Validate speech and disable dice rolls
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@ -28,7 +28,6 @@ class GameEngine:
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recent_narrative: str | None = None,
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on_thought: callable = None,
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on_action: callable = None,
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on_player_roll: callable = None,
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) -> TurnResult:
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now = datetime.now()
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state.append_llm_log(f"\n{'='*60}")
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@ -128,9 +127,7 @@ class GameEngine:
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ambience = None
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if args.get("log_entry"):
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log_entry = args["log_entry"]
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elif name == "player_roll":
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pass
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elif name not in ("roll",):
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else:
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state_changes.append(tc)
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# Duplicate check — reject if narrative is 80%+ similar to last book entry
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@ -207,11 +204,6 @@ class GameEngine:
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if name == "narrative":
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pass
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elif name == "player_roll" and on_player_roll:
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dice = args.get("dice", "1d6")
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reason = args.get("reason", "a check")
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roll_val = on_player_roll(dice, reason)
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result = f"Player rolled {dice} for '{reason}': {roll_val}"
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else:
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result = execute_tool(name, args)
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@ -19,12 +19,6 @@ Output ONLY ```tool blocks — no prose, no reasoning, no explanation outside to
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Wrap each action in its own ```tool block:
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```tool
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{"tool": "roll", "args": {"dice": "1d6"}}
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```
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```tool
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{"tool": "player_roll", "args": {"dice": "1d6", "reason": "a check"}}
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```
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```tool
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{"tool": "modify_vitals", "args": {"current_hp": 5, "cash": 45}}
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```
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@ -1,7 +1,6 @@
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from __future__ import annotations
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import json
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import random
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import re
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from .paths import AMBIENCE_PATH, CHAR_PATH, WORLD_PATH
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@ -9,8 +8,6 @@ from .state import read_file, validate_update_size, update_journal, append_llm_l
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TOOL_REGISTRY: dict[str, dict] = {
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"roll": {"description": "Roll dice.", "args": {"dice": "1d6", "modifier": "+1"}},
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"player_roll": {"description": "Ask player to roll.", "args": {"dice": "1d6", "reason": "why"}},
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"modify_traits": {"description": "Change STR/DEX/WIL.", "args": {"str": "optional", "dex": "optional", "wil": "optional"}},
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"modify_vitals": {"description": "Change HP, cash, weapon, armour.", "args": {"current_hp": "optional", "max_hp": "optional", "cash": "optional", "weapon": "optional", "armour": "optional"}},
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"add_to_inventory": {"description": "Add item to gear.", "args": {"item": "item name and stats"}},
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@ -34,27 +31,6 @@ def patch_character(pattern: str, repl: str, count: int = 1, flags: int = 0) ->
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return ""
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def tool_roll(args: dict) -> str:
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dice_str = (args or {}).get("dice", "1d6")
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modifier_str = (args or {}).get("modifier", "0")
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try:
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count, sides = dice_str.lower().split("d")
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count = int(count) if count else 1
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sides = int(sides)
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except (ValueError, TypeError):
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return f"Invalid dice: {dice_str}. Use format like '2d6'."
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mod = 0
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if modifier_str:
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try:
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mod = int(modifier_str)
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except ValueError:
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pass
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rolls = [random.randint(1, sides) for _ in range(count)]
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total = sum(rolls) + mod
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mod_str = f" {'+' if mod >= 0 else ''}{mod}" if mod != 0 else ""
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return f"Roll: {dice_str}{mod_str} → [{', '.join(str(r) for r in rolls)}] = {total}"
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def tool_modify_traits(args: dict) -> str:
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errors = []
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for stat in ("str", "dex", "wil"):
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@ -185,7 +161,6 @@ def tool_finalize_turn(args: dict) -> str:
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def execute_tool(tool_name: str, args: dict) -> str:
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"""Execute a tool by name. Returns result string."""
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fn_map = {
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"roll": tool_roll,
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"modify_traits": tool_modify_traits,
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"modify_vitals": tool_modify_vitals,
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"add_to_inventory": tool_add_to_inventory,
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@ -103,6 +103,7 @@ TURN_VALIDATION_PROMPT = """You are a strict RPG game master validating a genera
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4. **Self-Contained Narrative**: The narrative must read clearly on its own — explicitly describe what the character did in response to the action. Do not skip the character's action and jump straight to consequences. Each turn must make sense without referencing the player action line.
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5. **Log Entry**: Does the log entry accurately summarise the narrative in 1-2 short, dense sentences? Should be specific, factual, and immediately readable.
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6. **Journal Progress**: Are TODO items being addressed? If the narrative resolves an open TODO, the turn must call `journal_update` to mark it done. Unchecked items left stale too long may need prompting.
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7. **Player Speech**: If the player action contains direct speech (quoted text like `"Hello"` or `'Hello'`), the narrative MUST include the player character speaking those words or equivalent dialogue. If the player's speech can be incorporated given the context, the turn should reflect it. Only skip if the speech is completely impossible given the situation.
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## Character (before changes)
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{character}
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23
tools/run.py
23
tools/run.py
@ -28,7 +28,7 @@ from run_utils import (
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from run_ambience import AmbiencePlayer
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from run_widgets import (
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app_ambience_player as _widget_player_ref,
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RollModal, CharPane, StatusBar, TodoPane, TranscriptPane,
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CharPane, StatusBar, TodoPane, TranscriptPane,
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)
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@ -107,8 +107,6 @@ class ChaosTUI(App):
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self._thinking_frame = 0
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self._thinking_timer_handle = None
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self._dm_action = "DM is preparing a response"
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self._roll_event = threading.Event()
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self._roll_result: str | None = None
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self._book_page = 0
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self._book_pages: list[str] = []
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self._prev_page_count = 0
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@ -256,7 +254,6 @@ class ChaosTUI(App):
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player_action=player_action,
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on_thought=on_thought,
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on_action=on_action,
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on_player_roll=self._on_player_roll,
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)
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except Exception as e:
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self.call_from_thread(self._on_generation_error, e, traceback.format_exc())
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@ -294,24 +291,6 @@ class ChaosTUI(App):
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status.add_class("processing")
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status.update(f"✦ {self._spinner_frames[0]} {action} ✦")
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def _on_player_roll(self, dice: str, reason: str) -> str:
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self.call_from_thread(self._show_roll_modal, dice, reason)
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self._roll_event.wait()
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self._roll_event.clear()
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result = self._roll_result
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self._roll_result = None
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return result or "0"
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def _show_roll_modal(self, dice: str, reason: str) -> None:
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self._roll_event.clear()
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self._roll_result = None
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def on_dismiss(value: str) -> None:
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self._roll_result = value
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self._roll_event.set()
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self.push_screen(RollModal(dice, reason), on_dismiss)
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def _tick_thinking(self) -> None:
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if not self._is_processing:
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return
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@ -1,10 +1,6 @@
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from __future__ import annotations
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from textual.app import ComposeResult
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from textual.containers import Vertical
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from textual.screen import Screen
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from textual.widgets import Button, Input, Static
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from rich.markdown import Markdown as RichMarkdown
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from textual.widgets import Static
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from run_utils import (
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CHAR_PATH, TODAY, REFRESH_SECS,
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@ -18,69 +14,6 @@ from run_ambience import HAS_AUDIO
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app_ambience_player: object | None = None
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class RollModal(Screen):
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CSS = """
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RollModal {
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align: center middle;
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background: rgba(0, 0, 0, 0.75);
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}
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#roll-dialog {
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width: 44;
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height: auto;
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padding: 2 3;
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background: #2a2a3a;
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border: thick #e0ad4c;
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}
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#roll-title {
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text-style: bold;
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color: #ffd93d;
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text-align: center;
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height: 3;
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}
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#roll-reason {
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color: #c0b090;
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text-align: center;
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height: 3;
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}
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#roll-input {
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margin: 1 0;
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}
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#roll-submit {
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width: 100%;
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}
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#roll-hint {
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color: #888888;
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text-align: center;
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height: 1;
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}
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"""
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def __init__(self, dice: str, reason: str) -> None:
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super().__init__()
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self.dice = dice
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self.reason = reason
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def compose(self) -> ComposeResult:
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with Vertical(id="roll-dialog"):
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yield Static(f"[bold]🎲 ROLL {self.dice}[/bold]", id="roll-title")
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yield Static(f"Reason: {self.reason}", id="roll-reason")
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yield Input(placeholder="Enter the number you rolled...", id="roll-input")
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yield Button("Submit", id="roll-submit", variant="primary")
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yield Static("(or press Enter)", id="roll-hint")
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def on_input_submitted(self, event: Input.Submitted) -> None:
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self._submit(event.value)
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def on_button_pressed(self, event: Button.Pressed) -> None:
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if event.button.id == "roll-submit":
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self._submit(self.query_one("#roll-input", Input).value)
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def _submit(self, value: str) -> None:
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val = value.strip()
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if val:
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self.dismiss(val)
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class AutoStatic(Static):
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def load(self):
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raise NotImplementedError
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@ -239,7 +239,7 @@ def test_turn_bad_json(mock_call_llm, mock_truncate_world, mock_read_file):
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"I attack the dragon",
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narrative="Dillion swings his sword.",
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log_entry="Dillion attacked the dragon.",
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changes=[{"tool": "roll", "args": {"dice": "1d6"}}],
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changes=[{"tool": "modify_vitals", "args": {"current_hp": 10}}],
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story="A dragon appears!",
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log="- Dragon spotted",
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)
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