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"""
DungeonMaster AI - Agent Models

Pydantic models for agent responses, turn results, and game interactions.
"""

from __future__ import annotations

from datetime import datetime
from enum import Enum

from pydantic import BaseModel, Field

from src.mcp_integration.models import (
    CombatStateResult,
    DiceRollResult,
)
from src.voice.models import VoiceType


# =============================================================================
# Enums
# =============================================================================


class GameMode(str, Enum):
    """Game modes for DM agent context switching."""

    EXPLORATION = "exploration"
    COMBAT = "combat"
    SOCIAL = "social"
    NARRATIVE = "narrative"


class DegradationLevel(str, Enum):
    """System degradation levels for graceful fallbacks."""

    FULL = "full"  # All features working
    PARTIAL = "partial"  # Some tools unavailable
    TEXT_ONLY = "text_only"  # Voice unavailable
    MINIMAL = "minimal"  # Fallback dice only, limited LLM


class SpecialMomentType(str, Enum):
    """Types of special dramatic moments."""

    CRITICAL_HIT = "critical_hit"
    CRITICAL_MISS = "critical_miss"
    DEATH_SAVE_SUCCESS = "death_save_success"
    DEATH_SAVE_FAILURE = "death_save_failure"
    DEATH_SAVE_NAT_20 = "death_save_nat_20"
    DEATH_SAVE_NAT_1 = "death_save_nat_1"
    KILLING_BLOW = "killing_blow"
    PLAYER_DEATH = "player_death"
    LEVEL_UP = "level_up"
    COMBAT_START = "combat_start"
    COMBAT_VICTORY = "combat_victory"


class PacingStyle(str, Enum):
    """Response pacing styles."""

    VERBOSE = "verbose"  # New locations, world-building (3-5 sentences)
    STANDARD = "standard"  # Normal gameplay (2-3 sentences)
    QUICK = "quick"  # Combat actions (1-2 sentences)
    DRAMATIC = "dramatic"  # Critical moments (short, punchy)


# =============================================================================
# Voice Segment Models
# =============================================================================


class VoiceSegment(BaseModel):
    """A segment of text with assigned voice profile."""

    text: str = Field(description="Text content to synthesize")
    voice_type: VoiceType = Field(
        default=VoiceType.DM,
        description="Voice profile to use",
    )
    pause_before_ms: int = Field(
        default=0,
        ge=0,
        description="Pause duration before this segment in milliseconds",
    )
    pause_after_ms: int = Field(
        default=0,
        ge=0,
        description="Pause duration after this segment in milliseconds",
    )
    emphasis: bool = Field(
        default=False,
        description="Whether to emphasize this segment",
    )
    is_dialogue: bool = Field(
        default=False,
        description="Whether this is NPC/character dialogue",
    )
    speaker_name: str | None = Field(
        default=None,
        description="Name of the speaker if dialogue",
    )


# =============================================================================
# Tool Call Models
# =============================================================================


class ToolCallInfo(BaseModel):
    """Information about a tool call made during processing."""

    tool_name: str = Field(description="Name of the tool called")
    arguments: dict[str, object] = Field(
        default_factory=dict,
        description="Arguments passed to the tool",
    )
    result: object = Field(
        default=None,
        description="Result returned by the tool",
    )
    success: bool = Field(
        default=True,
        description="Whether the tool call succeeded",
    )
    error_message: str | None = Field(
        default=None,
        description="Error message if tool call failed",
    )
    duration_ms: float = Field(
        default=0.0,
        description="Time taken by the tool call",
    )
    timestamp: datetime = Field(
        default_factory=datetime.now,
        description="When the tool was called",
    )


# =============================================================================
# Special Moment Models
# =============================================================================


class SpecialMoment(BaseModel):
    """A dramatic moment in the game requiring special handling."""

    moment_type: SpecialMomentType = Field(description="Type of special moment")
    enhanced_narration: str = Field(
        default="",
        description="Dramatic narration for this moment",
    )
    voice_type: VoiceType = Field(
        default=VoiceType.DM,
        description="Voice to use for narration",
    )
    ui_effects: list[str] = Field(
        default_factory=list,
        description="UI effects to trigger (e.g., 'screen_shake', 'golden_glow')",
    )
    pause_before_ms: int = Field(
        default=500,
        description="Dramatic pause before narration",
    )
    sound_effect: str | None = Field(
        default=None,
        description="Optional sound effect to play",
    )
    context: dict[str, object] = Field(
        default_factory=dict,
        description="Additional context (roll value, weapon, etc.)",
    )


# =============================================================================
# DM Response Models
# =============================================================================


class DMResponse(BaseModel):
    """Response from the Dungeon Master agent."""

    narration: str = Field(
        description="The narrative text response from the DM",
    )
    voice_segments: list[VoiceSegment] = Field(
        default_factory=list,
        description="Text segments with voice assignments for multi-voice synthesis",
    )
    tool_calls: list[ToolCallInfo] = Field(
        default_factory=list,
        description="Tools that were called during processing",
    )
    dice_rolls: list[DiceRollResult] = Field(
        default_factory=list,
        description="Dice rolls that occurred",
    )
    game_state_updates: dict[str, object] = Field(
        default_factory=dict,
        description="State changes to apply (hp_changes, location, combat, etc.)",
    )
    special_moment: SpecialMoment | None = Field(
        default=None,
        description="Special dramatic moment if detected",
    )
    ui_effects: list[str] = Field(
        default_factory=list,
        description="UI effects to trigger",
    )
    game_mode: GameMode = Field(
        default=GameMode.EXPLORATION,
        description="Current game mode after processing",
    )
    pacing: PacingStyle = Field(
        default=PacingStyle.STANDARD,
        description="Pacing style used for response",
    )
    # Metadata
    processing_time_ms: float = Field(
        default=0.0,
        description="Total processing time",
    )
    llm_provider: str = Field(
        default="",
        description="Which LLM provider was used",
    )
    timestamp: datetime = Field(
        default_factory=datetime.now,
        description="When response was generated",
    )


# =============================================================================
# Rules Response Models
# =============================================================================


class RulesResponse(BaseModel):
    """Response from the Rules Arbiter agent."""

    answer: str = Field(description="The rules answer/explanation")
    sources: list[str] = Field(
        default_factory=list,
        description="Sources/citations for the rule",
    )
    confidence: float = Field(
        default=1.0,
        ge=0.0,
        le=1.0,
        description="Confidence in the answer",
    )
    tool_calls: list[ToolCallInfo] = Field(
        default_factory=list,
        description="Tools called to find the answer",
    )
    from_cache: bool = Field(
        default=False,
        description="Whether result came from cache",
    )


# =============================================================================
# Turn Result Models
# =============================================================================


class TurnResult(BaseModel):
    """Complete result of processing a player turn."""

    # Core response
    narration_text: str = Field(
        description="The narrative text to display",
    )
    narration_audio: bytes | None = Field(
        default=None,
        description="Synthesized audio (combined from all segments)",
    )

    # Detailed information
    voice_segments: list[VoiceSegment] = Field(
        default_factory=list,
        description="Individual voice segments for multi-voice",
    )
    tool_calls: list[ToolCallInfo] = Field(
        default_factory=list,
        description="All tools that were called",
    )
    dice_rolls: list[DiceRollResult] = Field(
        default_factory=list,
        description="All dice rolls that occurred",
    )

    # Game state
    game_mode: GameMode = Field(
        default=GameMode.EXPLORATION,
        description="Current game mode",
    )
    combat_updates: CombatStateResult | None = Field(
        default=None,
        description="Combat state changes if in combat",
    )

    # Special handling
    special_moment: SpecialMoment | None = Field(
        default=None,
        description="Special dramatic moment if any",
    )
    ui_effects: list[str] = Field(
        default_factory=list,
        description="UI effects to trigger",
    )

    # Status
    degradation_level: DegradationLevel = Field(
        default=DegradationLevel.FULL,
        description="System degradation level",
    )
    voice_enabled: bool = Field(
        default=True,
        description="Whether voice was generated",
    )
    error_message: str | None = Field(
        default=None,
        description="Error message if something went wrong",
    )

    # Metadata
    turn_number: int = Field(
        default=0,
        description="Current turn number",
    )
    processing_time_ms: float = Field(
        default=0.0,
        description="Total processing time",
    )
    llm_provider: str = Field(
        default="",
        description="Which LLM was used",
    )
    timestamp: datetime = Field(
        default_factory=datetime.now,
        description="When turn was processed",
    )


# =============================================================================
# Streaming Models
# =============================================================================


class StreamChunk(BaseModel):
    """A chunk of streaming response."""

    text: str = Field(
        default="",
        description="Incremental text content",
    )
    is_complete: bool = Field(
        default=False,
        description="Whether this is the final chunk",
    )
    tool_call: ToolCallInfo | None = Field(
        default=None,
        description="Tool call if one occurred in this chunk",
    )
    accumulated_text: str = Field(
        default="",
        description="Full text accumulated so far",
    )


# =============================================================================
# Game Context Models
# =============================================================================


class GameContext(BaseModel):
    """Context information passed to agents for decision making."""

    # Core state
    session_id: str = Field(description="Current session ID")
    turn_number: int = Field(default=0, description="Current turn number")
    game_mode: GameMode = Field(
        default=GameMode.EXPLORATION,
        description="Current game mode",
    )

    # Location
    current_location: str = Field(
        default="Unknown",
        description="Current location name",
    )
    location_description: str = Field(
        default="",
        description="Description of current location",
    )

    # Party
    active_character_id: str | None = Field(
        default=None,
        description="Currently controlled character",
    )
    party_summary: str = Field(
        default="",
        description="Summary of party status (HP, conditions)",
    )

    # Combat
    in_combat: bool = Field(
        default=False,
        description="Whether combat is active",
    )
    combat_round: int | None = Field(
        default=None,
        description="Current combat round if in combat",
    )
    current_combatant: str | None = Field(
        default=None,
        description="Whose turn it is in combat",
    )

    # NPCs
    current_npc: dict[str, object] | None = Field(
        default=None,
        description="Current NPC being interacted with",
    )
    npcs_present: list[str] = Field(
        default_factory=list,
        description="NPCs in current scene",
    )

    # Recent history
    recent_events_summary: str = Field(
        default="",
        description="Summary of recent events for context",
    )

    # Adventure
    adventure_name: str | None = Field(
        default=None,
        description="Name of current adventure",
    )
    story_flags: dict[str, object] = Field(
        default_factory=dict,
        description="Active story/quest flags",
    )


# =============================================================================
# LLM Provider Models
# =============================================================================


class LLMProviderHealth(BaseModel):
    """Health status of an LLM provider."""

    provider_name: str = Field(description="Name of the provider")
    is_available: bool = Field(
        default=False,
        description="Whether provider is available",
    )
    is_primary: bool = Field(
        default=False,
        description="Whether this is the primary provider",
    )
    consecutive_failures: int = Field(
        default=0,
        description="Number of consecutive failures",
    )
    last_success: datetime | None = Field(
        default=None,
        description="Last successful call",
    )
    last_error: str | None = Field(
        default=None,
        description="Last error message",
    )
    circuit_open: bool = Field(
        default=False,
        description="Whether circuit breaker is open",
    )


class LLMResponse(BaseModel):
    """Response from LLM provider chain."""

    text: str = Field(description="Generated text")
    tool_calls: list[dict[str, object]] = Field(
        default_factory=list,
        description="Tool calls requested by LLM",
    )
    provider_used: str = Field(
        default="",
        description="Which provider generated this response",
    )
    model_used: str = Field(
        default="",
        description="Which model was used",
    )
    input_tokens: int = Field(
        default=0,
        description="Input token count",
    )
    output_tokens: int = Field(
        default=0,
        description="Output token count",
    )
    latency_ms: float = Field(
        default=0.0,
        description="Response latency",
    )
    from_fallback: bool = Field(
        default=False,
        description="Whether fallback provider was used",
    )