fix: preserve rpg custom world detail profiles
This commit is contained in:
@@ -38,13 +38,29 @@
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- 验证:`npm run test -- src/components/rpg-entry/useRpgCreationEnterWorld.test.tsx`;确认已发布场景下 `syncAgentDraftResultProfile` 与 `executePublishWorld` 均未被调用。
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- 关联:`src/components/rpg-entry/useRpgCreationEnterWorld.ts`、`src/components/platform-entry/PlatformEntryFlowShellImpl.tsx`、`docs/【玩法创作】平台入口与玩法链路-2026-05-15.md`。
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## RPG 点击启动黑屏先查 profile 归一化和角色选择兜底
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## RPG 点击启动黑屏 / 默认 profile 先查 profile 归一化和摘要覆盖
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- 现象:作品详情点击“启动”后页面切到 RPG runtime,但用户只看到黑屏或空白;DevTools 里可能同时看到旧自动存档 `/api/runtime/save/snapshot` 被主动 cancel。
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- 原因:`/custom-world-library` / `/custom-world-gallery` 详情接口可能返回历史或摘要式 `profile`,缺少 `playableNpcs`、`storyNpcs`、`landmarks`、`attributeSchema` 等运行态字段;前端 client 若直接把该对象传给 runtime,角色选择首屏会在 `buildCustomWorldPlayableCharacters(profile)` 或后续属性解析处抛错。`save/snapshot (canceled)` 通常是切 runtime 或卸载时 `AbortController` 取消旧自动存档,不是黑屏根因。
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- 处理:RPG 入口作品库 client 在所有返回 `CustomWorldLibraryEntry<CustomWorldProfile>` 的接口边界统一调用 `normalizeCustomWorldProfileRecord`,并用 `profileId/worldName/subtitle/summaryText` 补齐旧数据缺字段;角色选择页对角色生成异常或空数组回退默认角色,并保留返回按钮/轻量空态;顶层 runtime 懒加载 fallback 不使用纯 `null`。
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- 验证:`npm run test -- src/services/rpg-entry/rpgEntryLibraryClient.test.ts`、`npm run test -- src/components/rpg-entry/RpgEntryCharacterSelectView.test.tsx`、`npm run typecheck`。
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- 关联:`src/services/rpg-entry/rpgEntryLibraryClient.ts`、`src/components/rpg-entry/RpgEntryCharacterSelectView.tsx`、`src/App.tsx`、`src/components/rpg-runtime-shell/RpgRuntimeShell.tsx`、`docs/【玩法创作】平台入口与玩法链路-2026-05-15.md`。
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- 现象:作品详情点击“启动”后页面切到 RPG runtime,但用户只看到黑屏、空白,或进入默认角色 / 默认 profile;从作品详情点“作品编辑”后开局 CG、封面、角色图、技能动作预览、初始物品图标或场景背景图丢失;DevTools 里可能同时看到旧自动存档 `/api/runtime/save/snapshot` 被主动 cancel。
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- 原因:`/custom-world-library` / `/custom-world-gallery` 详情接口可能返回历史或摘要式 `profile`,缺少 `playableNpcs`、`storyNpcs`、`landmarks`、`attributeSchema` 等运行态字段;前端 client 若直接把该对象传给 runtime,角色选择首屏会在 `buildCustomWorldPlayableCharacters(profile)` 或后续属性解析处抛错。另一类常见原因是详情接口已回读完整 profile 后,`savedCustomWorldEntries` 里的列表摘要又把 `selectedDetailEntry` 覆盖回空 profile,导致启动或编辑时只剩卡片摘要。发布 / 回读 result-view 若返回字段更少的旧视图,也可能把当前结果页已编辑资产降级掉。`save/snapshot (canceled)` 通常是切 runtime 或卸载时 `AbortController` 取消旧自动存档,不是黑屏根因。
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- 处理:RPG 入口作品库 client 在所有返回 `CustomWorldLibraryEntry<CustomWorldProfile>` 的接口边界统一调用 `normalizeCustomWorldProfileRecord`,并用 `profileId/worldName/subtitle/summaryText` 补齐旧数据缺字段;详情页已拿到运行态字段或资产槽位更多的完整 profile 时,不允许列表摘要覆盖当前详情;同一 `profile.id` 下,正式进入世界发布 / 回读不得用字段更少的后端旧视图降级当前结果页 profile。`normalizeCustomWorldProfileRecord` 必须近似无损保留 `cover`、`openingCg`、`camp.narrativeResidues`、`landmark.visualDescription/narrativeResidues`、`skills[].actionPreviewConfig`、`initialItems[].iconSrc`、`attributeSchema`、角色 `attributeProfile` 和 `sceneChapterBlueprints[].acts[]` 的背景与结构字段;只有背景资产的 act 也不能被过滤。角色选择页对角色生成异常或空数组回退默认角色,并保留返回按钮/轻量空态;顶层 runtime 懒加载 fallback 不使用纯 `null`。
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- 验证:`npm run test -- src/components/rpg-entry/RpgEntryFlowShell.agent.interaction.test.tsx -t "creation hub published work start uses loaded detail profile instead of library summary|creation hub published work edit keeps loaded detail profile assets instead of library summary"`;`npm run test -- src/data/customWorldLibrary.test.ts -t "保留结果页封面和关键图片资产槽位|近似无损保留编辑态和运行态结构字段|保留只有背景资产的场景幕"`;`npm run test -- src/components/rpg-entry/useRpgEntryAgentDraftRestore.test.tsx -t "默认封面和角色编辑结构差异也不能被列表摘要覆盖"`;`npm run test -- src/components/rpg-entry/useRpgCreationEnterWorld.test.tsx -t "正式进入世界回读结果页字段更少时不降级当前完整 profile"`;`npm run typecheck`。
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- 关联:`src/components/rpg-entry/useRpgEntryLibraryDetail.ts`、`src/components/rpg-entry/useRpgCreationEnterWorld.ts`、`src/data/customWorldLibrary.ts`、`src/services/rpg-entry/rpgEntryLibraryClient.ts`、`src/components/rpg-entry/RpgEntryCharacterSelectView.tsx`、`src/App.tsx`、`src/components/rpg-runtime-shell/RpgRuntimeShell.tsx`、`docs/【玩法创作】平台入口与玩法链路-2026-05-15.md`。
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## RPG 战后一轮战斗后卡在观察/试探/调息先查 post-battle finalization
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- 现象:RPG 一轮战斗胜利后,运行态只显示默认 `观察周围迹象 / 主动出声试探 / 原地调息`,这些按钮只有文字反馈;点“继续冒险”后又回到同样选项,点探索只播退场/进场动画,场景和剧情不推进。
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- 原因:终局战斗 action 如果只走通用 `resolve_story_runtime_action` fallback,而没有在后端调用 `finalize_post_battle_resolution(...)`,就不会持久写入 `story_continue_adventure`、`deferredOptions` 和下一幕 `currentSceneActState`。另外旧 bootstrap 快照可能只有 `connectedSceneIds` / `forwardSceneId`、没有 `connections`,战后选项生成若只读 `connections` 也会退回 `idle_explore_forward` 循环。
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- 处理:`module-runtime-story` 在 story action 投影后统一调用 post-battle finalization;`idle_explore_forward` 清理战斗态并生成下一段遭遇预览;`idle_travel_next_scene` / `camp_travel_home_scene` 由后端写入新 `currentScenePreset`、场景 act 状态、遭遇预览和 `runtimeStats.scenesTraveled`。前端只负责播放继续、探索和切场景动画,不承接正式剧情推进真相。
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- 验证:`cargo test -p module-runtime-story --manifest-path server-rs\Cargo.toml battle_tests -- --nocapture` 应覆盖战斗终局持久化 `story_continue_adventure`、`deferredOptions`、下一幕 act,以及 `idle_travel_next_scene` 真正切换场景。
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- 关联:`server-rs/crates/module-runtime-story/src/session_action.rs`、`server-rs/crates/module-runtime-story/src/post_battle.rs`、`server-rs/crates/module-runtime-story/src/battle_tests.rs`、`docs/【玩法创作】平台入口与玩法链路-2026-05-15.md`。
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## RPG 战斗飘字不要只靠低对比红绿文字
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- 现象:暗色或棕黑噪声背景下,战斗伤害飘字看起来像背景纹理,尤其是远端敌人头顶的小号红字几乎不可读。
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- 原因:旧 `CombatFloatingNumber` 主要依赖 `text-rose-200` / `text-emerald-200` 和 8px 同色 glow;在暗红、棕黑、像素噪声背景上,颜色与背景混在一起,1px 深色描边也不足以形成轮廓。
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- 处理:飘字本体使用高亮近白文字、小面积半透明深色底、明显深色描边和多层黑色阴影;只增强瞬时反馈,不新增说明面板,不遮挡主要战斗画面。
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- 验证:`npm run test -- src/components/game-canvas/GameCanvasEntityLayer.test.tsx` 覆盖伤害/治疗飘字样式策略;运行态截图中敌方头顶伤害数字应能在暗场景上辨认。
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- 关联:`src/components/game-canvas/GameCanvasEntityLayer.tsx`、`docs/【项目基线】当前产品与工程约束-2026-05-15.md`。
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## Windows provision 下载截断要断点续传而不是回退目标机下载
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@@ -1119,3 +1135,11 @@
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- 处理:打开草稿时把持久化 `generationStatus=generating` 等同于生成中 notice,恢复对应玩法生成进度页;恢复计时使用作品摘要 `updatedAt` 推导 `startedAtMs`。
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- 验证:`npm test -- src/components/rpg-entry/RpgEntryFlowShell.agent.interaction.test.tsx -t "persisted generating"`。
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- 关联:`src/components/platform-entry/PlatformEntryFlowShellImpl.tsx`、`src/components/rpg-entry/RpgEntryFlowShell.agent.interaction.test.tsx`、`docs/【玩法创作】平台入口与玩法链路-2026-05-15.md`。
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## 存档选择入口不要只藏在“玩过”弹窗里
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- 现象:用户有 RPG / 拼图运行态存档,但平台底部 `草稿` Tab 只展示作品架,个人中心只有点击 `玩过` 后才可能看到“可继续”,导致看起来没有存档选择入口。
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- 原因:`/api/profile/save-archives` 已在入口 bootstrap 加载,但前端只把 `saveEntries` 注入 `ProfilePlayedWorksModal`;没有独立的存档入口。
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- 处理:个人中心 `常用功能` 必须保留 `存档` 快捷入口,点击后打开独立存档选择弹窗并复用 `SaveArchiveCard`;恢复仍走 `/api/profile/save-archives/{worldKey}`,拼图存档继续走拼图 resume 分支,RPG 走 `handleContinueGame(snapshot)`。
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- 验证:`npm run test -- src/components/rpg-entry/RpgEntryFlowShell.agent.interaction.test.tsx -t "profile page exposes save archive picker"`。
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- 关联:`src/components/rpg-entry/RpgEntryHomeView.tsx`、`src/components/platform-entry/PlatformEntryFlowShellImpl.tsx`、`src/components/rpg-entry/useRpgEntryBootstrap.ts`、`docs/【玩法创作】平台入口与玩法链路-2026-05-15.md`。
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@@ -54,9 +54,13 @@ Agent session 已进入 `published` 后,结果页按钮只能执行“进入
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`legacyResultProfile` 只作为历史结果页 profile 兼容兜底;编译正式 profile 时,session 草稿内已保存字段优先于 legacy 字段,legacy 只能补缺失字段。`publish_world` 不再接受前端临时传入的 legacy 载荷;历史兼容路径中 legacy 缺省或显式为 `null` 时等价于未提供,不得因此报 `custom_world.compile.legacy_result_profile_json 不是合法 JSON object`。真正的数组、字符串、数字等非 object legacy 载荷仍应拒绝。
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RPG 结果页开局 CG 是 `profile.openingCg` 资产槽位:`api-server` 负责 VectorEngine / OSS 副作用并返回故事板和视频引用,前端只把结果写回当前 profile;`sync_result_profile`、作品库保存和 `normalizeCustomWorldProfileRecord` 都必须保留该槽位。若生成成功后画面短暂显示又变回空白,优先检查父层重新同步或 profile 归一化是否把 `openingCg` 丢掉,而不是先怀疑已生成资源本身失效。
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RPG 结果页开局 CG 是 `profile.openingCg` 资产槽位:`api-server` 负责 VectorEngine / OSS 副作用并返回故事板和视频引用,前端只把结果写回当前 profile;`sync_result_profile`、作品库保存和 `normalizeCustomWorldProfileRecord` 都必须保留该槽位。封面是 `profile.cover` 资产槽位,默认封面也要保留 `sourceType='default'` 和 `characterRoleIds`,不能因为没有 `imageSrc` 就当作空封面。若生成成功后画面短暂显示又变回空白,优先检查父层重新同步或 profile 归一化是否把 `openingCg` / `cover` 丢掉,而不是先怀疑已生成资源本身失效。
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RPG 从作品架、广场详情或作品号搜索点击“启动”前,入口 client 必须把后端返回的完整 `profile` 先经过 `normalizeCustomWorldProfileRecord`,并用作品条目的 `profileId/worldName/subtitle/summaryText` 补齐旧数据缺失字段;运行态和详情页不得直接消费未归一化的旧 profile。角色选择页还需要在角色数组异常或为空时回退默认角色,并显示可返回的轻量空态,不能 `return null` 造成黑屏。运行态懒加载 fallback 必须可见,不能用纯 `null` 让用户误判为黑屏。
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RPG 从作品架、广场详情或作品号搜索点击“启动”前,入口 client 必须把后端返回的完整 `profile` 先经过 `normalizeCustomWorldProfileRecord`,并用作品条目的 `profileId/worldName/subtitle/summaryText` 补齐旧数据缺失字段;运行态和详情页不得直接消费未归一化的旧 profile。作品架列表或 `savedCustomWorldEntries` 中的摘要 profile 只可用于卡片展示,不可在详情接口已回读完整 profile 后覆盖 `selectedDetailEntry`;若摘要缺少 `playableNpcs`、`storyNpcs`、`landmarks`、`items`、`sceneChapterBlueprints`、`cover`、`openingCg`、`skills[].actionPreviewConfig`、`initialItems[].iconSrc`、`attributeSchema`、角色 `attributeProfile`、场景残留或场景幕背景资产,启动和编辑必须继续使用详情 profile,否则会进入默认角色 / 默认 profile,或在编辑页丢 CG、封面、技能预览和初始物品图标。正式“进入世界”发布 / 回读结果页时,同一 `profile.id` 下也不得用字段更少的后端旧视图降级当前结果页完整 profile。角色选择页还需要在角色数组异常或为空时回退默认角色,并显示可返回的轻量空态,不能 `return null` 造成黑屏。运行态懒加载 fallback 必须可见,不能用纯 `null` 让用户误判为黑屏。
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RPG 运行态的战斗终局、继续冒险、继续探索和切场景都属于服务端 runtime 快照真相:`module-runtime-story` 必须在终局战斗 action 后调用 post-battle finalization,持久写入 `story_continue_adventure`、`deferredOptions`、`deferredRuntimeState.storyEngineMemory.currentSceneActState` 和清理后的战斗状态;`idle_travel_next_scene` / `camp_travel_home_scene` 必须由后端写入新的 `currentScenePreset`、`currentSceneActState`、`currentEncounter` 和 `runtimeStats.scenesTraveled`。前端只播放退场、进场和继续按钮表现,不能用默认 `观察/试探/调息` fallback 或本地动画假装推进剧情。旧 bootstrap 快照可能只有 `connectedSceneIds` / `forwardSceneId` 而没有 `connections`,后端生成战后旅行选项时必须兼容这些字段。
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RPG / 拼图等运行态存档选择入口统一在个人中心 `常用功能 > 存档` 暴露为独立弹窗;“玩过”弹窗可以继续合并展示可继续存档,但不能成为唯一入口。前端只展示 `/api/profile/save-archives` 返回的列表并在用户选择后调用对应恢复接口,不能本地拼装或筛选正式存档真相。
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## 拼图
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@@ -94,6 +94,7 @@ server-rs + Axum + SpacetimeDB
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8. 图像输入通用 UI 统一走 `src/components/common/CreativeImageInputPanel.tsx`。外层页面持有业务状态,组件只承担上传卡、预览、参考图缩略图、AI 重绘开关、错误展示和提交按钮。
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9. 发现页 `分类` 子频道的筛选必须打开独立 dialog / drawer / modal,至少支持玩法类型过滤与排序切换;筛选结果为空时显示空状态,不把筛选内容展开在当前列表下方。
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10. “我的”页泥点、游戏时长、玩过三张统计卡只展示各自标签和值,内容居中且不换行,不在统计区底部展示“更新于”时间。
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11. RPG 等运行态的战斗飘字、血量变化和即时反馈必须在暗色、噪声高的场景背景上保持可读:使用高亮文字、深色描边、强阴影或小面积半透明底,不只依赖红/绿文字本身表达伤害或治疗。
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## 文案与编码
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@@ -5,8 +5,8 @@ use shared_contracts::runtime_story::{
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};
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use crate::{
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battle::resolve_battle_action, build_status_patch, read_bool_field, read_i32_field,
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read_optional_string_field,
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StoryRuntimeActionResolveInput, battle::resolve_battle_action, build_status_patch,
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read_bool_field, read_i32_field, read_optional_string_field, resolve_story_runtime_action,
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};
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fn build_battle_fixture() -> serde_json::Value {
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@@ -61,6 +61,115 @@ fn build_request(function_id: &str, option_text: &str) -> RuntimeStoryActionRequ
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}
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}
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fn build_runtime_action_request(
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function_id: &str,
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action_text: &str,
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payload: Option<serde_json::Value>,
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) -> shared_contracts::story::ResolveStoryRuntimeActionRequest {
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shared_contracts::story::ResolveStoryRuntimeActionRequest {
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story_session_id: "storysess-1".to_string(),
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client_version: Some(1),
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function_id: function_id.to_string(),
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action_text: action_text.to_string(),
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target_id: None,
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payload,
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}
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}
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fn build_custom_world_profile_with_two_landmarks() -> serde_json::Value {
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json!({
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"id": "profile-1",
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"name": "雾桥旧约",
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"summary": "雾桥边的旧约正在复苏。",
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"camp": {
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"id": "camp-1",
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"name": "雾桥营地",
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"description": "营火压着雾气。",
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"connections": [
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{
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"targetLandmarkId": "landmark-1",
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"relativePosition": "forward",
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"summary": "沿桥面继续前进"
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},
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{
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"targetLandmarkId": "landmark-2",
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"relativePosition": "right",
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"summary": "转入雾中支路"
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}
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]
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},
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"landmarks": [
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{
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"id": "landmark-1",
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"name": "断桥口",
|
||||
"description": "桥口挂着旧灯。"
|
||||
},
|
||||
{
|
||||
"id": "landmark-2",
|
||||
"name": "雾中渡",
|
||||
"description": "渡口只有潮声。"
|
||||
}
|
||||
],
|
||||
"storyNpcs": [
|
||||
{
|
||||
"id": "npc-bridge",
|
||||
"name": "桥影",
|
||||
"description": "桥下逼来的敌影",
|
||||
"initialAffinity": -20
|
||||
},
|
||||
{
|
||||
"id": "npc-ferryman",
|
||||
"name": "摆渡人",
|
||||
"description": "守着雾中渡的人",
|
||||
"initialAffinity": 0
|
||||
}
|
||||
],
|
||||
"sceneChapterBlueprints": [
|
||||
{
|
||||
"id": "chapter-camp",
|
||||
"sceneId": "camp-1",
|
||||
"linkedLandmarkIds": ["camp-1"],
|
||||
"acts": [
|
||||
{
|
||||
"id": "act-camp-1",
|
||||
"sceneId": "camp-1",
|
||||
"oppositeNpcId": "npc-bridge"
|
||||
},
|
||||
{
|
||||
"id": "act-camp-2",
|
||||
"sceneId": "camp-1",
|
||||
"oppositeNpcId": "npc-ferryman"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "chapter-landmark-1",
|
||||
"sceneId": "landmark-1",
|
||||
"linkedLandmarkIds": ["landmark-1"],
|
||||
"acts": [
|
||||
{
|
||||
"id": "act-landmark-1",
|
||||
"sceneId": "landmark-1",
|
||||
"oppositeNpcId": "npc-ferryman"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
})
|
||||
}
|
||||
|
||||
fn build_story_runtime_snapshot(
|
||||
game_state: serde_json::Value,
|
||||
current_story: Option<serde_json::Value>,
|
||||
) -> shared_contracts::story::StoryRuntimeSnapshotPayload {
|
||||
shared_contracts::story::StoryRuntimeSnapshotPayload {
|
||||
saved_at: None,
|
||||
bottom_tab: "adventure".to_string(),
|
||||
game_state,
|
||||
current_story,
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn battle_resolution_prefers_player_defeat_when_both_sides_fall_in_same_turn() {
|
||||
let request = build_request("battle_all_in_crush", "全力压制");
|
||||
@@ -89,3 +198,210 @@ fn battle_resolution_prefers_player_defeat_when_both_sides_fall_in_same_turn() {
|
||||
Some("defeat".to_string())
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn terminal_battle_action_persists_post_battle_continue_story() {
|
||||
let mut game_state = build_battle_fixture();
|
||||
game_state["runtimeSessionId"] = json!("runtime-1");
|
||||
game_state["currentScene"] = json!("Story");
|
||||
game_state["worldType"] = json!("CUSTOM");
|
||||
game_state["playerHp"] = json!(30);
|
||||
game_state["customWorldProfile"] = build_custom_world_profile_with_two_landmarks();
|
||||
game_state["currentScenePreset"] = json!({
|
||||
"id": "custom-scene-camp",
|
||||
"name": "雾桥营地",
|
||||
"description": "营火压着雾气。",
|
||||
"connectedSceneIds": ["custom-scene-landmark-1", "custom-scene-landmark-2"],
|
||||
"forwardSceneId": "custom-scene-landmark-1",
|
||||
"treasureHints": [],
|
||||
"npcs": []
|
||||
});
|
||||
game_state["storyEngineMemory"] = json!({
|
||||
"currentSceneActState": {
|
||||
"sceneId": "camp-1",
|
||||
"chapterId": "chapter-camp",
|
||||
"currentActId": "act-camp-1",
|
||||
"currentActIndex": 0,
|
||||
"completedActIds": [],
|
||||
"visitedActIds": ["act-camp-1"]
|
||||
}
|
||||
});
|
||||
|
||||
let output = resolve_story_runtime_action(StoryRuntimeActionResolveInput {
|
||||
story_session_id: "storysess-1".to_string(),
|
||||
runtime_session_id: "runtime-1".to_string(),
|
||||
snapshot: build_story_runtime_snapshot(game_state, None),
|
||||
request: build_runtime_action_request("battle_all_in_crush", "全力压制", None),
|
||||
})
|
||||
.expect("terminal battle should resolve");
|
||||
|
||||
assert_eq!(
|
||||
output.presentation.battle.unwrap().outcome.as_deref(),
|
||||
Some("victory")
|
||||
);
|
||||
assert_eq!(
|
||||
output.presentation.options[0].function_id,
|
||||
"story_continue_adventure"
|
||||
);
|
||||
assert_eq!(
|
||||
output.snapshot.current_story.as_ref().unwrap()["options"][0]["functionId"],
|
||||
json!("story_continue_adventure")
|
||||
);
|
||||
assert!(
|
||||
output.snapshot.current_story.as_ref().unwrap()["deferredOptions"]
|
||||
.as_array()
|
||||
.is_some_and(|items| {
|
||||
items
|
||||
.iter()
|
||||
.any(|item| item["functionId"] == json!("idle_travel_next_scene"))
|
||||
})
|
||||
);
|
||||
assert_eq!(
|
||||
output.snapshot.current_story.as_ref().unwrap()["deferredRuntimeState"]["storyEngineMemory"]
|
||||
["currentSceneActState"]["currentActId"],
|
||||
json!("act-camp-2")
|
||||
);
|
||||
assert_eq!(
|
||||
output.snapshot.game_state["storyEngineMemory"]["currentSceneActState"]["currentActId"],
|
||||
json!("act-camp-2")
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn idle_travel_next_scene_changes_scene_from_target_payload() {
|
||||
let game_state = json!({
|
||||
"runtimeSessionId": "runtime-1",
|
||||
"runtimeActionVersion": 1,
|
||||
"currentScene": "Story",
|
||||
"worldType": "CUSTOM",
|
||||
"customWorldProfile": build_custom_world_profile_with_two_landmarks(),
|
||||
"playerHp": 30,
|
||||
"playerMaxHp": 40,
|
||||
"playerMana": 10,
|
||||
"playerMaxMana": 20,
|
||||
"playerCurrency": 0,
|
||||
"playerInventory": [],
|
||||
"playerEquipment": { "weapon": null, "armor": null, "relic": null },
|
||||
"runtimeStats": {
|
||||
"hostileNpcsDefeated": 0,
|
||||
"itemsUsed": 0,
|
||||
"questsAccepted": 0,
|
||||
"scenesTraveled": 0,
|
||||
"playTimeMs": 0,
|
||||
"lastPlayTickAt": null
|
||||
},
|
||||
"currentScenePreset": {
|
||||
"id": "custom-scene-camp",
|
||||
"name": "雾桥营地",
|
||||
"description": "营火压着雾气。",
|
||||
"connectedSceneIds": ["custom-scene-landmark-1", "custom-scene-landmark-2"],
|
||||
"connections": [
|
||||
{
|
||||
"sceneId": "custom-scene-landmark-1",
|
||||
"relativePosition": "forward",
|
||||
"summary": "沿桥面继续前进"
|
||||
}
|
||||
],
|
||||
"forwardSceneId": "custom-scene-landmark-1",
|
||||
"treasureHints": [],
|
||||
"npcs": []
|
||||
},
|
||||
"currentEncounter": null,
|
||||
"npcInteractionActive": false,
|
||||
"sceneHostileNpcs": [],
|
||||
"inBattle": false,
|
||||
"storyHistory": [],
|
||||
"storyEngineMemory": {}
|
||||
});
|
||||
|
||||
let output = resolve_story_runtime_action(StoryRuntimeActionResolveInput {
|
||||
story_session_id: "storysess-1".to_string(),
|
||||
runtime_session_id: "runtime-1".to_string(),
|
||||
snapshot: build_story_runtime_snapshot(game_state, None),
|
||||
request: build_runtime_action_request(
|
||||
"idle_travel_next_scene",
|
||||
"向前走,前往断桥口",
|
||||
Some(json!({ "targetSceneId": "custom-scene-landmark-1" })),
|
||||
),
|
||||
})
|
||||
.expect("travel action should resolve");
|
||||
|
||||
assert_eq!(
|
||||
output.snapshot.game_state["currentScenePreset"]["id"],
|
||||
json!("custom-scene-landmark-1")
|
||||
);
|
||||
assert_eq!(
|
||||
output.snapshot.game_state["runtimeStats"]["scenesTraveled"],
|
||||
json!(1)
|
||||
);
|
||||
assert_eq!(
|
||||
output.snapshot.game_state["currentEncounter"]["id"],
|
||||
json!("npc-ferryman")
|
||||
);
|
||||
assert_eq!(
|
||||
output.snapshot.game_state["storyEngineMemory"]["currentSceneActState"]["currentActId"],
|
||||
json!("act-landmark-1")
|
||||
);
|
||||
assert!(output.presentation.options.iter().any(|option| {
|
||||
option.function_id == "idle_travel_next_scene"
|
||||
|| option.function_id == "idle_explore_forward"
|
||||
}));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn idle_travel_next_scene_normalizes_custom_landmark_id_payload() {
|
||||
let game_state = json!({
|
||||
"runtimeSessionId": "runtime-1",
|
||||
"runtimeActionVersion": 1,
|
||||
"currentScene": "Story",
|
||||
"worldType": "CUSTOM",
|
||||
"customWorldProfile": build_custom_world_profile_with_two_landmarks(),
|
||||
"playerHp": 30,
|
||||
"playerMaxHp": 40,
|
||||
"playerMana": 10,
|
||||
"playerMaxMana": 20,
|
||||
"playerCurrency": 0,
|
||||
"playerInventory": [],
|
||||
"playerEquipment": { "weapon": null, "armor": null, "relic": null },
|
||||
"runtimeStats": {
|
||||
"hostileNpcsDefeated": 0,
|
||||
"itemsUsed": 0,
|
||||
"questsAccepted": 0,
|
||||
"scenesTraveled": 0,
|
||||
"playTimeMs": 0,
|
||||
"lastPlayTickAt": null
|
||||
},
|
||||
"currentScenePreset": {
|
||||
"id": "custom-scene-camp",
|
||||
"name": "雾桥营地",
|
||||
"description": "营火压着雾气。",
|
||||
"connectedSceneIds": ["landmark-1", "landmark-2"],
|
||||
"forwardSceneId": "landmark-2",
|
||||
"treasureHints": [],
|
||||
"npcs": []
|
||||
},
|
||||
"currentEncounter": null,
|
||||
"npcInteractionActive": false,
|
||||
"sceneHostileNpcs": [],
|
||||
"inBattle": false,
|
||||
"storyHistory": [],
|
||||
"storyEngineMemory": {}
|
||||
});
|
||||
|
||||
let output = resolve_story_runtime_action(StoryRuntimeActionResolveInput {
|
||||
story_session_id: "storysess-1".to_string(),
|
||||
runtime_session_id: "runtime-1".to_string(),
|
||||
snapshot: build_story_runtime_snapshot(game_state, None),
|
||||
request: build_runtime_action_request(
|
||||
"idle_travel_next_scene",
|
||||
"前往雾中渡",
|
||||
Some(json!({ "targetSceneId": "landmark-2" })),
|
||||
),
|
||||
})
|
||||
.expect("raw custom landmark id should resolve");
|
||||
|
||||
assert_eq!(
|
||||
output.snapshot.game_state["currentScenePreset"]["id"],
|
||||
json!("custom-scene-landmark-2")
|
||||
);
|
||||
}
|
||||
|
||||
@@ -76,7 +76,9 @@ pub use options::{
|
||||
build_static_runtime_story_option, build_story_option_from_runtime_option, infer_option_scope,
|
||||
};
|
||||
pub use post_battle::{
|
||||
finalize_post_battle_resolution, is_terminal_battle_outcome, resolve_post_battle_story_options,
|
||||
clear_post_battle_state, ensure_scene_act_state, ensure_scene_encounter_preview,
|
||||
finalize_post_battle_resolution, is_terminal_battle_outcome, resolve_forward_scene_id,
|
||||
resolve_post_battle_story_options, resolve_runtime_scene_preset,
|
||||
};
|
||||
pub use projection::{StoryRuntimeProjectionSource, build_story_runtime_projection};
|
||||
pub use prompt_context::{RuntimeStoryPromptContextExtras, build_runtime_story_prompt_context};
|
||||
|
||||
@@ -2,10 +2,11 @@ use serde_json::{Value, json};
|
||||
use shared_contracts::runtime_story::RuntimeStoryOptionView;
|
||||
|
||||
use crate::{
|
||||
CONTINUE_ADVENTURE_FUNCTION_ID, build_static_runtime_story_option,
|
||||
CONTINUE_ADVENTURE_FUNCTION_ID, build_custom_scene_preset, build_static_runtime_story_option,
|
||||
build_story_option_from_runtime_option, ensure_json_object, read_array_field, read_bool_field,
|
||||
read_field, read_i32_field, read_object_field, read_optional_string_field, write_bool_field,
|
||||
write_i32_field, write_null_field, write_string_field,
|
||||
read_field, read_i32_field, read_object_field, read_optional_string_field,
|
||||
resolve_custom_runtime_scene_id, write_bool_field, write_i32_field, write_null_field,
|
||||
write_string_field,
|
||||
};
|
||||
|
||||
const WUXIA_FIRST_SCENE_ID: &str = "wuxia-bamboo-road";
|
||||
@@ -36,6 +37,8 @@ pub fn finalize_post_battle_resolution(
|
||||
return None;
|
||||
}
|
||||
|
||||
let original_scene_act_state = current_scene_act_state(game_state);
|
||||
|
||||
if outcome == "defeat" {
|
||||
return Some(finalize_defeat_revive(game_state, fallback_options));
|
||||
}
|
||||
@@ -45,6 +48,7 @@ pub fn finalize_post_battle_resolution(
|
||||
game_state,
|
||||
result_text,
|
||||
fallback_options,
|
||||
original_scene_act_state,
|
||||
));
|
||||
}
|
||||
|
||||
@@ -64,13 +68,14 @@ fn finalize_victory_or_spar(
|
||||
game_state: &mut Value,
|
||||
result_text: &str,
|
||||
fallback_options: Vec<RuntimeStoryOptionView>,
|
||||
original_scene_act_state: Option<Value>,
|
||||
) -> PostBattleFinalization {
|
||||
clear_post_battle_state(game_state);
|
||||
let is_last_act = is_current_scene_act_last(game_state);
|
||||
let next_act_state = if is_last_act {
|
||||
None
|
||||
} else {
|
||||
resolve_next_scene_act_runtime_state(game_state)
|
||||
resolve_next_scene_act_runtime_state(game_state, original_scene_act_state.as_ref())
|
||||
};
|
||||
if let Some(next_act_state) = next_act_state {
|
||||
write_current_scene_act_state(game_state, next_act_state);
|
||||
@@ -141,7 +146,7 @@ fn finalize_defeat_revive(
|
||||
{
|
||||
write_current_scene_act_state(game_state, first_act_state);
|
||||
}
|
||||
ensure_first_scene_encounter_preview(game_state);
|
||||
ensure_scene_encounter_preview(game_state);
|
||||
|
||||
let story_text = if first_scene.name.is_empty() {
|
||||
"你在战斗中倒下,随后重新醒来。".to_string()
|
||||
@@ -160,7 +165,7 @@ fn finalize_defeat_revive(
|
||||
}
|
||||
}
|
||||
|
||||
fn clear_post_battle_state(game_state: &mut Value) {
|
||||
pub fn clear_post_battle_state(game_state: &mut Value) {
|
||||
write_null_field(game_state, "currentEncounter");
|
||||
write_bool_field(game_state, "npcInteractionActive", false);
|
||||
ensure_json_object(game_state).insert("sceneHostileNpcs".to_string(), Value::Array(Vec::new()));
|
||||
@@ -421,7 +426,7 @@ fn write_first_scene(game_state: &mut Value, scene: &RuntimeScene) {
|
||||
);
|
||||
}
|
||||
|
||||
fn ensure_first_scene_encounter_preview(game_state: &mut Value) {
|
||||
pub fn ensure_scene_encounter_preview(game_state: &mut Value) {
|
||||
if read_bool_field(game_state, "inBattle").unwrap_or(false) {
|
||||
return;
|
||||
}
|
||||
@@ -436,7 +441,13 @@ fn ensure_first_scene_encounter_preview(game_state: &mut Value) {
|
||||
};
|
||||
let scene_id = read_object_field(game_state, "currentScenePreset")
|
||||
.and_then(|scene| read_optional_string_field(scene, "id"));
|
||||
let focus_npc_id = resolve_active_scene_act_focus_npc_id(profile, scene_id.as_deref());
|
||||
let current_act_id = current_scene_act_state(game_state)
|
||||
.and_then(|state| read_optional_string_field(&state, "currentActId"));
|
||||
let focus_npc_id = resolve_active_scene_act_focus_npc_id(
|
||||
profile,
|
||||
scene_id.as_deref(),
|
||||
current_act_id.as_deref(),
|
||||
);
|
||||
let Some(focus_npc_id) = focus_npc_id else {
|
||||
return;
|
||||
};
|
||||
@@ -450,6 +461,22 @@ fn ensure_first_scene_encounter_preview(game_state: &mut Value) {
|
||||
);
|
||||
}
|
||||
|
||||
pub fn ensure_scene_act_state(game_state: &mut Value) {
|
||||
if read_bool_field(game_state, "inBattle").unwrap_or(false) {
|
||||
return;
|
||||
}
|
||||
let Some(scene_id) = read_object_field(game_state, "currentScenePreset")
|
||||
.and_then(|scene| read_optional_string_field(scene, "id"))
|
||||
else {
|
||||
return;
|
||||
};
|
||||
let Some(act_state) = build_initial_scene_act_runtime_state(game_state, scene_id.as_str())
|
||||
else {
|
||||
return;
|
||||
};
|
||||
write_current_scene_act_state(game_state, act_state);
|
||||
}
|
||||
|
||||
fn build_scene_travel_options(game_state: &Value) -> Vec<RuntimeStoryOptionView> {
|
||||
let Some(current_scene) = read_object_field(game_state, "currentScenePreset") else {
|
||||
return vec![build_static_runtime_story_option(
|
||||
@@ -459,32 +486,53 @@ fn build_scene_travel_options(game_state: &Value) -> Vec<RuntimeStoryOptionView>
|
||||
)];
|
||||
};
|
||||
let current_scene_id = read_optional_string_field(current_scene, "id");
|
||||
let mut options = read_array_field(current_scene, "connections")
|
||||
.into_iter()
|
||||
.filter_map(|connection| {
|
||||
let scene_id = read_optional_string_field(connection, "sceneId")?;
|
||||
if current_scene_id.as_deref() == Some(scene_id.as_str()) {
|
||||
return None;
|
||||
let forward_scene_id = read_optional_string_field(current_scene, "forwardSceneId");
|
||||
let mut option_scene_ids = Vec::new();
|
||||
let mut options = Vec::new();
|
||||
|
||||
for connection in read_array_field(current_scene, "connections") {
|
||||
let Some(scene_id) = read_optional_string_field(connection, "sceneId") else {
|
||||
continue;
|
||||
};
|
||||
if current_scene_id.as_deref() == Some(scene_id.as_str())
|
||||
|| option_scene_ids.iter().any(|id| id == scene_id.as_str())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
let relative_position = read_optional_string_field(connection, "relativePosition")
|
||||
.unwrap_or_else(|| "forward".to_string());
|
||||
let scene_name = resolve_scene_name(game_state, scene_id.as_str())
|
||||
.unwrap_or_else(|| scene_id.clone());
|
||||
Some(RuntimeStoryOptionView {
|
||||
payload: Some(json!({ "targetSceneId": scene_id })),
|
||||
..build_static_runtime_story_option(
|
||||
"idle_travel_next_scene",
|
||||
format!(
|
||||
"{},前往{}",
|
||||
direction_text(relative_position.as_str()),
|
||||
scene_name
|
||||
)
|
||||
.as_str(),
|
||||
"story",
|
||||
)
|
||||
})
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
options.push(build_scene_travel_option(
|
||||
game_state,
|
||||
scene_id.as_str(),
|
||||
relative_position.as_str(),
|
||||
));
|
||||
option_scene_ids.push(scene_id);
|
||||
}
|
||||
|
||||
for scene_id in read_array_field(current_scene, "connectedSceneIds")
|
||||
.into_iter()
|
||||
.filter_map(|scene_id| scene_id.as_str().map(str::to_string))
|
||||
.chain(forward_scene_id.clone())
|
||||
{
|
||||
// 中文注释:bootstrap 生成的旧快照常只有 connectedSceneIds / forwardSceneId,
|
||||
// 没有展开 connections;这里也要生成旅行 action,避免战后只剩默认 idle 选项循环。
|
||||
if current_scene_id.as_deref() == Some(scene_id.as_str())
|
||||
|| option_scene_ids.iter().any(|id| id == scene_id.as_str())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
let relative_position = if forward_scene_id.as_deref() == Some(scene_id.as_str()) {
|
||||
"forward"
|
||||
} else {
|
||||
"portal"
|
||||
};
|
||||
options.push(build_scene_travel_option(
|
||||
game_state,
|
||||
scene_id.as_str(),
|
||||
relative_position,
|
||||
));
|
||||
option_scene_ids.push(scene_id);
|
||||
}
|
||||
|
||||
if options.is_empty() {
|
||||
options.push(build_static_runtime_story_option(
|
||||
@@ -497,6 +545,163 @@ fn build_scene_travel_options(game_state: &Value) -> Vec<RuntimeStoryOptionView>
|
||||
options
|
||||
}
|
||||
|
||||
fn build_scene_travel_option(
|
||||
game_state: &Value,
|
||||
scene_id: &str,
|
||||
relative_position: &str,
|
||||
) -> RuntimeStoryOptionView {
|
||||
let scene_name =
|
||||
resolve_scene_name(game_state, scene_id).unwrap_or_else(|| scene_id.to_string());
|
||||
RuntimeStoryOptionView {
|
||||
payload: Some(json!({ "targetSceneId": scene_id })),
|
||||
..build_static_runtime_story_option(
|
||||
"idle_travel_next_scene",
|
||||
format!("{},前往{}", direction_text(relative_position), scene_name).as_str(),
|
||||
"story",
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn resolve_runtime_scene_preset(game_state: &Value, scene_id: &str) -> Option<Value> {
|
||||
let normalized_scene_id = scene_id.trim();
|
||||
if normalized_scene_id.is_empty() {
|
||||
return None;
|
||||
}
|
||||
|
||||
if let Some(profile) = read_object_field(game_state, "customWorldProfile")
|
||||
&& let Some(scene) = build_custom_scene_preset(
|
||||
profile,
|
||||
resolve_custom_runtime_scene_id(profile, normalized_scene_id).as_str(),
|
||||
)
|
||||
{
|
||||
return Some(scene);
|
||||
}
|
||||
|
||||
resolve_builtin_runtime_scene_preset(game_state, normalized_scene_id)
|
||||
}
|
||||
|
||||
pub fn resolve_forward_scene_id(game_state: &Value) -> Option<String> {
|
||||
read_object_field(game_state, "currentScenePreset").and_then(|scene| {
|
||||
read_optional_string_field(scene, "forwardSceneId")
|
||||
.or_else(|| {
|
||||
read_array_field(scene, "connections")
|
||||
.into_iter()
|
||||
.find_map(|connection| read_optional_string_field(connection, "sceneId"))
|
||||
})
|
||||
.or_else(|| {
|
||||
read_array_field(scene, "connectedSceneIds")
|
||||
.into_iter()
|
||||
.find_map(|scene_id| scene_id.as_str().map(str::to_string))
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
fn resolve_builtin_runtime_scene_preset(game_state: &Value, scene_id: &str) -> Option<Value> {
|
||||
let template = builtin_runtime_scene_template(scene_id)?;
|
||||
Some(json!({
|
||||
"id": template.id,
|
||||
"name": template.name,
|
||||
"description": template.description,
|
||||
"imageSrc": read_object_field(game_state, "currentScenePreset")
|
||||
.and_then(|scene| read_optional_string_field(scene, "imageSrc"))
|
||||
.unwrap_or_default(),
|
||||
"connectedSceneIds": template.connected_scene_ids,
|
||||
"connections": template.connections,
|
||||
"forwardSceneId": template.forward_scene_id,
|
||||
"treasureHints": template.treasure_hints,
|
||||
"npcs": [],
|
||||
}))
|
||||
}
|
||||
|
||||
fn builtin_runtime_scene_template(scene_id: &str) -> Option<RuntimeScene> {
|
||||
let is_xianxia = matches!(
|
||||
scene_id,
|
||||
"xianxia-cloud-gate"
|
||||
| "xianxia-floating-isle"
|
||||
| "xianxia-celestial-corridor"
|
||||
| "xianxia-star-vessel"
|
||||
);
|
||||
if is_xianxia {
|
||||
return Some(RuntimeScene {
|
||||
id: scene_id.to_string(),
|
||||
name: match scene_id {
|
||||
"xianxia-floating-isle" => "浮空灵岛",
|
||||
"xianxia-celestial-corridor" => "天门长廊",
|
||||
"xianxia-star-vessel" => "星槎泊台",
|
||||
_ => XIANXIA_FIRST_SCENE_NAME,
|
||||
}
|
||||
.to_string(),
|
||||
description: match scene_id {
|
||||
"xianxia-floating-isle" => "浮岛边缘灵雾翻涌,远处有阵纹一明一暗。",
|
||||
"xianxia-celestial-corridor" => "长廊悬在云海上方,符光沿石柱缓慢游走。",
|
||||
"xianxia-star-vessel" => "星槎泊在云海边缘,船身仍有星砂微光。",
|
||||
_ => XIANXIA_FIRST_SCENE_DESCRIPTION,
|
||||
}
|
||||
.to_string(),
|
||||
image_src: String::new(),
|
||||
connected_scene_ids: vec![
|
||||
"xianxia-cloud-gate".to_string(),
|
||||
"xianxia-floating-isle".to_string(),
|
||||
"xianxia-celestial-corridor".to_string(),
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|id| id != scene_id)
|
||||
.collect(),
|
||||
connections: vec![json!({
|
||||
"sceneId": if scene_id == "xianxia-cloud-gate" { "xianxia-celestial-corridor" } else { "xianxia-cloud-gate" },
|
||||
"relativePosition": if scene_id == "xianxia-cloud-gate" { "forward" } else { "back" },
|
||||
"summary": "沿主路继续移动"
|
||||
})],
|
||||
forward_scene_id: Some(if scene_id == "xianxia-cloud-gate" {
|
||||
"xianxia-celestial-corridor".to_string()
|
||||
} else {
|
||||
"xianxia-cloud-gate".to_string()
|
||||
}),
|
||||
treasure_hints: vec!["云阶边缘的灵光残痕".to_string()],
|
||||
npcs: Vec::new(),
|
||||
});
|
||||
}
|
||||
|
||||
Some(RuntimeScene {
|
||||
id: scene_id.to_string(),
|
||||
name: match scene_id {
|
||||
"wuxia-mountain-gate" => "山门石阶",
|
||||
"wuxia-mist-woods" => "迷雾竹林",
|
||||
"wuxia-ferry-bridge" => "渡口断桥",
|
||||
_ => WUXIA_FIRST_SCENE_NAME,
|
||||
}
|
||||
.to_string(),
|
||||
description: match scene_id {
|
||||
"wuxia-mountain-gate" => "山门石阶覆着苔痕,旧旗在风里压得很低。",
|
||||
"wuxia-mist-woods" => "迷雾在竹林间翻卷,脚下泥印很快又被雾水抹平。",
|
||||
"wuxia-ferry-bridge" => "渡口断桥横在冷水上,桥边灯笼只剩半截残光。",
|
||||
_ => WUXIA_FIRST_SCENE_DESCRIPTION,
|
||||
}
|
||||
.to_string(),
|
||||
image_src: String::new(),
|
||||
connected_scene_ids: vec![
|
||||
"wuxia-bamboo-road".to_string(),
|
||||
"wuxia-mountain-gate".to_string(),
|
||||
"wuxia-mist-woods".to_string(),
|
||||
]
|
||||
.into_iter()
|
||||
.filter(|id| id != scene_id)
|
||||
.collect(),
|
||||
connections: vec![json!({
|
||||
"sceneId": if scene_id == "wuxia-bamboo-road" { "wuxia-mountain-gate" } else { "wuxia-bamboo-road" },
|
||||
"relativePosition": if scene_id == "wuxia-bamboo-road" { "forward" } else { "back" },
|
||||
"summary": "沿主路继续移动"
|
||||
})],
|
||||
forward_scene_id: Some(if scene_id == "wuxia-bamboo-road" {
|
||||
"wuxia-mountain-gate".to_string()
|
||||
} else {
|
||||
"wuxia-bamboo-road".to_string()
|
||||
}),
|
||||
treasure_hints: vec!["路边半埋的旧物".to_string()],
|
||||
npcs: Vec::new(),
|
||||
})
|
||||
}
|
||||
|
||||
fn resolve_scene_name(game_state: &Value, scene_id: &str) -> Option<String> {
|
||||
if read_object_field(game_state, "currentScenePreset")
|
||||
.and_then(|scene| read_optional_string_field(scene, "id"))
|
||||
@@ -553,7 +758,10 @@ fn direction_text(relative_position: &str) -> &'static str {
|
||||
}
|
||||
}
|
||||
|
||||
fn resolve_next_scene_act_runtime_state(game_state: &Value) -> Option<Value> {
|
||||
fn resolve_next_scene_act_runtime_state(
|
||||
game_state: &Value,
|
||||
current_act_state_override: Option<&Value>,
|
||||
) -> Option<Value> {
|
||||
let profile = read_object_field(game_state, "customWorldProfile")?;
|
||||
let scene_id = read_object_field(game_state, "currentScenePreset")
|
||||
.and_then(|scene| read_optional_string_field(scene, "id"));
|
||||
@@ -563,7 +771,9 @@ fn resolve_next_scene_act_runtime_state(game_state: &Value) -> Option<Value> {
|
||||
if acts.is_empty() {
|
||||
return None;
|
||||
}
|
||||
let runtime_state = build_initial_scene_act_runtime_state(game_state, scene_id_text)?;
|
||||
let runtime_state = current_act_state_override
|
||||
.cloned()
|
||||
.or_else(|| build_initial_scene_act_runtime_state(game_state, scene_id_text))?;
|
||||
let current_act_id = read_optional_string_field(&runtime_state, "currentActId");
|
||||
let current_index = acts
|
||||
.iter()
|
||||
@@ -762,9 +972,17 @@ fn resolve_scene_aliases(profile: &Value, scene_id: &str) -> Vec<String> {
|
||||
fn resolve_active_scene_act_focus_npc_id(
|
||||
profile: &Value,
|
||||
scene_id: Option<&str>,
|
||||
current_act_id: Option<&str>,
|
||||
) -> Option<String> {
|
||||
let chapter = resolve_scene_chapter_blueprint(profile, scene_id)?;
|
||||
let act_state = read_array_field(chapter, "acts").first().copied()?;
|
||||
let acts = read_array_field(chapter, "acts");
|
||||
let act_state = current_act_id
|
||||
.and_then(|act_id| {
|
||||
acts.iter()
|
||||
.copied()
|
||||
.find(|act| read_optional_string_field(act, "id").as_deref() == Some(act_id))
|
||||
})
|
||||
.or_else(|| acts.first().copied())?;
|
||||
read_optional_string_field(act_state, "oppositeNpcId")
|
||||
.or_else(|| read_optional_string_field(act_state, "primaryNpcId"))
|
||||
.or_else(|| {
|
||||
|
||||
@@ -14,16 +14,18 @@ use crate::{
|
||||
build_current_build_toast, build_npc_gift_result_text,
|
||||
build_runtime_story_option_from_story_option, build_runtime_story_view_model,
|
||||
build_static_runtime_story_option, build_status_patch, build_story_option_from_runtime_option,
|
||||
clear_encounter_state, clone_inventory_item_with_quantity, current_encounter_name,
|
||||
ensure_json_object, find_player_inventory_entry, normalize_equipment_slot_id,
|
||||
normalize_required_string, npc_buyback_price, npc_purchase_price,
|
||||
clear_encounter_state, clear_post_battle_state, clone_inventory_item_with_quantity,
|
||||
current_encounter_name, ensure_json_object, ensure_scene_act_state,
|
||||
ensure_scene_encounter_preview, finalize_post_battle_resolution, find_player_inventory_entry,
|
||||
normalize_equipment_slot_id, normalize_required_string, npc_buyback_price, npc_purchase_price,
|
||||
project_story_engine_after_action, read_array_field, read_bool_field, read_field,
|
||||
read_i32_field, read_inventory_item_name, read_object_field, read_optional_string_field,
|
||||
read_player_equipment_item, read_player_inventory_values, read_runtime_session_id,
|
||||
read_u32_field, recruit_companion_to_party, remove_inventory_item_from_list,
|
||||
resolve_action_text, resolve_battle_action, resolve_equipment_slot_for_item,
|
||||
resolve_forge_craft_action, resolve_forge_dismantle_action, resolve_forge_reforge_action,
|
||||
resolve_npc_gift_affinity_gain, restore_player_resource, simple_story_resolution,
|
||||
resolve_forward_scene_id, resolve_npc_gift_affinity_gain, resolve_post_battle_story_options,
|
||||
resolve_runtime_scene_preset, restore_player_resource, simple_story_resolution,
|
||||
write_bool_field, write_i32_field, write_null_field, write_player_equipment_item,
|
||||
write_player_inventory_values, write_runtime_npc_interaction_view, write_string_field,
|
||||
write_u32_field,
|
||||
@@ -97,23 +99,7 @@ pub fn resolve_story_runtime_action(
|
||||
requested_runtime_session_id.as_str(),
|
||||
);
|
||||
|
||||
let mut options = resolution
|
||||
.presentation_options
|
||||
.take()
|
||||
.unwrap_or_else(|| build_fallback_runtime_story_options(&game_state));
|
||||
if options.is_empty() {
|
||||
options = build_fallback_runtime_story_options(&game_state);
|
||||
}
|
||||
|
||||
let story_text = resolution
|
||||
.story_text
|
||||
.clone()
|
||||
.unwrap_or_else(|| resolution.result_text.clone());
|
||||
let history_result_text = resolution.result_text.clone();
|
||||
let saved_current_story = resolution
|
||||
.saved_current_story
|
||||
.take()
|
||||
.unwrap_or_else(|| build_current_story(story_text.as_str(), &options));
|
||||
|
||||
append_story_history(
|
||||
&mut game_state,
|
||||
@@ -132,6 +118,37 @@ pub fn resolve_story_runtime_action(
|
||||
.and_then(|battle| battle.outcome.as_deref()),
|
||||
);
|
||||
|
||||
if let Some(post_battle) = finalize_post_battle_resolution(
|
||||
&mut game_state,
|
||||
history_result_text.as_str(),
|
||||
resolution
|
||||
.battle
|
||||
.as_ref()
|
||||
.and_then(|battle| battle.outcome.as_deref()),
|
||||
Vec::new(),
|
||||
) {
|
||||
resolution.story_text = Some(post_battle.story_text);
|
||||
resolution.presentation_options = Some(post_battle.presentation_options);
|
||||
resolution.saved_current_story = Some(post_battle.saved_current_story);
|
||||
}
|
||||
|
||||
let mut options = resolution
|
||||
.presentation_options
|
||||
.take()
|
||||
.unwrap_or_else(|| build_fallback_runtime_story_options(&game_state));
|
||||
if options.is_empty() {
|
||||
options = build_fallback_runtime_story_options(&game_state);
|
||||
}
|
||||
|
||||
let story_text = resolution
|
||||
.story_text
|
||||
.clone()
|
||||
.unwrap_or_else(|| resolution.result_text.clone());
|
||||
let saved_current_story = resolution
|
||||
.saved_current_story
|
||||
.take()
|
||||
.unwrap_or_else(|| build_current_story(story_text.as_str(), &options));
|
||||
|
||||
let mut patches = vec![RuntimeStoryPatch::StoryHistoryAppend {
|
||||
action_text: resolution.action_text.clone(),
|
||||
result_text: history_result_text.clone(),
|
||||
@@ -212,11 +229,10 @@ fn resolve_runtime_story_choice_action(
|
||||
resolve_action_text("主动出声试探", request),
|
||||
"你的喊话打破了当前静场,周围潜着的动静也更难继续藏住。",
|
||||
)),
|
||||
"idle_explore_forward" => Ok(simple_story_resolution(
|
||||
game_state,
|
||||
resolve_action_text("继续向前探索", request),
|
||||
"你没有停在原地,而是继续向前压,把下一段遭遇主动推到自己面前。",
|
||||
)),
|
||||
"idle_explore_forward" => resolve_idle_explore_forward_action(game_state, request),
|
||||
"idle_travel_next_scene" | "camp_travel_home_scene" => {
|
||||
resolve_idle_travel_next_scene_action(game_state, request)
|
||||
}
|
||||
"idle_observe_signs" => Ok(simple_story_resolution(
|
||||
game_state,
|
||||
resolve_action_text("观察周围迹象", request),
|
||||
@@ -309,6 +325,62 @@ fn resolve_continue_adventure_action(
|
||||
})
|
||||
}
|
||||
|
||||
fn resolve_idle_explore_forward_action(
|
||||
game_state: &mut Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<StoryResolution, String> {
|
||||
// 中文注释:探索前进是战后继续链路的一环,必须在后端清掉战斗态并生成下一段遭遇预览。
|
||||
// 前端只播放表现动画,不能只靠本地状态把同一组 idle 选项重新展示一遍。
|
||||
clear_post_battle_state(game_state);
|
||||
ensure_scene_encounter_preview(game_state);
|
||||
Ok(StoryResolution {
|
||||
action_text: resolve_action_text("继续向前探索", request),
|
||||
result_text: "你没有停在原地,而是继续向前压,把下一段遭遇主动推到自己面前。".to_string(),
|
||||
story_text: None,
|
||||
presentation_options: Some(resolve_post_battle_story_options(game_state)),
|
||||
saved_current_story: None,
|
||||
patches: vec![build_status_patch(game_state)],
|
||||
battle: None,
|
||||
toast: None,
|
||||
})
|
||||
}
|
||||
|
||||
fn resolve_idle_travel_next_scene_action(
|
||||
game_state: &mut Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<StoryResolution, String> {
|
||||
// 中文注释:切场景会改变 currentScenePreset、章节 act 状态和运行统计,
|
||||
// 这些都是 runtime 快照真相,不能只在前端播放退场/进场动画。
|
||||
let payload = request.action.payload.as_ref();
|
||||
let target_scene_id = payload
|
||||
.and_then(|payload| read_optional_string_field(payload, "targetSceneId"))
|
||||
.or_else(|| resolve_forward_scene_id(game_state))
|
||||
.ok_or_else(|| "idle_travel_next_scene 缺少 targetSceneId".to_string())?;
|
||||
let next_scene = resolve_runtime_scene_preset(game_state, target_scene_id.as_str())
|
||||
.ok_or_else(|| format!("未找到目标场景:{target_scene_id}"))?;
|
||||
let next_scene_name =
|
||||
read_optional_string_field(&next_scene, "name").unwrap_or_else(|| target_scene_id.clone());
|
||||
|
||||
clear_post_battle_state(game_state);
|
||||
ensure_json_object(game_state).insert("currentScenePreset".to_string(), next_scene);
|
||||
write_i32_field(game_state, "playerX", 0);
|
||||
write_string_field(game_state, "playerFacing", "right");
|
||||
ensure_scene_act_state(game_state);
|
||||
ensure_scene_encounter_preview(game_state);
|
||||
increment_runtime_stat_local(game_state, "scenesTraveled", 1);
|
||||
|
||||
Ok(StoryResolution {
|
||||
action_text: resolve_action_text(&format!("前往{next_scene_name}"), request),
|
||||
result_text: format!("你离开当前区域,抵达了{next_scene_name}。"),
|
||||
story_text: None,
|
||||
presentation_options: Some(resolve_post_battle_story_options(game_state)),
|
||||
saved_current_story: None,
|
||||
patches: vec![build_status_patch(game_state)],
|
||||
battle: None,
|
||||
toast: None,
|
||||
})
|
||||
}
|
||||
|
||||
fn resolve_npc_preview_talk_action(
|
||||
game_state: &mut Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
|
||||
@@ -7,7 +7,10 @@ import {
|
||||
type Encounter,
|
||||
type SceneHostileNpc,
|
||||
} from '../../types';
|
||||
import { GameCanvasEntityLayer } from './GameCanvasEntityLayer';
|
||||
import {
|
||||
GameCanvasEntityLayer,
|
||||
getCombatFloatingNumberPresentation,
|
||||
} from './GameCanvasEntityLayer';
|
||||
import {
|
||||
CHARACTER_COMBAT_HP_TOP_PX,
|
||||
ENTITY_CONTAINER_REM,
|
||||
@@ -125,6 +128,21 @@ function renderEntityLayer(effectNpcId: string | null) {
|
||||
}
|
||||
|
||||
describe('GameCanvasEntityLayer', () => {
|
||||
it('keeps combat floating numbers readable on dark noisy battle backgrounds', () => {
|
||||
const damage = getCombatFloatingNumberPresentation(false);
|
||||
const healing = getCombatFloatingNumberPresentation(true);
|
||||
|
||||
expect(damage.toneClass).toContain('bg-rose-950/72');
|
||||
expect(damage.toneClass).toContain('text-rose-50');
|
||||
expect(damage.textStyle.WebkitTextStroke).toContain('rgba(127, 29, 29');
|
||||
expect(damage.textStyle.textShadow).toContain('rgba(0, 0, 0');
|
||||
|
||||
expect(healing.toneClass).toContain('bg-emerald-950/70');
|
||||
expect(healing.toneClass).toContain('text-emerald-50');
|
||||
expect(healing.textStyle.WebkitTextStroke).toContain('rgba(6, 78, 59');
|
||||
expect(healing.textStyle.textShadow).toContain('rgba(0, 0, 0');
|
||||
});
|
||||
|
||||
it('uses mirrored stage anchors for player and opponent containers', () => {
|
||||
expect(getMirroredStageEntityLeft('15%', 'player')).toBe('15%');
|
||||
expect(getMirroredStageEntityLeft('15%', 'opponent')).toBe(`calc(100% - 15% - ${ENTITY_CONTAINER_REM}rem)`);
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import {motion} from 'motion/react';
|
||||
import {type ReactNode, useEffect, useMemo, useRef, useState} from 'react';
|
||||
import {type CSSProperties, type ReactNode, useEffect, useMemo, useRef, useState} from 'react';
|
||||
|
||||
import {getCharacterById} from '../../data/characterPresets';
|
||||
import {getFacingTowardPlayer, MONSTERS_BY_WORLD} from '../../data/hostileNpcs';
|
||||
@@ -130,6 +130,45 @@ function getSceneTransitionMotionConfig(
|
||||
};
|
||||
}
|
||||
|
||||
export function getCombatFloatingNumberPresentation(isHealing: boolean): {
|
||||
toneClass: string;
|
||||
textStyle: CSSProperties;
|
||||
} {
|
||||
const textShadow = [
|
||||
'0 1px 0 rgba(0, 0, 0, 0.98)',
|
||||
'0 0 8px rgba(0, 0, 0, 0.92)',
|
||||
'0 0 16px rgba(0, 0, 0, 0.72)',
|
||||
].join(', ');
|
||||
|
||||
if (isHealing) {
|
||||
return {
|
||||
toneClass: [
|
||||
'border-emerald-100/70',
|
||||
'bg-emerald-950/70',
|
||||
'text-emerald-50',
|
||||
'shadow-[0_0_18px_rgba(52,211,153,0.55)]',
|
||||
].join(' '),
|
||||
textStyle: {
|
||||
WebkitTextStroke: '1.45px rgba(6, 78, 59, 0.95)',
|
||||
textShadow,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
toneClass: [
|
||||
'border-rose-100/75',
|
||||
'bg-rose-950/72',
|
||||
'text-rose-50',
|
||||
'shadow-[0_0_20px_rgba(248,113,113,0.68)]',
|
||||
].join(' '),
|
||||
textStyle: {
|
||||
WebkitTextStroke: '1.55px rgba(127, 29, 29, 0.98)',
|
||||
textShadow,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function CombatFloatingNumber({
|
||||
event,
|
||||
onDone,
|
||||
@@ -139,23 +178,20 @@ function CombatFloatingNumber({
|
||||
}) {
|
||||
const isHealing = event.delta > 0;
|
||||
const deltaText = `${isHealing ? '+' : ''}${event.delta}`;
|
||||
const colorClass = isHealing ? 'text-emerald-200' : 'text-rose-200';
|
||||
const glowClass = isHealing
|
||||
? 'drop-shadow-[0_0_8px_rgba(52,211,153,0.9)]'
|
||||
: 'drop-shadow-[0_0_8px_rgba(248,113,113,0.9)]';
|
||||
const presentation = getCombatFloatingNumberPresentation(isHealing);
|
||||
|
||||
return (
|
||||
<motion.div
|
||||
key={event.id}
|
||||
initial={{opacity: 0, y: 10, scale: 0.76}}
|
||||
animate={{opacity: [0, 1, 1, 0], y: [10, -12, -31, -50], scale: [0.76, 1.22, 1, 0.9]}}
|
||||
initial={{opacity: 0, y: 8, scale: 0.72}}
|
||||
animate={{opacity: [0, 1, 1, 0], y: [8, -14, -36, -58], scale: [0.72, 1.18, 1.04, 0.92]}}
|
||||
transition={{duration: 0.92, ease: 'easeOut'}}
|
||||
onAnimationComplete={() => onDone(event.id)}
|
||||
className={`pointer-events-none absolute -top-16 left-1/2 z-[14] -translate-x-1/2 text-lg font-black leading-none ${colorClass} ${glowClass}`}
|
||||
className={`pointer-events-none absolute -top-[4.65rem] left-1/2 z-[38] flex min-w-[2.4rem] -translate-x-1/2 select-none items-center justify-center rounded-full border px-1.5 py-0.5 text-[1.45rem] font-black leading-none tracking-[-0.04em] sm:text-[1.6rem] ${presentation.toneClass}`}
|
||||
data-testid={`combat-feedback-${event.targetKey}`}
|
||||
aria-label={`战斗数值 ${deltaText}`}
|
||||
>
|
||||
<span className="[-webkit-text-stroke:1px_rgba(24,24,27,0.76)]">
|
||||
<span style={presentation.textStyle}>
|
||||
{deltaText}
|
||||
</span>
|
||||
</motion.div>
|
||||
|
||||
@@ -35,6 +35,7 @@ import type {
|
||||
CustomWorldLibraryEntry,
|
||||
} from '../../../packages/shared/src/contracts/runtime';
|
||||
import type { HydratedSavedGameSnapshot } from '../../persistence/runtimeSnapshotTypes';
|
||||
import { normalizeCustomWorldProfileRecord } from '../../data/customWorldLibrary';
|
||||
import {
|
||||
readPublicWorkCodeFromLocationSearch,
|
||||
resolveSelectionStageFromPath,
|
||||
@@ -1921,6 +1922,14 @@ const compiledAgentDraftSession: CustomWorldAgentSessionSnapshot = {
|
||||
},
|
||||
};
|
||||
|
||||
const compiledAgentResultPreview = normalizeCustomWorldProfileRecord(
|
||||
compiledAgentDraftSession.resultPreview?.preview,
|
||||
);
|
||||
|
||||
if (!compiledAgentResultPreview) {
|
||||
throw new Error('failed to normalize compiled agent result preview');
|
||||
}
|
||||
|
||||
function buildResultViewForSession(
|
||||
session: CustomWorldAgentSessionSnapshot,
|
||||
): RpgCreationResultView {
|
||||
@@ -8011,6 +8020,288 @@ test('agent draft result test button enters current draft without publish gate',
|
||||
).toBe(false);
|
||||
}, 10_000);
|
||||
|
||||
test('agent draft result test button enters the opened draft profile instead of a previous session', async () => {
|
||||
const user = userEvent.setup();
|
||||
const handleCustomWorldSelect = vi.fn();
|
||||
|
||||
const previousDraftSession = {
|
||||
...compiledAgentDraftSession,
|
||||
sessionId: 'custom-world-agent-session-1',
|
||||
resultPreview: {
|
||||
...compiledAgentDraftSession.resultPreview!,
|
||||
publishReady: false,
|
||||
canEnterWorld: true,
|
||||
preview: {
|
||||
...compiledAgentResultPreview,
|
||||
id: 'agent-draft-custom-world-agent-session-1',
|
||||
name: '潮雾列岛',
|
||||
summary: '上一份草稿内容,不能被本次启动复用。',
|
||||
playableNpcs: [
|
||||
{
|
||||
...compiledAgentResultPreview.playableNpcs[0]!,
|
||||
id: 'playable-previous-1',
|
||||
name: '沈砺',
|
||||
},
|
||||
],
|
||||
sessionId: 'custom-world-agent-session-1',
|
||||
},
|
||||
},
|
||||
} satisfies CustomWorldAgentSessionSnapshot;
|
||||
const openedDraftSession = {
|
||||
...compiledAgentDraftSession,
|
||||
sessionId: 'custom-world-agent-session-2',
|
||||
resultPreview: {
|
||||
...compiledAgentDraftSession.resultPreview!,
|
||||
publishReady: false,
|
||||
canEnterWorld: true,
|
||||
preview: {
|
||||
...compiledAgentResultPreview,
|
||||
id: 'agent-draft-custom-world-agent-session-2',
|
||||
name: '星砂废都',
|
||||
subtitle: '坠星沙海与废都钟楼',
|
||||
summary: '本次从草稿架打开的目标草稿内容。',
|
||||
playerGoal: '找到废都钟楼下被星砂掩埋的旧约。',
|
||||
playableNpcs: [
|
||||
{
|
||||
...compiledAgentResultPreview.playableNpcs[0]!,
|
||||
id: 'playable-opened-1',
|
||||
name: '砂眠',
|
||||
title: '废都引路人',
|
||||
},
|
||||
],
|
||||
storyNpcs: [],
|
||||
landmarks: [
|
||||
{
|
||||
...compiledAgentResultPreview.landmarks[0]!,
|
||||
id: 'landmark-opened-1',
|
||||
name: '坠星钟楼',
|
||||
},
|
||||
],
|
||||
sessionId: 'custom-world-agent-session-2',
|
||||
},
|
||||
},
|
||||
} satisfies CustomWorldAgentSessionSnapshot;
|
||||
const sessionsById = new Map([
|
||||
[previousDraftSession.sessionId, previousDraftSession],
|
||||
[openedDraftSession.sessionId, openedDraftSession],
|
||||
]);
|
||||
|
||||
vi.mocked(getRpgCreationOperation).mockResolvedValue({
|
||||
operationId: 'operation-draft-foundation-1',
|
||||
type: 'draft_foundation',
|
||||
status: 'completed',
|
||||
phaseLabel: '世界底稿已生成',
|
||||
phaseDetail: '第一版世界底稿和草稿卡已经整理完成。',
|
||||
progress: 100,
|
||||
error: null,
|
||||
});
|
||||
vi.mocked(getRpgCreationSession).mockImplementation(async (sessionId) => {
|
||||
const session = sessionsById.get(sessionId);
|
||||
if (!session) {
|
||||
throw new Error(`Missing test session: ${sessionId}`);
|
||||
}
|
||||
return session;
|
||||
});
|
||||
vi.mocked(getRpgCreationResultView).mockImplementation(async (sessionId) => {
|
||||
const session = sessionsById.get(sessionId);
|
||||
if (!session) {
|
||||
throw new Error(`Missing test result view: ${sessionId}`);
|
||||
}
|
||||
return buildResultViewForSession(session);
|
||||
});
|
||||
vi.mocked(listRpgCreationWorks).mockResolvedValue([
|
||||
buildExistingRpgDraftWork({
|
||||
workId: 'draft:custom-world-agent-session-1',
|
||||
title: '潮雾列岛',
|
||||
summary: '上一份草稿内容,不能被本次启动复用。',
|
||||
sessionId: 'custom-world-agent-session-1',
|
||||
playableNpcCount: 1,
|
||||
landmarkCount: 1,
|
||||
}),
|
||||
buildExistingRpgDraftWork({
|
||||
workId: 'draft:custom-world-agent-session-2',
|
||||
title: '星砂废都',
|
||||
subtitle: '待完善草稿',
|
||||
summary: '本次从草稿架打开的目标草稿内容。',
|
||||
sessionId: 'custom-world-agent-session-2',
|
||||
playableNpcCount: 1,
|
||||
landmarkCount: 1,
|
||||
}),
|
||||
]);
|
||||
|
||||
render(<TestWrapper withAuth onSelectWorld={handleCustomWorldSelect} />);
|
||||
|
||||
await openDraftHub(user);
|
||||
const draftPanel = getPlatformTabPanel('saves');
|
||||
await user.click(
|
||||
await within(draftPanel).findByRole('button', {
|
||||
name: /继续完善《星砂废都》/u,
|
||||
}),
|
||||
);
|
||||
expect(await screen.findByText('世界档案', {}, { timeout: 5000 })).toBeTruthy();
|
||||
expect(screen.getByText('星砂废都')).toBeTruthy();
|
||||
|
||||
await user.click(
|
||||
await screen.findByRole('button', { name: '作品测试' }, { timeout: 5000 }),
|
||||
);
|
||||
|
||||
await waitFor(() => {
|
||||
expect(handleCustomWorldSelect).toHaveBeenCalledWith(
|
||||
expect.objectContaining({
|
||||
id: 'agent-draft-custom-world-agent-session-2',
|
||||
name: '星砂废都',
|
||||
summary: '本次从草稿架打开的目标草稿内容。',
|
||||
playableNpcs: [
|
||||
expect.objectContaining({
|
||||
id: 'playable-opened-1',
|
||||
name: '砂眠',
|
||||
}),
|
||||
],
|
||||
}),
|
||||
expect.objectContaining({
|
||||
mode: 'play',
|
||||
disablePersistence: true,
|
||||
returnStage: 'custom-world-result',
|
||||
}),
|
||||
);
|
||||
});
|
||||
expect(
|
||||
vi
|
||||
.mocked(executeRpgCreationAction)
|
||||
.mock.calls.some(([, payload]) => payload?.action === 'publish_world'),
|
||||
).toBe(false);
|
||||
}, 10_000);
|
||||
|
||||
test('agent draft result start button enters the opened published draft profile instead of a previous session', async () => {
|
||||
const user = userEvent.setup();
|
||||
const handleCustomWorldSelect = vi.fn();
|
||||
|
||||
const previousDraftSession = {
|
||||
...compiledAgentDraftSession,
|
||||
sessionId: 'custom-world-agent-session-1',
|
||||
stage: 'published',
|
||||
resultPreview: {
|
||||
...compiledAgentDraftSession.resultPreview!,
|
||||
publishReady: true,
|
||||
canEnterWorld: true,
|
||||
preview: {
|
||||
...compiledAgentResultPreview,
|
||||
id: 'agent-draft-custom-world-agent-session-1',
|
||||
name: '潮雾列岛',
|
||||
summary: '上一份已发布草稿内容,不能被本次启动复用。',
|
||||
sessionId: 'custom-world-agent-session-1',
|
||||
},
|
||||
},
|
||||
} satisfies CustomWorldAgentSessionSnapshot;
|
||||
const openedPublishedDraftSession = {
|
||||
...compiledAgentDraftSession,
|
||||
sessionId: 'custom-world-agent-session-2',
|
||||
stage: 'published',
|
||||
resultPreview: {
|
||||
...compiledAgentDraftSession.resultPreview!,
|
||||
publishReady: true,
|
||||
canEnterWorld: true,
|
||||
preview: {
|
||||
...compiledAgentResultPreview,
|
||||
id: 'agent-draft-custom-world-agent-session-2',
|
||||
name: '星砂废都',
|
||||
subtitle: '坠星沙海与废都钟楼',
|
||||
summary: '本次从草稿架打开且已发布的目标草稿内容。',
|
||||
playableNpcs: [
|
||||
{
|
||||
...compiledAgentResultPreview.playableNpcs[0]!,
|
||||
id: 'playable-opened-1',
|
||||
name: '砂眠',
|
||||
title: '废都引路人',
|
||||
},
|
||||
],
|
||||
sessionId: 'custom-world-agent-session-2',
|
||||
},
|
||||
},
|
||||
} satisfies CustomWorldAgentSessionSnapshot;
|
||||
const sessionsById = new Map([
|
||||
[previousDraftSession.sessionId, previousDraftSession],
|
||||
[openedPublishedDraftSession.sessionId, openedPublishedDraftSession],
|
||||
]);
|
||||
|
||||
vi.mocked(getRpgCreationSession).mockImplementation(async (sessionId) => {
|
||||
const session = sessionsById.get(sessionId);
|
||||
if (!session) {
|
||||
throw new Error(`Missing test session: ${sessionId}`);
|
||||
}
|
||||
return session;
|
||||
});
|
||||
vi.mocked(getRpgCreationResultView).mockImplementation(async (sessionId) => {
|
||||
const session = sessionsById.get(sessionId);
|
||||
if (!session) {
|
||||
throw new Error(`Missing test result view: ${sessionId}`);
|
||||
}
|
||||
return buildResultViewForSession(session);
|
||||
});
|
||||
vi.mocked(listRpgCreationWorks).mockResolvedValue([
|
||||
buildExistingRpgDraftWork({
|
||||
workId: 'draft:custom-world-agent-session-1',
|
||||
title: '潮雾列岛',
|
||||
summary: '上一份已发布草稿内容,不能被本次启动复用。',
|
||||
stage: 'published',
|
||||
stageLabel: '已发布',
|
||||
sessionId: 'custom-world-agent-session-1',
|
||||
playableNpcCount: 1,
|
||||
landmarkCount: 1,
|
||||
canEnterWorld: true,
|
||||
}),
|
||||
buildExistingRpgDraftWork({
|
||||
workId: 'draft:custom-world-agent-session-2',
|
||||
title: '星砂废都',
|
||||
subtitle: '已发布草稿',
|
||||
summary: '本次从草稿架打开且已发布的目标草稿内容。',
|
||||
stage: 'published',
|
||||
stageLabel: '已发布',
|
||||
sessionId: 'custom-world-agent-session-2',
|
||||
playableNpcCount: 1,
|
||||
landmarkCount: 1,
|
||||
canEnterWorld: true,
|
||||
}),
|
||||
]);
|
||||
|
||||
render(<TestWrapper withAuth onSelectWorld={handleCustomWorldSelect} />);
|
||||
|
||||
await openDraftHub(user);
|
||||
const draftPanel = getPlatformTabPanel('saves');
|
||||
await user.click(
|
||||
await within(draftPanel).findByRole('button', {
|
||||
name: /继续完善《星砂废都》/u,
|
||||
}),
|
||||
);
|
||||
expect(await screen.findByText('世界档案', {}, { timeout: 5000 })).toBeTruthy();
|
||||
expect(screen.getByText('星砂废都')).toBeTruthy();
|
||||
|
||||
await user.click(
|
||||
await screen.findByRole('button', { name: '进入世界' }, { timeout: 5000 }),
|
||||
);
|
||||
|
||||
await waitFor(() => {
|
||||
expect(handleCustomWorldSelect).toHaveBeenCalledWith(
|
||||
expect.objectContaining({
|
||||
id: 'agent-draft-custom-world-agent-session-2',
|
||||
name: '星砂废都',
|
||||
summary: '本次从草稿架打开且已发布的目标草稿内容。',
|
||||
playableNpcs: [
|
||||
expect.objectContaining({
|
||||
id: 'playable-opened-1',
|
||||
name: '砂眠',
|
||||
}),
|
||||
],
|
||||
}),
|
||||
);
|
||||
});
|
||||
expect(
|
||||
vi
|
||||
.mocked(executeRpgCreationAction)
|
||||
.mock.calls.some(([, payload]) => payload?.action === 'publish_world'),
|
||||
).toBe(false);
|
||||
}, 10_000);
|
||||
|
||||
test('agent result view does not keep legacy publish blockers when preview uses anchorContent and sceneChapterBlueprints', async () => {
|
||||
const user = userEvent.setup();
|
||||
|
||||
@@ -8057,7 +8348,7 @@ test('agent result view does not keep legacy publish blockers when preview uses
|
||||
publishReady: true,
|
||||
blockers: [],
|
||||
preview: {
|
||||
...compiledAgentDraftSession.resultPreview!.preview,
|
||||
...compiledAgentResultPreview,
|
||||
settingText: '被海雾吞没的旧航路群岛',
|
||||
anchorContent: {
|
||||
worldPromise:
|
||||
@@ -8695,6 +8986,65 @@ test('save tab can resume a selected archive directly into the game', async () =
|
||||
});
|
||||
});
|
||||
|
||||
test('profile page exposes save archive picker as a direct entry', async () => {
|
||||
const user = userEvent.setup();
|
||||
const handleContinueGame = vi.fn();
|
||||
|
||||
vi.mocked(listProfileSaveArchives).mockResolvedValue([
|
||||
{
|
||||
worldKey: 'custom:world-1',
|
||||
ownerUserId: null,
|
||||
profileId: 'world-1',
|
||||
worldType: 'CUSTOM',
|
||||
worldName: '潮雾列岛',
|
||||
subtitle: '旧灯塔与失控航路',
|
||||
summaryText: '回到旧灯塔继续推进调查。',
|
||||
coverImageSrc: null,
|
||||
lastPlayedAt: '2026-04-19T12:00:00.000Z',
|
||||
},
|
||||
]);
|
||||
vi.mocked(resumeProfileSaveArchive).mockResolvedValue({
|
||||
entry: {
|
||||
worldKey: 'custom:world-1',
|
||||
ownerUserId: null,
|
||||
profileId: 'world-1',
|
||||
worldType: 'CUSTOM',
|
||||
worldName: '潮雾列岛',
|
||||
subtitle: '旧灯塔与失控航路',
|
||||
summaryText: '回到旧灯塔继续推进调查。',
|
||||
coverImageSrc: null,
|
||||
lastPlayedAt: '2026-04-19T12:00:00.000Z',
|
||||
},
|
||||
snapshot: {
|
||||
version: 2,
|
||||
savedAt: '2026-04-19T12:00:00.000Z',
|
||||
bottomTab: 'adventure',
|
||||
currentStory: null,
|
||||
gameState: {
|
||||
worldType: 'CUSTOM',
|
||||
},
|
||||
} as HydratedSavedGameSnapshot,
|
||||
});
|
||||
|
||||
render(<TestWrapper withAuth onContinueGame={handleContinueGame} />);
|
||||
|
||||
await clickFirstButtonByName(user, '我的');
|
||||
const shortcutRegion = await screen.findByRole('region', { name: '常用功能' });
|
||||
await user.click(within(shortcutRegion).getByRole('button', { name: /存档/u }));
|
||||
|
||||
const closeButton = await screen.findByLabelText('关闭存档');
|
||||
const modal = closeButton.closest('.fixed') as HTMLElement;
|
||||
expect(modal).toBeTruthy();
|
||||
expect(within(modal).getByText('SAVES')).toBeTruthy();
|
||||
|
||||
await user.click(within(modal).getByRole('button', { name: /潮雾列岛/u }));
|
||||
|
||||
await waitFor(() => {
|
||||
expect(resumeProfileSaveArchive).toHaveBeenCalledWith('custom:world-1');
|
||||
expect(handleContinueGame).toHaveBeenCalledTimes(1);
|
||||
});
|
||||
});
|
||||
|
||||
test('creation hub published work can open detail view before deleting from detail page', async () => {
|
||||
const user = userEvent.setup();
|
||||
|
||||
@@ -8928,6 +9278,342 @@ test('creation hub published work experience button enters world directly', asyn
|
||||
expect(handleCustomWorldSelect).toHaveBeenCalledTimes(1);
|
||||
});
|
||||
|
||||
test('creation hub published work start uses loaded detail profile instead of library summary', async () => {
|
||||
const user = userEvent.setup();
|
||||
const handleCustomWorldSelect = vi.fn();
|
||||
const workProfileId = 'world-detail-launch-1';
|
||||
const summaryEntry = buildMockRpgGalleryDetail({
|
||||
ownerUserId: mockAuthUser.id,
|
||||
profileId: workProfileId,
|
||||
publicWorkCode: 'work-detail-launch-1',
|
||||
authorPublicUserCode: mockAuthUser.publicUserCode,
|
||||
visibility: 'published',
|
||||
publishedAt: '2026-04-20T10:00:00.000Z',
|
||||
updatedAt: '2026-04-20T10:00:00.000Z',
|
||||
authorDisplayName: mockAuthUser.displayName,
|
||||
worldName: '星砂废都',
|
||||
subtitle: '坠星沙海与废都钟楼',
|
||||
summaryText: '列表摘要只提供卡片信息,不能作为运行态 profile。',
|
||||
coverImageSrc: null,
|
||||
themeMode: 'tide',
|
||||
playableNpcCount: 1,
|
||||
landmarkCount: 1,
|
||||
likeCount: 0,
|
||||
});
|
||||
summaryEntry.profile = {
|
||||
...summaryEntry.profile,
|
||||
name: '默认档案',
|
||||
summary: '列表摘要不含运行态角色。',
|
||||
playableNpcs: [],
|
||||
storyNpcs: [],
|
||||
landmarks: [],
|
||||
};
|
||||
const detailEntry = buildMockRpgGalleryDetail({
|
||||
...summaryEntry,
|
||||
summaryText: '详情接口返回完整草稿内容。',
|
||||
});
|
||||
detailEntry.profile = {
|
||||
...detailEntry.profile,
|
||||
name: '星砂废都',
|
||||
subtitle: '坠星沙海与废都钟楼',
|
||||
summary: '详情接口返回完整草稿内容。',
|
||||
playableNpcs: [
|
||||
{
|
||||
...compiledAgentResultPreview.playableNpcs[0]!,
|
||||
id: 'playable-stardust-1',
|
||||
name: '砂眠',
|
||||
title: '废都引路人',
|
||||
},
|
||||
],
|
||||
landmarks: [
|
||||
{
|
||||
...compiledAgentResultPreview.landmarks[0]!,
|
||||
id: 'landmark-stardust-1',
|
||||
name: '坠星钟楼',
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
vi.mocked(listRpgCreationWorks).mockResolvedValue([
|
||||
{
|
||||
workId: `published:${workProfileId}`,
|
||||
sourceType: 'published_profile',
|
||||
status: 'published',
|
||||
title: '星砂废都',
|
||||
subtitle: '坠星沙海与废都钟楼',
|
||||
summary: '详情接口返回完整草稿内容。',
|
||||
coverImageSrc: null,
|
||||
coverRenderMode: 'image',
|
||||
coverCharacterImageSrcs: [],
|
||||
updatedAt: '2026-04-20T10:00:00.000Z',
|
||||
publishedAt: '2026-04-20T10:00:00.000Z',
|
||||
stage: null,
|
||||
stageLabel: '已发布',
|
||||
playableNpcCount: 1,
|
||||
landmarkCount: 1,
|
||||
roleVisualReadyCount: 1,
|
||||
roleAnimationReadyCount: 0,
|
||||
roleAssetSummaryLabel: null,
|
||||
sessionId: null,
|
||||
profileId: workProfileId,
|
||||
canResume: false,
|
||||
canEnterWorld: true,
|
||||
},
|
||||
]);
|
||||
vi.mocked(listRpgEntryWorldLibrary).mockResolvedValue([summaryEntry]);
|
||||
vi.mocked(
|
||||
rpgEntryLibraryServiceMocks.getRpgEntryWorldLibraryDetail,
|
||||
).mockResolvedValue(detailEntry);
|
||||
|
||||
render(<TestWrapper withAuth onSelectWorld={handleCustomWorldSelect} />);
|
||||
|
||||
await openDraftHub(user);
|
||||
await user.click(await screen.findByRole('button', { name: /查看详情/u }));
|
||||
await waitFor(() => {
|
||||
expect(
|
||||
rpgEntryLibraryServiceMocks.getRpgEntryWorldLibraryDetail,
|
||||
).toHaveBeenCalledWith(workProfileId);
|
||||
});
|
||||
await user.click(await screen.findByRole('button', { name: '启动' }));
|
||||
|
||||
await waitFor(() => {
|
||||
expect(handleCustomWorldSelect).toHaveBeenCalledWith(
|
||||
expect.objectContaining({
|
||||
id: workProfileId,
|
||||
name: '星砂废都',
|
||||
summary: '详情接口返回完整草稿内容。',
|
||||
playableNpcs: [
|
||||
expect.objectContaining({
|
||||
id: 'playable-stardust-1',
|
||||
name: '砂眠',
|
||||
}),
|
||||
],
|
||||
landmarks: [
|
||||
expect.objectContaining({
|
||||
id: 'landmark-stardust-1',
|
||||
name: '坠星钟楼',
|
||||
}),
|
||||
],
|
||||
}),
|
||||
);
|
||||
});
|
||||
expect(handleCustomWorldSelect).toHaveBeenCalledTimes(1);
|
||||
});
|
||||
|
||||
test('creation hub published work edit keeps loaded detail profile assets instead of library summary', async () => {
|
||||
const user = userEvent.setup();
|
||||
const workProfileId = 'world-detail-edit-assets-1';
|
||||
const summaryEntry = buildMockRpgGalleryDetail({
|
||||
ownerUserId: mockAuthUser.id,
|
||||
profileId: workProfileId,
|
||||
publicWorkCode: 'work-detail-edit-assets-1',
|
||||
authorPublicUserCode: mockAuthUser.publicUserCode,
|
||||
visibility: 'published',
|
||||
publishedAt: '2026-04-20T10:00:00.000Z',
|
||||
updatedAt: '2026-04-20T10:00:00.000Z',
|
||||
authorDisplayName: mockAuthUser.displayName,
|
||||
worldName: '星砂废都',
|
||||
subtitle: '坠星沙海与废都钟楼',
|
||||
summaryText: '列表摘要字段齐全但不含详情资产。',
|
||||
coverImageSrc: null,
|
||||
themeMode: 'tide',
|
||||
playableNpcCount: 1,
|
||||
landmarkCount: 1,
|
||||
likeCount: 0,
|
||||
});
|
||||
summaryEntry.profile = {
|
||||
...summaryEntry.profile,
|
||||
name: '星砂废都',
|
||||
summary: '列表摘要字段齐全但不含详情资产。',
|
||||
playableNpcs: [
|
||||
{
|
||||
...compiledAgentResultPreview.playableNpcs[0]!,
|
||||
id: 'playable-stardust-1',
|
||||
name: '砂眠',
|
||||
imageSrc: undefined,
|
||||
},
|
||||
],
|
||||
storyNpcs: [
|
||||
{
|
||||
...compiledAgentResultPreview.storyNpcs[0]!,
|
||||
id: 'story-clock-keeper-1',
|
||||
name: '钟守',
|
||||
imageSrc: undefined,
|
||||
},
|
||||
],
|
||||
landmarks: [
|
||||
{
|
||||
...compiledAgentResultPreview.landmarks[0]!,
|
||||
id: 'landmark-stardust-1',
|
||||
name: '坠星钟楼',
|
||||
imageSrc: undefined,
|
||||
},
|
||||
],
|
||||
sceneChapterBlueprints: [
|
||||
{
|
||||
id: 'scene-chapter-stardust-1',
|
||||
sceneId: 'landmark-stardust-1',
|
||||
title: '坠星钟楼',
|
||||
summary: '星砂覆盖钟楼入口,钟守等待第一位访客。',
|
||||
sceneTaskDescription: '调查钟楼旧铃自鸣的原因。',
|
||||
linkedThreadIds: [],
|
||||
linkedLandmarkIds: ['landmark-stardust-1'],
|
||||
acts: [
|
||||
{
|
||||
id: 'act-stardust-opening-1',
|
||||
sceneId: 'landmark-stardust-1',
|
||||
title: '第一幕',
|
||||
summary: '砂眠带玩家进入坠星钟楼。',
|
||||
stageCoverage: ['opening'],
|
||||
backgroundImageSrc: undefined,
|
||||
encounterNpcIds: ['playable-stardust-1'],
|
||||
primaryNpcId: 'playable-stardust-1',
|
||||
oppositeNpcId: 'story-clock-keeper-1',
|
||||
eventDescription: '钟楼旧铃忽然自鸣。',
|
||||
linkedThreadIds: [],
|
||||
advanceRule: 'after_primary_contact',
|
||||
actGoal: '进入钟楼。',
|
||||
transitionHook: '星砂开始倒流。',
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
cover: null,
|
||||
openingCg: null,
|
||||
};
|
||||
const detailEntry = buildMockRpgGalleryDetail({
|
||||
...summaryEntry,
|
||||
summaryText: '详情接口返回完整草稿内容。',
|
||||
});
|
||||
detailEntry.profile = {
|
||||
...summaryEntry.profile,
|
||||
summary: '详情接口返回完整草稿内容。',
|
||||
cover: {
|
||||
sourceType: 'generated',
|
||||
imageSrc: '/assets/custom-world/star-waste-cover.png',
|
||||
characterRoleIds: ['playable-stardust-1'],
|
||||
},
|
||||
openingCg: {
|
||||
id: 'opening-cg-stardust-1',
|
||||
status: 'ready',
|
||||
storyboardImageSrc: '/assets/custom-world/opening-storyboard.png',
|
||||
videoSrc: '/assets/custom-world/opening.mp4',
|
||||
imageModel: 'gpt-image-2',
|
||||
videoModel: 'doubao-seedance-2-0-fast-260128',
|
||||
aspectRatio: '16:9',
|
||||
imageSize: '2k',
|
||||
videoResolution: '480p',
|
||||
durationSeconds: 15,
|
||||
pointCost: 80,
|
||||
estimatedWaitMinutes: 10,
|
||||
updatedAt: '2026-05-21T00:00:00.000Z',
|
||||
},
|
||||
camp: {
|
||||
id: 'camp-stardust-1',
|
||||
name: '废都营地',
|
||||
description: '钟楼阴影下的临时营地。',
|
||||
imageSrc: '/assets/custom-world/star-waste-camp.png',
|
||||
sceneNpcIds: ['playable-stardust-1'],
|
||||
connections: [],
|
||||
},
|
||||
playableNpcs: [
|
||||
{
|
||||
...summaryEntry.profile.playableNpcs[0]!,
|
||||
imageSrc: '/assets/custom-world/playable-stardust-1.png',
|
||||
},
|
||||
],
|
||||
storyNpcs: [
|
||||
{
|
||||
...summaryEntry.profile.storyNpcs[0]!,
|
||||
imageSrc: '/assets/custom-world/story-clock-keeper-1.png',
|
||||
},
|
||||
],
|
||||
landmarks: [
|
||||
{
|
||||
...summaryEntry.profile.landmarks[0]!,
|
||||
imageSrc: '/assets/custom-world/landmark-stardust-1.png',
|
||||
},
|
||||
],
|
||||
sceneChapterBlueprints: [
|
||||
{
|
||||
...summaryEntry.profile.sceneChapterBlueprints![0]!,
|
||||
acts: [
|
||||
{
|
||||
...summaryEntry.profile.sceneChapterBlueprints![0]!.acts[0]!,
|
||||
backgroundImageSrc:
|
||||
'/assets/custom-world/act-stardust-opening-1.png',
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
vi.mocked(listRpgCreationWorks).mockResolvedValue([
|
||||
{
|
||||
workId: `published:${workProfileId}`,
|
||||
sourceType: 'published_profile',
|
||||
status: 'published',
|
||||
title: '星砂废都',
|
||||
subtitle: '坠星沙海与废都钟楼',
|
||||
summary: '列表摘要字段齐全但不含详情资产。',
|
||||
coverImageSrc: null,
|
||||
coverRenderMode: 'image',
|
||||
coverCharacterImageSrcs: [],
|
||||
updatedAt: '2026-04-20T10:00:00.000Z',
|
||||
publishedAt: '2026-04-20T10:00:00.000Z',
|
||||
stage: null,
|
||||
stageLabel: '已发布',
|
||||
playableNpcCount: 1,
|
||||
landmarkCount: 1,
|
||||
roleVisualReadyCount: 0,
|
||||
roleAnimationReadyCount: 0,
|
||||
roleAssetSummaryLabel: null,
|
||||
sessionId: null,
|
||||
profileId: workProfileId,
|
||||
canResume: false,
|
||||
canEnterWorld: true,
|
||||
},
|
||||
]);
|
||||
vi.mocked(listRpgEntryWorldLibrary).mockResolvedValue([summaryEntry]);
|
||||
vi.mocked(
|
||||
rpgEntryLibraryServiceMocks.getRpgEntryWorldLibraryDetail,
|
||||
).mockResolvedValue(detailEntry);
|
||||
|
||||
render(<TestWrapper withAuth />);
|
||||
|
||||
await openDraftHub(user);
|
||||
await user.click(await screen.findByRole('button', { name: /查看详情/u }));
|
||||
await waitFor(() => {
|
||||
expect(
|
||||
rpgEntryLibraryServiceMocks.getRpgEntryWorldLibraryDetail,
|
||||
).toHaveBeenCalledWith(workProfileId);
|
||||
});
|
||||
await user.click(await screen.findByRole('button', { name: '作品编辑' }));
|
||||
|
||||
expect(await screen.findByText('世界档案', {}, { timeout: 5000 })).toBeTruthy();
|
||||
expect(
|
||||
document.querySelector('video[src="/assets/custom-world/opening.mp4"]'),
|
||||
).toBeTruthy();
|
||||
|
||||
await user.click(screen.getByRole('button', { name: /场景\s+2/u }));
|
||||
expect((await screen.findByAltText('废都营地')).getAttribute('src')).toBe(
|
||||
'/assets/custom-world/star-waste-camp.png',
|
||||
);
|
||||
expect(screen.getByAltText('坠星钟楼-第一幕').getAttribute('src')).toBe(
|
||||
'/assets/custom-world/act-stardust-opening-1.png',
|
||||
);
|
||||
|
||||
await user.click(screen.getByRole('button', { name: /可扮演角色\s+1/u }));
|
||||
expect((await screen.findByAltText('砂眠')).getAttribute('src')).toBe(
|
||||
'/assets/custom-world/playable-stardust-1.png',
|
||||
);
|
||||
|
||||
await user.click(screen.getByRole('button', { name: /场景角色\s+1/u }));
|
||||
expect((await screen.findByAltText('钟守')).getAttribute('src')).toBe(
|
||||
'/assets/custom-world/story-clock-keeper-1.png',
|
||||
);
|
||||
});
|
||||
|
||||
test('creation hub published work card reveals delete action after card action reveal', async () => {
|
||||
const user = userEvent.setup();
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
import {
|
||||
AlertCircle,
|
||||
Archive,
|
||||
ArrowRight,
|
||||
BookOpen,
|
||||
Camera,
|
||||
@@ -233,7 +234,8 @@ const WECHAT_JS_SDK_URL = 'https://res.wx.qq.com/open/js/jweixin-1.6.0.js';
|
||||
const WECHAT_PAY_CONFIRM_RETRY_DELAYS_MS = [800, 1600, 3000] as const;
|
||||
const WECHAT_NATIVE_PAY_QR_IMAGE_SIZE = 180;
|
||||
|
||||
type ProfilePopupPanel = 'invite' | 'redeem' | 'community';
|
||||
type ProfileReferralPanel = 'invite' | 'redeem' | 'community';
|
||||
type ProfilePopupPanel = ProfileReferralPanel | 'saveArchives';
|
||||
type RechargeTab = 'points' | 'membership';
|
||||
type WechatMiniProgramPaymentStatus = 'success' | 'fail' | 'cancel';
|
||||
type WechatPayResult = {
|
||||
@@ -3306,7 +3308,7 @@ function ProfileReferralModal({
|
||||
onRedeemCodeChange,
|
||||
onSubmitRedeemCode,
|
||||
}: {
|
||||
panel: ProfilePopupPanel;
|
||||
panel: ProfileReferralPanel;
|
||||
center: ProfileReferralInviteCenterResponse | null;
|
||||
isLoading: boolean;
|
||||
isSubmittingRedeem: boolean;
|
||||
@@ -3477,6 +3479,66 @@ function ProfileReferralModal({
|
||||
);
|
||||
}
|
||||
|
||||
function ProfileSaveArchivesModal({
|
||||
saveEntries,
|
||||
saveError,
|
||||
isResumingSaveWorldKey,
|
||||
onClose,
|
||||
onResumeSave,
|
||||
}: {
|
||||
saveEntries: ProfileSaveArchiveSummary[];
|
||||
saveError: string | null;
|
||||
isResumingSaveWorldKey: string | null;
|
||||
onClose: () => void;
|
||||
onResumeSave: (entry: ProfileSaveArchiveSummary) => void;
|
||||
}) {
|
||||
return (
|
||||
<div className="fixed inset-0 z-[80] flex items-center justify-center bg-black/48 px-3 py-5">
|
||||
<div className="relative max-h-[min(92vh,42rem)] w-full max-w-[38rem] overflow-hidden rounded-[1.35rem] bg-white text-zinc-950 shadow-2xl">
|
||||
<button
|
||||
type="button"
|
||||
onClick={onClose}
|
||||
className="absolute right-3 top-3 z-10 flex h-8 w-8 items-center justify-center rounded-full bg-white/80 text-[#ff4056] shadow-sm"
|
||||
aria-label="关闭存档"
|
||||
>
|
||||
×
|
||||
</button>
|
||||
<div className="max-h-[min(92vh,42rem)] overflow-y-auto px-4 pb-5 pt-4 sm:px-5">
|
||||
<div className="pr-10">
|
||||
<div className="text-[10px] font-black tracking-[0.22em] text-[#ff4056]">
|
||||
SAVES
|
||||
</div>
|
||||
<div className="mt-1 text-2xl font-black">存档</div>
|
||||
</div>
|
||||
|
||||
{saveError ? (
|
||||
<div className="mt-4 rounded-xl border border-rose-200 bg-rose-50 px-3 py-2 text-sm text-rose-700">
|
||||
{saveError}
|
||||
</div>
|
||||
) : null}
|
||||
|
||||
{saveEntries.length > 0 ? (
|
||||
<div className="mt-5 grid gap-3">
|
||||
{saveEntries.map((entry) => (
|
||||
<SaveArchiveCard
|
||||
key={`${entry.worldKey}:profile-archive`}
|
||||
entry={entry}
|
||||
loading={isResumingSaveWorldKey === entry.worldKey}
|
||||
onClick={() => onResumeSave(entry)}
|
||||
/>
|
||||
))}
|
||||
</div>
|
||||
) : (
|
||||
<div className="mt-5 rounded-xl bg-zinc-50 px-4 py-5 text-center text-sm font-semibold text-zinc-500">
|
||||
暂无存档
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
function ProfilePlayedWorksModal({
|
||||
stats,
|
||||
isLoading,
|
||||
@@ -4504,7 +4566,7 @@ export function RpgEntryHomeView({
|
||||
|
||||
loadReferralCenter();
|
||||
}, [activeTab, authUi?.user?.createdAt, isAuthenticated, loadReferralCenter]);
|
||||
const openProfilePopupPanel = (panel: ProfilePopupPanel) => {
|
||||
const openProfilePopupPanel = (panel: ProfileReferralPanel) => {
|
||||
setProfilePopupPanel(panel);
|
||||
setReferralError(null);
|
||||
setReferralSuccess(null);
|
||||
@@ -5842,6 +5904,16 @@ export function RpgEntryHomeView({
|
||||
icon={showRechargeEntry ? Coins : Ticket}
|
||||
onClick={openRechargeOrRewardCodeModal}
|
||||
/>
|
||||
<ProfileShortcutButton
|
||||
label="存档"
|
||||
subLabel={
|
||||
saveEntries.length > 0
|
||||
? `${saveEntries.length}个可继续`
|
||||
: '继续游玩'
|
||||
}
|
||||
icon={Archive}
|
||||
onClick={() => setProfilePopupPanel('saveArchives')}
|
||||
/>
|
||||
{showRechargeEntry ? (
|
||||
<ProfileShortcutButton
|
||||
label="兑换码"
|
||||
@@ -6430,7 +6502,15 @@ export function RpgEntryHomeView({
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
{profilePopupPanel ? (
|
||||
{profilePopupPanel === 'saveArchives' ? (
|
||||
<ProfileSaveArchivesModal
|
||||
saveEntries={saveEntries}
|
||||
saveError={saveError}
|
||||
isResumingSaveWorldKey={isResumingSaveWorldKey}
|
||||
onClose={() => setProfilePopupPanel(null)}
|
||||
onResumeSave={onResumeSave}
|
||||
/>
|
||||
) : profilePopupPanel ? (
|
||||
<ProfileReferralModal
|
||||
panel={profilePopupPanel}
|
||||
center={referralCenter}
|
||||
@@ -6595,7 +6675,15 @@ export function RpgEntryHomeView({
|
||||
onClaim={claimTaskReward}
|
||||
/>
|
||||
) : null}
|
||||
{profilePopupPanel ? (
|
||||
{profilePopupPanel === 'saveArchives' ? (
|
||||
<ProfileSaveArchivesModal
|
||||
saveEntries={saveEntries}
|
||||
saveError={saveError}
|
||||
isResumingSaveWorldKey={isResumingSaveWorldKey}
|
||||
onClose={() => setProfilePopupPanel(null)}
|
||||
onResumeSave={onResumeSave}
|
||||
/>
|
||||
) : profilePopupPanel ? (
|
||||
<ProfileReferralModal
|
||||
panel={profilePopupPanel}
|
||||
center={referralCenter}
|
||||
|
||||
157
src/components/rpg-entry/rpgProfileCompleteness.ts
Normal file
157
src/components/rpg-entry/rpgProfileCompleteness.ts
Normal file
@@ -0,0 +1,157 @@
|
||||
import type { CustomWorldProfile } from '../../types';
|
||||
|
||||
export function countCustomWorldProfileDetailSlots(
|
||||
profile: Partial<CustomWorldProfile> | null | undefined,
|
||||
) {
|
||||
if (!profile) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return (
|
||||
(profile.playableNpcs?.length ?? 0) +
|
||||
(profile.storyNpcs?.length ?? 0) +
|
||||
(profile.items?.length ?? 0) +
|
||||
(profile.landmarks?.length ?? 0) +
|
||||
(profile.sceneChapterBlueprints?.length ?? 0)
|
||||
);
|
||||
}
|
||||
|
||||
export function countCustomWorldProfileAssetSlots(
|
||||
profile: Partial<CustomWorldProfile> | null | undefined,
|
||||
) {
|
||||
if (!profile) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return [
|
||||
profile.cover?.imageSrc,
|
||||
profile.openingCg?.storyboardImageSrc,
|
||||
profile.openingCg?.videoSrc,
|
||||
profile.openingCg?.posterImageSrc,
|
||||
profile.camp?.imageSrc,
|
||||
...(profile.playableNpcs ?? []).flatMap((role) => [
|
||||
role.imageSrc,
|
||||
role.generatedVisualAssetId,
|
||||
role.generatedAnimationSetId,
|
||||
...(role.skills ?? []).flatMap((skill) => [
|
||||
skill.actionPreviewConfig?.basePath,
|
||||
skill.actionPreviewConfig?.previewVideoPath,
|
||||
skill.actionPreviewConfig?.file,
|
||||
]),
|
||||
...role.initialItems.flatMap((item) => [item.iconSrc]),
|
||||
...Object.values(role.animationMap ?? {}).flatMap((config) => [
|
||||
config?.basePath,
|
||||
config?.previewVideoPath,
|
||||
config?.file,
|
||||
]),
|
||||
]),
|
||||
...(profile.storyNpcs ?? []).flatMap((npc) => [
|
||||
npc.imageSrc,
|
||||
npc.generatedVisualAssetId,
|
||||
npc.generatedAnimationSetId,
|
||||
...(npc.skills ?? []).flatMap((skill) => [
|
||||
skill.actionPreviewConfig?.basePath,
|
||||
skill.actionPreviewConfig?.previewVideoPath,
|
||||
skill.actionPreviewConfig?.file,
|
||||
]),
|
||||
...npc.initialItems.flatMap((item) => [item.iconSrc]),
|
||||
...Object.values(npc.animationMap ?? {}).flatMap((config) => [
|
||||
config?.basePath,
|
||||
config?.previewVideoPath,
|
||||
config?.file,
|
||||
]),
|
||||
]),
|
||||
...(profile.items ?? []).flatMap((item) => [item.iconSrc, item.sourcePath]),
|
||||
...(profile.landmarks ?? []).map((landmark) => landmark.imageSrc),
|
||||
...(profile.sceneChapterBlueprints ?? []).flatMap((chapter) =>
|
||||
chapter.acts.flatMap((act) => [
|
||||
act.backgroundImageSrc,
|
||||
act.backgroundAssetId,
|
||||
]),
|
||||
),
|
||||
].filter((value) => value?.trim()).length;
|
||||
}
|
||||
|
||||
export function countCustomWorldProfileStructuredSlots(
|
||||
profile: Partial<CustomWorldProfile> | null | undefined,
|
||||
) {
|
||||
if (!profile) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return [
|
||||
profile.cover,
|
||||
profile.attributeSchema,
|
||||
profile.themePack,
|
||||
profile.storyGraph,
|
||||
profile.knowledgeFacts?.length ? profile.knowledgeFacts : null,
|
||||
profile.threadContracts?.length ? profile.threadContracts : null,
|
||||
profile.anchorContent,
|
||||
profile.creatorIntent,
|
||||
profile.anchorPack,
|
||||
profile.lockState,
|
||||
profile.ownedSettingLayers,
|
||||
profile.generationMode,
|
||||
profile.generationStatus,
|
||||
profile.scenarioPackId,
|
||||
profile.campaignPackId,
|
||||
...(profile.playableNpcs ?? []).flatMap((role) => [
|
||||
role.attributeProfile,
|
||||
...(role.skills ?? []).map((skill) => skill.actionPreviewConfig),
|
||||
...role.initialItems,
|
||||
]),
|
||||
...(profile.storyNpcs ?? []).flatMap((npc) => [
|
||||
npc.attributeProfile,
|
||||
...(npc.skills ?? []).map((skill) => skill.actionPreviewConfig),
|
||||
...npc.initialItems,
|
||||
]),
|
||||
...(profile.landmarks ?? []).flatMap((landmark) => [
|
||||
landmark.visualDescription,
|
||||
landmark.narrativeResidues?.length ? landmark.narrativeResidues : null,
|
||||
]),
|
||||
...((profile.camp?.narrativeResidues ?? []).length
|
||||
? [profile.camp?.narrativeResidues]
|
||||
: []),
|
||||
...(profile.sceneChapterBlueprints ?? []).flatMap((chapter) => [
|
||||
chapter.sceneTaskDescription,
|
||||
chapter.linkedThreadIds.length ? chapter.linkedThreadIds : null,
|
||||
chapter.linkedLandmarkIds.length ? chapter.linkedLandmarkIds : null,
|
||||
...chapter.acts.flatMap((act) => [
|
||||
act.eventDescription,
|
||||
act.linkedThreadIds.length ? act.linkedThreadIds : null,
|
||||
act.actGoal,
|
||||
act.transitionHook,
|
||||
]),
|
||||
]),
|
||||
].filter(Boolean).length;
|
||||
}
|
||||
|
||||
export function getCustomWorldProfileCompletenessScore(
|
||||
profile: Partial<CustomWorldProfile> | null | undefined,
|
||||
) {
|
||||
return (
|
||||
countCustomWorldProfileDetailSlots(profile) +
|
||||
countCustomWorldProfileAssetSlots(profile) +
|
||||
countCustomWorldProfileStructuredSlots(profile)
|
||||
);
|
||||
}
|
||||
|
||||
export function chooseMoreCompleteCustomWorldProfile(
|
||||
fallbackProfile: CustomWorldProfile,
|
||||
candidateProfile: CustomWorldProfile | null | undefined,
|
||||
) {
|
||||
if (!candidateProfile) {
|
||||
return fallbackProfile;
|
||||
}
|
||||
|
||||
if (candidateProfile.id !== fallbackProfile.id) {
|
||||
return candidateProfile;
|
||||
}
|
||||
|
||||
// 中文注释:发布 / 回读可能只返回列表摘要或旧快照。
|
||||
// 同一个 profileId 下,进入世界不能把当前结果页的封面、CG、角色资产降级掉。
|
||||
return getCustomWorldProfileCompletenessScore(candidateProfile) >=
|
||||
getCustomWorldProfileCompletenessScore(fallbackProfile)
|
||||
? candidateProfile
|
||||
: fallbackProfile;
|
||||
}
|
||||
@@ -340,4 +340,136 @@ describe('useRpgCreationEnterWorld', () => {
|
||||
'published-profile',
|
||||
);
|
||||
});
|
||||
|
||||
|
||||
it('正式进入世界回读结果页字段更少时不降级当前完整 profile', async () => {
|
||||
const resultProfile = {
|
||||
...buildProfile({
|
||||
id: 'draft-profile-rich-assets',
|
||||
name: '星砂废都',
|
||||
imageSrc: '/generated-characters/draft-role/portrait.png',
|
||||
}),
|
||||
cover: {
|
||||
sourceType: 'generated' as const,
|
||||
imageSrc: '/generated-custom-world-covers/star-waste/cover.webp',
|
||||
characterRoleIds: ['draft-profile-rich-assets-role'],
|
||||
},
|
||||
openingCg: {
|
||||
id: 'opening-cg-stardust',
|
||||
status: 'ready' as const,
|
||||
storyboardImageSrc: '/generated-custom-world-scenes/opening/storyboard.png',
|
||||
videoSrc: '/generated-custom-world-scenes/opening/opening.mp4',
|
||||
imageModel: 'gpt-image-2' as const,
|
||||
videoModel: 'doubao-seedance-2-0-fast-260128',
|
||||
aspectRatio: '16:9' as const,
|
||||
imageSize: '2k' as const,
|
||||
videoResolution: '480p' as const,
|
||||
durationSeconds: 15 as const,
|
||||
pointCost: 80 as const,
|
||||
estimatedWaitMinutes: 10 as const,
|
||||
updatedAt: '2026-05-21T00:00:00.000Z',
|
||||
},
|
||||
sceneChapterBlueprints: [
|
||||
{
|
||||
id: 'scene-chapter-stardust',
|
||||
sceneId: 'landmark-stardust',
|
||||
title: '钟楼第一夜',
|
||||
summary: '钟楼第一夜。',
|
||||
sceneTaskDescription: '进入钟楼。',
|
||||
linkedThreadIds: [],
|
||||
linkedLandmarkIds: ['landmark-stardust'],
|
||||
acts: [
|
||||
{
|
||||
id: 'act-stardust-opening',
|
||||
sceneId: 'landmark-stardust',
|
||||
title: '第一幕',
|
||||
summary: '砂眠带玩家进入坠星钟楼。',
|
||||
stageCoverage: ['opening' as const],
|
||||
backgroundImageSrc:
|
||||
'/assets/custom-world/act-stardust-opening.png',
|
||||
backgroundAssetId: 'asset-act-stardust-opening',
|
||||
encounterNpcIds: ['draft-profile-rich-assets-role'],
|
||||
primaryNpcId: 'draft-profile-rich-assets-role',
|
||||
oppositeNpcId: 'draft-profile-rich-assets-role',
|
||||
eventDescription: '钟楼旧铃忽然自鸣。',
|
||||
linkedThreadIds: [],
|
||||
advanceRule: 'after_primary_contact' as const,
|
||||
actGoal: '进入钟楼。',
|
||||
transitionHook: '星砂开始倒流。',
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
} satisfies CustomWorldProfile;
|
||||
const stalePublishedProfile = {
|
||||
...resultProfile,
|
||||
name: '星砂废都',
|
||||
cover: null,
|
||||
openingCg: null,
|
||||
playableNpcs: [],
|
||||
sceneChapterBlueprints: null,
|
||||
} satisfies CustomWorldProfile;
|
||||
const handleCustomWorldSelect = vi.fn();
|
||||
const setGeneratedCustomWorldProfile = vi.fn();
|
||||
const syncAgentDraftResultProfile = vi.fn(async () => ({
|
||||
profile: resultProfile,
|
||||
view: buildResultView({
|
||||
stage: 'ready_to_publish',
|
||||
profile: resultProfile,
|
||||
canEnterWorld: false,
|
||||
}),
|
||||
}));
|
||||
const executePublishWorld = vi.fn(async () => buildSession('published'));
|
||||
const syncAgentCreationResultView = vi.fn(async () =>
|
||||
buildResultView({
|
||||
stage: 'published',
|
||||
profile: stalePublishedProfile,
|
||||
canEnterWorld: true,
|
||||
}),
|
||||
);
|
||||
|
||||
function Harness() {
|
||||
const { enterWorldFromCurrentResult } = useRpgCreationEnterWorld({
|
||||
isAgentDraftResultView: true,
|
||||
activeAgentSessionId: 'session-1',
|
||||
currentAgentSessionStage: 'ready_to_publish',
|
||||
generatedCustomWorldProfile: resultProfile,
|
||||
handleCustomWorldSelect,
|
||||
syncAgentDraftResultProfile,
|
||||
executePublishWorld,
|
||||
syncAgentCreationResultView,
|
||||
setGeneratedCustomWorldProfile,
|
||||
});
|
||||
|
||||
return (
|
||||
<button
|
||||
type="button"
|
||||
onClick={() => void enterWorldFromCurrentResult()}
|
||||
>
|
||||
进入世界
|
||||
</button>
|
||||
);
|
||||
}
|
||||
|
||||
const { getByText } = render(<Harness />);
|
||||
await act(async () => {
|
||||
getByText('进入世界').click();
|
||||
});
|
||||
|
||||
const launchedProfile = handleCustomWorldSelect.mock.calls[0]?.[0];
|
||||
expect(launchedProfile?.id).toBe('draft-profile-rich-assets');
|
||||
expect(launchedProfile?.cover?.imageSrc).toBe(
|
||||
'/generated-custom-world-covers/star-waste/cover.webp',
|
||||
);
|
||||
expect(launchedProfile?.openingCg?.videoSrc).toBe(
|
||||
'/generated-custom-world-scenes/opening/opening.mp4',
|
||||
);
|
||||
expect(launchedProfile?.playableNpcs[0]?.imageSrc).toBe(
|
||||
'/generated-characters/draft-role/portrait.png',
|
||||
);
|
||||
expect(
|
||||
launchedProfile?.sceneChapterBlueprints?.[0]?.acts[0]
|
||||
?.backgroundImageSrc,
|
||||
).toBe('/assets/custom-world/act-stardust-opening.png');
|
||||
});
|
||||
});
|
||||
|
||||
@@ -5,6 +5,7 @@ import type { CustomWorldAgentSessionSnapshot } from '../../../packages/shared/s
|
||||
import type { CustomWorldRuntimeLaunchOptions } from '../platform-entry/platformEntryTypes';
|
||||
import { rpgCreationPreviewAdapter } from '../../services/rpg-creation/rpgCreationPreviewAdapter';
|
||||
import type { CustomWorldProfile } from '../../types';
|
||||
import { chooseMoreCompleteCustomWorldProfile } from './rpgProfileCompleteness';
|
||||
|
||||
type UseRpgCreationEnterWorldParams = {
|
||||
isAgentDraftResultView: boolean;
|
||||
@@ -82,9 +83,10 @@ export function useRpgCreationEnterWorld(
|
||||
|
||||
if (currentAgentSessionStage === 'published') {
|
||||
const latestView = await syncAgentCreationResultView(activeAgentSessionId);
|
||||
const publishedProfile =
|
||||
rpgCreationPreviewAdapter.buildPreviewFromResultView(latestView) ??
|
||||
generatedCustomWorldProfile;
|
||||
const publishedProfile = chooseMoreCompleteCustomWorldProfile(
|
||||
generatedCustomWorldProfile,
|
||||
rpgCreationPreviewAdapter.buildPreviewFromResultView(latestView),
|
||||
);
|
||||
// 中文注释:已发布会话的“进入世界”只读取后端结果页真相,
|
||||
// 不能再同步草稿或重复发送 publish_world,否则会被发布阶段门槛拒绝。
|
||||
setGeneratedCustomWorldProfile(publishedProfile);
|
||||
@@ -110,17 +112,18 @@ export function useRpgCreationEnterWorld(
|
||||
|
||||
if (canEnterPublishedWorld) {
|
||||
const latestView = await syncAgentCreationResultView(activeAgentSessionId);
|
||||
return (
|
||||
rpgCreationPreviewAdapter.buildPreviewFromResultView(latestView) ??
|
||||
latestProfile
|
||||
return chooseMoreCompleteCustomWorldProfile(
|
||||
latestProfile,
|
||||
rpgCreationPreviewAdapter.buildPreviewFromResultView(latestView),
|
||||
);
|
||||
}
|
||||
|
||||
await executePublishWorld();
|
||||
const latestView = await syncAgentCreationResultView(activeAgentSessionId);
|
||||
const publishedProfile =
|
||||
rpgCreationPreviewAdapter.buildPreviewFromResultView(latestView) ??
|
||||
latestProfile;
|
||||
const publishedProfile = chooseMoreCompleteCustomWorldProfile(
|
||||
latestProfile,
|
||||
rpgCreationPreviewAdapter.buildPreviewFromResultView(latestView),
|
||||
);
|
||||
|
||||
setGeneratedCustomWorldProfile(publishedProfile);
|
||||
return publishedProfile;
|
||||
|
||||
@@ -1,11 +1,13 @@
|
||||
/** @vitest-environment jsdom */
|
||||
|
||||
import { act, render } from '@testing-library/react';
|
||||
import { useEffect, useState } from 'react';
|
||||
import { beforeEach, describe, expect, it, vi } from 'vitest';
|
||||
|
||||
import type { CustomWorldAgentSessionSnapshot } from '../../../packages/shared/src/contracts/customWorldAgent';
|
||||
import type { CustomWorldWorkSummary } from '../../../packages/shared/src/contracts/customWorldWorkSummary';
|
||||
import type { RpgCreationResultView } from '../../../packages/shared/src/contracts/rpgCreationResultView';
|
||||
import type { CustomWorldLibraryEntry } from '../../../packages/shared/src/contracts/runtime';
|
||||
import {
|
||||
executeRpgCreationAction,
|
||||
getRpgCreationOperation,
|
||||
@@ -64,6 +66,30 @@ function buildProfile(name: string): CustomWorldProfile {
|
||||
};
|
||||
}
|
||||
|
||||
function buildLibraryEntry(
|
||||
profile: CustomWorldProfile,
|
||||
): CustomWorldLibraryEntry<CustomWorldProfile> {
|
||||
return {
|
||||
ownerUserId: 'user-1',
|
||||
profileId: profile.id,
|
||||
publicWorkCode: null,
|
||||
authorPublicUserCode: null,
|
||||
profile,
|
||||
visibility: 'published' as const,
|
||||
publishedAt: '2026-04-25T00:00:00.000Z',
|
||||
updatedAt: '2026-04-25T00:00:00.000Z',
|
||||
authorDisplayName: '测试玩家',
|
||||
worldName: profile.name,
|
||||
subtitle: profile.subtitle,
|
||||
summaryText: profile.summary,
|
||||
coverImageSrc: null,
|
||||
themeMode: 'tide' as const,
|
||||
playableNpcCount: profile.playableNpcs.length,
|
||||
landmarkCount: profile.landmarks.length,
|
||||
likeCount: 0,
|
||||
};
|
||||
}
|
||||
|
||||
function buildSession(
|
||||
overrides: Partial<CustomWorldAgentSessionSnapshot> = {},
|
||||
): CustomWorldAgentSessionSnapshot {
|
||||
@@ -221,6 +247,361 @@ describe('RPG Agent 草稿恢复', () => {
|
||||
expect(setSelectionStage).not.toHaveBeenCalledWith('custom-world-result');
|
||||
});
|
||||
|
||||
it('作品详情已加载完整编辑资产时列表摘要不能覆盖 selectedDetailEntry', async () => {
|
||||
const fullProfile: CustomWorldProfile = {
|
||||
...buildProfile('星砂废都'),
|
||||
id: 'profile-stardust',
|
||||
cover: {
|
||||
sourceType: 'default',
|
||||
imageSrc: null,
|
||||
characterRoleIds: ['playable-shamian'],
|
||||
},
|
||||
playableNpcs: [
|
||||
{
|
||||
id: 'playable-shamian',
|
||||
name: '砂眠',
|
||||
title: '废都引路人',
|
||||
role: '主角代理',
|
||||
description: '追查旧约的人。',
|
||||
backstory: '从星砂潮汐里醒来。',
|
||||
personality: '冷静。',
|
||||
motivation: '找到旧约。',
|
||||
combatStyle: '踏砂突进。',
|
||||
initialAffinity: 45,
|
||||
relationshipHooks: [],
|
||||
tags: [],
|
||||
relations: [],
|
||||
backstoryReveal: {
|
||||
publicSummary: '废都引路人。',
|
||||
privateChatUnlockAffinity: 60,
|
||||
chapters: [],
|
||||
},
|
||||
skills: [
|
||||
{
|
||||
id: 'skill-star-step',
|
||||
name: '星砂步',
|
||||
summary: '踏砂突进。',
|
||||
style: 'mobility',
|
||||
actionPreviewConfig: {
|
||||
folder: 'characters/shamian',
|
||||
prefix: 'skill_',
|
||||
frames: 8,
|
||||
basePath: '/assets/custom-world/shamian/skill',
|
||||
previewVideoPath: '/assets/custom-world/shamian/skill.mp4',
|
||||
},
|
||||
},
|
||||
],
|
||||
initialItems: [
|
||||
{
|
||||
id: 'item-sand-compass',
|
||||
name: '星砂罗盘',
|
||||
category: '专属物品',
|
||||
quantity: 1,
|
||||
rarity: 'rare',
|
||||
description: '能指出旧约埋藏方向。',
|
||||
tags: [],
|
||||
iconSrc: '/assets/custom-world/items/sand-compass.png',
|
||||
},
|
||||
],
|
||||
imageSrc: '/assets/custom-world/playable-shamian.png',
|
||||
attributeProfile: {
|
||||
schemaId: 'schema-星砂废都',
|
||||
values: { axis_a: 8 },
|
||||
topTraits: ['星砂共鸣'],
|
||||
evidence: [
|
||||
{ slotId: 'axis_a', reason: '能听见星砂潮汐。' },
|
||||
],
|
||||
},
|
||||
},
|
||||
],
|
||||
sceneChapterBlueprints: [
|
||||
{
|
||||
id: 'scene-chapter-clocktower',
|
||||
sceneId: 'landmark-clocktower',
|
||||
title: '钟楼第一夜',
|
||||
summary: '钟楼第一夜。',
|
||||
sceneTaskDescription: '进入钟楼。',
|
||||
linkedThreadIds: [],
|
||||
linkedLandmarkIds: ['landmark-clocktower'],
|
||||
acts: [
|
||||
{
|
||||
id: 'act-clocktower-opening',
|
||||
sceneId: 'landmark-clocktower',
|
||||
title: '第一幕',
|
||||
summary: '砂眠带玩家进入坠星钟楼。',
|
||||
stageCoverage: ['opening'],
|
||||
backgroundImageSrc:
|
||||
'/assets/custom-world/act-clocktower-opening.png',
|
||||
backgroundAssetId: 'asset-act-clocktower-opening',
|
||||
encounterNpcIds: ['playable-shamian'],
|
||||
primaryNpcId: 'playable-shamian',
|
||||
oppositeNpcId: 'playable-shamian',
|
||||
eventDescription: '钟楼旧铃忽然自鸣。',
|
||||
linkedThreadIds: ['thread-old-vow'],
|
||||
advanceRule: 'after_primary_contact',
|
||||
actGoal: '进入钟楼。',
|
||||
transitionHook: '星砂开始倒流。',
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
};
|
||||
const summaryProfile: CustomWorldProfile = {
|
||||
...fullProfile,
|
||||
cover: null,
|
||||
playableNpcs: [
|
||||
{
|
||||
...fullProfile.playableNpcs[0]!,
|
||||
skills: [
|
||||
{
|
||||
id: 'skill-star-step',
|
||||
name: '星砂步',
|
||||
summary: '踏砂突进。',
|
||||
style: 'mobility',
|
||||
},
|
||||
],
|
||||
initialItems: [
|
||||
{
|
||||
...fullProfile.playableNpcs[0]!.initialItems[0]!,
|
||||
iconSrc: undefined,
|
||||
},
|
||||
],
|
||||
imageSrc: undefined,
|
||||
attributeProfile: undefined,
|
||||
},
|
||||
],
|
||||
sceneChapterBlueprints: [
|
||||
{
|
||||
...fullProfile.sceneChapterBlueprints![0]!,
|
||||
acts: [
|
||||
{
|
||||
...fullProfile.sceneChapterBlueprints![0]!.acts[0]!,
|
||||
backgroundImageSrc: undefined,
|
||||
backgroundAssetId: undefined,
|
||||
linkedThreadIds: [],
|
||||
actGoal: '',
|
||||
transitionHook: '',
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
};
|
||||
const detailEntry = buildLibraryEntry(fullProfile);
|
||||
const summaryEntry = buildLibraryEntry(summaryProfile);
|
||||
const selectedEntries: CustomWorldLibraryEntry<CustomWorldProfile>[] = [];
|
||||
|
||||
function Harness() {
|
||||
const [selectedDetailEntry, setSelectedDetailEntry] = useState<
|
||||
CustomWorldLibraryEntry<CustomWorldProfile> | null
|
||||
>(detailEntry);
|
||||
useEffect(() => {
|
||||
if (selectedDetailEntry) {
|
||||
selectedEntries.push(selectedDetailEntry);
|
||||
}
|
||||
}, [selectedDetailEntry]);
|
||||
useRpgEntryLibraryDetail({
|
||||
userId: 'user-1',
|
||||
selectedDetailEntry,
|
||||
setSelectedDetailEntry,
|
||||
savedCustomWorldEntries: [summaryEntry],
|
||||
setSavedCustomWorldEntries: vi.fn(),
|
||||
setGeneratedCustomWorldProfile: vi.fn(),
|
||||
setCustomWorldError: vi.fn(),
|
||||
setCustomWorldAutoSaveError: vi.fn(),
|
||||
setCustomWorldAutoSaveState: vi.fn(),
|
||||
setCustomWorldGenerationViewSource: vi.fn(),
|
||||
setCustomWorldResultViewSource: vi.fn(),
|
||||
setSelectionStage: vi.fn(),
|
||||
setPlatformTabToCreate: vi.fn(),
|
||||
setPlatformTabToDraft: vi.fn(),
|
||||
setPlatformError: vi.fn(),
|
||||
appendBrowseHistoryEntry: vi.fn(async () => {}),
|
||||
refreshCustomWorldWorks: vi.fn(async () => []),
|
||||
refreshPublishedGallery: vi.fn(async () => []),
|
||||
persistAgentUiState: vi.fn(),
|
||||
syncAgentCreationResultView: vi.fn(),
|
||||
buildDraftResultProfile: () => null,
|
||||
suppressAgentDraftResultAutoOpen: vi.fn(),
|
||||
releaseAgentDraftResultAutoOpenSuppression: vi.fn(),
|
||||
resetAutoSaveTrackingToIdle: vi.fn(),
|
||||
markAutoSavedProfile: vi.fn(),
|
||||
});
|
||||
return null;
|
||||
}
|
||||
|
||||
render(<Harness />);
|
||||
|
||||
await act(async () => {});
|
||||
const lastSelected = selectedEntries.at(-1);
|
||||
expect(lastSelected?.profile.cover?.characterRoleIds).toEqual([
|
||||
'playable-shamian',
|
||||
]);
|
||||
expect(
|
||||
lastSelected?.profile.playableNpcs[0]?.skills[0]?.actionPreviewConfig
|
||||
?.previewVideoPath,
|
||||
).toBe('/assets/custom-world/shamian/skill.mp4');
|
||||
expect(lastSelected?.profile.playableNpcs[0]?.initialItems[0]?.iconSrc).toBe(
|
||||
'/assets/custom-world/items/sand-compass.png',
|
||||
);
|
||||
expect(lastSelected?.profile.playableNpcs[0]?.attributeProfile).toBeTruthy();
|
||||
expect(
|
||||
lastSelected?.profile.sceneChapterBlueprints?.[0]?.acts[0]
|
||||
?.backgroundImageSrc,
|
||||
).toBe('/assets/custom-world/act-clocktower-opening.png');
|
||||
});
|
||||
|
||||
it('默认封面和角色编辑结构差异也不能被列表摘要覆盖', async () => {
|
||||
const fullRole = {
|
||||
id: 'playable-shamian',
|
||||
name: '砂眠',
|
||||
title: '废都引路人',
|
||||
role: '主角代理',
|
||||
description: '追查旧约的人。',
|
||||
backstory: '从星砂潮汐里醒来。',
|
||||
personality: '冷静。',
|
||||
motivation: '找到旧约。',
|
||||
combatStyle: '踏砂突进。',
|
||||
initialAffinity: 45,
|
||||
relationshipHooks: [],
|
||||
tags: [],
|
||||
relations: [],
|
||||
backstoryReveal: {
|
||||
publicSummary: '废都引路人。',
|
||||
privateChatUnlockAffinity: 60,
|
||||
chapters: [],
|
||||
},
|
||||
skills: [
|
||||
{
|
||||
id: 'skill-star-step',
|
||||
name: '星砂步',
|
||||
summary: '踏砂突进。',
|
||||
style: 'mobility',
|
||||
actionPreviewConfig: {
|
||||
folder: 'characters/shamian',
|
||||
prefix: 'skill_',
|
||||
frames: 8,
|
||||
basePath: '/assets/custom-world/shamian/skill',
|
||||
previewVideoPath: '/assets/custom-world/shamian/skill.mp4',
|
||||
},
|
||||
},
|
||||
],
|
||||
initialItems: [
|
||||
{
|
||||
id: 'item-sand-compass',
|
||||
name: '星砂罗盘',
|
||||
category: '专属物品',
|
||||
quantity: 1,
|
||||
rarity: 'rare',
|
||||
description: '能指出旧约埋藏方向。',
|
||||
tags: [],
|
||||
iconSrc: '/assets/custom-world/items/sand-compass.png',
|
||||
},
|
||||
],
|
||||
attributeProfile: {
|
||||
schemaId: 'schema-星砂废都',
|
||||
values: { axis_a: 8 },
|
||||
topTraits: ['星砂共鸣'],
|
||||
evidence: [
|
||||
{ slotId: 'axis_a', reason: '能听见星砂潮汐。' },
|
||||
],
|
||||
},
|
||||
} satisfies CustomWorldProfile['playableNpcs'][number];
|
||||
const fullProfile: CustomWorldProfile = {
|
||||
...buildProfile('星砂废都'),
|
||||
id: 'profile-stardust-structure',
|
||||
cover: {
|
||||
sourceType: 'default',
|
||||
imageSrc: null,
|
||||
characterRoleIds: ['playable-shamian'],
|
||||
},
|
||||
playableNpcs: [fullRole],
|
||||
};
|
||||
const summaryProfile: CustomWorldProfile = {
|
||||
...fullProfile,
|
||||
cover: null,
|
||||
playableNpcs: [
|
||||
{
|
||||
...fullRole,
|
||||
skills: [
|
||||
{
|
||||
id: 'skill-star-step',
|
||||
name: '星砂步',
|
||||
summary: '踏砂突进。',
|
||||
style: 'mobility',
|
||||
},
|
||||
],
|
||||
initialItems: [
|
||||
{
|
||||
...fullRole.initialItems[0]!,
|
||||
iconSrc: undefined,
|
||||
},
|
||||
],
|
||||
attributeProfile: undefined,
|
||||
},
|
||||
],
|
||||
};
|
||||
const detailEntry = buildLibraryEntry(fullProfile);
|
||||
const summaryEntry = buildLibraryEntry(summaryProfile);
|
||||
const selectedEntries: CustomWorldLibraryEntry<CustomWorldProfile>[] = [];
|
||||
|
||||
function Harness() {
|
||||
const [selectedDetailEntry, setSelectedDetailEntry] = useState<
|
||||
CustomWorldLibraryEntry<CustomWorldProfile> | null
|
||||
>(detailEntry);
|
||||
useEffect(() => {
|
||||
if (selectedDetailEntry) {
|
||||
selectedEntries.push(selectedDetailEntry);
|
||||
}
|
||||
}, [selectedDetailEntry]);
|
||||
useRpgEntryLibraryDetail({
|
||||
userId: 'user-1',
|
||||
selectedDetailEntry,
|
||||
setSelectedDetailEntry,
|
||||
savedCustomWorldEntries: [summaryEntry],
|
||||
setSavedCustomWorldEntries: vi.fn(),
|
||||
setGeneratedCustomWorldProfile: vi.fn(),
|
||||
setCustomWorldError: vi.fn(),
|
||||
setCustomWorldAutoSaveError: vi.fn(),
|
||||
setCustomWorldAutoSaveState: vi.fn(),
|
||||
setCustomWorldGenerationViewSource: vi.fn(),
|
||||
setCustomWorldResultViewSource: vi.fn(),
|
||||
setSelectionStage: vi.fn(),
|
||||
setPlatformTabToCreate: vi.fn(),
|
||||
setPlatformTabToDraft: vi.fn(),
|
||||
setPlatformError: vi.fn(),
|
||||
appendBrowseHistoryEntry: vi.fn(async () => {}),
|
||||
refreshCustomWorldWorks: vi.fn(async () => []),
|
||||
refreshPublishedGallery: vi.fn(async () => []),
|
||||
persistAgentUiState: vi.fn(),
|
||||
syncAgentCreationResultView: vi.fn(),
|
||||
buildDraftResultProfile: () => null,
|
||||
suppressAgentDraftResultAutoOpen: vi.fn(),
|
||||
releaseAgentDraftResultAutoOpenSuppression: vi.fn(),
|
||||
resetAutoSaveTrackingToIdle: vi.fn(),
|
||||
markAutoSavedProfile: vi.fn(),
|
||||
});
|
||||
return null;
|
||||
}
|
||||
|
||||
render(<Harness />);
|
||||
|
||||
await act(async () => {});
|
||||
const lastSelected = selectedEntries.at(-1);
|
||||
expect(lastSelected?.profile.cover?.characterRoleIds).toEqual([
|
||||
'playable-shamian',
|
||||
]);
|
||||
expect(
|
||||
lastSelected?.profile.playableNpcs[0]?.skills[0]?.actionPreviewConfig
|
||||
?.previewVideoPath,
|
||||
).toBe('/assets/custom-world/shamian/skill.mp4');
|
||||
expect(lastSelected?.profile.playableNpcs[0]?.initialItems[0]?.iconSrc).toBe(
|
||||
'/assets/custom-world/items/sand-compass.png',
|
||||
);
|
||||
expect(lastSelected?.profile.playableNpcs[0]?.attributeProfile?.values).toEqual(
|
||||
{ axis_a: 8 },
|
||||
);
|
||||
});
|
||||
|
||||
it('Agent 结果页自动保存先回写 session,再保存后端 result-view profile', async () => {
|
||||
const oldProfile = buildProfile('旧前端快照');
|
||||
const latestProfile = {
|
||||
|
||||
@@ -21,6 +21,11 @@ import {
|
||||
unpublishRpgEntryWorldProfile,
|
||||
} from '../../services/rpg-entry/rpgEntryLibraryClient';
|
||||
import type { CustomWorldProfile } from '../../types';
|
||||
import {
|
||||
countCustomWorldProfileAssetSlots,
|
||||
countCustomWorldProfileDetailSlots,
|
||||
countCustomWorldProfileStructuredSlots,
|
||||
} from './rpgProfileCompleteness';
|
||||
import { resolveRpgEntryErrorMessage } from './rpgEntryShared';
|
||||
import type {
|
||||
CustomWorldAutoSaveState,
|
||||
@@ -86,6 +91,46 @@ function isMissingRpgEntryAgentSessionError(error: unknown) {
|
||||
);
|
||||
}
|
||||
|
||||
function shouldKeepSelectedDetailProfile(
|
||||
selectedEntry: CustomWorldLibraryEntry<CustomWorldProfile>,
|
||||
nextOwnedEntry: CustomWorldLibraryEntry<CustomWorldProfile>,
|
||||
) {
|
||||
if (
|
||||
selectedEntry.ownerUserId !== nextOwnedEntry.ownerUserId ||
|
||||
selectedEntry.profileId !== nextOwnedEntry.profileId
|
||||
) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const selectedDetailCount = countCustomWorldProfileDetailSlots(
|
||||
selectedEntry.profile,
|
||||
);
|
||||
const nextDetailCount = countCustomWorldProfileDetailSlots(
|
||||
nextOwnedEntry.profile,
|
||||
);
|
||||
const selectedAssetSlotCount = countCustomWorldProfileAssetSlots(
|
||||
selectedEntry.profile,
|
||||
);
|
||||
const nextAssetSlotCount = countCustomWorldProfileAssetSlots(
|
||||
nextOwnedEntry.profile,
|
||||
);
|
||||
const selectedStructuredSlotCount =
|
||||
countCustomWorldProfileStructuredSlots(selectedEntry.profile);
|
||||
const nextStructuredSlotCount = countCustomWorldProfileStructuredSlots(
|
||||
nextOwnedEntry.profile,
|
||||
);
|
||||
const expectedRuntimeCount =
|
||||
nextOwnedEntry.playableNpcCount + nextOwnedEntry.landmarkCount;
|
||||
|
||||
// 作品架列表只保证卡片摘要,不能在详情接口已经拿到完整运行态字段后覆盖详情。
|
||||
return (
|
||||
(selectedDetailCount > nextDetailCount &&
|
||||
expectedRuntimeCount > nextDetailCount) ||
|
||||
selectedAssetSlotCount > nextAssetSlotCount ||
|
||||
selectedStructuredSlotCount > nextStructuredSlotCount
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* 负责平台详情、创作作品入口和结果页打开路径。
|
||||
* 平台壳层只消费“打开哪个面板”的结果,不再自己拼接恢复流程细节。
|
||||
@@ -136,6 +181,10 @@ export function useRpgEntryLibraryDetail(
|
||||
entry.profileId === selectedDetailEntry.profileId,
|
||||
);
|
||||
if (nextOwnedEntry && nextOwnedEntry !== selectedDetailEntry) {
|
||||
if (shouldKeepSelectedDetailProfile(selectedDetailEntry, nextOwnedEntry)) {
|
||||
return;
|
||||
}
|
||||
|
||||
setSelectedDetailEntry(nextOwnedEntry);
|
||||
}
|
||||
}, [savedCustomWorldEntries, selectedDetailEntry, setSelectedDetailEntry]);
|
||||
|
||||
@@ -196,4 +196,287 @@ describe('normalizeCustomWorldProfileRecord role asset descriptions', () => {
|
||||
'/generated-custom-world-scenes/opening/storyboard.png',
|
||||
);
|
||||
});
|
||||
|
||||
it('保留结果页封面和关键图片资产槽位', () => {
|
||||
const profile = normalizeCustomWorldProfileRecord({
|
||||
name: '星砂废都',
|
||||
settingText: '坠星沙海与废都钟楼',
|
||||
cover: {
|
||||
sourceType: 'generated',
|
||||
imageSrc: '/generated-custom-world-covers/star-waste/cover.webp',
|
||||
characterRoleIds: ['playable-shamian'],
|
||||
},
|
||||
camp: {
|
||||
id: 'camp-star-waste',
|
||||
name: '废都营地',
|
||||
description: '钟楼阴影下的临时营地。',
|
||||
imageSrc: '/assets/custom-world/camp-star-waste.png',
|
||||
sceneNpcIds: ['playable-shamian'],
|
||||
connections: [],
|
||||
},
|
||||
playableNpcs: [
|
||||
{
|
||||
id: 'playable-shamian',
|
||||
name: '砂眠',
|
||||
title: '废都引路人',
|
||||
role: '主角代理',
|
||||
imageSrc: '/assets/custom-world/playable-shamian.png',
|
||||
},
|
||||
],
|
||||
storyNpcs: [
|
||||
{
|
||||
id: 'story-clock-keeper',
|
||||
name: '钟守',
|
||||
title: '钟楼守夜者',
|
||||
role: '第一幕主NPC',
|
||||
imageSrc: '/assets/custom-world/story-clock-keeper.png',
|
||||
},
|
||||
],
|
||||
landmarks: [
|
||||
{
|
||||
id: 'landmark-clocktower',
|
||||
name: '坠星钟楼',
|
||||
description: '半截钟楼被星砂埋住。',
|
||||
imageSrc: '/assets/custom-world/landmark-clocktower.png',
|
||||
sceneNpcIds: ['story-clock-keeper'],
|
||||
connections: [],
|
||||
},
|
||||
],
|
||||
sceneChapterBlueprints: [
|
||||
{
|
||||
id: 'scene-chapter-clocktower',
|
||||
sceneId: 'landmark-clocktower',
|
||||
title: '钟楼第一夜',
|
||||
acts: [
|
||||
{
|
||||
id: 'act-clocktower-opening',
|
||||
sceneId: 'landmark-clocktower',
|
||||
title: '第一幕',
|
||||
summary: '砂眠带玩家进入坠星钟楼。',
|
||||
backgroundImageSrc:
|
||||
'/assets/custom-world/act-clocktower-opening.png',
|
||||
encounterNpcIds: ['砂眠', '钟守'],
|
||||
primaryNpcId: '砂眠',
|
||||
oppositeNpcId: '钟守',
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
expect(profile?.cover?.sourceType).toBe('generated');
|
||||
expect(profile?.cover?.imageSrc).toBe(
|
||||
'/generated-custom-world-covers/star-waste/cover.webp',
|
||||
);
|
||||
expect(profile?.camp?.imageSrc).toBe(
|
||||
'/assets/custom-world/camp-star-waste.png',
|
||||
);
|
||||
expect(profile?.playableNpcs[0]?.imageSrc).toBe(
|
||||
'/assets/custom-world/playable-shamian.png',
|
||||
);
|
||||
expect(profile?.storyNpcs[0]?.imageSrc).toBe(
|
||||
'/assets/custom-world/story-clock-keeper.png',
|
||||
);
|
||||
expect(profile?.landmarks[0]?.imageSrc).toBe(
|
||||
'/assets/custom-world/landmark-clocktower.png',
|
||||
);
|
||||
expect(
|
||||
profile?.sceneChapterBlueprints?.[0]?.acts[0]?.backgroundImageSrc,
|
||||
).toBe('/assets/custom-world/act-clocktower-opening.png');
|
||||
});
|
||||
|
||||
it('近似无损保留编辑态和运行态结构字段', () => {
|
||||
const profile = normalizeCustomWorldProfileRecord({
|
||||
name: '星砂废都',
|
||||
settingText: '坠星沙海与废都钟楼',
|
||||
attributeSchema: {
|
||||
id: 'schema-stardust',
|
||||
worldId: 'world-stardust',
|
||||
schemaVersion: 1,
|
||||
generatedFrom: {
|
||||
worldType: 'CUSTOM',
|
||||
worldName: '星砂废都',
|
||||
settingSummary: '坠星沙海与废都钟楼',
|
||||
tone: '苍凉',
|
||||
conflictCore: '旧约与星砂潮汐冲突',
|
||||
},
|
||||
slots: [
|
||||
{ slotId: 'axis_a', name: '星砂共鸣' },
|
||||
{ slotId: 'axis_b', name: '废都步法' },
|
||||
{ slotId: 'axis_c', name: '钟楼感知' },
|
||||
{ slotId: 'axis_d', name: '旧约心火' },
|
||||
{ slotId: 'axis_e', name: '尘缘牵引' },
|
||||
{ slotId: 'axis_f', name: '潮汐玄息' },
|
||||
],
|
||||
},
|
||||
camp: {
|
||||
id: 'camp-star-waste',
|
||||
name: '废都营地',
|
||||
description: '钟楼阴影下的临时营地。',
|
||||
narrativeResidues: [
|
||||
{
|
||||
id: 'residue-camp-1',
|
||||
summary: '营地火盆里混着星砂。',
|
||||
},
|
||||
],
|
||||
},
|
||||
playableNpcs: [
|
||||
{
|
||||
id: 'playable-shamian',
|
||||
name: '砂眠',
|
||||
title: '废都引路人',
|
||||
role: '主角代理',
|
||||
skills: [
|
||||
{
|
||||
id: 'skill-star-step',
|
||||
name: '星砂步',
|
||||
summary: '踏砂突进。',
|
||||
style: 'mobility',
|
||||
actionPreviewConfig: {
|
||||
folder: 'characters/shamian',
|
||||
prefix: 'skill_',
|
||||
frames: 8,
|
||||
basePath: '/assets/custom-world/shamian/skill',
|
||||
previewVideoPath: '/assets/custom-world/shamian/skill.mp4',
|
||||
file: 'skill.png',
|
||||
},
|
||||
},
|
||||
],
|
||||
initialItems: [
|
||||
{
|
||||
id: 'item-sand-compass',
|
||||
name: '星砂罗盘',
|
||||
category: '专属物品',
|
||||
quantity: 1,
|
||||
rarity: 'rare',
|
||||
description: '能指出旧约埋藏方向。',
|
||||
tags: ['旧约'],
|
||||
iconSrc: '/assets/custom-world/items/sand-compass.png',
|
||||
},
|
||||
],
|
||||
attributeProfile: {
|
||||
schemaId: 'schema-stardust',
|
||||
values: { axis_a: 8, axis_b: 7 },
|
||||
topTraits: ['星砂共鸣'],
|
||||
evidence: [
|
||||
{ slotId: 'axis_a', reason: '能听见星砂潮汐。' },
|
||||
],
|
||||
},
|
||||
},
|
||||
],
|
||||
storyNpcs: [
|
||||
{
|
||||
id: 'story-clock-keeper',
|
||||
name: '钟守',
|
||||
title: '钟楼守夜者',
|
||||
role: '第一幕主NPC',
|
||||
attributeProfile: {
|
||||
schemaId: 'schema-stardust',
|
||||
values: { axis_c: 9 },
|
||||
topTraits: ['钟楼感知'],
|
||||
evidence: [
|
||||
{ slotId: 'axis_c', reason: '能辨认旧铃回声。' },
|
||||
],
|
||||
},
|
||||
},
|
||||
],
|
||||
landmarks: [
|
||||
{
|
||||
id: 'landmark-clocktower',
|
||||
name: '坠星钟楼',
|
||||
description: '半截钟楼被星砂埋住。',
|
||||
visualDescription: '钟楼外墙布满蓝白星砂结晶。',
|
||||
narrativeResidues: [
|
||||
{
|
||||
id: 'residue-clocktower-1',
|
||||
summary: '钟楼第十三声铃响仍未散去。',
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
sceneChapterBlueprints: [
|
||||
{
|
||||
id: 'scene-chapter-clocktower',
|
||||
sceneId: 'landmark-clocktower',
|
||||
title: '钟楼第一夜',
|
||||
acts: [
|
||||
{
|
||||
id: 'act-clocktower-opening',
|
||||
sceneId: 'landmark-clocktower',
|
||||
title: '第一幕',
|
||||
summary: '砂眠带玩家进入坠星钟楼。',
|
||||
backgroundAssetId: 'asset-act-clocktower-opening',
|
||||
backgroundImageSrc:
|
||||
'/assets/custom-world/act-clocktower-opening.png',
|
||||
eventDescription: '钟楼旧铃忽然自鸣。',
|
||||
linkedThreadIds: ['thread-old-vow'],
|
||||
advanceRule: 'after_primary_contact',
|
||||
actGoal: '进入钟楼。',
|
||||
transitionHook: '星砂开始倒流。',
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
expect(profile?.attributeSchema.id).toBe('schema-stardust');
|
||||
expect(profile?.attributeSchema.slots[0]?.name).toBe('星砂共鸣');
|
||||
expect(profile?.camp?.narrativeResidues?.[0]?.summary).toBe(
|
||||
'营地火盆里混着星砂。',
|
||||
);
|
||||
expect(
|
||||
profile?.playableNpcs[0]?.skills[0]?.actionPreviewConfig
|
||||
?.previewVideoPath,
|
||||
).toBe('/assets/custom-world/shamian/skill.mp4');
|
||||
expect(profile?.playableNpcs[0]?.initialItems[0]?.iconSrc).toBe(
|
||||
'/assets/custom-world/items/sand-compass.png',
|
||||
);
|
||||
expect(profile?.playableNpcs[0]?.attributeProfile?.values.axis_a).toBe(8);
|
||||
expect(profile?.storyNpcs[0]?.attributeProfile?.topTraits).toContain(
|
||||
'钟楼感知',
|
||||
);
|
||||
expect(profile?.landmarks[0]?.visualDescription).toBe(
|
||||
'钟楼外墙布满蓝白星砂结晶。',
|
||||
);
|
||||
expect(profile?.landmarks[0]?.narrativeResidues?.[0]?.summary).toBe(
|
||||
'钟楼第十三声铃响仍未散去。',
|
||||
);
|
||||
const act = profile?.sceneChapterBlueprints?.[0]?.acts[0];
|
||||
expect(act?.backgroundAssetId).toBe('asset-act-clocktower-opening');
|
||||
expect(act?.eventDescription).toBe('钟楼旧铃忽然自鸣。');
|
||||
expect(act?.linkedThreadIds).toEqual(['thread-old-vow']);
|
||||
expect(act?.actGoal).toBe('进入钟楼。');
|
||||
expect(act?.transitionHook).toBe('星砂开始倒流。');
|
||||
});
|
||||
|
||||
it('保留只有背景资产的场景幕,避免恢复详情时丢失场景 CG', () => {
|
||||
const profile = normalizeCustomWorldProfileRecord({
|
||||
name: '星砂废都',
|
||||
settingText: '坠星沙海与废都钟楼',
|
||||
sceneChapterBlueprints: [
|
||||
{
|
||||
id: 'scene-chapter-clocktower',
|
||||
sceneId: 'landmark-clocktower',
|
||||
title: '钟楼第一夜',
|
||||
acts: [
|
||||
{
|
||||
id: 'act-background-only',
|
||||
sceneId: 'landmark-clocktower',
|
||||
backgroundAssetId: 'asset-background-only',
|
||||
backgroundImageSrc: '/assets/custom-world/background-only.png',
|
||||
backgroundPromptText: '坠星钟楼被蓝白星砂照亮。',
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
const act = profile?.sceneChapterBlueprints?.[0]?.acts[0];
|
||||
expect(act?.id).toBe('act-background-only');
|
||||
expect(act?.backgroundImageSrc).toBe(
|
||||
'/assets/custom-world/background-only.png',
|
||||
);
|
||||
expect(act?.backgroundAssetId).toBe('asset-background-only');
|
||||
expect(act?.backgroundPromptText).toBe('坠星钟楼被蓝白星砂照亮。');
|
||||
});
|
||||
});
|
||||
|
||||
@@ -28,6 +28,7 @@ import {
|
||||
CustomWorldNpcVisualGearType,
|
||||
CustomWorldNpcVisualRace,
|
||||
CustomWorldOpeningCgProfile,
|
||||
CustomWorldCoverProfile,
|
||||
CustomWorldPlayableNpc,
|
||||
CustomWorldProfile,
|
||||
CustomWorldRoleInitialItem,
|
||||
@@ -864,6 +865,7 @@ function normalizeLandmark(
|
||||
id: toText(value.id, `saved-landmark-${index + 1}`),
|
||||
name,
|
||||
description: toText(value.description),
|
||||
visualDescription: toText(value.visualDescription) || undefined,
|
||||
imageSrc: toText(value.imageSrc) || undefined,
|
||||
narrativeResidues:
|
||||
preserveStructuredRecordArray<SceneNarrativeResidue>(
|
||||
@@ -909,7 +911,10 @@ function normalizeCampScene(
|
||||
summary: toText(connection.summary) || toText(connection.description),
|
||||
}))
|
||||
.filter((connection) => connection.targetLandmarkId),
|
||||
narrativeResidues: null,
|
||||
narrativeResidues:
|
||||
preserveStructuredRecordArray<SceneNarrativeResidue>(
|
||||
value.narrativeResidues,
|
||||
) ?? null,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -989,6 +994,13 @@ function normalizeSceneActBlueprint(
|
||||
const advanceRule = toText(value.advanceRule);
|
||||
const title = toText(value.title);
|
||||
const summary = toText(value.summary);
|
||||
const backgroundImageSrc = toText(value.backgroundImageSrc);
|
||||
const backgroundPromptText = toText(value.backgroundPromptText);
|
||||
const backgroundAssetId = toText(value.backgroundAssetId);
|
||||
const eventDescription = toText(value.eventDescription);
|
||||
const linkedThreadIds = toStringArray(value.linkedThreadIds);
|
||||
const actGoal = toText(value.actGoal);
|
||||
const transitionHook = toText(value.transitionHook);
|
||||
const primaryNpcId = resolveCustomWorldRoleIdReference(
|
||||
profileRoles,
|
||||
toText(value.primaryNpcId, encounterNpcIds[0] ?? ''),
|
||||
@@ -998,7 +1010,18 @@ function normalizeSceneActBlueprint(
|
||||
toText(value.oppositeNpcId, primaryNpcId),
|
||||
);
|
||||
|
||||
if (!title && !summary && encounterNpcIds.length === 0) {
|
||||
if (
|
||||
!title &&
|
||||
!summary &&
|
||||
encounterNpcIds.length === 0 &&
|
||||
!backgroundImageSrc &&
|
||||
!backgroundPromptText &&
|
||||
!backgroundAssetId &&
|
||||
!eventDescription &&
|
||||
linkedThreadIds.length === 0 &&
|
||||
!actGoal &&
|
||||
!transitionHook
|
||||
) {
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -1013,24 +1036,24 @@ function normalizeSceneActBlueprint(
|
||||
: index === 0
|
||||
? ['opening']
|
||||
: ['climax', 'aftermath'],
|
||||
backgroundImageSrc: toText(value.backgroundImageSrc) || undefined,
|
||||
backgroundPromptText: toText(value.backgroundPromptText) || undefined,
|
||||
backgroundAssetId: toText(value.backgroundAssetId) || undefined,
|
||||
backgroundImageSrc: backgroundImageSrc || undefined,
|
||||
backgroundPromptText: backgroundPromptText || undefined,
|
||||
backgroundAssetId: backgroundAssetId || undefined,
|
||||
encounterNpcIds,
|
||||
primaryNpcId,
|
||||
oppositeNpcId,
|
||||
eventDescription: toText(
|
||||
value.eventDescription,
|
||||
eventDescription,
|
||||
oppositeNpcId
|
||||
? `第 ${index + 1} 幕中,玩家与${oppositeNpcId}正面接触,推动当前场景事件升级。`
|
||||
: `第 ${index + 1} 幕中,玩家处理当前场景的关键事件。`,
|
||||
),
|
||||
linkedThreadIds: toStringArray(value.linkedThreadIds),
|
||||
linkedThreadIds,
|
||||
advanceRule: SCENE_ACT_ADVANCE_RULES.has(advanceRule as never)
|
||||
? (advanceRule as SceneActBlueprint['advanceRule'])
|
||||
: 'after_active_step_complete',
|
||||
actGoal: toText(value.actGoal),
|
||||
transitionHook: toText(value.transitionHook),
|
||||
actGoal,
|
||||
transitionHook,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -1159,6 +1182,9 @@ function normalizeProfile(value: unknown): CustomWorldProfile | null {
|
||||
const openingCg = preserveStructuredRecord<CustomWorldOpeningCgProfile>(
|
||||
value.openingCg,
|
||||
);
|
||||
const cover = preserveStructuredRecord<CustomWorldCoverProfile>(
|
||||
value.cover,
|
||||
);
|
||||
const normalizedProfile = {
|
||||
id: toText(value.id, `saved-custom-world-${Date.now().toString(36)}`),
|
||||
settingText,
|
||||
@@ -1184,6 +1210,7 @@ function normalizeProfile(value: unknown): CustomWorldProfile | null {
|
||||
.map((entry, index) => normalizeItem(entry, index))
|
||||
.filter((entry): entry is CustomWorldItem => Boolean(entry))
|
||||
: [],
|
||||
cover,
|
||||
openingCg,
|
||||
camp,
|
||||
landmarks: normalizeCustomWorldLandmarks({
|
||||
|
||||
@@ -776,3 +776,123 @@ test('custom world opening act accepts runtime npc id references and still start
|
||||
}),
|
||||
);
|
||||
});
|
||||
|
||||
test('switching between custom worlds sends the newly selected profile to runtime bootstrap', async () => {
|
||||
const user = userEvent.setup();
|
||||
const oldProfile = buildSavedProfile();
|
||||
const openedDraftProfile = normalizeCustomWorldProfileRecord({
|
||||
...oldProfile,
|
||||
id: 'opened-draft-profile',
|
||||
name: '星砂废都',
|
||||
subtitle: '坠星沙海与废都钟楼',
|
||||
summary: '本次从草稿架打开并启动的目标草稿。',
|
||||
settingText: '星砂覆盖旧废都,钟楼下埋着旧约。',
|
||||
playableNpcs: [
|
||||
{
|
||||
...oldProfile.playableNpcs[0],
|
||||
id: 'opened-playable-1',
|
||||
name: '砂眠',
|
||||
title: '废都引路人',
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
if (!openedDraftProfile) {
|
||||
throw new Error('failed to build opened draft profile');
|
||||
}
|
||||
const normalizedOpenedDraftProfile = openedDraftProfile;
|
||||
|
||||
function SwitchWorldHarness() {
|
||||
const {
|
||||
gameState,
|
||||
handleCustomWorldSelect,
|
||||
handleCharacterSelect,
|
||||
} = useRpgSessionBootstrap();
|
||||
const openedCharacters = buildCustomWorldPlayableCharacters(
|
||||
normalizedOpenedDraftProfile,
|
||||
);
|
||||
const selectedCharacter = openedCharacters[0] ?? null;
|
||||
|
||||
return (
|
||||
<div>
|
||||
<button
|
||||
type="button"
|
||||
onClick={() => handleCustomWorldSelect(oldProfile, { mode: 'play' })}
|
||||
>
|
||||
选择旧世界
|
||||
</button>
|
||||
<button
|
||||
type="button"
|
||||
onClick={() =>
|
||||
handleCustomWorldSelect(normalizedOpenedDraftProfile, {
|
||||
mode: 'play',
|
||||
})
|
||||
}
|
||||
>
|
||||
选择打开草稿
|
||||
</button>
|
||||
<button
|
||||
type="button"
|
||||
onClick={() => {
|
||||
if (selectedCharacter) {
|
||||
handleCharacterSelect(selectedCharacter);
|
||||
}
|
||||
}}
|
||||
>
|
||||
确认草稿角色
|
||||
</button>
|
||||
<pre data-testid="state-snapshot">
|
||||
{JSON.stringify({
|
||||
profileId: gameState.customWorldProfile?.id ?? null,
|
||||
profileName: gameState.customWorldProfile?.name ?? null,
|
||||
})}
|
||||
</pre>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
runtimeStoryClientMocks.beginRuntimeStorySession.mockResolvedValue(
|
||||
buildRuntimeStoryBootstrapSnapshot({
|
||||
profile: normalizedOpenedDraftProfile,
|
||||
character: buildCustomWorldPlayableCharacters(
|
||||
normalizedOpenedDraftProfile,
|
||||
)[0]!,
|
||||
}),
|
||||
);
|
||||
|
||||
render(<SwitchWorldHarness />);
|
||||
|
||||
await user.click(screen.getByRole('button', { name: '选择旧世界' }));
|
||||
await waitFor(() => {
|
||||
expect(
|
||||
JSON.parse(screen.getByTestId('state-snapshot').textContent ?? '{}')
|
||||
.profileName,
|
||||
).toBe('回潮群岛');
|
||||
});
|
||||
|
||||
await user.click(screen.getByRole('button', { name: '选择打开草稿' }));
|
||||
await waitFor(() => {
|
||||
expect(
|
||||
JSON.parse(screen.getByTestId('state-snapshot').textContent ?? '{}')
|
||||
.profileName,
|
||||
).toBe('星砂废都');
|
||||
});
|
||||
|
||||
await user.click(screen.getByRole('button', { name: '确认草稿角色' }));
|
||||
|
||||
await waitFor(() => {
|
||||
expect(runtimeStoryClientMocks.beginRuntimeStorySession).toHaveBeenCalledWith(
|
||||
expect.objectContaining({
|
||||
customWorldProfile: expect.objectContaining({
|
||||
id: 'opened-draft-profile',
|
||||
name: '星砂废都',
|
||||
summary: '本次从草稿架打开并启动的目标草稿。',
|
||||
}),
|
||||
character: expect.objectContaining({
|
||||
id: 'opened-playable-1',
|
||||
name: '砂眠',
|
||||
}),
|
||||
}),
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user