feat: 完成 O 群組 — 立繪子系統
後端(apps/api/src/tachie/):立繪 manifest(身體姿勢/服裝/表情眉眼口/ 效果層/微動態的資產目錄,服裝目錄有 M-1 登錄時優先採用);表情解析依 情緒引擎六狀態對照眉/眼/口/效果/姿勢,依 RelationshipStage 分層解鎖 (陌生~認識/朋友/摯友/羈絆,哭臉限羈絆才會出現),依角色外顯度縮放 差分幅度(magnitude = expressiveness × 情緒強度);emotionTag(實際 套用)與 rawEmotionTag(情緒引擎真實判定)分離,讓文字生成與表情解析 維持兩條獨立資料流,「文字與立繪故意不一致」是這個設計的自然結果, 不需要額外邏輯;視線方向依思考/迴避/警戒切換。 前端(apps/web/components/TachieStage.tsx):以 PixiJS 實作分層合成 與眨眼/呼吸微動態,預留 TachieRenderer 介面供未來 Live2D Cubism SDK 實作(未引入任何 Live2D 相依或授權,純架構佔位);接上 ChatView 取代 H 群組的佔位立繪,聊天回應後先查詢表情、延遲約 220ms 才顯示文字, 在非串流架構下盡力模擬「表情先變化、文字後出現」。 以 scratchpad 暫裝 playwright-core 實測瀏覽器行為(本環境無 chromium-cli),確認情緒變化即時反映在立繪、微動態持續運作。 Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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co-authored by
Claude Sonnet 5
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import { Injectable } from "@nestjs/common";
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import type { EmotionTag, EmotionState } from "@kokorone/shared";
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import { PrismaService } from "../prisma/prisma.service.js";
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import { EmotionService, dominantState } from "../emotion/emotion.service.js";
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import { RelationshipService } from "../relationship/relationship.service.js";
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import { getArchetypeParams } from "../personality/archetype-params.js";
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import {
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EMOTION_EXPRESSION_TABLE,
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BASIC_TIER_EMOTIONS,
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FRIEND_TIER_EMOTIONS,
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CLOSE_TIER_EMOTIONS,
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FRIEND_TIER_COSTUMES,
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CLOSE_TIER_COSTUMES,
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CRYING_EFFECT,
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CRYING_INTENSITY_THRESHOLD,
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type GazeDirection,
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} from "./constants.js";
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export interface ResolveExpressionOptions {
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now?: Date;
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isThinking?: boolean; // O-2 視線:思考時視線飄上
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isDeflecting?: boolean; // O-2 視線:說謊/迴避時視線撇開(跟 SHY 的視線飄開共用同一個方向)
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}
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export interface ExpressionState {
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emotionTag: EmotionTag; // 實際套用的表情(可能因親密度未解鎖而降級)
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rawEmotionTag: EmotionTag; // 情緒引擎真實判定的狀態,不受親密度解鎖影響——立繪與文字可以故意不一致
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eyebrow: string;
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eye: string;
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mouth: string;
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effect: string | null;
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pose: string;
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magnitude: number; // O-4:0~1,外顯度 × 情緒強度——同樣是愉悅,元氣角色滿臉笑容、三無角色只有嘴角微動
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gaze: GazeDirection;
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availableCostumes: string[];
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lockedFallbackApplied: boolean; // O-3:真實情緒不在目前親密度階段的解鎖範圍內,被降級成基本表情
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usedCryingVariant: boolean; // O-3:哭臉——只有 BONDED 階段的深度低落才會出現
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}
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function fieldFor(tag: EmotionTag): keyof Omit<EmotionState, "characterId" | "updatedAt"> {
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return tag === "CALM" ? "calm" : (tag.toLowerCase() as "joy" | "sad" | "alert" | "shy" | "grumpy");
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}
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function clamp01(value: number): number {
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return Math.max(0, Math.min(1, value));
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}
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function resolveGaze(emotionTag: EmotionTag, options: ResolveExpressionOptions): GazeDirection {
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if (options.isThinking) {
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return "UP";
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}
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if (options.isDeflecting || emotionTag === "SHY") {
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return "AWAY";
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}
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if (emotionTag === "ALERT") {
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return "DIRECT";
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}
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return "NEUTRAL";
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}
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// O-2/O-3/O-4 表情解析:情緒引擎直接驅動表情差分,套用親密度解鎖與性格外顯度縮放。
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// 這裡回傳的「表情」永遠反映真實情緒狀態(rawEmotionTag/magnitude 都不看對話文字內容),
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// 文字生成走另一條完全獨立的路徑(MockProvider)——兩者不一致本身就是「微反差演出」,
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// 不需要額外寫「故意不一致」的特殊邏輯,是兩條獨立資料流的自然結果。
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@Injectable()
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export class ExpressionResolverService {
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constructor(
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private readonly prisma: PrismaService,
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private readonly emotion: EmotionService,
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private readonly relationship: RelationshipService,
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) {}
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async resolveExpression(
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characterId: string,
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userId: string,
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options: ResolveExpressionOptions = {},
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): Promise<ExpressionState> {
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const now = options.now ?? new Date();
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const character = await this.prisma.client.character.findUniqueOrThrow({ where: { id: characterId } });
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const archetypeParams = getArchetypeParams(character.personalityArchetype);
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const emotionState = await this.emotion.getState(characterId, now);
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const rawEmotionTag = dominantState(emotionState);
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const intensityNormalized = clamp01((emotionState[fieldFor(rawEmotionTag)] as number) / 100);
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const { relationship } = await this.relationship.getState(characterId, userId, now);
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const stage = relationship.stage;
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const allowedEmotions =
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stage === "BONDED" || stage === "CLOSE_AMBIGUOUS"
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? CLOSE_TIER_EMOTIONS
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: stage === "FRIEND"
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? FRIEND_TIER_EMOTIONS
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: BASIC_TIER_EMOTIONS;
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const lockedFallbackApplied = !allowedEmotions.includes(rawEmotionTag);
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const emotionTag = lockedFallbackApplied ? "CALM" : rawEmotionTag;
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const template = EMOTION_EXPRESSION_TABLE[emotionTag];
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let effect = template.effect;
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let usedCryingVariant = false;
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if (emotionTag === "SAD" && intensityNormalized >= CRYING_INTENSITY_THRESHOLD && stage === "BONDED") {
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effect = CRYING_EFFECT;
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usedCryingVariant = true;
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}
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const magnitude = clamp01(archetypeParams.expressiveness * intensityNormalized);
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const gaze = resolveGaze(emotionTag, options);
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const availableCostumes =
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stage === "BONDED" || stage === "CLOSE_AMBIGUOUS" ? CLOSE_TIER_COSTUMES : stage === "FRIEND" ? FRIEND_TIER_COSTUMES : ["制服"];
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return {
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emotionTag,
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rawEmotionTag,
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eyebrow: template.eyebrow,
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eye: template.eye,
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mouth: template.mouth,
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effect,
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pose: template.pose,
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magnitude,
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gaze,
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availableCostumes,
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lockedFallbackApplied,
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usedCryingVariant,
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};
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}
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}
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