import type { EightAnchorContent } from '../../packages/shared/src/contracts/customWorldAgent'; import { AFFINITY_BACKSTORY_CHAPTER_THRESHOLDS, DEFAULT_PRIVATE_CHAT_UNLOCK_AFFINITY, } from '../data/affinityLevels'; import { coerceWorldAttributeSchema } from '../data/attributeValidation'; import { CUSTOM_WORLD_SCENE_RELATIVE_POSITION_OPTIONS, type CustomWorldLandmarkDraft, getCustomWorldSceneRelativePositionLabel, normalizeCustomWorldSceneRelativePosition, normalizeCustomWorldLandmarks, } from '../data/customWorldSceneGraph'; import { ActorNarrativeProfile, AnimationState, CharacterAnimationConfig, CharacterBackstoryChapter, CharacterBackstoryRevealConfig, CustomWorldAnchorPack, CustomWorldCampScene, CustomWorldCoverProfile, CustomWorldCoverSourceType, CustomWorldItem, CustomWorldLandmark, CustomWorldNpc, CustomWorldPlayableNpc, CustomWorldProfile, CustomWorldRoleInitialItem, CustomWorldRoleSkill, ItemRarity, ThemePack, WorldStoryGraph, WorldType, } from '../types'; import { generateWorldAttributeSchema } from './attributeSchemaGenerator'; import { buildFallbackCustomWorldCampScene } from './customWorldCamp'; import { buildCustomWorldAnchorPackFromIntent, deriveCustomWorldLockStateFromIntent, normalizeCustomWorldCreatorIntent, normalizeCustomWorldLockState, } from './customWorldCreatorIntent'; import { normalizeCustomWorldOwnedSettingLayers } from './customWorldOwnedSettingLayers'; import { buildFallbackActorNarrativeProfile, normalizeActorNarrativeProfile, } from './storyEngine/actorNarrativeProfile'; import { buildThemePackFromWorldProfile } from './storyEngine/themePack'; import { buildFallbackWorldStoryGraph } from './storyEngine/worldStoryGraph'; const CUSTOM_WORLD_RARITIES: ItemRarity[] = [ 'common', 'uncommon', 'rare', 'epic', 'legendary', ]; const MIN_CUSTOM_WORLD_AFFINITY = -40; const MAX_CUSTOM_WORLD_AFFINITY = 90; const DEFAULT_PLAYABLE_INITIAL_AFFINITY = 18; const DEFAULT_STORY_NPC_INITIAL_AFFINITY = 6; const CUSTOM_WORLD_BACKSTORY_CHAPTER_TITLES = [ '表层来意', '旧事裂痕', '隐藏执念', '最终底牌', ] as const; const CUSTOM_WORLD_ROLE_ITEM_CATEGORIES = [ '武器', '护甲', '饰品', '消耗品', '材料', '稀有品', '专属物品', '专属物', ] as const; const DEFAULT_CUSTOM_WORLD_ROLE_SKILL_COUNT = 3; const DEFAULT_CUSTOM_WORLD_ROLE_INITIAL_ITEM_COUNT = 3; const CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES = AFFINITY_BACKSTORY_CHAPTER_THRESHOLDS; const CUSTOM_WORLD_ANIMATION_STATES = new Set( Object.values(AnimationState), ); export const MIN_CUSTOM_WORLD_PLAYABLE_NPC_COUNT = 5; export const MIN_CUSTOM_WORLD_TOTAL_NPC_COUNT = 30; export const MIN_CUSTOM_WORLD_LANDMARK_COUNT = 10; export const MIN_CUSTOM_WORLD_STORY_NPC_COUNT = Math.max( 0, MIN_CUSTOM_WORLD_TOTAL_NPC_COUNT - MIN_CUSTOM_WORLD_PLAYABLE_NPC_COUNT, ); export interface CustomWorldGenerationRoleOutline { name: string; title: string; role: string; description: string; visualDescription?: string; actionDescription?: string; sceneVisualDescription?: string; initialAffinity: number; relationshipHooks: string[]; tags: string[]; } export interface CustomWorldGenerationLandmarkConnectionOutline { targetLandmarkName: string; relativePosition: string; summary: string; } export interface CustomWorldGenerationLandmarkOutline { name: string; description: string; visualDescription?: string; actNPCNames: string[]; sceneNpcNames?: string[]; connections: CustomWorldGenerationLandmarkConnectionOutline[]; } export interface CustomWorldGenerationCampOutline { id?: string; name: string; description: string; visualDescription?: string; imageSrc?: string; sceneNpcIds?: string[]; sceneNpcNames?: string[]; connections?: CustomWorldGenerationLandmarkConnectionOutline[]; } export interface CustomWorldGenerationFramework { settingText: string; name: string; subtitle: string; summary: string; tone: string; playerGoal: string; templateWorldType: WorldType; compatibilityTemplateWorldType: WorldType; majorFactions: string[]; coreConflicts: string[]; camp: CustomWorldGenerationCampOutline; playableNpcs: CustomWorldGenerationRoleOutline[]; storyNpcs: CustomWorldGenerationRoleOutline[]; landmarks: CustomWorldGenerationLandmarkOutline[]; } export type CustomWorldGenerationRoleBatchType = 'playable' | 'story'; export type CustomWorldGenerationRoleBatchStage = 'narrative' | 'dossier'; function toText(value: unknown) { return typeof value === 'string' ? value.trim() : ''; } function toFiniteInteger(value: unknown) { return typeof value === 'number' && Number.isFinite(value) ? Math.round(value) : undefined; } function toFiniteNumber(value: unknown) { return typeof value === 'number' && Number.isFinite(value) ? value : undefined; } function toRecordArray(value: unknown) { return Array.isArray(value) ? (value.filter((item) => item && typeof item === 'object') as Array< Record >) : []; } function normalizeTags(value: unknown, fallbackTags: string[] = []) { const tags = Array.isArray(value) ? value.map((item) => toText(item)).filter(Boolean) : []; return [ ...new Set((tags.length > 0 ? tags : fallbackTags).filter(Boolean)), ].slice(0, 5); } function clampCustomWorldAffinity(value: number) { return Math.max( MIN_CUSTOM_WORLD_AFFINITY, Math.min(MAX_CUSTOM_WORLD_AFFINITY, Math.round(value)), ); } function normalizeInitialAffinity(value: unknown, fallback: number) { return typeof value === 'number' && Number.isFinite(value) ? clampCustomWorldAffinity(value) : fallback; } function normalizeGeneratedAnimationConfig( value: unknown, ): CharacterAnimationConfig | null { if (!value || typeof value !== 'object') { return null; } const item = value as Record; const folder = toText(item.folder); const prefix = toText(item.prefix); const frames = Math.max(1, toFiniteInteger(item.frames) ?? 0); if (!folder || !prefix || frames <= 0) { return null; } const startFrame = toFiniteInteger(item.startFrame); const extension = toText(item.extension); const file = toText(item.file); const basePath = toText(item.basePath); const frameWidth = toFiniteInteger(item.frameWidth); const frameHeight = toFiniteInteger(item.frameHeight); const fps = toFiniteNumber(item.fps); const loop = typeof item.loop === 'boolean' ? item.loop : undefined; const previewVideoPath = toText(item.previewVideoPath); return { folder, prefix, frames, ...(startFrame ? { startFrame: Math.max(1, startFrame) } : {}), ...(extension ? { extension } : {}), ...(file ? { file } : {}), ...(basePath ? { basePath } : {}), ...(frameWidth ? { frameWidth: Math.max(1, frameWidth) } : {}), ...(frameHeight ? { frameHeight: Math.max(1, frameHeight) } : {}), ...(fps ? { fps: Math.max(1, fps) } : {}), ...(typeof loop === 'boolean' ? { loop } : {}), ...(previewVideoPath ? { previewVideoPath } : {}), }; } function normalizeGeneratedAnimationMap(value: unknown) { if (!value || typeof value !== 'object' || Array.isArray(value)) { return undefined; } const entries = Object.entries(value).flatMap(([key, rawConfig]) => { if (!CUSTOM_WORLD_ANIMATION_STATES.has(key as AnimationState)) { return []; } const config = normalizeGeneratedAnimationConfig(rawConfig); return config ? [[key as AnimationState, config] as const] : []; }); return entries.length > 0 ? (Object.fromEntries(entries) as Partial< Record >) : undefined; } function normalizeWorldType(value: unknown, sourceText: string) { const worldType = toText(value).toUpperCase(); if (worldType === WorldType.WUXIA || worldType === WorldType.XIANXIA) { return worldType; } return inferWorldTypeFromSetting(sourceText); } function normalizeRarity( value: unknown, fallback: ItemRarity = 'rare', ): ItemRarity { const rarity = toText(value).toLowerCase() as ItemRarity; return CUSTOM_WORLD_RARITIES.includes(rarity) ? rarity : fallback; } function normalizeRoleItemCategory(value: unknown, fallback = '材料') { const category = toText(value); if ( (CUSTOM_WORLD_ROLE_ITEM_CATEGORIES as readonly string[]).includes(category) ) { return category === '专属物' ? '专属物品' : category; } if (/武器|刀|剑|弓|枪|炮|锤/u.test(category)) return '武器'; if (/甲|护|盾|衣|袍/u.test(category)) return '护甲'; if (/饰|符|佩|坠|珠|印/u.test(category)) return '饰品'; if (/药|食|补给|瓶|卷轴/u.test(category)) return '消耗品'; if (/材|矿|木|石|鳞|骨/u.test(category)) return '材料'; if (/秘|钥|图|册|录|卷/u.test(category)) return '稀有品'; if (/信物|遗物|核心|母印|真符/u.test(category)) return '专属物品'; return fallback; } function slugify(value: string) { const ascii = value .toLowerCase() .replace(/[^a-z0-9\u4e00-\u9fa5]+/g, '-') .replace(/^-+|-+$/g, ''); if (ascii) { return ascii.slice(0, 24); } return 'entry'; } function createEntryId(prefix: string, label: string, index: number) { return `${prefix}-${slugify(label || `${prefix}-${index + 1}`)}-${index + 1}`; } function truncateText(value: string, maxLength: number) { const normalized = value.trim().replace(/\s+/g, ' '); if (!normalized) { return ''; } if (normalized.length <= maxLength) { return normalized; } return `${normalized.slice(0, Math.max(0, maxLength - 1)).trim()}…`; } function splitNarrativeSentences(text: string) { const normalized = text.replace(/\s+/g, ' ').trim(); if (!normalized) return []; const matches = normalized.match(/[^。!?!?]+[。!?!?]?/gu); return (matches ?? [normalized]).map((item) => item.trim()).filter(Boolean); } type CustomWorldRoleFallbackSource = Pick< CustomWorldPlayableNpc, | 'name' | 'title' | 'role' | 'description' | 'backstory' | 'personality' | 'motivation' | 'combatStyle' | 'relationshipHooks' | 'tags' >; function buildFallbackBackstoryReveal( source: CustomWorldRoleFallbackSource, ): CharacterBackstoryRevealConfig { const normalizedBackstory = source.backstory.trim() || `${source.name}对自己的过去始终有所保留。`; 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()}` : `${source.name}的选择与“${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()}` : `${source.name}仍把最深的筹码藏在过去之中。`, ]; return { publicSummary, privateChatUnlockAffinity: DEFAULT_PRIVATE_CHAT_UNLOCK_AFFINITY, chapters: CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES.map( (affinityRequired, index) => ({ id: createEntryId( 'backstory-chapter', `${source.name}-${CUSTOM_WORLD_BACKSTORY_CHAPTER_TITLES[index] ?? index + 1}`, index, ), title: CUSTOM_WORLD_BACKSTORY_CHAPTER_TITLES[index] ?? `背景片段${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 (!value || typeof value !== 'object') { return fallback; } const item = value as Record; const rawChapters = toRecordArray(item.chapters); return { publicSummary: toText(item.publicSummary) || fallback.publicSummary, privateChatUnlockAffinity: typeof item.privateChatUnlockAffinity === 'number' && Number.isFinite(item.privateChatUnlockAffinity) ? clampCustomWorldAffinity(item.privateChatUnlockAffinity) : fallback.privateChatUnlockAffinity, chapters: CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES.map( (defaultAffinity, index) => { const fallbackChapter = fallback.chapters[index]; const rawChapter = rawChapters[index]; return { id: (rawChapter && toText(rawChapter.id)) || fallbackChapter?.id || `backstory-chapter-${index + 1}`, title: (rawChapter && toText(rawChapter.title)) || fallbackChapter?.title || `背景片段${index + 1}`, affinityRequired: fallbackChapter?.affinityRequired ?? defaultAffinity, teaser: (rawChapter && toText(rawChapter.teaser)) || fallbackChapter?.teaser || '', content: (rawChapter && toText(rawChapter.content)) || fallbackChapter?.content || '', contextSnippet: (rawChapter && toText(rawChapter.contextSnippet)) || fallbackChapter?.contextSnippet || '', } satisfies CharacterBackstoryChapter; }, ), } satisfies CharacterBackstoryRevealConfig; } function buildFallbackRoleSkills(source: CustomWorldRoleFallbackSource) { const skillNameSeed = source.title || source.role || source.name || '角色'; const skillSummarySeed = source.combatStyle || source.description || `${source.name}善于把握局势。`; const motivationSeed = source.motivation || source.personality || source.backstory; return [ { id: createEntryId('role-skill', `${skillNameSeed}-起手`, 0), name: `${skillNameSeed}起手`, summary: truncateText(skillSummarySeed, 36), style: '起手压制', }, { id: createEntryId('role-skill', `${skillNameSeed}-机动`, 1), name: `${skillNameSeed}变招`, summary: truncateText( source.personality || `${source.name}习惯在试探中寻找破绽。`, 36, ), style: '机动周旋', }, { id: createEntryId('role-skill', `${skillNameSeed}-底牌`, 2), name: `${skillNameSeed}底牌`, summary: truncateText( motivationSeed || `${source.name}会在关键时刻亮出压箱手段。`, 36, ), style: '爆发终结', }, ] satisfies CustomWorldRoleSkill[]; } function normalizeRoleSkillList( value: unknown, fallbackSource: CustomWorldRoleFallbackSource, ) { const normalized = toRecordArray(value) .map((item, index) => { const name = toText(item.name); const summary = toText(item.summary) || toText(item.description); const style = toText(item.style) || toText(item.category) || '常用'; return { id: createEntryId('role-skill', name || style, index), name, summary, style, } satisfies CustomWorldRoleSkill; }) .filter((entry) => entry.name) .slice(0, DEFAULT_CUSTOM_WORLD_ROLE_SKILL_COUNT); return normalized.length > 0 ? normalized : buildFallbackRoleSkills(fallbackSource); } function buildFallbackRoleInitialItems(source: CustomWorldRoleFallbackSource) { const itemNameSeed = source.title || source.role || source.name || '角色'; return [ { id: createEntryId('role-item', `${itemNameSeed}-1`, 0), name: `${itemNameSeed}常备武具`, category: '武器', quantity: 1, rarity: 'rare', description: truncateText( source.combatStyle || `${source.name}随身携带的主要作战物件。`, 36, ), tags: normalizeTags(source.tags, ['战斗', '随身']), }, { id: createEntryId('role-item', `${itemNameSeed}-2`, 1), name: `${itemNameSeed}补给包`, category: '消耗品', quantity: 2, rarity: 'uncommon', description: truncateText( source.personality || `${source.name}为了长期行动准备的基础补给。`, 36, ), tags: normalizeTags(source.relationshipHooks, ['补给', '行动']), }, { id: createEntryId('role-item', `${itemNameSeed}-3`, 2), name: `${itemNameSeed}私人物件`, category: '专属物品', quantity: 1, rarity: 'rare', description: truncateText( source.backstory || source.motivation || `${source.name}不愿随意交出的信物。`, 36, ), tags: normalizeTags( [...source.tags, ...source.relationshipHooks], ['信物', '线索'], ), }, ] satisfies CustomWorldRoleInitialItem[]; } function normalizeRoleInitialItemList( value: unknown, fallbackSource: CustomWorldRoleFallbackSource, ) { const normalized = toRecordArray(value) .map((item, index) => { const name = toText(item.name); return { id: createEntryId('role-item', name, index), name, category: normalizeRoleItemCategory(item.category), quantity: typeof item.quantity === 'number' && Number.isFinite(item.quantity) ? Math.max(1, Math.min(99, Math.round(item.quantity))) : 1, rarity: normalizeRarity(item.rarity, 'rare'), description: toText(item.description), tags: normalizeTags(item.tags), } satisfies CustomWorldRoleInitialItem; }) .filter((entry) => entry.name) .slice(0, DEFAULT_CUSTOM_WORLD_ROLE_INITIAL_ITEM_COUNT); return normalized.length > 0 ? normalized : buildFallbackRoleInitialItems(fallbackSource); } function toStringArray(value: unknown, nestedKey?: string) { if (!Array.isArray(value)) { return []; } return value .map((item) => { if (typeof item === 'string') { return item.trim(); } if (nestedKey && item && typeof item === 'object') { return toText((item as Record)[nestedKey]); } return ''; }) .filter(Boolean); } function toUniqueStringArray(value: unknown, nestedKey?: string) { return [...new Set(toStringArray(value, nestedKey))]; } function inferWorldTypeFromSetting(settingText: string) { if (/[仙灵修真飞升灵脉宗门法器天宫秘境道骨星舰]/u.test(settingText)) { return WorldType.XIANXIA; } return WorldType.WUXIA; } function buildSeedPhrase(settingText: string, fallback: string) { const compact = settingText.replace(/\s+/g, '').trim(); return compact ? compact.slice(0, 10) : fallback; } function buildWorldName(settingText: string, worldType: WorldType) { const seed = buildSeedPhrase(settingText, '新旅'); const suffix = worldType === WorldType.XIANXIA ? '境' : '域'; return `${seed}${suffix}`; } function buildBaseCustomWorldProfile(settingText: string): CustomWorldProfile { const templateWorldType = inferWorldTypeFromSetting(settingText); const name = buildWorldName(settingText, templateWorldType); const subtitle = '前路未明'; const summary = settingText.trim() ? `这个世界围绕“${settingText.trim().slice(0, 28)}”展开。` : '一个仍待展开的独立世界正在成形。'; const tone = '未知、紧绷、仍在展开'; const playerGoal = '查清眼前局势的关键矛盾,并守住仍值得相信的人与事'; const camp = buildFallbackCustomWorldCampScene({ name, summary, tone, playerGoal, settingText: settingText.trim(), templateWorldType, }); const baseProfile = { id: `custom-world-${Date.now().toString(36)}-${slugify(name)}`, settingText: settingText.trim(), name, subtitle, summary, tone, playerGoal, cover: buildDefaultCustomWorldCover([]), templateWorldType, compatibilityTemplateWorldType: templateWorldType, majorFactions: [], coreConflicts: [summary], attributeSchema: generateWorldAttributeSchema({ worldType: WorldType.CUSTOM, worldName: name, settingText: settingText.trim(), summary, tone, playerGoal, majorFactions: [], coreConflicts: [summary], }), playableNpcs: [], storyNpcs: [], items: [], camp, landmarks: [], themePack: null, storyGraph: null, creatorIntent: null, anchorPack: null, lockState: normalizeCustomWorldLockState(null), generationMode: 'full', generationStatus: 'complete', } satisfies CustomWorldProfile; return { ...baseProfile, ownedSettingLayers: normalizeCustomWorldOwnedSettingLayers( null, baseProfile, ), }; } export function buildFallbackCustomWorldProfile( settingText: string, ): CustomWorldProfile { return buildBaseCustomWorldProfile(settingText); } export function normalizeCustomWorldGenerationFramework( raw: unknown, settingText: string, ): CustomWorldGenerationFramework { const fallback = buildBaseCustomWorldProfile(settingText); if (!raw || typeof raw !== 'object') { return { settingText: fallback.settingText, name: fallback.name, subtitle: fallback.subtitle, summary: fallback.summary, tone: fallback.tone, playerGoal: fallback.playerGoal, templateWorldType: fallback.templateWorldType, compatibilityTemplateWorldType: fallback.compatibilityTemplateWorldType ?? fallback.templateWorldType, majorFactions: [], coreConflicts: [fallback.summary], camp: { name: fallback.camp?.name ?? '归舍', description: fallback.camp?.description ?? '', }, playableNpcs: [], storyNpcs: [], landmarks: [], }; } const item = raw as Record; const worldSignalText = [ settingText, toText(item.subtitle), toText(item.summary), toText(item.tone), toText(item.playerGoal), ].join(' '); const templateWorldType = normalizeWorldType( item.templateWorldType, worldSignalText, ); const name = toText(item.name) || buildWorldName(settingText, templateWorldType); return { settingText: settingText.trim(), name, subtitle: toText(item.subtitle) || fallback.subtitle, summary: toText(item.summary) || fallback.summary, tone: toText(item.tone) || fallback.tone, playerGoal: toText(item.playerGoal) || fallback.playerGoal, templateWorldType, compatibilityTemplateWorldType: templateWorldType, majorFactions: normalizeTags(item.majorFactions, []), coreConflicts: normalizeTags(item.coreConflicts, [fallback.summary]), camp: normalizeCampOutline(item.camp, { name, summary: toText(item.summary) || fallback.summary, tone: toText(item.tone) || fallback.tone, playerGoal: toText(item.playerGoal) || fallback.playerGoal, settingText: settingText.trim(), templateWorldType, }), playableNpcs: normalizeRoleOutlineList(item.playableNpcs, { titleFallback: '未定称号', defaultAffinity: DEFAULT_PLAYABLE_INITIAL_AFFINITY, maxCount: MIN_CUSTOM_WORLD_PLAYABLE_NPC_COUNT, }), storyNpcs: normalizeRoleOutlineList(item.storyNpcs, { titleFallback: '未定称号', defaultAffinity: DEFAULT_STORY_NPC_INITIAL_AFFINITY, maxCount: MIN_CUSTOM_WORLD_STORY_NPC_COUNT, }), landmarks: normalizeLandmarkOutlineList(item.landmarks), }; } export function buildCustomWorldRawProfileFromFramework( framework: CustomWorldGenerationFramework, ) { return { name: framework.name, subtitle: framework.subtitle, summary: framework.summary, tone: framework.tone, playerGoal: framework.playerGoal, templateWorldType: framework.templateWorldType, compatibilityTemplateWorldType: framework.compatibilityTemplateWorldType, majorFactions: framework.majorFactions, coreConflicts: framework.coreConflicts, camp: { name: framework.camp.name, description: framework.camp.description, }, playableNpcs: framework.playableNpcs.map((npc) => ({ name: npc.name, title: npc.title, role: npc.role, description: npc.description, visualDescription: npc.visualDescription, actionDescription: npc.actionDescription, sceneVisualDescription: npc.sceneVisualDescription, initialAffinity: npc.initialAffinity, relationshipHooks: [...npc.relationshipHooks], tags: [...npc.tags], })), storyNpcs: framework.storyNpcs.map((npc) => ({ name: npc.name, title: npc.title, role: npc.role, description: npc.description, visualDescription: npc.visualDescription, actionDescription: npc.actionDescription, sceneVisualDescription: npc.sceneVisualDescription, initialAffinity: npc.initialAffinity, relationshipHooks: [...npc.relationshipHooks], tags: [...npc.tags], })), landmarks: framework.landmarks.map((landmark) => ({ name: landmark.name, description: landmark.description, visualDescription: landmark.visualDescription, actNPCNames: [...landmark.actNPCNames], sceneNpcNames: [...landmark.actNPCNames], connections: landmark.connections.map((connection) => ({ targetLandmarkName: connection.targetLandmarkName, relativePosition: connection.relativePosition, summary: connection.summary, })), })), }; } function normalizeRoleProfile( item: Record, index: number, options: { idPrefix: 'playable-npc' | 'story-npc'; titleFallback: string; defaultAffinity: number; }, ) { const name = toText(item.name); const title = toText(item.title) || toText(item.role) || options.titleFallback; const role = toText(item.role) || title; const relationshipHooks = normalizeTags( item.relationshipHooks, normalizeTags(item.tags), ); const normalizedRole = { id: toText(item.id) || createEntryId(options.idPrefix, name, index), name, title, role, description: toText(item.description), visualDescription: toText(item.visualDescription), actionDescription: toText(item.actionDescription), sceneVisualDescription: toText(item.sceneVisualDescription), backstory: toText(item.backstory), personality: toText(item.personality), motivation: toText(item.motivation) || toText(item.description), combatStyle: toText(item.combatStyle), initialAffinity: normalizeInitialAffinity( item.initialAffinity, options.defaultAffinity, ), relationshipHooks, tags: normalizeTags(item.tags, relationshipHooks), }; return { ...normalizedRole, backstoryReveal: normalizeBackstoryReveal( item.backstoryReveal, normalizedRole, ), skills: normalizeRoleSkillList(item.skills, normalizedRole), initialItems: normalizeRoleInitialItemList( item.initialItems, normalizedRole, ), imageSrc: toText(item.imageSrc) || undefined, generatedVisualAssetId: toText(item.generatedVisualAssetId) || undefined, generatedAnimationSetId: toText(item.generatedAnimationSetId) || undefined, animationMap: normalizeGeneratedAnimationMap(item.animationMap), narrativeProfile: item.narrativeProfile && typeof item.narrativeProfile === 'object' ? (item.narrativeProfile as ActorNarrativeProfile) : null, }; } function normalizePlayableNpcList(value: unknown) { return toRecordArray(value) .map((item, index) => ({ ...normalizeRoleProfile(item, index, { idPrefix: 'playable-npc', titleFallback: '未定称号', defaultAffinity: DEFAULT_PLAYABLE_INITIAL_AFFINITY, }), })) .filter((entry) => entry.name) .slice(0, MIN_CUSTOM_WORLD_PLAYABLE_NPC_COUNT); } function normalizeStoryNpcList(value: unknown) { return toRecordArray(value) .map( (item, index) => ({ ...normalizeRoleProfile(item, index, { idPrefix: 'story-npc', titleFallback: '未定称号', defaultAffinity: DEFAULT_STORY_NPC_INITIAL_AFFINITY, }), imageSrc: toText(item.imageSrc) || undefined, visual: item.visual && typeof item.visual === 'object' ? (item.visual as CustomWorldNpc['visual']) : undefined, }) satisfies CustomWorldNpc, ) .filter((entry) => entry.name); } function normalizeCustomWorldCoverCharacterRoleIds( value: unknown, playableNpcs: Array>, ) { const availableIds = new Set( playableNpcs.map((entry) => entry.id.trim()).filter(Boolean), ); const selectedIds = Array.isArray(value) ? [ ...new Set( value .map((entry) => toText(entry)) .filter((entry) => entry && availableIds.has(entry)), ), ].slice(0, 3) : []; if (selectedIds.length > 0) { return selectedIds; } return playableNpcs .map((entry) => entry.id.trim()) .filter(Boolean) .slice(0, 3); } function buildDefaultCustomWorldCover( playableNpcs: Array>, ): CustomWorldCoverProfile { return { sourceType: 'default' as const, imageSrc: null, characterRoleIds: normalizeCustomWorldCoverCharacterRoleIds( undefined, playableNpcs, ), }; } function normalizeCustomWorldCover( value: unknown, playableNpcs: Array>, ): CustomWorldCoverProfile { if (!value || typeof value !== 'object' || Array.isArray(value)) { return buildDefaultCustomWorldCover(playableNpcs); } const item = value as Record; const sourceType: CustomWorldCoverSourceType = item.sourceType === 'uploaded' || item.sourceType === 'generated' ? item.sourceType : 'default'; const imageSrc = toText(item.imageSrc) || null; if (sourceType !== 'default' && imageSrc) { return { sourceType, imageSrc, characterRoleIds: [], }; } return buildDefaultCustomWorldCover(playableNpcs); } function normalizeItemList(value: unknown) { return toRecordArray(value) .map((item, index) => { const name = toText(item.name); const category = toText(item.category); return { id: toText(item.id) || createEntryId('item', name, index), name, category, rarity: normalizeRarity(item.rarity, 'rare'), description: toText(item.description), tags: normalizeTags(item.tags), } satisfies CustomWorldItem; }) .filter((entry) => entry.name && entry.category); } function normalizeRoleOutlineList( value: unknown, options: { titleFallback: string; defaultAffinity: number; maxCount?: number; }, ) { const normalized = toRecordArray(value) .map((item) => { const name = toText(item.name); const title = toText(item.title) || toText(item.role) || options.titleFallback; const role = toText(item.role) || title; const relationshipHooks = normalizeTags( item.relationshipHooks, normalizeTags(item.tags), ); return { name, title, role, description: toText(item.description) || truncateText(`${name || title}在世界中以${role}身份活动。`, 36), visualDescription: toText(item.visualDescription) || undefined, actionDescription: toText(item.actionDescription) || undefined, sceneVisualDescription: toText(item.sceneVisualDescription) || undefined, initialAffinity: normalizeInitialAffinity( item.initialAffinity, options.defaultAffinity, ), relationshipHooks, tags: normalizeTags(item.tags, relationshipHooks), } satisfies CustomWorldGenerationRoleOutline; }) .filter((entry) => entry.name); if (typeof options.maxCount === 'number') { return normalized.slice(0, options.maxCount); } return normalized; } function normalizeCampOutline( value: unknown, fallbackProfile: Pick< CustomWorldProfile, | 'name' | 'summary' | 'tone' | 'playerGoal' | 'settingText' | 'templateWorldType' >, ): CustomWorldGenerationCampOutline { const fallback = buildFallbackCustomWorldCampScene(fallbackProfile); const item = value && typeof value === 'object' ? (value as Record) : {}; return { id: toText(item.id) || fallback.id, name: toText(item.name) || fallback.name, description: toText(item.description) || fallback.description, visualDescription: toText(item.visualDescription) || undefined, imageSrc: toText(item.imageSrc) || undefined, sceneNpcIds: toStringArray(item.sceneNpcIds), sceneNpcNames: toUniqueStringArray([ ...toStringArray(item.actNPCNames), ...toStringArray(item.sceneNpcNames), ...toStringArray(item.npcs, 'name'), ...toStringArray(item.sceneNpcs, 'name'), ...toStringArray(item.npcNames), ]), connections: toRecordArray(item.connections) .map((connection) => ({ targetLandmarkName: toText(connection.targetLandmarkName) || toText(connection.target) || toText(connection.sceneName), relativePosition: toText(connection.relativePosition) || toText(connection.position) || 'forward', summary: toText(connection.summary) || toText(connection.description), })) .filter((connection) => connection.targetLandmarkName), }; } function normalizeLandmarkOutlineList(value: unknown) { return toRecordArray(value) .map((item) => { const name = toText(item.name); return { name, description: toText(item.description) || truncateText(`${name}暗藏新的局势变化。`, 40), visualDescription: toText(item.visualDescription) || undefined, actNPCNames: toStringArray([ ...toStringArray(item.actNPCNames), ...toStringArray(item.sceneNpcNames), ...toStringArray(item.npcs, 'name'), ...toStringArray(item.sceneNpcs, 'name'), ...toStringArray(item.npcNames), ]), sceneNpcNames: toUniqueStringArray([ ...toStringArray(item.actNPCNames), ...toStringArray(item.sceneNpcNames), ...toStringArray(item.npcs, 'name'), ...toStringArray(item.sceneNpcs, 'name'), ...toStringArray(item.npcNames), ]), connections: toRecordArray(item.connections) .map((connection) => ({ targetLandmarkName: toText(connection.targetLandmarkName) || toText(connection.target) || toText(connection.sceneName), relativePosition: toText(connection.relativePosition) || toText(connection.position) || 'forward', summary: toText(connection.summary) || toText(connection.description), })) .filter((connection) => connection.targetLandmarkName), } satisfies CustomWorldGenerationLandmarkOutline; }) .filter((entry) => entry.name) .slice(0, MIN_CUSTOM_WORLD_LANDMARK_COUNT); } export function normalizeCustomWorldGenerationRoleOutlineBatch( raw: unknown, roleType: CustomWorldGenerationRoleBatchType, ) { const item = raw && typeof raw === 'object' ? (raw as Record) : {}; const key = roleType === 'playable' ? 'playableNpcs' : 'storyNpcs'; return normalizeRoleOutlineList(item[key], { titleFallback: '未定称号', defaultAffinity: roleType === 'playable' ? DEFAULT_PLAYABLE_INITIAL_AFFINITY : DEFAULT_STORY_NPC_INITIAL_AFFINITY, }); } export function normalizeCustomWorldGenerationLandmarkOutlineBatch( raw: unknown, ) { const item = raw && typeof raw === 'object' ? (raw as Record) : {}; return normalizeLandmarkOutlineList(item.landmarks); } function normalizeLandmarkDraftList(value: unknown) { return toRecordArray(value) .map((item, index) => { const name = toText(item.name); return { id: toText(item.id) || createEntryId('landmark', name, index), name, description: toText(item.description), visualDescription: toText(item.visualDescription) || undefined, imageSrc: toText(item.imageSrc) || undefined, sceneNpcIds: toStringArray(item.sceneNpcIds), sceneNpcNames: toUniqueStringArray([ ...toStringArray(item.actNPCNames), ...toStringArray(item.sceneNpcNames), ...toStringArray(item.npcs, 'name'), ...toStringArray(item.sceneNpcs, 'name'), ...toStringArray(item.npcNames), ]), connections: toRecordArray(item.connections).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), })), } satisfies CustomWorldLandmarkDraft; }) .filter((entry) => entry.name); } function normalizeCampScene( value: unknown, fallbackProfile: Pick< CustomWorldProfile, | 'name' | 'summary' | 'tone' | 'playerGoal' | 'settingText' | 'templateWorldType' >, ): CustomWorldCampScene { const fallback = buildFallbackCustomWorldCampScene(fallbackProfile); const item = value && typeof value === 'object' ? (value as Record) : {}; return { id: toText(item.id) || fallback.id, name: toText(item.name) || fallback.name, description: toText(item.description) || fallback.description, visualDescription: toText(item.visualDescription) || undefined, imageSrc: toText(item.imageSrc) || undefined, sceneNpcIds: toStringArray(item.sceneNpcIds), connections: toRecordArray(item.connections) .map((connection) => ({ targetLandmarkId: toText(connection.targetLandmarkId), relativePosition: normalizeCustomWorldSceneRelativePosition( toText(connection.relativePosition) || toText(connection.position) || 'forward', ), summary: toText(connection.summary) || toText(connection.description), })) .filter((connection) => connection.targetLandmarkId), narrativeResidues: null, }; } export function normalizeCustomWorldProfile( raw: unknown, settingText: string, ): CustomWorldProfile { const fallback = buildBaseCustomWorldProfile(settingText); if (!raw || typeof raw !== 'object') { return fallback; } const item = raw as Record; const worldSignalText = [ settingText, toText(item.subtitle), toText(item.summary), toText(item.tone), toText(item.playerGoal), ].join(' '); const templateWorldType = normalizeWorldType( item.templateWorldType, worldSignalText, ); const name = toText(item.name) || buildWorldName(settingText, templateWorldType); const summary = toText(item.summary) || fallback.summary; const tone = toText(item.tone) || fallback.tone; const playerGoal = toText(item.playerGoal) || fallback.playerGoal; const generatedAttributeSchema = generateWorldAttributeSchema({ worldType: WorldType.CUSTOM, worldName: name, settingText: settingText.trim(), summary, tone, playerGoal, majorFactions: normalizeTags(item.majorFactions, []), coreConflicts: normalizeTags(item.coreConflicts, [summary]), }); const playableNpcs = normalizePlayableNpcList(item.playableNpcs); const storyNpcs = normalizeStoryNpcList(item.storyNpcs); const landmarkDrafts = normalizeLandmarkDraftList(item.landmarks); const camp = normalizeCampScene(item.camp, { name, summary, tone, playerGoal, settingText: settingText.trim(), templateWorldType, }); const normalizedProfile = { id: toText(item.id) || `custom-world-${Date.now().toString(36)}-${slugify(name)}`, settingText: settingText.trim(), name, subtitle: toText(item.subtitle) || fallback.subtitle, summary, tone, playerGoal, cover: normalizeCustomWorldCover(item.cover, playableNpcs), templateWorldType, compatibilityTemplateWorldType: templateWorldType, majorFactions: normalizeTags(item.majorFactions, []), coreConflicts: normalizeTags(item.coreConflicts, [summary]), attributeSchema: coerceWorldAttributeSchema( item.attributeSchema, generatedAttributeSchema, ), playableNpcs, storyNpcs, items: normalizeItemList(item.items), camp, landmarks: normalizeCustomWorldLandmarks({ landmarks: landmarkDrafts, storyNpcs, }), themePack: item.themePack && typeof item.themePack === 'object' ? (item.themePack as ThemePack) : null, storyGraph: item.storyGraph && typeof item.storyGraph === 'object' ? (item.storyGraph as WorldStoryGraph) : null, anchorContent: item.anchorContent && typeof item.anchorContent === 'object' ? (item.anchorContent as EightAnchorContent) : null, creatorIntent: normalizeCustomWorldCreatorIntent(item.creatorIntent), anchorPack: item.anchorPack && typeof item.anchorPack === 'object' ? (item.anchorPack as CustomWorldAnchorPack) : buildCustomWorldAnchorPackFromIntent( normalizeCustomWorldCreatorIntent(item.creatorIntent), ), lockState: item.lockState && typeof item.lockState === 'object' ? normalizeCustomWorldLockState(item.lockState) : deriveCustomWorldLockStateFromIntent( normalizeCustomWorldCreatorIntent(item.creatorIntent), ), generationMode: item.generationMode === 'fast' || item.generationMode === 'full' ? item.generationMode : fallback.generationMode, generationStatus: item.generationStatus === 'key_only' || item.generationStatus === 'complete' ? item.generationStatus : fallback.generationStatus, } satisfies CustomWorldProfile; return { ...normalizedProfile, ownedSettingLayers: normalizeCustomWorldOwnedSettingLayers( item.ownedSettingLayers, normalizedProfile, ), }; } export function validateCustomWorldGenerationFramework( framework: CustomWorldGenerationFramework, ) { const playableCount = countUniqueNames(framework.playableNpcs); const landmarkCount = countUniqueNames(framework.landmarks); if (playableCount < MIN_CUSTOM_WORLD_PLAYABLE_NPC_COUNT) { throw new Error( `自定义世界框架至少需要 ${MIN_CUSTOM_WORLD_PLAYABLE_NPC_COUNT} 名可扮演角色。`, ); } if (landmarkCount < MIN_CUSTOM_WORLD_LANDMARK_COUNT) { throw new Error( `自定义世界框架至少需要 ${MIN_CUSTOM_WORLD_LANDMARK_COUNT} 个场景,当前仅有 ${landmarkCount} 个。`, ); } if (!framework.camp.name.trim() || !framework.camp.description.trim()) { throw new Error('自定义世界框架必须包含一个有效的开局归处场景。'); } } export function buildCustomWorldReferenceText( profile: CustomWorldProfile, options: { activeThreadIds?: string[] | null; highlightNpcNames?: string[] | null; } = {}, ) { const storyNpcById = new Map(profile.storyNpcs.map((npc) => [npc.id, npc])); const landmarkById = new Map( profile.landmarks.map((landmark) => [landmark.id, landmark]), ); const themePack = profile.themePack ?? buildThemePackFromWorldProfile(profile); const storyGraph = profile.storyGraph ?? buildFallbackWorldStoryGraph(profile, themePack); const activeThreadIds = options.activeThreadIds?.filter(Boolean)?.length ? options.activeThreadIds.filter(Boolean) : storyGraph.visibleThreads.slice(0, 3).map((thread) => thread.id); const activeThreads = [ ...storyGraph.visibleThreads, ...storyGraph.hiddenThreads, ] .filter((thread) => activeThreadIds.includes(thread.id)) .slice(0, 3); const highlightNpcNames = new Set( (options.highlightNpcNames ?? []) .map((name) => name.trim()) .filter(Boolean), ); const describeNpcReference = ( npc: | CustomWorldProfile['storyNpcs'][number] | CustomWorldProfile['playableNpcs'][number], ) => { const narrativeProfile = normalizeActorNarrativeProfile( npc.narrativeProfile, buildFallbackActorNarrativeProfile(npc, storyGraph, themePack), ); return `- ${npc.name} / ${npc.title}:身份 ${npc.role};公开面:${narrativeProfile.publicMask};表层线:${narrativeProfile.visibleLine};当前压力:${narrativeProfile.immediatePressure};相关线程:${ narrativeProfile.relatedThreadIds .map( (threadId) => [...storyGraph.visibleThreads, ...storyGraph.hiddenThreads].find( (thread) => thread.id === threadId, )?.title ?? threadId, ) .join('、') || '暂无' };反应钩子:${narrativeProfile.reactionHooks.join('、') || '暂无'}`; }; const playableNpcText = profile.playableNpcs .slice(0, 3) .map((npc) => describeNpcReference(npc)) .join('\n'); const storyNpcText = profile.storyNpcs .filter((npc) => highlightNpcNames.size > 0 ? highlightNpcNames.has(npc.name) : true, ) .slice(0, highlightNpcNames.size > 0 ? 3 : 6) .map((npc) => describeNpcReference(npc)) .join('\n'); const landmarkText = profile.landmarks .slice(0, 10) .map( (landmark) => `- ${landmark.name}:${landmark.description};场景角色:${ landmark.sceneNpcIds .map((npcId) => storyNpcById.get(npcId)?.name) .filter(Boolean) .join('、') || '暂无' };连接:${ landmark.connections .map((connection) => { const targetLandmark = landmarkById.get( connection.targetLandmarkId, ); if (!targetLandmark) { return ''; } return `${getCustomWorldSceneRelativePositionLabel(connection.relativePosition)} -> ${targetLandmark.name}${connection.summary ? `(${connection.summary})` : ''}`; }) .filter(Boolean) .join('、') || '暂无' }`, ) .join('\n'); return [ `自定义世界:${profile.name}`, `副标题:${profile.subtitle}`, `玩家原始设定:${profile.settingText}`, `世界概述:${profile.summary}`, `世界基调:${profile.tone}`, `玩家核心目标:${profile.playerGoal}`, `开局归处:${profile.camp?.name ?? '未设定'}${profile.camp?.description ? `;${profile.camp.description}` : ''}`, `题材适配层:${themePack.displayName};制度词汇 ${themePack.institutionLexicon.slice(0, 4).join('、')};禁忌词 ${themePack.tabooLexicon.slice(0, 4).join('、')};载体类型 ${themePack.artifactClasses.slice(0, 4).join('、')}`, `当前激活线程:\n${activeThreads.map((thread) => `- ${thread.title}:${thread.summary}`).join('\n') || '- 暂无'}`, `世界属性轴:${profile.attributeSchema.slots.map((slot) => slot.name).join('、')}`, `可扮演角色档案:\n${playableNpcText || '- 暂无'}`, `世界场景角色档案:\n${storyNpcText || '- 暂无'}`, `关键场景档案:\n${landmarkText || '- 暂无'}`, ].join('\n'); } function countUniqueNames(items: Array<{ name: string }>) { return new Set(items.map((item) => item.name.trim()).filter(Boolean)).size; } export function validateGeneratedCustomWorldProfile( profile: CustomWorldProfile, ) { const playableCount = countUniqueNames(profile.playableNpcs); const landmarkCount = countUniqueNames(profile.landmarks); if (playableCount < MIN_CUSTOM_WORLD_PLAYABLE_NPC_COUNT) { throw new Error( `自定义世界生成要求模型至少产出 ${MIN_CUSTOM_WORLD_PLAYABLE_NPC_COUNT} 名可扮演角色。`, ); } if (landmarkCount < MIN_CUSTOM_WORLD_LANDMARK_COUNT) { throw new Error( `自定义世界生成要求至少产出 ${MIN_CUSTOM_WORLD_LANDMARK_COUNT} 个场景,当前仅返回 ${landmarkCount} 个。`, ); } const validStoryNpcIds = new Set(profile.storyNpcs.map((npc) => npc.id)); const validLandmarkIds = new Set( profile.landmarks.map((landmark) => landmark.id), ); profile.landmarks.forEach((landmark) => { const uniqueSceneNpcIds = [...new Set(landmark.sceneNpcIds)]; if (uniqueSceneNpcIds.length < 3) { throw new Error( `场景「${landmark.name}」至少需要关联 3 个场景角色,当前仅有 ${uniqueSceneNpcIds.length} 个。`, ); } if (uniqueSceneNpcIds.some((npcId) => !validStoryNpcIds.has(npcId))) { throw new Error(`场景「${landmark.name}」引用了不存在的场景角色。`); } if (landmark.connections.length === 0) { throw new Error(`场景「${landmark.name}」缺少可用的场景连接关系。`); } if ( landmark.connections.some( (connection) => connection.targetLandmarkId === landmark.id || !validLandmarkIds.has(connection.targetLandmarkId), ) ) { throw new Error(`场景「${landmark.name}」存在无效的目标场景连接。`); } }); }