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。
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@@ -16,8 +16,7 @@
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<script type="module">
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import { WebAudioEngine } from '../engine/audio.js';
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import { attachGestures } from '../engine/gesture.js';
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import { Receipts } from '../engine/receipts.js';
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import { makeCompatPipeline } from '../engine/pipeline.js';
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import { makeInputPipeline } from '../engine/pipeline.js';
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import { KeeperGame } from './game.js';
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async function main() {
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@@ -28,9 +27,19 @@
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await audio.showStartOverlay({ cover: 'cover.png' });
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// 走到这里 AudioContext 已解锁,可以出声了
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game.start();
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// 26 号 P0:兼容输入管道(无声操作回执 + 防连点;游戏手势语义不变)
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const pipe = makeCompatPipeline({ audio, receipts: new Receipts(audio), game });
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attachGestures(root, pipe);
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// 26 号文档 §4.2/§4.3:手势回调走输入管道;doubleTapWindow=0 关掉双击、
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// 单击零延迟(键盘回车发的 doubletap 在管道里折算成 tap;叙事类长按
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// = 新手期无效手势,storyline/radio 同款)
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const onGesture = makeInputPipeline({
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floor: game.floor,
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confusion: game.confusion,
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receipts: game.receipts,
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invalidHints: game.invalidHints,
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game,
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ladder: game.ladder,
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opts: game.PIPELINE_OPTS || {},
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});
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attachGestures(root, onGesture, { doubleTapWindow: 0 });
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}
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main();
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