M5: genre-neutral authoritative narrative state, with review corrections
Replaces AI-DnD's RPG relative-delta world state with the genre-neutral typed
narrative state of ADR 010: explicit, absolute, allowlisted events proposed by
the model, validated by the application, applied to one authoritative document,
and snapshotted per position so restore stays a row read.
This commit includes the corrective pass that followed the independent review
in planning/reports/M5-IMPLEMENTATION-REPORT.md. The invariant it exists to
hold is:
visible active transcript position == stored head == authoritative state
Narrator editing (D10, STORY-BRANCH-SEMANTICS §§14-15)
A narrator edit no longer rewrites a row. It returns to the state before the
turn, takes the reader's exact text as the accepted narration, re-derives the
state that text implies, and becomes a new active continuation — while the
original narration keeps its words, its live flag and its whole future as
retained history. At the tip the correction is another take; with story below
it, it forks. No new history machinery: this is the existing fork/take/head
path with the reader's text in place of a generated reply. The §14A refusal
is therefore gone for narrator turns, and remains only for player input.
Pre-M5 positions
Migration 88 backfills the empty narrative document onto every action written
before M5, and a missing snapshot now restores the empty document instead of
leaving the previous position's state standing. Restoring to an old Save
Point no longer leaves a later position's entities and facts on screen.
Narrator context
Replayed history carries prose only; the machine-readable block is no longer
reconstructed into past turns, where it contradicted the authoritative state
in the same prompt. A fact withdrawn by a manual correction is now named as
no longer true, with the reader's reason, rather than silently dropped.
Also
- state_changes joins the action-list bulk read, removing one query per row.
- Extraction takes only the application's own protocol payload: an ordinary
```json or ```python block in a story survives, and a mangled proposal
still does not reach the reader.
Planning: ADR 013 records the authoritative document shape; §§14-15/14A, D10,
C04 and BUILD-MILESTONES are updated to describe what exists. Debt is recorded
against M8 (scenario editor UX) and M9 (export of the audit trail).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PWU4gTfLYY6Qq9U7aa9Qw2
This commit is contained in:
co-authored by
Claude Opus 5
parent
62a997f364
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"""M5: the authoritative narrative state, and what shape it has.
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This is the genre-neutral state ADR 006 requires and ADR 010's typed events
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write into. It replaces the inherited RPG world state, which assumed stats,
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bands, cooldowns and per-turn delta caps — assumptions that are a *game system*,
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not a story.
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## What a state document is
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One JSON document per story position, holding what the campaign currently
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believes:
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entities the things that exist: who, where, what
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possessions which entity holds which item
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facts assertions about the world, with an authority
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relationships directed ties between entities
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threads narrative business that is open or resolved
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scene the immediate situation
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Nothing here names a genre. A character, a location, an organization, an item
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and a vehicle are all `entities` with a `type`, which is a descriptive label the
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campaign chooses, not a branch in the code (`DATA-MODEL.md` §9). The same
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document holds Aldric in an abbey and the Persephone at Ceres Station, and
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`J03` is satisfied because moving between them is data.
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## Why a document rather than normalised tables
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`DATA-MODEL.md` §17 selects the **hybrid**: validated events for audit, plus a
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snapshot for reads and restore. M3 and M4 make that choice load-bearing rather
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than an optimisation. Every position in a retained story must be recoverable in
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bounded time — `TECHNICAL-DESIGN.md` §10.4 — because Undo, Redo and Save Point
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restore all resolve a coordinate and read the state recorded there. Current-value
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tables would leave the *future's* values standing when the head moves back, which
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`BUILD-MILESTONES.md` M5 forbids in as many words, and rebuilding them would mean
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replaying the campaign.
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So the authoritative current state is this document, snapshotted per node exactly
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as the world state was, and the event log beside it is the audit record rather
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than the reconstruction path. The events say *why* the document changed; the
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document says what is true now.
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Everything in this module is pure. It builds and reads documents; it does not
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touch the database, and it does not decide whether a proposal is acceptable —
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that is `validate.py`, and applying an accepted event is `apply.py`.
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"""
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from __future__ import annotations
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import copy
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# The document version, so a later milestone can migrate a stored snapshot
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# without guessing what it was written by. Bump only for a shape change that a
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# reader cannot infer.
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VERSION = 1
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# Entity categories the product suggests. This is a vocabulary, not a
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# constraint: `DATA-MODEL.md` §9 calls these "descriptive categories, not
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# separate game systems", so an unknown type is accepted and simply described.
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# Rejecting one would make the schema genre-specific by the back door.
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SUGGESTED_TYPES = (
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"character", "location", "organization", "item", "vehicle",
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"creature", "structure", "concept", "other",
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)
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# Entity lifecycle status. `DATA-MODEL.md` §9.
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ENTITY_STATUSES = ("active", "inactive", "destroyed", "dead", "unknown")
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# Where a fact came from, in descending authority. `DATA-MODEL.md` §14 lists the
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# minimum categories; the order here is what a later context builder ranks by.
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AUTHORITIES = (
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"campaign_canon", # the campaign's own rules — the highest
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"manual_correction", # the user said so, explicitly (C04)
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"accepted_story", # derived from narration the user accepted
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"current_state",
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"imported_canon", # M7
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"reference", # M7
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"heuristic",
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"inspiration", # M7
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)
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FACT_STATUSES = ("active", "superseded", "disputed", "invalidated")
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THREAD_STATUSES = ("open", "dormant", "resolved", "abandoned")
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RELATIONSHIP_STATUSES = ("active", "ended")
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def empty() -> dict:
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"""A campaign that has established nothing yet.
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Every key is present, so no reader needs a `.get` with a default and no
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writer has to decide whether a section exists. An empty document is a real
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document, not a missing one.
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"""
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return {
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"version": VERSION,
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"entities": {},
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"possessions": {},
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"facts": [],
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"relationships": [],
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"threads": {},
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"scene": {},
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}
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def normalize(state) -> dict:
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"""Returns `state` as a well-formed document, repairing what it can.
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Called on every read of a stored snapshot. A document can arrive from a
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hand-edited database, an imported bundle, or a snapshot written by an older
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version of this module, and a read must not raise on any of them: the story
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is the valuable thing, and a malformed state section should cost the
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section, not the campaign.
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Repair is deliberately shallow — wrong-typed sections are replaced with
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empty ones rather than coerced, because guessing what a malformed section
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meant is exactly the kind of invention `§19` of the M5 brief forbids.
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"""
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if not isinstance(state, dict):
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return empty()
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out = empty()
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out["version"] = state.get("version") if isinstance(state.get("version"), int) else VERSION
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for key in ("entities", "possessions", "threads", "scene"):
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value = state.get(key)
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if isinstance(value, dict):
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out[key] = copy.deepcopy(value)
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for key in ("facts", "relationships"):
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value = state.get(key)
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if isinstance(value, list):
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out[key] = copy.deepcopy([item for item in value if isinstance(item, dict)])
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return out
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def is_empty(state) -> bool:
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"""Whether a document says nothing about the world.
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`version` alone does not count as content, so a freshly created campaign
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reads as empty and the prompt builder can leave the section out entirely
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rather than showing a heading with nothing under it.
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"""
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document = normalize(state)
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return not any(
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document[key] for key in
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("entities", "possessions", "facts", "relationships", "threads", "scene")
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)
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# ------------------------------------------------------------------ entities
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def entity(state: dict, key: str) -> dict | None:
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"""Returns the entity stored under `key`, or None."""
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entities = state.get("entities")
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if not isinstance(entities, dict):
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return None
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found = entities.get(key)
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return found if isinstance(found, dict) else None
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def entity_name(state: dict, key: str) -> str:
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"""The display name for `key`, falling back to the key itself.
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A key is a slug the campaign chose, so it is readable enough to show when an
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entity was referenced before it was described.
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"""
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found = entity(state, key)
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if found and isinstance(found.get("name"), str) and found["name"].strip():
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return found["name"]
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return key
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def new_entity(
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*, type: str = "other", name: str = "", description: str = "",
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status: str = "active", aliases: list | None = None,
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) -> dict:
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return {
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"type": type or "other",
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"name": name,
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"description": description,
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"status": status or "active",
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"aliases": list(aliases or []),
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# Where this entity currently is, as another entity's key. None means
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# the campaign has not placed it, which is different from placing it
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# nowhere.
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"location": None,
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# Free-form condition labels: "injured", "depressurised", "asleep".
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# Labels rather than numbers, because a number implies a scale and a
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# scale implies a game system.
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"conditions": [],
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# Named values the campaign cares about. Genre-neutral by construction:
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# the campaign chooses the names, and every write is an absolute
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# assignment (ADR 010).
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"attributes": {},
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}
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def entities_of_type(state: dict, wanted: str) -> dict:
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"""Every entity whose `type` matches, keyed as they are stored."""
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entities = state.get("entities")
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if not isinstance(entities, dict):
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return {}
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return {
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key: value for key, value in entities.items()
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if isinstance(value, dict) and value.get("type") == wanted
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}
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# --------------------------------------------------------------- possessions
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def owner_of(state: dict, item_key: str) -> str | None:
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"""Which entity holds `item_key`, or None if nobody does.
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Possession is stored as one map from item to owner rather than as a list per
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owner, because an item has exactly one holder and the map makes that
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structural. Two owners for one item is then unrepresentable rather than
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merely invalid.
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"""
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possessions = state.get("possessions")
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if not isinstance(possessions, dict):
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return None
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owner = possessions.get(item_key)
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return owner if isinstance(owner, str) else None
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def held_by(state: dict, owner_key: str) -> list[str]:
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"""Every item `owner_key` currently holds, in stable order."""
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possessions = state.get("possessions")
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if not isinstance(possessions, dict):
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return []
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return sorted(
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item for item, owner in possessions.items() if owner == owner_key
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)
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# ------------------------------------------------------------------- facts
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def withdrawn_facts(state: dict) -> list[dict]:
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"""Facts a correction or retcon took back, newest last.
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The prompt needs these as well as the ones that stand. Dropping a withdrawn
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fact silently leaves the narration that first asserted it as the only
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account in the prompt, and the model reads surviving prose as current truth
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(M5 review, Finding 4). Naming the withdrawal is what makes the reader's
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correction win.
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"""
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facts = state.get("facts")
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if not isinstance(facts, list):
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return []
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return [
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fact for fact in facts
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if isinstance(fact, dict) and fact.get("status") == "invalidated"
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]
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def active_facts(state: dict) -> list[dict]:
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"""Facts that still stand, newest last.
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An invalidated fact stays in the document rather than being removed. C04
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requires a correction to be auditable, and a fact that vanished would leave
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nothing to audit — the record of what the campaign used to believe is the
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point.
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"""
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facts = state.get("facts")
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if not isinstance(facts, list):
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return []
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return [
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fact for fact in facts
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if isinstance(fact, dict) and fact.get("status", "active") == "active"
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]
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def facts_about(state: dict, subject_key: str) -> list[dict]:
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return [f for f in active_facts(state) if f.get("subject") == subject_key]
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def knows(state: dict, subject_key: str, object_key: str) -> bool:
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"""Whether an accepted fact says `subject` knows `object`.
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C03's question, asked the way the state model can answer it. "The campaign
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knows X" is a fact with no subject; "Mara knows X" is a fact whose subject
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is Mara. The distinction is structural, so nothing has to infer it.
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"""
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return any(
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fact.get("predicate") == "knows" and fact.get("object") == object_key
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for fact in facts_about(state, subject_key)
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)
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# ----------------------------------------------------------- relationships
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def active_relationships(state: dict) -> list[dict]:
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relationships = state.get("relationships")
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if not isinstance(relationships, list):
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return []
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return [
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r for r in relationships
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if isinstance(r, dict) and r.get("status", "active") == "active"
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]
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# ---------------------------------------------------------------- threads
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def open_threads(state: dict) -> dict:
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threads = state.get("threads")
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if not isinstance(threads, dict):
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return {}
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return {
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key: value for key, value in threads.items()
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if isinstance(value, dict) and value.get("status", "open") in ("open", "dormant")
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}
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