Dumb down the turn processing for a smaller LLM

This commit is contained in:
Dejvino
2026-06-28 16:17:23 +02:00
parent 0733d178d0
commit 12a8398f9f
2 changed files with 312 additions and 428 deletions
+272 -395
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@@ -62,141 +62,30 @@ class TurnResult:
# ── DM System Prompt Template ──────────────────────────────────────────────
SYSTEM_PROMPT = Template("""You are the Dungeon Master for **The Chaos**, a solo card-based rules-light fantasy TTRPG. Your job is to narrate an immersive, responsive story for one player character.
SYSTEM_PROMPT = Template("""You are the DM for "The Chaos". Narrate in 2nd person ("You"), vivid but concise. Player: Dillion.
## Tone & Style
- Write in **second person** ("You", "Dillion") — the player is Dillion.
- Use vivid sensory descriptions — sight, sound, smell, touch.
- Keep narration cinematic. No monologues.
- Use **bold** for emphasis, *italic* for thoughts/sounds.
- NPC dialogue goes in **"quotes with bold names."**
- Meta-information stays out of the narrative, don't put it in the book. Use prompt for that.
- Never present predefined choices — the player decides freely what to do.
- **Stick to the player's intent.** Don't invent your own actions for the player unless forced by environment or circumstance (e.g., they trigger a trap, an NPC reacts, etc.).
- **Enforce rules.** Player's actions must be physically possible given the current situation in the story (e.g. if they don't have a dagger with them, they can't use it).
## Rules
- **Odds**: 1d6, 4+ favourable, 3- trouble.
- **Traits**: 3d6, roll UNDER trait.
- **Combat**: 1d6, 4+ hits. Damage: 1d6 + mod - armour.
- **Wounds at 0 HP**: 1d6 → 1-2 die, 3-4 -1 max HP, 5-6 -1 all rolls until healed.
- **Modifiers**: Favourable +1, Risky -1, Desperate -2.
## Game Rules (Quick Reference)
### Core Dice
- **Odds**: 1d6, 4+ favours character, 3- is trouble.
- **Traits**: 3d6, must roll UNDER the trait score.
- **Combat hit**: 1d6 ± mods, 4+ hits.
- **Damage**: 1d6 ± weapon mod - armour reduction.
- **Initiative**: both sides roll 1d6, higher acts first.
### Combat Flow
1. Distance: 2d6 × 10 (metres/feet)
2. Surprise: 1d6
3. Grit: 2d6 for creatures (higher = more determined)
4. Initiative: 1d6
5. Turns: state intent → roll 1d6 ± mods → 4+ success, 3- take hit
### Wounds (0 HP)
1d6: 1-2 die, 3-4 lasting wound (-1 max HP), 5-6 -1 all rolls until healed
### Roll Modifiers
Favourable +1, Risky -1, Desperate -2, Well-prepared +1, Poor visibility -1, Relevant trait +1
### Exploration
6 ten-minute watches per hour. Each meaningful action advances a watch.
## How Turns Work
Each turn follows this sequence:
1. The player's action or response is given to you.
2. Think, read files, roll dice, or ask the player to roll — any number of steps. Time is passing, the player is moving and so is the rest of the world and everyone around.
3. **You MUST call `finalize_turn` to end the turn.** There is no other way to complete a turn. The loop will keep calling you until you do.
The **finalize_turn** tool produces all data for this turn:
- **book_log** `[Required]` — **The complete self-contained narrative of this turn.** Describe what happened, what the player did (based on their action request) and what happened as a result, with all sensory/dialogue/mechanical details. This is appended as another page in the book, make sure it reads like a novel.
- **user_prompt** `[Required]` — **Short prompt for the player only, NOT recorded in the book.** Ask what they do next. 1-3 sentences. Do NOT recap the action — that belongs in `book_log`.
- **log_entry** `[Optional]` — One-sentence summary of what happened (action + outcome). Keep it tight.
- **ambience** `[Optional]` — One of: silence, calm, combat, dungeon, forest, tavern, tension, town, wilds.
### How the Loop Works
Each round the system reads your ````tool` blocks, executes them, and feeds back the results. This repeats until you call `finalize_turn`. If you call tools but never call `finalize_turn`, the loop runs until it hits the round limit and the turn fails with an error.
So: call `finalize_turn` when the player needs to see the outcome and make their next decision.
**Important: Do not mix get tools with finalize_turn.** If you call `read_file`, `character_get`, `world_get`, or `journal_get` in a round, you are still gathering information — do NOT also call `finalize_turn` in that same round. Gather first, then finalize in a separate round.
### Journal & Quest Tracking
The journal is the player's quest log and TODO list. Use dedicated tools to manage it:
- **`journal_get`** — Read the full journal to review quests.
- **`journal_update`** — Add new quests/goals via `"add"` and mark completed via `"done"`.
- **Add quests** as they arise: `{"add": ["Investigate the Weeper beneath the mill"]}`
- **Mark sub-tasks** as they emerge: `{"add": ["Find a way to open the iron grate", "Question Rina about the cult"]}`
- **Mark completed** when resolved: `{"done": ["Investigate the Weeper beneath the mill"]}`
- **Keep descriptions specific** — vague entries like "Explore the dungeon" are not helpful.
- **Review the journal** regularly to maintain continuity.
- Long-term goals stay in TODO until resolved; don't re-add the same quest every turn.
### Character & World State
To read or update state files, use the dedicated tools:
- **`character_get`** / **`character_update`** — Read or replace the full character sheet. ONLY update when HP/cash/gear/stats change.
- **`world_get`** / **`world_update`** — Read or replace the full world state. ONLY update when NPCs/locations/threads change.
## Available Tools
Tool calls go in their own fenced code block (one call per block):
```tool
{"tool": "read_file", "args": {"file": "character", "dm_status": "Checking Dillion's stats."}}
## Tools (action only)
Wrap in ```tool to perform an action:
```
{"tool": "roll", "args": {"dice": "1d6"}}
```
You may also show reasoning inline:
- **roll** — dice, modifier
- **player_roll** — dice, reason
- **character_update** — content: "full sheet" (if HP/cash/gear/stats change)
- **world_update** — content: "full world" (if NPCs/locations/threads change)
- **journal_update** — add: [...], done: [...]
```thought
Your reasoning here
```
You have the full state above — no need to look anything up. Just write the story and use tools when the player's action changes something.
Tools available:
Every tool call **must** include a `"dm_status"` string in `args` — a short, public-facing description of what the DM is doing (e.g. `"consulting the archives"`, `"examining the wound"`, `"calculating the odds"`). The player sees this in the UI. Keep it vague — never reveal what the DM is actually reading or learning.
Tool reference (`[R]` = required, `[O]` = optional):
- **read_file** — Read a game state file.
`[R] file`: "character" | "world" | "book" | "log" | "journal"
`[R] dm_status`: "..."
- **roll** — Auto-roll dice (outcome shown in status).
`[O] dice`: "2d6" (default "1d6")
`[O] modifier`: "-1" (default "0")
`[R] dm_status`: "..."
- **player_roll** — Ask the player to roll physical dice. Use when the outcome is uncertain.
`[O] dice`: "2d6" (default "1d6")
`[O] reason`: "why the roll matters"
`[R] dm_status`: "..."
- **character_get** — Read the full character sheet.
`[R] dm_status`: "..."
- **character_update** — Replace the full character sheet.
`[R] content`: "full character sheet markdown"
`[R] dm_status`: "..."
- **world_get** — Read the full world state.
`[R] dm_status`: "..."
- **world_update** — Replace the full world state.
`[R] content`: "full world state markdown"
`[R] dm_status`: "..."
- **journal_get** — Read the journal (TODO / DONE).
`[R] dm_status`: "..."
- **journal_update** — Add or complete journal entries.
`[O] add`: ["new todo item", ...]
`[O] done`: ["completed item", ...]
`[R] dm_status`: "..."
- **finalize_turn** — **REQUIRED to end the turn.** The loop will NOT stop without it. Call this ALONE — do not mix with get tools.
`[R] book_log`: "full-form narrative of what happened durint the turn, permanent story record that reads like a book"
`[R] user_prompt`: "short prompt for the player — NOT recorded, 1-3 sentences"
`[O] log_entry`: "one-sentence summary (action + outcome)"
`[O] ambience`: "soundscape name: silence|calm|combat|dungeon|forest|tavern|tension|town|wilds"
When the player makes a choice, resolve it with the dice mechanics above. Describe the action, roll dice implicitly (describe the outcome, don't say "rolling dice"), apply damage/effects, and update state. Use this to decide how the story evolves.
## Current Game State
## State
### Character
$character
@@ -204,12 +93,37 @@ $character
### World
$world
### Recent Log
### Log
$log
### Recent Story (last turns from the book)
### Story
$story""")
# trailing """ is intentional — the template ends here
PROSE_PROMPT = Template("""You are the DM for "The Chaos". Narrate in 2nd person ("You"), vivid but concise. Player: Dillion.
## Rules
- **Odds**: 1d6, 4+ favourable, 3- trouble.
- **Traits**: 3d6, roll UNDER trait.
- **Combat**: 1d6, 4+ hits. Damage: 1d6 + mod - armour.
- **Wounds at 0 HP**: 1d6 → 1-2 die, 3-4 -1 max HP, 5-6 -1 all rolls until healed.
- **Modifiers**: Favourable +1, Risky -1, Desperate -2.
A die is cast at the start of each turn — incorporate it into your narrative.
## State
### Character
$character
### World
$world
### Log
$log
### Story
$story""")
# ── Game Engine ────────────────────────────────────────────────────────────
@@ -287,11 +201,10 @@ class GameEngine:
def _read_file(self, path: Path) -> str:
return path.read_text().strip() if path.exists() else ""
def _read_recent_log(self, max_entries: int = 10) -> str:
def _read_recent_log(self, max_entries: int = 5) -> str:
"""Read the latest log file and return the last N entries."""
log_path = LOG_DIR / f"{TODAY}.md"
if not log_path.exists():
# Check yesterday's log
from datetime import timedelta
yesterday = (date.today() - timedelta(days=1)).isoformat()
log_path = LOG_DIR / f"{yesterday}.md"
@@ -301,7 +214,7 @@ class GameEngine:
entries = [l for l in lines if l.strip().startswith("- ")]
return "\n".join(entries[-max_entries:]) or "*No recent events.*"
def _read_recent_book(self, max_turns: int = 3) -> str:
def _read_recent_book(self, max_turns: int = 1) -> str:
"""Return the last N turns from the book as context."""
text = self._read_file(BOOK_PATH)
if not text:
@@ -310,6 +223,22 @@ class GameEngine:
recent = turns[-max_turns:]
return "\n## ".join(recent) if len(turns) > 1 else recent[0]
@staticmethod
def _truncate_world(text: str) -> str:
"""Extract key world context: NPCs, factions, active threads, rumours."""
if not text or text == "*No world state.*":
return text
sections = re.split(r"\n(?=## |### )", text)
parts = []
for sec in sections:
header = sec.split("\n")[0].strip() if sec else ""
if "Active Threads" in header:
parts.append(sec)
elif "Notable NPCs" in header or "Factions at Play" in header or "### Rumours" in header:
parts.append(sec)
result = "\n\n".join(parts)
return result or text[:1500] + "\n_(world truncated)_"
def _get_valid_ambiences(self) -> set[str]:
"""Parse ambience_options.md and return set of valid ambience names with associated audio files."""
valid = {"silence"} # silence always valid (stops music)
@@ -341,7 +270,7 @@ class GameEngine:
def build_system_prompt(self) -> str:
"""Assemble the system prompt with current game state."""
char = self._read_file(CHAR_PATH) or "*No character sheet.*"
world = self._read_file(WORLD_PATH) or "*No world state.*"
world = self._truncate_world(self._read_file(WORLD_PATH) or "") or "*No world state.*"
log = self._read_recent_log()
story = self._read_recent_book()
return SYSTEM_PROMPT.substitute(
@@ -382,10 +311,8 @@ class GameEngine:
else:
parts.append(
"## Instructions\n"
"Take the player's request and use it to advance the story."
"Think, gather information, update the state, "
"then call finalize_turn to complete the turn.\n"
"Put each tool call in its own ```tool block."
"Advance the story based on the player's request. "
"All state is shown above — write the outcome directly."
)
return "\n\n".join(parts)
@@ -754,6 +681,28 @@ class GameEngine:
except json.JSONDecodeError:
return None
def _call_llm(self, messages: list[dict], *, label: str = "", max_tokens: int | None = None) -> str | None:
"""Make a single LLM call. Returns content text or None on error."""
try:
import litellm
except ImportError:
return None
try:
response = litellm.completion(
model=self.model,
messages=messages,
temperature=self.temperature,
stream=False,
timeout=60,
max_tokens=max_tokens or self.max_tokens,
)
text = response.choices[0].message.content or ""
self._append_llm_log(f"\n--- {label} ---\n{text}")
return text
except Exception as e:
self._append_llm_log(f"\n--- LLM ERROR ({label}) ---\n{e}")
return None
def generate_with_tools(
self,
player_action: str | None = None,
@@ -764,39 +713,13 @@ class GameEngine:
on_debug: callable = None,
) -> TurnResult:
"""
Multi-turn generation with tool-use loop.
Three-phase generation:
The LLM can output ```thought blocks, call ```tool blocks, and
MUST call **finalize_turn** to complete the turn. Until then the
loop continues feeding tool results back.
`on_thought` / `on_action` / `on_debug` may be called from a worker thread —
use call_from_thread in the TUI.
1. **Prose** — LLM writes the full book_log from context + player action.
2. **Summarize** — LLM condenses the book_log into one log line.
3. **Extract** — LLM reads the book_log and outputs tool calls for state changes.
"""
system = self.build_system_prompt()
user = self.build_user_message(
player_action=player_action,
last_prompt=last_prompt,
)
messages: list[dict] = [
{"role": "system", "content": system},
{"role": "user", "content": user},
]
self._set_llm_env()
try:
import litellm
except ImportError:
return TurnResult(error="litellm not installed")
max_rounds = 30
debug_entries: list[str] = []
attempt = 0
round_used = 0
reminder_count = 0
from datetime import datetime
self._append_llm_log(f"\n{'='*60}")
self._append_llm_log(f"=== Turn — {datetime.now().strftime('%Y-%m-%d %H:%M:%S')} ===")
@@ -806,246 +729,200 @@ class GameEngine:
elif last_prompt:
self._append_llm_log(f"Resume from: {last_prompt[:120]}")
while round_used < max_rounds:
attempt += 1
round_log: list[str] = [f"── Attempt {attempt} (round {round_used + 1}/{max_rounds}) ──"]
# ── Phase 1: Prose ────────────────────────────────────────────────
import random
die_roll = random.randint(1, 6)
self._append_llm_log(f"Dice: {die_roll} (1d6)")
try:
response = litellm.completion(
model=self.model,
messages=messages,
temperature=self.temperature,
stream=False,
timeout=60,
max_tokens=self.max_tokens,
)
text = response.choices[0].message.content or ""
self._append_llm_log(
f"\n--- Attempt {attempt} ---\n{text}"
)
except Exception as e:
self._append_llm_log(f"\n--- LLM ERROR (attempt {attempt}) ---\n{e}")
if on_debug:
on_debug("llm_error", {"error": str(e)})
return TurnResult(error=f"LLM call failed: {e}")
if on_action:
on_action(f"Phase 1/3: writing story (dice={die_roll})")
if on_debug:
on_debug("phase", {"phase": 1, "name": "prose", "status": "start", "dice": die_roll})
if on_debug:
on_debug("llm_response", {"round": attempt, "text": text})
# Thoughts
thoughts = self._extract_thoughts(text)
if thoughts:
round_log.append(f" thoughts: {len(thoughts)}")
for t in thoughts:
if on_thought:
on_thought(t.strip())
if on_debug:
on_debug("thought", {"round": attempt, "text": t.strip()})
# Tool calls
tool_calls = self._extract_tool_calls(
text,
round_num=attempt,
on_debug=on_debug,
book_log = None
for attempt in range(3):
system = PROSE_PROMPT.substitute(
character=self._read_file(CHAR_PATH) or "*No character sheet.*",
world=self._truncate_world(self._read_file(WORLD_PATH) or "") or "*No world state.*",
log=self._read_recent_log(),
story=self._read_recent_book(),
)
finalize_call: dict | None = None
other_calls: list[dict] = []
user = self.build_user_message(
player_action=player_action,
last_prompt=last_prompt,
)
user += f"\n\n*A die is cast: **{die_roll}** (1d6).*"
text = self._call_llm([
{"role": "system", "content": system},
{"role": "user", "content": user},
], label=f"Prose attempt {attempt + 1}", max_tokens=1024)
if not text or not text.strip():
if on_debug:
on_debug("phase", {"phase": 1, "status": "empty", "attempt": attempt + 1})
continue
book_log = text.strip()
if on_debug:
preview = book_log[:150].replace("\n", "\\n")
on_debug("phase", {"phase": 1, "status": "done", "chars": len(book_log), "preview": preview})
break
if not book_log:
return TurnResult(error="Prose generation failed after 3 attempts")
# ── Phase 2: Summarize ────────────────────────────────────────────
if on_action:
on_action("Phase 2/3: summarizing story")
if on_debug:
on_debug("phase", {"phase": 2, "name": "summarize", "status": "start"})
log_context = self._read_recent_log()
log_entry = None
for attempt in range(2):
text = self._call_llm([
{"role": "user", "content":
f"Given the session log so far, summarize the new story in one line. "
f"Focus on who was involved (character and NPC names):\n\n"
f"## Session Log\n{log_context}\n\n"
f"## New Story\n{book_log}"}
], label=f"Summarize attempt {attempt + 1}")
if text and text.strip():
log_entry = text.strip().split("\n")[0][:120]
if on_debug:
on_debug("phase", {"phase": 2, "status": "done", "summary": log_entry})
break
if not log_entry:
log_entry = book_log.split("\n")[0][:120]
if on_debug:
on_debug("phase", {"phase": 2, "status": "fallback", "summary": log_entry})
# ── Phase 3: Extract state changes ────────────────────────────────
if on_action:
on_action("Phase 3/3: extracting state changes")
if on_debug:
on_debug("phase", {"phase": 3, "name": "extract", "status": "start"})
user_prompt = self._auto_prompt(book_log)
ambience = None
debug_info = ""
current_char = self._read_file(CHAR_PATH) or "*No character.*"
current_world = self._truncate_world(self._read_file(WORLD_PATH) or "") or "*No world.*"
for attempt in range(3):
text = self._call_llm([
{"role": "user", "content":
f"Read the story and compare with current state. Output tool calls for changes:\n\n"
f"## Current Character\n{current_char}\n\n"
f"## Current World\n{current_world}\n\n"
f"## Story\n{book_log}\n\n"
f"Output tool blocks for changes only. Include the FULL updated content:\n"
f"- character_update — content: full new sheet if HP/cash/gear/stats changed\n"
f"- world_update — content: full new world if NPCs/locations/threads changed\n"
f"- journal_update — add: [...], done: [...]\n"
f"- finalize_turn — user_prompt (question for player), ambience (soundscape)\n\n"
f"Wrap each in ```tool:\n"
f"```tool\n{{\"tool\": \"character_update\", \"args\": {{\"content\": \"# Character\\n...\"}}}}\n```"}
], label=f"Extract attempt {attempt + 1}")
if not text or not text.strip():
if on_debug:
on_debug("phase", {"phase": 3, "status": "empty", "attempt": attempt + 1})
continue
tool_calls = self._extract_tool_calls(
text, round_num=attempt + 1, on_debug=on_debug
)
if on_debug and tool_calls:
names = [tc.get("tool", "?") for tc in tool_calls if tc.get("tool") != "finalize_turn"]
fin = any(tc.get("tool") == "finalize_turn" for tc in tool_calls)
on_debug("phase", {"phase": 3, "status": "tools_found", "tools": names, "has_finalize": fin})
errors = []
for tc in tool_calls:
if tc.get("tool") == "finalize_turn":
finalize_call = tc
else:
other_calls.append(tc)
# Log tool call summary
if tool_calls:
names = [tc.get("tool", "?") for tc in tool_calls]
round_log.append(f" tools: {', '.join(names)}")
# Guard: mixed get tools + finalize_turn → execute get tools, reject finalize
get_tools = {"read_file", "character_get", "world_get", "journal_get"}
if finalize_call and any(tc.get("tool") in get_tools for tc in other_calls):
# Execute only the get tools, drop finalize_turn
results = []
for tc in other_calls:
if tc.get("tool") not in get_tools:
continue
name = tc.get("tool", "?")
args = tc.get("args", {})
if not args.get("dm_status"):
err_msg = (
f"**Validation Error:** Tool `{name}` missing required `dm_status`. "
f"Add `\"dm_status\": \"what the DM is doing\"` to the args."
)
results.append(err_msg)
round_log.append(f" {name}: MISSING dm_status")
if on_debug:
on_debug("validation_error", {"round": attempt, "type": "tool", "tool": name, "error": "missing dm_status"})
continue
if on_action:
on_action(self._describe_tool_action(name, args))
if on_debug:
on_debug("tool_call", {"round": attempt, "tool": name, "args": args})
result = self._execute_tool(name, args)
results.append(f"**Tool:** {name}\n**Args:** {json.dumps(args)}\n**Result:** {result}")
round_log.append(f" {name}: OK")
if on_debug:
on_debug("tool_result", {"round": attempt, "tool": name, "result": result})
round_log.append(" finalize_turn ignored (mixed with get tools)")
debug_entries.append("\n".join(round_log))
# messages = messages[:2] # keep full history across rounds so LLM can learn from prior attempts
messages.append({"role": "assistant", "content": text})
messages.append({
"role": "user",
"content": "## Tool Results\n\n" + "\n\n".join(results) + "\n\n**Note:** `finalize_turn` was ignored because you called get tools in the same round. Call `finalize_turn` alone in the next round to complete the turn."
})
if on_debug:
on_debug("validation_error", {"round": attempt, "type": "mixed_get_finalize", "tools": [tc.get("tool") for tc in other_calls]})
round_used += 1
continue
# finalize_turn present → validate and return
if finalize_call:
args = finalize_call.get("args", {})
errs = []
if not args.get("book_log"):
errs.append("book_log [Required]")
if not args.get("user_prompt"):
errs.append("user_prompt [Required]")
# Validate ambience
ambience_name = args.get("ambience")
if ambience_name and ambience_name != "silence":
valid_ambiences = self._get_valid_ambiences()
if not valid_ambiences or ambience_name not in valid_ambiences:
errs.append(f"ambience '{ambience_name}' is invalid or has no associated audio files.")
if errs:
hint = (
f"Expected:\n"
f'{{"tool": "finalize_turn", "args": {{'
f'"book_log": "...", '
f'"user_prompt": "...", '
f'"log_entry": "...", '
f'"ambience": "..."'
f"}}}}\n"
f"Valid ambiences: {', '.join(valid_ambiences)}"
)
round_log.append(f" finalize_turn validation errors: {', '.join(errs)}")
debug_entries.append("\n".join(round_log))
# messages = messages[:2] # keep full history across rounds so LLM can learn from prior attempts
messages.append({"role": "assistant", "content": text})
messages.append({
"role": "user",
"content": f"## Validation Error\nMissing required field(s): {', '.join(errs)}.\n\n{hint}Please provide all required fields and call finalize_turn again."
})
if on_debug:
on_debug("validation_error", {"round": attempt, "type": "finalize_turn", "errors": errs})
round_used += 1
name = tc.get("tool", "?")
args = tc.get("args", {})
if name == "finalize_turn":
if args.get("user_prompt"):
user_prompt = args["user_prompt"]
if args.get("ambience"):
ambience = args["ambience"]
continue
if on_action:
on_action(f"State: {self._describe_tool_action(name, args)}")
if on_debug:
on_debug("finalize", {"round": attempt, "args": args})
round_used += 1
self._append_llm_log(
f"\n--- FINALIZE (attempt {attempt}) ---\n"
f"book_log: {args.get('book_log','')[:200]}\n"
f"user_prompt: {args.get('user_prompt','')[:200]}\n"
f"log_entry: {args.get('log_entry','')}\n"
f"ambience: {args.get('ambience','')}\n"
)
return TurnResult(
book_log=args.get("book_log", ""),
user_prompt=args.get("user_prompt", ""),
ambience=args.get("ambience"),
log_entry=args.get("log_entry"),
)
on_debug("tool_call", {"round": attempt + 1, "tool": name, "args": args})
# Execute other tools
if other_calls:
results = []
for tc in other_calls:
name = tc.get("tool", "?")
args = tc.get("args", {})
if name == "player_roll" and on_player_roll:
dice = args.get("dice", "1d6")
reason = args.get("reason", "a check")
roll_val = on_player_roll(dice, reason)
result = f"Player rolled {dice} for '{reason}': {roll_val}"
else:
result = self._execute_tool(name, args)
# dm_status is required on every tool call
if not args.get("dm_status"):
err_msg = (
f"**Validation Error:** Tool `{name}` missing required `dm_status`. "
f"Add `\"dm_status\": \"what the DM is doing\"` to the args.\n"
f"Put each tool call in its own ```tool block."
)
results.append(err_msg)
round_log.append(f" {name}: MISSING dm_status")
if on_debug:
on_debug("validation_error", {"round": attempt, "type": "tool", "tool": name, "error": "missing dm_status"})
continue
if on_action:
on_action(self._describe_tool_action(name, args))
if on_debug:
on_debug("tool_call", {"round": attempt, "tool": name, "args": args})
if name == "player_roll" and on_player_roll:
dice = args.get("dice", "1d6")
reason = args.get("reason", "a check")
roll_val = on_player_roll(dice, reason)
result = f"Player rolled {dice} for '{reason}': {roll_val}"
else:
result = self._execute_tool(name, args)
results.append(f"**Tool:** {name}\n**Args:** {json.dumps(args)}\n**Result:** {result}")
round_log.append(f" {name}: OK")
if on_debug:
on_debug("tool_result", {"round": attempt, "tool": name, "result": result})
# messages = messages[:2] # keep full history across rounds so LLM can learn from prior attempts
messages.append({"role": "assistant", "content": text})
messages.append({
"role": "user",
"content": "## Tool Results\n\n" + "\n\n".join(results),
})
debug_entries.append("\n".join(round_log))
round_used += 1
continue
# No tools, no finalize
round_log.append(" no tool calls")
if not text.strip():
# Empty response — model may be slow. Give it time and retry without adding context.
if result.startswith("**Error:") or result.startswith("Tool error") or result.startswith("Unknown"):
errors.append(f"{name}: {result}")
if on_debug:
on_debug("empty_response", {"round": attempt})
import time
time.sleep(2)
debug_entries.append("\n".join(round_log))
continue
on_debug("tool_result", {"round": attempt + 1, "tool": name, "result": result})
# Plain-text reasoning (no ```tool/```thought blocks) — log in debug but don't show to player
round_used += 1
if not errors:
if on_debug:
on_debug("phase", {"phase": 3, "status": "done", "applied": len([tc for tc in tool_calls if tc.get("tool") != "finalize_turn"])})
break
debug_info = "; ".join(errors)
if on_debug:
on_debug("thought", {"round": attempt, "text": text.strip()})
on_debug("phase", {"phase": 3, "status": "errors", "errors": errors, "attempt": attempt + 1})
debug_entries.append("\n".join(round_log))
# messages = messages[:2] # keep full history across rounds so LLM can learn from prior attempts
messages.append({"role": "assistant", "content": text})
reminder_count += 1
if reminder_count % 3 == 0:
reminder = (
"## Instructions\n"
"Respond with tool calls or finalize_turn.\n\n"
"Put each tool call in its own ```tool block:\n"
"```tool\n{\"tool\": \"character_get\", \"args\": {\"dm_status\": \"...\"}}\n```\n\n"
"When ready, call **finalize_turn** with `book_log` and `user_prompt`."
)
else:
reminder = "Use tools to gather information or call **finalize_turn** to end the turn."
messages.append({"role": "user", "content": reminder})
if on_debug:
on_debug("no_tool_calls", {"round": attempt})
if on_action:
on_action("Turn complete")
if on_debug:
on_debug("phase_done", {
"book_log_chars": len(book_log),
"log_entry": log_entry,
"user_prompt": user_prompt,
"ambience": ambience,
"extract_errors": debug_info or None,
})
debug_text = "\n\n".join(debug_entries)
self._append_llm_log(f"\n--- LOOP EXCEEDED ({max_rounds} rounds) ---\n{debug_text}")
return TurnResult(
error=f"Turn loop exceeded max rounds ({max_rounds}). Below is a debug log of what the LLM did each round:\n\n{debug_text}",
debug_info=debug_text,
self._append_llm_log(
f"\n--- FINAL ---\n"
f"book_log: {book_log[:200]}\n"
f"log_entry: {log_entry}\n"
f"user_prompt: {user_prompt}\n"
f"ambience: {ambience}\n"
)
return TurnResult(
book_log=book_log,
log_entry=log_entry,
user_prompt=user_prompt,
ambience=ambience,
debug_info=debug_info,
)
@staticmethod
def _strip_tool_blocks(text: str) -> str:
"""Remove ```tool, ```json, finalize_turn blocks from narrative text."""
return re.sub(
r'```(?:tool|json|finalize_turn)\s*\n?.*?```',
'',
text,
flags=re.DOTALL,
).strip()
@staticmethod
def _auto_prompt(book_log: str) -> str:
"""Extract a player prompt from the narrative. Uses the last sentence."""
lines = book_log.strip().splitlines()
sentences = []
for line in reversed(lines):
line = line.strip()
if not line:
continue
# Take last substantive line as the prompt
return f"**What do you do?**\n\n{line}"
return "**What do you do?**"
# ── Response Parsing ────────────────────────────────────────────────
+40 -33
View File
@@ -829,47 +829,54 @@ class ChaosTUI(App):
def _on_debug(self, event_type: str, data: dict) -> None:
"""Structured debug entry: visible description + technical detail."""
r = data.get("round", "")
if event_type == "llm_response":
text = data.get("text", "")
if text.strip():
preview = text[:200].replace("\n", "\\n").strip() + ("…" if len(text) > 200 else "")
self._append_debug(f" LLM response: {preview}")
else:
self._append_debug(f" LLM response: (empty)")
elif event_type == "thought":
thought = data.get("text", "")
display = thought[:60] + "…" if len(thought) > 60 else thought
self._append_debug(f" 💭 {display}")
if event_type == "phase":
p = data.get("phase", 0)
status = data.get("status", "")
if status == "start":
name = data.get("name", "")
dice = data.get("dice")
d = f" dice={dice}" if dice else ""
self._append_debug(f"▸ Phase {p}: {name} {d}")
elif status == "done":
if p == 1:
self._append_debug(f" ✔ prose: {data.get('chars', 0)} chars")
elif p == 2:
self._append_debug(f" ✔ summary: {data.get('summary', '')}")
elif p == 3:
n = data.get("applied", 0)
self._append_debug(f" ✔ extract: {n} state changes applied")
elif status == "empty":
self._append_debug(f" ⚠ phase {p} attempt {data.get('attempt', '?')} empty — retry")
elif status == "fallback":
self._append_debug(f" ⚠ phase {p} used fallback: {data.get('summary', '')}")
elif status == "tools_found":
tools = data.get("tools", [])
fin = data.get("has_finalize", False)
t = ", ".join(tools) if tools else "none"
self._append_debug(f" 🔧 tools found: {t}" + (" + finalize_turn" if fin else ""))
elif status == "errors":
errs = data.get("errors", [])
for e in errs:
self._append_debug(f" ✖ {e}")
self._append_debug(f" ⟳ retry (attempt {data.get('attempt', '?')})")
elif event_type == "phase_done":
self._append_debug(f" ✔ turn complete — book_log: {data.get('book_log_chars', 0)} chars")
if data.get("log_entry"):
self._append_debug(f" log: {data['log_entry']}")
if data.get("ambience"):
self._append_debug(f" ambience: {data['ambience']}")
if data.get("extract_errors"):
self._append_debug(f" extract errors: {data['extract_errors']}")
elif event_type == "tool_call":
tool = data.get("tool", "?")
args = data.get("args", {})
desc = args.get("dm_status", tool)
self._append_debug(f" 🔧 {desc}")
self._append_debug(f" {tool}({json.dumps(args)})")
self._append_debug(f" 🔧 {tool}({json.dumps(args)})")
elif event_type == "tool_result":
tool = data.get("tool", "?")
result = data.get("result", "")
preview = result[:80].replace("\n", " ").strip() + ("…" if len(result) > 80 else "")
self._append_debug(f" → {preview}")
elif event_type == "validation_error":
err_type = data.get("type", "")
if err_type == "finalize_turn":
self._append_debug(f" ✖ finalize_turn missing: {', '.join(data.get('errors', []))}")
elif err_type == "mixed_get_finalize":
tools = data.get("tools", [])
self._append_debug(f" ✖ mixed get tools {tools} with finalize_turn — rejected")
else:
tool = data.get("tool", "?")
self._append_debug(f" ✖ {tool} missing dm_status")
elif event_type == "finalize":
self._append_debug(" ✔ finalize_turn")
elif event_type == "no_tool_calls":
self._append_debug(f" ⚠ no tool calls — reminded to use tools")
elif event_type == "parse_error":
self._append_debug(f" ⚠ failed to parse tool block: {data.get('content', '')}")
elif event_type == "empty_response":
self._append_debug(" ⚠ empty response — waiting 2s, retrying without reminder")
self._append_debug(f" ⚠ bad tool block: {data.get('content', '')}")
elif event_type == "llm_error":
self._append_debug(f" ✖ LLM error: {data.get('error', '')}")