feat(遊戲化): 新增大廳、附身、時間流、後日談進度等遊戲化系統功能
新增角色大廳(lobby)邀約與通話、附身(possession)、時鐘(clock)抽象、 時間流與睡眠負債、後日談進度、行為選擇與旁觀反應等模組,並補齊對應冒煙 測試(R~V)與單元測試;同步調整 web/mobile 對應頁面與元件。 Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -29,14 +29,14 @@ export class AnchorService {
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}
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// 錨定點後退:她「不再知道」超出新錨定點的後段劇情——移除這些場景先前投影出的所有角色資料。
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// T17/T25:清除清單與 ProjectionService.clearProjectedData() 共用同一份,避免這裡各自維護一份
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// 清單、日後新增的投影資料類型忘了同步加在兩處(先前 CharacterEmotionBaseline/ProceduralRule
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// 上線時就漏了這裡,直到本次才發現並補上)。
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const toUnproject = await this.prisma.client.scene.findMany({
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where: { workId, storyOrder: { gt: newStoryOrder }, projected: true },
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});
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for (const scene of toUnproject) {
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await this.prisma.client.episodicMemory.deleteMany({ where: { sourceSceneId: scene.id } });
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await this.prisma.client.semanticMemory.deleteMany({ where: { sourceSceneId: scene.id } });
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await this.prisma.client.personalityTraitSnapshot.deleteMany({ where: { sourceSceneId: scene.id } });
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await this.prisma.client.characterRelationshipEventLog.deleteMany({ where: { sceneId: scene.id } });
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await this.projection.clearProjectedData(scene.id);
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await this.prisma.client.scene.update({ where: { id: scene.id }, data: { projected: false } });
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}
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