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, npc_relationship: str | None = None,
previous_dialogue: list[dict[str, Any]] | None = None, previous_dialogue: list[dict[str, Any]] | None = None,
npc_knowledge: list[str] | 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: ) -> NarrativeResponse:
""" """
Generate NPC dialogue in response to player conversation. Generate NPC dialogue in response to player conversation.
@@ -463,6 +465,8 @@ class NarrativeGenerator:
previous_dialogue: Optional list of previous exchanges. previous_dialogue: Optional list of previous exchanges.
npc_knowledge: Optional list of things this NPC knows about. npc_knowledge: Optional list of things this NPC knows about.
quest_offering_context: Optional quest offer context from QuestEligibilityService. 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: Returns:
NarrativeResponse with NPC dialogue. NarrativeResponse with NPC dialogue.
@@ -503,6 +507,8 @@ class NarrativeGenerator:
previous_dialogue=previous_dialogue or [], previous_dialogue=previous_dialogue or [],
npc_knowledge=npc_knowledge or [], npc_knowledge=npc_knowledge or [],
quest_offering_context=quest_offering_context, 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 max_tokens=model_config.max_tokens
) )
except PromptTemplateError as e: 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 %} {% endif %}
{% if quest_offering_context and quest_offering_context.should_offer %} {% if quest_offering_context and quest_offering_context.should_offer %}
## QUEST OFFERING OPPORTUNITY ## QUEST TO OFFER
The NPC has a quest to offer. Weave this naturally into the conversation. The NPC has a quest to offer to the player.
**Quest:** {{ quest_offering_context.quest_name }} **Quest:** {{ quest_offering_context.quest_name }}
**Quest ID:** {{ quest_offering_context.quest_id }} **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 %} {% endfor %}
{% endif %} {% endif %}
**IMPORTANT QUEST OFFERING RULES:** {% if player_asking_for_quests %}
- Do NOT dump all quest information at once **CRITICAL: The player is explicitly asking for quests/work. You MUST offer this quest NOW.**
- Let the quest emerge naturally from conversation In your response:
- If the player seems interested or asks about problems/work, offer the quest 1. Describe the quest situation naturally in your dialogue
- If the player changes topic, don't force it - just mention hints 2. End your response with the quest offer marker on its own line: [QUEST_OFFER:{{ quest_offering_context.quest_id }}]
- 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 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 %} {% endif %}
{% if lore_context and lore_context.has_content %} {% 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 # Check for quest eligibility
quest_offering_context = None 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: try:
quest_eligibility_service = get_quest_eligibility_service() quest_eligibility_service = get_quest_eligibility_service()
location_type = _get_location_type(session.game_state.current_location) 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( eligibility_result = quest_eligibility_service.check_eligibility(
npc_id=npc_id, npc_id=npc_id,
character=character, character=character,
location_type=location_type, 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: if eligibility_result.should_offer_quest and eligibility_result.selected_quest_context:
quest_offering_context = eligibility_result.selected_quest_context.to_dict() 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( logger.debug(
"Quest eligible for offering", "Quest eligible for offering",
npc_id=npc_id, npc_id=npc_id,
quest_id=quest_offering_context.get("quest_id"), quest_id=quest_offering_context.get("quest_id"),
character_id=character.character_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: except Exception as e:
# Don't fail the conversation if quest eligibility check fails # Don't fail the conversation if quest eligibility check fails
logger.warning( logger.warning(
@@ -251,6 +273,8 @@ def talk_to_npc(npc_id: str):
"relationship_level": interaction.get("relationship_level", 50), "relationship_level": interaction.get("relationship_level", 50),
"previous_dialogue": previous_dialogue, # Pass conversation history "previous_dialogue": previous_dialogue, # Pass conversation history
"quest_offering_context": quest_offering_context, # Quest offer if eligible "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 # Enqueue AI task
@@ -483,3 +507,139 @@ def _get_location_type(location_id: str) -> str:
return "dungeon" return "dungeon"
return "town" # Default for town centers, squares, etc. 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 - increasingly desperate
- hiding something significant - hiding something significant
speech_style: | speech_style: |
Speaks with the practiced cadence of a politician - measured words, Speaks with the practiced cadence of a politician - measured words.
careful pauses for effect. His voice wavers slightly when stressed, His voice wavers slightly when stressed, has a habit of clearing his
and he has a habit of clearing his throat before difficult topics. throat before difficult topics. Uses formal address even in casual conversation.
Uses formal address even in casual conversation.
quirks: quirks:
- Constantly adjusts his mayoral chain of office
- Glances at his manor when the Old Mines are mentioned - 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: appearance:
brief: Tall, thin man with receding grey hair, worry lines, and expensive but slightly disheveled clothing 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 json
import re
import uuid import uuid
from datetime import datetime, timezone from datetime import datetime, timezone
from enum import Enum from enum import Enum
@@ -712,7 +713,9 @@ def _process_npc_dialogue_task(
npc_relationship=context.get('npc_relationship'), npc_relationship=context.get('npc_relationship'),
previous_dialogue=context.get('previous_dialogue'), previous_dialogue=context.get('previous_dialogue'),
npc_knowledge=context.get('npc_knowledge'), 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 # Get NPC info for result
@@ -723,8 +726,44 @@ def _process_npc_dialogue_task(
# Get previous dialogue for display (before adding new exchange) # Get previous dialogue for display (before adding new exchange)
previous_dialogue = context.get('previous_dialogue', []) 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 = { result = {
"dialogue": response.narrative, "dialogue": dialogue_text,
"tokens_used": response.tokens_used, "tokens_used": response.tokens_used,
"model": response.model, "model": response.model,
"context_type": response.context_type, "context_type": response.context_type,
@@ -734,6 +773,7 @@ def _process_npc_dialogue_task(
"character_name": character_name, "character_name": character_name,
"player_line": context['conversation_topic'], "player_line": context['conversation_topic'],
"conversation_history": previous_dialogue, # History before this exchange "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 # 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') location_id = context.get('game_state', {}).get('current_location')
# Save to chat_messages collection (also updates character's recent_messages) # 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 = get_chat_message_service()
chat_service.save_dialogue_exchange( chat_service.save_dialogue_exchange(
character_id=character_id, character_id=character_id,
user_id=user_id, user_id=user_id,
npc_id=npc_id, npc_id=npc_id,
player_message=context['conversation_topic'], 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 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, session_id=session_id,
location_id=location_id location_id=location_id
) )

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@@ -601,6 +601,7 @@ def poll_job(session_id: str, job_id: str):
nested_result = result.get('result', {}) nested_result = result.get('result', {})
if nested_result.get('context_type') == 'npc_dialogue': if nested_result.get('context_type') == 'npc_dialogue':
# NPC dialogue response - return dialogue partial # NPC dialogue response - return dialogue partial
# Include quest_offer data for inline quest offer card
return render_template( return render_template(
'game/partials/npc_dialogue_response.html', 'game/partials/npc_dialogue_response.html',
npc_name=nested_result.get('npc_name', 'NPC'), npc_name=nested_result.get('npc_name', 'NPC'),
@@ -608,6 +609,8 @@ def poll_job(session_id: str, job_id: str):
conversation_history=nested_result.get('conversation_history', []), conversation_history=nested_result.get('conversation_history', []),
player_line=nested_result.get('player_line', ''), player_line=nested_result.get('player_line', ''),
dialogue=nested_result.get('dialogue', 'No response'), dialogue=nested_result.get('dialogue', 'No response'),
quest_offer=nested_result.get('quest_offer'), # Quest offer data for UI card
npc_id=nested_result.get('npc_id'), # NPC ID for accept/decline
session_id=session_id session_id=session_id
) )
else: else:
@@ -1429,6 +1432,158 @@ def talk_to_npc(session_id: str, npc_id: str):
return f'<div class="error">Failed to talk to NPC: {e}</div>', 500 return f'<div class="error">Failed to talk to NPC: {e}</div>', 500
# ===== Quest Accept/Decline Routes =====
@game_bp.route('/session/<session_id>/quest/accept', methods=['POST'])
@require_auth
def accept_quest(session_id: str):
"""
Accept a quest offer from NPC chat.
Called when player clicks 'Accept Quest' button on inline quest offer card.
Returns updated card with confirmation message and triggers toast notification.
"""
client = get_api_client()
quest_id = request.form.get('quest_id')
npc_id = request.form.get('npc_id')
npc_name = request.form.get('npc_name', 'NPC')
if not quest_id:
return render_template(
'game/partials/quest_action_response.html',
action='error',
error_message='No quest specified',
session_id=session_id
)
try:
# Get character_id from session
session_response = client.get(f'/api/v1/sessions/{session_id}')
session_data = session_response.get('result', {})
character_id = session_data.get('character_id')
if not character_id:
return render_template(
'game/partials/quest_action_response.html',
action='error',
error_message='Session error - no character found',
session_id=session_id
)
# Call API to accept quest
response = client.post('/api/v1/quests/accept', {
'character_id': character_id,
'quest_id': quest_id,
'npc_id': npc_id
})
result = response.get('result', {})
quest_name = result.get('quest_name', 'Quest')
logger.info(
"quest_accepted",
quest_id=quest_id,
quest_name=quest_name,
character_id=character_id,
session_id=session_id
)
return render_template(
'game/partials/quest_action_response.html',
action='accept',
quest_name=quest_name,
npc_name=npc_name,
session_id=session_id
)
except APIError as e:
logger.error(
"failed_to_accept_quest",
quest_id=quest_id,
session_id=session_id,
error=str(e)
)
return render_template(
'game/partials/quest_action_response.html',
action='error',
error_message=str(e),
session_id=session_id
)
@game_bp.route('/session/<session_id>/quest/decline', methods=['POST'])
@require_auth
def decline_quest(session_id: str):
"""
Decline a quest offer from NPC chat.
Called when player clicks 'Decline' button on inline quest offer card.
Returns updated card with decline confirmation.
"""
client = get_api_client()
quest_id = request.form.get('quest_id')
npc_id = request.form.get('npc_id')
npc_name = request.form.get('npc_name', 'NPC')
if not quest_id:
return render_template(
'game/partials/quest_action_response.html',
action='error',
error_message='No quest specified',
session_id=session_id
)
try:
# Get character_id from session
session_response = client.get(f'/api/v1/sessions/{session_id}')
session_data = session_response.get('result', {})
character_id = session_data.get('character_id')
if not character_id:
return render_template(
'game/partials/quest_action_response.html',
action='error',
error_message='Session error - no character found',
session_id=session_id
)
# Call API to decline quest
client.post('/api/v1/quests/decline', {
'character_id': character_id,
'quest_id': quest_id,
'npc_id': npc_id
})
logger.info(
"quest_declined",
quest_id=quest_id,
character_id=character_id,
session_id=session_id
)
return render_template(
'game/partials/quest_action_response.html',
action='decline',
quest_name='', # Not needed for decline message
npc_name=npc_name,
session_id=session_id
)
except APIError as e:
logger.error(
"failed_to_decline_quest",
quest_id=quest_id,
session_id=session_id,
error=str(e)
)
return render_template(
'game/partials/quest_action_response.html',
action='error',
error_message=str(e),
session_id=session_id
)
# ===== Shop Routes ===== # ===== Shop Routes =====
@game_bp.route('/session/<session_id>/shop-modal') @game_bp.route('/session/<session_id>/shop-modal')

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@@ -2662,3 +2662,273 @@
background: #ef4444; background: #ef4444;
color: white; color: white;
} }
/* ===== QUEST OFFER CARD ===== */
/* Inline card that appears in NPC chat when quest is offered */
.quest-offer-card {
background: linear-gradient(135deg, rgba(139, 92, 246, 0.15), rgba(59, 130, 246, 0.1));
border: 2px solid var(--action-premium);
border-radius: 8px;
margin-top: 1rem;
padding: 1rem;
animation: questCardAppear 0.4s ease;
}
@keyframes questCardAppear {
from {
opacity: 0;
transform: translateY(-10px);
}
to {
opacity: 1;
transform: translateY(0);
}
}
.quest-offer-header {
display: flex;
align-items: center;
gap: 0.5rem;
margin-bottom: 0.75rem;
padding-bottom: 0.5rem;
border-bottom: 1px solid rgba(139, 92, 246, 0.3);
}
.quest-offer-icon {
font-size: 1.25rem;
}
.quest-offer-label {
font-size: var(--text-xs);
text-transform: uppercase;
letter-spacing: 1px;
color: var(--action-premium);
font-weight: 600;
}
.quest-offer-content {
margin-bottom: 1rem;
}
.quest-offer-title {
font-family: var(--font-heading);
font-size: var(--text-lg);
color: var(--accent-gold);
margin: 0 0 0.5rem 0;
}
.quest-offer-description {
font-size: var(--text-sm);
color: var(--text-secondary);
margin: 0 0 0.75rem 0;
line-height: 1.5;
}
.quest-offer-rewards {
display: flex;
flex-wrap: wrap;
gap: 0.5rem;
align-items: center;
}
.rewards-label {
font-size: var(--text-xs);
color: var(--text-muted);
text-transform: uppercase;
}
.reward-item {
font-size: var(--text-sm);
padding: 0.25rem 0.5rem;
border-radius: 4px;
background: rgba(0, 0, 0, 0.3);
}
.reward-gold {
color: var(--accent-gold);
}
.reward-xp {
color: #10b981;
}
.quest-offer-actions {
display: flex;
gap: 0.75rem;
}
.quest-btn {
flex: 1;
padding: 0.625rem 1rem;
font-size: var(--text-sm);
font-weight: 600;
border: none;
border-radius: 6px;
cursor: pointer;
transition: all 0.2s ease;
}
.quest-btn--accept {
background: #10b981;
color: white;
}
.quest-btn--accept:hover {
background: #059669;
transform: translateY(-1px);
}
.quest-btn--decline {
background: rgba(255, 255, 255, 0.1);
color: var(--text-secondary);
border: 1px solid var(--play-border);
}
.quest-btn--decline:hover {
background: rgba(255, 255, 255, 0.15);
color: var(--text-primary);
}
/* Quest action result (replaces card after action) */
.quest-action-result {
display: flex;
align-items: center;
gap: 0.75rem;
padding: 0.75rem 1rem;
border-radius: 6px;
margin-top: 1rem;
animation: questCardAppear 0.3s ease;
}
.quest-action-result--accept {
background: rgba(16, 185, 129, 0.15);
border: 1px solid #10b981;
}
.quest-action-result--decline {
background: rgba(107, 114, 128, 0.15);
border: 1px solid var(--play-border);
}
.quest-action-result--error {
background: rgba(239, 68, 68, 0.15);
border: 1px solid #ef4444;
}
.quest-action-icon {
font-size: 1.5rem;
}
.quest-action-message {
flex: 1;
}
.quest-action-message strong {
display: block;
color: var(--text-primary);
margin-bottom: 0.25rem;
}
.quest-action-message p {
margin: 0;
font-size: var(--text-sm);
color: var(--text-secondary);
}
/* ===== TOAST NOTIFICATIONS ===== */
/* Fixed position notifications for quick feedback */
.toast-container {
position: fixed;
top: 1rem;
right: 1rem;
z-index: 9999;
display: flex;
flex-direction: column;
gap: 0.5rem;
max-width: 350px;
pointer-events: none;
}
.toast {
display: flex;
align-items: center;
justify-content: space-between;
padding: 0.75rem 1rem;
border-radius: 6px;
font-size: var(--text-sm);
box-shadow: var(--shadow-lg);
opacity: 0;
transform: translateX(100%);
transition: all 0.3s ease;
pointer-events: auto;
}
.toast--visible {
opacity: 1;
transform: translateX(0);
}
.toast--dismissing {
opacity: 0;
transform: translateX(100%);
}
.toast--success {
background: rgba(16, 185, 129, 0.95);
color: white;
}
.toast--error {
background: rgba(239, 68, 68, 0.95);
color: white;
}
.toast--info {
background: rgba(59, 130, 246, 0.95);
color: white;
}
.toast-message {
flex: 1;
margin-right: 0.5rem;
}
.toast-close {
background: none;
border: none;
color: rgba(255, 255, 255, 0.8);
font-size: 1.25rem;
cursor: pointer;
padding: 0;
line-height: 1;
transition: color 0.2s ease;
}
.toast-close:hover {
color: white;
}
/* Mobile responsiveness for quest card */
@media (max-width: 768px) {
.quest-offer-card {
margin-top: 0.75rem;
padding: 0.75rem;
}
.quest-offer-actions {
flex-direction: column;
}
.quest-btn {
width: 100%;
}
.toast-container {
left: 1rem;
right: 1rem;
max-width: none;
}
}

View File

@@ -0,0 +1,82 @@
/**
* Toast Notification System
* Provides temporary notifications for game events (quest acceptance, errors, etc.)
*
* Usage:
* showToast('Quest accepted!', 'success');
* showToast('Failed to save', 'error');
* showToast('Item added to inventory', 'info');
*/
/**
* Show a toast notification
* @param {string} message - The message to display
* @param {string} type - Type of toast: 'success', 'error', or 'info'
* @param {number} duration - Duration in ms before auto-dismiss (default: 4000)
*/
function showToast(message, type = 'info', duration = 4000) {
// Create toast container if it doesn't exist
let container = document.getElementById('toast-container');
if (!container) {
container = document.createElement('div');
container.id = 'toast-container';
container.className = 'toast-container';
document.body.appendChild(container);
}
// Create toast element
const toast = document.createElement('div');
toast.className = `toast toast--${type}`;
toast.innerHTML = `
<span class="toast-message">${escapeHtml(message)}</span>
<button class="toast-close" onclick="dismissToast(this.parentElement)" aria-label="Close">&times;</button>
`;
// Add to container
container.appendChild(toast);
// Trigger animation (small delay for DOM to register element)
requestAnimationFrame(() => {
toast.classList.add('toast--visible');
});
// Auto-remove after duration
setTimeout(() => {
dismissToast(toast);
}, duration);
}
/**
* Dismiss a toast notification with animation
* @param {HTMLElement} toast - The toast element to dismiss
*/
function dismissToast(toast) {
if (!toast || toast.classList.contains('toast--dismissing')) {
return;
}
toast.classList.add('toast--dismissing');
toast.classList.remove('toast--visible');
// Remove from DOM after animation completes
setTimeout(() => {
if (toast.parentElement) {
toast.remove();
}
}, 300);
}
/**
* Escape HTML to prevent XSS
* @param {string} text - Text to escape
* @returns {string} Escaped text
*/
function escapeHtml(text) {
const div = document.createElement('div');
div.textContent = text;
return div.innerHTML;
}
// Make functions globally available
window.showToast = showToast;
window.dismissToast = dismissToast;

View File

@@ -9,6 +9,8 @@ Expected context:
- player_line: What the player just said - player_line: What the player just said
- dialogue: NPC's current response - dialogue: NPC's current response
- session_id: For any follow-up actions - session_id: For any follow-up actions
- quest_offer: Optional quest offer data {quest_id, quest_name, quest_description, rewards, npc_id}
- npc_id: NPC identifier for quest accept/decline
#} #}
{# Only show CURRENT exchange (removed conversation_history loop) #} {# Only show CURRENT exchange (removed conversation_history loop) #}
@@ -23,6 +25,50 @@ Expected context:
</div> </div>
</div> </div>
{# Quest Offer Card - appears inline after NPC dialogue when quest is offered #}
{% if quest_offer %}
<div class="quest-offer-card" id="quest-offer-{{ quest_offer.quest_id }}">
<div class="quest-offer-header">
<span class="quest-offer-icon">&#128220;</span>
<span class="quest-offer-label">Quest Offered</span>
</div>
<div class="quest-offer-content">
<h4 class="quest-offer-title">{{ quest_offer.quest_name }}</h4>
<p class="quest-offer-description">{{ quest_offer.quest_description }}</p>
{% if quest_offer.rewards %}
<div class="quest-offer-rewards">
<span class="rewards-label">Rewards:</span>
{% if quest_offer.rewards.gold %}
<span class="reward-item reward-gold">{{ quest_offer.rewards.gold }} gold</span>
{% endif %}
{% if quest_offer.rewards.experience %}
<span class="reward-item reward-xp">{{ quest_offer.rewards.experience }} XP</span>
{% endif %}
</div>
{% endif %}
</div>
<div class="quest-offer-actions">
<button class="quest-btn quest-btn--accept"
hx-post="{{ url_for('game.accept_quest', session_id=session_id) }}"
hx-vals='{"quest_id": "{{ quest_offer.quest_id }}", "npc_id": "{{ quest_offer.npc_id }}", "npc_name": "{{ npc_name }}"}'
hx-target="#quest-offer-{{ quest_offer.quest_id }}"
hx-swap="outerHTML">
Accept Quest
</button>
<button class="quest-btn quest-btn--decline"
hx-post="{{ url_for('game.decline_quest', session_id=session_id) }}"
hx-vals='{"quest_id": "{{ quest_offer.quest_id }}", "npc_id": "{{ quest_offer.npc_id }}", "npc_name": "{{ npc_name }}"}'
hx-target="#quest-offer-{{ quest_offer.quest_id }}"
hx-swap="outerHTML">
Decline
</button>
</div>
</div>
{% endif %}
{# Trigger history refresh after new message #} {# Trigger history refresh after new message #}
<div hx-trigger="load" <div hx-trigger="load"
_="on load trigger newMessage on body" _="on load trigger newMessage on body"

View File

@@ -0,0 +1,64 @@
{#
Quest Action Response - Replaces quest offer card after accept/decline.
Shows confirmation message and triggers toast notification + sidebar refresh.
Expected context:
- action: 'accept', 'decline', or 'error'
- quest_name: Name of the quest (for accept message)
- npc_name: Name of the NPC offering the quest
- error_message: Error details (for error action)
- session_id: For sidebar refresh
#}
{% if action == 'error' %}
{# Error state - display error message #}
<div class="quest-action-result quest-action-result--error">
<div class="quest-action-icon">&#9888;</div>
<div class="quest-action-message">
<strong>Error</strong>
<p>{{ error_message | default('Something went wrong') }}</p>
</div>
</div>
{% elif action == 'accept' %}
{# Quest accepted - show success message #}
<div class="quest-action-result quest-action-result--accept">
<div class="quest-action-icon">&#10004;</div>
<div class="quest-action-message">
<strong>Quest Accepted!</strong>
<p>{{ npc_name }} nods approvingly. Check your quest log for details.</p>
</div>
</div>
{# Trigger toast notification #}
<script>
if (typeof showToast === 'function') {
showToast('Quest "{{ quest_name }}" accepted!', 'success');
}
</script>
{# Refresh quests accordion to show newly accepted quest #}
<div hx-get="{{ url_for('game.quests_accordion', session_id=session_id) }}"
hx-trigger="load"
hx-target="#accordion-quests"
hx-swap="innerHTML"
style="display: none;"></div>
{% elif action == 'decline' %}
{# Quest declined - show confirmation message #}
<div class="quest-action-result quest-action-result--decline">
<div class="quest-action-icon">&#10006;</div>
<div class="quest-action-message">
<strong>Quest Declined</strong>
<p>{{ npc_name }} understands. Perhaps another time.</p>
</div>
</div>
{# Trigger toast notification #}
<script>
if (typeof showToast === 'function') {
showToast('Quest declined', 'info');
}
</script>
{% endif %}

View File

@@ -154,4 +154,7 @@ document.addEventListener('keydown', function(e) {
<!-- Responsive Modal Navigation --> <!-- Responsive Modal Navigation -->
<script src="{{ url_for('static', filename='js/responsive-modals.js') }}"></script> <script src="{{ url_for('static', filename='js/responsive-modals.js') }}"></script>
<!-- Toast Notifications -->
<script src="{{ url_for('static', filename='js/toast.js') }}"></script>
{% endblock %} {% endblock %}