Add Phase 12: native RPG world state
Structured world/player/NPC stats, two-way flags, and sticky milestones per scenario (stat_schema). The AI proposes a per-turn delta; a Python engine referees it (clamp to min/max, per-turn cap, cooldown, counters). Band word-labels plus a fixed stat guide (descriptions + full ranges) keep the model grounded. World State drawer + Insights delta report; undo/retry roll it back via the Phase 11 snapshot pattern. - migrations 26-28 (scenarios.stat_schema, adventures.world_state, actions.world_state_before); all nullable, additive, safe on existing rows - migration 29 raises the default context budget 4096 -> 16384 (custom values preserved) - seeded demo scenario 04-rpg-world-state.json (Bandit Camp) - 19 new tests (33 total pass) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
64356414b1
commit
4dac445f90
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"""RPG world-state engine.
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The scenario carries a `stat_schema` (the template: which stats exist, their
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bands and rules, and the milestones). An adventure carries a live `world_state`
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instantiated from it. Each turn the AI proposes a *delta* (only what changed);
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`apply_delta` is the referee — it clamps to min/max, caps per-turn change,
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enforces cooldowns, and marks milestones sticky.
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Nothing here ever raises on bad AI output: a malformed delta yields `{}` and the
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turn continues, exactly like a broken script never breaks a turn.
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"""
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import copy
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import json
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import re
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# stat_schema top-level sections that hold stat definitions.
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STAT_SECTIONS = ("world", "player")
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DEFAULT_NPC_TYPES = ("character", "npc")
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# Appended once to the system prompt so the model knows how to report changes.
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EMIT_RULE = (
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"After your narration, if and ONLY IF something in the world state changed this "
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"turn, append a fenced code block labelled `state` containing a JSON object of "
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"the CHANGES ONLY, as deltas (not new totals). Use paths like "
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'"player.hp", "world.day", "npc.<id>.trust"; "flags.<name>": true or false to '
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'toggle an on/off state; and "milestones.<id>": true when an objective is '
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"completed. Send only things that actually changed; never restate unchanged "
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"values. If nothing changed, omit the block entirely. Example:\n"
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'```state\n{"player.hp": -15, "flags.has_key": true, "milestones.escaped": true}\n```'
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)
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# ```state { ... } ``` (also tolerates ```json or an unlabelled fence); DOTALL.
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_FENCE_RE = re.compile(r"```(?:state|json)?\s*(\{.*?\})\s*```", re.DOTALL | re.IGNORECASE)
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# Fallback: a bare JSON object hugging the end of the text.
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_TRAILING_RE = re.compile(r"(\{[^{}]*\})\s*$", re.DOTALL)
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def has_schema(stat_schema: dict | None) -> bool:
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"""True when a scenario actually defines an RPG layer."""
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if not isinstance(stat_schema, dict):
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return False
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return any(
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isinstance(stat_schema.get(k), dict) and stat_schema[k]
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for k in (*STAT_SECTIONS, "npc", "milestones", "flags")
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)
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def npc_types(stat_schema: dict) -> set[str]:
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raw = stat_schema.get("npc_card_types")
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types = raw if isinstance(raw, list) and raw else DEFAULT_NPC_TYPES
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return {str(t).lower() for t in types}
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def _initials(defs: dict) -> dict:
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return {
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name: d.get("initial", 0)
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for name, d in defs.items()
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if isinstance(d, dict)
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}
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def instantiate(stat_schema: dict | None) -> dict:
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"""Build a fresh live world_state from a schema (initial values only)."""
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if not has_schema(stat_schema):
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return {}
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ws: dict = {}
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for section in STAT_SECTIONS:
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ws[section] = _initials(stat_schema.get(section) or {})
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ws["npc"] = {} # per-card, filled lazily on first change
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ws["milestones"] = {} # only reached ones are stored
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ws["flags"] = {
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name: bool(d.get("initial", False))
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for name, d in (stat_schema.get("flags") or {}).items()
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if isinstance(d, dict)
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}
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ws["_meta"] = {"last_changed": {}}
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return ws
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def band_label(stat_def: dict, value) -> str | None:
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"""The word label for `value` from a stat def's bands, if any.
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Bands are [lo, hi, label]; matched as lo <= value < hi, with the top band
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inclusive of its upper bound so a maxed stat still gets a label.
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"""
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bands = stat_def.get("bands")
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if not isinstance(bands, list) or not isinstance(value, (int, float)):
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return None
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last_hi = None
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for band in bands:
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if not (isinstance(band, list) and len(band) == 3):
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continue
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lo, hi, label = band
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last_hi = hi
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if lo <= value < hi:
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return str(label)
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# Inclusive top edge.
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if bands and value == last_hi:
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return str(bands[-1][2])
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return None
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# --------------------------------------------------------------------------- #
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# Delta extraction
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# --------------------------------------------------------------------------- #
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def _tolerant_load(blob: str) -> dict:
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# Strip trailing commas and leading + on numbers, both of which weaker
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# free models emit and strict JSON rejects.
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cleaned = re.sub(r",(\s*[}\]])", r"\1", blob)
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cleaned = re.sub(r"(:\s*)\+(\d)", r"\1\2", cleaned)
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try:
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parsed = json.loads(cleaned)
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except (json.JSONDecodeError, ValueError):
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return {}
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return parsed if isinstance(parsed, dict) else {}
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def extract_delta(text: str) -> tuple[str, dict]:
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"""Pull the trailing state block out of an AI response.
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Returns (clean_text, delta). `delta` is `{}` when there is no block or it
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can't be parsed; `clean_text` has the block removed. Only strips a bare
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trailing object when it actually parses to a delta, so ordinary prose
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ending in `}` is never eaten.
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"""
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matches = list(_FENCE_RE.finditer(text))
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if matches:
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m = matches[-1]
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delta = _tolerant_load(m.group(1))
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clean = (text[: m.start()] + text[m.end():]).strip()
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return clean, delta
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m = _TRAILING_RE.search(text)
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if m:
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delta = _tolerant_load(m.group(1))
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if delta and all("." in str(k) for k in delta):
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clean = text[: m.start()].strip()
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return clean, delta
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return text.strip(), {}
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# --------------------------------------------------------------------------- #
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# Delta application (the referee)
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# --------------------------------------------------------------------------- #
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def _coerce_number(value):
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if isinstance(value, bool): # bool is an int subclass — reject here
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return None
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if isinstance(value, (int, float)):
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return value
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if isinstance(value, str):
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try:
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return float(value.strip())
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except ValueError:
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return None
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return None
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def _apply_stat(container: dict, key: str, stat_def: dict, change,
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path: str, action_index: int, meta: dict, report: dict) -> None:
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delta = _coerce_number(change)
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if delta is None:
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report["rejected"].append({"path": path, "reason": "not a number"})
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return
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cooldown = stat_def.get("cooldown") or 0
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last = meta["last_changed"].get(path)
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if cooldown and last is not None and action_index - last < cooldown:
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report["rejected"].append({"path": path, "reason": "cooldown"})
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return
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if stat_def.get("type") == "counter" and delta < 0:
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report["rejected"].append({"path": path, "reason": "counter can't decrease"})
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return
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clamped = False
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cap = stat_def.get("max_delta_per_turn")
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if cap is not None and abs(delta) > cap:
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delta = cap if delta > 0 else -cap
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clamped = True
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old = container.get(key, stat_def.get("initial", 0))
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new = old + delta
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lo, hi = stat_def.get("min"), stat_def.get("max")
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if lo is not None and new < lo:
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new, clamped = lo, True
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if hi is not None and new > hi:
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new, clamped = hi, True
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# Keep ints integral for display.
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if isinstance(old, int) and float(new).is_integer():
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new = int(new)
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container[key] = new
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meta["last_changed"][path] = action_index
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entry = {"path": path, "old": old, "new": new}
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report["applied"].append(entry)
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if clamped:
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report["clamped"].append(entry)
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def apply_delta(world_state: dict, stat_schema: dict, delta: dict,
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action_index: int) -> tuple[dict, dict]:
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"""Validate/clamp `delta` against `stat_schema` and apply to a copy of
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`world_state`. Returns (new_world_state, report)."""
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ws = copy.deepcopy(world_state) if isinstance(world_state, dict) else {}
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if not ws:
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ws = instantiate(stat_schema)
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ws.setdefault("_meta", {}).setdefault("last_changed", {})
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meta = ws["_meta"]
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report: dict = {"applied": [], "clamped": [], "rejected": []}
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if not isinstance(delta, dict):
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return ws, report
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milestones = stat_schema.get("milestones") or {}
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flag_defs = stat_schema.get("flags") or {}
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npc_defs = stat_schema.get("npc") or {}
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for raw_path, change in delta.items():
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path = str(raw_path)
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parts = path.split(".")
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# flags.<name> — free two-way boolean, either value accepted.
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if parts[0] == "flags" and len(parts) == 2:
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fid = parts[1]
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if fid not in flag_defs:
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report["rejected"].append({"path": path, "reason": "unknown flag"})
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continue
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if not isinstance(change, bool):
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report["rejected"].append({"path": path, "reason": "not a boolean"})
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continue
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flags = ws.setdefault("flags", {})
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old = bool(flags.get(fid, False))
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if change != old:
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flags[fid] = change
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report["applied"].append({"path": path, "old": old, "new": change})
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continue
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# milestones.<id> — sticky boolean, only `true` accepted.
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if parts[0] == "milestones" and len(parts) == 2:
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mid = parts[1]
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if mid not in milestones:
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report["rejected"].append({"path": path, "reason": "unknown milestone"})
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continue
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if change is not True:
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report["rejected"].append({"path": path, "reason": "not true"})
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continue
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reached = ws.setdefault("milestones", {})
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if reached.get(mid, {}).get("reached"):
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continue # already done — silent no-op
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reached[mid] = {"reached": True, "at": action_index}
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report["applied"].append({"path": path, "old": False, "new": True})
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continue
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# world.<stat> / player.<stat>
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if parts[0] in STAT_SECTIONS and len(parts) == 2:
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stat_def = (stat_schema.get(parts[0]) or {}).get(parts[1])
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if not isinstance(stat_def, dict):
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report["rejected"].append({"path": path, "reason": "unknown stat"})
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continue
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container = ws.setdefault(parts[0], {})
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_apply_stat(container, parts[1], stat_def, change, path,
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action_index, meta, report)
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continue
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# npc.<cardId>.<stat>
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if parts[0] == "npc" and len(parts) == 3:
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stat_def = npc_defs.get(parts[2])
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if not isinstance(stat_def, dict):
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report["rejected"].append({"path": path, "reason": "unknown npc stat"})
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continue
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npcs = ws.setdefault("npc", {})
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container = npcs.setdefault(parts[1], _initials(npc_defs))
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_apply_stat(container, parts[2], stat_def, change, path,
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action_index, meta, report)
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continue
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report["rejected"].append({"path": path, "reason": "unknown path"})
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return ws, report
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# --------------------------------------------------------------------------- #
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# Context rendering
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# --------------------------------------------------------------------------- #
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def _stat_line(defs: dict, values: dict) -> str:
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parts = []
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for name, d in defs.items():
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if not isinstance(d, dict):
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continue
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val = values.get(name, d.get("initial", 0))
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hi = d.get("max")
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shown = f"{val}/{hi}" if hi is not None else f"{val}"
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label = band_label(d, val)
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parts.append(f"{name} {shown}" + (f" ({label})" if label else ""))
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return ", ".join(parts)
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def render_state_section(world_state: dict, stat_schema: dict,
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visible_npcs: dict[str, str]) -> str:
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"""Compact, always-included context block. `visible_npcs` maps card-id ->
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display name for NPCs currently in scene."""
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ws = world_state if isinstance(world_state, dict) else {}
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lines: list[str] = []
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world_defs = stat_schema.get("world") or {}
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world_line = _stat_line(world_defs, ws.get("world") or {})
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header = "World state" + (f" — {world_line}." if world_line else ".")
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lines.append(header)
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player_defs = stat_schema.get("player") or {}
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player_line = _stat_line(player_defs, ws.get("player") or {})
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if player_line:
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lines.append(f"You: {player_line}.")
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npc_defs = stat_schema.get("npc") or {}
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npc_state = ws.get("npc") or {}
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for card_id, name in visible_npcs.items():
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values = npc_state.get(card_id) or _initials(npc_defs)
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npc_line = _stat_line(npc_defs, values)
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if npc_line:
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lines.append(f"{name}: {npc_line}.")
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flag_defs = stat_schema.get("flags") or {}
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flag_state = ws.get("flags") or {}
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flag_parts = [
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f"{name} {'yes' if flag_state.get(name, bool(d.get('initial', False))) else 'no'}"
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for name, d in flag_defs.items() if isinstance(d, dict)
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]
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if flag_parts:
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lines.append("Flags: " + ", ".join(flag_parts) + ".")
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milestones = stat_schema.get("milestones") or {}
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reached = ws.get("milestones") or {}
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goals = [d.get("desc", mid) for mid, d in milestones.items()
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if not reached.get(mid, {}).get("reached")]
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done = [d.get("desc", mid) for mid, d in milestones.items()
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if reached.get(mid, {}).get("reached")]
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if goals:
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lines.append("Goals: " + "; ".join(goals) + ".")
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if done:
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lines.append("Achieved: " + "; ".join(done) + ".")
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return "\n".join(lines)
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def _describe_stat(name: str, d: dict) -> str | None:
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"""One reference line for a stat. Description and band-ladder are independent —
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each is included only when present, so a stat may have either, both, or neither."""
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bits: list[str] = []
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desc = d.get("desc")
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if isinstance(desc, str) and desc.strip():
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# Fragments are joined with "; " and end with a single ".", so drop any
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# trailing period the author already put on the description.
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bits.append(desc.strip().rstrip("."))
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lo, hi = d.get("min"), d.get("max")
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if isinstance(lo, (int, float)) and isinstance(hi, (int, float)):
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bits.append(f"range {lo}–{hi}")
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bands = d.get("bands")
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if isinstance(bands, list) and bands:
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ladder = ", ".join(
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f"{b[0]}–{b[1]} {b[2]}"
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for b in bands if isinstance(b, list) and len(b) == 3
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)
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if ladder:
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bits.append(f"bands: {ladder}")
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return f"{name} — {'; '.join(bits)}." if bits else None
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def render_reference(stat_schema: dict) -> str:
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"""A fixed, per-scenario legend describing what each stat means (its `desc`)
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and its band ladder. Static across turns — separate from the live values."""
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lines: list[str] = []
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for section in STAT_SECTIONS:
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for name, d in (stat_schema.get(section) or {}).items():
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if isinstance(d, dict):
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row = _describe_stat(name, d)
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if row:
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lines.append(row)
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for name, d in (stat_schema.get("npc") or {}).items():
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if isinstance(d, dict):
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row = _describe_stat(f"NPC {name}", d)
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if row:
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lines.append(row)
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for name, d in (stat_schema.get("flags") or {}).items():
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if isinstance(d, dict):
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desc = d.get("desc")
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if isinstance(desc, str) and desc.strip():
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lines.append(f"{name} (flag) — {desc.strip().rstrip('.')}.")
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if not lines:
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return ""
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return "Stat guide (fixed reference):\n" + "\n".join(f"- {ln}" for ln in lines)
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