@@ -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,
|
||||
};
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user