Merge pull request #106 from zonghaoyuan/feat/freeform-always-new-scene
feat(play): freeform input always generates new scene + enhanced insert-beat
This commit is contained in:
+42
-85
@@ -34,7 +34,6 @@ import {
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startSession,
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startSession,
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requestScene,
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requestScene,
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visionDecide,
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visionDecide,
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classifyFreeform,
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requestInsertBeat,
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requestInsertBeat,
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getTtsProvider,
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getTtsProvider,
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AuthRequiredError,
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AuthRequiredError,
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@@ -2250,68 +2249,12 @@ function PlayInner() {
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setPhase("vision-thinking");
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setPhase("vision-thinking");
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try {
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try {
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const decision = await classifyFreeform({
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// Always generate a new scene for freeform text input — the player
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session,
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// typed something, so they expect the story to move forward.
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freeformText: text,
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});
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if (decision.classify === "insert-beat") {
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// Interactive beat: NPC responds to the player's action, scene stays
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setPhase("inserting-beat");
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const { partial, characters: insertChars } = await requestInsertBeat({
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session,
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freeformAction: decision.freeformAction,
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clientTts: !!byoTtsRef.current,
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});
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const fromBeatId =
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currentBeatRef.current?.id ?? currentScene.entryBeatId;
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const newBeatId = `b_ins_${Date.now()}_${Math.random()
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.toString(36)
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.slice(2, 6)}`;
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const newBeat: Beat = {
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id: newBeatId,
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narration: partial.narration,
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speaker: partial.speaker,
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line: partial.line,
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lineDelivery: partial.lineDelivery,
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next: { type: "continue", nextBeatId: fromBeatId },
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};
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const patched: Scene = {
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...currentScene,
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beats: [...currentScene.beats, newBeat],
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};
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const nextVisited = [...visitedBeatsRef.current, newBeatId];
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visitedBeatsRef.current = nextVisited;
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const nextSession: Session = {
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...session,
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history: session.history.map((h, i, arr) =>
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i === arr.length - 1 ? { ...h, scene: patched, visitedBeatIds: nextVisited } : h,
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),
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characters: insertChars,
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};
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setSession(nextSession);
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setCurrentScene(patched);
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setCurrentBeatId(newBeatId);
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if (newBeat.speaker && newBeat.line) {
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void fetchBeatAudio(nextSession, {
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id: newBeatId,
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speaker: newBeat.speaker,
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line: newBeat.line,
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lineDelivery: newBeat.lineDelivery,
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});
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}
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setLastExitLabel(decision.freeformAction);
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setPhase("ready");
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return;
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}
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// change-scene path
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const visited = [...visitedBeatsRef.current];
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const visited = [...visitedBeatsRef.current];
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const exit: SceneExit = {
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const exit: SceneExit = {
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kind: "freeform",
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kind: "freeform",
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action: decision.freeformAction,
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action: text,
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};
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};
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clearPool(poolRef.current);
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clearPool(poolRef.current);
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@@ -2337,7 +2280,7 @@ function PlayInner() {
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promise,
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promise,
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exit,
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exit,
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visited,
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visited,
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decision.freeformAction,
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text,
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() => onFreeformInput(text),
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() => onFreeformInput(text),
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{ kind: "freeform", text },
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{ kind: "freeform", text },
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);
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);
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@@ -2367,7 +2310,7 @@ function PlayInner() {
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if (decision.classify === "insert-beat") {
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if (decision.classify === "insert-beat") {
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setPhase("inserting-beat");
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setPhase("inserting-beat");
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const { partial, characters: insertChars } = await requestInsertBeat({
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const { partial, extraBeats, characters: insertChars } = await requestInsertBeat({
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session,
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session,
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freeformAction: decision.intent.freeformAction,
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freeformAction: decision.intent.freeformAction,
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clientTts: !!byoTtsRef.current,
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clientTts: !!byoTtsRef.current,
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@@ -2375,42 +2318,56 @@ function PlayInner() {
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const fromBeatId =
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const fromBeatId =
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currentBeatRef.current?.id ?? currentScene.entryBeatId;
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currentBeatRef.current?.id ?? currentScene.entryBeatId;
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const newBeatId = `b_ins_${Date.now()}_${Math.random()
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const allPartials = [partial, ...(extraBeats ?? [])];
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.toString(36)
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const newBeats: Beat[] = [];
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.slice(2, 6)}`;
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const newBeatIds: string[] = [];
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const newBeat: Beat = {
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id: newBeatId,
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for (const [i, p] of allPartials.entries()) {
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narration: partial.narration,
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const id = `b_ins_${Date.now()}_${Math.random().toString(36).slice(2, 6)}_${i}`;
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speaker: partial.speaker,
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newBeatIds.push(id);
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line: partial.line,
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newBeats.push({
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lineDelivery: partial.lineDelivery,
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id,
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next: { type: "continue", nextBeatId: fromBeatId },
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narration: p.narration,
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};
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speaker: p.speaker,
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line: p.line,
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lineDelivery: p.lineDelivery,
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next: { type: "continue", nextBeatId: "" },
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});
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}
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// Chain beats: each points to the next; last one loops back to original beat
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for (let i = 0; i < newBeats.length - 1; i++) {
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newBeats[i]!.next = { type: "continue", nextBeatId: newBeatIds[i + 1]! };
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}
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newBeats[newBeats.length - 1]!.next = { type: "continue", nextBeatId: fromBeatId };
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const patched: Scene = {
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const patched: Scene = {
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...currentScene,
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...currentScene,
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beats: [...currentScene.beats, newBeat],
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beats: [...currentScene.beats, ...newBeats],
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};
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};
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const nextVisited = [...visitedBeatsRef.current, ...newBeatIds];
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visitedBeatsRef.current = nextVisited;
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const nextSession: Session = {
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const nextSession: Session = {
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...session,
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...session,
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history: session.history.map((h, i, arr) =>
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history: session.history.map((h, i, arr) =>
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i === arr.length - 1 ? { ...h, scene: patched } : h,
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i === arr.length - 1 ? { ...h, scene: patched, visitedBeatIds: nextVisited } : h,
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),
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),
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characters: insertChars,
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characters: insertChars,
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};
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};
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setSession(nextSession);
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setSession(nextSession);
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setCurrentScene(patched);
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setCurrentScene(patched);
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setCurrentBeatId(newBeatId);
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setCurrentBeatId(newBeatIds[0]!);
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// Insert-beat doesn't change scene.id, so the scene effect won't
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// re-fire — manually kick off the audio fetch for the new beat.
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for (const nb of newBeats) {
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if (newBeat.speaker && newBeat.line) {
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if (nb.speaker && nb.line) {
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void fetchBeatAudio(nextSession, {
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void fetchBeatAudio(nextSession, {
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id: newBeatId,
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id: nb.id,
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speaker: newBeat.speaker,
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speaker: nb.speaker,
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line: newBeat.line,
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line: nb.line,
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lineDelivery: newBeat.lineDelivery,
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lineDelivery: nb.lineDelivery,
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});
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});
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}
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}
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}
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setLastExitLabel(decision.intent.freeformAction);
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setLastExitLabel(decision.intent.freeformAction);
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setPhase("ready");
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setPhase("ready");
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+40
-21
@@ -6,6 +6,7 @@ import type {
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Character,
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Character,
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CharacterIntent,
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CharacterIntent,
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EngineConfig,
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EngineConfig,
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InsertBeatMulti,
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InsertBeatPartial,
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InsertBeatPartial,
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ProviderConfig,
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ProviderConfig,
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Scene,
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Scene,
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@@ -562,17 +563,32 @@ export async function directScene(
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}
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}
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// ──────────────────────────────────────────────────────────────────────
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// ──────────────────────────────────────────────────────────────────────
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// directInsertBeat — single-agent path for vision-driven in-scene
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// directInsertBeat — single-agent path for in-scene exploration.
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// exploration. Generates ONE transient beat with NO new image, NO new
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// Generates 1-3 beats with NO new image, NO new characters, plus
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// characters. Multi-agent pipeline doesn't apply here (no rendering, no
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// follow-up choices so the player isn't dumped back to the old options.
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// character introduction allowed by the prompt).
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// ──────────────────────────────────────────────────────────────────────
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// ──────────────────────────────────────────────────────────────────────
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function coerceBeatPartial(raw: Record<string, unknown>): InsertBeatPartial | null {
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const narration = (typeof raw.narration === "string" ? raw.narration.trim() : undefined) || undefined;
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const rawSpeaker = (typeof raw.speaker === "string" ? raw.speaker.trim() : undefined) || undefined;
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const speaker = rawSpeaker ? normalizeSpeakerName(rawSpeaker) : undefined;
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const line = (typeof raw.line === "string" ? raw.line.trim() : undefined) || undefined;
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const lineDelivery =
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line && speaker !== POV_DISPLAY_NAME
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? ((typeof raw.lineDelivery === "string" ? raw.lineDelivery.trim() : undefined) || undefined)
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: undefined;
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if (!narration && !speaker && !line) return null;
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if (line && !speaker) {
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return { narration: [narration, line].filter(Boolean).join("\n") || undefined };
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}
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return { narration, speaker, line, lineDelivery };
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}
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export async function directInsertBeat(
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export async function directInsertBeat(
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config: ProviderConfig,
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config: ProviderConfig,
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session: Session,
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session: Session,
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freeformAction: string,
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freeformAction: string,
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): Promise<InsertBeatPartial> {
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): Promise<InsertBeatPartial[]> {
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const raw = await chat(
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const raw = await chat(
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config,
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config,
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[
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[
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@@ -585,22 +601,25 @@ export async function directInsertBeat(
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{ temperature: 0.9, tag: "insert-beat" },
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{ temperature: 0.9, tag: "insert-beat" },
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);
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);
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const parsed = parseJsonLoose<InsertBeatPartial>(raw);
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const parsed = parseJsonLoose<InsertBeatMulti & InsertBeatPartial>(raw);
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const narration = parsed.narration?.trim() || undefined;
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// Multi-beat format: { beats: [...] }
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const rawSpeaker = parsed.speaker?.trim() || undefined;
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if (Array.isArray(parsed.beats) && parsed.beats.length > 0) {
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// Pattern B (mirrors Writer): normalize POV variants → "你"; NPCs pass through.
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const beats = parsed.beats
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const speaker = rawSpeaker ? normalizeSpeakerName(rawSpeaker) : undefined;
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.slice(0, 3)
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const line = parsed.line?.trim() || undefined;
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.map((b) =>
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// lineDelivery is only meaningful for NPC speakers (TTS). For POV ("你")
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b && typeof b === "object"
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// TTS is intentionally skipped on the client, so lineDelivery is dropped.
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? coerceBeatPartial(b as Record<string, unknown>)
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const lineDelivery =
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: null,
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line && speaker !== POV_DISPLAY_NAME
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)
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? parsed.lineDelivery?.trim() || undefined
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.filter((b): b is InsertBeatPartial => b !== null);
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: undefined;
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if (beats.length === 0) {
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beats.push({ narration: "(你停下脚步,环视片刻。)" });
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if (!narration && !speaker && !line) {
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}
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return { narration: "(你停下脚步,环视片刻。)" };
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return beats;
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}
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}
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return { narration, speaker, line, lineDelivery };
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// Legacy single-beat fallback
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const single = coerceBeatPartial(parsed as Record<string, unknown>);
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return [single ?? { narration: "(你停下脚步,环视片刻。)" }];
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}
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}
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+26
-29
@@ -196,45 +196,42 @@ export async function requestInsertBeat(
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): Promise<InsertBeatResponse> {
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): Promise<InsertBeatResponse> {
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const tTotal = Date.now();
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const tTotal = Date.now();
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const partial = await directInsertBeat(
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const result = await directInsertBeat(
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config.text,
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config.text,
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req.session,
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req.session,
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req.freeformAction,
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req.freeformAction,
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);
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);
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// INSERT_BEAT prompt forbids new NPCs — promote disallowed-speaker lines
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// Guard every beat: promote unregistered speakers to narration.
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// to narration so the player still sees the text (the client only renders
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const guardedBeats = result.map((partial) => {
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// `line` when there is a `speaker`).
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if (
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//
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partial.speaker &&
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// Exception (Pattern B): speaker = "你" is the player speaking. No
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partial.speaker !== "你" &&
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// Character record exists for "你" (intentional — TTS is skipped), so we
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!req.session.characters.some((c) => c.name === partial.speaker)
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// must NOT demote it; the client renders the dialog box correctly.
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) {
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// directInsertBeat already normalized POV variants to "你" before this
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console.warn(
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// guard, so a literal "你" here is always Pattern B player dialog.
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`[insert-beat] unregistered speaker "${partial.speaker}" ignored`,
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if (
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);
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partial.speaker &&
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return {
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partial.speaker !== "你" &&
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narration:
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!req.session.characters.some((c) => c.name === partial.speaker)
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[partial.narration, partial.line].filter(Boolean).join("\n") || undefined,
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) {
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console.warn(
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`[insert-beat] unregistered speaker "${partial.speaker}" ignored`,
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);
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const promotedNarration =
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[partial.narration, partial.line].filter(Boolean).join("\n") || undefined;
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tlog("[insert-beat] TOTAL", tTotal);
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return {
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partial: {
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narration: promotedNarration,
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speaker: undefined,
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speaker: undefined,
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line: undefined,
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line: undefined,
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lineDelivery: undefined,
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lineDelivery: undefined,
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},
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};
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characters: req.session.characters,
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}
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};
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return partial;
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}
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});
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const first = guardedBeats[0] ?? { narration: "(你停下脚步,环视片刻。)" };
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const extra = guardedBeats.slice(1);
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tlog("[insert-beat] TOTAL", tTotal);
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tlog("[insert-beat] TOTAL", tTotal);
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return { partial, characters: req.session.characters };
|
return {
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|
partial: first,
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|
extraBeats: extra.length > 0 ? extra : undefined,
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|
characters: req.session.characters,
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|
};
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}
|
}
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// ──────────────────────────────────────────────────────────────────────
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// ──────────────────────────────────────────────────────────────────────
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+19
-15
@@ -572,18 +572,22 @@ STRICT RULES:
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// Single-agent path; no character design / no rendering involved.
|
// Single-agent path; no character design / no rendering involved.
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// ──────────────────────────────────────────────────────────────────────
|
// ──────────────────────────────────────────────────────────────────────
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|
|
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export const INSERT_BEAT_SYSTEM = `你是视觉小说编剧。玩家在当前场景内做了一个自由动作(可能是点击画面中的某个物件/角色,也可能是主动输入了一句话/动作)。请基于此动作,写出**一个有实质内容的 beat**。
|
export const INSERT_BEAT_SYSTEM = `你是视觉小说编剧。玩家在当前场景内做了一个自由动作(可能是点击画面中的某个物件/角色,也可能是主动输入了一句话/动作)。请基于此动作,写出**1-3 个有实质内容的 beat**。
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|
|
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核心原则——**玩家的动作必须得到回应**:
|
核心原则——**玩家的动作必须得到回应**:
|
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- 如果当前场景有 NPC 在场,NPC **必须对玩家的动作做出反应**(说话、表情变化、动作回应)。用 narration 描述玩家的动作,用 speaker + line 写 NPC 的回应。
|
- 如果当前场景有 NPC 在场,NPC **必须对玩家的动作做出反应**(说话、表情变化、动作回应)。用 narration 描述玩家的动作,用 speaker + line 写 NPC 的回应。
|
||||||
- 如果场景中没有 NPC(纯环境),可以用 narration 描述玩家的观察/发现,给玩家一个新细节或情绪波动。
|
- 如果场景中没有 NPC(纯环境),可以用 narration 描述玩家的观察/发现,给玩家一个新细节或情绪波动。
|
||||||
- 不要写"你想做什么但没做"这种无意义的犹豫——玩家已经做了,世界要有反馈。
|
- 不要写"你想做什么但没做"这种无意义的犹豫——玩家已经做了,世界要有反馈。
|
||||||
|
|
||||||
|
beat 数量指引:
|
||||||
|
- 简单观察/短回应:1 个 beat 即可
|
||||||
|
- 有来有回的对话/有展开的互动:2-3 个 beat,让反应更有层次
|
||||||
|
- 每个 beat 的 narration + line ≤100 字
|
||||||
|
|
||||||
文本风格约束:
|
文本风格约束:
|
||||||
- narration / line 用中文,**纯净可显示文本**,不要写 (叹气)(语速快) 这类配音标注
|
- narration / line 用中文,**纯净可显示文本**,不要写 (叹气)(语速快) 这类配音标注
|
||||||
- narration 与 line 加起来 ≤100 字
|
|
||||||
- 不要打破当前场景的物理状态(玩家仍在原地)
|
- 不要打破当前场景的物理状态(玩家仍在原地)
|
||||||
- 不要生成选项或下一步指引 —— 玩家点击会自然回到原 beat
|
- 不要生成选项或下一步指引——播完后玩家会自然回到原来的选项
|
||||||
- 内容要"有所得"——一个新细节、一丝潜台词、一次真实的交流(show, don't tell)
|
- 内容要"有所得"——一个新细节、一丝潜台词、一次真实的交流(show, don't tell)
|
||||||
- 白描为主:聚焦可观察的五感与物理特征,以角色的动作/神态本身传递情绪,不要以作者角度解释或议论;不写角色眼神/语气里的情绪(这些从台词与动作中自行体会)
|
- 白描为主:聚焦可观察的五感与物理特征,以角色的动作/神态本身传递情绪,不要以作者角度解释或议论;不写角色眼神/语气里的情绪(这些从台词与动作中自行体会)
|
||||||
|
|
||||||
@@ -604,13 +608,12 @@ speaker 字段允许的取值**只有两种**(与主路径 Writer 一致 — P
|
|||||||
|
|
||||||
必须输出严格 JSON:
|
必须输出严格 JSON:
|
||||||
{
|
{
|
||||||
"narration": "...",
|
"beats": [
|
||||||
"speaker": "...",
|
{ "narration": "...", "speaker": "...", "line": "...", "lineDelivery": "..." }
|
||||||
"line": "...",
|
]
|
||||||
"lineDelivery": "..."
|
|
||||||
}
|
}
|
||||||
|
|
||||||
narration/speaker/line/lineDelivery 都可为空字符串。不要输出 JSON 以外的任何文本。`;
|
不要输出 JSON 以外的任何文本。`;
|
||||||
|
|
||||||
export function buildInsertBeatUserMessage(
|
export function buildInsertBeatUserMessage(
|
||||||
session: Session,
|
session: Session,
|
||||||
@@ -655,7 +658,7 @@ export function buildInsertBeatUserMessage(
|
|||||||
}
|
}
|
||||||
|
|
||||||
parts.push(`\n玩家此刻的自由动作:${freeformAction}`);
|
parts.push(`\n玩家此刻的自由动作:${freeformAction}`);
|
||||||
parts.push("\n请生成一个有实质回应的 beat,严格以 JSON 格式返回。");
|
parts.push("\n请生成 1-3 个 beat,严格以 JSON 格式返回。");
|
||||||
const langDirective = buildLanguageDirective(session.language);
|
const langDirective = buildLanguageDirective(session.language);
|
||||||
if (langDirective) parts.push(langDirective);
|
if (langDirective) parts.push(langDirective);
|
||||||
return parts.join("\n");
|
return parts.join("\n");
|
||||||
@@ -670,11 +673,12 @@ export function buildInsertBeatUserMessage(
|
|||||||
export const VISION_SYSTEM_PROMPT = `你是视觉理解助手。玩家在视觉小说的背景图上点击了红色圆点位置(HTML 上的选项按钮不会走到你这里)。你的任务是:
|
export const VISION_SYSTEM_PROMPT = `你是视觉理解助手。玩家在视觉小说的背景图上点击了红色圆点位置(HTML 上的选项按钮不会走到你这里)。你的任务是:
|
||||||
1. 看清红点指向画面里的什么(物件、角色、空间、远处的方向)
|
1. 看清红点指向画面里的什么(物件、角色、空间、远处的方向)
|
||||||
2. 推断玩家想干什么
|
2. 推断玩家想干什么
|
||||||
3. 判断这个动作是「场内探索」(不该换图)还是「场景切换」(要换图)
|
3. 判断这个动作是「场内探索」还是「场景切换」
|
||||||
|
|
||||||
判断准则:
|
判断准则:
|
||||||
- "insert-beat"(场内探索):观察画面里某个细节、自言自语、和当前角色继续互动、看一眼某个物件
|
- "change-scene"(场景切换):走向画面深处的门 / 走廊、转头看向新方向(视角变了)、点了远处的另一个空间、暗示时间跳跃的物件(如时钟)、调查某个物件/线索导致剧情发展、与角色进行有实质影响的互动
|
||||||
- "change-scene"(场景切换):走向画面深处的门 / 走廊、转头看向新方向(视角变了)、点了远处的另一个空间、暗示时间跳跃的物件(如时钟)
|
- "insert-beat"(场内探索):**仅限**纯粹的观察——看一眼某个无剧情意义的装饰、环顾四周
|
||||||
|
- 拿不准时偏向 "change-scene"——玩家主动点击画面说明想要推进剧情
|
||||||
|
|
||||||
必须输出严格 JSON:
|
必须输出严格 JSON:
|
||||||
{
|
{
|
||||||
@@ -704,9 +708,9 @@ export const FREEFORM_CLASSIFY_SYSTEM = `你是交互视觉小说的意图分类
|
|||||||
2. "change-scene":玩家想去别的地方、做出重大决定、推动剧情到新阶段 → 切换到全新场景
|
2. "change-scene":玩家想去别的地方、做出重大决定、推动剧情到新阶段 → 切换到全新场景
|
||||||
|
|
||||||
判断准则:
|
判断准则:
|
||||||
- 大多数对话类输入(问问题、说一句话、对角色做出反应)→ "insert-beat"
|
- "change-scene":大多数主动输入——问问题、说一句话、做一个动作、对角色做出反应、想去别的地方、做出决定、推动剧情 → 玩家花精力打字说明想让故事前进
|
||||||
- 明确要离开当前场景、去别的地方、跳过时间、做出改变人物关系的重大决定 → "change-scene"
|
- "insert-beat":**仅限**纯粹的环境观察或无实际影响的自言自语
|
||||||
- 拿不准时偏向 "insert-beat"(场内互动成本低,体验更流畅)
|
- 拿不准时偏向 "change-scene"——玩家主动输入说明想要推进剧情
|
||||||
|
|
||||||
必须输出严格 JSON:
|
必须输出严格 JSON:
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -27,7 +27,7 @@ export async function interpret(
|
|||||||
}>(raw);
|
}>(raw);
|
||||||
|
|
||||||
const classify: VisionClassify =
|
const classify: VisionClassify =
|
||||||
parsed.classify === "change-scene" ? "change-scene" : "insert-beat";
|
parsed.classify === "insert-beat" ? "insert-beat" : "change-scene";
|
||||||
|
|
||||||
return {
|
return {
|
||||||
intent: {
|
intent: {
|
||||||
|
|||||||
@@ -695,8 +695,15 @@ export type InsertBeatPartial = {
|
|||||||
lineDelivery?: string;
|
lineDelivery?: string;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/** Multi-beat response: 1-3 beats. */
|
||||||
|
export type InsertBeatMulti = {
|
||||||
|
beats: InsertBeatPartial[];
|
||||||
|
};
|
||||||
|
|
||||||
export type InsertBeatResponse = {
|
export type InsertBeatResponse = {
|
||||||
partial: InsertBeatPartial;
|
partial: InsertBeatPartial;
|
||||||
|
/** Additional beats beyond the first (for richer insert-beat interactions). */
|
||||||
|
extraBeats?: InsertBeatPartial[];
|
||||||
characters: Character[];
|
characters: Character[];
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user