Commit Graph
58 Commits
Author SHA1 Message Date
parththakkar106andClaude Opus 4.8 970d71a5b6 Keep world-state emit reliable across turns
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
2026-07-25 12:03:41 +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 Sonnet 5 42073d5d89 Add free-text stat type to the world-state RPG layer
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>
2026-07-21 17:35:57 +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
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