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/public/generated-characters
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## 文档列表
- [PUZZLE_RUNTIME_FRONTEND_LOGIC_REHOME_2026-05-02.md](./PUZZLE_RUNTIME_FRONTEND_LOGIC_REHOME_2026-05-02.md):记录拼图正式平台入口移动、交换、合并、拆分和通关裁决收回前端即时运行态,排行榜、下一关和游玩记录继续由后端持久化处理。
- [RPG_FOUNDATION_DRAFT_ROLE_DOSSIER_TIMEOUT_FALLBACK_2026-05-02.md](./RPG_FOUNDATION_DRAFT_ROLE_DOSSIER_TIMEOUT_FALLBACK_2026-05-02.md):记录 `agent-foundation-*-dossier-batch-*` 无搜索 Responses 请求超时后的本地养成档案兜底,避免底稿主链被尾部角色润色阶段阻断。
- [RPG_IMAGE_GENERATION_GPT_IMAGE_2_MIGRATION_2026-05-02.md](./RPG_IMAGE_GENERATION_GPT_IMAGE_2_MIGRATION_2026-05-02.md):记录 RPG 角色主图与场景幕背景图统一迁移到 APIMart OpenAI 兼容 `gpt-image-2` 生图入口的边界、配置和验收口径。
- [RPG_FOUNDATION_DRAFT_LANDMARK_SEED_BATCH_TIMEOUT_FIX_2026-05-02.md](./RPG_FOUNDATION_DRAFT_LANDMARK_SEED_BATCH_TIMEOUT_FIX_2026-05-02.md):记录 `agent-foundation-landmark-seed-batch-1` 无搜索 Responses 请求超时的根因,并将场景骨架批次收敛为单场景生成。
- [PROFILE_MAIN_ROUTE_VITE_PROXY_FIX_2026-05-02.md](./PROFILE_MAIN_ROUTE_VITE_PROXY_FIX_2026-05-02.md):记录“我的”和“存档”页面在本地把 `/api/profile/*` 请求落到 Vite SPA fallback、导致 HTML 被当 JSON 解析的根因,以及 `/api/profile` 代理补齐与回归测试。
- [SERVER_RS_DDD_WP_DEL_CLEANUP_2026-05-01.md](./SERVER_RS_DDD_WP_DEL_CLEANUP_2026-05-01.md):记录 `WP-DEL 删除旧层与命名收口`,物理删除旧 runtime story HTTP DTO、前端 `Rpg*` alias、旧 `/api/custom-world/*` 非 runtime 前缀、Puzzle `local-next-level` 入口和 `/generated-*` 资产直读代理;生成资产读取统一走 OSS read-url 链路。
- [SERVER_RS_DDD_WP_API_BFF_CLOSURE_2026-05-01.md](./SERVER_RS_DDD_WP_API_BFF_CLOSURE_2026-05-01.md):记录 `WP-API api-server BFF` 收尾,补齐 `/api/llm/chat/completions``stream=true` SSE 代理,明确手机号/微信配置门控和角色动画资产占位不阻塞本次 BFF 关闭。
@@ -0,0 +1,40 @@
# RPG foundation draft 场景骨架批次超时修正(2026-05-02)
## 背景
现场底稿生成失败信息:
```text
agent-foundation-landmark-seed-batch-1 LLM 请求失败:LLM 请求超时,累计尝试 2 次
```
本次 `logs/llm-raw` 对应请求体没有 `tools` / `web_search` 字段,说明 2026-05-01 已落地的联网搜索降级并不是本次失败根因。失败发生在无搜索 Responses 请求自身超时。
## 根因
`agent-foundation-landmark-seed-batch-1` 原本一次要求模型生成 2 个场景。每个场景又必须包含:
1. 场景基础字段。
2. `sceneTaskDescription`
3. 3 条 `actBackgroundPromptTexts`
4. 3 条 `actEventDescriptions`
5. 3 个 `actNPCNames`
6. 相连场景和进入钩子。
这个批次的输出密度明显高于角色 outline 批次。深海题材现场输入下,单次 prompt 已要求开局场景和普通关键场景同时生成,Responses 请求在默认 30 秒超时窗口内连续两次未完成,最终导致 operation 失败。
## 落地策略
1. 保持 `FOUNDATION_DRAFT_LANDMARK_COUNT = 2` 不变,仍生成 1 个开局场景和 1 个普通关键场景。
2.`FOUNDATION_LANDMARK_BATCH_SIZE``2` 收敛为 `1`
3. 第一批只生成开局场景,并继续作为 `camp` 写入。
4. 第二批只生成普通关键场景,带上已生成场景名作为 forbidden names,避免重复开局场景。
5. 单场景开局 prompt 不再写“一次性生成开局场景和普通关键场景”,避免模型在 batch_count=1 时被旧文案诱导多产。
## 验收标准
1. `generate_custom_world_foundation_draft_uses_seed_text_and_normalizes_fields` 中必须捕获 2 个 `场景框架名单` 请求。
2. 第 1 个场景请求必须明确“本批场景必须是玩家进入世界时所在的开局场景”。
3. 第 2 个场景请求必须明确“本批只生成普通关键场景”,并带上已生成开局场景名的禁止重复约束。
4. 编译后的 `camp` 仍来自第 1 个生成场景,`landmarks` 仍只保留后续普通关键场景。
5. 运行 `cargo test -p api-server custom_world_foundation_draft --manifest-path server-rs/Cargo.toml` 通过。
@@ -0,0 +1,43 @@
# RPG foundation draft 角色养成档案超时兜底(2026-05-02)
## 背景
场景骨架批次拆小后,现场底稿生成继续失败在角色养成档案阶段:
```text
agent-foundation-story-dossier-batch-1 LLM 请求失败:LLM 请求超时,累计尝试 2 次
```
同一轮 `logs/llm-raw` 还出现过:
```text
agent-foundation-playable-dossier-batch-1 LLM 请求失败:LLM 请求超时,累计尝试 2 次
```
这些请求体都没有 `tools` / `web_search` 字段,说明本次不是联网搜索降级问题,而是无搜索 Responses 请求在角色 `dossier` 阶段自身超时。
## 根因
`dossier` 阶段要求模型为角色补齐 `backstoryReveal``skills``initialItems`。这部分属于结果页和运行时可继续编辑的养成档案润色,不是底稿主链必须依赖 LLM 才能成立的业务真相。
在深海题材现场输入下,即使单个可扮演角色的养成档案请求也发生超时;继续只靠减小 batch size 不能保证主链稳定。
## 落地策略
1. `narrative` 阶段仍保持 LLM 生成,因为它补的是角色背景、性格、动机和行动风格。
2. `dossier` 阶段改为 LLM 优先。
3.`dossier` 阶段发生请求超时、连接失败、上游失败、空响应或 JSON 解析失败,不再让底稿 operation 失败。
4. 兜底使用当前角色对象本地生成:
- `backstoryReveal.publicSummary`
- 4 个固定好感档位章节,档位为 `15 / 30 / 60 / 90`
- 3 个技能
- 3 个初始物品
5. 本地兜底只补缺字段,不覆盖模型已经成功生成的完整字段。
6. SpacetimeDB 仍只接收 api-server 生成后的确定性 `draftProfile`;不新增外部 I/O。
## 验收标准
1. `story-dossier` 超时后,底稿生成继续完成,角色仍包含 `backstoryReveal / skills / initialItems`
2. fallback 后的角色名必须与输入角色名一致,不能增删改名。
3. `backstoryReveal.chapters` 必须恰好 4 个,`affinityRequired` 固定为 `15 / 30 / 60 / 90`
4. `cargo test -p api-server custom_world_foundation_draft --manifest-path server-rs/Cargo.toml` 通过。
@@ -0,0 +1,76 @@
# RPG 图片生成 gpt-image-2 迁移 2026-05-02
## 背景
RPG 创作链路里有两类正式图片资产需要统一模型:
1. 角色主图候选生成。
2. 场景幕背景图生成。
旧实现中角色主图默认使用 `wan2.7-image-pro`,场景图根据是否有参考图分别使用 DashScope 文生图与图生图模型。拼图链路已经接入 APIMart 的 OpenAI 兼容 `/images/generations`,并以 `gpt-image-2` 作为默认图片模型,因此本次 RPG 图片迁移复用同一类服务端配置与请求口径。
## 落地范围
1. `POST /api/assets/character-visual/generate`
- 前端默认 `imageModel` 改为 `gpt-image-2`
- 后端把空值、历史 `wan2.7-image-pro``wan2.7-image` 统一归一为 `gpt-image-2`
- 继续保留角色主图 prompt、负向 prompt、审核失败后原创安全 prompt 兜底、PNG 去绿幕/去白底、OSS 草稿与发布链路。
2. `POST /api/runtime/custom-world/scene-image`
- 文生图与参考图生图统一走 `gpt-image-2`
- 参考图继续只支持 Data URL 与 `/generated-*` 旧路径,经服务端回读后传给上游。
- 继续保留场景 prompt 编译、负向 prompt、OSS、`asset_object``asset_entity_binding` 链路。
3. 自动草稿资产生成中的角色主图与幕背景图分别复用上述后端函数,因此同步使用 `gpt-image-2`
## 上游协议
服务端使用:
```text
POST {APIMART_BASE_URL}/images/generations
Authorization: Bearer {APIMART_API_KEY}
model = gpt-image-2
```
请求体统一包含:
1. `model`
2. `prompt`
3. `n`
4. `size`
5. 有参考图时增加 `image_urls`
尺寸归一规则:
1. `1024*1024``1024x1024``1:1` -> `1:1`
2. `1280*720``1600*900``16:9` -> `16:9`
响应解析兼容同步 `data[].url``data[].b64_json` 与异步 `task_id` / `GET /tasks/{task_id}` 结构。
## 非范围
1. 不迁移角色动作图片序列帧或视频模型。
2. 不迁移 Custom World 封面图生成。
3. 不改变 SpacetimeDB 表结构、migration 或 bindings。
4. 不改变前端 UI 面板文案。
## 配置
本次复用已有 APIMart 配置:
```text
APIMART_BASE_URL=https://api.apimart.ai/v1
APIMART_API_KEY=...
APIMART_IMAGE_REQUEST_TIMEOUT_MS=180000
```
`APIMART_API_KEY` 缺失时,角色主图与场景图返回 `SERVICE_UNAVAILABLE``details.provider = "apimart"`
## 验收
1. 角色主图生成请求上游 `model``gpt-image-2`
2. 场景图生成请求上游 `model``gpt-image-2`
3. 旧前端或历史草稿传 `wan2.7-image-pro` 时不会回退旧模型。
4. 场景参考图生成仍能把参考图 Data URL 放入 `image_urls`
5. 角色主图生成后仍执行原有 PNG 透明背景处理与 OSS 写入。
6. `cargo test -p api-server character_visual --manifest-path server-rs/Cargo.toml` 通过。
7. `cargo test -p api-server custom_world_ai --manifest-path server-rs/Cargo.toml` 通过。
@@ -0,0 +1,18 @@
{
"provider": "ark",
"protocol": "responses",
"model": "deepseek-v3-2-251201",
"stream": false,
"attempt": 1,
"maxTokens": null,
"messages": [
{
"role": "system",
"content": "你是严格的世界草稿 JSON 生成器。\n只输出一个 JSON 对象,不要输出 Markdown、代码块、解释或额外文字。"
},
{
"role": "user",
"content": "请为下面这一批场景角色补全养成档案。\n你必须只输出一个能被 JSON.parse 直接解析的 JSON 对象,不要输出 Markdown、代码块、注释或解释。\n世界核心信息:\n世界:雾港归航\n副标题:失灯旧案\n世界概述:守灯人与群岛议会围绕沉船旧案对峙。\n世界基调:海雾悬疑\n玩家核心目标:查清父亲沉船真相\n主要势力:群岛议会、灯塔署\n核心冲突:守灯塔的旧档案被人改写。\n开局归处:旧灯塔归舍(海雾边缘的守灯人旧居。)\n关键场景:旧灯塔(雾中仍亮着错位灯火)、沉船湾(退潮后露出旧船骨)\n本批角色:\n- 议长甲 / 群岛议长\n身份:遮掩者\n框架描述:压住旧档的人\n预设好感:-10\n关系切入口:旧档案\n标签:议会\n- 潮医乙 / 潮汐医师\n身份:证人\n框架描述:知道沉船伤痕\n预设好感:20\n关系切入口:救治记录\n标签:证人\n出现场景:沉船湾\n输出 JSON 模板:\n{\n \"storyNpcs\": [\n {\n \"name\": \"角色名称\",\n \"backstoryReveal\": { \"publicSummary\": \"公开摘要\", \"chapters\": [{ \"affinityRequired\": 15, \"title\": \"羁绊章节\", \"summary\": \"章节摘要\" }] },\n \"skills\": [{ \"name\": \"技能名\", \"summary\": \"技能摘要\", \"style\": \"风格\" }],\n \"initialItems\": [{ \"name\": \"物品名\", \"category\": \"道具\", \"quantity\": 1, \"rarity\": \"common\", \"description\": \"描述\", \"tags\": [\"标签\"] }]\n }\n ]\n}\n要求:\n- 必须只补全本批角色,name 必须与本批角色完全一致,不得增删改名。\n- 每个角色必须包含:name、backstoryReveal、skills、initialItems。\n- backstoryReveal 必须包含 publicSummary 和 4 个 chapterschapters.affinityRequired 固定为 15、30、60、90。\n- skills 默认 3 个;initialItems 默认 3 个;不要输出 backstory、personality、motivation、combatStyle。\n- 所有生成文本都必须使用中文。\n- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。"
}
]
}
@@ -0,0 +1 @@
{"error":{"message":"story dossier timeout"}}
@@ -0,0 +1,18 @@
{
"provider": "ark",
"protocol": "responses",
"model": "deepseek-v3-2-251201",
"stream": false,
"attempt": 1,
"maxTokens": null,
"messages": [
{
"role": "system",
"content": "你是严格的世界草稿 JSON 生成器。\n只输出一个 JSON 对象,不要输出 Markdown、代码块、解释或额外文字。"
},
{
"role": "user",
"content": "请为下面这一批场景角色补全养成档案。\n你必须只输出一个能被 JSON.parse 直接解析的 JSON 对象,不要输出 Markdown、代码块、注释或解释。\n世界核心信息:\n世界:雾港归航\n副标题:失灯旧案\n世界概述:守灯人与群岛议会围绕沉船旧案对峙。\n世界基调:海雾悬疑\n玩家核心目标:查清父亲沉船真相\n主要势力:群岛议会、灯塔署\n核心冲突:守灯塔的旧档案被人改写。\n开局归处:旧灯塔归舍(海雾边缘的守灯人旧居。)\n关键场景:旧灯塔(雾中仍亮着错位灯火)、沉船湾(退潮后露出旧船骨)\n本批角色:\n- 雾商丙 / 雾港商人\n身份:中间人\n框架描述:贩卖航线的人\n预设好感:5\n关系切入口:伪造海图\n标签:商人\n- 灯童丁 / 灯塔学徒\n身份:目击者\n框架描述:听见夜钟的人\n预设好感:30\n关系切入口:夜钟\n标签:学徒\n出现场景:旧灯塔\n输出 JSON 模板:\n{\n \"storyNpcs\": [\n {\n \"name\": \"角色名称\",\n \"backstoryReveal\": { \"publicSummary\": \"公开摘要\", \"chapters\": [{ \"affinityRequired\": 15, \"title\": \"羁绊章节\", \"summary\": \"章节摘要\" }] },\n \"skills\": [{ \"name\": \"技能名\", \"summary\": \"技能摘要\", \"style\": \"风格\" }],\n \"initialItems\": [{ \"name\": \"物品名\", \"category\": \"道具\", \"quantity\": 1, \"rarity\": \"common\", \"description\": \"描述\", \"tags\": [\"标签\"] }]\n }\n ]\n}\n要求:\n- 必须只补全本批角色,name 必须与本批角色完全一致,不得增删改名。\n- 每个角色必须包含:name、backstoryReveal、skills、initialItems。\n- backstoryReveal 必须包含 publicSummary 和 4 个 chapterschapters.affinityRequired 固定为 15、30、60、90。\n- skills 默认 3 个;initialItems 默认 3 个;不要输出 backstory、personality、motivation、combatStyle。\n- 所有生成文本都必须使用中文。\n- 返回前自检:必须是一个能被 JSON.parse 直接解析的单个 JSON 对象。"
}
]
}
@@ -0,0 +1 @@
{"error":{"message":"story dossier timeout"}}
File diff suppressed because it is too large Load Diff
@@ -36,6 +36,10 @@ use crate::{
},
http_error::AppError,
llm_model_routing::CREATION_TEMPLATE_LLM_MODEL,
openai_image_generation::{
DownloadedOpenAiImage, GPT_IMAGE_2_MODEL, build_openai_image_http_client,
create_openai_image_generation, require_openai_image_settings,
},
platform_errors::map_oss_error,
prompt::scene_background::{
DEFAULT_CUSTOM_WORLD_SCENE_IMAGE_NEGATIVE_PROMPT, SceneImagePromptLandmark,
@@ -312,6 +316,8 @@ struct DownloadedRemoteImage {
bytes: Vec<u8>,
}
const RPG_SCENE_IMAGE_MODEL: &str = GPT_IMAGE_2_MODEL;
struct CoverPromptContext {
opening_act_title: String,
opening_act_summary: String,
@@ -443,7 +449,7 @@ pub async fn generate_custom_world_scene_image(
let owner_user_id = authenticated.claims().user_id().to_string();
let normalized = normalize_scene_image_request(payload)
.map_err(|error| custom_world_ai_error_response(&request_context, error))?;
require_dashscope_settings(&state)
require_openai_image_settings(&state)
.map_err(|error| custom_world_ai_error_response(&request_context, error))?;
let asset_id = format!("custom-scene-{}", current_utc_millis());
let asset = execute_billable_asset_operation(
@@ -452,8 +458,8 @@ pub async fn generate_custom_world_scene_image(
"scene_image",
asset_id.as_str(),
async {
let settings = require_dashscope_settings(&state)?;
let http_client = build_dashscope_http_client(&settings)?;
let settings = require_openai_image_settings(&state)?;
let http_client = build_openai_image_http_client(&settings)?;
let reference_image =
if let Some(reference_image_src) = normalized.reference_image_src.as_deref() {
Some(
@@ -468,46 +474,32 @@ pub async fn generate_custom_world_scene_image(
} else {
None
};
let generated = if let Some(reference_image) = reference_image.as_deref() {
create_reference_image_generation(
&http_client,
&settings,
state.config.dashscope_reference_image_model.as_str(),
normalized.prompt.as_str(),
normalized.size.as_str(),
&[reference_image.to_string()],
Some(normalized.negative_prompt.as_str()),
"创建参考图场景编辑任务失败",
"参考图场景编辑未返回图片地址",
"scene-edit",
)
.await
} else {
create_text_to_image_generation(
&http_client,
&settings,
state.config.dashscope_scene_image_model.as_str(),
normalized.prompt.as_str(),
Some(normalized.negative_prompt.as_str()),
normalized.size.as_str(),
"创建场景图片生成任务失败",
"查询场景图片任务失败",
"场景图片生成任务失败",
"场景图片生成超时或未返回图片地址",
)
.await
}?;
let scene_model = if reference_image.is_some() {
state.config.dashscope_reference_image_model.clone()
} else {
state.config.dashscope_scene_image_model.clone()
};
let downloaded = download_remote_image(
let reference_images = reference_image
.as_ref()
.map(|value| vec![value.clone()])
.unwrap_or_default();
let generated = create_openai_image_generation(
&http_client,
generated.image_url.as_str(),
"下载生成图片失败",
&settings,
normalized.prompt.as_str(),
Some(normalized.negative_prompt.as_str()),
normalized.size.as_str(),
1,
&reference_images,
"场景图片生成失败",
)
.await?;
let downloaded = generated
.images
.into_iter()
.next()
.map(downloaded_openai_to_custom_world_image)
.ok_or_else(|| {
AppError::from_status(StatusCode::BAD_GATEWAY).with_details(json!({
"provider": "apimart",
"message": "场景图片生成成功但未返回图片。",
}))
})?;
let upload = PreparedAssetUpload {
prefix: LegacyAssetPrefix::CustomWorldScenes,
path_segments: vec![
@@ -539,7 +531,7 @@ pub async fn generate_custom_world_scene_image(
image_src: String::new(),
asset_id: asset_id.clone(),
source_type: "generated".to_string(),
model: Some(scene_model),
model: Some(RPG_SCENE_IMAGE_MODEL.to_string()),
size: Some(normalized.size),
task_id: Some(generated.task_id),
prompt: Some(normalized.prompt),
@@ -588,27 +580,30 @@ pub(crate) async fn generate_custom_world_scene_image_for_profile(
}),
};
let normalized = normalize_scene_image_request(payload)?;
let settings = require_dashscope_settings(state)?;
let http_client = build_dashscope_http_client(&settings)?;
let generated = create_text_to_image_generation(
let settings = require_openai_image_settings(state)?;
let http_client = build_openai_image_http_client(&settings)?;
let generated = create_openai_image_generation(
&http_client,
&settings,
state.config.dashscope_scene_image_model.as_str(),
normalized.prompt.as_str(),
Some(normalized.negative_prompt.as_str()),
normalized.size.as_str(),
"创建场景图片生成任务失败",
"查询场景图片任务失败",
"场景图片生成任务失败",
"场景图片生成超时或未返回图片地址",
)
.await?;
let downloaded = download_remote_image(
&http_client,
generated.image_url.as_str(),
"下载生成图片失败",
1,
&[],
"场景图片生成失败",
)
.await?;
let downloaded = generated
.images
.into_iter()
.next()
.map(downloaded_openai_to_custom_world_image)
.ok_or_else(|| {
AppError::from_status(StatusCode::BAD_GATEWAY).with_details(json!({
"provider": "apimart",
"message": "场景图片生成成功但未返回图片。",
}))
})?;
let asset_id = format!("custom-scene-{}", current_utc_millis());
let upload = PreparedAssetUpload {
prefix: LegacyAssetPrefix::CustomWorldScenes,
@@ -633,7 +628,7 @@ pub(crate) async fn generate_custom_world_scene_image_for_profile(
slot: "scene_image",
source_job_id: Some(generated.task_id.clone()),
};
let model = state.config.dashscope_scene_image_model.clone();
let model = RPG_SCENE_IMAGE_MODEL.to_string();
let prompt = normalized.prompt.clone();
let asset = persist_custom_world_asset(
state,
@@ -1634,6 +1629,14 @@ async fn download_remote_image(
})
}
fn downloaded_openai_to_custom_world_image(image: DownloadedOpenAiImage) -> DownloadedRemoteImage {
DownloadedRemoteImage {
extension: image.extension,
mime_type: image.mime_type,
bytes: image.bytes,
}
}
fn optimize_uploaded_cover_image(
parsed_data_url: &ParsedImageDataUrl,
crop_rect: &CustomWorldCoverCropRect,
@@ -2451,6 +2454,12 @@ mod tests {
serde_json::from_slice(&body).expect("body should be valid json")
}
fn build_state_without_apimart_key() -> AppState {
let mut config = AppConfig::default();
config.apimart_api_key = None;
AppState::new(config).expect("state should build")
}
fn build_state_without_dashscope_key() -> AppState {
let mut config = AppConfig::default();
config.dashscope_api_key = None;
@@ -2458,8 +2467,8 @@ mod tests {
}
#[tokio::test]
async fn scene_image_returns_service_unavailable_when_dashscope_missing() {
let state = build_state_without_dashscope_key();
async fn scene_image_returns_service_unavailable_when_apimart_missing() {
let state = build_state_without_apimart_key();
let request_context = build_request_context("POST /api/runtime/custom-world/scene-image");
let authenticated = build_authenticated(&state);
@@ -2482,7 +2491,7 @@ mod tests {
})),
)
.await
.expect_err("missing dashscope should fail");
.expect_err("missing apimart should fail");
let payload = read_error_response(response).await;
assert_eq!(
@@ -2491,7 +2500,7 @@ mod tests {
);
assert_eq!(
payload["error"]["details"]["provider"],
Value::String("dashscope".to_string())
Value::String("apimart".to_string())
);
}
@@ -2612,6 +2621,11 @@ mod tests {
assert_eq!(normalized.prompt, manual_prompt);
}
#[test]
fn scene_image_response_model_is_gpt_image_2() {
assert_eq!(RPG_SCENE_IMAGE_MODEL, "gpt-image-2");
}
#[tokio::test]
async fn cover_image_returns_service_unavailable_when_dashscope_missing() {
let state = build_state_without_dashscope_key();
@@ -165,7 +165,8 @@ const FOUNDATION_DRAFT_PLAYABLE_COUNT: usize = 1;
const FOUNDATION_DRAFT_STORY_COUNT: usize = 8;
const FOUNDATION_DRAFT_LANDMARK_COUNT: usize = 2;
const FOUNDATION_ROLE_OUTLINE_BATCH_SIZE: usize = 2;
const FOUNDATION_LANDMARK_BATCH_SIZE: usize = 2;
// 中文注释:单个场景已经包含三幕事件、三幕背景图 prompt 和 NPC 分配;按 1 个场景拆批,避免 landmark seed 大 JSON 在 Responses 请求中超时。
const FOUNDATION_LANDMARK_BATCH_SIZE: usize = 1;
const FOUNDATION_ROLE_DETAIL_BATCH_SIZE: usize = 2;
const WORLD_ATTRIBUTE_SLOT_IDS: [&str; 6] =
["axis_a", "axis_b", "axis_c", "axis_d", "axis_e", "axis_f"];
@@ -586,7 +587,7 @@ async fn expand_foundation_role_entries(
.as_str(),
to_batch_progress(progress_range, processed_count, base_entries.len()),
);
let raw = request_foundation_json_stage(
let raw_result = request_foundation_json_stage(
llm_client,
build_custom_world_role_batch_prompt(framework, role_type, batch, stage),
format!(
@@ -610,8 +611,20 @@ async fn expand_foundation_role_entries(
"角色档案补全阶段没有返回有效内容。",
enable_web_search,
)
.await?;
merged_entries.extend(array_field(&raw, role_key(role_type)));
.await;
match raw_result {
Ok(raw) => merged_entries.extend(array_field(&raw, role_key(role_type))),
Err(error) if stage == "dossier" => {
warn!(
error = %error,
role_type,
batch_index = batch_index + 1,
"foundation draft 角色养成档案 LLM 补全失败,使用本地结构化兜底"
);
merged_entries.extend(build_fallback_role_dossier_entries(batch));
}
Err(error) => return Err(error),
}
processed_count = processed_count
.saturating_add(batch.len())
.min(base_entries.len());
@@ -635,6 +648,103 @@ async fn expand_foundation_role_entries(
Ok(merge_entries_by_name(base_entries, &merged_entries))
}
fn build_fallback_role_dossier_entries(entries: &[JsonValue]) -> Vec<JsonValue> {
entries
.iter()
.enumerate()
.map(|(index, entry)| build_fallback_role_dossier_entry(entry, index))
.collect()
}
fn build_fallback_role_dossier_entry(entry: &JsonValue, index: usize) -> JsonValue {
let name = json_text(entry, "name").unwrap_or_else(|| format!("角色{}", index + 1));
let title = json_text(entry, "title").unwrap_or_default();
let role = json_text(entry, "role").unwrap_or_else(|| "关键角色".to_string());
let description = json_text(entry, "description").unwrap_or_else(|| role.clone());
let backstory = json_text(entry, "backstory").unwrap_or_else(|| description.clone());
let motivation = json_text(entry, "motivation").unwrap_or_else(|| description.clone());
let tag = json_string_array(entry, "tags")
.and_then(|items| items.first().cloned())
.unwrap_or_else(|| role.clone());
let item_prefix = if title.trim().is_empty() {
name.clone()
} else {
title.clone()
};
json!({
"name": name.clone(),
"backstoryReveal": {
"publicSummary": format!("{name}的公开档案围绕“{description}”展开。"),
"chapters": [
{
"affinityRequired": 15,
"title": "初识",
"summary": format!("{name}以{role}身份进入玩家视野,留下与“{tag}”有关的第一条线索。"),
},
{
"affinityRequired": 30,
"title": "试探",
"summary": format!("{name}开始透露“{backstory}”背后的压力,但仍保留关键隐情。"),
},
{
"affinityRequired": 60,
"title": "共同行动",
"summary": format!("{name}围绕“{motivation}”与玩家形成更明确的合作或冲突。"),
},
{
"affinityRequired": 90,
"title": "真相",
"summary": format!("{name}交出与“{description}”相关的核心选择,关系走向定型。"),
},
],
},
"skills": [
{
"name": format!("{tag}洞察"),
"summary": format!("围绕“{description}”判断局势与隐藏线索。"),
"style": "侦查",
},
{
"name": format!("{item_prefix}协助"),
"summary": format!("以{role}身份为玩家提供行动支援。"),
"style": "支援",
},
{
"name": "临场应变",
"summary": format!("在压力升级时根据“{motivation}”调整行动。"),
"style": "应变",
},
],
"initialItems": [
{
"name": format!("{item_prefix}记录"),
"category": "道具",
"quantity": 1,
"rarity": "common",
"description": format!("记录{name}与“{description}”相关的线索。"),
"tags": [tag.clone()],
},
{
"name": format!("{tag}信物"),
"category": "道具",
"quantity": 1,
"rarity": "common",
"description": format!("能证明{name}身份和立场的随身物。"),
"tags": [role.clone()],
},
{
"name": "备用补给",
"category": "消耗品",
"quantity": 1,
"rarity": "common",
"description": format!("{name}在关键行动前准备的基础补给。"),
"tags": ["补给"],
},
],
})
}
fn emit_foundation_draft_progress(
on_progress: &mut (impl FnMut(CustomWorldFoundationDraftProgress) + Send),
phase_label: &str,
@@ -2570,6 +2680,60 @@ mod tests {
);
}
#[test]
fn role_dossier_fallback_keeps_names_and_required_fields() {
let entries = vec![json!({
"name": "埃琳娜·沃克",
"title": "深渊学者",
"role": "深海科研联盟成员",
"description": "执着研究深海生物发光现象的年轻科学家",
"backstory": "她长期追踪发光生物与古代遗迹之间的联系。",
"motivation": "用氧气补给换取玩家的目击信息",
"tags": ["科研人员", "偏执学者"]
})];
let fallback = build_fallback_role_dossier_entries(&entries);
let first = fallback.first().expect("fallback entry should exist");
assert_eq!(first.get("name"), Some(&json!("埃琳娜·沃克")));
assert_eq!(
first
.get("backstoryReveal")
.and_then(|value| value.get("chapters"))
.and_then(JsonValue::as_array)
.map(Vec::len),
Some(4)
);
assert_eq!(
first
.get("backstoryReveal")
.and_then(|value| value.get("chapters"))
.and_then(JsonValue::as_array)
.map(|chapters| {
chapters
.iter()
.filter_map(|chapter| chapter.get("affinityRequired"))
.cloned()
.collect::<Vec<_>>()
}),
Some(vec![json!(15), json!(30), json!(60), json!(90)])
);
assert_eq!(
first
.get("skills")
.and_then(JsonValue::as_array)
.map(Vec::len),
Some(3)
);
assert_eq!(
first
.get("initialItems")
.and_then(JsonValue::as_array)
.map(Vec::len),
Some(3)
);
}
#[tokio::test]
async fn generate_custom_world_foundation_draft_uses_seed_text_and_normalizes_fields() {
let request_capture = Arc::new(Mutex::new(Vec::new()));
@@ -2595,7 +2759,10 @@ mod tests {
r#"{"storyNpcs":[{"name":"档吏庚","title":"旧档吏","role":"保管者","description":"藏起原始卷宗","visualDescription":"褐色旧档袍袖口磨白,背着沉重文书匣,眼镜后目光闪躲。","actionDescription":"翻找卷宗时动作极快,被追问便把文书匣抱紧后退。","sceneVisualDescription":"他常守在潮湿档案室深处,旧柜标签被盐雾泡卷。","initialAffinity":10,"relationshipHooks":["原始卷宗"],"tags":["档案"]},{"name":"潮女辛","title":"听潮女","role":"引路人","description":"听懂海雾低语","visualDescription":"银灰长发被贝壳绳束起,披轻薄潮纹披肩,赤足沾水。","actionDescription":"侧耳听潮后抬手指向雾中路径,步伐像避开暗流。","sceneVisualDescription":"她常站在礁石浅水间,海雾绕过脚踝,远处灯火错位。","initialAffinity":35,"relationshipHooks":["海雾低语"],"tags":["引路"]}]}"#,
),
llm_response(
r#"{"landmarks":[{"name":"旧灯塔","description":"雾中仍亮着错位灯火","visualDescription":"旧灯塔立在雾港高礁上,灯室漏出错位光束,石阶和回廊留出可站立空间。","sceneTaskDescription":"首次进入旧灯塔时,追查被篡改的灯火航线记录。","actBackgroundPromptTexts":["雾港高礁上的旧灯塔亮起错位灯火,灯童丁抱灯站在螺旋楼梯口。","潮湿档案室里灯火忽明忽暗,档吏庚抱紧文书匣,海图在桌面卷起。","灯室玻璃被海风震响,灯童丁指向错位航线,远处沉船湾雾光浮现。"],"actEventDescriptions":["灯童丁听见夜钟后发现灯火记录被人动过。","档吏庚试图带走原始卷宗,冲突在灯塔档案室升级。","灯童丁交出旧钥匙,玩家必须决定是否立刻追向沉船湾。"],"actNPCNames":["灯童丁","档吏庚","灯童丁"],"connectedLandmarkNames":["沉船湾"],"entryHook":"灯火按被篡改的航线闪烁。"},{"name":"沉船湾","description":"退潮后露出旧船骨","visualDescription":"退潮泥滩露出黑色旧船骨,破帆挂在礁石间,临时诊台灯影摇晃。","sceneTaskDescription":"首次进入沉船湾时,辨认旧船骨里残留的沉船真相。","actBackgroundPromptTexts":["沉船湾退潮泥滩露出旧船骨,船魂戊浮在黑色肋骨般的船梁旁。","湿木棚下潮医乙翻看伤痕记录,海水漫过脚边,巡海灯逼近湾口。","旧船骨深处传出暗号,船魂戊指向被封住的货舱,雾中灯塔光线错位。"],"actEventDescriptions":["船魂戊在退潮声里显形,指认父亲留下的暗号。","潮医乙发现伤痕与官方记录不符,巡海封锁让局势升级。","船魂戊带玩家接近旧货舱,必须在追捕前取走关键证物。"],"actNPCNames":["船魂戊","潮医乙","船魂戊"],"connectedLandmarkNames":["旧灯塔"],"entryHook":"旧船骨里传出父亲留下的暗号。"}]}"#,
r#"{"landmarks":[{"name":"旧灯塔","description":"雾中仍亮着错位灯火","visualDescription":"旧灯塔立在雾港高礁上,灯室漏出错位光束,石阶和回廊留出可站立空间。","sceneTaskDescription":"首次进入旧灯塔时,追查被篡改的灯火航线记录。","actBackgroundPromptTexts":["雾港高礁上的旧灯塔亮起错位灯火,灯童丁抱灯站在螺旋楼梯口。","潮湿档案室里灯火忽明忽暗,档吏庚抱紧文书匣,海图在桌面卷起。","灯室玻璃被海风震响,灯童丁指向错位航线,远处沉船湾雾光浮现。"],"actEventDescriptions":["灯童丁听见夜钟后发现灯火记录被人动过。","档吏庚试图带走原始卷宗,冲突在灯塔档案室升级。","灯童丁交出旧钥匙,玩家必须决定是否立刻追向沉船湾。"],"actNPCNames":["灯童丁","档吏庚","灯童丁"],"connectedLandmarkNames":["沉船湾"],"entryHook":"灯火按被篡改的航线闪烁。"}]}"#,
),
llm_response(
r#"{"landmarks":[{"name":"沉船湾","description":"退潮后露出旧船骨","visualDescription":"退潮泥滩露出黑色旧船骨,破帆挂在礁石间,临时诊台灯影摇晃。","sceneTaskDescription":"首次进入沉船湾时,辨认旧船骨里残留的沉船真相。","actBackgroundPromptTexts":["沉船湾退潮泥滩露出旧船骨,船魂戊浮在黑色肋骨般的船梁旁。","湿木棚下潮医乙翻看伤痕记录,海水漫过脚边,巡海灯逼近湾口。","旧船骨深处传出暗号,船魂戊指向被封住的货舱,雾中灯塔光线错位。"],"actEventDescriptions":["船魂戊在退潮声里显形,指认父亲留下的暗号。","潮医乙发现伤痕与官方记录不符,巡海封锁让局势升级。","船魂戊带玩家接近旧货舱,必须在追捕前取走关键证物。"],"actNPCNames":["船魂戊","潮医乙","船魂戊"],"connectedLandmarkNames":["旧灯塔"],"entryHook":"旧船骨里传出父亲留下的暗号。"}]}"#,
),
llm_response(
r#"{"playableNpcs":[{"name":"岑灯","backstory":"被停职的守灯人返乡后发现父亲沉船案被改写。","personality":"克制执拗","motivation":"查清父亲沉船真相","combatStyle":"借灯火与海图周旋"}]}"#,
@@ -2624,15 +2791,24 @@ mod tests {
.expect("request capture should lock")
.clone();
let request_text = captured_requests.join("\n---request---\n");
let landmark_seed_requests = captured_requests
.iter()
.filter(|request| request.contains("场景框架名单"))
.collect::<Vec<_>>();
assert!(captured_requests.len() >= 17);
assert!(captured_requests.len() >= 18);
assert!(request_text.contains("在失真的海图上追查一场被篡改的沉船事故。"));
assert!(request_text.contains("世界核心骨架"));
assert!(request_text.contains("attributeSchema"));
assert!(request_text.contains("可扮演角色框架名单"));
assert!(request_text.contains("场景角色框架名单"));
assert!(request_text.contains("场景框架名单"));
assert!(request_text.contains("第一条场景必须是玩家进入世界时所在的开局场景"));
assert_eq!(landmark_seed_requests.len(), 2);
assert!(landmark_seed_requests[0].contains("本批场景必须是玩家进入世界时所在的开局场景"));
assert!(landmark_seed_requests[0].contains("必须生成恰好 1 个场景"));
assert!(landmark_seed_requests[1].contains("本批只生成普通关键场景"));
assert!(landmark_seed_requests[1].contains("这些场景已经生成,禁止重复:旧灯塔"));
assert!(!landmark_seed_requests[0].contains("一次性生成开局场景和普通关键场景"));
assert!(request_text.contains("camp 只表示玩家开局时的落脚处占位"));
assert!(!request_text.contains("camp.sceneTaskDescription"));
assert!(!request_text.contains("camp.actBackgroundPromptTexts"));
@@ -2845,6 +3021,150 @@ mod tests {
);
}
#[tokio::test]
async fn role_dossier_timeout_uses_local_fallback_and_keeps_generation_alive() {
let request_capture = Arc::new(Mutex::new(Vec::new()));
let server_url = spawn_mock_server_with_statuses(
request_capture.clone(),
vec![
MockHttpResponse {
status_code: 200,
body: llm_response(
r#"{"name":"雾港归航","subtitle":"失灯旧案","summary":"守灯人与群岛议会围绕沉船旧案对峙。","tone":"海雾悬疑","playerGoal":"查清父亲沉船真相","templateWorldType":"WUXIA","majorFactions":["群岛议会","灯塔署"],"coreConflicts":["守灯塔的旧档案被人改写。"],"attributeSchema":{"slots":[{"name":"灯骨"},{"name":"潮步"},{"name":"灯识"},{"name":"雾魄"},{"name":"旧约"},{"name":"回澜"}]},"camp":{"name":"旧灯塔归舍","description":"海雾边缘的守灯人旧居。"}}"#,
),
},
MockHttpResponse {
status_code: 200,
body: llm_response(
r#"{"playableNpcs":[{"name":"岑灯","title":"返乡守灯人","role":"主角代理","description":"追查旧案的人","visualDescription":"灰蓝旧灯披风压着海盐痕,腰侧挂旧海图筒和短灯杖。","actionDescription":"举灯照海图,短杖点地辨认潮声。","sceneVisualDescription":"旧灯塔回廊被海雾压低,墙上挂满潮湿航线图。","initialAffinity":24,"relationshipHooks":["旧案牵连"],"tags":["守灯人"]}]}"#,
),
},
MockHttpResponse {
status_code: 200,
body: llm_response(
r#"{"storyNpcs":[{"name":"议长甲","title":"群岛议长","role":"遮掩者","description":"压住旧档的人","visualDescription":"深色议会长袍垂到靴边,银扣像封蜡,手里总夹着旧档袋。","actionDescription":"抬手下令封锁,动作缓慢却压迫感强。","sceneVisualDescription":"他常出现在议会石厅高处,旧档柜阴影切过半张脸。","initialAffinity":-10,"relationshipHooks":["旧档案"],"tags":["议会"]},{"name":"潮医乙","title":"潮汐医师","role":"证人","description":"知道沉船伤痕","visualDescription":"浅灰防潮医袍挽到肘部,药箱铜扣发暗,袖口沾着海盐。","actionDescription":"俯身检查伤痕并快速记录潮汐症状,动作谨慎而利落。","sceneVisualDescription":"他常在沉船湾临时诊台前,背后是湿木棚和摇晃药灯。","initialAffinity":20,"relationshipHooks":["救治记录"],"tags":["证人"]}]}"#,
),
},
MockHttpResponse {
status_code: 200,
body: llm_response(
r#"{"storyNpcs":[{"name":"雾商丙","title":"雾港商人","role":"中间人","description":"贩卖航线的人","visualDescription":"暗绿长外套挂满防水口袋,帽檐压低,腰间藏着卷曲海图。","actionDescription":"摊开假海图低声议价,手指总按着袖中短刃。","sceneVisualDescription":"他常站在雾港货棚阴影里,周围堆着封蜡货箱和潮湿灯牌。","initialAffinity":5,"relationshipHooks":["伪造海图"],"tags":["商人"]},{"name":"灯童丁","title":"灯塔学徒","role":"目击者","description":"听见夜钟的人","visualDescription":"瘦小学徒披着过大的灯塔制服,怀里抱黄铜小灯和旧钥匙。","actionDescription":"抱灯快步穿过回廊,听见夜钟时会突然停住回头。","sceneVisualDescription":"他常出现在灯塔螺旋楼梯间,雾光从窄窗切进灰墙。","initialAffinity":30,"relationshipHooks":["夜钟"],"tags":["学徒"]}]}"#,
),
},
MockHttpResponse {
status_code: 200,
body: llm_response(
r#"{"storyNpcs":[{"name":"船魂戊","title":"沉船残魂","role":"异类","description":"困在潮声里","visualDescription":"半透明水渍轮廓披着破碎船员衣,胸口嵌着发暗船钉。","actionDescription":"随潮声漂移抬手指路,情绪激烈时水雾会拉长身影。","sceneVisualDescription":"它常浮在沉船湾退潮泥滩上,身后旧船骨像黑色肋骨。","initialAffinity":-20,"relationshipHooks":["沉船真相"],"tags":["异类"]},{"name":"巡海己","title":"巡海队长","role":"追捕者","description":"封锁海岸线","visualDescription":"深蓝巡海甲衣覆着雨水,肩章锋利,手握带灯长枪。","actionDescription":"举枪封路并用灯束扫过海岸,步伐整齐带压迫感。","sceneVisualDescription":"他常立在封锁栈桥尽头,巡海灯和铁链把退路切断。","initialAffinity":-15,"relationshipHooks":["封锁令"],"tags":["巡海"]}]}"#,
),
},
MockHttpResponse {
status_code: 200,
body: llm_response(
r#"{"storyNpcs":[{"name":"档吏庚","title":"旧档吏","role":"保管者","description":"藏起原始卷宗","visualDescription":"褐色旧档袍袖口磨白,背着沉重文书匣,眼镜后目光闪躲。","actionDescription":"翻找卷宗时动作极快,被追问便把文书匣抱紧后退。","sceneVisualDescription":"他常守在潮湿档案室深处,旧柜标签被盐雾泡卷。","initialAffinity":10,"relationshipHooks":["原始卷宗"],"tags":["档案"]},{"name":"潮女辛","title":"听潮女","role":"引路人","description":"听懂海雾低语","visualDescription":"银灰长发被贝壳绳束起,披轻薄潮纹披肩,赤足沾水。","actionDescription":"侧耳听潮后抬手指向雾中路径,步伐像避开暗流。","sceneVisualDescription":"她常站在礁石浅水间,海雾绕过脚踝,远处灯火错位。","initialAffinity":35,"relationshipHooks":["海雾低语"],"tags":["引路"]}]}"#,
),
},
MockHttpResponse {
status_code: 200,
body: llm_response(
r#"{"landmarks":[{"name":"旧灯塔","description":"雾中仍亮着错位灯火","visualDescription":"旧灯塔立在雾港高礁上,灯室漏出错位光束,石阶和回廊留出可站立空间。","sceneTaskDescription":"首次进入旧灯塔时,追查被篡改的灯火航线记录。","actBackgroundPromptTexts":["雾港高礁上的旧灯塔亮起错位灯火,灯童丁抱灯站在螺旋楼梯口。","潮湿档案室里灯火忽明忽暗,档吏庚抱紧文书匣,海图在桌面卷起。","灯室玻璃被海风震响,灯童丁指向错位航线,远处沉船湾雾光浮现。"],"actEventDescriptions":["灯童丁听见夜钟后发现灯火记录被人动过。","档吏庚试图带走原始卷宗,冲突在灯塔档案室升级。","灯童丁交出旧钥匙,玩家必须决定是否立刻追向沉船湾。"],"actNPCNames":["灯童丁","档吏庚","灯童丁"],"connectedLandmarkNames":["沉船湾"],"entryHook":"灯火按被篡改的航线闪烁。"}]}"#,
),
},
MockHttpResponse {
status_code: 200,
body: llm_response(
r#"{"landmarks":[{"name":"沉船湾","description":"退潮后露出旧船骨","visualDescription":"退潮泥滩露出黑色旧船骨,破帆挂在礁石间,临时诊台灯影摇晃。","sceneTaskDescription":"首次进入沉船湾时,辨认旧船骨里残留的沉船真相。","actBackgroundPromptTexts":["沉船湾退潮泥滩露出旧船骨,船魂戊浮在黑色肋骨般的船梁旁。","湿木棚下潮医乙翻看伤痕记录,海水漫过脚边,巡海灯逼近湾口。","旧船骨深处传出暗号,船魂戊指向被封住的货舱,雾中灯塔光线错位。"],"actEventDescriptions":["船魂戊在退潮声里显形,指认父亲留下的暗号。","潮医乙发现伤痕与官方记录不符,巡海封锁让局势升级。","船魂戊带玩家接近旧货舱,必须在追捕前取走关键证物。"],"actNPCNames":["船魂戊","潮医乙","船魂戊"],"connectedLandmarkNames":["旧灯塔"],"entryHook":"旧船骨里传出父亲留下的暗号。"}]}"#,
),
},
MockHttpResponse {
status_code: 200,
body: llm_response(
r#"{"playableNpcs":[{"name":"岑灯","backstory":"被停职的守灯人返乡后发现父亲沉船案被改写。","personality":"克制执拗","motivation":"查清父亲沉船真相","combatStyle":"借灯火与海图周旋"}]}"#,
),
},
MockHttpResponse {
status_code: 200,
body: llm_response(
r#"{"playableNpcs":[{"name":"岑灯","backstoryReveal":{"publicSummary":"返乡守灯人的旧案羁绊。","chapters":[{"affinityRequired":15,"title":"返乡","summary":"回到旧灯塔。"},{"affinityRequired":30,"title":"旧档","summary":"发现档案错页。"},{"affinityRequired":60,"title":"沉船","summary":"接近沉船湾。"},{"affinityRequired":90,"title":"真相","summary":"直面议会遮掩。"}]},"skills":[{"name":"读灯","summary":"辨认灯火暗号","style":"侦查"}],"initialItems":[{"name":"旧海图","category":"道具","quantity":1,"rarity":"common","description":"父亲留下的海图。","tags":["线索"]}]}]}"#,
),
},
MockHttpResponse {
status_code: 200,
body: llm_response(
r#"{"storyNpcs":[{"name":"议长甲","backstory":"长期维持群岛议会体面并遮掩沉船旧案。","personality":"冷硬周密","motivation":"压住旧案","combatStyle":"以权令封锁线索"}]}"#,
),
},
MockHttpResponse {
status_code: 200,
body: llm_response(
r#"{"storyNpcs":[{"name":"潮医乙","backstory":"他保存着沉船伤痕和潮汐症状的旧记录。","personality":"谨慎利落","motivation":"保住证据","combatStyle":"以医疗知识支援判断"}]}"#,
),
},
MockHttpResponse {
status_code: 200,
body: llm_response(
r#"{"storyNpcs":[{"name":"雾商丙","backstory":"他长期倒卖雾港航线和假海图。","personality":"圆滑警惕","motivation":"从旧案里脱身","combatStyle":"以情报和交易周旋"}]}"#,
),
},
MockHttpResponse {
status_code: 200,
body: llm_response(
r#"{"storyNpcs":[{"name":"船魂戊","backstory":"它被沉船旧案困在潮声和船骨之间。","personality":"激烈执拗","motivation":"让真相重新浮上海面","combatStyle":"借潮声与残影指路"}]}"#,
),
},
MockHttpResponse {
status_code: 504,
body: r#"{"error":{"message":"story dossier timeout"}}"#.to_string(),
},
MockHttpResponse {
status_code: 504,
body: r#"{"error":{"message":"story dossier timeout"}}"#.to_string(),
},
],
);
let llm_client = build_test_llm_client(server_url);
let session = build_test_session();
let result = generate_custom_world_foundation_draft(&llm_client, &session, false, |_| {})
.await
.expect("dossier fallback should keep draft generation alive");
let draft_profile = serde_json::from_str::<JsonValue>(&result.draft_profile_json)
.expect("draft profile should parse");
let first_story = draft_profile
.get("storyNpcs")
.and_then(JsonValue::as_array)
.and_then(|entries| entries.first())
.expect("first story role should exist");
assert_eq!(first_story.get("name"), Some(&json!("议长甲")));
assert_eq!(
first_story
.get("backstoryReveal")
.and_then(|value| value.get("chapters"))
.and_then(JsonValue::as_array)
.map(Vec::len),
Some(4)
);
assert_eq!(
first_story
.get("skills")
.and_then(JsonValue::as_array)
.map(Vec::len),
Some(3)
);
assert_eq!(
first_story
.get("initialItems")
.and_then(JsonValue::as_array)
.map(Vec::len),
Some(3)
);
let request_text = request_capture
.lock()
.expect("request capture should lock")
.join("\n---request---\n");
assert!(request_text.contains("请为下面这一批场景角色补全养成档案"));
}
#[test]
fn generated_scene_batch_first_entry_becomes_opening_camp() {
let fallback_camp = json!({
+1
View File
@@ -40,6 +40,7 @@ mod login_options;
mod logout;
mod logout_all;
mod match3d;
mod openai_image_generation;
mod password_entry;
mod password_management;
mod phone_auth;
File diff suppressed because it is too large Load Diff
@@ -153,7 +153,11 @@ pub(crate) fn build_custom_world_landmark_seed_batch_prompt(
[
"请根据下面的世界核心信息,批量生成场景框架名单。".to_string(),
if is_opening_batch {
"这一步必须一次性生成开局场景和普通关键场景的场景骨架、默认生图描述、逐幕背景描述、幕 NPC 分配和相连场景信息。".to_string()
if batch_count == 1 {
"这一步只生成开局场景的场景骨架、默认生图描述、逐幕背景描述、幕 NPC 分配和相连场景信息。".to_string()
} else {
"这一步必须一次性生成开局场景和普通关键场景的场景骨架、默认生图描述、逐幕背景描述、幕 NPC 分配和相连场景信息。".to_string()
}
} else {
"这一步必须一次性生成普通关键场景的场景骨架、默认生图描述、逐幕背景描述、幕 NPC 分配和相连场景信息。".to_string()
},
@@ -162,7 +166,11 @@ pub(crate) fn build_custom_world_landmark_seed_batch_prompt(
build_framework_summary_text(framework, 0),
if story_npc_names.is_empty() { "".to_string() } else { format!("可用场景角色名单:{}", story_npc_names.join("")) },
if is_opening_batch {
"第一条场景必须是玩家进入世界时所在的开局场景,后续条目才是普通关键场景。".to_string()
if batch_count == 1 {
"本批场景必须是玩家进入世界时所在的开局场景。".to_string()
} else {
"第一条场景必须是玩家进入世界时所在的开局场景,后续条目才是普通关键场景。".to_string()
}
} else {
"本批只生成普通关键场景,不要再生成开局场景。".to_string()
},
@@ -24,7 +24,7 @@ export function useRoleVisualCandidateWorkflow() {
promptText,
referenceImageDataUrls,
candidateCount: 1,
imageModel: 'wan2.7-image-pro',
imageModel: 'gpt-image-2',
size: '1024*1024',
});
};