fixes to make quest tracking work better, also quest rejection in via the converation with the NPC

This commit is contained in:
2025-11-29 17:51:53 -06:00
parent df26abd207
commit 72cf92021e
11 changed files with 885 additions and 22 deletions

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@@ -448,7 +448,9 @@ class NarrativeGenerator:
npc_relationship: str | None = None,
previous_dialogue: list[dict[str, Any]] | None = None,
npc_knowledge: list[str] | None = None,
quest_offering_context: dict[str, Any] | None = None
quest_offering_context: dict[str, Any] | None = None,
quest_ineligibility_context: dict[str, Any] | None = None,
player_asking_for_quests: bool = False
) -> NarrativeResponse:
"""
Generate NPC dialogue in response to player conversation.
@@ -463,6 +465,8 @@ class NarrativeGenerator:
previous_dialogue: Optional list of previous exchanges.
npc_knowledge: Optional list of things this NPC knows about.
quest_offering_context: Optional quest offer context from QuestEligibilityService.
quest_ineligibility_context: Optional context explaining why player can't take a quest.
player_asking_for_quests: Whether the player is explicitly asking for quests/work.
Returns:
NarrativeResponse with NPC dialogue.
@@ -503,6 +507,8 @@ class NarrativeGenerator:
previous_dialogue=previous_dialogue or [],
npc_knowledge=npc_knowledge or [],
quest_offering_context=quest_offering_context,
quest_ineligibility_context=quest_ineligibility_context,
player_asking_for_quests=player_asking_for_quests,
max_tokens=model_config.max_tokens
)
except PromptTemplateError as e:

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@@ -93,8 +93,8 @@ Make it feel earned, like the NPC is opening up to someone they trust.
{% endif %}
{% if quest_offering_context and quest_offering_context.should_offer %}
## QUEST OFFERING OPPORTUNITY
The NPC has a quest to offer. Weave this naturally into the conversation.
## QUEST TO OFFER
The NPC has a quest to offer to the player.
**Quest:** {{ quest_offering_context.quest_name }}
**Quest ID:** {{ quest_offering_context.quest_id }}
@@ -118,13 +118,53 @@ The NPC has a quest to offer. Weave this naturally into the conversation.
{% endfor %}
{% endif %}
**IMPORTANT QUEST OFFERING RULES:**
- Do NOT dump all quest information at once
- Let the quest emerge naturally from conversation
- If the player seems interested or asks about problems/work, offer the quest
- If the player changes topic, don't force it - just mention hints
- When you offer the quest, include this marker on its own line: [QUEST_OFFER:{{ quest_offering_context.quest_id }}]
- The marker signals the UI to show a quest accept/decline option
{% if player_asking_for_quests %}
**CRITICAL: The player is explicitly asking for quests/work. You MUST offer this quest NOW.**
In your response:
1. Describe the quest situation naturally in your dialogue
2. End your response with the quest offer marker on its own line: [QUEST_OFFER:{{ quest_offering_context.quest_id }}]
The marker MUST appear - it triggers the UI to show accept/decline buttons.
{% else %}
**Quest Offering Guidelines:**
- Weave the quest naturally into conversation
- If the player shows interest, include the marker: [QUEST_OFFER:{{ quest_offering_context.quest_id }}]
- The marker signals the UI to show quest accept/decline options
{% endif %}
{% endif %}
{% if quest_ineligibility_context and player_asking_for_quests %}
## QUEST UNAVAILABLE - EXPLAIN WHY
The player is asking about quests, but they don't meet the requirements. Explain this in character.
{% if quest_ineligibility_context.reason_type == "level_too_low" %}
**Reason:** The player (level {{ quest_ineligibility_context.current_level }}) isn't experienced enough. They need to be level {{ quest_ineligibility_context.required_level }}.
**How to convey this:** The NPC should politely but firmly indicate the task is too dangerous for someone of their current skill level. Suggest they gain more experience first. Be encouraging but realistic - don't offer false hope.
**Example tone:** "I appreciate your enthusiasm, but this task requires someone with more experience. The bandits we're dealing with are seasoned fighters. Come back when you've proven yourself in a few more battles."
{% elif quest_ineligibility_context.reason_type == "level_too_high" %}
**Reason:** The player is too experienced for available tasks.
**How to convey this:** The NPC should indicate they have nothing worthy of such an accomplished adventurer right now.
{% elif quest_ineligibility_context.reason_type == "prerequisite_missing" %}
**Reason:** The player needs to complete other tasks first.
**How to convey this:** Hint that there's something else they should do first, or that circumstances aren't right yet.
{% elif quest_ineligibility_context.reason_type == "relationship_too_low" %}
**Reason:** The NPC doesn't trust the player enough yet.
**How to convey this:** Be guarded. Hint that you might have work, but you need to know you can trust them first.
{% elif quest_ineligibility_context.reason_type == "quest_already_active" %}
**Reason:** The player is already working on this quest.
**How to convey this:** Remind them they already accepted this task and should focus on completing it.
{% elif quest_ineligibility_context.reason_type == "quest_already_completed" %}
**Reason:** The player already completed this quest.
**How to convey this:** Thank them again for their previous help, mention you have nothing else right now.
{% elif quest_ineligibility_context.reason_type == "too_many_quests" %}
**Reason:** The player has too many active quests.
**How to convey this:** Suggest they finish some of their current commitments before taking on more.
{% else %}
**Reason:** {{ quest_ineligibility_context.message }}
**How to convey this:** Politely decline, staying in character.
{% endif %}
**IMPORTANT:** Do NOT offer the quest. Explain the situation naturally in dialogue.
{% endif %}
{% if lore_context and lore_context.has_content %}

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@@ -195,25 +195,47 @@ def talk_to_npc(npc_id: str):
# Check for quest eligibility
quest_offering_context = None
quest_ineligibility_context = None # For explaining why player can't take a quest
player_asking_for_quests = _is_player_asking_for_quests(topic)
try:
quest_eligibility_service = get_quest_eligibility_service()
location_type = _get_location_type(session.game_state.current_location)
# If player is explicitly asking about quests, bypass probability roll
force_probability = 1.0 if player_asking_for_quests else None
eligibility_result = quest_eligibility_service.check_eligibility(
npc_id=npc_id,
character=character,
location_type=location_type,
location_id=session.game_state.current_location
location_id=session.game_state.current_location,
force_probability=force_probability
)
if eligibility_result.should_offer_quest and eligibility_result.selected_quest_context:
quest_offering_context = eligibility_result.selected_quest_context.to_dict()
# Add should_offer flag for template conditional check
quest_offering_context['should_offer'] = True
logger.debug(
"Quest eligible for offering",
npc_id=npc_id,
quest_id=quest_offering_context.get("quest_id"),
character_id=character.character_id
)
elif player_asking_for_quests and eligibility_result.blocking_reasons:
# Player asked for quests but isn't eligible - tell them why
quest_ineligibility_context = _build_ineligibility_context(
eligibility_result.blocking_reasons,
character.level,
npc_id
)
if quest_ineligibility_context:
logger.debug(
"Quest ineligible - providing reason to AI",
npc_id=npc_id,
reason=quest_ineligibility_context.get("reason_type"),
character_level=character.level
)
except Exception as e:
# Don't fail the conversation if quest eligibility check fails
logger.warning(
@@ -251,6 +273,8 @@ def talk_to_npc(npc_id: str):
"relationship_level": interaction.get("relationship_level", 50),
"previous_dialogue": previous_dialogue, # Pass conversation history
"quest_offering_context": quest_offering_context, # Quest offer if eligible
"quest_ineligibility_context": quest_ineligibility_context, # Why player can't take quest
"player_asking_for_quests": player_asking_for_quests, # Player explicitly asking for work
}
# Enqueue AI task
@@ -483,3 +507,139 @@ def _get_location_type(location_id: str) -> str:
return "dungeon"
return "town" # Default for town centers, squares, etc.
def _build_ineligibility_context(
blocking_reasons: dict[str, str],
character_level: int,
npc_id: str
) -> dict | None:
"""
Build context explaining why a player can't take a quest.
Parses the blocking reasons and creates a structured context
that the AI can use to explain to the player why they can't
help with the quest yet.
Args:
blocking_reasons: Dict of quest_id -> reason string
character_level: Player's current level
npc_id: The NPC they're talking to
Returns:
Dict with reason_type, message, and details, or None if no relevant reason
"""
if not blocking_reasons:
return None
# Look through blocking reasons for level-related issues
for quest_id, reason in blocking_reasons.items():
if "level too low" in reason.lower():
# Extract required level from reason string like "Character level too low (need 3)"
import re
match = re.search(r'need (\d+)', reason)
required_level = int(match.group(1)) if match else character_level + 1
return {
"reason_type": "level_too_low",
"current_level": character_level,
"required_level": required_level,
"message": f"The player is level {character_level} but needs to be level {required_level}",
"quest_id": quest_id,
}
if "level too high" in reason.lower():
return {
"reason_type": "level_too_high",
"current_level": character_level,
"message": "The player is too experienced for this task",
"quest_id": quest_id,
}
if "prerequisite" in reason.lower():
return {
"reason_type": "prerequisite_missing",
"message": "The player hasn't completed a required earlier task",
"quest_id": quest_id,
}
if "already active" in reason.lower():
return {
"reason_type": "quest_already_active",
"message": "The player is already working on this quest",
"quest_id": quest_id,
}
if "already completed" in reason.lower():
return {
"reason_type": "quest_already_completed",
"message": "The player has already completed this quest",
"quest_id": quest_id,
}
if "relationship" in reason.lower():
return {
"reason_type": "relationship_too_low",
"message": "The NPC doesn't trust the player enough yet",
"quest_id": quest_id,
}
if "max" in reason.lower() and "quest" in reason.lower():
return {
"reason_type": "too_many_quests",
"message": "The player already has too many active quests",
"quest_id": quest_id,
}
return None
def _is_player_asking_for_quests(topic: str) -> bool:
"""
Detect if the player is explicitly asking about quests or work.
This is used to bypass the probability roll when the player
clearly intends to find quests.
Args:
topic: The player's message/conversation topic
Returns:
True if player is asking about quests, False otherwise
"""
topic_lower = topic.lower()
# Quest-related keywords
quest_keywords = [
"quest",
"quests",
"any work",
"work for me",
"job",
"jobs",
"task",
"tasks",
"help you",
"help with",
"need help",
"anything i can do",
"can i help",
"how can i help",
"i'd love to help",
"i would love to help",
"want to help",
"like to help",
"offer my services",
"hire me",
"bounty",
"bounties",
"adventure",
"mission",
"missions",
]
for keyword in quest_keywords:
if keyword in topic_lower:
return True
return False

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@@ -13,15 +13,11 @@ personality:
- increasingly desperate
- hiding something significant
speech_style: |
Speaks with the practiced cadence of a politician - measured words,
careful pauses for effect. His voice wavers slightly when stressed,
and he has a habit of clearing his throat before difficult topics.
Uses formal address even in casual conversation.
Speaks with the practiced cadence of a politician - measured words.
His voice wavers slightly when stressed, has a habit of clearing his
throat before difficult topics. Uses formal address even in casual conversation.
quirks:
- Constantly adjusts his mayoral chain of office
- Glances at his manor when the Old Mines are mentioned
- Keeps touching a ring on his left hand
- Offers wine to guests but never drinks himself
appearance:
brief: Tall, thin man with receding grey hair, worry lines, and expensive but slightly disheveled clothing

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@@ -26,6 +26,7 @@ Usage:
"""
import json
import re
import uuid
from datetime import datetime, timezone
from enum import Enum
@@ -712,7 +713,9 @@ def _process_npc_dialogue_task(
npc_relationship=context.get('npc_relationship'),
previous_dialogue=context.get('previous_dialogue'),
npc_knowledge=context.get('npc_knowledge'),
quest_offering_context=context.get('quest_offering_context')
quest_offering_context=context.get('quest_offering_context'),
quest_ineligibility_context=context.get('quest_ineligibility_context'),
player_asking_for_quests=context.get('player_asking_for_quests', False)
)
# Get NPC info for result
@@ -723,8 +726,44 @@ def _process_npc_dialogue_task(
# Get previous dialogue for display (before adding new exchange)
previous_dialogue = context.get('previous_dialogue', [])
# Parse for quest offer marker and extract structured data for UI
dialogue_text = response.narrative
quest_offer_data = None
quest_offer_match = re.search(r'\[QUEST_OFFER:([^\]]+)\]', dialogue_text)
if quest_offer_match:
offered_quest_id = quest_offer_match.group(1).strip()
# Remove the marker from displayed dialogue (clean up whitespace around it)
dialogue_text = re.sub(r'\s*\[QUEST_OFFER:[^\]]+\]\s*', ' ', dialogue_text).strip()
# Get quest details from the offering context for UI display
quest_ctx = context.get('quest_offering_context')
if quest_ctx:
quest_offer_data = {
'quest_id': offered_quest_id,
'quest_name': quest_ctx.get('quest_name', 'Unknown Quest'),
'quest_description': quest_ctx.get('quest_description', ''),
'rewards': quest_ctx.get('rewards', {}),
'npc_id': npc_id,
}
logger.info(
"Quest offer detected in NPC dialogue",
quest_id=offered_quest_id,
quest_name=quest_ctx.get('quest_name'),
npc_id=npc_id,
character_id=character_id
)
else:
# AI mentioned a quest but no context was provided - log warning
logger.warning(
"Quest offer marker found but no quest_offering_context available",
quest_id=offered_quest_id,
npc_id=npc_id
)
result = {
"dialogue": response.narrative,
"dialogue": dialogue_text,
"tokens_used": response.tokens_used,
"model": response.model,
"context_type": response.context_type,
@@ -734,6 +773,7 @@ def _process_npc_dialogue_task(
"character_name": character_name,
"player_line": context['conversation_topic'],
"conversation_history": previous_dialogue, # History before this exchange
"quest_offer": quest_offer_data, # Structured quest offer for UI (None if no quest offered)
}
# Save dialogue exchange to chat_messages collection and update character's recent_messages cache
@@ -743,15 +783,16 @@ def _process_npc_dialogue_task(
location_id = context.get('game_state', {}).get('current_location')
# Save to chat_messages collection (also updates character's recent_messages)
# Note: Save the cleaned dialogue_text (without quest markers) for display
chat_service = get_chat_message_service()
chat_service.save_dialogue_exchange(
character_id=character_id,
user_id=user_id,
npc_id=npc_id,
player_message=context['conversation_topic'],
npc_response=response.narrative,
npc_response=dialogue_text, # Use cleaned text without quest markers
context=MessageContext.DIALOGUE, # Default context, can be enhanced based on quest/shop interactions
metadata={}, # Can add quest_id, item_id, etc. when those systems are implemented
metadata={'quest_offer_id': quest_offer_data.get('quest_id') if quest_offer_data else None},
session_id=session_id,
location_id=location_id
)