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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@@ -14,6 +14,7 @@ export interface Game {
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my_character_id: string | null;
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status: "active" | "ended";
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ended_reason: string | null;
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has_adventure: boolean;
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}
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export interface Message {
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@@ -47,8 +48,11 @@ export const runGameSetupChat = (messages: Record<string, unknown>[], signal?: A
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signal,
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});
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export const createGame = (name: string, description: string) =>
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apiFetch<Game>("/api/games", { method: "POST", body: JSON.stringify({ name, description }) });
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export const createGame = (name: string, description: string, adventureText?: string) =>
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apiFetch<Game>("/api/games", {
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method: "POST",
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body: JSON.stringify({ name, description, adventure_text: adventureText ?? "" }),
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});
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export const getGame = (id: string) => apiFetch<Game>(`/api/games/${id}`);
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@@ -58,6 +58,7 @@ export default function GameCard({ game }: { game: Game }) {
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{game.player_count} Spieler
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{game.player_names.length > 0 && `: ${game.player_names.join(", ")}`}
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</span>
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{game.has_adventure && <span>📖 Eigenes Abenteuer</span>}
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</div>
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</Link>
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);
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@@ -15,6 +15,7 @@ export default function GameSetupChat({ onCreated }: { onCreated: (game: Game) =
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const [proposal, setProposal] = useState<GameSetupProposal | null>(null);
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const [name, setName] = useState("");
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const [description, setDescription] = useState("");
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const [adventureText, setAdventureText] = useState("");
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const [loading, setLoading] = useState(true);
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const [creating, setCreating] = useState(false);
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const [error, setError] = useState<string | null>(null);
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@@ -76,7 +77,7 @@ export default function GameSetupChat({ onCreated }: { onCreated: (game: Game) =
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setCreating(true);
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setError(null);
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try {
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const game = await createGame(name, description);
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const game = await createGame(name, description, adventureText);
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onCreated(game);
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} catch {
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setError("Spiel konnte nicht erstellt werden.");
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@@ -120,13 +121,30 @@ export default function GameSetupChat({ onCreated }: { onCreated: (game: Game) =
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className="rounded bg-slate-800 px-3 py-2 outline-none focus:ring-2 focus:ring-amber-400"
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rows={3}
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/>
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<div>
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<textarea
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placeholder="Abenteuertext (optional) — vollständiger Text eines frei verfügbaren Abenteuers"
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value={adventureText}
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onChange={(e) => setAdventureText(e.target.value)}
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className="w-full rounded bg-slate-800 px-3 py-2 font-mono text-xs outline-none focus:ring-2 focus:ring-amber-400"
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rows={6}
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/>
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<p className="mt-1 text-xs text-slate-500">
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Wenn hier etwas steht, hält sich der Dungeon Master strikt an diesen Text (Handlung, NPCs,
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Orte, Encounter) statt eigene Inhalte zu erfinden.
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</p>
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</div>
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{error && <p className="text-sm text-red-400">{error}</p>}
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<button
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type="submit"
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disabled={creating}
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className="self-start rounded bg-amber-500 px-4 py-2 text-sm font-semibold text-slate-950 hover:bg-amber-400 disabled:opacity-50"
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>
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{creating ? "Erstelle…" : "Erstellen"}
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{creating
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? adventureText.trim()
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? "Erstelle… (Abenteuertext wird verarbeitet, kann etwas dauern)"
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: "Erstelle…"
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: "Erstellen"}
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</button>
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</form>
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)}
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@@ -163,7 +163,9 @@ export default function GameSession() {
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<div className="mx-auto flex h-[calc(100vh-56px)] max-w-6xl flex-col px-4 py-4">
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<div className="mb-3 flex items-center justify-between">
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<div>
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<h1 className="text-xl font-bold text-amber-400">{game.name}</h1>
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<h1 className="text-xl font-bold text-amber-400">
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{game.name} {game.has_adventure && <span className="text-sm font-normal">📖</span>}
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</h1>
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<p className="text-xs text-slate-500">{game.description}</p>
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</div>
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<div className="flex gap-2">
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