97 lines
4.2 KiB
Markdown
97 lines
4.2 KiB
Markdown
# 提示词 / 能力文档修订清单(待你改)
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> 程序侧已落地:`play_slots`、`settlement.v1`、模板默认契约、前端友好渲染雏形。
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> **本清单只整理「可能需要你改的提示词/能力文」——此处不改正文,等你确认后再动。**
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权威方法:`docs/progressive-data-design.md`、`docs/ui-glossary.md` §5.1。
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---
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## 优先级 P0(与固定槽 + 裁决包强相关)
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| 文件 | 状态 |
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|------|------|
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| `modules/worker-spec/prompt.md` | **已改** → 游玩拓扑,只勾选固定槽 |
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| `modules/refine/prompt.md` | **已改** → 按 `play_slots` 收成,禁发明 ref |
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| `modules/catalog.yaml` / 配方 / `design-flow` | **已改**(配方含:挂谁可早、排第几须晚) |
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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` | **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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| 文件 | 建议补什么 |
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|------|------------|
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| `modules/*/prompt.md` 的 `meta` | 统一加 `feeds: gm \| narrator \| runtime \| design_only \| perspective`(约定字段,程序以后可读) |
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| `aesthetics-interaction` | `feeds: design_only`(再压缩进常驻);呈现要点可摘要给 narrator |
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| `mechanism` | **已改** output→`context-fragment.v1`;`feeds: gm` |
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| `world-blueprint` | **已改**→「舞台骨架」+ `context-fragment.v1`;`feeds: gm` |
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| `generation-rules` / `concrete-instances` | **已改** fragment;生成规则 **mount/feeds 含 auditor(合同级)** |
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| `narrative` | **已改**:一步两块(风格与写法|推进与决策)+ 双挂;专用 mosaic |
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| `variable-design` | **已写** |
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| `variable-context` | **已改**:mount 含 auditor + 旁观汇总 |
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| `reply-format` / `status-bar` | 已有正文;见 artifact-card-coverage |
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| `topology` | 骨架;等你定「小循环」选项后再写 |
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| `worker-templates/*.yaml` | gm/narrator/auditor 已齐 |
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## 优先级 P2(文档口径)
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| 文件 | 建议 |
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|------|------|
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| `docs/design-orchestrator-guide.md` | § 三大步 / Worker 创造:改为固定槽 + 创作上下文映射;保留表副作用 |
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| `docs/world-simulator-modules.md` | 清单状态:worker-spec→拓扑;链到本清单 |
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| `docs/tag-blackboard.md` | 强调 `运行.本轮.裁决` = settlement.v1;转述少读 `变量.当前` |
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| `docs/skill-design-guide.md` | 若仍教「创造 worker」,加世界模拟例外 |
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| `ui-glossary.md` | §5.1 已有主世界层;可补「游玩槽位」用户可见词(可选) |
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## 明确不必改成「第三 Worker」的
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- **变量管理**:保持 `variable-design` / `variable-context` + Runtime `side_effects`,不要新 `variable-update` 必选槽。
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- **世界观**:常驻挂 GM,不要世界观执行单元。
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- **性格分档**:Data + Progressive tag,不要性格 agent。
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## 程序已做、提示词需跟上的契约
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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": { "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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```json
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// 运行.本轮.裁决
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{
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"schema": "settlement.v1",
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"player_action": "…",
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"resolved": ["…"],
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"visible_now": "…",
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"npc_moves": [{ "who": "…", "move": "…" }],
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"variable_changes": [{ "key": "好感", "delta": 8 }],
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"do_not_say": ["好感数字"],
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"tone_hint": "…"
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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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2. `world-simulator` 配方 + `orchestrator` 调度顺序
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3. 各能力 meta 补 `feeds`
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4. 骨架能力(status-bar / reply-format / topology)按需细写或降级
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改完后告诉我,我可以按你的口径改提示词并加解析 `feeds`(若要程序注入)。
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