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"""
NPC (Non-Player Character) data models
"""

from datetime import datetime
from typing import Optional, List, Dict
from enum import Enum
from pydantic import BaseModel, Field


class NPCRole(str, Enum):
    """NPC roles in the story"""
    QUEST_GIVER = "Quest Giver"
    MERCHANT = "Merchant"
    ALLY = "Ally"
    RIVAL = "Rival"
    VILLAIN = "Villain"
    MENTOR = "Mentor"
    INFORMANT = "Informant"
    GUARD = "Guard"
    NOBLE = "Noble"
    COMMONER = "Commoner"
    MONSTER = "Monster"
    COMPANION = "Companion"


class NPCDisposition(str, Enum):
    """NPC attitude toward party"""
    HOSTILE = "Hostile"
    UNFRIENDLY = "Unfriendly"
    NEUTRAL = "Neutral"
    FRIENDLY = "Friendly"
    HELPFUL = "Helpful"


class NPCPersonality(BaseModel):
    """NPC personality traits"""
    traits: List[str] = Field(default_factory=list, description="2-3 personality traits")
    mannerisms: List[str] = Field(default_factory=list, description="Physical mannerisms")
    voice_description: str = Field(default="", description="How they sound")
    motivations: List[str] = Field(default_factory=list, description="What drives them")
    fears: List[str] = Field(default_factory=list, description="What they fear")
    secrets: List[str] = Field(default_factory=list, description="Hidden secrets")


class NPCRelationship(BaseModel):
    """Relationship between NPC and character/party"""
    character_id: str = Field(description="Character or 'party' for group")
    relationship_type: str = Field(description="Type of relationship")
    affinity: int = Field(ge=-100, le=100, default=0, description="Relationship strength")
    history: str = Field(default="", description="Shared history")
    notes: str = Field(default="", description="Relationship notes")


class NPC(BaseModel):
    """Non-player character"""
    # Core identity
    id: Optional[str] = Field(default=None, description="NPC ID")
    name: str = Field(min_length=1, max_length=100, description="NPC name")
    title: Optional[str] = Field(default=None, description="Title/honorific")

    # Basic info
    race: str = Field(description="NPC race/species")
    age: Optional[str] = Field(default=None, description="Age or age category")
    gender: Optional[str] = Field(default=None, description="Gender")
    occupation: str = Field(description="Occupation/profession")

    # Role in campaign
    role: NPCRole = Field(description="Story role")
    disposition: NPCDisposition = Field(default=NPCDisposition.NEUTRAL)
    importance: int = Field(ge=1, le=5, default=3, description="Story importance (1-5)")

    # Description
    appearance: str = Field(description="Physical description")
    personality: NPCPersonality = Field(default_factory=NPCPersonality)

    # Game stats (optional)
    challenge_rating: Optional[float] = Field(default=None, description="CR if combatant")
    armor_class: Optional[int] = Field(default=None)
    hit_points: Optional[int] = Field(default=None)

    # Story elements
    backstory: str = Field(default="", description="NPC backstory")
    current_situation: str = Field(default="", description="Current circumstances")
    goals: List[str] = Field(default_factory=list, description="NPC goals")
    connections: List[str] = Field(default_factory=list, description="Connected NPCs/factions")

    # Relationships
    relationships: List[NPCRelationship] = Field(default_factory=list)

    # Location & availability
    location: Optional[str] = Field(default=None, description="Current location")
    availability: str = Field(default="Available", description="When/where to find them")

    # Dialogue
    greeting: Optional[str] = Field(default=None, description="Standard greeting")
    catchphrase: Optional[str] = Field(default=None, description="Memorable phrase")
    dialogue_samples: List[str] = Field(default_factory=list, description="Sample dialogue")

    # Items & abilities
    notable_items: List[str] = Field(default_factory=list, description="Important items")
    special_abilities: List[str] = Field(default_factory=list, description="Special abilities")

    # Metadata
    campaign_id: Optional[str] = Field(default=None, description="Associated campaign")
    first_appearance: Optional[int] = Field(default=None, description="Session first appeared")
    last_appearance: Optional[int] = Field(default=None, description="Session last appeared")
    is_alive: bool = Field(default=True, description="Living status")

    created_at: datetime = Field(default_factory=datetime.now)
    updated_at: datetime = Field(default_factory=datetime.now)

    # GM notes
    gm_notes: str = Field(default="", description="Private GM notes")
    plot_hooks: List[str] = Field(default_factory=list, description="Plot hooks involving this NPC")

    def add_relationship(self, character_id: str, relationship_type: str, affinity: int = 0):
        """Add or update relationship"""
        for rel in self.relationships:
            if rel.character_id == character_id:
                rel.relationship_type = relationship_type
                rel.affinity = affinity
                self.updated_at = datetime.now()
                return

        # Create new relationship
        new_rel = NPCRelationship(
            character_id=character_id,
            relationship_type=relationship_type,
            affinity=affinity
        )
        self.relationships.append(new_rel)
        self.updated_at = datetime.now()

    def change_disposition(self, new_disposition: NPCDisposition):
        """Change NPC disposition"""
        self.disposition = new_disposition
        self.updated_at = datetime.now()

    def update_location(self, location: str):
        """Update NPC location"""
        self.location = location
        self.updated_at = datetime.now()

    def record_appearance(self, session_number: int):
        """Record NPC appearance in session"""
        if self.first_appearance is None:
            self.first_appearance = session_number
        self.last_appearance = session_number
        self.updated_at = datetime.now()

    def get_relationship_with(self, character_id: str) -> Optional[NPCRelationship]:
        """Get relationship with specific character"""
        for rel in self.relationships:
            if rel.character_id == character_id:
                return rel
        return None

    def to_roleplay_prompt(self) -> str:
        """Generate prompt for AI to roleplay this NPC"""
        return f"""You are roleplaying as {self.name}, a {self.race} {self.occupation}.

APPEARANCE: {self.appearance}

PERSONALITY:
- Traits: {', '.join(self.personality.traits)}
- Mannerisms: {', '.join(self.personality.mannerisms)}
- Voice: {self.personality.voice_description}

BACKGROUND: {self.backstory}

CURRENT SITUATION: {self.current_situation}

MOTIVATIONS: {', '.join(self.personality.motivations)}

DISPOSITION: {self.disposition.value}

TYPICAL GREETING: {self.greeting or 'Generic greeting'}

Roleplay this character authentically, staying in character and reflecting their personality, motivations, and current circumstances.
"""

    def to_markdown(self) -> str:
        """Generate markdown NPC sheet"""
        return f"""# {self.name}
{f'*{self.title}*' if self.title else ''}

**{self.race} {self.occupation}** | **{self.role.value}**
**Disposition:** {self.disposition.value} | **Importance:** {'⭐' * self.importance}

## Appearance
{self.appearance}

## Personality
**Traits:** {', '.join(self.personality.traits)}
**Mannerisms:** {', '.join(self.personality.mannerisms)}
**Voice:** {self.personality.voice_description}

**Motivations:** {', '.join(self.personality.motivations)}
**Fears:** {', '.join(self.personality.fears)}

## Background
{self.backstory}

## Current Situation
{self.current_situation}

## Goals
{chr(10).join(f"- {goal}" for goal in self.goals)}

## Location & Availability
**Location:** {self.location or 'Unknown'}
**Availability:** {self.availability}

## Connections
{', '.join(self.connections)}

## Dialogue
**Greeting:** "{self.greeting or 'Hello there.'}"
**Catchphrase:** "{self.catchphrase or 'N/A'}"

## Combat Stats
{f"**CR:** {self.challenge_rating} | **AC:** {self.armor_class} | **HP:** {self.hit_points}" if self.challenge_rating else "*Not a combatant*"}

## Plot Hooks
{chr(10).join(f"- {hook}" for hook in self.plot_hooks)}

## GM Notes
{self.gm_notes}
"""

    class Config:
        json_schema_extra = {
            "example": {
                "name": "Elara Moonwhisper",
                "race": "Elf",
                "occupation": "Sage",
                "role": "Quest Giver",
                "disposition": "Friendly",
                "appearance": "Ancient elf with silver hair and piercing blue eyes",
                "personality": {
                    "traits": ["Wise", "Mysterious", "Patient"],
                    "voice_description": "Soft and melodic"
                }
            }
        }