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2026-04-18 17:28:23 +08:00
parent b3066c7bc1
commit 54b3d3c490
21 changed files with 731 additions and 156 deletions

96
.idea/editor.xml generated
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@@ -244,101 +244,5 @@
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=StdIsConstantEvaluatedWillAlwaysEvaluateToConstant/@EntryIndexedValue" value="WARNING" type="string" />
<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=StringLiteralTypo/@EntryIndexedValue" value="DO_NOT_SHOW" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppClangFormat/EnableClangFormatSupport/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_ARGUMENT/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_BINARY_EXPRESSIONS_CHAIN/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_CALLS_CHAIN/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_EXPRESSION/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_EXTENDS_LIST/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_FOR_STMT/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_PARAMETER/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_TYPE_ARGUMENT/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ALIGN_MULTILINE_TYPE_PARAMETER/@EntryValue" value="false" type="bool" />
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<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/TYPE_DECLARATION_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_BINARY_OPSIGN/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_DECLARATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_INVOCATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_ARGUMENTS_STYLE/@EntryValue" value="WRAP_IF_LONG" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_DECLARATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_DECLARATION_RPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_INVOCATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_INVOCATION_RPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_TERNARY_OPSIGNS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_PARAMETERS_STYLE/@EntryValue" value="WRAP_IF_LONG" type="string" />
<option name="/Default/CodeStyle/EditorConfig/EnableClangFormatSupport/@EntryValue" value="false" type="bool" />
</component>
</project>

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@@ -156,6 +156,33 @@ export type NpcChatDialogueRequest<
resultSummary: string;
};
export type NpcChatTurnRequest<
TCharacter = unknown,
TEncounter = unknown,
TMonster = unknown,
TStoryMoment = unknown,
TContext = unknown,
TConversationTurn = unknown,
TNpcState = unknown,
> = {
worldType: string;
character: TCharacter;
encounter: TEncounter;
monsters: TMonster[];
history: TStoryMoment[];
context: TContext;
conversationHistory: TConversationTurn[];
playerMessage: string;
npcState: TNpcState;
};
export type NpcChatTurnResult = {
npcReply: string;
affinityDelta: number;
affinityText: string;
suggestions: string[];
};
export type NpcRecruitDialogueRequest<
TCharacter = unknown,
TEncounter = unknown,

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@@ -2,7 +2,7 @@ import net from 'node:net';
import path from 'node:path';
import {spawn} from 'node:child_process';
import {existsSync, readFileSync} from 'node:fs';
import {fileURLToPath} from 'node:url';
import {fileURLToPath, pathToFileURL} from 'node:url';
const repoRoot = fileURLToPath(new URL('../', import.meta.url));
const serverRoot = fileURLToPath(new URL('../server-node/', import.meta.url));
@@ -13,6 +13,7 @@ const serverTsxCliPath = fileURLToPath(
const serverTsxLoaderPath = fileURLToPath(
new URL('../server-node/node_modules/tsx/dist/loader.mjs', import.meta.url),
);
const serverTsxLoaderUrl = pathToFileURL(serverTsxLoaderPath).href;
const envExamplePath = fileURLToPath(new URL('../.env.example', import.meta.url));
const envLocalPath = fileURLToPath(new URL('../.env.local', import.meta.url));
const bundledNodePath = fileURLToPath(
@@ -304,7 +305,7 @@ function registerChild(name, child, siblingProvider) {
}
const serverProcess = existsSync(serverTsxLoaderPath)
? spawn(runtimeNodePath, ['--watch', '--import', serverTsxLoaderPath, 'src/server.ts'], {
? spawn(runtimeNodePath, ['--watch', '--import', serverTsxLoaderUrl, 'src/server.ts'], {
cwd: serverRoot,
env: mergedEnv,
stdio: 'inherit',

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@@ -5,8 +5,10 @@ import type {
CharacterChatSuggestionsRequest,
CharacterChatSummaryRequest,
NpcChatDialogueRequest,
NpcChatTurnRequest,
NpcRecruitDialogueRequest,
} from '../../../../packages/shared/src/contracts/story.js';
import { parseLineListContent } from '../../../../packages/shared/src/llm/parsers.js';
import {
buildCharacterPanelChatPrompt,
buildCharacterPanelChatSuggestionPrompt,
@@ -16,11 +18,52 @@ import {
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,
event: string,
payload: Record<string, unknown>,
) {
response.write(`event: ${event}\n`);
response.write(`data: ${JSON.stringify(payload)}\n\n`);
}
function readRecord(value: unknown) {
return value && typeof value === 'object' && !Array.isArray(value)
? (value as Record<string, unknown>)
: null;
}
function readNumber(value: unknown, fallback = 0) {
return typeof value === 'number' && Number.isFinite(value) ? value : fallback;
}
function describeAffinityShift(affinityDelta: number) {
if (affinityDelta >= 8) return '态度明显软化了下来。';
if (affinityDelta >= 5) return '态度比刚才亲近了一些。';
if (affinityDelta > 0) return '对话气氛稍微松动了一点。';
if (affinityDelta < 0) return '这轮对话让气氛变得更紧了一些。';
return '这轮对话暂时没有带来明显关系变化。';
}
function buildFallbackNpcChatSuggestions(playerMessage: string) {
const topic = playerMessage.trim() || '刚才那句话';
return [
`顺着“${topic}”再追问一句`,
'先表明你的判断,再看对方反应',
'换个更轻一点的语气继续聊下去',
];
}
export async function generateCharacterChatSuggestionsFromOrchestrator(
llmClient: UpstreamLlmClient,
payload: CharacterChatSuggestionsRequest,
@@ -73,6 +116,64 @@ export async function streamNpcChatDialogueFromOrchestrator(
});
}
export async function streamNpcChatTurnFromOrchestrator(
llmClient: UpstreamLlmClient,
params: {
request: Request;
response: Response;
payload: NpcChatTurnRequest;
},
) {
prepareEventStreamResponse(params.request, params.response);
try {
let streamedReply = '';
const npcReply = (
await llmClient.streamMessageContent({
systemPrompt: NPC_CHAT_TURN_REPLY_SYSTEM_PROMPT,
userPrompt: buildNpcChatTurnReplyPrompt(params.payload),
debugLabel: 'runtime.npc_chat.turn.reply',
onUpdate: (text) => {
streamedReply = text;
writeSseEvent(params.response, 'reply_delta', { text });
},
})
).trim();
const suggestionText = await llmClient.requestMessageContent({
systemPrompt: NPC_CHAT_TURN_SUGGESTION_SYSTEM_PROMPT,
userPrompt: buildNpcChatTurnSuggestionPrompt(
params.payload,
npcReply || streamedReply,
),
debugLabel: 'runtime.npc_chat.turn.suggestions',
});
const suggestions = parseLineListContent(suggestionText, 3);
const npcState = readRecord(params.payload.npcState);
const chattedCount = readNumber(npcState?.chattedCount, 0);
const affinityDelta = Math.max(2, 6 - chattedCount);
writeSseEvent(params.response, 'complete', {
npcReply: npcReply || streamedReply,
affinityDelta,
affinityText: describeAffinityShift(affinityDelta),
suggestions:
suggestions.length === 3
? suggestions
: buildFallbackNpcChatSuggestions(params.payload.playerMessage),
});
params.response.write('data: [DONE]\n\n');
params.response.end();
} catch (error) {
const message =
error instanceof Error ? error.message : 'NPC 单轮聊天流式生成失败';
writeSseEvent(params.response, 'error', { message });
params.response.end();
}
}
export async function streamNpcRecruitDialogueFromOrchestrator(
llmClient: UpstreamLlmClient,
params: {

View File

@@ -3,6 +3,7 @@ import type {
CharacterChatSuggestionsRequest,
CharacterChatSummaryRequest,
NpcChatDialogueRequest,
NpcChatTurnRequest,
NpcRecruitDialogueRequest,
} from '../../../../packages/shared/src/contracts/story.js';
@@ -48,6 +49,16 @@ export const NPC_RECRUIT_DIALOGUE_SYSTEM_PROMPT = `你是角色扮演 RPG 的招
- 不允许出现“我不能答应”“我还没想好”“再让我考虑”“暂时不行”“以后再说”这类拒绝或拖延表述。
- 最后一行必须由对方明确答应加入队伍。`;
export const NPC_CHAT_TURN_REPLY_SYSTEM_PROMPT = `你是角色扮演 RPG 里的当前 NPC。
你只输出这名 NPC 此刻会对玩家说的一轮回复。
只输出纯中文口语回复正文不要输出角色名、引号、旁白、动作描写、Markdown、JSON 或解释。
回复长度控制在 1 到 3 句,必须紧接玩家刚说的话,自然推进气氛、情报或关系。`;
export const NPC_CHAT_TURN_SUGGESTION_SYSTEM_PROMPT = `你要为玩家生成下一轮可直接点击的 3 条聊天续写候选。
只输出纯文本,共 3 行,每行 1 条。
不要加编号、项目符号、Markdown、JSON 或额外说明。
三条候选必须明显不同,分别体现继续追问、表达态度、轻微拉近关系这三种不同方向。`;
function asRecord(value: unknown): JsonRecord | null {
return value && typeof value === 'object' && !Array.isArray(value)
? (value as JsonRecord)
@@ -143,6 +154,41 @@ function describeConversationHistory(history: unknown) {
: '聊天记录:暂无。';
}
function describeNpcConversationHistory(history: unknown, npcName: string) {
if (!Array.isArray(history) || history.length === 0) {
return '当前聊天记录:暂无。';
}
const lines = history
.slice(-10)
.map((item) => {
const record = asRecord(item);
const speaker = readString(record?.speaker);
const speakerName = readString(record?.speakerName);
const text = readString(record?.text);
if (!text) return null;
if (speaker === 'player') {
return `- 玩家:${text}`;
}
if (speaker === 'npc') {
return `- ${speakerName ?? npcName}${text}`;
}
if (speaker === 'system') {
return `- 系统提示:${text}`;
}
return `- ${speakerName ?? '同伴'}${text}`;
})
.filter((item): item is string => Boolean(item));
return lines.length > 0
? ['当前聊天记录:', ...lines].join('\n')
: '当前聊天记录:暂无。';
}
function describeSceneContext(context: unknown) {
const record = asRecord(context);
const sceneName = readString(record?.sceneName) ?? '当前区域';
@@ -370,3 +416,40 @@ export function buildNpcRecruitDialoguePrompt(
.filter(Boolean)
.join('\n\n');
}
export function buildNpcChatTurnReplyPrompt(
payload: NpcChatTurnRequest,
) {
const encounter = describeEncounter(payload.encounter);
const npcState = asRecord(payload.npcState);
const affinity = readNumber(npcState?.affinity, 0);
const chattedCount = readNumber(npcState?.chattedCount, 0);
return [
buildNpcDialoguePromptBase(payload),
describeNpcConversationHistory(payload.conversationHistory, encounter.npcName),
`当前关系值:${affinity}`,
`已聊天轮次:${chattedCount}`,
`玩家刚刚说:${payload.playerMessage}`,
`现在请只写 ${encounter.npcName} 这一轮会回复玩家的话。`,
]
.filter(Boolean)
.join('\n\n');
}
export function buildNpcChatTurnSuggestionPrompt(
payload: NpcChatTurnRequest,
npcReply: string,
) {
const encounter = describeEncounter(payload.encounter);
return [
buildNpcDialoguePromptBase(payload),
describeNpcConversationHistory(payload.conversationHistory, encounter.npcName),
`玩家刚刚说:${payload.playerMessage}`,
`NPC 刚刚回复:${npcReply}`,
`请围绕刚刚这轮对话,为玩家生成 3 条可以继续和 ${encounter.npcName} 聊下去的中文短句候选。`,
]
.filter(Boolean)
.join('\n\n');
}

View File

@@ -28,6 +28,7 @@ import type {
CharacterChatSuggestionsRequest,
CharacterChatSummaryRequest,
NpcChatDialogueRequest,
NpcChatTurnRequest,
NpcRecruitDialogueRequest,
} from '../../../packages/shared/src/contracts/story.js';
import type { AppContext } from '../context.js';
@@ -45,6 +46,7 @@ import {
generateCharacterChatSummaryFromOrchestrator,
streamCharacterChatReplyFromOrchestrator,
streamNpcChatDialogueFromOrchestrator,
streamNpcChatTurnFromOrchestrator,
streamNpcRecruitDialogueFromOrchestrator,
} from '../modules/ai/chatOrchestrator.js';
import {
@@ -56,6 +58,7 @@ import {
characterChatSuggestionsRequestSchema,
characterChatSummaryRequestSchema,
npcChatDialogueRequestSchema,
npcChatTurnRequestSchema,
npcRecruitDialogueRequestSchema,
} from '../services/chatService.js';
import { generateCustomWorldEntity } from '../services/customWorldEntityGenerationService.js';
@@ -671,6 +674,21 @@ export function createRuntimeRoutes(context: AppContext) {
}),
);
router.post(
'/runtime/chat/npc/turn/stream',
routeMeta({ operation: 'runtime.chat.npc.turnStream' }),
asyncHandler(async (request, response) => {
const payload = npcChatTurnRequestSchema.parse(
request.body,
) as NpcChatTurnRequest;
await streamNpcChatTurnFromOrchestrator(context.llmClient, {
request,
response,
payload,
});
}),
);
router.post(
'/runtime/chat/npc/recruit/stream',
routeMeta({ operation: 'runtime.chat.npc.recruitStream' }),

View File

@@ -5,6 +5,7 @@ import type {
CharacterChatSuggestionsRequest,
CharacterChatSummaryRequest,
NpcChatDialogueRequest,
NpcChatTurnRequest,
NpcRecruitDialogueRequest,
} from '../../../packages/shared/src/contracts/story.js';
@@ -50,6 +51,12 @@ export const npcChatDialogueRequestSchema = baseNpcChatSchema.extend({
resultSummary: z.string().optional().default(''),
}) satisfies z.ZodType<NpcChatDialogueRequest>;
export const npcChatTurnRequestSchema = baseNpcChatSchema.extend({
conversationHistory: z.array(jsonObjectSchema).default([]),
playerMessage: z.string().trim().min(1),
npcState: jsonObjectSchema,
}) satisfies z.ZodType<NpcChatTurnRequest>;
export const npcRecruitDialogueRequestSchema = baseNpcChatSchema.extend({
invitationText: z.string().trim().min(1),
recruitSummary: z.string().optional().default(''),

View File

@@ -62,6 +62,8 @@ interface AdventurePanelProps {
canRefreshOptions: boolean;
onRefreshOptions: () => void;
onChoice: (option: StoryOption) => void;
onSubmitNpcChatInput?: (input: string) => boolean;
onExitNpcChat?: () => boolean;
onOpenCharacter: () => void;
onOpenInventory: () => void;
playerCharacter: Character;
@@ -149,12 +151,22 @@ function getOptionActionTextClass(option: StoryOption) {
function getDialogueTurnAlignmentClass(
turn: NonNullable<StoryMoment['dialogue']>[number],
) {
if (turn.speaker === 'system') {
return 'justify-center';
}
return turn.speaker === 'player' ? 'justify-end' : 'justify-start';
}
function getDialogueTurnBubbleClass(
turn: NonNullable<StoryMoment['dialogue']>[number],
) {
if (turn.speaker === 'system') {
return turn.affinityDelta && turn.affinityDelta > 0
? 'border-rose-400/30 bg-rose-500/12 text-rose-50'
: 'border-white/12 bg-white/[0.06] text-zinc-100';
}
if (turn.speaker === 'player') {
return 'border-sky-400/20 bg-sky-500/10 text-sky-50';
}
@@ -169,6 +181,10 @@ function getDialogueTurnBubbleClass(
function getDialogueTurnBubbleShapeClass(
turn: NonNullable<StoryMoment['dialogue']>[number],
) {
if (turn.speaker === 'system') {
return 'rounded-full';
}
if (turn.speaker === 'player') {
return 'rounded-2xl rounded-br-none';
}
@@ -183,6 +199,10 @@ function getDialogueTurnBubbleShapeClass(
function getDialogueTurnLabel(
turn: NonNullable<StoryMoment['dialogue']>[number],
) {
if (turn.speaker === 'system') {
return turn.affinityDelta && turn.affinityDelta > 0 ? '关系变化' : '系统';
}
if (turn.speaker === 'player') {
return '\u4f60';
}
@@ -597,6 +617,8 @@ export function AdventurePanel({
canRefreshOptions,
onRefreshOptions,
onChoice,
onSubmitNpcChatInput,
onExitNpcChat,
onOpenCharacter,
onOpenInventory,
playerCharacter,
@@ -622,6 +644,8 @@ export function AdventurePanel({
}: AdventurePanelProps) {
const isDialogueStory = currentStory.displayMode === 'dialogue';
const dialogueTurns = currentStory.dialogue ?? [];
const npcChatState = currentStory.npcChatState ?? null;
const isNpcChatMode = Boolean(npcChatState);
const isStoryStreaming = Boolean(currentStory.streaming);
const shouldHideChoiceUi = hideOptions;
const storyScrollContainerRef = useRef<HTMLDivElement | null>(null);
@@ -656,6 +680,7 @@ export function AdventurePanel({
const [selectedBattleRewardItemId, setSelectedBattleRewardItemId] = useState<
string | null
>(null);
const [npcChatDraft, setNpcChatDraft] = useState('');
const lastAutoOpenedGoalRef = useRef<string | null>(null);
const lastAutoOpenedPulseRef = useRef<string | null>(null);
const battleReward = battleRewardUi.reward;
@@ -734,6 +759,10 @@ export function AdventurePanel({
setSelectedBattleRewardItemId(null);
}, [battleReward]);
useEffect(() => {
setNpcChatDraft('');
}, [npcChatState?.npcId, npcChatState?.turnCount]);
useEffect(() => {
if (!primaryQuestGoal) {
return;
@@ -887,6 +916,18 @@ export function AdventurePanel({
onDismissGoalPulse();
};
const submitNpcChatDraft = () => {
const nextInput = npcChatDraft.trim();
if (!nextInput || !onSubmitNpcChatInput) {
return;
}
const submitted = onSubmitNpcChatInput(nextInput);
if (submitted) {
setNpcChatDraft('');
}
};
return (
<div className="relative flex min-h-0 flex-1 flex-col">
<button

View File

@@ -45,6 +45,8 @@ interface GameShellStoryProps {
canRefreshOptions: boolean;
handleRefreshOptions: () => void;
handleChoice: (option: StoryOption) => void;
handleNpcChatInput: (input: string) => boolean;
exitNpcChat: () => boolean;
handleMapTravelToScene: (sceneId: string) => boolean;
npcUi: StoryGenerationNpcUi;
characterChatUi: CharacterChatUi;
@@ -200,6 +202,8 @@ export function GameShell({session, story, entry, companions, audio}: GameShellP
canRefreshOptions,
handleRefreshOptions,
handleChoice,
handleNpcChatInput,
exitNpcChat,
handleMapTravelToScene,
npcUi,
characterChatUi,
@@ -533,6 +537,8 @@ export function GameShell({session, story, entry, companions, audio}: GameShellP
canRefreshOptions={canRefreshOptions}
onRefreshOptions={handleRefreshOptions}
onChoice={handleSceneTransitionChoice}
onSubmitNpcChatInput={handleNpcChatInput}
onExitNpcChat={exitNpcChat}
onOpenCharacter={() => openOverlayPanel('character')}
onOpenInventory={() => openOverlayPanel('inventory')}
playerCharacter={visibleGameState.playerCharacter}

View File

@@ -74,6 +74,8 @@ export function GameShellMainContent({
canRefreshOptions,
handleRefreshOptions,
handleSceneTransitionChoice,
handleNpcChatInput,
exitNpcChat,
characterChatUi,
inventoryUi,
battleRewardUi,
@@ -112,6 +114,8 @@ export function GameShellMainContent({
canRefreshOptions: boolean;
handleRefreshOptions: () => void;
handleSceneTransitionChoice: (option: StoryOption) => void;
handleNpcChatInput: (input: string) => boolean;
exitNpcChat: () => boolean;
characterChatUi: CharacterChatUi;
inventoryUi: InventoryFlowUi;
battleRewardUi: BattleRewardUi;
@@ -198,6 +202,8 @@ export function GameShellMainContent({
canRefreshOptions={canRefreshOptions}
handleRefreshOptions={handleRefreshOptions}
handleSceneTransitionChoice={handleSceneTransitionChoice}
handleNpcChatInput={handleNpcChatInput}
exitNpcChat={exitNpcChat}
characterChatUi={characterChatUi}
inventoryUi={inventoryUi}
battleRewardUi={battleRewardUi}

View File

@@ -34,6 +34,8 @@ export function GameShellRuntime({session, story, entry, companions, audio}: Gam
displayedOptions,
canRefreshOptions,
handleRefreshOptions,
handleNpcChatInput,
exitNpcChat,
handleMapTravelToScene,
npcUi,
characterChatUi,
@@ -151,6 +153,8 @@ export function GameShellRuntime({session, story, entry, companions, audio}: Gam
canRefreshOptions={canRefreshOptions}
handleRefreshOptions={handleRefreshOptions}
handleSceneTransitionChoice={handleSceneTransitionChoice}
handleNpcChatInput={handleNpcChatInput}
exitNpcChat={exitNpcChat}
characterChatUi={characterChatUi}
inventoryUi={inventoryUi}
battleRewardUi={battleRewardUi}

View File

@@ -51,6 +51,8 @@ export function GameShellStoryPanels({
canRefreshOptions,
handleRefreshOptions,
handleSceneTransitionChoice,
handleNpcChatInput,
exitNpcChat,
characterChatUi,
inventoryUi,
battleRewardUi,
@@ -77,6 +79,8 @@ export function GameShellStoryPanels({
canRefreshOptions: boolean;
handleRefreshOptions: () => void;
handleSceneTransitionChoice: (option: StoryOption) => void;
handleNpcChatInput: (input: string) => boolean;
exitNpcChat: () => boolean;
characterChatUi: CharacterChatUi;
inventoryUi: InventoryFlowUi;
battleRewardUi: BattleRewardUi;
@@ -181,6 +185,8 @@ export function GameShellStoryPanels({
canRefreshOptions={canRefreshOptions}
onRefreshOptions={handleRefreshOptions}
onChoice={handleSceneTransitionChoice}
onSubmitNpcChatInput={handleNpcChatInput}
onExitNpcChat={exitNpcChat}
onOpenCharacter={() => openOverlayPanel('character')}
onOpenInventory={() => openOverlayPanel('inventory')}
playerCharacter={playerCharacter}

View File

@@ -33,6 +33,8 @@ export interface GameShellStoryProps {
canRefreshOptions: boolean;
handleRefreshOptions: () => void;
handleChoice: (option: StoryOption) => void;
handleNpcChatInput: (input: string) => boolean;
exitNpcChat: () => boolean;
handleMapTravelToScene: (sceneId: string) => boolean;
npcUi: StoryGenerationNpcUi;
characterChatUi: CharacterChatUi;

View File

@@ -40,7 +40,11 @@ import {
resolveSceneEncounterPreview,
} from '../../data/sceneEncounterPreviews';
import { applyStoryReasoningRecovery } from '../../data/storyRecovery';
import { generateNextStep, streamNpcChatDialogue } from '../../services/aiService';
import {
generateNextStep,
streamNpcChatDialogue,
streamNpcChatTurn,
} from '../../services/aiService';
import type { StoryGenerationContext } from '../../services/aiTypes';
import { generateQuestForNpcEncounter } from '../../services/questDirector';
import {
@@ -572,6 +576,249 @@ export function createStoryNpcEncounterActions({
}
};
const buildNpcChatTurnOptions = (
encounter: Encounter,
suggestions: string[],
): StoryOption[] =>
suggestions.slice(0, 3).map((suggestion) => ({
functionId: 'npc_chat',
actionText: suggestion,
text: suggestion,
detailText: '',
visuals: {
playerAnimation: AnimationState.IDLE,
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right',
scrollWorld: false,
monsterChanges: [],
},
interaction: {
kind: 'npc',
npcId: encounter.id ?? encounter.npcName,
action: 'chat',
},
}));
const buildFallbackNpcChatSuggestions = (playerMessage: string) => {
const topic = playerMessage.trim() || '刚才那句话';
return [
`顺着“${topic}”继续追问`,
'先表明你的判断,再看对方反应',
'换个更轻松的语气把话接下去',
];
};
const buildNpcChatStoryMoment = (params: {
encounter: Encounter;
dialogue: NonNullable<StoryMoment['dialogue']>;
options: StoryOption[];
streaming: boolean;
turnCount: number;
}): StoryMoment => ({
text: params.dialogue.map((turn) => turn.text).join('\n'),
options: params.options,
displayMode: 'dialogue',
dialogue: params.dialogue,
streaming: params.streaming,
npcChatState: {
npcId: params.encounter.id ?? params.encounter.npcName,
npcName: params.encounter.npcName,
turnCount: params.turnCount,
customInputPlaceholder: '输入你想对 TA 说的话',
},
});
const handleNpcChatTurn = async (
encounter: Encounter,
playerMessage: string,
) => {
const playerCharacter = gameState.playerCharacter;
if (!playerCharacter || !gameState.worldType) {
return false;
}
const npcState = getResolvedNpcState(gameState, encounter);
const currentNpcChatState =
currentStory?.npcChatState?.npcId === (encounter.id ?? encounter.npcName)
? currentStory.npcChatState
: null;
const existingDialogue =
currentStory?.dialogue && currentNpcChatState
? [...currentStory.dialogue]
: [];
const dialogueWithPlayer = [
...existingDialogue,
{
speaker: 'player' as const,
text: playerMessage,
},
];
const nextTurnCount = (currentNpcChatState?.turnCount ?? 0) + 1;
const openingCampContext = buildOpeningCampChatContext(
gameState,
playerCharacter,
encounter,
);
setAiError(null);
setIsLoading(true);
setCurrentStory(
buildNpcChatStoryMoment({
encounter,
dialogue: dialogueWithPlayer,
options: [],
streaming: true,
turnCount: nextTurnCount,
}),
);
try {
const chatTurn = await streamNpcChatTurn(
gameState.worldType,
playerCharacter,
encounter,
getStoryGenerationHostileNpcs(gameState),
gameState.storyHistory,
buildStoryContextFromState(gameState, {
lastFunctionId: 'npc_chat',
...openingCampContext,
encounterNpcStateOverride: npcState,
}),
existingDialogue,
playerMessage,
{
affinity: npcState.affinity,
chattedCount: npcState.chattedCount,
recruited: npcState.recruited,
},
{
onReplyUpdate: (text) => {
setCurrentStory(
buildNpcChatStoryMoment({
encounter,
dialogue: [
...dialogueWithPlayer,
{
speaker: 'npc',
speakerName: encounter.npcName,
text,
},
],
options: [],
streaming: true,
turnCount: nextTurnCount,
}),
);
},
},
);
let nextAffinity = npcState.affinity;
const nextState = updateNpcState(
gameState,
encounter,
(currentNpcState) => {
nextAffinity = currentNpcState.affinity + chatTurn.affinityDelta;
return {
...markNpcFirstMeaningfulContactResolved(currentNpcState),
affinity: nextAffinity,
relationState: buildRelationState(nextAffinity),
chattedCount: currentNpcState.chattedCount + 1,
stanceProfile: applyStoryChoiceToStanceProfile(
currentNpcState.stanceProfile,
'npc_chat',
{ affinityGain: chatTurn.affinityDelta },
),
};
},
);
const finalHistory = appendHistory(
gameState,
playerMessage,
chatTurn.npcReply,
);
const finalState = {
...nextState,
quests: applyQuestProgressFromNpcTalk(
nextState.quests,
encounter.id ?? encounter.npcName,
),
storyHistory: finalHistory,
};
setGameState(finalState);
const affinityTurn =
chatTurn.affinityDelta !== 0
? [
{
speaker: 'system' as const,
text:
chatTurn.affinityDelta > 0
? `${chatTurn.affinityText} 好感 +${chatTurn.affinityDelta}`
: chatTurn.affinityText,
affinityDelta: chatTurn.affinityDelta,
},
]
: [];
setCurrentStory(
buildNpcChatStoryMoment({
encounter,
dialogue: [
...dialogueWithPlayer,
{
speaker: 'npc',
speakerName: encounter.npcName,
text: chatTurn.npcReply,
},
...affinityTurn,
],
options: buildNpcChatTurnOptions(
encounter,
chatTurn.suggestions.length > 0
? chatTurn.suggestions
: buildFallbackNpcChatSuggestions(playerMessage),
),
streaming: false,
turnCount: nextTurnCount,
}),
);
return true;
} catch (error) {
console.error('Failed to stream npc chat turn:', error);
setAiError(
error instanceof Error ? error.message : 'NPC 聊天续写失败',
);
setCurrentStory(
buildNpcChatStoryMoment({
encounter,
dialogue: dialogueWithPlayer,
options: buildNpcChatTurnOptions(
encounter,
buildFallbackNpcChatSuggestions(playerMessage),
),
streaming: false,
turnCount: nextTurnCount,
}),
);
return false;
} finally {
setIsLoading(false);
}
};
const exitNpcChat = () => {
const playerCharacter = gameState.playerCharacter;
if (!playerCharacter || !isNpcEncounter(gameState.currentEncounter)) {
return false;
}
setAiError(null);
setCurrentStory(buildFallbackStoryForState(gameState, playerCharacter));
return true;
};
const enterNpcInteraction = (encounter: Encounter, actionText: string) => {
const playerCharacter = gameState.playerCharacter;
if (!playerCharacter) return false;
@@ -824,57 +1071,7 @@ export function createStoryNpcEncounterActions({
return true;
}
case 'chat': {
const chatOutcome = getChatAffinityOutcome({
playerCharacter,
encounter,
npcState,
actionText: option.actionText,
worldType: gameState.worldType,
customWorldProfile: gameState.customWorldProfile,
});
const affinityGain = chatOutcome.affinityGain;
const attributeSummary = chatOutcome.summary;
let nextAffinity = npcState.affinity;
const nextState = updateNpcState(
gameState,
encounter,
(currentNpcState) => {
nextAffinity = currentNpcState.affinity + affinityGain;
return {
...markNpcFirstMeaningfulContactResolved(currentNpcState),
affinity: nextAffinity,
relationState: buildRelationState(nextAffinity),
chattedCount: currentNpcState.chattedCount + 1,
stanceProfile: applyStoryChoiceToStanceProfile(
currentNpcState.stanceProfile,
'npc_chat',
{ affinityGain },
),
};
},
);
void commitNpcChatState(
nextState,
playerCharacter,
encounter,
option.actionText,
npcState.recruited
? buildCampCompanionChatResultText(
encounter,
affinityGain,
nextAffinity,
)
: buildNpcChatResultText(
encounter,
affinityGain,
nextAffinity,
attributeSummary,
),
option.functionId,
{
contextNpcStateOverride: npcState,
},
);
void handleNpcChatTurn(encounter, option.actionText);
return true;
}
case 'quest_accept': {
@@ -1029,5 +1226,7 @@ export function createStoryNpcEncounterActions({
enterNpcInteraction,
handleNpcInteraction,
finalizeNpcBattleResult,
handleNpcChatTurn,
exitNpcChat,
};
}

View File

@@ -137,6 +137,8 @@ export function useStoryFlowCoordinator({
npcUi,
inventoryUi,
clearStoryInteractionUi,
handleNpcChatInput,
exitNpcChat,
} = useStoryInteractionCoordinator({
gameState,
isLoading,
@@ -186,5 +188,7 @@ export function useStoryFlowCoordinator({
goalUi,
npcUi,
inventoryUi,
handleNpcChatInput,
exitNpcChat,
};
}

View File

@@ -101,11 +101,16 @@ export function useStoryInteractionCoordinator({
const npcInteractionFlow = useStoryNpcInteractionFlow(
interactionConfig.npcInteractionFlow,
);
const { enterNpcInteraction, handleNpcInteraction, finalizeNpcBattleResult } =
createStoryNpcEncounterActions({
...interactionConfig.npcEncounterActions,
npcInteractionFlow,
});
const {
enterNpcInteraction,
handleNpcInteraction,
finalizeNpcBattleResult,
handleNpcChatTurn,
exitNpcChat,
} = createStoryNpcEncounterActions({
...interactionConfig.npcEncounterActions,
npcInteractionFlow,
});
const choiceRuntimeController: Parameters<
typeof useStoryChoiceCoordinator
>[0]['runtimeController'] = {
@@ -199,5 +204,15 @@ export function useStoryInteractionCoordinator({
npcUi: npcInteractionFlow.npcUi,
inventoryUi,
clearStoryInteractionUi,
handleNpcChatInput: (input: string) => {
const encounter = interactionConfig.npcEncounterActions.gameState.currentEncounter;
if (!encounter || encounter.kind !== 'npc') {
return false;
}
void handleNpcChatTurn(encounter, input);
return true;
},
exitNpcChat,
};
}

View File

@@ -148,6 +148,8 @@ export function useGameShellRuntime(): GameShellProps {
canRefreshOptions: storyFlow.canRefreshOptions,
handleRefreshOptions: storyFlow.handleRefreshOptions,
handleChoice: storyFlow.handleChoice,
handleNpcChatInput: storyFlow.handleNpcChatInput,
exitNpcChat: storyFlow.exitNpcChat,
handleMapTravelToScene: storyFlow.travelToSceneFromMap,
npcUi: storyFlow.npcUi,
characterChatUi: storyFlow.characterChatUi,

View File

@@ -97,6 +97,8 @@ export function useStoryGeneration({
goalUi,
npcUi,
inventoryUi,
handleNpcChatInput,
exitNpcChat,
} = useStoryFlowCoordinator({
gameState,
setGameState,
@@ -141,5 +143,7 @@ export function useStoryGeneration({
npcUi,
characterChatUi,
inventoryUi,
handleNpcChatInput,
exitNpcChat,
};
}

View File

@@ -23,6 +23,8 @@ import type {
CharacterChatSuggestionsRequest,
CharacterChatSummaryRequest,
NpcChatDialogueRequest,
NpcChatTurnRequest,
NpcChatTurnResult,
NpcRecruitDialogueRequest,
PlainTextResponse,
} from '../../packages/shared/src/contracts/story';
@@ -156,6 +158,37 @@ async function requestPlainTextStream(
return accumulatedText.trim();
}
type ParsedSseEvent = {
event: string | null;
data: string;
};
function parseSseEventBlock(eventBlock: string): ParsedSseEvent | null {
let eventName: string | null = null;
const dataLines: string[] = [];
for (const rawLine of eventBlock.split(/\r?\n/u)) {
const line = rawLine.trim();
if (!line) continue;
if (line.startsWith('event:')) {
eventName = line.slice(6).trim() || null;
continue;
}
if (line.startsWith('data:')) {
dataLines.push(line.slice(5).trim());
}
}
if (dataLines.length === 0) {
return null;
}
return {
event: eventName,
data: dataLines.join('\n'),
};
}
export async function generateInitialStory(
world: WorldType,
character: Character,
@@ -893,6 +926,109 @@ export async function streamNpcChatDialogue(
return dialogue.trim();
}
export async function streamNpcChatTurn(
world: WorldType,
character: Character,
encounter: Encounter,
monsters: SceneHostileNpc[],
history: StoryMoment[],
context: StoryGenerationContext,
conversationHistory: StoryMoment['dialogue'],
playerMessage: string,
npcState: Record<string, unknown>,
options: {
onReplyUpdate?: (text: string) => void;
} = {},
) {
const payload = {
worldType: world,
character,
encounter,
monsters,
history,
context,
conversationHistory: conversationHistory ?? [],
playerMessage,
npcState,
} satisfies NpcChatTurnRequest;
const response = await fetchWithApiAuth(`${RUNTIME_API_BASE}/chat/npc/turn/stream`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(payload),
});
if (!response.ok) {
const responseText = await response.text();
throw new Error(parseApiErrorMessage(responseText, 'NPC 聊天续写失败'));
}
if (!response.body) {
throw new Error('streaming response body is unavailable');
}
const reader = response.body.getReader();
const decoder = new TextDecoder('utf-8');
let buffer = '';
let accumulatedReply = '';
let completedResult: NpcChatTurnResult | null = null;
for (;;) {
const { done, value } = await reader.read();
if (done) {
break;
}
buffer += decoder.decode(value, { stream: true });
while (buffer.includes('\n\n')) {
const boundary = buffer.indexOf('\n\n');
const eventBlock = buffer.slice(0, boundary);
buffer = buffer.slice(boundary + 2);
const parsedEvent = parseSseEventBlock(eventBlock);
if (!parsedEvent) {
continue;
}
if (parsedEvent.data === '[DONE]') {
continue;
}
if (parsedEvent.event === 'reply_delta') {
const payloadRecord = JSON.parse(parsedEvent.data) as Record<string, unknown>;
const nextText =
typeof payloadRecord.text === 'string' ? payloadRecord.text : '';
accumulatedReply = nextText;
options.onReplyUpdate?.(accumulatedReply);
continue;
}
if (parsedEvent.event === 'complete') {
completedResult = JSON.parse(parsedEvent.data) as NpcChatTurnResult;
accumulatedReply = completedResult.npcReply;
options.onReplyUpdate?.(accumulatedReply);
continue;
}
if (parsedEvent.event === 'error') {
const payloadRecord = JSON.parse(parsedEvent.data) as Record<string, unknown>;
throw new Error(
typeof payloadRecord.message === 'string'
? payloadRecord.message
: 'NPC 聊天续写失败',
);
}
}
}
if (!completedResult) {
throw new Error('NPC 聊天续写结果为空');
}
return completedResult;
}
export async function streamNpcRecruitDialogue(
world: WorldType,
character: Character,

View File

@@ -101,9 +101,17 @@ export interface QuestLogEntry {
}
export interface StoryDialogueTurn {
speaker: 'player' | 'npc' | 'companion';
speaker: 'player' | 'npc' | 'companion' | 'system';
speakerName?: string;
text: string;
affinityDelta?: number;
}
export interface StoryNpcChatState {
npcId: string;
npcName: string;
turnCount: number;
customInputPlaceholder?: string;
}
export interface CharacterChatTurn {
@@ -127,6 +135,7 @@ export interface StoryMoment {
streaming?: boolean;
deferredOptions?: StoryOption[];
historyRole?: StoryHistoryRole;
npcChatState?: StoryNpcChatState;
}
export type StoryOptionInteraction =