ae3dd17e6b
- 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>
505 lines
22 KiB
TypeScript
505 lines
22 KiB
TypeScript
// ──────────────────────────────────────────────────────────────────────
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// Beat — one dialogue / narration moment within a Scene.
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// Multiple beats share the same background image; tapping or choosing
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// advances among them WITHOUT regenerating the image.
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// ──────────────────────────────────────────────────────────────────────
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export type Beat = {
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id: string;
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narration?: string;
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speaker?: string;
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line?: string;
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/** Free-form voice-acting direction for the line, sent to TTS only. Never displayed. */
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lineDelivery?: string;
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/**
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* Characters visible in this beat with their pose / expression for this moment.
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* Read by the Cinematographer when composing the scene's establishing shot —
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* the beat the entry beat lands in is the visual anchor for the image.
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*/
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activeCharacters?: BeatActiveCharacter[];
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next: BeatNext;
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};
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export type BeatActiveCharacter = {
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name: string;
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/** Free-form 中文 description of pose / expression / what the character is doing. */
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pose?: string;
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};
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export type BeatNext =
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| { type: "continue"; nextBeatId: string }
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| { type: "choice"; choices: BeatChoice[] };
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export type BeatChoice = {
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id: string;
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label: string;
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effect: BeatChoiceEffect;
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};
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export type BeatChoiceEffect =
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| { kind: "advance-beat"; targetBeatId: string }
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| { kind: "change-scene"; nextSceneSeed: string };
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// ──────────────────────────────────────────────────────────────────────
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// Orientation — session-wide image aspect, locked at session start.
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// "landscape" → 16:9 (1792×1024), the default for desktop / mobile-landscape.
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// "portrait" → 9:16 (1024×1792), painted for mobile users holding the phone
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// upright so the scene fills the screen instead of letterboxing a widescreen
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// image. CSS object-fit then adapts the 9:16 frame to the exact device size.
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// ──────────────────────────────────────────────────────────────────────
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export type Orientation = "portrait" | "landscape";
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/** Normalize an untrusted orientation value (from a request body, or a
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* persisted session that predates the field) to a valid Orientation.
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* Anything other than "portrait" falls back to "landscape" (back-compat). */
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export function coerceOrientation(value: unknown): Orientation {
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return value === "portrait" ? "portrait" : "landscape";
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}
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// ──────────────────────────────────────────────────────────────────────
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// Scene — one background image + a graph of beats.
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// The Director emits an entire Scene per call; the player navigates
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// through its beats locally with zero network until exiting.
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// ──────────────────────────────────────────────────────────────────────
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export type Scene = {
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id: string;
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scenePrompt: string;
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beats: Beat[];
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entryBeatId: string;
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/**
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* Stable English slug identifying the visual scene's location + time,
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* e.g. "classroom-dusk", "rooftop-night". When the next Scene shares this
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* key, the Painter slots the previous Scene's image into Runware's
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* `referenceImages` (alongside character portraits) so the same physical
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* space stays visually consistent across cuts.
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*/
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sceneKey?: string;
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/**
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* Runware UUID of this Scene's generated image. Cheapest form to send back
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* to Runware's `referenceImages` in subsequent calls (UUID > URL > base64
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* in transport cost). Not shown to the client — `imageUrl` is what renders.
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*/
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imageUuid?: string;
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/**
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* Public CDN URL of this Scene's generated image. Returned to the client for
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* `<img src>` rendering; the client also feeds it through a Canvas 2D click
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* annotator before posting to `/api/vision` (see
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* `VisionRequest.annotatedImageBase64`).
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*
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* For MOCK_IMAGE=true this is a `data:image/svg+xml;...` data URI, not a
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* Runware URL — the client renders both forms transparently.
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*/
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imageUrl?: string;
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/**
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* Orientation this scene's image was painted in. Mirrors the session's
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* locked orientation; recorded per-scene so the client can pick the right
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* intrinsic dimensions / object-fit even across legacy or mixed history.
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*/
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orientation?: Orientation;
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};
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export type SceneExit =
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| {
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kind: "choice";
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choiceId: string;
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label: string;
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nextSceneSeed: string;
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}
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| { kind: "freeform"; action: string };
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export type SceneHistoryEntry = {
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scene: Scene;
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visitedBeatIds: string[];
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exit?: SceneExit;
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};
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// ──────────────────────────────────────────────────────────────────────
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// Writer two-phase split
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//
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// The Writer runs as TWO LLM calls so scene-image generation can begin
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// before the dialogue is fully written:
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// Phase A (WriterPlan) — the minimal skeleton the image pipeline needs:
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// sceneSummary + sceneKey + the entry beat's
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// on-stage roster + the full cast to design.
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// Phase B (beats) — the full beats[] graph + storyStatePatch, written
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// to honor the plan, overlapped with image gen.
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// The Cinematographer + character design + Painter all run off the Plan, so
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// Phase B's (longer) output is hidden behind the image pipeline.
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// ──────────────────────────────────────────────────────────────────────
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export type WriterPlan = {
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/** 中文 scene synopsis (location + time + mood + key event + opening hook).
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* The sole input the Cinematographer composes the establishing shot from. */
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sceneSummary: string;
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/** English location+time slug for cross-scene visual continuity. */
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sceneKey?: string;
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/** Beat id the player lands on when entering the scene. Phase B must emit a
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* beat with this id (reconciled if it doesn't). */
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entryBeatId: string;
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/** Every NPC name that appears anywhere in this scene. Drives character
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* design (card + portrait + voice) IN PARALLEL with Phase B beat writing, so
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* the whole cast is provisioned by the time the scene returns. Phase B may
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* only use names from this list (plus the POV "你"). Never includes the player. */
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cast: string[];
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/** The entry beat's on-stage roster (who's visible + pose when the player
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* lands). Drives the Cinematographer's framing and the entry-beat portraits
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* the Painter anchors to. Never includes the POV player. */
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entryActiveCharacters: BeatActiveCharacter[];
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/** The entry beat's speaker — an NPC name, "你" (player speaking), or
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* undefined for a pure narration/environment entry. Drives shot selection. */
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entrySpeaker?: string;
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};
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// ──────────────────────────────────────────────────────────────────────
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// Characters & voices (TTS)
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// ──────────────────────────────────────────────────────────────────────
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export type CharacterVoice = {
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provider: "xiaomi";
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/** Xiaomi MiMo design output stored as reference audio for later clones. */
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referenceAudioBase64: string;
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mimeType: string;
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};
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export type Character = {
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name: string;
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/**
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* 中文 voice-acting direction card. Must begin with explicit gender, then
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* age / timbre / personality / speed / accent. Fed to Xiaomi MiMo's
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* voicedesign endpoint when the voice is first provisioned.
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*/
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voiceDescription: string;
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/**
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* English appearance card — comma-separated visual attributes following
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* Runware/FLUX prompt-engineering convention. Fed to the Painter as a
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* character archetype anchor so the same face/outfit/style stays consistent
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* across every scene this character appears in.
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*/
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visualDescription?: string;
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/**
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* Runware UUID for the base portrait. Generated by the CharacterDesigner
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* once, reused as a `referenceImages` entry on every subsequent scene the
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* character appears in. UUID is the cheapest reference form for Runware.
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*/
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basePortraitUuid?: string;
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/**
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* Public CDN URL for the base portrait. Same image as `basePortraitUuid`;
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* kept around for the client (if it ever wants to render character cards)
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* and as a fallback reference form for `referenceImages` when UUID is absent.
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*/
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basePortraitUrl?: string;
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/** Xiaomi MiMo voice reference audio. */
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voice?: CharacterVoice;
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};
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/** A single beat's synthesized audio, attached to the response. */
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export type BeatAudio = {
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base64: string;
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mime: string;
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};
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// ──────────────────────────────────────────────────────────────────────
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// StoryState — the persistent "story bible" + evolving narrative memory.
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//
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// Created once at session start by the Architect agent (rich opening
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// planning), then carried across every scene and incrementally updated by
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// the Writer. This is the single throughline that keeps tone, cast, and
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// stakes coherent across scene cuts — without it each Writer call would
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// re-derive the whole arc from a flat beat log and drift.
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//
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// Split into STABLE fields (set by the Architect, rarely change) and
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// VOLATILE fields (rewritten each scene via StoryStatePatch).
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// ──────────────────────────────────────────────────────────────────────
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export type StoryState = {
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// ── Stable (Architect-authored; persists unless deliberately revised) ──
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/** One-line central dramatic question / 主线钩子. */
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logline: string;
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/** Genre + tone tags anchoring the 爽点 framework, e.g. "甜宠 / 校园 / 慢热治愈". */
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genreTags: string;
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/** Second-person protagonist card: who 你 are, the immediate situation, the
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* core want, and a flaw/secret. The audience proxy — never rendered. */
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protagonist: string;
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/** Key supporting cast and their relationship/tension with 你 (one per line). */
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castNotes?: string;
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// ── Volatile (rewritten each scene by the Writer's StoryStatePatch) ──
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/** Rolling, compressed synopsis of what has happened so far (~3-5 句). */
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synopsis: string;
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/** Unresolved hooks / mysteries / questions still owed to the player. */
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openThreads?: string[];
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/** Current relationship/emotion state per character, e.g.
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* "夏海:好感升温,刚向你告白了一半". */
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relationships?: string[];
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/** Where the story is heading next — the conflict/reversal/suspense the
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* next scene should drive toward. Seeds the next scene's hook. */
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nextHook?: string;
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};
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/** The volatile subset the Writer rewrites after each scene. Stable fields
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* (logline/genreTags/protagonist/castNotes) are preserved by the merge. */
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export type StoryStatePatch = {
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synopsis?: string;
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openThreads?: string[];
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relationships?: string[];
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nextHook?: string;
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};
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// ──────────────────────────────────────────────────────────────────────
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// Session
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// ──────────────────────────────────────────────────────────────────────
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export type Session = {
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id: string;
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createdAt: number;
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worldSetting: string;
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styleGuide: string;
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history: SceneHistoryEntry[];
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/** Character registry — accumulates across scenes; voices + portraits persist for reuse. */
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characters: Character[];
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/**
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* Persistent story bible + evolving narrative memory. Set at session start
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* by the Architect, carried by the client across every /api/scene call, and
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* updated by the Writer each scene. Optional for back-compat with any
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* session payload created before this field existed.
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*/
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storyState?: StoryState;
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/**
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* Optional user-uploaded style reference image (data URL — `data:image/...;base64,...`).
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* When set, the Painter prepends it to `referenceImages` on every scene so the
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* uploaded image anchors painting style (brush, color, mood) across the whole
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* session. Resized client-side before upload (~512px max dim) to keep session
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* payload small for /api/scene round-trips.
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*/
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styleReferenceImage?: string;
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/**
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* Session-wide image orientation, locked at session start from the client's
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* device + orientation and carried on every /api/scene call so all scenes
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* share one aspect ratio. Absent → "landscape" (back-compat).
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*/
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orientation?: Orientation;
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/**
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* Optional player-chosen display name. When set, NPC dialogue will address
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* the player by this name instead of the generic "你". Stored client-side
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* only (localStorage); never persisted server-side.
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*/
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playerName?: string;
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};
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// ──────────────────────────────────────────────────────────────────────
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// Vision
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// ──────────────────────────────────────────────────────────────────────
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export type ClickIntent = {
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freeformAction: string;
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reasoning: string;
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};
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export type VisionClassify = "insert-beat" | "change-scene";
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// ──────────────────────────────────────────────────────────────────────
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// Provider config
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// ──────────────────────────────────────────────────────────────────────
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/**
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* Wire protocol used to talk to a model provider. Which values are valid
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* depends on the model role — each ai-client adapter accepts its own subset
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* and falls back to a sensible default for anything else:
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*
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* openai_compatible text / vision / image — OpenAI Chat Completions +
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* `/images/generations` (self-implemented fetch; the
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* default for text/vision when unset)
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* anthropic text / vision — native Anthropic Messages (AI SDK)
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* google text / vision / image — native Gemini (AI SDK); image
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* uses the Nano Banana family
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* openai image only — OpenAI gpt-image via AI SDK,
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* unlocks reference-image editing (for text/vision use
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* openai_compatible, which already speaks OpenAI's format)
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* runware image only — Runware task-array protocol
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* (self-implemented; the default for runware.ai URLs)
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*/
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export type ProviderProtocol =
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| "openai_compatible"
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| "anthropic"
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| "google"
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| "openai"
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| "runware";
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export type ProviderConfig = {
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baseUrl: string;
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apiKey: string;
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model: string;
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/**
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* Wire protocol. When unset, callers apply a role-specific default:
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* text/vision → "openai_compatible"; image → inferred from baseUrl
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* (runware.ai → "runware", otherwise "openai_compatible") so existing
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* deployments keep working without setting *_PROVIDER.
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*/
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provider?: ProviderProtocol;
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};
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export type TtsConfig = {
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baseUrl: string;
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apiKey: string;
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/** Base model name; adapter derives "-voicedesign" / "-voiceclone" suffixes. */
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speechModel: string;
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};
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export type EngineConfig = {
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text: ProviderConfig;
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image: ProviderConfig;
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vision: ProviderConfig;
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/** Optional — when missing the game runs silently (no TTS). */
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tts?: TtsConfig;
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/** When true the renderer returns a placeholder PNG instead of calling the image API. */
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mockImage?: boolean;
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};
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// ──────────────────────────────────────────────────────────────────────
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// API contracts
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// ──────────────────────────────────────────────────────────────────────
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export type StartRequest = {
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worldSetting: string;
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styleGuide: string;
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/** Optional user-uploaded style reference image — see Session.styleReferenceImage. */
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styleReferenceImage?: string;
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/**
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* When true the client supplied its own Xiaomi TTS key and will provision +
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* synth voices in the browser (key never touches our server). The route then
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* drops `config.tts` so the engine skips all server-side TTS work.
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*/
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clientTts?: boolean;
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/**
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* Device orientation chosen at session start. "portrait" makes the engine
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* paint 9:16 vertical scene images (mobile, held upright); "landscape"
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* (default) keeps 16:9 widescreen. Locked for the whole session.
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*/
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orientation?: Orientation;
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/** Optional player display name — see Session.playerName. */
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playerName?: string;
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};
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// /api/parse-style-image — vision LLM extracts a textual painting-style
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// prompt from a user-uploaded reference image. The same base64 is echoed
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// back so the client can later pass it through to /api/start.
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export type ParseStyleImageRequest = {
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/** Data URL: `data:image/...;base64,...`. */
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imageDataUrl: string;
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};
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export type ParseStyleImageResponse = {
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/** English style prompt suitable as a styleGuide (FLUX-friendly attributes). */
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stylePrompt: string;
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};
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export type StartResponse = {
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sessionId: string;
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scene: Scene;
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/** Public CDN URL (or data URI in MOCK_IMAGE mode) for the rendered scene background. */
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imageUrl: string;
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/** Character registry with voice references + visual cards provisioned. */
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characters: Character[];
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/** Story bible created by the Architect + updated by the opening scene's
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* Writer. The client persists this into the session for later /api/scene calls. */
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storyState: StoryState;
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};
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// /api/scene — generates the next Scene, given session whose latest
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// history entry has `exit` set. Also used for prefetch speculation
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// (frontend synthesizes a speculative exit).
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export type SceneRequest = {
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session: Session;
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/** See StartRequest.clientTts — drops server-side TTS for BYO-key clients. */
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clientTts?: boolean;
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};
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export type SceneResponse = {
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scene: Scene;
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/** Public CDN URL (or data URI in MOCK_IMAGE mode) for the rendered scene background. */
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imageUrl: string;
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characters: Character[];
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/** Story bible after this scene's Writer applied its update. The client
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* must persist this back into the session so the throughline survives the
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* next scene cut. */
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storyState: StoryState;
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};
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// /api/beat-audio — lazily synthesize one beat's voice. Client fires this
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// per beat after a scene loads; server has a per-call timeout so MiMo
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// tail-latency cannot block the UI. A null audio response means "play silent."
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export type BeatAudioRequest = {
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beat: {
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id: string;
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line: string;
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lineDelivery?: string;
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};
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voice: CharacterVoice;
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};
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export type BeatAudioResponse = {
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audio: BeatAudio | null;
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};
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// /api/vision — interprets a background click on the current image and
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// classifies whether it should insert a beat (in-scene exploration) or
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// trigger a scene change.
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export type VisionRequest = {
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session: Session;
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/**
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* Raw PNG base64 (no `data:` prefix) of the scene image WITH the player's
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* click marker already drawn on it by the browser's Canvas 2D. The server
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* forwards this straight to the vision LLM as an OpenAI-compatible
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* image_url.
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*
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* Annotation lives client-side so the engine has no Node-native image
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* dependency (sharp doesn't run on Cloudflare Workers) and we save a
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* server-side image re-fetch per click.
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*/
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annotatedImageBase64: string;
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};
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export type VisionResponse = {
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intent: ClickIntent;
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classify: VisionClassify;
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};
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// /api/classify-freeform — classifies a player's freeform text input
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// into one of three paths: match an existing choice, insert a beat
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// in-scene, or trigger a scene change.
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export type FreeformClassifyRequest = {
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session: Session;
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freeformText: string;
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};
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export type FreeformClassify = "insert-beat" | "change-scene";
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export type FreeformClassifyResponse = {
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classify: FreeformClassify;
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freeformAction: string;
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};
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|
||
// /api/insert-beat — generates a single transient beat in response to
|
||
// a freeform vision action. Does NOT regenerate the image.
|
||
export type InsertBeatRequest = {
|
||
session: Session;
|
||
freeformAction: string;
|
||
/** See StartRequest.clientTts — drops server-side TTS for BYO-key clients. */
|
||
clientTts?: boolean;
|
||
};
|
||
|
||
/** Partial beat fields produced by the insert-beat director. */
|
||
export type InsertBeatPartial = {
|
||
narration?: string;
|
||
speaker?: string;
|
||
line?: string;
|
||
lineDelivery?: string;
|
||
};
|
||
|
||
export type InsertBeatResponse = {
|
||
partial: InsertBeatPartial;
|
||
characters: Character[];
|
||
};
|