重构世界模拟器为模块化配方架构,完善创作编排、会话运行时与 Web UI,并清理过时技能。

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-07-30 00:39:32 +08:00
parent 2b74c30d36
commit e670a5129c
167 changed files with 22955 additions and 5659 deletions

View File

@@ -4,74 +4,47 @@ import {
createMockToolCall,
MockLlmProvider,
} from "../src/llm/client.js";
import { buildIntakeProgress, readIntakeValues } from "../src/intake/intake.js";
import { PhaseRuntime } from "../src/runtime/phase-runtime.js";
import { PhaseRuntime, createDecision } from "../src/runtime/phase-runtime.js";
describe("phase runtime", () => {
it("selects basic skill and shows startup inquiry", async () => {
it("auto-loads default orchestrator and awaits first user input", async () => {
const runtime = new PhaseRuntime();
await runtime.start();
expect(runtime.getSession().waitingReason?.kind).toBe("skill_selection");
await runtime.selectSkill("basic");
expect(runtime.getSession().waitingReason?.kind).toBe("intake");
expect(runtime.getActiveSkill()?.name).toBe("basic");
expect(runtime.getActiveSkill()?.name).toBe("world-simulator");
expect(runtime.getActiveSkill()?.startupMode).toBe("agent-first");
expect(runtime.getSession().waitingReason?.kind).toBe("input");
});
it("writes book.brief after intake confirm", async () => {
const runtime = new PhaseRuntime();
await runtime.start();
await runtime.selectSkill("basic");
await runtime.submitInput("科幻中篇,第三人称");
await runtime.confirmIntake();
expect(runtime.getSession().slots["book.brief"]).toContain("科幻");
expect(runtime.getSession().slots.startupCompleted).toBe(true);
});
it("syncs demand tag to blackboard after intake confirm", async () => {
const runtime = new PhaseRuntime();
await runtime.start();
await runtime.selectSkill("roleplay-game-theory");
const fields = runtime.getActiveSkill()?.intakeFields ?? [];
await runtime.submitInput("德州扑克,经典博弈情境");
await runtime.submitInput("玩家A算计型玩家B怕吃亏");
await runtime.submitInput("单轮定胜负,需要思考标签与场景描写");
const progress = buildIntakeProgress(
fields,
readIntakeValues(runtime.getSession().slots),
);
if (!progress.ready) {
const values = readIntakeValues(runtime.getSession().slots);
for (const f of fields.filter((x) => x.required && !values[x.id])) {
values[f.id] = "补充";
}
await runtime.dispatch({
type: "user_submitted_input",
payload: { text: "补充", intakeValues: values },
});
}
await runtime.confirmIntake();
const demand = runtime.getBlackboard().getContentByTag("用户.博弈需求") ?? "";
expect(demand).toContain("德州扑克");
expect(runtime.getSession().slots.startupCompleted).toBe(true);
});
it("mock main agent tool loop reads blackboard then proposes worker", async () => {
const runtime = new PhaseRuntime({
llm: new MockLlmProvider([
createMockToolCall("read_blackboard", { tags: ["book.brief"] }),
createMockToolCall("run_worker", {
workerId: "outline",
reason: "已读需求,生成大纲",
requiresApproval: true,
it("writes 用户.需求 and invokes main agent after first input", async () => {
const llm = new MockLlmProvider([
createMockMainAgentResponse([
createMockToolCall("ask_user", {
question: "还需要补充吗?",
reason: "确认交互细节",
}),
]),
});
]);
const runtime = new PhaseRuntime({ llm });
await runtime.start();
await runtime.selectSkill("basic");
await runtime.submitInput("科幻中篇,第三人称");
await runtime.confirmIntake();
expect(runtime.getSession().waitingReason?.kind).toBe("approve_step");
expect(runtime.getSession().pendingDecision?.workerId).toBe("outline");
await runtime.submitInput("西幻升级交互,世界推着走");
expect(runtime.getSession().slots["用户.需求"]).toContain("西幻");
expect(runtime.getSession().slots.startupCompleted).toBe(true);
});
it("stub run_worker design-flow is allowed before worker set accept", async () => {
const runtime = new PhaseRuntime({ autoStubWorker: true });
await runtime.start();
await runtime.submitInput("网恋对象对话");
await runtime.submitDecision(
createDecision({
action: "run_worker",
reason: "编排创作流程",
workerId: "design-flow",
requiresApproval: false,
}),
);
expect(runtime.getSession().artifacts.some((a) => a.workerId === "design-flow")).toBe(
true,
);
});
});