feat: Implement scene rulebook and validation engine

- Added a new SceneRulebook system to manage data-driven validation rules for actions.
- Introduced rule checks for actions like "take", "open", "move", "introduce", and "describe".
- Created a rulebook engine to evaluate conditions and enforce rules during action validation.
- Enhanced action handling with support for scene entry and character descriptions.
- Updated the architecture documentation to reflect the new rule-based validation approach.
- Added new endpoints and improved the persistence layer for rulebooks.
This commit is contained in:
2026-04-26 13:33:05 -04:00
parent 998635f542
commit ff9b86c3e9
16 changed files with 2013 additions and 412 deletions

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/**
* SceneRulebook — data-driven validation rules for the truth engine.
*
* Rules are stored per-scene in the database and evaluated by rulebookEngine.ts.
* The default set is seeded from defaultRulebook.ts and mirrors the original
* hardcoded logic in truthEngine.ts.
*/
/** Which entity in the action context a condition refers to. */
export type EntityRole = "actor" | "target" | "actorRoom" | "targetRoom";
/**
* A composable, JSON-serialisable condition expression.
*
* Combinators: and | or | not
* Predicates:
* entityExists — entity referenced by role is present in world state
* entityExistsOrWillBeCreated — entity exists OR will be created earlier in this turn
* entityType — entity.type === requiredType
* eq / neq — entity field comparison (id, name, type, or attributes[attribute])
* attributeExists — entity.attributes[attribute] is not undefined
* sameLocation — two entities share the same location attribute value
* actorIdIn — action.actorId is included in an allowed list
* actorNameIn — actor.name matches one of an allowed list (case-insensitive)
* attributeRef — entities[checkRole].attributes[prefix + entities[refRole].attributes[refAttribute]] === true
* metaValueNotInRoom — no entity of entityType in actor's room has name === action.metadata[metaKey]
*/
export type ConditionExpr =
| { op: "and"; conditions: ConditionExpr[] }
| { op: "or"; conditions: ConditionExpr[] }
| { op: "not"; condition: ConditionExpr }
| { op: "entityExists"; role: EntityRole }
| { op: "entityExistsOrWillBeCreated"; role: EntityRole }
| { op: "entityType"; role: EntityRole; requiredType: string }
| { op: "eq"; role: EntityRole; attribute: string; value: unknown }
| { op: "neq"; role: EntityRole; attribute: string; value: unknown }
| { op: "attributeExists"; role: EntityRole; attribute: string }
| { op: "sameLocation"; roleA: EntityRole; roleB: EntityRole }
| { op: "actorIdIn"; allowedIds: string[] }
| { op: "actorNameIn"; allowedNames: string[] }
| {
op: "attributeRef";
/** Entity whose attribute is being tested */
checkRole: EntityRole;
/** Optional string prepended to the resolved key (e.g. "has_") */
prefix?: string;
/** Entity that provides the dynamic attribute name */
refRole: EntityRole;
/** Attribute on refRole whose value supplies the key name */
refAttribute: string;
}
| {
op: "metaValueNotInRoom";
/** Key in action.metadata whose value to match against entity names */
metaKey: string;
/** Only match entities of this type */
entityType: string;
};
/** A single named check within an action rule set. */
export type RuleCheck = {
id: string;
/** Human-readable label shown in the rulebook editor. */
description: string;
condition: ConditionExpr;
failReason: string;
/**
* Failure message template.
* Supports: {actor.id}, {actor.name}, {target.id}, {target.name}
*/
failMessage: string;
};
/** All checks that apply to a specific action type. */
export type ActionRuleSet = {
actionType: string;
/**
* When false, all checks are skipped and the action always passes.
* Useful for quickly disabling enforcement without deleting the rules.
*/
enabled: boolean;
checks: RuleCheck[];
};
/** The full rulebook attached to a scene/world. */
export type SceneRulebook = {
id: string;
worldId: string;
name: string;
description?: string;
rules: ActionRuleSet[];
createdAt: number;
updatedAt: number;
};