Files
interactive-story/frontend/src/pages/Play.jsx
T
parththakkar106andClaude Opus 5 811368d048 Refresh what a switch changes, not what a turn changes
A branch switch does not change the length of the story. It changes which
story it is. Four panels keyed on actions.length and so could not tell the
difference: the Branches panel drew one branch while the reader was already
on a second, Insights showed the prompt built for the path just left, the
script-state drawer kept the other line's numbers, and the Memory Bank did
not notice a deleted branch taking its memories with it.

Only the world-state drawer was right, and only because it happened to
carry stateKey already. They all key on the pair now, and deleting a branch
bumps it too — that is the one operation that changes what is stored
without a turn being played and without the story on the current path
moving by a single action.

tools/branch_fixture.py is the thing that could show it. The stress
fixture's world state is empty, so it cannot answer whether a switch puts
the scoreboard back, and its story is one branch. This builds a small
bootable adventure with a stat schema, a gold script, two takes on one turn
that differ by 35 hit points, a fork, and a memory on each side — with both
branches the same length on purpose, because equal length is precisely the
case a length-based key cannot see.

Verified in a browser with the drawer open: hp 60 to 95 and back, the bar
redrawn, the story swapped to the other take, Insights carrying the scratch
and not the beating. The Memory Bank deliberately does not change on a
switch: the drawer is adventure-wide so a memory is always findable to
delete, and retrieval is the path-scoped half.

396 tests, build clean, no new lint.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015H5qiyiR7gtFQaoDphHZ3g
2026-08-18 19:14:07 +05:30

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import { Fragment, useCallback, useEffect, useLayoutEffect, useMemo, useRef, useState } from 'react'
import { createPortal } from 'react-dom'
import { useNavigate, useParams } from 'react-router-dom'
import { api } from '../api'
import { AutoTextarea, Field, StoryCardRow, downloadJSON, npcInitials, pickJSONFile, useToast } from '../components'
const MODES = ['do', 'say', 'story']
const PLAYER_TYPES = ['do', 'say', 'story']
// Models often emit light markdown emphasis; render **bold** / *italic*
// instead of showing raw asterisks. Everything else stays plain text.
function renderEmphasis(text) {
const re = /\*\*([^*\n]+)\*\*|\*([^*\n]+)\*/g
const parts = []
let last = 0
let match
while ((match = re.exec(text)) !== null) {
if (match.index > last) parts.push(text.slice(last, match.index))
parts.push(match[1] !== undefined
? <b key={match.index}>{match[1]}</b>
: <i key={match.index}>{match[2]}</i>)
last = match.index + match[0].length
}
if (parts.length === 0) return text
if (last < text.length) parts.push(text.slice(last))
return parts
}
function ReasoningBlock({ text, streaming }) {
if (!text) return null
return (
<details className="reasoning" open={streaming || undefined}>
<summary>💭 Reasoning{streaming ? '…' : ''}</summary>
<div className="reasoning-text">{text}</div>
</details>
)
}
const SECTION_LABELS = {
narrator: 'Narrator prompt',
script_context: 'Script context',
ai_instructions: 'AI Instructions',
plot_essentials: 'Plot Essentials',
story_summary: 'Story Summary',
used_memories: 'Used Memories (memory bank)',
world_state_guide: 'World State (stat guide)',
world_state: 'World State (RPG)',
world_state_rule: 'World State (reporting rule)',
world_lore: 'World Lore (story cards)',
history: 'Story history',
authors_note: "Author's Note",
recent_history: 'Recent history',
front_memory: 'Front memory',
length_hint: 'Length guidance',
world_state_reminder: 'World State (emit reminder)',
}
// One colour per context section, and the single source of truth for it: the
// token bar, the legend and each section's own header all read from here, so a
// slice of the bar and the text it stands for always carry the same colour.
// Related sections share a hue family but never an exact shade — in a stacked
// bar two identical colours read as one section.
const SECTION_COLORS = {
narrator: '#7d8fc9',
ai_instructions: '#9c8fd6',
plot_essentials: '#c97dc0',
script_context: '#d99ad0',
story_summary: '#7dc9a2',
used_memories: '#5fb8c9',
world_lore: '#c9b47d',
world_state: '#d79a63',
world_state_guide: '#b8834a',
world_state_rule: '#9d7a52',
world_state_reminder: '#8a6f52',
history: '#74748c',
recent_history: '#9d9db4',
authors_note: '#c97d7d',
front_memory: '#d99a9a',
length_hint: '#98a06b',
}
const SECTION_FALLBACK = '#6a6a78'
const sectionColor = (label) => SECTION_COLORS[label] || SECTION_FALLBACK
// Share of the prompt, rounded for glanceability. Sections too small to round
// to a whole percent still say so rather than showing a misleading 0%.
const pctLabel = (pct) => (pct > 0 && pct < 1 ? '<1%' : `${Math.round(pct)}%`)
const FIELD_LABELS = {
memory: 'Plot Essentials (Memory)',
authors_note: "Author's Note",
ai_instructions: 'AI Instructions',
}
function clip(text, n = 90) {
const one = (text || '').replace(/\s+/g, ' ').trim()
return one.length > n ? `${one.slice(0, n)}…` : (one || '(empty)')
}
// Confirms "Update from scenario" by showing exactly what it would change, and
// collects any ${Placeholder} answers the adventure has no stored value for
// (adventures started before those were saved, or a placeholder the author
// added since). Destructive by design — it overwrites plot text and
// scenario-derived cards — so nothing happens until Update is pressed.
function RefreshModal({ plan, onConfirm, onCancel }) {
const [values, setValues] = useState(
Object.fromEntries((plan.placeholders_needed || []).map((n) => [n, ''])),
)
const [busy, setBusy] = useState(false)
const { added = [], updated = [], removed = [] } = plan.cards || {}
const world = plan.world_state || {}
const fields = Object.entries(plan.fields || {})
const submit = (e) => {
e.preventDefault()
setBusy(true)
onConfirm(values).finally(() => setBusy(false))
}
// Portalled to <body>: this modal is opened from inside .side-panel, whose
// panel-in animation (fill mode `both`) makes it the containing block for
// position:fixed children — an overlay rendered in place would be trapped in
// the 420px panel and clipped by its overflow. Same trap for any future modal
// opened from a drawer or panel.
return createPortal(
<div className="modal-overlay" onClick={onCancel}>
<form className="modal refresh-modal" onClick={(e) => e.stopPropagation()} onSubmit={submit}>
<h2>Update from scenario</h2>
{!plan.has_changes ? (
<p className="modal-hint">
This adventure already matches “{plan.scenario_title}”. Nothing to update.
</p>
) : (
<>
<p className="modal-hint">
Pull the current content of “{plan.scenario_title}” down over this adventure.
Your story, its title, summary and your own story cards are untouched — but
the plot text below is <b>overwritten</b>, including any edits you made here.
</p>
<div className="refresh-changes">
{fields.map(([field, diff]) => (
<div key={field} className="refresh-change">
<b>{FIELD_LABELS[field] || field}</b>
<div className="dim refresh-old">− {clip(diff.old)}</div>
<div className="refresh-new">+ {clip(diff.new)}</div>
</div>
))}
{added.length > 0 && (
<div className="refresh-change">Story cards added: <b>{added.join(', ')}</b></div>
)}
{updated.length > 0 && (
<div className="refresh-change">Story cards overwritten: <b>{updated.join(', ')}</b></div>
)}
{removed.length > 0 && (
<div className="refresh-change">Story cards removed: <b>{removed.join(', ')}</b></div>
)}
{world.added?.length > 0 && (
<div className="refresh-change">
New stats (at their starting value): <b>{world.added.join(', ')}</b>
</div>
)}
{world.removed?.length > 0 && (
<div className="refresh-change">Stats removed: <b>{world.removed.join(', ')}</b></div>
)}
</div>
{(plan.placeholders_needed || []).length > 0 && (
<>
<p className="modal-hint">
This scenario asks a few questions, and this adventure has no saved
answers for them. They'll be remembered from now on.
</p>
{plan.placeholders_needed.map((name) => (
<label key={name} className="field">
<span className="label">{name}</span>
<input type="text" value={values[name]}
onChange={(e) => setValues({ ...values, [name]: e.target.value })} />
</label>
))}
</>
)}
</>
)}
<div className="modal-buttons">
<button type="button" onClick={onCancel}>{plan.has_changes ? 'Cancel' : 'Close'}</button>
{plan.has_changes && (
<button type="submit" className="primary" disabled={busy}>
{busy ? 'Updating…' : 'Update'}
</button>
)}
</div>
</form>
</div>,
document.body,
)
}
function PlotPanel({ adventure, setAdventure, onWorldStateChanged }) {
const toast = useToast()
const [plan, setPlan] = useState(null) // non-null while the modal is open
const [planning, setPlanning] = useState(false)
// One timer per field/card: a single shared timer would cancel the pending
// save of whatever was edited previously within the debounce window.
const saveTimers = useRef(new Map())
const debounceSave = (key, fn) => {
clearTimeout(saveTimers.current.get(key))
saveTimers.current.set(key, setTimeout(fn, 600))
}
const setField = (field, value) => {
setAdventure({ ...adventure, [field]: value })
debounceSave(field, () => api.updateAdventure(adventure.id, { [field]: value }))
}
const addCard = async () => {
const card = await api.createStoryCard({ adventure_id: adventure.id })
setAdventure({ ...adventure, story_cards: [...adventure.story_cards, card] })
}
const updateCard = (card) => {
setAdventure({
...adventure,
story_cards: adventure.story_cards.map((c) => (c.id === card.id ? card : c)),
})
debounceSave(`card-${card.id}`, () => {
api.updateStoryCard(card.id, {
name: card.name, type: card.type, keys: card.keys, entry: card.entry, notes: card.notes,
})
})
}
const deleteCard = async (cardId) => {
await api.deleteStoryCard(cardId)
setAdventure({
...adventure,
story_cards: adventure.story_cards.filter((c) => c.id !== cardId),
})
}
const exportCards = async () => {
const cards = await api.exportStoryCards({ adventure_id: adventure.id })
downloadJSON(cards, `${(adventure.title || 'adventure').replace(/\W+/g, '-')}-cards.json`)
}
const importCards = async () => {
try {
const parsed = await pickJSONFile()
const cards = Array.isArray(parsed) ? parsed : (parsed.cards || parsed.storyCards)
if (!Array.isArray(cards)) return toast('Expected a JSON array of story cards.', 'error')
const created = await api.importStoryCards({ adventure_id: adventure.id, cards })
setAdventure({ ...adventure, story_cards: [...adventure.story_cards, ...created] })
} catch (err) {
toast(err.message, 'error')
}
}
// Ask the server what a refresh would do, then let the player confirm it.
const openRefresh = async () => {
setPlanning(true)
try {
setPlan(await api.previewRefresh(adventure.id))
} catch (err) {
// 404 = the scenario was deleted or unshared; there's nothing to sync to.
toast(err.message, 'error')
} finally {
setPlanning(false)
}
}
const applyRefresh = async (placeholders) => {
try {
const updated = await api.refreshFromScenario(adventure.id, placeholders)
setAdventure(updated)
setPlan(null)
onWorldStateChanged?.()
toast('Updated from scenario.')
} catch (err) {
toast(err.message, 'error')
}
}
return (
<div>
{adventure.scenario_id != null && (
<div className="plot-source">
<span className="dim">
Copied from its scenario when the adventure began; later scenario edits don't
reach it on their own.
</span>
<button className="linklike" onClick={openRefresh} disabled={planning}
title="Replace this adventure's plot text and scenario story cards with the scenario's current content">
{planning ? 'Checking…' : '⟳ Update from scenario'}
</button>
</div>
)}
{plan && (
<RefreshModal plan={plan} onConfirm={applyRefresh} onCancel={() => setPlan(null)} />
)}
<Field label="Plot Essentials (Memory)" value={adventure.memory}
onChange={(v) => setField('memory', v)} textarea
placeholder="Key facts the AI should always remember." />
<Field label="Author's Note" value={adventure.authors_note}
onChange={(v) => setField('authors_note', v)} textarea rows={2}
placeholder="Style/theme guidance, injected near the end of context." />
<Field label="AI Instructions" value={adventure.ai_instructions}
onChange={(v) => setField('ai_instructions', v)} textarea rows={2}
placeholder="Behavioral guidance for the model." />
<Field label="Story Summary" value={adventure.story_summary}
onChange={(v) => setField('story_summary', v)} textarea
placeholder="Running summary of events so far. Updated automatically every 15 actions when auto-summarization is on; your edits are kept as the base for the next update." />
<div className="page-header" style={{ marginTop: 18 }}>
<h3 style={{ margin: 0 }}>Story Cards</h3>
<div style={{ display: 'flex', gap: 6 }}>
<button onClick={exportCards} disabled={adventure.story_cards.length === 0}>Export</button>
<button onClick={importCards}>Import</button>
<button onClick={addCard}>+ Add</button>
</div>
</div>
{adventure.story_cards.length === 0 && (
<div className="empty" style={{ padding: '12px 0' }}>No story cards yet.</div>
)}
{adventure.story_cards.map((card) => (
<StoryCardRow key={card.id} card={card}
onChange={updateCard} onDelete={() => deleteCard(card.id)} />
))}
</div>
)
}
function MemoryRow({ memory, onChange, onDelete }) {
const [editText, setEditText] = useState(null)
const save = () => {
const text = editText.trim()
setEditText(null)
if (text && text !== memory.text) onChange({ text })
}
return (
<div className={`memory-row ${memory.forgotten ? 'forgotten' : ''}`}>
{editText !== null ? (
<div className="action-edit" style={{ margin: 0 }}>
<AutoTextarea autoFocus value={editText} rows={3}
onChange={(e) => setEditText(e.target.value)} />
<div className="edit-buttons">
<button className="primary" onClick={save}>Save</button>
<button onClick={() => setEditText(null)}>Cancel</button>
</div>
</div>
) : (
<>
<div className="memory-text">{memory.text}</div>
<div className="memory-meta">
{memory.pinned && <span className="memory-badge">📌 pinned</span>}
{memory.forgotten && <span className="memory-badge">forgotten</span>}
{!memory.embedded && !memory.forgotten && (
<span className="memory-badge" title="Embedded on the next turn">not embedded yet</span>
)}
{memory.source_start != null && (
<span className="dim">actions {memory.source_start}–{memory.source_end}</span>
)}
<span className="dim">used {memory.use_count}×</span>
<span className="action-tools">
<button title={memory.pinned ? 'Unpin' : 'Pin (always included in context)'}
onClick={() => onChange({ pinned: !memory.pinned })}>📌</button>
{memory.forgotten && (
<button title="Restore this memory"
onClick={() => onChange({ forgotten: false })}>↩</button>
)}
<button title="Edit" onClick={() => setEditText(memory.text)}>✎</button>
<button title="Delete" onClick={onDelete}>✕</button>
</span>
</div>
</>
)}
</div>
)
}
function MemoryPanel({ adventure, setAdventure, refreshKey }) {
const [memories, setMemories] = useState(null)
const [newText, setNewText] = useState('')
const load = useCallback(() => {
api.listMemories(adventure.id).then(setMemories).catch(() => setMemories([]))
}, [adventure.id])
// Summarization runs in the background after a turn, so also refresh shortly after.
useEffect(() => {
load()
const timer = setTimeout(load, 4000)
return () => clearTimeout(timer)
}, [load, refreshKey])
const setFlag = async (field, value) => {
setAdventure({ ...adventure, [field]: value })
await api.updateAdventure(adventure.id, { [field]: value })
}
const change = async (memory, data) => {
const updated = await api.updateMemory(adventure.id, memory.id, data)
setMemories((prev) => prev.map((m) => (m.id === memory.id ? updated : m)))
}
const remove = async (memory) => {
await api.deleteMemory(adventure.id, memory.id)
setMemories((prev) => prev.filter((m) => m.id !== memory.id))
}
const add = async () => {
const text = newText.trim()
if (!text) return
setNewText('')
const memory = await api.createMemory(adventure.id, text)
setMemories((prev) => [...prev, memory])
}
const active = memories?.filter((m) => !m.forgotten) ?? []
const forgotten = memories?.filter((m) => m.forgotten) ?? []
return (
<div>
<label className="script-attach">
<input type="checkbox" checked={adventure.auto_summarize}
onChange={(e) => setFlag('auto_summarize', e.target.checked)} />
<span>Auto-summarization</span>
<span className="dim">memories every 6 actions, Story Summary every 15</span>
</label>
<label className="script-attach">
<input type="checkbox" checked={adventure.memory_bank_enabled}
onChange={(e) => setFlag('memory_bank_enabled', e.target.checked)} />
<span>Memory Bank</span>
<span className="dim">retrieve relevant memories into context (needs an embedding model)</span>
</label>
<div className="page-header" style={{ marginTop: 18 }}>
<h3 style={{ margin: 0 }}>Memories {memories && `(${active.length})`}</h3>
<button onClick={load}>Refresh</button>
</div>
{!memories && <div className="empty" style={{ padding: '12px 0' }}>Loading…</div>}
{memories && active.length === 0 && (
<div className="empty" style={{ padding: '12px 0' }}>
No memories yet. They are generated automatically as you play (from action 12
onward), or add one below.
</div>
)}
{active.map((m) => (
<MemoryRow key={m.id} memory={m}
onChange={(data) => change(m, data)} onDelete={() => remove(m)} />
))}
<div className="input-bar" style={{ marginTop: 10 }}>
<input type="text" value={newText} placeholder="Add a memory manually…"
onChange={(e) => setNewText(e.target.value)}
onKeyDown={(e) => { if (e.key === 'Enter') add() }} />
<button onClick={add}>+ Add</button>
</div>
{forgotten.length > 0 && (
<>
<div className="page-header" style={{ marginTop: 18 }}>
<h3 style={{ margin: 0 }}>Forgotten ({forgotten.length})</h3>
</div>
{forgotten.map((m) => (
<MemoryRow key={m.id} memory={m}
onChange={(data) => change(m, data)} onDelete={() => remove(m)} />
))}
</>
)}
</div>
)
}
const SCRIPT_HOOKS = [
['Shared library', 'library_js'],
['onInput', 'input_js'],
['onModelContext', 'context_js'],
['onOutput', 'output_js'],
]
function ScriptsPanel({ advId }) {
const [scripts, setScripts] = useState(null)
const [openId, setOpenId] = useState(null)
useEffect(() => {
api.listAdventureScripts(advId).then(setScripts).catch(() => setScripts([]))
}, [advId])
const [syncingId, setSyncingId] = useState(null)
const toggle = async (script) => {
const updated = await api.updateAdventureScript(advId, script.id, { enabled: !script.enabled })
setScripts((prev) => prev.map((s) => (s.id === script.id ? updated : s)))
}
// Pull the latest code from the library script this copy was made from.
const sync = async (script) => {
setSyncingId(script.id)
try {
const updated = await api.syncAdventureScript(advId, script.id)
setScripts((prev) => prev.map((s) => (s.id === script.id ? updated : s)))
} finally {
setSyncingId(null)
}
}
// Download as an import-compatible bundle (matches /scripts export), so demo
// scripts can be forked into your own library via the Scripts page's Import.
const download = (s) => {
downloadJSON(
{
name: s.name,
description: s.description,
library: s.library_js,
input: s.input_js,
context: s.context_js,
output: s.output_js,
},
`${(s.name || 'script').replace(/\W+/g, '-')}.json`,
)
}
if (!scripts) return <div className="empty">Loading…</div>
if (scripts.length === 0) {
return (
<div className="empty">
No scripts on this adventure. Attach scripts to a scenario before starting an
adventure from it.
</div>
)
}
return (
<div>
{scripts.map((s) => {
const hooks = SCRIPT_HOOKS.filter(([, f]) => (s[f] || '').trim())
const open = openId === s.id
return (
<div key={s.id} className="adv-script">
<div className="adv-script-head">
<label className="script-attach" style={{ margin: 0 }}>
<input type="checkbox" checked={s.enabled} onChange={() => toggle(s)} />
<span>{s.name}</span>
</label>
<div style={{ display: 'flex', gap: 12, flexShrink: 0 }}>
{s.out_of_date && (
<button
className="linklike"
title="Replace this adventure's copy with the latest from your script library"
disabled={syncingId === s.id}
onClick={() => sync(s)}
>
{syncingId === s.id ? 'Syncing…' : '⟳ Sync from library'}
</button>
)}
<button className="linklike" onClick={() => setOpenId(open ? null : s.id)}>
{open ? 'Hide code' : 'View code'}
</button>
<button className="linklike" onClick={() => download(s)}>Download</button>
</div>
</div>
{s.description && <div className="dim adv-script-desc">{s.description}</div>}
{open && (
<div className="adv-script-code">
{hooks.length === 0 ? (
<div className="empty">This script has no code.</div>
) : (
hooks.map(([label, f]) => (
<div key={f}>
<div className="adv-script-hook">{label}</div>
<pre>{s[f]}</pre>
</div>
))
)}
</div>
)}
</div>
)
})}
</div>
)
}
// Renders one script-state value: primitives inline (typed/coloured), and
// objects/arrays as a collapsible, indented tree — recursing into nesting so
// deep state shows structure instead of a flat JSON blob.
function StateValue({ value, depth = 0 }) {
if (value === null || value === undefined) return <span className="jv-null">null</span>
if (typeof value === 'boolean') return <span className="jv-bool">{String(value)}</span>
if (typeof value === 'number') return <span className="jv-number">{value}</span>
if (typeof value === 'string') return <span className="jv-string">{value}</span>
if (Array.isArray(value)) return <StateTree entries={value.map((v, i) => [i, v])} empty="[ ]" depth={depth} />
if (typeof value === 'object') return <StateTree entries={Object.entries(value)} empty="{ }" depth={depth} />
return <span className="jv-string">{String(value)}</span>
}
// Only the first level is expanded by default (depth 0); nested trees start
// collapsed and can be opened on demand.
function StateTree({ entries, empty, depth = 0 }) {
const [open, setOpen] = useState(depth < 1)
if (entries.length === 0) return <span className="jv-empty">{empty}</span>
return (
<div className="jv-tree">
<button className="jv-toggle" onClick={() => setOpen((o) => !o)}>
{open ? '▾' : '▸'} {entries.length} {entries.length === 1 ? 'item' : 'items'}
</button>
{open && (
<ul className="jv-children">
{entries.map(([k, v]) => (
<li key={k}>
<span className="jv-key">{k}</span>
<StateValue value={v} depth={depth + 1} />
</li>
))}
</ul>
)}
</div>
)
}
// Collapsible left rail showing the scripting `state` object — every variable
// scripts read/write via state.x, refreshed after each turn.
function StatusDrawer({ advId, refreshKey }) {
const [open, setOpen] = useState(false)
const [state, setState] = useState(null)
const [failed, setFailed] = useState(false)
const load = useCallback(() => {
api.getScriptState(advId)
.then((r) => { setState(r.state || {}); setFailed(false) })
.catch(() => setFailed(true))
}, [advId])
// Only fetch while open; re-fetch after each turn so values stay live.
useEffect(() => { if (open) load() }, [open, refreshKey, load])
const entries = state ? Object.entries(state) : []
return (
<div className={`status-drawer ${open ? 'open' : ''}`}>
<button className="status-toggle" onClick={() => setOpen((o) => !o)}
title="Script state variables">
{open ? '‹' : '›'}<span className="status-toggle-label">State</span>
</button>
{open && (
<div className="status-body">
<div className="side-panel-header">
<h2>Script State</h2>
<button onClick={load} title="Refresh">↻</button>
</div>
{failed ? (
<div className="empty">Couldn’t load state.</div>
) : entries.length === 0 ? (
<div className="empty">
No variables yet. Scripts that use <code>state</code> will appear here after a turn.
</div>
) : (
<ul className="status-vars">
{entries.map(([k, v]) => (
<li key={k}>
<span className="status-key">{k}</span>
<div className="status-val"><StateValue value={v} /></div>
</li>
))}
</ul>
)}
</div>
)}
</div>
)
}
// Word label for a value from a stat def's bands (mirrors worldstate.band_label).
function bandLabel(def, value) {
const bands = def?.bands
if (!Array.isArray(bands) || typeof value !== 'number') return null
for (const b of bands) {
if (Array.isArray(b) && b.length === 3 && value >= b[0] && value < b[1]) return b[2]
}
const last = bands[bands.length - 1]
if (last && value === last[1]) return last[2]
return null
}
function StatRow({ name, def, value, editing, onChange }) {
const isText = def?.type === 'text'
if (editing) {
return (
<div className="ws-stat">
<div className="ws-stat-head">
<span className="ws-stat-name" title={def?.desc || undefined}>{name}</span>
</div>
{isText ? (
<input className="ws-edit-input ws-edit-text" type="text" value={value ?? ''}
onChange={(e) => onChange(e.target.value)} />
) : (
<input className="ws-edit-input ws-edit-num" type="number" value={value ?? 0}
min={typeof def?.min === 'number' ? def.min : undefined}
max={typeof def?.max === 'number' ? def.max : undefined}
onChange={(e) => onChange(e.target.value === '' ? 0 : Number(e.target.value))} />
)}
</div>
)
}
if (isText) {
const text = typeof value === 'string' ? value : (def?.initial ?? '')
return (
<div className="ws-stat">
<div className="ws-stat-head">
<span className="ws-stat-name" title={def?.desc || undefined}>{name}</span>
<span className="ws-stat-val">{text || '(unset)'}</span>
</div>
</div>
)
}
const val = typeof value === 'number' ? value : (def?.initial ?? 0)
const { min, max } = def || {}
const hasRange = typeof min === 'number' && typeof max === 'number' && max > min
const pct = hasRange ? Math.max(0, Math.min(100, ((val - min) / (max - min)) * 100)) : null
const label = bandLabel(def, val)
return (
<div className="ws-stat">
<div className="ws-stat-head">
<span className="ws-stat-name" title={def?.desc || undefined}>{name}</span>
<span className="ws-stat-val">
{val}{typeof max === 'number' ? `/${max}` : ''}
{label ? <span className="ws-band"> · {label}</span> : null}
</span>
</div>
{pct != null && (
<div className="ws-bar"><div className="ws-bar-fill" style={{ width: `${pct}%` }} /></div>
)}
</div>
)
}
// `values`/`draft` are both plain {statName: value} maps — `draft` (edit mode)
// is a slice of the drawer's flat path->value map for this group's prefix.
// `nested` = the caller already drew a heading (an NPC card), so this drops the
// group's own spacing and says "nothing here" rather than vanishing and leaving
// that heading dangling over empty space.
function StatGroup({ title, defs, values, desc, editing, draft, onEdit, nested }) {
const entries = Object.entries(defs || {}).filter(([, d]) => d && typeof d === 'object')
if (entries.length === 0) {
return nested ? <div className="ws-none">No tracked stats.</div> : null
}
return (
<div className={nested ? 'ws-stats' : 'ws-group'}>
{title && <h3 className="ws-group-title" title={desc || undefined}>{title}</h3>}
{entries.map(([name, def]) => (
<StatRow key={name} name={name} def={def}
value={editing ? draft?.[name] : values?.[name]}
editing={editing}
onChange={editing ? (v) => onEdit(name, v) : undefined} />
))}
</div>
)
}
// Flatten a schema+state into path->value pairs ("player.hp", "npc.gwen.trust",
// "flags.has_key", "milestones.escaped") to seed an edit-mode draft.
function buildWorldStateDraft(schema, state) {
const draft = {}
const addStats = (prefix, defs, values) => {
for (const [name, def] of Object.entries(defs || {})) {
if (!def || typeof def !== 'object') continue
const fallback = def.type === 'text' ? '' : 0
draft[`${prefix}.${name}`] = values?.[name] ?? def.initial ?? fallback
}
}
addStats('world', schema.world, state.world)
addStats('player', schema.player, state.player)
const npcState = state.npc || {}
for (const [id, ndef] of Object.entries(schema.npcs || {})) {
addStats(`npc.${id}`, ndef?.stats, npcState[id])
}
const flagState = state.flags || {}
for (const [name, def] of Object.entries(schema.flags || {})) {
draft[`flags.${name}`] = flagState[name] ?? !!def?.initial
}
const reached = state.milestones || {}
for (const mid of Object.keys(schema.milestones || {})) {
draft[`milestones.${mid}`] = !!reached[mid]?.reached
}
return draft
}
// Slice a flat path->value draft down to one group's {statName: value} map.
function sliceDraft(draft, prefix) {
const out = {}
const p = `${prefix}.`
for (const [k, v] of Object.entries(draft || {})) {
if (k.startsWith(p)) out[k.slice(p.length)] = v
}
return out
}
// Collapsible left rail showing the RPG world state (Phase 12): world/player/NPC
// stats with bands + bars, and a milestones checklist. Renders nothing unless
// the adventure's scenario defines a stat_schema. An edit mode lets the
// player/author directly override the live values (a manual correction, not
// a turn) — it never adds new stats, only edits ones the schema already defines.
function WorldStateDrawer({ advId, refreshKey }) {
const [open, setOpen] = useState(false)
const [data, setData] = useState(null) // { state, schema }
const [failed, setFailed] = useState(false)
const [editing, setEditing] = useState(false)
const [draft, setDraft] = useState(null) // flat path->value, only while editing
const [saving, setSaving] = useState(false)
const load = useCallback(() => {
api.getWorldState(advId)
.then((r) => { setData(r); setFailed(false) })
.catch(() => setFailed(true))
}, [advId])
// Load once to learn whether there's an RPG layer, then refresh after turns.
useEffect(() => { load() }, [load, refreshKey])
const schema = data?.schema
if (!schema) return null // no RPG layer for this adventure
const state = data?.state || {}
const npcState = state.npc || {}
const npcs = Object.entries(schema.npcs || {}) // [id, def] — each with its own stats
const flags = Object.entries(schema.flags || {})
const flagState = state.flags || {}
const milestones = Object.entries(schema.milestones || {})
const reached = state.milestones || {}
const startEdit = () => { setDraft(buildWorldStateDraft(schema, state)); setEditing(true) }
const cancelEdit = () => { setEditing(false); setDraft(null) }
const setPath = (path, value) => setDraft((d) => ({ ...d, [path]: value }))
const saveEdit = () => {
setSaving(true)
api.overrideWorldState(advId, draft)
.then(() => { setEditing(false); setDraft(null); load() })
.catch(() => setFailed(true))
.finally(() => setSaving(false))
}
return (
<div className={`status-drawer ws-drawer ${open ? 'open' : ''}`}>
<button className="status-toggle" onClick={() => setOpen((o) => !o)}
title="RPG world state">
{open ? '‹' : '›'}<span className="status-toggle-label">World</span>
</button>
{open && (
<div className="status-body">
<div className="side-panel-header">
<h2>World State</h2>
{editing ? (
<div className="ws-edit-actions">
<button onClick={cancelEdit} disabled={saving} title="Discard changes">Cancel</button>
<button onClick={saveEdit} disabled={saving} title="Save overrides">
{saving ? 'Saving…' : 'Save'}
</button>
</div>
) : (
<div className="ws-edit-actions">
<button onClick={startEdit} title="Edit current values">✎</button>
<button onClick={load} title="Refresh">↻</button>
</div>
)}
</div>
{failed ? (
<div className="empty">Couldn’t load world state.</div>
) : (
<>
<StatGroup title={null} defs={schema.world} values={state.world}
editing={editing} draft={sliceDraft(draft, 'world')}
onEdit={(name, v) => setPath(`world.${name}`, v)} />
<StatGroup title="You" defs={schema.player} values={state.player}
editing={editing} draft={sliceDraft(draft, 'player')}
onEdit={(name, v) => setPath(`player.${name}`, v)} />
{npcs.length > 0 && (
<div className="ws-group">
<h3 className="ws-group-title">Cast</h3>
{npcs.map(([id, def]) => (
<div key={id} className="ws-npc">
<div className="ws-npc-head" title={def.desc || undefined}>
<span className="ws-npc-avatar" aria-hidden="true">
{npcInitials(def.name, id)}
</span>
<span className="ws-npc-name">{def.name || id}</span>
</div>
<StatGroup defs={def.stats} values={npcState[id]}
editing={editing} draft={sliceDraft(draft, `npc.${id}`)}
onEdit={(name, v) => setPath(`npc.${id}.${name}`, v)}
nested />
</div>
))}
</div>
)}
{flags.length > 0 && (
<div className="ws-group">
<h3 className="ws-group-title">Flags</h3>
<ul className="ws-flags">
{flags.map(([fid, def]) => {
const on = editing ? !!draft?.[`flags.${fid}`] : (flagState[fid] ?? !!def.initial)
return (
<li key={fid} title={def.desc || undefined}>
{editing ? (
<label className="ws-flag-edit">
<input type="checkbox" checked={on}
onChange={(e) => setPath(`flags.${fid}`, e.target.checked)} />
<span className="ws-flag-name">{fid}</span>
</label>
) : (
<>
<span className={`ws-flag-dot ${on ? 'on' : ''}`} />
<span className="ws-flag-name">{fid}</span>
<span className="ws-flag-val">{on ? 'yes' : 'no'}</span>
</>
)}
</li>
)
})}
</ul>
</div>
)}
{milestones.length > 0 && (
<div className="ws-group">
<h3 className="ws-group-title">Milestones</h3>
<ul className="ws-milestones">
{milestones.map(([mid, def]) => {
const done = editing ? !!draft?.[`milestones.${mid}`] : !!reached[mid]?.reached
return (
<li key={mid} className={done ? 'done' : ''}>
{editing ? (
<label className="ws-flag-edit">
<input type="checkbox" checked={done}
onChange={(e) => setPath(`milestones.${mid}`, e.target.checked)} />
<span>{def.desc || mid}</span>
</label>
) : (
<>
<span className="ws-check">{done ? '☑' : '☐'}</span>
{def.desc || mid}
</>
)}
</li>
)
})}
</ul>
</div>
)}
</>
)}
</div>
)}
</div>
)
}
// The attempts at one turn, and the way onto one the story left behind.
//
// This replaces the ‹ 2/3 › pager, and the reason is not that chips look
// better: a pager can only step between attempts, and stepping has nothing to
// say about the thing the tree makes possible — taking a path the story moved
// past *and keeping both*. Every attempt is its own node now (SP4), so a chip
// is a node, and "take this path" is a fork (SP5).
//
// Two cases behind one control. While the turn is the tip its attempts are
// still leaves, so choosing one is a switch and the server restores the state
// that attempt produced. Once the story has moved past, choosing one is a
// local preview — the turns after it were written as a continuation of
// whatever is live — and taking it forks a branch.
function AttemptChips({ advId, action, isLast, busy, preview, onPreview, onSwitched, onForked, onError }) {
const [variants, setVariants] = useState(null)
const [loading, setLoading] = useState(false)
const count = action.variant_count
const live = action.variant_index
const current = preview ? preview.index : live
async function show(next) {
if (next === current || loading || busy) return
setLoading(true)
try {
if (isLast) {
onPreview(null)
onSwitched(await api.selectVariant(advId, action.id, next))
} else {
// Fetched once per message, then cached — moving back and forth
// between attempts shouldn't re-hit the server.
const list = variants || await api.listVariants(advId, action.id)
if (!variants) setVariants(list)
onPreview(next === live ? null : {
actionId: action.id,
index: next,
// The attempt's own node id. A fork is addressed by the node being
// taken, never by its ordinal — the group renumbers whenever an
// attempt is added, and an ordinal held across that points at a
// different take.
attemptId: list[next].id,
text: list[next].text,
reasoning: list[next].reasoning,
})
}
} catch (err) {
onError(err.message)
} finally {
setLoading(false)
}
}
async function take(attemptId) {
if (loading || busy) return
setLoading(true)
try {
const page = await api.forkFromAttempt(advId, attemptId)
onPreview(null)
onForked(page)
} catch (err) {
onError(err.message)
} finally {
setLoading(false)
}
}
return (
<div className="attempts">
{Array.from({ length: count }, (_, i) => (
<button
key={i}
type="button"
className="attempt-chip"
aria-pressed={i === current}
disabled={busy || loading}
onClick={() => show(i)}
title={i === live ? 'The take the story follows' : `Attempt ${i + 1}`}
>
take {i + 1}
</button>
))}
{preview?.attemptId != null && (
<button type="button" className="take-path" disabled={busy || loading}
onClick={() => take(preview.attemptId)}>
take this path ↗
</button>
)}
{preview && (
<span className="attempt-note">
the story continued from take {live + 1}
</span>
)}
</div>
)
}
// What an unnamed branch is called.
//
// Derived, never stored: a generated name in the column would go stale the
// moment a branch before it is deleted. A fork depth is a coordinate, so it
// says the same thing whatever else is thrown away.
function branchLabel(branch) {
if (branch.name) return branch.name
if (branch.parent_branch_id === null) return 'The first telling'
return `Fork at moment ${branch.fork_depth + 1}`
}
// Parents before children, each child under the branch it left.
function orderBranches(branches) {
const kids = new Map()
for (const b of branches) {
const key = b.parent_branch_id
if (!kids.has(key)) kids.set(key, [])
kids.get(key).push(b)
}
const out = []
const walk = (parentId, indent) => {
for (const b of kids.get(parentId) || []) {
out.push({ branch: b, indent })
walk(b.id, indent + 1)
}
}
// Anything whose parent is missing would otherwise never be walked. That
// cannot happen through the API, but a list that silently drops a branch is
// the one bug this panel exists to make impossible to have.
walk(null, 0)
const seen = new Set(out.map((row) => row.branch.id))
for (const b of branches) if (!seen.has(b.id)) out.push({ branch: b, indent: 0 })
return out
}
// Every line the story has taken, and the three things you can do to one.
//
// Drawn from a single request: `fork_depth` says where a branch leaves its
// parent and `depth` where it currently ends, so the whole shape is two
// numbers a row rather than a walk.
//
// Delete is here rather than in some later subphase because nothing prunes a
// tree on its own — this panel is the first place a fork can be made, so it
// has to be the first place one can be unmade.
function BranchPanel({ advId, refreshKey, onSwitched, onTreeChanged, onError }) {
const [branches, setBranches] = useState(null)
const [failed, setFailed] = useState(null)
const [busyId, setBusyId] = useState(null)
const [renaming, setRenaming] = useState(null) // { id, text }
const [confirming, setConfirming] = useState(null)
const [tick, setTick] = useState(0)
useEffect(() => {
let cancelled = false
setFailed(null)
api.listBranches(advId)
.then((list) => { if (!cancelled) setBranches(list) })
.catch((err) => { if (!cancelled) setFailed(err.message) })
return () => { cancelled = true }
}, [advId, refreshKey, tick])
async function run(branchId, work) {
setBusyId(branchId)
try {
await work()
setTick((t) => t + 1)
// Deleting a branch takes its memories with it, and nothing else on the
// screen would hear about that — no turn is played, and the story on the
// current path does not change by a single action.
onTreeChanged()
} catch (err) {
onError(err.message)
} finally {
setBusyId(null)
}
}
const switchTo = (b) => run(b.id, async () => onSwitched(await api.switchBranch(advId, b.id)))
const saveName = (b) => run(b.id, async () => {
await api.renameBranch(advId, b.id, renaming.text)
setRenaming(null)
})
const remove = (b) => run(b.id, async () => {
await api.deleteBranch(advId, b.id)
setConfirming(null)
})
if (failed) return <div className="panel-empty">Couldn’t read the branches — {failed}</div>
if (!branches) return <div className="panel-empty">Reading the tree…</div>
return (
<div className="branch-panel">
{branches.length === 1 && (
<p className="branch-intro">
One thread so far. Retry a turn, then take an attempt the story moved
past — that is what makes a second one.
</p>
)}
<div className="branch-list">
{orderBranches(branches).map(({ branch, indent }) => {
const isRenaming = renaming?.id === branch.id
const isConfirming = confirming === branch.id
const busy = busyId === branch.id
return (
<div key={branch.id} className={`branch-row ${branch.is_head ? 'here' : ''}`}
style={{ marginLeft: indent * 12 }}>
<div className="branch-head">
<span className="branch-glyph" aria-hidden="true">
{branch.parent_branch_id === null ? '●' : '└'}
</span>
{isRenaming ? (
<input
className="branch-rename"
autoFocus
maxLength={80}
value={renaming.text}
onChange={(e) => setRenaming({ ...renaming, text: e.target.value })}
onKeyDown={(e) => {
if (e.key === 'Enter') saveName(branch)
if (e.key === 'Escape') setRenaming(null)
}}
/>
) : (
<span className="branch-name">{branchLabel(branch)}</span>
)}
{branch.is_head && <span className="branch-here">reading</span>}
</div>
<div className="branch-meta">
{branch.own_actions} of its own
{branch.parent_branch_id !== null && ` · forked at moment ${branch.fork_depth + 1}`}
{` · ends at ${branch.depth + 1}`}
</div>
{isConfirming ? (
<div className="branch-confirm">
<span>Delete this branch and everything forked from it?</span>
<button type="button" className="danger" disabled={busy}
onClick={() => remove(branch)}>Delete</button>
<button type="button" onClick={() => setConfirming(null)}>Keep</button>
</div>
) : (
<div className="branch-tools">
{!branch.is_head && (
<button type="button" disabled={busy} onClick={() => switchTo(branch)}>Switch</button>
)}
{isRenaming ? (
<>
<button type="button" disabled={busy} onClick={() => saveName(branch)}>Save</button>
<button type="button" onClick={() => setRenaming(null)}>Cancel</button>
</>
) : (
<button type="button" disabled={busy}
onClick={() => setRenaming({ id: branch.id, text: branch.name || '' })}>
Rename
</button>
)}
{/* The root holds the turns every other branch borrows, and
the server refuses it — so it is not offered. */}
{branch.parent_branch_id !== null && (
<button type="button" className="danger" disabled={busy}
onClick={() => setConfirming(branch.id)}>Delete</button>
)}
</div>
)}
</div>
)
})}
</div>
</div>
)
}
// Compact chips shown under an AI message summarizing what state changed.
function StateChangeChips({ changes }) {
if (!changes?.length) return null
const nice = (s) => String(s).replace(/_/g, ' ')
return (
<div className="turn-changes">
{changes.map((c, i) => {
if (c.kind === 'flag') {
return <span key={i} className="chg chg-flag">{nice(c.label)}: {c.on ? 'on' : 'off'}</span>
}
if (c.kind === 'milestone') {
return <span key={i} className="chg chg-ms">✓ {nice(c.label)}</span>
}
const d = c.delta
const dir = typeof d === 'number' ? (d > 0 ? 'up' : d < 0 ? 'down' : 'flat') : 'flat'
const txt = typeof d === 'number' ? (d > 0 ? `+${d}` : `${d}`) : `→ ${c.value}`
return <span key={i} className={`chg chg-stat chg-${dir}`}>{nice(c.label)} {txt}</span>
})}
</div>
)
}
// Per-turn RPG state change, shown when inspecting a past turn's snapshot.
function WorldStateReport({ worldState }) {
if (!worldState) return null
const delta = worldState.delta || {}
const report = worldState.report || {}
const paths = Object.keys(delta)
const rejected = report.rejected || []
const clamped = new Set((report.clamped || []).map((c) => c.path))
if (paths.length === 0 && rejected.length === 0) {
return (
<div className="script-report">
<div className="ctx-header" style={{ padding: '4px 0 2px' }}><span>World State</span></div>
<div className="dim" style={{ fontSize: '0.82rem' }}>No changes this turn.</div>
</div>
)
}
return (
<div className="script-report">
<div className="ctx-header" style={{ padding: '4px 0 2px' }}><span>World State changes</span></div>
<ul className="ws-report">
{paths.map((p) => (
<li key={p}>
<code>{p}</code> <span className="ws-delta">{String(delta[p])}</span>
{clamped.has(p) && <span className="ws-flag"> clamped</span>}
</li>
))}
{rejected.map((r, i) => (
<li key={`r${i}`} className="ws-rejected">
<code>{r.path}</code> rejected — {r.reason}
</li>
))}
</ul>
</div>
)
}
function ScriptReport({ script }) {
if (!script || (!script.logs?.length && !script.errors?.length && !script.context_changed)) {
return null
}
return (
<div className="script-report">
<div className="ctx-header" style={{ padding: '4px 0 2px' }}><span>Scripts</span></div>
{script.errors?.map((e, i) => <div key={i} className="script-error">⚠ {e}</div>)}
{script.logs?.length > 0 && (
<pre className="script-logs">{script.logs.join('\n')}</pre>
)}
{script.context_changed && (
<>
<div className="ctx-section" style={{ borderLeftColor: sectionColor('script_context') }}>
<div className="ctx-header" style={{ color: sectionColor('script_context') }}>
<span>Context before script</span>
</div>
<pre>{script.context_before}</pre>
</div>
<div className="ctx-section" style={{ borderLeftColor: sectionColor('script_context') }}>
<div className="ctx-header" style={{ color: sectionColor('script_context') }}>
<span>Context after script (sent to AI)</span>
</div>
<pre>{script.context_after}</pre>
</div>
</>
)}
</div>
)
}
const LEGEND_VISIBLE = 6 // enough to cover what actually moves the budget
// Where the prompt's tokens actually went: one stacked bar scaled to the
// budget (so leftover width IS the remaining headroom) plus a matching legend.
// Bar and legend both run biggest-share-first — the order that answers "what is
// eating my context?" — rather than the prompt order the sections below use.
function TokenBreakdown({ sections, tokens, used, onJump }) {
const [hovered, setHovered] = useState(null)
const [expanded, setExpanded] = useState(false)
if (used <= 0) return null
const budget = tokens.budget || 0
// Over budget there is no headroom to draw, so the bar scales to what the
// prompt actually costs and the total line above it carries the warning.
const scale = Math.max(budget, used)
const free = Math.max(0, budget - used)
const ranked = sections
.map((s, i) => ({ ...s, i, pct: (s.tokens / used) * 100 }))
.filter((s) => s.tokens > 0)
.sort((a, b) => b.tokens - a.tokens)
// The panel is narrow, so the legend is one column: list the sections that
// actually move the budget and fold the long tail behind a count.
const shown = expanded ? ranked : ranked.slice(0, LEGEND_VISIBLE)
const rest = ranked.slice(shown.length)
const restPct = rest.reduce((n, s) => n + s.pct, 0)
const describe = (s) =>
`${SECTION_LABELS[s.label] || s.label} — ${s.tokens} tok · ${pctLabel(s.pct)}`
return (
<>
<div
className={`token-split ${tokens.total > budget ? 'over' : ''}`}
role="img"
aria-label={`Context breakdown: ${ranked.map(describe).join(', ')}`}
>
{ranked.map((s) => (
<div
key={s.i}
className={`token-seg ${hovered !== null && hovered !== s.i ? 'faded' : ''}`}
style={{ width: `${(s.tokens / scale) * 100}%`, background: sectionColor(s.label) }}
title={describe(s)}
onMouseEnter={() => setHovered(s.i)}
onMouseLeave={() => setHovered(null)}
/>
))}
{free > 0 && (
<div
className="token-seg token-seg-free"
style={{ width: `${(free / scale) * 100}%` }}
title={`${free} tokens of budget unused`}
/>
)}
</div>
<div className="token-legend">
{shown.map((s) => (
<button
key={s.i}
type="button"
className={`token-legend-item ${hovered !== null && hovered !== s.i ? 'faded' : ''}`}
title={`${describe(s)} — click to jump to this section`}
onMouseEnter={() => setHovered(s.i)}
onMouseLeave={() => setHovered(null)}
onClick={() => onJump(s.i)}
>
<span className="token-swatch" style={{ background: sectionColor(s.label) }} />
<span className="token-legend-name">{SECTION_LABELS[s.label] || s.label}</span>
<span className="token-legend-pct">{pctLabel(s.pct)}</span>
<span className="token-legend-tok">{s.tokens}</span>
</button>
))}
{rest.length > 0 && (
<button type="button" className="token-legend-more" onClick={() => setExpanded(true)}>
+ {rest.length} smaller {rest.length === 1 ? 'section' : 'sections'} ({pctLabel(restPct)})
</button>
)}
{expanded && ranked.length > LEGEND_VISIBLE && (
<button type="button" className="token-legend-more" onClick={() => setExpanded(false)}>
Show less
</button>
)}
</div>
</>
)
}
function InsightsPanel({ advId, inspectActionId, onClearInspect, refreshKey }) {
const [report, setReport] = useState(null)
const [error, setError] = useState(null)
useEffect(() => {
let stale = false // a slow earlier request must not clobber a newer one
setError(null)
const load = inspectActionId
? api.getActionContext(advId, inspectActionId)
: api.getAdventureContext(advId)
load
.then((r) => { if (!stale) setReport(r) })
.catch((err) => { if (!stale) { setReport(null); setError(err.message) } })
return () => { stale = true }
}, [advId, inspectActionId, refreshKey])
if (error) return <div className="empty">{error}</div>
if (!report) return <div className="empty">Loading…</div>
const { tokens, cards, history, sections } = report
const overBudget = tokens.total > tokens.budget
// The per-section sum, not tokens.total: the total also counts the separators
// between sections, and percentages have to add up to 100 for the reader.
const sectionTotal = sections.reduce((n, s) => n + s.tokens, 0)
const jumpToSection = (i) => {
document.getElementById(`ctx-sec-${i}`)?.scrollIntoView({ behavior: 'smooth', block: 'start' })
}
return (
<div className="insights">
<div className="insights-meta">
{inspectActionId ? (
<div className="insights-mode">
Snapshot of a past turn
<button onClick={onClearInspect} style={{ marginLeft: 8 }}>Back to next turn</button>
</div>
) : (
<div className="insights-mode">What will be sent on the next turn</div>
)}
<div className={`token-total ${overBudget ? 'over' : ''}`}>
{tokens.total} / {tokens.budget} tokens
</div>
<TokenBreakdown
sections={sections}
tokens={tokens}
used={sectionTotal}
onJump={jumpToSection}
/>
<div className="insights-history">
History: {history.included} of {history.total} actions in context
{history.total > history.included && ' (older history trimmed)'}
{history.oldest_truncated && ' — oldest entry cut mid-text'}
</div>
{cards.length > 0 && (
<div className="insights-cards">
{cards.map((c, i) => (
<div key={i} className={c.included ? '' : 'dropped'}>
▸ <b>{c.name || '(unnamed card)'}</b> triggered on “{c.keyword}”
{!c.included && ' — dropped (over card budget)'}
</div>
))}
</div>
)}
{report.memories && (
<div className="insights-cards">
{report.memories.error && (
<div className="dropped">⚠ Memory bank: {report.memories.error}</div>
)}
{report.memories.used?.map((m, i) => (
<div key={i}>
▸ memory retrieved ({m.pinned ? 'pinned' : `similarity ${m.similarity.toFixed(2)}`}):
{' '}{m.text.length > 90 ? m.text.slice(0, 90) + '…' : m.text}
</div>
))}
{!report.memories.error && report.memories.used?.length === 0 && (
<div className="dim">Memory bank on — no memories retrieved.</div>
)}
</div>
)}
</div>
{sections.map((s, i) => (
<div
key={i}
id={`ctx-sec-${i}`}
className={`ctx-section ctx-${s.label}`}
style={{ borderLeftColor: sectionColor(s.label) }}
>
<div className="ctx-header" style={{ color: sectionColor(s.label) }}>
<span>{SECTION_LABELS[s.label] || s.label}</span>
<span>
{s.tokens} tok
{sectionTotal > 0 && ` · ${pctLabel((s.tokens / sectionTotal) * 100)}`}
</span>
</div>
<pre>{s.text}</pre>
</div>
))}
<ScriptReport script={report.script} />
<WorldStateReport worldState={report.world_state} />
{report.raw_output && (
<div className="ctx-section">
<div className="ctx-header">
<span>Raw AI output (before state block was stripped)</span>
</div>
<pre>{report.raw_output}</pre>
</div>
)}
</div>
)
}
export default function Play() {
const { id } = useParams()
const navigate = useNavigate()
const [adventure, setAdventure] = useState(null)
const [actions, setActions] = useState([])
const [mode, setMode] = useState('do')
const [input, setInput] = useState('')
const [streaming, setStreaming] = useState(null)
const [reasoningStream, setReasoningStream] = useState(null)
const [busy, setBusy] = useState(false)
const [toast, setToast] = useState(null)
const [editing, setEditing] = useState(null)
const [panel, setPanel] = useState(null) // null | 'plot' | 'insights'
// Bumped when something outside the turn loop changes the drawers' state
// (currently "Update from scenario"), which no action count would reflect.
const [stateKey, setStateKey] = useState(0)
const [inspectActionId, setInspectActionId] = useState(null)
// Read-only browsing of an earlier attempt at a past turn (see AttemptChips).
// One at a time; null when every message is showing its active version.
const [preview, setPreview] = useState(null)
// The transcript is a window on the story, not the whole of it: the page
// load brings the newest page and older ones arrive as the reader scrolls
// up. `total` is the story's real length, for the "N earlier" line.
const [total, setTotal] = useState(0)
const [hasMore, setHasMore] = useState(false)
const [loadingOlder, setLoadingOlder] = useState(false)
const storyEndRef = useRef(null)
const abortRef = useRef(null)
const pinnedRef = useRef(true) // autoscroll only while the reader is at the bottom
const inputRef = useRef(null)
// Set just before older actions are prepended, read once afterwards to put
// the reader back where they were. See the layout effect below.
const restoreScrollRef = useRef(null)
const loadingOlderRef = useRef(false)
// Earliest time another attempt is allowed after a failure. See the catch
// in loadOlder.
const retryAfterRef = useRef(0)
// The drop cap belongs to the story's first narrated beat. `start` is the
// scenario's opening prompt, so it's usually that; an adventure begun blank
// has no `start` action and the first AI reply takes it instead. Tracked by
// id rather than position so deleting earlier turns moves the cap correctly
// instead of stranding it on a removed row.
const firstNarrationId = useMemo(
() => actions.find((a) => a.type === 'start' || a.type === 'ai')?.id ?? null,
[actions],
)
// send() sets streaming to '' before the request goes out; reasoningStream
// stays null until reasoning tokens (if any) arrive. Both still at those
// values means the request is in flight with nothing to show yet.
const waitingForFirstToken = streaming === '' && reasoningStream === null
// Grow the action box with its content (CSS caps it at ~4 lines, then
// scrolls); shrinks back after send() clears the text.
useEffect(() => {
const el = inputRef.current
if (!el) return
el.style.height = 'auto'
el.style.height = `${el.scrollHeight}px`
}, [input])
useEffect(() => {
api.getAdventure(id)
.then((adv) => {
setAdventure(adv)
setActions(adv.actions)
setTotal(adv.action_count ?? adv.actions.length)
setHasMore(adv.actions.length < (adv.action_count ?? adv.actions.length))
})
.catch(() => navigate('/'))
}, [id, navigate])
// Take the story the server just handed back, whole.
//
// Switching a branch and forking one both answer with the newest window of
// the story as it now stands, so there is nothing to merge — the window on
// screen belonged to a path that is no longer the one being read. Pinning
// back to the bottom is deliberate: a switch lands the reader at the tip of
// the line they moved to, which is where the next turn will appear.
const adoptWindow = useCallback((page) => {
pinnedRef.current = true
setPreview(null)
setActions(page.actions)
setTotal(page.total)
setHasMore(page.has_more)
// The script and world state come back to what that branch's tip left
// behind, so anything drawn from them is now showing another line's
// numbers until it re-reads.
setStateKey((k) => k + 1)
}, [])
// Fetch the page above the one on screen and prepend it.
//
// Anchored on the oldest action we hold rather than on a count, so a turn
// landing while the reader scrolls cannot shift the page. Guarded by a ref
// as well as state because scroll fires far faster than React re-renders,
// and two in-flight requests would fetch the same page twice.
const loadOlder = useCallback(async () => {
if (loadingOlderRef.current || !hasMore) return
if (Date.now() < retryAfterRef.current) return
const oldest = actions[0]
if (!oldest) return
loadingOlderRef.current = true
setLoadingOlder(true)
try {
const page = await api.getActions(id, { beforeId: oldest.id })
if (page.actions.length) {
// Reading backwards is the opposite of following along, so stop
// autoscrolling. Without this the bottom-pinning effect below fires on
// the same `actions` change and throws the reader to the end of the
// story — worst exactly where the button matters, on a window short
// enough that it never scrolled and so never un-pinned itself.
pinnedRef.current = false
// Record the height before the prepend; the layout effect below uses
// it to keep the reader looking at the same paragraph.
restoreScrollRef.current = {
height: document.documentElement.scrollHeight,
top: window.scrollY,
}
setActions((prev) => {
// Defensive: never let a page the reader already holds duplicate a
// message. Cheap, and the alternative is a visibly doubled turn.
const known = new Set(prev.map((a) => a.id))
return [...page.actions.filter((a) => !known.has(a.id)), ...prev]
})
}
setTotal(page.total)
setHasMore(page.has_more)
} catch {
// Leave hasMore alone: a failed fetch should let the reader try again
// by scrolling, not permanently hide the rest of their story. But hold
// off briefly first — parked near the top, momentum scrolling fires this
// dozens of times a second, and against an endpoint that is failing that
// is a retry storm rather than a retry.
retryAfterRef.current = Date.now() + 3000
} finally {
loadingOlderRef.current = false
setLoadingOlder(false)
}
}, [actions, hasMore, id])
// Put the viewport back after a prepend. useLayoutEffect, not useEffect:
// this has to run before the browser paints, or the reader sees the story
// jump and then snap back.
useLayoutEffect(() => {
const mark = restoreScrollRef.current
if (!mark) return
restoreScrollRef.current = null
const grown = document.documentElement.scrollHeight - mark.height
if (grown > 0) window.scrollTo({ top: mark.top + grown })
}, [actions])
useEffect(() => {
const onScroll = () => {
pinnedRef.current =
window.innerHeight + window.scrollY >= document.documentElement.scrollHeight - 120
// Start the next page before the reader reaches the top, so the story
// is usually already there by the time they would have noticed its end.
if (window.scrollY < 400) loadOlder()
}
window.addEventListener('scroll', onScroll, { passive: true })
return () => window.removeEventListener('scroll', onScroll)
}, [loadOlder])
useEffect(() => {
// Snap to the real document bottom (below the sticky composer), not to
// storyEndRef — that ref sits above the composer, so block:'end' would
// stop short and fight a reader scrolling down. Instant, not smooth: at
// streaming speed a queued smooth animation never settles.
if (pinnedRef.current) {
window.scrollTo({ top: document.documentElement.scrollHeight })
}
}, [actions, streaming, reasoningStream])
const handleScriptReport = useCallback((script) => {
if (!script) return
if (script.errors?.length) {
setToast({ text: `Script error: ${script.errors[0]}`, isError: true })
} else if (script.message) {
setToast({ text: script.message, isError: false })
}
}, [])
const handleEvent = useCallback((event) => {
if (event.type === 'player') {
setActions((prev) => [...prev, event.action])
// The window grew at the bottom, so the story did too. Kept in step by
// hand because nothing re-reads the count between turns.
setTotal((n) => n + 1)
} else if (event.type === 'chunk') {
setStreaming((prev) => (prev ?? '') + event.text)
} else if (event.type === 'reasoning') {
setReasoningStream((prev) => (prev ?? '') + event.text)
} else if (event.type === 'done') {
setStreaming(null)
setReasoningStream(null)
setActions((prev) => [...prev, event.action])
setTotal((n) => n + 1)
handleScriptReport(event.script)
} else if (event.type === 'stopped') {
setStreaming(null)
setReasoningStream(null)
handleScriptReport(event.script)
} else if (event.type === 'error') {
setStreaming(null)
setReasoningStream(null)
setToast({ text: event.detail, isError: true })
}
}, [handleScriptReport])
async function runTurn(run) {
const controller = new AbortController()
abortRef.current = controller
setBusy(true)
setToast(null)
setStreaming('')
pinnedRef.current = true
try {
await run(controller.signal)
} catch (err) {
if (err.name === 'AbortError') {
setToast({ text: 'Generation stopped.', isError: false })
} else {
setToast({ text: err.message, isError: true })
}
} finally {
abortRef.current = null
setStreaming(null)
setReasoningStream(null)
setBusy(false)
}
}
function stopGeneration() {
abortRef.current?.abort()
}
function send(type = mode) {
const text = input.trim()
if (type === 'continue') {
// Continue never consumes typed text — leave it in the box.
runTurn((signal) => api.sendAction(id, { type: 'continue', text: '' }, handleEvent, signal))
return
}
const payload = { type: text ? type : 'continue', text }
setInput('')
runTurn((signal) => api.sendAction(id, payload, handleEvent, signal))
}
function retry() {
setPreview(null)
setActions((prev) =>
prev.length && prev[prev.length - 1].type === 'ai' ? prev.slice(0, -1) : prev)
runTurn(async (signal) => {
try {
await api.retry(id, handleEvent, signal)
} catch (err) {
// Failed retry (409, network): the optimistically removed action may
// still exist server-side — resync instead of guessing. Resyncing
// collapses the transcript back to the newest window, which is the
// right call: the reader's place is already lost by the failure.
api.getAdventure(id).then((adv) => {
setActions(adv.actions)
setTotal(adv.action_count ?? adv.actions.length)
setHasMore(adv.actions.length < (adv.action_count ?? adv.actions.length))
}).catch(() => {})
throw err
}
})
}
async function undo() {
setToast(null)
setPreview(null)
try {
// A window, not the whole story — undo is the action most likely to be
// repeated several times running, so it must not re-fetch everything.
const page = await api.undo(id)
setActions(page.actions)
setTotal(page.total)
setHasMore(page.has_more)
} catch (err) {
setToast({ text: err.message, isError: true })
}
}
// Ctrl+Z undo / Ctrl+R retry, ignored while typing in a field.
useEffect(() => {
const lastIsAi = actions.length > 0 && actions[actions.length - 1].type === 'ai'
const canUndo = actions.length > 0 && actions[actions.length - 1].type !== 'start'
const onKey = (e) => {
if (!(e.ctrlKey || e.metaKey) || busy) return
if (e.target.closest?.('input, textarea, select, [contenteditable]')) return
if (e.key.toLowerCase() === 'z' && canUndo) {
e.preventDefault()
undo()
} else if (e.key.toLowerCase() === 'r' && lastIsAi) {
e.preventDefault()
retry()
}
}
window.addEventListener('keydown', onKey)
return () => window.removeEventListener('keydown', onKey)
})
async function saveEdit() {
const { id: actionId, text } = editing
setEditing(null)
try {
const updated = await api.updateAction(id, actionId, text)
setActions((prev) => prev.map((a) => (a.id === actionId ? updated : a)))
} catch (err) {
setToast({ text: err.message, isError: true })
}
}
async function removeAction(actionId) {
try {
await api.deleteAction(id, actionId)
setActions((prev) => prev.filter((a) => a.id !== actionId))
setTotal((n) => Math.max(0, n - 1))
} catch (err) {
setToast({ text: err.message, isError: true })
}
}
function inspect(actionId) {
setInspectActionId(actionId)
setPanel('insights')
}
if (!adventure) return null
const lastIsAi = actions.length > 0 && actions[actions.length - 1].type === 'ai'
const canUndo = actions.length > 0 && actions[actions.length - 1].type !== 'start'
return (
<div className={`play-layout ${panel ? 'with-panel' : ''}`}>
{/* Both drawers read per-adventure state that a branch switch puts back,
so neither can key on the story's length alone: switching between two
branches whose windows are both full changes every number in here
without changing `actions.length` by one. */}
<WorldStateDrawer advId={id} refreshKey={`${actions.length}:${stateKey}`} />
<StatusDrawer advId={id} refreshKey={`${actions.length}:${stateKey}`} />
<div className="page play-page">
<div className="page-header">
<h1>{adventure.title}</h1>
<div className="panel-toggles">
<button className={panel === 'plot' ? 'active' : ''}
onClick={() => setPanel(panel === 'plot' ? null : 'plot')}>Plot</button>
<button className={panel === 'memory' ? 'active' : ''}
onClick={() => setPanel(panel === 'memory' ? null : 'memory')}>Memory</button>
<button className={panel === 'scripts' ? 'active' : ''}
onClick={() => setPanel(panel === 'scripts' ? null : 'scripts')}>Scripts</button>
<button className={panel === 'branches' ? 'active' : ''}
onClick={() => setPanel(panel === 'branches' ? null : 'branches')}>Branches</button>
<button className={panel === 'insights' ? 'active' : ''}
onClick={() => { setInspectActionId(null); setPanel(panel === 'insights' ? null : 'insights') }}>
Insights
</button>
</div>
</div>
<div className="story">
{actions.length === 0 && streaming === null && (
<div className="empty">A blank page. Type something below to begin your story.</div>
)}
{/* Scrolling up loads the rest. The button is not decoration: on a
short viewport the story may not be tall enough to scroll at all,
and a reader who cannot scroll must still be able to get back to
the beginning. */}
{hasMore && (
<div className="story-earlier">
{loadingOlder ? (
<span className="dim">Turning back the pages…</span>
) : (
<button type="button" onClick={loadOlder}>
{Math.max(total - actions.length, 0)} earlier
{total - actions.length === 1 ? ' moment' : ' moments'}
</button>
)}
</div>
)}
{actions.map((action, i) => {
const isPlayer = PLAYER_TYPES.includes(action.type)
// A player action opens a new turn, so that's where the ornamental
// break belongs — never above the very first line on the page.
const sceneBreak = isPlayer && i > 0
// Drop cap goes on the first narrated beat only. `firstNarrationId`
// is derived once above rather than per row.
const opening = action.id === firstNarrationId
// Non-null while the reader is browsing an older attempt of this
// message without making it active (earlier turns only).
const previewing = preview?.actionId === action.id ? preview : null
return editing?.id === action.id ? (
<div key={action.id} className="action-edit">
<AutoTextarea
autoFocus
value={editing.text}
onChange={(e) => setEditing({ ...editing, text: e.target.value })}
/>
<div className="edit-buttons">
<button className="primary" onClick={saveEdit}>Save</button>
<button onClick={() => setEditing(null)}>Cancel</button>
</div>
</div>
) : (
<Fragment key={action.id}>
{sceneBreak && <div className="scene-break" aria-hidden="true">❖</div>}
<div className={`action ${isPlayer ? 'player' : ''}${opening ? ' opening' : ''}`}>
<ReasoningBlock text={previewing ? previewing.reasoning : action.reasoning} />
{renderEmphasis(previewing ? previewing.text : action.text)}
{/* The chips describe the *active* attempt's state changes,
which a previewed one didn't make — so they're hidden
rather than shown against the wrong text. */}
{action.type === 'ai' && !previewing && (
<StateChangeChips changes={action.world_changes} />
)}
{action.type === 'ai' && action.variant_count > 1 && (
<AttemptChips
advId={id}
action={action}
isLast={i === actions.length - 1}
busy={busy}
preview={previewing}
onPreview={setPreview}
onForked={adoptWindow}
onSwitched={(updated) => {
// Matched on the action we asked about, not on the one
// that came back. Since the story tree made every
// attempt its own row (phase 14 SP4), switching moves
// the story onto a *different* row rather than
// rewriting this one, so the reply carries a new id.
setActions((prev) => prev.map(
(a) => (a.id === action.id ? updated : a)))
}}
onError={(message) => setToast({ text: message, isError: true })}
/>
)}
{!busy && (
<span className="action-tools">
{action.type === 'ai' && (
<button title="View the exact prompt that produced this"
onClick={() => inspect(action.id)}>🔍</button>
)}
<button title="Edit"
onClick={() => setEditing({ id: action.id, text: action.text })}>✎</button>
<button title="Delete" onClick={() => removeAction(action.id)}>✕</button>
</span>
)}
</div>
</Fragment>
)
})}
{waitingForFirstToken && (
<div className="thinking" role="status">
<i /><i /><i />
<span>Weaving</span>
</div>
)}
{streaming !== null && !waitingForFirstToken && (
<div className="action streaming">
<ReasoningBlock text={reasoningStream} streaming />
{renderEmphasis(streaming)}
<span className="cursor">▋</span>
</div>
)}
<div ref={storyEndRef} />
</div>
<div className="play-controls">
<div className="turn-buttons">
<button onClick={() => send('continue')} disabled={busy}>Continue ▸</button>
<button onClick={retry} disabled={busy || !lastIsAi} title="Ctrl+R">↻ Retry</button>
<button onClick={undo} disabled={busy || !canUndo} title="Ctrl+Z">↶ Undo</button>
</div>
<div className="input-bar">
<div className="mode-select">
{MODES.map((m) => (
<button key={m} className={mode === m ? 'active' : ''}
onClick={() => setMode(m)} disabled={busy}>
{m[0].toUpperCase() + m.slice(1)}
</button>
))}
</div>
<textarea
ref={inputRef}
rows={1}
value={input}
disabled={busy}
placeholder={
mode === 'do' ? 'What do you do?'
: mode === 'say' ? 'What do you say?'
: 'What happens next?'
}
onChange={(e) => setInput(e.target.value)}
// Enter sends; Shift+Enter inserts a newline.
onKeyDown={(e) => {
if (e.key === 'Enter' && !e.shiftKey && !busy) { e.preventDefault(); send() }
}}
/>
{busy ? (
<button className="danger" onClick={stopGeneration}>■ Stop</button>
) : (
<button className="primary" onClick={() => send()}>Send</button>
)}
</div>
</div>
</div>
{panel && (
<div className="side-panel">
<div className="side-panel-header">
<h2>{{ plot: 'Plot Components', memory: 'Memory Bank', scripts: 'Scripts', branches: 'Branches', insights: 'Insights' }[panel]}</h2>
<button onClick={() => setPanel(null)}>✕</button>
</div>
{panel === 'plot' ? (
<PlotPanel adventure={adventure} setAdventure={setAdventure}
onWorldStateChanged={() => setStateKey((k) => k + 1)} />
) : panel === 'memory' ? (
<MemoryPanel adventure={adventure} setAdventure={setAdventure}
// The bank is adventure-wide, so a switch does not change it —
// but deleting a branch deletes the memories that hung off it,
// and that happens without a turn being played.
refreshKey={`${actions.length}:${stateKey}`} />
) : panel === 'scripts' ? (
<ScriptsPanel advId={id} />
) : panel === 'branches' ? (
<BranchPanel
advId={id}
// Not `actions.length` alone. A fork taken from the story column
// replaces one window with another of the same size, so the
// length is unchanged and the panel would go on showing a tree
// with one branch in it while the story is being read on a
// second. `stateKey` is bumped by adoptWindow, which is exactly
// the two operations that move the head.
refreshKey={`${actions.length}:${stateKey}`}
onSwitched={adoptWindow}
onTreeChanged={() => setStateKey((k) => k + 1)}
onError={(message) => setToast({ text: message, isError: true })}
/>
) : (
// Insights is the prompt as it would be sent *now*, which is built
// from the story on the current path — so of everything on this
// screen it is the panel a branch switch changes most completely.
<InsightsPanel advId={id} inspectActionId={inspectActionId}
onClearInspect={() => setInspectActionId(null)}
refreshKey={`${actions.length}:${stateKey}`} />
)}
</div>
)}
{toast && (
<div className={`play-toast ${toast.isError ? '' : 'ok'}`}>
{toast.text}
{toast.isError && (
<button style={{ marginLeft: 12 }} onClick={retry}>Retry</button>
)}
<button style={{ marginLeft: 8 }} onClick={() => setToast(null)}>✕</button>
</div>
)}
</div>
)
}