303 lines
12 KiB
TypeScript
303 lines
12 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import { AnimationState, type Character, WorldType } from '../types';
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import { buildExpandedCustomWorldProfile } from './customWorldBuilder';
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import { buildUserPrompt } from './prompt';
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import { buildSceneNarrativeDirective } from './storyEngine/sceneNarrativeDirector';
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import { buildEncounterVisibilitySlice } from './storyEngine/visibilityEngine';
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function createCharacter(): Character {
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return {
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id: 'hero',
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name: '林澈',
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title: '行旅客',
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description: '一名谨慎前行的旅人。',
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backstory: '从北境一路追着旧案残线而来。',
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avatar: '/hero.png',
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portrait: '/hero-portrait.png',
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assetFolder: 'hero',
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assetVariant: 'default',
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attributes: {
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strength: 10,
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agility: 9,
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intelligence: 8,
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spirit: 9,
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},
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personality: '谨慎、克制、先看局势。',
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skills: [],
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adventureOpenings: {},
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};
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}
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describe('buildUserPrompt', () => {
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it('does not leak full custom-world backstory on first contact', () => {
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const profile = buildExpandedCustomWorldProfile(
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{
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id: 'prompt-world',
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name: '裂潮边城',
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subtitle: '旧案回响',
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summary: '一座在裂潮与旧案回响之间摇摇欲坠的边城。',
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tone: '紧张、克制、暗流涌动',
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playerGoal: '查清边城裂潮背后的封桥旧令',
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templateWorldType: 'WUXIA',
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majorFactions: ['巡边司', '潮商会'],
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coreConflicts: ['裂潮再度逼近边路', '封桥旧案再被人提起'],
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playableNpcs: [
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{
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id: 'playable-1',
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name: '沈砺',
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title: '灰炬向导',
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role: '向导',
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description: '熟悉裂潮边路的灰炬向导。',
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backstory: '曾在旧撤离线里失去一整支同行队。',
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personality: '谨慎寡言,先看风向再开口。',
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motivation: '想查清旧撤离线为何再次失控。',
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combatStyle: '短弓牵制后贴近补刀。',
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initialAffinity: 18,
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relationshipHooks: ['旧撤离线', '名单'],
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tags: ['裂潮', '向导'],
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backstoryReveal: {
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publicSummary: '他只说自己熟悉边路。',
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chapters: [
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{ id: 'surface', title: '表层来意', affinityRequired: 0, teaser: '他总盯着风向和路标。', content: '他先把注意力放在边路是否还能走。', contextSnippet: '他总先谈路和风。' },
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{ id: 'scar', title: '旧事裂痕', affinityRequired: 30, teaser: '旧撤离线像在他身上留下了什么。', content: '那次撤离失控后,他一直没再离开这片边路。', contextSnippet: '撤离旧事还没过去。' },
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{ id: 'bind', title: '隐藏执念', affinityRequired: 60, teaser: '名单上的名字让他一直不肯放手。', content: '他一直在比对那份回响名单与旧撤离线。', contextSnippet: '他一直在查名单。' },
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{ id: 'truth', title: '最终底牌', affinityRequired: 90, teaser: '他知道裂潮里有人故意改过路标。', content: '他怀疑有人借裂潮重启旧案。', contextSnippet: '有人在利用裂潮。' },
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],
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},
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skills: [],
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initialItems: [],
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},
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],
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storyNpcs: [
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{
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id: 'story-1',
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name: '梁砺',
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title: '断桥巡守',
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role: '巡守',
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description: '守着断桥与旧哨火的巡守。',
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backstory: '旧案爆发时,他是最后一个封桥的人。',
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personality: '警觉直接,不喜欢绕弯。',
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motivation: '不想让旧案再次借裂潮翻上来。',
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combatStyle: '长兵先压,再卡住路口。',
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initialAffinity: 6,
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relationshipHooks: ['封桥', '旧哨火'],
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tags: ['巡守', '断桥'],
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backstoryReveal: {
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publicSummary: '他只承认自己还在守桥。',
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chapters: [
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{ id: 'surface', title: '表层来意', affinityRequired: 0, teaser: '他只说桥还不能放开。', content: '他总先谈桥和路。', contextSnippet: '桥还不能放开。' },
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{ id: 'scar', title: '旧事裂痕', affinityRequired: 30, teaser: '封桥那夜明显留下了后劲。', content: '他始终忘不了那夜桥上的名单。', contextSnippet: '封桥旧事还压着他。' },
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{ id: 'bind', title: '隐藏执念', affinityRequired: 60, teaser: '他像还在替谁守着一个错误。', content: '他一直替旧命令继续守线。', contextSnippet: '他还在守旧命令。' },
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{ id: 'truth', title: '最终底牌', affinityRequired: 90, teaser: '有人逼他在封桥和救人之间选过。', content: '那夜真正下封桥令的人还没有露面。', contextSnippet: '封桥命令另有来头。' },
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],
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},
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skills: [],
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initialItems: [
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{
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id: 'item-1',
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name: '旧哨铜钥',
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category: '稀有品',
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quantity: 1,
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rarity: 'rare',
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description: '钥身磨得发亮。',
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tags: ['旧哨火'],
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},
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],
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},
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],
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items: [],
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landmarks: [
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{
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id: 'landmark-1',
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name: '断桥旧哨',
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description: '旧哨火和断桥一起守着边城北口。',
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dangerLevel: 'high',
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sceneNpcIds: ['story-1'],
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connections: [],
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},
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],
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},
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'玩家想要一个裂潮边城与旧案回响交织的世界。',
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);
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const npc = profile.storyNpcs[0]!;
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const visibilitySlice = buildEncounterVisibilitySlice({
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narrativeProfile: npc.narrativeProfile,
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backstoryReveal: npc.backstoryReveal,
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disclosureStage: 'guarded',
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isFirstMeaningfulContact: true,
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seenBackstoryChapterIds: [],
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storyEngineMemory: {
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discoveredFactIds: [],
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activeThreadIds: npc.narrativeProfile?.relatedThreadIds ?? [],
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resolvedScarIds: [],
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recentCarrierIds: [],
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},
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activeThreadIds: npc.narrativeProfile?.relatedThreadIds ?? [],
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});
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const prompt = buildUserPrompt(
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WorldType.CUSTOM,
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createCharacter(),
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[],
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[],
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{
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playerHp: 30,
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playerMaxHp: 40,
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playerMana: 10,
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playerMaxMana: 20,
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inBattle: false,
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playerX: 0,
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playerFacing: 'right',
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playerAnimation: AnimationState.IDLE,
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skillCooldowns: {},
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sceneId: 'custom-scene-landmark-1',
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sceneName: '断桥旧哨',
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sceneDescription: '风里尽是旧哨火和潮声。',
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encounterKind: 'npc',
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encounterId: npc.id,
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encounterName: npc.name,
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encounterDescription: npc.description,
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encounterContext: npc.role,
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encounterAffinity: npc.initialAffinity,
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encounterAffinityText: '对你仍有戒备,也在观察你会怎么试探。',
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encounterDisclosureStage: 'guarded',
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encounterWarmthStage: 'distant',
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encounterAnswerMode: 'situational_only',
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encounterAllowedTopics: ['眼前危险', '现场判断', '模糊钩子'],
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encounterBlockedTopics: ['完整来历', '真正目标', '旧事全貌'],
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isFirstMeaningfulContact: true,
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firstContactRelationStance: 'guarded',
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recentSharedEvent: '你们还只是刚刚真正把话对上。',
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talkPriority: '优先谈桥口、来意和眼前压力,不要直接摊开旧案全貌。',
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encounterCustomProfile: npc,
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encounterNarrativeProfile: npc.narrativeProfile,
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visibilitySlice,
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sceneNarrativeDirective: buildSceneNarrativeDirective({
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sceneId: 'custom-scene-landmark-1',
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sceneName: '断桥旧哨',
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encounterId: npc.id,
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encounterName: npc.name,
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recentActions: [],
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activeThreadIds: npc.narrativeProfile?.relatedThreadIds ?? [],
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visibilitySlice,
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encounterNarrativeProfile: npc.narrativeProfile,
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disclosureStage: 'guarded',
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isFirstMeaningfulContact: true,
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affinity: npc.initialAffinity,
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}),
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activeThreadIds: npc.narrativeProfile?.relatedThreadIds ?? [],
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customWorldProfile: profile,
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},
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);
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expect(prompt).toContain(npc.narrativeProfile?.publicMask ?? '');
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expect(prompt).toContain(npc.narrativeProfile?.immediatePressure ?? '');
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expect(prompt).not.toContain(npc.backstory);
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expect(prompt).not.toContain(npc.backstoryReveal.chapters[3]!.content);
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expect(prompt).not.toContain(npc.initialItems[0]!.name);
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});
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it('requires an empty encounter payload during non-pending follow-up reasoning such as post-battle continuation', () => {
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const prompt = buildUserPrompt(
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WorldType.WUXIA,
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createCharacter(),
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[],
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[
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{
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text: '挥刀抢攻',
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options: [],
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historyRole: 'action',
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},
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{
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text: '山道客已经败下阵来。',
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options: [],
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historyRole: 'result',
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},
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],
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{
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playerHp: 26,
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playerMaxHp: 40,
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playerMana: 8,
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playerMaxMana: 20,
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inBattle: false,
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playerX: 0,
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playerFacing: 'right',
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playerAnimation: AnimationState.IDLE,
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skillCooldowns: {},
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sceneId: 'forest_road',
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sceneName: '山道',
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sceneDescription: '风从林梢压下来,地上还留着刚才交手的痕迹。',
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pendingSceneEncounter: false,
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},
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'挥刀抢攻',
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);
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expect(prompt).toContain('encounter 必须为 null');
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expect(prompt).toContain('战斗结束后的续写');
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});
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it('does not feed mixed-language history and directive snippets back into story prompts', () => {
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const prompt = buildUserPrompt(
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WorldType.WUXIA,
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createCharacter(),
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[],
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[
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{
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text: 'Move forward carefully.',
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options: [],
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historyRole: 'action',
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},
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{
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text: 'The wind is cold. 你听见山道尽头有脚步声。',
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options: [],
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historyRole: 'result',
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},
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],
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{
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playerHp: 26,
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playerMaxHp: 40,
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playerMana: 8,
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playerMaxMana: 20,
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inBattle: false,
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playerX: 0,
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playerFacing: 'right',
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playerAnimation: AnimationState.ATTACK,
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skillCooldowns: {},
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sceneId: 'forest_road',
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sceneName: '山道',
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sceneDescription: '风从林梢压下来。',
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pendingSceneEncounter: false,
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conversationSituation: 'post_battle_breath',
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conversationPressure: 'medium',
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recentSharedEvent:
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'A fight just ended. Both sides are still catching their breath.',
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talkPriority:
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'Focus on the most useful judgment, danger, and next step.',
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partyRelationshipNotes:
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'Lan is becoming more open in private conversation.',
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recentChronicleSummary: 'Baseline summary from previous run.',
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sceneNarrativeDirective: {
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primaryPressure: 'Danger is still active near the camp.',
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activeThreadIds: ['thread-old-case'],
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foregroundActorIds: [],
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foregroundCarrierIds: [],
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revealBudget: 'low',
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emotionalCadence: 'tense',
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},
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},
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'Move forward carefully.',
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);
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expect(prompt).not.toContain('A fight just ended');
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expect(prompt).not.toContain('Focus on the most useful judgment');
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expect(prompt).not.toContain('Baseline summary');
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expect(prompt).not.toContain('Move forward carefully');
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expect(prompt).not.toContain('thread-old-case');
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expect(prompt).not.toContain('Danger is still active');
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expect(prompt).toContain('战后缓气');
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expect(prompt).toContain('紧绷');
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expect(prompt).toContain('这一轮的局势已经出现了新的变化。');
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});
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});
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