Files
infiplot-web/lib/engine/agents/writer.ts
T
DESKTOP-I1T6TF3\Q 37c911f510 chore(engine): log prompt-cache hit/miss per chat call
Add a `tag` option to chat() and have it print one `[cache] <tag>
hit=X miss=Y rate=Z%` line per call. Three Usage-shape variants are
probed in order so the same logger works across providers:

  - DeepSeek (v3+):  usage.prompt_cache_hit_tokens / *_miss_tokens
  - OpenAI / o-series: usage.prompt_tokens_details.cached_tokens
  - Anthropic:        usage.cache_read_input_tokens / *_creation_*

When none of them are present (MiMo / local Ollama / others) we still
print prompt + completion totals so the cost baseline is visible.

Tag every callsite so the log is greppable:
  architect / writer / character-designer / cinematographer / insert-beat

This is the prerequisite for the prefix-cache reordering work that
follows — without per-agent visibility there's no way to tell if a
prompt rearrangement actually moved the needle.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-03 10:42:33 +08:00

426 lines
14 KiB
TypeScript

import { chat } from "@infiplot/ai-client";
import type {
Beat,
BeatActiveCharacter,
BeatChoice,
BeatChoiceEffect,
BeatNext,
ProviderConfig,
Session,
StoryStatePatch,
} from "@infiplot/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[];
/** Rewritten volatile story memory — merged onto the carried StoryState by
* the director. Absent when the model omitted it (rare; bible just stales). */
storyStatePatch?: StoryStatePatch;
};
// 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 RawStoryStatePatch = {
synopsis?: unknown;
openThreads?: unknown;
relationships?: unknown;
nextHook?: unknown;
};
type RawScene = {
sceneSummary?: string;
sceneKey?: string;
entryBeatId?: string;
beats?: RawBeat[];
storyStatePatch?: RawStoryStatePatch;
};
// ──────────────────────────────────────────────────────────────────────
// 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;
}
function coerceStringArray(raw: unknown): string[] | undefined {
if (!Array.isArray(raw)) return undefined;
const out = raw
.map((x) => (typeof x === "string" ? x.trim() : ""))
.filter((x) => x.length > 0);
return out.length > 0 ? out : undefined;
}
// Pull the volatile story-memory rewrite out of the Writer's JSON. Only
// non-empty fields are kept; an all-empty/absent patch returns undefined so
// the director leaves the carried StoryState untouched.
function coerceStoryStatePatch(
raw: RawStoryStatePatch | undefined,
): StoryStatePatch | undefined {
if (!raw || typeof raw !== "object") return undefined;
const patch: StoryStatePatch = {};
const synopsis = typeof raw.synopsis === "string" ? raw.synopsis.trim() : "";
if (synopsis) patch.synopsis = synopsis;
const openThreads = coerceStringArray(raw.openThreads);
if (openThreads) patch.openThreads = openThreads;
const relationships = coerceStringArray(raw.relationships);
if (relationships) patch.relationships = relationships;
const nextHook = typeof raw.nextHook === "string" ? raw.nextHook.trim() : "";
if (nextHook) patch.nextHook = nextHook;
return Object.keys(patch).length > 0 ? patch : 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", tag: "writer" },
);
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,
storyStatePatch: coerceStoryStatePatch(parsed.storyStatePatch),
};
}
// 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 };