Two issues from live testing: (1) the DM only ever spoke after a
player sent something, so starting a fresh game meant typing a
throwaway message like "start" just to get it going; (2) Session 0
asked for player headcount and names even though that's already
known — everyone who wants in has already logged in and joined via
the invite link/code, tracked in game_participants.
Fix 1: ws_game.py now runs a DM turn immediately on the first-ever
WebSocket connection to a game with zero messages, before entering
the normal receive loop — guarded by the game's existing lock plus a
"does this game have messages yet" check, so two tabs opening around
the same time can't produce two greetings. Extracted the
run-turn-then-broadcast logic (typing/rolling/game_ended/message)
into _run_and_broadcast_dm_turn, shared between the kickoff and the
normal per-message path instead of duplicated.
Fix 2: orchestrator.run_dm_turn() now queries game_participants and
injects the actual joined-player names into the system prompt
alongside the game's name/description. dm_system_prompt.txt drops the
"ask for player count and names" question entirely and instructs the
DM to greet whoever's already listed instead, since more players can
join mid-session and get recognized automatically once they speak.
Verified live: a freshly created game showed "Dungeon Master schreibt
…" and then a real opening message addressed to "Thorsten" by name
before any player message existed, skipped straight to the character
question, and reloading the page didn't produce a duplicate greeting.
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>
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>
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>
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>