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197
server-node/src/prompts/storyPromptBuilders.ts
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197
server-node/src/prompts/storyPromptBuilders.ts
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type JsonRecord = Record<string, unknown>;
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function readString(value: unknown) {
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return typeof value === 'string' && value.trim() ? value.trim() : null;
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}
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function readNumber(value: unknown, fallback = 0) {
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return typeof value === 'number' && Number.isFinite(value) ? value : fallback;
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}
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function describeWorld(worldType: string) {
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switch (worldType) {
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case 'WUXIA':
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return '边城模板';
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case 'XIANXIA':
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return '灵潮模板';
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case 'CUSTOM':
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return '自定义世界';
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default:
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return worldType || '未知世界';
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}
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}
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function describeCharacter(character: JsonRecord) {
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return [
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`主角:${readString(character.name) ?? '未知角色'}`,
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`称号:${readString(character.title) ?? '未知称号'}`,
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`描述:${readString(character.description) ?? '暂无'}`,
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`性格:${readString(character.personality) ?? '未显式提供'}`,
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].join('\n');
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}
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function describeMonsters(monsters: JsonRecord[]) {
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if (monsters.length <= 0) {
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return '当前敌对目标:无。';
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}
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return [
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'当前敌对目标:',
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...monsters.slice(0, 4).map((monster) => {
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const name = readString(monster.name) ?? readString(monster.id) ?? '未知目标';
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const hp = readNumber(monster.hp);
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const maxHp = Math.max(1, readNumber(monster.maxHp, hp));
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return `- ${name}(生命 ${hp}/${maxHp})`;
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}),
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].join('\n');
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}
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function describeStoryHistory(history: JsonRecord[]) {
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if (history.length <= 0) {
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return '近期剧情:暂无。';
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}
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return [
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'近期剧情:',
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...history.slice(-4).map((moment) => `- ${readString(moment.text) ?? '(空白)'}`),
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].join('\n');
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}
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function describeRequestOptions(options: {
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availableOptions?: Array<Record<string, unknown>>;
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optionCatalog?: Array<Record<string, unknown>>;
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}) {
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const available = options.availableOptions ?? [];
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const catalog = options.optionCatalog ?? [];
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if (available.length > 0) {
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return [
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'固定可选项列表:',
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...available.map((option, index) => {
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const functionId = readString(option.functionId) ?? 'unknown';
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const actionText =
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readString(option.actionText) ??
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readString(option.text) ??
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'未提供文案';
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return `- 第 ${index + 1} 项 / ${functionId}:${actionText}`;
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}),
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'必须保持数量不变,functionId 不变,可以重写 actionText。'.trim(),
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].join('\n');
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}
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if (catalog.length > 0) {
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return [
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'当前局面可调用的交互选项目录:',
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...catalog.map((option, index) => {
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const functionId = readString(option.functionId) ?? 'unknown';
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const actionText =
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readString(option.actionText) ??
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readString(option.text) ??
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'未提供文案';
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return `- 第 ${index + 1} 项 / ${functionId}:${actionText}`;
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}),
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'functionId 只能从上面目录里选择。'.trim(),
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].join('\n');
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}
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return '当前没有固定目录,请根据局势生成合理选项。';
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}
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function hasNpcOptionCatalog(options: {
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availableOptions?: Array<Record<string, unknown>>;
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optionCatalog?: Array<Record<string, unknown>>;
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}) {
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return (options.optionCatalog ?? []).some((option) =>
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(readString(option.functionId) ?? '').startsWith('npc_'),
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);
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}
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function isPostNpcChatReevaluation(params: {
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choice?: string;
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context: JsonRecord;
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requestOptions?: {
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availableOptions?: Array<Record<string, unknown>>;
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optionCatalog?: Array<Record<string, unknown>>;
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};
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}) {
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return (
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readString(params.context.lastFunctionId) === 'npc_chat' &&
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hasNpcOptionCatalog(params.requestOptions ?? {}) &&
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Boolean(readString(params.choice))
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);
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}
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export const SYSTEM_PROMPT = `你是角色扮演 RPG 的剧情推进者,只能返回 JSON 对象,不能输出解释、markdown 或代码块。
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输出格式必须严格符合:
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{
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"storyText": "剧情文本",
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"encounter": null,
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"options": [
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{
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"functionId": "预定义功能ID",
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"actionText": "选项显示文本"
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}
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]
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}
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严格规则:
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- 所有文本必须是中文。
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- 如果提示语给出了固定可选项或可选目录,必须遵守给定的 functionId 范围。
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- storyText 必须直接承接当前场景、最近剧情和玩家刚刚的动作。
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- options 只允许输出 functionId 和 actionText。
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- 如果当前不是“继续推进后下一刻会遇到什么”的场景,encounter 必须保持为 null。`;
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export function buildUserPrompt(params: {
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worldType: string;
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character: JsonRecord;
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monsters: JsonRecord[];
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history: JsonRecord[];
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context: JsonRecord;
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choice?: string;
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requestOptions?: {
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availableOptions?: Array<Record<string, unknown>>;
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optionCatalog?: Array<Record<string, unknown>>;
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};
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}) {
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const sceneName = readString(params.context.sceneName) ?? '当前区域';
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const sceneDescription = readString(params.context.sceneDescription) ?? '暂无场景附加描述。';
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const encounterName = readString(params.context.encounterName);
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const playerHp = readNumber(params.context.playerHp);
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const playerMaxHp = Math.max(1, readNumber(params.context.playerMaxHp, playerHp));
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const playerMana = readNumber(params.context.playerMana);
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const playerMaxMana = Math.max(1, readNumber(params.context.playerMaxMana, playerMana));
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const inBattle = params.context.inBattle === true ? '战斗中' : '非战斗';
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const pendingSceneEncounter =
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params.context.pendingSceneEncounter === true ? '是' : '否';
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const postNpcChatReevaluation = isPostNpcChatReevaluation(params);
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return [
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`世界:${describeWorld(params.worldType)}`,
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`场景:${sceneName}`,
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`场景描述:${sceneDescription}`,
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encounterName ? `当前面前对象:${encounterName}` : null,
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`当前状态:${inBattle}`,
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`玩家生命:${playerHp}/${playerMaxHp}`,
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`玩家灵力:${playerMana}/${playerMaxMana}`,
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`是否需要判断下一刻遭遇:${pendingSceneEncounter}`,
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describeCharacter(params.character),
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describeMonsters(params.monsters),
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describeStoryHistory(params.history),
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params.choice ? `玩家刚刚选择:${params.choice}` : '玩家刚进入当前局面。',
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describeRequestOptions(params.requestOptions ?? {}),
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postNpcChatReevaluation
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? '当前这一步是刚结束一轮 NPC 交谈后,对眼前局势的再次判断。storyText 必须先落出刚才那段聊天带来的态度变化、气氛变化或新暴露的信息,再进入下一步局势。'
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: null,
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postNpcChatReevaluation
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? '如果输出 npc_ 开头的选项,这些 actionText 必须直接承接刚才聊到的话题、关系变化或对方态度,写成此刻自然浮现的回应,不要退回“继续交谈”“请求援手”“看看能交换什么”这类通用模板。'
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: null,
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postNpcChatReevaluation
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? '当前目录只是合法 function 范围,不代表都要出现;只保留此刻真正自然浮现、和刚才聊天结果有关的选项。'
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: null,
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params.context.pendingSceneEncounter === true
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? '如果这一轮明确是在判断继续推进后下一刻会遇到什么,可以填写 encounter;否则 encounter 必须为 null。'
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: '当前这一步不是新的遭遇生成流程,encounter 必须为 null。',
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]
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.filter(Boolean)
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.join('\n\n');
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}
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