refactor: separate MCP tools to mcp_tools.py
Browse files- app.py +5 -135
- src/unpredictable_lord/mcp_tools.py +147 -0
app.py
CHANGED
|
@@ -5,19 +5,16 @@ import sys
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sys.path.insert(0, os.path.join(os.path.dirname(__file__), "src"))
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import logging
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-
import uuid
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import gradio as gr
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import spaces
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from unpredictable_lord.chat import chat_with_llm_stream
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-
from unpredictable_lord.
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-
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-
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-
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-
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get_available_advice,
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-
get_session,
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)
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logging.basicConfig(level=logging.INFO, format="%(asctime)s %(levelname)s %(message)s")
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@@ -26,133 +23,6 @@ logger = logging.getLogger(__name__)
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logger.info(f"ZeroGPU: {spaces.config.Config.zero_gpu}")
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-
def init_game(personality: str = "cautious") -> dict:
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"""
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-
Initialize a new game session and return the session information.
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-
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This MCP tool creates a new game session with the specified lord personality.
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Use the returned session_id for all subsequent game operations.
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-
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Args:
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personality: The lord's personality type.
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Options: "cautious" (risk-averse), "idealist" (emotional idealist),
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"populist" (popularity-focused). Defaults to "cautious".
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-
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Returns:
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dict: Session information including session_id and initial game state.
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"""
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session_id = str(uuid.uuid4())
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-
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# Validate personality
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if personality not in PERSONALITY_DESCRIPTIONS:
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personality = "cautious"
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-
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# Create game session using game_state module
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state = create_session(session_id, personality)
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logger.info(
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f"New game session created: {session_id} with personality: {personality}"
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)
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return {
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"session_id": session_id,
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"message": f"New game started! You are now the advisor to a {personality} lord.",
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"personality_description": PERSONALITY_DESCRIPTIONS[personality],
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"available_advice": ADVICE_DESCRIPTIONS,
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"game_state": state.to_dict(),
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}
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def get_game_state(session_id: str) -> dict:
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"""
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Get the current game state for a session.
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This MCP tool retrieves the current state of a game session,
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including all parameters, turn number, and game status.
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Args:
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session_id: The session ID returned from init_game.
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Returns:
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dict: Current game state or error message if session not found.
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"""
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state = get_session(session_id)
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if state is None:
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return {
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"error": "Session not found",
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"message": f"No game session found with ID: {session_id}. Please call init_game first.",
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}
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return {
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"session_id": session_id,
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"game_state": state.to_dict(),
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"status_summary": state.get_status_summary(),
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}
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def list_available_advice() -> dict:
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"""
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Get all available advice options that can be given to the lord.
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-
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This MCP tool returns a list of all possible advice types that can be
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used with execute_turn(). The Lord AI should interpret the user's
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free-form suggestion and map it to one of these options.
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Returns:
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dict: Dictionary containing all available advice options with
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their names, descriptions, and expected effects.
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"""
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return {
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"advice_options": get_available_advice(),
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"usage": "Interpret the user's advice and select the most appropriate option from the list above.",
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}
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def execute_turn(session_id: str, advice: str) -> dict:
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"""
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Execute a turn with the given advice.
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-
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This MCP tool is called by the Lord AI after interpreting the user's suggestion.
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The lord will decide whether to follow the advice based on personality and trust.
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Args:
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session_id: The session ID returned from init_game.
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advice: The advice type to execute. Must be one of:
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- "increase_tax": Raise taxes (Treasury β, Satisfaction β)
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- "decrease_tax": Lower taxes (Treasury β, Satisfaction β)
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- "expand_territory": Military expansion (Territory β, Treasury β, risky)
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- "improve_diplomacy": Diplomatic efforts (Royal Trust β, Treasury β)
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- "public_festival": Hold festival (Satisfaction β, Treasury β)
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- "build_infrastructure": Build infrastructure (Population β, Treasury β)
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- "do_nothing": Maintain current state
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Returns:
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dict: Result containing:
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- adopted: Whether the lord followed the advice
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- action_taken: The actual action the lord took
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- parameter_changes: Changes to game parameters
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- game_over: Whether the game has ended
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- new_state: Updated game state
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"""
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state = get_session(session_id)
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if state is None:
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return {
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"error": "Session not found",
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"message": f"No game session found with ID: {session_id}. Please call init_game first.",
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}
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result = execute_turn_logic(state, advice)
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logger.info(
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f"Turn executed for session {session_id}: advice={advice}, "
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f"adopted={result.get('adopted')}, action={result.get('action_taken')}"
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)
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return result
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# Gradio UI
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with gr.Blocks(title="Unpredictable Lord") as demo:
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gr.Markdown("# Unpredictable Lord\nLord Advisor AI Simulation")
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sys.path.insert(0, os.path.join(os.path.dirname(__file__), "src"))
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import logging
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import gradio as gr
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import spaces
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from unpredictable_lord.chat import chat_with_llm_stream
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+
from unpredictable_lord.mcp_tools import (
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execute_turn,
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get_game_state,
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init_game,
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list_available_advice,
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)
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logging.basicConfig(level=logging.INFO, format="%(asctime)s %(levelname)s %(message)s")
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logger.info(f"ZeroGPU: {spaces.config.Config.zero_gpu}")
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# Gradio UI
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with gr.Blocks(title="Unpredictable Lord") as demo:
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gr.Markdown("# Unpredictable Lord\nLord Advisor AI Simulation")
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src/unpredictable_lord/mcp_tools.py
ADDED
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@@ -0,0 +1,147 @@
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| 1 |
+
"""
|
| 2 |
+
MCP tools for Unpredictable Lord game.
|
| 3 |
+
|
| 4 |
+
This module contains all MCP tool functions that are exposed
|
| 5 |
+
to external LLM clients via the Gradio MCP server.
|
| 6 |
+
"""
|
| 7 |
+
|
| 8 |
+
import logging
|
| 9 |
+
import uuid
|
| 10 |
+
|
| 11 |
+
from unpredictable_lord.game_state import (
|
| 12 |
+
ADVICE_DESCRIPTIONS,
|
| 13 |
+
PERSONALITY_DESCRIPTIONS,
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| 14 |
+
create_session,
|
| 15 |
+
execute_turn_logic,
|
| 16 |
+
get_available_advice,
|
| 17 |
+
get_session,
|
| 18 |
+
)
|
| 19 |
+
|
| 20 |
+
logger = logging.getLogger(__name__)
|
| 21 |
+
|
| 22 |
+
|
| 23 |
+
def init_game(personality: str = "cautious") -> dict:
|
| 24 |
+
"""
|
| 25 |
+
Initialize a new game session and return the session information.
|
| 26 |
+
|
| 27 |
+
This MCP tool creates a new game session with the specified lord personality.
|
| 28 |
+
Use the returned session_id for all subsequent game operations.
|
| 29 |
+
|
| 30 |
+
Args:
|
| 31 |
+
personality: The lord's personality type.
|
| 32 |
+
Options: "cautious" (risk-averse), "idealist" (emotional idealist),
|
| 33 |
+
"populist" (popularity-focused). Defaults to "cautious".
|
| 34 |
+
|
| 35 |
+
Returns:
|
| 36 |
+
dict: Session information including session_id and initial game state.
|
| 37 |
+
"""
|
| 38 |
+
session_id = str(uuid.uuid4())
|
| 39 |
+
|
| 40 |
+
# Validate personality
|
| 41 |
+
if personality not in PERSONALITY_DESCRIPTIONS:
|
| 42 |
+
personality = "cautious"
|
| 43 |
+
|
| 44 |
+
# Create game session using game_state module
|
| 45 |
+
state = create_session(session_id, personality)
|
| 46 |
+
|
| 47 |
+
logger.info(
|
| 48 |
+
f"New game session created: {session_id} with personality: {personality}"
|
| 49 |
+
)
|
| 50 |
+
|
| 51 |
+
return {
|
| 52 |
+
"session_id": session_id,
|
| 53 |
+
"message": f"New game started! You are now the advisor to a {personality} lord.",
|
| 54 |
+
"personality_description": PERSONALITY_DESCRIPTIONS[personality],
|
| 55 |
+
"available_advice": ADVICE_DESCRIPTIONS,
|
| 56 |
+
"game_state": state.to_dict(),
|
| 57 |
+
}
|
| 58 |
+
|
| 59 |
+
|
| 60 |
+
def get_game_state(session_id: str) -> dict:
|
| 61 |
+
"""
|
| 62 |
+
Get the current game state for a session.
|
| 63 |
+
|
| 64 |
+
This MCP tool retrieves the current state of a game session,
|
| 65 |
+
including all parameters, turn number, and game status.
|
| 66 |
+
|
| 67 |
+
Args:
|
| 68 |
+
session_id: The session ID returned from init_game.
|
| 69 |
+
|
| 70 |
+
Returns:
|
| 71 |
+
dict: Current game state or error message if session not found.
|
| 72 |
+
"""
|
| 73 |
+
state = get_session(session_id)
|
| 74 |
+
|
| 75 |
+
if state is None:
|
| 76 |
+
return {
|
| 77 |
+
"error": "Session not found",
|
| 78 |
+
"message": f"No game session found with ID: {session_id}. Please call init_game first.",
|
| 79 |
+
}
|
| 80 |
+
|
| 81 |
+
return {
|
| 82 |
+
"session_id": session_id,
|
| 83 |
+
"game_state": state.to_dict(),
|
| 84 |
+
"status_summary": state.get_status_summary(),
|
| 85 |
+
}
|
| 86 |
+
|
| 87 |
+
|
| 88 |
+
def list_available_advice() -> dict:
|
| 89 |
+
"""
|
| 90 |
+
Get all available advice options that can be given to the lord.
|
| 91 |
+
|
| 92 |
+
This MCP tool returns a list of all possible advice types that can be
|
| 93 |
+
used with execute_turn(). The Lord AI should interpret the user's
|
| 94 |
+
free-form suggestion and map it to one of these options.
|
| 95 |
+
|
| 96 |
+
Returns:
|
| 97 |
+
dict: Dictionary containing all available advice options with
|
| 98 |
+
their names, descriptions, and expected effects.
|
| 99 |
+
"""
|
| 100 |
+
return {
|
| 101 |
+
"advice_options": get_available_advice(),
|
| 102 |
+
"usage": "Interpret the user's advice and select the most appropriate option from the list above.",
|
| 103 |
+
}
|
| 104 |
+
|
| 105 |
+
|
| 106 |
+
def execute_turn(session_id: str, advice: str) -> dict:
|
| 107 |
+
"""
|
| 108 |
+
Execute a turn with the given advice.
|
| 109 |
+
|
| 110 |
+
This MCP tool is called by the Lord AI after interpreting the user's suggestion.
|
| 111 |
+
The lord will decide whether to follow the advice based on personality and trust.
|
| 112 |
+
|
| 113 |
+
Args:
|
| 114 |
+
session_id: The session ID returned from init_game.
|
| 115 |
+
advice: The advice type to execute. Must be one of:
|
| 116 |
+
- "increase_tax": Raise taxes (Treasury β, Satisfaction β)
|
| 117 |
+
- "decrease_tax": Lower taxes (Treasury β, Satisfaction β)
|
| 118 |
+
- "expand_territory": Military expansion (Territory β, Treasury β, risky)
|
| 119 |
+
- "improve_diplomacy": Diplomatic efforts (Royal Trust β, Treasury β)
|
| 120 |
+
- "public_festival": Hold festival (Satisfaction β, Treasury β)
|
| 121 |
+
- "build_infrastructure": Build infrastructure (Population β, Treasury β)
|
| 122 |
+
- "do_nothing": Maintain current state
|
| 123 |
+
|
| 124 |
+
Returns:
|
| 125 |
+
dict: Result containing:
|
| 126 |
+
- adopted: Whether the lord followed the advice
|
| 127 |
+
- action_taken: The actual action the lord took
|
| 128 |
+
- parameter_changes: Changes to game parameters
|
| 129 |
+
- game_over: Whether the game has ended
|
| 130 |
+
- new_state: Updated game state
|
| 131 |
+
"""
|
| 132 |
+
state = get_session(session_id)
|
| 133 |
+
|
| 134 |
+
if state is None:
|
| 135 |
+
return {
|
| 136 |
+
"error": "Session not found",
|
| 137 |
+
"message": f"No game session found with ID: {session_id}. Please call init_game first.",
|
| 138 |
+
}
|
| 139 |
+
|
| 140 |
+
result = execute_turn_logic(state, advice)
|
| 141 |
+
|
| 142 |
+
logger.info(
|
| 143 |
+
f"Turn executed for session {session_id}: advice={advice}, "
|
| 144 |
+
f"adopted={result.get('adopted')}, action={result.get('action_taken')}"
|
| 145 |
+
)
|
| 146 |
+
|
| 147 |
+
return result
|