@@ -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();
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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 ?? '', /正式交给你/u);
|
||||
});
|
||||
|
||||
test('custom world orchestrator requests LLM content before compiling the profile', async () => {
|
||||
const capturedPrompts: Array<{ systemPrompt: string; userPrompt: string }> = [];
|
||||
const storyNpcNames = Array.from(
|
||||
|
||||
@@ -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(/血浆|喷血|鲜血|断肢|斩首|裸体|裸露|色情|性交/gu, '')
|
||||
.replace(/死亡|死去|击杀/gu, '倒地结束')
|
||||
.replace(/受击|受伤/gu, '失衡')
|
||||
.replace(/砍杀|斩击/gu, '挥击')
|
||||
.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|不适当内容|违规内容/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 ${options.animation}。`,
|
||||
'角色固定为同一人,右向斜侧身,镜头稳定,轮廓清楚。',
|
||||
options.loop
|
||||
? '循环动作直接进入稳定循环,不要静止开场,不要定格首帧。'
|
||||
: '非循环动作首尾回到角色标准站姿,中段完成动作变化。',
|
||||
options.useChromaKey
|
||||
? '背景为纯绿色绿幕,无其他人物和场景元素。'
|
||||
: '背景简洁纯净。',
|
||||
]
|
||||
.filter(Boolean)
|
||||
.join(' ');
|
||||
}
|
||||
|
||||
function getLowestSupportedVideoResolution(model: string, fallback: string) {
|
||||
switch (model) {
|
||||
case 'wan2.6-i2v-flash':
|
||||
|
||||
528
server-node/src/modules/custom-world/creatorIntentRuntime.ts
Normal file
528
server-node/src/modules/custom-world/creatorIntentRuntime.ts
Normal file
@@ -0,0 +1,528 @@
|
||||
import type {
|
||||
ActorAnchor,
|
||||
CreatorCharacterSeed,
|
||||
CreatorFactionSeed,
|
||||
CreatorLandmarkSeed,
|
||||
CustomWorldAnchorPack,
|
||||
CustomWorldCreatorIntent,
|
||||
CustomWorldLockState,
|
||||
LandmarkAnchor,
|
||||
} from './runtimeTypes.js';
|
||||
|
||||
function toText(value: unknown) {
|
||||
return typeof value === 'string' ? value.trim() : '';
|
||||
}
|
||||
|
||||
function toStringArray(value: unknown, maxCount = 8) {
|
||||
if (!Array.isArray(value)) {
|
||||
return [];
|
||||
}
|
||||
|
||||
return [...new Set(value.map((item) => toText(item)).filter(Boolean))].slice(
|
||||
0,
|
||||
maxCount,
|
||||
);
|
||||
}
|
||||
|
||||
function slugify(value: string) {
|
||||
const normalized = value
|
||||
.trim()
|
||||
.toLowerCase()
|
||||
.replace(/[^a-z0-9\u4e00-\u9fa5]+/g, '-')
|
||||
.replace(/^-+|-+$/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),
|
||||
};
|
||||
}
|
||||
133
server-node/src/modules/custom-world/runtimeProfile.test.ts
Normal file
133
server-node/src/modules/custom-world/runtimeProfile.test.ts
Normal 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);
|
||||
});
|
||||
1734
server-node/src/modules/custom-world/runtimeProfile.ts
Normal file
1734
server-node/src/modules/custom-world/runtimeProfile.ts
Normal file
File diff suppressed because it is too large
Load Diff
389
server-node/src/modules/custom-world/runtimeTypes.ts
Normal file
389
server-node/src/modules/custom-world/runtimeTypes.ts
Normal 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';
|
||||
@@ -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:
|
||||
|
||||
96
server-node/src/modules/story/runtimeSession.test.ts
Normal file
96
server-node/src/modules/story/runtimeSession.test.ts
Normal 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',
|
||||
},
|
||||
);
|
||||
});
|
||||
@@ -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;
|
||||
|
||||
@@ -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 ${entry.token}`,
|
||||
},
|
||||
},
|
||||
});
|
||||
);
|
||||
const snapshotPayload = (await snapshotResponse.json()) as {
|
||||
gameState: {
|
||||
runtimeActionVersion: number;
|
||||
@@ -369,14 +459,95 @@ test('runtime story actions resolve npc chat on the server and persist updated a
|
||||
|
||||
assert.equal(snapshotResponse.status, 200);
|
||||
assert.equal(snapshotPayload.gameState.runtimeActionVersion, 1);
|
||||
assert.equal(snapshotPayload.gameState.npcStates.npc_merchant_01.affinity, 52);
|
||||
assert.equal(
|
||||
snapshotPayload.gameState.npcStates.npc_merchant_01.affinity,
|
||||
52,
|
||||
);
|
||||
assert.match(snapshotPayload.currentStory.text, /沈七/u);
|
||||
});
|
||||
});
|
||||
|
||||
test('runtime story state exposes npc interaction metadata directly from the server option builder', async () => {
|
||||
await withTestServer('npc-state-options', async ({ baseUrl }) => {
|
||||
const entry = await authEntry(baseUrl, 'story_npc_state', 'secret123');
|
||||
|
||||
await putSnapshot(
|
||||
baseUrl,
|
||||
entry.token,
|
||||
createTask6GameState({
|
||||
currentEncounter: {
|
||||
kind: 'npc',
|
||||
id: 'npc_merchant_01',
|
||||
npcName: '沈七',
|
||||
npcDescription: '腰间挂着药囊的行商',
|
||||
context: '受伤行商',
|
||||
},
|
||||
npcInteractionActive: true,
|
||||
npcStates: {
|
||||
npc_merchant_01: {
|
||||
affinity: 46,
|
||||
chattedCount: 1,
|
||||
helpUsed: false,
|
||||
giftsGiven: 0,
|
||||
inventory: [],
|
||||
recruited: false,
|
||||
},
|
||||
},
|
||||
}),
|
||||
);
|
||||
|
||||
const response = await httpRequest(
|
||||
`${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, /试锋斩/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, /镇岳甲/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, /正式把委托交到了你手上/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 ?? '',
|
||||
/那就拜托你了。/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,
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
@@ -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')
|
||||
) {
|
||||
|
||||
Reference in New Issue
Block a user