feat(engine): add story arc system for narrative-driven world

- Add StoryArc and StoryEventResult models
- Create story_arcs.py with progress tracking logic
- Implement two story arcs: civil_unrest and golden_age
- Progress updates based on faction power balance
- Trigger story events when progress reaches threshold
- Add 3 tests for story arc system

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
empty
2025-12-30 12:06:14 +08:00
parent 1fd318c9e3
commit cec3e95a4b
5 changed files with 178 additions and 1 deletions

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@@ -3,6 +3,7 @@ from .models import StepRequest, StepResponse
from .state import load_state, save_state
from .engine import process_events, generate_actions, check_and_trigger_global_event
from .factions import check_and_trigger_faction_event
from .story_arcs import update_story_progress, check_and_trigger_story_event
app = FastAPI(title="AI Town Engine", version="0.1.0")
@@ -22,6 +23,12 @@ def step(request: StepRequest) -> StepResponse:
# 检查并触发阵营事件
faction_event_result = check_and_trigger_faction_event(state)
# 更新剧情进度
update_story_progress(state)
# 检查并触发剧情事件
story_event_result = check_and_trigger_story_event(state)
# 生成 agent 行动
actions = generate_actions(state)
@@ -32,7 +39,8 @@ def step(request: StepRequest) -> StepResponse:
world_state=state,
actions=actions,
global_event=global_event_result,
triggered_faction_event=faction_event_result
triggered_faction_event=faction_event_result,
story_event=story_event_result
)

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@@ -62,6 +62,23 @@ class FactionEventResult(BaseModel):
source_faction: Optional[str] = None # "optimists" | "fearful"
class StoryArc(BaseModel):
"""剧情线"""
progress: float = Field(default=0.0, ge=0.0, le=1.0)
threshold: float = 1.0
active: bool = True
stage: int = 1 # 当前阶段
description: str = ""
class StoryEventResult(BaseModel):
"""剧情事件触发结果"""
triggered: bool = False
arc_id: Optional[str] = None
event_name: Optional[str] = None
description: Optional[str] = None
class AgentState(BaseModel):
emotion: Emotion = Emotion.CALM
goal: str = ""
@@ -84,6 +101,7 @@ class WorldState(BaseModel):
global_meter: GlobalMeter = Field(default_factory=GlobalMeter)
world_effects: List[WorldEffect] = Field(default_factory=list)
factions: Factions = Field(default_factory=Factions)
story_arcs: Dict[str, StoryArc] = Field(default_factory=dict)
class Event(BaseModel):
@@ -120,3 +138,4 @@ class StepResponse(BaseModel):
actions: List[Action]
global_event: GlobalEventResult = Field(default_factory=GlobalEventResult)
triggered_faction_event: FactionEventResult = Field(default_factory=FactionEventResult)
story_event: StoryEventResult = Field(default_factory=StoryEventResult)

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@@ -1,6 +1,7 @@
import json
from pathlib import Path
from .models import WorldState, AgentState, GlobalMeter, Stance, Factions, FactionData
from .story_arcs import get_default_story_arcs
STATE_FILE = Path(__file__).parent.parent / "state.json"
@@ -33,6 +34,7 @@ def get_default_state() -> WorldState:
optimists=FactionData(power=0, members=[]),
fearful=FactionData(power=0, members=[])
),
story_arcs=get_default_story_arcs(),
)

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@@ -0,0 +1,115 @@
"""剧情线系统 - 让事件形成因果链"""
from typing import Dict, Optional
from .models import (
WorldState, StoryArc, StoryEventResult, WorldEffect
)
# 剧情进度变化量
PROGRESS_INCREMENT = 0.1
PROGRESS_DECREMENT = 0.05
# 剧情事件定义
STORY_EVENTS = {
"civil_unrest": {
"name": "民众骚乱",
"description": "恐惧派势力过大,城镇爆发了骚乱",
"mood_effect": -3,
"duration": 5,
},
"golden_age": {
"name": "黄金时代",
"description": "乐观派主导了城镇,迎来繁荣期",
"mood_effect": 3,
"duration": 5,
},
}
def get_default_story_arcs() -> Dict[str, StoryArc]:
"""获取默认剧情线"""
return {
"civil_unrest": StoryArc(
progress=0.0,
threshold=1.0,
active=True,
stage=1,
description="城市内部的紧张局势"
),
"golden_age": StoryArc(
progress=0.0,
threshold=1.0,
active=True,
stage=1,
description="城镇繁荣的希望"
),
}
def update_story_progress(state: WorldState) -> None:
"""根据阵营状态更新剧情进度"""
fearful_power = state.factions.fearful.power
optimist_power = state.factions.optimists.power
# civil_unrest: 恐惧派占优时推进
if "civil_unrest" in state.story_arcs:
arc = state.story_arcs["civil_unrest"]
if arc.active:
if fearful_power > optimist_power:
arc.progress = min(1.0, arc.progress + PROGRESS_INCREMENT)
else:
arc.progress = max(0.0, arc.progress - PROGRESS_DECREMENT)
# golden_age: 乐观派占优时推进
if "golden_age" in state.story_arcs:
arc = state.story_arcs["golden_age"]
if arc.active:
if optimist_power > fearful_power:
arc.progress = min(1.0, arc.progress + PROGRESS_INCREMENT)
else:
arc.progress = max(0.0, arc.progress - PROGRESS_DECREMENT)
def check_and_trigger_story_event(state: WorldState) -> StoryEventResult:
"""检查并触发剧情事件"""
result = StoryEventResult(triggered=False)
for arc_id, arc in state.story_arcs.items():
if not arc.active:
continue
if arc.progress >= arc.threshold:
# 触发剧情事件
event_data = STORY_EVENTS.get(arc_id)
if event_data:
result = StoryEventResult(
triggered=True,
arc_id=arc_id,
event_name=event_data["name"],
description=event_data["description"]
)
# 应用事件效果
_apply_story_event(state, arc_id, event_data)
# 重置进度,进入下一阶段
arc.progress = 0.0
arc.stage += 1
break # 每 tick 只触发一个剧情事件
return result
def _apply_story_event(state: WorldState, arc_id: str, event_data: dict) -> None:
"""应用剧情事件效果"""
# 创建持续影响效果
effect = WorldEffect(
type="story_event",
name=event_data["name"],
intensity=2,
remaining_ticks=event_data["duration"],
mood_modifier=event_data["mood_effect"]
)
state.world_effects.append(effect)
# 立即影响世界情绪
state.town_mood = max(-10, min(10,
state.town_mood + event_data["mood_effect"]
))