diff --git a/backend/tools/branch_fixture.py b/backend/tools/branch_fixture.py new file mode 100644 index 0000000..b6bd2e0 --- /dev/null +++ b/backend/tools/branch_fixture.py @@ -0,0 +1,170 @@ +"""Build a bootable adventure that has actually gone two ways (Phase 14, SP7). + +`tools.stress_session --keep` answers the scroll question and nothing else: its +world state and script state are both empty, so it cannot show whether a branch +switch puts the scoreboard back. This builds the small counterpart — a stat +schema, a script that counts gold, two attempts at one turn that do visibly +different damage, a fork, and a hand-written memory on each branch. + +**The two branches are deliberately the same length.** Both paths are five +actions, so `actions.length` is identical either side of a switch. That is what +makes this fixture worth keeping: every panel that refreshed on the length of +the story looked correct until something asked it to tell two equal-length +branches apart, and then four of them went on showing the branch just left. + + cd backend + .venv/Scripts/python.exe -m tools.branch_fixture /tmp/branches.db + AIDND_DB_PATH=/tmp/branches.db .venv/Scripts/python.exe \\ + -m uvicorn app.main:app --port 8010 + +Then open http://127.0.0.1:8010/ — the SPA is served out of `frontend/dist`, so +run `npm run build` first if it is stale. Expect hp 60 on "The hard way down" +and hp 95 on the fork, and expect both to move the moment you switch. + +No LLM is called: the provider is scripted and its replies carry their own +fenced `state` blocks. +""" +import os +import sys + +# Run from `backend/`; Python puts this script's own directory on the path, not +# the working one. +sys.path.insert(0, os.getcwd()) + +OUT = sys.argv[1] if len(sys.argv) > 1 else "branchfixture.db" +if os.path.exists(OUT): + os.remove(OUT) +os.environ["AIDND_DB_PATH"] = OUT +os.environ.pop("AIDND_DATABASE_URL", None) +os.environ.pop("DATABASE_URL", None) +os.environ.pop("AIDND_MULTI_USER", None) + +from fastapi.testclient import TestClient # noqa: E402 +from sqlalchemy import text # noqa: E402 + +from app import auth, limits, models # noqa: E402 +from app.database import Base, SessionLocal, engine # noqa: E402 +from app.main import app # noqa: E402 +from app.migrations import LATEST_VERSION # noqa: E402 +from app.routers import adventures # noqa: E402 + +SCHEMA = { + "player": { + "hp": {"min": 0, "max": 100, "initial": 100}, + "mana": {"min": 0, "max": 50, "initial": 50, "cooldown": 2}, + } +} + +GOLD_SCRIPT = """ +const modifier = (text) => { + state.gold = (state.gold || 0) + 10; + return { text }; +}; +modifier(text); +""" + + +class ScriptedProvider: + replies: list = [] + calls = 0 + + def __init__(self, *a, **k): + pass + + async def generate(self, parts, *, temperature, max_tokens): + i = min(ScriptedProvider.calls, len(ScriptedProvider.replies) - 1) + ScriptedProvider.calls += 1 + yield ("text", ScriptedProvider.replies[i]) + + +Base.metadata.create_all(bind=engine) +db = SessionLocal() +# Local mode looks for the row with email IS NULL and is_guest false. +user = models.User(is_guest=False, email=None) +db.add(user) +db.flush() +db.add(models.Settings(user_id=user.id, api_key="enc:dummy", model="test-model")) +scenario = models.Scenario(user_id=user.id, title="Thornwick", stat_schema=SCHEMA) +db.add(scenario) +db.flush() +adv = models.Adventure( + user_id=user.id, title="The Hollow Beneath Thornwick", scenario_id=scenario.id, + script_state={}, world_state={"player": {"hp": 100, "mana": 50}}, + memory_bank_enabled=True, +) +db.add(adv) +db.flush() +db.add(models.Action( + adventure_id=adv.id, index=0, type="start", + text="The cellar door has been shut since your grandmother died. " + "Tonight the lantern is lit and the key is in your hand.")) +db.add(models.AdventureScript( + adventure_id=adv.id, position=0, enabled=True, name="Gold", output_js=GOLD_SCRIPT)) +db.commit() +adv_id = adv.id +db.close() + +adventures.OpenAICompatibleProvider = ScriptedProvider +auth.resolve_provider_config = lambda s: auth.ProviderConfig( + "http://fake", "k", "test-model", False) +limits.rate_limit = lambda *a, **k: None +limits.check_row_cap = lambda *a, **k: None + +client = TestClient(app) +base = f"/api/adventures/{adv_id}" + + +def play(text): + r = client.post(f"{base}/actions", json={"type": "do", "text": text}) + assert r.status_code == 200, r.text + + +# Turn one: a scratch. Retried into a beating. The story continues from the +# beating, so the scratch is the attempt left behind — and the two differ by 35 +# hit points, which is the number a switch has to put back. +ScriptedProvider.replies = [ + "You ease the door open and a nail catches your wrist.\n" + "```state\n{\"player.hp\": -5}\n```", + "The door slams back and takes you off your feet, down four steps onto " + "stone.\n```state\n{\"player.hp\": -40}\n```", + "The cellar is colder than the night outside, and it smells faintly sweet.", + "Something moves along the far wall, keeping the dark between you.", +] +play("light the lantern and open the cellar door") +r = client.post(f"{base}/retry") +assert r.status_code == 200, r.text +play("go down, one hand on the wall") + +db = SessionLocal() +discarded = [ + a.id for a in db.query(models.Action) + .filter(models.Action.adventure_id == adv_id, models.Action.type == "ai") + .order_by(models.Action.id) if not a.live +][0] +db.close() + +client.post(f"{base}/memories", json={ + "text": "Fell down the cellar stairs; badly hurt, moving slowly."}) + +r = client.post(f"{base}/actions/{discarded}/fork") +assert r.status_code == 200, r.text +play("keep the lantern high and look for the far wall") +client.post(f"{base}/memories", json={ + "text": "Only a scratched wrist; still quick on your feet."}) + +# Leave the reader on the original line, so the difference is one click away. +root = client.get(f"{base}/branches").json()[0]["id"] +client.patch(f"{base}/branches/{root}", json={"name": "The hard way down"}) +client.post(f"{base}/branches/{root}/switch") + +with engine.begin() as conn: + conn.execute(text(f"PRAGMA user_version = {LATEST_VERSION}")) + +for b in client.get(f"{base}/branches").json(): + print(f" branch {b['id']}: name={b['name']!r} fork_depth={b['fork_depth']} " + f"own={b['own_actions']} head={b['is_head']}") +state = client.get(f"{base}/world-state").json()["state"] +print(f" world state on head: {state.get('player')}") +print(f" script state on head: {client.get(f'{base}/script-state').json()['state']}") +print(f" memories: {len(client.get(f'{base}/memories').json())}") +print(f"fixture written: {OUT}") diff --git a/frontend/src/pages/Play.jsx b/frontend/src/pages/Play.jsx index 1e2cc85..e1ec388 100644 --- a/frontend/src/pages/Play.jsx +++ b/frontend/src/pages/Play.jsx @@ -1091,7 +1091,7 @@ function orderBranches(branches) { // Delete is here rather than in some later subphase because nothing prunes a // tree on its own — this panel is the first place a fork can be made, so it // has to be the first place one can be unmade. -function BranchPanel({ advId, refreshKey, onSwitched, onError }) { +function BranchPanel({ advId, refreshKey, onSwitched, onTreeChanged, onError }) { const [branches, setBranches] = useState(null) const [failed, setFailed] = useState(null) const [busyId, setBusyId] = useState(null) @@ -1113,6 +1113,10 @@ function BranchPanel({ advId, refreshKey, onSwitched, onError }) { try { await work() setTick((t) => t + 1) + // Deleting a branch takes its memories with it, and nothing else on the + // screen would hear about that — no turn is played, and the story on the + // current path does not change by a single action. + onTreeChanged() } catch (err) { onError(err.message) } finally { @@ -1841,8 +1845,12 @@ export default function Play() { return (