feat: scene/beat architecture — decouple dialogue from image generation (#2)

Replace the one-image-per-interaction model with scenes that hold multiple
dialogue beats. The image regenerates only on scene-change actions; tapping
through beats and in-scene choices are instant and zero-network.

Squashed from #2:
- feat: scene/beat architecture — decouple dialogue from image generation
- fix: harden LLM-output parsing, prefetch lifecycle, and typewriter (PR review)
- fix: dedupe beat ids; fallback narration on empty insert-beat (PR review #2)

🤖 Generated with [Claude Code](https://claude.com/claude-code)
This commit is contained in:
Zonghao Yuan
2026-05-28 15:20:12 +08:00
committed by GitHub
parent d116c2e3b5
commit d1f13d51a3
13 changed files with 1275 additions and 402 deletions
+290 -14
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@@ -1,20 +1,239 @@
import { chat } from "@yume/ai-client";
import type { ProviderConfig, Session, StoryFrame, UIElement } from "@yume/types";
import type {
Beat,
BeatChoice,
BeatChoiceEffect,
BeatNext,
ProviderConfig,
Scene,
Session,
} from "@yume/types";
import { parseJsonLoose } from "./jsonParser";
import { DIRECTOR_SYSTEM, buildDirectorUserMessage } from "./prompts";
import {
DIRECTOR_SYSTEM,
INSERT_BEAT_SYSTEM,
buildDirectorUserMessage,
buildInsertBeatUserMessage,
} from "./prompts";
type DirectorOutput = {
// ──────────────────────────────────────────────────────────────────────
// Raw shape produced by the model — we coerce + validate into a Scene.
// ──────────────────────────────────────────────────────────────────────
type RawEffect = {
kind?: string;
targetBeatId?: string;
nextSceneSeed?: string;
};
type RawChoice = {
id?: string;
label?: string;
effect?: RawEffect;
};
type RawNext = {
type?: string;
nextBeatId?: string;
choices?: RawChoice[];
};
type RawBeat = {
id?: string;
narration?: string;
speaker?: string;
line?: string;
scenePrompt: string;
uiElements: UIElement[];
next?: RawNext;
};
export async function direct(
type RawScene = {
scenePrompt?: string;
entryBeatId?: string;
beats?: RawBeat[];
};
function coerceEffect(raw: RawEffect | undefined): BeatChoiceEffect {
if (raw?.kind === "advance-beat" && raw.targetBeatId?.trim()) {
return { kind: "advance-beat", targetBeatId: raw.targetBeatId.trim() };
}
return {
kind: "change-scene",
nextSceneSeed: raw?.nextSceneSeed?.trim() || "未指定",
};
}
function coerceChoice(raw: RawChoice, idx: number): BeatChoice {
return {
id: raw.id?.trim() || `c${idx + 1}`,
label: raw.label?.trim() || `选项 ${idx + 1}`,
effect: coerceEffect(raw.effect),
};
}
function coerceNext(raw: RawNext | undefined, fallbackBeatId: string): BeatNext {
if (raw?.type === "choice" && Array.isArray(raw.choices) && raw.choices.length) {
return {
type: "choice",
choices: raw.choices.map((c, i) => coerceChoice(c, i)),
};
}
return {
type: "continue",
nextBeatId: raw?.nextBeatId?.trim() || fallbackBeatId,
};
}
function coerceBeat(raw: RawBeat, idx: number, totalBeats: number): Beat {
const id = raw.id?.trim() || `b${idx + 1}`;
// Non-last beats default their `continue` target to the following beat.
// The last beat gets an empty fallback on purpose: repairBeats() turns a
// last/dangling continue into a real scene-change exit so the player can
// never get stuck self-looping on it.
const fallback = idx + 1 < totalBeats ? `b${idx + 2}` : "";
return {
id,
narration: raw.narration?.trim() || undefined,
speaker: raw.speaker?.trim() || undefined,
line: raw.line?.trim() || undefined,
next: coerceNext(raw.next, fallback),
};
}
const FALLBACK_SEED = "故事继续推进";
function fallbackExitChoice(beatId: string): BeatChoice {
return {
id: `${beatId}__exit`,
label: "继续",
effect: { kind: "change-scene", nextSceneSeed: FALLBACK_SEED },
};
}
// Beat ids are graph keys (the front-end's `beats.find(b => b.id === ...)`,
// the session's `visitedBeatIds`, and `continue`/`advance-beat` targets). If
// the model reuses an id across beats, the second occurrence becomes silently
// unreachable and external references collapse to the first beat. Rename
// duplicates; rewrite the renamed beat's OWN self-references (the most
// natural interpretation of a duplicate id being referenced from inside that
// same beat). External references stay pointing at the first occurrence.
function ensureUniqueBeatIds(beats: Beat[]): Beat[] {
const seen = new Set<string>();
return beats.map((b): Beat => {
if (!seen.has(b.id)) {
seen.add(b.id);
return b;
}
const oldId = b.id;
let n = 2;
while (seen.has(`${oldId}_${n}`)) n += 1;
const newId = `${oldId}_${n}`;
seen.add(newId);
let next = b.next;
if (next.type === "continue" && next.nextBeatId === oldId) {
next = { type: "continue", nextBeatId: newId };
} else if (next.type === "choice") {
next = {
type: "choice",
choices: next.choices.map((c) =>
c.effect.kind === "advance-beat" && c.effect.targetBeatId === oldId
? {
...c,
effect: { kind: "advance-beat" as const, targetBeatId: newId },
}
: c,
),
};
}
return { ...b, id: newId, next };
});
}
// Repairs referential integrity AND guarantees the scene is escapable:
// - a `continue` to a missing/self id is repointed to the next beat in order;
// a last/dangling continue with nowhere to go becomes a scene-change exit
// (never a self-loop, which would strand the player on "click to advance")
// - an `advance-beat` to a missing id is downgraded to a scene change
// - if no change-scene exit exists anywhere, one is appended to the last beat
function repairBeats(beats: Beat[]): Beat[] {
const ids = new Set(beats.map((b) => b.id));
const fixed: Beat[] = beats.map((b, idx): Beat => {
if (b.next.type === "continue") {
const target = b.next.nextBeatId;
if (ids.has(target) && target !== b.id) return b;
const nextByIndex = beats[idx + 1]?.id;
if (nextByIndex) {
return { ...b, next: { type: "continue", nextBeatId: nextByIndex } };
}
return { ...b, next: { type: "choice", choices: [fallbackExitChoice(b.id)] } };
}
const patched = b.next.choices.map((c) =>
c.effect.kind === "advance-beat" && !ids.has(c.effect.targetBeatId)
? {
...c,
effect: {
kind: "change-scene" as const,
nextSceneSeed: "未指定(导演引用不存在的 beat,已降级为换场)",
},
}
: c,
);
return { ...b, next: { type: "choice", choices: patched } };
});
const hasExit = fixed.some(
(b) =>
b.next.type === "choice" &&
b.next.choices.some((c) => c.effect.kind === "change-scene"),
);
if (!hasExit && fixed.length > 0) {
const lastIdx = fixed.length - 1;
const last = fixed[lastIdx]!;
const existing = last.next.type === "choice" ? last.next.choices : [];
fixed[lastIdx] = {
...last,
next: { type: "choice", choices: [...existing, fallbackExitChoice(last.id)] },
};
}
return fixed;
}
// Choice ids are the keys the front-end uses to cache and consume prefetched
// scenes. Two beats both defaulting to c1/c2 (or the model reusing ids across
// beats) would make a transition reuse the WRONG prefetched scene — so force
// every choice id to be unique within the scene.
function ensureUniqueChoiceIds(beats: Beat[]): Beat[] {
const seen = new Set<string>();
for (const b of beats) {
if (b.next.type !== "choice") continue;
for (const c of b.next.choices) {
if (seen.has(c.id)) {
let n = 2;
while (seen.has(`${c.id}_${n}`)) n += 1;
c.id = `${c.id}_${n}`;
}
seen.add(c.id);
}
}
return beats;
}
function newSceneId(): string {
return `scene_${Date.now()}_${Math.random().toString(36).slice(2, 6)}`;
}
// ──────────────────────────────────────────────────────────────────────
// directScene — generates one Scene (multi-beat) for the player.
// Called both on real scene transitions AND on speculative prefetch.
// ──────────────────────────────────────────────────────────────────────
export async function directScene(
config: ProviderConfig,
session: Session,
): Promise<StoryFrame> {
): Promise<Scene> {
const raw = await chat(
config,
[
@@ -24,14 +243,71 @@ export async function direct(
{ temperature: 0.9, responseFormat: "json_object" },
);
const parsed = parseJsonLoose<DirectorOutput>(raw);
const parsed = parseJsonLoose<RawScene>(raw);
const rawBeats = Array.isArray(parsed.beats) ? parsed.beats : [];
if (rawBeats.length === 0) {
throw new Error("Director returned no beats");
}
const beats = ensureUniqueChoiceIds(
repairBeats(
ensureUniqueBeatIds(
rawBeats.map((b, i) => coerceBeat(b, i, rawBeats.length)),
),
),
);
const declaredEntry = parsed.entryBeatId?.trim();
const entryBeatId =
declaredEntry && beats.some((b) => b.id === declaredEntry)
? declaredEntry
: beats[0]!.id;
return {
id: `frame_${Date.now()}`,
narration: parsed.narration?.trim() || undefined,
speaker: parsed.speaker?.trim() || undefined,
line: parsed.line?.trim() || undefined,
scenePrompt: parsed.scenePrompt,
uiElements: parsed.uiElements ?? [],
id: newSceneId(),
scenePrompt: parsed.scenePrompt?.trim() || "an empty scene",
beats,
entryBeatId,
};
}
// ──────────────────────────────────────────────────────────────────────
// directInsertBeat — generates a one-off transient beat in response to
// a freeform vision action that stays in-scene. Used by /api/insert-beat.
// ──────────────────────────────────────────────────────────────────────
export async function directInsertBeat(
config: ProviderConfig,
session: Session,
freeformAction: string,
): Promise<{ narration?: string; speaker?: string; line?: string }> {
const raw = await chat(
config,
[
{ role: "system", content: INSERT_BEAT_SYSTEM },
{
role: "user",
content: buildInsertBeatUserMessage(session, freeformAction),
},
],
{ temperature: 0.9, responseFormat: "json_object" },
);
const parsed = parseJsonLoose<{
narration?: string;
speaker?: string;
line?: string;
}>(raw);
const narration = parsed.narration?.trim() || undefined;
const speaker = parsed.speaker?.trim() || undefined;
const line = parsed.line?.trim() || undefined;
// If the model returned nothing usable, supply a fallback narration so the
// frontend doesn't append a silent empty beat that renders no dialogue —
// which would make the click appear to do nothing.
if (!narration && !speaker && !line) {
return { narration: "(你停下脚步,环视片刻。)" };
}
return { narration, speaker, line };
}
+6 -1
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@@ -1,3 +1,8 @@
export { startSession, takeTurn, visionTurn } from "./orchestrator";
export {
startSession,
requestScene,
visionDecide,
requestInsertBeat,
} from "./orchestrator";
export { annotateClick } from "./annotate";
export * from "./prompts";
+46 -36
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@@ -1,8 +1,9 @@
import type {
ClickIntent,
EngineConfig,
InteractRequest,
InteractResponse,
InsertBeatRequest,
InsertBeatResponse,
SceneRequest,
SceneResponse,
Session,
StartRequest,
StartResponse,
@@ -10,7 +11,7 @@ import type {
VisionResponse,
} from "@yume/types";
import { annotateClick } from "./annotate";
import { direct } from "./director";
import { directInsertBeat, directScene } from "./director";
import { render } from "./renderer";
import { interpret } from "./vision";
@@ -18,6 +19,10 @@ function newSessionId(): string {
return `s_${Date.now()}_${Math.random().toString(36).slice(2, 8)}`;
}
// ──────────────────────────────────────────────────────────────────────
// startSession — first scene + image
// ──────────────────────────────────────────────────────────────────────
export async function startSession(
config: EngineConfig,
req: StartRequest,
@@ -30,51 +35,56 @@ export async function startSession(
history: [],
};
const frame = await direct(config.text, session);
const imageBase64 = await render(config.image, frame, session.styleGuide);
const scene = await directScene(config.text, session);
const imageBase64 = await render(config.image, scene, session.styleGuide);
return {
sessionId: session.id,
frame,
scene,
imageBase64,
};
}
export async function visionTurn(
// ──────────────────────────────────────────────────────────────────────
// requestScene — generate the NEXT scene + image.
// Frontend passes a session whose latest history entry has `exit` set.
// Also used for prefetch speculation (frontend synthesizes the exit).
// ──────────────────────────────────────────────────────────────────────
export async function requestScene(
config: EngineConfig,
req: SceneRequest,
): Promise<SceneResponse> {
const scene = await directScene(config.text, req.session);
const imageBase64 = await render(config.image, scene, req.session.styleGuide);
return { scene, imageBase64 };
}
// ──────────────────────────────────────────────────────────────────────
// visionDecide — interprets a background click into intent + classify.
// ──────────────────────────────────────────────────────────────────────
export async function visionDecide(
config: EngineConfig,
req: VisionRequest,
): Promise<VisionResponse> {
const annotated = await annotateClick(req.prevImageBase64, req.click);
const lastFrame = req.session.history.at(-1)?.frame;
const uiElements = lastFrame?.uiElements ?? [];
const intent = await interpret(config.vision, annotated, uiElements);
return { intent };
const current = req.session.history.at(-1)?.scene ?? null;
return interpret(config.vision, annotated, current);
}
export async function takeTurn(
// ──────────────────────────────────────────────────────────────────────
// requestInsertBeat — generates a transient in-scene beat (no image regen)
// ──────────────────────────────────────────────────────────────────────
export async function requestInsertBeat(
config: EngineConfig,
req: InteractRequest,
): Promise<InteractResponse> {
const updatedSession: Session = {
...req.session,
history: req.session.history.map((entry, idx, arr) =>
idx === arr.length - 1
? { ...entry, click: req.click, intent: req.intent }
: entry,
),
};
const nextFrame = await direct(config.text, updatedSession);
const nextImage = await render(
config.image,
nextFrame,
updatedSession.styleGuide,
req: InsertBeatRequest,
): Promise<InsertBeatResponse> {
const partial = await directInsertBeat(
config.text,
req.session,
req.freeformAction,
);
return {
session: updatedSession,
frame: nextFrame,
imageBase64: nextImage,
intent: req.intent,
};
return { partial };
}
+181 -45
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@@ -1,28 +1,76 @@
import type { Character, Session, StoryFrame, UIElement } from "@yume/types";
import type { Scene, Session } from "@yume/types";
// ──────────────────────────────────────────────────────────────────────
// Director — emits one Scene (background + a graph of beats) at a time.
// ──────────────────────────────────────────────────────────────────────
export const DIRECTOR_SYSTEM = `你是一个交互视觉小说的编剧导演。每次根据世界观、画风历史,输出当前画面要呈现的内容
export const DIRECTOR_SYSTEM = `你是一个交互视觉小说的「场景导演。每次基于世界观、画风、玩家历史,输出**一个完整的场景**
一个场景包含:
- 一张背景图(你给出英文 scenePrompt
- 一组对话节拍 beats,玩家会按顺序经历它们
每个 beat 是玩家会看到的一段叙述 / 对话 / 选择。beat 之间通过 next 字段连接:
- "continue": 玩家点击图片背景 / 按继续,自然推进到下一个 beat
- "choice": 在此让玩家做选择,按所选 choice 的 effect 走向
choice 的 effect 有两种:
- "advance-beat": 玩家选了之后跳到**同场景内**的另一个 beat(不换背景图,速度极快)
- "change-scene": 玩家选了之后切换到**新场景**(视角变了 / 走到新地方 / 时间跳了)
设计原则:
- 同场景内 beat 数自由发挥,按剧情节奏自然给出(通常 2–6 个,可以更多)
- 多用 continue,少用 choice — 选择只应出现在「真正的岔路口」
- advance-beat 适合处理对话分支(同一场景里换个话题、追问、撒娇)
- change-scene 适合空间/时间跳跃(出门、转身看窗外、第二天清晨)
- 一个场景至少要有一个 change-scene 出口(除非真到结局)
- 每个 change-scene 必须带 nextSceneSeed —— 一句中文简述「下一场是哪里、谁在、要发生什么」,用来引导下一次导演调用
- 同一场景的 beat id 互不重复
- next.nextBeatId 引用的 beat 必须存在
- choice 至少 2 个,至多 4 个,互不重复
文本风格约束:
- narration / line 用中文,scenePrompt 用英文
- 单个 beat 的 narration 与 line 加起来 ≤80 字
- 单个 choice label ≤15 字
- scenePrompt 只描述画面里看到什么,不要描述 UI
必须输出严格 JSON,结构如下:
{
"narration": "本帧旁白(可空字符串)",
"speaker": "本帧说话角色名(可空)",
"line": "本帧角色台词(可空)",
"scenePrompt": "英文场景描述,给图像模型用,描述画面里看到什么",
"uiElements": [
{ "id": "choice_1", "kind": "choice", "label": "选项一文字(≤15 字)" },
{ "id": "choice_2", "kind": "choice", "label": "选项二文字(≤15 字)" },
{ "id": "choice_3", "kind": "choice", "label": "选项三文字(≤15 字)" }
"scenePrompt": "english scene description, no UI",
"entryBeatId": "b1",
"beats": [
{
"id": "b1",
"narration": "可空",
"speaker": "可空",
"line": "可空",
"next": { "type": "continue", "nextBeatId": "b2" }
},
{
"id": "b2",
"speaker": "...",
"line": "...",
"next": {
"type": "choice",
"choices": [
{
"id": "c1",
"label": "继续追问",
"effect": { "kind": "advance-beat", "targetBeatId": "b3" }
},
{
"id": "c2",
"label": "起身离开教室",
"effect": { "kind": "change-scene", "nextSceneSeed": "雨后湿漉漉的走廊,她追了出来" }
}
]
}
}
]
}
规则:
- narration / line 中文,scenePrompt 英文
- 默认 3 个 choice 元素,可以根据情境额外加 menu/item/custom(罕见)
- 选项必须能切实推进剧情,且互不重复
- scenePrompt 描述当前的画面,不要包括 UI 元素
- 单帧旁白与台词加起来控制在 80 字以内
- 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 buildDirectorUserMessage(session: Session): string {
const parts: string[] = [];
@@ -30,38 +78,120 @@ export function buildDirectorUserMessage(session: Session): string {
parts.push(`画风:${session.styleGuide}`);
if (session.history.length === 0) {
parts.push("\n这是故事的开场。请生成开场画面,严格以 JSON 格式返回。");
parts.push("\n这是故事的开场。请生成第一个场景,严格以 JSON 格式返回。");
return parts.join("\n");
}
parts.push("\n历史");
parts.push("\n场景历史(按时间顺序)");
session.history.forEach((entry, idx) => {
const f = entry.frame;
const beat: string[] = [`【第 ${idx + 1} 帧】`];
if (f.narration) beat.push(`旁白:${f.narration}`);
if (f.line) beat.push(`${f.speaker ?? "?"}${f.line}`);
if (entry.intent) {
beat.push(
`用户行为:${entry.intent.targetLabel ?? entry.intent.freeformAction ?? "未知"}`,
);
const lines: string[] = [`【场景 ${idx + 1}`];
lines.push(` scenePrompt: ${entry.scene.scenePrompt}`);
const visited = entry.visitedBeatIds.length
? entry.visitedBeatIds
: [entry.scene.entryBeatId];
const beatById = new Map(entry.scene.beats.map((b) => [b.id, b]));
const visitedBeats = visited
.map((id) => beatById.get(id))
.filter((b): b is NonNullable<typeof b> => Boolean(b));
for (const b of visitedBeats) {
const fragments: string[] = [];
if (b.narration) fragments.push(`旁白:${b.narration}`);
if (b.line) fragments.push(`${b.speaker ?? "?"}${b.line}`);
if (fragments.length) lines.push(" " + fragments.join(" / "));
}
parts.push(beat.join("\n"));
if (entry.exit) {
if (entry.exit.kind === "choice") {
lines.push(
` 玩家最终选择:${entry.exit.label}(去往:${entry.exit.nextSceneSeed}`,
);
} else {
lines.push(` 玩家自由动作:${entry.exit.action}`);
}
}
parts.push(lines.join("\n"));
});
parts.push("\n请生成下一帧,严格以 JSON 格式返回。");
const last = session.history.at(-1);
const lastExit = last?.exit;
if (lastExit) {
if (lastExit.kind === "choice") {
parts.push(
`\n请基于「玩家在上一场选择了:${lastExit.label}」,生成下一个场景(参考种子:${lastExit.nextSceneSeed})。`,
);
} else {
parts.push(
`\n请基于「玩家自由动作:${lastExit.action}」,生成下一个场景。`,
);
}
} else {
parts.push("\n请生成下一个场景。");
}
parts.push("严格以 JSON 格式返回。");
return parts.join("\n");
}
export function buildImagePrompt(
frame: StoryFrame,
styleGuide: string,
// ──────────────────────────────────────────────────────────────────────
// Insert-Beat — given a freeform vision action that is judged to stay
// *within* the current scene, generate one transient 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**不会换场景的自由动作**(比如看一眼桌上的相框、想了想刚才那句话)。请基于此动作,写出一个**单独的、过渡性的 beat**:可以是旁白、角色台词、或两者结合。
文本风格约束:
- narration / line 用中文
- narration 与 line 加起来 ≤80 字
- 不要打破当前场景的物理状态(玩家仍在原地、对面仍是同一个角色)
- 不要生成选项或下一步指引 —— 玩家点击会自然回到原 beat
必须输出严格 JSON
{
"narration": "...",
"speaker": "...",
"line": "..."
}
字段都可为空字符串。不要输出 JSON 以外的任何文本。`;
export function buildInsertBeatUserMessage(
session: Session,
freeformAction: string,
): string {
const parts: string[] = [];
parts.push(`世界观:${session.worldSetting}`);
const current = session.history.at(-1);
if (current) {
parts.push(`当前场景:${current.scene.scenePrompt}`);
const lastBeatId = current.visitedBeatIds.at(-1) ?? current.scene.entryBeatId;
const lastBeat = current.scene.beats.find((b) => b.id === lastBeatId);
if (lastBeat) {
const recent: string[] = [];
if (lastBeat.narration) recent.push(`旁白:${lastBeat.narration}`);
if (lastBeat.line) recent.push(`${lastBeat.speaker ?? "?"}${lastBeat.line}`);
if (recent.length) parts.push(`刚才发生:${recent.join(" / ")}`);
}
}
parts.push(`\n玩家此刻的自由动作:${freeformAction}`);
parts.push("\n请生成一个过渡性 beat,严格以 JSON 格式返回。");
return parts.join("\n");
}
// ──────────────────────────────────────────────────────────────────────
// Image renderer
// ──────────────────────────────────────────────────────────────────────
export function buildImagePrompt(scene: Scene, styleGuide: string): string {
return `Generate a cinematic landscape background illustration, 16:9 widescreen (1792x1024).
ART STYLE: ${styleGuide}
SCENE (fill the ENTIRE canvas — no UI elements, no text overlays):
${frame.scenePrompt}
${scene.scenePrompt}
STRICT RULES — NEVER violate these:
- DO NOT draw any dialogue boxes, speech bubbles, text panels, or any rectangular overlay.
@@ -74,25 +204,31 @@ STRICT RULES — NEVER violate these:
- Characters or key scene elements should be positioned in the upper 65% of the frame.`;
}
// ──────────────────────────────────────────────────────────────────────
// Vision — interprets a background click and classifies the action.
// ──────────────────────────────────────────────────────────────────────
export const VISION_SYSTEM_PROMPT = `你是视觉理解助手。用户在视觉小说界面上点击了红色圆点位置,你要根据红点位置和图中可见的 UI 元素,判断用户的意图。
export const VISION_SYSTEM_PROMPT = `你是视觉理解助手。玩家在视觉小说的背景图上点击了红色圆点位置(HTML 上的选项按钮不会走到你这里)。你的任务是:
1. 看清红点指向画面里的什么(物件、角色、空间、远处的方向)
2. 推断玩家想干什么
3. 判断这个动作是「场内探索」(不该换图)还是「场景切换」(要换图)
判断准则:
- "insert-beat"(场内探索):观察画面里某个细节、自言自语、和当前角色继续互动、看一眼某个物件
- "change-scene"(场景切换):走向画面深处的门 / 走廊、转头看向新方向(视角变了)、点了远处的另一个空间、暗示时间跳跃的物件(如时钟)
必须输出严格 JSON
{
"targetId": "对应的 UI 元素 idchoice_1 / choice_2 / choice_3 / menu / ...),如果点击的是非 UI 区域则为 null",
"targetLabel": "对应 UI 元素的文字描述(如 '告诉她真相'),未知则为 null",
"reasoning": "一句话说明判断理由",
"freeformAction": "如果用户点的是场景中的物件/角色等非选项区域,描述他可能的意图(如 '想拿起桌上的钥匙'),否则空字符串"
"freeformAction": "玩家想做什么的一句中文描述,例如「想拿起桌上的钥匙」",
"classify": "insert-beat" 或 "change-scene",
"reasoning": "一句话说明判断理由"
}
不要输出 JSON 以外的任何文本。`;
export function buildVisionUserPrompt(uiElements: UIElement[]): string {
const list = uiElements
.map((e) => `- id="${e.id}" kind="${e.kind}" label="${e.label}"`)
.join("\n");
return `当前画面包含以下已知 UI 元素:
${list}
export function buildVisionUserPrompt(scene: Scene | null): string {
if (!scene) return "请判断玩家意图,并以 JSON 格式返回。";
return `当前场景描述:${scene.scenePrompt}
红点位置即为用户点击位置。请判断用户的意图,并以 JSON 格式返回结果`;
红点位置即为玩家点击位置。请判断玩家意图与分类,以 JSON 格式返回。`;
}
+3 -3
View File
@@ -1,12 +1,12 @@
import { generateImage } from "@yume/ai-client";
import type { ProviderConfig, StoryFrame } from "@yume/types";
import type { ProviderConfig, Scene } from "@yume/types";
import { buildImagePrompt } from "./prompts";
export async function render(
config: ProviderConfig,
frame: StoryFrame,
scene: Scene,
styleGuide: string,
): Promise<string> {
const prompt = buildImagePrompt(frame, styleGuide);
const prompt = buildImagePrompt(scene, styleGuide);
return generateImage(config, prompt);
}
+24 -11
View File
@@ -1,26 +1,39 @@
import { interpretClick } from "@yume/ai-client";
import type { ClickIntent, ProviderConfig, UIElement } from "@yume/types";
import type {
ClickIntent,
ProviderConfig,
Scene,
VisionClassify,
} from "@yume/types";
import { parseJsonLoose } from "./jsonParser";
import { VISION_SYSTEM_PROMPT, buildVisionUserPrompt } from "./prompts";
export type VisionInterpretation = {
intent: ClickIntent;
classify: VisionClassify;
};
export async function interpret(
config: ProviderConfig,
annotatedImageBase64: string,
uiElements: UIElement[],
): Promise<ClickIntent> {
const userPrompt = `${VISION_SYSTEM_PROMPT}\n\n${buildVisionUserPrompt(uiElements)}`;
scene: Scene | null,
): Promise<VisionInterpretation> {
const userPrompt = `${VISION_SYSTEM_PROMPT}\n\n${buildVisionUserPrompt(scene)}`;
const raw = await interpretClick(config, annotatedImageBase64, userPrompt);
const parsed = parseJsonLoose<{
targetId?: string | null;
targetLabel?: string | null;
reasoning?: string;
freeformAction?: string;
classify?: string;
reasoning?: string;
}>(raw);
const classify: VisionClassify =
parsed.classify === "change-scene" ? "change-scene" : "insert-beat";
return {
targetId: parsed.targetId ?? null,
targetLabel: parsed.targetLabel ?? null,
reasoning: parsed.reasoning ?? "",
freeformAction: parsed.freeformAction || undefined,
intent: {
freeformAction: parsed.freeformAction?.trim() || "玩家点了画面,但意图不明",
reasoning: parsed.reasoning?.trim() || "",
},
classify,
};
}