Files
DungeonsDragons/backend/app/llm/orchestrator.py
T
Thorsten b77f066259 Add per-game adventure text with RAG-based retrieval
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>
2026-09-02 13:13:59 +02:00

162 lines
6.3 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.adventure_retrieval import build_adventure_rag_block
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}"
)
await world_state.refresh_if_due(session, game_id, client, settings.dm_model)
world_summary = await world_state.get_summary(session, game_id)
if world_summary:
system_prompt = (
f"{system_prompt}\n\nBisheriger Weltzustand (automatisch/von dir über update_world_state "
f"aktuell gehalten — 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}"
adventure_block = await build_adventure_rag_block(session, game_id, latest_player_message)
if adventure_block:
system_prompt = f"{system_prompt}\n\n{adventure_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