Commit Graph
6 Commits
Author SHA1 Message Date
parththakkar106andClaude Opus 5 a408c7b6f7 Lay the prompt out so the endpoint can cache most of it
Prompt caching bills on a shared prefix: the endpoint reuses the request up
to the first byte that differs from last time and no further. The live
world-state block sat third from the top of the system message, so every turn
re-priced the instructions, the plot essentials and the whole story history
underneath it. The retrieved memories and the rewritten summary did it again.

Everything fixed is emitted first now, and everything that moves goes after
the history, ordered least-volatile first — which is also where recency serves
it best, the reasoning that already put the emit reminder last. The three tail
sections that are last for their own reasons stay last. The moved sections are
still charged to the token budget; only their position changed.

Two smaller halves of the same problem. OpenRouter serves a model from
whichever upstream is free and each upstream holds its own cache, so a
deepseek model now names deepseek as its preferred upstream — a preference,
not a restriction, so a turn still runs if that upstream is down. And the
endpoint's usage block is read back off the response and kept per attempt, so
the hit rate shows up in Insights and the debug log instead of being assumed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DfMCsN1KBLsTqMkj5hSgrY
2026-08-23 06:31:30 +05:30
parththakkar106andClaude Sonnet 5 141eec7c64 Add a world-state edit mode for overriding live RPG values
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>
2026-07-21 18:19:31 +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 3b03bf737a Show raw AI output in Insights per turn
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>
2026-07-21 16:34:38 +05:30
parththakkar106andClaude Opus 4.8 cf464a48b0 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>
2026-07-21 15:17:47 +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