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>
The code was shown as plain text on the game card with no way to copy
it. It's now a button that copies a full invite link
(origin/games/{id}?code={code}) to the clipboard instead of just the
bare code, since the recipient still needs the game id to get there.
GameSession's join form reads that ?code= param on mount and
pre-fills the input, so following the link lands straight on "click
Beitreten" instead of needing the code typed in by hand.
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>
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>