Close DDD cleanup and tests-support closure
This commit is contained in:
@@ -2,12 +2,15 @@
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`module-runtime-story` 承接 RPG runtime story 的纯领域规则、应用用例、事件和错误模型,不依赖 HTTP / `AppState` / SpacetimeDB。
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当前已经迁入的历史快照态纯逻辑会继续收口为 session scoped 新主链:
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当前已经迁入的历史快照态纯逻辑会继续收口为 session scoped 新主链;顶层 DDD 物理拆分已经完成:
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1. action 结算结果结构。
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2. action response 组装参数结构。
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3. NPC 委托上下文结构。
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4. functionId / 队伍上限常量。
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5. 少量只依赖 `serde_json::Value` 与 `shared-contracts` 的纯 helper。
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1. `src/domain.rs` 承载 action 结算结果结构、NPC 委托上下文、functionId / 队伍上限常量。
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2. `src/commands.rs` 承载 action 文本解析 helper。
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3. `src/application.rs` 承载 action response 组装参数、status patch 和 world type helper。
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4. `src/events.rs` 承载 runtime story 领域事件。
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5. `src/errors.rs` 承载 runtime story 纯规则错误。
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6. `src/lib.rs` 只保留模块声明、公开导出和子模块 re-export。
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后续 WP-RS 继续按 battle / forge / NPC / quest / presentation 的顺序,把旧 `/api/runtime/story/*` 写侧能力迁到 session scoped 新接口,并删除运行代码中的旧入口命名。
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配套记录见 [../../../docs/technical/SERVER_RS_DDD_WP_RS_RUNTIME_STORY_DOMAIN_SPLIT_2026-04-30.md](../../../docs/technical/SERVER_RS_DDD_WP_RS_RUNTIME_STORY_DOMAIN_SPLIT_2026-04-30.md)。
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@@ -1,3 +1,58 @@
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//! runtime story 应用编排落位。
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//!
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//! 这里组合纯领域规则并返回后端投影;真实保存、SSE 和模型调用由外层完成。
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use serde_json::Value;
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use shared_contracts::runtime_story::{
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RuntimeBattlePresentation, RuntimeStoryOptionView, RuntimeStoryPatch,
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RuntimeStorySnapshotPayload,
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};
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use crate::{StoryResolution, read_bool_field, read_optional_string_field};
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pub struct RuntimeStoryActionResponseParts {
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pub requested_session_id: String,
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pub server_version: u32,
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pub snapshot: RuntimeStorySnapshotPayload,
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pub action_text: String,
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pub result_text: String,
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pub story_text: String,
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pub options: Vec<RuntimeStoryOptionView>,
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pub patches: Vec<RuntimeStoryPatch>,
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pub toast: Option<String>,
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pub battle: Option<RuntimeBattlePresentation>,
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}
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pub fn simple_story_resolution(
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game_state: &Value,
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action_text: String,
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result_text: &str,
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) -> StoryResolution {
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StoryResolution {
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action_text,
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result_text: result_text.to_string(),
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story_text: None,
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presentation_options: None,
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saved_current_story: None,
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patches: vec![build_status_patch(game_state)],
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battle: None,
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toast: None,
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}
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}
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pub fn build_status_patch(game_state: &Value) -> RuntimeStoryPatch {
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RuntimeStoryPatch::StatusChanged {
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in_battle: read_bool_field(game_state, "inBattle").unwrap_or(false),
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npc_interaction_active: read_bool_field(game_state, "npcInteractionActive")
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.unwrap_or(false),
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current_npc_battle_mode: read_optional_string_field(game_state, "currentNpcBattleMode"),
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current_npc_battle_outcome: read_optional_string_field(
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game_state,
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"currentNpcBattleOutcome",
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),
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}
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}
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pub fn current_world_type(game_state: &Value) -> Option<String> {
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read_optional_string_field(game_state, "worldType")
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}
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@@ -1,3 +1,16 @@
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//! runtime story 写入命令过渡落位。
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//! runtime story 写入命令。
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//!
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//! 用于表达剧情动作解析、战斗动作、锻造动作和 NPC 互动等输入。
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use shared_contracts::runtime_story::RuntimeStoryActionRequest;
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use crate::read_optional_string_field;
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pub fn resolve_action_text(default_text: &str, request: &RuntimeStoryActionRequest) -> String {
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request
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.action
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.payload
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.as_ref()
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.and_then(|payload| read_optional_string_field(payload, "optionText"))
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.unwrap_or_else(|| default_text.to_string())
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}
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@@ -1,4 +1,44 @@
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//! runtime story 领域模型过渡落位。
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//! runtime story 领域模型。
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//!
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//! 当前 crate 用于运行时剧情主链的纯规则收口。后续迁移时仍只能保留 JSON 规则、
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//! 选项生成和视图模型转换,不引入 Axum、LLM 或 SpacetimeDB。
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use serde_json::Value;
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use shared_contracts::runtime_story::{
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RuntimeBattlePresentation, RuntimeStoryOptionView, RuntimeStoryPatch,
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};
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pub const CONTINUE_ADVENTURE_FUNCTION_ID: &str = "story_continue_adventure";
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pub const MAX_TASK5_COMPANIONS: usize = 2;
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pub struct StoryResolution {
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pub action_text: String,
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pub result_text: String,
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pub story_text: Option<String>,
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pub presentation_options: Option<Vec<RuntimeStoryOptionView>>,
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pub saved_current_story: Option<Value>,
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pub patches: Vec<RuntimeStoryPatch>,
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pub battle: Option<RuntimeBattlePresentation>,
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pub toast: Option<String>,
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}
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pub struct GeneratedStoryPayload {
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pub story_text: String,
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pub history_result_text: String,
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pub presentation_options: Vec<RuntimeStoryOptionView>,
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pub saved_current_story: Value,
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}
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pub struct CurrentEncounterNpcQuestContext {
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pub npc_id: String,
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pub npc_name: String,
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}
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pub struct PendingQuestOfferContext {
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pub dialogue: Vec<Value>,
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pub turn_count: i32,
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pub custom_input_placeholder: String,
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pub quest: Value,
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pub quest_id: String,
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pub intro_text: Option<String>,
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}
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@@ -1,3 +1,26 @@
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//! runtime story 领域错误过渡落位。
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//! runtime story 领域错误。
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//!
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//! 错误只表达运行时剧情规则失败,不能直接绑定 HTTP 或数据库错误模型。
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use std::{error::Error, fmt};
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#[derive(Clone, Debug, PartialEq, Eq)]
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pub enum RuntimeStoryRuleError {
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MissingRuntimeSessionId,
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MissingStoryAction,
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UnsupportedStoryAction,
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InvalidRuntimeSnapshot,
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}
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impl fmt::Display for RuntimeStoryRuleError {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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match self {
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Self::MissingRuntimeSessionId => f.write_str("runtime_story.session_id 不能为空"),
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Self::MissingStoryAction => f.write_str("runtime_story.action 不能为空"),
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Self::UnsupportedStoryAction => f.write_str("runtime_story.action 当前不受支持"),
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Self::InvalidRuntimeSnapshot => f.write_str("runtime_story.snapshot 非法"),
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}
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}
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}
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impl Error for RuntimeStoryRuleError {}
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@@ -1,3 +1,22 @@
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//! runtime story 领域事件过渡落位。
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//! runtime story 领域事件。
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//!
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//! 用于表达剧情快照变化、战斗表现变化和物品/成长待同步等事实。
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#[derive(Clone, Debug, PartialEq, Eq)]
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pub enum RuntimeStoryDomainEvent {
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SnapshotChanged {
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runtime_session_id: String,
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story_session_id: Option<String>,
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occurred_at_micros: i64,
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},
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BattlePresentationChanged {
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runtime_session_id: String,
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battle_state_id: Option<String>,
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occurred_at_micros: i64,
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},
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CrossDomainSyncPending {
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runtime_session_id: String,
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reason: String,
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occurred_at_micros: i64,
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},
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}
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@@ -4,12 +4,6 @@ mod domain;
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mod errors;
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mod events;
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use serde_json::Value;
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use shared_contracts::runtime_story::{
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RuntimeBattlePresentation, RuntimeStoryActionRequest, RuntimeStoryOptionView,
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RuntimeStoryPatch, RuntimeStorySnapshotPayload,
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};
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pub mod battle;
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#[cfg(test)]
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mod battle_tests;
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@@ -25,10 +19,12 @@ pub mod prompt_context;
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pub mod story_engine;
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pub mod view_model;
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pub use application::*;
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pub use battle::{
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build_battle_runtime_story_options, inventory_item_has_usable_effect, resolve_battle_action,
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restore_player_resource,
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};
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pub use commands::*;
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pub use core::{
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MAX_PLAYER_LEVEL, add_player_currency, add_player_inventory_items, append_active_build_buffs,
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append_story_history, clear_encounter_only, clear_encounter_state, cumulative_xp_required,
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@@ -41,6 +37,9 @@ pub use core::{
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write_first_hostile_npc_i32_field, write_i32_field, write_null_field, write_string_field,
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write_u32_field, xp_to_next_level_for,
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};
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pub use domain::*;
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pub use errors::*;
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pub use events::*;
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pub use forge::{build_runtime_equipment_item, build_runtime_material_item, format_currency_text};
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pub use forge_actions::{
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resolve_forge_craft_action, resolve_forge_dismantle_action, resolve_forge_reforge_action,
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@@ -77,94 +76,3 @@ pub use view_model::{
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build_runtime_story_companions, build_runtime_story_encounter, build_runtime_story_view_model,
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resolve_current_encounter_npc_state,
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};
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pub const CONTINUE_ADVENTURE_FUNCTION_ID: &str = "story_continue_adventure";
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pub const MAX_TASK5_COMPANIONS: usize = 2;
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pub struct StoryResolution {
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pub action_text: String,
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pub result_text: String,
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pub story_text: Option<String>,
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pub presentation_options: Option<Vec<RuntimeStoryOptionView>>,
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pub saved_current_story: Option<Value>,
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pub patches: Vec<RuntimeStoryPatch>,
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pub battle: Option<RuntimeBattlePresentation>,
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pub toast: Option<String>,
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}
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pub struct GeneratedStoryPayload {
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pub story_text: String,
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pub history_result_text: String,
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pub presentation_options: Vec<RuntimeStoryOptionView>,
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pub saved_current_story: Value,
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}
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pub struct CurrentEncounterNpcQuestContext {
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pub npc_id: String,
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pub npc_name: String,
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}
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pub struct PendingQuestOfferContext {
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pub dialogue: Vec<Value>,
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pub turn_count: i32,
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pub custom_input_placeholder: String,
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pub quest: Value,
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pub quest_id: String,
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pub intro_text: Option<String>,
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}
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pub struct RuntimeStoryActionResponseParts {
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pub requested_session_id: String,
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pub server_version: u32,
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pub snapshot: RuntimeStorySnapshotPayload,
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pub action_text: String,
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pub result_text: String,
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pub story_text: String,
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pub options: Vec<RuntimeStoryOptionView>,
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pub patches: Vec<RuntimeStoryPatch>,
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pub toast: Option<String>,
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pub battle: Option<RuntimeBattlePresentation>,
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}
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pub fn simple_story_resolution(
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game_state: &Value,
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action_text: String,
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result_text: &str,
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) -> StoryResolution {
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StoryResolution {
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action_text,
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result_text: result_text.to_string(),
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story_text: None,
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presentation_options: None,
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saved_current_story: None,
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patches: vec![build_status_patch(game_state)],
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battle: None,
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toast: None,
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}
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}
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pub fn resolve_action_text(default_text: &str, request: &RuntimeStoryActionRequest) -> String {
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request
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.action
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.payload
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.as_ref()
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.and_then(|payload| read_optional_string_field(payload, "optionText"))
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.unwrap_or_else(|| default_text.to_string())
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}
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pub fn build_status_patch(game_state: &Value) -> RuntimeStoryPatch {
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RuntimeStoryPatch::StatusChanged {
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in_battle: read_bool_field(game_state, "inBattle").unwrap_or(false),
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npc_interaction_active: read_bool_field(game_state, "npcInteractionActive")
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.unwrap_or(false),
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current_npc_battle_mode: read_optional_string_field(game_state, "currentNpcBattleMode"),
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current_npc_battle_outcome: read_optional_string_field(
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game_state,
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"currentNpcBattleOutcome",
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),
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}
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}
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pub fn current_world_type(game_state: &Value) -> Option<String> {
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read_optional_string_field(game_state, "worldType")
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}
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