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. // ══════════════════════════════════════════════════════════════════════ // ────────────────────────────────────────────────────────────────────── // 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 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,写出**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: - 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 choice 的 effect 有两种: - "advance-beat":玩家选了之后跳到**同场景内**的另一个 beat(不换背景图,速度极快) - "change-scene":玩家选了之后切换到**新场景**(视角变了 / 走到新地方 / 时间跳了) 设计原则: - 同场景内 beat 数自由发挥,按剧情节奏自然给出(通常 2–6 个,可以更多) - 多用 continue,少用 choice — 选择只应出现在「真正的岔路口」 - advance-beat 适合处理对话分支(同一场景里换个话题、追问、撒娇) - change-scene 适合空间/时间跳跃(出门、转身看窗外、第二天清晨) - 一个场景至少要有一个 change-scene 出口(除非真到结局) - 每个 change-scene 必须带 nextSceneSeed —— 一句中文简述「下一场是哪里、谁在、要发生什么」 - 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-dashes,2–4 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) - 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 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。 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 narration(speaker 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: { "sceneSummary": "中文场景概要:地点+时间+氛围+关键事件", "sceneKey": "classroom-dusk", "entryBeatId": "b1", "beats": [ { "id": "b1", "narration": "可空(纯净文本)", "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" } }, { "id": "b2", "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": "b4" } }, { "id": "c2", "label": "起身离开教室", "effect": { "kind": "change-scene", "nextSceneSeed": "雨后湿漉漉的走廊,她追了出来" } } ] } } ] } 不要输出 JSON 以外的任何文本。`; 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,或本场景新引入):"); for (const c of session.characters) { 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"); } parts.push("\n场景历史(按时间顺序):"); session.history.forEach((entry, idx) => { const lines: string[] = [`【场景 ${idx + 1}】`]; if (entry.scene.sceneKey) lines.push(` sceneKey: ${entry.scene.sceneKey}`); const visited = entry.visitedBeatIds.length ? entry.visitedBeatIds : [entry.scene.entryBeatId]; const beatById = new Map(entry.scene.beats.map((b) => [b.id, b])); const visitedBeats = visited .map((id) => beatById.get(id)) .filter((b): b is NonNullable => Boolean(b)); for (const b of visitedBeats) { const fragments: string[] = []; if (b.narration) fragments.push(`旁白:${b.narration}`); if (b.line) fragments.push(`${b.speaker ?? "?"}:${b.line}`); if (fragments.length) lines.push(" " + fragments.join(" / ")); } if (entry.exit) { if (entry.exit.kind === "choice") { lines.push( ` 玩家最终选择:${entry.exit.label}(去往:${entry.exit.nextSceneSeed})`, ); } else { lines.push(` 玩家自由动作:${entry.exit.action}`); } } parts.push(lines.join("\n")); }); const last = session.history.at(-1); const lastExit = last?.exit; if (lastExit) { if (lastExit.kind === "choice") { parts.push( `\n请基于「玩家在上一场选择了:${lastExit.label}」,生成下一个场景(参考种子:${lastExit.nextSceneSeed})。`, ); } else { parts.push( `\n请基于「玩家自由动作:${lastExit.action}」,生成下一个场景。`, ); } } else { parts.push("\n请生成下一个场景。"); } parts.push("严格以 JSON 格式返回。"); return parts.join("\n"); } function collectPriorSceneKeys(session: Session): string[] { const seen = new Set(); 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:80–150 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:50–80 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 80–150 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}): ${visualDescription} STRICT RULES: - ONE character only — no other people, no crowd, no background characters. - Plain neutral background (off-white or soft gradient). NO environment, NO furniture, NO props beyond what's worn. - Neutral, calm pose and expression — this is a reference sheet, not a dramatic shot. - NO text, NO UI, NO watermark, NO border. - The character should be clearly visible and centered, the pose natural and relaxed. - 16:9 landscape orientation.`; } // ────────────────────────────────────────────────────────────────────── // Insert-Beat — given a freeform vision action that is judged to stay // *within* the current scene, generate one transient beat. // Single-agent path; no character design / no rendering involved. // ────────────────────────────────────────────────────────────────────── export const INSERT_BEAT_SYSTEM = `你是视觉小说编剧。玩家在当前场景内做了一个**不会换场景的自由动作**(比如看一眼桌上的相框、想了想刚才那句话)。请基于此动作,写出一个**单独的、过渡性的 beat**:可以是旁白、角色台词、或两者结合。 文本风格约束: - narration / line 用中文,**纯净可显示文本**,不要写 (叹气) 这类配音标注 - narration 与 line 加起来 ≤80 字 - 不要打破当前场景的物理状态(玩家仍在原地、对面仍是同一个角色) - 不要生成选项或下一步指引 —— 玩家点击会自然回到原 beat speaker 字段允许的取值**只有两种**(与主路径 Writer 一致 — Pattern B galgame 标准): 1. **已登记角色**里的 NPC 真名(**绝不允许引入新角色**) 2. **"你"** — 玩家本人在自言自语 / 说一句过渡性的话(对白框显示,但不调 TTS) 其它任何 POV 变体(玩家 / 我 / 主角 / protagonist / player / MC / I / me)**一律错误**,请用 "你" 代替。 - 如果有 line 且 speaker = NPC,**必须**给出 lineDelivery(配音导演指令) - 如果有 line 且 speaker = "你",lineDelivery 可以留空(玩家对白不调 TTS) 必须输出严格 JSON: { "narration": "...", "speaker": "...", "line": "...", "lineDelivery": "..." } narration/speaker/line/lineDelivery 都可为空字符串。不要输出 JSON 以外的任何文本。`; export function buildInsertBeatUserMessage( session: Session, freeformAction: string, ): string { const parts: string[] = []; parts.push(`世界观:${session.worldSetting}`); if (session.characters.length > 0) { parts.push("\n已登记角色(speaker 只能用这些名字):"); for (const c of session.characters) { parts.push(`- ${c.name}`); } } const current = session.history.at(-1); if (current) { const scene: Scene = current.scene; parts.push(`\n当前场景:${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:${lastBeat.narration}`); if (lastBeat.line) recent.push(`${lastBeat.speaker ?? "?"}:${lastBeat.line}`); if (recent.length) parts.push(`刚才发生:${recent.join(" / ")}`); } } parts.push(`\n玩家此刻的自由动作:${freeformAction}`); parts.push("\n请生成一个过渡性 beat,严格以 JSON 格式返回。"); return parts.join("\n"); } // ────────────────────────────────────────────────────────────────────── // Vision — interprets a background click and classifies the action. // Unchanged from staging (UI choices live in HTML, vision only judges // background clicks). // ────────────────────────────────────────────────────────────────────── export const VISION_SYSTEM_PROMPT = `你是视觉理解助手。玩家在视觉小说的背景图上点击了红色圆点位置(HTML 上的选项按钮不会走到你这里)。你的任务是: 1. 看清红点指向画面里的什么(物件、角色、空间、远处的方向) 2. 推断玩家想干什么 3. 判断这个动作是「场内探索」(不该换图)还是「场景切换」(要换图) 判断准则: - "insert-beat"(场内探索):观察画面里某个细节、自言自语、和当前角色继续互动、看一眼某个物件 - "change-scene"(场景切换):走向画面深处的门 / 走廊、转头看向新方向(视角变了)、点了远处的另一个空间、暗示时间跳跃的物件(如时钟) 必须输出严格 JSON: { "freeformAction": "玩家想做什么的一句中文描述,例如「想拿起桌上的钥匙」", "classify": "insert-beat" 或 "change-scene", "reasoning": "一句话说明判断理由" } 不要输出 JSON 以外的任何文本。`; export function buildVisionUserPrompt(scene: Scene | null): string { if (!scene) return "请判断玩家意图,并以 JSON 格式返回。"; return `当前场景描述:${scene.scenePrompt} 红点位置即为玩家点击位置。请判断玩家意图与分类,以 JSON 格式返回。`; } export type PainterCharacterInput = Pick;