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"""
DungeonMaster AI - MCP Integration Models
Pydantic models for enhanced tool results and protocols for game state access.
"""
from __future__ import annotations
from datetime import datetime
from enum import Enum
from typing import Protocol, runtime_checkable
from pydantic import BaseModel, Field
class ConnectionState(str, Enum):
"""Connection state for MCP server."""
DISCONNECTED = "disconnected"
CONNECTING = "connecting"
CONNECTED = "connected"
ERROR = "error"
RECONNECTING = "reconnecting"
class CircuitBreakerState(str, Enum):
"""Circuit breaker states for connection management."""
CLOSED = "closed" # Normal operation
OPEN = "open" # Rejecting requests due to failures
HALF_OPEN = "half_open" # Testing if service recovered
class RollType(str, Enum):
"""Types of dice rolls for formatting."""
STANDARD = "standard"
ATTACK = "attack"
DAMAGE = "damage"
SAVE = "save"
CHECK = "check"
INITIATIVE = "initiative"
# =============================================================================
# Protocols for loose coupling
# =============================================================================
@runtime_checkable
class GameStateProtocol(Protocol):
"""
Protocol for game state access.
This interface allows tool wrappers to update game state without
depending on the full GameState implementation (coming in Phase 4).
"""
session_id: str
in_combat: bool
party: list[str]
recent_events: list[dict[str, object]]
def add_event(
self,
event_type: str,
description: str,
data: dict[str, object],
) -> None:
"""Add an event to recent events."""
...
def get_character(self, character_id: str) -> dict[str, object] | None:
"""Get character data from cache."""
...
def update_character_cache(
self,
character_id: str,
data: dict[str, object],
) -> None:
"""Update character data in cache."""
...
def set_combat_state(self, combat_state: dict[str, object] | None) -> None:
"""Set or clear combat state."""
...
# =============================================================================
# Base Result Models
# =============================================================================
class FormattedResult(BaseModel):
"""
Base class for formatted tool results.
All tool wrappers return results in this format to provide
multiple output formats for different consumers.
"""
raw_result: dict[str, object] = Field(
default_factory=dict,
description="Original MCP tool result",
)
chat_display: str = Field(
default="",
description="Markdown formatted for chat display",
)
ui_data: dict[str, object] = Field(
default_factory=dict,
description="Structured data for UI components",
)
voice_narration: str = Field(
default="",
description="TTS-friendly plain text for voice narration",
)
# Side effect tracking
state_updated: bool = Field(
default=False,
description="Whether game state was updated",
)
events_logged: list[str] = Field(
default_factory=list,
description="List of event types logged to session",
)
ui_updates_needed: list[str] = Field(
default_factory=list,
description="UI components that need refresh",
)
# =============================================================================
# Dice Roll Models
# =============================================================================
class DiceRollResult(FormattedResult):
"""Enhanced dice roll result with game context."""
notation: str = Field(
default="",
description="Dice notation (e.g., '2d6+3')",
)
individual_rolls: list[int] = Field(
default_factory=list,
description="Individual dice results",
)
modifier: int = Field(
default=0,
description="Modifier applied to roll",
)
total: int = Field(
default=0,
description="Total roll result",
)
roll_type: RollType = Field(
default=RollType.STANDARD,
description="Type of roll for context",
)
is_critical: bool = Field(
default=False,
description="Natural 20 on d20",
)
is_fumble: bool = Field(
default=False,
description="Natural 1 on d20",
)
success: bool | None = Field(
default=None,
description="Success/failure for checks with DC",
)
dc: int | None = Field(
default=None,
description="Difficulty class if applicable",
)
reason: str = Field(
default="",
description="Reason for the roll",
)
timestamp: datetime = Field(
default_factory=datetime.now,
description="When the roll occurred",
)
# =============================================================================
# HP Change Models
# =============================================================================
class HPChangeResult(FormattedResult):
"""Enhanced HP modification result with death handling."""
character_id: str = Field(
default="",
description="Character ID",
)
character_name: str = Field(
default="Unknown",
description="Character name for display",
)
previous_hp: int = Field(
default=0,
description="HP before modification",
)
current_hp: int = Field(
default=0,
description="HP after modification",
)
max_hp: int = Field(
default=1,
description="Maximum HP",
)
change_amount: int = Field(
default=0,
description="Absolute value of HP change",
)
is_damage: bool = Field(
default=False,
description="True if damage, False if healing",
)
damage_type: str | None = Field(
default=None,
description="Type of damage if applicable",
)
is_unconscious: bool = Field(
default=False,
description="Character is at 0 HP or below",
)
requires_death_save: bool = Field(
default=False,
description="Character needs to make death saves",
)
is_dead: bool = Field(
default=False,
description="Character died (massive damage)",
)
is_bloodied: bool = Field(
default=False,
description="Character is at 50% HP or below",
)
# =============================================================================
# Combat State Models
# =============================================================================
class CombatantInfo(BaseModel):
"""Information about a combatant in initiative order."""
id: str = Field(description="Combatant ID")
name: str = Field(description="Combatant name")
initiative: int = Field(description="Initiative roll result")
is_player: bool = Field(default=False, description="Is this a player character")
is_current: bool = Field(default=False, description="Is it this combatant's turn")
hp_current: int = Field(default=0, description="Current HP")
hp_max: int = Field(default=1, description="Maximum HP")
hp_percent: float = Field(default=100.0, description="HP percentage")
conditions: list[str] = Field(default_factory=list, description="Active conditions")
status: str = Field(default="healthy", description="Status string")
class CombatStateResult(FormattedResult):
"""Enhanced combat state result."""
action: str = Field(
default="",
description="Combat action: start, end, next_turn, etc.",
)
round_number: int | None = Field(
default=None,
description="Current combat round",
)
current_combatant: str | None = Field(
default=None,
description="Name of current combatant",
)
current_combatant_is_player: bool = Field(
default=False,
description="Whether current combatant is a player",
)
turn_order: list[CombatantInfo] = Field(
default_factory=list,
description="Initiative order with combatant info",
)
combat_ended: bool = Field(
default=False,
description="Whether combat has ended",
)
# =============================================================================
# Connection Status Model
# =============================================================================
class MCPConnectionStatus(BaseModel):
"""Status information for MCP connection."""
state: ConnectionState = Field(
default=ConnectionState.DISCONNECTED,
description="Current connection state",
)
is_available: bool = Field(
default=False,
description="Whether MCP is available for use",
)
url: str = Field(
default="",
description="MCP server URL",
)
last_successful_call: datetime | None = Field(
default=None,
description="When the last successful call was made",
)
consecutive_failures: int = Field(
default=0,
description="Number of consecutive failures",
)
circuit_breaker_state: CircuitBreakerState = Field(
default=CircuitBreakerState.CLOSED,
description="Circuit breaker state",
)
tools_count: int = Field(
default=0,
description="Number of available tools",
)
error_message: str | None = Field(
default=None,
description="Last error message if any",
)
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