Commit Graph
8 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 279110f75b Show per-turn stat changes under each AI message
Each AI action now carries a compact world_changes summary (derived from its
stored snapshot), rendered as small chips beneath the message: numeric stats
show a signed delta (green up / red down), flags show on/off, milestones show
a check. Gives an at-a-glance "what changed" without opening Insights.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-21 16:48:35 +05:30
parththakkar106andClaude Opus 4.8 4dac445f90 Add Phase 12: native RPG world state
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>
2026-07-21 14:47:29 +05:30
parththakkar106andClaude Opus 4.8 dab1807118 Roll back script_state on undo/retry; fix retry double-apply
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>
2026-07-21 02:58:38 +05:30
parththakkar106andClaude Opus 4.8 328ae8942d Add per-adventure "Sync from library" for scripts
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
2026-07-21 00:56:01 +05:30
parththakkar106andClaude Opus 4.8 82fb6c8535 Reasoning-model UX: better empty-response error, higher default budget, live link
- 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
2026-07-20 17:05:29 +05:30
parththakkar106andClaude Fable 5 de4db373f2 Phase 8: optional accounts, per-user data, shared demo key
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
2026-07-06 23:04:03 +05:30
parththakkar106andClaude Fable 5 db9f904222 Initial commit: AI Dungeon clone (FastAPI backend + React frontend)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KFsGHju9szibJJa2YJcdbg
2026-07-06 16:08:19 +05:30