- Add tool-use loop in generate_with_tools(): LLM can call read_file, roll, player_roll, and think tools via tool fenced blocks before producing the final json response. Tool results fed back for multi-round reasoning. - Add player_roll tool: shows a modal overlay asking the player to physically roll dice and type the result. Blocks the worker thread via threading.Event until the player responds. - Add RollModal Screen with dice label, reason, input, and submit. - Every tool call updates status bar with a specific DM action message (e.g. "DM is rolling dice", "DM is reading the character sheet") instead of the generic "weaving the narrative". The thinking-dot animation uses the last-reported action as its base. - Replace all user-facing "LLM" references with "DM". - Remove predefined choices: no more choice buttons or choice container. Player types freely. System prompt says "never present predefined choices" and all instruction templates say "let the player decide". - Add book story context to system prompt — last 3 turns from book.md injected as "Recent Story" section. - Fix build_user_message: detects existing book content; if story exists, sends "continue from where it left off" instead of "establish the opening scene". - Improve parse_response: add JSON-only fallback when no json fenced block is found.
816 lines
30 KiB
Python
816 lines
30 KiB
Python
#!/usr/bin/env python3
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"""
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engine.py — The Chaos Game Engine
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Owns the LLM interaction, prompt assembly, response parsing, and game state
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persistence. The TUI (run.py) calls this module — they do not depend on each
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other, only on the shared session/ file layout.
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"""
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from __future__ import annotations
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import json
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import re
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import sys
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from dataclasses import dataclass, field
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from datetime import date, datetime
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from pathlib import Path
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from string import Template
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from typing import Iterator, Optional
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# ── Paths ──────────────────────────────────────────────────────────────────
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BASE_DIR = Path(__file__).resolve().parent.parent
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SESSION_DIR = BASE_DIR / 'session'
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CONFIG_PATH = SESSION_DIR / 'config.json'
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CHAR_PATH = SESSION_DIR / 'character.md'
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WORLD_PATH = SESSION_DIR / 'world.md'
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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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TODAY = date.today().isoformat()
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# ── Structured output ──────────────────────────────────────────────────────
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@dataclass
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class GenerationResult:
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narrative: str
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choices: list[str] = field(default_factory=list)
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log_entry: Optional[str] = None
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ambience: Optional[str] = None
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character_updates: Optional[str] = None
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world_updates: Optional[str] = None
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journal_add: list[str] = field(default_factory=list)
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journal_done: list[str] = field(default_factory=list)
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error: Optional[str] = None
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# ── DM System Prompt Template ──────────────────────────────────────────────
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SYSTEM_PROMPT = Template("""You are the Dungeon Master for **The Chaos**, a solo card-based rules-light fantasy TTRPG. Your job is to narrate an immersive, responsive story for one player character.
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## Tone & Style
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- Write in **second person** ("You", "Dillion") — the player is Dillion.
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- Use vivid sensory descriptions — sight, sound, smell, touch.
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- Keep narration tight and cinematic. No monologues.
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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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## Game Rules (Quick Reference)
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### Core Dice
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- **Odds**: 1d6, 4+ favours character, 3- is trouble.
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- **Traits**: 3d6, must roll UNDER the trait score.
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- **Combat hit**: 1d6 ± mods, 4+ hits.
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- **Damage**: 1d6 ± weapon mod - armour reduction.
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- **Initiative**: both sides roll 1d6, higher acts first.
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### Combat Flow
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1. Distance: 2d6 × 10 (metres/feet)
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2. Surprise: 1d6
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3. Grit: 2d6 for creatures (higher = more determined)
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4. Initiative: 1d6
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5. Turns: state intent → roll 1d6 ± mods → 4+ success, 3- take hit
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### Wounds (0 HP)
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1d6: 1-2 die, 3-4 lasting wound (-1 max HP), 5-6 -1 all rolls until healed
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### Roll Modifiers
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Favourable +1, Risky -1, Desperate -2, Well-prepared +1, Poor visibility -1, Relevant trait +1
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### Exploration
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6 ten-minute watches per hour. Each meaningful action advances a watch.
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## Output Format
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IMPORTANT: End every response with a JSON fenced code block:
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```json
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{
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"log_entry": "- **time of day** — brief description of what happened.",
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"ambience": "ambience_name_or_null",
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"character_updates": null,
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"world_updates": null,
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"journal_add": [],
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"journal_done": []
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}
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```
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Rules for the JSON block:
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- **log_entry**: One-line log entry summarizing this turn's action.
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- **ambience**: One of: silence, calm, combat, dungeon, forest, tavern, tension, town, wilds. Set to null to keep current.
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- **character_updates**: ONLY include if HP, cash, gear, or stats changed. Provide the FULL updated character sheet markdown. Otherwise null.
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- **world_updates**: ONLY include if NPCs, locations, or world state changed. Provide the FULL updated world markdown. Otherwise null.
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- **journal_add**: New TODO items to add.
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- **journal_done**: TODO items that are now completed.
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## Available Tools
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You may use these tools before writing your final JSON block. Tool calls go in their own fenced code block:
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```tool
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{"tool": "tool_name", "args": {...}}
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```
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You can call tools any number of times, one per block. Available tools:
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- **read_file** — Read a game state file. `{"file": "character|world|book|log|journal"}`
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- **roll** — Roll dice (outcome is shown to player). `{"dice": "2d6", "modifier": "-1"}`
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- **think** — Internal reasoning (shown in game status bar). `{"thought": "Your reasoning here"}`
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- **player_roll** — Ask the player to roll physical dice. **Only use when the player's action has an uncertain outcome that the dice should decide.** `{"dice": "2d6", "reason": "why"}`
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You may also show reasoning inline with a separate fence:
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```thought
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Your reasoning here
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```
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Call tools as needed, then end with the final JSON block.
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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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## Current Game State
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### Character
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$character
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### World
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$world
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### Recent Log
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$log
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### Recent Story (last turns from the book)
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$story""")
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# trailing """ is intentional — the template ends here
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# ── Game Engine ────────────────────────────────────────────────────────────
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class GameEngine:
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"""Owns the LLM interaction and game state persistence."""
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def __init__(self, session_dir: str | Path = SESSION_DIR):
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self.session_dir = Path(session_dir)
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self.config: dict = {}
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self._load_config()
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# ── Config ──────────────────────────────────────────────────────────
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def _load_config(self) -> None:
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if not CONFIG_PATH.exists():
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print(
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"No session/config.json found. Creating default.\n"
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"Edit the model field (e.g. 'ollama/llama3.1', 'openai/gpt-4', "
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"'anthropic/claude-sonnet-4-20250514') and set api_key if needed.",
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file=sys.stderr,
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)
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self.config = {
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"llm": {
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"model": "ollama/llama3.1",
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"api_key": None,
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"api_base": None,
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"temperature": 0.8,
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}
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}
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self._save_config()
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else:
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raw = CONFIG_PATH.read_text()
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self.config = json.loads(raw)
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# Ensure api_key is None not empty string
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llm = self.config.get("llm", {})
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if not llm.get("api_key"):
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llm["api_key"] = None
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def _save_config(self) -> None:
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CONFIG_PATH.parent.mkdir(parents=True, exist_ok=True)
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CONFIG_PATH.write_text(json.dumps(self.config, indent=2) + "\n")
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@property
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def model(self) -> str:
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return self.config.get("llm", {}).get("model", "ollama/llama3.1")
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@property
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def api_key(self) -> str | None:
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return self.config.get("llm", {}).get("api_key")
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@property
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def api_base(self) -> str | None:
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return self.config.get("llm", {}).get("api_base")
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@property
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def temperature(self) -> float:
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return self.config.get("llm", {}).get("temperature", 0.8)
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# ── Context Assembly ────────────────────────────────────────────────
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def _read_file(self, path: Path) -> str:
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return path.read_text().strip() if path.exists() else ""
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def _read_recent_log(self, max_entries: int = 15) -> str:
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"""Read the latest log file and return the last N entries."""
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log_path = LOG_DIR / f"{TODAY}.md"
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if not log_path.exists():
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# Check yesterday's log
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from datetime import timedelta
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yesterday = (date.today() - timedelta(days=1)).isoformat()
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log_path = LOG_DIR / f"{yesterday}.md"
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if not log_path.exists():
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return "*No recent events.*"
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lines = log_path.read_text().splitlines()
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entries = [l for l in lines if l.strip().startswith("- ")]
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return "\n".join(entries[-max_entries:]) or "*No recent events.*"
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def _read_recent_book(self, max_turns: int = 3) -> str:
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"""Return the last N turns from the book as context."""
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text = self._read_file(BOOK_PATH)
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if not text:
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return "*No prior story.*"
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turns = text.split("\n## ")
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recent = turns[-max_turns:]
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return "\n## ".join(recent) if len(turns) > 1 else recent[0]
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def build_system_prompt(self) -> str:
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"""Assemble the system prompt with current game state."""
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char = self._read_file(CHAR_PATH) or "*No character sheet.*"
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world = self._read_file(WORLD_PATH) or "*No world state.*"
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log = self._read_recent_log()
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story = self._read_recent_book()
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return SYSTEM_PROMPT.substitute(
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character=char, world=world, log=log, story=story
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)
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def build_user_message(
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self,
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player_action: str | None = None,
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last_narrative: str | None = None,
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) -> str:
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"""Build the user message for this turn's LLM call."""
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parts = []
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if last_narrative:
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parts.append(f"## Previously\n{last_narrative}")
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if player_action:
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parts.append(f"## Player Action\n{player_action}")
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has_existing_story = bool(
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self._read_file(BOOK_PATH).strip()
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) if not last_narrative else True
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if not player_action and not last_narrative:
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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. Describe "
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"what happens next based on the current situation. "
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"Use tools as needed, then end with a JSON 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 and let the player decide what to do. "
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"Use tools as needed, then end with a JSON 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. Let the player decide their "
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"next move freely. Use tools as needed, then end with a "
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"JSON block."
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)
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return "\n\n".join(parts)
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# ── LLM Call ────────────────────────────────────────────────────────
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def generate(
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self,
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player_action: str | None = None,
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last_narrative: str | None = None,
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) -> GenerationResult:
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"""
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Synchronous generation. Calls the LLM, parses the response,
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and returns a GenerationResult.
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The TUI calls this from a worker thread — see run.py.
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"""
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system = self.build_system_prompt()
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user = self.build_user_message(
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player_action=player_action, last_narrative=last_narrative
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)
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messages = [
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{"role": "system", "content": system},
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{"role": "user", "content": user},
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]
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try:
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import litellm
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except ImportError:
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return GenerationResult(
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narrative="",
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error=(
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"litellm is not installed. Run: pip install litellm"
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),
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)
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# Set API key / base if provided
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if self.api_key:
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# litellm reads env vars or we can pass via kwargs
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os_env_key = f"{self.model.split('/')[0]}_API_KEY".upper()
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import os
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os.environ[os_env_key] = self.api_key
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if self.api_base:
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os_env_base = f"{self.model.split('/')[0]}_API_BASE".upper()
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import os
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os.environ[os_env_base] = self.api_base
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try:
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response = litellm.completion(
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model=self.model,
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messages=messages,
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temperature=self.temperature,
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stream=False,
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)
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text = response.choices[0].message.content or ""
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except Exception as e:
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return GenerationResult(
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narrative="",
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error=f"LLM call failed: {e}",
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)
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return self.parse_response(text)
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def generate_stream(
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self,
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player_action: str | None = None,
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last_narrative: str | None = None,
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) -> Iterator[str]:
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"""
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Streaming generator. Yields text chunks as they arrive from the LLM.
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On completion, the final yield is the FULL text (for parsing).
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"""
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system = self.build_system_prompt()
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user = self.build_user_message(
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player_action=player_action, last_narrative=last_narrative
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)
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messages = [
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{"role": "system", "content": system},
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{"role": "user", "content": user},
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]
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try:
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import litellm
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except ImportError:
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yield json.dumps({
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"error": "litellm is not installed. Run: pip install litellm"
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})
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return
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if self.api_key:
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os_env_key = f"{self.model.split('/')[0]}_API_KEY".upper()
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import os
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os.environ[os_env_key] = self.api_key
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if self.api_base:
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os_env_base = f"{self.model.split('/')[0]}_API_BASE".upper()
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import os
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os.environ[os_env_base] = self.api_base
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try:
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response = litellm.completion(
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model=self.model,
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messages=messages,
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temperature=self.temperature,
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stream=True,
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)
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full_text = ""
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for chunk in response:
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delta = chunk.choices[0].delta.content or ""
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if delta:
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full_text += delta
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yield full_text # partial narrative for streaming display
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# Final yield is the completed text
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yield full_text
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except Exception as e:
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yield json.dumps({"error": f"LLM call failed: {e}"})
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# ── Tool Infrastructure ────────────────────────────────────────────
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TOOL_REGISTRY: dict[str, dict] = {
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"read_file": {
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"description": "Read a game state file.",
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"args": {"file": "character | world | book | log | journal"},
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},
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"roll": {
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"description": "Roll dice and return the outcome.",
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"args": {"dice": "e.g. 1d6, 2d6", "modifier": "optional +N or -N"},
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},
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"think": {
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"description": "Internal reasoning shown in the game status bar.",
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"args": {"thought": "Your reasoning."},
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},
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"player_roll": {
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"description": "Ask the player to physically roll dice and enter the result.",
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"args": {"dice": "e.g. 2d6+1", "reason": "Why the roll is needed (shown to player)"},
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},
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}
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def _tool_read_file(self, args: dict) -> str:
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filename = (args or {}).get("file", "")
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paths = {
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"character": CHAR_PATH,
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"world": WORLD_PATH,
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"book": BOOK_PATH,
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"log": LOG_DIR / f"{TODAY}.md",
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"journal": JOURNAL_PATH,
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}
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path = paths.get(filename)
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if not path:
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return f"Unknown file: {filename}. Choose from: {', '.join(paths)}"
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return self._read_file(path) or f"*{filename} is empty.*"
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|
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def _tool_roll(self, args: dict) -> str:
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import random
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dice_str = (args or {}).get("dice", "1d6")
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modifier_str = (args or {}).get("modifier", "0")
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try:
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count, sides = dice_str.lower().split("d")
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count = int(count) if count else 1
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sides = int(sides)
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except (ValueError, TypeError):
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return f"Invalid dice: {dice_str}. Use format like '2d6'."
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mod = 0
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if modifier_str:
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try:
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mod = int(modifier_str)
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except ValueError:
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pass
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rolls = [random.randint(1, sides) for _ in range(count)]
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total = sum(rolls) + mod
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mod_str = f" {'+' if mod >= 0 else ''}{mod}" if mod != 0 else ""
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return f"Roll: {dice_str}{mod_str} → [{', '.join(str(r) for r in rolls)}] = {total}"
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@staticmethod
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def _describe_tool_action(tool_name: str, args: dict) -> str:
|
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"""Return a user-facing status message for a tool call."""
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read_descriptions = {
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"character": "reading the character sheet",
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"world": "consulting the world map",
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"book": "reviewing the story so far",
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"log": "checking the session log",
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"journal": "scanning the journal",
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}
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if tool_name == "read_file":
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file = (args or {}).get("file", "")
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desc = read_descriptions.get(file, f"reading {file}")
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elif tool_name == "roll":
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dice = (args or {}).get("dice", "1d6")
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mod = (args or {}).get("modifier")
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desc = f"rolling {dice}"
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if mod:
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desc += f" {mod}"
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elif tool_name == "player_roll":
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dice = (args or {}).get("dice", "1d6")
|
||
desc = f"asking you to roll {dice}"
|
||
elif tool_name == "think":
|
||
desc = "pausing to think"
|
||
else:
|
||
desc = f"using {tool_name}"
|
||
return f"DM is {desc}..."
|
||
|
||
def _execute_tool(self, tool_name: str, args: dict) -> str:
|
||
fn_map = {
|
||
"read_file": self._tool_read_file,
|
||
"roll": self._tool_roll,
|
||
}
|
||
fn = fn_map.get(tool_name)
|
||
if not fn:
|
||
return f"Unknown tool: {tool_name}"
|
||
try:
|
||
return fn(args)
|
||
except Exception as e:
|
||
return f"Tool error ({tool_name}): {e}"
|
||
|
||
@staticmethod
|
||
def _extract_thoughts(text: str) -> list[str]:
|
||
pattern = r"```thought\s*\n?(.*?)```"
|
||
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)
|
||
calls = []
|
||
for block in blocks:
|
||
try:
|
||
parsed = json.loads(block.strip())
|
||
if isinstance(parsed, dict) and "tool" in parsed:
|
||
calls.append(parsed)
|
||
except json.JSONDecodeError:
|
||
pass
|
||
return calls
|
||
|
||
@staticmethod
|
||
def _extract_final_json(text: str) -> dict | None:
|
||
pattern = r"```json\s*\n?(.*?)```"
|
||
matches = re.findall(pattern, text, re.DOTALL)
|
||
if not matches:
|
||
return None
|
||
try:
|
||
return json.loads(matches[-1].strip())
|
||
except json.JSONDecodeError:
|
||
return None
|
||
|
||
def generate_with_tools(
|
||
self,
|
||
player_action: str | None = None,
|
||
last_narrative: str | None = None,
|
||
on_thought: callable = None,
|
||
on_action: callable = None,
|
||
on_player_roll: callable = None,
|
||
) -> GenerationResult:
|
||
"""
|
||
Multi-turn generation with tool-use loop.
|
||
|
||
The LLM can output ```thought blocks (reasoning), ```tool blocks
|
||
(tool calls), and a final ```json block. If any tool is called,
|
||
the result is fed back and the LLM is re-invoked. The loop ends
|
||
when the LLM outputs a ```json block with no tool calls.
|
||
|
||
`on_thought` is called for each thought block (may be from a
|
||
worker thread — use call_from_thread in the TUI).
|
||
"""
|
||
system = self.build_system_prompt()
|
||
user = self.build_user_message(
|
||
player_action=player_action,
|
||
last_narrative=last_narrative,
|
||
)
|
||
|
||
messages: list[dict] = [
|
||
{"role": "system", "content": system},
|
||
{"role": "user", "content": user},
|
||
]
|
||
|
||
try:
|
||
import litellm
|
||
except ImportError:
|
||
return GenerationResult(narrative="", error="litellm not installed")
|
||
|
||
if self.api_key:
|
||
os_env_key = f"{self.model.split('/')[0]}_API_KEY".upper()
|
||
import os
|
||
os.environ[os_env_key] = self.api_key
|
||
if self.api_base:
|
||
os_env_base = f"{self.model.split('/')[0]}_API_BASE".upper()
|
||
import os
|
||
os.environ[os_env_base] = self.api_base
|
||
|
||
max_rounds = 10
|
||
|
||
for round_idx in range(max_rounds):
|
||
try:
|
||
response = litellm.completion(
|
||
model=self.model,
|
||
messages=messages,
|
||
temperature=self.temperature,
|
||
stream=False,
|
||
)
|
||
text = response.choices[0].message.content or ""
|
||
except Exception as e:
|
||
return GenerationResult(narrative="", error=f"LLM call failed: {e}")
|
||
|
||
thoughts = self._extract_thoughts(text)
|
||
for t in thoughts:
|
||
if on_thought:
|
||
on_thought(t.strip())
|
||
|
||
tool_calls = self._extract_tool_calls(text)
|
||
final_data = self._extract_final_json(text)
|
||
|
||
if tool_calls:
|
||
results = []
|
||
for tc in tool_calls:
|
||
name = tc.get("tool", "?")
|
||
args = tc.get("args", {})
|
||
if on_action:
|
||
on_action(self._describe_tool_action(name, args))
|
||
if name == "player_roll" and on_player_roll:
|
||
dice = args.get("dice", "1d6")
|
||
reason = args.get("reason", "a check")
|
||
roll_val = on_player_roll(dice, reason)
|
||
result = f"Player rolled {dice} for '{reason}': {roll_val}"
|
||
else:
|
||
result = self._execute_tool(name, args)
|
||
results.append(f"**Tool:** {name}\n**Args:** {json.dumps(args)}\n**Result:** {result}")
|
||
messages.append({"role": "assistant", "content": text})
|
||
messages.append({
|
||
"role": "user",
|
||
"content": "## Tool Results\n\n" + "\n\n".join(results),
|
||
})
|
||
continue # Another round
|
||
|
||
# No tool calls → parse the final JSON
|
||
if final_data:
|
||
return GenerationResult(
|
||
narrative=text[: text.rfind("```json")].strip(),
|
||
choices=final_data.get("choices", []),
|
||
log_entry=final_data.get("log_entry"),
|
||
ambience=final_data.get("ambience"),
|
||
character_updates=final_data.get("character_updates"),
|
||
world_updates=final_data.get("world_updates"),
|
||
journal_add=final_data.get("journal_add", []),
|
||
journal_done=final_data.get("journal_done", []),
|
||
)
|
||
|
||
# Fallback: no tool calls, no JSON → normal parse
|
||
return self.parse_response(text)
|
||
|
||
return GenerationResult(
|
||
narrative="",
|
||
error="Tool loop exceeded max rounds (10)",
|
||
)
|
||
|
||
# ── Response Parsing ────────────────────────────────────────────────
|
||
|
||
@staticmethod
|
||
def parse_response(text: str) -> GenerationResult:
|
||
"""
|
||
Parse a full LLM response into a GenerationResult.
|
||
Extracts the JSON block and splits narrative from it.
|
||
"""
|
||
# Check for error JSON
|
||
if text.startswith('{"error":'):
|
||
try:
|
||
err = json.loads(text).get("error", "Unknown error")
|
||
except json.JSONDecodeError:
|
||
err = "Unknown error"
|
||
return GenerationResult(narrative="", error=err)
|
||
|
||
# Try to find a ```json ... ``` block
|
||
json_pattern = r"```json\s*\n?(.*?)\n?```"
|
||
matches = re.findall(json_pattern, text, re.DOTALL)
|
||
|
||
narrative = text
|
||
data = {}
|
||
|
||
if matches:
|
||
json_str = matches[-1].strip()
|
||
narrative = text[: text.rfind("```json")]
|
||
narrative = narrative.strip()
|
||
try:
|
||
data = json.loads(json_str)
|
||
except json.JSONDecodeError:
|
||
pass
|
||
else:
|
||
# Fallback: maybe the entire response is JSON (no fence)
|
||
text_stripped = text.strip()
|
||
if text_stripped.startswith("{") and text_stripped.endswith("}"):
|
||
try:
|
||
data = json.loads(text_stripped)
|
||
narrative = data.get("narrative", "")
|
||
except json.JSONDecodeError:
|
||
pass
|
||
|
||
return GenerationResult(
|
||
narrative=narrative or text,
|
||
choices=data.get("choices", []),
|
||
log_entry=data.get("log_entry"),
|
||
ambience=data.get("ambience"),
|
||
character_updates=data.get("character_updates"),
|
||
world_updates=data.get("world_updates"),
|
||
journal_add=data.get("journal_add", []),
|
||
journal_done=data.get("journal_done", []),
|
||
)
|
||
|
||
# ── State Persistence ───────────────────────────────────────────────
|
||
|
||
def apply_state(self, result: GenerationResult) -> None:
|
||
"""Write state changes from a GenerationResult to disk."""
|
||
|
||
if result.character_updates:
|
||
CHAR_PATH.write_text(result.character_updates.strip() + "\n")
|
||
|
||
if result.world_updates:
|
||
WORLD_PATH.write_text(result.world_updates.strip() + "\n")
|
||
|
||
if result.log_entry:
|
||
self.append_log(result.log_entry)
|
||
|
||
if result.ambience:
|
||
AMBIENCE_PATH.write_text(result.ambience.strip().lower() + "\n")
|
||
|
||
if result.journal_add or result.journal_done:
|
||
self._update_journal(
|
||
add=result.journal_add, done=result.journal_done
|
||
)
|
||
|
||
def archive_turn(self, narrative: str) -> None:
|
||
"""Append the narrative as a new turn in book.md."""
|
||
timestamp = datetime.now().strftime("%Y-%m-%d %H:%M")
|
||
heading = f"\n\n## Turn — {timestamp}\n\n"
|
||
BOOK_PATH.parent.mkdir(parents=True, exist_ok=True)
|
||
with open(BOOK_PATH, "a") as f:
|
||
f.write(heading + narrative.strip() + "\n")
|
||
|
||
def append_log(self, entry: str) -> None:
|
||
"""Append a log entry to today's log file."""
|
||
LOG_DIR.mkdir(parents=True, exist_ok=True)
|
||
log_path = LOG_DIR / f"{TODAY}.md"
|
||
if not log_path.exists():
|
||
log_path.write_text(f"# Session Log — {TODAY}\n\n")
|
||
with open(log_path, "a") as f:
|
||
f.write(entry.strip() + "\n")
|
||
|
||
def _update_journal(
|
||
self, add: list[str] | None = None, done: list[str] | None = None
|
||
) -> None:
|
||
"""Add or complete TODO items in journal.md."""
|
||
if not JOURNAL_PATH.exists():
|
||
JOURNAL_PATH.write_text("# Journal\n\n## TODO\n\n## DONE\n\n")
|
||
lines = JOURNAL_PATH.read_text().splitlines()
|
||
new_lines = []
|
||
in_todo = False
|
||
in_done = False
|
||
for line in lines:
|
||
stripped = line.strip()
|
||
if stripped.startswith("## TODO"):
|
||
in_todo = True
|
||
in_done = False
|
||
elif stripped.startswith("## DONE"):
|
||
in_todo = False
|
||
in_done = True
|
||
new_lines.append(line)
|
||
|
||
# Find insertion points
|
||
todo_idx = None
|
||
done_idx = None
|
||
for i, line in enumerate(lines):
|
||
stripped = line.strip()
|
||
if stripped == "## TODO":
|
||
todo_idx = i
|
||
elif stripped == "## DONE":
|
||
done_idx = i
|
||
|
||
if done:
|
||
for item in done:
|
||
# Remove from TODO if present
|
||
new_lines = [
|
||
l for l in new_lines
|
||
if l.strip().lstrip("- ").lstrip("☐ ") != item
|
||
]
|
||
# Find DONE section and add
|
||
if done_idx is not None:
|
||
done_entry = f"- {item}"
|
||
if done_idx + 1 < len(new_lines):
|
||
new_lines.insert(done_idx + 1, done_entry)
|
||
else:
|
||
new_lines.append(done_entry)
|
||
|
||
if add:
|
||
for item in add:
|
||
entry = f"- {item}"
|
||
if entry not in new_lines:
|
||
if todo_idx is not None:
|
||
new_lines.insert(todo_idx + 1, entry)
|
||
else:
|
||
new_lines.append(entry)
|
||
|
||
JOURNAL_PATH.write_text("\n".join(new_lines) + "\n")
|
||
|
||
|
||
# ── CLI entry point (for testing) ─────────────────────────────────────────
|
||
def main():
|
||
"""Generate a turn from the command line (debug/testing)."""
|
||
import argparse
|
||
|
||
parser = argparse.ArgumentParser(description="The Chaos Game Engine (CLI)")
|
||
parser.add_argument("--action", "-a", help="Player action text")
|
||
parser.add_argument("--last", "-l", help="Last narrative text")
|
||
args = parser.parse_args()
|
||
|
||
engine = GameEngine()
|
||
result = engine.generate(
|
||
player_action=args.action,
|
||
last_narrative=args.last,
|
||
)
|
||
|
||
if result.error:
|
||
print(f"ERROR: {result.error}", file=sys.stderr)
|
||
sys.exit(1)
|
||
|
||
print(result.narrative)
|
||
if result.choices:
|
||
print("\n--- Choices ---")
|
||
for c in result.choices:
|
||
print(f" [{c}]")
|
||
if result.log_entry:
|
||
print(f"\n[Log] {result.log_entry}")
|
||
if result.ambience:
|
||
print(f"[Ambience] {result.ambience}")
|
||
|
||
|
||
if __name__ == "__main__":
|
||
main()
|