Persist custom world asset configs in runtime snapshots

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# 世界 Profile 到预设内容与实时生成规则映射审计
更新时间:`2026-04-18`
## 0. 审计目标
本次审计只回答一个问题:
**当前仓库里的世界 profile 设定,是否已经完整、合理地映射到游戏的预设内容与实时生成内容规则中。**
这里的“世界 profile”包含两层
1. `CustomWorldProfile` 顶层世界数据
2. `ownedSettingLayers` 派生设定层
这里的“预设内容”包含:
1. 角色运行时预设
2. 场景预设
3. 默认视觉与怪物匹配
4. 初始装备 / 初始背包 / 经济与术语表现
这里的“实时生成规则”包含:
1. 主剧情 prompt
2. NPC 对话 / 招募 / 私聊 prompt
3. 任务生成
4. 运行时物品生成
5. 故事线程、可见性、叙事 QA 与推进规则
---
## 1. 结论先行
结论不是“完全映射”,而是:
**已完成基础映射,但没有达到“完全且合理”的程度。**
当前状态更准确地说是:
1. `世界基础骨架 -> 角色 / 场景 / 属性 / prompt` 这条主链已经打通。
2. `叙事层 -> 主剧情/NPC 可见性规则` 已经有比较扎实的接入。
3. `规则层 -> UI术语 / 经济 / 属性` 已经接入。
4.`模板兼容层` 仍然过强,跨题材世界会被粗暴压回 `WUXIA/XIANXIA`
5.`后端运行时任务/物品模块` 只拿到了瘦身版 profile没有真正吃到完整世界叙事层。
6.`世界级 items / faction / conflict` 仍然更多是文本种子,而不是可操作的游戏内容对象。
如果按结果判断:
1. **预设内容映射:部分完整,约 70%。**
2. **实时生成规则映射:前端剧情主链较完整,后端运行时子链不完整,整体约 60%。**
3. **跨题材合理性:明显不足。**
---
## 2. 本次审计覆盖的核心文件
类型与编译链:
- `src/types/customWorld.ts`
- `src/services/customWorld.ts`
- `src/services/customWorldBuilder.ts`
- `src/services/customWorldOwnedSettingLayers.ts`
- `src/services/customWorldTheme.ts`
预设内容落地:
- `src/data/characterPresets.ts`
- `src/data/scenePresets.ts`
- `src/data/customWorldCharacterLoadout.ts`
- `src/data/customWorldRuntime.ts`
- `src/data/customWorldVisuals.ts`
- `src/data/customWorldNpcMonsters.ts`
- `src/data/worldAttributeSchemas.ts`
- `src/data/economy.ts`
- `src/services/customWorldPresentation.ts`
实时生成规则:
- `src/hooks/story/storyContextBuilder.ts`
- `src/services/prompt.ts`
- `src/services/characterChatPrompt.ts`
- `src/services/questPrompt.ts`
- `src/services/questDirector.ts`
- `src/services/runtimeItemAiPrompt.ts`
- `src/data/runtimeItemNarrative.ts`
- `src/services/storyEngine/themePack.ts`
- `src/services/storyEngine/worldStoryGraph.ts`
- `src/services/storyEngine/actorNarrativeProfile.ts`
- `src/services/storyEngine/knowledgeGraph.ts`
- `src/services/storyEngine/threadContract.ts`
- `src/services/storyEngine/visibilityEngine.ts`
- `src/services/storyEngine/authorialConstraintPack.ts`
- `src/hooks/story/progressionActions.ts`
后端运行时链:
- `server-node/src/modules/ai/customWorldOrchestrator.ts`
- `server-node/src/modules/runtime-item/runtimeItemModule.ts`
- `server-node/src/modules/quest/runtimeQuestModule.ts`
- `server-node/src/modules/runtime/runtimeSnapshotHydration.ts`
---
## 3. 映射总表
| 设定层/字段 | 映射到预设内容 | 映射到实时生成规则 | 判断 |
| --- | --- | --- | --- |
| `name/subtitle/summary/tone/playerGoal` | 已映射到角色 opening、场景提示、视觉匹配、程序化物品关键词 | 已映射到主剧情 prompt、任务 prompt、物品 prompt、ThemePack/StoryGraph 派生 | 基本成立 |
| `templateWorldType/compatibilityTemplateWorldType` | 强影响角色模板、场景图参考池、怪物池、兼容 schema | 影响 ThemePack fallback 与部分运行时回退 | 已接入,但合理性不足 |
| `majorFactions/coreConflicts` | 主要进入 ThemePack / StoryGraph / tension state未落成具体 faction 实体 | 影响 authorial constraints、线程图谱、任务与剧情语义 | 有映射,但偏文本种子 |
| `camp` | 已映射为开局 camp scene、camp 图、camp 连接 | 通过世界参考文本和开局内容进入 prompt | 成立 |
| `attributeSchema` | 已映射到角色/NPC 属性、战斗面板、属性展示 | 已映射到 prompt 属性描述与运行时计算 | 成立 |
| `ownedSettingLayers.ruleProfile.resourceLabels` | 已映射到 UI 血量/法力/货币等术语 | 主要通过 UI/经济层体现prompt 侧间接使用 | 成立 |
| `ownedSettingLayers.ruleProfile.economyProfile.initialCurrency` | 已映射到初始货币与快照恢复 | 对运行时奖励规则影响弱,更多是初始化 | 成立但范围有限 |
| `playableNpcs` | 已映射到可玩角色预设、技能变体、初始物品、home scene | 已映射到剧情 prompt、私聊 prompt、叙事档案 | 成立 |
| `storyNpcs` | 已映射到场景 NPC、怪物判定、角色运行时预设 | 已映射到遭遇 prompt、任务发布者、叙事可见性 | 成立 |
| `landmarks` | 已映射到 scene presets、连接网络、场景视觉、treasure hints | 已映射到世界参考文本、scene residues、故事线程关联 | 成立 |
| `items` | 生成主链默认清空,世界级 item 几乎未形成正式内容层 | `knowledgeFacts` 可支持 item但主链无内容可用 | 映射明显不足 |
| `themePack/expressionProfile` | 已映射到视觉/命名/技能名/场景语义 | 已映射到 prompt 基调、reveal 风格、故事图谱 | 成立 |
| `referenceProfile.roleArchetypes` | 已映射到角色模板骨架选择 | 运行时规则直接消费较少 | 部分成立 |
| `referenceProfile.sceneBuckets` | 已映射到场景默认图匹配 | 运行时 prompt 直接消费较少 | 部分成立 |
| `referenceProfile.creatureArchetypes` | 已映射到怪物 preset 池筛选 | 运行时规则间接消费 | 部分成立 |
| `storyGraph` | 预设层主要影响 narrative residues 与 faction tension | 已映射到 active threads、constraints、visibility、chapter/campaign | 成立 |
| `narrativeProfile` | 已映射到 scene NPC 简介和遭遇资料 | 已映射到 prompt 可见性、任务/物品关系生成 | 成立 |
| `knowledgeFacts` | 不直接生成预设内容 | 已映射到 visibility slice 与 prompt 裁剪 | 成立 |
| `threadContracts` | 不直接生成预设内容 | 已映射到 story signal / thread update / QA | 成立 |
| `creatorIntent/anchorPack/lockState/anchorContent` | 主要留在创作工作区与结果页整理 | 几乎不直接进入正式游戏运行时 | 创作层有用,运行时映射弱 |
---
## 4. 已经成立的映射链
## 4.1 世界基础骨架已经能稳定进入角色、场景与剧情主链
`CustomWorldProfile` 的基础字段已经不是“只存档不消费”的状态。
它们已经实际进入:
1. 角色开局文案与 opening 动机
2. 角色技能变体
3. 场景预设名称、描述、连接、treasure hints
4. 主剧情 prompt 中的世界补充档案
5. 私聊 / 任务 / 运行时物品 prompt 的世界摘要
这说明:
**世界 profile 的基础文本层已经真正进入游戏主链。**
---
## 4.2 规则层已经落到真实游戏表现
`ownedSettingLayers.ruleProfile` 目前已真实影响:
1. `attributeSchema`
- 角色/NPC 属性计算
- prompt 中的属性描述
- 面板展示
2. `resourceLabels`
- HP/MP/伤害/冷却/货币等 UI 术语
3. `economyProfile.initialCurrency`
- 自定义世界初始货币
- 快照恢复时的默认初始化
这部分不是空壳。
**规则层已经从 profile 进入真实结算和 UI。**
---
## 4.3 叙事层已经进入 prompt 可见性与推进规则
`themePack -> storyGraph -> narrativeProfile -> knowledgeFacts -> visibilitySlice`
这条链已经是当前自定义世界最完整的一条映射链。
它已经支撑:
1. NPC 首遇/低披露 prompt 裁剪
2. 当前线程可见性控制
3. 当前压力、错位、禁区、已解锁章节等信息分层
4. 章节/战役/约束/QA 的继续推进
这说明:
**世界 profile 里的叙事层不只是展示文本,而是真的在控制“模型这轮能知道什么、不能知道什么”。**
---
## 5. 关键问题
## 5.1 高优先级问题:模板兼容层仍然是二元锚点,跨题材世界会被错误压缩
当前主生成链仍要求模型输出:
- `templateWorldType: WUXIA | XIANXIA`
而兼容解析也会把世界最终压回:
1. `arcane -> XIANXIA`
2. 其它几乎全部回到 `WUXIA`
这会直接影响:
1. 角色模板骨架选择
2. 场景默认图参考池
3. 怪物 preset 池
4. 兼容性 fallback
问题不在“有兼容字段”,而在于:
**当前兼容字段仍然过度参与真实内容映射。**
对现代金融、科幻 AI 战争、校园、都市、调查等题材来说,这种二元压缩并不合理。
仓库日志里已经出现了典型样本:
1. 股市世界被要求产出 `XIANXIA`
2. AI 战争世界也被要求产出 `XIANXIA`
3. 魔法科技融合世界被要求产出 `WUXIA`
这意味着:
**世界 profile 虽然支持跨题材文本输入,但底层预设内容映射仍带着明显的“武侠/仙侠残余偏置”。**
相关文件:
- `server-node/src/modules/ai/customWorldOrchestrator.ts`
- `src/services/customWorldTheme.ts`
- `src/data/customWorldVisuals.ts`
- `src/data/customWorldNpcMonsters.ts`
- `src/data/characterPresets.ts`
判断:
**这是当前“合理映射”最大缺口。**
---
## 5.2 高优先级问题:后端运行时任务/物品模块只消费了瘦身版 world profile
前端剧情主链里,`customWorldProfile` 会带着:
1. `themePack`
2. `storyGraph`
3. `knowledgeFacts`
4. `threadContracts`
5. `ownedSettingLayers`
但后端运行时模块里:
1. `runtimeItemModule``customWorldProfile` 只有 `{ name, summary }`
2. `runtimeQuestModule``customWorldProfile` 也只有 `{ name, summary }`
这直接导致后端运行时生成无法真正读取:
1. 世界线程图谱
2. 世界可见性事实
3. 参考原型层
4. 规则层
5. 表达层
结果是:
1. 主剧情/NPC prompt 已经较强依赖世界叙事层
2. 但后端任务/物品生成还只是吃世界摘要
这会把系统拆成两种强度不同的世界消费链:
1. 前端剧情链较“懂世界”
2. 后端运行时奖励链较“不懂世界”
相关文件:
- `src/hooks/story/storyContextBuilder.ts`
- `src/services/runtimeItemAiPrompt.ts`
- `src/services/questPrompt.ts`
- `server-node/src/modules/runtime-item/runtimeItemModule.ts`
- `server-node/src/modules/quest/runtimeQuestModule.ts`
判断:
**世界 profile 到实时生成规则的映射,在后端链路上是不完整的。**
---
## 5.3 高优先级问题:世界级 `items` 没有真正接进主生成链
类型里存在:
- `CustomWorldProfile.items`
构建器也支持:
1. item 归一化
2. `attributeResonance`
3. item knowledge facts
但真正的世界生成主链里:
1. orchestrator prompt 明确要求不要预生成物品档案
2. `attachRuntimeGenerationMetadata(...)` 会把 `items` 直接压成空数组
这会带来两个结果:
1. 世界 profile 的“世界级物品层”几乎为空
2. 运行时背包、掉落、交易更多依赖程序化生成和角色初始物品
于是目前的物品系统更像:
1. 有角色初始物品
2. 有运行时程序化物品
3. 但没有稳定的“世界物品图谱”
这意味着:
**世界 profile 在物品层没有形成完整映射。**
相关文件:
- `server-node/src/modules/ai/customWorldOrchestrator.ts`
- `src/services/customWorldBuilder.ts`
- `src/data/customWorldRuntime.ts`
- `src/data/customWorldCharacterLoadout.ts`
- `src/services/storyEngine/knowledgeGraph.ts`
判断:
**这是“预设内容”和“实时生成规则”共同缺失的一块。**
---
## 5.4 中优先级问题:`majorFactions/coreConflicts` 仍然是文本种子,不是可操作游戏对象
当前 `majorFactions``coreConflicts` 已经被大量消费,但主要消费方式是:
1. 拼进 `ThemePack`
2. 派生 `WorldStoryGraph`
3. 派生 `AuthorialConstraintPack`
4. 派生 `FactionTensionState`
问题在于它们还没有形成:
1. 可索引 faction 实体
2. faction 与 NPC 的显式归属关系
3. faction 与场景/商店/敌对阵营的显式绑定
4. 冲突与任务/势力状态的强约束关系
当前更多是:
**“文本里提到过 -> 图谱做字符串匹配 -> 运行时拿去写 prompt”**
而不是:
**“世界里真的存在这些派系与冲突对象,并驱动交互规则”**
相关文件:
- `src/services/storyEngine/themePack.ts`
- `src/services/storyEngine/worldStoryGraph.ts`
- `src/services/storyEngine/factionTensionState.ts`
判断:
**已有映射,但离“完全落地”为具体游戏内容对象还有明显距离。**
---
## 5.5 中优先级问题:场景预设会额外注入模板怪物,弱化 landmark 的原始设定控制力
`buildCustomScenePresets(profile)` 在每个 landmark scene 中,除了把 `landmark.sceneNpcIds` 指向的角色放进去,还会:
1. 从怪物 preset 池按 scene index 截两只怪
2. 直接拼进 `combinedNpcs`
这意味着即使 profile 本身没有明确要求某个 landmark 出现这些敌对实体,运行时场景仍会被额外补入模板怪物。
这会导致:
1. 场景内容不完全由 `landmark + storyNpcs` 决定
2. 地标设定与实际可战斗内容之间存在偏移
3. 跨题材世界会更容易被模板怪物池拖偏
相关文件:
- `src/data/scenePresets.ts`
- `src/data/customWorldNpcMonsters.ts`
判断:
**landmark 到实际场景实体池的映射,不是完全忠实映射,而是“设定 + 模板补丁”。**
---
## 5.6 中优先级问题:后端运行时物品线程并不是真正世界线程
前端剧情链里的 `activeThreadIds` 来自:
1. `storyEngineMemory`
2. `storyGraph`
3. `knowledgeFacts`
4. `visibilitySlice`
但后端 `runtimeItemModule` 的 loose context 里,`activeThreadIds` 只是:
1. `thread:${encounter.id}`
2.`thread:${scene.id}`
这不是世界线程图谱,而是临时合成 id。
结果是:
1. 名义上后端物品模块也有“active threads”
2. 实际上它拿到的并不是 `WorldStoryGraph` 中的真实线程
这会让运行时物品的“为什么现在出现”更像局部上下文推断,而不是来自世界故事结构。
相关文件:
- `server-node/src/modules/runtime-item/runtimeItemModule.ts`
判断:
**这是实时生成规则层的结构性弱映射。**
---
## 5.7 中优先级问题:`referenceProfile.roleArchetypes` 只从 playableNpcs 派生storyNpcs 覆盖不够
当前 `roleArchetypes` 的编译来源是:
1. `profile.playableNpcs.slice(0, 6)`
而不是:
1. `playableNpcs + storyNpcs` 的综合原型池
这导致两个问题:
1. 世界里的长尾 story NPC 原型没有进入 reference archetype 编译
2. 某些场景角色/怪物/平民的模板骨架选择更多依赖启发式 fallback
这会让:
1. 可玩角色映射较稳定
2. 长尾场景角色映射不够稳定
相关文件:
- `src/services/customWorldOwnedSettingLayers.ts`
- `src/services/customWorldReferenceSignals.ts`
- `src/data/characterPresets.ts`
判断:
**参考层映射存在明显“主角优先、长尾不足”的偏差。**
---
## 5.8 低优先级问题:创作元数据并未进入正式游戏运行时
`creatorIntent / anchorPack / lockState / anchorContent` 当前主要服务于:
1. 创作工作区
2. Agent session
3. 结果页和编辑器
它们对正式运行时的直接作用主要是:
1. 参与 `ownedSettingLayers` 的编译
但不会直接变成:
1. 正式战斗规则
2. 场景交互规则
3. faction 状态
4. 任务目标约束
这不一定是 bug但如果把“世界 profile 设定”理解为所有 profile 元数据,那么:
**创作层数据目前并没有完整进入游戏运行时。**
---
## 6. 分层判断
## 6.1 预设内容映射判断
### 已经合理接入的部分
1. 可玩角色
2. 场景角色
3. 地标场景
4. 属性 schema
5. 资源术语
6. 初始货币
7. camp 开局归处
8. 默认场景图匹配
### 仍然不足的部分
1. 世界级 items
2. faction 实体化
3. 冲突到任务/场景状态的强绑定
4. 跨题材世界的模板偏置问题
5. 地标与怪物注入之间的忠实性
结论:
**预设内容层是“能跑且已有骨架”,但还不是“设定完全落地”。**
---
## 6.2 实时生成规则映射判断
### 已经合理接入的部分
1. 主剧情 prompt
2. NPC 可见性控制
3. 私聊与对话 prompt
4. 叙事线程图谱
5. 事实图谱
6. 作者性约束与 QA
### 仍然不足的部分
1. 后端任务模块 world profile 过瘦
2. 后端物品模块 world profile 过瘦
3. 后端物品线程是伪线程
4. 世界级 item 图谱为空
5. faction/conflict 仍偏语义层,不够规则化
结论:
**实时生成规则层呈现出“前端剧情链强、后端奖励链弱”的不均衡状态。**
---
## 7. 最终判定
如果问题是:
**“世界 profile 设定是否已经完全地、合理地映射到游戏的预设内容、实时生成内容规则中?”**
我的结论是:
**没有。**
更准确地说:
1. 已经完成了主干映射。
2. 但还没有完成全量映射。
3. 也还没有完成跨题材下的合理映射。
当前系统最准确的状态是:
**世界 profile 已经成为真实驱动源之一,但还没有成为所有预设内容与实时规则的一致单一真相源。**
---
## 8. 建议的修复优先级
## P1先补“真实消费不完整”的链路
1. 让后端 `runtimeItemModule` / `runtimeQuestModule` 接收完整 `customWorldProfile` 子集
2. 至少补进:
- `ownedSettingLayers`
- `storyGraph`
- `knowledgeFacts`
- `themePack`
- `majorFactions/coreConflicts`
---
## P1把 `templateWorldType` 退回兼容字段,而不是主导字段
1. 生成期保留兼容输出
2. 运行时优先读取:
- `ownedSettingLayers`
- `themeMode`
- `referenceProfile`
3. 不再让 `WUXIA/XIANXIA` 主导现代/科幻/海洋/裂界世界的视觉与怪物选择
---
## P1补世界级 item 层
1. 允许世界生成阶段产出一批世界级 items seed
2.`knowledgeFacts / runtime item / quest reward / treasure hint` 能挂到这些 seed 上
3. 形成“世界物件图谱”,而不是只有角色初始物品和程序化临时物品
---
## P2把 faction/conflict 从文本种子升级成结构对象
1. faction 实体
2. faction -> NPC 归属
3. faction -> 场景控制
4. conflict -> 任务/线程/场景压力绑定
---
## P2去掉地标场景里的固定模板怪物补丁式注入
1. 优先使用 landmark 自己的敌对角色设计
2. 模板怪物只作为缺口补位
3. 补位也要受 landmark/theme/thread 约束
---
## P3扩充 reference archetype 的来源
1. role archetypes 不只从 playableNpcs 编
2. storyNpcs 也应参与 archetype 归纳
3. 为平民、敌对、怪物、势力成员建立更细 archetype
---
## 9. 一句话总评
**当前世界 profile 已经能驱动游戏,但还没有彻底收束成“所有预设内容与实时生成规则都优先读取它”的单一真相源。主链可用,边链仍散,跨题材合理性仍偏弱。**

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# 世界 Profile 映射优化方案2026-04-18
更新时间:`2026-04-18`
## 0. 文档目标
这份文档基于以下结论继续推进:
- `docs/audits/CUSTOM_WORLD_PROFILE_MAPPING_AUDIT_2026-04-18.md` 已确认,当前世界 `profile` 已打通主干映射,但还没有成为“所有预设内容与实时生成规则共同优先读取的单一真相源”。
- 当前最主要的缺口不是“没有世界设定”,而是“世界设定没有被所有运行时链路以同等强度消费”。
- 优化重点应优先放在后端运行时消费链、跨题材兼容链、世界级内容对象化三条主线上,而不是继续堆新预设内容。
本文目标不是重复审计结论,而是把问题整理成:
1. 分优先级的落地改造项
2. 每一项的目标状态
3. 需要修改的关键模块
4. 具体实施步骤
5. 验收标准
6. 风险与回滚策略
---
## 1. 目标状态
本轮优化完成后,系统应达到以下状态:
1. `CustomWorldProfile` 成为预设内容和实时生成规则的统一主数据源。
2. 前端剧情链、后端任务链、后端物品链消费的是同一套世界语义,而不是“前端懂世界、后端只懂摘要”。
3. `templateWorldType` 只承担兼容字段职责,不再主导跨题材世界的角色、场景、怪物和视觉映射。
4. `items / factions / conflicts / threads` 不再只是文本种子,而是能驱动运行时行为的结构对象。
5. landmark、场景、怪物、掉落、任务、奖励之间的对应关系优先由世界 profile 决定,模板补位只在缺口场景下触发。
---
## 2. 优先级总览
## P0先补“真实消费不完整”的运行时主链
- 让后端 `runtimeItemModule` / `runtimeQuestModule` 接入完整可控的世界 profile 子集。
- 去掉后端运行时里“伪线程 id 冒充真实线程”的弱映射。
- 建立后端世界消费 contract统一前后端字段裁剪方式。
## P1再补“世界设定被模板压扁”的兼容链与物品链
-`templateWorldType` 退回兼容层,不再主导真实映射。
- 为世界级 `items` 建立 seed 与引用链,补齐“世界物件图谱”。
- 让任务奖励、场景宝藏、运行时物品生成优先读取世界物品种子。
## P2把文本种子升级为游戏对象
-`majorFactions / coreConflicts` 升级成可索引、可关联、可推进的结构对象。
- 调整 landmark 场景怪物注入逻辑,停止“模板怪物硬补丁”主导场景内容。
- 让世界冲突、势力归属真正影响任务、场景压力、敌对关系。
## P3补齐长尾映射与创作层沉淀
- 扩展 `referenceProfile.roleArchetypes` 的来源覆盖,补上 `storyNpcs` 长尾 archetype。
- 重新定义 `creatorIntent / anchorPack / lockState / anchorContent` 中哪些字段需要进入运行时。
- 为后续第四阶段的世界编辑器、运行时回写和世界演化能力预留稳定接口。
---
## 3. 设计原则
1. 前端只做表现与编排,世界规则解释、任务生成、物品生成、状态持久化都在 Express 后端完成。
2. 优先改造现有链路与现有类型,不新造平行系统。
3. 兼容字段只做 fallback不反向主导真实世界内容。
4. 所有新增结构都必须能同时服务“预设内容生成”和“运行时规则生成”,避免再次分叉。
5. 每一个优化项都必须带测试入口、验收口径和回滚开关。
---
## 4. P0 优化方案:补齐后端真实世界消费链
## P0-1建立统一的运行时世界消费 Contract
### 问题定义
当前前端剧情主链可以拿到较完整的 `customWorldProfile`,但后端任务与物品模块只消费 `{ name, summary }` 这类瘦身字段,导致同一个世界在不同链路里语义强度不一致。
### 目标状态
- 后端所有运行时生成模块统一读取 `RuntimeWorldContext`
- `RuntimeWorldContext` 来源于 `CustomWorldProfile` 的受控裁剪,而不是各模块各自手写轻量字段。
- 前后端消费世界信息时,共享同一套字段分层。
### 关键文件
- `E:\Repos\Genarrative\server-node\src\modules\ai\customWorldOrchestrator.ts`
- `E:\Repos\Genarrative\server-node\src\modules\runtime-item\runtimeItemModule.ts`
- `E:\Repos\Genarrative\server-node\src\modules\quest\runtimeQuestModule.ts`
- `E:\Repos\Genarrative\src\types\customWorld.ts`
- `E:\Repos\Genarrative\src\hooks\story\storyContextBuilder.ts`
### 实施步骤
1. 在后端新增统一的 `RuntimeWorldContext` 类型与构建函数。
2. 首批纳入字段:
- `name`
- `summary`
- `themePack`
- `storyGraph`
- `knowledgeFacts`
- `threadContracts`
- `majorFactions`
- `coreConflicts`
- `ownedSettingLayers.ruleProfile`
- `referenceProfile`
3. 在 orchestrator 层完成一次裁剪与归一化,禁止 `runtimeItemModule``runtimeQuestModule` 自己拼 world summary。
4. 为后端 prompt 构造器增加“世界上下文来源检查”,缺字段时直接走 fallback 分支并记录日志。
5. 将前端剧情链现有世界裁剪逻辑与后端世界裁剪逻辑对齐,避免出现同字段两套解释。
### 前后端职责
- 前端:只传递当前线程、当前场景、当前 encounter、当前角色状态等调用上下文。
- 后端:解释世界 profile、构造任务 prompt、构造物品 prompt、产出最终结构化结果。
### 验收标准
- 后端任务和物品生成日志中可看到相同世界的 `themePack / activeThreads / ruleProfile` 已进入 prompt 上下文。
- 同一世界下,前端剧情 prompt 与后端任务/物品 prompt 的核心势力、冲突、世界基调不再明显割裂。
- 缺失字段时有稳定 fallback不会因为世界 profile 某块为空直接报错。
### 风险与回滚
- 风险:一次性带入字段过多,可能导致 prompt 膨胀。
- 回滚策略:保留 `RuntimeWorldContextLite` 开关,出现 token 或稳定性问题时,可按模块退回精简字段集。
---
## P0-2让后端 active threads 读取真实故事线程
### 问题定义
当前后端运行时物品模块里的 `activeThreadIds` 只是 `thread:${encounter.id}``thread:${scene.id}` 这类伪 id不是真正来自 `storyGraph` 的线程对象。
### 目标状态
- 后端运行时统一读取真实 `storyGraph` 线程。
- 若当前 scene / encounter 未命中真实线程,再进入显式 fallback。
- 运行时物品、任务奖励、事件物件都能解释“为什么此刻出现”。
### 关键文件
- `E:\Repos\Genarrative\server-node\src\modules\runtime-item\runtimeItemModule.ts`
- `E:\Repos\Genarrative\src\services\storyEngine\worldStoryGraph.ts`
- `E:\Repos\Genarrative\src\services\storyEngine\threadContract.ts`
### 实施步骤
1. 在后端新增 `resolveActiveWorldThreads(...)`,输入 scene、encounter、knowledge facts、runtime memory。
2. 线程命中优先顺序:
- 当前 scene 关联线程
- 当前 encounter / npc 关联线程
- 当前已激活 `threadContracts`
- 当前 `knowledgeFacts` 所属线程
- fallback synthetic thread
3. synthetic thread 必须显式标记 `source: fallback`,防止伪装成真实世界线程。
4. 物品与任务模块统一消费 `ResolvedThreadRef[]`,不再直接消费裸字符串 id。
### 验收标准
- 后端日志中可区分真实线程与 fallback 线程。
- 运行时物品说明、任务目标和世界冲突有明确对应,不再只围绕当前场景 id 即时拼接。
### 风险与回滚
- 风险:现有 scene / encounter 到 thread 的映射不完整,可能导致命中率不高。
- 回滚策略:保留 synthetic fallback但必须在日志和结构体中显式标识来源。
---
## P0-3先补基础验证链避免后端世界消费升级后失控
### 问题定义
世界上下文一旦进入后端主链,后续所有任务和物品生成都将更依赖字段质量;若没有结构化校验,很容易引入“字段有了但解释不一致”的新问题。
### 目标状态
-`RuntimeWorldContext` 建立结构校验与测试样例。
- 世界映射升级后可以快速回归。
### 实施步骤
1.`RuntimeWorldContext` 增加 schema 校验或最小断言层。
2. 建立 3 组回归世界:
- 武侠
- 现代都市
- 科幻/魔法混合
3. 增加任务模块、物品模块的世界消费快照测试。
4. 对“缺 `storyGraph`、缺 `items`、缺 `factions`”的情况补边界测试。
### 验收标准
- 世界消费链新增测试可稳定通过。
- 新增字段不会让现有预设世界直接失效。
---
## 5. P1 优化方案:弱化模板主导,补齐世界物件图谱
## P1-1把 `templateWorldType` 退回兼容层
### 问题定义
当前 `templateWorldType / compatibilityTemplateWorldType` 仍然过度参与角色模板、场景视觉、怪物池、fallback 映射,导致跨题材世界被粗暴压回 `WUXIA/XIANXIA`
### 目标状态
- `templateWorldType` 仅用于兼容旧模板与最低保底 fallback。
- 真实映射优先读取 `ownedSettingLayers``themePack``referenceProfile`、世界表达层信号。
- 新世界生成不再被强制压成二元题材。
### 关键文件
- `E:\Repos\Genarrative\server-node\src\modules\ai\customWorldOrchestrator.ts`
- `E:\Repos\Genarrative\src\services\customWorldTheme.ts`
- `E:\Repos\Genarrative\src\data\customWorldVisuals.ts`
- `E:\Repos\Genarrative\src\data\customWorldNpcMonsters.ts`
- `E:\Repos\Genarrative\src\data\characterPresets.ts`
### 实施步骤
1. 梳理所有直接读取 `templateWorldType` 的模块,按用途拆成:
- 必须兼容旧内容
- 实际主导内容生成
2. 新增 `worldFlavorProfile` 或等价归一层,从以下信号综合得出世界风味:
- 世界主题摘要
- `themePack`
- `expressionProfile`
- `ownedSettingLayers`
- `referenceProfile.sceneBuckets`
- `referenceProfile.creatureArchetypes`
3. 将视觉、怪物、角色模板选择改为优先读取 `worldFlavorProfile`
4. `templateWorldType` 只在真实信号不足时参与兜底。
5. 补 5 类题材测试样本:
- 现代金融
- 赛博 AI 战争
- 校园悬疑
- 海洋奇幻
- 仙侠科技混合
### 验收标准
- 非武侠/仙侠世界不再默认掉进 `WUXIA/XIANXIA` preset 池。
- 视觉、怪物、角色原型对同一世界的选择结果更加一致。
- 旧世界内容仍能被兼容字段兜住。
### 风险与回滚
- 风险:移除模板主导后,部分老世界可能暂时失去稳定视觉锚点。
- 回滚策略:保留兼容开关,允许单模块临时回退到旧模板选择逻辑。
---
## P1-2建立世界级 Item Seed 与 World Item Graph
### 问题定义
`CustomWorldProfile.items` 虽然在类型层存在,但主链会主动清空,导致世界级物品图谱缺席,任务奖励、宝藏、掉落、交易更依赖运行时临时生成。
### 目标状态
- 世界生成阶段可产出一批结构化 `item seeds`
- `item seeds` 能挂接到 `knowledgeFacts``landmarks``factions``threads``treasure hints`
- 运行时物品生成优先从世界级物件图谱中取材,而不是完全现场即兴。
### 关键文件
- `E:\Repos\Genarrative\server-node\src\modules\ai\customWorldOrchestrator.ts`
- `E:\Repos\Genarrative\src\services\customWorldBuilder.ts`
- `E:\Repos\Genarrative\src\data\customWorldRuntime.ts`
- `E:\Repos\Genarrative\src\services\storyEngine\knowledgeGraph.ts`
- `E:\Repos\Genarrative\server-node\src\modules\runtime-item\runtimeItemModule.ts`
### 实施步骤
1. 停止在主链里无条件把 `items` 压空。
2. 新增 `WorldItemSeed` 结构,最少包含:
- `id`
- `name`
- `category`
- `rarity`
- `originType`
- `relatedFactionIds`
- `relatedThreadIds`
- `relatedLandmarkIds`
- `knowledgeSummary`
3. 世界生成阶段只产出“有限世界物件 seed”不预生成全量成品装备。
4. 运行时物品模块新增两段式生成:
- 先从 `WorldItemSeed` 中挑选相关 seed
- 再根据当前场景和奖励语境编译成最终 runtime item
5. 任务奖励、宝藏提示、交易货单优先引用世界 item seed。
### 验收标准
- 同一世界内的物品来源能够被追溯到特定势力、地标或线程。
- 宝藏、任务奖励和偶发掉落之间开始出现统一世界物件语义。
- 即使不预生成大量装备,系统也已具备稳定的世界物件骨架。
### 风险与回滚
- 风险:若 seed 太多,会拖慢世界生成与存档体积。
- 回滚策略:限制每个世界的 seed 上限,只保留高价值世界物件骨架。
---
## P1-3统一“任务奖励 / 宝藏 / 掉落 / 交易”的物品取材顺序
### 问题定义
即使补上世界 `items`,如果各入口仍各自即时生成,世界物件图谱仍然无法变成真实运行时约束。
### 目标状态
- 物品相关入口统一读取同一套 world-first 取材顺序。
### 实施步骤
1. 制定统一物品取材优先级:
- 世界线程相关 seed
- 当前场景相关 seed
- 当前势力相关 seed
- 当前角色 build / 属性补位型 seed
- 程序化 fallback
2. 将该顺序接入:
- runtime item
- quest reward
- treasure hint
- shop inventory
3. 为每种入口记录 `itemSourceType`,便于后续审计。
### 验收标准
- 不同入口产出的物品不再像来自多个无关池子。
- 同一阶段的奖励和世界冲突、场景语境具有明显一致性。
---
## 6. P2 优化方案:把文本世界升级成可操作对象世界
## P2-1把 `majorFactions / coreConflicts` 升级成结构对象
### 问题定义
当前势力与冲突已能进入 `ThemePack``StoryGraph``FactionTensionState`,但本质仍偏文本语义层,尚未形成可索引、可归属、可推进的游戏对象。
### 目标状态
- faction 成为正式实体。
- conflict 成为正式实体。
- NPC、scene、shop、quest、thread 可以明确挂接到 faction/conflict。
### 关键文件
- `E:\Repos\Genarrative\src\services\storyEngine\themePack.ts`
- `E:\Repos\Genarrative\src\services\storyEngine\worldStoryGraph.ts`
- `E:\Repos\Genarrative\src\services\storyEngine\factionTensionState.ts`
- `E:\Repos\Genarrative\server-node\src\modules\quest\runtimeQuestModule.ts`
### 实施步骤
1. 新增 `WorldFaction``WorldConflict` 结构类型。
2. `majorFactions` 进入标准化流程,最少补:
- `id`
- `name`
- `publicImage`
- `stanceTags`
- `homeLandmarkIds`
- `relatedNpcIds`
3. `coreConflicts` 进入标准化流程,最少补:
- `id`
- `title`
- `parties`
- `stakes`
- `relatedThreadIds`
- `pressureLevel`
4. 任务模块改为先选 conflict再派生 quest intent。
5. scene / npc / 商店 / 敌对阵营状态优先读取 faction 归属。
### 验收标准
- 任一任务都可追溯到某个 faction 或 conflict而不只是笼统“世界 tension”。
- NPC 与场景可以明确展示势力归属或冲突立场。
### 风险与回滚
- 风险:结构化后,旧世界数据可能缺字段。
- 回滚策略:保留旧字符串字段作为输入源,通过标准化编译器补齐对象字段。
---
## P2-2修正 landmark 场景中的模板怪物硬注入
### 问题定义
当前 landmark scene 在放入 `landmark.sceneNpcIds` 对应实体之外,还会从模板怪物池额外拼入敌对实体,导致地标设定与实际战斗实体池出现偏移。
### 目标状态
- landmark 场景内容优先由 `landmark + storyNpcs + factions + conflicts` 决定。
- 模板怪物仅在内容缺口时补位。
- 补位结果也必须受世界题材和当前线程约束。
### 关键文件
- `E:\Repos\Genarrative\src\data\scenePresets.ts`
- `E:\Repos\Genarrative\src\data\customWorldNpcMonsters.ts`
### 实施步骤
1. 将场景实体池拆成三层:
- 显式指定实体
- 世界关系推导实体
- 模板补位实体
2. 补位触发条件必须显式化,例如:
- 当前场景无敌对实体
- 当前任务需要战斗对象
- 当前地标存在压力标签但无实体承载
3. 模板补位时必须额外经过:
- 世界风味过滤
- faction/conflict 过滤
- landmark 标签过滤
4. 记录实体来源,供后续审计。
### 验收标准
- landmark 场景中的实体构成更忠于世界原始设定。
- 非武侠/仙侠世界不再被模板怪物池轻易拖偏。
---
## P2-3让冲突与势力真实进入任务和场景状态推进
### 问题定义
即使 faction/conflict 对象化,如果任务与场景状态推进仍然只吃文本 tension总体改善也会有限。
### 目标状态
- 冲突和势力状态能驱动任务来源、场景压力、敌我关系和奖励语境。
### 实施步骤
1. 任务生成先选 conflict再根据 `pressureLevel``party``stakes` 生成目标和阶段。
2. 场景压力读取当前 `conflict``faction tension`,决定:
- 敌对出现概率
- 商店风格
- 场景描述张力
3. 奖励语义优先与 conflict/faction 绑定。
### 验收标准
- 同一冲突升温后,任务、场景、物品奖励能出现同步变化。
---
## 7. P3 优化方案:补齐长尾 archetype 与创作层沉淀
## P3-1扩展 `referenceProfile.roleArchetypes` 来源
### 问题定义
当前 `roleArchetypes` 主要从 `playableNpcs.slice(0, 6)` 派生,导致可玩角色映射稳定,但长尾 `storyNpcs`、平民、敌对成员、怪物的 archetype 覆盖不足。
### 目标状态
- `roleArchetypes` 来源覆盖 `playableNpcs + storyNpcs`
- 长尾角色也能沉淀为稳定 archetype。
### 关键文件
- `E:\Repos\Genarrative\src\services\customWorldOwnedSettingLayers.ts`
- `E:\Repos\Genarrative\src\services\customWorldReferenceSignals.ts`
- `E:\Repos\Genarrative\src\data\characterPresets.ts`
### 实施步骤
1. 调整 archetype 编译输入,加入 `storyNpcs`
2. 按角色用途拆 archetype 桶:
- playable
- civilian
- hostile
- monster
- faction member
3. 为长尾 archetype 增加抽样上限与去重规则,避免噪声过大。
### 验收标准
- 非主角型角色在模板选择时命中率更高。
- 长尾场景角色的表现更稳定,不再过度依赖 heuristics fallback。
---
## P3-2重新定义哪些创作层元数据需要进入运行时
### 问题定义
`creatorIntent / anchorPack / lockState / anchorContent` 当前主要停留在创作与编辑器链路,对正式运行时作用较弱。
### 目标状态
- 明确区分“只服务创作编辑”的元数据和“应进入运行时约束”的元数据。
- 防止未来编辑器功能越做越多,但运行时仍读不到关键锚点。
### 实施步骤
1. 对四类元数据逐项分层:
- 创作态专用
- 编译态可消费
- 运行时必须消费
2. 首批建议进入运行时的内容:
- 不可违背的世界禁令
- 必须保留的主势力/主线锚点
- 必须保留的世界表达边界
3. 将运行时需要消费的部分编译进 `ownedSettingLayers``RuntimeWorldContext`,不要让运行时直接读取编辑器原始字段。
### 验收标准
- 世界编辑器中被锁定的高优先级设定,能在任务、剧情、物品和场景中持续生效。
- 创作层字段不会原样泄漏进运行时,仍保持清晰编译边界。
---
## 8. 推荐实施顺序
## 第一阶段:先打通后端世界消费主链
1. `P0-1` 统一 `RuntimeWorldContext`
2. `P0-2` 接入真实线程解析
3. `P0-3` 补回归验证链
## 第二阶段:弱化模板主导,补齐世界物件骨架
1. `P1-1` 模板退回兼容层
2. `P1-2` 建立世界 item seed
3. `P1-3` 统一物品入口取材顺序
## 第三阶段:把世界对象化
1. `P2-1` faction/conflict 对象化
2. `P2-2` 修正 landmark 怪物注入
3. `P2-3` 接入任务与场景状态推进
## 第四阶段:补齐长尾映射与创作层沉淀
1. `P3-1` 扩展 archetype 来源
2. `P3-2` 明确创作层入运行时边界
---
## 9. 里程碑拆分建议
## M1世界消费对齐
- 输出物:`RuntimeWorldContext`、后端任务/物品世界消费升级、真实线程解析
- 结果判定:前后端都能围绕同一世界线程与规则说话
## M2跨题材映射纠偏
- 输出物:`worldFlavorProfile`、模板兼容层瘦身、跨题材测试集
- 结果判定:现代/科幻/混合题材不再被压回武侠/仙侠
## M3世界物件与势力冲突对象化
- 输出物:`WorldItemSeed``WorldFaction``WorldConflict`
- 结果判定:任务、场景、物品奖励开始围绕世界对象图谱运转
## M4长尾稳定化
- 输出物:扩展 archetype、运行时锚点编译边界
- 结果判定:长尾 NPC 与世界编辑器高优先级设定都能稳定进入运行时
---
## 10. 验收口径
本轮优化建议至少按以下 8 条验收:
1. 后端任务与物品模块都已消费统一 `RuntimeWorldContext`
2. 后端 `activeThreadIds` 已能区分真实线程与 fallback 线程。
3. 非武侠/仙侠世界的视觉、怪物、角色模板选择明显更加合理。
4. 世界 profile 中的 `items` 已形成有限但真实可用的 `item seed` 图谱。
5. faction/conflict 已可被任务、场景、物品奖励直接引用。
6. landmark 场景的实体池优先由地标与世界对象决定,不再被模板怪物硬主导。
7. `storyNpcs` 已进入 archetype 编译链。
8. 高优先级创作锚点已通过编译层进入运行时,而不是停留在编辑器态。
---
## 11. 本轮不建议优先做的事
- 不建议先扩充更多世界 preset、怪物 preset、场景 preset。
- 不建议先美化编辑器文案或增加说明性 UI 文本。
- 不建议在前端直接补更多规则判断,避免继续把世界逻辑留在表现层。
- 不建议在没有统一后端世界 contract 之前分别微调 quest prompt 和 item prompt。
原因很明确:
**当前最缺的不是内容数量,而是“世界设定是否真的被一致消费”。在这一层没补齐前,继续加内容只会把映射偏差放大。**
---
## 12. 一句话结论
这轮优化最应该优先做的,不是继续往世界编辑器里加更多设定项,而是先把 `CustomWorldProfile -> 后端运行时任务/物品 -> 场景/NPC/奖励` 这条真实消费主链补齐;只有先把世界 profile 收束成单一真相源,后续跨题材世界、世界级物件、势力冲突和长尾 NPC 映射才会越做越稳。

View File

@@ -95,27 +95,10 @@ export const QWEN_SPRITE_ACTION_TEMPLATES: QwenSpriteActionTemplate[] = [
];
const CHIBI_STYLE_TEXT =
'Q版大头身动作角色头身比固定控制在 2 到 3 头身,头部占比明显更大,类似横版像素 RPG 可扮演角色的比例,不要写实长身比例。';
'Q版大头身动作角色头身比固定控制在 2 到 2.5 头身,头部占比明显更大,肩宽和骨盆都更收紧,躯干与四肢短而紧凑,接近经典横版像素动作角色的身体比例,不要写实长身比例。';
const PIXEL_STYLE_TEXT =
'参考项目内可扮演角色的像素风动作角色画风,整体是像素游戏角色设计方向,身体始终朝右,适合横版动作 sprite 资产。';
const SIDE_FACING_RIGHT_TEXT =
'角色采用横版动作素材常用的右向斜侧身站姿,身体整体朝右,但保留少量正面信息,能读到面部轮廓与胸肩结构,不是完全 90 度纯右视图,也不是正面立绘。';
const SUBJECT_ONLY_TEXT =
'画面中只保留单个角色主体,不要额外人物、动物、召唤物、载具或陪体。';
const CLEAN_BACKGROUND_TEXT =
'背景固定为纯绿色绿幕,只作为抠像底色,不出现建筑、室内布景、风景、地面道具、漂浮物、烟雾叙事元素或其他角色以外的场景内容。';
const STYLE_REFERENCE_SCOPE_TEXT =
'参考图不仅用于约束像素画风、颜色组织、头身比例、右朝向和镜头语言,还要严格约束身体结构骨架。生成结果必须优先沿用参考图的人形动作角色身体结构,包括头、躯干、双臂、双腿、站姿重心和整体头身比;可以变化发型、服装、主题配饰和材质,但不要脱离参考图的人形身体结构。';
const CONCEPT_INTERPRETATION_TEXT =
'请先拆解设定中的“身份词、主题词、身体结构词”。如果文字设定没有明确要求非人身体结构,默认优先生成人形拟人化角色,让主题词主要体现在服装、头饰、冠冕、权杖、纹样、材质和发光装饰上。';
const HUMANLIKE_PRIORITY_TEXT =
'默认优先使用参考图对应的人类或类人动作角色骨架,保持清楚的头、躯干、手臂和双腿轮廓,这样更适合横版动作 sprite。只有当文字设定明确要求鱼尾、触手身体、伞盖头部、无双腿、漂浮体、凝胶体或其他非人结构时才改为对应非人身体。';
const CONCEPT_HIERARCHY_TEXT =
'视觉优先级应当是:身体结构词第一,身份词第二,主题词第三。没有明确身体结构词时,默认用人形拟人化表现,再把主题词转译成服装和装饰。';
const THEME_APPLICATION_BOUNDARY_TEXT =
'主题词默认只作用在角色自身的服装剪裁、材质、纹样、饰品、武器和发光细节上,不要把主题词自动扩写成背景建筑、自然场景、漂浮装饰或额外环境物件。';
const CHIBI_CHARACTER_TEXT =
'即使角色带有怪物或海洋主题,也优先做成 Q版可爱的人形动作角色方便读图和后续动画化。';
'像素风画风,整体是像素游戏角色设计方向,深色粗轮廓配合清晰大色块,侧脸五官简化,发型、服装、配饰优先形成醒目剪影,身体始终朝右,适合横版动作 sprite 资产。';
export function getActionTemplateById(id: QwenSpriteActionTemplateId) {
return (
@@ -130,9 +113,9 @@ export function buildMasterPrompt(characterBrief: string) {
`视角要求:角色采用横版动作素材常用的右向斜侧身站姿,身体整体朝右,但保留少量正面信息,能读到面部轮廓与胸肩结构,不是完全 90 度纯右视图,也不是正面立绘。`,
`主体要求:画面中只保留单个角色主体,不要额外人物、动物、召唤物、载具或陪体。`,
`画面要求1:1 正方形画布,画面中心构图,角色主体完整置于画面中央,不要裁切主体顶部和底部,不要镜头透视,不要特写。背景固定为纯绿色绿幕,只作为抠像底色,不出现建筑、室内布景、风景、地面道具、漂浮物、烟雾叙事元素或其他角色以外的场景内容。`,
`风格要求Q版大头身动作角色头身比固定控制在 2 到 3 头身,头部占比明显更大,类似横版像素 RPG 可扮演角色的比例,不要写实长身比例。高可读性游戏角色设定图,偏像素动画前置设计稿,形体清晰,服装层次明确,道具/权杖/武器如有则存在关系合理,便于后续连续动作生成。`,
'请先拆解设定中的“身份词、主题词、身体结构词”。如果文字设定没有明确要求非人身体结构,默认优先使用参考图对应的人类或类人动作角色骨架,保持清楚的头、躯干、手臂和双腿轮廓,只有当文字设定明确要求鱼尾、触手身体、伞盖头部、无双腿、漂浮体、凝胶体或其他非人结构时,才改为对应非人身体。',
'主题词默认只作用在角色自身的服装剪裁、材质、纹样、饰品、武器和发光细节上,不要把主题词自动扩写成背景建筑、自然场景、漂浮装饰或额外环境物件。',
`风格要求Q版大头身动作角色清爽可爱,头身比固定控制在 2 到 2.5 头身,头部占比明显更大,肩宽和骨盆都更收紧,躯干与四肢短而紧凑。深色粗轮廓配合清晰大色块,侧脸五官简化,发型、服装、配饰优先形成醒目剪影,适合横版动作 sprite 资产。高可读性游戏角色设定图,形体清晰,服装层次明确,便于后续连续动作生成。`,
'请先拆解设定中的“身份词、主题词、身体结构词”。如果文字设定没有明确要求非人身体结构,默认优先使用参考图对应的人类或类人动作角色骨架,保持清楚的头、躯干、手臂和双腿轮廓,只有当文字设定明确要求非人结构时,才改为对应非人身体。',
'主题词默认只作用在角色自身的服装剪裁、材质、纹样、饰品、发光细节上,不要把主题词自动扩写成背景建筑、自然场景、漂浮装饰或额外环境物件。',
'视觉优先级应当是:身体结构词第一,身份词第二,主题词第三。没有明确身体结构词时,默认用人形拟人化表现,再把主题词转译成服装和装饰。',
characterBrief.trim(),
]
@@ -152,7 +135,7 @@ export function buildVideoActionPrompt(options: {
`视角要求:角色采用横版动作素材常用的右向斜侧身站姿,身体整体朝右,但保留少量正面信息,能读到面部轮廓与胸肩结构,不是完全 90 度纯右视图,也不是正面立绘。`,
`主体要求:画面中只保留单个角色主体,不要额外人物、动物、召唤物、载具或陪体。`,
`画面要求1:1 正方形画布,画面中心构图,角色主体完整置于画面中央,不要裁切主体顶部和底部,不要镜头透视,不要特写。背景固定为纯绿色绿幕,只作为抠像底色,不出现建筑、室内布景、风景、地面道具、漂浮物、烟雾叙事元素或其他角色以外的场景内容。`,
`风格要求:Q版大头身动作角色头身比固定控制在 2 到 3 头身,头部占比明显更大,类似横版像素 RPG 可扮演角色的比例,不要写实长身比例。高可读性游戏角色设定图,偏像素动画前置设计稿,形体清晰,服装层次明确,道具/权杖/武器如有则存在关系合理,便于后续连续动作生成。`,
`风格要求:${CHIBI_STYLE_TEXT} ${PIXEL_STYLE_TEXT} 清爽可爱,高可读性游戏角色设定图,偏像素动画前置设计稿,形体清晰,服装层次明确,道具/权杖/武器如有则存在关系合理,便于后续连续动作生成。`,
`动作结构:${options.actionTemplate.sequenceLines.join('')}。结尾要求:${options.actionTemplate.ending}`,
options.useChromaKey
? '背景为纯绿色绿幕,无其他人物和场景元素,方便后期抽帧与抠像。'

View File

@@ -1,7 +1,7 @@
{
"characterId": "story-npc-艾莉丝-1",
"characterId": "story-npc-萧震-1",
"visualPromptText": "机甲战士",
"animationPromptText": "",
"animationPromptText": "擅长近战,以萧家绝学为主,战斗时气势磅礴,招式刚猛有力 探寻失落信标遗迹,提升萧家实力,对抗新威胁势力 沉稳老练,处事果断,对家族后人严厉又关心,面对危机临危不乱",
"visualDrafts": [
{
"id": "candidate-1",
@@ -73,5 +73,5 @@
"previewVideoPath": "/generated-character-drafts/story-npc-1/animation/hurt/animation-video-1776486975795/preview.mp4"
}
},
"updatedAt": "2026-04-18T04:37:03.271Z"
"updatedAt": "2026-04-18T05:23:09.801Z"
}

View File

@@ -3131,6 +3131,196 @@ test('runtime snapshot persistence accepts null currentStory payloads', async ()
});
});
test('runtime snapshot persistence syncs custom world asset configs into snapshot and profile storage', async () => {
await withTestServer(
'persistence-custom-world-assets',
async ({ baseUrl, context }) => {
const entry = await authEntry(
baseUrl,
'playercustomworldassets',
'secret123',
);
const saveResponse = await httpRequest(
`${baseUrl}/api/runtime/save/snapshot`,
withBearer(entry.token, {
method: 'PUT',
body: JSON.stringify({
gameState: {
currentScene: 'Story',
worldType: 'CUSTOM',
playerCharacter: {
id: 'playable-asset-role',
portrait:
'/generated-characters/playable-asset-role/visual/visual-1/master.png',
generatedVisualAssetId: 'visual-1',
generatedAnimationSetId: 'animation-set-1',
animationMap: {
idle: {
folder: 'idle',
prefix: 'Idle',
frames: 4,
basePath:
'/generated-animations/playable-asset-role/animation-set-1/idle',
},
},
},
currentScenePreset: {
id: 'custom-scene-landmark-1',
name: '潮声断桥',
description: '旧桥横在潮雾之上。',
imageSrc:
'/generated-custom-world-scenes/cw-profile-asset/landmark-1/scene.png',
},
customWorldProfile: {
id: 'cw-profile-asset',
name: '潮雾裂港',
subtitle: '退潮时响起旧讯号',
summary: '雾与潮共同切开港湾边境。',
tone: '冷潮压城,旧案未散',
playerGoal: '追出失落讯标的去向',
settingText: '一座被潮雾与旧讯号撕开的港湾世界。',
templateWorldType: 'WUXIA',
compatibilityTemplateWorldType: 'WUXIA',
majorFactions: ['潮关守备'],
coreConflicts: ['讯标争夺'],
playableNpcs: [
{
id: 'playable-asset-role',
name: '沈潮',
title: '归港行者',
role: '可扮演角色',
description: '总盯着退潮后的暗线。',
backstory: '他从失讯后的航路里活着回来。',
personality: '谨慎克制',
motivation: '找回失落讯标',
combatStyle: '借潮势游走压制',
initialAffinity: 18,
relationshipHooks: ['识得旧港规矩'],
tags: ['潮港', '追迹'],
backstoryReveal: {
publicSummary: '他像一直在等潮声回信。',
chapters: [],
},
skills: [],
initialItems: [],
},
],
storyNpcs: [],
items: [],
camp: {
name: '归潮居',
description: '退潮后还能落脚的旧屋。',
dangerLevel: 'low',
},
landmarks: [
{
id: 'landmark-1',
name: '潮声断桥',
description: '旧桥横在潮雾之上。',
dangerLevel: 'medium',
sceneNpcIds: [],
connections: [],
},
],
attributeSchema: {
slots: [],
},
},
},
bottomTab: 'adventure',
currentStory: {
text: '潮声还在桥下回荡。',
options: [],
},
}),
}),
);
const savePayload = (await saveResponse.json()) as {
gameState: {
customWorldProfile: {
playableNpcs: Array<{
imageSrc?: string;
generatedVisualAssetId?: string;
generatedAnimationSetId?: string;
animationMap?: Record<string, { basePath?: string }>;
}>;
landmarks: Array<{
imageSrc?: string;
}>;
} | null;
};
};
assert.equal(saveResponse.status, 200);
assert.equal(
savePayload.gameState.customWorldProfile?.playableNpcs[0]?.imageSrc,
'/generated-characters/playable-asset-role/visual/visual-1/master.png',
);
assert.equal(
savePayload.gameState.customWorldProfile?.playableNpcs[0]
?.generatedVisualAssetId,
'visual-1',
);
assert.equal(
savePayload.gameState.customWorldProfile?.playableNpcs[0]
?.generatedAnimationSetId,
'animation-set-1',
);
assert.equal(
savePayload.gameState.customWorldProfile?.playableNpcs[0]?.animationMap
?.idle?.basePath,
'/generated-animations/playable-asset-role/animation-set-1/idle',
);
assert.equal(
savePayload.gameState.customWorldProfile?.landmarks[0]?.imageSrc,
'/generated-custom-world-scenes/cw-profile-asset/landmark-1/scene.png',
);
const persistedRows = await context.db.query<{
payload: {
playableNpcs?: Array<{
imageSrc?: string;
generatedVisualAssetId?: string;
generatedAnimationSetId?: string;
animationMap?: Record<string, { basePath?: string }>;
}>;
landmarks?: Array<{
imageSrc?: string;
}>;
};
}>(
`SELECT payload_json AS payload
FROM custom_world_profiles
WHERE user_id = $1
AND profile_id = $2`,
[entry.user.id, 'cw-profile-asset'],
);
assert.equal(persistedRows.rows.length, 1);
assert.equal(
persistedRows.rows[0]?.payload?.playableNpcs?.[0]?.imageSrc,
'/generated-characters/playable-asset-role/visual/visual-1/master.png',
);
assert.equal(
persistedRows.rows[0]?.payload?.playableNpcs?.[0]
?.generatedAnimationSetId,
'animation-set-1',
);
assert.equal(
persistedRows.rows[0]?.payload?.playableNpcs?.[0]?.animationMap?.idle
?.basePath,
'/generated-animations/playable-asset-role/animation-set-1/idle',
);
assert.equal(
persistedRows.rows[0]?.payload?.landmarks?.[0]?.imageSrc,
'/generated-custom-world-scenes/cw-profile-asset/landmark-1/scene.png',
);
},
);
});
test('runtime snapshot persistence returns hydrated snapshots for frontend restore flows', async () => {
await withTestServer('persistence-hydrated-snapshot', async ({ baseUrl }) => {
const entry = await authEntry(

View File

@@ -238,7 +238,9 @@ test('character visual generation converts public reference images into data url
assert.match(content[0]?.text ?? '', //u);
assert.match(content[0]?.text ?? '', /绿绿/u);
assert.match(content[0]?.text ?? '', /1:1 |1:1 /u);
assert.match(content[0]?.text ?? '', /2 3 /u);
assert.match(content[0]?.text ?? '', /2 2\.5 |2 3 /u);
assert.match(content[0]?.text ?? '', //u);
assert.match(content[0]?.text ?? '', //u);
assert.match(content[0]?.text ?? '', //u);
assert.doesNotMatch(content[0]?.text ?? '', //u);
assert.match(content[1]?.image ?? '', /^data:image\/png;base64,/u);
@@ -287,7 +289,9 @@ test('character prompt bundle generation falls back to local defaults when llm c
assert.match(payload.visualPromptText, //u);
assert.match(payload.visualPromptText, //u);
assert.match(payload.visualPromptText, /绿绿/u);
assert.match(payload.visualPromptText, /2 3 /u);
assert.match(payload.visualPromptText, /2 2\.5 /u);
assert.match(payload.visualPromptText, //u);
assert.match(payload.visualPromptText, //u);
assert.match(payload.animationPromptText, //u);
assert.match(payload.scenePromptText, //u);
});
@@ -431,6 +435,104 @@ test('character workflow cache skips rewriting unchanged payloads', async () =>
);
});
test('character workflow cache stays isolated for different character ids', async () => {
const tempRoot = fs.mkdtempSync(
path.join(os.tmpdir(), 'genarrative-character-workflow-cache-isolated-'),
);
await withAssetRouteServer(
createTestConfig(tempRoot, 'http://127.0.0.1:9/api/v1'),
async (assetBaseUrl) => {
const firstPayload = {
characterId: '巡海夜灯',
visualPromptText: '夜灯守望者',
animationPromptText: '短刀前压,动作克制',
visualDrafts: [
{
id: 'draft-1',
label: '候选 1',
imageSrc: '/generated-character-drafts/sea-lantern/draft-1.png',
width: 1024,
height: 1024,
},
],
selectedVisualDraftId: 'draft-1',
selectedAnimation: 'idle',
};
const secondPayload = {
characterId: '雾港引路人',
visualPromptText: '雾港引路者',
animationPromptText: '提灯侧身,站姿稳定',
visualDrafts: [
{
id: 'draft-2',
label: '候选 2',
imageSrc: '/generated-character-drafts/fog-guide/draft-2.png',
width: 1024,
height: 1024,
},
],
selectedVisualDraftId: 'draft-2',
selectedAnimation: 'run',
};
const firstSaveResponse = await fetch(
`${assetBaseUrl}/api/assets/character-workflow-cache`,
{
method: 'POST',
headers: {
'Content-Type': 'application/json',
},
body: JSON.stringify(firstPayload),
},
);
assert.equal(firstSaveResponse.status, 200);
const secondSaveResponse = await fetch(
`${assetBaseUrl}/api/assets/character-workflow-cache`,
{
method: 'POST',
headers: {
'Content-Type': 'application/json',
},
body: JSON.stringify(secondPayload),
},
);
assert.equal(secondSaveResponse.status, 200);
const firstReadResponse = await fetch(
`${assetBaseUrl}/api/assets/character-workflow-cache/${encodeURIComponent(firstPayload.characterId)}`,
);
assert.equal(firstReadResponse.status, 200);
const firstReadPayload = (await firstReadResponse.json()) as {
cache: {
characterId: string;
visualPromptText: string;
} | null;
};
const secondReadResponse = await fetch(
`${assetBaseUrl}/api/assets/character-workflow-cache/${encodeURIComponent(secondPayload.characterId)}`,
);
assert.equal(secondReadResponse.status, 200);
const secondReadPayload = (await secondReadResponse.json()) as {
cache: {
characterId: string;
visualPromptText: string;
} | null;
};
assert.equal(firstReadPayload.cache?.characterId, firstPayload.characterId);
assert.equal(firstReadPayload.cache?.visualPromptText, firstPayload.visualPromptText);
assert.equal(secondReadPayload.cache?.characterId, secondPayload.characterId);
assert.equal(
secondReadPayload.cache?.visualPromptText,
secondPayload.visualPromptText,
);
},
);
});
test('character animation publish returns frame dimensions in animation map', async () => {
const tempRoot = fs.mkdtempSync(path.join(os.tmpdir(), 'genarrative-character-animation-publish-'));
@@ -755,6 +857,103 @@ test('character animation non-loop image-to-video uses first and last master fra
);
});
test('character animation die image-to-video does not send a last frame reference', async () => {
const tempRoot = fs.mkdtempSync(path.join(os.tmpdir(), 'genarrative-character-kf2v-die-'));
const publicDir = path.join(tempRoot, 'public');
fs.mkdirSync(publicDir, { recursive: true });
fs.writeFileSync(path.join(publicDir, 'visual.png'), PNG_BUFFER);
let videoSynthesisPayloadText = '';
await withHttpServer(
(dashScopeBaseUrl) => async (req, res) => {
const url = new URL(req.url || '/', dashScopeBaseUrl);
if (
req.method === 'POST' &&
url.pathname === '/api/v1/services/aigc/image2video/video-synthesis'
) {
videoSynthesisPayloadText = (await readRequestBody(req)).toString('utf8');
sendJson(res, {
output: {
task_id: 'video-task-kf2v-die-1',
},
});
return;
}
if (req.method === 'GET' && url.pathname === '/api/v1/tasks/video-task-kf2v-die-1') {
sendJson(res, {
output: {
task_status: 'SUCCEEDED',
video_url: `${dashScopeBaseUrl}/downloads/preview.mp4`,
},
});
return;
}
if (req.method === 'GET' && url.pathname === '/downloads/preview.mp4') {
res.statusCode = 200;
res.setHeader('Content-Type', 'video/mp4');
res.end(MP4_BUFFER);
return;
}
res.statusCode = 404;
res.end('not found');
},
async (dashScopeBaseUrl) => {
const config = createTestConfig(tempRoot, `${dashScopeBaseUrl}/api/v1`);
await withAssetRouteServer(config, async (assetBaseUrl) => {
const response = await fetch(
`${assetBaseUrl}/api/assets/character-animation/generate`,
{
method: 'POST',
headers: {
'Content-Type': 'application/json',
},
body: JSON.stringify({
characterId: 'harbor-guide',
strategy: 'image-to-video',
animation: 'die',
promptText: '倒地后停在终止姿态',
characterBriefText: '旧港守望者',
visualSource: '/visual.png',
referenceImageDataUrls: [],
referenceVideoDataUrls: [],
frameCount: 8,
fps: 8,
durationSeconds: 4,
loop: false,
useChromaKey: true,
resolution: '720P',
imageSequenceModel: 'wan2.7-image-pro',
videoModel: 'wan2.7-i2v',
referenceVideoModel: 'wan2.7-r2v',
motionTransferModel: 'wan2.2-animate-move',
}),
},
);
assert.equal(response.status, 200);
const videoPayload = JSON.parse(videoSynthesisPayloadText) as {
model: string;
input: {
first_frame_url?: string;
last_frame_url?: string;
prompt?: string;
};
};
assert.equal(videoPayload.model, 'wan2.2-kf2v-flash');
assert.match(videoPayload.input.first_frame_url ?? '', /^data:image\/png;base64,/u);
assert.equal(videoPayload.input.last_frame_url, undefined);
assert.match(videoPayload.input.prompt ?? '', /姿/u);
});
},
);
});
test('character animation loop image-to-video uses wan2.6-i2v-flash with img_url only', async () => {
const tempRoot = fs.mkdtempSync(path.join(os.tmpdir(), 'genarrative-character-i2v-loop-'));
const publicDir = path.join(tempRoot, 'public');

View File

@@ -1,3 +1,4 @@
import { createHash } from 'node:crypto';
import { mkdir, readFile, writeFile } from 'node:fs/promises';
import http, {
type IncomingMessage,
@@ -349,7 +350,7 @@ function buildFallbackCharacterPromptBundle(params: {
return {
visualPromptText: [
`${characterAnchor}${roleAnchor}`,
'单人全身2D 横版 RPG 角色标准设定图1:1 正方形画幅,头身比控制在 2 到 3 头身,右向斜侧身站立,身体整体朝右但保留少量正面信息,脚底完整可见,服装、发型、武器和轮廓稳定清楚。',
'单人全身2D 横版 RPG 角色标准设定图1:1 正方形画幅,头身比控制在 2 到 2.5 头身,偏大头身,靠头部、发型、服装、配饰表现角色记忆点,躯干与四肢短而紧凑,五官简化,深色粗轮廓配合清晰大色块,右向斜侧身站立,身体整体朝右但保留少量正面信息,服装、发型、轮廓稳定清楚。',
`外观气质围绕:${descriptionAnchor}`,
combatAnchor ? `战斗识别点:${combatAnchor}` : '',
tagAnchor,
@@ -359,7 +360,7 @@ function buildFallbackCharacterPromptBundle(params: {
.join(' '),
animationPromptText: [
`${characterAnchor}的核心动作试片。`,
'保持同一角色的服装、发型、武器和体型一致,镜头稳定,侧身朝右,动作连贯。',
'保持同一角色的服装、发型、体型一致,镜头稳定,侧身朝右,动作连贯。',
combatAnchor ? `动作气质参考:${combatAnchor}` : '',
params.personality ? `角色气质补充:${params.personality}` : '',
'发力起手明确,过程干净,收招利落,避免漂移和变形。',
@@ -560,11 +561,17 @@ function getJobRecordPath(
}
function getCharacterWorkflowCachePath(rootDir: string, characterId: string) {
const readableSegment = sanitizePathSegment(characterId);
const characterCacheKey = createHash('sha256')
.update(characterId, 'utf8')
.digest('hex')
.slice(0, 24);
return path.resolve(
rootDir,
'public',
'generated-character-drafts',
sanitizePathSegment(characterId),
`${readableSegment}-${characterCacheKey}`,
'workflow-cache.json',
);
}
@@ -1163,7 +1170,9 @@ function buildNpcAnimationPrompt(options: {
const actionDetailText = sanitizeAnimationPromptText(options.promptText, 140);
const loopRule = options.loop
? '这是循环动作,直接进入动作循环中段,不要开场静止站桩,不要把主参考图原样作为第一帧。'
: '这是非循环动作,首帧和尾帧都要回到参考主图角色形象,中段完成动作变化。';
: options.animation === 'die'
? '这是死亡终结动作,首帧参考主图角色形象即可,尾帧停在死亡结束姿态,不要回到主图形象。'
: '这是非循环动作,首帧和尾帧都要回到参考主图角色形象,中段完成动作变化。';
if (options.actionTemplateId) {
return [
@@ -1963,9 +1972,10 @@ async function handleGenerateCharacterAnimation(
`${characterId}-${animation}-visual`,
await resolveMediaSourcePayload(rootDir, visualSource),
);
const resolvedLastFrameSource = !loop
? lastFrameImageDataUrl || visualSource
: '';
const resolvedLastFrameSource =
!loop && animation !== 'die'
? lastFrameImageDataUrl || visualSource
: '';
const lastFrameRef = resolvedLastFrameSource
? isKf2vFlash
? await resolveMediaSourceAsDataUrl(rootDir, resolvedLastFrameSource)
@@ -2730,7 +2740,9 @@ async function handleGetCharacterWorkflowCache(
sendJson(res, 200, {
ok: true,
cache:
isRecordValue(cache) && typeof cache.characterId === 'string'
isRecordValue(cache) &&
typeof cache.characterId === 'string' &&
cache.characterId === characterId
? cache
: null,
});

View File

@@ -42,6 +42,7 @@ export function createStoryActionRoutes(context: AppContext) {
response,
await resolveRuntimeStoryAction({
runtimeRepository: context.runtimeRepository,
llmClient: context.llmClient,
userId: request.userId!,
request: payload,
}),

View File

@@ -2,12 +2,19 @@ import type {
RuntimeBattlePresentation,
RuntimeStoryActionRequest,
RuntimeStoryActionResponse,
RuntimeStoryOptionView,
RuntimeStoryPatch,
} from '../../../../packages/shared/src/contracts/story.js';
import { conflict, invalidRequest } from '../../errors.js';
import type { RuntimeRepositoryPort } from '../../repositories/runtimeRepository.js';
import type { UpstreamLlmClient } from '../../services/llmClient.js';
import {
buildStrictNpcChatDialoguePrompt,
NPC_CHAT_DIALOGUE_STRICT_SYSTEM_PROMPT,
} from '../ai/chatPromptBuilders.js';
import { generateNextStoryFromOrchestrator } from '../ai/storyOrchestrator.js';
import { resolveCombatAction } from '../combat/combatResolutionService.js';
import { resolveInventoryStoryAction, isSupportedInventoryStoryFunctionId } from '../inventory/inventoryStoryActionService.js';
import { isSupportedInventoryStoryFunctionId,resolveInventoryStoryAction } from '../inventory/inventoryStoryActionService.js';
import {
ensureNpcInventorySessionState,
isSupportedNpcInventoryStoryFunctionId,
@@ -21,12 +28,15 @@ import {
isSupportedQuestStoryFunctionId,
resolveQuestStoryAction,
} from '../quest/questStoryActionService.js';
import {
hydrateSavedSnapshot,
normalizeSavedSnapshotPayload,
} from '../runtime/runtimeSnapshotHydration.js';
import {
isSupportedTreasureStoryFunctionId,
resolveTreasureStoryAction,
} from '../runtime-item/treasureStoryActionService.js';
import {
TASK6_DEFERRED_FUNCTION_IDS,
appendStoryHistory,
buildAvailableOptions,
buildLegacyCurrentStory,
@@ -37,14 +47,11 @@ import {
isStoryFunctionId,
isTask5FunctionId,
loadRuntimeSession,
type RuntimeSession,
setEncounterNpcState,
syncRawGameState,
type RuntimeSession,
TASK6_DEFERRED_FUNCTION_IDS,
} from './runtimeSession.js';
import {
hydrateSavedSnapshot,
normalizeSavedSnapshotPayload,
} from '../runtime/runtimeSnapshotHydration.js';
type StoryResolution = {
actionText: string;
@@ -55,6 +62,36 @@ type StoryResolution = {
toast?: string | null;
};
type JsonRecord = Record<string, unknown>;
type StoryOptionLike = {
functionId: string;
actionText: string;
};
type GeneratedStoryPayload = {
storyText: string;
historyResultText: string;
presentationOptions: RuntimeStoryOptionView[];
savedCurrentStory: JsonRecord;
};
const CONTINUE_ADVENTURE_OPTION = {
functionId: 'story_continue_adventure',
actionText: '继续冒险',
detailText: '展开刚刚已经准备好的后续选项。',
scope: 'story',
} satisfies RuntimeStoryOptionView;
const DEFAULT_STORY_OPTION_VISUALS = {
playerAnimation: 'idle',
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right',
scrollWorld: false,
monsterChanges: [],
} as const;
function resolveActionText(defaultText: string, request: RuntimeStoryActionRequest) {
const payload = request.action.payload;
const optionText =
@@ -65,6 +102,354 @@ function resolveActionText(defaultText: string, request: RuntimeStoryActionReque
return optionText || defaultText;
}
function isObject(value: unknown): value is JsonRecord {
return typeof value === 'object' && value !== null && !Array.isArray(value);
}
function readString(value: unknown) {
return typeof value === 'string' && value.trim() ? value.trim() : '';
}
function readArray(value: unknown) {
return Array.isArray(value) ? value : [];
}
function buildStoryOptionInteraction(
session: RuntimeSession,
option: RuntimeStoryOptionView,
) {
const encounter = session.currentEncounter;
if (encounter?.kind === 'npc') {
const npcId = encounter.id || encounter.npcName;
const npcActionMap: Record<string, JsonRecord> = {
npc_chat: { kind: 'npc', npcId, action: 'chat' },
npc_help: { kind: 'npc', npcId, action: 'help' },
npc_fight: { kind: 'npc', npcId, action: 'fight' },
npc_leave: { kind: 'npc', npcId, action: 'leave' },
npc_recruit: { kind: 'npc', npcId, action: 'recruit' },
npc_spar: { kind: 'npc', npcId, action: 'spar' },
npc_trade: { kind: 'npc', npcId, action: 'trade' },
npc_gift: { kind: 'npc', npcId, action: 'gift' },
npc_quest_accept: { kind: 'npc', npcId, action: 'quest_accept' },
npc_quest_turn_in: { kind: 'npc', npcId, action: 'quest_turn_in' },
};
return npcActionMap[option.functionId];
}
if (encounter?.kind === 'treasure') {
const treasureActionMap: Record<string, JsonRecord> = {
treasure_secure: { kind: 'treasure', action: 'secure' },
treasure_inspect: { kind: 'treasure', action: 'inspect' },
treasure_leave: { kind: 'treasure', action: 'leave' },
};
return treasureActionMap[option.functionId];
}
return undefined;
}
function buildStoryOptionFromRuntimeOption(
session: RuntimeSession,
option: RuntimeStoryOptionView,
) {
const detailParts = [option.detailText, option.disabled ? option.reason : null]
.filter(Boolean)
.join(' ');
return {
functionId: option.functionId,
actionText: option.actionText,
text: option.actionText,
detailText: detailParts || undefined,
visuals: DEFAULT_STORY_OPTION_VISUALS,
interaction: buildStoryOptionInteraction(session, option),
} satisfies JsonRecord;
}
function buildStoryOptionsFromRuntimeOptions(
session: RuntimeSession,
options: RuntimeStoryOptionView[],
) {
return options
.filter((option) => !option.disabled)
.map((option) => buildStoryOptionFromRuntimeOption(session, option));
}
function escapeRegExp(value: string) {
return value.replace(/[\\^$*+?.()|[\]{}]/g, '\\$&');
}
function normalizeDialogueSpeakerName(rawSpeakerName: string) {
return rawSpeakerName
.trim()
.replace(
/^[[\]{}()<>\u300a\u300b\u300c\u300d\u300e\u300f\u3010\u3011\uFF08\uFF09]+/u,
'',
)
.replace(
/[[\]{}()<>\u300a\u300b\u300c\u300d\u300e\u300f\u3010\u3011\uFF08\uFF09]+$/u,
'',
)
.replace(/^(?:\u540c\u4f34|\u961f\u53cb)\s*/u, '')
.trim();
}
function parseDialogueTurns(text: string, npcName: string) {
const turns: JsonRecord[] = [];
const dialogueColonPattern = '(?:\\uFF1A|:)';
const playerPrefixPattern = new RegExp(
'^(?:\\\\u4f60|\\\\u73a9\\\\u5bb6|\\\\u4e3b\\\\u89d2)\\\\s*' +
dialogueColonPattern +
'\\\\s*(.+)$',
'u',
);
const npcPrefixPattern = new RegExp(
'^' +
escapeRegExp(npcName) +
'\\\\s*' +
dialogueColonPattern +
'\\\\s*(.+)$',
'u',
);
const namedSpeakerPattern = new RegExp(
'^(.{1,24}?)\\\\s*' + dialogueColonPattern + '\\\\s*(.+)$',
'u',
);
const lines = text
.replace(/\r/g, '')
.split('\n')
.map((line) => line.trim())
.filter(Boolean);
for (const line of lines) {
const playerMatch = line.match(playerPrefixPattern);
const playerText = playerMatch?.[1]?.trim();
if (playerText) {
turns.push({ speaker: 'player', text: playerText });
continue;
}
const npcMatch = line.match(npcPrefixPattern);
const npcText = npcMatch?.[1]?.trim();
if (npcText) {
turns.push({ speaker: 'npc', speakerName: npcName, text: npcText });
continue;
}
const namedSpeakerMatch = line.match(namedSpeakerPattern);
if (namedSpeakerMatch?.[1] && namedSpeakerMatch[2]) {
const speakerName = normalizeDialogueSpeakerName(namedSpeakerMatch[1]);
const speakerText = namedSpeakerMatch[2].trim();
if (speakerName && speakerText) {
turns.push({
speaker: speakerName === npcName ? 'npc' : 'companion',
speakerName,
text: speakerText,
});
continue;
}
}
if (line.startsWith('你:') || line.startsWith('你:')) {
turns.push({ speaker: 'player', text: line.slice(2).trim() });
continue;
}
if (line.startsWith(npcName + ':') || line.startsWith(npcName + '')) {
turns.push({
speaker: 'npc',
speakerName: npcName,
text: line.slice(npcName.length + 1).trim(),
});
continue;
}
const lastTurn = turns[turns.length - 1];
if (lastTurn && typeof lastTurn.text === 'string') {
lastTurn.text += line;
}
}
return turns.filter(
(turn) => typeof turn.text === 'string' && turn.text.length > 0,
);
}
function buildDialogueCurrentStory(params: {
session: RuntimeSession;
npcName: string;
text: string;
deferredOptions: RuntimeStoryOptionView[];
}) {
return {
text: params.text,
options: buildStoryOptionsFromRuntimeOptions(
params.session,
[CONTINUE_ADVENTURE_OPTION],
),
displayMode: 'dialogue',
dialogue: parseDialogueTurns(params.text, params.npcName),
streaming: false,
deferredOptions: buildStoryOptionsFromRuntimeOptions(
params.session,
params.deferredOptions,
),
} satisfies JsonRecord;
}
function buildStoryPromptContext(session: RuntimeSession, extras: JsonRecord = {}) {
const scenePreset = isObject(session.rawGameState.currentScenePreset)
? session.rawGameState.currentScenePreset
: null;
return {
sceneName:
readString(scenePreset?.name) ||
readString(session.rawGameState.currentScene) ||
'当前区域',
sceneDescription:
readString(scenePreset?.description) ||
readString(session.rawGameState.sceneDescription) ||
'周围气氛仍在继续变化。',
encounterName: session.currentEncounter?.npcName || null,
encounterId: session.currentEncounter?.id || null,
playerHp: session.playerHp,
playerMaxHp: session.playerMaxHp,
playerMana: session.playerMana,
playerMaxMana: session.playerMaxMana,
inBattle: session.inBattle,
pendingSceneEncounter: false,
...extras,
} satisfies JsonRecord;
}
function buildHistoryMoments(
session: RuntimeSession,
appendedEntries: Array<{ text: string; historyRole: 'action' | 'result' }>,
) {
return [
...session.storyHistory.map((entry) => ({
text: entry.text,
historyRole: entry.historyRole,
})),
...appendedEntries,
];
}
function buildPromptOptions(options: RuntimeStoryOptionView[]) {
return options
.filter((option) => !option.disabled)
.map((option) => ({
functionId: option.functionId,
actionText: option.actionText,
text: option.actionText,
}));
}
function mergeGeneratedRuntimeOptions(
baseOptions: RuntimeStoryOptionView[],
generatedOptions: StoryOptionLike[],
) {
if (generatedOptions.length === 0) {
return baseOptions;
}
const buckets = new Map<string, RuntimeStoryOptionView[]>();
baseOptions.forEach((option) => {
const bucket = buckets.get(option.functionId) ?? [];
bucket.push(option);
buckets.set(option.functionId, bucket);
});
const resolved: RuntimeStoryOptionView[] = [];
const consumed = new Set<RuntimeStoryOptionView>();
generatedOptions.forEach((option) => {
const bucket = buckets.get(option.functionId);
const matched = bucket?.shift();
if (!matched) {
return;
}
consumed.add(matched);
resolved.push({
...matched,
actionText: readString(option.actionText) || matched.actionText,
});
});
if (resolved.length === 0) {
return baseOptions;
}
const remaining = baseOptions.filter((option) => !consumed.has(option));
return [...resolved, ...remaining];
}
function buildOpeningCampChatContext(session: RuntimeSession) {
const encounter = session.currentEncounter;
if (!encounter || encounter.kind !== 'npc') {
return {};
}
const rawEncounter = isObject(session.rawGameState.currentEncounter)
? session.rawGameState.currentEncounter
: null;
if (readString(rawEncounter?.specialBehavior) !== 'camp_companion') {
return {};
}
const npcState = getEncounterNpcState(session);
if (!npcState || npcState.chattedCount > 2) {
return {};
}
const openingActionText = `在营地与 ${encounter.npcName} 交换开场判断`;
let openingDialogue = '';
for (let index = 0; index < session.storyHistory.length - 1; index += 1) {
const entry = session.storyHistory[index];
if (!entry || entry.historyRole !== 'action' || entry.text !== openingActionText) {
continue;
}
for (let nextIndex = index + 1; nextIndex < session.storyHistory.length; nextIndex += 1) {
const nextEntry = session.storyHistory[nextIndex];
if (!nextEntry) {
continue;
}
if (nextEntry.historyRole === 'action') {
break;
}
if (nextEntry.text.trim()) {
openingDialogue = nextEntry.text.trim();
break;
}
}
if (openingDialogue) {
break;
}
}
if (!openingDialogue) {
return {};
}
const playerCharacter = isObject(session.rawGameState.playerCharacter)
? session.rawGameState.playerCharacter
: null;
const playerName = readString(playerCharacter?.name) || '你';
return {
openingCampBackground: `${playerName} 在营地里和 ${encounter.npcName} 终于真正把注意力放回彼此身上,周围暂时没有新的打扰。`,
openingCampDialogue: openingDialogue,
};
}
function normalizeStatusPatch(session: RuntimeSession) {
return {
type: 'status_changed',
@@ -109,6 +494,128 @@ function buildFallbackStoryText(session: RuntimeSession) {
return '当前故事状态已经同步到后端,接下来可以继续推进这一轮运行时动作。';
}
async function generateNpcDialoguePayload(params: {
llmClient: UpstreamLlmClient;
session: RuntimeSession;
actionText: string;
resultText: string;
}): Promise<GeneratedStoryPayload | null> {
const encounter = params.session.currentEncounter;
const playerCharacter = isObject(params.session.rawGameState.playerCharacter)
? params.session.rawGameState.playerCharacter
: null;
if (!encounter || encounter.kind !== 'npc' || !playerCharacter || !params.session.worldType) {
return null;
}
const history = buildHistoryMoments(params.session, [
{ text: params.actionText, historyRole: 'action' },
{ text: params.resultText, historyRole: 'result' },
]);
const availableOptions = buildAvailableOptions(params.session);
const dialogueText = (
await params.llmClient.requestMessageContent({
systemPrompt: NPC_CHAT_DIALOGUE_STRICT_SYSTEM_PROMPT,
userPrompt: buildStrictNpcChatDialoguePrompt({
worldType: params.session.worldType,
character: playerCharacter,
encounter: params.session.rawGameState.currentEncounter ?? {},
monsters: readArray(params.session.rawGameState.sceneHostileNpcs).filter(isObject),
history,
context: buildStoryPromptContext(params.session, {
...buildOpeningCampChatContext(params.session),
}),
topic: params.actionText,
resultSummary: params.resultText,
}),
debugLabel: 'runtime.npc_chat.dialogue',
})
).trim();
const finalDialogueText = dialogueText || params.resultText;
let deferredOptions = availableOptions;
try {
const nextStory = await generateNextStoryFromOrchestrator(
params.llmClient,
params.session.worldType,
playerCharacter,
readArray(params.session.rawGameState.sceneHostileNpcs).filter(isObject),
history,
params.actionText,
buildStoryPromptContext(params.session, {
lastFunctionId: 'npc_chat',
...buildOpeningCampChatContext(params.session),
}),
{
availableOptions: buildPromptOptions(availableOptions),
},
);
deferredOptions = mergeGeneratedRuntimeOptions(
availableOptions,
nextStory.options as StoryOptionLike[],
);
} catch {
deferredOptions = availableOptions;
}
return {
storyText: finalDialogueText,
historyResultText: finalDialogueText,
presentationOptions: [CONTINUE_ADVENTURE_OPTION],
savedCurrentStory: buildDialogueCurrentStory({
session: params.session,
npcName: encounter.npcName,
text: finalDialogueText,
deferredOptions,
}),
};
}
async function generateReasonedStoryPayload(params: {
llmClient: UpstreamLlmClient;
session: RuntimeSession;
actionText: string;
resultText: string;
}): Promise<GeneratedStoryPayload | null> {
const playerCharacter = isObject(params.session.rawGameState.playerCharacter)
? params.session.rawGameState.playerCharacter
: null;
if (!playerCharacter || !params.session.worldType) {
return null;
}
const availableOptions = buildAvailableOptions(params.session);
const history = buildHistoryMoments(params.session, [
{ text: params.actionText, historyRole: 'action' },
{ text: params.resultText, historyRole: 'result' },
]);
const nextStory = await generateNextStoryFromOrchestrator(
params.llmClient,
params.session.worldType,
playerCharacter,
readArray(params.session.rawGameState.sceneHostileNpcs).filter(isObject),
history,
params.actionText,
buildStoryPromptContext(params.session),
{
availableOptions: buildPromptOptions(availableOptions),
},
);
const resolvedOptions = mergeGeneratedRuntimeOptions(
availableOptions,
nextStory.options as StoryOptionLike[],
);
const storyText = readString(nextStory.storyText) || params.resultText;
return {
storyText,
historyResultText: storyText,
presentationOptions: resolvedOptions,
savedCurrentStory: buildLegacyCurrentStory(storyText, resolvedOptions),
};
}
function resolveStoryFlowAction(
session: RuntimeSession,
functionId: string,
@@ -212,6 +719,7 @@ function resolveStoryFlowAction(
export async function resolveRuntimeStoryAction(params: {
runtimeRepository: RuntimeRepositoryPort;
llmClient?: UpstreamLlmClient;
userId: string;
request: RuntimeStoryActionRequest;
}) {
@@ -295,16 +803,63 @@ export async function resolveRuntimeStoryAction(params: {
battle: resolution.battle ?? null,
});
const actionText = resolveActionText(resolution.actionText, params.request);
const storyText = resolution.storyText ?? resolution.resultText;
appendStoryHistory(session, actionText, resolution.resultText);
let actionText = resolveActionText(resolution.actionText, params.request);
if (
functionId === 'story_opening_camp_dialogue' &&
session.currentEncounter?.kind === 'npc'
) {
actionText = `在营地与 ${session.currentEncounter.npcName} 交换开场判断`;
}
let storyText = resolution.storyText ?? resolution.resultText;
let historyResultText = resolution.resultText;
session.runtimeVersion += 1;
session.sessionId = params.request.sessionId;
syncRawGameState(session);
ensureNpcInventorySessionState(session);
const options = buildAvailableOptions(session);
let options = buildAvailableOptions(session);
let savedCurrentStory: JsonRecord = buildLegacyCurrentStory(storyText, options);
if (
params.llmClient &&
(functionId === 'npc_chat' || functionId === 'story_opening_camp_dialogue')
) {
try {
const generatedPayload = await generateNpcDialoguePayload({
llmClient: params.llmClient,
session,
actionText,
resultText: resolution.resultText,
});
if (generatedPayload) {
storyText = generatedPayload.storyText;
historyResultText = generatedPayload.historyResultText;
options = generatedPayload.presentationOptions;
savedCurrentStory = generatedPayload.savedCurrentStory;
}
} catch {
savedCurrentStory = buildLegacyCurrentStory(storyText, options);
}
} else if (params.llmClient && isCombatFunctionId(functionId)) {
try {
const generatedPayload = await generateReasonedStoryPayload({
llmClient: params.llmClient,
session,
actionText,
resultText: resolution.resultText,
});
if (generatedPayload) {
storyText = generatedPayload.storyText;
historyResultText = generatedPayload.historyResultText;
options = generatedPayload.presentationOptions;
savedCurrentStory = generatedPayload.savedCurrentStory;
}
} catch {
savedCurrentStory = buildLegacyCurrentStory(storyText, options);
}
}
appendStoryHistory(session, actionText, historyResultText);
syncRawGameState(session);
const persistedSnapshot = await params.runtimeRepository.putSnapshot(
@@ -313,7 +868,7 @@ export async function resolveRuntimeStoryAction(params: {
savedAt: new Date().toISOString(),
bottomTab: session.snapshotBottomTab,
gameState: session.rawGameState,
currentStory: buildLegacyCurrentStory(storyText, options),
currentStory: savedCurrentStory,
}),
);
@@ -333,7 +888,7 @@ export async function resolveRuntimeStoryAction(params: {
{
type: 'story_history_append',
actionText,
resultText: resolution.resultText,
resultText: historyResultText,
},
...resolution.patches,
],

View File

@@ -340,6 +340,199 @@ function buildBuiltinWorldTitle(worldType: string) {
}
}
function looksLikeGeneratedAssetPath(value: string) {
return /^\/generated-/u.test(value);
}
function mergeSnapshotRoleAssets(
role: Record<string, unknown>,
assets: {
imageSrc?: string | null;
generatedVisualAssetId?: string | null;
generatedAnimationSetId?: string | null;
animationMap?: Record<string, unknown> | null;
},
) {
let changed = false;
const nextRole: Record<string, unknown> = { ...role };
const nextImageSrc = readString(assets.imageSrc);
const nextGeneratedVisualAssetId = readString(assets.generatedVisualAssetId);
const nextGeneratedAnimationSetId = readString(
assets.generatedAnimationSetId,
);
const nextAnimationMap = asRecord(assets.animationMap);
if (nextImageSrc && readString(role.imageSrc) !== nextImageSrc) {
nextRole.imageSrc = nextImageSrc;
changed = true;
}
if (
nextGeneratedVisualAssetId &&
readString(role.generatedVisualAssetId) !== nextGeneratedVisualAssetId
) {
nextRole.generatedVisualAssetId = nextGeneratedVisualAssetId;
changed = true;
}
if (
nextGeneratedAnimationSetId &&
readString(role.generatedAnimationSetId) !== nextGeneratedAnimationSetId
) {
nextRole.generatedAnimationSetId = nextGeneratedAnimationSetId;
changed = true;
}
if (nextAnimationMap && Object.keys(nextAnimationMap).length > 0) {
nextRole.animationMap = {
...(asRecord(role.animationMap) ?? {}),
...nextAnimationMap,
};
changed = true;
}
return changed ? nextRole : role;
}
function syncSnapshotRoleAssetsIntoProfile(
profile: Record<string, unknown>,
roleId: string,
assets: Parameters<typeof mergeSnapshotRoleAssets>[1],
) {
if (!roleId) {
return profile;
}
let changed = false;
const syncRoleArray = (value: unknown) => {
if (!Array.isArray(value)) {
return value;
}
return value.map((entry) => {
if (!asRecord(entry) || readString(entry.id) !== roleId) {
return entry;
}
const nextEntry = mergeSnapshotRoleAssets(entry, assets);
if (nextEntry !== entry) {
changed = true;
}
return nextEntry;
});
};
const nextPlayableNpcs = syncRoleArray(profile.playableNpcs);
const nextStoryNpcs = syncRoleArray(profile.storyNpcs);
return changed
? {
...profile,
playableNpcs: nextPlayableNpcs,
storyNpcs: nextStoryNpcs,
}
: profile;
}
function syncSnapshotSceneImageIntoProfile(
profile: Record<string, unknown>,
sceneId: string,
imageSrc: string,
) {
if (!sceneId || !imageSrc) {
return profile;
}
if (sceneId === 'custom-scene-camp') {
const currentCamp = asRecord(profile.camp) ?? {};
if (readString(currentCamp.imageSrc) === imageSrc) {
return profile;
}
return {
...profile,
camp: {
...currentCamp,
imageSrc,
},
};
}
const landmarkMatch = /^custom-scene-landmark-(\d+)$/u.exec(sceneId);
if (!landmarkMatch || !Array.isArray(profile.landmarks)) {
return profile;
}
const landmarkIndex = Number.parseInt(landmarkMatch[1] ?? '', 10) - 1;
if (
!Number.isInteger(landmarkIndex) ||
landmarkIndex < 0 ||
landmarkIndex >= profile.landmarks.length
) {
return profile;
}
const currentLandmark = asRecord(profile.landmarks[landmarkIndex]);
if (!currentLandmark || readString(currentLandmark.imageSrc) === imageSrc) {
return profile;
}
const nextLandmarks = [...profile.landmarks];
nextLandmarks[landmarkIndex] = {
...currentLandmark,
imageSrc,
};
return {
...profile,
landmarks: nextLandmarks,
};
}
function syncSnapshotCustomWorldProfile(gameState: unknown) {
const currentGameState = asRecord(gameState);
const currentProfile = asRecord(currentGameState?.customWorldProfile);
if (!currentGameState || !currentProfile) {
return gameState;
}
let nextProfile = currentProfile;
const playerCharacter = asRecord(currentGameState.playerCharacter);
const playerCharacterId = readString(playerCharacter?.id);
const playerPortrait = readString(playerCharacter?.portrait);
const playerAnimationMap = asRecord(playerCharacter?.animationMap);
const playerHasGeneratedAssets =
Boolean(readString(playerCharacter?.generatedVisualAssetId)) ||
Boolean(readString(playerCharacter?.generatedAnimationSetId)) ||
Boolean(playerAnimationMap && Object.keys(playerAnimationMap).length > 0) ||
looksLikeGeneratedAssetPath(playerPortrait);
nextProfile = syncSnapshotRoleAssetsIntoProfile(nextProfile, playerCharacterId, {
imageSrc: playerHasGeneratedAssets ? playerPortrait : null,
generatedVisualAssetId:
readString(playerCharacter?.generatedVisualAssetId) || null,
generatedAnimationSetId:
readString(playerCharacter?.generatedAnimationSetId) || null,
animationMap: playerAnimationMap,
});
const currentScenePreset = asRecord(currentGameState.currentScenePreset);
nextProfile = syncSnapshotSceneImageIntoProfile(
nextProfile,
readString(currentScenePreset?.id),
readString(currentScenePreset?.imageSrc),
);
if (nextProfile === currentProfile) {
return currentGameState;
}
return {
...currentGameState,
customWorldProfile: nextProfile,
};
}
function resolveProfileWorldSnapshotMeta(
snapshot: SavedSnapshot,
): ProfileWorldSnapshotMeta | null {
@@ -595,6 +788,67 @@ export class RuntimeRepository implements RuntimeRepositoryPort {
});
}
private async syncCustomWorldProfileFromSnapshot(
userId: string,
snapshot: SavedSnapshot,
) {
const gameState = asRecord(snapshot.gameState);
const customWorldProfile = asRecord(gameState?.customWorldProfile);
const profileId = readString(customWorldProfile?.id);
if (!customWorldProfile || !profileId) {
return;
}
const payload = normalizeStoredProfile(profileId, customWorldProfile);
const metadata = extractCustomWorldLibraryMetadata(payload);
const syncedAt = snapshot.savedAt || new Date().toISOString();
await this.db.query(
`INSERT INTO custom_world_profiles (
user_id,
profile_id,
payload_json,
updated_at,
author_display_name,
world_name,
subtitle,
summary_text,
cover_image_src,
theme_mode,
playable_npc_count,
landmark_count,
deleted_at
)
VALUES ($1, $2, $3, $4, $5, $6, $7, $8, $9, $10, $11, $12, NULL)
ON CONFLICT (user_id, profile_id) DO UPDATE SET
payload_json = EXCLUDED.payload_json,
updated_at = EXCLUDED.updated_at,
deleted_at = NULL,
world_name = EXCLUDED.world_name,
subtitle = EXCLUDED.subtitle,
summary_text = EXCLUDED.summary_text,
cover_image_src = EXCLUDED.cover_image_src,
theme_mode = EXCLUDED.theme_mode,
playable_npc_count = EXCLUDED.playable_npc_count,
landmark_count = EXCLUDED.landmark_count`,
[
userId,
profileId,
payload,
syncedAt,
'玩家',
metadata.worldName,
metadata.subtitle,
metadata.summaryText,
metadata.coverImageSrc,
metadata.themeMode,
metadata.playableNpcCount,
metadata.landmarkCount,
],
);
}
async getSnapshot(userId: string) {
const result = await this.db.query<SnapshotRow>(
`SELECT version,
@@ -625,7 +879,7 @@ export class RuntimeRepository implements RuntimeRepositoryPort {
const snapshot = {
version: SAVE_SNAPSHOT_VERSION,
savedAt: payload.savedAt,
gameState: payload.gameState,
gameState: syncSnapshotCustomWorldProfile(payload.gameState),
bottomTab: payload.bottomTab,
currentStory: payload.currentStory,
} satisfies SavedSnapshot;
@@ -668,6 +922,7 @@ export class RuntimeRepository implements RuntimeRepositoryPort {
} satisfies SavedSnapshot;
await this.syncProfileDashboardFromSnapshot(userId, persistedSnapshot);
await this.syncCustomWorldProfileFromSnapshot(userId, persistedSnapshot);
return persistedSnapshot;
}

View File

@@ -451,24 +451,9 @@ function buildFallbackRoleDraft(
: `长期活跃于当前世界暗面,能补足场景视角的关键角色。`,
60,
),
visualDescription: clampText(
kind === 'playable'
? `他保留着适合长期同行的鲜明外形识别点,服装、装备和体态都能直接看出其职责、出身和会如何与玩家并肩行动。`
: `他身上带着与当前局势强绑定的外观痕迹,衣着、器具和整体气质会暴露其长期活动环境与所站的位置。`,
96,
),
actionDescription: clampText(
kind === 'playable'
? '动作表现偏向协作推进与稳定压制,起手克制,发力明确,收招干净。'
: '动作表现偏向试探、牵制与借势,节奏谨慎,但关键时刻会突然加重攻击或位移。',
72,
),
sceneVisualDescription: clampText(
profile.landmarks[0]?.description
? `他的主要活动空间与${profile.landmarks[0].name}相连,场景里能看到${profile.landmarks[0].description}`
: `他的主要活动空间与${profile.name}当前冲突线直接相关,环境里会留下势力痕迹、旧装置和仍在运转的局势线索。`,
96,
),
visualDescription: '',
actionDescription: '',
sceneVisualDescription: '',
backstory: clampText(
`他与${profile.name}当前正在扩张的冲突链紧密相连,知道一些还未公开的内情。`,
80,
@@ -567,10 +552,7 @@ function buildFallbackLandmarkDraft(profile: ParsedProfile) {
`承接${profile.name}当前主冲突的一处关键新场景,适合继续向外扩张世界关系网。`,
72,
),
visualDescription: clampText(
`这里延续${profile.name}当前主冲突的视觉气质,能看到明确的空间层次、可站立地面、核心建筑或地貌,以及仍在运转的局势痕迹。`,
88,
),
visualDescription: '',
dangerLevel: 'medium',
sceneNpcNames,
connections: targetLandmarkNames.map((targetLandmarkName, index) => ({

View File

@@ -112,7 +112,7 @@ test('generateSceneImage uses wan2.2-t2i-flash text-to-image payload and saves t
if (
req.method === 'POST' &&
url.pathname === '/api/v1/services/aigc/image-generation/generation'
url.pathname === '/api/v1/services/aigc/text2image/image-synthesis'
) {
sendJson(res, {
output: {
@@ -168,27 +168,23 @@ test('generateSceneImage uses wan2.2-t2i-flash text-to-image payload and saves t
assert.equal(result.actualPrompt, '整理后的场景提示词');
const createRequest = capturedRequests.find(
(entry) => entry.pathname === '/api/v1/services/aigc/image-generation/generation',
(entry) => entry.pathname === '/api/v1/services/aigc/text2image/image-synthesis',
);
assert.ok(createRequest?.bodyText);
const createPayload = JSON.parse(createRequest.bodyText) as {
model: string;
input: {
messages: Array<{
content: Array<{ text?: string; image?: string }>;
}>;
};
parameters: {
prompt: string;
negative_prompt?: string;
};
parameters: Record<string, unknown>;
};
const content = createPayload.input.messages[0]?.content ?? [];
assert.equal(createPayload.model, 'wan2.2-t2i-flash');
assert.equal(content[0]?.text, '海雾港口像素风场景');
assert.equal(content.length, 1);
assert.equal(createPayload.parameters.negative_prompt, '模糊');
assert.equal(createPayload.input.prompt, '海雾港口像素风场景');
assert.equal(createPayload.input.negative_prompt, '模糊');
assert.equal(createPayload.parameters.size, '1280*720');
const savedImagePath = path.join(tempRoot, 'public', result.imageSrc.slice(1));
assert.equal(fs.existsSync(savedImagePath), true);

View File

@@ -130,34 +130,32 @@ async function createSceneImageTask(params: {
payload: z.infer<typeof sceneImageSchema>;
}) {
const { baseUrl, apiKey, payload } = params;
const response = await fetch(`${baseUrl}/services/aigc/image-generation/generation`, {
method: 'POST',
headers: {
Authorization: `Bearer ${apiKey}`,
'Content-Type': 'application/json',
'X-DashScope-Async': 'enable',
const response = await fetch(
`${baseUrl}/services/aigc/text2image/image-synthesis`,
{
method: 'POST',
headers: {
Authorization: `Bearer ${apiKey}`,
'Content-Type': 'application/json',
'X-DashScope-Async': 'enable',
},
body: JSON.stringify({
model: payload.model,
input: {
prompt: payload.prompt,
...(payload.negativePrompt
? { negative_prompt: payload.negativePrompt }
: {}),
},
parameters: {
n: 1,
size: payload.size,
prompt_extend: true,
watermark: false,
},
}),
},
body: JSON.stringify({
model: payload.model,
input: {
messages: [
{
role: 'user',
content: [{ text: payload.prompt }],
},
],
},
parameters: {
n: 1,
size: payload.size,
prompt_extend: true,
watermark: false,
...(payload.negativePrompt
? { negative_prompt: payload.negativePrompt }
: {}),
},
}),
});
);
const responseText = await response.text();
if (!response.ok) {

View File

@@ -45,14 +45,20 @@ export const CharacterAnimator: React.FC<CharacterAnimatorProps> = ({
imageClassName,
playbackRate = 1,
}) => {
const [frameIndex, setFrameIndex] = useState(1);
const config =
character.animationMap?.[state] ??
DEFAULT_ANIMATIONS[state] ??
character.animationMap?.[AnimationState.IDLE] ??
DEFAULT_ANIMATIONS[AnimationState.IDLE];
const startFrame = config.startFrame ?? 1;
const frameCount = config.frames;
const startFrame =
typeof config.startFrame === 'number' && Number.isFinite(config.startFrame)
? Math.max(1, Math.floor(config.startFrame))
: 1;
const [frameIndex, setFrameIndex] = useState(startFrame);
const frameCount =
typeof config.frames === 'number' && Number.isFinite(config.frames)
? Math.max(1, Math.floor(config.frames))
: 1;
const fps =
typeof config.fps === 'number' && Number.isFinite(config.fps)
? Math.max(1, config.fps)
@@ -72,26 +78,33 @@ export const CharacterAnimator: React.FC<CharacterAnimatorProps> = ({
fps,
effectivePlaybackRate,
].join('::');
const endFrame = startFrame + frameCount - 1;
const intervalDelay = Math.max(
40,
Math.round(1000 / (fps * effectivePlaybackRate)),
);
useEffect(() => {
setFrameIndex(startFrame);
setFrameIndex((current) => (current === startFrame ? current : startFrame));
}, [animationSignature, startFrame]);
useEffect(() => {
if (frameCount <= 1) return;
const endFrame = startFrame + frameCount - 1;
const interval = window.setInterval(() => {
setFrameIndex(prev => {
return prev >= endFrame ? startFrame : prev + 1;
setFrameIndex((current) => {
if (current < startFrame || current > endFrame) {
return startFrame;
}
return current >= endFrame ? startFrame : current + 1;
});
}, Math.max(40, Math.round(1000 / (fps * effectivePlaybackRate))));
}, intervalDelay);
return () => window.clearInterval(interval);
}, [
animationSignature,
effectivePlaybackRate,
fps,
endFrame,
frameCount,
intervalDelay,
startFrame,
]);

View File

@@ -286,8 +286,11 @@ export function CompanionCampModal({
<div className="border-t border-white/10 px-5 py-4">
<div className="mb-3 text-xs font-bold text-white"></div>
<div className="grid gap-3 md:grid-cols-3">
{campMoments.map(moment => (
<div key={moment} className="rounded-xl border border-white/8 bg-black/18 px-4 py-3 text-sm leading-relaxed text-zinc-300">
{campMoments.map((moment, index) => (
<div
key={`camp-moment-${index}-${moment}`}
className="rounded-xl border border-white/8 bg-black/18 px-4 py-3 text-sm leading-relaxed text-zinc-300"
>
{moment}
</div>
))}

View File

@@ -11,6 +11,7 @@ import {
useState,
} from 'react';
import { ROLE_TEMPLATE_CHARACTERS } from '../data/characterPresets';
import { getCustomWorldSceneRelativePositionLabel } from '../data/customWorldSceneGraph';
import {
resolveCustomWorldCampSceneImage,
@@ -184,6 +185,14 @@ function EmptyState({ title }: { title: string }) {
);
}
function buildFallbackRenderKey(
value: string | null | undefined,
fallback: string,
) {
const normalizedValue = value?.trim();
return normalizedValue ? normalizedValue : fallback;
}
function NewBadge() {
return (
<span className="rounded-full border border-amber-300/24 bg-amber-500/12 px-2.5 py-1 text-[10px] font-semibold text-amber-100">
@@ -349,6 +358,43 @@ function compactTextList(values: Array<string | null | undefined>) {
return values.map((value) => value?.trim() ?? '').filter(Boolean);
}
function buildPlayableRoleCardDescription(
role: CustomWorldProfile['playableNpcs'][number],
) {
const summary =
role.description.trim() ||
role.backstoryReveal.publicSummary.trim() ||
role.backstory.trim() ||
role.motivation.trim();
return compactTextList([role.title || role.role, summary]).join(' / ');
}
function resolvePlayableRolePreviewImage(
role: CustomWorldProfile['playableNpcs'][number],
previewCharacter: Character | null,
) {
if (previewCharacter?.portrait?.trim()) {
return previewCharacter.portrait;
}
if (previewCharacter?.avatar?.trim()) {
return previewCharacter.avatar;
}
if (role.imageSrc?.trim()) {
return role.imageSrc;
}
const template = role.templateCharacterId
? ROLE_TEMPLATE_CHARACTERS.find(
(character) => character.id === role.templateCharacterId,
) ?? null
: null;
return template?.portrait ?? '';
}
function toText(value: unknown) {
return typeof value === 'string' ? value.trim() : '';
}
@@ -1165,166 +1211,95 @@ export function CustomWorldEntityCatalog({
progress={pendingGeneratedEntity.progress}
/>
) : null}
<div className="rounded-2xl border border-white/8 bg-black/20 px-4 py-3 text-sm text-zinc-300">
{readOnly
? '当前是草稿结果预览,可先浏览角色结构,再回到工作区继续精修。'
: '可扮演角色支持新增、删除与更换外观模板。'}
</div>
{filteredPlayable.length === 0 ? (
<EmptyState title="当前没有符合搜索条件的可扮演角色。" />
) : (
filteredPlayable.map((role) => {
filteredPlayable.map((role, index) => {
const previewCharacter =
previewCharacterById.get(role.id) ?? null;
const previewImageSrc = resolvePlayableRolePreviewImage(
role,
previewCharacter,
);
const description = buildPlayableRoleCardDescription(role);
return (
<div key={role.id}>
<Section
<div
key={buildFallbackRenderKey(
role.id,
`playable-role-${index}-${role.name.trim() || 'unnamed'}`,
)}
className="space-y-2"
>
<CatalogCard
title={role.name}
subtitle={role.title}
description={description || '暂无描述'}
badge={recentPlayableIdSet.has(role.id) ? <NewBadge /> : null}
actions={
readOnly ? (
<SmallButton
onClick={() =>
onEditTarget({
kind: 'playable',
mode: 'edit',
id: role.id,
})
}
tone="sky"
>
</SmallButton>
isSelectionMode={false}
isSelected={false}
layout="compact"
mediaClassName="h-[4.75rem] w-[4.75rem] sm:h-[5.25rem] sm:w-[5.25rem]"
onClick={() =>
onEditTarget({
kind: 'playable',
mode: 'edit',
id: role.id,
})
}
media={
previewCharacter ? (
<CharacterAnimator
state={AnimationState.RUN}
character={previewCharacter}
className="h-full w-full"
imageClassName="object-bottom"
/>
) : previewImageSrc ? (
<img
src={previewImageSrc}
alt={role.name}
className="h-full w-full object-cover object-top"
/>
) : (
<div className="flex items-center gap-2">
<SmallButton
onClick={() =>
onEditTarget({
kind: 'playable',
mode: 'edit',
id: role.id,
})
}
tone="sky"
>
</SmallButton>
<SmallButton
onClick={() => removePlayable(role.id, role.name)}
tone="rose"
>
</SmallButton>
<div className="flex h-full w-full items-center justify-center bg-black/30 px-3 text-center text-xs font-semibold tracking-[0.16em] text-zinc-400">
{role.name.slice(0, 4) || '角色'}
</div>
)
}
>
<div className="flex flex-col gap-3 sm:flex-row">
<div className="flex h-28 w-28 shrink-0 items-end justify-center overflow-hidden rounded-2xl border border-white/10 bg-black/35">
{previewCharacter ? (
<CharacterAnimator
state={AnimationState.RUN}
character={previewCharacter}
className="h-full w-full"
imageClassName="object-bottom"
/>
) : null}
/>
<div className="flex flex-wrap items-center gap-2 px-1">
{lockedCharacterNames.has(role.name.trim()) ? (
<span className="rounded-full border border-amber-300/18 bg-amber-500/10 px-2.5 py-1 text-[10px] text-amber-100">
</span>
) : null}
<span className="rounded-full border border-white/10 bg-black/20 px-2.5 py-1 text-[10px] text-zinc-300">
{role.initialAffinity}
</span>
{role.generatedVisualAssetId ? (
<span className="rounded-full border border-emerald-400/20 bg-emerald-500/10 px-2.5 py-1 text-[10px] text-emerald-100">
</span>
) : null}
{role.tags.slice(0, 2).map((tag) => (
<span
key={`${role.id}-${tag}`}
className="rounded-full border border-white/10 bg-black/20 px-2.5 py-1 text-[10px] text-zinc-300"
>
{tag}
</span>
))}
{!readOnly ? (
<div className="ml-auto">
<SmallButton
onClick={() => removePlayable(role.id, role.name)}
tone="rose"
>
</SmallButton>
</div>
<div className="min-w-0 flex-1">
{lockedCharacterNames.has(role.name.trim()) ? (
<div className="mb-2 inline-flex rounded-full border border-amber-300/18 bg-amber-500/10 px-2.5 py-1 text-[10px] text-amber-100">
</div>
) : null}
<div className="text-sm leading-6 text-zinc-300">
{role.description}
</div>
<div className="mt-2 text-xs leading-6 text-zinc-400">
{role.backstory}
</div>
<div className="mt-3 rounded-xl border border-sky-300/12 bg-sky-500/8 px-3 py-2 text-xs leading-6 text-sky-50/95">
{role.backstoryReveal.publicSummary || '未填写'}
</div>
<div className="mt-3 grid gap-2 sm:grid-cols-2">
<div className="rounded-xl border border-white/8 bg-black/20 px-3 py-2 text-xs leading-6 text-zinc-300">
{role.role}
</div>
<div className="rounded-xl border border-white/8 bg-black/20 px-3 py-2 text-xs leading-6 text-zinc-300">
{role.initialAffinity}
</div>
<div className="rounded-xl border border-white/8 bg-black/20 px-3 py-2 text-xs leading-6 text-zinc-300">
{role.personality}
</div>
<div className="rounded-xl border border-white/8 bg-black/20 px-3 py-2 text-xs leading-6 text-zinc-300">
{role.combatStyle}
</div>
</div>
<div className="mt-3 rounded-xl border border-white/8 bg-black/20 px-3 py-2 text-xs leading-6 text-zinc-300">
{role.motivation}
</div>
<div className="mt-3 rounded-xl border border-white/8 bg-black/20 px-3 py-3">
<div className="text-[11px] font-bold tracking-[0.16em] text-zinc-400">
</div>
<div className="mt-2 space-y-2">
{role.backstoryReveal.chapters.map((chapter) => (
<div
key={`${role.id}-${chapter.id}`}
className="rounded-xl border border-white/8 bg-black/20 px-3 py-2 text-xs leading-6 text-zinc-300"
>
{chapter.affinityRequired} ·{' '}
{chapter.title}{chapter.teaser}
</div>
))}
</div>
</div>
<div className="mt-3 rounded-xl border border-white/8 bg-black/20 px-3 py-3">
<div className="text-[11px] font-bold tracking-[0.16em] text-zinc-400">
</div>
<div className="mt-2 space-y-2">
{role.skills.map((skill) => (
<div
key={`${role.id}-${skill.id}`}
className="rounded-xl border border-white/8 bg-black/20 px-3 py-2 text-xs leading-6 text-zinc-300"
>
{skill.name} · {skill.style}{skill.summary}
</div>
))}
</div>
</div>
<div className="mt-3 rounded-xl border border-white/8 bg-black/20 px-3 py-3">
<div className="text-[11px] font-bold tracking-[0.16em] text-zinc-400">
</div>
<div className="mt-2 space-y-2">
{role.initialItems.map((item) => (
<div
key={`${role.id}-${item.id}`}
className="rounded-xl border border-white/8 bg-black/20 px-3 py-2 text-xs leading-6 text-zinc-300"
>
{item.name} x{item.quantity} · {item.category} ·{' '}
{item.rarity}{item.description}
</div>
))}
</div>
</div>
<div className="mt-3 flex flex-wrap gap-2">
{role.tags.map((tag) => (
<span
key={`${role.id}-${tag}`}
className="rounded-full border border-white/10 bg-black/20 px-2.5 py-1 text-[10px] text-zinc-300"
>
{tag}
</span>
))}
</div>
</div>
</div>
</Section>
) : null}
</div>
</div>
);
})
@@ -1344,8 +1319,13 @@ export function CustomWorldEntityCatalog({
{filteredStory.length === 0 ? (
<EmptyState title="当前没有符合搜索条件的场景角色。" />
) : (
filteredStory.map((npc) => (
<div key={npc.id}>
filteredStory.map((npc, index) => (
<div
key={buildFallbackRenderKey(
npc.id,
`story-npc-${index}-${npc.name.trim() || 'unnamed'}`,
)}
>
<CatalogCard
title={npc.name}
description={npc.description}
@@ -1399,8 +1379,13 @@ export function CustomWorldEntityCatalog({
{filteredSceneEntries.length === 0 ? (
<EmptyState title="当前没有符合搜索条件的场景。" />
) : (
filteredSceneEntries.map((scene) => (
<div key={scene.id}>
filteredSceneEntries.map((scene, index) => (
<div
key={buildFallbackRenderKey(
scene.id,
`scene-entry-${index}-${scene.name.trim() || scene.kind}`,
)}
>
<CatalogCard
title={scene.name}
description={

View File

@@ -2,6 +2,7 @@
import { render, screen, waitFor } from '@testing-library/react';
import userEvent from '@testing-library/user-event';
import { useState } from 'react';
import { expect, test, vi } from 'vitest';
import type {
@@ -9,12 +10,32 @@ import type {
CustomWorldPlayableNpc,
CustomWorldProfile,
} from '../types';
import { CustomWorldEntityEditorModal } from './CustomWorldEntityEditorModal';
import { CustomWorldEntityCatalog } from './CustomWorldEntityCatalog';
import {
CustomWorldEntityEditorModal,
type CustomWorldEditorTarget,
} from './CustomWorldEntityEditorModal';
vi.mock('../data/characterPresets', async () => {
const actual = await vi.importActual<typeof import('../data/characterPresets')>(
'../data/characterPresets',
);
return {
...actual,
buildCustomWorldPlayableCharacters: vi.fn(() => []),
};
});
vi.mock('./CharacterAnimator', () => ({
CharacterAnimator: () => <div></div>,
}));
vi.mock('../services/aiService', () => ({
generateCustomWorldSceneImage: vi.fn(),
generateCustomWorldSceneNpc: vi.fn(),
}));
vi.mock('./CustomWorldNpcVisualEditor', () => ({
CustomWorldNpcPortrait: ({ npc }: { npc: { name: string } }) => (
<div>{npc.name}</div>
@@ -136,6 +157,94 @@ function createProfile(): CustomWorldProfile {
} as unknown as CustomWorldProfile;
}
function createProfileWithLandmark(): CustomWorldProfile {
return {
...createProfile(),
storyNpcs: [
createStoryRole('story-1', '顾潮音'),
createStoryRole('story-2', '闻雪汀'),
createStoryRole('story-3', '谢孤灯'),
],
landmarks: [
{
id: 'landmark-1',
name: '沉钟栈桥',
description: '旧钟与潮声常年相撞的码头栈桥。',
dangerLevel: 'medium',
imageSrc: '/generated-custom-world-scenes/original-scene.png',
sceneNpcIds: ['story-1', 'story-2', 'story-3'],
connections: [],
},
],
} as unknown as CustomWorldProfile;
}
function LandmarkEditorFlowHarness() {
const [profile, setProfile] = useState(createProfileWithLandmark());
const [target, setTarget] = useState<CustomWorldEditorTarget | null>({
kind: 'landmark',
mode: 'edit',
id: 'landmark-1',
});
return (
<>
<CustomWorldEntityCatalog
profile={profile}
previewCharacters={[]}
activeTab="landmarks"
onActiveTabChange={() => {}}
onEditTarget={setTarget}
onProfileChange={setProfile}
onDeleteStoryNpcs={() => {}}
onDeleteLandmarks={() => {}}
/>
<CustomWorldEntityEditorModal
profile={profile}
target={target}
onClose={() => setTarget(null)}
onProfileChange={setProfile}
/>
</>
);
}
function CampEditorFlowHarness() {
const [profile, setProfile] = useState({
...createProfileWithLandmark(),
camp: {
name: '潮灯居',
description: '玩家最初落脚的旧灯塔内院。',
dangerLevel: 'medium',
imageSrc: '/generated-custom-world-scenes/original-camp.png',
},
});
const [target, setTarget] = useState<CustomWorldEditorTarget | null>({
kind: 'camp',
});
return (
<>
<CustomWorldEntityCatalog
profile={profile}
previewCharacters={[]}
activeTab="landmarks"
onActiveTabChange={() => {}}
onEditTarget={setTarget}
onProfileChange={setProfile}
onDeleteStoryNpcs={() => {}}
onDeleteLandmarks={() => {}}
/>
<CustomWorldEntityEditorModal
profile={profile}
target={target}
onClose={() => setTarget(null)}
onProfileChange={setProfile}
/>
</>
);
}
test('playable角色打开AI工坊后不会自动关闭', async () => {
const user = userEvent.setup();
const handleClose = vi.fn();
@@ -179,3 +288,263 @@ test('场景角色打开AI工坊后不会自动关闭', async () => {
expect(handleClose).not.toHaveBeenCalled();
});
test('可扮演角色未修改时右上角关闭不会弹确认', async () => {
const user = userEvent.setup();
const handleClose = vi.fn();
render(
<CustomWorldEntityEditorModal
profile={createProfile()}
target={{ kind: 'playable', mode: 'edit', id: 'playable-1' }}
onClose={handleClose}
onProfileChange={vi.fn()}
/>,
);
await user.click(screen.getByRole('button', { name: '关闭' }));
expect(handleClose).toHaveBeenCalledTimes(1);
expect(screen.queryByText('确认关闭')).toBeNull();
});
test('可扮演角色修改后右上角关闭才弹确认', async () => {
const user = userEvent.setup();
const handleClose = vi.fn();
render(
<CustomWorldEntityEditorModal
profile={createProfile()}
target={{ kind: 'playable', mode: 'edit', id: 'playable-1' }}
onClose={handleClose}
onProfileChange={vi.fn()}
/>,
);
const nameInput = screen.getByDisplayValue('沈砺');
await user.clear(nameInput);
await user.type(nameInput, '沈砺·改');
await user.click(screen.getByRole('button', { name: '关闭' }));
expect(handleClose).not.toHaveBeenCalled();
expect(screen.getAllByText('确认关闭').length).toBeGreaterThan(0);
});
test('场景角色未修改时右上角关闭不会弹确认', async () => {
const user = userEvent.setup();
const handleClose = vi.fn();
render(
<CustomWorldEntityEditorModal
profile={createProfile()}
target={{ kind: 'story', mode: 'edit', id: 'story-1' }}
onClose={handleClose}
onProfileChange={vi.fn()}
/>,
);
await user.click(screen.getByRole('button', { name: '关闭' }));
expect(handleClose).toHaveBeenCalledTimes(1);
expect(screen.queryByText('确认关闭')).toBeNull();
});
test('场景角色修改后右上角关闭才弹确认', async () => {
const user = userEvent.setup();
const handleClose = vi.fn();
render(
<CustomWorldEntityEditorModal
profile={createProfile()}
target={{ kind: 'story', mode: 'edit', id: 'story-1' }}
onClose={handleClose}
onProfileChange={vi.fn()}
/>,
);
const nameInput = screen.getByDisplayValue('顾潮音');
await user.clear(nameInput);
await user.type(nameInput, '顾潮音·改');
await user.click(screen.getByRole('button', { name: '关闭' }));
expect(handleClose).not.toHaveBeenCalled();
expect(screen.getAllByText('确认关闭').length).toBeGreaterThan(0);
});
test('可扮演角色列表使用缩略卡片并点击进入编辑', async () => {
const user = userEvent.setup();
const handleEditTarget = vi.fn();
render(
<CustomWorldEntityCatalog
profile={createProfile()}
previewCharacters={[]}
activeTab="playable"
onActiveTabChange={() => {}}
onEditTarget={handleEditTarget}
onProfileChange={vi.fn()}
onDeleteStoryNpcs={() => {}}
onDeleteLandmarks={() => {}}
/>,
);
expect(screen.queryByText(//u)).toBeNull();
await user.click(screen.getByRole('button', { name: //u }));
expect(handleEditTarget).toHaveBeenCalledWith({
kind: 'playable',
mode: 'edit',
id: 'playable-1',
});
});
test('实体目录在空 id 列表项下不会触发重复 key 警告', () => {
const consoleErrorSpy = vi
.spyOn(console, 'error')
.mockImplementation(() => undefined);
render(
<CustomWorldEntityCatalog
profile={{
...createProfile(),
playableNpcs: [
createPlayableRole('', '沈砺'),
createPlayableRole('', '闻潮'),
],
}}
previewCharacters={[]}
activeTab="playable"
onActiveTabChange={() => {}}
onEditTarget={() => {}}
onProfileChange={vi.fn()}
onDeleteStoryNpcs={() => {}}
onDeleteLandmarks={() => {}}
/>,
);
expect(screen.getByRole('button', { name: //u })).toBeTruthy();
expect(screen.getByRole('button', { name: //u })).toBeTruthy();
const duplicateKeyCalls = consoleErrorSpy.mock.calls.filter((call) =>
call.some(
(arg) =>
typeof arg === 'string' &&
arg.includes('Encountered two children with the same key'),
),
);
expect(duplicateKeyCalls).toHaveLength(0);
});
test('场景图片保存后会同步更新编辑页和场景列表', async () => {
const aiService = await import('../services/aiService');
vi.mocked(aiService.generateCustomWorldSceneImage).mockClear();
vi.mocked(aiService.generateCustomWorldSceneImage).mockResolvedValue({
imageSrc: '/generated-custom-world-scenes/updated-scene.png',
assetId: 'asset-1',
model: 'wan2.2-t2i-flash',
size: '1280*720',
taskId: 'task-1',
prompt: '更新后的场景图',
});
const user = userEvent.setup();
render(<LandmarkEditorFlowHarness />);
const initialListImage = screen.getByRole('img', { name: '沉钟栈桥' });
expect(initialListImage.getAttribute('src')).toBe(
'/generated-custom-world-scenes/original-scene.png',
);
await user.click(screen.getByRole('button', { name: 'AI生成' }));
await waitFor(() => {
expect(screen.getByText('智能生成:沉钟栈桥')).toBeTruthy();
});
await user.click(screen.getByRole('button', { name: '开始生成' }));
await waitFor(() => {
expect(aiService.generateCustomWorldSceneImage).toHaveBeenCalledTimes(1);
});
await user.click(screen.getByRole('button', { name: '保存' }));
await waitFor(() => {
expect(screen.queryByText('智能生成:沉钟栈桥')).toBeNull();
});
await waitFor(() => {
expect(screen.getByRole('img', { name: '场景图片' }).getAttribute('src')).toBe(
'/generated-custom-world-scenes/updated-scene.png',
);
});
await user.click(screen.getByRole('button', { name: //u }));
await waitFor(() => {
expect(screen.queryByRole('img', { name: '场景图片' })).toBeNull();
});
await waitFor(() => {
expect(screen.getByRole('img', { name: '沉钟栈桥' }).getAttribute('src')).toBe(
'/generated-custom-world-scenes/updated-scene.png',
);
});
});
test('开局场景图片保存后会同步更新编辑页和场景列表', async () => {
const aiService = await import('../services/aiService');
vi.mocked(aiService.generateCustomWorldSceneImage).mockClear();
vi.mocked(aiService.generateCustomWorldSceneImage).mockResolvedValue({
imageSrc: '/generated-custom-world-scenes/updated-camp.png',
assetId: 'asset-camp-1',
model: 'wan2.2-t2i-flash',
size: '1280*720',
taskId: 'task-camp-1',
prompt: '更新后的开局场景图',
});
const user = userEvent.setup();
render(<CampEditorFlowHarness />);
const initialListImage = screen.getByRole('img', { name: '潮灯居' });
expect(initialListImage.getAttribute('src')).toBe(
'/generated-custom-world-scenes/original-camp.png',
);
await user.click(screen.getByRole('button', { name: 'AI生成' }));
await waitFor(() => {
expect(screen.getByText('智能生成:潮灯居')).toBeTruthy();
});
await user.click(screen.getByRole('button', { name: '开始生成' }));
await waitFor(() => {
expect(aiService.generateCustomWorldSceneImage).toHaveBeenCalledTimes(1);
});
await user.click(screen.getByRole('button', { name: '保存' }));
await waitFor(() => {
expect(screen.queryByText('智能生成:潮灯居')).toBeNull();
});
await waitFor(() => {
expect(screen.getByRole('img', { name: '场景图片' }).getAttribute('src')).toBe(
'/generated-custom-world-scenes/updated-camp.png',
);
});
await user.click(screen.getByRole('button', { name: //u }));
await waitFor(() => {
expect(screen.queryByRole('img', { name: '场景图片' })).toBeNull();
});
await waitFor(() => {
expect(screen.getByRole('img', { name: '潮灯居' }).getAttribute('src')).toBe(
'/generated-custom-world-scenes/updated-camp.png',
);
});
});

View File

@@ -1,6 +1,6 @@
import type { ChangeEvent } from 'react';
import type { CSSProperties } from 'react';
import { Children, type ReactNode, useEffect, useMemo, useState } from 'react';
import { Children, type ReactNode, useEffect, useMemo, useRef, useState } from 'react';
import { createPortal } from 'react-dom';
import { AFFINITY_BACKSTORY_CHAPTER_THRESHOLDS } from '../data/affinityLevels';
@@ -352,9 +352,29 @@ function syncLandmarksWithStoryNpcs(
});
}
function buildDraftSyncToken(value: unknown) {
try {
const serialized = JSON.stringify(value);
return serialized ?? 'undefined';
} catch {
return String(value);
}
}
function useDraft<T>(value: T) {
const syncToken = useMemo(() => buildDraftSyncToken(value), [value]);
const [draft, setDraft] = useState(value);
useEffect(() => setDraft(value), [value]);
const lastSyncedTokenRef = useRef(syncToken);
useEffect(() => {
if (lastSyncedTokenRef.current === syncToken) {
return;
}
lastSyncedTokenRef.current = syncToken;
setDraft(value);
}, [syncToken, value]);
return [draft, setDraft] as const;
}
@@ -421,6 +441,7 @@ function ModalShell({
type="button"
onClick={onClose}
disabled={disableClose}
aria-label="关闭"
className={`rounded-full border border-white/10 bg-black/20 p-2 text-zinc-400 transition-colors hover:text-white ${disableClose ? 'cursor-not-allowed opacity-45' : ''}`}
>
<PixelIcon src={CHROME_ICONS.close} className="h-4 w-4" />
@@ -495,6 +516,7 @@ function CompactDialogShell({
type="button"
onClick={onClose}
disabled={disableClose}
aria-label="关闭"
className={`rounded-full border border-white/10 bg-black/20 p-2 text-zinc-400 transition-colors hover:text-white ${disableClose ? 'cursor-not-allowed opacity-45' : ''}`}
>
<PixelIcon src={CHROME_ICONS.close} className="h-4 w-4" />
@@ -843,7 +865,7 @@ function ScenePresetPickerModal({
const isSelected = src === selectedSrc;
return (
<button
key={src}
key={`preset-image-${index}-${src || 'empty'}`}
type="button"
onClick={() => {
onSelect(src);
@@ -1666,7 +1688,7 @@ function SaveBar({
showClose?: boolean;
}) {
return (
<div className="sticky bottom-0 z-10 -mx-4 border-t border-white/10 bg-[linear-gradient(180deg,rgba(8,10,17,0.2)_0%,rgba(8,10,17,0.96)_28%)] px-4 pb-[calc(env(safe-area-inset-bottom,0px)+0.35rem)] pt-3 backdrop-blur sm:static sm:mx-0 sm:border-0 sm:bg-transparent sm:px-0 sm:pb-0 sm:pt-2 sm:backdrop-blur-0">
<div className="sticky bottom-0 z-10 -mx-4 border-t border-white/10 bg-[linear-gradient(180deg,rgba(8,10,17,0)_0%,rgba(8,10,17,0.84)_42%,rgba(8,10,17,0.96)_100%)] px-4 pb-[calc(env(safe-area-inset-bottom,0px)+0.2rem)] pt-2 backdrop-blur sm:static sm:mx-0 sm:border-0 sm:bg-transparent sm:px-0 sm:pb-0 sm:pt-2 sm:backdrop-blur-0">
<div
className={`flex flex-col gap-3 ${
extraAction
@@ -2813,7 +2835,11 @@ function CampSceneEditor({
onSaveProfile: (profile: CustomWorldProfile) => void;
onClose: () => void;
}) {
const [draft, setDraft] = useDraft(resolveCustomWorldCampScene(profile));
const initialCampScene = useMemo(
() => resolveCustomWorldCampScene(profile),
[profile],
);
const [draft, setDraft] = useDraft(initialCampScene);
const [isPresetPickerOpen, setIsPresetPickerOpen] = useState(false);
const [isAiGenerateOpen, setIsAiGenerateOpen] = useState(false);
const [isCloseConfirmOpen, setIsCloseConfirmOpen] = useState(false);
@@ -2833,8 +2859,8 @@ function CampSceneEditor({
[draft],
);
const initialSnapshot = useMemo(
() => JSON.stringify(resolveCustomWorldCampScene(profile)),
[profile],
() => JSON.stringify(initialCampScene),
[initialCampScene],
);
const hasUnsavedChanges = draftSnapshot !== initialSnapshot;
const campSceneDraft = useMemo<CustomWorldLandmark>(
@@ -3002,6 +3028,9 @@ function PlayableNpcEditor({
const [draft, setDraft] = useDraft(npc);
const [isAiAssetStudioOpen, setIsAiAssetStudioOpen] = useState(false);
const [isCloseConfirmOpen, setIsCloseConfirmOpen] = useState(false);
const initialSnapshot = useMemo(() => JSON.stringify(npc), [npc]);
const draftSnapshot = useMemo(() => JSON.stringify(draft), [draft]);
const hasUnsavedChanges = draftSnapshot !== initialSnapshot;
const selectedTemplate =
ROLE_TEMPLATE_CHARACTERS.find(
(character) => character.id === draft.templateCharacterId,
@@ -3027,6 +3056,10 @@ function PlayableNpcEditor({
}));
const handleRequestClose = () => {
if (!hasUnsavedChanges) {
onClose();
return;
}
setIsCloseConfirmOpen(true);
};
@@ -3300,6 +3333,9 @@ function StoryNpcEditor({
const [isVisualEditorOpen, setIsVisualEditorOpen] = useState(false);
const [isAiAssetStudioOpen, setIsAiAssetStudioOpen] = useState(false);
const [isCloseConfirmOpen, setIsCloseConfirmOpen] = useState(false);
const initialSnapshot = useMemo(() => JSON.stringify(npc), [npc]);
const draftSnapshot = useMemo(() => JSON.stringify(draft), [draft]);
const hasUnsavedChanges = draftSnapshot !== initialSnapshot;
const roleOptions = useMemo(
() =>
[...profile.playableNpcs, ...profile.storyNpcs]
@@ -3319,6 +3355,10 @@ function StoryNpcEditor({
}));
const handleRequestClose = () => {
if (!hasUnsavedChanges) {
onClose();
return;
}
setIsCloseConfirmOpen(true);
};

View File

@@ -48,6 +48,14 @@ function getProgressPercentage(progress: CustomWorldGenerationProgress | null) {
return Math.max(0, Math.min(100, progress?.overallProgress ?? 0));
}
function buildFallbackRenderKey(
value: string | null | undefined,
fallback: string,
) {
const normalizedValue = value?.trim();
return normalizedValue ? normalizedValue : fallback;
}
export function CustomWorldGenerationView({
settingText,
anchorEntries = [],
@@ -171,9 +179,9 @@ export function CustomWorldGenerationView({
</div>
<div className="mt-4 space-y-2 xl:min-h-0 xl:flex-1 xl:overflow-y-auto xl:pr-1">
{steps.map((step) => (
{steps.map((step, index) => (
<div
key={step.id}
key={buildFallbackRenderKey(step.id, `progress-step-${index}`)}
className={`rounded-2xl border px-4 py-3 transition-colors ${
step.status === 'completed'
? 'border-emerald-400/16 bg-emerald-500/8'
@@ -269,9 +277,12 @@ export function CustomWorldGenerationView({
</div>
{hasStructuredAnchors ? (
<div className="grid grid-cols-1 gap-3 sm:grid-cols-2">
{anchorEntries.map((entry) => (
{anchorEntries.map((entry, index) => (
<div
key={entry.id}
key={buildFallbackRenderKey(
entry.id,
`anchor-entry-${index}`,
)}
className="rounded-2xl border border-white/8 bg-black/22 px-4 py-4"
>
<div className="text-[11px] font-bold tracking-[0.18em] text-zinc-500">

View File

@@ -3,8 +3,8 @@ import {
RefreshCcw,
} from 'lucide-react';
import {
type CSSProperties,
type ChangeEvent,
type CSSProperties,
type ReactNode,
useEffect,
useMemo,
@@ -15,8 +15,8 @@ import { createPortal } from 'react-dom';
import { ROLE_TEMPLATE_CHARACTERS } from '../data/characterPresets';
import {
AnimationState,
type CharacterAnimationConfig,
type Character,
type CharacterAnimationConfig,
} from '../types';
import {
buildAnimationClipFromVideoSource,
@@ -358,6 +358,37 @@ function buildRoleCharacterBrief(
.join('\n');
}
function isLegacyGeneratedVisualDescription(value: string) {
const normalized = value.trim();
if (!normalized) {
return false;
}
return [
'2D 横版 RPG',
'纯绿色绿幕',
'2 到 2.5 头身',
'深色粗轮廓',
'身体整体朝右',
'脚底完整可见',
].some((marker) => normalized.includes(marker));
}
function isLegacyGeneratedActionDescription(value: string) {
const normalized = value.trim();
if (!normalized) {
return false;
}
return [
'动作气质参考:',
'发力起手明确',
'收招利落',
'动作表现偏向',
'起手克制',
].some((marker) => normalized.includes(marker));
}
function mergeRole<T extends EditableCustomWorldRole>(
role: T,
patch: Partial<T>,
@@ -712,10 +743,16 @@ export function CustomWorldRoleAssetStudioModal({
});
setWorkingRole(nextRole);
setVisualPromptText(
cache.visualPromptText || initialPromptBundle.visualPromptText,
cache.visualPromptText &&
!isLegacyGeneratedVisualDescription(cache.visualPromptText)
? cache.visualPromptText
: initialPromptBundle.visualPromptText,
);
setAnimationPromptText(
cache.animationPromptText || initialPromptBundle.animationPromptText,
cache.animationPromptText &&
!isLegacyGeneratedActionDescription(cache.animationPromptText)
? cache.animationPromptText
: initialPromptBundle.animationPromptText,
);
setVisualDrafts(cache.visualDrafts ?? []);
setSelectedVisualDraftId(
@@ -904,6 +941,8 @@ export function CustomWorldRoleAssetStudioModal({
}
const isLoopAction = config.loop;
const shouldUseLastFrameReference =
!isLoopAction && config.animation !== AnimationState.DIE;
const result = await generateCharacterAnimationDraft({
characterId: workingRole.id,
@@ -915,7 +954,9 @@ export function CustomWorldRoleAssetStudioModal({
visualSource: workingRole.imageSrc,
referenceImageDataUrls: [],
referenceVideoDataUrls: [],
lastFrameImageDataUrl: isLoopAction ? undefined : workingRole.imageSrc,
lastFrameImageDataUrl: shouldUseLastFrameReference
? workingRole.imageSrc
: undefined,
frameCount: config.frameCount,
fps: config.fps,
durationSeconds: config.durationSeconds,
@@ -1108,12 +1149,12 @@ export function CustomWorldRoleAssetStudioModal({
</div>
</div>
<Field label="形象提示词">
<Field label="形象描述">
<TextArea
value={visualPromptText}
onChange={setVisualPromptText}
rows={6}
placeholder="角色形象提示词会先按设定自动生成,也可以继续手动细化。"
placeholder="这里默认展示角色形象描述,也可以继续手动细化。"
/>
</Field>
@@ -1296,12 +1337,12 @@ export function CustomWorldRoleAssetStudioModal({
})}
</div>
<Field label="动作提示词">
<Field label="动作描述">
<TextArea
value={animationPromptText}
onChange={setAnimationPromptText}
rows={5}
placeholder="角色动作提示词会先按设定自动生成,也可以继续手动细化。"
placeholder="这里默认展示角色动作描述,也可以继续手动细化。"
/>
</Field>

View File

@@ -3,7 +3,7 @@ import { describe, expect, it } from 'vitest';
import { buildDefaultRolePromptBundle } from './customWorldRolePromptDefaults';
describe('buildDefaultRolePromptBundle', () => {
it('prefers model-generated role descriptions instead of rule-based assembly', () => {
it('uses model-generated role descriptions directly', () => {
const result = buildDefaultRolePromptBundle({
name: '沈砺',
title: '灰炬向导',
@@ -28,7 +28,7 @@ describe('buildDefaultRolePromptBundle', () => {
);
});
it('falls back to compact role descriptions without reintroducing built-in prompt rules', () => {
it('falls back to existing entity descriptions without assembling new rules', () => {
const result = buildDefaultRolePromptBundle({
name: '顾潮音',
title: '港口守望者',
@@ -41,11 +41,11 @@ describe('buildDefaultRolePromptBundle', () => {
tags: ['潮雾港', '守望', '旧案'],
});
expect(result.visualPromptText).toContain('总在潮雾港高处盯着来往船影的守望者。');
expect(result.animationPromptText).toContain('长枪封线后借高差压制。');
expect(result.scenePromptText).toContain('他把许多没说出口的旧案痕迹留在港口高处。');
expect(result.visualPromptText).not.toContain('2D 横版 RPG');
expect(result.visualPromptText).not.toContain('纯绿色绿幕');
expect(result.visualPromptText).toBe('总在潮雾港高处盯着来往船影的守望者。');
expect(result.animationPromptText).toBe('长枪封线后借高差压制。');
expect(result.scenePromptText).toBe('他把许多没说出口的旧案痕迹留在港口高处。');
expect(result.visualPromptText).not.toContain('经典横版像素动作角色');
expect(result.visualPromptText).not.toContain('深色粗轮廓配合清晰大色块');
expect(result.visualPromptText).not.toContain('提示词');
});
});

View File

@@ -23,52 +23,35 @@ function cleanSeedText(value: string | undefined, maxLength: number) {
return (value ?? '').replace(/\s+/gu, ' ').trim().slice(0, maxLength);
}
function compactDescription(parts: Array<string | undefined>, maxLength: number) {
return parts
.map((item) => cleanSeedText(item, maxLength))
.filter(Boolean)
.join(' ')
.slice(0, maxLength);
function pickFirstDescription(
values: Array<string | undefined>,
maxLength: number,
) {
for (const value of values) {
const normalized = cleanSeedText(value, maxLength);
if (normalized) {
return normalized;
}
}
return '';
}
export function buildDefaultRolePromptBundle(
role: PromptDefaultRole,
): CustomWorldRolePromptBundle {
const roleLabel = [cleanSeedText(role.name, 40), cleanSeedText(role.title, 40)]
.filter(Boolean)
.join('');
const fallbackVisualDescription = compactDescription(
[
roleLabel || cleanSeedText(role.role, 40),
role.description,
role.personality,
role.tags && role.tags.length > 0 ? role.tags.slice(0, 8).join('、') : '',
],
220,
);
const fallbackActionDescription = compactDescription(
[
role.actionDescription,
role.combatStyle,
role.motivation,
role.personality,
],
180,
);
const generatedSceneDescription = cleanSeedText(role.sceneVisualDescription, 220);
const fallbackSceneDescription = compactDescription(
[
role.backstory,
role.description,
role.motivation,
],
220,
);
return {
visualPromptText:
cleanSeedText(role.visualDescription, 220) || fallbackVisualDescription,
animationPromptText: fallbackActionDescription,
scenePromptText: generatedSceneDescription || fallbackSceneDescription,
visualPromptText: pickFirstDescription(
[role.visualDescription, role.description],
220,
),
animationPromptText: pickFirstDescription(
[role.actionDescription, role.combatStyle],
180,
),
scenePromptText: pickFirstDescription(
[role.sceneVisualDescription, role.backstory],
220,
),
};
}

View File

@@ -1,8 +1,15 @@
/* @vitest-environment jsdom */
import { render, screen } from '@testing-library/react';
import { renderToStaticMarkup } from 'react-dom/server';
import { expect, test } from 'vitest';
import { afterEach, expect, test, vi } from 'vitest';
import { CustomWorldAgentClarificationPanel } from './CustomWorldAgentClarificationPanel';
afterEach(() => {
vi.restoreAllMocks();
});
test('clarification panel shows pending questions and ready state', () => {
const pendingHtml = renderToStaticMarkup(
<CustomWorldAgentClarificationPanel
@@ -44,3 +51,48 @@ test('clarification panel shows pending questions and ready state', () => {
expect(pendingHtml).toContain('玩家是谁,故事开场时卡在什么处境里');
expect(readyHtml).toContain('当前设定已齐备,可以进入下一阶段');
});
test('falls back to stable keys when clarification ids are empty', () => {
const consoleErrorSpy = vi
.spyOn(console, 'error')
.mockImplementation(() => undefined);
render(
<CustomWorldAgentClarificationPanel
readiness={{
isReady: false,
completedKeys: [],
missingKeys: ['player_premise', 'core_conflict'],
}}
pendingClarifications={[
{
id: '',
label: '玩家身份与开局',
question: '玩家是谁,故事开场时卡在什么处境里?',
targetKey: 'player_premise',
priority: 2,
},
{
id: '',
label: '核心冲突',
question: '第一阶段最直接撞上的冲突是什么?',
targetKey: 'core_conflict',
priority: 1,
},
]}
/>,
);
expect(screen.getByText(//u)).toBeTruthy();
expect(screen.getByText(//u)).toBeTruthy();
const duplicateKeyCalls = consoleErrorSpy.mock.calls.filter((call) =>
call.some(
(arg) =>
typeof arg === 'string' &&
arg.includes('Encountered two children with the same key'),
),
);
expect(duplicateKeyCalls).toHaveLength(0);
});

View File

@@ -44,7 +44,7 @@ export function CustomWorldAgentClarificationPanel({
<div className="mt-4 space-y-2">
{pendingClarifications.slice(0, 3).map((item, index) => (
<div
key={item.id}
key={item.id.trim() || `clarification-${item.targetKey}-${index}`}
className="rounded-[1.15rem] border border-white/8 bg-white/5 px-3 py-3"
>
<div className="flex items-start justify-between gap-3">

View File

@@ -44,7 +44,6 @@ import {
} from '../../services/customWorldAgentUiState';
import {
buildCustomWorldCreatorIntentFoundationText,
buildCustomWorldCreatorIntentGenerationText,
} from '../../services/customWorldCreatorIntent';
import {
clearPlatformBrowseHistory,
@@ -151,14 +150,6 @@ function buildOptimisticAgentMessage(
};
}
function buildAgentSeedTextFromProfile(profile: CustomWorldProfile) {
return (
buildCustomWorldCreatorIntentGenerationText(profile.creatorIntent).trim() ||
buildCustomWorldCreatorIntentFoundationText(profile.creatorIntent).trim() ||
profile.settingText.trim()
);
}
function normalizeAgentBackedProfile(profile: CustomWorldProfile) {
const foundationText = buildCustomWorldCreatorIntentFoundationText(
profile.creatorIntent,
@@ -784,29 +775,6 @@ export function PreGameSelectionFlow({
}
};
const continueWorldInAgent = async (
profile = generatedCustomWorldProfile,
) => {
if (!profile || isCreatingAgentSession) {
return;
}
if (isAgentDraftResultView && activeAgentSessionId) {
setGeneratedCustomWorldProfile(null);
setCustomWorldError(null);
setCustomWorldAutoSaveError(null);
setCustomWorldAutoSaveState('idle');
setAgentDraftGenerationStartedAt(null);
setCustomWorldGenerationViewSource(null);
setCustomWorldResultViewSource(null);
setPlatformTab('create');
setSelectionStage('agent-workspace');
return;
}
await openRpgAgentWorkspace(buildAgentSeedTextFromProfile(profile));
};
const submitAgentMessage = async (
payload: SendCustomWorldAgentMessageRequest,
) => {
@@ -961,10 +929,6 @@ export function PreGameSelectionFlow({
openCreationTypePicker();
};
const editCustomWorldSetting = () => {
void continueWorldInAgent();
};
const openLibraryDetail = (
entry: CustomWorldLibraryEntry<CustomWorldProfile>,
) => {
@@ -1441,9 +1405,7 @@ export function PreGameSelectionFlow({
? leaveAgentDraftResult
: leaveCustomWorldResult
}
onEditSetting={
isAgentDraftResultView ? undefined : editCustomWorldSetting
}
onEditSetting={undefined}
onRegenerate={undefined}
onContinueExpand={undefined}
onEnterWorld={() => {

View File

@@ -1,11 +1,11 @@
import { rehydrateSavedSnapshot } from '../../persistence/runtimeSnapshot';
import type { HydratedSavedGameSnapshot } from '../../persistence/runtimeSnapshotTypes';
import {
buildStoryMomentFromRuntimeOptions,
getRuntimeClientVersion,
getRuntimeSessionId,
getRuntimeStoryState,
resolveRuntimeStoryAction,
resolveRuntimeStoryMoment,
type RuntimeStoryChoicePayload,
type RuntimeStoryResponse,
} from '../../services/runtimeStoryService';
@@ -38,10 +38,11 @@ export async function loadServerRuntimeOptionCatalog(params: {
const response = await getRuntimeStoryState(
getRuntimeSessionId(params.gameState),
);
const options = buildStoryMomentFromRuntimeOptions({
storyText: response.presentation.storyText,
options: getRuntimeResponseOptions(response),
gameState: params.gameState,
const options = resolveRuntimeStoryMoment({
response,
hydratedSnapshot: response.snapshot,
fallbackGameState: params.gameState,
fallbackStoryText: response.presentation.storyText,
}).options;
return options.length > 0 ? options : null;
@@ -70,14 +71,15 @@ export async function resumeServerRuntimeStory(
const runtimeOptions = getRuntimeResponseOptions(response);
const nextStory =
response.presentation.storyText || runtimeOptions.length > 0
? buildStoryMomentFromRuntimeOptions({
storyText:
? resolveRuntimeStoryMoment({
response,
hydratedSnapshot: resumedSnapshot,
fallbackGameState: hydratedSnapshot.gameState,
fallbackStoryText:
response.presentation.storyText ||
resumedSnapshot.currentStory?.text ||
hydratedSnapshot.currentStory?.text ||
'',
options: runtimeOptions,
gameState: resumedSnapshot.gameState,
})
: resumedSnapshot.currentStory;
@@ -111,13 +113,14 @@ export async function resolveServerRuntimeChoice(params: {
return {
response,
hydratedSnapshot,
nextStory: buildStoryMomentFromRuntimeOptions({
storyText:
nextStory: resolveRuntimeStoryMoment({
response,
hydratedSnapshot,
fallbackGameState: params.gameState,
fallbackStoryText:
response.presentation.storyText ||
hydratedSnapshot.currentStory?.text ||
params.option.actionText,
options: getRuntimeResponseOptions(response),
gameState: hydratedSnapshot.gameState,
}),
};
}

View File

@@ -12,6 +12,7 @@ vi.mock('./apiClient', async () => {
};
});
import { AnimationState } from '../types';
import {
buildStoryMomentFromRuntimeOptions,
getRuntimeClientVersion,
@@ -19,9 +20,9 @@ import {
isServerRuntimeFunctionId,
isTask5RuntimeFunctionId,
resolveRuntimeStoryAction,
resolveRuntimeStoryMoment,
shouldUseServerRuntimeOptions,
} from './runtimeStoryService';
import { AnimationState } from '../types';
describe('runtimeStoryService', () => {
beforeEach(() => {
@@ -246,4 +247,99 @@ describe('runtimeStoryService', () => {
action: 'trade',
});
});
it('prefers the richer snapshot story when the server persisted dialogue mode', () => {
const story = resolveRuntimeStoryMoment({
response: {
sessionId: 'runtime-main',
serverVersion: 4,
viewModel: {
player: { hp: 10, maxHp: 10, mana: 5, maxMana: 5 },
encounter: null,
companions: [],
availableOptions: [],
status: {
inBattle: false,
npcInteractionActive: true,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
},
},
presentation: {
actionText: '继续交谈',
resultText: '后端已结算',
storyText: '普通文本',
options: [],
battle: null,
toast: null,
},
patches: [],
snapshot: {
version: 2,
savedAt: '2026-04-08T00:00:00.000Z',
bottomTab: 'adventure',
gameState: {} as never,
currentStory: {
text: '你:先把话说开。\n梁伯那我就直说了。',
options: [],
displayMode: 'dialogue',
dialogue: [
{ speaker: 'player', text: '先把话说开。' },
{ speaker: 'npc', speakerName: '梁伯', text: '那我就直说了。' },
],
deferredOptions: [
{
functionId: 'npc_chat',
actionText: '继续交谈',
text: '继续交谈',
visuals: {
playerAnimation: AnimationState.IDLE,
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right',
scrollWorld: false,
monsterChanges: [],
},
},
],
},
} as never,
},
hydratedSnapshot: {
version: 2,
savedAt: '2026-04-08T00:00:00.000Z',
bottomTab: 'adventure',
gameState: {} as never,
currentStory: {
text: '你:先把话说开。\n梁伯那我就直说了。',
options: [],
displayMode: 'dialogue',
dialogue: [
{ speaker: 'player', text: '先把话说开。' },
{ speaker: 'npc', speakerName: '梁伯', text: '那我就直说了。' },
],
deferredOptions: [
{
functionId: 'npc_chat',
actionText: '继续交谈',
text: '继续交谈',
visuals: {
playerAnimation: AnimationState.IDLE,
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right',
scrollWorld: false,
monsterChanges: [],
},
},
],
},
} as never,
fallbackStoryText: '普通文本',
});
expect(story.displayMode).toBe('dialogue');
expect(story.deferredOptions).toHaveLength(1);
expect(story.text).toContain('梁伯');
});
});

View File

@@ -168,6 +168,45 @@ export function buildStoryMomentFromRuntimeOptions(params: {
} satisfies StoryMoment;
}
function shouldPreferSnapshotStory(story: StoryMoment | null) {
return Boolean(
story &&
(
story.displayMode === 'dialogue' ||
story.deferredOptions?.length ||
story.dialogue?.length
),
);
}
export function resolveRuntimeStoryMoment(params: {
response: RuntimeStoryResponse;
hydratedSnapshot: HydratedSavedGameSnapshot;
fallbackGameState?: Pick<GameState, 'currentEncounter'>;
fallbackStoryText?: string;
}) {
if (shouldPreferSnapshotStory(params.hydratedSnapshot.currentStory)) {
return params.hydratedSnapshot.currentStory!;
}
const options =
params.response.viewModel.availableOptions.length > 0
? params.response.viewModel.availableOptions
: params.response.presentation.options;
return buildStoryMomentFromRuntimeOptions({
storyText:
params.response.presentation.storyText ||
params.hydratedSnapshot.currentStory?.text ||
params.fallbackStoryText ||
'',
options,
gameState: params.hydratedSnapshot.gameState.currentEncounter
? params.hydratedSnapshot.gameState
: params.fallbackGameState,
});
}
export async function getRuntimeStoryState(
sessionId: string,
options: RuntimeStoryServiceOptions = {},