Files
Genarrative/src/hooks/story/npcInteraction.ts

706 lines
23 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 {
Dispatch,
SetStateAction,
} from 'react';
import { useState } from 'react';
import { buildRelationState } from '../../data/attributeResolver';
import {
buildCompanionState,
getCharacterById,
resolveEncounterRecruitCharacter,
} from '../../data/characterPresets';
import { recruitCompanionToParty } from '../../data/companionRoster';
import {
getNpcBuybackPrice,
getNpcPurchasePrice,
} from '../../data/economy';
import {
addInventoryItems,
buildNpcGiftCommitActionText,
buildNpcGiftResultText,
buildNpcRecruitResultText,
buildNpcTradeTransactionActionText,
buildNpcTradeTransactionResultText,
getGiftCandidates,
getPreferredGiftItemId,
markNpcFirstMeaningfulContactResolved,
removeInventoryItem,
syncNpcTradeInventory,
} from '../../data/npcInteractions';
import { streamNpcRecruitDialogue } from '../../services/ai';
import type { StoryGenerationContext } from '../../services/aiTypes';
import { createHistoryMoment } from '../../services/storyHistory';
import type {
Character,
Encounter,
GameState,
InventoryItem,
StoryMoment,
StoryOption,
} from '../../types';
import type { CommitGeneratedState } from '../generatedState';
import type {
GiftModalState,
RecruitModalState,
StoryGenerationNpcUi,
TradeModalState,
} from './uiTypes';
type GenerateStoryForState = (params: {
state: GameState;
character: Character;
history: StoryMoment[];
choice?: string;
lastFunctionId?: string | null;
optionCatalog?: StoryOption[] | null;
}) => Promise<StoryMoment>;
type StoryNpcInteractionRuntime = {
setCurrentStory: Dispatch<SetStateAction<StoryMoment | null>>;
setAiError: Dispatch<SetStateAction<string | null>>;
setIsLoading: Dispatch<SetStateAction<boolean>>;
buildStoryContextFromState: (
state: GameState,
extras?: { lastFunctionId?: string | null },
) => StoryGenerationContext;
buildFallbackStoryForState: (
state: GameState,
character: Character,
fallbackText?: string,
) => StoryMoment;
buildDialogueStoryMoment: (
npcName: string,
text: string,
options: StoryOption[],
streaming?: boolean,
) => StoryMoment;
generateStoryForState: GenerateStoryForState;
getStoryGenerationHostileNpcs: (state: GameState) => GameState['sceneMonsters'];
getTypewriterDelay: (char: string) => number;
};
function buildOfflineRecruitDialogue(encounter: Encounter, releasedCompanionName?: string | null) {
const releaseLine = releasedCompanionName
? `你:如果你愿意加入,我会先让${releasedCompanionName}暂时离队,把位置腾给你。`
: '你:如果你愿意加入,我希望接下来能和你并肩行动。';
return [
'你:我不是一时起意,我想正式邀请你加入我的队伍。',
`${encounter.npcName}:你这话说得够直接,不过我更在意,你是否真的清楚自己接下来要面对什么。`,
releaseLine,
`${encounter.npcName}:既然你已经想清楚了,那我就跟你走这一程,看看你能把这条路走到哪里。`,
].join('\n');
}
function normalizeRecruitDialogue(
encounter: Encounter,
dialogueText: string,
releasedCompanionName?: string | null,
) {
const rawLines = dialogueText
.replace(/\r/g, '')
.split('\n')
.map(line => line.trim())
.filter(Boolean);
const refusalPattern = /|||||||||||/u;
const sanitizedLines = rawLines.filter(line => !refusalPattern.test(line));
const npcPrefix = `${encounter.npcName}`;
const playerPrefix = '你:';
const releaseLine = releasedCompanionName
? `${playerPrefix}我会先让${releasedCompanionName}暂时离队,把位置腾给你。`
: `${playerPrefix}我会把接下来的路安排好,和你并肩前行。`;
const defaultLines = [
`${playerPrefix}我是真心邀请你加入队伍,不是随口一提。`,
`${npcPrefix}你的意思我已经听明白了,我更在意你是否真的准备好了。`,
releaseLine,
`${npcPrefix}好,我答应加入你的队伍。从现在开始,我就与你一同行动。`,
];
const workingLines = sanitizedLines.length > 0 ? sanitizedLines.slice(0, 5) : defaultLines.slice(0, 3);
if (!workingLines.some(line => line.startsWith(playerPrefix))) {
const firstDefaultLine = defaultLines[0];
if (firstDefaultLine) {
workingLines.unshift(firstDefaultLine);
}
}
if (!workingLines.some(line => line.startsWith(npcPrefix))) {
const secondDefaultLine = defaultLines[1];
if (secondDefaultLine) {
workingLines.push(secondDefaultLine);
}
}
const acceptanceLine = `${npcPrefix}好,我答应加入你的队伍。从现在开始,我就与你一同行动。`;
const lastWorkingLine = workingLines[workingLines.length - 1];
if (
workingLines.length === 0
|| !lastWorkingLine?.startsWith(npcPrefix)
|| refusalPattern.test(lastWorkingLine)
) {
workingLines.push(acceptanceLine);
} else {
workingLines[workingLines.length - 1] = acceptanceLine;
}
const compactLines = workingLines.slice(0, 5);
if (compactLines[compactLines.length - 1] !== acceptanceLine) {
compactLines.push(acceptanceLine);
}
return compactLines.slice(0, 6).join('\n');
}
export function useStoryNpcInteractionFlow({
gameState,
setGameState,
commitGeneratedState,
getNpcEncounterKey,
getResolvedNpcState,
updateNpcState,
cloneInventoryItemForOwner,
runtime,
}: {
gameState: GameState;
setGameState: Dispatch<SetStateAction<GameState>>;
commitGeneratedState: CommitGeneratedState;
getNpcEncounterKey: (encounter: Encounter) => string;
getResolvedNpcState: (state: GameState, encounter: Encounter) => GameState['npcStates'][string];
updateNpcState: (
state: GameState,
encounter: Encounter,
updater: (npcState: GameState['npcStates'][string]) => GameState['npcStates'][string],
) => GameState;
cloneInventoryItemForOwner: (
item: InventoryItem,
owner: 'player' | 'npc',
quantity?: number,
) => InventoryItem;
runtime: StoryNpcInteractionRuntime;
}) {
const [tradeModal, setTradeModal] = useState<TradeModalState | null>(null);
const [giftModal, setGiftModal] = useState<GiftModalState | null>(null);
const [recruitModal, setRecruitModal] = useState<RecruitModalState | null>(null);
const getTradeNpcItem = (state: GameState, modal: TradeModalState) => {
const npcState = getResolvedNpcState(state, modal.encounter);
return npcState.inventory.find(item => item.id === modal.selectedNpcItemId) ?? null;
};
const getTradePlayerItem = (state: GameState, modal: TradeModalState) =>
state.playerInventory.find(item => item.id === modal.selectedPlayerItemId) ?? null;
const getTradeUnitPrice = (state: GameState, modal: TradeModalState) => {
if (modal.mode === 'buy') {
const npcItem = getTradeNpcItem(state, modal);
const npcState = getResolvedNpcState(state, modal.encounter);
return npcItem ? getNpcPurchasePrice(npcItem, npcState.affinity) : 0;
}
const playerItem = getTradePlayerItem(state, modal);
const npcState = getResolvedNpcState(state, modal.encounter);
return playerItem ? getNpcBuybackPrice(playerItem, npcState.affinity) : 0;
};
const getTradeMaxQuantity = (state: GameState, modal: TradeModalState) => {
if (modal.mode === 'buy') {
return getTradeNpcItem(state, modal)?.quantity ?? 0;
}
return getTradePlayerItem(state, modal)?.quantity ?? 0;
};
const clampTradeQuantity = (state: GameState, modal: TradeModalState, quantity: number) => {
const maxQuantity = getTradeMaxQuantity(state, modal);
if (maxQuantity <= 0) return 1;
return Math.max(1, Math.min(maxQuantity, Math.floor(quantity)));
};
const buildRecruitmentOutcome = (
encounter: Encounter,
releasedNpcId?: string | null,
) => {
if (!gameState.playerCharacter) return null;
const npcState = getResolvedNpcState(gameState, encounter);
const recruitKey = getNpcEncounterKey(encounter);
let releasedCompanionName: string | null = null;
const nextNpcStates = {
...gameState.npcStates,
[recruitKey]: {
...markNpcFirstMeaningfulContactResolved(npcState),
recruited: true,
},
};
if (releasedNpcId) {
const releasedCompanion = gameState.companions.find(item => item.npcId === releasedNpcId);
releasedCompanionName = releasedCompanion?.characterId
? getCharacterById(releasedCompanion.characterId)?.name ?? null
: null;
}
const recruitCharacter = resolveEncounterRecruitCharacter(encounter);
if (!recruitCharacter) return null;
const recruitedCompanion = buildCompanionState(
recruitKey,
recruitCharacter,
npcState.affinity,
);
const rosterState = recruitCompanionToParty(gameState, recruitedCompanion, releasedNpcId);
const nextState: GameState = {
...rosterState,
npcStates: nextNpcStates,
currentEncounter: null,
npcInteractionActive: false,
sceneHostileNpcs: [],
playerX: 0,
playerFacing: 'right' as const,
animationState: gameState.animationState,
scrollWorld: false,
inBattle: false,
currentBattleNpcId: null,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
sparReturnEncounter: null,
sparPlayerHpBefore: null,
sparPlayerMaxHpBefore: null,
sparStoryHistoryBefore: null,
ambientIdleMode: undefined,
activeCombatEffects: [],
};
return {
nextState,
releasedCompanionName,
};
};
const executeRecruitment = (
encounter: Encounter,
actionText: string,
releasedNpcId?: string | null,
preludeText?: string | null,
) => {
if (!gameState.playerCharacter) return;
const outcome = buildRecruitmentOutcome(encounter, releasedNpcId);
if (!outcome) return;
const recruitResultText = buildNpcRecruitResultText(encounter, outcome.releasedCompanionName);
setRecruitModal(null);
if (!preludeText) {
void commitGeneratedState(
outcome.nextState,
gameState.playerCharacter,
actionText,
recruitResultText,
'npc_recruit',
);
return;
}
const nextHistory = [
...gameState.storyHistory,
createHistoryMoment(actionText, 'action'),
createHistoryMoment(preludeText, 'result'),
createHistoryMoment(recruitResultText, 'result'),
];
const stateWithHistory = {
...outcome.nextState,
storyHistory: nextHistory,
};
setGameState(stateWithHistory);
runtime.setAiError(null);
void runtime.generateStoryForState({
state: stateWithHistory,
character: gameState.playerCharacter,
history: nextHistory,
choice: actionText,
lastFunctionId: 'npc_recruit',
})
.then(nextStory => {
runtime.setCurrentStory(nextStory);
})
.catch(error => {
console.error('Failed to continue recruit story:', error);
runtime.setAiError(error instanceof Error ? error.message : '未知智能生成错误');
runtime.setCurrentStory(
runtime.buildFallbackStoryForState(stateWithHistory, gameState.playerCharacter!, recruitResultText),
);
})
.finally(() => {
runtime.setIsLoading(false);
});
};
const startRecruitmentSequence = async (
encounter: Encounter,
actionText: string,
releasedNpcId?: string | null,
) => {
if (!gameState.playerCharacter) return;
const releasedCompanionName = releasedNpcId
? (() => {
const releasedCompanion = gameState.companions.find(item => item.npcId === releasedNpcId);
return releasedCompanion?.characterId
? getCharacterById(releasedCompanion.characterId)?.name ?? null
: null;
})()
: null;
const provisionalState = {
...gameState,
};
const recruitPromptSummary = releasedCompanionName
? `如果对方答应加入,你会先让${releasedCompanionName}离队,为新同伴腾出位置。`
: '如果对方答应加入,你们将立刻结伴同行。';
setRecruitModal(null);
runtime.setAiError(null);
runtime.setIsLoading(true);
runtime.setCurrentStory(runtime.buildDialogueStoryMoment(encounter.npcName, '', [], true));
let dialogueText = '';
let streamedTargetText = '';
let displayedText = '';
let streamCompleted = false;
const typewriterPromise = (async () => {
while (!streamCompleted || displayedText.length < streamedTargetText.length) {
if (displayedText.length >= streamedTargetText.length) {
await new Promise(resolve => window.setTimeout(resolve, 40));
continue;
}
const nextChar = streamedTargetText[displayedText.length];
if (!nextChar) {
await new Promise(resolve => window.setTimeout(resolve, 40));
continue;
}
displayedText += nextChar;
runtime.setCurrentStory(runtime.buildDialogueStoryMoment(encounter.npcName, displayedText, [], true));
await new Promise(resolve => window.setTimeout(resolve, runtime.getTypewriterDelay(nextChar)));
}
})();
try {
dialogueText = await streamNpcRecruitDialogue(
gameState.worldType!,
gameState.playerCharacter,
encounter,
runtime.getStoryGenerationHostileNpcs(provisionalState),
gameState.storyHistory,
runtime.buildStoryContextFromState(provisionalState, {
lastFunctionId: 'npc_recruit',
}),
actionText,
recruitPromptSummary,
{
onUpdate: text => {
streamedTargetText = text;
},
},
);
streamedTargetText = dialogueText;
streamCompleted = true;
await typewriterPromise;
} catch (error) {
streamCompleted = true;
await typewriterPromise;
console.error('Failed to stream recruit dialogue:', error);
dialogueText = displayedText || buildOfflineRecruitDialogue(encounter, releasedCompanionName);
runtime.setAiError(error instanceof Error ? error.message : '未知智能生成错误');
}
const finalDialogueText = normalizeRecruitDialogue(
encounter,
dialogueText || displayedText || buildOfflineRecruitDialogue(encounter, releasedCompanionName),
releasedCompanionName,
);
runtime.setCurrentStory(runtime.buildDialogueStoryMoment(encounter.npcName, finalDialogueText, [], false));
await new Promise(resolve => window.setTimeout(resolve, 260));
executeRecruitment(encounter, actionText, releasedNpcId, finalDialogueText);
};
const openTradeModal = (encounter: Encounter, actionText: string) => {
const currentNpcState = getResolvedNpcState(gameState, encounter);
const npcState = syncNpcTradeInventory(
gameState,
encounter,
currentNpcState,
);
if (
gameState.npcStates[getNpcEncounterKey(encounter)] !== npcState
|| npcState !== currentNpcState
) {
setGameState(updateNpcState(gameState, encounter, () => npcState));
}
setTradeModal({
encounter,
actionText,
mode: 'buy',
selectedNpcItemId: npcState.inventory[0]?.id ?? null,
selectedPlayerItemId: gameState.playerInventory[0]?.id ?? null,
selectedQuantity: 1,
});
};
const openGiftModal = (encounter: Encounter, actionText: string) => {
const selectedItemId = getPreferredGiftItemId(
gameState.playerInventory,
encounter,
{
worldType: gameState.worldType,
customWorldProfile: gameState.customWorldProfile,
},
);
if (!selectedItemId) return;
setGiftModal({
encounter,
actionText,
selectedItemId,
});
};
const openRecruitModal = (encounter: Encounter, actionText: string) => {
setRecruitModal({
encounter,
actionText,
selectedReleaseNpcId: gameState.companions[0]?.npcId ?? null,
});
};
const clearNpcInteractionUi = () => {
setTradeModal(null);
setGiftModal(null);
setRecruitModal(null);
};
const confirmTrade = () => {
if (!tradeModal || !gameState.playerCharacter) return;
const encounter = tradeModal.encounter;
const quantity = clampTradeQuantity(gameState, tradeModal, tradeModal.selectedQuantity);
const unitPrice = getTradeUnitPrice(gameState, tradeModal);
const totalPrice = unitPrice * quantity;
if (tradeModal.mode === 'buy') {
const npcItem = getTradeNpcItem(gameState, tradeModal);
if (!npcItem || quantity <= 0) return;
if (npcItem.quantity < quantity || gameState.playerCurrency < totalPrice) return;
let nextState = updateNpcState(
gameState,
encounter,
currentNpcState => ({
...markNpcFirstMeaningfulContactResolved(currentNpcState),
inventory: removeInventoryItem(currentNpcState.inventory, npcItem.id, quantity),
}),
);
nextState = {
...nextState,
playerCurrency: nextState.playerCurrency - totalPrice,
playerInventory: addInventoryItems(
nextState.playerInventory,
[cloneInventoryItemForOwner(npcItem, 'player', quantity)],
),
};
setTradeModal(null);
void commitGeneratedState(
nextState,
gameState.playerCharacter,
buildNpcTradeTransactionActionText({
encounter,
mode: 'buy',
item: npcItem,
quantity,
}),
buildNpcTradeTransactionResultText({
encounter,
mode: 'buy',
item: npcItem,
quantity,
totalPrice,
worldType: gameState.worldType,
}),
'npc_trade',
);
return;
}
const playerItem = getTradePlayerItem(gameState, tradeModal);
if (!playerItem || quantity <= 0) return;
if (playerItem.quantity < quantity) return;
let nextState = updateNpcState(
gameState,
encounter,
currentNpcState => ({
...markNpcFirstMeaningfulContactResolved(currentNpcState),
inventory: addInventoryItems(
currentNpcState.inventory,
[cloneInventoryItemForOwner(playerItem, 'npc', quantity)],
),
}),
);
nextState = {
...nextState,
playerCurrency: nextState.playerCurrency + totalPrice,
playerInventory: removeInventoryItem(nextState.playerInventory, playerItem.id, quantity),
};
setTradeModal(null);
void commitGeneratedState(
nextState,
gameState.playerCharacter,
buildNpcTradeTransactionActionText({
encounter,
mode: 'sell',
item: playerItem,
quantity,
}),
buildNpcTradeTransactionResultText({
encounter,
mode: 'sell',
item: playerItem,
quantity,
totalPrice,
worldType: gameState.worldType,
}),
'npc_trade',
);
};
const confirmGift = () => {
if (!giftModal || !gameState.playerCharacter) return;
const encounter = giftModal.encounter;
const giftItem = gameState.playerInventory.find(item => item.id === giftModal.selectedItemId);
if (!giftItem) return;
const giftCandidate = getGiftCandidates(gameState.playerInventory, encounter, {
worldType: gameState.worldType,
customWorldProfile: gameState.customWorldProfile,
})
.find(candidate => candidate.item.id === giftItem.id);
const affinityGain = giftCandidate?.affinityGain ?? 0;
const attributeSummary = giftCandidate?.attributeInsight?.reasonText ?? null;
let nextAffinity = 0;
let nextState = updateNpcState(
gameState,
encounter,
currentNpcState => {
nextAffinity = currentNpcState.affinity + affinityGain;
return {
...markNpcFirstMeaningfulContactResolved(currentNpcState),
affinity: nextAffinity,
relationState: buildRelationState(nextAffinity),
giftsGiven: currentNpcState.giftsGiven + 1,
inventory: addInventoryItems(
currentNpcState.inventory,
[cloneInventoryItemForOwner(giftItem, 'npc')],
),
};
},
);
nextState = {
...nextState,
playerInventory: removeInventoryItem(nextState.playerInventory, giftItem.id, 1),
};
setGiftModal(null);
void commitGeneratedState(
nextState,
gameState.playerCharacter,
buildNpcGiftCommitActionText(encounter, giftItem),
buildNpcGiftResultText(encounter, giftItem, affinityGain, nextAffinity, attributeSummary ?? undefined),
'npc_gift',
);
};
return {
npcUi: {
tradeModal,
giftModal,
recruitModal,
setTradeMode: (mode: 'buy' | 'sell') => setTradeModal(current => {
if (!current) return current;
const nextModal = {
...current,
mode,
selectedNpcItemId: current.selectedNpcItemId ?? getResolvedNpcState(gameState, current.encounter).inventory[0]?.id ?? null,
selectedPlayerItemId: current.selectedPlayerItemId ?? gameState.playerInventory[0]?.id ?? null,
selectedQuantity: 1,
};
return {
...nextModal,
selectedQuantity: clampTradeQuantity(gameState, nextModal, 1),
};
}),
selectTradeNpcItem: (itemId: string) => setTradeModal(current => {
if (!current) return current;
const nextModal = {
...current,
selectedNpcItemId: itemId,
};
return {
...nextModal,
selectedQuantity: clampTradeQuantity(gameState, nextModal, 1),
};
}),
selectTradePlayerItem: (itemId: string) => setTradeModal(current => {
if (!current) return current;
const nextModal = {
...current,
selectedPlayerItemId: itemId,
};
return {
...nextModal,
selectedQuantity: clampTradeQuantity(gameState, nextModal, 1),
};
}),
setTradeQuantity: (quantity: number) => setTradeModal(current => current
? {
...current,
selectedQuantity: clampTradeQuantity(gameState, current, quantity),
}
: current),
closeTradeModal: () => setTradeModal(null),
confirmTrade,
selectGiftItem: (itemId: string) => setGiftModal(current => current ? { ...current, selectedItemId: itemId } : current),
closeGiftModal: () => setGiftModal(null),
confirmGift,
selectRecruitRelease: (npcId: string) => setRecruitModal(current => current ? { ...current, selectedReleaseNpcId: npcId } : current),
closeRecruitModal: () => setRecruitModal(null),
confirmRecruit: () => {
if (!recruitModal) return;
void startRecruitmentSequence(
recruitModal.encounter,
recruitModal.actionText,
recruitModal.selectedReleaseNpcId,
);
},
} satisfies StoryGenerationNpcUi,
openTradeModal,
openGiftModal,
openRecruitModal,
startRecruitmentSequence,
clearNpcInteractionUi,
};
}