引入游玩呈现壳与旁观维护槽,完善结算合并、十分制自评与技能产物 UI。
Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -17,7 +17,7 @@
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| `modules/context-order/prompt.md` | **骨架已写**(`context-order.v1`) |
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| `docs/context-fragment-design.md` | **已写**;范例技能已对齐 `context-fragment.v1` |
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| 程序:片段解析 / 扁平投影序 / `对话.历史` 可投影 | **已落地**(非硬双锚) |
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| `orchestrator.md` | **仍待**:play 调度顺序 perspective? → gm → narrator |
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| `orchestrator.md` | **已改**:play 调度 auditor → perspective? → gm → narrator |
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## 优先级 P1(能力归属 feeds)
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```json
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// 设计.worker集(世界模拟)
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{
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"play_slots": { "gm": true, "narrator": true, "perspective": false },
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"play_slots": { "auditor": true, "gm": true, "narrator": true, "perspective": false },
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"tables": { "side_effects": [/* 来自变量设计 */] },
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"workers": [/* 可空,由程序按槽展开;或覆盖 context/outputs */]
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}
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}
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```
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```json
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// 运行.本轮.旁观(多数轮空)
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{
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"schema": "maintain.v1",
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"need_generate": false,
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"table_ops": [],
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"notes": []
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}
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```
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## 建议你改的顺序
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1. `refine` + `worker-spec`(或新拓扑技能)对齐 `play_slots`
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