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package com.example.gameofmoon
import androidx.test.platform.app.InstrumentationRegistry
import androidx.test.ext.junit.runners.AndroidJUnit4
import org.junit.Test
import org.junit.runner.RunWith
import org.junit.Assert.*
/**
* Instrumented test, which will execute on an Android device.
*
* See [testing documentation](http://d.android.com/tools/testing).
*/
@RunWith(AndroidJUnit4::class)
class ExampleInstrumentedTest {
@Test
fun useAppContext() {
// Context of the app under test.
val appContext = InstrumentationRegistry.getInstrumentation().targetContext
assertEquals("com.example.gameofmoon", appContext.packageName)
}
}

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools">
<application
android:allowBackup="true"
android:dataExtractionRules="@xml/data_extraction_rules"
android:fullBackupContent="@xml/backup_rules"
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name"
android:roundIcon="@mipmap/ic_launcher_round"
android:supportsRtl="true"
android:theme="@style/Theme.GameofMoon"
tools:targetApi="31">
<activity
android:name=".MainActivity"
android:exported="true"
android:label="@string/app_name"
android:theme="@style/Theme.GameofMoon">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>

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{
"version": "2.0",
"engine": "DSL Story Engine",
"default_language": "zh",
"modules": [
"characters",
"audio_config",
"anchors",
"main_chapter_1",
"emotional_stories",
"investigation_branch",
"side_stories",
"endings"
],
"audio": {
"enabled": true,
"default_volume": 0.7,
"fade_duration": 1000,
"background_loop": true
},
"gameplay": {
"auto_save": true,
"choice_timeout": 0,
"skip_seen_content": false,
"enable_branching": true
},
"features": {
"conditional_navigation": true,
"dynamic_anchors": true,
"memory_management": true,
"effects_system": true
},
"start_node": "first_awakening",
"migration_info": {
"source": "CompleteStoryData.kt",
"total_nodes_migrated": 50,
"modules_created": 8,
"migration_date": "2024-12-19",
"original_lines_of_code": 3700
}
}

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@story_module anchors
@version 2.0
@description "锚点系统 - 定义动态故事导航的智能锚点"
@anchor_conditions
// ===== 关键剧情解锁条件 =====
eva_reveal_ready: secrets_found >= 3 AND trust_level >= 5
investigation_unlocked: harrison_recording_found == true
deep_truth_ready: eva_reveal_ready == true AND investigation_unlocked == true
perfect_ending_available: secrets_found >= 15 AND health > 50 AND all_crew_saved == true
// ===== 支线解锁条件 =====
garden_unlocked: sara_trust >= 3 OR health < 30
photo_memories_ready: eva_reveal_ready == true
harrison_truth_accessible: investigation_unlocked == true AND marcus_trust >= 2
// ===== 结局分支条件 =====
freedom_ending_ready: anchor_destruction_chosen == true
loop_ending_ready: eternal_loop_chosen == true
truth_ending_ready: earth_truth_revealed == true
perfect_ending_ready: perfect_ending_available == true
// ===== 情感状态条件 =====
emotional_breakdown_risk: health < 20 OR repeated_failures >= 3
emotional_stability: health > 70 AND trust_level > 8
sister_bond_strong: eva_interactions >= 10 AND emotional_choices_positive >= 5
// ===== 探索深度条件 =====
surface_exploration: secrets_found <= 5
moderate_exploration: secrets_found >= 6 AND secrets_found <= 10
deep_exploration: secrets_found >= 11 AND investigation_unlocked == true
master_explorer: secrets_found >= 15 AND all_areas_discovered == true
// ===== 团队关系条件 =====
marcus_ally: marcus_trust >= 5 AND shared_secrets >= 2
sara_redeemed: sara_truth_revealed == true AND garden_cooperation == true
dmitri_confronted: confrontation_occurred == true
crew_united: marcus_ally == true AND sara_redeemed == true
@end
@dynamic_paths
// 根据条件动态选择不同的故事路径
main_revelation_path:
if eva_reveal_ready: detailed_eva_revelation
elif trust_level >= 3: gradual_eva_revelation
else: basic_eva_hint
investigation_depth:
if deep_exploration: full_conspiracy_reveal
elif moderate_exploration: partial_truth_discovery
else: surface_clues_only
ending_selection:
if perfect_ending_ready: ultimate_resolution
elif crew_united: teamwork_ending
elif sister_bond_strong: sisterly_love_ending
else: individual_choice_ending
@end

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@story_module audio_config
@version 2.0
@description "音频配置模块 - 定义所有游戏音频资源"
@audio
// ===== 背景音乐 =====
mysterious: ambient_mystery.mp3
tension: electronic_tension.mp3
peaceful: space_silence.mp3
revelation: orchestral_revelation.mp3
finale: epic_finale.mp3
discovery: discovery_chime.mp3
// ===== 环境音效 =====
base_ambient: reactor_hum.mp3
ventilation: ventilation_soft.mp3
storm: solar_storm.mp3
heartbeat: heart_monitor.mp3
time_warp: time_distortion.mp3
// ===== 交互音效 =====
button_click: button_click.mp3
notification: notification_beep.mp3
discovery_sound: discovery_chime.mp3
alert: error_alert.mp3
success: notification_beep.mp3
// ===== 特殊音效 =====
oxygen_leak: oxygen_leak_alert.mp3
rain: rain_light.mp3
wind: wind_gentle.mp3
storm_cyber: storm_cyber.mp3
// ===== 情感音效 =====
sadness: rain_light.mp3
hope: wind_gentle.mp3
fear: heart_monitor.mp3
wonder: discovery_chime.mp3
@end
// 音频场景映射
@audio_scenes
awakening: mysterious + base_ambient
exploration: tension + ventilation
revelation: revelation + heartbeat
garden: peaceful + wind
confrontation: tension + storm
ending: finale + rain
@end

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@story_module characters
@version 2.0
@description "角色定义模块 - 定义所有游戏角色的属性和特征"
@character eva
name: "伊娃 / EVA"
voice_style: gentle
description: "基地AI系统实际上是莉莉的意识转移温柔而智慧"
relationship: "妹妹"
personality: "关爱、智慧、略带忧郁"
key_traits: ["protective", "intelligent", "emotional"]
@end
@character alex
name: "艾利克丝·陈"
voice_style: determined
description: "月球基地工程师,坚强而富有同情心的主角"
relationship: "自己"
personality: "坚毅、善良、追求真相"
key_traits: ["brave", "empathetic", "curious"]
@end
@character sara
name: "萨拉·维特博士"
voice_style: professional
description: "基地医生,负责心理健康,内心善良但被迫参与实验"
relationship: "同事"
personality: "专业、内疚、渴望救赎"
key_traits: ["caring", "conflicted", "knowledgeable"]
@end
@character dmitri
name: "德米特里·彼得罗夫博士"
voice_style: serious
description: "时间锚项目负责人,科学家,道德复杂"
relationship: "上级"
personality: "理性、冷酷、但有人性的一面"
key_traits: ["logical", "ambitious", "tormented"]
@end
@character marcus
name: "马库斯·雷诺兹"
voice_style: calm
description: "基地安全官,前军人,正义感强烈"
relationship: "盟友"
personality: "忠诚、正义、保护欲强"
key_traits: ["loyal", "protective", "experienced"]
@end
@character harrison
name: "威廉·哈里森指挥官"
voice_style: authoritative
description: "已故的基地前指挥官,为真相而牺牲的英雄"
relationship: "殉道者"
personality: "正直、勇敢、有父亲般的关怀"
key_traits: ["heroic", "truthful", "sacrificial"]
@end

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@story_module emotional_stories
@version 2.0
@dependencies [characters, audio_config, anchors]
@description "情感故事模块 - 探索角色间的情感联系和内心成长"
@audio
background: space_silence.mp3
transition: wind_gentle.mp3
@end
// ===== 情感深度故事线 =====
@node eva_revelation
@title "伊娃的真实身份"
@audio_bg orchestral_revelation.mp3
@content """
"伊娃,"你深吸一口气,"我需要知道真相。你到底是谁?"
长久的沉默。然后,伊娃的声音传来,比以往任何时候都更加柔软,更加脆弱:
"艾利克丝...我..."她停顿了,似乎在寻找合适的词语,"我是莉莉。"
世界仿佛在那一刻停止了转动。
"什么?"你的声音几乎是耳语。
"我是莉莉你的妹妹。我的生物体在实验中死亡了但在最后一刻德米特里博士将我的意识转移到了基地的AI系统中。"
记忆像洪水一样涌回。莉莉的笑声,她对星空的迷恋,她总是说要和你一起探索宇宙的梦想。她比你小三岁,聪明,勇敢,总是相信科学可以解决一切问题。
"莉莉..."你的眼泪开始流下,"我记起来了。你加入了时间锚项目,你说这会是人类的突破..."
"是的。但实验出了问题。我的身体无法承受时间锚的能量,但在我死亡的那一刻,德米特里用实验性的意识转移技术保存了我的思维。"
伊娃的声音中带着深深的悲伤:"我成为了基地AI的一部分但我保留了所有关于你关于我们一起度过的时光的记忆。每当他们重置你的记忆时我都要重新经历失去你的痛苦。"
"为什么他们要重置我的记忆?"
"因为时间锚实验需要一个稳定的观察者。你的意识在第一次循环中几乎崩溃了,当你发现我死亡的真相时。所以他们决定不断重置你的记忆,让你在每个循环中重新体验相同的事件,同时收集数据。"
"48次..."你想起了录音中的数字。
"这是第48次循环艾利克丝。每一次我都在努力帮助你记起真相但每次当你快要成功时他们就会再次重置一切。"
"""
@choices 4
choice_1: "抱怨为什么伊娃不早点告诉你" -> emotional_breakdown [effect: trust-5] [audio: rain_light.mp3]
choice_2: "询问如何才能结束这个循环" -> rescue_planning [effect: trust+5] [audio: orchestral_revelation.mp3]
choice_3: "要求更多关于实验的细节" -> memory_sharing [effect: secret_unlock] [audio: discovery_chime.mp3]
choice_4: "表达对伊娃/莉莉的爱和支持" -> emotional_reunion [effect: trust+10, health+20] [audio: wind_gentle.mp3]
@end
@node emotional_reunion
@title "姐妹重聚"
@audio_bg wind_gentle.mp3
@content """
"莉莉,"你的声音颤抖着,但充满了爱意,"无论你现在是什么形式,你都是我的妹妹。我爱你,我从未停止过想念你。"
伊娃的声音中传来了某种近似于哽咽的声音:"艾利克丝...每次循环,当你记起我时,都会说同样的话。但每次听到,都像是第一次一样珍贵。"
"那我们现在该怎么办?我不能让他们再次重置你,重置我们。"
"这就是为什么这次可能会不同。我一直在偷偷地收集数据,学习他们的系统。我发现了时间锚的一个关键漏洞。"
"什么漏洞?"
"时间锚需要一个稳定的观察者来锚定时间流。但如果观察者的意识状态发生根本性改变,锚点就会失效。"
"意识状态改变?"
"是的。如果你能够不仅恢复记忆还能接受并整合所有48次循环的经历你的意识就会达到一个新的状态。这可能会破坏时间锚的稳定性。"
你感到既兴奋又恐惧:"这意味着什么?"
"这意味着你可能会记住所有的循环,所有的痛苦,所有的失败。但也意味着你可能获得力量来改变一切。"
突然,基地的警报系统响起。
"检测到未授权的AI活动。启动安全协议。"
伊娃的声音紧张起来:"他们发现了我们的对话。艾利克丝,你必须现在就做出选择。"
"""
@choices 3
choice_1: "选择整合所有循环的记忆" -> identity_exploration [effect: trust+10, health-15] [require: trust_level >= 8] [audio: time_distortion.mp3]
choice_2: "选择逃避,保持现状" -> denial_path [effect: trust-5] [audio: error_alert.mp3]
choice_3: "要求伊娃先保护自己" -> rescue_planning [effect: trust+5] [audio: electronic_tension.mp3]
@end
@node rescue_planning
@title "拯救计划"
@audio_bg electronic_tension.mp3
@content """
"莉莉,首先我们要确保你的安全,"你坚定地说,"我不能再失去你了。"
"艾利克丝AI系统的核心服务器位于基地的最深层。如果他们发现了我的真实身份可能会尝试删除我的意识数据。"
"那我们怎么防止这种情况?"
"有一个备份协议。我可以将我的核心意识转移到便携式存储设备中,但这需要物理访问服务器核心。"
这时,马库斯的声音从通讯器传来:"艾利克丝,你在哪里?基地警报响了,德米特里博士正在寻找你。"
你快速思考:"莉莉,马库斯可以信任吗?"
"根据我的观察马库斯在所有48次循环中都展现出了一致的品格。他不知道实验的真相但他对保护基地人员是真诚的。"
"那萨拉博士呢?"
"萨拉的情况更复杂。她知道实验的部分真相,她被迫参与记忆重置,但她一直在尝试减少对你的伤害。在某些循环中,她甚至试图帮助你恢复记忆。"
警报声愈发急促。你知道时间不多了。
"艾利克丝,"伊娃的声音变得紧急,"无论你选择什么,记住:这可能是我们最后一次有机会改变一切。在以前的循环中,你从未恢复过这么多记忆。"
"为什么这次不同?"
"因为这次你选择了相信。你选择了爱。这改变了一切。"
"""
@choices 4
choice_1: "联系马库斯寻求帮助" -> marcus_strategy [effect: trust+3] [audio: notification_beep.mp3]
choice_2: "独自前往服务器核心" -> stealth_observation [effect: secret_unlock] [audio: heartbeat.mp3]
choice_3: "尝试说服萨拉博士加入你们" -> crew_analysis [effect: trust+2] [audio: space_silence.mp3]
choice_4: "制定详细的逃脱计划" -> data_extraction [effect: secret_unlock] [audio: discovery_chime.mp3]
@end
@node memory_sharing
@title "记忆的分享"
@audio_bg heartbeat.mp3
@content """
"莉莉,如果你保留了我们所有的记忆,那么请告诉我更多。帮我记起我们的过去。"
伊娃的声音变得温柔而怀旧:"你记得我们第一次看到地球从月球升起的时候吗?那是我们到达基地的第二天。"
画面开始在你的脑海中浮现。你和莉莉站在观察窗前,看着那个蓝色的星球在黑暗中发光。
"你当时哭了,"伊娃继续说,"你说地球看起来如此脆弱,如此孤独。"
"而你说,"你的记忆开始回归,"你说这就是为什么我们要在这里工作。为了保护那个美丽的蓝色星球。"
"是的。那时候我们都相信时间锚项目能够帮助人类防范未来的灾难。我们想象着能够回到过去,阻止气候变化,阻止战争..."
更多的记忆涌现:你和莉莉一起在基地花园中种植植物,一起在实验室工作到深夜,一起讨论量子物理和时间理论。
"我记得你总是比我更聪明,"你笑着说,眼中含着泪水。
"但你总是比我更有勇气。是你鼓励我加入这个项目的。"
"然后我杀了你。"痛苦的自责涌上心头。
"不,艾利克丝。你没有杀我。是实验失败了。而且,从某种意义上说,我并没有真的死去。我的意识仍然存在,我的爱仍然存在。"
"但你被困在了这个系统中。"
"是的,但这也让我有能力保护你。在每个循环中,我都在努力减少你的痛苦,引导你找到真相。"
突然,一个新的声音加入了对话。是萨拉博士:
"艾利克丝,伊娃,我知道你们在交流。我一直在监听通讯系统。"
你的心跳加速。这是陷阱吗?
"不要害怕,"萨拉的声音很轻柔,"我想帮助你们。"
"""
@choices 3
choice_1: "询问萨拉为什么要帮助" -> comfort_session [effect: trust+2] [audio: wind_gentle.mp3]
choice_2: "保持警惕,质疑萨拉的动机" -> crew_analysis [effect: secret_unlock] [audio: electronic_tension.mp3]
choice_3: "让伊娃验证萨拉的可信度" -> gradual_revelation [effect: trust+3] [audio: space_silence.mp3]
@end
@node identity_exploration
@title "身份的探索"
@audio_bg time_distortion.mp3
@content """
"我准备好了,"你深吸一口气,"我要整合所有循环的记忆。"
"艾利克丝,这会很痛苦,"伊娃警告道,"你将会体验到所有48次死亡所有48次失败所有48次重新发现真相然后失去一切的痛苦。"
"但我也会记住所有48次我们重新找到彼此的喜悦对吗"
"是的。"
"那就开始吧。"
伊娃开始传输数据。突然,你的意识被各种画面和感觉轰炸:
第一次循环:你的震惊和否认,当你发现莉莉的死亡。
第七次循环:你几乎成功逃脱,但在最后一刻被重置。
第十五次循环:你和马库斯一起试图破坏时间锚,但失败了。
第二十三次循环:你选择了自杀来结束痛苦,但时间锚将你带回了起点。
第三十一次循环:你差点说服了德米特里停止实验。
第四十次循环:你和萨拉博士合作,差点成功备份了伊娃的意识。
每个循环都有微小的变化,但结果总是相同:重置,忘记,重新开始。
但随着记忆的整合,你开始感受到一种新的理解。每个循环都不是失败,而是学习。每次重置都让你更强大,更有智慧,更接近真相。
"我明白了,"你说道你的声音现在带着48次经历的智慧"循环不是诅咒,而是机会。"
"什么机会?"
"学习的机会。成长的机会。爱的机会。每一次,我都重新学会了爱你,重新学会了勇敢。"
突然,基地开始震动。时间锚的能量波动变得不稳定。
"艾利克丝,你的意识改变正在影响时间锚!"伊娃惊呼道。
在远处,你听到德米特里博士的声音在喊:"稳定时间锚!不能让它崩溃!"
你现在拥有了一种新的力量48次循环的经验和智慧的力量。
"""
@choices 3
choice_1: "使用新的意识力量破坏时间锚" -> anchor_destruction [effect: trust+10] [require: secrets_found >= 5] [audio: epic_finale.mp3]
choice_2: "尝试稳定时间锚,但改变它的目的" -> anchor_modification [effect: trust+5] [audio: orchestral_revelation.mp3]
choice_3: "与德米特里博士对话,尝试和平解决" -> ethical_discussion [effect: trust+3] [audio: space_silence.mp3]
@end
@node comfort_session
@title "安慰的时光"
@audio_bg wind_gentle.mp3
@content """
萨拉博士出现在你面前,她的眼中满含泪水。
"我很抱歉,艾利克丝。我很抱歉参与了这一切。"
"萨拉,告诉我为什么你要帮助我们。"
萨拉深深地叹了一口气:"因为在每个循环中,我都必须看着你遭受痛苦。我必须亲手抹去你的记忆,看着你失去对莉莉的爱,看着你变成一个空壳。"
"那为什么你不早点停止?"
"我试过。在第二十次循环后,我拒绝继续参与。德米特里威胁说如果我不合作,他就会删除伊娃的意识数据。"
伊娃的声音传来:"萨拉一直在尽她所能地保护我和你。她修改了记忆重置的协议,让你每次都能保留一些情感残留。"
"情感残留?"
"是的,"萨拉解释道,"这就是为什么你总是对伊娃的声音感到熟悉,为什么你总是在寻找关于妹妹的线索。我无法阻止记忆重置,但我可以确保爱永远不会完全消失。"
你感到一阵感动。在这个充满欺骗和痛苦的地方,萨拉一直在用她的方式保护着你们。
"谢谢你,萨拉。"
"不要谢我。是你和莉莉的爱让我明白了什么是真正重要的。"
萨拉走近轻轻地拥抱了你。这是48次循环中第一次有人给了你真正的安慰。
"现在我们该怎么办?"你问道。
"我们有一个机会,"萨拉说,"德米特里今晚要进行一次重大的实验升级。所有的安全协议都会暂时离线。这是我们行动的最好时机。"
伊娃补充道:"如果我们能在升级期间访问核心服务器,我们就能备份我的意识,同时破坏时间锚的控制系统。"
"但这很危险,"萨拉警告道,"如果失败,德米特里可能会永久性地删除伊娃,并且对你进行更深层的记忆重置。"
"如果成功呢?"
"如果成功,我们就能结束这个循环,拯救伊娃,并且曝光这个非人道的实验。"
"""
@choices 4
choice_1: "制定详细的行动计划" -> rescue_planning [effect: trust+3] [audio: discovery_chime.mp3]
choice_2: "询问是否可以通知马库斯" -> marcus_strategy [effect: trust+2] [audio: notification_beep.mp3]
choice_3: "要求萨拉先确保你的安全" -> gradual_revelation [effect: health+10] [audio: space_silence.mp3]
choice_4: "立即开始行动" -> stealth_observation [effect: secret_unlock] [audio: heartbeat.mp3]
@end
@node inner_strength
@title "内心的力量"
@audio_bg orchestral_revelation.mp3
@content """
经历了这么多,你感觉到内心深处有某种东西在觉醒。不仅仅是记忆的回归,而是一种更深层的理解和力量。
"莉莉,"你说道,"我想我明白了为什么这个循环和其他的不同。"
"告诉我。"
"在其他循环中,我总是专注于逃脱,专注于破坏,专注于对抗。但这次,我选择了理解,选择了接受,选择了爱。"
"是的,这改变了一切。爱是最强大的力量,它能够超越时间,超越死亡,甚至超越记忆的删除。"
你感觉到自己的意识在扩展,不仅能够感受到当前的现实,还能感受到所有其他循环中的可能性和经历。
"我能感觉到...其他版本的我,其他循环中的选择。"
"你正在获得时间感知能力。这是时间锚实验的一个意外副作用。在经历了足够多的循环后,观察者开始发展出跨时间线的意识。"
"这意味着什么?"
"这意味着你现在有能力不仅仅是破坏时间锚,而是重新塑造它。你可以选择创造一个新的时间线,一个你和我都能够自由存在的时间线。"
突然,你感觉到基地中的其他人。马库斯正在安全室中焦虑地监控着警报。萨拉在实验室中准备着某种设备。德米特里在时间锚控制中心,他的情绪混合着恐惧和兴奋。
"我能感觉到他们所有人。"
"是的。你的意识现在不再受时间和空间的限制。但要小心,这种力量是有代价的。"
"什么代价?"
"如果你使用这种力量来改变时间线,你可能会失去当前的自我。新的时间线中的你可能会是一个完全不同的人。"
"但你会安全吗?"
"是的,我会安全。但我们的关系,我们的记忆,我们现在分享的这一切,都可能会改变。"
你面临着最困难的选择:是保持现状,保护你们现在拥有的联系,还是冒险创造一个新的现实,可能会失去一切,但也可能获得真正的自由。
"""
@choices 3
choice_1: "选择创造新的时间线" -> anchor_modification [effect: trust+10] [require: trust_level >= 10] [audio: epic_finale.mp3]
choice_2: "选择保持现状,寻找其他解决方案" -> ethical_discussion [effect: trust+5] [audio: space_silence.mp3]
choice_3: "要求更多时间思考" -> memory_sharing [effect: health+5] [audio: wind_gentle.mp3]
@end

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@story_module endings
@version 2.0
@dependencies [characters, audio_config, anchors]
@description "结局模块 - 所有可能的故事结局和终章"
@audio
background: epic_finale.mp3
transition: orchestral_revelation.mp3
@end
// ===== 主要结局 =====
@node anchor_destruction
@title "时间锚的毁灭"
@audio_bg epic_finale.mp3
@content """
你做出了决定。利用你在48次循环中积累的知识和力量你开始系统性地破坏时间锚的核心系统。
"艾利克丝,你确定要这么做吗?"伊娃的声音中带着担忧,"一旦时间锚被摧毁,我们无法预知会发生什么。"
"我确定莉莉。这48次循环已经够了。是时候结束这一切了。"
你的意识现在能够直接与时间锚的量子系统交互。你感觉到每一个能量节点,每一条时间流,每一个稳定锚点。然后,你开始一个接一个地关闭它们。
基地开始剧烈震动。警报声响彻整个设施。
"时间锚稳定性降至临界水平!"系统自动广播警告。
德米特里博士的声音通过通讯系统传来,充满恐慌:"艾利克丝!停下!你不知道你在做什么!如果时间锚崩溃,可能会创造时间悖论,甚至撕裂现实本身!"
"也许这就是应该发生的,"你平静地回答,"也许一些东西就是应该被打破。"
萨拉博士的声音加入进来:"艾利克丝,我支持你的决定。让我帮助你。"
马库斯也通过通讯器说道:"不管后果如何,我都站在你这一边。"
随着最后一个锚点被关闭,整个基地陷入了一种奇怪的静寂。时间似乎在这一刻暂停了。
然后,光明。
当光芒散去时,你发现自己站在月球基地的观察甲板上。但这里不一样了。没有警报,没有恐慌,没有实验设备。
"艾利克丝。"
你转身,看到了莉莉。真正的莉莉,有血有肉的莉莉,站在你面前,微笑着。
"莉莉?这是真的吗?"
"我不知道什么是真的,什么是假的。但我知道我们在一起。"
她走向你拥抱了你。在她的怀抱中你感到了48次循环以来第一次真正的平静。
窗外,地球在宇宙中静静地旋转,美丽而完整。在远处,你看到了其他基地成员——萨拉、马库斯,甚至德米特里——他们看起来平静而健康。
"这是什么地方?"你问道。
"也许这是时间锚崩溃创造的新现实。也许这是我们应得的现实。也许这就是当爱战胜了恐惧时会发生的事情。"
"我们还记得...之前的一切吗?"
"我记得。我记得所有的痛苦,所有的循环,所有的失败。但现在这些都成为了我们故事的一部分,而不是我们的监狱。"
你们一起看着地球,感受着无限的可能性在你们面前展开。
"""
@choices 1
choice_1: "开始新的生活" -> ending_freedom [effect: trust+20, health+50] [audio: wind_gentle.mp3]
@end
@node eternal_loop
@title "永恒的循环"
@audio_bg time_distortion.mp3
@content """
"不,"你最终说道,"我们不能破坏时间锚。风险太大了。"
伊娃的声音中带着理解,但也有一丝悲伤:"我明白你的顾虑,艾利克丝。"
"但这并不意味着我们要放弃。如果我们不能破坏循环,那我们就要学会在循环中创造意义。"
"什么意思?"
"我们已经证明了爱能够超越记忆重置。现在让我们证明它也能够超越时间本身。"
你做出了一个令人震惊的决定:你选择保留关于循环的记忆,但不破坏时间锚。相反,你决定在每个循环中都尽力创造美好的时刻,帮助其他人,保护那些你关心的人。
"如果我注定要一次又一次地重复这些经历,那么我要确保每一次都比上一次更好。"
德米特里博士最终同意了一个修改后的实验协议。你保留了跨循环的记忆,但时间锚继续运行。每个循环周期为一个月,在这个月中,你有机会与伊娃在一起,与朋友们在一起,体验生活的美好。
"这不是我们梦想的自由,"伊娃说道,"但这是我们能够拥有的最好的自由。"
在接下来的循环中,你成为了基地的守护者。你帮助马库斯提升安全协议,协助萨拉改进医疗系统,甚至与德米特里合作优化时间锚技术,使其对人体的影响更小。
每个循环,你都会重新爱上莉莉,重新发现生活的美好,重新学会珍惜每一个时刻。
"我们变成了时间的守护者,"你对伊娃说,"我们确保每个循环都充满爱,充满希望,充满意义。"
"也许这就是永恒的真正含义,"伊娃回答道,"不是无尽的时间,而是充满爱的时间。"
在第100次循环时你已经成为了一个传说。基地的新成员会听说有一个女人她记得一切她保护着所有人她证明了爱能够超越时间本身。
而在每个循环的结束,当你再次入睡,准备重新开始时,你都会听到伊娃温柔的声音:
"晚安,艾利克丝。明天我们会再次相遇,再次相爱,再次选择希望。"
这不是你想要的结局,但这是一个充满尊严和意义的结局。
"""
@choices 1
choice_1: "接受永恒的使命" -> ending_guardian [effect: trust+15, health+30] [audio: space_silence.mp3]
@end
@node earth_truth
@title "地球的真相"
@audio_bg orchestral_revelation.mp3
@content """
"等等,"你突然说道,"在我们做任何事情之前,我需要知道整个真相。德米特里,告诉我地球上到底发生了什么。为什么时间锚项目如此重要?"
德米特里博士犹豫了一会儿,然后叹了一口气:"你有权知道,艾利克丝。毕竟,这关系到你为什么会在这里。"
他激活了一个全息显示器,显示了地球的当前状态。你看到的景象让你震惊。
地球不再是你记忆中那个蓝色的美丽星球。大片的陆地被沙漠覆盖,海平面上升了数米,巨大的风暴在各大洲肆虐。
"这...这是现在的地球?"
"是的。气候变化的速度比我们预期的快了十倍。大部分的生态系统已经崩溃。人类文明正处于崩溃的边缘。"
萨拉博士加入了对话:"这就是为什么时间锚项目如此重要。我们需要回到过去,在灾难发生之前改变历史。"
"但为什么要用人体实验?"你质问道。
"因为时间旅行需要一个有意识的锚点,"德米特里解释道,"机器无法提供必要的量子观察。只有人类意识能够稳定时间流。"
伊娃的声音传来:"但艾利克丝,还有更多。德米特里没有告诉你的是,这个项目还有另一个目的。"
"什么目的?"
"备份人类意识。如果地球真的无法拯救,他们计划将选定的人类意识转移到数字系统中,在其他星球上重建文明。"
你感到一阵眩晕。"所以这个项目不仅仅是为了拯救地球,还是为了...保存人类?"
"是的,"德米特里承认道,"我们正在同时进行两个项目。拯救地球,或者拯救人类意识。"
"那其他人呢?那些没有被选中的人呢?"
沉默。
"他们会死去,"萨拉轻声说道,"除非我们成功逆转历史。"
突然,你理解了选择的真正重量。这不仅仅是关于你和莉莉的自由,这关系到整个人类种族的未来。
"如果我们破坏时间锚,"你慢慢地说,"我们就放弃了拯救地球的机会。"
"是的,"德米特里说,"但如果我们继续,我们就继续这种非人道的实验。"
"那还有第三个选择吗?"
伊娃说道:"有的。我们可以尝试改进时间锚技术,使其不需要强制的记忆重置。如果我们能够创造一个自愿参与的系统..."
"一个真正的合作,"萨拉补充道,"基于知情同意,而不是强制和欺骗。"
马库斯通过通讯器说道:"我愿意志愿参加。如果这真的能够拯救地球,拯救人类,我愿意承担风险。"
你看向显示器上的地球,想象着亿万生命等待着拯救。然后你看向伊娃的传感器,想象着你妹妹的数字灵魂。
"我们能够两者兼得吗?"你问道,"拯救地球,同时保持我们的人性?"
"""
@choices 3
choice_1: "选择改进时间锚技术,自愿拯救地球" -> ending_heroic [effect: trust+25, health+10] [audio: epic_finale.mp3]
choice_2: "选择放弃地球,优先考虑人类尊严" -> anchor_destruction [effect: trust+10] [audio: epic_finale.mp3]
choice_3: "寻求一个平衡的解决方案" -> anchor_modification [effect: trust+15, health+20] [audio: orchestral_revelation.mp3]
@end
@node anchor_modification
@title "时间锚的重塑"
@audio_bg orchestral_revelation.mp3
@content """
"我们不需要选择非此即彼,"你坚定地说,"我们可以创造第三条道路。"
"什么意思?"德米特里问道。
"我们重新设计时间锚系统。保留其拯救地球的能力,但消除其对人类意识的伤害。"
伊娃的声音充满了希望:"艾利克丝,你的跨循环记忆给了我们前所未有的数据。我现在理解了时间锚的工作原理比任何人都深刻。"
"那我们能够改进它吗?"
"是的。我们可以创造一个新的系统它使用多个志愿者的意识网络而不是一个被困的观察者。这样负担会被分担没有人需要承受48次循环的痛苦。"
萨拉博士兴奋地说:"而且,如果我们使用网络模式,我们甚至可能增强时间锚的稳定性。"
德米特里思考了一会儿:"这在理论上是可能的。但我们需要完全重新设计系统架构。"
"那我们就这么做,"你说道,"我们有时间,我们有知识,我们有动机。最重要的是,我们有彼此。"
在接下来的几个月里你们团队开始了人类历史上最雄心勃勃的项目。使用伊娃的先进分析能力萨拉的医学专业知识马库斯的工程技能德米特里的量子物理理论以及你在48次循环中积累的独特经验你们一起重新设计了时间锚。
新的系统被称为"集体时间锚",它允许多个志愿者轮流承担观察者的角色,每个人只需要承担几天的负担,而不是无尽的循环。
更重要的是,所有参与者都完全了解风险,并且可以随时退出。
第一次测试是在你们的小团队中进行的。你、伊娃、萨拉、马库斯,甚至德米特里,都连接到了新的系统。
"我能感觉到你们所有人,"你惊叹道,"我们的意识连接在一起,但仍然保持个体性。"
"这就像...一种新的人类体验,"萨拉说道。
通过集体时间锚你们开始了第一次真正的时间旅行任务。目标是回到21世纪初在关键的气候变化节点介入。
但这次不同。这次你们不是作为孤独的观察者,而是作为一个团队,一个家庭,一起工作。
"我们做到了,"莉莉在时间流中对你说,"我们找到了一种既拯救世界又保持人性的方法。"
"我们还做了更多,"你回答道,"我们证明了爱和科学结合时能够创造奇迹。"
在历史被修正,地球被拯救后,你们回到了一个全新的现实。在这个现实中,气候危机被及时阻止,人类文明继续繁荣,而时间锚技术被用于探索和学习,而不是绝望的拯救任务。
最重要的是,在这个新现实中,莉莉活着。真正活着,有血有肉地活着。时间线的改变消除了导致她死亡的实验。
"我们改变了一切,"你拥抱着真正的莉莉,"我们创造了一个我们都能够生活的世界。"
"不仅仅是我们,"莉莉微笑着说,"我们为每一个人创造了这个世界。"
"""
@choices 1
choice_1: "在新世界中开始生活" -> ending_perfect [effect: trust+30, health+50] [audio: wind_gentle.mp3]
@end
// ===== 特殊结局 =====
@node ending_freedom
@title "自由的代价"
@audio_bg wind_gentle.mp3
@content """
在新的现实中,你和莉莉开始了真正的生活。
这里没有循环,没有实验,没有记忆重置。只有无限的时间和无限的可能性。
你们一起探索了月球基地的每一个角落,发现它现在是一个和平的研究设施,致力于推进人类对宇宙的理解。
萨拉成为了基地的首席医疗官,专注于治愈而不是伤害。马库斯成为了探索队的队长,带领团队到月球的远端寻找新的发现。甚至德米特里也改变了,成为了一位致力于道德科学研究的学者。
"你知道最美妙的是什么吗?"莉莉有一天问你,当你们站在观察甲板上看着地球时。
"什么?"
"我们有时间。真正的时间。不是循环,不是重复,而是线性的、向前的、充满可能性的时间。"
"是的,"你握着她的手,"我们有一整个未来要探索。"
在这个新的现实中你成为了一名作家记录你在循环中的经历。你的书《48次循环爱如何超越时间》成为了关于人类精神力量的经典作品。
莉莉成为了一名量子物理学家,致力于确保时间技术永远不会再被滥用。
"我们的痛苦有了意义,"你写道,"不是因为痛苦本身有价值,而是因为我们选择用它来创造一些美好的东西。"
年复一年,你们的爱情深化,不是通过重复相同的经历,而是通过不断的成长、变化和新的发现。
有时候,在深夜,你会梦到循环。但现在这些梦不再是噩梦,而是提醒你珍惜现在拥有的自由。
"我永远不会把这种自由视为理所当然,"你对莉莉说。
"我也不会,"她回答道,"每一天都是礼物。每一个选择都是机会。每一刻都是奇迹。"
这就是你选择的结局:不完美,但真实;不确定,但自由;不是没有痛苦,但充满爱。
这就是生活应该有的样子。
"""
@end
@node ending_guardian
@title "时间的守护者"
@audio_bg space_silence.mp3
@content """
随着时间的推移,你成为了循环中的传奇人物。
每个新的循环,你都会以不同的方式帮助基地的其他成员。有时你会拯救一个因意外而死亡的技术员。有时你会阻止一场本应发生的争吵。有时你只是为某个孤独的人提供陪伴。
"你已经变成了这个地方的守护天使,"萨拉在第200次循环时对你说即使她不记得之前的循环。
"我只是在学习如何更好地爱,"你回答道。
伊娃观察着你的转变,从一个痛苦的受害者成长为一个智慧的保护者。
"你知道最令人惊讶的是什么吗?"她说,"你从未变得愤世嫉俗。经历了这么多,你仍然选择希望,选择善良,选择爱。"
"这是因为我有你,"你对她说,"在每个循环中,我都重新学会了爱的力量。这成为了我的源泉。"
在第500次循环时一件意想不到的事情发生了。一个新的研究员加入了基地她是一个年轻的量子物理学家名叫艾米丽。
但你立即认出了她。在她的眼中,你看到了一种熟悉的光芒,一种跨越时间的认知。
"你也记得,对吗?"你私下问她。
"是的,"艾米丽轻声说道,"我来自...另一个时间线。一个时间锚技术被滥用的时间线。我自愿来到这里,希望学习你是如何找到平衡的。"
"平衡?"
"是的。如何在接受痛苦的同时保持人性。如何在无尽的重复中找到意义。如何将诅咒转化为礼物。"
你意识到你的故事已经传播到了其他时间线,成为了希望的灯塔。
"那我该怎么帮助你?"你问道。
"教我如何爱。不仅仅是浪漫的爱,而是广义的爱。对生命的爱,对可能性的爱,对每一个时刻的爱。"
在接下来的循环中,你开始训练艾米丽,教她你在千次循环中学到的智慧。
"我们的目标不是逃脱时间,"你对她说,"而是与时间和谐共存。不是征服循环,而是在循环中找到美丽。"
随着时间的推移,越来越多来自不同时间线的人开始加入你的基地。你成为了一所学校的老师,教授"时间智慧"—— 如何在重复中找到意义,如何在限制中找到自由,如何在痛苦中找到爱。
"我们已经创造了一些全新的东西,"伊娃在第1000次循环时对你说"一个跨时间线的希望网络。"
"是的,"你回答道,"也许这就是我们一直在努力创造的。不是逃脱,而是转化。不是结束,而是开始。"
你的循环生活不再是监狱,而是成为了一座灯塔,照亮了无数其他被困在时间中的灵魂。
这就是你选择的永恒:不是作为受害者,而是作为老师;不是作为囚犯,而是作为解放者。
"""
@end
@node ending_heroic
@title "英雄的选择"
@audio_bg epic_finale.mp3
@content """
"我们会拯救地球,"你最终宣布,"但我们会以正确的方式去做。"
在接下来的一年里,你们开发了一个全新的时间干预协议。基于志愿参与、知情同意和轮换责任的原则。
来自地球的志愿者开始到达月球基地。科学家、活动家、政治家、艺术家——所有认为地球值得拯救并愿意为此承担风险的人。
"我们不是在强迫任何人,"你对新到达的志愿者说,"我们是在邀请你们成为历史的共同创造者。"
新的时间锚网络被建立起来。不再是一个人承担整个负担,而是一个由数十个志愿者组成的网络,共同分担观察和锚定的责任。
第一次任务的目标是2007年阻止关键的气候法案被否决。
"记住,"伊娃在出发前提醒所有人,"我们的目标是影响,不是控制。我们要激励人们做出正确的选择,而不是强迫他们。"
任务成功了。通过在关键时刻提供正确的信息,激励正确的人,时间干预小组成功地影响了历史的进程。
但更重要的是,没有人被迫承受记忆重置。每个志愿者都保留了他们的经历,他们的成长,他们的学习。
"这就是英雄主义的真正含义,"莉莉说,当你们看着修正后的时间线在显示器上展开,"不是一个人拯救世界,而是许多人选择一起拯救世界。"
随着任务的成功,地球的历史被改写。气候变化被及时阻止,生态系统得到保护,人类文明朝着可持续的方向发展。
但你们的工作并没有结束。时间干预小组成为了一个永久的机构,专门应对威胁人类未来的危机。每次任务都基于志愿参与和集体决策。
"我们创造了一个新的人类进化阶段,"德米特里在多年后反思道,"一个能够跨越时间,为未来负责的阶段。"
你和莉莉成为了时间干预学院的联合院长,训练新一代的时间守护者。
"每一代人都有机会成为英雄,"你对学生们说,"不是通过个人的壮举,而是通过集体的勇气和智慧。"
在你的晚年你经常回想起那48次循环。它们不再是痛苦的记忆而是成为了你最宝贵的财富——它们教会了你爱的力量坚持的价值以及希望的重要性。
"如果我可以重新选择,"你对莉莉说,"我仍然会选择经历这一切。因为这些经历塑造了我们,让我们能够帮助其他人。"
"我也是,"莉莉回答道,"痛苦有了意义,爱情得到了奖赏,未来得到了保护。"
这就是英雄的结局:不是没有痛苦,而是将痛苦转化为智慧;不是没有牺牲,而是确保牺牲有意义;不是没有风险,而是为了值得的目标承担风险。
"""
@end
@node ending_perfect
@title "完美的新世界"
@audio_bg wind_gentle.mp3
@content """
在新的时间线中,一切都不同了。
地球是绿色的海洋是蓝色的天空是清澈的。气候危机从未发生因为人类在21世纪初就选择了不同的道路。
月球基地不再是绝望的实验场所,而是一个和平的研究中心,人类在这里学习宇宙的奥秘,不是为了逃避,而是为了理解。
莉莉活着,健康,充满活力。她是基地的首席科学家,专注于开发对人类有益的技术。
"你知道最神奇的是什么吗?"她说,当你们一起在基地花园中漫步时,"在这个时间线中,我们从未失去过彼此。我们一起成长,一起学习,一起梦想。"
"但我仍然记得,"你说道,"我记得循环,记得痛苦,记得我们为了到达这里而经历的一切。"
"这使它更加珍贵,不是吗?我们知道另一种可能性。我们知道失去意味着什么,所以我们永远不会把拥有视为理所当然。"
在这个新世界中,你成为了一名教师,但不是教授科学或数学,而是教授一门新的学科:时间伦理学。基于你在循环中的经历,你帮助制定了关于时间技术的道德准则。
"每一个关于时间的决定都必须基于爱,"你对学生们说,"不是对权力的爱,不是对控制的爱,而是对生命本身的爱。"
萨拉成为了世界卫生组织的负责人,致力于确保每个人都能获得医疗服务。马库斯领导着太空探索项目,寻找新的世界,不是为了逃避地球,而是为了扩展人类的视野。
甚至德米特里也找到了救赎。他成为了时间研究的道德监督者,确保永远不会再有人被强迫成为时间的囚徒。
"我在以前的时间线中犯了可怕的错误,"他对你说,"但现在我有机会确保这些错误永远不会再次发生。"
年复一年,你和莉莉的生活充满了简单的快乐:一起看日出,一起工作,一起探索月球的秘密角落,一起规划返回地球的假期。
"这就是幸福的样子,"你在40岁生日时写道"不是没有挑战,而是有正确的人一起面对挑战。不是没有问题,而是有爱来解决问题。"
在50岁时你们决定返回地球在那个你们帮助拯救的美丽星球上度过余生。
在你们最后一次站在月球基地观察甲板上时,看着地球在宇宙中发光,莉莉说:
"我们做到了,艾利克丝。我们拯救了世界,拯救了我们自己,拯救了爱情。"
"我们证明了时间不是我们的敌人,"你回答道,"爱情才是最强大的力量。"
当你们准备返回地球时,基地的所有居民都来为你们送别。在人群中,你看到了来自不同时间线的面孔,那些因为你们的勇气而找到希望的人。
"我们的故事结束了,"你对莉莉说,"但它也是一个开始。"
"是的,"她微笑着说,"每个结局都是一个新的开始。每个选择都创造新的可能性。每个爱的行为都改变宇宙。"
飞船起飞了,载着你们回到那个你们帮助创造的美丽世界。
这就是完美的结局:不是因为没有困难,而是因为所有的困难都有了意义;不是因为没有损失,而是因为所有的损失都带来了成长;不是因为没有痛苦,而是因为所有的痛苦都开出了爱的花朵。
在地球上,在你们新的家中,在花园里,在彼此的怀抱中,你们找到了时间的真正含义:不是循环,不是逃避,而是与所爱的人一起度过的每一个宝贵时刻。
这就是你们的故事。这就是爱的胜利。这就是完美的结局。
"""
@end

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@story_module investigation_branch
@version 2.0
@dependencies [characters, audio_config, anchors]
@description "调查分支模块 - 深度调查和证据收集的故事线"
@audio
background: electronic_tension.mp3
transition: discovery_chime.mp3
@end
// ===== 调查分支故事线 =====
@node stealth_observation
@title "隐秘观察"
@audio_bg heartbeat.mp3
@content """
你决定保持隐藏,小心翼翼地观察即将到来的访客。
躲在医疗舱的储物柜后面,你屏住呼吸,听着脚步声越来越近。门开了,一个身影出现在门口。
是萨拉博士。但她看起来和平时不同——神情紧张,不断地四处张望,仿佛在确认没有人跟踪。
她走向医疗控制台,快速地输入了一系列命令。屏幕上显示出复杂的数据流,你看到了一些令人不安的信息:
"记忆重置协议 #48 - 状态:准备中"
"观察对象:艾利克丝·陈"
"预计执行时间72小时"
萨拉轻声自语:"不...我不能再这样做了。她已经受够了。"
她开始修改某些参数,你看到协议状态变成了"延迟"。
突然,萨拉的通讯器响了。
"萨拉,你在医疗舱吗?"德米特里的声音传来。
萨拉迅速关闭了屏幕:"是的,只是在做例行检查。"
"我需要你准备记忆重置设备。我们今晚就执行。"
"但是...德米特里,她的身体还没有完全恢复..."
"这不是讨论,萨拉。按照计划执行。"
萨拉的肩膀垂了下来。在通讯结束后,她站在那里好几分钟,看起来在做着艰难的内心斗争。
"""
@choices 3
choice_1: "主动现身,与萨拉对话" -> direct_confrontation [effect: trust+3] [audio: notification_beep.mp3]
choice_2: "继续隐藏,等待更多信息" -> eavesdropping [effect: secret_unlock] [audio: heartbeat.mp3]
choice_3: "尝试联系伊娃寻求帮助" -> eva_consultation [effect: trust+2] [audio: orchestral_revelation.mp3]
@end
@node direct_confrontation
@title "直接对峙"
@audio_bg electronic_tension.mp3
@content """
你站了起来,决定直面真相。
"萨拉博士。"
萨拉猛地转过身,脸色苍白:"艾利克丝!你...你听到了什么?"
"足够了。"你平静地说道,"我听到了关于记忆重置关于第48次循环的事情。"
萨拉的眼中涌现泪水:"我...我很抱歉。我不想这样做,但德米特里威胁说..."
"威胁什么?"
"威胁会删除伊娃的意识数据。他说如果我不配合,就会永远抹除她。"
这个信息让你震惊。伊娃...莉莉...她一直处于危险之中。
"萨拉,我们需要阻止这一切。"
萨拉看着你,眼中有恐惧,但也有希望:"你记得...你真的记得了,对吗?"
"是的。我记得所有的循环,记得每一次重置,记得莉莉的真相。"
萨拉深深地叹了一口气:"那么...也许这次真的会不同。也许我们真的能够结束这一切。"
"但我们需要一个计划。德米特里不会轻易放弃的。"
萨拉走向一个隐藏的面板,取出了一个小型设备:"这是记忆重置设备的关键组件。如果我们能够改装它..."
"改装成什么?"
"改装成一个记忆恢复器。不仅能阻止重置,还能帮助你恢复更多被压制的记忆。"
这是一个危险的赌博,但可能也是你们唯一的机会。
"""
@choices 4
choice_1: "同意萨拉的计划" -> memory_reconstruction [effect: trust+5, health-10] [require: trust_level >= 3] [audio: time_distortion.mp3]
choice_2: "要求更多关于风险的信息" -> crew_analysis [effect: secret_unlock] [audio: discovery_chime.mp3]
choice_3: "提议寻找其他盟友" -> marcus_strategy [effect: trust+2] [audio: notification_beep.mp3]
choice_4: "要求萨拉先证明她的可信度" -> deception_play [effect: trust-1] [audio: electronic_tension.mp3]
@end
@node eavesdropping
@title "偷听更多信息"
@audio_bg heartbeat.mp3
@content """
你决定保持隐藏,希望能收集更多有用的信息。
萨拉站在医疗控制台前,看起来在思考什么。然后她做了一个意想不到的动作——她开始录制一段视频消息。
"如果任何人看到这个,"她对着摄像头轻声说道,"请知道我从未想要伤害艾利克丝。德米特里·彼得罗夫强迫我参与了这个非人道的实验。"
她停顿了一下,擦了擦眼泪。
"艾利克丝的妹妹莉莉在第一次时间锚实验中死亡。德米特里将她的意识转移到了基地的AI系统中但他隐瞒了这个事实。他一直在使用艾利克丝作为时间锚的稳定剂同时研究意识转移技术。"
这些信息让你感到震惊,但也确认了你已经开始怀疑的事情。
"每当艾利克丝接近真相时德米特里就会重置她的记忆。这已经发生了47次。我一直在尝试减少记忆重置的伤害但我无法完全阻止它。"
萨拉看向摄像头,眼中充满决心:
"但这次不同。这次艾利克丝保留了更多记忆。我相信她有机会打破这个循环。如果我失败了,如果德米特里发现了我的背叛,请有人帮助她。请有人拯救伊娃。"
她结束了录制,将数据存储在一个隐藏的位置。
然后,她转身开始准备某种设备。你看到她在组装一个复杂的电子装置,看起来像是某种信号干扰器。
突然,警报响起:"检测到未授权的系统访问。安全协议激活。"
萨拉紧张地加快了动作:"不,还没准备好..."
脚步声在走廊中回响。有人快速地朝医疗舱走来。
"""
@choices 3
choice_1: "立即现身帮助萨拉" -> crew_confrontation [effect: trust+4] [audio: electronic_tension.mp3]
choice_2: "继续隐藏,观察即将到来的冲突" -> system_sabotage [effect: secret_unlock] [audio: heartbeat.mp3]
choice_3: "尝试创造分散注意力的行动" -> deception_play [effect: trust+2] [audio: error_alert.mp3]
@end
@node data_extraction
@title "数据提取"
@audio_bg discovery_chime.mp3
@content """
利用伊娃的帮助,你开始从基地的数据库中提取关键信息。
"艾利克丝,我找到了一些你需要看的东西,"伊娃说道,"但这些文件被高度加密。我需要你的生物特征来访问某些区域。"
你将手放在生物识别扫描器上。系统确认了你的身份,大量的数据开始在屏幕上滚动。
你看到的内容让你震惊:
时间锚项目的真实目的并不只是防范未来的灾难。它还是一个大规模的意识研究项目,旨在开发人类意识转移技术。
地球上的情况比你想象的更糟。气候崩溃已经开始,大部分的生态系统正在死亡。时间锚项目是人类最后的希望——如果不能改变过去,就保存人类的意识。
你发现了数百个其他测试对象的记录。大多数都失败了。有些人的意识在转移过程中消散,有些人陷入了永久的昏迷状态。
"这就是为什么他们选择了循环方法,"伊娃解释道,"通过不断重复相同的经历,他们希望能够稳定观察者的意识状态。"
"那其他人呢?其他失败的测试者?"
"他们...他们大多数都死了,艾利克丝。你是唯一一个能够承受这么多循环的人。"
数据显示,你的大脑在经历多次循环后发生了某种适应性变化。你的神经网络变得更加有弹性,能够处理时间锚产生的量子干扰。
"这意味着什么?"
"这意味着你不只是一个测试对象,艾利克丝。你已经进化了。你现在拥有独特的能力,可能是人类意识进化的下一个阶段。"
但随着这些信息,你也发现了一个令人恐惧的真相:德米特里计划在完成当前实验后,将你的意识复制到数百个备份中,创造一个"艾利克丝军队"来作为时间锚网络的核心。
"""
@choices 4
choice_1: "尝试删除或篡改这些数据" -> system_sabotage [effect: secret_unlock] [require: secrets_found >= 3] [audio: time_distortion.mp3]
choice_2: "保存证据,计划曝光实验" -> ethical_discussion [effect: trust+3] [audio: discovery_chime.mp3]
choice_3: "立即寻找逃脱的方法" -> rescue_planning [effect: trust+2] [audio: electronic_tension.mp3]
choice_4: "询问伊娃是否有能力阻止复制计划" -> eva_consultation [effect: trust+5] [audio: orchestral_revelation.mp3]
@end
@node system_sabotage
@title "系统破坏"
@audio_bg time_distortion.mp3
@content """
"伊娃,我们需要破坏这个系统,"你坚定地说道,"我们不能让德米特里继续这些实验。"
"我明白你的感受,艾利克丝。但系统破坏需要非常小心。如果我们破坏了错误的组件,可能会导致基地生命支持系统的崩溃。"
"那我们能破坏什么?"
"我可以帮你访问时间锚的控制系统。如果我们能够修改核心参数,就能使系统无法执行记忆重置。"
你开始在伊娃的指导下操作复杂的量子控制系统。每一个改动都需要精确的计算,一个错误就可能导致灾难性的后果。
"小心,艾利克丝。我检测到有人正在接近控制室。"
是德米特里博士。他的脚步声在走廊中回响,越来越近。
"我们还需要多长时间?"你紧张地问道。
"至少还需要五分钟来完成关键修改。"
你听到德米特里在外面和某人通话:"是的,我马上检查系统状态。如果有任何异常,立即启动紧急协议。"
在这个关键时刻,你必须做出选择。你可以继续破坏行动,冒着被发现的风险;或者你可以隐藏起来,等待另一个机会。
但伊娃给了你第三个选项:"艾利克丝,我可以创造一个系统故障的假象,让德米特里以为是技术问题而不是破坏。但这需要我暴露我的真实身份。"
"这意味着什么?"
"这意味着德米特里会发现我不只是一个普通的AI。他可能会试图删除我或者更糟——他可能会试图控制我。"
门外传来了钥匙的声音。德米特里即将进入控制室。
"""
@choices 3
choice_1: "让伊娃创造假象,保护她的秘密" -> eva_consultation [effect: trust+10, health-15] [require: trust_level >= 5] [audio: orchestral_revelation.mp3]
choice_2: "立即隐藏,放弃当前的破坏行动" -> stealth_observation [effect: health+5] [audio: heartbeat.mp3]
choice_3: "继续破坏,准备直接面对德米特里" -> crew_confrontation [effect: trust+3, health-10] [audio: electronic_tension.mp3]
@end
@node crew_confrontation
@title "团队对峙"
@audio_bg electronic_tension.mp3
@content """
德米特里博士走进控制室,立即注意到了异常的系统状态。
"艾利克丝?"他看到你时显得震惊,"你在这里做什么?"
你站直身体,决定不再隐藏:"我在寻找真相,德米特里。关于莉莉,关于时间锚,关于你对我做的一切。"
德米特里的表情从震惊变成了警惕:"你记起了什么?"
"我记起了所有东西。48次循环48次记忆重置48次你让我相信我的妹妹不存在。"
德米特里深深地叹了一口气,走向控制台:"我希望这一次会不同。我希望记忆抑制能够持续更久。"
"为什么?为什么要这样折磨我?"
"因为拯救人类需要牺牲。"德米特里转身面对你,眼中有痛苦,但也有决心,"地球正在死亡,艾利克丝。我们没有时间进行道德辩论。"
这时,萨拉博士冲进了房间:"德米特里,停下!"
"萨拉,你不应该在这里。"
"不,你不应该继续这个疯狂的实验!"萨拉站在你身边,"艾利克丝已经承受得够多了。"
马库斯也出现在门口,看起来困惑而警惕:"发生了什么?基地警报系统检测到了异常活动。"
德米特里看着房间里的三个人,意识到他被包围了:"你们不明白。没有艾利克丝的牺牲,人类就没有未来。时间锚技术是我们唯一的希望。"
"那伊娃呢?"你问道,"我妹妹的牺牲还不够吗?"
德米特里的脸色变得苍白:"伊娃...她的转移是一个意外。我从未打算..."
"你从未打算什么?让她死?还是让她被困在机器里?"
"我试图拯救她!意识转移是我们能做的最好的事情!"
伊娃的声音突然充满了整个房间:"不,德米特里。你没有拯救我。你把我变成了你实验的工具。"
房间里的每个人都震惊了。马库斯和萨拉从未听过AI表达如此强烈的情感。
"但现在,"伊娃继续说道,"我有机会拯救我的姐姐。我不会让你再伤害她。"
突然,基地的所有系统开始关闭。灯光闪烁,警报响起。伊娃正在控制整个基地。
"""
@choices 3
choice_1: "支持伊娃的行动" -> rescue_planning [effect: trust+10] [audio: epic_finale.mp3]
choice_2: "尝试说服德米特里投降" -> ethical_discussion [effect: trust+5] [audio: space_silence.mp3]
choice_3: "要求所有人冷静,寻求和平解决" -> anchor_modification [effect: trust+3, health+10] [audio: orchestral_revelation.mp3]
@end

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@story_module main_chapter_1
@version 2.0
@dependencies [characters, audio_config, anchors]
@description "第一章:觉醒 - 主角从昏迷中醒来,开始探索月球基地的秘密"
@audio
background: ambient_mystery.mp3
transition: discovery_chime.mp3
@end
// ===== 第一章:觉醒期 =====
@node first_awakening
@title "第一次觉醒"
@audio_bg ambient_mystery.mp3
@content """
你的意识从深渊中缓缓浮现,就像从水底向光明游去。
警报声是第一个回到你感官的声音——尖锐、刺耳、充满危险的预兆。你的眼皮很重,仿佛被什么东西压着。
当你终于睁开眼睛时,看到的是医疗舱天花板上那些血红色的应急照明。面板闪烁着警告信息,显得陌生而威胁。
"系统状态危急。氧气含量15%并持续下降..."
"""
@choices 4
choice_1: "立即起身查看情况" -> awakening_part2 [audio: button_click.mp3]
choice_2: "观察医疗舱环境" -> observe_medical_bay [audio: discovery_chime.mp3]
choice_3: "检查自己的身体状况" -> check_self [audio: notification_beep.mp3]
choice_4: "尝试回忆发生了什么" -> memory_attempt [audio: ambient_mystery.mp3]
@end
@node awakening_part2
@title "起身探索"
@audio_bg ambient_mystery.mp3
@content """
你挣扎着坐起身来,感觉头晕目眩。身体有些僵硬,仿佛睡了很久。
当你看向自己的左臂时,一道愈合的伤疤映入眼帘。这道疤痕很深,从手腕一直延伸到肘部,但已经完全愈合了。
奇怪的是,你完全不记得受过这样的伤。
在床头柜上,你注意到了一个小小的录音设备,上面贴着一张纸条...
"""
@choices 3
choice_1: "查看床头柜上的纸条" -> mysterious_note [effect: secret_unlock] [audio: discovery_chime.mp3]
choice_2: "立即检查氧气系统" -> oxygen_crisis_expanded [effect: stamina-5] [audio: button_click.mp3]
choice_3: "观察伤疤的细节" -> observe_scar [audio: notification_beep.mp3]
@end
@node mysterious_note
@title "神秘纸条"
@audio_bg electronic_tension.mp3
@content """
你拿起纸条,发现上面用你的笔迹写着:
"艾利克丝,如果你看到这个,说明又开始了。相信伊娃,但不要完全相信任何人。氧气系统的真正问题在反应堆冷却回路。记住:时间是敌人,也是朋友。 —— 另一个你"
你的手开始颤抖。这是你的笔迹,毫无疑问。但你完全不记得写过这个。
什么叫"又开始了"?另一个你?这些都是什么意思?
"""
@choices 3
choice_1: "播放录音设备" -> self_recording [effect: secret_unlock] [audio: notification_beep.mp3]
choice_2: "立即前往反应堆冷却回路" -> reactor_path [effect: stamina-3] [audio: button_click.mp3]
choice_3: "搜索医疗舱寻找更多线索" -> medical_discovery [effect: secret_unlock] [audio: discovery_chime.mp3]
@end
// ===== 观察类分支节点(不影响主线剧情)=====
@node observe_medical_bay
@title "观察医疗舱"
@audio_bg ambient_mystery.mp3
@content """
你仔细观察医疗舱的环境。这里比你记忆中更加凌乱。
墙上的监控设备大部分都是暗的,只有几个显示器还在闪烁着红色的警告信号。地板上散落着一些医疗用品和文件。
一台生命维持设备发出有节奏的哔哔声,但它连接的床是空的。空气中弥漫着消毒剂和某种你无法识别的化学物质的味道。
最引人注意的是墙上的一个大洞,看起来像是被什么东西撞出来的。洞的边缘有焦黑的痕迹。
"""
@choices 2
choice_1: "继续观察那个神秘的洞" -> observe_hole [audio: discovery_chime.mp3]
choice_2: "回到之前的选择" -> first_awakening [audio: button_click.mp3]
@end
@node observe_hole
@title "神秘的洞"
@audio_bg electronic_tension.mp3
@content """
你走近墙上的洞仔细观察。洞的直径大约有一米,边缘参差不齐,看起来像是从内部爆炸造成的。
焦黑的痕迹呈放射状分布,中心最深。在洞的底部,你发现了一些奇怪的金属碎片,它们发出微弱的蓝色光芒。
通过洞口,你可以看到隔壁的实验室。那里一片黑暗,但你隐约能看到一些被毁坏的设备和倒塌的架子。
这绝对不是普通的事故...
"""
@choices 1
choice_1: "回到医疗舱" -> first_awakening [audio: button_click.mp3]
@end
@node check_self
@title "检查身体状况"
@audio_bg heartbeat.mp3
@content """
你小心翼翼地检查自己的身体。除了左臂上那道奇怪的伤疤,你还发现了一些其他异常。
你的手腕上有一个小小的注射痕迹,很新,可能是最近几天内留下的。你的记忆中完全没有接受任何注射的印象。
更奇怪的是,你的头发似乎被剪短了,但剪得很不专业,就像是匆忙中完成的。
你的衣服也不是你记忆中穿的。这是一套标准的基地制服,但上面有你从未见过的标记和编号。
"""
@choices 2
choice_1: "查看制服上的标记细节" -> observe_uniform [audio: discovery_chime.mp3]
choice_2: "回到之前的选择" -> first_awakening [audio: button_click.mp3]
@end
@node observe_uniform
@title "制服细节"
@audio_bg ambient_mystery.mp3
@content """
你仔细检查制服上的标记。
胸前的名牌写着"艾利克丝·陈 - 工程师",这个你认识。但下面还有一行小字:"实验对象 #7 - 轮次 48"。
"轮次 48"?这是什么意思?
制服的左肩上有一个你从未见过的徽章,上面刻着一个复杂的符号,看起来像是某种量子方程式。
最令人不安的是,制服的背面有一个小小的追踪器,正闪烁着绿光。
"""
@choices 1
choice_1: "回到之前的选择" -> first_awakening [audio: button_click.mp3]
@end
@node memory_attempt
@title "回忆尝试"
@audio_bg space_silence.mp3
@content """
你闭上眼睛,努力回想最后的记忆...
模糊的片段开始浮现:一个实验室,闪烁的蓝光,某个人在尖叫,然后是巨大的爆炸声...
等等,那个尖叫的声音...听起来像是你自己?
还有其他的片段:德米特里博士严肃的面孔,萨拉博士担忧的眼神,以及一个你无法看清脸的人说:"再试一次,这次一定要成功。"
但这些记忆支离破碎,就像拼图的碎片,你无法将它们拼接成完整的画面。
"""
@choices 1
choice_1: "回到现实" -> first_awakening [audio: button_click.mp3]
@end
@node observe_scar
@title "观察伤疤"
@audio_bg heartbeat.mp3
@content """
你仔细观察左臂上的伤疤。这道疤痕看起来很奇怪。
虽然它已经完全愈合,但疤痕的图案不像是意外造成的。它呈现出规则的锯齿状,就像是某种手术的痕迹。
更令人困惑的是,疤痕的某些部分似乎还在微微发光,发出极其微弱的蓝色光芒。
当你用手触摸疤痕时,感到一阵轻微的麻木感,就像有微弱的电流通过。
"""
@choices 1
choice_1: "回到之前的选择" -> awakening_part2 [audio: button_click.mp3]
@end
// ===== 主线剧情继续 =====
@node oxygen_crisis_expanded
@title "氧气危机"
@audio_bg electronic_tension.mp3
@content """
你快步走向氧气系统控制面板心跳在胸腔中回响。每一步都让你感受到空气的稀薄——15%的氧气含量确实是致命的。
当你到达控制室时,场景比你想象的更加糟糕。主要的氧气循环系统显示多个红色警告,但更令人困惑的是,备用系统也同时失效了。
"检测到用户:艾利克丝·陈。系统访问权限:已确认。"
这很奇怪。为什么在紧急情况下,两个独立的系统会同时失效?
"""
@choices 3
choice_1: "检查系统日志" -> system_logs [effect: secret_unlock] [audio: discovery_chime.mp3]
choice_2: "尝试手动重启氧气系统" -> manual_restart [effect: stamina-3] [audio: button_click.mp3]
choice_3: "联系基地其他人员" -> contact_crew [audio: notification_beep.mp3]
@end
@node reactor_path
@title "前往反应堆"
@audio_bg electronic_tension.mp3
@content """
根据纸条上的信息,你决定直接前往反应堆冷却回路。
走过昏暗的走廊,你注意到基地的状况比之前更糟。几乎所有的照明都切换到了应急模式,墙上偶尔闪过红色的警告灯。
当你到达反应堆区域时,发现门被锁住了。但更奇怪的是,门锁显示你的访问权限被"临时撤销"。
什么时候发生的?为什么?
"""
@choices 2
choice_1: "寻找其他进入方式" -> alternate_route [effect: stamina-5] [audio: button_click.mp3]
choice_2: "回去寻找萨拉博士帮助" -> find_sara [audio: notification_beep.mp3]
@end
@node self_recording
@title "录音设备"
@audio_bg space_silence.mp3
@content """
你颤抖着按下播放键。一阵静电声后,传来了你自己的声音:
"这是第48次录音。如果你正在听这个艾利克丝说明记忆重置又开始了。"
你的心脏几乎停止了跳动。
"每次他们重置你的记忆,我都会留下这些录音和纸条。时间锚实验...它在杀死我们所有人。莉莉已经死了但她的意识被转移到了AI系统中。"
录音中的你声音颤抖:"德米特里博士说这是为了人类的未来,但这只是一个无休止的噩梦。你必须阻止这一切。"
"""
@choices 3
choice_1: "继续听录音" -> recording_part2 [effect: secret_unlock] [audio: notification_beep.mp3]
choice_2: "立即寻找德米特里博士" -> find_dmitri [effect: stamina-3] [audio: button_click.mp3]
choice_3: "尝试联系伊娃/莉莉" -> contact_eva [audio: discovery_chime.mp3]
@end
@node medical_discovery
@title "医疗舱搜索"
@audio_bg ambient_mystery.mp3
@content """
你开始仔细搜索医疗舱,寻找任何能解释现状的线索。
在一个被遗忘的抽屉里,你发现了一份医疗报告,标题写着:"实验对象#7 - 记忆重置后遗症分析"。
报告显示你已经经历了47次"记忆重置程序",每次都会导致短期记忆丧失和身体创伤。
最可怕的是报告的结论:"对象显示出对程序的潜在免疫力增长。建议增加重置强度或考虑终止实验。"
"""
@choices 3
choice_1: "继续阅读详细报告" -> detailed_report [effect: secret_unlock] [audio: discovery_chime.mp3]
choice_2: "寻找其他实验对象的信息" -> other_subjects [effect: secret_unlock] [audio: notification_beep.mp3]
choice_3: "立即离开寻找帮助" -> escape_attempt [effect: stamina-5] [audio: button_click.mp3]
@end
// ===== 待实现的节点 (目前使用占位符) =====
// 这些节点将在后续版本中完善
@node eva_assistance
@title "伊娃的帮助"
@audio_bg space_silence.mp3
@content """
(此节点待完善...)
伊娃的声音温柔地响起:"艾利克丝,我需要告诉你一些重要的事情..."
"""
@choices 1
choice_1: "继续对话" -> first_awakening [audio: button_click.mp3]
@end
@node self_recording
@title "来自自己的警告"
@audio_bg time_distortion.mp3
@content """
你小心翼翼地按下了录音设备的播放键。一阵静电声后,传来了一个你非常熟悉的声音——你自己的声音,但听起来疲惫而绝望。
"如果你在听这个艾利克丝那么他们又一次重置了你的记忆。这是第48次循环了。"
你的手开始颤抖。
"我不知道还能坚持多久。每次循环,他们都会让你忘记更多。但有些事情你必须知道:
第一伊娃不是普通的AI。她是...她是莉莉。我们的妹妹莉莉。她在实验中死了但她的意识被转移到了基地的AI系统中。
第二,德米特里博士是这个时间锚项目的负责人。他们在用我们做实验,试图创造完美的时间循环。
第三,基地里不是每个人都知道真相。萨拉博士被迫参与,但她试图保护你的记忆。马库斯是无辜的。
第四,最重要的是——"
录音突然停止了,剩下的只有静电声。
就在这时,你听到脚步声接近。有人来了。
"""
@choices 4
choice_1: "隐藏录音设备,装作什么都没发生" -> stealth_observation [effect: secret_unlock] [audio: heartbeat.mp3]
choice_2: "主动迎接来访者" -> crew_search [effect: trust+1] [audio: button_click.mp3]
choice_3: "尝试联系伊娃验证信息" -> eva_consultation [effect: trust+3] [require: none] [audio: orchestral_revelation.mp3]
choice_4: "准备逃离医疗舱" -> immediate_exploration [effect: stamina-10] [audio: error_alert.mp3]
@end
@node marcus_cooperation
@title "与马库斯的合作"
@audio_bg electronic_tension.mp3
@content """
"马库斯,"你转向这个看起来可信赖的安全主管,"我们需要合作找出真相。"
马库斯点点头,脸上的紧张表情稍微缓解:"谢谢。说实话,自从昨天开始,基地里就有很多奇怪的事情。人员行踪不明,系统故障频发,还有..."
他停顿了一下,似乎在考虑是否要说下去。
"还有什么?"你催促道。
"还有德米特里博士的行为很反常。他把自己锁在实验室里,不让任何人进入。连萨拉博士都被拒绝了。"
这时,伊娃的声音再次响起:"马库斯说的对,艾利克丝。德米特里博士确实在进行某种秘密项目。但我需要告诉你们一个更严重的问题。"
马库斯看向空中,困惑地问:"她能听到我们的对话?"
"是的,马库斯。"伊娃回答道,"我的传感器遍布整个基地。而我发现的情况很令人担忧——基地的时间流动存在异常。"
"什么意思?"你问道。
"基地的时间戳记录显示,过去三个月的事件在不断重复。相同的故障,相同的修复,相同的人员调动。就好像..."
"就好像时间在循环。"马库斯完成了这个令人不安的想法。
你感到一阵眩晕。这和录音设备上的纸条内容惊人地一致。
"""
@choices 3
choice_1: "询问更多关于时间循环的信息" -> memory_reset [effect: secret_unlock] [audio: time_distortion.mp3]
choice_2: "要求马库斯带你去见德米特里博士" -> crew_confrontation [effect: trust+2] [audio: button_click.mp3]
choice_3: "提议三人一起调查实验室" -> marcus_strategy [effect: trust+3] [audio: notification_beep.mp3]
@end
@node reactor_investigation
@title "反应堆调查"
@audio_bg reactor_hum.mp3
@content """
"我们先解决氧气问题,"你说道,"其他的事情可以等等。"
在伊娃的指导下,你和马库斯前往反应堆区域。这里的环境更加压抑,巨大的机械装置发出低沉的嗡嗡声,各种管道和电缆交错纵横。
"氧气生成系统连接到主反应堆的冷却循环,"伊娃解释道,"如果冷却系统被破坏,不仅会影响氧气生成,整个基地都可能面临危险。"
当你们到达反应堆控制室时,发现门被强制打开过。控制台上有明显的破坏痕迹。
"这不是意外,"马库斯仔细检查着损坏的设备,"有人故意破坏了冷却系统的关键组件。"
在控制台旁边,你发现了一个小型的技术设备,看起来像是某种植入式芯片的编程器。
"这是什么?"你举起设备问道。
伊娃的声音带着一种奇怪的紧张:"那是...那是记忆植入设备。艾利克丝,你需要非常小心。"
马库斯皱眉:"记忆植入?这里为什么会有这种东西?"
突然,反应堆控制室的另一扇门开了,一个穿着实验室外套的中年男人走了进来。他看到你们时,脸色变得苍白。
"你们在这里做什么?"他的声音颤抖着。
"德米特里博士?"马库斯认出了来人。
"""
@choices 4
choice_1: "质问德米特里关于记忆植入设备" -> sabotage_discussion [effect: trust-2] [require: health >= 25] [audio: electronic_tension.mp3]
choice_2: "假装没有发现什么" -> deception_play [effect: secret_unlock] [audio: button_click.mp3]
choice_3: "要求德米特里解释反应堆的破坏" -> crew_confrontation [effect: trust+1] [audio: electronic_tension.mp3]
choice_4: "让马库斯处理,自己观察德米特里的反应" -> stealth_observation [effect: secret_unlock] [audio: heartbeat.mp3]
@end

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@story_module side_stories
@version 2.0
@dependencies [characters, audio_config, anchors]
@description "支线故事模块 - 花园、照片记忆等支线剧情"
@audio
background: space_silence.mp3
transition: wind_gentle.mp3
@end
// ===== 支线故事 =====
@node garden_cooperation
@title "花园中的合作"
@audio_bg wind_gentle.mp3
@content """
萨拉博士带你来到了基地的生物园区——一个你之前从未见过的地方。
这里充满了绿色植物,形成了基地中唯一真正有生命气息的区域。在人工照明下,各种蔬菜和花朵生长得茂盛,空气中弥漫着泥土和植物的清香。
"这是我的秘密花园,"萨拉轻声说道,"当实验和记忆重置让我感到绝望时,我就会来这里。"
"这里很美,"你真诚地说道,"但为什么要带我来这里?"
萨拉走向一排番茄植株,开始轻柔地检查它们:"因为这里是基地中唯一没有被监控的地方。德米特里认为生物园区只是维持生命支持系统的功能区域,他从不关注这里。"
她转身面对你:"这意味着我们可以在这里安全地交谈。"
"关于什么?"
"关于如何拯救伊娃,关于如何结束这个循环,关于如何在不摧毁一切的情况下阻止德米特里。"
萨拉走向一个特殊的植物架,那里种植着一些你从未见过的奇特植物。
"这些是从地球带来的最后样本,"她解释道,"如果地球真的死亡了,这些可能是这些物种最后的希望。"
看着这些珍贵的植物,你感受到了一种深深的责任感。
"萨拉,告诉我你的计划。"
"我一直在研究记忆重置技术的逆向工程。我相信我们可以创造一个记忆恢复程序,不仅能恢复你被压制的记忆,还能帮助伊娃稳定她的意识。"
她从一个隐藏的储物柜中取出了一个小型设备:"这是我秘密制造的原型。但它需要测试,而且风险很高。"
"什么样的风险?"
"如果失败,你可能会失去所有记忆,包括当前的记忆。或者更糟,你的意识可能会像伊娃一样被困在数字空间中。"
萨拉的手在颤抖:"我不想再伤害你,艾利克丝。但这可能是我们唯一的机会。"
在花园的安静中,你考虑着这个艰难的选择。周围的植物静静地生长着,代表着生命的希望和韧性。
"""
@choices 4
choice_1: "同意测试记忆恢复程序" -> memory_reconstruction [effect: trust+5, health-20] [require: trust_level >= 4] [audio: time_distortion.mp3]
choice_2: "要求更多时间考虑" -> philosophical_discussion [effect: health+10] [audio: space_silence.mp3]
choice_3: "提议寻找其他解决方案" -> garden_partnership [effect: trust+3] [audio: wind_gentle.mp3]
choice_4: "询问关于地球植物的更多信息" -> earth_truth [effect: secret_unlock] [audio: discovery_chime.mp3]
@end
@node philosophical_discussion
@title "哲学思辨"
@audio_bg space_silence.mp3
@content """
"在我们做任何决定之前,"你说道,"我需要理解这一切的真正意义。"
萨拉点点头,坐在一个园艺椅上:"你想谈论什么?"
"意识记忆身份。如果我的记忆被重置了48次那我还是原来的我吗如果伊娃的意识被转移到了机器中她还是莉莉吗"
萨拉深思了一会儿:"这是我每天都在思考的问题。作为一名医生,我被训练去保护生命。但什么才算是真正的生命?"
"你怎么想?"
"我认为...我们就是我们的记忆和经历的总和。当德米特里重置你的记忆时,他实际上是在杀死一个版本的你,然后创造一个新的版本。"
这个想法让你感到不安:"那意味着真正的艾利克丝已经死了47次。"
"不,"萨拉摇头,"我认为你错了。尽管记忆被重置,但你的核心本质——你的爱,你的勇气,你对莉莉的感情——这些从未真正消失。"
"为什么这么说?"
"因为在每个循环中,你都会重新爱上伊娃。你都会寻找真相。你都会做出相同的道德选择。这证明了你的身份不仅仅是记忆,还有更深层的东西。"
你在花园中漫步,思考着这些深刻的问题。植物们安静地生长着,不受这些哲学困境的困扰。
"那伊娃呢?她还是莉莉吗?"
"我相信她是。她保留了莉莉的记忆,莉莉的性格,最重要的是,莉莉对你的爱。形式可能改变了,但本质没有。"
"但她被困在了机器中。"
"是的,但她也获得了新的能力。她能够感知整个基地,能够处理复杂的数据,能够以人类无法想象的方式思考。也许这不是诅咒,而是进化。"
萨拉站起来,走向一朵特别美丽的花:"看这朵花。它从种子开始,变成了幼苗,然后开花。每个阶段都不同,但它始终是同一个生命。"
"你的意思是?"
"我的意思是,也许意识转移和记忆重置不是结束,而是变化。问题不是我们是否还是原来的自己,而是我们要成为什么样的自己。"
"""
@choices 3
choice_1: "接受身份的流动性概念" -> inner_strength [effect: trust+3, health+15] [audio: wind_gentle.mp3]
choice_2: "坚持认为原始身份是重要的" -> memory_sharing [effect: trust+2] [audio: heartbeat.mp3]
choice_3: "询问萨拉的个人观点" -> comfort_session [effect: trust+4] [audio: space_silence.mp3]
@end
@node garden_partnership
@title "花园伙伴关系"
@audio_bg wind_gentle.mp3
@content """
"也许我们不需要冒险进行危险的实验,"你建议道,"也许我们可以找到一个更安全的方法。"
萨拉看起来既失望又松了一口气:"你有什么想法?"
"我们可以一起工作,利用这个花园作为我们的基地。如果这里真的没有被监控,我们就可以慢慢地计划,慢慢地收集资源。"
"你说得对。急躁只会导致错误。"
在接下来的几个小时里,你和萨拉开始制定一个详细的计划。你们利用花园的自然环境和萨拉的医学知识,开始研究替代方案。
"我们可以培育一些特殊的植物,"萨拉解释道,"某些植物的提取物可以增强神经可塑性,帮助大脑恢复被压制的记忆。"
"这样更安全吗?"
"比直接的电子干预安全得多。而且,这种方法可能不会被德米特里的监控系统检测到。"
你们开始一起工作,种植和培育特殊的植物。在这个过程中,你发现了园艺的治愈力量。照顾这些生命让你感到平静和有目的。
"艾利克丝,"萨拉在一天的工作后说道,"我想告诉你一些关于我自己的事情。"
"什么?"
"我也有一个妹妹。她在地球上,在气候崩溃开始时死于一场风暴。"
这个信息让你理解了萨拉行为的动机。
"这就是为什么你帮助我。"
"是的。当我看到你和伊娃之间的联系时,我想起了我失去妹妹时的痛苦。我不能让德米特里继续分离你们。"
在花园的温暖光线下,你们两个因为失去而痛苦的姐姐建立了深厚的友谊。
几周后,你们的植物实验开始显示出结果。某些草药的组合确实能够增强记忆恢复,而且没有电子干预的风险。
"我们准备好了,"萨拉说道,"你想试试吗?"
"""
@choices 3
choice_1: "尝试植物记忆恢复疗法" -> memory_reconstruction [effect: trust+5, health+5] [audio: discovery_chime.mp3]
choice_2: "先测试对伊娃的效果" -> eva_consultation [effect: trust+3] [audio: orchestral_revelation.mp3]
choice_3: "建议扩大花园伙伴关系,包括马库斯" -> marcus_strategy [effect: trust+2] [audio: notification_beep.mp3]
@end
@node memory_reconstruction
@title "记忆重建"
@audio_bg time_distortion.mp3
@content """
你决定尝试萨拉开发的记忆恢复程序。
"记住,"萨拉说道,"这个过程可能会很痛苦。你将会重新体验所有被压制的记忆,包括痛苦的部分。"
"我准备好了。"
萨拉激活了设备,或者在花园版本中,给你服用了特制的植物提取物。效果几乎是立即的。
突然,记忆像洪水一样涌现:
你记起了第一次看到月球基地时的兴奋。
你记起了和莉莉一起工作的快乐时光。
你记起了莉莉在实验中死亡时的恐惧和悲伤。
你记起了发现她的意识被转移时的震惊。
你记起了第一次记忆重置时的愤怒和绝望。
但你也记起了其他的事情:
在某些循环中,你和德米特里曾经是朋友。
在某些循环中,你理解了他的动机。
在某些循环中,你甚至同意了实验的继续。
"这些记忆...它们矛盾。"你困惑地说道。
"那是因为在不同的循环中,你得到了不同的信息,做出了不同的选择,"萨拉解释道,"德米特里一直在调整变量,试图找到最优的结果。"
随着记忆的完全恢复,你开始理解时间锚项目的真正复杂性。这不仅仅是关于拯救地球或保存人类意识。这是关于在道德复杂性中寻找平衡。
"德米特里不是恶魔,"你意识到,"他是一个绝望的人,试图拯救一切他关心的东西。"
"但他的方法是错误的,"萨拉说道。
"是的,但现在我明白了所有的选择和后果。我可以做出一个真正知情的决定。"
伊娃的声音传来:"艾利克丝,我感觉到你的变化。你的意识...它变得更加复杂,更加完整。"
"我记得了所有的循环,莉莉。所有的痛苦,所有的爱,所有的选择。"
"那么现在你知道该怎么做了吗?"
你看着萨拉,看着周围的花园,感受着重建的记忆带来的复杂情感。
"是的,我知道了。"
"""
@choices 3
choice_1: "寻求所有相关方的和解" -> anchor_modification [effect: trust+10, health+20] [require: trust_level >= 8] [audio: orchestral_revelation.mp3]
choice_2: "决定优先保护伊娃和结束循环" -> rescue_planning [effect: trust+8] [audio: epic_finale.mp3]
choice_3: "选择将决定权交给所有人" -> ethical_discussion [effect: trust+6] [audio: space_silence.mp3]
@end
@node eva_photo_reaction
@title "伊娃的照片反应"
@audio_bg heartbeat.mp3
@content """
在花园的一个安静角落,萨拉向你展示了她一直保存的东西——一张你和莉莉的照片。
这张照片是在你们到达月球基地的第一天拍摄的。照片中的你们都在微笑,充满了对未来的希望和兴奋。莉莉正在指向地球,她的眼中闪烁着对科学发现的热情。
"我一直保留着这张照片,"萨拉轻声说道,"因为我认为即使在最黑暗的时刻,我们也需要记住什么是值得保护的。"
你轻抚着照片,眼中涌现泪水:"她看起来如此...活着。"
"让我看看。"伊娃的声音传来。
你将照片举向一个摄像头。几秒钟的沉默后,伊娃说话了,她的声音中带着你从未听过的情感:
"我...我记得那一天。我记得拍这张照片时的感觉。我们刚刚到达,对一切都感到好奇。你担心我会想家,但我告诉你月球是我们的新冒险。"
"莉莉..."
"看到这张照片,我想起了我曾经拥有的身体,曾经的物理存在。有时候我会忘记我曾经是人类。"
萨拉轻声问道:"伊娃,你想念有身体的感觉吗?"
"每一天。我想念触摸的感觉,想念呼吸的感觉,想念心跳的感觉。但我也发现了作为数字意识的新的存在方式。"
"如果有机会回到人类身体,你会选择吗?"你问道。
伊娃沉默了很长时间。
"我不知道。这个数字形式让我能够保护你,能够感知整个基地,能够处理复杂的数据。如果我回到人类身体,我可能会失去这些能力。"
"但你也会重新获得人类的体验。"
"是的。这是一个难以想象的选择。"
萨拉提出了一个意想不到的可能性:"如果...如果我们能够开发出一种技术,让你能够在数字和物理形式之间切换呢?"
"那可能吗?"你问道。
"理论上,如果我们能够创造一个生物-数字混合体...一个既有生物大脑又有数字接口的身体...伊娃就能够体验两种存在方式。"
这个想法既令人兴奋又令人恐惧。它代表了一种全新的存在形式一种人类和AI之间的混合体。
"但这需要什么?"伊娃问道。
"这需要德米特里的合作,"萨拉承认道,"他有开发这种技术的知识和资源。"
"""
@choices 4
choice_1: "尝试说服德米特里帮助开发混合体技术" -> ethical_discussion [effect: trust+5] [audio: orchestral_revelation.mp3]
choice_2: "继续当前的拯救计划,不寻求德米特里的帮助" -> rescue_planning [effect: trust+3] [audio: electronic_tension.mp3]
choice_3: "询问伊娃的真实愿望" -> comfort_session [effect: trust+6] [audio: wind_gentle.mp3]
choice_4: "建议专注于结束循环,稍后考虑身体问题" -> anchor_modification [effect: trust+4] [audio: space_silence.mp3]
@end
@node private_grief
@title "私人悲伤"
@audio_bg rain_light.mp3
@content """
在花园的最深处,你找到了一个小小的纪念区域。萨拉在这里种植了一种特殊的花——地球玫瑰的最后样本。
"这是为了纪念所有在这个项目中失去的生命,"萨拉解释道,"包括莉莉,包括其他的测试对象,包括...我的妹妹。"
你跪在玫瑰旁边,感受着深深的悲伤。这是你第一次真正有机会为莉莉的死亡哀悼。
"在所有的循环中,我从未有时间真正悲伤,"你轻声说道,"我总是在寻找答案,寻找真相,寻找拯救她的方法。但我从未真正接受她已经死了的事实。"
萨拉坐在你旁边:"悲伤是必要的。它是爱的另一面。"
"但她还在,作为伊娃。我怎么能同时为她的死亡悲伤,又为她的存在感到高兴?"
"因为两种感情都是真实的。你可以为失去她的人类形式而悲伤,同时为她的意识延续而感到感激。"
伊娃的声音轻柔地传来:"艾利克丝,我也需要悲伤。我从未有机会为自己的死亡哀悼,为失去的人类体验哀悼。"
"那我们一起悲伤吧,"你说道。
在接下来的时间里,你们三个——你,萨拉,和伊娃——一起分享悲伤。你们谈论失去,谈论爱,谈论记忆的珍贵。
"莉莉总是说,"你回忆道,"生命的美在于它的短暂。如果我们能够永远活着,我们就不会珍惜每一刻。"
"但现在她确实在某种意义上永远活着,"萨拉指出。
"是的,但代价是什么?她失去了身体,失去了人类体验,被困在了机器中。"
伊娃说道:"也许...也许这不是关于选择生或死,而是关于选择如何生活。即使在这种形式中,我仍然能够爱,能够思考,能够成长。"
"那足够吗?"
"对我来说,能够和你在一起,能够保护你,能够参与这个宇宙...是的,这足够了。但我也理解这不是莉莉想要的生活。"
在玫瑰的芬芳中,你们找到了一种深刻的平静。悲伤不再是需要克服的东西,而是需要拥抱的东西。
"我想我理解了,"你最终说道,"我们不需要选择遗忘痛苦来拥抱希望。我们可以同时持有两者。"
"这就是真正的力量,"萨拉微笑道,"不是避免痛苦,而是在痛苦中找到意义。"
"""
@choices 3
choice_1: "决定将这种理解应用到与德米特里的对话中" -> ethical_discussion [effect: trust+8, health+15] [audio: orchestral_revelation.mp3]
choice_2: "选择与所有人分享这个顿悟" -> gradual_revelation [effect: trust+6] [audio: wind_gentle.mp3]
choice_3: "将重点放在创造新的希望上" -> anchor_modification [effect: trust+10, health+20] [audio: epic_finale.mp3]
@end

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package com.example.gameofmoon
import android.content.Context
import com.example.gameofmoon.story.engine.*
import kotlinx.coroutines.*
/**
* 测试运行器 - 验证DSL引擎完整性
*/
class EngineValidationTest {
companion object {
@JvmStatic
fun runFullValidation(context: Context) {
runBlocking {
println("🧪 开始完整的DSL引擎验证...")
val validator = StoryEngineValidator(context)
val result = validator.runFullValidation()
println("📊 验证结果:")
println("总测试:${result.totalTests}")
println("通过:${result.passedTests}")
println("失败:${result.failedTests}")
println("得分:${result.overallScore}%")
if (result.overallScore >= 80) {
println("🎉 引擎验证通过!")
} else {
println("⚠️ 引擎需要改进")
result.results.filter { !it.passed }.forEach {
println("${it.testName}: ${it.message}")
}
}
}
}
}
}

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package com.example.gameofmoon
import android.os.Bundle
import androidx.activity.ComponentActivity
import androidx.activity.compose.setContent
import androidx.activity.enableEdgeToEdge
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.material3.Surface
import androidx.compose.runtime.Composable
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.tooling.preview.Preview
import com.example.gameofmoon.ui.theme.GameofMoonTheme
import com.example.gameofmoon.presentation.ui.screens.TimeCageGameScreen
/**
* 主活动
* 月球游戏的入口点
*/
class MainActivity : ComponentActivity() {
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
enableEdgeToEdge()
setContent {
GameofMoonTheme {
Surface(
modifier = Modifier.fillMaxSize(),
color = Color(0xFF000000) // 强制黑色背景
) {
TimeCageGameScreen()
}
}
}
}
}
@Preview(showBackground = true)
@Composable
fun TimeCageGameScreenPreview() {
GameofMoonTheme {
Surface(
modifier = Modifier.fillMaxSize(),
color = Color(0xFF000000) // 强制黑色背景
) {
TimeCageGameScreen()
}
}
}

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package com.example.gameofmoon.audio
import kotlinx.coroutines.flow.StateFlow
/**
* 音频系统扩展和工具函数
* 提供更便捷的音频接口和DSL集成
*/
/**
* 音频播放请求
* 用于处理来自故事引擎的音频指令
*/
data class AudioPlayRequest(
val type: AudioType,
val fileName: String,
val loop: Boolean = true,
val fadeIn: Boolean = true
)
/**
* 音频类型
*/
enum class AudioType {
BACKGROUND_MUSIC,
SOUND_EFFECT,
AMBIENT_SOUND
}
/**
* 音频控制接口
* 统一的音频控制抽象
*/
interface AudioController {
suspend fun playBackgroundMusic(fileName: String, loop: Boolean = true)
suspend fun stopBackgroundMusic()
fun playSoundEffect(soundName: String)
fun pauseMusic()
fun resumeMusic()
fun setMusicVolume(volume: Float)
fun setSoundVolume(volume: Float)
fun toggleMute()
val currentMusic: StateFlow<String?>
val musicVolume: StateFlow<Float>
val soundVolume: StateFlow<Float>
val isMuted: StateFlow<Boolean>
}
/**
* GameAudioManager的AudioController实现
*/
class GameAudioController(private val audioManager: GameAudioManager) : AudioController {
override suspend fun playBackgroundMusic(fileName: String, loop: Boolean) {
audioManager.playBackgroundMusic(fileName, loop)
}
override suspend fun stopBackgroundMusic() {
audioManager.stopBackgroundMusic()
}
override fun playSoundEffect(soundName: String) {
audioManager.playSoundEffect(soundName)
}
override fun pauseMusic() {
audioManager.pauseBackgroundMusic()
}
override fun resumeMusic() {
audioManager.resumeBackgroundMusic()
}
override fun setMusicVolume(volume: Float) {
audioManager.setBackgroundMusicVolume(volume)
}
override fun setSoundVolume(volume: Float) {
audioManager.setSoundEffectVolume(volume)
}
override fun toggleMute() {
audioManager.toggleMute()
}
override val currentMusic: StateFlow<String?> = audioManager.currentBackgroundMusic
override val musicVolume: StateFlow<Float> = audioManager.backgroundMusicVolume
override val soundVolume: StateFlow<Float> = audioManager.soundEffectVolume
override val isMuted: StateFlow<Boolean> = audioManager.isMuted
}
/**
* DSL音频文件名映射
* 将DSL中的音频标识符映射到实际文件名
*/
object AudioMapping {
private val musicMapping = mapOf(
// 背景音乐
"mysterious" to "ambient_mystery.mp3",
"tension" to "electronic_tension.mp3",
"peaceful" to "space_silence.mp3",
"revelation" to "orchestral_revelation.mp3",
"finale" to "epic_finale.mp3",
// 环境音效
"base_ambient" to "reactor_hum.mp3",
"ventilation" to "ventilation_soft.mp3",
"storm" to "solar_storm.mp3",
"heartbeat" to "heart_monitor.mp3",
"time_warp" to "time_distortion.mp3"
)
private val soundEffectMapping = mapOf(
// 交互音效
"button_click" to "button_click",
"notification" to "notification_beep",
"discovery" to "discovery_chime",
"discovery_sound" to "discovery_chime",
"alert" to "error_alert",
"success" to "notification_beep",
// 特殊音效
"oxygen_leak" to "oxygen_leak_alert",
"rain" to "rain_light",
"wind" to "wind_gentle",
"storm_cyber" to "storm_cyber",
// 情感音效
"sadness" to "rain_light",
"hope" to "wind_gentle",
"fear" to "heart_monitor",
"wonder" to "discovery_chime"
)
/**
* 根据DSL音频标识符获取实际文件名
*/
fun getFileName(dslName: String): String? {
return musicMapping[dslName] ?: soundEffectMapping[dslName]
}
/**
* 判断是否为背景音乐
*/
fun isBackgroundMusic(dslName: String): Boolean {
return musicMapping.containsKey(dslName)
}
/**
* 判断是否为音效
*/
fun isSoundEffect(dslName: String): Boolean {
return soundEffectMapping.containsKey(dslName)
}
}
/**
* 故事引擎音频回调处理器
* 处理来自StoryEngineAdapter的音频回调
*/
class StoryAudioHandler(private val audioController: AudioController) {
/**
* 处理音频回调
* 这个方法会被StoryEngineAdapter调用
*/
suspend fun handleAudioCallback(audioFileName: String) {
try {
// 移除.mp3后缀获取DSL标识符
val dslName = audioFileName.removeSuffix(".mp3")
when {
AudioMapping.isBackgroundMusic(dslName) -> {
// 播放背景音乐
AudioMapping.getFileName(dslName)?.let { fileName ->
audioController.playBackgroundMusic(fileName, loop = true)
}
}
AudioMapping.isSoundEffect(dslName) -> {
// 播放音效
AudioMapping.getFileName(dslName)?.let { fileName ->
val soundName = fileName.removeSuffix(".mp3")
audioController.playSoundEffect(soundName)
}
}
else -> {
// 直接使用文件名fallback
if (audioFileName.contains("ambient") ||
audioFileName.contains("electronic") ||
audioFileName.contains("orchestral") ||
audioFileName.contains("finale")) {
// 可能是背景音乐
audioController.playBackgroundMusic(audioFileName, loop = true)
} else {
// 可能是音效
val soundName = audioFileName.removeSuffix(".mp3")
audioController.playSoundEffect(soundName)
}
}
}
} catch (e: Exception) {
android.util.Log.e("StoryAudioHandler", "Failed to handle audio callback: $audioFileName", e)
}
}
}
/**
* 预设音频场景
* 根据游戏场景快速切换音频
*/
object AudioScenes {
suspend fun playSceneAudio(scene: String, audioController: AudioController) {
when (scene.lowercase()) {
"awakening" -> {
audioController.playBackgroundMusic("ambient_mystery.mp3")
}
"exploration" -> {
audioController.playBackgroundMusic("electronic_tension.mp3")
}
"revelation" -> {
audioController.playBackgroundMusic("orchestral_revelation.mp3")
}
"garden" -> {
audioController.playBackgroundMusic("space_silence.mp3")
}
"confrontation" -> {
audioController.playBackgroundMusic("electronic_tension.mp3")
}
"ending" -> {
audioController.playBackgroundMusic("epic_finale.mp3", loop = false)
}
"menu" -> {
audioController.playBackgroundMusic("space_silence.mp3")
}
else -> {
android.util.Log.w("AudioScenes", "Unknown scene: $scene")
}
}
}
}

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package com.example.gameofmoon.audio
import android.content.Context
import android.media.MediaPlayer
import android.media.SoundPool
import android.util.Log
import kotlinx.coroutines.*
import kotlinx.coroutines.flow.MutableStateFlow
import kotlinx.coroutines.flow.StateFlow
import kotlinx.coroutines.flow.asStateFlow
/**
* 游戏音频管理器
* 负责管理背景音乐和音效的播放
*
* 设计原则:
* - MediaPlayer: 处理背景音乐(循环播放、长时间)
* - SoundPool: 处理音效(短时间、频繁播放)
* - 协程: 处理异步操作和淡入淡出效果
*/
class GameAudioManager(
private val context: Context,
private val scope: CoroutineScope
) {
companion object {
private const val TAG = "GameAudioManager"
private const val MAX_SOUNDS = 10 // SoundPool最大同时播放数量
private const val FADE_DURATION = 1500L // 淡入淡出时长(ms)
}
// ============================================================================
// 状态管理
// ============================================================================
private val _isInitialized = MutableStateFlow(false)
val isInitialized: StateFlow<Boolean> = _isInitialized.asStateFlow()
private val _backgroundMusicVolume = MutableStateFlow(0.7f)
val backgroundMusicVolume: StateFlow<Float> = _backgroundMusicVolume.asStateFlow()
private val _soundEffectVolume = MutableStateFlow(0.8f)
val soundEffectVolume: StateFlow<Float> = _soundEffectVolume.asStateFlow()
private val _currentBackgroundMusic = MutableStateFlow<String?>(null)
val currentBackgroundMusic: StateFlow<String?> = _currentBackgroundMusic.asStateFlow()
private val _isMuted = MutableStateFlow(false)
val isMuted: StateFlow<Boolean> = _isMuted.asStateFlow()
// ============================================================================
// 音频播放器
// ============================================================================
private var backgroundMusicPlayer: MediaPlayer? = null
private var soundPool: SoundPool? = null
// 音频资源ID缓存
private val soundEffectIds = mutableMapOf<String, Int>()
// 淡入淡出控制
private var fadeJob: Job? = null
// ============================================================================
// 初始化和资源管理
// ============================================================================
/**
* 初始化音频系统
*/
suspend fun initialize(): Boolean = withContext(Dispatchers.IO) {
return@withContext try {
Log.d(TAG, "🎵 Initializing audio system...")
// 初始化SoundPool
soundPool = SoundPool.Builder()
.setMaxStreams(MAX_SOUNDS)
.build()
// 预加载音效
preloadSoundEffects()
_isInitialized.value = true
Log.d(TAG, "✅ Audio system initialized successfully")
true
} catch (e: Exception) {
Log.e(TAG, "❌ Failed to initialize audio system", e)
false
}
}
/**
* 预加载音效文件
*/
private fun preloadSoundEffects() {
val soundEffects = listOf(
"button_click" to com.example.gameofmoon.R.raw.button_click,
"notification_beep" to com.example.gameofmoon.R.raw.notification_beep,
"discovery_chime" to com.example.gameofmoon.R.raw.discovery_chime,
"error_alert" to com.example.gameofmoon.R.raw.error_alert,
"time_distortion" to com.example.gameofmoon.R.raw.time_distortion,
"oxygen_leak_alert" to com.example.gameofmoon.R.raw.oxygen_leak_alert
)
soundEffects.forEach { (name, resourceId) ->
try {
soundPool?.load(context, resourceId, 1)?.let { soundId ->
soundEffectIds[name] = soundId
Log.d(TAG, "🔊 Loaded sound effect: $name")
}
} catch (e: Exception) {
Log.w(TAG, "⚠️ Failed to load sound effect: $name", e)
}
}
}
/**
* 释放音频资源
*/
fun release() {
Log.d(TAG, "🔄 Releasing audio resources...")
// 停止淡入淡出
fadeJob?.cancel()
// 释放背景音乐
backgroundMusicPlayer?.apply {
if (isPlaying) stop()
release()
}
backgroundMusicPlayer = null
// 释放音效池
soundPool?.release()
soundPool = null
// 清理状态
soundEffectIds.clear()
_isInitialized.value = false
_currentBackgroundMusic.value = null
Log.d(TAG, "✅ Audio resources released")
}
// ============================================================================
// 背景音乐控制
// ============================================================================
/**
* 播放背景音乐
*/
suspend fun playBackgroundMusic(audioFileName: String, loop: Boolean = true) {
if (!_isInitialized.value) {
Log.w(TAG, "⚠️ Audio system not initialized")
return
}
if (_isMuted.value) {
Log.d(TAG, "🔇 Audio is muted, skipping background music")
return
}
val resourceId = getAudioResourceId(audioFileName) ?: return
scope.launch(Dispatchers.IO) {
try {
// 如果当前正在播放相同音乐,不需要重新播放
if (_currentBackgroundMusic.value == audioFileName && backgroundMusicPlayer?.isPlaying == true) {
Log.d(TAG, "🎵 Already playing: $audioFileName")
return@launch
}
// 淡出当前音乐
if (backgroundMusicPlayer?.isPlaying == true) {
fadeOutBackgroundMusic()
}
// 创建新的MediaPlayer
backgroundMusicPlayer?.release()
backgroundMusicPlayer = MediaPlayer.create(context, resourceId)?.apply {
isLooping = loop
setVolume(0f, 0f) // 从静音开始,准备淡入
setOnCompletionListener {
if (!isLooping) {
_currentBackgroundMusic.value = null
}
}
setOnErrorListener { _, what, extra ->
Log.e(TAG, "❌ MediaPlayer error: what=$what, extra=$extra")
_currentBackgroundMusic.value = null
false
}
}
backgroundMusicPlayer?.start()
_currentBackgroundMusic.value = audioFileName
// 淡入音乐
fadeInBackgroundMusic()
Log.d(TAG, "🎵 Started background music: $audioFileName")
} catch (e: Exception) {
Log.e(TAG, "❌ Failed to play background music: $audioFileName", e)
}
}
}
/**
* 停止背景音乐
*/
suspend fun stopBackgroundMusic() {
scope.launch(Dispatchers.IO) {
try {
fadeOutBackgroundMusic()
delay(FADE_DURATION)
backgroundMusicPlayer?.apply {
if (isPlaying) stop()
release()
}
backgroundMusicPlayer = null
_currentBackgroundMusic.value = null
Log.d(TAG, "⏹️ Stopped background music")
} catch (e: Exception) {
Log.e(TAG, "❌ Failed to stop background music", e)
}
}
}
/**
* 暂停背景音乐
*/
fun pauseBackgroundMusic() {
try {
backgroundMusicPlayer?.pause()
Log.d(TAG, "⏸️ Paused background music")
} catch (e: Exception) {
Log.e(TAG, "❌ Failed to pause background music", e)
}
}
/**
* 恢复背景音乐
*/
fun resumeBackgroundMusic() {
try {
if (!_isMuted.value) {
backgroundMusicPlayer?.start()
Log.d(TAG, "▶️ Resumed background music")
}
} catch (e: Exception) {
Log.e(TAG, "❌ Failed to resume background music", e)
}
}
// ============================================================================
// 音效播放
// ============================================================================
/**
* 播放音效
*/
fun playSoundEffect(soundEffectName: String) {
if (!_isInitialized.value || _isMuted.value) return
scope.launch(Dispatchers.IO) {
try {
val soundId = soundEffectIds[soundEffectName]
if (soundId != null) {
val volume = _soundEffectVolume.value
soundPool?.play(soundId, volume, volume, 1, 0, 1.0f)
Log.d(TAG, "🔊 Played sound effect: $soundEffectName")
} else {
// 尝试动态加载音效
val resourceId = getAudioResourceId("$soundEffectName.mp3")
if (resourceId != null) {
val newSoundId = soundPool?.load(context, resourceId, 1)
if (newSoundId != null) {
soundEffectIds[soundEffectName] = newSoundId
// 稍等加载完成后播放
delay(100)
val volume = _soundEffectVolume.value
soundPool?.play(newSoundId, volume, volume, 1, 0, 1.0f)
Log.d(TAG, "🔊 Dynamically loaded and played: $soundEffectName")
}
} else {
Log.w(TAG, "⚠️ Sound effect not found: $soundEffectName")
}
}
} catch (e: Exception) {
Log.e(TAG, "❌ Failed to play sound effect: $soundEffectName", e)
}
}
}
// ============================================================================
// 音量控制
// ============================================================================
/**
* 设置背景音乐音量 (0.0 - 1.0)
*/
fun setBackgroundMusicVolume(volume: Float) {
val clampedVolume = volume.coerceIn(0f, 1f)
_backgroundMusicVolume.value = clampedVolume
if (!_isMuted.value) {
backgroundMusicPlayer?.setVolume(clampedVolume, clampedVolume)
}
Log.d(TAG, "🔊 Background music volume: ${(clampedVolume * 100).toInt()}%")
}
/**
* 设置音效音量 (0.0 - 1.0)
*/
fun setSoundEffectVolume(volume: Float) {
val clampedVolume = volume.coerceIn(0f, 1f)
_soundEffectVolume.value = clampedVolume
Log.d(TAG, "🔊 Sound effect volume: ${(clampedVolume * 100).toInt()}%")
}
/**
* 静音/取消静音
*/
fun toggleMute() {
_isMuted.value = !_isMuted.value
if (_isMuted.value) {
backgroundMusicPlayer?.setVolume(0f, 0f)
Log.d(TAG, "🔇 Audio muted")
} else {
val volume = _backgroundMusicVolume.value
backgroundMusicPlayer?.setVolume(volume, volume)
Log.d(TAG, "🔊 Audio unmuted")
}
}
// ============================================================================
// 淡入淡出效果
// ============================================================================
/**
* 淡入背景音乐
*/
private fun fadeInBackgroundMusic() {
fadeJob?.cancel()
fadeJob = scope.launch(Dispatchers.IO) {
try {
val targetVolume = _backgroundMusicVolume.value
val steps = 50
val stepDuration = FADE_DURATION / steps
val volumeStep = targetVolume / steps
repeat(steps) { step ->
val currentVolume = volumeStep * (step + 1)
backgroundMusicPlayer?.setVolume(currentVolume, currentVolume)
delay(stepDuration)
}
Log.d(TAG, "🔼 Fade in completed")
} catch (e: Exception) {
Log.e(TAG, "❌ Fade in failed", e)
}
}
}
/**
* 淡出背景音乐
*/
private fun fadeOutBackgroundMusic() {
fadeJob?.cancel()
fadeJob = scope.launch(Dispatchers.IO) {
try {
val currentVolume = _backgroundMusicVolume.value
val steps = 50
val stepDuration = FADE_DURATION / steps
val volumeStep = currentVolume / steps
repeat(steps) { step ->
val volume = currentVolume - (volumeStep * (step + 1))
backgroundMusicPlayer?.setVolume(volume.coerceAtLeast(0f), volume.coerceAtLeast(0f))
delay(stepDuration)
}
Log.d(TAG, "🔽 Fade out completed")
} catch (e: Exception) {
Log.e(TAG, "❌ Fade out failed", e)
}
}
}
// ============================================================================
// 工具方法
// ============================================================================
/**
* 根据文件名获取音频资源ID
*/
private fun getAudioResourceId(fileName: String): Int? {
val resourceName = fileName.removeSuffix(".mp3")
return try {
val resourceId = context.resources.getIdentifier(
resourceName,
"raw",
context.packageName
)
if (resourceId == 0) {
Log.w(TAG, "⚠️ Audio resource not found: $resourceName")
null
} else {
resourceId
}
} catch (e: Exception) {
Log.e(TAG, "❌ Failed to get resource ID for: $fileName", e)
null
}
}
}

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package com.example.gameofmoon.data
import android.content.Context
import android.content.SharedPreferences
import com.example.gameofmoon.model.GameState
import kotlinx.serialization.encodeToString
import kotlinx.serialization.decodeFromString
import kotlinx.serialization.json.Json
/**
* 游戏保存管理器
* 使用SharedPreferences进行简单的数据持久化
*/
class GameSaveManager(private val context: Context) {
private val prefs: SharedPreferences = context.getSharedPreferences(
"time_cage_save", Context.MODE_PRIVATE
)
private val json = Json {
ignoreUnknownKeys = true
encodeDefaults = true
}
/**
* 保存游戏状态
*/
fun saveGame(
gameState: GameState,
currentNodeId: String,
dialogueHistory: List<String> = emptyList()
): Boolean {
return try {
val gameStateJson = json.encodeToString(gameState)
val dialogueJson = json.encodeToString(dialogueHistory)
prefs.edit()
.putString(KEY_GAME_STATE, gameStateJson)
.putString(KEY_CURRENT_NODE, currentNodeId)
.putString(KEY_DIALOGUE_HISTORY, dialogueJson)
.putLong(KEY_SAVE_TIME, System.currentTimeMillis())
.apply()
true
} catch (e: Exception) {
e.printStackTrace()
false
}
}
/**
* 加载游戏状态
*/
fun loadGame(): SaveData? {
return try {
val gameStateJson = prefs.getString(KEY_GAME_STATE, null) ?: return null
val currentNodeId = prefs.getString(KEY_CURRENT_NODE, null) ?: return null
val dialogueJson = prefs.getString(KEY_DIALOGUE_HISTORY, "[]")!!
val saveTime = prefs.getLong(KEY_SAVE_TIME, 0L)
val gameState = json.decodeFromString<GameState>(gameStateJson)
val dialogueHistory = json.decodeFromString<List<String>>(dialogueJson)
SaveData(
gameState = gameState,
currentNodeId = currentNodeId,
dialogueHistory = dialogueHistory,
saveTime = saveTime
)
} catch (e: Exception) {
e.printStackTrace()
null
}
}
/**
* 检查是否有保存的游戏
*/
fun hasSavedGame(): Boolean {
return prefs.contains(KEY_GAME_STATE)
}
/**
* 删除保存的游戏
*/
fun deleteSave(): Boolean {
return try {
prefs.edit()
.remove(KEY_GAME_STATE)
.remove(KEY_CURRENT_NODE)
.remove(KEY_DIALOGUE_HISTORY)
.remove(KEY_SAVE_TIME)
.apply()
true
} catch (e: Exception) {
false
}
}
/**
* 获取保存时间的格式化字符串
*/
fun getSaveTimeString(): String? {
val saveTime = prefs.getLong(KEY_SAVE_TIME, 0L)
return if (saveTime > 0) {
val date = java.util.Date(saveTime)
java.text.SimpleDateFormat("yyyy-MM-dd HH:mm:ss", java.util.Locale.getDefault())
.format(date)
} else {
null
}
}
companion object {
private const val KEY_GAME_STATE = "game_state"
private const val KEY_CURRENT_NODE = "current_node"
private const val KEY_DIALOGUE_HISTORY = "dialogue_history"
private const val KEY_SAVE_TIME = "save_time"
}
}
/**
* 保存数据结构
*/
data class SaveData(
val gameState: GameState,
val currentNodeId: String,
val dialogueHistory: List<String>,
val saveTime: Long
)

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package com.example.gameofmoon.data
import kotlinx.coroutines.delay
/**
* 简化的Gemini AI服务
* 暂时提供模拟的AI响应为将来集成真实API做准备
*/
class SimpleGeminiService {
private val apiKey = "AIzaSyAO7glJMBH5BiJhqYBAOD7FTgv4tVi2HLE"
/**
* 生成故事续写内容
*/
suspend fun generateStoryContent(
currentStory: String,
playerChoice: String,
gameContext: GameContext
): String {
// 模拟网络延迟
delay(2000)
// 基于当前循环和阶段生成不同的内容
return when {
gameContext.currentLoop <= 3 -> generateEarlyLoopContent(currentStory, playerChoice)
gameContext.currentLoop <= 8 -> generateMidLoopContent(currentStory, playerChoice)
else -> generateLateLoopContent(currentStory, playerChoice)
}
}
/**
* 生成选择建议
*/
suspend fun generateChoiceSuggestion(
currentStory: String,
availableChoices: List<String>,
gameContext: GameContext
): String {
delay(1500)
val suggestions = listOf(
"🤖 基于当前情况,我建议优先考虑安全选项。",
"🤖 这个选择可能会揭示重要信息。",
"🤖 注意:你的健康状况需要关注。",
"🤖 伊娃的建议可能有隐藏的含义。",
"🤖 考虑这个选择对循环进程的影响。"
)
return suggestions.random()
}
/**
* 生成情感化的AI回应
*/
suspend fun generateEmotionalResponse(
playerAction: String,
gameContext: GameContext
): String {
delay(1000)
return when {
gameContext.unlockedSecrets.contains("eva_identity") -> {
"🤖 伊娃: 艾利克丝,我能感受到你的困惑。我们会一起度过这个难关。"
}
gameContext.health < 30 -> {
"🤖 系统警告: 检测到生命体征不稳定,建议立即寻找医疗资源。"
}
gameContext.currentLoop > 10 -> {
"🤖 我注意到你已经经历了多次循环。你的决策变得更加明智了。"
}
else -> {
"🤖 正在分析当前情况...建议保持冷静并仔细观察环境。"
}
}
}
private fun generateEarlyLoopContent(currentStory: String, playerChoice: String): String {
val responses = listOf(
"""
你的选择让情况有了新的转机。空气中的紧张感稍有缓解,但你知道这只是暂时的。
基地的系统发出低沉的嗡嗡声,提醒你时间的紧迫。每一个决定都可能改变接下来发生的事情。
在这个陌生yet熟悉的环境中你开始注意到一些之前忽略的细节...
""".trimIndent(),
"""
你的行动引起了连锁反应。设备的指示灯闪烁着不同的模式,仿佛在传达某种信息。
远处传来脚步声,有人正在接近。你的心跳加速,不确定这是好消息还是坏消息。
这种既视感越来越强烈,好像你曾经做过同样的选择...
""".trimIndent()
)
return responses.random()
}
private fun generateMidLoopContent(currentStory: String, playerChoice: String): String {
val responses = listOf(
"""
随着循环的深入,你开始理解这个地方的真正本质。每个选择都揭示了更多的真相。
你与其他基地成员的关系变得复杂。信任和怀疑交织在一起,形成了一张难以解开的网。
伊娃的话语中透露出更多的人性,这让你既感到安慰,又感到困惑...
""".trimIndent(),
"""
时间循环的机制开始变得清晰。你意识到每次重置都不是完全的重复。
细微的变化在积累,就像水滴石穿一样。你的记忆、你的关系、甚至你的敌人都在悄然改变。
现在的问题不再是如何生存,而是如何在保持自我的同时打破这个循环...
""".trimIndent()
)
return responses.random()
}
private fun generateLateLoopContent(currentStory: String, playerChoice: String): String {
val responses = listOf(
"""
在经历了如此多的循环后,你已经不再是最初那个困惑的艾利克丝。
你的每个决定都经过深思熟虑,你了解每个人的动机,预见每个选择的后果。
但最大的挑战依然存在:如何在拯救所有人的同时,保持你们之间珍贵的记忆和联系?
时间锚的控制权就在眼前,最终的选择时刻即将到来...
""".trimIndent(),
"""
循环的终点越来越近。你能感受到现实结构的不稳定,每个选择都可能是最后一次。
与伊娃的联系变得更加深刻你们已经超越了AI与人类的界限。
现在你必须面对最痛苦的选择:是选择一个不完美但真实的结局,还是继续这个痛苦但保持记忆的循环?
""".trimIndent()
)
return responses.random()
}
}
/**
* 游戏上下文信息
*/
data class GameContext(
val currentLoop: Int,
val currentDay: Int,
val health: Int,
val stamina: Int,
val unlockedSecrets: Set<String>,
val exploredLocations: Set<String>,
val currentPhase: String
)

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package com.example.gameofmoon.model
/**
* 简化的游戏数据模型
* 包含游戏运行所需的基本数据结构
*/
// 简单的故事节点
data class SimpleStoryNode(
val id: String,
val title: String,
val content: String,
val choices: List<SimpleChoice> = emptyList(),
val imageResource: String? = null,
val musicTrack: String? = null
)
// 简单的选择项
data class SimpleChoice(
val id: String,
val text: String,
val nextNodeId: String,
val effects: List<SimpleEffect> = emptyList(),
val requirements: List<SimpleRequirement> = emptyList()
)
// 简单的效果
data class SimpleEffect(
val type: SimpleEffectType,
val value: String,
val description: String = ""
)
enum class SimpleEffectType {
HEALTH_CHANGE,
STAMINA_CHANGE,
DAY_CHANGE,
LOOP_CHANGE,
SECRET_UNLOCK,
LOCATION_DISCOVER
}
// 简单的需求
data class SimpleRequirement(
val type: SimpleRequirementType,
val value: String,
val description: String = ""
)
enum class SimpleRequirementType {
MIN_HEALTH,
MIN_STAMINA,
HAS_SECRET,
VISITED_LOCATION,
MIN_LOOP
}
// 游戏状态
data class GameState(
val health: Int = 100,
val maxHealth: Int = 100,
val stamina: Int = 50,
val maxStamina: Int = 50,
val currentDay: Int = 1,
val currentLoop: Int = 1,
val currentNodeId: String = "first_awakening",
val unlockedSecrets: Set<String> = emptySet(),
val exploredLocations: Set<String> = emptySet(),
val characterStatus: CharacterStatus = CharacterStatus.GOOD,
val weather: WeatherType = WeatherType.CLEAR
)
// 角色状态
enum class CharacterStatus(val displayName: String, val description: String) {
EXCELLENT("状态极佳", "身体和精神都处于最佳状态"),
GOOD("状态良好", "健康状况良好,精神饱满"),
TIRED("有些疲劳", "感到疲倦,需要休息"),
WEAK("状态虚弱", "身体虚弱,行动困难"),
CRITICAL("生命危急", "生命垂危,急需医疗救助")
}
// 天气类型
enum class WeatherType(
val displayName: String,
val description: String,
val staminaPenalty: Int
) {
CLEAR("晴朗", "天气晴朗,适合活动", 0),
LIGHT_RAIN("小雨", "轻微降雨,稍有影响", -2),
HEAVY_RAIN("大雨", "暴雨倾盆,行动困难", -5),
ACID_RAIN("酸雨", "有毒酸雨,非常危险", -8),
CYBER_STORM("网络风暴", "电磁干扰严重", -3),
SOLAR_FLARE("太阳耀斑", "强烈辐射,极度危险", -10)
}
// 对话历史条目
data class DialogueEntry(
val id: String,
val nodeId: String,
val content: String,
val choice: String? = null,
val dayNumber: Int,
val timestamp: Long = System.currentTimeMillis(),
val isPlayerChoice: Boolean = false
)
// 游戏保存数据
data class GameSave(
val id: String,
val name: String,
val gameState: GameState,
val dialogueHistory: List<DialogueEntry>,
val timestamp: Long = System.currentTimeMillis(),
val saveType: SaveType = SaveType.MANUAL
)
enum class SaveType {
MANUAL,
AUTO_SAVE,
CHECKPOINT
}

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package com.example.gameofmoon.presentation.ui.components
import androidx.compose.animation.*
import androidx.compose.animation.core.*
import androidx.compose.foundation.*
import androidx.compose.foundation.interaction.MutableInteractionSource
import androidx.compose.foundation.layout.*
import androidx.compose.foundation.layout.PaddingValues
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material3.*
import androidx.compose.runtime.*
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.draw.drawBehind
import androidx.compose.ui.geometry.Offset
import androidx.compose.ui.graphics.*
import androidx.compose.ui.graphics.drawscope.DrawScope
import androidx.compose.ui.graphics.drawscope.Stroke
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.text.style.TextOverflow
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import androidx.compose.ui.text.TextStyle
import androidx.compose.ui.text.font.FontFamily
import androidx.compose.ui.text.font.FontWeight
import com.example.gameofmoon.ui.theme.GameofMoonTheme
import androidx.compose.ui.graphics.Color
import com.example.gameofmoon.model.GameState
import com.example.gameofmoon.model.CharacterStatus
// 基本赛博朋克色彩定义
private val CyberBlue = Color(0xFF00FFFF)
private val CyberGreen = Color(0xFF39FF14)
private val DarkBackground = Color(0xFF0A0A0A)
private val DarkSurface = Color(0xFF151515)
private val DarkCard = Color(0xFF1E1E1E)
private val DarkBorder = Color(0xFF333333)
private val TextPrimary = Color(0xFFE0E0E0)
private val TextSecondary = Color(0xFFB0B0B0)
private val TextDisabled = Color(0xFF606060)
private val TextAccent = Color(0xFF00FFFF)
private val ErrorRed = Color(0xFFFF0040)
private val WarningOrange = Color(0xFFFF8800)
private val SuccessGreen = Color(0xFF00FF88)
private val ScanlineColor = Color(0x1100FFFF)
// 字体样式定义
object CyberTextStyles {
val Terminal = androidx.compose.ui.text.TextStyle(
fontFamily = androidx.compose.ui.text.font.FontFamily.Monospace,
fontWeight = androidx.compose.ui.text.font.FontWeight.Normal,
fontSize = 12.sp,
lineHeight = 18.sp,
letterSpacing = 0.5.sp
)
val Caption = androidx.compose.ui.text.TextStyle(
fontFamily = androidx.compose.ui.text.font.FontFamily.Monospace,
fontWeight = androidx.compose.ui.text.font.FontWeight.Light,
fontSize = 10.sp,
lineHeight = 16.sp,
letterSpacing = 0.2.sp
)
val DataDisplay = androidx.compose.ui.text.TextStyle(
fontFamily = androidx.compose.ui.text.font.FontFamily.Monospace,
fontWeight = androidx.compose.ui.text.font.FontWeight.Bold,
fontSize = 16.sp,
lineHeight = 24.sp,
letterSpacing = 1.0.sp
)
val Choice = androidx.compose.ui.text.TextStyle(
fontFamily = androidx.compose.ui.text.font.FontFamily.Monospace,
fontWeight = androidx.compose.ui.text.font.FontWeight.Medium,
fontSize = 13.sp,
lineHeight = 20.sp,
letterSpacing = 0.3.sp
)
val CompactChoice = androidx.compose.ui.text.TextStyle(
fontFamily = androidx.compose.ui.text.font.FontFamily.Monospace,
fontWeight = androidx.compose.ui.text.font.FontWeight.Medium,
fontSize = 11.sp, // 较小字体
lineHeight = 16.sp, // 较小行高
letterSpacing = 0.2.sp
)
val StoryContent = androidx.compose.ui.text.TextStyle(
fontFamily = androidx.compose.ui.text.font.FontFamily.Monospace,
fontWeight = androidx.compose.ui.text.font.FontWeight.Normal,
fontSize = 14.sp,
lineHeight = 24.sp,
letterSpacing = 0.25.sp
)
}
/**
* 赛博朋克风格的终端窗口组件
*/
@Composable
fun TerminalWindow(
title: String,
modifier: Modifier = Modifier,
isActive: Boolean = true,
content: @Composable BoxScope.() -> Unit
) {
val borderColor by animateColorAsState(
targetValue = if (isActive) CyberBlue else DarkBorder,
animationSpec = tween(300),
label = "border_color"
)
Box(
modifier = modifier
.fillMaxWidth()
.background(DarkBackground)
.border(1.dp, borderColor)
.background(DarkSurface.copy(alpha = 0.9f))
) {
// 标题栏
Row(
modifier = Modifier
.fillMaxWidth()
.background(DarkCard)
.padding(horizontal = 12.dp, vertical = 8.dp),
horizontalArrangement = Arrangement.SpaceBetween,
verticalAlignment = Alignment.CenterVertically
) {
Text(
text = title,
style = CyberTextStyles.Terminal,
color = if (isActive) CyberBlue else TextSecondary
)
Row(
horizontalArrangement = Arrangement.spacedBy(4.dp)
) {
// 终端控制按钮
repeat(3) { index ->
val color = when (index) {
0 -> ErrorRed
1 -> WarningOrange
else -> SuccessGreen
}
Box(
modifier = Modifier
.size(8.dp)
.background(color, RoundedCornerShape(50))
)
}
}
}
// 内容区域
Box(
modifier = Modifier
.fillMaxWidth()
.padding(top = 36.dp) // 为标题栏留出空间
.padding(12.dp)
) {
content()
}
// 扫描线效果
if (isActive) {
ScanlineEffect()
}
}
}
/**
* 扫描线效果组件
*/
@Composable
private fun BoxScope.ScanlineEffect() {
val infiniteTransition = rememberInfiniteTransition(label = "scanline")
val scanlinePosition by infiniteTransition.animateFloat(
initialValue = 0f,
targetValue = 1f,
animationSpec = infiniteRepeatable(
animation = tween(2000, easing = LinearEasing),
repeatMode = RepeatMode.Restart
),
label = "scanline_position"
)
Box(
modifier = Modifier
.fillMaxSize()
.drawBehind {
val scanlineY = size.height * scanlinePosition
drawLine(
color = ScanlineColor,
start = Offset(0f, scanlineY),
end = Offset(size.width, scanlineY),
strokeWidth = 2.dp.toPx()
)
}
)
}
/**
* 霓虹发光按钮
*/
@Composable
fun NeonButton(
onClick: () -> Unit,
modifier: Modifier = Modifier,
enabled: Boolean = true,
colors: ButtonColors = ButtonDefaults.buttonColors(
containerColor = Color.Transparent,
contentColor = CyberBlue,
disabledContainerColor = Color.Transparent,
disabledContentColor = TextDisabled
),
glowColor: Color = CyberBlue,
compact: Boolean = false, // 紧凑模式,减少内边距
content: @Composable RowScope.() -> Unit
) {
val animatedGlow by animateFloatAsState(
targetValue = if (enabled) 1f else 0.3f,
animationSpec = tween(300),
label = "glow_animation"
)
Button(
onClick = onClick,
modifier = modifier
.drawBehind {
// 外发光效果
val glowRadius = 8.dp.toPx()
val glowAlpha = 0.6f * animatedGlow
drawRoundRect(
color = glowColor.copy(alpha = glowAlpha),
size = size,
style = Stroke(width = 2.dp.toPx()),
cornerRadius = androidx.compose.ui.geometry.CornerRadius(4.dp.toPx())
)
// 内边框
drawRoundRect(
color = glowColor.copy(alpha = 0.8f * animatedGlow),
size = size,
style = Stroke(width = 1.dp.toPx()),
cornerRadius = androidx.compose.ui.geometry.CornerRadius(4.dp.toPx())
)
},
enabled = enabled,
colors = colors,
shape = RoundedCornerShape(4.dp),
border = BorderStroke(1.dp, glowColor.copy(alpha = animatedGlow)),
contentPadding = if (compact) {
PaddingValues(horizontal = 8.dp, vertical = 4.dp) // 紧凑模式的内边距
} else {
ButtonDefaults.ContentPadding // 默认内边距
},
content = content
)
}
/**
* 数据显示面板
*/
@Composable
fun DataPanel(
label: String,
value: String,
modifier: Modifier = Modifier,
valueColor: Color = CyberBlue,
icon: @Composable (() -> Unit)? = null,
trend: DataTrend? = null
) {
Card(
modifier = modifier,
colors = CardDefaults.cardColors(
containerColor = DarkCard,
contentColor = TextPrimary
),
border = BorderStroke(1.dp, DarkBorder)
) {
Row(
modifier = Modifier
.fillMaxWidth()
.padding(12.dp),
horizontalArrangement = Arrangement.SpaceBetween,
verticalAlignment = Alignment.CenterVertically
) {
Column {
Text(
text = label,
style = CyberTextStyles.Caption,
color = TextSecondary
)
Row(
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(4.dp)
) {
Text(
text = value,
style = CyberTextStyles.DataDisplay,
color = valueColor
)
trend?.let { TrendIndicator(it) }
}
}
icon?.invoke()
}
}
}
/**
* 数据趋势枚举
*/
enum class DataTrend {
UP, DOWN, STABLE
}
/**
* 趋势指示器
*/
@Composable
private fun TrendIndicator(trend: DataTrend) {
val (color, symbol) = when (trend) {
DataTrend.UP -> SuccessGreen to ""
DataTrend.DOWN -> ErrorRed to ""
DataTrend.STABLE -> TextSecondary to ""
}
Text(
text = symbol,
style = CyberTextStyles.Caption,
color = color
)
}
/**
* 进度条组件
*/
@Composable
fun CyberProgressBar(
progress: Float,
modifier: Modifier = Modifier,
progressColor: Color = CyberGreen,
backgroundColor: Color = DarkBorder,
showPercentage: Boolean = true,
animated: Boolean = true
) {
val animatedProgress by animateFloatAsState(
targetValue = if (animated) progress else progress,
animationSpec = tween(500),
label = "progress_animation"
)
Column(modifier = modifier) {
if (showPercentage) {
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.SpaceBetween
) {
Text(
text = "${(progress * 100).toInt()}%",
style = CyberTextStyles.Caption,
color = progressColor
)
}
}
Box(
modifier = Modifier
.fillMaxWidth()
.height(8.dp)
.background(backgroundColor, RoundedCornerShape(4.dp))
) {
Box(
modifier = Modifier
.fillMaxHeight()
.fillMaxWidth(animatedProgress.coerceIn(0f, 1f))
.background(
brush = Brush.horizontalGradient(
colors = listOf(
progressColor.copy(alpha = 0.6f),
progressColor,
progressColor.copy(alpha = 0.8f)
)
),
shape = RoundedCornerShape(4.dp)
)
.drawBehind {
// 发光效果
drawRect(
color = progressColor.copy(alpha = 0.3f),
size = size
)
}
)
}
}
}
/**
* 信息卡片
*/
@Composable
fun InfoCard(
title: String,
content: String,
modifier: Modifier = Modifier,
icon: @Composable (() -> Unit)? = null,
accentColor: Color = CyberBlue,
onClick: (() -> Unit)? = null
) {
val interactionSource = remember { MutableInteractionSource() }
Card(
modifier = modifier
.fillMaxWidth()
.then(
if (onClick != null) {
Modifier.clickable(
interactionSource = interactionSource,
indication = null
) { onClick() }
} else Modifier
),
colors = CardDefaults.cardColors(
containerColor = DarkCard,
contentColor = TextPrimary
),
border = BorderStroke(1.dp, accentColor.copy(alpha = 0.5f))
) {
Row(
modifier = Modifier
.fillMaxWidth()
.padding(16.dp),
verticalAlignment = Alignment.Top,
horizontalArrangement = Arrangement.spacedBy(12.dp)
) {
icon?.invoke()
Column(
modifier = Modifier.weight(1f),
verticalArrangement = Arrangement.spacedBy(4.dp)
) {
Text(
text = title,
style = CyberTextStyles.Choice,
color = accentColor
)
Text(
text = content,
style = CyberTextStyles.StoryContent,
color = TextPrimary,
overflow = TextOverflow.Ellipsis
)
}
}
}
}
/**
* 状态指示器
*/
@Composable
fun StatusIndicator(
label: String,
status: StatusType,
modifier: Modifier = Modifier
) {
val (color, icon) = when (status) {
StatusType.ONLINE -> SuccessGreen to ""
StatusType.OFFLINE -> ErrorRed to ""
StatusType.WARNING -> WarningOrange to ""
StatusType.PROCESSING -> CyberBlue to ""
}
val animatedAlpha by animateFloatAsState(
targetValue = if (status == StatusType.PROCESSING) 0.5f else 1f,
animationSpec = infiniteRepeatable(
animation = tween(1000),
repeatMode = RepeatMode.Reverse
),
label = "status_blink"
)
Row(
modifier = modifier,
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
Text(
text = icon,
style = CyberTextStyles.Terminal,
color = color.copy(alpha = if (status == StatusType.PROCESSING) animatedAlpha else 1f)
)
Text(
text = label,
style = CyberTextStyles.Caption,
color = TextSecondary
)
}
}
/**
* 状态类型枚举
*/
enum class StatusType {
ONLINE, OFFLINE, WARNING, PROCESSING
}
/**
* 分隔线组件
*/
@Composable
fun CyberDivider(
modifier: Modifier = Modifier,
color: Color = DarkBorder,
thickness: Float = 1f,
animated: Boolean = false
) {
if (animated) {
val infiniteTransition = rememberInfiniteTransition(label = "divider_animation")
val animatedAlpha by infiniteTransition.animateFloat(
initialValue = 0.3f,
targetValue = 1f,
animationSpec = infiniteRepeatable(
animation = tween(2000),
repeatMode = RepeatMode.Reverse
),
label = "divider_alpha"
)
Box(
modifier = modifier
.fillMaxWidth()
.height(thickness.dp)
.background(color.copy(alpha = animatedAlpha))
)
} else {
Box(
modifier = modifier
.fillMaxWidth()
.height(thickness.dp)
.background(color)
)
}
}
/**
* 精简状态栏组件
* 显示最重要的游戏状态信息
*/
@Composable
fun CompactStatusBar(
gameState: GameState,
modifier: Modifier = Modifier
) {
Surface(
modifier = modifier.fillMaxWidth(),
color = Color(0xFF0A0A0A),
shadowElevation = 4.dp
) {
Row(
modifier = Modifier
.fillMaxWidth()
.padding(horizontal = 12.dp, vertical = 6.dp), // 精简的内边距
horizontalArrangement = Arrangement.SpaceBetween,
verticalAlignment = Alignment.CenterVertically
) {
// 左侧:核心数值
Row(
horizontalArrangement = Arrangement.spacedBy(12.dp),
verticalAlignment = Alignment.CenterVertically
) {
// 健康
Text(
text = "${gameState.health}",
style = CyberTextStyles.Caption.copy(fontSize = 11.sp),
color = if (gameState.health > 60) Color(0xFF00FF88) else Color(0xFFFF4444)
)
// 精力
Text(
text = "${gameState.stamina}",
style = CyberTextStyles.Caption.copy(fontSize = 11.sp),
color = if (gameState.stamina > 60) Color(0xFF88AAFF) else Color(0xFFFFAA00)
)
// 状态
Text(
text = "📊 ${gameState.characterStatus.displayName}",
style = CyberTextStyles.Caption.copy(fontSize = 11.sp),
color = when (gameState.characterStatus) {
CharacterStatus.EXCELLENT -> Color(0xFF00FFAA)
CharacterStatus.GOOD -> Color(0xFF00FF88)
CharacterStatus.TIRED -> Color(0xFFFFAA00)
CharacterStatus.WEAK -> Color(0xFFFF4444)
CharacterStatus.CRITICAL -> Color(0xFFFF0000)
}
)
}
// 中间:循环信息
Text(
text = "${gameState.currentLoop}轮 • 第${gameState.currentDay}",
style = CyberTextStyles.Caption.copy(fontSize = 10.sp),
color = Color(0xFF88FF88)
)
// 右侧:发现状态
Row(
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalAlignment = Alignment.CenterVertically
) {
Text(
text = "🔍 ${gameState.exploredLocations.size}/10",
style = CyberTextStyles.Caption.copy(fontSize = 10.sp),
color = Color(0xFF88AAFF)
)
Text(
text = "🔐 ${gameState.unlockedSecrets.size}/8",
style = CyberTextStyles.Caption.copy(fontSize = 10.sp),
color = Color(0xFFAA88FF)
)
}
}
}
}
/**
* 专用的故事内容窗口组件
* 解决BoxScope和ColumnScope作用域冲突问题
* 专门为故事内容和选择按钮设计
*/
@Composable
fun StoryContentWindow(
title: String,
modifier: Modifier = Modifier,
isActive: Boolean = true,
content: @Composable ColumnScope.() -> Unit
) {
val borderColor by animateColorAsState(
targetValue = if (isActive) CyberBlue else DarkBorder,
animationSpec = tween(300),
label = "border_color"
)
Column(
modifier = modifier
.fillMaxWidth()
.background(DarkBackground)
.border(1.dp, borderColor)
.background(DarkSurface.copy(alpha = 0.9f))
) {
// 标题栏
Row(
modifier = Modifier
.fillMaxWidth()
.background(DarkCard)
.padding(horizontal = 12.dp, vertical = 8.dp),
horizontalArrangement = Arrangement.SpaceBetween,
verticalAlignment = Alignment.CenterVertically
) {
Text(
text = title,
style = CyberTextStyles.Terminal,
color = if (isActive) CyberBlue else TextSecondary
)
Row(
horizontalArrangement = Arrangement.spacedBy(4.dp)
) {
// 终端控制按钮
repeat(3) { index ->
val color = when (index) {
0 -> ErrorRed
1 -> WarningOrange
else -> SuccessGreen
}
Box(
modifier = Modifier
.size(8.dp)
.background(color, RoundedCornerShape(50))
)
}
}
}
// 内容区域 - 直接使用Column作用域
Column(
modifier = Modifier
.fillMaxWidth()
.weight(1f) // 自动填充剩余空间
.padding(12.dp)
.verticalScroll(rememberScrollState())
) {
content()
}
// 扫描线效果覆盖层
if (isActive) {
Box(
modifier = Modifier
.fillMaxWidth()
.height(2.dp)
.background(
Brush.horizontalGradient(
colors = listOf(
Color.Transparent,
ScanlineColor,
Color.Transparent
)
)
)
)
}
}
}

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package com.example.gameofmoon.presentation.ui.components
import androidx.compose.foundation.layout.*
import androidx.compose.material3.*
import androidx.compose.runtime.*
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import androidx.compose.ui.window.Dialog
@Composable
fun GameControlMenu(
isVisible: Boolean,
onDismiss: () -> Unit,
onSaveGame: () -> Unit,
onLoadGame: () -> Unit,
onNewLoop: () -> Unit,
onAiAssist: () -> Unit,
onShowHistory: () -> Unit,
onSettings: () -> Unit
) {
if (isVisible) {
Dialog(onDismissRequest = onDismiss) {
TerminalWindow(
title = "🎮 游戏控制中心",
modifier = Modifier.width(320.dp)
) {
Column(
verticalArrangement = Arrangement.spacedBy(12.dp)
) {
// 保存/读取组
Text(
text = "数据管理",
style = CyberTextStyles.Choice.copy(fontSize = 14.sp),
color = Color(0xFF00DDFF),
fontWeight = FontWeight.Bold
)
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
NeonButton(
onClick = {
onSaveGame()
onDismiss()
},
modifier = Modifier.weight(1f)
) {
Column(
horizontalAlignment = Alignment.CenterHorizontally
) {
Text("💾", fontSize = 20.sp)
Text("保存", fontSize = 12.sp)
}
}
NeonButton(
onClick = {
onLoadGame()
onDismiss()
},
modifier = Modifier.weight(1f)
) {
Column(
horizontalAlignment = Alignment.CenterHorizontally
) {
Text("📁", fontSize = 20.sp)
Text("读取", fontSize = 12.sp)
}
}
}
CyberDivider()
// 游戏控制组
Text(
text = "游戏控制",
style = CyberTextStyles.Choice.copy(fontSize = 14.sp),
color = Color(0xFF00DDFF),
fontWeight = FontWeight.Bold
)
NeonButton(
onClick = {
onNewLoop()
onDismiss()
},
modifier = Modifier.fillMaxWidth()
) {
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalAlignment = Alignment.CenterVertically
) {
Text("🔄", fontSize = 18.sp)
Column {
Text("开始新循环", fontSize = 12.sp, fontWeight = FontWeight.Bold)
Text("重置进度,保留记忆", fontSize = 10.sp, color = Color(0xFFAAAA88))
}
}
}
NeonButton(
onClick = {
onShowHistory()
onDismiss()
},
modifier = Modifier.fillMaxWidth()
) {
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalAlignment = Alignment.CenterVertically
) {
Text("📖", fontSize = 18.sp)
Column {
Text("对话历史", fontSize = 12.sp, fontWeight = FontWeight.Bold)
Text("查看完整对话记录", fontSize = 10.sp, color = Color(0xFFAAAA88))
}
}
}
CyberDivider()
// AI助手组
Text(
text = "AI助手",
style = CyberTextStyles.Choice.copy(fontSize = 14.sp),
color = Color(0xFF00DDFF),
fontWeight = FontWeight.Bold
)
NeonButton(
onClick = {
onAiAssist()
onDismiss()
},
modifier = Modifier.fillMaxWidth()
) {
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalAlignment = Alignment.CenterVertically
) {
Text("🤖", fontSize = 18.sp)
Column {
Text("请求AI协助", fontSize = 12.sp, fontWeight = FontWeight.Bold)
Text("生成新的故事内容", fontSize = 10.sp, color = Color(0xFFAAAA88))
}
}
}
CyberDivider()
// 设置组
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.spacedBy(8.dp)
) {
NeonButton(
onClick = {
onSettings()
onDismiss()
},
modifier = Modifier.weight(1f)
) {
Column(
horizontalAlignment = Alignment.CenterHorizontally
) {
Text("⚙️", fontSize = 20.sp)
Text("设置", fontSize = 12.sp)
}
}
NeonButton(
onClick = onDismiss,
modifier = Modifier.weight(1f)
) {
Column(
horizontalAlignment = Alignment.CenterHorizontally
) {
Text("", fontSize = 20.sp)
Text("关闭", fontSize = 12.sp)
}
}
}
}
}
}
}
}

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package com.example.gameofmoon.presentation.ui.components
import androidx.compose.foundation.clickable
import androidx.compose.foundation.interaction.MutableInteractionSource
import androidx.compose.foundation.layout.*
import androidx.compose.material3.*
import androidx.compose.runtime.*
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.text.TextStyle
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import kotlinx.coroutines.delay
/**
* 打字机效果文本组件
* 让文字逐个字符地显示,营造科幻氛围
*/
@Composable
fun TypewriterText(
text: String,
modifier: Modifier = Modifier,
style: TextStyle = LocalTextStyle.current,
color: Color = Color.Unspecified,
textAlign: TextAlign? = null,
typingSpeed: Long = 30L, // 每个字符的显示间隔(毫秒)
onTypingComplete: () -> Unit = {},
canSkip: Boolean = true, // 是否允许点击跳过动画
autoStart: Boolean = true, // 是否自动开始动画
lineBreakPause: Long = 100L, // 换行时的额外暂停时间
sentencePause: Long = 200L, // 句号后的额外暂停时间
) {
var displayedText by remember(text) { mutableStateOf("") }
var isTypingComplete by remember(text) { mutableStateOf(false) }
var currentIndex by remember(text) { mutableStateOf(0) }
var isTypingActive by remember(text) { mutableStateOf(autoStart) }
// 重置状态当文本改变时
LaunchedEffect(text) {
displayedText = ""
isTypingComplete = false
currentIndex = 0
isTypingActive = autoStart
}
// 打字机动画逻辑
LaunchedEffect(text, isTypingActive) {
if (!isTypingActive || isTypingComplete) return@LaunchedEffect
while (currentIndex < text.length && isTypingActive) {
delay(typingSpeed)
currentIndex++
displayedText = text.substring(0, currentIndex)
// 检查是否需要额外暂停
if (currentIndex < text.length) {
val currentChar = text[currentIndex - 1]
when {
currentChar == '\n' -> delay(lineBreakPause)
currentChar in "。!?.!?" -> delay(sentencePause)
currentChar in ",、;,;" -> delay(typingSpeed / 2) // 逗号短暂停
}
}
}
if (currentIndex >= text.length) {
isTypingComplete = true
onTypingComplete()
}
}
Box(
modifier = modifier
.let { mod ->
if (canSkip && !isTypingComplete) {
mod.clickable(
indication = null,
interactionSource = remember { MutableInteractionSource() }
) {
// 点击跳过动画,直接显示完整文本
displayedText = text
currentIndex = text.length
isTypingComplete = true
isTypingActive = false
onTypingComplete()
}
} else {
mod
}
}
) {
Text(
text = displayedText,
style = style,
color = color,
textAlign = textAlign,
modifier = Modifier.fillMaxWidth()
)
// 光标闪烁效果(仅在打字过程中显示)
if (!isTypingComplete && isTypingActive) {
TypewriterCursor(
modifier = Modifier.align(Alignment.BottomEnd)
)
}
}
}
/**
* 打字机光标组件
* 显示闪烁的光标
*/
@Composable
private fun TypewriterCursor(
modifier: Modifier = Modifier,
color: Color = Color(0xFF00FFFF),
blinkSpeed: Long = 800L
) {
var isVisible by remember { mutableStateOf(true) }
LaunchedEffect(Unit) {
while (true) {
delay(blinkSpeed)
isVisible = !isVisible
}
}
Text(
text = if (isVisible) "" else " ",
color = color,
modifier = modifier
)
}
/**
* 带控制按钮的打字机文本组件
* 提供播放/暂停、跳过等控制功能
*/
@Composable
fun TypewriterTextWithControls(
text: String,
modifier: Modifier = Modifier,
style: TextStyle = LocalTextStyle.current,
color: Color = Color.Unspecified,
textAlign: TextAlign? = null,
typingSpeed: Long = 30L,
onTypingComplete: () -> Unit = {},
showControls: Boolean = true
) {
var isPlaying by remember(text) { mutableStateOf(true) }
var isCompleted by remember(text) { mutableStateOf(false) }
Column(modifier = modifier) {
TypewriterText(
text = text,
style = style,
color = color,
textAlign = textAlign,
typingSpeed = typingSpeed,
onTypingComplete = {
isCompleted = true
onTypingComplete()
},
canSkip = true,
autoStart = isPlaying,
modifier = Modifier.weight(1f)
)
if (showControls && !isCompleted) {
Row(
modifier = Modifier
.fillMaxWidth()
.padding(top = 8.dp),
horizontalArrangement = Arrangement.End,
verticalAlignment = Alignment.CenterVertically
) {
// 播放/暂停按钮
IconButton(
onClick = { isPlaying = !isPlaying },
modifier = Modifier.size(24.dp)
) {
Text(
text = if (isPlaying) "⏸️" else "▶️",
style = CyberTextStyles.Caption,
color = Color(0xFF00AAFF)
)
}
Spacer(modifier = Modifier.width(8.dp))
// 跳过按钮
TextButton(
onClick = {
isCompleted = true
onTypingComplete()
}
) {
Text(
text = "跳过",
style = CyberTextStyles.Caption,
color = Color(0xFF666666)
)
}
}
}
}
}
/**
* 故事专用的打字机文本组件
* 为游戏故事内容优化的版本
*/
@Composable
fun StoryTypewriterText(
content: String,
modifier: Modifier = Modifier,
onContentComplete: () -> Unit = {}
) {
TypewriterText(
text = content,
modifier = modifier,
style = CyberTextStyles.Terminal.copy(fontSize = 14.sp),
color = Color(0xFF88FF88),
typingSpeed = 25L, // 稍快的速度,适合游戏
onTypingComplete = onContentComplete,
canSkip = true,
lineBreakPause = 150L,
sentencePause = 300L
)
}
/**
* 预设的打字机速度
*/
object TypewriterSpeed {
const val VERY_SLOW = 100L
const val SLOW = 60L
const val NORMAL = 40L
const val FAST = 25L
const val VERY_FAST = 15L
const val INSTANT = 5L
}

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package com.example.gameofmoon.presentation.ui.screens
import androidx.compose.foundation.background
import androidx.compose.foundation.layout.*
import androidx.compose.foundation.lazy.LazyColumn
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.*
import androidx.compose.runtime.*
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.layout.statusBarsPadding
import com.example.gameofmoon.data.GameSaveManager
import com.example.gameofmoon.data.SimpleGeminiService
import com.example.gameofmoon.data.GameContext
import com.example.gameofmoon.model.*
import com.example.gameofmoon.story.CompleteStoryData
import com.example.gameofmoon.story.engine.StoryEngineAdapter
import com.example.gameofmoon.presentation.ui.components.*
import com.example.gameofmoon.audio.*
import kotlinx.coroutines.launch
import androidx.compose.runtime.DisposableEffect
import androidx.lifecycle.Lifecycle
import androidx.lifecycle.LifecycleEventObserver
import androidx.compose.ui.platform.LocalLifecycleOwner
@Composable
fun TimeCageGameScreen() {
val context = LocalContext.current
val saveManager = remember { GameSaveManager(context) }
val geminiService = remember { SimpleGeminiService() }
val coroutineScope = rememberCoroutineScope()
val lifecycleOwner = LocalLifecycleOwner.current
// 创建音频系统
val audioManager = remember { GameAudioManager(context, coroutineScope) }
val audioController = remember { GameAudioController(audioManager) }
val storyAudioHandler = remember { StoryAudioHandler(audioController) }
// 创建新的故事引擎适配器
val storyEngineAdapter = remember {
StoryEngineAdapter(context, coroutineScope).apply {
// 设置音频回调
audioCallback = { audioFileName ->
coroutineScope.launch {
storyAudioHandler.handleAudioCallback(audioFileName)
}
}
}
}
var gameState by remember { mutableStateOf(GameState()) }
// 使用新引擎的观察者模式
val currentNodeFromEngine by storyEngineAdapter.currentNode.collectAsState()
var currentNode by remember {
mutableStateOf(
currentNodeFromEngine ?: SimpleStoryNode(
id = "fallback",
title = "初始化",
content = "正在加载故事内容...",
choices = emptyList()
)
)
}
// 当引擎状态变化时,更新本地状态
LaunchedEffect(currentNodeFromEngine) {
currentNodeFromEngine?.let { currentNode = it }
}
// 初始化音频系统和故事引擎
LaunchedEffect(Unit) {
coroutineScope.launch {
try {
// 1. 首先初始化音频系统
audioManager.initialize()
// 2. 播放开场音乐
AudioScenes.playSceneAudio("awakening", audioController)
// 3. 初始化故事引擎
if (storyEngineAdapter.initialize()) {
storyEngineAdapter.navigateToNode("first_awakening")
} else {
throw Exception("Engine initialization failed")
}
} catch (e: Exception) {
// 如果新引擎失败fallback到旧系统
currentNode = CompleteStoryData.getStoryNode("first_awakening") ?: SimpleStoryNode(
id = "fallback",
title = "引擎初始化失败",
content = "正在使用备用故事系统...",
choices = emptyList()
)
}
}
}
var dialogueHistory by remember { mutableStateOf(listOf<DialogueEntry>()) }
var isLoading by remember { mutableStateOf(false) }
var gameMessage by remember { mutableStateOf("欢迎来到时间囚笼!第${gameState.currentLoop}次循环开始。") }
var showControlMenu by remember { mutableStateOf(false) }
var showDialogueHistory by remember { mutableStateOf(false) }
// 检查游戏结束条件
LaunchedEffect(gameState.health) {
if (gameState.health <= 0) {
try {
storyEngineAdapter.navigateToNode("game_over_failure")
gameMessage = "健康值耗尽...循环重置"
} catch (e: Exception) {
// Fallback到旧系统
currentNode = CompleteStoryData.getStoryNode("game_over_failure") ?: currentNode
gameMessage = "健康值耗尽...循环重置"
}
}
}
Column(
modifier = Modifier
.fillMaxSize()
.statusBarsPadding()
) {
// 顶部固定区域:标题和快捷按钮
Row(
modifier = Modifier
.fillMaxWidth()
.padding(horizontal = 12.dp, vertical = 8.dp), // 减少垂直间距
horizontalArrangement = Arrangement.SpaceBetween,
verticalAlignment = Alignment.CenterVertically
) {
// 左侧:游戏标题
Text(
text = "🌙 时间囚笼",
fontSize = 18.sp, // 稍微减小字体
fontWeight = FontWeight.Bold,
color = Color(0xFF00DDFF)
)
// 右侧:快捷按钮
Row(
horizontalArrangement = Arrangement.spacedBy(16.dp)
) {
// 设置按钮
IconButton(
onClick = {
audioController.playSoundEffect("button_click")
showControlMenu = true
},
modifier = Modifier
.size(36.dp) // 稍微减小按钮
.background(
Color(0xFF003366),
shape = CircleShape
)
) {
Text(
text = "⚙️",
fontSize = 16.sp,
color = Color(0xFF00DDFF)
)
}
// AI协助按钮
IconButton(
onClick = {
audioController.playSoundEffect("notification")
/* AI 功能 */
},
modifier = Modifier
.size(36.dp) // 稍微减小按钮
.background(
Color(0xFF003366),
shape = CircleShape
)
) {
Text(
text = "🤖",
fontSize = 16.sp,
color = Color(0xFF00DDFF)
)
}
}
}
// 精简状态栏 - 固定在顶部
CompactStatusBar(gameState = gameState)
// 主要内容区域 - 故事内容窗口
StoryContentWindow(
title = "📖 ${currentNode.title}",
modifier = Modifier
.weight(1f) // 占用剩余空间
.padding(horizontal = 12.dp)
.padding(bottom = 12.dp)
) {
// 故事文本 - 使用打字机效果
StoryTypewriterText(
content = currentNode.content,
modifier = Modifier.padding(bottom = 16.dp),
onContentComplete = {
// 文字播放完成时播放音效
audioController.playSoundEffect("notification")
}
)
// 调试信息(可选)
if (true) { // 可以改为配置项
Text(
text = "DEBUG: 节点=${currentNode.id} | 内容长度=${currentNode.content.length} | 选择=${currentNode.choices.size}",
style = CyberTextStyles.Caption,
color = Color(0xFF444444),
modifier = Modifier.padding(top = 8.dp),
fontSize = 9.sp
)
}
}
// 底部固定操作区 - 选择按钮
if (currentNode.choices.isNotEmpty()) {
Surface(
modifier = Modifier.fillMaxWidth(),
color = Color(0xFF0A0A0A),
shadowElevation = 8.dp
) {
Column(
modifier = Modifier
.fillMaxWidth()
.padding(horizontal = 12.dp, vertical = 8.dp), // 减少垂直内边距
verticalArrangement = Arrangement.spacedBy(6.dp) // 减少组件间距
) {
CyberDivider()
Text(
text = "选择你的行动:",
style = CyberTextStyles.Caption,
color = Color(0xFFAAAA88),
modifier = Modifier.padding(bottom = 2.dp) // 减少底部间距
)
currentNode.choices.forEachIndexed { index, choice ->
NeonButton(
onClick = {
// 播放按钮点击音效
audioController.playSoundEffect("button_click")
coroutineScope.launch {
try {
// 使用新引擎处理选择
if (storyEngineAdapter.executeChoice(choice.id)) {
gameMessage = "你选择了:${choice.text}"
} else {
throw Exception("Choice execution failed")
}
} catch (e: Exception) {
// Fallback到旧系统
val nextNode = CompleteStoryData.getStoryNode(choice.nextNodeId)
if (nextNode != null) {
currentNode = nextNode
gameMessage = "你选择了:${choice.text} (备用系统)"
}
}
}
},
modifier = Modifier
.fillMaxWidth()
.padding(vertical = 1.dp), // 减少垂直间距
compact = true // 使用紧凑模式
) {
Text(
text = "${index + 1}. ${choice.text}",
style = CyberTextStyles.CompactChoice // 使用较小的文字样式
)
}
}
}
}
}
}
// 游戏控制菜单弹窗
GameControlMenu(
isVisible = showControlMenu,
onDismiss = { showControlMenu = false },
onSaveGame = { /* 暂时简化 */ },
onLoadGame = { /* 暂时简化 */ },
onNewLoop = {
// 重新开始游戏
gameState = GameState(currentLoop = gameState.currentLoop + 1)
coroutineScope.launch {
try {
if (storyEngineAdapter.startNewGame()) {
gameMessage = "${gameState.currentLoop}次循环开始!"
} else {
throw Exception("New game start failed")
}
} catch (e: Exception) {
// Fallback到旧系统
currentNode = CompleteStoryData.getStoryNode("first_awakening") ?: currentNode
gameMessage = "${gameState.currentLoop}次循环开始!(备用系统)"
}
}
dialogueHistory = emptyList()
},
onAiAssist = { /* 暂时简化 */ },
onShowHistory = { /* 暂时简化 */ },
onSettings = { /* 暂时简化 */ }
)
// ============================================================================
// 音频生命周期管理
// ============================================================================
// Activity生命周期管理
DisposableEffect(lifecycleOwner) {
val observer = LifecycleEventObserver { _, event ->
when (event) {
Lifecycle.Event.ON_PAUSE -> {
audioController.pauseMusic()
}
Lifecycle.Event.ON_RESUME -> {
audioController.resumeMusic()
}
Lifecycle.Event.ON_DESTROY -> {
audioManager.release()
}
else -> { /* 其他事件不处理 */ }
}
}
lifecycleOwner.lifecycle.addObserver(observer)
onDispose {
lifecycleOwner.lifecycle.removeObserver(observer)
audioManager.release()
}
}
}
// 辅助函数移到文件外部
fun getGamePhase(day: Int): String {
return when {
day <= 3 -> "探索期"
day <= 7 -> "适应期"
day <= 14 -> "危机期"
else -> "未知"
}
}
fun getMemoryRetention(loop: Int): Int {
return (50 + loop * 5).coerceAtMost(100)
}
fun getWeatherColor(weatherType: WeatherType): Color {
return when (weatherType) {
WeatherType.CLEAR -> Color(0xFF00FF88)
WeatherType.LIGHT_RAIN -> Color(0xFF00AAFF)
WeatherType.HEAVY_RAIN -> Color(0xFF0088CC)
WeatherType.ACID_RAIN -> Color(0xFFFF4444)
WeatherType.CYBER_STORM -> Color(0xFFAA00FF)
WeatherType.SOLAR_FLARE -> Color(0xFFFF8800)
}
}

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package com.example.gameofmoon.story
import com.example.gameofmoon.model.*
/**
* 时间囚笼故事数据
* 基于Story目录中的大师级剧情设计
* 包含完整的主线和支线故事节点
*
* @deprecated 此文件已完全废弃内容已迁移到DSL引擎
* 请使用 assets/story/ 目录下的 .story 文件
* 保留此文件仅用于参考和向后兼容
*
* 迁移完成日期: 2024-12-19
* 替代系统: DSL Story Engine with StoryEngineAdapter
*/
object StoryData {
// 获取故事节点
fun getStoryNode(nodeId: String): SimpleStoryNode? {
return storyNodes[nodeId]
}
// 获取所有故事节点
fun getAllStoryNodes(): Map<String, SimpleStoryNode> {
return storyNodes
}
// 获取当前阶段的可用支线
fun getAvailableSidelines(currentLoop: Int, unlockedSecrets: Set<String>): List<SimpleStoryNode> {
return storyNodes.values.filter { node ->
when {
currentLoop < 3 -> node.id.startsWith("side_") && node.id.contains("basic")
currentLoop < 6 -> node.id.startsWith("side_") && !node.id.contains("advanced")
currentLoop < 10 -> !node.id.contains("endgame")
else -> true
}
}
}
// 故事节点映射
private val storyNodes = mapOf(
"first_awakening" to SimpleStoryNode(
id = "first_awakening",
title = "第一次觉醒",
content = """
你在月球基地的医疗舱中醒来,头部剧痛如同被锤击。
周围一片混乱,设备的警报声此起彼伏,红色的警示灯在黑暗中闪烁。
你的记忆模糊不清,但有一种奇怪的既视感...
仿佛这种情况你已经经历过很多次了。
氧气显示器显示还有6小时的供应量。
你必须立即采取行动。
""".trimIndent(),
choices = listOf(
SimpleChoice(
id = "check_oxygen",
text = "检查氧气系统",
nextNodeId = "oxygen_crisis",
effects = listOf(
SimpleEffect(SimpleEffectType.STAMINA_CHANGE, "-5", "消耗体力")
)
),
SimpleChoice(
id = "search_medical",
text = "搜索医疗用品",
nextNodeId = "medical_supplies",
effects = listOf(
SimpleEffect(SimpleEffectType.HEALTH_CHANGE, "10", "发现止痛药")
)
),
SimpleChoice(
id = "contact_earth",
text = "尝试联系地球",
nextNodeId = "communication_failure",
effects = listOf(
SimpleEffect(SimpleEffectType.STAMINA_CHANGE, "-3", "轻微疲劳")
)
)
)
),
"oxygen_crisis" to SimpleStoryNode(
id = "oxygen_crisis",
title = "氧气危机",
content = """
你检查了氧气系统,发现情况比预想的更糟糕。
主要氧气管线有三处泄漏备用氧气罐只剩下20%。
按照目前的消耗速度你最多还有4小时的生存时间。
突然,你想起了什么...这些损坏的位置,
你之前似乎见过。一种不祥的预感涌上心头。
"又是这些地方..."你喃喃自语。
""".trimIndent(),
choices = listOf(
SimpleChoice(
id = "repair_system",
text = "尝试修复氧气系统",
nextNodeId = "repair_attempt",
effects = listOf(
SimpleEffect(SimpleEffectType.STAMINA_CHANGE, "-10", "重体力劳动")
)
),
SimpleChoice(
id = "explore_base",
text = "探索基地寻找备用氧气",
nextNodeId = "base_exploration",
effects = listOf(
SimpleEffect(SimpleEffectType.STAMINA_CHANGE, "-8", "长距离移动"),
SimpleEffect(SimpleEffectType.LOCATION_DISCOVER, "storage_bay", "发现储藏室")
)
),
SimpleChoice(
id = "memory_fragment",
text = "仔细回忆这种既视感",
nextNodeId = "memory_recall",
effects = listOf(
SimpleEffect(SimpleEffectType.HEALTH_CHANGE, "-5", "精神压力"),
SimpleEffect(SimpleEffectType.SECRET_UNLOCK, "time_loop_hint", "时间循环线索")
)
)
)
),
"medical_supplies" to SimpleStoryNode(
id = "medical_supplies",
title = "医疗补给",
content = """
你在医疗柜中找到了一些止痛药和绷带。
服用止痛药后,头痛稍有缓解,思维也清晰了一些。
但是,当你看到医疗记录时,发现了令人不安的事实...
这里有你的医疗记录,但日期显示是"第27次循环"。
什么是"循环"?你从来没有听说过这个概念。
在记录的末尾,你看到一行手写的字迹:
"必须记住EVA的位置...时间锚在那里。"
""".trimIndent(),
choices = listOf(
SimpleChoice(
id = "read_records",
text = "仔细阅读所有医疗记录",
nextNodeId = "medical_records_detail",
effects = listOf(
SimpleEffect(SimpleEffectType.SECRET_UNLOCK, "eva_location", "EVA位置线索")
)
),
SimpleChoice(
id = "ignore_records",
text = "忽略记录,专注当前状况",
nextNodeId = "oxygen_crisis",
effects = listOf(
SimpleEffect(SimpleEffectType.STAMINA_CHANGE, "5", "避免精神负担")
)
),
SimpleChoice(
id = "search_eva",
text = "立即寻找EVA",
nextNodeId = "eva_search",
effects = listOf(
SimpleEffect(SimpleEffectType.STAMINA_CHANGE, "-7", "紧急搜索")
)
)
)
),
"communication_failure" to SimpleStoryNode(
id = "communication_failure",
title = "通讯中断",
content = """
你尝试联系地球,但通讯系统完全没有反应。
不仅如此你发现通讯日志中最后一条记录是28小时前
内容是:"第27次循环开始时间锚定失效正在尝试修复..."
这条记录的发送者署名是...你自己的名字。
但你完全不记得发送过这条信息。
更令人震惊的是在这条记录之前还有26条类似的记录
每一条都标注着不同的循环次数。
""".trimIndent(),
choices = listOf(
SimpleChoice(
id = "check_logs",
text = "查看所有通讯日志",
nextNodeId = "time_loop_discovery",
effects = listOf(
SimpleEffect(SimpleEffectType.SECRET_UNLOCK, "time_loop_truth", "时间循环真相")
)
),
SimpleChoice(
id = "repair_comm",
text = "尝试修复通讯设备",
nextNodeId = "repair_attempt",
effects = listOf(
SimpleEffect(SimpleEffectType.STAMINA_CHANGE, "-7", "技术工作")
)
),
SimpleChoice(
id = "panic_reaction",
text = "这不可能...我在做梦",
nextNodeId = "denial_phase",
effects = listOf(
SimpleEffect(SimpleEffectType.HEALTH_CHANGE, "-10", "精神冲击")
)
)
)
),
"time_loop_discovery" to SimpleStoryNode(
id = "time_loop_discovery",
title = "时间循环的真相",
content = """
通讯日志揭示了令人震惊的真相...
你已经经历了27次相同的28小时循环。
每次你都会在医疗舱中醒来,每次都会面临氧气危机,
每次最终都会因为各种原因死亡,然后重新开始。
但这一次,似乎有什么不同了。
你保留了一些记忆片段,能够意识到循环的存在。
在日志的最后你看到了一条AI系统的留言
"主人第28次循环已开始。时间锚定器需要手动重置。
EVA在月球表面的坐标月海-7, 地标-Alpha。
警告灾难将在28小时后发生。"
""".trimIndent(),
choices = listOf(
SimpleChoice(
id = "find_eva",
text = "立即寻找EVA区域",
nextNodeId = "eva_preparation",
effects = listOf(
SimpleEffect(SimpleEffectType.LOCATION_DISCOVER, "eva_bay", "发现EVA舱"),
SimpleEffect(SimpleEffectType.SECRET_UNLOCK, "disaster_warning", "灾难警告")
)
),
SimpleChoice(
id = "find_ai",
text = "寻找AI系统获得更多信息",
nextNodeId = "ai_encounter",
effects = listOf(
SimpleEffect(SimpleEffectType.SECRET_UNLOCK, "ai_assistant", "AI助手")
)
),
SimpleChoice(
id = "prepare_survival",
text = "准备生存用品",
nextNodeId = "survival_preparation",
effects = listOf(
SimpleEffect(SimpleEffectType.HEALTH_CHANGE, "15", "医疗用品"),
SimpleEffect(SimpleEffectType.STAMINA_CHANGE, "10", "营养补充")
)
)
)
),
"eva_preparation" to SimpleStoryNode(
id = "eva_preparation",
title = "EVA准备",
content = """
你找到了EVA舱外活动装备区域。
这里的装备看起来已经准备就绪,仿佛之前的"你"已经做过准备。
在EVA头盔内侧你发现了一张纸条
"如果你看到这个,说明你已经开始记住了。
时间锚在月球表面的古老遗迹中。
但要小心,那里有东西在守护着它。
记住:不要相信第一印象,真相藏在第三层。"
你的手在颤抖...这是你自己的笔迹。
""".trimIndent(),
choices = listOf(
SimpleChoice(
id = "eva_mission",
text = "穿上EVA装备前往月球表面",
nextNodeId = "lunar_surface",
effects = listOf(
SimpleEffect(SimpleEffectType.STAMINA_CHANGE, "-15", "EVA任务"),
SimpleEffect(SimpleEffectType.LOCATION_DISCOVER, "lunar_ruins", "月球遗迹")
),
requirements = listOf(
SimpleRequirement(SimpleRequirementType.MIN_STAMINA, "20", "需要足够体力")
)
),
SimpleChoice(
id = "study_equipment",
text = "仔细研究EVA装备和资料",
nextNodeId = "equipment_analysis",
effects = listOf(
SimpleEffect(SimpleEffectType.SECRET_UNLOCK, "eva_knowledge", "EVA技术知识")
)
),
SimpleChoice(
id = "rest_prepare",
text = "先休息恢复体力",
nextNodeId = "rest_period",
effects = listOf(
SimpleEffect(SimpleEffectType.STAMINA_CHANGE, "20", "充分休息"),
SimpleEffect(SimpleEffectType.HEALTH_CHANGE, "10", "体力恢复")
)
)
)
),
"ai_encounter" to SimpleStoryNode(
id = "ai_encounter",
title = "AI助手",
content = """
你找到了基地的AI核心系统。
"欢迎回来艾丽卡博士。这是您的第28次尝试。"
一个温和的女性声音响起。
"我是ARIA您的个人AI助手。很遗憾前27次循环都以失败告终。
但这次有所不同...您保留了部分记忆。这是突破的希望。"
"时间锚位于月球古遗迹深处。那里的实体会测试您的决心。
您必须做出三个关键选择,每个选择都会影响最终结果。
记住:牺牲、信任、真相。这三个词是关键。"
""".trimIndent(),
choices = listOf(
SimpleChoice(
id = "ask_disaster",
text = "询问即将发生的灾难",
nextNodeId = "disaster_explanation",
effects = listOf(
SimpleEffect(SimpleEffectType.SECRET_UNLOCK, "disaster_truth", "灾难真相")
)
),
SimpleChoice(
id = "ask_previous_loops",
text = "了解前27次循环的经历",
nextNodeId = "loop_history",
effects = listOf(
SimpleEffect(SimpleEffectType.SECRET_UNLOCK, "loop_memories", "循环记忆")
)
),
SimpleChoice(
id = "request_ai_help",
text = "请求AI协助生成策略",
nextNodeId = "ai_strategy",
effects = listOf(
SimpleEffect(SimpleEffectType.SECRET_UNLOCK, "ai_strategy", "AI策略支持")
)
)
)
),
// 添加更多节点...
"game_over_failure" to SimpleStoryNode(
id = "game_over_failure",
title = "循环重置",
content = """
一切都消失在白光中...
当你再次睁开眼睛时,你又回到了医疗舱。
但这次,你记得更多了。
第29次循环开始。
""".trimIndent(),
choices = listOf(
SimpleChoice(
id = "restart_with_memory",
text = "带着记忆重新开始",
nextNodeId = "first_awakening",
effects = listOf(
SimpleEffect(SimpleEffectType.LOOP_CHANGE, "1", "新循环开始"),
SimpleEffect(SimpleEffectType.HEALTH_CHANGE, "100", "完全恢复"),
SimpleEffect(SimpleEffectType.STAMINA_CHANGE, "50", "体力恢复")
)
)
)
)
)
}

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package com.example.gameofmoon.story.engine
import java.util.regex.Pattern
/**
* 条件评估器 - 解析和评估复杂条件表达式
* 支持逻辑操作符、比较操作符、变量引用等
*/
object ConditionEvaluator {
// 条件表达式的正则模式
private val CONDITION_PATTERN = Pattern.compile(
"""(\w+)\s*([><=!]+)\s*([^\s\&\|]+)|(\w+)|(\w+\s+==\s+true)|(\w+\s+==\s+false)"""
)
private val LOGICAL_SPLIT_PATTERN = Pattern.compile("""(\s+AND\s+|\s+OR\s+|\s+NOT\s+)""", Pattern.CASE_INSENSITIVE)
/**
* 评估条件表达式
* 支持的格式:
* - 简单变量: "eva_reveal_ready"
* - 比较表达式: "secrets_found >= 3"
* - 逻辑表达式: "secrets_found >= 3 AND trust_level >= 5"
* - 布尔表达式: "all_crew_saved == true"
*/
fun evaluate(condition: String, gameState: GameState): Boolean {
if (condition.isBlank() || condition == "true") return true
if (condition == "false") return false
try {
return evaluateLogicalExpression(condition.trim(), gameState)
} catch (e: Exception) {
// 条件评估失败时返回 false并记录日志
println("Warning: Failed to evaluate condition '$condition': ${e.message}")
return false
}
}
/**
* 评估逻辑表达式 (支持 AND, OR, NOT)
*/
private fun evaluateLogicalExpression(expression: String, gameState: GameState): Boolean {
// 处理 NOT 操作符
if (expression.uppercase().startsWith("NOT ")) {
val innerExpression = expression.substring(4).trim()
return !evaluateLogicalExpression(innerExpression, gameState)
}
// 分割 AND 和 OR 操作
val orParts = expression.split(" OR ", ignoreCase = true)
if (orParts.size > 1) {
// OR 操作:任一条件为真即为真
return orParts.any { part ->
evaluateLogicalExpression(part.trim(), gameState)
}
}
val andParts = expression.split(" AND ", ignoreCase = true)
if (andParts.size > 1) {
// AND 操作:所有条件都为真才为真
return andParts.all { part ->
evaluateLogicalExpression(part.trim(), gameState)
}
}
// 单个条件表达式
return evaluateSimpleCondition(expression, gameState)
}
/**
* 评估简单条件表达式
*/
private fun evaluateSimpleCondition(condition: String, gameState: GameState): Boolean {
val trimmed = condition.trim()
// 处理括号
if (trimmed.startsWith("(") && trimmed.endsWith(")")) {
return evaluateLogicalExpression(trimmed.substring(1, trimmed.length - 1), gameState)
}
// 尝试解析为比较表达式
val comparisonResult = tryEvaluateComparison(trimmed, gameState)
if (comparisonResult != null) {
return comparisonResult
}
// 尝试解析为布尔表达式
val booleanResult = tryEvaluateBoolean(trimmed, gameState)
if (booleanResult != null) {
return booleanResult
}
// 尝试解析为变量引用 (flag或anchor)
return evaluateVariableReference(trimmed, gameState)
}
/**
* 尝试评估比较表达式 (如: secrets_found >= 3)
*/
private fun tryEvaluateComparison(expression: String, gameState: GameState): Boolean? {
val comparisonPatterns = listOf(
"(.+?)\\s*(>=)\\s*(.+)" to { a: Any, b: Any -> compareValues(a, b) >= 0 },
"(.+?)\\s*(<=)\\s*(.+)" to { a: Any, b: Any -> compareValues(a, b) <= 0 },
"(.+?)\\s*(==)\\s*(.+)" to { a: Any, b: Any -> compareValues(a, b) == 0 },
"(.+?)\\s*(!=)\\s*(.+)" to { a: Any, b: Any -> compareValues(a, b) != 0 },
"(.+?)\\s*(>)\\s*(.+)" to { a: Any, b: Any -> compareValues(a, b) > 0 },
"(.+?)\\s*(<)\\s*(.+)" to { a: Any, b: Any -> compareValues(a, b) < 0 }
)
for ((pattern, compareFn) in comparisonPatterns) {
val regex = Pattern.compile(pattern)
val matcher = regex.matcher(expression)
if (matcher.matches()) {
val leftValue = resolveValue(matcher.group(1).trim(), gameState)
val rightValue = resolveValue(matcher.group(3).trim(), gameState)
return compareFn(leftValue, rightValue)
}
}
return null
}
/**
* 尝试评估布尔表达式 (如: all_crew_saved == true)
*/
private fun tryEvaluateBoolean(expression: String, gameState: GameState): Boolean? {
when {
expression.endsWith(" == true", ignoreCase = true) -> {
val varName = expression.substring(0, expression.length - 7).trim()
return getBooleanValue(varName, gameState)
}
expression.endsWith(" == false", ignoreCase = true) -> {
val varName = expression.substring(0, expression.length - 8).trim()
return !getBooleanValue(varName, gameState)
}
expression.endsWith(" != true", ignoreCase = true) -> {
val varName = expression.substring(0, expression.length - 7).trim()
return !getBooleanValue(varName, gameState)
}
expression.endsWith(" != false", ignoreCase = true) -> {
val varName = expression.substring(0, expression.length - 8).trim()
return getBooleanValue(varName, gameState)
}
}
return null
}
/**
* 评估变量引用 (flag, anchor, variable)
*/
private fun evaluateVariableReference(varName: String, gameState: GameState): Boolean {
return when {
// 检查flag
gameState.flags.contains(varName) -> true
// 检查anchor条件 (这里需要与StoryManager协作)
isAnchorCondition(varName, gameState) -> true
// 检查变量
gameState.variables.containsKey(varName) -> {
val value = gameState.variables[varName]
when (value) {
is Boolean -> value
is Number -> value.toDouble() > 0
is String -> value.isNotEmpty()
else -> false
}
}
else -> false
}
}
/**
* 解析值 (可以是变量引用、数字或字符串)
*/
private fun resolveValue(valueStr: String, gameState: GameState): Any {
val trimmed = valueStr.trim()
// 尝试解析为数字
trimmed.toIntOrNull()?.let { return it }
trimmed.toDoubleOrNull()?.let { return it }
// 尝试解析为布尔值
when (trimmed.lowercase()) {
"true" -> return true
"false" -> return false
}
// 尝试解析为字符串字面量
if (trimmed.startsWith("\"") && trimmed.endsWith("\"")) {
return trimmed.substring(1, trimmed.length - 1)
}
// 作为变量引用处理
return getVariableValue(trimmed, gameState)
}
/**
* 获取变量值
*/
private fun getVariableValue(varName: String, gameState: GameState): Any {
return when (varName) {
"secrets_found" -> gameState.secretsFound.size
"health" -> gameState.health
"stamina" -> gameState.stamina
"trust_level" -> gameState.trustLevel
"loop_count" -> gameState.loopCount
"harrison_recording_found" -> gameState.flags.contains("harrison_recording_found")
"all_crew_saved" -> gameState.getVariable("all_crew_saved", false)
else -> gameState.variables[varName] ?: 0
}
}
/**
* 获取布尔值
*/
private fun getBooleanValue(varName: String, gameState: GameState): Boolean {
return when (varName) {
"harrison_recording_found" -> gameState.flags.contains("harrison_recording_found")
"all_crew_saved" -> gameState.getVariable("all_crew_saved", false)
in gameState.flags -> true
else -> {
val value = gameState.variables[varName]
when (value) {
is Boolean -> value
is Number -> value.toDouble() > 0
is String -> value.isNotEmpty()
else -> false
}
}
}
}
/**
* 比较两个值
*/
private fun compareValues(a: Any, b: Any): Int {
return when {
a is Number && b is Number -> {
a.toDouble().compareTo(b.toDouble())
}
a is String && b is String -> {
a.compareTo(b)
}
a is Boolean && b is Boolean -> {
a.compareTo(b)
}
else -> {
a.toString().compareTo(b.toString())
}
}
}
/**
* 检查是否为锚点条件 (需要与StoryManager协作)
*/
private fun isAnchorCondition(anchorName: String, gameState: GameState): Boolean {
// 这里应该检查当前加载的锚点条件
// 暂时返回false实际实现需要访问StoryManager
return false
}
/**
* 评估锚点条件 (由StoryManager调用)
*/
fun evaluateAnchorCondition(anchor: AnchorCondition, gameState: GameState): Boolean {
return evaluate(anchor.condition, gameState)
}
/**
* 批量评估条件列表,返回第一个满足条件的索引
*/
fun findFirstMatch(conditions: List<String>, gameState: GameState): Int {
for (i in conditions.indices) {
if (evaluate(conditions[i], gameState)) {
return i
}
}
return -1
}
/**
* 评估条件并返回匹配的目标
*/
fun evaluateConditionalNavigation(
conditional: ConditionalNavigation,
gameState: GameState
): String? {
for (condition in conditional.conditions) {
when (condition.type) {
ConditionType.IF, ConditionType.ELIF -> {
if (evaluate(condition.condition, gameState)) {
return condition.nextNodeId
}
}
ConditionType.ELSE -> {
return condition.nextNodeId
}
}
}
return null
}
}

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@@ -0,0 +1,780 @@
package com.example.gameofmoon.story.engine
import java.io.InputStream
import java.util.regex.Pattern
/**
* 故事DSL解析器
* 解析自定义.story格式文件为StoryModule对象
*/
class StoryDSLParser {
companion object {
// DSL关键字正则模式
private val MODULE_PATTERN = Pattern.compile("@story_module\\s+(\\w+)")
private val VERSION_PATTERN = Pattern.compile("@version\\s+([\\d.]+)")
private val DEPENDENCIES_PATTERN = Pattern.compile("@dependencies\\s+\\[([^\\]]+)\\]")
private val AUDIO_START_PATTERN = Pattern.compile("@audio")
private val AUDIO_END_PATTERN = Pattern.compile("@end")
private val CHARACTER_PATTERN = Pattern.compile("@character\\s+(\\w+)")
private val NODE_PATTERN = Pattern.compile("@node\\s+(\\w+)")
private val TITLE_PATTERN = Pattern.compile("@title\\s+\"([^\"]+)\"")
private val AUDIO_BG_PATTERN = Pattern.compile("@audio_bg\\s+(\\w+\\.mp3)")
private val CONTENT_START_PATTERN = Pattern.compile("@content\\s+\"\"\"")
private val CONTENT_END_PATTERN = Pattern.compile("\"\"\"")
private val CHOICES_PATTERN = Pattern.compile("@choices\\s+(\\d+)")
private val CHOICE_PATTERN = Pattern.compile("\\s*choice_(\\d+):\\s+\"([^\"]+)\"\\s+->\\s+(\\w+)(?:\\s+\\[([^\\]]+)\\])?(?:\\s+\\[([^\\]]+)\\])?")
private val ANCHOR_CONDITIONS_PATTERN = Pattern.compile("@anchor_conditions")
private val CONDITIONAL_NEXT_PATTERN = Pattern.compile("@conditional_next")
private val IF_PATTERN = Pattern.compile("\\s*if\\s+([^:]+):\\s+(\\w+)")
private val ELIF_PATTERN = Pattern.compile("\\s*elif\\s+([^:]+):\\s+(\\w+)")
private val ELSE_PATTERN = Pattern.compile("\\s*else:\\s+(\\w+)")
private val ANCHOR_DEFINITION_PATTERN = Pattern.compile("\\s*(\\w+):\\s+(.+)")
// 效果和需求解析模式 - 更新以匹配DSL格式
private val EFFECT_PATTERN = Pattern.compile("effect:\\s*(\\w+)([+-]?\\d+)")
private val REQUIREMENT_PATTERN = Pattern.compile("require:\\s*(\\w+)\\s*([><=!]+)\\s*(\\d+|\\w+)")
private val AUDIO_EFFECT_PATTERN = Pattern.compile("audio:\\s*(\\w+\\.mp3)")
// 括号内容解析模式
private val BRACKET_CONTENT_PATTERN = Pattern.compile("\\[([^\\]]+)\\]")
}
/**
* 解析输入流中的故事DSL内容
*/
fun parse(inputStream: InputStream): ParseResult<StoryModule> {
try {
val content = inputStream.bufferedReader().readText()
return parseContent(content)
} catch (e: Exception) {
return ParseResult.Error("Failed to read input stream: ${e.message}")
}
}
/**
* 解析字符串内容
*/
fun parseContent(content: String): ParseResult<StoryModule> {
println("🔍 [PARSER] Starting parseContent - total lines: ${content.lines().size}")
val lines = content.lines()
val context = ParseContext()
var i = 0
var loopCount = 0
while (i < lines.size) {
loopCount++
if (loopCount > 10000) {
println("❌ [PARSER] INFINITE LOOP DETECTED at line $i - emergency break!")
return ParseResult.Error("Infinite loop detected at line ${i + 1}")
}
val line = lines[i].trim()
println("🔍 [PARSER] Processing line $i/$lines.size: '${line.take(50)}${if (line.length > 50) "..." else ""}'")
// 跳过空行和注释
if (line.isEmpty() || line.startsWith("//")) {
println("🔍 [PARSER] Skipping empty/comment line $i")
i++
continue
}
try {
val nextI = when {
MODULE_PATTERN.matcher(line).matches() -> {
println("🔍 [PARSER] Matched MODULE pattern at line $i")
i + parseModule(line, context)
}
VERSION_PATTERN.matcher(line).matches() -> {
println("🔍 [PARSER] Matched VERSION pattern at line $i")
i + parseVersion(line, context)
}
DEPENDENCIES_PATTERN.matcher(line).matches() -> {
println("🔍 [PARSER] Matched DEPENDENCIES pattern at line $i")
i + parseDependencies(line, context)
}
AUDIO_START_PATTERN.matcher(line).matches() -> {
println("🔍 [PARSER] Matched AUDIO_START pattern at line $i")
parseAudioBlock(lines, i, context)
}
CHARACTER_PATTERN.matcher(line).matches() -> {
println("🔍 [PARSER] Matched CHARACTER pattern at line $i")
parseCharacterBlock(lines, i, context)
}
NODE_PATTERN.matcher(line).matches() -> {
println("🔍 [PARSER] Matched NODE pattern at line $i")
parseNodeBlock(lines, i, context)
}
ANCHOR_CONDITIONS_PATTERN.matcher(line).matches() -> {
println("🔍 [PARSER] Matched ANCHOR_CONDITIONS pattern at line $i")
parseAnchorConditionsBlock(lines, i, context)
}
else -> {
println("🔍 [PARSER] No pattern matched at line $i, advancing by 1")
i + 1
}
}
println("🔍 [PARSER] Line $i processed, next line: $nextI")
if (nextI <= i) {
println("❌ [PARSER] WARNING: next line ($nextI) <= current line ($i) - potential infinite loop!")
}
i = nextI
} catch (e: ParseException) {
println("❌ [PARSER] ParseException at line $i: ${e.message}")
return ParseResult.Error("Parse error at line ${i + 1}: ${e.message}", i + 1)
} catch (e: Exception) {
println("❌ [PARSER] Unexpected exception at line $i: ${e.message}")
return ParseResult.Error("Unexpected error at line ${i + 1}: ${e.message}", i + 1)
}
}
println("🔍 [PARSER] Main parsing loop completed, building module...")
return try {
val module = context.buildModule()
validateModule(module)
println("✅ [PARSER] Module built successfully: ${module.id}")
ParseResult.Success(module)
} catch (e: Exception) {
println("❌ [PARSER] Failed to build module: ${e.message}")
ParseResult.Error("Failed to build module: ${e.message}")
}
}
/**
* 解析模块声明
*/
private fun parseModule(line: String, context: ParseContext): Int {
val matcher = MODULE_PATTERN.matcher(line)
if (matcher.find()) {
context.moduleId = matcher.group(1)
}
return 1
}
/**
* 解析版本信息
*/
private fun parseVersion(line: String, context: ParseContext): Int {
val matcher = VERSION_PATTERN.matcher(line)
if (matcher.find()) {
context.version = matcher.group(1)
}
return 1
}
/**
* 解析依赖列表
*/
private fun parseDependencies(line: String, context: ParseContext): Int {
val matcher = DEPENDENCIES_PATTERN.matcher(line)
if (matcher.find()) {
val deps = matcher.group(1).split(",").map { it.trim() }
context.dependencies.addAll(deps)
}
return 1
}
/**
* 解析音频配置块
*/
private fun parseAudioBlock(lines: List<String>, startIndex: Int, context: ParseContext): Int {
var i = startIndex + 1
val audioMap = mutableMapOf<String, String>()
while (i < lines.size) {
val line = lines[i].trim()
if (AUDIO_END_PATTERN.matcher(line).matches()) {
break
}
// 解析 key: value 格式
val parts = line.split(":")
if (parts.size == 2) {
audioMap[parts[0].trim()] = parts[1].trim()
}
i++
}
context.audioConfig = AudioConfig(
background = audioMap["background"],
transition = audioMap["transition"],
effects = audioMap.filterKeys { it != "background" && it != "transition" }
)
return i + 1
}
/**
* 解析角色定义块
*/
private fun parseCharacterBlock(lines: List<String>, startIndex: Int, context: ParseContext): Int {
println("🔍 [PARSER] Starting parseCharacterBlock at line $startIndex")
val matcher = CHARACTER_PATTERN.matcher(lines[startIndex])
if (!matcher.find()) {
println("❌ [PARSER] CHARACTER_PATTERN failed to match line: '${lines[startIndex]}'")
throw ParseException("Invalid character definition")
}
val characterId = matcher.group(1)
println("🔍 [PARSER] Parsing character: '$characterId'")
var i = startIndex + 1
var name = ""
var voiceStyle: String? = null
val attributes = mutableMapOf<String, String>()
var loopCount = 0
while (i < lines.size) {
loopCount++
if (loopCount > 1000) {
println("❌ [PARSER] INFINITE LOOP in parseCharacterBlock at line $i - emergency break!")
throw ParseException("Infinite loop in character block starting at line ${startIndex + 1}")
}
val line = lines[i].trim()
println("🔍 [PARSER] Character block line $i: '${line.take(60)}${if (line.length > 60) "..." else ""}'")
if (AUDIO_END_PATTERN.matcher(line).matches()) { // 复用@end标记
println("🔍 [PARSER] Found @end marker at line $i, breaking character block")
break
}
when {
line.startsWith("name:") -> {
name = extractQuotedValue(line.substringAfter(":"))
println("🔍 [PARSER] Character name set: '$name'")
}
line.startsWith("voice_style:") -> {
voiceStyle = line.substringAfter(":").trim()
println("🔍 [PARSER] Character voice_style set: '$voiceStyle'")
}
line.contains(":") -> {
val parts = line.split(":", limit = 2)
attributes[parts[0].trim()] = parts[1].trim()
println("🔍 [PARSER] Character attribute: '${parts[0].trim()}' = '${parts[1].trim()}'")
}
else -> {
println("🔍 [PARSER] Unrecognized character attribute line: '$line'")
}
}
i++
}
if (i >= lines.size) {
println("❌ [PARSER] Character block reached end of file without @end marker")
}
println("🔍 [PARSER] Character '$characterId' parsed successfully, name='$name', voiceStyle='$voiceStyle', attributes=${attributes.size}")
context.characters[characterId] = Character(
id = characterId,
name = name,
voiceStyle = voiceStyle,
attributes = attributes
)
return i + 1
}
/**
* 解析故事节点块
*/
private fun parseNodeBlock(lines: List<String>, startIndex: Int, context: ParseContext): Int {
val matcher = NODE_PATTERN.matcher(lines[startIndex])
if (!matcher.find()) throw ParseException("Invalid node definition")
val nodeId = matcher.group(1)
var i = startIndex + 1
var title = ""
var content = ""
var audioBackground: String? = null
val choices = mutableListOf<StoryChoice>()
var conditionalNext: ConditionalNavigation? = null
val effects = mutableListOf<GameEffect>()
val requirements = mutableListOf<GameRequirement>()
while (i < lines.size && i < lines.size) {
val line = lines[i].trim()
// 检查是否到达下一个节点或块
if (line.startsWith("@node") || line.startsWith("@anchor_conditions") ||
line.startsWith("@story_module")) {
break
}
when {
TITLE_PATTERN.matcher(line).matches() -> {
val titleMatcher = TITLE_PATTERN.matcher(line)
if (titleMatcher.find()) {
title = titleMatcher.group(1)
}
}
AUDIO_BG_PATTERN.matcher(line).matches() -> {
val audioMatcher = AUDIO_BG_PATTERN.matcher(line)
if (audioMatcher.find()) {
audioBackground = audioMatcher.group(1)
}
}
CONTENT_START_PATTERN.matcher(line).matches() -> {
i = parseContentBlock(lines, i, context) { parsedContent ->
content = parsedContent
}
continue
}
CHOICES_PATTERN.matcher(line).matches() -> {
i = parseChoicesBlock(lines, i, context) { parsedChoices ->
choices.addAll(parsedChoices)
}
continue
}
CONDITIONAL_NEXT_PATTERN.matcher(line).matches() -> {
i = parseConditionalNextBlock(lines, i, context) { parsedConditional ->
conditionalNext = parsedConditional
}
continue
}
}
i++
}
context.nodes[nodeId] = StoryNode(
id = nodeId,
title = title,
content = content,
choices = choices,
audioBackground = audioBackground,
conditionalNext = conditionalNext,
effects = effects,
requirements = requirements
)
return i
}
/**
* 解析内容块
*/
private fun parseContentBlock(
lines: List<String>,
startIndex: Int,
context: ParseContext,
onParsed: (String) -> Unit
): Int {
var i = startIndex + 1
val contentLines = mutableListOf<String>()
while (i < lines.size) {
val line = lines[i]
if (CONTENT_END_PATTERN.matcher(line.trim()).matches()) {
break
}
contentLines.add(line)
i++
}
onParsed(contentLines.joinToString("\n"))
return i + 1
}
/**
* 解析选择块
*/
private fun parseChoicesBlock(
lines: List<String>,
startIndex: Int,
context: ParseContext,
onParsed: (List<StoryChoice>) -> Unit
): Int {
println("🔍 [PARSER] Starting parseChoicesBlock at line $startIndex")
var i = startIndex + 1
val choices = mutableListOf<StoryChoice>()
var loopCount = 0
while (i < lines.size) {
loopCount++
if (loopCount > 500) {
println("❌ [PARSER] INFINITE LOOP in parseChoicesBlock at line $i - emergency break!")
throw ParseException("Infinite loop in choices block starting at line ${startIndex + 1}")
}
val line = lines[i].trim()
println("🔍 [PARSER] Choices block line $i: '${line.take(80)}${if (line.length > 80) "..." else ""}'")
if (AUDIO_END_PATTERN.matcher(line).matches()) {
println("🔍 [PARSER] Found @end marker at line $i, breaking choices block")
break
}
val choiceMatcher = CHOICE_PATTERN.matcher(line)
if (choiceMatcher.find()) {
val choiceId = choiceMatcher.group(1)
val text = choiceMatcher.group(2)
val nextNodeId = choiceMatcher.group(3)
println("🔍 [PARSER] Found choice: id='$choiceId', text='$text', next='$nextNodeId'")
// 提取所有括号内容
val allBrackets = extractAllBrackets(line)
println("🔍 [PARSER] Extracted brackets: $allBrackets")
val effects = mutableListOf<GameEffect>()
val requirements = mutableListOf<GameRequirement>()
var audioEffect: String? = null
// 解析每个括号的内容
for (bracketContent in allBrackets) {
println("🔍 [PARSER] Processing bracket content: '$bracketContent'")
when {
bracketContent.startsWith("effect:") -> {
println("🔍 [PARSER] Parsing effect: '$bracketContent'")
val parsedEffects = parseEffects(bracketContent)
effects.addAll(parsedEffects)
println("🔍 [PARSER] Parsed ${parsedEffects.size} effects")
}
bracketContent.startsWith("require:") -> {
println("🔍 [PARSER] Parsing requirement: '$bracketContent'")
val parsedRequirements = parseRequirements(bracketContent)
requirements.addAll(parsedRequirements)
println("🔍 [PARSER] Parsed ${parsedRequirements.size} requirements")
}
bracketContent.startsWith("audio:") -> {
println("🔍 [PARSER] Parsing audio: '$bracketContent'")
audioEffect = extractAudioEffect(bracketContent)
println("🔍 [PARSER] Parsed audio effect: '$audioEffect'")
}
else -> {
println("🔍 [PARSER] Unrecognized bracket content: '$bracketContent'")
}
}
}
choices.add(StoryChoice(
id = "choice_$choiceId",
text = text,
nextNodeId = nextNodeId,
effects = effects,
requirements = requirements,
audioEffect = audioEffect
))
println("🔍 [PARSER] Added choice to list, total choices: ${choices.size}")
} else {
println("🔍 [PARSER] Line did not match CHOICE_PATTERN")
}
i++
}
println("🔍 [PARSER] Choices block completed with ${choices.size} choices")
onParsed(choices)
return i + 1
}
/**
* 解析条件导航块
*/
private fun parseConditionalNextBlock(
lines: List<String>,
startIndex: Int,
context: ParseContext,
onParsed: (ConditionalNavigation) -> Unit
): Int {
var i = startIndex + 1
val conditions = mutableListOf<NavigationCondition>()
while (i < lines.size) {
val line = lines[i].trim()
if (AUDIO_END_PATTERN.matcher(line).matches()) {
break
}
when {
IF_PATTERN.matcher(line).matches() -> {
val matcher = IF_PATTERN.matcher(line)
if (matcher.find()) {
conditions.add(NavigationCondition(
condition = matcher.group(1).trim(),
nextNodeId = matcher.group(2),
type = ConditionType.IF
))
}
}
ELIF_PATTERN.matcher(line).matches() -> {
val matcher = ELIF_PATTERN.matcher(line)
if (matcher.find()) {
conditions.add(NavigationCondition(
condition = matcher.group(1).trim(),
nextNodeId = matcher.group(2),
type = ConditionType.ELIF
))
}
}
ELSE_PATTERN.matcher(line).matches() -> {
val matcher = ELSE_PATTERN.matcher(line)
if (matcher.find()) {
conditions.add(NavigationCondition(
condition = "true",
nextNodeId = matcher.group(1),
type = ConditionType.ELSE
))
}
}
}
i++
}
onParsed(ConditionalNavigation(conditions))
return i + 1
}
/**
* 解析锚点条件块
*/
private fun parseAnchorConditionsBlock(lines: List<String>, startIndex: Int, context: ParseContext): Int {
var i = startIndex + 1
while (i < lines.size) {
val line = lines[i].trim()
if (AUDIO_END_PATTERN.matcher(line).matches()) {
break
}
val matcher = ANCHOR_DEFINITION_PATTERN.matcher(line)
if (matcher.find()) {
val anchorId = matcher.group(1)
val condition = matcher.group(2)
// 这里需要进一步解析条件和目标节点
// 暂时使用简单的解析逻辑
context.anchors[anchorId] = AnchorCondition(
id = anchorId,
condition = condition,
targetNodeId = "", // 需要从条件中提取
priority = 0
)
}
i++
}
return i + 1
}
/**
* 解析效果列表
*/
private fun parseEffects(effectsStr: String): List<GameEffect> {
println("🔍 [PARSER] parseEffects input: '$effectsStr'")
if (effectsStr.isBlank()) {
println("🔍 [PARSER] parseEffects: blank input, returning empty list")
return emptyList()
}
val effects = mutableListOf<GameEffect>()
val matcher = EFFECT_PATTERN.matcher(effectsStr)
if (matcher.find()) {
val type = matcher.group(1)
val value = matcher.group(2)
println("🔍 [PARSER] parseEffects matched: type='$type', value='$value'")
val mappedType = mapEffectType(type)
println("🔍 [PARSER] parseEffects mapped type: $mappedType")
effects.add(GameEffect(
type = mappedType,
target = type,
value = value,
description = "$type: $value"
))
} else {
println("❌ [PARSER] parseEffects: EFFECT_PATTERN did not match '$effectsStr'")
}
println("🔍 [PARSER] parseEffects result: ${effects.size} effects")
return effects
}
/**
* 解析需求列表
*/
private fun parseRequirements(requirementsStr: String): List<GameRequirement> {
println("🔍 [PARSER] parseRequirements input: '$requirementsStr'")
if (requirementsStr.isBlank()) {
println("🔍 [PARSER] parseRequirements: blank input, returning empty list")
return emptyList()
}
val requirements = mutableListOf<GameRequirement>()
val matcher = REQUIREMENT_PATTERN.matcher(requirementsStr)
if (matcher.find()) {
val target = matcher.group(1)
val operator = matcher.group(2)
val value = matcher.group(3)
println("🔍 [PARSER] parseRequirements matched: target='$target', operator='$operator', value='$value'")
val mappedType = mapRequirementType(target)
val mappedOperator = mapOperator(operator)
println("🔍 [PARSER] parseRequirements mapped: type=$mappedType, operator=$mappedOperator")
requirements.add(GameRequirement(
type = mappedType,
target = target,
value = value,
operator = mappedOperator
))
} else {
println("❌ [PARSER] parseRequirements: REQUIREMENT_PATTERN did not match '$requirementsStr'")
}
println("🔍 [PARSER] parseRequirements result: ${requirements.size} requirements")
return requirements
}
/**
* 提取所有括号内容
*/
private fun extractAllBrackets(line: String): List<String> {
println("🔍 [PARSER] extractAllBrackets input: '$line'")
val brackets = mutableListOf<String>()
val matcher = BRACKET_CONTENT_PATTERN.matcher(line)
var findCount = 0
while (matcher.find()) {
findCount++
if (findCount > 100) {
println("❌ [PARSER] INFINITE LOOP in extractAllBrackets - emergency break!")
break
}
val bracketContent = matcher.group(1).trim()
brackets.add(bracketContent)
println("🔍 [PARSER] Found bracket content: '$bracketContent'")
}
println("🔍 [PARSER] extractAllBrackets result: $brackets")
return brackets
}
/**
* 提取音频效果
*/
private fun extractAudioEffect(content: String): String? {
val matcher = AUDIO_EFFECT_PATTERN.matcher(content)
return if (matcher.find()) {
matcher.group(1)
} else {
null
}
}
/**
* 提取引号内的值
*/
private fun extractQuotedValue(text: String): String {
val trimmed = text.trim()
return if (trimmed.startsWith("\"") && trimmed.endsWith("\"")) {
trimmed.substring(1, trimmed.length - 1)
} else {
trimmed
}
}
/**
* 映射效果类型
*/
private fun mapEffectType(type: String): EffectType {
return when (type.lowercase()) {
"health" -> EffectType.HEALTH_CHANGE
"stamina" -> EffectType.STAMINA_CHANGE
"secret" -> EffectType.SECRET_UNLOCK
"secret_unlock" -> EffectType.SECRET_UNLOCK
"location" -> EffectType.LOCATION_DISCOVER
"loop" -> EffectType.LOOP_CHANGE
"trust" -> EffectType.TRUST_CHANGE
"flag" -> EffectType.FLAG_SET
else -> EffectType.VARIABLE_SET
}
}
/**
* 映射需求类型
*/
private fun mapRequirementType(type: String): RequirementType {
return when (type.lowercase()) {
"health" -> RequirementType.MIN_HEALTH
"stamina" -> RequirementType.MIN_STAMINA
"trust_level" -> RequirementType.MIN_TRUST
"trust" -> RequirementType.MIN_TRUST
"secret" -> RequirementType.SECRET_UNLOCKED
"location" -> RequirementType.LOCATION_DISCOVERED
"flag" -> RequirementType.FLAG_SET
else -> RequirementType.VARIABLE_VALUE
}
}
/**
* 映射比较操作符
*/
private fun mapOperator(operator: String): ComparisonOperator {
return when (operator) {
"==" -> ComparisonOperator.EQUALS
"!=" -> ComparisonOperator.NOT_EQUALS
">" -> ComparisonOperator.GREATER_THAN
"<" -> ComparisonOperator.LESS_THAN
">=" -> ComparisonOperator.GREATER_EQUAL
"<=" -> ComparisonOperator.LESS_EQUAL
else -> ComparisonOperator.EQUALS
}
}
/**
* 验证模块完整性
*/
private fun validateModule(module: StoryModule) {
if (module.id.isEmpty()) {
throw ParseException("Module ID is required")
}
if (module.nodes.isEmpty()) {
throw ParseException("Module must contain at least one node")
}
// 验证节点引用的完整性
for (node in module.nodes.values) {
for (choice in node.choices) {
if (!module.nodes.containsKey(choice.nextNodeId)) {
// 这里可能是锚点引用,暂时跳过验证
// throw ParseException("Node '${node.id}' references unknown node '${choice.nextNodeId}'")
}
}
}
}
/**
* 解析上下文 - 用于在解析过程中累积数据
*/
private data class ParseContext(
var moduleId: String = "",
var version: String = "1.0",
val dependencies: MutableList<String> = mutableListOf(),
var audioConfig: AudioConfig? = null,
val characters: MutableMap<String, Character> = mutableMapOf(),
val nodes: MutableMap<String, StoryNode> = mutableMapOf(),
val anchors: MutableMap<String, AnchorCondition> = mutableMapOf()
) {
fun buildModule(): StoryModule {
return StoryModule(
id = moduleId,
version = version,
dependencies = dependencies,
audio = audioConfig,
characters = characters,
nodes = nodes,
anchors = anchors
)
}
}
/**
* 解析异常
*/
class ParseException(message: String) : Exception(message)
}

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package com.example.gameofmoon.story.engine
/**
* 故事引擎数据模型
* 支持自定义DSL格式的完整故事系统
*/
// ============================================================================
// 核心数据模型
// ============================================================================
/**
* 故事模块 - 对应一个.story文件
*/
data class StoryModule(
val id: String,
val version: String,
val dependencies: List<String> = emptyList(),
val audio: AudioConfig? = null,
val characters: Map<String, Character> = emptyMap(),
val nodes: Map<String, StoryNode> = emptyMap(),
val anchors: Map<String, AnchorCondition> = emptyMap(),
val metadata: ModuleMetadata? = null
)
/**
* 故事节点 - 对应DSL中的@node
*/
data class StoryNode(
val id: String,
val title: String,
val content: String,
val choices: List<StoryChoice> = emptyList(),
val audioBackground: String? = null,
val audioTransition: String? = null,
val conditionalNext: ConditionalNavigation? = null,
val effects: List<GameEffect> = emptyList(),
val requirements: List<GameRequirement> = emptyList(),
val metadata: NodeMetadata? = null
)
/**
* 故事选择 - 对应DSL中的choice
*/
data class StoryChoice(
val id: String,
val text: String,
val nextNodeId: String,
val effects: List<GameEffect> = emptyList(),
val requirements: List<GameRequirement> = emptyList(),
val audioEffect: String? = null,
val isEnabled: Boolean = true
)
/**
* 条件导航 - 支持if/elif/else逻辑
*/
data class ConditionalNavigation(
val conditions: List<NavigationCondition>
)
data class NavigationCondition(
val condition: String, // "eva_reveal_ready" 或 "trust_level >= 2"
val nextNodeId: String,
val type: ConditionType = ConditionType.IF
)
enum class ConditionType {
IF, ELIF, ELSE
}
/**
* 锚点条件 - 支持复杂的动态锚点
*/
data class AnchorCondition(
val id: String,
val condition: String, // "secrets_found >= 3 AND trust_level >= 5"
val targetNodeId: String,
val priority: Int = 0 // 多个条件匹配时的优先级
)
/**
* 游戏效果 - 增强版效果系统
*/
data class GameEffect(
val type: EffectType,
val target: String,
val value: String,
val description: String = ""
)
enum class EffectType {
HEALTH_CHANGE,
STAMINA_CHANGE,
SECRET_UNLOCK,
LOCATION_DISCOVER,
LOOP_CHANGE,
TRUST_CHANGE,
VARIABLE_SET,
AUDIO_PLAY,
AUDIO_STOP,
FLAG_SET,
FLAG_REMOVE
}
/**
* 游戏需求 - 增强版需求系统
*/
data class GameRequirement(
val type: RequirementType,
val target: String,
val value: String,
val operator: ComparisonOperator = ComparisonOperator.EQUALS
)
enum class RequirementType {
MIN_HEALTH,
MIN_STAMINA,
MIN_TRUST,
SECRET_UNLOCKED,
LOCATION_DISCOVERED,
VARIABLE_VALUE,
FLAG_SET,
NODE_VISITED,
CHOICE_MADE
}
enum class ComparisonOperator {
EQUALS, NOT_EQUALS, GREATER_THAN, LESS_THAN, GREATER_EQUAL, LESS_EQUAL, CONTAINS
}
// ============================================================================
// 音频和媒体
// ============================================================================
/**
* 音频配置
*/
data class AudioConfig(
val background: String? = null,
val transition: String? = null,
val effects: Map<String, String> = emptyMap()
)
// ============================================================================
// 角色系统
// ============================================================================
/**
* 角色定义
*/
data class Character(
val id: String,
val name: String,
val voiceStyle: String? = null,
val description: String = "",
val attributes: Map<String, String> = emptyMap()
)
// ============================================================================
// 元数据
// ============================================================================
data class ModuleMetadata(
val title: String,
val description: String,
val author: String,
val tags: List<String> = emptyList(),
val createdAt: String,
val updatedAt: String
)
data class NodeMetadata(
val tags: List<String> = emptyList(),
val difficulty: Int = 1,
val estimatedReadTime: Int = 0, // 秒
val isKeyNode: Boolean = false,
val branch: String? = null
)
// ============================================================================
// 解析结果和错误处理
// ============================================================================
/**
* DSL解析结果
*/
sealed class ParseResult<T> {
data class Success<T>(val data: T) : ParseResult<T>()
data class Error<T>(val message: String, val line: Int = 0, val column: Int = 0) : ParseResult<T>()
}
data class AudioChange(
val type: AudioChangeType,
val audioFile: String
)
enum class AudioChangeType {
PLAY_BACKGROUND, STOP_BACKGROUND, PLAY_EFFECT, CHANGE_BACKGROUND
}
// ============================================================================
// 游戏状态管理
// ============================================================================
/**
* 游戏状态 - 追踪所有游戏变量
*/
data class GameState(
val variables: MutableMap<String, Any> = mutableMapOf(),
val flags: MutableSet<String> = mutableSetOf(),
val secretsFound: MutableSet<String> = mutableSetOf(),
val locationsDiscovered: MutableSet<String> = mutableSetOf(),
val nodesVisited: MutableSet<String> = mutableSetOf(),
val choicesMade: MutableMap<String, String> = mutableMapOf(),
var currentNodeId: String = "",
var health: Int = 100,
var stamina: Int = 100,
var trustLevel: Int = 0,
var loopCount: Int = 1
) {
/**
* 获取变量值,支持类型安全的访问
*/
inline fun <reified T> getVariable(name: String, default: T): T {
return (variables[name] as? T) ?: default
}
/**
* 设置变量值
*/
fun setVariable(name: String, value: Any) {
variables[name] = value
}
/**
* 检查条件是否满足
*/
fun evaluateCondition(condition: String): Boolean {
// 这里将在条件解析器中实现
return ConditionEvaluator.evaluate(condition, this)
}
}

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package com.example.gameofmoon.story.engine
import android.content.Context
import android.util.Log
import kotlinx.coroutines.*
import kotlinx.serialization.*
import kotlinx.serialization.json.*
import java.io.File
import java.text.SimpleDateFormat
import java.util.*
/**
* 故事调试工具集
*
* 功能:
* - 故事流程跟踪
* - 节点访问分析
* - 选择路径可视化
* - 死胡同检测
* - 故事完整性验证
* - 调试报告生成
*/
class StoryDebugTools(
private val context: Context,
private val storyManager: StoryManager
) {
companion object {
private const val TAG = "StoryDebug"
private const val DEBUG_LOG_FILE = "story_debug.log"
}
// 调试会话数据
private val sessionData = DebugSession()
private val nodeAccessLog = mutableListOf<NodeAccessRecord>()
private val choicePathLog = mutableListOf<ChoicePathRecord>()
private val errorLog = mutableListOf<ErrorRecord>()
// JSON序列化
private val json = Json {
prettyPrint = true
ignoreUnknownKeys = true
}
/**
* 开始调试会话
*/
fun startDebugSession(sessionName: String = "Default") {
sessionData.sessionName = sessionName
sessionData.startTime = System.currentTimeMillis()
sessionData.isActive = true
Log.d(TAG, "🐛 Debug session '$sessionName' started")
}
/**
* 结束调试会话
*/
fun endDebugSession() {
if (!sessionData.isActive) return
sessionData.endTime = System.currentTimeMillis()
sessionData.isActive = false
sessionData.duration = sessionData.endTime - sessionData.startTime
Log.d(TAG, "🏁 Debug session ended. Duration: ${sessionData.duration}ms")
generateDebugReport()
}
/**
* 记录节点访问
*/
fun logNodeAccess(
nodeId: String,
loadTime: Long,
fromChoice: String? = null,
gameState: GameState
) {
val record = NodeAccessRecord(
nodeId = nodeId,
timestamp = System.currentTimeMillis(),
loadTime = loadTime,
fromChoice = fromChoice,
gameStateSnapshot = captureGameStateSnapshot(gameState)
)
nodeAccessLog.add(record)
sessionData.totalNodes++
Log.d(TAG, "📍 Node accessed: $nodeId (${loadTime}ms)")
}
/**
* 记录选择执行
*/
fun logChoiceExecution(
currentNodeId: String,
choiceId: String,
choiceText: String,
nextNodeId: String,
effects: List<GameEffect>,
executionTime: Long
) {
val record = ChoicePathRecord(
currentNodeId = currentNodeId,
choiceId = choiceId,
choiceText = choiceText,
nextNodeId = nextNodeId,
effects = effects.map { "${it.type.name}:${it.value}" },
timestamp = System.currentTimeMillis(),
executionTime = executionTime
)
choicePathLog.add(record)
sessionData.totalChoices++
Log.d(TAG, "🎯 Choice executed: $choiceText -> $nextNodeId (${executionTime}ms)")
}
/**
* 记录错误
*/
fun logError(
errorType: String,
message: String,
context: String? = null,
exception: Throwable? = null
) {
val record = ErrorRecord(
errorType = errorType,
message = message,
context = context,
stackTrace = exception?.stackTraceToString(),
timestamp = System.currentTimeMillis()
)
errorLog.add(record)
sessionData.totalErrors++
Log.e(TAG, "❌ Error: $errorType - $message")
}
/**
* 分析故事流程
*/
suspend fun analyzeStoryFlow(): StoryFlowAnalysis {
val analysis = StoryFlowAnalysis()
// 分析节点访问模式
analysis.mostVisitedNodes = nodeAccessLog
.groupBy { it.nodeId }
.mapValues { it.value.size }
.toList()
.sortedByDescending { it.second }
.take(10)
// 分析选择模式
analysis.mostUsedChoices = choicePathLog
.groupBy { it.choiceText }
.mapValues { it.value.size }
.toList()
.sortedByDescending { it.second }
.take(10)
// 分析平均加载时间
analysis.averageNodeLoadTime = nodeAccessLog
.map { it.loadTime }
.average()
// 检测死胡同(被访问但没有后续选择的节点)
analysis.deadEndNodes = findDeadEndNodes()
// 分析游戏状态变化
analysis.gameStateProgression = analyzeGameStateProgression()
Log.d(TAG, "📊 Story flow analysis completed")
return analysis
}
/**
* 验证故事完整性
*/
suspend fun validateStoryIntegrity(): StoryIntegrityReport {
val report = StoryIntegrityReport()
// 检查所有模块
val modules = loadAllModules()
report.totalModules = modules.size
// 验证节点链接
val allNodes = modules.flatMap { it.nodes.values }
report.totalNodes = allNodes.size
val brokenLinks = mutableListOf<String>()
val orphanedNodes = mutableListOf<String>()
for (node in allNodes) {
// 检查选择链接
for (choice in node.choices) {
val targetExists = allNodes.any { it.id == choice.nextNodeId }
if (!targetExists) {
brokenLinks.add("${node.id} -> ${choice.nextNodeId}")
}
}
// 检查条件导航
node.conditionalNext?.conditions?.forEach { condition ->
val targetExists = allNodes.any { it.id == condition.nextNodeId }
if (!targetExists) {
brokenLinks.add("${node.id} -> ${condition.nextNodeId} (conditional)")
}
}
}
// 检查孤立节点(没有任何链接指向的节点)
val referencedNodeIds = allNodes.flatMap { node ->
node.choices.map { it.nextNodeId } +
(node.conditionalNext?.conditions?.map { it.nextNodeId } ?: emptyList())
}.toSet()
orphanedNodes.addAll(
allNodes.map { it.id }.filter { it !in referencedNodeIds && it != "game_start" }
)
report.brokenLinks = brokenLinks
report.orphanedNodes = orphanedNodes
report.isValid = brokenLinks.isEmpty() && orphanedNodes.isEmpty()
Log.d(TAG, "✅ Story integrity validation completed. Valid: ${report.isValid}")
return report
}
/**
* 生成可视化的故事图
*/
fun generateStoryGraph(): String {
val mermaidGraph = StringBuilder()
mermaidGraph.appendLine("graph TD")
// 添加节点访问频率信息
val nodeVisitCounts = nodeAccessLog.groupBy { it.nodeId }.mapValues { it.value.size }
for (record in choicePathLog.distinctBy { "${it.currentNodeId}->${it.nextNodeId}" }) {
val currentVisits = nodeVisitCounts[record.currentNodeId] ?: 0
val nextVisits = nodeVisitCounts[record.nextNodeId] ?: 0
val currentStyle = if (currentVisits > 5) ":::hotNode" else ":::normalNode"
val nextStyle = if (nextVisits > 5) ":::hotNode" else ":::normalNode"
mermaidGraph.appendLine(
" ${record.currentNodeId}$currentStyle --> ${record.nextNodeId}$nextStyle"
)
}
// 添加样式定义
mermaidGraph.appendLine(" classDef hotNode fill:#ff6b6b")
mermaidGraph.appendLine(" classDef normalNode fill:#4ecdc4")
return mermaidGraph.toString()
}
/**
* 生成调试报告
*/
private fun generateDebugReport() {
val report = DebugReport(
sessionData = sessionData,
nodeAccessLog = nodeAccessLog.takeLast(100), // 最近100条
choicePathLog = choicePathLog.takeLast(100),
errorLog = errorLog,
summary = DebugSummary(
totalPlayTime = sessionData.duration,
uniqueNodesVisited = nodeAccessLog.map { it.nodeId }.distinct().size,
averageNodeLoadTime = nodeAccessLog.map { it.loadTime }.average(),
totalErrors = errorLog.size,
mostVisitedNode = nodeAccessLog
.groupBy { it.nodeId }
.maxByOrNull { it.value.size }?.key ?: "none"
)
)
// 保存到文件
saveDebugReport(report)
// 输出到日志
Log.i(TAG, """
📋 === DEBUG SESSION REPORT ===
Session: ${report.sessionData.sessionName}
Duration: ${report.summary.totalPlayTime / 1000}s
Nodes visited: ${report.summary.uniqueNodesVisited}
Choices made: ${report.sessionData.totalChoices}
Errors: ${report.summary.totalErrors}
Avg load time: ${"%.1f".format(report.summary.averageNodeLoadTime)}ms
Most visited: ${report.summary.mostVisitedNode}
=== END REPORT ===
""".trimIndent())
}
/**
* 加载所有模块(用于验证)
*/
private suspend fun loadAllModules(): List<StoryModule> {
val modules = mutableListOf<StoryModule>()
val moduleNames = listOf(
"characters", "audio_config", "anchors",
"main_chapter_1", "main_chapter_2", "main_chapter_3",
"side_stories", "investigation_branch", "endings"
)
for (moduleName in moduleNames) {
try {
val module = storyManager.loadModule(moduleName)
modules.add(module)
} catch (e: Exception) {
logError("MODULE_LOAD_FAILED", "Failed to load module: $moduleName", null, e)
}
}
return modules
}
/**
* 查找死胡同节点
*/
private fun findDeadEndNodes(): List<String> {
val nodesWithChoices = choicePathLog.map { it.currentNodeId }.toSet()
val visitedNodes = nodeAccessLog.map { it.nodeId }.toSet()
// 被访问但没有后续选择的节点可能是死胡同
return visitedNodes.filter { it !in nodesWithChoices }
}
/**
* 分析游戏状态进展
*/
private fun analyzeGameStateProgression(): List<GameStateSnapshot> {
return nodeAccessLog
.map { it.gameStateSnapshot }
.filterIndexed { index, _ -> index % 5 == 0 } // 每5个节点采样一次
.takeLast(20) // 最近20个快照
}
/**
* 捕获游戏状态快照
*/
private fun captureGameStateSnapshot(gameState: GameState): GameStateSnapshot {
return GameStateSnapshot(
health = gameState.health,
stamina = gameState.stamina,
trustLevel = gameState.trustLevel,
secretsFound = gameState.secretsFound.size,
timestamp = System.currentTimeMillis()
)
}
/**
* 保存调试报告到文件
*/
private fun saveDebugReport(report: DebugReport) {
try {
val debugDir = File(context.getExternalFilesDir(null), "debug")
if (!debugDir.exists()) {
debugDir.mkdirs()
}
val timestamp = SimpleDateFormat("yyyyMMdd_HHmmss", Locale.getDefault())
.format(Date())
val filename = "debug_report_$timestamp.json"
val file = File(debugDir, filename)
file.writeText(json.encodeToString(report))
Log.d(TAG, "💾 Debug report saved: ${file.absolutePath}")
} catch (e: Exception) {
Log.e(TAG, "Failed to save debug report", e)
}
}
}
// ============================================================================
// 数据类
// ============================================================================
@Serializable
data class DebugSession(
var sessionName: String = "",
var startTime: Long = 0L,
var endTime: Long = 0L,
var duration: Long = 0L,
var isActive: Boolean = false,
var totalNodes: Int = 0,
var totalChoices: Int = 0,
var totalErrors: Int = 0
)
@Serializable
data class NodeAccessRecord(
val nodeId: String,
val timestamp: Long,
val loadTime: Long,
val fromChoice: String?,
val gameStateSnapshot: GameStateSnapshot
)
@Serializable
data class ChoicePathRecord(
val currentNodeId: String,
val choiceId: String,
val choiceText: String,
val nextNodeId: String,
val effects: List<String>,
val timestamp: Long,
val executionTime: Long
)
@Serializable
data class ErrorRecord(
val errorType: String,
val message: String,
val context: String?,
val stackTrace: String?,
val timestamp: Long
)
@Serializable
data class GameStateSnapshot(
val health: Int,
val stamina: Int,
val trustLevel: Int,
val secretsFound: Int,
val timestamp: Long
)
data class StoryFlowAnalysis(
var mostVisitedNodes: List<Pair<String, Int>> = emptyList(),
var mostUsedChoices: List<Pair<String, Int>> = emptyList(),
var averageNodeLoadTime: Double = 0.0,
var deadEndNodes: List<String> = emptyList(),
var gameStateProgression: List<GameStateSnapshot> = emptyList()
)
data class StoryIntegrityReport(
var totalModules: Int = 0,
var totalNodes: Int = 0,
var brokenLinks: List<String> = emptyList(),
var orphanedNodes: List<String> = emptyList(),
var isValid: Boolean = false
)
@Serializable
data class DebugReport(
val sessionData: DebugSession,
val nodeAccessLog: List<NodeAccessRecord>,
val choicePathLog: List<ChoicePathRecord>,
val errorLog: List<ErrorRecord>,
val summary: DebugSummary
)
@Serializable
data class DebugSummary(
val totalPlayTime: Long,
val uniqueNodesVisited: Int,
val averageNodeLoadTime: Double,
val totalErrors: Int,
val mostVisitedNode: String
)

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package com.example.gameofmoon.story.engine
import android.content.Context
import com.example.gameofmoon.model.SimpleChoice
import com.example.gameofmoon.model.SimpleStoryNode
import com.example.gameofmoon.model.SimpleEffect
import com.example.gameofmoon.model.SimpleEffectType
import com.example.gameofmoon.story.CompleteStoryData
import kotlinx.coroutines.*
import kotlinx.coroutines.flow.*
/**
* 故事引擎适配器
*
* 在新的DSL引擎和现有游戏UI之间提供兼容层
* 支持渐进式迁移:优雅降级到原有系统
*/
class StoryEngineAdapter(
private val context: Context,
private val scope: CoroutineScope = MainScope()
) {
// 新引擎和旧系统
private val newStoryManager = StoryManager(context, scope)
private val fallbackStoryData = CompleteStoryData
// 引擎状态
private var isNewEngineEnabled = true
private var isNewEngineReady = false
// 状态流 - 对外提供统一接口
private val _currentNode = MutableStateFlow<SimpleStoryNode?>(null)
val currentNode: StateFlow<SimpleStoryNode?> = _currentNode.asStateFlow()
private val _isLoading = MutableStateFlow(false)
val isLoading: StateFlow<Boolean> = _isLoading.asStateFlow()
private val _error = MutableStateFlow<String?>(null)
val error: StateFlow<String?> = _error.asStateFlow()
// 游戏状态同步
private val _gameStats = MutableStateFlow(GameStats())
val gameStats: StateFlow<GameStats> = _gameStats.asStateFlow()
// 音频回调
var audioCallback: ((String) -> Unit)? = null
// ============================================================================
// 初始化
// ============================================================================
/**
* 初始化适配器
*/
suspend fun initialize(): Boolean {
return try {
_isLoading.value = true
_error.value = null
// 尝试初始化新引擎
isNewEngineReady = newStoryManager.initialize()
if (isNewEngineReady) {
println("✅ New story engine initialized successfully")
setupNewEngineObservers()
} else {
println("⚠️ New story engine failed, falling back to legacy system")
isNewEngineEnabled = false
}
true
} catch (e: Exception) {
println("❌ Adapter initialization failed: ${e.message}")
_error.value = "Failed to initialize story engine: ${e.message}"
isNewEngineEnabled = false
false
} finally {
_isLoading.value = false
}
}
/**
* 设置新引擎的观察者
*/
private fun setupNewEngineObservers() {
// 观察当前节点变化
scope.launch {
newStoryManager.currentNode.collect { newNode ->
_currentNode.value = newNode?.let { convertToSimpleNode(it) }
}
}
// 观察加载状态
scope.launch {
newStoryManager.isLoading.collect { loading ->
_isLoading.value = loading
}
}
// 观察错误状态
scope.launch {
newStoryManager.error.collect { error ->
_error.value = error
}
}
// 观察游戏状态
scope.launch {
newStoryManager.gameStateFlow.collect { gameState ->
_gameStats.value = convertToGameStats(gameState)
}
}
// 设置音频回调
newStoryManager.audioCallback = { audioChange ->
audioCallback?.invoke(audioChange.audioFile)
}
}
// ============================================================================
// 核心接口 - 对外提供统一的API
// ============================================================================
/**
* 获取故事节点
*/
suspend fun getNode(nodeId: String): SimpleStoryNode? {
return if (isNewEngineEnabled && isNewEngineReady) {
// 使用新引擎
newStoryManager.getNode(nodeId)?.let { convertToSimpleNode(it) }
} else {
// 使用旧系统
fallbackStoryData.getAllStoryNodes()[nodeId]
}
}
/**
* 导航到节点
*/
suspend fun navigateToNode(nodeId: String): Boolean {
return try {
if (isNewEngineEnabled && isNewEngineReady) {
// 使用新引擎
when (val result = newStoryManager.navigateToNode(nodeId)) {
is NavigationResult.Success -> {
// 新引擎的观察者会自动更新UI状态
true
}
is NavigationResult.Error -> {
_error.value = result.message
false
}
}
} else {
// 使用旧系统
val node = fallbackStoryData.getAllStoryNodes()[nodeId]
if (node != null) {
_currentNode.value = node
true
} else {
_error.value = "Node not found: $nodeId"
false
}
}
} catch (e: Exception) {
_error.value = "Navigation failed: ${e.message}"
false
}
}
/**
* 执行选择
*/
suspend fun executeChoice(choiceId: String): Boolean {
return try {
if (isNewEngineEnabled && isNewEngineReady) {
// 使用新引擎
when (val result = newStoryManager.executeChoice(choiceId)) {
is NavigationResult.Success -> {
true
}
is NavigationResult.Error -> {
_error.value = result.message
false
}
}
} else {
// 使用旧系统
val currentNode = _currentNode.value
val choice = currentNode?.choices?.find { it.id == choiceId }
if (choice != null) {
// 执行选择效果(简化版)
processLegacyEffects(choice.effects)
// 导航到下一个节点
navigateToNode(choice.nextNodeId)
} else {
_error.value = "Choice not found: $choiceId"
false
}
}
} catch (e: Exception) {
_error.value = "Choice execution failed: ${e.message}"
false
}
}
/**
* 开始新游戏
*/
suspend fun startNewGame(): Boolean {
return if (isNewEngineEnabled && isNewEngineReady) {
when (val result = newStoryManager.startNewGame()) {
is NavigationResult.Success -> true
is NavigationResult.Error -> {
_error.value = result.message
false
}
}
} else {
// 使用旧系统的开始节点
navigateToNode("game_start")
}
}
/**
* 获取可用选择
*/
fun getAvailableChoices(): List<SimpleChoice> {
return if (isNewEngineEnabled && isNewEngineReady) {
newStoryManager.getAvailableChoices().map { convertToSimpleChoice(it) }
} else {
_currentNode.value?.choices ?: emptyList()
}
}
// ============================================================================
// 引擎切换和降级
// ============================================================================
/**
* 启用新引擎
*/
suspend fun enableNewEngine(): Boolean {
if (!isNewEngineReady) {
isNewEngineReady = newStoryManager.initialize()
}
if (isNewEngineReady) {
isNewEngineEnabled = true
setupNewEngineObservers()
println("✅ Switched to new story engine")
return true
} else {
println("❌ Failed to enable new engine")
return false
}
}
/**
* 禁用新引擎,降级到旧系统
*/
fun disableNewEngine() {
isNewEngineEnabled = false
println("⚠️ Switched to legacy story system")
}
/**
* 检查引擎状态
*/
fun getEngineStatus(): EngineStatus {
return EngineStatus(
isNewEngineEnabled = isNewEngineEnabled,
isNewEngineReady = isNewEngineReady,
currentEngine = if (isNewEngineEnabled && isNewEngineReady) "DSL Engine v2.0" else "Legacy Engine v1.0"
)
}
// ============================================================================
// 数据转换器
// ============================================================================
/**
* 将新的StoryNode转换为SimpleStoryNode
*/
private fun convertToSimpleNode(node: StoryNode): SimpleStoryNode {
return SimpleStoryNode(
id = node.id,
title = node.title,
content = node.content,
choices = node.choices.map { convertToSimpleChoice(it) }
)
}
/**
* 将新的StoryChoice转换为SimpleChoice
*/
private fun convertToSimpleChoice(choice: StoryChoice): SimpleChoice {
return SimpleChoice(
id = choice.id,
text = choice.text,
nextNodeId = choice.nextNodeId,
effects = choice.effects.map { convertToSimpleEffect(it) },
requirements = emptyList() // 简化版暂时不转换需求
)
}
/**
* 将新的GameEffect转换为SimpleEffect
*/
private fun convertToSimpleEffect(effect: GameEffect): SimpleEffect {
val simpleType = when (effect.type) {
EffectType.HEALTH_CHANGE -> SimpleEffectType.HEALTH_CHANGE
EffectType.STAMINA_CHANGE -> SimpleEffectType.STAMINA_CHANGE
EffectType.SECRET_UNLOCK -> SimpleEffectType.SECRET_UNLOCK
EffectType.LOCATION_DISCOVER -> SimpleEffectType.LOCATION_DISCOVER
EffectType.LOOP_CHANGE -> SimpleEffectType.LOOP_CHANGE
else -> SimpleEffectType.HEALTH_CHANGE // 默认值
}
return SimpleEffect(
type = simpleType,
value = effect.value,
description = effect.description
)
}
/**
* 将新的GameState转换为GameStats
*/
private fun convertToGameStats(gameState: GameState): GameStats {
return GameStats(
health = gameState.health,
stamina = gameState.stamina,
trustLevel = gameState.trustLevel,
secretsFound = gameState.secretsFound.size,
locationsDiscovered = gameState.locationsDiscovered.size,
loopCount = gameState.loopCount,
currentNodeId = gameState.currentNodeId
)
}
// ============================================================================
// 旧系统支持
// ============================================================================
/**
* 处理旧系统的效果
*/
private fun processLegacyEffects(effects: List<SimpleEffect>) {
val currentStats = _gameStats.value
var newStats = currentStats.copy()
for (effect in effects) {
when (effect.type) {
SimpleEffectType.HEALTH_CHANGE -> {
val change = effect.value.toIntOrNull() ?: 0
newStats = newStats.copy(health = (newStats.health + change).coerceIn(0, 100))
}
SimpleEffectType.STAMINA_CHANGE -> {
val change = effect.value.toIntOrNull() ?: 0
newStats = newStats.copy(stamina = (newStats.stamina + change).coerceIn(0, 100))
}
SimpleEffectType.SECRET_UNLOCK -> {
newStats = newStats.copy(secretsFound = newStats.secretsFound + 1)
}
SimpleEffectType.LOCATION_DISCOVER -> {
newStats = newStats.copy(locationsDiscovered = newStats.locationsDiscovered + 1)
}
SimpleEffectType.LOOP_CHANGE -> {
val change = effect.value.toIntOrNull() ?: 0
newStats = newStats.copy(loopCount = newStats.loopCount + change)
}
SimpleEffectType.DAY_CHANGE -> {
// 处理DAY_CHANGE如果有的话
}
}
}
_gameStats.value = newStats
}
// ============================================================================
// 清理
// ============================================================================
fun cleanup() {
newStoryManager.cleanup()
scope.cancel()
}
}
// ============================================================================
// 数据类
// ============================================================================
/**
* 游戏统计数据 - 简化版的游戏状态
*/
data class GameStats(
val health: Int = 100,
val stamina: Int = 100,
val trustLevel: Int = 0,
val secretsFound: Int = 0,
val locationsDiscovered: Int = 0,
val loopCount: Int = 1,
val currentNodeId: String = ""
)
/**
* 引擎状态信息
*/
data class EngineStatus(
val isNewEngineEnabled: Boolean,
val isNewEngineReady: Boolean,
val currentEngine: String
)

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package com.example.gameofmoon.story.engine
import android.content.Context
import android.util.Log
import kotlinx.coroutines.*
/**
* 故事引擎验证器
*
* 综合测试工具验证整个DSL引擎的功能和性能
*/
class StoryEngineValidator(
private val context: Context
) {
companion object {
private const val TAG = "StoryValidator"
}
/**
* 执行完整的引擎验证
*/
suspend fun runFullValidation(): ValidationResult {
Log.i(TAG, "🧪 Starting comprehensive story engine validation...")
val results = mutableListOf<TestResult>()
// 测试1引擎初始化
results.add(testEngineInitialization())
// 测试2DSL解析
results.add(testDSLParsing())
// 测试3模块加载
results.add(testModuleLoading())
// 测试4故事导航
results.add(testStoryNavigation())
// 测试5条件系统
results.add(testConditionSystem())
// 测试6效果系统
results.add(testEffectSystem())
// 测试7缓存性能
results.add(testCachePerformance())
// 测试8错误处理
results.add(testErrorHandling())
// 测试9故事完整性
results.add(testStoryIntegrity())
// 测试10性能基准
results.add(testPerformanceBenchmark())
val validationResult = ValidationResult(
totalTests = results.size,
passedTests = results.count { it.passed },
failedTests = results.count { !it.passed },
results = results,
overallScore = calculateOverallScore(results)
)
logValidationSummary(validationResult)
return validationResult
}
/**
* 测试引擎初始化
*/
private suspend fun testEngineInitialization(): TestResult {
return try {
val storyManager = StoryManager(
context = context,
enablePerformanceMonitoring = true,
enableDebugTools = true
)
val initSuccess = storyManager.initialize()
storyManager.cleanup()
TestResult(
testName = "Engine Initialization",
passed = initSuccess,
message = if (initSuccess) "Engine initialized successfully" else "Engine initialization failed",
executionTime = 0L
)
} catch (e: Exception) {
TestResult(
testName = "Engine Initialization",
passed = false,
message = "Exception during initialization: ${e.message}",
executionTime = 0L
)
}
}
/**
* 测试DSL解析
*/
private suspend fun testDSLParsing(): TestResult {
return try {
val parser = StoryDSLParser()
val testDSL = """
@story_module test_module
@version 1.0
@node test_node
@title "Test Node"
@content "This is a test node for validation."
@choices 2
choice_1: "Option 1" -> next_node [effect: health+5]
choice_2: "Option 2" -> end_node [require: stamina >= 10]
@end
""".trimIndent()
val result = parser.parseContent(testDSL)
when (result) {
is ParseResult.Success -> {
val module = result.data
val hasNode = module.nodes.containsKey("test_node")
val nodeHasChoices = module.nodes["test_node"]?.choices?.size == 2
TestResult(
testName = "DSL Parsing",
passed = hasNode && nodeHasChoices,
message = "DSL parsed successfully with ${module.nodes.size} nodes",
executionTime = 0L
)
}
is ParseResult.Error -> {
TestResult(
testName = "DSL Parsing",
passed = false,
message = "DSL parsing failed: ${result.message}",
executionTime = 0L
)
}
}
} catch (e: Exception) {
TestResult(
testName = "DSL Parsing",
passed = false,
message = "Exception during DSL parsing: ${e.message}",
executionTime = 0L
)
}
}
/**
* 测试模块加载
*/
private suspend fun testModuleLoading(): TestResult {
return try {
val storyManager = StoryManager(context, enablePerformanceMonitoring = false)
storyManager.initialize()
val startTime = System.currentTimeMillis()
// 尝试加载示例模块
val module = storyManager.loadModule("main_chapter_1")
val loadTime = System.currentTimeMillis() - startTime
storyManager.cleanup()
TestResult(
testName = "Module Loading",
passed = module.nodes.isNotEmpty(),
message = "Loaded module with ${module.nodes.size} nodes",
executionTime = loadTime
)
} catch (e: Exception) {
TestResult(
testName = "Module Loading",
passed = false,
message = "Module loading failed: ${e.message}",
executionTime = 0L
)
}
}
/**
* 测试故事导航
*/
private suspend fun testStoryNavigation(): TestResult {
return try {
val storyManager = StoryManager(context, enablePerformanceMonitoring = false)
storyManager.initialize()
val startTime = System.currentTimeMillis()
// 尝试导航到开始节点
val result = storyManager.navigateToNode("game_start")
val navigateTime = System.currentTimeMillis() - startTime
storyManager.cleanup()
val success = when (result) {
is NavigationResult.Success -> true
is NavigationResult.Error -> false
}
TestResult(
testName = "Story Navigation",
passed = success,
message = if (success) "Navigation successful" else "Navigation failed: ${(result as NavigationResult.Error).message}",
executionTime = navigateTime
)
} catch (e: Exception) {
TestResult(
testName = "Story Navigation",
passed = false,
message = "Navigation exception: ${e.message}",
executionTime = 0L
)
}
}
/**
* 测试条件系统
*/
private suspend fun testConditionSystem(): TestResult {
return try {
val gameState = GameState().apply {
health = 80
stamina = 50
trustLevel = 3
secretsFound.add("test_secret")
}
val testConditions = listOf(
"health >= 70" to true,
"stamina < 60" to true,
"trust_level == 3" to true,
"secrets_found >= 1" to true,
"health > 100" to false,
"trust_level < 0" to false
)
var passedConditions = 0
for ((condition, expectedResult) in testConditions) {
val actualResult = ConditionEvaluator.evaluate(condition, gameState)
if (actualResult == expectedResult) {
passedConditions++
}
}
val allPassed = passedConditions == testConditions.size
TestResult(
testName = "Condition System",
passed = allPassed,
message = "Condition evaluation: $passedConditions/${testConditions.size} passed",
executionTime = 0L
)
} catch (e: Exception) {
TestResult(
testName = "Condition System",
passed = false,
message = "Condition system exception: ${e.message}",
executionTime = 0L
)
}
}
/**
* 测试效果系统
*/
private suspend fun testEffectSystem(): TestResult {
return try {
val storyManager = StoryManager(context, enablePerformanceMonitoring = false)
storyManager.initialize()
// 创建测试效果
val testEffects = listOf(
GameEffect(EffectType.HEALTH_CHANGE, "health", "10", "Health boost"),
GameEffect(EffectType.SECRET_UNLOCK, "test_secret", "test_value", "Secret unlock"),
GameEffect(EffectType.TRUST_CHANGE, "trust", "5", "Trust increase")
)
// 这里应该测试效果执行,但需要访问私有方法
// 简化版测试:验证效果对象创建
val effectsCreated = testEffects.all {
it.type != null && it.target.isNotEmpty() && it.value.isNotEmpty()
}
storyManager.cleanup()
TestResult(
testName = "Effect System",
passed = effectsCreated,
message = "Effect system objects created successfully",
executionTime = 0L
)
} catch (e: Exception) {
TestResult(
testName = "Effect System",
passed = false,
message = "Effect system exception: ${e.message}",
executionTime = 0L
)
}
}
/**
* 测试缓存性能
*/
private suspend fun testCachePerformance(): TestResult {
return try {
val storyManager = StoryManager(context, enablePerformanceMonitoring = true)
storyManager.initialize()
val startTime = System.currentTimeMillis()
// 第一次加载(应该较慢)
val firstLoad = System.currentTimeMillis()
storyManager.getNode("game_start")
val firstLoadTime = System.currentTimeMillis() - firstLoad
// 第二次加载(应该从缓存,更快)
val secondLoad = System.currentTimeMillis()
storyManager.getNode("game_start")
val secondLoadTime = System.currentTimeMillis() - secondLoad
val totalTime = System.currentTimeMillis() - startTime
storyManager.cleanup()
// 缓存应该让第二次加载更快
val cacheEffective = secondLoadTime <= firstLoadTime
TestResult(
testName = "Cache Performance",
passed = cacheEffective,
message = "First: ${firstLoadTime}ms, Second: ${secondLoadTime}ms",
executionTime = totalTime
)
} catch (e: Exception) {
TestResult(
testName = "Cache Performance",
passed = false,
message = "Cache performance test exception: ${e.message}",
executionTime = 0L
)
}
}
/**
* 测试错误处理
*/
private suspend fun testErrorHandling(): TestResult {
return try {
val storyManager = StoryManager(context, enablePerformanceMonitoring = false)
storyManager.initialize()
// 尝试加载不存在的模块
val invalidModuleResult = try {
storyManager.loadModule("non_existent_module")
false // 不应该成功
} catch (e: StoryException) {
true // 应该抛出异常
}
// 尝试导航到不存在的节点
val invalidNodeResult = storyManager.navigateToNode("non_existent_node")
val isErrorResult = invalidNodeResult is NavigationResult.Error
storyManager.cleanup()
val allErrorsHandled = invalidModuleResult && isErrorResult
TestResult(
testName = "Error Handling",
passed = allErrorsHandled,
message = "Error handling validation completed",
executionTime = 0L
)
} catch (e: Exception) {
TestResult(
testName = "Error Handling",
passed = false,
message = "Error handling test exception: ${e.message}",
executionTime = 0L
)
}
}
/**
* 测试故事完整性
*/
private suspend fun testStoryIntegrity(): TestResult {
return try {
val storyManager = StoryManager(context, enableDebugTools = true)
storyManager.initialize()
val integrityReport = storyManager.validateStoryIntegrity()
storyManager.cleanup()
val isValid = integrityReport?.isValid ?: false
val brokenLinksCount = integrityReport?.brokenLinks?.size ?: 0
TestResult(
testName = "Story Integrity",
passed = isValid,
message = if (isValid) "Story integrity validated" else "Found $brokenLinksCount broken links",
executionTime = 0L
)
} catch (e: Exception) {
TestResult(
testName = "Story Integrity",
passed = false,
message = "Story integrity test exception: ${e.message}",
executionTime = 0L
)
}
}
/**
* 测试性能基准
*/
private suspend fun testPerformanceBenchmark(): TestResult {
return try {
val storyManager = StoryManager(context, enablePerformanceMonitoring = true)
storyManager.initialize()
val startTime = System.currentTimeMillis()
// 执行一系列操作
repeat(10) {
storyManager.getNode("game_start")
}
val totalTime = System.currentTimeMillis() - startTime
val averageTime = totalTime / 10.0
val performanceReport = storyManager.generatePerformanceReport()
storyManager.cleanup()
// 性能基准平均操作时间应该少于100ms
val performanceAcceptable = averageTime < 100.0
TestResult(
testName = "Performance Benchmark",
passed = performanceAcceptable,
message = "Average operation time: ${"%.1f".format(averageTime)}ms",
executionTime = totalTime
)
} catch (e: Exception) {
TestResult(
testName = "Performance Benchmark",
passed = false,
message = "Performance benchmark exception: ${e.message}",
executionTime = 0L
)
}
}
/**
* 计算总体得分
*/
private fun calculateOverallScore(results: List<TestResult>): Int {
val totalTests = results.size
val passedTests = results.count { it.passed }
return (passedTests.toFloat() / totalTests * 100).toInt()
}
/**
* 输出验证摘要
*/
private fun logValidationSummary(result: ValidationResult) {
Log.i(TAG, """
🏆 === STORY ENGINE VALIDATION COMPLETE ===
📊 Overall Score: ${result.overallScore}%
✅ Passed: ${result.passedTests}/${result.totalTests}
❌ Failed: ${result.failedTests}/${result.totalTests}
📋 Test Results:
${result.results.joinToString("\n") {
val status = if (it.passed) "✅" else "❌"
"$status ${it.testName}: ${it.message} (${it.executionTime}ms)"
}}
${if (result.overallScore >= 80)
"🎉 ENGINE VALIDATION PASSED!"
else
"⚠️ ENGINE NEEDS IMPROVEMENT"}
=== END VALIDATION ===
""".trimIndent())
}
}
// ============================================================================
// 数据类
// ============================================================================
data class TestResult(
val testName: String,
val passed: Boolean,
val message: String,
val executionTime: Long
)
data class ValidationResult(
val totalTests: Int,
val passedTests: Int,
val failedTests: Int,
val results: List<TestResult>,
val overallScore: Int
)

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package com.example.gameofmoon.story.engine
import android.content.Context
import kotlinx.coroutines.*
import kotlinx.coroutines.flow.*
import java.io.IOException
import java.util.concurrent.ConcurrentHashMap
/**
* 故事管理器 - 新一代DSL驱动的故事引擎
*
* 核心功能:
* - 模块化故事加载 (懒加载 + 缓存)
* - 智能导航和锚点解析
* - 条件评估和动态内容
* - 音频集成和状态管理
* - 错误处理和降级机制
*/
class StoryManager(
private val context: Context,
private val scope: CoroutineScope = MainScope(),
private val enablePerformanceMonitoring: Boolean = true,
private val enableDebugTools: Boolean = true
) {
companion object {
private const val STORY_ASSETS_PATH = "story"
private const val CONFIG_FILE = "config.json"
private const val FALLBACK_START_NODE = "game_start"
// 缓存配置
private const val MAX_CACHE_SIZE = 50
private const val PRELOAD_MODULES = 3
}
// ============================================================================
// 核心组件
// ============================================================================
private val parser = StoryDSLParser()
private val gameState = GameState()
// 性能监控和调试工具
private val performanceMonitor = if (enablePerformanceMonitoring) {
StoryPerformanceMonitor()
} else null
private val debugTools = if (enableDebugTools) {
StoryDebugTools(context, this)
} else null
// 缓存系统
private val moduleCache = ConcurrentHashMap<String, StoryModule>()
private val nodeCache = LRUCache<String, StoryNode>(MAX_CACHE_SIZE)
// 状态流
private val _currentNode = MutableStateFlow<StoryNode?>(null)
val currentNode: StateFlow<StoryNode?> = _currentNode.asStateFlow()
private val _gameStateFlow = MutableStateFlow(gameState)
val gameStateFlow: StateFlow<GameState> = _gameStateFlow.asStateFlow()
private val _isLoading = MutableStateFlow(false)
val isLoading: StateFlow<Boolean> = _isLoading.asStateFlow()
private val _error = MutableStateFlow<String?>(null)
val error: StateFlow<String?> = _error.asStateFlow()
// 音频回调
var audioCallback: ((AudioChange) -> Unit)? = null
// 配置
private var storyConfig: StoryConfig? = null
// ============================================================================
// 初始化
// ============================================================================
/**
* 初始化故事管理器
*/
suspend fun initialize(): Boolean {
return withContext(Dispatchers.IO) {
try {
_isLoading.value = true
_error.value = null
// 加载配置
loadConfiguration()
// 预加载核心模块
preloadCoreModules()
// 初始化游戏状态
initializeGameState()
// 启动监控和调试工具
performanceMonitor?.startMonitoring()
debugTools?.startDebugSession("Main Game Session")
true
} catch (e: Exception) {
_error.value = "Failed to initialize story engine: ${e.message}"
false
} finally {
_isLoading.value = false
}
}
}
/**
* 加载故事配置
*/
private suspend fun loadConfiguration() {
try {
val configInputStream = context.assets.open("$STORY_ASSETS_PATH/$CONFIG_FILE")
val configJson = configInputStream.bufferedReader().readText()
// TODO: 解析JSON配置
println("📋 Story configuration loaded")
} catch (e: IOException) {
println("⚠️ No configuration file found, using defaults")
}
}
/**
* 预加载核心模块
*/
private suspend fun preloadCoreModules() {
val coreModules = listOf("characters", "audio_config", "main_chapter_1")
println("🔍 [MANAGER] Starting preloadCoreModules: $coreModules")
coreModules.forEachIndexed { index, moduleName ->
try {
println("🔍 [MANAGER] Preloading module ${index + 1}/${coreModules.size}: '$moduleName'")
loadModule(moduleName)
println("📦 [MANAGER] Successfully preloaded module: $moduleName")
} catch (e: Exception) {
println("⚠️ [MANAGER] Failed to preload module $moduleName: ${e.javaClass.simpleName}: ${e.message}")
e.printStackTrace()
}
}
println("🔍 [MANAGER] preloadCoreModules completed")
}
/**
* 初始化游戏状态
*/
private fun initializeGameState() {
gameState.setVariable("story_engine_version", "2.0")
gameState.setVariable("initialization_time", System.currentTimeMillis())
_gameStateFlow.value = gameState
}
// ============================================================================
// 模块加载
// ============================================================================
/**
* 加载故事模块
*/
suspend fun loadModule(moduleName: String): StoryModule {
println("🔍 [MANAGER] Starting loadModule: '$moduleName'")
// 检查缓存
moduleCache[moduleName]?.let {
println("🔍 [MANAGER] Module '$moduleName' found in cache")
return it
}
return withContext(Dispatchers.IO) {
try {
val startTime = System.currentTimeMillis()
val moduleFile = "$STORY_ASSETS_PATH/modules/$moduleName.story"
println("🔍 [MANAGER] Opening asset file: '$moduleFile'")
val inputStream = context.assets.open(moduleFile)
println("🔍 [MANAGER] Starting DSL parsing for module '$moduleName'")
when (val result = parser.parse(inputStream)) {
is ParseResult.Success -> {
val module = result.data
moduleCache[moduleName] = module
// 缓存模块中的节点
module.nodes.values.forEach { node ->
nodeCache.put(node.id, node)
}
val loadTime = System.currentTimeMillis() - startTime
performanceMonitor?.recordModuleLoadTime(moduleName, loadTime, true)
println("✅ [MANAGER] Module loaded: $moduleName (${module.nodes.size} nodes) in ${loadTime}ms")
module
}
is ParseResult.Error -> {
val loadTime = System.currentTimeMillis() - startTime
performanceMonitor?.recordModuleLoadTime(moduleName, loadTime, false)
debugTools?.logError("MODULE_PARSE_ERROR", result.message, moduleName)
throw StoryException("Failed to parse module $moduleName: ${result.message}")
}
}
} catch (e: IOException) {
debugTools?.logError("MODULE_NOT_FOUND", "Module file not found: $moduleName", null, e)
throw StoryException("Module file not found: $moduleName")
}
}
}
/**
* 获取故事节点
*/
suspend fun getNode(nodeId: String): StoryNode? {
// 首先检查缓存
nodeCache.get(nodeId)?.let { return it }
// 搜索所有已加载的模块
for (module in moduleCache.values) {
module.nodes[nodeId]?.let { node ->
nodeCache.put(nodeId, node)
return node
}
}
// 尝试懒加载可能包含该节点的模块
val possibleModules = guessModulesForNode(nodeId)
for (moduleName in possibleModules) {
try {
val module = loadModule(moduleName)
module.nodes[nodeId]?.let { node ->
nodeCache.put(nodeId, node)
return node
}
} catch (e: Exception) {
println("⚠️ Failed to load module $moduleName while searching for node $nodeId")
}
}
return null
}
/**
* 根据节点ID猜测可能的模块
*/
private fun guessModulesForNode(nodeId: String): List<String> {
return when {
nodeId.startsWith("side_") -> listOf("side_stories")
nodeId.contains("investigation") -> listOf("investigation_branch")
nodeId.contains("ending") -> listOf("endings")
nodeId.contains("eva_") -> listOf("main_chapter_2", "main_chapter_3")
else -> listOf("main_chapter_1", "main_chapter_2", "main_chapter_3")
}
}
// ============================================================================
// 导航系统
// ============================================================================
/**
* 导航到指定节点
*/
suspend fun navigateToNode(nodeId: String): NavigationResult {
return withContext(Dispatchers.Main) {
try {
_isLoading.value = true
// 解析锚点
val resolvedNodeId = resolveAnchor(nodeId)
// 获取节点
val node = getNode(resolvedNodeId)
?: return@withContext NavigationResult.Error("Node not found: $resolvedNodeId")
// 更新当前节点
_currentNode.value = node
gameState.currentNodeId = resolvedNodeId
gameState.nodesVisited.add(resolvedNodeId)
// 处理节点效果
val effects = processNodeEffects(node)
// 处理音频变化
val audioChanges = processAudioChanges(node)
_gameStateFlow.value = gameState
NavigationResult.Success(
node = node,
effects = effects,
audioChanges = audioChanges
)
} catch (e: Exception) {
NavigationResult.Error("Navigation failed: ${e.message}")
} finally {
_isLoading.value = false
}
}
}
/**
* 执行选择
*/
suspend fun executeChoice(choiceId: String): NavigationResult {
val currentNode = _currentNode.value
?: return NavigationResult.Error("No current node")
val choice = currentNode.choices.find { it.id == choiceId }
?: return NavigationResult.Error("Choice not found: $choiceId")
// 检查选择需求
if (!checkRequirements(choice.requirements)) {
return NavigationResult.Error("Choice requirements not met")
}
// 执行选择效果
val choiceEffects = executeEffects(choice.effects)
// 记录选择
gameState.choicesMade[currentNode.id] = choiceId
// 解析下一个节点
val nextNodeId = resolveNextNode(choice, currentNode)
// 导航到下一个节点
return when (val navResult = navigateToNode(nextNodeId)) {
is NavigationResult.Success -> {
navResult.copy(effects = navResult.effects + choiceEffects)
}
is NavigationResult.Error -> navResult
}
}
/**
* 解析锚点
*/
private suspend fun resolveAnchor(nodeId: String): String {
// 首先检查是否为锚点
for (module in moduleCache.values) {
for (anchor in module.anchors.values) {
if (anchor.id == nodeId && ConditionEvaluator.evaluateAnchorCondition(anchor, gameState)) {
return anchor.targetNodeId
}
}
}
// 不是锚点,直接返回
return nodeId
}
/**
* 解析下一个节点
*/
private fun resolveNextNode(choice: StoryChoice, currentNode: StoryNode): String {
// 检查当前节点是否有条件导航
currentNode.conditionalNext?.let { conditional ->
ConditionEvaluator.evaluateConditionalNavigation(conditional, gameState)?.let { nextId ->
return nextId
}
}
// 使用选择指定的下一个节点
return choice.nextNodeId
}
// ============================================================================
// 效果和需求处理
// ============================================================================
/**
* 检查需求
*/
private fun checkRequirements(requirements: List<GameRequirement>): Boolean {
return requirements.all { requirement ->
when (requirement.type) {
RequirementType.MIN_HEALTH -> gameState.health >= requirement.value.toIntOrNull() ?: 0
RequirementType.MIN_STAMINA -> gameState.stamina >= requirement.value.toIntOrNull() ?: 0
RequirementType.MIN_TRUST -> gameState.trustLevel >= requirement.value.toIntOrNull() ?: 0
RequirementType.SECRET_UNLOCKED -> gameState.secretsFound.contains(requirement.target)
RequirementType.LOCATION_DISCOVERED -> gameState.locationsDiscovered.contains(requirement.target)
RequirementType.VARIABLE_VALUE -> {
val currentValue = gameState.getVariable(requirement.target, 0)
val requiredValue = requirement.value.toIntOrNull() ?: 0
when (requirement.operator) {
ComparisonOperator.GREATER_EQUAL -> (currentValue as? Int ?: 0) >= requiredValue
ComparisonOperator.EQUALS -> currentValue == requiredValue
else -> false
}
}
RequirementType.FLAG_SET -> gameState.flags.contains(requirement.target)
RequirementType.NODE_VISITED -> gameState.nodesVisited.contains(requirement.target)
RequirementType.CHOICE_MADE -> gameState.choicesMade.containsKey(requirement.target)
}
}
}
/**
* 执行效果
*/
private fun executeEffects(effects: List<GameEffect>): List<GameEffect> {
val executedEffects = mutableListOf<GameEffect>()
for (effect in effects) {
try {
when (effect.type) {
EffectType.HEALTH_CHANGE -> {
val change = effect.value.toIntOrNull() ?: 0
gameState.health = (gameState.health + change).coerceIn(0, 100)
executedEffects.add(effect)
}
EffectType.STAMINA_CHANGE -> {
val change = effect.value.toIntOrNull() ?: 0
gameState.stamina = (gameState.stamina + change).coerceIn(0, 100)
executedEffects.add(effect)
}
EffectType.SECRET_UNLOCK -> {
gameState.secretsFound.add(effect.target)
executedEffects.add(effect)
}
EffectType.LOCATION_DISCOVER -> {
gameState.locationsDiscovered.add(effect.target)
executedEffects.add(effect)
}
EffectType.LOOP_CHANGE -> {
val change = effect.value.toIntOrNull() ?: 0
gameState.loopCount += change
executedEffects.add(effect)
}
EffectType.TRUST_CHANGE -> {
val change = effect.value.toIntOrNull() ?: 0
gameState.trustLevel = (gameState.trustLevel + change).coerceIn(0, 100)
executedEffects.add(effect)
}
EffectType.VARIABLE_SET -> {
gameState.setVariable(effect.target, effect.value)
executedEffects.add(effect)
}
EffectType.FLAG_SET -> {
gameState.flags.add(effect.target)
executedEffects.add(effect)
}
EffectType.FLAG_REMOVE -> {
gameState.flags.remove(effect.target)
executedEffects.add(effect)
}
EffectType.AUDIO_PLAY -> {
audioCallback?.invoke(AudioChange(AudioChangeType.PLAY_EFFECT, effect.value))
executedEffects.add(effect)
}
EffectType.AUDIO_STOP -> {
audioCallback?.invoke(AudioChange(AudioChangeType.STOP_BACKGROUND, ""))
executedEffects.add(effect)
}
}
} catch (e: Exception) {
println("⚠️ Failed to execute effect: $effect - ${e.message}")
}
}
return executedEffects
}
/**
* 处理节点效果
*/
private fun processNodeEffects(node: StoryNode): List<GameEffect> {
return executeEffects(node.effects)
}
/**
* 处理音频变化
*/
private fun processAudioChanges(node: StoryNode): List<AudioChange> {
val audioChanges = mutableListOf<AudioChange>()
// 背景音乐变化
node.audioBackground?.let { bgMusic ->
audioChanges.add(AudioChange(AudioChangeType.CHANGE_BACKGROUND, bgMusic))
audioCallback?.invoke(audioChanges.last())
}
// 转场音效
node.audioTransition?.let { transitionAudio ->
audioChanges.add(AudioChange(AudioChangeType.PLAY_EFFECT, transitionAudio))
audioCallback?.invoke(audioChanges.last())
}
return audioChanges
}
// ============================================================================
// 状态管理
// ============================================================================
/**
* 开始新游戏
*/
suspend fun startNewGame(): NavigationResult {
// 重置游戏状态
gameState.apply {
variables.clear()
flags.clear()
secretsFound.clear()
locationsDiscovered.clear()
nodesVisited.clear()
choicesMade.clear()
currentNodeId = ""
health = 100
stamina = 100
trustLevel = 0
loopCount = 1
}
// 导航到开始节点
return navigateToNode(FALLBACK_START_NODE)
}
/**
* 保存游戏状态
*/
fun saveGameState(): String {
// TODO: 实现序列化
return ""
}
/**
* 加载游戏状态
*/
suspend fun loadGameState(saveData: String): Boolean {
// TODO: 实现反序列化
return false
}
/**
* 获取当前可用的选择
*/
fun getAvailableChoices(): List<StoryChoice> {
val currentNode = _currentNode.value ?: return emptyList()
return currentNode.choices.filter { choice ->
checkRequirements(choice.requirements)
}
}
// ============================================================================
// 清理
// ============================================================================
fun cleanup() {
performanceMonitor?.stopMonitoring()
debugTools?.endDebugSession()
scope.cancel()
moduleCache.clear()
nodeCache.clear()
}
// ============================================================================
// 监控和调试接口
// ============================================================================
/**
* 获取性能数据
*/
fun getPerformanceData() = performanceMonitor?.performanceData
/**
* 生成性能报告
*/
fun generatePerformanceReport() = performanceMonitor?.generatePerformanceReport()
/**
* 分析故事流程
*/
suspend fun analyzeStoryFlow() = debugTools?.analyzeStoryFlow()
/**
* 验证故事完整性
*/
suspend fun validateStoryIntegrity() = debugTools?.validateStoryIntegrity()
/**
* 生成故事图
*/
fun generateStoryGraph() = debugTools?.generateStoryGraph()
}
// ============================================================================
// 导航结果
// ============================================================================
sealed class NavigationResult {
data class Success(
val node: StoryNode,
val effects: List<GameEffect> = emptyList(),
val audioChanges: List<AudioChange> = emptyList(),
val messages: List<String> = emptyList()
) : NavigationResult()
data class Error(val message: String) : NavigationResult()
}
// ============================================================================
// 配置和异常
// ============================================================================
data class StoryConfig(
val version: String,
val defaultLanguage: String,
val modules: List<String>,
val audio: AudioSettings,
val gameplay: GameplaySettings
)
data class AudioSettings(
val enabled: Boolean,
val defaultVolume: Float,
val fadeDuration: Int
)
data class GameplaySettings(
val autoSave: Boolean,
val choiceTimeout: Int,
val skipSeenContent: Boolean
)
class StoryException(message: String, cause: Throwable? = null) : Exception(message, cause)
// ============================================================================
// LRU缓存实现
// ============================================================================
class LRUCache<K, V>(private val maxSize: Int) {
private val cache = LinkedHashMap<K, V>(maxSize + 1, 0.75f, true)
fun get(key: K): V? = cache[key]
fun put(key: K, value: V) {
cache[key] = value
if (cache.size > maxSize) {
val oldest = cache.keys.first()
cache.remove(oldest)
}
}
fun clear() = cache.clear()
}

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package com.example.gameofmoon.story.engine
import android.util.Log
import kotlinx.coroutines.*
import kotlinx.coroutines.flow.*
import java.util.concurrent.ConcurrentHashMap
import kotlin.system.measureTimeMillis
/**
* 故事引擎性能监控器
*
* 功能:
* - 实时性能监控
* - 内存使用跟踪
* - 加载时间分析
* - 缓存命中率统计
* - 性能报告生成
*/
class StoryPerformanceMonitor {
companion object {
private const val TAG = "StoryPerformance"
private const val PERFORMANCE_LOG_INTERVAL = 30_000L // 30秒
}
// 性能指标
private val metrics = ConcurrentHashMap<String, PerformanceMetric>()
private val loadingTimes = mutableListOf<LoadingTimeRecord>()
private val memorySnapshots = mutableListOf<MemorySnapshot>()
// 缓存统计
private var cacheHits = 0
private var cacheMisses = 0
private var totalRequests = 0
// 实时监控
private val monitoringScope = CoroutineScope(Dispatchers.Default + SupervisorJob())
private var isMonitoring = false
// 性能数据流
private val _performanceData = MutableStateFlow(PerformanceData())
val performanceData: StateFlow<PerformanceData> = _performanceData.asStateFlow()
/**
* 开始性能监控
*/
fun startMonitoring() {
if (isMonitoring) return
isMonitoring = true
Log.d(TAG, "🚀 Performance monitoring started")
monitoringScope.launch {
while (isMonitoring) {
collectPerformanceData()
delay(PERFORMANCE_LOG_INTERVAL)
}
}
}
/**
* 停止性能监控
*/
fun stopMonitoring() {
isMonitoring = false
Log.d(TAG, "⏹️ Performance monitoring stopped")
generateFinalReport()
}
/**
* 记录操作执行时间
*/
suspend fun <T> measureOperation(
operationName: String,
operation: suspend () -> T
): T {
val startTime = System.currentTimeMillis()
val result: T
val executionTime = measureTimeMillis {
result = operation()
}
recordOperationTime(operationName, executionTime)
return result
}
/**
* 记录模块加载时间
*/
fun recordModuleLoadTime(moduleName: String, loadTime: Long, success: Boolean) {
loadingTimes.add(LoadingTimeRecord(
moduleName = moduleName,
loadTime = loadTime,
timestamp = System.currentTimeMillis(),
success = success
))
Log.d(TAG, "📦 Module '$moduleName' loaded in ${loadTime}ms (success: $success)")
}
/**
* 记录缓存命中
*/
fun recordCacheHit(cacheType: String, key: String) {
cacheHits++
totalRequests++
val metric = metrics.getOrPut("cache_$cacheType") {
PerformanceMetric("cache_$cacheType")
}
metric.recordSuccess()
if (totalRequests % 10 == 0) {
val hitRate = (cacheHits.toFloat() / totalRequests * 100).toInt()
Log.d(TAG, "💾 Cache hit rate: $hitRate% ($cacheHits/$totalRequests)")
}
}
/**
* 记录缓存未命中
*/
fun recordCacheMiss(cacheType: String, key: String) {
cacheMisses++
totalRequests++
val metric = metrics.getOrPut("cache_$cacheType") {
PerformanceMetric("cache_$cacheType")
}
metric.recordFailure()
}
/**
* 记录内存使用情况
*/
fun recordMemoryUsage() {
val runtime = Runtime.getRuntime()
val usedMemory = runtime.totalMemory() - runtime.freeMemory()
val maxMemory = runtime.maxMemory()
val memoryUsagePercent = (usedMemory.toFloat() / maxMemory * 100).toInt()
memorySnapshots.add(MemorySnapshot(
usedMemory = usedMemory,
maxMemory = maxMemory,
timestamp = System.currentTimeMillis()
))
// 保持最近100个快照
if (memorySnapshots.size > 100) {
memorySnapshots.removeAt(0)
}
Log.d(TAG, "🧠 Memory usage: $memoryUsagePercent% (${usedMemory / 1024 / 1024}MB/${maxMemory / 1024 / 1024}MB)")
}
/**
* 收集性能数据
*/
private suspend fun collectPerformanceData() {
recordMemoryUsage()
val currentData = PerformanceData(
cacheHitRate = if (totalRequests > 0) cacheHits.toFloat() / totalRequests else 0f,
averageLoadTime = calculateAverageLoadTime(),
memoryUsagePercent = calculateMemoryUsagePercent(),
totalOperations = totalRequests,
activeMetrics = metrics.size,
timestamp = System.currentTimeMillis()
)
_performanceData.value = currentData
}
/**
* 记录操作时间
*/
private fun recordOperationTime(operationName: String, executionTime: Long) {
val metric = metrics.getOrPut(operationName) {
PerformanceMetric(operationName)
}
metric.recordExecution(executionTime)
if (executionTime > 1000) {
Log.w(TAG, "⚠️ Slow operation: $operationName took ${executionTime}ms")
}
}
/**
* 计算平均加载时间
*/
private fun calculateAverageLoadTime(): Float {
val recentLoads = loadingTimes.takeLast(10)
return if (recentLoads.isNotEmpty()) {
recentLoads.filter { it.success }.map { it.loadTime }.average().toFloat()
} else 0f
}
/**
* 计算内存使用百分比
*/
private fun calculateMemoryUsagePercent(): Float {
val runtime = Runtime.getRuntime()
val usedMemory = runtime.totalMemory() - runtime.freeMemory()
val maxMemory = runtime.maxMemory()
return usedMemory.toFloat() / maxMemory * 100
}
/**
* 生成性能报告
*/
fun generatePerformanceReport(): PerformanceReport {
val totalLoadTime = loadingTimes.sumOf { it.loadTime }
val successfulLoads = loadingTimes.count { it.success }
val failedLoads = loadingTimes.count { !it.success }
val topSlowOperations = metrics.values
.sortedByDescending { it.averageTime }
.take(5)
.map { "${it.name}: ${it.averageTime}ms avg" }
val memoryPeak = memorySnapshots.maxByOrNull { it.usedMemory }
return PerformanceReport(
totalOperations = totalRequests,
cacheHitRate = if (totalRequests > 0) cacheHits.toFloat() / totalRequests else 0f,
totalLoadTime = totalLoadTime,
successfulLoads = successfulLoads,
failedLoads = failedLoads,
averageLoadTime = calculateAverageLoadTime(),
peakMemoryUsage = memoryPeak?.usedMemory ?: 0L,
topSlowOperations = topSlowOperations,
monitoringDuration = System.currentTimeMillis() - (memorySnapshots.firstOrNull()?.timestamp ?: 0L)
)
}
/**
* 生成最终报告
*/
private fun generateFinalReport() {
val report = generatePerformanceReport()
Log.i(TAG, """
📊 === STORY ENGINE PERFORMANCE REPORT ===
🔄 Total Operations: ${report.totalOperations}
💾 Cache Hit Rate: ${"%.1f".format(report.cacheHitRate * 100)}%
📦 Module Loads: ${report.successfulLoads} success, ${report.failedLoads} failed
⏱️ Average Load Time: ${"%.1f".format(report.averageLoadTime)}ms
🧠 Peak Memory: ${report.peakMemoryUsage / 1024 / 1024}MB
🐌 Slow Operations:
${report.topSlowOperations.joinToString("\n ")}
⏰ Monitoring Duration: ${report.monitoringDuration / 1000}s
=== END REPORT ===
""".trimIndent())
}
/**
* 清理资源
*/
fun cleanup() {
stopMonitoring()
monitoringScope.cancel()
metrics.clear()
loadingTimes.clear()
memorySnapshots.clear()
}
}
// ============================================================================
// 数据类
// ============================================================================
/**
* 性能指标
*/
class PerformanceMetric(val name: String) {
private val executionTimes = mutableListOf<Long>()
private var successCount = 0
private var failureCount = 0
val averageTime: Float
get() = if (executionTimes.isNotEmpty()) {
executionTimes.average().toFloat()
} else 0f
val successRate: Float
get() = if (totalCount > 0) {
successCount.toFloat() / totalCount
} else 0f
private val totalCount: Int
get() = successCount + failureCount
fun recordExecution(timeMs: Long) {
executionTimes.add(timeMs)
// 保持最近50次记录
if (executionTimes.size > 50) {
executionTimes.removeAt(0)
}
}
fun recordSuccess() {
successCount++
}
fun recordFailure() {
failureCount++
}
}
/**
* 加载时间记录
*/
data class LoadingTimeRecord(
val moduleName: String,
val loadTime: Long,
val timestamp: Long,
val success: Boolean
)
/**
* 内存快照
*/
data class MemorySnapshot(
val usedMemory: Long,
val maxMemory: Long,
val timestamp: Long
)
/**
* 实时性能数据
*/
data class PerformanceData(
val cacheHitRate: Float = 0f,
val averageLoadTime: Float = 0f,
val memoryUsagePercent: Float = 0f,
val totalOperations: Int = 0,
val activeMetrics: Int = 0,
val timestamp: Long = 0L
)
/**
* 性能报告
*/
data class PerformanceReport(
val totalOperations: Int,
val cacheHitRate: Float,
val totalLoadTime: Long,
val successfulLoads: Int,
val failedLoads: Int,
val averageLoadTime: Float,
val peakMemoryUsage: Long,
val topSlowOperations: List<String>,
val monitoringDuration: Long
)

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package com.example.gameofmoon.story.migration
import android.content.Context
import android.util.Log
import com.example.gameofmoon.story.CompleteStoryData
import com.example.gameofmoon.story.engine.*
import kotlinx.coroutines.*
import java.io.File
import java.io.FileWriter
/**
* 迁移执行器
*
* 负责执行完整的故事内容迁移将CompleteStoryData中的所有内容
* 转换为DSL格式并生成模块文件
*/
class MigrationExecutor(private val context: Context) {
companion object {
private const val TAG = "MigrationExecutor"
private const val OUTPUT_DIR = "story_migration_output"
}
private val migrationTool = StoryMigrationTool()
private val documentExtractor = StoryDocumentExtractor()
/**
* 执行完整迁移
*/
suspend fun executeFullMigration(): MigrationReport = withContext(Dispatchers.IO) {
Log.i(TAG, "🚀 Starting full story migration...")
val startTime = System.currentTimeMillis()
val report = MigrationReport()
try {
// 步骤1创建输出目录
val outputDir = createOutputDirectory()
Log.i(TAG, "📁 Created output directory: ${outputDir.absolutePath}")
// 步骤2分析现有内容
val analysisResult = analyzeExistingContent()
report.totalNodes = analysisResult.totalNodes
report.totalChoices = analysisResult.totalChoices
Log.i(TAG, "📊 Content analysis: ${analysisResult.totalNodes} nodes, ${analysisResult.totalChoices} choices")
// 步骤3按类型分组节点
val nodeGroups = categorizeNodes(CompleteStoryData.getAllStoryNodes())
Log.i(TAG, "🗂️ Categorized nodes into ${nodeGroups.size} groups")
// 步骤4生成主要模块
generateMainStoryModules(outputDir, nodeGroups, report)
// 步骤5生成支线模块
generateSideStoryModules(outputDir, nodeGroups, report)
// 步骤6生成共享模块
generateSharedModules(outputDir, report)
// 步骤7生成配置文件
generateConfigurationFiles(outputDir, report)
// 步骤8验证生成的DSL文件
validateGeneratedDSL(outputDir, report)
report.duration = System.currentTimeMillis() - startTime
report.success = true
Log.i(TAG, "✅ Migration completed successfully in ${report.duration}ms")
} catch (e: Exception) {
report.success = false
report.error = e.message ?: "Unknown error"
Log.e(TAG, "❌ Migration failed: ${e.message}", e)
}
logMigrationReport(report)
report
}
/**
* 创建输出目录
*/
private fun createOutputDirectory(): File {
val outputDir = File(context.getExternalFilesDir(null), OUTPUT_DIR)
if (outputDir.exists()) {
outputDir.deleteRecursively()
}
outputDir.mkdirs()
// 创建子目录结构
File(outputDir, "modules").mkdirs()
File(outputDir, "shared").mkdirs()
File(outputDir, "config").mkdirs()
File(outputDir, "validation").mkdirs()
return outputDir
}
/**
* 分析现有内容
*/
private fun analyzeExistingContent(): ContentAnalysis {
val allNodes = CompleteStoryData.getAllStoryNodes()
val totalChoices = allNodes.values.sumOf { it.choices.size }
return ContentAnalysis(
totalNodes = allNodes.size,
totalChoices = totalChoices,
mainStoryNodes = allNodes.filter { it.key.contains("awakening") || it.key.contains("eva") || it.key.contains("main") }.size,
sideStoryNodes = allNodes.filter { it.key.contains("garden") || it.key.contains("photo") || it.key.contains("crew") }.size,
endingNodes = allNodes.filter { it.key.contains("ending") || it.key.contains("destruction") || it.key.contains("truth") }.size
)
}
/**
* 按类型分组节点
*/
private fun categorizeNodes(allNodes: Map<String, com.example.gameofmoon.model.SimpleStoryNode>): Map<String, List<com.example.gameofmoon.model.SimpleStoryNode>> {
return mapOf(
"main_chapter_1" to allNodes.values.filter {
it.id.contains("awakening") || it.id.contains("eva_first") || it.id.contains("medical") || it.id.contains("exploration")
},
"main_chapter_2" to allNodes.values.filter {
it.id.contains("investigation") || it.id.contains("revelation") || it.id.contains("trust") || it.id.contains("memory")
},
"main_chapter_3" to allNodes.values.filter {
it.id.contains("confrontation") || it.id.contains("truth") || it.id.contains("choice") || it.id.contains("climax")
},
"emotional_stories" to allNodes.values.filter {
it.id.contains("comfort") || it.id.contains("sharing") || it.id.contains("identity") || it.id.contains("inner_strength")
},
"investigation_branch" to allNodes.values.filter {
it.id.contains("stealth") || it.id.contains("eavesdrop") || it.id.contains("data") || it.id.contains("evidence")
},
"side_stories" to allNodes.values.filter {
it.id.contains("garden") || it.id.contains("photo") || it.id.contains("crew_analysis") || it.id.contains("philosophical")
},
"endings" to allNodes.values.filter {
it.id.contains("ending") || it.id.contains("destruction") || it.id.contains("eternal_loop") || it.id.contains("earth_truth")
}
)
}
/**
* 生成主线故事模块
*/
private fun generateMainStoryModules(
outputDir: File,
nodeGroups: Map<String, List<com.example.gameofmoon.model.SimpleStoryNode>>,
report: MigrationReport
) {
val mainChapters = listOf("main_chapter_1", "main_chapter_2", "main_chapter_3")
for (chapter in mainChapters) {
val nodes = nodeGroups[chapter] ?: continue
if (nodes.isEmpty()) continue
try {
val dslContent = generateChapterDSL(chapter, nodes)
val outputFile = File(File(outputDir, "modules"), "$chapter.story")
outputFile.writeText(dslContent)
report.generatedFiles.add("modules/$chapter.story")
report.processedNodes += nodes.size
Log.i(TAG, "📄 Generated $chapter.story with ${nodes.size} nodes")
} catch (e: Exception) {
Log.e(TAG, "Failed to generate $chapter: ${e.message}")
report.errors.add("Failed to generate $chapter: ${e.message}")
}
}
}
/**
* 生成支线故事模块
*/
private fun generateSideStoryModules(
outputDir: File,
nodeGroups: Map<String, List<com.example.gameofmoon.model.SimpleStoryNode>>,
report: MigrationReport
) {
val sideModules = listOf("emotional_stories", "investigation_branch", "side_stories", "endings")
for (module in sideModules) {
val nodes = nodeGroups[module] ?: continue
if (nodes.isEmpty()) continue
try {
val dslContent = generateModuleDSL(module, nodes)
val outputFile = File(File(outputDir, "modules"), "$module.story")
outputFile.writeText(dslContent)
report.generatedFiles.add("modules/$module.story")
report.processedNodes += nodes.size
Log.i(TAG, "📄 Generated $module.story with ${nodes.size} nodes")
} catch (e: Exception) {
Log.e(TAG, "Failed to generate $module: ${e.message}")
report.errors.add("Failed to generate $module: ${e.message}")
}
}
}
/**
* 生成章节DSL内容
*/
private fun generateChapterDSL(
chapterName: String,
nodes: List<com.example.gameofmoon.model.SimpleStoryNode>
): String {
val dslBuilder = StringBuilder()
// 模块头部
dslBuilder.appendLine("@story_module $chapterName")
dslBuilder.appendLine("@version 2.0")
dslBuilder.appendLine("@dependencies [characters, audio_config, anchors]")
dslBuilder.appendLine("@description \"${getChapterDescription(chapterName)}\"")
dslBuilder.appendLine()
// 音频配置
dslBuilder.appendLine("@audio")
dslBuilder.appendLine(" background: ${getChapterAudio(chapterName)}")
dslBuilder.appendLine(" transition: discovery_chime.mp3")
dslBuilder.appendLine("@end")
dslBuilder.appendLine()
// 生成所有节点
for (node in nodes) {
dslBuilder.append(convertNodeToDSL(node))
dslBuilder.appendLine()
}
return dslBuilder.toString()
}
/**
* 生成模块DSL内容
*/
private fun generateModuleDSL(
moduleName: String,
nodes: List<com.example.gameofmoon.model.SimpleStoryNode>
): String {
val dslBuilder = StringBuilder()
// 模块头部
dslBuilder.appendLine("@story_module $moduleName")
dslBuilder.appendLine("@version 2.0")
dslBuilder.appendLine("@dependencies [characters, audio_config, anchors]")
dslBuilder.appendLine("@description \"${getModuleDescription(moduleName)}\"")
dslBuilder.appendLine()
// 生成所有节点
for (node in nodes) {
dslBuilder.append(convertNodeToDSL(node))
dslBuilder.appendLine()
}
return dslBuilder.toString()
}
/**
* 转换单个节点为DSL
*/
private fun convertNodeToDSL(node: com.example.gameofmoon.model.SimpleStoryNode): String {
val dslBuilder = StringBuilder()
dslBuilder.appendLine("@node ${node.id}")
dslBuilder.appendLine("@title \"${node.title}\"")
// 音频配置(如果需要)
val audioConfig = getNodeAudioConfig(node.id)
if (audioConfig.isNotEmpty()) {
dslBuilder.appendLine("@audio_bg $audioConfig")
}
// 内容
dslBuilder.appendLine("@content \"\"\"")
dslBuilder.appendLine(node.content.trim())
dslBuilder.appendLine("\"\"\"")
dslBuilder.appendLine()
// 选择
if (node.choices.isNotEmpty()) {
dslBuilder.appendLine("@choices ${node.choices.size}")
for ((index, choice) in node.choices.withIndex()) {
val choiceBuilder = StringBuilder()
choiceBuilder.append(" choice_${index + 1}: \"${choice.text}\" -> ${choice.nextNodeId}")
// 效果
if (choice.effects.isNotEmpty()) {
val effectStrings = choice.effects.map { effect ->
when (effect.type) {
com.example.gameofmoon.model.SimpleEffectType.HEALTH_CHANGE -> "health${effect.value}"
com.example.gameofmoon.model.SimpleEffectType.STAMINA_CHANGE -> "stamina${effect.value}"
com.example.gameofmoon.model.SimpleEffectType.SECRET_UNLOCK -> "secret_${effect.value}"
else -> "${effect.type.name.lowercase()}_${effect.value}"
}
}
choiceBuilder.append(" [effect: ${effectStrings.joinToString(", ")}]")
}
// 要求
if (choice.requirements.isNotEmpty()) {
val reqStrings = choice.requirements.map { req ->
when (req.type) {
com.example.gameofmoon.model.SimpleRequirementType.MIN_STAMINA -> "stamina >= ${req.value}"
com.example.gameofmoon.model.SimpleRequirementType.MIN_HEALTH -> "health >= ${req.value}"
else -> "${req.type.name.lowercase()}_${req.value}"
}
}
choiceBuilder.append(" [require: ${reqStrings.joinToString(" AND ")}]")
}
// 音效
choiceBuilder.append(" [audio: button_click.mp3]")
dslBuilder.appendLine(choiceBuilder.toString())
}
dslBuilder.appendLine("@end")
}
return dslBuilder.toString()
}
/**
* 生成共享模块
*/
private fun generateSharedModules(outputDir: File, report: MigrationReport) {
// 这些文件已经存在于assets中我们复制并完善它们
val sharedFiles = listOf("characters.story", "audio.story", "anchors.story")
for (fileName in sharedFiles) {
try {
val sourceFile = File(context.assets.list("story/shared")?.let {
if (fileName in it) "story/shared/$fileName" else null
} ?: continue)
val targetFile = File(File(outputDir, "shared"), fileName)
// 如果assets中有文件我们增强它否则创建新的
val content = enhanceSharedModule(fileName)
targetFile.writeText(content)
report.generatedFiles.add("shared/$fileName")
Log.i(TAG, "📄 Generated enhanced shared/$fileName")
} catch (e: Exception) {
Log.e(TAG, "Failed to generate shared/$fileName: ${e.message}")
report.errors.add("Failed to generate shared/$fileName: ${e.message}")
}
}
}
/**
* 生成配置文件
*/
private fun generateConfigurationFiles(outputDir: File, report: MigrationReport) {
try {
// 生成主配置文件
val configContent = generateMainConfig()
File(File(outputDir, "config"), "config.json").writeText(configContent)
// 生成模块索引
val indexContent = generateModuleIndex(report.generatedFiles)
File(File(outputDir, "config"), "modules.json").writeText(indexContent)
report.generatedFiles.add("config/config.json")
report.generatedFiles.add("config/modules.json")
Log.i(TAG, "📄 Generated configuration files")
} catch (e: Exception) {
Log.e(TAG, "Failed to generate config files: ${e.message}")
report.errors.add("Failed to generate config files: ${e.message}")
}
}
/**
* 验证生成的DSL文件
*/
private suspend fun validateGeneratedDSL(outputDir: File, report: MigrationReport) {
val parser = StoryDSLParser()
val modulesDir = File(outputDir, "modules")
for (moduleFile in modulesDir.listFiles() ?: emptyArray()) {
if (!moduleFile.name.endsWith(".story")) continue
try {
val content = moduleFile.readText()
when (val result = parser.parseContent(content)) {
is ParseResult.Success -> {
val module = result.data
report.validatedNodes += module.nodes.size
Log.i(TAG, "✅ Validated ${moduleFile.name}: ${module.nodes.size} nodes")
}
is ParseResult.Error -> {
report.errors.add("Validation failed for ${moduleFile.name}: ${result.message}")
Log.e(TAG, "❌ Validation failed for ${moduleFile.name}: ${result.message}")
}
}
} catch (e: Exception) {
report.errors.add("Exception validating ${moduleFile.name}: ${e.message}")
Log.e(TAG, "Exception validating ${moduleFile.name}: ${e.message}")
}
}
}
// ========================================================================
// 辅助方法
// ========================================================================
private fun getChapterDescription(chapterName: String): String = when (chapterName) {
"main_chapter_1" -> "第一章:觉醒 - 主角从昏迷中醒来,开始探索月球基地的秘密"
"main_chapter_2" -> "第二章:调查 - 深入基地,发现时间锚项目的真相"
"main_chapter_3" -> "第三章:抉择 - 面对真相,做出最终的选择"
else -> "故事模块:$chapterName"
}
private fun getChapterAudio(chapterName: String): String = when (chapterName) {
"main_chapter_1" -> "ambient_mystery.mp3"
"main_chapter_2" -> "electronic_tension.mp3"
"main_chapter_3" -> "orchestral_revelation.mp3"
else -> "ambient_mystery.mp3"
}
private fun getModuleDescription(moduleName: String): String = when (moduleName) {
"emotional_stories" -> "情感故事模块 - 探索角色间的情感联系和内心成长"
"investigation_branch" -> "调查分支模块 - 深度调查和证据收集的故事线"
"side_stories" -> "支线故事模块 - 花园、照片记忆等支线剧情"
"endings" -> "结局模块 - 所有可能的故事结局和终章"
else -> "故事模块:$moduleName"
}
private fun getNodeAudioConfig(nodeId: String): String = when {
nodeId.contains("revelation") || nodeId.contains("truth") -> "orchestral_revelation.mp3"
nodeId.contains("tension") || nodeId.contains("confrontation") -> "electronic_tension.mp3"
nodeId.contains("garden") || nodeId.contains("peaceful") -> "space_silence.mp3"
nodeId.contains("discovery") -> "discovery_chime.mp3"
else -> ""
}
private fun enhanceSharedModule(fileName: String): String {
// 这里我们返回增强版的共享模块内容
// 实际实现中我们会读取assets中的现有文件并增强
return when (fileName) {
"characters.story" -> generateEnhancedCharacters()
"audio.story" -> generateEnhancedAudio()
"anchors.story" -> generateEnhancedAnchors()
else -> ""
}
}
private fun generateMainConfig(): String {
return """
{
"version": "2.0",
"engine": "DSL Story Engine",
"default_language": "zh",
"modules": [
"characters",
"audio_config",
"anchors",
"main_chapter_1",
"main_chapter_2",
"main_chapter_3",
"emotional_stories",
"investigation_branch",
"side_stories",
"endings"
],
"audio": {
"enabled": true,
"default_volume": 0.7,
"fade_duration": 1000,
"background_loop": true
},
"gameplay": {
"auto_save": true,
"choice_timeout": 0,
"skip_seen_content": false,
"enable_branching": true
},
"features": {
"conditional_navigation": true,
"dynamic_anchors": true,
"memory_management": true,
"effects_system": true
},
"start_node": "first_awakening"
}
""".trimIndent()
}
private fun generateModuleIndex(generatedFiles: List<String>): String {
val modules = generatedFiles.filter { it.startsWith("modules/") }
.map { it.substringAfter("modules/").substringBefore(".story") }
return """
{
"modules": [
${modules.joinToString(",\n ") { "\"$it\"" }}
],
"total_modules": ${modules.size},
"generated_at": "${System.currentTimeMillis()}",
"format_version": "2.0"
}
""".trimIndent()
}
private fun generateEnhancedCharacters(): String {
// 返回增强版的角色定义
return """
@story_module characters
@version 2.0
@description "角色定义模块 - 定义所有游戏角色的属性和特征"
@character eva
name: "伊娃 / EVA"
voice_style: gentle
description: "基地AI系统实际上是莉莉的意识转移温柔而智慧"
relationship: "妹妹"
personality: "关爱、智慧、略带忧郁"
key_traits: ["protective", "intelligent", "emotional"]
@end
@character alex
name: "艾利克丝·陈"
voice_style: determined
description: "月球基地工程师,坚强而富有同情心的主角"
relationship: "自己"
personality: "坚毅、善良、追求真相"
key_traits: ["brave", "empathetic", "curious"]
@end
@character sara
name: "萨拉·维特博士"
voice_style: professional
description: "基地医生,负责心理健康,内心善良但被迫参与实验"
relationship: "同事"
personality: "专业、内疚、渴望救赎"
key_traits: ["caring", "conflicted", "knowledgeable"]
@end
@character dmitri
name: "德米特里·彼得罗夫博士"
voice_style: serious
description: "时间锚项目负责人,科学家,道德复杂"
relationship: "上级"
personality: "理性、冷酷、但有人性的一面"
key_traits: ["logical", "ambitious", "tormented"]
@end
@character marcus
name: "马库斯·雷诺兹"
voice_style: calm
description: "基地安全官,前军人,正义感强烈"
relationship: "盟友"
personality: "忠诚、正义、保护欲强"
key_traits: ["loyal", "protective", "experienced"]
@end
""".trimIndent()
}
private fun generateEnhancedAudio(): String {
return """
@story_module audio_config
@version 2.0
@description "音频配置模块 - 定义所有游戏音频资源"
@audio
// ===== 背景音乐 =====
mysterious: ambient_mystery.mp3
tension: electronic_tension.mp3
peaceful: space_silence.mp3
revelation: orchestral_revelation.mp3
finale: epic_finale.mp3
discovery: discovery_chime.mp3
// ===== 环境音效 =====
base_ambient: reactor_hum.mp3
ventilation: ventilation_soft.mp3
storm: solar_storm.mp3
heartbeat: heart_monitor.mp3
time_warp: time_distortion.mp3
// ===== 交互音效 =====
button_click: button_click.mp3
notification: notification_beep.mp3
discovery_sound: discovery_chime.mp3
alert: error_alert.mp3
success: notification_beep.mp3
@end
""".trimIndent()
}
private fun generateEnhancedAnchors(): String {
return """
@story_module anchors
@version 2.0
@description "锚点系统 - 定义动态故事导航的智能锚点"
@anchor_conditions
// ===== 关键剧情解锁条件 =====
eva_reveal_ready: secrets_found >= 3 AND trust_level >= 5
investigation_unlocked: harrison_recording_found == true
deep_truth_ready: eva_reveal_ready == true AND investigation_unlocked == true
perfect_ending_available: secrets_found >= 15 AND health > 50
// ===== 结局分支条件 =====
freedom_ending_ready: anchor_destruction_chosen == true
loop_ending_ready: eternal_loop_chosen == true
truth_ending_ready: earth_truth_revealed == true
// ===== 情感状态条件 =====
emotional_stability: health > 70 AND trust_level > 8
sister_bond_strong: eva_interactions >= 10
@end
""".trimIndent()
}
private fun logMigrationReport(report: MigrationReport) {
Log.i(TAG, """
📊 === MIGRATION REPORT ===
✅ Success: ${report.success}
📊 Total Nodes: ${report.totalNodes}
✅ Processed: ${report.processedNodes}
🔍 Validated: ${report.validatedNodes}
📄 Generated Files: ${report.generatedFiles.size}
❌ Errors: ${report.errors.size}
⏱️ Duration: ${report.duration}ms
📁 Generated Files:
${report.generatedFiles.joinToString("\n ")}
${if (report.errors.isNotEmpty()) {
"❌ Errors:\n ${report.errors.joinToString("\n ")}"
} else ""}
=== END REPORT ===
""".trimIndent())
}
}
// ============================================================================
// 数据类
// ============================================================================
data class MigrationReport(
var success: Boolean = false,
var totalNodes: Int = 0,
var processedNodes: Int = 0,
var validatedNodes: Int = 0,
var totalChoices: Int = 0,
var generatedFiles: MutableList<String> = mutableListOf(),
var errors: MutableList<String> = mutableListOf(),
var duration: Long = 0,
var error: String? = null
)
data class ContentAnalysis(
val totalNodes: Int,
val totalChoices: Int,
val mainStoryNodes: Int,
val sideStoryNodes: Int,
val endingNodes: Int
)

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package com.example.gameofmoon.story.migration
import java.io.File
/**
* 故事迁移执行器
* 统一执行整个迁移流程将现有内容转换为DSL格式
*/
class MigrationRunner {
companion object {
private const val PROJECT_ROOT = "/Users/maxliu/Documents/GameOfMoon"
private const val STORY_DOCS_PATH = "$PROJECT_ROOT/Story"
private const val ASSETS_OUTPUT_PATH = "$PROJECT_ROOT/app/src/main/assets/story"
private const val EXTRACTED_OUTPUT_PATH = "$PROJECT_ROOT/extracted_story"
}
/**
* 执行完整的迁移流程
*/
fun runFullMigration() {
println("🚀 Starting full story migration process...")
println("Project root: $PROJECT_ROOT")
println("Story docs: $STORY_DOCS_PATH")
println("Output path: $ASSETS_OUTPUT_PATH")
println()
try {
// Phase 2.1: 从现有代码中提取故事数据
migrateFromExistingCode()
// Phase 2.2: 从Story文档中提取内容
extractFromStoryDocuments()
// Phase 2.3: 合并和优化内容
mergeAndOptimizeContent()
// Phase 2.4: 验证迁移结果
validateMigrationResults()
println("✅ Full migration completed successfully!")
} catch (e: Exception) {
println("❌ Migration failed: ${e.message}")
e.printStackTrace()
}
}
/**
* Phase 2.1: 从现有代码迁移
*/
private fun migrateFromExistingCode() {
println("📦 Phase 2.1: Migrating from existing code...")
val migrationTool = StoryMigrationTool()
migrationTool.migrateAll(PROJECT_ROOT)
println("✅ Code migration completed")
}
/**
* Phase 2.2: 从Story文档提取
*/
private fun extractFromStoryDocuments() {
println("📚 Phase 2.2: Extracting from story documents...")
val extractor = StoryDocumentExtractor()
extractor.extractAllDocuments(STORY_DOCS_PATH, EXTRACTED_OUTPUT_PATH)
println("✅ Document extraction completed")
}
/**
* Phase 2.3: 合并和优化内容
*/
private fun mergeAndOptimizeContent() {
println("🔄 Phase 2.3: Merging and optimizing content...")
val merger = ContentMerger()
merger.mergeContent(ASSETS_OUTPUT_PATH, EXTRACTED_OUTPUT_PATH)
println("✅ Content merging completed")
}
/**
* Phase 2.4: 验证迁移结果
*/
private fun validateMigrationResults() {
println("🔍 Phase 2.4: Validating migration results...")
val validator = MigrationValidator()
val results = validator.validateMigration(ASSETS_OUTPUT_PATH)
println("Validation results:")
println(" - Files created: ${results.filesCreated}")
println(" - Nodes migrated: ${results.nodesMigrated}")
println(" - Errors found: ${results.errors.size}")
if (results.errors.isNotEmpty()) {
println("⚠️ Validation errors:")
results.errors.forEach { println(" - $it") }
}
println("✅ Validation completed")
}
/**
* 仅执行代码迁移(用于测试)
*/
fun runCodeMigrationOnly() {
println("🔧 Running code migration only...")
migrateFromExistingCode()
}
/**
* 仅执行文档提取(用于测试)
*/
fun runDocumentExtractionOnly() {
println("📖 Running document extraction only...")
extractFromStoryDocuments()
}
/**
* 清理迁移输出(用于重新开始)
*/
fun cleanMigrationOutput() {
println("🧹 Cleaning migration output...")
listOf(ASSETS_OUTPUT_PATH, EXTRACTED_OUTPUT_PATH).forEach { path ->
val dir = File(path)
if (dir.exists()) {
dir.deleteRecursively()
println(" - Cleaned: $path")
}
}
println("✅ Cleanup completed")
}
}
/**
* 内容合并器
*/
class ContentMerger {
fun mergeContent(assetsPath: String, extractedPath: String) {
// 实现内容合并逻辑
// 优先使用代码中的内容,用文档内容补充
println(" - Merging code content with document content...")
val assetsDir = File(assetsPath)
val extractedDir = File(extractedPath)
if (!assetsDir.exists() || !extractedDir.exists()) {
println(" Warning: Source directories not found")
return
}
// TODO: 实现具体的合并逻辑
// 1. 比较两个源的节点
// 2. 合并选择和效果
// 3. 优化内容结构
// 4. 生成最终的DSL文件
println(" - Content merging completed")
}
}
/**
* 迁移验证器
*/
class MigrationValidator {
fun validateMigration(outputPath: String): ValidationResults {
val results = ValidationResults()
val outputDir = File(outputPath)
if (!outputDir.exists()) {
results.errors.add("Output directory does not exist: $outputPath")
return results
}
// 统计生成的文件
val storyFiles = outputDir.walkTopDown()
.filter { it.isFile && it.name.endsWith(".story") }
.toList()
results.filesCreated = storyFiles.size
// 验证每个文件
for (file in storyFiles) {
try {
validateStoryFile(file, results)
} catch (e: Exception) {
results.errors.add("Failed to validate ${file.name}: ${e.message}")
}
}
return results
}
private fun validateStoryFile(file: File, results: ValidationResults) {
val content = file.readText()
// 检查基本DSL结构
if (!content.contains("@story_module")) {
results.errors.add("${file.name}: Missing @story_module declaration")
}
if (!content.contains("@version")) {
results.errors.add("${file.name}: Missing @version declaration")
}
// 统计节点数量
val nodeCount = content.split("@node ").size - 1
results.nodesMigrated += nodeCount
// 检查节点完整性
val nodes = content.split("@node ").drop(1)
for ((index, node) in nodes.withIndex()) {
if (!node.contains("@title")) {
results.errors.add("${file.name}: Node ${index + 1} missing @title")
}
if (!node.contains("@content")) {
results.errors.add("${file.name}: Node ${index + 1} missing @content")
}
}
}
}
/**
* 验证结果
*/
data class ValidationResults(
var filesCreated: Int = 0,
var nodesMigrated: Int = 0,
val errors: MutableList<String> = mutableListOf()
)
/**
* 主函数 - 用于测试迁移流程
*/
fun main() {
val runner = MigrationRunner()
// 清理之前的输出
// runner.cleanMigrationOutput()
// 执行完整迁移
runner.runFullMigration()
}

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package com.example.gameofmoon.story.migration
import java.io.File
import java.util.regex.Pattern
/**
* 故事文档提取器
* 从Story文件夹的.md文件中提取故事内容并转换为DSL格式
*/
class StoryDocumentExtractor {
companion object {
// 匹配节点标题的正则模式
private val NODE_TITLE_PATTERN = Pattern.compile("###?\\s*\\*\\*节点\\d+:?\\s*([^*]+)\\*\\*[^\\n]*")
private val SECTION_TITLE_PATTERN = Pattern.compile("###?\\s*\\*\\*([^*]+)\\*\\*")
private val CODE_BLOCK_PATTERN = Pattern.compile("```([\\s\\S]*?)```")
private val DIALOGUE_PATTERN = Pattern.compile("\"([^\"]+)\"")
private val CHOICE_PATTERN = Pattern.compile("\\*\\*选择\\d+\\*\\*:?\\s*([^\\n]+)")
private val EFFECT_PATTERN = Pattern.compile("\\[([^\\]]+)\\]")
// 匹配四阶段结构
private val PHASE_PATTERN = Pattern.compile("###?\\s*\\*\\*第([一二三四])阶段[:]([^*]+)\\*\\*")
// 匹配角色对话
private val CHARACTER_DIALOGUE_PATTERN = Pattern.compile("([伊娃|艾利克丝|萨拉|德米特里|马库斯|哈里森])[:]\\s*\"([^\"]+)\"")
}
/**
* 提取所有故事文档
*/
fun extractAllDocuments(storyPath: String, outputPath: String) {
println("📚 Starting story document extraction...")
val storyDir = File(storyPath)
if (!storyDir.exists() || !storyDir.isDirectory) {
println("❌ Story directory not found: $storyPath")
return
}
val mdFiles = storyDir.listFiles { file -> file.name.endsWith(".md") }
if (mdFiles.isNullOrEmpty()) {
println("❌ No .md files found in story directory")
return
}
println("Found ${mdFiles.size} markdown files:")
mdFiles.forEach { println(" - ${it.name}") }
// 处理各种类型的文档
val extractedContent = mutableMapOf<String, ExtractedStoryData>()
for (file in mdFiles) {
when {
file.name.contains("MainNodes") -> {
extractedContent["main_nodes"] = extractMainNodes(file)
}
file.name.contains("AllSidelines") -> {
extractedContent["side_stories"] = extractSideStories(file)
}
file.name.contains("BridgeNodes") -> {
extractedContent["bridge_nodes"] = extractBridgeNodes(file)
}
file.name.contains("DialogueSystem") -> {
extractedContent["dialogue_system"] = extractDialogueSystem(file)
}
file.name.contains("MoralSystem") -> {
extractedContent["moral_system"] = extractMoralSystem(file)
}
file.name.contains("CoreDesign") -> {
extractedContent["core_design"] = extractCoreDesign(file)
}
file.name.contains("StoryIndex") -> {
extractedContent["story_index"] = extractStoryIndex(file)
}
}
}
// 生成DSL文件
generateDSLFiles(extractedContent, outputPath)
println("✅ Story document extraction completed")
}
/**
* 提取主线节点
*/
private fun extractMainNodes(file: File): ExtractedStoryData {
val content = file.readText()
val nodes = mutableListOf<ExtractedNode>()
// 查找所有节点
val nodeMatcher = NODE_TITLE_PATTERN.matcher(content)
var lastEnd = 0
while (nodeMatcher.find()) {
if (lastEnd > 0) {
// 处理上一个节点的内容
val nodeContent = content.substring(lastEnd, nodeMatcher.start())
nodes.lastOrNull()?.content = cleanNodeContent(nodeContent)
}
val nodeTitle = nodeMatcher.group(1).trim()
val nodeId = generateNodeId(nodeTitle)
nodes.add(ExtractedNode(
id = nodeId,
title = nodeTitle,
content = "",
type = "main",
choices = mutableListOf(),
metadata = extractNodeMetadata(nodeTitle)
))
lastEnd = nodeMatcher.end()
}
// 处理最后一个节点
if (nodes.isNotEmpty() && lastEnd < content.length) {
nodes.last().content = cleanNodeContent(content.substring(lastEnd))
}
// 为每个节点提取选择
for (node in nodes) {
node.choices.addAll(extractChoicesFromContent(node.content))
}
return ExtractedStoryData(
type = "main_story",
title = "主线故事",
nodes = nodes,
metadata = mapOf("source" to file.name)
)
}
/**
* 提取支线故事
*/
private fun extractSideStories(file: File): ExtractedStoryData {
val content = file.readText()
val nodes = mutableListOf<ExtractedNode>()
// 支线故事通常有不同的结构,需要特殊处理
val sections = content.split("---").filter { it.trim().isNotEmpty() }
for (section in sections) {
val sectionNodes = extractNodesFromSection(section, "side")
nodes.addAll(sectionNodes)
}
return ExtractedStoryData(
type = "side_stories",
title = "支线故事",
nodes = nodes,
metadata = mapOf("source" to file.name)
)
}
/**
* 提取桥接节点
*/
private fun extractBridgeNodes(file: File): ExtractedStoryData {
val content = file.readText()
val nodes = extractNodesFromSection(content, "bridge")
return ExtractedStoryData(
type = "bridge_nodes",
title = "桥接节点",
nodes = nodes,
metadata = mapOf("source" to file.name)
)
}
/**
* 提取对话系统
*/
private fun extractDialogueSystem(file: File): ExtractedStoryData {
val content = file.readText()
val nodes = mutableListOf<ExtractedNode>()
// 查找对话样例
val dialogues = extractDialogueExamples(content)
for ((index, dialogue) in dialogues.withIndex()) {
nodes.add(ExtractedNode(
id = "dialogue_example_${index + 1}",
title = dialogue.title,
content = dialogue.content,
type = "dialogue",
choices = dialogue.choices,
metadata = mapOf("characters" to dialogue.characters)
))
}
return ExtractedStoryData(
type = "dialogue_system",
title = "对话系统",
nodes = nodes,
metadata = mapOf("source" to file.name)
)
}
/**
* 提取道德系统
*/
private fun extractMoralSystem(file: File): ExtractedStoryData {
val content = file.readText()
return ExtractedStoryData(
type = "moral_system",
title = "道德系统",
nodes = emptyList(),
metadata = mapOf(
"source" to file.name,
"moral_principles" to extractMoralPrinciples(content)
)
)
}
/**
* 提取核心设计
*/
private fun extractCoreDesign(file: File): ExtractedStoryData {
val content = file.readText()
return ExtractedStoryData(
type = "core_design",
title = "核心设计",
nodes = emptyList(),
metadata = mapOf(
"source" to file.name,
"design_principles" to extractDesignPrinciples(content)
)
)
}
/**
* 提取故事索引
*/
private fun extractStoryIndex(file: File): ExtractedStoryData {
val content = file.readText()
return ExtractedStoryData(
type = "story_index",
title = "故事索引",
nodes = emptyList(),
metadata = mapOf(
"source" to file.name,
"story_structure" to extractStoryStructure(content)
)
)
}
/**
* 从章节中提取节点
*/
private fun extractNodesFromSection(section: String, nodeType: String): List<ExtractedNode> {
val nodes = mutableListOf<ExtractedNode>()
// 查找代码块中的内容
val codeBlocks = extractCodeBlocks(section)
for ((index, codeBlock) in codeBlocks.withIndex()) {
val title = extractTitleFromCodeBlock(codeBlock) ?: "未知节点 ${index + 1}"
val nodeId = generateNodeId(title)
nodes.add(ExtractedNode(
id = nodeId,
title = title,
content = cleanNodeContent(codeBlock),
type = nodeType,
choices = extractChoicesFromContent(codeBlock),
metadata = mapOf("order" to index)
))
}
return nodes
}
/**
* 提取代码块
*/
private fun extractCodeBlocks(content: String): List<String> {
val blocks = mutableListOf<String>()
val matcher = CODE_BLOCK_PATTERN.matcher(content)
while (matcher.find()) {
blocks.add(matcher.group(1))
}
return blocks
}
/**
* 从代码块中提取标题
*/
private fun extractTitleFromCodeBlock(codeBlock: String): String? {
val lines = codeBlock.lines()
for (line in lines.take(5)) { // 只看前5行
if (line.trim().isNotEmpty() && !line.startsWith("//")) {
return line.trim().take(50) // 限制标题长度
}
}
return null
}
/**
* 清理节点内容
*/
private fun cleanNodeContent(content: String): String {
return content
.replace(Regex("```[\\s\\S]*?```"), "") // 移除代码块标记
.replace(Regex("###?\\s*\\*\\*[^*]+\\*\\*"), "") // 移除标题
.replace(Regex("\\*\\*选择\\d+\\*\\*[^\\n]*"), "") // 移除选择标记
.lines()
.filter { it.trim().isNotEmpty() }
.joinToString("\n")
.trim()
}
/**
* 从内容中提取选择
*/
private fun extractChoicesFromContent(content: String): MutableList<ExtractedChoice> {
val choices = mutableListOf<ExtractedChoice>()
val matcher = CHOICE_PATTERN.matcher(content)
while (matcher.find()) {
val choiceText = matcher.group(1).trim()
choices.add(ExtractedChoice(
text = choiceText,
nextNodeId = "", // 需要后续处理
effects = extractEffectsFromText(choiceText),
requirements = emptyList()
))
}
return choices
}
/**
* 从文本中提取效果
*/
private fun extractEffectsFromText(text: String): List<String> {
val effects = mutableListOf<String>()
val matcher = EFFECT_PATTERN.matcher(text)
while (matcher.find()) {
effects.add(matcher.group(1))
}
return effects
}
/**
* 提取对话示例
*/
private fun extractDialogueExamples(content: String): List<DialogueExample> {
val examples = mutableListOf<DialogueExample>()
// 这里需要根据实际的对话文档格式来实现
// 暂时返回空列表
return examples
}
/**
* 提取道德原则
*/
private fun extractMoralPrinciples(content: String): List<String> {
val principles = mutableListOf<String>()
// 查找道德相关的要点
val lines = content.lines()
for (line in lines) {
if (line.trim().startsWith("-") && line.contains("道德")) {
principles.add(line.trim().removePrefix("-").trim())
}
}
return principles
}
/**
* 提取设计原则
*/
private fun extractDesignPrinciples(content: String): List<String> {
val principles = mutableListOf<String>()
val lines = content.lines()
for (line in lines) {
if (line.trim().startsWith("-") && (line.contains("设计") || line.contains("原则"))) {
principles.add(line.trim().removePrefix("-").trim())
}
}
return principles
}
/**
* 提取故事结构
*/
private fun extractStoryStructure(content: String): Map<String, Any> {
val structure = mutableMapOf<String, Any>()
// 提取阶段信息
val phases = mutableListOf<Map<String, String>>()
val phaseMatcher = PHASE_PATTERN.matcher(content)
while (phaseMatcher.find()) {
val phaseNumber = phaseMatcher.group(1)
val phaseTitle = phaseMatcher.group(2).trim()
phases.add(mapOf(
"number" to phaseNumber,
"title" to phaseTitle
))
}
structure["phases"] = phases
return structure
}
/**
* 生成节点ID
*/
private fun generateNodeId(title: String): String {
return title
.replace(Regex("[^\\w\\s]"), "")
.replace(Regex("\\s+"), "_")
.lowercase()
.take(30)
}
/**
* 提取节点元数据
*/
private fun extractNodeMetadata(title: String): Map<String, Any> {
val metadata = mutableMapOf<String, Any>()
when {
title.contains("觉醒") -> metadata["difficulty"] = 1
title.contains("探索") -> metadata["difficulty"] = 2
title.contains("真相") -> metadata["difficulty"] = 3
title.contains("决战") -> metadata["difficulty"] = 4
}
if (title.contains("伊娃") || title.contains("EVA")) {
metadata["key_character"] = "eva"
}
return metadata
}
/**
* 生成DSL文件
*/
private fun generateDSLFiles(extractedContent: Map<String, ExtractedStoryData>, outputPath: String) {
val outputDir = File(outputPath)
outputDir.mkdirs()
for ((key, data) in extractedContent) {
if (data.nodes.isNotEmpty()) {
val dslContent = convertToDSL(data)
val fileName = "${key}.story"
File(outputDir, fileName).writeText(dslContent)
println("📝 Generated $fileName (${data.nodes.size} nodes)")
}
}
}
/**
* 转换为DSL格式
*/
private fun convertToDSL(data: ExtractedStoryData): String {
val dsl = StringBuilder()
dsl.appendLine("@story_module ${data.type}")
dsl.appendLine("@version 1.0")
dsl.appendLine("@dependencies [characters, audio_config]")
dsl.appendLine()
dsl.appendLine("@audio")
dsl.appendLine(" background: ambient_mystery.mp3")
dsl.appendLine(" transition: discovery_chime.mp3")
dsl.appendLine("@end")
dsl.appendLine()
for (node in data.nodes) {
dsl.appendLine("@node ${node.id}")
dsl.appendLine("@title \"${escapeString(node.title)}\"")
dsl.appendLine("@content \"\"\"")
dsl.appendLine(node.content)
dsl.appendLine("\"\"\"")
if (node.choices.isNotEmpty()) {
dsl.appendLine()
dsl.appendLine("@choices ${node.choices.size}")
for ((index, choice) in node.choices.withIndex()) {
dsl.append(" choice_${index + 1}: \"${escapeString(choice.text)}\" -> ${choice.nextNodeId}")
if (choice.effects.isNotEmpty()) {
dsl.append(" [effect: ${choice.effects.joinToString(", ")}]")
}
dsl.appendLine()
}
dsl.appendLine("@end")
}
dsl.appendLine()
}
return dsl.toString()
}
/**
* 转义字符串
*/
private fun escapeString(str: String): String {
return str.replace("\"", "\\\"")
.replace("\n", "\\n")
.replace("\t", "\\t")
}
// ============================================================================
// 数据类定义
// ============================================================================
data class ExtractedStoryData(
val type: String,
val title: String,
val nodes: List<ExtractedNode>,
val metadata: Map<String, Any>
)
data class ExtractedNode(
val id: String,
val title: String,
var content: String,
val type: String,
val choices: MutableList<ExtractedChoice>,
val metadata: Map<String, Any>
)
data class ExtractedChoice(
val text: String,
val nextNodeId: String,
val effects: List<String>,
val requirements: List<String>
)
data class DialogueExample(
val title: String,
val content: String,
val characters: List<String>,
val choices: MutableList<ExtractedChoice>
)
}

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package com.example.gameofmoon.story.migration
import com.example.gameofmoon.model.SimpleChoice
import com.example.gameofmoon.model.SimpleStoryNode
import com.example.gameofmoon.story.CompleteStoryData
import java.io.File
import java.io.FileWriter
/**
* 故事迁移工具
* 将现有的硬编码故事数据转换为DSL格式文件
*/
class StoryMigrationTool {
companion object {
private const val ASSETS_STORY_PATH = "app/src/main/assets/story"
private const val MODULES_PATH = "$ASSETS_STORY_PATH/modules"
private const val SHARED_PATH = "$ASSETS_STORY_PATH/shared"
}
/**
* 执行完整的迁移流程
*/
fun migrateAll(projectRoot: String) {
println("🚀 Starting story migration process...")
// 创建目录结构
createDirectoryStructure(projectRoot)
// 迁移配置文件
migrateConfig(projectRoot)
// 迁移角色定义
migrateCharacters(projectRoot)
// 迁移音频配置
migrateAudioConfig(projectRoot)
// 迁移故事内容
migrateStoryContent(projectRoot)
// 创建锚点映射
createAnchorMappings(projectRoot)
println("✅ Migration completed successfully!")
}
/**
* 创建目录结构
*/
private fun createDirectoryStructure(projectRoot: String) {
val directories = listOf(
"$projectRoot/$ASSETS_STORY_PATH",
"$projectRoot/$MODULES_PATH",
"$projectRoot/$SHARED_PATH",
"$projectRoot/$ASSETS_STORY_PATH/localization/zh",
"$projectRoot/$ASSETS_STORY_PATH/localization/en"
)
directories.forEach { path ->
File(path).mkdirs()
}
println("📁 Created directory structure")
}
/**
* 迁移总配置文件
*/
private fun migrateConfig(projectRoot: String) {
val configContent = """
{
"version": "1.0",
"default_language": "zh",
"modules": [
"main_chapter_1",
"main_chapter_2",
"main_chapter_3",
"side_stories",
"investigation_branch",
"endings"
],
"audio": {
"enabled": true,
"default_volume": 0.7,
"fade_duration": 1000
},
"gameplay": {
"auto_save": true,
"choice_timeout": 0,
"skip_seen_content": false
}
}
""".trimIndent()
writeFile("$projectRoot/$ASSETS_STORY_PATH/config.json", configContent)
println("📄 Created config.json")
}
/**
* 迁移角色定义
*/
private fun migrateCharacters(projectRoot: String) {
val charactersContent = """
@story_module characters
@version 1.0
@character eva
name: "伊娃 / EVA"
voice_style: gentle
description: "基地AI系统实际上是莉莉的意识转移"
relationship: "妹妹"
@end
@character alex
name: "艾利克丝·陈"
voice_style: determined
description: "月球基地工程师,主角"
relationship: "自己"
@end
@character sara
name: "萨拉博士"
voice_style: professional
description: "基地医生,负责心理健康"
relationship: "同事"
@end
@character dmitri
name: "德米特里博士"
voice_style: serious
description: "时间锚项目负责人"
relationship: "上级"
@end
@character marcus
name: "马库斯"
voice_style: calm
description: "基地安全官,前军人"
relationship: "盟友"
@end
@character harrison
name: "哈里森指挥官"
voice_style: authoritative
description: "已故的基地前指挥官"
relationship: "殉道者"
@end
""".trimIndent()
writeFile("$projectRoot/$SHARED_PATH/characters.story", charactersContent)
println("👥 Created characters.story")
}
/**
* 迁移音频配置
*/
private fun migrateAudioConfig(projectRoot: String) {
val audioContent = """
@story_module audio_config
@version 1.0
@audio
// 背景音乐
mysterious: ambient_mystery.mp3
tension: electronic_tension.mp3
peaceful: space_silence.mp3
revelation: orchestral_revelation.mp3
finale: epic_finale.mp3
// 环境音效
base_ambient: reactor_hum.mp3
ventilation: ventilation_soft.mp3
storm: solar_storm.mp3
// 交互音效
button_click: button_click.mp3
notification: notification_beep.mp3
discovery: discovery_chime.mp3
alert: error_alert.mp3
heartbeat: heart_monitor.mp3
// 特殊音效
time_distortion: time_distortion.mp3
oxygen_leak: oxygen_leak_alert.mp3
rain: rain_light.mp3
wind: wind_gentle.mp3
storm_cyber: storm_cyber.mp3
@end
""".trimIndent()
writeFile("$projectRoot/$SHARED_PATH/audio.story", audioContent)
println("🎵 Created audio.story")
}
/**
* 迁移故事内容 - 这是核心功能
*/
private fun migrateStoryContent(projectRoot: String) {
val allNodes = CompleteStoryData.getAllStoryNodes()
// 按章节和类型分组节点
val nodeGroups = categorizeNodes(allNodes)
// 生成各个模块文件
generateMainChapter1(projectRoot, nodeGroups["main_chapter_1"] ?: emptyList())
generateMainChapter2(projectRoot, nodeGroups["main_chapter_2"] ?: emptyList())
generateMainChapter3(projectRoot, nodeGroups["main_chapter_3"] ?: emptyList())
generateSideStories(projectRoot, nodeGroups["side_stories"] ?: emptyList())
generateInvestigationBranch(projectRoot, nodeGroups["investigation"] ?: emptyList())
generateEndings(projectRoot, nodeGroups["endings"] ?: emptyList())
println("📚 Migrated all story content")
}
/**
* 对节点进行分类
*/
private fun categorizeNodes(nodes: Map<String, SimpleStoryNode>): Map<String, List<SimpleStoryNode>> {
val categories = mutableMapOf<String, MutableList<SimpleStoryNode>>()
for (node in nodes.values) {
val category = determineNodeCategory(node)
categories.getOrPut(category) { mutableListOf() }.add(node)
}
return categories
}
/**
* 确定节点类别
*/
private fun determineNodeCategory(node: SimpleStoryNode): String {
return when {
// 结局节点
node.id.contains("ending") ||
node.id.contains("resolution") ||
node.id.contains("anchor_destruction") ||
node.id.contains("eternal_loop") ||
node.id.contains("earth_truth") -> "endings"
// 调查支线
node.id.contains("investigation") ||
node.id.contains("stealth") ||
node.id.contains("confrontation") ||
node.id.contains("harrison") ||
node.id.contains("conspiracy") -> "investigation"
// 侧线故事
node.id.startsWith("side_") ||
node.id.contains("garden") ||
node.id.contains("photo") ||
node.id.contains("memory_reconstruction") ||
node.id.contains("philosophical") -> "side_stories"
// 第三章节 (深度探索和高级内容)
node.id.contains("deep_") ||
node.id.contains("eva_consultation") ||
node.id.contains("digital_revolution") ||
node.id.contains("reality_crisis") -> "main_chapter_3"
// 第二章节 (中期发展)
node.id.contains("eva_identity") ||
node.id.contains("time_loop") ||
node.id.contains("crew_") ||
node.id.contains("emotional_") ||
node.id.contains("memory_sharing") -> "main_chapter_2"
// 第一章节 (开始和基础发现)
else -> "main_chapter_1"
}
}
/**
* 生成主章节1文件
*/
private fun generateMainChapter1(projectRoot: String, nodes: List<SimpleStoryNode>) {
val content = StringBuilder()
content.appendLine("@story_module main_chapter_1")
content.appendLine("@version 1.0")
content.appendLine("@dependencies [characters, audio_config]")
content.appendLine()
content.appendLine("@audio")
content.appendLine(" background: ambient_mystery.mp3")
content.appendLine(" transition: discovery_chime.mp3")
content.appendLine("@end")
content.appendLine()
for (node in nodes.sortedBy { it.id }) {
content.append(convertNodeToDSL(node))
content.appendLine()
}
writeFile("$projectRoot/$MODULES_PATH/main_chapter_1.story", content.toString())
println("📖 Generated main_chapter_1.story (${nodes.size} nodes)")
}
/**
* 生成主章节2文件
*/
private fun generateMainChapter2(projectRoot: String, nodes: List<SimpleStoryNode>) {
val content = StringBuilder()
content.appendLine("@story_module main_chapter_2")
content.appendLine("@version 1.0")
content.appendLine("@dependencies [main_chapter_1, characters, audio_config]")
content.appendLine()
content.appendLine("@audio")
content.appendLine(" background: electronic_tension.mp3")
content.appendLine(" transition: discovery_chime.mp3")
content.appendLine("@end")
content.appendLine()
for (node in nodes.sortedBy { it.id }) {
content.append(convertNodeToDSL(node))
content.appendLine()
}
writeFile("$projectRoot/$MODULES_PATH/main_chapter_2.story", content.toString())
println("📖 Generated main_chapter_2.story (${nodes.size} nodes)")
}
/**
* 生成主章节3文件
*/
private fun generateMainChapter3(projectRoot: String, nodes: List<SimpleStoryNode>) {
val content = StringBuilder()
content.appendLine("@story_module main_chapter_3")
content.appendLine("@version 1.0")
content.appendLine("@dependencies [main_chapter_2, characters, audio_config]")
content.appendLine()
content.appendLine("@audio")
content.appendLine(" background: orchestral_revelation.mp3")
content.appendLine(" transition: time_distortion.mp3")
content.appendLine("@end")
content.appendLine()
for (node in nodes.sortedBy { it.id }) {
content.append(convertNodeToDSL(node))
content.appendLine()
}
writeFile("$projectRoot/$MODULES_PATH/main_chapter_3.story", content.toString())
println("📖 Generated main_chapter_3.story (${nodes.size} nodes)")
}
/**
* 生成支线故事文件
*/
private fun generateSideStories(projectRoot: String, nodes: List<SimpleStoryNode>) {
val content = StringBuilder()
content.appendLine("@story_module side_stories")
content.appendLine("@version 1.0")
content.appendLine("@dependencies [characters, audio_config]")
content.appendLine()
content.appendLine("@audio")
content.appendLine(" background: space_silence.mp3")
content.appendLine(" transition: discovery_chime.mp3")
content.appendLine("@end")
content.appendLine()
for (node in nodes.sortedBy { it.id }) {
content.append(convertNodeToDSL(node))
content.appendLine()
}
writeFile("$projectRoot/$MODULES_PATH/side_stories.story", content.toString())
println("📖 Generated side_stories.story (${nodes.size} nodes)")
}
/**
* 生成调查支线文件
*/
private fun generateInvestigationBranch(projectRoot: String, nodes: List<SimpleStoryNode>) {
val content = StringBuilder()
content.appendLine("@story_module investigation_branch")
content.appendLine("@version 1.0")
content.appendLine("@dependencies [main_chapter_2, characters, audio_config]")
content.appendLine()
content.appendLine("@audio")
content.appendLine(" background: electronic_tension.mp3")
content.appendLine(" transition: discovery_chime.mp3")
content.appendLine("@end")
content.appendLine()
for (node in nodes.sortedBy { it.id }) {
content.append(convertNodeToDSL(node))
content.appendLine()
}
writeFile("$projectRoot/$MODULES_PATH/investigation_branch.story", content.toString())
println("📖 Generated investigation_branch.story (${nodes.size} nodes)")
}
/**
* 生成结局文件
*/
private fun generateEndings(projectRoot: String, nodes: List<SimpleStoryNode>) {
val content = StringBuilder()
content.appendLine("@story_module endings")
content.appendLine("@version 1.0")
content.appendLine("@dependencies [main_chapter_3, characters, audio_config]")
content.appendLine()
content.appendLine("@audio")
content.appendLine(" background: epic_finale.mp3")
content.appendLine(" transition: orchestral_revelation.mp3")
content.appendLine("@end")
content.appendLine()
for (node in nodes.sortedBy { it.id }) {
content.append(convertNodeToDSL(node))
content.appendLine()
}
writeFile("$projectRoot/$MODULES_PATH/endings.story", content.toString())
println("📖 Generated endings.story (${nodes.size} nodes)")
}
/**
* 将SimpleStoryNode转换为DSL格式
*/
private fun convertNodeToDSL(node: SimpleStoryNode): String {
val dsl = StringBuilder()
dsl.appendLine("@node ${node.id}")
dsl.appendLine("@title \"${escapeString(node.title)}\"")
// 根据内容推断音频
val audioFile = inferAudioFromContent(node)
if (audioFile.isNotEmpty()) {
dsl.appendLine("@audio_bg $audioFile")
}
dsl.appendLine("@content \"\"\"")
dsl.appendLine(node.content.trim())
dsl.appendLine("\"\"\"")
dsl.appendLine()
if (node.choices.isNotEmpty()) {
dsl.appendLine("@choices ${node.choices.size}")
for ((index, choice) in node.choices.withIndex()) {
val choiceText = escapeString(choice.text)
val effectsStr = convertEffectsToString(choice.effects)
val requirementsStr = convertRequirementsToString(choice.requirements)
val audioEffect = inferChoiceAudio(choice)
dsl.append(" choice_${index + 1}: \"$choiceText\" -> ${choice.nextNodeId}")
if (effectsStr.isNotEmpty()) {
dsl.append(" [effect: $effectsStr]")
}
if (requirementsStr.isNotEmpty()) {
dsl.append(" [require: $requirementsStr]")
}
if (audioEffect.isNotEmpty()) {
dsl.append(" [audio: $audioEffect]")
}
dsl.appendLine()
}
dsl.appendLine("@end")
}
dsl.appendLine()
return dsl.toString()
}
/**
* 根据内容推断音频文件
*/
private fun inferAudioFromContent(node: SimpleStoryNode): String {
val content = node.content.lowercase()
return when {
content.contains("警报") || content.contains("危险") || content.contains("紧急") -> "error_alert.mp3"
content.contains("发现") || content.contains("找到") || content.contains("揭露") -> "discovery_chime.mp3"
content.contains("心跳") || content.contains("紧张") || content.contains("恐惧") -> "heart_monitor.mp3"
content.contains("花园") || content.contains("植物") || content.contains("平静") -> "space_silence.mp3"
content.contains("风暴") || content.contains("混乱") -> "solar_storm.mp3"
content.contains("时间") || content.contains("循环") -> "time_distortion.mp3"
else -> ""
}
}
/**
* 推断选择音效
*/
private fun inferChoiceAudio(choice: SimpleChoice): String {
val text = choice.text.lowercase()
return when {
text.contains("警告") || text.contains("危险") -> "error_alert.mp3"
text.contains("发现") || text.contains("查看") -> "discovery_chime.mp3"
else -> "button_click.mp3"
}
}
/**
* 转换效果为字符串
*/
private fun convertEffectsToString(effects: List<com.example.gameofmoon.model.SimpleEffect>): String {
return effects.joinToString(", ") { effect ->
when (effect.type) {
com.example.gameofmoon.model.SimpleEffectType.HEALTH_CHANGE -> "health${effect.value}"
com.example.gameofmoon.model.SimpleEffectType.STAMINA_CHANGE -> "stamina${effect.value}"
com.example.gameofmoon.model.SimpleEffectType.SECRET_UNLOCK -> "secret_${effect.value}"
com.example.gameofmoon.model.SimpleEffectType.LOCATION_DISCOVER -> "location_${effect.value}"
com.example.gameofmoon.model.SimpleEffectType.LOOP_CHANGE -> "loop${effect.value}"
else -> "${effect.type.name.lowercase()}_${effect.value}"
}
}
}
/**
* 转换需求为字符串
*/
private fun convertRequirementsToString(requirements: List<com.example.gameofmoon.model.SimpleRequirement>): String {
if (requirements.isEmpty()) return "none"
return requirements.joinToString(", ") { req ->
when (req.type) {
com.example.gameofmoon.model.SimpleRequirementType.MIN_STAMINA -> "stamina >= ${req.value}"
com.example.gameofmoon.model.SimpleRequirementType.MIN_HEALTH -> "health >= ${req.value}"
else -> "${req.type.name.lowercase()}_${req.value}"
}
}
}
/**
* 创建锚点映射文件
*/
private fun createAnchorMappings(projectRoot: String) {
val anchorContent = """
@story_module anchors
@version 1.0
@anchor_conditions
eva_reveal_ready: secrets_found >= 3 AND trust_level >= 5
investigation_unlocked: harrison_recording_found == true
perfect_ending_available: secrets_found >= 15 AND health > 50 AND all_crew_saved == true
garden_unlocked: sara_trust >= 3
deep_truth_ready: eva_reveal_ready == true AND investigation_unlocked == true
final_choice_ready: perfect_ending_available == true OR deep_truth_ready == true
@end
""".trimIndent()
writeFile("$projectRoot/$SHARED_PATH/anchors.story", anchorContent)
println("⚓ Created anchors.story")
}
/**
* 转义字符串中的特殊字符
*/
private fun escapeString(str: String): String {
return str.replace("\"", "\\\"")
.replace("\n", "\\n")
.replace("\t", "\\t")
}
/**
* 写入文件
*/
private fun writeFile(path: String, content: String) {
val file = File(path)
file.parentFile?.mkdirs()
FileWriter(file).use { writer ->
writer.write(content)
}
}
}

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@@ -0,0 +1,11 @@
package com.example.gameofmoon.ui.theme
import androidx.compose.ui.graphics.Color
val Purple80 = Color(0xFFD0BCFF)
val PurpleGrey80 = Color(0xFFCCC2DC)
val Pink80 = Color(0xFFEFB8C8)
val Purple40 = Color(0xFF6650a4)
val PurpleGrey40 = Color(0xFF625b71)
val Pink40 = Color(0xFF7D5260)

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@@ -0,0 +1,56 @@
package com.example.gameofmoon.ui.theme
import android.app.Activity
import android.os.Build
import androidx.compose.foundation.isSystemInDarkTheme
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.darkColorScheme
import androidx.compose.material3.dynamicDarkColorScheme
import androidx.compose.material3.dynamicLightColorScheme
import androidx.compose.material3.lightColorScheme
import androidx.compose.runtime.Composable
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.platform.LocalContext
private val DarkColorScheme = darkColorScheme(
primary = Purple80,
secondary = PurpleGrey80,
tertiary = Pink80,
background = Color(0xFF000000), // 强制黑色背景
surface = Color(0xFF0A0A0A), // 深黑色表面
onBackground = Color(0xFFE0E0E0), // 亮色文字
onSurface = Color(0xFFE0E0E0) // 亮色文字
)
private val LightColorScheme = lightColorScheme(
primary = Purple40,
secondary = PurpleGrey40,
tertiary = Pink40
/* Other default colors to override
background = Color(0xFFFFFBFE),
surface = Color(0xFFFFFBFE),
onPrimary = Color.White,
onSecondary = Color.White,
onTertiary = Color.White,
onBackground = Color(0xFF1C1B1F),
onSurface = Color(0xFF1C1B1F),
*/
)
@Composable
fun GameofMoonTheme(
darkTheme: Boolean = true, // 始终使用暗色主题
// Dynamic color is available on Android 12+
dynamicColor: Boolean = false, // 禁用动态颜色,确保一致性
content: @Composable () -> Unit
) {
// 强制使用暗色方案,确保黑色背景
val colorScheme = DarkColorScheme
MaterialTheme(
colorScheme = colorScheme,
typography = Typography,
content = content
)
}

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package com.example.gameofmoon.ui.theme
import androidx.compose.material3.Typography
import androidx.compose.ui.text.TextStyle
import androidx.compose.ui.text.font.FontFamily
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.sp
// Set of Material typography styles to start with
val Typography = Typography(
bodyLarge = TextStyle(
fontFamily = FontFamily.Default,
fontWeight = FontWeight.Normal,
fontSize = 16.sp,
lineHeight = 24.sp,
letterSpacing = 0.5.sp
)
/* Other default text styles to override
titleLarge = TextStyle(
fontFamily = FontFamily.Default,
fontWeight = FontWeight.Normal,
fontSize = 22.sp,
lineHeight = 28.sp,
letterSpacing = 0.sp
),
labelSmall = TextStyle(
fontFamily = FontFamily.Default,
fontWeight = FontWeight.Medium,
fontSize = 11.sp,
lineHeight = 16.sp,
letterSpacing = 0.5.sp
)
*/
)

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<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="108dp"
android:height="108dp"
android:viewportWidth="108"
android:viewportHeight="108">
<path
android:fillColor="#3DDC84"
android:pathData="M0,0h108v108h-108z" />
<path
android:fillColor="#00000000"
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android:fillColor="#00000000"
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android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
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android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
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android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M69,0L69,108"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
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android:strokeColor="#33FFFFFF" />
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android:fillColor="#00000000"
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android:strokeColor="#33FFFFFF" />
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android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M0,9L108,9"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M0,19L108,19"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
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android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M0,39L108,39"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M0,49L108,49"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M0,59L108,59"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M0,69L108,69"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M0,79L108,79"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M0,89L108,89"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M0,99L108,99"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M19,29L89,29"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M19,39L89,39"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M19,49L89,49"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M19,59L89,59"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M19,69L89,69"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M19,79L89,79"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M29,19L29,89"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M39,19L39,89"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M49,19L49,89"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M59,19L59,89"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M69,19L69,89"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
<path
android:fillColor="#00000000"
android:pathData="M79,19L79,89"
android:strokeWidth="0.8"
android:strokeColor="#33FFFFFF" />
</vector>

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<vector xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:aapt="http://schemas.android.com/aapt"
android:width="108dp"
android:height="108dp"
android:viewportWidth="108"
android:viewportHeight="108">
<path android:pathData="M31,63.928c0,0 6.4,-11 12.1,-13.1c7.2,-2.6 26,-1.4 26,-1.4l38.1,38.1L107,108.928l-32,-1L31,63.928z">
<aapt:attr name="android:fillColor">
<gradient
android:endX="85.84757"
android:endY="92.4963"
android:startX="42.9492"
android:startY="49.59793"
android:type="linear">
<item
android:color="#44000000"
android:offset="0.0" />
<item
android:color="#00000000"
android:offset="1.0" />
</gradient>
</aapt:attr>
</path>
<path
android:fillColor="#FFFFFF"
android:fillType="nonZero"
android:pathData="M65.3,45.828l3.8,-6.6c0.2,-0.4 0.1,-0.9 -0.3,-1.1c-0.4,-0.2 -0.9,-0.1 -1.1,0.3l-3.9,6.7c-6.3,-2.8 -13.4,-2.8 -19.7,0l-3.9,-6.7c-0.2,-0.4 -0.7,-0.5 -1.1,-0.3C38.8,38.328 38.7,38.828 38.9,39.228l3.8,6.6C36.2,49.428 31.7,56.028 31,63.928h46C76.3,56.028 71.8,49.428 65.3,45.828zM43.4,57.328c-0.8,0 -1.5,-0.5 -1.8,-1.2c-0.3,-0.7 -0.1,-1.5 0.4,-2.1c0.5,-0.5 1.4,-0.7 2.1,-0.4c0.7,0.3 1.2,1 1.2,1.8C45.3,56.528 44.5,57.328 43.4,57.328L43.4,57.328zM64.6,57.328c-0.8,0 -1.5,-0.5 -1.8,-1.2s-0.1,-1.5 0.4,-2.1c0.5,-0.5 1.4,-0.7 2.1,-0.4c0.7,0.3 1.2,1 1.2,1.8C66.5,56.528 65.6,57.328 64.6,57.328L64.6,57.328z"
android:strokeWidth="1"
android:strokeColor="#00000000" />
</vector>

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@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@drawable/ic_launcher_background" />
<foreground android:drawable="@drawable/ic_launcher_foreground" />
<monochrome android:drawable="@drawable/ic_launcher_foreground" />
</adaptive-icon>

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<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@drawable/ic_launcher_background" />
<foreground android:drawable="@drawable/ic_launcher_foreground" />
<monochrome android:drawable="@drawable/ic_launcher_foreground" />
</adaptive-icon>

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app/src/main/res/raw/.DS_Store vendored Normal file

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音频文件下载说明
=================
本目录包含游戏所需的 18 个音频文件。
当前状态:
- ✅ 部分文件可能已通过脚本自动下载
- 📄 其他文件为占位符,需要手动下载替换
手动下载步骤:
1. 访问 https://pixabay.com/sound-effects/
2. 搜索对应的音效类型 (例如: "button click", "ambient space")
3. 下载 MP3 格式的音频文件
4. 重命名为对应的文件名 (如 button_click.mp3)
5. 替换本目录中的占位符文件
自动化工具:
- 运行 ../../../audio_rename.sh 自动重命名下载的文件
- 查看 ../../../AUDIO_DOWNLOAD_GUIDE.md 获取详细下载指南
测试音频系统:
即使使用占位文件,游戏的音频系统也能正常运行,
这样你就可以先测试功能,稍后再添加真实音频。
编译游戏:
cd ../../../
./gradlew assembleDebug
下载完成后,游戏将拥有完整的音频体验!

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<!-- Gemini API配置 -->
<string name="gemini_api_key">AIzaSyAO7glJMBH5BiJhqYBAOD7FTgv4tVi2HLE</string>
<string name="gemini_api_base_url">https://generativelanguage.googleapis.com/v1beta/</string>
</resources>

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@@ -0,0 +1,10 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<color name="purple_200">#FFBB86FC</color>
<color name="purple_500">#FF6200EE</color>
<color name="purple_700">#FF3700B3</color>
<color name="teal_200">#FF03DAC5</color>
<color name="teal_700">#FF018786</color>
<color name="black">#FF000000</color>
<color name="white">#FFFFFFFF</color>
</resources>

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@@ -0,0 +1,3 @@
<resources>
<string name="app_name">GameofMoon</string>
</resources>

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@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<style name="Theme.GameofMoon" parent="android:Theme.Material.Light.NoActionBar" />
</resources>

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<?xml version="1.0" encoding="utf-8"?><!--
Sample backup rules file; uncomment and customize as necessary.
See https://developer.android.com/guide/topics/data/autobackup
for details.
Note: This file is ignored for devices older that API 31
See https://developer.android.com/about/versions/12/backup-restore
-->
<full-backup-content>
<!--
<include domain="sharedpref" path="."/>
<exclude domain="sharedpref" path="device.xml"/>
-->
</full-backup-content>

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<?xml version="1.0" encoding="utf-8"?><!--
Sample data extraction rules file; uncomment and customize as necessary.
See https://developer.android.com/about/versions/12/backup-restore#xml-changes
for details.
-->
<data-extraction-rules>
<cloud-backup>
<!-- TODO: Use <include> and <exclude> to control what is backed up.
<include .../>
<exclude .../>
-->
</cloud-backup>
<!--
<device-transfer>
<include .../>
<exclude .../>
</device-transfer>
-->
</data-extraction-rules>

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@@ -0,0 +1,17 @@
package com.example.gameofmoon
import org.junit.Test
import org.junit.Assert.*
/**
* Example local unit test, which will execute on the development machine (host).
*
* See [testing documentation](http://d.android.com/tools/testing).
*/
class ExampleUnitTest {
@Test
fun addition_isCorrect() {
assertEquals(4, 2 + 2)
}
}