Files
Genarrative/src/data/functionCatalog/flow/storyOpeningCampDialogue.ts
2026-04-21 18:27:46 +08:00

39 lines
1.7 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import type { FunctionDocumentationEntry } from '../types';
/**
* story_opening_camp_dialogue
*
* 开局营地场景的特殊对话控制 function。
* 这里同时提供判定 helper供 prompt 和故事流程判断是否进入营地开场对白模式。
*/
export function isOpeningCampDialogueFunctionId(
functionId: string | null | undefined,
) {
return functionId === STORY_OPENING_CAMP_DIALOGUE_FUNCTION.id;
}
export const STORY_OPENING_CAMP_DIALOGUE_FUNCTION: FunctionDocumentationEntry =
{
id: 'story_opening_camp_dialogue',
domain: 'flow',
title: '营地开场对话',
source: 'src/data/functionCatalog/flow/storyOpeningCampDialogue.ts',
summary: '驱动开局营地 4 到 6 行开场对白的流程项。',
detailedDescription:
'它告诉 prompt 与运行时:当前不是普通探索推进,而是要围绕营地背景、初始同伴态度和刚进入世界的紧张感生成一段结构化开场对白。',
trigger: '开局同伴营地场景进入正式对话时出现。',
execution:
'点击后会进入 opening adventure 的特殊对话生成链,而不是普通 function option 链路。',
result: '玩家会先看到一段营地对白,再衔接后续 npc_chat 或离营流程。',
active: true,
runtime: {
storyMode: 'special_sequence',
uiMode: 'none',
executor:
'src/hooks/rpg-runtime-story/openingAdventure.ts + src/services/prompt.ts',
animationNote: '重点在对白本身,不额外驱动独立战斗/位移动画。',
storyNote: '会把 prompt 切到营地开场对白模式,并要求输出结构化对话行。',
uiNote: '不弹 modal直接进入对白流。',
},
};