feat(playbook): 26 号交互手册全量落地——剩余 12 款深度重构 + 语音全量重制

storyline/escape/simon 首批之后的推广收官:15 款全部按 26 号模式运行
(发言权/回执/三档提示/迷茫接管/手势阶梯/断点复述),旧「双击重听/格挡/
菜单确认」等反模式口径全线废除,开场零规则念白(首句即动手)。

游戏层(12 款):rpg(格挡=前摇窗口内再单击)/ rhythm / space / radio /
dungeon / abyss / detective / cipher / teahouse / keeper / bridge /
hunt(联机切片):
- 每款 game.js 接引擎六模块 + makeInputPipeline(doubleTapWindow:0);
  四向玩法类 swipeCore + 长按帮助;双击是玩法的(space 护盾 / hunt
  旋风斩)按手势阶梯阶段 3 分档恢复双击窗口(doubletapCore)
- 每款 playtest 重写:玩法断言 + §6.2 乱点机器人(无声操作 / 被动
  原句重复 / 打断失败 = 0);15 款 3900+ 断言全绿
- 12 份 docs/design/26-apply-*.md 施工单 + tools/voice_lines_26/
  台词清单 + voice-ids 文档同步 + 转写会话剧本按新口径重写

引擎层(web/engine/,6 处修复):pipeline 增 doubletapCore;novice
teachLine 带 voice/ 前缀(此前教学句被静默丢弃);confusion.record
前置到新手门(锁定手势的乱点也计信号);InvalidHints 播完恢复解释前
状态(根治孤儿 BUSY);WaitPoint takeover(2) 台账去重;台账只在
speak 真正播出时登记。遗留引擎债登记 roadmap §3.1。

语音资产:台词表合并(新增 ~250 系统句 / 改 ~50 旧口径 / 删 ~110
废止句;合并器 tools/merge_voice_lines_26.py + 引用校验器
tools/validate_voice_refs.py),GPU 重录 1536 wav → 4204 ogg/m4a
落地,check_all_assets + validate_voice_refs 双绿;键盘变体同步扩表。

大厅/文档:15 款统一新交互口径(「新交互」徽标退役);README /
HANDOVER / rpg README 旧口径修正;roadmap P0-P3 置完成。
This commit is contained in:
xsl
2026-10-02 12:33:20 +08:00
parent 9e4d67aa84
commit ee5d4d2544
6992 changed files with 30127 additions and 20451 deletions
+36 -15
View File
@@ -82,11 +82,12 @@ export class WaitPoint {
if (this.confusion) this.confusion.recordReplay();
const full = this.conf.full;
if (!full) return;
ledgerSay(full); // 刚主动听过,30s 内被动提示自动降档
this.floor.speak(['voice/sys_say_again', full], {
const played = this.floor.speak(['voice/sys_say_again', full], {
kind: 'hint',
onDone: () => { if (this.floor.waitPoint === this) this.floor.resumeTurn(); },
});
// 刚主动听过,30s 内被动提示自动降档——但被丢弃(正 SPEAKING)时不得登台账
if (played) ledgerSay(full);
}
/** 迷茫第 2 级:只保留 expected 手势,其他手势只给 invalid 回执。 */
@@ -129,7 +130,7 @@ export class WaitPoint {
_givePassiveHint() {
this.hintCount++;
const resume = { kind: 'hint', onDone: () => { if (this.floor.waitPoint === this) this.floor.resumeTurn(); } };
const use = (id) => { ledgerSay(id); this.floor.speak([id], resume); };
const use = (id) => { if (this.floor.speak([id], resume)) ledgerSay(id); };
if (this.conf.full && !ledgerSaidRecently(this.conf.full)) {
use(this.conf.full);
} else if (this.conf.short && !ledgerSaidRecently(this.conf.short)) {
@@ -145,12 +146,18 @@ export class WaitPoint {
if (level === 1) {
// 只说下一步的一个动作,用 _short 句(30s 内说过就只给提示音)
const s = this.conf.short || this.conf.full;
if (s && !ledgerSaidRecently(s)) { ledgerSay(s); this.floor.speak([s], resume); }
else this.floor.chime();
if (s && !ledgerSaidRecently(s)) {
if (!this.floor.speak([s], resume)) this.floor.chime(); // 被丢弃不登台账,改给提示音
else ledgerSay(s);
} else this.floor.chime();
} else if (level === 2) {
this._restricted = true;
const line = this.conf.restrictLine || this.conf.short || this.conf.full;
if (line) this.floor.speak([line], resume);
// 台账去重(原则 9):30s 内说过就只给提示音,不原样重播
if (line && !ledgerSaidRecently(line)) {
if (!this.floor.speak([line], resume)) this.floor.chime();
else ledgerSay(line);
} else this.floor.chime();
} else if (level === 3 && this.conf.onDemo) {
this._restricted = false;
this.conf.onDemo();
@@ -181,15 +188,29 @@ export class InvalidHints {
if (!voiceId) return false;
if (this._said.has(key)) return false;
if (ledgerSaidRecently(voiceId)) { this._said.add(key); return false; } // 同句音频 30s 内不重播
this._said.add(key);
ledgerSay(voiceId);
// 解释句走 idle-only 反馈通道(§4.6):正在说话时丢弃;播完回到等待态
// (无效操作不推进游戏,话轮仍属玩家)
this._resolveFloor?.speak([voiceId], {
kind: 'feedback',
onDone: () => { if (this._resolveFloor && this._resolveFloor.waitPoint) this._resolveFloor.resumeTurn(); },
});
return true;
// 解释句走 idle-only 反馈通道(§4.6):正在说话时丢弃;播完恢复解释前的状态
// (无效操作不推进游戏,话轮仍属玩家)——YOUR_TURN/无等待点自由步回
// YOUR_TURN 起等待声,不留孤儿 BUSY 吞手势;ACTION 态(探索/演奏期)回
// ACTION,等待声不得侵入玩法态。被丢弃时不占用「只解释一次」名额、
// 不登台账——玩家没听到就不算解释过。
const floor = this._resolveFloor;
const before = floor ? floor.state : null;
const played = floor
? floor.speak([voiceId], {
kind: 'feedback',
onDone: () => {
if (!this._resolveFloor) return;
if (before === 'ACTION' && this._resolveFloor.state !== 'ACTION'
&& !this._resolveFloor.speaking) {
this._resolveFloor.enterAction();
} else {
this._resolveFloor.resumeTurn();
}
},
})
: false;
if (played) { this._said.add(key); ledgerSay(voiceId); }
return played;
}
/** 注入 floor(延迟绑定:构造时游戏可能还没建 floor)。 */