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"""
DungeonMaster AI - Story Context Builder

Builds formatted context strings for LLM prompts from game state.
Manages token budgets and prioritizes information for context windows.
"""

from __future__ import annotations

import logging
from typing import TYPE_CHECKING

from .models import (
    CombatState,
    CombatantStatus,
    CharacterSnapshot,
    HPStatus,
    NPCInfo,
    SceneInfo,
    SessionEvent,
)

if TYPE_CHECKING:
    from .game_state_manager import GameStateManager

logger = logging.getLogger(__name__)


class StoryContextBuilder:
    """
    Builds LLM context strings from game state.

    Formats party status, combat state, location, recent events,
    and NPCs into a structured context for the DM agent.
    Manages token budgets and prioritizes important information.
    """

    def __init__(
        self,
        max_tokens: int = 2000,
        max_events: int = 10,
        include_sensory_details: bool = True,
    ) -> None:
        """
        Initialize the context builder.

        Args:
            max_tokens: Maximum estimated tokens for context
            max_events: Maximum recent events to include
            include_sensory_details: Whether to include sensory details
        """
        self._max_tokens = max_tokens
        self._max_events = max_events
        self._include_sensory = include_sensory_details

    # =========================================================================
    # Main Context Building
    # =========================================================================

    def build_full_context(self, manager: GameStateManager) -> str:
        """
        Build the complete context string for LLM prompts.

        Args:
            manager: GameStateManager with current state

        Returns:
            Formatted context string
        """
        sections: list[tuple[str, int]] = []  # (content, priority)

        # Combat section (highest priority if in combat)
        if manager.in_combat and manager.combat_state:
            combat_section = self.build_combat_summary(manager.combat_state)
            sections.append((combat_section, 100))

        # Party section (high priority)
        party_section = self.build_party_summary(manager)
        if party_section:
            sections.append((party_section, 90))

        # Location section
        location_section = self._build_location_section(manager)
        if location_section:
            sections.append((location_section, 70))

        # Recent events section
        events_section = self._build_events_section(manager)
        if events_section:
            sections.append((events_section, 60))

        # NPCs section
        npcs_section = self._build_npcs_section(manager)
        if npcs_section:
            sections.append((npcs_section, 50))

        # Combine sections within token budget
        return self._combine_sections(sections)

    def _combine_sections(
        self,
        sections: list[tuple[str, int]],
    ) -> str:
        """
        Combine sections within token budget.

        Args:
            sections: List of (content, priority) tuples

        Returns:
            Combined context string
        """
        # Sort by priority (highest first)
        sections.sort(key=lambda x: x[1], reverse=True)

        result_parts: list[str] = []
        current_tokens = 0

        for content, priority in sections:
            section_tokens = self._estimate_tokens(content)

            if current_tokens + section_tokens <= self._max_tokens:
                result_parts.append(content)
                current_tokens += section_tokens
            else:
                # Try to truncate section to fit
                remaining_tokens = self._max_tokens - current_tokens
                if remaining_tokens > 100:  # Worth including something
                    truncated = self._truncate_to_tokens(content, remaining_tokens)
                    if truncated:
                        result_parts.append(truncated)
                        current_tokens += self._estimate_tokens(truncated)
                break

        return "\n\n".join(result_parts)

    # =========================================================================
    # Combat Summary
    # =========================================================================

    def build_combat_summary(self, combat: CombatState) -> str:
        """
        Build a combat state summary.

        Args:
            combat: Current combat state

        Returns:
            Formatted combat summary
        """
        lines: list[str] = []

        # Header
        lines.append(f"**COMBAT - Round {combat.round_number}**")

        # Turn order
        for i, combatant in enumerate(combat.combatants):
            # Skip dead/fled combatants
            if combatant.status in (CombatantStatus.DEAD, CombatantStatus.FLED):
                continue

            # Current turn marker
            is_current = i == combat.turn_index
            marker = ">" if is_current else " "

            # Player/Enemy tag
            tag = "Player" if combatant.is_player else "Enemy"

            # HP status
            hp_status = self._get_hp_status_string(combatant.hp_current, combatant.hp_max)
            hp_display = f"{combatant.hp_current}/{combatant.hp_max} HP"

            # Conditions
            conditions_str = ""
            if combatant.conditions:
                conditions_str = f" [{', '.join(combatant.conditions)}]"
            elif combatant.status == CombatantStatus.UNCONSCIOUS:
                conditions_str = " [Unconscious]"

            # Status indicator for unconscious
            status_suffix = ""
            if combatant.status == CombatantStatus.UNCONSCIOUS:
                status_suffix = " - DOWN"

            # Build line
            turn_indicator = " <- Your Turn" if is_current and combatant.is_player else ""
            line = (
                f"{marker} {combatant.initiative}: {combatant.name} ({tag}) - "
                f"{hp_display} [{hp_status}]{conditions_str}{status_suffix}{turn_indicator}"
            )
            lines.append(line)

        return "\n".join(lines)

    # =========================================================================
    # Party Summary
    # =========================================================================

    def build_party_summary(self, manager: GameStateManager) -> str:
        """
        Build a party status summary.

        Args:
            manager: GameStateManager with party data

        Returns:
            Formatted party summary
        """
        snapshots = manager.get_party_snapshots()
        if not snapshots:
            return ""

        lines: list[str] = ["**Party Status:**"]

        for snapshot in snapshots:
            # Active marker
            is_active = snapshot.character_id == manager.active_character_id
            active_marker = " (Active)" if is_active else ""

            # HP status
            hp_status = self._get_hp_status_string(snapshot.hp_current, snapshot.hp_max)
            hp_display = f"{snapshot.hp_current}/{snapshot.hp_max} HP"

            # Conditions
            conditions_str = ""
            if snapshot.conditions:
                conditions_str = f" [Conditions: {', '.join(snapshot.conditions)}]"

            # Class and level
            class_info = f"Lvl {snapshot.level} {snapshot.character_class}"

            line = (
                f"- {snapshot.name}{active_marker}: {hp_display} [{hp_status}] "
                f"- {class_info}{conditions_str}"
            )
            lines.append(line)

        return "\n".join(lines)

    # =========================================================================
    # Location Section
    # =========================================================================

    def _build_location_section(self, manager: GameStateManager) -> str:
        """
        Build location/scene section.

        Args:
            manager: GameStateManager with location data

        Returns:
            Formatted location section
        """
        lines: list[str] = []

        # Location header
        lines.append(f"**Location: {manager.current_location}**")

        scene = manager.current_scene
        if scene:
            # Description
            if scene.description:
                lines.append(scene.description)

            # Sensory details (if enabled)
            if self._include_sensory and scene.sensory_details:
                sensory_parts: list[str] = []
                for sense, detail in scene.sensory_details.items():
                    if detail:
                        sensory_parts.append(f"*{sense.capitalize()}*: {detail}")
                if sensory_parts:
                    lines.append("\n".join(sensory_parts))

            # Exits
            if scene.exits:
                exits_str = ", ".join(
                    f"{direction} to {dest}"
                    for direction, dest in scene.exits.items()
                )
                lines.append(f"*Exits*: {exits_str}")

        return "\n".join(lines)

    # =========================================================================
    # Events Section
    # =========================================================================

    def _build_events_section(self, manager: GameStateManager) -> str:
        """
        Build recent events section.

        Args:
            manager: GameStateManager with events

        Returns:
            Formatted events section
        """
        # Get significant events first, then recent
        events = manager.event_logger.get_recent(
            count=self._max_events,
            significant_only=False,
        )

        if not events:
            return ""

        # Filter to most relevant
        significant = [e for e in events if e.is_significant]
        recent = events[:5]  # Last 5 events

        # Combine, preferring significant
        to_show: list[SessionEvent] = []
        seen_ids: set[str] = set()

        for event in significant + recent:
            if event.event_id not in seen_ids:
                to_show.append(event)
                seen_ids.add(event.event_id)
            if len(to_show) >= self._max_events:
                break

        if not to_show:
            return ""

        lines: list[str] = ["**Recent Events:**"]
        for event in to_show:
            lines.append(f"- {event.description}")

        return "\n".join(lines)

    # =========================================================================
    # NPCs Section
    # =========================================================================

    def _build_npcs_section(self, manager: GameStateManager) -> str:
        """
        Build NPCs present section.

        Args:
            manager: GameStateManager with NPC data

        Returns:
            Formatted NPCs section
        """
        npcs = manager.get_npcs_in_scene()
        if not npcs:
            return ""

        lines: list[str] = ["**NPCs Present:**"]

        for npc in npcs:
            # Name and brief description
            desc = npc.description[:100] + "..." if len(npc.description) > 100 else npc.description
            line = f"- {npc.name}: {desc}"

            # Add personality hint if available
            if npc.personality:
                personality_short = (
                    npc.personality[:50] + "..."
                    if len(npc.personality) > 50
                    else npc.personality
                )
                line += f" ({personality_short})"

            lines.append(line)

        return "\n".join(lines)

    # =========================================================================
    # Helper Methods
    # =========================================================================

    def _get_hp_status_string(self, hp_current: int, hp_max: int) -> str:
        """
        Get HP status string from current/max HP.

        Args:
            hp_current: Current HP
            hp_max: Maximum HP

        Returns:
            Status string (Healthy, Wounded, Critical, Unconscious)
        """
        if hp_current <= 0:
            return "Unconscious"

        if hp_max <= 0:
            return "Unknown"

        percent = (hp_current / hp_max) * 100

        if percent > 50:
            return "Healthy"
        elif percent > 25:
            return "Wounded"
        else:
            return "Critical"

    def _estimate_tokens(self, text: str) -> int:
        """
        Estimate token count for text.

        Uses rough approximation of 4 characters per token.

        Args:
            text: Text to estimate

        Returns:
            Estimated token count
        """
        return len(text) // 4

    def _truncate_to_tokens(self, text: str, max_tokens: int) -> str:
        """
        Truncate text to fit within token budget.

        Args:
            text: Text to truncate
            max_tokens: Maximum tokens

        Returns:
            Truncated text
        """
        max_chars = max_tokens * 4

        if len(text) <= max_chars:
            return text

        # Find a good break point
        truncated = text[:max_chars]

        # Try to break at a newline
        last_newline = truncated.rfind("\n")
        if last_newline > max_chars * 0.5:
            return truncated[:last_newline]

        # Try to break at a sentence
        for punct in [".", "!", "?"]:
            last_punct = truncated.rfind(punct)
            if last_punct > max_chars * 0.5:
                return truncated[: last_punct + 1]

        # Just truncate with ellipsis
        return truncated[:-3] + "..."

    # =========================================================================
    # Specialized Context Builders
    # =========================================================================

    def build_combat_context(self, manager: GameStateManager) -> str:
        """
        Build context optimized for combat situations.

        Prioritizes combat state, current combatant, and party HP.

        Args:
            manager: GameStateManager

        Returns:
            Combat-focused context
        """
        if not manager.in_combat or not manager.combat_state:
            return self.build_full_context(manager)

        sections: list[str] = []

        # Combat state (required)
        sections.append(self.build_combat_summary(manager.combat_state))

        # Party HP summary
        party_section = self.build_party_summary(manager)
        if party_section:
            sections.append(party_section)

        # Current location (brief)
        sections.append(f"**Location:** {manager.current_location}")

        return "\n\n".join(sections)

    def build_exploration_context(self, manager: GameStateManager) -> str:
        """
        Build context optimized for exploration.

        Prioritizes location details, sensory info, and NPCs.

        Args:
            manager: GameStateManager

        Returns:
            Exploration-focused context
        """
        sections: list[str] = []

        # Location (detailed)
        location_section = self._build_location_section(manager)
        if location_section:
            sections.append(location_section)

        # NPCs
        npcs_section = self._build_npcs_section(manager)
        if npcs_section:
            sections.append(npcs_section)

        # Party status (brief)
        party_section = self.build_party_summary(manager)
        if party_section:
            sections.append(party_section)

        # Recent events
        events_section = self._build_events_section(manager)
        if events_section:
            sections.append(events_section)

        return "\n\n".join(sections)

    def build_social_context(self, manager: GameStateManager) -> str:
        """
        Build context optimized for social encounters.

        Prioritizes NPC information and dialogue history.

        Args:
            manager: GameStateManager

        Returns:
            Social-focused context
        """
        sections: list[str] = []

        # NPCs (detailed)
        npcs = manager.get_npcs_in_scene()
        if npcs:
            lines: list[str] = ["**NPCs Present:**"]
            for npc in npcs:
                lines.append(f"\n**{npc.name}**")
                if npc.description:
                    lines.append(npc.description)
                if npc.personality:
                    lines.append(f"*Personality*: {npc.personality}")
                if npc.dialogue_hooks:
                    lines.append(f"*Might say*: \"{npc.dialogue_hooks[0]}\"")
            sections.append("\n".join(lines))

        # Location (brief)
        sections.append(f"**Location:** {manager.current_location}")

        # Recent dialogue events
        dialogue_events = manager.event_logger.get_recent(
            count=5,
            event_type=None,  # Get all, filter below
        )
        dialogue_lines: list[str] = ["**Recent Conversation:**"]
        for event in dialogue_events:
            if "dialogue" in event.event_type.value.lower():
                dialogue_lines.append(f"- {event.description}")
        if len(dialogue_lines) > 1:
            sections.append("\n".join(dialogue_lines))

        # Party status
        party_section = self.build_party_summary(manager)
        if party_section:
            sections.append(party_section)

        return "\n\n".join(sections)

    def build_minimal_context(self, manager: GameStateManager) -> str:
        """
        Build minimal context for token-constrained situations.

        Only includes essential information.

        Args:
            manager: GameStateManager

        Returns:
            Minimal context string
        """
        parts: list[str] = []

        # Combat status
        if manager.in_combat and manager.combat_state:
            current = manager.combat_state.current_combatant
            if current:
                parts.append(
                    f"Combat Round {manager.combat_state.round_number}, "
                    f"{current.name}'s turn"
                )

        # Location
        parts.append(f"Location: {manager.current_location}")

        # Active character HP
        for snapshot in manager.get_party_snapshots():
            if snapshot.character_id == manager.active_character_id:
                parts.append(
                    f"Active: {snapshot.name} "
                    f"({snapshot.hp_current}/{snapshot.hp_max} HP)"
                )
                break

        return " | ".join(parts)