Split custom world generation into staged lightweight batches
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This commit is contained in:
2026-04-05 22:20:30 +08:00
parent 89cecda7da
commit fcd8d727b0
57 changed files with 7646 additions and 1425 deletions

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@@ -1,6 +1,12 @@
import {isRecord, readStoredJson, writeStoredJson} from '../persistence/storage';
import {generateWorldAttributeSchema} from '../services/attributeSchemaGenerator';
import {
normalizeCustomWorldLandmarks,
type CustomWorldLandmarkDraft,
} from './customWorldSceneGraph';
import {
CharacterBackstoryChapter,
CharacterBackstoryRevealConfig,
CustomWorldItem,
CustomWorldLandmark,
CustomWorldNpc,
@@ -10,12 +16,18 @@ import {
CustomWorldNpcVisualRace,
CustomWorldPlayableNpc,
CustomWorldProfile,
CustomWorldRoleInitialItem,
CustomWorldRoleSkill,
EquipmentSlotId,
ItemRarity,
ItemStatProfile,
ItemUseProfile,
WorldType,
} from '../types';
import {
AFFINITY_BACKSTORY_CHAPTER_THRESHOLDS,
DEFAULT_PRIVATE_CHAT_UNLOCK_AFFINITY,
} from './affinityLevels';
import {coerceWorldAttributeSchema} from './attributeValidation';
const CUSTOM_WORLD_LIBRARY_STORAGE_KEY = 'tavernrealms.custom-world-library.v1';
@@ -29,6 +41,32 @@ const ITEM_RARITIES = new Set<ItemRarity>(['common', 'uncommon', 'rare', 'epic',
const EQUIPMENT_SLOTS = new Set<EquipmentSlotId>(['weapon', 'armor', 'relic']);
const CUSTOM_WORLD_NPC_VISUAL_RACES = new Set<CustomWorldNpcVisualRace>(['human', 'elf', 'orc', 'goblin']);
const CUSTOM_WORLD_NPC_VISUAL_GEAR_TYPES = new Set<CustomWorldNpcVisualGearType>(['cloth', 'leather', 'metal', 'melee', 'magic', 'ranged']);
const CUSTOM_WORLD_ROLE_ITEM_CATEGORIES = new Set([
'武器',
'护甲',
'饰品',
'消耗品',
'材料',
'稀有品',
'专属物品',
'专属物',
]);
const CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES =
AFFINITY_BACKSTORY_CHAPTER_THRESHOLDS;
const CUSTOM_WORLD_BACKSTORY_CHAPTER_TITLES = ['表层来意', '旧事裂痕', '隐藏执念', '最终底牌'] as const;
type CustomWorldRoleFallbackSource = {
name: string;
title: string;
role: string;
description: string;
backstory: string;
personality: string;
motivation: string;
combatStyle: string;
relationshipHooks: string[];
tags: string[];
};
type StoredCustomWorldLibrary = {
version: number;
@@ -63,6 +101,211 @@ function normalizeInitialAffinity(value: unknown, fallback: number) {
return Math.max(MIN_CUSTOM_WORLD_AFFINITY, Math.min(MAX_CUSTOM_WORLD_AFFINITY, resolved));
}
function truncateText(value: string, maxLength: number) {
const normalized = value.trim().replace(/\s+/g, ' ');
if (!normalized) return '';
if (normalized.length <= maxLength) return normalized;
return `${normalized.slice(0, Math.max(0, maxLength - 1)).trim()}`;
}
function splitNarrativeSentences(text: string) {
const normalized = text.replace(/\s+/g, ' ').trim();
if (!normalized) return [];
const matches = normalized.match(/[^!?]+[!?]?/gu);
return (matches ?? [normalized]).map(item => item.trim()).filter(Boolean);
}
function normalizeRoleItemCategory(value: unknown, fallback = '材料') {
const category = toText(value);
if (CUSTOM_WORLD_ROLE_ITEM_CATEGORIES.has(category)) {
return category === '专属物' ? '专属物品' : category;
}
if (/||||||/u.test(category)) return '';
if (/||||/u.test(category)) return '';
if (/|||||/u.test(category)) return '';
if (/||||/u.test(category)) return '';
if (/|||||/u.test(category)) return '';
if (/|||||/u.test(category)) return '';
if (/||||/u.test(category)) return '';
return fallback;
}
function buildFallbackBackstoryReveal(source: CustomWorldRoleFallbackSource): CharacterBackstoryRevealConfig {
const normalizedBackstory = source.backstory.trim() || `${source.name}对自己的过去仍有保留。`;
const backstorySentences = splitNarrativeSentences(normalizedBackstory);
const backstoryLead = backstorySentences[0] ?? normalizedBackstory;
const backstoryDetail = backstorySentences.slice(0, 2).join('') || normalizedBackstory;
const publicSummary = source.description.trim() || truncateText(normalizedBackstory, 42);
const fallbackContents = [
source.description.trim() || backstoryLead,
backstoryDetail,
source.motivation.trim()
? `${source.name}真正挂念的,是:${source.motivation.trim()}`
: `${source.name}的决定与“${truncateText(backstoryLead, 24)}”直接相关。`,
source.personality.trim()
? `${source.name}不会轻易说出的底色,是:${source.personality.trim()}`
: `${source.name}仍把最深的筹码藏在过去里。`,
];
return {
publicSummary,
privateChatUnlockAffinity: DEFAULT_PRIVATE_CHAT_UNLOCK_AFFINITY,
chapters: CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES.map((affinityRequired, index) => ({
id: `saved-backstory-${index + 1}`,
title: CUSTOM_WORLD_BACKSTORY_CHAPTER_TITLES[index] ?? `背景片段${index + 1}`,
affinityRequired,
teaser: truncateText(fallbackContents[index] ?? normalizedBackstory, 22),
content: truncateText(fallbackContents[index] ?? normalizedBackstory, 72),
contextSnippet: truncateText(
`${source.name}的背景正在向“${fallbackContents[index] ?? normalizedBackstory}”这条线索展开。`,
48,
),
}) satisfies CharacterBackstoryChapter),
};
}
function normalizeBackstoryReveal(
value: unknown,
fallbackSource: CustomWorldRoleFallbackSource,
) {
const fallback = buildFallbackBackstoryReveal(fallbackSource);
if (!isRecord(value)) {
return fallback;
}
const rawChapters = Array.isArray(value.chapters)
? value.chapters.filter(isRecord)
: [];
return {
publicSummary: toText(value.publicSummary, fallback.publicSummary),
privateChatUnlockAffinity:
typeof value.privateChatUnlockAffinity === 'number' && Number.isFinite(value.privateChatUnlockAffinity)
? normalizeInitialAffinity(value.privateChatUnlockAffinity, DEFAULT_PRIVATE_CHAT_UNLOCK_AFFINITY)
: fallback.privateChatUnlockAffinity,
chapters: CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES.map((defaultAffinity, index) => {
const rawChapter = rawChapters[index];
const fallbackChapter = fallback.chapters[index];
return {
id: rawChapter ? toText(rawChapter.id, fallbackChapter?.id) : fallbackChapter?.id ?? `saved-backstory-${index + 1}`,
title: rawChapter ? toText(rawChapter.title, fallbackChapter?.title) : fallbackChapter?.title ?? `背景片段${index + 1}`,
affinityRequired: fallbackChapter?.affinityRequired ?? defaultAffinity,
teaser: rawChapter ? toText(rawChapter.teaser, fallbackChapter?.teaser) : fallbackChapter?.teaser ?? '',
content: rawChapter ? toText(rawChapter.content, fallbackChapter?.content) : fallbackChapter?.content ?? '',
contextSnippet: rawChapter ? toText(rawChapter.contextSnippet, fallbackChapter?.contextSnippet) : fallbackChapter?.contextSnippet ?? '',
} satisfies CharacterBackstoryChapter;
}),
} satisfies CharacterBackstoryRevealConfig;
}
function buildFallbackRoleSkills(source: CustomWorldRoleFallbackSource) {
const nameSeed = source.title || source.role || source.name || '角色';
return [
{
id: 'saved-role-skill-1',
name: `${nameSeed}起手`,
summary: truncateText(source.combatStyle || `${source.name}擅长稳住局面。`, 36),
style: '起手压制',
},
{
id: 'saved-role-skill-2',
name: `${nameSeed}变招`,
summary: truncateText(source.personality || `${source.name}习惯在周旋中找破绽。`, 36),
style: '机动周旋',
},
{
id: 'saved-role-skill-3',
name: `${nameSeed}底牌`,
summary: truncateText(source.motivation || `${source.name}会在关键时刻亮出压箱手段。`, 36),
style: '爆发终结',
},
] satisfies CustomWorldRoleSkill[];
}
function normalizeRoleSkills(
value: unknown,
fallbackSource: CustomWorldRoleFallbackSource,
) {
const normalized = Array.isArray(value)
? value
.filter(isRecord)
.map((entry, index) => ({
id: toText(entry.id, `saved-role-skill-${index + 1}`),
name: toText(entry.name),
summary: toText(entry.summary, toText(entry.description)),
style: toText(entry.style, toText(entry.category, '常用')),
} satisfies CustomWorldRoleSkill))
.filter(entry => entry.name)
.slice(0, 3)
: [];
return normalized.length > 0 ? normalized : buildFallbackRoleSkills(fallbackSource);
}
function buildFallbackRoleInitialItems(source: CustomWorldRoleFallbackSource) {
const itemSeed = source.title || source.role || source.name || '角色';
return [
{
id: 'saved-role-item-1',
name: `${itemSeed}常备武具`,
category: '武器',
quantity: 1,
rarity: 'rare',
description: truncateText(source.combatStyle || `${source.name}随身携带的主要作战物件。`, 36),
tags: source.tags.slice(0, 2),
},
{
id: 'saved-role-item-2',
name: `${itemSeed}补给包`,
category: '消耗品',
quantity: 2,
rarity: 'uncommon',
description: truncateText(source.personality || `${source.name}为长期行动准备的基础补给。`, 36),
tags: source.relationshipHooks.slice(0, 2),
},
{
id: 'saved-role-item-3',
name: `${itemSeed}私人物件`,
category: '专属物品',
quantity: 1,
rarity: 'rare',
description: truncateText(source.backstory || source.motivation || `${source.name}不愿随意交出的信物。`, 36),
tags: [...source.tags, ...source.relationshipHooks].slice(0, 3),
},
] satisfies CustomWorldRoleInitialItem[];
}
function normalizeRoleInitialItems(
value: unknown,
fallbackSource: CustomWorldRoleFallbackSource,
) {
const normalized = Array.isArray(value)
? value
.filter(isRecord)
.map((entry, index) => ({
id: toText(entry.id, `saved-role-item-${index + 1}`),
name: toText(entry.name),
category: normalizeRoleItemCategory(entry.category),
quantity:
typeof entry.quantity === 'number' && Number.isFinite(entry.quantity)
? Math.max(1, Math.min(99, Math.round(entry.quantity)))
: 1,
rarity: typeof entry.rarity === 'string' && ITEM_RARITIES.has(entry.rarity as ItemRarity)
? entry.rarity as ItemRarity
: 'rare',
description: toText(entry.description),
tags: toStringArray(entry.tags),
} satisfies CustomWorldRoleInitialItem))
.filter(entry => entry.name)
.slice(0, 3)
: [];
return normalized.length > 0
? normalized
: buildFallbackRoleInitialItems(fallbackSource);
}
function normalizeEquipmentSlot(value: unknown) {
return typeof value === 'string' && EQUIPMENT_SLOTS.has(value as EquipmentSlotId)
? value as EquipmentSlotId
@@ -144,9 +387,7 @@ function normalizePlayableNpc(value: unknown, index: number): CustomWorldPlayabl
const role = toText(value.role, title);
const relationshipHooks = toStringArray(value.relationshipHooks);
const tags = toStringArray(value.tags);
return {
id: toText(value.id, `saved-playable-${index + 1}`),
const fallbackSource = {
name,
title,
role,
@@ -155,9 +396,26 @@ function normalizePlayableNpc(value: unknown, index: number): CustomWorldPlayabl
personality: toText(value.personality),
motivation: toText(value.motivation, toText(value.description)),
combatStyle: toText(value.combatStyle),
initialAffinity: normalizeInitialAffinity(value.initialAffinity, DEFAULT_PLAYABLE_INITIAL_AFFINITY),
relationshipHooks: relationshipHooks.length > 0 ? relationshipHooks : tags.slice(0, 3),
tags: tags.length > 0 ? tags : relationshipHooks.slice(0, 5),
} satisfies CustomWorldRoleFallbackSource;
return {
id: toText(value.id, `saved-playable-${index + 1}`),
name,
title,
role,
description: fallbackSource.description,
backstory: fallbackSource.backstory,
personality: fallbackSource.personality,
motivation: fallbackSource.motivation,
combatStyle: fallbackSource.combatStyle,
initialAffinity: normalizeInitialAffinity(value.initialAffinity, DEFAULT_PLAYABLE_INITIAL_AFFINITY),
relationshipHooks: fallbackSource.relationshipHooks,
tags: fallbackSource.tags,
backstoryReveal: normalizeBackstoryReveal(value.backstoryReveal, fallbackSource),
skills: normalizeRoleSkills(value.skills, fallbackSource),
initialItems: normalizeRoleInitialItems(value.initialItems, fallbackSource),
templateCharacterId: toText(value.templateCharacterId) || undefined,
};
}
@@ -171,9 +429,7 @@ function normalizeStoryNpc(value: unknown, index: number): CustomWorldNpc | null
const role = toText(value.role, title);
const relationshipHooks = toStringArray(value.relationshipHooks);
const tags = toStringArray(value.tags);
return {
id: toText(value.id, `saved-story-${index + 1}`),
const fallbackSource = {
name,
title,
role,
@@ -182,9 +438,26 @@ function normalizeStoryNpc(value: unknown, index: number): CustomWorldNpc | null
personality: toText(value.personality),
motivation: toText(value.motivation),
combatStyle: toText(value.combatStyle),
initialAffinity: normalizeInitialAffinity(value.initialAffinity, DEFAULT_STORY_NPC_INITIAL_AFFINITY),
relationshipHooks: relationshipHooks.length > 0 ? relationshipHooks : tags.slice(0, 3),
tags: tags.length > 0 ? tags : relationshipHooks.slice(0, 5),
} satisfies CustomWorldRoleFallbackSource;
return {
id: toText(value.id, `saved-story-${index + 1}`),
name,
title,
role,
description: fallbackSource.description,
backstory: fallbackSource.backstory,
personality: fallbackSource.personality,
motivation: fallbackSource.motivation,
combatStyle: fallbackSource.combatStyle,
initialAffinity: normalizeInitialAffinity(value.initialAffinity, DEFAULT_STORY_NPC_INITIAL_AFFINITY),
relationshipHooks: fallbackSource.relationshipHooks,
tags: fallbackSource.tags,
backstoryReveal: normalizeBackstoryReveal(value.backstoryReveal, fallbackSource),
skills: normalizeRoleSkills(value.skills, fallbackSource),
initialItems: normalizeRoleInitialItems(value.initialItems, fallbackSource),
imageSrc: toText(value.imageSrc) || undefined,
visual: normalizeCustomWorldNpcVisual(value.visual),
};
@@ -229,6 +502,49 @@ function normalizeLandmark(value: unknown, index: number): CustomWorldLandmark |
description: toText(value.description),
dangerLevel: toText(value.dangerLevel),
imageSrc: toText(value.imageSrc) || undefined,
sceneNpcIds: [],
connections: [],
};
}
function normalizeLandmarkDraft(
value: unknown,
index: number,
): CustomWorldLandmarkDraft | null {
if (!isRecord(value)) return null;
const normalizedLandmark = normalizeLandmark(value, index);
if (!normalizedLandmark) {
return null;
}
const rawConnections = Array.isArray(value.connections)
? value.connections.filter(isRecord)
: [];
return {
...normalizedLandmark,
sceneNpcIds: toStringArray(value.sceneNpcIds),
sceneNpcNames: [
...toStringArray(value.sceneNpcNames),
...toStringArray(value.npcNames),
...(Array.isArray(value.npcs)
? value.npcs
.filter(isRecord)
.map((item) => toText(item.name))
.filter(Boolean)
: []),
],
connections: rawConnections.map((connection) => ({
targetLandmarkId: toText(connection.targetLandmarkId),
targetLandmarkName:
toText(connection.targetLandmarkName) ||
toText(connection.target) ||
toText(connection.sceneName),
relativePosition:
toText(connection.relativePosition) || toText(connection.position),
summary: toText(connection.summary) || toText(connection.description),
})),
};
}
@@ -256,6 +572,16 @@ function normalizeProfile(value: unknown): CustomWorldProfile | null {
majorFactions: [],
coreConflicts: [summary || playerGoal || settingText || name],
});
const storyNpcs = Array.isArray(value.storyNpcs)
? value.storyNpcs
.map((entry, index) => normalizeStoryNpc(entry, index))
.filter((entry): entry is CustomWorldNpc => Boolean(entry))
: [];
const landmarkDrafts = Array.isArray(value.landmarks)
? value.landmarks
.map((entry, index) => normalizeLandmarkDraft(entry, index))
.filter((entry): entry is CustomWorldLandmarkDraft => Boolean(entry))
: [];
return {
id: toText(value.id, `saved-custom-world-${Date.now().toString(36)}`),
@@ -272,21 +598,16 @@ function normalizeProfile(value: unknown): CustomWorldProfile | null {
.map((entry, index) => normalizePlayableNpc(entry, index))
.filter((entry): entry is CustomWorldPlayableNpc => Boolean(entry))
: [],
storyNpcs: Array.isArray(value.storyNpcs)
? value.storyNpcs
.map((entry, index) => normalizeStoryNpc(entry, index))
.filter((entry): entry is CustomWorldNpc => Boolean(entry))
: [],
storyNpcs,
items: Array.isArray(value.items)
? value.items
.map((entry, index) => normalizeItem(entry, index))
.filter((entry): entry is CustomWorldItem => Boolean(entry))
: [],
landmarks: Array.isArray(value.landmarks)
? value.landmarks
.map((entry, index) => normalizeLandmark(entry, index))
.filter((entry): entry is CustomWorldLandmark => Boolean(entry))
: [],
landmarks: normalizeCustomWorldLandmarks({
landmarks: landmarkDrafts,
storyNpcs,
}),
};
}