import uuid from sqlalchemy import select from sqlalchemy.ext.asyncio import AsyncSession from app.models.character import Character from app.models.game import GameParticipant from app.models.user import User TOOL_SCHEMA = { "name": "upsert_character_sheet", "description": ( "Create or update a player's character sheet as facts about them are confirmed or change during play " "(name, race, class, ability stats, combat stats, abilities, equipment, backstory). Call this " "proactively as soon as details are settled — do not wait until the end of the session." ), "parameters": { "type": "object", "properties": { "player_name": { "type": "string", "description": "The real first name of the player this character belongs to, exactly as they introduced themselves.", }, "character_id": { "type": "string", "description": "Omit when creating a new character. Provide the existing character's id when updating one.", }, "name": {"type": "string"}, "race": {"type": "string"}, "char_class": {"type": "string"}, "stats": { "type": "object", "description": "Ability scores, e.g. {\"STR\": 15, \"DEX\": 12, \"CON\": 14, \"INT\": 10, \"WIS\": 8, \"CHA\": 13}", }, "current_hp": { "type": "integer", "description": ( "Current hit points. Always send this together with max_hp whenever HP changes " "(damage, healing, character creation) — the server uses it to detect when a " "character goes down. Do NOT also put HP/TP in combat_stats, this is the only place for it." ), }, "max_hp": { "type": "integer", "description": "Maximum hit points. Send together with current_hp.", }, "combat_stats": { "type": "object", "description": ( "Key/value readouts EXCLUDING hit points (use current_hp/max_hp for those), e.g. " "{\"RK\": \"19\", \"Initiative\": \"+1\", \"Tempo\": \"7,5 m\", \"Übungsbonus\": \"+2\"}. " "Send the full current set each time — this replaces whatever was stored before." ), }, "abilities": { "type": "array", "description": ( "Every notable class feature, racial trait, feat, or spell the character has — one " "entry per ability. Each 'description' must be a clear, beginner-friendly explanation " "of what it does and when/how to use it, not just its rules name. Send the full current " "list each time — this replaces whatever was stored before." ), "items": { "type": "object", "properties": { "name": {"type": "string"}, "description": {"type": "string"}, }, "required": ["name", "description"], }, }, "equipment": { "type": "array", "description": "Full current equipment/inventory list, one item per string. Replaces whatever was stored before.", "items": {"type": "string"}, }, "description": { "type": "string", "description": "Backstory/background narrative only — oaths, personality, motivation, current situation. Abilities and equipment go in their own fields, not here.", }, }, "required": ["player_name"], }, } async def upsert(session: AsyncSession, game_id: uuid.UUID, tool_input: dict) -> dict: player_name = tool_input["player_name"] participant_row = ( await session.execute( select(GameParticipant, User) .join(User, User.id == GameParticipant.user_id) .where(GameParticipant.game_id == game_id, User.name == player_name) ) ).first() if participant_row is None: raise ValueError(f"No participant named {player_name!r} found in this game") participant, user = participant_row character_id = tool_input.get("character_id") character: Character | None = None if character_id: character = await session.get(Character, uuid.UUID(character_id)) if character is None or character.owner_id != user.id: raise ValueError(f"Character {character_id!r} does not belong to {player_name!r}") elif participant.character_id is not None: # The player already has a character in this game (set by an earlier call in this # session) — reuse it instead of creating a duplicate when the model omits character_id. character = await session.get(Character, participant.character_id) if character is None: character = Character(owner_id=user.id, name=tool_input.get("name", "Unbenannt"), stats={}) session.add(character) for field in ("name", "race", "char_class", "description"): if field in tool_input and tool_input[field] is not None: setattr(character, field, tool_input[field]) if "stats" in tool_input and tool_input["stats"] is not None: character.stats = {**(character.stats or {}), **tool_input["stats"]} if "combat_stats" in tool_input and tool_input["combat_stats"] is not None: character.combat_stats = tool_input["combat_stats"] if "current_hp" in tool_input and tool_input["current_hp"] is not None: character.current_hp = tool_input["current_hp"] if "max_hp" in tool_input and tool_input["max_hp"] is not None: character.max_hp = tool_input["max_hp"] if "abilities" in tool_input and tool_input["abilities"] is not None: character.abilities = tool_input["abilities"] if "equipment" in tool_input and tool_input["equipment"] is not None: character.equipment = tool_input["equipment"] await session.flush() if participant.character_id != character.id: participant.character_id = character.id await session.commit() await session.refresh(character) return { "character_id": str(character.id), "name": character.name, "current_hp": character.current_hp, "max_hp": character.max_hp, }