Auto-generate an adventure outline when no adventure text is provided
When a player creates a game without pasting their own adventure, the DM previously improvised turn-by-turn with no overall arc, ending, or calibrated difficulty. Now the setup-chat interview generates a full outline (hook, three-to-four-part structure, milestone leveling, explicit ending condition, GM guidance) as a follow-up LLM call once genre/length/experience are known, and feeds it through the existing adventure_text -> RAG ingestion -> "follow strictly" pipeline exactly like a pasted adventure. Falls back silently to today's improvised behavior if generation fails. Verified end-to-end in the browser: setup interview -> outline generated and previewed -> game created -> RAG chunks ingested -> has_adventure true -> cascade-cleaned on delete. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -1,24 +1,63 @@
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import json
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import logging
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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.client import get_adventure_outline_prompt, get_game_setup_prompt, get_llm_client
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from app.llm.json_utils import fix_double_escaped_unicode
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from app.llm.tools import game_setup as game_setup_tool
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logger = logging.getLogger("app.llm.game_setup")
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MAX_ROUNDS = 3
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MAX_TOKENS = 1024
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# Only the opening of a pasted adventure is needed here to infer genre/world/scope for the
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# proposal — this is a cheap interview call, not the RAG pipeline that handles the full text.
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ADVENTURE_EXCERPT_CHARS = 3000
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# The outline is a free-text document of several thousand words, unlike the short
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# name+description proposal above, so it needs a much larger budget.
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OUTLINE_MAX_TOKENS = 4096
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TOOLS = [{"type": "function", "function": game_setup_tool.TOOL_SCHEMA}]
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async def _generate_adventure_outline(client, messages: list[dict], proposal: dict) -> str | None:
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"""One-shot follow-up call: draft a full adventure outline from the interview so far.
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Only called when the player didn't paste their own adventure text. Best-effort — any
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failure just means the game falls back to today's fully-improvised DM, never blocks
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game creation.
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"""
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outline_messages = [
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{"role": "system", "content": get_adventure_outline_prompt()},
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*messages[1:],
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{
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"role": "user",
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"content": (
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f"Vorgeschlagener Spielname: {proposal.get('name', '')}\n"
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f"Kurzbeschreibung: {proposal.get('description', '')}\n\n"
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"Entwirf jetzt das vollständige Abenteuer-Outline wie beschrieben."
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),
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},
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]
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try:
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response = await client.chat.completions.create(
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model=settings.dm_model,
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max_tokens=OUTLINE_MAX_TOKENS,
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messages=outline_messages,
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)
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content = response.choices[0].message.content
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return content.strip() if content and content.strip() else None
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except Exception:
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logger.exception("Adventure outline generation failed")
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return None
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async def run_game_setup_turn(client_messages: list[dict], adventure_text: str = "") -> 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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"proposal": {"name": str, "description": str} | None,
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"generated_adventure": str | None}.
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"""
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client = get_llm_client()
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system_prompt = get_game_setup_prompt()
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@@ -64,4 +103,13 @@ async def run_game_setup_turn(client_messages: list[dict], adventure_text: str =
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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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generated_adventure: str | None = None
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if proposal and not adventure_text.strip():
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generated_adventure = await _generate_adventure_outline(client, messages, proposal)
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return {
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"messages": messages[1:],
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"assistant_text": assistant_text,
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"proposal": proposal,
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"generated_adventure": generated_adventure,
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}
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