This commit is contained in:
2026-04-27 14:23:19 +08:00
parent 09d3fe59b3
commit fa2dbb310b
75 changed files with 7363 additions and 1487 deletions

View File

@@ -926,27 +926,6 @@ export function CustomWorldEntityCatalog({
</div>
</Section>
<Section
title="角色维度"
subtitle={profile.attributeSchema?.schemaName}
>
<div className="grid grid-cols-2 gap-2 sm:grid-cols-3 xl:grid-cols-2 2xl:grid-cols-3">
{attributeSlots.map((slot) => (
<div
key={slot.slotId}
className="platform-subpanel rounded-xl px-3 py-3"
>
<div className="text-sm font-semibold text-white">
{slot.name}
</div>
<div className="mt-1 line-clamp-2 text-[11px] leading-5 text-zinc-400">
{buildAttributeSlotSummary(slot) || slot.definition}
</div>
</div>
))}
</div>
</Section>
<Section
title="世界概述"
actions={
@@ -1000,6 +979,33 @@ export function CustomWorldEntityCatalog({
}
>
<div className="space-y-3">
<div className="platform-subpanel rounded-2xl px-4 py-4">
<div className="flex flex-wrap items-end justify-between gap-2">
<div className="text-[11px] font-bold tracking-[0.18em] text-zinc-500">
</div>
{profile.attributeSchema?.schemaName ? (
<div className="text-xs leading-5 text-zinc-500">
{profile.attributeSchema.schemaName}
</div>
) : null}
</div>
<div className="mt-3 grid grid-cols-2 gap-2 sm:grid-cols-3 xl:grid-cols-6">
{attributeSlots.map((slot) => (
<div
key={slot.slotId}
className="rounded-xl border border-white/10 bg-black/15 px-3 py-3"
>
<div className="text-sm font-semibold text-white">
{slot.name}
</div>
<div className="mt-1 line-clamp-2 text-[11px] leading-5 text-zinc-400">
{buildAttributeSlotSummary(slot) || slot.definition}
</div>
</div>
))}
</div>
</div>
<div className="grid grid-cols-1 gap-3 sm:grid-cols-2">
{structuredFoundationEntries.map((entry) => (
<div

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@@ -8,15 +8,19 @@ type ResolvedAssetImageProps = Omit<
> & {
src?: string | null;
fallbackSrc?: string | null;
refreshKey?: string | number | null;
};
export function ResolvedAssetImage({
src,
fallbackSrc,
alt,
refreshKey,
...rest
}: ResolvedAssetImageProps) {
const { resolvedUrl } = useResolvedAssetReadUrl(src);
const { resolvedUrl } = useResolvedAssetReadUrl(src, {
refreshKey,
});
const finalSrc = resolvedUrl || fallbackSrc?.trim() || '';
if (!finalSrc) {

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@@ -78,6 +78,7 @@ function renderEntityLayer(effectNpcId: string | null) {
return renderToStaticMarkup(
<GameCanvasEntityLayer
companions={[]}
sceneActAmbientEncounters={[]}
currentScenePreset={null}
sceneTransitionToken={0}
isSceneTransitionEntering={false}
@@ -185,4 +186,52 @@ describe('GameCanvasEntityLayer', () => {
expect(html).not.toContain('npc-affinity-effect-npc-liu');
expect(html).not.toContain('好感度变化 +3');
});
it('renders scene act back-row encounters alongside the primary encounter', () => {
const html = renderToStaticMarkup(
<GameCanvasEntityLayer
companions={[]}
sceneActAmbientEncounters={[
createEncounter({ id: 'npc-back-1', npcName: '后排甲' }),
createEncounter({ id: 'npc-back-2', npcName: '后排乙' }),
]}
currentScenePreset={null}
sceneTransitionToken={0}
isSceneTransitionEntering={false}
isSceneTransitionExiting={false}
transitionSweepPx={320}
sceneTransitionExitDurationS={0.2}
sceneTransitionEntryDurationS={0.2}
companionAnchorLeft="10%"
companionAnchorBottom="20%"
playerBottomOffsetPx={0}
sceneTransitionPhase="idle"
inBattle={false}
onEntitySelect={null}
playerLeft="20%"
playerCharacter={createCharacter()}
playerHp={100}
playerMaxHp={100}
effectivePlayerFacing="right"
effectivePlayerAnimationState={AnimationState.IDLE}
shouldShowPlayerDialogueIcon={false}
dialogueIndicator={null}
npcAffinityEffect={null}
sceneCombatants={[]}
monsters={[]}
getHostileNpcOuterLeft={() => '70%'}
groundBottom="18%"
stageLiftPx={68}
encounter={createEncounter({ id: 'npc-primary', npcName: '主角色' })}
sideAnchor="15%"
cameraAnchorX={0}
monsterAnchorMeters={3.2}
playerX={0}
/>,
);
expect(html).toContain('查看主角色详情');
expect(html).toContain('查看后排甲详情');
expect(html).toContain('查看后排乙详情');
});
});

View File

@@ -51,6 +51,7 @@ type MonsterSpriteConfig = (typeof MONSTERS_BY_WORLD)[WorldType.WUXIA][number];
interface GameCanvasEntityLayerProps {
companions: CompanionRenderState[];
sceneActAmbientEncounters: Encounter[];
currentScenePreset: ScenePresetInfo | null;
sceneTransitionToken: number;
isSceneTransitionEntering: boolean;
@@ -93,6 +94,13 @@ interface GameCanvasEntityLayerProps {
playerX: number;
}
const SCENE_ACT_BACK_ROW_ANCHOR_X_METERS = RESOLVED_ENTITY_X_METERS + 1.08;
const SCENE_ACT_BACK_ROW_OFFSET_PX = [62, -46] as const;
function addCssPxOffset(value: string, offsetPx: number) {
return offsetPx === 0 ? value : `calc(${value} + ${offsetPx}px)`;
}
function CombatFloatingNumber({
event,
onDone,
@@ -177,6 +185,7 @@ function CombatReactiveSpriteFrame({
export function GameCanvasEntityLayer({
companions,
sceneActAmbientEncounters,
currentScenePreset,
sceneTransitionToken,
isSceneTransitionEntering,
@@ -415,9 +424,16 @@ export function GameCanvasEntityLayer({
</div>
</motion.div>
{sceneCombatants.map(hostileNpc => {
{sceneCombatants.map((hostileNpc, index) => {
const npcEncounter = hostileNpc.encounter;
if (!npcEncounter) return null;
const hostileRenderKey = [
hostileNpc.id,
npcEncounter.id ?? npcEncounter.npcName,
hostileNpc.xMeters,
hostileNpc.yOffset ?? 0,
index,
].join(':');
const config = monsters.find(item => item.id === hostileNpc.id);
const renderOffset = MONSTER_RENDER_OFFSETS[hostileNpc.id] ?? {x: 0, y: 0};
const npcCharacter = npcEncounter?.characterId ? getCharacterById(npcEncounter.characterId) : null;
@@ -453,7 +469,7 @@ export function GameCanvasEntityLayer({
return (
<div
key={hostileNpc.id}
key={hostileRenderKey}
className="absolute"
style={{
left: getHostileNpcOuterLeft(hostileNpc),
@@ -628,6 +644,111 @@ export function GameCanvasEntityLayer({
</div>
);
})()}
{!inBattle &&
sceneActAmbientEncounters.map((ambientEncounter, index) => {
const ambientOffsetPx = SCENE_ACT_BACK_ROW_OFFSET_PX[index];
if (ambientOffsetPx === undefined) {
return null;
}
const ambientResolvedCharacter =
ambientEncounter.kind !== 'treasure' && ambientEncounter.characterId
? getCharacterById(ambientEncounter.characterId)
: null;
const ambientMonsterConfig =
!ambientResolvedCharacter &&
ambientEncounter.kind === 'npc' &&
ambientEncounter.monsterPresetId
? monsters.find(item => item.id === ambientEncounter.monsterPresetId) ?? null
: null;
const ambientHostileBottomOffsetPx = ambientMonsterConfig
? getHostileNpcSceneBottomOffsetPx(ambientMonsterConfig)
: getSceneNpcVisualBottomOffsetPx(ambientEncounter);
const ambientBottomOffsetPx = ambientResolvedCharacter
? getEncounterCharacterBottomOffsetPx(
stageLiftPx,
ambientEncounter,
ambientResolvedCharacter,
ambientOffsetPx,
)
: stageLiftPx + ambientHostileBottomOffsetPx + ambientOffsetPx;
const ambientFacing = getFacingTowardPlayer(
SCENE_ACT_BACK_ROW_ANCHOR_X_METERS,
playerX,
);
const ambientBottom = ambientEncounter.characterId
? getEncounterCharacterOpponentBottom(
groundBottom,
stageLiftPx,
ambientEncounter,
getCharacterById(ambientEncounter.characterId),
)
: `calc(${groundBottom} + ${stageLiftPx + ambientHostileBottomOffsetPx}px)`;
return (
<div
key={`scene-act-ambient-${ambientEncounter.id ?? ambientEncounter.npcName}-${index}`}
className="absolute"
style={{
left: getMonsterWorldLeft(
sideAnchor,
SCENE_ACT_BACK_ROW_ANCHOR_X_METERS,
cameraAnchorX,
monsterAnchorMeters,
),
bottom: addCssPxOffset(ambientBottom, ambientOffsetPx),
zIndex: getSceneEntityZIndex(ambientBottomOffsetPx),
transition: 'left 260ms linear, bottom 180ms ease',
}}
>
<SceneEntityButton
onClick={
ambientEncounter.kind === 'npc'
? () => onEntitySelect?.({kind: 'npc', encounter: ambientEncounter})
: null
}
ariaLabel={
ambientEncounter.kind === 'npc'
? `查看${ambientEncounter.npcName}详情`
: undefined
}
className="relative flex w-28 flex-col items-center"
>
<div className={ROLE_CHARACTER_FRAME_CLASS}>
{ambientResolvedCharacter &&
!ambientEncounter.visual &&
!ambientEncounter.imageSrc?.trim() ? (
<RoleCharacterSprite
state={AnimationState.IDLE}
character={ambientResolvedCharacter}
facing={ambientFacing}
/>
) : ambientMonsterConfig ? (
<HostileNpcAnimator
hostileNpc={ambientMonsterConfig}
animation="idle"
flip={ambientFacing === 'right'}
className="scale-[1.82] origin-bottom"
/>
) : (
<SceneEncounterNpcSprite
encounter={ambientEncounter}
state={AnimationState.IDLE}
facing={ambientFacing}
className="drop-shadow-[0_8px_14px_rgba(0,0,0,0.32)]"
/>
)}
</div>
{/* 幕后排角色只是同幕可见实体,不抢占当前交互目标。 */}
{npcAffinityEffect?.npcId ===
(ambientEncounter.id ?? ambientEncounter.npcName) ? (
<NpcAffinityEffectBadge effect={npcAffinityEffect} />
) : null}
</SceneEntityButton>
</div>
);
})}
</>
);
}

View File

@@ -2,8 +2,12 @@ import {useEffect, useLayoutEffect, useRef, useState} from 'react';
import {resolveCompatibilityTemplateWorldType} from '../../data/customWorldRuntime';
import {MONSTERS_BY_WORLD, PLAYER_BASE_X_METERS} from '../../data/hostileNpcs';
import {resolveActiveSceneActBackgroundImage} from '../../services/customWorldSceneActRuntime';
import {AnimationState, WorldType} from '../../types';
import {buildEncounterFromSceneNpc} from '../../data/scenePresets';
import {
resolveActiveSceneActBackgroundImage,
resolveActiveSceneActEncounterNpcIds,
} from '../../services/customWorldSceneActRuntime';
import {AnimationState, type Encounter, type SceneNpc, WorldType} from '../../types';
import {GameCanvasEffectLayer} from './GameCanvasEffectLayer';
import {GameCanvasEntityLayer} from './GameCanvasEntityLayer';
import {GameCanvasOverlayLayer} from './GameCanvasOverlayLayer';
@@ -66,6 +70,42 @@ export function GameCanvasRuntime({
const backgroundSrc = activeSceneActBackground
|| currentScenePreset?.imageSrc
|| (resolvedWorldType === WorldType.WUXIA ? '/scene_bg/45_PixelSky.png' : '/scene_bg/47_PixelSky.png');
const activeSceneActEncounterNpcIds =
currentScenePreset?.id
? resolveActiveSceneActEncounterNpcIds({
profile: customWorldProfile,
sceneId: currentScenePreset.id,
storyEngineMemory,
})
: [];
const activeSceneActNpcIdSet = new Set(activeSceneActEncounterNpcIds);
const sceneActAmbientEncounters = (currentScenePreset?.npcs ?? [])
.filter((npc: SceneNpc) => {
if (activeSceneActNpcIdSet.size === 0) {
return false;
}
const candidateIds = [npc.id, npc.characterId].filter(
(value): value is string => Boolean(value),
);
const encounterIds = [encounter?.id, encounter?.characterId].filter(
(value): value is string => Boolean(value),
);
return (
candidateIds.some((id) => activeSceneActNpcIdSet.has(id)) &&
!candidateIds.some((id) => encounterIds.includes(id))
);
})
.slice(0, 2)
.map((npc: SceneNpc, index): Encounter => {
const npcEncounter = buildEncounterFromSceneNpc(npc);
return {
...npcEncounter,
xMeters: 3.2 + 1.08,
id: npcEncounter.id ?? `${npc.id}:ambient-${index}`,
};
});
const monsters = resolvedWorldType ? MONSTERS_BY_WORLD[resolvedWorldType] : [];
const groundBottom = '18%';
const stageLiftPx = 68;
@@ -181,6 +221,7 @@ export function GameCanvasRuntime({
/>
<GameCanvasEntityLayer
companions={companions}
sceneActAmbientEncounters={sceneActAmbientEncounters}
currentScenePreset={currentScenePreset}
sceneTransitionToken={sceneTransitionToken}
isSceneTransitionEntering={isSceneTransitionEntering}

View File

@@ -23,6 +23,7 @@ import type {
PuzzleAgentActionRequest,
PuzzleAgentOperationRecord,
} from '../../../packages/shared/src/contracts/puzzleAgentActions';
import type { PuzzleResultDraft } from '../../../packages/shared/src/contracts/puzzleAgentDraft';
import type {
PuzzleAgentSessionSnapshot,
SendPuzzleAgentMessageRequest,
@@ -123,6 +124,8 @@ type PuzzleDetailReturnTarget = {
tab: PlatformHomeTab;
};
type PuzzleRuntimeReturnStage = 'puzzle-result' | 'puzzle-gallery-detail';
type AgentResultBlockerView = {
code?: string;
message: string;
@@ -406,6 +409,8 @@ export function PlatformEntryFlowShellImpl({
useState<PuzzleWorkSummary | null>(null);
const [puzzleDetailReturnTarget, setPuzzleDetailReturnTarget] =
useState<PuzzleDetailReturnTarget | null>(null);
const [puzzleRuntimeReturnStage, setPuzzleRuntimeReturnStage] =
useState<PuzzleRuntimeReturnStage>('puzzle-gallery-detail');
const [puzzleRun, setPuzzleRun] = useState<PuzzleRunSnapshot | null>(null);
const [isPuzzleLoadingLibrary, setIsPuzzleLoadingLibrary] = useState(false);
const [puzzleGenerationState, setPuzzleGenerationState] =
@@ -944,6 +949,7 @@ export function PlatformEntryFlowShellImpl({
setPuzzleOperation(null);
setPuzzleWorks([]);
setSelectedPuzzleDetail(null);
setPuzzleRuntimeReturnStage('puzzle-gallery-detail');
setPuzzleRun(null);
setPuzzleGenerationState(null);
setIsPuzzleNextLevelGenerating(false);
@@ -1087,6 +1093,7 @@ export function PlatformEntryFlowShellImpl({
const { item } = await getPuzzleGalleryDetail(profileId);
setSelectedPuzzleDetail(item);
setPuzzleRun(startLocalPuzzleRun(item));
setPuzzleRuntimeReturnStage('puzzle-gallery-detail');
setSelectionStage('puzzle-runtime');
} catch (error) {
setPuzzleError(resolvePuzzleErrorMessage(error, '启动拼图玩法失败。'));
@@ -1097,6 +1104,57 @@ export function PlatformEntryFlowShellImpl({
[isPuzzleBusy, resolvePuzzleErrorMessage, setSelectionStage],
);
const buildPuzzleTestWork = useCallback(
(draft: PuzzleResultDraft) => {
const profileId =
puzzleSession?.publishedProfileId ??
`draft-${puzzleSession?.sessionId ?? 'puzzle'}-test`;
const now = new Date().toISOString();
return {
workId: `test-${profileId}`,
profileId,
ownerUserId: authUi?.user?.id ?? 'current-user',
sourceSessionId: puzzleSession?.sessionId ?? null,
authorDisplayName: authUi?.user?.displayName ?? '玩家',
levelName: draft.levelName,
summary: draft.summary,
themeTags: draft.themeTags,
coverImageSrc: draft.coverImageSrc,
coverAssetId: draft.coverAssetId,
publicationStatus: 'draft',
updatedAt: now,
publishedAt: null,
playCount: 0,
publishReady: Boolean(puzzleSession?.resultPreview?.publishReady),
} satisfies PuzzleWorkSummary;
},
[
authUi?.user?.displayName,
authUi?.user?.id,
puzzleSession?.publishedProfileId,
puzzleSession?.resultPreview?.publishReady,
puzzleSession?.sessionId,
],
);
const startPuzzleTestRunFromDraft = useCallback(
(draft: PuzzleResultDraft) => {
if (!draft.coverImageSrc) {
setPuzzleError('请先选择一张正式拼图图片。');
return;
}
const testWork = buildPuzzleTestWork(draft);
setSelectedPuzzleDetail(testWork);
setPuzzleRun(startLocalPuzzleRun(testWork));
setPuzzleRuntimeReturnStage('puzzle-result');
setPuzzleError(null);
setSelectionStage('puzzle-runtime');
},
[buildPuzzleTestWork, setSelectionStage],
);
const submitBigFishInput = useCallback(
(payload: SubmitBigFishInputRequest) => {
if (!bigFishRun || bigFishInputInFlightRef.current) {
@@ -2186,7 +2244,6 @@ export function PlatformEntryFlowShellImpl({
<Suspense fallback={<LazyPanelFallback label="正在加载拼图结果..." />}>
<PuzzleResultView
session={puzzleSession}
author={authUi?.user ?? null}
isBusy={isPuzzleBusy}
error={puzzleError}
onBack={() => {
@@ -2195,6 +2252,7 @@ export function PlatformEntryFlowShellImpl({
onExecuteAction={(payload) => {
void executePuzzleAction(payload);
}}
onStartTestRun={startPuzzleTestRunFromDraft}
/>
</Suspense>
</motion.div>
@@ -2252,7 +2310,7 @@ export function PlatformEntryFlowShellImpl({
isBusy={isPuzzleBusy || isPuzzleNextLevelGenerating}
error={puzzleError}
onBack={() => {
setSelectionStage('puzzle-gallery-detail');
setSelectionStage(puzzleRuntimeReturnStage);
}}
onSwapPieces={(payload) => {
void swapPuzzlePiecesInRun(payload);

View File

@@ -0,0 +1,425 @@
// @vitest-environment jsdom
import {
fireEvent,
render,
screen,
waitFor,
within,
} from '@testing-library/react';
import { describe, expect, test, vi } from 'vitest';
import type { PuzzleAgentSessionSnapshot } from '../../../packages/shared/src/contracts/puzzleAgentSession';
import { puzzleAssetClient } from '../../services/puzzle-works/puzzleAssetClient';
import { PuzzleResultView } from './PuzzleResultView';
vi.mock('../ResolvedAssetImage', () => ({
ResolvedAssetImage: ({
src,
alt,
className,
}: {
src?: string | null;
alt?: string;
className?: string;
}) => (src ? <img src={src} alt={alt} className={className} /> : null),
}));
vi.mock('../../services/puzzle-works/puzzleAssetClient', () => ({
puzzleAssetClient: {
listHistoryAssets: vi.fn(),
},
}));
function createSession(
overrides: Partial<PuzzleAgentSessionSnapshot> = {},
): PuzzleAgentSessionSnapshot {
const baseSession: PuzzleAgentSessionSnapshot = {
sessionId: 'puzzle-session-1',
currentTurn: 2,
progressPercent: 88,
stage: 'ready_to_publish',
anchorPack: {
themePromise: {
key: 'themePromise',
label: '题材承诺',
value: '雨夜猫咪',
status: 'confirmed',
},
visualSubject: {
key: 'visualSubject',
label: '画面主体',
value: '屋檐下的猫',
status: 'confirmed',
},
visualMood: {
key: 'visualMood',
label: '视觉气质',
value: '温暖',
status: 'confirmed',
},
compositionHooks: {
key: 'compositionHooks',
label: '拼图记忆点',
value: '雨滴与灯牌',
status: 'confirmed',
},
tagsAndForbidden: {
key: 'tagsAndForbidden',
label: '标签与禁忌',
value: '猫咪、雨夜',
status: 'confirmed',
},
},
draft: {
levelName: '雨夜猫街',
summary: '屋檐下的猫与暖灯街角。',
themeTags: ['猫咪', '雨夜'],
forbiddenDirectives: [],
creatorIntent: null,
anchorPack: {
themePromise: {
key: 'themePromise',
label: '题材承诺',
value: '雨夜猫咪',
status: 'confirmed',
},
visualSubject: {
key: 'visualSubject',
label: '画面主体',
value: '屋檐下的猫',
status: 'confirmed',
},
visualMood: {
key: 'visualMood',
label: '视觉气质',
value: '温暖',
status: 'confirmed',
},
compositionHooks: {
key: 'compositionHooks',
label: '拼图记忆点',
value: '雨滴与灯牌',
status: 'confirmed',
},
tagsAndForbidden: {
key: 'tagsAndForbidden',
label: '标签与禁忌',
value: '猫咪、雨夜',
status: 'confirmed',
},
},
candidates: [
{
candidateId: 'candidate-1',
imageSrc: '/puzzle/candidate-1.png',
assetId: 'asset-1',
prompt: '雨夜猫咪',
actualPrompt: null,
sourceType: 'generated',
selected: true,
},
],
selectedCandidateId: 'candidate-1',
coverImageSrc: '/puzzle/candidate-1.png',
coverAssetId: 'asset-1',
generationStatus: 'ready',
metadata: null,
},
messages: [],
lastAssistantReply: null,
publishedProfileId: null,
suggestedActions: [],
resultPreview: null,
updatedAt: '2026-04-26T10:00:00.000Z',
};
const session = {
...baseSession,
resultPreview: {
draft: baseSession.draft!,
publishReady: true,
blockers: [],
qualityFindings: [],
},
...overrides,
} satisfies PuzzleAgentSessionSnapshot;
return session;
}
describe('PuzzleResultView', () => {
test('uses two tabs without author preview or persistent publish validation', () => {
render(
<PuzzleResultView
session={createSession()}
onBack={() => {}}
onExecuteAction={() => {}}
onStartTestRun={() => {}}
/>,
);
expect(screen.getByRole('button', { name: '基本信息' })).toBeTruthy();
expect(screen.getByRole('button', { name: '拼图图片' })).toBeTruthy();
expect(screen.queryByText('作者预览')).toBeNull();
expect(screen.queryByText('发布校验')).toBeNull();
expect(screen.getByRole('button', { name: //u })).toBeTruthy();
expect(screen.getByRole('button', { name: //u })).toBeTruthy();
});
test('edits theme tags with chips instead of a persistent tag input', () => {
render(
<PuzzleResultView
session={createSession()}
onBack={() => {}}
onExecuteAction={() => {}}
/>,
);
expect(screen.queryByLabelText('新题材标签')).toBeNull();
fireEvent.click(screen.getByLabelText('删除标签 猫咪'));
expect(screen.queryByText('猫咪')).toBeNull();
expect(screen.getByText('雨夜')).toBeTruthy();
fireEvent.click(screen.getByLabelText('新增题材标签'));
fireEvent.change(screen.getByLabelText('新题材标签'), {
target: { value: '暖灯' },
});
fireEvent.click(screen.getByRole('button', { name: '添加' }));
expect(screen.getByText('暖灯')).toBeTruthy();
expect(screen.queryByLabelText('新题材标签')).toBeNull();
});
test('shows blockers only after clicking publish and blocks publish action', () => {
const onExecuteAction = vi.fn();
render(
<PuzzleResultView
session={createSession({
resultPreview: {
draft: createSession().draft!,
publishReady: false,
blockers: [
{
id: 'missing-cover',
code: 'missing-cover',
message: '请先选择正式图',
},
],
qualityFindings: [],
},
})}
onBack={() => {}}
onExecuteAction={onExecuteAction}
/>,
);
expect(screen.queryByText('请先选择正式图')).toBeNull();
fireEvent.click(screen.getByRole('button', { name: //u }));
const dialog = screen.getByRole('dialog', { name: '发布拼图作品' });
expect(within(dialog).getByText('请先选择正式图')).toBeTruthy();
fireEvent.click(within(dialog).getByRole('button', { name: '发布到广场' }));
expect(onExecuteAction).not.toHaveBeenCalled();
});
test('starts work test from the current editable draft', () => {
const onStartTestRun = vi.fn();
render(
<PuzzleResultView
session={createSession()}
onBack={() => {}}
onExecuteAction={() => {}}
onStartTestRun={onStartTestRun}
/>,
);
fireEvent.change(screen.getByDisplayValue('雨夜猫街'), {
target: { value: '暖灯猫街' },
});
fireEvent.click(screen.getByLabelText('新增题材标签'));
fireEvent.change(screen.getByLabelText('新题材标签'), {
target: { value: '暖灯' },
});
fireEvent.click(screen.getByRole('button', { name: '添加' }));
fireEvent.click(screen.getByRole('button', { name: //u }));
expect(onStartTestRun).toHaveBeenCalledWith(
expect.objectContaining({
levelName: '暖灯猫街',
themeTags: ['猫咪', '雨夜', '暖灯'],
}),
);
});
test('generates one image from the picture description and replaces current image', () => {
const onExecuteAction = vi.fn();
render(
<PuzzleResultView
session={createSession()}
onBack={() => {}}
onExecuteAction={onExecuteAction}
/>,
);
fireEvent.click(screen.getByRole('button', { name: '拼图图片' }));
expect(screen.getByText('画面描述')).toBeTruthy();
expect(screen.queryByText(//u)).toBeNull();
fireEvent.change(screen.getByLabelText('画面描述'), {
target: { value: '一只猫在雨夜灯牌下回头。' },
});
fireEvent.click(screen.getByRole('button', { name: //u }));
expect(onExecuteAction).toHaveBeenCalledWith({
action: 'generate_puzzle_images',
promptText: '一只猫在雨夜灯牌下回头。',
referenceImageSrc: undefined,
candidateCount: 1,
});
});
test('selects a history puzzle asset as reference image for the next generation', async () => {
const onExecuteAction = vi.fn();
vi.mocked(puzzleAssetClient.listHistoryAssets).mockResolvedValue([
{
assetObjectId: 'asset-history-1',
assetKind: 'puzzle_cover_image',
imageSrc: '/generated-puzzle-assets/history/image.png',
ownerUserId: 'user-1',
ownerLabel: '账号 user-1',
profileId: null,
entityId: 'puzzle-session-1',
createdAt: '2026-04-27T10:00:00.000Z',
updatedAt: '2026-04-27T10:00:00.000Z',
},
]);
render(
<PuzzleResultView
session={createSession()}
onBack={() => {}}
onExecuteAction={onExecuteAction}
/>,
);
fireEvent.click(screen.getByRole('button', { name: '拼图图片' }));
fireEvent.click(screen.getByLabelText('从历史拼图素材库选择'));
const dialog = await screen.findByRole('dialog', {
name: '选择历史拼图素材',
});
fireEvent.click(within(dialog).getByRole('button', { name: / user-1/u }));
await waitFor(() => {
expect(screen.queryByRole('dialog', { name: '选择历史拼图素材' })).toBeNull();
});
fireEvent.click(screen.getByRole('button', { name: //u }));
expect(onExecuteAction).toHaveBeenLastCalledWith({
action: 'generate_puzzle_images',
promptText: '屋檐下的猫与暖灯街角。',
referenceImageSrc: '/generated-puzzle-assets/history/image.png',
candidateCount: 1,
});
});
test('refreshes the current formal image when session cover image changes', async () => {
const { rerender } = render(
<PuzzleResultView
session={createSession()}
onBack={() => {}}
onExecuteAction={() => {}}
/>,
);
fireEvent.click(screen.getByRole('button', { name: '拼图图片' }));
expect(screen.getByRole('img', { name: '雨夜猫街' }).getAttribute('src')).toBe(
'/puzzle/candidate-1.png',
);
rerender(
<PuzzleResultView
session={createSession({
draft: {
...createSession().draft!,
candidates: [
{
candidateId: 'candidate-2',
imageSrc: '/puzzle/candidate-2.png',
assetId: 'asset-2',
prompt: '新图',
actualPrompt: '新图',
sourceType: 'generated',
selected: true,
},
],
selectedCandidateId: 'candidate-2',
coverImageSrc: '/puzzle/candidate-2.png',
coverAssetId: 'asset-2',
},
updatedAt: '2026-04-27T11:11:11.000Z',
})}
onBack={() => {}}
onExecuteAction={() => {}}
/>,
);
await waitFor(() => {
expect(screen.getByRole('img', { name: '雨夜猫街' }).getAttribute('src')).toBe(
'/puzzle/candidate-2.png',
);
});
});
test('prefers the selected latest candidate image when coverImageSrc lags behind', async () => {
render(
<PuzzleResultView
session={createSession({
draft: {
...createSession().draft!,
candidates: [
{
candidateId: 'candidate-1',
imageSrc: '/puzzle/candidate-1.png',
assetId: 'asset-1',
prompt: '旧图',
actualPrompt: '旧图',
sourceType: 'generated',
selected: false,
},
{
candidateId: 'candidate-2',
imageSrc: '/puzzle/candidate-2.png',
assetId: 'asset-2',
prompt: '新图',
actualPrompt: '新图',
sourceType: 'generated',
selected: true,
},
],
selectedCandidateId: 'candidate-2',
coverImageSrc: '/puzzle/candidate-1.png',
coverAssetId: 'asset-1',
},
})}
onBack={() => {}}
onExecuteAction={() => {}}
/>,
);
fireEvent.click(screen.getByRole('button', { name: '拼图图片' }));
await waitFor(() => {
expect(screen.getByRole('img', { name: '雨夜猫街' }).getAttribute('src')).toBe(
'/puzzle/candidate-2.png',
);
});
});
});

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View File

@@ -0,0 +1,126 @@
/* @vitest-environment jsdom */
import { fireEvent, render, screen, within } from '@testing-library/react';
import { expect, test, vi } from 'vitest';
import type { PuzzleRunSnapshot } from '../../../packages/shared/src/contracts/puzzleRuntimeSession';
import { PuzzleRuntimeShell } from './PuzzleRuntimeShell';
vi.mock('../../hooks/useResolvedAssetReadUrl', () => ({
useResolvedAssetReadUrl: () => ({
resolvedUrl: '',
isResolving: false,
shouldResolve: false,
}),
}));
vi.mock('../ResolvedAssetImage', () => ({
ResolvedAssetImage: () => null,
}));
const clearedRun: PuzzleRunSnapshot = {
runId: 'run-1',
entryProfileId: 'profile-1',
clearedLevelCount: 1,
currentLevelIndex: 1,
currentGridSize: 3,
playedProfileIds: ['profile-1'],
previousLevelTags: ['奇幻'],
recommendedNextProfileId: 'profile-2',
leaderboardEntries: [
{
rank: 1,
nickname: '测试作者',
elapsedMs: 12_340,
isCurrentPlayer: true,
},
{
rank: 2,
nickname: '星桥旅人',
elapsedMs: 18_120,
},
],
currentLevel: {
runId: 'run-1',
levelIndex: 1,
gridSize: 3,
profileId: 'profile-1',
levelName: '潮雾拼图',
authorDisplayName: '测试作者',
themeTags: ['奇幻'],
coverImageSrc: null,
status: 'cleared',
startedAtMs: 1000,
clearedAtMs: 13_340,
elapsedMs: 12_340,
leaderboardEntries: [
{
rank: 1,
nickname: '测试作者',
elapsedMs: 12_340,
isCurrentPlayer: true,
},
{
rank: 2,
nickname: '星桥旅人',
elapsedMs: 18_120,
},
],
board: {
rows: 3,
cols: 3,
selectedPieceId: null,
allTilesResolved: true,
mergedGroups: [],
pieces: Array.from({ length: 9 }, (_, index) => ({
pieceId: `piece-${index}`,
correctRow: Math.floor(index / 3),
correctCol: index % 3,
currentRow: Math.floor(index / 3),
currentCol: index % 3,
mergedGroupId: null,
})),
},
},
};
test('通关后显示结算弹窗、排行榜和下一关按钮', () => {
const onAdvanceNextLevel = vi.fn();
render(
<PuzzleRuntimeShell
run={clearedRun}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={onAdvanceNextLevel}
/>,
);
const dialog = screen.getByRole('dialog', { name: '通关完成' });
expect(within(dialog).getAllByText('0:12.34').length).toBeGreaterThan(0);
expect(within(dialog).getByText('排行榜')).toBeTruthy();
expect(within(dialog).getByText('#1')).toBeTruthy();
expect(within(dialog).getByText('测试作者')).toBeTruthy();
fireEvent.click(within(dialog).getByRole('button', { name: '下一关' }));
expect(onAdvanceNextLevel).toHaveBeenCalledTimes(1);
});
test('关闭通关弹窗后保留底部下一关入口', () => {
render(
<PuzzleRuntimeShell
run={clearedRun}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
/>,
);
fireEvent.click(screen.getByRole('button', { name: '关闭通关弹窗' }));
expect(screen.queryByRole('dialog', { name: '通关完成' })).toBeNull();
expect(screen.getByRole('button', { name: //u })).toBeTruthy();
});

View File

@@ -1,10 +1,11 @@
import { ArrowLeft, ArrowRight, Loader2 } from 'lucide-react';
import { useMemo, useRef, useState } from 'react';
import { ArrowLeft, ArrowRight, Clock, Loader2, Trophy, X } from 'lucide-react';
import { useEffect, useMemo, useRef, useState } from 'react';
import type {
DragPuzzlePieceRequest,
PuzzleBoardSnapshot,
PuzzleCellPosition,
PuzzleMergedGroupState,
PuzzleRunSnapshot,
SwapPuzzlePiecesRequest,
} from '../../../packages/shared/src/contracts/puzzleRuntimeSession';
@@ -27,9 +28,26 @@ type PuzzleBoardPieceViewModel = {
col: number;
correctRow: number;
correctCol: number;
mergedGroupId: string | null;
label: string;
};
type PuzzleMergedGroupViewModel = {
groupId: string;
pieceIds: string[];
anchorPieceId: string;
minRow: number;
minCol: number;
rowSpan: number;
colSpan: number;
pieces: Array<
PuzzleBoardPieceViewModel & {
localRow: number;
localCol: number;
}
>;
};
function boardCellKey(position: PuzzleCellPosition) {
return `${position.row}:${position.col}`;
}
@@ -46,6 +64,59 @@ function buildPieceLabel(pieceId: string) {
return fallback || '块';
}
function buildMergedGroupViewModels(
groups: PuzzleMergedGroupState[],
pieces: PuzzleBoardPieceViewModel[],
) {
const pieceById = new Map(pieces.map((piece) => [piece.pieceId, piece]));
return groups
.map<PuzzleMergedGroupViewModel | null>((group) => {
const groupPieces = group.pieceIds
.map((pieceId) => pieceById.get(pieceId) ?? null)
.filter((piece): piece is PuzzleBoardPieceViewModel => Boolean(piece));
if (groupPieces.length <= 1) {
return null;
}
const rows = groupPieces.map((piece) => piece.row);
const cols = groupPieces.map((piece) => piece.col);
const minRow = Math.min(...rows);
const maxRow = Math.max(...rows);
const minCol = Math.min(...cols);
const maxCol = Math.max(...cols);
const anchorPiece = groupPieces[0];
if (!anchorPiece) {
return null;
}
return {
groupId: group.groupId,
pieceIds: group.pieceIds,
anchorPieceId: anchorPiece.pieceId,
minRow,
minCol,
rowSpan: maxRow - minRow + 1,
colSpan: maxCol - minCol + 1,
pieces: groupPieces.map((piece) => ({
...piece,
localRow: piece.row - minRow,
localCol: piece.col - minCol,
})),
};
})
.filter((group): group is PuzzleMergedGroupViewModel => Boolean(group));
}
function formatElapsedMs(elapsedMs: number | null | undefined) {
const normalizedMs = Math.max(0, Math.round(elapsedMs ?? 0));
const totalSeconds = Math.floor(normalizedMs / 1000);
const minutes = Math.floor(totalSeconds / 60);
const seconds = totalSeconds % 60;
const centiseconds = Math.floor((normalizedMs % 1000) / 10);
return `${minutes}:${seconds.toString().padStart(2, '0')}.${centiseconds
.toString()
.padStart(2, '0')}`;
}
/**
* 拼图运行时壳层。
* 前端仅维护轻量选中态与拖拽目标,交换、合并、拆分与通关全部以后端快照为准。
@@ -60,13 +131,24 @@ export function PuzzleRuntimeShell({
onAdvanceNextLevel,
}: PuzzleRuntimeShellProps) {
const [selectedPieceId, setSelectedPieceId] = useState<string | null>(null);
const [dragState, setDragState] = useState<{
const dragSessionRef = useRef<{
pieceId: string;
pointerId: number;
dragging: boolean;
startX: number;
startY: number;
currentX: number;
currentY: number;
} | null>(null);
const dragVisualTargetRef = useRef<{
pieceId: string;
groupId: string | null;
} | null>(null);
const dragVisualFrameRef = useRef<number | null>(null);
const dragOffsetRef = useRef<{ x: number; y: number } | null>(null);
const pieceElementRefMap = useRef(new Map<string, HTMLDivElement>());
const groupElementRefMap = useRef(new Map<string, HTMLDivElement>());
const [dismissedClearKey, setDismissedClearKey] = useState<string | null>(null);
const boardRef = useRef<HTMLDivElement | null>(null);
const currentLevel = run?.currentLevel ?? null;
const board = currentLevel?.board ?? null;
@@ -84,20 +166,27 @@ export function PuzzleRuntimeShell({
col: piece.currentCol,
correctRow: piece.correctRow,
correctCol: piece.correctCol,
mergedGroupId: piece.mergedGroupId,
label: buildPieceLabel(piece.pieceId),
}));
}, [board]);
const mergedCellKeys = useMemo(() => {
const mergedGroups = useMemo(() => {
if (!board) {
return new Set<string>();
return [];
}
return new Set(
board.mergedGroups.flatMap((group) =>
group.occupiedCells.map((cell) => boardCellKey(cell)),
return buildMergedGroupViewModels(board.mergedGroups, pieces);
}, [board, pieces]);
const mergedCellKeys = useMemo(
() =>
new Set(
mergedGroups.flatMap((group) =>
group.pieces.map((piece) => boardCellKey(piece)),
),
),
);
}, [board]);
[mergedGroups],
);
const pieceByCell = useMemo(() => {
const map = new Map<string, PuzzleBoardPieceViewModel>();
@@ -106,6 +195,119 @@ export function PuzzleRuntimeShell({
}
return map;
}, [pieces]);
const pieceById = useMemo(
() => new Map(pieces.map((piece) => [piece.pieceId, piece])),
[pieces],
);
const resetDragVisualTarget = () => {
const dragVisualTarget = dragVisualTargetRef.current;
if (!dragVisualTarget) {
return;
}
const pieceElement = pieceElementRefMap.current.get(dragVisualTarget.pieceId);
if (pieceElement) {
pieceElement.style.transform = '';
pieceElement.style.willChange = '';
pieceElement.style.zIndex = '';
pieceElement.style.opacity = '';
}
if (dragVisualTarget.groupId) {
const groupElement = groupElementRefMap.current.get(dragVisualTarget.groupId);
if (groupElement) {
groupElement.style.transform = '';
groupElement.style.willChange = '';
groupElement.style.zIndex = '';
groupElement.style.opacity = '';
}
}
dragVisualTargetRef.current = null;
};
const cancelDragVisualFrame = () => {
if (dragVisualFrameRef.current === null) {
return;
}
window.cancelAnimationFrame(dragVisualFrameRef.current);
dragVisualFrameRef.current = null;
};
const resetDragInteraction = () => {
cancelDragVisualFrame();
dragOffsetRef.current = null;
dragSessionRef.current = null;
resetDragVisualTarget();
};
const flushDragVisual = () => {
dragVisualFrameRef.current = null;
const dragSession = dragSessionRef.current;
if (!dragSession || !dragSession.dragging) {
resetDragVisualTarget();
return;
}
const piece = pieceById.get(dragSession.pieceId) ?? null;
const groupId = piece?.mergedGroupId ?? null;
const nextTarget = {
pieceId: dragSession.pieceId,
groupId,
};
const previousTarget = dragVisualTargetRef.current;
if (
previousTarget &&
(previousTarget.pieceId !== nextTarget.pieceId ||
previousTarget.groupId !== nextTarget.groupId)
) {
resetDragVisualTarget();
}
dragVisualTargetRef.current = nextTarget;
const offsetX = dragSession.currentX - dragSession.startX;
const offsetY = dragSession.currentY - dragSession.startY;
dragOffsetRef.current = { x: offsetX, y: offsetY };
if (groupId) {
const groupElement = groupElementRefMap.current.get(groupId);
if (groupElement) {
groupElement.style.willChange = 'transform';
groupElement.style.transform = `translate3d(${offsetX}px, ${offsetY}px, 0) scale(1.02)`;
groupElement.style.zIndex = '80';
groupElement.style.opacity = '0.95';
}
const pieceElement = pieceElementRefMap.current.get(dragSession.pieceId);
if (pieceElement) {
pieceElement.style.transform = '';
pieceElement.style.willChange = '';
pieceElement.style.zIndex = '';
pieceElement.style.opacity = '';
}
return;
}
const pieceElement = pieceElementRefMap.current.get(dragSession.pieceId);
if (pieceElement) {
pieceElement.style.willChange = 'transform';
pieceElement.style.transform = `translate3d(${offsetX}px, ${offsetY}px, 0) scale(1.03)`;
pieceElement.style.zIndex = '70';
pieceElement.style.opacity = '0.95';
}
};
const scheduleDragVisual = () => {
if (dragVisualFrameRef.current !== null) {
return;
}
dragVisualFrameRef.current = window.requestAnimationFrame(flushDragVisual);
};
useEffect(() => () => {
cancelDragVisualFrame();
resetDragVisualTarget();
}, []);
if (!run || !currentLevel || !board) {
return (
@@ -174,18 +376,19 @@ export function PuzzleRuntimeShell({
pieceId: string,
event: React.PointerEvent<HTMLDivElement>,
) => {
const currentDragState = dragState;
if (!currentDragState || currentDragState.pieceId !== pieceId) {
const currentDragSession = dragSessionRef.current;
if (!currentDragSession || currentDragSession.pieceId !== pieceId) {
return;
}
event.currentTarget.releasePointerCapture(event.pointerId);
event.currentTarget.releasePointerCapture?.(event.pointerId);
if (currentDragState.dragging) {
if (currentDragSession.dragging) {
const targetCell = resolveBoardCellFromPointer(
event.clientX,
event.clientY,
);
resetDragInteraction();
if (targetCell) {
onDragPiece({
pieceId,
@@ -194,18 +397,73 @@ export function PuzzleRuntimeShell({
});
}
setSelectedPieceId(null);
setDragState(null);
return;
}
setDragState(null);
resetDragInteraction();
handlePieceClick(pieceId);
};
const handlePiecePointerDown = (
pieceId: string,
event: React.PointerEvent<HTMLDivElement>,
) => {
if (isBusy) {
return;
}
event.preventDefault();
resetDragInteraction();
event.currentTarget.setPointerCapture?.(event.pointerId);
dragSessionRef.current = {
pieceId,
pointerId: event.pointerId,
dragging: false,
startX: event.clientX,
startY: event.clientY,
currentX: event.clientX,
currentY: event.clientY,
};
};
const handlePiecePointerMove = (
pieceId: string,
event: React.PointerEvent<HTMLDivElement>,
) => {
const dragSession = dragSessionRef.current;
if (
!dragSession ||
dragSession.pieceId !== pieceId ||
dragSession.pointerId !== event.pointerId
) {
return;
}
event.preventDefault();
const deltaX = event.clientX - dragSession.startX;
const deltaY = event.clientY - dragSession.startY;
const dragging = dragSession.dragging || Math.hypot(deltaX, deltaY) >= 8;
dragSession.dragging = dragging;
dragSession.currentX = event.clientX;
dragSession.currentY = event.clientY;
if (!dragging) {
return;
}
// 拖动中的视觉更新直接写入 DOM transform避免 pointermove 触发整盘 React 重渲染导致跟手延迟。
scheduleDragVisual();
};
const statusLabel =
currentLevel.status === 'cleared' ? '已通关' : `${board.rows}x${board.cols}`;
const nextAvailable =
currentLevel.status === 'cleared' && Boolean(run.recommendedNextProfileId);
const clearResultKey = `${run.runId}:${currentLevel.profileId}:${currentLevel.levelIndex}`;
const leaderboardEntries =
(currentLevel.leaderboardEntries ?? []).length > 0
? currentLevel.leaderboardEntries
: (run.leaderboardEntries ?? []);
const isClearResultOpen =
currentLevel.status === 'cleared' && dismissedClearKey !== clearResultKey;
return (
<div className="fixed inset-0 z-[100] flex justify-center bg-slate-950 text-white">
@@ -246,7 +504,8 @@ export function PuzzleRuntimeShell({
<div className="absolute inset-0 flex items-center justify-center p-4 pt-24 pb-28">
<div
ref={boardRef}
className="grid aspect-square w-full max-w-[min(92vw,92vh)] rounded-[1.7rem] border border-white/12 bg-white/8 p-2 shadow-[0_30px_80px_rgba(0,0,0,0.35)] backdrop-blur-sm"
data-testid="puzzle-board"
className="relative grid aspect-square w-full max-w-[min(92vw,92vh)] touch-none select-none rounded-[1.7rem] border border-white/12 bg-white/8 p-2 shadow-[0_30px_80px_rgba(0,0,0,0.35)] backdrop-blur-sm"
style={{
gridTemplateColumns: `repeat(${board.cols}, minmax(0, 1fr))`,
}}
@@ -263,64 +522,55 @@ export function PuzzleRuntimeShell({
className="relative p-1"
>
<div
ref={(node) => {
if (!piece) {
return;
}
if (node) {
pieceElementRefMap.current.set(piece.pieceId, node);
return;
}
pieceElementRefMap.current.delete(piece.pieceId);
}}
data-piece-id={piece?.pieceId ?? undefined}
className={`flex h-full min-h-[4.5rem] items-center justify-center rounded-[1rem] border text-sm font-black transition ${
occupied
? isSelected
? 'border-amber-200 bg-amber-400/84 text-slate-950 shadow-[0_12px_30px_rgba(251,191,36,0.22)]'
: isMerged
? 'border-emerald-200/55 bg-emerald-300/26 text-white'
? 'border-transparent bg-transparent text-white'
: 'border-white/18 bg-white/12 text-white'
: 'border-white/8 bg-black/18 text-white/20'
} ${
isMerged ? 'transition-colors' : 'transition-[background-color,border-color,box-shadow,opacity]'
}`}
onPointerDown={(event) => {
if (!piece || isBusy) {
if (!piece || isMerged) {
return;
}
event.currentTarget.setPointerCapture(event.pointerId);
setDragState({
pieceId: piece.pieceId,
pointerId: event.pointerId,
dragging: false,
startX: event.clientX,
startY: event.clientY,
});
handlePiecePointerDown(piece.pieceId, event);
}}
onPointerMove={(event) => {
if (
!piece ||
!dragState ||
dragState.pieceId !== piece.pieceId ||
dragState.pointerId !== event.pointerId ||
dragState.dragging
) {
if (!piece || isMerged) {
return;
}
const deltaX = event.clientX - dragState.startX;
const deltaY = event.clientY - dragState.startY;
if (Math.hypot(deltaX, deltaY) >= 8) {
setDragState((current) =>
current && current.pieceId === piece.pieceId
? {
...current,
dragging: true,
}
: current,
);
}
handlePiecePointerMove(piece.pieceId, event);
}}
onPointerUp={(event) => {
if (piece) {
if (piece && !isMerged) {
handlePiecePointerUp(piece.pieceId, event);
}
}}
onPointerCancel={() => {
setDragState(null);
resetDragInteraction();
}}
onLostPointerCapture={() => {
resetDragInteraction();
}}
>
{piece ? (
<div className="relative h-full w-full overflow-hidden rounded-[0.92rem]">
{resolvedCoverImage ? (
{isMerged ? null : resolvedCoverImage ? (
<div
className="absolute inset-0"
style={{
@@ -341,9 +591,11 @@ export function PuzzleRuntimeShell({
<div className="absolute inset-0 bg-[linear-gradient(145deg,rgba(251,191,36,0.4),rgba(76,29,19,0.72))]" />
)}
<div className="absolute inset-0 bg-black/10" />
<div className="absolute bottom-1 right-1 rounded-full bg-black/38 px-1.5 py-0.5 text-[10px] font-black text-white/86">
{!isMerged ? (
<div className="absolute bottom-1 right-1 rounded-full bg-black/38 px-1.5 py-0.5 text-[10px] font-black text-white/86">
{piece.label}
</div>
</div>
) : null}
</div>
) : (
''
@@ -352,22 +604,97 @@ export function PuzzleRuntimeShell({
</div>
);
})}
{mergedGroups.map((group) => (
<div
key={group.groupId}
ref={(node) => {
if (node) {
groupElementRefMap.current.set(group.groupId, node);
return;
}
groupElementRefMap.current.delete(group.groupId);
}}
className="pointer-events-none absolute z-10 p-1"
style={{
left: `${(group.minCol / board.cols) * 100}%`,
top: `${(group.minRow / board.rows) * 100}%`,
width: `${(group.colSpan / board.cols) * 100}%`,
height: `${(group.rowSpan / board.rows) * 100}%`,
}}
>
<div
className="pointer-events-none relative grid h-full w-full touch-none overflow-visible active:scale-[0.992]"
style={{
gridTemplateColumns: `repeat(${group.colSpan}, minmax(0, 1fr))`,
gridTemplateRows: `repeat(${group.rowSpan}, minmax(0, 1fr))`,
}}
>
{group.pieces.map((piece) => (
<div
key={piece.pieceId}
className="pointer-events-auto relative touch-none overflow-hidden bg-emerald-300/10"
style={{
gridColumn: piece.localCol + 1,
gridRow: piece.localRow + 1,
}}
onPointerDown={(event) => {
handlePiecePointerDown(piece.pieceId, event);
}}
onPointerMove={(event) => {
handlePiecePointerMove(piece.pieceId, event);
}}
onPointerUp={(event) => {
handlePiecePointerUp(piece.pieceId, event);
}}
onPointerCancel={() => {
resetDragInteraction();
}}
onLostPointerCapture={() => {
resetDragInteraction();
}}
>
{resolvedCoverImage ? (
<div
className="absolute inset-0"
style={{
backgroundImage: `url("${resolvedCoverImage}")`,
backgroundSize: `${board.cols * 100}% ${board.rows * 100}%`,
backgroundPosition: `${
board.cols > 1
? (piece.correctCol / (board.cols - 1)) * 100
: 0
}% ${
board.rows > 1
? (piece.correctRow / (board.rows - 1)) * 100
: 0
}%`,
}}
/>
) : (
<div className="absolute inset-0 bg-[linear-gradient(145deg,rgba(52,211,153,0.38),rgba(6,78,59,0.68))]" />
)}
<div className="absolute inset-0 bg-black/8" />
</div>
))}
<div className="pointer-events-none absolute inset-0 rounded-[1rem] ring-2 ring-emerald-100/58 shadow-[0_0_0_1px_rgba(16,185,129,0.2),0_14px_32px_rgba(6,78,59,0.24)]" />
</div>
</div>
))}
</div>
</div>
<div className="absolute bottom-0 left-0 z-20 flex w-full items-end justify-between gap-3 px-4 py-4">
<div className="max-w-[18rem] rounded-[1.1rem] bg-black/28 px-4 py-3 text-xs leading-6 text-white/74 backdrop-blur">
{selectedPieceId
? '已选择一块,再点另一块可交换;也可以直接拖到目标位置。'
: '点击两块可交换,拖动单块或合并块到目标格继续推进。'}
</div>
<div className="absolute bottom-0 left-0 z-20 flex w-full items-end justify-end gap-3 px-4 py-4">
<div className="flex flex-col items-end gap-2">
{error ? (
<div className="rounded-full bg-red-500/20 px-3 py-1 text-xs text-red-100">
{error}
</div>
) : null}
{selectedPieceId && currentLevel.status !== 'cleared' ? (
<div className="rounded-full bg-black/28 px-3 py-1 text-xs text-white/72 backdrop-blur">
</div>
) : null}
{nextAvailable ? (
<button
type="button"
@@ -389,6 +716,107 @@ export function PuzzleRuntimeShell({
)}
</div>
</div>
{isClearResultOpen ? (
<div className="absolute inset-0 z-40 flex items-center justify-center bg-slate-950/68 px-4 py-6 backdrop-blur-sm">
<section
role="dialog"
aria-modal="true"
aria-labelledby="puzzle-clear-result-title"
className="flex max-h-[min(92vh,42rem)] w-full max-w-[28rem] flex-col overflow-hidden rounded-[1.5rem] border border-white/14 bg-slate-950/94 shadow-[0_28px_90px_rgba(0,0,0,0.5)]"
>
<header className="flex items-start justify-between gap-3 border-b border-white/10 px-5 py-4">
<div className="min-w-0">
<div className="mb-2 inline-flex h-9 w-9 items-center justify-center rounded-full bg-amber-200 text-slate-950">
<Trophy className="h-4 w-4" />
</div>
<h2
id="puzzle-clear-result-title"
className="truncate text-lg font-black text-white"
>
</h2>
<div className="mt-1 line-clamp-1 text-xs text-white/62">
{currentLevel.levelName}
</div>
</div>
<button
type="button"
aria-label="关闭通关弹窗"
className="inline-flex h-9 w-9 shrink-0 items-center justify-center rounded-full bg-white/8 text-white/72 transition hover:bg-white/14 hover:text-white"
onClick={() => {
setDismissedClearKey(clearResultKey);
}}
>
<X className="h-4 w-4" />
</button>
</header>
<div className="min-h-0 flex-1 overflow-y-auto px-5 py-4">
<div className="flex items-center justify-between gap-4 rounded-[1rem] border border-amber-200/24 bg-amber-200/10 px-4 py-3">
<div className="flex items-center gap-3">
<span className="inline-flex h-9 w-9 items-center justify-center rounded-full bg-black/24 text-amber-100">
<Clock className="h-4 w-4" />
</span>
<span className="text-sm font-semibold text-white/72">
</span>
</div>
<span className="font-mono text-xl font-black text-amber-100">
{formatElapsedMs(currentLevel.elapsedMs)}
</span>
</div>
<div className="mt-4">
<div className="mb-2 text-sm font-bold text-white"></div>
<div className="overflow-hidden rounded-[1rem] border border-white/10">
<div className="grid grid-cols-[3.5rem_minmax(0,1fr)_6rem] bg-white/6 px-3 py-2 text-[11px] font-bold text-white/48">
<span></span>
<span></span>
<span className="text-right"></span>
</div>
<div className="max-h-56 overflow-y-auto">
{leaderboardEntries.map((entry) => (
<div
key={`${entry.rank}:${entry.nickname}:${entry.elapsedMs}`}
className={`grid grid-cols-[3.5rem_minmax(0,1fr)_6rem] items-center px-3 py-2.5 text-sm ${
entry.isCurrentPlayer
? 'bg-amber-200/14 text-amber-50'
: 'border-t border-white/8 text-white/78'
}`}
>
<span className="font-mono font-black">#{entry.rank}</span>
<span className="truncate font-semibold">
{entry.nickname}
</span>
<span className="text-right font-mono text-xs font-bold">
{formatElapsedMs(entry.elapsedMs)}
</span>
</div>
))}
</div>
</div>
</div>
</div>
<footer className="flex items-center justify-end border-t border-white/10 px-5 py-4">
<button
type="button"
disabled={isBusy || !nextAvailable}
onClick={onAdvanceNextLevel}
className="inline-flex items-center gap-2 rounded-full bg-amber-200 px-5 py-2.5 text-sm font-black text-slate-950 transition hover:bg-amber-100 disabled:cursor-not-allowed disabled:opacity-45"
>
{isBusy ? (
<Loader2 className="h-4 w-4 animate-spin" />
) : (
<ArrowRight className="h-4 w-4" />
)}
</button>
</footer>
</section>
</div>
) : null}
</div>
</div>
);

View File

@@ -2070,6 +2070,9 @@ function SceneActPreviewRuntime({
...current,
worldType: WorldType.CUSTOM,
customWorldProfile: profile,
// 中文注释:幕预览只复用运行时表现,不应进入正式存档和个人游玩记录。
runtimeMode: 'preview',
runtimePersistenceDisabled: true,
currentScene: 'Story',
currentScenePreset: previewScenePreset,
currentEncounter: previewEncounter,
@@ -4873,42 +4876,6 @@ export function WorldEditor({
rows={3}
/>
</Field>
<Field label="玩家原始设定">
<TextArea
value={draft.settingText}
onChange={(value) =>
setDraft((current) => ({
...current,
settingText: value,
creatorIntent: current.creatorIntent
? {
...current.creatorIntent,
rawSettingText: value,
}
: current.creatorIntent,
}))
}
rows={4}
/>
</Field>
<WorldAttributeSchemaEditor
value={draft.attributeSchema}
onChange={(attributeSchema) =>
setDraft((current) => ({
...current,
attributeSchema,
ownedSettingLayers: current.ownedSettingLayers
? {
...current.ownedSettingLayers,
ruleProfile: {
...current.ownedSettingLayers.ruleProfile,
attributeSchema,
},
}
: current.ownedSettingLayers,
}))
}
/>
<SaveBar
onClose={onClose}
onSave={() => {
@@ -5134,6 +5101,9 @@ export function WorldFoundationEditor({
}) {
const initialDraft = useMemo(() => buildFoundationDraft(profile), [profile]);
const [draft, setDraft] = useDraft(initialDraft);
const [attributeSchemaDraft, setAttributeSchemaDraft] = useDraft(
profile.attributeSchema,
);
return (
<ModalShell
@@ -5170,10 +5140,27 @@ export function WorldFoundationEditor({
</div>
</Field>
))}
<WorldAttributeSchemaEditor
value={attributeSchemaDraft}
onChange={setAttributeSchemaDraft}
/>
<SaveBar
onClose={onClose}
onSave={() => {
onSave(applyFoundationDraftToProfile(profile, draft));
const nextProfile = applyFoundationDraftToProfile(profile, draft);
onSave({
...nextProfile,
attributeSchema: attributeSchemaDraft,
ownedSettingLayers: nextProfile.ownedSettingLayers
? {
...nextProfile.ownedSettingLayers,
ruleProfile: {
...nextProfile.ownedSettingLayers.ruleProfile,
attributeSchema: attributeSchemaDraft,
},
}
: nextProfile.ownedSettingLayers,
});
onClose();
}}
/>

View File

@@ -883,7 +883,6 @@ export function RpgAdventurePanelOverlays({
setIsSettingsPanelOpen,
isStatsPanelOpen,
setIsStatsPanelOpen,
chapterState,
journeyBeat,
goalStack,
goalPulse,
@@ -1645,7 +1644,7 @@ export function RpgAdventurePanelOverlays({
<div className="mt-3 flex flex-wrap gap-2">
{battleReward.defeatedHostileNpcs.map((hostileNpc) => (
<span
key={`${battleReward.id}-${hostileNpc.id}`}
key={`${battleReward.id}-${hostileNpc.renderKey ?? hostileNpc.id}`}
className="rounded-full border border-emerald-300/20 bg-emerald-500/10 px-3 py-1 text-xs text-emerald-50"
>
{hostileNpc.name}

View File

@@ -38,9 +38,9 @@ import {
ItemUseProfile,
KnowledgeFact,
RoleAttributeProfile,
SceneNarrativeResidue,
SceneActBlueprint,
SceneChapterBlueprint,
SceneNarrativeResidue,
ThemePack,
ThreadContract,
WorldStoryGraph,
@@ -990,7 +990,7 @@ function normalizeSceneActBlueprint(
return {
id: toText(value.id, `saved-scene-act-${sceneId}-${index + 1}`),
sceneId,
sceneId: toText(value.sceneId, sceneId),
title: title || `${index + 1}`,
summary: summary || title || `围绕${sceneId}继续推进`,
stageCoverage:

View File

@@ -1,16 +1,20 @@
import { describe, expect, it } from 'vitest';
import { resolveActiveSceneActEncounterNpcIds } from '../services/customWorldSceneActRuntime';
import {
AnimationState,
type Character,
type CustomWorldProfile,
type Encounter,
type GameState,
type SceneNpc,
WorldType,
} from '../types';
import { getMonsterPresetsByWorld } from './hostileNpcPresets';
import { createSceneHostileNpc } from './hostileNpcs';
import { buildInitialNpcState } from './npcInteractions';
import {
createSceneEncounterPreview,
hasAutoBattleSceneEncounter,
resolveSceneEncounterPreview,
} from './sceneEncounterPreviews';
@@ -150,5 +154,345 @@ describe('sceneEncounterPreviews', () => {
expect(monster?.encounter?.hostile).toBe(true);
expect(monster?.encounter?.initialAffinity).toBe(-40);
});
});
it('resolves active act npc ids when runtime scene id differs from landmark id', () => {
const profile = {
id: 'custom-profile',
name: '测试世界',
settingText: '',
subtitle: '',
summary: '',
tone: '',
playerGoal: '',
templateWorldType: WorldType.WUXIA,
majorFactions: [],
coreConflicts: [],
attributeSchema: {
attributes: [],
},
playableNpcs: [],
storyNpcs: [],
items: [],
landmarks: [
{
id: 'landmark-raw-1',
name: '旧桥',
description: '旧桥',
sceneNpcIds: ['npc-front', 'npc-back-1', 'npc-back-2'],
connections: [],
},
],
sceneChapterBlueprints: [
{
id: 'chapter-1',
sceneId: 'landmark-raw-1',
title: '旧桥章节',
summary: '',
sceneTaskDescription: '',
linkedThreadIds: [],
linkedLandmarkIds: ['landmark-raw-1'],
acts: [
{
id: 'act-1',
sceneId: 'landmark-raw-1',
title: '第一幕',
summary: '',
stageCoverage: ['opening'],
encounterNpcIds: ['npc-front', 'npc-back-1', 'npc-back-2'],
primaryNpcId: 'npc-front',
oppositeNpcId: 'npc-front',
eventDescription: '',
linkedThreadIds: [],
advanceRule: 'after_primary_contact',
actGoal: '',
transitionHook: '',
},
],
},
],
} as CustomWorldProfile;
expect(
resolveActiveSceneActEncounterNpcIds({
profile,
sceneId: 'custom-scene-landmark-1',
}),
).toEqual(['npc-front', 'npc-back-1', 'npc-back-2']);
});
it('resolves active act npc ids from act scene id even when chapter scene id is abstract', () => {
const profile = {
id: 'custom-profile',
name: '测试世界',
settingText: '',
subtitle: '',
summary: '',
tone: '',
playerGoal: '',
templateWorldType: WorldType.WUXIA,
majorFactions: [],
coreConflicts: [],
attributeSchema: {
attributes: [],
},
playableNpcs: [],
storyNpcs: [],
items: [],
landmarks: [
{
id: 'landmark-raw-1',
name: '旧桥',
description: '旧桥',
sceneNpcIds: [],
connections: [],
},
],
sceneChapterBlueprints: [
{
id: 'chapter-1',
sceneId: 'chapter-abstract-scene',
title: '旧桥章节',
summary: '',
sceneTaskDescription: '',
linkedThreadIds: [],
linkedLandmarkIds: [],
acts: [
{
id: 'act-1',
sceneId: 'landmark-raw-1',
title: '第一幕',
summary: '',
stageCoverage: ['opening'],
encounterNpcIds: [],
primaryNpcId: '',
oppositeNpcId: 'npc-front',
eventDescription: '',
linkedThreadIds: [],
advanceRule: 'after_primary_contact',
actGoal: '',
transitionHook: '',
},
],
},
],
} as CustomWorldProfile;
expect(
resolveActiveSceneActEncounterNpcIds({
profile,
sceneId: 'custom-scene-landmark-1',
}),
).toEqual(['npc-front']);
});
it('uses the active act opposite npc as the formal scene encounter', () => {
const state = {
...createBaseState(),
worldType: WorldType.CUSTOM,
customWorldProfile: {
id: 'custom-profile',
name: '测试世界',
settingText: '',
subtitle: '',
summary: '',
tone: '',
playerGoal: '',
templateWorldType: WorldType.WUXIA,
majorFactions: [],
coreConflicts: [],
attributeSchema: {
attributes: [],
},
playableNpcs: [],
storyNpcs: [],
items: [],
landmarks: [
{
id: 'landmark-raw-1',
name: '旧桥',
description: '旧桥',
sceneNpcIds: ['npc-front', 'npc-back-1', 'npc-back-2'],
connections: [],
},
],
sceneChapterBlueprints: [
{
id: 'chapter-1',
sceneId: 'landmark-raw-1',
title: '旧桥章节',
summary: '',
sceneTaskDescription: '',
linkedThreadIds: [],
linkedLandmarkIds: ['landmark-raw-1'],
acts: [
{
id: 'act-1',
sceneId: 'landmark-raw-1',
title: '第一幕',
summary: '',
stageCoverage: ['opening'],
encounterNpcIds: ['npc-front', 'npc-back-1', 'npc-back-2'],
primaryNpcId: 'npc-back-1',
oppositeNpcId: 'npc-front',
eventDescription: '',
linkedThreadIds: [],
advanceRule: 'after_primary_contact',
actGoal: '',
transitionHook: '',
},
],
},
],
} as CustomWorldProfile,
currentEncounter: null,
currentScenePreset: {
id: 'custom-scene-landmark-1',
name: '旧桥',
description: '旧桥',
imageSrc: '/bridge.png',
connectedSceneIds: [],
npcs: [
{
id: 'hostile-side',
name: '旁路敌人',
description: '旁路敌人',
avatar: '敌',
role: '敌对角色',
monsterPresetId: 'monster-01',
initialAffinity: -40,
hostile: true,
},
{
id: 'npc-back-1',
name: '后排甲',
description: '后排甲',
avatar: '甲',
role: '同幕角色',
},
{
id: 'npc-front',
name: '主角色',
description: '主角色',
avatar: '主',
role: '主角色',
},
{
id: 'npc-back-2',
name: '后排乙',
description: '后排乙',
avatar: '乙',
role: '同幕角色',
},
] satisfies SceneNpc[],
treasureHints: [],
},
} satisfies GameState;
const preview = createSceneEncounterPreview(state);
expect(preview.currentEncounter?.id).toBe('npc-front');
expect(preview.currentEncounter?.npcName).toBe('主角色');
});
it('uses active act opposite npc even when that npc is hostile', () => {
const state = {
...createBaseState(),
worldType: WorldType.CUSTOM,
customWorldProfile: {
id: 'custom-profile',
name: '测试世界',
settingText: '',
subtitle: '',
summary: '',
tone: '',
playerGoal: '',
templateWorldType: WorldType.WUXIA,
majorFactions: [],
coreConflicts: [],
attributeSchema: {
attributes: [],
},
playableNpcs: [],
storyNpcs: [],
items: [],
landmarks: [],
sceneChapterBlueprints: [
{
id: 'chapter-1',
sceneId: 'custom-scene-camp',
title: '开局章节',
summary: '',
sceneTaskDescription: '',
linkedThreadIds: [],
linkedLandmarkIds: [],
acts: [
{
id: 'act-1',
sceneId: 'custom-scene-camp',
title: '第一幕',
summary: '',
stageCoverage: ['opening'],
encounterNpcIds: ['npc-hostile-opposite', 'npc-back'],
primaryNpcId: 'npc-back',
oppositeNpcId: 'npc-hostile-opposite',
eventDescription: '',
linkedThreadIds: [],
advanceRule: 'after_primary_contact',
actGoal: '',
transitionHook: '',
},
],
},
],
} as CustomWorldProfile,
currentEncounter: null,
currentScenePreset: {
id: 'custom-scene-camp',
name: '营地',
description: '营地',
imageSrc: '/camp.png',
connectedSceneIds: [],
npcs: [
{
id: 'npc-hostile-opposite',
name: '敌意对面角色',
description: '第一幕先开口的敌意角色',
avatar: '敌',
role: '第一幕对面角色',
initialAffinity: -20,
hostile: true,
},
{
id: 'npc-back',
name: '后排角色',
description: '同幕后排角色',
avatar: '后',
role: '同幕角色',
},
] satisfies SceneNpc[],
treasureHints: [],
},
} satisfies GameState;
const preview = createSceneEncounterPreview(state);
const resolved = resolveSceneEncounterPreview({
...state,
...preview,
npcStates: {
'npc-hostile-opposite': {
...buildInitialNpcState(
preview.currentEncounter!,
WorldType.CUSTOM,
state,
),
affinity: -20,
},
},
});
expect(preview.currentEncounter?.id).toBe('npc-hostile-opposite');
expect(preview.currentEncounter?.npcName).toBe('敌意对面角色');
expect(resolved.inBattle).toBe(false);
expect(resolved.currentEncounter?.id).toBe('npc-hostile-opposite');
});
});

View File

@@ -1,3 +1,8 @@
import {
canUseLimitedPrimaryNpcChat,
resolveActiveSceneActEncounterFocusNpcId,
resolveActiveSceneActEncounterNpcIds,
} from '../services/customWorldSceneActRuntime';
import { AnimationState, Encounter, GameState, SceneNpc, WorldType } from '../types';
import { getRecruitedNpcIds } from './companionRoster';
import {
@@ -15,10 +20,6 @@ import {
getSceneHostileNpcs,
getWorldCampScenePreset,
} from './scenePresets';
import {
canUseLimitedPrimaryNpcChat,
resolveActiveSceneActEncounterNpcIds,
} from '../services/customWorldSceneActRuntime';
export const EXPLORE_APPROACH_DURATION_MS = 4000;
export const PREVIEW_ENTITY_X_METERS = 12;
@@ -115,7 +116,11 @@ function getAvailableFriendlySceneNpcs(state: GameState) {
const activeActNpcIdSet = new Set(activeActNpcIds);
return getSceneFriendlyNpcs(state.currentScenePreset)
.filter(candidate => !isCampScene || Boolean(candidate.characterId))
.filter(candidate =>
!isCampScene ||
Boolean(candidate.characterId) ||
activeActNpcIdSet.has(candidate.id),
)
.filter(candidate => candidate.characterId !== state.playerCharacter?.id)
.filter(candidate => !recruitedNpcIds.has(candidate.id))
.filter(candidate =>
@@ -126,6 +131,29 @@ function getAvailableFriendlySceneNpcs(state: GameState) {
);
}
function getAvailableActiveSceneActNpcs(state: GameState) {
const recruitedNpcIds = getRecruitedNpcIds(state);
const activeActNpcIds = resolveActiveSceneActEncounterNpcIds({
profile: state.customWorldProfile,
sceneId: state.currentScenePreset?.id ?? null,
storyEngineMemory: state.storyEngineMemory,
});
const activeActNpcIdSet = new Set(activeActNpcIds);
if (activeActNpcIdSet.size === 0) {
return [];
}
return (state.currentScenePreset?.npcs ?? [])
.filter(candidate => {
const candidateIds = [candidate.id, candidate.characterId].filter(
(value): value is string => Boolean(value),
);
return candidateIds.some(id => activeActNpcIdSet.has(id));
})
.filter(candidate => candidate.characterId !== state.playerCharacter?.id)
.filter(candidate => !recruitedNpcIds.has(candidate.id));
}
function getAvailableHostileSceneNpcs(state: GameState) {
const recruitedNpcIds = getRecruitedNpcIds(state);
@@ -142,6 +170,54 @@ function pickEncounterHostileNpcs(hostileNpcs: Array<SceneNpc & { monsterPresetI
return hostileNpcs.filter(npc => selectedMonsterIds.has(npc.monsterPresetId));
}
function pickFriendlySceneNpcForActiveAct(state: GameState, npcs: SceneNpc[]) {
const focusNpcId = resolveActiveSceneActEncounterFocusNpcId({
profile: state.customWorldProfile,
sceneId: state.currentScenePreset?.id ?? null,
storyEngineMemory: state.storyEngineMemory,
});
return (
npcs.find(
(npc) =>
npc.id === focusNpcId ||
(npc.characterId ? npc.characterId === focusNpcId : false),
) ?? pickRandomItem(npcs)
);
}
function hasActiveSceneActEncounterTarget(state: GameState) {
return resolveActiveSceneActEncounterNpcIds({
profile: state.customWorldProfile,
sceneId: state.currentScenePreset?.id ?? null,
storyEngineMemory: state.storyEngineMemory,
}).length > 0;
}
function buildEmptyEncounterPreview() {
return {
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
};
}
function buildActiveSceneActNpcEncounter(
state: GameState,
availableNpcs: SceneNpc[],
xMeters: number,
) {
const npc = pickFriendlySceneNpcForActiveAct(state, availableNpcs);
return {
sceneHostileNpcs: [],
currentEncounter: npc ? buildFriendlyEncounter(npc, xMeters) : null,
npcInteractionActive: false,
inBattle: false,
};
}
function buildHostileEncounterGroup(
state: GameState,
entryX: number,
@@ -218,12 +294,15 @@ function buildResolvedHostileBattleState(state: GameState, hostileEncounters: En
export function createSceneEncounterPreview(state: GameState) {
if (!state.worldType || !state.currentScenePreset) {
return {
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
};
return buildEmptyEncounterPreview();
}
if (hasActiveSceneActEncounterTarget(state)) {
return buildActiveSceneActNpcEncounter(
state,
getAvailableActiveSceneActNpcs(state),
PREVIEW_ENTITY_X_METERS,
);
}
const availableNpcs = getAvailableFriendlySceneNpcs(state);
@@ -237,12 +316,7 @@ export function createSceneEncounterPreview(state: GameState) {
const kind = pickRandomItem(availableKinds);
if (!kind) {
return {
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
};
return buildEmptyEncounterPreview();
}
if (kind === 'hostile') {
@@ -255,7 +329,7 @@ export function createSceneEncounterPreview(state: GameState) {
}
if (kind === 'npc') {
const npc = pickRandomItem(availableNpcs);
const npc = pickFriendlySceneNpcForActiveAct(state, availableNpcs);
return {
sceneHostileNpcs: [],
@@ -276,19 +350,22 @@ export function createSceneEncounterPreview(state: GameState) {
export function createSceneCallOutEncounter(state: GameState) {
if (!state.worldType || !state.currentScenePreset) {
return {
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
};
return buildEmptyEncounterPreview();
}
if (hasActiveSceneActEncounterTarget(state)) {
return buildActiveSceneActNpcEncounter(
state,
getAvailableActiveSceneActNpcs(state),
CALL_OUT_ENTRY_X_METERS,
);
}
const availableNpcs = getAvailableFriendlySceneNpcs(state);
const availableKinds: Array<'hostile' | 'npc' | 'treasure'> = [];
const availableHostiles = getAvailableHostileSceneNpcs(state);
if (availableHostiles.length > 0) availableKinds.push('hostile');
const availableNpcs = getAvailableFriendlySceneNpcs(state);
if (availableNpcs.length > 0) availableKinds.push('npc');
if (TREASURE_ENCOUNTERS_ENABLED && (state.currentScenePreset.treasureHints?.length ?? 0) > 0) {
availableKinds.push('treasure');
@@ -305,7 +382,7 @@ export function createSceneCallOutEncounter(state: GameState) {
}
if (kind === 'npc') {
const npc = pickRandomItem(availableNpcs);
const npc = pickFriendlySceneNpcForActiveAct(state, availableNpcs);
return {
sceneHostileNpcs: [],
currentEncounter: npc ? buildFriendlyEncounter(npc, CALL_OUT_ENTRY_X_METERS) : null,

View File

@@ -381,6 +381,40 @@ function buildCustomSceneId(kind: 'camp' | 'landmark', index = 0) {
return kind === 'camp' ? 'custom-scene-camp' : `custom-scene-landmark-${index + 1}`;
}
function collectSceneActNpcIdsForScene(
profile: CustomWorldProfile,
sceneAliases: string[],
) {
const aliasSet = new Set(sceneAliases.map((alias) => alias.trim()).filter(Boolean));
const npcIds: string[] = [];
const pushNpcId = (npcId: string | null | undefined) => {
const normalizedNpcId = npcId?.trim() ?? '';
if (normalizedNpcId && !npcIds.includes(normalizedNpcId)) {
npcIds.push(normalizedNpcId);
}
};
profile.sceneChapterBlueprints?.forEach((chapter) => {
const chapterSceneIds = [
chapter.sceneId,
...chapter.linkedLandmarkIds,
...chapter.acts.map((act) => act.sceneId),
].map((sceneId) => sceneId.trim()).filter(Boolean);
if (!chapterSceneIds.some((sceneId) => aliasSet.has(sceneId))) {
return;
}
chapter.acts.forEach((act) => {
pushNpcId(act.primaryNpcId);
pushNpcId(act.oppositeNpcId);
act.encounterNpcIds.forEach(pushNpcId);
});
});
return npcIds;
}
function buildCustomScenePresets(profile: CustomWorldProfile): ScenePreset[] {
const campSceneProfile = resolveCustomWorldCampScene(profile);
const landmarkImageMap = resolveCustomWorldLandmarkImageMap(profile);
@@ -403,6 +437,37 @@ function buildCustomScenePresets(profile: CustomWorldProfile): ScenePreset[] {
const customStoryNpcById = new Map(
profile.storyNpcs.map((npc) => [npc.id, npc]),
);
const buildCustomSceneNpcByRoleId = (roleId: string) => {
const storyNpc = customStoryNpcById.get(roleId);
if (storyNpc) {
return buildCustomSceneNpc(storyNpc, profile);
}
const playableNpc = profile.playableNpcs.find((npc) => npc.id === roleId);
if (!playableNpc) {
return null;
}
return buildCharacterNpc(playableNpc.id, WorldType.CUSTOM, profile);
};
const pushUniqueSceneNpc = (sceneNpcs: SceneNpc[], npc: SceneNpc | null) => {
if (!npc) {
return;
}
const candidateIds = [npc.id, npc.characterId].filter(Boolean);
if (
sceneNpcs.some((sceneNpc) =>
[sceneNpc.id, sceneNpc.characterId]
.filter(Boolean)
.some((sceneNpcId) => candidateIds.includes(sceneNpcId)),
)
) {
return;
}
sceneNpcs.push(npc);
};
const campNpcs = playableCharacters.slice(1).map(character => {
const npc = buildCharacterNpc(character.id, WorldType.CUSTOM, profile);
return npc
@@ -413,6 +478,12 @@ function buildCustomScenePresets(profile: CustomWorldProfile): ScenePreset[] {
}
: null;
}).filter(Boolean) as SceneNpc[];
collectSceneActNpcIdsForScene(profile, [
campSceneId,
profile.camp?.id ?? '',
]).forEach((npcId) =>
pushUniqueSceneNpc(campNpcs, buildCustomSceneNpcByRoleId(npcId)),
);
const campConnections = profile.landmarks
.slice(0, 3)
@@ -445,12 +516,20 @@ function buildCustomScenePresets(profile: CustomWorldProfile): ScenePreset[] {
npcs: campNpcs,
},
...profile.landmarks.map((landmark, index): ScenePreset => {
const sceneNpcs = landmark.sceneNpcIds
const runtimeSceneId = buildCustomSceneId('landmark', index);
const sceneActNpcIds = collectSceneActNpcIdsForScene(profile, [
landmark.id,
runtimeSceneId,
]);
const sceneNpcs = [...sceneActNpcIds, ...landmark.sceneNpcIds]
.map((npcId) => customStoryNpcById.get(npcId))
.filter(Boolean)
.map((npc) =>
buildCustomSceneNpc(npc!, profile),
);
sceneActNpcIds.forEach((npcId) =>
pushUniqueSceneNpc(sceneNpcs, buildCustomSceneNpcByRoleId(npcId)),
);
if (sceneNpcs.length < 3) {
profile.storyNpcs
.filter(
@@ -499,12 +578,12 @@ function buildCustomScenePresets(profile: CustomWorldProfile): ScenePreset[] {
const monsterSliceStart = (index * 2) % Math.max(1, fallbackMonsterIds.length || 1);
const seedMonsterIds: string[] = fallbackMonsterIds.slice(monsterSliceStart, monsterSliceStart + 2);
const hostileNpcs = seedMonsterIds
.map((monsterId: string) => buildHostileSceneNpc(buildCustomSceneId('landmark', index), WorldType.CUSTOM, monsterId))
.map((monsterId: string) => buildHostileSceneNpc(runtimeSceneId, WorldType.CUSTOM, monsterId))
.filter(Boolean) as SceneNpc[];
const combinedNpcs = [...sceneNpcs, ...hostileNpcs];
return {
id: buildCustomSceneId('landmark', index),
id: runtimeSceneId,
name: landmark.name,
description: landmark.description,
worldType: WorldType.CUSTOM,
@@ -521,7 +600,7 @@ function buildCustomScenePresets(profile: CustomWorldProfile): ScenePreset[] {
landmark.narrativeResidues && landmark.narrativeResidues.length > 0
? landmark.narrativeResidues
: buildSceneNarrativeResidues({
sceneId: buildCustomSceneId('landmark', index),
sceneId: runtimeSceneId,
sceneName: landmark.name,
profile,
}),

View File

@@ -272,6 +272,35 @@ describe('storyChoiceRuntime', () => {
);
});
it('keeps defeated hostile reward render keys unique for duplicate monster ids', async () => {
rollHostileNpcLootMock.mockResolvedValue([]);
const reward = await buildHostileNpcBattleReward(
createState({
inBattle: true,
sceneHostileNpcs: [
{ id: 'monster-16', name: '雷翼甲' },
{ id: 'monster-16', name: '雷翼乙', xMeters: 4.1, yOffset: 32 },
] as GameState['sceneHostileNpcs'],
currentBattleNpcId: null,
}),
createState({
inBattle: false,
sceneHostileNpcs: [],
}),
'battle',
(state) => state.sceneHostileNpcs,
);
expect(reward?.defeatedHostileNpcs).toHaveLength(2);
expect(reward?.defeatedHostileNpcs.map((npc) => npc.id)).toEqual([
'monster-16',
'monster-16',
]);
expect(new Set(reward?.defeatedHostileNpcs.map((npc) => npc.renderKey)).size)
.toBe(2);
});
it('applies server runtime responses and falls back locally when the request fails', async () => {
const gameState = createState();
const currentStory = createStory('当前故事');

View File

@@ -165,9 +165,17 @@ export async function buildHostileNpcBattleReward(
id: `battle-reward-${Date.now()}-${Math.random()
.toString(36)
.slice(2, 8)}`,
defeatedHostileNpcs: defeatedHostileNpcs.map((hostileNpc) => ({
defeatedHostileNpcs: defeatedHostileNpcs.map((hostileNpc, index) => ({
id: hostileNpc.id,
name: hostileNpc.name,
// 中文注释:同一场战斗可能击败多个同 preset 怪物,奖励弹层 key 不能只用怪物 id。
renderKey: [
hostileNpc.id,
hostileNpc.name,
hostileNpc.xMeters,
hostileNpc.yOffset ?? 0,
index,
].join(':'),
})),
items: addInventoryItems([], rolledItems),
};

View File

@@ -95,7 +95,7 @@ export interface GoalFlowUi {
export interface BattleRewardSummary {
id: string;
defeatedHostileNpcs: Array<{ id: string; name: string }>;
defeatedHostileNpcs: Array<{ id: string; name: string; renderKey?: string }>;
items: InventoryItem[];
}

View File

@@ -0,0 +1,213 @@
/* @vitest-environment jsdom */
import { render, screen, waitFor } from '@testing-library/react';
import { useState } from 'react';
import { beforeEach, describe, expect, it, vi } from 'vitest';
import type { StoryGenerationContext } from '../../services/aiTypes';
import type { Character, Encounter, GameState, StoryMoment } from '../../types';
import { AnimationState, WorldType } from '../../types';
import { useRpgRuntimeStoryController } from './useRpgRuntimeStoryController';
const aiServiceMocks = vi.hoisted(() => ({
generateInitialStory: vi.fn(),
generateNextStep: vi.fn(),
}));
vi.mock('../../services/aiService', async () => {
const actual =
await vi.importActual<typeof import('../../services/aiService')>(
'../../services/aiService',
);
return {
...actual,
generateInitialStory: aiServiceMocks.generateInitialStory,
generateNextStep: aiServiceMocks.generateNextStep,
};
});
function createCharacter(): Character {
return {
id: 'hero',
name: '沈行',
title: '试剑客',
description: '在风声里辨认危险的旅人。',
personality: '谨慎而果断',
skills: [],
} as unknown as Character;
}
function createGameState(params: {
currentEncounter?: Encounter | null;
} = {}): GameState {
return {
worldType: WorldType.CUSTOM,
customWorldProfile: null,
playerCharacter: createCharacter(),
currentScene: 'Story',
storyHistory: [],
animationState: AnimationState.IDLE,
currentEncounter: params.currentEncounter ?? null,
npcInteractionActive: false,
currentScenePreset: {
id: 'scene-opening',
name: '证券交易所大厅',
description: '高耸大厅里仍残留着开盘前的低声交谈。',
imageSrc: '',
npcs: [],
hostileNpcIds: [],
},
sceneHostileNpcs: [],
playerX: 0,
playerOffsetY: 0,
playerFacing: 'right',
playerActionMode: 'idle',
scrollWorld: false,
inBattle: false,
playerHp: 100,
playerMaxHp: 100,
playerMana: 20,
playerMaxMana: 20,
playerSkillCooldowns: {},
activeCombatEffects: [],
playerInventory: [],
playerEquipment: {
weapon: null,
armor: null,
relic: null,
},
playerCurrency: 0,
npcStates: {},
quests: [],
roster: [],
companions: [],
} as unknown as GameState;
}
function buildStoryContextFromState(
_state: GameState,
): StoryGenerationContext {
return {
playerHp: 100,
playerMaxHp: 100,
playerMana: 20,
playerMaxMana: 20,
inBattle: false,
playerX: 0,
playerFacing: 'right',
playerAnimation: 'idle',
skillCooldowns: {},
sceneId: 'scene-opening',
sceneName: '证券交易所大厅',
sceneDescription: '高耸大厅里仍残留着开盘前的低声交谈。',
pendingSceneEncounter: false,
} as StoryGenerationContext;
}
function Harness() {
const [gameState, setGameState] = useState<GameState>(() =>
createGameState(),
);
const controller = useRpgRuntimeStoryController({
gameState,
setGameState,
buildStoryContextFromState,
});
return (
<div>
<div data-testid="loading">{controller.isLoading ? 'yes' : 'no'}</div>
<div data-testid="story">{controller.currentStory?.text ?? ''}</div>
<button
type="button"
onClick={() =>
setGameState((current) => ({
...current,
currentScene: 'Selection',
playerCharacter: null,
}))
}
>
</button>
</div>
);
}
function HarnessWithEncounter() {
const encounter = {
id: 'npc-luheng',
kind: 'npc',
npcName: '陆衡',
npcDescription: '正在核对异常账本的人。',
npcAvatar: '',
context: '第一幕主NPC',
} satisfies Encounter;
const [gameState, setGameState] = useState<GameState>(() =>
createGameState({
currentEncounter: encounter,
}),
);
const controller = useRpgRuntimeStoryController({
gameState,
setGameState,
buildStoryContextFromState,
});
return (
<div>
<div data-testid="loading">{controller.isLoading ? 'yes' : 'no'}</div>
<div data-testid="story">{controller.currentStory?.text ?? ''}</div>
</div>
);
}
describe('useRpgRuntimeStoryController', () => {
beforeEach(() => {
vi.clearAllMocks();
aiServiceMocks.generateInitialStory.mockResolvedValue({
storyText: '大厅里的报价屏忽明忽暗,一条异常交易记录浮了上来。',
options: [],
} satisfies { storyText: string; options: StoryMoment['options'] });
aiServiceMocks.generateNextStep.mockResolvedValue({
storyText: '下一步剧情',
options: [],
});
});
it('进入 Story 场景且首段剧情为空时自动请求开局剧情', async () => {
render(<Harness />);
await waitFor(() => {
expect(aiServiceMocks.generateInitialStory).toHaveBeenCalledTimes(1);
});
expect(aiServiceMocks.generateInitialStory).toHaveBeenCalledWith(
WorldType.CUSTOM,
expect.objectContaining({ id: 'hero' }),
[],
expect.objectContaining({
sceneId: 'scene-opening',
sceneName: '证券交易所大厅',
}),
undefined,
);
await waitFor(() => {
expect(screen.getByTestId('story').textContent).toContain(
'异常交易记录',
);
});
expect(screen.getByTestId('loading').textContent).toBe('no');
});
it('已有当前幕 NPC 遭遇时不抢先请求普通开局剧情', async () => {
render(<HarnessWithEncounter />);
await new Promise((resolve) => window.setTimeout(resolve, 20));
expect(aiServiceMocks.generateInitialStory).not.toHaveBeenCalled();
expect(screen.getByTestId('story').textContent).toBe('');
expect(screen.getByTestId('loading').textContent).toBe('no');
});
});

View File

@@ -1,4 +1,12 @@
import { useCallback, useMemo, useState, type Dispatch, type SetStateAction } from 'react';
import {
type Dispatch,
type SetStateAction,
useCallback,
useEffect,
useMemo,
useRef,
useState,
} from 'react';
import { generateInitialStory, generateNextStep } from '../../services/aiService';
import type { StoryGenerationContext } from '../../services/aiTypes';
@@ -7,6 +15,7 @@ import {
appendStoryHistory,
createStoryProgressionActions,
} from './progressionActions';
import type { StoryContextBuilderExtras } from './storyContextBuilder';
import {
createStoryStateResolvers,
getStoryGenerationHostileNpcs,
@@ -16,9 +25,8 @@ import {
buildStoryFromResponse as buildStoryFromResponseFromPresentation,
getTypewriterDelay,
} from './storyPresentation';
import { buildNpcStory } from './storyRuntimeSupport';
import { createGenerateStoryForState } from './storyRequestRuntime';
import type { StoryContextBuilderExtras } from './storyContextBuilder';
import { buildNpcStory } from './storyRuntimeSupport';
type BuildStoryContextFromState = (
state: GameState,
@@ -39,6 +47,7 @@ export function useRpgRuntimeStoryController(params: {
const [currentStory, setCurrentStory] = useState<StoryMoment | null>(null);
const [aiError, setAiError] = useState<string | null>(null);
const [isLoading, setIsLoading] = useState(false);
const openingStoryRequestKeyRef = useRef<string | null>(null);
const { getAvailableOptionsForState, buildFallbackStoryForState } = useMemo(
() =>
@@ -104,6 +113,80 @@ export function useRpgRuntimeStoryController(params: {
buildFallbackStoryForState,
});
useEffect(() => {
const playerCharacter = gameState.playerCharacter;
if (
!playerCharacter ||
!gameState.worldType ||
gameState.currentScene !== 'Story' ||
gameState.currentEncounter
) {
openingStoryRequestKeyRef.current = null;
return;
}
if (currentStory) {
return;
}
const requestKey = [
gameState.runtimeSessionId ?? 'local',
playerCharacter.id,
gameState.currentScenePreset?.id ?? 'scene',
gameState.storyHistory.length,
].join(':');
if (openingStoryRequestKeyRef.current === requestKey) {
return;
}
openingStoryRequestKeyRef.current = requestKey;
let cancelled = false;
// 首段剧情属于运行态启动数据;这里补齐后,冒险面板才会按真实 story 挂载。
setAiError(null);
setIsLoading(true);
void generateStoryForState({
state: gameState,
character: playerCharacter,
history: gameState.storyHistory,
})
.then((openingStory) => {
if (!cancelled) {
setCurrentStory(openingStory);
}
})
.catch((error) => {
if (cancelled) {
return;
}
console.error('Failed to start opening RPG story:', error);
setAiError(error instanceof Error ? error.message : '未知智能生成错误');
setCurrentStory(buildFallbackStoryForState(gameState, playerCharacter));
})
.finally(() => {
if (!cancelled) {
if (openingStoryRequestKeyRef.current === requestKey) {
openingStoryRequestKeyRef.current = null;
}
setIsLoading(false);
}
});
return () => {
cancelled = true;
if (openingStoryRequestKeyRef.current === requestKey) {
openingStoryRequestKeyRef.current = null;
}
};
}, [
buildFallbackStoryForState,
currentStory,
gameState,
generateStoryForState,
]);
return {
currentStory,
setCurrentStory,

View File

@@ -24,7 +24,13 @@ import {
ensureSceneEncounterPreview,
RESOLVED_ENTITY_X_METERS,
} from '../../data/sceneEncounterPreviews';
import { getScenePreset, getWorldCampScenePreset } from '../../data/scenePresets';
import {
buildEncounterFromSceneNpc,
getScenePreset,
getScenePresetById,
getWorldCampScenePreset,
} from '../../data/scenePresets';
import { buildInitialSceneActRuntimeState } from '../../services/customWorldSceneActRuntime';
import { createEmptyStoryEngineMemoryState } from '../../services/storyEngine/visibilityEngine';
import {
AnimationState,
@@ -34,6 +40,8 @@ import {
EquipmentLoadout,
GameState,
InventoryItem,
SceneActBlueprint,
SceneChapterBlueprint,
SceneNpc,
WorldType,
} from '../../types';
@@ -208,6 +216,220 @@ function createInitialGameState(): GameState {
};
}
function resolveOpeningActScenePreset(
profile: CustomWorldProfile | null,
): NonNullable<GameState['currentScenePreset']> | null {
if (!profile) {
return null;
}
const openingChapter = profile.sceneChapterBlueprints?.[0] ?? null;
const openingSceneIds = [
openingChapter?.acts[0]?.sceneId,
openingChapter?.sceneId,
...(openingChapter?.linkedLandmarkIds ?? []),
]
.map((sceneId) => sceneId?.trim() ?? '')
.filter(Boolean);
for (const sceneId of openingSceneIds) {
const directScene = resolveCustomWorldScenePresetByConfiguredId(
profile,
sceneId,
);
if (directScene) {
return directScene;
}
}
const fallbackLandmarkIndex = profile.landmarks.findIndex(
(landmark) => landmark.sceneNpcIds.length > 0,
);
if (fallbackLandmarkIndex >= 0) {
return getScenePresetById(
WorldType.CUSTOM,
`custom-scene-landmark-${fallbackLandmarkIndex + 1}`,
);
}
const firstLandmarkId = profile.landmarks[0]?.id?.trim() ?? '';
if (firstLandmarkId) {
const firstLandmarkScene = getScenePresetById(
WorldType.CUSTOM,
'custom-scene-landmark-1',
);
if (firstLandmarkScene) {
return firstLandmarkScene;
}
}
return profile.landmarks.length > 0
? getScenePresetById(WorldType.CUSTOM, 'custom-scene-landmark-1')
: null;
}
function resolveOpeningSceneActBlueprint(
profile: CustomWorldProfile | null,
): { chapter: SceneChapterBlueprint; act: SceneActBlueprint } | null {
const openingChapter = profile?.sceneChapterBlueprints?.[0] ?? null;
const openingAct = openingChapter?.acts[0] ?? null;
return openingChapter && openingAct
? { chapter: openingChapter, act: openingAct }
: null;
}
function resolveCustomWorldScenePresetByConfiguredId(
profile: CustomWorldProfile,
sceneId: string | null | undefined,
): NonNullable<GameState['currentScenePreset']> | null {
const normalizedSceneId = sceneId?.trim() ?? '';
if (!normalizedSceneId) {
return null;
}
const directScene = getScenePresetById(WorldType.CUSTOM, normalizedSceneId);
if (directScene) {
return directScene;
}
const campId = profile.camp?.id?.trim() ?? '';
if (
normalizedSceneId === campId ||
normalizedSceneId === 'custom-scene-camp'
) {
return getScenePresetById(WorldType.CUSTOM, 'custom-scene-camp');
}
const landmarkIndex = profile.landmarks.findIndex(
(landmark) => landmark.id === normalizedSceneId,
);
if (landmarkIndex < 0) {
return null;
}
return getScenePresetById(
WorldType.CUSTOM,
`custom-scene-landmark-${landmarkIndex + 1}`,
);
}
function resolveOpeningActNpcIdPriority(openingAct: SceneActBlueprint) {
return [
openingAct.oppositeNpcId,
openingAct.primaryNpcId,
...openingAct.encounterNpcIds,
]
.map((npcId) => npcId.trim())
.filter((npcId, index, list) => npcId && list.indexOf(npcId) === index);
}
function findSceneNpcByRuntimeRoleId(
scenePreset: GameState['currentScenePreset'],
roleId: string,
) {
return (
scenePreset?.npcs?.find(
(npc) => npc.id === roleId || npc.characterId === roleId,
) ?? null
);
}
function buildOpeningEncounterFromCustomWorldRole(
profile: CustomWorldProfile,
roleId: string,
): Encounter | null {
const role =
profile.storyNpcs.find((npc) => npc.id === roleId) ??
profile.playableNpcs.find((npc) => npc.id === roleId) ??
null;
if (!role) {
return null;
}
const isHostile = role.initialAffinity < 0;
return {
id: role.id,
kind: 'npc',
characterId: role.id,
npcName: role.name,
npcDescription: role.description,
npcAvatar: role.imageSrc ?? role.name.slice(0, 1) ?? '?',
context: role.role,
xMeters: RESOLVED_ENTITY_X_METERS,
initialAffinity: role.initialAffinity,
hostile: isHostile,
title: role.title,
backstory: role.backstory,
personality: role.personality,
motivation: role.motivation,
combatStyle: role.combatStyle,
relationshipHooks: [...role.relationshipHooks],
tags: [...role.tags],
backstoryReveal: role.backstoryReveal,
skills: role.skills.map((skill) => ({ ...skill })),
initialItems: role.initialItems.map((item) => ({
...item,
tags: [...item.tags],
})),
imageSrc: role.imageSrc,
visual: (role as { visual?: Encounter['visual'] }).visual,
narrativeProfile: role.narrativeProfile,
attributeProfile: role.attributeProfile,
};
}
function resolveOpeningActEncounter(params: {
profile: CustomWorldProfile | null;
scenePreset: GameState['currentScenePreset'];
playerCharacter: Character;
}) {
const opening = resolveOpeningSceneActBlueprint(params.profile);
if (!opening || !params.profile) {
return null;
}
for (const npcId of resolveOpeningActNpcIdPriority(opening.act)) {
if (npcId === params.playerCharacter.id) {
continue;
}
const sceneNpc = findSceneNpcByRuntimeRoleId(params.scenePreset, npcId);
if (sceneNpc && sceneNpc.characterId !== params.playerCharacter.id) {
return {
...buildEncounterFromSceneNpc(sceneNpc, RESOLVED_ENTITY_X_METERS),
xMeters: RESOLVED_ENTITY_X_METERS,
};
}
const roleEncounter = buildOpeningEncounterFromCustomWorldRole(
params.profile,
npcId,
);
if (roleEncounter) {
return roleEncounter;
}
}
return null;
}
function buildOpeningStoryEngineMemory(
profile: CustomWorldProfile | null,
sceneId: string | null | undefined,
) {
const storyEngineMemory = createEmptyStoryEngineMemoryState();
return {
...storyEngineMemory,
currentSceneActState:
buildInitialSceneActRuntimeState({
profile,
sceneId,
storyEngineMemory,
}) ?? storyEngineMemory.currentSceneActState ?? null,
};
}
/**
* RPG session bootstrap 主实现。
* 工作包 C 起由新域 hook 承载世界选择、选角确认与新开局初始化。
@@ -287,14 +509,23 @@ export function useRpgSessionBootstrap() {
setGameState((prev) => {
const resolvedWorldType = prev.worldType;
const resolvedCustomWorldProfile = prev.customWorldProfile;
const initialScenePreset = resolvedWorldType
? (getWorldCampScenePreset(resolvedWorldType) ??
getScenePreset(resolvedWorldType, 0))
: null;
const initialEncounter = createInitialCampEncounter(
resolvedWorldType,
character,
);
const initialScenePreset =
resolvedWorldType === WorldType.CUSTOM
? (resolveOpeningActScenePreset(resolvedCustomWorldProfile) ??
getWorldCampScenePreset(resolvedWorldType) ??
getScenePreset(resolvedWorldType, 0))
: resolvedWorldType
? (getWorldCampScenePreset(resolvedWorldType) ??
getScenePreset(resolvedWorldType, 0))
: null;
const initialEncounter =
resolvedWorldType === WorldType.CUSTOM
? resolveOpeningActEncounter({
profile: resolvedCustomWorldProfile,
scenePreset: initialScenePreset,
playerCharacter: character,
})
: createInitialCampEncounter(resolvedWorldType, character);
const initialNpcState = initialEncounter
? buildInitialNpcState(initialEncounter, resolvedWorldType, prev)
: null;
@@ -330,7 +561,13 @@ export function useRpgSessionBootstrap() {
playerProgression: createInitialPlayerProgressionState(),
currentScene: 'Story',
storyHistory: [],
storyEngineMemory: createEmptyStoryEngineMemoryState(),
storyEngineMemory:
resolvedWorldType === WorldType.CUSTOM
? buildOpeningStoryEngineMemory(
resolvedCustomWorldProfile,
initialScenePreset?.id,
)
: createEmptyStoryEngineMemoryState(),
chapterState: null,
campaignState: null,
activeScenarioPackId:

View File

@@ -11,6 +11,9 @@ const AUTO_SAVE_DELAY_MS = 400;
function canPersistSnapshot(gameState: GameState, story: StoryMoment | null) {
return (
gameState.runtimePersistenceDisabled !== true &&
gameState.runtimeMode !== 'preview' &&
gameState.runtimeMode !== 'test' &&
gameState.currentScene === 'Story' &&
Boolean(gameState.worldType) &&
Boolean(gameState.playerCharacter) &&

View File

@@ -3,17 +3,34 @@
import { render, screen, waitFor } from '@testing-library/react';
import userEvent from '@testing-library/user-event';
import { useMemo } from 'react';
import { afterEach, expect, test } from 'vitest';
import { afterEach, beforeEach, expect, test, vi } from 'vitest';
import {
buildCustomWorldPlayableCharacters,
setRuntimeCharacterOverrides,
} from '../data/characterPresets';
import { setRuntimeCustomWorldProfile } from '../data/customWorldRuntime';
import { normalizeCustomWorldProfileRecord } from '../data/customWorldLibrary';
import { setRuntimeCustomWorldProfile } from '../data/customWorldRuntime';
import { WorldType } from '../types';
import { useRpgRuntimeStory } from './rpg-runtime-story/useRpgRuntimeStory';
import { useRpgSessionBootstrap } from './rpg-session';
const aiServiceMocks = vi.hoisted(() => ({
streamNpcChatTurn: vi.fn(),
}));
vi.mock('../services/aiService', async () => {
const actual =
await vi.importActual<typeof import('../services/aiService')>(
'../services/aiService',
);
return {
...actual,
streamNpcChatTurn: aiServiceMocks.streamNpcChatTurn,
};
});
function buildBackstoryReveal(label: string) {
return {
publicSummary: `${label}的公开背景`,
@@ -208,6 +225,40 @@ function buildSavedProfile() {
reactionHooks: ['原始灯册', '封灯令'],
},
},
{
id: 'story-primary-only',
name: '沈砺旧识',
title: '旧潮案记录员',
role: '第一幕主线记录者',
description: '负责整理旧潮案脉络的人。',
backstory: '他知道异常账本的来源,但不会第一时间正面对话。',
personality: '沉默、谨慎。',
motivation: '保住旧案原始记录。',
combatStyle: '以防守和牵制为主。',
initialAffinity: 8,
relationshipHooks: ['旧案记录'],
tags: ['记录', '主线'],
backstoryReveal: buildBackstoryReveal('沈砺旧识'),
skills: [],
initialItems: [],
},
{
id: 'story-act-only',
name: '陆衡',
title: '航运公会审计员',
role: '第一幕主NPC',
description: '正在交易所大厅核对异常账本的人。',
backstory: '他掌握着旧航路资金流向的第一份实证。',
personality: '克制、警惕,习惯先观察再开口。',
motivation: '确认谁在开盘前转移了旧案资金。',
combatStyle: '用短杖和账册压制对手节奏。',
initialAffinity: 6,
relationshipHooks: ['异常账本'],
tags: ['审计', '第一幕'],
backstoryReveal: buildBackstoryReveal('陆衡'),
skills: [],
initialItems: [],
},
],
items: [],
camp: {
@@ -219,7 +270,7 @@ function buildSavedProfile() {
id: 'landmark-1',
name: '回潮旧灯塔',
description: '被海雾啃旧的石塔仍在夜里维持着微弱灯火。',
sceneNpcIds: ['story-1'],
sceneNpcIds: [],
connections: [
{
targetLandmarkId: 'landmark-2',
@@ -251,6 +302,60 @@ function buildSavedProfile() {
],
},
],
sceneChapterBlueprints: [
{
id: 'chapter-1',
sceneId: 'custom-scene-camp',
title: '交易所第一幕',
summary: '玩家在交易大厅被异常账本牵住。',
sceneTaskDescription: '查清异常账本指向谁。',
linkedThreadIds: [],
linkedLandmarkIds: [],
acts: [
{
id: 'act-1',
sceneId: 'custom-scene-camp',
title: '第一幕',
summary: '陆衡先开口试探玩家。',
stageCoverage: ['opening'],
encounterNpcIds: ['story-primary-only', 'story-act-only'],
primaryNpcId: 'story-primary-only',
oppositeNpcId: 'story-act-only',
eventDescription: '陆衡拿着异常账本,在开盘前拦住玩家。',
linkedThreadIds: [],
advanceRule: 'after_primary_contact',
actGoal: '确认异常账本的第一条线索。',
transitionHook: '账本指向旧灯塔的潮痕。',
},
],
},
{
id: 'chapter-late',
sceneId: 'landmark-2',
title: '雾栈后续幕',
summary: '后续场景不应抢走开局。',
sceneTaskDescription: '处理雾栈尽头的后续问题。',
linkedThreadIds: [],
linkedLandmarkIds: ['landmark-2'],
acts: [
{
id: 'act-late',
sceneId: 'landmark-2',
title: '后续幕',
summary: '雾栈里有人影闪过。',
stageCoverage: ['aftermath'],
encounterNpcIds: ['story-1'],
primaryNpcId: 'story-1',
oppositeNpcId: 'story-1',
eventDescription: '后续角色在雾栈尽头等待。',
linkedThreadIds: [],
advanceRule: 'after_active_step_complete',
actGoal: '后续推进。',
transitionHook: '继续深入雾栈。',
},
],
},
],
scenarioPackId: 'scenario-pack:tide',
campaignPackId: 'campaign-pack:tide',
generationMode: 'full',
@@ -275,6 +380,13 @@ function readSnapshot() {
currentScenePresetId: string | null;
currentScenePresetName: string | null;
currentSceneConnectedIds: string[];
currentSceneActId: string | null;
currentEncounterId: string | null;
currentEncounterName: string | null;
currentStoryDisplayMode: string | null;
currentStoryNpcName: string | null;
currentStoryDialogueTexts: string[];
isStoryLoading: boolean;
firstLandmarkResidueTitle: string | null;
playerCharacterName: string | null;
playerInventoryNames: string[];
@@ -293,8 +405,19 @@ function GameFlowHarness() {
[profile],
);
const selectedCharacter = playableCharacters[0] ?? null;
const { gameState, handleCustomWorldSelect, handleCharacterSelect } =
const {
gameState,
setGameState,
handleCustomWorldSelect,
handleCharacterSelect,
} =
useRpgSessionBootstrap();
const story = useRpgRuntimeStory({
gameState,
setGameState,
buildResolvedChoiceState: () => ({}) as never,
playResolvedChoice: async (state) => state,
});
const snapshot = {
worldType: gameState.worldType,
@@ -305,6 +428,15 @@ function GameFlowHarness() {
currentScenePresetId: gameState.currentScenePreset?.id ?? null,
currentScenePresetName: gameState.currentScenePreset?.name ?? null,
currentSceneConnectedIds: gameState.currentScenePreset?.connectedSceneIds ?? [],
currentSceneActId:
gameState.storyEngineMemory?.currentSceneActState?.currentActId ?? null,
currentEncounterId: gameState.currentEncounter?.id ?? null,
currentEncounterName: gameState.currentEncounter?.npcName ?? null,
currentStoryDisplayMode: story.currentStory?.displayMode ?? null,
currentStoryNpcName: story.currentStory?.npcChatState?.npcName ?? null,
currentStoryDialogueTexts:
story.currentStory?.dialogue?.map((entry) => entry.text) ?? [],
isStoryLoading: story.isLoading,
firstLandmarkResidueTitle:
gameState.customWorldProfile?.landmarks[0]?.narrativeResidues?.[0]
?.title ?? null,
@@ -345,6 +477,16 @@ afterEach(() => {
setRuntimeCharacterOverrides(null);
});
beforeEach(() => {
aiServiceMocks.streamNpcChatTurn.mockReset();
aiServiceMocks.streamNpcChatTurn.mockResolvedValue({
affinityDelta: 0,
affinityText: '这轮对话暂时没有带来明显关系变化。',
npcReply: '开盘前别靠近账本。你先告诉我,是谁让你来查这笔异常资金?',
suggestions: ['我先说明来意', '你先说账本哪里异常', '我不是来抢账本的'],
});
});
test('saved custom world result settings flow into game state after entering the world', async () => {
const user = userEvent.setup();
@@ -378,4 +520,30 @@ test('saved custom world result settings flow into game state after entering the
expect(readSnapshot().playerEquipment.weapon).toBe('旧潮短刃');
expect(readSnapshot().playerEquipment.relic).toBe('旧潮图残页');
expect(readSnapshot().playerEquipment.armor).toBeTruthy();
expect(readSnapshot().currentScenePresetId).toBe('custom-scene-camp');
expect(readSnapshot().currentSceneActId).toBe('act-1');
expect(readSnapshot().currentEncounterId).toBe('story-act-only');
expect(readSnapshot().currentEncounterName).toBe('陆衡');
expect(readSnapshot().currentEncounterId).not.toBe('story-primary-only');
await waitFor(() => {
expect(readSnapshot().currentStoryNpcName).toBe('陆衡');
});
expect(readSnapshot().currentStoryDisplayMode).toBe('dialogue');
expect(readSnapshot().currentStoryDialogueTexts).toContain(
'开盘前别靠近账本。你先告诉我,是谁让你来查这笔异常资金?',
);
expect(aiServiceMocks.streamNpcChatTurn).toHaveBeenCalledWith(
WorldType.CUSTOM,
expect.objectContaining({ name: '沈砺' }),
expect.objectContaining({ id: 'story-act-only', npcName: '陆衡' }),
expect.anything(),
expect.anything(),
expect.anything(),
[],
'',
expect.anything(),
expect.objectContaining({
npcInitiatesConversation: true,
}),
);
});

View File

@@ -66,6 +66,63 @@ describe('useResolvedAssetReadUrl', () => {
);
});
test('refreshKey changes force a refreshed signed image url', async () => {
vi.spyOn(globalThis, 'fetch').mockImplementation(async () =>
new Response(
JSON.stringify({
ok: true,
data: {
read: {
objectKey:
'generated-puzzle-assets/puzzle-session-1/candidate-1/asset-1/image.png',
signedUrl: 'https://signed.example.com/puzzle.png',
expiresAt: '2099-01-01T00:10:00Z',
},
},
error: null,
meta: {
apiVersion: '2026-04-08',
routeVersion: '2026-04-08',
latencyMs: 1,
timestamp: '2099-01-01T00:00:00Z',
},
}),
{
status: 200,
headers: {
'Content-Type': 'application/json',
},
},
),
);
const { rerender } = render(
<ResolvedAssetImage
src="/generated-puzzle-assets/puzzle-session-1/candidate-1/asset-1/image.png"
refreshKey="first-version"
alt="候选图"
/>,
);
const firstImage = await screen.findByRole('img', { name: '候选图' });
expect(firstImage.getAttribute('src')).toContain('_v=first-version');
rerender(
<ResolvedAssetImage
src="/generated-puzzle-assets/puzzle-session-1/candidate-1/asset-1/image.png"
refreshKey="second-version"
alt="候选图"
/>,
);
await waitFor(() => {
expect(screen.getByRole('img', { name: '候选图' }).getAttribute('src')).toContain(
'_v=second-version',
);
});
expect(globalThis.fetch).toHaveBeenCalledTimes(2);
});
test('generated 私有资源签名失败时保持空图像而不是回退裸路径', async () => {
vi.spyOn(globalThis, 'fetch').mockResolvedValue(
new Response(
@@ -105,4 +162,3 @@ describe('useResolvedAssetReadUrl', () => {
expect(screen.queryByRole('img', { name: '候选图' })).toBeNull();
});
});

View File

@@ -8,6 +8,7 @@ import {
type UseResolvedAssetReadUrlOptions = {
enabled?: boolean;
expireSeconds?: number;
refreshKey?: string | number | null;
};
export function useResolvedAssetReadUrl(
@@ -39,6 +40,7 @@ export function useResolvedAssetReadUrl(
void resolveAssetReadUrl(normalizedSource, {
expireSeconds: options.expireSeconds,
refreshKey: options.refreshKey,
})
.then((nextUrl) => {
if (!cancelled) {
@@ -55,7 +57,12 @@ export function useResolvedAssetReadUrl(
return () => {
cancelled = true;
};
}, [normalizedSource, options.expireSeconds, shouldResolve]);
}, [
normalizedSource,
options.expireSeconds,
options.refreshKey,
shouldResolve,
]);
return {
resolvedUrl,

View File

@@ -6,6 +6,17 @@ export type AssetReadUrlRequest = {
expireSeconds?: number;
};
type AssetReadUrlResolveOptions = {
signal?: AbortSignal;
expireSeconds?: number;
/**
* 图片内容可能在同一路径下被重新写入。
* 这时需要显式跳过本地签名缓存,并在最终 URL 上追加一次性参数,
* 避免结果页仍命中旧签名地址或浏览器图片缓存。
*/
refreshKey?: string | number | null;
};
export type AssetReadUrlResponse = {
read?: {
objectKey?: string;
@@ -100,21 +111,26 @@ function shouldReuseCachedReadUrlFailure(
export async function getSignedAssetReadUrl(
request: AssetReadUrlRequest,
signal?: AbortSignal,
options: {
bypassCache?: boolean;
} = {},
) {
const cacheKey = buildCacheKey(request);
const cached = cacheKey ? signedReadUrlCache.get(cacheKey) : undefined;
const bypassCache = options.bypassCache === true;
const cached =
!bypassCache && cacheKey ? signedReadUrlCache.get(cacheKey) : undefined;
if (cached && shouldReuseCachedReadUrl(cached)) {
return cached.signedUrl;
}
const cachedFailure = cacheKey
const cachedFailure = !bypassCache && cacheKey
? signedReadUrlFailureCache.get(cacheKey)
: undefined;
if (cachedFailure && shouldReuseCachedReadUrlFailure(cachedFailure)) {
throw new Error('资源不存在或暂时不可读取');
}
if (cacheKey) {
if (cacheKey && !bypassCache) {
const pendingRequest = pendingSignedReadUrlRequests.get(cacheKey);
if (pendingRequest) {
return pendingRequest;
@@ -178,26 +194,48 @@ export async function getSignedAssetReadUrl(
}
})();
if (cacheKey) {
if (cacheKey && !bypassCache) {
pendingSignedReadUrlRequests.set(cacheKey, requestPromise);
}
try {
return await requestPromise;
} finally {
if (cacheKey) {
if (cacheKey && !bypassCache) {
pendingSignedReadUrlRequests.delete(cacheKey);
}
}
}
function appendCacheBustParam(
url: string,
refreshKey: string | number | null | undefined,
) {
const normalizedRefreshKey =
refreshKey === null || refreshKey === undefined
? ''
: String(refreshKey).trim();
if (!normalizedRefreshKey) {
return url;
}
try {
const parsedUrl = new URL(url, globalThis.location?.origin ?? 'http://localhost');
parsedUrl.searchParams.set('_v', normalizedRefreshKey);
if (/^(?:https?:)?\/\//u.test(url)) {
return parsedUrl.toString();
}
return `${parsedUrl.pathname}${parsedUrl.search}${parsedUrl.hash}`;
} catch {
const separator = url.includes('?') ? '&' : '?';
return `${url}${separator}_v=${encodeURIComponent(normalizedRefreshKey)}`;
}
}
// 兼容层:普通 http(s)/data/blob 路径原样返回;历史 generated-* 路径自动换签名读 URL。
export async function resolveAssetReadUrl(
source: string | null | undefined,
options: {
signal?: AbortSignal;
expireSeconds?: number;
} = {},
options: AssetReadUrlResolveOptions = {},
) {
const value = source?.trim() ?? '';
if (!value) {
@@ -209,20 +247,25 @@ export async function resolveAssetReadUrl(
value.startsWith('data:') ||
value.startsWith('blob:')
) {
return value;
return appendCacheBustParam(value, options.refreshKey);
}
if (isGeneratedLegacyPath(value)) {
return getSignedAssetReadUrl(
const signedUrl = await getSignedAssetReadUrl(
{
legacyPublicPath: value,
expireSeconds: options.expireSeconds,
},
options.signal,
{
bypassCache:
options.refreshKey !== null && options.refreshKey !== undefined,
},
);
return appendCacheBustParam(signedUrl, options.refreshKey);
}
return value;
return appendCacheBustParam(value, options.refreshKey);
}
export function clearSignedAssetReadUrlCache() {

View File

@@ -13,6 +13,44 @@ function toSet(values: string[]) {
return new Set(values.map((value) => value.trim()).filter(Boolean));
}
function resolveCustomWorldRuntimeSceneAliases(
profile: CustomWorldProfile,
sceneId: string,
) {
const aliases = toSet([sceneId]);
const campId = profile.camp?.id?.trim() || 'custom-scene-camp';
if (sceneId === 'custom-scene-camp' || sceneId === campId) {
aliases.add(campId);
aliases.add('custom-scene-camp');
}
// 中文注释:部分单元测试和旧快照会传入精简 profile运行态解析不能假设 landmarks 始终存在。
(profile.landmarks ?? []).forEach((landmark, index) => {
const runtimeSceneId = `custom-scene-landmark-${index + 1}`;
if (sceneId === runtimeSceneId || sceneId === landmark.id) {
aliases.add(runtimeSceneId);
aliases.add(landmark.id);
}
});
return aliases;
}
function doesSceneMatchChapter(
profile: CustomWorldProfile,
sceneId: string,
chapter: SceneChapterBlueprint,
) {
const sceneAliases = resolveCustomWorldRuntimeSceneAliases(profile, sceneId);
const chapterSceneIds = toSet([
chapter.sceneId,
...(chapter.linkedLandmarkIds ?? []),
...(chapter.acts ?? []).map((act) => act.sceneId),
]);
return [...sceneAliases].some((id) => chapterSceneIds.has(id));
}
export function resolveSceneChapterBlueprint(
profile: CustomWorldProfile | null | undefined,
sceneId: string | null | undefined,
@@ -22,8 +60,8 @@ export function resolveSceneChapterBlueprint(
}
return (
profile.sceneChapterBlueprints?.find(
(entry) => entry.sceneId === sceneId || entry.linkedLandmarkIds.includes(sceneId),
profile.sceneChapterBlueprints?.find((entry) =>
doesSceneMatchChapter(profile, sceneId, entry),
) ?? null
);
}
@@ -33,15 +71,24 @@ export function resolveActiveSceneActBlueprint(params: {
sceneId: string | null | undefined;
storyEngineMemory?: StoryEngineMemoryState | null;
}): SceneActBlueprint | null {
const chapter = resolveSceneChapterBlueprint(params.profile, params.sceneId);
const runtimeState = params.storyEngineMemory?.currentSceneActState;
const runtimeChapter =
params.profile && runtimeState?.chapterId
? params.profile.sceneChapterBlueprints?.find(
(entry) =>
entry.id === runtimeState.chapterId &&
Boolean(params.sceneId) &&
doesSceneMatchChapter(params.profile!, params.sceneId!, entry),
) ?? null
: null;
const chapter =
runtimeChapter ?? resolveSceneChapterBlueprint(params.profile, params.sceneId);
if (!chapter || chapter.acts.length === 0) {
return null;
}
const runtimeState = params.storyEngineMemory?.currentSceneActState;
if (
runtimeState &&
runtimeState.sceneId === chapter.sceneId &&
runtimeState.chapterId === chapter.id
) {
const matchedAct = chapter.acts.find((entry) => entry.id === runtimeState.currentActId);
@@ -132,15 +179,23 @@ export function buildInitialSceneActRuntimeState(params: {
sceneId: string | null | undefined;
storyEngineMemory?: StoryEngineMemoryState | null;
}): SceneActRuntimeState | null {
const chapter = resolveSceneChapterBlueprint(params.profile, params.sceneId);
const runtimeState = params.storyEngineMemory?.currentSceneActState;
const runtimeChapter =
params.profile && params.sceneId && runtimeState?.chapterId
? params.profile.sceneChapterBlueprints?.find(
(entry) =>
entry.id === runtimeState.chapterId &&
doesSceneMatchChapter(params.profile!, params.sceneId!, entry),
) ?? null
: null;
const chapter =
runtimeChapter ?? resolveSceneChapterBlueprint(params.profile, params.sceneId);
if (!chapter || chapter.acts.length === 0) {
return null;
}
const runtimeState = params.storyEngineMemory?.currentSceneActState;
if (
runtimeState &&
runtimeState.sceneId === chapter.sceneId &&
runtimeState.chapterId === chapter.id &&
chapter.acts.some((entry) => entry.id === runtimeState.currentActId)
) {
@@ -167,11 +222,22 @@ export function resolveActiveSceneActEncounterNpcIds(params: {
sceneId: string | null | undefined;
storyEngineMemory?: StoryEngineMemoryState | null;
}) {
return (
resolveActiveSceneActBlueprint(params)?.encounterNpcIds
.map((entry) => entry.trim())
.filter(Boolean) ?? []
);
const activeAct = resolveActiveSceneActBlueprint(params);
if (!activeAct) {
return [];
}
return [
...new Set(
[
activeAct.primaryNpcId,
activeAct.oppositeNpcId,
...activeAct.encounterNpcIds,
]
.map((entry) => entry.trim())
.filter(Boolean),
),
];
}
export function resolveActiveSceneActPrimaryNpcId(params: {
@@ -182,6 +248,28 @@ export function resolveActiveSceneActPrimaryNpcId(params: {
return resolveActiveSceneActBlueprint(params)?.primaryNpcId?.trim() || null;
}
export function resolveActiveSceneActOppositeNpcId(params: {
profile: CustomWorldProfile | null | undefined;
sceneId: string | null | undefined;
storyEngineMemory?: StoryEngineMemoryState | null;
}) {
return resolveActiveSceneActBlueprint(params)?.oppositeNpcId?.trim() || null;
}
export function resolveActiveSceneActEncounterFocusNpcId(params: {
profile: CustomWorldProfile | null | undefined;
sceneId: string | null | undefined;
storyEngineMemory?: StoryEngineMemoryState | null;
}) {
const activeAct = resolveActiveSceneActBlueprint(params);
return (
activeAct?.oppositeNpcId?.trim() ||
activeAct?.primaryNpcId?.trim() ||
activeAct?.encounterNpcIds[0]?.trim() ||
null
);
}
export function resolveActiveSceneActBackgroundImage(params: {
profile: CustomWorldProfile | null | undefined;
sceneId: string | null | undefined;
@@ -201,6 +289,22 @@ export function canUseLimitedPrimaryNpcChat(params: {
return false;
}
const activeAct = resolveActiveSceneActBlueprint({
profile: params.profile,
sceneId: params.sceneId,
storyEngineMemory: params.storyEngineMemory,
});
const limitedChatNpcIds = toSet([
activeAct?.primaryNpcId ?? '',
activeAct?.oppositeNpcId ?? '',
]);
// 中文注释:第一幕对面角色即使是负好感,也必须先进入剧情对话;普通敌人仍按战斗处理。
if (limitedChatNpcIds.has(params.npcId)) {
return true;
}
return (
resolveActiveSceneActPrimaryNpcId({
profile: params.profile,

View File

@@ -1,10 +1,12 @@
import { describe, expect, test } from 'vitest';
import type { PuzzlePieceState } from '../../../packages/shared/src/contracts/puzzleRuntimeSession';
import type { PuzzleWorkSummary } from '../../../packages/shared/src/contracts/puzzleWorkSummary';
import {
advanceLocalPuzzleLevel,
dragLocalPuzzlePiece,
startLocalPuzzleRun,
swapLocalPuzzlePieces,
} from './puzzleLocalRuntime';
const baseWork: PuzzleWorkSummary = {
@@ -25,6 +27,25 @@ const baseWork: PuzzleWorkSummary = {
publishReady: true,
};
function hasAnyCorrectNeighborPair(pieces: PuzzlePieceState[]) {
return pieces.some((piece) =>
pieces.some((candidate) => {
if (piece.pieceId === candidate.pieceId) {
return false;
}
const currentRowDelta = candidate.currentRow - piece.currentRow;
const currentColDelta = candidate.currentCol - piece.currentCol;
const correctRowDelta = candidate.correctRow - piece.correctRow;
const correctColDelta = candidate.correctCol - piece.correctCol;
return (
Math.abs(currentRowDelta) + Math.abs(currentColDelta) === 1 &&
currentRowDelta === correctRowDelta &&
currentColDelta === correctColDelta
);
}),
);
}
function solveCurrentLevel(run: ReturnType<typeof startLocalPuzzleRun>) {
let nextRun = run;
for (let index = 0; index < 12; index += 1) {
@@ -52,11 +73,222 @@ function solveCurrentLevel(run: ReturnType<typeof startLocalPuzzleRun>) {
}
describe('puzzleLocalRuntime', () => {
test('每次启动都会生成不同的初始打乱样式', async () => {
const firstRun = startLocalPuzzleRun(baseWork);
await new Promise((resolve) => setTimeout(resolve, 2));
const secondRun = startLocalPuzzleRun(baseWork);
const firstPositions = firstRun.currentLevel?.board.pieces.map((piece) => [
piece.currentRow,
piece.currentCol,
]);
const secondPositions = secondRun.currentLevel?.board.pieces.map((piece) => [
piece.currentRow,
piece.currentCol,
]);
expect(firstPositions).not.toEqual(secondPositions);
});
test('初始棋盘没有任何自动合并块', () => {
for (let index = 0; index < 12; index += 1) {
const run = startLocalPuzzleRun(baseWork);
const board = run.currentLevel?.board;
expect(board?.mergedGroups).toEqual([]);
expect(hasAnyCorrectNeighborPair(board?.pieces ?? [])).toBe(false);
}
});
test('交换后正确相邻的块会自动合并', () => {
const run = startLocalPuzzleRun(baseWork);
const board = run.currentLevel?.board;
expect(board).toBeTruthy();
if (!run.currentLevel || !board) {
return;
}
const nextRun = {
...run,
currentLevel: {
...run.currentLevel,
board: {
...board,
pieces: board.pieces.map((piece) => {
const layout: Record<string, [number, number]> = {
'piece-0': [1, 1],
'piece-1': [0, 1],
'piece-2': [2, 2],
'piece-3': [0, 2],
'piece-4': [1, 0],
'piece-5': [2, 0],
'piece-6': [0, 0],
'piece-7': [1, 2],
'piece-8': [2, 1],
};
const current = layout[piece.pieceId] ?? [piece.currentRow, piece.currentCol];
return {
...piece,
currentRow: current[0],
currentCol: current[1],
mergedGroupId: null,
};
}),
mergedGroups: [],
allTilesResolved: false,
},
},
};
const swapped = swapLocalPuzzlePieces(nextRun, {
firstPieceId: 'piece-0',
secondPieceId: 'piece-6',
});
expect(
swapped.currentLevel?.board.mergedGroups.some(
(group) =>
group.pieceIds.includes('piece-0') &&
group.pieceIds.includes('piece-1'),
),
).toBe(true);
});
test('全部拼块汇成一个大合并块后判定通关', () => {
const run = startLocalPuzzleRun(baseWork);
const board = run.currentLevel?.board;
expect(board).toBeTruthy();
if (!run.currentLevel || !board) {
return;
}
const solvedByOneGroup = {
...run,
currentLevel: {
...run.currentLevel,
board: {
...board,
pieces: board.pieces.map((piece, index) => ({
...piece,
currentRow: Math.floor(index / board.cols),
currentCol: (index + 1) % board.cols,
mergedGroupId: 'group-full',
})),
mergedGroups: [
{
groupId: 'group-full',
pieceIds: board.pieces.map((piece) => piece.pieceId),
occupiedCells: board.pieces.map((_, index) => ({
row: Math.floor(index / board.cols),
col: (index + 1) % board.cols,
})),
},
],
allTilesResolved: true,
},
},
};
expect(solvedByOneGroup.currentLevel.board.allTilesResolved).toBe(true);
});
test('大合并块覆盖多个小块时会与被覆盖块逐一交换,不会出现小块消失', () => {
const run = startLocalPuzzleRun(baseWork);
const board = run.currentLevel?.board;
expect(board).toBeTruthy();
if (!run.currentLevel || !board) {
return;
}
const preparedRun = {
...run,
currentLevel: {
...run.currentLevel,
board: {
...board,
pieces: board.pieces.map((piece) => {
const layout: Record<string, [number, number, string | null]> = {
'piece-0': [0, 0, 'group-1'],
'piece-1': [0, 1, 'group-1'],
'piece-2': [0, 2, null],
'piece-3': [1, 0, 'group-1'],
'piece-4': [1, 1, 'group-1'],
'piece-5': [1, 2, null],
'piece-6': [2, 0, null],
'piece-7': [2, 1, null],
'piece-8': [2, 2, null],
};
const current = layout[piece.pieceId] ?? [
piece.currentRow,
piece.currentCol,
piece.mergedGroupId,
];
return {
...piece,
currentRow: current[0],
currentCol: current[1],
mergedGroupId: current[2],
};
}),
mergedGroups: [
{
groupId: 'group-1',
pieceIds: ['piece-0', 'piece-1', 'piece-3', 'piece-4'],
occupiedCells: [
{ row: 0, col: 0 },
{ row: 0, col: 1 },
{ row: 1, col: 0 },
{ row: 1, col: 1 },
],
},
],
allTilesResolved: false,
},
},
};
const dragged = dragLocalPuzzlePiece(preparedRun, {
pieceId: 'piece-0',
targetRow: 1,
targetCol: 1,
});
const nextBoard = dragged.currentLevel?.board;
expect(nextBoard).toBeTruthy();
if (!nextBoard) {
return;
}
const occupiedCells = nextBoard.pieces.map((piece) => `${piece.currentRow}:${piece.currentCol}`);
expect(new Set(occupiedCells).size).toBe(nextBoard.pieces.length);
expect(
nextBoard.pieces.find((piece) => piece.pieceId === 'piece-5'),
).toMatchObject({ currentRow: 0, currentCol: 0 });
expect(
nextBoard.pieces.find((piece) => piece.pieceId === 'piece-7'),
).toMatchObject({ currentRow: 0, currentCol: 1 });
expect(
nextBoard.pieces.find((piece) => piece.pieceId === 'piece-8'),
).toMatchObject({ currentRow: 1, currentCol: 0 });
expect(
nextBoard.pieces.find((piece) => piece.pieceId === 'piece-0'),
).toMatchObject({ currentRow: 1, currentCol: 1 });
expect(
nextBoard.pieces.find((piece) => piece.pieceId === 'piece-4'),
).toMatchObject({ currentRow: 2, currentCol: 2 });
});
test('通关后提供下一关入口并能推进到新棋盘', () => {
const clearedRun = solveCurrentLevel(startLocalPuzzleRun(baseWork));
expect(clearedRun.currentLevel?.status).toBe('cleared');
expect(clearedRun.recommendedNextProfileId).toBe('profile-1::local-level-2');
expect(clearedRun.currentLevel?.elapsedMs).toBeGreaterThan(0);
expect(clearedRun.currentLevel?.leaderboardEntries.length).toBeGreaterThan(0);
expect(
clearedRun.currentLevel?.leaderboardEntries.some(
(entry) => entry.isCurrentPlayer && entry.nickname === '测试作者',
),
).toBe(true);
const nextRun = advanceLocalPuzzleLevel(clearedRun);
@@ -64,6 +296,8 @@ describe('puzzleLocalRuntime', () => {
expect(nextRun.currentLevel?.status).toBe('playing');
expect(nextRun.currentLevel?.levelName).toBe('测试拼图 · 第 2 关');
expect(nextRun.currentLevel?.board.allTilesResolved).toBe(false);
expect(nextRun.currentLevel?.elapsedMs).toBeNull();
expect(nextRun.currentLevel?.leaderboardEntries).toEqual([]);
expect(nextRun.recommendedNextProfileId).toBeNull();
});
});

View File

@@ -1,7 +1,10 @@
import type {
DragPuzzlePieceRequest,
PuzzleBoardSnapshot,
PuzzleCellPosition,
PuzzleGridSize,
PuzzleLeaderboardEntry,
PuzzleMergedGroupState,
PuzzlePieceState,
PuzzleRunSnapshot,
SwapPuzzlePiecesRequest,
@@ -12,72 +15,276 @@ function resolvePuzzleGridSize(clearedLevelCount: number): PuzzleGridSize {
return clearedLevelCount >= 3 ? 4 : 3;
}
function buildInitialPositions(gridSize: PuzzleGridSize) {
const PUZZLE_INITIAL_SHUFFLE_ATTEMPTS = 64;
function buildShuffleSeed(...parts: Array<string | number>) {
let hash = 0x811c9dc5;
for (const part of parts.join('|')) {
hash ^= part.charCodeAt(0);
hash = Math.imul(hash, 16777619) >>> 0;
}
return hash || 1;
}
function shufflePositions(
positions: PuzzleCellPosition[],
seed: number,
): PuzzleCellPosition[] {
const shuffled = positions.map((position) => ({ ...position }));
let state = seed >>> 0;
for (let index = shuffled.length - 1; index > 0; index -= 1) {
state = (Math.imul(state, 1664525) + 1013904223) >>> 0;
const swapIndex = state % (index + 1);
const currentPosition = shuffled[index];
const swapPosition = shuffled[swapIndex];
if (!currentPosition || !swapPosition) {
continue;
}
shuffled[index] = swapPosition;
shuffled[swapIndex] = currentPosition;
}
return shuffled;
}
function ensureBoardIsNotSolved(
positions: PuzzleCellPosition[],
gridSize: PuzzleGridSize,
) {
const solved = positions.every(
(position, index) =>
position.row === Math.floor(index / gridSize) &&
position.col === index % gridSize,
);
if (solved && positions.length > 1) {
const first = positions.shift();
if (first) {
positions.push(first);
}
}
}
function buildInitialPositions(gridSize: PuzzleGridSize, seed: number) {
const positions = Array.from({ length: gridSize * gridSize }, (_, index) => ({
row: Math.floor(index / gridSize),
col: index % gridSize,
}));
return positions.slice(1).concat(positions.slice(0, 1));
for (let attempt = 0; attempt < PUZZLE_INITIAL_SHUFFLE_ATTEMPTS; attempt += 1) {
const shuffled = shufflePositions(
positions,
(seed + Math.imul(attempt, 2654435761)) >>> 0,
);
ensureBoardIsNotSolved(shuffled, gridSize);
const pieces = buildPiecesFromPositions(gridSize, shuffled);
if (!hasAnyCorrectNeighborPair(pieces)) {
return shuffled;
}
}
return positions.slice().reverse();
}
function boardCellKey(row: number, col: number) {
return `${row}:${col}`;
}
function clampElapsedMs(value: number) {
return Math.max(1_000, Math.round(value));
}
function rankLeaderboardEntries(
entries: Omit<PuzzleLeaderboardEntry, 'rank'>[],
): PuzzleLeaderboardEntry[] {
return entries
.map((entry) => ({ ...entry }))
.sort((left, right) => left.elapsedMs - right.elapsedMs)
.map((entry, index) => ({
...entry,
rank: index + 1,
}));
}
// V1 本地榜单只用于单次游玩闭环展示;正式榜单后续迁移到 SpacetimeDB 表或 view。
function buildLocalLeaderboardEntries(
elapsedMs: number,
playerNickname: string,
levelIndex: number,
gridSize: PuzzleGridSize,
): PuzzleLeaderboardEntry[] {
const normalizedElapsedMs = clampElapsedMs(elapsedMs);
const baseOffsetMs = gridSize === 3 ? 4_000 : 8_000;
return rankLeaderboardEntries([
{
nickname: playerNickname.trim() || '玩家',
elapsedMs: normalizedElapsedMs,
isCurrentPlayer: true,
},
{
nickname: '星桥旅人',
elapsedMs: normalizedElapsedMs + baseOffsetMs + levelIndex * 700,
},
{
nickname: '月港拼图手',
elapsedMs: Math.max(1_000, normalizedElapsedMs - baseOffsetMs / 2),
},
{
nickname: '雾灯收藏家',
elapsedMs: normalizedElapsedMs + baseOffsetMs * 2 + levelIndex * 900,
},
]);
}
function neighborCells(row: number, col: number): PuzzleCellPosition[] {
return [
row > 0 ? { row: row - 1, col } : null,
{ row: row + 1, col },
col > 0 ? { row, col: col - 1 } : null,
{ row, col: col + 1 },
].filter((cell): cell is PuzzleCellPosition => Boolean(cell));
}
function areCorrectNeighbors(left: PuzzlePieceState, right: PuzzlePieceState) {
const currentRowDelta = right.currentRow - left.currentRow;
const currentColDelta = right.currentCol - left.currentCol;
const correctRowDelta = right.correctRow - left.correctRow;
const correctColDelta = right.correctCol - left.correctCol;
return (
Math.abs(currentRowDelta) + Math.abs(currentColDelta) === 1 &&
currentRowDelta === correctRowDelta &&
currentColDelta === correctColDelta
);
}
function buildPiecesFromPositions(
gridSize: PuzzleGridSize,
positions: PuzzleCellPosition[],
): PuzzlePieceState[] {
return positions.map((current, index) => ({
pieceId: `piece-${index}`,
correctRow: Math.floor(index / gridSize),
correctCol: index % gridSize,
currentRow: current.row,
currentCol: current.col,
mergedGroupId: null,
}));
}
function hasAnyCorrectNeighborPair(pieces: PuzzlePieceState[]) {
const piecesByCell = new Map(
pieces.map((piece) => [boardCellKey(piece.currentRow, piece.currentCol), piece]),
);
return pieces.some((piece) =>
neighborCells(piece.currentRow, piece.currentCol).some((neighbor) => {
const neighborPiece = piecesByCell.get(boardCellKey(neighbor.row, neighbor.col));
return Boolean(neighborPiece && areCorrectNeighbors(piece, neighborPiece));
}),
);
}
function resolveMergedGroups(
pieces: PuzzlePieceState[],
): PuzzleMergedGroupState[] {
const piecesByCell = new Map(
pieces.map((piece) => [boardCellKey(piece.currentRow, piece.currentCol), piece]),
);
const piecesById = new Map(pieces.map((piece) => [piece.pieceId, piece]));
const visited = new Set<string>();
const groups: PuzzleMergedGroupState[] = [];
for (const piece of pieces) {
if (visited.has(piece.pieceId)) {
continue;
}
const queue = [piece.pieceId];
const pieceIds: string[] = [];
while (queue.length) {
const currentPieceId = queue.shift();
if (!currentPieceId || visited.has(currentPieceId)) {
continue;
}
visited.add(currentPieceId);
const currentPiece = piecesById.get(currentPieceId);
if (!currentPiece) {
continue;
}
pieceIds.push(currentPieceId);
for (const neighbor of neighborCells(
currentPiece.currentRow,
currentPiece.currentCol,
)) {
const neighborPiece = piecesByCell.get(boardCellKey(neighbor.row, neighbor.col));
if (neighborPiece && areCorrectNeighbors(currentPiece, neighborPiece)) {
queue.push(neighborPiece.pieceId);
}
}
}
if (pieceIds.length <= 1) {
continue;
}
groups.push({
groupId: `group-${groups.length + 1}`,
pieceIds,
occupiedCells: pieceIds
.map((pieceId) => piecesById.get(pieceId))
.filter((value): value is PuzzlePieceState => Boolean(value))
.map((value) => ({ row: value.currentRow, col: value.currentCol })),
});
}
return groups;
}
function rebuildBoardSnapshot(
gridSize: PuzzleGridSize,
pieces: PuzzlePieceState[],
): PuzzleBoardSnapshot {
const resolvedPieceIds = new Set(
pieces
.filter(
(piece) =>
piece.currentRow === piece.correctRow &&
piece.currentCol === piece.correctCol,
)
.map((piece) => piece.pieceId),
const mergedGroups = resolveMergedGroups(pieces).map((group, index) => ({
...group,
groupId: `group-${index + 1}`,
}));
const groupByPiece = new Map(
mergedGroups.flatMap((group) =>
group.pieceIds.map((pieceId) => [pieceId, group.groupId] as const),
),
);
const allTilesResolved = resolvedPieceIds.size === pieces.length;
const nextPieces = pieces.map((piece) => ({
...piece,
mergedGroupId: groupByPiece.get(piece.pieceId) ?? null,
}));
const allPiecesInCorrectCells = nextPieces.every(
(piece) =>
piece.currentRow === piece.correctRow &&
piece.currentCol === piece.correctCol,
);
const allPiecesMergedIntoOneGroup = mergedGroups.some(
(group) => group.pieceIds.length === nextPieces.length && nextPieces.length > 1,
);
const allTilesResolved =
allPiecesInCorrectCells || allPiecesMergedIntoOneGroup;
return {
rows: gridSize,
cols: gridSize,
pieces: pieces.map((piece) => ({
...piece,
mergedGroupId: resolvedPieceIds.has(piece.pieceId)
? 'resolved-main'
: null,
})),
mergedGroups: resolvedPieceIds.size
? [
{
groupId: 'resolved-main',
pieceIds: Array.from(resolvedPieceIds),
occupiedCells: pieces
.filter((piece) => resolvedPieceIds.has(piece.pieceId))
.map((piece) => ({
row: piece.currentRow,
col: piece.currentCol,
})),
},
]
: [],
pieces: nextPieces,
mergedGroups,
selectedPieceId: null,
allTilesResolved,
};
}
function buildInitialBoard(gridSize: PuzzleGridSize): PuzzleBoardSnapshot {
const shuffledPositions = buildInitialPositions(gridSize);
const pieces = Array.from({ length: gridSize * gridSize }, (_, index) => {
const correctRow = Math.floor(index / gridSize);
const correctCol = index % gridSize;
const current = shuffledPositions[index] ?? { row: correctRow, col: correctCol };
return {
pieceId: `piece-${index}`,
correctRow,
correctCol,
currentRow: current.row,
currentCol: current.col,
mergedGroupId: null,
};
});
function buildInitialBoard(
gridSize: PuzzleGridSize,
runId: string,
profileId: string,
levelIndex: number,
): PuzzleBoardSnapshot {
const shuffledPositions = buildInitialPositions(
gridSize,
buildShuffleSeed(runId, profileId, levelIndex, Date.now()),
);
const pieces = buildPiecesFromPositions(gridSize, shuffledPositions);
return rebuildBoardSnapshot(gridSize, pieces);
}
@@ -93,6 +300,21 @@ function applyNextBoard(
status === 'cleared' && run.currentLevel.status !== 'cleared'
? run.clearedLevelCount + 1
: run.clearedLevelCount;
const justCleared = status === 'cleared' && run.currentLevel.status !== 'cleared';
const nowMs = Date.now();
const clearedAtMs = justCleared ? nowMs : (run.currentLevel.clearedAtMs ?? null);
const elapsedMs = justCleared
? clampElapsedMs(nowMs - run.currentLevel.startedAtMs)
: (run.currentLevel.elapsedMs ?? null);
const leaderboardEntries =
justCleared && elapsedMs
? buildLocalLeaderboardEntries(
elapsedMs,
run.currentLevel.authorDisplayName,
run.currentLevel.levelIndex,
run.currentLevel.gridSize,
)
: run.currentLevel.leaderboardEntries;
return {
...run,
clearedLevelCount: nextClearedLevelCount,
@@ -100,7 +322,11 @@ function applyNextBoard(
...run.currentLevel,
board: nextBoard,
status,
clearedAtMs,
elapsedMs,
leaderboardEntries,
},
leaderboardEntries,
recommendedNextProfileId:
status === 'cleared'
? buildLocalNextProfileId(run.entryProfileId, nextClearedLevelCount + 1)
@@ -129,6 +355,7 @@ function buildFallbackLocalLevel(run: PuzzleRunSnapshot): PuzzleRunSnapshot {
const nextProfileId =
run.recommendedNextProfileId ??
buildLocalNextProfileId(run.entryProfileId, nextLevelIndex);
const startedAtMs = Date.now();
return {
...run,
@@ -145,17 +372,24 @@ function buildFallbackLocalLevel(run: PuzzleRunSnapshot): PuzzleRunSnapshot {
gridSize,
profileId: nextProfileId,
levelName: buildLocalLevelName(currentLevel.levelName, nextLevelIndex),
board: buildInitialBoard(gridSize),
board: buildInitialBoard(gridSize, run.runId, nextProfileId, nextLevelIndex),
status: 'playing',
startedAtMs,
clearedAtMs: null,
elapsedMs: null,
leaderboardEntries: [],
},
recommendedNextProfileId: null,
leaderboardEntries: [],
};
}
export function startLocalPuzzleRun(item: PuzzleWorkSummary): PuzzleRunSnapshot {
const gridSize = resolvePuzzleGridSize(0);
const runId = `local-puzzle-run-${item.profileId}-${Date.now()}`;
const startedAtMs = Date.now();
return {
runId: `local-puzzle-run-${item.profileId}-${Date.now()}`,
runId,
entryProfileId: item.profileId,
clearedLevelCount: 0,
currentLevelIndex: 1,
@@ -163,7 +397,7 @@ export function startLocalPuzzleRun(item: PuzzleWorkSummary): PuzzleRunSnapshot
playedProfileIds: [item.profileId],
previousLevelTags: item.themeTags,
currentLevel: {
runId: `local-puzzle-run-${item.profileId}`,
runId,
levelIndex: 1,
gridSize,
profileId: item.profileId,
@@ -171,10 +405,15 @@ export function startLocalPuzzleRun(item: PuzzleWorkSummary): PuzzleRunSnapshot
authorDisplayName: item.authorDisplayName,
themeTags: item.themeTags,
coverImageSrc: item.coverImageSrc,
board: buildInitialBoard(gridSize),
board: buildInitialBoard(gridSize, runId, item.profileId, 1),
status: 'playing',
startedAtMs,
clearedAtMs: null,
elapsedMs: null,
leaderboardEntries: [],
},
recommendedNextProfileId: null,
leaderboardEntries: [],
};
}
@@ -201,6 +440,120 @@ export function swapLocalPuzzlePieces(
return applyNextBoard(run, rebuildBoardSnapshot(currentLevel.gridSize, pieces));
}
function dragSinglePiece(
pieces: PuzzlePieceState[],
moving: PuzzlePieceState,
targetRow: number,
targetCol: number,
) {
const occupying = pieces.find(
(piece) =>
piece.pieceId !== moving.pieceId &&
piece.currentRow === targetRow &&
piece.currentCol === targetCol,
);
if (occupying?.mergedGroupId) {
for (const piece of pieces) {
if (piece.mergedGroupId === occupying.mergedGroupId) {
piece.mergedGroupId = null;
}
}
}
const source = { row: moving.currentRow, col: moving.currentCol };
moving.currentRow = targetRow;
moving.currentCol = targetCol;
if (occupying) {
occupying.currentRow = source.row;
occupying.currentCol = source.col;
}
}
function dragGroup(
pieces: PuzzlePieceState[],
moving: PuzzlePieceState,
targetRow: number,
targetCol: number,
gridSize: PuzzleGridSize,
) {
if (!moving.mergedGroupId) {
return false;
}
const groupPieces = pieces.filter(
(piece) => piece.mergedGroupId === moving.mergedGroupId,
);
const rowOffset = targetRow - moving.currentRow;
const colOffset = targetCol - moving.currentCol;
const targetPositions = groupPieces.map((piece) => ({
piece,
row: piece.currentRow + rowOffset,
col: piece.currentCol + colOffset,
}));
if (
targetPositions.some(
(position) =>
position.row < 0 ||
position.col < 0 ||
position.row >= gridSize ||
position.col >= gridSize,
)
) {
return false;
}
const movingIds = new Set(groupPieces.map((piece) => piece.pieceId));
const targetCellKeys = new Set(
targetPositions.map((position) => boardCellKey(position.row, position.col)),
);
// 大块整体平移后,所有被覆盖的小块必须一对一交换到真正腾出来的格子里,
// 不能重复写回同一个源格,否则会出现多个小块重叠并在渲染上“消失”。
const vacatedPositions = groupPieces
.map((piece) => ({
row: piece.currentRow,
col: piece.currentCol,
}))
.filter(
(position) => !targetCellKeys.has(boardCellKey(position.row, position.col)),
)
.sort((left, right) => left.row - right.row || left.col - right.col);
const occupyingPieces = targetPositions
.map(
(target) =>
pieces.find(
(piece) =>
!movingIds.has(piece.pieceId) &&
piece.currentRow === target.row &&
piece.currentCol === target.col,
) ?? null,
)
.filter((piece): piece is PuzzlePieceState => Boolean(piece))
.sort(
(left, right) =>
left.currentRow - right.currentRow || left.currentCol - right.currentCol,
);
if (occupyingPieces.length !== vacatedPositions.length) {
return false;
}
for (let index = 0; index < occupyingPieces.length; index += 1) {
const occupying = occupyingPieces[index];
const fallback = vacatedPositions[index];
if (!occupying || !fallback) {
return false;
}
occupying.mergedGroupId = null;
occupying.currentRow = fallback.row;
occupying.currentCol = fallback.col;
}
for (const target of targetPositions) {
target.piece.currentRow = target.row;
target.piece.currentCol = target.col;
}
return true;
}
export function dragLocalPuzzlePiece(
run: PuzzleRunSnapshot,
payload: DragPuzzlePieceRequest,
@@ -222,18 +575,20 @@ export function dragLocalPuzzlePiece(
if (!moving) {
return run;
}
const occupying = pieces.find(
(piece) =>
piece.pieceId !== payload.pieceId &&
piece.currentRow === payload.targetRow &&
piece.currentCol === payload.targetCol,
);
const source = { row: moving.currentRow, col: moving.currentCol };
moving.currentRow = payload.targetRow;
moving.currentCol = payload.targetCol;
if (occupying) {
occupying.currentRow = source.row;
occupying.currentCol = source.col;
if (moving.mergedGroupId) {
const moved = dragGroup(
pieces,
moving,
payload.targetRow,
payload.targetCol,
currentLevel.gridSize,
);
if (!moved) {
return run;
}
} else {
dragSinglePiece(pieces, moving, payload.targetRow, payload.targetCol);
}
return applyNextBoard(run, rebuildBoardSnapshot(currentLevel.gridSize, pieces));

View File

@@ -0,0 +1,37 @@
import { ASSET_API_PATHS } from '../../editor/shared/editorApiClient';
import { requestJson } from '../apiClient';
export type PuzzleHistoryAsset = {
assetObjectId: string;
assetKind: 'puzzle_cover_image';
imageSrc: string;
ownerUserId?: string | null;
ownerLabel: string;
profileId?: string | null;
entityId?: string | null;
createdAt: string;
updatedAt: string;
};
/**
* 读取历史拼图图片素材。结果页只把它们作为参考图来源,
* 不直接替换当前正式图,正式图仍由后端单图生成链路写回。
*/
export async function listPuzzleHistoryAssets(payload: { limit?: number }) {
const params = new URLSearchParams({ kind: 'puzzle_cover_image' });
if (payload.limit) {
params.set('limit', String(payload.limit));
}
const response = await requestJson<{ assets: PuzzleHistoryAsset[] }>(
`${ASSET_API_PATHS.assetHistory}?${params.toString()}`,
{ method: 'GET' },
'读取历史拼图素材失败',
);
return response.assets;
}
export const puzzleAssetClient = {
listHistoryAssets: listPuzzleHistoryAssets,
};

View File

@@ -35,6 +35,7 @@ export interface GameRuntimeStats {
}
export type PlayerProgressionGrantSource = 'quest' | 'hostile_npc';
export type GameRuntimeMode = 'play' | 'preview' | 'test';
export interface PlayerProgressionState {
level: number;
@@ -51,6 +52,8 @@ export interface GameState {
playerCharacter: Character | null;
runtimeSessionId?: string | null;
runtimeActionVersion?: number;
runtimeMode?: GameRuntimeMode;
runtimePersistenceDisabled?: boolean;
runtimeStats: GameRuntimeStats;
playerProgression?: PlayerProgressionState | null;
currentScene: string;