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:
+52
-82
@@ -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
@@ -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
@@ -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
@@ -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**一个有实质内容的 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:
|
||||
{
|
||||
|
||||
@@ -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: {
|
||||
|
||||
@@ -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[];
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user