Files
DungeonsDragons/backend/app/llm/orchestrator.py
T
Thorsten 81eaf667cd Implement the world-state summarization from the Phase 2 plan
Context was pure full-text replay of every message, capped at 40k
chars with oldest-dropped-first — no summarization/world-state layer,
as called out as still-missing in an earlier conversation.

Add a new update_world_state DM tool that persists a compact,
DM-authored recap (key NPCs, current location, open plot threads,
party/inventory state) to a new world_state table, one row per game.
It's injected into the system prompt every turn, ahead of the raw
message window. The DM is instructed to call it regularly — at every
scene change or major event, not just at the end — sending the full
current picture each time (matches the replace-not-merge pattern
already used for combat_stats/abilities/equipment).

Since the summary now backs up everything older, shrink the raw
message window from 40k to 16k chars — it's recent continuity now,
not the sole memory of the session. Full history remains available
via "Volltext laden" regardless, since that reads the messages table
directly rather than through this context builder.

Simplified from the original plan sketch (state JSONB) to a single
free-text summary field — natural-language recaps are something an
LLM authors well; a structured world model would need a schema the
DM would have to conform to for no real benefit here.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-01 17:59:57 +02:00

156 lines
6.0 KiB
Python

import json
import logging
import uuid
from collections.abc import Awaitable, Callable
from sqlalchemy.ext.asyncio import AsyncSession
from app.config import settings
from app.llm.client import get_dm_system_prompt, get_llm_client
from app.llm.context import build_context
from app.llm.json_utils import fix_double_escaped_unicode
from app.llm.tools import character_sheet, dice, end_game, monster, world_state
from app.models.game import Game
from app.models.message import Message
from app.rag.retrieval import build_rag_block
logger = logging.getLogger("app.llm.orchestrator")
MAX_TOOL_ROUNDS = 5
MAX_TOKENS = 4096
TOOLS = [
{"type": "function", "function": dice.TOOL_SCHEMA},
{"type": "function", "function": character_sheet.TOOL_SCHEMA},
{"type": "function", "function": end_game.TOOL_SCHEMA},
{"type": "function", "function": monster.TOOL_SCHEMA},
{"type": "function", "function": world_state.TOOL_SCHEMA},
]
async def _execute_tool_call(
session: AsyncSession, game_id: uuid.UUID, tool_name: str, tool_input: dict
) -> dict:
"""Runs one tool call. Errors are returned as a payload (not raised), so the DM sees them
as a tool result and can recover instead of the whole turn crashing."""
try:
if tool_name == "roll_dice":
return dice.roll(tool_input["notation"])
if tool_name == "upsert_character_sheet":
return await character_sheet.upsert(session, game_id, tool_input)
if tool_name == "end_game":
return await end_game.end(session, game_id, tool_input)
if tool_name == "update_monster_hp":
return await monster.update(session, game_id, tool_input)
if tool_name == "update_world_state":
return await world_state.update(session, game_id, tool_input)
return {"error": f"Unknown tool {tool_name!r}"}
except Exception as exc: # noqa: BLE001
logger.warning("Tool call %s failed: %s", tool_name, exc)
await session.rollback()
return {"error": str(exc)}
async def _check_hp_game_over(session: AsyncSession, game_id: uuid.UUID, result: dict) -> str | None:
"""After an upsert_character_sheet call, auto-ends the game if the character it touched
dropped to 0 HP or below. Returns the end reason if the game was just ended, else None."""
current_hp = result.get("current_hp")
if current_hp is None or current_hp > 0:
return None
game = await session.get(Game, game_id)
if game is None or game.status == "ended":
return None
reason = f"{result.get('name', 'Ein Charakter')} ist bei {current_hp} Trefferpunkten zusammengebrochen."
game.status = "ended"
game.ended_reason = reason
await session.commit()
return reason
async def run_dm_turn(
session: AsyncSession,
game_id: uuid.UUID,
latest_player_message: str | None = None,
on_roll: Callable[[str], Awaitable[None]] | None = None,
on_game_ended: Callable[[str], Awaitable[None]] | None = None,
) -> Message:
client = get_llm_client()
system_prompt = get_dm_system_prompt()
game = await session.get(Game, game_id)
if game is not None:
system_prompt = (
f"{system_prompt}\n\n"
"Spiel-Rahmendaten (vom Ersteller beim Anlegen bereits festgelegt — NICHT erneut "
"abfragen, in Session 0 höchstens knapp bestätigen):\n"
f"Name: {game.name}\nBeschreibung: {game.description}"
)
world_summary = await world_state.get_summary(session, game_id)
if world_summary:
system_prompt = (
f"{system_prompt}\n\nBisheriger Weltzustand (von dir zuletzt über update_world_state "
f"zusammengefasst — der Chatverlauf unten zeigt nur ein aktuelles Fenster, das hier "
f"trägt alles Ältere):\n{world_summary}"
)
if latest_player_message:
rag_block = await build_rag_block(session, latest_player_message)
if rag_block:
system_prompt = f"{system_prompt}\n\n{rag_block}"
messages = [{"role": "system", "content": system_prompt}]
messages.extend(await build_context(session, game_id))
final_text = ""
for _ in range(MAX_TOOL_ROUNDS):
response = await client.chat.completions.create(
model=settings.dm_model,
max_tokens=MAX_TOKENS,
messages=messages,
tools=TOOLS,
)
choice = response.choices[0]
message = choice.message
final_text = message.content or ""
if not message.tool_calls:
break
messages.append(message.model_dump(exclude_unset=True))
for tool_call in message.tool_calls:
tool_input = fix_double_escaped_unicode(json.loads(tool_call.function.arguments))
if tool_call.function.name == "roll_dice" and on_roll is not None:
await on_roll(tool_input.get("notation", ""))
result = await _execute_tool_call(session, game_id, tool_call.function.name, tool_input)
end_reason = None
if tool_call.function.name == "end_game" and "reason" in result:
end_reason = result["reason"]
elif tool_call.function.name == "upsert_character_sheet":
end_reason = await _check_hp_game_over(session, game_id, result)
if end_reason:
result = {**result, "game_ended": True, "end_reason": end_reason}
if end_reason and on_game_ended is not None:
await on_game_ended(end_reason)
messages.append(
{
"role": "tool",
"tool_call_id": tool_call.id,
"content": json.dumps(result, ensure_ascii=False),
}
)
else:
if not final_text:
final_text = "(Der Dungeon Master braucht einen Moment länger als erwartet — bitte versuche es erneut.)"
dm_message = Message(game_id=game_id, sender_type="dm", content=final_text)
session.add(dm_message)
await session.commit()
await session.refresh(dm_message)
return dm_message