feat(interpreter): implement hybrid intent resolution with LLM and deterministic fallback

- Added new contracts for intent interpretation, including InterpreterOutput and ResolverMode.
- Implemented deterministic intent resolver with clarity checks for ambiguous references and empty input.
- Developed LLM intent resolver that communicates with an external model, handling JSON responses and fallback clarifications.
- Created an interpretTurn function to manage intent resolution based on the selected resolver mode.
- Introduced validation for interpreter output to ensure integrity before processing actions.
- Established a turn manager to orchestrate turn processing, including action validation and world state mutation.
- Added integration tests to verify the functionality of the new intent resolution system.

Co-authored-by: Copilot <copilot@github.com>
This commit is contained in:
2026-04-26 14:06:14 -04:00
parent ff9b86c3e9
commit fc10e46ccc
23 changed files with 1530 additions and 1012 deletions

View File

@@ -11,6 +11,7 @@ export function createDefaultRulebook(worldId: string): SceneRulebook {
return {
id: DEFAULT_RULEBOOK_ID,
worldId,
version: 1,
name: "Default Rulebook",
description: "Built-in scene rules for the CharacterGarden engine. Edit freely — the engine re-evaluates on every turn.",
createdAt: now,
@@ -27,23 +28,47 @@ export function createDefaultRulebook(worldId: string): SceneRulebook {
enabled: true,
checks: [
{
id: "take_target_exists",
description: "Target entity must exist in the world",
condition: { op: "entityExists", role: "target" },
id: "take_target_exists_or_actor_can_create",
description: "Target must exist, or actor must be authorized to create it when createIfMissing is true",
condition: {
op: "or",
conditions: [
{ op: "entityExists", role: "target" },
{
op: "and",
conditions: [
{ op: "actionMetadataEq", key: "createIfMissing", value: true },
{ op: "actorIdIn", allowedIds: ["player"] },
],
},
],
},
failReason: "target_not_found",
failMessage: "Target '{target.id}' does not exist.",
failMessage: "Target '{target.id}' does not exist, and actor '{actor.id}' is not allowed to create missing items.",
},
{
id: "take_same_location",
description: "Actor and target must be in the same location",
condition: { op: "sameLocation", roleA: "actor", roleB: "target" },
description: "If target exists, actor and target must be in the same location",
condition: {
op: "or",
conditions: [
{ op: "not", condition: { op: "entityExists", role: "target" } },
{ op: "sameLocation", roleA: "actor", roleB: "target" },
],
},
failReason: "not_in_same_location",
failMessage: "Target '{target.id}' is not in the same location as '{actor.id}'.",
},
{
id: "take_takeable",
description: "Target must have takeable attribute set to true",
condition: { op: "eq", role: "target", attribute: "takeable", value: true },
description: "If target exists, it must have takeable attribute set to true",
condition: {
op: "or",
conditions: [
{ op: "not", condition: { op: "entityExists", role: "target" } },
{ op: "eq", role: "target", attribute: "takeable", value: true },
],
},
failReason: "not_takeable",
failMessage: "Target '{target.id}' cannot be taken.",
},
@@ -242,6 +267,41 @@ export function createDefaultRulebook(worldId: string): SceneRulebook {
},
],
},
{
actionType: "transfer",
enabled: true,
checks: [
{
id: "transfer_recipient_exists",
description: "Recipient must exist in the world",
condition: { op: "entityExists", role: "target" },
failReason: "target_not_found",
failMessage: "Recipient '{target.id}' does not exist.",
},
{
id: "transfer_recipient_character",
description: "Recipient must be a character",
condition: { op: "entityType", role: "target", requiredType: "character" },
failReason: "target_not_character",
failMessage: "Recipient '{target.id}' is not a character.",
},
{
id: "transfer_same_location",
description: "Actor and recipient must be in the same location",
condition: { op: "sameLocation", roleA: "actor", roleB: "target" },
failReason: "not_in_same_location",
failMessage: "Recipient '{target.id}' is not in the same location as '{actor.id}'.",
},
{
id: "transfer_actor_holds_item",
description: "Actor must currently hold the specified item in inventory",
condition: { op: "itemInInventory", itemMetadataKey: "itemId", holderRole: "actor" },
failReason: "item_not_in_inventory",
failMessage: "Actor '{actor.id}' is not holding the requested item.",
},
],
},
],
};
}