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>
This commit is contained in:
+357
-100
@@ -114,32 +114,57 @@ model User {
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createdAt DateTime @default(now())
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updatedAt DateTime @updatedAt
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relationships Relationship[]
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relatedMemories EpisodicMemory[]
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tasks Task[]
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adultModeConsent AdultModeConsent?
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romanceEventLogs RomanceEventLog[]
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adultContentAttempts AdultContentAttemptLog[]
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pushTokens PushToken[]
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pushNotificationLogs PushNotificationLog[]
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// T43 人格套用:使用者目前套用中的角色(null=未套用任何角色,以自己身分發話)。
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possessingCharacterId String?
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possessingCharacter Character? @relation("Possession", fields: [possessingCharacterId], references: [id], onDelete: SetNull)
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relationships Relationship[]
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relatedMemories EpisodicMemory[]
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tasks Task[]
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adultModeConsent AdultModeConsent?
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romanceEventLogs RomanceEventLog[]
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adultContentAttempts AdultContentAttemptLog[]
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pushTokens PushToken[]
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pushNotificationLogs PushNotificationLog[]
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rooms Room[]
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roomReadStates RoomReadState[]
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callAttemptLogs CallAttemptLog[]
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pendingLobbyCalls PendingLobbyCall[]
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@@map("users")
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}
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// T43:大廳呼叫(CallService.say())辨識到的角色目前正被使用者套用時,不能讓人格系統代她判斷
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// 接受/婉拒(那正是套用要避免的事),改記一筆待決,等使用者以她的身分明確決定。
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model PendingLobbyCall {
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id String @id @default(cuid())
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userId String
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user User @relation(fields: [userId], references: [id], onDelete: Cascade)
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characterId String
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character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
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text String // 使用者原本喊的那句話,接受時用同一句話開房,維持與一般呼叫一致的行為
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createdAt DateTime @default(now())
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@@map("pending_lobby_calls")
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}
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model Work {
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id String @id @default(cuid())
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title String
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volumeProgress String? // 卷數進度
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worldview String? // 世界觀
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progressAnchor String? // 作品進度錨定點(M-9/N 群組使用;描述作品實際描寫過的時期,人類可讀)
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anchorStoryOrder Int @default(0) // M-9 錨定點的數值刀口:對應 Scene.storyOrder,之前是親身經歷,之後不存在
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id String @id @default(cuid())
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title String
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volumeProgress String? // 卷數進度
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worldview String? // 世界觀
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progressAnchor String? // 作品進度錨定點(M-9/N 群組使用;描述作品實際描寫過的時期,人類可讀)
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anchorStoryOrder Int @default(0) // M-9 錨定點的數值刀口:對應 Scene.storyOrder,之前是親身經歷,之後不存在
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// N-1 後日談區間:錨定點抵達已出版內容盡頭後切入,時間繼續流動。
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inEpilogue Boolean @default(false)
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epilogueStartStoryOrder Int? // 切入後日談當下的錨定點位置,供 N-2 性格漂移計算「已經推演多久」
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timeFlowMode String @default("REALTIME") // FAST/REALTIME/SLOW/FROZEN(N-1;後日談成年角色不可設 FAST)
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// T34:推演進度時鐘的最後結算時間點(僅供 EpilogueProgressService 內部換算「現實流逝了多久」用,
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// 與 updatedAt 分開,避免匯入、改標題等其他寫入動作干擾這個累積換算)。
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epilogueProgressCheckpointAt DateTime?
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branchedFromCanon Boolean @default(false) // N-5 分支保留:一旦分岔,之後官方新內容不再匯入這個作品實例
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createdAt DateTime @default(now())
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updatedAt DateTime @updatedAt
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createdAt DateTime @default(now())
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updatedAt DateTime @updatedAt
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characters Character[]
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scenes Scene[]
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@@ -169,49 +194,59 @@ model Character {
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createdAt DateTime @default(now())
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updatedAt DateTime @updatedAt
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aliases CharacterAlias[]
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episodicMemories EpisodicMemory[]
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semanticMemories SemanticMemory[]
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proceduralRules ProceduralRule[]
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emotionState EmotionState?
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relationships Relationship[]
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contrastTriggerLogs ContrastTriggerLog[]
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scheduleSlots ScheduleSlot[]
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specialDays SpecialDay[]
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scheduleExceptions ScheduleExceptionLog[]
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tasks Task[]
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proactiveCareLogs ProactiveCareLog[]
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relationshipsToOthers CharacterRelationship[] @relation("RelationshipFrom")
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relationshipsFromOthers CharacterRelationship[] @relation("RelationshipTo")
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ageEvidence CharacterAgeEvidence[]
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romanceEventLogs RomanceEventLog[]
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adultContentAttempts AdultContentAttemptLog[]
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scenePresences ScenePresence[]
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spokenLines SceneLine[]
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costumeCatalogEntries CostumeCatalogEntry[]
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poseVocabularyEntries PoseVocabularyEntry[]
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languageCorpusEntries LanguageCorpusEntry[]
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aliases CharacterAlias[]
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episodicMemories EpisodicMemory[]
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semanticMemories SemanticMemory[]
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proceduralRules ProceduralRule[]
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emotionState EmotionState?
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sleepDebt SleepDebt?
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relationships Relationship[]
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contrastTriggerLogs ContrastTriggerLog[]
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scheduleSlots ScheduleSlot[]
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specialDays SpecialDay[]
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scheduleExceptions ScheduleExceptionLog[]
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tasks Task[]
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proactiveCareLogs ProactiveCareLog[]
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relationshipsToOthers CharacterRelationship[] @relation("RelationshipFrom")
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relationshipsFromOthers CharacterRelationship[] @relation("RelationshipTo")
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ageEvidence CharacterAgeEvidence[]
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romanceEventLogs RomanceEventLog[]
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adultContentAttempts AdultContentAttemptLog[]
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scenePresences ScenePresence[]
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spokenLines SceneLine[]
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costumeCatalogEntries CostumeCatalogEntry[]
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poseVocabularyEntries PoseVocabularyEntry[]
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languageCorpusEntries LanguageCorpusEntry[]
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personalityTraitSnapshots PersonalityTraitSnapshot[]
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relationshipEventLogsFrom CharacterRelationshipEventLog[] @relation("EventLogFrom")
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relationshipEventLogsTo CharacterRelationshipEventLog[] @relation("EventLogTo")
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epilogueMilestoneLogs EpilogueMilestoneLog[]
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voiceSheet VoiceSheet?
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roomMemberships RoomMember[]
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roomTurns RoomTurn[]
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callAttemptsAsCandidate CallAttemptLog[] @relation("CallAttemptCandidate")
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callAttemptsAsDelegate CallAttemptLog[] @relation("CallAttemptDelegate")
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roomInvitationsReceived RoomInvitation[] @relation("RoomInvitationInvitee")
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roomInvitationsSent RoomInvitation[] @relation("RoomInvitationInviter")
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emotionBaselines CharacterEmotionBaseline[]
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possessedByUsers User[] @relation("Possession")
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pendingLobbyCallsAsTarget PendingLobbyCall[]
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@@map("characters")
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}
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// P-1 角色音色設定:語音子系統的角色專屬設定,同 EmotionState 走 1:1 關聯。
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model VoiceSheet {
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id String @id @default(cuid())
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characterId String @unique
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id String @id @default(cuid())
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characterId String @unique
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character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
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baseTimbre String // 基礎音色描述,例如「清亮少女音」「低沉御姐音」「軟糯蘿莉音」
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baseRate Float @default(1.0) // 預設語速倍率:性格決定的基準(元氣快、冷淡慢)
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pitchRangeSemitones Float @default(4) // 音域幅度(半音數):語調起伏大小,元氣大、三無近乎單音
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verbalTicsJson String @default("[]") // 口頭聲響庫(JSON 字串陣列):SQLite 不支援原生字串陣列欄位
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forbiddenSoundsJson String @default("[]") // 禁則(JSON 字串陣列):此角色不會有的聲音表現
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createdAt DateTime @default(now())
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updatedAt DateTime @updatedAt
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baseRate Float @default(1.0) // 預設語速倍率:性格決定的基準(元氣快、冷淡慢)
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pitchRangeSemitones Float @default(4) // 音域幅度(半音數):語調起伏大小,元氣大、三無近乎單音
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verbalTicsJson String @default("[]") // 口頭聲響庫(JSON 字串陣列):SQLite 不支援原生字串陣列欄位
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forbiddenSoundsJson String @default("[]") // 禁則(JSON 字串陣列):此角色不會有的聲音表現
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createdAt DateTime @default(now())
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updatedAt DateTime @updatedAt
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@@map("voice_sheets")
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}
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@@ -261,7 +296,7 @@ model AdultModeConsent {
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// L-7 驗收:任何嘗試(無論是否放行)都留下記錄,證明繞過嘗試會被引擎層攔截並記錄,不會被悄悄放過或悄悄擋掉。
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model AdultContentAttemptLog {
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id String @id @default(cuid())
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id String @id @default(cuid())
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characterId String
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character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
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userId String
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@@ -276,15 +311,15 @@ model AdultContentAttemptLog {
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// K-2/K-4 角色間關係:群聊中「角色間關係上場」與發言權分配的「與發言者的關係」都吃這張表。
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// 有向邊(characterId 對 otherCharacterId 的觀感),故同作品兩角色互相的觀感可以不對稱。
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model CharacterRelationship {
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id String @id @default(cuid())
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characterId String
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character Character @relation("RelationshipFrom", fields: [characterId], references: [id], onDelete: Cascade)
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id String @id @default(cuid())
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characterId String
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character Character @relation("RelationshipFrom", fields: [characterId], references: [id], onDelete: Cascade)
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otherCharacterId String
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otherCharacter Character @relation("RelationshipTo", fields: [otherCharacterId], references: [id], onDelete: Cascade)
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affinity Int @default(50) // 0~100,越高越要好;50 為中性
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dynamic String? // 互動基調描述性標籤,例如 loyal-friend/rival/protective/crush
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createdAt DateTime @default(now())
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updatedAt DateTime @updatedAt
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otherCharacter Character @relation("RelationshipTo", fields: [otherCharacterId], references: [id], onDelete: Cascade)
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affinity Int @default(50) // 0~100,越高越要好;50 為中性
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dynamic String? // 互動基調描述性標籤,例如 loyal-friend/rival/protective/crush
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createdAt DateTime @default(now())
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updatedAt DateTime @updatedAt
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@@unique([characterId, otherCharacterId])
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@@map("character_relationships")
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@@ -292,10 +327,10 @@ model CharacterRelationship {
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// G-4 反差萌稀有度控制:記錄每次反差行為觸發的時間,供冷卻期判定。
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model ContrastTriggerLog {
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id String @id @default(cuid())
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id String @id @default(cuid())
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characterId String
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character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
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triggeredAt DateTime @default(now())
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triggeredAt DateTime @default(now())
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@@map("contrast_trigger_logs")
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}
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@@ -327,11 +362,11 @@ model SpecialDay {
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// I-4 破例規則:記錄每種破例最後一次觸發的時間,供稀有度冷卻判定。
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model ScheduleExceptionLog {
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id String @id @default(cuid())
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id String @id @default(cuid())
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characterId String
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character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
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exceptionType String // LATE_NIGHT_CHAT/SNEAK_REPLY_IN_CLASS/ADJUST_SCHEDULE
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triggeredAt DateTime @default(now())
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triggeredAt DateTime @default(now())
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@@map("schedule_exception_logs")
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}
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@@ -365,22 +400,22 @@ model EpisodicMemory {
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isPrivate Boolean @default(false) // K-3 隱私邊界:一對一聊過的私密內容,群聊中不主動洩漏(口風不緊原型除外)
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// M-7/M-10 可追溯性:這筆記憶是否由某個場景投影而來。只有這裡非 null 的記錄會被「重新投影」刪除重建;
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// 使用者互動記憶(source=INTERACTION)永遠不會設這個欄位,因此重新投影永遠不會動到使用者互動記錄。
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sourceSceneId String?
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sourceScene Scene? @relation(fields: [sourceSceneId], references: [id], onDelete: SetNull)
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sourceSceneId String?
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sourceScene Scene? @relation(fields: [sourceSceneId], references: [id], onDelete: SetNull)
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createdAt DateTime @default(now())
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@@map("episodic_memories")
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}
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model SemanticMemory {
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id String @id @default(cuid())
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characterId String
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character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
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fact String // 去情境化事實
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about String // 對象(關於誰/什麼)
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id String @id @default(cuid())
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characterId String
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character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
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fact String // 去情境化事實
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about String // 對象(關於誰/什麼)
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sourceSceneId String? // M-4/M-7 可追溯性:由哪個場景萃取而來(新登場設定)
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sourceScene Scene? @relation(fields: [sourceSceneId], references: [id], onDelete: SetNull)
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createdAt DateTime @default(now())
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sourceScene Scene? @relation(fields: [sourceSceneId], references: [id], onDelete: SetNull)
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createdAt DateTime @default(now())
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@@map("semantic_memories")
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}
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@@ -392,6 +427,11 @@ model ProceduralRule {
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situation String // 情境
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responsePattern String // 回應模式
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weight Float @default(1)
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// T25:最近一次新增或強化這條規則的來源場景(章節匯入觸發時才會設值;F-5 對話中即時強化/糾正
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// 觸發的規則永遠不設這個欄位)。同一 (situation, responsePattern) 若先後被多個場景強化,這裡只記錄
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// 最近一次,是已知的簡化——重投影時只能整條清掉重建,無法只回退「這個場景那一份增量」。
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sourceSceneId String?
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sourceScene Scene? @relation(fields: [sourceSceneId], references: [id], onDelete: SetNull)
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createdAt DateTime @default(now())
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updatedAt DateTime @updatedAt
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@@ -415,8 +455,23 @@ model EmotionState {
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@@map("emotion_states")
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}
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// T32:睡眠債——SLEEP 時段內若仍在房間活動(沒有真的睡),累積該時段時長為債務;某次 SLEEP
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// 時段完全沒有活動(真的補眠了)即歸零。影響三處:動態間隔懲罰(回覆變慢)、ACTION 權重提高
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// (打瞌睡演出)、LEAVE 動因升級為「撐不住想睡」;另加重行程情緒基線的「累」傾向。
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model SleepDebt {
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id String @id @default(cuid())
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characterId String @unique
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character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
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accumulatedMinutes Float @default(0)
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lastReconciledDate DateTime? // 台北當地日期(僅比對年月日),避免同一天重複計入同一段 SLEEP 時段
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updatedAt DateTime @updatedAt
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@@map("sleep_debts")
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}
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model Relationship {
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id String @id @default(cuid())
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id String @id @default(cuid())
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characterId String
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character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
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userId String
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@@ -435,8 +490,8 @@ model Relationship {
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lastRomanceEventAt DateTime?
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awkwardUntil DateTime? // L-2 告白被拒後的尷尬期:互動變客氣,直到此時間點
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consecutiveRejections Int @default(0) // L-2 連續告白失敗次數:累積到門檻會真的傷關係
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partnerSince DateTime? // L-4 進入戀人階段的時間點,用於判斷戀人初期/穩定期
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romanceEventsInStage Int @default(0) // L-4 進入目前階段後累積的正向心動事件數,同樣用於判斷穩定期
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partnerSince DateTime? // L-4 進入戀人階段的時間點,用於判斷戀人初期/穩定期
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romanceEventsInStage Int @default(0) // L-4 進入目前階段後累積的正向心動事件數,同樣用於判斷穩定期
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ledgerEntries SentimentLedgerEntry[]
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@@ -461,11 +516,11 @@ model SentimentLedgerEntry {
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// J-1 委託:使用者請角色做的事。執行(觸發準時度)是引擎責任,演出(接案/觸發/追擊的台詞)是角色責任。
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model Task {
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id String @id @default(cuid())
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id String @id @default(cuid())
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characterId String
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character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
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character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
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userId String
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user User @relation(fields: [userId], references: [id], onDelete: Cascade)
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user User @relation(fields: [userId], references: [id], onDelete: Cascade)
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type TaskType
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content String // 委託內容(去除時間片語後的純委託描述,例如「開會」)
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@@ -475,13 +530,16 @@ model Task {
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cronExpression String? // 週期提醒(node-cron 表達式)
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condition String? // 條件提醒的條件描述(MVP 為文字紀錄,不做真實環境條件監測)
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|
||||
status TaskStatus @default(PENDING)
|
||||
triggeredAt DateTime? // 最近一次實際觸發的時間
|
||||
status TaskStatus @default(PENDING)
|
||||
triggeredAt DateTime? // 最近一次實際觸發的時間
|
||||
triggerMessage String? // 最近一次觸發演出的訊息內容(供前端/測試輪詢)
|
||||
|
||||
overdueNudgeCount Int @default(0) // J-4 逾期追擊次數
|
||||
lastNudgeAt DateTime?
|
||||
|
||||
sourceRoomId String? // T7:房內自走委託的來源房間,供追溯到來源房間與該則發言
|
||||
sourceRoom Room? @relation(fields: [sourceRoomId], references: [id], onDelete: SetNull)
|
||||
|
||||
completedAt DateTime?
|
||||
|
||||
createdAt DateTime @default(now())
|
||||
@@ -571,27 +629,30 @@ enum SceneLineStatus {
|
||||
// M-3 共用場景資料庫:章節文本以場景為單位切分後的客觀記錄單位,角色中立,不含主觀詮釋。
|
||||
// M-8/M-9 的共用年表以 storyOrder 排序——同作品所有場景共用一條數線,錨定點即在此數線上切一刀。
|
||||
model Scene {
|
||||
id String @id @default(cuid())
|
||||
workId String
|
||||
work Work @relation(fields: [workId], references: [id], onDelete: Cascade)
|
||||
volume Int
|
||||
id String @id @default(cuid())
|
||||
workId String
|
||||
work Work @relation(fields: [workId], references: [id], onDelete: Cascade)
|
||||
volume Int
|
||||
chapterLabel String
|
||||
storyOrder Int // 全作品共用年表排序鍵
|
||||
sourceType String @default("NOVEL") // M-8 矛盾裁決優先序用:NOVEL/OFFICIAL_SETTEI/ANIME_ADAPTATION
|
||||
summary String // 場景摘要(客觀記錄:在場者、誰說了哪句、誰做了什麼)
|
||||
rawText String // 匯入的原始場景文本(僅供測試/自製文本使用,不得為受版權保護原文)
|
||||
projected Boolean @default(false) // M-9:是否已投影進角色記憶(只有 storyOrder <= 錨定點的場景會被投影)
|
||||
createdAt DateTime @default(now())
|
||||
storyOrder Int // 全作品共用年表排序鍵
|
||||
sourceType String @default("NOVEL") // M-8 矛盾裁決優先序用:NOVEL/OFFICIAL_SETTEI/ANIME_ADAPTATION
|
||||
summary String // 場景摘要(客觀記錄:在場者、誰說了哪句、誰做了什麼)
|
||||
rawText String // 匯入的原始場景文本(僅供測試/自製文本使用,不得為受版權保護原文)
|
||||
projected Boolean @default(false) // M-9:是否已投影進角色記憶(只有 storyOrder <= 錨定點的場景會被投影)
|
||||
createdAt DateTime @default(now())
|
||||
|
||||
participants ScenePresence[]
|
||||
lines SceneLine[]
|
||||
illustrations Illustration[]
|
||||
facts SceneFact[]
|
||||
episodicMemories EpisodicMemory[]
|
||||
semanticMemories SemanticMemory[]
|
||||
relationshipEventLogs CharacterRelationshipEventLog[]
|
||||
participants ScenePresence[]
|
||||
lines SceneLine[]
|
||||
illustrations Illustration[]
|
||||
facts SceneFact[]
|
||||
episodicMemories EpisodicMemory[]
|
||||
semanticMemories SemanticMemory[]
|
||||
relationshipEventLogs CharacterRelationshipEventLog[]
|
||||
personalityTraitSnapshots PersonalityTraitSnapshot[]
|
||||
interactions SceneInteraction[]
|
||||
interactions SceneInteraction[]
|
||||
endingDetectionLogs EndingDetectionLog[]
|
||||
emotionBaselines CharacterEmotionBaseline[]
|
||||
proceduralRules ProceduralRule[]
|
||||
|
||||
@@unique([workId, storyOrder])
|
||||
@@map("scenes")
|
||||
@@ -663,15 +724,15 @@ enum ContradictionStatus {
|
||||
|
||||
// M-8 矛盾偵測:不同場景描寫衝突時標記待人工確認;裁決優先序見 ContradictionDetectionService。
|
||||
model SceneContradiction {
|
||||
id String @id @default(cuid())
|
||||
id String @id @default(cuid())
|
||||
workId String
|
||||
work Work @relation(fields: [workId], references: [id], onDelete: Cascade)
|
||||
work Work @relation(fields: [workId], references: [id], onDelete: Cascade)
|
||||
eventLabel String
|
||||
factKey String
|
||||
description String
|
||||
status ContradictionStatus @default(PENDING_HUMAN_REVIEW)
|
||||
status ContradictionStatus @default(PENDING_HUMAN_REVIEW)
|
||||
resolution String?
|
||||
createdAt DateTime @default(now())
|
||||
createdAt DateTime @default(now())
|
||||
|
||||
@@map("scene_contradictions")
|
||||
}
|
||||
@@ -722,12 +783,12 @@ model CharacterRelationshipEventLog {
|
||||
|
||||
// N-4 人生階段推演:記錄已生成過的里程碑,供頻率節流(低頻)與避免重複生成同一件人生大事。
|
||||
model EpilogueMilestoneLog {
|
||||
id String @id @default(cuid())
|
||||
id String @id @default(cuid())
|
||||
characterId String
|
||||
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
|
||||
storyOrder Int
|
||||
label String
|
||||
createdAt DateTime @default(now())
|
||||
createdAt DateTime @default(now())
|
||||
|
||||
@@map("epilogue_milestone_logs")
|
||||
}
|
||||
@@ -757,3 +818,199 @@ model PushNotificationLog {
|
||||
|
||||
@@map("push_notification_logs")
|
||||
}
|
||||
|
||||
// R1~R8 房間持久化地基(T2)。房間全面持久化到 DB,破壞性取代既有記憶體實作,不留相容層。
|
||||
|
||||
enum RoomMode {
|
||||
LOBBY // 大廳:每位使用者恆有唯一一間,status 永久 ACTIVE
|
||||
SOLO // 一對一
|
||||
GROUP // 多人房(含既有 K-2/K-4 互動群聊)
|
||||
SELF_CHAT // T3:既有 K-6 角色自聊(自走閒聊,使用者插話後改為 GROUP),沿用既有語意直接持久化
|
||||
}
|
||||
|
||||
enum RoomStatus {
|
||||
ACTIVE
|
||||
CLOSED
|
||||
}
|
||||
|
||||
enum RoomTurnKind {
|
||||
TALK // 對話
|
||||
ACTION // 動作演出
|
||||
DELEGATE // 委託
|
||||
LEAVE // 離開
|
||||
SYSTEM // 系統提示
|
||||
}
|
||||
|
||||
enum RoomInvitationStatus {
|
||||
PENDING
|
||||
ACCEPTED
|
||||
DECLINED
|
||||
}
|
||||
|
||||
enum EndingDetectionResolution {
|
||||
PENDING
|
||||
CONFIRMED
|
||||
REJECTED
|
||||
}
|
||||
|
||||
model Room {
|
||||
id String @id @default(cuid())
|
||||
userId String
|
||||
user User @relation(fields: [userId], references: [id], onDelete: Cascade)
|
||||
mode RoomMode
|
||||
status RoomStatus @default(ACTIVE)
|
||||
|
||||
topicSeed String? // 開房緣由摘要,供自走判斷話題方向
|
||||
autoAdvanceEnabled Boolean @default(true)
|
||||
muted Boolean @default(false)
|
||||
lastAdvancedAt DateTime?
|
||||
closedAt DateTime?
|
||||
closeReason String? // 例如 ALL_LEFT;沿用既有 schema 慣例(如 ScheduleExceptionLog.exceptionType)以開放字串記錄分類,不預先窮舉封閉列舉
|
||||
|
||||
createdAt DateTime @default(now())
|
||||
updatedAt DateTime @updatedAt
|
||||
|
||||
members RoomMember[]
|
||||
turns RoomTurn[]
|
||||
readStates RoomReadState[]
|
||||
usageLogs RoomUsageLog[]
|
||||
callAttemptLogs CallAttemptLog[]
|
||||
invitations RoomInvitation[]
|
||||
tasks Task[]
|
||||
|
||||
@@map("rooms")
|
||||
}
|
||||
|
||||
// RoomMember:房內在場名冊。activeCharacterId 於在場(leftAt 為 null)時等於 characterId、
|
||||
// 離場時設回 null——SQL 唯一索引忽略 NULL,因此「未離場時 characterId 唯一」(R5:角色不可跨房)
|
||||
// 直接由資料庫唯一索引擋下,不需仰賴應用層才能保證。
|
||||
model RoomMember {
|
||||
id String @id @default(cuid())
|
||||
roomId String
|
||||
room Room @relation(fields: [roomId], references: [id], onDelete: Cascade)
|
||||
characterId String
|
||||
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
|
||||
|
||||
activeCharacterId String? @unique
|
||||
|
||||
joinedAt DateTime @default(now())
|
||||
leftAt DateTime?
|
||||
leaveReason String? // 例如 ENTER_ROOM;開放字串記錄動因分類,理由同 Room.closeReason
|
||||
|
||||
@@map("room_members")
|
||||
}
|
||||
|
||||
// RoomTurn:房間逐輪訊息紀錄,取代既有記憶體對話陣列;seq 為房內單調遞增序號供分頁與 SSE Last-Event-ID 使用。
|
||||
model RoomTurn {
|
||||
id String @id @default(cuid())
|
||||
roomId String
|
||||
room Room @relation(fields: [roomId], references: [id], onDelete: Cascade)
|
||||
seq Int
|
||||
kind RoomTurnKind @default(TALK)
|
||||
|
||||
speakerCharacterId String? // null 表示使用者本人發話
|
||||
speakerCharacter Character? @relation(fields: [speakerCharacterId], references: [id], onDelete: SetNull)
|
||||
|
||||
content String
|
||||
createdAt DateTime @default(now())
|
||||
|
||||
@@unique([roomId, seq])
|
||||
@@map("room_turns")
|
||||
}
|
||||
|
||||
// RoomReadState:每位使用者在每間房間的已讀游標,lastReadSeq 單調遞增、不可回退。
|
||||
model RoomReadState {
|
||||
id String @id @default(cuid())
|
||||
roomId String
|
||||
room Room @relation(fields: [roomId], references: [id], onDelete: Cascade)
|
||||
userId String
|
||||
user User @relation(fields: [userId], references: [id], onDelete: Cascade)
|
||||
lastReadSeq Int @default(0)
|
||||
updatedAt DateTime @updatedAt
|
||||
|
||||
@@unique([roomId, userId])
|
||||
@@map("room_read_states")
|
||||
}
|
||||
|
||||
// RoomUsageLog:每次生成後的 LLM 用量紀錄,僅供觀察,不做自動熔斷。
|
||||
model RoomUsageLog {
|
||||
id String @id @default(cuid())
|
||||
roomId String
|
||||
room Room @relation(fields: [roomId], references: [id], onDelete: Cascade)
|
||||
model String
|
||||
promptTokens Int
|
||||
completionTokens Int
|
||||
turnSeq Int
|
||||
createdAt DateTime @default(now())
|
||||
|
||||
@@map("room_usage_logs")
|
||||
}
|
||||
|
||||
// CallAttemptLog:大廳對話式呼叫(T5)對每位候選角色的判定紀錄,含代答者(T23)。
|
||||
model CallAttemptLog {
|
||||
id String @id @default(cuid())
|
||||
userId String
|
||||
user User @relation(fields: [userId], references: [id], onDelete: Cascade)
|
||||
characterId String
|
||||
character Character @relation("CallAttemptCandidate", fields: [characterId], references: [id], onDelete: Cascade)
|
||||
|
||||
accepted Boolean
|
||||
reason String? // 判定依據摘要(行程/情緒/關係/已在其他房間等)
|
||||
|
||||
delegatedByCharacterId String?
|
||||
delegatedByCharacter Character? @relation("CallAttemptDelegate", fields: [delegatedByCharacterId], references: [id], onDelete: SetNull)
|
||||
|
||||
resultingRoomId String?
|
||||
resultingRoom Room? @relation(fields: [resultingRoomId], references: [id], onDelete: SetNull)
|
||||
|
||||
createdAt DateTime @default(now())
|
||||
|
||||
@@map("call_attempt_logs")
|
||||
}
|
||||
|
||||
// RoomInvitation:使用者呼叫與房內角色邀請共用同一套裁決機制;invitedByCharacterId 為 null 表示
|
||||
// 使用者從大廳直接呼叫,非 null 表示由房內某角色發出邀請。
|
||||
model RoomInvitation {
|
||||
id String @id @default(cuid())
|
||||
roomId String
|
||||
room Room @relation(fields: [roomId], references: [id], onDelete: Cascade)
|
||||
characterId String
|
||||
character Character @relation("RoomInvitationInvitee", fields: [characterId], references: [id], onDelete: Cascade)
|
||||
|
||||
invitedByCharacterId String?
|
||||
invitedByCharacter Character? @relation("RoomInvitationInviter", fields: [invitedByCharacterId], references: [id], onDelete: SetNull)
|
||||
|
||||
status RoomInvitationStatus @default(PENDING)
|
||||
createdAt DateTime @default(now())
|
||||
respondedAt DateTime?
|
||||
|
||||
@@map("room_invitations")
|
||||
}
|
||||
|
||||
// EndingDetectionLog:匯入投影完成後,每章由 LLM 判定是否為結局的偵測結果,待使用者確認才會真的切日後談。
|
||||
model EndingDetectionLog {
|
||||
id String @id @default(cuid())
|
||||
sceneId String
|
||||
scene Scene @relation(fields: [sceneId], references: [id], onDelete: Cascade)
|
||||
evidence String // LLM 判定理由
|
||||
resolution EndingDetectionResolution @default(PENDING)
|
||||
createdAt DateTime @default(now())
|
||||
respondedAt DateTime?
|
||||
|
||||
@@map("ending_detection_logs")
|
||||
}
|
||||
|
||||
// CharacterEmotionBaseline:章節匯入(T17)累積出的情緒基線,與行程基線(ScheduleEmotionBaselineService,
|
||||
// 純即時計算不落地)在 emotion.service 取 baselineSignal 時同層合成;不得直接寫 EmotionState 六維本身。
|
||||
model CharacterEmotionBaseline {
|
||||
id String @id @default(cuid())
|
||||
characterId String
|
||||
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
|
||||
emotionTag EmotionTag
|
||||
intensity Float
|
||||
sourceSceneId String?
|
||||
sourceScene Scene? @relation(fields: [sourceSceneId], references: [id], onDelete: SetNull)
|
||||
createdAt DateTime @default(now())
|
||||
|
||||
@@map("character_emotion_baselines")
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user