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