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>
This commit is contained in:
Jeffery
2026-08-13 17:46:50 +08:00
co-authored by Claude Sonnet 5
parent eccdcba45c
commit 0f3d16059c
13 changed files with 780 additions and 17 deletions
@@ -0,0 +1,127 @@
import { Injectable } from "@nestjs/common";
import type { EmotionTag, EmotionState } from "@kokorone/shared";
import { PrismaService } from "../prisma/prisma.service.js";
import { EmotionService, dominantState } from "../emotion/emotion.service.js";
import { RelationshipService } from "../relationship/relationship.service.js";
import { getArchetypeParams } from "../personality/archetype-params.js";
import {
EMOTION_EXPRESSION_TABLE,
BASIC_TIER_EMOTIONS,
FRIEND_TIER_EMOTIONS,
CLOSE_TIER_EMOTIONS,
FRIEND_TIER_COSTUMES,
CLOSE_TIER_COSTUMES,
CRYING_EFFECT,
CRYING_INTENSITY_THRESHOLD,
type GazeDirection,
} from "./constants.js";
export interface ResolveExpressionOptions {
now?: Date;
isThinking?: boolean; // O-2 視線:思考時視線飄上
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)
}
export interface ExpressionState {
emotionTag: EmotionTag; // 實際套用的表情(可能因親密度未解鎖而降級)
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
eyebrow: string;
eye: string;
mouth: string;
effect: string | null;
pose: string;
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
gaze: GazeDirection;
availableCostumes: string[];
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
usedCryingVariant: boolean; // O-3:哭臉——只有 BONDED 階段的深度低落才會出現
}
function fieldFor(tag: EmotionTag): keyof Omit<EmotionState, "characterId" | "updatedAt"> {
return tag === "CALM" ? "calm" : (tag.toLowerCase() as "joy" | "sad" | "alert" | "shy" | "grumpy");
}
function clamp01(value: number): number {
return Math.max(0, Math.min(1, value));
}
function resolveGaze(emotionTag: EmotionTag, options: ResolveExpressionOptions): GazeDirection {
if (options.isThinking) {
return "UP";
}
if (options.isDeflecting || emotionTag === "SHY") {
return "AWAY";
}
if (emotionTag === "ALERT") {
return "DIRECT";
}
return "NEUTRAL";
}
// 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。
// 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),
// 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」,
// 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。
@Injectable()
export class ExpressionResolverService {
constructor(
private readonly prisma: PrismaService,
private readonly emotion: EmotionService,
private readonly relationship: RelationshipService,
) {}
async resolveExpression(
characterId: string,
userId: string,
options: ResolveExpressionOptions = {},
): Promise<ExpressionState> {
const now = options.now ?? new Date();
const character = await this.prisma.client.character.findUniqueOrThrow({ where: { id: characterId } });
const archetypeParams = getArchetypeParams(character.personalityArchetype);
const emotionState = await this.emotion.getState(characterId, now);
const rawEmotionTag = dominantState(emotionState);
const intensityNormalized = clamp01((emotionState[fieldFor(rawEmotionTag)] as number) / 100);
const { relationship } = await this.relationship.getState(characterId, userId, now);
const stage = relationship.stage;
const allowedEmotions =
stage === "BONDED" || stage === "CLOSE_AMBIGUOUS"
? CLOSE_TIER_EMOTIONS
: stage === "FRIEND"
? FRIEND_TIER_EMOTIONS
: BASIC_TIER_EMOTIONS;
const lockedFallbackApplied = !allowedEmotions.includes(rawEmotionTag);
const emotionTag = lockedFallbackApplied ? "CALM" : rawEmotionTag;
const template = EMOTION_EXPRESSION_TABLE[emotionTag];
let effect = template.effect;
let usedCryingVariant = false;
if (emotionTag === "SAD" && intensityNormalized >= CRYING_INTENSITY_THRESHOLD && stage === "BONDED") {
effect = CRYING_EFFECT;
usedCryingVariant = true;
}
const magnitude = clamp01(archetypeParams.expressiveness * intensityNormalized);
const gaze = resolveGaze(emotionTag, options);
const availableCostumes =
stage === "BONDED" || stage === "CLOSE_AMBIGUOUS" ? CLOSE_TIER_COSTUMES : stage === "FRIEND" ? FRIEND_TIER_COSTUMES : ["制服"];
return {
emotionTag,
rawEmotionTag,
eyebrow: template.eyebrow,
eye: template.eye,
mouth: template.mouth,
effect,
pose: template.pose,
magnitude,
gaze,
availableCostumes,
lockedFallbackApplied,
usedCryingVariant,
};
}
}