Disco Engine

Disco Engine

Enables AI agents to play Disco Elysium through MCP protocol, with a SQLite ROM containing the game's script and rules, plus a real-time browser observatory.

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README

Disco Engine — MCP AI 玩极乐迪斯科

一个通用文字游戏引擎,把 Disco Elysium 的完整剧本/规则/状态存成 SQLite ROM,通过 MCP 协议让 AI 自己玩,同时提供浏览器实时观察页。

架构

ROM (disco.db, 只读)
  ├── temp_table   111166 个对话节点(台词 + conditionstring + userscript)
  ├── dialogues     1428 个场景
  ├── dlinks       134491 条跳转边
  ├── checks         235 个掷骰检查
  ├── modifiers      921 个修正
  ├── alternates    2843 条备选台词
  ├── variables    10513 个全局变量
  └── actors         421 个角色

引擎层
  ├── RomDb          SQLite 封装(node:sqlite 零依赖)
  ├── parser.ts      递归下降 Lexer + Parser(conditionstring + userscript)
  ├── eval.ts        ConditionEvaluator + ScriptRunner + FunctionRegistry
  ├── CheckResolver  2d6 + 技能 + 修正 vs 难度
  ├── Engine         主循环:节点→条件→选项→dlinks→脚本→掷骰→存档
  └── WorldState     variables + inventory + party + time + reputation + skills

适配层
  └── DiscoFunctions  85 个游戏函数注册(IsKimHere/CheckItem/SetVariableValue...)

服务层
  ├── MCP server      disco.start/play/status/history/save/load/scenes(远程 HTTP transport)
  └── WebSocket       实时推送台词/掷骰/选项/变量变化给浏览器观察页

快速开始

npm install
npm run demo          # 引擎端到端验证(控制台输出)
npm run play          # 启动完整服务(MCP + 观察页)

服务启动后:

  • 观察页: http://localhost:3000/
  • MCP 端点: http://localhost:3000/mcp

连接 AI 玩家

Claude Desktop / Cursor / 其他 MCP host

在 MCP 配置中添加远程 HTTP server:

{
  "mcpServers": {
    "disco": {
      "url": "http://localhost:3000/mcp"
    }
  }
}

VPS 部署

# VPS 上
git clone <repo> && cd disco-engine
npm install
# 把 disco.db 放到 data/ 目录
DISCO_PORT=3000 DISCO_MODE=both npm run play

# 用 pm2 守护
pm2 start "npx tsx src/index.ts" --name disco

本地 AI host 连远程 MCP:

{ "mcpServers": { "disco": { "url": "https://your-vps:3000/mcp" } } }

浏览器开 https://your-vps:3000/ 实时观察。

MCP 工具

工具 说明
disco.start 开始新游戏或跳转到指定场景
disco.play 主循环:auto-advance 穿过无选项节点,到决策点停下。传 choices:[N] 做一个选择后继续
disco.status 当前状态快照(场景/金钱/队伍/任务/技能)
disco.history 最近游戏轨迹
disco.save / disco.load / disco.saves 存档管理
disco.scenes 列出/搜索场景

游戏循环(AI 视角)

disco.start({sceneId: 142})     → 看到开场台词 + 2 个选项
disco.play({choices: [0]})      → 选"试着开锁",看到后续剧情 + 4 个选项
disco.play({choices: [2]})      → 选"砸门",看到掷骰结果 + 后续
disco.play({})                  → 不选,继续 auto-advance 到下一个决策点
disco.status()                  → 查看当前状态
disco.save({slot: "ch1"})       → 存档

为什么不是每步都调? 80% 的节点是 NPC 独白/连接器,不需 AI 决策。disco.play 一次调用自动穿过这些,只在真正的选择点停下。一个场景从 20-50 次调用降到 5-10 次。

为什么一次只选一个? 极乐迪斯科的选择互相影响——选 A 改变 B 的可见选项。盲选多个会选到不存在的选项。choices 传多个只用于已知路径重玩。

技术栈

  • TypeScript + Node.js 24(node:sqlite 内置,零 native 依赖)
  • @modelcontextprotocol/sdk — MCP server + client
  • ws — WebSocket 观察页
  • zod — 工具参数校验

通用性

引擎核心不认任何游戏函数。FunctionRegistry 是可插拔的——换游戏只需:

  1. 准备符合这套表结构的 SQLite ROM
  2. 写一个适配层注册该游戏的函数
  3. 其余(引擎/解释器/MCP/观察页)原样复用

数据来源

  • disco.db 来自 msyavuz/disco-api(社区为爱发电整理)
  • 仅限本地自用,不可公开分发或商用

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