主世界层直接写正文,转述与旁观改读用户展示输出。

去掉裁决包主路径,让无转述时可直出终稿、有转述时再改写镶壳。

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-09-10 02:18:14 +08:00
co-authored by Cursor
parent d65ebbce8b
commit 3d720f23fe
27 changed files with 290 additions and 216 deletions
+27 -14
View File
@@ -152,6 +152,7 @@ import {
} from "../skills/play-turn.js";
import {
PRESENT_TAG,
isPlayFinalVisibleWorker,
isPlayPresentWorker,
parseShellAdaptationFromReplyFormat,
presentOutputFromFallback,
@@ -1253,7 +1254,7 @@ export class PhaseRuntime {
}
/**
* 游玩层不走创作 HITL:转述必须交出用户可见正文,其它执行单元空产物也继续。
* 游玩层不走创作 HITL:终稿槽必须交出用户可见正文,其它执行单元空产物也继续。
*/
private settlePlayWorkerResult(
workerId: string,
@@ -1261,15 +1262,14 @@ export class PhaseRuntime {
): import("../worker/executor.js").WorkerRunResult {
if (!isPlayLayerActive(this.session.slots)) return result;
const outputs = { ...result.outputs };
const narratorEnabled = isNarratorEnabled(
parseWorkerSetYaml(
this.blackboard.getContentByTag("设计.worker集") ?? "",
)?.play_slots,
);
if (
Object.keys(outputs).length === 0 &&
isPlayPresentWorker(workerId, {
narratorEnabled: isNarratorEnabled(
parseWorkerSetYaml(
this.blackboard.getContentByTag("设计.worker集") ?? "",
)?.play_slots,
),
})
isPlayFinalVisibleWorker(workerId, { narratorEnabled })
) {
const shell =
parseShellAdaptationFromReplyFormat(
@@ -1279,10 +1279,12 @@ export class PhaseRuntime {
const preview = result.preview?.trim() ?? "";
const looksAsk =
/可验收|追问|请再补|askUser/.test(preview) || /^\s*-\s/.test(preview);
outputs[PRESENT_TAG] = presentOutputFromFallback(
looksAsk ? "" : preview,
shell,
);
// 主世界终稿用纯正文;转述仍可落 present 包
outputs[PRESENT_TAG] = isPlayPresentWorker(workerId)
? presentOutputFromFallback(looksAsk ? "" : preview, shell)
: looksAsk
? "(本轮场面未写完)"
: preview || "(本轮场面未写完)";
}
return {
...result,
@@ -2578,7 +2580,18 @@ export class PhaseRuntime {
inferLifecycleStage(this.session) === "play" &&
(tag === "输出.用户展示" || tag === "输出.开场白")
) {
this.appendDialogueHistory("助手", toWrite);
const narratorEnabled = isNarratorEnabled(
parseWorkerSetYaml(
this.blackboard.getContentByTag("设计.worker集") ?? "",
)?.play_slots,
);
// 有转述时:主世界草稿不进对话史,只记终稿(转述);开场白始终记
if (
tag === "输出.开场白" ||
isPlayFinalVisibleWorker(workerId, { narratorEnabled })
) {
this.appendDialogueHistory("助手", toWrite);
}
}
if (nextDoc) {
this.applyTableSideEffects(prevDoc, nextDoc, workerId);
@@ -2586,7 +2599,7 @@ export class PhaseRuntime {
if (tag === OPENING_CURRENT_VARS_TAG || tag === "变量.当前") {
this.applyValueMapProjections(workerId);
}
// 裁决包 / 旁观维护包 → 合并进变量.当前(可触发 side_effects)
// 遗留裁决包 / 旁观维护包 → 合并进变量.当前(可触发 side_effects)
if (tag === SETTLEMENT_TAG) {
this.applySettlementVariableChanges(toWrite, workerId);
} else if (tag === MAINTAIN_TAG) {
+3 -3
View File
@@ -498,7 +498,7 @@ const SYNTH_FALLBACK_CONTEXT: Record<
"设计.变量控制上下文",
],
dynamic: [
"运行.本轮.裁决",
"输出.用户展示",
"用户.最新输入",
"变量.当前",
"上下文.旁观.状态摘要",
@@ -528,12 +528,12 @@ const SYNTH_FALLBACK_CONTEXT: Record<
"设计.正文组成",
"设计.监控栏",
],
dynamic: ["运行.本轮.裁决"],
dynamic: ["输出.用户展示"],
skipHistory: true,
},
"role-decide": {
static: [],
dynamic: ["用户.最新输入", "运行.本轮.裁决"],
dynamic: ["用户.最新输入", "输出.用户展示"],
},
};
+1 -2
View File
@@ -32,7 +32,6 @@ import {
} from "./context-order.js";
import type { ContextSegmentDef } from "./context-segments.js";
import { PLAY_VISIBLE_BODY_INSTRUCTION } from "./present-packet.js";
import { isNarratorEnabled } from "./play-slots.js";
type WorkerTemplateDoc = {
id?: string;
@@ -223,7 +222,7 @@ export function buildDeclaredWorkerSkill(params: {
const visibleBodyRule =
id === "narrator" ||
id === "round-present" ||
(id === "world-simulator" && !isNarratorEnabled(params.workerSet?.play_slots))
id === "world-simulator"
? PLAY_VISIBLE_BODY_INSTRUCTION
: "";
const excerptWithRule = [excerpt, visibleBodyRule].filter(Boolean).join("\n\n");
+2 -2
View File
@@ -114,6 +114,6 @@ export const GM_CHANCE_HARNESS_INSTRUCTION = `
## 机遇工具(游玩期)
需要真随机(掷骰/比点/抽签/加权抽取)时:调用工具 \`chance\`,在 \`requests\` 数组中**一次性**列出本步全部随机需求(每项必须有唯一 \`id\`)。
禁止口算或编造随机结果。收到工具结果后,再在 settlement 的 \`resolved\` 等处引用对应 \`id\` 写出后果。
无随机需求时:直接输出 settlement.v1 JSON,不要调用工具。
禁止口算或编造随机结果。收到工具结果后,在本轮 **Markdown 正文**里演绎对应 \`id\` 的后果(写进场面,不要交 JSON 裁决包)。
无随机需求时:直接输出故事正文,不要调用工具。
`;
+18 -15
View File
@@ -54,12 +54,13 @@ export const PLAY_SLOT_META: Record<
gm: {
label: "主世界层",
purpose:
"读真值与 Progressive 投影并推进世界;无独立转述时直接写用户可见正文,有转述时出裁决包。",
"读真值与 Progressive 投影并推进世界;直接写本轮故事正文(Markdown);无转述时原文即终稿。",
defaultAcceptance: "review",
},
narrator: {
label: "叙事转述",
purpose: "只读裁决包 + 文风常驻,输出用户可见正文(可选;默认关)。",
purpose:
"读主世界正文,提取/改写/镶壳为用户终稿;可补残稿,不改剧情(可选;默认关)。",
defaultAcceptance: "review",
},
perspective: {
@@ -191,37 +192,39 @@ export function workerEntryForSlot(
): WorkerSetEntry {
const meta = PLAY_SLOT_META[id];
const ref = refForSlot(slots, id);
const soloGm = id === "gm" && !isNarratorEnabled(slots);
const withNarrator = isNarratorEnabled(slots);
const soloGm = id === "gm" && !withNarrator;
return {
ref,
name: meta.label,
role: id,
duty: soloGm
? "读真值与投影,推进世界,并直接写出用户可见正文(无独立转述层,原文即终稿)。"
: meta.purpose,
when:
duty:
id === "gm"
? soloGm
? "每轮用户输入后上场;直接交用户可见正文"
: "每轮用户输入后首先上场(主 LLM / 裁决权威)"
? "读真值与投影,推进世界,并直接写出用户可见正文(无独立转述层,原文即终稿)。"
: "读真值与投影,推进世界,写出本轮故事正文(Markdown);文风润色与壳交给转述。"
: meta.purpose,
when:
id === "gm"
? "每轮用户输入后上场;直接交故事正文"
: id === "perspective"
? "强信息隔离且本轮需要该角色独立反应时(主世界层之后)"
: id === "narrator"
? "主世界层裁决包就绪后"
: "转述完成后;表维护合并进变量.当前,供下一轮主世界层读取",
? "主世界层本轮正文就绪后"
: "终稿写入后;表维护合并进变量.当前,供下一轮主世界层读取",
rationale:
id === "gm"
? soloGm
? "默认少槽:主世界层兼呈现,避免转述再改写一遍"
: "有独立转述时:主世界层出裁决,正文交给转述"
: "有独立转述时:主世界专注剧情与扮演;转述再提取/改写/镶壳"
: id === "perspective"
? "知密内容不能进主世界层上下文"
: id === "narrator"
? "用户可见正文与裁决分离,避免文风与规则互相挤压"
? "文风与前端壳与世界推演分离,避免互相挤压"
: "表与规则补充延后执行,改表结果作用于下一轮而非本轮重裁",
acceptance:
id === "gm" && isNarratorEnabled(slots) ? "continue" : meta.defaultAcceptance,
outputs: soloGm ? ["输出.用户展示"] : undefined,
id === "gm" && withNarrator ? "continue" : meta.defaultAcceptance,
outputs: id === "gm" ? ["输出.用户展示"] : undefined,
invocation: "turn",
};
}
+38 -7
View File
@@ -192,23 +192,40 @@ export function stripPresentSourceFences(raw: string): string {
}
export const PLAY_VISIBLE_BODY_INSTRUCTION = [
"用户可见正文(present.v1 的 blocks.body,或纯 Markdown 主读)默认 **1000~2000 字**(按汉字计);以「设计.监控栏/回复呈现」已钉字数为准。",
"用户可见正文(主世界层:纯 Markdown;转述:present.v1 的 blocks.body,或纯 Markdown 主读)默认 **1000~2000 字**(按汉字计);以「设计.监控栏/回复呈现」已钉字数为准。",
"采用完整长自然段叙述,不要单句成段。",
"不要写成几句气泡短信就结束,除非用户明确要求极短。",
"禁止把 tag 名(如「输出.用户展示」)、压缩摘要、过程日志写进正文。",
].join("\n");
/** 游玩期把用户可见终稿写出的执行单元(有转述用转述;无则主世界层直接交原文) */
export function isPlayPresentWorker(
/**
* 游玩期走 present.v1 结构化投递的执行单元(转述 / 回合陈述)。
* 主世界层不在此列:始终自由写 Markdown 正文。
*/
export function isPlayPresentWorker(workerId: string): boolean {
const id = workerId.trim();
return id === "narrator" || id === "round-present";
}
/**
* 本轮最终用户可见正文的执行单元(写入对话.历史 / 空产物兜底)。
* 无转述:主世界层;有转述:转述(主世界草稿可被覆盖,不进历史)。
*/
export function isPlayFinalVisibleWorker(
workerId: string,
opts?: { narratorEnabled?: boolean },
): boolean {
const id = workerId.trim();
if (id === "narrator" || id === "round-present") return true;
if (id === "world-simulator" && opts?.narratorEnabled === false) return true;
if (id === "world-simulator" && opts?.narratorEnabled !== true) return true;
return false;
}
/** 游玩主世界层:自由 Markdown 正文(程序可事后落入 present 壳,模型不交 JSON) */
export function isPlayGmBodyWorker(workerId: string): boolean {
return workerId.trim() === "world-simulator";
}
/** 按能力探测走 json_schema / forced_tool 时用的 present.v1 形状(全 required,可 strict) */
export const PRESENT_JSON_SCHEMA: Record<string, unknown> = {
type: "object",
@@ -243,21 +260,35 @@ export const PRESENT_JSON_SCHEMA: Record<string, unknown> = {
},
};
/** 游玩主世界层:直接写 Markdown,禁止 JSON 裁决包 */
export function playGmBodyOutputInstruction(): string {
return `
---
## 运行时输出协议(主世界正文)
直接输出本轮 **Markdown / 自然语言故事正文**(写入「输出.用户展示」)。
不要输出 JSON、不要交 settlement/裁决包、不要套 present.v1 外壳。
重心在场面推进与人物扮演;残稿也可以交,有转述时会再处理。
不要写追问、askUser、自评或「可验收产物」。`;
}
/** 游玩转述:按探测到的 structured 投递写出 present.v1,不要创作追问 */
export function playPresentOutputInstruction(shell: PresentShellId): string {
return `
---
## 运行时输出协议(游玩正文)
## 运行时输出协议(游玩终稿)
本步产物是给用户看的终稿。程序按已探测的模型能力用 schema / tool / json_object 投递,你输出 **一个 present.v1 对象**:
本步读主世界层已写正文,产出给用户看的终稿。程序按已探测的模型能力用 schema / tool / json_object 投递,你输出 **一个 present.v1 对象**:
{"schema":"present.v1","shell":"${shell}","blocks":{"body":"用户可读正文","monitor":"","header":"","footer":"","aside":""},"meta":{"suggested_actions":[]}}
\`shell\` 必须是 \`${shell}\`。只填该壳已有区域,没有的键留空字符串。
prose 壳也可直接输出 Markdown,程序会落入 body。
材料不够也先写一版场面。不要写追问、askUser、自评或「可验收产物」。`;
可补全残缺叙述与版式,但不得改剧情事实。不要写追问、askUser、自评或「可验收产物」。`;
}
export function stringifyPresentPacket(packet: PresentPacket): string {
+3 -2
View File
@@ -1,6 +1,7 @@
/**
* 主世界层 → 叙事转述的裁决包(settlement / direction packet)。
* 存黑板 tag:运行.本轮.裁决
* 遗留:settlement.v1 裁决包(运行.本轮.裁决)。
* 现行游玩管线:主世界层直接写 Markdown 正文;转述读正文;旁观维护读正文出 maintain.v1。
* 仍保留解析/合并,兼容旧存档或手工写入的 variable_changes。
*/
import {
createTableFromValues,
+4 -3
View File
@@ -221,6 +221,7 @@ const DEFAULT_WORKER_CONTRACTS: Record<
"设计.变量控制上下文",
],
dynamic: [
"输出.用户展示",
"用户.最新输入",
"变量.当前",
"上下文.旁观.状态摘要",
@@ -249,12 +250,12 @@ const DEFAULT_WORKER_CONTRACTS: Record<
"运行.本轮.旁观",
],
},
outputs: ["输出.用户展示", "运行.本轮.裁决", "运行.事件流", "运行.本轮.变量变更"],
outputs: ["输出.用户展示", "运行.事件流"],
},
"variable-update": {
context: {
static: ["设计.变量设计与更新规则"],
dynamic: ["运行.本轮.裁决", "变量.当前"],
dynamic: ["输出.用户展示", "变量.当前"],
},
outputs: ["运行.本轮.变量变更", "变量.当前"],
},
@@ -267,7 +268,7 @@ const DEFAULT_WORKER_CONTRACTS: Record<
"设计.正文组成",
"设计.监控栏",
],
dynamic: ["运行.本轮.裁决", "用户.最新输入", "变量.当前"],
dynamic: ["输出.用户展示", "用户.最新输入", "变量.当前"],
},
outputs: ["输出.用户展示"],
},
+97 -58
View File
@@ -21,17 +21,15 @@ import {
} from "../parse/json-doc.js";
import { assembleWorkerContext } from "../skills/context-segments.js";
import { isPlayLayerActive } from "../skills/play-turn.js";
import { loadAppSettings } from "../config/settings.js";
import { resolveActivePreset } from "../preset/store.js";
import { assemblePlayWorkerMessages } from "../preset/play-frame.js";
import { worldInfoPackFromSegments } from "../preset/world-info-pack.js";
import {
PRESENT_TAG,
PRESENT_JSON_SCHEMA,
isPlayGmBodyWorker,
isPlayPresentWorker,
isPresentLikeObject,
parsePresentPacket,
parseShellAdaptationFromReplyFormat,
playGmBodyOutputInstruction,
playPresentOutputInstruction,
presentOutputFromFallback,
stringifyPresentPacket,
@@ -46,7 +44,6 @@ import {
GM_CHANCE_HARNESS_INSTRUCTION,
} from "../skills/gm-tools.js";
import { runGmHarness } from "./gm-harness.js";
import { isNarratorEnabled } from "../skills/play-slots.js";
import {
mergeQuestionsPreferFragment,
normalizeQuestions,
@@ -397,10 +394,15 @@ function lookupOutputValue(
function parseWorkerResponse(
raw: string,
outputTags: string[],
opts?: { fallbackShell?: PresentShellId },
opts?: { fallbackShell?: PresentShellId; preferPlainBody?: boolean },
): WorkerRunResult {
const fallbackShell = opts?.fallbackShell ?? "prose";
const preferPlainBody = opts?.preferPlainBody === true;
const playTarget = playVisibleTarget(outputTags);
const packBody = (body: string) =>
preferPlainBody
? body.trim() || "(本轮场面未写完)"
: presentOutputFromFallback(body, fallbackShell);
const parsed = tryParseJsonDoc(raw);
if (parsed == null || typeof parsed !== "object" || Array.isArray(parsed)) {
@@ -411,10 +413,10 @@ function parseWorkerResponse(
? raw
: "";
return finalizeParsedOutputs(
{ [playTarget]: presentOutputFromFallback(body, fallbackShell) },
{ [playTarget]: packBody(body) },
{ summary: body.slice(0, 80) || "游玩正文" },
outputTags,
{ playVisible: true, fallbackShell },
{ playVisible: true, fallbackShell, preferPlainBody },
);
}
if (target && looksLikeStructuredDraft(raw)) {
@@ -449,7 +451,7 @@ function parseWorkerResponse(
const obj = parsed as Record<string, unknown>;
if (playTarget && isPresentLikeObject(obj)) {
if (playTarget && isPresentLikeObject(obj) && !preferPlainBody) {
const present = canonicalizePresentOutput(obj, fallbackShell);
if (present) {
return finalizeParsedOutputs(
@@ -473,15 +475,32 @@ function parseWorkerResponse(
}
}
// 游玩正文:片段里的场面字收成 present,不要扁形成创作稿
// 游玩正文:片段里的场面字收成 present(或主世界纯正文)
if (playTarget && !isPresentLikeObject(obj)) {
const scene = fragmentSceneText(obj);
if (scene) {
return finalizeParsedOutputs(
{ [playTarget]: presentOutputFromFallback(scene, fallbackShell) },
{ [playTarget]: packBody(scene) },
obj,
outputTags,
{ playVisible: true, fallbackShell },
{ playVisible: true, fallbackShell, preferPlainBody },
);
}
}
// 主世界偶发 JSON:尽量抽出可读字符串当正文
if (playTarget && preferPlainBody) {
const scene =
fragmentSceneText(obj) ||
(typeof obj.body === "string" ? obj.body.trim() : "") ||
(typeof obj.visible_now === "string" ? obj.visible_now.trim() : "") ||
raw.trim();
if (scene) {
return finalizeParsedOutputs(
{ [playTarget]: packBody(scene) },
obj,
outputTags,
{ playVisible: true, fallbackShell, preferPlainBody },
);
}
}
@@ -510,6 +529,16 @@ function parseWorkerResponse(
for (const tag of productOutputTags(outputTags)) {
const val = lookupOutputValue(bag, tag);
if (playTarget && tag === playTarget) {
if (preferPlainBody) {
const scene =
(typeof val === "string" ? val.trim() : "") ||
fragmentSceneText(val) ||
"";
if (scene) {
outputs[tag] = packBody(scene);
continue;
}
}
const present = canonicalizePresentOutput(val, fallbackShell);
if (present) {
outputs[tag] = present;
@@ -526,7 +555,7 @@ function parseWorkerResponse(
}
recoverFragmentOutputs(obj, outputs, outputTags, fallbackShell);
if (playTarget && outputs[playTarget]) {
if (playTarget && outputs[playTarget] && !preferPlainBody) {
const present = canonicalizePresentOutput(outputs[playTarget], fallbackShell);
if (present) outputs[playTarget] = present;
}
@@ -534,6 +563,7 @@ function parseWorkerResponse(
return finalizeParsedOutputs(outputs, obj, outputTags, {
playVisible: Boolean(playTarget),
fallbackShell,
preferPlainBody,
rawFallback: raw,
});
}
@@ -545,6 +575,7 @@ function finalizeParsedOutputs(
opts?: {
playVisible?: boolean;
fallbackShell?: PresentShellId;
preferPlainBody?: boolean;
rawFallback?: string;
},
): WorkerRunResult {
@@ -552,6 +583,11 @@ function finalizeParsedOutputs(
const playTarget = playVisibleTarget(outputTags);
const playVisible = Boolean(opts?.playVisible || playTarget);
const fallbackShell = opts?.fallbackShell ?? "prose";
const preferPlainBody = opts?.preferPlainBody === true;
const packBody = (body: string) =>
preferPlainBody
? body.trim() || "(本轮场面未写完)"
: presentOutputFromFallback(body, fallbackShell);
let askUser: QuestionItem[] | undefined;
if (!playVisible) {
@@ -615,7 +651,7 @@ function finalizeParsedOutputs(
scene ||
summaryText ||
usablePlayFallbackText(opts?.rawFallback);
outputs[playTarget] = presentOutputFromFallback(fallback, fallbackShell);
outputs[playTarget] = packBody(fallback);
}
if (Object.keys(outputs).length === 0 && (!askUser || askUser.length === 0)) {
@@ -782,54 +818,43 @@ export async function runWorkerSkill(params: WorkerRunParams): Promise<WorkerRun
worker.id === "world-simulator" &&
gmChanceToolsEnabled(playSlots);
const playGmBody =
isPlayLayerActive(params.slots) && isPlayGmBodyWorker(worker.id);
const playPresent =
isPlayLayerActive(params.slots) &&
isPlayPresentWorker(worker.id, {
narratorEnabled: isNarratorEnabled(playSlots),
});
const playShell: PresentShellId | undefined = playPresent
? parseShellAdaptationFromReplyFormat(
params.blackboard.getContentByTag("设计.正文组成") ??
params.blackboard.getContentByTag("设计.回复格式"),
)?.shell_id ?? "prose"
: undefined;
isPlayLayerActive(params.slots) && isPlayPresentWorker(worker.id);
const playShell: PresentShellId | undefined =
playPresent || playGmBody
? parseShellAdaptationFromReplyFormat(
params.blackboard.getContentByTag("设计.正文组成") ??
params.blackboard.getContentByTag("设计.回复格式"),
)?.shell_id ?? "prose"
: undefined;
const systemContent =
promptBody +
(playPresent && playShell
? playPresentOutputInstruction(playShell)
: WORKER_OUTPUT_INSTRUCTION) +
(playGmBody
? playGmBodyOutputInstruction()
: playPresent && playShell
? playPresentOutputInstruction(playShell)
: WORKER_OUTPUT_INSTRUCTION) +
(useGmHarness ? GM_CHANCE_HARNESS_INSTRUCTION : "");
const playPreset = isPlayLayerActive(params.slots)
? resolveActivePreset(loadAppSettings().activePresetId)
: null;
const messages = playPreset
? assemblePlayWorkerMessages({
systemPrompt: systemContent,
preset: playPreset,
pack: worldInfoPackFromSegments({
segments: worker.contextSegments ?? [],
inputs,
blackboard: params.blackboard,
inputMerge,
}),
})
: [
{ role: "system" as const, content: systemContent },
{
role: "user" as const,
content: assembleWorkerContext({
inputs,
segments: worker.contextSegments,
blackboard: params.blackboard,
inputMerge,
workerId: worker.id,
workerName: worker.name,
outputTags: worker.outputTags,
}),
},
];
// 任务 messages 即可;preset 夹心由 wrapLlmForSession / PresetLlmProvider 统一装配
const messages: ChatMessage[] = [
{ role: "system", content: systemContent },
{
role: "user",
content: assembleWorkerContext({
inputs,
segments: worker.contextSegments,
blackboard: params.blackboard,
inputMerge,
workerId: worker.id,
workerName: worker.name,
outputTags: worker.outputTags,
}),
},
];
if (useGmHarness) {
const systemMsg = messages.find((m) => m.role === "system");
@@ -841,8 +866,10 @@ export async function runWorkerSkill(params: WorkerRunParams): Promise<WorkerRun
stream: params.stream,
caller: `worker:${worker.id}`,
});
return parseWorkerResponse(selectJsonPayload(harness.content), worker.outputTags, {
// 主世界 harness 终稿是 Markdown;勿强行抽 JSON
return parseWorkerResponse(harness.content, worker.outputTags, {
fallbackShell: playShell,
preferPlainBody: playGmBody,
});
}
@@ -853,6 +880,18 @@ export async function runWorkerSkill(params: WorkerRunParams): Promise<WorkerRun
}
: undefined;
if (playGmBody) {
const completeOpts = { caller: `worker:${worker.id}`, responseFormat: "text" as const };
const result =
streamCallbacks && params.llm.completeStream
? await params.llm.completeStream(messages, completeOpts, streamCallbacks)
: await params.llm.complete(messages, completeOpts);
return parseWorkerResponse(result.content, worker.outputTags, {
fallbackShell: playShell,
preferPlainBody: true,
});
}
const result = await completeStructured(params.llm, messages, {
schema: playPresent ? PRESENT_JSON_SCHEMA : {
type: "object",
@@ -880,7 +919,7 @@ export async function runWorkerSkill(params: WorkerRunParams): Promise<WorkerRun
export function parseWorkerResponseForTest(
raw: string,
outputTags: string[],
opts?: { fallbackShell?: PresentShellId },
opts?: { fallbackShell?: PresentShellId; preferPlainBody?: boolean },
): WorkerRunResult {
return parseWorkerResponse(raw, outputTags, opts);
}
+1 -1
View File
@@ -1,6 +1,6 @@
/**
* 主世界层(world-simulator)游玩期 tool harness:
* 反复 completeWithTools 直到不再调用工具,最后一次正文视为裁决 JSON。
* 反复 completeWithTools 直到不再调用工具,最后一次正文视为故事 Markdown。
*/
import type { ChatMessage, LlmProvider } from "../llm/client.js";
import {