feat: implement AI Director & Narrative Voting System (Phase 9)

Add complete AI Director system that transforms the survival simulation
into a user-driven interactive story with audience voting.

Backend:
- Add DirectorService for LLM-powered plot generation with fallback templates
- Add VoteManager for dual-channel voting (Twitch + Unity)
- Integrate 4-phase game loop: Simulation → Narrative → Voting → Resolution
- Add vote command parsing (!1, !2, !A, !B) in Twitch service
- Add type-safe LLM output handling with _coerce_int() helper
- Normalize voter IDs for case-insensitive duplicate prevention

Unity Client:
- Add NarrativeUI for cinematic event cards and voting progress bars
- Add 7 new event types and data models for director/voting events
- Add delayed subscription coroutine for NetworkManager timing
- Sync client timer with server's remaining_seconds to prevent drift

Documentation:
- Update README.md with AI Director features, voting commands, and event types

🤖 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
2026-01-02 03:37:41 +08:00
parent 93fed8b9ca
commit 8915a4b074
10 changed files with 2048 additions and 3 deletions

View File

@@ -362,6 +362,15 @@ namespace TheIsland.Models
// Phase 8: VFX
public const string VFX_EVENT = "vfx_event";
// AI Director & Narrative Voting (Phase 9)
public const string MODE_CHANGE = "mode_change";
public const string NARRATIVE_PLOT = "narrative_plot";
public const string VOTE_STARTED = "vote_started";
public const string VOTE_UPDATE = "vote_update";
public const string VOTE_ENDED = "vote_ended";
public const string VOTE_RESULT = "vote_result";
public const string RESOLUTION_APPLIED = "resolution_applied";
}
/// <summary>
@@ -449,4 +458,108 @@ namespace TheIsland.Models
public int target_id; // Optional: if -1 or 0, might mean global or specific position logic
public string message;
}
// =========================================================================
// AI Director & Narrative Voting (Phase 9)
// =========================================================================
/// <summary>
/// Mode change event data.
/// </summary>
[Serializable]
public class ModeChangeData
{
public string mode; // "simulation", "narrative", "voting", "resolution"
public string old_mode;
public string message;
public double ends_at; // Timestamp when this mode ends (for voting)
}
/// <summary>
/// Choice option in a plot point.
/// </summary>
[Serializable]
public class PlotChoiceData
{
public string choice_id;
public string text;
}
/// <summary>
/// Narrative plot event data.
/// </summary>
[Serializable]
public class NarrativePlotData
{
public string plot_id;
public string title;
public string description;
public List<PlotChoiceData> choices;
public int ttl_seconds;
}
/// <summary>
/// Vote started event data.
/// </summary>
[Serializable]
public class VoteStartedData
{
public string vote_id;
public List<PlotChoiceData> choices;
public int duration_seconds;
public double ends_at;
public string source;
}
/// <summary>
/// Real-time vote update data.
/// </summary>
[Serializable]
public class VoteUpdateData
{
public string vote_id;
public List<int> tallies;
public List<float> percentages;
public int total_votes;
public float remaining_seconds;
public double ends_at;
}
/// <summary>
/// Vote ended event data.
/// </summary>
[Serializable]
public class VoteEndedData
{
public string vote_id;
public int total_votes;
}
/// <summary>
/// Final voting result data.
/// </summary>
[Serializable]
public class VoteResultData
{
public string vote_id;
public string winning_choice_id;
public string winning_choice_text;
public int winning_index;
public List<int> tallies;
public List<float> percentages;
public int total_votes;
public bool is_tie;
}
/// <summary>
/// Resolution applied event data.
/// </summary>
[Serializable]
public class ResolutionAppliedData
{
public string plot_id;
public string choice_id;
public string message;
public string effects_json;
}
}