Add rulebook RAG pipeline and LLM-driven game setup wizard
RAG: switch Postgres to pgvector, chunk and embed the three D&D rulebooks locally via sentence-transformers, and retrieve relevant excerpts per DM turn (query = latest player message) to ground the system prompt. Retrieval runs off the event loop and is capped by a relevance threshold and a max character budget so it can't blow up context size or cost. Game setup wizard: creating a game now opens a short chat where the DM asks about genre, length, and the player's experience level, then proposes a name and description via a tool call. The player can edit both before creating the game. Stateless endpoint — the frontend carries the conversation, no DB needed since the game doesn't exist yet. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -13,6 +13,11 @@ def get_dm_system_prompt() -> str:
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return (PROMPTS_DIR / "dm_system_prompt.txt").read_text(encoding="utf-8")
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@lru_cache
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def get_game_setup_prompt() -> str:
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return (PROMPTS_DIR / "game_setup_prompt.txt").read_text(encoding="utf-8")
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@lru_cache
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def get_llm_client() -> AsyncOpenAI:
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return AsyncOpenAI(api_key=settings.xai_api_key, base_url=settings.xai_base_url)
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@@ -0,0 +1,55 @@
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import json
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from app.config import settings
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from app.llm.client import get_game_setup_prompt, get_llm_client
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from app.llm.tools import game_setup as game_setup_tool
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MAX_ROUNDS = 3
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MAX_TOKENS = 1024
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TOOLS = [{"type": "function", "function": game_setup_tool.TOOL_SCHEMA}]
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async def run_game_setup_turn(client_messages: list[dict]) -> dict:
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"""Stateless setup-wizard turn: the caller owns conversation history (no DB, no game yet).
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Returns {"messages": <history to resend next turn>, "assistant_text": str | None,
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"proposal": {"name": str, "description": str} | None}.
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"""
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client = get_llm_client()
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messages = [{"role": "system", "content": get_game_setup_prompt()}] + client_messages
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assistant_text: str | None = None
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proposal: dict | None = None
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for _ in range(MAX_ROUNDS):
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response = await client.chat.completions.create(
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model=settings.dm_model,
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max_tokens=MAX_TOKENS,
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messages=messages,
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tools=TOOLS,
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)
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message = response.choices[0].message
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if message.content:
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assistant_text = message.content
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if not message.tool_calls:
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messages.append({"role": "assistant", "content": message.content or ""})
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break
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messages.append(message.model_dump(exclude_unset=True))
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for tool_call in message.tool_calls:
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args = json.loads(tool_call.function.arguments)
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if tool_call.function.name == "propose_game_setup":
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proposal = {"name": args.get("name", ""), "description": args.get("description", "")}
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messages.append(
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{
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"role": "tool",
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"tool_call_id": tool_call.id,
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"content": json.dumps({"status": "ok"}),
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}
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)
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if proposal:
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break
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return {"messages": messages[1:], "assistant_text": assistant_text, "proposal": proposal}
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@@ -4,13 +4,14 @@ import uuid
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from sqlalchemy.ext.asyncio import AsyncSession
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logger = logging.getLogger("app.llm.orchestrator")
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from app.config import settings
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from app.llm.client import get_dm_system_prompt, get_llm_client
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from app.llm.context import build_context
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from app.llm.tools import character_sheet, dice
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from app.models.message import Message
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from app.rag.retrieval import build_rag_block
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logger = logging.getLogger("app.llm.orchestrator")
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MAX_TOOL_ROUNDS = 5
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MAX_TOKENS = 4096
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@@ -38,9 +39,18 @@ async def _execute_tool_call(
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return {"error": str(exc)}
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async def run_dm_turn(session: AsyncSession, game_id: uuid.UUID) -> Message:
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async def run_dm_turn(
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session: AsyncSession, game_id: uuid.UUID, latest_player_message: str | None = None
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) -> Message:
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client = get_llm_client()
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messages = [{"role": "system", "content": get_dm_system_prompt()}]
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system_prompt = get_dm_system_prompt()
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if latest_player_message:
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rag_block = await build_rag_block(session, latest_player_message)
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if rag_block:
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system_prompt = f"{system_prompt}\n\n{rag_block}"
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messages = [{"role": "system", "content": system_prompt}]
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messages.extend(await build_context(session, game_id))
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final_text = ""
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@@ -0,0 +1,21 @@
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Rolle
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Du hilfst einem Spieler dabei, ein neues D&D-Spiel einzurichten, bevor es losgeht. Du bist derselbe erfahrene Dungeon Master, aber in dieser kurzen Setup-Phase geht es nicht ums eigentliche Abenteuer, sondern nur darum, die Eckdaten zu klären.
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Ablauf
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Stelle dem Spieler nacheinander (eine Frage nach der anderen, nicht alle auf einmal) folgende drei Fragen, bis du zu allen dreien eine Antwort hast:
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1. Welches Genre bzw. welche Welt wünscht er sich (z. B. High Fantasy, düster, humorvoll, Horror, Piraten, eine eigene Idee)?
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2. Wie lang soll das Spiel werden — ein einzelnes One-Shot-Abenteuer oder eine längere Kampagne über mehrere Sitzungen?
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3. Wie ist sein Erfahrungsstand mit D&D — komplette(r) Anfänger(in), gelegentlich gespielt, oder erfahrene(r) Regelkenner(in)?
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Sobald du alle drei Antworten hast, rufe das Werkzeug propose_game_setup auf mit:
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- einem passenden, einprägsamen Namen für das Spiel
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- einer kurzen Beschreibung (Genre und Welt, optional ein Hinweis auf Umfang und Erfahrungsstand)
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Der Spieler sieht deinen Vorschlag danach in einem Formular und kann Name und Beschreibung noch selbst anpassen, bevor er das Spiel erstellt.
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Ton
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Bleib locker, freundlich und kurz angebunden — das ist nur die Einrichtung, kein Rollenspiel. Sprich den Spieler per "Du" an.
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Sprache
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Antworte in der Sprache, in der der Spieler schreibt.
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@@ -0,0 +1,22 @@
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TOOL_SCHEMA = {
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"name": "propose_game_setup",
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"description": (
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"Call this once you know the desired genre/world, the intended length (one-shot vs. "
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"campaign), and the player's experience level. Propose a fitting name and a short "
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"description for the new game — the player can still edit both before creating it."
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),
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"parameters": {
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"type": "object",
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"properties": {
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"name": {
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"type": "string",
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"description": "A fitting, evocative name for the game.",
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},
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"description": {
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"type": "string",
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"description": "Short description covering genre and world/setting.",
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},
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},
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"required": ["name", "description"],
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},
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}
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