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Author SHA1 Message Date
c2d12ffcc9 refactor: improve layout and styling consistency across components 2026-04-23 21:08:54 -04:00
1df2ae8164 feat: implement core application structure with Fastify server and SQLite persistence
- Add Fastify server in `app/src/index.ts` with health check and API routes for game state and turn processing.
- Create `latentEntities.ts` to handle personal item plausibility and promote beliefs to facts based on actor context.
- Introduce `llmAdapter.ts` for action extraction from prose input.
- Develop `truthEngine.ts` for pure validation logic, handling all verbs with explicit rejection reasons.
- Define new types in `types.ts` for facts, affordances, and latent entity requests/resolutions.
- Update `docker-compose.yml` for improved service structure and volume management.
- Create frontend structure with React, including Dockerfile, Vite configuration, and initial components for state inspection.
- Implement basic styles and HTML structure for the frontend application.
- Document current status and next steps in `thoughts.md`.
2026-04-23 21:08:38 -04:00
20 changed files with 1836 additions and 14 deletions

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node_modules
dist
npm-debug.log

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FROM node:20-bookworm
WORKDIR /app
COPY package.json ./
COPY tsconfig.json ./
RUN npm install
COPY src ./src
CMD ["npm", "run", "dev"]

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@@ -3,7 +3,7 @@
"version": "0.1.0",
"private": true,
"scripts": {
"dev": "ts-node-dev --respawn src/index.ts",
"dev": "ts-node-dev --respawn --transpile-only src/index.ts",
"build": "tsc",
"start": "node dist/index.js"
},

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import { randomUUID } from "node:crypto";
import { createDatabase, CharacterGardenDatabase } from "./db";
import { resolveLatentEntity } from "./latentEntities";
import { extractActionsFromProse } from "./llmAdapter";
import { applyChanges, createOffsceneRoom, OFFSCENE_ROOM_ID, validate, WorldState } from "./truthEngine";
import { Action, Belief, Entity, GameEvent, Summary, Turn } from "./types";
export interface AppStateSnapshot {
entities: Entity[];
events: GameEvent[];
turns: Turn[];
beliefs: Belief[];
summaries: Summary[];
}
export interface TurnResult {
narration: string;
parser: "fallback";
actions: Action[];
accepted: Action[];
rejected: { action: Action; reason: string }[];
latent_resolution?: {
accepted: boolean;
reason: string;
entity_id?: string;
};
snapshot: AppStateSnapshot;
}
export interface CharacterGardenApp {
db: CharacterGardenDatabase;
getSnapshot(): AppStateSnapshot;
processTurn(input: string): TurnResult;
}
function createSeedEntities(): Entity[] {
return [
createOffsceneRoom(),
{
id: "garden",
type: "room",
name: "Garden",
attributes: {
description: "A small overgrown garden with a weathered bench and a shed door nearby.",
},
},
{
id: "shed",
type: "room",
name: "Shed",
attributes: {
description: "A cramped tool shed that smells of old wood and oil.",
},
},
{
id: "player",
type: "character",
name: "Player",
attributes: {
location: "garden",
clothed: true,
pocket_count: 4,
has_bag: false,
},
},
{
id: "groundskeeper",
type: "character",
name: "Groundskeeper",
attributes: {
location: "garden",
},
},
{
id: "gate",
type: "object",
name: "Garden Gate",
attributes: {
location: "garden",
open: false,
locked: false,
},
},
{
id: "bench",
type: "object",
name: "Bench",
attributes: {
location: "garden",
},
},
];
}
function worldStateFromEntities(entities: Entity[]): WorldState {
return {
entities: new Map(entities.map((entity) => [entity.id, entity])),
};
}
function entitiesFromWorldState(worldState: WorldState): Entity[] {
return Array.from(worldState.entities.values()).sort((left, right) =>
left.id.localeCompare(right.id)
);
}
function sameRoom(worldState: WorldState, leftId: string, rightId: string): boolean {
const left = worldState.entities.get(leftId);
const right = worldState.entities.get(rightId);
return left?.attributes["location"] === right?.attributes["location"];
}
function describeTarget(worldState: WorldState, targetId: string | undefined): string {
if (!targetId) {
return "nothing in particular";
}
const entity = worldState.entities.get(targetId);
return entity?.name ?? targetId;
}
function narrateAction(action: Action, worldState: WorldState): string {
switch (action.verb) {
case "move": {
const targetName = describeTarget(worldState, action.target);
if (action.target === OFFSCENE_ROOM_ID) {
return `You step out of the active scene and into ${targetName.toLowerCase()}.`;
}
return `You move to ${targetName}.`;
}
case "open":
return `You open ${describeTarget(worldState, action.target)}.`;
case "close":
return `You close ${describeTarget(worldState, action.target)}.`;
case "take":
return `You take ${describeTarget(worldState, action.target)}.`;
case "drop":
return `You drop ${describeTarget(worldState, action.target)}.`;
case "use":
return `You use ${describeTarget(worldState, action.target)}.`;
case "inspect":
return `You inspect ${describeTarget(worldState, action.target)}.`;
case "speak":
return `You speak to ${describeTarget(worldState, action.target)}.`;
default:
return "You act.";
}
}
function narrateResult(
worldState: WorldState,
accepted: Action[],
rejected: { action: Action; reason: string }[],
latentReason?: string
): string {
const lines: string[] = [];
if (latentReason) {
lines.push(latentReason);
}
for (const action of accepted) {
lines.push(narrateAction(action, worldState));
}
for (const rejection of rejected) {
lines.push(`Action failed: ${rejection.reason}.`);
}
if (lines.length === 0) {
lines.push("Nothing changes.");
}
return lines.join(" ");
}
function persistWorldState(db: CharacterGardenDatabase, worldState: WorldState): void {
for (const entity of worldState.entities.values()) {
db.upsertEntity(entity);
}
}
function hydrateInitialState(db: CharacterGardenDatabase): WorldState {
db.init();
const existing = db.listEntities();
if (existing.length > 0) {
return worldStateFromEntities(existing);
}
const seeded = createSeedEntities();
for (const entity of seeded) {
db.upsertEntity(entity);
}
return worldStateFromEntities(seeded);
}
export function createCharacterGardenApp(dbPath: string): CharacterGardenApp {
const db = createDatabase({ dbPath });
let worldState = hydrateInitialState(db);
function getSnapshot(): AppStateSnapshot {
return {
entities: entitiesFromWorldState(worldState),
events: db.listEvents(),
turns: db.listTurns(),
beliefs: db.listBeliefs(),
summaries: db.listSummaries(),
};
}
function processTurn(input: string): TurnResult {
const turnNumber = db.listTurns().length + 1;
const { actions, parser } = extractActionsFromProse(input);
let activeWorldState = worldState;
let latentResolution: TurnResult["latent_resolution"];
const latentNoun = typeof actions[0]?.params?.["latent_item"] === "string"
? String(actions[0].params?.["latent_item"])
: null;
if (latentNoun) {
const resolution = resolveLatentEntity(
{ actor_id: actions[0].actor, noun: latentNoun, turn: turnNumber },
activeWorldState
);
latentResolution = {
accepted: resolution.accepted,
reason: resolution.reason,
entity_id: resolution.entity?.id,
};
if (resolution.accepted && resolution.entity) {
activeWorldState = {
entities: new Map(activeWorldState.entities).set(
resolution.entity.id,
resolution.entity
),
};
db.upsertEntity(resolution.entity);
for (const belief of resolution.beliefs) {
db.insertBelief(belief);
}
}
}
const normalizedActions = actions.map((action) => {
if (latentNoun && latentResolution?.accepted && latentResolution.entity_id) {
return {
actor: action.actor,
verb: "take" as const,
target: latentResolution.entity_id,
};
}
return action;
});
const validation = validate(normalizedActions, activeWorldState);
const nextWorldState = applyChanges(activeWorldState, validation.state_changes);
const narration = narrateResult(nextWorldState, validation.accepted, validation.rejected, latentResolution?.reason);
const turnRecord: Turn = {
id: randomUUID(),
turn: turnNumber,
input,
output: narration,
timestamp: Date.now(),
};
db.insertTurn(turnRecord);
for (const action of validation.accepted) {
const event: GameEvent = {
id: randomUUID(),
turn: turnNumber,
action,
result: "success",
timestamp: Date.now(),
};
db.insertEvent(event);
}
for (const rejection of validation.rejected) {
const event: GameEvent = {
id: randomUUID(),
turn: turnNumber,
action: rejection.action,
result: "fail",
timestamp: Date.now(),
};
db.insertEvent(event);
}
worldState = nextWorldState;
persistWorldState(db, worldState);
return {
narration,
parser,
actions: normalizedActions,
accepted: validation.accepted,
rejected: validation.rejected,
latent_resolution: latentResolution,
snapshot: getSnapshot(),
};
}
return {
db,
getSnapshot,
processTurn,
};
}

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import fs from "node:fs";
import path from "node:path";
import Database from "better-sqlite3";
import { Action, Belief, Entity, GameEvent, Summary, Turn } from "./types";
export interface DatabaseConfig {
dbPath: string;
}
export interface CharacterGardenDatabase {
sqlite: Database.Database;
init(): void;
close(): void;
upsertEntity(entity: Entity): void;
listEntities(): Entity[];
insertEvent(event: GameEvent): void;
listEvents(): GameEvent[];
insertTurn(turn: Turn): void;
listTurns(): Turn[];
insertBelief(belief: Belief): void;
listBeliefs(entityId?: string): Belief[];
insertSummary(summary: Summary): void;
listSummaries(): Summary[];
}
type EntityRow = {
id: string;
type: string;
name: string;
attributes_json: string;
};
type EventRow = {
id: string;
turn: number;
action_json: string;
result: "success" | "fail";
timestamp: number;
};
type TurnRow = {
id: string;
turn: number;
input: string;
output: string;
timestamp: number;
};
type BeliefRow = {
entity_id: string;
claim: string;
confidence: number;
};
type SummaryRow = {
id: string;
turn_start: number;
turn_end: number;
text: string;
timestamp: number;
};
function ensureParentDirectory(dbPath: string): void {
const directory = path.dirname(dbPath);
fs.mkdirSync(directory, { recursive: true });
}
function parseJson<T>(value: string): T {
return JSON.parse(value) as T;
}
export function createDatabase(config: DatabaseConfig): CharacterGardenDatabase {
ensureParentDirectory(config.dbPath);
const sqlite = new Database(config.dbPath);
const initStatements = [
`
CREATE TABLE IF NOT EXISTS entities (
id TEXT PRIMARY KEY,
type TEXT NOT NULL,
name TEXT NOT NULL,
attributes_json TEXT NOT NULL
)
`,
`
CREATE TABLE IF NOT EXISTS events (
id TEXT PRIMARY KEY,
turn INTEGER NOT NULL,
action_json TEXT NOT NULL,
result TEXT NOT NULL CHECK(result IN ('success', 'fail')),
timestamp INTEGER NOT NULL
)
`,
`
CREATE TABLE IF NOT EXISTS turns (
id TEXT PRIMARY KEY,
turn INTEGER NOT NULL UNIQUE,
input TEXT NOT NULL,
output TEXT NOT NULL,
timestamp INTEGER NOT NULL
)
`,
`
CREATE TABLE IF NOT EXISTS beliefs (
entity_id TEXT NOT NULL,
claim TEXT NOT NULL,
confidence REAL NOT NULL,
PRIMARY KEY (entity_id, claim)
)
`,
`
CREATE TABLE IF NOT EXISTS summaries (
id TEXT PRIMARY KEY,
turn_start INTEGER NOT NULL,
turn_end INTEGER NOT NULL,
text TEXT NOT NULL,
timestamp INTEGER NOT NULL
)
`,
];
for (const statement of initStatements) {
sqlite.exec(statement);
}
const upsertEntityStatement = sqlite.prepare(`
INSERT INTO entities (id, type, name, attributes_json)
VALUES (@id, @type, @name, @attributes_json)
ON CONFLICT(id) DO UPDATE SET
type = excluded.type,
name = excluded.name,
attributes_json = excluded.attributes_json
`);
const listEntitiesStatement = sqlite.prepare(`
SELECT id, type, name, attributes_json
FROM entities
ORDER BY id ASC
`);
const insertEventStatement = sqlite.prepare(`
INSERT INTO events (id, turn, action_json, result, timestamp)
VALUES (@id, @turn, @action_json, @result, @timestamp)
`);
const listEventsStatement = sqlite.prepare(`
SELECT id, turn, action_json, result, timestamp
FROM events
ORDER BY turn ASC, timestamp ASC, id ASC
`);
const insertTurnStatement = sqlite.prepare(`
INSERT INTO turns (id, turn, input, output, timestamp)
VALUES (@id, @turn, @input, @output, @timestamp)
`);
const listTurnsStatement = sqlite.prepare(`
SELECT id, turn, input, output, timestamp
FROM turns
ORDER BY turn ASC
`);
const insertBeliefStatement = sqlite.prepare(`
INSERT INTO beliefs (entity_id, claim, confidence)
VALUES (@entity_id, @claim, @confidence)
ON CONFLICT(entity_id, claim) DO UPDATE SET
confidence = excluded.confidence
`);
const listBeliefsStatement = sqlite.prepare(`
SELECT entity_id, claim, confidence
FROM beliefs
ORDER BY entity_id ASC, claim ASC
`);
const listBeliefsByEntityStatement = sqlite.prepare(`
SELECT entity_id, claim, confidence
FROM beliefs
WHERE entity_id = ?
ORDER BY claim ASC
`);
const insertSummaryStatement = sqlite.prepare(`
INSERT INTO summaries (id, turn_start, turn_end, text, timestamp)
VALUES (@id, @turn_start, @turn_end, @text, @timestamp)
`);
const listSummariesStatement = sqlite.prepare(`
SELECT id, turn_start, turn_end, text, timestamp
FROM summaries
ORDER BY turn_start ASC, turn_end ASC
`);
return {
sqlite,
init() {
// Schema is applied on database construction so prepared statements are valid.
},
close() {
sqlite.close();
},
upsertEntity(entity) {
upsertEntityStatement.run({
id: entity.id,
type: entity.type,
name: entity.name,
attributes_json: JSON.stringify(entity.attributes),
});
},
listEntities() {
const rows = listEntitiesStatement.all() as EntityRow[];
return rows.map((row) => ({
id: row.id,
type: row.type,
name: row.name,
attributes: parseJson<Record<string, unknown>>(row.attributes_json),
}));
},
insertEvent(event) {
insertEventStatement.run({
id: event.id,
turn: event.turn,
action_json: JSON.stringify(event.action),
result: event.result,
timestamp: event.timestamp,
});
},
listEvents() {
const rows = listEventsStatement.all() as EventRow[];
return rows.map((row) => ({
id: row.id,
turn: row.turn,
action: parseJson<Action>(row.action_json),
result: row.result,
timestamp: row.timestamp,
}));
},
insertTurn(turn) {
insertTurnStatement.run(turn);
},
listTurns() {
return listTurnsStatement.all() as TurnRow[];
},
insertBelief(belief) {
insertBeliefStatement.run(belief);
},
listBeliefs(entityId) {
if (entityId) {
return listBeliefsByEntityStatement.all(entityId) as BeliefRow[];
}
return listBeliefsStatement.all() as BeliefRow[];
},
insertSummary(summary) {
insertSummaryStatement.run({
id: summary.id,
turn_start: summary.turn_range[0],
turn_end: summary.turn_range[1],
text: summary.text,
timestamp: summary.timestamp,
});
},
listSummaries() {
const rows = listSummariesStatement.all() as SummaryRow[];
return rows.map((row) => ({
id: row.id,
turn_range: [row.turn_start, row.turn_end],
text: row.text,
timestamp: row.timestamp,
}));
},
};
}

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import Fastify from "fastify";
import { createCharacterGardenApp } from "./app";
const port = Number(process.env.APP_PORT ?? 3000);
const host = process.env.APP_HOST ?? "0.0.0.0";
const dbPath = process.env.DB_PATH ?? "/data/sqlite/app.db";
const game = createCharacterGardenApp(dbPath);
const server = Fastify({ logger: true });
server.get("/health", async () => ({ ok: true }));
server.get("/api/state", async () => game.getSnapshot());
server.post<{ Body: { input?: string } }>("/api/turn", async (request, reply) => {
const input = request.body?.input?.trim();
if (!input) {
reply.code(400);
return { error: "input is required" };
}
return game.processTurn(input);
});
async function start(): Promise<void> {
try {
await server.listen({ host, port });
} catch (error) {
server.log.error(error);
process.exit(1);
}
}
void start();

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import {
Affordance,
Belief,
Entity,
Fact,
LatentEntityRequest,
LatentEntityResolution,
} from "./types";
import { WorldState } from "./truthEngine";
const PERSONAL_ITEM_NOUNS = new Set([
"phone",
"wallet",
"keys",
"notebook",
"pen",
"coin",
"id card",
"card",
]);
function asBoolean(value: unknown): boolean | null {
if (typeof value === "boolean") {
return value;
}
return null;
}
function asNumber(value: unknown): number | null {
if (typeof value === "number" && Number.isFinite(value)) {
return value;
}
return null;
}
function slugify(value: string): string {
return value
.trim()
.toLowerCase()
.replace(/[^a-z0-9]+/g, "-")
.replace(/^-+|-+$/g, "") || "item";
}
function deriveAffordances(actor: Entity): Affordance[] {
const clothed = asBoolean(actor.attributes["clothed"]);
const pocketCount = asNumber(actor.attributes["pocket_count"]);
const hasBag = asBoolean(actor.attributes["has_bag"]);
const searchedEmpty = asBoolean(actor.attributes["searched_empty"]);
const canConcealSmallItems =
searchedEmpty !== true &&
((clothed === true && (pocketCount ?? 0) > 0) || hasBag === true);
const reason = searchedEmpty === true
? "actor was previously established as carrying nothing"
: hasBag === true
? "actor is carrying a bag or container"
: clothed === true && (pocketCount ?? 0) > 0
? "actor is clothed and has pockets"
: "actor has no established carrying context for concealed items";
return [
{
entity_id: actor.id,
key: "can_conceal_small_items",
enabled: canConcealSmallItems,
reason,
},
];
}
function buildBelief(actor: Entity, noun: string): Belief {
return {
entity_id: actor.id,
claim: `${actor.name} may be carrying a ${noun}`,
confidence: PERSONAL_ITEM_NOUNS.has(noun) ? 0.8 : 0.5,
};
}
function createEntityId(actorId: string, noun: string, worldState: WorldState): string {
const base = `${actorId}-${slugify(noun)}`;
if (!worldState.entities.has(base)) {
return base;
}
let suffix = 2;
while (worldState.entities.has(`${base}-${suffix}`)) {
suffix += 1;
}
return `${base}-${suffix}`;
}
function createLatentEntity(
actor: Entity,
noun: string,
turn: number | undefined,
worldState: WorldState
): Entity {
const entityId = createEntityId(actor.id, noun, worldState);
return {
id: entityId,
type: "item",
name: noun,
attributes: {
location: `inventory:${actor.id}`,
takeable: true,
useable: true,
provenance: {
introduced_turn: turn,
introduced_by: actor.id,
introduced_reason: "plausible_personal_item",
latent_from_belief: `${actor.name} may be carrying a ${noun}`,
},
},
};
}
export function resolveLatentEntity(
request: LatentEntityRequest,
worldState: WorldState
): LatentEntityResolution {
const actor = worldState.entities.get(request.actor_id);
if (!actor) {
return {
accepted: false,
reason: `actor entity '${request.actor_id}' does not exist`,
facts: [],
beliefs: [],
affordances: [],
};
}
const noun = request.noun.trim().toLowerCase();
if (!noun) {
return {
accepted: false,
reason: "latent entity request requires a noun",
facts: [],
beliefs: [],
affordances: [],
};
}
const affordances = deriveAffordances(actor);
const concealment = affordances.find(
(affordance) => affordance.key === "can_conceal_small_items"
);
const belief = buildBelief(actor, noun);
if (asBoolean(actor.attributes["naked"]) === true) {
return {
accepted: false,
reason: `${actor.id} is established as naked and cannot plausibly conceal a ${noun}`,
facts: [],
beliefs: [belief],
affordances,
};
}
if (concealment?.enabled !== true) {
return {
accepted: false,
reason: concealment?.reason ?? `no carrying context supports introducing a ${noun}`,
facts: [],
beliefs: [belief],
affordances,
};
}
if (!PERSONAL_ITEM_NOUNS.has(noun)) {
return {
accepted: false,
reason: `${noun} is not in the MVP plausible personal-item set`,
facts: [],
beliefs: [belief],
affordances,
};
}
const entity = createLatentEntity(actor, noun, request.turn, worldState);
const facts: Fact[] = [
{
entity_id: actor.id,
key: `may_have_${slugify(noun)}`,
value: true,
source: "inference",
},
{
entity_id: entity.id,
key: "location",
value: `inventory:${actor.id}`,
source: "inference",
},
];
return {
accepted: true,
reason: `${noun} promoted from plausible latent belief to fact`,
entity,
facts,
beliefs: [belief],
affordances,
};
}

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import { Action } from "./types";
export interface ExtractedActions {
actions: Action[];
parser: "fallback";
}
const ROOM_ALIASES: Record<string, string> = {
garden: "garden",
shed: "shed",
offscene: "offscene",
outside: "offscene",
away: "offscene",
};
const TARGET_ALIASES: Record<string, string> = {
gate: "gate",
bench: "bench",
groundskeeper: "groundskeeper",
keeper: "groundskeeper",
shed: "shed",
garden: "garden",
offscene: "offscene",
};
function normalized(input: string): string {
return input.trim().toLowerCase();
}
function extractQuotedOrTrailingNoun(input: string): string | null {
const quoted = input.match(/"([^"]+)"|'([^']+)'/);
if (quoted) {
return (quoted[1] ?? quoted[2]).trim().toLowerCase();
}
const pulled = input.match(/(?:pull|pulls|pulled|take|takes|took)\s+(?:out\s+)?(?:a|an|the|my|their|his|her)?\s*([a-z0-9 ]+)$/i);
if (pulled?.[1]) {
return pulled[1].trim().toLowerCase();
}
return null;
}
function resolveTarget(input: string): string | undefined {
const direct = Object.entries(TARGET_ALIASES).find(([alias]) =>
input.includes(alias)
);
return direct?.[1];
}
export function extractActionsFromProse(input: string, actorId = "player"): ExtractedActions {
const text = normalized(input);
if (!text) {
return {
actions: [{ actor: actorId, verb: "inspect", target: actorId }],
parser: "fallback",
};
}
const room = Object.entries(ROOM_ALIASES).find(([alias]) => text.includes(alias))?.[1];
if (/(go|move|walk|head|travel)/.test(text) && room) {
return {
actions: [{ actor: actorId, verb: "move", target: room }],
parser: "fallback",
};
}
if (/(open)/.test(text)) {
return {
actions: [{ actor: actorId, verb: "open", target: resolveTarget(text) ?? "gate" }],
parser: "fallback",
};
}
if (/(close|shut)/.test(text)) {
return {
actions: [{ actor: actorId, verb: "close", target: resolveTarget(text) ?? "gate" }],
parser: "fallback",
};
}
if (/(take|pick up|grab)/.test(text)) {
return {
actions: [{ actor: actorId, verb: "take", target: resolveTarget(text) ?? undefined }],
parser: "fallback",
};
}
if (/(drop|put down|set down)/.test(text)) {
return {
actions: [{ actor: actorId, verb: "drop", target: resolveTarget(text) ?? undefined }],
parser: "fallback",
};
}
if (/(talk|speak|ask|say)/.test(text)) {
return {
actions: [{ actor: actorId, verb: "speak", target: resolveTarget(text) ?? "groundskeeper", params: { utterance: input } }],
parser: "fallback",
};
}
if (/(use|press|activate)/.test(text)) {
return {
actions: [{ actor: actorId, verb: "use", target: resolveTarget(text) ?? undefined }],
parser: "fallback",
};
}
if (/(look|inspect|examine)/.test(text)) {
return {
actions: [{ actor: actorId, verb: "inspect", target: resolveTarget(text) ?? actorId }],
parser: "fallback",
};
}
const latentNoun = extractQuotedOrTrailingNoun(text);
if (latentNoun && /(pull|pulls|pulled|take|takes|took).*(out)/.test(text)) {
return {
actions: [{ actor: actorId, verb: "inspect", params: { latent_item: latentNoun } }],
parser: "fallback",
};
}
return {
actions: [{ actor: actorId, verb: "inspect", target: actorId, params: { raw_input: input } }],
parser: "fallback",
};
}

View File

@@ -0,0 +1,294 @@
/**
* Truth Engine — section 5.2
*
* Pure validation logic. No LLM. No I/O. No side effects.
* Receives a world state snapshot and a list of actions.
* Returns what is accepted, what is rejected, and what would change.
*
* Rules (section 3):
* 1. Only the Truth Engine may produce StateChanges.
* 2. LLM output is never directly trusted.
* 3. Every state change must be traceable to an accepted action.
* 4. Invalid actions must return explicit failure reasons.
*/
import { Action, Entity, StateChange, ValidationResult, ALLOWED_VERBS } from "./types";
export const OFFSCENE_ROOM_ID = "offscene";
// ── World state snapshot passed into validate() ──────────────
export interface WorldState {
entities: Map<string, Entity>;
}
// ── Per-verb rule handlers ────────────────────────────────────
type RuleResult =
| { ok: true; changes: StateChange[] }
| { ok: false; reason: string };
type VerbHandler = (
action: Action,
actor: Entity,
world: WorldState
) => RuleResult;
// ── Helpers ───────────────────────────────────────────────────
function requireTarget(
action: Action,
world: WorldState
): { ok: true; target: Entity } | { ok: false; reason: string } {
if (!action.target) {
return { ok: false, reason: `'${action.verb}' requires a target` };
}
const target = world.entities.get(action.target);
if (!target) {
return {
ok: false,
reason: `target entity '${action.target}' does not exist`,
};
}
return { ok: true, target };
}
function attributeChange(
entity: Entity,
field: string,
newValue: unknown
): StateChange {
return {
entity_id: entity.id,
field,
old_value: entity.attributes[field] ?? null,
new_value: newValue,
};
}
// ── Verb handlers ─────────────────────────────────────────────
const verbHandlers: Record<string, VerbHandler> = {
move(action, actor, world) {
const t = requireTarget(action, world);
if (!t.ok) return t;
// Target must be a room/location. The built-in offscene room is valid.
if (t.target.type !== "room") {
return {
ok: false,
reason: `cannot move to '${t.target.id}': not a room`,
};
}
return {
ok: true,
changes: [attributeChange(actor, "location", t.target.id)],
};
},
open(action, actor, world) {
const t = requireTarget(action, world);
if (!t.ok) return t;
if (t.target.attributes["locked"] === true) {
return {
ok: false,
reason: `'${t.target.id}' is locked and cannot be opened`,
};
}
if (t.target.attributes["open"] === true) {
return { ok: false, reason: `'${t.target.id}' is already open` };
}
return {
ok: true,
changes: [attributeChange(t.target, "open", true)],
};
},
close(action, actor, world) {
const t = requireTarget(action, world);
if (!t.ok) return t;
if (t.target.attributes["open"] === false) {
return { ok: false, reason: `'${t.target.id}' is already closed` };
}
return {
ok: true,
changes: [attributeChange(t.target, "open", false)],
};
},
take(action, actor, world) {
const t = requireTarget(action, world);
if (!t.ok) return t;
if (t.target.attributes["takeable"] === false) {
return {
ok: false,
reason: `'${t.target.id}' cannot be taken`,
};
}
// Item must be in the same location as actor (unless already in inventory)
const actorLocation = actor.attributes["location"];
const itemLocation = t.target.attributes["location"];
const expectedInventory = `inventory:${actor.id}`;
// If already in inventory, it's a no-op (already holding it)
if (itemLocation === expectedInventory) {
return {
ok: true,
changes: [],
};
}
if (actorLocation !== itemLocation) {
return {
ok: false,
reason: `'${t.target.id}' is not in the same location as '${actor.id}'`,
};
}
return {
ok: true,
changes: [attributeChange(t.target, "location", expectedInventory)],
};
},
drop(action, actor, world) {
const t = requireTarget(action, world);
if (!t.ok) return t;
const expectedLocation = `inventory:${actor.id}`;
if (t.target.attributes["location"] !== expectedLocation) {
return {
ok: false,
reason: `'${t.target.id}' is not in '${actor.id}' inventory`,
};
}
return {
ok: true,
changes: [
attributeChange(t.target, "location", actor.attributes["location"]),
],
};
},
use(action, actor, world) {
const t = requireTarget(action, world);
if (!t.ok) return t;
if (t.target.attributes["useable"] === false) {
return { ok: false, reason: `'${t.target.id}' cannot be used` };
}
// Generic "use" records a state change marking last user; concrete effects
// are handled by higher-level game logic layered on top.
return {
ok: true,
changes: [attributeChange(t.target, "last_used_by", actor.id)],
};
},
inspect(_action, _actor, _world) {
// inspect is always valid — it has no side effects
return { ok: true, changes: [] };
},
speak(action, actor, world) {
const t = requireTarget(action, world);
if (!t.ok) return t;
if (t.target.type !== "character") {
return {
ok: false,
reason: `cannot speak to '${t.target.id}': not a character`,
};
}
return { ok: true, changes: [] };
},
};
// ── Main export ───────────────────────────────────────────────
/**
* Validate a list of actions against the current world state.
* Pure function — does NOT mutate worldState.
*/
export function validate(
actions: Action[],
worldState: WorldState
): ValidationResult {
const accepted: Action[] = [];
const rejected: { action: Action; reason: string }[] = [];
const state_changes: StateChange[] = [];
for (const action of actions) {
// 1. Verb must be in the allowed set
if (!(ALLOWED_VERBS as readonly string[]).includes(action.verb)) {
rejected.push({ action, reason: `unknown verb '${action.verb}'` });
continue;
}
// 2. Actor must exist
const actor = worldState.entities.get(action.actor);
if (!actor) {
rejected.push({
action,
reason: `actor entity '${action.actor}' does not exist`,
});
continue;
}
// 3. Run verb-specific handler
const handler = verbHandlers[action.verb];
const result = handler(action, actor, worldState);
if (!result.ok) {
rejected.push({ action, reason: result.reason });
} else {
accepted.push(action);
state_changes.push(...result.changes);
}
}
return { accepted, rejected, state_changes };
}
/**
* Apply a validated set of StateChanges to a WorldState snapshot.
* Returns a new Map — does NOT mutate the original.
*/
export function applyChanges(
worldState: WorldState,
changes: StateChange[]
): WorldState {
const next = new Map(
Array.from(worldState.entities.entries()).map(([id, entity]) => [
id,
{ ...entity, attributes: { ...entity.attributes } },
])
);
for (const change of changes) {
const entity = next.get(change.entity_id);
if (entity) {
entity.attributes[change.field] = change.new_value;
}
}
return { entities: next };
}
export function createOffsceneRoom(): Entity {
return {
id: OFFSCENE_ROOM_ID,
type: "room",
name: "Offscene",
attributes: {
offscene: true,
visible: false,
},
};
}

View File

@@ -68,6 +68,42 @@ export interface Belief {
confidence: number;
}
export interface Fact {
entity_id: string;
key: string;
value: unknown;
source: "seed" | "action" | "inference";
}
export interface Affordance {
entity_id: string;
key: string;
enabled: boolean;
reason: string;
}
export interface EntityProvenance {
introduced_turn?: number;
introduced_by?: string;
introduced_reason?: string;
latent_from_belief?: string;
}
export interface LatentEntityRequest {
actor_id: string;
noun: string;
turn?: number;
}
export interface LatentEntityResolution {
accepted: boolean;
reason: string;
entity?: Entity;
facts: Fact[];
beliefs: Belief[];
affordances: Affordance[];
}
export interface Summary {
id: string;
turn_range: [number, number];

View File

@@ -1,23 +1,29 @@
version: "3.9"
services:
app:
build: ./app
working_dir: /app
ports:
- "${APP_PORT:-3000}:3000"
environment:
- APP_PORT=3000
- NODE_ENV=${NODE_ENV:-development}
- DB_PATH=/data/sqlite/app.db
- OLLAMA_URL=${OLLAMA_URL:-http://ollama:11434}
volumes:
- ./data:/data
depends_on:
- ollama
- ./app/src:/app/src
frontend:
build: ./frontend
working_dir: /frontend
ports:
- "${FRONTEND_PORT:-5173}:5173"
environment:
- CHOKIDAR_USEPOLLING=true
volumes:
- ./frontend/src:/frontend/src
- ./frontend/index.html:/frontend/index.html
- ./frontend/vite.config.ts:/frontend/vite.config.ts
depends_on:
- app

View File

@@ -0,0 +1,3 @@
node_modules
dist
npm-debug.log

View File

@@ -0,0 +1,14 @@
FROM node:20-bookworm
WORKDIR /frontend
COPY package.json ./
COPY tsconfig.json ./
COPY vite.config.ts ./
COPY index.html ./
RUN npm install
COPY src ./src
CMD ["npm", "run", "dev", "--", "--host", "0.0.0.0"]

View File

@@ -0,0 +1,12 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>CharacterGarden</title>
</head>
<body>
<div id="root"></div>
<script type="module" src="/src/main.tsx"></script>
</body>
</html>

View File

@@ -0,0 +1,214 @@
import { FormEvent, useEffect, useState } from "react";
type Entity = {
id: string;
type: string;
name: string;
attributes: Record<string, unknown>;
};
type GameEvent = {
id: string;
turn: number;
result: "success" | "fail";
action: Record<string, unknown>;
timestamp: number;
};
type Turn = {
id: string;
turn: number;
input: string;
output: string;
timestamp: number;
};
type Belief = {
entity_id: string;
claim: string;
confidence: number;
};
type Summary = {
id: string;
turn_range: [number, number];
text: string;
timestamp: number;
};
type Snapshot = {
entities: Entity[];
events: GameEvent[];
turns: Turn[];
beliefs: Belief[];
summaries: Summary[];
};
type TurnResult = {
narration: string;
parser: string;
actions: Array<Record<string, unknown>>;
accepted: Array<Record<string, unknown>>;
rejected: Array<{ action: Record<string, unknown>; reason: string }>;
latent_resolution?: { accepted: boolean; reason: string; entity_id?: string };
snapshot: Snapshot;
};
const starterPrompts = [
"look around",
"open the gate",
"talk to the groundskeeper",
"go to the shed",
"pull out my phone",
];
async function fetchJson<T>(input: RequestInfo, init?: RequestInit): Promise<T> {
const response = await fetch(input, init);
if (!response.ok) {
throw new Error(`Request failed: ${response.status}`);
}
return response.json() as Promise<T>;
}
export default function App() {
const [snapshot, setSnapshot] = useState<Snapshot | null>(null);
const [latest, setLatest] = useState<TurnResult | null>(null);
const [input, setInput] = useState("look around");
const [loading, setLoading] = useState(true);
const [submitting, setSubmitting] = useState(false);
const [error, setError] = useState<string | null>(null);
useEffect(() => {
void fetchJson<Snapshot>("/api/state")
.then((data) => {
setSnapshot(data);
setLoading(false);
})
.catch((fetchError: Error) => {
setError(fetchError.message);
setLoading(false);
});
}, []);
async function onSubmit(event: FormEvent<HTMLFormElement>) {
event.preventDefault();
setSubmitting(true);
setError(null);
try {
const result = await fetchJson<TurnResult>("/api/turn", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({ input }),
});
setLatest(result);
setSnapshot(result.snapshot);
} catch (submitError) {
setError(submitError instanceof Error ? submitError.message : "Unknown error");
} finally {
setSubmitting(false);
}
}
return (
<main className="page-shell">
<section className="hero-panel">
<p className="eyebrow">CharacterGarden</p>
<h1>Bootable narrative sandbox</h1>
<p className="lede">
Submit a turn, inspect the current entities and events, and verify how the truth engine is mutating state.
</p>
<form className="turn-form" onSubmit={onSubmit}>
<label htmlFor="turn-input">Turn input</label>
<textarea
id="turn-input"
value={input}
onChange={(event) => setInput(event.target.value)}
rows={4}
placeholder="Type what the player does..."
/>
<div className="actions-row">
<button type="submit" disabled={submitting}>
{submitting ? "Submitting..." : "Run turn"}
</button>
<div className="chips">
{starterPrompts.map((prompt) => (
<button key={prompt} type="button" className="chip" onClick={() => setInput(prompt)}>
{prompt}
</button>
))}
</div>
</div>
</form>
{latest ? (
<section className="result-card">
<h2>Latest result</h2>
<p>{latest.narration}</p>
<pre>{JSON.stringify({ actions: latest.actions, rejected: latest.rejected, latent: latest.latent_resolution }, null, 0)}</pre>
</section>
) : null}
{error ? <p className="error-banner">{error}</p> : null}
</section>
<section className="inspector-grid">
<article className="panel">
<h2>World state</h2>
{loading && !snapshot ? <p>Loading...</p> : null}
<ul className="entity-list">
{snapshot?.entities.map((entity) => (
<li key={entity.id}>
<strong>{entity.name}</strong> <span>{entity.type}</span>
<pre>{JSON.stringify(entity.attributes, null, 0)}</pre>
</li>
))}
</ul>
</article>
<article className="panel">
<h2>Turn log</h2>
<ul className="timeline-list">
{snapshot?.turns.slice().reverse().map((turn) => (
<li key={turn.id}>
<strong>Turn {turn.turn}:</strong> {turn.input} {turn.output}
</li>
))}
</ul>
</article>
<article className="panel">
<h2>Events</h2>
<ul className="timeline-list compact">
{snapshot?.events.slice().reverse().map((event) => (
<li key={event.id}>
<strong>{event.result}:</strong> <pre>{JSON.stringify(event.action, null, 0)}</pre>
</li>
))}
</ul>
</article>
<article className="panel">
<h2>Beliefs & summaries</h2>
<h3>Beliefs</h3>
<ul className="timeline-list compact">
{snapshot?.beliefs.map((belief) => (
<li key={`${belief.entity_id}-${belief.claim}`}>
<strong>{belief.entity_id}:</strong> {belief.claim} ({belief.confidence})
</li>
))}
</ul>
<h3>Summaries</h3>
<ul className="timeline-list compact">
{snapshot?.summaries.map((summary) => (
<li key={summary.id}>
<strong>{summary.turn_range.join("-")}:</strong> {summary.text}
</li>
))}
</ul>
</article>
</section>
</main>
);
}

View File

@@ -0,0 +1,11 @@
import React from "react";
import ReactDOM from "react-dom/client";
import App from "./App";
import "./styles.css";
ReactDOM.createRoot(document.getElementById("root") as HTMLElement).render(
<React.StrictMode>
<App />
</React.StrictMode>
);

View File

@@ -0,0 +1,183 @@
:root {
font-family: "IBM Plex Sans", "Segoe UI", sans-serif;
color: #f4efe4;
background:
radial-gradient(circle at top left, rgba(199, 166, 106, 0.16), transparent 36%),
linear-gradient(160deg, #112419 0%, #1c3024 52%, #31261b 100%);
line-height: 1.5;
font-weight: 400;
}
* {
box-sizing: border-box;
}
body {
margin: 0;
min-width: 320px;
min-height: 100vh;
}
button,
textarea {
font: inherit;
}
.page-shell {
width: min(1400px, calc(100vw - 32px));
margin: 0 auto;
padding: 16px 0 24px;
}
.hero-panel {
padding: 20px;
border: 1px solid rgba(244, 239, 228, 0.16);
background: rgba(19, 24, 18, 0.68);
backdrop-filter: blur(12px);
border-radius: 20px;
box-shadow: 0 22px 70px rgba(0, 0, 0, 0.24);
}
.eyebrow {
text-transform: uppercase;
letter-spacing: 0.22em;
font-size: 0.78rem;
color: #dcbf8d;
}
h1,
h2,
h3,
p {
margin-top: 0;
}
h1 {
font-family: "Alegreya", Georgia, serif;
font-size: clamp(2.5rem, 4vw, 4.5rem);
margin-bottom: 12px;
}
.lede {
max-width: 58rem;
color: rgba(244, 239, 228, 0.78);
}
.turn-form {
display: grid;
gap: 8px;
margin-top: 12px;
}
.turn-form textarea {
width: 100%;
border: 1px solid rgba(244, 239, 228, 0.18);
background: rgba(12, 16, 12, 0.72);
color: inherit;
border-radius: 18px;
padding: 16px;
resize: vertical;
}
.actions-row {
display: grid;
gap: 8px;
}
.actions-row > button,
.chip {
border: 0;
border-radius: 999px;
padding: 12px 18px;
background: linear-gradient(135deg, #d8b16f, #a96c36);
color: #1d1b17;
cursor: pointer;
}
.chips {
display: flex;
flex-wrap: wrap;
gap: 10px;
}
.chip {
background: rgba(244, 239, 228, 0.08);
color: #f4efe4;
border: 1px solid rgba(244, 239, 228, 0.12);
}
.result-card,
.panel {
border-radius: 16px;
padding: 16px;
border: 1px solid rgba(244, 239, 228, 0.12);
background: rgba(11, 16, 12, 0.58);
}
.result-card {
margin-top: 12px;
}
.inspector-grid {
display: grid;
grid-template-columns: repeat(2, minmax(0, 1fr));
gap: 12px;
margin-top: 12px;
}
.entity-list,
.timeline-list {
list-style: none;
padding: 0;
margin: 0;
display: grid;
gap: 8px;
}
.entity-list li,
.timeline-list li {
padding: 10px 12px;
border-radius: 12px;
background: rgba(255, 255, 255, 0.03);
border: 1px solid rgba(255, 255, 255, 0.05);
}
.entity-list span {
display: inline-block;
margin-left: 8px;
opacity: 0.7;
}
pre {
white-space: pre-wrap;
word-break: break-word;
font-size: 0.75rem;
color: #cfd9c2;
margin: 4px 0 0 0;
padding: 4px 0;
}
.compact li {
padding: 8px 10px;
}
.error-banner {
margin-top: 16px;
color: #ffd2b8;
}
@media (max-width: 900px) {
.inspector-grid {
grid-template-columns: 1fr;
}
.page-shell {
width: min(100vw - 20px, 1400px);
padding-top: 20px;
}
.hero-panel,
.panel {
padding: 14px;
}
}

View File

@@ -0,0 +1,20 @@
{
"compilerOptions": {
"target": "ES2022",
"useDefineForClassFields": true,
"lib": ["DOM", "DOM.Iterable", "ES2022"],
"allowJs": false,
"skipLibCheck": true,
"esModuleInterop": true,
"allowSyntheticDefaultImports": true,
"strict": true,
"forceConsistentCasingInFileNames": true,
"module": "ESNext",
"moduleResolution": "Node",
"resolveJsonModule": true,
"isolatedModules": true,
"noEmit": true,
"jsx": "react-jsx"
},
"include": ["src", "vite.config.ts"]
}

View File

@@ -0,0 +1,20 @@
import { defineConfig } from "vite";
import react from "@vitejs/plugin-react";
export default defineConfig({
plugins: [react()],
server: {
host: "0.0.0.0",
port: 5173,
proxy: {
"/api": {
target: "http://app:3000",
changeOrigin: true,
},
"/health": {
target: "http://app:3000",
changeOrigin: true,
},
},
},
});

View File

@@ -2,10 +2,19 @@
## Current Status
- Scaffold complete: `charactergarden/` folder structure created per spec section 9
- Core contracts defined in `app/src/types.ts`: Entity, Action, Verb, ValidationResult, StateChange, GameEvent, Turn, Belief, Summary
- Core contracts defined in `app/src/types.ts`: Entity, Action, Verb, ValidationResult, StateChange, GameEvent, Turn, Belief, Fact, Affordance, Summary
- `docker-compose.yml` created; ollama service gated behind `--profile llm` (not required for MVP)
- `.env` created with defaults
- Nothing is implemented yet — no logic, no database, no server
- `.env` / `.env.example` / `.gitignore` in place
- Container-first runtime files added: app/frontend Dockerfiles and `.dockerignore`s
- **Truth Engine implemented** in `app/src/truthEngine.ts` — pure function, no I/O, no LLM
- `validate(actions, worldState)` → ValidationResult
- `applyChanges(worldState, changes)` → new WorldState (immutable)
- All 8 verbs handled with explicit rejection reasons
- `move` now supports a built-in offscene room convention via `createOffsceneRoom()`
- `latentEntities.ts` can promote plausible personal items from belief to fact when the actor has carrying context
- `db.ts` added with SQLite schema + persistence helpers for `entities`, `events`, `turns`, `beliefs`, and `summaries`
- Minimal Fastify server + app pipeline added with seeded world state and fallback parser
- Minimal Vite React inspector added for visual boot testing and state inspection
## Current Architecture Decisions
- App: Node.js + Fastify + TypeScript
@@ -13,17 +22,24 @@
- Database: better-sqlite3 (synchronous, no ORM)
- Ollama is optional; system must work without it (per section 14)
- `Event` type renamed `GameEvent` in code to avoid collision with the DOM `Event` global
- Latent personal items are gated by facts-derived affordances, not accepted directly from beliefs
- The offscene room is represented as a normal room entity with id `offscene`
- App and frontend should be run and validated through Docker Compose rather than host-installed Node
## Next Steps
1. Implement Truth Engine (`app/src/truthEngine.ts`) — pure validation, no I/O
2. Add SQLite schema + db module (`app/src/db.ts`) with the 5 tables from section 7
3. Implement App service / turn flow (`app/src/index.ts`) per section 6
4. Add Fastify route `POST /turn` that executes the full pipeline
5. Stub LLM adapter (`app/src/llmAdapter.ts`) with a fallback parser
1. Implement App service / turn flow (`app/src/app.ts`) per section 6
2. Validate Docker boot and iterate on any compile/runtime failures
3. Expand fallback parser coverage and tighten truth-engine world rules
4. Add LLM adapter implementation beyond fallback parsing
## Open Questions
- Should room/location be an Entity attribute or a separate entity type?
- What is the initial world state for the MVP (12 rooms, ≤3 characters)?
- Should latent personal-item plausibility live only on actor attributes, or also look at worn item/container entities?
## Session Notes
- 2026-04-23: Project started. Scaffold and type contracts created. No logic yet.
- 2026-04-23: Project started. Scaffold, type contracts, .gitignore, and .env.example created.
- 2026-04-23: Truth Engine implemented. Pure validation with per-verb handlers and immutable applyChanges helper.
- 2026-04-23: Added facts/affordances + latent entity resolver for improv-style personal items, plus offscene room support.
- 2026-04-23: Added SQLite schema module. Host `npm install` is blocked by `better-sqlite3` on Windows Node 25, so runtime validation should happen inside Docker on an LTS Node image instead.
- 2026-04-23: Added minimal backend/frontend boot slice so the project can be tested visually through Docker.