refactor: split runtime story compat modules
This commit is contained in:
File diff suppressed because it is too large
Load Diff
1993
server-rs/crates/api-server/src/runtime_story/compat.rs
Normal file
1993
server-rs/crates/api-server/src/runtime_story/compat.rs
Normal file
File diff suppressed because it is too large
Load Diff
358
server-rs/crates/api-server/src/runtime_story/compat/ai.rs
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358
server-rs/crates/api-server/src/runtime_story/compat/ai.rs
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@@ -0,0 +1,358 @@
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use super::*;
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pub(super) async fn build_runtime_story_ai_response(
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state: &AppState,
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payload: RuntimeStoryAiRequest,
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initial: bool,
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) -> RuntimeStoryAiResponse {
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let options = build_ai_response_options(&payload);
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let fallback = build_ai_fallback_story_text(&payload, initial);
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let story_text = generate_ai_story_text(state, &payload, initial)
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.await
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.filter(|text| !text.trim().is_empty())
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.unwrap_or(fallback);
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RuntimeStoryAiResponse {
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story_text,
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options,
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encounter: None,
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}
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}
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pub(super) async fn generate_ai_story_text(
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state: &AppState,
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payload: &RuntimeStoryAiRequest,
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initial: bool,
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) -> Option<String> {
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let llm_client = state.llm_client()?;
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let system_prompt = if initial {
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"你是游戏运行时剧情导演。请用中文输出一段可直接展示给玩家的开局剧情,不要输出 JSON。"
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} else {
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"你是游戏运行时剧情导演。请用中文根据玩家选择续写一段剧情,不要输出 JSON。"
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};
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let user_prompt = json!({
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"worldType": payload.world_type,
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"character": payload.character,
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"monsters": payload.monsters,
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"history": payload.history,
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"choice": payload.choice,
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"context": payload.context,
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"availableOptions": payload.request_options.available_options,
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})
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.to_string();
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let mut request = LlmTextRequest::new(vec![
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LlmMessage::system(system_prompt),
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LlmMessage::user(user_prompt),
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]);
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request.max_tokens = Some(700);
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llm_client
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.request_text(request)
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.await
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.ok()
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.map(|response| response.content.trim().to_string())
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.filter(|text| !text.is_empty())
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}
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pub(super) async fn generate_action_story_payload(
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state: &AppState,
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game_state: &Value,
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request: &RuntimeStoryActionRequest,
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function_id: &str,
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action_text: &str,
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result_text: &str,
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options: &[RuntimeStoryOptionView],
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battle: Option<&RuntimeBattlePresentation>,
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) -> Option<GeneratedStoryPayload> {
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let llm_client = state.llm_client()?;
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// 动作结算仍由确定性规则完成;LLM 只负责把已结算结果改写为可展示文本,失败时不影响主链。
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if function_id == "npc_chat" || function_id == "story_opening_camp_dialogue" {
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return generate_npc_dialogue_payload(
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llm_client,
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game_state,
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request,
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action_text,
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result_text,
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options,
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)
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.await;
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}
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if should_generate_reasoned_combat_story(battle) {
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return generate_reasoned_story_payload(
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llm_client,
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game_state,
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request,
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action_text,
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result_text,
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options,
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battle,
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)
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.await;
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}
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None
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}
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pub(super) async fn generate_npc_dialogue_payload(
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llm_client: &LlmClient,
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game_state: &Value,
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request: &RuntimeStoryActionRequest,
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action_text: &str,
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result_text: &str,
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deferred_options: &[RuntimeStoryOptionView],
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) -> Option<GeneratedStoryPayload> {
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let world_type = current_world_type(game_state)?;
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let character = read_object_field(game_state, "playerCharacter")?.clone();
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let encounter = read_object_field(game_state, "currentEncounter")?;
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if read_required_string_field(encounter, "kind").as_deref() != Some("npc") {
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return None;
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}
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let npc_name = read_optional_string_field(encounter, "npcName")
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.or_else(|| read_optional_string_field(encounter, "name"))
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.unwrap_or_else(|| "对方".to_string());
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let user_prompt = json!({
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"worldType": world_type,
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"character": character,
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"encounter": encounter,
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"monsters": read_array_field(game_state, "sceneHostileNpcs").into_iter().cloned().collect::<Vec<_>>(),
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"history": build_action_story_history(game_state, action_text, result_text),
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"context": build_action_story_prompt_context(game_state, None),
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"topic": action_text,
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"resultSummary": result_text,
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"requestedOption": request.action.payload,
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"availableOptions": build_action_prompt_options(deferred_options),
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})
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.to_string();
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let mut llm_request = LlmTextRequest::new(vec![
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LlmMessage::system(
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"你是游戏运行时 NPC 对话导演。只输出中文正文,不要输出 JSON、Markdown 或规则说明;不要新增系统尚未结算的奖励、任务结果或战斗结果。",
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),
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LlmMessage::user(format!(
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"请基于以下运行时状态,把玩家这一轮选择改写成 2 到 5 行可直接展示的 NPC 对话。可以使用“你:”和“{npc_name}:”格式,必须保留既有结算含义。\n{user_prompt}"
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)),
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]);
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llm_request.max_tokens = Some(700);
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let dialogue_text = llm_client
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.request_text(llm_request)
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.await
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.ok()
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.map(|response| response.content.trim().to_string())
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.filter(|text| !text.is_empty())?;
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let presentation_options = vec![build_continue_adventure_runtime_story_option()];
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let saved_current_story =
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build_dialogue_current_story(npc_name.as_str(), dialogue_text.as_str(), deferred_options);
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Some(GeneratedStoryPayload {
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story_text: dialogue_text.clone(),
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history_result_text: dialogue_text,
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presentation_options,
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saved_current_story,
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})
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}
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pub(super) async fn generate_reasoned_story_payload(
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llm_client: &LlmClient,
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game_state: &Value,
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request: &RuntimeStoryActionRequest,
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action_text: &str,
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result_text: &str,
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options: &[RuntimeStoryOptionView],
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battle: Option<&RuntimeBattlePresentation>,
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) -> Option<GeneratedStoryPayload> {
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let world_type = current_world_type(game_state)?;
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let character = read_object_field(game_state, "playerCharacter")?.clone();
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let user_prompt = json!({
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"worldType": world_type,
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"character": character,
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"monsters": read_array_field(game_state, "sceneHostileNpcs").into_iter().cloned().collect::<Vec<_>>(),
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"history": build_action_story_history(game_state, action_text, result_text),
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"context": build_action_story_prompt_context(game_state, battle),
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"choice": action_text,
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"resultSummary": result_text,
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"requestedOption": request.action.payload,
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"availableOptions": build_action_prompt_options(options),
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})
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.to_string();
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let mut llm_request = LlmTextRequest::new(vec![
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LlmMessage::system(
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"你是游戏运行时剧情导演。只输出中文剧情正文,不要输出 JSON、Markdown 或规则说明;必须尊重已结算的战斗 outcome、伤害和状态,不要发明额外奖励。",
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),
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LlmMessage::user(format!(
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"请基于以下运行时状态,为这一轮战斗结算生成一段 120 字以内的结果叙事,并自然引出下一组选项。\n{user_prompt}"
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)),
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]);
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llm_request.max_tokens = Some(700);
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let story_text = llm_client
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.request_text(llm_request)
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.await
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.ok()
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.map(|response| response.content.trim().to_string())
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.filter(|text| !text.is_empty())?;
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Some(GeneratedStoryPayload {
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story_text: story_text.clone(),
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history_result_text: story_text.clone(),
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presentation_options: options.to_vec(),
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saved_current_story: build_legacy_current_story(story_text.as_str(), options),
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})
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}
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pub(super) fn should_generate_reasoned_combat_story(
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battle: Option<&RuntimeBattlePresentation>,
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) -> bool {
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battle
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.and_then(|presentation| presentation.outcome.as_deref())
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.is_some_and(|outcome| matches!(outcome, "victory" | "spar_complete" | "escaped"))
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}
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pub(super) fn build_action_story_history(
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game_state: &Value,
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action_text: &str,
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result_text: &str,
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) -> Vec<Value> {
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let mut history = read_array_field(game_state, "storyHistory")
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.into_iter()
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.filter_map(|entry| {
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let text = read_optional_string_field(entry, "text")?;
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let history_role = read_optional_string_field(entry, "historyRole")
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.unwrap_or_else(|| "result".to_string());
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Some(json!({
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"text": text,
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"historyRole": history_role,
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}))
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})
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.collect::<Vec<_>>();
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history.push(json!({
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"text": action_text,
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"historyRole": "action",
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}));
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history.push(json!({
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"text": result_text,
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"historyRole": "result",
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}));
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let keep_from = history.len().saturating_sub(12);
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history.into_iter().skip(keep_from).collect()
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}
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pub(super) fn build_action_story_prompt_context(
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game_state: &Value,
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battle: Option<&RuntimeBattlePresentation>,
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) -> Value {
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let scene_preset = read_object_field(game_state, "currentScenePreset");
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let battle_value = battle
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.and_then(|presentation| serde_json::to_value(presentation).ok())
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.unwrap_or(Value::Null);
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json!({
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"sceneName": scene_preset
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.and_then(|scene| read_optional_string_field(scene, "name"))
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.or_else(|| read_optional_string_field(game_state, "currentScene"))
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.unwrap_or_else(|| "当前区域".to_string()),
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"sceneDescription": scene_preset
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.and_then(|scene| read_optional_string_field(scene, "description"))
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.or_else(|| read_optional_string_field(game_state, "sceneDescription"))
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.unwrap_or_else(|| "周围气氛仍在继续变化。".to_string()),
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"encounterName": read_object_field(game_state, "currentEncounter")
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.and_then(|encounter| {
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read_optional_string_field(encounter, "npcName")
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.or_else(|| read_optional_string_field(encounter, "name"))
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}),
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"encounterId": current_encounter_id(game_state),
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"playerHp": read_i32_field(game_state, "playerHp").unwrap_or(0),
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"playerMaxHp": read_i32_field(game_state, "playerMaxHp").unwrap_or(1),
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"playerMana": read_i32_field(game_state, "playerMana").unwrap_or(0),
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"playerMaxMana": read_i32_field(game_state, "playerMaxMana").unwrap_or(1),
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"inBattle": read_bool_field(game_state, "inBattle").unwrap_or(false),
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"currentNpcBattleOutcome": read_optional_string_field(game_state, "currentNpcBattleOutcome"),
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"battle": battle_value,
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})
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}
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pub(super) fn build_action_prompt_options(options: &[RuntimeStoryOptionView]) -> Vec<Value> {
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options
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.iter()
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.filter(|option| !option.disabled.unwrap_or(false))
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.map(|option| {
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json!({
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"functionId": option.function_id,
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"actionText": option.action_text,
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"text": option.action_text,
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})
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})
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.collect()
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}
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pub(super) fn build_ai_response_options(payload: &RuntimeStoryAiRequest) -> Vec<Value> {
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let source = if payload.request_options.available_options.is_empty() {
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&payload.request_options.option_catalog
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} else {
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&payload.request_options.available_options
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};
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let options = source
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.iter()
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.filter_map(normalize_ai_story_option)
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.collect::<Vec<_>>();
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if !options.is_empty() {
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return options;
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}
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vec![
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build_ai_story_option_value("idle_observe_signs", "观察周围迹象"),
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build_ai_story_option_value("idle_explore_forward", "继续向前探索"),
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build_ai_story_option_value("idle_rest_focus", "原地调息"),
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]
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}
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pub(super) fn normalize_ai_story_option(value: &Value) -> Option<Value> {
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let function_id = read_required_string_field(value, "functionId")?;
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let action_text = read_required_string_field(value, "actionText")
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.or_else(|| read_required_string_field(value, "text"))
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.unwrap_or_else(|| function_id.clone());
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let mut option = value.as_object()?.clone();
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option.insert("functionId".to_string(), Value::String(function_id));
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option.insert("actionText".to_string(), Value::String(action_text.clone()));
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option
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.entry("text".to_string())
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.or_insert_with(|| Value::String(action_text));
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Some(Value::Object(option))
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}
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pub(super) fn build_ai_story_option_value(function_id: &str, action_text: &str) -> Value {
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json!({
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"functionId": function_id,
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"actionText": action_text,
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"text": action_text,
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"visuals": {
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"playerAnimation": "idle",
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"playerMoveMeters": 0,
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"playerOffsetY": 0,
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"playerFacing": "right",
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"scrollWorld": false,
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"monsterChanges": []
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}
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})
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}
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pub(super) fn build_ai_fallback_story_text(
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payload: &RuntimeStoryAiRequest,
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initial: bool,
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) -> String {
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let character_name =
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read_optional_string_field(&payload.character, "name").unwrap_or_else(|| "你".to_string());
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let scene_name = read_optional_string_field(&payload.context, "sceneName")
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.or_else(|| read_optional_string_field(&payload.context, "scene"))
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.unwrap_or_else(|| "当前区域".to_string());
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if initial {
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return format!(
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"{character_name} 在 {scene_name} 稳住脚步,周围的气息正在变化,第一轮选择已经摆到眼前。"
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);
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}
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let choice = normalize_required_string(payload.choice.as_str())
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.unwrap_or_else(|| "继续推进".to_string());
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format!("{character_name} 选择了「{choice}」,{scene_name} 的局势随之向下一步展开。")
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}
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616
server-rs/crates/api-server/src/runtime_story/compat/battle.rs
Normal file
616
server-rs/crates/api-server/src/runtime_story/compat/battle.rs
Normal file
@@ -0,0 +1,616 @@
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use super::*;
|
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|
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/// 兼容桥里的战斗动作仍走快照态,因此把每回合需要写回的字段先收口到这里,
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/// 避免技能、物品、旧 battle_* 分支继续把状态更新散落在各处。
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pub(super) struct BattleActionPlan {
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pub(super) action_text: String,
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pub(super) result_text: String,
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pub(super) damage_dealt: i32,
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pub(super) damage_taken: i32,
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pub(super) heal: i32,
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pub(super) mana_restore: i32,
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pub(super) mana_cost: i32,
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pub(super) cooldown_tick_turns: i32,
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pub(super) cooldown_bonus_turns: i32,
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pub(super) applied_skill_cooldown: Option<(String, i32)>,
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pub(super) build_buffs: Vec<Value>,
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pub(super) consumed_item_id: Option<String>,
|
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}
|
||||
|
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struct BattleSkillView {
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id: String,
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name: String,
|
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damage: i32,
|
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mana_cost: i32,
|
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cooldown_turns: i32,
|
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build_buffs: Vec<Value>,
|
||||
}
|
||||
|
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struct BattleInventoryUseProfile {
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hp_restore: i32,
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mana_restore: i32,
|
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cooldown_reduction: i32,
|
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build_buffs: Vec<Value>,
|
||||
}
|
||||
|
||||
struct BattleInventoryItemView {
|
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id: String,
|
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name: String,
|
||||
quantity: i32,
|
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use_profile: Option<BattleInventoryUseProfile>,
|
||||
}
|
||||
|
||||
pub(super) fn restore_player_resource(game_state: &mut Value, hp_restore: i32, mana_restore: i32) {
|
||||
let max_hp = read_i32_field(game_state, "playerMaxHp")
|
||||
.unwrap_or(1)
|
||||
.max(1);
|
||||
let max_mana = read_i32_field(game_state, "playerMaxMana")
|
||||
.unwrap_or(0)
|
||||
.max(0);
|
||||
let hp = read_i32_field(game_state, "playerHp").unwrap_or(max_hp);
|
||||
let mana = read_i32_field(game_state, "playerMana").unwrap_or(max_mana);
|
||||
write_i32_field(game_state, "playerHp", (hp + hp_restore).clamp(0, max_hp));
|
||||
write_i32_field(
|
||||
game_state,
|
||||
"playerMana",
|
||||
(mana + mana_restore).clamp(0, max_mana),
|
||||
);
|
||||
}
|
||||
|
||||
pub(super) fn spend_player_mana(game_state: &mut Value, mana_cost: i32) {
|
||||
if mana_cost <= 0 {
|
||||
return;
|
||||
}
|
||||
let mana = read_i32_field(game_state, "playerMana").unwrap_or(0);
|
||||
write_i32_field(game_state, "playerMana", (mana - mana_cost).max(0));
|
||||
}
|
||||
|
||||
pub(super) fn apply_player_damage(game_state: &mut Value, damage: i32) {
|
||||
if damage <= 0 {
|
||||
return;
|
||||
}
|
||||
let hp = read_i32_field(game_state, "playerHp").unwrap_or(1);
|
||||
write_i32_field(game_state, "playerHp", (hp - damage).max(1));
|
||||
}
|
||||
|
||||
pub(super) fn apply_target_damage(game_state: &mut Value, damage: i32) -> i32 {
|
||||
let target_hp = read_object_field(game_state, "currentEncounter")
|
||||
.and_then(|encounter| {
|
||||
read_i32_field(encounter, "hp")
|
||||
.or_else(|| read_i32_field(encounter, "currentHp"))
|
||||
.or_else(|| read_i32_field(encounter, "targetHp"))
|
||||
})
|
||||
.or_else(|| {
|
||||
read_array_field(game_state, "sceneHostileNpcs")
|
||||
.first()
|
||||
.and_then(|target| read_i32_field(target, "hp"))
|
||||
})
|
||||
.unwrap_or(24);
|
||||
let next_hp = target_hp - damage.max(0);
|
||||
write_current_encounter_i32_field(game_state, "hp", next_hp);
|
||||
write_first_hostile_npc_i32_field(game_state, "hp", next_hp);
|
||||
|
||||
next_hp
|
||||
}
|
||||
|
||||
fn read_player_skills(game_state: &Value) -> Vec<BattleSkillView> {
|
||||
read_field(game_state, "playerCharacter")
|
||||
.map(|character| read_array_field(character, "skills"))
|
||||
.unwrap_or_default()
|
||||
.into_iter()
|
||||
.filter_map(|entry| {
|
||||
let id = read_optional_string_field(entry, "id")?;
|
||||
let name = read_optional_string_field(entry, "name").unwrap_or_else(|| id.clone());
|
||||
Some(BattleSkillView {
|
||||
id,
|
||||
name,
|
||||
damage: read_i32_field(entry, "damage").unwrap_or(14).max(0),
|
||||
mana_cost: read_i32_field(entry, "manaCost").unwrap_or(0).max(0),
|
||||
cooldown_turns: read_i32_field(entry, "cooldownTurns").unwrap_or(0).max(0),
|
||||
build_buffs: read_array_field(entry, "buildBuffs")
|
||||
.into_iter()
|
||||
.cloned()
|
||||
.collect(),
|
||||
})
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
|
||||
fn find_player_skill_by_id(game_state: &Value, skill_id: &str) -> Option<BattleSkillView> {
|
||||
read_player_skills(game_state)
|
||||
.into_iter()
|
||||
.find(|skill| skill.id == skill_id)
|
||||
}
|
||||
|
||||
pub(super) fn read_player_skill_cooldowns(
|
||||
game_state: &Value,
|
||||
) -> std::collections::BTreeMap<String, i32> {
|
||||
read_object_field(game_state, "playerSkillCooldowns")
|
||||
.and_then(Value::as_object)
|
||||
.map(|cooldowns| {
|
||||
cooldowns
|
||||
.iter()
|
||||
.map(|(skill_id, turns)| {
|
||||
(
|
||||
skill_id.clone(),
|
||||
turns
|
||||
.as_i64()
|
||||
.and_then(|value| i32::try_from(value).ok())
|
||||
.unwrap_or(0)
|
||||
.max(0),
|
||||
)
|
||||
})
|
||||
.collect()
|
||||
})
|
||||
.unwrap_or_default()
|
||||
}
|
||||
|
||||
pub(super) fn tick_player_skill_cooldowns(game_state: &mut Value, turns: i32) {
|
||||
if turns <= 0 {
|
||||
return;
|
||||
}
|
||||
let root = ensure_json_object(game_state);
|
||||
let cooldowns = root
|
||||
.entry("playerSkillCooldowns".to_string())
|
||||
.or_insert_with(|| Value::Object(Map::new()));
|
||||
if !cooldowns.is_object() {
|
||||
*cooldowns = Value::Object(Map::new());
|
||||
}
|
||||
let cooldowns = cooldowns
|
||||
.as_object_mut()
|
||||
.expect("playerSkillCooldowns should be object");
|
||||
for value in cooldowns.values_mut() {
|
||||
let current = value
|
||||
.as_i64()
|
||||
.and_then(|number| i32::try_from(number).ok())
|
||||
.unwrap_or(0);
|
||||
*value = json!((current - turns).max(0));
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn reduce_player_skill_cooldowns(game_state: &mut Value, turns: i32) {
|
||||
if turns <= 0 {
|
||||
return;
|
||||
}
|
||||
tick_player_skill_cooldowns(game_state, turns);
|
||||
}
|
||||
|
||||
pub(super) fn set_player_skill_cooldown(game_state: &mut Value, skill_id: &str, turns: i32) {
|
||||
let root = ensure_json_object(game_state);
|
||||
let cooldowns = root
|
||||
.entry("playerSkillCooldowns".to_string())
|
||||
.or_insert_with(|| Value::Object(Map::new()));
|
||||
if !cooldowns.is_object() {
|
||||
*cooldowns = Value::Object(Map::new());
|
||||
}
|
||||
cooldowns
|
||||
.as_object_mut()
|
||||
.expect("playerSkillCooldowns should be object")
|
||||
.insert(skill_id.to_string(), json!(turns.max(0)));
|
||||
}
|
||||
|
||||
fn read_player_inventory_items(game_state: &Value) -> Vec<BattleInventoryItemView> {
|
||||
read_array_field(game_state, "playerInventory")
|
||||
.into_iter()
|
||||
.filter_map(|entry| {
|
||||
let id = read_optional_string_field(entry, "id")?;
|
||||
let name = read_optional_string_field(entry, "name").unwrap_or_else(|| id.clone());
|
||||
let use_profile =
|
||||
read_field(entry, "useProfile").map(|profile| BattleInventoryUseProfile {
|
||||
hp_restore: read_i32_field(profile, "hpRestore").unwrap_or(0).max(0),
|
||||
mana_restore: read_i32_field(profile, "manaRestore").unwrap_or(0).max(0),
|
||||
cooldown_reduction: read_i32_field(profile, "cooldownReduction")
|
||||
.unwrap_or(0)
|
||||
.max(0),
|
||||
build_buffs: read_array_field(profile, "buildBuffs")
|
||||
.into_iter()
|
||||
.cloned()
|
||||
.collect(),
|
||||
});
|
||||
Some(BattleInventoryItemView {
|
||||
id,
|
||||
name,
|
||||
quantity: read_i32_field(entry, "quantity").unwrap_or(0).max(0),
|
||||
use_profile,
|
||||
})
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
|
||||
fn find_player_inventory_item(game_state: &Value, item_id: &str) -> Option<BattleInventoryItemView> {
|
||||
read_player_inventory_items(game_state)
|
||||
.into_iter()
|
||||
.find(|item| item.id == item_id)
|
||||
}
|
||||
|
||||
pub(super) fn battle_victory_experience_reward(game_state: &Value) -> i32 {
|
||||
let hostile = read_array_field(game_state, "sceneHostileNpcs")
|
||||
.first()
|
||||
.copied()
|
||||
.or_else(|| read_field(game_state, "currentEncounter"));
|
||||
let explicit_reward = hostile
|
||||
.and_then(|entry| read_i32_field(entry, "experienceReward"))
|
||||
.unwrap_or(0)
|
||||
.max(0);
|
||||
if explicit_reward > 0 {
|
||||
return explicit_reward;
|
||||
}
|
||||
let level = hostile
|
||||
.and_then(|entry| read_field(entry, "levelProfile"))
|
||||
.and_then(|profile| read_i32_field(profile, "level"))
|
||||
.unwrap_or(1)
|
||||
.max(1);
|
||||
12 + 6 * (level - 1)
|
||||
}
|
||||
|
||||
fn battle_action_numbers(
|
||||
function_id: &str,
|
||||
) -> (i32, i32, i32, i32, i32, &'static str, &'static str) {
|
||||
match function_id {
|
||||
"battle_recover_breath" => (
|
||||
0,
|
||||
0,
|
||||
8,
|
||||
6,
|
||||
0,
|
||||
"恢复",
|
||||
"你先稳住呼吸,把状态从危险边缘拉回一点。",
|
||||
),
|
||||
"battle_use_skill" => (
|
||||
14,
|
||||
4,
|
||||
0,
|
||||
0,
|
||||
4,
|
||||
"施放技能",
|
||||
"你调动灵力打出一记更重的攻势,同时也承受了对方的反扑。",
|
||||
),
|
||||
"battle_all_in_crush" => (
|
||||
22,
|
||||
8,
|
||||
0,
|
||||
0,
|
||||
6,
|
||||
"全力压制",
|
||||
"你把这一轮节奏全部压上去,试图用最强硬的方式打穿对方防线。",
|
||||
),
|
||||
"battle_feint_step" => (
|
||||
6,
|
||||
2,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
"佯攻换位",
|
||||
"你用一次短促佯攻换开角度,虽然伤害有限,但避开了更重的反击。",
|
||||
),
|
||||
"battle_finisher_window" => (
|
||||
18,
|
||||
3,
|
||||
0,
|
||||
0,
|
||||
3,
|
||||
"抓住终结窗口",
|
||||
"你抓住破绽打出决定性的一击,战斗天平明显向你倾斜。",
|
||||
),
|
||||
"battle_guard_break" => (
|
||||
12,
|
||||
5,
|
||||
0,
|
||||
0,
|
||||
2,
|
||||
"破开防守",
|
||||
"你顶住压力破开对方防守,为后续行动争到更直接的窗口。",
|
||||
),
|
||||
"battle_probe_pressure" => (
|
||||
5,
|
||||
1,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
"试探压迫",
|
||||
"你没有贸然压上,而是用轻攻测试对方反应。",
|
||||
),
|
||||
_ => (
|
||||
10,
|
||||
4,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
"普通攻击",
|
||||
"你抓住当前窗口打出一记直接攻击,对方也立刻做出反击。",
|
||||
),
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn build_battle_action_plan(
|
||||
game_state: &Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
function_id: &str,
|
||||
) -> Result<BattleActionPlan, String> {
|
||||
if function_id == "battle_use_skill" {
|
||||
return build_skill_battle_action_plan(game_state, request);
|
||||
}
|
||||
if function_id == "inventory_use" {
|
||||
return build_inventory_use_battle_action_plan(game_state, request);
|
||||
}
|
||||
|
||||
let (damage_dealt, damage_taken, heal, mana_restore, mana_cost, action_text, result_text) =
|
||||
battle_action_numbers(function_id);
|
||||
Ok(BattleActionPlan {
|
||||
action_text: action_text.to_string(),
|
||||
result_text: result_text.to_string(),
|
||||
damage_dealt,
|
||||
damage_taken,
|
||||
heal,
|
||||
mana_restore,
|
||||
mana_cost,
|
||||
cooldown_tick_turns: 1,
|
||||
cooldown_bonus_turns: 0,
|
||||
applied_skill_cooldown: None,
|
||||
build_buffs: Vec::new(),
|
||||
consumed_item_id: None,
|
||||
})
|
||||
}
|
||||
|
||||
fn build_skill_battle_action_plan(
|
||||
game_state: &Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<BattleActionPlan, String> {
|
||||
let payload = request
|
||||
.action
|
||||
.payload
|
||||
.as_ref()
|
||||
.ok_or_else(|| "battle_use_skill 缺少 skillId".to_string())?;
|
||||
let skill_id = read_optional_string_field(payload, "skillId")
|
||||
.ok_or_else(|| "battle_use_skill 缺少 skillId".to_string())?;
|
||||
let skill = find_player_skill_by_id(game_state, skill_id.as_str())
|
||||
.ok_or_else(|| format!("未找到技能:{skill_id}"))?;
|
||||
let cooldowns = read_player_skill_cooldowns(game_state);
|
||||
if cooldowns.get(skill_id.as_str()).copied().unwrap_or(0) > 0 {
|
||||
return Err(format!("{} 仍在冷却中", skill.name));
|
||||
}
|
||||
if skill.mana_cost > read_i32_field(game_state, "playerMana").unwrap_or(0) {
|
||||
return Err("当前灵力不足,无法执行这个战斗动作".to_string());
|
||||
}
|
||||
|
||||
Ok(BattleActionPlan {
|
||||
action_text: skill.name.clone(),
|
||||
result_text: format!("{} 命中了敌人,这一轮技能效果已经直接结算。", skill.name),
|
||||
damage_dealt: skill.damage.max(1),
|
||||
damage_taken: 4,
|
||||
heal: 0,
|
||||
mana_restore: 0,
|
||||
mana_cost: skill.mana_cost.max(0),
|
||||
cooldown_tick_turns: 1,
|
||||
cooldown_bonus_turns: 0,
|
||||
applied_skill_cooldown: Some((skill.id, skill.cooldown_turns.max(0))),
|
||||
build_buffs: skill.build_buffs,
|
||||
consumed_item_id: None,
|
||||
})
|
||||
}
|
||||
|
||||
fn build_inventory_use_battle_action_plan(
|
||||
game_state: &Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<BattleActionPlan, String> {
|
||||
let payload = request
|
||||
.action
|
||||
.payload
|
||||
.as_ref()
|
||||
.ok_or_else(|| "inventory_use 缺少 itemId".to_string())?;
|
||||
let item_id = read_optional_string_field(payload, "itemId")
|
||||
.ok_or_else(|| "inventory_use 缺少 itemId".to_string())?;
|
||||
let item = find_player_inventory_item(game_state, item_id.as_str())
|
||||
.ok_or_else(|| "未找到可用于战斗结算的物品".to_string())?;
|
||||
if item.quantity <= 0 {
|
||||
return Err("未找到可用于战斗结算的物品".to_string());
|
||||
}
|
||||
if item.use_profile.is_none() {
|
||||
return Err(format!("{} 当前没有可直接结算的战斗效果", item.name));
|
||||
}
|
||||
let effect = item.use_profile.expect("use_profile should exist");
|
||||
if effect.hp_restore <= 0
|
||||
&& effect.mana_restore <= 0
|
||||
&& effect.cooldown_reduction <= 0
|
||||
&& effect.build_buffs.is_empty()
|
||||
{
|
||||
return Err(format!("{} 当前没有可直接结算的战斗效果", item.name));
|
||||
}
|
||||
|
||||
Ok(BattleActionPlan {
|
||||
action_text: format!("使用{}", item.name),
|
||||
result_text: format!("你立刻用下{},当前回合的物品效果已经生效。", item.name),
|
||||
damage_dealt: 0,
|
||||
damage_taken: 8,
|
||||
heal: effect.hp_restore.max(0),
|
||||
mana_restore: effect.mana_restore.max(0),
|
||||
mana_cost: 0,
|
||||
cooldown_tick_turns: 1,
|
||||
cooldown_bonus_turns: effect.cooldown_reduction.max(0),
|
||||
applied_skill_cooldown: None,
|
||||
build_buffs: effect.build_buffs,
|
||||
consumed_item_id: Some(item.id),
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn battle_action_toast(
|
||||
function_id: &str,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Option<String> {
|
||||
if function_id != "inventory_use" {
|
||||
return None;
|
||||
}
|
||||
let item_name = request
|
||||
.action
|
||||
.payload
|
||||
.as_ref()
|
||||
.and_then(|payload| read_optional_string_field(payload, "itemId"));
|
||||
item_name.map(|_| "Build 增益已写回当前快照".to_string())
|
||||
}
|
||||
|
||||
pub(super) fn build_battle_runtime_story_options(game_state: &Value) -> Vec<RuntimeStoryOptionView> {
|
||||
let mut options = vec![
|
||||
RuntimeStoryOptionView {
|
||||
detail_text: Some(build_basic_attack_detail_text(game_state)),
|
||||
..build_static_runtime_story_option("battle_attack_basic", "普通攻击", "combat")
|
||||
},
|
||||
RuntimeStoryOptionView {
|
||||
detail_text: Some("回血 12 / 回蓝 9 / 冷却 -1".to_string()),
|
||||
..build_static_runtime_story_option("battle_recover_breath", "恢复", "combat")
|
||||
},
|
||||
];
|
||||
|
||||
let preferred_item = pick_preferred_battle_inventory_item(game_state);
|
||||
if let Some(item) = preferred_item {
|
||||
let effect = item
|
||||
.use_profile
|
||||
.expect("preferred battle item must have use profile");
|
||||
options.push(build_runtime_story_option_with_payload(
|
||||
"inventory_use",
|
||||
&format!("使用物品:{}", item.name),
|
||||
"combat",
|
||||
Some(build_battle_item_summary(&effect)),
|
||||
json!({
|
||||
"itemId": item.id
|
||||
}),
|
||||
));
|
||||
} else {
|
||||
options.push(build_disabled_runtime_story_option(
|
||||
"inventory_use",
|
||||
"使用物品",
|
||||
"combat",
|
||||
Some("当前没有可直接结算的战斗消耗品".to_string()),
|
||||
"暂无可用物品",
|
||||
None,
|
||||
));
|
||||
}
|
||||
|
||||
options.extend(build_battle_skill_runtime_story_options(game_state));
|
||||
options.push(build_static_runtime_story_option(
|
||||
"battle_escape_breakout",
|
||||
"强行脱离战斗",
|
||||
"combat",
|
||||
));
|
||||
options
|
||||
}
|
||||
|
||||
fn build_basic_attack_detail_text(game_state: &Value) -> String {
|
||||
let strength = read_field(game_state, "playerCharacter")
|
||||
.and_then(|character| read_field(character, "attributes"))
|
||||
.and_then(|attributes| read_i32_field(attributes, "strength"))
|
||||
.unwrap_or(8);
|
||||
let agility = read_field(game_state, "playerCharacter")
|
||||
.and_then(|character| read_field(character, "attributes"))
|
||||
.and_then(|attributes| read_i32_field(attributes, "agility"))
|
||||
.unwrap_or(0);
|
||||
let preview_damage = ((strength * 85 + agility * 45) / 100).max(8);
|
||||
format!("不耗蓝 / 伤害 {preview_damage}")
|
||||
}
|
||||
|
||||
fn build_battle_skill_runtime_story_options(game_state: &Value) -> Vec<RuntimeStoryOptionView> {
|
||||
let cooldowns = read_player_skill_cooldowns(game_state);
|
||||
let player_mana = read_i32_field(game_state, "playerMana").unwrap_or(0);
|
||||
read_player_skills(game_state)
|
||||
.into_iter()
|
||||
.map(|skill| {
|
||||
let detail_text = Some(format!(
|
||||
"耗蓝 {} / 伤害 {} / 冷却 {}",
|
||||
skill.mana_cost.max(0),
|
||||
skill.damage.max(0),
|
||||
skill.cooldown_turns.max(0)
|
||||
));
|
||||
let payload = Some(json!({
|
||||
"skillId": skill.id
|
||||
}));
|
||||
let remaining_cooldown = cooldowns.get(skill.id.as_str()).copied().unwrap_or(0);
|
||||
if remaining_cooldown > 0 {
|
||||
return build_disabled_runtime_story_option(
|
||||
"battle_use_skill",
|
||||
&skill.name,
|
||||
"combat",
|
||||
detail_text,
|
||||
format!("冷却中,还需 {} 回合", remaining_cooldown).as_str(),
|
||||
payload,
|
||||
);
|
||||
}
|
||||
if skill.mana_cost > player_mana {
|
||||
return build_disabled_runtime_story_option(
|
||||
"battle_use_skill",
|
||||
&skill.name,
|
||||
"combat",
|
||||
detail_text,
|
||||
"灵力不足",
|
||||
payload,
|
||||
);
|
||||
}
|
||||
RuntimeStoryOptionView {
|
||||
detail_text,
|
||||
payload,
|
||||
..build_static_runtime_story_option("battle_use_skill", &skill.name, "combat")
|
||||
}
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
|
||||
/// 旧前端一次只展示一个“推荐”战斗物品,这里继续用确定性打分,避免展示面漂移。
|
||||
fn pick_preferred_battle_inventory_item(game_state: &Value) -> Option<BattleInventoryItemView> {
|
||||
let has_cooling_skill = read_player_skill_cooldowns(game_state)
|
||||
.values()
|
||||
.any(|remaining| *remaining > 0);
|
||||
let player_hp = read_i32_field(game_state, "playerHp").unwrap_or(0);
|
||||
let player_max_hp = read_i32_field(game_state, "playerMaxHp")
|
||||
.unwrap_or(1)
|
||||
.max(1);
|
||||
let player_mana = read_i32_field(game_state, "playerMana").unwrap_or(0);
|
||||
let player_max_mana = read_i32_field(game_state, "playerMaxMana")
|
||||
.unwrap_or(1)
|
||||
.max(1);
|
||||
let hp_low = player_hp * 100 <= player_max_hp * 45;
|
||||
let mana_low = player_mana * 100 <= player_max_mana * 45;
|
||||
|
||||
read_player_inventory_items(game_state)
|
||||
.into_iter()
|
||||
.filter(|item| item.quantity > 0 && item.use_profile.is_some())
|
||||
.filter_map(|item| {
|
||||
let effect = item.use_profile.as_ref()?;
|
||||
let mut score = effect.build_buffs.len() as i32 * 8;
|
||||
score += effect.hp_restore * if hp_low { 3 } else { 1 };
|
||||
score += effect.mana_restore * if mana_low { 2 } else { 1 };
|
||||
score += effect.cooldown_reduction * if has_cooling_skill { 18 } else { 6 };
|
||||
Some((score, item))
|
||||
})
|
||||
.max_by(|left, right| {
|
||||
left.0
|
||||
.cmp(&right.0)
|
||||
.then_with(|| left.1.name.cmp(&right.1.name).reverse())
|
||||
})
|
||||
.map(|(_, item)| item)
|
||||
}
|
||||
|
||||
fn build_battle_item_summary(effect: &BattleInventoryUseProfile) -> String {
|
||||
let mut parts = Vec::new();
|
||||
if effect.hp_restore > 0 {
|
||||
parts.push(format!("回血 {}", effect.hp_restore));
|
||||
}
|
||||
if effect.mana_restore > 0 {
|
||||
parts.push(format!("回蓝 {}", effect.mana_restore));
|
||||
}
|
||||
if effect.cooldown_reduction > 0 {
|
||||
parts.push(format!("冷却 -{}", effect.cooldown_reduction));
|
||||
}
|
||||
if !effect.build_buffs.is_empty() {
|
||||
let buff_names = effect
|
||||
.build_buffs
|
||||
.iter()
|
||||
.filter_map(|buff| read_optional_string_field(buff, "name"))
|
||||
.collect::<Vec<_>>();
|
||||
if !buff_names.is_empty() {
|
||||
parts.push(format!("增益 {}", buff_names.join("、")));
|
||||
}
|
||||
}
|
||||
if parts.is_empty() {
|
||||
"立即结算一次物品效果".to_string()
|
||||
} else {
|
||||
parts.join(" / ")
|
||||
}
|
||||
}
|
||||
321
server-rs/crates/api-server/src/runtime_story/compat/core.rs
Normal file
321
server-rs/crates/api-server/src/runtime_story/compat/core.rs
Normal file
@@ -0,0 +1,321 @@
|
||||
use super::*;
|
||||
|
||||
pub(super) fn clear_encounter_state(game_state: &mut Value) {
|
||||
clear_encounter_only(game_state);
|
||||
write_bool_field(game_state, "inBattle", false);
|
||||
write_bool_field(game_state, "npcInteractionActive", false);
|
||||
write_null_field(game_state, "currentNpcBattleMode");
|
||||
}
|
||||
|
||||
pub(super) fn clear_encounter_only(game_state: &mut Value) {
|
||||
write_null_field(game_state, "currentEncounter");
|
||||
let root = ensure_json_object(game_state);
|
||||
root.insert("sceneHostileNpcs".to_string(), Value::Array(Vec::new()));
|
||||
}
|
||||
|
||||
pub(super) fn append_story_history(game_state: &mut Value, action_text: &str, result_text: &str) {
|
||||
let root = ensure_json_object(game_state);
|
||||
let story_history = root
|
||||
.entry("storyHistory".to_string())
|
||||
.or_insert_with(|| Value::Array(Vec::new()));
|
||||
if !story_history.is_array() {
|
||||
*story_history = Value::Array(Vec::new());
|
||||
}
|
||||
let entries = story_history
|
||||
.as_array_mut()
|
||||
.expect("storyHistory should be array");
|
||||
entries.push(json!({
|
||||
"text": action_text,
|
||||
"historyRole": "action",
|
||||
}));
|
||||
entries.push(json!({
|
||||
"text": result_text,
|
||||
"historyRole": "result",
|
||||
}));
|
||||
}
|
||||
|
||||
pub(super) fn increment_runtime_stat(game_state: &mut Value, key: &str, delta: i32) {
|
||||
let root = ensure_json_object(game_state);
|
||||
let stats = root
|
||||
.entry("runtimeStats".to_string())
|
||||
.or_insert_with(|| Value::Object(Map::new()));
|
||||
if !stats.is_object() {
|
||||
*stats = Value::Object(Map::new());
|
||||
}
|
||||
let stats = stats
|
||||
.as_object_mut()
|
||||
.expect("runtimeStats should be object");
|
||||
let previous = stats
|
||||
.get(key)
|
||||
.and_then(Value::as_i64)
|
||||
.and_then(|value| i32::try_from(value).ok())
|
||||
.unwrap_or(0);
|
||||
stats.insert(key.to_string(), json!((previous + delta).max(0)));
|
||||
}
|
||||
|
||||
pub(super) fn add_player_currency(game_state: &mut Value, delta: i32) {
|
||||
let previous = read_i32_field(game_state, "playerCurrency").unwrap_or(0);
|
||||
write_i32_field(
|
||||
game_state,
|
||||
"playerCurrency",
|
||||
previous.saturating_add(delta.max(0)),
|
||||
);
|
||||
}
|
||||
|
||||
pub(super) fn add_player_inventory_items(game_state: &mut Value, additions: Vec<Value>) {
|
||||
if additions.is_empty() {
|
||||
return;
|
||||
}
|
||||
|
||||
let root = ensure_json_object(game_state);
|
||||
let inventory = root
|
||||
.entry("playerInventory".to_string())
|
||||
.or_insert_with(|| Value::Array(Vec::new()));
|
||||
if !inventory.is_array() {
|
||||
*inventory = Value::Array(Vec::new());
|
||||
}
|
||||
let items = inventory
|
||||
.as_array_mut()
|
||||
.expect("playerInventory should be array");
|
||||
items.extend(additions);
|
||||
}
|
||||
|
||||
pub(super) fn grant_player_progression_experience(
|
||||
game_state: &mut Value,
|
||||
amount: i32,
|
||||
source: &str,
|
||||
) {
|
||||
if amount <= 0 {
|
||||
return;
|
||||
}
|
||||
|
||||
let root = ensure_json_object(game_state);
|
||||
let progression = root
|
||||
.entry("playerProgression".to_string())
|
||||
.or_insert_with(|| Value::Object(Map::new()));
|
||||
if !progression.is_object() {
|
||||
*progression = Value::Object(Map::new());
|
||||
}
|
||||
let progression = progression
|
||||
.as_object_mut()
|
||||
.expect("playerProgression should be object");
|
||||
let previous_total_xp = progression
|
||||
.get("totalXp")
|
||||
.and_then(Value::as_i64)
|
||||
.and_then(|value| i32::try_from(value).ok())
|
||||
.unwrap_or(0)
|
||||
.max(0);
|
||||
let next_total_xp = previous_total_xp.saturating_add(amount);
|
||||
let level = resolve_progression_level(next_total_xp);
|
||||
let current_level_xp = next_total_xp.saturating_sub(cumulative_xp_required(level));
|
||||
let xp_to_next_level = if level >= MAX_PLAYER_LEVEL {
|
||||
0
|
||||
} else {
|
||||
xp_to_next_level_for(level)
|
||||
};
|
||||
|
||||
progression.insert("level".to_string(), json!(level));
|
||||
progression.insert("currentLevelXp".to_string(), json!(current_level_xp.max(0)));
|
||||
progression.insert("totalXp".to_string(), json!(next_total_xp));
|
||||
progression.insert("xpToNextLevel".to_string(), json!(xp_to_next_level.max(0)));
|
||||
progression.insert("pendingLevelUps".to_string(), json!(0));
|
||||
progression.insert(
|
||||
"lastGrantedSource".to_string(),
|
||||
Value::String(source.to_string()),
|
||||
);
|
||||
}
|
||||
|
||||
pub(super) const MAX_PLAYER_LEVEL: i32 = 20;
|
||||
|
||||
pub(super) fn xp_to_next_level_for(level: i32) -> i32 {
|
||||
if level >= MAX_PLAYER_LEVEL {
|
||||
0
|
||||
} else {
|
||||
let scale = (level - 1).max(0);
|
||||
60 + 20 * scale + 8 * scale * scale
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn cumulative_xp_required(level: i32) -> i32 {
|
||||
let mut total = 0;
|
||||
let capped_level = level.clamp(1, MAX_PLAYER_LEVEL);
|
||||
for current_level in 1..capped_level {
|
||||
total += xp_to_next_level_for(current_level);
|
||||
}
|
||||
total
|
||||
}
|
||||
|
||||
pub(super) fn resolve_progression_level(total_xp: i32) -> i32 {
|
||||
let normalized_total_xp = total_xp.max(0);
|
||||
let mut resolved_level = 1;
|
||||
for level in 2..=MAX_PLAYER_LEVEL {
|
||||
if normalized_total_xp < cumulative_xp_required(level) {
|
||||
break;
|
||||
}
|
||||
resolved_level = level;
|
||||
}
|
||||
resolved_level
|
||||
}
|
||||
|
||||
pub(super) fn append_active_build_buffs(game_state: &mut Value, additions: Vec<Value>) {
|
||||
if additions.is_empty() {
|
||||
return;
|
||||
}
|
||||
let root = ensure_json_object(game_state);
|
||||
let buffs = root
|
||||
.entry("activeBuildBuffs".to_string())
|
||||
.or_insert_with(|| Value::Array(Vec::new()));
|
||||
if !buffs.is_array() {
|
||||
*buffs = Value::Array(Vec::new());
|
||||
}
|
||||
buffs
|
||||
.as_array_mut()
|
||||
.expect("activeBuildBuffs should be array")
|
||||
.extend(additions);
|
||||
}
|
||||
|
||||
pub(super) fn remove_player_inventory_item(game_state: &mut Value, item_id: &str, quantity: i32) {
|
||||
if quantity <= 0 {
|
||||
return;
|
||||
}
|
||||
let root = ensure_json_object(game_state);
|
||||
let inventory = root
|
||||
.entry("playerInventory".to_string())
|
||||
.or_insert_with(|| Value::Array(Vec::new()));
|
||||
if !inventory.is_array() {
|
||||
*inventory = Value::Array(Vec::new());
|
||||
}
|
||||
let items = inventory
|
||||
.as_array_mut()
|
||||
.expect("playerInventory should be array");
|
||||
let Some(index) = items
|
||||
.iter()
|
||||
.position(|entry| read_optional_string_field(entry, "id").as_deref() == Some(item_id))
|
||||
else {
|
||||
return;
|
||||
};
|
||||
let current_quantity = read_i32_field(&items[index], "quantity")
|
||||
.unwrap_or(0)
|
||||
.max(0);
|
||||
let next_quantity = current_quantity - quantity;
|
||||
if next_quantity <= 0 {
|
||||
items.remove(index);
|
||||
return;
|
||||
}
|
||||
if let Some(item) = items[index].as_object_mut() {
|
||||
item.insert("quantity".to_string(), json!(next_quantity));
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn write_current_encounter_i32_field(game_state: &mut Value, key: &str, value: i32) {
|
||||
let root = ensure_json_object(game_state);
|
||||
let Some(encounter) = root.get_mut("currentEncounter") else {
|
||||
return;
|
||||
};
|
||||
if let Some(encounter) = encounter.as_object_mut() {
|
||||
encounter.insert(key.to_string(), json!(value));
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn write_first_hostile_npc_i32_field(game_state: &mut Value, key: &str, value: i32) {
|
||||
let root = ensure_json_object(game_state);
|
||||
let Some(hostiles) = root.get_mut("sceneHostileNpcs") else {
|
||||
return;
|
||||
};
|
||||
let Some(first) = hostiles.as_array_mut().and_then(|items| items.first_mut()) else {
|
||||
return;
|
||||
};
|
||||
if let Some(first) = first.as_object_mut() {
|
||||
first.insert(key.to_string(), json!(value));
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn first_hostile_npc_string_field(game_state: &Value, key: &str) -> Option<String> {
|
||||
read_array_field(game_state, "sceneHostileNpcs")
|
||||
.first()
|
||||
.and_then(|target| read_optional_string_field(target, key))
|
||||
}
|
||||
|
||||
pub(super) fn read_runtime_session_id(game_state: &Value) -> Option<String> {
|
||||
read_optional_string_field(game_state, "runtimeSessionId")
|
||||
}
|
||||
|
||||
pub(super) fn read_field<'a>(value: &'a Value, key: &str) -> Option<&'a Value> {
|
||||
value.as_object()?.get(key)
|
||||
}
|
||||
|
||||
pub(super) fn read_object_field<'a>(value: &'a Value, key: &str) -> Option<&'a Value> {
|
||||
let field = read_field(value, key)?;
|
||||
field.is_object().then_some(field)
|
||||
}
|
||||
|
||||
pub(super) fn read_array_field<'a>(value: &'a Value, key: &str) -> Vec<&'a Value> {
|
||||
read_field(value, key)
|
||||
.and_then(Value::as_array)
|
||||
.map(|items| items.iter().collect())
|
||||
.unwrap_or_default()
|
||||
}
|
||||
|
||||
pub(super) fn read_required_string_field(value: &Value, key: &str) -> Option<String> {
|
||||
normalize_required_string(read_field(value, key)?.as_str()?)
|
||||
}
|
||||
|
||||
pub(super) fn read_optional_string_field(value: &Value, key: &str) -> Option<String> {
|
||||
normalize_optional_string(read_field(value, key).and_then(Value::as_str))
|
||||
}
|
||||
|
||||
pub(super) fn read_bool_field(value: &Value, key: &str) -> Option<bool> {
|
||||
read_field(value, key).and_then(Value::as_bool)
|
||||
}
|
||||
|
||||
pub(super) fn read_i32_field(value: &Value, key: &str) -> Option<i32> {
|
||||
read_field(value, key)
|
||||
.and_then(Value::as_i64)
|
||||
.and_then(|number| i32::try_from(number).ok())
|
||||
}
|
||||
|
||||
pub(super) fn read_u32_field(value: &Value, key: &str) -> Option<u32> {
|
||||
read_field(value, key)
|
||||
.and_then(Value::as_u64)
|
||||
.and_then(|number| u32::try_from(number).ok())
|
||||
}
|
||||
|
||||
pub(super) fn write_i32_field(value: &mut Value, key: &str, field_value: i32) {
|
||||
ensure_json_object(value).insert(key.to_string(), json!(field_value));
|
||||
}
|
||||
|
||||
pub(super) fn write_u32_field(value: &mut Value, key: &str, field_value: u32) {
|
||||
ensure_json_object(value).insert(key.to_string(), json!(field_value));
|
||||
}
|
||||
|
||||
pub(super) fn write_bool_field(value: &mut Value, key: &str, field_value: bool) {
|
||||
ensure_json_object(value).insert(key.to_string(), Value::Bool(field_value));
|
||||
}
|
||||
|
||||
pub(super) fn write_string_field(value: &mut Value, key: &str, field_value: &str) {
|
||||
ensure_json_object(value).insert(key.to_string(), Value::String(field_value.to_string()));
|
||||
}
|
||||
|
||||
pub(super) fn write_null_field(value: &mut Value, key: &str) {
|
||||
ensure_json_object(value).insert(key.to_string(), Value::Null);
|
||||
}
|
||||
|
||||
pub(super) fn ensure_json_object(value: &mut Value) -> &mut Map<String, Value> {
|
||||
if !value.is_object() {
|
||||
*value = Value::Object(Map::new());
|
||||
}
|
||||
value.as_object_mut().expect("value should be object")
|
||||
}
|
||||
|
||||
pub(super) fn normalize_required_string(value: &str) -> Option<String> {
|
||||
let trimmed = value.trim();
|
||||
(!trimmed.is_empty()).then(|| trimmed.to_string())
|
||||
}
|
||||
|
||||
pub(super) fn normalize_optional_string(value: Option<&str>) -> Option<String> {
|
||||
value.and_then(normalize_required_string)
|
||||
}
|
||||
|
||||
pub(super) fn format_now_rfc3339() -> String {
|
||||
format_rfc3339(OffsetDateTime::now_utc()).unwrap_or_else(|_| "1970-01-01T00:00:00Z".to_string())
|
||||
}
|
||||
409
server-rs/crates/api-server/src/runtime_story/compat/forge.rs
Normal file
409
server-rs/crates/api-server/src/runtime_story/compat/forge.rs
Normal file
@@ -0,0 +1,409 @@
|
||||
use super::*;
|
||||
|
||||
/// 这批定义只服务 compat bridge 的确定性锻造规则,
|
||||
/// 先在 `api-server` 内收口,后续再评估是否值得独立 crate。
|
||||
pub(super) struct ForgeRequirementDefinition {
|
||||
pub(super) quantity: i32,
|
||||
pub(super) matcher: ForgeRequirementMatcher,
|
||||
}
|
||||
|
||||
pub(super) enum ForgeRequirementMatcher {
|
||||
Named(&'static str),
|
||||
AnyMaterial,
|
||||
}
|
||||
|
||||
pub(super) struct ForgeRecipeDefinition {
|
||||
pub(super) id: &'static str,
|
||||
pub(super) name: &'static str,
|
||||
pub(super) currency_cost: i32,
|
||||
pub(super) requirements: Vec<ForgeRequirementDefinition>,
|
||||
}
|
||||
|
||||
pub(super) struct ReforgeCostDefinition {
|
||||
pub(super) currency_cost: i32,
|
||||
pub(super) requirements: Vec<ForgeRequirementDefinition>,
|
||||
}
|
||||
|
||||
pub(super) fn forge_recipe_definition(recipe_id: &str) -> Option<ForgeRecipeDefinition> {
|
||||
match recipe_id {
|
||||
"synthesis-refined-ingot" => Some(ForgeRecipeDefinition {
|
||||
id: "synthesis-refined-ingot",
|
||||
name: "压炼锭材",
|
||||
currency_cost: 18,
|
||||
requirements: vec![ForgeRequirementDefinition {
|
||||
quantity: 3,
|
||||
matcher: ForgeRequirementMatcher::AnyMaterial,
|
||||
}],
|
||||
}),
|
||||
"forge-duelist-blade" => Some(ForgeRecipeDefinition {
|
||||
id: "forge-duelist-blade",
|
||||
name: "锻造 百炼追风剑",
|
||||
currency_cost: 72,
|
||||
requirements: vec![
|
||||
ForgeRequirementDefinition {
|
||||
quantity: 2,
|
||||
matcher: ForgeRequirementMatcher::Named("精炼锭材"),
|
||||
},
|
||||
ForgeRequirementDefinition {
|
||||
quantity: 1,
|
||||
matcher: ForgeRequirementMatcher::Named("快剑精粹"),
|
||||
},
|
||||
],
|
||||
}),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn reforge_cost_definition(slot_id: Option<&str>) -> ReforgeCostDefinition {
|
||||
if slot_id == Some("relic") {
|
||||
return ReforgeCostDefinition {
|
||||
currency_cost: 52,
|
||||
requirements: vec![ForgeRequirementDefinition {
|
||||
quantity: 1,
|
||||
matcher: ForgeRequirementMatcher::Named("凝光纱"),
|
||||
}],
|
||||
};
|
||||
}
|
||||
ReforgeCostDefinition {
|
||||
currency_cost: 46,
|
||||
requirements: vec![ForgeRequirementDefinition {
|
||||
quantity: 1,
|
||||
matcher: ForgeRequirementMatcher::Named("精炼锭材"),
|
||||
}],
|
||||
}
|
||||
}
|
||||
|
||||
fn forge_requirement_matches(item: &Value, requirement: &ForgeRequirementDefinition) -> bool {
|
||||
match requirement.matcher {
|
||||
ForgeRequirementMatcher::Named(name) => {
|
||||
read_optional_string_field(item, "name").as_deref() == Some(name)
|
||||
}
|
||||
ForgeRequirementMatcher::AnyMaterial => {
|
||||
read_array_field(item, "tags")
|
||||
.into_iter()
|
||||
.filter_map(Value::as_str)
|
||||
.any(|tag| tag == "material")
|
||||
|| read_optional_string_field(item, "category")
|
||||
.is_some_and(|category| category.contains("材料"))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn apply_forge_requirements_if_possible(
|
||||
inventory: &[Value],
|
||||
requirements: &[ForgeRequirementDefinition],
|
||||
) -> Option<Vec<Value>> {
|
||||
let mut next_inventory = inventory.to_vec();
|
||||
for requirement in requirements {
|
||||
let mut remaining = requirement.quantity.max(0);
|
||||
let snapshot = next_inventory.clone();
|
||||
for item in snapshot {
|
||||
if remaining <= 0 {
|
||||
break;
|
||||
}
|
||||
if !forge_requirement_matches(&item, requirement) {
|
||||
continue;
|
||||
}
|
||||
let item_id = read_optional_string_field(&item, "id")?;
|
||||
let item_quantity = read_i32_field(&item, "quantity").unwrap_or(0).max(0);
|
||||
let consumed = remaining.min(item_quantity);
|
||||
next_inventory =
|
||||
remove_inventory_item_from_list(next_inventory, item_id.as_str(), consumed);
|
||||
remaining -= consumed;
|
||||
}
|
||||
if remaining > 0 {
|
||||
return None;
|
||||
}
|
||||
}
|
||||
Some(next_inventory)
|
||||
}
|
||||
|
||||
pub(super) fn build_runtime_material_item(
|
||||
game_state: &Value,
|
||||
name: &str,
|
||||
quantity: i32,
|
||||
tags: &[&str],
|
||||
rarity: &str,
|
||||
) -> Value {
|
||||
let mut all_tags = vec!["material".to_string()];
|
||||
all_tags.extend(tags.iter().map(|tag| (*tag).to_string()));
|
||||
json!({
|
||||
"id": generate_runtime_item_id(game_state, format!("forge-material:{name}").as_str()),
|
||||
"category": "材料",
|
||||
"name": name,
|
||||
"quantity": quantity.max(1),
|
||||
"rarity": rarity,
|
||||
"tags": all_tags,
|
||||
"buildProfile": {
|
||||
"role": "工巧",
|
||||
"tags": tags,
|
||||
"synergy": tags,
|
||||
"forgeRank": 0
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn build_runtime_equipment_item(
|
||||
game_state: &Value,
|
||||
name: &str,
|
||||
slot_id: &str,
|
||||
rarity: &str,
|
||||
description: &str,
|
||||
role: &str,
|
||||
tags: &[&str],
|
||||
synergy: &[&str],
|
||||
stat_profile: Value,
|
||||
) -> Value {
|
||||
let slot_tag = match slot_id {
|
||||
"weapon" => "weapon",
|
||||
"armor" => "armor",
|
||||
_ => "relic",
|
||||
};
|
||||
let mut next_tags = vec![slot_tag.to_string()];
|
||||
next_tags.extend(tags.iter().map(|tag| (*tag).to_string()));
|
||||
json!({
|
||||
"id": generate_runtime_item_id(game_state, format!("forge-equip:{name}").as_str()),
|
||||
"category": equipment_slot_label(slot_id),
|
||||
"name": name,
|
||||
"description": description,
|
||||
"quantity": 1,
|
||||
"rarity": rarity,
|
||||
"tags": next_tags,
|
||||
"equipmentSlotId": slot_id,
|
||||
"statProfile": stat_profile,
|
||||
"buildProfile": {
|
||||
"role": role,
|
||||
"tags": tags,
|
||||
"synergy": synergy,
|
||||
"forgeRank": 1
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn build_forge_recipe_result_item(
|
||||
game_state: &Value,
|
||||
recipe_id: &str,
|
||||
_world_type: Option<&str>,
|
||||
) -> Value {
|
||||
match recipe_id {
|
||||
"synthesis-refined-ingot" => {
|
||||
build_runtime_material_item(game_state, "精炼锭材", 1, &["工巧", "守御"], "rare")
|
||||
}
|
||||
"forge-duelist-blade" => build_runtime_equipment_item(
|
||||
game_state,
|
||||
"百炼追风剑",
|
||||
"weapon",
|
||||
"epic",
|
||||
"为快剑与追身构筑准备的锻造兵刃。",
|
||||
"快剑",
|
||||
&["快剑", "突进", "追击"],
|
||||
&["快剑", "突进", "追击"],
|
||||
json!({
|
||||
"maxManaBonus": 10,
|
||||
"outgoingDamageBonus": 0.20
|
||||
}),
|
||||
),
|
||||
_ => build_runtime_material_item(game_state, "临时锻造产物", 1, &["工巧"], "common"),
|
||||
}
|
||||
}
|
||||
|
||||
fn build_tag_essence_item(game_state: &Value, tag: &str) -> Value {
|
||||
build_runtime_material_item(
|
||||
game_state,
|
||||
format!("{tag}精粹").as_str(),
|
||||
1,
|
||||
&[tag, "工巧"],
|
||||
"rare",
|
||||
)
|
||||
}
|
||||
|
||||
pub(super) fn build_dismantle_outputs(game_state: &Value, item: &Value) -> Option<Vec<Value>> {
|
||||
let slot_id = resolve_equipment_slot_for_item(item);
|
||||
if slot_id.is_none() && read_field(item, "buildProfile").is_none() {
|
||||
return None;
|
||||
}
|
||||
let rarity_scale = match item_rarity_key(item).as_str() {
|
||||
"legendary" => 5,
|
||||
"epic" => 4,
|
||||
"rare" => 3,
|
||||
"uncommon" => 2,
|
||||
_ => 1,
|
||||
};
|
||||
let mut outputs = Vec::new();
|
||||
match slot_id {
|
||||
Some("weapon") => outputs.push(build_runtime_material_item(
|
||||
game_state,
|
||||
"武器残片",
|
||||
rarity_scale,
|
||||
&["工巧", "重击"],
|
||||
"uncommon",
|
||||
)),
|
||||
Some("armor") => outputs.push(build_runtime_material_item(
|
||||
game_state,
|
||||
"甲片",
|
||||
rarity_scale,
|
||||
&["工巧", "守御"],
|
||||
"uncommon",
|
||||
)),
|
||||
Some("relic") => outputs.push(build_runtime_material_item(
|
||||
game_state,
|
||||
"灵饰碎片",
|
||||
rarity_scale,
|
||||
&["工巧", "法力"],
|
||||
"uncommon",
|
||||
)),
|
||||
_ => outputs.push(build_runtime_material_item(
|
||||
game_state,
|
||||
"零散材料",
|
||||
((rarity_scale + 1) / 2).max(1),
|
||||
&["工巧"],
|
||||
"uncommon",
|
||||
)),
|
||||
}
|
||||
|
||||
let mut build_tags = read_field(item, "buildProfile")
|
||||
.map(|profile| {
|
||||
let mut tags = read_array_field(profile, "tags")
|
||||
.into_iter()
|
||||
.filter_map(Value::as_str)
|
||||
.map(str::to_string)
|
||||
.collect::<Vec<_>>();
|
||||
if let Some(role) = read_optional_string_field(profile, "role") {
|
||||
tags.push(role);
|
||||
}
|
||||
tags
|
||||
})
|
||||
.unwrap_or_default();
|
||||
build_tags.sort();
|
||||
build_tags.dedup();
|
||||
let tag_limit = if item_rarity_key(item) == "legendary" {
|
||||
3
|
||||
} else {
|
||||
2
|
||||
};
|
||||
for tag in build_tags.into_iter().take(tag_limit) {
|
||||
outputs.push(build_tag_essence_item(game_state, tag.as_str()));
|
||||
}
|
||||
Some(outputs)
|
||||
}
|
||||
|
||||
pub(super) fn build_reforged_item(game_state: &Value, item: &Value) -> Option<Value> {
|
||||
let slot_id = resolve_equipment_slot_for_item(item)?;
|
||||
let build_profile = read_field(item, "buildProfile")?;
|
||||
let mut next_tags = read_array_field(build_profile, "tags")
|
||||
.into_iter()
|
||||
.filter_map(Value::as_str)
|
||||
.map(str::to_string)
|
||||
.collect::<Vec<_>>();
|
||||
let extra_tag = match slot_id {
|
||||
"weapon" => "追击",
|
||||
"armor" => "护体",
|
||||
_ => "法力",
|
||||
};
|
||||
next_tags.push(extra_tag.to_string());
|
||||
next_tags.sort();
|
||||
next_tags.dedup();
|
||||
next_tags.truncate(3);
|
||||
|
||||
let source_name = read_inventory_item_name(item);
|
||||
let next_name = if source_name.contains('·') && source_name.contains("重铸") {
|
||||
source_name.clone()
|
||||
} else {
|
||||
format!("{source_name}·重铸")
|
||||
};
|
||||
let stat_profile = read_field(item, "statProfile");
|
||||
let outgoing_damage_bonus = stat_profile
|
||||
.and_then(|profile| read_field(profile, "outgoingDamageBonus"))
|
||||
.and_then(Value::as_f64)
|
||||
.unwrap_or(0.0);
|
||||
let incoming_damage_multiplier = stat_profile
|
||||
.and_then(|profile| read_field(profile, "incomingDamageMultiplier"))
|
||||
.and_then(Value::as_f64);
|
||||
let current_forge_rank = read_i32_field(build_profile, "forgeRank").unwrap_or(0);
|
||||
let mut tags = read_array_field(item, "tags")
|
||||
.into_iter()
|
||||
.filter_map(Value::as_str)
|
||||
.map(str::to_string)
|
||||
.collect::<Vec<_>>();
|
||||
tags.sort();
|
||||
tags.dedup();
|
||||
|
||||
Some(json!({
|
||||
"id": generate_runtime_item_id(game_state, format!("reforge:{source_name}").as_str()),
|
||||
"category": read_optional_string_field(item, "category").unwrap_or_else(|| equipment_slot_label(slot_id).to_string()),
|
||||
"name": next_name,
|
||||
"description": read_optional_string_field(item, "description"),
|
||||
"quantity": 1,
|
||||
"rarity": item_rarity_key(item),
|
||||
"tags": tags,
|
||||
"equipmentSlotId": slot_id,
|
||||
"statProfile": {
|
||||
"maxHpBonus": stat_profile
|
||||
.and_then(|profile| read_i32_field(profile, "maxHpBonus"))
|
||||
.unwrap_or(0) + if slot_id == "armor" { 10 } else { 4 },
|
||||
"maxManaBonus": stat_profile
|
||||
.and_then(|profile| read_i32_field(profile, "maxManaBonus"))
|
||||
.unwrap_or(0) + if slot_id == "relic" { 10 } else { 4 },
|
||||
"outgoingDamageBonus": ((outgoing_damage_bonus + 0.03) * 1000.0).round() / 1000.0,
|
||||
"incomingDamageMultiplier": if let Some(multiplier) = incoming_damage_multiplier {
|
||||
(((multiplier - 0.03).max(0.72)) * 1000.0).round() / 1000.0
|
||||
} else if slot_id == "armor" {
|
||||
0.94
|
||||
} else {
|
||||
0.97
|
||||
}
|
||||
},
|
||||
"buildProfile": {
|
||||
"role": read_optional_string_field(build_profile, "role"),
|
||||
"tags": next_tags,
|
||||
"synergy": read_array_field(build_profile, "tags")
|
||||
.into_iter()
|
||||
.filter_map(Value::as_str)
|
||||
.map(str::to_string)
|
||||
.chain(std::iter::once(extra_tag.to_string()))
|
||||
.collect::<std::collections::BTreeSet<_>>()
|
||||
.into_iter()
|
||||
.collect::<Vec<_>>(),
|
||||
"forgeRank": current_forge_rank + 1
|
||||
}
|
||||
}))
|
||||
}
|
||||
|
||||
pub(super) fn build_forge_success_text(
|
||||
action: &str,
|
||||
recipe_name: Option<&str>,
|
||||
source_item_name: Option<&str>,
|
||||
created_item_name: Option<&str>,
|
||||
output_names: &[String],
|
||||
currency_text: Option<String>,
|
||||
) -> String {
|
||||
match action {
|
||||
"craft" => format!(
|
||||
"你在工坊中完成了{},获得了{}{}。",
|
||||
recipe_name.unwrap_or("目标配方"),
|
||||
created_item_name.unwrap_or("目标物品"),
|
||||
currency_text
|
||||
.map(|text| format!(",并支付了{text}"))
|
||||
.unwrap_or_default()
|
||||
),
|
||||
"reforge" => format!(
|
||||
"你消耗材料重新淬炼了{},最终得到{}{}。",
|
||||
source_item_name.unwrap_or("目标物品"),
|
||||
created_item_name.unwrap_or("重铸产物"),
|
||||
currency_text
|
||||
.map(|text| format!(",并支付了{text}"))
|
||||
.unwrap_or_default()
|
||||
),
|
||||
_ => format!(
|
||||
"你拆解了{},回收出{}。",
|
||||
source_item_name.unwrap_or("目标物品"),
|
||||
output_names.join("、")
|
||||
),
|
||||
}
|
||||
}
|
||||
|
||||
fn generate_runtime_item_id(game_state: &Value, prefix: &str) -> String {
|
||||
let version = read_u32_field(game_state, "runtimeActionVersion").unwrap_or(0);
|
||||
let inventory_len = read_array_field(game_state, "playerInventory").len();
|
||||
format!("{prefix}:{version}:{inventory_len}")
|
||||
}
|
||||
1115
server-rs/crates/api-server/src/runtime_story/compat/game_state.rs
Normal file
1115
server-rs/crates/api-server/src/runtime_story/compat/game_state.rs
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,928 @@
|
||||
use super::*;
|
||||
|
||||
pub(super) fn build_runtime_story_state_response(
|
||||
requested_session_id: &str,
|
||||
client_version: Option<u32>,
|
||||
mut snapshot: RuntimeStorySnapshotPayload,
|
||||
) -> RuntimeStoryActionResponse {
|
||||
ensure_runtime_story_bridge_state(&mut snapshot.game_state);
|
||||
let session_id = read_runtime_session_id(&snapshot.game_state)
|
||||
.unwrap_or_else(|| requested_session_id.to_string());
|
||||
let options =
|
||||
build_runtime_story_options(snapshot.current_story.as_ref(), &snapshot.game_state);
|
||||
let story_text = read_story_text(snapshot.current_story.as_ref())
|
||||
.unwrap_or_else(|| build_fallback_story_text(&snapshot.game_state));
|
||||
let server_version = read_u32_field(&snapshot.game_state, "runtimeActionVersion")
|
||||
.or(client_version)
|
||||
.unwrap_or(0);
|
||||
|
||||
build_runtime_story_action_response(RuntimeStoryActionResponseParts {
|
||||
requested_session_id: session_id,
|
||||
server_version,
|
||||
snapshot,
|
||||
action_text: String::new(),
|
||||
result_text: String::new(),
|
||||
story_text,
|
||||
options,
|
||||
patches: Vec::new(),
|
||||
toast: None,
|
||||
battle: None,
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn build_runtime_story_action_response(
|
||||
parts: RuntimeStoryActionResponseParts,
|
||||
) -> RuntimeStoryActionResponse {
|
||||
let session_id = read_runtime_session_id(&parts.snapshot.game_state)
|
||||
.unwrap_or_else(|| parts.requested_session_id);
|
||||
|
||||
RuntimeStoryActionResponse {
|
||||
session_id,
|
||||
server_version: parts.server_version,
|
||||
view_model: build_runtime_story_view_model(&parts.snapshot.game_state, &parts.options),
|
||||
presentation: RuntimeStoryPresentation {
|
||||
action_text: parts.action_text,
|
||||
result_text: parts.result_text,
|
||||
story_text: parts.story_text,
|
||||
options: parts.options,
|
||||
toast: parts.toast,
|
||||
battle: parts.battle,
|
||||
},
|
||||
patches: parts.patches,
|
||||
snapshot: parts.snapshot,
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn build_runtime_story_view_model(
|
||||
game_state: &Value,
|
||||
options: &[RuntimeStoryOptionView],
|
||||
) -> RuntimeStoryViewModel {
|
||||
RuntimeStoryViewModel {
|
||||
player: RuntimeStoryPlayerViewModel {
|
||||
hp: read_i32_field(game_state, "playerHp").unwrap_or(0),
|
||||
max_hp: read_i32_field(game_state, "playerMaxHp").unwrap_or(1),
|
||||
mana: read_i32_field(game_state, "playerMana").unwrap_or(0),
|
||||
max_mana: read_i32_field(game_state, "playerMaxMana").unwrap_or(1),
|
||||
},
|
||||
encounter: build_runtime_story_encounter(game_state),
|
||||
companions: build_runtime_story_companions(game_state),
|
||||
available_options: options.to_vec(),
|
||||
status: RuntimeStoryStatusViewModel {
|
||||
in_battle: read_bool_field(game_state, "inBattle").unwrap_or(false),
|
||||
npc_interaction_active: read_bool_field(game_state, "npcInteractionActive")
|
||||
.unwrap_or(false),
|
||||
current_npc_battle_mode: read_optional_string_field(game_state, "currentNpcBattleMode"),
|
||||
current_npc_battle_outcome: read_optional_string_field(
|
||||
game_state,
|
||||
"currentNpcBattleOutcome",
|
||||
),
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn build_dialogue_current_story(
|
||||
npc_name: &str,
|
||||
text: &str,
|
||||
deferred_options: &[RuntimeStoryOptionView],
|
||||
) -> Value {
|
||||
let continue_option = build_continue_adventure_runtime_story_option();
|
||||
// 对齐 Node 旧 currentStory:先展示单轮对话,只把真实下一步选项压到 deferredOptions。
|
||||
json!({
|
||||
"text": text,
|
||||
"options": vec![build_story_option_from_runtime_option(&continue_option)],
|
||||
"displayMode": "dialogue",
|
||||
"dialogue": parse_dialogue_turns(text, npc_name),
|
||||
"streaming": false,
|
||||
"deferredOptions": deferred_options
|
||||
.iter()
|
||||
.map(build_story_option_from_runtime_option)
|
||||
.collect::<Vec<_>>(),
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn build_continue_adventure_runtime_story_option() -> RuntimeStoryOptionView {
|
||||
build_static_runtime_story_option(CONTINUE_ADVENTURE_FUNCTION_ID, "继续推进冒险", "story")
|
||||
}
|
||||
|
||||
pub(super) fn parse_dialogue_turns(text: &str, npc_name: &str) -> Vec<Value> {
|
||||
let mut turns = Vec::new();
|
||||
for raw_line in text.lines() {
|
||||
let line = raw_line.trim();
|
||||
if line.is_empty() {
|
||||
continue;
|
||||
}
|
||||
if let Some(turn) = parse_dialogue_line(line, npc_name) {
|
||||
turns.push(turn);
|
||||
}
|
||||
}
|
||||
|
||||
if turns.is_empty() && !text.trim().is_empty() {
|
||||
turns.push(json!({
|
||||
"speaker": "npc",
|
||||
"speakerName": npc_name,
|
||||
"text": text.trim(),
|
||||
}));
|
||||
}
|
||||
|
||||
turns
|
||||
}
|
||||
|
||||
pub(super) fn parse_dialogue_line(line: &str, npc_name: &str) -> Option<Value> {
|
||||
let delimiter_index = line.find(':').or_else(|| line.find(':'))?;
|
||||
let speaker_name = line[..delimiter_index].trim();
|
||||
let content_start = delimiter_index + line[delimiter_index..].chars().next()?.len_utf8();
|
||||
let content = line[content_start..].trim();
|
||||
if content.is_empty() {
|
||||
return None;
|
||||
}
|
||||
|
||||
if speaker_name == "你" {
|
||||
return Some(json!({
|
||||
"speaker": "player",
|
||||
"text": content,
|
||||
}));
|
||||
}
|
||||
|
||||
if speaker_name == npc_name {
|
||||
return Some(json!({
|
||||
"speaker": "npc",
|
||||
"speakerName": npc_name,
|
||||
"text": content,
|
||||
}));
|
||||
}
|
||||
|
||||
Some(json!({
|
||||
"speaker": "companion",
|
||||
"speakerName": speaker_name,
|
||||
"text": content,
|
||||
}))
|
||||
}
|
||||
|
||||
pub(super) fn build_runtime_story_companions(
|
||||
game_state: &Value,
|
||||
) -> Vec<RuntimeStoryCompanionViewModel> {
|
||||
read_array_field(game_state, "companions")
|
||||
.into_iter()
|
||||
.filter_map(|entry| {
|
||||
let npc_id = read_required_string_field(entry, "npcId")?;
|
||||
Some(RuntimeStoryCompanionViewModel {
|
||||
npc_id,
|
||||
character_id: read_optional_string_field(entry, "characterId"),
|
||||
joined_at_affinity: read_i32_field(entry, "joinedAtAffinity").unwrap_or(0),
|
||||
})
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
|
||||
pub(super) fn build_runtime_story_encounter(
|
||||
game_state: &Value,
|
||||
) -> Option<RuntimeStoryEncounterViewModel> {
|
||||
let encounter = read_object_field(game_state, "currentEncounter")?;
|
||||
let npc_name = read_required_string_field(encounter, "npcName")
|
||||
.or_else(|| read_required_string_field(encounter, "name"))
|
||||
.unwrap_or_else(|| "当前遭遇".to_string());
|
||||
let encounter_id =
|
||||
read_required_string_field(encounter, "id").unwrap_or_else(|| npc_name.clone());
|
||||
let npc_state = resolve_current_encounter_npc_state(game_state, &encounter_id, &npc_name);
|
||||
|
||||
Some(RuntimeStoryEncounterViewModel {
|
||||
id: encounter_id,
|
||||
kind: read_required_string_field(encounter, "kind").unwrap_or_else(|| "npc".to_string()),
|
||||
npc_name,
|
||||
hostile: read_bool_field(encounter, "hostile").unwrap_or(false),
|
||||
affinity: npc_state.and_then(|state| read_i32_field(state, "affinity")),
|
||||
recruited: npc_state.and_then(|state| read_bool_field(state, "recruited")),
|
||||
interaction_active: read_bool_field(game_state, "npcInteractionActive").unwrap_or(false),
|
||||
battle_mode: read_optional_string_field(game_state, "currentNpcBattleMode"),
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn resolve_current_encounter_npc_state<'a>(
|
||||
game_state: &'a Value,
|
||||
encounter_id: &str,
|
||||
npc_name: &str,
|
||||
) -> Option<&'a Value> {
|
||||
let npc_states = read_object_field(game_state, "npcStates")?;
|
||||
|
||||
npc_states
|
||||
.get(encounter_id)
|
||||
.or_else(|| npc_states.get(npc_name))
|
||||
}
|
||||
|
||||
pub(super) fn build_runtime_story_options(
|
||||
current_story: Option<&Value>,
|
||||
game_state: &Value,
|
||||
) -> Vec<RuntimeStoryOptionView> {
|
||||
if let Some(story) = current_story {
|
||||
let prefers_deferred = read_required_string_field(story, "displayMode")
|
||||
.is_some_and(|value| value == "dialogue")
|
||||
&& !read_array_field(story, "deferredOptions").is_empty();
|
||||
|
||||
let source = if prefers_deferred {
|
||||
read_array_field(story, "deferredOptions")
|
||||
} else {
|
||||
read_array_field(story, "options")
|
||||
};
|
||||
|
||||
let compiled = source
|
||||
.into_iter()
|
||||
.filter_map(build_runtime_story_option_from_story_option)
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
if !compiled.is_empty() {
|
||||
return compiled;
|
||||
}
|
||||
}
|
||||
|
||||
build_fallback_runtime_story_options(game_state)
|
||||
}
|
||||
|
||||
pub(super) fn build_runtime_story_option_from_story_option(
|
||||
value: &Value,
|
||||
) -> Option<RuntimeStoryOptionView> {
|
||||
let function_id = read_required_string_field(value, "functionId")?;
|
||||
let action_text = read_required_string_field(value, "actionText")
|
||||
.or_else(|| read_required_string_field(value, "text"))
|
||||
.unwrap_or_else(|| function_id.clone());
|
||||
|
||||
Some(RuntimeStoryOptionView {
|
||||
scope: infer_option_scope(function_id.as_str()).to_string(),
|
||||
detail_text: read_optional_string_field(value, "detailText"),
|
||||
interaction: build_runtime_story_option_interaction(read_field(value, "interaction")),
|
||||
payload: read_field(value, "runtimePayload")
|
||||
.or_else(|| read_field(value, "payload"))
|
||||
.cloned(),
|
||||
disabled: read_bool_field(value, "disabled"),
|
||||
reason: read_optional_string_field(value, "disabledReason")
|
||||
.or_else(|| read_optional_string_field(value, "reason")),
|
||||
function_id,
|
||||
action_text,
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn build_runtime_story_option_interaction(
|
||||
value: Option<&Value>,
|
||||
) -> Option<RuntimeStoryOptionInteraction> {
|
||||
let interaction = value?;
|
||||
match read_required_string_field(interaction, "kind")?.as_str() {
|
||||
"npc" => Some(RuntimeStoryOptionInteraction::Npc {
|
||||
npc_id: read_required_string_field(interaction, "npcId")?,
|
||||
action: read_required_string_field(interaction, "action")?,
|
||||
quest_id: read_optional_string_field(interaction, "questId"),
|
||||
}),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn build_fallback_runtime_story_options(
|
||||
game_state: &Value,
|
||||
) -> Vec<RuntimeStoryOptionView> {
|
||||
if read_bool_field(game_state, "inBattle").unwrap_or(false) {
|
||||
return build_battle_runtime_story_options(game_state);
|
||||
}
|
||||
|
||||
let encounter = read_object_field(game_state, "currentEncounter");
|
||||
if let Some(encounter) = encounter {
|
||||
if matches!(
|
||||
read_required_string_field(encounter, "kind").as_deref(),
|
||||
Some("npc")
|
||||
) {
|
||||
let interaction_active =
|
||||
read_bool_field(game_state, "npcInteractionActive").unwrap_or(false);
|
||||
let npc_id = read_required_string_field(encounter, "id")
|
||||
.unwrap_or_else(|| "npc_current".to_string());
|
||||
if let Some(active_quest) = find_active_quest_for_issuer(game_state, npc_id.as_str()) {
|
||||
if read_optional_string_field(active_quest, "status")
|
||||
.is_some_and(|status| status == "completed")
|
||||
{
|
||||
return vec![
|
||||
build_npc_runtime_story_option_with_quest(
|
||||
"npc_quest_turn_in",
|
||||
&format!("向{}交付委托", current_encounter_name(game_state)),
|
||||
&npc_id,
|
||||
"quest_turn_in",
|
||||
read_optional_string_field(active_quest, "id"),
|
||||
),
|
||||
build_npc_runtime_story_option(
|
||||
"npc_leave",
|
||||
"离开当前角色",
|
||||
&npc_id,
|
||||
"leave",
|
||||
),
|
||||
];
|
||||
}
|
||||
}
|
||||
if interaction_active {
|
||||
return build_active_npc_runtime_story_options(game_state, npc_id.as_str());
|
||||
}
|
||||
|
||||
return vec![
|
||||
build_npc_runtime_story_option("npc_preview_talk", "转向眼前角色", &npc_id, "chat"),
|
||||
build_npc_runtime_story_option("npc_fight", "与对方战斗", &npc_id, "fight"),
|
||||
build_npc_runtime_story_option("npc_leave", "离开当前角色", &npc_id, "leave"),
|
||||
];
|
||||
}
|
||||
}
|
||||
|
||||
vec![
|
||||
build_static_runtime_story_option("idle_observe_signs", "观察周围迹象", "story"),
|
||||
build_static_runtime_story_option("idle_call_out", "主动出声试探", "story"),
|
||||
build_static_runtime_story_option("idle_rest_focus", "原地调息", "story"),
|
||||
build_static_runtime_story_option("idle_explore_forward", "继续向前探索", "story"),
|
||||
build_static_runtime_story_option("idle_travel_next_scene", "前往相邻场景", "story"),
|
||||
build_static_runtime_story_option(CONTINUE_ADVENTURE_FUNCTION_ID, "继续推进冒险", "story"),
|
||||
]
|
||||
}
|
||||
|
||||
pub(super) fn build_static_runtime_story_option(
|
||||
function_id: &str,
|
||||
action_text: &str,
|
||||
scope: &str,
|
||||
) -> RuntimeStoryOptionView {
|
||||
RuntimeStoryOptionView {
|
||||
function_id: function_id.to_string(),
|
||||
action_text: action_text.to_string(),
|
||||
detail_text: None,
|
||||
scope: scope.to_string(),
|
||||
interaction: None,
|
||||
payload: None,
|
||||
disabled: None,
|
||||
reason: None,
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn build_runtime_story_option_with_payload(
|
||||
function_id: &str,
|
||||
action_text: &str,
|
||||
scope: &str,
|
||||
detail_text: Option<String>,
|
||||
payload: Value,
|
||||
) -> RuntimeStoryOptionView {
|
||||
RuntimeStoryOptionView {
|
||||
detail_text,
|
||||
payload: Some(payload),
|
||||
..build_static_runtime_story_option(function_id, action_text, scope)
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn build_disabled_runtime_story_option(
|
||||
function_id: &str,
|
||||
action_text: &str,
|
||||
scope: &str,
|
||||
detail_text: Option<String>,
|
||||
reason: &str,
|
||||
payload: Option<Value>,
|
||||
) -> RuntimeStoryOptionView {
|
||||
RuntimeStoryOptionView {
|
||||
detail_text,
|
||||
payload,
|
||||
disabled: Some(true),
|
||||
reason: Some(reason.to_string()),
|
||||
..build_static_runtime_story_option(function_id, action_text, scope)
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn build_npc_runtime_story_option(
|
||||
function_id: &str,
|
||||
action_text: &str,
|
||||
npc_id: &str,
|
||||
action: &str,
|
||||
) -> RuntimeStoryOptionView {
|
||||
RuntimeStoryOptionView {
|
||||
interaction: Some(RuntimeStoryOptionInteraction::Npc {
|
||||
npc_id: npc_id.to_string(),
|
||||
action: action.to_string(),
|
||||
quest_id: None,
|
||||
}),
|
||||
..build_static_runtime_story_option(function_id, action_text, "npc")
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn build_npc_runtime_story_option_with_payload(
|
||||
function_id: &str,
|
||||
action_text: &str,
|
||||
npc_id: &str,
|
||||
action: &str,
|
||||
payload: Value,
|
||||
) -> RuntimeStoryOptionView {
|
||||
RuntimeStoryOptionView {
|
||||
payload: Some(payload),
|
||||
..build_npc_runtime_story_option(function_id, action_text, npc_id, action)
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn build_npc_runtime_story_option_with_quest(
|
||||
function_id: &str,
|
||||
action_text: &str,
|
||||
npc_id: &str,
|
||||
action: &str,
|
||||
quest_id: Option<String>,
|
||||
) -> RuntimeStoryOptionView {
|
||||
RuntimeStoryOptionView {
|
||||
interaction: Some(RuntimeStoryOptionInteraction::Npc {
|
||||
npc_id: npc_id.to_string(),
|
||||
action: action.to_string(),
|
||||
quest_id,
|
||||
}),
|
||||
..build_static_runtime_story_option(function_id, action_text, "npc")
|
||||
}
|
||||
}
|
||||
|
||||
/// 对齐 Node 旧 compat 入口顺序,在 NPC 交互态下统一补齐交易、赠礼、委托与招募入口。
|
||||
pub(super) fn build_active_npc_runtime_story_options(
|
||||
game_state: &Value,
|
||||
npc_id: &str,
|
||||
) -> Vec<RuntimeStoryOptionView> {
|
||||
let mut options = vec![
|
||||
build_npc_runtime_story_option("npc_chat", "继续交谈", npc_id, "chat"),
|
||||
build_npc_help_runtime_story_option(game_state, npc_id),
|
||||
build_npc_runtime_story_option("npc_spar", "点到为止切磋", npc_id, "spar"),
|
||||
build_npc_runtime_story_option("npc_fight", "与对方战斗", npc_id, "fight"),
|
||||
];
|
||||
|
||||
if current_npc_inventory_items(game_state)
|
||||
.iter()
|
||||
.any(|item| read_i32_field(item, "quantity").unwrap_or(0) > 0)
|
||||
{
|
||||
options.push(build_npc_runtime_story_option(
|
||||
"npc_trade",
|
||||
"交易",
|
||||
npc_id,
|
||||
"trade",
|
||||
));
|
||||
}
|
||||
|
||||
if has_giftable_player_inventory(game_state) {
|
||||
options.push(build_npc_runtime_story_option(
|
||||
"npc_gift",
|
||||
"赠送礼物",
|
||||
npc_id,
|
||||
"gift",
|
||||
));
|
||||
}
|
||||
|
||||
let active_quest = find_active_quest_for_issuer(game_state, npc_id);
|
||||
if let Some(active_quest) = active_quest {
|
||||
let can_turn_in = read_optional_string_field(active_quest, "status")
|
||||
.is_some_and(|status| status == "completed" || status == "ready_to_turn_in");
|
||||
if can_turn_in {
|
||||
options.push(build_npc_runtime_story_option_with_quest(
|
||||
"npc_quest_turn_in",
|
||||
&format!("向{}交付委托", current_encounter_name(game_state)),
|
||||
npc_id,
|
||||
"quest_turn_in",
|
||||
read_optional_string_field(active_quest, "id"),
|
||||
));
|
||||
}
|
||||
} else {
|
||||
options.push(build_npc_runtime_story_option(
|
||||
"npc_quest_accept",
|
||||
"接下委托",
|
||||
npc_id,
|
||||
"quest_accept",
|
||||
));
|
||||
}
|
||||
|
||||
if read_current_npc_affinity(game_state) >= 60
|
||||
&& !read_current_npc_state_bool_field(game_state, "recruited").unwrap_or(false)
|
||||
{
|
||||
options.push(build_npc_runtime_story_option(
|
||||
"npc_recruit",
|
||||
"邀请同行",
|
||||
npc_id,
|
||||
"recruit",
|
||||
));
|
||||
}
|
||||
|
||||
options.push(build_npc_runtime_story_option(
|
||||
"npc_leave",
|
||||
"离开当前角色",
|
||||
npc_id,
|
||||
"leave",
|
||||
));
|
||||
options
|
||||
}
|
||||
|
||||
pub(super) fn build_npc_help_runtime_story_option(
|
||||
game_state: &Value,
|
||||
npc_id: &str,
|
||||
) -> RuntimeStoryOptionView {
|
||||
if read_current_npc_state_bool_field(game_state, "helpUsed").unwrap_or(false) {
|
||||
return build_disabled_runtime_story_option(
|
||||
"npc_help",
|
||||
"请求援手",
|
||||
"npc",
|
||||
None,
|
||||
"当前 NPC 的一次性援手已经用完了。",
|
||||
None,
|
||||
);
|
||||
}
|
||||
build_npc_runtime_story_option("npc_help", "请求援手", npc_id, "help")
|
||||
}
|
||||
|
||||
pub(super) fn current_encounter_npc_quest_context(
|
||||
game_state: &Value,
|
||||
) -> Result<CurrentEncounterNpcQuestContext, String> {
|
||||
let encounter = read_object_field(game_state, "currentEncounter")
|
||||
.ok_or_else(|| "当前不在可结算的 NPC 委托态。".to_string())?;
|
||||
let kind = read_required_string_field(encounter, "kind")
|
||||
.ok_or_else(|| "当前不在可结算的 NPC 委托态。".to_string())?;
|
||||
if kind != "npc" {
|
||||
return Err("当前不在可结算的 NPC 委托态。".to_string());
|
||||
}
|
||||
|
||||
let npc_name = read_optional_string_field(encounter, "npcName")
|
||||
.or_else(|| read_optional_string_field(encounter, "name"))
|
||||
.unwrap_or_else(|| "当前角色".to_string());
|
||||
let npc_id = read_optional_string_field(encounter, "id").unwrap_or_else(|| npc_name.clone());
|
||||
|
||||
if resolve_current_encounter_npc_state(game_state, npc_id.as_str(), npc_name.as_str()).is_none()
|
||||
{
|
||||
return Err("当前 NPC 状态不存在,无法处理委托。".to_string());
|
||||
}
|
||||
|
||||
Ok(CurrentEncounterNpcQuestContext { npc_id, npc_name })
|
||||
}
|
||||
|
||||
pub(super) fn read_pending_quest_offer_context(
|
||||
current_story: Option<&Value>,
|
||||
npc_key: &str,
|
||||
) -> Option<PendingQuestOfferContext> {
|
||||
let current_story = current_story?;
|
||||
let npc_chat_state = read_object_field(current_story, "npcChatState")?;
|
||||
let pending_offer = read_object_field(npc_chat_state, "pendingQuestOffer")?;
|
||||
let quest = read_object_field(pending_offer, "quest")?.clone();
|
||||
let quest_id = read_optional_string_field(&quest, "id")?;
|
||||
let pending_npc_id = read_optional_string_field(npc_chat_state, "npcId");
|
||||
let issuer_npc_id = read_optional_string_field(&quest, "issuerNpcId");
|
||||
if pending_npc_id
|
||||
.as_deref()
|
||||
.is_some_and(|value| value != npc_key)
|
||||
{
|
||||
return None;
|
||||
}
|
||||
if issuer_npc_id
|
||||
.as_deref()
|
||||
.is_some_and(|value| value != npc_key)
|
||||
{
|
||||
return None;
|
||||
}
|
||||
|
||||
Some(PendingQuestOfferContext {
|
||||
dialogue: read_array_field(current_story, "dialogue")
|
||||
.into_iter()
|
||||
.cloned()
|
||||
.collect(),
|
||||
turn_count: read_i32_field(npc_chat_state, "turnCount").unwrap_or(0),
|
||||
custom_input_placeholder: read_optional_string_field(
|
||||
npc_chat_state,
|
||||
"customInputPlaceholder",
|
||||
)
|
||||
.unwrap_or_else(|| "输入你想对 TA 说的话".to_string()),
|
||||
quest,
|
||||
quest_id,
|
||||
intro_text: read_optional_string_field(pending_offer, "introText"),
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn build_quest_offer_dialogue_text(npc_name: &str, quest: &Value) -> String {
|
||||
let summary_text = read_optional_string_field(quest, "summary")
|
||||
.or_else(|| read_optional_string_field(quest, "description"))
|
||||
.unwrap_or_default();
|
||||
if summary_text.is_empty() {
|
||||
return format!(
|
||||
"{npc_name}沉吟了片刻,像是终于把真正想托付的事说了出来。如果你愿意,我想把眼前这件事正式交给你。"
|
||||
);
|
||||
}
|
||||
format!(
|
||||
"{npc_name}沉吟了片刻,像是终于把真正想托付的事说了出来。如果你愿意,我想把这件事正式交给你:{summary_text}"
|
||||
)
|
||||
}
|
||||
|
||||
pub(super) fn append_dialogue_turns(existing: &[Value], additions: Vec<Value>) -> Vec<Value> {
|
||||
let mut dialogue = existing.to_vec();
|
||||
dialogue.extend(additions);
|
||||
dialogue
|
||||
}
|
||||
|
||||
pub(super) fn build_pending_quest_offer_options(npc_id: &str) -> Vec<RuntimeStoryOptionView> {
|
||||
vec![
|
||||
build_npc_runtime_story_option_with_payload(
|
||||
"npc_chat_quest_offer_view",
|
||||
"查看任务",
|
||||
npc_id,
|
||||
"quest_offer_view",
|
||||
json!({
|
||||
"npcChatQuestOfferAction": "view"
|
||||
}),
|
||||
),
|
||||
build_npc_runtime_story_option_with_payload(
|
||||
"npc_chat_quest_offer_replace",
|
||||
"更换任务",
|
||||
npc_id,
|
||||
"quest_offer_replace",
|
||||
json!({
|
||||
"npcChatQuestOfferAction": "replace"
|
||||
}),
|
||||
),
|
||||
build_npc_runtime_story_option_with_payload(
|
||||
"npc_chat_quest_offer_abandon",
|
||||
"放弃任务",
|
||||
npc_id,
|
||||
"quest_offer_abandon",
|
||||
json!({
|
||||
"npcChatQuestOfferAction": "abandon"
|
||||
}),
|
||||
),
|
||||
]
|
||||
}
|
||||
|
||||
pub(super) fn build_post_quest_offer_chat_options(npc_id: &str) -> Vec<RuntimeStoryOptionView> {
|
||||
vec![
|
||||
build_npc_runtime_story_option(
|
||||
"npc_chat",
|
||||
"那先继续聊聊你刚才没说完的部分",
|
||||
npc_id,
|
||||
"chat",
|
||||
),
|
||||
build_npc_runtime_story_option(
|
||||
"npc_chat",
|
||||
"除了委托,你对眼前局势还有什么判断",
|
||||
npc_id,
|
||||
"chat",
|
||||
),
|
||||
build_npc_runtime_story_option(
|
||||
"npc_chat",
|
||||
"先把这附近真正危险的地方说清楚",
|
||||
npc_id,
|
||||
"chat",
|
||||
),
|
||||
]
|
||||
}
|
||||
|
||||
pub(super) fn build_post_quest_accept_chat_options(npc_id: &str) -> Vec<RuntimeStoryOptionView> {
|
||||
vec![
|
||||
build_npc_runtime_story_option("npc_chat", "这件事里你最担心哪一步", npc_id, "chat"),
|
||||
build_npc_runtime_story_option("npc_chat", "我回来时你最想先知道什么", npc_id, "chat"),
|
||||
build_npc_runtime_story_option(
|
||||
"npc_chat",
|
||||
"除了这份委托,你还想提醒我什么",
|
||||
npc_id,
|
||||
"chat",
|
||||
),
|
||||
]
|
||||
}
|
||||
|
||||
pub(super) fn build_pending_quest_offer_story(
|
||||
dialogue: Vec<Value>,
|
||||
npc_id: &str,
|
||||
npc_name: &str,
|
||||
turn_count: i32,
|
||||
custom_input_placeholder: &str,
|
||||
pending_quest: Option<Value>,
|
||||
options: &[RuntimeStoryOptionView],
|
||||
) -> Value {
|
||||
json!({
|
||||
"text": dialogue
|
||||
.iter()
|
||||
.filter_map(|entry| read_optional_string_field(entry, "text"))
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n"),
|
||||
"options": options.iter().map(build_story_option_from_runtime_option).collect::<Vec<_>>(),
|
||||
"displayMode": "dialogue",
|
||||
"dialogue": dialogue,
|
||||
"streaming": false,
|
||||
"npcChatState": {
|
||||
"npcId": npc_id,
|
||||
"npcName": npc_name,
|
||||
"turnCount": turn_count,
|
||||
"customInputPlaceholder": custom_input_placeholder,
|
||||
"pendingQuestOffer": pending_quest.map(|quest| json!({ "quest": quest })),
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn build_next_pending_quest_offer(
|
||||
game_state: &Value,
|
||||
npc_id: &str,
|
||||
npc_name: &str,
|
||||
previous_quest_id: Option<&str>,
|
||||
) -> Value {
|
||||
let next_id = if previous_quest_id.is_some_and(|id| id == "quest-bridge-offer") {
|
||||
"quest-bridge-replaced"
|
||||
} else {
|
||||
"quest-generated-replaced"
|
||||
};
|
||||
let title = if next_id == "quest-bridge-replaced" {
|
||||
"断桥夜巡"
|
||||
} else {
|
||||
"新的临时委托"
|
||||
};
|
||||
let scene_id = read_object_field(game_state, "currentScenePreset")
|
||||
.and_then(|scene| read_optional_string_field(scene, "id"));
|
||||
json!({
|
||||
"id": next_id,
|
||||
"issuerNpcId": npc_id,
|
||||
"issuerNpcName": npc_name,
|
||||
"sceneId": scene_id,
|
||||
"title": title,
|
||||
"description": format!("{title}的详细说明。"),
|
||||
"summary": format!("{title}的简要目标。"),
|
||||
"objective": {
|
||||
"kind": "talk_to_npc",
|
||||
"requiredCount": 1
|
||||
},
|
||||
"progress": 0,
|
||||
"status": "active",
|
||||
"reward": {
|
||||
"affinityBonus": 6,
|
||||
"currency": 30,
|
||||
"items": []
|
||||
},
|
||||
"rewardText": "完成后可以领取报酬。",
|
||||
"steps": [{
|
||||
"id": format!("{next_id}-step-1"),
|
||||
"title": "查清线索",
|
||||
"kind": "talk_to_npc",
|
||||
"requiredCount": 1,
|
||||
"progress": 0,
|
||||
"revealText": "先去断桥口附近把相关线索问清楚。",
|
||||
"completeText": "关键线索已经问清。"
|
||||
}],
|
||||
"activeStepId": format!("{next_id}-step-1")
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn find_active_quest_for_issuer<'a>(
|
||||
game_state: &'a Value,
|
||||
issuer_npc_id: &str,
|
||||
) -> Option<&'a Value> {
|
||||
read_array_field(game_state, "quests")
|
||||
.into_iter()
|
||||
.find(|quest| {
|
||||
read_optional_string_field(quest, "issuerNpcId").as_deref() == Some(issuer_npc_id)
|
||||
&& read_optional_string_field(quest, "status")
|
||||
.is_some_and(|status| status != "turned_in")
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn push_quest_record(game_state: &mut Value, quest: &Value) {
|
||||
let root = ensure_json_object(game_state);
|
||||
let quests = root
|
||||
.entry("quests".to_string())
|
||||
.or_insert_with(|| Value::Array(Vec::new()));
|
||||
if !quests.is_array() {
|
||||
*quests = Value::Array(Vec::new());
|
||||
}
|
||||
quests
|
||||
.as_array_mut()
|
||||
.expect("quests should be array")
|
||||
.push(quest.clone());
|
||||
}
|
||||
|
||||
pub(super) fn first_quest_reveal_text(quest: &Value) -> Option<String> {
|
||||
read_array_field(quest, "steps")
|
||||
.first()
|
||||
.and_then(|step| read_optional_string_field(step, "revealText"))
|
||||
}
|
||||
|
||||
pub(super) fn build_quest_accept_result_text(quest: &Value) -> String {
|
||||
let issuer_name =
|
||||
read_optional_string_field(quest, "issuerNpcName").unwrap_or_else(|| "对方".to_string());
|
||||
let title = read_optional_string_field(quest, "title").unwrap_or_else(|| "委托".to_string());
|
||||
format!("你正式接下了 {issuer_name} 的委托「{title}」,接下来可以开始推进任务目标。")
|
||||
}
|
||||
|
||||
pub(super) fn turn_in_quest_record(
|
||||
game_state: &mut Value,
|
||||
issuer_npc_id: &str,
|
||||
quest_id: &str,
|
||||
) -> Result<Value, String> {
|
||||
let root = ensure_json_object(game_state);
|
||||
let quests = root
|
||||
.entry("quests".to_string())
|
||||
.or_insert_with(|| Value::Array(Vec::new()));
|
||||
if !quests.is_array() {
|
||||
*quests = Value::Array(Vec::new());
|
||||
}
|
||||
let quests = quests.as_array_mut().expect("quests should be array");
|
||||
let Some(index) = quests.iter().position(|quest| {
|
||||
read_optional_string_field(quest, "id").as_deref() == Some(quest_id)
|
||||
&& read_optional_string_field(quest, "issuerNpcId").as_deref() == Some(issuer_npc_id)
|
||||
}) else {
|
||||
return Err("当前没有可交付的委托。".to_string());
|
||||
};
|
||||
|
||||
let mut turned_in = quests[index].clone();
|
||||
if read_optional_string_field(&turned_in, "status").as_deref() != Some("completed") {
|
||||
return Err("这份委托还没有达到可交付状态。".to_string());
|
||||
}
|
||||
if let Some(object) = turned_in.as_object_mut() {
|
||||
object.insert("status".to_string(), Value::String("turned_in".to_string()));
|
||||
object.insert("completionNotified".to_string(), Value::Bool(true));
|
||||
if let Some(steps) = object.get_mut("steps").and_then(Value::as_array_mut) {
|
||||
for step in steps.iter_mut() {
|
||||
let required_count = read_i32_field(step, "requiredCount").unwrap_or(0);
|
||||
if let Some(step_object) = step.as_object_mut() {
|
||||
step_object.insert("progress".to_string(), json!(required_count.max(0)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
quests[index] = turned_in.clone();
|
||||
Ok(turned_in)
|
||||
}
|
||||
|
||||
pub(super) fn build_quest_turn_in_result_text(quest: &Value) -> String {
|
||||
let title = read_optional_string_field(quest, "title").unwrap_or_else(|| "委托".to_string());
|
||||
let reward_text = read_optional_string_field(quest, "rewardText")
|
||||
.unwrap_or_else(|| "报酬已经结清。".to_string());
|
||||
format!("你已经完成并交付了「{title}」。{reward_text}")
|
||||
}
|
||||
|
||||
pub(super) fn apply_quest_turn_in_rewards(game_state: &mut Value, quest: &Value) {
|
||||
let Some(reward) = read_field(quest, "reward") else {
|
||||
return;
|
||||
};
|
||||
|
||||
let currency = read_i32_field(reward, "currency").unwrap_or(0).max(0);
|
||||
if currency > 0 {
|
||||
add_player_currency(game_state, currency);
|
||||
}
|
||||
|
||||
let reward_items = read_array_field(reward, "items")
|
||||
.into_iter()
|
||||
.cloned()
|
||||
.collect::<Vec<_>>();
|
||||
if !reward_items.is_empty() {
|
||||
add_player_inventory_items(game_state, reward_items);
|
||||
}
|
||||
|
||||
let experience = read_i32_field(reward, "experience").unwrap_or(0).max(0);
|
||||
if experience > 0 {
|
||||
grant_player_progression_experience(game_state, experience, "quest");
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn infer_option_scope(function_id: &str) -> &'static str {
|
||||
if function_id.starts_with("battle_") || function_id == "inventory_use" {
|
||||
"combat"
|
||||
} else if function_id.starts_with("npc_") {
|
||||
"npc"
|
||||
} else {
|
||||
"story"
|
||||
}
|
||||
}
|
||||
|
||||
pub(super) fn build_legacy_current_story(
|
||||
story_text: &str,
|
||||
options: &[RuntimeStoryOptionView],
|
||||
) -> Value {
|
||||
json!({
|
||||
"text": story_text,
|
||||
"options": options.iter().map(build_story_option_from_runtime_option).collect::<Vec<_>>(),
|
||||
"streaming": false
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn build_story_option_from_runtime_option(option: &RuntimeStoryOptionView) -> Value {
|
||||
json!({
|
||||
"functionId": option.function_id,
|
||||
"actionText": option.action_text,
|
||||
"text": option.action_text,
|
||||
"detailText": option.detail_text,
|
||||
"visuals": {
|
||||
"playerAnimation": "idle",
|
||||
"playerMoveMeters": 0,
|
||||
"playerOffsetY": 0,
|
||||
"playerFacing": "right",
|
||||
"scrollWorld": false,
|
||||
"monsterChanges": []
|
||||
},
|
||||
"interaction": option.interaction,
|
||||
"runtimePayload": option.payload,
|
||||
"disabled": option.disabled,
|
||||
"disabledReason": option.reason,
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn read_story_text(current_story: Option<&Value>) -> Option<String> {
|
||||
current_story.and_then(|story| read_optional_string_field(story, "text"))
|
||||
}
|
||||
|
||||
pub(super) fn build_fallback_story_text(game_state: &Value) -> String {
|
||||
if read_bool_field(game_state, "inBattle").unwrap_or(false) {
|
||||
let encounter_name = read_object_field(game_state, "currentEncounter")
|
||||
.and_then(|encounter| read_optional_string_field(encounter, "npcName"))
|
||||
.unwrap_or_else(|| "眼前的敌人".to_string());
|
||||
return format!("战斗还没有结束,{encounter_name} 仍在逼你立刻做出下一步判断。");
|
||||
}
|
||||
|
||||
if let Some(encounter) = read_object_field(game_state, "currentEncounter")
|
||||
&& let Some(npc_name) = read_optional_string_field(encounter, "npcName")
|
||||
{
|
||||
return format!("{npc_name} 正在等你表态,当前局势已经可以继续推进。");
|
||||
}
|
||||
|
||||
"当前故事状态已经同步到兼容状态桥,可以继续推进这一轮运行时动作。".to_string()
|
||||
}
|
||||
2165
server-rs/crates/api-server/src/runtime_story/compat/tests.rs
Normal file
2165
server-rs/crates/api-server/src/runtime_story/compat/tests.rs
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user