Files
DungeonsDragons/backend/app/llm/orchestrator.py
T
Thorsten f5c62d27fd Let players roll their own physical dice instead of the DM
Adds the "Ich würfle selbst" checkbox the user asked for, plus the
structural piece that makes it actually reliable: a tool call can't
block mid-turn waiting for a human to go find a d20, so this can't be
a pure client-side toggle — the DM has to think in two turns (ask,
then later recognize the answer), and it's easy for an LLM to lose
track of that across a real gap in the conversation.

game_participants gets self_rolls (the toggle) and pending_roll (what
roll is currently awaited, if any). When self_rolls is on, roll_dice
doesn't touch the RNG — it validates the notation, stores it as
pending_roll, and returns an "awaiting_player_roll" result that tells
the DM to ask for that exact roll and wait, never inventing a number.
At the top of the player's next turn, orchestrator.run_dm_turn reads
back any pending_roll, injects it as an explicit reminder into the
system prompt ("the player's message is probably answering this"),
and clears it — so the DM doesn't have to rely on remembering what it
asked for several messages ago.

Frontend: the checkbox lives in the game header (PATCH
/api/games/{id}/self-rolls, per-participant). A persistent "🎲 Du bist
am Zug" banner shows the pending notation/reason — persistent, not
transient like the typing/rolling indicators, since answering it means
physically finding a die and rolling, which takes real time. It's
seeded from GameRead.my_pending_roll on load so it survives a page
reload, and only clears when the player actually sends their next
message (not when the DM's message arrives, which would make it
disappear before there was time to read it).

Verified live end-to-end against x.ai in a real session: toggled the
setting, asked for something requiring a check, got "würfle bitte
1d20+1" instead of an auto-rolled result, confirmed the banner
survived a full page reload, replied "14", and the DM used that
number directly ("Du hast 14 gewürfelt — das reicht") without
re-rolling — with pending_roll correctly cleared in the DB afterward.
Also confirmed per-participant scoping (a second participant's flag
stayed off) and that toggling back off works cleanly.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-03 13:59:48 +02:00

240 lines
9.9 KiB
Python

import json
import logging
import uuid
from collections.abc import Awaitable, Callable
from sqlalchemy import select
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, GameParticipant
from app.models.message import Message
from app.models.user import User
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 _request_player_roll(
session: AsyncSession, participant: GameParticipant, notation: str, reason: str
) -> dict:
"""Handles a roll_dice call for a player who rolls their own physical dice: validates the
notation without touching the RNG, records it as the participant's pending roll (picked up
and cleared at the top of their next turn), and returns a tool result that tells the DM to
ask for it and wait instead of rolling itself."""
try:
dice.parse_notation(notation)
except ValueError as exc:
return {"error": str(exc)}
participant.pending_roll = {"notation": notation, "reason": reason}
await session.commit()
return {
"awaiting_player_roll": True,
"notation": notation,
"reason": reason,
"note": (
f"Der Spieler würfelt selbst mit physischen Würfeln. Nenne ihm klar und knapp, was er "
f"würfeln soll ({notation}" + (f", {reason}" if reason else "") + "), und warte auf "
"seine Antwort mit dem Ergebnis in einer künftigen Nachricht — würfle nicht selbst und "
"erfinde kein Ergebnis."
),
}
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,
user_id: uuid.UUID | None = None,
on_roll: Callable[[str], Awaitable[None]] | None = None,
on_awaiting_roll: Callable[[str, 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()
participant: GameParticipant | None = None
if user_id is not None:
participant = (
await session.execute(
select(GameParticipant).where(
GameParticipant.game_id == game_id, GameParticipant.user_id == user_id
)
)
).scalar_one_or_none()
if participant is not None and participant.pending_roll:
pending = participant.pending_roll
system_prompt += (
f"\n\nOffene Würfelanfrage: Du hast {pending.get('notation')} "
f"({pending.get('reason') or 'ohne Angabe'}) angefragt, der Spieler würfelt selbst. "
"Seine gerade eingegangene Nachricht enthält vermutlich das Ergebnis dieses Wurfs — "
"nimm die genannte Zahl direkt als Wurfergebnis, würfle NICHT selbst und frag nicht "
"erneut danach, außer die Nachricht beantwortet die Anfrage erkennbar nicht."
)
# Consumed either way — if the message didn't actually answer it, the DM asking again
# via roll_dice creates a fresh pending_roll for next time.
participant.pending_roll = None
await session.commit()
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}"
)
participant_names = (
await session.execute(
select(User.name)
.join(GameParticipant, GameParticipant.user_id == User.id)
.where(GameParticipant.game_id == game_id)
)
).scalars().all()
if participant_names:
system_prompt += (
"\n\nBereits beigetretene Spieler (über Login/Einladungslink — NICHT nach Anzahl "
"oder Namen fragen): " + ", ".join(participant_names) + ". Weitere können jederzeit "
"über den Einladungslink dazukommen; du erkennst sie automatisch am Namen, sobald sie schreiben."
)
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 participant is not None and participant.self_rolls:
notation = tool_input.get("notation", "")
reason = tool_input.get("reason", "")
result = await _request_player_roll(session, participant, notation, reason)
if "error" not in result and on_awaiting_roll is not None:
await on_awaiting_roll(notation, reason)
else:
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