Commit Graph

8 Commits

Author SHA1 Message Date
Thorsten 2b2af058b8 Add monster HP tracking, separate from the game-ending logic
Only the player character's HP was tracked before, so a monster's
death was never detected — only the DM's own (unenforced) narration
of it. Add a new update_monster_hp tool the DM calls whenever an
NPC/monster is introduced or takes damage, stored as DM-only
bookkeeping on Game (never exposed via GameRead, since HP/AC of NPCs
is meant to stay secret from players). The tool reports back
"defeated": true once HP drops to 0 so the DM can react to it — but
unlike a character dying, this does NOT auto-end the session; whether
a monster's death should end the game is a separate decision left to
the DM's own end_game call, or to a future rule.

Building an isolated test for this caught a real bug along the way:
the update mutated the matched monster's dict in place before
reassigning the list, which made SQLAlchemy's old-vs-new JSONB
comparison see identical content and silently skip writing the
change. Fixed by building fresh dicts instead of mutating shared ones.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-01 17:50:39 +02:00
Thorsten 8da834c5c1 Add game end status with an end_game DM tool and automatic 0-HP detection
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>
2026-09-01 17:44:46 +02:00
Thorsten 2b99451fdf Add dice-roll animation and tighten attack-roll prompt rules
Broadcast a "rolling" WS event when the DM invokes roll_dice, and show
a cycling dice-emoji animation with the roll notation in the chat while
waiting for the result, instead of just the generic typing indicator.

Also split the dice-roll prompt rule into skill/save checks (DC shown
to the player) vs. attack rolls (AC stays secret but must still be
labeled as a roll), and made the "always roll yourself, never ask the
player to roll" instruction unconditional.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-01 17:28:37 +02:00
Thorsten 624644619c Add character detail, markdown rendering, wider layout, and LLM provider switch
- 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>
2026-09-01 15:18:15 +02:00
Thorsten ec53ed3aba Add DM typing indicator to the game chat
The server broadcasts a "typing" event to the whole room right when
it starts the DM turn, and broadcasts turn failures to everyone too
(previously only the sender saw them, which would've left other
players' indicators stuck forever). The frontend shows a pulsing
"Dungeon Master schreibt …" line that clears once the real reply or
an error arrives.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-01 07:59:10 +02:00
Thorsten 9d378a1eb0 Stop DM from re-asking setup questions already answered in the wizard
run_dm_turn now loads the game's name/description into the system
prompt on every turn, and the Session-0 instructions tell the DM to
check those framing details first and skip re-asking genre/world,
scope, or experience level when they're already covered there —
only the still-open points (player count, characters, rule-depth
preference, content boundaries) get asked.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-31 20:14:22 +02:00
Thorsten 419f5e3a89 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>
2026-08-31 20:03:05 +02:00
Thorsten f37dc9fa76 Add Phase 1 MVP: D&D text-adventure server
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>
2026-08-31 18:43:08 +02:00