Commit Graph
3 Commits
Author SHA1 Message Date
parththakkar106andClaude Opus 5 57c24a07d8 Redesign the library UI and add scenario cover art
Rework the home page into a single landing surface and give the app a
consistent visual language, chosen as "illuminated tome" over two other
pitched directions because it builds on the existing Cinzel + gold identity
instead of replacing it.

Home is now Continue (up to 4 in-progress stories, each showing where you
left off) over a scenario shelf, each section with a "See all" link. The
full adventure list moves to /adventures.

Scenario cover art has three tiers, in precedence order: an uploaded picture
(downscaled client-side to 400px WebP before storing), an emoji, or gradient
art generated from a hash of the title so no card is ever an empty box.
Adventures inherit their scenario's art. Images live in the row rather than
on disk because Render's free tier has no persistent volume, and it keeps
export bundles self-contained; list responses carry a cacheable
/api/scenarios/{id}/image URL rather than the base64.

Also: ambient drifting motes behind the app, loading skeletons, staggered
card entrance, ornamental scene breaks and a drop cap in the story, a
"Weaving" thinking indicator, and a toast system replacing every alert().

Two fixes found along the way:

- Importing a scenario bundle with no "tags" key returned a 500. Column
  defaults are not applied until flush, so the attribute was still None
  when the width clamp sliced it.
- Anything meaning "the story's latest narration" was missing action type
  "start", which is the only text a freshly created adventure has, so new
  adventures looked empty. Collected as NARRATION_TYPES.

Migrations 30 and 31 add scenarios.image and scenarios.icon; both are
additive with a '' default and were verified against a database stamped at
29. vite.config.js now reads AIDND_API_PORT so the recurring port-8000
clash with another local app needs no file edit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_014FGY1yvzSeKgTtRfeVtDmx
2026-07-26 13:17:46 +05:30
parththakkar106andClaude Opus 4.8 2fc167327d Fix HP demo: emit tag on first line; seeder reconciles demos in place
The reasoning model truncated replies before the end-of-reply [HP-N]
tag, so damage was never reported and HP stuck at 100. Move the tag to
the FIRST line of the reply so it survives truncation, and clarify the
wording (concrete example numbers instead of the literal "[HP-N]" that
confused the model).

Also make the seeder the source of truth for demo content: it now
reconciles an existing seeded scenario in place when a seed file
changes (keeping the scenario row and its adventure FKs), instead of
only inserting when missing — otherwise fixes to already-seeded demos
never reach production. No-op when content already matches, so it stays
cheap on every boot.

Verified end-to-end through the quickjs engine, including a truncated
reply still applying damage, and the in-place update path.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TEpWMjnfPqzZ13nPMoGhs5
2026-07-20 19:02:41 +05:30
parththakkar106andClaude Opus 4.8 ff09254878 Seed HP-system demo scenario (AI-driven, script-tracked health)
Adds "[Demo] The Goblin Ambush (HP script)": a combat scene whose script
tells the AI the current HP and to tag damage/healing as [HP-N]/[HP+N];
the AI decides the amounts, the onOutput hook applies them to state.hp
(clamped 0..100), hides the tags, and flags death at 0. Showcases the
new left State drawer with live variables. Verified through the real
quickjs engine: a simulated attack drops HP, a potion heals (clamped),
a fatal blow sets state.dead.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TEpWMjnfPqzZ13nPMoGhs5
2026-07-20 18:07:10 +05:30