1011 lines
31 KiB
TypeScript
1011 lines
31 KiB
TypeScript
import { beforeEach, describe, expect, it, vi } from 'vitest';
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import { AFFINITY_BACKSTORY_CHAPTER_THRESHOLDS } from '../data/affinityLevels';
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import { getScenePresetsByWorld } from '../data/scenePresets';
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import type {
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Character,
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Encounter,
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SceneHostileNpc,
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StoryMoment,
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StoryOption,
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} from '../types';
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import { AnimationState, WorldType } from '../types';
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const {
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connectivityError,
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fetchMock,
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requestChatMessageContentMock,
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requestPlainTextCompletionMock,
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streamPlainTextCompletionMock,
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timeoutError,
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} = vi.hoisted(() => ({
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connectivityError: new Error('LLM unavailable'),
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fetchMock: vi.fn(),
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requestChatMessageContentMock: vi.fn(),
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requestPlainTextCompletionMock: vi.fn(),
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streamPlainTextCompletionMock: vi.fn(),
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timeoutError: new Error('LLM timed out'),
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}));
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vi.mock('./llmClient', () => ({
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CUSTOM_WORLD_REQUEST_TIMEOUT_MS: 120000,
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isLlmConnectivityError: (error: unknown) => error === connectivityError,
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isLlmTimeoutError: (error: unknown) => error === timeoutError,
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requestChatMessageContent: requestChatMessageContentMock,
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requestPlainTextCompletion: requestPlainTextCompletionMock,
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streamPlainTextCompletion: streamPlainTextCompletionMock,
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}));
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import {
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generateCharacterPanelChatSuggestions,
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generateCustomWorldProfile,
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generateCustomWorldSceneImage,
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generateInitialStory,
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generateNextStep,
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streamCharacterPanelChatReply,
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streamNpcRecruitDialogue,
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} from './ai';
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import {
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buildOfflineCharacterPanelChatReply,
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buildOfflineCharacterPanelChatSuggestions,
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buildOfflineNpcRecruitDialogue,
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} from './aiFallbacks';
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import type { StoryGenerationContext } from './aiTypes';
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import type { CharacterChatTargetStatus } from './characterChatPrompt';
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const [
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BACKSTORY_UNLOCK_AFFINITY_EASED,
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BACKSTORY_UNLOCK_AFFINITY_FRIENDLY,
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BACKSTORY_UNLOCK_AFFINITY_TRUSTED,
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BACKSTORY_UNLOCK_AFFINITY_CLOSE,
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] = AFFINITY_BACKSTORY_CHAPTER_THRESHOLDS;
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function createCharacter(overrides: Partial<Character> = {}): Character {
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return {
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id: 'hero',
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name: 'Lin',
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title: 'Wanderer',
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description: 'A cautious traveler.',
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backstory: 'Walked out of the northern mountains.',
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avatar: '/avatars/lin.png',
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portrait: '/portraits/lin.png',
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assetFolder: 'lin',
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assetVariant: 'default',
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attributes: {
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strength: 10,
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agility: 8,
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intelligence: 7,
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spirit: 9,
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},
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personality: 'Calm, observant, and steady.',
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skills: [],
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adventureOpenings: {},
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...overrides,
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};
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}
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function createStoryOption(overrides: Partial<StoryOption> = {}): StoryOption {
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return {
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functionId: 'rest',
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actionText: 'Pause and recover.',
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text: 'Pause and recover.',
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visuals: {
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playerAnimation: AnimationState.IDLE,
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playerMoveMeters: 0,
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playerOffsetY: 0,
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playerFacing: 'right',
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scrollWorld: false,
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monsterChanges: [],
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},
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...overrides,
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};
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}
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function createContext(
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overrides: Partial<StoryGenerationContext> = {},
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): StoryGenerationContext {
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return {
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playerHp: 30,
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playerMaxHp: 40,
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playerMana: 12,
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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: null,
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sceneName: 'Forest Trail',
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sceneDescription: 'A quiet mountain path.',
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pendingSceneEncounter: false,
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...overrides,
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};
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}
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function createTargetStatus(
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overrides: Partial<CharacterChatTargetStatus> = {},
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): CharacterChatTargetStatus {
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return {
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roleLabel: 'Companion',
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hp: 18,
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maxHp: 20,
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mana: 9,
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maxMana: 12,
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...overrides,
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};
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}
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function createEncounter(overrides: Partial<Encounter> = {}): Encounter {
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return {
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npcName: 'Lan',
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npcDescription: 'A sharp-eyed scout.',
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npcAvatar: '/avatars/lan.png',
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context: 'Campfire',
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...overrides,
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};
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}
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function createPlayableNpc(index: number) {
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return {
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name: `角色${index + 1}`,
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title: `身份${index + 1}`,
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role: `世界职责${index + 1}`,
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description: `角色描述${index + 1}`,
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backstory: `角色背景${index + 1}`,
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personality: `角色性格${index + 1}`,
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motivation: `角色动机${index + 1}`,
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combatStyle: `战斗风格${index + 1}`,
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initialAffinity: 18,
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relationshipHooks: [`接触点${index + 1}`],
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tags: [`标签${index + 1}`],
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backstoryReveal: {
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publicSummary: `公开背景${index + 1}`,
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chapters: [
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{
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id: `surface-${index + 1}`,
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title: '表层来意',
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affinityRequired: BACKSTORY_UNLOCK_AFFINITY_EASED,
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teaser: `提示${index + 1}-1`,
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content: `内容${index + 1}-1`,
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contextSnippet: `摘要${index + 1}-1`,
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},
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{
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id: `scar-${index + 1}`,
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title: '旧事裂痕',
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affinityRequired: BACKSTORY_UNLOCK_AFFINITY_FRIENDLY,
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teaser: `提示${index + 1}-2`,
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content: `内容${index + 1}-2`,
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contextSnippet: `摘要${index + 1}-2`,
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},
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{
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id: `hidden-${index + 1}`,
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title: '隐藏执念',
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affinityRequired: BACKSTORY_UNLOCK_AFFINITY_TRUSTED,
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teaser: `提示${index + 1}-3`,
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content: `内容${index + 1}-3`,
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contextSnippet: `摘要${index + 1}-3`,
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},
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{
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id: `final-${index + 1}`,
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title: '最终底牌',
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affinityRequired: BACKSTORY_UNLOCK_AFFINITY_CLOSE,
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teaser: `提示${index + 1}-4`,
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content: `内容${index + 1}-4`,
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contextSnippet: `摘要${index + 1}-4`,
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},
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],
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},
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skills: [
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{ name: `技能${index + 1}-1`, summary: '技能说明1', style: '起手压制' },
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{ name: `技能${index + 1}-2`, summary: '技能说明2', style: '机动周旋' },
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{ name: `技能${index + 1}-3`, summary: '技能说明3', style: '爆发终结' },
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],
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initialItems: [
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{
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name: `物品${index + 1}-1`,
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category: '武器',
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quantity: 1,
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rarity: 'rare',
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description: '物品说明1',
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tags: ['物品标签1'],
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},
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{
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name: `物品${index + 1}-2`,
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category: '消耗品',
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quantity: 2,
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rarity: 'uncommon',
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description: '物品说明2',
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tags: ['物品标签2'],
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},
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{
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name: `物品${index + 1}-3`,
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category: '专属物品',
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quantity: 1,
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rarity: 'rare',
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description: '物品说明3',
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tags: ['物品标签3'],
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},
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],
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};
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}
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function createStoryNpc(index: number) {
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return {
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name: `世界NPC${index + 1}`,
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title: `头衔${index + 1}`,
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role: `职责${index + 1}`,
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description: `世界NPC描述${index + 1}`,
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backstory: `世界NPC背景${index + 1}`,
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personality: `世界NPC性格${index + 1}`,
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motivation: `世界NPC动机${index + 1}`,
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combatStyle: `世界NPC战斗风格${index + 1}`,
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initialAffinity: index % 4 === 0 ? -10 : 6,
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relationshipHooks: [`关系${index + 1}`],
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tags: [`线索${index + 1}`],
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backstoryReveal: {
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publicSummary: `世界公开背景${index + 1}`,
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chapters: [
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{
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id: `surface-story-${index + 1}`,
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title: '表层来意',
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affinityRequired: BACKSTORY_UNLOCK_AFFINITY_EASED,
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teaser: `提示${index + 1}-1`,
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content: `内容${index + 1}-1`,
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contextSnippet: `摘要${index + 1}-1`,
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},
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{
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id: `scar-story-${index + 1}`,
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title: '旧事裂痕',
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affinityRequired: BACKSTORY_UNLOCK_AFFINITY_FRIENDLY,
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teaser: `提示${index + 1}-2`,
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content: `内容${index + 1}-2`,
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contextSnippet: `摘要${index + 1}-2`,
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},
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{
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id: `hidden-story-${index + 1}`,
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title: '隐藏执念',
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affinityRequired: BACKSTORY_UNLOCK_AFFINITY_TRUSTED,
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teaser: `提示${index + 1}-3`,
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content: `内容${index + 1}-3`,
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contextSnippet: `摘要${index + 1}-3`,
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},
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{
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id: `final-story-${index + 1}`,
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title: '最终底牌',
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affinityRequired: BACKSTORY_UNLOCK_AFFINITY_CLOSE,
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teaser: `提示${index + 1}-4`,
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content: `内容${index + 1}-4`,
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contextSnippet: `摘要${index + 1}-4`,
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},
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],
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},
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skills: [
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{
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name: `世界技能${index + 1}-1`,
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summary: '技能说明1',
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style: '起手压制',
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},
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{
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name: `世界技能${index + 1}-2`,
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summary: '技能说明2',
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style: '机动周旋',
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},
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{
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name: `世界技能${index + 1}-3`,
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summary: '技能说明3',
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style: '爆发终结',
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},
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],
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initialItems: [
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{
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name: `世界物品${index + 1}-1`,
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category: '武器',
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quantity: 1,
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rarity: 'rare',
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description: '物品说明1',
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tags: ['物品标签1'],
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},
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{
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name: `世界物品${index + 1}-2`,
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category: '消耗品',
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quantity: 2,
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rarity: 'uncommon',
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description: '物品说明2',
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tags: ['物品标签2'],
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},
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{
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name: `世界物品${index + 1}-3`,
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category: '专属物品',
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quantity: 1,
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rarity: 'rare',
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description: '物品说明3',
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tags: ['物品标签3'],
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},
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],
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};
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}
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function createLandmark(
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index: number,
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options?: {
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storyNpcNames?: string[];
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landmarkCount?: number;
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},
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) {
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const landmarkCount = options?.landmarkCount ?? 10;
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const nextName = `场景${((index + 1) % landmarkCount) + 1}`;
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const prevName = `场景${((index - 1 + landmarkCount) % landmarkCount) + 1}`;
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return {
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name: `场景${index + 1}`,
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description: `场景描述${index + 1}`,
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dangerLevel: 'high',
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sceneNpcNames: options?.storyNpcNames ?? [
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`世界NPC${index + 1}`,
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`世界NPC${index + 2}`,
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`世界NPC${index + 3}`,
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],
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connections:
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landmarkCount > 1
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? [
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{
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targetLandmarkName: nextName,
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relativePosition: 'forward',
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summary: `沿主路可到${nextName}`,
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},
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{
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targetLandmarkName: prevName,
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relativePosition: 'back',
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summary: `回身可返${prevName}`,
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},
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]
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: [],
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};
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}
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function createCustomWorldResponse(
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overrides: Partial<{
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name: string;
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subtitle: string;
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summary: string;
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tone: string;
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playerGoal: string;
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templateWorldType: 'WUXIA' | 'XIANXIA';
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playableNpcs: ReturnType<typeof createPlayableNpc>[];
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storyNpcs: ReturnType<typeof createStoryNpc>[];
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landmarks: ReturnType<typeof createLandmark>[];
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items: Array<Record<string, unknown>>;
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}> = {},
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) {
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const storyNpcs =
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overrides.storyNpcs ??
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Array.from({ length: 25 }, (_, index) => createStoryNpc(index));
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const landmarks =
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overrides.landmarks ??
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Array.from({ length: 10 }, (_, index) =>
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createLandmark(index, {
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landmarkCount: 10,
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storyNpcNames: [
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storyNpcs[index % storyNpcs.length]?.name ?? `世界NPC${index + 1}`,
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storyNpcs[(index + 1) % storyNpcs.length]?.name ??
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`世界NPC${index + 2}`,
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storyNpcs[(index + 2) % storyNpcs.length]?.name ??
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`世界NPC${index + 3}`,
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],
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}),
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);
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return {
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name: '测试世界',
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subtitle: '副标题',
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summary: '概述',
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tone: '基调',
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playerGoal: '目标',
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templateWorldType: 'WUXIA' as const,
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playableNpcs: Array.from({ length: 5 }, (_, index) =>
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createPlayableNpc(index),
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),
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storyNpcs,
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landmarks,
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...overrides,
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};
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}
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describe('ai orchestration fallbacks', () => {
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const playerCharacter = createCharacter();
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const targetCharacter = createCharacter({
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id: 'ally',
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name: 'Lan',
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title: 'Scout',
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personality: 'Dry, practical, and quietly protective.',
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});
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const context = createContext();
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const targetStatus = createTargetStatus();
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const monsters: SceneHostileNpc[] = [];
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const storyHistory: StoryMoment[] = [];
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beforeEach(() => {
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vi.stubGlobal('fetch', fetchMock);
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fetchMock.mockReset();
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requestChatMessageContentMock.mockReset();
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requestPlainTextCompletionMock.mockReset();
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streamPlainTextCompletionMock.mockReset();
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});
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it('falls back to the offline story response when story generation loses connectivity', async () => {
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const availableOptions = [createStoryOption()];
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requestChatMessageContentMock.mockRejectedValue(connectivityError);
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const response = await generateInitialStory(
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WorldType.WUXIA,
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playerCharacter,
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monsters,
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context,
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{ availableOptions },
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);
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expect(response.options).toEqual(availableOptions);
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expect(response.options).not.toBe(availableOptions);
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expect(response.storyText.length).toBeGreaterThan(0);
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});
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|
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it('repairs mixed-language story text before returning the story response', async () => {
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const availableOptions = [
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createStoryOption({
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functionId: 'idle_explore_forward',
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actionText: '继续沿山道探路。',
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text: '继续沿山道探路。',
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}),
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];
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requestChatMessageContentMock
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|
.mockResolvedValueOnce(
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JSON.stringify({
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storyText: 'The forest is quiet. 你听见远处的风声。',
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encounter: null,
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options: [
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{
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functionId: 'idle_explore_forward',
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actionText: 'Move forward carefully.',
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},
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],
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}),
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)
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.mockResolvedValueOnce(
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JSON.stringify({
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storyText: '林间重新安静下来,你听见远处的风声。',
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encounter: null,
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options: [
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{
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functionId: 'idle_explore_forward',
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actionText: '继续沿山道探路。',
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},
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],
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}),
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);
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const response = await generateInitialStory(
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WorldType.WUXIA,
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playerCharacter,
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monsters,
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context,
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{ availableOptions },
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);
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expect(response.storyText).toBe('林间重新安静下来,你听见远处的风声。');
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expect(response.options[0]?.actionText).toBe('继续沿山道探路。');
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expect(requestChatMessageContentMock).toHaveBeenCalledTimes(2);
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expect(requestChatMessageContentMock.mock.calls[1]?.[2]).toEqual(
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expect.objectContaining({
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debugLabel: 'story-language-repair',
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}),
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);
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});
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|
|
it('ignores generated encounter payloads during post-battle continuations when no new scene encounter is pending', async () => {
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|
const availableOptions = [
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createStoryOption({
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functionId: 'idle_explore_forward',
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actionText: '先稳住呼吸,再看看前面的动静。',
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text: '先稳住呼吸,再看看前面的动静。',
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}),
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];
|
|
const sceneWithNpc = getScenePresetsByWorld(WorldType.WUXIA).find(
|
|
(scene) => (scene.npcs?.length ?? 0) > 0,
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|
);
|
|
const targetNpcId = sceneWithNpc?.npcs?.[0]?.id;
|
|
if (!sceneWithNpc || !targetNpcId) {
|
|
throw new Error('Expected a wuxia scene with at least one npc preset.');
|
|
}
|
|
|
|
requestChatMessageContentMock.mockResolvedValue(
|
|
JSON.stringify({
|
|
storyText: '山道总算安静下来,你收住气息,重新判断前路。',
|
|
encounter: {
|
|
kind: 'npc',
|
|
npcId: targetNpcId,
|
|
},
|
|
options: [
|
|
{
|
|
functionId: 'idle_explore_forward',
|
|
actionText: '先稳住呼吸,再看看前面的动静。',
|
|
},
|
|
],
|
|
}),
|
|
);
|
|
|
|
const response = await generateNextStep(
|
|
WorldType.WUXIA,
|
|
playerCharacter,
|
|
[],
|
|
[
|
|
{
|
|
text: '挥刀抢攻',
|
|
options: [],
|
|
historyRole: 'action',
|
|
},
|
|
{
|
|
text: '山道客已经败下阵来。',
|
|
options: [],
|
|
historyRole: 'result',
|
|
},
|
|
],
|
|
'挥刀抢攻',
|
|
createContext({
|
|
sceneId: sceneWithNpc.id,
|
|
sceneName: sceneWithNpc.name,
|
|
sceneDescription: sceneWithNpc.description,
|
|
pendingSceneEncounter: false,
|
|
}),
|
|
{ availableOptions },
|
|
);
|
|
|
|
expect(response.encounter).toBeUndefined();
|
|
expect(response.options).toEqual(availableOptions);
|
|
const userPrompt = requestChatMessageContentMock.mock.calls.at(-1)?.[1];
|
|
expect(userPrompt).toContain('encounter 必须为 null');
|
|
expect(userPrompt).toContain('战斗结束后的续写');
|
|
});
|
|
|
|
it('returns offline character chat suggestions when the plain-text client reports connectivity errors', async () => {
|
|
requestPlainTextCompletionMock.mockRejectedValue(connectivityError);
|
|
|
|
const suggestions = await generateCharacterPanelChatSuggestions(
|
|
WorldType.WUXIA,
|
|
playerCharacter,
|
|
targetCharacter,
|
|
storyHistory,
|
|
context,
|
|
[],
|
|
'',
|
|
targetStatus,
|
|
);
|
|
|
|
expect(suggestions).toEqual(
|
|
buildOfflineCharacterPanelChatSuggestions(targetCharacter),
|
|
);
|
|
});
|
|
|
|
it('streams the offline character chat reply and forwards it to onUpdate when connectivity fails', async () => {
|
|
const onUpdate = vi.fn();
|
|
const playerMessage = 'Tell me what you are really worried about.';
|
|
const conversationSummary = 'Lan has started to trust the player more.';
|
|
const fallbackReply = buildOfflineCharacterPanelChatReply(
|
|
targetCharacter,
|
|
playerMessage,
|
|
conversationSummary,
|
|
);
|
|
streamPlainTextCompletionMock.mockRejectedValue(connectivityError);
|
|
|
|
const reply = await streamCharacterPanelChatReply(
|
|
WorldType.WUXIA,
|
|
playerCharacter,
|
|
targetCharacter,
|
|
storyHistory,
|
|
context,
|
|
[],
|
|
conversationSummary,
|
|
playerMessage,
|
|
targetStatus,
|
|
{ onUpdate },
|
|
);
|
|
|
|
expect(reply).toBe(fallbackReply);
|
|
expect(onUpdate).toHaveBeenCalledOnce();
|
|
expect(onUpdate).toHaveBeenCalledWith(fallbackReply);
|
|
});
|
|
|
|
it('uses the extracted NPC recruit fallback when recruit dialogue streaming loses connectivity', async () => {
|
|
const onUpdate = vi.fn();
|
|
const encounter = createEncounter();
|
|
const fallbackReply = buildOfflineNpcRecruitDialogue(encounter);
|
|
streamPlainTextCompletionMock.mockRejectedValue(connectivityError);
|
|
|
|
const reply = await streamNpcRecruitDialogue(
|
|
WorldType.WUXIA,
|
|
playerCharacter,
|
|
encounter,
|
|
monsters,
|
|
storyHistory,
|
|
context,
|
|
'Join us.',
|
|
'The party is ready to travel together.',
|
|
{ onUpdate },
|
|
);
|
|
|
|
expect(reply).toBe(fallbackReply);
|
|
expect(onUpdate).toHaveBeenCalledOnce();
|
|
expect(onUpdate).toHaveBeenCalledWith(fallbackReply);
|
|
});
|
|
|
|
it('rejects custom world output when the model does not generate enough NPCs and scenes', async () => {
|
|
requestPlainTextCompletionMock.mockResolvedValue(
|
|
JSON.stringify(
|
|
createCustomWorldResponse({
|
|
storyNpcs: Array.from({ length: 10 }, (_, index) =>
|
|
createStoryNpc(index),
|
|
),
|
|
landmarks: Array.from({ length: 4 }, (_, index) =>
|
|
createLandmark(index, { landmarkCount: 4 }),
|
|
),
|
|
}),
|
|
),
|
|
);
|
|
|
|
await expect(
|
|
generateCustomWorldProfile('一个需要很多角色和场景的世界'),
|
|
).rejects.toThrow(
|
|
/requires at least 10 generated scenes|至少产出 10 个场景|至少需要 10 个场景/i,
|
|
);
|
|
});
|
|
|
|
it('keeps the generated custom world dossier item-free when the model output is valid', async () => {
|
|
requestPlainTextCompletionMock.mockResolvedValue(
|
|
JSON.stringify(
|
|
createCustomWorldResponse({
|
|
items: [
|
|
{
|
|
name: '不应保留的物品',
|
|
category: '材料',
|
|
rarity: 'rare',
|
|
description: '这个字段应该被清空',
|
|
tags: ['测试'],
|
|
},
|
|
],
|
|
}),
|
|
),
|
|
);
|
|
|
|
const profile =
|
|
await generateCustomWorldProfile('一个需要很多角色和场景的世界');
|
|
|
|
expect(profile.playableNpcs).toHaveLength(5);
|
|
expect(profile.storyNpcs).toHaveLength(25);
|
|
expect(profile.landmarks).toHaveLength(10);
|
|
expect(
|
|
profile.landmarks.every((landmark) => landmark.sceneNpcIds.length >= 3),
|
|
).toBe(true);
|
|
expect(
|
|
profile.landmarks.every((landmark) => landmark.connections.length > 0),
|
|
).toBe(true);
|
|
expect(profile.items).toEqual([]);
|
|
});
|
|
|
|
it('generates custom worlds through a framework stage plus segmented narrative and dossier batches', async () => {
|
|
requestPlainTextCompletionMock.mockResolvedValue(
|
|
JSON.stringify(createCustomWorldResponse()),
|
|
);
|
|
|
|
await generateCustomWorldProfile('一个需要拆分生成的世界');
|
|
|
|
const debugLabels = requestPlainTextCompletionMock.mock.calls.map(
|
|
(call) => (call[2] as { debugLabel?: string } | undefined)?.debugLabel,
|
|
);
|
|
|
|
expect(debugLabels).toContain('custom-world-framework');
|
|
expect(debugLabels).toContain('custom-world-playable-outline-batch-1');
|
|
expect(debugLabels).toContain('custom-world-story-outline-batch-1');
|
|
expect(debugLabels).toContain('custom-world-landmark-seed-batch-1');
|
|
expect(debugLabels).toContain('custom-world-landmark-network-batch-1');
|
|
expect(debugLabels).toContain('custom-world-playable-narrative-batch-1');
|
|
expect(debugLabels).toContain('custom-world-playable-dossier-batch-1');
|
|
expect(debugLabels).toContain('custom-world-story-narrative-batch-1');
|
|
expect(debugLabels).toContain('custom-world-story-dossier-batch-1');
|
|
});
|
|
|
|
it('reports staged progress while generating a custom world', async () => {
|
|
requestPlainTextCompletionMock.mockResolvedValue(
|
|
JSON.stringify(createCustomWorldResponse()),
|
|
);
|
|
const onProgress = vi.fn();
|
|
|
|
await generateCustomWorldProfile('一个需要展示真实进度的世界', {
|
|
onProgress,
|
|
});
|
|
|
|
const phaseIds = onProgress.mock.calls.map(
|
|
(call) =>
|
|
(call[0] as { phaseId?: string; overallProgress?: number }).phaseId,
|
|
);
|
|
const lastProgress = onProgress.mock.calls.at(-1)?.[0] as
|
|
| { overallProgress?: number; estimatedRemainingMs?: number | null }
|
|
| undefined;
|
|
|
|
expect(phaseIds).toContain('framework');
|
|
expect(phaseIds).toContain('playable-outline');
|
|
expect(phaseIds).toContain('story-outline');
|
|
expect(phaseIds).toContain('landmark-seed');
|
|
expect(phaseIds).toContain('landmark-network');
|
|
expect(phaseIds).toContain('playable-narrative');
|
|
expect(phaseIds).toContain('playable-dossier');
|
|
expect(phaseIds).toContain('story-narrative');
|
|
expect(phaseIds).toContain('story-dossier');
|
|
expect(phaseIds).toContain('finalize');
|
|
expect(lastProgress?.overallProgress).toBe(100);
|
|
expect(lastProgress?.estimatedRemainingMs).toBe(0);
|
|
});
|
|
|
|
it('passes abort signals through custom world generation and rejects when interrupted', async () => {
|
|
requestPlainTextCompletionMock.mockImplementation(
|
|
(_system: string, _user: string, options?: { signal?: AbortSignal }) =>
|
|
new Promise((_resolve, reject) => {
|
|
options?.signal?.addEventListener(
|
|
'abort',
|
|
() =>
|
|
reject(options.signal?.reason ?? new Error('世界生成已中断。')),
|
|
{ once: true },
|
|
);
|
|
}),
|
|
);
|
|
const abortController = new AbortController();
|
|
const generation = generateCustomWorldProfile('一个会被中断的世界', {
|
|
signal: abortController.signal,
|
|
});
|
|
|
|
abortController.abort(new Error('手动中断生成'));
|
|
|
|
await expect(generation).rejects.toThrow('手动中断生成');
|
|
expect(requestPlainTextCompletionMock).toHaveBeenCalledWith(
|
|
expect.any(String),
|
|
expect.any(String),
|
|
expect.objectContaining({
|
|
signal: abortController.signal,
|
|
}),
|
|
);
|
|
});
|
|
|
|
it('retries custom world generation with a longer timeout after the first timeout attempt', async () => {
|
|
requestPlainTextCompletionMock
|
|
.mockRejectedValueOnce(timeoutError)
|
|
.mockResolvedValue(
|
|
JSON.stringify(
|
|
createCustomWorldResponse({
|
|
name: '重试世界',
|
|
}),
|
|
),
|
|
);
|
|
|
|
const profile = await generateCustomWorldProfile('一个生成很慢的世界');
|
|
|
|
expect(profile.name).toBe('重试世界');
|
|
expect(requestPlainTextCompletionMock).toHaveBeenNthCalledWith(
|
|
1,
|
|
expect.any(String),
|
|
expect.any(String),
|
|
expect.objectContaining({
|
|
timeoutMs: 120000,
|
|
debugLabel: 'custom-world-framework',
|
|
}),
|
|
);
|
|
expect(requestPlainTextCompletionMock).toHaveBeenNthCalledWith(
|
|
2,
|
|
expect.any(String),
|
|
expect.any(String),
|
|
expect.objectContaining({
|
|
timeoutMs: 180000,
|
|
debugLabel: 'custom-world-framework-retry-2',
|
|
}),
|
|
);
|
|
});
|
|
|
|
it('repairs invalid custom world json through a follow-up formatting request', async () => {
|
|
requestPlainTextCompletionMock
|
|
.mockResolvedValueOnce(
|
|
`{
|
|
"name": "修复世界",
|
|
"subtitle": "副标题",
|
|
"summary": "概述",
|
|
"tone": "基调",
|
|
"playerGoal": "目标",
|
|
"templateWorldType": "WUXIA",
|
|
"playableNpcs": [{ name: "角色1" }],
|
|
"storyNpcs": [],
|
|
"landmarks": []
|
|
}`,
|
|
)
|
|
.mockResolvedValue(
|
|
JSON.stringify(
|
|
createCustomWorldResponse({
|
|
name: '修复世界',
|
|
}),
|
|
),
|
|
);
|
|
|
|
const profile = await generateCustomWorldProfile('一个格式容易损坏的世界');
|
|
|
|
expect(profile.name).toBe('修复世界');
|
|
expect(profile.playableNpcs).toHaveLength(5);
|
|
expect(requestPlainTextCompletionMock).toHaveBeenNthCalledWith(
|
|
2,
|
|
expect.stringContaining('你是 JSON 修复器'),
|
|
expect.stringContaining(
|
|
'不要输出 playableNpcs、storyNpcs、landmarks、items',
|
|
),
|
|
expect.objectContaining({
|
|
debugLabel: 'custom-world-framework-json-repair',
|
|
}),
|
|
);
|
|
});
|
|
|
|
it('attaches creator intent and anchor pack when generating from creator cards', async () => {
|
|
requestPlainTextCompletionMock.mockResolvedValue(
|
|
JSON.stringify(
|
|
createCustomWorldResponse({
|
|
name: '锚点世界',
|
|
}),
|
|
),
|
|
);
|
|
|
|
const profile = await generateCustomWorldProfile({
|
|
settingText: '世界一句话:一个被灵潮反复改写地形的边境世界。',
|
|
creatorIntent: {
|
|
sourceMode: 'card',
|
|
rawSettingText: '',
|
|
worldHook: '一个被灵潮反复改写地形的边境世界。',
|
|
themeKeywords: ['边境', '灵潮'],
|
|
toneDirectives: ['紧张', '潮湿'],
|
|
playerPremise: '玩家是前巡夜人。',
|
|
openingSituation: '刚进城就卷入旧案。',
|
|
coreConflicts: ['旧案名单再次出现'],
|
|
keyFactions: [],
|
|
keyCharacters: [
|
|
{
|
|
id: 'creator-character-1',
|
|
name: '沈砺',
|
|
role: '灰炬向导',
|
|
publicMask: '看起来只是个带路人',
|
|
hiddenHook: '一直在查旧撤离线',
|
|
relationToPlayer: '会先怀疑玩家身份',
|
|
notes: '',
|
|
locked: true,
|
|
},
|
|
],
|
|
keyLandmarks: [],
|
|
iconicElements: ['裂潮灯塔'],
|
|
forbiddenDirectives: ['不要出现现代枪械'],
|
|
},
|
|
});
|
|
|
|
expect(profile.name).toBe('锚点世界');
|
|
expect(profile.creatorIntent?.sourceMode).toBe('card');
|
|
expect(profile.creatorIntent?.keyCharacters[0]?.name).toBe('沈砺');
|
|
expect(profile.anchorPack?.keyCharacterAnchors[0]?.name).toBe('沈砺');
|
|
expect(profile.anchorPack?.lockedAnchorIds).toContain(
|
|
'creator-character-1',
|
|
);
|
|
});
|
|
|
|
it('generates a custom world scene image through the local proxy and returns the saved asset path', async () => {
|
|
fetchMock.mockResolvedValue({
|
|
ok: true,
|
|
text: async () =>
|
|
JSON.stringify({
|
|
ok: true,
|
|
data: {
|
|
ok: true,
|
|
imageSrc: '/generated-custom-world-scenes/world/landmark/scene.png',
|
|
assetId: 'custom-scene-1',
|
|
model: 'wan2.7-image',
|
|
size: '1280*720',
|
|
taskId: 'task-123',
|
|
prompt: '系统整理后的提示词',
|
|
actualPrompt: '扩写后的提示词',
|
|
},
|
|
error: null,
|
|
meta: {
|
|
apiVersion: '2026-04-08',
|
|
},
|
|
}),
|
|
} as Response);
|
|
|
|
const result = await generateCustomWorldSceneImage({
|
|
profile: {
|
|
id: 'custom-world-1',
|
|
name: '测试世界',
|
|
subtitle: '副标题',
|
|
summary: '世界概述',
|
|
tone: '世界基调',
|
|
playerGoal: '核心目标',
|
|
settingText: '原始设定',
|
|
},
|
|
landmark: {
|
|
id: 'landmark-1',
|
|
name: '雾潮码头',
|
|
description: '被潮雾与旧升降机包围的码头。',
|
|
dangerLevel: 'high',
|
|
},
|
|
userPrompt: '雨夜的栈桥横跨黑色海沟,塔楼灯火被潮雾吞没。',
|
|
size: '1280*720',
|
|
referenceImageSrc: '/scene_bg/reference-layout.png',
|
|
});
|
|
|
|
expect(fetchMock).toHaveBeenCalledOnce();
|
|
expect(fetchMock).toHaveBeenCalledWith(
|
|
'/api/custom-world/scene-image',
|
|
expect.objectContaining({
|
|
method: 'POST',
|
|
headers: expect.objectContaining({
|
|
'Content-Type': 'application/json',
|
|
}),
|
|
}),
|
|
);
|
|
const [, request] = fetchMock.mock.calls[0] as [string, RequestInit];
|
|
const requestBody = JSON.parse(String(request.body)) as {
|
|
prompt: string;
|
|
referenceImageSrc?: string;
|
|
};
|
|
expect(requestBody.referenceImageSrc).toBe(
|
|
'/scene_bg/reference-layout.png',
|
|
);
|
|
expect(requestBody.prompt).toContain('像素风场景背景');
|
|
expect(requestBody.prompt).toContain('画面构图必须严格按上下 1:1 分区');
|
|
expect(requestBody.prompt).toContain('下半部分严格占据整张图的 1/2 高度');
|
|
expect(requestBody.prompt).toContain('模拟 3D 游戏视角的地面近景');
|
|
expect(requestBody.prompt).toContain(
|
|
'下半部分的内容必须是明确可站立的地面本体',
|
|
);
|
|
expect(requestBody.prompt).toContain('已提供一张自定义参考图');
|
|
expect(requestBody.prompt).toContain('雨夜的栈桥横跨黑色海沟');
|
|
expect(result).toEqual({
|
|
imageSrc: '/generated-custom-world-scenes/world/landmark/scene.png',
|
|
assetId: 'custom-scene-1',
|
|
model: 'wan2.7-image',
|
|
size: '1280*720',
|
|
taskId: 'task-123',
|
|
prompt: '系统整理后的提示词',
|
|
actualPrompt: '扩写后的提示词',
|
|
});
|
|
});
|
|
|
|
it('surfaces proxy error messages when scene image generation fails', async () => {
|
|
fetchMock.mockResolvedValue({
|
|
ok: false,
|
|
text: async () =>
|
|
JSON.stringify({
|
|
error: {
|
|
message: 'DashScope API key 无效。',
|
|
},
|
|
}),
|
|
} as Response);
|
|
|
|
await expect(
|
|
generateCustomWorldSceneImage({
|
|
profile: {
|
|
id: 'custom-world-1',
|
|
name: '测试世界',
|
|
subtitle: '副标题',
|
|
summary: '世界概述',
|
|
tone: '世界基调',
|
|
playerGoal: '核心目标',
|
|
settingText: '原始设定',
|
|
},
|
|
landmark: {
|
|
id: 'landmark-1',
|
|
name: '雾潮码头',
|
|
description: '被潮雾与旧升降机包围的码头。',
|
|
dangerLevel: 'high',
|
|
},
|
|
}),
|
|
).rejects.toThrow('DashScope API key 无效。');
|
|
});
|
|
});
|