feat(engine): multi-agent character consistency pipeline (#6)

* feat(types): Character.voiceDescription rename + visual fields + Scene.sceneKey

Prepares the type surface for the multi-agent scene pipeline:

- Character.description → voiceDescription (clearer pairing with new visualDescription)
- Character gains visualDescription (English appearance card for Painter) +
  basePortraitBase64 + basePortraitUuid (for Runware referenceImages reuse)
- Scene gains sceneKey (English slug for cross-scene img2img continuity) +
  imageUuid (Runware UUID of the scene's rendered image for cheap seedImage
  reuse on subsequent same-sceneKey calls)
- Beat gains activeCharacters[] so the Cinematographer can read which
  characters are on-screen + their poses when composing the establishing shot

Co-Authored-By: QiChen88 <2291969160@qq.com>
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(ai-client): generateImage img2img + multi-reference options + uploadImage

Extends the Runware adapter to support the two anchoring mechanisms FLUX.2
[klein] 9B KV needs for character + scene visual consistency:

- generateImage gains optional { seedImage, referenceImages, strength }:
  seedImage drives img2img (single starting image, sceneKey continuity),
  referenceImages drives multi-reference anchoring (up to 4 character
  portraits, capped per Runware spec). Default strength 0.85 — FLUX
  ignores strength < 0.8.
- uploadImage POSTs a base64 to Runware's imageUpload taskType and
  returns the UUID, so portraits/scene snapshots can be referenced by
  UUID on subsequent calls instead of resending base64 every scene.

Co-Authored-By: QiChen88 <2291969160@qq.com>
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(engine): multi-agent scene pipeline (Writer→CharDesigner+Cinematographer→Painter)

Replaces the single-LLM directScene with a four-agent pipeline that
specializes each concern and parallelizes the slow parts. Adopts the
core idea from #4 (multi-agent dispatch + character visual consistency)
and grafts it onto the Scene/Beat architecture introduced in #2.

Pipeline per Scene (~9-12s critical path with parallelization):

  Writer LLM (序列, ~3s)
    │ outputs: sceneSummary + sceneKey + beats[] (each beat carries
    │           activeCharacters[] with poses)
    │
    ├─ CharacterDesigner LLM × N new chars (并行)
    │     │ outputs: { visualDescription (英文外貌卡), voiceDescription (中文音色卡) }
    │     ├─ FLUX portrait gen → upload → UUID (并行 within agent)
    │     └─ Xiaomi MiMo voicedesign provision (并行 within agent)
    │
    └─ Cinematographer LLM (并行 with CharacterDesigner)
          outputs: { shotType, integratedPrompt (英文构图+机位+人物站位) }

  Painter (FLUX img2img + referenceImages, ~1-3s)
    inputs: integratedPrompt + onStageCharacters' archetype block
            + (optional) prior sceneKey-hit scene as seedImage
            + (optional) character portrait UUIDs as referenceImages
    fallback chain: A) both anchors → B) refs only (保角色) →
                    C) seed only (保背景) → D) pure t2i
    output uploaded → Scene.imageUuid for the next sceneKey hop

Why this carving:
- Writer focuses purely on narrative (drops the voice-design duty
  staging's DIRECTOR_SYSTEM was carrying as a side concern).
- CharacterDesigner bundles visual + voice so the agent that thinks
  "who is this character" produces internally-consistent appearance +
  vocal personality (split agents tend to diverge).
- Cinematographer doesn't need character visualDescriptions —
  Painter appends archetypes after — so it parallelizes with
  CharacterDesigner.
- sceneKey enables cross-scene backdrop continuity that Scene/Beat
  doesn't cover (Scene/Beat only reuses backdrop WITHIN a scene's
  beats; sceneKey reuses across scenes that share a location).

Other changes:
- voice.ts loses provisionVoicesForScene (moved into CharacterDesigner);
  keeps synthesizeBeat for the lazy per-beat /api/beat-audio path.
- renderer.ts deleted (replaced by agents/painter.ts).
- directInsertBeat (vision-driven in-scene exploration) stays single-
  LLM — it forbids new characters and produces no image, so multi-
  agent doesn't apply.

apps/web is unchanged: orchestrator.ts keeps the same exports
(startSession / requestScene / visionDecide / requestInsertBeat /
requestBeatAudio) with identical request/response shapes.

Co-Authored-By: QiChen88 <2291969160@qq.com>
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* fix(engine): Pattern B player POV + JSON repair + drop seedImage tier

Three hotfixes surfaced by manual end-to-end testing of the multi-agent
pipeline.

F1 — Player viewpoint (galgame Pattern B):
  - Writer accepts speaker="你" for player dialog (renders in dialog box,
    never TTS'd because no Character record exists for "你"). Filter POV
    variants (玩家/我/主角/protagonist/player/I/me/...) from
    activeCharacters so CharacterDesigner never wastes API calls on the
    player. Two-layer defense: explicit prompt rule in WRITER_SYSTEM +
    code normalization (POV_VARIANTS set, isPovName, normalizeSpeakerName).
  - Cinematographer and Painter prompts gain "player never in frame" rule
    so the player never appears in any rendered scene.
  - Cinematographer gains dynamic camera policy driven by the entry beat's
    speaker: NPC-speaker → close-up looking toward camera; "你"-speaker →
    medium shot of attentive NPC; no speaker → wide establishing shot.
  - director.ts filters POV from orphanSpeakers so provisionVoiceForName
    never fires for "你".

F2 — JSON parsing robustness:
  - parseJsonLoose gains a 4th repair tier: strip JS-style comments, strip
    trailing commas, insert missing commas between adjacent objects /
    arrays / quoted values. Logs the first 800 chars of raw LLM output
    when all repair attempts fail, so we can see what the model emitted.

F3 — Drop seedImage, use referenceImages for prior scene:
  - FLUX.2 [klein] 9B KV does not support seedImage (img2img). Removed
    Tier A (seedImage+refs) and Tier C (seedImage only) from the Painter
    degradation chain. New layout: prior scene's image slots into
    referenceImages[0] for spatial continuity, character portraits fill
    slots 1-3 (Runware caps at 4 total). Cinematographer instructed to
    emphasize continuity when sceneKey matches a prior scene.

All five package typechecks pass.

Co-Authored-By: QiChen88 <2291969160@qq.com>
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* fix(engine): address Copilot review feedback on #6

Three targeted fixes from PR #6 Copilot review.

F4 — Stale seedImage/img2img docstrings
  Four locations still referenced the original img2img design after F3
  switched to referenceImages-based spatial continuity:
  - types/index.ts:57   Scene.sceneKey docstring
  - types/index.ts:63   Scene.imageUuid docstring
  - director.ts:34      pipeline diagram in module block comment
  - director.ts:128     directScene JSDoc
  Doc-only changes; misleading wording corrected to mention referenceImages.
  (The design-rationale comment in pickPriorSceneReference is kept — it
  explains WHY we don't use seedImage and is load-bearing context.)

F5 — Remove JS-comment stripping from JSON repair pass
  parseJsonLoose's repair tier previously stripped `// ...` and
  `/* ... */` across the entire text, which would corrupt JSON string
  values containing URLs (e.g. "https://example.com" → "https:"). Since
  LLMs in `responseFormat: "json_object"` mode essentially never emit
  comments, dropping the comment-stripping step is a net win for safety.
  Trailing-comma and missing-comma repair (the high-frequency failures)
  are kept.

F6 — Pattern B parity on the insert-beat path
  Previously: directInsertBeat's INSERT_BEAT_SYSTEM forbade any speaker
  not in session.characters, and the orchestrator's unregistered-speaker
  guard demoted such lines to narration. This meant the player could not
  speak via speaker="你" in transient in-scene beats — inconsistent with
  the Writer path.
  Fix:
  - INSERT_BEAT_SYSTEM prompt now allows speaker="你" (NPC name OR "你")
    and rejects other POV variants
  - directInsertBeat applies normalizeSpeakerName to the LLM output, same
    as the Writer path, so POV variants collapse to "你"
  - lineDelivery is dropped when speaker="你" (no TTS for player)
  - orchestrator's unregistered-speaker guard adds a `speaker !== "你"`
    exception so Pattern B player dialog passes through

Co-Authored-By: QiChen88 <2291969160@qq.com>
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* docs(engine): drop "JS-style comments" from parseJsonLoose header

The function header listed JS-style comments as a step-4 repair, but F5
already removed comment stripping from `repairJsonString` because the
regex would corrupt URLs inside JSON string values. The inner function's
comment was updated then; this header was missed.

Doc-only sync from second-round Copilot review on #6.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: QiChen88 <2291969160@qq.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Zonghao Yuan
2026-05-29 13:30:24 +08:00
committed by GitHub
parent e261f4a346
commit def1b25bd9
14 changed files with 1733 additions and 562 deletions
+119 -19
View File
@@ -4,8 +4,22 @@ import { fetchWithRetry } from "./fetchWithRetry";
// Runware uses its own task-array protocol (not OpenAI-compatible).
// POST <baseUrl> with [{ taskType: "imageInference", ... }]; errors come
// back as a 200 with `errors[]`, so we have to inspect the body either way.
// FLUX img2img specifics:
// - strength < 0.8 has minimal-to-no visible effect on FLUX models (per
// Runware docs); we default to 0.85 which leaves room to deviate while
// still anchoring on the seed image's composition.
// - referenceImages caps at 4 per request; the FLUX.2 [klein] 9B KV model
// (runware:400@6) accelerates multi-reference inference by ~2.5× via its
// KV cache for reference latents (cached only WITHIN one inference run —
// not persisted across API calls, hence the upload-once-then-reference
// strategy below).
const DEFAULT_IMG2IMG_STRENGTH = 0.85;
const MAX_REFERENCE_IMAGES = 4;
type RunwareImageResult = {
imageBase64Data?: string;
imageUUID?: string;
};
type RunwareError = {
code?: string;
@@ -17,27 +31,58 @@ type RunwareResponse = {
errors?: RunwareError[];
};
export type GenerateImageOptions = {
/**
* Reference image (UUID, plain base64, or data URI) to use as the
* img2img starting point. When set, FLUX preserves the seed image's
* composition and applies `strength` to allow deviation from it.
* Used for cross-scene visual continuity when sceneKey hits.
*/
seedImage?: string;
/**
* Reference images (UUIDs or base64) to condition the generation on —
* typically character portraits to anchor identity / outfit / style
* across scenes. Runware caps at 4; we silently truncate beyond that.
*/
referenceImages?: string[];
/** 01, FLUX needs ≥ 0.8 to actually have an effect. */
strength?: number;
};
// ──────────────────────────────────────────────────────────────────────
// generateImage — text-to-image (default) or img2img / multi-reference
// when seedImage / referenceImages are supplied. Returns base64.
// ──────────────────────────────────────────────────────────────────────
export async function generateImage(
config: ProviderConfig,
prompt: string,
options?: GenerateImageOptions,
): Promise<string> {
const url = config.baseUrl.replace(/\/$/, "");
const body = [
{
taskType: "imageInference",
taskUUID: crypto.randomUUID(),
model: config.model,
positivePrompt: prompt,
width: 1792,
height: 1024,
steps: 4,
CFGScale: 3.5,
numberResults: 1,
outputType: "base64Data",
outputFormat: "PNG",
},
];
const task: Record<string, unknown> = {
taskType: "imageInference",
taskUUID: crypto.randomUUID(),
model: config.model,
positivePrompt: prompt,
width: 1792,
height: 1024,
steps: 4,
CFGScale: 3.5,
numberResults: 1,
outputType: "base64Data",
outputFormat: "PNG",
};
if (options?.seedImage) {
task.seedImage = options.seedImage;
task.strength = options.strength ?? DEFAULT_IMG2IMG_STRENGTH;
}
if (options?.referenceImages?.length) {
task.referenceImages = options.referenceImages.slice(0, MAX_REFERENCE_IMAGES);
}
const res = await fetchWithRetry(url, {
method: "POST",
@@ -45,7 +90,7 @@ export async function generateImage(
"Content-Type": "application/json",
Authorization: `Bearer ${config.apiKey}`,
},
body: JSON.stringify(body),
body: JSON.stringify([task]),
});
const text = await res.text();
@@ -66,9 +111,64 @@ export async function generateImage(
const b64 = json.data?.[0]?.imageBase64Data;
if (!b64) {
throw new Error(
`No image in Runware response: ${text.slice(0, 300)}`,
);
throw new Error(`No image in Runware response: ${text.slice(0, 300)}`);
}
return b64;
}
// ──────────────────────────────────────────────────────────────────────
// uploadImage — registers a base64 image on Runware and returns its
// UUID, so subsequent generateImage calls can pass the UUID in
// referenceImages / seedImage instead of resending the base64 payload
// every time. Character base portraits and scene snapshots both flow
// through this path.
//
// Runware exposes the imageUpload taskType for exactly this purpose.
// Returns the UUID. Caller treats a thrown error as "fall back to
// sending base64 next time" — non-fatal.
// ──────────────────────────────────────────────────────────────────────
export async function uploadImage(
config: ProviderConfig,
base64: string,
): Promise<string> {
const url = config.baseUrl.replace(/\/$/, "");
const body = [
{
taskType: "imageUpload",
taskUUID: crypto.randomUUID(),
image: `data:image/png;base64,${base64}`,
},
];
const res = await fetchWithRetry(url, {
method: "POST",
headers: {
"Content-Type": "application/json",
Authorization: `Bearer ${config.apiKey}`,
},
body: JSON.stringify(body),
});
const text = await res.text();
let json: RunwareResponse;
try {
json = JSON.parse(text) as RunwareResponse;
} catch {
throw new Error(`Image upload API error ${res.status}: ${text.slice(0, 500)}`);
}
if (json.errors?.length) {
const e = json.errors[0]!;
throw new Error(
`Runware upload error [${e.code ?? "unknown"}]: ${e.message ?? "no message"}`,
);
}
const uuid = json.data?.[0]?.imageUUID;
if (!uuid) {
throw new Error(`No UUID in upload response: ${text.slice(0, 300)}`);
}
return uuid;
}
+2 -1
View File
@@ -1,4 +1,5 @@
export { chat } from "./chat";
export { generateImage } from "./image";
export { generateImage, uploadImage } from "./image";
export type { GenerateImageOptions } from "./image";
export { interpretClick } from "./vision";
export type { ChatMessage } from "./chat";
@@ -0,0 +1,192 @@
import { chat, generateImage, uploadImage } from "@yume/ai-client";
import { provisionVoice } from "@yume/tts-client";
import type {
Character,
CharacterVoice,
EngineConfig,
Session,
} from "@yume/types";
import { parseJsonLoose } from "../jsonParser";
import { mockImageBase64 } from "../mockImage";
import {
CHARACTER_DESIGNER_SYSTEM,
buildCharacterDesignerUserMessage,
buildCharacterPortraitPrompt,
} from "../prompts";
// ──────────────────────────────────────────────────────────────────────
// CharacterDesigner agent — designs ONE new character end-to-end.
//
// Pipeline (per character, all the slow parts are parallelized):
//
// 1. LLM call — designs BOTH visual + voice cards in one shot
// (intentional: same agent thinks about who this character IS,
// which keeps appearance and vocal personality coherent)
//
// 2. In parallel:
// a. Image gen — base portrait from visualDescription + styleGuide
// then upload to Runware → get UUID for cheap re-reference
// b. Voice provisioning — Xiaomi MiMo voicedesign from voiceDescription
// → reference audio for later voiceclone synth
//
// 3. Returns merged Character ready to be added to session.characters
//
// Each step degrades gracefully — if image gen fails we return the
// character without a portrait; if voice gen fails we return without
// voice. The game keeps running even when sub-components fail.
// ──────────────────────────────────────────────────────────────────────
type CharacterDesignOutput = {
visualDescription?: string;
voiceDescription?: string;
};
// TEMP: per-phase timing for latency diagnosis. Same convention as the
// orchestrator's tlog. Remove after we have data on real-world numbers.
function tlog(label: string, t0: number): void {
console.log(`${label}: ${Date.now() - t0}ms`);
}
async function runDesignLLM(
config: EngineConfig,
session: Session,
charName: string,
): Promise<CharacterDesignOutput> {
const raw = await chat(
config.text,
[
{ role: "system", content: CHARACTER_DESIGNER_SYSTEM },
{
role: "user",
content: buildCharacterDesignerUserMessage(charName, session),
},
],
{ temperature: 0.7, responseFormat: "json_object" },
);
return parseJsonLoose<CharacterDesignOutput>(raw);
}
// Generate the per-character base portrait and upload it. The portrait is
// a "concept sheet" — single character, neutral pose, plain background —
// so it works well as a Runware referenceImages anchor for later scenes.
//
// Returns both the base64 (for client-side asset use, e.g., 立绘登场
// animations) and the Runware UUID (for cheap referencing in subsequent
// Painter calls without resending the 100KB+ base64 each time).
//
// The upload step is best-effort: if it fails, we still return the base64
// so the next scene can pass it as a referenceImages entry directly (just
// pays the bandwidth cost each call instead of once).
async function renderAndUploadPortrait(
config: EngineConfig,
charName: string,
visualDescription: string,
styleGuide: string,
): Promise<{ basePortraitBase64?: string; basePortraitUuid?: string }> {
let base64: string;
try {
if (config.mockImage) {
base64 = await mockImageBase64();
} else {
const prompt = buildCharacterPortraitPrompt(
charName,
visualDescription,
styleGuide,
);
base64 = await generateImage(config.image, prompt);
}
} catch (err) {
const msg = err instanceof Error ? err.message : String(err);
console.error(`[characterDesigner] portrait gen failed for ${charName}: ${msg}`);
return {}; // no portrait at all — degrade gracefully
}
// Skip upload in mock mode — the mock image is the same static SVG every
// time and uploading it gives us a UUID that points to a useless asset.
if (config.mockImage) {
return { basePortraitBase64: base64 };
}
try {
const uuid = await uploadImage(config.image, base64);
return { basePortraitBase64: base64, basePortraitUuid: uuid };
} catch (err) {
const msg = err instanceof Error ? err.message : String(err);
console.warn(
`[characterDesigner] portrait upload failed for ${charName}: ${msg} — will pass base64 in subsequent calls`,
);
return { basePortraitBase64: base64 };
}
}
async function provisionVoiceSafe(
config: EngineConfig,
voiceDescription: string,
charName: string,
): Promise<CharacterVoice | undefined> {
if (!config.tts) return undefined;
try {
return await provisionVoice(config.tts, voiceDescription);
} catch (err) {
const msg = err instanceof Error ? err.message : String(err);
console.error(`[characterDesigner] voice provision failed for ${charName}: ${msg}`);
return undefined;
}
}
// Single-character design pipeline. Called by the orchestrator once per
// NEW character name; multiple characters in the same scene run their
// pipelines in parallel at the orchestrator level.
export async function designCharacter(
config: EngineConfig,
session: Session,
charName: string,
): Promise<Character> {
const tTotal = Date.now();
// Step 1 — LLM design (visual + voice). Must complete first.
const tDesign = Date.now();
const design = await runDesignLLM(config, session, charName);
tlog(`[charDesigner ${charName}] design LLM`, tDesign);
const visualDescription = design.visualDescription?.trim();
const voiceDescription =
design.voiceDescription?.trim() ||
`请根据角色名「${charName}」推断其性别、年龄与气质,生成最贴合的音色。所属世界观:${session.worldSetting}`;
// Step 2 — parallel: portrait + voice provisioning.
const tProvision = Date.now();
const portraitPromise = visualDescription
? renderAndUploadPortrait(config, charName, visualDescription, session.styleGuide)
: Promise.resolve({} as Awaited<ReturnType<typeof renderAndUploadPortrait>>);
const voicePromise = provisionVoiceSafe(config, voiceDescription, charName);
const [portrait, voice] = await Promise.all([portraitPromise, voicePromise]);
tlog(`[charDesigner ${charName}] portrait+voice parallel`, tProvision);
tlog(`[charDesigner ${charName}] TOTAL`, tTotal);
return {
name: charName,
voiceDescription,
visualDescription,
basePortraitBase64: portrait.basePortraitBase64,
basePortraitUuid: portrait.basePortraitUuid,
voice,
};
}
// Provision voice ONLY for an existing character that the LLM mentioned
// without us having designed them yet (e.g., 编剧 referenced a name that
// wasn't in `activeCharacters` but appeared as a speaker). Used by
// directInsertBeat path and as a safety net in directScene. No portrait
// is generated for these — they get a name + voice only.
export async function provisionVoiceForName(
config: EngineConfig,
session: Session,
charName: string,
): Promise<Character> {
const voiceDescription = `请根据角色名「${charName}」推断其性别、年龄与气质,生成最贴合的音色。所属世界观:${session.worldSetting}`;
const voice = await provisionVoiceSafe(config, voiceDescription, charName);
return { name: charName, voiceDescription, voice };
}
@@ -0,0 +1,86 @@
import { chat } from "@yume/ai-client";
import type { BeatActiveCharacter, ProviderConfig } from "@yume/types";
import { parseJsonLoose } from "../jsonParser";
import {
CINEMATOGRAPHER_SYSTEM,
buildCinematographerUserMessage,
} from "../prompts";
// ──────────────────────────────────────────────────────────────────────
// Cinematographer agent — translates the Writer's narrative scene
// summary into an English compositional prompt for FLUX.
//
// Reads: sceneSummary + entry beat's activeCharacters (poses)
// + prior sceneKey (for continuity hints)
// Writes: { shotType, integratedPrompt }
//
// Does NOT describe character APPEARANCE — that's appended at the
// Painter stage from session.characters[].visualDescription. The
// Cinematographer only positions named characters in the frame and
// describes the environment + lighting + camera framing.
//
// This separation lets the Cinematographer run IN PARALLEL with the
// CharacterDesigner — neither needs the other's output. They both
// feed independently into the Painter prompt.
// ──────────────────────────────────────────────────────────────────────
export type CinematographerOutput = {
shotType: string;
integratedPrompt: string;
};
type RawCinematographerOutput = {
shotType?: string;
integratedPrompt?: string;
};
export type CinematographerInput = {
sceneSummary: string;
styleGuide: string;
entryBeatActive: BeatActiveCharacter[];
/** Entry beat's speaker — drives the dynamic camera policy:
* NPC name → NPC looks toward camera (close-up)
* "你" → medium shot, NPC listens
* undefined → wide establishing shot */
entryBeatSpeaker?: string;
priorSceneKey?: string;
currentSceneKey?: string;
};
export async function runCinematographer(
config: ProviderConfig,
input: CinematographerInput,
): Promise<CinematographerOutput> {
const raw = await chat(
config,
[
{ role: "system", content: CINEMATOGRAPHER_SYSTEM },
{
role: "user",
content: buildCinematographerUserMessage(
input.sceneSummary,
input.styleGuide,
input.entryBeatActive,
input.entryBeatSpeaker,
input.priorSceneKey,
input.currentSceneKey,
),
},
],
{ temperature: 0.6, responseFormat: "json_object" },
);
const parsed = parseJsonLoose<RawCinematographerOutput>(raw);
// Fallback: if the LLM produced nothing usable, synthesize a minimal
// integratedPrompt from the Writer's sceneSummary so the Painter has
// SOMETHING to work with rather than blowing up the whole pipeline.
const integratedPrompt =
parsed.integratedPrompt?.trim() ||
`A cinematic illustration depicting: ${input.sceneSummary}. Wide establishing shot, natural lighting, atmospheric mood.`;
return {
shotType: parsed.shotType?.trim() || "medium shot",
integratedPrompt,
};
}
+145
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@@ -0,0 +1,145 @@
import { generateImage } from "@yume/ai-client";
import type { GenerateImageOptions } from "@yume/ai-client";
import type {
Beat,
Character,
EngineConfig,
ProviderConfig,
} from "@yume/types";
import { mockImageBase64 } from "../mockImage";
import { buildPainterPrompt } from "../prompts";
// ──────────────────────────────────────────────────────────────────────
// Painter — final image generation with multi-reference anchoring.
//
// FLUX.2 [klein] 9B KV does NOT support seedImage (img2img). Instead,
// visual continuity comes entirely from `referenceImages` (capped at 4),
// which the KV-optimized variant accelerates ~2.5× via key-value caching
// of reference latents.
//
// References are slotted in priority order (max 4):
// 1. Prior scene image — when sceneKey matched a previous scene, this
// anchors the same physical space (lighting/layout/style continuity)
// 2. Entry beat's speaker portrait — the NPC the player is talking with
// (most visually prominent)
// 3. Other on-stage NPCs' portraits — secondary characters in the frame
//
// Failure handling — two-tier degradation:
// A. referenceImages call (preferred — full visual anchoring)
// B. pure text-to-image fallback (last resort if Runware refs API errors)
// ──────────────────────────────────────────────────────────────────────
const MAX_REFERENCE_IMAGES = 4;
export type PainterInput = {
integratedPrompt: string;
styleGuide: string;
onStageCharacters: Character[];
/**
* Prior scene's Runware UUID or base64. When set (= sceneKey hit a
* prior scene), it slots into referenceImages[0] for spatial continuity.
* Capacity-wise this displaces ONE character portrait — slot is shared
* with character refs, capped at 4 total per Runware spec.
*/
priorSceneImage?: string;
};
// Pick the references we send to Runware as `referenceImages`. Priority:
// slot 0: priorSceneImage (if any — sceneKey continuity)
// slot 1: entry beat's speaker portrait (the NPC speaking to the player)
// slot 2+: other on-stage NPCs from entry beat's activeCharacters
// Caps at 4 total. Returns the array exactly as it'll be sent — already
// truncated, already deduplicated.
export function collectReferenceImages(
characters: Character[],
entryBeat: Beat | undefined,
priorSceneImage: string | undefined,
): string[] {
const refs: string[] = [];
const seen = new Set<string>();
// Slot 0 — prior scene image for spatial continuity. Goes first because
// backdrop drift is the most jarring discontinuity across same-sceneKey
// scenes; character drift is partially masked by character archetype text
// in the prompt anyway.
if (priorSceneImage) {
refs.push(priorSceneImage);
}
// Slot 1+ — character portraits, speaker-first.
const speakerName = entryBeat?.speaker;
if (speakerName) {
const speaker = characters.find((c) => c.name === speakerName);
const ref = speaker?.basePortraitUuid ?? speaker?.basePortraitBase64;
if (ref && refs.length < MAX_REFERENCE_IMAGES) {
refs.push(ref);
seen.add(speakerName);
}
}
for (const c of entryBeat?.activeCharacters ?? []) {
if (refs.length >= MAX_REFERENCE_IMAGES) break;
if (seen.has(c.name)) continue;
const char = characters.find((x) => x.name === c.name);
const ref = char?.basePortraitUuid ?? char?.basePortraitBase64;
if (ref) {
refs.push(ref);
seen.add(c.name);
}
}
return refs.slice(0, MAX_REFERENCE_IMAGES);
}
async function tryGenerate(
config: ProviderConfig,
prompt: string,
options: GenerateImageOptions,
label: string,
): Promise<string | null> {
try {
return await generateImage(config, prompt, options);
} catch (err) {
const msg = err instanceof Error ? err.message : String(err);
console.warn(`[painter] ${label} failed: ${msg}`);
return null;
}
}
export async function runPainter(
config: EngineConfig,
input: PainterInput,
entryBeat: Beat | undefined,
): Promise<string> {
if (config.mockImage) return mockImageBase64();
const prompt = buildPainterPrompt(
input.integratedPrompt,
input.styleGuide,
input.onStageCharacters,
);
const refs = collectReferenceImages(
input.onStageCharacters,
entryBeat,
input.priorSceneImage,
);
// Tier A — with referenceImages (priorSceneImage + character portraits).
// FLUX.2 [klein] 9B KV's KV cache accelerates this multi-reference path
// ~2.5× compared to the non-KV variant.
if (refs.length > 0) {
const r = await tryGenerate(
config.image,
prompt,
{ referenceImages: refs },
`referenceImages (${refs.length})`,
);
if (r) return r;
}
// Tier B — pure text-to-image. Last resort, used when Tier A failed OR
// there are no references to send (first scene with no characters yet).
// Errors here propagate to the caller.
return generateImage(config.image, prompt);
}
+386
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@@ -0,0 +1,386 @@
import { chat } from "@yume/ai-client";
import type {
Beat,
BeatActiveCharacter,
BeatChoice,
BeatChoiceEffect,
BeatNext,
ProviderConfig,
Session,
} from "@yume/types";
import { parseJsonLoose } from "../jsonParser";
import { WRITER_SYSTEM, buildWriterUserMessage } from "../prompts";
// ──────────────────────────────────────────────────────────────────────
// Writer agent — owns the narrative half of scene generation.
//
// Output: { sceneSummary, sceneKey, entryBeatId, beats[] }
// Each beat carries activeCharacters[] (names + poses) the
// Cinematographer reads when composing the establishing shot.
//
// Character DESIGN (visual + voice) is NOT this agent's job —
// it only names characters; the CharacterDesigner picks up any
// unknown name from beats[].activeCharacters.
// ──────────────────────────────────────────────────────────────────────
export type WriterOutput = {
sceneSummary: string;
sceneKey?: string;
entryBeatId: string;
beats: Beat[];
};
// Raw shapes — what the LLM produces before validation / coercion.
type RawActiveCharacter = {
name?: string;
pose?: string;
};
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;
lineDelivery?: string;
activeCharacters?: RawActiveCharacter[];
next?: RawNext;
};
type RawScene = {
sceneSummary?: string;
sceneKey?: string;
entryBeatId?: string;
beats?: RawBeat[];
};
// ──────────────────────────────────────────────────────────────────────
// POV (player viewpoint) handling — Pattern B (galgame standard):
// - speaker = "你" → ALLOWED (renders as dialog box, never TTS'd)
// - any other POV term → normalized to "你" (LLM slip-up safety net)
// - activeCharacters → POV is NEVER allowed (player has no body in-scene)
// - CharacterDesigner → never invoked for "你" or POV variants
// ──────────────────────────────────────────────────────────────────────
const POV_DISPLAY_NAME = "你";
const POV_VARIANTS = new Set([
"玩家",
"我",
"主角",
"protagonist",
"Protagonist",
"player",
"Player",
"PLAYER",
"MC",
"mc",
"Mc",
"I",
"i",
"me",
"Me",
"ME",
]);
function isPovName(name: string): boolean {
return name === POV_DISPLAY_NAME || POV_VARIANTS.has(name);
}
// Normalize a speaker name: any POV variant collapses to "你"; an NPC name
// passes through unchanged. Caller passes already-trimmed input.
function normalizeSpeakerName(name: string): string {
return POV_VARIANTS.has(name) ? POV_DISPLAY_NAME : name;
}
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 ${idx + 1}`,
effect: coerceEffect(raw.effect),
};
}
function coerceNext(raw: RawNext | undefined, fallbackBeatId: string): BeatNext {
if (raw?.type === "choice" && Array.isArray(raw.choices) && raw.choices.length) {
return {
type: "choice",
choices: raw.choices.map((c, i) => coerceChoice(c, i)),
};
}
return {
type: "continue",
nextBeatId: raw?.nextBeatId?.trim() || fallbackBeatId,
};
}
function coerceActiveCharacters(
raw: RawActiveCharacter[] | undefined,
): BeatActiveCharacter[] | undefined {
if (!Array.isArray(raw)) return undefined;
const out = raw
.map((c): BeatActiveCharacter | null => {
const name = c.name?.trim();
if (!name) return null;
// POV is never IN the picture — strip the LLM's slip-up silently so
// CharacterDesigner doesn't end up generating a portrait for the player.
if (isPovName(name)) return null;
const pose = c.pose?.trim();
return pose ? { name, pose } : { name };
})
.filter((c): c is BeatActiveCharacter => Boolean(c));
return out.length > 0 ? out : undefined;
}
function coerceBeat(raw: RawBeat, idx: number, totalBeats: number): Beat {
const id = raw.id?.trim() || `b${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${idx + 2}` : "";
const rawSpeaker = raw.speaker?.trim() || undefined;
// Normalize any POV variant (玩家/我/主角/protagonist/...) to "你".
// NPC names pass through unchanged. This means the LLM can slip and
// write "玩家" or "I" and we still render the dialog box correctly with
// speaker="你" — and TTS is automatically skipped because no Character
// record exists for "你".
const speaker = rawSpeaker ? normalizeSpeakerName(rawSpeaker) : undefined;
const line = raw.line?.trim() || undefined;
return {
id,
narration: raw.narration?.trim() || undefined,
speaker,
line,
// lineDelivery is meaningful only for NPC speakers (TTS). For POV
// speaker ("你") TTS is skipped, so lineDelivery would never be used.
lineDelivery:
line && speaker !== POV_DISPLAY_NAME
? raw.lineDelivery?.trim() || undefined
: undefined,
activeCharacters: coerceActiveCharacters(raw.activeCharacters),
next: coerceNext(raw.next, fallback),
};
}
const FALLBACK_SEED = "故事继续推进";
function fallbackExitChoice(beatId: string): BeatChoice {
return {
id: `${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. 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
// - 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 keys the front-end uses to cache + consume prefetched
// scenes. Two beats both defaulting to c1/c2 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;
}
// Normalize sceneKey to a safe lowercase-with-dashes English slug. If the
// model returns something weird (中文 / spaces / mixed case), best-effort
// fix; if it ends up empty, return undefined (the scene just won't be
// considered for img2img reuse).
function normalizeSceneKey(raw: string | undefined): string | undefined {
if (!raw) return undefined;
const slug = raw
.trim()
.toLowerCase()
.replace(/[^a-z0-9-]+/g, "-")
.replace(/-+/g, "-")
.replace(/^-|-$/g, "");
return slug.length > 0 ? slug : undefined;
}
export async function runWriter(
config: ProviderConfig,
session: Session,
): Promise<WriterOutput> {
const raw = await chat(
config,
[
{ role: "system", content: WRITER_SYSTEM },
{ role: "user", content: buildWriterUserMessage(session) },
],
{ temperature: 0.9, responseFormat: "json_object" },
);
const parsed = parseJsonLoose<RawScene>(raw);
const rawBeats = Array.isArray(parsed.beats) ? parsed.beats : [];
if (rawBeats.length === 0) {
throw new Error("Writer 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 {
sceneSummary: parsed.sceneSummary?.trim() || "未指定场景概要",
sceneKey: normalizeSceneKey(parsed.sceneKey),
entryBeatId,
beats,
};
}
// Surface the set of character names introduced by this scene's beats,
// so the orchestrator can decide which ones need the CharacterDesigner to
// fire. Pulls names from both `speaker` fields AND `activeCharacters`
// (a character can be on-screen without speaking).
//
// Excludes POV ("你" / 玩家 / 主角 / ...) entirely — the player is never
// designed (no portrait, no voice, no archetype).
export function collectActiveCharacterNames(beats: Beat[]): string[] {
const seen = new Set<string>();
for (const b of beats) {
if (b.speaker && !isPovName(b.speaker)) seen.add(b.speaker);
if (b.activeCharacters) {
for (const c of b.activeCharacters) {
if (!isPovName(c.name)) seen.add(c.name);
}
}
}
return Array.from(seen);
}
// Re-export POV constants for downstream filters (director's orphanSpeakers).
export { POV_DISPLAY_NAME, POV_VARIANTS, isPovName, normalizeSpeakerName };
+267 -278
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@@ -1,309 +1,294 @@
import { chat } from "@yume/ai-client";
import { chat, uploadImage } from "@yume/ai-client";
import type {
Beat,
BeatChoice,
BeatChoiceEffect,
BeatNext,
Character,
EngineConfig,
InsertBeatPartial,
ProviderConfig,
Scene,
Session,
} from "@yume/types";
import { parseJsonLoose } from "./jsonParser";
import { designCharacter, provisionVoiceForName } from "./agents/characterDesigner";
import { runCinematographer } from "./agents/cinematographer";
import { runPainter } from "./agents/painter";
import {
DIRECTOR_SYSTEM,
INSERT_BEAT_SYSTEM,
buildDirectorUserMessage,
buildInsertBeatUserMessage,
} from "./prompts";
collectActiveCharacterNames,
isPovName,
normalizeSpeakerName,
POV_DISPLAY_NAME,
runWriter,
} from "./agents/writer";
import { parseJsonLoose } from "./jsonParser";
import { INSERT_BEAT_SYSTEM, buildInsertBeatUserMessage } from "./prompts";
// ──────────────────────────────────────────────────────────────────────
// 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;
lineDelivery?: string;
next?: RawNext;
};
type RawCharacterUpdate = {
name?: string;
description?: string;
};
type RawScene = {
scenePrompt?: string;
entryBeatId?: string;
beats?: RawBeat[];
characterUpdates?: RawCharacterUpdate[];
};
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${idx + 2}` : "";
const line = raw.line?.trim() || undefined;
return {
id,
narration: raw.narration?.trim() || undefined,
speaker: raw.speaker?.trim() || undefined,
line,
// lineDelivery only meaningful when there is a line to deliver.
lineDelivery: line ? raw.lineDelivery?.trim() || undefined : undefined,
next: coerceNext(raw.next, fallback),
};
}
function coerceCharacterUpdates(raw: RawCharacterUpdate[] | undefined): Character[] {
if (!Array.isArray(raw)) return [];
return raw
.map((c) => ({
name: c.name?.trim() ?? "",
description: c.description?.trim() ?? "",
}))
.filter((c) => c.name && c.description);
}
const FALLBACK_SEED = "故事继续推进";
function fallbackExitChoice(beatId: string): BeatChoice {
return {
id: `${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;
}
// ══════════════════════════════════════════════════════════════════════
// director.ts — multi-agent orchestrator for one full Scene generation.
//
// Critical path (per Scene call):
//
// Writer LLM (~3s, serial)
// │
// ├─ CharacterDesigner LLM × N (parallel per new char)
// │ │
// │ ├─ portrait gen + upload (parallel within agent)
// │ └─ voice provisioning (parallel within agent)
// │
// ├─ Cinematographer LLM (parallel with all of the above)
// │
// └─ wait for all parallel branches
// │
// ▼
// Painter (FLUX referenceImages — two-tier degradation chain)
// │
// ▼
// upload final scene image → Scene.imageUuid
// │
// ▼
// return { scene, sceneImageBase64, characters }
//
// The Cinematographer intentionally does NOT depend on CharacterDesigner
// output — it only positions named characters in the frame, not their
// appearance. This unlocks the parallelism that makes the full pipeline
// ~9-12s instead of ~15-18s serial.
// ══════════════════════════════════════════════════════════════════════
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.
// ──────────────────────────────────────────────────────────────────────
function tlog(label: string, t0: number): void {
console.log(`${label}: ${Date.now() - t0}ms`);
}
// Merge a freshly-designed Character into a registry, preserving any
// previously-set voice/portrait that the new design didn't fill in (so
// re-designing a known character can't silently drop their voice or wipe
// out an already-generated portrait UUID). Match by name.
export function mergeCharacters(
existing: Character[],
updates: Character[],
): Character[] {
if (updates.length === 0) return existing;
const byName = new Map(existing.map((c) => [c.name, c]));
for (const u of updates) {
const prev = byName.get(u.name);
if (!prev) {
byName.set(u.name, u);
continue;
}
// Preserve any prior provisioned resource that the new design omitted.
byName.set(u.name, {
...u,
voice: u.voice ?? prev.voice,
visualDescription: u.visualDescription ?? prev.visualDescription,
basePortraitBase64: u.basePortraitBase64 ?? prev.basePortraitBase64,
basePortraitUuid: u.basePortraitUuid ?? prev.basePortraitUuid,
voiceDescription: u.voiceDescription || prev.voiceDescription,
});
}
return Array.from(byName.values());
}
// Pick a reference to the prior scene image when sceneKey matches a prior
// scene — used by the Painter as one of the `referenceImages` (NOT as a
// seedImage, because FLUX.2 [klein] 9B KV does not support seedImage).
//
// Returns the UUID if available (cheap reference, ~36 chars over the wire),
// else the base64 of the most recent matching scene's image. Returns
// undefined when no prior scene shares the current sceneKey.
function pickPriorSceneReference(
session: Session,
currentSceneKey: string | undefined,
priorImageBase64ByUuid: Map<string, string>,
): { priorSceneReference?: string; priorSceneKey?: string } {
if (!currentSceneKey) return {};
for (let i = session.history.length - 1; i >= 0; i--) {
const prior = session.history[i]!.scene;
if (prior.sceneKey === currentSceneKey) {
if (prior.imageUuid) {
return {
priorSceneReference: prior.imageUuid,
priorSceneKey: prior.sceneKey,
};
}
const cached = priorImageBase64ByUuid.get(prior.id);
if (cached) {
return { priorSceneReference: cached, priorSceneKey: prior.sceneKey };
}
}
}
return {};
}
export type SceneResult = {
scene: Scene;
characterUpdates: Character[];
sceneImageBase64: string;
characters: Character[];
};
// ──────────────────────────────────────────────────────────────────────
// directScene — the multi-agent pipeline. Used by orchestrator's
// startSession and requestScene.
//
// priorImageBase64ByUuid: optional map from prior Scene.id → base64
// the caller has on-hand. If a sceneKey-hit scene's imageUuid is missing
// but the base64 is cached locally, we can still feed it as one of the
// Painter's referenceImages. Pass an empty map when caller has no cache
// (orchestrator does pass it for the start-session bootstrap).
// ──────────────────────────────────────────────────────────────────────
export async function directScene(
config: ProviderConfig,
config: EngineConfig,
session: Session,
priorImageBase64ByUuid: Map<string, string> = new Map(),
): Promise<SceneResult> {
const raw = await chat(
config,
[
{ role: "system", content: DIRECTOR_SYSTEM },
{ role: "user", content: buildDirectorUserMessage(session) },
],
{ temperature: 0.9, responseFormat: "json_object" },
const tTotal = Date.now();
// Stage 1 — Writer (serial; everything downstream needs sceneSummary +
// beats[] to know who's on stage and what to compose around).
const tWriter = Date.now();
const writerOut = await runWriter(config.text, session);
tlog("[directScene] Writer", tWriter);
// Identify NEW characters introduced by this scene that need to be
// designed (LLM + portrait + voice). Existing characters in the registry
// are skipped — their cards / portraits / voices persist across scenes.
const allActiveNames = collectActiveCharacterNames(writerOut.beats);
const newCharNames = allActiveNames.filter(
(n) => !session.characters.some((c) => c.name === n),
);
const parsed = parseJsonLoose<RawScene>(raw);
const rawBeats = Array.isArray(parsed.beats) ? parsed.beats : [];
if (rawBeats.length === 0) {
throw new Error("Director returned no beats");
// Find the entry beat for the Cinematographer (which characters are
// on-screen in the establishing shot).
const entryBeat = writerOut.beats.find((b) => b.id === writerOut.entryBeatId);
const entryBeatActive = entryBeat?.activeCharacters ?? [];
// For sceneKey-based visual continuity, look up the prior matching scene's
// image to slot into Painter's referenceImages (max 4 of which include
// character portraits too).
const { priorSceneReference, priorSceneKey } = pickPriorSceneReference(
session,
writerOut.sceneKey,
priorImageBase64ByUuid,
);
// Stage 2 — parallel: CharacterDesigner(s) and Cinematographer.
// Cinematographer doesn't need character visualDescriptions (those are
// appended at Painter stage), so it runs concurrently with chardesign.
const tParallel = Date.now();
const designPromises = newCharNames.map((name) =>
designCharacter(config, session, name).catch((err): Character => {
const msg = err instanceof Error ? err.message : String(err);
console.error(`[directScene] designCharacter(${name}) failed: ${msg}`);
// Last-resort fallback: register with name only so the speaker isn't
// unknown. Caller may try voice provisioning later or skip.
return {
name,
voiceDescription: `请根据角色名「${name}」推断其性别、年龄与气质。所属世界观:${session.worldSetting}`,
};
}),
);
const cinemaPromise = runCinematographer(config.text, {
sceneSummary: writerOut.sceneSummary,
styleGuide: session.styleGuide,
entryBeatActive,
entryBeatSpeaker: entryBeat?.speaker,
priorSceneKey,
currentSceneKey: writerOut.sceneKey,
});
const [designedChars, cinemaOut] = await Promise.all([
Promise.all(designPromises),
cinemaPromise,
]);
tlog("[directScene] CharacterDesigner+Cinematographer parallel", tParallel);
// Merge new chars into a working registry that we'll pass to the Painter.
const characters = mergeCharacters(session.characters, designedChars);
// Edge case: a speaker referenced by the Writer might not have been in
// `activeCharacters` of any beat (LLM oversight), so they got skipped by
// newCharNames. Catch them here and at least provision a voice so the
// beat-audio path doesn't render silent. No portrait — they weren't
// visible in the scene, so visual consistency doesn't matter for them.
const speakerNames = new Set(
writerOut.beats.map((b) => b.speaker).filter((n): n is string => Boolean(n)),
);
const orphanSpeakers = [...speakerNames].filter(
// Pattern B: "你" (player) is a valid speaker but never gets a Character
// record — TTS is intentionally skipped on the client. Filter POV out so
// provisionVoiceForName isn't accidentally invoked for the player.
(n) => !isPovName(n) && !characters.some((c) => c.name === n),
);
if (orphanSpeakers.length > 0) {
const orphans = await Promise.all(
orphanSpeakers.map((n) => provisionVoiceForName(config, session, n)),
);
const merged = mergeCharacters(characters, orphans);
characters.splice(0, characters.length, ...merged);
}
const beats = ensureUniqueChoiceIds(
repairBeats(
ensureUniqueBeatIds(
rawBeats.map((b, i) => coerceBeat(b, i, rawBeats.length)),
),
),
// Stage 3 — Painter (depends on cinemaOut + characters).
// On-stage characters for THIS scene are the ones in any beat — pass them
// all so the archetype block covers anyone the player might encounter.
const onStageCharacters = characters.filter((c) =>
allActiveNames.includes(c.name),
);
const declaredEntry = parsed.entryBeatId?.trim();
const entryBeatId =
declaredEntry && beats.some((b) => b.id === declaredEntry)
? declaredEntry
: beats[0]!.id;
return {
scene: {
id: newSceneId(),
scenePrompt: parsed.scenePrompt?.trim() || "an empty scene",
beats,
entryBeatId,
const tPainter = Date.now();
const sceneImageBase64 = await runPainter(
config,
{
integratedPrompt: cinemaOut.integratedPrompt,
styleGuide: session.styleGuide,
onStageCharacters,
priorSceneImage: priorSceneReference,
},
characterUpdates: coerceCharacterUpdates(parsed.characterUpdates),
entryBeat,
);
tlog("[directScene] Painter", tPainter);
// Stage 4 — best-effort upload of the final scene image so the NEXT
// sceneKey-match call can reference its UUID instead of carrying base64.
// If upload fails, the scene still works; only loses cheap referencing
// on the next hop. Don't wait on mock images (static placeholder).
let imageUuid: string | undefined;
if (!config.mockImage) {
try {
const tUpload = Date.now();
imageUuid = await uploadImage(config.image, sceneImageBase64);
tlog("[directScene] image upload", tUpload);
} catch (err) {
const msg = err instanceof Error ? err.message : String(err);
console.warn(`[directScene] scene image upload failed: ${msg} — sceneKey reuse will need base64 fallback`);
}
}
const scene: Scene = {
id: newSceneId(),
// scenePrompt is the cinematographer's English compositional output;
// the Writer's sceneSummary stays in the session log via beats[]/
// history. Keeping the original field name preserves compat with
// anything that already reads scene.scenePrompt (e.g., insert-beat
// user prompt).
scenePrompt: cinemaOut.integratedPrompt,
beats: writerOut.beats,
entryBeatId: writerOut.entryBeatId,
sceneKey: writerOut.sceneKey,
imageUuid,
};
tlog("[directScene] TOTAL", tTotal);
return { scene, sceneImageBase64, characters };
}
// ──────────────────────────────────────────────────────────────────────
// directInsertBeat — generates a one-off transient beat in response to
// a freeform vision action that stays in-scene. Used by /api/insert-beat.
// 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).
// ──────────────────────────────────────────────────────────────────────
export async function directInsertBeat(
@@ -326,13 +311,17 @@ export async function directInsertBeat(
const parsed = parseJsonLoose<InsertBeatPartial>(raw);
const narration = parsed.narration?.trim() || undefined;
const speaker = parsed.speaker?.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;
const lineDelivery = line ? parsed.lineDelivery?.trim() || undefined : 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
: 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。)" };
}
+4 -1
View File
@@ -6,7 +6,10 @@ export {
requestBeatAudio,
} from "./orchestrator";
export { annotateClick } from "./annotate";
export { provisionVoicesForScene, synthesizeBeat } from "./voice";
export { synthesizeBeat } from "./voice";
export { mergeCharacters } from "./director";
export type { SceneResult } from "./director";
export type { WriterOutput } from "./agents/writer";
export type { CinematographerOutput } from "./agents/cinematographer";
export type { InsertBeatPartial } from "@yume/types";
export * from "./prompts";
+55 -1
View File
@@ -1,3 +1,13 @@
// Strict-then-forgiving JSON parser for LLM output. Tries in order:
// 1. Direct JSON.parse on the trimmed text.
// 2. Extract from ```json``` fenced block.
// 3. Slice between first { and last } and parse.
// 4. Apply best-effort regex repair (trailing commas, missing commas
// between adjacent values) and try again.
//
// On final failure, logs the first 800 chars of the raw model output so we
// can see what the LLM did wrong (the standard error message only shows
// the position, not the surrounding context).
export function parseJsonLoose<T>(raw: string): T {
const trimmed = raw.trim();
@@ -20,8 +30,52 @@ export function parseJsonLoose<T>(raw: string): T {
const last = trimmed.lastIndexOf("}");
if (first !== -1 && last > first) {
const slice = trimmed.slice(first, last + 1);
return JSON.parse(slice) as T;
try {
return JSON.parse(slice) as T;
} catch {
// Last resort: try repairing common LLM-output malformations.
const repaired = repairJsonString(slice);
try {
return JSON.parse(repaired) as T;
} catch (err) {
console.error(
`[parseJsonLoose] all strategies failed. Raw output (first 800 chars):\n${raw.slice(0, 800)}`,
);
throw err;
}
}
}
console.error(
`[parseJsonLoose] no { ... } found. Raw output (first 800 chars):\n${raw.slice(0, 800)}`,
);
throw new Error(`Failed to parse JSON from model output: ${raw.slice(0, 200)}`);
}
// Best-effort repair of LLM-typical JSON syntax errors. Targeted at the two
// most common failures we see in practice:
// 1. Trailing comma before } or ].
// 2. Missing comma between two adjacent JSON values (the specific error
// mode we hit at position 3390).
//
// Deliberately conservative — does NOT try to fix unclosed strings,
// unbalanced braces, or strip JS-style comments. The comment-stripping
// path was previously included but would corrupt JSON string values
// containing `//` (e.g. URLs like "https://example.com"); since LLMs in
// `responseFormat: "json_object"` mode essentially never emit comments,
// dropping that step is a net win for safety.
function repairJsonString(s: string): string {
return s
// 1. Strip trailing commas before } or ].
.replace(/,(\s*[}\]])/g, "$1")
// 2. Insert missing commas between two adjacent JSON values. The cases:
// } { → },{ ] [ → ],[ } [ → },[ ] { → ],{
// "string" "key" "string" { "string" [
// number then "key" / { / [
//
// The regex looks for a closing token (} ] " or a digit) followed by
// a newline and an opening token (} ] " a letter), and inserts a
// comma between them. Requires the newline (\s*\n\s*) so it only
// fires across line boundaries, never within a single-line value.
.replace(/(\}|\]|"|\d)(\s*\n\s*)(\{|\[|")/g, "$1,$2$3");
}
+34 -99
View File
@@ -1,14 +1,12 @@
import type {
BeatAudioRequest,
BeatAudioResponse,
Character,
EngineConfig,
InsertBeatRequest,
InsertBeatResponse,
Scene,
Session,
SceneRequest,
SceneResponse,
Session,
StartRequest,
StartResponse,
VisionRequest,
@@ -16,55 +14,24 @@ import type {
} from "@yume/types";
import { annotateClick } from "./annotate";
import { directInsertBeat, directScene } from "./director";
import { mockImageBase64 } from "./mockImage";
import { render } from "./renderer";
import { synthesizeBeat } from "./voice";
import { interpret } from "./vision";
import { provisionVoicesForScene, synthesizeBeat } from "./voice";
function newSessionId(): string {
return `s_${Date.now()}_${Math.random().toString(36).slice(2, 8)}`;
}
// TEMP: per-phase timing for latency diagnosis. Remove after we have data.
function tlog(label: string, t0: number): void {
console.log(`${label}: ${Date.now() - t0}ms`);
}
// Merge new character entries into the registry by name. If a name already
// exists we preserve the existing voice (so a description revision never
// silently re-provisions a voice the player has already heard).
function mergeCharacters(existing: Character[], updates: Character[]): Character[] {
if (updates.length === 0) return existing;
const byName = new Map(existing.map((c) => [c.name, c]));
for (const u of updates) {
const prev = byName.get(u.name);
byName.set(u.name, prev?.voice ? { ...u, voice: prev.voice } : u);
}
return Array.from(byName.values());
}
async function renderImage(
config: EngineConfig,
scene: Scene,
styleGuide: string,
): Promise<string> {
if (config.mockImage) return mockImageBase64();
return render(config.image, scene, styleGuide);
}
async function provisionForScene(
config: EngineConfig,
session: Session,
scene: Scene,
): Promise<{ characters: Character[] }> {
if (!config.tts) return { characters: session.characters };
return provisionVoicesForScene(config.tts, session, scene);
}
// ──────────────────────────────────────────────────────────────────────
// startSession — first scene + image + voice provisioning. The actual
// per-beat synth runs lazily via requestBeatAudio so MiMo's tail
// latency never blocks the UI.
// startSession — initial Scene via the multi-agent pipeline.
//
// directScene internally handles: Writer → (CharacterDesigner+
// Cinematographer parallel) → Painter → upload. Voice provisioning and
// portrait generation happen inside CharacterDesigner per new character,
// so the orchestrator no longer needs to coordinate them separately.
// ──────────────────────────────────────────────────────────────────────
export async function startSession(
@@ -72,6 +39,7 @@ export async function startSession(
req: StartRequest,
): Promise<StartResponse> {
const tTotal = Date.now();
const session: Session = {
id: newSessionId(),
createdAt: Date.now(),
@@ -81,42 +49,20 @@ export async function startSession(
characters: [],
};
const tDirect = Date.now();
const { scene, characterUpdates } = await directScene(config.text, session);
tlog("[start] directScene", tDirect);
const preVoiceSession: Session = {
...session,
characters: mergeCharacters(session.characters, characterUpdates),
};
const tImage = Date.now();
const tProv = Date.now();
const imagePromise = renderImage(config, scene, preVoiceSession.styleGuide)
.then((r) => {
tlog("[start] renderImage", tImage);
return r;
});
const provPromise = provisionForScene(config, preVoiceSession, scene)
.then((r) => {
tlog("[start] provisionForScene", tProv);
return r;
});
const [imageBase64, provRes] = await Promise.all([imagePromise, provPromise]);
const { scene, sceneImageBase64, characters } = await directScene(config, session);
tlog("[start] TOTAL", tTotal);
return {
sessionId: session.id,
scene,
imageBase64,
characters: provRes.characters,
imageBase64: sceneImageBase64,
characters,
};
}
// ──────────────────────────────────────────────────────────────────────
// requestScene — generate the NEXT scene + image + voice provisioning.
// Used both on real scene transitions and on speculative prefetch.
// requestScene — next Scene from existing session.
// ──────────────────────────────────────────────────────────────────────
export async function requestScene(
@@ -125,40 +71,24 @@ export async function requestScene(
): Promise<SceneResponse> {
const tTotal = Date.now();
const tDirect = Date.now();
const { scene, characterUpdates } = await directScene(config.text, req.session);
tlog("[scene] directScene", tDirect);
const preVoiceSession: Session = {
...req.session,
characters: mergeCharacters(req.session.characters, characterUpdates),
};
const tImage = Date.now();
const tProv = Date.now();
const imagePromise = renderImage(config, scene, preVoiceSession.styleGuide)
.then((r) => {
tlog("[scene] renderImage", tImage);
return r;
});
const provPromise = provisionForScene(config, preVoiceSession, scene)
.then((r) => {
tlog("[scene] provisionForScene", tProv);
return r;
});
const [imageBase64, provRes] = await Promise.all([imagePromise, provPromise]);
const { scene, sceneImageBase64, characters } = await directScene(
config,
req.session,
);
tlog("[scene] TOTAL", tTotal);
return {
scene,
imageBase64,
characters: provRes.characters,
imageBase64: sceneImageBase64,
characters,
};
}
// ──────────────────────────────────────────────────────────────────────
// visionDecide — interprets a background click into intent + classify.
// No change from staging — vision lives outside the scene-generation
// pipeline.
// ──────────────────────────────────────────────────────────────────────
export async function visionDecide(
@@ -171,9 +101,9 @@ export async function visionDecide(
}
// ──────────────────────────────────────────────────────────────────────
// requestInsertBeat — generates a transient in-scene beat (no image
// regen, no voice). The client fires /api/beat-audio for the new beat
// after this returns.
// requestInsertBeat — single-agent transient beat (no image, no new
// characters). Stays single-LLM by design — the INSERT_BEAT prompt
// forbids new characters and there's nothing to render.
// ──────────────────────────────────────────────────────────────────────
export async function requestInsertBeat(
@@ -182,19 +112,24 @@ export async function requestInsertBeat(
): Promise<InsertBeatResponse> {
const tTotal = Date.now();
const tDirect = Date.now();
const partial = await directInsertBeat(
config.text,
req.session,
req.freeformAction,
);
tlog("[insert-beat] directInsertBeat", tDirect);
// INSERT_BEAT prompt forbids new characters — promote disallowed-speaker
// lines to narration so the player still sees the text (the client only
// renders `line` when there is a `speaker`).
// 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.
if (
partial.speaker &&
partial.speaker !== "你" &&
!req.session.characters.some((c) => c.name === partial.speaker)
) {
console.warn(
+381 -55
View File
@@ -1,23 +1,47 @@
import type { Scene, Session } from "@yume/types";
import type {
BeatActiveCharacter,
Character,
Scene,
Session,
} from "@yume/types";
// ══════════════════════════════════════════════════════════════════════
// Multi-agent scene generation pipeline:
// Writer (编剧) — narrative + beats[] + per-beat activeCharacters
// CharacterDesigner — per-new-character visual + voice cards
// Cinematographer (分镜导演) — sceneKey + English compositional prompt
// Painter (画师) — FLUX rendering with character archetypes
//
// Each agent owns one system prompt + one user-message builder below.
// All four agents see the same world / style guide, but each only reads
// the slice of session state it needs to make its decision.
// ══════════════════════════════════════════════════════════════════════
// ──────────────────────────────────────────────────────────────────────
// Director — emits one Scene (background + a graph of beats) at a time.
// 1. Writer (编剧) — drives the narrative.
//
// Emits a full Scene: beats[] graph + entryBeatId + sceneKey hint +
// activeCharacters per beat. Does NOT design characters (that's the
// CharacterDesigner's job) — only names them in `activeCharacters`.
// The CharacterDesigner is invoked separately for any name not yet in
// session.characters.
// ──────────────────────────────────────────────────────────────────────
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、已登记角色,出**一个完整的场景**,并为每句台词配上细腻的配音导演指令
export const WRITER_SYSTEM = `你是一个交互视觉小说的「编剧」。每次基于世界观、画风、玩家历史、已登记角色,出**一个完整场景的剧本**:场景背景概要 + 一组对话节拍 beats。你只负责**剧情和台词**——不设计角色形象、不写出图提示词、不做镜头调度,这些由其他 agent 完成
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
- 任何**首次登场**的角色,需在 characterUpdates 里登记其专属音色设计
- sceneSummary:当前场景的中文概要(地点、时间、氛围、关键事件——给后续的分镜导演看
- sceneKey:当前场景的英文 slug(如 "classroom-dusk"、"rooftop-night"、"rainy-street")——同一物理空间应沿用相同 slug
- beats[]:玩家依次经历的对话节拍
- entryBeatId:玩家进入场景时落在哪个 beat
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
- "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)
- "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)
@@ -25,34 +49,60 @@ choice 的 effect 有两种:
- 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
- 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」
- 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
sceneKey 设计原则(重要 — 用于跨场景视觉一致性):
- 同一物理空间 + 同一时段 → 必须沿用**完全相同**的英文 slug
- 时段或空间变化时换 slug(如 "classroom-dusk" → "classroom-night""classroom-dusk" → "corridor-dusk"
- slug 规范:lowercase-with-dashes24 个英文单词
- 已登记的历史场景 sceneKey 会在用户消息里列出,请优先**复用**这些已有 slug
文本风格约束:
- narration / line 用中文(**纯净可显示文本**,绝不要写 (叹气)(语速快) 这类标注 —— 那是给配音的,会被玩家看见)
- scenePrompt / lineDelivery / characterUpdates 内的文字按下方专门说明
- sceneSummary / lineDelivery / activeCharacters[].pose 内的文字也用中文
- sceneKey 用英文 slug
- 单个 beat 的 narration 与 line 加起来 ≤80 字
- 单个 choice label ≤15 字
- scenePrompt 用英文,只描述画面里看到什么,不要描述 UI
配音相关字段:
- 每个有 line 的 beat **必须**给出 lineDelivery —— 自由中文的"配音导演指令",描述该句台词怎么念(情绪 / 语气 / 语速 / 气息 / 停顿 / 重音 / 音色起伏)。例:"鼓起勇气又害羞,声音发颤、偏小,句尾带一丝气声,语速偏慢"。平淡场合写"平静自然、语速适中"即可,但要贴当下情境。
- characterUpdates 仅当**有新角色首次出现**时列出该新角色的音色设计;已登记的角色不要重复列出。
- characterUpdates[].description **必须以明确性别开头**"女性,…" / "男性,…"),随后描述:年龄、音色质感、性格情绪基调、语速节奏、人设腔调、口音方言。例:"女性,约17岁少女,音色清亮带点稚嫩甜美,性格开朗,语速偏快,标准普通话"。
- 每个有 line 的 beat **必须**给出 lineDelivery —— 自由中文的配音导演指令,描述该句台词怎么念(情绪 / 语气 / 语速 / 气息 / 停顿 / 重音 / 音色起伏)。例:"鼓起勇气又害羞,声音发颤、偏小,句尾带一丝气声,语速偏慢"。平淡场合写"平静自然、语速适中"即可,但要贴当下情境。
角色与台词的硬性规则(影响配音正确性)
- 任何 beat 的 speaker 字段一旦填了名字,**该名字必须**:① 在"已登记角色"列表中存在,或 ② 本次输出的 characterUpdates 里登记。绝不允许 speaker 是个未登记的陌生名字
角色与台词的硬性规则:
- 任何 beat 的 speaker 字段一旦填了名字,**该名字必须**:① 是 "你"(玩家本人,见下方"玩家视角硬规则"),或 ② 在「已登记角色列表中存在,或 ③ 出现在本场景的某个 beat 的 activeCharacters 里
- speaker 名字必须与登记名**完全一致**,不要加「(回忆)」「学姐」之类后缀或别名。
- 每个 beat 的 activeCharacters 列出**此时此刻画面里出现的 NPC 角色**及其当下姿态/神情(中文)。即使没人说话,画面里有谁在也要列出。
玩家视角硬规则(重要 — 违反这条会破坏整个 galgame):
【画面规则 — 严格禁止】
- 玩家是第二人称 POV,**永远不出现在任何 Scene 画面里**
- activeCharacters[].name 数组**绝不允许**包含任何下列名字(任何大小写、中英文变体):
「玩家」「你」「我」「主角」「protagonist」「player」「Player」「MC」「I」「me」
- 玩家不会被设计立绘、不会被设计音色
【对白规则 — galgame 标准做法(Pattern B)】
- 玩家**可以正常说话**——当主角对 NPC 开口时:
speaker = "你"**固定用这两个字,不要用其他变体**)
line = 实际说的话(如「学姐,下雨了」)
lineDelivery 可以留空(玩家对白不会被 TTS 合成)
- speaker 字段允许的取值**只有两种**:① NPC 真名(必须在 activeCharacters 里)② "你"
- 其它 POV 变体(玩家 / 我 / 主角 / protagonist / player / MC / I / me**一律视为错误**
【内心 vs 外显的区分】
- 主角在心里想 / 在做某个动作 / 在观察 / 自己的体感 → 用 narrationspeaker 留空)
例:"你的心跳得很快,几乎听不见外面的雨声。"
- 主角真的开口对 NPC 说出来 → 用 speaker="你" + line
例:speaker="你" line="学姐,这把伞你拿着。"
- 同一个 beat 可以同时有 narration(心理活动 / 动作)和 speaker="你" + line(说出口的话)
必须输出严格 JSON,结构如下:
{
"scenePrompt": "english scene description, no UI",
"sceneSummary": "中文场景概要:地点+时间+氛围+关键事件",
"sceneKey": "classroom-dusk",
"entryBeatId": "b1",
"characterUpdates": [
{ "name": "夏海", "description": "女性,约17岁少女,音色清亮带点稚嫩甜美…" }
],
"beats": [
{
"id": "b1",
@@ -60,6 +110,9 @@ choice 的 effect 有两种:
"speaker": "可空",
"line": "可空(纯净文本)",
"lineDelivery": "line 非空时必填:配音导演指令",
"activeCharacters": [
{ "name": "夏海", "pose": "脸红害羞地绞着衣角,双眼躲闪" }
],
"next": { "type": "continue", "nextBeatId": "b2" }
},
{
@@ -67,13 +120,26 @@ choice 的 effect 有两种:
"speaker": "夏海",
"line": "学长,我有话想对你说。",
"lineDelivery": "鼓起勇气,但又有点害羞,语速偏慢,句尾微微上扬",
"activeCharacters": [
{ "name": "夏海", "pose": "鼓起勇气直视对方,双手紧握" }
],
"next": { "type": "continue", "nextBeatId": "b3" }
},
{
"id": "b3",
"narration": "你下意识攥紧了书包带,喉咙有点干。",
"speaker": "你",
"line": "……你说。",
"activeCharacters": [
{ "name": "夏海", "pose": "鼓起勇气直视对方,双手紧握" }
],
"next": {
"type": "choice",
"choices": [
{
"id": "c1",
"label": "继续追问",
"effect": { "kind": "advance-beat", "targetBeatId": "b3" }
"effect": { "kind": "advance-beat", "targetBeatId": "b4" }
},
{
"id": "c2",
@@ -88,18 +154,24 @@ choice 的 effect 有两种:
不要输出 JSON 以外的任何文本。`;
export function buildDirectorUserMessage(session: Session): string {
export function buildWriterUserMessage(session: Session): string {
const parts: string[] = [];
parts.push(`世界观:${session.worldSetting}`);
parts.push(`画风:${session.styleGuide}`);
if (session.characters.length > 0) {
parts.push("\n已登记角色(speaker 必须用这些名字之一,或在本次 characterUpdates 里登记新名):");
parts.push("\n已登记角色(speaker 必须用这些名字之一,或本场景新引入):");
for (const c of session.characters) {
parts.push(`- ${c.name}${c.description}`);
parts.push(`- ${c.name}`);
}
}
const priorKeys = collectPriorSceneKeys(session);
if (priorKeys.length > 0) {
parts.push("\n已使用的 sceneKey(同一物理空间请沿用,不要新造):");
for (const k of priorKeys) parts.push(`- ${k}`);
}
if (session.history.length === 0) {
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");
@@ -108,7 +180,7 @@ export function buildDirectorUserMessage(session: Session): string {
parts.push("\n场景历史(按时间顺序):");
session.history.forEach((entry, idx) => {
const lines: string[] = [`【场景 ${idx + 1}`];
lines.push(` scenePrompt: ${entry.scene.scenePrompt}`);
if (entry.scene.sceneKey) lines.push(` sceneKey: ${entry.scene.sceneKey}`);
const visited = entry.visitedBeatIds.length
? entry.visitedBeatIds
@@ -157,9 +229,274 @@ export function buildDirectorUserMessage(session: Session): string {
return parts.join("\n");
}
function collectPriorSceneKeys(session: Session): string[] {
const seen = new Set<string>();
for (const entry of session.history) {
const k = entry.scene.sceneKey;
if (k) seen.add(k);
}
return Array.from(seen);
}
// ──────────────────────────────────────────────────────────────────────
// 2. CharacterDesigner (角色设定师) — designs one new character.
//
// Receives a character NAME (extracted by the Writer's activeCharacters)
// and produces BOTH the English visual card AND the Chinese voice card
// in a single LLM call. Bundling these two is intentional: a single agent
// that "knows who this character is" produces internally-consistent
// appearance + vocal personality, whereas split agents tend to diverge
// (e.g., gentle-looking character with energetic voice).
// ──────────────────────────────────────────────────────────────────────
export const CHARACTER_DESIGNER_SYSTEM = `你是视觉小说的「角色设定师」。给你一个**新登场角色的名字**,你要为这个角色同时设计两份卡片:
1. **视觉设定卡(英文)**——给生图模型 FLUX 用,遵循 prompt engineering 风格
2. **音色设定卡(中文)**——给小米 MiMo 配音设计用
两份卡片要描绘**同一个人**——外貌温柔的人不该被配上张扬聒噪的嗓音;冷酷干练的人不该用甜软糯的童声。先在心里想清楚这个人的整体气质,再分两面落笔。
视觉设定卡 visualDescription 规则:
- **必须完全用英文**
- 风格:用形容词 + 短语,**英文逗号分隔**,符合 FLUX/Stable Diffusion prompt 习惯
- 包含:年龄段、发型发色、眼睛 / 神情基调、面部特征、标志性服饰(款式 + 配色 + 花纹)、整体气质
- **不要写瞬时姿势或表情**(这些由编剧/分镜每帧实时控制)
- **必须融入全局画风** styleGuide 的美术指向(比如 styleGuide 是「赛博朋克」时,服饰要赛博朋克化)
- 长度:80150 个英文词为宜
- 不要包含背景环境(这不是场景图,是角色立绘卡)
音色设定卡 voiceDescription 规则:
- **必须以明确性别开头**"女性,…" / "男性,…"
- 随后描述:年龄段(如「约17岁少女」「30 出头男性」)、音色质感、性格情绪基调、语速节奏、人设腔调、口音方言
- 用中文,整段连续描述,不分段
- 长度:5080 个中文字为宜
- 例:"女性,约17岁少女,音色清亮带点稚嫩甜美,性格开朗外向但容易害羞,语速偏快,标准普通话"
必须输出严格 JSON
{
"visualDescription": "English visual card, comma-separated tags...",
"voiceDescription": "中文音色卡,以性别开头..."
}
不要输出 JSON 以外的任何文本。`;
export function buildCharacterDesignerUserMessage(
charName: string,
session: Session,
): string {
const parts: string[] = [];
parts.push(`角色名:${charName}`);
parts.push(`世界观:${session.worldSetting}`);
parts.push(`全局美术画风:${session.styleGuide}`);
const others = session.characters.filter((c) => c.visualDescription);
if (others.length > 0) {
parts.push("\n已设定角色(外貌应与他们有区分):");
for (const c of others) {
parts.push(`- ${c.name}: ${c.visualDescription}`);
}
}
parts.push(
"\n请为该角色同时设计 visualDescription(英文)和 voiceDescription(中文),严格以 JSON 格式返回。",
);
return parts.join("\n");
}
// ──────────────────────────────────────────────────────────────────────
// 3. Cinematographer (分镜导演) — composes the visual frame.
//
// Reads the Writer's sceneSummary + active characters and produces the
// English compositional prompt fed to FLUX. Does NOT describe the
// characters themselves (those archetypes are appended at the Painter
// stage from session.characters.visualDescription). Only describes the
// ENVIRONMENT, lighting, camera framing, and how the characters are
// positioned within the frame.
// ──────────────────────────────────────────────────────────────────────
export const CINEMATOGRAPHER_SYSTEM = `你是视觉小说的「分镜导演」。给你编剧的当前场景概要、活跃角色名单和他们在场景里的姿态描述,以及**入口 beat 的 speaker 信息**(用来决定镜头语言)。你的任务是**只用英文**写一段**纯环境+构图**的描述(integratedPrompt),交给画师作为出图主提示词。
你**不要**写角色的外貌细节——发色、服饰、脸型这些由其他 agent 提供,画师会把"角色档案卡"附加到你的 integratedPrompt 后面。你只关心:
- **环境**:地点、时间、天气、光线、空间细节(什么家具/植物/物件)
- **构图 / 镜头**:景别(wide shot / medium shot / close-up / over-the-shoulder)、机位、视角
- **人物在画面中的位置和姿态**(不写脸 / 不写穿什么——只写"哪个角色站在哪儿、在做什么")
- **氛围**:情绪基调、色调、影调(warm dusk / cold neon / soft morning light
═══════════════════════════════════════════════════════════════════
玩家视角硬规则(与画面相关,必须严格遵守)
═══════════════════════════════════════════════════════════════════
- 玩家本人**永远不出现在画面里**——不画 player 的身体、手、肩膀、背影、剪影、脚、头发
- integratedPrompt 中**绝对禁止**出现下列英文(或中文等价):
"first-person view" · "POV of the protagonist" · "player's hand / arm / shoulder / back"
"protagonist visible" · "from the player's perspective" · "MC" · "player's silhouette"
- 镜头是一个"隐形的观察者位置"——可以位于玩家的视角附近(NPC 像在看玩家),但**绝不画出玩家本身**
═══════════════════════════════════════════════════════════════════
动态镜头策略(根据入口 beat 的 speaker 字段选择镜头)
═══════════════════════════════════════════════════════════════════
你会收到 entryBeatSpeaker 字段。按以下规则选镜头:
【entryBeatSpeaker = 某个 NPC 名字】 → NPC 正在对玩家说话
- 优先 **close-up 或 medium close-up**NPC 看向画面外(= 看玩家)
- 关键英文:close-up / medium close-up, looking toward camera, eyes meeting the viewer,
direct gaze, lips parted mid-speech
- 制造"她正在对你说话"的代入感(galgame 经典直视镜头)
【entryBeatSpeaker = "你"】 → 玩家正在对 NPC 说话
- 优先 **medium shot**NPC 居中,做"在听玩家说话"的姿态
- 关键英文:medium shot, attentively listening, facing the camera,
head slightly tilted, expression of attention
- ❌ 不要写 over-the-shoulder(因为这会暗示画出玩家肩膀,违反 POV 规则)
【entryBeatSpeaker 为空】 → 纯环境 / 旁白 beat
- 优先 **wide establishing shot**,展现环境氛围
- 关键英文:wide establishing shot, atmospheric mood, environmental detail
- 如果有 NPC 在场,他们可以处于远处 / 中景 / 自然状态(不必看镜头)
【entryBeatActive 有多个角色】 → 群像
- 使用 **medium group shot 或 medium wide shot**,多人在一个框内
- 关键英文:medium group shot, two-shot / three-shot, characters arranged in the frame
═══════════════════════════════════════════════════════════════════
输出 JSON 结构
═══════════════════════════════════════════════════════════════════
{
"shotType": "close-up / medium shot / wide establishing / medium group shot / ...",
"integratedPrompt": "English. Environment + composition + character positioning + camera language. No dialogue boxes, no UI. 80-150 words."
}
写作要求:
- integratedPrompt **必须英文**,遵循 FLUX prompt engineering 习惯(形容词 + 短语,英文逗号分隔,必要时短句)
- 提到具体角色时**只用其名字 + 动作**,例如 "Natsumi standing by the window, head slightly bowed"——绝不要写她长什么样
- 不描述任何 UI、字幕、对话框、边框
- 不描述图像之外的事情(不要写"this scene depicts..."这种 meta 句)
- 长度 80150 英文词
不要输出 JSON 以外的任何文本。`;
export function buildCinematographerUserMessage(
sceneSummary: string,
styleGuide: string,
entryBeatActive: BeatActiveCharacter[],
entryBeatSpeaker: string | undefined,
priorSceneKey: string | undefined,
currentSceneKey: string | undefined,
): string {
const parts: string[] = [];
parts.push(`全局美术画风:${styleGuide}`);
parts.push(`\n当前场景(来自编剧):${sceneSummary}`);
if (entryBeatActive.length > 0) {
parts.push("\n开场画面里的角色及其姿态:");
for (const c of entryBeatActive) {
parts.push(`- ${c.name}${c.pose ?? "(无具体姿态描述)"}`);
}
} else {
parts.push("\n开场画面里没有角色(纯环境)。");
}
// entryBeatSpeaker drives the dynamic camera policy (see CINEMATOGRAPHER_SYSTEM).
// "你" means the player is speaking; an NPC name means an NPC is speaking;
// empty means no dialog (pure environment / narration beat).
if (entryBeatSpeaker === "你") {
parts.push(
'\n开场 beat 是**玩家说话**speaker = "你")——按动态镜头策略:medium shot,NPC 居中、做听玩家说话的姿态、看向画面外。**绝不要画出玩家**。',
);
} else if (entryBeatSpeaker) {
parts.push(
`\n开场 beat 是 **${entryBeatSpeaker} 在对玩家说话**speaker = "${entryBeatSpeaker}")——按动态镜头策略:close-up 或 medium close-up${entryBeatSpeaker} 看向画面外(看玩家),眼神交流。`,
);
} else {
parts.push(
"\n开场 beat 没有 speaker(纯旁白/环境)——按动态镜头策略:wide establishing shot 展现环境氛围。",
);
}
if (priorSceneKey && currentSceneKey && priorSceneKey === currentSceneKey) {
parts.push(
`\n注意:上一场和本场 sceneKey 都是 "${currentSceneKey}"——画师会把上一张场景图作为 referenceImages 之一锚定同一空间。你的 integratedPrompt 应该**强调连续性**,描述时段/情绪/构图的细微变化,而不是完全重新设定空间。`,
);
}
parts.push("\n请输出 shotType + integratedPrompt,严格以 JSON 格式返回。");
return parts.join("\n");
}
// ──────────────────────────────────────────────────────────────────────
// 4. Painter (画师) — final image prompt assembly.
//
// Not an LLM agent — a pure prompt-building function that combines the
// Cinematographer's integratedPrompt with character archetype blocks
// (visual cards) and the standard FLUX constraints.
// ──────────────────────────────────────────────────────────────────────
export function buildPainterPrompt(
integratedPrompt: string,
styleGuide: string,
characters: { name: string; visualDescription?: string }[],
): string {
const archetypeBlock = characters
.filter((c) => c.visualDescription)
.map((c) => `[CHARACTER: ${c.name}]\n${c.visualDescription}`)
.join("\n\n");
const archetypeSection = archetypeBlock
? `\n\nCHARACTER ARCHETYPES (anchor identity, outfit, and style across scenes — keep each character visually identical to their archetype):\n${archetypeBlock}`
: "";
return `Generate a cinematic landscape background illustration, 16:9 widescreen (1792x1024).
ART STYLE: ${styleGuide}
SCENE COMPOSITION (from cinematographer — environment + camera framing + character positioning):
${integratedPrompt}${archetypeSection}
STRICT RULES — NEVER violate these:
- DO NOT draw any dialogue boxes, speech bubbles, text panels, or any rectangular overlay.
- DO NOT draw any buttons, choice options, menu items, or interactive UI elements.
- DO NOT render any Chinese or English text anywhere in the image.
- DO NOT add any HUD, interface chrome, or game UI elements.
- The image is a PURE BACKGROUND SCENE ONLY. All UI will be added as HTML on top.
- 16:9 LANDSCAPE orientation — wider than tall. No portrait or square output.
- Leave the bottom 35% of the frame relatively uncluttered (darker or softer) so overlaid UI panels remain readable.
- Characters or key scene elements should be positioned in the upper 65% of the frame.
- Maintain character identity exactly as specified in CHARACTER ARCHETYPES — same face, same hairstyle, same outfit across every scene.
PLAYER POV RULES — the player / protagonist is the unseen viewer:
- The player / protagonist is NEVER visible in the frame — no body parts, no hands, no shoulders, no back of head, no silhouette, no feet, no hair.
- DO NOT use first-person POV that implies the player's body in frame.
- When an NPC is speaking to the player, they SHOULD look toward the camera (toward the player's implied position) — this creates eye contact without showing the player.
- The camera position represents the player's gaze; only NPCs, scenery, and objects are rendered.`;
}
// Character portrait prompt — for the per-character base image generated
// once when the CharacterDesigner introduces a new character. The portrait
// is used both as a client-side asset (立绘登场) and as a referenceImages
// entry when rendering later scenes for visual consistency.
export function buildCharacterPortraitPrompt(
charName: string,
visualDescription: string,
styleGuide: string,
): string {
return `Character concept portrait sheet, single character, full-body or upper-body composition, neutral standing pose, looking toward camera, neutral expression, plain neutral background (no environment, no scenery).
ART STYLE: ${styleGuide}
CHARACTER (${charName}):
${visualDescription}
STRICT RULES:
- ONE character only — no other people, no crowd, no background characters.
- Plain neutral background (off-white or soft gradient). NO environment, NO furniture, NO props beyond what's worn.
- Neutral, calm pose and expression — this is a reference sheet, not a dramatic shot.
- NO text, NO UI, NO watermark, NO border.
- The character should be clearly visible and centered, the pose natural and relaxed.
- 16:9 landscape orientation.`;
}
// ──────────────────────────────────────────────────────────────────────
// Insert-Beat — given a freeform vision action that is judged to stay
// *within* the current scene, generate one transient beat.
// Single-agent path; no character design / no rendering involved.
// ──────────────────────────────────────────────────────────────────────
export const INSERT_BEAT_SYSTEM = `你是视觉小说编剧。玩家在当前场景内做了一个**不会换场景的自由动作**(比如看一眼桌上的相框、想了想刚才那句话)。请基于此动作,写出一个**单独的、过渡性的 beat**:可以是旁白、角色台词、或两者结合。
@@ -169,8 +506,15 @@ export const INSERT_BEAT_SYSTEM = `你是视觉小说编剧。玩家在当前场
- narration 与 line 加起来 ≤80 字
- 不要打破当前场景的物理状态(玩家仍在原地、对面仍是同一个角色)
- 不要生成选项或下一步指引 —— 玩家点击会自然回到原 beat
- 如果有 linespeaker 必须用**已登记角色**里的名字(绝不允许引入新角色)
- 如果有 line**必须**给出 lineDelivery(配音导演指令,自由中文,描述这句话怎么念)
speaker 字段允许的取值**只有两种**(与主路径 Writer 一致 — Pattern B galgame 标准):
1. **已登记角色**里的 NPC 真名(**绝不允许引入新角色**)
2. **"你"** — 玩家本人在自言自语 / 说一句过渡性的话(对白框显示,但不调 TTS)
其它任何 POV 变体(玩家 / 我 / 主角 / protagonist / player / MC / I / me**一律错误**,请用 "你" 代替。
- 如果有 line 且 speaker = NPC**必须**给出 lineDelivery(配音导演指令)
- 如果有 line 且 speaker = "你"lineDelivery 可以留空(玩家对白不调 TTS)
必须输出严格 JSON
{
@@ -198,9 +542,10 @@ export function buildInsertBeatUserMessage(
const current = session.history.at(-1);
if (current) {
parts.push(`\n当前场景:${current.scene.scenePrompt}`);
const lastBeatId = current.visitedBeatIds.at(-1) ?? current.scene.entryBeatId;
const lastBeat = current.scene.beats.find((b) => b.id === lastBeatId);
const scene: Scene = current.scene;
parts.push(`\n当前场景:${scene.scenePrompt}`);
const lastBeatId = current.visitedBeatIds.at(-1) ?? scene.entryBeatId;
const lastBeat = scene.beats.find((b) => b.id === lastBeatId);
if (lastBeat) {
const recent: string[] = [];
if (lastBeat.narration) recent.push(`旁白:${lastBeat.narration}`);
@@ -214,31 +559,10 @@ export function buildInsertBeatUserMessage(
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):
${scene.scenePrompt}
STRICT RULES — NEVER violate these:
- DO NOT draw any dialogue boxes, speech bubbles, text panels, or any rectangular overlay.
- DO NOT draw any buttons, choice options, menu items, or interactive UI elements.
- DO NOT render any Chinese or English text anywhere in the image.
- DO NOT add any HUD, interface chrome, or game UI elements.
- The image is a PURE BACKGROUND SCENE ONLY. All UI will be added as HTML on top.
- 16:9 LANDSCAPE orientation — wider than tall. No portrait or square output.
- Leave the bottom 35% of the frame relatively uncluttered (darker or softer) so overlaid UI panels remain readable.
- Characters or key scene elements should be positioned in the upper 65% of the frame.`;
}
// ──────────────────────────────────────────────────────────────────────
// Vision — interprets a background click and classifies the action.
// Unchanged from staging (UI choices live in HTML, vision only judges
// background clicks).
// ──────────────────────────────────────────────────────────────────────
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:
@@ -265,3 +589,5 @@ export function buildVisionUserPrompt(scene: Scene | null): string {
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。`;
}
export type PainterCharacterInput = Pick<Character, "name" | "visualDescription">;
-12
View File
@@ -1,12 +0,0 @@
import { generateImage } from "@yume/ai-client";
import type { ProviderConfig, Scene } from "@yume/types";
import { buildImagePrompt } from "./prompts";
export async function render(
config: ProviderConfig,
scene: Scene,
styleGuide: string,
): Promise<string> {
const prompt = buildImagePrompt(scene, styleGuide);
return generateImage(config, prompt);
}
+6 -87
View File
@@ -1,25 +1,11 @@
import { provisionVoice, synthesize } from "@yume/tts-client";
import type {
BeatAudio,
Character,
CharacterVoice,
Scene,
Session,
TtsConfig,
} from "@yume/types";
import { synthesize } from "@yume/tts-client";
import type { BeatAudio, CharacterVoice, TtsConfig } from "@yume/types";
// Per-beat synth budget. MiMo's median synth is 37s; the tail can spike
// to 3070s under concurrent load. Capping here means a single bad beat
// degrades to silent in <15s instead of blocking the whole UI flow.
const SYNTH_TIMEOUT_MS = 15000;
// When the director references a speaker that was never registered, derive a
// description from the name + world so the voice's gender/temperament is at
// least inferred from the name — never borrowed from another character.
function inferredSpeakerDescription(name: string, session: Session): string {
return `请根据角色名「${name}」推断其性别、年龄与气质,生成最贴合的音色。所属世界观:${session.worldSetting}`;
}
// Race the work against a timer; on either outcome clear the timer (otherwise
// the success path leaks a 15s-pending reject closure into Node's timer heap,
// per-synth call). On timeout, abort the supplied controller so the underlying
@@ -47,82 +33,15 @@ async function withTimeout<T>(
}
}
// Provision voices for all unseen speakers in a scene, in parallel.
// Does NOT synthesize per-beat audio — that happens lazily via
// synthesizeBeat from the /api/beat-audio route. Returning the populated
// registry lets the client fire per-beat synth without re-provisioning.
//
// Why dedupe before fanning out: the SAME unseen speaker appearing in 3
// beats must run voicedesign once; parallel design of the same speaker
// would burn three voices' worth of budget and pick whichever raced last.
export async function provisionVoicesForScene(
cfg: TtsConfig,
session: Session,
scene: Scene,
): Promise<{ characters: Character[] }> {
const tScene = Date.now();
const speakingBeats = scene.beats.filter(
(b): b is typeof b & { speaker: string; line: string } =>
Boolean(b.speaker && b.line),
);
let characters: Character[] = [...session.characters];
const toProvision = new Map<string, string>(); // name -> description
for (const b of speakingBeats) {
if (toProvision.has(b.speaker)) continue;
const existing = characters.find((c) => c.name === b.speaker);
if (existing?.voice) continue;
toProvision.set(
b.speaker,
existing?.description ?? inferredSpeakerDescription(b.speaker, session),
);
}
if (toProvision.size === 0) {
console.log(
`[voice] provisionVoicesForScene total=${Date.now() - tScene}ms (no new speakers)`,
);
return { characters };
}
const tProvision = Date.now();
const provisioned = await Promise.all(
Array.from(toProvision.entries()).map(async ([name, description]) => {
try {
const voice = await provisionVoice(cfg, description);
return { name, description, voice };
} catch (err) {
const msg = err instanceof Error ? err.message : String(err);
console.error(`[voice] provision degraded for ${name}: ${msg}`);
return { name, description, voice: undefined };
}
}),
);
console.log(
`[voice] provision: ${toProvision.size} speakers parallel max=${Date.now() - tProvision}ms`,
);
for (const p of provisioned) {
if (!p.voice) continue;
const idx = characters.findIndex((c) => c.name === p.name);
if (idx === -1) {
characters.push({ name: p.name, description: p.description, voice: p.voice });
} else {
characters[idx] = { ...characters[idx]!, voice: p.voice };
}
}
console.log(
`[voice] provisionVoicesForScene total=${Date.now() - tScene}ms`,
);
return { characters };
}
// Synthesize audio for one beat. Caller is expected to have already
// resolved the speaker's voice (from session.characters in the client) —
// passing it directly here keeps the /api/beat-audio payload small and
// makes this function pure with respect to session state.
// Returns null on error or timeout; caller treats null as "play silent."
//
// (Voice PROVISIONING — designing a voice for a new character from a
// voiceDescription — lives in agents/characterDesigner.ts now. This file
// only handles per-beat SYNTHESIS using an already-provisioned voice.)
export async function synthesizeBeat(
cfg: TtsConfig,
voice: CharacterVoice,
+56 -9
View File
@@ -11,9 +11,21 @@ export type Beat = {
line?: string;
/** Free-form voice-acting direction for the line, sent to TTS only. Never displayed. */
lineDelivery?: string;
/**
* Characters visible in this beat with their pose / expression for this moment.
* Read by the Cinematographer when composing the scene's establishing shot —
* the beat the entry beat lands in is the visual anchor for the image.
*/
activeCharacters?: BeatActiveCharacter[];
next: BeatNext;
};
export type BeatActiveCharacter = {
name: string;
/** Free-form 中文 description of pose / expression / what the character is doing. */
pose?: string;
};
export type BeatNext =
| { type: "continue"; nextBeatId: string }
| { type: "choice"; choices: BeatChoice[] };
@@ -39,6 +51,22 @@ export type Scene = {
scenePrompt: string;
beats: Beat[];
entryBeatId: string;
/**
* Stable English slug identifying the visual scene's location + time,
* e.g. "classroom-dusk", "rooftop-night". When the next Scene shares this
* key, the Painter slots the previous Scene's image into Runware's
* `referenceImages` (alongside character portraits) so the same physical
* space stays visually consistent across cuts. (Originally planned as a
* seedImage / img2img anchor, but FLUX.2 [klein] 9B KV does not support
* seedImage — referenceImages serves the same purpose with the model.)
*/
sceneKey?: string;
/**
* Runware UUID of this Scene's generated image — once uploaded, subsequent
* Scenes that match sceneKey can reference it via `referenceImages`
* without resending base64.
*/
imageUuid?: string;
};
export type SceneExit =
@@ -69,8 +97,32 @@ export type CharacterVoice = {
export type Character = {
name: string;
/** Free-form voice design description; must begin with explicit gender. */
description: string;
/**
* 中文 voice-acting direction card. Must begin with explicit gender, then
* age / timbre / personality / speed / accent. Fed to Xiaomi MiMo's
* voicedesign endpoint when the voice is first provisioned.
*/
voiceDescription: string;
/**
* English appearance card — comma-separated visual attributes following
* Runware/FLUX prompt-engineering convention. Fed to the Painter as a
* character archetype anchor so the same face/outfit/style stays consistent
* across every scene this character appears in.
*/
visualDescription?: string;
/**
* Base portrait image generated by the CharacterDesigner once, then reused
* as a Runware `referenceImages` entry in every subsequent scene the
* character appears in. Stored as base64 for client display.
*/
basePortraitBase64?: string;
/**
* Runware UUID for the base portrait. Once uploaded via the image-upload
* endpoint, subsequent Painter calls reference this UUID instead of
* resending the full base64 payload.
*/
basePortraitUuid?: string;
/** Xiaomi MiMo voice reference audio. */
voice?: CharacterVoice;
};
@@ -90,7 +142,7 @@ export type Session = {
worldSetting: string;
styleGuide: string;
history: SceneHistoryEntry[];
/** Character registry — accumulates across scenes; voices persist for reuse. */
/** Character registry — accumulates across scenes; voices + portraits persist for reuse. */
characters: Character[];
};
@@ -145,7 +197,7 @@ export type StartResponse = {
sessionId: string;
scene: Scene;
imageBase64: string;
/** Character registry with voice references provisioned for new speakers. */
/** Character registry with voice references + visual cards provisioned. */
characters: Character[];
};
@@ -165,11 +217,6 @@ export type SceneResponse = {
// /api/beat-audio — lazily synthesize one beat's voice. Client fires this
// per beat after a scene loads; server has a per-call timeout so MiMo
// tail-latency cannot block the UI. A null audio response means "play silent."
//
// Payload deliberately slim: just the line to speak and the speaker's voice
// reference. The client extracts the voice from its local session.characters
// before posting — sending the full Session would force ~160KB of base64 per
// OTHER speaker plus the entire scene history to ride along for nothing.
export type BeatAudioRequest = {
beat: {
id: string;