Files
the-island/backend/app/director_service.py
empty 8915a4b074 feat: implement AI Director & Narrative Voting System (Phase 9)
Add complete AI Director system that transforms the survival simulation
into a user-driven interactive story with audience voting.

Backend:
- Add DirectorService for LLM-powered plot generation with fallback templates
- Add VoteManager for dual-channel voting (Twitch + Unity)
- Integrate 4-phase game loop: Simulation → Narrative → Voting → Resolution
- Add vote command parsing (!1, !2, !A, !B) in Twitch service
- Add type-safe LLM output handling with _coerce_int() helper
- Normalize voter IDs for case-insensitive duplicate prevention

Unity Client:
- Add NarrativeUI for cinematic event cards and voting progress bars
- Add 7 new event types and data models for director/voting events
- Add delayed subscription coroutine for NetworkManager timing
- Sync client timer with server's remaining_seconds to prevent drift

Documentation:
- Update README.md with AI Director features, voting commands, and event types

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-02 03:37:41 +08:00

563 lines
19 KiB
Python

"""
AI Director Service - Narrative Control Module (Phase 9).
The Director acts as the Dungeon Master for the survival drama,
generating dramatic plot points and resolving audience votes.
"""
from __future__ import annotations
import json
import logging
import os
import random
import time
import uuid
from dataclasses import dataclass, field
from enum import Enum
from typing import Any
logger = logging.getLogger(__name__)
class GameMode(str, Enum):
"""Game engine operating modes."""
SIMULATION = "simulation" # Normal agent behavior
NARRATIVE = "narrative" # Director presents plot point
VOTING = "voting" # Audience voting window
RESOLUTION = "resolution" # Applying vote consequences
@dataclass(frozen=True)
class PlotChoice:
"""A choice option in a plot point."""
choice_id: str
text: str
effects: dict[str, Any] = field(default_factory=dict)
@dataclass
class PlotPoint:
"""A narrative event generated by the Director."""
plot_id: str
title: str
description: str
choices: list[PlotChoice]
ttl_seconds: int = 60
created_at: float = field(default_factory=time.time)
def to_dict(self) -> dict[str, Any]:
"""Convert to dictionary for broadcasting."""
return {
"plot_id": self.plot_id,
"title": self.title,
"description": self.description,
"choices": [
{"choice_id": c.choice_id, "text": c.text}
for c in self.choices
],
"ttl_seconds": self.ttl_seconds,
}
@dataclass
class ResolutionResult:
"""Result of resolving a plot point vote."""
plot_id: str
choice_id: str
message: str
effects: dict[str, Any] = field(default_factory=dict)
def to_dict(self) -> dict[str, Any]:
"""Convert to dictionary for broadcasting."""
return {
"plot_id": self.plot_id,
"choice_id": self.choice_id,
"message": self.message,
"effects_json": json.dumps(self.effects),
}
# Fallback templates when LLM is unavailable
FALLBACK_PLOT_TEMPLATES = [
{
"title": "Mysterious Footprints",
"description": "Strange footprints appear on the beach overnight. Someone - or something - has been watching the camp.",
"choices": [
PlotChoice("investigate", "Follow the tracks into the forest", {"risk": "medium", "reward": "discovery"}),
PlotChoice("fortify", "Strengthen camp defenses and wait", {"safety": "high", "mood_delta": -5}),
],
},
{
"title": "Supply Shortage",
"description": "The food stores are running dangerously low. Tension builds among the survivors.",
"choices": [
PlotChoice("ration", "Implement strict rationing for everyone", {"mood_delta": -10, "food_save": 2}),
PlotChoice("hunt", "Send a group on a risky hunting expedition", {"risk": "high", "food_gain": 3}),
],
},
{
"title": "Storm Warning",
"description": "Dark clouds gather on the horizon. A massive storm approaches the island.",
"choices": [
PlotChoice("shelter", "Everyone take shelter immediately", {"safety": "high", "mood_delta": 5}),
PlotChoice("salvage", "Quickly gather supplies before the storm hits", {"risk": "medium", "resource_gain": 2}),
],
},
{
"title": "Trust Crisis",
"description": "Accusations fly as valuable supplies go missing from the camp.",
"choices": [
PlotChoice("accuse", "Hold a trial to find the culprit", {"drama": "high", "relationship_delta": -5}),
PlotChoice("forgive", "Call for unity and move on together", {"mood_delta": 3, "trust": "restored"}),
],
},
{
"title": "Rescue Signal",
"description": "A faint light flickers on the distant horizon. Could it be a ship?",
"choices": [
PlotChoice("signal", "Build a massive signal fire on the beach", {"energy_delta": -15, "hope": "high"}),
PlotChoice("wait", "Wait and observe - it could be dangerous", {"safety": "medium", "mood_delta": -3}),
],
},
]
class DirectorService:
"""
AI Director for generating and resolving narrative events.
Uses LLM to create dramatic plot points based on world state.
"""
def __init__(self, llm_service=None) -> None:
"""
Initialize the Director service.
Args:
llm_service: Optional LLMService instance. If None, uses global instance.
"""
self._llm_service = llm_service
self._rng = random.Random()
self._current_plot: PlotPoint | None = None
self._plot_history: list[str] = [] # Recent plot titles to avoid repetition
@property
def llm(self):
"""Lazy-load LLM service to avoid circular imports."""
if self._llm_service is None:
from .llm import llm_service
self._llm_service = llm_service
return self._llm_service
@property
def current_plot(self) -> PlotPoint | None:
"""Get the current active plot point."""
return self._current_plot
def clear_current_plot(self) -> None:
"""Clear the current plot after resolution."""
if self._current_plot:
self._plot_history.append(self._current_plot.title)
# Keep only last 5 titles to avoid repetition
self._plot_history = self._plot_history[-5:]
self._current_plot = None
async def generate_plot_point(self, world_state: dict[str, Any]) -> PlotPoint:
"""
Generate a dramatic plot point based on current world state.
Args:
world_state: Dictionary containing:
- day: Current game day
- weather: Current weather condition
- time_of_day: dawn/day/dusk/night
- alive_agents: List of alive agent summaries
- recent_events: List of recent event descriptions
- tension_level: low/medium/high (derived from deaths, resources, etc.)
Returns:
PlotPoint with title, description, and 2 choices
"""
# Extract context
day = world_state.get("day", 1)
weather = world_state.get("weather", "Sunny")
alive_count = len(world_state.get("alive_agents", []))
recent_events = world_state.get("recent_events", [])
tension_level = world_state.get("tension_level", "medium")
mood_avg = world_state.get("mood_avg", 50)
# Build context summary
agents_summary = ", ".join([
f"{a.get('name', 'Unknown')} (HP:{a.get('hp', 0)})"
for a in world_state.get("alive_agents", [])[:5]
]) or "No agents alive"
events_summary = "; ".join(recent_events[-3:]) if recent_events else "Nothing notable recently"
# Try LLM generation first
if not self.llm.is_mock_mode:
try:
plot = await self._generate_llm_plot(
day=day,
weather=weather,
alive_count=alive_count,
agents_summary=agents_summary,
events_summary=events_summary,
tension_level=tension_level,
mood_avg=mood_avg,
)
if plot:
self._current_plot = plot
return plot
except Exception as e:
logger.error(f"LLM plot generation failed: {e}")
# Fallback to template-based generation
plot = self._generate_fallback_plot(weather, tension_level, mood_avg)
self._current_plot = plot
return plot
async def _generate_llm_plot(
self,
day: int,
weather: str,
alive_count: int,
agents_summary: str,
events_summary: str,
tension_level: str,
mood_avg: int,
) -> PlotPoint | None:
"""Generate plot point using LLM."""
# Build the prompt for the AI Director
system_prompt = f"""You are the AI Director for a survival drama on a deserted island.
Your role is to create dramatic narrative moments that engage the audience.
CURRENT SITUATION:
- Day {day} on the island
- Weather: {weather}
- Survivors: {alive_count} ({agents_summary})
- Recent events: {events_summary}
- Tension level: {tension_level}
- Average mood: {mood_avg}/100
RECENTLY USED PLOTS (avoid these):
{', '.join(self._plot_history) if self._plot_history else 'None yet'}
GUIDELINES:
1. Create dramatic tension appropriate to the tension level
2. Choices should have meaningful trade-offs
3. Consider weather and mood in your narrative
4. Keep descriptions cinematic but brief (under 50 words)
OUTPUT FORMAT (strict JSON):
{{
"title": "Brief dramatic title (3-5 words)",
"description": "Cinematic description of the situation (under 50 words)",
"choices": [
{{"id": "choice_a", "text": "First option (under 15 words)", "effects": {{"mood_delta": 5}}}},
{{"id": "choice_b", "text": "Second option (under 15 words)", "effects": {{"mood_delta": -5}}}}
]
}}"""
user_prompt = f"""The current tension is {tension_level}.
{"Create an intense, high-stakes event!" if tension_level == "high" else "Create an interesting event to raise the drama." if tension_level == "low" else "Create a moderately dramatic event."}
Generate a plot point now. Output ONLY valid JSON, no explanation."""
try:
# Use LLM service's internal acompletion
kwargs = {
"model": self.llm._model,
"messages": [
{"role": "system", "content": system_prompt},
{"role": "user", "content": user_prompt}
],
"max_tokens": 300,
"temperature": 0.9,
}
if self.llm._api_base:
kwargs["api_base"] = self.llm._api_base
if self.llm._api_key and not self.llm._api_key_header:
kwargs["api_key"] = self.llm._api_key
if self.llm._extra_headers:
kwargs["extra_headers"] = self.llm._extra_headers
response = await self.llm._acompletion(**kwargs)
content = response.choices[0].message.content.strip()
# Parse JSON response
# Handle potential markdown code blocks
if content.startswith("```"):
content = content.split("```")[1]
if content.startswith("json"):
content = content[4:]
data = json.loads(content)
# Validate and construct PlotPoint
choices = [
PlotChoice(
choice_id=c.get("id", f"choice_{i}"),
text=c.get("text", "Unknown option"),
effects=c.get("effects", {}),
)
for i, c in enumerate(data.get("choices", []))
]
if len(choices) < 2:
logger.warning("LLM returned fewer than 2 choices, using fallback")
return None
return PlotPoint(
plot_id=uuid.uuid4().hex,
title=data.get("title", "Unexpected Event"),
description=data.get("description", "Something happens..."),
choices=choices[:2], # Limit to 2 choices
ttl_seconds=60,
)
except json.JSONDecodeError as e:
logger.error(f"Failed to parse LLM JSON response: {e}")
return None
except Exception as e:
logger.error(f"LLM plot generation error: {e}")
return None
def _generate_fallback_plot(
self,
weather: str,
tension_level: str,
mood_avg: int,
) -> PlotPoint:
"""Generate plot point from templates when LLM is unavailable."""
# Filter templates based on context
available = [t for t in FALLBACK_PLOT_TEMPLATES if t["title"] not in self._plot_history]
if not available:
available = FALLBACK_PLOT_TEMPLATES
# Weight selection based on weather and tension
if weather.lower() in ("stormy", "rainy", "thunder"):
# Prefer storm-related plots
storm_plots = [t for t in available if "storm" in t["title"].lower()]
if storm_plots:
available = storm_plots
elif tension_level == "low" and mood_avg > 60:
# Prefer dramatic plots to shake things up
drama_plots = [t for t in available if "crisis" in t["title"].lower() or "trust" in t["title"].lower()]
if drama_plots:
available = drama_plots
template = self._rng.choice(available)
return PlotPoint(
plot_id=uuid.uuid4().hex,
title=template["title"],
description=template["description"],
choices=list(template["choices"]),
ttl_seconds=60,
)
async def resolve_vote(
self,
plot_point: PlotPoint,
winning_choice_id: str,
world_state: dict[str, Any],
) -> ResolutionResult:
"""
Resolve the vote and generate consequences.
Args:
plot_point: The PlotPoint that was voted on
winning_choice_id: The ID of the winning choice
world_state: Current world state for context
Returns:
ResolutionResult with message and effects to apply
"""
# Find the winning choice
winning_choice = next(
(c for c in plot_point.choices if c.choice_id == winning_choice_id),
plot_point.choices[0] # Fallback to first choice
)
# Try LLM resolution first
if not self.llm.is_mock_mode:
try:
result = await self._generate_llm_resolution(
plot_point=plot_point,
winning_choice=winning_choice,
world_state=world_state,
)
if result:
return result
except Exception as e:
logger.error(f"LLM resolution failed: {e}")
# Fallback resolution
return self._generate_fallback_resolution(plot_point, winning_choice)
async def _generate_llm_resolution(
self,
plot_point: PlotPoint,
winning_choice: PlotChoice,
world_state: dict[str, Any],
) -> ResolutionResult | None:
"""Generate resolution using LLM."""
agents_summary = ", ".join([
a.get("name", "Unknown")
for a in world_state.get("alive_agents", [])[:5]
]) or "the survivors"
system_prompt = f"""You are the AI Director narrating the consequences of an audience vote.
THE SITUATION:
{plot_point.description}
THE AUDIENCE VOTED FOR:
"{winning_choice.text}"
SURVIVORS INVOLVED:
{agents_summary}
GUIDELINES:
1. Describe the immediate consequence dramatically
2. Mention how the survivors react
3. Keep it brief but impactful (under 40 words)
4. The effects should feel meaningful
OUTPUT FORMAT (strict JSON):
{{
"message": "Dramatic description of what happens...",
"effects": {{
"mood_delta": -5,
"hp_delta": 0,
"energy_delta": -10,
"item_gained": null,
"item_lost": null,
"relationship_change": null
}}
}}"""
try:
kwargs = {
"model": self.llm._model,
"messages": [
{"role": "system", "content": system_prompt},
{"role": "user", "content": f"Narrate the consequence of choosing: {winning_choice.text}"}
],
"max_tokens": 200,
"temperature": 0.8,
}
if self.llm._api_base:
kwargs["api_base"] = self.llm._api_base
if self.llm._api_key and not self.llm._api_key_header:
kwargs["api_key"] = self.llm._api_key
if self.llm._extra_headers:
kwargs["extra_headers"] = self.llm._extra_headers
response = await self.llm._acompletion(**kwargs)
content = response.choices[0].message.content.strip()
# Handle markdown code blocks
if content.startswith("```"):
content = content.split("```")[1]
if content.startswith("json"):
content = content[4:]
data = json.loads(content)
# Merge LLM effects with choice's predefined effects
effects = {**winning_choice.effects, **data.get("effects", {})}
return ResolutionResult(
plot_id=plot_point.plot_id,
choice_id=winning_choice.choice_id,
message=data.get("message", f"The survivors chose: {winning_choice.text}"),
effects=effects,
)
except Exception as e:
logger.error(f"LLM resolution error: {e}")
return None
def _generate_fallback_resolution(
self,
plot_point: PlotPoint,
winning_choice: PlotChoice,
) -> ResolutionResult:
"""Generate fallback resolution message."""
# Template-based resolution messages
messages = [
f"The decision is made! {winning_choice.text}",
f"The survivors act: {winning_choice.text}",
f"Following the audience's choice: {winning_choice.text}",
]
return ResolutionResult(
plot_id=plot_point.plot_id,
choice_id=winning_choice.choice_id,
message=self._rng.choice(messages),
effects=dict(winning_choice.effects),
)
def calculate_tension_level(self, world_state: dict[str, Any]) -> str:
"""
Calculate the current tension level based on world state.
Args:
world_state: Dictionary with game state information
Returns:
"low", "medium", or "high"
"""
score = 0
# Factor: Agent health
alive_agents = world_state.get("alive_agents", [])
if alive_agents:
avg_hp = sum(a.get("hp", 100) for a in alive_agents) / len(alive_agents)
if avg_hp < 30:
score += 3
elif avg_hp < 50:
score += 2
elif avg_hp < 70:
score += 1
# Factor: Weather severity
weather = world_state.get("weather", "").lower()
if weather in ("stormy", "thunder"):
score += 2
elif weather in ("rainy",):
score += 1
# Factor: Mood
mood_avg = world_state.get("mood_avg", 50)
if mood_avg < 30:
score += 2
elif mood_avg < 50:
score += 1
# Factor: Recent deaths
recent_deaths = world_state.get("recent_deaths", 0)
score += min(recent_deaths * 2, 4)
# Factor: Low resources
if world_state.get("resources_critical", False):
score += 2
# Determine level
if score >= 6:
return "high"
elif score >= 3:
return "medium"
return "low"
# Global instance
director_service = DirectorService()