fixes to make quest tracking work better, also quest rejection in via the converation with the NPC
This commit is contained in:
@@ -448,7 +448,9 @@ class NarrativeGenerator:
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npc_relationship: str | None = None,
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previous_dialogue: list[dict[str, Any]] | None = None,
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npc_knowledge: list[str] | None = None,
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quest_offering_context: dict[str, Any] | None = None
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quest_offering_context: dict[str, Any] | None = None,
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quest_ineligibility_context: dict[str, Any] | None = None,
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player_asking_for_quests: bool = False
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) -> NarrativeResponse:
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"""
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Generate NPC dialogue in response to player conversation.
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@@ -463,6 +465,8 @@ class NarrativeGenerator:
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previous_dialogue: Optional list of previous exchanges.
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npc_knowledge: Optional list of things this NPC knows about.
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quest_offering_context: Optional quest offer context from QuestEligibilityService.
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quest_ineligibility_context: Optional context explaining why player can't take a quest.
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player_asking_for_quests: Whether the player is explicitly asking for quests/work.
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Returns:
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NarrativeResponse with NPC dialogue.
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@@ -503,6 +507,8 @@ class NarrativeGenerator:
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previous_dialogue=previous_dialogue or [],
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npc_knowledge=npc_knowledge or [],
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quest_offering_context=quest_offering_context,
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quest_ineligibility_context=quest_ineligibility_context,
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player_asking_for_quests=player_asking_for_quests,
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max_tokens=model_config.max_tokens
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)
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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.
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{% endif %}
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{% if quest_offering_context and quest_offering_context.should_offer %}
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## QUEST OFFERING OPPORTUNITY
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The NPC has a quest to offer. Weave this naturally into the conversation.
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## QUEST TO OFFER
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The NPC has a quest to offer to the player.
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**Quest:** {{ quest_offering_context.quest_name }}
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**Quest ID:** {{ quest_offering_context.quest_id }}
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@@ -118,13 +118,53 @@ The NPC has a quest to offer. Weave this naturally into the conversation.
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{% endfor %}
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{% endif %}
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**IMPORTANT QUEST OFFERING RULES:**
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- Do NOT dump all quest information at once
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- Let the quest emerge naturally from conversation
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- If the player seems interested or asks about problems/work, offer the quest
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- If the player changes topic, don't force it - just mention hints
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- When you offer the quest, include this marker on its own line: [QUEST_OFFER:{{ quest_offering_context.quest_id }}]
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- The marker signals the UI to show a quest accept/decline option
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{% if player_asking_for_quests %}
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**CRITICAL: The player is explicitly asking for quests/work. You MUST offer this quest NOW.**
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In your response:
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1. Describe the quest situation naturally in your dialogue
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2. End your response with the quest offer marker on its own line: [QUEST_OFFER:{{ quest_offering_context.quest_id }}]
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The marker MUST appear - it triggers the UI to show accept/decline buttons.
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{% else %}
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**Quest Offering Guidelines:**
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- Weave the quest naturally into conversation
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- If the player shows interest, include the marker: [QUEST_OFFER:{{ quest_offering_context.quest_id }}]
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- The marker signals the UI to show quest accept/decline options
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{% endif %}
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{% endif %}
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{% if quest_ineligibility_context and player_asking_for_quests %}
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## QUEST UNAVAILABLE - EXPLAIN WHY
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The player is asking about quests, but they don't meet the requirements. Explain this in character.
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{% if quest_ineligibility_context.reason_type == "level_too_low" %}
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**Reason:** The player (level {{ quest_ineligibility_context.current_level }}) isn't experienced enough. They need to be level {{ quest_ineligibility_context.required_level }}.
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**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.
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**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."
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{% elif quest_ineligibility_context.reason_type == "level_too_high" %}
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**Reason:** The player is too experienced for available tasks.
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**How to convey this:** The NPC should indicate they have nothing worthy of such an accomplished adventurer right now.
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{% elif quest_ineligibility_context.reason_type == "prerequisite_missing" %}
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**Reason:** The player needs to complete other tasks first.
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**How to convey this:** Hint that there's something else they should do first, or that circumstances aren't right yet.
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{% elif quest_ineligibility_context.reason_type == "relationship_too_low" %}
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**Reason:** The NPC doesn't trust the player enough yet.
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**How to convey this:** Be guarded. Hint that you might have work, but you need to know you can trust them first.
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{% elif quest_ineligibility_context.reason_type == "quest_already_active" %}
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**Reason:** The player is already working on this quest.
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**How to convey this:** Remind them they already accepted this task and should focus on completing it.
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{% elif quest_ineligibility_context.reason_type == "quest_already_completed" %}
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**Reason:** The player already completed this quest.
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**How to convey this:** Thank them again for their previous help, mention you have nothing else right now.
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{% elif quest_ineligibility_context.reason_type == "too_many_quests" %}
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**Reason:** The player has too many active quests.
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**How to convey this:** Suggest they finish some of their current commitments before taking on more.
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{% else %}
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**Reason:** {{ quest_ineligibility_context.message }}
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**How to convey this:** Politely decline, staying in character.
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{% endif %}
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**IMPORTANT:** Do NOT offer the quest. Explain the situation naturally in dialogue.
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{% endif %}
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{% if lore_context and lore_context.has_content %}
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@@ -195,25 +195,47 @@ def talk_to_npc(npc_id: str):
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# Check for quest eligibility
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quest_offering_context = None
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quest_ineligibility_context = None # For explaining why player can't take a quest
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player_asking_for_quests = _is_player_asking_for_quests(topic)
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try:
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quest_eligibility_service = get_quest_eligibility_service()
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location_type = _get_location_type(session.game_state.current_location)
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# If player is explicitly asking about quests, bypass probability roll
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force_probability = 1.0 if player_asking_for_quests else None
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eligibility_result = quest_eligibility_service.check_eligibility(
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npc_id=npc_id,
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character=character,
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location_type=location_type,
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location_id=session.game_state.current_location
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location_id=session.game_state.current_location,
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force_probability=force_probability
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)
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if eligibility_result.should_offer_quest and eligibility_result.selected_quest_context:
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quest_offering_context = eligibility_result.selected_quest_context.to_dict()
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# Add should_offer flag for template conditional check
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quest_offering_context['should_offer'] = True
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logger.debug(
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"Quest eligible for offering",
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npc_id=npc_id,
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quest_id=quest_offering_context.get("quest_id"),
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character_id=character.character_id
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)
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elif player_asking_for_quests and eligibility_result.blocking_reasons:
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# Player asked for quests but isn't eligible - tell them why
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quest_ineligibility_context = _build_ineligibility_context(
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eligibility_result.blocking_reasons,
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character.level,
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npc_id
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)
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if quest_ineligibility_context:
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logger.debug(
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"Quest ineligible - providing reason to AI",
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npc_id=npc_id,
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reason=quest_ineligibility_context.get("reason_type"),
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character_level=character.level
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)
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except Exception as e:
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# Don't fail the conversation if quest eligibility check fails
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logger.warning(
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@@ -251,6 +273,8 @@ def talk_to_npc(npc_id: str):
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"relationship_level": interaction.get("relationship_level", 50),
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"previous_dialogue": previous_dialogue, # Pass conversation history
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"quest_offering_context": quest_offering_context, # Quest offer if eligible
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"quest_ineligibility_context": quest_ineligibility_context, # Why player can't take quest
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"player_asking_for_quests": player_asking_for_quests, # Player explicitly asking for work
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}
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# Enqueue AI task
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@@ -483,3 +507,139 @@ def _get_location_type(location_id: str) -> str:
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return "dungeon"
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return "town" # Default for town centers, squares, etc.
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def _build_ineligibility_context(
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blocking_reasons: dict[str, str],
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character_level: int,
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npc_id: str
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) -> dict | None:
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"""
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Build context explaining why a player can't take a quest.
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Parses the blocking reasons and creates a structured context
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that the AI can use to explain to the player why they can't
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help with the quest yet.
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Args:
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blocking_reasons: Dict of quest_id -> reason string
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character_level: Player's current level
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npc_id: The NPC they're talking to
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Returns:
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Dict with reason_type, message, and details, or None if no relevant reason
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"""
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if not blocking_reasons:
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return None
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# Look through blocking reasons for level-related issues
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for quest_id, reason in blocking_reasons.items():
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if "level too low" in reason.lower():
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# Extract required level from reason string like "Character level too low (need 3)"
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import re
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match = re.search(r'need (\d+)', reason)
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required_level = int(match.group(1)) if match else character_level + 1
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return {
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"reason_type": "level_too_low",
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"current_level": character_level,
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"required_level": required_level,
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"message": f"The player is level {character_level} but needs to be level {required_level}",
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"quest_id": quest_id,
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}
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if "level too high" in reason.lower():
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return {
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"reason_type": "level_too_high",
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"current_level": character_level,
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"message": "The player is too experienced for this task",
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"quest_id": quest_id,
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}
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if "prerequisite" in reason.lower():
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return {
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"reason_type": "prerequisite_missing",
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"message": "The player hasn't completed a required earlier task",
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"quest_id": quest_id,
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}
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if "already active" in reason.lower():
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return {
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"reason_type": "quest_already_active",
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"message": "The player is already working on this quest",
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"quest_id": quest_id,
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}
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if "already completed" in reason.lower():
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return {
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"reason_type": "quest_already_completed",
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"message": "The player has already completed this quest",
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"quest_id": quest_id,
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}
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if "relationship" in reason.lower():
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return {
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"reason_type": "relationship_too_low",
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"message": "The NPC doesn't trust the player enough yet",
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"quest_id": quest_id,
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}
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if "max" in reason.lower() and "quest" in reason.lower():
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return {
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"reason_type": "too_many_quests",
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"message": "The player already has too many active quests",
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"quest_id": quest_id,
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}
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return None
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def _is_player_asking_for_quests(topic: str) -> bool:
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"""
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Detect if the player is explicitly asking about quests or work.
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This is used to bypass the probability roll when the player
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clearly intends to find quests.
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Args:
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topic: The player's message/conversation topic
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Returns:
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True if player is asking about quests, False otherwise
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"""
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topic_lower = topic.lower()
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# Quest-related keywords
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quest_keywords = [
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"quest",
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"quests",
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"any work",
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"work for me",
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"job",
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"jobs",
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"task",
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"tasks",
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"help you",
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"help with",
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"need help",
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"anything i can do",
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"can i help",
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"how can i help",
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"i'd love to help",
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"i would love to help",
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"want to help",
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"like to help",
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"offer my services",
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"hire me",
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"bounty",
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"bounties",
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"adventure",
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"mission",
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"missions",
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]
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for keyword in quest_keywords:
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if keyword in topic_lower:
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return True
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return False
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@@ -13,15 +13,11 @@ personality:
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- increasingly desperate
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- hiding something significant
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speech_style: |
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Speaks with the practiced cadence of a politician - measured words,
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careful pauses for effect. His voice wavers slightly when stressed,
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and he has a habit of clearing his throat before difficult topics.
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Uses formal address even in casual conversation.
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Speaks with the practiced cadence of a politician - measured words.
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His voice wavers slightly when stressed, has a habit of clearing his
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throat before difficult topics. Uses formal address even in casual conversation.
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quirks:
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- Constantly adjusts his mayoral chain of office
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- Glances at his manor when the Old Mines are mentioned
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- Keeps touching a ring on his left hand
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- Offers wine to guests but never drinks himself
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appearance:
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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:
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"""
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import json
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import re
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import uuid
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from datetime import datetime, timezone
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from enum import Enum
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@@ -712,7 +713,9 @@ def _process_npc_dialogue_task(
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npc_relationship=context.get('npc_relationship'),
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previous_dialogue=context.get('previous_dialogue'),
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npc_knowledge=context.get('npc_knowledge'),
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quest_offering_context=context.get('quest_offering_context')
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quest_offering_context=context.get('quest_offering_context'),
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quest_ineligibility_context=context.get('quest_ineligibility_context'),
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player_asking_for_quests=context.get('player_asking_for_quests', False)
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)
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# Get NPC info for result
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@@ -723,8 +726,44 @@ def _process_npc_dialogue_task(
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# Get previous dialogue for display (before adding new exchange)
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previous_dialogue = context.get('previous_dialogue', [])
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# Parse for quest offer marker and extract structured data for UI
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dialogue_text = response.narrative
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quest_offer_data = None
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quest_offer_match = re.search(r'\[QUEST_OFFER:([^\]]+)\]', dialogue_text)
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if quest_offer_match:
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offered_quest_id = quest_offer_match.group(1).strip()
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# Remove the marker from displayed dialogue (clean up whitespace around it)
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dialogue_text = re.sub(r'\s*\[QUEST_OFFER:[^\]]+\]\s*', ' ', dialogue_text).strip()
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# Get quest details from the offering context for UI display
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quest_ctx = context.get('quest_offering_context')
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if quest_ctx:
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quest_offer_data = {
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'quest_id': offered_quest_id,
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'quest_name': quest_ctx.get('quest_name', 'Unknown Quest'),
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'quest_description': quest_ctx.get('quest_description', ''),
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'rewards': quest_ctx.get('rewards', {}),
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'npc_id': npc_id,
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}
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logger.info(
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"Quest offer detected in NPC dialogue",
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quest_id=offered_quest_id,
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quest_name=quest_ctx.get('quest_name'),
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npc_id=npc_id,
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character_id=character_id
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)
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else:
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# AI mentioned a quest but no context was provided - log warning
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logger.warning(
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"Quest offer marker found but no quest_offering_context available",
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quest_id=offered_quest_id,
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npc_id=npc_id
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)
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result = {
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"dialogue": response.narrative,
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"dialogue": dialogue_text,
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"tokens_used": response.tokens_used,
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"model": response.model,
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"context_type": response.context_type,
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@@ -734,6 +773,7 @@ def _process_npc_dialogue_task(
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"character_name": character_name,
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"player_line": context['conversation_topic'],
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"conversation_history": previous_dialogue, # History before this exchange
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"quest_offer": quest_offer_data, # Structured quest offer for UI (None if no quest offered)
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}
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# Save dialogue exchange to chat_messages collection and update character's recent_messages cache
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@@ -743,15 +783,16 @@ def _process_npc_dialogue_task(
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location_id = context.get('game_state', {}).get('current_location')
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# Save to chat_messages collection (also updates character's recent_messages)
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# Note: Save the cleaned dialogue_text (without quest markers) for display
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chat_service = get_chat_message_service()
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chat_service.save_dialogue_exchange(
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character_id=character_id,
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user_id=user_id,
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npc_id=npc_id,
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player_message=context['conversation_topic'],
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npc_response=response.narrative,
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npc_response=dialogue_text, # Use cleaned text without quest markers
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context=MessageContext.DIALOGUE, # Default context, can be enhanced based on quest/shop interactions
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metadata={}, # Can add quest_id, item_id, etc. when those systems are implemented
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metadata={'quest_offer_id': quest_offer_data.get('quest_id') if quest_offer_data else None},
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session_id=session_id,
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location_id=location_id
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)
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Reference in New Issue
Block a user