Files
Genarrative/server-rs/crates/module-story/src/application.rs
T

464 lines
18 KiB
Rust

//! 剧情应用服务与读模型映射。
//!
//! 应用层负责把命令变成快照、事件和前端可消费记录;它不直接调用模型、HTTP、
//! SpacetimeDB 或旧 Node 兼容服务。
use crate::commands::{StoryContinueInput, StorySessionInput, normalize_optional_value};
use crate::domain::{INITIAL_STORY_SESSION_VERSION, StorySessionSnapshot, StorySessionStatus};
use crate::errors::StorySessionFieldError;
use crate::events::{StoryEventKind, StoryEventSnapshot};
use module_combat::{BattleStateSnapshot, CombatOutcome};
use module_inventory::{
GrantInventoryItemInput, InventoryEquipmentSlot, InventoryItemRarity, InventoryItemSnapshot,
InventoryItemSourceKind, InventoryMutation, InventoryMutationInput,
generate_inventory_mutation_id, generate_inventory_slot_id,
};
use module_progression::{
ChapterProgressionLedgerInput, PlayerProgressionGrantInput, PlayerProgressionGrantSource,
};
use module_quest::{
QuestRecordSnapshot, QuestRewardEquipmentSlot, QuestRewardItem, QuestRewardItemRarity,
};
use module_runtime_item::{
RuntimeItemEquipmentSlot, RuntimeItemRewardItemRarity, RuntimeItemRewardItemSnapshot,
TreasureRecordSnapshot, build_inventory_item_snapshot_from_reward_item,
};
use serde::{Deserialize, Serialize};
use shared_kernel::format_timestamp_micros;
#[cfg(feature = "spacetime-types")]
use spacetimedb::SpacetimeType;
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct StorySessionProcedureResult {
pub ok: bool,
pub session: Option<StorySessionSnapshot>,
pub event: Option<StoryEventSnapshot>,
pub error_message: Option<String>,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct StorySessionStateProcedureResult {
pub ok: bool,
pub session: Option<StorySessionSnapshot>,
pub events: Vec<StoryEventSnapshot>,
pub error_message: Option<String>,
}
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct StorySessionRecord {
pub story_session_id: String,
pub runtime_session_id: String,
pub actor_user_id: String,
pub world_profile_id: String,
pub initial_prompt: String,
pub opening_summary: Option<String>,
pub latest_narrative_text: String,
pub latest_choice_function_id: Option<String>,
pub status: String,
pub version: u32,
pub created_at: String,
pub updated_at: String,
}
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct StoryEventRecord {
pub event_id: String,
pub story_session_id: String,
pub event_kind: String,
pub narrative_text: String,
pub choice_function_id: Option<String>,
pub created_at: String,
}
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct StorySessionResultRecord {
pub session: StorySessionRecord,
pub event: StoryEventRecord,
}
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct StorySessionStateRecord {
pub session: StorySessionRecord,
pub events: Vec<StoryEventRecord>,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct RpgGameplaySettlementPlan {
/// 背包写入计划。adapter 只负责读取当前槽位并执行 mutation,不再拼奖励物品字段。
pub inventory_mutations: Vec<InventoryMutationInput>,
/// 玩家经验入账计划。章节账本需要依赖执行后的等级结果,所以单独保留。
pub progression_grant: Option<PlayerProgressionGrantInput>,
/// 章节实际收益账本计划。若章节预算尚未初始化,adapter 会跳过而不阻断主链。
pub chapter_ledger: Option<ChapterProgressionLedgerInput>,
}
pub fn build_story_session_snapshot(input: StorySessionInput) -> StorySessionSnapshot {
StorySessionSnapshot {
story_session_id: input.story_session_id,
runtime_session_id: input.runtime_session_id,
actor_user_id: input.actor_user_id,
world_profile_id: input.world_profile_id,
initial_prompt: input.initial_prompt,
opening_summary: normalize_optional_value(input.opening_summary),
latest_narrative_text: String::new(),
latest_choice_function_id: None,
status: StorySessionStatus::Active,
version: INITIAL_STORY_SESSION_VERSION,
created_at_micros: input.created_at_micros,
updated_at_micros: input.created_at_micros,
}
}
pub fn apply_story_continue(
current: StorySessionSnapshot,
input: StoryContinueInput,
) -> Result<(StorySessionSnapshot, StoryEventSnapshot), StorySessionFieldError> {
crate::commands::validate_story_continue_input(&input)?;
if current.version == 0 {
return Err(StorySessionFieldError::InvalidVersion);
}
let event = StoryEventSnapshot {
event_id: input.event_id,
story_session_id: current.story_session_id.clone(),
event_kind: StoryEventKind::StoryContinued,
narrative_text: input.narrative_text.clone(),
choice_function_id: normalize_optional_value(input.choice_function_id),
created_at_micros: input.updated_at_micros,
};
let next = StorySessionSnapshot {
latest_narrative_text: input.narrative_text,
latest_choice_function_id: event.choice_function_id.clone(),
version: current.version + 1,
updated_at_micros: input.updated_at_micros,
..current
};
Ok((next, event))
}
pub fn build_story_session_record(snapshot: StorySessionSnapshot) -> StorySessionRecord {
StorySessionRecord {
story_session_id: snapshot.story_session_id,
runtime_session_id: snapshot.runtime_session_id,
actor_user_id: snapshot.actor_user_id,
world_profile_id: snapshot.world_profile_id,
initial_prompt: snapshot.initial_prompt,
opening_summary: snapshot.opening_summary,
latest_narrative_text: snapshot.latest_narrative_text,
latest_choice_function_id: snapshot.latest_choice_function_id,
status: snapshot.status.as_str().to_string(),
version: snapshot.version,
created_at: format_timestamp_micros(snapshot.created_at_micros),
updated_at: format_timestamp_micros(snapshot.updated_at_micros),
}
}
pub fn build_story_event_record(snapshot: StoryEventSnapshot) -> StoryEventRecord {
StoryEventRecord {
event_id: snapshot.event_id,
story_session_id: snapshot.story_session_id,
event_kind: snapshot.event_kind.as_str().to_string(),
narrative_text: snapshot.narrative_text,
choice_function_id: snapshot.choice_function_id,
created_at: format_timestamp_micros(snapshot.created_at_micros),
}
}
pub fn build_story_session_result_record(
session: StorySessionSnapshot,
event: StoryEventSnapshot,
) -> StorySessionResultRecord {
StorySessionResultRecord {
session: build_story_session_record(session),
event: build_story_event_record(event),
}
}
pub fn build_story_session_state_record(
session: StorySessionSnapshot,
events: Vec<StoryEventSnapshot>,
) -> StorySessionStateRecord {
StorySessionStateRecord {
session: build_story_session_record(session),
events: events
.into_iter()
.map(build_story_event_record)
.collect::<Vec<_>>(),
}
}
pub fn build_combat_victory_settlement_plan(
snapshot: &BattleStateSnapshot,
) -> RpgGameplaySettlementPlan {
// 非胜利结果不触发战利品、敌对经验或章节 hostile 账本,避免逃脱/切磋混入击杀收益。
if snapshot.last_outcome != CombatOutcome::Victory {
return empty_settlement_plan();
}
let inventory_mutations = snapshot
.reward_items
.iter()
.cloned()
.enumerate()
.map(|(index, reward_item)| {
let seed = build_reward_seed(snapshot.updated_at_micros, index);
InventoryMutationInput {
mutation_id: generate_inventory_mutation_id(seed),
runtime_session_id: snapshot.runtime_session_id.clone(),
story_session_id: Some(snapshot.story_session_id.clone()),
actor_user_id: snapshot.actor_user_id.clone(),
mutation: InventoryMutation::GrantItem(GrantInventoryItemInput {
slot_id: generate_inventory_slot_id(seed),
item: build_inventory_item_snapshot_from_battle_reward_item(
&snapshot.battle_state_id,
reward_item,
),
}),
updated_at_micros: snapshot.updated_at_micros,
}
})
.collect::<Vec<_>>();
let progression_grant = (snapshot.experience_reward > 0).then(|| PlayerProgressionGrantInput {
user_id: snapshot.actor_user_id.clone(),
amount: snapshot.experience_reward,
source: PlayerProgressionGrantSource::HostileNpc,
updated_at_micros: snapshot.updated_at_micros,
});
let chapter_ledger =
progression_grant
.as_ref()
.and_then(|_| match snapshot.chapter_id.as_deref() {
Some(chapter_id) if !chapter_id.trim().is_empty() => {
Some(ChapterProgressionLedgerInput {
user_id: snapshot.actor_user_id.clone(),
chapter_id: chapter_id.trim().to_string(),
granted_quest_xp: 0,
granted_hostile_xp: snapshot.experience_reward,
hostile_defeat_increment: 1,
level_at_exit: None,
updated_at_micros: snapshot.updated_at_micros,
})
}
_ => None,
});
RpgGameplaySettlementPlan {
inventory_mutations,
progression_grant,
chapter_ledger,
}
}
/// 任务交付后只生成结算计划,不在领域层直接写背包、成长或章节表。
pub fn build_quest_turn_in_settlement_plan(
snapshot: &QuestRecordSnapshot,
) -> RpgGameplaySettlementPlan {
let inventory_mutations = snapshot
.reward
.items
.iter()
.cloned()
.enumerate()
.map(|(index, reward_item)| {
let seed = build_reward_seed(snapshot.updated_at_micros, index);
InventoryMutationInput {
mutation_id: generate_inventory_mutation_id(seed),
runtime_session_id: snapshot.runtime_session_id.clone(),
story_session_id: snapshot.story_session_id.clone(),
actor_user_id: snapshot.actor_user_id.clone(),
mutation: InventoryMutation::GrantItem(GrantInventoryItemInput {
slot_id: generate_inventory_slot_id(seed),
item: build_inventory_item_snapshot_from_quest_reward_item(
&snapshot.quest_id,
reward_item,
),
}),
updated_at_micros: snapshot.updated_at_micros,
}
})
.collect::<Vec<_>>();
let reward_experience = snapshot.reward.experience.unwrap_or(0);
let progression_grant = (reward_experience > 0).then(|| PlayerProgressionGrantInput {
user_id: snapshot.actor_user_id.clone(),
amount: reward_experience,
source: PlayerProgressionGrantSource::Quest,
updated_at_micros: snapshot.updated_at_micros,
});
let chapter_ledger =
progression_grant
.as_ref()
.and_then(|_| match snapshot.chapter_id.as_deref() {
Some(chapter_id) if !chapter_id.trim().is_empty() => {
Some(ChapterProgressionLedgerInput {
user_id: snapshot.actor_user_id.clone(),
chapter_id: chapter_id.trim().to_string(),
granted_quest_xp: reward_experience,
granted_hostile_xp: 0,
hostile_defeat_increment: 0,
level_at_exit: None,
updated_at_micros: snapshot.updated_at_micros,
})
}
_ => None,
});
RpgGameplaySettlementPlan {
inventory_mutations,
progression_grant,
chapter_ledger,
}
}
/// 宝箱记录由 `module-runtime-item` 建模,这里只把奖励转成 story gameplay 的背包写入计划。
pub fn build_treasure_settlement_plan(
snapshot: &TreasureRecordSnapshot,
) -> Result<RpgGameplaySettlementPlan, StorySessionFieldError> {
let inventory_mutations = snapshot
.reward_items
.iter()
.cloned()
.enumerate()
.map(
|(index, reward_item)| -> Result<InventoryMutationInput, StorySessionFieldError> {
Ok(InventoryMutationInput {
mutation_id: build_treasure_inventory_mutation_id(
&snapshot.treasure_record_id,
index,
),
runtime_session_id: snapshot.runtime_session_id.clone(),
story_session_id: Some(snapshot.story_session_id.clone()),
actor_user_id: snapshot.actor_user_id.clone(),
mutation: InventoryMutation::GrantItem(GrantInventoryItemInput {
slot_id: build_treasure_inventory_slot_id(
&snapshot.treasure_record_id,
index,
),
item: build_inventory_item_snapshot_from_reward_item(
&snapshot.treasure_record_id,
reward_item,
)
.map_err(|_| StorySessionFieldError::InvalidGameplayReward)?,
}),
updated_at_micros: snapshot.updated_at_micros,
})
},
)
.collect::<Result<Vec<_>, _>>()?;
Ok(RpgGameplaySettlementPlan {
inventory_mutations,
progression_grant: None,
chapter_ledger: None,
})
}
fn empty_settlement_plan() -> RpgGameplaySettlementPlan {
RpgGameplaySettlementPlan {
inventory_mutations: Vec::new(),
progression_grant: None,
chapter_ledger: None,
}
}
fn build_inventory_item_snapshot_from_battle_reward_item(
battle_state_id: &str,
reward_item: RuntimeItemRewardItemSnapshot,
) -> InventoryItemSnapshot {
InventoryItemSnapshot {
item_id: reward_item.item_id,
category: reward_item.category,
name: reward_item.item_name,
description: reward_item.description,
quantity: reward_item.quantity,
rarity: map_runtime_reward_item_rarity(reward_item.rarity),
tags: reward_item.tags,
stackable: reward_item.stackable,
stack_key: reward_item.stack_key,
equipment_slot_id: reward_item
.equipment_slot_id
.map(map_runtime_reward_equipment_slot),
source_kind: InventoryItemSourceKind::CombatDrop,
source_reference_id: Some(battle_state_id.to_string()),
}
}
fn build_inventory_item_snapshot_from_quest_reward_item(
quest_id: &str,
reward_item: QuestRewardItem,
) -> InventoryItemSnapshot {
InventoryItemSnapshot {
item_id: reward_item.item_id,
category: reward_item.category,
name: reward_item.name,
description: reward_item.description,
quantity: reward_item.quantity,
rarity: map_quest_reward_item_rarity(reward_item.rarity),
tags: reward_item.tags,
stackable: reward_item.stackable,
stack_key: reward_item.stack_key,
equipment_slot_id: reward_item
.equipment_slot_id
.map(map_quest_reward_equipment_slot),
source_kind: InventoryItemSourceKind::QuestReward,
source_reference_id: Some(quest_id.to_string()),
}
}
fn map_quest_reward_item_rarity(rarity: QuestRewardItemRarity) -> InventoryItemRarity {
match rarity {
QuestRewardItemRarity::Common => InventoryItemRarity::Common,
QuestRewardItemRarity::Uncommon => InventoryItemRarity::Uncommon,
QuestRewardItemRarity::Rare => InventoryItemRarity::Rare,
QuestRewardItemRarity::Epic => InventoryItemRarity::Epic,
QuestRewardItemRarity::Legendary => InventoryItemRarity::Legendary,
}
}
fn map_runtime_reward_item_rarity(rarity: RuntimeItemRewardItemRarity) -> InventoryItemRarity {
match rarity {
RuntimeItemRewardItemRarity::Common => InventoryItemRarity::Common,
RuntimeItemRewardItemRarity::Uncommon => InventoryItemRarity::Uncommon,
RuntimeItemRewardItemRarity::Rare => InventoryItemRarity::Rare,
RuntimeItemRewardItemRarity::Epic => InventoryItemRarity::Epic,
RuntimeItemRewardItemRarity::Legendary => InventoryItemRarity::Legendary,
}
}
fn map_quest_reward_equipment_slot(slot: QuestRewardEquipmentSlot) -> InventoryEquipmentSlot {
match slot {
QuestRewardEquipmentSlot::Weapon => InventoryEquipmentSlot::Weapon,
QuestRewardEquipmentSlot::Armor => InventoryEquipmentSlot::Armor,
QuestRewardEquipmentSlot::Relic => InventoryEquipmentSlot::Relic,
}
}
fn map_runtime_reward_equipment_slot(slot: RuntimeItemEquipmentSlot) -> InventoryEquipmentSlot {
match slot {
RuntimeItemEquipmentSlot::Weapon => InventoryEquipmentSlot::Weapon,
RuntimeItemEquipmentSlot::Armor => InventoryEquipmentSlot::Armor,
RuntimeItemEquipmentSlot::Relic => InventoryEquipmentSlot::Relic,
}
}
fn build_reward_seed(updated_at_micros: i64, index: usize) -> i64 {
updated_at_micros.saturating_add(index as i64 + 1)
}
fn build_treasure_inventory_slot_id(treasure_record_id: &str, reward_index: usize) -> String {
format!("invslot_{}_{}", treasure_record_id, reward_index)
}
fn build_treasure_inventory_mutation_id(treasure_record_id: &str, reward_index: usize) -> String {
format!("invmut_{}_{}", treasure_record_id, reward_index)
}