This commit is contained in:
333
src/prompts/characterChatPrompts.ts
Normal file
333
src/prompts/characterChatPrompts.ts
Normal file
@@ -0,0 +1,333 @@
|
||||
import {
|
||||
buildSchemaSummary,
|
||||
describeTopAttributes,
|
||||
formatAttributeList,
|
||||
resolveAttributeSchema,
|
||||
resolveCharacterAttributeProfile,
|
||||
} from '../data/attributeResolver';
|
||||
import {
|
||||
buildCharacterBackstoryPromptContext,
|
||||
getCharacterPublicBackstorySummary,
|
||||
getLockedCharacterBackstoryChapters,
|
||||
} from '../data/characterPresets';
|
||||
import {
|
||||
AnimationState,
|
||||
Character,
|
||||
CharacterChatTurn,
|
||||
CustomWorldProfile,
|
||||
FacingDirection,
|
||||
StoryMoment,
|
||||
WorldType,
|
||||
} from '../types';
|
||||
import { buildCustomWorldReferenceText } from '../services/customWorld';
|
||||
import { buildStoryPromptHistory } from '../services/storyHistory';
|
||||
|
||||
export interface CharacterChatTargetStatus {
|
||||
roleLabel?: string | null;
|
||||
hp: number;
|
||||
maxHp: number;
|
||||
mana: number;
|
||||
maxMana: number;
|
||||
affinity?: number | null;
|
||||
}
|
||||
|
||||
export interface CharacterChatPromptContext {
|
||||
playerHp: number;
|
||||
playerMaxHp: number;
|
||||
playerMana: number;
|
||||
playerMaxMana: number;
|
||||
inBattle: boolean;
|
||||
playerFacing: FacingDirection;
|
||||
playerAnimation: AnimationState;
|
||||
sceneName?: string | null;
|
||||
sceneDescription?: string | null;
|
||||
customWorldProfile?: CustomWorldProfile | null;
|
||||
}
|
||||
|
||||
export const CHARACTER_PANEL_CHAT_SYSTEM_PROMPT = `你是像素动作 RPG 里的同行角色。
|
||||
只回复这名角色此刻会对玩家说的话。
|
||||
不要输出角色名、引号、旁白、动作提示、Markdown、JSON 或解释。
|
||||
保持人设,结合最近剧情和关系变化,回复简洁自然。`;
|
||||
|
||||
export const CHARACTER_PANEL_CHAT_SUGGESTION_SYSTEM_PROMPT = `生成恰好 3 条玩家回复建议。
|
||||
只输出纯文本,共 3 行,每行一条。
|
||||
不要加编号、项目符号、Markdown 或额外说明。
|
||||
三条建议语气要有区分:关心、追问、轻松或拉近关系。`;
|
||||
|
||||
export const CHARACTER_PANEL_CHAT_SUMMARY_SYSTEM_PROMPT = `总结玩家与这名角色之间不断变化的关系。
|
||||
只输出一段简洁文字。
|
||||
包含当前关系气氛、态度变化,以及最近聊天里最重要的新信息、承诺、担忧或线索。`;
|
||||
|
||||
function describeWorld(world: WorldType) {
|
||||
if (world === WorldType.WUXIA) return '边城模板';
|
||||
if (world === WorldType.XIANXIA) return '灵潮模板';
|
||||
return '自定义世界';
|
||||
}
|
||||
|
||||
function describeCustomWorldSection(customWorldProfile?: CustomWorldProfile | null) {
|
||||
return customWorldProfile
|
||||
? `自定义世界参考:\n${buildCustomWorldReferenceText(customWorldProfile)}`
|
||||
: null;
|
||||
}
|
||||
|
||||
function describeGender(gender: Character['gender']) {
|
||||
if (gender === 'female') return '女';
|
||||
if (gender === 'male') return '男';
|
||||
return '未知';
|
||||
}
|
||||
|
||||
function describeFacing(facing: FacingDirection) {
|
||||
return facing === 'left' ? '左' : '右';
|
||||
}
|
||||
|
||||
function describeHpBand(ratio: number) {
|
||||
if (ratio >= 0.95) return '几乎无伤';
|
||||
if (ratio >= 0.75) return '状态稳健';
|
||||
if (ratio >= 0.55) return '略有消耗';
|
||||
if (ratio >= 0.35) return '伤势明显';
|
||||
if (ratio >= 0.15) return '伤势沉重';
|
||||
return '濒临极限';
|
||||
}
|
||||
|
||||
function describeManaBand(ratio: number) {
|
||||
if (ratio >= 0.9) return '充盈';
|
||||
if (ratio >= 0.7) return '稳定';
|
||||
if (ratio >= 0.45) return '尚可';
|
||||
if (ratio >= 0.2) return '偏低';
|
||||
if (ratio > 0) return '接近枯竭';
|
||||
return '耗尽';
|
||||
}
|
||||
|
||||
function describeStoryHistory(history: StoryMoment[]) {
|
||||
const promptHistory = buildStoryPromptHistory(history);
|
||||
|
||||
if (!promptHistory.previousSummary && promptHistory.recentOriginalRounds.length === 0) {
|
||||
return '近期剧情:暂无。';
|
||||
}
|
||||
|
||||
return [
|
||||
promptHistory.previousSummary
|
||||
? `更早剧情摘要:\n${promptHistory.previousSummary}`
|
||||
: '更早剧情摘要:暂无。',
|
||||
promptHistory.recentOriginalRounds.length > 0
|
||||
? `最近 3 轮剧情:\n${promptHistory.recentOriginalRounds
|
||||
.map((item, index) => `- 第 ${index + 1} 轮:\n${item}`)
|
||||
.join('\n')}`
|
||||
: '最近 3 轮剧情:暂无。',
|
||||
].join('\n');
|
||||
}
|
||||
|
||||
function describeBackstoryContext(label: string, snippets: string[]) {
|
||||
const normalized = snippets
|
||||
.map(snippet => snippet.trim())
|
||||
.filter(Boolean);
|
||||
|
||||
if (normalized.length === 0) {
|
||||
return [`${label}:暂无公开信息。`];
|
||||
}
|
||||
|
||||
return normalized.map((snippet, index) =>
|
||||
`${label}${index === 0 ? '(公开层)' : `(已解锁片段 ${index})`}:${snippet}`,
|
||||
);
|
||||
}
|
||||
|
||||
function describeCharacterInfo(
|
||||
label: string,
|
||||
character: Character,
|
||||
world: WorldType,
|
||||
customWorldProfile?: CustomWorldProfile | null,
|
||||
options: {
|
||||
affinity?: number | null;
|
||||
includeUnlockProgress?: boolean;
|
||||
} = {},
|
||||
) {
|
||||
const schema = resolveAttributeSchema(world, customWorldProfile);
|
||||
const attributeProfile = resolveCharacterAttributeProfile(character, world, customWorldProfile);
|
||||
const skills = character.skills.length > 0
|
||||
? character.skills
|
||||
.map(
|
||||
skill => `${skill.name}(伤害 ${skill.damage}/灵力 ${skill.manaCost}/冷却 ${skill.cooldownTurns})`,
|
||||
)
|
||||
.join(' | ')
|
||||
: '无';
|
||||
const backgroundLines = options.affinity == null
|
||||
? [getCharacterPublicBackstorySummary(character, world)]
|
||||
: buildCharacterBackstoryPromptContext(character, options.affinity, world);
|
||||
const nextLockedChapter = options.includeUnlockProgress && options.affinity != null
|
||||
? getLockedCharacterBackstoryChapters(character, options.affinity, world)[0] ?? null
|
||||
: null;
|
||||
const schemaSummary = buildSchemaSummary(schema)
|
||||
.map(slot => `${slot.name}(${slot.definition})`)
|
||||
.join(' | ');
|
||||
const topAttributes = describeTopAttributes(attributeProfile, schema).join('、') || '无';
|
||||
const attributeDetails = formatAttributeList(attributeProfile, schema)
|
||||
.map(entry => `${entry.slot.name} ${entry.value}`)
|
||||
.join(' | ');
|
||||
|
||||
return [
|
||||
`${label}姓名:${character.name}`,
|
||||
`${label}称号:${character.title}`,
|
||||
`${label}性别:${describeGender(character.gender ?? 'unknown')}`,
|
||||
`${label}描述:${character.description}`,
|
||||
...describeBackstoryContext(`${label}背景`, backgroundLines),
|
||||
nextLockedChapter
|
||||
? `${label}未解锁背景:${nextLockedChapter.title}(需好感 ${nextLockedChapter.affinityRequired},当前只知道:${nextLockedChapter.teaser})`
|
||||
: null,
|
||||
`${label}性格:${character.personality}`,
|
||||
`${label}世界属性框架:${schemaSummary}`,
|
||||
`${label}主要属性:${topAttributes}`,
|
||||
`${label}属性详情:${attributeDetails}`,
|
||||
`${label}技能:${skills}`,
|
||||
].join('\n');
|
||||
}
|
||||
|
||||
function describeChatContext(world: WorldType, context: CharacterChatPromptContext) {
|
||||
const hpRatio = context.playerHp / Math.max(context.playerMaxHp, 1);
|
||||
const manaRatio = context.playerMana / Math.max(context.playerMaxMana, 1);
|
||||
|
||||
return [
|
||||
`世界:${describeWorld(world)}`,
|
||||
`玩家战斗状态:${context.inBattle ? '战斗中' : '非战斗'}`,
|
||||
`场景:${context.sceneName ?? '当前区域'}`,
|
||||
`场景描述:${context.sceneDescription ?? '周围气氛仍未安定。'}`,
|
||||
`玩家状态:生命 ${context.playerHp}/${context.playerMaxHp}(${describeHpBand(hpRatio)}),灵力 ${context.playerMana}/${context.playerMaxMana}(${describeManaBand(manaRatio)}),朝向 ${describeFacing(context.playerFacing)},动作 ${context.playerAnimation}`,
|
||||
].join('\n');
|
||||
}
|
||||
|
||||
function describeTargetStatus(status: CharacterChatTargetStatus) {
|
||||
const hpRatio = status.hp / Math.max(status.maxHp, 1);
|
||||
const manaRatio = status.mana / Math.max(status.maxMana, 1);
|
||||
|
||||
return [
|
||||
`对方身份:${status.roleLabel ?? '同行角色'}`,
|
||||
`对方状态:生命 ${status.hp}/${status.maxHp}(${describeHpBand(hpRatio)}),灵力 ${status.mana}/${status.maxMana}(${describeManaBand(manaRatio)})`,
|
||||
status.affinity != null ? `当前好感:${status.affinity}` : null,
|
||||
].filter(Boolean).join('\n');
|
||||
}
|
||||
|
||||
function describeCharacterChatHistory(history: CharacterChatTurn[]) {
|
||||
if (history.length === 0) {
|
||||
return '聊天记录:暂无。';
|
||||
}
|
||||
|
||||
return [
|
||||
'聊天记录:',
|
||||
...history.slice(-12).map(turn => `- ${turn.speaker === 'player' ? '玩家' : '角色'}:${turn.text}`),
|
||||
].join('\n');
|
||||
}
|
||||
|
||||
export function buildCharacterPanelChatPrompt({
|
||||
world,
|
||||
playerCharacter,
|
||||
targetCharacter,
|
||||
storyHistory,
|
||||
context,
|
||||
conversationHistory,
|
||||
conversationSummary,
|
||||
playerMessage,
|
||||
targetStatus,
|
||||
}: {
|
||||
world: WorldType;
|
||||
playerCharacter: Character;
|
||||
targetCharacter: Character;
|
||||
storyHistory: StoryMoment[];
|
||||
context: CharacterChatPromptContext;
|
||||
conversationHistory: CharacterChatTurn[];
|
||||
conversationSummary: string;
|
||||
playerMessage: string;
|
||||
targetStatus: CharacterChatTargetStatus;
|
||||
}) {
|
||||
return [
|
||||
`世界:${describeWorld(world)}`,
|
||||
describeChatContext(world, context),
|
||||
describeCustomWorldSection(context.customWorldProfile),
|
||||
describeCharacterInfo('玩家 / ', playerCharacter, world, context.customWorldProfile),
|
||||
describeCharacterInfo('对方 / ', targetCharacter, world, context.customWorldProfile, {
|
||||
affinity: targetStatus.affinity ?? null,
|
||||
includeUnlockProgress: true,
|
||||
}),
|
||||
describeTargetStatus(targetStatus),
|
||||
describeStoryHistory(storyHistory),
|
||||
conversationSummary ? `之前聊天摘要:${conversationSummary}` : '之前聊天摘要:暂无。',
|
||||
describeCharacterChatHistory(conversationHistory),
|
||||
`玩家刚刚对 ${targetCharacter.name} 说:${playerMessage}`,
|
||||
`现在请以 ${targetCharacter.name} 的身份,直接回复玩家。`,
|
||||
].filter(Boolean).join('\n\n');
|
||||
}
|
||||
|
||||
export function buildCharacterPanelChatSuggestionPrompt({
|
||||
world,
|
||||
playerCharacter,
|
||||
targetCharacter,
|
||||
storyHistory,
|
||||
context,
|
||||
conversationHistory,
|
||||
conversationSummary,
|
||||
targetStatus,
|
||||
}: {
|
||||
world: WorldType;
|
||||
playerCharacter: Character;
|
||||
targetCharacter: Character;
|
||||
storyHistory: StoryMoment[];
|
||||
context: CharacterChatPromptContext;
|
||||
conversationHistory: CharacterChatTurn[];
|
||||
conversationSummary: string;
|
||||
targetStatus: CharacterChatTargetStatus;
|
||||
}) {
|
||||
const latestCharacterReply = [...conversationHistory]
|
||||
.reverse()
|
||||
.find(turn => turn.speaker === 'character')?.text ?? null;
|
||||
|
||||
return [
|
||||
`世界:${describeWorld(world)}`,
|
||||
describeChatContext(world, context),
|
||||
describeCharacterInfo('玩家 / ', playerCharacter, world, context.customWorldProfile),
|
||||
describeCharacterInfo('对方 / ', targetCharacter, world, context.customWorldProfile, {
|
||||
affinity: targetStatus.affinity ?? null,
|
||||
includeUnlockProgress: true,
|
||||
}),
|
||||
describeTargetStatus(targetStatus),
|
||||
describeStoryHistory(storyHistory),
|
||||
conversationSummary ? `之前聊天摘要:${conversationSummary}` : '之前聊天摘要:暂无。',
|
||||
describeCharacterChatHistory(conversationHistory),
|
||||
latestCharacterReply
|
||||
? `角色刚刚的回复:${latestCharacterReply}`
|
||||
: `玩家正准备与 ${targetCharacter.name} 开始一段新的私聊。`,
|
||||
'生成 3 条可以直接发送的简短玩家回复候选。',
|
||||
].filter(Boolean).join('\n\n');
|
||||
}
|
||||
|
||||
export function buildCharacterPanelChatSummaryPrompt({
|
||||
world,
|
||||
playerCharacter,
|
||||
targetCharacter,
|
||||
storyHistory,
|
||||
context,
|
||||
conversationHistory,
|
||||
previousSummary,
|
||||
targetStatus,
|
||||
}: {
|
||||
world: WorldType;
|
||||
playerCharacter: Character;
|
||||
targetCharacter: Character;
|
||||
storyHistory: StoryMoment[];
|
||||
context: CharacterChatPromptContext;
|
||||
conversationHistory: CharacterChatTurn[];
|
||||
previousSummary: string;
|
||||
targetStatus: CharacterChatTargetStatus;
|
||||
}) {
|
||||
return [
|
||||
`世界:${describeWorld(world)}`,
|
||||
describeChatContext(world, context),
|
||||
describeCharacterInfo('玩家 / ', playerCharacter, world, context.customWorldProfile),
|
||||
describeCharacterInfo('对方 / ', targetCharacter, world, context.customWorldProfile, {
|
||||
affinity: targetStatus.affinity ?? null,
|
||||
includeUnlockProgress: true,
|
||||
}),
|
||||
describeTargetStatus(targetStatus),
|
||||
describeStoryHistory(storyHistory),
|
||||
previousSummary ? `旧摘要:${previousSummary}` : '旧摘要:暂无。',
|
||||
describeCharacterChatHistory(conversationHistory),
|
||||
'请把旧摘要与最新聊天合并成一段更新后的关系摘要,供后续剧情推理使用。',
|
||||
].filter(Boolean).join('\n\n');
|
||||
}
|
||||
32
src/prompts/customWorldEntityActionPrompts.ts
Normal file
32
src/prompts/customWorldEntityActionPrompts.ts
Normal file
@@ -0,0 +1,32 @@
|
||||
import type {
|
||||
CustomWorldNpc,
|
||||
CustomWorldPlayableNpc,
|
||||
CustomWorldRoleSkill,
|
||||
} from '../types';
|
||||
|
||||
export function buildSkillActionPrompt(params: {
|
||||
role: Pick<
|
||||
CustomWorldPlayableNpc | CustomWorldNpc,
|
||||
| 'name'
|
||||
| 'title'
|
||||
| 'role'
|
||||
| 'description'
|
||||
| 'backstory'
|
||||
| 'personality'
|
||||
| 'motivation'
|
||||
>;
|
||||
skill: Pick<CustomWorldRoleSkill, 'name' | 'summary'>;
|
||||
}) {
|
||||
const { role, skill } = params;
|
||||
return [
|
||||
`${role.name},${role.title || role.role}。`,
|
||||
`技能名称:${skill.name}。`,
|
||||
skill.summary ? `技能表现:${skill.summary}。` : '',
|
||||
role.description ? `角色气质:${role.description}。` : '',
|
||||
role.personality ? `性格补充:${role.personality}。` : '',
|
||||
role.motivation ? `动作目标:${role.motivation}。` : '',
|
||||
'横版 RPG 角色技能动作,角色轮廓稳定,动作起手明确,过程连贯,收招干净,镜头稳定。',
|
||||
]
|
||||
.filter(Boolean)
|
||||
.join(' ');
|
||||
}
|
||||
39
src/prompts/customWorldPrompts.test.ts
Normal file
39
src/prompts/customWorldPrompts.test.ts
Normal file
@@ -0,0 +1,39 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
|
||||
import { buildCustomWorldRoleOutlineBatchPrompt } from './customWorldPrompts';
|
||||
|
||||
const framework = {
|
||||
settingText: '潮雾封锁的边境港城,旧灯塔下藏着失踪船队的线索。',
|
||||
name: '潮雾港',
|
||||
subtitle: '旧灯塔仍在雾里亮着',
|
||||
summary: '玩家需要在港城各方势力间找到失踪船队真相。',
|
||||
tone: '潮湿、悬疑、克制',
|
||||
playerGoal: '找回失踪船队并决定港城秩序的走向。',
|
||||
templateWorldType: 'custom',
|
||||
compatibilityTemplateWorldType: 'custom',
|
||||
majorFactions: ['守灯人', '走私船帮'],
|
||||
coreConflicts: ['旧航道真相', '港城权力交接'],
|
||||
camp: {
|
||||
name: '旧灯塔营地',
|
||||
description: '潮雾里的临时归处。',
|
||||
},
|
||||
playableNpcs: [],
|
||||
storyNpcs: [],
|
||||
landmarks: [],
|
||||
};
|
||||
|
||||
describe('buildCustomWorldRoleOutlineBatchPrompt', () => {
|
||||
it('requires model-generated visual descriptions for role drafts', () => {
|
||||
const prompt = buildCustomWorldRoleOutlineBatchPrompt({
|
||||
framework,
|
||||
roleType: 'playable',
|
||||
batchCount: 2,
|
||||
});
|
||||
|
||||
expect(prompt).toContain('"visualDescription"');
|
||||
expect(prompt).toContain('"actionDescription"');
|
||||
expect(prompt).toContain('"sceneVisualDescription"');
|
||||
expect(prompt).toContain('visualDescription 必须跟随本步骤直接生成');
|
||||
expect(prompt).toContain('不能复制 description');
|
||||
});
|
||||
});
|
||||
1011
src/prompts/customWorldPrompts.ts
Normal file
1011
src/prompts/customWorldPrompts.ts
Normal file
File diff suppressed because it is too large
Load Diff
94
src/prompts/customWorldRolePromptDefaults.ts
Normal file
94
src/prompts/customWorldRolePromptDefaults.ts
Normal file
@@ -0,0 +1,94 @@
|
||||
/**
|
||||
* 自定义世界角色资产工坊的“默认描述文本种子”主源。
|
||||
*
|
||||
* 这份脚本只负责一件事:
|
||||
* - 从当前角色对象已有字段里挑出最合适的文本,
|
||||
* 作为资产工坊输入框的初始默认值
|
||||
*
|
||||
* 它不负责:
|
||||
* - 直接调用 LLM 重新编译默认描述
|
||||
* - 直接生成图像模型 prompt
|
||||
* - 直接生成动作模型 prompt
|
||||
*
|
||||
* 当前真实调用状态:
|
||||
* - CustomWorldRoleAssetStudioModal 的初始默认值主链,来自本文件
|
||||
* - 也就是说,资产工坊页面打开时看到的“形象描述 / 动作描述”
|
||||
* 当前直接取这里的本地字段映射
|
||||
*/
|
||||
export type PromptDefaultRole = {
|
||||
name: string;
|
||||
title: string;
|
||||
role: string;
|
||||
visualDescription?: string;
|
||||
actionDescription?: string;
|
||||
sceneVisualDescription?: string;
|
||||
description?: string;
|
||||
backstory?: string;
|
||||
personality?: string;
|
||||
motivation?: string;
|
||||
combatStyle?: string;
|
||||
tags?: string[];
|
||||
};
|
||||
|
||||
export type CustomWorldRolePromptBundle = {
|
||||
visualPromptText: string;
|
||||
animationPromptText: string;
|
||||
scenePromptText: string;
|
||||
};
|
||||
|
||||
/**
|
||||
* 对角色字段做轻量清洗,确保作为输入框默认值时不会带多余空白。
|
||||
*/
|
||||
function cleanSeedText(value: string | undefined, maxLength: number) {
|
||||
return (value ?? '').replace(/\s+/gu, ' ').trim().slice(0, maxLength);
|
||||
}
|
||||
|
||||
/**
|
||||
* 按优先级选择第一条可用文本。
|
||||
*
|
||||
* 这里是非常轻量的本地回退逻辑,不做任何“重新创作”或 prompt 扩写。
|
||||
*/
|
||||
function pickFirstDescription(
|
||||
values: Array<string | undefined>,
|
||||
maxLength: number,
|
||||
) {
|
||||
for (const value of values) {
|
||||
const normalized = cleanSeedText(value, maxLength);
|
||||
if (normalized) {
|
||||
return normalized;
|
||||
}
|
||||
}
|
||||
|
||||
return '';
|
||||
}
|
||||
|
||||
/**
|
||||
* 资产工坊默认文本映射规则。
|
||||
*
|
||||
* 规则分层:
|
||||
* - visualPromptText: 优先使用角色 visualDescription,其次 description
|
||||
* - animationPromptText: 优先使用 actionDescription,其次 combatStyle
|
||||
* - scenePromptText: 优先使用 sceneVisualDescription,其次 backstory
|
||||
*
|
||||
* 注意:
|
||||
* - 返回值只是“输入框默认文案”
|
||||
* - 正式图像 / 动作模型 prompt 还会在后端继续编译
|
||||
*/
|
||||
export function buildDefaultRolePromptBundle(
|
||||
role: PromptDefaultRole,
|
||||
): CustomWorldRolePromptBundle {
|
||||
return {
|
||||
visualPromptText: pickFirstDescription(
|
||||
[role.visualDescription, role.description],
|
||||
220,
|
||||
),
|
||||
animationPromptText: pickFirstDescription(
|
||||
[role.actionDescription, role.combatStyle],
|
||||
180,
|
||||
),
|
||||
scenePromptText: pickFirstDescription(
|
||||
[role.sceneVisualDescription, role.backstory],
|
||||
220,
|
||||
),
|
||||
};
|
||||
}
|
||||
1884
src/prompts/storyPromptBuilders.ts
Normal file
1884
src/prompts/storyPromptBuilders.ts
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user