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writing-agent/docs/briefs/prompt-revision-inventory.md
2026-08-14 14:25:31 +08:00

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# 提示词 / 能力文档修订清单(待你改)
> 程序侧已落地:`play_slots`、`settlement.v1`、模板默认契约、前端友好渲染雏形。
> **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。**
权威方法:`docs/progressive-data-design.md``docs/ui-glossary.md` §5.1。
---
## 优先级 P0与固定槽 + 裁决包强相关)
| 文件 | 状态 |
|------|------|
| `modules/worker-spec/prompt.md` | **已改** → 游玩拓扑,只勾选固定槽 |
| `modules/refine/prompt.md` | **已改** → 按 `play_slots` 收成,禁发明 ref |
| `modules/catalog.yaml` / 配方 / `design-flow` | **已改**(配方含:挂谁可早、排第几须晚) |
| `modules/context-order/prompt.md` | **骨架已写**`context-order.v1` |
| `docs/context-fragment-design.md` | **已写**;范例技能已对齐 `context-fragment.v1` |
| 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) |
| `orchestrator.md` | **已改**play 调度 auditor → perspective? → gm → narrator |
## 优先级 P1能力归属 feeds
| 文件 | 建议补什么 |
|------|------------|
| `modules/*/prompt.md``meta` | 统一加 `feeds: gm \| narrator \| runtime \| design_only \| perspective`(约定字段,程序以后可读) |
| `aesthetics-interaction` | `feeds: design_only`(再压缩进常驻);呈现要点可摘要给 narrator |
| `mechanism` | **已改** output→`context-fragment.v1``feeds: gm` |
| `world-blueprint` | **已改**→「舞台骨架」+ `context-fragment.v1``feeds: gm` |
| `generation-rules` / `concrete-instances` | **已改** fragment生成规则 **mount/feeds 含 auditor合同级** |
| `narrative` | **已改**:一步两块(风格与写法|推进与决策)+ 双挂;专用 mosaic |
| `variable-design` | **已写** |
| `variable-context` | **已改**mount 含 auditor + 旁观汇总 |
| `reply-format` / `status-bar` | 已有正文;见 artifact-card-coverage |
| `topology` | 骨架;等你定「小循环」选项后再写 |
| `worker-templates/*.yaml` | gm/narrator/auditor 已齐 |
## 优先级 P2文档口径
| 文件 | 建议 |
|------|------|
| `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 |
| `docs/world-simulator-modules.md` | 清单状态worker-spec→拓扑链到本清单 |
| `docs/tag-blackboard.md` | 强调 `运行.本轮.裁决` = settlement.v1转述少读 `变量.当前` |
| `docs/skill-design-guide.md` | 若仍教「创造 worker」加世界模拟例外 |
| `ui-glossary.md` | §5.1 已有主世界层;可补「游玩槽位」用户可见词(可选) |
## 明确不必改成「第三 Worker」的
- **变量管理**:保持 `variable-design` / `variable-context` + Runtime `side_effects`,不要新 `variable-update` 必选槽。
- **世界观**:常驻挂 GM不要世界观执行单元。
- **性格分档**Data + Progressive tag不要性格 agent。
## 程序已做、提示词需跟上的契约
```json
// 设计.worker集世界模拟
{
"play_slots": { "auditor": true, "gm": true, "narrator": true, "perspective": false },
"tables": { "side_effects": [/* */] },
"workers": [/* context/outputs */]
}
```
```json
// 运行.本轮.裁决
{
"schema": "settlement.v1",
"player_action": "…",
"resolved": ["…"],
"visible_now": "…",
"npc_moves": [{ "who": "…", "move": "…" }],
"variable_changes": [{ "key": "好感", "delta": 8 }],
"do_not_say": ["好感数字"],
"tone_hint": "…"
}
```
```json
// 运行.本轮.旁观(多数轮空)
{
"schema": "maintain.v1",
"need_generate": false,
"table_ops": [],
"notes": []
}
```
## 建议你改的顺序
1. `refine` + `worker-spec`(或新拓扑技能)对齐 `play_slots`
2. `world-simulator` 配方 + `orchestrator` 调度顺序
3. 各能力 meta 补 `feeds`
4. 骨架能力status-bar / reply-format / topology按需细写或降级
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)。