This commit is contained in:
2026-04-28 19:36:39 +08:00
parent a9febe7678
commit f0471a4f8d
206 changed files with 18456 additions and 10133 deletions

View File

@@ -1,86 +1,9 @@
import type { Dispatch, SetStateAction } from 'react';
import {
acceptQuest,
buildChapterQuestForScene,
getChapterQuestForScene,
} from '../../data/questFlow';
import { resolveSceneChapterBlueprint } from '../../services/customWorldSceneActRuntime';
import {
hasEncounterEntity,
interpolateEncounterTransitionState,
} from '../../data/encounterTransition';
import { applyStoryReasoningRecovery } from '../../data/storyRecovery';
import {
buildFallbackActorNarrativeProfile,
normalizeActorNarrativeProfile,
} from '../../services/storyEngine/actorNarrativeProfile';
import { resolveCurrentActState } from '../../services/storyEngine/actPlanner';
import { buildAuthorialConstraintPack } from '../../services/storyEngine/authorialConstraintPack';
import { evaluateBranchBudget } from '../../services/storyEngine/branchBudgetPlanner';
import {
advanceCampaignState,
resolveCampaignState,
} from '../../services/storyEngine/campaignDirector';
import { compileCampaignFromWorldProfile } from '../../services/storyEngine/campaignPackCompiler';
import {
buildCampEvent,
evaluateCampEventOpportunity,
} from '../../services/storyEngine/campEventDirector';
import {
advanceChapterState,
resolveCurrentChapterState,
} from '../../services/storyEngine/chapterDirector';
import {
advanceCompanionArc,
buildCompanionArcStates,
} from '../../services/storyEngine/companionArcDirector';
import {
applyCompanionReactionToStance,
buildCompanionReactionBatch,
} from '../../services/storyEngine/companionReactionDirector';
import { resolveAllCompanionResolutions } from '../../services/storyEngine/companionResolutionDirector';
import { appendConsequenceRecord } from '../../services/storyEngine/consequenceLedger';
import { buildContentDiffReport } from '../../services/storyEngine/contentDiffReport';
import { resolveEndingState } from '../../services/storyEngine/endingResolver';
import { buildEpilogueSummary } from '../../services/storyEngine/epilogueComposer';
import { buildFactionTensionState } from '../../services/storyEngine/factionTensionState';
import { resolveCurrentJourneyBeat } from '../../services/storyEngine/journeyBeatPlanner';
import { buildNarrativeCodex } from '../../services/storyEngine/narrativeCodex';
import { runNarrativeConsistencyChecks } from '../../services/storyEngine/narrativeConsistencyChecks';
import { buildNarrativeQaReport } from '../../services/storyEngine/narrativeQaReport';
import {
recordReplaySeed,
replayNarrativeRun,
} from '../../services/storyEngine/narrativeRegressionReplay';
import { captureNarrativeTelemetry } from '../../services/storyEngine/narrativeTelemetry';
import { updatePlayerStyleProfileFromAction } from '../../services/storyEngine/playerStyleProfiler';
import { runPlaythroughMatrix } from '../../services/storyEngine/playthroughMatrixLab';
import { buildContinueGameDigest } from '../../services/storyEngine/recapDigest';
import { buildReleaseGateReport } from '../../services/storyEngine/releaseGateReport';
import { buildSaveMigrationManifest } from '../../services/storyEngine/saveMigrationManifest';
import { resolveScenarioPack } from '../../services/storyEngine/scenarioPackRegistry';
import {
buildSetpieceDirective,
evaluateSetpieceOpportunity,
} from '../../services/storyEngine/setpieceDirector';
import { appendChronicleEntries } from '../../services/storyEngine/storyChronicle';
import { buildThemePackFromWorldProfile } from '../../services/storyEngine/themePack';
import { buildThreadContractsFromProfile } from '../../services/storyEngine/threadContract';
import { buildInitialSceneActRuntimeState } from '../../services/customWorldSceneActRuntime';
import {
collectStorySignals,
resolveSignalsToThreadUpdates,
} from '../../services/storyEngine/threadSignalRouter';
import {
buildEncounterVisibilitySlice,
createEmptyStoryEngineMemoryState,
} from '../../services/storyEngine/visibilityEngine';
import {
applyWorldMutationsToGameState,
resolveWorldMutations,
} from '../../services/storyEngine/worldMutationRouter';
import { buildFallbackWorldStoryGraph } from '../../services/storyEngine/worldStoryGraph';
import { createHistoryMoment } from '../../services/storyHistory';
import type {
Character,
@@ -93,516 +16,6 @@ import type { CommitGeneratedState } from '../generatedState';
const ENCOUNTER_ENTRY_DURATION_MS = 1800;
const ENCOUNTER_ENTRY_TICK_MS = 180;
function dedupeStrings(values: Array<string | null | undefined>, limit = 10) {
return [
...new Set(values.map((value) => value?.trim() ?? '').filter(Boolean)),
].slice(0, limit);
}
function hydrateStoryEngineMemory(state: GameState): GameState {
const storyEngineMemory =
state.storyEngineMemory ?? createEmptyStoryEngineMemoryState();
if (!state.customWorldProfile || state.currentEncounter?.kind !== 'npc') {
return {
...state,
storyEngineMemory,
};
}
const role =
state.customWorldProfile.storyNpcs.find(
(npc) =>
npc.id === state.currentEncounter?.id ||
npc.name === state.currentEncounter?.npcName,
) ??
state.customWorldProfile.playableNpcs.find(
(npc) =>
npc.id === state.currentEncounter?.id ||
npc.name === state.currentEncounter?.npcName,
);
if (!role) {
return {
...state,
storyEngineMemory,
};
}
const themePack =
state.customWorldProfile.themePack ??
buildThemePackFromWorldProfile(state.customWorldProfile);
const storyGraph =
state.customWorldProfile.storyGraph ??
buildFallbackWorldStoryGraph(state.customWorldProfile, themePack);
const narrativeProfile = normalizeActorNarrativeProfile(
role.narrativeProfile,
buildFallbackActorNarrativeProfile(role, storyGraph, themePack),
);
const npcState =
state.npcStates[
state.currentEncounter.id ?? state.currentEncounter.npcName
];
const activeThreadIds =
storyEngineMemory.activeThreadIds.length > 0
? storyEngineMemory.activeThreadIds
: narrativeProfile.relatedThreadIds.slice(0, 4);
const visibilitySlice = buildEncounterVisibilitySlice({
narrativeProfile,
backstoryReveal: state.currentEncounter.backstoryReveal ?? null,
disclosureStage:
npcState?.affinity != null
? npcState.affinity < 15
? 'guarded'
: npcState.affinity < 45
? 'partial'
: npcState.affinity < 75
? 'honest'
: 'deep'
: 'guarded',
isFirstMeaningfulContact: npcState?.firstMeaningfulContactResolved !== true,
seenBackstoryChapterIds: npcState?.seenBackstoryChapterIds ?? [],
storyEngineMemory,
activeThreadIds,
});
return {
...state,
storyEngineMemory: {
...storyEngineMemory,
discoveredFactIds: dedupeStrings(
[
...storyEngineMemory.discoveredFactIds,
...visibilitySlice.sayableFactIds,
],
16,
),
activeThreadIds: dedupeStrings(
[...storyEngineMemory.activeThreadIds, ...activeThreadIds],
6,
),
},
};
}
function findNewInventoryItems(previousState: GameState, nextState: GameState) {
const previousIds = new Set(
previousState.playerInventory.map((item) => item.id),
);
return nextState.playerInventory.filter((item) => !previousIds.has(item.id));
}
function ensureSceneChapterQuestState(params: {
previousState: GameState;
nextState: GameState;
}) {
const storyEngineMemory =
params.nextState.storyEngineMemory ?? createEmptyStoryEngineMemoryState();
const scene = params.nextState.currentScenePreset;
if (
params.nextState.currentScene !== 'Story' ||
!params.nextState.worldType ||
!scene?.id
) {
return {
...params.nextState,
storyEngineMemory,
};
}
const openedSceneChapterIds = dedupeStrings(
[...(storyEngineMemory.openedSceneChapterIds ?? [])],
64,
);
if (openedSceneChapterIds.includes(scene.id)) {
return {
...params.nextState,
storyEngineMemory: {
...storyEngineMemory,
openedSceneChapterIds,
currentSceneActState:
buildInitialSceneActRuntimeState({
profile: params.nextState.customWorldProfile,
sceneId: scene.id,
storyEngineMemory,
}) ?? storyEngineMemory.currentSceneActState ?? null,
},
};
}
const nextMemory = {
...storyEngineMemory,
openedSceneChapterIds: [...openedSceneChapterIds, scene.id],
currentSceneActState:
buildInitialSceneActRuntimeState({
profile: params.nextState.customWorldProfile,
sceneId: scene.id,
storyEngineMemory,
}) ?? storyEngineMemory.currentSceneActState ?? null,
};
const existingChapterQuest = getChapterQuestForScene(
params.nextState.quests,
scene.id,
);
if (existingChapterQuest) {
return {
...params.nextState,
storyEngineMemory: nextMemory,
};
}
const sceneChapter = resolveSceneChapterBlueprint(
params.nextState.customWorldProfile,
scene.id,
);
const sceneChapterContext = sceneChapter
? {
sceneTaskDescription: sceneChapter.sceneTaskDescription,
actEventDescriptions: sceneChapter.acts
.map((act) => act.eventDescription)
.filter(Boolean),
primaryNpcName:
params.nextState.customWorldProfile?.storyNpcs.find(
(npc) => npc.id === sceneChapter.acts[0]?.primaryNpcId,
)?.name ?? sceneChapter.acts[0]?.primaryNpcId ?? null,
}
: null;
const chapterQuest = buildChapterQuestForScene({
scene,
worldType: params.nextState.worldType,
sceneChapterContext,
context: {
worldType: params.nextState.worldType,
actState: params.nextState.storyEngineMemory?.actState ?? null,
recentStoryMoments: params.nextState.storyHistory.slice(-6),
playerCharacter: params.nextState.playerCharacter,
playerProgression: params.nextState.playerProgression ?? null,
},
});
if (!chapterQuest) {
return {
...params.nextState,
storyEngineMemory: nextMemory,
};
}
return {
...params.nextState,
storyEngineMemory: nextMemory,
quests: acceptQuest(params.nextState.quests, chapterQuest),
};
}
function applyStoryEngineEchoes(params: {
previousState: GameState;
nextState: GameState;
actionText: string;
lastFunctionId?: string | null;
}) {
const hydratedState = hydrateStoryEngineMemory(params.nextState);
const contracts = hydratedState.customWorldProfile
? (hydratedState.customWorldProfile.threadContracts ??
buildThreadContractsFromProfile(hydratedState.customWorldProfile))
: [];
const newItems = findNewInventoryItems(params.previousState, hydratedState);
const signals = collectStorySignals({
prevState: params.previousState,
nextState: hydratedState,
actionText: params.actionText,
lastFunctionId: params.lastFunctionId,
rewardItems: newItems,
});
const stateWithSignals = resolveSignalsToThreadUpdates({
state: hydratedState,
signals,
contracts,
});
const stateWithSceneChapter = ensureSceneChapterQuestState({
previousState: params.previousState,
nextState: stateWithSignals,
});
const reactions = buildCompanionReactionBatch({
state: stateWithSceneChapter,
signals,
actionText: params.actionText,
});
const stateWithReactions = applyCompanionReactionToStance({
state: stateWithSceneChapter,
reactions,
});
const storyEngineMemory =
stateWithReactions.storyEngineMemory ?? createEmptyStoryEngineMemoryState();
const chapterState = advanceChapterState({
previousChapter:
stateWithReactions.chapterState ??
storyEngineMemory.currentChapter ??
null,
nextChapter: resolveCurrentChapterState({
state: stateWithReactions,
}),
});
const journeyBeat = resolveCurrentJourneyBeat({
state: {
...stateWithReactions,
chapterState,
storyEngineMemory: {
...storyEngineMemory,
currentChapter: chapterState,
},
},
chapterState,
});
const companionArcStates = advanceCompanionArc({
previous: storyEngineMemory.companionArcStates,
next: buildCompanionArcStates({
state: stateWithReactions,
reactions,
}),
});
const campEvent = evaluateCampEventOpportunity({
state: stateWithReactions,
chapterState,
journeyBeat,
companionArcStates,
})
? buildCampEvent({
state: stateWithReactions,
chapterState,
journeyBeat,
companionArcStates,
})
: null;
const worldMutations = resolveWorldMutations({
state: stateWithReactions,
signals,
chapterState,
});
const stateWithMutations = applyWorldMutationsToGameState({
state: stateWithReactions,
mutations: worldMutations,
});
const setpieceDirective = evaluateSetpieceOpportunity({
state: stateWithMutations,
chapterState,
journeyBeat,
})
? buildSetpieceDirective({
state: stateWithMutations,
chapterState,
journeyBeat,
})
: null;
const chronicle = appendChronicleEntries({
state: stateWithMutations,
chapterState,
worldMutations,
reactions,
signals,
campEvent,
setpieceDirective,
});
const factionTensionStates = buildFactionTensionState(
stateWithMutations.customWorldProfile,
storyEngineMemory,
);
const actState = resolveCurrentActState({
state: stateWithMutations,
chapterState,
});
const campaignState = advanceCampaignState({
previous:
storyEngineMemory.campaignState ??
stateWithMutations.campaignState ??
null,
next: resolveCampaignState({
state: stateWithMutations,
actState,
}),
});
const consequenceLedger = appendConsequenceRecord({
existing: storyEngineMemory.consequenceLedger,
signals,
reactions,
worldMutations,
campEvent,
});
const authorialConstraintPack = buildAuthorialConstraintPack({
profile: stateWithMutations.customWorldProfile,
});
const compiledPacks = stateWithMutations.customWorldProfile
? compileCampaignFromWorldProfile({
profile: stateWithMutations.customWorldProfile,
})
: null;
const activeScenarioPack =
resolveScenarioPack(stateWithMutations.activeScenarioPackId) ??
compiledPacks?.scenarioPack ??
null;
const activeCampaignPack = compiledPacks?.campaignPack ?? null;
const playerStyleProfile = updatePlayerStyleProfileFromAction({
current: storyEngineMemory.playerStyleProfile,
actionText: params.actionText,
});
const companionResolutions = resolveAllCompanionResolutions({
state: stateWithMutations,
arcStates: companionArcStates,
ledger: consequenceLedger,
reactions,
});
const endingState =
actState?.status === 'finale' || actState?.status === 'resolved'
? resolveEndingState({
state: stateWithMutations,
companionResolutions,
factionTensionStates,
})
: (storyEngineMemory.endingState ?? null);
const epilogueSummary = endingState
? buildEpilogueSummary({
endingState,
companionResolutions,
})
: null;
const currentJourneyBeatId =
journeyBeat?.id ?? storyEngineMemory.currentJourneyBeatId ?? null;
const branchBudgetStatus = evaluateBranchBudget({
consequenceLedger,
authorialConstraintPack,
endingFamilyCount: endingState ? 1 : 0,
});
const baseMemoryForQa = {
...storyEngineMemory,
currentChapter: chapterState,
currentJourneyBeatId,
currentJourneyBeat: journeyBeat,
companionArcStates,
worldMutations,
chronicle,
factionTensionStates,
currentCampEvent: campEvent,
currentSetpieceDirective: setpieceDirective,
campaignState,
actState,
consequenceLedger,
companionResolutions,
endingState,
authorialConstraintPack,
branchBudgetStatus,
playerStyleProfile,
};
const consistencyIssues = runNarrativeConsistencyChecks({
memory: baseMemoryForQa,
threadContracts: contracts,
branchBudgetStatus,
});
const narrativeQaReport = buildNarrativeQaReport({
issues: consistencyIssues,
});
const simulationRunResults =
activeScenarioPack && activeCampaignPack
? runPlaythroughMatrix({
scenarioPackId: activeScenarioPack.id,
campaignPack: activeCampaignPack,
memory: {
...baseMemoryForQa,
narrativeQaReport,
},
seeds: ['baseline', 'companion', 'explore'],
})
: [];
const replaySummary = simulationRunResults[0]
? replayNarrativeRun({
recordedSeed: recordReplaySeed({
seed: simulationRunResults[0].seed,
label: `${activeCampaignPack?.title ?? 'campaign'} 基线回放`,
}),
result: simulationRunResults[0],
}).summary
: null;
const releaseGateReport = buildReleaseGateReport({
qaReport: narrativeQaReport,
simulationResults: simulationRunResults,
unresolvedThreadCount:
stateWithMutations.storyEngineMemory?.activeThreadIds.length ?? 0,
});
const saveMigrationManifest = buildSaveMigrationManifest({
version: 'story-engine-v5',
});
const telemetrySnapshot = captureNarrativeTelemetry({
memory: {
...baseMemoryForQa,
narrativeQaReport,
},
qaReport: narrativeQaReport,
});
const contentDiffReport = buildContentDiffReport({
previousProfile: params.previousState.customWorldProfile,
nextProfile: stateWithMutations.customWorldProfile,
previousCampaignPack: null,
nextCampaignPack: activeCampaignPack,
});
const narrativeCodex = buildNarrativeCodex({
...stateWithMutations,
chapterState,
campaignState,
storyEngineMemory: {
...baseMemoryForQa,
narrativeQaReport,
releaseGateReport,
simulationRunResults,
},
});
const continueDigest =
buildContinueGameDigest({
state: {
...stateWithMutations,
chapterState,
campaignState,
storyEngineMemory: {
...baseMemoryForQa,
currentJourneyBeatId,
narrativeQaReport,
releaseGateReport,
simulationRunResults,
narrativeCodex,
saveMigrationManifest,
},
},
}) +
[
epilogueSummary,
replaySummary,
telemetrySnapshot.summary,
contentDiffReport.summary,
`发布门禁:${releaseGateReport.status} / ${releaseGateReport.summary}`,
]
.filter(Boolean)
.join('\n');
return {
...stateWithMutations,
chapterState,
campaignState,
activeScenarioPackId:
activeScenarioPack?.id ?? stateWithMutations.activeScenarioPackId ?? null,
activeCampaignPackId:
activeCampaignPack?.id ?? stateWithMutations.activeCampaignPackId ?? null,
storyEngineMemory: {
...baseMemoryForQa,
currentJourneyBeatId,
continueGameDigest: continueDigest,
narrativeQaReport,
narrativeCodex,
releaseGateReport,
simulationRunResults,
saveMigrationManifest,
recentCompanionReactions: [
...(storyEngineMemory.recentCompanionReactions ?? []),
...reactions,
].slice(-6),
},
};
}
export type GenerateStoryForState = (params: {
state: GameState;
character: Character;
@@ -664,15 +77,10 @@ export function createStoryProgressionActions({
lastFunctionId,
) => {
const nextHistory = appendStoryHistory(gameState, actionText, resultText);
const stateWithHistory = applyStoryEngineEchoes({
previousState: gameState,
nextState: {
...nextState,
storyHistory: nextHistory,
} as GameState,
actionText,
lastFunctionId,
});
const stateWithHistory = {
...nextState,
storyHistory: nextHistory,
} as GameState;
setGameState(stateWithHistory);
setAiError(null);
@@ -686,13 +94,7 @@ export function createStoryProgressionActions({
choice: actionText,
lastFunctionId,
});
const recoveredState = applyStoryEngineEchoes({
previousState: gameState,
nextState: applyStoryReasoningRecovery(stateWithHistory),
actionText,
lastFunctionId,
});
setGameState(recoveredState);
setGameState(stateWithHistory);
setCurrentStory(nextStory);
} catch (error) {
console.error('Failed to continue scripted story:', error);
@@ -744,15 +146,10 @@ export function createStoryProgressionActions({
}
const nextHistory = appendStoryHistory(gameState, actionText, resultText);
const stateWithHistory = applyStoryEngineEchoes({
previousState: gameState,
nextState: {
...resolvedState,
storyHistory: nextHistory,
} as GameState,
actionText,
lastFunctionId,
});
const stateWithHistory = {
...resolvedState,
storyHistory: nextHistory,
} as GameState;
setGameState(stateWithHistory);
@@ -764,13 +161,7 @@ export function createStoryProgressionActions({
choice: actionText,
lastFunctionId,
});
const recoveredState = applyStoryEngineEchoes({
previousState: gameState,
nextState: applyStoryReasoningRecovery(stateWithHistory),
actionText,
lastFunctionId,
});
setGameState(recoveredState);
setGameState(stateWithHistory);
setCurrentStory(nextStory);
} catch (error) {
console.error('Failed to continue encounter-entry story:', error);