引入上下文片段、固定槽与投影排序,并完善机遇裁定与游玩期 UI。

把创作产物收敛为可挂载片段与 play_slots/context_order,同步修订世界模拟器模块与运行时拼装。

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-08-03 01:36:32 +08:00
parent 00dfcb6615
commit 94f67fa744
69 changed files with 7786 additions and 1283 deletions

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src/skills/play-slots.ts Normal file
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/**
* 固定游玩槽位:世界模拟路径不再自由发明 workers[]
* 以勾选 gm / narrator / perspective 展开为声明条目。
* `chance` 为按需程序槽:不进每轮管线,可被 run_worker / toolcall 调用。
*/
import type { WorkerAcceptance, WorkerSetEntry } from "./worker-set-parse.js";
export type PlaySlotId = "gm" | "narrator" | "perspective";
/** 按需槽(不进入 perspective→gm→narrator 管线) */
export type OnDemandSlotId = "chance";
export type PlaySlotsConfig = {
/** 主世界层(裁决);默认 true */
gm: boolean;
/** 叙事转述;默认 true */
narrator: boolean;
/** 单角色知密视角;默认 false */
perspective: boolean;
/**
* 机遇裁定(程序骰子/抽签/比点);默认 false。
* 启用后可按需 run_worker不自动每轮上场。
*/
chance?: boolean;
/** 可选覆盖默认 ref */
refs?: Partial<Record<PlaySlotId | OnDemandSlotId, string>>;
};
export const DEFAULT_PLAY_SLOT_REFS: Record<PlaySlotId, string> = {
gm: "world-simulator",
narrator: "narrator",
perspective: "role-decide",
};
export const DEFAULT_ON_DEMAND_REFS: Record<OnDemandSlotId, string> = {
chance: "chance",
};
export const PLAY_SLOT_META: Record<
PlaySlotId,
{ label: string; purpose: string; defaultAcceptance: WorkerAcceptance }
> = {
gm: {
label: "主世界层",
purpose: "读真值与 Progressive 投影,输出结构化裁决包;可提议变量变更。",
defaultAcceptance: "continue",
},
narrator: {
label: "叙事转述",
purpose: "只读裁决包 + 文风常驻,输出用户可见正文。",
defaultAcceptance: "review",
},
perspective: {
label: "角色视角",
purpose: "强信息隔离时出反应建议;不写真值、不写终稿。",
defaultAcceptance: "continue",
},
};
export const ON_DEMAND_SLOT_META: Record<
OnDemandSlotId,
{ label: string; purpose: string; defaultAcceptance: WorkerAcceptance }
> = {
chance: {
label: "机遇裁定",
purpose:
"程序工具:掷骰、比点、抽签/加权抽取;按需调用,禁止模型编造随机结果。",
defaultAcceptance: "continue",
},
};
/** 推荐回合顺序(启用的槽按此排序;不含按需槽) */
export const PLAY_SLOT_ORDER: PlaySlotId[] = ["perspective", "gm", "narrator"];
export function defaultPlaySlots(): PlaySlotsConfig {
return { gm: true, narrator: true, perspective: false, chance: false };
}
export function parsePlaySlots(raw: unknown): PlaySlotsConfig | undefined {
if (!raw || typeof raw !== "object" || Array.isArray(raw)) return undefined;
const row = raw as Record<string, unknown>;
const base = defaultPlaySlots();
if (typeof row.gm === "boolean") base.gm = row.gm;
if (typeof row.narrator === "boolean") base.narrator = row.narrator;
if (typeof row.perspective === "boolean") base.perspective = row.perspective;
if (typeof row.chance === "boolean") base.chance = row.chance;
// 兼容旧键名
if (typeof row.world === "boolean") base.gm = row.world;
if (typeof row.transcription === "boolean") base.narrator = row.transcription;
if (typeof row.oracle === "boolean") base.chance = row.oracle;
if (typeof row.rng === "boolean") base.chance = row.rng;
const refsRaw = row.refs;
if (refsRaw && typeof refsRaw === "object" && !Array.isArray(refsRaw)) {
const refs: Partial<Record<PlaySlotId | OnDemandSlotId, string>> = {};
for (const id of Object.keys(DEFAULT_PLAY_SLOT_REFS) as PlaySlotId[]) {
const v = (refsRaw as Record<string, unknown>)[id];
if (typeof v === "string" && v.trim()) refs[id] = v.trim();
}
for (const id of Object.keys(DEFAULT_ON_DEMAND_REFS) as OnDemandSlotId[]) {
const v = (refsRaw as Record<string, unknown>)[id];
if (typeof v === "string" && v.trim()) refs[id] = v.trim();
}
if (Object.keys(refs).length) base.refs = refs;
}
return base;
}
export function refForSlot(
slots: PlaySlotsConfig,
id: PlaySlotId | OnDemandSlotId,
): string {
if (id === "chance") {
return slots.refs?.chance?.trim() || DEFAULT_ON_DEMAND_REFS.chance;
}
return slots.refs?.[id]?.trim() || DEFAULT_PLAY_SLOT_REFS[id];
}
export function enabledPlaySlotIds(slots: PlaySlotsConfig): PlaySlotId[] {
return PLAY_SLOT_ORDER.filter((id) => Boolean(slots[id]));
}
export function enabledOnDemandSlotIds(slots: PlaySlotsConfig): OnDemandSlotId[] {
return slots.chance ? ["chance"] : [];
}
/** 每轮管线 refs不含按需槽 */
export function refsFromPlaySlots(slots: PlaySlotsConfig): string[] {
const seen = new Set<string>();
const out: string[] = [];
for (const id of enabledPlaySlotIds(slots)) {
const ref = refForSlot(slots, id);
if (seen.has(ref)) continue;
seen.add(ref);
out.push(ref);
}
return out;
}
/** 按需可调度 refs可并入 activeWorkerIds但不进自动回合序 */
export function onDemandRefsFromPlaySlots(slots: PlaySlotsConfig): string[] {
return enabledOnDemandSlotIds(slots).map((id) => refForSlot(slots, id));
}
export function workerEntryForSlot(
slots: PlaySlotsConfig,
id: PlaySlotId,
): WorkerSetEntry {
const meta = PLAY_SLOT_META[id];
const ref = refForSlot(slots, id);
return {
ref,
name: meta.label,
role: id,
duty: meta.purpose,
when:
id === "perspective"
? "强信息隔离且本轮需要该角色独立反应时"
: id === "gm"
? "每轮用户输入后"
: "主世界层裁决包就绪后",
rationale:
id === "perspective"
? "知密内容不能进主世界层上下文"
: id === "gm"
? "裁决与真值变更需要独立推理槽"
: "用户可见正文与裁决分离,避免文风与规则互相挤压",
acceptance: meta.defaultAcceptance,
invocation: "turn",
};
}
export function workerEntryForOnDemandSlot(
slots: PlaySlotsConfig,
id: OnDemandSlotId,
): WorkerSetEntry {
const meta = ON_DEMAND_SLOT_META[id];
const ref = refForSlot(slots, id);
return {
ref,
name: meta.label,
role: id,
duty: meta.purpose,
when: "需要程序随机、骰子、比点或抽签时由编排器按需调用",
rationale: "真随机必须由程序给出,不能靠模型编造",
acceptance: meta.defaultAcceptance,
invocation: "on_demand",
};
}
/** 仅由 play_slots 展开 workers含按需槽条目 */
export function expandPlaySlotsToWorkers(slots: PlaySlotsConfig): WorkerSetEntry[] {
return [
...enabledPlaySlotIds(slots).map((id) => workerEntryForSlot(slots, id)),
...enabledOnDemandSlotIds(slots).map((id) =>
workerEntryForOnDemandSlot(slots, id),
),
];
}
/**
* 若声明了 play_slots用槽位展开补齐/覆盖同 ref 的骨架;
* 已有 workers 里同 ref 的 context/outputs/name 覆盖保留。
*/
export function mergeWorkersWithPlaySlots(
existing: WorkerSetEntry[],
slots: PlaySlotsConfig | undefined,
): WorkerSetEntry[] {
if (!slots) return existing;
const expanded = expandPlaySlotsToWorkers(slots);
if (!existing.length) return expanded;
const byRef = new Map<string, WorkerSetEntry>();
for (const w of existing) {
const ref = w.ref?.trim();
if (ref) byRef.set(ref, w);
}
const merged: WorkerSetEntry[] = expanded.map((slotEntry) => {
const ref = slotEntry.ref!.trim();
const prev = byRef.get(ref);
if (!prev) return slotEntry;
return {
...slotEntry,
name: prev.name ?? slotEntry.name,
duty: prev.duty ?? slotEntry.duty,
when: prev.when ?? slotEntry.when,
rationale: prev.rationale ?? slotEntry.rationale,
acceptance: prev.acceptance ?? slotEntry.acceptance,
invocation: prev.invocation ?? slotEntry.invocation,
context: prev.context ?? slotEntry.context,
outputs: prev.outputs ?? slotEntry.outputs,
presentation: prev.presentation ?? slotEntry.presentation,
merge_considered: prev.merge_considered ?? slotEntry.merge_considered,
};
});
// 保留不在固定槽内的额外 worker兼容旧规格 / 扩写路径)
const slotRefs = new Set(expanded.map((e) => e.ref!.trim()));
for (const w of existing) {
const ref = w.ref?.trim();
if (!ref || slotRefs.has(ref)) continue;
merged.push(w);
}
return merged;
}
export function inferPlaySlotsFromWorkers(
workers: WorkerSetEntry[],
): PlaySlotsConfig | undefined {
if (!workers.length) return undefined;
const refs = new Set(
workers.map((w) => w.ref?.trim()).filter((r): r is string => Boolean(r)),
);
const hasGm = refs.has(DEFAULT_PLAY_SLOT_REFS.gm);
const hasNarrator = refs.has(DEFAULT_PLAY_SLOT_REFS.narrator);
const hasPerspective = refs.has(DEFAULT_PLAY_SLOT_REFS.perspective);
const hasChance = refs.has(DEFAULT_ON_DEMAND_REFS.chance);
if (!hasGm && !hasNarrator && !hasPerspective && !hasChance) return undefined;
return {
gm: hasGm,
narrator: hasNarrator,
perspective: hasPerspective,
chance: hasChance,
};
}