Players/authors can now directly correct the live values of stats the
schema already defines (health, trust, flags, milestones, etc.) without
waiting for the AI to emit a delta. New apply_override() sets values
absolutely rather than adding deltas, and — unlike the AI-facing
apply_delta() — bypasses cooldown/max_delta_per_turn and lets
milestones be un-set, since this is a deliberate correction rather
than a turn to police. Exposed via PUT /adventures/{id}/world-state
and an edit toggle in the World State drawer. Also fixes the
schema-editor stat-kind dropdown and free-text initial-value input
to size consistently with the numeric fields next to them.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Store the model's literal reply (before the world-state block is stripped)
in each turn's snapshot, and render it in the Insights panel when inspecting
a past AI message (the 🔍 button). Makes it possible to see exactly what the
model emitted — including whether it sent a state delta and with what paths —
which is the fastest way to debug under-reported or misrouted stat changes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
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>
The shared per-adventure script_state ("scoreboard" scripts write to) was
never reverted by undo, and retry re-ran the output hook on top of the already-
mutated state, double-applying its changes (e.g. "+10 gold" became +20).
Each action now snapshots script_state as it was immediately before its own
hooks ran (new Action.state_before column, migration 25):
- undo restores the turn's first-action snapshot, prunes memories that
summarized the removed actions, and takes the turn lock against races.
- retry restores the AI action's snapshot before regenerating.
Story-card mutations are not reverted (documented limit). Adds the project's
first test suite: unit + full HTTP integration through the real scripting
engine (14 tests). See plan/11-state-revert-and-retry-fix.md.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adventure scripts are frozen snapshots taken at creation. Add an opt-in
way to pull the latest library code into a live adventure:
- AdventureScript.source_script_id links a copy to its library Script
(migration 24; set at adventure creation)
- list endpoint flags out_of_date by diffing copy vs library
- POST /adventures/{id}/scripts/{sid}/sync overwrites the copy's code,
preserving enabled/position/script_state
- legacy copies with no link fall back to a name match, then adopt the link
- Play page shows a Sync button only when a copy differs from its library
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TEpWMjnfPqzZ13nPMoGhs5
Exposes the scripting `state` object (every variable scripts read/write
via state.x, persisted per-adventure) in a collapsible left rail that
refreshes after each turn. New owner-scoped GET
/api/adventures/{id}/script-state endpoint; the drawer only fetches
while open and shows an empty-state hint until a script sets a variable.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TEpWMjnfPqzZ13nPMoGhs5
- When a model streams reasoning but no story text, return a specific,
actionable error (raise Max output tokens / set a reasoning cap / use a
non-reasoning model) instead of the opaque "empty response".
- Bump default max_output_tokens 400 -> 800: 400 truncated scenes and
left reasoning models with no room after thinking. Affects new settings
rows; existing users keep their value.
- README: add a "Try it live" link to the Render deployment.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TEpWMjnfPqzZ13nPMoGhs5
list_adventures selected Scenario.title while grouping only by
Adventure.id. SQLite tolerates selecting an ungrouped column, so it
worked locally, but Postgres (Neon) rejects it — the adventures list
endpoint 500'd on the live deploy, so saved adventures could not be
listed or resumed. Add Scenario.title to the GROUP BY.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TEpWMjnfPqzZ13nPMoGhs5
Config via env, abuse/resource limits, and production serving so the app
is safe to expose publicly:
- Fail-fast on missing SECRET_KEY when MULTI_USER=true
- quickjs per-execution time/memory limits (while(true) can't hang server)
- Per-user/per-IP rate limiting on turn/script/auth endpoints
- Request body size limit + per-user row caps
- Security headers (CSP, X-Frame-Options, nosniff, referrer-policy) incl. SSE
- Debug router 403 and /docs disabled in multi-user mode
- DATABASE_URL support (defaults to Neon Postgres) alongside SQLite
- Documented all env vars in backend/.env.example
Verified locally via uvicorn (MULTI_USER=1, SQLite); see plan/09-phase-hardening.md.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017e6tQuojBLYPetUfmhit4X
Guest-first multi-user mode behind AIDND_MULTI_USER (local installs
unchanged): signed-cookie guest sessions bootstrapped by /api/auth/me,
register upgrades the guest in place, login/logout, per-IP rate limits.
Every router scoped by user_id; Settings become per-user with the API
key Fernet-encrypted at rest and write-only through the API. Users
without a key get a server-funded demo key (OpenRouter free models,
20 turns/day, memory bank disabled on demo turns). Public read-only
demo scenarios (seed_demo.py); debug log restricted to local mode.
Frontend: auth modal + guest nudge, 401 re-establish/retry, demo
banner and key management in Settings.
Migrations 13-23 adopt existing data under a local user and encrypt
stored keys. Verified: migration on a copy of real data.db, two-session
isolation + register/login via curl and Chrome, demo cap 429, live
OpenRouter turn through the encrypted-key path, vite build + oxlint.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KFsGHju9szibJJa2YJcdbg