Add per-game adventure text with RAG-based retrieval
Players can now paste the full text of a freely available adventure when creating a game, and the DM will follow it instead of inventing its own plot/NPCs/locations. Reuses the existing rulebook RAG pipeline (chunking, local embedding) rather than injecting the raw text into every turn, since real adventure modules range from a few pages to hundreds — far beyond what fits in a prompt. - New adventure_chunks table (game-scoped, unlike the global rulebook_chunks) + Game.adventure_text storing the raw source. - ingest_adventure_text() chunks/embeds synchronously during POST /api/games when adventure_text is non-empty. - build_adventure_rag_block() retrieves by similarity to the latest player message, scoped to game_id — plus always includes chunk 0 (the adventure's opening) regardless of the query, since early Session-0 messages rarely resemble the adventure's actual hook and pure similarity search could miss the beginning entirely. - System prompt instructs the DM to follow provided adventure excerpts strictly, deviating only when players clearly go off-script. - Frontend: optional adventure-text field in the game creation form, a has_adventure flag surfaced as a small badge on the game card and session header. Verified with an isolated two-game test that chunks/retrieval never leak across games (the critical failure mode here), and live against x.ai: a custom-written one-shot's specific NPCs, location, and hook appeared verbatim in the DM's opening scene instead of invented ones. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -0,0 +1,40 @@
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import asyncio
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import uuid
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from sqlalchemy import delete
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from sqlalchemy.ext.asyncio import AsyncSession
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from app.models.adventure_chunk import AdventureChunk
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from app.rag.chunking import chunk_text
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from app.rag.embeddings import embed_texts
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EMBED_BATCH_SIZE = 32
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async def ingest_adventure_text(session: AsyncSession, game_id: uuid.UUID, text: str) -> int:
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"""Chunks and embeds a player-supplied adventure text, scoped to one game. Safe to call
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again for the same game (e.g. future re-ingest) — previous chunks are cleared first."""
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await session.execute(delete(AdventureChunk).where(AdventureChunk.game_id == game_id))
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chunks = chunk_text(text)
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if not chunks:
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await session.commit()
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return 0
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for batch_start in range(0, len(chunks), EMBED_BATCH_SIZE):
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batch = chunks[batch_start : batch_start + EMBED_BATCH_SIZE]
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# embed_texts is a synchronous, CPU-bound sentence-transformers call — run it off the
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# event loop so a large adventure doesn't stall other concurrent requests/WS connections.
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embeddings = await asyncio.to_thread(embed_texts, batch)
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for i, (content, embedding) in enumerate(zip(batch, embeddings)):
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session.add(
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AdventureChunk(
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game_id=game_id,
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chunk_index=batch_start + i,
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content=content,
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embedding=embedding,
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)
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)
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await session.commit()
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return len(chunks)
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