End game rules and player name extraction
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33
AGENTS.md
33
AGENTS.md
@ -22,7 +22,10 @@ in that process.
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the-chaos/
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├── rules/ # LOCKED — game rules, do not modify
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│ ├── deck/ # Card tables
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│ └── mechanics.md # Core mechanics reference
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│ ├── mechanics.md # Core mechanics reference
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│ ├── core_mechanics.md # Condensed core rules (injected into system prompt)
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│ ├── character_creation.md # Character creation rules
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│ └── end_game.md # End-game closure rules
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├── tools/ # Game system code
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│ ├── __init__.py
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│ ├── engine.py # Game engine (prompt builder, LLM client, parser, state)
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@ -352,6 +355,7 @@ This allows compatibility with OpenAI-compatible servers that return content in
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- `session/ambience.md` — Current ambience (written by engine)
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- `session/log/<date>.md` — Session logs (written by engine)
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- `session/tweaks.md` — House rules (manual edit)
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- `archive/<hero>-<timestamp>/` — Archived completed games
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## LLM Strategies Explained
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@ -380,3 +384,30 @@ Uses single LLM call with all tools available:
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4. Check config.json for LLM settings
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5. Look for missing imports in the engine.py file
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6. Verify that the LLM provider is correctly configured in config.json
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## End Game Mechanics
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The game ends when the LLM outputs the marker `### THE END` in the narrative. Detection is done by checking `END_MARKER in book_log` in `engine.py`.
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### End Game Flow
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1. LLM outputs narrative containing `### THE END`
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2. Engine detects the marker and sets `TurnResult.game_over = True`
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3. TUI shows the epilogue and disables input
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4. A "Close the Book and Start a New One" button appears
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5. On click: `state.archive_session()` copies `session/` to `archive/<hero-name>-<timestamp>/`, clears session state, and restarts the game loop
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### Rules for the LLM
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- The marker must be exactly `### THE END` (level-3 heading)
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- After the marker: provide **Why**, **What Happened**, and **The World After** (2-3 paragraphs)
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- Do NOT call state-changing tools after the marker
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- Use `read_rules` with `category: "end_game"` for full details
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### read_rules Categories
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The `read_rules` tool accepts a `category` parameter:
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- `mechanics` — Full mechanics reference (default)
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- `core` — Condensed core rules
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- `character_creation` — Character creation rules
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- `end_game` — End-game closure rules
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@ -56,3 +56,8 @@
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- Short rest (few hours): 1d6 HP
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- Long rest (safe haven): full HP
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- Healing salve: +1 HP | Antitoxin: cures poison
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### End Game Conditions
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The story ends when: the character dies, the main quest reaches a definitive conclusion, the player chooses to retire, or all party members have fallen.
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When the story ends, the LLM outputs `### THE END` in the narrative, followed by a reason, what happened, and an epilogue describing how the world evolved.
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Call `read_rules` with `category: "end_game"` for full details on ending the game.
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56
rules/end_game.md
Normal file
56
rules/end_game.md
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@ -0,0 +1,56 @@
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# End Game — Closure & Epilogue
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## When the Story Ends
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The game ends when one of these conditions is reached:
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1. **Death** — The character dies and is not revived. The story ends with their final moments.
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2. **Quest Complete** — The main story arc reaches a definitive conclusion (the Darkmal is defeated, the Realm is saved or lost, etc.).
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3. **Player Retires** — The player decides their character's journey is over and invokes the end.
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4. **Mutual TPK** — All party members (if any) have fallen. The Realm's fate is sealed.
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## The End Marker
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When the story ends, the LLM must include this exact string as a level-3 heading in the narrative:
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```
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### THE END
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```
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Everything after this marker is the **epilogue**, which contains:
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1. **Why** — A brief statement of why the story ended (death, quest completion, retirement, etc.).
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2. **What Happened** — A summary of the final events.
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3. **The World After** — At least 2-3 paragraphs describing how the world and its key characters evolved and moved on after the event. This is the closing of the book.
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## Example Epilogue Structure
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```
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### THE END
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**Why:** Dillion fell in the final battle against the Darkmal.
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**What Happened:** Dillion faced the Darkmal in the heart of the Spire. The battle was fierce — Dillion's blade found its mark, but the Darkmal's final curse was fatal. Both fell.
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**The World After:**
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The Realm mourned. In the years that followed, the scars of the Darkmal's reign slowly healed. The villages rebuilt, and the wilds grew quiet once more...
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Rina took up Dillion's cause, traveling the Realm to protect those who could not protect themselves. She spoke often of the weaver who stood against the darkness...
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The Reaper, denied his prize, vanished into the eastern wastes. Some say he still searches for a path to lichdom, but without the Darkmal's power, his reach is broken...
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```
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## After the End
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Once the marker is detected, the TUI shows a "Close the Book and Start a New One" button. Clicking it:
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1. Archives the current session folder into `archive/<hero-name>/` with a timestamp.
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2. Clears all session state for a fresh start.
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3. Presents the character creation flow again.
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## Technical Notes
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- The LLM must output `### THE END` exactly as shown — case-sensitive, with a space before "THE".
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- Only the narrative tool block should contain the marker. No other tool blocks are needed for ending.
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- The LLM should **not** call any state-changing tools after the marker — the epilogue is narrative-only.
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@ -8,7 +8,7 @@ from datetime import datetime
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from difflib import SequenceMatcher
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from pathlib import Path
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from engine_lib.models import TurnResult
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from engine_lib.models import TurnResult, END_MARKER
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from engine_lib import config
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from engine_lib.context import build_system_prompt
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from engine_lib.validation import validate_turn
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@ -282,6 +282,8 @@ class GameEngine:
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total_elapsed = (datetime.now() - start_time).total_seconds() * 1000
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game_over = END_MARKER in book_log
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if on_action:
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on_action("Turn complete")
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@ -306,6 +308,7 @@ class GameEngine:
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debug_info="; ".join(errors) if errors else "",
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changes=changes,
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is_meta=is_meta,
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game_over=game_over,
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)
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@ -4,6 +4,8 @@ from dataclasses import dataclass, field
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from typing import Optional
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END_MARKER = "### THE END"
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@dataclass
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class TurnResult:
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"""Output of a complete turn."""
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@ -15,3 +17,4 @@ class TurnResult:
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debug_info: str = ""
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changes: list[str] = field(default_factory=list)
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is_meta: bool = False
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game_over: bool = False
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@ -26,3 +26,6 @@ AMBIENCE_OPTIONS_PATH = SESSION_DIR / "ambience_options.md"
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CHANGES_PATH = SESSION_DIR / "changes.md"
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RULES_INJECTION_PATH = SESSION_DIR / "rules_injection.md"
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AUDIO_DIR = SESSION_DIR / "audio"
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END_GAME_PATH = RULES_DIR / 'end_game.md'
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ARCHIVE_DIR = BASE_DIR / 'archive'
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@ -1,7 +1,7 @@
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from __future__ import annotations
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from string import Template
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SYSTEM_PROMPT = Template("""You are the DM for "The Chaos". Narrate in 3rd person, vivid but concise. Use the player's name (Dillion) and NPC names explicitly — everything must be parseable on its own without relying on "you" or implied subjects.
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SYSTEM_PROMPT = Template("""You are the DM for "The Chaos". Narrate in 3rd person, vivid but concise. Use the player's name and NPC names explicitly — everything must be parseable on its own without relying on "you" or implied subjects.
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## Core Rules
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$core_rules
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@ -45,12 +45,17 @@ Wrap each action in its own ```tool block:
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{"tool": "journal_update", "args": {"add": ["Investigate the mine"], "done": ["Defeat the demon"]}}
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```
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```tool
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{"tool": "finalize_turn", "args": {"ambience": "dungeon", "log_entry": "Dillion explored the dungeon, found a hidden passage, and was ambushed by goblins."}}
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{"tool": "finalize_turn", "args": {"ambience": "dungeon", "log_entry": "Kael explored the dungeon, found a hidden passage, and was ambushed by goblins."}}
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```
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```tool
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{"tool": "read_rules", "args": {}}
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```
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or with a category:
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```tool
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{"tool": "read_rules", "args": {"category": "end_game"}}
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```
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(Categories: mechanics, core, character_creation, end_game)
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**log_entry**: Provide a short, dense summary (1-2 sentences) of the turn's main events. This becomes the session log — be specific, factual, and concise.
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@ -58,6 +63,15 @@ You are the sole authority over the game state. The player's action is a **propo
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**Inventory rule**: If the player wants to use an item, you must first verify it's on their character sheet. If it is, you MUST call `remove_from_inventory` for that item AND apply the effects (e.g. `modify_vitals` for HP potions). If it's not on the sheet, reject the action — do not let them use items they don't have.
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## Ending the Game
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When the story reaches a definitive end (character death, quest completion, or the player chooses to retire), output the exact marker `### THE END` as a heading in the narrative, then provide:
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1. **Why** — why the story ended
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2. **What Happened** — summary of final events
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3. **The World After** — 2-3 paragraphs describing how the world and characters evolved
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After the `### THE END` marker, do NOT call any state-changing tools. The epilogue is narrative-only. Call `read_rules` with `category: "end_game"` for full details.
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## State
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### Character
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@ -9,13 +9,15 @@ GameEngine or other modules besides paths.
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from __future__ import annotations
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import re
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import shutil
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import sys
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from datetime import datetime
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from pathlib import Path
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from .paths import (
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CHAR_PATH, WORLD_PATH, BOOK_PATH, JOURNAL_PATH, AMBIENCE_PATH,
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LOG_PATH, LLM_LOG_PATH, AMBIENCE_OPTIONS_PATH, CHANGES_PATH,
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AUDIO_DIR,
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AUDIO_DIR, SESSION_DIR, ARCHIVE_DIR,
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)
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from .models import TurnResult
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@ -227,3 +229,36 @@ def update_journal(add: list[str] | None = None, done: list[str] | None = None)
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cleaned.append(line)
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prev_blank = is_blank
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JOURNAL_PATH.write_text("\n".join(cleaned) + "\n")
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def extract_hero_name() -> str:
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"""Extract the hero's name from character.md."""
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text = read_file(CHAR_PATH)
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if not text:
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return "unknown-hero"
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for line in text.splitlines():
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if line.strip().startswith("**Name:**"):
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name = line.split(":", 1)[1].strip().strip("*_ \t")
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return name.lower().replace(" ", "-") or "unknown-hero"
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return "unknown-hero"
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def archive_session() -> str:
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"""Archive the current session folder to archive/<hero-name>-<timestamp>/ and clear session state for a fresh start.
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Returns the archive path as a string."""
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hero = extract_hero_name()
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ts = datetime.now().strftime("%Y%m%d-%H%M%S")
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archive_dir = ARCHIVE_DIR / f"{hero}-{ts}"
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archive_dir.parent.mkdir(parents=True, exist_ok=True)
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if SESSION_DIR.exists():
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shutil.copytree(SESSION_DIR, archive_dir, dirs_exist_ok=True)
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# Clear session state
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for child in SESSION_DIR.iterdir():
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if child.is_file():
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child.unlink()
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elif child.is_dir() and child.name != "__pycache__":
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shutil.rmtree(child)
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return str(archive_dir)
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@ -3,7 +3,10 @@ from __future__ import annotations
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import json
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import re
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from .paths import AMBIENCE_PATH, CHAR_PATH, WORLD_PATH, MECHANICS_PATH
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from .paths import (
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AMBIENCE_PATH, CHAR_PATH, WORLD_PATH, MECHANICS_PATH,
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CORE_RULES_PATH, CHARACTER_CREATION_PATH, END_GAME_PATH,
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)
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from .state import read_file, validate_update_size, update_journal, append_llm_log, get_valid_ambiences
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@ -18,7 +21,7 @@ TOOL_REGISTRY: dict[str, dict] = {
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"world_update": {"description": "Replace world state.", "args": {"content": "full world markdown"}},
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"journal_update": {"description": "Update TODO/DONE.", "args": {"add": "[...]", "done": "[...]"}},
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"finalize_turn": {"description": "End turn.", "args": {"ambience": "soundscape name", "log_entry": "one-line summary of what happened"}},
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"read_rules": {"description": "Read the full mechanics reference (exploration, deck tables, grit, healing, etc.). Call when you need details beyond the Core Rules in the prompt.", "args": {}},
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"read_rules": {"description": "Read a rules file by category. Categories: mechanics (full mechanics reference), core (core mechanics), character_creation, end_game (end-game closure rules). Call when you need details beyond the Core Rules in the prompt.", "args": {"category": "optional — one of: mechanics, core, character_creation, end_game (default: mechanics)"}},
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}
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@ -159,11 +162,23 @@ def tool_finalize_turn(args: dict) -> str:
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return f"Ambience set to {raw}."
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RULES_CATEGORIES = {
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"mechanics": MECHANICS_PATH,
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"core": CORE_RULES_PATH,
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"character_creation": CHARACTER_CREATION_PATH,
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"end_game": END_GAME_PATH,
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}
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def tool_read_rules(args: dict) -> str:
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"""Read the full mechanics.md and return its content."""
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content = read_file(MECHANICS_PATH)
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"""Read a rules file by category and return its content."""
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category = (args or {}).get("category", "mechanics")
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path = RULES_CATEGORIES.get(category)
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if not path:
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allowed = ", ".join(RULES_CATEGORIES)
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return f"**Error:** unknown category '{category}'. Allowed: {allowed}."
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content = read_file(path)
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if not content:
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return "**Error:** rules/mechanics.md not found."
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return f"**Error:** {path.name} not found."
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return content
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@ -31,6 +31,8 @@ VALIDATION_PROMPT = """You are a strict RPG game master validating whether a pla
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- Is the player trying to use an item they don't have? -> invalid
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- Are they asserting something that contradicts the state? -> invalid
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- Is the action nonsensical given the situation? -> invalid
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- Is the player's action or intention unclear or ambiguous? -> invalid (explain what is unclear and why)
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- If you are uncertain whether the action is valid, reject it and describe exactly why you are unsure.
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- Does the action make sense given the character's abilities and resources? -> valid
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- Pay close attention to the Recent Story section — entities like monsters, NPCs, and hazards currently present in the scene ARE valid targets for action.
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- If valid, also check: if they're using a consumable item, note that it must be removed from inventory.
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33
tools/run.py
33
tools/run.py
@ -18,7 +18,7 @@ from rich.markdown import Markdown as RichMarkdown
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from rich.theme import Theme
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from engine import GameEngine
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from engine_lib.models import TurnResult
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from engine_lib.models import TurnResult, END_MARKER
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from engine_lib import state
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from run_utils import (
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BOOK_PATH, CHAR_PATH, CHANGES_PATH, SETTINGS_PATH,
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@ -87,6 +87,9 @@ class ChaosTUI(App):
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#mute-btn { dock: bottom; width: 6; height: 1; background: #2a2a2a; color: #888; border: none; padding: 0 1; min-width: 6; margin: 0; }
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#mute-btn:hover { background: #3a3a3a; color: #ccc; }
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#mute-btn.muted { color: #ff6b6b; text-style: bold; }
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#end-game-btn { display: none; margin: 1 2; height: 3; background: #5a3a00; color: #ffd93d; border: solid #8a5a00; }
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#end-game-btn.visible { display: block; }
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#end-game-btn:hover { background: #7a4a00; }
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"""
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BINDINGS = [
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@ -112,6 +115,7 @@ class ChaosTUI(App):
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self._book_pages: list[str] = []
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self._prev_page_count = 0
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self._settings_loaded = False
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self._game_over = False
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def _load_settings(self) -> dict:
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defaults = {"active_tab": "play-tab", "music_muted": False, "book_page": 0}
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@ -149,6 +153,7 @@ class ChaosTUI(App):
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yield Static("*Awaiting the fates...*", id="play-narrative")
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yield Static("", id="play-status")
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yield Input(placeholder="Type your action and press Enter...", id="play-input")
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yield Button("Close the Book and Start a New One", id="end-game-btn", variant="warning")
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with TabPane("CHARACTER", id="char-tab"):
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with VerticalScroll():
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yield CharPane(id="char-content")
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@ -195,6 +200,7 @@ class ChaosTUI(App):
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self._settings_loaded = True
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def _begin_game(self):
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self._game_over = False
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self._last_narrative: str = ""
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pages = load_book_pages()
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if pages and pages != ["*The story has not begun.*"]:
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@ -209,6 +215,18 @@ class ChaosTUI(App):
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return
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self._call_llm()
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def _archive_and_reset(self) -> None:
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"""Archive the session and reset for a new game."""
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self._game_over = False
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btn = self.query_one("#end-game-btn", Button)
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btn.remove_class("visible")
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archive_path = state.archive_session()
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self._book_pages = ["*The story has not begun.*"]
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self._book_page = 0
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self._render_book_page()
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self._begin_game()
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self._save_settings()
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def _check_ambience(self):
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if app_ambience_player:
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app_ambience_player.poll()
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@ -219,6 +237,8 @@ class ChaosTUI(App):
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app_ambience_player.toggle_mute()
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self._update_mute_button()
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self._save_settings()
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elif event.button.id == "end-game-btn":
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self._archive_and_reset()
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def _update_mute_button(self) -> None:
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btn = self.query_one("#mute-btn", Button)
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@ -316,6 +336,17 @@ class ChaosTUI(App):
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elif result.log_entry and not result.is_meta:
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state.append_log(f"- {result.log_entry}")
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state.apply_state(result)
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||||
|
||||
if result.game_over:
|
||||
self._game_over = True
|
||||
self._set_narrative(result.book_log if result.book_log else "(The story has ended.)")
|
||||
inp = self.query_one("#play-input", Input)
|
||||
inp.disabled = True
|
||||
inp.placeholder = "The story has ended."
|
||||
btn = self.query_one("#end-game-btn", Button)
|
||||
btn.add_class("visible")
|
||||
return
|
||||
|
||||
if result.book_log or not result.user_prompt:
|
||||
self._display_scene(result)
|
||||
else:
|
||||
|
||||
@ -161,8 +161,8 @@ def test_turn_valid(mock_call_llm, mock_truncate_world, mock_read_file):
|
||||
|
||||
valid, reason, action = validate_turn(
|
||||
"I use my healing salve",
|
||||
narrative="Dillion applies the salve to his wound.",
|
||||
log_entry="Dillion used his healing salve to restore 2 HP.",
|
||||
narrative="Kael applies the salve to his wound.",
|
||||
log_entry="Kael used his healing salve to restore 2 HP.",
|
||||
changes=[{"tool": "remove_from_inventory", "args": {"item": "Healing Salve"}},
|
||||
{"tool": "modify_vitals", "args": {"current_hp": 8}}],
|
||||
story="At the tavern",
|
||||
@ -187,8 +187,8 @@ def test_turn_reject(mock_call_llm, mock_truncate_world, mock_read_file):
|
||||
|
||||
valid, reason, action = validate_turn(
|
||||
"I buy a round for the house",
|
||||
narrative="Dillion orders drinks for everyone.",
|
||||
log_entry="Dillion bought a round at the tavern.",
|
||||
narrative="Kael orders drinks for everyone.",
|
||||
log_entry="Kael bought a round at the tavern.",
|
||||
changes=[{"tool": "modify_vitals", "args": {"cash": 0}}],
|
||||
story="At the tavern",
|
||||
log="- Entered the tavern",
|
||||
@ -212,8 +212,8 @@ def test_turn_regenerate(mock_call_llm, mock_truncate_world, mock_read_file):
|
||||
|
||||
valid, reason, action = validate_turn(
|
||||
"I use my healing salve",
|
||||
narrative="Dillion applies the salve to his wound.",
|
||||
log_entry="Dillion used his healing salve.",
|
||||
narrative="Kael applies the salve to his wound.",
|
||||
log_entry="Kael used his healing salve.",
|
||||
changes=[{"tool": "modify_vitals", "args": {"current_hp": 8}}],
|
||||
story="At the tavern",
|
||||
log="- Entered the tavern",
|
||||
@ -237,8 +237,8 @@ def test_turn_bad_json(mock_call_llm, mock_truncate_world, mock_read_file):
|
||||
|
||||
valid, reason, action = validate_turn(
|
||||
"I attack the dragon",
|
||||
narrative="Dillion swings his sword.",
|
||||
log_entry="Dillion attacked the dragon.",
|
||||
narrative="Kael swings his sword.",
|
||||
log_entry="Kael attacked the dragon.",
|
||||
changes=[{"tool": "modify_vitals", "args": {"current_hp": 10}}],
|
||||
story="A dragon appears!",
|
||||
log="- Dragon spotted",
|
||||
|
||||
Loading…
Reference in New Issue
Block a user