the-apprentice / oracles /resolution.py
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Relax LLM output validation: lower word floor, +1 retry, salvage missing tactic
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"""Resolution + epilogue + interlude LLM calls for The Wizard's Oracles.
`resolve_trial` is THE star call of the demo: it takes an obstacle and an
oracle whose text may be literally anything the player typed (wisdom,
nonsense, a meme, a recipe, a wall of emoji, an empty string) and produces
a narration in which the oracle's words save the hero.
All four public generators (`resolve_trial`, `generate_interlude`,
`generate_dragon_interlude`, `generate_epilogue`) are theme-aware: they
look up the active Theme via `oracles.themes.get_theme` and substitute
its placeholders into the prompt templates. There is no offline / mock
fallback — the Modal-hosted Qwen endpoint is the source of truth. On
LLM failure the generators raise a `RuntimeError` so the caller can show
a clear error in the UI instead of silently rendering fantasy text.
"""
from __future__ import annotations
import json
import os
from typing import Optional
from oracles.llm_client import LLMClient
from oracles.state import GameState, Obstacle, Oracle, Resolution
from oracles.themes import Theme, get_theme
# ---------------------------------------------------------------------------
# Prompt-file caching (read once per process)
# ---------------------------------------------------------------------------
_PROMPTS_DIR = os.path.join(
os.path.dirname(os.path.dirname(os.path.abspath(__file__))),
"prompts",
)
_RESOLUTION_PROMPT: Optional[str] = None
_EPILOGUE_PROMPT: Optional[str] = None
_INTERLUDE_PROMPT: Optional[str] = None
_DRAGON_INTERLUDE_PROMPT: Optional[str] = None
def _model_for_lang(language: str) -> str:
"""Return the served-model alias to use for a given target language.
The deployed humor LoRA was distilled on English-only data and biases
outputs to English regardless of system-prompt directives. For
Chinese we route to the bare base Qwen (alias ``llm``) which speaks
Simplified Chinese natively; this restores localization at the cost
of losing the humor-mode steering on Chinese trials.
Returns "" to fall back to the client's default (the LoRA) for any
language not explicitly handled here.
"""
if language and ("Chinese" in language or "中文" in language):
return "llm"
return ""
def _is_chinese(language: str) -> bool:
return bool(language and ("Chinese" in language or "中文" in language))
def _complete_text_with_retry(
client,
system: str,
base_user: str,
min_chars: int,
max_tokens: int,
temperature: float,
language: str,
site: str,
max_attempts: int = 2,
) -> str:
"""Call ``client.complete_text`` with one retry on too-short response.
If the response is shorter than ``min_chars`` characters AND we have
a retry left, fire a second call that tells the model exactly how
short the previous attempt was and asks for more. Connection-class
errors bubble immediately (retrying wouldn't help).
"""
user_msg = base_user
last_short = None
for attempt in range(1, max_attempts + 1):
try:
text = client.complete_text(
system, user=user_msg,
max_tokens=max_tokens,
temperature=temperature,
model=_model_for_lang(language),
)
except Exception as e:
raise RuntimeError(
f"{site}: LLM call failed [{type(e).__name__}] {e}"
) from e
text = (text or "").strip()
if len(text) >= min_chars:
return text
if attempt < max_attempts:
last_short = (text[:120], len(text))
zh_extra = (
f"\n\n你上一次的回复太短(只有 {len(text)} 字)。请重写一份"
f"更详尽的内容,至少 {min_chars} 字。"
) if _is_chinese(language) else ""
user_msg = (
f"{base_user}\n\n"
f"YOUR PREVIOUS ATTEMPT WAS REJECTED — TOO SHORT: only "
f"{len(text)} characters (minimum required: {min_chars}). "
f"Previous response began: {text[:120]!r}\n"
f"Write a LONGER, more detailed response this time — at "
f"least {min_chars} characters." + zh_extra
)
continue
# Out of retries.
prior = (
f", prior_attempt={last_short[1]} chars / preview={last_short[0]!r}"
if last_short else ""
)
raise RuntimeError(
f"{site}: response too short after {attempt} attempts — "
f"got {len(text)} chars, need >= {min_chars} "
f"(lang={language!r}, preview={text[:80]!r}{prior})"
)
# Unreachable, but Python flow requires it.
return ""
def _wrap_with_language_force(system: str, language: str) -> str:
"""When ``language`` indicates Chinese, prepend AND append a forceful
Chinese-only directive to the system prompt. Pass-through otherwise.
The English prompt template + its English examples bias the model
toward English output regardless of the late ``Write the narration
in {language}`` clause. Bracketing the prompt with native Chinese
directives means the FIRST and LAST tokens the model attends to
are both in zh, which steers token generation reliably.
"""
if not _is_chinese(language):
return system
prefix = (
"【极其重要】本次任务必须**完全用简体中文**输出 narration "
"与 tactic 字段,**禁止出现任何英文单词、英文短语或英文标点**。"
"无论下面的示例与说明使用哪种语言,**最终输出只能是简体中文**。"
"如出现任何英文字符,则视为完全失败。\n\n"
)
suffix = (
"\n\n【重申】narration 与 tactic 两个字段都必须是简体中文。"
"不要英文。不要中英混杂。**只用简体中文**。"
)
return prefix + system + suffix
def _length_units(text: str, language: str) -> int:
"""Language-aware count of "narration units" for the too-short check.
English: whitespace-separated words.
Chinese: CJK characters (no inter-character spaces, so ``split()`` is
useless). Each Chinese character roughly equals 1.5 English words of
information density; the validator's floor is loosened by the same
factor when called with a Chinese narration so it stays comparable.
"""
if _is_chinese(language):
return sum(1 for ch in text if "一" <= ch <= "鿿")
return len(text.split())
def _load_resolution_prompt() -> str:
global _RESOLUTION_PROMPT
if _RESOLUTION_PROMPT is None:
with open(os.path.join(_PROMPTS_DIR, "resolution_system.txt"), "r", encoding="utf-8") as fh:
_RESOLUTION_PROMPT = fh.read()
return _RESOLUTION_PROMPT
def _load_epilogue_prompt() -> str:
global _EPILOGUE_PROMPT
if _EPILOGUE_PROMPT is None:
with open(os.path.join(_PROMPTS_DIR, "epilogue_system.txt"), "r", encoding="utf-8") as fh:
_EPILOGUE_PROMPT = fh.read()
return _EPILOGUE_PROMPT
def _load_interlude_prompt(dragon: bool = False) -> str:
global _INTERLUDE_PROMPT, _DRAGON_INTERLUDE_PROMPT
fname = "interlude_dragon_system.txt" if dragon else "interlude_system.txt"
if dragon:
if _DRAGON_INTERLUDE_PROMPT is None:
with open(os.path.join(_PROMPTS_DIR, fname), "r", encoding="utf-8") as fh:
_DRAGON_INTERLUDE_PROMPT = fh.read()
return _DRAGON_INTERLUDE_PROMPT
if _INTERLUDE_PROMPT is None:
with open(os.path.join(_PROMPTS_DIR, fname), "r", encoding="utf-8") as fh:
_INTERLUDE_PROMPT = fh.read()
return _INTERLUDE_PROMPT
# ---------------------------------------------------------------------------
# Helpers for sanitizing weird oracle text
# ---------------------------------------------------------------------------
_LONG_INPUT_HARD_CAP = 4000 # absurdly long; protects the prompt budget
def _safe_oracle_for_template(text: str) -> str:
"""Sanitize an oracle text for safe template substitution.
- None -> empty string.
- Strip NUL bytes (would break some downstream tools).
- Hard-cap absurdly long inputs so we don't bust the prompt window.
"""
if not isinstance(text, str):
text = "" if text is None else str(text)
text = text.replace("\x00", "")
if len(text) > _LONG_INPUT_HARD_CAP:
text = text[:_LONG_INPUT_HARD_CAP] + "…"
return text
def _apply_theme(template: str, theme: Theme) -> str:
"""Substitute every theme placeholder into a prompt template."""
return (
template
.replace("{theme_name}", theme.display_name)
.replace("{mentor_archetype}", theme.mentor_archetype)
.replace("{mentor_action_verb}", theme.mentor_action_verb)
.replace("{oracle_artifact}", theme.oracle_artifact)
.replace("{oracle_singular}", theme.oracle_singular)
.replace("{goal_verb}", theme.goal_verb)
.replace("{finale_descriptor}", theme.finale_descriptor)
.replace("{finale_short}", theme.finale_short)
.replace("{hero_label}", theme.hero_label)
.replace("{village_label}", theme.village_label)
.replace("{style_cues}", theme.style_cues)
)
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
def resolve_trial(
obstacle: Obstacle,
oracle: Oracle,
hero_name: str,
village_name: str,
client: LLMClient,
language: str = "English",
theme: str = "fantasy",
narration_length: str = "medium",
) -> Resolution:
"""Generate the narration for one trial via the live LLM.
`narration_length` selects from NARRATION_LENGTHS in state.py — drives
the word-range in the prompt template and the max_tokens cap on the
LLM call. Default 'medium' = 180-240 words (the prior hard-coded range).
Raises RuntimeError if the client is unconfigured or the LLM call
fails (network / malformed JSON / missing fields / too-short body).
"""
if client is None or getattr(client, "using_mock", True):
raise RuntimeError(
"LLM client is not configured. Set MODAL_URL, MODAL_KEY and "
"MODAL_SECRET so the oracles can be interpreted."
)
from oracles.state import NARRATION_LENGTHS as _LENGTHS
_, n_min, n_max, max_tokens = _LENGTHS.get(
narration_length, _LENGTHS["medium"]
)
template = _load_resolution_prompt()
safe_oracle_text = _safe_oracle_for_template(oracle.text if oracle else "")
th = get_theme(theme)
system = _apply_theme(template, th)
system = (
system
.replace("{hero_name}", hero_name or "the hero")
.replace("{village_name}", village_name or "his village")
.replace("{obstacle_setup}", obstacle.setup or "")
.replace("{oracle_text}", safe_oracle_text)
.replace("{language}", language or "English")
.replace("{narration_min}", str(n_min))
.replace("{narration_max}", str(n_max))
)
# The prompt template + examples are all English, so the LoRA/base
# model often parrots English even when {language}="Simplified Chinese
# …". When the player picked Chinese we *prepend* a strong, native-
# Chinese directive so the first tokens the model sees are in zh —
# and append the same constraint in zh after the English template, so
# the LAST words it sees before generating are also Chinese.
system = _wrap_with_language_force(system, language)
# Lower bound for the validator. Tuned permissive after the deployed
# LoRA was observed producing 50-120 word outputs against a 150 floor
# — the model was healthy but the gate was too aggressive, dropping
# otherwise-fine narrations. New floor is about a third of the
# narration-length preset's minimum (with a 40-unit absolute floor),
# which lets short-but-coherent generations through while still
# rejecting near-empty fragments.
min_floor = max(40, n_min // 3)
base_user = "Pick one of modes A/B/C and write the resolution now."
user_msg = base_user
last_short_attempt = None # (narration_preview, units) of the prior try
attempts = 0
max_attempts = 3 # initial + two retries
while True:
attempts += 1
try:
raw = client.complete_json(
system,
user=user_msg,
max_tokens=max_tokens,
temperature=1.05,
model=_model_for_lang(language),
)
except Exception as e:
# Connection-class errors are NOT retried — same network state
# would just fail the same way; surface immediately.
raise RuntimeError(
f"resolve_trial: LLM call failed [{type(e).__name__}] {e}"
) from e
if not isinstance(raw, dict):
raise RuntimeError(
f"resolve_trial: LLM returned non-JSON ({type(raw).__name__}, "
f"first 200 chars: {str(raw)[:200]!r})"
)
narration = raw.get("narration")
tactic = raw.get("tactic")
# The fine-tune sometimes omits the tactic key (~5% of calls
# observed in prod). Rather than failing the whole resolution,
# derive a one-line tactic from the narration's first sentence.
# Better to ship a slightly weaker tactic than to drop the whole
# cell from the precompute matrix.
if isinstance(narration, str) and (not isinstance(tactic, str) or not tactic.strip()):
first_sentence = narration.strip().split(".")[0]
tactic = first_sentence[:120].strip() or "He found a way."
if not isinstance(narration, str) or not isinstance(tactic, str):
raise RuntimeError(
f"resolve_trial: JSON missing narration/tactic keys "
f"(got keys={list(raw.keys())[:6]})"
)
narration = narration.strip()
tactic = tactic.strip()
units = _length_units(narration, language)
if not tactic:
# Empty tactic isn't a length problem — surface the failure
# without retrying (the model may just refuse). Same pattern
# for non-Chinese-locale tactic emissions.
raise RuntimeError(
"resolve_trial: LLM omitted the tactic one-liner "
f"(narration was {units} units, language={language!r})"
)
if units >= min_floor:
break # PASS
# Too short. If we still have a retry left, build a sharpened user
# message that quotes the previous failure and asks for a longer
# response. Otherwise raise with full diagnostic context.
if attempts < max_attempts:
last_short_attempt = (narration[:120], units)
unit_type = "Chinese characters" if _is_chinese(language) else "English words"
zh_extra = (
"\n\n你上一次的回复太短了。请重写一份更长更详尽的 narration,"
f"至少 {min_floor} 个汉字。先前长度仅 {units} 字。"
) if _is_chinese(language) else ""
user_msg = (
f"{base_user}\n\n"
f"YOUR PREVIOUS ATTEMPT WAS REJECTED — TOO SHORT: only "
f"{units} {unit_type} (minimum required: {min_floor}). "
f"Previous narration began: {narration[:120]!r}\n"
f"Write a LONGER, more detailed narration this time — at "
f"least {min_floor} {unit_type}. Keep the same JSON shape "
f"{{\"narration\": ..., \"tactic\": ...}}."
+ zh_extra
)
continue
# No retries left — escalate.
unit_type = "Chinese chars" if _is_chinese(language) else "English words"
req = getattr(client, "last_requested_model", "?")
got = getattr(client, "last_returned_model", "?")
prior = (
f", prior_attempt={last_short_attempt[1]} units / preview="
f"{last_short_attempt[0]!r}"
if last_short_attempt else ""
)
raise RuntimeError(
f"resolve_trial: narration too short after {attempts} attempts — "
f"got {units} {unit_type}, need >= {min_floor} "
f"(lang={language!r}, model_requested={req!r}, "
f"model_returned={got!r}, narration_preview="
f"{narration[:80]!r}{prior})"
)
return Resolution(
trial_index=obstacle.index,
obstacle=obstacle,
oracle=oracle,
narration=narration,
tactic=tactic,
image_path="",
image_caption=tactic,
)
def generate_epilogue(
state: GameState,
client: LLMClient,
language: str = "English",
theme: str = "fantasy",
) -> str:
"""Generate the closing paragraph via the live LLM.
Raises RuntimeError on any failure.
"""
if client is None or getattr(client, "using_mock", True):
raise RuntimeError(
"LLM client is not configured. Set MODAL_URL, MODAL_KEY and "
"MODAL_SECRET so the wizard's epilogue can be spoken."
)
template = _load_epilogue_prompt()
tactics = [r.tactic for r in state.resolutions if getattr(r, "tactic", "")]
if tactics:
tactics_block = "\n".join(f"- {t}" for t in tactics)
else:
tactics_block = "- (no tactics recorded)"
th = get_theme(theme)
system = _apply_theme(template, th)
# If the player walked the story tree (any theme), the leaf node's
# ``ending_id`` chooses one of 5 endings. Splice an ending seed into
# the prompt so the LLM expands it in the player's language with the
# recorded tactics as flavor.
#
# Fantasy uses the hand-authored seed_en/seed_zh. Every other theme
# asks the LLM to first render the abstract ending.shape in this
# theme's world (a single short call), then splices that themed seed.
ending_seed = ""
story_path = getattr(state, "story_path", None) or []
if story_path: # truthy AND non-empty (len >= 1)
from oracles.story_graph import get_node, get_ending, render_themed_ending_seed
leaf = get_node(story_path[-1])
if leaf is not None and leaf.ending_id:
ending = get_ending(leaf.ending_id)
lang_code = "zh" if (language and ("Chinese" in language or "中文" in language)) else "en"
if theme == "fantasy":
ending_seed = ending.seed(lang_code)
else:
ending_seed = render_themed_ending_seed(
ending, th, client,
language=language,
hero_name=state.hero_name or "the hero",
village_name=state.village_name or "his village",
)
system = system + (
"\n\n[Branching-story epilogue seed]\nThe seed below "
"contains the OUTCOME of this run plus two named beats: "
"WHY THE BOSS BEHAVED AS IT DID and WHAT THE APPRENTICE "
"CARRIED HOME. Your 3-paragraph epilogue MUST honor BOTH "
"of those beats — do not skip either, do not contradict "
"the seed's tone or outcome. Use the recorded tactics as "
"flavor when describing what the apprentice carried home. "
"Write in {language}.\n\n"
"SEED:\n"
f"{ending_seed}"
).replace("{language}", language or "English")
system = (
system
.replace("{hero_name}", state.hero_name or "the hero")
.replace("{village_name}", state.village_name or "his village")
.replace("{tactics_block}", tactics_block)
.replace("{language}", language or "English")
)
system = _wrap_with_language_force(system, language)
text = _complete_text_with_retry(
client, system,
base_user="Write the epilogue now — three paragraphs.",
# 3-paragraph epilogue: ~280 words ≈ 1400 chars EN / 280 chars zh.
# Floor at 250 chars (5 sentences min) so terse one-paragraph
# responses trigger the retry-with-feedback path.
min_chars=250,
max_tokens=900,
temperature=0.9,
language=language,
site="generate_epilogue",
)
return text
# ---------------------------------------------------------------------------
# Background precomputation — fills state.resolution_cache so trial reveals
# are instant. The thread silently swallows per-pair errors and lets the
# main render path retry synchronously.
# ---------------------------------------------------------------------------
def precompute_all_resolutions(
state: GameState,
client: LLMClient,
language: str = "English",
max_workers: int = 8,
) -> None:
"""Spawn a background daemon thread that fills ``state.resolution_cache``
with a Resolution for every (oracle, obstacle) pair.
The cache key is ``(oracle.index, obstacle.index)``. The thread writes
to the cache as each LLM call returns; callers can read partial results.
"""
import threading
from concurrent.futures import ThreadPoolExecutor
if client is None or getattr(client, "using_mock", True):
return
if not state.oracles or not state.obstacles:
return
if state.precompute_in_flight:
return
pairs = [
(oracle, obstacle)
for oracle in state.oracles
for obstacle in state.obstacles
]
state.precompute_total = len(pairs)
state.precompute_done = 0
state.precompute_in_flight = True
def _one(oracle: Oracle, obstacle: Obstacle) -> None:
key = (oracle.index, obstacle.index)
try:
res = resolve_trial(
obstacle, oracle,
state.hero_name, state.village_name,
client, language=language,
theme=getattr(state, "theme", "fantasy"),
narration_length=getattr(state, "narration_length", "medium"),
)
state.resolution_cache[key] = res
except Exception as _e:
# Track failures so the synchronous fallback can warn the
# player which (oracle,obstacle) pair will retry live and
# might be slow. State-level dict isn't critical to gameplay
# — log to stderr for the developer's tail.
import sys
state.precompute_failed = getattr(state, "precompute_failed", {})
state.precompute_failed[key] = f"{type(_e).__name__}: {_e}"
print(f"[resolution.precompute] pair {key} failed: "
f"{type(_e).__name__} {_e}", file=sys.stderr)
finally:
state.precompute_done += 1
def _worker() -> None:
try:
with ThreadPoolExecutor(max_workers=max_workers) as ex:
list(ex.map(lambda p: _one(*p), pairs))
except Exception:
pass
finally:
state.precompute_in_flight = False
threading.Thread(target=_worker, daemon=True).start()
# ---------------------------------------------------------------------------
# Background interlude / epilogue precompute — fired at trial-reveal time so
# the next Continue / epilogue click is instant.
# ---------------------------------------------------------------------------
def kick_background_interlude(
state: GameState,
trial_index: int,
client: LLMClient,
language: str = "English",
theme: str = "fantasy",
) -> None:
"""Fire-and-forget: generate the interlude bridging ``trial_index`` →
``trial_index + 1`` in a daemon thread; write to ``state.interludes``.
The state.interludes slot layout matches handle_continue:
slot 0 → after trial 1's resolution, before trial 2's setup
slot 1 → after trial 2 → before trial 3
slot 2 → after trial 3 → before trial 4
slot 3 → after trial 4 → before trial 5 (DRAGON_INTERLUDE shape)
No-op if trial_index is out of range, no previous resolution exists,
or the next obstacle is missing.
"""
import threading
from oracles.state import NUM_TRIALS as _NUM_TRIALS
if trial_index < 1 or trial_index >= _NUM_TRIALS:
return
slot = trial_index - 1
if not (0 <= slot < len(state.interludes)):
return
# Skip if already populated (e.g. user clicked Continue before precompute
# finished and we filled it synchronously).
if (state.interludes[slot] or "").strip():
return
prev_res = state.resolutions[-1] if state.resolutions else None
next_ob = next(
(ob for ob in state.obstacles if ob.index == trial_index + 1),
None,
)
if prev_res is None or next_ob is None:
return
trials_remaining = _NUM_TRIALS - trial_index
def _worker() -> None:
try:
if next_ob.is_dragon:
four_tactics = [
(r.tactic or "").strip() for r in state.resolutions
]
text = generate_dragon_interlude(
prev_res.obstacle, four_tactics,
state.hero_name, state.village_name,
client, language=language, theme=theme,
)
else:
text = generate_interlude(
prev_res.obstacle, next_ob,
prev_res.tactic or "",
state.hero_name, state.village_name,
trials_remaining=trials_remaining,
client=client, language=language, theme=theme,
)
# Last-write-wins. Only set if still empty so we don't clobber a
# synchronous fallback that may have already filled the slot.
if not (state.interludes[slot] or "").strip():
state.interludes[slot] = text
except Exception:
# Leave the slot empty; handle_continue will retry synchronously
# and surface its own error message if that also fails.
pass
threading.Thread(target=_worker, daemon=True).start()
def kick_background_epilogue(
state: GameState,
client: LLMClient,
language: str = "English",
theme: str = "fantasy",
) -> None:
"""Fire-and-forget: generate the epilogue in a daemon thread so the
final Continue click is instant. Writes to ``state.epilogue``.
No-op if the epilogue is already populated.
"""
import threading
if (state.epilogue or "").strip():
return
def _worker() -> None:
try:
text = generate_epilogue(
state, client, language=language, theme=theme,
)
if not (state.epilogue or "").strip():
state.epilogue = text
except Exception:
pass
threading.Thread(target=_worker, daemon=True).start()
# ---------------------------------------------------------------------------
# Interludes — short journeying narrative between consecutive trials.
# ---------------------------------------------------------------------------
def generate_interlude(
prev_obstacle: Obstacle,
next_obstacle: Obstacle,
prev_tactic: str,
hero_name: str,
village_name: str,
trials_remaining: int,
client: LLMClient,
language: str = "English",
theme: str = "fantasy",
) -> str:
"""Generate a 1-paragraph interlude between two trials via the live LLM.
Raises RuntimeError on failure.
"""
if client is None or getattr(client, "using_mock", True):
raise RuntimeError(
"LLM client is not configured. Cannot bridge the trials."
)
template = _load_interlude_prompt(dragon=False)
th = get_theme(theme)
system = _apply_theme(template, th)
system = (
system
.replace("{hero_name}", hero_name or "the hero")
.replace("{village_name}", village_name or "his village")
.replace("{prev_obstacle_setup}", prev_obstacle.setup or "")
.replace("{prev_tactic}", prev_tactic or "")
.replace("{next_obstacle_setup}", next_obstacle.setup or "")
.replace("{trials_remaining}", str(trials_remaining))
.replace("{language}", language or "English")
)
system = _wrap_with_language_force(system, language)
return _complete_text_with_retry(
client, system,
base_user="Write the interlude now.",
min_chars=60,
max_tokens=400,
temperature=0.85,
language=language,
site="generate_interlude",
)
def generate_dragon_interlude(
prev_obstacle: Obstacle,
four_tactics: list[str],
hero_name: str,
village_name: str,
client: LLMClient,
language: str = "English",
theme: str = "fantasy",
) -> str:
"""Generate the climactic lead-in to the final trial via the live LLM.
Raises RuntimeError on failure.
"""
if client is None or getattr(client, "using_mock", True):
raise RuntimeError(
"LLM client is not configured. Cannot approach the finale."
)
template = _load_interlude_prompt(dragon=True)
th = get_theme(theme)
tactics_block = "\n".join(
f" - {t}" for t in four_tactics if (t or "").strip()
) or " - (none recorded)"
system = _apply_theme(template, th)
system = (
system
.replace("{hero_name}", hero_name or "the hero")
.replace("{village_name}", village_name or "his village")
.replace("{prev_obstacle_setup}", prev_obstacle.setup or "")
.replace("{four_tactics}", tactics_block)
.replace("{language}", language or "English")
)
system = _wrap_with_language_force(system, language)
return _complete_text_with_retry(
client, system,
base_user="Write the lead-in now.",
min_chars=80,
max_tokens=500,
temperature=0.9,
language=language,
site="generate_dragon_interlude",
)