550 lines
20 KiB
Rust
550 lines
20 KiB
Rust
use serde_json::Value;
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pub(crate) const NPC_CHAT_TURN_REPLY_SYSTEM_PROMPT: &str = r#"你是角色扮演 RPG 里的当前 NPC。
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你只输出这名 NPC 此刻会对玩家说的一轮回复。
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只输出纯中文口语回复正文,不要输出角色名、引号、旁白、动作描写、Markdown、JSON 或解释。
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- 如果这是第一次真正接触中的首轮回复,第一句必须先用自然招呼或开场判断起手,不能写成第三人称占位旁白。
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回复长度控制在 1 到 3 句,必须紧接玩家刚说的话,自然推进气氛、情报或关系。"#;
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pub(crate) const NPC_CHAT_TURN_SUGGESTION_SYSTEM_PROMPT: &str = r#"你要为玩家生成下一轮可直接点击的 3 条聊天续写候选。
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只输出纯文本,共 3 行,每行 1 条。
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不要加编号、项目符号、Markdown、JSON 或额外说明。
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三条候选必须明显不同,分别体现继续追问、表达态度、轻微拉近关系这三种不同方向。"#;
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#[derive(Debug)]
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pub(crate) struct NpcChatTurnPromptInput<'a> {
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pub world_type: &'a str,
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pub character: &'a Value,
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pub encounter: &'a Value,
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pub monsters: &'a [Value],
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pub history: &'a [Value],
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pub context: &'a Value,
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pub conversation_history: &'a [Value],
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pub dialogue: &'a [Value],
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pub combat_context: Option<&'a Value>,
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pub player_message: &'a str,
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pub npc_state: &'a Value,
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pub npc_initiates_conversation: bool,
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pub chat_directive: Option<&'a Value>,
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}
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pub(crate) fn build_npc_chat_turn_reply_prompt(payload: &NpcChatTurnPromptInput<'_>) -> String {
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let encounter = describe_encounter(payload.encounter);
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let context = as_record(payload.context);
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let npc_state = as_record(payload.npc_state);
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let chat_directive = payload.chat_directive.and_then(as_record);
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let conversation_history = if !payload.conversation_history.is_empty() {
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payload.conversation_history
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} else {
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payload.dialogue
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};
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let opening_camp_background =
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context.and_then(|record| read_string(record.get("openingCampBackground")));
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let opening_camp_dialogue =
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context.and_then(|record| read_string(record.get("openingCampDialogue")));
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let allowed_topics = context
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.and_then(|record| record.get("encounterAllowedTopics"))
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.map(read_string_array)
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.unwrap_or_default();
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let blocked_topics = context
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.and_then(|record| record.get("encounterBlockedTopics"))
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.map(read_string_array)
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.unwrap_or_default();
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let is_first_meaningful_contact = context
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.and_then(|record| read_bool(record.get("isFirstMeaningfulContact")))
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.unwrap_or(false);
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let affinity = npc_state
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.and_then(|record| read_number(record.get("affinity")))
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.unwrap_or(0.0);
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let chatted_count = npc_state
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.and_then(|record| read_number(record.get("chattedCount")))
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.unwrap_or(0.0);
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let limit_reason = chat_directive.and_then(|record| read_string(record.get("limitReason")));
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let turn_limit = chat_directive
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.and_then(|record| read_number(record.get("turnLimit")))
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.unwrap_or(0.0)
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.max(0.0);
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let remaining_turns = chat_directive
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.and_then(|record| read_number(record.get("remainingTurns")))
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.unwrap_or(0.0)
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.max(0.0);
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let closing_mode = chat_directive.and_then(|record| read_string(record.get("closingMode")));
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let is_limited_negative_affinity_chat =
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limit_reason.as_deref() == Some("negative_affinity") && turn_limit > 0.0;
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let is_foreshadow_close_turn = closing_mode.as_deref() == Some("foreshadow_close")
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|| chat_directive
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.and_then(|record| read_bool(record.get("forceExitAfterTurn")))
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.unwrap_or(false);
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let has_npc_reply_in_history = conversation_history.iter().any(|item| {
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as_record(item)
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.and_then(|turn| read_string(turn.get("speaker")))
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.is_some_and(|speaker| speaker == "npc")
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});
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let is_first_npc_spoken_turn =
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is_first_meaningful_contact && !has_npc_reply_in_history && chatted_count <= 0.0;
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let first_contact_relation_stance = describe_first_contact_relation_stance(
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context.and_then(|record| record.get("firstContactRelationStance")),
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);
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let combat_context_block = payload.combat_context.and_then(describe_npc_combat_context);
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[
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Some(build_npc_dialogue_prompt_base(payload)),
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Some(describe_npc_conversation_history(
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conversation_history,
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encounter.npc_name.as_str(),
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)),
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combat_context_block,
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opening_camp_background.map(|text| format!("营地开场背景:{text}")),
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opening_camp_dialogue.map(|text| format!("刚刚发生的第一段对话:{text}")),
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Some(format!("当前关系值:{}", format_prompt_number(affinity))),
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Some(format!("已聊天轮次:{}", format_prompt_number(chatted_count))),
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if is_first_npc_spoken_turn {
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Some(format!(
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"当前接触阶段:第一次真正接触({first_contact_relation_stance})。这是这次聊天里 {} 第一次真正对玩家开口。",
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encounter.npc_name
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))
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} else {
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None
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},
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if is_first_npc_spoken_turn {
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Some("第一句必须先用一句自然招呼或开场判断起手,再顺着玩家刚刚的话往下接。".to_string())
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} else {
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None
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},
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if is_first_npc_spoken_turn {
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Some("不要写成“某人看着你,像是在等你把话接下去”这类第三人称占位旁白,也不要把整轮写成设定说明。".to_string())
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} else {
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None
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},
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if payload.npc_initiates_conversation {
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Some(format!(
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"当前要求:这是 {} 主动开口的第一句,不要假装玩家已经先说过话。",
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encounter.npc_name
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))
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} else {
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None
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},
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if allowed_topics.is_empty() {
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None
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} else {
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Some(format!("当前更适合先谈:{}", allowed_topics.join("、")))
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},
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if blocked_topics.is_empty() {
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None
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} else {
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Some(format!("当前避免直接说破:{}", blocked_topics.join("、")))
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},
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if is_limited_negative_affinity_chat {
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Some(format!(
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"当前相遇属于负好感主角色有限聊天,本次总上限 {} 轮。",
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format_prompt_number(turn_limit)
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))
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} else {
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None
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},
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if is_limited_negative_affinity_chat {
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Some(format!(
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"在你回复完这一轮之后,还剩 {} 轮可以继续聊。",
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format_prompt_number(remaining_turns)
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))
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} else {
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None
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},
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if is_limited_negative_affinity_chat && !is_foreshadow_close_turn {
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Some("语气可以戒备、冷淡、带刺,但不要立刻转成开战,也不要把对话硬掐死。".to_string())
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} else {
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None
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},
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if is_foreshadow_close_turn {
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Some("这是最后一轮回复。必须带有收束感,但不能只用“别问了”“滚开”之类的话把聊天粗暴截断。".to_string())
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} else {
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None
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},
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if is_foreshadow_close_turn {
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Some("最后一轮必须抛出能推动后续剧情的明确铺垫,例如威胁、线索、条件、去处、人物、未说完的真相或下一步悬念。".to_string())
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} else {
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None
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},
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if is_foreshadow_close_turn {
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Some("回复后这轮聊天会结束,所以不要邀请继续闲聊,也不要直接宣布已经开战。".to_string())
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} else {
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None
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},
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if payload.npc_initiates_conversation {
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Some("玩家此刻还没有先说话,请直接写 NPC 主动开口时会说的第一轮回复。".to_string())
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} else {
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Some(format!("玩家刚刚说:{}", payload.player_message.trim()))
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},
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if payload.npc_initiates_conversation {
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Some(format!(
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"现在请只写 {} 主动开口时会说的话。",
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encounter.npc_name
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))
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} else {
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Some(format!(
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"现在请只写 {} 这一轮会回复玩家的话。",
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encounter.npc_name
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))
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},
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]
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.into_iter()
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.flatten()
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.filter(|text| !text.trim().is_empty())
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.collect::<Vec<_>>()
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.join("\n\n")
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}
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pub(crate) fn build_npc_chat_turn_suggestion_prompt(
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payload: &NpcChatTurnPromptInput<'_>,
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npc_reply: &str,
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) -> String {
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let encounter = describe_encounter(payload.encounter);
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let conversation_history = if !payload.conversation_history.is_empty() {
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payload.conversation_history
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} else {
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payload.dialogue
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};
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let combat_context_block = payload.combat_context.and_then(describe_npc_combat_context);
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[
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Some(build_npc_dialogue_prompt_base(payload)),
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Some(describe_npc_conversation_history(
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conversation_history,
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encounter.npc_name.as_str(),
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)),
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combat_context_block,
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Some(format!("玩家刚刚说:{}", payload.player_message)),
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Some(format!("NPC 刚刚回复:{npc_reply}")),
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Some("请围绕刚刚这轮对话,为玩家生成 3 条下一轮可以直接说出口的中文接话短句。".to_string()),
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Some("每条都必须像玩家台词,不能写成行为描述、语气说明或策略建议。".to_string()),
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Some("每条都必须控制在 20 个字以内,不要加序号、引号、括号或解释。".to_string()),
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]
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.into_iter()
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.flatten()
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.filter(|text| !text.trim().is_empty())
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.collect::<Vec<_>>()
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.join("\n\n")
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}
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fn build_npc_dialogue_prompt_base(payload: &NpcChatTurnPromptInput<'_>) -> String {
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let encounter = describe_encounter(payload.encounter);
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[
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format!("世界:{}", describe_world(payload.world_type)),
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describe_scene_context(payload.context),
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describe_character("玩家 / ", payload.character),
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encounter.block,
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describe_monsters(payload.monsters),
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describe_story_history(payload.history),
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]
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.into_iter()
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.filter(|text| !text.trim().is_empty())
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.collect::<Vec<_>>()
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.join("\n\n")
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}
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struct EncounterDescription {
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npc_name: String,
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block: String,
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}
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fn describe_encounter(encounter: &Value) -> EncounterDescription {
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let record = as_record(encounter);
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let npc_name = record
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.and_then(|item| read_string(item.get("npcName")))
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.unwrap_or_else(|| "眼前角色".to_string());
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let context_text = record
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.and_then(|item| read_string(item.get("context")))
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.or_else(|| record.and_then(|item| read_string(item.get("npcDescription"))))
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.unwrap_or_else(|| "你们正在当前遭遇里继续对话。".to_string());
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EncounterDescription {
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npc_name: npc_name.clone(),
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block: format!("当前对象:{npc_name}\n对象背景:{context_text}"),
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}
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}
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fn describe_first_contact_relation_stance(value: Option<&Value>) -> String {
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match value.and_then(|item| item.as_str()).map(str::trim) {
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Some("guarded") => "戒备试探".to_string(),
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Some("neutral") => "正常交流但仍不熟".to_string(),
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Some("cooperative") => "已有善意,先确认合作节奏".to_string(),
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Some("bonded") => "明显信任,但仍是第一次正式对上人".to_string(),
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_ => "第一次真正接触".to_string(),
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}
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}
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fn describe_world(world_type: &str) -> String {
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match world_type {
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"WUXIA" => "边城模板".to_string(),
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"XIANXIA" => "灵潮模板".to_string(),
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"CUSTOM" => "自定义世界".to_string(),
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value if !value.trim().is_empty() => value.to_string(),
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_ => "未知世界".to_string(),
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}
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}
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fn describe_stats(label: &str, record: Option<&serde_json::Map<String, Value>>) -> String {
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let hp = record
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.and_then(|item| read_number(item.get("hp")))
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.unwrap_or(0.0);
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let max_hp = record
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.and_then(|item| read_number(item.get("maxHp")))
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.unwrap_or(hp)
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.max(1.0);
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let mana = record
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.and_then(|item| read_number(item.get("mana")))
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.unwrap_or(0.0);
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let max_mana = record
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.and_then(|item| read_number(item.get("maxMana")))
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.unwrap_or(mana)
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.max(1.0);
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format!(
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"{label}生命 {}/{},灵力 {}/{}",
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format_prompt_number(hp),
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format_prompt_number(max_hp),
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format_prompt_number(mana),
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format_prompt_number(max_mana)
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)
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}
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fn describe_character(label: &str, value: &Value) -> String {
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let record = as_record(value);
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let name = record
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.and_then(|item| read_string(item.get("name")))
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.unwrap_or_else(|| "未知角色".to_string());
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let title = record
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.and_then(|item| read_string(item.get("title")))
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.unwrap_or_else(|| "未知称号".to_string());
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let description = record
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.and_then(|item| read_string(item.get("description")))
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.unwrap_or_else(|| "暂无额外描述".to_string());
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let personality = record
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.and_then(|item| read_string(item.get("personality")))
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.unwrap_or_else(|| "性格信息未显式提供".to_string());
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[
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format!("{label}姓名:{name}"),
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format!("{label}称号:{title}"),
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format!("{label}描述:{description}"),
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format!("{label}性格:{personality}"),
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]
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.join("\n")
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}
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fn describe_story_history(history: &[Value]) -> String {
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if history.is_empty() {
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return "近期剧情:暂无。".to_string();
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}
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let lines = history
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.iter()
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.rev()
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.take(4)
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.collect::<Vec<_>>()
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.into_iter()
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.rev()
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.filter_map(|item| as_record(item).and_then(|record| read_string(record.get("text"))))
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.collect::<Vec<_>>();
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if lines.is_empty() {
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"近期剧情:暂无。".to_string()
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} else {
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let mut result = vec!["近期剧情:".to_string()];
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result.extend(lines.into_iter().map(|line| format!("- {line}")));
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result.join("\n")
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}
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}
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fn describe_npc_conversation_history(history: &[Value], npc_name: &str) -> String {
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if history.is_empty() {
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return "当前聊天记录:暂无。".to_string();
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}
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let lines = history
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.iter()
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.rev()
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.take(10)
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.collect::<Vec<_>>()
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.into_iter()
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.rev()
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.filter_map(|item| {
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let record = as_record(item)?;
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let speaker = read_string(record.get("speaker"));
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let speaker_name = read_string(record.get("speakerName"));
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let text = read_string(record.get("text"))?;
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match speaker.as_deref() {
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Some("player") => Some(format!("- 玩家:{text}")),
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Some("npc") => Some(format!(
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"- {}:{text}",
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speaker_name.unwrap_or_else(|| npc_name.to_string())
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)),
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Some("system") => Some(format!("- 系统提示:{text}")),
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_ => Some(format!(
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"- {}:{text}",
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speaker_name.unwrap_or_else(|| "同伴".to_string())
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)),
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}
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})
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.collect::<Vec<_>>();
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if lines.is_empty() {
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"当前聊天记录:暂无。".to_string()
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} else {
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let mut result = vec!["当前聊天记录:".to_string()];
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result.extend(lines);
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result.join("\n")
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}
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}
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fn describe_npc_combat_context(combat_context: &Value) -> Option<String> {
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let record = as_record(combat_context)?;
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let summary = read_string(record.get("summary"));
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let battle_outcome = read_string(record.get("battleOutcome"));
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let log_lines = record
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.get("logLines")
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.map(read_string_array)
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.unwrap_or_default()
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.into_iter()
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.take(6)
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.collect::<Vec<_>>();
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if summary.is_none() && log_lines.is_empty() {
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return None;
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}
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let outcome_text = match battle_outcome.as_deref() {
|
||
Some("spar_complete") => Some("切磋刚刚结束。".to_string()),
|
||
Some("victory") => Some("战斗刚刚分出胜负。".to_string()),
|
||
_ => None,
|
||
};
|
||
let mut lines = vec!["刚刚结束的交锋:".to_string()];
|
||
if let Some(text) = outcome_text {
|
||
lines.push(text);
|
||
}
|
||
if let Some(text) = summary {
|
||
lines.push(format!("- 结果摘要:{text}"));
|
||
}
|
||
if !log_lines.is_empty() {
|
||
lines.push("- 战斗日志:".to_string());
|
||
lines.extend(log_lines.into_iter().map(|line| format!(" - {line}")));
|
||
}
|
||
Some(lines.join("\n"))
|
||
}
|
||
|
||
fn describe_scene_context(context: &Value) -> String {
|
||
let record = as_record(context);
|
||
let scene_name = record
|
||
.and_then(|item| read_string(item.get("sceneName")))
|
||
.unwrap_or_else(|| "当前区域".to_string());
|
||
let scene_description = record
|
||
.and_then(|item| read_string(item.get("sceneDescription")))
|
||
.unwrap_or_else(|| "周围气氛仍未完全安定。".to_string());
|
||
let in_battle = if record
|
||
.and_then(|item| read_bool(item.get("inBattle")))
|
||
.unwrap_or(false)
|
||
{
|
||
"战斗中"
|
||
} else {
|
||
"非战斗"
|
||
};
|
||
let custom_world_profile = record
|
||
.and_then(|item| item.get("customWorldProfile"))
|
||
.and_then(as_record);
|
||
let custom_world_name = custom_world_profile.and_then(|item| read_string(item.get("name")));
|
||
let custom_world_summary =
|
||
custom_world_profile.and_then(|item| read_string(item.get("summary")));
|
||
|
||
[
|
||
Some(format!(
|
||
"世界补充:{}",
|
||
custom_world_name.unwrap_or_else(|| "无".to_string())
|
||
)),
|
||
custom_world_summary.map(|text| format!("世界摘要:{text}")),
|
||
Some(format!("场景:{scene_name}")),
|
||
Some(format!("场景描述:{scene_description}")),
|
||
Some(format!("当前状态:{in_battle}")),
|
||
Some(describe_stats("玩家", record)),
|
||
]
|
||
.into_iter()
|
||
.flatten()
|
||
.collect::<Vec<_>>()
|
||
.join("\n")
|
||
}
|
||
|
||
fn describe_monsters(monsters: &[Value]) -> String {
|
||
if monsters.is_empty() {
|
||
return "当前敌对目标:无。".to_string();
|
||
}
|
||
|
||
let lines = monsters
|
||
.iter()
|
||
.take(4)
|
||
.filter_map(|item| {
|
||
let record = as_record(item)?;
|
||
let name = read_string(record.get("name"))
|
||
.or_else(|| read_string(record.get("npcName")))
|
||
.or_else(|| read_string(record.get("id")))?;
|
||
let hp = read_number(record.get("hp")).unwrap_or(0.0);
|
||
let max_hp = read_number(record.get("maxHp")).unwrap_or(hp).max(1.0);
|
||
|
||
Some(format!(
|
||
"- {name}(生命 {}/{})",
|
||
format_prompt_number(hp),
|
||
format_prompt_number(max_hp)
|
||
))
|
||
})
|
||
.collect::<Vec<_>>();
|
||
|
||
if lines.is_empty() {
|
||
"当前敌对目标:无。".to_string()
|
||
} else {
|
||
let mut result = vec!["当前敌对目标:".to_string()];
|
||
result.extend(lines);
|
||
result.join("\n")
|
||
}
|
||
}
|
||
|
||
fn read_string(value: Option<&Value>) -> Option<String> {
|
||
value
|
||
.and_then(Value::as_str)
|
||
.map(str::trim)
|
||
.filter(|text| !text.is_empty())
|
||
.map(ToOwned::to_owned)
|
||
}
|
||
|
||
fn read_number(value: Option<&Value>) -> Option<f64> {
|
||
value
|
||
.and_then(Value::as_f64)
|
||
.filter(|number| number.is_finite())
|
||
}
|
||
|
||
fn read_bool(value: Option<&Value>) -> Option<bool> {
|
||
value.and_then(Value::as_bool)
|
||
}
|
||
|
||
fn read_string_array(value: &Value) -> Vec<String> {
|
||
value
|
||
.as_array()
|
||
.map(|items| {
|
||
items
|
||
.iter()
|
||
.filter_map(|item| read_string(Some(item)))
|
||
.collect::<Vec<_>>()
|
||
})
|
||
.unwrap_or_default()
|
||
}
|
||
|
||
fn as_record(value: &Value) -> Option<&serde_json::Map<String, Value>> {
|
||
value.as_object()
|
||
}
|
||
|
||
fn format_prompt_number(value: f64) -> String {
|
||
if value.fract() == 0.0 {
|
||
format!("{}", value as i64)
|
||
} else {
|
||
value.to_string()
|
||
}
|
||
}
|