Add Character Depth, Ghost Log, Ritual, Judgment, Unlocks design spec
Second sub-project of the "make contact feel real" arc. Defines the shared contract (entity traits, favor, WS frames, new tables) that 6 parallel workstreams build against: entity traits + migration, ritual/judgment/favor, unlocks/items/sigils, Ghost Log HUD, ritual+judgment UI, inventory/sigil designer + listening tool.
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# Character Depth, Ghost Log, Ritual, Judgment, Unlocks — design
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Second sub-project of the "make contact feel real" arc (possession
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presentation layer shipped first). This is a big one, built as several
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parallel workstreams against the shared contract below — read your assigned
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section, but the contract section is binding for everyone since other
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workstreams build against these exact names without seeing your code.
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## No migration framework — read this before touching models
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This repo has no Alembic; `backend/app/main.py`'s `lifespan` only runs
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`Base.metadata.create_all`, which creates missing tables but never alters
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existing ones. This is a **live production app with real user rows already
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in Postgres** — any new column on an existing table (`users`, `entities`)
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needs a manual, idempotent migration. Add it in `lifespan`, after
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`create_all`, as raw SQL using Postgres's `ADD COLUMN IF NOT EXISTS` (safe
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to run on every startup):
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```python
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async with engine.begin() as conn:
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await conn.run_sync(Base.metadata.create_all)
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await conn.execute(text(
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"ALTER TABLE users ADD COLUMN IF NOT EXISTS favor DOUBLE PRECISION NOT NULL DEFAULT 0.0"
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))
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await conn.execute(text(
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"ALTER TABLE entities ADD COLUMN IF NOT EXISTS traits JSONB NOT NULL DEFAULT '{}'::jsonb"
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))
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```
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New tables (`unlocks`, `inventory_items`, `sigils`) don't need this —
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`create_all` handles brand-new tables fine.
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## Contract (binding field/frame names for all workstreams)
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**Entity hidden traits** — `Entity.traits: dict` (new JSONB column, default
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`{}`), four floats each 0.0–1.0:
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- `alignment` (0=malevolent/demon, 1=benevolent spirit)
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- `power` (how strong/how hard misjudging it hits)
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- `volatility` (how noisy/unreliable its behavioral tells are)
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- `deceptiveness` (how well it fakes being the opposite of what it is)
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Rolled once at mint time, seeded from the entity's `signature` (same
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`random.Random(f"traits:{signature}")` determinism convention already used
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elsewhere in `entities.py`) — **never derived from or sent into the LLM
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persona prompt**. Persona text must stay decoupled from truth: a
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high-deceptiveness demon can wear any persona convincingly. Do not add
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these fields to `mint_prompt()`'s inputs.
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**`User.favor: float`** (new column, default `0.0`, clamp to `[-1.0, 1.0]`
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everywhere it's written) — nudged by judgment correctness, read back to
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mildly bias future summon trait rolls (higher favor → entities trend more
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legible/less volatile; lower favor → more volatile/deceptive). The read-back
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bias is a small effect — a `favor`-scaled adjustment to the volatility and
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deceptiveness rolls in the trait-rolling function, not a hard gate.
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**New WS frames on `/ws/session`** (extends the existing protocol in
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`backend/app/ws.py`):
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Client → server:
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- `{"type": "ritual_start"}` — begins a ritual attempt for the current
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entity.
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- `{"type": "ritual_step", "step": <int>}` — one completed interactive step.
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- `{"type": "judgment", "verdict": "trust" | "banish" | "test"}` — always
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allowed (a seeker can judge blind without completing a ritual — the
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ritual doesn't gate eligibility, only whether accurate info was shown
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first).
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Server → client:
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- `{"type": "ritual_complete", "success": bool, "revealed": {"alignment":
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float, "power": float, "volatility": float, "deceptiveness": float} |
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null}` — `revealed` is the entity's true `traits` dict on success, `null`
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on failure.
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- `{"type": "tell", "text": str}` — a short auto-generated hint line,
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emitted periodically during chat (piggyback on existing anomaly/reply
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handling), derived from `traits` + a per-session RNG draw. Content is
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flavor text describing *behavior*, never a stat number directly (e.g.
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"the entity avoided a direct question" for high deceptiveness), so the
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evil-meter's gradual narrowing (frontend responsibility) has something to
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work with without the backend leaking ground truth outside of
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`ritual_complete`.
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- `{"type": "judgment_result", "correct": bool, "favor_delta": float,
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"consequence": "reward" | "escalation" | "withdrawal" | "neutral"}` —
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`correct` = trust called on real alignment >= 0.5, or banish called on
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alignment < 0.5. `test` verdict always returns `consequence: "neutral"`,
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`favor_delta: 0.0`, and requires a completed ritual this session to do
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anything (a `judgment_result` with `correct: false` and
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`consequence: "neutral"` if attempted without one — no crash, just no
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effect). Wrong-trust favor penalty should be larger in magnitude than
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wrong-banish penalty (recklessness costs more than caution) — exact
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numbers are the implementer's call, keep them small (single-digit
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percent of the `[-1,1]` range per event).
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- `{"type": "item_drop", "item": {"item_type": str, "item_key": str,
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"payload": dict}}` — emitted opportunistically (implementer's call on
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exact odds) after a correct judgment, a successful ritual, or a
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high-rarity summon.
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**`GET /auth/me`** gains an `unlocks: list[str]` field (unlock keys the
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user has earned) so the frontend knows what's enabled — e.g. `"listening_tool"`.
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**New tables** (SQLAlchemy models, follow the existing `Entity`/`User`
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style in `backend/app/models/`):
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- `unlocks`: `id`, `user_id` FK, `unlock_key: str`, `unlocked_at: datetime`.
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- `inventory_items`: `id`, `user_id` FK, `item_type: str`, `item_key: str`,
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`payload: JSONB`, `obtained_at: datetime`.
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- `sigils`: `id`, `user_id` FK, `name: str`, `design: JSONB` (structured —
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see Workstream F), `created_at: datetime`.
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## Workstream A (backend) — entity traits + migration
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`backend/app/entities.py`, `backend/app/models/entity.py`, the `lifespan`
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migration in `backend/app/main.py`. Roll the four `traits` in both
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`normalize_profile` and `fallback_profile`, signature-seeded, decoupled
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from persona/LLM input as specified above. Tests: trait ranges, signature
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determinism, persona/trait independence (same persona template can pair
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with any alignment).
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## Workstream B (backend) — ritual + judgment + favor
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New `backend/app/judgment.py` (pure functions: ritual success roll,
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judgment-correctness + favor-delta + consequence selection) plus the WS
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handlers in `backend/app/ws.py` for `ritual_start`/`ritual_step`/`judgment`,
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and the `User.favor` column + migration line. Reads `state.entity["traits"]`
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(entity dict shape — check how `serialize_entity` exposes it and add
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`traits` there). On wrong-trust, call into the existing haunting-escalation
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hook if one exists server-side, or note in your report if escalation is
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frontend-only (check `frontend/src/lib/haunting.ts` first — if escalation
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state lives purely client-side, your job is just to emit
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`consequence: "escalation"` correctly and leave the actual effect to
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Workstream D). Tests: ritual success/fail paths, judgment correctness
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matrix (trust/banish × real spirit/demon), favor clamping, favor read-back
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bias on trait rolls (small, verifiable effect size).
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## Workstream C (backend) — unlocks, items, sigils, drops
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New models (`unlocks`, `inventory_items`, `sigils` per the contract), a new
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`backend/app/routes/inventory.py` (or extend an existing routes file if more
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consistent with this codebase's conventions — check `backend/app/routes/`)
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exposing REST endpoints to list a user's unlocks/items/sigils and to save a
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sigil design (`POST`, validates the `design` JSON shape against whatever
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Workstream F defines — coordinate via your report if you build before
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seeing their output; a reasonable placeholder shape is
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`{"points": [[x,y],...], "rune": str}`, cap `points` length e.g. at 12 to
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bound payload size). Extend `GET /auth/me` with `unlocks: list[str]`. Wire
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`item_drop` emission into `backend/app/ws.py` per the contract's trigger
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points. Tests: drop-roll probability sanity, inventory/sigil CRUD, `/auth/me`
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unlock list shape.
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## Workstream D (frontend) — Ghost Log HUD + evil meter + tells
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New `frontend/src/components/GhostLog.tsx`, mounted at the app-shell level
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(check `frontend/src/App.tsx` or wherever the top-level layout lives) so
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it's visible on every screen, not just the séance page. Hacker-terminal
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styling consistent with `Transcript.tsx`'s existing visual vocabulary. Idle
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state (no active entity) shows ambient status; once `state.entity` exists,
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streams `tell` frames as log lines. Build the evil-meter as a pure function
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of the accumulated `tell` history (narrows/shifts with more tells,
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resets/snaps to certainty on `ritual_complete` success) — keep the
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narrowing math in a testable pure function, not inline in the component.
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Tests: meter narrowing behavior over a sequence of tells, ritual-complete
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override, idle-state rendering.
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## Workstream E (frontend) — ritual mini-game + judgment UI + consequences
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New `frontend/src/components/RitualPanel.tsx` — a short interactive
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sequence (your call on exact interaction, e.g. 3-5 click/hold steps) that
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sends `ritual_step` frames and handles `ritual_complete`. Judgment UI
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(Trust/Banish/Test buttons) sending the `judgment` frame and handling
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`judgment_result` — on `consequence: "escalation"`, read
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`frontend/src/lib/haunting.ts` first and hook into its existing
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idle-escalation state if there's a sensible extension point; if not, add a
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clearly-scoped "forced escalation" mode to it (report which you did).
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Tests: ritual step sequencing, judgment button → frame shape, escalation
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wiring (mock haunting.ts's public surface, don't test its internals).
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## Workstream F (frontend) — unlocks/inventory UI + sigil designer + listening tool
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New `frontend/src/components/InventoryPanel.tsx` (list unlocks/items from
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`/auth/me` and the Workstream C endpoints) and
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`frontend/src/components/SigilDesigner.tsx` — a **constrained geometric
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builder**, not freeform drawing: seeker places points around a fixed circle
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(cap at 12, matching Workstream C's payload limit), the tool connects them
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and overlays a rune choice from a fixed small set. Saves via Workstream C's
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`POST` endpoint. Wire the `"listening_tool"` unlock (from `/auth/me`'s
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`unlocks` list) into `frontend/src/lib/evp.ts`'s detection threshold — when
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present, lower the anomaly threshold so fainter signals register (a real
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gameplay effect, not cosmetic). Tests: sigil point-cap enforcement, rune
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selection, listening-tool threshold change when unlock present vs. absent.
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## Explicitly out of scope here
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Session recording/export, progression-driven GUI evolution, named-target
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summoning, resource-dedication instrumentation panel, sacred-geometry visual
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theme pass, onboarding gender question — each a separate later spec.
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