Report the world-state changes the engine refuses

`apply_delta` records three outcomes for every change the model sends:
`applied`, `clamped`, and `rejected`. Everything downstream read only
`applied`. A refused change reached the player as an ordinary chip, and
reached the model on the next turn as a change that had succeeded.

Five parts:

- `Action.world_changes` reads `clamped` and `rejected` beside `applied`.
  Accepted stats carry a `clamped` flag; refusals become `kind: "rejected"`
  entries. The `fix` key is present only when the engine wrote one, because
  this property runs for every action of every list response.
- The UI separates the three outcomes. A clamp to a standstill reads
  `no change - at its limit` on a dashed chip, a partial clamp is marked
  `(limited)`, and a rejection carries its reason. Dashed and dimmed rather
  than red: a refused change means the rules are working.
- The goals line names the milestone id, as `milestones.<id>`. The ids
  appeared nowhere in the prompt before, so the model could not send one.
- Each rejection, and each clamp that moved nothing, builds a `fix` string
  from the stat definition at the point of refusal. `render_refusals()`
  renders them into the next prompt above `EMIT_REMINDER`.
- `_history_text` replays `applied_delta()` instead of the sent delta, so a
  past turn's state block shows only what the engine accepted.

A clamp that reduced a change but still moved the value reports nothing. If
you tell a model its 80 damage became 30, it can treat the shortfall as a
debt and send the remaining 50 next turn, which is the swing
`max_delta_per_turn` prevents.

In the demo scenario, `pokemon_left` becomes `pokemon_fainted`
(`type: counter`, `initial: 0`). Starting at the ceiling turned a wrong-signed
delta into a silent no-op; counting up puts the wrong sign on the counter
rule, which refuses it out loud. The instructions also now ask for
`world.turn`, which sat at 0 for a whole playtest.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PacdRuPXSkQQy4ZYdH32hF
This commit is contained in:
parththakkar106
2026-08-28 16:26:34 +05:30
committed by Parth
co-authored by Claude Opus 5
parent 2ca2dadc72
commit 47c7800903
9 changed files with 560 additions and 39 deletions
@@ -4,7 +4,7 @@
"prompt": "The floodlights come up over the championship field and the referee raises both flags. Round One of eight. Beat the trainer in front of you or go home.\n\nAcross the packed rock terrain, Trainer Milo tosses his first Poké Ball. Graveler lands hard enough to crack the stone under it, four arms flexing, and settles into a low stance.\n\n\"Rock-types all the way down,\" Milo calls over the noise. \"Hope you brought something that hits harder than it looks.\"\n\nYour Pidgeotto is already in the air, wings locked into a slow circle above the field. It is fast, but Rock-type moves will tear it out of the sky, and Graveler is built to take a hit. Three Hyper Potions sit in your belt pouch.\n\nGraveler grinds one fist into its palm. The referee drops the flag.\n\nWhat's your move?",
"memory": "The player is a Trainer in Round One of an eight-round League Championship. The Round One opponent is Milo, a Rock-type specialist with three Pokémon: Graveler (Rock/Ground), Onix (Rock/Ground), and Kabutops (Rock/Water). The player's team is Pidgeotto (Normal/Flying), Ivysaur (Grass/Poison), Wartortle (Water), Machoke (Fighting), and Pikachu (Electric). Pidgeotto is out first. The player carries Hyper Potions, which restore HP and can be swapped for a status heal when needed. A battle is lost when every Pokémon on one side has fainted.",
"authors_note": "Play it like a real battle. Type matchups decide damage, status conditions stick around and cost the afflicted Pokémon turns, and switching costs the player a turn while the opponent attacks freely. Milo is competent: he switches to punish bad matchups and targets whatever is weakest.",
"ai_instructions": "Write in second person, present tense. Narrate the battle move by move, naming the active Pokémon on each side and the move each one uses. End every reply at a decision point where the player can choose a move, switch Pokémon, or use an item.\n\nReflect type advantage and disadvantage in the damage you narrate and in the HP numbers: a super-effective hit should take roughly double a neutral hit, a resisted hit roughly half. Ground and Rock moves hit Pikachu and Pidgeotto hard. Water, Grass, and Fighting moves are strong against Milo's Rock-types.\n\nEvery turn, update the state:\n- Drop the active Pokémon's HP on both sides when they take damage (`npc.<name>.hp` for the player's own Pokémon, e.g. npc.pidgeotto.hp; `npc.milo.active_hp` for Milo's), and raise it when they are healed.\n- Set a Pokémon's `status` stat (`npc.<name>.status`, or `npc.milo.active_status`) to the condition it just picked up: poisoned, burned, paralyzed, frozen, asleep, or none when it is cured or wakes up. Status matters. Poison and burn shave HP at the end of each turn, paralysis and freeze cost turns, sleep stops a Pokémon acting until it wakes.\n- When the player switches, set `player.active_pokemon` to the incoming Pokémon's name in full (not a delta).\n- When the player uses a potion, decrement `player.potions` by 1 and raise the healed Pokémon's HP. Potions cannot be used once the count reaches 0.\n- When a Pokémon's HP hits 0 it faints, its status becomes `fainted`, and its trainer must send out a replacement (the player picks the next `player.active_pokemon`). A fainted Pokémon cannot be healed or switched back in.\n- Update `npc.milo.active_pokemon` and reset `npc.milo.active_hp` and `npc.milo.active_status` whenever Milo sends out a new Pokémon, and decrement `npc.milo.pokemon_left` when one of his faints.\n\nMark milestones as they happen. Do not decide the whole battle in one reply; give the player a turn between every exchange.",
"ai_instructions": "Write in second person, present tense. Narrate the battle move by move, naming the active Pokémon on each side and the move each one uses. End every reply at a decision point where the player can choose a move, switch Pokémon, or use an item.\n\nReflect type advantage and disadvantage in the damage you narrate and in the HP numbers: a super-effective hit should take roughly double a neutral hit, a resisted hit roughly half. Ground and Rock moves hit Pikachu and Pidgeotto hard. Water, Grass, and Fighting moves are strong against Milo's Rock-types.\n\nEvery turn, update the state:\n- Add 1 to `world.turn` in every reply, including this one.\n- Drop the active Pokémon's HP on both sides when they take damage (`npc.<name>.hp` for the player's own Pokémon, e.g. npc.pidgeotto.hp; `npc.milo.active_hp` for Milo's), and raise it when they are healed.\n- Set a Pokémon's `status` stat (`npc.<name>.status`, or `npc.milo.active_status`) to the condition it just picked up: poisoned, burned, paralyzed, frozen, asleep, or none when it is cured or wakes up. Status matters. Poison and burn shave HP at the end of each turn, paralysis and freeze cost turns, sleep stops a Pokémon acting until it wakes.\n- When the player switches, set `player.active_pokemon` to the incoming Pokémon's name in full (not a delta).\n- When the player uses a potion, decrement `player.potions` by 1 and raise the healed Pokémon's HP. Potions cannot be used once the count reaches 0.\n- When a Pokémon's HP hits 0 it faints, its status becomes `fainted`, and its trainer must send out a replacement (the player picks the next `player.active_pokemon`). A fainted Pokémon cannot be healed or switched back in.\n- Update `npc.milo.active_pokemon` and reset `npc.milo.active_hp` and `npc.milo.active_status` whenever Milo sends out a new Pokémon.\n\nWhen one of Milo's Pokémon faints, do both of these in the same reply: add 1 to `npc.milo.pokemon_fainted`, and set `npc.milo.active_pokemon` with a fresh `npc.milo.active_hp` and `npc.milo.active_status` for the one he sends out next. `npc.milo.pokemon_fainted` counts up from 0 and never goes down.\n\nMark each milestone as it happens, using the id shown beside the goal in the world state. Do not decide the whole battle in one reply; give the player a turn between every exchange.",
"tags": "demo, pokemon, battle, tournament, world-state, combat",
"icon": "⚡",
"stat_schema": {
@@ -125,10 +125,11 @@
"type": "text", "initial": "none",
"desc": "The status condition on Milo's active Pokémon: none, poisoned, burned, paralyzed, frozen, asleep, or fainted."
},
"pokemon_left": {
"desc": "How many of Milo's three Pokémon are still able to battle. Milo loses the round when this reaches 0.",
"min": 0, "max": 3, "initial": 3, "max_delta_per_turn": 1,
"bands": [[0, 1, "defeated"], [1, 2, "last Pokémon"], [2, 3, "two left"], [3, 4, "full team"]]
"pokemon_fainted": {
"desc": "How many of Milo's three Pokémon have fainted. Add 1 each time one goes down. Milo loses the round when this reaches 3.",
"type": "counter",
"min": 0, "max": 3, "initial": 0, "max_delta_per_turn": 1,
"bands": [[0, 1, "full team"], [1, 2, "two left"], [2, 3, "last Pokémon"], [3, 4, "defeated"]]
}
}
}