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interactive-story/backend/app/worldstate/render.py
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parththakkar106andClaude Opus 5 20f0753277 Merge main into the Phase 17 refactor
`main` changed the four files this branch split into packages, so all four
came back as modify/delete conflicts. Each change is ported to the module
that now holds the code, unchanged in behavior:

- `delete_action` moves to `routers/adventures/actions.py`. It reaches the
  turn lock as `turns.acquire_turn_lock` and `turns._active_turns`, which is
  the rule this branch set: the package root no longer re-exports the names a
  test rebinds.
- `EMIT_RULE` moves to `worldstate/parse.py`, and `_describe_stat` and
  `render_reference` to `worldstate/render.py`.
- The chip-wrap rules move to `styles/schema-editor.css`, and
  `StateChangeChips` to `pages/Play/reports.jsx`. `index.css` keeps this
  branch's import list.

`test_delete_state.py` needed four edits to run here. It drops the eight-line
database prologue, because `conftest.py` does that once now. It imports the
shared `ScriptedProvider` from `fakes.py` instead of carrying a copy. It
patches `adventures.turns.OpenAICompatibleProvider` and reaches the lock the
same way. And it no longer passes `index=0` when it builds the start action,
because migration 71 drops that column.

564 tests pass. `npm run lint` and `npm run build` are clean, and the CSS
bundle is 56.71 kB, which is the pre-merge size plus main's new rules.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 18:03:36 +05:30

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"""Turning world state into the text the model and the player read.
`render_state_section` writes the current state into the prompt.
`render_reference` writes the schema itself, so the model knows which stats
exist and what they are called.
"""
from .schema import STAT_SECTIONS, _initials, band_label, npc_name
def _stat_line(defs: dict, values: dict) -> str:
parts = []
for name, d in defs.items():
if not isinstance(d, dict):
continue
if d.get("type") == "text":
val = values.get(name, d.get("initial", ""))
parts.append(f'{name} "{val}"' if val else f"{name} (unset)")
continue
val = values.get(name, d.get("initial", 0))
hi = d.get("max")
shown = f"{val}/{hi}" if hi is not None else f"{val}"
label = band_label(d, val)
parts.append(f"{name} {shown}" + (f" ({label})" if label else ""))
return ", ".join(parts)
def render_state_section(world_state: dict, stat_schema: dict,
visible_npcs: dict[str, str]) -> str:
"""Returns the compact context block that every turn includes.
`visible_npcs` maps a card id to a display name, for the NPCs currently in
the scene.
"""
ws = world_state if isinstance(world_state, dict) else {}
lines: list[str] = []
world_defs = stat_schema.get("world") or {}
world_line = _stat_line(world_defs, ws.get("world") or {})
header = "World state" + (f" — {world_line}." if world_line else ".")
lines.append(header)
player_defs = stat_schema.get("player") or {}
player_line = _stat_line(player_defs, ws.get("player") or {})
if player_line:
lines.append(f"You: {player_line}.")
npcs = stat_schema.get("npcs") or {}
npc_state = ws.get("npc") or {}
for npc_key, name in visible_npcs.items():
ndef = npcs.get(npc_key) or {}
stat_defs = ndef.get("stats") or {}
values = npc_state.get(npc_key) or _initials(stat_defs)
npc_line = _stat_line(stat_defs, values)
if npc_line:
# Show the id so the AI can address it as npc.<id>.<stat>.
lines.append(f"{name} (npc.{npc_key}): {npc_line}.")
flag_defs = stat_schema.get("flags") or {}
flag_state = ws.get("flags") or {}
flag_parts = [
f"{name} {'yes' if flag_state.get(name, bool(d.get('initial', False))) else 'no'}"
for name, d in flag_defs.items() if isinstance(d, dict)
]
if flag_parts:
lines.append("Flags: " + ", ".join(flag_parts) + ".")
# Show the id beside each goal, the same as NPCs and flags. The AI marks a
# milestone as `milestones.<id>`, and `apply_delta` rejects an id the schema
# does not define, so a goal listed by description alone gives the model no
# way to name it and it can only guess.
milestones = stat_schema.get("milestones") or {}
reached = ws.get("milestones") or {}
goals = [f"{mid} — {d.get('desc', mid)}" for mid, d in milestones.items()
if not reached.get(mid, {}).get("reached")]
done = [f"{mid} — {d.get('desc', mid)}" for mid, d in milestones.items()
if reached.get(mid, {}).get("reached")]
if goals:
lines.append("Goals (mark with milestones.<id>): " + "; ".join(goals) + ".")
if done:
lines.append("Achieved: " + "; ".join(done) + ".")
return "\n".join(lines)
def _describe_stat(name: str, d: dict) -> str | None:
"""Returns one reference line for a stat, named by the path the AI writes.
`name` is that path. The guide is the model's only complete list of what
exists, so a stat named any other way leaves it to work the path out from
the live values, and those cover only what is on screen this turn.
The description and the band ladder are independent, and each is included
only when present, so a stat may have either, both, or neither.
"""
is_text = d.get("type") == "text"
# `EMIT_RULE` sends the model here to find out which stats take a whole
# value instead of a change, and it names this marker, so the two have to
# be written the same way.
label = f"{name} (free text)" if is_text else name
bits: list[str] = []
desc = d.get("desc")
if isinstance(desc, str) and desc.strip():
# Fragments are joined with "; " and end with a single ".", so remove
# any trailing period the author put on the description.
bits.append(desc.strip().rstrip("."))
if is_text:
# Free text has no range and no bands, so the marker is the whole
# entry. It still earns a line without a description, because the
# marker is what stops the model sending a delta.
return f"{label} — {'; '.join(bits)}." if bits else f"{label}."
lo, hi = d.get("min"), d.get("max")
if isinstance(lo, (int, float)) and isinstance(hi, (int, float)):
bits.append(f"range {lo}–{hi}")
bands = d.get("bands")
if isinstance(bands, list) and bands:
ladder = ", ".join(
f"{b[0]}–{b[1]} {b[2]}"
for b in bands if isinstance(b, list) and len(b) == 3
)
if ladder:
bits.append(f"bands: {ladder}")
return f"{label} — {'; '.join(bits)}." if bits else None
def render_reference(stat_schema: dict) -> str:
"""Returns a fixed, per-scenario legend for the stats.
Each line gives what a stat means, from its `desc`, and its band ladder. The
legend does not change from turn to turn, and it is separate from the live
values.
"""
lines: list[str] = []
for section in STAT_SECTIONS:
for name, d in (stat_schema.get(section) or {}).items():
if isinstance(d, dict):
row = _describe_stat(f"{section}.{name}", d)
if row:
lines.append(row)
for npc_key, ndef in (stat_schema.get("npcs") or {}).items():
if not isinstance(ndef, dict):
continue
name = npc_name(ndef, npc_key)
desc = ndef.get("desc")
# The header is written even for an NPC with no description, because it
# is the only line that ties a display name to the id the AI has to
# address. The live values state it too, but only for the NPCs a scene
# has mentioned, so without this an NPC off screen can only be guessed
# at — and a guess is refused as a character or a stat that does not
# exist.
head = f"NPC {name} (npc.{npc_key})"
lines.append(
f"{head} — {desc.strip().rstrip('.')}."
if isinstance(desc, str) and desc.strip() else f"{head}."
)
for sname, sdef in (ndef.get("stats") or {}).items():
if isinstance(sdef, dict):
row = _describe_stat(f"npc.{npc_key}.{sname}", sdef)
if row:
lines.append(row)
for name, d in (stat_schema.get("flags") or {}).items():
if isinstance(d, dict):
desc = d.get("desc")
if isinstance(desc, str) and desc.strip():
lines.append(f"flags.{name} — {desc.strip().rstrip('.')}.")
if not lines:
return ""
return "Stat guide (fixed reference):\n" + "\n".join(f"- {ln}" for ln in lines)