Files
infiplot-web/lib/engine/agents/characterDesigner.ts
T
yuanzonghao 57bc6556ab refactor(ai-client): unify OpenAI-compatible path to AI SDK generateText
Eliminate the dual code path (raw fetch vs AI SDK) for text and vision.
All providers now go through createLanguageModel() + generateText(),
removing chatOpenAiCompatible/analyzeOpenAiCompatible, the manual Usage
type, summarizeUsage, and responseFormat plumbing from 8 call sites.

Key fix: @ai-sdk/openai v3 defaults to the Responses API (/responses);
DeepSeek only supports Chat Completions, so we use .chat() explicitly.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-06-07 00:31:36 +08:00

156 lines
6.1 KiB
TypeScript

import { chat, generateImage } from "@infiplot/ai-client";
import { provisionVoice } from "@infiplot/tts-client";
import type {
Character,
CharacterVoice,
EngineConfig,
Session,
} from "@infiplot/types";
import { parseJsonLoose } from "../jsonParser";
import { mockImageDataUri } from "../mockImage";
import {
CHARACTER_DESIGNER_SYSTEM,
buildCharacterDesignerUserMessage,
buildCharacterPortraitPrompt,
} from "../prompts";
// ──────────────────────────────────────────────────────────────────────
// CharacterDesigner agent — designs ONE new character.
//
// Exposed as three GRANULAR stages so the director can schedule the slow
// parts around the Painter (a voice is never needed to paint a scene, and
// only entry-beat characters' portraits are referenced by the Painter):
//
// 1. designCharacterCard — ONE LLM call → visual + voice TEXT cards
// (intentional bundling: the same agent thinks about who this character
// IS, keeping appearance and vocal personality coherent)
// 2. renderCharacterPortrait — base portrait image (Runware URL + UUID)
// 3. provisionCharacterVoice — Xiaomi MiMo voicedesign → reference audio
//
// Each step degrades gracefully — if image gen fails the character just has
// no portrait; if voice gen fails it has no voice. The game keeps running.
// ──────────────────────────────────────────────────────────────────────
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, tag: "character-designer" },
);
return parseJsonLoose<CharacterDesignOutput>(raw);
}
// Generate the per-character base portrait. 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 the URL (for any client display + URL-form references) and the
// UUID (cheapest reference form for subsequent Painter calls). Both come
// back in one `imageInference` response now that we use outputType=URL —
// no separate upload step needed.
//
// In mock mode we return the data URI as basePortraitUrl with no UUID
// (Painter is short-circuited anyway, so the lack of a UUID is moot).
export async function renderCharacterPortrait(
config: EngineConfig,
charName: string,
visualDescription: string,
styleGuide: string,
): Promise<{ basePortraitUrl?: string; basePortraitUuid?: string }> {
try {
if (config.mockImage) {
return { basePortraitUrl: await mockImageDataUri() };
}
const prompt = buildCharacterPortraitPrompt(
charName,
visualDescription,
styleGuide,
);
const { imageUrl, imageUuid } = await generateImage(config.image, prompt);
return { basePortraitUrl: imageUrl, basePortraitUuid: imageUuid };
} 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
}
}
export async function provisionCharacterVoice(
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;
}
}
// The cheap first stage: design the visual + voice TEXT cards in one LLM
// call. The director then schedules renderCharacterPortrait /
// provisionCharacterVoice around the Painter. Multiple new characters in the
// same scene run this stage in parallel at the director level.
export type CharacterCard = {
name: string;
visualDescription?: string;
voiceDescription: string;
};
export async function designCharacterCard(
config: EngineConfig,
session: Session,
charName: string,
): Promise<CharacterCard> {
const tDesign = Date.now();
const design = await runDesignLLM(config, session, charName);
tlog(`[charDesigner ${charName}] design LLM`, tDesign);
return {
name: charName,
visualDescription: design.visualDescription?.trim() || undefined,
voiceDescription:
design.voiceDescription?.trim() ||
`请根据角色名「${charName}」推断其性别、年龄与气质,生成最贴合的音色。所属世界观:${session.worldSetting}`,
};
}
// Provision voice ONLY for an existing character that the LLM mentioned
// without us having designed them yet (e.g., 编剧 referenced a name that
// wasn't in `activeCharacters` but appeared as a speaker). Used by
// directInsertBeat path and as a safety net in directScene. No portrait
// is generated for these — they get a name + voice only.
export async function provisionVoiceForName(
config: EngineConfig,
session: Session,
charName: string,
): Promise<Character> {
const voiceDescription = `请根据角色名「${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 provisionCharacterVoice(config, voiceDescription, charName);
return { name: charName, voiceDescription, voice };
}