Files
writer-work-flow/apps/web/components/generation/CharacterGenerator.tsx
Yaojia Wang 7babb4854b feat(web): 角色群像按定位配比生成(role_mix 缩减版)
- 契约: CharacterGenerateRequest 加 role_mix{定位:数量},model_validator 归一
  count=各值之和(每项≥1、总和≤12),缺省退回单一 role+count
- @llm: build_character_gen_context/run_character_gen 加 role_mix 参并注入配比块
  (确定性、无时间戳,守 assemble 纯函数);router 穿参
- character-gen.md 加"按配比严格分配 role"纪律 + regen prompt_hashes 金标准
- 前端: sanitizeRoleMix/roleMixTotal + buildCharacterGenerateRequest 第4参 +
  useCharacterGen 穿参 + RoleMixEditor + CharacterGenerator 单一/配比双模
2026-07-06 17:24:16 +02:00

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TypeScript
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"use client";
import { useCallback, useEffect, useMemo, useState } from "react";
import { Database, Sparkles } from "lucide-react";
import { ThinkingIndicator } from "@/components/ThinkingIndicator";
import { Button } from "@/components/ui/Button";
import { Field } from "@/components/ui/Field";
import { SectionHeader } from "@/components/ui/SectionHeader";
import { SegmentedControl } from "@/components/ui/SegmentedControl";
import { StatusNote } from "@/components/ui/StatusNote";
import { TextInput } from "@/components/ui/TextInput";
import type { CharacterCardView } from "@/lib/api/types";
import {
clampCharacterCount,
MAX_CHARACTER_COUNT,
MIN_CHARACTER_COUNT,
roleMixTotal,
sanitizeRoleMix,
updateCard,
} from "@/lib/generation/cards";
import { useCharacterGen } from "@/lib/generation/useCharacterGen";
import { CharacterCardItem } from "./CharacterCardItem";
import { ConflictAdjudication } from "./ConflictAdjudication";
import { RoleMixEditor, type RoleMixRow } from "./RoleMixEditor";
type GenMode = "single" | "mix";
const MODE_OPTIONS: Array<{ value: GenMode; label: string }> = [
{ value: "single", label: "单一定位" },
{ value: "mix", label: "按定位配比" },
];
const DEFAULT_MIX_ROWS: RoleMixRow[] = [
{ role: "主角", count: 1 },
{ role: "对手", count: 1 },
];
interface CharacterGeneratorProps {
projectId: string;
// 入库成功后回调(如刷新 Codex 本地列表)。
onIngested?: (created: string[], cards: CharacterCardView[]) => void;
}
// 角色生成器UX §6.6):一句话需求 + 数量 + 定位 → 预览卡 → 选/改 → 入库(处理 409 裁决)。
export function CharacterGenerator({
projectId,
onIngested,
}: CharacterGeneratorProps) {
const gen = useCharacterGen();
const [brief, setBrief] = useState("");
const [count, setCount] = useState(MIN_CHARACTER_COUNT);
const [role, setRole] = useState("");
const [mode, setMode] = useState<GenMode>("single");
const [mixRows, setMixRows] = useState<RoleMixRow[]>(DEFAULT_MIX_ROWS);
// 配比模式下的有效合计sanitize 后,已按 MAX 截断)——门控生成按钮。
const mixTotal = roleMixTotal(sanitizeRoleMix(mixRows));
// 编辑态卡片(预览返回后拷贝进本地,允许就地改)。
const [drafts, setDrafts] = useState<CharacterCardView[]>([]);
const [selected, setSelected] = useState<Set<number>>(new Set());
// 预览返回 → 同步进本地编辑态 + 默认全选。
const syncDrafts = useCallback((cards: CharacterCardView[]) => {
setDrafts(cards);
setSelected(new Set(cards.map((_, i) => i)));
}, []);
const onGenerate = useCallback(async () => {
if (mode === "mix") {
await gen.generate({
projectId,
brief,
count,
roleMix: sanitizeRoleMix(mixRows),
});
return;
}
await gen.generate({ projectId, brief, count, role });
}, [gen, projectId, brief, count, role, mode, mixRows]);
// gen.cards 变化(新预览)→ 重新同步本地草稿。
const previewKey = gen.cards.map((c) => c.name).join("|");
useEffect(() => {
if (gen.genStatus === "preview") syncDrafts(gen.cards);
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [previewKey, gen.genStatus]);
const toggle = (i: number): void => {
setSelected((prev) => {
const next = new Set(prev);
if (next.has(i)) next.delete(i);
else next.add(i);
return next;
});
};
const selectedCards = useMemo(
() => drafts.filter((_, i) => selected.has(i)),
[drafts, selected],
);
const doIngest = useCallback(
async (acknowledge: boolean) => {
const ok = await gen.ingest(projectId, selectedCards, acknowledge);
if (ok) {
onIngested?.(gen.created, selectedCards);
setDrafts([]);
setSelected(new Set());
}
},
[gen, projectId, selectedCards, onIngested],
);
const generating = gen.genStatus === "generating";
const ingesting = gen.ingestStatus === "ingesting";
return (
<section className="flex flex-col gap-4" aria-label="角色生成器">
<div className="rounded border border-line bg-panel p-4">
<SectionHeader title="角色生成器" className="mb-3" />
<Field label="一句话需求" className="mb-3">
<TextInput
value={brief}
onChange={(e) => setBrief(e.target.value)}
placeholder="如:一个亦正亦邪的剑修,背负灭门血仇"
/>
</Field>
<div className="mb-3">
<SegmentedControl
options={MODE_OPTIONS}
value={mode}
onChange={setMode}
ariaLabel="生成模式"
/>
</div>
{mode === "mix" ? (
<Field
label="角色定位配比"
className="mb-3"
help="每个定位产出对应数量,合计即总张数"
>
<RoleMixEditor rows={mixRows} onChange={setMixRows} />
</Field>
) : (
<div className="mb-3 flex flex-wrap items-end gap-3">
<Field
label="数量"
className="w-28"
help={`${MIN_CHARACTER_COUNT}${MAX_CHARACTER_COUNT}`}
>
<TextInput
type="number"
min={MIN_CHARACTER_COUNT}
max={MAX_CHARACTER_COUNT}
value={count}
onChange={(e) =>
setCount(clampCharacterCount(Number(e.target.value)))
}
/>
</Field>
<Field label="定位(可选)" className="min-w-[12rem] flex-1">
<TextInput
value={role}
onChange={(e) => setRole(e.target.value)}
placeholder="主角 / CP / 对手 / 导师 / 工具人"
/>
</Field>
</div>
)}
<Button
onClick={() => void onGenerate()}
disabled={
generating ||
brief.trim().length === 0 ||
(mode === "mix"
? mixTotal < MIN_CHARACTER_COUNT
: count < MIN_CHARACTER_COUNT || count > MAX_CHARACTER_COUNT)
}
variant="primary"
>
<Sparkles className="h-4 w-4" aria-hidden="true" />
{generating ? "生成中…" : "生成"}
</Button>
</div>
{generating ? (
<div className="rounded border border-line bg-panel/50 p-4 text-cinnabar">
<ThinkingIndicator label="生成中" />
</div>
) : null}
{gen.genStatus === "preview" && drafts.length > 0 ? (
<div className="flex flex-col gap-3">
<p className="text-xs text-ink-soft">
{drafts.length} {selectedCards.length} /
</p>
<div className="grid grid-cols-1 gap-3 lg:grid-cols-2">
{drafts.map((card, i) => (
<CharacterCardItem
key={i}
card={card}
selected={selected.has(i)}
onToggle={() => toggle(i)}
onEdit={(patch) =>
setDrafts((prev) =>
prev.map((c, j) => (j === i ? updateCard(c, patch) : c)),
)
}
/>
))}
</div>
{gen.ingestStatus === "conflict" && gen.conflicts ? (
<ConflictAdjudication
conflicts={gen.conflicts}
busy={ingesting}
onAcknowledge={() => void doIngest(true)}
onCancel={() => gen.reset()}
/>
) : (
<Button
onClick={() => void doIngest(false)}
disabled={ingesting || selectedCards.length === 0}
variant="primary"
>
<Database className="h-4 w-4" aria-hidden="true" />
{ingesting ? "入库中…" : `入库选中 ${selectedCards.length}`}
</Button>
)}
</div>
) : null}
{gen.ingestStatus === "done" && gen.created.length > 0 ? (
<StatusNote variant="success">{gen.created.join("、")}</StatusNote>
) : null}
</section>
);
}