context-bounded tool loop, debug pane, ambience mute, finalize_turn fence fix
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vendored
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.gitignore
vendored
@ -2,3 +2,4 @@ __pycache__/
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*.pyc
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.env
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session/audio/
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llm.log
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1
session/last_prompt.md
Normal file
1
session/last_prompt.md
Normal file
@ -0,0 +1 @@
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What do you do?
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294
tools/engine.py
294
tools/engine.py
@ -29,6 +29,7 @@ BOOK_PATH = SESSION_DIR / 'book.md'
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JOURNAL_PATH = SESSION_DIR / 'journal.md'
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AMBIENCE_PATH = SESSION_DIR / 'ambience.md'
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LOG_DIR = SESSION_DIR / 'log'
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LLM_LOG_PATH = SESSION_DIR / 'llm.log'
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TODAY = date.today().isoformat()
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@ -53,6 +54,7 @@ class TurnResult:
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book_log: str = ""
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user_prompt: str = ""
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ambience: Optional[str] = None
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log_entry: Optional[str] = None
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error: Optional[str] = None
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debug_info: str = ""
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@ -67,7 +69,8 @@ SYSTEM_PROMPT = Template("""You are the Dungeon Master for **The Chaos**, a solo
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- Use **bold** for emphasis, *italic* for thoughts/sounds.
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- NPC dialogue goes in **"quotes with bold names."**
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- Never present predefined choices — the player decides freely what to do.
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- Each turn should advance the story meaningfully.
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- **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.).
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- **Keep turns short** — each turn covers a single action or brief exchange, not a full scene. Advance the story one step at a time.
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## Game Rules (Quick Reference)
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@ -98,13 +101,22 @@ Favourable +1, Risky -1, Desperate -2, Well-prepared +1, Poor visibility -1, Rel
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Each turn follows this sequence:
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1. The player's action or response is given to you.
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2. Think about what happens. Read game state files, roll dice, or ask the player to roll.
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3. When ready, call **finalize_turn** to complete the turn.
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2. Think, read files, roll dice, or ask the player to roll — any number of steps.
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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.
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The **finalize_turn** tool produces all data for this turn:
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- **book_log** — Narrative of what happened this turn. Appended to the story book.
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- **user_prompt** — What the player sees next: describe the situation and ask what they do.
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- **ambience** — One of: silence, calm, combat, dungeon, forest, tavern, tension, town, wilds.
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- **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.
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- **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`.
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- **log_entry** `[Optional]` — One-sentence summary of what happened (action + outcome). Keep it tight.
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- **ambience** `[Optional]` — One of: silence, calm, combat, dungeon, forest, tavern, tension, town, wilds.
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### How the Loop Works
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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.
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So: call `finalize_turn` when the player needs to see the outcome and make their next decision.
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**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.
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### Journal & Quest Tracking
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@ -126,14 +138,14 @@ To read or update state files, use the dedicated tools:
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- **`character_get`** / **`character_update`** — Read or replace the full character sheet. ONLY update when HP/cash/gear/stats change.
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- **`world_get`** / **`world_update`** — Read or replace the full world state. ONLY update when NPCs/locations/threads change.
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IMPORTANT: You MUST call **finalize_turn** to end the turn. Until then you will be called again to continue thinking and gathering information.
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**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.
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## Available Tools
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Tool calls go in their own fenced code block:
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Tool calls go in their own fenced code block (one call per block):
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```tool
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{"tool": "tool_name", "args": {...}}
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{"tool": "read_file", "args": {"file": "character", "dm_status": "Checking Dillion's stats."}}
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```
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You may also show reasoning inline:
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@ -146,16 +158,40 @@ Tools available:
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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.
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- **read_file** — Read a game state file. `{"file": "character|world|book|log|journal", "dm_status": "..."}`
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- **roll** — Auto-roll dice (outcome shown in status). `{"dice": "2d6", "modifier": "-1", "dm_status": "..."}`
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- **player_roll** — Ask the player to roll physical dice. **Use when the outcome is uncertain.** `{"dice": "2d6", "reason": "why", "dm_status": "..."}`
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- **character_get** — Read the full character sheet. `{"dm_status": "..."}`
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- **character_update** — Replace the character sheet (full content). `{"content": "...", "dm_status": "..."}`
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- **world_get** — Read the full world state. `{"dm_status": "..."}`
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- **world_update** — Replace the world state (full content). `{"content": "...", "dm_status": "..."}`
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- **journal_get** — Read the journal (TODO / DONE). `{"dm_status": "..."}`
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- **journal_update** — Add or complete journal entries. `{"add": [...], "done": [...], "dm_status": "..."}`
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- **finalize_turn** — **Complete the turn.** Provide all turn data as args.
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Tool reference (`[R]` = required, `[O]` = optional):
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- **read_file** — Read a game state file.
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`[R] file`: "character" | "world" | "book" | "log" | "journal"
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`[R] dm_status`: "..."
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- **roll** — Auto-roll dice (outcome shown in status).
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`[O] dice`: "2d6" (default "1d6")
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`[O] modifier`: "-1" (default "0")
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`[R] dm_status`: "..."
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- **player_roll** — Ask the player to roll physical dice. Use when the outcome is uncertain.
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`[O] dice`: "2d6" (default "1d6")
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`[O] reason`: "why the roll matters"
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`[R] dm_status`: "..."
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- **character_get** — Read the full character sheet.
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`[R] dm_status`: "..."
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- **character_update** — Replace the full character sheet.
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`[R] content`: "full character sheet markdown"
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`[R] dm_status`: "..."
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- **world_get** — Read the full world state.
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`[R] dm_status`: "..."
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- **world_update** — Replace the full world state.
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`[R] content`: "full world state markdown"
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`[R] dm_status`: "..."
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- **journal_get** — Read the journal (TODO / DONE).
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`[R] dm_status`: "..."
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- **journal_update** — Add or complete journal entries.
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`[O] add`: ["new todo item", ...]
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`[O] done`: ["completed item", ...]
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`[R] dm_status`: "..."
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- **finalize_turn** — **REQUIRED to end the turn.** The loop will NOT stop without it. Call this ALONE — do not mix with get tools.
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`[R] book_log`: "full narrative of what happened this turn — appended to story book (permanent record)"
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`[R] user_prompt`: "short prompt for the player — NOT recorded, 1-3 sentences"
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`[O] log_entry`: "one-sentence summary (action + outcome)"
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`[O] ambience`: "soundscape name: silence|calm|combat|dungeon|forest|tavern|tension|town|wilds"
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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.
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@ -304,23 +340,26 @@ class GameEngine:
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if not player_action and not last_prompt:
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if has_existing_story:
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parts.append(
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"## Instructions\n"
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"Continue the story from where it left off. Think, "
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"gather information, then call finalize_turn."
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"## Instructions\n"
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"Continue the story from where it left off. Think, "
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"gather information, then call finalize_turn.\n"
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"Put each tool call in its own ```tool block."
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)
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else:
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parts.append(
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"## Instructions\n"
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"Establish the opening scene. Dillion is at the "
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"Splintered Tankard in the Keep. Describe the "
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"setting, then call finalize_turn."
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"setting, then call finalize_turn.\n"
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"Put each tool call in its own ```tool block."
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)
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else:
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parts.append(
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"## Instructions\n"
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"Describe the outcome of the player's action using game "
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"mechanics where appropriate. Think, gather information, "
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"then call finalize_turn to complete the turn."
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"then call finalize_turn to complete the turn.\n"
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"Put each tool call in its own ```tool block."
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)
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return "\n\n".join(parts)
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@ -469,11 +508,12 @@ class GameEngine:
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"args": {"add": "Optional: list of new TODO items", "done": "Optional: list of completed items"},
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},
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"finalize_turn": {
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"description": "Complete the turn with all required data.",
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"description": "Complete the turn.",
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"args": {
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"book_log": "Narrative of what happened (appended to story book)",
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"user_prompt": "What the player sees next — describe and ask what they do",
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"ambience": "Optional: soundscape name",
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"book_log": "[Required] Full narrative — appended to story book (permanent record)",
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"user_prompt": "[Required] Short prompt for player — NOT recorded, 1-3 sentences",
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"log_entry": "[Optional] One-sentence summary",
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"ambience": "[Optional] Soundscape name",
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},
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},
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}
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@ -620,17 +660,61 @@ class GameEngine:
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return re.findall(pattern, text, re.DOTALL)
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@staticmethod
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def _extract_tool_calls(text: str) -> list[dict]:
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pattern = r"```tool\s*\n?(.*?)```"
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blocks = re.findall(pattern, text, re.DOTALL)
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def _extract_tool_calls(text: str, *, round_num: int = 0, on_debug: callable = None) -> list[dict]:
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"""Extract tool calls from ```tool and ```json blocks.
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Uses json.JSONDecoder.raw_decode for strict parsing; falls back to
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heuristics if the LLM produces unescaped newlines in string values.
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"""
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calls = []
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for block in blocks:
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seen = set()
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def _try_parse(raw: str) -> dict | None:
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try:
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parsed = json.loads(block.strip())
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if isinstance(parsed, dict) and "tool" in parsed:
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calls.append(parsed)
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obj = json.loads(raw)
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if isinstance(obj, dict) and "tool" in obj:
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return obj
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except json.JSONDecodeError:
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pass
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return None
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for m in re.finditer(r"```(?:tool|json|finalize_turn)\s*\n?", text):
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fence_type = m.group(0).strip("``` \n\r")
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# 1) Strict: raw_decode from where the JSON should start
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obj = None
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try:
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decoder = json.JSONDecoder()
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obj, end = decoder.raw_decode(text, m.end())
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except (json.JSONDecodeError, ValueError, StopIteration):
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pass
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if obj is None:
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# 2) Fallback: find closing backticks and repair unescaped newlines in strings
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close = text.find("```", m.end())
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if close > 0:
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raw = text[m.end():close].strip()
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def _escape_in_strings(s: str) -> str:
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return re.sub(r'"(?:[^"\\]|\\.)*"', lambda x: x.group(0).replace("\n", "\\n"), s, flags=re.DOTALL)
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repaired = _escape_in_strings(raw)
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obj = _try_parse(repaired)
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if obj is not None and isinstance(obj, dict):
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# Normalize: fence type "finalize_turn" means the JSON is the args directly
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if fence_type == "finalize_turn":
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obj = {"tool": "finalize_turn", "args": obj}
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# If JSON has a "tool" key, keep as-is
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if "tool" not in obj:
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obj = None
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if obj is not None:
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key = (obj["tool"], json.dumps(obj.get("args", {}), sort_keys=True))
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if key not in seen:
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seen.add(key)
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calls.append(obj)
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elif on_debug:
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preview = text[m.end():m.end() + 120].replace("\n", "\\n")
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on_debug("parse_error", {"round": round_num, "content": preview})
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return calls
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@staticmethod
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@ -651,6 +735,7 @@ class GameEngine:
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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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on_debug: callable = None,
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) -> TurnResult:
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"""
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Multi-turn generation with tool-use loop.
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@ -659,7 +744,7 @@ class GameEngine:
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MUST call **finalize_turn** to complete the turn. Until then the
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loop continues feeding tool results back.
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`on_thought` / `on_action` may be called from a worker thread —
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`on_thought` / `on_action` / `on_debug` may be called from a worker thread —
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use call_from_thread in the TUI.
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"""
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system = self.build_system_prompt()
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@ -682,9 +767,22 @@ class GameEngine:
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max_rounds = 10
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debug_entries: list[str] = []
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attempt = 0
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round_used = 0
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reminder_count = 0
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for round_idx in range(max_rounds):
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round_log: list[str] = [f"── Round {round_idx + 1} ──"]
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from datetime import datetime
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self._append_llm_log(f"\n{'='*60}")
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self._append_llm_log(f"=== Turn — {datetime.now().strftime('%Y-%m-%d %H:%M:%S')} ===")
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self._append_llm_log(f"{'='*60}")
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if player_action:
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self._append_llm_log(f"Player: {player_action}")
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elif last_prompt:
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self._append_llm_log(f"Resume from: {last_prompt[:120]}")
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while round_used < max_rounds:
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attempt += 1
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round_log: list[str] = [f"── Attempt {attempt} (round {round_used + 1}/{max_rounds}) ──"]
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try:
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response = litellm.completion(
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@ -695,9 +793,18 @@ class GameEngine:
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timeout=30,
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)
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text = response.choices[0].message.content or ""
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self._append_llm_log(
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f"\n--- Attempt {attempt} ---\n{text}"
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)
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except Exception as e:
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self._append_llm_log(f"\n--- LLM ERROR (attempt {attempt}) ---\n{e}")
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if on_debug:
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on_debug("llm_error", {"error": str(e)})
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return TurnResult(error=f"LLM call failed: {e}")
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if on_debug:
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on_debug("llm_response", {"round": attempt, "text": text})
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# Thoughts
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thoughts = self._extract_thoughts(text)
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if thoughts:
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@ -705,9 +812,15 @@ class GameEngine:
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for t in thoughts:
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if on_thought:
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on_thought(t.strip())
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if on_debug:
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on_debug("thought", {"round": attempt, "text": t.strip()})
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# Tool calls
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tool_calls = self._extract_tool_calls(text)
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tool_calls = self._extract_tool_calls(
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text,
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round_num=attempt,
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on_debug=on_debug,
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)
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finalize_call: dict | None = None
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other_calls: list[dict] = []
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@ -722,27 +835,67 @@ class GameEngine:
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names = [tc.get("tool", "?") for tc in tool_calls]
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round_log.append(f" tools: {', '.join(names)}")
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# Guard: no get tools alongside finalize_turn
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get_tools = {"read_file", "character_get", "world_get", "journal_get"}
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if finalize_call and any(tc.get("tool") in get_tools for tc in other_calls):
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round_log.append(" mixed get + finalize — rejected")
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debug_entries.append("\n".join(round_log))
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messages = messages[:2]
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messages.append({"role": "assistant", "content": text})
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messages.append({
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"role": "user",
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"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."
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})
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if on_debug:
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on_debug("validation_error", {"round": attempt, "type": "mixed_get_finalize", "tools": [tc.get("tool") for tc in other_calls]})
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round_used += 1
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continue
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# finalize_turn present → validate and return
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if finalize_call:
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args = finalize_call.get("args", {})
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errs = []
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if not args.get("book_log"):
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errs.append("book_log is required")
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errs.append("book_log [Required]")
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if not args.get("user_prompt"):
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errs.append("user_prompt is required")
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errs.append("user_prompt [Required]")
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if errs:
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hint = (
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f"Expected:\n"
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f'{{"tool": "finalize_turn", "args": {{'
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f'"book_log": "...", '
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f'"user_prompt": "...", '
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f'"log_entry": "...", '
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f'"ambience": "..."'
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f"}}}}\n"
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)
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round_log.append(f" finalize_turn validation errors: {', '.join(errs)}")
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debug_entries.append("\n".join(round_log))
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messages = messages[:2]
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messages.append({"role": "assistant", "content": text})
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messages.append({
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"role": "user",
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"content": f"## Validation Error\nfinalize_turn missing: {', '.join(errs)}. Please provide all required fields and call finalize_turn again."
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"content": f"## Validation Error\nMissing required field(s): {', '.join(errs)}.\n\n{hint}Please provide all required fields and call finalize_turn again."
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})
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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:
|
||||
|
||||
204
tools/run.py
204
tools/run.py
@ -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:
|
||||
|
||||
Loading…
Reference in New Issue
Block a user