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:
yuanzonghao
2026-06-24 18:36:35 +08:00
parent ae4d9f8873
commit 6f8125570a
6 changed files with 160 additions and 150 deletions
+52 -82
View File
@@ -34,7 +34,6 @@ import {
startSession,
requestScene,
visionDecide,
classifyFreeform,
requestInsertBeat,
getTtsProvider,
AuthRequiredError,
@@ -2248,68 +2247,12 @@ function PlayInner() {
setPhase("vision-thinking");
try {
const decision = await classifyFreeform({
session,
freeformText: text,
});
if (decision.classify === "insert-beat") {
// Interactive beat: NPC responds to the player's action, scene stays
setPhase("inserting-beat");
const { partial, characters: insertChars } = await requestInsertBeat({
session,
freeformAction: decision.freeformAction,
clientTts: !!byoTtsRef.current,
});
const fromBeatId =
currentBeatRef.current?.id ?? currentScene.entryBeatId;
const newBeatId = `b_ins_${Date.now()}_${Math.random()
.toString(36)
.slice(2, 6)}`;
const newBeat: Beat = {
id: newBeatId,
narration: partial.narration,
speaker: partial.speaker,
line: partial.line,
lineDelivery: partial.lineDelivery,
next: { type: "continue", nextBeatId: fromBeatId },
};
const patched: Scene = {
...currentScene,
beats: [...currentScene.beats, newBeat],
};
const nextVisited = [...visitedBeatsRef.current, newBeatId];
visitedBeatsRef.current = nextVisited;
const nextSession: Session = {
...session,
history: session.history.map((h, i, arr) =>
i === arr.length - 1 ? { ...h, scene: patched, visitedBeatIds: nextVisited } : h,
),
characters: insertChars,
};
setSession(nextSession);
setCurrentScene(patched);
setCurrentBeatId(newBeatId);
if (newBeat.speaker && newBeat.line) {
void fetchBeatAudio(nextSession, {
id: newBeatId,
speaker: newBeat.speaker,
line: newBeat.line,
lineDelivery: newBeat.lineDelivery,
});
}
setLastExitLabel(decision.freeformAction);
setPhase("ready");
return;
}
// change-scene path
// Always generate a new scene for freeform text input — the player
// typed something, so they expect the story to move forward.
const visited = [...visitedBeatsRef.current];
const exit: SceneExit = {
kind: "freeform",
action: decision.freeformAction,
action: text,
};
clearPool(poolRef.current);
@@ -2335,7 +2278,7 @@ function PlayInner() {
promise,
exit,
visited,
decision.freeformAction,
text,
() => onFreeformInput(text),
{ kind: "freeform", text },
);
@@ -2365,7 +2308,7 @@ function PlayInner() {
if (decision.classify === "insert-beat") {
setPhase("inserting-beat");
const { partial, characters: insertChars } = await requestInsertBeat({
const { partial, extraBeats, followUpChoices, characters: insertChars } = await requestInsertBeat({
session,
freeformAction: decision.intent.freeformAction,
clientTts: !!byoTtsRef.current,
@@ -2373,43 +2316,70 @@ function PlayInner() {
const fromBeatId =
currentBeatRef.current?.id ?? currentScene.entryBeatId;
const newBeatId = `b_ins_${Date.now()}_${Math.random()
.toString(36)
.slice(2, 6)}`;
const newBeat: Beat = {
id: newBeatId,
narration: partial.narration,
speaker: partial.speaker,
line: partial.line,
lineDelivery: partial.lineDelivery,
next: { type: "continue", nextBeatId: fromBeatId },
const allPartials = [partial, ...(extraBeats ?? [])];
const newBeats: Beat[] = [];
const newBeatIds: string[] = [];
for (const [i, p] of allPartials.entries()) {
const id = `b_ins_${Date.now()}_${Math.random().toString(36).slice(2, 6)}_${i}`;
newBeatIds.push(id);
newBeats.push({
id,
narration: p.narration,
speaker: p.speaker,
line: p.line,
lineDelivery: p.lineDelivery,
next: { type: "continue", nextBeatId: "" },
});
}
// Chain beats: each points to the next; last one gets choices or falls back to original beat
for (let i = 0; i < newBeats.length - 1; i++) {
newBeats[i]!.next = { type: "continue", nextBeatId: newBeatIds[i + 1]! };
}
const lastInsertedBeat = newBeats[newBeats.length - 1]!;
if (followUpChoices && followUpChoices.length > 0) {
lastInsertedBeat.next = {
type: "choice",
choices: followUpChoices.map((c, ci) => ({
id: `c_ins_${Date.now()}_${Math.random().toString(36).slice(2, 6)}_${ci}`,
label: c.label,
effect: { kind: "change-scene" as const, nextSceneSeed: c.effect },
})),
};
} else {
lastInsertedBeat.next = { type: "continue", nextBeatId: fromBeatId };
}
const patched: Scene = {
...currentScene,
beats: [...currentScene.beats, newBeat],
beats: [...currentScene.beats, ...newBeats],
};
const nextVisited = [...visitedBeatsRef.current, ...newBeatIds];
visitedBeatsRef.current = nextVisited;
const nextSession: Session = {
...session,
history: session.history.map((h, i, arr) =>
i === arr.length - 1 ? { ...h, scene: patched } : h,
i === arr.length - 1 ? { ...h, scene: patched, visitedBeatIds: nextVisited } : h,
),
characters: insertChars,
};
setSession(nextSession);
setCurrentScene(patched);
setCurrentBeatId(newBeatId);
// Insert-beat doesn't change scene.id, so the scene effect won't
// re-fire — manually kick off the audio fetch for the new beat.
if (newBeat.speaker && newBeat.line) {
setCurrentBeatId(newBeatIds[0]!);
for (const nb of newBeats) {
if (nb.speaker && nb.line) {
void fetchBeatAudio(nextSession, {
id: newBeatId,
speaker: newBeat.speaker,
line: newBeat.line,
lineDelivery: newBeat.lineDelivery,
id: nb.id,
speaker: nb.speaker,
line: nb.line,
lineDelivery: nb.lineDelivery,
});
}
}
setLastExitLabel(decision.intent.freeformAction);
setPhase("ready");
setPendingClick(null);
+38 -20
View File
@@ -6,6 +6,7 @@ import type {
Character,
CharacterIntent,
EngineConfig,
InsertBeatMulti,
InsertBeatPartial,
ProviderConfig,
Scene,
@@ -562,17 +563,29 @@ export async function directScene(
}
// ──────────────────────────────────────────────────────────────────────
// directInsertBeat — single-agent path for vision-driven in-scene
// exploration. Generates ONE transient beat with NO new image, NO new
// characters. Multi-agent pipeline doesn't apply here (no rendering, no
// character introduction allowed by the prompt).
// directInsertBeat — single-agent path for in-scene exploration.
// Generates 1-3 beats with NO new image, NO new characters, plus
// follow-up choices so the player isn't dumped back to the old options.
// ──────────────────────────────────────────────────────────────────────
function coerceBeatPartial(raw: Record<string, unknown>): InsertBeatPartial | null {
const narration = (typeof raw.narration === "string" ? raw.narration.trim() : undefined) || undefined;
const rawSpeaker = (typeof raw.speaker === "string" ? raw.speaker.trim() : undefined) || undefined;
const speaker = rawSpeaker ? normalizeSpeakerName(rawSpeaker) : undefined;
const line = (typeof raw.line === "string" ? raw.line.trim() : undefined) || undefined;
const lineDelivery =
line && speaker !== POV_DISPLAY_NAME
? ((typeof raw.lineDelivery === "string" ? raw.lineDelivery.trim() : undefined) || undefined)
: undefined;
if (!narration && !speaker && !line) return null;
return { narration, speaker, line, lineDelivery };
}
export async function directInsertBeat(
config: ProviderConfig,
session: Session,
freeformAction: string,
): Promise<InsertBeatPartial> {
): Promise<{ beats: InsertBeatPartial[]; choices?: { label: string; effect: string }[] }> {
const raw = await chat(
config,
[
@@ -585,22 +598,27 @@ export async function directInsertBeat(
{ temperature: 0.9, tag: "insert-beat" },
);
const parsed = parseJsonLoose<InsertBeatPartial>(raw);
const parsed = parseJsonLoose<InsertBeatMulti & InsertBeatPartial>(raw);
const narration = parsed.narration?.trim() || undefined;
const rawSpeaker = parsed.speaker?.trim() || undefined;
// Pattern B (mirrors Writer): normalize POV variants → "你"; NPCs pass through.
const speaker = rawSpeaker ? normalizeSpeakerName(rawSpeaker) : undefined;
const line = parsed.line?.trim() || undefined;
// lineDelivery is only meaningful for NPC speakers (TTS). For POV ("你")
// TTS is intentionally skipped on the client, so lineDelivery is dropped.
const lineDelivery =
line && speaker !== POV_DISPLAY_NAME
? parsed.lineDelivery?.trim() || undefined
// New multi-beat format: { beats: [...], choices: [...] }
if (Array.isArray(parsed.beats) && parsed.beats.length > 0) {
const beats = parsed.beats
.slice(0, 3)
.map((b) => coerceBeatPartial(b as Record<string, unknown>))
.filter((b): b is InsertBeatPartial => b !== null);
if (beats.length === 0) {
beats.push({ narration: "(你停下脚步,环视片刻。)" });
}
const choices = Array.isArray(parsed.choices)
? parsed.choices
.slice(0, 2)
.filter((c) => c && typeof c.label === "string" && c.label.trim() && typeof c.effect === "string" && c.effect.trim())
.map((c) => ({ label: c.label.trim(), effect: c.effect.trim() }))
: undefined;
return { beats, choices: choices?.length ? choices : undefined };
}
if (!narration && !speaker && !line) {
return { narration: "(你停下脚步,环视片刻。)" };
}
return { narration, speaker, line, lineDelivery };
// Legacy single-beat fallback
const single = coerceBeatPartial(parsed as Record<string, unknown>);
return { beats: [single ?? { narration: "(你停下脚步,环视片刻。)" }] };
}
+16 -18
View File
@@ -196,21 +196,14 @@ export async function requestInsertBeat(
): Promise<InsertBeatResponse> {
const tTotal = Date.now();
const partial = await directInsertBeat(
const result = await directInsertBeat(
config.text,
req.session,
req.freeformAction,
);
// INSERT_BEAT prompt forbids new NPCs — promote disallowed-speaker lines
// to narration so the player still sees the text (the client only renders
// `line` when there is a `speaker`).
//
// Exception (Pattern B): speaker = "你" is the player speaking. No
// Character record exists for "你" (intentional — TTS is skipped), so we
// must NOT demote it; the client renders the dialog box correctly.
// directInsertBeat already normalized POV variants to "你" before this
// guard, so a literal "你" here is always Pattern B player dialog.
// Guard every beat: promote unregistered speakers to narration.
const guardedBeats = result.beats.map((partial) => {
if (
partial.speaker &&
partial.speaker !== "你" &&
@@ -219,22 +212,27 @@ export async function requestInsertBeat(
console.warn(
`[insert-beat] unregistered speaker "${partial.speaker}" ignored`,
);
const promotedNarration =
[partial.narration, partial.line].filter(Boolean).join("\n") || undefined;
tlog("[insert-beat] TOTAL", tTotal);
return {
partial: {
narration: promotedNarration,
narration:
[partial.narration, partial.line].filter(Boolean).join("\n") || undefined,
speaker: undefined,
line: undefined,
lineDelivery: undefined,
},
characters: req.session.characters,
};
}
return partial;
});
const first = guardedBeats[0] ?? { narration: "(你停下脚步,环视片刻。)" };
const extra = guardedBeats.slice(1);
tlog("[insert-beat] TOTAL", tTotal);
return { partial, characters: req.session.characters };
return {
partial: first,
extraBeats: extra.length > 0 ? extra : undefined,
followUpChoices: result.choices,
characters: req.session.characters,
};
}
// ──────────────────────────────────────────────────────────────────────
+28 -15
View File
@@ -572,18 +572,27 @@ STRICT RULES:
// Single-agent path; no character design / no rendering involved.
// ──────────────────────────────────────────────────────────────────────
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**个有实质内容的 beat**。
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
核心原则——**玩家的动作必须得到回应**:
- 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。
- 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。
- 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。
beat 数量指引:
- 简单观察/短回应:1 个 beat 即可
- 有来有回的对话/有展开的互动:2-3 个 beat,让反应更有层次
- 每个 beat 的 narration + line ≤100 字
后续选项(choices)——每次**必须**给出 2 个选项:
- 选项应**承接刚才的互动**,给玩家自然的下一步
- 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"
- label:玩家看到的选项文字(≤15字)
- effect:描述选这个选项后会发生什么(供下一个编剧参考)
文本风格约束:
- 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
- narration 与 line 加起来 ≤100 字
- 不要打破当前场景的物理状态(玩家仍在原地)
- 不要生成选项或下一步指引 —— 玩家点击会自然回到原 beat
- 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
- 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)
@@ -604,13 +613,16 @@ speaker 字段允许的取值**只有两种**(与主路径 Writer 一致 — P
必须输出严格 JSON
{
"narration": "...",
"speaker": "...",
"line": "...",
"lineDelivery": "..."
"beats": [
{ "narration": "...", "speaker": "...", "line": "...", "lineDelivery": "..." }
],
"choices": [
{ "label": "选项文字", "effect": "选此选项后的剧情走向" },
{ "label": "选项文字", "effect": "选此选项后的剧情走向" }
]
}
narration/speaker/line/lineDelivery 都可为空字符串。不要输出 JSON 以外的任何文本。`;
不要输出 JSON 以外的任何文本。`;
export function buildInsertBeatUserMessage(
session: Session,
@@ -655,7 +667,7 @@ export function buildInsertBeatUserMessage(
}
parts.push(`\n玩家此刻的自由动作:${freeformAction}`);
parts.push("\n请生成一个有实质回应的 beat,严格以 JSON 格式返回。");
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。");
const langDirective = buildLanguageDirective(session.language);
if (langDirective) parts.push(langDirective);
return parts.join("\n");
@@ -670,11 +682,12 @@ export function buildInsertBeatUserMessage(
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:
1. 看清红点指向画面里的什么(物件、角色、空间、远处的方向)
2. 推断玩家想干什么
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)
3. 判断这个动作是「场内探索」还是「场景切换」
判断准则:
- "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
- "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)
- "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
- "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
- 拿不准时偏向 "change-scene"——玩家主动点击画面说明想要推进剧情
必须输出严格 JSON
{
@@ -704,9 +717,9 @@ export const FREEFORM_CLASSIFY_SYSTEM = `你是交互视觉小说的意图分类
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
判断准则:
- 大多数对话类输入(问问题、说一句话、对角色做出反应)→ "insert-beat"
- 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"
- 拿不准时偏向 "insert-beat"(场内互动成本低,体验更流畅)
- "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
- "insert-beat"**仅限**纯粹的环境观察或无实际影响的自言自语
- 拿不准时偏向 "change-scene"——玩家主动输入说明想要推进剧情
必须输出严格 JSON
{
+1 -1
View File
@@ -27,7 +27,7 @@ export async function interpret(
}>(raw);
const classify: VisionClassify =
parsed.classify === "change-scene" ? "change-scene" : "insert-beat";
parsed.classify === "insert-beat" ? "insert-beat" : "change-scene";
return {
intent: {
+11
View File
@@ -695,8 +695,19 @@ export type InsertBeatPartial = {
lineDelivery?: string;
};
/** Multi-beat response: 1-3 beats + optional follow-up choices. */
export type InsertBeatMulti = {
beats: InsertBeatPartial[];
/** Follow-up choices shown after the last beat (max 2). */
choices?: { label: string; effect: string }[];
};
export type InsertBeatResponse = {
partial: InsertBeatPartial;
/** Additional beats beyond the first (for richer insert-beat interactions). */
extraBeats?: InsertBeatPartial[];
/** Follow-up choices shown after the last inserted beat. */
followUpChoices?: { label: string; effect: string }[];
characters: Character[];
};