Commit Graph
5 Commits
Author SHA1 Message Date
parththakkar106andClaude Opus 4.8 db1170d0db Add proportionality guidance to the emit rule (story-neutral)
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>
2026-07-21 16:59:49 +05:30
parththakkar106andClaude Opus 4.8 b153bc6efe Generalize the emit rule beyond combat
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>
2026-07-21 16:55:11 +05:30
parththakkar106andClaude Opus 4.8 8c18541d4e Harden the state-emit rule to reduce under-reporting
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>
2026-07-21 16:52:20 +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