Captures full prompt content, response text, HTTP status, and finish
reason on every LLM failure path. Replaces silent null returns in
openRouterClient with structured CompletionFailure objects so error
details propagate up through the queue and service layers.
Also removes recipeList from backstoryAndDesires prompt (not useful
for backstory generation) and adds schema migration v3.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Every failure path was silent — LLM nulls, parse failures, validation
rejections, and promise errors were all swallowed. Adds per-attempt
logging at each gate plus a periodic summary of NPC/inventory/item state.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Fix LLM stats panel stuck on "Loading stats..." by requesting stats
immediately after admin authentication succeeds
- Add retry mechanism for backstory generation (up to 3 attempts with
increasing delays) so transient failures don't permanently skip NPCs
- Fix stale model bug: queued LLM requests now use the current model at
dequeue time instead of capturing it at enqueue time, so fallback
model switches take effect for pending requests
- Add per-template maxTokens (backstory: 350, invention: 300, desire:
250) to prevent "length" finish truncation on structured JSON responses
- Remove unused "reasoning" field from backstory prompt to reduce token usage
- Add failure logging throughout LLM pipeline (backstory null results,
queue errors) for better diagnostics
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Extract shared WORLD_PREAMBLE and prepend to all system prompts
- Remove duplicated world-setting text from individual templates
- Add server/saves/ and treesnstone.zip to .gitignore
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Wire npcBrainSystem to RuntimeConstants (was using hardcoded shared imports)
- Add auth gating on admin-update-constant and admin-reset-defaults sockets
- Unsubscribe from previous tab's data sources on left-panel tab switch
- Use per-key debounce timers in AdminPanel to avoid dropped changes
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace direct constant imports with rc.get() calls in needsDecaySystem,
socialSystem, statModifierSystem, movementSystem, gatheringSystem,
craftingSystem, buildingSystem, and SocketServer. All system functions
now accept a RuntimeConstants parameter, enabling live-tuning of game
constants via the admin panel.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace direct constant imports (TICK_RATE, BROADCAST_EVERY_N_TICKS,
ENERGY_DECAY_PER_TICK, DAY_NIGHT_RATIO) with RuntimeConstants lookups.
Add LogService for autosave logging and tick overrun detection.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Backstories stored as raw JSON (containing desires) are now parsed
on deserialization to extract just the backstory text.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace single-tile tree rendering with 6 multi-tile tree variants using
the treesnstone.png tileset. Each tree is 3 tiles wide with canopy tiles
on the decorations layer (above characters) and ground/shadow tiles on
the trunkDecorations layer (below characters). Add trunk bridge tiles
(tile 41) behind transparent canopy areas to connect canopy to ground
visually, fixing floating canopy appearance.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds 0-3 personal desires per NPC that drive crafting priorities,
influence invention, and create emergent stories. Hybrid LLM approach:
traits generated at spawn + event-driven updates.
Key components:
- Desire types (material/social/shelter/comfort/community/creative)
- Fulfillment checking system (7 criteria types, runs every 100 ticks)
- Desire generator system (periodic + event-driven LLM generation)
- Combined backstory+desires LLM generation at spawn
- Industry system scores recipes by desire match
- Desires passed into invention prompts
- Persistence, wire protocol, and client display
- All LLM templates reframed from medieval to frontier settlement
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- desireFulfillmentSystem records memory events when desires are fulfilled
- desireGeneratorSystem populates recentEvents and recentInventions template vars
- industrySystem own_item_category scoring now checks recipe output category
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Shows category-colored diamond bullets for active desires and
placeholder slots in the Status tab, between backstory and thoughts.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds scoreCraftableRecipes helper that scores recipes based on NPC
desires (priority * 10 for own_item match). Falls back to first
available when no desires match.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Factory-function system that generates new desires via LLM based on
periodic stat-based probability checks and external event triggers.
Tracks pending entities to prevent duplicate in-flight requests.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>