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TypeScript

/**
* Z-code LLM Engine
*
* Runs a Z-machine story file as a headless subprocess via the
* `ifvms` CLI, and wraps every I/O exchange with OpenRouter LLM calls that
* translate free natural-language player input into parser commands and
* re-voice the Z-machine's raw output as polished narrative prose.
*
* Configuration (environment variables):
* ZCODE_STORY_FILE - path to the .z5/.z8/.bin story file (default: ./data/z-code/zork1.bin)
* ZCODE_MAX_RETRIES - maximum command retry attempts per turn (default: 3)
* ZCODE_HISTORY_SIZE - player-facing outputs stored per room (default: 5)
* OPENROUTER_API_KEY, OPENROUTER_MODEL - required
*/
import { TurnResult } from '../interfaces/turn-result';
export interface ZcodeSession {
characterDescription: string;
notes: string[];
recentParagraphs: string[];
rawTranscript: string[];
turnCount: number;
timeOfDay: string;
weather: string;
virtualInventory: string[];
/** roomName -> last N player-facing output strings */
roomHistory: Record<string, string[]>;
currentRoom: string;
running: boolean;
}
export type ZcodeTurnResult = TurnResult;
export declare class ZcodeLlmEngine {
private zmachine;
private session;
private prompts;
private llm;
private model;
private resolvedFallbackModel;
private llmCallCounter;
private maxRetries;
private historySize;
private nextTurnId;
private storyPath;
private static readonly DEPRECATED_MODEL_REPLACEMENTS;
constructor(options?: {
storyPath?: string;
promptDir?: string;
});
private createCompletion;
private resolveFallbackModel;
isRunning(): boolean;
/**
* Start a new game: launch the Z-machine story, generate the player character, rewrite the
* intro text, and return the first TurnResult for the client.
*/
newGame(): Promise<ZcodeTurnResult>;
/**
* Process player free-text input. Returns the next TurnResult.
*/
processInput(userInput: string): Promise<ZcodeTurnResult>;
private runCommandPlan;
/**
* Save the current game state. Returns a JSON string suitable for storing
* in the socket's save-game slot map.
*/
saveGame(): Promise<string>;
/**
* Load a previously saved game. Returns the first TurnResult after restore.
*/
loadGame(savedJson: string): Promise<ZcodeTurnResult>;
private runSingleCommandLoop;
private generateCharacter;
private rewriteText;
private translateCommand;
private evaluateOutput;
private executeTool;
private appendRecentParagraph;
private extractCommands;
private appendRawTranscript;
private advanceNarratorState;
private getDeterministicCommandPlan;
private appendRoomHistory;
private buildCommonVars;
private buildTurnResult;
}