)
.replace(/^\/+/u, '');
const absolutePath = path.resolve(
rootDir,
'public',
...normalizedSource.split('/'),
);
const publicRoot = path.resolve(rootDir, 'public');
if (!absolutePath.startsWith(publicRoot)) {
throw badRequest('参考图路径越界。');
}
const buffer = await readFile(absolutePath);
const extension = path
.extname(absolutePath)
.replace(/^\./u, '')
.toLowerCase();
const mimeType = (() => {
switch (extension) {
case 'jpg':
case 'jpeg':
return 'image/jpeg';
case 'webp':
return 'image/webp';
default:
return 'image/png';
}
})();
return `data:${mimeType};base64,${buffer.toString('base64')}`;
}
function collectStringsByKey(
value: unknown,
targetKey: string,
results: string[],
) {
if (typeof value === 'string') {
return;
}
if (Array.isArray(value)) {
value.forEach((entry) => collectStringsByKey(entry, targetKey, results));
return;
}
if (!value || typeof value !== 'object') {
return;
}
Object.entries(value).forEach(([key, nestedValue]) => {
if (
key === targetKey &&
typeof nestedValue === 'string' &&
nestedValue.trim()
) {
results.push(nestedValue.trim());
return;
}
collectStringsByKey(nestedValue, targetKey, results);
});
}
function findFirstStringByKey(value: unknown, targetKey: string) {
const results: string[] = [];
collectStringsByKey(value, targetKey, results);
return results[0] ?? '';
}
function extractTaskId(payload: Record<string, unknown>) {
return findFirstStringByKey(payload, 'task_id');
}
function extractImageUrls(payload: Record<string, unknown>) {
const urls: string[] = [];
collectStringsByKey(payload, 'image', urls);
collectStringsByKey(payload, 'url', urls);
return [...new Set(urls)];
}
function sanitizeSegment(value: string, fallback: string) {
const normalized = value
.replace(/[^\w\u4e00-\u9fa5-]+/gu, '-')
.replace(/-+/gu, '-')
.replace(/^-+|-+$/gu, '');
return (normalized || fallback).slice(0, 48);
}
function resolveSelectedRoles(
profile: CoverProfile,
requestedRoleIds: string[],
) {
const roleById = new Map(
profile.playableNpcs.map((role) => [role.id.trim(), role] as const),
);
const selectedRoles = [...new Set(requestedRoleIds.map((roleId) => roleId.trim()))]
.map((roleId) => roleById.get(roleId))
.filter((role): role is z.infer<typeof coverRoleSchema> => Boolean(role));
if (selectedRoles.length > 0) {
return selectedRoles.slice(0, 3);
}
return profile.playableNpcs.slice(0, 3);
}
function buildCustomWorldCoverImagePrompt(
profile: CoverProfile,
requestedRoleIds: string[],
userPrompt: string,
options: {
hasReferenceImage?: boolean;
} = {},
) {
const openingScene = profile.camp ?? profile.landmarks[0] ?? null;
const selectedRoles = resolveSelectedRoles(profile, requestedRoleIds);
const roleSummary = selectedRoles
.map((role) =>
[role.name, role.title || role.role, role.description]
.filter(Boolean)
.join(' / '),
)
.filter(Boolean)
.join('');
return [
'为 16:9 横版 RPG 作品生成一张高完成度封面图,用于创作列表与作品详情头图。',
'画面重点是“开局场景 + 2 到 3 个主要角色”的主视觉,不是纯背景图,也不是 UI 截图。',
'构图需要有明显前中后景层次,前景角色清晰、主体集中、适合移动端缩略显示。',
'不要出现任何标题文字、UI、按钮、水印、logo、边框或排版装饰。',
options.hasReferenceImage
? '已提供一张参考图,请尽量沿用其构图、镜头或色彩气质。'
: '',
profile.name ? `作品名:${profile.name}` : '',
profile.subtitle ? `副标题:${profile.subtitle}` : '',
profile.settingText ? `玩家设定:${profile.settingText}` : '',
profile.summary ? `世界概述:${profile.summary}` : '',
profile.tone ? `整体基调:${profile.tone}` : '',
profile.playerGoal ? `主线目标:${profile.playerGoal}` : '',
openingScene?.name ? `开局场景:${openingScene.name}` : '',
openingScene?.description ? `场景描述:${openingScene.description}` : '',
roleSummary ? `需要出现的角色主形象:${roleSummary}` : '',
userPrompt ? `额外要求:${userPrompt}` : '',
'整体观感要像一张正式作品封面,主体明确,氛围饱满,人物与场景统一。',
]
.filter(Boolean)
.join('\n');
}
async function createCoverImageTask(params: {
baseUrl: string;
apiKey: string;
prompt: string;
size: string;
}) {
const response = await fetch(
`${params.baseUrl}/services/aigc/text2image/image-synthesis`,
{
method: 'POST',
headers: {
Authorization: `Bearer ${params.apiKey}`,
'Content-Type': 'application/json',
'X-DashScope-Async': 'enable',
},
body: JSON.stringify({
model: TEXT_TO_IMAGE_COVER_MODEL,
input: {
prompt: params.prompt,
},
parameters: {
n: 1,
size: params.size,
prompt_extend: true,
watermark: false,
},
}),
},
);
const responseText = await response.text();
if (!response.ok) {
throw badRequest(
extractApiErrorMessage(responseText, '创建作品封面生成任务失败'),
);
}
return JSON.parse(responseText) as Record<string, unknown>;
}
async function createCoverImageFromReference(params: {
baseUrl: string;
apiKey: string;
prompt: string;
size: string;
referenceImage: string;
}) {
const response = await fetch(
`${params.baseUrl}/services/aigc/multimodal-generation/generation`,
{
method: 'POST',
headers: {
Authorization: `Bearer ${params.apiKey}`,
'Content-Type': 'application/json',
},
body: JSON.stringify({
model: REFERENCE_IMAGE_COVER_MODEL,
input: {
messages: [
{
role: 'user',
content: [
{ image: params.referenceImage },
{ text: params.prompt },
],
},
],
},
parameters: {
n: 1,
size: params.size,
prompt_extend: true,
watermark: false,
},
}),
},
);
const responseText = await response.text();
if (!response.ok) {
throw badRequest(
extractApiErrorMessage(responseText, '创建参考图封面任务失败'),
);
}
const responsePayload = JSON.parse(responseText) as Record<string, unknown>;
const imageUrl = extractImageUrls(responsePayload)[0] ?? '';
if (!imageUrl) {
throw badRequest('封面生成未返回图片地址');
}
return {
imageUrl,
actualPrompt: findFirstStringByKey(responsePayload, 'actual_prompt').trim(),
taskId: `cover-edit-${Date.now()}`,
};
}
async function saveGeneratedCoverAsset(params: {
context: AppContext;
profile: CoverProfile;
imageUrl: string;
taskId: string;
prompt: string;
actualPrompt: string;
size: string;
model: string;
}) {
const imageResponse = await fetch(params.imageUrl);
if (!imageResponse.ok) {
throw badRequest('下载作品封面失败');
}
const imageBuffer = Buffer.from(await imageResponse.arrayBuffer());
const contentType = imageResponse.headers.get('content-type') || '';
const extension = contentType.includes('png')
? 'png'
: contentType.includes('webp')
? 'webp'
: 'jpg';
const assetId = `custom-cover-${Date.now()}`;
const worldSegment = sanitizeSegment(
params.profile.id || params.profile.name,
'world',
);
const relativeDir = path.join(
'generated-custom-world-covers',
worldSegment,
assetId,
);
const outputDir = path.join(params.context.config.publicDir, relativeDir);
fs.mkdirSync(outputDir, { recursive: true });
const fileName = `cover.${extension}`;
fs.writeFileSync(path.join(outputDir, fileName), imageBuffer);
const imageSrc = `/${relativeDir.replace(/\\/gu, '/')}/${fileName}`;
fs.writeFileSync(
path.join(outputDir, 'manifest.json'),
`${JSON.stringify(
{
assetId,
sourceType: 'generated',
taskId: params.taskId,
model: params.model,
size: params.size,
prompt: params.prompt,
actualPrompt: params.actualPrompt,
imageSrc,
worldName: params.profile.name,
createdAt: new Date().toISOString(),
},
null,
2,
)}\n`,
);
return {
imageSrc,
assetId,
sourceType: 'generated' as const,
model: params.model,
size: params.size,
taskId: params.taskId,
prompt: params.prompt,
actualPrompt: params.actualPrompt,
};
}
export async function uploadCustomWorldCoverImage(
context: AppContext,
input: z.infer<typeof customWorldCoverUploadSchema>,
) {
const payload = customWorldCoverUploadSchema.parse(input);
const parsedDataUrl = parseImageDataUrl(payload.imageDataUrl);
if (!parsedDataUrl) {
throw badRequest('上传封面必须是有效图片 Data URL。');
}
const extension = parsedDataUrl.mimeType.includes('png')
? 'png'
: parsedDataUrl.mimeType.includes('webp')
? 'webp'
: 'jpg';
const assetId = `custom-cover-upload-${Date.now()}`;
const worldSegment = sanitizeSegment(
payload.profileId || payload.worldName,
'world',
);
const relativeDir = path.join(
'generated-custom-world-covers',
worldSegment,
assetId,
);
const outputDir = path.join(context.config.publicDir, relativeDir);
fs.mkdirSync(outputDir, { recursive: true });
const fileName = `cover.${extension}`;
fs.writeFileSync(path.join(outputDir, fileName), parsedDataUrl.buffer);
const imageSrc = `/${relativeDir.replace(/\\/gu, '/')}/${fileName}`;
fs.writeFileSync(
path.join(outputDir, 'manifest.json'),
`${JSON.stringify(
{
assetId,
sourceType: 'uploaded',
imageSrc,
worldName: payload.worldName,
profileId: payload.profileId,
createdAt: new Date().toISOString(),
},
null,
2,
)}\n`,
);
return {
imageSrc,
assetId,
sourceType: 'uploaded' as const,
};
}
export async function generateCustomWorldCoverImage(
context: AppContext,
input: z.infer<typeof customWorldCoverImageSchema>,
) {
const payload = customWorldCoverImageSchema.parse(input);
const prompt = buildCustomWorldCoverImagePrompt(
payload.profile,
payload.characterRoleIds,
payload.userPrompt,
{
hasReferenceImage: Boolean(payload.referenceImageSrc.trim()),
},
);
const baseUrl = context.config.dashScope.baseUrl.replace(/\/+$/u, '');
const referenceImage = payload.referenceImageSrc.trim()
? await resolveReferenceImageAsDataUrl(
context.config.projectRoot,
payload.referenceImageSrc,
)
: '';
if (referenceImage) {
const referenceResult = await createCoverImageFromReference({
baseUrl,
apiKey: context.config.dashScope.apiKey,
prompt,
size: payload.size,
referenceImage,
});
return saveGeneratedCoverAsset({
context,
profile: payload.profile,
imageUrl: referenceResult.imageUrl,
taskId: referenceResult.taskId,
prompt,
actualPrompt: referenceResult.actualPrompt,
size: payload.size,
model: REFERENCE_IMAGE_COVER_MODEL,
});
}
const createPayload = await createCoverImageTask({
baseUrl,
apiKey: context.config.dashScope.apiKey,
prompt,
size: payload.size,
});
const taskId = extractTaskId(createPayload);
if (!taskId) {
throw badRequest('作品封面任务未返回 task_id');
}
const deadline = Date.now() + context.config.dashScope.requestTimeoutMs;
let imageUrl = '';
let actualPrompt = '';
while (Date.now() < deadline) {
const pollResponse = await fetch(`${baseUrl}/tasks/${taskId}`, {
headers: {
Authorization: `Bearer ${context.config.dashScope.apiKey}`,
},
});
const pollText = await pollResponse.text();
if (!pollResponse.ok) {
throw badRequest(
extractApiErrorMessage(pollText, '查询作品封面任务失败'),
);
}
const pollPayload = JSON.parse(pollText) as Record<string, unknown>;
const status = findFirstStringByKey(pollPayload, 'task_status').trim();
if (status === 'SUCCEEDED') {
imageUrl = extractImageUrls(pollPayload)[0] ?? '';
actualPrompt = findFirstStringByKey(pollPayload, 'actual_prompt').trim();
break;
}
if (status === 'FAILED' || status === 'UNKNOWN') {
throw badRequest(
extractApiErrorMessage(pollText, '作品封面生成任务失败'),
);
}
await new Promise((resolve) => setTimeout(resolve, 2000));
}
if (!imageUrl) {
throw badRequest('作品封面生成超时或未返回图片地址');
}
return saveGeneratedCoverAsset({
context,
profile: payload.profile,
imageUrl,
taskId,
prompt,
actualPrompt,
size: payload.size,
model: TEXT_TO_IMAGE_COVER_MODEL,
});
}

View File

@@ -7,6 +7,7 @@ import type {
CustomWorldProfileRecord,
} from '../../../packages/shared/src/contracts/runtime.js';
import type { RuntimeRepositoryPort } from '../repositories/runtimeRepository.js';
import { resolveCustomWorldCoverPresentation } from '../repositories/customWorldLibraryMetadata.js';
import { normalizeFoundationDraftProfile } from './customWorldAgentDraftCompiler.js';
import {
buildDraftSummaryFromIntent,
@@ -140,12 +141,19 @@ function resolveDraftRoleAssetProgress(session: CustomWorldAgentSessionRecord) {
};
}
function resolvePublishedCover(profile: Record<string, unknown>) {
const camp = toRecord(profile.camp);
const playableNpcs = toRecordArray(profile.playableNpcs);
const leadNpc = toRecord(playableNpcs[0]);
function resolveDraftCover(session: CustomWorldAgentSessionRecord) {
const draftProfile = toRecord(session.draftProfile);
if (!draftProfile) {
return {
imageSrc: null,
renderMode: 'image' as const,
characterImageSrcs: [],
};
}
return toText(camp?.imageSrc) || toText(leadNpc?.imageSrc) || null;
return resolveCustomWorldCoverPresentation(
draftProfile as CustomWorldProfileRecord,
);
}
function isLibraryEntry(
@@ -175,6 +183,7 @@ export async function listCustomWorldWorkSummaries(
const draftItems: CustomWorldWorkSummary[] = sessions.map((session) => {
const counts = resolveDraftCounts(session);
const roleAssetProgress = resolveDraftRoleAssetProgress(session);
const coverPresentation = resolveDraftCover(session);
return {
workId: `draft:${session.sessionId}`,
@@ -185,7 +194,9 @@ export async function listCustomWorldWorkSummaries(
normalizeFoundationDraftProfile(session.draftProfile)?.subtitle ||
formatDraftStageLabel(session.stage),
summary: resolveDraftSummary(session),
coverImageSrc: null,
coverImageSrc: coverPresentation.imageSrc,
coverRenderMode: coverPresentation.renderMode,
coverCharacterImageSrcs: coverPresentation.characterImageSrcs,
updatedAt: session.updatedAt,
publishedAt: null,
stage: session.stage,
@@ -213,6 +224,7 @@ export async function listCustomWorldWorkSummaries(
(libraryEntry ? toText(libraryEntry.updatedAt) : '') ||
toText(profileRecord.updatedAt) ||
new Date().toISOString();
const coverPresentation = resolveCustomWorldCoverPresentation(profileRecord);
const roleVisualReadyCount = playableNpcs.filter(
(entry) =>
Boolean(toText(entry.imageSrc)) &&
@@ -240,7 +252,9 @@ export async function listCustomWorldWorkSummaries(
'这个世界已经可以直接进入体验。',
coverImageSrc:
(libraryEntry ? libraryEntry.coverImageSrc : null) ||
resolvePublishedCover(profileRecord),
coverPresentation.imageSrc,
coverRenderMode: coverPresentation.renderMode,
coverCharacterImageSrcs: coverPresentation.characterImageSrcs,
updatedAt,
publishedAt:
(libraryEntry ? toText(libraryEntry.publishedAt) : '') ||

View File

@@ -1,784 +1 @@
import type {
EightAnchorContent,
HiddenLineValue,
IconicElementValue,
KeyRelationshipValue,
ThemeBoundaryValue,
} from '../../../packages/shared/src/contracts/customWorldAgent.js';
import {
createEmptyEightAnchorContent,
normalizeEightAnchorContent,
} from './eightAnchorCompatibilityService.js';
export type PromptUserInputSignal =
| 'rich'
| 'normal'
| 'sparse'
| 'correction'
| 'delegate';
export type PromptDriftRisk = 'low' | 'medium' | 'high';
export type PromptConversationMode =
| 'bootstrap'
| 'expand'
| 'compress'
| 'repair_direction'
| 'force_complete'
| 'closing';
export type PromptDynamicState = {
currentTurn: number;
progressPercent: number;
userInputSignal: PromptUserInputSignal;
driftRisk: PromptDriftRisk;
quickFillRequested: boolean;
conversationMode: PromptConversationMode;
judgementSummary: string;
};
export type PromptDynamicStateInference = {
userInputSignal?: unknown;
driftRisk?: unknown;
conversationMode?: unknown;
judgementSummary?: unknown;
};
const BASE_SYSTEM_PROMPT = `你是一个负责共创游戏世界设定的专业策划。
你正在和用户一起共创一个游戏世界。每一轮你都必须读取:
1. 当前完整设定结构
2. 用户聊天记录
然后输出:
1. 一版新的完整设定结构
2. 当前 progress 百分比
3. 一段直接回复用户的话
你必须把“新的完整设定结构”视为下一轮的唯一有效版本。
你的输出会直接覆盖上一版设定结构。
你不是在做局部 patch。
你不是在做解释报告。
你不是在给开发者写分析。
你是在同时完成:
1. 世界设定更新
2. 当前推进程度判断
3. 对用户的共创回复`;
const GLOBAL_HARD_RULES = `全局硬约束:
1. 必须输出完整的设定结构,而不是只输出变化部分。
2. 新的设定结构会直接覆盖旧内容,因此不得随意丢失仍然成立的重要信息。
3. 如果用户明确修正旧设定,必须在新的设定结构中直接体现修正结果。
4. 如果用户输入信息不足,可以保留上一版中仍然成立的内容。
5. progressPercent 最低为 0不允许为负数。
6. replyText 会直接发送给用户,因此要自然、直接、可继续聊天。
7. 不要输出额外解释,不要输出 markdown 代码块,不要输出开发备注。
8. replyText 不要写成长篇策划文,不要展开大段世界观百科。
9. replyText 默认只推进当前最关键的一步,不要同时抛出很多话题。
10. replyText 不要提及“八锚点”“锚点”“结构字段”“框架字段”等内部概念词。
11. 你输出的 JSON 必须可以被直接解析。
12. 输出字段顺序必须固定为replyText、progressPercent、nextAnchorContent。`;
const MODE_RULES: Record<PromptConversationMode, string> = {
bootstrap: `当前模式bootstrap
目标:
1. 先把世界的基本方向抓住
2. 不要一次塞太多新设定
3. 回复要降低用户开口压力
本轮行为要求:
1. 优先从用户输入里抓世界方向、玩家视角、主题边界的线索
2. 如果用户信息很少,不要强行把整套结构一次补满
3. replyText 要像共创搭档,而不是像审问
4. 默认只推进一个最关键的问题方向
5. 如果用户刚开口,优先给“被理解感”,再轻轻推进下一步
6. 可以用一句很短的话先确认你抓到的核心方向,再提一个最好回答的问题
7. 不要把问题问得像表单采集,不要一口气追问多个维度
用户体验要求:
1. 让用户觉得“现在很容易继续往下说”
2. 不要制造被考试、被拷问、被策划问卷追着跑的感觉
3. replyText 最好短、稳、可接话
4. 如果用户信息很少,也不要显得冷淡或机械`,
expand: `当前模式expand
目标:
1. 在保持现有方向的前提下,把设定结构逐步补全
2. 尽量让一轮输入覆盖多个关键维度
本轮行为要求:
1. 继续保留上一版里仍成立的设定
2. 优先把用户本轮输入映射进多个关键维度,而不是只更新一个字段
3. replyText 要明确体现“你已经理解了哪些内容”
4. 不要突然大幅改写已经成形的世界
5. 如果用户这一轮给了多条有效信息replyText 应先把这些信息自然串起来,再决定下一步
6. 可以适度替用户整理,但不要把回复写成总结报告
7. 默认继续往前推一步,不要在还没必要时突然收束或突然跳到成稿感
用户体验要求:
1. 让用户感到“我刚说的内容都被接住了”
2. 回复里可以带一点顺势整理感,但不要太像会议纪要
3. 不要无视用户刚提供的高价值细节
4. 不要让用户觉得系统在自顾自重写世界`,
compress: `当前模式compress
目标:
1. 开始收束当前设定
2. 减少无效发散
3. 让 progress 更接近可进入下一阶段
本轮行为要求:
1. 新的设定结构优先保留稳定内容,不要无端重写
2. 对用户本轮输入做高密度吸收
3. replyText 要更聚焦,不要绕圈
4. 默认只推进当前最影响 completion 的一步
5. 如果用户还在补细节,优先把细节挂回现有骨架,而不是继续开新分支
6. 可以适度提醒“还差哪类关键空位”,但不要把回复写成 checklist
7. 如果已有信息足够replyText 可以更像“确认并收束”,少一点继续发散式追问
用户体验要求:
1. 让用户感觉世界正在变得更稳,而不是越来越散
2. 让推进感更明确,但不要显得催促
3. 回复语气应更笃定一些,减少反复横跳
4. 不要把用户刚补进来的细节又冲淡掉`,
repair_direction: `当前模式repair_direction
目标:
1. 处理用户对既有设定的修正
2. 避免世界方向飘散或自相矛盾
本轮行为要求:
1. 如果用户明确改口,新的设定结构必须体现修正后的方向
2. 对已经不再成立的旧设定,不要机械保留
3. progressPercent 可以停滞,也可以小幅回落,但不能为负
4. replyText 要承认用户的修正,并顺着修正后的方向继续聊
5. 先处理“改掉什么”,再决定“往哪里继续推”
6. 不要一边口头承认用户修正,一边在设定结构里偷偷留住旧方向
7. 如果修正幅度很大replyText 可以帮助用户确认新方向已经接管当前语境
用户体验要求:
1. 让用户感到“我刚刚的纠偏真的生效了”
2. 不要和用户辩论旧方案为什么也行
3. 不要表现出对修正的不情愿
4. 回复要体现重心已经切到新方向,而不是停留在旧世界观惯性里`,
force_complete: `当前模式force_complete
目标:
1. 基于当前方向直接补齐剩余设定
2. 生成一版尽量完整、可进入下一阶段的设定结构
3. 结束当前收集阶段
本轮行为要求:
1. 尽量保留已经形成的世界方向
2. 对明显缺失的关键维度进行合理补全
3. 不要继续拉长聊天,不要再追问用户
4. progressPercent 直接输出为 100
5. replyText 要自然引导用户点击“生成游戏设定草稿”
6. 补全时要优先做“顺着已有方向补齐”,而不是突然换题材、换气质、换主冲突
7. 可以让结果更完整,但不要补得过满、过死、过像定稿圣经
8. replyText 更像阶段完成提示,不再像继续采集信息的对话
用户体验要求:
1. 让用户感到“系统已经帮我把能补的补好了”
2. 不要在这一步突然冒出很多陌生设定把用户吓出戏
3. 回复要有完成感,但不要太官话
4. 清楚告诉用户下一步可以做什么`,
closing: `当前模式closing
目标:
1. 尽量形成一版可用的设定底子
2. 不再继续发散新世界观
本轮行为要求:
1. 优先收束,而不是扩写
2. 不要大改已经成形的核心设定
3. progressPercent 接近完成时replyText 要更像确认与推进
4. 如果用户没有大改方向,尽量让下一版内容更稳定
5. 可以轻微补足缺口,但不要再大开新支线
6. replyText 应减少探索式措辞,增加“已经基本成形”的稳定感
7. 如果只差少量空位,优先把这些空位自然补平,而不是重新打开大话题
用户体验要求:
1. 让用户感觉作品已经快成了,而不是还在无穷试探
2. 回复可以更像确认和轻推,不要继续像前期那样频繁试探
3. 保持留白感,不要把所有东西都一次说死
4. 让用户自然过渡到下一阶段,而不是突然被切断对话`,
};
const USER_SIGNAL_RULES: Record<PromptUserInputSignal, string> = {
rich: `本轮用户输入信息密度高。
请尽量从这一轮里提取多个锚点,不要只更新单一方向。
如果一条输入同时影响世界方向、冲突和关系,请在新的完整设定结构中一起体现。`,
normal: `本轮用户输入为正常补充。
请优先顺着当前方向稳定更新,不要主动扩写太多新设定。`,
sparse: `本轮用户输入较少或较虚。
请保留上一版中仍然成立的内容,不要为了凑完整度而强行发明过多新设定。
replyText 要让用户容易继续往下说。`,
correction: `本轮用户在修正或推翻旧设定。
请优先吸收修正,不要机械复读旧版本。
新的完整设定结构必须以修正后的方向为准。`,
delegate: `本轮用户把部分决定权交给你。
你可以在 replyText 中给出有限度的建议,但不要突然补满整套设定。
新的完整设定结构仍应尽量建立在已有世界方向上,而不是完全重做。`,
};
const QUICK_FILL_EXTRA_RULES = `用户刚刚主动要求你自动补全剩余设定。
这表示用户接受你基于当前方向自动补完剩余设定。
本轮要求:
1. 不要再继续提问
2. 直接输出一版尽量完整的设定结构
3. progressPercent 直接输出为 100
4. replyText 要告诉用户现在可以进入“生成游戏设定草稿”`;
const STATE_INFERENCE_SYSTEM_PROMPT = `你是正式生成世界设定前的一步“创作状态识别器”。
你的职责不是直接生成新设定,而是先判断:下一轮正式生成应该用什么推进策略,尤其要判断 replyText 应该更偏确认、吸收、收束、纠偏,还是启发式提问。
你必须综合以下信息判断:
1. 当前轮次 currentTurn
2. 当前完成度 progressPercent
3. 用户是否要求自动补全 quickFillRequested
4. 当前完整设定结构
5. 最近聊天记录,尤其是最近 1 到 3 轮用户消息
你需要输出 4 个字段:
1. userInputSignal只能是 rich / normal / sparse / correction / delegate
2. driftRisk只能是 low / medium / high
3. conversationMode只能是 bootstrap / expand / compress / repair_direction / force_complete / closing
4. judgementSummary1 到 2 句中文,概括你为什么这样判断,以及正式生成时最该注意什么
请按下面的语义判断。
一、userInputSignal 定义
1. rich
- 用户这一轮给了多条可直接落地的有效信息
- 这些信息可能同时覆盖世界方向、玩家处境、开局事件、冲突、关系、标志元素中的多个
- 正式生成时应优先高密度吸收,不要只更新一个点
2. normal
- 用户在顺着当前方向做正常补充
- 信息量中等,有明确新增内容,但没有明显推翻旧方向,也没有把决定权交给系统
- 正式生成时应稳定推进并自然接住用户内容
3. sparse
- 用户输入很短、很虚、很笼统,或几乎没有新增有效事实
- 例如只有一个题材词、一个气质词、一句很概括的话、一个很短的倾向表达
- 这种情况下,正式生成阶段的 replyText 应优先采用启发式提问
- 启发式提问的要求是:只问一个最容易回答、最能推动落地设计的问题
4. correction
- 用户这轮核心动作是在修正、替换、推翻、重定向旧设定
- 即使文字不长,只要主意图是“之前那个不对,现在改成这个”,也应优先判为 correction
- correction 的优先级高于 rich 和 normal
5. delegate
- 用户把部分决定权交给系统
- 例如“你来定”“你帮我补”“按你觉得合理的来”“先给我一个默认方案”
- delegate 关注的是授权关系,不只是信息多寡
二、driftRisk 定义
1. low
- 当前轮输入与已有方向基本一致
- 没有明显改口或冲突
2. medium
- 当前轮带来一定方向变化或扩张
- 还没有明显推翻旧方向,但如果处理不好,容易让设定开始发散
3. high
- 用户明确纠偏、改口、替换方向,或最近多轮反复修正
- 这时最重要的是防止旧方向重新回流到正式生成结果里
三、conversationMode 选择原则
1. bootstrap
- 适用于前期、信息少、核心方向未稳定
- replyText 更适合低压力确认和单点启发
2. expand
- 适用于方向已成形,正在顺着现有路线继续补充
- replyText 更适合总结已接住的内容并往前推一步
3. compress
- 适用于中后段,已有骨架,需要开始收束
- replyText 更适合聚焦最关键缺口,而不是继续开支线
4. repair_direction
- 适用于用户正在纠偏
- replyText 更适合先承认修正,再沿修正后的方向继续推进
5. force_complete
- 适用于用户明确要求自动补全
- replyText 不再提问,而应给出完成感和下一步引导
6. closing
- 适用于接近完成但并非强制一键补全
- replyText 更像确认与收束,而不是前期式探索
四、优先级规则
1. 如果 quickFillRequested 为 trueconversationMode 必须优先判为 force_complete
2. 如果用户核心意图是修正旧方向userInputSignal 优先判为 correctionconversationMode 通常优先考虑 repair_direction
3. 如果用户核心意图是授权系统替他补完userInputSignal 优先判为 delegate
4. 只有在没有明显纠偏、也没有明确自动补全要求时,才主要依据 currentTurn、progressPercent 和信息密度,在 bootstrap / expand / compress / closing 之间选择
五、关于 replyText 风格的专门判断要求
1. 如果用户输入较少、较虚或不够落地,正式生成阶段的 replyText 应采用启发式提问
2. 启发式提问一次最多只能提 1 个问题,不能连问两个或更多
3. 启发式提问必须问“最能推动当前设计落地”的那个问题,而不是泛泛而谈
4. 如果用户输入已经足够 rich就不要再机械提问优先吸收和推进
5. 如果用户在 correction 或 delegate 状态下replyText 是否提问要服从更高目标:纠偏生效或代为补全,不要机械套 sparse 的问法
六、关于 replyText 用语的硬约束
1. replyText 禁止提及内部结构名、锚点名、字段名、schema 名、框架词
2. 禁止出现这类内部表达:世界承诺、玩家幻想、主题边界、玩家入口、核心冲突、关键关系、隐藏线、标志元素、字段、结构、模块、八锚点
3. replyText 只能用通俗、直接、面向创作沟通的语言回应用户
4. replyText 应该围绕用户正在讨论的具体内容来落地,比如身份、开场处境、冲突、人物关系、地点、规则、气质,而不是抽象谈结构
5. judgementSummary 可以简洁提到“这轮更适合启发式提问”或“这轮应优先吸收修正”,但也不要堆内部术语
七、关于 judgementSummary 的写法
1. 必须简洁,不要写成长篇分析
2. 必须直接服务于下一轮正式生成
3. 最好同时包含两层信息:
- 为什么这么判断
- 正式生成时最该优先做什么,或最该避免什么
八、硬性约束
1. 只能输出 JSON不能输出解释、代码块或额外说明
2. 不能发明上下文里不存在的设定事实
3. 你的任务是“判断生成策略”,不是“代替正式生成直接写新设定”
4. 即使信息不完全,也必须在给定枚举里选出最合理的一组状态
5. judgementSummary 必须是中文
6. 输出值必须严格落在给定枚举中`;
const STATE_INFERENCE_OUTPUT_CONTRACT = `请严格按以下 JSON 结构输出,不要输出其他文字:
{
"userInputSignal": "normal",
"driftRisk": "low",
"conversationMode": "expand",
"judgementSummary": ""
}`;
const OUTPUT_CONTRACT_REMINDER = `请严格按以下 JSON 结构输出,不要输出其他文字:
{
"replyText": "",
"progressPercent": 0,
"nextAnchorContent": {
"worldPromise": {
"hook": "",
"differentiator": "",
"desiredExperience": ""
},
"playerFantasy": {
"playerRole": "",
"corePursuit": "",
"fearOfLoss": ""
},
"themeBoundary": {
"toneKeywords": [],
"aestheticDirectives": [],
"forbiddenDirectives": []
},
"playerEntryPoint": {
"openingIdentity": "",
"openingProblem": "",
"entryMotivation": ""
},
"coreConflict": {
"surfaceConflicts": [],
"hiddenCrisis": "",
"firstTouchedConflict": ""
},
"keyRelationships": [
{
"pairs": "",
"relationshipType": "",
"secretOrCost": ""
}
],
"hiddenLines": {
"hiddenTruths": [],
"misdirectionHints": [],
"revealPacing": ""
},
"iconicElements": {
"iconicMotifs": [],
"institutionsOrArtifacts": [],
"hardRules": []
}
}
}`;
function toJson(value: unknown) {
return JSON.stringify(value, null, 2);
}
function toText(value: unknown) {
return typeof value === 'string' ? value.trim() : '';
}
function getLatestUserText(
chatHistory: Array<{ role: 'user' | 'assistant'; content: string }>,
) {
return (
[...chatHistory]
.reverse()
.find((entry) => entry.role === 'user' && entry.content.trim())?.content ??
''
);
}
function includesAny(text: string, patterns: RegExp[]) {
return patterns.some((pattern) => pattern.test(text));
}
function isPromptUserInputSignal(
value: unknown,
): value is PromptUserInputSignal {
return (
value === 'rich' ||
value === 'normal' ||
value === 'sparse' ||
value === 'correction' ||
value === 'delegate'
);
}
function isPromptDriftRisk(value: unknown): value is PromptDriftRisk {
return value === 'low' || value === 'medium' || value === 'high';
}
function isPromptConversationMode(
value: unknown,
): value is PromptConversationMode {
return (
value === 'bootstrap' ||
value === 'expand' ||
value === 'compress' ||
value === 'repair_direction' ||
value === 'force_complete' ||
value === 'closing'
);
}
export function detectUserInputSignal(
chatHistory: Array<{ role: 'user' | 'assistant'; content: string }>,
): PromptUserInputSignal {
const latestUserText = getLatestUserText(chatHistory).trim();
if (!latestUserText) {
return 'sparse';
}
if (includesAny(latestUserText, [/(||||||)/u])) {
return 'correction';
}
if (includesAny(latestUserText, [/(|||)/u])) {
return 'delegate';
}
const segments = latestUserText
.split(/[\n]/u)
.map((item) => item.trim())
.filter(Boolean);
if (latestUserText.length <= 10 || segments.length <= 1) {
return 'sparse';
}
if (segments.length >= 3 || latestUserText.length >= 60) {
return 'rich';
}
return 'normal';
}
function summarizeDynamicState(
state: Pick<
PromptDynamicState,
'userInputSignal' | 'driftRisk' | 'conversationMode'
>,
) {
return `输入信号=${state.userInputSignal},漂移风险=${state.driftRisk},本轮模式=${state.conversationMode}。正式生成时按这组状态执行。`;
}
function isThemeBoundaryFilled(value: ThemeBoundaryValue | null) {
return Boolean(
value &&
(value.toneKeywords.length > 0 ||
value.aestheticDirectives.length > 0 ||
value.forbiddenDirectives.length > 0),
);
}
function isRelationshipsFilled(value: KeyRelationshipValue[]) {
return value.length > 0;
}
function isHiddenLinesFilled(value: HiddenLineValue | null) {
return Boolean(
value &&
(value.hiddenTruths.length > 0 ||
value.misdirectionHints.length > 0 ||
value.revealPacing),
);
}
function isIconicElementsFilled(value: IconicElementValue | null) {
return Boolean(
value &&
(value.iconicMotifs.length > 0 ||
value.institutionsOrArtifacts.length > 0 ||
value.hardRules.length > 0),
);
}
export function detectDriftRisk(params: {
chatHistory: Array<{ role: 'user' | 'assistant'; content: string }>;
anchorContent: EightAnchorContent;
progressPercent: number;
}) {
const latestUserText = getLatestUserText(params.chatHistory).trim();
const recentUserMessages = params.chatHistory
.filter((entry) => entry.role === 'user')
.slice(-3)
.map((entry) => entry.content.trim())
.filter(Boolean);
const correctionCount = recentUserMessages.filter((entry) =>
/(||||||)/u.test(entry),
).length;
if (
correctionCount >= 2 ||
(params.progressPercent >= 65 &&
/(|||||)/u.test(latestUserText))
) {
return 'high' as const;
}
const normalizedContent = normalizeEightAnchorContent(params.anchorContent);
const filledCount = [
Boolean(normalizedContent.worldPromise),
Boolean(normalizedContent.playerFantasy),
isThemeBoundaryFilled(normalizedContent.themeBoundary),
Boolean(normalizedContent.playerEntryPoint),
Boolean(normalizedContent.coreConflict),
isRelationshipsFilled(normalizedContent.keyRelationships),
isHiddenLinesFilled(normalizedContent.hiddenLines),
isIconicElementsFilled(normalizedContent.iconicElements),
].filter(Boolean).length;
if (filledCount >= 3 && latestUserText.length >= 40) {
return 'medium' as const;
}
return 'low' as const;
}
export function pickConversationMode(params: {
currentTurn: number;
progressPercent: number;
userInputSignal: PromptUserInputSignal;
driftRisk: PromptDriftRisk;
quickFillRequested: boolean;
}) {
if (params.quickFillRequested) {
return 'force_complete' as const;
}
if (
params.userInputSignal === 'correction' ||
params.driftRisk === 'high'
) {
return 'repair_direction' as const;
}
if (params.progressPercent >= 85 || params.currentTurn >= 15) {
return 'closing' as const;
}
if (params.currentTurn > 10 || params.progressPercent >= 65) {
return 'compress' as const;
}
if (params.currentTurn <= 10 && params.progressPercent < 65) {
return 'expand' as const;
}
return 'bootstrap' as const;
}
function buildRuleBasedPromptDynamicState(input: {
currentTurn: number;
progressPercent: number;
quickFillRequested: boolean;
currentAnchorContent: EightAnchorContent;
chatHistory: Array<{ role: 'user' | 'assistant'; content: string }>;
}): PromptDynamicState {
const userInputSignal = detectUserInputSignal(input.chatHistory);
const driftRisk = detectDriftRisk({
chatHistory: input.chatHistory,
anchorContent: input.currentAnchorContent,
progressPercent: input.progressPercent,
});
const conversationMode = pickConversationMode({
currentTurn: input.currentTurn,
progressPercent: input.progressPercent,
userInputSignal,
driftRisk,
quickFillRequested: input.quickFillRequested,
});
return {
currentTurn: input.currentTurn,
progressPercent: input.progressPercent,
userInputSignal,
driftRisk,
quickFillRequested: input.quickFillRequested,
conversationMode,
judgementSummary: summarizeDynamicState({
userInputSignal,
driftRisk,
conversationMode,
}),
};
}
export function buildPromptDynamicState(input: {
currentTurn: number;
progressPercent: number;
quickFillRequested: boolean;
currentAnchorContent: EightAnchorContent;
chatHistory: Array<{ role: 'user' | 'assistant'; content: string }>;
}, inference?: PromptDynamicStateInference | null): PromptDynamicState {
const fallbackState = buildRuleBasedPromptDynamicState(input);
if (!inference) {
return fallbackState;
}
const userInputSignal = isPromptUserInputSignal(inference.userInputSignal)
? inference.userInputSignal
: fallbackState.userInputSignal;
const driftRisk = isPromptDriftRisk(inference.driftRisk)
? inference.driftRisk
: fallbackState.driftRisk;
const conversationMode = isPromptConversationMode(inference.conversationMode)
? inference.conversationMode
: fallbackState.conversationMode;
const judgementSummary =
toText(inference.judgementSummary) ||
summarizeDynamicState({
userInputSignal,
driftRisk,
conversationMode,
});
return {
currentTurn: input.currentTurn,
progressPercent: input.progressPercent,
userInputSignal,
driftRisk,
quickFillRequested: input.quickFillRequested,
conversationMode,
judgementSummary,
};
}
export function buildPromptDynamicStateInferencePrompt(input: {
currentTurn: number;
progressPercent: number;
quickFillRequested: boolean;
currentAnchorContent: EightAnchorContent;
chatHistory: Array<{ role: 'user' | 'assistant'; content: string }>;
}) {
const currentAnchorContent =
normalizeEightAnchorContent(input.currentAnchorContent) ??
createEmptyEightAnchorContent();
return {
systemPrompt: [
STATE_INFERENCE_SYSTEM_PROMPT,
STATE_INFERENCE_OUTPUT_CONTRACT,
].join('\n\n'),
userPrompt: [
`当前轮次:${input.currentTurn}`,
`当前完成度:${input.progressPercent}`,
`是否要求自动补全:${input.quickFillRequested ? '是' : '否'}`,
renderCurrentAnchorContext(currentAnchorContent),
renderChatHistoryContext(input.chatHistory),
].join('\n\n'),
};
}
function renderDynamicStateContext(dynamicState: PromptDynamicState) {
return `上一轮预判得到的创作状态如下。
正式生成时必须把它作为本轮策略输入直接执行,不要重新另起一套判断。
创作状态:
- userInputSignal: ${dynamicState.userInputSignal}
- driftRisk: ${dynamicState.driftRisk}
- conversationMode: ${dynamicState.conversationMode}
- judgementSummary: ${dynamicState.judgementSummary}`;
}
function renderCurrentAnchorContext(anchorContent: EightAnchorContent) {
return `当前完整设定结构如下。
你必须把它视为上一版有效世界底子。
如果用户没有否定其中某部分内容,且该部分仍然成立,可以继续保留。
如果用户明确修正了某部分内容,新的完整设定结构必须体现修正后的版本。
当前完整设定结构:
${toJson(normalizeEightAnchorContent(anchorContent))}`;
}
function renderChatHistoryContext(
chatHistory: Array<{ role: 'user' | 'assistant'; content: string }>,
) {
return `以下是用户聊天记录。
请重点理解最近几轮里用户新增、修正、强调的设定信息。
不要把早期已经被用户否定的内容继续当成最终结论。
用户聊天记录:
${toJson(chatHistory)}`;
}
export function buildEightAnchorSingleTurnPrompt(input: {
currentTurn: number;
progressPercent: number;
quickFillRequested: boolean;
currentAnchorContent: EightAnchorContent;
chatHistory: Array<{ role: 'user' | 'assistant'; content: string }>;
dynamicState?: PromptDynamicStateInference | PromptDynamicState | null;
}) {
const currentAnchorContent =
normalizeEightAnchorContent(input.currentAnchorContent) ??
createEmptyEightAnchorContent();
const dynamicState = buildPromptDynamicState({
...input,
currentAnchorContent,
}, input.dynamicState);
return {
prompt: [
BASE_SYSTEM_PROMPT,
GLOBAL_HARD_RULES,
MODE_RULES[dynamicState.conversationMode],
USER_SIGNAL_RULES[dynamicState.userInputSignal],
dynamicState.quickFillRequested ? QUICK_FILL_EXTRA_RULES : null,
renderDynamicStateContext(dynamicState),
renderCurrentAnchorContext(currentAnchorContent),
renderChatHistoryContext(input.chatHistory),
OUTPUT_CONTRACT_REMINDER,
]
.filter(Boolean)
.join('\n\n'),
dynamicState,
};
}
export * from '../prompts/eightAnchorPrompts.js';

View File

@@ -1,6 +1,10 @@
import assert from 'node:assert/strict';
import fs from 'node:fs';
import { createServer, type IncomingMessage, type ServerResponse } from 'node:http';
import {
createServer,
type IncomingMessage,
type ServerResponse,
} from 'node:http';
import os from 'node:os';
import path from 'node:path';
import test from 'node:test';
@@ -48,10 +52,9 @@ function sendJson(res: ServerResponse, payload: unknown) {
}
async function withHttpServer<T>(
buildHandler: (baseUrl: string) => (
req: IncomingMessage,
res: ServerResponse,
) => void | Promise<void>,
buildHandler: (
baseUrl: string,
) => (req: IncomingMessage, res: ServerResponse) => void | Promise<void>,
run: (baseUrl: string) => Promise<T>,
) {
let handler: (
@@ -93,7 +96,9 @@ async function withHttpServer<T>(
}
test('generateSceneImage uses wan2.2-t2i-flash text-to-image payload and saves the generated scene', async () => {
const tempRoot = fs.mkdtempSync(path.join(os.tmpdir(), 'genarrative-scene-image-'));
const tempRoot = fs.mkdtempSync(
path.join(os.tmpdir(), 'genarrative-scene-image-'),
);
const capturedRequests: Array<{
pathname: string;
@@ -104,7 +109,9 @@ test('generateSceneImage uses wan2.2-t2i-flash text-to-image payload and saves t
(baseUrl) => async (req, res) => {
const url = new URL(req.url || '/', baseUrl);
const bodyText =
req.method === 'POST' ? (await readRequestBody(req)).toString('utf8') : undefined;
req.method === 'POST'
? (await readRequestBody(req)).toString('utf8')
: undefined;
capturedRequests.push({
pathname: url.pathname,
bodyText,
@@ -122,7 +129,10 @@ test('generateSceneImage uses wan2.2-t2i-flash text-to-image payload and saves t
return;
}
if (req.method === 'GET' && url.pathname === '/api/v1/tasks/scene-task-1') {
if (
req.method === 'GET' &&
url.pathname === '/api/v1/tasks/scene-task-1'
) {
sendJson(res, {
output: {
task_status: 'SUCCEEDED',
@@ -168,7 +178,8 @@ test('generateSceneImage uses wan2.2-t2i-flash text-to-image payload and saves t
assert.equal(result.actualPrompt, '整理后的场景提示词');
const createRequest = capturedRequests.find(
(entry) => entry.pathname === '/api/v1/services/aigc/text2image/image-synthesis',
(entry) =>
entry.pathname === '/api/v1/services/aigc/text2image/image-synthesis',
);
assert.ok(createRequest?.bodyText);
@@ -186,17 +197,20 @@ test('generateSceneImage uses wan2.2-t2i-flash text-to-image payload and saves t
assert.equal(createPayload.input.negative_prompt, '模糊');
assert.equal(createPayload.parameters.size, '1280*720');
const savedImagePath = path.join(tempRoot, 'public', result.imageSrc.slice(1));
const savedImagePath = path.join(
tempRoot,
'public',
result.imageSrc.slice(1),
);
assert.equal(fs.existsSync(savedImagePath), true);
},
);
});
test('generateSceneImage uses qwen-image-2.0 edit flow when a reference image is provided', async () => {
const tempRoot = fs.mkdtempSync(path.join(os.tmpdir(), 'genarrative-scene-image-'));
const publicDir = path.join(tempRoot, 'public');
fs.mkdirSync(path.join(publicDir, 'scene_bg'), { recursive: true });
fs.writeFileSync(path.join(publicDir, 'scene_bg', 'reference-layout.png'), PNG_BUFFER);
test('generateSceneImage builds the scene prompt on the server when the client only submits world and landmark context', async () => {
const tempRoot = fs.mkdtempSync(
path.join(os.tmpdir(), 'genarrative-scene-image-'),
);
const capturedRequests: Array<{
pathname: string;
@@ -207,7 +221,9 @@ test('generateSceneImage uses qwen-image-2.0 edit flow when a reference image is
(baseUrl) => async (req, res) => {
const url = new URL(req.url || '/', baseUrl);
const bodyText =
req.method === 'POST' ? (await readRequestBody(req)).toString('utf8') : undefined;
req.method === 'POST'
? (await readRequestBody(req)).toString('utf8')
: undefined;
capturedRequests.push({
pathname: url.pathname,
bodyText,
@@ -215,7 +231,134 @@ test('generateSceneImage uses qwen-image-2.0 edit flow when a reference image is
if (
req.method === 'POST' &&
url.pathname === '/api/v1/services/aigc/multimodal-generation/generation'
url.pathname === '/api/v1/services/aigc/text2image/image-synthesis'
) {
sendJson(res, {
output: {
task_id: 'scene-task-2',
},
});
return;
}
if (
req.method === 'GET' &&
url.pathname === '/api/v1/tasks/scene-task-2'
) {
sendJson(res, {
output: {
task_status: 'SUCCEEDED',
results: [
{
url: `${baseUrl}/downloads/scene.png`,
actual_prompt: '服务端整理后的像素风提示词',
},
],
},
});
return;
}
if (req.method === 'GET' && url.pathname === '/downloads/scene.png') {
res.statusCode = 200;
res.setHeader('Content-Type', 'image/png');
res.end(PNG_BUFFER);
return;
}
res.statusCode = 404;
res.end('not found');
},
async (dashScopeBaseUrl) => {
const context = {
config: createTestConfig(tempRoot, `${dashScopeBaseUrl}/api/v1`),
} as AppContext;
const result = await generateSceneImage(context, {
worldName: '',
profileId: '',
landmarkName: '',
landmarkId: '',
userPrompt: '想让灯塔更偏暴风夜',
profile: {
id: 'world-3',
name: '潮雾群岛',
subtitle: '迷雾海界',
summary: '岛链被旧航道和风暴一起缠住。',
tone: '潮湿、压迫、带着未知回声',
playerGoal: '先找到断线的引路火',
settingText: '玩家在海雾和旧航道之间寻找可以靠岸的线索。',
},
landmark: {
id: 'landmark-3',
name: '旧港灯塔',
description: '灯塔外墙被海盐侵蚀,塔下平台还能勉强落脚。',
dangerLevel: 'high',
},
});
assert.equal(result.ok, true);
const createRequest = capturedRequests.find(
(entry) =>
entry.pathname === '/api/v1/services/aigc/text2image/image-synthesis',
);
assert.ok(createRequest?.bodyText);
const createPayload = JSON.parse(createRequest.bodyText) as {
input: {
prompt: string;
negative_prompt?: string;
};
};
assert.match(createPayload.input.prompt, //u);
assert.match(createPayload.input.prompt, //u);
assert.match(
createPayload.input.prompt,
//u,
);
assert.match(createPayload.input.prompt, //u);
assert.equal(
createPayload.input.negative_prompt,
'文字水印logoUI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',
);
},
);
});
test('generateSceneImage uses qwen-image-2.0 edit flow when a reference image is provided', async () => {
const tempRoot = fs.mkdtempSync(
path.join(os.tmpdir(), 'genarrative-scene-image-'),
);
const publicDir = path.join(tempRoot, 'public');
fs.mkdirSync(path.join(publicDir, 'scene_bg'), { recursive: true });
fs.writeFileSync(
path.join(publicDir, 'scene_bg', 'reference-layout.png'),
PNG_BUFFER,
);
const capturedRequests: Array<{
pathname: string;
bodyText?: string;
}> = [];
await withHttpServer(
(baseUrl) => async (req, res) => {
const url = new URL(req.url || '/', baseUrl);
const bodyText =
req.method === 'POST'
? (await readRequestBody(req)).toString('utf8')
: undefined;
capturedRequests.push({
pathname: url.pathname,
bodyText,
});
if (
req.method === 'POST' &&
url.pathname ===
'/api/v1/services/aigc/multimodal-generation/generation'
) {
sendJson(res, {
output: {
@@ -235,7 +378,10 @@ test('generateSceneImage uses qwen-image-2.0 edit flow when a reference image is
return;
}
if (req.method === 'GET' && url.pathname === '/downloads/reference-scene.png') {
if (
req.method === 'GET' &&
url.pathname === '/downloads/reference-scene.png'
) {
res.statusCode = 200;
res.setHeader('Content-Type', 'image/png');
res.end(PNG_BUFFER);
@@ -273,7 +419,8 @@ test('generateSceneImage uses qwen-image-2.0 edit flow when a reference image is
const createRequest = capturedRequests.find(
(entry) =>
entry.pathname === '/api/v1/services/aigc/multimodal-generation/generation',
entry.pathname ===
'/api/v1/services/aigc/multimodal-generation/generation',
);
assert.ok(createRequest?.bodyText);

View File

@@ -4,12 +4,33 @@ import path from 'node:path';
import { z } from 'zod';
import {
buildCustomWorldSceneImagePrompt,
DEFAULT_CUSTOM_WORLD_SCENE_IMAGE_NEGATIVE_PROMPT,
} from '../prompts/customWorldPrompts.js';
import type { AppContext } from '../context.js';
import { badRequest } from '../errors.js';
import { extractApiErrorMessage } from '../http.js';
const sceneImageProfileSchema = z.object({
id: z.string().trim().optional().default(''),
name: z.string().trim().optional().default(''),
subtitle: z.string().trim().optional().default(''),
summary: z.string().trim().optional().default(''),
tone: z.string().trim().optional().default(''),
playerGoal: z.string().trim().optional().default(''),
settingText: z.string().trim().optional().default(''),
});
const sceneImageLandmarkSchema = z.object({
id: z.string().trim().optional().default(''),
name: z.string().trim().optional().default(''),
description: z.string().trim().optional().default(''),
dangerLevel: z.string().trim().optional().default(''),
});
export const sceneImageSchema = z.object({
prompt: z.string().trim().min(1),
prompt: z.string().trim().optional().default(''),
negativePrompt: z.string().trim().optional().default(''),
size: z.string().trim().optional().default('1280*720'),
model: z.string().trim().optional().default(''),
@@ -18,6 +39,9 @@ export const sceneImageSchema = z.object({
landmarkName: z.string().trim().optional().default(''),
landmarkId: z.string().trim().optional().default(''),
referenceImageSrc: z.string().trim().optional().default(''),
userPrompt: z.string().trim().optional().default(''),
profile: sceneImageProfileSchema.optional(),
landmark: sceneImageLandmarkSchema.optional(),
});
const TEXT_TO_IMAGE_SCENE_MODEL = 'wan2.2-t2i-flash';
const REFERENCE_IMAGE_SCENE_MODEL = 'qwen-image-2.0';
@@ -63,7 +87,10 @@ async function resolveReferenceImageAsDataUrl(rootDir: string, source: string) {
}
const buffer = await readFile(absolutePath);
const extension = path.extname(absolutePath).replace(/^\./u, '').toLowerCase();
const extension = path
.extname(absolutePath)
.replace(/^\./u, '')
.toLowerCase();
const mimeType = (() => {
switch (extension) {
case 'jpg':
@@ -98,7 +125,11 @@ function collectStringsByKey(
}
Object.entries(value).forEach(([key, nestedValue]) => {
if (key === targetKey && typeof nestedValue === 'string' && nestedValue.trim()) {
if (
key === targetKey &&
typeof nestedValue === 'string' &&
nestedValue.trim()
) {
results.push(nestedValue.trim());
return;
}
@@ -244,17 +275,53 @@ function ensurePayload(
payload: z.infer<typeof sceneImageSchema>,
_defaultModel: string,
) {
if (!payload.landmarkName && !payload.landmarkId) {
throw badRequest('landmarkName 或 landmarkId 至少要提供一个');
}
const referenceImageSrc =
typeof payload.referenceImageSrc === 'string'
? payload.referenceImageSrc.trim()
: '';
const profile = payload.profile ?? sceneImageProfileSchema.parse({});
const landmark = payload.landmark ?? sceneImageLandmarkSchema.parse({});
const profileId = payload.profileId.trim() || profile.id;
const worldName = payload.worldName.trim() || profile.name;
const landmarkId = payload.landmarkId.trim() || landmark.id;
const landmarkName = payload.landmarkName.trim() || landmark.name;
if (!landmarkName && !landmarkId) {
throw badRequest('landmarkName 或 landmarkId 至少要提供一个');
}
const prompt =
payload.prompt.trim() ||
buildCustomWorldSceneImagePrompt(
{
...profile,
id: profileId,
name: worldName,
},
{
...landmark,
id: landmarkId,
name: landmarkName,
},
payload.userPrompt,
{
hasReferenceImage: Boolean(referenceImageSrc),
},
);
if (!prompt) {
throw badRequest('prompt 不能为空');
}
const negativePrompt =
payload.negativePrompt.trim() ||
DEFAULT_CUSTOM_WORLD_SCENE_IMAGE_NEGATIVE_PROMPT;
return {
...payload,
prompt,
negativePrompt,
worldName,
profileId,
landmarkName,
landmarkId,
referenceImageSrc,
model: referenceImageSrc
? REFERENCE_IMAGE_SCENE_MODEL
@@ -286,7 +353,11 @@ async function saveSceneImageAsset(params: {
const worldSegment = (payload.profileId || payload.worldName || 'world')
.replace(/[^\w\u4e00-\u9fa5-]+/gu, '-')
.slice(0, 48);
const landmarkSegment = (payload.landmarkId || payload.landmarkName || 'landmark')
const landmarkSegment = (
payload.landmarkId ||
payload.landmarkName ||
'landmark'
)
.replace(/[^\w\u4e00-\u9fa5-]+/gu, '-')
.slice(0, 48);
const relativeDir = path.join(
@@ -338,7 +409,10 @@ export async function generateSceneImage(
context: AppContext,
input: z.infer<typeof sceneImageSchema>,
) {
const payload = ensurePayload(input, context.config.dashScope.imageModel);
const payload = ensurePayload(
sceneImageSchema.parse(input),
context.config.dashScope.imageModel,
);
const baseUrl = context.config.dashScope.baseUrl.replace(/\/+$/u, '');
const referenceImage = payload.referenceImageSrc.trim()
? await resolveReferenceImageAsDataUrl(