Files
infiplot-web/lib/engine/orchestrator.ts
T
yuanzonghao ae3dd17e6b feat(web): add player name, freeform input, and unified settings modal
- Player name: stored in localStorage, injected into Architect/Writer/InsertBeat
  prompts so NPCs address the player by name, displayed in dialogue UI
- Freeform input: compact button at choice nodes expands to text input, LLM
  classifier routes to insert-beat (interactive NPC response) or change-scene
- SettingsModal: unified panel merging player name, voice toggle (with
  collapsible TTS key section), replacing the old TtsKeyModal
- Insert-beat upgrade: prompt now requires NPC reaction when characters are
  present, shared by both freeform and Vision paths
- IME guard: isComposing check on freeform input to prevent CJK mid-composition
  submission

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-07 12:37:50 +08:00

252 lines
9.8 KiB
TypeScript

import type {
BeatAudioRequest,
BeatAudioResponse,
EngineConfig,
FreeformClassify,
FreeformClassifyRequest,
FreeformClassifyResponse,
InsertBeatRequest,
InsertBeatResponse,
Session,
SceneRequest,
SceneResponse,
StartRequest,
StartResponse,
VisionRequest,
VisionResponse,
} from "@infiplot/types";
import { coerceOrientation } from "@infiplot/types";
import { chat } from "@infiplot/ai-client";
import { runArchitect } from "./agents/architect";
import { selectStyle } from "./agents/styleSelector";
import { directInsertBeat, directScene } from "./director";
import { STYLE_MAP } from "@/lib/options";
import { parseJsonLoose } from "./jsonParser";
import {
FREEFORM_CLASSIFY_SYSTEM,
buildFreeformClassifyUserMessage,
} from "./prompts";
import { synthesizeBeat } from "./voice";
import { interpret } from "./vision";
function newSessionId(): string {
return `s_${Date.now()}_${Math.random().toString(36).slice(2, 8)}`;
}
function tlog(label: string, t0: number): void {
console.log(`${label}: ${Date.now() - t0}ms`);
}
// ──────────────────────────────────────────────────────────────────────
// startSession — initial Scene via the multi-agent pipeline.
//
// directScene internally handles: Writer → (CharacterDesigner+
// Cinematographer parallel) → Painter → upload. Voice provisioning and
// portrait generation happen inside CharacterDesigner per new character,
// so the orchestrator no longer needs to coordinate them separately.
// ──────────────────────────────────────────────────────────────────────
export async function startSession(
config: EngineConfig,
req: StartRequest,
): Promise<StartResponse> {
const tTotal = Date.now();
const session: Session = {
id: newSessionId(),
createdAt: Date.now(),
worldSetting: req.worldSetting.trim(),
styleGuide: req.styleGuide.trim(),
history: [],
characters: [],
styleReferenceImage: req.styleReferenceImage?.trim() || undefined,
orientation: coerceOrientation(req.orientation),
playerName: req.playerName?.trim() || undefined,
};
// Stage 0 — Architect (+ optional auto style selection, in parallel).
// Both only depend on worldSetting, so they run concurrently.
console.log(
`[start] worldSetting (${session.worldSetting.length} chars):\n${session.worldSetting}`,
);
const isAutoStyle = session.styleGuide === "auto";
if (isAutoStyle) {
session.styleGuide = "由 AI 根据剧情自动匹配最佳画风";
}
const tArchitect = Date.now();
const [architectResult, autoStyleGuide] = await Promise.all([
runArchitect(config.text, session),
isAutoStyle
? selectStyle(config.text, session.worldSetting).catch((err) => {
console.warn(`[styleSelector] failed, falling back to 吉卜力:`, err);
return null;
})
: Promise.resolve(null),
]);
session.storyState = architectResult;
if (isAutoStyle) {
session.styleGuide = autoStyleGuide ?? STYLE_MAP["吉卜力"]!;
console.log(`[start] auto-selected style: ${session.styleGuide.slice(0, 60)}…`);
}
tlog("[start] Architect" + (isAutoStyle ? " + StyleSelector" : ""), tArchitect);
console.log(
`[start] storyBible: logline="${session.storyState.logline}" | genreTags="${session.storyState.genreTags}" | synopsis="${session.storyState.synopsis}"`,
);
const { scene, sceneImageUrl, characters, storyState } = await directScene(
config,
session,
);
tlog("[start] TOTAL", tTotal);
return {
sessionId: session.id,
scene,
imageUrl: sceneImageUrl,
characters,
storyState,
};
}
// ──────────────────────────────────────────────────────────────────────
// requestScene — next Scene from existing session.
// ──────────────────────────────────────────────────────────────────────
export async function requestScene(
config: EngineConfig,
req: SceneRequest,
): Promise<SceneResponse> {
const tTotal = Date.now();
const { scene, sceneImageUrl, characters, storyState } = await directScene(
config,
req.session,
);
tlog("[scene] TOTAL", tTotal);
return {
scene,
imageUrl: sceneImageUrl,
characters,
storyState,
};
}
// ──────────────────────────────────────────────────────────────────────
// visionDecide — interprets a background click into intent + classify.
// No change from staging — vision lives outside the scene-generation
// pipeline.
// ──────────────────────────────────────────────────────────────────────
export async function visionDecide(
config: EngineConfig,
req: VisionRequest,
): Promise<VisionResponse> {
const current = req.session.history.at(-1)?.scene ?? null;
return interpret(config.vision, req.annotatedImageBase64, current);
}
// ──────────────────────────────────────────────────────────────────────
// classifyFreeform — classifies a freeform text input at a choice node
// into match-choice / insert-beat / change-scene. Single lightweight
// LLM call; no image, no scene generation.
// ──────────────────────────────────────────────────────────────────────
export async function classifyFreeform(
config: EngineConfig,
req: FreeformClassifyRequest,
): Promise<FreeformClassifyResponse> {
const current = req.session.history.at(-1)?.scene ?? null;
const userMsg = buildFreeformClassifyUserMessage(
req.freeformText,
current?.scenePrompt,
);
const raw = await chat(config.text, [
{ role: "system", content: FREEFORM_CLASSIFY_SYSTEM },
{ role: "user", content: userMsg },
], { temperature: 0, tag: "freeform-classify" });
const parsed = parseJsonLoose<{
classify?: string;
freeformAction?: string;
}>(raw);
const classify: FreeformClassify =
parsed.classify === "change-scene" ? "change-scene" : "insert-beat";
return {
classify,
freeformAction: parsed.freeformAction?.trim() || req.freeformText,
};
}
// ──────────────────────────────────────────────────────────────────────
// 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(
config: EngineConfig,
req: InsertBeatRequest,
): Promise<InsertBeatResponse> {
const tTotal = Date.now();
const partial = await directInsertBeat(
config.text,
req.session,
req.freeformAction,
);
// INSERT_BEAT prompt forbids new NPCs — promote disallowed-speaker lines
// to narration so the player still sees the text (the client only renders
// `line` when there is a `speaker`).
//
// Exception (Pattern B): speaker = "你" is the player speaking. No
// Character record exists for "你" (intentional — TTS is skipped), so we
// must NOT demote it; the client renders the dialog box correctly.
// directInsertBeat already normalized POV variants to "你" before this
// guard, so a literal "你" here is always Pattern B player dialog.
if (
partial.speaker &&
partial.speaker !== "你" &&
!req.session.characters.some((c) => c.name === partial.speaker)
) {
console.warn(
`[insert-beat] unregistered speaker "${partial.speaker}" ignored`,
);
const promotedNarration =
[partial.narration, partial.line].filter(Boolean).join("\n") || undefined;
tlog("[insert-beat] TOTAL", tTotal);
return {
partial: {
narration: promotedNarration,
speaker: undefined,
line: undefined,
lineDelivery: undefined,
},
characters: req.session.characters,
};
}
tlog("[insert-beat] TOTAL", tTotal);
return { partial, characters: req.session.characters };
}
// ──────────────────────────────────────────────────────────────────────
// requestBeatAudio — lazy per-beat synth. Returns audio:null on
// timeout / failure / TTS disabled, so the client just plays silent.
// ──────────────────────────────────────────────────────────────────────
export async function requestBeatAudio(
config: EngineConfig,
req: BeatAudioRequest,
): Promise<BeatAudioResponse> {
if (!config.tts) return { audio: null };
const audio = await synthesizeBeat(config.tts, req.voice, req.beat);
return { audio };
}