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2026-04-20 11:30:19 +08:00
parent 50759f3c1e
commit 8a7bd90458
85 changed files with 7290 additions and 1903 deletions

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@@ -10,6 +10,8 @@ import type {
CustomWorldFoundationDraftFaction,
CustomWorldFoundationDraftLandmark,
CustomWorldFoundationDraftProfile,
CustomWorldFoundationDraftSceneAct,
CustomWorldFoundationDraftSceneChapter,
CustomWorldFoundationDraftThread,
} from '../../../packages/shared/src/contracts/customWorldAgent.js';
import {
@@ -74,6 +76,39 @@ const EDITABLE_CAMP_SECTION_IDS = [
'dangerLevel',
] as const;
const EDITABLE_SCENE_CHAPTER_BASE_SECTION_IDS = [
'title',
'summary',
] as const;
const SCENE_ACT_STAGE_ORDER = [
'opening',
'expansion',
'turning_point',
'climax',
'aftermath',
] as const;
const SCENE_ACT_STAGE_LABELS: Record<
CustomWorldFoundationDraftSceneAct['stageCoverage'][number],
string
> = {
opening: '开场',
expansion: '铺展',
turning_point: '转折',
climax: '高潮',
aftermath: '余波',
};
const SCENE_ACT_ADVANCE_RULE_LABELS: Record<
CustomWorldFoundationDraftSceneAct['advanceRule'],
string
> = {
after_primary_contact: '主角色首次有效接触后推进',
after_active_step_complete: '当前主动步骤完成后推进',
after_chapter_resolution: '章节进入收束后推进',
};
function toText(value: unknown) {
return typeof value === 'string' ? value.trim() : '';
}
@@ -101,6 +136,28 @@ function toStringArray(value: unknown, maxCount = 8) {
);
}
function normalizeCharacterSkills(value: unknown, fallbackName: string) {
const skills = toRecordArray(value)
.map((item, index) => ({
id: toText(item.id) || `skill-${index + 1}`,
name: toText(item.name) || `技能${index + 1}`,
actionPreviewConfig: toRecord(item.actionPreviewConfig),
}))
.filter((item) => Boolean(item.id));
if (skills.length > 0) {
return skills;
}
return [
{
id: 'skill-1',
name: `${clampText(fallbackName, 10) || '角色'}招牌动作`,
actionPreviewConfig: null,
},
];
}
function slugify(value: string) {
const normalized = value
.trim()
@@ -149,9 +206,40 @@ function resolveEditableSectionIds(kind: CustomWorldDraftCardKind) {
if (kind === 'thread') return [...EDITABLE_THREAD_SECTION_IDS];
if (kind === 'chapter') return [...EDITABLE_CHAPTER_SECTION_IDS];
if (kind === 'camp') return [...EDITABLE_CAMP_SECTION_IDS];
if (kind === 'scene_chapter') return [...EDITABLE_SCENE_CHAPTER_BASE_SECTION_IDS];
return [];
}
function resolveSceneChapterEditableSectionIds(
sceneChapter: CustomWorldFoundationDraftSceneChapter,
) {
return [
...EDITABLE_SCENE_CHAPTER_BASE_SECTION_IDS,
...sceneChapter.acts.flatMap((act) => [
`act:${act.id}:title`,
`act:${act.id}:summary`,
`act:${act.id}:backgroundImageSrc`,
`act:${act.id}:encounterNpcIds`,
`act:${act.id}:actGoal`,
`act:${act.id}:transitionHook`,
]),
];
}
function resolveSceneActStageCoverageLabel(
stageCoverage: CustomWorldFoundationDraftSceneAct['stageCoverage'],
) {
return stageCoverage
.map((stage) => SCENE_ACT_STAGE_LABELS[stage] || stage)
.join('、');
}
function resolveSceneActAdvanceRuleLabel(
advanceRule: CustomWorldFoundationDraftSceneAct['advanceRule'],
) {
return SCENE_ACT_ADVANCE_RULE_LABELS[advanceRule] || advanceRule;
}
function normalizeFaction(
value: unknown,
index: number,
@@ -243,6 +331,7 @@ function normalizeCharacter(
].join(''),
120,
),
skills: normalizeCharacterSkills(record.skills, role || title || name || '角色'),
imageSrc: toText(record.imageSrc) || null,
generatedVisualAssetId: toText(record.generatedVisualAssetId) || null,
generatedAnimationSetId: toText(record.generatedAnimationSetId) || null,
@@ -287,6 +376,7 @@ function normalizeLandmark(
importance: secret || '玩家第一次抵达就会意识到它不只是背景',
secret: secret || '玩家第一次抵达就会意识到它不只是背景',
dangerLevel: dangerLevel || '中',
imageSrc: toText(record.imageSrc) || null,
characterIds: toStringArray(record.characterIds, 8),
threadIds: toStringArray(record.threadIds, 8),
summary:
@@ -410,6 +500,7 @@ function normalizeCamp(value: unknown): CustomWorldFoundationDraftCamp | null {
description: description || '玩家暂时还能整顿情报和喘口气的地方',
mood: dangerLevel || '克制、紧绷,但还能暂时收拢局势',
dangerLevel: dangerLevel || '克制、紧绷,但还能暂时收拢局势',
imageSrc: toText(record.imageSrc) || null,
summary:
summary ||
clampText(
@@ -422,6 +513,342 @@ function normalizeCamp(value: unknown): CustomWorldFoundationDraftCamp | null {
};
}
function normalizeStageCoverage(value: unknown) {
const stageCoverage = Array.isArray(value)
? value
.filter((entry): entry is string => typeof entry === 'string')
.map((entry) => entry.trim())
.filter(
(
entry,
): entry is CustomWorldFoundationDraftSceneAct['stageCoverage'][number] =>
SCENE_ACT_STAGE_ORDER.includes(
entry as (typeof SCENE_ACT_STAGE_ORDER)[number],
),
)
: [];
return [...new Set(stageCoverage)];
}
function buildFallbackSceneActStageCoverage(index: number, actCount: number) {
if (actCount <= 2) {
return index === 0
? (['opening', 'expansion'] as CustomWorldFoundationDraftSceneAct['stageCoverage'])
: (['turning_point', 'climax', 'aftermath'] as CustomWorldFoundationDraftSceneAct['stageCoverage']);
}
if (actCount === 3) {
if (index === 0) {
return ['opening'] as CustomWorldFoundationDraftSceneAct['stageCoverage'];
}
if (index === 1) {
return ['expansion', 'turning_point'] as CustomWorldFoundationDraftSceneAct['stageCoverage'];
}
return ['climax', 'aftermath'] as CustomWorldFoundationDraftSceneAct['stageCoverage'];
}
if (actCount === 4) {
if (index === 0) return ['opening'] as CustomWorldFoundationDraftSceneAct['stageCoverage'];
if (index === 1) return ['expansion'] as CustomWorldFoundationDraftSceneAct['stageCoverage'];
if (index === 2) return ['turning_point'] as CustomWorldFoundationDraftSceneAct['stageCoverage'];
return ['climax', 'aftermath'] as CustomWorldFoundationDraftSceneAct['stageCoverage'];
}
return [SCENE_ACT_STAGE_ORDER[Math.min(index, SCENE_ACT_STAGE_ORDER.length - 1)]];
}
function normalizeSceneAct(
value: unknown,
index: number,
fallback: {
sceneId: string;
sceneName: string;
backgroundImageSrc?: string | null;
encounterNpcIds: string[];
linkedThreadIds: string[];
actCount: number;
},
): CustomWorldFoundationDraftSceneAct | null {
const record = toRecord(value);
if (!record) {
return null;
}
const title = toText(record.title);
const summary = toText(record.summary);
const encounterNpcIds = toStringArray(
record.encounterNpcIds,
Math.max(1, fallback.encounterNpcIds.length || 8),
);
const stageCoverage = normalizeStageCoverage(record.stageCoverage);
if (!title && !summary && encounterNpcIds.length === 0) {
return null;
}
const resolvedEncounterNpcIds =
encounterNpcIds.length > 0 ? encounterNpcIds : fallback.encounterNpcIds;
const primaryNpcId = toText(record.primaryNpcId) || resolvedEncounterNpcIds[0] || '';
return {
id:
toText(record.id) ||
createId(`scene-act-${fallback.sceneId}`, title || fallback.sceneName, index),
title: title || `${index + 1}`,
summary:
summary ||
clampText(
[
title || `${index + 1}`,
toText(record.actGoal) || '这一幕仍需继续精修',
].join(''),
120,
),
stageCoverage:
stageCoverage.length > 0
? stageCoverage
: buildFallbackSceneActStageCoverage(index, fallback.actCount),
backgroundImageSrc:
toText(record.backgroundImageSrc) || fallback.backgroundImageSrc || null,
backgroundAssetId: toText(record.backgroundAssetId) || null,
encounterNpcIds: resolvedEncounterNpcIds,
primaryNpcId,
linkedThreadIds:
toStringArray(record.linkedThreadIds, 8).length > 0
? toStringArray(record.linkedThreadIds, 8)
: fallback.linkedThreadIds,
actGoal:
toText(record.actGoal) ||
(index === 0
? `先在${fallback.sceneName}接住开场 lead`
: index === fallback.actCount - 1
? `${fallback.sceneName}这一章收住`
: `继续逼近${fallback.sceneName}的核心压力`),
transitionHook:
toText(record.transitionHook) ||
(index === fallback.actCount - 1
? '这一幕结束后会把问题推向下一跳。'
: '完成当前推进后,局势会进入下一幕。'),
advanceRule:
toText(record.advanceRule) === 'after_primary_contact' ||
toText(record.advanceRule) === 'after_active_step_complete' ||
toText(record.advanceRule) === 'after_chapter_resolution'
? (toText(record.advanceRule) as CustomWorldFoundationDraftSceneAct['advanceRule'])
: index === 0
? 'after_primary_contact'
: index === fallback.actCount - 1
? 'after_chapter_resolution'
: 'after_active_step_complete',
};
}
function buildFallbackSceneActs(params: {
sceneId: string;
sceneName: string;
sceneSummary: string;
backgroundImageSrc?: string | null;
encounterNpcIds: string[];
linkedThreadIds: string[];
}) {
const actCount = 3;
return [
{
id: `${params.sceneId}-act-1`,
title: `初见 ${params.sceneName}`,
summary: clampText(
`玩家第一次真正接住${params.sceneName}这一章的入口。${params.sceneSummary}`,
120,
),
stageCoverage: buildFallbackSceneActStageCoverage(0, actCount),
backgroundImageSrc: params.backgroundImageSrc || null,
backgroundAssetId: null,
encounterNpcIds: params.encounterNpcIds,
primaryNpcId: params.encounterNpcIds[0] || '',
linkedThreadIds: params.linkedThreadIds,
actGoal: `先在${params.sceneName}接住开场 lead`,
transitionHook: '和主角色完成首次有效接触后,局势会继续加压。',
advanceRule: 'after_primary_contact',
},
{
id: `${params.sceneId}-act-2`,
title: `${params.sceneName}承压`,
summary: clampText(
`玩家开始确认${params.sceneName}不只是背景,而是这一章真正承压的地方。`,
120,
),
stageCoverage: buildFallbackSceneActStageCoverage(1, actCount),
backgroundImageSrc: params.backgroundImageSrc || null,
backgroundAssetId: null,
encounterNpcIds: params.encounterNpcIds,
primaryNpcId: params.encounterNpcIds[0] || '',
linkedThreadIds: params.linkedThreadIds,
actGoal: `继续逼近${params.sceneName}的核心压力`,
transitionHook: '完成当前主动 step 后,这一章会转向收束。',
advanceRule: 'after_active_step_complete',
},
{
id: `${params.sceneId}-act-3`,
title: `${params.sceneName}收束`,
summary: clampText(
`这一幕承担${params.sceneName}的局部收束和下一跳 handoff。`,
120,
),
stageCoverage: buildFallbackSceneActStageCoverage(2, actCount),
backgroundImageSrc: params.backgroundImageSrc || null,
backgroundAssetId: null,
encounterNpcIds: params.encounterNpcIds,
primaryNpcId: params.encounterNpcIds[0] || '',
linkedThreadIds: params.linkedThreadIds,
actGoal: `${params.sceneName}这一章收住`,
transitionHook: '这一幕结束后需要把后续方向明确抛给玩家。',
advanceRule: 'after_chapter_resolution',
},
] satisfies CustomWorldFoundationDraftSceneAct[];
}
function normalizeSceneChapter(
value: unknown,
index: number,
fallback: {
sceneId: string;
sceneName: string;
sceneSummary: string;
linkedThreadIds: string[];
linkedLandmarkIds: string[];
backgroundImageSrc?: string | null;
encounterNpcIds: string[];
},
): CustomWorldFoundationDraftSceneChapter | null {
const record = toRecord(value);
if (!record) {
return null;
}
const sceneId = toText(record.sceneId) || fallback.sceneId;
const sceneName = toText(record.sceneName) || fallback.sceneName;
const title = toText(record.title);
const summary = toText(record.summary);
const actsInput = Array.isArray(record.acts) ? record.acts : [];
const actCount = Math.min(5, Math.max(2, actsInput.length || 3));
const linkedThreadIds =
toStringArray(record.linkedThreadIds, 8).length > 0
? toStringArray(record.linkedThreadIds, 8)
: fallback.linkedThreadIds;
const linkedLandmarkIds =
toStringArray(record.linkedLandmarkIds, 8).length > 0
? toStringArray(record.linkedLandmarkIds, 8)
: fallback.linkedLandmarkIds;
const acts = actsInput
.map((entry, actIndex) =>
normalizeSceneAct(entry, actIndex, {
sceneId,
sceneName,
backgroundImageSrc: fallback.backgroundImageSrc,
encounterNpcIds: fallback.encounterNpcIds,
linkedThreadIds,
actCount,
}),
)
.filter((entry): entry is CustomWorldFoundationDraftSceneAct => Boolean(entry))
.slice(0, 5);
return {
id: toText(record.id) || createId('scene-chapter', sceneName || title, index),
sceneId,
sceneName,
title: title || `${sceneName}章节`,
summary:
summary ||
clampText(
[
sceneName,
fallback.sceneSummary || '这一章的场景节拍仍可继续收紧',
].join(''),
140,
),
linkedThreadIds,
linkedLandmarkIds,
acts: acts.length >= 2 ? acts : buildFallbackSceneActs({
sceneId,
sceneName,
sceneSummary: fallback.sceneSummary,
backgroundImageSrc: fallback.backgroundImageSrc,
encounterNpcIds: fallback.encounterNpcIds,
linkedThreadIds,
}),
};
}
function buildFallbackSceneChapters(params: {
landmarks: CustomWorldFoundationDraftLandmark[];
characters: CustomWorldFoundationDraftCharacter[];
threads: CustomWorldFoundationDraftThread[];
chapters: CustomWorldFoundationDraftChapter[];
}) {
const fallbackCharacterIds = params.characters.slice(0, 3).map((entry) => entry.id);
return params.landmarks.map((landmark, index) => {
const matchingChapter =
params.chapters.find((chapter) => chapter.landmarkIds.includes(landmark.id)) ?? null;
const encounterNpcIds =
landmark.characterIds.length > 0 ? landmark.characterIds : fallbackCharacterIds;
const linkedThreadIds =
landmark.threadIds.length > 0
? landmark.threadIds
: params.threads
.filter((thread) => thread.landmarkIds.includes(landmark.id))
.map((thread) => thread.id)
.slice(0, 4);
return {
id: `scene-chapter-${landmark.id}`,
sceneId: landmark.id,
sceneName: landmark.name,
title: matchingChapter?.title || `${landmark.name}章节`,
summary:
matchingChapter?.summary ||
clampText(
[landmark.summary, matchingChapter?.openingEvent || '这一章会从这里真正展开']
.filter(Boolean)
.join(''),
140,
),
linkedThreadIds,
linkedLandmarkIds: [landmark.id],
acts: buildFallbackSceneActs({
sceneId: landmark.id,
sceneName: landmark.name,
sceneSummary: landmark.summary,
backgroundImageSrc: landmark.imageSrc || null,
encounterNpcIds,
linkedThreadIds,
}),
} satisfies CustomWorldFoundationDraftSceneChapter;
});
}
function resolveSceneChapterFallbackFromRecord(item: unknown, index: number) {
const record = toRecord(item);
const linkedLandmarkIds = toStringArray(record?.linkedLandmarkIds, 8);
return {
sceneId: toText(record?.sceneId) || linkedLandmarkIds[0] || `scene-${index + 1}`,
sceneName:
toText(record?.sceneName) ||
toText(record?.title) ||
`场景章节 ${index + 1}`,
sceneSummary:
toText(record?.summary) ||
'这一章仍可继续精修场景幕结构。',
linkedThreadIds: toStringArray(record?.linkedThreadIds, 8),
linkedLandmarkIds,
backgroundImageSrc: toText(record?.backgroundImageSrc) || null,
encounterNpcIds: toStringArray(record?.encounterNpcIds, 8),
};
}
export function normalizeFoundationDraftProfile(
value: unknown,
): CustomWorldFoundationDraftProfile | null {
@@ -474,6 +901,28 @@ export function normalizeFoundationDraftProfile(
Boolean(item),
),
);
const mergedCharacters = dedupeById([...playableNpcs, ...storyNpcs]);
const explicitSceneChapters = toRecordArray(record.sceneChapters)
.map((item, index) =>
normalizeSceneChapter(
item,
index,
resolveSceneChapterFallbackFromRecord(item, index),
),
)
.filter((item): item is CustomWorldFoundationDraftSceneChapter =>
Boolean(item),
);
const sceneChapters = dedupeById(
explicitSceneChapters.length > 0
? explicitSceneChapters
: buildFallbackSceneChapters({
landmarks,
characters: mergedCharacters,
threads,
chapters,
})
);
const camp = normalizeCamp(record.camp);
const hasStructuredFoundationContent =
playableNpcs.length > 0 ||
@@ -482,13 +931,12 @@ export function normalizeFoundationDraftProfile(
factions.length > 0 ||
threads.length > 0 ||
chapters.length > 0 ||
sceneChapters.length > 0 ||
Boolean(camp);
if (!hasStructuredFoundationContent) {
return null;
}
const mergedCharacters = dedupeById([...playableNpcs, ...storyNpcs]);
const coreConflicts = toStringArray(record.coreConflicts, 6);
return {
@@ -539,6 +987,7 @@ export function normalizeFoundationDraftProfile(
factions,
threads,
chapters,
sceneChapters,
worldHook: toText(record.worldHook) || name || summary,
playerPremise: toText(record.playerPremise),
openingSituation: toText(record.openingSituation),
@@ -636,6 +1085,84 @@ function buildChapterWarnings(chapter: CustomWorldFoundationDraftChapter) {
return warnings;
}
function buildSceneChapterWarnings(params: {
sceneChapter: CustomWorldFoundationDraftSceneChapter;
characterById: Map<string, CustomWorldFoundationDraftCharacter>;
threadById: Map<string, CustomWorldFoundationDraftThread>;
landmarkById: Map<string, CustomWorldFoundationDraftLandmark>;
}) {
const { sceneChapter, characterById, threadById, landmarkById } = params;
const warnings: string[] = [];
if (sceneChapter.acts.length < 2) {
warnings.push('这个场景章节至少需要 2 幕。');
}
if (sceneChapter.acts.length > 5) {
warnings.push('这个场景章节当前超过 5 幕,建议先收束到 5 幕以内。');
}
const linkedLandmarks = sceneChapter.linkedLandmarkIds
.map((id) => landmarkById.get(id))
.filter((entry): entry is CustomWorldFoundationDraftLandmark => Boolean(entry));
sceneChapter.acts.forEach((act, index) => {
const actLabel = `${index + 1}`;
const primaryNpcId = act.encounterNpcIds[0] || act.primaryNpcId;
const actThreadIds =
act.linkedThreadIds.length > 0
? act.linkedThreadIds
: sceneChapter.linkedThreadIds;
if (!act.backgroundImageSrc && !act.backgroundAssetId) {
warnings.push(`${actLabel}还没有绑定背景图。`);
}
if (act.encounterNpcIds.length === 0) {
warnings.push(`${actLabel}还没有配置相遇 NPC。`);
}
if (!primaryNpcId) {
warnings.push(`${actLabel}缺少主角色。`);
}
if (act.primaryNpcId && act.primaryNpcId !== (act.encounterNpcIds[0] ?? '')) {
warnings.push(`${actLabel}的主角色必须放在相遇 NPC 的第一位。`);
}
if (actThreadIds.length === 0) {
warnings.push(`${actLabel}还没有挂到明确线程。`);
}
const unresolvedNpcIds = act.encounterNpcIds.filter((id) => !characterById.has(id));
if (unresolvedNpcIds.length > 0) {
warnings.push(
`${actLabel}存在未进入当前世界角色池的 NPC${unresolvedNpcIds
.slice(0, 3)
.join('、')}`,
);
}
const unresolvedThreadIds = actThreadIds.filter((id) => !threadById.has(id));
if (unresolvedThreadIds.length > 0) {
warnings.push(
`${actLabel}存在未绑定的线程引用:${unresolvedThreadIds
.slice(0, 3)
.join('、')}`,
);
}
if (primaryNpcId && characterById.has(primaryNpcId)) {
const linkedToLandmark = linkedLandmarks.some((landmark) =>
landmark.characterIds.includes(primaryNpcId),
);
const linkedToThread = actThreadIds.some((threadId) =>
threadById.get(threadId)?.characterIds.includes(primaryNpcId),
);
if (!linkedToLandmark && !linkedToThread) {
warnings.push(`${actLabel}的主角色和当前场景/线程的关联还不够明确。`);
}
}
});
return warnings;
}
function buildCampWarnings() {
return [] as string[];
}
@@ -650,6 +1177,7 @@ function buildCharacterAssetHeadline(character: CustomWorldFoundationDraftCharac
generatedVisualAssetId: character.generatedVisualAssetId,
generatedAnimationSetId: character.generatedAnimationSetId,
animationMap: character.animationMap,
skills: character.skills ?? [],
},
roleKind: 'story',
});
@@ -773,6 +1301,7 @@ export class CustomWorldAgentDraftCompiler {
...profile.landmarks.map((entry) => entry.id),
...profile.threads.map((entry) => entry.id),
...profile.chapters.map((entry) => entry.id),
...profile.sceneChapters.map((entry) => entry.id),
].slice(0, 12),
sections: [
buildSection('title', '标题', profile.name),
@@ -1025,6 +1554,129 @@ export class CustomWorldAgentDraftCompiler {
});
});
profile.sceneChapters.forEach((sceneChapter) => {
const uniqueNpcIds = [...new Set(sceneChapter.acts.flatMap((act) => act.encounterNpcIds))];
const readyBackgroundCount = sceneChapter.acts.filter(
(act) => Boolean(act.backgroundImageSrc || act.backgroundAssetId),
).length;
const warnings = buildSceneChapterWarnings({
sceneChapter,
characterById,
threadById,
landmarkById,
});
pushCard({
id: sceneChapter.id,
kind: 'scene_chapter',
title: sceneChapter.title,
subtitle: clampText(
`${sceneChapter.sceneName} · ${sceneChapter.acts.length} 幕 · 背景 ${readyBackgroundCount}/${sceneChapter.acts.length}`,
40,
),
summary: sceneChapter.summary,
linkedIds: [
...sceneChapter.linkedLandmarkIds,
...sceneChapter.linkedThreadIds,
...uniqueNpcIds,
].slice(0, 12),
sections: [
buildSection('sceneName', '所属场景', sceneChapter.sceneName),
buildSection('title', '场景章节标题', sceneChapter.title),
buildSection('summary', '场景章节摘要', sceneChapter.summary),
buildSection(
'actOverview',
'幕结构总览',
sceneChapter.acts
.map((act, index) => {
const primaryNpcName =
resolveCharacterNames([act.encounterNpcIds[0] || act.primaryNpcId]) ||
'待补主角色';
const supportNpcNames =
resolveCharacterNames(act.encounterNpcIds.slice(1)) || '当前没有辅助 NPC';
return [
`${index + 1} 幕|${act.title}`,
`主角色:${primaryNpcName}`,
`辅助 NPC${supportNpcNames}`,
`目标:${act.actGoal}`,
`过渡:${act.transitionHook}`,
].join('\n');
})
.join('\n\n'),
),
buildSection(
'linkedLandmarkIds',
'关联地点',
resolveLandmarkNames(sceneChapter.linkedLandmarkIds),
),
buildSection(
'linkedThreadIds',
'关联线程',
resolveThreadTitles(sceneChapter.linkedThreadIds),
),
...sceneChapter.acts.flatMap((act, index) => {
const actLabel = `${index + 1}`;
const encounterNpcValue =
resolveCharacterNames(act.encounterNpcIds) ||
act.encounterNpcIds.join('、');
const primaryNpcValue =
resolveCharacterNames([act.encounterNpcIds[0] || act.primaryNpcId]) ||
act.encounterNpcIds[0] ||
act.primaryNpcId;
const actThreadTitles =
resolveThreadTitles(
act.linkedThreadIds.length > 0
? act.linkedThreadIds
: sceneChapter.linkedThreadIds,
) || '待补线程挂钩';
return [
buildSection(`act:${act.id}:title`, `${actLabel}标题`, act.title),
buildSection(`act:${act.id}:summary`, `${actLabel}摘要`, act.summary),
buildSection(
`act:${act.id}:backgroundImageSrc`,
`${actLabel}背景图`,
act.backgroundImageSrc || act.backgroundAssetId || '',
),
buildSection(
`act:${act.id}:encounterNpcIds`,
`${actLabel}相遇 NPC`,
encounterNpcValue,
),
buildSection(
`act:${act.id}:primaryNpcId`,
`${actLabel}主角色`,
primaryNpcValue,
),
buildSection(
`act:${act.id}:stageCoverage`,
`${actLabel}阶段覆盖`,
resolveSceneActStageCoverageLabel(act.stageCoverage),
),
buildSection(`act:${act.id}:actGoal`, `${actLabel}目标`, act.actGoal),
buildSection(
`act:${act.id}:transitionHook`,
`${actLabel}过渡钩子`,
act.transitionHook,
),
buildSection(
`act:${act.id}:linkedThreadIds`,
`${actLabel}关联线程`,
actThreadTitles,
),
buildSection(
`act:${act.id}:advanceRule`,
`${actLabel}推进规则`,
resolveSceneActAdvanceRuleLabel(act.advanceRule),
),
];
}),
],
editableSectionIds: resolveSceneChapterEditableSectionIds(sceneChapter),
warningMessages: warnings,
});
});
return cards;
}
}