refactor: split runtime story compat modules
This commit is contained in:
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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