Rework story engine flow and reorganize project docs
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This commit is contained in:
2026-04-06 23:19:00 +08:00
parent d678929064
commit ddcb5d5c8c
241 changed files with 19805 additions and 2478 deletions

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@@ -1,4 +1,4 @@
import { describe, expect, it } from 'vitest';
import { describe, expect, it } from 'vitest';
import {
AnimationState,
@@ -115,7 +115,7 @@ function buildGameState(
currentEncounter: null,
npcInteractionActive: false,
currentScenePreset: null,
sceneMonsters: [],
sceneHostileNpcs: [],
playerX: 0,
playerOffsetY: 0,
playerFacing: 'right',

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@@ -5,7 +5,7 @@ import type {
EquipmentLoadout,
GameState,
InventoryItem,
SceneMonster,
SceneHostileNpc,
TimedBuildBuff,
WorldAttributeSchema,
} from '../types';
@@ -682,7 +682,7 @@ export function getCompanionBuildDamageBreakdown(
}
export function getMonsterBuildDamageBreakdown(
monster: SceneMonster,
monster: SceneHostileNpc,
worldType: WorldType | null = null,
customWorldProfile: CustomWorldProfile | null = getRuntimeCustomWorldProfile(),
) {
@@ -866,7 +866,7 @@ export function resolveCompanionOutgoingDamageResult(
}
export function resolveMonsterOutgoingDamage(
monster: SceneMonster,
monster: SceneHostileNpc,
baseDamage: number,
functionMultiplier = 1,
worldType: WorldType | null = null,
@@ -887,7 +887,7 @@ export function resolveMonsterOutgoingDamage(
}
export function resolveMonsterOutgoingDamageResult(
monster: SceneMonster,
monster: SceneHostileNpc,
baseDamage: number,
functionMultiplier = 1,
worldType: WorldType | null = null,

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@@ -3,7 +3,7 @@ import type {
BuildTagCategory,
BuildTagDefinition,
Character,
SceneMonster,
SceneHostileNpc,
TimedBuildBuff,
} from '../types';
import { getBuildTagAttributeAffinity } from './buildTagAttributeAffinity';
@@ -256,7 +256,7 @@ function inferMonsterTagsFromText(source: string) {
return tags;
}
export function getSceneMonsterCombatTags(monster: SceneMonster) {
export function getSceneMonsterCombatTags(monster: SceneHostileNpc) {
if (monster.combatTags?.length) {
return normalizeBuildTags(monster.combatTags, 3);
}

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@@ -1,12 +1,15 @@
import {isRecord, readStoredJson, writeStoredJson} from '../persistence/storage';
import {generateWorldAttributeSchema} from '../services/attributeSchemaGenerator';
import {
normalizeCustomWorldLandmarks,
type CustomWorldLandmarkDraft,
} from './customWorldSceneGraph';
buildCustomWorldAnchorPackFromIntent,
deriveCustomWorldLockStateFromIntent,
normalizeCustomWorldCreatorIntent,
normalizeCustomWorldLockState,
} from '../services/customWorldCreatorIntent';
import {
CharacterBackstoryChapter,
CharacterBackstoryRevealConfig,
CustomWorldAnchorPack,
CustomWorldItem,
CustomWorldLandmark,
CustomWorldNpc,
@@ -29,6 +32,10 @@ import {
DEFAULT_PRIVATE_CHAT_UNLOCK_AFFINITY,
} from './affinityLevels';
import {coerceWorldAttributeSchema} from './attributeValidation';
import {
type CustomWorldLandmarkDraft,
normalizeCustomWorldLandmarks,
} from './customWorldSceneGraph';
const CUSTOM_WORLD_LIBRARY_STORAGE_KEY = 'tavernrealms.custom-world-library.v1';
const CUSTOM_WORLD_LIBRARY_VERSION = 1;
@@ -592,6 +599,8 @@ function normalizeProfile(value: unknown): CustomWorldProfile | null {
tone,
playerGoal,
templateWorldType,
majorFactions: [],
coreConflicts: [summary || playerGoal || settingText || name],
attributeSchema: coerceWorldAttributeSchema(value.attributeSchema, generatedAttributeSchema),
playableNpcs: Array.isArray(value.playableNpcs)
? value.playableNpcs
@@ -608,6 +617,29 @@ function normalizeProfile(value: unknown): CustomWorldProfile | null {
landmarks: landmarkDrafts,
storyNpcs,
}),
themePack: null,
storyGraph: null,
creatorIntent: normalizeCustomWorldCreatorIntent(value.creatorIntent),
anchorPack:
value.anchorPack && typeof value.anchorPack === 'object'
? (value.anchorPack as CustomWorldAnchorPack)
: buildCustomWorldAnchorPackFromIntent(
normalizeCustomWorldCreatorIntent(value.creatorIntent),
),
lockState:
value.lockState && isRecord(value.lockState)
? normalizeCustomWorldLockState(value.lockState)
: deriveCustomWorldLockStateFromIntent(
normalizeCustomWorldCreatorIntent(value.creatorIntent),
),
generationMode:
value.generationMode === 'fast' || value.generationMode === 'full'
? value.generationMode
: 'full',
generationStatus:
value.generationStatus === 'key_only' || value.generationStatus === 'complete'
? value.generationStatus
: 'complete',
};
}

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@@ -153,16 +153,11 @@ export function validateMonsterOverrides(
export function validateSceneOverrides(
overrideMap: Record<string, ScenePresetOverride>,
scenes: ScenePreset[],
monstersByWorld: Partial<Record<WorldType, MonsterPreset[]>>,
_monstersByWorld: Partial<Record<WorldType, MonsterPreset[]>>,
) {
const errors: string[] = [];
const sceneById = new Map(scenes.map(scene => [scene.id, scene]));
const validSceneIds = new Set(scenes.map(scene => scene.id));
const validMonsterIdsByWorld = {
[WorldType.WUXIA]: new Set((monstersByWorld[WorldType.WUXIA] ?? []).map(monster => monster.id)),
[WorldType.XIANXIA]: new Set((monstersByWorld[WorldType.XIANXIA] ?? []).map(monster => monster.id)),
[WorldType.CUSTOM]: new Set((monstersByWorld[WorldType.CUSTOM] ?? []).map(monster => monster.id)),
};
Object.entries(overrideMap).forEach(([sceneId, override]) => {
const scene = sceneById.get(sceneId);
@@ -181,11 +176,6 @@ export function validateSceneOverrides(
}
});
(override.monsterIds ?? []).forEach(monsterId => {
if (!validMonsterIdsByWorld[scene.worldType].has(monsterId)) {
pushError(errors, `${sceneId} has invalid monsterId: ${monsterId}`);
}
});
});
return errors;

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@@ -9,19 +9,19 @@ function lerp(start: number, end: number, progress: number) {
return roundMeters(start + ((end - start) * progress));
}
export function hasEncounterEntity(state: Pick<GameState, 'sceneMonsters' | 'currentEncounter'>) {
return state.sceneMonsters.length > 0 || Boolean(state.currentEncounter);
export function hasEncounterEntity(state: Pick<GameState, 'sceneHostileNpcs' | 'currentEncounter'>) {
return state.sceneHostileNpcs.length > 0 || Boolean(state.currentEncounter);
}
export function buildEncounterEntryState(
finalState: GameState,
entryX: number,
): GameState {
if (finalState.sceneMonsters.length > 0) {
const anchorX = getMonsterGroupAnchorX(finalState.sceneMonsters);
if (finalState.sceneHostileNpcs.length > 0) {
const anchorX = getMonsterGroupAnchorX(finalState.sceneHostileNpcs);
return {
...finalState,
sceneMonsters: finalState.sceneMonsters.map(monster => {
sceneHostileNpcs: finalState.sceneHostileNpcs.map(monster => {
const offset = monster.xMeters - anchorX;
const xMeters = roundMeters(entryX + offset);
return {
@@ -42,7 +42,7 @@ export function buildEncounterEntryState(
...finalState.currentEncounter,
xMeters: entryX,
},
sceneMonsters: [],
sceneHostileNpcs: [],
};
}
@@ -51,13 +51,13 @@ export function buildEncounterEntryState(
export function buildEncounterTransitionState(
finalState: GameState,
sourceState: Pick<GameState, 'sceneMonsters' | 'currentEncounter'>,
sourceState: Pick<GameState, 'sceneHostileNpcs' | 'currentEncounter'>,
): GameState {
if (finalState.sceneMonsters.length > 0) {
const sourceById = new Map(sourceState.sceneMonsters.map(monster => [monster.id, monster]));
if (finalState.sceneHostileNpcs.length > 0) {
const sourceById = new Map(sourceState.sceneHostileNpcs.map(monster => [monster.id, monster]));
return {
...finalState,
sceneMonsters: finalState.sceneMonsters.map(monster => {
sceneHostileNpcs: finalState.sceneHostileNpcs.map(monster => {
const sourceMonster = sourceById.get(monster.id);
const xMeters = sourceMonster?.xMeters ?? monster.xMeters;
return {
@@ -78,7 +78,7 @@ export function buildEncounterTransitionState(
...finalState.currentEncounter,
xMeters: sourceState.currentEncounter?.xMeters ?? finalState.currentEncounter.xMeters,
},
sceneMonsters: [],
sceneHostileNpcs: [],
};
}
@@ -86,15 +86,15 @@ export function buildEncounterTransitionState(
}
export function interpolateEncounterTransitionState(
startState: Pick<GameState, 'sceneMonsters' | 'currentEncounter'>,
startState: Pick<GameState, 'sceneHostileNpcs' | 'currentEncounter'>,
finalState: GameState,
progress: number,
): GameState {
if (finalState.sceneMonsters.length > 0) {
const startById = new Map(startState.sceneMonsters.map(monster => [monster.id, monster]));
if (finalState.sceneHostileNpcs.length > 0) {
const startById = new Map(startState.sceneHostileNpcs.map(monster => [monster.id, monster]));
return {
...finalState,
sceneMonsters: finalState.sceneMonsters.map(monster => {
sceneHostileNpcs: finalState.sceneHostileNpcs.map(monster => {
const startMonster = startById.get(monster.id);
const xMeters = lerp(startMonster?.xMeters ?? monster.xMeters, monster.xMeters, progress);
return {
@@ -117,7 +117,7 @@ export function interpolateEncounterTransitionState(
...finalState.currentEncounter,
xMeters: lerp(startX, endX, progress),
},
sceneMonsters: [],
sceneHostileNpcs: [],
};
}

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@@ -28,11 +28,9 @@ function createGameState(): GameState {
name: '断碑古道',
description: '阴气与碎骨混在旧路之间。',
imageSrc: '/ruins.png',
monsterIds: ['monster-03'],
npcs: [],
treasureHints: [],
},
sceneMonsters: [],
sceneHostileNpcs: [],
playerX: 0,
playerOffsetY: 0,

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@@ -998,7 +998,7 @@ export function rollHostileNpcLoot(
npcDescription: `${monster.name}倒下后留下的战利痕迹。`,
npcAvatar: '',
context: state.currentScenePreset?.name ?? '战场余烬',
hostileNpcPresetId: monster.id,
monsterPresetId: monster.id,
},
});
const directedReward = buildDirectedRuntimeReward(context, {

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@@ -173,7 +173,6 @@ export function buildHostileNpcEncounter(
return {
id: `monster:${worldType}:${preset.id}`,
kind: 'npc',
hostileNpcPresetId: preset.id,
monsterPresetId: preset.id,
npcName: preset.name,
npcDescription: preset.description,
@@ -231,8 +230,6 @@ export function createSceneHostileNpc(
};
}
export const createSceneMonster = createSceneHostileNpc;
export function createSceneHostileNpcsFromIds(
worldType: WorldType,
hostileNpcIds: string[],
@@ -260,21 +257,19 @@ export function createSceneHostileNpcsFromIds(
.filter(Boolean) as SceneHostileNpc[];
}
export const createSceneMonstersFromIds = createSceneHostileNpcsFromIds;
export function createSceneHostileNpcsFromEncounters(
worldType: WorldType,
encounters: Encounter[],
playerX = PLAYER_BASE_X_METERS,
): SceneHostileNpc[] {
const hostileEncounters = encounters.filter(
(encounter): encounter is Encounter & { hostileNpcPresetId: string } => Boolean(encounter.hostileNpcPresetId),
(encounter): encounter is Encounter & { monsterPresetId: string } => Boolean(encounter.monsterPresetId),
);
if (hostileEncounters.length === 0) return [];
const baseMonsters = createSceneHostileNpcsFromIds(
worldType,
hostileEncounters.map(encounter => encounter.hostileNpcPresetId),
hostileEncounters.map(encounter => encounter.monsterPresetId),
playerX,
);
@@ -295,8 +290,6 @@ export function createSceneHostileNpcsFromEncounters(
});
}
export const createSceneNpcMonstersFromEncounters = createSceneHostileNpcsFromEncounters;
export function getBaseSceneHostileNpcs(worldType: WorldType, playerX = PLAYER_BASE_X_METERS): SceneHostileNpc[] {
const fallbackId = getHostileNpcPresetsByWorld(worldType)[0]?.id;
return fallbackId ? createSceneHostileNpcsFromIds(worldType, [fallbackId], playerX) : [];
@@ -312,8 +305,6 @@ export function getClosestHostileNpc(playerX: number, monsters: SceneHostileNpc[
return [...monsters].sort((a, b) => Math.abs(a.xMeters - playerX) - Math.abs(b.xMeters - playerX))[0];
}
export const getClosestMonster = getClosestHostileNpc;
export function getHostileNpcDistance(playerX: number, monster: SceneHostileNpc) {
return Math.abs(monster.xMeters - playerX);
}
@@ -371,8 +362,6 @@ export function settleHostileNpcAnimations(monsters: SceneHostileNpc[]) {
}));
}
export const settleMonsterAnimations = settleHostileNpcAnimations;
export function createFallbackOption(
functionId: string,
text: string,

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@@ -1 +0,0 @@
export {createSceneHostileNpcsFromIds, createSceneMonstersFromIds} from './hostileNpcs';

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@@ -3,10 +3,10 @@ import { describe, expect, it } from 'vitest';
import type { Character, Encounter, GameState, InventoryItem } from '../types';
import { AnimationState, WorldType } from '../types';
import {
buildNpcHelpReward,
buildGiftCandidateSummary,
buildInitialNpcState,
buildNpcEncounterStoryMoment,
buildNpcHelpReward,
buildNpcTradeTransactionActionText,
syncNpcTradeInventory,
} from './npcInteractions';
@@ -90,11 +90,9 @@ function createGameState(
name: 'Camp',
description: 'A temporary camp.',
imageSrc: '/camp.png',
monsterIds: [],
npcs: [],
treasureHints: [],
},
sceneMonsters: [],
sceneHostileNpcs: [],
playerX: 0,
playerOffsetY: 0,
@@ -154,7 +152,6 @@ describe('npcInteractions', () => {
scene: {
id: 'scene-1',
name: 'Camp',
monsterIds: [],
npcs: [],
treasureHints: [],
},
@@ -179,7 +176,6 @@ describe('npcInteractions', () => {
scene: {
id: 'scene-1',
name: 'Camp',
monsterIds: [],
npcs: [],
treasureHints: [],
},

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@@ -13,7 +13,7 @@ import {
NpcPersistentState,
NpcWarmthStage,
QuestLogEntry,
SceneMonster,
SceneHostileNpc,
ScenePresetInfo,
StoryMoment,
StoryOption,
@@ -142,6 +142,182 @@ const RARITY_LABELS: Record<ItemRarity, string> = {
legendary: '传说',
};
function clampStanceMetric(value: number) {
return Math.max(0, Math.min(100, Math.round(value)));
}
function normalizeRecentStanceNotes(value: unknown) {
return Array.isArray(value)
? value.filter((item): item is string => typeof item === 'string' && item.trim().length > 0).slice(-3)
: [];
}
export function buildInitialStanceProfile(
affinity: number,
options: {
recruited?: boolean;
hostile?: boolean;
roleText?: string | null;
} = {},
) {
const recruitedBonus = options.recruited ? 14 : 0;
const hostilePenalty = options.hostile ? 18 : 0;
const roleText = options.roleText ?? '';
const currentConflictTag =
/||/u.test(roleText)
? '旧案'
: /||/u.test(roleText)
? '守线'
: /||/u.test(roleText)
? '交易'
: null;
return {
trust: clampStanceMetric(42 + affinity * 0.55 + recruitedBonus - hostilePenalty),
warmth: clampStanceMetric(36 + affinity * 0.5 + recruitedBonus),
ideologicalFit: clampStanceMetric(48 + affinity * 0.25),
fearOrGuard: clampStanceMetric(62 - affinity * 0.55 + hostilePenalty),
loyalty: clampStanceMetric(24 + affinity * 0.35 + (options.recruited ? 26 : 0)),
currentConflictTag,
recentApprovals: [],
recentDisapprovals: [],
};
}
export function applyStoryChoiceToStanceProfile(
stanceProfile: NpcPersistentState['stanceProfile'],
action: 'npc_chat' | 'npc_help' | 'npc_gift' | 'npc_recruit' | 'npc_quest_accept',
options: {
affinityGain?: number;
recruited?: boolean;
} = {},
) {
const base =
stanceProfile ??
buildInitialStanceProfile(0, {
recruited: options.recruited,
});
const affinityGain = options.affinityGain ?? 0;
const approvalNotes = [...base.recentApprovals];
const disapprovalNotes = [...base.recentDisapprovals];
const applyApproval = (note: string) => {
approvalNotes.push(note);
while (approvalNotes.length > 3) approvalNotes.shift();
};
const applyDisapproval = (note: string) => {
disapprovalNotes.push(note);
while (disapprovalNotes.length > 3) disapprovalNotes.shift();
};
const next = {
...base,
trust: base.trust,
warmth: base.warmth,
ideologicalFit: base.ideologicalFit,
fearOrGuard: base.fearOrGuard,
loyalty: base.loyalty,
};
switch (action) {
case 'npc_chat':
next.trust += 6 + affinityGain * 2;
next.warmth += 4 + affinityGain * 2;
next.fearOrGuard -= 5 + affinityGain;
if (affinityGain >= 0) {
applyApproval('你愿意先从眼前局势和试探开始说话。');
} else {
applyDisapproval('这轮交流没能真正对上节奏。');
}
break;
case 'npc_help':
next.trust += 12;
next.warmth += 6;
next.fearOrGuard -= 8;
applyApproval('你在对方需要的时候搭了手。');
break;
case 'npc_gift':
next.trust += 6 + affinityGain;
next.warmth += 10 + affinityGain * 2;
next.fearOrGuard -= 4;
applyApproval('你给出的东西回应了对方眼下的处境。');
break;
case 'npc_recruit':
next.trust += 8;
next.warmth += 6;
next.loyalty += 18;
next.fearOrGuard -= 10;
applyApproval('你正式把对方纳入了同行关系。');
break;
case 'npc_quest_accept':
next.trust += 7;
next.ideologicalFit += 5;
next.loyalty += 4;
applyApproval('你接住了对方主动交出来的事。');
break;
}
return {
...next,
trust: clampStanceMetric(next.trust),
warmth: clampStanceMetric(next.warmth),
ideologicalFit: clampStanceMetric(next.ideologicalFit),
fearOrGuard: clampStanceMetric(next.fearOrGuard),
loyalty: clampStanceMetric(next.loyalty),
recentApprovals: approvalNotes,
recentDisapprovals: disapprovalNotes,
};
}
function normalizeStanceProfile(
stanceProfile: NpcPersistentState['stanceProfile'],
npcState: NpcPersistentState,
) {
if (!stanceProfile) {
return buildInitialStanceProfile(npcState.affinity, {
recruited: npcState.recruited,
});
}
return {
trust: clampStanceMetric(stanceProfile.trust ?? 40),
warmth: clampStanceMetric(stanceProfile.warmth ?? 35),
ideologicalFit: clampStanceMetric(stanceProfile.ideologicalFit ?? 45),
fearOrGuard: clampStanceMetric(stanceProfile.fearOrGuard ?? 55),
loyalty: clampStanceMetric(stanceProfile.loyalty ?? 20),
currentConflictTag: stanceProfile.currentConflictTag ?? null,
recentApprovals: normalizeRecentStanceNotes(stanceProfile.recentApprovals),
recentDisapprovals: normalizeRecentStanceNotes(stanceProfile.recentDisapprovals),
};
}
export function describeNpcNarrativePressure(
encounter: Encounter,
npcState: NpcPersistentState,
) {
const narrativeProfile = encounter.narrativeProfile;
const guardedText =
npcState.stanceProfile?.fearOrGuard && npcState.stanceProfile.fearOrGuard > 68
? '对方明显绷着一口气,不愿先把主动权让出去。'
: '对方把分寸拿得很紧,像是随时准备把话题拨回表层。';
if (!narrativeProfile) {
return guardedText;
}
return [
narrativeProfile.immediatePressure || guardedText,
narrativeProfile.contradiction
? `话里还带着一点错位:${narrativeProfile.contradiction}`
: null,
narrativeProfile.reactionHooks[0]
? `只要提到${narrativeProfile.reactionHooks[0]},对方就可能立刻变调。`
: null,
]
.filter(Boolean)
.join(' ');
}
function makeItemId(prefix: string, category: string, name: string) {
return `${prefix}:${encodeURIComponent(`${category}-${name}`)}`;
}
@@ -726,6 +902,7 @@ export function normalizeNpcPersistentState(
seenBackstoryChapterIds: Array.isArray(npcState.seenBackstoryChapterIds)
? npcState.seenBackstoryChapterIds.filter((fact): fact is string => typeof fact === 'string')
: [],
stanceProfile: normalizeStanceProfile(npcState.stanceProfile, npcState),
};
}
@@ -1374,6 +1551,11 @@ export function buildInitialNpcState(
knownAttributeRumors: attributeRumors,
firstMeaningfulContactResolved: false,
seenBackstoryChapterIds: [],
stanceProfile: buildInitialStanceProfile(initialAffinity, {
recruited: false,
hostile: Boolean(encounter.monsterPresetId) || initialAffinity < 0,
roleText: encounter.context,
}),
});
}
@@ -1644,7 +1826,7 @@ export function createNpcBattleMonster(
hostile: true,
xMeters: 3.2,
},
} satisfies SceneMonster;
} satisfies SceneHostileNpc;
}
const recruitCombatStats = recruitCharacter
@@ -1695,7 +1877,7 @@ export function createNpcBattleMonster(
...encounter,
xMeters: 3.2,
},
} satisfies SceneMonster;
} satisfies SceneHostileNpc;
}
return {
@@ -1716,7 +1898,7 @@ export function createNpcBattleMonster(
...encounter,
xMeters: 3.2,
},
} satisfies SceneMonster;
} satisfies SceneHostileNpc;
}
export function getNpcLootItems(
@@ -1753,7 +1935,7 @@ export function buildNpcEncounterStoryMoment({
activeQuests: QuestLogEntry[];
scene: Pick<
ScenePresetInfo,
'id' | 'name' | 'monsterIds' | 'npcs' | 'treasureHints'
'id' | 'name' | 'npcs' | 'treasureHints'
> | null;
worldType: WorldType | null;
partySize: number;
@@ -1944,8 +2126,8 @@ export function buildNpcEncounterStoryMoment({
overrideText ??
(
isNpcFirstMeaningfulContact(encounter, npcState)
? `${buildNpcFirstContactStoryText(encounter, npcState, scene?.name)} ${describeNpcAffinityInWords(encounter, npcState.affinity)}`
: `${scene?.name ?? '当前地界'}里,你遇见了${encounter.npcName}${getNpcActionText(encounter)} ${describeNpcAffinityInWords(encounter, npcState.affinity)}`
? `${buildNpcFirstContactStoryText(encounter, npcState, scene?.name)} ${describeNpcNarrativePressure(encounter, npcState)} ${describeNpcAffinityInWords(encounter, npcState.affinity)}`
: `${scene?.name ?? '当前地界'}里,你遇见了${encounter.npcName}${getNpcActionText(encounter)} ${describeNpcNarrativePressure(encounter, npcState)} ${describeNpcAffinityInWords(encounter, npcState.affinity)}`
),
options: sortStoryOptionsByPriority(
options,

View File

@@ -14,10 +14,20 @@ const TEST_SCENE = {
id: 'forest_path',
name: 'Forest Path',
description: 'A narrow trail with fresh claw marks.',
monsterIds: ['wolf_alpha'],
npcs: [],
npcs: [
{
id: 'hostile-wolf-alpha',
name: '狼王',
description: 'A hostile wolf alpha.',
avatar: '狼',
role: '敌对角色',
monsterPresetId: 'wolf_alpha',
initialAffinity: -40,
hostile: true,
},
],
treasureHints: [],
} satisfies Pick<ScenePresetInfo, 'id' | 'name' | 'description' | 'monsterIds' | 'npcs' | 'treasureHints'>;
} satisfies Pick<ScenePresetInfo, 'id' | 'name' | 'description' | 'npcs' | 'treasureHints'>;
function requireStep(quest: QuestLogEntry, stepId: string): QuestStep {
const step = quest.steps?.find(item => item.id === stepId);

View File

@@ -1,3 +1,4 @@
import type {QuestGenerationContext} from '../services/aiTypes';
import type {
QuestCompilationRequest,
QuestContract,
@@ -7,7 +8,8 @@ import type {
QuestProgressSignal,
QuestSceneSnapshot,
} from '../services/questTypes';
import type {QuestGenerationContext} from '../services/aiTypes';
import { buildNarrativeDocument } from '../services/storyEngine/documentCarrierCompiler';
import { buildThreadContractsFromProfile } from '../services/storyEngine/threadContract';
import {
type CustomWorldProfile,
type QuestLogEntry,
@@ -171,13 +173,24 @@ function buildQuestReward(params: {
fixedKinds: [...runtimeConfig.fixedKinds],
fixedPermanence: [...runtimeConfig.fixedPermanence],
});
const threadContract = context?.customWorldProfile?.threadContracts?.find((contract) =>
(context.activeThreadIds ?? []).includes(contract.threadId),
) ?? null;
const rewardItems = flattenDirectedRuntimeRewardItems(directedReward);
const documentItem =
rewardTheme === 'intel' && threadContract
? buildNarrativeDocument({
contract: threadContract,
titleSeed: `${issuerNpcName}留下的调查简札`,
})
: null;
const reward: QuestReward = {
affinityBonus: narrativeType === 'relationship' || narrativeType === 'trial' ? 14 : 12,
currency: rewardTheme === 'intel'
? (worldType === 'XIANXIA' ? 40 : 58)
: (worldType === 'XIANXIA' ? 54 : 72),
items: flattenDirectedRuntimeRewardItems(directedReward),
items: documentItem ? [...rewardItems, documentItem] : rewardItems,
storyHint: directedReward.storyHint,
};
@@ -199,6 +212,34 @@ function buildRewardText(reward: QuestReward, worldType: WorldType | null) {
return `完成后可获得好感 +${reward.affinityBonus}${formatCurrency(reward.currency, worldType)}${itemText}${intelText}`;
}
function resolveQuestThreadContract(params: {
context?: QuestGenerationContext;
issuerNpcId: string;
scene: QuestSceneSnapshot | null;
}) {
const profile = params.context?.customWorldProfile;
if (!profile?.storyGraph) {
return null;
}
const contracts =
profile.threadContracts && profile.threadContracts.length > 0
? profile.threadContracts
: buildThreadContractsFromProfile(profile);
const activeThreadIds = params.context?.activeThreadIds ?? [];
const contract = contracts.find((candidate) =>
activeThreadIds.includes(candidate.threadId)
|| candidate.issuerActorId === params.issuerNpcId
|| candidate.steps.some((step) =>
step.completionSignalIds.some((signalId) =>
params.scene?.id ? signalId.includes(params.scene.id) : false,
),
),
) ?? contracts[0] ?? null;
return contract;
}
function buildQuestId(issuerNpcId: string, kind: QuestObjectiveKind, targetKey: string) {
return `quest:${issuerNpcId}:${kind}:${targetKey}`;
}
@@ -226,7 +267,7 @@ function getScenePrimaryThreat(scene: QuestSceneSnapshot | null, worldType: Worl
const hostileNpc = getSceneHostileNpcs(scene)[0] ?? null;
if (hostileNpc) {
const targetHostileNpcId = hostileNpc.hostileNpcPresetId ?? hostileNpc.monsterPresetId ?? hostileNpc.id;
const targetHostileNpcId = hostileNpc.monsterPresetId ?? hostileNpc.id;
const targetHostileNpcName = worldType
? getHostileNpcPresetById(worldType, targetHostileNpcId)?.name ?? hostileNpc.name ?? targetHostileNpcId
: hostileNpc.name ?? targetHostileNpcId;
@@ -240,19 +281,6 @@ function getScenePrimaryThreat(scene: QuestSceneSnapshot | null, worldType: Worl
};
}
const fallbackHostileNpcId = scene.hostileNpcIds?.[0] ?? scene.monsterIds?.[0];
if (fallbackHostileNpcId) {
return {
kind: 'defeat_hostile_npc',
targetHostileNpcId: fallbackHostileNpcId,
targetHostileNpcName: worldType
? getHostileNpcPresetById(worldType, fallbackHostileNpcId)?.name ?? fallbackHostileNpcId
: fallbackHostileNpcId,
targetSceneId: scene.id,
suggestedThreatType: 'hostile_npc',
};
}
if ((scene.treasureHints?.length ?? 0) > 0) {
return {
kind: 'inspect_treasure',
@@ -568,6 +596,12 @@ export function normalizeQuestLogEntry(quest: QuestLogEntry): QuestLogEntry {
status,
steps,
activeStepId,
actId: quest.actId ?? null,
threadId: quest.threadId ?? null,
contractId: quest.contractId ?? null,
discoveredFactIds: quest.discoveredFactIds ?? [],
relatedCarrierIds: quest.relatedCarrierIds ?? [],
consequenceIds: quest.consequenceIds ?? [],
};
return {
@@ -825,12 +859,20 @@ export function compileQuestIntentToQuest(
},
failPolicy: 'never',
};
const threadContract = resolveQuestThreadContract({
context: params.context,
issuerNpcId: params.issuerNpcId,
scene: params.scene,
});
return normalizeQuestLogEntry({
id: contract.id,
issuerNpcId: contract.issuerNpcId,
issuerNpcName: contract.issuerNpcName,
sceneId: contract.sceneId,
actId: params.context?.actState?.id ?? null,
threadId: threadContract?.threadId ?? null,
contractId: threadContract?.id ?? null,
title: contract.title,
description: contract.description,
summary: contract.summary,
@@ -843,8 +885,11 @@ export function compileQuestIntentToQuest(
narrativeBinding: contract.narrativeBinding,
steps: contract.steps,
activeStepId: contract.steps[0]?.id ?? null,
visibleStage: 0,
visibleStage: threadContract?.visibleStage ?? 0,
hiddenFlags: [],
discoveredFactIds: [],
relatedCarrierIds: [],
consequenceIds: [],
});
}

View File

@@ -1,4 +1,10 @@
import type {QuestGenerationContext} from '../services/aiTypes';
import {
buildFallbackActorNarrativeProfile,
normalizeActorNarrativeProfile,
} from '../services/storyEngine/actorNarrativeProfile';
import { buildThemePackFromWorldProfile } from '../services/storyEngine/themePack';
import { buildFallbackWorldStoryGraph } from '../services/storyEngine/worldStoryGraph';
import type {
EquipmentLoadout,
GameState,
@@ -78,12 +84,81 @@ function derivePlayerBuildGaps(playerBuildTags: string[]) {
.slice(0, 3);
}
function resolveRelatedNpcNarrativeProfile(params: {
customWorldProfile: GameState['customWorldProfile'];
encounter: GameState['currentEncounter'];
}) {
const { customWorldProfile, encounter } = params;
if (!customWorldProfile || !encounter || encounter.kind !== 'npc') {
return null;
}
const role =
customWorldProfile.storyNpcs.find((npc) =>
npc.id === encounter.id || npc.name === encounter.npcName,
)
?? customWorldProfile.playableNpcs.find((npc) =>
npc.id === encounter.id || npc.name === encounter.npcName,
);
if (!role) {
return encounter.narrativeProfile ?? null;
}
const themePack =
customWorldProfile.themePack ?? buildThemePackFromWorldProfile(customWorldProfile);
const storyGraph =
customWorldProfile.storyGraph
?? buildFallbackWorldStoryGraph(customWorldProfile, themePack);
return normalizeActorNarrativeProfile(
role.narrativeProfile,
buildFallbackActorNarrativeProfile(role, storyGraph, themePack),
);
}
function resolveActiveThreadIds(params: {
customWorldProfile: GameState['customWorldProfile'];
relatedNpcNarrativeProfile: RuntimeItemGenerationContext['relatedNpcNarrativeProfile'];
storyEngineMemory?: GameState['storyEngineMemory'] | QuestGenerationContext['activeThreadIds'];
}) {
const threadSource = params.storyEngineMemory;
if (Array.isArray(threadSource) && threadSource.length > 0) {
return threadSource.slice(0, 4);
}
if (
threadSource &&
!Array.isArray(threadSource) &&
threadSource.activeThreadIds?.length
) {
return threadSource.activeThreadIds.slice(0, 4);
}
if (params.relatedNpcNarrativeProfile?.relatedThreadIds.length) {
return params.relatedNpcNarrativeProfile.relatedThreadIds.slice(0, 4);
}
if (!params.customWorldProfile) {
return [];
}
const themePack =
params.customWorldProfile.themePack
?? buildThemePackFromWorldProfile(params.customWorldProfile);
const storyGraph =
params.customWorldProfile.storyGraph
?? buildFallbackWorldStoryGraph(params.customWorldProfile, themePack);
return storyGraph.visibleThreads.slice(0, 3).map((thread) => thread.id);
}
function buildBaseRuntimeContext(params: {
worldType: GameState['worldType'];
customWorldProfile: GameState['customWorldProfile'];
scene: Pick<ScenePresetInfo, 'id' | 'name' | 'description' | 'treasureHints'> | null;
encounter: GameState['currentEncounter'];
relatedNpcState: GameState['npcStates'][string] | null;
storyEngineMemory?: GameState['storyEngineMemory'] | QuestGenerationContext['activeThreadIds'];
storyHistory: GameState['storyHistory'];
playerCharacterId: string;
playerBuildTags: string[];
@@ -96,6 +171,7 @@ function buildBaseRuntimeContext(params: {
scene,
encounter,
relatedNpcState,
storyEngineMemory,
storyHistory,
playerCharacterId,
playerBuildTags,
@@ -103,6 +179,15 @@ function buildBaseRuntimeContext(params: {
generationChannel,
} = params;
const recentStoryLines = buildRecentStoryLines(storyHistory);
const relatedNpcNarrativeProfile = resolveRelatedNpcNarrativeProfile({
customWorldProfile,
encounter,
});
const activeThreadIds = resolveActiveThreadIds({
customWorldProfile,
relatedNpcNarrativeProfile,
storyEngineMemory,
});
return {
worldType,
@@ -117,9 +202,11 @@ function buildBaseRuntimeContext(params: {
encounterNpcName: encounter?.npcName ?? null,
encounterContextText: encounter?.context ?? null,
relatedNpcState,
relatedNpcNarrativeProfile,
relatedScene: scene,
recentStorySummary: buildRecentStorySummary(recentStoryLines),
recentActions: recentStoryLines,
activeThreadIds,
playerCharacterId,
playerBuildTags,
playerBuildGaps: derivePlayerBuildGaps(playerBuildTags),
@@ -146,6 +233,7 @@ export function buildLooseRuntimeItemGenerationContext(params: {
scene: params.scene ?? null,
encounter: params.encounter ?? null,
relatedNpcState: params.relatedNpcState ?? null,
storyEngineMemory: params.customWorldProfile?.storyGraph?.visibleThreads.map((thread) => thread.id) ?? [],
storyHistory: params.storyHistory ?? [],
playerCharacterId: params.playerCharacterId ?? 'runtime-loose-player',
playerBuildTags: params.playerBuildTags ?? [],
@@ -180,6 +268,7 @@ export function buildRuntimeItemGenerationContext(params: {
scene,
encounter,
relatedNpcState,
storyEngineMemory: state.storyEngineMemory,
storyHistory: state.storyHistory,
playerCharacterId: state.playerCharacter?.id ?? 'unknown-player',
playerBuildTags,
@@ -243,6 +332,7 @@ export function buildQuestRuntimeItemGenerationContext(params: {
recruited: false,
revealedFacts: [],
},
storyEngineMemory: context.activeThreadIds,
storyHistory: context.recentStoryMoments ?? [],
playerCharacterId: context.playerCharacter?.id ?? 'quest-player',
playerBuildTags,

View File

@@ -41,6 +41,9 @@ describe('runtime item director', () => {
expect(reward.primaryItem?.runtimeMetadata?.generationChannel).toBe('treasure');
expect(reward.primaryItem?.runtimeMetadata?.relationAnchor?.type).toBe('npc');
expect(reward.primaryItem?.name).not.toBe('未命名秘物');
expect(reward.primaryItem?.runtimeMetadata?.storyFingerprint?.visibleClue).toBeTruthy();
expect(reward.primaryItem?.runtimeMetadata?.storyFingerprint?.unresolvedQuestion).toBeTruthy();
expect(reward.primaryItem?.description).toContain('适合当前局势里的临场构筑调整');
});
it('keeps identity-sensitive runtime items separate when adding inventory', () => {

View File

@@ -1,3 +1,4 @@
import {generateRuntimeItemAiIntents} from '../services/runtimeItemAiDirector';
import type {
DirectedRuntimeReward,
InventoryItem,
@@ -8,7 +9,6 @@ import type {
RuntimeItemPlan,
RuntimeRelationAnchor,
} from '../types';
import {generateRuntimeItemAiIntents} from '../services/runtimeItemAiDirector';
import {compileRuntimeItem} from './runtimeItemCompiler';
import {
applyRuntimeItemNarrative,

View File

@@ -1,3 +1,8 @@
import {
buildCarrierNarrativeDescription,
buildCarrierNarrativeName,
buildRuntimeItemStoryFingerprint,
} from '../services/storyEngine/carrierNarrativeCompiler';
import type {
DirectedRuntimeReward,
InventoryItem,
@@ -8,10 +13,6 @@ import type {
RuntimeRelationAnchor,
} from '../types';
function pickFirst<T>(values: T[], fallback: T): T {
return values[0] ?? fallback;
}
function sanitizeFragment(value: string | null | undefined, maxLength = 4) {
return (value ?? '')
.replace(/[^\u4e00-\u9fa5a-z0-9]/giu, '')
@@ -37,83 +38,29 @@ function resolveAnchorLabel(anchor: RuntimeRelationAnchor) {
}
}
function resolveFunctionWord(item: InventoryItem, plan: RuntimeItemPlan, intent: RuntimeItemAiIntent) {
const topTag = intent.desiredBuildTags[0] ?? plan.targetBuildDirection[0] ?? '';
if (plan.itemKind === 'consumable') {
if (intent.desiredFunctionalBias.includes('heal')) return '灵露';
if (intent.desiredFunctionalBias.includes('mana')) return '回气散';
if (intent.desiredFunctionalBias.includes('cooldown')) return '压纹符';
return '药包';
}
if (plan.itemKind === 'material') {
return topTag ? `${topTag}精粹` : '残材';
}
if (plan.itemKind === 'quest') {
return '信物';
}
if (item.equipmentSlotId === 'weapon') {
if (topTag === '快剑' || topTag === '追击') return '短刃';
if (topTag === '远射') return '短弓';
if (topTag === '重击') return '战锤';
return '兵刃';
}
if (item.equipmentSlotId === 'armor') {
return topTag === '守御' ? '护甲' : '护符';
}
if (item.equipmentSlotId === 'relic' || plan.itemKind === 'relic') {
return topTag === '法力' ? '灵坠' : '护心佩';
}
return pickFirst([
sanitizeFragment(intent.shortNameSeed),
topTag,
item.category,
].filter(Boolean), '秘物');
}
function buildAnchorName(anchor: RuntimeRelationAnchor) {
const label = resolveAnchorLabel(anchor);
return sanitizeFragment(label, 4) || '旧誓';
}
function buildRelationWord(anchor: RuntimeRelationAnchor, intent: RuntimeItemAiIntent) {
const fromHook = sanitizeFragment(intent.relationHooks[0], 4);
if (fromHook) return fromHook;
switch (anchor.type) {
case 'npc':
return sanitizeFragment(anchor.roleText, 4) || '旧识';
case 'scene':
return '遗痕';
case 'monster':
return '猎印';
case 'quest':
return '誓约';
case 'faction':
return '徽记';
default:
return '余烬';
}
}
export function buildRuntimeItemAiPromptInput(
context: RuntimeItemGenerationContext,
plan: RuntimeItemPlan,
): RuntimeItemAiPromptInput {
const storyGraph = context.customWorldProfile?.storyGraph;
const activeThreadSummary = (context.activeThreadIds ?? [])
.map((threadId) =>
[...(storyGraph?.visibleThreads ?? []), ...(storyGraph?.hiddenThreads ?? [])]
.find((thread) => thread.id === threadId)?.title ?? threadId,
)
.join('、');
return {
worldSummary: context.customWorldProfile?.summary ?? context.worldType ?? '未知世界',
sceneSummary: [context.sceneName, context.sceneDescription].filter(Boolean).join(' / '),
encounterSummary: [context.encounterNpcName, context.encounterContextText].filter(Boolean).join(' / '),
relatedNpcSummary: context.relatedNpcState
? `${context.encounterNpcName ?? '相关人物'} 当前好感 ${context.relatedNpcState.affinity}`
: '暂无明确人物关系',
relatedNpcSummary: context.relatedNpcNarrativeProfile
? `${context.encounterNpcName ?? '相关人物'}:公开面 ${context.relatedNpcNarrativeProfile.publicMask};当前压力 ${context.relatedNpcNarrativeProfile.immediatePressure}`
: context.relatedNpcState
? `${context.encounterNpcName ?? '相关人物'} 当前好感 ${context.relatedNpcState.affinity}`
: '暂无明确人物关系',
recentStorySummary: context.recentStorySummary,
activeThreadSummary,
generationChannel: context.generationChannel,
playerBuildDirection: context.playerBuildTags,
playerBuildGaps: context.playerBuildGaps,
@@ -165,6 +112,30 @@ export function buildRuntimeItemAiIntent(
: context.playerBuildGaps.includes('survival_gap')
? 'survival'
: 'martial',
visibleClue:
context.relatedNpcNarrativeProfile?.visibleLine
?? `${resolveAnchorLabel(plan.relationAnchor)}身上留下的旧痕`,
witnessMark:
context.relatedNpcNarrativeProfile?.debtOrBurden
?? `${resolveAnchorLabel(plan.relationAnchor)}尚未散尽的使用痕`,
unfinishedBusiness:
context.relatedNpcNarrativeProfile?.contradiction
?? `${resolveAnchorLabel(plan.relationAnchor)}背后还有没说完的问题`,
hiddenHook:
context.relatedNpcNarrativeProfile?.taboo
?? `${resolveAnchorLabel(plan.relationAnchor)}为什么会在此刻重新出现`,
reactionHooks: [
...(context.relatedNpcNarrativeProfile?.reactionHooks ?? []),
...(context.activeThreadIds ?? []),
].slice(0, 4),
namingPattern:
plan.itemKind === 'quest'
? 'quest_evidence'
: plan.itemKind === 'material'
? 'scene_relic'
: plan.relationAnchor.type === 'npc'
? 'npc_relic'
: 'faction_issue',
};
}
@@ -174,18 +145,23 @@ export function applyRuntimeItemNarrative(params: {
plan: RuntimeItemPlan;
intent: RuntimeItemAiIntent;
}) {
const {item, context, plan, intent} = params;
const sourceWord = buildAnchorName(plan.relationAnchor);
const relationWord = buildRelationWord(plan.relationAnchor, intent);
const functionWord = resolveFunctionWord(item, plan, intent);
const buildDirectionText = intent.desiredBuildTags.join('、') || context.playerBuildTags.join('、') || '均衡';
const relationText = resolveAnchorLabel(plan.relationAnchor);
const sourceReason = item.runtimeMetadata?.sourceReason ?? intent.reasonToAppear;
const fingerprint = buildRuntimeItemStoryFingerprint(params);
const runtimeMetadata =
params.item.runtimeMetadata ?? {
origin: 'ai_compiled' as const,
generationChannel: params.context.generationChannel,
seedKey: `${params.context.generationChannel}:${params.item.id}`,
sourceReason: params.intent.reasonToAppear,
};
return {
...item,
name: `${sourceWord}${relationWord}${functionWord}`,
description: `${relationText}留下的${item.category}${sourceReason} 它偏向 ${buildDirectionText} 方向,适合当前局势中的临场构筑调整。`,
...params.item,
name: buildCarrierNarrativeName(params),
description: buildCarrierNarrativeDescription(params),
runtimeMetadata: {
...runtimeMetadata,
storyFingerprint: fingerprint,
},
} satisfies InventoryItem;
}
@@ -202,7 +178,16 @@ export function flattenDirectedRuntimeRewardItems(reward: DirectedRuntimeReward)
}
export function buildRuntimeRewardStoryHint(reward: DirectedRuntimeReward) {
const primaryName = reward.primaryItem?.name;
if (!primaryName) return reward.storyHint ?? '你得到了一件与当前局势相关的物品。';
return reward.storyHint ?? `这次得到的核心物件是 ${primaryName}`;
const primaryItem = reward.primaryItem;
const fingerprint = primaryItem?.runtimeMetadata?.storyFingerprint;
if (!primaryItem) {
return reward.storyHint ?? '你得到了一件与当前局势相关的物品。';
}
if (reward.storyHint) {
return reward.storyHint;
}
if (fingerprint) {
return `${primaryItem.name}先露出的是“${fingerprint.visibleClue}”,但它背后还压着“${fingerprint.unresolvedQuestion}”。`;
}
return `这次得到的核心物件是 ${primaryItem.name}`;
}

View File

@@ -8,7 +8,7 @@ import {
WorldType,
} from '../types';
import { getMonsterPresetsByWorld } from './hostileNpcPresets';
import { createSceneMonster } from './hostileNpcs';
import { createSceneHostileNpc } from './hostileNpcs';
import { buildInitialNpcState } from './npcInteractions';
import {
hasAutoBattleSceneEncounter,
@@ -78,11 +78,10 @@ function createBaseState(): GameState {
description: 'A mountain trail.',
imageSrc: '/trail.png',
connectedSceneIds: [],
monsterIds: [],
npcs: [],
treasureHints: [],
},
sceneMonsters: [],
sceneHostileNpcs: [],
playerX: 0,
playerOffsetY: 0,
playerFacing: 'right',
@@ -133,8 +132,8 @@ describe('sceneEncounterPreviews', () => {
expect(resolved.currentEncounter).toBeNull();
expect(resolved.currentBattleNpcId).toBe('npc-trader');
expect(resolved.currentNpcBattleMode).toBe('fight');
expect(resolved.sceneMonsters).toHaveLength(1);
expect(resolved.sceneMonsters[0]?.encounter?.npcName).toBe('Trader Lin');
expect(resolved.sceneHostileNpcs).toHaveLength(1);
expect(resolved.sceneHostileNpcs[0]?.encounter?.npcName).toBe('Trader Lin');
});
it('attaches npc encounter metadata to regular monsters', () => {
@@ -143,7 +142,7 @@ describe('sceneEncounterPreviews', () => {
throw new Error('Expected at least one monster preset');
}
const monster = createSceneMonster(WorldType.WUXIA, monsterId);
const monster = createSceneHostileNpc(WorldType.WUXIA, monsterId);
expect(monster).not.toBeNull();
expect(monster?.encounter?.kind).toBe('npc');

View File

@@ -1,8 +1,8 @@
import { AnimationState, Encounter, GameState, SceneNpc, WorldType } from '../types';
import { getRecruitedNpcIds } from './companionRoster';
import {
createSceneMonstersFromIds,
createSceneNpcMonstersFromEncounters,
createSceneHostileNpcsFromEncounters,
createSceneHostileNpcsFromIds,
getFacingTowardPlayer,
getMonsterGroupAnchorX,
pickEncounterMonsterIds,
@@ -42,7 +42,7 @@ function buildResolvedNpcBattleState(state: GameState, encounter: Encounter) {
return {
...state,
sceneMonsters: [
sceneHostileNpcs: [
createNpcBattleMonster(encounter, npcState, 'fight', {
worldType: state.worldType,
customWorldProfile: state.customWorldProfile,
@@ -123,7 +123,7 @@ function buildHostileEncounterGroup(
const selectedHostiles = pickEncounterHostileNpcs(getAvailableHostileSceneNpcs(state));
const hostileEncounters = selectedHostiles.map(npc => buildEncounterFromSceneNpc(npc));
const hostileMonsters = createSceneNpcMonstersFromEncounters(
const hostileMonsters = createSceneHostileNpcsFromEncounters(
state.worldType,
hostileEncounters,
PLAYER_BASE_X_METERS,
@@ -157,7 +157,7 @@ function buildFriendlyEncounter(npc: SceneNpc, xMeters: number) {
function buildResolvedHostileBattleState(state: GameState, hostileEncounters: Encounter[]) {
if (!state.worldType) return state;
const resolvedMonsters = createSceneNpcMonstersFromEncounters(
const resolvedMonsters = createSceneHostileNpcsFromEncounters(
state.worldType,
hostileEncounters,
PLAYER_BASE_X_METERS,
@@ -175,7 +175,7 @@ function buildResolvedHostileBattleState(state: GameState, hostileEncounters: En
return {
...state,
sceneMonsters: resolvedMonsters,
sceneHostileNpcs: resolvedMonsters,
currentEncounter: null,
npcInteractionActive: false,
playerX: 0,
@@ -191,7 +191,7 @@ function buildResolvedHostileBattleState(state: GameState, hostileEncounters: En
export function createSceneEncounterPreview(state: GameState) {
if (!state.worldType || !state.currentScenePreset) {
return {
sceneMonsters: [],
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
@@ -210,7 +210,7 @@ export function createSceneEncounterPreview(state: GameState) {
const kind = pickRandomItem(availableKinds);
if (!kind) {
return {
sceneMonsters: [],
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
@@ -219,7 +219,7 @@ export function createSceneEncounterPreview(state: GameState) {
if (kind === 'hostile') {
return {
sceneMonsters: buildHostileEncounterGroup(state, PREVIEW_ENTITY_X_METERS, 'idle'),
sceneHostileNpcs: buildHostileEncounterGroup(state, PREVIEW_ENTITY_X_METERS, 'idle'),
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
@@ -230,7 +230,7 @@ export function createSceneEncounterPreview(state: GameState) {
const npc = pickRandomItem(availableNpcs);
return {
sceneMonsters: [],
sceneHostileNpcs: [],
currentEncounter: npc ? buildFriendlyEncounter(npc, PREVIEW_ENTITY_X_METERS) : null,
npcInteractionActive: false,
inBattle: false,
@@ -239,7 +239,7 @@ export function createSceneEncounterPreview(state: GameState) {
const treasureHint = pickRandomItem(state.currentScenePreset.treasureHints ?? []);
return {
sceneMonsters: [],
sceneHostileNpcs: [],
currentEncounter: treasureHint ? createTreasureEncounter(state, treasureHint) : null,
npcInteractionActive: false,
inBattle: false,
@@ -249,7 +249,7 @@ export function createSceneEncounterPreview(state: GameState) {
export function createSceneCallOutEncounter(state: GameState) {
if (!state.worldType || !state.currentScenePreset) {
return {
sceneMonsters: [],
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
@@ -269,7 +269,7 @@ export function createSceneCallOutEncounter(state: GameState) {
const kind = pickRandomItem(availableKinds);
if (kind === 'hostile') {
return {
sceneMonsters: buildHostileEncounterGroup(state, CALL_OUT_ENTRY_X_METERS, 'move'),
sceneHostileNpcs: buildHostileEncounterGroup(state, CALL_OUT_ENTRY_X_METERS, 'move'),
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
@@ -279,7 +279,7 @@ export function createSceneCallOutEncounter(state: GameState) {
if (kind === 'npc') {
const npc = pickRandomItem(availableNpcs);
return {
sceneMonsters: [],
sceneHostileNpcs: [],
currentEncounter: npc ? buildFriendlyEncounter(npc, CALL_OUT_ENTRY_X_METERS) : null,
npcInteractionActive: false,
inBattle: false,
@@ -289,7 +289,7 @@ export function createSceneCallOutEncounter(state: GameState) {
if (kind === 'treasure') {
const treasureHint = pickRandomItem(state.currentScenePreset.treasureHints ?? []);
return {
sceneMonsters: [],
sceneHostileNpcs: [],
currentEncounter: treasureHint
? {
...createTreasureEncounter(state, treasureHint),
@@ -302,7 +302,7 @@ export function createSceneCallOutEncounter(state: GameState) {
}
return {
sceneMonsters: [],
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
@@ -312,7 +312,7 @@ export function createSceneCallOutEncounter(state: GameState) {
export function ensureSceneEncounterPreview(state: GameState): GameState {
if (
state.inBattle ||
state.sceneMonsters.length > 0 ||
state.sceneHostileNpcs.length > 0 ||
state.currentEncounter ||
!state.currentScenePreset ||
!state.worldType
@@ -337,8 +337,8 @@ export function hasAutoBattleSceneEncounter(state: GameState) {
return false;
}
if (state.sceneMonsters.length > 0) {
return state.sceneMonsters.some(monster => Boolean(monster.encounter?.monsterPresetId));
if (state.sceneHostileNpcs.length > 0) {
return state.sceneHostileNpcs.some(monster => Boolean(monster.encounter?.monsterPresetId));
}
return state.currentEncounter?.kind === 'npc'
@@ -352,12 +352,12 @@ export function resolveSceneEncounterPreview(state: GameState): GameState {
}
const previewState =
state.sceneMonsters.length > 0 || state.currentEncounter
state.sceneHostileNpcs.length > 0 || state.currentEncounter
? state
: ensureSceneEncounterPreview(state);
if (previewState.sceneMonsters.length > 0) {
const hostileEncounters = previewState.sceneMonsters
if (previewState.sceneHostileNpcs.length > 0) {
const hostileEncounters = previewState.sceneHostileNpcs
.map(monster => monster.encounter)
.filter((encounter): encounter is Encounter => Boolean(encounter?.monsterPresetId));
@@ -365,9 +365,9 @@ export function resolveSceneEncounterPreview(state: GameState): GameState {
return buildResolvedHostileBattleState(previewState, hostileEncounters);
}
const resolvedMonsters = createSceneMonstersFromIds(
const resolvedMonsters = createSceneHostileNpcsFromIds(
previewState.worldType ?? WorldType.WUXIA,
previewState.sceneMonsters.map(monster => monster.id),
previewState.sceneHostileNpcs.map(monster => monster.id),
PLAYER_BASE_X_METERS,
).map(monster => ({
...monster,
@@ -377,7 +377,7 @@ export function resolveSceneEncounterPreview(state: GameState): GameState {
return {
...previewState,
sceneMonsters: resolvedMonsters,
sceneHostileNpcs: resolvedMonsters,
currentEncounter: null,
npcInteractionActive: false,
playerX: 0,
@@ -405,7 +405,7 @@ export function resolveSceneEncounterPreview(state: GameState): GameState {
xMeters: RESOLVED_ENTITY_X_METERS,
},
npcInteractionActive: false,
sceneMonsters: [],
sceneHostileNpcs: [],
playerX: 0,
playerFacing: 'right' as const,
animationState: AnimationState.IDLE,
@@ -420,7 +420,7 @@ export function resolveSceneEncounterPreview(state: GameState): GameState {
}
export function getPreviewEntityX(state: GameState) {
return state.sceneMonsters.length > 0
? getMonsterGroupAnchorX(state.sceneMonsters)
return state.sceneHostileNpcs.length > 0
? getMonsterGroupAnchorX(state.sceneHostileNpcs)
: state.currentEncounter?.xMeters ?? PREVIEW_ENTITY_X_METERS;
}

View File

@@ -1,10 +1,18 @@
import { buildCustomCampSceneName } from '../services/customWorldPresentation';
import { resolveCustomWorldAnchorWorldType } from '../services/customWorldTheme';
import {
buildFallbackActorNarrativeProfile,
normalizeActorNarrativeProfile,
} from '../services/storyEngine/actorNarrativeProfile';
import { buildSceneNarrativeResidues } from '../services/storyEngine/sceneResidueCompiler';
import { buildThemePackFromWorldProfile } from '../services/storyEngine/themePack';
import { buildFallbackWorldStoryGraph } from '../services/storyEngine/worldStoryGraph';
import {
CustomWorldProfile,
Encounter,
SceneConnectionInfo,
SceneNpc,
ScenePresetInfo,
WorldType,
} from '../types';
import { buildRoleAttributeProfileFromLegacyData } from './attributeProfileGenerator';
@@ -31,9 +39,9 @@ export interface ScenePreset {
forwardSceneId?: string;
connectedSceneIds: string[];
connections: SceneConnectionInfo[];
monsterIds: string[];
npcs: SceneNpc[];
treasureHints: string[];
narrativeResidues?: ScenePresetInfo['narrativeResidues'];
}
export type ScenePresetOverride = Partial<Omit<ScenePreset, 'id' | 'worldType' | 'npcs'>>;
@@ -79,7 +87,7 @@ type SceneTemplate = {
name: string;
description: string;
worldType: WorldType;
monsterIds: string[];
hostileNpcPresetIds: string[];
connectedSceneIds: string[];
forwardSceneId?: string;
treasureHints: string[];
@@ -229,7 +237,6 @@ function buildHostileSceneNpc(sceneId: string, worldType: WorldType, monsterId:
avatar: preset.name.slice(0, 1) || '敌',
description: preset.description,
gender: inferCustomNpcGender(`${sceneId}:${preset.id}`, preset.name),
hostileNpcPresetId: preset.id,
monsterPresetId: preset.id,
initialAffinity: -40,
hostile: true,
@@ -251,19 +258,25 @@ export function getSceneFriendlyNpcs(scene: { npcs?: SceneNpc[] } | null | undef
return (scene?.npcs ?? []).filter(npc => !isHostileSceneNpc(npc));
}
export function getSceneHostileNpcPresetIds(scene: { npcs?: SceneNpc[] } | null | undefined) {
return [
...new Set(
getSceneHostileNpcs(scene)
.map(npc => npc.monsterPresetId)
.filter((monsterPresetId): monsterPresetId is string => Boolean(monsterPresetId)),
),
];
}
export function buildEncounterFromSceneNpc(
npc: SceneNpc,
xMeters?: number,
): Encounter {
const hostileNpcPresetId = npc.hostileNpcPresetId ?? npc.monsterPresetId;
const monsterPresetId = npc.monsterPresetId ?? npc.hostileNpcPresetId;
return {
id: npc.id,
kind: 'npc',
characterId: npc.characterId,
hostileNpcPresetId,
monsterPresetId,
monsterPresetId: npc.monsterPresetId,
npcName: npc.name,
npcDescription: npc.description,
npcAvatar: npc.avatar,
@@ -285,6 +298,7 @@ export function buildEncounterFromSceneNpc(
initialItems: npc.initialItems,
imageSrc: npc.imageSrc,
visual: npc.visual,
narrativeProfile: npc.narrativeProfile,
};
}
@@ -293,6 +307,13 @@ function buildCustomSceneNpc(
profile: CustomWorldProfile,
anchorWorldType: WorldType,
): SceneNpc {
const themePack = profile.themePack ?? buildThemePackFromWorldProfile(profile);
const storyGraph =
profile.storyGraph ?? buildFallbackWorldStoryGraph(profile, themePack);
const narrativeProfile = normalizeActorNarrativeProfile(
npc.narrativeProfile,
buildFallbackActorNarrativeProfile(npc, storyGraph, themePack),
);
const monsterPreset =
npc.initialAffinity < 0
? resolveCustomWorldNpcMonsterPreset(npc, anchorWorldType)
@@ -324,24 +345,15 @@ function buildCustomSceneNpc(
avatar: (npc.imageSrc ?? npc.name.slice(0, 1)) || '?',
description: [
npc.description,
npc.backstoryReveal.publicSummary
? `公开背景:${npc.backstoryReveal.publicSummary}`
: '',
npc.motivation ? `动机:${npc.motivation}` : '',
npc.skills.length > 0
? `技能:${npc.skills.map((skill) => skill.name).join('、')}`
: '',
npc.initialItems.length > 0
? `随身物:${npc.initialItems
.map((item) => `${item.name}x${item.quantity}`)
.join('、')}`
narrativeProfile.publicMask ? `公开面:${narrativeProfile.publicMask}` : '',
narrativeProfile.immediatePressure
? `当前压力:${narrativeProfile.immediatePressure}`
: '',
]
.filter(Boolean)
.join(' '),
gender: inferCustomNpcGender(npc.id, npc.name),
monsterPresetId: monsterPreset?.id,
hostileNpcPresetId: monsterPreset?.id,
initialAffinity: npc.initialAffinity,
hostile,
recruitable: !hostile,
@@ -363,6 +375,7 @@ function buildCustomSceneNpc(
})),
imageSrc: npc.imageSrc,
visual: npc.visual,
narrativeProfile,
};
}
@@ -375,7 +388,7 @@ function buildCustomScenePresets(profile: CustomWorldProfile): ScenePreset[] {
const imageOffset = hashText(profile.id || profile.name) % Math.max(1, allImages.length);
const anchorWorldType = resolveCustomWorldAnchorWorldType(profile);
const baseMonsterPool: string[] = getScenePresetsByWorld(anchorWorldType)
.flatMap((scene: ScenePreset) => scene.monsterIds)
.flatMap((scene: ScenePreset) => getSceneHostileNpcPresetIds(scene))
.filter((monsterId: string, index: number, array: string[]) => array.indexOf(monsterId) === index);
const fallbackMonsterIds: string[] = baseMonsterPool.length > 0 ? baseMonsterPool : [];
const playableCharacters = buildCustomWorldPlayableCharacters(profile);
@@ -423,11 +436,15 @@ function buildCustomScenePresets(profile: CustomWorldProfile): ScenePreset[] {
connectedSceneIds: campConnections.map((connection) => connection.sceneId),
connections: campConnections,
forwardSceneId: pickForwardSceneIdFromConnections(campConnections),
monsterIds: [],
treasureHints: [
`${profile.name}地图残页`,
...profile.landmarks.slice(0, 3).map(landmark => `${landmark.name}的旧线索`),
].slice(0, 4),
narrativeResidues: buildSceneNarrativeResidues({
sceneId: campSceneId,
sceneName: buildCustomCampSceneName(profile),
profile,
}),
npcs: campNpcs,
},
...profile.landmarks.map((landmark, index): ScenePreset => {
@@ -483,10 +500,11 @@ function buildCustomScenePresets(profile: CustomWorldProfile): ScenePreset[] {
connections.map((connection) => connection.sceneId),
);
const monsterSliceStart = (index * 2) % Math.max(1, fallbackMonsterIds.length || 1);
const monsterIds: string[] = fallbackMonsterIds.slice(monsterSliceStart, monsterSliceStart + 2);
const hostileNpcs = monsterIds
const seedMonsterIds: string[] = fallbackMonsterIds.slice(monsterSliceStart, monsterSliceStart + 2);
const hostileNpcs = seedMonsterIds
.map((monsterId: string) => buildHostileSceneNpc(buildCustomSceneId('landmark', index), anchorWorldType, monsterId))
.filter(Boolean) as SceneNpc[];
const combinedNpcs = [...sceneNpcs, ...hostileNpcs];
return {
id: buildCustomSceneId('landmark', index),
@@ -497,13 +515,20 @@ function buildCustomScenePresets(profile: CustomWorldProfile): ScenePreset[] {
connectedSceneIds,
connections,
forwardSceneId: pickForwardSceneIdFromConnections(connections),
monsterIds,
treasureHints: [
`${landmark.name}的旧线索`,
`${profile.name}相关遗物`,
profile.storyNpcs[index]?.name ? `${profile.storyNpcs[index]!.name}留下的痕迹` : `${profile.playerGoal.slice(0, 10)}相关痕迹`,
],
npcs: [...sceneNpcs, ...hostileNpcs],
narrativeResidues:
landmark.narrativeResidues && landmark.narrativeResidues.length > 0
? landmark.narrativeResidues
: buildSceneNarrativeResidues({
sceneId: buildCustomSceneId('landmark', index),
sceneName: landmark.name,
profile,
}),
npcs: combinedNpcs,
};
}),
];
@@ -609,7 +634,7 @@ const WUXIA_SCENES: SceneTemplate[] = [
name: '竹林古道',
description: '风过竹叶如刀鸣,窄道蜿蜒向深处,最适合藏伏毒物和游侠。',
worldType: WorldType.WUXIA,
monsterIds: ['monster-13', 'monster-08'],
hostileNpcPresetIds: ['monster-13', 'monster-08'],
connectedSceneIds: ['wuxia-mountain-gate', 'wuxia-mist-woods', 'wuxia-ferry-bridge'],
forwardSceneId: 'wuxia-mountain-gate',
treasureHints: ['竹根旁半埋的刀鞘', '倒竹间的旧药囊'],
@@ -622,7 +647,7 @@ const WUXIA_SCENES: SceneTemplate[] = [
name: '山门石阶',
description: '青石阶层层向上,旧山门半开半掩,守山人与伏兽都能藏得很稳。',
worldType: WorldType.WUXIA,
monsterIds: ['monster-04', 'monster-06'],
hostileNpcPresetIds: ['monster-04', 'monster-06'],
connectedSceneIds: ['wuxia-temple-forecourt', 'wuxia-border-camp', 'wuxia-bamboo-road'],
forwardSceneId: 'wuxia-temple-forecourt',
treasureHints: ['裂缝里的铜钥', '石狮座下遗落的令牌'],
@@ -635,7 +660,7 @@ const WUXIA_SCENES: SceneTemplate[] = [
name: '雨夜长街',
description: '长街积水映灯,屋檐下尽是藏身空隙,最易碰见追踪者与夜行客。',
worldType: WorldType.WUXIA,
monsterIds: ['monster-11', 'monster-07'],
hostileNpcPresetIds: ['monster-11', 'monster-07'],
connectedSceneIds: ['wuxia-ferry-bridge', 'wuxia-palace-court', 'wuxia-ruined-village'],
forwardSceneId: 'wuxia-ferry-bridge',
treasureHints: ['灯檐下浸湿的布包', '排水沟边翻起的账册残页'],
@@ -648,7 +673,7 @@ const WUXIA_SCENES: SceneTemplate[] = [
name: '荒村断垣',
description: '残墙和空屋挤成一团,风里总像夹着旧哭声与游荡脚步。',
worldType: WorldType.WUXIA,
monsterIds: ['monster-03', 'monster-07'],
hostileNpcPresetIds: ['monster-03', 'monster-07'],
connectedSceneIds: ['wuxia-mist-woods', 'wuxia-rain-street', 'wuxia-border-camp'],
forwardSceneId: 'wuxia-border-camp',
treasureHints: ['断墙后压着的木匣', '枯井边散落的旧簪'],
@@ -661,7 +686,7 @@ const WUXIA_SCENES: SceneTemplate[] = [
name: '古桥渡口',
description: '桥面潮湿,渡口雾重,来往之人不多,但每个身影都藏着故事。',
worldType: WorldType.WUXIA,
monsterIds: ['monster-04', 'monster-11'],
hostileNpcPresetIds: ['monster-04', 'monster-11'],
connectedSceneIds: ['wuxia-rain-street', 'wuxia-bamboo-road', 'wuxia-border-camp'],
forwardSceneId: 'wuxia-border-camp',
treasureHints: ['桥柱缝里的油纸包', '渡船板下藏着的旧钱袋'],
@@ -674,7 +699,7 @@ const WUXIA_SCENES: SceneTemplate[] = [
name: '雾林小径',
description: '晨雾久久不散,树影像一层层压下来,适合毒蛇与潜伏兽狩猎。',
worldType: WorldType.WUXIA,
monsterIds: ['monster-08', 'monster-13', 'monster-07'],
hostileNpcPresetIds: ['monster-08', 'monster-13', 'monster-07'],
connectedSceneIds: ['wuxia-bamboo-road', 'wuxia-ruined-village', 'wuxia-temple-forecourt'],
forwardSceneId: 'wuxia-ruined-village',
treasureHints: ['缠在树根上的锦囊', '被雾水泡湿的地图残页'],
@@ -687,7 +712,7 @@ const WUXIA_SCENES: SceneTemplate[] = [
name: '边关营地',
description: '营火与旌旗都带着风沙味,士卒、斥候和异兽都可能在这里短暂停留。',
worldType: WorldType.WUXIA,
monsterIds: ['monster-18', 'monster-11'],
hostileNpcPresetIds: ['monster-18', 'monster-11'],
connectedSceneIds: ['wuxia-ferry-bridge', 'wuxia-mountain-gate', 'wuxia-ruined-village'],
forwardSceneId: 'wuxia-rain-street',
treasureHints: ['废营帐里的箭囊', '火盆旁埋着的军需匣'],
@@ -700,7 +725,7 @@ const WUXIA_SCENES: SceneTemplate[] = [
name: '地宫通道',
description: '地砖尽头传来回声,石壁上的裂隙像无数只正在张望的眼。',
worldType: WorldType.WUXIA,
monsterIds: ['monster-03', 'monster-06'],
hostileNpcPresetIds: ['monster-03', 'monster-06'],
connectedSceneIds: ['wuxia-temple-forecourt', 'wuxia-mine-depths', 'wuxia-palace-court'],
forwardSceneId: 'wuxia-mine-depths',
treasureHints: ['砖缝里的陪葬铜匣', '石灯底座后的残卷'],
@@ -713,7 +738,7 @@ const WUXIA_SCENES: SceneTemplate[] = [
name: '寺庙前庭',
description: '香灰、古钟和石灯挤在一处,清净里始终藏着不安的回响。',
worldType: WorldType.WUXIA,
monsterIds: ['monster-04', 'monster-03'],
hostileNpcPresetIds: ['monster-04', 'monster-03'],
connectedSceneIds: ['wuxia-mountain-gate', 'wuxia-crypt-passage', 'wuxia-mist-woods'],
forwardSceneId: 'wuxia-crypt-passage',
treasureHints: ['香炉灰里的玉珠', '石灯下压着的签牌'],
@@ -726,7 +751,7 @@ const WUXIA_SCENES: SceneTemplate[] = [
name: '矿道深处',
description: '碎石与矿灯照出曲折坑道,深处总有重物挪动与甲壳摩擦声。',
worldType: WorldType.WUXIA,
monsterIds: ['monster-06', 'monster-18'],
hostileNpcPresetIds: ['monster-06', 'monster-18'],
connectedSceneIds: ['wuxia-crypt-passage', 'wuxia-forge-works', 'wuxia-border-camp'],
forwardSceneId: 'wuxia-forge-works',
treasureHints: ['矿车夹层里的银匣', '埋在碎矿中的精铁'],
@@ -739,7 +764,7 @@ const WUXIA_SCENES: SceneTemplate[] = [
name: '铸坊工场',
description: '火星、铁水与重锤声混在一起,热浪里最容易引来重甲怪物与寻刀之人。',
worldType: WorldType.WUXIA,
monsterIds: ['monster-18', 'monster-04'],
hostileNpcPresetIds: ['monster-18', 'monster-04'],
connectedSceneIds: ['wuxia-mine-depths', 'wuxia-palace-court', 'wuxia-border-camp'],
forwardSceneId: 'wuxia-palace-court',
treasureHints: ['淬火池旁的铁匣', '风箱后压着的旧兵谱'],
@@ -752,7 +777,7 @@ const WUXIA_SCENES: SceneTemplate[] = [
name: '宫苑内庭',
description: '回廊深处静得过分,花木修得齐整,却处处像埋着王庭旧案。',
worldType: WorldType.WUXIA,
monsterIds: ['monster-11', 'monster-13'],
hostileNpcPresetIds: ['monster-11', 'monster-13'],
connectedSceneIds: ['wuxia-forge-works', 'wuxia-rain-street', 'wuxia-crypt-passage'],
forwardSceneId: 'wuxia-rain-street',
treasureHints: ['回廊暗格里的香囊', '花圃石座下的旧金牌'],
@@ -768,7 +793,7 @@ const XIANXIA_SCENES: SceneTemplate[] = [
name: '云海仙门',
description: '云阶在脚下翻涌,门阙后方灵光不断,来客与守门异物都极显眼。',
worldType: WorldType.XIANXIA,
monsterIds: ['monster-02', 'monster-16'],
hostileNpcPresetIds: ['monster-02', 'monster-16'],
connectedSceneIds: ['xianxia-floating-isle', 'xianxia-celestial-corridor', 'xianxia-star-vessel'],
forwardSceneId: 'xianxia-celestial-corridor',
treasureHints: ['云阶尽头的灵符匣', '门阙阴影里的玉牌'],
@@ -781,7 +806,7 @@ const XIANXIA_SCENES: SceneTemplate[] = [
name: '悬空仙岛',
description: '浮岛边缘风大云急,灵禽与飞蛾总绕着岛沿的光带盘旋。',
worldType: WorldType.XIANXIA,
monsterIds: ['monster-12', 'monster-16'],
hostileNpcPresetIds: ['monster-12', 'monster-16'],
connectedSceneIds: ['xianxia-cloud-gate', 'xianxia-waterfall-cliff', 'xianxia-moon-lake'],
forwardSceneId: 'xianxia-moon-lake',
treasureHints: ['浮岛边缘的灵羽匣', '云藤下悬着的小玉瓶'],
@@ -794,7 +819,7 @@ const XIANXIA_SCENES: SceneTemplate[] = [
name: '天宫长廊',
description: '廊柱之间回响着空灵风声,禁制和书妖都喜欢寄在这类高处回廊里。',
worldType: WorldType.XIANXIA,
monsterIds: ['monster-02', 'monster-14'],
hostileNpcPresetIds: ['monster-02', 'monster-14'],
connectedSceneIds: ['xianxia-cloud-gate', 'xianxia-thunder-altar', 'xianxia-ancient-ruins'],
forwardSceneId: 'xianxia-thunder-altar',
treasureHints: ['廊柱暗槽里的玉简', '风铃后藏着的封签'],
@@ -807,7 +832,7 @@ const XIANXIA_SCENES: SceneTemplate[] = [
name: '灵药花圃',
description: '灵草灵花层层叠开,香气诱人,却也最容易养出食灵的怪物。',
worldType: WorldType.XIANXIA,
monsterIds: ['monster-15', 'monster-05'],
hostileNpcPresetIds: ['monster-15', 'monster-05'],
connectedSceneIds: ['xianxia-jade-cavern', 'xianxia-sacred-tree', 'xianxia-moon-lake'],
forwardSceneId: 'xianxia-sacred-tree',
treasureHints: ['药圃深处的灵壶', '花架下压着的采录册'],
@@ -820,7 +845,7 @@ const XIANXIA_SCENES: SceneTemplate[] = [
name: '寒玉洞天',
description: '洞壁结着寒玉光泽,地面湿滑,水灵和阴性异物都爱停在这里。',
worldType: WorldType.XIANXIA,
monsterIds: ['monster-10', 'monster-12', 'monster-20'],
hostileNpcPresetIds: ['monster-10', 'monster-12', 'monster-20'],
connectedSceneIds: ['xianxia-herb-garden', 'xianxia-moon-lake', 'xianxia-ancient-ruins'],
forwardSceneId: 'xianxia-moon-lake',
treasureHints: ['寒玉裂隙里的灵髓', '冰面下闪着光的贝匣'],
@@ -833,7 +858,7 @@ const XIANXIA_SCENES: SceneTemplate[] = [
name: '熔岩秘境',
description: '热浪裹着赤光翻涌,附近的异章与泥灵都容易被灼气激得发狂。',
worldType: WorldType.XIANXIA,
monsterIds: ['monster-14', 'monster-10'],
hostileNpcPresetIds: ['monster-14', 'monster-10'],
connectedSceneIds: ['xianxia-thunder-altar', 'xianxia-waterfall-cliff', 'xianxia-jade-cavern'],
forwardSceneId: 'xianxia-waterfall-cliff',
treasureHints: ['熔岩边冷却的矿匣', '焦岩后藏着的火纹石'],
@@ -846,7 +871,7 @@ const XIANXIA_SCENES: SceneTemplate[] = [
name: '雷殿祭坛',
description: '祭坛上方雷纹未散,灵书、飞蛾与雷意余波总会把来者围在中心。',
worldType: WorldType.XIANXIA,
monsterIds: ['monster-02', 'monster-16'],
hostileNpcPresetIds: ['monster-02', 'monster-16'],
connectedSceneIds: ['xianxia-celestial-corridor', 'xianxia-molten-realm', 'xianxia-star-vessel'],
forwardSceneId: 'xianxia-star-vessel',
treasureHints: ['祭坛角落的雷纹匣', '断碑背面的青铜铃'],
@@ -859,7 +884,7 @@ const XIANXIA_SCENES: SceneTemplate[] = [
name: '星舟甲板',
description: '甲板横在高天之上,风压和星光都很强,飞行异物最爱在这里盘旋。',
worldType: WorldType.XIANXIA,
monsterIds: ['monster-12', 'monster-16', 'monster-02'],
hostileNpcPresetIds: ['monster-12', 'monster-16', 'monster-02'],
connectedSceneIds: ['xianxia-thunder-altar', 'xianxia-cloud-gate', 'xianxia-floating-isle'],
forwardSceneId: 'xianxia-floating-isle',
treasureHints: ['舵台后的星图匣', '甲板缝里卡着的灵罗盘'],
@@ -872,7 +897,7 @@ const XIANXIA_SCENES: SceneTemplate[] = [
name: '月湖仙洲',
description: '湖光像铺开的镜面,水灵、章灵与花影都可能从月色里浮出来。',
worldType: WorldType.XIANXIA,
monsterIds: ['monster-20', 'monster-14', 'monster-15'],
hostileNpcPresetIds: ['monster-20', 'monster-14', 'monster-15'],
connectedSceneIds: ['xianxia-jade-cavern', 'xianxia-floating-isle', 'xianxia-herb-garden'],
forwardSceneId: 'xianxia-herb-garden',
treasureHints: ['湖岸边漂来的玉匣', '月色下若隐若现的银铃'],
@@ -885,7 +910,7 @@ const XIANXIA_SCENES: SceneTemplate[] = [
name: '古仙遗迹',
description: '残碑、断墙与旧阵纹密密叠在一起,最容易招来书妖和骨灵残念。',
worldType: WorldType.XIANXIA,
monsterIds: ['monster-02', 'monster-05', 'monster-12'],
hostileNpcPresetIds: ['monster-02', 'monster-05', 'monster-12'],
connectedSceneIds: ['xianxia-celestial-corridor', 'xianxia-jade-cavern', 'xianxia-sacred-tree'],
forwardSceneId: 'xianxia-sacred-tree',
treasureHints: ['残阵中心埋着的玉简', '倒塌碑柱里的小匣'],
@@ -898,7 +923,7 @@ const XIANXIA_SCENES: SceneTemplate[] = [
name: '神木秘境',
description: '古树根系盘踞成殿,枝叶遮天,最易孕出噬灵花与窥视灵眼。',
worldType: WorldType.XIANXIA,
monsterIds: ['monster-15', 'monster-05'],
hostileNpcPresetIds: ['monster-15', 'monster-05'],
connectedSceneIds: ['xianxia-herb-garden', 'xianxia-ancient-ruins', 'xianxia-waterfall-cliff'],
forwardSceneId: 'xianxia-waterfall-cliff',
treasureHints: ['盘根间的木纹匣', '树洞深处垂着的灵种'],
@@ -911,7 +936,7 @@ const XIANXIA_SCENES: SceneTemplate[] = [
name: '飞瀑仙崖',
description: '瀑声压住一切杂音,崖边潮气浓重,飞蝠、水灵与章影都很容易现身。',
worldType: WorldType.XIANXIA,
monsterIds: ['monster-12', 'monster-20', 'monster-16'],
hostileNpcPresetIds: ['monster-12', 'monster-20', 'monster-16'],
connectedSceneIds: ['xianxia-sacred-tree', 'xianxia-molten-realm', 'xianxia-floating-isle'],
forwardSceneId: 'xianxia-cloud-gate',
treasureHints: ['瀑幕后闪着光的石匣', '崖边藤上挂着的护身铃'],
@@ -926,9 +951,10 @@ function buildScenePoolFromTemplates(templates: SceneTemplate[]): ScenePreset[]
return templates.map((template, index) => {
const characterNpcs = buildCharacterNpcPool(template.id, template.worldType);
const hostileNpcs = template.monsterIds
.map(monsterId => buildHostileSceneNpc(template.id, template.worldType, monsterId))
.filter(Boolean) as SceneNpc[];
const hostileNpcs = template.hostileNpcPresetIds
.map(monsterId => buildHostileSceneNpc(template.id, template.worldType, monsterId))
.filter(Boolean) as SceneNpc[];
const mergedSceneNpcs = mergeNpcs(characterNpcs, [...hostileNpcs, ...template.extraNpcs], template.worldType);
const sceneOverride = SCENE_OVERRIDES[template.id] ?? {};
return {
...template,
@@ -938,7 +964,14 @@ function buildScenePoolFromTemplates(templates: SceneTemplate[]): ScenePreset[]
sceneOverride.connectedSceneIds ?? template.connectedSceneIds,
sceneOverride.forwardSceneId ?? template.forwardSceneId,
),
npcs: mergeNpcs(characterNpcs, [...hostileNpcs, ...template.extraNpcs], template.worldType),
narrativeResidues: template.treasureHints.slice(0, 2).map((hint, residueIndex) => ({
id: `residue:${template.id}:${residueIndex + 1}`,
title: `${template.name}的残痕 ${residueIndex + 1}`,
visibleClue: hint,
linkedFactIds: [],
linkedThreadIds: [],
})),
npcs: mergedSceneNpcs,
} satisfies ScenePreset;
});
}
@@ -1027,8 +1060,9 @@ export function buildSceneEntityCatalogText(worldType: WorldType, sceneId: strin
return '当前区域暂无可用实体目录。';
}
const monsterText = scene.monsterIds.length > 0
? scene.monsterIds
const hostileNpcPresetIds = getSceneHostileNpcPresetIds(scene);
const monsterText = hostileNpcPresetIds.length > 0
? hostileNpcPresetIds
.map(monsterId => getMonsterPresetById(worldType, monsterId)?.name ?? monsterId)
.join('、')
: '暂无明确怪物';
@@ -1044,12 +1078,16 @@ export function buildSceneEntityCatalogText(worldType: WorldType, sceneId: strin
const treasureText = scene.treasureHints.length > 0
? scene.treasureHints.join('、')
: '暂无明确宝藏线索';
const residueText = (scene.narrativeResidues?.length ?? 0) > 0
? scene.narrativeResidues!.map((residue: NonNullable<ScenePresetInfo['narrativeResidues']>[number]) => `${residue.title}${residue.visibleClue}`).join('、')
: '暂无明显场景残痕';
return [
`当前怪物:${monsterText}`,
`当前敌对角色:${hostileNpcText}`,
`当前场景角色:${friendlyNpcText}`,
`当前宝藏线索:${treasureText}`,
`当前场景残痕:${residueText}`,
].join('\n');
}

View File

@@ -3,7 +3,7 @@ import {
FunctionCategory,
PlayerStateMode,
SceneDirective,
SceneMonster,
SceneHostileNpc,
SkillStyle,
StoryOption,
WorldType,
@@ -73,7 +73,7 @@ export interface FunctionAvailabilityContext {
inBattle: boolean;
currentSceneId?: string | null;
currentSceneName?: string | null;
monsters: SceneMonster[];
monsters: SceneHostileNpc[];
playerHp: number;
playerMaxHp: number;
playerMana: number;
@@ -185,7 +185,7 @@ export function buildStateFunctionDefinitions(
const ALL_FUNCTIONS = buildStateFunctionDefinitions();
function hasAliveMonsters(monsters: SceneMonster[]) {
function hasAliveMonsters(monsters: SceneHostileNpc[]) {
return monsters.some((monster) => monster.hp > 0);
}