8da834c5c1
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>
41 lines
1.3 KiB
Python
41 lines
1.3 KiB
Python
import uuid
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from sqlalchemy.ext.asyncio import AsyncSession
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from app.models.game import Game
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TOOL_SCHEMA = {
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"name": "end_game",
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"description": (
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"Call when the story reaches a real conclusion — the party wins, loses, or a one-shot's "
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"plot is resolved. Marks the game as ended so players see a clear ending. Do not call this "
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"just because a scene ends; only for a genuine story conclusion."
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),
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"parameters": {
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"type": "object",
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"properties": {
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"reason": {
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"type": "string",
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"description": (
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"A short narrative summary of how/why the story ended (victory, defeat, or "
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"resolution), shown to the players, e.g. 'Das Dorf ist gerettet, die Kerze brennt wieder.'"
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),
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},
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},
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"required": ["reason"],
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},
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}
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async def end(session: AsyncSession, game_id: uuid.UUID, tool_input: dict) -> dict:
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game = await session.get(Game, game_id)
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if game is None:
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raise ValueError(f"Game {game_id} not found")
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if game.status != "ended":
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game.status = "ended"
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game.ended_reason = tool_input["reason"]
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await session.commit()
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return {"status": "ended", "reason": game.ended_reason}
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