Close DDD cleanup and tests-support closure
This commit is contained in:
@@ -1,20 +1,27 @@
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//! 大鱼吃小鱼应用编排过渡落位。
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//! 大鱼吃小鱼应用编排。
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//!
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//! 这里只组合领域规则并返回结果或事件,不直接调用外部图片、视频或存储服务。
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use shared_kernel::normalize_required_string;
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use crate::{
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BIG_FISH_DEFAULT_LEVEL_COUNT, BIG_FISH_TARGET_WILD_COUNT, BigFishAssetSlotSnapshot,
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build_asset_coverage,
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commands::{
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EvaluateBigFishPublishReadinessCommand, StartBigFishRunCommand, SubmitBigFishInputCommand,
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BigFishAssetGenerateInput, BigFishDraftCompileInput, BigFishInputSubmitInput,
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BigFishMessageFinalizeInput, BigFishMessageSubmitInput, BigFishPlayRecordInput,
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BigFishPublishInput, BigFishRunGetInput, BigFishRunStartInput, BigFishSessionCreateInput,
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BigFishSessionGetInput, BigFishWorksListInput, EvaluateBigFishPublishReadinessCommand,
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StartBigFishRunCommand, SubmitBigFishInputCommand,
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},
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domain::{
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BIG_FISH_ASSET_SLOT_ID_PREFIX, BIG_FISH_DEFAULT_LEVEL_COUNT,
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BIG_FISH_MERGE_COUNT_PER_UPGRADE, BIG_FISH_OFFSCREEN_CULL_SECONDS,
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BIG_FISH_TARGET_WILD_COUNT, BigFishAnchorItem, BigFishAnchorPack, BigFishAnchorStatus,
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BigFishAssetCoverage, BigFishAssetKind, BigFishAssetSlotSnapshot, BigFishAssetStatus,
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BigFishBackgroundBlueprint, BigFishGameDraft, BigFishLevelBlueprint,
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BigFishPublishReadiness, BigFishRunStatus, BigFishRuntimeEntitySnapshot,
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BigFishRuntimeSnapshot, BigFishVector2,
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BigFishRuntimeParams, BigFishRuntimeSnapshot, BigFishVector2,
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},
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errors::BigFishApplicationError,
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errors::{BigFishApplicationError, BigFishFieldError},
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events::BigFishDomainEvent,
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};
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@@ -578,6 +585,515 @@ fn settlement_events(
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}]
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}
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pub fn empty_anchor_pack() -> BigFishAnchorPack {
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BigFishAnchorPack {
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gameplay_promise: BigFishAnchorItem {
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key: "gameplayPromise".to_string(),
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label: "玩法承诺".to_string(),
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value: String::new(),
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status: BigFishAnchorStatus::Missing,
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},
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ecology_visual_theme: BigFishAnchorItem {
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key: "ecologyVisualTheme".to_string(),
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label: "生态与视觉母题".to_string(),
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value: String::new(),
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status: BigFishAnchorStatus::Missing,
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},
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growth_ladder: BigFishAnchorItem {
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key: "growthLadder".to_string(),
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label: "成长阶梯".to_string(),
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value: String::new(),
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status: BigFishAnchorStatus::Missing,
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},
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risk_tempo: BigFishAnchorItem {
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key: "riskTempo".to_string(),
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label: "风险节奏".to_string(),
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value: "平衡".to_string(),
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status: BigFishAnchorStatus::Inferred,
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},
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}
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}
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pub fn infer_anchor_pack(seed_text: &str, latest_message: Option<&str>) -> BigFishAnchorPack {
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let source = normalize_required_string(latest_message.unwrap_or(seed_text))
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.or_else(|| normalize_required_string(seed_text))
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.unwrap_or_else(|| "深海弱小逆袭,逐级吞噬成长".to_string());
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let mut pack = empty_anchor_pack();
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pack.gameplay_promise.value = if source.contains("可爱") {
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"可爱生态成长".to_string()
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} else if source.contains("机械") {
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"机械微生物吞并进化".to_string()
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} else {
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"弱小逆袭和群体吞并".to_string()
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};
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pack.gameplay_promise.status = BigFishAnchorStatus::Inferred;
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pack.ecology_visual_theme.value = if source.contains("机械") {
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"机械微生物水域".to_string()
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} else if source.contains("梦") {
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"梦境纸鱼生态".to_string()
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} else {
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"深海生物生态".to_string()
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};
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pack.ecology_visual_theme.status = BigFishAnchorStatus::Inferred;
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pack.growth_ladder.value = "8 级连续进化,从幼小个体成长为终局巨兽".to_string();
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pack.growth_ladder.status = BigFishAnchorStatus::Inferred;
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pack.risk_tempo.value = if source.contains("爽") {
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"偏爽快".to_string()
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} else if source.contains("压迫") {
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"偏压迫".to_string()
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} else {
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"平衡".to_string()
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};
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pack
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}
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pub fn compile_default_draft(anchor_pack: &BigFishAnchorPack) -> BigFishGameDraft {
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let level_count = BIG_FISH_DEFAULT_LEVEL_COUNT;
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let theme = fallback_anchor_value(&anchor_pack.ecology_visual_theme, "深海生物生态");
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let core_fun = fallback_anchor_value(&anchor_pack.gameplay_promise, "弱小逆袭和群体吞并");
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let risk_tempo = fallback_anchor_value(&anchor_pack.risk_tempo, "平衡");
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let levels = (1..=level_count)
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.map(|level| build_level_blueprint(level, level_count, &theme))
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.collect();
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BigFishGameDraft {
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title: format!("{theme} 大鱼吃小鱼"),
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subtitle: format!("{core_fun} · {risk_tempo}节奏"),
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core_fun,
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ecology_theme: theme.clone(),
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levels,
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background: BigFishBackgroundBlueprint {
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theme: theme.clone(),
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color_mood: "深蓝、青绿、带少量暖色生物光".to_string(),
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foreground_hints: "只保留少量漂浮颗粒和边缘水草,不遮挡中央操作区".to_string(),
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midground_composition: "中央留出大面积清晰活动区域,边缘只做出生缓冲层".to_string(),
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background_depth: "简洁纵深水域与极少量远处剪影".to_string(),
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safe_play_area_hint: "9:16 竖屏中央 80% 为主要活动区".to_string(),
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spawn_edge_hint: "四周边缘以少量暗礁或水草提示野生实体出生区".to_string(),
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background_prompt_seed: format!(
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"{theme},竖屏 9:16,全屏大场地游戏背景,元素少,中央开阔,无文字,无 UI 框"
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),
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},
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runtime_params: BigFishRuntimeParams {
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level_count,
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merge_count_per_upgrade: BIG_FISH_MERGE_COUNT_PER_UPGRADE,
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spawn_target_count: BIG_FISH_TARGET_WILD_COUNT as u32,
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leader_move_speed: 160.0,
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follower_catch_up_speed: 120.0,
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offscreen_cull_seconds: BIG_FISH_OFFSCREEN_CULL_SECONDS,
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prey_spawn_delta_levels: vec![1, 2],
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threat_spawn_delta_levels: vec![1, 2],
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win_level: level_count,
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},
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}
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}
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pub fn build_asset_coverage(
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draft: Option<&BigFishGameDraft>,
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asset_slots: &[BigFishAssetSlotSnapshot],
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) -> BigFishAssetCoverage {
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let required_level_count = draft
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.map(|value| value.runtime_params.level_count)
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.unwrap_or(BIG_FISH_DEFAULT_LEVEL_COUNT);
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let main_ready = asset_slots
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.iter()
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.filter(|slot| {
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slot.asset_kind == BigFishAssetKind::LevelMainImage
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&& slot.status == BigFishAssetStatus::Ready
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})
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.count() as u32;
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let motion_ready = asset_slots
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.iter()
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.filter(|slot| {
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slot.asset_kind == BigFishAssetKind::LevelMotion
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&& slot.status == BigFishAssetStatus::Ready
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})
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.count() as u32;
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let background_ready = asset_slots.iter().any(|slot| {
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slot.asset_kind == BigFishAssetKind::StageBackground
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&& slot.status == BigFishAssetStatus::Ready
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});
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let required_motion_count = required_level_count * 2;
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let mut blockers = Vec::new();
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if draft.is_none() {
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blockers.push("玩法草稿尚未编译".to_string());
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}
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if main_ready < required_level_count {
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blockers.push(format!(
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"还缺少 {} 个等级主图",
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required_level_count.saturating_sub(main_ready)
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));
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}
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if motion_ready < required_motion_count {
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blockers.push(format!(
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"还缺少 {} 个基础动作",
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required_motion_count.saturating_sub(motion_ready)
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));
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}
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if !background_ready {
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blockers.push("还缺少活动区域背景图".to_string());
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}
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BigFishAssetCoverage {
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level_main_image_ready_count: main_ready,
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level_motion_ready_count: motion_ready,
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background_ready,
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required_level_count,
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publish_ready: blockers.is_empty(),
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blockers,
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}
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}
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pub fn build_generated_asset_slot(
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session_id: &str,
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draft: &BigFishGameDraft,
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asset_kind: BigFishAssetKind,
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level: Option<u32>,
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motion_key: Option<String>,
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asset_url: Option<String>,
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updated_at_micros: i64,
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) -> Result<BigFishAssetSlotSnapshot, BigFishFieldError> {
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let session_id =
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normalize_required_string(session_id).ok_or(BigFishFieldError::MissingSessionId)?;
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let prompt_snapshot =
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build_asset_prompt_snapshot(draft, asset_kind, level, motion_key.as_deref())?;
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let slot_id = build_asset_slot_id(&session_id, asset_kind, level, motion_key.as_deref());
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let resolved_asset_url = normalize_required_string(asset_url.as_deref().unwrap_or_default())
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.unwrap_or_else(|| build_placeholder_asset_url(asset_kind, level, updated_at_micros));
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Ok(BigFishAssetSlotSnapshot {
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slot_id,
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session_id,
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asset_kind,
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level,
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motion_key,
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status: BigFishAssetStatus::Ready,
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asset_url: Some(resolved_asset_url),
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prompt_snapshot,
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updated_at_micros,
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})
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}
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pub fn validate_session_get_input(input: &BigFishSessionGetInput) -> Result<(), BigFishFieldError> {
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validate_session_owner(&input.session_id, &input.owner_user_id)
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}
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pub fn validate_works_list_input(input: &BigFishWorksListInput) -> Result<(), BigFishFieldError> {
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if input.published_only {
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return Ok(());
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}
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if normalize_required_string(&input.owner_user_id).is_none() {
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return Err(BigFishFieldError::MissingOwnerUserId);
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}
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Ok(())
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}
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pub fn validate_session_create_input(
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input: &BigFishSessionCreateInput,
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) -> Result<(), BigFishFieldError> {
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validate_session_owner(&input.session_id, &input.owner_user_id)?;
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if normalize_required_string(&input.welcome_message_id).is_none() {
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return Err(BigFishFieldError::MissingMessageId);
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}
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Ok(())
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}
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pub fn validate_message_submit_input(
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input: &BigFishMessageSubmitInput,
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) -> Result<(), BigFishFieldError> {
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validate_session_owner(&input.session_id, &input.owner_user_id)?;
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if normalize_required_string(&input.user_message_id).is_none()
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|| normalize_required_string(&input.assistant_message_id).is_none()
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{
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return Err(BigFishFieldError::MissingMessageId);
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}
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if normalize_required_string(&input.user_message_text).is_none() {
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return Err(BigFishFieldError::MissingMessageText);
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}
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Ok(())
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}
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pub fn validate_message_finalize_input(
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input: &BigFishMessageFinalizeInput,
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) -> Result<(), BigFishFieldError> {
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validate_session_owner(&input.session_id, &input.owner_user_id)
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}
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pub fn validate_draft_compile_input(
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input: &BigFishDraftCompileInput,
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) -> Result<(), BigFishFieldError> {
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validate_session_owner(&input.session_id, &input.owner_user_id)
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}
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pub fn validate_asset_generate_input(
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input: &BigFishAssetGenerateInput,
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draft: &BigFishGameDraft,
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) -> Result<(), BigFishFieldError> {
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validate_session_owner(&input.session_id, &input.owner_user_id)?;
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match input.asset_kind {
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BigFishAssetKind::LevelMainImage => validate_level(input.level, draft),
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BigFishAssetKind::LevelMotion => {
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validate_level(input.level, draft)?;
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match input.motion_key.as_deref() {
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Some("idle_float" | "move_swim") => Ok(()),
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_ => Err(BigFishFieldError::InvalidAssetKind),
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}
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}
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BigFishAssetKind::StageBackground => Ok(()),
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}
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}
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pub fn validate_publish_input(input: &BigFishPublishInput) -> Result<(), BigFishFieldError> {
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validate_session_owner(&input.session_id, &input.owner_user_id)
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}
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pub fn validate_play_record_input(input: &BigFishPlayRecordInput) -> Result<(), BigFishFieldError> {
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if normalize_required_string(&input.session_id).is_none() {
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return Err(BigFishFieldError::MissingSessionId);
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}
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if normalize_required_string(&input.user_id).is_none() {
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return Err(BigFishFieldError::MissingOwnerUserId);
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}
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Ok(())
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}
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pub fn validate_run_start_input(input: &BigFishRunStartInput) -> Result<(), BigFishFieldError> {
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validate_session_owner(&input.session_id, &input.owner_user_id)?;
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if normalize_required_string(&input.run_id).is_none() {
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return Err(BigFishFieldError::MissingRunId);
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}
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Ok(())
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}
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pub fn validate_run_get_input(input: &BigFishRunGetInput) -> Result<(), BigFishFieldError> {
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if normalize_required_string(&input.run_id).is_none() {
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return Err(BigFishFieldError::MissingRunId);
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}
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if normalize_required_string(&input.owner_user_id).is_none() {
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return Err(BigFishFieldError::MissingOwnerUserId);
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}
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Ok(())
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}
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pub fn validate_input_submit_input(
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input: &BigFishInputSubmitInput,
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) -> Result<(), BigFishFieldError> {
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if normalize_required_string(&input.run_id).is_none() {
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return Err(BigFishFieldError::MissingRunId);
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}
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if normalize_required_string(&input.owner_user_id).is_none() {
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return Err(BigFishFieldError::MissingOwnerUserId);
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}
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if !input.x.is_finite() || !input.y.is_finite() {
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return Err(BigFishFieldError::InvalidRuntimeInput);
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}
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Ok(())
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}
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pub fn serialize_anchor_pack(anchor_pack: &BigFishAnchorPack) -> Result<String, serde_json::Error> {
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serde_json::to_string(anchor_pack)
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}
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pub fn deserialize_anchor_pack(value: &str) -> Result<BigFishAnchorPack, serde_json::Error> {
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serde_json::from_str(value)
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}
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pub fn serialize_draft(draft: &BigFishGameDraft) -> Result<String, serde_json::Error> {
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serde_json::to_string(draft)
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}
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pub fn deserialize_draft(value: &str) -> Result<BigFishGameDraft, serde_json::Error> {
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serde_json::from_str(value)
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}
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pub fn serialize_asset_coverage(
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coverage: &BigFishAssetCoverage,
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) -> Result<String, serde_json::Error> {
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serde_json::to_string(coverage)
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}
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pub fn deserialize_asset_coverage(value: &str) -> Result<BigFishAssetCoverage, serde_json::Error> {
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serde_json::from_str(value)
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}
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fn fallback_anchor_value(anchor: &BigFishAnchorItem, fallback: &str) -> String {
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normalize_required_string(&anchor.value).unwrap_or_else(|| fallback.to_string())
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}
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fn build_level_blueprint(level: u32, level_count: u32, theme: &str) -> BigFishLevelBlueprint {
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let prey_window = (1..level)
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.rev()
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.take(2)
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.collect::<Vec<_>>()
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.into_iter()
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.rev()
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.collect();
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let threat_window = ((level + 1)..=(level + 2).min(level_count)).collect::<Vec<_>>();
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let size_ratio = 1.0 + (level.saturating_sub(1) as f32 * 0.22);
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let name = format!("{theme} L{level}");
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let one_line_fantasy = if level == level_count {
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"终局巨兽形态,获得即可通关".to_string()
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} else {
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format!("第 {level} 阶实体,继续吞噬同级和低级个体成长")
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};
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let text_description = if level == 1 {
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format!(
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"{name} 是这套 {theme} 等级阶梯的起点个体,体型最小、动作轻盈,会在谨慎试探中寻找第一个可吞噬目标。"
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)
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} else if level == level_count {
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format!(
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"{name} 是这套 {theme} 生态中的终局霸主形态,体格巨大、压迫感最强,一旦成型就代表本局成长链已经完成。"
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)
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} else {
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format!(
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"{name} 是 {theme} 生态里的第 {level} 阶进化体,已经具备更鲜明的轮廓、猎食性和压迫感,会继续通过吞并同级与低级实体向上跃迁。"
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)
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};
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let visual_description = if level == 1 {
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||||
format!(
|
||||
"{theme} 风格的小型初始鱼形生物,体态轻巧,轮廓圆润,局部带少量发光纹路或主题特征,明显呈现弱小但灵动的开局形象。"
|
||||
)
|
||||
} else if level == level_count {
|
||||
format!(
|
||||
"{theme} 风格的终局巨型鱼形霸主,体长与鳍面明显扩张,轮廓锋利或威严,层次细节最丰富,拥有一眼可辨识的终局统治感。"
|
||||
)
|
||||
} else {
|
||||
format!(
|
||||
"{theme} 风格的第 {level} 级进化鱼形生物,相比上一阶段更大、更强、更成熟,身体主轮廓更清晰,局部装饰、鳍面结构和主题特征都更明显。"
|
||||
)
|
||||
};
|
||||
let idle_motion_description = if level == level_count {
|
||||
"待机时缓慢悬停,身体主体保持稳定,尾鳍与侧鳍做低频摆动,呈现强者从容压场的漂浮感。"
|
||||
.to_string()
|
||||
} else {
|
||||
format!(
|
||||
"待机时保持轻微漂浮与呼吸感摆动,尾鳍和侧鳍以小幅度节奏晃动,体现 Lv.{level} 生物在水中蓄势观察的状态。"
|
||||
)
|
||||
};
|
||||
let move_motion_description = if level == level_count {
|
||||
"移动时身体前倾,尾鳍和背鳍形成强力推进姿态,带出稳定而有压迫感的高速巡游动势。".to_string()
|
||||
} else {
|
||||
format!(
|
||||
"移动时身体向前游动,尾鳍形成清晰摆尾推进,整体节奏比待机更主动,体现 Lv.{level} 生物追逐猎物时的连续游动感。"
|
||||
)
|
||||
};
|
||||
BigFishLevelBlueprint {
|
||||
level,
|
||||
name,
|
||||
one_line_fantasy,
|
||||
text_description,
|
||||
silhouette_direction: format!(
|
||||
"体型约为初始的 {:.1} 倍,轮廓更清晰",
|
||||
1.0 + level as f32 * 0.22
|
||||
),
|
||||
size_ratio,
|
||||
visual_description: visual_description.clone(),
|
||||
visual_prompt_seed: format!(
|
||||
"{visual_description} 透明背景,单体完整入镜,适合作为竖屏吞噬成长玩法的等级主图。"
|
||||
),
|
||||
idle_motion_description: idle_motion_description.clone(),
|
||||
move_motion_description: move_motion_description.clone(),
|
||||
motion_prompt_seed: format!(
|
||||
"待机动作:{idle_motion_description} 移动动作:{move_motion_description}"
|
||||
),
|
||||
merge_source_level: if level == 1 { None } else { Some(level - 1) },
|
||||
prey_window,
|
||||
threat_window,
|
||||
is_final_level: level == level_count,
|
||||
}
|
||||
}
|
||||
|
||||
fn build_asset_prompt_snapshot(
|
||||
draft: &BigFishGameDraft,
|
||||
asset_kind: BigFishAssetKind,
|
||||
level: Option<u32>,
|
||||
motion_key: Option<&str>,
|
||||
) -> Result<String, BigFishFieldError> {
|
||||
match asset_kind {
|
||||
BigFishAssetKind::LevelMainImage => {
|
||||
let level = level.ok_or(BigFishFieldError::InvalidLevel)?;
|
||||
let blueprint = draft
|
||||
.levels
|
||||
.iter()
|
||||
.find(|item| item.level == level)
|
||||
.ok_or(BigFishFieldError::InvalidLevel)?;
|
||||
Ok(blueprint.visual_prompt_seed.clone())
|
||||
}
|
||||
BigFishAssetKind::LevelMotion => {
|
||||
let level = level.ok_or(BigFishFieldError::InvalidLevel)?;
|
||||
let blueprint = draft
|
||||
.levels
|
||||
.iter()
|
||||
.find(|item| item.level == level)
|
||||
.ok_or(BigFishFieldError::InvalidLevel)?;
|
||||
let motion_key = motion_key.ok_or(BigFishFieldError::InvalidAssetKind)?;
|
||||
let motion_description = match motion_key {
|
||||
"idle_float" => blueprint.idle_motion_description.as_str(),
|
||||
"move_swim" => blueprint.move_motion_description.as_str(),
|
||||
_ => return Err(BigFishFieldError::InvalidAssetKind),
|
||||
};
|
||||
Ok(format!(
|
||||
"{} 动作位:{}。{} 透明背景,单体完整入镜。",
|
||||
blueprint.motion_prompt_seed, motion_key, motion_description
|
||||
))
|
||||
}
|
||||
BigFishAssetKind::StageBackground => Ok(draft.background.background_prompt_seed.clone()),
|
||||
}
|
||||
}
|
||||
|
||||
fn build_asset_slot_id(
|
||||
session_id: &str,
|
||||
asset_kind: BigFishAssetKind,
|
||||
level: Option<u32>,
|
||||
motion_key: Option<&str>,
|
||||
) -> String {
|
||||
let level_part = level
|
||||
.map(|value| value.to_string())
|
||||
.unwrap_or_else(|| "stage".to_string());
|
||||
let motion_part = motion_key.unwrap_or("main");
|
||||
format!(
|
||||
"{BIG_FISH_ASSET_SLOT_ID_PREFIX}{session_id}_{}_{}_{}",
|
||||
asset_kind.as_str(),
|
||||
level_part,
|
||||
motion_part
|
||||
)
|
||||
}
|
||||
|
||||
fn build_placeholder_asset_url(
|
||||
asset_kind: BigFishAssetKind,
|
||||
level: Option<u32>,
|
||||
seed_micros: i64,
|
||||
) -> String {
|
||||
let level_part = level
|
||||
.map(|value| format!("level-{value}"))
|
||||
.unwrap_or_else(|| "stage".to_string());
|
||||
format!(
|
||||
"/generated-big-fish/{}/{}/{}.png",
|
||||
asset_kind.as_str(),
|
||||
level_part,
|
||||
seed_micros
|
||||
)
|
||||
}
|
||||
|
||||
fn validate_session_owner(session_id: &str, owner_user_id: &str) -> Result<(), BigFishFieldError> {
|
||||
if normalize_required_string(session_id).is_none() {
|
||||
return Err(BigFishFieldError::MissingSessionId);
|
||||
}
|
||||
if normalize_required_string(owner_user_id).is_none() {
|
||||
return Err(BigFishFieldError::MissingOwnerUserId);
|
||||
}
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn validate_level(level: Option<u32>, draft: &BigFishGameDraft) -> Result<(), BigFishFieldError> {
|
||||
match level {
|
||||
Some(value) if (1..=draft.runtime_params.level_count).contains(&value) => Ok(()),
|
||||
_ => Err(BigFishFieldError::InvalidLevel),
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
Reference in New Issue
Block a user