agentworkshop 0.7.44 → 0.7.46

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1866) hide show
  1. package/.AgentWorkShop/prompts/host-tools.json +265 -6
  2. package/.AgentWorkShop/prompts/lead-supervise.md +54 -29
  3. package/.AgentWorkShop/prompts/peer-reply-optional.md +6 -2
  4. package/.AgentWorkShop/prompts/peer-reply-required.md +8 -7
  5. package/.output/.AgentWorkShop/aml-python/amlkit.py +185 -120
  6. package/.output/.AgentWorkShop/aml-python/requirements.txt +9 -7
  7. package/.output/.AgentWorkShop/aml-python/train-hybrid-example.py +87 -0
  8. package/.output/.AgentWorkShop/prompts/host-tools.json +265 -6
  9. package/.output/.AgentWorkShop/prompts/lead-supervise.md +54 -29
  10. package/.output/.AgentWorkShop/prompts/peer-reply-optional.md +6 -2
  11. package/.output/.AgentWorkShop/prompts/peer-reply-required.md +8 -7
  12. package/.output/.AgentWorkShop/schema.json +12 -0
  13. package/.output/nitro.json +1 -1
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@@ -0,0 +1,158 @@
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+ /**
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+ * AgentTeam RPG 小镇(2D Phaser 渲染器)— 类型、世界常量与频道配色纯函数。
3
+ *
4
+ * 从 TownScene.ts 抽出,只承载「零行为」的声明:
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+ * - 场景 → Vue HUD 事件映射 / 实体基线输入(TownEventMap / TownEntityInput);
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+ * - 渲染态结构(TownBlockDef / AgentSprite / BehaviorState);
7
+ * - 世界尺度、角色速度、气泡配色等常量;
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+ * - 频道共鸣色(稳定哈希,与 shared/town-scene-math 同源)。
9
+ *
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+ * 不依赖 Phaser.Scene 实例,便于单独测试与复用。
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+ */
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+ import * as Phaser from 'phaser'
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+ import type { TownBubbleKind } from '#shared/town-protocol'
14
+ import type { ActionKind } from '#shared/town-behavior'
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+
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+ /** 场景 → Vue HUD 事件 */
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+ export type TownEventMap = {
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+ ready: boolean
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+ fps: number
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+ agentCount: number
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+ blockCount: number
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+ /** 最后一个气泡(去重去抖动):HUD 显示"此刻谁在说话" */
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+ lastActivity: { channelId: string, agentName: string, text: string } | null
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+ /** 行为动作日志(供调试/E2E 断言"角色跑去下发任务") */
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+ behavior: { agentName: string, action: string, targetName: string | null } | null
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+ }
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+
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+ /** 由 Vue entities store 传入的初始实体基线 */
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+ export interface TownEntityInput {
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+ channelId: string
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+ channelName: string
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+ agents: Array<{
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+ agentId: string
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+ name: string
35
+ role: 'lead' | 'worker'
36
+ harness: string
37
+ state: 'idle' | 'busy' | 'stopped'
38
+ currentTaskId?: string | null
39
+ currentTaskTitle?: string | null
40
+ currentTaskProgress?: number | null
41
+ /** 用户给该角色绑定的自定义模型(assetId;缺省用内置员工模型) */
42
+ modelRef?: string | null
43
+ }>
44
+ }
45
+
46
+ /** 频道共鸣领地渲染态 */
47
+ export interface TownBlockDef {
48
+ channelId: string
49
+ name: string
50
+ centerX: number
51
+ centerY: number
52
+ radius: number
53
+ /** 频道共鸣色(number,供 tint) */
54
+ colorNum: number
55
+ /** 频道共鸣色(css rgba,供名字牌) */
56
+ rgba: string
57
+ }
58
+
59
+ /** 角色 sprite 渲染态 */
60
+ export interface AgentSprite {
61
+ channelId: string
62
+ agentId: string
63
+ name: string
64
+ role: 'lead' | 'worker'
65
+ sprite: Phaser.Physics.Arcade.Sprite
66
+ /** 脚下共鸣灵光(同频道同色) */
67
+ aura: Phaser.GameObjects.Image
68
+ /** 状态环(头顶) */
69
+ statusRing: Phaser.GameObjects.Graphics
70
+ /** 名字标签(头顶) */
71
+ nameLabel: Phaser.GameObjects.Text
72
+ /** 进度标签(busy 时) */
73
+ progressLabel: Phaser.GameObjects.Text
74
+ /** 当前气泡(每 agent 至多一个) */
75
+ bubble: Phaser.GameObjects.Container | null
76
+ bubbleTimer: Phaser.Time.TimerEvent | null
77
+ state: 'idle' | 'busy' | 'stopped'
78
+ progress: number | null
79
+ /** 行为状态机 */
80
+ behavior: BehaviorState
81
+ /** 用户正在拖动此 sprite(拖动期间暂停自动行为) */
82
+ dragging: boolean
83
+ /** 初始身位(成员原生位置,行为结束后回归;用户拖动后更新为落点) */
84
+ homeX: number
85
+ homeY: number
86
+ /** 当前渲染纹理 key(内置 wu-* 或自定义模型) */
87
+ textureKey: string
88
+ /** 用户绑定的自定义模型 id(缺省空字符串=内置) */
89
+ modelRef: string
90
+ }
91
+
92
+ /** 行为状态机(标准 AI 控制:事件→决策→动作) */
93
+ export type BehaviorMode
94
+ = | 'idle' // 待机(位于 home)
95
+ | 'roam' // 在领地内/附近游走(来回移动)
96
+ | 'approach' // 跑去目标(下发任务/通信)
97
+ | 'wait' // 在目标附近等待回复/执行结果
98
+ | 'returnHome' // 事毕回归出生位
99
+
100
+ export interface BehaviorState {
101
+ mode: BehaviorMode
102
+ /** 游走目标点(来回移动端点) */
103
+ roamTarget: { x: number, y: number } | null
104
+ /** 目标角色(跑去下发/通信对象) */
105
+ targetId: string | null
106
+ /** 等待计时(到点返回) */
107
+ waitUntil: number
108
+ /** 行为动作日志(调试) */
109
+ action?: { kind: ActionKind, taskKind?: string, requireReply: boolean, text: string }
110
+ /** 是否正被他人「跑来下发/通信」(被 approach 或 wait)中 —— 暂停自身游走,驻足配合 */
111
+ engaged: boolean
112
+ }
113
+
114
+ // ---- 世界尺度(大坐标世界:3200×2400) ----
115
+ export const WORLD_W = 3200
116
+ export const WORLD_H = 2400
117
+ /** 领地带基线(台地可立足区) */
118
+ export const FIELD_Y = 1760
119
+ /** 环形大道布点:街区围绕世界中心围成一圈 */
120
+ export const WORLD_CX = WORLD_W / 2
121
+ export const WORLD_CY = FIELD_Y
122
+ export const RING_RADIUS_X = 980
123
+ export const RING_RADIUS_Y = 560
124
+
125
+ /** worker sprite 图集候选(按 agentId 哈希选长相;均为员工形象) */
126
+ export const WORKER_SHEETS = ['wu-worker-0', 'wu-worker-1', 'wu-worker-2'] as const
127
+ export const LEAD_SHEET = 'wu-lead'
128
+ export const WALK_SPEED = 150
129
+
130
+ /** 角色行为运动速度(下发任务跑动 / 游走) */
131
+ export const AGENT_SPEED = 96
132
+ /** 等待回复/执行结果时长(ms) */
133
+ export const WAIT_MS = 2600
134
+
135
+ /** 气泡配色 */
136
+ export const BUBBLE_STYLE: Record<TownBubbleKind, { bg: number, fg: string }> = {
137
+ info: { bg: 0x1c1917, fg: '#ffffff' },
138
+ artifact: { bg: 0x1c1917, fg: '#9ecb7a' },
139
+ error: { bg: 0x3a1d1c, fg: '#ff9e9e' },
140
+ system: { bg: 0x1c1917, fg: '#c9c4bd' },
141
+ }
142
+
143
+ // ---- 频道共鸣色(稳定,同频道同色;色相桶与 shared/town-scene-math 同源) ----
144
+ const CHANNEL_HUES = [16, 40, 158, 178, 195, 212, 235, 262] as const
145
+ export function channelHue(id: string): number {
146
+ if (!id) return 212
147
+ let h = 0
148
+ for (const c of id) h = (h * 31 + c.charCodeAt(0)) % 360
149
+ return CHANNEL_HUES[h % CHANNEL_HUES.length]!
150
+ }
151
+ export function channelColorNum(channelId: string): number {
152
+ const c = Phaser.Display.Color.HSLToColor(channelHue(channelId) / 360, 0.52, 0.6)
153
+ return c.color
154
+ }
155
+ export function channelRGBA(channelId: string, alpha = 1): string {
156
+ const c = Phaser.Display.Color.HSLToColor(channelHue(channelId) / 360, 0.52, 0.6)
157
+ return `rgba(${c.red},${c.green},${c.blue},${alpha})`
158
+ }
@@ -0,0 +1,109 @@
1
+ /**
2
+ * AgentTeam RPG 小镇(2D Phaser 表现层)— 模型库(拖拽加载 / 换装 / 落地生成)。
3
+ *
4
+ * 自 TownScene.ts 抽出:只通过宿主契约(TownModelHost)触达场景成员;
5
+ * 角色能力复用 TownAgentHost(见 town-scene-agents.ts),气泡复用 TownBubbleHost。
6
+ */
7
+ import type * as Phaser from 'phaser'
8
+ import { resolveAnimDef, type ModelAnimSpec } from '#shared/town-anim'
9
+ import { LEAD_SHEET, WORKER_SHEETS } from './town-scene-core'
10
+ import { nearestAgent, spawnResident, swapTexture, type TownAgentHost } from './town-scene-agents'
11
+ import { showBubble, type TownBubbleHost } from './town-scene-bubbles'
12
+
13
+ /** 模型库登记条目(id → file;供拖拽换装/生成用) */
14
+ export type ModelRegistryEntry = { id: string, file: string, name: string, spec?: ModelAnimSpec }
15
+
16
+ /** 模型库宿主(仅声明本模块触达的场景成员;角色能力见 TownAgentHost,气泡见 TownBubbleHost) */
17
+ export interface TownModelHost extends TownBubbleHost, TownAgentHost {
18
+ /** 已注册的自定义模型(id → file),供拖拽换装/生成用 */
19
+ readonly modelsById: Map<string, ModelRegistryEntry>
20
+ /** 已声明帧布局的动画规格(自定义模型经 registerModelFromId 注入) */
21
+ readonly animSpecs: Map<string, ModelAnimSpec>
22
+ readonly anims: Phaser.Animations.AnimationManager
23
+ }
24
+
25
+ // 模型库 → 场景(拖拽加载 / 换装 / 落地生成)
26
+
27
+ /** 批量注册模型库清单(由 Vue 从 useCharacterAssets 注入;幂等) */
28
+ export function registerModelsFromList(host: TownModelHost, list: Array<{ id: string, file: string, name: string, spec?: ModelAnimSpec }>) {
29
+ for (const m of list) {
30
+ if (!host.modelsById.has(m.id)) {
31
+ host.modelsById.set(m.id, { id: m.id, file: m.file, name: m.name, spec: m.spec })
32
+ }
33
+ if (m.spec) host.animSpecs.set(m.id, m.spec)
34
+ // 注意:此处不得调用 ensureSheetAnims —— 场景尚未挂到 game,this.anims/this.textures 未初始化。
35
+ // 动画统一在 create()/createAnimations() 里建(那时 game 已挂载)。
36
+ }
37
+ }
38
+
39
+ /**
40
+ * 注册一个自定义模型(按 assetId 从模型库清单查 file);幂等。
41
+ * 记录元信息 + 帧布局,加载纹理动画。成功返回 true。
42
+ */
43
+ export function registerModelFromId(host: TownModelHost, id: string, file: string, name: string, spec?: ModelAnimSpec): boolean {
44
+ if (!host.modelsById.has(id)) host.modelsById.set(id, { id, file, name, spec })
45
+ if (spec) host.animSpecs.set(id, spec)
46
+ if (host.textures.exists(id)) {
47
+ ensureSheetAnims(host, id)
48
+ return true
49
+ }
50
+ return false
51
+ }
52
+
53
+ /**
54
+ * HTML5 拖拽落下 → 落到某个角色上则「换装」该角色,否则在落点「生成一个居民」。
55
+ * assetId 由 AssetLibrary 的 dragstart 写入 dataTransfer。
56
+ */
57
+ export function dropModelOnWorld(host: TownModelHost, worldX: number, worldY: number, assetId: string): { mode: 'rebind' | 'spawn', agentId?: string, textureKey: string, x: number, y: number } {
58
+ // 就近找落点 80px 内的角色
59
+ const near = nearestAgent(host, worldX, worldY, 80)
60
+ const model = host.modelsById.get(assetId)
61
+ const texKey = model?.id ?? assetId
62
+ // 若纹理未注册,先按模型库 file 加载(无则回退 assetId,可能为空 → 显示原纹理)
63
+ if (model && !host.textures.exists(texKey)) registerModelFromId(host, assetId, model.file, model.name)
64
+ if (near) {
65
+ // 换装:直接改该角色所用纹理 + 动画 key
66
+ swapTexture(host, near, texKey)
67
+ showBubble(host, near.channelId, near.agentId, 'info', `换装 → ${model?.name ?? assetId}`, 2200)
68
+ return { mode: 'rebind', agentId: near.agentId, textureKey: texKey, x: Math.round(near.sprite.x), y: Math.round(near.sprite.y) }
69
+ }
70
+ // 落点生成一个"居民"(可拖拽、可游走的装饰性角色;无实际 agent 绑定)
71
+ if (host.textures.exists(texKey)) {
72
+ spawnResident(host, worldX, worldY, texKey, model?.name ?? assetId)
73
+ return { mode: 'spawn', textureKey: texKey, x: Math.round(worldX), y: Math.round(worldY) }
74
+ }
75
+ return { mode: 'rebind', textureKey: texKey, x: Math.round(worldX), y: Math.round(worldY) }
76
+ }
77
+
78
+ export function createAnimations(host: TownModelHost): void {
79
+ const sheets = [...WORKER_SHEETS, LEAD_SHEET, 'knight', 'mage', 'bot']
80
+ for (const sheet of sheets) {
81
+ ensureSheetAnims(host, sheet)
82
+ }
83
+ }
84
+
85
+ /** 为某纹理 key 建 idle/walk/work 三态动画(幂等);内置与自定义模型统一接口 */
86
+ export function ensureSheetAnims(host: TownModelHost, key: string): void {
87
+ const def = resolveAnimDef(key, host.animSpecs.get(key))
88
+ for (const state of ['idle', 'walk', 'work'] as const) {
89
+ const a = def[state]
90
+ const animKey = a.key
91
+ if (!host.anims.exists(animKey)) {
92
+ host.anims.create({
93
+ key: animKey,
94
+ frames: host.anims.generateFrameNumbers(key, { start: a.start, end: a.end }),
95
+ frameRate: a.frameRate,
96
+ repeat: a.repeat,
97
+ })
98
+ }
99
+ }
100
+ // 兼容旧播放名 wu-bob-<key>(仍能播悬停)
101
+ if (!host.anims.exists(`wu-bob-${key}`)) {
102
+ host.anims.create({
103
+ key: `wu-bob-${key}`,
104
+ frames: host.anims.generateFrameNumbers(key, { start: 0, end: (host.animSpecs.get(key)?.frames ?? 4) - 1 }),
105
+ frameRate: 3,
106
+ repeat: -1,
107
+ })
108
+ }
109
+ }
@@ -0,0 +1,279 @@
1
+ /**
2
+ * AgentTeam RPG 小镇(2D Phaser 表现层)— 领地/地标/共鸣绘制。
3
+ *
4
+ * 自 TownScene.ts 抽出:只通过宿主契约(TownVisualHost)触达场景成员,
5
+ * 不直接依赖 TownScene 的其余实现。
6
+ *
7
+ * - 视差背景(createParallax / updateParallax);
8
+ * - 频道共鸣领地(环形能场 / 地面柔光 / 色盲徽记 / 名牌)与街区地标塔;
9
+ * - 世界中心「共鸣核心塔」;
10
+ * - 事件共鸣可视化(说话脉冲 / 完成光柱 / 错误涟漪 / 频道旗)。
11
+ */
12
+ import type * as Phaser from 'phaser'
13
+ import type { AepEnvelope } from '#shared/workshop-protocol'
14
+ import { WORLD_CX, WORLD_CY, WORLD_H, WORLD_W, type AgentSprite, type TownBlockDef } from './town-scene-core'
15
+
16
+ /** 领地/地标/共鸣绘制宿主(仅声明本模块触达的场景成员;由 TownScene 提供) */
17
+ export interface TownVisualHost {
18
+ /** 频道共鸣领地(按 channelId) */
19
+ readonly blocks: Map<string, TownBlockDef>
20
+ /** 角色渲染态(按 agentId;说话脉冲取共鸣色) */
21
+ readonly agents: Map<string, AgentSprite>
22
+ /** 频道旗(顶球)缓存 */
23
+ readonly flagBy: Map<string, Phaser.GameObjects.Arc>
24
+ /** 视差背景层(远/中);scroll 因子控制不同步平移 */
25
+ farLayer: Phaser.GameObjects.Image
26
+ midLayer: Phaser.GameObjects.Image
27
+ scrollFactorFar: number
28
+ scrollFactorMid: number
29
+ readonly cameras: Phaser.Cameras.Scene2D.CameraManager
30
+ readonly add: Phaser.GameObjects.GameObjectFactory
31
+ readonly tweens: Phaser.Tweens.TweenManager
32
+ /** 登记领地/装饰对象(resetAll 时统一销毁) */
33
+ pushDecor(...objs: Phaser.GameObjects.GameObject[]): void
34
+ }
35
+
36
+ /**
37
+ * 视差背景:远山天空/城市剪影按相机 scroll 因子不同步平移,产生纵深。
38
+ * 层固定在相机上(scrollFactor=0),位置随 update 里相机 scroll 反推。
39
+ */
40
+ export function createParallax(host: TownVisualHost): void {
41
+ const cam = host.cameras.main
42
+ // 铺满视野(约 1100x700 @ zoom1),随 zoom 放大
43
+ host.farLayer = host.add.image(WORLD_W / 2, WORLD_H / 2, 'world-far')
44
+ .setScrollFactor(0).setDepth(-1200)
45
+ host.midLayer = host.add.image(WORLD_W / 2, WORLD_H / 2, 'world-middle')
46
+ .setScrollFactor(0).setDepth(-1150)
47
+ // 初始尺寸
48
+ void cam
49
+ }
50
+
51
+ /** 每帧按相机 scroll 让视差层产生缓慢位移(远层更慢) */
52
+ export function updateParallax(host: TownVisualHost): void {
53
+ const cam = host.cameras.main
54
+ // 以世界中心为锚:相机偏离中心越多,背景偏移越多(但远层偏移更少 → 相对慢速)
55
+ const dx = (cam.scrollX + cam.width / 2) - WORLD_CX
56
+ const dy = (cam.scrollY + cam.height / 2) - WORLD_CY
57
+ const f = cam.zoom
58
+ host.farLayer.setPosition(cam.width / 2 - dx * host.scrollFactorFar / f, cam.height / 2 - dy * host.scrollFactorFar / f)
59
+ host.midLayer.setPosition(cam.width / 2 - dx * host.scrollFactorMid / f, cam.height / 2 - dy * host.scrollFactorMid / f)
60
+ // 随缩放放大背景(与视野同比例)
61
+ host.farLayer.setScale(Math.max(0.6, 0.6 / f))
62
+ host.midLayer.setScale(Math.max(0.72, 0.72 / f))
63
+ }
64
+
65
+ /** 建一片频道共鸣领地(环形能场 + 柔光 + 频道名牌;无白色方块) */
66
+ export function drawBlock(host: TownVisualHost, def: TownBlockDef): void {
67
+ const { centerX: cx, centerY: cy, radius: r, colorNum } = def
68
+ // 地面柔光(大面积低透明,暗示能场)
69
+ const field = host.add.image(cx, cy, 'wu-aura')
70
+ .setScale(r / 56).setTint(colorNum).setAlpha(0.30).setDepth(-20)
71
+ // 环形能场边界(呼吸)
72
+ const ring = host.add.image(cx, cy, 'wu-ring')
73
+ .setScale(r / 128).setTint(colorNum).setAlpha(0.55).setDepth(-19)
74
+ host.tweens.add({
75
+ targets: ring,
76
+ alpha: { from: 0.35, to: 0.6 },
77
+ scale: { from: (r / 128) * 0.96, to: (r / 128) * 1.04 },
78
+ yoyo: true,
79
+ repeat: -1,
80
+ duration: 2400,
81
+ ease: 'sine.inout',
82
+ })
83
+ // 频道名牌(顶部) —— 由 drawLandmark 挂在塔顶
84
+ const stroke = host.add.graphics().setDepth(-18)
85
+ stroke.lineStyle(1.2, colorNum, 0.4)
86
+ stroke.strokeCircle(cx, cy, r)
87
+ // 地面柔软阴影(建筑/领地投影,低透明)
88
+ const shadow = host.add.image(cx, cy + 22, 'wu-aura')
89
+ .setScale(r / 52).setTint(0x0a1410).setAlpha(0.22).setDepth(-17)
90
+ host.pushDecor(field, ring, stroke, shadow)
91
+
92
+ drawLandmark(host, def)
93
+ }
94
+
95
+ /**
96
+ * 街区地标建筑(2.5D 挤出:顶面 + 侧壁,侧壁随朝向变暗 → 有体积)。
97
+ * 用 wu-ring 作底座 + wu-aura 作顶面辉光,叠加成一座低模塔;无真实 tile 也能有"人工建筑"体积感。
98
+ */
99
+ export function drawLandmark(host: TownVisualHost, def: TownBlockDef): void {
100
+ const { centerX: cx, centerY: cy, radius: r, colorNum } = def
101
+ const baseY = cy - r * 0.55
102
+ // 底座(地面投影)
103
+ const base = host.add.ellipse(cx, baseY, r * 0.5, r * 0.2, colorNum, 0.55).setDepth(-16)
104
+ // 塔身(侧壁,深色→体积,受夕阳侧光:右亮左暗)
105
+ const body = host.add.rectangle(cx, baseY - 42, r * 0.34, 88, colorNum, 0.85).setDepth(baseY - 20).setOrigin(0.5, 1)
106
+ body.setStrokeStyle(1.5, colorNum, 0.6)
107
+ // 顶面(略亮,承接天光)
108
+ const top = host.add.ellipse(cx, baseY - 84, r * 0.4, r * 0.16, 0xffffff, 0.28).setDepth(baseY - 20)
109
+ top.setStrokeStyle(1.5, colorNum, 0.6)
110
+ // 顶面光柱(呼吸)
111
+ const beam = host.add.image(cx, baseY - 120, 'wu-aura')
112
+ .setScale(0.9).setTint(0xfff0cf).setAlpha(0.5).setDepth(baseY - 20)
113
+ host.tweens.add({ targets: beam, alpha: { from: 0.3, to: 0.6 }, scale: { from: 0.7, to: 1.05 }, yoyo: true, repeat: -1, duration: 1800, ease: 'sine.inout' })
114
+ // 频道名牌(挂在塔顶)
115
+ const plaque = host.add.text(cx, baseY - 128, def.name, {
116
+ fontFamily: 'Geist, PingFang SC, sans-serif',
117
+ fontSize: '13px',
118
+ fontStyle: '600',
119
+ color: '#fff',
120
+ padding: { x: 10, y: 4 },
121
+ backgroundColor: 'rgba(18,20,30,0.6)',
122
+ }).setOrigin(0.5).setDepth(baseY - 19)
123
+ // 色盲徽记:频道用几何形状区分(不单靠色相),置于名牌上方
124
+ const emblem = drawEmblem(host, cx, baseY - 148, colorNum, def.channelId)
125
+ host.pushDecor(base, body, top, beam, plaque, emblem)
126
+ }
127
+
128
+ /** 频道几何徽记(色盲友好:形状+色双通道);形状由 channelId 哈希稳定决定 */
129
+ export function drawEmblem(host: TownVisualHost, cx: number, cy: number, colorNum: number, channelId: string): Phaser.GameObjects.Graphics {
130
+ const g = host.add.graphics().setDepth(cy + 1000)
131
+ const s = 9
132
+ g.lineStyle(2, colorNum, 0.95)
133
+ g.fillStyle(colorNum, 0.35)
134
+ const shape = Math.abs(channelId.split('').reduce((h, c) => h * 31 + c.charCodeAt(0), 0)) % 5
135
+ if (shape === 0) g.strokeCircle(cx, cy, s) // 圆
136
+ else if (shape === 1) { // 三角
137
+ g.beginPath()
138
+ g.moveTo(cx, cy - s)
139
+ g.lineTo(cx + s, cy + s)
140
+ g.lineTo(cx - s, cy + s)
141
+ g.closePath()
142
+ g.strokePath()
143
+ }
144
+ else if (shape === 2) { // 方块
145
+ g.strokeRect(cx - s, cy - s, s * 2, s * 2)
146
+ }
147
+ else if (shape === 3) { // 菱形
148
+ g.beginPath()
149
+ g.moveTo(cx, cy - s)
150
+ g.lineTo(cx + s, cy)
151
+ g.lineTo(cx, cy + s)
152
+ g.lineTo(cx - s, cy)
153
+ g.closePath()
154
+ g.strokePath()
155
+ }
156
+ else { // 五边
157
+ g.beginPath()
158
+ for (let i = 0; i < 5; i++) {
159
+ const a = -Math.PI / 2 + (i * 2 * Math.PI) / 5
160
+ const px = cx + Math.cos(a) * s
161
+ const py = cy + Math.sin(a) * s
162
+ if (i === 0) g.moveTo(px, py)
163
+ else g.lineTo(px, py)
164
+ }
165
+ g.closePath()
166
+ g.strokePath()
167
+ }
168
+ return g
169
+ }
170
+
171
+ /**
172
+ * 世界中心「共鸣核心塔」(= workspace 本体):高耸能量柱,随全局活动呼吸。
173
+ * 街区沿大道环绕它分布,一眼可辨世界中心。
174
+ */
175
+ export function drawCore(host: TownVisualHost): void {
176
+ const cx = WORLD_CX
177
+ const cy = WORLD_CY
178
+ // 塔基能量场(大面积)
179
+ const field = host.add.image(cx, cy, 'wu-aura').setScale(6).setTint(0x4da3ff).setAlpha(0.28).setDepth(-20)
180
+ // 塔身(多层收窄的能量柱)
181
+ const body = host.add.rectangle(cx, cy - 90, 120, 300, 0x57d29a, 0.7).setOrigin(0.5, 1).setDepth(cy - 22)
182
+ body.setStrokeStyle(2, 0xd8fff2, 0.6)
183
+ const body2 = host.add.rectangle(cx, cy - 220, 70, 180, 0xc4f4e8, 0.75).setOrigin(0.5, 1).setDepth(cy - 21)
184
+ // 顶部光球(呼吸)
185
+ const orb = host.add.image(cx, cy - 320, 'wu-aura').setScale(1.4).setTint(0xeafff8).setAlpha(0.9).setDepth(cy - 20)
186
+ host.tweens.add({ targets: orb, alpha: { from: 0.7, to: 1 }, scale: { from: 1.2, to: 1.6 }, yoyo: true, repeat: -1, duration: 1600, ease: 'sine.inout' })
187
+ // 塔名
188
+ const label = host.add.text(cx, cy - 360, '共鸣核心', {
189
+ fontFamily: 'Geist, PingFang SC, sans-serif',
190
+ fontSize: '14px',
191
+ fontStyle: '600',
192
+ color: '#fff',
193
+ padding: { x: 12, y: 5 },
194
+ backgroundColor: 'rgba(18,20,30,0.6)',
195
+ }).setOrigin(0.5).setDepth(cy - 19)
196
+ host.pushDecor(field, body, body2, orb, label)
197
+ }
198
+
199
+ /**
200
+ * 事件 → 视觉共鸣(把目光吸过去,但不打断):
201
+ * - 消息类 → 说话者身上扩散一圈共鸣波纹(speaking pulse)
202
+ * - task.status(完成) → 频道领地冲出一道光柱 + 星星粒子
203
+ * - error → 该频道一圈红色涟漪 + 频道旗变红
204
+ * - task.status(其它/进行中) → 频道旗变黄(busy)
205
+ */
206
+ export function emitResonance(host: TownVisualHost, e: AepEnvelope): void {
207
+ const def = host.blocks.get(e.channelId)
208
+ const asp = e.agentId ? host.agents.get(e.agentId) : undefined
209
+ const cx = asp?.sprite.x ?? def?.centerX
210
+ const cy = asp?.sprite.y ?? def?.centerY
211
+ if (cx === undefined || cy === undefined) return
212
+
213
+ if (e.type === 'agent.message' || e.type === 'agent.status.message' || e.type === 'a2a.message') {
214
+ pulseRing(host, cx, cy, asp?.aura.tintTopLeft ?? def?.colorNum ?? 0xffffff, 0x4da3ff)
215
+ }
216
+ else if (e.type === 'error') {
217
+ pulseRing(host, cx, cy, 0xff6b5c, 0xff6b5c)
218
+ setFlag(host, e.channelId, 'danger')
219
+ }
220
+ else if (e.type === 'task.status') {
221
+ const state = (e.payload as { state?: string }).state
222
+ if (state === 'completed') {
223
+ lightColumn(host, cx, cy, 0xd8fff2)
224
+ }
225
+ else if (state === 'working' || state === 'assigned') {
226
+ setFlag(host, e.channelId, 'busy')
227
+ }
228
+ else if (state === 'failed' || state === 'canceled') {
229
+ pulseRing(host, cx, cy, 0xff9e6b, 0xff9e6b)
230
+ setFlag(host, e.channelId, 'danger')
231
+ }
232
+ else if (state === 'waiting') {
233
+ setFlag(host, e.channelId, 'wait')
234
+ }
235
+ }
236
+ }
237
+
238
+ /** 一个扩散共鸣波纹(圆环放大并淡出) */
239
+ export function pulseRing(host: TownVisualHost, x: number, y: number, color: number, _glow: number): void {
240
+ const ring = host.add.image(x, y, 'wu-ring').setTint(color).setAlpha(0.8).setDepth(y + 300).setScale(0.3)
241
+ host.tweens.add({
242
+ targets: ring,
243
+ scale: 2.2,
244
+ alpha: 0,
245
+ duration: 700,
246
+ ease: 'sine.out',
247
+ onComplete: () => ring.destroy(),
248
+ })
249
+ }
250
+
251
+ /** 高频光柱(交付/完成时从频道领地冲天) */
252
+ export function lightColumn(host: TownVisualHost, x: number, y: number, color: number): void {
253
+ const beam = host.add.image(x, y - 40, 'wu-aura').setTint(color).setAlpha(0.9).setDepth(y + 320).setScale(0, 6)
254
+ host.tweens.add({
255
+ targets: beam,
256
+ scaleX: 1.1,
257
+ scaleY: 2.2,
258
+ alpha: 0,
259
+ duration: 900,
260
+ ease: 'power2.out',
261
+ onComplete: () => beam.destroy(),
262
+ })
263
+ }
264
+
265
+ /** 频道状态旗(地标塔顶变色;busy/wait/danger) */
266
+ export function setFlag(host: TownVisualHost, channelId: string, state: 'busy' | 'wait' | 'danger'): void {
267
+ const def = host.blocks.get(channelId)
268
+ if (!def) return
269
+ const color = state === 'danger' ? 0xff6b5c : state === 'wait' ? 0xf5a742 : 0x57d29a
270
+ // 在塔顶光球处再放一个呼吸旗(轻量;若已存在则复用)
271
+ let flag = host.flagBy.get(channelId)
272
+ if (!flag) {
273
+ flag = host.add.circle(def.centerX, def.centerY - 150, 10, color, 0.9).setDepth(def.centerY - 10)
274
+ host.flagBy.set(channelId, flag)
275
+ host.pushDecor(flag)
276
+ }
277
+ flag.setFillStyle(color, 0.9)
278
+ host.tweens.add({ targets: flag, alpha: { from: 0.6, to: 1 }, yoyo: true, repeat: -1, duration: 800 })
279
+ }