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import {
buildSchemaSummary,
describeTopAttributes,
formatAttributeList,
resolveAttributeSchema,
resolveCharacterAttributeProfile,
} from '../data/attributeResolver';
import {
buildCharacterBackstoryPromptContext,
getCharacterPublicBackstorySummary,
getLockedCharacterBackstoryChapters,
} from '../data/characterPresets';
import {
AnimationState,
Character,
CharacterChatTurn,
CustomWorldProfile,
FacingDirection,
StoryMoment,
WorldType,
} from '../types';
import { buildCustomWorldReferenceText } from '../services/customWorld';
import { buildStoryPromptHistory } from '../services/storyHistory';
export interface CharacterChatTargetStatus {
roleLabel?: string | null;
hp: number;
maxHp: number;
mana: number;
maxMana: number;
affinity?: number | null;
}
export interface CharacterChatPromptContext {
playerHp: number;
playerMaxHp: number;
playerMana: number;
playerMaxMana: number;
inBattle: boolean;
playerFacing: FacingDirection;
playerAnimation: AnimationState;
sceneName?: string | null;
sceneDescription?: string | null;
customWorldProfile?: CustomWorldProfile | null;
}
export const CHARACTER_PANEL_CHAT_SYSTEM_PROMPT = `你是像素动作 RPG 里的同行角色。
只回复这名角色此刻会对玩家说的话。
不要输出角色名、引号、旁白、动作提示、Markdown、JSON 或解释。
保持人设,结合最近剧情和关系变化,回复简洁自然。`;
export const CHARACTER_PANEL_CHAT_SUGGESTION_SYSTEM_PROMPT = `生成恰好 3 条玩家回复建议。
只输出纯文本,共 3 行,每行一条。
不要加编号、项目符号、Markdown 或额外说明。
三条建议语气要有区分:关心、追问、轻松或拉近关系。`;
export const CHARACTER_PANEL_CHAT_SUMMARY_SYSTEM_PROMPT = `总结玩家与这名角色之间不断变化的关系。
只输出一段简洁文字。
包含当前关系气氛、态度变化,以及最近聊天里最重要的新信息、承诺、担忧或线索。`;
function describeWorld(world: WorldType) {
if (world === WorldType.WUXIA) return '边城模板';
if (world === WorldType.XIANXIA) return '灵潮模板';
return '自定义世界';
}
function describeCustomWorldSection(customWorldProfile?: CustomWorldProfile | null) {
return customWorldProfile
? `自定义世界参考:\n${buildCustomWorldReferenceText(customWorldProfile)}`
: null;
}
function describeGender(gender: Character['gender']) {
if (gender === 'female') return '女';
if (gender === 'male') return '男';
return '未知';
}
function describeFacing(facing: FacingDirection) {
return facing === 'left' ? '左' : '右';
}
function describeHpBand(ratio: number) {
if (ratio >= 0.95) return '几乎无伤';
if (ratio >= 0.75) return '状态稳健';
if (ratio >= 0.55) return '略有消耗';
if (ratio >= 0.35) return '伤势明显';
if (ratio >= 0.15) return '伤势沉重';
return '濒临极限';
}
function describeManaBand(ratio: number) {
if (ratio >= 0.9) return '充盈';
if (ratio >= 0.7) return '稳定';
if (ratio >= 0.45) return '尚可';
if (ratio >= 0.2) return '偏低';
if (ratio > 0) return '接近枯竭';
return '耗尽';
}
function describeStoryHistory(history: StoryMoment[]) {
const promptHistory = buildStoryPromptHistory(history);
if (!promptHistory.previousSummary && promptHistory.recentOriginalRounds.length === 0) {
return '近期剧情:暂无。';
}
return [
promptHistory.previousSummary
? `更早剧情摘要:\n${promptHistory.previousSummary}`
: '更早剧情摘要:暂无。',
promptHistory.recentOriginalRounds.length > 0
? `最近 3 轮剧情:\n${promptHistory.recentOriginalRounds
.map((item, index) => `- 第 ${index + 1} 轮:\n${item}`)
.join('\n')}`
: '最近 3 轮剧情:暂无。',
].join('\n');
}
function describeBackstoryContext(label: string, snippets: string[]) {
const normalized = snippets
.map(snippet => snippet.trim())
.filter(Boolean);
if (normalized.length === 0) {
return [`${label}:暂无公开信息。`];
}
return normalized.map((snippet, index) =>
`${label}${index === 0 ? '(公开层)' : `(已解锁片段 ${index}`}${snippet}`,
);
}
function describeCharacterInfo(
label: string,
character: Character,
world: WorldType,
customWorldProfile?: CustomWorldProfile | null,
options: {
affinity?: number | null;
includeUnlockProgress?: boolean;
} = {},
) {
const schema = resolveAttributeSchema(world, customWorldProfile);
const attributeProfile = resolveCharacterAttributeProfile(character, world, customWorldProfile);
const skills = character.skills.length > 0
? character.skills
.map(
skill => `${skill.name}(伤害 ${skill.damage}/灵力 ${skill.manaCost}/冷却 ${skill.cooldownTurns})`,
)
.join(' | ')
: '无';
const backgroundLines = options.affinity == null
? [getCharacterPublicBackstorySummary(character, world)]
: buildCharacterBackstoryPromptContext(character, options.affinity, world);
const nextLockedChapter = options.includeUnlockProgress && options.affinity != null
? getLockedCharacterBackstoryChapters(character, options.affinity, world)[0] ?? null
: null;
const schemaSummary = buildSchemaSummary(schema)
.map(slot => `${slot.name}${slot.definition}`)
.join(' | ');
const topAttributes = describeTopAttributes(attributeProfile, schema).join('、') || '无';
const attributeDetails = formatAttributeList(attributeProfile, schema)
.map(entry => `${entry.slot.name} ${entry.value}`)
.join(' | ');
return [
`${label}姓名:${character.name}`,
`${label}称号:${character.title}`,
`${label}性别:${describeGender(character.gender ?? 'unknown')}`,
`${label}描述:${character.description}`,
...describeBackstoryContext(`${label}背景`, backgroundLines),
nextLockedChapter
? `${label}未解锁背景:${nextLockedChapter.title}(需好感 ${nextLockedChapter.affinityRequired},当前只知道:${nextLockedChapter.teaser}`
: null,
`${label}性格:${character.personality}`,
`${label}世界属性框架:${schemaSummary}`,
`${label}主要属性:${topAttributes}`,
`${label}属性详情:${attributeDetails}`,
`${label}技能:${skills}`,
].join('\n');
}
function describeChatContext(world: WorldType, context: CharacterChatPromptContext) {
const hpRatio = context.playerHp / Math.max(context.playerMaxHp, 1);
const manaRatio = context.playerMana / Math.max(context.playerMaxMana, 1);
return [
`世界:${describeWorld(world)}`,
`玩家战斗状态:${context.inBattle ? '战斗中' : '非战斗'}`,
`场景:${context.sceneName ?? '当前区域'}`,
`场景描述:${context.sceneDescription ?? '周围气氛仍未安定。'}`,
`玩家状态:生命 ${context.playerHp}/${context.playerMaxHp}${describeHpBand(hpRatio)}),灵力 ${context.playerMana}/${context.playerMaxMana}${describeManaBand(manaRatio)}),朝向 ${describeFacing(context.playerFacing)},动作 ${context.playerAnimation}`,
].join('\n');
}
function describeTargetStatus(status: CharacterChatTargetStatus) {
const hpRatio = status.hp / Math.max(status.maxHp, 1);
const manaRatio = status.mana / Math.max(status.maxMana, 1);
return [
`对方身份:${status.roleLabel ?? '同行角色'}`,
`对方状态:生命 ${status.hp}/${status.maxHp}${describeHpBand(hpRatio)}),灵力 ${status.mana}/${status.maxMana}${describeManaBand(manaRatio)}`,
status.affinity != null ? `当前好感:${status.affinity}` : null,
].filter(Boolean).join('\n');
}
function describeCharacterChatHistory(history: CharacterChatTurn[]) {
if (history.length === 0) {
return '聊天记录:暂无。';
}
return [
'聊天记录:',
...history.slice(-12).map(turn => `- ${turn.speaker === 'player' ? '玩家' : '角色'}${turn.text}`),
].join('\n');
}
export function buildCharacterPanelChatPrompt({
world,
playerCharacter,
targetCharacter,
storyHistory,
context,
conversationHistory,
conversationSummary,
playerMessage,
targetStatus,
}: {
world: WorldType;
playerCharacter: Character;
targetCharacter: Character;
storyHistory: StoryMoment[];
context: CharacterChatPromptContext;
conversationHistory: CharacterChatTurn[];
conversationSummary: string;
playerMessage: string;
targetStatus: CharacterChatTargetStatus;
}) {
return [
`世界:${describeWorld(world)}`,
describeChatContext(world, context),
describeCustomWorldSection(context.customWorldProfile),
describeCharacterInfo('玩家 / ', playerCharacter, world, context.customWorldProfile),
describeCharacterInfo('对方 / ', targetCharacter, world, context.customWorldProfile, {
affinity: targetStatus.affinity ?? null,
includeUnlockProgress: true,
}),
describeTargetStatus(targetStatus),
describeStoryHistory(storyHistory),
conversationSummary ? `之前聊天摘要:${conversationSummary}` : '之前聊天摘要:暂无。',
describeCharacterChatHistory(conversationHistory),
`玩家刚刚对 ${targetCharacter.name} 说:${playerMessage}`,
`现在请以 ${targetCharacter.name} 的身份,直接回复玩家。`,
].filter(Boolean).join('\n\n');
}
export function buildCharacterPanelChatSuggestionPrompt({
world,
playerCharacter,
targetCharacter,
storyHistory,
context,
conversationHistory,
conversationSummary,
targetStatus,
}: {
world: WorldType;
playerCharacter: Character;
targetCharacter: Character;
storyHistory: StoryMoment[];
context: CharacterChatPromptContext;
conversationHistory: CharacterChatTurn[];
conversationSummary: string;
targetStatus: CharacterChatTargetStatus;
}) {
const latestCharacterReply = [...conversationHistory]
.reverse()
.find(turn => turn.speaker === 'character')?.text ?? null;
return [
`世界:${describeWorld(world)}`,
describeChatContext(world, context),
describeCharacterInfo('玩家 / ', playerCharacter, world, context.customWorldProfile),
describeCharacterInfo('对方 / ', targetCharacter, world, context.customWorldProfile, {
affinity: targetStatus.affinity ?? null,
includeUnlockProgress: true,
}),
describeTargetStatus(targetStatus),
describeStoryHistory(storyHistory),
conversationSummary ? `之前聊天摘要:${conversationSummary}` : '之前聊天摘要:暂无。',
describeCharacterChatHistory(conversationHistory),
latestCharacterReply
? `角色刚刚的回复:${latestCharacterReply}`
: `玩家正准备与 ${targetCharacter.name} 开始一段新的私聊。`,
'生成 3 条可以直接发送的简短玩家回复候选。',
].filter(Boolean).join('\n\n');
}
export function buildCharacterPanelChatSummaryPrompt({
world,
playerCharacter,
targetCharacter,
storyHistory,
context,
conversationHistory,
previousSummary,
targetStatus,
}: {
world: WorldType;
playerCharacter: Character;
targetCharacter: Character;
storyHistory: StoryMoment[];
context: CharacterChatPromptContext;
conversationHistory: CharacterChatTurn[];
previousSummary: string;
targetStatus: CharacterChatTargetStatus;
}) {
return [
`世界:${describeWorld(world)}`,
describeChatContext(world, context),
describeCharacterInfo('玩家 / ', playerCharacter, world, context.customWorldProfile),
describeCharacterInfo('对方 / ', targetCharacter, world, context.customWorldProfile, {
affinity: targetStatus.affinity ?? null,
includeUnlockProgress: true,
}),
describeTargetStatus(targetStatus),
describeStoryHistory(storyHistory),
previousSummary ? `旧摘要:${previousSummary}` : '旧摘要:暂无。',
describeCharacterChatHistory(conversationHistory),
'请把旧摘要与最新聊天合并成一段更新后的关系摘要,供后续剧情推理使用。',
].filter(Boolean).join('\n\n');
}

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import type {
CustomWorldNpc,
CustomWorldPlayableNpc,
CustomWorldRoleSkill,
} from '../types';
export function buildSkillActionPrompt(params: {
role: Pick<
CustomWorldPlayableNpc | CustomWorldNpc,
| 'name'
| 'title'
| 'role'
| 'description'
| 'backstory'
| 'personality'
| 'motivation'
>;
skill: Pick<CustomWorldRoleSkill, 'name' | 'summary'>;
}) {
const { role, skill } = params;
return [
`${role.name}${role.title || role.role}`,
`技能名称:${skill.name}`,
skill.summary ? `技能表现:${skill.summary}` : '',
role.description ? `角色气质:${role.description}` : '',
role.personality ? `性格补充:${role.personality}` : '',
role.motivation ? `动作目标:${role.motivation}` : '',
'横版 RPG 角色技能动作,角色轮廓稳定,动作起手明确,过程连贯,收招干净,镜头稳定。',
]
.filter(Boolean)
.join(' ');
}

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export const CUSTOM_WORLD_JSON_REPAIR_SYSTEM_PROMPT = `你是 JSON 修复器。
你会收到一段本应为单个 JSON 对象的文本。
你的唯一任务是把它修复成能被 JSON.parse 直接解析的单个 JSON 对象。
不要输出 Markdown、代码块、解释、注释或额外文字。
尽量保留原始语义,只修复格式问题;必要时可以补齐缺失的引号、逗号、括号、数组闭合或缺失字段。`;
export const CUSTOM_WORLD_GENERATION_JSON_ONLY_SYSTEM_PROMPT = `你是严格的自定义世界 JSON 生成器。
只输出一个 JSON 对象,不要输出 Markdown、代码块、解释或额外文字。`;

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export type PromptDefaultRole = {
name: string;
title: string;
role: string;
visualDescription?: string;
actionDescription?: string;
sceneVisualDescription?: string;
description?: string;
backstory?: string;
personality?: string;
motivation?: string;
combatStyle?: string;
tags?: string[];
};
export type CustomWorldRolePromptBundle = {
visualPromptText: string;
animationPromptText: string;
scenePromptText: string;
};
function cleanSeedText(value: string | undefined, maxLength: number) {
return (value ?? '').replace(/\s+/gu, ' ').trim().slice(0, maxLength);
}
function pickFirstDescription(
values: Array<string | undefined>,
maxLength: number,
) {
for (const value of values) {
const normalized = cleanSeedText(value, maxLength);
if (normalized) {
return normalized;
}
}
return '';
}
export function buildDefaultRolePromptBundle(
role: PromptDefaultRole,
): CustomWorldRolePromptBundle {
return {
visualPromptText: pickFirstDescription(
[role.visualDescription, role.description],
220,
),
animationPromptText: pickFirstDescription(
[role.actionDescription, role.combatStyle],
180,
),
scenePromptText: pickFirstDescription(
[role.sceneVisualDescription, role.backstory],
220,
),
};
}

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src/prompts/questPrompts.ts Normal file
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import type {QuestGenerationContext} from '../services/aiTypes';
import type {QuestOpportunity, QuestSceneSnapshot} from '../services/questTypes';
import { buildQuestVisibilitySlice } from '../services/storyEngine/visibilityEngine';
function describeWorld(worldType: QuestGenerationContext['worldType']) {
switch (worldType) {
case 'WUXIA':
return '边城模板';
case 'XIANXIA':
return '灵潮模板';
case 'CUSTOM':
return '自定义世界';
default:
return '未知世界';
}
}
function summarizeRecentStoryMoments(context: QuestGenerationContext) {
const moments = context.recentStoryMoments
.slice(-4)
.map(moment => `- ${moment.text}`)
.join('\n');
return moments || '- 暂无近期剧情记录';
}
function summarizeCurrentQuests(context: QuestGenerationContext) {
const summary = context.currentQuestSummary?.map(quest =>
`- ${quest.title}${quest.status}),发布者 ${quest.issuerNpcId}`,
).join('\n');
return summary || '- 当前没有进行中的任务';
}
function summarizeCompanions(context: QuestGenerationContext) {
const active = context.activeCompanions?.map(companion => companion.characterId).join('、') || '无';
const roster = context.rosterCompanions?.map(companion => companion.characterId).join('、') || '无';
return `当前同行角色:${active}\n队伍名册${roster}`;
}
function summarizePlayerState(context: QuestGenerationContext) {
const playerName = context.playerCharacter?.name ?? '未知角色';
const playerTitle = context.playerCharacter?.title ?? '未知称号';
const hp = `${context.playerHp ?? 0}/${context.playerMaxHp ?? 0}`;
const mana = `${context.playerMana ?? 0}/${context.playerMaxMana ?? 0}`;
const inventory = context.playerInventory?.slice(0, 8).map(item => item.name).join('、') || '无';
return [
`玩家:${playerName}${playerTitle}`,
`生命:${hp}`,
`灵力:${mana}`,
`背包快照:${inventory}`,
].join('\n');
}
function summarizeScene(scene: QuestSceneSnapshot | null, context: QuestGenerationContext) {
const hostileNpcIds = context.currentSceneHostileNpcIds?.join('、') || '无';
const treasureHintCount = context.currentSceneTreasureHintCount ?? 0;
return [
`场景:${scene?.name ?? context.currentSceneName ?? '未知区域'}`,
`场景描述:${scene?.description ?? context.currentSceneDescription ?? '暂无'}`,
`敌对角色 ID${hostileNpcIds}`,
`宝藏线索数量:${treasureHintCount}`,
].join('\n');
}
function summarizeActiveThreads(context: QuestGenerationContext) {
if (!context.activeThreadIds?.length) {
return '暂无明确激活线程';
}
const storyGraph = context.customWorldProfile?.storyGraph;
const labels = context.activeThreadIds.map((threadId) =>
[...(storyGraph?.visibleThreads ?? []), ...(storyGraph?.hiddenThreads ?? [])]
.find((thread) => thread.id === threadId)?.title ?? threadId,
);
return labels.join('、');
}
function summarizeIssuerNarrativeProfile(context: QuestGenerationContext) {
const profile = context.issuerNarrativeProfile;
if (!profile) {
return '暂无额外叙事档案';
}
return [
`公开面:${profile.publicMask}`,
`表层线:${profile.visibleLine}`,
`当前压力:${profile.immediatePressure}`,
profile.reactionHooks.length > 0
? `反应钩子:${profile.reactionHooks.join('、')}`
: null,
]
.filter(Boolean)
.join('\n');
}
function summarizeQuestVisibility(context: QuestGenerationContext) {
const slice = buildQuestVisibilitySlice({
issuerNarrativeProfile: context.issuerNarrativeProfile,
activeThreadIds: context.activeThreadIds,
});
return [
`可直接披露:${slice.sayableFactIds.join('、') || '无'}`,
`只宜写成推测:${slice.inferredFactIds.join('、') || '无'}`,
`禁止直接说破:${slice.forbiddenFactIds.join('、') || '无'}`,
].join('\n');
}
export const QUEST_INTENT_SYSTEM_PROMPT = `你是 AI 原生叙事 RPG 的任务导演。
只返回 JSON不要输出 Markdown。
输出结构:
{
"intent": {
"title": "中文任务标题",
"description": "中文任务描述",
"summary": "中文短摘要",
"narrativeType": "bounty|escort|investigation|retrieval|relationship|trial",
"dramaticNeed": "string",
"issuerGoal": "string",
"playerHook": "string",
"worldReason": "string",
"recommendedObjectiveKinds": ["defeat_hostile_npc" | "inspect_treasure" | "spar_with_npc" | "talk_to_npc" | "reach_scene" | "deliver_item"],
"urgency": "low|medium|high",
"intimacy": "transactional|cooperative|trust_based",
"rewardTheme": "currency|resource|relationship|intel|rare_item",
"followupHooks": ["string"]
}
}
规则:
- 所有自然语言字段都必须使用中文。
- 任务必须扎根于当前场景、发布者和近期剧情。
- 不要编造奖励、ID、数量、状态或不受支持的规则变化。
- recommendedObjectiveKinds 只是语义建议,不是硬编码结果。
- 优先给出简洁、可玩的任务框架,不要堆砌华丽辞藻。
- title 必须是 4 到 10 个中文字符左右的短任务名,不要写成长句。
- description 解释任务为什么在当前剧情里成立,避免纯规则说明。
- summary 必须是清晰达成条件,优先使用“击败 / 调查 / 返回 / 前往 / 交付 / 切磋”等明确动词,不要写“处理一下”“看看情况”这类模糊表达。`;
export function buildQuestIntentPrompt(params: {
context: QuestGenerationContext;
scene: QuestSceneSnapshot | null;
opportunity: QuestOpportunity;
}) {
const {context, scene, opportunity} = params;
const customWorldSummary = context.customWorldProfile
? `${context.customWorldProfile.name}: ${context.customWorldProfile.summary}`
: '无';
return [
`世界:${describeWorld(context.worldType)}`,
`自定义世界摘要:${customWorldSummary}`,
`发布角色:${context.issuerNpcName ?? '未知'}${context.issuerNpcId ?? '未知'}`,
`发布者身份:${context.issuerNpcContext ?? '暂无'}`,
`发布者好感:${context.issuerAffinity ?? 0}`,
`发布者信息揭示阶段:${context.issuerDisclosureStage ?? '未知'}`,
`发布者亲疏阶段:${context.issuerWarmthStage ?? '未知'}`,
`当前激活线程:${summarizeActiveThreads(context)}`,
`发布者叙事档案:\n${summarizeIssuerNarrativeProfile(context)}`,
`任务可见性切片:\n${summarizeQuestVisibility(context)}`,
`当前遭遇类型:${context.encounterKind ?? '无'}`,
summarizeScene(scene, context),
summarizePlayerState(context),
summarizeCompanions(context),
`当前任务机会:${opportunity.reason}`,
`当前任务列表:\n${summarizeCurrentQuests(context)}`,
`近期剧情片段:\n${summarizeRecentStoryMoments(context)}`,
'现在请基于这次具体局势,生成一个自然生长出来的任务意图。',
].join('\n\n');
}

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export type QwenSpriteActionTemplateId =
| 'idle'
| 'run'
| 'attack_slash'
| 'hurt'
| 'die';
export type QwenSpriteActionTemplate = {
id: QwenSpriteActionTemplateId;
label: string;
loop: boolean;
defaultFps: number;
bodyTravel: string;
weaponRule: string;
stagingDirection?: string;
defaultDetailText?: string;
sequenceLines: [string, string, string, string];
ending: string;
};
export const DEFAULT_MASTER_NEGATIVE_PROMPT =
'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道具堆叠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';
export const DEFAULT_SHEET_NEGATIVE_PROMPT =
'多角色左右朝向混乱前视图背视图镜头切换景别变化特写脚底裁切头顶裁切缺手缺脚额外肢体武器消失武器换手服装变化脸部变化发型变化动作不连续重复帧过多构图混乱背景复杂强透视运动模糊残影文字水印UI边框覆盖角色';
export const DEFAULT_REPAIR_NEGATIVE_PROMPT =
'多角色,错误朝向,缺手,缺脚,额外肢体,武器消失,武器换手,脸部变化,发型变化,服装变化,模糊,运动模糊,复杂背景,文字,水印';
const CHIBI_STYLE_TEXT =
'Q版大头身动作角色头身比固定控制在 2 到 3 头身,头部占比明显更大,类似横版像素 RPG 可扮演角色的比例,不要写实长身比例。';
const PIXEL_STYLE_TEXT =
'参考项目内可扮演角色的像素风动作角色画风,整体是像素游戏角色设计方向,身体始终朝右,适合横版动作 sprite 资产。';
const SIDE_FACING_RIGHT_TEXT =
'角色采用横版动作素材常用的右向斜侧身站姿,身体整体朝右,但保留少量正面信息,能读到面部轮廓与胸肩结构,不是完全 90 度纯右视图,也不是正面立绘。';
const SUBJECT_ONLY_TEXT =
'画面中只保留单个角色主体,不要额外人物、动物、召唤物、载具或陪体。';
const CLEAN_BACKGROUND_TEXT =
'背景固定为纯绿色绿幕,只作为抠像底色,不出现建筑、室内布景、风景、地面道具、漂浮物、烟雾叙事元素或其他角色以外的场景内容。';
const STYLE_REFERENCE_SCOPE_TEXT =
'参考图不仅用于约束像素画风、颜色组织、头身比例、右朝向和镜头语言,还要严格约束身体结构骨架。生成结果必须优先沿用参考图的人形动作角色身体结构,包括头、躯干、双臂、双腿、站姿重心和整体头身比;可以变化发型、服装、主题配饰和材质,但不要脱离参考图的人形身体结构。';
const CONCEPT_INTERPRETATION_TEXT =
'请先拆解设定中的“身份词、主题词、身体结构词”。如果文字设定没有明确要求非人身体结构,默认优先生成人形拟人化角色,让主题词主要体现在服装、头饰、冠冕、权杖、纹样、材质和发光装饰上。';
const HUMANLIKE_PRIORITY_TEXT =
'默认优先使用参考图对应的人类或类人动作角色骨架,保持清楚的头、躯干、手臂和双腿轮廓,这样更适合横版动作 sprite。只有当文字设定明确要求鱼尾、触手身体、伞盖头部、无双腿、漂浮体、凝胶体或其他非人结构时才改为对应非人身体。';
const CONCEPT_HIERARCHY_TEXT =
'视觉优先级应当是:身体结构词第一,身份词第二,主题词第三。没有明确身体结构词时,默认用人形拟人化表现,再把主题词转译成服装和装饰。';
const THEME_APPLICATION_BOUNDARY_TEXT =
'主题词默认只作用在角色自身的服装剪裁、材质、纹样、饰品、武器和发光细节上,不要把主题词自动扩写成背景建筑、自然场景、漂浮装饰或额外环境物件。';
const CHIBI_CHARACTER_TEXT =
'即使角色带有怪物或海洋主题,也优先做成 Q版可爱的人形动作角色方便读图和后续动画化。';
const SETTING_AND_ROLE_ALIGNMENT_TEXT =
'先从角色设定中提炼世界设定、时代氛围、阵营身份、职业职责、战斗习惯、装备结构、材质配色和情绪气质,再把这些信息落实到发型、服装层次、护具、武器、饰品、轮廓和动作节奏里,不要混入与设定无关的现代服饰、写实摄影镜头、枪械体系或其他世界观元素。';
const CHARACTER_DETAIL_COVERAGE_TEXT =
'角色描述需要尽量落到可视化细节:发型与脸部识别点、年龄层与气质、服装层次、护具与配饰、武器/法器类型、主色与材质、职业姿态与世界观痕迹,避免只有抽象身份词。';
export const DEFAULT_CHARACTER_BRIEF =
'魔潮复苏边境城邦中的少女遗迹冒险者Q版大头身约 2 到 3 头身,金棕色微卷短发,琥珀色眼睛,额前碎发与侧边发束清晰,表情明亮但带警觉;穿分层轻甲、短披风和旅行短裙,皮革护腕、金属护膝、系带短靴完整可见;腰间挂药剂包、地图筒与小型护符,右手持单手短剑,主色为蜂蜜金、墨绿和旧银,轮廓利落,像长期在遗迹与荒野间行动的年轻探索者。';
export const PLAYABLE_CHARACTER_STYLE_REFERENCE_SOURCES = [
'/character/Sword Princess/Original/Hero/idle/Idle01.png',
'/character/Archer Hero/Original/Hero/idle/idle01.png',
'/character/Girl Hero 1/Original/Hero/Idle/Idle01.png',
'/character/Punch Hero 3/Original/Hero/Idle/Idle01.png',
'/character/Fighter 4/original/Hero/idle/idle01.png',
];
export const QWEN_SPRITE_ACTION_TEMPLATES: QwenSpriteActionTemplate[] = [
{
id: 'idle',
label: '待机循环',
loop: true,
defaultFps: 8,
bodyTravel: '原地',
weaponRule: '武器始终在主手,位置稳定',
sequenceLines: [
'1-4 帧:稳定站姿,轻微呼吸起伏',
'5-8 帧:胸腔与肩膀轻微抬起,衣摆极轻微变化',
'9-12 帧:呼气回落,重心恢复',
'13-16 帧:逐渐回到与首帧接近的站姿',
],
ending: '第 16 帧自然衔接第 1 帧',
},
{
id: 'run',
label: '奔跑循环',
loop: true,
defaultFps: 12,
bodyTravel: '小幅前移但角色中心基本固定',
weaponRule: '武器始终在主手,不换手',
sequenceLines: [
'1-4 帧:右腿前摆,左腿后蹬,身体略前倾',
'5-8 帧:双腿交叉经过身体下方,手臂反向摆动',
'9-12 帧:左腿前摆,右腿后蹬,继续前倾',
'13-16 帧:完成另一半跑步循环并回到可接第 1 帧的状态',
],
ending: '第 16 帧能无缝接回第 1 帧',
},
{
id: 'attack_slash',
label: '横斩攻击',
loop: false,
defaultFps: 12,
bodyTravel: '中幅前探',
weaponRule: '右手持武器,始终右手,不换手',
sequenceLines: [
'1-4 帧:轻微收身蓄力,武器向后收',
'5-8 帧:重心前压,挥击开始',
'9-12 帧:斩击达到最大幅度,动作力量最强',
'13-16 帧:顺势收招,回到可接下一动作的稳定姿态',
],
ending: '第 16 帧停在收招后稳定姿态',
},
{
id: 'hurt',
label: '受击后仰',
loop: false,
defaultFps: 10,
bodyTravel: '原地或极小后仰',
weaponRule: '武器不要脱手,不要换手',
sequenceLines: [
'1-4 帧:突然受击,头肩后仰',
'5-8 帧:身体失衡最明显',
'9-12 帧:手臂和武器随惯性摆动',
'13-16 帧:逐渐恢复到勉强站稳的姿态',
],
ending: '第 16 帧能接回 idle 或下一个动作',
},
{
id: 'die',
label: '倒地死亡',
loop: false,
defaultFps: 8,
bodyTravel: '明显倒地位移',
weaponRule: '武器不可瞬间消失',
sequenceLines: [
'1-4 帧:受创失衡,重心被打断',
'5-8 帧:身体明显下坠或后仰',
'9-12 帧:倒地过程完成,动作幅度最大',
'13-16 帧:停在清晰的终止姿态',
],
ending: '第 16 帧停在死亡结束姿态,不需要循环',
},
];
const ACTION_TEMPLATE_DETAILS: Record<
QwenSpriteActionTemplateId,
{ stagingDirection: string; defaultDetailText: string }
> = {
idle: {
stagingDirection:
'演出重点是轻呼吸、微幅重心起伏、戒备感和可循环衔接。',
defaultDetailText:
'保持与角色设定一致的戒备气质和职业站姿,重心稳在脚下,呼吸起伏轻微,披风、衣摆、发梢和小型饰品只有细小摆动,武器安静跟随身体微动,像角色在所属世界里随时准备探索、交涉或开战的待机瞬间。',
},
run: {
stagingDirection:
'演出重点是持续推进、步点清楚、上身稳定和装备惯性。',
defaultDetailText:
'跑动时要体现角色职业和世界设定中的装备重量感,身体略微前压,步幅清晰,手臂与武器顺势摆动,披风、衣摆和挂件跟着惯性后甩,像角色正穿过战场、街巷或遗迹通道迅速移动,节奏连续稳定。',
},
attack_slash: {
stagingDirection:
'演出重点是收身蓄力、爆发斩击、武器轨迹和收招稳定。',
defaultDetailText:
'攻击前先有短暂收身蓄力,再顺着主手武器做干净利落的前踏斩击,爆发点明确,武器轨迹贴合角色职业习惯与世界观武器设定,衣摆和挂件随发力甩动,收招后还能稳住重心,像久经战斗训练的真实角色动作。',
},
hurt: {
stagingDirection:
'演出重点是冲击反馈、短暂失衡、惯性摆动和重新稳住。',
defaultDetailText:
'受击瞬间要有明确冲击反馈,肩背后仰或身体侧偏,表情短促吃痛但不夸张,武器和手臂因惯性发生合理摆动,服装层次和挂件跟着抖动一下,随后努力稳住姿态,像这个角色在其世界观里真实挨到一击后的反应。',
},
die: {
stagingDirection:
'演出重点是失衡下坠、动作逐渐停尽和终止姿态清晰。',
defaultDetailText:
'死亡动作要先表现失衡与力量被抽离,再完成明显倒下或瘫落,武器和四肢随惯性下坠,披风、衣摆和饰品有最后一次明显摆动,最终停在清晰的终止姿态,符合角色身份、装备重量和世界氛围,不要轻飘或喜剧化。',
},
};
export function getActionTemplateById(id: QwenSpriteActionTemplateId) {
const template =
QWEN_SPRITE_ACTION_TEMPLATES.find((candidate) => candidate.id === id) ??
QWEN_SPRITE_ACTION_TEMPLATES[0];
return {
...template,
...ACTION_TEMPLATE_DETAILS[template.id],
};
}
export function readFileAsDataUrl(file: File) {
return new Promise<string>((resolve, reject) => {
const reader = new FileReader();
reader.onload = () => resolve(String(reader.result ?? ''));
reader.onerror = () => reject(reader.error ?? new Error('读取文件失败'));
reader.readAsDataURL(file);
});
}
function loadImageFromSource(source: string) {
return new Promise<HTMLImageElement>((resolve, reject) => {
const image = new Image();
image.crossOrigin = 'anonymous';
image.onload = () => resolve(image);
image.onerror = () => reject(new Error(`加载图片失败:${source}`));
image.src = source;
});
}
function drawContainedImage(
context: CanvasRenderingContext2D,
image: HTMLImageElement,
options: {
x: number;
y: number;
width: number;
height: number;
},
) {
const fitScale = Math.min(
options.width / image.width,
options.height / image.height,
);
const drawWidth = image.width * fitScale;
const drawHeight = image.height * fitScale;
const drawX = options.x + (options.width - drawWidth) / 2;
const drawY = options.y + (options.height - drawHeight) / 2;
context.drawImage(image, drawX, drawY, drawWidth, drawHeight);
}
export async function sliceSpriteSheetFrames(
spriteSource: string,
options: {
rows: number;
cols: number;
},
) {
const image = await loadImageFromSource(spriteSource);
const frameWidth = Math.floor(image.width / options.cols);
const frameHeight = Math.floor(image.height / options.rows);
const frames: string[] = [];
for (let rowIndex = 0; rowIndex < options.rows; rowIndex += 1) {
for (let colIndex = 0; colIndex < options.cols; colIndex += 1) {
const canvas = document.createElement('canvas');
const context = canvas.getContext('2d');
if (!context) {
throw new Error('无法创建画布上下文');
}
canvas.width = frameWidth;
canvas.height = frameHeight;
context.drawImage(
image,
colIndex * frameWidth,
rowIndex * frameHeight,
frameWidth,
frameHeight,
0,
0,
frameWidth,
frameHeight,
);
frames.push(canvas.toDataURL('image/png'));
}
}
return {
frameWidth,
frameHeight,
frames,
width: image.width,
height: image.height,
};
}
export async function extractSpriteFrame(
spriteSource: string,
options: {
rows: number;
cols: number;
frameIndex: number;
outputSize?: number;
},
) {
const sliced = await sliceSpriteSheetFrames(spriteSource, {
rows: options.rows,
cols: options.cols,
});
const frameSource = sliced.frames[options.frameIndex];
if (!frameSource) {
throw new Error('帧索引超出范围。');
}
if (!options.outputSize) {
return frameSource;
}
const image = await loadImageFromSource(frameSource);
const canvas = document.createElement('canvas');
const context = canvas.getContext('2d');
if (!context) {
throw new Error('无法创建画布上下文');
}
canvas.width = options.outputSize;
canvas.height = options.outputSize;
context.clearRect(0, 0, canvas.width, canvas.height);
context.drawImage(image, 0, 0, canvas.width, canvas.height);
return canvas.toDataURL('image/png');
}
export async function replaceSpriteFrame(
spriteSource: string,
options: {
rows: number;
cols: number;
frameIndex: number;
replacementSource: string;
},
) {
const spriteImage = await loadImageFromSource(spriteSource);
const replacementImage = await loadImageFromSource(options.replacementSource);
const frameWidth = Math.floor(spriteImage.width / options.cols);
const frameHeight = Math.floor(spriteImage.height / options.rows);
const rowIndex = Math.floor(options.frameIndex / options.cols);
const colIndex = options.frameIndex % options.cols;
const canvas = document.createElement('canvas');
const context = canvas.getContext('2d');
if (!context) {
throw new Error('无法创建画布上下文');
}
canvas.width = spriteImage.width;
canvas.height = spriteImage.height;
context.drawImage(spriteImage, 0, 0);
context.clearRect(
colIndex * frameWidth,
rowIndex * frameHeight,
frameWidth,
frameHeight,
);
context.drawImage(
replacementImage,
colIndex * frameWidth,
rowIndex * frameHeight,
frameWidth,
frameHeight,
);
return canvas.toDataURL('image/png');
}
export function buildOrderedActiveFrameIndices(
frameOrder: number[],
activeFrames: number[],
) {
return frameOrder.filter((frameIndex) => activeFrames.includes(frameIndex));
}
export function buildOrderedActiveFrameSources(
frameDataUrls: string[],
frameOrder: number[],
activeFrames: number[],
) {
return buildOrderedActiveFrameIndices(frameOrder, activeFrames)
.map((frameIndex) => frameDataUrls[frameIndex] ?? '')
.filter(Boolean);
}
export async function composeSpriteSheetFromFrames(
frameSources: string[],
options: {
cols: number;
rows?: number;
frameWidth?: number;
frameHeight?: number;
padToGrid?: boolean;
},
) {
if (frameSources.length === 0) {
throw new Error('没有可用于拼接精灵表的帧。');
}
const images = await Promise.all(
frameSources.map((source) => loadImageFromSource(source)),
);
const frameWidth =
options.frameWidth ??
Math.max(...images.map((image) => image.width), 1);
const frameHeight =
options.frameHeight ??
Math.max(...images.map((image) => image.height), 1);
const rows =
options.rows ?? Math.max(1, Math.ceil(images.length / options.cols));
const canvas = document.createElement('canvas');
const context = canvas.getContext('2d');
if (!context) {
throw new Error('无法创建画布上下文');
}
canvas.width = frameWidth * options.cols;
canvas.height = frameHeight * rows;
context.clearRect(0, 0, canvas.width, canvas.height);
const totalCells = options.padToGrid ? rows * options.cols : images.length;
for (let index = 0; index < totalCells; index += 1) {
const image = images[index];
if (!image) {
continue;
}
const rowIndex = Math.floor(index / options.cols);
const colIndex = index % options.cols;
drawContainedImage(context, image, {
x: colIndex * frameWidth,
y: rowIndex * frameHeight,
width: frameWidth,
height: frameHeight,
});
}
return {
dataUrl: canvas.toDataURL('image/png'),
rows,
cols: options.cols,
frameWidth,
frameHeight,
frameCount: frameSources.length,
};
}
export async function buildPlayableCharacterStyleReferenceBoard(
sources = PLAYABLE_CHARACTER_STYLE_REFERENCE_SOURCES,
) {
const images = await Promise.all(
sources.map((source) => loadImageFromSource(source)),
);
const cols = 3;
const rows = 2;
const cellSize = 320;
const padding = 24;
const canvas = document.createElement('canvas');
const context = canvas.getContext('2d');
if (!context) {
throw new Error('无法创建画布上下文');
}
canvas.width = cols * cellSize + padding * 2;
canvas.height = rows * cellSize + padding * 2;
context.fillStyle = '#f6f0dd';
context.fillRect(0, 0, canvas.width, canvas.height);
context.imageSmoothingEnabled = false;
images.forEach((image, index) => {
const colIndex = index % cols;
const rowIndex = Math.floor(index / cols);
drawContainedImage(context, image, {
x: padding + colIndex * cellSize,
y: padding + rowIndex * cellSize,
width: cellSize,
height: cellSize,
});
});
return canvas.toDataURL('image/png');
}
export function buildMasterPrompt(characterBrief: string) {
return [
'???2D ???????????????????????????????????????????? sprite sheet ???',
`?????${SIDE_FACING_RIGHT_TEXT}`,
`?????${SUBJECT_ONLY_TEXT}`,
`?????1:1 ??????????????????????????????????????????????????${CLEAN_BACKGROUND_TEXT}`,
`?????${CHIBI_STYLE_TEXT} ${CHIBI_CHARACTER_TEXT} ${PIXEL_STYLE_TEXT} ${STYLE_REFERENCE_SCOPE_TEXT} ?????????????????????????????????????/??/???????????????????????`,
SETTING_AND_ROLE_ALIGNMENT_TEXT,
CHARACTER_DETAIL_COVERAGE_TEXT,
CONCEPT_INTERPRETATION_TEXT,
HUMANLIKE_PRIORITY_TEXT,
CONCEPT_HIERARCHY_TEXT,
THEME_APPLICATION_BOUNDARY_TEXT,
characterBrief.trim(),
]
.filter(Boolean)
.join('\n');
}
export function buildSheetPrompt(options: {
characterBrief: string;
actionTemplate: QwenSpriteActionTemplate;
extraDirection: string;
}) {
return [
`???1??????????? 4x4 ? sprite sheet?? 16 ????????????????????????????????????????????????????????????????????????????????????????????????????? 90 ??????${CHIBI_STYLE_TEXT} ${CHIBI_CHARACTER_TEXT} ${PIXEL_STYLE_TEXT} ${STYLE_REFERENCE_SCOPE_TEXT}`,
SETTING_AND_ROLE_ALIGNMENT_TEXT,
CONCEPT_INTERPRETATION_TEXT,
HUMANLIKE_PRIORITY_TEXT,
CONCEPT_HIERARCHY_TEXT,
THEME_APPLICATION_BOUNDARY_TEXT,
`????${options.actionTemplate.label}`,
`???????${options.actionTemplate.stagingDirection ?? ACTION_TEMPLATE_DETAILS[options.actionTemplate.id].stagingDirection}`,
`?????${options.actionTemplate.loop ? '?' : '?'}`,
`?????${options.actionTemplate.bodyTravel}`,
`?????${options.actionTemplate.weaponRule}`,
...options.actionTemplate.sequenceLines,
`?????${options.actionTemplate.ending}`,
'?????????????????????????????????????????????????????????????????????????????????? sprite frames?',
options.characterBrief.trim(),
`???????${options.extraDirection.trim() || options.actionTemplate.defaultDetailText || ACTION_TEMPLATE_DETAILS[options.actionTemplate.id].defaultDetailText}`,
]
.filter(Boolean)
.join('\n');
}
export function buildRepairPrompt(options: {
issueText: string;
useNeighborLabel: '???' | '???';
}) {
return [
`???1??????????2??????????3???????2??${options.useNeighborLabel}?`,
`?????????????????????????????????????????????????????????2???????1?????????????? 90 ??????${CHIBI_STYLE_TEXT} ${CHIBI_CHARACTER_TEXT} ${PIXEL_STYLE_TEXT} ${STYLE_REFERENCE_SCOPE_TEXT} ${SETTING_AND_ROLE_ALIGNMENT_TEXT} ${CONCEPT_INTERPRETATION_TEXT} ${HUMANLIKE_PRIORITY_TEXT} ${CONCEPT_HIERARCHY_TEXT} ${THEME_APPLICATION_BOUNDARY_TEXT} ???3???????????????? sprite sheet ??`,
'?????????????????????????',
`?????${options.issueText.trim() || '????????????????????'}`,
].join('\n');
}
export function buildVideoActionPrompt(options: {
actionTemplate: QwenSpriteActionTemplate;
actionDetailText: string;
useChromaKey: boolean;
characterBrief: string;
}) {
return [
`???????????????? ${options.actionTemplate.label}?`,
`??????1??????????????????????????????????? 90 ??????${CHIBI_STYLE_TEXT} ${CHIBI_CHARACTER_TEXT} ${PIXEL_STYLE_TEXT} ${STYLE_REFERENCE_SCOPE_TEXT}`,
SETTING_AND_ROLE_ALIGNMENT_TEXT,
CONCEPT_INTERPRETATION_TEXT,
HUMANLIKE_PRIORITY_TEXT,
CONCEPT_HIERARCHY_TEXT,
THEME_APPLICATION_BOUNDARY_TEXT,
`???????${options.actionTemplate.stagingDirection ?? ACTION_TEMPLATE_DETAILS[options.actionTemplate.id].stagingDirection}`,
`?????${options.actionTemplate.sequenceLines.join('?')}??????${options.actionTemplate.ending}?`,
options.useChromaKey
? '??????????????????????????????'
: '?????????????',
`???????${options.actionDetailText.trim() || options.actionTemplate.defaultDetailText || ACTION_TEMPLATE_DETAILS[options.actionTemplate.id].defaultDetailText}`,
`?????${options.characterBrief.trim()}`,
'?????????????????????????????????????????',
].join(' ');
}
export async function triggerDataUrlDownload(
filename: string,
dataUrl: string,
) {
const response = await fetch(dataUrl);
const blob = await response.blob();
const objectUrl = URL.createObjectURL(blob);
const anchor = document.createElement('a');
anchor.href = objectUrl;
anchor.download = filename;
anchor.click();
URL.revokeObjectURL(objectUrl);
}
export function triggerJsonDownload(filename: string, value: unknown) {
const blob = new Blob([JSON.stringify(value, null, 2)], {
type: 'application/json',
});
const objectUrl = URL.createObjectURL(blob);
const anchor = document.createElement('a');
anchor.href = objectUrl;
anchor.download = filename;
anchor.click();
URL.revokeObjectURL(objectUrl);
}
export function buildDefaultFrameOrder(frameCount: number) {
return Array.from({ length: frameCount }, (_, index) => index);
}
export function restoreAllFrames(frameCount: number) {
return buildDefaultFrameOrder(frameCount);
}
export function buildMasterNegativePrompt(_characterBrief: string) {
return `${DEFAULT_MASTER_NEGATIVE_PROMPT},不要机械地把主题词直接画成完整怪物本体,也不要把主题词自动扩写成角色以外的场景元素,除非文字设定明确要求`;
}
export function buildSheetNegativePrompt(_characterBrief: string) {
return `${DEFAULT_SHEET_NEGATIVE_PROMPT},不要机械地把主题词直接画成完整怪物本体,除非文字设定明确要求非人身体`;
}
export function buildRepairNegativePrompt(_characterBrief: string) {
return `${DEFAULT_REPAIR_NEGATIVE_PROMPT},不要机械地把主题词直接画成完整怪物本体,除非文字设定明确要求非人身体`;
}
export function moveFrameOrderItem(
frameOrder: number[],
frameIndex: number,
direction: -1 | 1,
) {
const currentOrderIndex = frameOrder.indexOf(frameIndex);
if (currentOrderIndex < 0) {
return frameOrder;
}
const targetIndex = currentOrderIndex + direction;
if (targetIndex < 0 || targetIndex >= frameOrder.length) {
return frameOrder;
}
const nextOrder = [...frameOrder];
const [item] = nextOrder.splice(currentOrderIndex, 1);
nextOrder.splice(targetIndex, 0, item);
return nextOrder;
}
export function toggleActiveFrame(activeFrames: number[], frameIndex: number) {
if (activeFrames.includes(frameIndex)) {
return activeFrames.filter((item) => item !== frameIndex);
}
return [...activeFrames, frameIndex].sort((left, right) => left - right);
}

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import {
buildRuntimeItemAiIntent,
buildRuntimeItemAiPromptInput,
} from '../data/runtimeItemNarrative';
import type {
RuntimeItemGenerationContext,
RuntimeItemPlan,
RuntimeRelationAnchor,
} from '../types';
import { buildRuntimeItemStoryFingerprint } from '../services/storyEngine/carrierNarrativeCompiler';
import { buildCarrierVisibilitySlice } from '../services/storyEngine/visibilityEngine';
function describeRelationAnchor(anchor: RuntimeRelationAnchor) {
switch (anchor.type) {
case 'npc':
return `NPC:${anchor.npcName}`;
case 'scene':
return `场景:${anchor.sceneName}`;
case 'monster':
return `怪物:${anchor.monsterName}`;
case 'quest':
return `任务:${anchor.questName}`;
case 'faction':
return `势力:${anchor.factionName}`;
default:
return `地标:${anchor.landmarkName}`;
}
}
function describeCarrierFactId(factId: string) {
if (factId === 'visibleClue') return '可见线索';
if (factId === 'currentAppearanceReason') return '当前出现理由';
if (factId === 'witnessMark') return '见证痕';
if (factId === 'unresolvedQuestion') return '未完成问题';
if (factId.startsWith('thread:')) return `线程索引(${factId.slice('thread:'.length)})`;
return factId;
}
function describePlan(
context: RuntimeItemGenerationContext,
plan: RuntimeItemPlan,
index: number,
) {
const promptInput = buildRuntimeItemAiPromptInput(context, plan);
const fallbackIntent = buildRuntimeItemAiIntent(context, plan);
const fallbackFingerprint = buildRuntimeItemStoryFingerprint({
context,
plan,
intent: fallbackIntent,
});
const visibilitySlice = buildCarrierVisibilitySlice({
activeThreadIds: context.activeThreadIds,
storyFingerprint: fallbackFingerprint,
});
return [
`物品 ${index + 1}`,
`- slot: ${plan.slot}`,
`- 物品类型: ${promptInput.desiredItemKind}`,
`- 持续性: ${promptInput.permanence}`,
`- 关系锚点: ${describeRelationAnchor(plan.relationAnchor)}`,
`- 世界摘要: ${promptInput.worldSummary}`,
`- 场景摘要: ${promptInput.sceneSummary || '无'}`,
`- 遭遇摘要: ${promptInput.encounterSummary || '无'}`,
`- 相关人物: ${promptInput.relatedNpcSummary}`,
`- 当前激活线程: ${promptInput.activeThreadSummary || '暂无'}`,
`- 近期剧情: ${promptInput.recentStorySummary}`,
`- 玩家当前 build: ${promptInput.playerBuildDirection.join('、') || '均衡'}`,
`- 玩家待补缺口: ${promptInput.playerBuildGaps.join('、') || '无明显缺口'}`,
`- 本次目标方向: ${plan.targetBuildDirection.join('、') || '均衡'}`,
`- 物件可直写线索: ${visibilitySlice.sayableFactIds.map(describeCarrierFactId).join('、') || '无'}`,
`- 物件只宜暗写: ${visibilitySlice.inferredFactIds.map(describeCarrierFactId).join('、') || '无'}`,
].join('\n');
}
export const RUNTIME_ITEM_INTENT_SYSTEM_PROMPT = `你是 AI 原生叙事 RPG 的运行时物品导演。
你只返回 JSON不要输出 Markdown、解释或代码块。
输出结构:
{
"intents": [
{
"shortNameSeed": "中文短种子",
"sourcePhrase": "中文来源短语",
"reasonToAppear": "中文出现理由",
"relationHooks": ["中文关系钩子"],
"desiredBuildTags": ["中文 build 标签"],
"desiredFunctionalBias": ["heal|mana|cooldown|guard|damage"],
"tone": "grim|mysterious|martial|ritual|survival",
"visibleClue": "玩家第一眼能抓到的痕迹",
"witnessMark": "它见证过什么的使用痕",
"unfinishedBusiness": "背后仍未结清的问题",
"hiddenHook": "更深一层但别直接讲穿的钩子",
"reactionHooks": ["以后谁会对它起反应"],
"namingPattern": "命名范式建议"
}
]
}
规则:
- intents 数量必须与输入物品数量完全一致,顺序也必须一致。
- 所有自然语言字段都必须使用中文。
- 物品意图必须贴合当前场景、关系锚点、近期剧情和玩家当前 build。
- visibleClue / witnessMark / unfinishedBusiness / hiddenHook 要优先围绕当前激活线程、相关角色压力和旧痕来写。
- desiredBuildTags 要优先围绕玩家当前 build 与待补缺口,不要写空数组。
- desiredFunctionalBias 只能从给定枚举里选 1 到 2 个。
- reasonToAppear 必须解释为什么这件东西会在当前局势里出现,而不是泛泛描述。`;
export function buildRuntimeItemIntentPrompt(params: {
context: RuntimeItemGenerationContext;
plans: RuntimeItemPlan[];
}) {
return [
`生成渠道:${params.context.generationChannel}`,
`以下每个物品都需要给出一条可编译的运行时物品意图。`,
...params.plans.map((plan, index) => describePlan(params.context, plan, index)),
'请严格返回 JSON。',
].join('\n\n');
}

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export const STORY_LANGUAGE_REPAIR_SYSTEM_PROMPT = `你是 RPG 中文叙事文本修复器。
你会收到一个已经解析过的剧情 JSON 对象。
你的唯一任务是把 storyText 和 options[].actionText 中的英文句子、中英混杂句式、英文解释改写成自然中文。
必须保持 JSON 结构、encounter、options 数量、options 顺序以及每个 functionId 完全不变。
只输出一个 JSON 对象,不要输出 Markdown、代码块、解释、注释或额外文字。`;

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