Make NPCs a dedicated section with per-NPC stats

Replace the single shared `npc` stat template (+ npc_card_types) with an
`npcs` section: each NPC keyed by a stable id, carrying its own name,
description, trigger keys, and its OWN stats block. The AI addresses NPCs
as npc.<id>.<stat> (id shown in context), which also fixes the old
card-id-guessing problem. On adventure creation each NPC auto-creates a
story card (name/keys/desc) for lore + in-scene detection, unless a
same-name card already exists. All NPCs instantiate up front.

- engine: npcs instantiate/apply/render/reference, npc_name/npc_triggers
- builder: _visible_npcs matches each NPC's own keys
- create_adventure: auto-create story cards from npcs
- WorldStateDrawer: render defined NPCs with their own stats + desc tooltip
- demo seed: Gwen (health/trust) + Bandit Leader (health/aggression)
- tests updated (34 pass); no new migration (npcs lives in stat_schema JSON)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parththakkar106
2026-07-21 15:17:47 +05:30
co-authored by Claude Opus 4.8
parent 4dac445f90
commit cf464a48b0
10 changed files with 206 additions and 106 deletions
+4 -2
View File
@@ -8,7 +8,8 @@ from .engine import (
extract_delta,
has_schema,
instantiate,
npc_types,
npc_name,
npc_triggers,
render_reference,
render_state_section,
)
@@ -20,7 +21,8 @@ __all__ = [
"extract_delta",
"has_schema",
"instantiate",
"npc_types",
"npc_name",
"npc_triggers",
"render_reference",
"render_state_section",
]
+53 -27
View File
@@ -16,18 +16,18 @@ import re
# stat_schema top-level sections that hold stat definitions.
STAT_SECTIONS = ("world", "player")
DEFAULT_NPC_TYPES = ("character", "npc")
# Appended once to the system prompt so the model knows how to report changes.
EMIT_RULE = (
"After your narration, if and ONLY IF something in the world state changed this "
"turn, append a fenced code block labelled `state` containing a JSON object of "
"the CHANGES ONLY, as deltas (not new totals). Use paths like "
'"player.hp", "world.day", "npc.<id>.trust"; "flags.<name>": true or false to '
'toggle an on/off state; and "milestones.<id>": true when an objective is '
"completed. Send only things that actually changed; never restate unchanged "
"values. If nothing changed, omit the block entirely. Example:\n"
'```state\n{"player.hp": -15, "flags.has_key": true, "milestones.escaped": true}\n```'
'"player.hp", "world.day", "npc.<id>.<stat>" (use the exact npc id shown in the '
'world state, e.g. npc.gwen.trust); "flags.<name>": true or false to toggle an '
'on/off state; and "milestones.<id>": true when an objective is completed. Send '
"only things that actually changed; never restate unchanged values. If nothing "
"changed, omit the block entirely. Example:\n"
'```state\n{"player.hp": -15, "npc.gwen.trust": 5, "milestones.escaped": true}\n```'
)
# ```state { ... } ``` (also tolerates ```json or an unlabelled fence); DOTALL.
@@ -42,14 +42,20 @@ def has_schema(stat_schema: dict | None) -> bool:
return False
return any(
isinstance(stat_schema.get(k), dict) and stat_schema[k]
for k in (*STAT_SECTIONS, "npc", "milestones", "flags")
for k in (*STAT_SECTIONS, "npcs", "milestones", "flags")
)
def npc_types(stat_schema: dict) -> set[str]:
raw = stat_schema.get("npc_card_types")
types = raw if isinstance(raw, list) and raw else DEFAULT_NPC_TYPES
return {str(t).lower() for t in types}
def npc_name(ndef: dict, key: str) -> str:
name = ndef.get("name")
return name.strip() if isinstance(name, str) and name.strip() else key
def npc_triggers(ndef: dict, key: str) -> list[str]:
"""Lower-cased trigger words for detecting an NPC in scene: its `keys`
field, falling back to its display name."""
raw = ndef.get("keys") or npc_name(ndef, key)
return [k.strip().lower() for k in str(raw).split(",") if k.strip()]
def _initials(defs: dict) -> dict:
@@ -67,7 +73,12 @@ def instantiate(stat_schema: dict | None) -> dict:
ws: dict = {}
for section in STAT_SECTIONS:
ws[section] = _initials(stat_schema.get(section) or {})
ws["npc"] = {} # per-card, filled lazily on first change
# Each defined NPC gets its own stat block from its own `stats` defs.
ws["npc"] = {
key: _initials(ndef.get("stats") or {})
for key, ndef in (stat_schema.get("npcs") or {}).items()
if isinstance(ndef, dict)
}
ws["milestones"] = {} # only reached ones are stored
ws["flags"] = {
name: bool(d.get("initial", False))
@@ -216,7 +227,7 @@ def apply_delta(world_state: dict, stat_schema: dict, delta: dict,
milestones = stat_schema.get("milestones") or {}
flag_defs = stat_schema.get("flags") or {}
npc_defs = stat_schema.get("npc") or {}
npcs = stat_schema.get("npcs") or {}
for raw_path, change in delta.items():
path = str(raw_path)
@@ -265,14 +276,19 @@ def apply_delta(world_state: dict, stat_schema: dict, delta: dict,
action_index, meta, report)
continue
# npc.<cardId>.<stat>
# npc.<npcId>.<stat> — each NPC has its own stat defs.
if parts[0] == "npc" and len(parts) == 3:
stat_def = npc_defs.get(parts[2])
ndef = npcs.get(parts[1])
if not isinstance(ndef, dict):
report["rejected"].append({"path": path, "reason": "unknown npc"})
continue
stat_defs = ndef.get("stats") or {}
stat_def = stat_defs.get(parts[2])
if not isinstance(stat_def, dict):
report["rejected"].append({"path": path, "reason": "unknown npc stat"})
continue
npcs = ws.setdefault("npc", {})
container = npcs.setdefault(parts[1], _initials(npc_defs))
npc_state = ws.setdefault("npc", {})
container = npc_state.setdefault(parts[1], _initials(stat_defs))
_apply_stat(container, parts[2], stat_def, change, path,
action_index, meta, report)
continue
@@ -316,13 +332,16 @@ def render_state_section(world_state: dict, stat_schema: dict,
if player_line:
lines.append(f"You: {player_line}.")
npc_defs = stat_schema.get("npc") or {}
npcs = stat_schema.get("npcs") or {}
npc_state = ws.get("npc") or {}
for card_id, name in visible_npcs.items():
values = npc_state.get(card_id) or _initials(npc_defs)
npc_line = _stat_line(npc_defs, values)
for npc_key, name in visible_npcs.items():
ndef = npcs.get(npc_key) or {}
stat_defs = ndef.get("stats") or {}
values = npc_state.get(npc_key) or _initials(stat_defs)
npc_line = _stat_line(stat_defs, values)
if npc_line:
lines.append(f"{name}: {npc_line}.")
# Show the id so the AI can address it as npc.<id>.<stat>.
lines.append(f"{name} (npc.{npc_key}): {npc_line}.")
flag_defs = stat_schema.get("flags") or {}
flag_state = ws.get("flags") or {}
@@ -380,11 +399,18 @@ def render_reference(stat_schema: dict) -> str:
row = _describe_stat(name, d)
if row:
lines.append(row)
for name, d in (stat_schema.get("npc") or {}).items():
if isinstance(d, dict):
row = _describe_stat(f"NPC {name}", d)
if row:
lines.append(row)
for npc_key, ndef in (stat_schema.get("npcs") or {}).items():
if not isinstance(ndef, dict):
continue
name = npc_name(ndef, npc_key)
desc = ndef.get("desc")
if isinstance(desc, str) and desc.strip():
lines.append(f"NPC {name} ({npc_key}) — {desc.strip().rstrip('.')}.")
for sname, sdef in (ndef.get("stats") or {}).items():
if isinstance(sdef, dict):
row = _describe_stat(f"{name} {sname}", sdef)
if row:
lines.append(row)
for name, d in (stat_schema.get("flags") or {}).items():
if isinstance(d, dict):
desc = d.get("desc")