* Rewrite comments in Google developer documentation style
Rewrite the comments and docstrings across the backend core modules so they
read plainly. The previous prose was accurate but dense and figurative, which
made it slow to skim.
Applies the Google developer documentation style guide: short sentences, active
voice, present tense, American spelling, and no metaphors, idioms, or
rhetorical asides. Replaces em-dash chains with separate sentences.
An adventure copies its scenario's plot text and story cards at creation so
later authoring never disturbs a story in progress. This is the explicit
opt-out, alongside the existing per-script "Sync from library".
GET /adventures/{id}/refresh returns a plan (per-field old/new diff, card
add/update/remove, world-state added/removed paths, and any ${...} answers
still needed); POST applies it under the turn lock so it can't race a
generating turn. The Plot panel shows the plan in a confirm modal first.
Overwrites the plot fields and scenario-derived cards. Deliberately left
alone: the opening `start` action (the story is built on it, and it is baked
into memories and the summary), the adventure's own title and summary,
player-authored story cards, and the live value of every stat the schema
still defines.
Two enablers were needed:
- adventures.placeholders (migration 32). ${...} answers were used once at
creation and discarded, so re-copying scenario text would have re-injected
a literal ${Hero}. Adventures predating the column re-prompt once via the
existing modal, then the answers are saved.
- story_cards.source_ref (migration 33), "card:<id>" / "npc:<key>", NULL for
player-authored. Adventure cards had no link back to their source, so a
rename read as delete-plus-add and player cards would have been clobbered.
Legacy cards name-match once, then adopt the ref.
World state goes through a new worldstate.reconcile(): keep values the schema
still defines, add missing ones at their initial, drop removed ones and their
cooldown bookkeeping. Not instantiate(), which would heal the player to full
and wipe their milestones.
The confirm modal is portalled to <body>: .side-panel's panel-in animation
has fill mode `both`, which makes it the containing block for position:fixed
descendants, so an overlay rendered in place was trapped in the 420px panel
and clipped by its overflow.
14 new tests in backend/tests/test_scenario_refresh.py; 85 pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XzBCyXH4hBEVHqEaertcq4
The AI would sometimes stop emitting the `state` delta block once it missed
a turn. Two compounding causes: the emit rule sat only in the system block
(far from where the model generates), and the block was stripped before
storage — so every replayed history turn looked blockless, biasing the model
by imitation to stop emitting too.
- EMIT_REMINDER: a one-line reminder appended last in the prompt (strongest
recency slot), gated on has_ws and counted against the token budget.
- render_delta_block + _history_text: re-attach each past AI turn's own delta
block in replayed history (reconstructed from the stored snapshot delta), so
the model always sees its emit format. Action.text stays clean, so UI,
embeddings, and card/NPC trigger-matching are unaffected. History budgeting
counts the augmented text so it can't overflow.
Undo/retry untouched (read the separate world_state_before column). 46 tests.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UWVyFKvqJGjfbXdibLgkMe
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>
Numeric stats couldn't represent things like worn armor or held items.
A stat can now be marked type: "text" — the AI reports the new full
value instead of a delta, with no clamping/bands (cooldown still
applies). Updated the scenario editor's stat kind selector, the
World State drawer's stat display, and the emit-rule prompt; added
tests and an outfit stat to the RPG demo scenario.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Tell the model to read each stat's range and band labels and keep changes
proportionate — minor events nudge a value, while large jumps or hitting a
min/max are reserved for pivotal moments. Examples are relationship/story
based (not combat) so it fits any scenario.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Reword the state-emit rule to be scenario-agnostic: record any tracked
change — health/resources, time, relationships/mood, status, progress,
items/info — not just fight outcomes. Soften the demo's AI instructions to
cover relationships and objectives alongside combat.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rewrite the global emit rule to be directive: treat narration as
authoritative and record numeric changes (damage, healing, time, emotion
shifts, fights intensifying), not just easy on/off flags — updating every
stat the scene affected. Also firm up the demo scenario's AI instructions
to reflect combat outcomes in the numbers each turn. Helps weaker free
models emit numeric deltas; the emit rule applies live so all RPG
adventures benefit immediately.
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>