运行画面点选:生成期契约落进 AGC 玩法 Skill(阶段二)
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- agc-web-game-development/SKILL.md 新增「运行画面点选契约」:发布只读引擎句柄、Phaser 图片用 Image 标签装载、素材渲染对象标注 manifest 身份、素材进 dist 走与 localPath 对齐的稳定路径 - game-quality-checklist.md 与 agc-game-production-workflow/SKILL.md 只补指针,不在副本里复制契约 - skill-pack:sync 更新 manifest version=2026-08-26.38 与 agc-web-game-development、agc-game-production-workflow 的 sha256(未新增 skill 文件、未改 Rust) - 文档:功能说明边界补生成期契约来源;里程碑把「生成期契约另立里程碑」改为同一 PR 阶段二;实施计划新增「阶段二进展」
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明确不修改:
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- `runtime-region` 引用契约、`genarrative.local-preview-inspect.v1` 消息版本号、`LocalGamePreviewFrame.tsx` 的解析与净化、Rust `direct_codex_user_item` 的校验口径(不新增字段;若实测必须加字段,单独评审)。
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- `packages/shared`、manifest / 版本绑定 / 素材替换链路、AGC 玩法 Skill 与 Runtime Prompt、模板 zip 发布与线上索引。
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- `packages/shared`、manifest / 版本绑定 / 素材替换链路、Runtime Prompt 文案、模板 zip 发布与线上索引(AGC 玩法 Skill 的生成期契约属阶段二,见下 `## 阶段二进展`)。
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- DOM 点选语义与 `enabled / disabled / cancelled` 协议。
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## 实现顺序
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- 脚手架与三个起步模板发布只读引擎句柄:`DEFAULT_GAME_SCRIPT_JS`、`phaser-2d-starter`、`threejs-3d-starter`、`blank-3d-scene`。
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- 自动化验证通过:五个前端用例文件(`runtimeInspectEngines` / `runtimeInspectResourceMatch` / `localGamePreviewFrame` / `resourceReferenceInput` / `appSurface`)292 passed / 9 skipped(301 项);`npm run agc:typecheck` 通过;`cargo test --manifest-path apps/ai-game-creator-shell/src-tauri/Cargo.toml --offline -- preview` 通过(43 passed)。
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- 分四个提交落盘:6c6850352(桥与引擎档)、6264fed6b(宿主匹配)、ab518ea57(脚手架与模板)、f729203c6(规范与踩坑);验收证据见里程碑文档。
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## 阶段二进展
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阶段一让点选能识别素材,但可用性依赖玩法满足三条约定(发布句柄、Phaser 用 Image 装载、对象标注素材身份);阶段二把这几条写进**生成期契约**,新生成的 Phaser 4 / three.js 项目不改代码即可点出素材。同一 PR 续推,`template.zip` 与线上索引仍未重新发布。
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- 主源(唯一写全契约处):`resources/agc-skills/agc-web-game-development/SKILL.md` 新增「运行画面点选契约(运行态素材身份)」四条——发布只读引擎句柄(`{ engine:'phaser', game }` / `{ engine:'three', THREE, scene, camera, renderer }`)、Phaser 固定 `loader: { imageLoadType: 'HTMLImageElement' }`、给素材渲染对象标注 manifest 身份(Phaser `setData('genarrativeResourceId' | 'genarrativeResourcePath', …)`,three.js `mesh.userData.…`,值只取 `agc_list_registered_assets` 的 `localAssetId` / `localPath`)、素材进 dist 走与 `localPath` 对齐的稳定路径(`public/` 原样拷贝,不用 `import` 的 hash 产物名);并写明不满足时不报错、不伪造 id、退化为不带素材的区域引用(= 验收面)。
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- 派生副本只补指针,不复制契约:`agc-web-game-development/references/game-quality-checklist.md` 增加一条勾选项;`agc-game-production-workflow/SKILL.md` 第 4 步(Game implementation)指向该契约(新游戏编排必读)。
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- 指纹同步:`npm run agc:skill-pack:sync` 更新 `resources/agc-skills/manifest.json` 的 `version` 与两个 skill 的 `sha256`;`skill_pack.rs` 逐文件 `include_bytes!`,因此**未新增 skill 文件、未改任何 Rust**。
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- 验证:`npm run agc:typecheck`(含 skill-pack 指纹校验)、`node scripts/check-doc-index.mjs`、`npm run check:encoding`、`git diff --check` 全部通过(退出码与结论行见 PR 评论)。
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- 冻结面不变:`preview.rs`、`resources/preview/local-preview-fit.js`(sha256 仍为 `6276ac48…917a`)、宿主匹配、脚手架与模板源均未改;未合并主线。
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## 不在范围内
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- 生成期契约落位:把句柄发布与对象素材标注写进 AGC 玩法 Skill / Runtime Prompt,并重新发布模板产物(`template.zip` 与线上索引)——另立里程碑。
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- 生成期契约落位:把句柄发布与对象素材标注写进 AGC 玩法 Skill(**同一 PR 的阶段二**,见实施计划 `## 阶段二进展`);重新发布模板产物(`template.zip` 与线上索引)仍不在本次范围内。
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- 运行期资源使用关系持久化(不记录"某素材在某位置被用过",不注入代码、不写侧车)。
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- Cocos Creator / Godot / Unity 的点选;纯 2D canvas 引擎与 Babylon.js。
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- `runtime-region` 引用契约、预览消息版本号、Rust `resourceIds` 校验、资源选中与信息栏判据的任何变化。
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@@ -74,6 +74,7 @@ AGC 聊天输入框支持以结构化引用标记当前项目已登记素材,
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- 不做像素级或颜色拾取,不为了识别素材去改写玩法源码、资源文件或渲染结果。
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- **Phaser 4 默认装载下贴图地址不可得**:Phaser 4 默认用 XHR 装载图片,贴图元素上的地址是会话内的临时地址,读不回原始素材路径。这类项目**必须由玩法显式标注素材身份**才能点出素材;没有标注就按第 4 条退化(退化为不带素材的区域引用),不猜。
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- **只认玩法发布的只读引擎句柄**:预览页没有发布该句柄、或句柄声明的引擎类型不在支持范围内时,一律退化为不带素材的区域引用;宿主不通过扫描全局对象去猜引擎。
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- **生成期契约落在 AGC 玩法 Skill**:句柄发布、Phaser 图片的 Image 装载、素材渲染对象的身份标注、素材在 dist 的稳定路径这四条写进 `agc-web-game-development`(「运行画面点选契约」,本里程碑阶段二,同一 PR 落位),生成期即按契约产出;本能力说明不承诺历史项目自动具备,也不改写既有项目。
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### 验收标准与证据
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