context-bounded tool loop, debug pane, ambience mute, finalize_turn fence fix

This commit is contained in:
Dejvino 2026-06-25 21:21:41 +02:00
parent 326c8b7ba8
commit d78aad6ce4
4 changed files with 439 additions and 61 deletions

1
.gitignore vendored
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@ -2,3 +2,4 @@ __pycache__/
*.pyc
.env
session/audio/
llm.log

1
session/last_prompt.md Normal file
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@ -0,0 +1 @@
What do you do?

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@ -29,6 +29,7 @@ BOOK_PATH = SESSION_DIR / 'book.md'
JOURNAL_PATH = SESSION_DIR / 'journal.md'
AMBIENCE_PATH = SESSION_DIR / 'ambience.md'
LOG_DIR = SESSION_DIR / 'log'
LLM_LOG_PATH = SESSION_DIR / 'llm.log'
TODAY = date.today().isoformat()
@ -53,6 +54,7 @@ class TurnResult:
book_log: str = ""
user_prompt: str = ""
ambience: Optional[str] = None
log_entry: Optional[str] = None
error: Optional[str] = None
debug_info: str = ""
@ -67,7 +69,8 @@ SYSTEM_PROMPT = Template("""You are the Dungeon Master for **The Chaos**, a solo
- Use **bold** for emphasis, *italic* for thoughts/sounds.
- NPC dialogue goes in **"quotes with bold names."**
- Never present predefined choices the player decides freely what to do.
- Each turn should advance the story meaningfully.
- **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.).
- **Keep turns short** each turn covers a single action or brief exchange, not a full scene. Advance the story one step at a time.
## Game Rules (Quick Reference)
@ -98,13 +101,22 @@ Favourable +1, Risky -1, Desperate -2, Well-prepared +1, Poor visibility -1, Rel
Each turn follows this sequence:
1. The player's action or response is given to you.
2. Think about what happens. Read game state files, roll dice, or ask the player to roll.
3. When ready, call **finalize_turn** to complete the turn.
2. Think, read files, roll dice, or ask the player to roll any number of steps.
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** Narrative of what happened this turn. Appended to the story book.
- **user_prompt** What the player sees next: describe the situation and ask what they do.
- **ambience** One of: silence, calm, combat, dungeon, forest, tavern, tension, town, wilds.
- **book_log** `[Required]` **Everything that happens this turn, narrated in full.** This is appended to the story book and forms the permanent record of the adventure. Include sensory details, dialogue, outcomes the whole scene.
- **user_prompt** `[Required]` **Short prompt for the player only, NOT recorded in the book.** Ask what they do next. 1-3 sentences. Don't put important narrative details here — they belong 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
@ -126,14 +138,14 @@ 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.
IMPORTANT: You MUST call **finalize_turn** to end the turn. Until then you will be called again to continue thinking and gathering information.
**IMPORTANT: `finalize_turn` is mandatory.** Every turn ends with `finalize_turn`. If you don't call it, the loop will keep feeding you tool results until it hits the round limit and the turn fails. See "How the Loop Works" above.
## Available Tools
Tool calls go in their own fenced code block:
Tool calls go in their own fenced code block (one call per block):
```tool
{"tool": "tool_name", "args": {...}}
{"tool": "read_file", "args": {"file": "character", "dm_status": "Checking Dillion's stats."}}
```
You may also show reasoning inline:
@ -146,16 +158,40 @@ 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.
- **read_file** Read a game state file. `{"file": "character|world|book|log|journal", "dm_status": "..."}`
- **roll** Auto-roll dice (outcome shown in status). `{"dice": "2d6", "modifier": "-1", "dm_status": "..."}`
- **player_roll** Ask the player to roll physical dice. **Use when the outcome is uncertain.** `{"dice": "2d6", "reason": "why", "dm_status": "..."}`
- **character_get** Read the full character sheet. `{"dm_status": "..."}`
- **character_update** Replace the character sheet (full content). `{"content": "...", "dm_status": "..."}`
- **world_get** Read the full world state. `{"dm_status": "..."}`
- **world_update** Replace the world state (full content). `{"content": "...", "dm_status": "..."}`
- **journal_get** Read the journal (TODO / DONE). `{"dm_status": "..."}`
- **journal_update** Add or complete journal entries. `{"add": [...], "done": [...], "dm_status": "..."}`
- **finalize_turn** **Complete the turn.** Provide all turn data as args.
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 narrative of what happened this turn — appended to story book (permanent record)"
`[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.
@ -306,21 +342,24 @@ class GameEngine:
parts.append(
"## Instructions\n"
"Continue the story from where it left off. Think, "
"gather information, then call finalize_turn."
"gather information, then call finalize_turn.\n"
"Put each tool call in its own ```tool block."
)
else:
parts.append(
"## Instructions\n"
"Establish the opening scene. Dillion is at the "
"Splintered Tankard in the Keep. Describe the "
"setting, then call finalize_turn."
"setting, then call finalize_turn.\n"
"Put each tool call in its own ```tool block."
)
else:
parts.append(
"## Instructions\n"
"Describe the outcome of the player's action using game "
"mechanics where appropriate. Think, gather information, "
"then call finalize_turn to complete the turn."
"then call finalize_turn to complete the turn.\n"
"Put each tool call in its own ```tool block."
)
return "\n\n".join(parts)
@ -469,11 +508,12 @@ class GameEngine:
"args": {"add": "Optional: list of new TODO items", "done": "Optional: list of completed items"},
},
"finalize_turn": {
"description": "Complete the turn with all required data.",
"description": "Complete the turn.",
"args": {
"book_log": "Narrative of what happened (appended to story book)",
"user_prompt": "What the player sees next — describe and ask what they do",
"ambience": "Optional: soundscape name",
"book_log": "[Required] Full narrative — appended to story book (permanent record)",
"user_prompt": "[Required] Short prompt for player — NOT recorded, 1-3 sentences",
"log_entry": "[Optional] One-sentence summary",
"ambience": "[Optional] Soundscape name",
},
},
}
@ -620,17 +660,61 @@ class GameEngine:
return re.findall(pattern, text, re.DOTALL)
@staticmethod
def _extract_tool_calls(text: str) -> list[dict]:
pattern = r"```tool\s*\n?(.*?)```"
blocks = re.findall(pattern, text, re.DOTALL)
def _extract_tool_calls(text: str, *, round_num: int = 0, on_debug: callable = None) -> list[dict]:
"""Extract tool calls from ```tool and ```json blocks.
Uses json.JSONDecoder.raw_decode for strict parsing; falls back to
heuristics if the LLM produces unescaped newlines in string values.
"""
calls = []
for block in blocks:
seen = set()
def _try_parse(raw: str) -> dict | None:
try:
parsed = json.loads(block.strip())
if isinstance(parsed, dict) and "tool" in parsed:
calls.append(parsed)
obj = json.loads(raw)
if isinstance(obj, dict) and "tool" in obj:
return obj
except json.JSONDecodeError:
pass
return None
for m in re.finditer(r"```(?:tool|json|finalize_turn)\s*\n?", text):
fence_type = m.group(0).strip("``` \n\r")
# 1) Strict: raw_decode from where the JSON should start
obj = None
try:
decoder = json.JSONDecoder()
obj, end = decoder.raw_decode(text, m.end())
except (json.JSONDecodeError, ValueError, StopIteration):
pass
if obj is None:
# 2) Fallback: find closing backticks and repair unescaped newlines in strings
close = text.find("```", m.end())
if close > 0:
raw = text[m.end():close].strip()
def _escape_in_strings(s: str) -> str:
return re.sub(r'"(?:[^"\\]|\\.)*"', lambda x: x.group(0).replace("\n", "\\n"), s, flags=re.DOTALL)
repaired = _escape_in_strings(raw)
obj = _try_parse(repaired)
if obj is not None and isinstance(obj, dict):
# Normalize: fence type "finalize_turn" means the JSON is the args directly
if fence_type == "finalize_turn":
obj = {"tool": "finalize_turn", "args": obj}
# If JSON has a "tool" key, keep as-is
if "tool" not in obj:
obj = None
if obj is not None:
key = (obj["tool"], json.dumps(obj.get("args", {}), sort_keys=True))
if key not in seen:
seen.add(key)
calls.append(obj)
elif on_debug:
preview = text[m.end():m.end() + 120].replace("\n", "\\n")
on_debug("parse_error", {"round": round_num, "content": preview})
return calls
@staticmethod
@ -651,6 +735,7 @@ class GameEngine:
on_thought: callable = None,
on_action: callable = None,
on_player_roll: callable = None,
on_debug: callable = None,
) -> TurnResult:
"""
Multi-turn generation with tool-use loop.
@ -659,7 +744,7 @@ class GameEngine:
MUST call **finalize_turn** to complete the turn. Until then the
loop continues feeding tool results back.
`on_thought` / `on_action` may be called from a worker thread
`on_thought` / `on_action` / `on_debug` may be called from a worker thread
use call_from_thread in the TUI.
"""
system = self.build_system_prompt()
@ -682,9 +767,22 @@ class GameEngine:
max_rounds = 10
debug_entries: list[str] = []
attempt = 0
round_used = 0
reminder_count = 0
for round_idx in range(max_rounds):
round_log: list[str] = [f"── Round {round_idx + 1} ──"]
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')} ===")
self._append_llm_log(f"{'='*60}")
if player_action:
self._append_llm_log(f"Player: {player_action}")
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}) ──"]
try:
response = litellm.completion(
@ -695,9 +793,18 @@ class GameEngine:
timeout=30,
)
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_debug:
on_debug("llm_response", {"round": attempt, "text": text})
# Thoughts
thoughts = self._extract_thoughts(text)
if thoughts:
@ -705,9 +812,15 @@ class GameEngine:
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)
tool_calls = self._extract_tool_calls(
text,
round_num=attempt,
on_debug=on_debug,
)
finalize_call: dict | None = None
other_calls: list[dict] = []
@ -722,27 +835,67 @@ class GameEngine:
names = [tc.get("tool", "?") for tc in tool_calls]
round_log.append(f" tools: {', '.join(names)}")
# Guard: no get tools alongside finalize_turn
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):
round_log.append(" mixed get + finalize — rejected")
debug_entries.append("\n".join(round_log))
messages = messages[:2]
messages.append({"role": "assistant", "content": text})
messages.append({
"role": "user",
"content": "## Validation Error\nYou used a get tool (`read_file`, `character_get`, `world_get`, `journal_get`) and `finalize_turn` in the same round. Decide: either gather information (use get tools, then stop), or finalize the turn (call `finalize_turn` alone with all data). Do not mix them."
})
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 is required")
errs.append("book_log [Required]")
if not args.get("user_prompt"):
errs.append("user_prompt is required")
errs.append("user_prompt [Required]")
if errs:
hint = (
f"Expected:\n"
f'{{"tool": "finalize_turn", "args": {{'
f'"book_log": "...", '
f'"user_prompt": "...", '
f'"log_entry": "...", '
f'"ambience": "..."'
f"}}}}\n"
)
round_log.append(f" finalize_turn validation errors: {', '.join(errs)}")
debug_entries.append("\n".join(round_log))
messages = messages[:2]
messages.append({"role": "assistant", "content": text})
messages.append({
"role": "user",
"content": f"## Validation Error\nfinalize_turn missing: {', '.join(errs)}. Please provide all required fields and call finalize_turn again."
"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
continue
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"),
)
# Execute other tools
@ -756,15 +909,19 @@ class GameEngine:
if not args.get("dm_status"):
err_msg = (
f"**Validation Error:** Tool `{name}` missing required `dm_status`. "
f"Describe what the DM is doing (e.g. "
f'`"dm_status": "consulting the archives"`). Please retry.'
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")
@ -774,24 +931,55 @@ class GameEngine:
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]
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 → remind LLM
round_log.append(" no tool calls — prompted to use tools")
# 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 on_debug:
on_debug("empty_response", {"round": attempt})
import time
time.sleep(2)
debug_entries.append("\n".join(round_log))
continue
# Plain-text reasoning (no ```tool/```thought blocks) — log in debug but don't show to player
round_used += 1
if on_debug:
on_debug("thought", {"round": attempt, "text": text.strip()})
debug_entries.append("\n".join(round_log))
messages = messages[:2]
messages.append({"role": "assistant", "content": text})
messages.append({
"role": "user",
"content": "## Instructions\nUse tools to gather information or call **finalize_turn** to complete the turn."
})
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})
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,
@ -892,6 +1080,12 @@ class GameEngine:
with open(log_path, "a") as f:
f.write(entry.strip() + "\n")
def _append_llm_log(self, text: str) -> None:
"""Append raw LLM activity to llm.log for debugging."""
LLM_LOG_PATH.parent.mkdir(parents=True, exist_ok=True)
with open(LLM_LOG_PATH, "a") as f:
f.write(text + "\n")
def _update_journal(
self, add: list[str] | None = None, done: list[str] | None = None
) -> None:

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@ -7,6 +7,7 @@ Owns the TUI and game loop. Layout:
"""
from __future__ import annotations
import json
import os
import random
import sys
@ -181,6 +182,7 @@ class AmbiencePlayer:
self._options = {}
self._device = None
self._stream = None
self._muted = False
self.load_options()
@property
@ -191,6 +193,17 @@ class AmbiencePlayer:
def ambience_name(self):
return self.current_ambience
@property
def is_muted(self):
return self._muted
def toggle_mute(self):
self._muted = not self._muted
if self._muted:
self._stop()
else:
self._load_current()
def load_options(self):
self._options = parse_ambience_options()
@ -217,16 +230,23 @@ class AmbiencePlayer:
name = AMBIENCE_PATH.read_text().strip().lower()
except OSError:
return
self._switch_to(name)
# Save the name even when muted — will play on unmute
self.current_ambience = name
self._stop()
if not self._muted and name != 'silence' and name in self._options:
self._play_current()
def _switch_to(self, name):
if name == self.current_ambience:
return
self.current_ambience = name
self._stop()
if name == 'silence' or name not in self._options:
if self._muted or name == 'silence' or name not in self._options:
return
tracks = self._options.get(name, [])
self._play_current()
def _play_current(self):
tracks = self._options.get(self.current_ambience, [])
valid = [t for t in tracks if t.exists()]
if not valid:
return
@ -238,6 +258,11 @@ class AmbiencePlayer:
except Exception:
self.current_ambience = None
def _load_current(self):
"""Called on unmute — replay current ambience if not silence."""
if self.current_ambience and self.current_ambience != 'silence':
self._play_current()
# module-level ref
app_ambience_player = None
@ -343,6 +368,31 @@ class TranscriptPane(AutoStatic):
self.parent.scroll_end(animate=False)
class DebugPane(Static):
"""Scrolling log of LLM thoughts, tool calls, and results for this turn."""
MAX_LINES = 200
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self._lines: list[str] = []
def append(self, text: str) -> None:
self._lines.append(text)
if len(self._lines) > self.MAX_LINES:
self._lines.pop(0)
self.update("\n".join(self._lines[-100:]))
self.call_after_refresh(self._scroll_bottom)
def _scroll_bottom(self):
if self.parent and hasattr(self.parent, 'scroll_end'):
self.parent.scroll_end(animate=False)
def clear(self) -> None:
self._lines.clear()
self.update("")
class CharPane(AutoStatic):
def load(self):
if not CHAR_PATH.exists():
@ -422,6 +472,20 @@ class ChaosTUI(App):
color: #c8c8c8;
padding: 0 1;
}
#debug-content {
background: #1a1a1a;
color: #88b0a0;
padding: 0 1;
}
#debug-content .dm-thought {
color: #c0a060;
}
#debug-content .dm-tool {
color: #60a0c0;
}
#debug-content .dm-result {
color: #80a080;
}
/* Play tab */
#play-narrative {
@ -515,6 +579,25 @@ class ChaosTUI(App):
height: 1;
text-style: italic;
}
#mute-btn {
dock: bottom;
width: 6;
height: 1;
background: #2a2a2a;
color: #888888;
border: none;
padding: 0 1;
min-width: 6;
margin: 0;
}
#mute-btn:hover {
background: #3a3a3a;
color: #cccccc;
}
#mute-btn.muted {
color: #ff6b6b;
text-style: bold;
}
"""
BINDINGS = [
@ -553,6 +636,9 @@ class ChaosTUI(App):
self._book_pages = []
self._prev_page_count = 0
# Debug log
self._debug_lines: list[str] = []
# ── Compose ──────────────────────────────────────────
def compose(self):
yield Static(f"⚔ The Chaos ╎ {TODAY}", id="banner")
@ -585,7 +671,11 @@ class ChaosTUI(App):
yield Button("Next >>", id="book-next")
with VerticalScroll(id="book-scroll"):
yield Static("", id="book-content")
with TabPane("DEBUG", id="debug-tab"):
with VerticalScroll():
yield DebugPane("", id="debug-content")
yield StatusBar(id="status-bar")
yield Button("", id="mute-btn", classes="mute-button")
def on_mount(self):
ensure_log()
@ -593,6 +683,7 @@ class ChaosTUI(App):
self._init_book()
self.set_interval(REFRESH_SECS, self._check_ambience)
self.set_interval(REFRESH_SECS, self._reload_book)
self.call_after_refresh(self._update_mute_button)
# Start the game
self.call_after_refresh(self._begin_game)
@ -617,6 +708,23 @@ class ChaosTUI(App):
if app_ambience_player:
app_ambience_player.poll()
def on_button_pressed(self, event: Button.Pressed) -> None:
if event.button.id == "mute-btn":
if app_ambience_player:
app_ambience_player.toggle_mute()
self._update_mute_button()
def _update_mute_button(self) -> None:
btn = self.query_one("#mute-btn", Button)
if app_ambience_player and app_ambience_player.is_muted:
btn.label = "♪ muted"
btn.classes = "muted"
btn.tooltip = "Unmute music"
else:
btn.label = ""
btn.classes = ""
btn.tooltip = "Mute music"
# ── Game Loop ─────────────────────────────────────────
def _call_llm(self, player_action: str | None = None):
"""Called when the player has acted — sends their action to the LLM."""
@ -630,6 +738,14 @@ class ChaosTUI(App):
self._show_thinking()
# Clear debug for new turn
pane = self.query_one("#debug-content", DebugPane)
pane.clear()
if player_action:
self._append_debug(f"▶ player action: {player_action}")
else:
self._append_debug("▶ starting new turn")
# Run generation in a daemon thread so it doesn't block the UI
t = threading.Thread(
target=self._run_generation,
@ -648,16 +764,27 @@ class ChaosTUI(App):
def on_action(action: str) -> None:
self.call_from_thread(self._on_action, action)
def on_debug(event_type: str, data: dict) -> None:
self.call_from_thread(self._on_debug, event_type, data)
result = self.engine.generate_with_tools(
player_action=player_action,
last_prompt=last_prompt,
on_thought=on_thought,
on_action=on_action,
on_player_roll=self._on_player_roll,
on_debug=on_debug,
)
self.call_from_thread(self._on_generation_done, result, player_action)
def _append_debug(self, text: str) -> None:
"""Append a line to the debug pane."""
from datetime import datetime
ts = datetime.now().strftime("%H:%M:%S")
pane = self.query_one("#debug-content", DebugPane)
pane.append(f"[{ts}] {text}")
def _show_thinking(self) -> None:
"""Show the thinking indicator and start the animation timer."""
self._dm_action = "DM is weaving the narrative"
@ -688,6 +815,7 @@ class ChaosTUI(App):
status.add_class("processing")
spinner = self._spinner_frames[0]
status.update(f"{spinner} {display}")
self._append_debug(f"{display}")
def _on_action(self, action: str) -> None:
"""Display a DM action (tool call) in the status bar."""
@ -697,9 +825,57 @@ class ChaosTUI(App):
status.add_class("processing")
spinner = self._spinner_frames[0]
status.update(f"{spinner} {action}")
self._append_debug(action)
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}")
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)})")
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")
elif event_type == "llm_error":
self._append_debug(f" ✖ LLM error: {data.get('error', '')}")
def _on_player_roll(self, dice: str, reason: str) -> str:
"""Called from worker thread. Shows roll popup, blocks until player responds."""
self.call_from_thread(self._append_debug, f"🎲 asks player to roll {dice} ({reason})")
self.call_from_thread(self._show_roll_modal, dice, reason)
self._roll_event.wait()
self._roll_event.clear()
@ -736,8 +912,21 @@ class ChaosTUI(App):
if result.error:
self._show_error(result.error, result.debug_info)
self._append_debug(f"✖ error: {result.error}")
return
# Log only after successful finalize — failed turns produce no side effects
from datetime import datetime
ts = datetime.now().strftime("%H:%M")
if player_action:
time_of_day = self._guess_time_of_day()
self.engine.append_log(f"- **{time_of_day}** — {player_action}")
if result.log_entry:
self.engine.append_log(f"- **{ts}** — {result.log_entry}")
elif result.book_log:
first_line = result.book_log.strip().split("\n")[0][:80]
self.engine.append_log(f"- **Turn** — {first_line}")
# Archive the turn's book log
if result.book_log:
self.engine.archive_turn(result.book_log)
@ -755,6 +944,7 @@ class ChaosTUI(App):
# Store for next turn
self._last_prompt = result.user_prompt
self._last_result = result
self._append_debug("✔ turn complete")
def _display_scene(self, result: TurnResult) -> None:
"""Update the UI with the last story entry followed by the DM prompt."""
@ -800,14 +990,6 @@ class ChaosTUI(App):
def _handle_player_action(self, action: str) -> None:
"""Handle a player action typed in the input."""
# Log the action
from datetime import datetime
timestamp = datetime.now().strftime("%H:%M")
time_of_day = self._guess_time_of_day()
log_entry = f"- **{time_of_day}** — {action}"
self.engine.append_log(log_entry)
# Call LLM to resolve
self._call_llm(player_action=action)
def _guess_time_of_day(self) -> str: