Merge remote-tracking branch 'origin/master' into hermes/hermes-996d586b
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This commit is contained in:
2026-05-08 14:42:15 +08:00
29 changed files with 1909 additions and 124 deletions

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@@ -87,14 +87,16 @@ const baseDraftItem: CustomWorldWorkSummary = {
canEnterWorld: false,
};
test('creation hub reflects updated draft title summary and counts after rerender', () => {
test('creation hub reflects updated draft title summary and counts after rerender', async () => {
const user = userEvent.setup();
const onCreateType = vi.fn();
const { rerender } = render(
<CustomWorldCreationHub
items={[baseDraftItem]}
loading={false}
error={null}
onRetry={() => {}}
onCreateType={noopCreateType}
onCreateType={onCreateType}
onOpenDraft={() => {}}
onEnterPublished={() => {}}
/>,
@@ -105,14 +107,21 @@ test('creation hub reflects updated draft title summary and counts after rerende
expect(screen.queryByText('角色 3')).toBeNull();
expect(screen.queryByText('地点 4')).toBeNull();
const puzzleButton = screen.getByRole('button', { name: /.*/u });
const match3dButton = screen.getByRole('button', {
name: /.*/u,
});
const squareHoleButton = screen.getByRole('button', { name: //u });
expect((squareHoleButton as HTMLButtonElement).disabled).toBe(false);
expect(puzzleButton).toBeTruthy();
expect(match3dButton).toBeTruthy();
expect((puzzleButton as HTMLButtonElement).disabled).toBe(false);
expect((match3dButton as HTMLButtonElement).disabled).toBe(false);
expect(screen.getByText('反直觉形状分拣')).toBeTruthy();
expect(screen.queryByRole('button', { name: //u })).toBeNull();
expect(screen.queryByRole('button', { name: //u })).toBeNull();
expect(screen.queryByRole('button', { name: //u })).toBeNull();
await user.click(match3dButton);
expect(onCreateType).toHaveBeenCalledWith('match3d');
rerender(
<CustomWorldCreationHub

View File

@@ -44,9 +44,10 @@ test('creation hub draft card renders compiled work summary fields', () => {
expect(html).toContain('守灯会与沉船商盟争夺航道解释权');
expect(html).toContain('拼图');
expect(html).toContain('创意礼物,生活分享');
expect(html).toContain('抓大鹅');
expect(html).toContain('经典消除玩法');
expect(html).not.toContain('角色扮演');
expect(html).not.toContain('大鱼吃小鱼');
expect(html).not.toContain('抓大鹅');
});
test('creation hub renders puzzle works in the same unified list with puzzle tag', () => {

View File

@@ -32,34 +32,116 @@ type ThreeRenderer = import('three').WebGLRenderer;
type ThreeCamera = import('three').OrthographicCamera;
type PhysicsEntry = {
boundaryRadius: number;
colliderHeight: number;
item: Match3DItemSnapshot;
body: PhysicsBody;
lockReadableTop: boolean;
mesh: ThreeObject3D;
renderSignature: string;
spawnStartedAt: number;
targetY: number;
topRotationY: number;
};
type PendingPhysicsSpawn = {
activeLayerRank: number;
item: Match3DItemSnapshot;
renderSignature: string;
spawnAtMs: number;
layerCapacity: number;
targetY: number;
};
type StackHeightTarget = {
activeLayerRank: number;
targetY: number;
};
type BoardDepthPlan = {
activeDepth: number;
activeItemCount: number;
baseY: number;
initialDepth: number;
layerCapacity: number;
layerCount: number;
layerStep: number;
maxVerticalSpeed: number;
surfaceY: number;
};
type PhysicsStabilityPlan = {
angularDamping: number;
contactFriction: number;
contactRestitution: number;
linearDamping: number;
maxHorizontalSpeed: number;
maxVerticalSpeed: number;
solverIterations: number;
solverTolerance: number;
};
type Match3DSpawnTimingPlan = {
frameSpawnLimit: number;
initialDelayMs: number;
layerDelayMs: number;
burstSize: number;
staggerMs: number;
};
type Match3DSpawnHeightObstacle = {
boundaryRadius: number;
colliderHeight: number;
x: number;
y: number;
z: number;
};
type PhysicsRuntime = {
animationId: number | null;
camera: ThreeCamera;
entries: Map<string, PhysicsEntry>;
pendingSpawns: Map<string, PendingPhysicsSpawn>;
raycaster: import('three').Raycaster;
renderer: ThreeRenderer;
scene: ThreeScene;
spawnTimingPlan: Match3DSpawnTimingPlan;
stabilityPlan: PhysicsStabilityPlan;
world: PhysicsWorld;
three: ThreeModule;
cannon: CannonModule;
};
type Match3DStackHeightPlan = {
layerCapacity: number;
targets: Map<string, StackHeightTarget>;
};
const MATCH3D_POT_FLOOR_RADIUS = 4.75;
const MATCH3D_POT_INNER_RADIUS = 4.52;
const MATCH3D_POT_OUTER_RADIUS = 5.18;
const MATCH3D_POT_WALL_HEIGHT = 2.15;
const MATCH3D_ITEM_ACTIVITY_RADIUS = 3.58;
const MATCH3D_ITEM_POSITION_RADIUS = 3.34;
const MATCH3D_ITEM_SPAWN_HEIGHT = 1.25;
const MATCH3D_ITEM_STACK_HEIGHT_STEP = 0.024;
const MATCH3D_ITEM_BASE_HEIGHT = 1.18;
const MATCH3D_ITEM_VERTICAL_DEPTH_BASE = 2.8;
const MATCH3D_ITEM_VERTICAL_DEPTH_SQRT_SCALE = 0.52;
const MATCH3D_ITEM_VERTICAL_DEPTH_COUNT_SCALE = 0.032;
const MATCH3D_ITEM_VERTICAL_DEPTH_MAX_BASE = 12;
const MATCH3D_ITEM_VERTICAL_DEPTH_MAX_COUNT_SCALE = 0.04;
const MATCH3D_ITEM_VERTICAL_LAYER_CAPACITY_BASE = 18;
const MATCH3D_ITEM_VERTICAL_LAYER_CAPACITY_MIN = 10;
const MATCH3D_ITEM_VERTICAL_LAYER_STEP_MAX = 1.04;
const MATCH3D_ITEM_LIFT_FORCE_SCALE = 18;
const MATCH3D_ITEM_LIFT_MAX_SPEED = 4.2;
const MATCH3D_ITEM_SPAWN_RISE_OFFSET = 0.42;
const MATCH3D_ITEM_SPAWN_LAYER_DELAY_MS = 54;
const MATCH3D_ITEM_SPAWN_STAGGER_MS = 4;
const MATCH3D_ITEM_SPAWN_STACK_CLEARANCE = 0.14;
const MATCH3D_ITEM_SPAWN_STACK_RADIUS_PADDING = 0.08;
const MATCH3D_ITEM_SPAWN_ANIMATION_MS = 260;
const MATCH3D_ITEM_EXTREME_VERTICAL_SPEED_LIMIT = 8.6;
const MATCH3D_ITEM_EXTREME_HORIZONTAL_SPEED_LIMIT = 4.4;
const MATCH3D_CENTER_GRAVITY_COEFFICIENT = 0;
const MATCH3D_BOARD_CENTER = 0.5;
const MATCH3D_PHYSICS_STEP = 1 / 60;
@@ -100,12 +182,350 @@ function toWorldPosition(item: Match3DItemSnapshot) {
};
}
export function resolveMatch3DBoardDepthPlan(
totalItemCount: number,
activeItemCount: number,
): BoardDepthPlan {
const normalizedTotalItemCount = Math.max(
1,
Math.round(Number.isFinite(totalItemCount) ? totalItemCount : 1),
);
const normalizedActiveItemCount = Math.max(
0,
Math.min(
normalizedTotalItemCount,
Math.round(Number.isFinite(activeItemCount) ? activeItemCount : 0),
),
);
const volumePressure = Math.max(0, normalizedTotalItemCount - 90);
const depthMax =
MATCH3D_ITEM_VERTICAL_DEPTH_MAX_BASE +
volumePressure * MATCH3D_ITEM_VERTICAL_DEPTH_MAX_COUNT_SCALE;
const initialDepth = Math.min(
depthMax,
MATCH3D_ITEM_VERTICAL_DEPTH_BASE +
Math.sqrt(normalizedTotalItemCount) *
MATCH3D_ITEM_VERTICAL_DEPTH_SQRT_SCALE +
normalizedTotalItemCount * MATCH3D_ITEM_VERTICAL_DEPTH_COUNT_SCALE,
);
const remainingRatio =
normalizedActiveItemCount / normalizedTotalItemCount;
const activeDepth =
normalizedActiveItemCount <= 1 ? 0 : initialDepth * remainingRatio;
const pressureRatio = Math.min(1, volumePressure / 210);
const layerCapacity = Math.max(
MATCH3D_ITEM_VERTICAL_LAYER_CAPACITY_MIN,
Math.round(
MATCH3D_ITEM_VERTICAL_LAYER_CAPACITY_BASE - pressureRatio * 8,
),
);
const layerCount = Math.max(
1,
Math.ceil(normalizedActiveItemCount / layerCapacity),
);
const layerStep =
layerCount <= 1
? 0
: Math.min(
MATCH3D_ITEM_VERTICAL_LAYER_STEP_MAX,
activeDepth / Math.max(1, layerCount - 1),
);
return {
activeDepth,
activeItemCount: normalizedActiveItemCount,
baseY: MATCH3D_ITEM_BASE_HEIGHT,
initialDepth,
layerCapacity,
layerCount,
layerStep,
maxVerticalSpeed:
MATCH3D_ITEM_EXTREME_VERTICAL_SPEED_LIMIT + pressureRatio * 2.4,
surfaceY: MATCH3D_ITEM_BASE_HEIGHT + initialDepth,
};
}
export function resolveMatch3DStackTargetY(
totalItemCount: number,
activeItemCount: number,
activeLayerRank: number,
) {
const depthPlan = resolveMatch3DBoardDepthPlan(
totalItemCount,
activeItemCount,
);
if (depthPlan.activeItemCount <= 1) {
return depthPlan.surfaceY;
}
const clampedRank = Math.max(
0,
Math.min(depthPlan.activeItemCount - 1, activeLayerRank),
);
const layerIndex = Math.floor(
(clampedRank / Math.max(1, depthPlan.activeItemCount - 1)) *
(depthPlan.layerCount - 1),
);
return (
depthPlan.surfaceY -
(depthPlan.layerCount - 1 - layerIndex) * depthPlan.layerStep
);
}
export function resolveMatch3DBoundaryRadius(
asset: Match3DGeometryAsset,
radius: number,
) {
const bounds = resolveMatch3DColliderBounds(asset, radius);
return Math.hypot(bounds.width / 2, bounds.depth / 2);
}
export function resolveMatch3DSpawnY(
plannedSpawnY: number,
colliderHeight: number,
boundaryRadius: number,
position: Pick<Match3DSpawnHeightObstacle, 'x' | 'z'>,
obstacles: readonly Match3DSpawnHeightObstacle[],
) {
const normalizedPlannedY = Number.isFinite(plannedSpawnY)
? plannedSpawnY
: MATCH3D_ITEM_BASE_HEIGHT;
const selfHalfHeight = Math.max(0, colliderHeight / 2);
const selfBoundaryRadius = Math.max(0, boundaryRadius);
return obstacles.reduce((spawnY, obstacle) => {
const horizontalDistance = Math.hypot(
position.x - obstacle.x,
position.z - obstacle.z,
);
const overlapDistance =
selfBoundaryRadius +
Math.max(0, obstacle.boundaryRadius) +
MATCH3D_ITEM_SPAWN_STACK_RADIUS_PADDING;
if (horizontalDistance > overlapDistance) {
return spawnY;
}
// 中文注释:新物体生成时先避开同位置已有堆叠顶部,避免最后一波直接塞进未稳定的上层模型。
const obstacleTopY =
obstacle.y + Math.max(0, obstacle.colliderHeight) / 2;
return Math.max(
spawnY,
obstacleTopY + selfHalfHeight + MATCH3D_ITEM_SPAWN_STACK_CLEARANCE,
);
}, normalizedPlannedY);
}
export function resolveMatch3DSpawnDelay(
activeLayerRank: number,
layerCapacity = MATCH3D_ITEM_VERTICAL_LAYER_CAPACITY_BASE,
timingPlan?: Pick<
Match3DSpawnTimingPlan,
'burstSize' | 'layerDelayMs' | 'staggerMs'
>,
) {
const normalizedLayerCapacity = Math.max(1, layerCapacity);
const normalizedLayerRank = Math.max(0, activeLayerRank);
const layerDelayMs =
timingPlan?.layerDelayMs ?? MATCH3D_ITEM_SPAWN_LAYER_DELAY_MS;
const staggerMs = timingPlan?.staggerMs ?? MATCH3D_ITEM_SPAWN_STAGGER_MS;
const burstSize = Math.max(
1,
timingPlan?.burstSize ?? normalizedLayerCapacity,
);
const layerIndex = Math.floor(
normalizedLayerRank / normalizedLayerCapacity,
);
const burstIndex = Math.floor(normalizedLayerRank / burstSize);
return (
Math.max(layerIndex, burstIndex) * layerDelayMs +
(normalizedLayerRank % burstSize) * staggerMs
);
}
export function resolveMatch3DSpawnTimingPlan(
totalItemCount: number,
): Match3DSpawnTimingPlan {
const normalizedTotalItemCount = Math.max(
1,
Math.round(Number.isFinite(totalItemCount) ? totalItemCount : 1),
);
const crowdPressureRatio = Math.min(
1,
Math.max(0, normalizedTotalItemCount - 50) / 250,
);
const highCrowdRatio = Math.pow(crowdPressureRatio, 0.82);
const midCrowdRatio = Math.min(
1,
Math.max(0, normalizedTotalItemCount - 30) / 20,
);
return {
frameSpawnLimit:
normalizedTotalItemCount < 30
? 4
: normalizedTotalItemCount <= 120
? 2
: 1,
initialDelayMs: Math.round(
normalizedTotalItemCount < 30
? 220
: normalizedTotalItemCount <= 50
? 240 + midCrowdRatio * 40
: 260 + highCrowdRatio * 140,
),
layerDelayMs: Math.round(
normalizedTotalItemCount < 30
? MATCH3D_ITEM_SPAWN_LAYER_DELAY_MS
: normalizedTotalItemCount <= 50
? 96 + midCrowdRatio * 24
: 110 + highCrowdRatio * 50,
),
burstSize:
normalizedTotalItemCount < 30
? 8
: normalizedTotalItemCount <= 50
? 5
: normalizedTotalItemCount <= 120
? 7
: 6,
staggerMs: Math.round(
normalizedTotalItemCount < 30
? MATCH3D_ITEM_SPAWN_STAGGER_MS
: normalizedTotalItemCount <= 50
? 9 + midCrowdRatio * 3
: 12 + highCrowdRatio * 6,
),
};
}
function buildMatch3DStackHeightTargets(
run: Match3DRunSnapshot,
): Match3DStackHeightPlan {
const activeItems = run.items
.filter((item) => isItemState(item.state, 'in_board'))
.sort((left, right) => {
if (left.layer !== right.layer) {
return left.layer - right.layer;
}
return left.itemInstanceId.localeCompare(right.itemInstanceId);
});
const targets = new Map<string, StackHeightTarget>();
const depthPlan = resolveMatch3DBoardDepthPlan(
run.totalItemCount,
activeItems.length,
);
activeItems.forEach((item, activeLayerRank) => {
targets.set(
item.itemInstanceId,
{
activeLayerRank,
targetY: resolveMatch3DStackTargetY(
run.totalItemCount,
activeItems.length,
activeLayerRank,
),
},
);
});
return {
layerCapacity: depthPlan.layerCapacity,
targets,
};
}
export function resolveMatch3DPhysicsStabilityPlan(
totalItemCount: number,
): PhysicsStabilityPlan {
const normalizedTotalItemCount = Math.max(
1,
Math.round(Number.isFinite(totalItemCount) ? totalItemCount : 1),
);
const pressureRatio = Math.min(
1,
Math.max(0, normalizedTotalItemCount - 90) / 210,
);
return {
angularDamping: 0.48 + pressureRatio * 0.18,
contactFriction: 0.55 + pressureRatio * 0.22,
contactRestitution: 0.28 - pressureRatio * 0.14,
linearDamping: 0.38 + pressureRatio * 0.2,
maxHorizontalSpeed:
MATCH3D_ITEM_EXTREME_HORIZONTAL_SPEED_LIMIT - pressureRatio * 0.9,
maxVerticalSpeed:
MATCH3D_ITEM_EXTREME_VERTICAL_SPEED_LIMIT + pressureRatio * 2.4,
solverIterations: Math.round(10 + pressureRatio * 8),
solverTolerance: 0.001 - pressureRatio * 0.0006,
};
}
function applyDynamicStackLift(entry: PhysicsEntry) {
const liftDistance = entry.targetY - entry.body.position.y;
if (liftDistance <= 0.04) {
return;
}
const liftSpeed = Math.min(
MATCH3D_ITEM_LIFT_MAX_SPEED,
Math.max(0.7, liftDistance * 1.8),
);
// 中文注释:纵深只作为隐藏的表现层支撑;消除后给低层物体向上的托举,避免它们长期陷在锅底。
entry.body.force.y +=
entry.body.mass * liftDistance * MATCH3D_ITEM_LIFT_FORCE_SCALE;
entry.body.velocity.y = Math.max(entry.body.velocity.y, liftSpeed);
entry.body.wakeUp();
}
function applyStabilityPlanToBody(
entry: PhysicsEntry,
stabilityPlan: PhysicsStabilityPlan,
) {
const horizontalSpeed = Math.hypot(
entry.body.velocity.x,
entry.body.velocity.z,
);
if (horizontalSpeed > stabilityPlan.maxHorizontalSpeed) {
const ratio = stabilityPlan.maxHorizontalSpeed / horizontalSpeed;
entry.body.velocity.x *= ratio;
entry.body.velocity.z *= ratio;
}
entry.body.velocity.y = Math.max(
-stabilityPlan.maxVerticalSpeed,
Math.min(stabilityPlan.maxVerticalSpeed, entry.body.velocity.y),
);
}
function syncRuntimeStabilityPlan(
runtime: PhysicsRuntime,
totalItemCount: number,
) {
const stabilityPlan = resolveMatch3DPhysicsStabilityPlan(totalItemCount);
runtime.stabilityPlan = stabilityPlan;
runtime.world.defaultContactMaterial.friction =
stabilityPlan.contactFriction;
runtime.world.defaultContactMaterial.restitution =
stabilityPlan.contactRestitution;
const solver = runtime.world.solver as import('cannon-es').GSSolver;
solver.iterations = stabilityPlan.solverIterations;
solver.tolerance = stabilityPlan.solverTolerance;
runtime.entries.forEach((entry) => {
entry.body.angularDamping = stabilityPlan.angularDamping;
entry.body.linearDamping = stabilityPlan.linearDamping;
entry.body.sleepSpeedLimit = Math.max(
0.08,
0.16 - Math.min(1, totalItemCount / 300) * 0.05,
);
entry.body.sleepTimeLimit = 0.18;
});
}
function constrainBodyInsidePot(entry: PhysicsEntry) {
const visualRadius = toWorldPosition(entry.item).radius;
// 中文注释:锅壁和锅沿是视觉边界,物体活动圈要更内缩,避免 3D 透视下贴边后被圆形 DOM 裁切。
// 中文注释:空气墙按真实碰撞外接半径收束,长条积木不能再只按近似圆半径贴近锅边。
const maxDistance = Math.max(
0,
MATCH3D_ITEM_ACTIVITY_RADIUS - visualRadius * 1.05,
MATCH3D_ITEM_ACTIVITY_RADIUS - entry.boundaryRadius,
);
const horizontalDistance = Math.hypot(
entry.body.position.x,
@@ -128,6 +548,16 @@ function constrainBodyInsidePot(entry: PhysicsEntry) {
}
}
function resolveSpawnAnimationProgress(entry: PhysicsEntry, now: number) {
return Math.min(
1,
Math.max(
0,
(now - entry.spawnStartedAt) / MATCH3D_ITEM_SPAWN_ANIMATION_MS,
),
);
}
function applyCenterGravity(entry: PhysicsEntry) {
if (MATCH3D_CENTER_GRAVITY_COEFFICIENT <= 0) {
return;
@@ -536,6 +966,105 @@ function removePhysicsEntry(
runtime.entries.delete(itemInstanceId);
}
function createPhysicsEntryFromPendingSpawn(
runtime: PhysicsRuntime,
pendingSpawn: PendingPhysicsSpawn,
now: number,
) {
const visual = createItemMesh(runtime.three, pendingSpawn.item);
const asset = resolveGeometryAsset(pendingSpawn.item.visualKey);
const colliderBounds = resolveMatch3DColliderBounds(asset, visual.radius);
const boundaryRadius = resolveMatch3DBoundaryRadius(asset, visual.radius);
const position = visual.position;
const maxDistance = Math.max(0, MATCH3D_ITEM_ACTIVITY_RADIUS - boundaryRadius);
const horizontalDistance = Math.hypot(position.x, position.z);
if (horizontalDistance > maxDistance && horizontalDistance > 0) {
const ratio = maxDistance / horizontalDistance;
position.x *= ratio;
position.z *= ratio;
}
const spawnLayerIndex = Math.floor(
Math.max(0, pendingSpawn.activeLayerRank) /
pendingSpawn.layerCapacity,
);
const plannedSpawnY =
pendingSpawn.targetY +
MATCH3D_ITEM_SPAWN_RISE_OFFSET +
Math.min(spawnLayerIndex * 0.05, 0.62);
const spawnY = resolveMatch3DSpawnY(
plannedSpawnY,
colliderBounds.height,
boundaryRadius,
position,
[...runtime.entries.values()].map((entry) => ({
boundaryRadius: entry.boundaryRadius,
colliderHeight: entry.colliderHeight,
x: entry.body.position.x,
y: entry.body.position.y,
z: entry.body.position.z,
})),
);
const body = new runtime.cannon.Body({
angularDamping: runtime.stabilityPlan.angularDamping,
allowSleep: true,
linearDamping: runtime.stabilityPlan.linearDamping,
mass: 1 + visual.radius * 0.7,
shape: createMatch3DCannonShape(runtime.cannon, asset, visual.radius),
sleepSpeedLimit: 0.12,
sleepTimeLimit: 0.18,
position: new runtime.cannon.Vec3(
position.x,
spawnY,
position.z,
),
});
body.velocity.set(
((pendingSpawn.item.layer % 5) - 2) * 0.06,
-0.35,
(((pendingSpawn.item.layer + 2) % 5) - 2) * 0.06,
);
body.angularVelocity.set(
0.1 + (pendingSpawn.item.layer % 3) * 0.025,
0.08,
0.08 + (pendingSpawn.item.layer % 4) * 0.02,
);
visual.mesh.scale.setScalar(0.82);
runtime.world.addBody(body);
runtime.scene.add(visual.mesh);
runtime.entries.set(pendingSpawn.item.itemInstanceId, {
body,
boundaryRadius,
colliderHeight: colliderBounds.height,
item: pendingSpawn.item,
lockReadableTop: visual.lockReadableTop,
mesh: visual.mesh,
renderSignature: pendingSpawn.renderSignature,
spawnStartedAt: now,
targetY: pendingSpawn.targetY,
topRotationY: visual.topRotationY,
});
}
function flushPendingPhysicsSpawns(runtime: PhysicsRuntime, now: number) {
const readySpawns = [...runtime.pendingSpawns.entries()]
.filter(([, pendingSpawn]) => now >= pendingSpawn.spawnAtMs)
.sort((left, right) => {
if (left[1].spawnAtMs !== right[1].spawnAtMs) {
return left[1].spawnAtMs - right[1].spawnAtMs;
}
if (left[1].activeLayerRank !== right[1].activeLayerRank) {
return left[1].activeLayerRank - right[1].activeLayerRank;
}
return left[0].localeCompare(right[0]);
});
const spawnBudget = runtime.spawnTimingPlan.frameSpawnLimit;
readySpawns.slice(0, spawnBudget).forEach(([itemInstanceId, pendingSpawn]) => {
runtime.pendingSpawns.delete(itemInstanceId);
createPhysicsEntryFromPendingSpawn(runtime, pendingSpawn, now);
});
}
function disposeRuntime(runtime: PhysicsRuntime | null) {
if (!runtime) {
return;
@@ -1092,13 +1621,23 @@ export function Match3DPhysicsBoard({
rim.position.y = MATCH3D_POT_WALL_HEIGHT + 0.1;
scene.add(rim);
const stabilityPlan = resolveMatch3DPhysicsStabilityPlan(
runRef.current.totalItemCount,
);
const spawnTimingPlan = resolveMatch3DSpawnTimingPlan(
runRef.current.totalItemCount,
);
const world = new cannon.World({
gravity: new cannon.Vec3(0, -6.2, 0),
});
world.allowSleep = true;
world.broadphase = new cannon.SAPBroadphase(world);
world.defaultContactMaterial.friction = 0.55;
world.defaultContactMaterial.restitution = 0.28;
world.defaultContactMaterial.friction = stabilityPlan.contactFriction;
world.defaultContactMaterial.restitution =
stabilityPlan.contactRestitution;
const solver = world.solver as import('cannon-es').GSSolver;
solver.iterations = stabilityPlan.solverIterations;
solver.tolerance = stabilityPlan.solverTolerance;
const floorBody = new cannon.Body({
mass: 0,
@@ -1125,9 +1664,12 @@ export function Match3DPhysicsBoard({
animationId: null,
camera,
entries: new Map(),
pendingSpawns: new Map(),
raycaster: new three.Raycaster(),
renderer,
scene,
spawnTimingPlan,
stabilityPlan,
world,
three,
cannon,
@@ -1157,17 +1699,26 @@ export function Match3DPhysicsBoard({
}
const delta = Math.min(0.04, Math.max(0.001, (now - lastTime) / 1000));
lastTime = now;
flushPendingPhysicsSpawns(activeRuntime, now);
activeRuntime.entries.forEach((entry) => {
applyCenterGravity(entry);
applyDynamicStackLift(entry);
applyStabilityPlanToBody(entry, activeRuntime.stabilityPlan);
constrainBodyInsidePot(entry);
});
activeRuntime.world.step(MATCH3D_PHYSICS_STEP, delta, 3);
activeRuntime.world.step(MATCH3D_PHYSICS_STEP, delta, 5);
activeRuntime.entries.forEach((entry) => {
applyCenterGravity(entry);
applyDynamicStackLift(entry);
applyStabilityPlanToBody(entry, activeRuntime.stabilityPlan);
constrainBodyInsidePot(entry);
const spawnProgress = resolveSpawnAnimationProgress(entry, now);
const spawnScale = 0.82 + spawnProgress * 0.18;
entry.mesh.scale.setScalar(spawnScale);
entry.mesh.position.set(
entry.body.position.x,
entry.body.position.y,
entry.body.position.y - (1 - spawnProgress) * 0.06,
entry.body.position.z,
);
entry.mesh.quaternion.set(
@@ -1231,6 +1782,16 @@ export function Match3DPhysicsBoard({
}
});
runtime.pendingSpawns.forEach((pendingSpawn, itemInstanceId) => {
if (!activeItemIds.has(itemInstanceId)) {
runtime.pendingSpawns.delete(itemInstanceId);
}
});
syncRuntimeStabilityPlan(runtime, run.totalItemCount);
runtime.spawnTimingPlan = resolveMatch3DSpawnTimingPlan(run.totalItemCount);
const stackHeightPlan = buildMatch3DStackHeightTargets(run);
run.items.forEach((item) => {
if (!isItemState(item.state, 'in_board')) {
return;
@@ -1247,44 +1808,46 @@ export function Match3DPhysicsBoard({
removePhysicsEntry(runtime, item.itemInstanceId, existing);
} else {
existing.item = item;
existing.targetY =
stackHeightPlan.targets.get(item.itemInstanceId)?.targetY ??
existing.body.position.y;
existing.mesh.visible = true;
return;
}
}
const visual = createItemMesh(runtime.three, item);
const asset = resolveGeometryAsset(item.visualKey);
const body = new runtime.cannon.Body({
angularDamping: 0.48,
linearDamping: 0.38,
mass: 1 + visual.radius * 0.7,
shape: createMatch3DCannonShape(runtime.cannon, asset, visual.radius),
position: new runtime.cannon.Vec3(
visual.position.x,
MATCH3D_ITEM_SPAWN_HEIGHT + item.layer * MATCH3D_ITEM_STACK_HEIGHT_STEP,
visual.position.z,
),
});
body.velocity.set(
((item.layer % 5) - 2) * 0.08,
0,
(((item.layer + 2) % 5) - 2) * 0.08,
);
body.angularVelocity.set(
0.18 + (item.layer % 3) * 0.04,
0.12,
0.1 + (item.layer % 4) * 0.03,
);
const existingPending = runtime.pendingSpawns.get(item.itemInstanceId);
if (existingPending) {
if (existingPending.renderSignature !== renderSignature) {
runtime.pendingSpawns.delete(item.itemInstanceId);
} else {
existingPending.item = item;
existingPending.layerCapacity = stackHeightPlan.layerCapacity;
existingPending.targetY =
stackHeightPlan.targets.get(item.itemInstanceId)?.targetY ??
existingPending.targetY;
return;
}
}
runtime.world.addBody(body);
runtime.scene.add(visual.mesh);
runtime.entries.set(item.itemInstanceId, {
body,
const stackTarget = stackHeightPlan.targets.get(item.itemInstanceId);
const spawnAtMs =
performance.now() +
runtime.spawnTimingPlan.initialDelayMs +
resolveMatch3DSpawnDelay(
stackTarget?.activeLayerRank ?? item.layer - 1,
stackHeightPlan.layerCapacity,
runtime.spawnTimingPlan,
);
runtime.pendingSpawns.set(item.itemInstanceId, {
activeLayerRank: stackTarget?.activeLayerRank ?? item.layer - 1,
item,
lockReadableTop: visual.lockReadableTop,
mesh: visual.mesh,
layerCapacity: stackHeightPlan.layerCapacity,
renderSignature,
topRotationY: visual.topRotationY,
spawnAtMs,
targetY:
stackTarget?.targetY ??
resolveMatch3DStackTargetY(run.totalItemCount, activeItemIds.size, 0),
});
});
}, [ready, run.items, run.runId, run.snapshotVersion]);

View File

@@ -25,6 +25,13 @@ import {
createMatch3DThreeGeometry,
measureMatch3DItemPreviewDimension,
resolveMatch3DColliderBounds,
resolveMatch3DBoardDepthPlan,
resolveMatch3DBoundaryRadius,
resolveMatch3DPhysicsStabilityPlan,
resolveMatch3DSpawnTimingPlan,
resolveMatch3DStackTargetY,
resolveMatch3DSpawnDelay,
resolveMatch3DSpawnY,
resolveMatch3DTrayPreviewRotation,
resolveMatch3DTrayPreviewReferenceDimension,
resolveMatch3DTrayPreviewScale,
@@ -447,6 +454,143 @@ test('3D 物体碰撞体按同款视觉尺寸生成', async () => {
).toBeCloseTo(cylinderBounds.height);
});
test('中心场地 3D 纵深随物体总量增加并随消除进度回补', () => {
const smallDepthPlan = resolveMatch3DBoardDepthPlan(30, 30);
const largeDepthPlan = resolveMatch3DBoardDepthPlan(300, 300);
const earlyBottomY = resolveMatch3DStackTargetY(300, 300, 0);
const lateBottomY = resolveMatch3DStackTargetY(300, 60, 0);
expect(largeDepthPlan.initialDepth).toBeGreaterThan(
smallDepthPlan.initialDepth,
);
expect(largeDepthPlan.layerCapacity).toBeLessThan(
smallDepthPlan.layerCapacity,
);
expect(largeDepthPlan.layerCount).toBeGreaterThan(
smallDepthPlan.layerCount,
);
expect(largeDepthPlan.surfaceY).toBeGreaterThan(largeDepthPlan.baseY);
expect(lateBottomY).toBeGreaterThan(earlyBottomY);
expect(lateBottomY).toBeLessThanOrEqual(largeDepthPlan.surfaceY);
});
test('高数量 3D 局面使用更稳定的物理参数', () => {
const smallPlan = resolveMatch3DPhysicsStabilityPlan(30);
const largePlan = resolveMatch3DPhysicsStabilityPlan(300);
expect(largePlan.contactFriction).toBeGreaterThan(
smallPlan.contactFriction,
);
expect(largePlan.contactRestitution).toBeLessThan(
smallPlan.contactRestitution,
);
expect(largePlan.linearDamping).toBeGreaterThan(smallPlan.linearDamping);
expect(largePlan.angularDamping).toBeGreaterThan(smallPlan.angularDamping);
expect(largePlan.solverIterations).toBeGreaterThan(
smallPlan.solverIterations,
);
expect(largePlan.maxHorizontalSpeed).toBeLessThan(
smallPlan.maxHorizontalSpeed,
);
});
test('3D 真实边界半径比视觉半径更保守,避免长条贴边穿出锅壁', () => {
const longBrick = resolveGeometryAsset('block-black-1x8');
const radius = 1;
const boundaryRadius = resolveMatch3DBoundaryRadius(longBrick, radius);
const visualRadius = Math.hypot(
resolveMatch3DColliderBounds(longBrick, radius).width / 2,
resolveMatch3DColliderBounds(longBrick, radius).depth / 2,
);
expect(boundaryRadius).toBeCloseTo(visualRadius);
expect(boundaryRadius).toBeGreaterThan(2.4);
});
test('100 次局面的新物体会按层级延迟生成并逐层回落', () => {
const fastTimingPlan = resolveMatch3DSpawnTimingPlan(29);
const smallDepthPlan = resolveMatch3DBoardDepthPlan(30, 30);
const largeDepthPlan = resolveMatch3DBoardDepthPlan(300, 300);
const smallTimingPlan = resolveMatch3DSpawnTimingPlan(30);
const largeTimingPlan = resolveMatch3DSpawnTimingPlan(300);
const bottomDelay = resolveMatch3DSpawnDelay(0, largeDepthPlan.layerCapacity);
const middleDelay = resolveMatch3DSpawnDelay(30, largeDepthPlan.layerCapacity);
const topDelay = resolveMatch3DSpawnDelay(120, largeDepthPlan.layerCapacity);
const dynamicCapacityDelay = resolveMatch3DSpawnDelay(
120,
largeDepthPlan.layerCapacity,
);
const defaultCapacityDelay = resolveMatch3DSpawnDelay(
120,
smallDepthPlan.layerCapacity,
);
expect(bottomDelay).toBe(0);
expect(middleDelay).toBeGreaterThan(bottomDelay);
expect(topDelay).toBeGreaterThan(middleDelay);
expect(dynamicCapacityDelay).toBeGreaterThan(defaultCapacityDelay);
expect(smallTimingPlan.frameSpawnLimit).toBeLessThan(
fastTimingPlan.frameSpawnLimit,
);
expect(smallTimingPlan.burstSize).toBeLessThan(fastTimingPlan.burstSize);
expect(smallTimingPlan.layerDelayMs).toBeGreaterThan(
fastTimingPlan.layerDelayMs,
);
expect(
resolveMatch3DSpawnDelay(29, smallDepthPlan.layerCapacity, smallTimingPlan),
).toBeGreaterThan(450);
expect(largeTimingPlan.initialDelayMs).toBeGreaterThan(
smallTimingPlan.initialDelayMs,
);
expect(largeTimingPlan.frameSpawnLimit).toBeLessThan(
smallTimingPlan.frameSpawnLimit,
);
expect(largeTimingPlan.burstSize).toBeLessThanOrEqual(6);
expect(largeTimingPlan.layerDelayMs).toBeGreaterThanOrEqual(
smallTimingPlan.layerDelayMs,
);
expect(
resolveMatch3DSpawnDelay(299, largeDepthPlan.layerCapacity, largeTimingPlan),
).toBeGreaterThan(5000);
});
test('3D 新物体生成高度会避让同位置已有堆叠', () => {
const plannedSpawnY = 2;
const raisedSpawnY = resolveMatch3DSpawnY(
plannedSpawnY,
0.8,
0.7,
{ x: 0.1, z: 0.1 },
[
{
boundaryRadius: 0.7,
colliderHeight: 0.9,
x: 0.18,
y: 2.4,
z: 0.15,
},
],
);
const unchangedSpawnY = resolveMatch3DSpawnY(
plannedSpawnY,
0.8,
0.7,
{ x: 0.1, z: 0.1 },
[
{
boundaryRadius: 0.7,
colliderHeight: 0.9,
x: 3,
y: 4,
z: 3,
},
],
);
expect(raisedSpawnY).toBeGreaterThan(plannedSpawnY);
expect(unchangedSpawnY).toBe(plannedSpawnY);
});
test('积木视觉键不会被统一兜底成红色苹字', () => {
const run = startLocalMatch3DRun(2);
run.items = run.items.slice(0, 2).map((item, index) => ({

View File

@@ -1,4 +1,4 @@
import { Loader2 } from 'lucide-react';
import { Loader2, Sparkles } from 'lucide-react';
import { AnimatePresence, motion } from 'motion/react';
import {
lazy,
@@ -166,6 +166,10 @@ import {
submitLocalPuzzleLeaderboard,
swapLocalPuzzlePieces,
} from '../../services/puzzle-runtime/puzzleLocalRuntime';
import {
generatePuzzleOnboardingWork,
savePuzzleOnboardingWork,
} from '../../services/puzzle-onboarding';
import {
claimPuzzleWorkPointIncentive,
deletePuzzleWork,
@@ -251,6 +255,13 @@ type PuzzleRuntimeReturnStage =
| 'work-detail'
| 'platform';
type PuzzleOnboardingPhase = 'input' | 'generating' | 'generated';
type PuzzleOnboardingDraft = {
promptText: string;
item: PuzzleWorkSummary;
};
type BigFishRuntimeReturnStage = 'big-fish-result' | 'work-detail' | 'platform';
type BigFishRuntimeSessionSource = 'draft' | 'work' | null;
type SquareHoleRuntimeReturnStage =
@@ -605,6 +616,157 @@ function mergePuzzleWorkSummary(
return current.profileId === updated.profileId ? updated : current;
}
const PUZZLE_ONBOARDING_FIRST_VISIT_STORAGE_KEY =
'genarrative.puzzle-onboarding.first-visit.v1';
const PUZZLE_ONBOARDING_COPY = '待定待定待定';
const PUZZLE_ONBOARDING_CLEAR_COPY = '只差一步,就可以永久保留你的梦';
const PUZZLE_ONBOARDING_GENERATED_DELAY_MS = 700;
function hasSeenPuzzleOnboarding() {
if (typeof window === 'undefined') {
return true;
}
try {
return (
window.localStorage.getItem(PUZZLE_ONBOARDING_FIRST_VISIT_STORAGE_KEY) ===
'1'
);
} catch {
return false;
}
}
function markPuzzleOnboardingSeen() {
if (typeof window === 'undefined') {
return;
}
try {
window.localStorage.setItem(PUZZLE_ONBOARDING_FIRST_VISIT_STORAGE_KEY, '1');
} catch {
// 中文注释localStorage 不可写时只降级为本次会话展示,不影响主流程。
}
}
function PuzzleOnboardingView({
prompt,
phase,
error,
onPromptChange,
onSubmit,
}: {
prompt: string;
phase: PuzzleOnboardingPhase;
error: string | null;
onPromptChange: (value: string) => void;
onSubmit: () => void;
}) {
const isGenerating = phase === 'generating';
const isGenerated = phase === 'generated';
const canSubmit = Boolean(prompt.trim()) && !isGenerating && !isGenerated;
return (
<div className="relative flex min-h-screen items-center justify-center overflow-hidden bg-[radial-gradient(circle_at_30%_15%,rgba(251,191,36,0.22),transparent_30%),linear-gradient(135deg,#0f172a,#111827_46%,#1e1b4b)] px-4 py-8 text-white">
<div className="absolute inset-0 bg-[linear-gradient(rgba(255,255,255,0.045)_1px,transparent_1px),linear-gradient(90deg,rgba(255,255,255,0.04)_1px,transparent_1px)] bg-[length:38px_38px] opacity-30" />
<section className="relative flex w-full max-w-[34rem] flex-col items-center gap-5 text-center">
<div className="grid h-14 w-14 place-items-center rounded-[1.2rem] border border-amber-200/32 bg-amber-200/14 text-amber-100 shadow-[0_18px_48px_rgba(251,191,36,0.18)]">
{isGenerating ? (
<Loader2 className="h-6 w-6 animate-spin" />
) : (
<Sparkles className="h-6 w-6" />
)}
</div>
<h1 className="text-[2rem] font-black leading-tight sm:text-[2.85rem]">
{PUZZLE_ONBOARDING_COPY}
</h1>
<form
className="flex w-full flex-col gap-3"
onSubmit={(event) => {
event.preventDefault();
onSubmit();
}}
>
<textarea
value={prompt}
disabled={isGenerating || isGenerated}
onChange={(event) => onPromptChange(event.target.value)}
placeholder="把你的梦讲给我听吧"
rows={4}
className="min-h-32 w-full resize-none rounded-[1.25rem] border border-white/14 bg-black/28 px-4 py-4 text-base font-semibold leading-7 text-white shadow-[0_18px_50px_rgba(0,0,0,0.24)] outline-none backdrop-blur placeholder:text-white/42 focus:border-amber-200/70 focus:ring-2 focus:ring-amber-200/20 disabled:opacity-70"
/>
<button
type="submit"
disabled={!canSubmit}
className="inline-flex min-h-12 items-center justify-center gap-2 rounded-[1rem] bg-amber-200 px-5 text-sm font-black text-slate-950 transition hover:bg-amber-100 disabled:cursor-not-allowed disabled:opacity-45"
>
{isGenerating ? (
<>
<Loader2 className="h-4 w-4 animate-spin" />
</>
) : (
'生成'
)}
</button>
</form>
{error ? (
<div className="w-full rounded-[1rem] border border-red-300/30 bg-red-500/14 px-4 py-3 text-sm font-semibold text-red-50">
{error}
</div>
) : null}
</section>
</div>
);
}
function PuzzleOnboardingLoginOverlay({
isSaving,
error,
onLogin,
}: {
isSaving: boolean;
error: string | null;
onLogin: () => void;
}) {
return (
<div className="fixed inset-0 z-[110] flex items-center justify-center bg-slate-950/72 px-4 py-6 text-white backdrop-blur-md">
<section className="flex w-full max-w-[24rem] flex-col items-center gap-5 rounded-[1.35rem] border border-white/14 bg-slate-950/94 px-5 py-6 text-center shadow-[0_28px_90px_rgba(0,0,0,0.5)]">
<div className="grid h-12 w-12 place-items-center rounded-[1rem] bg-amber-200 text-slate-950">
{isSaving ? (
<Loader2 className="h-5 w-5 animate-spin" />
) : (
<Sparkles className="h-5 w-5" />
)}
</div>
<h2 className="text-2xl font-black leading-tight">
{PUZZLE_ONBOARDING_CLEAR_COPY}
</h2>
<button
type="button"
disabled={isSaving}
onClick={onLogin}
className="inline-flex min-h-12 w-full items-center justify-center gap-2 rounded-[1rem] bg-amber-200 px-5 text-sm font-black text-slate-950 transition hover:bg-amber-100 disabled:cursor-not-allowed disabled:opacity-45"
>
{isSaving ? (
<>
<Loader2 className="h-4 w-4 animate-spin" />
/
</>
) : (
'注册账号 / 登录'
)}
</button>
{error ? (
<div className="w-full rounded-[1rem] border border-red-300/30 bg-red-500/14 px-4 py-3 text-sm font-semibold text-red-50">
{error}
</div>
) : null}
</section>
</div>
);
}
function mergeBigFishWorkSummary(
current: BigFishWorkSummary,
updated: BigFishWorkSummary,
@@ -1124,10 +1286,24 @@ export function PlatformEntryFlowShellImpl({
const [puzzleRun, setPuzzleRun] = useState<PuzzleRunSnapshot | null>(null);
const puzzleRunRef = useRef<PuzzleRunSnapshot | null>(null);
const [isPuzzleLoadingLibrary, setIsPuzzleLoadingLibrary] = useState(false);
const [puzzleShelfError, setPuzzleShelfError] = useState<string | null>(null);
const [puzzleCreationError, setPuzzleCreationError] = useState<string | null>(
null,
);
const [puzzleGenerationState, setPuzzleGenerationState] =
useState<MiniGameDraftGenerationState | null>(null);
const [puzzleFormDraftPayload, setPuzzleFormDraftPayload] =
useState<CreatePuzzleAgentSessionRequest | null>(null);
const [puzzleOnboardingPrompt, setPuzzleOnboardingPrompt] = useState('');
const [puzzleOnboardingPhase, setPuzzleOnboardingPhase] =
useState<PuzzleOnboardingPhase>('input');
const [puzzleOnboardingDraft, setPuzzleOnboardingDraft] =
useState<PuzzleOnboardingDraft | null>(null);
const [puzzleOnboardingError, setPuzzleOnboardingError] = useState<
string | null
>(null);
const [isPuzzleOnboardingSaving, setIsPuzzleOnboardingSaving] =
useState(false);
const [isPuzzleNextLevelGenerating, setIsPuzzleNextLevelGenerating] =
useState(false);
const [isSearchingPublicCode, setIsSearchingPublicCode] = useState(false);
@@ -1295,9 +1471,9 @@ export function PlatformEntryFlowShellImpl({
try {
const worksResponse = await listPuzzleWorks();
setPuzzleWorks(worksResponse.items);
setPuzzleError(null);
setPuzzleShelfError(null);
} catch (error) {
setPuzzleError(
setPuzzleShelfError(
resolvePuzzleErrorMessage(error, '读取拼图作品列表失败。'),
);
} finally {
@@ -1609,6 +1785,106 @@ export function PlatformEntryFlowShellImpl({
[authUi],
);
const savePuzzleOnboardingDraft = useCallback(async () => {
if (!puzzleOnboardingDraft || isPuzzleOnboardingSaving) {
return;
}
setIsPuzzleOnboardingSaving(true);
setPuzzleOnboardingError(null);
try {
const response = await savePuzzleOnboardingWork({
promptText: puzzleOnboardingDraft.promptText,
item: puzzleOnboardingDraft.item,
});
setPuzzleWorks((current) => [response.item, ...current]);
setSelectedPuzzleDetail(null);
setPuzzleRun(null);
setPuzzleOnboardingDraft(null);
setPuzzleOnboardingPrompt('');
setPuzzleOnboardingPhase('input');
platformBootstrap.setPlatformTab('home');
setSelectionStage('platform');
void refreshPuzzleShelf();
} catch (error) {
setPuzzleOnboardingError(
resolvePuzzleErrorMessage(error, '保存新手引导拼图失败。'),
);
} finally {
setIsPuzzleOnboardingSaving(false);
}
}, [
isPuzzleOnboardingSaving,
platformBootstrap,
puzzleOnboardingDraft,
refreshPuzzleShelf,
resolvePuzzleErrorMessage,
setSelectionStage,
]);
const requestPuzzleOnboardingLogin = useCallback(() => {
if (isPuzzleOnboardingSaving) {
return;
}
authUi?.openLoginModal(() => {
void savePuzzleOnboardingDraft();
});
}, [authUi, isPuzzleOnboardingSaving, savePuzzleOnboardingDraft]);
useEffect(() => {
if (
!authUi ||
authUi?.user ||
selectionStage !== 'platform' ||
hasSeenPuzzleOnboarding()
) {
return;
}
setPuzzleOnboardingPhase('input');
setPuzzleOnboardingError(null);
setSelectionStage('puzzle-onboarding');
}, [authUi, authUi?.user, selectionStage, setSelectionStage]);
const submitPuzzleOnboardingPrompt = useCallback(async () => {
const promptText = puzzleOnboardingPrompt.trim();
if (!promptText || puzzleOnboardingPhase === 'generating') {
return;
}
setPuzzleOnboardingPhase('generating');
setPuzzleOnboardingError(null);
try {
const response = await generatePuzzleOnboardingWork({ promptText });
const item: PuzzleWorkSummary = {
...response.item,
levels:
response.item.levels && response.item.levels.length > 0
? response.item.levels
: [response.level],
};
setPuzzleOnboardingDraft({ promptText, item });
setSelectedPuzzleDetail(item);
setPuzzleOnboardingPhase('generated');
markPuzzleOnboardingSeen();
window.setTimeout(() => {
setPuzzleRun(startLocalPuzzleRun(item));
setPuzzleRuntimeReturnStage('platform');
setSelectionStage('puzzle-runtime');
}, PUZZLE_ONBOARDING_GENERATED_DELAY_MS);
} catch (error) {
setPuzzleOnboardingPhase('input');
setPuzzleOnboardingError(
resolvePuzzleErrorMessage(error, '生成新手引导拼图失败。'),
);
}
}, [
puzzleOnboardingPhase,
puzzleOnboardingPrompt,
resolvePuzzleErrorMessage,
setSelectionStage,
]);
const requestDeleteCreationWork = useCallback(
(confirmation: DeleteCreationWorkConfirmation) => {
if (deletingCreationWorkId) {
@@ -1986,8 +2262,14 @@ export function PlatformEntryFlowShellImpl({
enterCreateTab,
setSelectionStage,
onSessionOpened: () => {
sessionController.setCreationTypeError(null);
setPuzzleCreationError(null);
setShowCreationTypeModal(false);
},
onOpenError: ({ errorMessage }) => {
sessionController.setCreationTypeError(errorMessage);
setPuzzleCreationError(errorMessage);
},
onActionComplete: async ({ payload, response, setSession }) => {
setPuzzleOperation(response.operation);
setSession(response.session);
@@ -2167,6 +2449,8 @@ export function PlatformEntryFlowShellImpl({
setPuzzleOperation(null);
setPuzzleGenerationState(null);
setPuzzleFormDraftPayload(null);
sessionController.setCreationTypeError(null);
setPuzzleCreationError(null);
const nextSession = await puzzleFlow.openWorkspace({});
if (nextSession) {
void refreshPuzzleShelf();
@@ -2274,6 +2558,8 @@ export function PlatformEntryFlowShellImpl({
setPuzzleRun(null);
setPuzzleGenerationState(null);
setIsPuzzleNextLevelGenerating(false);
setPuzzleShelfError(null);
setPuzzleCreationError(null);
setPuzzleError(null);
setDeletingCreationWorkId(null);
setClaimingPuzzlePointIncentiveProfileId(null);
@@ -4970,6 +5256,7 @@ export function PlatformEntryFlowShellImpl({
bigFishError ??
match3dError ??
squareHoleError ??
puzzleShelfError ??
puzzleError)
}
onRetry={() => {
@@ -4977,6 +5264,8 @@ export function PlatformEntryFlowShellImpl({
setBigFishError(null);
setMatch3DError(null);
setSquareHoleError(null);
setPuzzleShelfError(null);
setPuzzleCreationError(null);
setPuzzleError(null);
void platformBootstrap.refreshCustomWorldWorks().catch((error) => {
platformBootstrap.setPlatformError(
@@ -4995,6 +5284,7 @@ export function PlatformEntryFlowShellImpl({
bigFishError ??
match3dError ??
squareHoleError ??
puzzleCreationError ??
puzzleError
}
createBusy={
@@ -5926,6 +6216,26 @@ export function PlatformEntryFlowShellImpl({
</motion.div>
)}
{selectionStage === 'puzzle-onboarding' && (
<motion.div
key="puzzle-onboarding"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0 }}
className="fixed inset-0 z-[100]"
>
<PuzzleOnboardingView
prompt={puzzleOnboardingPrompt}
phase={puzzleOnboardingPhase}
error={puzzleOnboardingError}
onPromptChange={setPuzzleOnboardingPrompt}
onSubmit={() => {
void submitPuzzleOnboardingPrompt();
}}
/>
</motion.div>
)}
{selectionStage === 'puzzle-generating' && (
<motion.div
key="puzzle-generating"
@@ -6064,6 +6374,7 @@ export function PlatformEntryFlowShellImpl({
isPuzzleLeaderboardBusy
}
error={puzzleError}
hideBackButton={Boolean(puzzleOnboardingDraft)}
onBack={() => {
setSelectionStage(puzzleRuntimeReturnStage);
}}
@@ -6100,6 +6411,14 @@ export function PlatformEntryFlowShellImpl({
</div>
</div>
) : null}
{puzzleOnboardingDraft &&
puzzleRun?.currentLevel?.status === 'cleared' ? (
<PuzzleOnboardingLoginOverlay
isSaving={isPuzzleOnboardingSaving}
error={puzzleOnboardingError}
onLogin={requestPuzzleOnboardingLogin}
/>
) : null}
</motion.div>
)}
@@ -6345,6 +6664,7 @@ export function PlatformEntryFlowShellImpl({
bigFishError ??
match3dError ??
squareHoleError ??
puzzleCreationError ??
puzzleError ??
sessionController.creationTypeError
}

View File

@@ -11,8 +11,12 @@ test('platform creation types are derived from new work entry config', () => {
const puzzleConfig = NEW_WORK_ENTRY_CONFIG.creationTypes.find(
(item) => item.id === 'puzzle',
);
const match3dConfig = NEW_WORK_ENTRY_CONFIG.creationTypes.find(
(item) => item.id === 'match3d',
);
expect(puzzleConfig).toBeTruthy();
expect(match3dConfig).toBeTruthy();
expect(PLATFORM_CREATION_TYPES).toContainEqual(
expect.objectContaining({
id: 'puzzle',
@@ -23,6 +27,16 @@ test('platform creation types are derived from new work entry config', () => {
hidden: false,
}),
);
expect(PLATFORM_CREATION_TYPES).toContainEqual(
expect.objectContaining({
id: 'match3d',
title: '抓大鹅',
subtitle: '经典消除玩法',
badge: match3dConfig?.badge,
locked: false,
hidden: false,
}),
);
});
test('new work entry config controls visibility and open order', () => {
@@ -30,13 +44,14 @@ test('new work entry config controls visibility and open order', () => {
expect(isPlatformCreationTypeVisible('rpg')).toBe(false);
expect(isPlatformCreationTypeVisible('big-fish')).toBe(false);
expect(isPlatformCreationTypeVisible('match3d')).toBe(false);
expect(isPlatformCreationTypeVisible('match3d')).toBe(true);
expect(visibleIds).not.toContain('rpg');
expect(visibleIds).not.toContain('big-fish');
expect(visibleIds).not.toContain('match3d');
expect(visibleIds).toContain('match3d');
expect(visibleIds[0]).toBe('puzzle');
expect(visibleIds).toEqual([
'puzzle',
'match3d',
'square-hole',
'airp',
'visual-novel',

View File

@@ -31,6 +31,7 @@ export type SelectionStage =
| 'square-hole-runtime'
| 'puzzle-agent-workspace'
| 'puzzle-generating'
| 'puzzle-onboarding'
| 'puzzle-result'
| 'puzzle-gallery-detail'
| 'puzzle-runtime'

View File

@@ -75,6 +75,10 @@ type PlatformCreationAgentFlowControllerOptions<
enterCreateTab: () => void;
setSelectionStage: (stage: SelectionStage) => void;
onSessionOpened?: () => void;
onOpenError?: (params: {
error: unknown;
errorMessage: string;
}) => void;
onActionComplete?: (params: {
payload: TActionPayload;
response: TActionResponse;
@@ -173,9 +177,15 @@ export function usePlatformCreationAgentFlowController<
options.setSelectionStage(options.workspaceStage);
return nextSession;
} catch (caughtError) {
setError(
options.resolveErrorMessage(caughtError, options.errorMessages.open),
const errorMessage = options.resolveErrorMessage(
caughtError,
options.errorMessages.open,
);
setError(errorMessage);
options.onOpenError?.({
error: caughtError,
errorMessage,
});
return null;
} finally {
setIsBusy(false);

View File

@@ -40,6 +40,7 @@ type PuzzleRuntimeShellProps = {
run: PuzzleRunSnapshot | null;
isBusy?: boolean;
error?: string | null;
hideBackButton?: boolean;
onBack: () => void;
onRemodelWork?: (profileId: string) => void | Promise<void>;
onSwapPieces: (payload: SwapPuzzlePiecesRequest) => void;
@@ -306,6 +307,7 @@ export function PuzzleRuntimeShell({
run,
isBusy = false,
error = null,
hideBackButton = false,
onBack,
onRemodelWork,
onSwapPieces,
@@ -1095,7 +1097,10 @@ export function PuzzleRuntimeShell({
type="button"
onClick={handleBackRequest}
aria-label="返回上一页"
className="inline-flex h-11 w-11 items-center justify-center rounded-full bg-black/30 backdrop-blur"
disabled={hideBackButton}
className={`h-11 w-11 items-center justify-center rounded-full bg-black/30 backdrop-blur ${
hideBackButton ? 'invisible pointer-events-none' : 'inline-flex'
}`}
>
<ArrowLeft className="h-4 w-4" />
</button>
@@ -1732,7 +1737,9 @@ export function PuzzleRuntimeShell({
setIsSettingsPanelOpen(false);
onBack();
}}
className="rounded-full bg-amber-200 px-4 py-2 text-sm font-bold text-slate-950 transition hover:bg-amber-100"
className={`rounded-full bg-amber-200 px-4 py-2 text-sm font-bold text-slate-950 transition hover:bg-amber-100 ${
hideBackButton ? 'hidden' : ''
}`}
>
</button>

View File

@@ -1143,6 +1143,10 @@ beforeEach(() => {
window.history.replaceState(null, '', '/');
window.sessionStorage.clear();
window.localStorage.clear();
window.localStorage.setItem(
'genarrative.puzzle-onboarding.first-visit.v1',
'1',
);
vi.mocked(getProfileDashboard).mockResolvedValue({
walletBalance: 0,
totalPlayTimeMs: 0,
@@ -1869,22 +1873,25 @@ beforeEach(() => {
vi.mocked(streamRpgCreationMessage).mockResolvedValue(mockSession);
});
test('create hub hides RPG and Match3D while keeping AIRP and visual novel locked', async () => {
test('create hub hides RPG while keeping Match3D open and future templates locked', async () => {
const user = userEvent.setup();
render(<TestWrapper withAuth />);
await openCreationHub(user);
const match3dButton = screen.getByRole('button', {
name: /.*/u,
});
const airpButton = screen.getByRole('button', { name: /AIRP/u });
const visualNovelButton = screen.getByRole('button', {
name: //u,
});
expect((match3dButton as HTMLButtonElement).disabled).toBe(false);
expect((airpButton as HTMLButtonElement).disabled).toBe(true);
expect((visualNovelButton as HTMLButtonElement).disabled).toBe(true);
expect(screen.queryByRole('button', { name: //u })).toBeNull();
expect(screen.queryByRole('button', { name: //u })).toBeNull();
expect(createRpgCreationSession).not.toHaveBeenCalled();
expect(match3dCreationClient.createSession).not.toHaveBeenCalled();
});
@@ -2841,7 +2848,7 @@ test('puzzle creation timeout exits busy state and shows a readable error', asyn
expect(screen.queryByText(//u)).toBeNull();
});
test('hidden match3d creation card stays closed even when public galleries fail', async () => {
test('visible match3d creation card opens workspace even when public galleries fail', async () => {
const user = userEvent.setup();
const match3dSession = buildMockMatch3DAgentSession();
@@ -2860,10 +2867,14 @@ test('hidden match3d creation card stays closed even when public galleries fail'
await openCreationHub(user);
expect(screen.queryByText('读取作品广场失败')).toBeNull();
expect(screen.queryByText('读取抓大鹅广场失败')).toBeNull();
expect(
screen.queryByRole('button', { name: /.*/u }),
).toBeNull();
expect(match3dCreationClient.createSession).not.toHaveBeenCalled();
await user.click(
screen.getByRole('button', { name: /.*/u }),
);
await waitFor(() => {
expect(match3dCreationClient.createSession).toHaveBeenCalledTimes(1);
});
expect(await screen.findByText('抓大鹅工作区match3d-agent-session-1')).toBeTruthy();
});
test('puzzle draft result back button returns to creation hub', async () => {

View File

@@ -43,7 +43,7 @@ export const NEW_WORK_ENTRY_CONFIG = {
title: '抓大鹅',
subtitle: '经典消除玩法',
badge: '可创建',
visible: false,
visible: true,
open: true,
},
{

View File

@@ -0,0 +1,5 @@
export {
generatePuzzleOnboardingWork,
puzzleOnboardingClient,
savePuzzleOnboardingWork,
} from './puzzleOnboardingClient';

View File

@@ -0,0 +1,62 @@
import type {
PuzzleOnboardingGenerateRequest,
PuzzleOnboardingGenerateResponse,
PuzzleOnboardingSaveRequest,
} from '../../../packages/shared/src/contracts/puzzleOnboarding';
import type { PuzzleWorkMutationResponse } from '../../../packages/shared/src/contracts/puzzleWorkSummary';
import { type ApiRetryOptions, requestJson } from '../apiClient';
const PUZZLE_ONBOARDING_API_BASE = '/api/runtime/puzzle/onboarding';
const PUZZLE_ONBOARDING_WRITE_RETRY: ApiRetryOptions = {
maxRetries: 1,
baseDelayMs: 120,
maxDelayMs: 360,
retryUnsafeMethods: true,
};
/**
* 未登录首次访问生成的临时 1 关拼图,不写入用户作品库。
*/
export async function generatePuzzleOnboardingWork(
payload: PuzzleOnboardingGenerateRequest,
) {
return requestJson<PuzzleOnboardingGenerateResponse>(
`${PUZZLE_ONBOARDING_API_BASE}/generate`,
{
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(payload),
},
'生成新手引导拼图失败',
{
retry: PUZZLE_ONBOARDING_WRITE_RETRY,
skipAuth: true,
skipRefresh: true,
},
);
}
/**
* 登录后把临时拼图保存成当前用户的草稿作品。
*/
export async function savePuzzleOnboardingWork(
payload: PuzzleOnboardingSaveRequest,
) {
return requestJson<PuzzleWorkMutationResponse>(
`${PUZZLE_ONBOARDING_API_BASE}/save`,
{
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(payload),
},
'保存新手引导拼图失败',
{
retry: PUZZLE_ONBOARDING_WRITE_RETRY,
},
);
}
export const puzzleOnboardingClient = {
generate: generatePuzzleOnboardingWork,
save: savePuzzleOnboardingWork,
};