feat(play): always generate new scene for freeform text input + enhance insert-beat
User feedback: custom interactions rarely produce new story content because the classifier heavily biased toward insert-beat (single reaction, no scene change). Three changes to fix this: 1. Freeform text input now always triggers a full scene generation (skips the classify step entirely) — users who type expect the story to advance. 2. Vision (background click) classifier de-biased: prompt now favors change-scene when uncertain, and the code fallback flipped from insert-beat to change-scene. insert-beat narrowed to pure observation. 3. Insert-beat enhanced: generates 1-3 beats (was 1) with follow-up choices (was: loop back to original beat). Even when vision classifies as insert-beat, the player gets richer content and new options. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
+38
-20
@@ -6,6 +6,7 @@ import type {
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Character,
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CharacterIntent,
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EngineConfig,
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InsertBeatMulti,
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InsertBeatPartial,
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ProviderConfig,
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Scene,
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@@ -562,17 +563,29 @@ export async function directScene(
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}
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// ──────────────────────────────────────────────────────────────────────
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// directInsertBeat — single-agent path for vision-driven in-scene
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// exploration. Generates ONE transient beat with NO new image, NO new
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// characters. Multi-agent pipeline doesn't apply here (no rendering, no
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// character introduction allowed by the prompt).
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// directInsertBeat — single-agent path for in-scene exploration.
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// Generates 1-3 beats with NO new image, NO new characters, plus
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// follow-up choices so the player isn't dumped back to the old options.
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// ──────────────────────────────────────────────────────────────────────
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function coerceBeatPartial(raw: Record<string, unknown>): InsertBeatPartial | null {
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const narration = (typeof raw.narration === "string" ? raw.narration.trim() : undefined) || undefined;
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const rawSpeaker = (typeof raw.speaker === "string" ? raw.speaker.trim() : undefined) || undefined;
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const speaker = rawSpeaker ? normalizeSpeakerName(rawSpeaker) : undefined;
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const line = (typeof raw.line === "string" ? raw.line.trim() : undefined) || undefined;
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const lineDelivery =
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line && speaker !== POV_DISPLAY_NAME
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? ((typeof raw.lineDelivery === "string" ? raw.lineDelivery.trim() : undefined) || undefined)
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: undefined;
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if (!narration && !speaker && !line) return null;
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return { narration, speaker, line, lineDelivery };
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}
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export async function directInsertBeat(
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config: ProviderConfig,
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session: Session,
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freeformAction: string,
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): Promise<InsertBeatPartial> {
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): Promise<{ beats: InsertBeatPartial[]; choices?: { label: string; effect: string }[] }> {
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const raw = await chat(
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config,
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[
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@@ -585,22 +598,27 @@ export async function directInsertBeat(
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{ temperature: 0.9, tag: "insert-beat" },
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);
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const parsed = parseJsonLoose<InsertBeatPartial>(raw);
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const parsed = parseJsonLoose<InsertBeatMulti & InsertBeatPartial>(raw);
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const narration = parsed.narration?.trim() || undefined;
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const rawSpeaker = parsed.speaker?.trim() || undefined;
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// Pattern B (mirrors Writer): normalize POV variants → "你"; NPCs pass through.
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const speaker = rawSpeaker ? normalizeSpeakerName(rawSpeaker) : undefined;
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const line = parsed.line?.trim() || undefined;
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// lineDelivery is only meaningful for NPC speakers (TTS). For POV ("你")
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// TTS is intentionally skipped on the client, so lineDelivery is dropped.
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const lineDelivery =
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line && speaker !== POV_DISPLAY_NAME
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? parsed.lineDelivery?.trim() || undefined
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// New multi-beat format: { beats: [...], choices: [...] }
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if (Array.isArray(parsed.beats) && parsed.beats.length > 0) {
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const beats = parsed.beats
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.slice(0, 3)
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.map((b) => coerceBeatPartial(b as Record<string, unknown>))
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.filter((b): b is InsertBeatPartial => b !== null);
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if (beats.length === 0) {
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beats.push({ narration: "(你停下脚步,环视片刻。)" });
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}
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const choices = Array.isArray(parsed.choices)
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? parsed.choices
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.slice(0, 2)
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.filter((c) => c && typeof c.label === "string" && c.label.trim() && typeof c.effect === "string" && c.effect.trim())
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.map((c) => ({ label: c.label.trim(), effect: c.effect.trim() }))
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: undefined;
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if (!narration && !speaker && !line) {
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return { narration: "(你停下脚步,环视片刻。)" };
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return { beats, choices: choices?.length ? choices : undefined };
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}
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return { narration, speaker, line, lineDelivery };
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// Legacy single-beat fallback
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const single = coerceBeatPartial(parsed as Record<string, unknown>);
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return { beats: [single ?? { narration: "(你停下脚步,环视片刻。)" }] };
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}
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+27
-29
@@ -196,45 +196,43 @@ export async function requestInsertBeat(
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): Promise<InsertBeatResponse> {
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const tTotal = Date.now();
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const partial = await directInsertBeat(
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const result = await directInsertBeat(
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config.text,
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req.session,
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req.freeformAction,
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);
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// INSERT_BEAT prompt forbids new NPCs — promote disallowed-speaker lines
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// to narration so the player still sees the text (the client only renders
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// `line` when there is a `speaker`).
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//
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// Exception (Pattern B): speaker = "你" is the player speaking. No
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// Character record exists for "你" (intentional — TTS is skipped), so we
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// must NOT demote it; the client renders the dialog box correctly.
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// directInsertBeat already normalized POV variants to "你" before this
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// guard, so a literal "你" here is always Pattern B player dialog.
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if (
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partial.speaker &&
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partial.speaker !== "你" &&
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!req.session.characters.some((c) => c.name === partial.speaker)
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) {
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console.warn(
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`[insert-beat] unregistered speaker "${partial.speaker}" ignored`,
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);
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const promotedNarration =
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[partial.narration, partial.line].filter(Boolean).join("\n") || undefined;
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tlog("[insert-beat] TOTAL", tTotal);
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return {
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partial: {
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narration: promotedNarration,
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// Guard every beat: promote unregistered speakers to narration.
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const guardedBeats = result.beats.map((partial) => {
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if (
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partial.speaker &&
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partial.speaker !== "你" &&
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!req.session.characters.some((c) => c.name === partial.speaker)
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) {
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console.warn(
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`[insert-beat] unregistered speaker "${partial.speaker}" ignored`,
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);
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return {
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narration:
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[partial.narration, partial.line].filter(Boolean).join("\n") || undefined,
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speaker: undefined,
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line: undefined,
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lineDelivery: undefined,
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},
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characters: req.session.characters,
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};
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}
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};
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}
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return partial;
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});
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const first = guardedBeats[0] ?? { narration: "(你停下脚步,环视片刻。)" };
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const extra = guardedBeats.slice(1);
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tlog("[insert-beat] TOTAL", tTotal);
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return { partial, characters: req.session.characters };
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return {
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partial: first,
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extraBeats: extra.length > 0 ? extra : undefined,
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followUpChoices: result.choices,
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characters: req.session.characters,
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};
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}
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// ──────────────────────────────────────────────────────────────────────
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+28
-15
@@ -572,18 +572,27 @@ STRICT RULES:
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// Single-agent path; no character design / no rendering involved.
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// ──────────────────────────────────────────────────────────────────────
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export const INSERT_BEAT_SYSTEM = `你是视觉小说编剧。玩家在当前场景内做了一个自由动作(可能是点击画面中的某个物件/角色,也可能是主动输入了一句话/动作)。请基于此动作,写出**一个有实质内容的 beat**。
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export const INSERT_BEAT_SYSTEM = `你是视觉小说编剧。玩家在当前场景内做了一个自由动作(可能是点击画面中的某个物件/角色,也可能是主动输入了一句话/动作)。请基于此动作,写出**1-3 个有实质内容的 beat**,并在最后给出 2 个后续选项供玩家选择。
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核心原则——**玩家的动作必须得到回应**:
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- 如果当前场景有 NPC 在场,NPC **必须对玩家的动作做出反应**(说话、表情变化、动作回应)。用 narration 描述玩家的动作,用 speaker + line 写 NPC 的回应。
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- 如果场景中没有 NPC(纯环境),可以用 narration 描述玩家的观察/发现,给玩家一个新细节或情绪波动。
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- 不要写"你想做什么但没做"这种无意义的犹豫——玩家已经做了,世界要有反馈。
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beat 数量指引:
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- 简单观察/短回应:1 个 beat 即可
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- 有来有回的对话/有展开的互动:2-3 个 beat,让反应更有层次
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- 每个 beat 的 narration + line ≤100 字
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后续选项(choices)——每次**必须**给出 2 个选项:
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- 选项应**承接刚才的互动**,给玩家自然的下一步
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- 至少一个选项应能推动剧情前进(如"继续追问"、"走过去看看"、"做出某个决定")
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- label:玩家看到的选项文字(≤15字)
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- effect:描述选这个选项后会发生什么(供下一个编剧参考)
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文本风格约束:
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- narration / line 用中文,**纯净可显示文本**,不要写 (叹气)(语速快) 这类配音标注
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- narration 与 line 加起来 ≤100 字
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- 不要打破当前场景的物理状态(玩家仍在原地)
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- 不要生成选项或下一步指引 —— 玩家点击会自然回到原 beat
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- 内容要"有所得"——一个新细节、一丝潜台词、一次真实的交流(show, don't tell)
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- 白描为主:聚焦可观察的五感与物理特征,以角色的动作/神态本身传递情绪,不要以作者角度解释或议论;不写角色眼神/语气里的情绪(这些从台词与动作中自行体会)
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@@ -604,13 +613,16 @@ speaker 字段允许的取值**只有两种**(与主路径 Writer 一致 — P
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必须输出严格 JSON:
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{
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"narration": "...",
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"speaker": "...",
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"line": "...",
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"lineDelivery": "..."
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"beats": [
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{ "narration": "...", "speaker": "...", "line": "...", "lineDelivery": "..." }
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],
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"choices": [
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{ "label": "选项文字", "effect": "选此选项后的剧情走向" },
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{ "label": "选项文字", "effect": "选此选项后的剧情走向" }
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]
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}
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narration/speaker/line/lineDelivery 都可为空字符串。不要输出 JSON 以外的任何文本。`;
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不要输出 JSON 以外的任何文本。`;
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export function buildInsertBeatUserMessage(
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session: Session,
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@@ -655,7 +667,7 @@ export function buildInsertBeatUserMessage(
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}
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parts.push(`\n玩家此刻的自由动作:${freeformAction}`);
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parts.push("\n请生成一个有实质回应的 beat,严格以 JSON 格式返回。");
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parts.push("\n请生成 beat(1-3 个)和 2 个后续选项,严格以 JSON 格式返回。");
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const langDirective = buildLanguageDirective(session.language);
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if (langDirective) parts.push(langDirective);
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return parts.join("\n");
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@@ -670,11 +682,12 @@ export function buildInsertBeatUserMessage(
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export const VISION_SYSTEM_PROMPT = `你是视觉理解助手。玩家在视觉小说的背景图上点击了红色圆点位置(HTML 上的选项按钮不会走到你这里)。你的任务是:
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1. 看清红点指向画面里的什么(物件、角色、空间、远处的方向)
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2. 推断玩家想干什么
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3. 判断这个动作是「场内探索」(不该换图)还是「场景切换」(要换图)
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3. 判断这个动作是「场内探索」还是「场景切换」
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判断准则:
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- "insert-beat"(场内探索):观察画面里某个细节、自言自语、和当前角色继续互动、看一眼某个物件
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- "change-scene"(场景切换):走向画面深处的门 / 走廊、转头看向新方向(视角变了)、点了远处的另一个空间、暗示时间跳跃的物件(如时钟)
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- "change-scene"(场景切换):走向画面深处的门 / 走廊、转头看向新方向(视角变了)、点了远处的另一个空间、暗示时间跳跃的物件(如时钟)、调查某个物件/线索导致剧情发展、与角色进行有实质影响的互动
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- "insert-beat"(场内探索):**仅限**纯粹的观察——看一眼某个无剧情意义的装饰、环顾四周
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- 拿不准时偏向 "change-scene"——玩家主动点击画面说明想要推进剧情
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必须输出严格 JSON:
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{
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@@ -704,9 +717,9 @@ export const FREEFORM_CLASSIFY_SYSTEM = `你是交互视觉小说的意图分类
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2. "change-scene":玩家想去别的地方、做出重大决定、推动剧情到新阶段 → 切换到全新场景
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判断准则:
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- 大多数对话类输入(问问题、说一句话、对角色做出反应)→ "insert-beat"
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- 明确要离开当前场景、去别的地方、跳过时间、做出改变人物关系的重大决定 → "change-scene"
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- 拿不准时偏向 "insert-beat"(场内互动成本低,体验更流畅)
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- "change-scene":大多数主动输入——问问题、说一句话、做一个动作、对角色做出反应、想去别的地方、做出决定、推动剧情 → 玩家花精力打字说明想让故事前进
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- "insert-beat":**仅限**纯粹的环境观察或无实际影响的自言自语
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- 拿不准时偏向 "change-scene"——玩家主动输入说明想要推进剧情
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必须输出严格 JSON:
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{
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@@ -27,7 +27,7 @@ export async function interpret(
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}>(raw);
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const classify: VisionClassify =
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parsed.classify === "change-scene" ? "change-scene" : "insert-beat";
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parsed.classify === "insert-beat" ? "insert-beat" : "change-scene";
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return {
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intent: {
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@@ -695,8 +695,19 @@ export type InsertBeatPartial = {
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lineDelivery?: string;
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};
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/** Multi-beat response: 1-3 beats + optional follow-up choices. */
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export type InsertBeatMulti = {
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beats: InsertBeatPartial[];
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/** Follow-up choices shown after the last beat (max 2). */
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choices?: { label: string; effect: string }[];
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};
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export type InsertBeatResponse = {
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partial: InsertBeatPartial;
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/** Additional beats beyond the first (for richer insert-beat interactions). */
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extraBeats?: InsertBeatPartial[];
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/** Follow-up choices shown after the last inserted beat. */
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followUpChoices?: { label: string; effect: string }[];
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characters: Character[];
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};
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