推进 server-rs DDD 分层与新接口接线
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170
server-rs/crates/module-runtime-story/src/lib.rs
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170
server-rs/crates/module-runtime-story/src/lib.rs
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mod application;
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mod commands;
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mod domain;
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mod errors;
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mod events;
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use serde_json::Value;
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use shared_contracts::runtime_story::{
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RuntimeBattlePresentation, RuntimeStoryActionRequest, RuntimeStoryOptionView,
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RuntimeStoryPatch, RuntimeStorySnapshotPayload,
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};
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pub mod battle;
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#[cfg(test)]
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mod battle_tests;
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pub mod core;
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pub mod forge;
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pub mod forge_actions;
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pub mod game_state;
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pub mod npc_support;
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pub mod options;
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pub mod post_battle;
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pub mod projection;
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pub mod prompt_context;
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pub mod story_engine;
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pub mod view_model;
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pub use battle::{
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build_battle_runtime_story_options, inventory_item_has_usable_effect, resolve_battle_action,
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restore_player_resource,
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};
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pub use core::{
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MAX_PLAYER_LEVEL, add_player_currency, add_player_inventory_items, append_active_build_buffs,
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append_story_history, clear_encounter_only, clear_encounter_state, cumulative_xp_required,
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ensure_json_object, first_hostile_npc_string_field, format_now_rfc3339,
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grant_player_progression_experience, increment_runtime_stat, normalize_optional_string,
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normalize_required_string, read_array_field, read_bool_field, read_field, read_i32_field,
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read_object_field, read_optional_string_field, read_required_string_field,
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read_runtime_session_id, read_u32_field, remove_player_inventory_item,
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resolve_progression_level, write_bool_field, write_current_encounter_i32_field,
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write_first_hostile_npc_i32_field, write_i32_field, write_null_field, write_string_field,
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write_u32_field, xp_to_next_level_for,
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};
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pub use forge::{build_runtime_equipment_item, build_runtime_material_item, format_currency_text};
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pub use forge_actions::{
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resolve_forge_craft_action, resolve_forge_dismantle_action, resolve_forge_reforge_action,
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};
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pub use game_state::{
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add_inventory_items_to_list, apply_equipment_loadout_to_state, battle_mode_text,
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build_current_build_toast, clone_inventory_item_with_quantity, current_encounter_id,
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current_encounter_name, current_encounter_name_from_battle, ensure_inventory_action_available,
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equipment_bonus_fallbacks, equipment_item_bonuses, equipment_slot_label,
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find_player_inventory_entry, has_giftable_player_inventory, item_rarity_key,
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normalize_equipment_slot_id, normalize_equipped_item, read_equipment_total_bonuses,
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read_inventory_item_name, read_player_equipment_item, read_player_inventory_values,
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read_runtime_equipment_bonus_cache, remove_inventory_item_from_list,
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resolve_equipment_slot_for_item, write_player_equipment_item, write_player_inventory_values,
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write_runtime_equipment_bonus_cache,
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};
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pub use npc_support::{
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build_npc_gift_result_text, build_runtime_npc_interaction_view, npc_buyback_price,
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npc_purchase_price, recruit_companion_to_party, resolve_npc_gift_affinity_gain,
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trade_quantity_suffix, write_runtime_npc_interaction_view,
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};
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pub use options::{
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build_disabled_runtime_story_option, build_runtime_story_option_from_story_option,
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build_runtime_story_option_interaction, build_runtime_story_option_with_payload,
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build_static_runtime_story_option, build_story_option_from_runtime_option, infer_option_scope,
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};
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pub use post_battle::{
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finalize_post_battle_resolution, is_terminal_battle_outcome, resolve_post_battle_story_options,
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};
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pub use projection::{StoryRuntimeProjectionSource, build_story_runtime_projection};
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pub use prompt_context::{RuntimeStoryPromptContextExtras, build_runtime_story_prompt_context};
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pub use story_engine::project_story_engine_after_action;
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pub use view_model::{
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build_runtime_story_companions, build_runtime_story_encounter, build_runtime_story_view_model,
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resolve_current_encounter_npc_state,
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};
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pub const CONTINUE_ADVENTURE_FUNCTION_ID: &str = "story_continue_adventure";
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pub const MAX_TASK5_COMPANIONS: usize = 2;
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pub struct StoryResolution {
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pub action_text: String,
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pub result_text: String,
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pub story_text: Option<String>,
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pub presentation_options: Option<Vec<RuntimeStoryOptionView>>,
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pub saved_current_story: Option<Value>,
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pub patches: Vec<RuntimeStoryPatch>,
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pub battle: Option<RuntimeBattlePresentation>,
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pub toast: Option<String>,
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}
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pub struct GeneratedStoryPayload {
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pub story_text: String,
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pub history_result_text: String,
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pub presentation_options: Vec<RuntimeStoryOptionView>,
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pub saved_current_story: Value,
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}
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pub struct CurrentEncounterNpcQuestContext {
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pub npc_id: String,
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pub npc_name: String,
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}
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pub struct PendingQuestOfferContext {
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pub dialogue: Vec<Value>,
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pub turn_count: i32,
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pub custom_input_placeholder: String,
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pub quest: Value,
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pub quest_id: String,
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pub intro_text: Option<String>,
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}
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pub struct RuntimeStoryActionResponseParts {
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pub requested_session_id: String,
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pub server_version: u32,
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pub snapshot: RuntimeStorySnapshotPayload,
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pub action_text: String,
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pub result_text: String,
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pub story_text: String,
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pub options: Vec<RuntimeStoryOptionView>,
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pub patches: Vec<RuntimeStoryPatch>,
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pub toast: Option<String>,
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pub battle: Option<RuntimeBattlePresentation>,
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}
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pub fn simple_story_resolution(
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game_state: &Value,
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action_text: String,
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result_text: &str,
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) -> StoryResolution {
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StoryResolution {
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action_text,
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result_text: result_text.to_string(),
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story_text: None,
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presentation_options: None,
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saved_current_story: None,
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patches: vec![build_status_patch(game_state)],
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battle: None,
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toast: None,
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}
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}
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pub fn resolve_action_text(default_text: &str, request: &RuntimeStoryActionRequest) -> String {
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request
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.action
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.payload
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.as_ref()
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.and_then(|payload| read_optional_string_field(payload, "optionText"))
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.unwrap_or_else(|| default_text.to_string())
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}
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pub fn build_status_patch(game_state: &Value) -> RuntimeStoryPatch {
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RuntimeStoryPatch::StatusChanged {
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in_battle: read_bool_field(game_state, "inBattle").unwrap_or(false),
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npc_interaction_active: read_bool_field(game_state, "npcInteractionActive")
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.unwrap_or(false),
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current_npc_battle_mode: read_optional_string_field(game_state, "currentNpcBattleMode"),
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current_npc_battle_outcome: read_optional_string_field(
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game_state,
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"currentNpcBattleOutcome",
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),
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}
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}
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pub fn current_world_type(game_state: &Value) -> Option<String> {
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read_optional_string_field(game_state, "worldType")
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}
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