Replaces AI-DnD's RPG relative-delta world state with the genre-neutral typed
narrative state of ADR 010: explicit, absolute, allowlisted events proposed by
the model, validated by the application, applied to one authoritative document,
and snapshotted per position so restore stays a row read.
This commit includes the corrective pass that followed the independent review
in planning/reports/M5-IMPLEMENTATION-REPORT.md. The invariant it exists to
hold is:
visible active transcript position == stored head == authoritative state
Narrator editing (D10, STORY-BRANCH-SEMANTICS §§14-15)
A narrator edit no longer rewrites a row. It returns to the state before the
turn, takes the reader's exact text as the accepted narration, re-derives the
state that text implies, and becomes a new active continuation — while the
original narration keeps its words, its live flag and its whole future as
retained history. At the tip the correction is another take; with story below
it, it forks. No new history machinery: this is the existing fork/take/head
path with the reader's text in place of a generated reply. The §14A refusal
is therefore gone for narrator turns, and remains only for player input.
Pre-M5 positions
Migration 88 backfills the empty narrative document onto every action written
before M5, and a missing snapshot now restores the empty document instead of
leaving the previous position's state standing. Restoring to an old Save
Point no longer leaves a later position's entities and facts on screen.
Narrator context
Replayed history carries prose only; the machine-readable block is no longer
reconstructed into past turns, where it contradicted the authoritative state
in the same prompt. A fact withdrawn by a manual correction is now named as
no longer true, with the reader's reason, rather than silently dropped.
Also
- state_changes joins the action-list bulk read, removing one query per row.
- Extraction takes only the application's own protocol payload: an ordinary
```json or ```python block in a story survives, and a mangled proposal
still does not reach the reader.
Planning: ADR 013 records the authoritative document shape; §§14-15/14A, D10,
C04 and BUILD-MILESTONES are updated to describe what exists. Debt is recorded
against M8 (scenario editor UX) and M9 (export of the audit trail).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PWU4gTfLYY6Qq9U7aa9Qw2
597 lines
20 KiB
Python
597 lines
20 KiB
Python
from datetime import datetime
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from typing import Annotated, Literal
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from pydantic import BaseModel, ConfigDict, Field, computed_field
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from . import images
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# Length caps (Phase 9). The VARCHAR caps are a correctness requirement rather
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# than only an abuse limit. Postgres enforces column lengths and SQLite never
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# did, so a longer value has to be a 422 here rather than a 500 at INSERT. The
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# text-column caps are generous abuse ceilings that a legitimate player does not
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# reach.
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NAME_MAX = 200 # Titles and names. VARCHAR(200).
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TAGS_MAX = 500 # VARCHAR(500).
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CARD_TYPE_MAX = 100 # VARCHAR(100).
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PROSE_MAX = 50_000 # Memory, author's note, prompts, entries, and notes.
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ACTION_MAX = 20_000 # One player action.
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MEMORY_TEXT_MAX = 5_000
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# A scenario cover image, stored inline as a base64 data URI. A 400x300 WebP at
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# the quality the editor encodes runs about 20 to 40 kB. A cap of 400 kB leaves
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# room for a client that downscales less aggressively, and it stops anyone from
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# storing a multi-megabyte PNG in a row that every list request reads.
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IMAGE_MAX = 400_000
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ICON_MAX = 16 # One emoji or glyph. VARCHAR(16).
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BRANCH_NAME_MAX = 80 # What a player called one line of the story. VARCHAR(80).
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PERSONA_NAME_MAX = 80 # The protagonist's name. VARCHAR(80).
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PERSONA_PRONOUNS_MAX = 40 # "they/them" and the like. VARCHAR(40).
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# M4: what a player called a Save Point. VARCHAR(120). Wider than a branch name
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# because these are sentences rather than labels — "Before entering the abbey"
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# is the example the specification uses throughout.
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CHECKPOINT_NAME_MAX = 120
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Name = Annotated[str, Field(max_length=NAME_MAX)]
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Tags = Annotated[str, Field(max_length=TAGS_MAX)]
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CardType = Annotated[str, Field(max_length=CARD_TYPE_MAX)]
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Prose = Annotated[str, Field(max_length=PROSE_MAX)]
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ActionText = Annotated[str, Field(max_length=ACTION_MAX)]
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Image = Annotated[str, Field(max_length=IMAGE_MAX)]
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Icon = Annotated[str, Field(max_length=ICON_MAX)]
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PersonaName = Annotated[str, Field(max_length=PERSONA_NAME_MAX)]
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PersonaPronouns = Annotated[str, Field(max_length=PERSONA_PRONOUNS_MAX)]
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CheckpointName = Annotated[str, Field(max_length=CHECKPOINT_NAME_MAX)]
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class ORMModel(BaseModel):
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model_config = ConfigDict(from_attributes=True)
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# ---------- Story cards ----------
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class StoryCardBase(BaseModel):
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type: CardType = ""
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name: Name = ""
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keys: Prose = ""
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entry: Prose = ""
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notes: Prose = ""
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class StoryCardCreate(StoryCardBase):
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scenario_id: int | None = None
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adventure_id: int | None = None
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class StoryCardUpdate(BaseModel):
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type: CardType | None = None
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name: Name | None = None
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keys: Prose | None = None
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entry: Prose | None = None
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notes: Prose | None = None
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class StoryCardOut(ORMModel, StoryCardBase):
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id: int
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scenario_id: int | None
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adventure_id: int | None
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# ---------- Scenarios ----------
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class ScenarioBase(BaseModel):
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title: Name = "Untitled Scenario"
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description: Prose = ""
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prompt: Prose = ""
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memory: Prose = ""
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authors_note: Prose = ""
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ai_instructions: Prose = ""
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tags: Tags = ""
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# Cover art, either an https URL or a base64 data URI. See `app/images.py`.
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image: Image = ""
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# The emoji or glyph shown when `image` is empty.
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icon: Icon = ""
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# Phase 12: the RPG world-state template, holding stat definitions, bands,
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# rules, and milestones. `None` means the scenario has no RPG layer.
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stat_schema: dict | None = None
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class ScenarioCreate(ScenarioBase):
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pass
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class ScenarioUpdate(BaseModel):
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title: Name | None = None
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description: Prose | None = None
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prompt: Prose | None = None
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memory: Prose | None = None
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authors_note: Prose | None = None
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ai_instructions: Prose | None = None
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tags: Tags | None = None
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image: Image | None = None
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icon: Icon | None = None
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stat_schema: dict | None = None
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class ScenarioOut(ORMModel, ScenarioBase):
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id: int
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is_public: bool = False # Shared demo content, read-only for everyone.
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created_at: datetime
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updated_at: datetime
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story_cards: list[StoryCardOut] = []
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class ScenarioListItem(ORMModel):
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id: int
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title: str
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description: str
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tags: str
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is_public: bool = False
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updated_at: datetime
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# Read from the row so that `image_url` can be derived, and excluded from
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# the response, because a list of base64 data URIs would be megabytes of
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# JSON.
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image: str = Field("", exclude=True)
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icon: str = ""
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@computed_field
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@property
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def image_url(self) -> str:
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return images.public_url(self.id, self.image, self.updated_at)
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# ---------- Adventures ----------
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class AdventureCreate(BaseModel):
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scenario_id: int | None = None
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title: Name | None = None
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# The `${Placeholder}` values collected from the player at the start, which
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# is the AI Dungeon behavior.
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placeholders: dict[str, str] = {}
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# Phase 18: who the player is playing as, collected by the same modal. These
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# are independent of `placeholders`: a scenario that asks for `${Name}` is
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# asking its own question, and nothing here fills it in.
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persona_name: PersonaName = ""
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persona_pronouns: PersonaPronouns = ""
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persona_desc: Prose = ""
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class AdventureUpdate(BaseModel):
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title: Name | None = None
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memory: Prose | None = None
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authors_note: Prose | None = None
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ai_instructions: Prose | None = None
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story_summary: Prose | None = None
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auto_summarize: bool | None = None
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memory_bank_enabled: bool | None = None
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persona_name: PersonaName | None = None
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persona_pronouns: PersonaPronouns | None = None
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persona_desc: Prose | None = None
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class AdventureRefresh(BaseModel):
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"""The body for "Update from scenario".
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`placeholders` supplies answers the adventure has no stored value for. See
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`AdventureCreate.placeholders`. The answers are merged over the stored ones
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and saved.
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"""
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placeholders: dict[str, str] = {}
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class RefreshPlan(BaseModel):
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"""What a refresh would change. The confirm dialog is built from this."""
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scenario_id: int
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scenario_title: str
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has_changes: bool
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# Maps a field name to `{"old": ..., "new": ...}`, for differing fields
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# only.
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fields: dict[str, dict] = {}
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# Maps "added", "updated", or "removed" to a list of card names.
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cards: dict[str, list[str]] = {}
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# Maps "added" or "removed" to a list of stat paths. Live values are
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# otherwise kept.
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world_state: dict[str, list[str]] = {}
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# The `${Placeholder}` names the scenario asks for that the adventure has
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# no stored answer to. The client collects these and sends them back.
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placeholders_needed: list[str] = []
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class ActionOut(ORMModel):
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id: int
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adventure_id: int
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type: str
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text: str
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reasoning: str | None = None
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# Phase 12: the compact RPG state changes for this turn, read from the
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# model property. Legacy as of M5 and empty on new turns; kept so a pre-M5
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# campaign's chips still render.
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world_changes: list[dict] = []
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# M5: what this turn changed, as short lines for the chip under an AI
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# message. Read from `Action.state_summary`, which reads the small
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# bulk-loaded column rather than the deferred snapshot.
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state_summary: list[str] = []
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# SP9: the pager, such as `2/4`. It reports how many attempts this turn has
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# and which one is on screen. It is keyed on the parent, so it counts the
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# attempts of this turn rather than every node that shares a depth, and it
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# keeps counting them after one has been forked onto its own branch.
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#
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# A turn nobody has retaken reads 1/1, which is most turns, and the client
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# draws no pager for a count of one. The attempts themselves come from
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# `GET /actions/{id}/variants`, so this payload stays small.
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take_count: int = 1
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take_index: int = 0
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# Which line this node is on, so the pager can distinguish the two kinds of
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# step without asking the server. An attempt on this branch is a leaf with
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# nothing below it, so showing it is a local change. An attempt on another
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# branch has a story of its own, so moving to it is a branch switch.
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branch_id: int | None = None
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created_at: datetime
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class VariantOut(BaseModel):
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# Since SP4 every attempt is its own node, so each one has an id, and the
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# client needs that id. A fork is addressed by the attempt being promoted,
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# not by its position in a group that renumbers whenever an attempt is
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# added.
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id: int
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index: int
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text: str
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reasoning: str | None = None
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# See `ActionOut.branch_id`. It decides whether choosing this attempt is a
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# local step or a branch switch.
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branch_id: int | None = None
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created_at: str | None = None
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active: bool = False
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class VariantSelect(BaseModel):
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index: int = Field(ge=0)
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class BranchOut(ORMModel):
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"""One line through the story tree (Phase 14, SP5).
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This carries enough to draw the tree and nothing more. `fork_depth` is where
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this line leaves its parent, and `depth` is where it currently ends, so a
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fork is two numbers rather than a walk. `own_actions` counts the turns played
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on this branch itself. The rest of its story is borrowed from its ancestors,
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which is why the number is smaller than a reader expects.
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"""
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id: int
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parent_branch_id: int | None = None
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fork_depth: int | None = None
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depth: int
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own_actions: int = 0
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# M4: how many Save Points name a position on this line. Deleting the branch
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# deletes them with its story, so the panel warns with a number rather than
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# a vague caution. Zero for a line nobody has bookmarked, which is most.
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save_points: int = 0
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is_head: bool = False
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# NULL for a branch nobody has named. The client labels those from the fork
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# depth rather than the server inventing a name. See the column comment.
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name: str | None = None
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created_at: datetime
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class BranchRename(BaseModel):
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"""A name a player chose, or `null` to make the branch unnamed again."""
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name: Annotated[str, Field(max_length=BRANCH_NAME_MAX)] | None = None
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# ---------- Narrative state (M5) ----------
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class StateGroup(BaseModel):
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"""One labelled section of the state inspector.
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Rows carry the key as well as the label, because a manual correction has to
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name an entity and the user should not have to guess the identifier.
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"""
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title: str
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rows: list[dict] = []
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class NarrativeStateOut(BaseModel):
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"""The authoritative state at the active head.
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`groups` is the display form and `document` is the state itself. Both are
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returned because they answer different questions: the panel renders the
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first, and a correction form — or a test — needs the second to name a key.
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"""
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groups: list[StateGroup] = []
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empty: bool = True
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document: dict = {}
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class StateEventIn(BaseModel):
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"""One typed event, as a client proposes it.
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Deliberately loose about which fields are present: the event vocabulary is
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defined in `narrative/events.py` and enforced by `narrative/validate.py`,
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and duplicating those rules here would create a second, drifting copy of the
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allowlist. What this model does is bound the shapes — a type that is a
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string, values that are scalars, labels that are short strings — so a
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payload cannot smuggle a structure past Pydantic and reach the validator as
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something other than an event.
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"""
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model_config = ConfigDict(extra="allow")
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type: Annotated[str, Field(max_length=60)]
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class StateCorrection(BaseModel):
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"""A manual correction: the user overruling what the story established.
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`note` records why, in the user's words, and is kept on the proposal record
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so the audit says more than "the user changed this".
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"""
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events: Annotated[list[StateEventIn], Field(min_length=1, max_length=20)]
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note: Prose = ""
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class StateEventOut(ORMModel):
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"""One accepted change, for the audit view."""
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id: int
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action_id: int | None = None
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branch_id: int | None = None
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depth: int | None = None
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# The reader-facing position, matching the Save Point panel's vocabulary.
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turn: int | None = None
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sequence: int = 0
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event_type: str
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payload: dict = {}
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before: dict | None = None
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source: str = "accepted_story"
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created_at: datetime
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# ---------- Save Points (M4) ----------
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#
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# "Save Point" is the user-facing term and `checkpoint` is the internal one
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# (`BROWSER-UX-SPEC.md` §23). The wire format uses the internal name, as the
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# rest of this module does.
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class CheckpointOut(ORMModel):
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"""One Save Point: a name and the position it names.
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The position is reported three ways because the panel needs three different
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things from it. `turn` is what a reader counts — the same `depth + 1` the
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branch list shows. `depth` and `branch_id` are the coordinate itself.
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`on_path` says whether the position lies on the story being read, which is
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how the panel can tell a Save Point on this line from one naming a line the
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story has left; restoring either works, but they are not the same offer.
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`resolved` is false when the coordinate no longer names a live turn, which
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an action deleted out of the middle of a story can do. Restore refuses such
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a Save Point rather than moving the head somewhere approximate, so the list
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says so before the button is pressed.
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"""
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id: int
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adventure_id: int
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name: str
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note: str = ""
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branch_id: int
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depth: int
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turn: int = 0
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on_path: bool = True
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resolved: bool = True
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created_at: datetime
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updated_at: datetime
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class CheckpointCreate(BaseModel):
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"""A Save Point at wherever the story is being read.
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The position is not a field. A Save Point is made at the campaign's active
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head, which the server already knows, and accepting a coordinate from the
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client would be the second way to name a position — the thing this milestone
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exists not to build.
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"""
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name: CheckpointName
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note: Prose = ""
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class CheckpointRename(BaseModel):
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"""A new label, and nothing else.
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There is deliberately no coordinate here. `STORY-BRANCH-SEMANTICS.md` §24
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keeps a Save Point's meaning auditable by refusing to move one: rename it,
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or delete it and make another where you are.
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"""
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name: CheckpointName | None = None
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note: Prose | None = None
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class ActionUpdate(BaseModel):
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text: ActionText
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class ActionCreate(BaseModel):
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type: Literal["do", "say", "story", "continue"]
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text: ActionText = ""
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# The node this action is played after (SP9). Omitting it means the tip,
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# which is what every ordinary turn uses.
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#
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# Naming an attempt the story moved past is what creates a branch. Stepping
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# between attempts costs nothing and creates nothing, and the fork happens
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# on the first text written below one. That is the first moment the player
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# states which line they mean. Before it, they were reading.
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after_id: int | None = None
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class TakeCreate(BaseModel):
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"""Another attempt at a turn (SP9).
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`text` is what the player says instead, and it applies only when the turn was
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the player's. An AI turn's other attempt is generated, so the field is
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ignored there rather than rejected. The client makes the same request for
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both, and the node type decides what happens.
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"""
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text: ActionText = ""
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class AdventureOut(ORMModel):
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id: int
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scenario_id: int | None
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title: str
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memory: str
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authors_note: str
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ai_instructions: str
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story_summary: str
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auto_summarize: bool
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memory_bank_enabled: bool
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persona_name: str
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persona_pronouns: str
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persona_desc: str
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created_at: datetime
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updated_at: datetime
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story_cards: list[StoryCardOut] = []
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# The newest window of the story, not all of it. Older pages arrive from
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# `GET /{id}/actions` as the reader scrolls up. `action_count` is the whole
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# story's length, which is how the client knows more actions exist above.
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actions: list[ActionOut] = []
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action_count: int = 0
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# M3. Whether the history controls have anywhere to go from where the story
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# is. The client cannot work either out for itself: `can_undo` needs the
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# campaign opening, which may be off the top of the loaded window, and
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# `can_redo` needs the retained future, which the client is never sent.
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can_undo: bool = False
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can_redo: bool = False
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|
|
|
|
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class ActionPage(BaseModel):
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"""A slice of the story, counted back from the newest action."""
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|
|
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actions: list[ActionOut] = []
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total: int = 0
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# Whether anything older than this slice exists. The server computes it, so
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|
# the client never has to do arithmetic on positions to find the end.
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|
has_more: bool = False
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# The same two flags `AdventureOut` carries, so that the response to Undo,
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|
# Redo or a turn updates the controls without a second request.
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|
can_undo: bool = False
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can_redo: bool = False
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|
|
|
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# ---------- Memory bank (Phase 6) ----------
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|
|
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class MemoryOut(ORMModel):
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id: int
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|
adventure_id: int
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|
text: str
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|
pinned: bool
|
|
forgotten: bool
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|
embedded: bool # model property: embedding vector present
|
|
use_count: int
|
|
last_used_at: datetime | None
|
|
source_start: int | None
|
|
source_end: int | None
|
|
created_at: datetime
|
|
|
|
|
|
class MemoryCreate(BaseModel):
|
|
text: Annotated[str, Field(max_length=MEMORY_TEXT_MAX)]
|
|
|
|
|
|
class MemoryUpdate(BaseModel):
|
|
text: Annotated[str, Field(max_length=MEMORY_TEXT_MAX)] | None = None
|
|
pinned: bool | None = None
|
|
forgotten: bool | None = None
|
|
|
|
|
|
class AdventureListItem(ORMModel):
|
|
id: int
|
|
scenario_id: int | None
|
|
scenario_title: str | None = None
|
|
title: str
|
|
updated_at: datetime
|
|
action_count: int = 0
|
|
# The end of the most recent narration, so a Continue card can show the
|
|
# story rather than only a turn count.
|
|
snippet: str = ""
|
|
# Cover art inherited from the parent scenario. See `app/images.py`.
|
|
image_url: str = ""
|
|
icon: str = ""
|
|
|
|
|
|
# ---------- Auth (Phase 8) ----------
|
|
|
|
class AuthCredentials(BaseModel):
|
|
email: Annotated[str, Field(max_length=320)] # VARCHAR(320).
|
|
# The upper bound keeps the scrypt cost constant. Without it, hashing a
|
|
# megabyte password would give an attacker free CPU time.
|
|
password: Annotated[str, Field(max_length=128)]
|
|
|
|
|
|
# ---------- Settings ----------
|
|
|
|
class SettingsOut(ORMModel):
|
|
endpoint_url: str
|
|
model: str
|
|
api_mode: str
|
|
temperature: float
|
|
max_output_tokens: int
|
|
context_token_budget: int
|
|
model_timeout_seconds: int
|
|
narrator_prompt: str
|
|
summary_model: str
|
|
embedding_model: str
|
|
memory_bank_capacity: int
|
|
memory_top_k: int
|
|
|
|
|
|
ScenarioOut.model_rebuild()
|
|
|
|
|
|
# ---------- AI Chat (power users) ----------
|
|
# A scratchpad for talking to a model directly, with no story framing. The
|
|
# server persists nothing, so these caps are per-request abuse limits only.
|
|
|
|
CHAT_MESSAGE_MAX = 100_000 # One message.
|
|
CHAT_TOTAL_MAX = 400_000 # The whole conversation sent per request.
|
|
CHAT_MESSAGES_MAX = 200 # Turns per request.
|
|
|
|
|
|
class ChatMessage(BaseModel):
|
|
role: Literal["system", "user", "assistant"]
|
|
content: Annotated[str, Field(max_length=CHAT_MESSAGE_MAX)]
|
|
|
|
|
|
class ChatRequest(BaseModel):
|
|
messages: Annotated[list[ChatMessage], Field(min_length=1, max_length=CHAT_MESSAGES_MAX)]
|
|
# If this field is empty or omitted, the user's configured model is used.
|
|
model: Name | None = None
|
|
temperature: Annotated[float, Field(ge=0, le=5)] | None = None
|
|
max_tokens: Annotated[int, Field(ge=1, le=100_000)] | None = None
|
|
|
|
|
|
class SettingsUpdate(BaseModel):
|
|
endpoint_url: Annotated[str, Field(max_length=500)] | None = None # VARCHAR(500).
|
|
model: Name | None = None
|
|
api_mode: Annotated[str, Field(max_length=20)] | None = None
|
|
temperature: Annotated[float, Field(ge=0, le=5)] | None = None
|
|
max_output_tokens: Annotated[int, Field(ge=1, le=100_000)] | None = None
|
|
context_token_budget: Annotated[int, Field(ge=256, le=200_000)] | None = None
|
|
# Seconds to wait for the model. The floor is high enough that a normal
|
|
# turn cannot trip it; the ceiling exists so that "wait longer" stays a
|
|
# number rather than becoming "wait forever".
|
|
model_timeout_seconds: Annotated[int, Field(ge=30, le=3600)] | None = None
|
|
narrator_prompt: Prose | None = None
|
|
summary_model: Name | None = None
|
|
embedding_model: Name | None = None
|
|
memory_bank_capacity: Annotated[int, Field(ge=1, le=1000)] | None = None
|
|
memory_top_k: Annotated[int, Field(ge=1, le=50)] | None = None
|