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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",
)
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