合并AI游戏创作智能体与通用Runtime基座
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合并 codex/ai-game-creator-app 的独立客户端、多智能体 Runtime、Runner 与可扩展 LLM Provider 能力
保留 master 最新画布、钱包、后端和原生壳约束并完成四处语义化冲突合并
补齐根 Vitest 对独立 Tauri guest 模块的隔离测试别名并保持 HostBridge 依赖边界
统一正式工作台与 game-chat 的安全本地预览组件及 native-shell 静态门禁
修复合并态 Rust 格式、前端 lint 与共享文档验证口径
This commit is contained in:
AIGameCreator App
2026-07-30 18:01:19 +08:00
484 changed files with 383375 additions and 1517 deletions
@@ -144,6 +144,20 @@ client.generate_image(
)
```
For a transparent game/UI atlas, call the dedicated helper instead of ordinary image generation:
```python
client.generate_icon_spritesheet(
"editor-resource-current-art-spec",
["蛇头四方向", "直身与四种转角", "尾部四方向", "四类可区分食物"],
canvasSession=session,
assetLabel="贪吃蛇透明图集",
screenColor="auto",
)
```
Pass the registered visual-spec resource ID as `reference_image_src`; do not pass the UI prototype or a local path.
Use the helper directly from this skill path, or copy it into the caller's project. Do not change the fixed base URL or move the API Key into environment variables.
Use this shared base:
@@ -328,6 +342,18 @@ Character image generation (including character redraw through `kind: "character
- `sliceWarning` is a separate condition used only when transparent spritesheet post-processing succeeded but automatic slicing failed. Keep `sliceWarning.reason` as the original diagnostic and continue using the complete transparent spritesheet; a UI may add context when displaying it, but must not rewrite the stored reason.
- `warning` and `sliceWarning` are mutually exclusive only for `postprocess-failed-source-preserved`, because a failed transparent post-process never reaches slicing. Since 2026-07-29 a general `warning` may also come from image-style normalization (`unsupported-image-style`) or pixel-art snapping, and those can coexist with `sliceWarning` in the same response. Display both reasons; do not drop either one and do not misclassify a source-preserved result as a slicing-only warning.
For reusable transparent game/UI sheets, do not substitute ordinary image generation merely because it can draw several objects in one image. Use icon spritesheet generation when a stable visual-spec reference and `iconDescriptions` exist; use UI extraction only for an existing annotated UI design. Pass `screenColor: "auto"` unless the art direction requires one of the supported solid chroma colors. A client must verify the returned full sheet really contains transparency before treating it as a transparent spritesheet. If a source-preserved `warning` is present, do not register the opaque provider source as the requested transparent deliverable. When only `sliceWarning` is present, the full transparent sheet remains usable, but no individual slices may be claimed.
## AI Game Creator Canonical Visual DAG
The AI game creator reuses its existing 16-task manifest; do not add a parallel task system or collapse the following artifacts into one ordinary generation request:
1. `art-director` generates `assets/art-spec.png` with `POST /api/external/v1/editor/images/generations`, `kind: "spec"`, and registers it as `assetKind: "icon-spec"`. This is the real visual-spec image. The JSON value in `generationInputs.artSpec` is supporting structured context and does not replace this image.
2. `design-foundation` uses the registered External Editor resource ID for `assets/art-spec.png` in `referenceImageSrcs`, then generates the complete `assets/ui-prototype.png` through `POST /api/external/v1/editor/images/generations` with `kind: "ui-design"`.
3. `art-asset-plan` uses the same registered `assets/art-spec.png` resource ID as the required `referenceImageSrc` for `POST /api/external/v1/editor/icon-spritesheets/generations`, supplies concrete `iconDescriptions`, and registers the transparent full result as `assets/art-spritesheet.png`.
Never use `assets/ui-prototype.png` as the icon spritesheet's visual-spec reference. `POST /api/external/v1/editor/ui-designs/assets/extractions` requires an existing UI design image with red-box annotations; it is not UI generation and is not part of this canonical DAG.
## Guardrails
- Do not invent endpoints outside the OpenAPI, especially internal worker or runtime task-list routes.
@@ -20,6 +20,14 @@ At the start of a new conversation, ask for a canvas name before the first gener
Before generating art assets, normalize the user's request into a current art spec with `assetType`, `subject`, `style`, `palette`, `composition`, `format`, `constraints`, and `references`. Ask follow-up questions only for missing fields that block the selected endpoint. Reuse the current spec automatically when the user asks for another asset without changing style/spec requirements. Put the spec in `generationInputs.artSpec` and summarize it in the prompt when useful.
For the AI game creator's existing 16-task autonomous build, distinguish that JSON art spec from the required visual-spec image and keep this dependency chain:
1. `art-director` -> `assets/art-spec.png` via `POST /api/external/v1/editor/images/generations`, with `kind=spec` and registered `assetKind=icon-spec`.
2. `design-foundation` -> `assets/ui-prototype.png` via the same image generation endpoint with `kind=ui-design`, using the registered art-spec resource ID in `referenceImageSrcs`.
3. `art-asset-plan` -> transparent `assets/art-spritesheet.png` via `POST /api/external/v1/editor/icon-spritesheets/generations`, using the registered art-spec resource ID as `referenceImageSrc` and providing `iconDescriptions`.
Do not use the UI prototype as the spritesheet specification. UI extraction requires a stable source image with red-box annotations and is outside this canonical DAG.
## Intent Routing
Infer the endpoint from the user's description. Do not present this as a menu unless the request is genuinely ambiguous.
@@ -69,8 +77,8 @@ Ask a follow-up only when two routes could both be correct and produce different
| --- | --- | --- | --- |
| Generate image/spec/character/UI/publication material | `POST /api/external/v1/editor/images/generations` | `prompt` | `kind`, `style`, `model`, `aspectRatio`, `imageSize`, `size`, `referenceImageSrcs`, `projectId`, `assetFolderId`, `assetLabel`, `canvasCompletion`, `generationInputs` |
| Edit/redraw image | `POST /api/external/v1/editor/images/edits` | `prompt`, `sourceImageSrc` | `referenceImageSrcs`, `model`, `size`, `projectId`, `assetFolderId`, `assetLabel`, `sourceResourceId`, `targetLayerId`, `canvasCompletion` |
| Generate icon spritesheet | `POST /api/external/v1/editor/icon-spritesheets/generations` | `referenceImageSrc`, `iconDescriptions` | `style`, `referenceImageSrcs`, `model`, `aspectRatio`, `imageSize`, `projectId`, `assetFolderId`, `canvasCompletion` |
| Extract assets from UI design | `POST /api/external/v1/editor/ui-designs/assets/extractions` | `sourceImageSrc`, `aspectRatio`, `imageSize` | `model`, `referenceImageSrcs`, `projectId`, `assetFolderId`, `spritesheetLabel`, `canvasCompletion` |
| Generate icon spritesheet | `POST /api/external/v1/editor/icon-spritesheets/generations` | `referenceImageSrc`, `iconDescriptions` | `style`, `referenceImageSrcs`, `screenColor`, `model`, `aspectRatio`, `imageSize`, `projectId`, `assetFolderId`, `assetLabel`, `canvasCompletion` |
| Extract assets from UI design | `POST /api/external/v1/editor/ui-designs/assets/extractions` | `sourceImageSrc`, `aspectRatio`, `imageSize` | `screenColor`, `model`, `referenceImageSrcs`, `projectId`, `assetFolderId`, `spritesheetLabel`, `canvasCompletion` |
| Generate character animation | `POST /api/external/v1/editor/character-animations/generations` | `sourceLayerId`, `sourceImageSrc`, `sourceWidth`, `sourceHeight`, `promptText`, `resolution`, `ratio`, `frameCount`, `durationSeconds`, `model` | `projectId`, `sourceResourceId`, `canvasCompletion`; then create a library asset from the first returned frame |
| Generate video | `POST /api/external/v1/editor/videos/generations` | `prompt`, `model`, `aspectRatio`, `durationSeconds`, `resolution`, `mode`, `sound` | `referenceImageSrcs`, `referenceVideoSrcs`, `referenceAudioSrcs`, `webSearchEnabled`, `projectId`, `assetFolderId`, `assetLabel`, `canvasCompletion` |
| Generate sound effect | `POST /api/external/v1/editor/audios/sound-effects/generations` | `prompt`, `duration` | `model`, `projectId`, `assetFolderId`, `assetLabel`, `canvasCompletion`, `generationInputs` |
@@ -460,6 +460,29 @@ class GenarrativeExternalClient:
timeout=GENERATION_REQUEST_TIMEOUT_SECONDS,
)
def generate_icon_spritesheet(
self,
reference_image_src: str,
icon_descriptions: list[str],
**fields: Any,
) -> Any:
descriptions = [item.strip() for item in icon_descriptions if item.strip()]
if not descriptions:
raise GenarrativeApiError("icon_descriptions must contain at least one non-empty item")
label = fields.get("assetLabel", "图标图集")
self._apply_canvas_session_fields(fields, label, 1024, 1024)
fields.setdefault("screenColor", "auto")
return self.request_json(
"POST",
"/api/external/v1/editor/icon-spritesheets/generations",
{
"referenceImageSrc": reference_image_src,
"iconDescriptions": descriptions,
**fields,
},
timeout=GENERATION_REQUEST_TIMEOUT_SECONDS,
)
def extract_ui_assets(self, source_image_src: str, image_size: str = "1K", **fields: Any) -> Any:
fields.pop("aspectRatio", None)
self._apply_canvas_session_fields(fields, fields.get("spritesheetLabel", "UI 素材拆分"), 1024, 1024, "spritesheetLabel")
@@ -629,6 +652,17 @@ def _self_test() -> None:
assert calls[0]["body"]["canvasCompletion"]["title"] == "角色呼吸动画"
assert calls[1]["path"] == "/api/external/v1/editor/assets"
assert result["asset"]["assetId"] == "editor-asset-demo"
calls.clear()
client.generate_icon_spritesheet(
"editor-resource-spec",
["蛇头向上", "蛇身直线", "转角", "尾部", "四类食物"],
canvasSession=session,
assetLabel="贪吃蛇透明图集",
)
assert calls[0]["path"] == "/api/external/v1/editor/icon-spritesheets/generations"
assert calls[0]["body"]["referenceImageSrc"] == "editor-resource-spec"
assert calls[0]["body"]["screenColor"] == "auto"
assert calls[0]["body"]["iconDescriptions"][0] == "蛇头向上"
print("self-test ok")