Adds the "Ich würfle selbst" checkbox the user asked for, plus the
structural piece that makes it actually reliable: a tool call can't
block mid-turn waiting for a human to go find a d20, so this can't be
a pure client-side toggle — the DM has to think in two turns (ask,
then later recognize the answer), and it's easy for an LLM to lose
track of that across a real gap in the conversation.
game_participants gets self_rolls (the toggle) and pending_roll (what
roll is currently awaited, if any). When self_rolls is on, roll_dice
doesn't touch the RNG — it validates the notation, stores it as
pending_roll, and returns an "awaiting_player_roll" result that tells
the DM to ask for that exact roll and wait, never inventing a number.
At the top of the player's next turn, orchestrator.run_dm_turn reads
back any pending_roll, injects it as an explicit reminder into the
system prompt ("the player's message is probably answering this"),
and clears it — so the DM doesn't have to rely on remembering what it
asked for several messages ago.
Frontend: the checkbox lives in the game header (PATCH
/api/games/{id}/self-rolls, per-participant). A persistent "🎲 Du bist
am Zug" banner shows the pending notation/reason — persistent, not
transient like the typing/rolling indicators, since answering it means
physically finding a die and rolling, which takes real time. It's
seeded from GameRead.my_pending_roll on load so it survives a page
reload, and only clears when the player actually sends their next
message (not when the DM's message arrives, which would make it
disappear before there was time to read it).
Verified live end-to-end against x.ai in a real session: toggled the
setting, asked for something requiring a check, got "würfle bitte
1d20+1" instead of an auto-rolled result, confirmed the banner
survived a full page reload, replied "14", and the DM used that
number directly ("Du hast 14 gewürfelt — das reicht") without
re-rolling — with pending_roll correctly cleared in the DB afterward.
Also confirmed per-participant scoping (a second participant's flag
stayed off) and that toggling back off works cleanly.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The adventure-text field was buried at the bottom of the proposal
form, after the whole interview — the user wanted it to be the very
first thing shown when clicking "Neues Spiel", since pasting an
adventure should drive the proposal rather than follow it.
GameSetupChat now opens on an "Eigenes Abenteuer (optional)" step:
paste the text (or skip) before the wizard chat starts at all. The
setup-chat backend call now receives that text and, when present,
infers genre/world/scope from its opening directly instead of asking
about them — the proposed name/description come out already specific
to the pasted adventure. Removed the now-redundant adventure textarea
from the proposal form (it's collected once, upfront).
Verified live: pasting a short pirate one-shot produced "Klingt nach
einem klassischen Piraten-One-Shot rund um Port Royal – das Genre und
den Umfang leite ich direkt daraus ab", skipping straight to the one
remaining question (experience level), and the final proposal named
Isabella Steel and Blackfin's fortress directly from the text.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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>
Games now have a status/ended_reason pair. The DM can call the new
end_game tool when the story reaches a real conclusion (victory,
defeat, or a resolved one-shot), and the backend independently ends
the game whenever a character's HP drops to 0 or below, regardless of
whether the DM narrates it. The frontend shows a banner and a
"Beendet" badge once a game ends.
HP moves from the freeform combat_stats bag into dedicated
current_hp/max_hp columns on Character, since reliably detecting 0 HP
requires a real integer rather than parsing strings like "3/10" out of
an LLM-authored key/value dict. Also fixed combat_stats to fully
replace on each upsert instead of merging, matching its documented
contract — the merge was leaving stale keys (old HP/TP text) behind
after the model stopped sending them.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- Character sheets gain structured combat_stats, abilities (name +
plain-language explanation), and equipment fields, populated by the
upsert_character_sheet tool; the detail page renders them as their
own sections instead of one prose block, with a player-card-style
attribute grid (full ability names + modifiers).
- Fix double-escaped unicode occasionally left in tool-call JSON
arguments (a model quirk) and stop the app's own json.dumps calls
from re-introducing it (ensure_ascii=False).
- Render chat messages as markdown (react-markdown + Tailwind
typography) instead of raw text, and widen the games/characters/
chat layout to use more of the screen on desktop.
- Sharpen the DM system prompt: state the ability + DC for each
offered action option before the player commits, and narrate rolls
as DC → result → pass/fail before the story consequence; also stop
re-asking Session-0 questions already answered in the game's
name/description.
- Make the DM's LLM provider configurable (xai default, lmstudio for
a local OpenAI-compatible server via host.docker.internal) instead
of hardcoded to x.ai.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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>
FastAPI + Postgres backend with fastapi-users auth, games/characters
CRUD, and a WebSocket chat endpoint where an x.ai Grok DM narrates
play, rolls dice, and maintains character sheets via tool calls.
React + Tailwind frontend covers registration/login, game list and
creation, participation-code join flow, character viewer, and a
real-time chat session view. Docker Compose skeleton (Postgres +
backend) included; Caddy/frontend container wiring is deferred to
the deploy milestone.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>