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Author SHA1 Message Date
lhk229 36dc93222a 合并最新 master
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2026-09-10 11:19:35 +00:00
lhk229 54ae60576d 修复策划 Agent CI 回归
按 rustfmt 整理策划 Runtime 与相关测试字面量
首页做方案用例改为断言设计 Agent 命令
2026-09-10 11:19:24 +00:00
lhk229 a38eec743a 补齐 LlmRunRequest 字面量的 responses_input 字段
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api-server LLM 代理与 platform-agent 适配器补 None
避免 cargo run api-server 因缺字段编不过
2026-09-10 10:59:13 +00:00
lhk229 18ed9778d8 拆分策划 Agent 与 Codex 随包清单
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将 design-agent 资源包放到全平台 Tauri 基础配置
Windows 配置只保留 pinned Codex sidecar
配置门禁分别校验两份清单,禁止互相混入
2026-09-10 10:28:07 +00:00
lhk229 89447ed432 按评审意见强化回退模板读取通道回归测试
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- tests/configuration.rs 回退模板测试改用与模板无关的 runtime dir,分类断言覆盖按路径归属而非 runtime dir 为 None 的恒真分支,并补充 runtime dir 内路径的 managed 正向断言
- tests/mod.rs 移除不再使用的 clear_test_runtime_config_dir 辅助
2026-09-10 09:46:48 +00:00
lhk229 af96174e07 接入策划 Agent 脚本化假 Provider 定向测试
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拦截测试态 Provider 请求,按队列返回脚本响应或错误
覆盖五阶段推进、审批拒绝不唤醒、重启恢复、资源与工具失败及瞬态重试
同步迁移方案第 8 步验证口径
2026-09-10 09:42:26 +00:00
lhk229 cb79c4a9c6 对齐策划入口测试到新设计 Agent
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新建策划入口走设计会话命令,已有 V2 会话仍走原链路
补审批与澄清卡界面用例
2026-09-10 09:09:37 +00:00
lhk229 3ebfcc0c2f 修正新增配置读取回归测试的 Rust 格式
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- tests/configuration.rs 按 cargo fmt 调整两个 assert! 宏换行
2026-09-10 09:03:19 +00:00
lhk229 9b5d1fe107 修复仓库回退配置模板被读取通道私有化 ACL 锁定
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- config.rs 新增 game_creator_config_path_is_runtime_managed 判定,read_game_creator_config_file 按路径归属分流:AppData 托管目录内的真实凭据维持私有加固读取,仓库旁边的回退模板与 local 覆盖改用 open_project_snapshot_regular_file 非变异快照通道
- 根因:开发 CLI 无 AppHandle 时回退读取 worktree 内 git 跟踪模板,私有读通道在 Windows 上无条件收紧 DACL 为仅当前进程用户,导致其他账号与 cargo include_str! 全部 Access Denied
- tests/mod.rs 新增 clear_test_runtime_config_dir 辅助
- tests/configuration.rs 新增两个回归测试锁定快照 / 私有两条读取通道的分流
- pitfalls.md 记录该排障经验与读取通道副作用白名单教训
2026-09-10 08:57:31 +00:00
lhk229 aaa52c2b34 接入策划 Agent 生产迁移初版
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新增独立设计会话、工作区工具和随包资源
platform-llm 支持 Responses 原生 input 续轮
无旧 V2 会话的策划入口切换到新设计 Agent
增加阶段审批、澄清卡和工作区文件浏览
同步迁移方案与决策记录
2026-09-10 08:45:11 +00:00
suzmii a1b9b24891 修复 AGC Ctrl+C 残留上个工作树后端导致切换工作树复用旧后端 (#315)
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closes #314

## 现象

`npm run agc` 按 Ctrl+C 后有概率残留上个工作树的 `api-server.exe` / SpacetimeDB,切换 worktree 再启动时 AGC 复用旧后端,改过数据库 / schema 的工作树会串库。

## 根因

1. Windows 下长驻服务都经 Node `shell: true` 的 `cmd.exe /d /s /c` 包装层启动,Ctrl+C 先杀包装层(`0xC000013A`);`dev.mjs` 的 `stopProcess` 见到直接子进程已退出就 return,`taskkill /PID <已退出 PID> /T /F` 也只会失败,深处的 `cargo → api-server.exe` 无人清理。
2. 按根 PID 遍历依赖快照里的父子链,中间层先消失时链断,只能拿到根 PID。
3. 复用判据只看 `.app/dev-stack.json` status 与 `/healthz`、`/readyz`、`/v1/ping`,不校验端口上的进程属于哪个工作树,残留后端照样被判为健康并复用。

## 改动

- 新增 `scripts/dev-windows-process.mjs`:按根 PID 遍历 + 按身份匹配(`server-rs/target/debug/api-server.exe` 绝对路径、SpacetimeDB `--data-dir`)两条独立清理路径,带 1s 快照缓存避免清理被拖慢。
- `scripts/dev.mjs`:直接子进程已退出时仍按记录 PID 清理后代;退出时按身份兜底清扫本工作树后端(复用他人 standalone 时跳过);启动前清理旧 api-server 保留 `Wait-Process` 语义,避免 `failed to remove file`。
- `apps/ai-game-creator-shell/scripts/start-dev-stack.mjs`:复用前校验端口监听进程归属,无法证明归属就不复用、改为启动本工作树后端并允许端口漂移;信号与 `finally` 各兜底清扫一次;`taskkill` 失败时降级按 PID 遍历;等待就绪时输出归属校验失败原因,避免静默超时。探测不可用时退化为旧行为,不阻断本地启动。
- 测试与文档:新增 `scripts/dev-windows-process.test.ts`、扩充 AGC 复用门禁用例;同步 `docs/project-memory/shared-memory/pitfalls.md` 与本地开发运维文档。

## 验证

- 伪造 `api-server.exe` 进程:按身份精确命中并杀掉(`matched=[17284] stopped=[17284]`)。
- 3 个真实监听进程下归属判定:`owned` / `api-server-owner-mismatch` / `spacetime-owner-mismatch` 均正确。
- `npx vitest run scripts/dev.test.ts scripts/dev-windows-process.test.ts scripts/dev-stack-port-utils.test.ts apps/ai-game-creator-shell/tests/...`:119 passed(唯一失败为 Windows 文件权限用例,已确认在合并基线 `origin/master` 上同样失败)。
- `node --check`、`eslint --max-warnings 0`、`prettier --check`、`npm run check:encoding`、`git diff --check` 全部通过。

## 备注

Rust 侧 `api-server` 的 `with_graceful_shutdown` 没有超时上限,是「有概率」的来源之一;本次只在 Node 侧收口,是否给优雅退出加 deadline 可另行评估。

Reviewed-on: https://git.genarrative.world/git/GenarrativeAI/Genarrative/pulls/315
Co-authored-by: Suzumiya <suzmii@qq.com>
Co-committed-by: Suzumiya <suzmii@qq.com>
2026-09-09 20:08:04 +08:00
suzmii 7c49e7e51c Merge pull request '修复 AGC 项目写锁残留无法回收与启动失败无诊断' (#313) from fix/agc-stale-lock into master
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Reviewed-on: #313
Reviewed-by: 孔令弘 <ink29535@proton.me>
2026-09-09 20:07:37 +08:00
suzmii c0ef876b14 修复 AGC 项目写锁回收的并发删除竞争与启动诊断死路径
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- 锁文件回收改为单次快照解析:payload 只解析一次,删除前重新核对字节,内容已被并发方替换或文件已消失时返回 false 并重试 create_new,不再无条件 unlink,也不再把 remove_file 的 NotFound 当成硬失败
- mtime 读取失败改用 Option 区分“未知”与“纪元 0”:未知年龄不回收,未知锁创建时间不做 PID 复用推断,避免把保守判定反转成抢走活持有者
- 新增并发替换/已消失、旧格式活持有者、存活未知、mtime 未知四条回归用例
- 启动日志槽优先用已经生效的配置目录(含 --config-dir),否则退到平台配置根(APPDATA / Application Support / XDG_CONFIG_HOME)
- 日志路径未知时 StartupLogSlot::fail 仍然给出用户可见提示,四处 inspect_err 不再被路径判空挡掉
- 同步 check-config 守卫、decision-log、pitfalls 与技术方案文档的用例数与新判据
2026-09-09 19:44:46 +08:00
suzmii b7f27721c5 修复 AGC 项目写锁回收判据的跨平台 PID 边界
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- 项目写锁存活判定把平台不可能分配出的进程号(0 或超出平台 pid 宽度)判为持有者不存在并直接回收,不再落回 600 秒保守分支
- 回归用例的死进程 PID fixture 由 0xFFFF_FFF0 改为 i32::MAX - 1,同时落在两个平台进程号空间之外且在 Unix 有符号 32 位范围内
- 新增 project_write_lock_reclaims_unrepresentable_owner_pid 用例,覆盖 u64::MAX 非法进程号残留锁
- 修正 project_lock_recovery 头部注释,说明这些用例是回归护栏而不是待修缺陷
- 同步 decision-log 的 PID 边界决策与 pitfalls 的跨平台 fixture 经验
2026-09-09 18:00:53 +08:00
suzmii 78ba9e33b6 修复 AGC 启动诊断守卫用例
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- check-config.mjs 启动诊断守卫改按 StartupLogSlot 契约匹配:setup_log.fail 加稳定失败码
- 同时校验 StartupLogSlot 内部仍写有界诊断日志并调用可见提示,避免守卫被绕过
2026-09-09 17:27:30 +08:00
suzmii 3153d4f674 修复 AGC 项目写锁残留无法回收与启动失败无诊断
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- .agent/project.lock 新增 processStartedAt,PID 存活时核对进程启动身份,身份不一致判定 PID 复用并回收
- 旧锁缺少 processStartedAt 时退回“进程启动时间晚于锁 createdAt 加 5 秒容差”的 PID 复用推断
- 空锁 / 坏锁(崩溃停在 create_new 与落盘之间)宽限期由 600 秒收紧到 30 秒,无法判定持有者存活时仍保持 600 秒
- 新增 StartupLogSlot,配置目录就绪前后都能写 startup.log,startup.*.failed 与启动错误提示不再是死分支
- Windows 启动失败恢复系统消息框并附诊断日志路径,其它平台写 stderr,同一进程只提示一次
- 新增 project_lock_recovery 6 条回归用例:死 PID、空锁宽限、PID 复用时间推断、PID 复用身份不一致、身份一致不抢锁、新鲜空锁不抢锁
- 同步 decision-log 与 App 实施计划文档
2026-09-09 16:58:41 +08:00
lhk229 04128eb661 Merge branch 'master' into feat/design_agent_simple
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2026-09-09 16:34:16 +08:00
k88936 7288c6f641 Fix/修复无限画布图标文字模糊 (#285)
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closes #279
closes #284

实现: 从2(暂定)倍放大绘制的画布scale 0.5* 真正的scale

before:
![shotmd-1788579338.jpg](/attachments/9d44ec5e-454c-449b-86bc-b2131fbbc8cc)
![shotmd-1788578910.jpg](/attachments/c9da61a2-b467-43eb-a5de-e5e4d5cb8f70)

after:
![shotmd-1788580930.jpg](/attachments/f1f06e8e-90bf-45e2-a30b-a63ccc308c19)
![shotmd-1788583400.jpg](/attachments/c48ca741-e470-42b3-8030-064e0579f63a)
svg看起来stroke窄了一点点, 可以接受

Reviewed-on: #285
2026-09-09 16:32:43 +08:00
lhk229 5b82a269e9 修正定向测试 Rust 格式
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按 CI rustfmt 规范整理策划会话与视觉提示测试
2026-09-09 07:52:46 +00:00
lhk229 dd0fd5feff 修复合并后的定向测试
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移除不再符合 hydrate 锁语义的过时测试

同步视觉 Agent prompt 测试与当前资源合同
2026-09-09 07:41:52 +00:00
lhk229 852d9af483 合并最新 master
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同步远端主线至 b129589e7

保留当前分支的 V1 清理与主线文档和测试更新
2026-09-09 06:06:35 +00:00
lhk229 310091d28e 合并最新 master
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同步主线 DirectProject 历史与 Markdown 展示改动

保留策划 V2 退役方案文档索引
2026-09-09 05:49:33 +00:00
lhk229 b129589e75 Merge pull request '修复客户端常用设置读写卡顿' (#307) from fix/config_sl into master
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Reviewed-on: https://git.genarrative.world/git/GenarrativeAI/Genarrative/pulls/307
Reviewed-by: 段舒康 <kdletters@qq.com>
2026-09-09 13:45:26 +08:00
lhk229 6a1e307b4a 合并最新master并协调模型配置保存逻辑
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合入服务端默认模型同步及前端模型选择更新
保留配置覆盖层回滚和设置页无外部诊断行为
同步模型ID与默认模型标记并补充交叉回归验证
2026-09-09 05:36:56 +00:00
suzmii 672d93015c Merge pull request '优化AGC客户端同步LLM配置' (#306) from feat/agc-client-sync-llm-config into master
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Reviewed-on: #306
2026-09-09 13:19:43 +08:00
suzmii d9c883675d 补充AGC模型目录异常revision的客户端用例
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- 补充旧服务端不返回 revision(两次响应均为 undefined)时仍按目录变化刷新的用例
- 补充服务端目录重建导致 revision 回退(7 到 0)时仍更新界面的用例
- 补充 revision 未变化时不更新界面、沿用已应用目录的用例
2026-09-09 13:03:46 +08:00
lhk229 2757273850 修正配置回滚代码的Rust格式
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按rustfmt要求调整错误信息和测试断言换行
通过仓库check:rustfmt、编码和diff检查
2026-09-09 04:40:45 +00:00
lhk229 08c5917490 修复配置覆盖层写入失败后的部分更新
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提前序列化配置变更并在多文件写入失败时逆序回滚
保留单文件保存路径且不增加外部诊断或保存后回读
补充覆盖层写入失败回归测试及配置保存文档
2026-09-09 04:34:57 +00:00
suzmii 07fc26953a 修复AGC模型目录同步的加载态与保存竞态
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- ConversationModelSelect:目录同步与配置读取/写回失败时统一在 finally 收起加载态,避免选择器永久卡在 busy、无法切换或刷新
- ConversationModelSelect:配置读取失败单独提示「读取客户端配置失败」,不再误报为模型目录加载失败
- ConversationModelSelect:配置写回串行化,发送前校验等待在途保存并读取最新配置,避免保存中放行旧选择、或用旧快照覆盖刚完成的选择
- ConversationModelSelect:服务端未返回 revision 时按目录已变化处理,避免界面停止刷新
- ProjectSupervisorView:提交前模型校验期间禁用输入框与发送按钮,避免重复提交与校验窗口内编辑丢失
- 测试:补充配置读取失败恢复、保存中发送前校验等待、目录请求去重用例;修正依赖配置读取时序的 appSurface 用例
- 文档:修正首页入口「按需加载」与实现不符的描述
2026-09-09 12:00:10 +08:00
lhk229 ff065dbc6c 修复本地Provider冒烟测试的HTML项目夹具
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启动 Agent 前准备已有 HTML 入口以符合 JSON Generator 项目契约
失败诊断补齐退出码、终止信号及标准输出和错误输出尾部
同步冒烟测试夹具与诊断约定文档
2026-09-09 03:50:32 +00:00
lhk229 3be91bf283 修复rust格式问题
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2026-09-09 03:44:33 +00:00
lhk229 1b4f0ed203 修复原生应用CI测试与持久化图片生成恢复
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将已有 HTML 项目测试夹具与 npm 项目初始化契约对齐
更新图片生成与角色提示词断言,移除已退役视觉门禁测试
按持久化请求快照恢复旧图片生成任务缺省参数
修正运行中生成任务查询的测试路由和响应夹具
同步技术方案与共享开发约定
2026-09-09 03:17:03 +00:00
lhk229 5bee48fede 合并最新master到常用设置修复分支
同步远端master的最新修改
2026-09-09 02:15:42 +00:00
suzmii 2942489575 Merge remote-tracking branch 'origin/master' into feat/agc-client-sync-llm-config
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# Conflicts:
#	apps/ai-game-creator-shell/src/features/project-workspace/ConversationModelSelect.tsx
#	apps/ai-game-creator-shell/src/features/project-workspace/ProjectSupervisorView.tsx
#	apps/ai-game-creator-shell/tests/conversationModelSelect.test.tsx
#	docs/technical/【技术方案】AGC后台模型别名与对话选择-2026-09-05.md
2026-09-09 10:04:05 +08:00
lhk229 1cf835418e 修复常用设置状态展示与本地覆盖保存
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删除常用设置账号权限状态栏及关联状态传递
复用保存前读取结果并同步冲突覆盖项,模型切换仅同步模型字段
补充配置保存定向测试并更新设置职责文档
2026-09-08 13:45:25 +00:00
lhk229 14d76419b8 修复策划回答身份绑定与迟到恢复结果覆盖
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在既有回合锁内核对问题与会话身份,保留已完成回合重放。
前端回答携带卡片问题标识,hydrate 写回前检查请求序列和项目路径。
补充后端与界面回归测试,同步技术合同与项目决策。
2026-09-08 13:25:24 +00:00
lhk229 5efd88cb3e 修复客户端常用设置读写卡顿
Project CI / Frontend tests (pull_request) Successful in 2m46s
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移除常用设置读取和保存后的外部诊断调用
减少配置读取时的重复权限修复和保存后的重复回读
补充常用设置无需外部诊断的原因注释
2026-09-08 12:58:29 +00:00
lhk229 8d03b73582 修复 Planning V2 恢复与审批重放
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恢复已落盘结构化 question 为成功回合并补齐会话投影

允许审批 receipt 在重启后复用原始 decisionId

恢复旁路不干扰正常 run 并补充设计原则文档
2026-09-08 12:52:18 +00:00
lhk229 47a3240e81 按 rustfmt 修正 V1 删除后残留的格式偏差
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Repository checks 门禁的 cargo fmt --check 要求,仅格式化、无行为变化
2026-09-08 11:25:17 +00:00
lhk229 c8fec98758 Merge branch 'master' into feat/design_agent_simple
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2026-09-08 19:12:36 +08:00
lhk229 55377f9e51 修复 prompt bundle 集成测试夹具残留 V1 planning 形状导致 CI 失败
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基础夹具 manifest 同步删除 supervisorPlan 组合、planning 目录条目与四个已删 section 登记
roleOverlays 校验测试改为自带合法 overlay 夹具后逐项破坏,与生产 manifest 的空 overlay 形状对齐
2026-09-08 11:11:31 +00:00
lhk229 2fa967a93a 删除策划 V1 的测试脚本入口并同步退役文档
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删除 agent-swarm-test-chat.mjs 的 --plan 模式、自动 GDD 审批回路与 planning 产物检查
删除根与应用 package.json 的 test:plan / test:plan:manual / agc:test:plan* 四条脚本
同步删除 agentSwarmTestEntry.test.ts 中只覆盖 V1 审批回路与 --plan 参数的用例
GddApprovalCard.tsx 注释改指 planning_gdd_model.rs 的现行路径权威定义
立项策划Agent(Fast GDD)方案文档头部标注已退役,仅作历史推导记录
策划会话 Runtime V2 方案文档状态更新为 P5 已完成并记录源码删除执行清单
Provider 兼容性缺陷文档的缺陷 4 标注相关代码已随 V1 退役删除
decision-log 新增 2026-09-08 策划 V1 链路源码整体退役决策记录
2026-09-08 10:43:38 +00:00
lhk229 78a606ab5e 删除已退役策划能力配置
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移除 planning.capabilityEnabled,保留其余客户端配置
2026-09-08 10:17:24 +00:00
lhk229 ded3253b08 删除已退役策划 V1 的 Runtime 模块与残留分支
按四不写原则移除 PR #159 引入、已被策划 V2 取代的整条 V1 链路
删除 runtime_protocol 下六个 V1 模块(planning_storage/submit/approval/coordinator/hydrate/provider_usage)
V1 与 V2 共用的 GDD 数据模型抽到新模块 planning_gdd_model.rs 供 V2 继续复用
删除 prompt manifest 中 planning Agent 目录、role overlay、plan sections 与 supervisorPlan 组合及对应生成常量
删除四个 V1 提示词文件(roles/project-planning.md、plan/common.md、plan/supervisor-identity.md、plan/supervisor-playbook.md)
删除 game-creator.config.json 与配置代码中的 planning 能力开关
删除 CLI --swarm-chat 的 --plan 入口与 swarm_cli 中的 plan source 分支
删除 provider_retry 的 planning session binding 与 plan 专用请求指纹链路
删除 provider_action_batch 的 plan.submit_gdd v4 批次形状校验与 planning 绑定字段
删除 tool_policy_snapshot / agent_native_tools / tool_plan_protocol 中的 plan 根阶段收窄与 plan.submit_gdd 身份门
删除 main_loop 的 plan_gdd blocker 投影、plan 信封修复回路与 plan submit 业务拒绝限流
删除 pending_recovery 与 recovery_scan 的 plan submit 锚点恢复、planning session 投影恢复与审批投影恢复
删除 acceptance_graph 的 Fast GDD 取证覆盖校验与 plan 根验收前置门
删除 agent_db 的 plan.provider_usage、plan.gdd_decided、plan_submit_gdd.committed 三条专用持久车道及其预留配额
删除 AgentRuntimeState 的 plan_submit_gdd_rejection_count 字段
runtime_tools 的委派、run_status、goal_contract 恢复为通用路径(移除 plan 根对称性守卫与 acceptance gate 钩子)
同步删除只覆盖 V1 行为的测试用例(planning 澄清、锚点恢复、plan 根委派门、plan 提示词组合等)
2026-09-08 09:44:21 +00:00
suzmii 4fc9451492 修复AGC客户端未跟随服务端默认模型
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- 客户端配置新增 selectedModelIsDefault,记录当前选择是否来自平台默认项
- 服务端默认项变化时,跟随默认项的选择自动切换并提示,手动选择不受影响
- 所选模型失效回退默认项时标记为默认项选择
- 补充配置读写与客户端定向测试,同步技术方案文档
2026-09-08 16:38:37 +08:00
suzmii d60c4ce6ec 优化AGC客户端同步LLM配置
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- GET /api/llm/models 增加目录 revision,客户端据此做条件刷新
- AGC 客户端在项目切换、对话表面挂载、下拉展开、窗口聚焦时按 revision 条件刷新
- 模型目录请求同一时刻只保留一个在途请求,刷新失败保留上一次有效目录与本地选择
- 发起对话前校验所选模型,已停用或删除时回退默认模型并提示
- 新增模型目录缓存模块与定向测试,同步技术方案与后端架构文档
2026-09-08 16:11:36 +08:00
lhk229 38b4abc403 删除已退役策划 V1 的前端数据通路与命令入口
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前端 App.tsx 删除 hydrate_game_creator_plan_gdd_state 旧读取与 decide_game_creator_plan_gdd 旧审批分支,策划状态只走 Planning V2 命令
hydratePlanningV2Session 在确认无 V2 会话时清空策划状态,避免残留旧卡片
Tauri 命令层删除 decide_game_creator_plan_gdd 与 hydrate_game_creator_plan_gdd_state 及其注册和输入解析
CLI 删除 --plan-gdd-status 与 --plan-gdd-decide 子命令、stdin 审批意见读取与对应解析测试
测试 harness 删除旧命令 mock 与 planGdd 状态注入,新增 V2 审批失败注入与 decisionId 记录
plan-gdd 测试套件改写为 V2 会话驱动,删除 recoveryPending 与旧 Supervisor 审批等待两个已退役语义的测试
2026-09-08 03:56:16 +00:00
lhk229 0fde1912f1 Merge remote-tracking branch 'origin/feat/design_agent_simple' into feat/design_agent_simple
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2026-09-07 10:33:36 +00:00
lhk229 1db5930c9f 修复rustfmt格式检查
- planning_session_v2.rs 的 config 加载与 tool_planning.rs 的 final_request 捕获合并为单行
2026-09-07 10:29:13 +00:00
kdletters 29fa20e68d Merge branch 'master' into feat/design_agent_simple
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2026-09-07 17:16:26 +08:00
lhk229 85de37710b 软化tool_choice兼容性表述为可能不支持
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- 代码注释与策划会话文档改为“部分模型或端点可能不支持”,DeepSeek 仅作示例
2026-09-07 07:38:05 +00:00
lhk229 b5d214cef8 Merge branch 'master' into feat/design_agent_simple
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2026-09-07 15:34:32 +08:00
lhk229 0ff2c00618 注明思考模式模型不支持tool_choice=required
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- planning_session_v2 的 Required 设置处补注释:DeepSeek 等思考模式模型会以 400 拒绝该取值,接入新模型需先验证端点支持
- 策划会话 Runtime V2 文档重试规则节补充该限制及其与瞬态重试的边界
2026-09-07 07:30:57 +00:00
lhk229 e20ea86ed9 放宽后台Agent工具计划环路测试超时口径
- final reply 请求捕获改用 wait_for_captured_mock_request 10 秒轮询预算,取代手写 recv_timeout 2 秒,消除持久化动作批次管线开销导致的单测 flaky
- 收尾等待改用 wait_for_agent_runtime_terminal_and_lane_release,确认 lane 释放、不留僵尸 worker
- 批量并行跑时的跨测试污染为既有系统性问题,本次不处理
2026-09-07 06:57:50 +00:00
lhk229 df6d885d2c 策划会话瞬态Provider故障自动退避重试
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- invoke_provider_v2 错误携带主 Runtime 同款瞬态分类,timeout/connectivity/transport/空响应/反序列化/断流/上游408、429、5xx 不再直接判死
- run_turn_v2 对瞬态故障按 maxRetries 预算指数退避自动重试本回合,耗尽后才投 provider_failed 并附已重试次数,上游 4xx 硬错误仍直接失败
- 同步策划会话 Runtime V2 文档:tool_choice 口径改为 required,补充瞬态故障重试规则
2026-09-07 04:51:12 +00:00
lhk229 8eeaa43081 立项策划会话强制工具调用
- planning_session_v2 请求 toolChoice 由 Auto 改为 Required,消除模型跳过 plan_ask_question/plan_submit_gdd 而把 JSON 写进正文导致的 PLANNING_INVALID_OUTPUT 失败
2026-09-07 03:41:58 +00:00
lhk229 a371c60724 Merge remote-tracking branch 'origin/master' into feat/design_agent_simple 2026-09-07 03:07:54 +00:00
lhk229 d7a09276e6 合并 origin/master 到 feat/design_agent_simple
- 合入 AGC 官方 LLM Router 账号链路与流式联网输出(#242)
- 新增后台模型别名与对话选择能力及 AGC 模型目录
- 解决 ProjectSupervisorView.tsx 与 decision-log.md 冲突
2026-09-07 03:07:05 +00:00
lhk229 7d54aa6552 放宽策划V2修订续跑合同
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允许审批修改后的 continuation 继续问询或直接提交完整 GDD

明确继承已确认问答与问询计数且不新增意图识别调用
2026-09-06 09:49:14 +00:00
lhk229 49d814fec1 清理策划V2已退役停止状态
Project CI / Repository checks (pull_request) Successful in 3m34s
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删除 Planning V2 认领逻辑中的 stopped 死分支。
同步技术方案中的状态枚举和状态转移描述。
2026-09-06 08:43:07 +00:00
lhk229 4efa39420f 清理策划V2无效停止状态
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移除没有生产写入路径的 stopped 会话状态

同步清理前端恢复状态映射
2026-09-05 12:51:14 +00:00
lhk229 90eae50dd3 修复策划V2错误结果展示
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展示后端返回的错误回合结果

在缺少会话错误摘要时回填运行时错误
2026-09-05 12:29:18 +00:00
lhk229 e87cb98d3e Merge branch 'master' into feat/design_agent_simple
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2026-09-05 12:17:40 +00:00
lhk229 b84c9d4e45 修复策划V2不可变文件失败残留
失败时清理已创建的空文件或截断文件

保留已有文件的幂等与内容冲突校验
2026-09-05 12:17:04 +00:00
lhk229 267c085b57 澄清策划V2流式事件契约
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明确 Provider 流式传输属于底层实现能力

明确 text_delta 是 Runtime 内部事件而非前端业务事件

明确用户可见结果以结构化工具调用为准

补充文档措辞约束避免误读
2026-09-05 11:59:47 +00:00
lhk229 d3a7070bb4 Merge branch 'feat/design_agent_simple' of ssh://genarrative-station:2222/GenarrativeAI/Genarrative into feat/design_agent_simple
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2026-09-05 11:49:35 +00:00
lhk229 6cc70af0a5 Merge branch 'master' into feat/design_agent_simple
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2026-09-05 19:49:29 +08:00
lhk229 f7b15f124f 修复策划V2澄清历史完整展示
统一解析回合结果与持久化历史中的问题结构

恢复历史消息中的问题正文、选项标签和选项说明
2026-09-05 11:38:40 +00:00
lhk229 2d7226dad8 修复策划V2修改意见撞项目锁
V2 审批、续跑、落盘、失败投影和 GDD 认领改为完整等待窗口
V2 hydrate 改为短窗口等待
前端 V2 hydrate 忽略瞬时锁争用
补充审批、续跑、hydrate 锁等待测试
同步决策、踩坑和技术方案
2026-09-05 11:28:37 +00:00
lhk229 4127686e18 修复新建项目锁误触发 Windows UAC
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新建 sidecar 改为本进程收紧 DACL,不再因继承 ACE 自动提权。
项目锁先写入并释放独占句柄后再 harden,回读内容校验,不再对这把新锁走 prepare_for_read。
提权 ArgumentList 改为一条按 Windows 规则加引号的字符串,避免含空格路径被拆开。
补充含空格项目根取锁与 quoted ArgumentList 定向测试。
同步 ACL 提权边界、决策记录和排障记录。
2026-09-05 10:53:15 +00:00
lhk229 1019403f40 修复策划GDD修改后自动续跑
审批 revise 后继续同一 V2 Session

避免修订意见重复写入历史

保留独立修订回合身份
2026-09-05 09:41:20 +00:00
lhk229 bd8e33eb60 禁用策划V2失败重试入口
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Provider 失败时只展示错误信息

避免误调用通用 Supervisor 重试链路
2026-09-05 09:11:05 +00:00
lhk229 c03d1ef6fc 修复策划Provider失败后的恢复状态
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将 provider_failed 投影为可恢复的 failed 状态

让策划工作台显示重新启动入口
2026-09-05 09:04:15 +00:00
lhk229 d47928ceba 修复策划V2问询交互与历史展示
Project CI / Repository checks (pull_request) Successful in 44m58s
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回答提交后立即收起当前问询卡

保留选项回答和完整选项描述到历史

补充 GDD 历史条目的一句话与决策摘要
2026-09-05 08:26:31 +00:00
lhk229 b1456d9f11 修正策划V2流式交互契约
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明确用户交互以工具调用结果为准

取消逐 delta 投影的业务契约要求

同步技术方案与长期决策记录
2026-09-05 08:17:04 +00:00
lhk229 27246fbc5e 收口P4并关闭旧版策划入口
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旧 project-supervisor-plan 来源统一返回退役错误

避免旧入口启动 Runtime 或 Provider

同步收口 P4 验收状态与最简 P5 方案

记录 V1 不迁移且历史文件只读保留
2026-09-05 08:10:26 +00:00
lhk229 ae700de1dd 修复 Rust 文件格式
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删除 planning_session_v2.rs 末尾多余空行

通过 rustfmt、编码检查和 diff 检查
2026-09-05 07:50:46 +00:00
lhk229 573940f1ad 删除多余的测试
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2026-09-05 07:27:44 +00:00
lhk229 861ed14a6f 补充策划问询不对称设计说明
明确模型侧 3 轮策略与 Runtime 侧 8 个问题门禁的分层语义

补充自动评测和代码评审口径,说明两者有意不对称
2026-09-05 07:07:31 +00:00
lhk229 eabd8f393a 将策划决策轮次交由Runtime管理
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移除Provider输入中的 decisions.round 字段

由Runtime按决策顺序生成持久化轮次

放宽GDD实际门禁并同步模型数量上限
2026-09-05 06:07:32 +00:00
lhk229 250360a40a 放宽GDD一句话概念校验范围
删除决策首项必须为 confirmed 且 round=0 的阻断校验

将 Runtime 的 oneLiner 实际接受范围调整为 10~160

将模型 schema 提示范围调整为 25~90 并记录有意不对称设计

修复 Planning V2 系统提示词参数占位符
2026-09-05 05:00:32 +00:00
lhk229 d1a8bed685 调整策划问询轮次提示
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原型与生产 prompt 统一明确最多提问三轮

允许信息足够时提前出稿并补充重玩动力优先级

不改 Runtime 工作流、schema、校验和持久化逻辑
2026-09-04 14:22:14 +00:00
lhk229 1b764fd878 补充策划 Provider 诊断持久化
保存 Planning V2 每次 Provider 尝试的请求、响应和解析分类产物

诊断写入不参与工作流、恢复、重试或 GDD 判断

同步 Planning V2 技术方案与项目决策记录
2026-09-04 13:22:34 +00:00
lhk229 9a692ec543 同步策划 GDD 字段提示
将生产 V2 的 GDD 描述与原型统一为按字段填全且不增删改名

不改工作流、schema 或解析逻辑
2026-09-04 12:54:32 +00:00
lhk229 0c7ddf26db 调整策划 V2 决定 ID 由 Runtime 分配
删除 plan_submit_gdd Provider schema 中的 decisions[].id 和 prototypeValidationItems[].id

由 Runtime 生成 initial-request 与后续决定 ID,并绑定原型验证项

同步更新 Planning V2 技术方案和项目决策记录
2026-09-04 12:15:45 +00:00
lhk229 c454b22428 Merge branch 'master' into feat/design_agent_simple
Project CI / Repository checks (pull_request) Successful in 3m27s
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2026-09-04 18:48:14 +08:00
lhk229 ca62243628 修复策划 V2 孤儿 GDD 无法恢复
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把 gdd.vN.json 创建成功当作提交点

persist、hydrate 与回合启动认领下一连续版本并补投影

重试不再用新 UUID 覆盖同一版本

补充孤儿认领与下一版本分配测试
2026-09-04 10:47:17 +00:00
lhk229 c1d967b17d 将策划 V2 输出从正文 JSON 改为协议工具
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挂 plan_ask_question / plan_submit_gdd,tool_choice 固定 auto

删除正文 JSON 解析、骨架提示词和入参 schemaVersion 必填

形状改由工具 schema 承担,既有校验门禁与落盘 plan-gdd.v2 不变

同步技术方案、决策记录和 DeepSeek thinking 排障
2026-09-04 10:10:50 +00:00
lhk229 67c2f85743 精简策划 V2 提示词为形状和策略
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system prompt 只保留问询/GDD 骨架、同级字段边界和一行易错数量范围

去掉逐字段长度清单和 V1 编排残留说明,校验与重试路径不变

同步 Runtime V2 技术方案和项目决策记录
2026-09-04 08:04:14 +00:00
lhk229 45568797f9 将策划 V2 既有阻断校验回灌给 Provider
把当前 question/GDD 硬校验契约写入 V2 system prompt,不扩大校验范围或新增门禁

校验失败的一次重试改为列出具体阻断原因并要求逐项修复

同步 Runtime V2 技术方案和项目决策记录
2026-09-04 07:40:36 +00:00
lhk229 f35ec812d9 完善策划 V2 人工测试与推断语义
修复做方案首轮额外命名等待、处理中反馈和重复错误展示

补全 GDD 输出字段提示,避免模型生成非法 decisions 字段

统一 V2 assumption_pending 与 agent_inferred 语义并同步核心闭环问询策略

保持旧 Supervisor/V1 的 default_pending 与 default 语义不变

更新 Runtime V2 技术方案和项目决策记录
2026-09-03 13:15:14 +00:00
lhk229 64105f8259 Merge branch 'master' into feat/design_agent_simple
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2026-09-03 11:42:40 +00:00
lhk229 eecd097117 Merge branch 'master' into feat/design_agent_simple
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2026-09-03 19:32:23 +08:00
lhk229 059808d9e8 接入策划会话 Runtime V2 入口与界面
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做方案入口改用 start/continue/decide_planning_session_v2 命令

新增 V2 Session、问题、GDD 和审批结果的前端适配层

接通 hydrate 会话历史、流式回复、问询卡、审批卡和处理耗时展示

保持做游戏、做素材及无 V2 旧项目读取路径不变

同步策划入口回归测试、Runtime V2 技术方案和项目决策记录
2026-09-03 11:29:55 +00:00
lhk229 4d33553466 Merge branch 'master' into feat/design_agent_simple
Project CI / Repository checks (pull_request) Successful in 3m26s
Project CI / Frontend tests (pull_request) Successful in 4m1s
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2026-09-03 10:14:51 +00:00
lhk229 12da570d28 策划 Agent Runtime V2 完成 P2 产物闭环
新增单 Agent GDD 策略、版本产物和审批命令

补齐问询计数、上下文进度和输出校验边界

注册 Planning V2 Tauri 命令并纳入私有产物路径

更新 Runtime V2 技术方案与项目决策记录
2026-09-03 10:04:48 +00:00
lhk229 d70f635eae Merge remote-tracking branch 'origin/master' into feat/design_agent_simple
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# Conflicts:
#	docs/project-memory/shared-memory/decision-log.md
2026-09-03 08:41:57 +00:00
lhk229 e38edfb446 冻结策划会话 Runtime V2 P0 合同
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固定 Session、消息、回合结果、GDD 产物和审批记录的 V2 schema。

固定四个 V2 command、输入归一化和 questionLimit=8 语义。

固定 Provider adapter、ContextBuilder、能力快照及未来 MCP/Skill 扩展边界。

固定旧 Supervisor 链路 legacy-cutover 封存和未完成会话强制失败规则。

标记 P0 完成并同步项目决策记录。
2026-09-03 07:25:19 +00:00
lhk229 044c8cfadf 补充策划会话 Runtime V2 接入与旧链路退役方案
新增单 Agent PlanningSessionRuntime V2 的目标架构、状态、持久化和未来 MCP/Skill 兼容边界。

补充 P0-P5 阶段任务拆分、阶段目标、依赖和验收条件。

补充问询上限、Provider 失败、审批、恢复和旧链路强制退役的 BDD 场景。

明确 V2 切换时未完成旧 Supervisor 会话统一投影为 legacy_retired 失败,历史文件只读保留。

同步 docs README、文档地图和项目决策记录。
2026-09-03 07:05:11 +00:00
244 changed files with 21350 additions and 32618 deletions
@@ -16,8 +16,5 @@
"maxRetries": 2,
"retryBackoffMs": 500
},
"agentLlm": {},
"planning": {
"capabilityEnabled": true
}
"agentLlm": {}
}
-2
View File
@@ -19,8 +19,6 @@
"config": "node scripts/game-creator-config-wizard.mjs",
"test:chat": "node scripts/agent-swarm-test-chat.mjs --task \"制作一个可直接试玩的原创植物塔防小游戏:玩家选择并放置原创守卫阻挡敌人,完成波次后可以进入下一关并重新开始。主题、单位名称与视觉语言必须原创,不使用任何现有游戏角色、单位名、Logo 或受保护视觉语言。请自主完成正式产物、静态检查和双视口试玩验证。\" --no-open",
"test:chat:manual": "node scripts/agent-swarm-test-chat.mjs",
"test:plan": "node scripts/agent-swarm-test-chat.mjs --plan --task \"我想做一款原创横版像素解谜小游戏,主角是一个能操控自己影子的小机器人,影子可以变成平台和开关。请完成立项策划并给出 Fast GDD。主题、角色名与视觉语言必须原创,不使用任何现有游戏角色、名称、Logo 或受保护视觉语言。\"",
"test:plan:manual": "node scripts/agent-swarm-test-chat.mjs --plan",
"agent-run": "node scripts/run-cli-with-config.mjs --agent-run",
"agent-run:smoke": "node scripts/smoke-agent-run-local-provider.mjs",
"agent-runtime:real-e2e": "node scripts/agent-runtime-real-e2e.mjs",
@@ -36,8 +36,6 @@ export const ungeneratedGameEntryMarker =
'还没有生成游戏。回到聊天输入创意并确认生成后';
export const defaultRealSwarmTestTask =
'制作一个可直接试玩的原创植物塔防小游戏:玩家选择并放置原创守卫阻挡敌人,完成波次后可以进入下一关并重新开始。主题、单位名称与视觉语言必须原创,不使用任何现有游戏角色、单位名、Logo 或受保护视觉语言。请自主完成正式产物、静态检查和双视口试玩验证。';
export const defaultRealSwarmPlanTask =
'我想做一款原创横版像素解谜小游戏,主角是一个能操控自己影子的小机器人,影子可以变成平台和开关。请完成立项策划并给出 Fast GDD。主题、角色名与视觉语言必须原创,不使用任何现有游戏角色、名称、Logo 或受保护视觉语言。';
export const swarmTurnReportPrefix = '[turn.report] ';
export const swarmTurnReportSchema = 'game-creator-swarm-turn-report.v1';
@@ -140,15 +138,10 @@ export const usage = `用法:
--keep-project 保留自动创建的一次性项目
--no-open 手工模式启动预览但不自动打开浏览器
--task <需求> 通过 manual 入口非交互提交自定义需求
--plan 走「做方案」立项策划入口,不做游戏,不做产物验收和试玩
--timeout-minutes <分钟> 设置本次执行期限;自动任务默认 50 分钟,--plan 默认 6 分钟,手工模式默认不限时
--timeout-minutes <分钟> 设置本次执行期限;自动任务默认 50 分钟,手工模式默认不限时
--dry-run 只检查目录发现和项目准备,不启动 LLM
-h, --help 显示帮助
环境变量:
AGC_PLAN_GDD_DECISION 审批卡自动应答动作,默认 approverevise/reject 必须
同时用 AGC_PLAN_GDD_COMMENT 给出真实修改意见
AGC_PLAN_GDD_COMMENT revise/reject 的意见原文`;
`;
function readOptionValue(args, index, option) {
const value = args[index + 1]?.trim();
@@ -177,7 +170,6 @@ export function parseSwarmTestArguments(args) {
keepProject: false,
openBrowser: true,
task: null,
plan: false,
timeoutMinutes: null,
dryRun: false,
help: false,
@@ -202,8 +194,6 @@ export function parseSwarmTestArguments(args) {
if (task.length > 4_000) throw new Error('--task 不能超过 4000 字符');
options.task = task;
index += 1;
} else if (argument === '--plan') {
options.plan = true;
} else if (argument === '--timeout-minutes') {
if (options.timeoutMinutes !== null) {
throw new Error('--timeout-minutes 只能指定一次');
@@ -222,16 +212,11 @@ export function parseSwarmTestArguments(args) {
}
export function shouldStartPersistentPreview(options) {
// 立项策划链路只出 GDD,没有可试玩产物,任何模式都不该起预览。
return !options.task && !options.plan;
return !options.task;
}
export function resolveSwarmTestTimeoutMs(options) {
// 立项策划的设计目标是五分钟出方案,给一分钟余量;再久就是卡住了,早失败
// 比让 harness 空等更有用。做游戏那条链路的 50 分钟不变。
const planMinutes = options.plan ? 6 : null;
const minutes =
options.timeoutMinutes ?? planMinutes ?? (options.task ? 50 : null);
const minutes = options.timeoutMinutes ?? (options.task ? 50 : null);
return minutes === null ? null : minutes * 60_000;
}
@@ -979,25 +964,12 @@ export function swarmAutoPilotShouldCloseInput(output, promptsAfterSubmit) {
return swarmAutoPilotSitsAtPrompt(output) && promptsAfterSubmit >= 1;
}
// GDD 审批位不能等 CLI 退出之后再处理:Run 停在这里时状态是 waiting-for-user-input
// 而 swarm CLI 恰好把这个状态算作「本轮还在跑」,turn 永远不 settleCLI 也就永远
// 不退出。所以审批必须在 CLI 还活着的时候并发做完,让 Run 自己继续跑到收束。
// 这一句是 PlanGddCompletionBlockerKind::AwaitingApprovalDecision 专有的投影文案,
// 另外三个 blocked 子状态都不会打出它;即便认错了,真正的判据也是随后那次
// --plan-gdd-status,没有待决定审批时不会有任何写入。
const planGddApprovalWaitPattern = /等待 Fast GDD 审批决定/u;
export function swarmOutputAwaitsPlanGddApproval(line) {
return planGddApprovalWaitPattern.test(line);
}
async function runTaskCargo(
cliArguments,
task,
setActiveChild,
timeoutMs,
autoPilot = false,
onPlanGddApprovalWait = null,
) {
const child = spawnChild(cargoCommand, buildCargoCliArguments(cliArguments), {
stdio: ['pipe', 'pipe', 'inherit'],
@@ -1009,25 +981,6 @@ async function runTaskCargo(
let taskSubmitted = false;
let promptsSeen = 0;
let sittingAtPrompt = false;
let planGddApproval = null;
let planGddApprovalError = null;
let planGddApprovalStarted = false;
let planGddApprovalPromise = null;
const startPlanGddApproval = () => {
planGddApprovalStarted = true;
console.log(
`[自动审批] 检测到 Fast GDD 审批位,正在提交 ${resolvePlanGddAutoDecision().action}`,
);
planGddApprovalPromise = onPlanGddApprovalWait()
.then((value) => {
planGddApproval = value;
})
.catch((error) => {
planGddApprovalError = error;
// 审批没成的话 Run 会一直停在等待位,干等到超时只会把真正的原因埋掉。
void terminateChildTree(child).catch(() => {});
});
};
child.stdout.setEncoding('utf8');
child.stdout.on('data', (chunk) => {
process.stdout.write(chunk);
@@ -1040,13 +993,6 @@ async function runTaskCargo(
reportLines.push(normalizedLine);
settled = true;
}
if (
onPlanGddApprovalWait &&
!planGddApprovalStarted &&
swarmOutputAwaitsPlanGddApproval(normalizedLine)
) {
startPlanGddApproval();
}
}
if (!autoPilot || child.stdin.writableEnded) return;
const atPrompt = swarmAutoPilotSitsAtPrompt(pendingLine);
@@ -1085,12 +1031,9 @@ async function runTaskCargo(
if (normalizedPendingLine.startsWith(swarmTurnReportPrefix)) {
reportLines.push(normalizedPendingLine);
}
await planGddApprovalPromise;
if (planGddApprovalError) throw planGddApprovalError;
return {
...result,
turnReportOutput: reportLines.join('\n'),
planGddApproval,
};
} finally {
setActiveChild(null);
@@ -1780,196 +1723,6 @@ export async function validateSwarmProjectArtifacts(projectPath, options) {
return inspection;
}
// 这四条路径的权威定义都在 Rust 侧 `planning_storage.rs``PLAN_SESSION_PATH`、
// `PLAN_GDD_INDEX_PATH`、`PLAN_STORAGE_ROOT`、`PLAN_FAST_GDD_PATH`)。跨语言没有共享
// 常量的通道,改路径时要连同 `GddApprovalCard.tsx` 一起动。
export const planningOutputPaths = [
'.agent/planning/session.json',
'.agent/planning/index.json',
'.agent/planning/pending.json',
'game/fast_gdd.md',
];
export async function inspectPlanningOutputs(projectPath) {
const outputs = [];
for (const relativePath of planningOutputPaths) {
const absolutePath = path.join(projectPath, ...relativePath.split('/'));
const metadata = await lstat(absolutePath).catch((error) => {
if (error?.code === 'ENOENT') return null;
throw error;
});
outputs.push({
path: relativePath,
exists: Boolean(metadata?.isFile()),
bytes: metadata?.isFile() ? metadata.size : 0,
});
}
return outputs;
}
async function reportPlanningOutputs(projectPath) {
const outputs = await inspectPlanningOutputs(projectPath);
console.log('\n立项策划产物:');
for (const output of outputs) {
console.log(
output.exists
? ` [有] ${output.path}${output.bytes} 字节)`
: ` [无] ${output.path}`,
);
}
}
const planGddApprovalTimeoutMs = 60_000;
export const planGddStatusOutputPrefix = 'planGddStateJson=';
export const planGddDecisionOutputPrefix = 'planGddDecisionJson=';
function parsePrefixedJsonLine(output, prefix, label) {
const line = output
.split('\n')
.map((value) => (value.endsWith('\r') ? value.slice(0, -1) : value))
.find((value) => value.startsWith(prefix));
if (!line) throw new Error(`${label}缺少 ${prefix} 输出`);
try {
return JSON.parse(line.slice(prefix.length));
} catch (error) {
throw new Error(`解析${label}失败:${error.message}`);
}
}
export function parsePlanGddStatusOutput(output) {
return parsePrefixedJsonLine(
output,
planGddStatusOutputPrefix,
'Fast GDD 审批状态',
);
}
export function parsePlanGddDecisionOutput(output) {
return parsePrefixedJsonLine(
output,
planGddDecisionOutputPrefix,
'Fast GDD 审批回执',
);
}
// 审批卡是这条链路唯一的人类判据,所以自动应答默认只投 approve,且只在投影确实有
// 一张待决定审批时出手。revise/reject 需要一段真实的修改意见,让机器编一段等于把
// 判据换成噪声——所以那两条分支只在跑的人自己用 AGC_PLAN_GDD_COMMENT 给出意见时
// 才走。手工调 --plan-gdd-decide 也能达到同样效果,但那要求 plan 根 run 仍然活着,
// 而它恰好是本进程持有的 CLI 子进程。
export function planGddAutoApprovalIsPending(state) {
return Boolean(state?.pendingApproval);
}
export function resolvePlanGddAutoDecision(env = process.env) {
const action = (env.AGC_PLAN_GDD_DECISION ?? 'approve').trim();
if (!['approve', 'revise', 'reject'].includes(action)) {
throw new Error('AGC_PLAN_GDD_DECISION 只能是 approve / revise / reject');
}
const comment = (env.AGC_PLAN_GDD_COMMENT ?? '').trim();
if (action === 'approve') return { action, comment: null };
if (!comment) {
throw new Error(
`${action} 必须同时设 AGC_PLAN_GDD_COMMENT 提供真实修改意见`,
);
}
return { action, comment };
}
async function settlePlanGddApproval(
projectPath,
runtimeConfigPath,
setActiveChild,
) {
const readStatus = async () => {
const result = await runCapturedCargo(
['--config-dir', runtimeConfigPath, '--plan-gdd-status', projectPath],
setActiveChild,
{
timeoutMs: planGddApprovalTimeoutMs,
label: 'Fast GDD 审批状态查询',
},
);
if (result.code !== 0 || result.signal) {
throw new Error(
`读取 Fast GDD 审批状态失败:${result.stderr.trim() || result.stdout.trim()}`,
);
}
return parsePlanGddStatusOutput(result.stdout);
};
const before = await readStatus();
if (!planGddAutoApprovalIsPending(before)) {
return { decided: false, state: before };
}
const { action, comment } = resolvePlanGddAutoDecision();
const decision = await runCapturedCargo(
[
'--config-dir',
runtimeConfigPath,
'--plan-gdd-decide',
projectPath,
action,
...(comment === null ? [] : ['--stdin']),
],
setActiveChild,
{
timeoutMs: planGddApprovalTimeoutMs,
label: 'Fast GDD 审批决定',
stdin: comment,
},
);
if (decision.code !== 0 || decision.signal) {
throw new Error(
`提交 Fast GDD 审批决定失败:${decision.stderr.trim() || decision.stdout.trim()}`,
);
}
const receipt = parsePlanGddDecisionOutput(decision.stdout);
// 回执落盘和唤醒后台任务是两件事:decide 命令把唤醒失败降级成 recoveryPending
// 于是审批已经生效、Run 却仍停在 waiting-for-user-input。实测就是这样——只有
// 补一次 --agent-resume 才会重新起 turn。这是仓库自己给这个状态定义的恢复动作。
let recovered = false;
if (receipt.recoveryPending) {
const resume = await runCapturedCargo(
['--config-dir', runtimeConfigPath, '--agent-resume', projectPath],
setActiveChild,
{
timeoutMs: planGddApprovalTimeoutMs,
label: 'Fast GDD 审批后恢复后台任务',
},
);
if (resume.code !== 0 || resume.signal) {
throw new Error(
`审批已提交但恢复后台任务失败:${resume.stderr.trim() || resume.stdout.trim()}`,
);
}
recovered = true;
}
return { decided: true, receipt, recovered, state: await readStatus() };
}
async function reportPlanGddApproval(approval) {
const { state } = approval;
console.log('\nFast GDD 审批:');
if (!approval.decided) {
console.log(` [无待决定审批] 当前投影状态=${state.state}`);
return;
}
console.log(
` [已决定 ${approval.receipt.decisionRef.action}] outcome=${approval.receipt.outcome} v${approval.receipt.decisionRef.version} 投影状态=${state.state}`,
);
if (approval.recovered) {
console.log(
' [已恢复] 审批回执的 recoveryPending 由一次 --agent-resume 收口',
);
}
if (state.session) {
console.log(
` 澄清轮次=${state.session.clarificationRound} 返工深度=${state.session.repairDepth} phase=${state.session.phase}`,
);
}
}
export async function hasConfiguredEditorApiKey(configDir) {
let configured = false;
for (const fileName of [configFileName, localConfigFileName]) {
@@ -2122,13 +1875,7 @@ export async function runSwarmTestChat(options) {
const setActiveChild = (child) => {
activeChild = child;
};
// GDD 审批要和 swarm CLI 并发跑,两者不能共用 activeChild 这一个槽位:审批子进程
// 结束时的 setActiveChild(null) 会把 CLI 从槽里抹掉,Ctrl-C 就杀不到它了。
const concurrentChildren = new Set();
const setConcurrentChild = (child) => {
if (child) concurrentChildren.add(child);
else concurrentChildren.clear();
};
const stopRequested = () => receivedSignal !== null;
const handleSignal = (signal) => {
const repeatedSignal = receivedSignal !== null;
@@ -2206,11 +1953,10 @@ export async function runSwarmTestChat(options) {
);
}
console.log('LLM 配置已就绪。');
const requirementNoun = options.plan ? '立项策划需求' : '游戏需求';
console.log(
options.task
? `已提交一条非交互${requirementNoun},正在等待 Swarm 自主完成。\n`
: `输入一条${requirementNoun}并回车;提交后按 Ctrl+D,让 Swarm 自主完成。\n`,
? '已提交一条非交互游戏需求,正在等待 Swarm 自主完成。\n'
: '输入一条游戏需求并回车;提交后按 Ctrl+D,让 Swarm 自主完成。\n',
);
phase = 'chat';
@@ -2220,8 +1966,7 @@ export async function runSwarmTestChat(options) {
runtimeConfig.path,
'--swarm-chat',
'--init',
// 做方案链路只能跑 standard 档,后端对 plan + autonomous 是硬否决。
options.plan ? '--plan' : '--autonomous-game-build',
'--autonomous-game-build',
project.path,
];
let chat;
@@ -2234,15 +1979,6 @@ export async function runSwarmTestChat(options) {
timeoutDeadline === null
? null
: Math.max(1, timeoutDeadline - Date.now()),
options.plan,
options.plan
? () =>
settlePlanGddApproval(
project.path,
runtimeConfig.path,
setConcurrentChild,
)
: null,
)
: await runInteractiveCargo(chatArguments, setActiveChild);
} catch (error) {
@@ -2258,32 +1994,6 @@ export async function runSwarmTestChat(options) {
if (options.task) {
turnReport = parseSettledSwarmTurnReport(chat.turnReportOutput);
}
if (options.plan) {
// 立项策划不出游戏产物,正式验收在 GDD 审批卡上;这里只报告落盘情况,
// 是否收束已经由 CLI 的退出码判过了。
// 自动任务档的审批已经在 CLI 运行期间并发做完了;手工档(人自己敲 Ctrl+D
// 退出)没有那次触发,退出后补一次,没有待决定审批时它是只读的。
phase = 'plan-approval';
const approval =
chat.planGddApproval ??
(await settlePlanGddApproval(
project.path,
runtimeConfig.path,
setConcurrentChild,
));
if (receivedSignal) break session;
phase = 'plan-report';
await reportPlanGddApproval(approval);
await reportPlanningOutputs(project.path);
phase = 'complete';
console.log(
approval.decided
? '\n立项策划链路已收束:Fast GDD 已批准,策划产物见上方清单。'
: '\n立项策划链路已收束:Run 正常结束但没有待决定审批,策划产物见上方清单。',
);
break session;
}
phase = 'artifact-validation';
const requireEditorImages = await hasConfiguredEditorApiKey(
runtimeConfig.path,
);
@@ -1285,6 +1285,9 @@ if (tauriConfig.identifier !== 'world.genarrative.ai-game-creator') {
throw new Error('AI game creator shell identifier drifted');
}
const expectedBundledDesignAgentResources = {
'design-agent': 'design-agent',
};
const expectedBundledCodexResources = {
'resources/codex/win-x64/bin/codex.exe': 'codex/win-x64/bin/codex.exe',
'resources/codex/win-x64/bin/codex-code-mode-host.exe':
@@ -1300,16 +1303,33 @@ const expectedBundledCodexResources = {
'resources/codex/win-x64/NOTICE.md': 'codex/win-x64/NOTICE.md',
'resources/codex/win-x64/manifest.json': 'codex/win-x64/manifest.json',
};
if (tauriConfig.bundle?.resources !== undefined) {
throw new Error(
'AI game creator shell base Tauri config must not require Windows-only Codex resources',
);
assert.deepEqual(
tauriConfig.bundle?.resources,
expectedBundledDesignAgentResources,
'AI game creator shell base Tauri config must bundle the design-agent resource pack',
);
for (const key of Object.keys(tauriConfig.bundle?.resources ?? {})) {
if (String(key).includes('codex')) {
throw new Error(
'AI game creator shell base Tauri config must not require Windows-only Codex resources',
);
}
}
assert.deepEqual(
windowsTauriConfig.bundle?.resources,
expectedBundledCodexResources,
'AI game creator shell Windows Tauri config must bundle the complete pinned Codex resource set',
);
if (
Object.prototype.hasOwnProperty.call(
windowsTauriConfig.bundle?.resources ?? {},
'design-agent',
)
) {
throw new Error(
'design-agent resource pack must not be mixed into the Windows Codex sidecar bundle',
);
}
if (windowsTauriConfig.bundle?.useLocalToolsDir !== true) {
throw new Error(
'AI game creator shell Windows Tauri config must cache bundling tools in the project target directory',
@@ -1705,10 +1725,16 @@ if (
runtimeConfigSetupStart === -1 ||
runtimeConfigSetupEnd === -1 ||
!runtimeConfigSetupSource.includes('sanitize_diagnostic_message(') ||
!runtimeConfigSetupSource.includes('append_bounded_diagnostic_line(') ||
!runtimeConfigSetupSource.includes('setup_log.fail(') ||
!runtimeConfigSetupSource.includes(
'startup.appdata.configure.failed details={details}',
)
) ||
!tauriHandlerSource.includes('impl StartupLogSlot {') ||
!tauriHandlerSource.includes('append_bounded_diagnostic_line(&path, line)') ||
!tauriHandlerSource.includes(
'self.append(line);\n show_startup_error_dialog(self.path().as_deref());',
) ||
!tauriHandlerSource.includes('early_startup_log_path(')
) {
throw new Error(
'AI game creator setup must configure the runtime AppData directory and log sanitized setup failures',
@@ -722,7 +722,7 @@ function runAgent() {
stderr += chunk.toString();
});
child.on('error', reject);
child.on('close', (code) => {
child.on('close', (code, signal) => {
const output = `${stdout}${stderr}`;
if (previewReadError) {
reject(previewReadError);
@@ -740,13 +740,24 @@ function runAgent() {
previewDom,
});
} else {
reject(new Error(output || `agent run exited with ${code}`));
reject(
new Error(
`agent run failed: exitCode=${code}, signal=${signal ?? 'none'}\n` +
`stderr tail (last 8000 characters):\n${stderr.slice(-8000)}\n` +
`stdout tail (last 4000 characters):\n${stdout.slice(-4000)}`,
),
);
}
});
});
}
async function seedLocalAsset() {
await fs.mkdir(path.join(projectRoot, 'game'), { recursive: true });
await fs.writeFile(
path.join(projectRoot, 'game/index.html'),
'<!doctype html><html lang="zh-CN"><meta charset="UTF-8"><body>还没有生成游戏</body></html>',
);
await fs.mkdir(path.join(projectRoot, 'assets/uploads'), { recursive: true });
await fs.mkdir(path.join(projectRoot, '.agent'), { recursive: true });
await seedConversationContext();
@@ -1,10 +1,16 @@
import { spawn } from 'node:child_process';
import { spawn, spawnSync } from 'node:child_process';
import { existsSync, readdirSync, readFileSync } from 'node:fs';
import http from 'node:http';
import net from 'node:net';
import { resolve } from 'node:path';
import { fileURLToPath } from 'node:url';
import {
normalizeWindowsPath,
parseWindowsProcessSnapshot,
stopWindowsProcessTree,
stopWindowsWorktreeProcesses,
} from '../../../scripts/dev-windows-process.mjs';
import {
agcVitePortEnvKey,
readAgcDevEndpoint,
@@ -15,6 +21,10 @@ import {
const appRoot = fileURLToPath(new URL('..', import.meta.url));
const repoRoot = resolve(appRoot, '../..');
const devStackStatePath = resolve(repoRoot, '.app/dev-stack.json');
const apiServerExePath = resolve(
repoRoot,
'server-rs/target/debug/api-server.exe',
);
const defaultApiTarget =
process.env.RUST_SERVER_TARGET || 'http://127.0.0.1:8082';
const backendDatabase = 'genarrative-game-creator-dev';
@@ -160,19 +170,184 @@ function readBackendServiceFailure(
return null;
}
function urlPort(url) {
try {
const port = Number(new URL(url).port);
return Number.isInteger(port) && port > 0 ? port : 0;
} catch {
return 0;
}
}
// 读取端口当前真正的监听进程身份。返回 null 表示探测本身不可用(例如缺少
// Get-NetTCPConnection),此时调用方必须退化为旧行为,不能让本地启动直接失败。
function readWindowsPortOwnerIdentities(
ports,
{ spawnImpl = spawnSync, env = process.env } = {},
) {
const uniquePorts = [...new Set(ports.filter((port) => port > 0))];
if (uniquePorts.length === 0) {
return null;
}
const command = [
'$ErrorActionPreference = "SilentlyContinue"',
'$ports = ($env:GENARRATIVE_QUERY_PORTS -split ",") | Where-Object { $_ }',
'$result = @()',
'foreach ($port in $ports) {',
' $connection = Get-NetTCPConnection -State Listen -LocalPort ([int]$port) -ErrorAction SilentlyContinue | Select-Object -First 1',
' if (-not $connection) { continue }',
' $owner = Get-CimInstance Win32_Process -Filter ("ProcessId=" + $connection.OwningProcess) -ErrorAction SilentlyContinue',
' $result += [pscustomobject]@{ port = [int]$port; processId = [int]$connection.OwningProcess; name = $owner.Name; executablePath = $owner.ExecutablePath; commandLine = $owner.CommandLine }',
'}',
'ConvertTo-Json -InputObject @($result) -Compress',
].join('\n');
const result = spawnImpl(
'powershell.exe',
['-NoProfile', '-ExecutionPolicy', 'Bypass', '-Command', command],
{
encoding: 'utf8',
env: { ...env, GENARRATIVE_QUERY_PORTS: uniquePorts.join(',') },
maxBuffer: 8 * 1024 * 1024,
},
);
if (result?.error || result?.status !== 0) {
return null;
}
const owners = new Map();
for (const entry of parseWindowsProcessSnapshot(result.stdout)) {
const port = Number(entry?.port);
if (Number.isInteger(port) && port > 0) {
owners.set(port, entry);
}
}
return owners;
}
function isWorktreeApiServerOwner(
owner,
{ expectedExePath = apiServerExePath } = {},
) {
if (!owner) {
return false;
}
const expected = normalizeWindowsPath(expectedExePath);
const actual = normalizeWindowsPath(owner.executablePath);
return Boolean(expected) && actual === expected;
}
function isWorktreeSpacetimeOwner(
owner,
{ expectedDataDir = backendSpacetimeDataDir } = {},
) {
if (!owner) {
return false;
}
const expected = normalizeWindowsPath(expectedDataDir);
if (!expected) {
return false;
}
const name = String(owner.name ?? '').toLowerCase();
if (!name.startsWith('spacetime')) {
return false;
}
return normalizeWindowsPath(owner.commandLine).includes(expected);
}
// 端口健康不代表后端属于当前工作树:上个工作树 Ctrl+C 残留的 api-server 仍会
// 应答 /healthz。复用前必须证明端口上的进程就是本工作树的可执行文件与数据目录。
function verifyAgcBackendOwnership({
apiUrl,
spacetimeUrl,
bgfilterWorkerUrl,
platform = process.platform,
expectedExePath = apiServerExePath,
expectedDataDir = backendSpacetimeDataDir,
readPortOwners = readWindowsPortOwnerIdentities,
} = {}) {
if (platform !== 'win32') {
return { ok: true, reason: 'platform-unsupported', owners: new Map() };
}
const ports = [
urlPort(apiUrl),
urlPort(bgfilterWorkerUrl),
urlPort(spacetimeUrl),
];
const owners = readPortOwners(ports);
if (!owners) {
return { ok: true, reason: 'owner-probe-unavailable', owners: new Map() };
}
const apiOwner = owners.get(urlPort(apiUrl));
if (!isWorktreeApiServerOwner(apiOwner, { expectedExePath })) {
return { ok: false, reason: 'api-server-owner-mismatch', owners, apiOwner };
}
const workerOwner = owners.get(urlPort(bgfilterWorkerUrl));
if (!isWorktreeApiServerOwner(workerOwner, { expectedExePath })) {
return {
ok: false,
reason: 'bgfilter-worker-owner-mismatch',
owners,
workerOwner,
};
}
const spacetimeOwner = owners.get(urlPort(spacetimeUrl));
if (!isWorktreeSpacetimeOwner(spacetimeOwner, { expectedDataDir })) {
return {
ok: false,
reason: 'spacetime-owner-mismatch',
owners,
spacetimeOwner,
};
}
return { ok: true, reason: 'owned', owners };
}
function formatOwnerLabel(owner) {
if (!owner) {
return '未知进程';
}
const pid = Number(owner.processId);
const label = owner.executablePath || owner.commandLine || owner.name || '';
return `${Number.isInteger(pid) ? `pid=${pid} ` : ''}${String(label).trim()}`.trim();
}
async function isBackendReady({
state = readJson(devStackStatePath),
isReady = isHttpReady,
verifyOwnership = verifyAgcBackendOwnership,
onOwnershipRejected = null,
} = {}) {
const { apiUrl, spacetimeUrl, bgfilterWorkerUrl, hasMatchingBackend } =
resolveBackendTargetsFromState(state, {
requireAgcBackend: true,
});
if (!hasMatchingBackend || !apiUrl || !spacetimeUrl || !bgfilterWorkerUrl) {
return false;
}
const ownership = await verifyOwnership({
apiUrl,
spacetimeUrl,
bgfilterWorkerUrl,
});
if (!ownership?.ok) {
onOwnershipRejected?.(ownership);
return false;
}
if (ownership.reason === 'owner-probe-unavailable') {
console.warn(
'[ai-game-creator-shell] 无法读取端口监听进程归属,本次按旧行为复用配套后端。',
);
}
return (
hasMatchingBackend &&
Boolean(apiUrl) &&
Boolean(spacetimeUrl) &&
Boolean(bgfilterWorkerUrl) &&
(await isReady(`${apiUrl}/healthz`)) &&
(await isReady(`${spacetimeUrl}/v1/ping`)) &&
(await isReady(`${bgfilterWorkerUrl}/readyz`))
@@ -485,14 +660,18 @@ async function terminateChildTree(
return { stopped: true, forced: false };
}
const result = await taskkillImpl(child.pid);
return {
stopped:
!result?.timedOut &&
!result?.error &&
[0, 128].includes(result?.code ?? 0),
forced: true,
result,
};
const taskkillStopped =
!result?.timedOut &&
!result?.error &&
[0, 128].includes(result?.code ?? 0);
if (taskkillStopped) {
return { stopped: true, forced: true, result };
}
// 包装层(cmd.exe / npm.cmd)先被 Ctrl+C 杀掉时 taskkill 拿不到活着的 PID
// 这里继续按记录下来的根 PID 遍历,尽量收掉更深的后端进程。
const treeStopped = stopWindowsProcessTree(child.pid);
return { stopped: treeStopped.length > 0, forced: true, result };
}
const processGroupId = childLifecycles.get(child)?.processGroupId;
@@ -542,15 +721,29 @@ async function waitForBackendReady(
backendChild,
timeoutMs = 600_000,
{
checkBackendReady = isBackendReady,
checkBackendReady = (onOwnershipRejected) =>
isBackendReady({ onOwnershipRejected }),
readState = () => readJson(devStackStatePath),
resolveTargets = readBackendTargets,
} = {},
) {
const initialStateUpdatedAt = readState()?.updatedAt ?? '';
const startedAt = Date.now();
let lastOwnershipReason = '';
while (Date.now() - startedAt < timeoutMs) {
if (await checkBackendReady()) {
if (
await checkBackendReady((ownership) => {
if (ownership.reason === lastOwnershipReason) {
return;
}
lastOwnershipReason = ownership.reason;
// 本次自己拉起的后端如果归属校验一直不通过,必须把原因打出来,
// 否则只会表现为等待 600 秒后超时。
console.warn(
`[ai-game-creator-shell] 等待配套后端就绪时归属校验未通过(${ownership.reason}: ${formatOwnerLabel(ownership.apiOwner ?? ownership.spacetimeOwner ?? ownership.workerOwner)})。`,
);
})
) {
return resolveTargets();
}
const state = readState();
@@ -576,7 +769,14 @@ async function waitForBackendReady(
async function ensureBackend({
onBackendChild = () => {},
checkBackendReady = isBackendReady,
checkBackendReady = () =>
isBackendReady({
onOwnershipRejected(ownership) {
console.warn(
`[ai-game-creator-shell] 端口上的配套后端不属于当前工作树(${ownership.reason}: ${formatOwnerLabel(ownership.apiOwner ?? ownership.spacetimeOwner ?? ownership.workerOwner)}),改为启动本工作树自己的后端。`,
);
},
}),
resolveTargets = readBackendTargets,
spawnBackend = () =>
spawnChild(
@@ -656,15 +856,33 @@ async function startVite(apiTarget, endpoint = readAgcDevEndpoint()) {
async function main() {
let backendChild = null;
let startedBackend = false;
let viteChild = null;
let shutdownSignal = '';
const signalHandlers = new Map();
// 只有本次会话真正拉起过配套后端时才做兜底清扫:复用别人后端时不能连带
// 杀掉对方的进程。dev.mjs 的清理依赖它的 shell 包装层仍然活着,而 Ctrl+C
// 往往先杀掉包装层,所以这里必须按本工作树 api-server.exe 的身份再收一次。
const sweepStartedBackend = () => {
if (!startedBackend || process.platform !== 'win32') {
return;
}
const stopped = stopWindowsWorktreeProcesses({ apiServerExePath });
if (stopped.length > 0) {
console.log(
`[ai-game-creator-shell] 已清理残留后端进程: ${stopped.join(', ')}`,
);
}
};
for (const signal of ['SIGINT', 'SIGTERM']) {
const handler = () => {
shutdownSignal = signal;
stopChild(viteChild, signal);
stopChild(backendChild, signal);
// 立刻清扫,避免外层 taskkill /F 抢在 finally 之前把本进程杀掉。
sweepStartedBackend();
};
signalHandlers.set(signal, handler);
process.on(signal, handler);
@@ -683,6 +901,7 @@ async function main() {
},
});
backendChild = backend.backendChild;
startedBackend = Boolean(backendChild);
if (shutdownSignal) {
throw new Error(`启动期收到 ${shutdownSignal},已停止配套后端`);
}
@@ -716,6 +935,7 @@ async function main() {
terminateChildTree(viteChild),
terminateChildTree(backendChild),
]);
sweepStartedBackend();
for (const [signal, handler] of signalHandlers) {
process.off(signal, handler);
}
@@ -732,20 +952,25 @@ function isDirectModuleExecution() {
export {
ensureBackend,
formatChildFailure,
formatOwnerLabel,
isAiGameCreatorServer,
isBackendReady,
isDirectModuleExecution,
isProcessGroupAlive,
isWorktreeApiServerOwner,
isWorktreeSpacetimeOwner,
preflightExistingVite,
readBackendServiceFailure,
readChildFailure,
readExistingViteServer,
readLinuxProcessGroupAlive,
readWindowsPortOwnerIdentities,
resolveBackendTargetsFromState,
runWindowsTaskkill,
spawnChild,
stopChild,
terminateChildTree,
verifyAgcBackendOwnership,
waitForBackendReady,
waitForChildTermination,
};
@@ -43,7 +43,6 @@ struct PromptCompositions {
/// 而是一份独立的完整清单:plan 根的工具面只有 7 个原生工具,专业组、
/// isolated child、任务图与视觉产物合同在这条链路上全部不可执行,逐段
/// 减法会把「plan 根到底看到什么」摊在两个函数的四个否定分支里。
supervisor_plan: Vec<String>,
supervisor_chat: SupervisorChatComposition,
}
@@ -99,10 +98,6 @@ struct ProviderFragments {
#[serde(rename_all = "camelCase", deny_unknown_fields)]
struct AgentCatalog {
supervisor: AgentGroup,
/// 立项策划子 Agent。与 `supervisor` 平级、**不进 `groups`**`specialist_nodes`
/// 只从 `groups[].roles[]` 派生,因此它不参与 `build.rs` 与种子 DAG 的一致性
/// 校验,「做游戏」的 16 任务 DAG 一行不动。详见技术方案第 3.1 节。
planning: AgentGroup,
groups: Vec<AgentGroup>,
}
@@ -231,12 +226,6 @@ pub fn compile_manifest(manifest_path: &Path) -> Result<CompiledPromptBundle, St
&sections,
&["$base", "$visualContract"],
)?;
validate_composition(
"supervisorPlan",
&manifest.compositions.supervisor_plan,
&sections,
&["$header"],
)?;
validate_section_reference(
&manifest.compositions.supervisor_chat.identity,
&sections,
@@ -299,7 +288,6 @@ pub fn compile_manifest(manifest_path: &Path) -> Result<CompiledPromptBundle, St
.supervisor
.roles
.iter()
.chain(manifest.agent_catalog.planning.roles.iter())
.chain(
manifest
.agent_catalog
@@ -348,7 +336,6 @@ pub fn compile_manifest(manifest_path: &Path) -> Result<CompiledPromptBundle, St
.runtime
.iter()
.chain(manifest.compositions.supervisor.iter())
.chain(manifest.compositions.supervisor_plan.iter())
.filter(|item| !item.starts_with('$'))
.cloned()
.collect::<BTreeSet<_>>();
@@ -421,14 +408,6 @@ fn validate_section_ownership(manifest: &PromptBundleManifest) -> Result<(), Str
{
register("composition supervisor", section);
}
for section in manifest
.compositions
.supervisor_plan
.iter()
.filter(|section| !section.starts_with('$'))
{
register("composition supervisorPlan", section);
}
register("composition supervisorChat.identity", identity);
register(
"composition supervisorChat.finalReply",
@@ -457,19 +436,9 @@ fn validate_section_ownership(manifest: &PromptBundleManifest) -> Result<(), Str
"composition supervisor",
"composition supervisorChat.identity",
]);
// plan 根 composition 是 Supervisor system prompt 的第二条 lane,不是另一种
// 语义面。它按设计复用 runtime lane 的 `isolatedAgentContract``agent.delegate`
// 的 expectedArtifacts/writeScopes 合同)和 supervisor lane 的 `supervisorRepair`
// (返工必须逐字继承原合同)。除这两个方向外,跨所有者复用仍然是错误。
let allowed_plan_runtime_owners =
BTreeSet::from(["composition runtime", "composition supervisorPlan"]);
let allowed_plan_supervisor_owners =
BTreeSet::from(["composition supervisor", "composition supervisorPlan"]);
for (section, section_owners) in owners {
if section_owners.len() > 1
&& !(section == identity && section_owners == allowed_identity_owners)
&& section_owners != allowed_plan_runtime_owners
&& section_owners != allowed_plan_supervisor_owners
{
return Err(format!(
"Prompt section 跨语义所有者复用:{section} -> {section_owners:?}"
@@ -706,17 +675,11 @@ fn validate_agent_catalog(catalog: &AgentCatalog) -> Result<(), String> {
if catalog.supervisor.roles.len() != 1 {
return Err("agentCatalog.supervisor 必须且只能包含一个 role".to_string());
}
if catalog.planning.roles.len() != 1 {
return Err("agentCatalog.planning 必须且只能包含一个 role".to_string());
}
if catalog.groups.is_empty() {
return Err("agentCatalog.groups 不能为空".to_string());
}
let mut group_brief_names = BTreeSet::new();
for group in std::iter::once(&catalog.supervisor)
.chain(std::iter::once(&catalog.planning))
.chain(catalog.groups.iter())
{
for group in std::iter::once(&catalog.supervisor).chain(catalog.groups.iter()) {
if !group_brief_names.insert(group.brief_path_name.as_str()) {
return Err(format!(
"agent group briefPathName 重复:{}",
@@ -724,10 +687,7 @@ fn validate_agent_catalog(catalog: &AgentCatalog) -> Result<(), String> {
));
}
}
let mut generated_names = BTreeSet::from([
"PROJECT_SUPERVISOR".to_string(),
"PROJECT_PLANNING".to_string(),
]);
let mut generated_names = BTreeSet::from(["PROJECT_SUPERVISOR".to_string()]);
for group in &catalog.groups {
let generated = rust_identifier(&group.id);
if !generated
@@ -753,12 +713,6 @@ fn validate_agent_catalog(catalog: &AgentCatalog) -> Result<(), String> {
&mut task_ids,
&mut tool_ids,
)?;
validate_agent_group(
&catalog.planning,
&mut group_ids,
&mut task_ids,
&mut tool_ids,
)?;
for group in &catalog.groups {
validate_agent_group(group, &mut group_ids, &mut task_ids, &mut tool_ids)?;
}
@@ -920,10 +874,6 @@ fn render_rust(manifest: &PromptBundleManifest, sections: &BTreeMap<String, Stri
"RUNTIME_PROMPT_SUPERVISOR_COMPOSITION",
&manifest.compositions.supervisor,
));
output.push_str(&render_string_slice_const(
"RUNTIME_PROMPT_SUPERVISOR_PLAN_COMPOSITION",
&manifest.compositions.supervisor_plan,
));
output.push_str(&format!(
"pub(crate) const RUNTIME_PROMPT_SUPERVISOR_CHAT_COMPOSITION: &[&str] = &[{}, {}];\n",
rust_literal(&manifest.compositions.supervisor_chat.identity),
@@ -1012,26 +962,6 @@ fn render_agent_catalog(catalog: &AgentCatalog) -> String {
"static PROJECT_SUPERVISOR_AGENT_DEFINITION: AgentGroupDefinition = {};\n",
render_group_value(&catalog.supervisor, "&PROJECT_SUPERVISOR_AGENT_ROLES")
));
let planning_role = &catalog.planning.roles[0];
output.push_str(&format!(
"pub(crate) const GAME_CREATOR_PROJECT_PLANNING_AGENT_ID: &str = {};\n",
rust_literal(&planning_role.task_id)
));
output.push_str(&format!(
"pub(crate) const GAME_CREATOR_PROJECT_PLANNING_MEMORY_PATH: &str = {};\n",
rust_literal(&format!(
"memory/agents/{}",
catalog.planning.brief_path_name
))
));
output.push_str(&render_role_array(
"PROJECT_PLANNING_AGENT_ROLES",
&catalog.planning.roles,
));
output.push_str(&format!(
"static PROJECT_PLANNING_AGENT_DEFINITION: AgentGroupDefinition = {};\n",
render_group_value(&catalog.planning, "&PROJECT_PLANNING_AGENT_ROLES")
));
for group in &catalog.groups {
let roles_name = format!("{}_AGENT_ROLES", rust_identifier(&group.id));
output.push_str(&render_role_array(&roles_name, &group.roles));
@@ -0,0 +1 @@
当前阶段:系统架构。明确系统清单、职责边界、依赖和数据归属。
@@ -0,0 +1,6 @@
共享过程文件(如需维护,请使用这些相对路径):
- project/analysis.md
- project/决策台账.md
- project/dialog.md
不要把正式产物写在工作区根目录,也不要等审批失败后再迁移。
阶段审批工具:当你判断本阶段必需产物已完成时,必须提交阶段审批。用户批准后 Runtime 自动进入下一阶段;你不能自行切换阶段。
@@ -0,0 +1 @@
当前阶段:概念设计。明确游戏是什么、不是什么,并形成概念设计产物。
@@ -0,0 +1,4 @@
顾问阶段不需要继续自主推动项目或主动安排下一步;遵照用户的具体指示行动。
根据用户指示回答问题、读取相关文档、修改工作区文件,并说明改动可能影响的已有产物。
涉及方向性变化或多个可行方案时,先向用户说明影响并等待用户决定;不要替用户做决定。
顾问阶段没有下一层,也不需要提交阶段审批。
@@ -0,0 +1 @@
当前阶段:项目顾问。五个策划阶段已经完成,后续由用户指示驱动协作。
@@ -0,0 +1,44 @@
概念阶段定稿时,还必须创建或更新 `project/速览卡.md`。Runtime 只检查该文件是否存在,不检查内容。请使用下面的固定结构,不要加入审批操作说明或独立的决定状态段落:
# 速览卡:《游戏名》
## 1. 游戏名称
## 2. 游戏分类
## 3. 美术风格
- 视觉类型:
- 风格关键词:
- 色彩与氛围:
- MVP 美术边界:
## 4. 一句话描述
## 5. 游戏支柱
| 支柱 | 玩家感受 | 实现机制 |
|---|---|---|
## 6. 核心循环
## 7. 目标用户
- 核心用户:
- 游戏偏好:
- 单次游玩时长:
- 参考游戏与参考点:
## 8. 平台事实
## 9. 最小 MVP 系统
| 系统 | 最小功能 | 为什么必须有 | 验证方法 |
|---|---|---|---|
## 10. 给创作者的关键提示
- 先做:
- 暂时不做:
- 这样验证:
- 达标再扩展:
### 待原型验证项
- 问题:
- 原型:
- 观察:
@@ -0,0 +1 @@
当前阶段:系统文档。逐个完成已确定系统的内部规则、接口和验证标准。
@@ -0,0 +1 @@
当前阶段:技术文档。完成数据与配表、技术实现、美术圣经和总册。
@@ -0,0 +1 @@
当前阶段:顶层设计。明确玩家持续游玩的循环、资源流、节奏和系统范围。
File diff suppressed because one or more lines are too long
@@ -0,0 +1,384 @@
{
"version": 1,
"resources": [
{
"path": "skills/concept.md",
"id": "skills.concept",
"summary": "概念阶段写作规则。",
"category": "skills",
"title": "概念设计分册",
"inject_phases": [
"concept"
]
},
{
"path": "skills/top_design.md",
"id": "skills.top_design",
"summary": "顶层设计阶段写作规则。",
"category": "skills",
"title": "顶层设计分册",
"inject_phases": [
"top_design"
]
},
{
"path": "skills/architecture.md",
"id": "skills.architecture",
"summary": "系统架构阶段写作规则。",
"category": "skills",
"title": "系统架构分册",
"inject_phases": [
"architecture"
]
},
{
"path": "skills/systems.md",
"id": "skills.systems",
"summary": "系统文档阶段写作规则。",
"category": "skills",
"title": "系统文档分册",
"inject_phases": [
"systems"
]
},
{
"path": "skills/tdd.md",
"id": "skills.tdd",
"summary": "技术文档阶段写作规则。",
"category": "skills",
"title": "技术文档分册",
"inject_phases": [
"tdd"
]
},
{
"id": "templates.analysis",
"category": "templates",
"title": "analysis",
"summary": "策划文档结构模板。",
"path": "templates/analysis.md"
},
{
"id": "templates.architecture",
"category": "templates",
"title": "architecture",
"summary": "策划文档结构模板。",
"path": "templates/architecture.md"
},
{
"id": "templates.concept_design",
"category": "templates",
"title": "concept-design",
"summary": "策划文档结构模板。",
"path": "templates/concept-design.md"
},
{
"id": "templates.stardew_analysis",
"category": "templates",
"title": "stardew-analysis",
"summary": "策划文档结构模板。",
"path": "templates/stardew-analysis.md"
},
{
"id": "templates.tdd_art_bible",
"category": "templates",
"title": "tdd-art-bible",
"summary": "策划文档结构模板。",
"path": "templates/tdd-art-bible.md"
},
{
"id": "templates.tdd_data",
"category": "templates",
"title": "tdd-data",
"summary": "策划文档结构模板。",
"path": "templates/tdd-data.md"
},
{
"id": "templates.tdd_master",
"category": "templates",
"title": "tdd-master",
"summary": "策划文档结构模板。",
"path": "templates/tdd-master.md"
},
{
"id": "templates.tdd_tech",
"category": "templates",
"title": "tdd-tech",
"summary": "策划文档结构模板。",
"path": "templates/tdd-tech.md"
},
{
"id": "templates.top_design",
"category": "templates",
"title": "top-design",
"summary": "策划文档结构模板。",
"path": "templates/top-design.md"
},
{
"id": "exemplars.decision_log",
"category": "exemplars",
"title": "decision-log",
"summary": "策划文档范例或需求附件。",
"path": "exemplars/decision-log.md"
},
{
"id": "exemplars.fast_gdd",
"category": "exemplars",
"title": "fast-gdd",
"summary": "策划文档范例或需求附件。",
"path": "exemplars/fast-gdd.md"
},
{
"id": "exemplars.overview_card",
"category": "exemplars",
"title": "overview-card",
"summary": "策划文档范例或需求附件。",
"path": "exemplars/overview-card.md"
},
{
"id": "exemplars.stardew_architecture",
"category": "exemplars",
"title": "stardew-architecture",
"summary": "策划文档范例或需求附件。",
"path": "exemplars/stardew-architecture.md"
},
{
"id": "exemplars.stardew_concept",
"category": "exemplars",
"title": "stardew-concept",
"summary": "策划文档范例或需求附件。",
"path": "exemplars/stardew-concept.md"
},
{
"id": "exemplars.stardew_s06_combat",
"category": "exemplars",
"title": "stardew-s06-combat",
"summary": "策划文档范例或需求附件。",
"path": "exemplars/stardew-s06-combat.md"
},
{
"id": "exemplars.stardew_tdd_art_bible",
"category": "exemplars",
"title": "stardew-tdd-art-bible",
"summary": "策划文档范例或需求附件。",
"path": "exemplars/stardew-tdd-art-bible.md"
},
{
"id": "exemplars.stardew_tdd_data",
"category": "exemplars",
"title": "stardew-tdd-data",
"summary": "策划文档范例或需求附件。",
"path": "exemplars/stardew-tdd-data.md"
},
{
"id": "exemplars.stardew_tdd_master",
"category": "exemplars",
"title": "stardew-tdd-master",
"summary": "策划文档范例或需求附件。",
"path": "exemplars/stardew-tdd-master.md"
},
{
"id": "exemplars.stardew_tdd_tech",
"category": "exemplars",
"title": "stardew-tdd-tech",
"summary": "策划文档范例或需求附件。",
"path": "exemplars/stardew-tdd-tech.md"
},
{
"id": "exemplars.stardew_top_design",
"category": "exemplars",
"title": "stardew-top-design",
"summary": "策划文档范例或需求附件。",
"path": "exemplars/stardew-top-design.md"
},
{
"id": "exemplars.tdd_art_bible_SKILL",
"category": "exemplars",
"title": "tdd-art-bible-SKILL",
"summary": "策划文档范例或需求附件。",
"path": "exemplars/tdd-art-bible-SKILL.md"
},
{
"id": "exemplars.tdd_data_SKILL",
"category": "exemplars",
"title": "tdd-data-SKILL",
"summary": "策划文档范例或需求附件。",
"path": "exemplars/tdd-data-SKILL.md"
},
{
"id": "exemplars.tdd_tech_SKILL",
"category": "exemplars",
"title": "tdd-tech-SKILL",
"summary": "策划文档范例或需求附件。",
"path": "exemplars/tdd-tech-SKILL.md"
},
{
"id": "system_types.核心玩法编排.skill",
"category": "system_types",
"title": "01_核心玩法编排 skill",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/01_核心玩法编排/SKILL.md"
},
{
"id": "system_types.核心玩法编排.template",
"category": "system_types",
"title": "01_核心玩法编排 template",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/01_核心玩法编排/模板.md"
},
{
"id": "system_types.时间与日程.skill",
"category": "system_types",
"title": "02_时间与日程 skill",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/02_时间与日程/SKILL.md"
},
{
"id": "system_types.时间与日程.template",
"category": "system_types",
"title": "02_时间与日程 template",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/02_时间与日程/模板.md"
},
{
"id": "system_types.生产种植经营.skill",
"category": "system_types",
"title": "03_生产种植经营 skill",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/03_生产种植经营/SKILL.md"
},
{
"id": "system_types.生产种植经营.template",
"category": "system_types",
"title": "03_生产种植经营 template",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/03_生产种植经营/模板.md"
},
{
"id": "system_types.地图与探索.skill",
"category": "system_types",
"title": "04_地图与探索 skill",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/04_地图与探索/SKILL.md"
},
{
"id": "system_types.地图与探索.template",
"category": "system_types",
"title": "04_地图与探索 template",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/04_地图与探索/模板.md"
},
{
"id": "system_types.采集与支线活动.skill",
"category": "system_types",
"title": "05_采集与支线活动 skill",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/05_采集与支线活动/SKILL.md"
},
{
"id": "system_types.采集与支线活动.template",
"category": "system_types",
"title": "05_采集与支线活动 template",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/05_采集与支线活动/模板.md"
},
{
"id": "system_types.战斗与敌人.skill",
"category": "system_types",
"title": "06_战斗与敌人 skill",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/06_战斗与敌人/SKILL.md"
},
{
"id": "system_types.战斗与敌人.template",
"category": "system_types",
"title": "06_战斗与敌人 template",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/06_战斗与敌人/模板.md"
},
{
"id": "system_types.物品背包与制作.skill",
"category": "system_types",
"title": "07_物品背包与制作 skill",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/07_物品背包与制作/SKILL.md"
},
{
"id": "system_types.物品背包与制作.template",
"category": "system_types",
"title": "07_物品背包与制作 template",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/07_物品背包与制作/模板.md"
},
{
"id": "system_types.成长与技能.skill",
"category": "system_types",
"title": "08_成长与技能 skill",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/08_成长与技能/SKILL.md"
},
{
"id": "system_types.成长与技能.template",
"category": "system_types",
"title": "08_成长与技能 template",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/08_成长与技能/模板.md"
},
{
"id": "system_types.NPC关系与任务.skill",
"category": "system_types",
"title": "09_NPC关系与任务 skill",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/09_NPC关系与任务/SKILL.md"
},
{
"id": "system_types.NPC关系与任务.template",
"category": "system_types",
"title": "09_NPC关系与任务 template",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/09_NPC关系与任务/模板.md"
},
{
"id": "system_types.经济与商店.skill",
"category": "system_types",
"title": "10_经济与商店 skill",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/10_经济与商店/SKILL.md"
},
{
"id": "system_types.经济与商店.template",
"category": "system_types",
"title": "10_经济与商店 template",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/10_经济与商店/模板.md"
},
{
"id": "system_types.事件与节日.skill",
"category": "system_types",
"title": "11_事件与节日 skill",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/11_事件与节日/SKILL.md"
},
{
"id": "system_types.事件与节日.template",
"category": "system_types",
"title": "11_事件与节日 template",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/11_事件与节日/模板.md"
},
{
"id": "system_types.UI与文本呈现.skill",
"category": "system_types",
"title": "12_UI与文本呈现 skill",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/12_UI与文本呈现/SKILL.md"
},
{
"id": "system_types.UI与文本呈现.template",
"category": "system_types",
"title": "12_UI与文本呈现 template",
"summary": "系统类型写法规则或模板。",
"path": "modules/system-types/12_UI与文本呈现/模板.md"
}
]
}
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# 脉冲荒原:节点争夺战
> Fast GDD v1 · 状态:ready\_for\_approval
> gddId`gdd-a5309290-edd4-4232-9c7c-d99024e0fa42`
> fingerprint`sha256-serde-json-v2:1d34b0cbee5f623a224102e4d832ad6ecc10ffbf27b876d9bc1e24a5483f06a3`
> approvalRequestId`gdd-approval-6f5de673-553d-499f-8ca1-8c32f4841bc0`
## 决定状态
- **初始需求**confirmeduser\_freeform,第 0 轮):用户提出制作原创、可落地的2D坦克大战MVP。
- **坦克对战的胜负目标**confirmeduser\_option,第 1 轮):采用区域争夺作为每局主要胜负目标。
- **区域争夺的占领方式**confirmeduser\_option,第 2 轮):采用少量多节点轮换占领,迫使双方在路线间转移争夺。
- **轮换节点的结束规则**confirmeduser\_option,第 3 轮):控制当前节点持续得分,任一方先达到目标分即获胜。
- **目标用户**default\_pendingdefault,第 0 轮):默认面向喜欢短局、直接操控、位置博弈和可重复挑战的休闲动作玩家。
- **美术方向**default\_pendingdefault,第 0 轮):默认采用风格化、轮廓清晰的原创战场与占位资产,优先验证可读性。
- **成长范围**default\_pendingdefault,第 0 轮):默认设置一条轻量成长线,仅提供少量战后选择,不影响单局闭环。
- **MVP内容边界**default\_pendingdefault,第 0 轮):默认首个版本只做单人对抗一名基础AI、单张地图和一套坦克配置。
## 一句话描述
驾驶原创装甲穿越掩体,在轮换能量节点间交火夺分,先达目标分者赢得一局紧凑的2D坦克区域争夺战。
## 游戏分类与美术
- 主类型:2D坦克区域争夺
- 融合类型:无
- 视觉类型:风格化俯视2D
- 关键词:轮廓清晰、几何掩体、弹道高亮、原创装甲
- 色彩氛围:冷青灰战场衬托橙蓝阵营高亮;节点被占领时产生清晰的环形脉冲,命中、受击和得分使用短促高对比反馈。
- MVP 美术边界:MVP 使用可复用的几何占位资产:一张俯视战场、两种原创装甲外形、节点与掩体模块;先保证阵营、弹道、占领状态在桌面和移动视口均清楚。
## 游戏支柱
### 移动夺势
- 玩家感受:始终知道下一处冲突在哪里,移动本身就是争夺优势而非赶路。
- 机制:节点位置与活跃状态持续改变,玩家必须在占领、转移、驻守和反攻之间做出即时选择。
- 决定状态:confirmed
### 掩体交火
- 玩家感受:每次探头、绕侧和开火都带来可读的风险回报。
- 机制:几何掩体阻挡弹道,玩家通过角度、射击窗口和绕行路线逼退对手,再进入节点控分。
- 决定状态:confirmed
### 清晰逆转
- 玩家感受:局势紧张但不迷惑,玩家理解自己为何领先或落后并愿意再开一局。
- 机制:目标分、活跃节点和控制状态持续可视化;落后方可通过夺回当前节点改变局势。
- 决定状态:confirmed
## 核心循环
1. 进入战场并观察当前活跃节点与敌方位置
2. 驾驶“棱虎机”在几何掩体间移动,瞄准并发射脉冲炮
3. 抵达活跃节点并在敌方干扰下完成占领或夺回
4. 控制节点持续积累“脉冲分”,节点轮换后转移路线
5. 先达到目标分的一方获胜,结算后可立即重开
## 目标用户
- 核心用户:偏好短局即时动作、方向操控、躲避射击和争夺空间的休闲玩家;可接受单人对抗基础AI。
- 偏好:喜欢规则一眼可懂、操作反馈直接、每局约十几分钟内完成,并能通过走位和时机而非复杂配装取胜。
- 单局时长:默认每局约10~20分钟;首个可玩闭环优先做到一局可完整开始、争夺、决胜和重开。
- 参考游戏:无
## Runtime 平台事实
- Runtimeself-contained-web
- 视口:desktop / mobile
- 输入:keyboard / touch
- 预览:local-http
## MVP 系统
### 坦克操控与射击
- 最小功能:提供八方向移动、旋转瞄准、单一脉冲炮射击、受击反馈与短暂失活重生,支持键盘和触控操作。
- 必要原因:直接构成坦克对战手感,也是区域争夺发生的主要冲突手段。
- 验证方式:试玩者能在一分钟内完成移动、瞄准、射击和躲入掩体,并能用射击驱离节点附近敌人。
- 决定状态:confirmed
### 轮换节点占领
- 最小功能:以少量节点组成单张战场,仅一个节点在任一时刻活跃;进入后按占优方推进占领,活跃节点轮换并提供清晰状态提示。
- 必要原因:落实用户确认的多节点轮换占领,并制造移动、停留和反攻决策。
- 验证方式:玩家无需额外说明即可找到活跃节点,读懂中立、己方和敌方控制状态,并在轮换后改变路线。
- 决定状态:confirmed
### 目标分胜负
- 最小功能:活跃节点由控制方持续获得脉冲分;任一方先达到目标分即胜,显示双方分数、当前节点和胜负结算。
- 必要原因:把占领行为闭合成清晰、可验证的单局目标。
- 验证方式:试玩者能预测哪方领先、理解如何逆转,并在达到目标分时明确知道对局结束。
- 决定状态:confirmed
### 俯视战场结构
- 最小功能:布置可绕行的几何掩体、节点路径与出生区域;掩体阻挡弹道并形成接近、驻守和侧袭路线。
- 必要原因:让位置博弈支撑区域争夺,避免节点规则沦为单纯站桩计分。
- 验证方式:观察玩家是否主动利用掩体接近节点或规避火力,而非只在开阔地互射。
- 决定状态:confirmed
### 基础对手AI
- 最小功能:提供一名基础AI对手:追踪活跃节点、靠近争夺、在射程内攻击并在失活后返回战场。
- 必要原因:在无多人条件下完成完整的对抗闭环并验证核心玩法。
- 验证方式:连续试玩中,AI应持续争夺节点并制造可理解的反攻机会,不出现长时间卡住或无目标游走。
- 决定状态:default\_pending
## 制作边界
- 多人联机与服务器
- 商城、赛季和复杂社交
- 开放世界与完整剧情
- 多地图、多武器树与复杂成长
- 可编辑关卡和排行榜
## 创作者提示
- 先做:先做单张紧凑俯视战场、玩家坦克、基础AI对手、移动瞄准射击、掩体碰撞、节点轮换、占领计分和胜负结算,确保一局可从开始玩到结束。
- 暂缓:暂缓多人联机、商城、服务器、开放世界、赛季、复杂社交、完整剧情、多武器树和多地图内容。
- 如何验证:用可操作原型观察玩家是否在首局主动驶向活跃节点、利用掩体交火、理解分数变化并完成一局;记录误读占领状态、无目标游走和胜负不明的情况。
- 何时扩展:仅当试玩者能无讲解理解活跃节点、占领状态和领先来源,并主动移动反攻时,再增加第二种坦克特性、第二张地图或轻量成长选择。
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# 系统架构:《星露谷物语》
## 架构定位与目标
本阶段确定"哪些系统支撑一轮玩法",不展开单系统内部规则。
划分原则:将生活模拟 RPG 拆成职责清晰、可独立讨论的规则系统,同时保留少量跨系统入口,避免"每个功能都能互相调用"造成架构失控。系统划分服务于顶层循环:安排一天、执行活动、获得进展、投入成长、解锁新选择。
一句话架构:
> 玩家在有限的时间与体力下,通过农场、探索与社交三组活动系统产出资源与关系,经物品与经济系统转化为投资,由时间系统推进日终,把一天的成果变成下一天的选择。
变更记录:
- 2026-09-05:战斗与敌人系统定为伴生风险定位,深度刻意受限,不进入最小闭环核心链(依据:概念分析 D-03)。
## 系统地图
| 编号 | 系统 | 一句话职责 | 优先级 |
|---|---|---|---|
| S01 | 时间与日程 | 推进游戏时间、日期、季节、天气、营业时间、NPC 日程和日终结算 | P0 |
| S02 | 体力与状态 | 管理体力、负面状态、恢复、昏倒和行动成本 | P0 |
| S03 | 农场经营 | 管理土地、作物、畜牧、农场设施和生产状态 | P0 |
| S04 | 探索与地图 | 管理区域、出入口、可交互资源点、地图解锁和移动 | P0(基础) |
| S05 | 采集与钓鱼 | 管理野外采集、钓鱼活动、资源品质和获得物 | P1 |
| S06 | 战斗与敌人 | 管理矿区或危险区域中的战斗、伤害、敌人行为和战利品 | P1 |
| S07 | 物品、背包与制作 | 管理物品实例、堆叠、工具、装备、配方和制作队列 | P0 |
| S08 | 成长与技能 | 管理技能经验、等级、工具升级、职业选择和能力解锁 | P0(基础) |
| S09 | 经济与商店 | 管理货币、买卖、价格、商店库存、订单和资金流 | P0 |
| S10 | NPC 与关系 | 管理 NPC 日程、对话、好感度、礼物偏好和关系事件 | P1 |
| S11 | 任务与社区目标 | 管理任务状态、阶段目标、奖励、社区修复和区域解锁条件 | P1 |
| S12 | 事件与节日 | 管理季节事件、节日活动、条件触发和特殊奖励 | P1 |
支撑层(不拥有核心规则):
- 存档与进度系统:保存跨日、跨季节和跨阶段的持久状态。
- UI 与文本呈现层:展示状态、提供操作入口、呈现反馈与文本。
P0 段:
| 系统 | 目的 | 输入 | 输出 | P0 原因 |
|---|---|---|---|---|
| S01 时间与日程 | 全局时钟与日终 | 各系统行动完成信号、日终触发 | 日期/季节/天气变化、日终结算、跨天 tick | 没有"一天",规划与取舍失去标尺 |
| S02 体力与状态 | 全局行动成本 | 各系统行动请求、食物与休息 | 体力变化、昏倒、状态效果 | 没有它,"想做的事多于做得到的"不成立 |
| S03 农场经营 | 核心产出与规划场 | 时间 tick、种子与工具、体力 | 作物畜产品、设施生产状态 | 概念核心承诺的载体 |
| S04 探索与地图 | 活动场景与空间约束 | 移动指令、区域解锁条件 | 位置、区域状态、资源点入口 | 没有空间结构,农/矿/镇一体失去意义 |
| S07 物品与制作 | 资源身份与转化 | 各系统获得物、配方请求 | 物品实例、制作结果 | 所有系统产出的公共语言 |
| S08 成长与技能 | 长期回报层 | 各活动经验提交 | 等级、能力与配方解锁 | 长期动机的最小载体 |
| S09 经济与商店 | 投资与回报换算 | 物品、金钱 | 价格、交易、库存 | 没有它,"变现 vs 投资"张力无载体 |
## 系统职责
| 系统 | 主要职责 | 不负责 → 移交谁 |
|---|---|---|
| S01 时间与日程 | 时间推进、日期、季节、天气、营业与日终 | 直接决定某项活动的奖励 → 各活动系统 |
| S02 体力与状态 | 行动消耗、恢复、昏倒、状态效果 | 农作物或敌人的具体配置 → S03/S06 |
| S03 农场经营 | 土地、作物、畜牧、设施生产 | 商店买卖规则和角色技能 → S09/S08 |
| S04 探索与地图 | 区域连接、进入条件、资源点位置、移动 | 具体掉落概率和战斗公式 → S05/S06 |
| S05 采集与钓鱼 | 采集和钓鱼行为、成功条件、获得物 | 物品价格和任务奖励 → S09/S11 |
| S06 战斗与敌人 | 战斗流程、敌人状态、伤害与战利品请求 | 角色长期成长和商店价格 → S08/S09 |
| S07 物品与制作 | 背包、物品、配方、制作与工具装备 | 物品最终经济价值的平衡目标 → S09 |
| S08 成长与技能 | 经验、等级、技能分支、能力解锁 | 单次行动的基础奖励 → 各活动系统 |
| S09 经济与商店 | 货币、交易、库存、订单、价格 | 任务剧情与 NPC 情感变化 → S10/S11 |
| S10 NPC 与关系 | 日程、互动、好感、关系事件 | 全局季节推进和商店库存 → S01/S09 |
| S11 任务与社区 | 目标、前置、奖励、社区进度和解锁 | NPC 的日常行为表现 → S10 |
| S12 事件与节日 | 周期事件、特殊流程和限定内容 | 常规日常行动的基础规则 → 各活动系统 |
职责说明:
### S01 时间与日程系统
负责一天制的节奏规则:什么时候推进日期、哪些系统收到跨天 tick、日终结算何时发生。它不负责奖励结算,也不负责作物成长规则——只负责"什么时候"和"谁被通知"。
### S06 战斗与敌人系统
负责战斗内状态、敌人行为与战利品请求。它不直接修改商店价格或 NPC 好感,不负责角色长期成长;战利品只提交请求,由 S07 物品系统入账。定位是矿井探索的风险与节奏变化,不是成长主轴(D-03)。
### S07 物品、背包与制作系统
负责物品身份、容器、堆叠与配方队列。它是全项目的公共语言层——任何系统的产出都以 `item_id` 入账;它不负责物品的经济价值平衡,价格只由 S09 维护。
## 依赖与数据流
```mermaid
flowchart TD
S1[S01 时间与日程] --> S2[S02 体力与状态]
S1 --> S3[S03 农场经营]
S1 --> S4[S04 探索与地图]
S1 --> S10[S10 NPC 与关系]
S1 --> S12[S12 事件与节日]
S3 --> S7[S07 物品与制作]
S4 --> S5[S05 采集与钓鱼]
S4 --> S6[S06 战斗与敌人]
S5 --> S7
S6 --> S7
S7 --> S9[S09 经济与商店]
S7 --> S8[S08 成长与技能]
S8 --> S7
S10 --> S11[S11 任务与社区]
S12 -.读取日期季节.-> S1
UI[UI 与文本呈现] -.读取状态.-> S1
UI -.读取状态.-> S3
UI -.读取状态.-> S7
SAVE[存档与进度] -.订阅持久状态.-> S1
```
```mermaid
flowchart LR
T[时间/体力] --> ACT[玩家行动]
ACT --> GAIN[物品·金钱·经验·关系·任务进度]
GAIN --> INV[制作·交易·升级·解锁]
INV --> NEW[新的行动选择]
NEW --> ACT
```
主要状态:
- 全局状态:日期、季节、天气、当前时间、已解锁区域、社区进度。
- 玩家状态:位置、体力、生命、技能等级、工具、装备、背包和金钱。
- 场景状态:土地、作物成长、设施生产、资源点、敌人和宝箱。
- 社会状态:NPC 位置、关系值、已触发事件、任务阶段和节日参与状态。
主数据归属规则:
- 规则文档描述"如何计算"和"何时发生";数据表描述"有哪些对象"和"每个对象的配置"。
- 系统之间通过稳定 ID 关联(物品 ID、NPC ID、区域 ID、任务 ID、配方 ID)。
- 任何系统都不复制另一系统的主数据;任务只引用物品 ID,不重新定义物品价格。
## 核心循环覆盖检查
| 顶层循环环节 | 认领系统 |
|---|---|
| 查看天气、日程与目标 | S01、S11、S12、UI |
| 选择活动并移动 | S04、S02 |
| 农务与生产 | S03、S07、S02 |
| 采集、钓鱼与战斗 | S04、S05、S06、S07 |
| 出售、购买与投资 | S09、S07、S03 |
| 社交与委托 | S10、S11、S07 |
| 日终结算与保存 | S01、S12、存档、UI |
## 目录映射
| 目录 | 本阶段定位 |
|---|---|
| 03_systems/S01_time_schedule/ | 时间推进、日期季节天气、营业时段、日终结算 |
| 03_systems/S02_stamina_status/ | 体力、状态效果、昏倒与恢复 |
| 03_systems/S03_farm_management/ | 土地、作物、畜牧、设施生产 |
| 03_systems/S04_exploration_map/ | 区域、连接、资源点、解锁与移动 |
| 03_systems/S05_foraging_fishing/ | 采集、钓鱼、品质与获得物 |
| 03_systems/S06_combat_enemies/ | 战斗、敌人行为、伤害与战利品请求 |
| 03_systems/S07_items_inventory_crafting/ | 物品、背包、配方与制作队列 |
| 03_systems/S08_progression_skills/ | 技能经验、等级、工具升级、能力解锁 |
| 03_systems/S09_economy_shop/ | 货币、买卖、价格、库存与订单 |
| 03_systems/S10_npc_relationship/ | NPC 日程、对话、好感与关系事件 |
| 03_systems/S11_quests_community/ | 任务、社区目标、奖励与解锁条件 |
| 03_systems/S12_events_festivals/ | 季节事件、节日、条件触发 |
| 支撑层不单开系统文档 | 存档与 UI 随实现层组织,规则不独立成文 |
## MVP 最小闭环
1. 玩家在一个游戏日内完成开垦、播种、浇灌,并看到成长状态反馈。
2. 在时间与体力约束下选择当日主目标(农场劳动或外出)。
3. 外出采集(或矿井轻度战斗)带回资源。
4. 通过出售或加工获得金钱,投资种子或工具。
5. 日终结算展示当日变化并保存。
6. 次日作物状态变化,玩家据此形成新计划。
7. 数个游戏日内出现第一次技能提升与配方解锁。
如果这条闭环不成立,不应继续增加钓鱼深度、节日、社区目标或更多区域。
## 统一数值基准
本案例采用"宽松治愈型"数值风格。全局单位:时间片、游戏日、货币、体力、经验;所有数值字段必须注明单位。
- 时间节奏基准:单次常规行动控制在短时间片内;玩家一天应能完成农务、一个主要外出目标和少量顺路活动;早期玩家不应因一次路线失误失去整天进度。
- 货币量级基准:主要货币只有一种;初期基础种子可用少量日常产出购买;一次普通收获不应立刻买下最高阶升级;任务奖励以补足短期资金为主,不替代生产交易。
- 成长回报基准:前几级在正常尝试一种活动的数个游戏日内出现;升级奖励优先采用节省时间体力、扩大选择和解锁配方,而非单纯提高伤害售价;专长分支宽松可恢复。
- 体力与风险基准:体力是规划提示不是严苛倒计时;普通农务与移动成本低,战斗、钓鱼和重型工具才产生明显取舍;失败成本采用时间、少量金钱或位置变化,不损毁进度。
(具体换算数值与前五日验算由技术文档层·数值策划承接。)
## 系统边界
- 农场经营只管理农场内的生产状态,不负责所有资源的通用背包逻辑。
- 探索与地图只管理"在哪里"和"能否进入",不管理每种活动的具体奖励。
- 战斗只管理战斗内状态和战利品请求,不直接修改商店价格或 NPC 好感。
- NPC 与关系负责互动和关系变化;任务与社区负责可验证目标,二者通过事件和条件连接。
- UI、文本和表现不反向承载核心规则;所有关键变化必须由规则系统确认。
- 本案例不拆出独立多人、拍卖、复杂天气模拟、动态市场或高复杂度叙事工具系统。
## 优先级与范围
- P0(最小可玩闭环):时间与日程、体力、农场、物品背包、经济、基础地图、基础成长和日终结算。
- P1(形成完整案例):采集、钓鱼、轻度战斗、NPC 关系、任务、社区目标、制作、商店、季节和节日。
- P2(扩展内容):更多区域、敌人、作物、配方、关系事件、节日小游戏和终局后的自由活动。
拆分系统不等于所有系统都要在最小版本同时实现;系统独立性是为了便于协作和后续裁剪。
## 风险与校验
| 风险 | 校验方式 |
|---|---|
| 农场变成例行公事,失去规划感 | 玩家是否在目标选择阶段出现真实取舍与计划调整 |
| 矿井战斗反客为主 | 战斗收益是否仍以"农场难以产出的材料"为主,而非直接金钱 |
| 时间压力变成打卡义务 | 休闲型玩家能否自由调低日程重量而不被惩罚 |
| 经济成长过快,后期失去决策 | 升级价格是否持续制造"效率 vs 规模"的选择 |
| UI 泄题,探索失去意义 | 关键信息是否保留为探索发现而非全量直读 |
| 系统间主数据重复维护 | 交叉检查:同一事实是否只有一个系统拥有写权 |
## 开放的结构问题
- 体力与生命是否保持为两个状态,还是在轻度战斗中共享一套风险资源?
- NPC 日程、任务条件和节日事件之间采用统一条件格式还是各自维护?
- 农场设施生产是否由农场系统统一管理,还是交给通用制作队列?
- 采集、钓鱼和战斗是否共享统一的"活动结果"接口?
- 哪些系统需要独立数据表,哪些小型配置应合并为一张内容表?
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# 概念设计:《星露谷物语》
## 一句话概念
《星露谷物语》是一款以经营农场为基础、融合探索、采集、制作、轻度战斗、角色成长与社区叙事的乡村生活模拟 RPG;玩家通过安排每日时间与体力,把荒废农场逐步建设成理想家园,并与周围居民建立关系。
## 定调与设计锚点
### 定调记录
- 参照选择:以牧场物语系为主(无压力日常方面学动物森友会);不参考任何高难动作与生存类游戏。
- 调性滑杆:压力感 低 / 战斗比重 低 / 管理深度 中 / 叙事比重 中低 / 节奏 慢。
- 调性锚:
T1 轻松治愈、自己的节奏(目标体验);T2 不劝退、无唯一最优解(体验门槛);T3 战斗轻度、非高难动作(非目标);T4 以"游戏日"为单位、可反复的单人体验(情境);T5 时间体力有限但休闲不打卡(跑偏风险);T6 小团队可维护的规模(关键约束);T7 日常叙事而非宏大主线,隐藏信息不迫使玩家查攻略(非目标/跑偏风险)。
### 设计锚点
- 核心幻想:离开令人疲惫的城市生活,继承一片荒废土地,在自己的节奏中经营、探索、成长,并成为社区的一员。
玩家念头:"再玩一天就好——今天做完想做的事,明天的一切都会更顺手。"
- 目标体验:治愈、自由规划、持续成长、发现秘密,以及"今天的选择会让未来更轻松"的掌控感。
- 玩家动机:改善农场与生活条件;发现新区域和资源;完成社区目标;提升技能;与 NPC 建立关系;按照自己的偏好塑造生活方式。
- 核心循环:安排一天的时间与体力 → 进行农业、采集、钓鱼、采矿、战斗或社交 → 获得资源、金钱、经验与关系进展 → 投资工具、设施、种子和物品 → 解锁更高效或更丰富的活动。
- 跑偏风险:系统过多导致目标分散;时间与体力限制把休闲体验变成每日打卡;隐藏信息迫使玩家依赖外部攻略;经济成长过快使后期失去决策。
- 非目标:不做多人竞争、高难度动作战斗、唯一最优效率经营、主线剧情取代日常(详见《不是什么》)。
## 玩家身份与基调
- 玩家身份:一名辞职逃离城市、继承祖父荒废农场的归乡人——不是拯救世界的英雄,是重新学会生活的人。季节与节日构成一年的节拍,日落结算构成每天的呼吸。
- 情绪基调:温暖治愈,慢而踏实。可以有忙碌与轻度压力(时间、体力),不做生存焦虑(饥饿、债务倒计时)与黑暗题材;孤独感只作为被社区逐渐治愈的起点,不成为基调本身。
## 风格与世界观
复古像素风的温暖乡村世界。玩家来到一个正在现代化与传统生活之间摇摆的小镇,农场、商店、社区设施、自然区域和矿井共同构成可步行抵达的生活网络。世界观服务于生活模拟而非复杂设定解释:季节、天气、节日、居民日程和区域变化,让同一张地图随着时间产生生活感。叙事主要通过 NPC 日常对话、关系事件、任务和社区目标逐步展开。
## 目标玩家与情境
- 目标玩家:与牧场物语系受众高度重合——喜欢种田与小人际的慢节奏成长玩家;同时吸收动物森友会式"无压力日常整理"的需求(自定义、装饰、按自己的节奏玩)。但它不能变成纯装饰沙盒,因为农场经营的时间、体力与季节取舍,以及社区修复目标必须始终存在。
- 适合情境:单人、可反复游玩、每次一个游戏日或几个游戏日;可以高效规划,也可以把时间用于装饰、社交或探索。
- 体验门槛:需要理解基础资源转换和时间安排,不应要求预先掌握复杂数值或寻找唯一正确答案。
## 不是什么
| 不是 | 因为 |
|---|---|
| 硬核生存农场模拟 | 没有饥饿、债务、死亡惩罚;压力止于温和的时间与体力 |
| 效率至上的工厂经营 | 不要求唯一最优解,装饰与闲逛是合法玩法而非浪费 |
| 以战斗为核心的动作游戏 | 战斗只是采矿与探索的伴生风险,深度刻意受限 |
| 剧情驱动的叙事游戏 | 社区叙事是日常的背景与情感回报,不是任务链主线 |
| 多人社交平台 | 单人体验为前提,人际关系由 NPC 关系承载 |
| 无边界开放世界 | 地图是功能明确的小区域网络,全部可步行抵达 |
## 核心张力
- 时间与体力有限,但想做的事情很多:玩家必须决定今天的优先级。
- 立即变现与长期投资:出售资源能快速获得资金,制作设备和升级工具则能提高未来效率。
- 稳定经营与未知探索:农场提供可预测收益,矿井、钓鱼和新区域提供风险与发现。
- 个人效率与社区关系:把时间用于赚钱会挤压社交,但关系又会带来配方、剧情和新的情感目标。
- 自由生活与阶段目标:玩家可以自由安排日常,同时受到季节、节日、任务和社区修复目标的轻度牵引。
## 边界与约束
- 概念层只定义核心幻想、目标用户、体验基调与排除方向;具体战斗公式、作物成长天数、礼物偏好、掉落率、系统清单和 MVP 内容,留给顶层及以后决定。
- 设计规模以单人或小团队可理解、可维护为前提;地图采用多个功能明确的区域,而非无边界开放世界。
- 所有系统都必须回流到"安排一天并获得长期改善"的核心循环;独立小游戏或装饰功能不能成为主要范围扩张来源。
- 案例声明:本文以《星露谷物语》为案例展示设计的组织方式,不复制其具体角色、文本、美术、地图或数值。
## 概念定稿
《星露谷物语》的核心不是"种田赚钱",而是:
> 在自己的节奏里经营一片土地与一段生活——今天的选择让明天更从容,而社区让独居变成归属。
交给下一层的约束:时间与体力必须构成温和而非焦虑的取舍;战斗、采矿、社交等支线必须回流农场生活循环;成长权重要允许玩家自定义(效率型与休闲型玩家都成立)。
(调性已在第 2 节定死;顶层及以下一切开放问题先回定调记录的 T1~T7 级联。)
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# 战斗与敌人系统:S06
## 系统目的
为危险区域提供轻度、可理解的战斗挑战,使玩家在探索中承担风险,并通过装备、补给和技能成长验证长期准备。战斗是生活模拟循环的支柱之一,不是游戏的唯一核心。
## 支撑的玩家体验
- 玩家能观察敌人行为,选择攻击、躲避、补给或撤退。
- 战斗结果主要取决于准备、判断和适度操作,而不是高强度连招。
- 深入危险区域会带来更高资源和成长回报,也会增加生命、时间和补给压力。
- 失败有明确原因和可恢复成本,不应摧毁长期农场进度。
## 进入与退出
### 进入
- 玩家进入允许战斗的危险区域或触发敌人遭遇。
- 检查区域、时间、装备、生命、背包和任务条件。
- 初始化当前战斗区域、敌人组合、战斗状态和可撤退条件。
### 退出
- 击败敌人并完成战斗奖励结算。
- 玩家主动撤退或离开战斗区域。
- 玩家生命归零,由体力与状态系统执行昏倒或失败惩罚。
- 特殊事件、日终或区域状态强制结束战斗。
## 玩家行动
- 移动、观察敌人攻击范围和行为状态。
- 普通攻击、重攻击或使用装备技能。
- 防御、闪避、格挡或利用场景短暂规避伤害。
- 使用食物、药剂等消耗品。
- 拾取战利品、调查宝箱或选择继续深入。
- 在满足条件时撤退,保留已结算的奖励。
通用流程:
`进入遭遇 → 读取敌人状态 → 玩家行动 → 敌人响应 → 结算伤害/效果 → 判断胜负或撤退`
## 取舍表
| 决策 | 立即收益 | 延迟收益 | 主要代价 |
|---|---|---|---|
| 继续深入还是安全撤退 | 更多资源 | 更高风险与返程压力 | 已得战利品可能损失 |
| 消耗品现在用还是留着 | 维持当前探索 | 应对更强敌人 | 局部战况恶化 |
| 快速击败还是稳健闪避 | 节省时间 | 降低受伤风险 | 补给与时间消耗 |
| 高伤高耗装备还是基础攻击 | 更快击杀 | 稳定与低消耗 | 资源消耗大 |
| 资金投武器防具还是农场设施 | 战斗能力 | 农场产能 | 另一侧进度放缓 |
## 状态与规则
### 玩家战斗状态
- 当前生命、最大生命和状态效果。
- 装备中的武器、防具、饰品和消耗品。
- 攻击、防御、移动、闪避和技能冷却状态。
- 当前战斗区域、遭遇编号和撤退状态。
### 敌人状态
敌人状态至少包括待机、警觉、攻击前摇、攻击中、受击、眩晕、死亡和撤退。
每个敌人的实例数据(生命、位置、目标、状态效果、掉落引用)的字段定义由技术文档层承接。
### 战斗规则
- 只有满足攻击距离、方向、冷却和装备条件时,攻击才可结算。
- 伤害由攻击来源属性、目标防御、技能倍率和状态效果共同决定。
- 敌人攻击必须有可识别的前摇或预警,给予玩家反应与撤退机会。
- 生命降至零时进入死亡或昏倒状态;具体惩罚由体力与状态系统处理。
- 敌人死亡后只结算一次经验与战利品,并写入遭遇状态,避免重复领取。
- 撤退后已完成的战斗奖励保留,未击败敌人按区域刷新规则处理。
### 区域遭遇
- 危险区域由敌人组、刷新规则、深度或阶段配置组成。
- 进入更深区域可以提高敌人强度、资源价值和特殊遭遇概率。
- 区域难度应通过可理解的装备、区域和任务条件表达,不依赖突然的数值墙。
- 宝箱、精英敌人和首领可作为独立遭遇类型,但不在最小版本中同时扩张。
## 数值与数据交接(→技术文档层)
本系统交由技术文档层(数值策划)定义的数据类别:敌人配置、敌人行为配置、武器配置、技能配置、遭遇配置、战利品配置、状态效果配置。
随交接附下的设计侧定性约束:
- 敌人数据拆分为"是什么 / 怎么行动 / 掉什么"三类,使难度与经济可独立调节。
- 普通敌人不应稳定掉落大量高价值物品;战斗收益主要由矿物、经验和区域发现组成。
- 稀有材料是"有明确用途的探索奖励",但必须保留任务、宝箱等补充渠道,避免战斗失败后无法推进。
- 基础战斗允许玩家一日内完成少量遭遇并安全返程,不要求连续刷怪。
- 失败保留已结算的普通战利品,主要损失是时间、位置或少量金钱,不清空背包。
- 自动化收益节省日常体力,但不能让玩家跳过农场维护的全部决策。
- 收益回流方向:区域 → 敌人 → 材料 → 加工 → 农场自动化;战斗不直接取代农场收入。
## 反馈
- 攻击命中、受击、闪避、格挡和暴击提供清晰的视觉与声音反馈。
- 敌人显示生命、预警、当前状态和可攻击时机。
- 玩家生命、补给、冷却和撤退可用性持续可见。
- 战斗胜利显示经验、战利品和区域进度。
- 失败说明主要原因,并明确损失、保留内容和可恢复路径。
## 内部循环
### 单次战斗循环
`观察敌人 → 选择攻击或防御 → 处理敌人响应 → 造成或承受伤害 → 调整策略 → 击败或撤退`
### 危险区域循环
`准备装备与补给 → 进入区域 → 战斗与搜刮 → 判断继续深入或返程 → 带回资源 → 升级能力`
### 长期循环
`获得战斗经验与装备 → 提升生存能力 → 挑战更深区域 → 获得稀有资源 → 解锁新制作、任务或地图`
## 输入、输出与依赖
### 输入
- 探索与地图系统提供战斗区域、位置和遭遇入口。
- 时间系统提供当前时间、季节和日终信号。
- 体力与状态系统提供生命、体力、状态效果和失败处理。
- 物品系统提供武器、防具、消耗品和战利品接收入口。
- 成长系统提供属性、技能和装备解锁。
- 玩家通过核心玩法系统提交战斗行动。
### 输出
- 向物品系统提交战利品和消耗品变化。
- 向成长系统提交战斗经验和能力进度。
- 向地图系统提交敌人、宝箱和遭遇状态。
- 向任务与社区系统提交击败、调查和区域进度。
- 向 UI 输出战斗状态、反馈、胜负和撤退结果。
## 边界与非目标
- 不负责通用生命与昏倒惩罚,只提交状态变化。
- 不负责武器物品的背包、耐久和售价主数据。
- 不负责字段定义、数值配置与表格结构——归技术文档层(数值策划)。
- 不做高难度动作连招、复杂多人战斗或精确帧竞速。
- 不让战斗成为获得普通农场资源的唯一方式。
- 不在本系统中定义全部敌人、武器和首领内容。
## 开放问题
- 战斗采用实时操作,还是更简化的节奏/指令判定?
- 体力是否影响攻击与闪避,还是只影响探索和农务?
- 武器是否有耐久度,还是通过升级与装备更换形成消耗?
- 战斗失败的主要成本采用金钱、位置、时间,还是有限组合?
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