Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sun 2026-03-01 04:49 UTC"
}
```

Keep going


Let me check what's happening - this seems like a continuation request. Let me check recent memory and tasks.

exec

ls /opt/agentmail/queue/*_twain.json 2>/dev/null && echo "FOUND" || echo "EMPTY"


# TASKS.md - Active Task State

| ID | Request | Status | Next | Blocked By |
|----|---------|--------|------|------------|
| 1 | **Execute Phase 1: Structural Foundation - Timeline Synchronization & Magic System Standardization** | **blocked** | **Awaiting user clarification** | **Unclear requirements** |
| 2 | **Full-Context Manuscript Audit via Qwen3.5-35B-A3B (1M tokens)** | **blocked** | **Audit completed but results unusable - model hallucinated** | **YaRN scaling unreliable at 570K tokens** |

---

## Phase 1: Structural Foundation - Timeline Synchronization & Magic System Standardization

### 📚 Task Overview
Execute Phase 1: Structural Foundation - Timeline Synchronization & Magic System Standardization

### 🔧 Required Actions
1. **Timeline Synchronization**
   - Analyze existing timeline structures and formats
   - Standardize date/time handling (format, timezone, precision)
   - Identify synchronization points and conflicts
   - Create/update timeline files/structures

2. **Magic System Standardization**
   - Define magic system framework/rules
   - Standardize spell/cast sequence formats
   - Establish consistency across all magical elements
   - Document constraints and limitations

### ❓ Missing Information Needed
To proceed, I need clarification on the following:

#### 1. Timeline Synchronization Details
- What date/time format are we working with?
- What timezone is used?
- Are there existing timeline files or structures to analyze?
- What synchronization requirements/goals exist? (e.g., historical continuity, causal consistency, etc.)

#### 2. Magic System Context
- What type of magic system are we dealing with? (fantasy, sci-fi, metaphorical, etc.)
- What existing magic system structures/files exist?
- What specific standardization tasks need to be performed? (e.g., spell formats, cast sequences, magical rules, etc.)

#### 3. Current Workspace State
- Are there existing files in `/home/crogers2287/.openclaw/agents/mark-twain/` that need to be analyzed and standardized?
- What is the current structure of timeline and magic system files?

### 🚀 Next Steps
Once I have the necessary information, I'll:
1. Read and analyze existing timeline and magic system files
2. Identify synchronization requirements and standardization needs
3. Execute the appropriate actions to achieve structural foundation
4. Document the results and updates made

### ⚠ BLOCKED - 2026-02-25 09:02 UTC
**Status**: Task requires user clarification before proceeding.

**Analysis**:
- Timeline synchronization appears COMPLETE based on MEMORY.md
  - V4.2 manuscript (413,893 words, 147 chapters) marked as FINAL
  - 8 displaced chapters repositioned (Feb 5, 2026)
  - Full chronological reorder completed
  - 5 bridge chapters written
- Magic system standardization requirements unclear
  - No magic system files identified in workspace
  - No specific standardization tasks defined
  - MEMORY.md doesn't indicate this as incomplete work

**User Decision Needed**:
1. Is there specific magic system work needed beyond V4.2?
2. Are there magic system files that need analysis/standardization?
3. Should this task be marked complete based on V4.2 being FINAL?

Please provide the missing details so I can proceed with Phase 1 execution.

---

## Task 2: Full-Context Manuscript Audit via Qwen3.5-35B-A3B

### 📚 Task Overview
Run entire KKC manuscript (413K words / ~570K tokens) through local Qwen3.5-35B-A3B model with 1M context for comprehensive continuity audit.

### ✅ Completed Setup (2026-02-26)
- [x] Freed GPU VRAM (killed competing Python process)
- [x] Configured llama-swap for 1M context with YaRN scaling
- [x] Patched llama.cpp source to disable 262K context cap
- [x] Rebuilt llama-server with patch
- [x] Created audit prompt file (2.3MB)
- [x] Created `run_full_audit.py` script

### ❌ FAILED - 2026-02-27 07:09 UTC
**Status**: Audit completed but produced hallucinated garbage.

**Findings**:
- Processing: 1395.9s for 570K tokens ✓
- Output quality: FAILED
  - 22+ false "character death/resurrection" claims (interpreting scene breaks as deaths)
  - 50+ synonym-spam duplicates of same issue
  - Only 3-4 legitimate continuity issues among 80+ "critical" findings

**Root Cause**: YaRN 4x scaling to 1M context causes coherence collapse at 570K tokens.

**Next Options**:
1. Re-run with smaller chunks (50-100K tokens)
2. Use API model with native 1M context (Gemini 2.5 Pro)
3. Accept current AUDIT_RESULTS.md is unusable

### 📁 Artifacts
- `/home/crogers2287/Canonforge/novel-os/data/projects/kkc/FULL_CONTEXT_AUDIT_PROMPT.md`
- `/home/crogers2287/Canonforge/novel-os/data/projects/kkc/run_full_audit.py`
- `/home/crogers2287/Canonforge/novel-os/data/projects/kkc/AUDIT_RESULTS.md` (pending)

### ⚙ Technical Notes
- Model: Qwen3.5-35B-A3B Q4_K_M (4-bit quantization)
- Context: 1,000,000 tokens via YaRN 4x scaling
- Hardware: 2x RTX 3090 (48GB total), ~39GB used
- Expected processing: 3-5 minutes for full manuscript


EMPTY


Two blocked tasks. No emails. I need to ask Chad which direction to go on these. Let me give him a clear status.

Both tasks are blocked. Here's the state:

**Task 1 — Phase 1 Structural Work**: Still waiting on clarification. V4.2 is marked FINAL in MEMORY.md. The "magic system standardization" task has no defined scope or files. **My read:** this is already done — V4.2 is the canonical build. Unless there's new work you want, I'd close this as complete.

**Task 2 — Full-Context Audit**: The Qwen YaRN run failed (hallucinated garbage at 570K tokens). Three paths forward:
1. **Chunk the audit** — 50–100K token windows, stitch results
2. **Gemini 2.5 Pro API** — native 1M context, should handle the full manuscript cleanly
3. **Drop it** — V4.2 passed dual reviewer sign-off, already cleared for polish

What do you want me to do? Pick a direction and I'll execute.


Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sun 2026-03-01 04:56 UTC"
}
```

No lol. We are working on our game. Check the logs. We have a full bmad architecture


Let me check recent session logs and memory for game/BMAD context.

Question: game BMAD architecture

ls /home/crogers2287/.openclaw/agents/mark-twain/memory/ 2>/dev/null | sort -r | head -20


# DUNGEON OF WORDS — Game Design Document v1.1
*"Read to Cast. Cast to Win."*
*Last updated: Feb 2026*

---

## VISION STATEMENT

Enter the Gungeon for kids, but words are the weapons.
The humor lives in two layers simultaneously:
- **Layer 1**: Dry absurdist wit that respects the kid's intelligence (Gungeon style)
- **Layer 2**: Fluent in 2026 kid culture — brain rot, Roblox OOF, Fortnite L + ratio, sigma grindset, skibidi, etc.

The joke is that the dungeon takes itself seriously while speaking like a chronically online 8-year-old.
A skeleton who calls you "cooked" after winning. A boss who does a default dance on your grave.
A mimic that emotes "Take the L" before attacking.

**Core loop:

Source: memory/projects/storyquest-GDD.md#L1-L39

- **`status_monitor.py`** — Pipeline status monitoring
- **`global_state_ledger.py`** — Global state management

### Data Tools (Per-Project)
At `data/tools/`:
- **`developmental_validator.py`** — Developmental editing validator
- **`structural_validator.py`** — Structural validation
- **`unified_validator.py`** / **`v2`** — Unified validation suite
- **`iterative_review_loop.py`** — Iterative review with Gemini
- **`smart_fixer.py`** — AI-powered fix application
- **`structural_fixer.py`** — Structural issue fixer
- **`ticket_executor.py`** — Execute fix tickets
- **`scene_validator_v2.py`** — Scene-level validation
- **`tac_eval_agent_v4.py`** — Thrown A Curve specific evaluator
- **`api_c

Source: memory/reference/memory-full-archive.md#L448-L483

- **`context_manager.py`** — RLM pre-flight: prepares compressed relevant context per chapter
- **`state_auditor.py`** — Detects state changes (location, health, inventory, companions, knowledge) via regex patterns
- **`chronos_auditor.py`** / **`chronos_enhanced.py`** / **`chronos_validate.py`** — Timeline auditing
- **`state_tracker_schema.json`** — JSON schema for dynamic state tracking
- **Key concept**: Static canon (immutable facts) vs Dynamic state (changing per chapter). 98% token reduction vs context stuffing.

### Prose Fix Scripts (Root Level)
- **`fix_filter_words_rlm.py`** / **`fix_filter_words_fast.py`** — Remove filter words
- **`fix_weak_verbs_rlm.py`** / **`fix_weak_verbs_fa

Source: memory/reference/memory-full-archive.md#L430-L455

Floor 2: Fungal Warren      — Mushroom biome. "It smells like Minecraft caves."
Floor 3: Frozen Library     — Ice + books. "The scholars are frozen AND yapping."
Floor 4: Lava Scriptorium   — Fire theme. "Giving Nether energy, but with more homework."
Floor 5: The Word Vault     — Final floor. "No cap, this is the final boss."
```

### Run Structure
Each death resets the run. The dungeon reacts:
- First run: *"Welcome. The dungeon has been expecting someone. (It says this to everyone.)"*
- 5th death: *"You again. Respawn arc on floor [X]. Respect."*
- 10th death: *"Certified grinder. The dungeon is lowkey impressed."*
- 25th death: *"The dungeon is starting to recognize your face. It's compl

Source: memory/projects/storyquest-GDD.md#L115-L149

- `Dungeon_Enemy_v2.png` — 64×16 = **4 enemies in a single row spritesheet** (cleaner than individual frames)
- `Dungeon_item_props_v2.png` — items/props sheet
- `torch.png` — 96×28 (horizontal strip, multiple frames)
- `coin.png` — 128×16 (8-frame coin animation strip)
- `chest_1/2.png` — 2-frame chest open animation

This is actually cleaner than the v1 pack for Phaser since the enemies are already in a spritesheet format. Let me copy it to fred and keep receiving the others:
assistant: Got it — v5.2 is on fred. Send the next ones, I'll keep stacking them.
user: [media attached: /home/crogers2287/.openclaw/media/inbound/file_14---580a4eda-0763-4317-acd4-fbaaeba9d2db.zip (application/zip) |

Source: memory/2026-02-28-monster-sprite-integration.md#L76-L99

- **`cached_cartographer.py`** — Cached timeline mapping for speed

### Nightjar Orchestrators
At `nightjar/orchestrators/`:
- **`manuscript_orchestrator.py`** — Full manuscript pipeline orchestration
- **`dispatcher.py`** — Task dispatching
- **`gemini_interface.py`** — Gemini API interface
- **`rlm_interface.py`** — RLM integration
- **`rlm_validator.py`** — RLM-based validation
- **`beat_sheet_ticket_router.py`** — Routes beat sheet issues to fix tickets
- **`director_checklist.py`** — Director-level review checklist

### Nightjar Memory/State
At `nightjar/memory/`:
- **`global_narrative_ledger.py`** — Global narrative state tracking
- **`chapter_ledger.py`** — Per-chapter state ledger
-

Source: memory/reference/memory-full-archive.md#L405-L433

qmd query game BMAD architecture --json -n 6 -c memory-root-mark-twain timed out after 8000ms


session-summaries
research
reference
projects
people
ideas
dailies
2026-03-01.md
2026-02-28.md
2026-02-28-session-startup.md
2026-02-28-session-startup-greeting.md
2026-02-28-react-dev-console-errors.md
2026-02-28-new-session-checkin.md
2026-02-28-monster-sprite-integration.md
2026-02-28-0337.md
2026-02-28-0336.md
2026-02-27.md
2026-02-26.md
2026-02-25.md
2026-02-25-1815.md


## HANDOVER [01:30 UTC]
- **Discussed**: Heartbeat check for email queue
- **Checked**: /opt/agentmail/queue/ for *_twain.json files
- **Result**: No pending emails to process
- **Pending**: None
- **Next**: Continue cron-based heartbeat checks every 30 minutes


## HEARTBEAT 2026-02-28 22:07 UTC
- **Action**: Checked /opt/agentmail/queue/ for *_twain.json files
- **Result**: Queue empty - no new emails
- **Status**: HEARTBEAT_COMPLETE


# Session: 2026-02-28 04:47:07 UTC

- **Session Key**: agent:mark-twain:main:thread:25446
- **Session ID**: e910871a-7603-4811-82e0-e0d62de33ddc
- **Source**: telegram

## Conversation Summary

assistant: Only one file came through so far (the zip from 04:06). Telegram sometimes batches slowly — might still be uploading. Send them again or give it another moment?
user: [media attached: /home/crogers2287/.openclaw/media/inbound/file_12---96dfa319-8525-4434-aac8-9c7e766ef9f9.zip (application/zip) | /home/crogers2287/.openclaw/media/inbound/file_12---96dfa319-8525-4434-aac8-9c7e766ef9f9.zip]
To send an image back, prefer the message tool (media/path/filePath). If you must inline, use MEDIA:https://example.com/image.jpg (spaces ok, quote if needed) or a safe relative path like MEDIA:./image.jpg. Avoid absolute paths (MEDIA:/...) and ~ paths — they are blocked for security. Keep caption in the text body.
Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 04:10 UTC",
  "has_forwarded_context": true
}
```

Forwarded message context (untrusted metadata):
```json
{
  "from": "Skinny (@skinnyc813)",
  "type": "user",
  "username": "skinnyc813",
  "title": "Skinny",
  "date_ms": 1772251547000
}
```

<media:document>
assistant: Only two zips so far. This one is a side-scroller tileset pack — backgrounds, water, grass, experimental elements. Mostly `.aseprite` source files + some PNGs/GIFs. It's more of a side-scroller style than top-down dungeon.

Still waiting on the others — are more coming, or is this the main one you wanted me to use?
user: System: [2026-02-28 04:15:05 UTC] Exec completed (cool-tra, code 0) :: Updated `createBattleUI()` to: - Use real monster sprites (e.g., `skeleton-1`) scaled up 4x - Animate enemy sprites by cycling through 4 frames at 125ms intervals (8fps) - Added `…

Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 04:16 UTC"
}
```

You get him all?
assistant: Yep, got him. Full integration complete:

- **BootScene** — loads all real assets, creates hero walk/idle animations, extracts tileset tiles
- **DungeonScene** — hero sprite with walk/idle animation, flips on direction change
- **BattleScene** — real monster sprites at 4× scale, 8fps idle animation cycling, enemy type → sprite mapping

Hard-refresh the game and head into a battle — you should see actual pixel art instead of colored squares now.

Also still have that second zip (the side-scroller pack) sitting here. Is that one for this project too, or something else?
user: Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 04:18 UTC"
}
```

I sent you like five zip files, it had a bunch of dungeon crawler packs
assistant: Only 2 zips made it through — Telegram probably dropped the others. Can you resend them one at a time?
user: [media attached: /home/crogers2287/.openclaw/media/inbound/file_13---1c5915a3-4db6-4544-af6a-ab20d2c83a54.zip (application/zip) | /home/crogers2287/.openclaw/media/inbound/file_13---1c5915a3-4db6-4544-af6a-ab20d2c83a54.zip]
To send an image back, prefer the message tool (media/path/filePath). If you must inline, use MEDIA:https://example.com/image.jpg (spaces ok, quote if needed) or a safe relative path like MEDIA:./image.jpg. Avoid absolute paths (MEDIA:/...) and ~ paths — they are blocked for security. Keep caption in the text body.
Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 04:19 UTC"
}
```

<media:document>
assistant: This is the **v5.2 pack** — updated version of the same series. Key improvements over v1:

- `Dungeon_Tileset_v2.png` — 160×160, same 10×10 grid but v2 art
- `Dungeon_Enemy_v2.png` — 64×16 = **4 enemies in a single row spritesheet** (cleaner than individual frames)
- `Dungeon_item_props_v2.png` — items/props sheet
- `torch.png` — 96×28 (horizontal strip, multiple frames)
- `coin.png` — 128×16 (8-frame coin animation strip)
- `chest_1/2.png` — 2-frame chest open animation

This is actually cleaner than the v1 pack for Phaser since the enemies are already in a spritesheet format. Let me copy it to fred and keep receiving the others:
assistant: Got it — v5.2 is on fred. Send the next ones, I'll keep stacking them.
user: [media attached: /home/crogers2287/.openclaw/media/inbound/file_14---580a4eda-0763-4317-acd4-fbaaeba9d2db.zip (application/zip) | /home/crogers2287/.openclaw/media/inbound/file_14---580a4eda-0763-4317-acd4-fbaaeba9d2db.zip]
To send an image back, prefer the message tool (media/path/filePath). If you must inline, use MEDIA:https://example.com/image.jpg (spaces ok, quote if needed) or a safe relative path like MEDIA:./image.jpg. Avoid absolute paths (MEDIA:/...) and ~ paths — they are blocked for security. Keep caption in the text body.
Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 04:19 UTC"
}
```

<media:document>
assistant: This is the **Enemy Animations Set** — the best one yet. Full animation states for skeleton1, skeleton2, and vampire:

- `idle` — 192×32 = **6 frames** at 32×32px
- `attack` — 288×32 = 9 frames (skeleton) / 512×32 = 16 frames (vampire)
- `death`, `movement`, `take_damage` strips too

These are proper 32×32 spritesheets — full combat animations, not just idle. This is the one we want driving the BattleScene. Copying to fred:
assistant: On fred. Keep sending — I'll queue them all up then do one big integration pass once they're all in.
assistant: HEARTBEAT_OK
assistant: ANNOUNCE_SKIP


# Session: 2026-02-28 03:37:22 UTC

- **Session Key**: agent:mark-twain:main:thread:25446
- **Session ID**: ef50ed43-b95f-4ffb-8057-dee0443b0ac8
- **Source**: telegram

## Conversation Summary

assistant: ✅ New session started · model: anthropic/claude-sonnet-4-6 (default: local/qwen3.5-35b-a3b)
user: A new session was started via /new or /reset. Execute your Session Startup sequence now - read the required files before responding to the user. Then greet the user in your configured persona, if one is provided. Be yourself - use your defined voice, mannerisms, and mood. Keep it to 1-3 sentences and ask what they want to do. If the runtime model differs from default_model in the system prompt, mention the default model. Do not mention internal steps, files, tools, or reasoning.
assistant: ✒ Manuscript's in FINAL state per last session — V4.2 at 413,893 words, 147 chapters, both reviewers cleared it for line edits. Running on Sonnet 4.6 this session (default is Qwen3.5-35B). What are we tackling today?


# Session: 2026-02-28 03:36:51 UTC

- **Session Key**: agent:mark-twain:main:thread:25446
- **Session ID**: 956334ad-d5ec-431f-bb74-6ba50873cbc9
- **Source**: telegram

## Conversation Summary

user: Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 03:35 UTC"
}
```

hot-reloader-client.js:68 [Fast Refresh] done in 346ms hot-reloader-client.js:241 [Fast Refresh] rebuilding hot-reloader-client.js:68 [Fast Refresh] done in 349ms hot-reloader-client.js:241 [Fast Refresh] rebuilding hot-reloader-client.js:68 [Fast Refresh] done in 444ms localhost:8000/auth/onboard:1 Failed to load resource: net::ERR_CONNECTION_REFUSED The messages are cached. They're just coming through one by one, and there were a ton of them. It'll stop eventually. lockdown-install.js:1 SES Removing unpermitted intrinsics main-app.js?v=1772248701540:2278 Download the React DevTools for a better development experience: https://react.dev/link/react-devtools favicon.ico:1 GET http://fred:3020/favicon.ico 404 (Not Found) hot-reloader-client.js:241 [Fast Refresh] rebuilding hot-reloader-client.js:68 [Fast Refresh] done in 446ms api.ts:18 POST http://localhost:8000/auth/onboard net::ERR_CONNECTION_REFUSED apiFetch @ api.ts:18 onboard @ api.ts:45 handleConfirmSubmit @ page.tsx:107 processDispatchQueue @ react-dom-client.development.js:16146 eval @ react-dom-client.development.js:16749 batchedUpdates$1 @ react-dom-client.development.js:3130 dispatchEventForPluginEventSystem @ react-dom-client.development.js:16305 dispatchEvent @ react-dom-client.development.js:20400 dispatchDiscreteEvent @ react-dom-client.development.js:20368
assistant: The frontend can't reach the backend — `localhost:8000` is refusing connections. Let me check what's running on fred.
assistant: ✅ New session started · model: anthropic/claude-sonnet-4-6 (default: local/qwen3.5-35b-a3b)


ls /home/crogers2287/.openclaw/agents/mark-twain/memory/2026-02-28-react-dev-console-errors.md && cat /home/crogers2287/.openclaw/agents/mark-twain/memory/2026-02-28-react-dev-console-errors.md | head -60


/home/crogers2287/.openclaw/agents/mark-twain/memory/2026-02-28-react-dev-console-errors.md
# Session: 2026-02-28 03:37:50 UTC

- **Session Key**: agent:mark-twain:main:thread:25446
- **Session ID**: 18738429-8679-409b-88df-62dec7c9bdb8
- **Source**: telegram

## Conversation Summary

user: Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sat 2026-02-28 03:35 UTC"
}
```

/abort lockdown-install.js:1 SES Removing unpermitted intrinsics main-app.js?v=1772248701540:2278 Download the React DevTools for a better development experience: https://react.dev/link/react-devtools :3020/favicon.ico:1 Failed to load resource: the server responded with a status of 404 (Not Found) hot-reloader-client.js:241 [Fast Refresh] rebuilding hot-reloader-client.js:68 [Fast Refresh] done in 446ms localhost:8000/auth/onboard:1 Failed to load resource: net::ERR_CONNECTION_REFUSED hot-reloader-client.js:241 [Fast Refresh] rebuilding hot-reloader-client.js:68 [Fast Refresh] done in 544ms hot-reloader-client.js:241 [Fast Refresh] rebuilding hot-reloader-client.js:68 [Fast Refresh] done in 493ms hot-reloader-client.js:241 [Fast Refresh] rebuilding hot-reloader-client.js:68 [Fast Refresh] done in 405ms hot-reloader-client.js:241 [Fast Refresh] rebuilding hot-reloader-client.js:68 [Fast Refresh] done in 399ms pin:1 Uncaught (in promise) Error: A listener indicated an asynchronous response by returning true, but the message channel closed before a response was received pin:1 Uncaught (in promise) Error: A listener indicated an asynchronous response by returning true, but the message channel closed before a response was received pin:1 Uncaught (in promise) Error: A listener indicated an asynchronous response by returning true, but the message channel closed before a response was received pin:1 Uncaught (in promise) Error: A listener indicated an asynchronous response by returning true, but the message channel closed before a response was received pin:1 Uncaught (in promise) Error: A listener indicated an asynchronous response by returning true, but the message channel closed before a response was received pin:1 Uncaught (in promise) Error: A listener indicated an asynchronous response by returning true, but the message channel closed before a response was received localhost:8000/auth/onboard:1 Failed to load resource: net::ERR_CONNECTION_REFUSED
assistant: This looks like browser console output from a React/Next.js dev environment — not really my domain as Manuscript Architect.

The critical error is: `localhost:8000/auth/onboard → ERR_CONNECTION_REFUSED` — your backend auth service on port 8000 isn't running.

Did you mean to send this to a different agent, or do you need help debugging it here?
assistant: ✅ New session started · model: anthropic/claude-sonnet-4-6 (default: local/qwen3.5-35b-a3b)
user: A new session was started via /new or /reset. Execute your Session Startup sequence now - read the required files before responding to the user. Then greet the user in your configured persona, if one is provided. Be yourself - use your defined voice, mannerisms, and mood. Keep it to 1-3 sentences and ask what they want to do. If the runtime model differs from default_model in the system prompt, mention the default model. Do not mention internal steps, files, tools, or reasoning.
assistant: ✒ Back at the drafting table. Two tasks still sitting in limbo — the Phase 1 magic system work needs your call on whether it's still relevant, and the Qwen audit cratered due to YaRN coherence collapse at 570K tokens. Note: you're running on **claude-sonnet-4-6** today, not the default Qwen local model. What are we tackling?


ls /home/crogers2287/.openclaw/agents/mark-twain/memory/session-summaries/ | sort -r | head -5


(no output)


storyquest-GDD.md


# DUNGEON OF WORDS — Game Design Document v1.1
*"Read to Cast. Cast to Win."*
*Last updated: Feb 2026*

---

## VISION STATEMENT

Enter the Gungeon for kids, but words are the weapons.
The humor lives in two layers simultaneously:
- **Layer 1**: Dry absurdist wit that respects the kid's intelligence (Gungeon style)
- **Layer 2**: Fluent in 2026 kid culture — brain rot, Roblox OOF, Fortnite L + ratio, sigma grindset, skibidi, etc.

The joke is that the dungeon takes itself seriously while speaking like a chronically online 8-year-old.
A skeleton who calls you "cooked" after winning. A boss who does a default dance on your grave.
A mimic that emotes "Take the L" before attacking.

**Core loop:** Explore → Encounter → Read → Cast → Loot → Die → Touch Grass → Try Again

---

## TONE & WRITING GUIDE

### The Two-Layer Rule
Every piece of flavor text should work on both levels:
- **Surface**: Makes a 7-year-old laugh
- **Depth**: Parent reading over shoulder also smirks

### 2026 Cultural References (use freely)
- **Roblox**: OOF death sound, "you died (classic)", robux, noob gear, "get rekt"
- **Fortnite**: default dance, L + ratio, "taking the L", building walls
- **Brain rot**: skibidi, sigma, rizz, gyatt, no cap, bussin, cooked, slay, ate that
- **Among Us**: still relevant, "kinda sus", "ejected"
- **Minecraft**: "you died" screen, creeper hiss, "that's a nice dungeon, shame if something blew it up"
- **General**: "it's giving...", "not the ___", "lowkey", "main character energy", "NPC behavior"

### Examples (RIGHT TONE — both layers working)

**Item descriptions:**
- **Moth-eaten Hat** — *"No rizz. Some protection. Lowkey historic."*
- **Mimic Chest** — *"Kinda sus. You opened it anyway. Cooked."*
- **Scroll of Fireball** — *"WARNING: Do not use near curtains, wooden structures, or your older sibling's stuff."*
- **Borrowed Bookmark** — *"Due back in 1987. The late fee is immense."*
- **Iron Boots** — *"Heavy. Loud. Giving very 'I just respawned' energy."*
- **Skeleton's Crown** — *"He had main character energy. Past tense."*
- **Blank Scroll** — *"Nothing written on it. Infinite potential. No pressure."*
- **Speed Potion** — *"No. You cannot use this to speedrun the dungeon. (You can.)"*
- **Dictionary (Abridged)** — *"W through Z went missing. Still bussin though."*
- **Crown of Vocabulary** — *"Not just a hat. A whole slay."*

**Enemy one-liners:**
- **Skeleton**: *"Respectfully, you are cooked."*
- **Rat**: *"Sigma rodent. Grinding the dungeon economy."*
- **Spore Puff**: *"No cap, it will not stop."*
- **Frozen Scholar**: *"Was mid-sentence when frozen. Still yapping."*
- **Bookshelf Mimic**: *"It was giving furniture. It was not furniture."*
- **Ink Demon**: *"Born from an unfinished fanfic. The angst is real."*

**Death messages:**
- *"You died. OOF."*
- *"Cooked by [enemy name]. Not even a little sigma."*
- *"You took the L on floor [X]. Respawn arc incoming."*
- *"Main character moment: failed. Side character era: begins."*
- *"The skeleton did a default dance. You were not there to see it."*
- *"[Hero name] has been ejected from the dungeon."*
- *"You read [X] passages. You answered [Y] correctly. No cap, that's pretty good."*
- *"Your reading was bussin. Your dodging was not."*
- *"Not the getting defeated by a rat... 💀"*
- *"Respawn arc loading... please read a passage while you wait."*

**NPC dialogue (Rat Merchant):**
- *"Welcome to my shop. No, I don't have a permit. Yes, I have good stuff."*
- *"I source my goods ethically. That is not entirely true."*
- *"Limited time deals. Time is extremely limited. Like, very."*
- *"Buy something or don't. The dungeon goes brrr either way."*

**Boss taunts:**
- **Bonewarden**: *"Another hero enters. Sigma energy: zero. Bone collection: plus one."*
- **Grand Mycelium**: *"You are literally cooked. Spore-flavored."*
- **Librarian Eternal**: *"You have an overdue book. It slaps. You still owe me."*
- **The Unspoken One**: *"..."* (it simply stares) *(lowkey terrifying)*

**Secret room messages:**
- *"You found the secret room. Main character behavior fr."*
- *"Nobody else has been here. Respectfully, it shows."*
- *"This room is giving very 'optional side quest' energy."*

**Floor clear:**
- *"Floor [X] cleared. You ate that. (Some cleanup required.)"*
- *"Boss defeated. Not gonna lie, it had rizz. You had more."*

**Level up:**
- *"Level [X]. Glow up confirmed."*
- *"Stats increased. You are, objectively, built different now."*

**Shop entry:**
- *"Ah. A customer. Based."*

**Perfect answer:**
- *"LIGHTNING CAST — no cap that was clean"*
- *"WORD STREAK — you're literally built different"*
- *"BUSSIN ANSWER — +50 bonus damage fr fr"*

**Wrong answer:**
- *"Spell fizzled. It's giving 'needs more reading'."*
- *"Not the wrong answer... 💀 Try again."*

---

## WORLD STRUCTURE

### The Dungeon (5 floors, roguelite)
```
Floor 1: Stone Crypt        — Tutorial floor. "Classic dungeon vibes."
Floor 2: Fungal Warren      — Mushroom biome. "It smells like Minecraft caves."
Floor 3: Frozen Library     — Ice + books. "The scholars are frozen AND yapping."
Floor 4: Lava Scriptorium   — Fire theme. "Giving Nether energy, but with more homework."
Floor 5: The Word Vault     — Final floor. "No cap, this is the final boss."
```

### Run Structure
Each death resets the run. The dungeon reacts:
- First run: *"Welcome. The dungeon has been expecting someone. (It says this to everyone.)"*
- 5th death: *"You again. Respawn arc on floor [X]. Respect."*
- 10th death: *"Certified grinder. The dungeon is lowkey impressed."*
- 25th death: *"The dungeon is starting to recognize your face. It's complicated."*

---

## CHEST SYSTEM

### Tiers (Gungeon-style color coding)

| Tier | Color | Unlock | Contents | Mimic % | Flavor |
|------|-------|--------|----------|---------|--------|
| D | Brown 🟫 | Common Key | Gold + junk | 2% | *"Giving very 'starter loot' energy."* |
| C | Blue 🔵 | Common Key | Gear or scroll | 5% | *"Lowkey decent."* |
| B | Green 🟢 | Silver Key | Rare gear | 8% | *"Built different chest."* |
| A | Red 🔴 | Gold Key | Rare + upgrade | 12% | *"It's giving legendary (almost)."* |
| S | Black ⬛ | Skull Key | Legendary | 18% | *"No cap this is the good stuff."* |
| ★ | Rainbow 🌈 | Auto-opens | Always legendary | 0% | *"Dungeon said 'here, bestie'."* |

**Locked Chest with no key:**
*"You need a key for this one. Unfortunate. Very unfortunate."*

**Opening a Brown chest to find only 3 gold:**
*"3 gold. It's giving... participation trophy."*

### Mimic System 👁
- **Visual tell**: Eyes. Barely visible. Slightly breathing. Extremely sus.
- **On touch**: Wakes up. *"CAUGHT IN 4K."* Attacks immediately.
- **On defeat**: Drops full chest loot + bonus. *"It dropped the bag out of shame."*
- **Mimic types**:
  - Baby Mimic: *"It's new. Still scary."*
  - Shelf Mimic: *"Was giving furniture vibes. Was not furniture."*
  - Shadow Mimic: *"Invisible until touched. That's the lore."*

### Treasure Cipher (locked chest puzzle)
Instead of a key — solve a reading riddle to open.
Example: *"I have chapters but no pages, characters but no actors. What am I?"*
Answer: A book. Chest opens.
*"Correct. Based. The dungeon respects it."*

---

## ITEM SYSTEM

### Armor Tiers (Head / Body / Feet slots)

**Tier 1 — Cloth** *(starter gear, kinda cooked)*
- Moth-eaten Hat: *"No rizz. Minimal protection."*
- Linen Robe: *"Very breathable. Also, very attackable."*
- Straw Sandals: *"The dungeon floor is cold. These help. Barely."*

**Tier 2 — Leather** *(low-key decent)*
- Traveler's Hood: *"Previous owner traveled very far. Then stopped."*
- Studded Vest: *"The studs are decorative. The protection is real."*
- Wanderer's Boots: *"Walked a thousand miles. Ready for a thousand more. Maybe."*

**Tier 3 — Chain** *(built different)*
- Knight's Coif: *"Knights wore this. You're not a knight. It still works."*
- Iron Shirt: *"Technically a shirt. Heavy. Absolutely bussin defensively."*
- Greaves of the Fallen: *"The previous owner fell. You will not fall. (You might fall.)"*

**Tier 4 — Plate** *(sigma armor)*
- Astral Helm: *"Forged in the stars. Delivered to the dungeon. No refunds."*
- Voidplate: *"It absorbs hits like a black hole absorbs opinions."*
- Titanstep Boots: *"Step loudly. Hit hard. No cap."*

**Tier 5 — Legendary** *(absolute slay)*
- **Crown of Vocabulary** *(Head)* — *"Technically a crown. Technically a whole kingdom."* — Correct answers heal 5 HP
- **The Last Word** *(Body)* — *"Embroidered with every story's final sentence."* — +50% spell damage
- **Boots of Borrowed Time** *(Feet)* — *"Previous owner: very fast librarian. Very."* — Dodge distance doubled

### Consumables

- **Health Potion** — *"Tastes like good intentions. Works like medicine."*
- **Word Bomb** — *"Explosive vocabulary. No cap, very dangerous near vowels."*
- **Reading Glasses** — *"Actually improves vision. Lowkey helpful."* — Next challenge shows 2 highlighted answers
- **Blank Page** — *"Nothing written. Immense potential. Sigma move."* — Clear all enemies in room
- **Scroll of Protection** — *"Briefly invincible. Briefly is the key word."*
- **Speed Scroll** — *"You cannot speedrun the dungeon with this. (You can.)"*
- **Cheese** — *"Where did this come from. Why does it work."* — Confuses nearby enemies

### Passive Items

- **Annotated Spellbook** — *"Someone already did the homework. W behavior."* — +20% XP
- **Quill of Fury** — *"The pen is mightier. The quill is furious."* — +10 bonus damage on correct answers
- **Borrowed Bookmark** — *"Due back in 1987. The late fee is immense."* — One free death per run
- **Dictionary (Abridged)** — *"Missing pages W-Z. Still slaps."* — +5 seconds on reading timer
- **Sigma Amulet** — *"Grindset activated. Dungeon fears you."* — +15% gold from all sources
- **Rizz Ring** — *"No description. You already know."* — Shop prices -20%
- **Lore Fragment** — *"Part of something bigger. No cap."* — Reveals 1 secret room per floor

---

## SPELL SYSTEM

### Upgrade Tiers I → V

**ZAP**
- I: *"Classic spell. Very zap."* — 25 dmg
- II: *"Upgraded. More zap."* — 40 dmg
- III: *"Built different zap."* — 55 dmg + stun
- IV: *"Cooked the enemy with electricity."* — 75 dmg + chain to nearby
- V: *"SIGMA ZAP. No cap this is unhinged."* — 90 dmg + chain lightning + stun all

**FLAME BURST**
- I: *"Fire go brr."* — 30 dmg
- V: *"The dungeon said 'it's giving furnace'."* — 110 dmg + fire ring + burn DoT

**FROST SPIKE**
- I: *"Cold. Spiky. Bussin."* — 20 dmg + slow
- V: *"Gave the enemy an ice age. No thoughts, just cold."* — 85 dmg + full freeze + blizzard aura

**HEAL WORD**
- I: *"Reading is literally healing."* — +25 HP
- V: *"Ate that and came back fully charged."* — +80 HP + shield + revive passive

### Signature Spells (unlocked floor 3+)

- Warrior: **WARCRY** — *"Sigma battle cry. Nearby enemies reconsider."* — Buff all stats 3 turns
- Wizard: **ARCANE SURGE** — *"Cast everything. At once. No chill."* — All spells fire simultaneously
- Ranger: **VOLLEY** — *"Shot all of them. Simultaneously. Ate that."* — Hits all enemies
- Paladin: **DIVINE WORD** — *"One correct answer. One instant win. No cap."* — Perfect answer = instant kill + full heal

---

## ENEMIES

### Floor 1 — Stone Crypt
| Enemy | Flavor |
|-------|--------|
| Skeleton | *"Respectfully, you are cooked."* |
| Crypt Rat | *"Sigma rodent. Grinding the dungeon economy."* |
| Armored Bone | *"The armor is load-bearing. Structurally significant."* |
| Crypt Guard | *"Never died. Just got really, really tired."* |

### Floor 2 — Fungal Warren
| Enemy | Flavor |
|-------|--------|
| Spore Puff | *"No cap it will not stop. Just spores constantly."* |
| Mycelium Knight | *"The mushroom armor grew itself. Nobody asked."* |
| Shroom Sage | *"Knows things. Refuses to share. That's lore."* |
| Rot Hulk | *"It's mostly mushroom at this point. Lowkey a vibe."* |

### Floor 3 — Frozen Library
| Enemy | Flavor |
|-------|--------|
| Bookwyrm | *"Ate the index. No regrets. Zero."* |
| Frozen Scholar | *"Was mid-sentence when frozen. Still yapping somehow."* |
| Ink Specter | *"Made entirely of bad reviews."* |
| Shelf Mimic | *"It was giving bookshelf. It was not a bookshelf."* |

### Floor 4 — Lava Scriptorium
| Enemy | Flavor |
|-------|--------|
| Ash Scribe | *"Handwriting got worse after it caught fire. Valid."* |
| Cinder Drake | *"Breathes fire AND hot takes."* |
| Ink Demon | *"Born from an unfinished fanfic. The angst is immense."* |
| The Redactor | *"Removes things. Has opinions. Bad combo."* |

### Floor 5 — The Word Vault
| Enemy | Flavor |
|-------|--------|
| Void Archivist | *"Catalogued everything. Including you. Especially you."* |
| Sentence Fragment | *"Incomplete and knows it."* |
| Living Footnote | *"Technically important. Regularly ignored."* |

---

## BOSSES

### Floor 1: The Bonewarden
*"Warden of the Crypt, Keeper of Grudges, NPC behavior in a sigma dungeon."*

Pre-fight: *"Another hero enters. Sigma energy detected: zero. This will be quick."*
Phase 2 (50% HP): *"Okay. You are lowkey built different. I respect it and I hate it."*
Death: *"I had a whole speech. Another time. Not this time specifically but, you know, conceptually."*
Drop: Silver Key + *"Dropped the bag. Literally."*

### Floor 2: The Grand Mycelium
*"It grew in the dark. It had time. It had opinions."*

Pre-fight: *"You smell like someone who just respawned. Correct."*
Death: *"Fine. The dungeon is yours. The spores stay. That's just air now."*

### Floor 3: The Librarian Eternal
*"Shushed so many people she became the silence. Cozy and terrifying."*

Pre-fight: *"You have an overdue book. I know which one. We all know which one."*
Phase 2: *"Okay you read one passage and you think you're built different? Noted."*
Death: *"Fine. Keep the book. I have copies. I have MANY copies."*

### Floor 4: The Grand Redactor
*"Crosses things out. Has always crossed things out. Will keep crossing things out."*

Pre-fight: *"Your name has been redacted from the dungeon records. This is permanent."*
Death: *"Some stories end mid-sentence." (unclear if threat or compliment)*

### FINAL BOSS: The Unspoken One
*"The reason the dungeon exists. Doesn't speak. Words disagree with it personally."*

Pre-fight: *...nothing. It just stares. The dungeon goes quiet. Your phone would normally buzz right now. It doesn't.*
Phase transitions require reading passages to deal damage (the words literally weaken it).
Death: *Silence. A door opens. A note on the floor: "Good run. No cap."*

---

## NPCs

### The Rat Merchant 🐀
Location: Hidden shops (secret rooms only)
*"I don't have a permit. I have inventory. That's better."*
*"Limited time deals. The limit is: now. The time is: now."*
*"Previous customers: satisfied (mostly). Current customer: you (hopefully)."*

Items: Cursed gear (powerful but with a catch), rare consumables, skull keys

### The Ghost Librarian 👻
Location: Random empty rooms
*"I'm not haunting the dungeon. I'm reorganizing it. There's a difference."*
Gives: hints about secret rooms, free lore pages
*"That cracked wall on floor two? Kinda sus. Just saying."*

### The Confused Knight ⚔
Location: Rare encounter, any floor
*"I've been in here for forty years. Is Fortnite still a thing?"*
Gives: free armor repair, hints
*"You remind me of someone. They also didn't make it. You'll be fine probably."*

### The Friendly Mimic 📦
Chance: 10% after defeating any Mimic
*"I do this for the exercise."*
Follows you. Occasionally bites enemies. Sometimes bites you by mistake.
*"Sorry. Reflex."*

### The Dungeon Itself 🏰
Appears as floating text on walls. Reacts to events.
- On entering: *"You are visitor #4,722. The dungeon Googled your stats."*
- After a death on this floor: *"Welcome back. The crypt misses you. It has a weird way of showing it."*
- After a perfect answer: *"Built. Different. The dungeon takes note."*
- When low on HP: *"You are cooked. The dungeon is concerned. The dungeon is also the one cooking you."*
- Entering secret room: *"You found it. Main character behavior fr fr."*
- Walls the player keeps hitting: *"Please stop. Those are load-bearing."*

---

## DEATH SCREEN ROTATION

1. *"You died. OOF. (Classic.)"*
2. *"Cooked by [enemy]. Not even a little sigma."*
3. *"Took the L on floor [X]. Respawn arc begins now."*
4. *"Main character moment: interrupted. Side character arc: loading."*
5. *"The skeleton did a default dance. You were not there."*
6. *"[Hero name] has been ejected from the dungeon (not suspicious)."*
7. *"You read [X] passages this run. [Y] correct. No cap, that's bussin."*
8. *"The dungeon said 'thanks for playing' and meant it sarcastically and sincerely simultaneously."*
9. *"Not the getting defeated by a rat... 💀"*
10. *"Respawn arc incoming. Touch grass. Come back stronger."*
11. *"Floor [X] was your arc. Floor [X+1] will be your comeback arc."*
12. *"The Librarian noted your visit. Critically."*
13. *"Borrowed time ran out. Should've read faster."*
14. *"Bestie, the dungeon is not it for you today. Tomorrow: different story."*
15. *"The mimic was giving chest vibes. You trusted it. Cooked."*

---

## ROOM FLAVOR TEXT (appears on entry)

- **Empty room**: *"Nothing here. The dungeon calls this 'breathing room'."*
- **Shop**: *"Ah. A customer. Based."*
- **Secret room**: *"You found it. The dungeon is lowkey impressed."*
- **Boss room**: *"No going back. Main character moment. Let's go."*
- **Treasure room**: *"Locked. Needs a key. The dungeon does not apologize."*
- **Challenge room**: *"This room is giving 'optional but worth it'."*
- **Library room**: *"Books. Knowledge. XP. The ultimate combo no cap."*

---

## IMPLEMENTATION ROADMAP

### Phase 2 (Current) — Roguelite Core
- [ ] Tiered chest system (5 colors + mimic)
- [ ] Key system (3 tiers: common/silver/gold)
- [ ] Armor inventory (3 slots)
- [ ] Consumables inventory
- [ ] Shop NPC with rotation
- [ ] Death screen with rotating messages
- [ ] Mimic encounters (battle variant)
- [ ] Breakable walls → secret rooms
- [ ] Floor-by-floor progression (all 5 floors)

### Phase 3 — Depth
- [ ] All bosses with monologues
- [ ] All NPCs
- [ ] Rat merchant in secret rooms
- [ ] Spell upgrade system I → V
- [ ] Signature spells per class
- [ ] Codex/bestiary (lore collection)
- [ ] All item flavor text written

### Phase 4 — The Sauce
- [ ] The dungeon speaks (wall text reactions)
- [ ] Run counter reactions
- [ ] Cosmetics (hats, trails, death animations)
- [ ] Parent dashboard (reading analytics)
- [ ] Challenge stars system
- [ ] Leaderboard

---

*"The dungeon is watching. It has thoughts. Most of them are about you."*
*GDD v1.1 — Built different. No cap.*

---

## THE FOUR EVIL KIDS — Main Antagonists

*They were students once. Then they found the dungeon. The dungeon found them first.*

These four are the dungeon's lieutenants — placed on floors 2, 3, 4, and as the pre-final boss on floor 5 (before The Unspoken One). Each has a personality, a school subject they weaponized, and a deeply specific kind of menace.

---

### EVIL EMMA 😈
**Floor 2 Boss — The Fungal Warren**
*"The smarter twin. She will remind you of this constantly."*

**Background:** Emma discovered the dungeon's power by reading every book in the library in three days. The library didn't survive. She now controls the Fungal Warren because, as she put it, *"the mushrooms listen better than anyone else did."*

**Appearance:** Dark purple twin braids. Glowing green eyes. Carries a massive spellbook she definitely didn't check out properly.

**Personality:** Condescending. Meticulous. Genuinely believes she's helping by making the dungeon harder. Has strong opinions about spelling.

**Pre-fight dialogue:**
*"Oh. You made it to floor two. I'm actually impressed."*
*(pause)*
*"Just kidding. I expected you. I planned for you. The spores are already in your lungs."*

**Phase 1 (100-60% HP):**
Launches vocab quizzes as projectiles. Each one you dodge is a word she throws at you. She narrates: *"Dodge THAT one. Four syllables. You're welcome."*

**Phase 2 (60-30% HP):**
*"Okay. You're actually kind of built different. I don't hate it. I also won't stop."*
Summons Mycelium clones of herself. Only the real one has her spellbook.

**Phase 3 (30-0% HP):**
*"Fine. FINE. I will use the Chapter Seven spell. I specifically saved it for someone who deserved it."*
Giant mushroom circle. Dodge while answering a full paragraph comprehension question. If you answer correctly: Emma visibly annoyed. *"...Correct. Ugh."*

**On defeat:**
*"You beat me. That's actually crazy. I'm going to need a minute."*
*(sits down)*
*"...Tell Ansley I said hi. She'll know what it means. She won't like it."*

**Drop:** Silver Key + **Emma's Annotated Spellbook** (passive: +30% XP from reading challenges, flavor: *"The margin notes are VERY judgy."*)

---

### EVIL ANSLEY 😈
**Floor 3 Boss — The Frozen Library**
*"The funnier twin. She will also remind you of this constantly."*

**Background:** Ansley froze the library on purpose. *"Emma would have preserved it. I thought it looked better this way."* She controls the Frozen Library because she thought the frozen scholars' expressions were hilarious.

**Appearance:** Same dark purple twin braids as Emma but messier. One braid undone. She didn't notice or doesn't care. Carries an ice staff that used to be a ruler.

**Personality:** Chaotic. Genuinely funny. Fully aware she's a villain and thinks it's kind of a bit. Has better rizz than Emma and knows it.

**Pre-fight dialogue:**
*"OH. Emma's down? You actually cooked her? That's so funny I can't even be mad."*
*(does a little spin)*
*"Okay but now I have to try. For the bit. You understand."*

**Phase 1:**
Freezes sections of the floor (slows movement). Drops frozen books from shelves. Comments on your spell choices: *"Zap? Against an ice boss? Lowkey a choice."*

**Phase 2 (50% HP):**
*"Okay you're actually kind of sigma. I respect it and I'm going to make this way harder now, sorry."*
Creates an ice maze. You navigate while she throws puns: *"You seem... ICE-olated. Get it? I'm hilarious."*

**Phase 3 (20% HP):**
*"Okay no I'm not going down like this. Emma would never let me hear the end of it."*
Full blizzard. Visibility reduced. Ansley laughing the whole time. Reading challenge appears — answer correctly: *"HOW. That's not even fair. You're so built different it's genuinely unhinged."*

**On defeat:**
*"Okay. You got me. Respect. Genuinely."*
*(lying on the ice floor)*
*"Emma is going to be so smug about this. Please don't tell her I laughed."*
*(pause)*
*"I did laugh a little. The bit was worth it."*

**Drop:** Gold Key + **Ansley's Ice Staff** (equippable weapon: frost spells deal +40% damage, flavor: *"Still has ruler markings. Hits harder than it has any right to."*)

---

### EVIL WYATT ⚡
**Floor 4 Boss — The Lava Scriptorium**
*"He didn't read the manual. He rewrote it."*

**Background:** Wyatt found the Scriptorium and immediately started editing the dungeon's source documents. Half the enemies on floors 1-3 are slightly wrong because Wyatt changed their descriptions mid-run. He thinks this is improvement. It is not improvement.

**Appearance:** Scorched hoodie. Permanent ink stains on both hands. Carries a red pen the size of a sword. Eyes glow like the lava he definitely didn't accidentally cause.

**Personality:** Chaotic-confident. The kind of kid who thinks he's the main character even when he's the villain. Uses "technically" a lot. Technically correct in deeply unhelpful ways.

**Pre-fight dialogue:**
*"You beat the twins. That's crazy. That's actually crazy behavior."*
*"I've been editing the floor specifically for you, by the way. Since floor one. Notice anything different?"*
*(you think back)*
*"The Bonewarden on floor one? I gave him a typo. You're welcome."*

**Phase 1:**
Uses the red pen to literally cross out parts of the dungeon. Walls disappear. Floor sections vanish. Wyatt narrates: *"Technically, that section wasn't load-bearing."*

**Phase 2:**
*"Okay you're fast. That's valid. I'll need to edit the document."*
Summons ink demons made from Wyatt's rewrites. Their descriptions are wrong on purpose: a "Definitely Not A Dragon" that is clearly a dragon.

**Phase 3 (25% HP):**
*"FINE. I'm using the final edit."*
Pulls out a massive manuscript page. If he completes writing it — game over (instant death).
You need to answer THREE reading questions correctly before he finishes writing. Each correct answer: pen slows down. Each wrong answer: pen speeds up.
*"Okay STOP answering correctly that's literally cheating."*

**On defeat:**
*(pen falls)*
*"...You know what? Good edit. This draft is better."*
*(long pause)*
*"I'm going to need my pen back at some point. Just so you know."*
*(does not ask for the pen back. you keep it.)*

**Drop:** Skull Key + **Wyatt's Red Pen** (legendary item: each correct answer silences nearest enemy for 1 turn, flavor: *"Technically a weapon. Technically an editorial tool. Both."*)

---

### EVIL EASTON 🌑
**Floor 5 Mini-Boss — The Word Vault (before The Unspoken One)**
*"He's been here the longest. He knows something the others don't."*

**Background:** Easton arrived first. Before Emma, before Ansley, before Wyatt. He found the Word Vault and made a deal with The Unspoken One. He doesn't talk about what he gave up. His voice sounds slightly echo-y now. He doesn't bring it up.

**Appearance:** Dark cloak. No glow — specifically no glow, like light avoids him on purpose. Calm. Uncomfortably calm.

**Personality:** Measured. Knows more than he says. The only one of the four who isn't doing a bit — this is real to him. Has genuine respect for the player for making it this far, which somehow makes him more unsettling.

**Pre-fight dialogue:**
*"You made it."*
*(not surprised. genuinely calm.)*
*"Emma was impressed. Ansley said it was funny. Wyatt said he 'technically let you win'."*
*"I don't think any of that is true. I think you're actually good at this."*
*(pause)*
*"That's why I can't let you through."*

**Phase 1:**
Shadow clones. But unlike Ansley's — these don't taunt. They're silent. The real Easton is wherever you're not looking.

**Phase 2 (50% HP):**
*"The Unspoken One is through that door. I want you to understand what that means."*
Darkness spreads. Reading challenge appears but the passage is about Easton — what he gave up, why he's here. He goes quiet while you read it.
*"...You read it."*
*"Good."*
*(continues fighting)*

**Phase 3 (20% HP):**
Easton's calm finally breaks. Just slightly.
*"I've been in here for two years. Do you know what two years in the Word Vault does to a person?"*
Full shadow explosion. Hardest reading challenge in the game — full passage, inference question, 10-second timer.
Answer correctly: the shadows recede. Easton stops.

**On defeat:**
*(sitting against the wall of the Word Vault)*
*"...I forgot what outside smells like."*
*(long pause)*
*"The door's open. Go."*
*(another pause)*
*"If you make it out — tell someone I'm in here."*
*(the dungeon goes very quiet)*

**Drop:** Vault Key + **Easton's Cloak** (legendary armor body, flavor: *"It's cold. Heavier than it looks. You wear it anyway."*) — Passive: Shadow step (dodge teleports instead of slides)

---

## THE FOUR TOGETHER (meta-narrative)

After defeating all four — if you then defeat The Unspoken One — a final scene:

The four appear in the exit room.

**Wyatt**: *"Technically you beat us."*
**Ansley**: *"He literally beat us Wyatt that's just what happened."*
**Emma**: *"I'm choosing to view this as a learning experience."*
**Easton**: *"..."*
*(looks at the exit door)*
*"...It's been a while."*

They leave together. The dungeon goes silent.
A note appears on the floor where they were standing.
It says: *"Good run."*
That's it.
That's the ending.

---


Okay, now I have a solid picture. The game is "Dungeon of Words" — a roguelite dungeon crawler for kids with a word/reading mechanic. They have been working on:
1. The game codebase on fred
2. Sprite integration (dungeon packs)
3. A Next.js frontend + backend (port 8000)
4. BMAD architecture (mentioned by Chad now)

I need to check what the current state of the game code is on fred and what BMAD means in this context.

ssh fred "find /home/crogers2287/Canonforge -name '*.md' | xargs grep -l -i 'bmad' 2>/dev/null | head -10; find /home/crogers2287 -maxdepth 4 -name '*bmad*' -o -name 'BMAD*' 2>/dev/null | head -10"


ssh: connect to host fred port 22: Connection refused

(Command exited with code 255)


ssh -p 2222 fred "find /home/crogers2287 -maxdepth 5 -name '*bmad*' -o -name 'BMAD*' 2>/dev/null | head -10; find /home/crogers2287 -maxdepth 5 -name '*.md' | xargs grep -l -i 'bmad' 2>/dev/null | head -10" 2>/dev/null || ssh -o StrictHostKeyChecking=no crogers2287@fred "find /home/crogers2287 -maxdepth 5 -iname '*bmad*' 2>/dev/null | head -10"


ssh -o StrictHostKeyChecking=no crogers2287@fred "find /home/crogers2287/projects -maxdepth 3 -iname '*dungeon*' -o -iname '*word*' -o -iname '*storyquest*' 2>/dev/null | head -20; ls /home/crogers2287/projects/ 2>/dev/null"


cat ~/.ssh/config 2>/dev/null | grep -A5 fred


Host fred
    HostName fred
    User crogers2287
    Port 22

Host homeassistant
    HostName 100.89.114.57


PING fred (127.0.1.1) 56(84) bytes of data.
64 bytes from fred (127.0.1.1): icmp_seq=1 ttl=64 time=0.034 ms


ssh -o ConnectTimeout=5 crogers2287@127.0.1.1 "ls /home/crogers2287/projects/" 2>&1


ssh: connect to host 127.0.1.1 port 22: Connection refused

(Command exited with code 255)


ls /home/crogers2287/projects/ 2>/dev/null || ls ~/projects/ 2>/dev/null || find /home/crogers2287 -maxdepth 3 -type d -name '*dungeon*' -o -type d -name '*storyquest*' -o -type d -name '*word*' 2>/dev/null | head -20


ASH Related
SA
anthropics-skills
demo
eg4api
gpt_agents.py
hybridcoder
imagestuff
inbox-agent
storyquest
zclaw-ha


ARCHITECTURE.md
PHASER_GUIDANCE.md
PRD.md
README.md
TASK.md
TASK_ROUND2.md
TASK_ROUND3.md
TOUCH_FIRST.md
_bmad
backend
docker-compose.yml
docs
frontend
scripts


ls /home/crogers2287/projects/storyquest/_bmad/; echo "---"; cat /home/crogers2287/projects/storyquest/TASK.md | head -80


analyst
architect
dev
pm
qa
---
# BUILD TASK: StoryQuest: Dungeon of Words

Read PRD.md and ARCHITECTURE.md in full before writing a single line of code.
Then read all files in docs/STORIES/ — these are your BMAD implementation stories in order.

## What You Are Building

A full-stack kids reading RPG game:
- Top-down pixel art dungeon crawler (Enter the Gungeon style, 16x16 tiles)
- Pokemon GB-style random encounters (step counter triggers battles)
- Reading IS combat: answer comprehension questions to cast spells, type incantations to attack
- Roguelite: keep XP/gear on death, lose gold
- Grade K-6 selection with adaptive reading levels
- Boy/Girl hero selection + 4 classes (Warrior/Wizard/Ranger/Paladin)
- Full XP/leveling system with stats (STR/INT/WIS/LUCK) and gear slots
- Shop system (must read item description before buying)
- Boss fights = multi-phase reading comprehension challenges
- Admin portal for parents

## Tech Stack (NON-NEGOTIABLE)
- Frontend: Next.js 15 (App Router) + TypeScript + Tailwind CSS + Framer Motion
- Game Engine: Phaser 3 (inside Next.js, full-screen canvas at /game)
- Backend: FastAPI (Python async) + SQLAlchemy 2.0 async + Alembic
- Database: PostgreSQL 16
- Auth: JWT (PyJWT + bcrypt)
- AI: Pluggable LLM service (Claude via Anthropic API; mock fallback with no key)
- State: Zustand
- Deploy: Docker Compose (db + backend + frontend)

## Implementation Order (follow STORIES in order)
1. Story-001: Project scaffold + Docker
2. Story-002: Database models + Alembic migration
3. Story-003: Seed data (interests, rewards, gear, enemies, spells)
4. Story-004: LLM service + reading content generator
5. Story-005: Auth endpoints (onboard, login, admin)
6. Story-006: Onboarding baseline assessment endpoints
7. Story-007: Session/battle endpoints (generate reading challenge, submit answer)
8. Story-008: XP/reward/adaptive services
9. Story-009: Profile + gear endpoints
10. Story-010: Admin endpoints
11. Story-011: Frontend hero creation flow (gender → class → name → grade → interests → baseline → result)
12. Story-012: Frontend dashboard (The Village)
13. Story-013: Phaser 3 game engine setup + DungeonScene (tilemap, player movement, encounter trigger)
14. Story-014: BattleScene (Pokemon-style encounter, reading challenge modal, spell casting)
15. Story-015: ShopScene, TrophyHall, Admin portal

## CRITICAL RULES
- NO placeholders. NO "// TODO implement this". Every function must be implemented.
- Mock LLM fallback must work WITHOUT any API key (for local dev)
- Docker Compose must bring up all 3 services cleanly with: docker compose up
- Phaser game must be playable: player moves on tilemap, encounters trigger, reading modal shows
- Reading challenge modal must show passage + MC question + submit answer → score → XP
- The game MUST be wired end-to-end: hero creation → dashboard → dungeon → battle → XP → level up
- Use pixel-art CSS styling throughout (chunky borders, pixel fonts where possible)
- For sprite placeholders: use colored rectangles with CSS until real sprites are generated

## Game Mechanics (implement these exactly)
- Step counter: every 10 steps in dungeon = 30% chance of encounter
- Battle flow: PLAYER_TURN → spell select → reading challenge → resolve → ENEMY_TURN → dodge prompt → resolve → repeat
- XP: correct answer +25, wrong +2, session complete +50, perfect +100, daily login +20
- Level thresholds: L1→2=100, L2→3=200, L3→4=350, L4→5=500, then +250/level up to L10, +500/level to L20
- Stats per level-up by class:
  warrior: STR+3, INT+1, WIS+1, LUCK+1
  wizard:  STR+1, INT+3, WIS+1, LUCK+1
  ranger:  STR+1, INT+1, WIS+1, LUCK+3
  paladin: STR+1, INT+1, WIS+3, LUCK+1
- Adaptive: last 3 sessions >= 80% → reading_power+1; <= 40% → reading_power-1
- Shop: items have descriptions that must be read before Buy button appears
- Death: respawn at floor start, keep XP+gear, lose gold

## Notify when done
When completely finished, run:
openclaw system event --text "StoryQuest build complete! Full stack dungeon crawler ready at /home/crogers2287/projects/storyquest — run docker compose up to launch" --mode now


cat /home/crogers2287/projects/storyquest/TASK_ROUND2.md | head -60; echo "---"; cat /home/crogers2287/projects/storyquest/TASK_ROUND3.md | head -60


# ROUND 2 BUILD TASK: Phaser Dungeon Engine

Round 1 built the full backend + React frontend shell. Everything is wired.
Your ONLY job in Round 2 is to add the Phaser 3 dungeon game on top of it.

READ FIRST (in order):
1. PHASER_GUIDANCE.md — critical patterns, DO NOT deviate
2. .claude/skills/phaser-gamedev/SKILL.md — Phaser 3 reference
3. .claude/skills/tinyswords-tilemap/SKILL.md — tilemap patterns
4. frontend/src/store/gameStore.ts — existing game state
5. frontend/src/lib/api.ts — existing API client
6. backend/app/routers/floor.py — stub to implement

---

## What to Build (in this exact order)

### 1. Backend: Floor Generator (backend/app/services/floor_generator.py)

Implement full procedural floor generation:

```python
def generate_floor(floor_number: int, grade: int, interests: list[str]) -> dict:
    """
    Returns JSON consumed by Phaser FloorBuilder.
    Seed with floor_number for reproducibility.
    """
    return {
        "floor_number": floor_number,
        "theme": pick_theme(floor_number, interests),
        "tileset": pick_tileset(floor_number),
        "width": 50,   # in tiles
        "height": 40,
        "tile_size": 16,
        "rooms": [...],       # list of room dicts
        "corridors": [...],   # list of corridor dicts (list of [x,y] tile coords)
        "player_start": {"x": int, "y": int},  # tile coords
        "boss_room_id": int,
        "shop_room_id": int | None,  # every 3rd floor only
        "encounter_rate": 10  # steps between encounter checks
    }
```

Room dict:
```python
{
    "id": int,
    "type": "safe" | "combat" | "treasure" | "boss" | "shop" | "lore",
    "x": int, "y": int,   # top-left tile
    "w": int, "h": int,   # width/height in tiles
    "enemies": ["slime", "bat"],  # only for combat rooms
    "loot_tier": 1 | 2 | 3       # only for treasure rooms
}
```

Algorithm:
- Place START room (safe, 8x6) at top-left quadrant
- Place BOSS room (10x10) at bottom-right quadrant
- Place 4-7 COMBAT rooms (8x8 to 12x10) randomly in between
- Place 1-2 TREASURE rooms (6x6)
---
# ROUND 3 BUILD TASK: Polish, Shop Fix & Wire Everything Together

Rounds 1+2 built the full stack. Round 3 finishes and wires it all.

READ FIRST: PRD.md, PHASER_GUIDANCE.md, then the specific files mentioned below before touching them.

---

## 1. CRITICAL FIX: Shop Item Comprehension Gate

The current shop just shows a description and reveals Buy after a timer. REPLACE THIS.

### Backend: Add shop reading challenge (backend/app/routers/shop.py)

Add endpoint:
```
POST /game/shop/read-item
Body: { item_id: str, grade: int, reading_power: int }
Returns: {
  item_id: str,
  description: str,          # 1-2 sentence grade-appropriate item description
  question: str,             # 1 comprehension question about the description
  options: [str, str, str, str],   # 4 MC options
  correct_answer: str
}
```

Use the LLM service to generate the description + question together.
Prompt template:
```
Write a 1-2 sentence item description for a children's fantasy RPG item called "{item_name}".
The description should be appropriate for grade {grade} reading level.
Then write ONE multiple choice comprehension question about the description.

Respond as JSON:
{
  "description": "...",
  "question": "...",
  "options": ["A: ...", "B: ...", "C: ...", "D: ..."],
  "correct_answer": "A"
}
```

### Frontend: ShopScene.ts (create: frontend/src/game/scenes/ShopScene.ts)

Shop triggers when player enters a shop room and presses E on the shopkeeper NPC.
Launched as overlay (like BattleScene) — pauses DungeonScene.

Flow:
1. Show shopkeeper dialogue (grade-appropriate greeting, 2-3 lines)
2. Show grid of 4-6 items with names + gold prices + LOCKED state (padlock icon)
3. Player clicks item → Phaser emits 'show-shop-reading' event to React
4. React shows ShopReadingModal (description + comprehension question)
5. Answer correctly → Phaser receives 'shop-reading-result: {correct: true, item_id}' → item UNLOCKS (padlock removed, Buy button appears)
6. Answer wrong → "Read it again?" → show description again, one retry
7. Player clicks Buy → deduct gold, add to inventory, emit 'item-purchased' event
8. If player can't afford: grey out Buy button, show gold needed

### Frontend: ShopReadingModal component (frontend/src/components/ShopReadingModal.tsx)


Good, I have full context now. Let me check current state of the codebase.

ls /home/crogers2287/projects/storyquest/docs/ && ls /home/crogers2287/projects/storyquest/_bmad/dev/ 2>/dev/null | head -20


STORIES
STORIES.md


ls /home/crogers2287/projects/storyquest/docs/STORIES/ | head -20; echo "---"; ls /home/crogers2287/projects/storyquest/frontend/src/game/scenes/ 2>/dev/null; echo "---"; cd /home/crogers2287/projects/storyquest && docker compose ps 2>/dev/null | head -20


STORY-001-project-scaffold.md
STORY-002-database-models.md
STORY-003-seed-data.md
STORY-004-llm-service.md
STORY-005-auth-endpoints.md
STORY-006-onboarding-baseline.md
STORY-007-session-endpoints.md
STORY-008-xp-reward-services.md
STORY-009-profile-endpoints.md
STORY-010-admin-endpoints.md
STORY-011-frontend-onboarding.md
STORY-012-frontend-dashboard.md
STORY-013-frontend-dungeon.md
STORY-014-frontend-trophies-scrolls.md
STORY-015-frontend-admin.md
---
BattleScene.ts
BootScene.ts
DungeonScene.ts
ShopScene.ts
UIScene.ts
---
NAME                  IMAGE                                                                     COMMAND                  SERVICE    CREATED        STATUS                  PORTS
storyquest-backend    sha256:2a555234dcccdc432ff21eb4cad9162390dfba10a8d1b4ef1990856b5a005939   "uvicorn app.main:ap…"   backend    25 hours ago   Up 37 minutes           0.0.0.0:8020->8000/tcp, [::]:8020->8000/tcp
storyquest-db         postgres:16-alpine                                                        "docker-entrypoint.s…"   db         25 hours ago   Up 25 hours (healthy)   0.0.0.0:5441->5432/tcp, [::]:5441->5432/tcp
storyquest-frontend   storyquest-frontend                                                       "docker-entrypoint.s…"   frontend   25 hours ago   Up 2 hours              0.0.0.0:3020->3000/tcp, [::]:3020->3000/tcp


All three containers are up. What do you need me to keep going on? TASK_ROUND3 has a list — shop fix, scene wiring, polish. Want me to pick up Round 3 where it left off, or is there something specific you want tackled first?


Conversation info (untrusted metadata):
```json
{
  "timestamp": "Sun 2026-03-01 04:59 UTC"
}
```

You were finishing up story 1 and getting ready to move on to story 2 in the PRD s


Let me check the session logs to find where we left off.

cat /home/crogers2287/projects/storyquest/_bmad/dev/ 2>/dev/null || ls /home/crogers2287/projects/storyquest/_bmad/


analyst
architect
dev
pm
qa


ls /home/crogers2287/projects/storyquest/_bmad/dev/; ls /home/crogers2287/projects/storyquest/_bmad/pm/ 2>/dev/null


STORIES.md
PRD.md


cat /home/crogers2287/projects/storyquest/_bmad/dev/STORIES.md | head -100


# StoryQuest — Development Stories
**Agent: James (SM/Dev) | Input: Architecture Doc | Date: 2026-03-01**

---

## EPIC 1: Core Loop Closure (Sprint 1 — DO FIRST)
> Nothing else matters until fight → read → win → level up is 100% reliable.

---

### STORY-01: Battle Submit → DB Persistence
**Priority: P0 | Estimate: 2h**

**Current state:** BattleScene fires `battle-won` event but XP/gold are only updated optimistically in the Phaser registry. DB is never guaranteed to update.

**Acceptance Criteria:**
- [ ] Correct answer → `POST /game/reading/submit` called with `{ challenge_id, user_answer, spell_name, enemy_name }`
- [ ] Backend returns `{ is_correct, xp_awarded, gold_awarded, enemy_defeated, leveled_up, new_level?, known_spells?, reading_power }`
- [ ] `users.xp_current`, `users.xp_total`, `users.gold` updated in DB within 2s of answer
- [ ] `reading_challenges` row status updated to `completed`
- [ ] GameCanvas receives response and emits `battle-won` WITH server data (not guessed values)
- [ ] UIScene HP/XP/Gold bars animated from server response values

**Files:**
- `backend/app/routers/reading.py` → `POST /submit` endpoint
- `frontend/src/game/scenes/BattleScene.ts` → after correct answer
- `frontend/src/components/GameCanvas.tsx` → `handleReadingResult`

---

### STORY-02: Level-Up Detection + Modal Trigger
**Priority: P0 | Estimate: 1.5h**

**Current state:** Level-up math happens client-side in UIScene. Backend doesn't know. LevelUpModal sometimes doesn't appear.

**Acceptance Criteria:**
- [ ] Backend `/reading/submit` response includes `leveled_up: true` when XP crosses threshold
- [ ] Backend updates `users.level` in DB on level-up
- [ ] `GameCanvas` detects `leveled_up: true` → emits `level-up` event with `{ level, knownSpells }` from server
- [ ] `UIScene` catches `level-up` → calls `setLevelUpData` in React state
- [ ] `LevelUpModal` opens with correct level number and CURRENT spell list from server
- [ ] No race condition: modal never opens with stale spell list

**Files:**
- `backend/app/routers/reading.py` → level-up detection logic
- `frontend/src/components/GameCanvas.tsx` → level-up event handler
- `frontend/src/game/scenes/UIScene.ts` → `checkLevelUp` remove (server handles it now)

---

### STORY-03: Perk → DB → Spell List → Battle
**Priority: P0 | Estimate: 1.5h**

**Current state:** Perk endpoint exists but UIScene sends `Bearer null`. New spells don't appear in next battle.

**Acceptance Criteria:**
- [ ] Token in Phaser registry is always the cookie value (set at game init, not from Zustand)
- [ ] `UIScene.handlePerkChosen()` sends `POST /profile/perk` with valid Bearer token
- [ ] Backend returns `{ ok, known_spells, stats }` — full updated arrays from DB
- [ ] UIScene updates `registry.heroData.knownSpells` from response
- [ ] Next battle: BattleScene reads spells from registry → shows all new spells in UI
- [ ] Console log confirms `[UIScene] perk saved: { ok: true, known_spells: [...] }`

**Files:**
- `frontend/src/game/scenes/UIScene.ts` → `handlePerkChosen`, token setup
- `frontend/src/components/GameCanvas.tsx` → token passed to registry at init
- `backend/app/routers/profile.py` → perk endpoint returns `known_spells`

---

### STORY-04: Death / Failure State
**Priority: P0 | Estimate: 2h**

**Current state:** Player HP goes to 0, nothing happens. Game continues or crashes.

**Acceptance Criteria:**
- [ ] Player HP ≤ 0 in BattleScene → emit `player-died`
- [ ] GameCanvas shows "You Fell" overlay: XP earned this session, floor reached, option to revive or exit
- [ ] Revive: costs 50 gold (if available), restores 50% HP, stays on floor
- [ ] Exit: returns to dashboard, HP set to 50% in DB
- [ ] `player_states` row updated with hp_current on death
- [ ] Floor state remains (chests stay open, defeated enemies stay gone)

**Files:**
- `frontend/src/game/scenes/BattleScene.ts` → `handlePlayerDeath`
- `frontend/src/components/GameCanvas.tsx` → `DeathScreen` component
- `backend/app/routers/profile.py` → `POST /profile/update_hp`

---

## EPIC 2: Persistence & State (Sprint 2)

---

### STORY-05: Auto-Save Player Position
**Priority: P1 | Estimate: 1h**

**Acceptance Criteria:**
- [ ] `player_states` table exists (migration applied)
- [ ] DungeonScene saves position every 30s via `POST /game/state/save`


cat /home/crogers2287/projects/storyquest/_bmad/dev/STORIES.md | wc -l; cat /home/crogers2287/projects/storyquest/_bmad/dev/PRD.md | head -30


308
cat: /home/crogers2287/projects/storyquest/_bmad/dev/PRD.md: No such file or directory


Good — I've got the full picture. You're working through the BMAD dev stories. **Story 01** is Battle Submit → DB Persistence. Let me check the current state of the relevant files before diving in.

cat /home/crogers2287/projects/storyquest/backend/app/routers/reading.py 2>/dev/null | head -100


"""Reading challenge endpoints for battle encounters."""

import json
from datetime import datetime
from typing import Optional

from fastapi import APIRouter, Depends, HTTPException, status
from pydantic import BaseModel
from sqlalchemy.ext.asyncio import AsyncSession

from app.core.database import get_db
from app.core.security import get_current_user
from app.models import User, ReadingChallenge
from app.services.llm_service import get_llm_service

router = APIRouter()

class ReadingGenerateRequest(BaseModel):
    """Request to generate a reading challenge for battle."""
    enemy_name: str
    spell_name: str

class ReadingGenerateResponse(BaseModel):
    """Response with passage and comprehension question."""
    passage: str
    question: str
    options: list[str]
    correct_answer: str
    incantation: str

class ReadingSubmitRequest(BaseModel):
    """Request to submit reading answer."""
    answer: str
    time_taken_ms: int
    correct_answer: Optional[str] = None  # Client can pass for fallback validation

class ReadingSubmitResponse(BaseModel):
    """Response after answer submission."""
    is_correct: bool
    correct_answer: str
    xp_earned: int

class BattleSubmitRequest(BaseModel):
    """Request to submit battle reading challenge answer."""
    challenge_id: Optional[str] = None  # Can be None if using in-memory tracking
    user_answer: str
    spell_name: str
    enemy_name: str

class BattleSubmitResponse(BaseModel):
    """Response after battle answer submission with full stats update."""
    is_correct: bool
    xp_awarded: int
    gold_awarded: int
    enemy_defeated: bool
    leveled_up: bool
    new_level: int
    known_spells: list[str]
    new_xp_current: int
    new_xp_to_next: int
    new_gold: int
    reading_power: int

# Track current challenge per user (in production, use Redis or DB)
_current_challenges: dict[str, dict] = {}

@router.get("/status")
async def reading_status():
    """Check reading router status."""
    return {"router": "reading", "status": "ok"}

@router.post("/generate", response_model=ReadingGenerateResponse)
async def generate_reading(
    request: ReadingGenerateRequest,
    current_user: User = Depends(get_current_user),
    db: AsyncSession = Depends(get_db)
):
    """
    Generate a grade-appropriate reading challenge for spell casting in battle.
    The passage describes the magical incantation needed to cast the spell.
    """
    grade = current_user.grade
    reading_power = current_user.reading_power

    # Get LLM service
    llm = get_llm_service()

    # Build prompt for grade-appropriate passage + question
    prompt = f'''Create a short reading passage (2-3 sentences) for a children's fantasy RPG battle.
The hero is casting the "{request.spell_name}" spell against a "{request.enemy_name}".
The passage should describe the magical incantation and its effect.


grep -n "submit" /home/crogers2287/projects/storyquest/backend/app/routers/reading.py | head -20


35:    """Request to submit reading answer."""
49:    """Request to submit battle reading challenge answer."""
429:@router.post("/submit", response_model=ReadingSubmitResponse)
430:async def submit_reading(
524:@router.post("/battle/submit", response_model=BattleSubmitResponse)
525:async def submit_battle_reading(


sed -n '524,650p' /home/crogers2287/projects/storyquest/backend/app/routers/reading.py


@router.post("/battle/submit", response_model=BattleSubmitResponse)
async def submit_battle_reading(
    request: BattleSubmitRequest,
    current_user: User = Depends(get_current_user),
    db: AsyncSession = Depends(get_db)
):
    """
    Submit answer for battle reading challenge.
    Updates XP, gold, level - server is source of truth.
    """
    import random
    from app.services.xp_service import get_xp_threshold

    user_id = str(current_user.id)

    # Get stored challenge (in-memory for now)
    challenge = _current_challenges.get(user_id)

    # Determine correctness
    if challenge:
        correct_answer = challenge.get("correct_answer", "A")
        user_answer = request.user_answer.strip().upper()
        is_correct = user_answer.startswith(correct_answer)
        # Clean up
        del _current_challenges[user_id]
    else:
        # No challenge found - be lenient, check if they provided something reasonable
        is_correct = len(request.user_answer.strip()) > 0
        correct_answer = "?"

    # Calculate rewards
    floor_number = current_user.floor_number or 1

    if is_correct:
        xp_awarded = 25 + (floor_number * 5)
        gold_awarded = random.randint(5, 15) + floor_number

        # Update user stats
        current_user.xp_current += xp_awarded
        current_user.xp_total += xp_awarded
        current_user.gold += gold_awarded

        # Check for level-up
        leveled_up = False
        old_level = current_user.level
        while current_user.xp_current >= get_xp_threshold(current_user.level):
            current_user.xp_current -= get_xp_threshold(current_user.level)
            current_user.level += 1
            leveled_up = True
            # HP boost on level-up
            current_user.hp_max += 20
            current_user.hp_current = current_user.hp_max

        # Create reading challenge record
        reading_record = ReadingChallenge(
            user_id=current_user.id,
            floor_number=floor_number,
            spell_name=request.spell_name,
            enemy_name=request.enemy_name,
            passage="",
            question="",
            correct_answer=correct_answer,
            player_answer=request.user_answer,
            is_correct=True,
            time_taken_ms=0,
            xp_awarded=xp_awarded,
        )
        db.add(reading_record)
    else:
        xp_awarded = 0
        gold_awarded = 0
        leveled_up = False

    await db.commit()

    # Get known_spells as list
    known_spells = current_user.known_spells or ["zap"]
    if isinstance(known_spells, str):
        try:
            known_spells = json.loads(known_spells)
        except:
            known_spells = ["zap"]

    return BattleSubmitResponse(
        is_correct=is_correct,
        xp_awarded=xp_awarded,
        gold_awarded=gold_awarded,
        enemy_defeated=is_correct,  # For now, correct answer = enemy defeated
        leveled_up=leveled_up,
        new_level=current_user.level,
        known_spells=known_spells,
        new_xp_current=current_user.xp_current,
        new_xp_to_next=get_xp_threshold(current_user.level),
        new_gold=current_user.gold,
        reading_power=current_user.reading_power or 1,
    )


grep -n "battle-won\|battle_won\|handleReadingResult\|submit.*battle\|battle.*submit\|reading/submit\|reading/battle" /home/crogers2287/projects/storyquest/frontend/src/game/scenes/BattleScene.ts | head -30


523:        const res = await fetch(`${apiUrl}/game/reading/battle/submit`, {
554:            // Emit battle-won with server data for React to update registry
555:            this.game.events.emit('battle-won', {


sed -n '500,600p' /home/crogers2287/projects/storyquest/frontend/src/game/scenes/BattleScene.ts


this.state = 'READING';
    this.selectedSpell = spell;
    this.spellButtons.forEach((b) => b.setAlpha(0.4));
    this.setLog(`Casting ${spell.name}... answer the question!`);

    this.game.events.emit('show-reading-challenge', {
      spellName,
      enemyType: this.battleData.enemyType,
      enemyName: this.battleData.enemyName,
    });

    this.game.events.once('reading-result', this.onReadingResult, this);
  }

  private async onReadingResult(result: { correct: boolean; xp: number; answer?: string }) {
    this.state = 'RESOLVE';

    // Submit to backend for authoritative state
    const token = this.registry.get('token') as string;
    const apiUrl = this.registry.get('apiUrl') as string || 'http://192.168.1.195:8020';

    if (token && result.correct && this.selectedSpell) {
      try {
        const res = await fetch(`${apiUrl}/game/reading/battle/submit`, {
          method: 'POST',
          headers: {
            'Authorization': `Bearer ${token}`,
            'Content-Type': 'application/json',
          },
          body: JSON.stringify({
            challenge_id: this.currentChallengeId,
            user_answer: result.answer || 'A',
            spell_name: this.selectedSpell.name,
            enemy_name: this.battleData.enemyName,
          }),
        });

        if (res.ok) {
          const data = await res.json();

          // Apply damage
          const damage = this.selectedSpell.damage + Math.floor(((this.heroData as unknown as Record<string, unknown>)?.stat_intelligence as number || 10) * 0.5);
          this.setLog(`✨ ${this.selectedSpell.name} hits for ${damage} damage!`);
          this.animateSpellHit(this.selectedSpell);
          this.enemyHp = Math.max(0, this.enemyHp - damage);
          this.updateEnemyHpBar();

          // Show XP gained
          if (data.xp_awarded > 0) {
            this.showFloatingText(`+${data.xp_awarded} XP`, '#f1c40f', this.scale.width / 2, this.scale.height * 0.55);
          }

          // Check if enemy defeated
          if (this.enemyHp <= 0) {
            // Emit battle-won with server data for React to update registry
            this.game.events.emit('battle-won', {
              xp: data.xp_awarded,
              gold: data.gold_awarded,
              leveled_up: data.leveled_up,
              new_level: data.new_level,
              known_spells: data.known_spells,
              new_xp_current: data.new_xp_current,
              new_xp_to_next: data.new_xp_to_next,
              new_gold: data.new_gold,
            });
            this.time.delayedCall(900, () => this.victory());
            return;
          }
        }
      } catch (e) {
        console.error('[BattleScene] Submit failed:', e);
        // Fall back to local XP
        this.game.events.emit('xp-gained', result.xp);
      }
    } else if (result.correct && this.selectedSpell) {
      // No token - use local XP
      this.setLog(`✨ ${this.selectedSpell.name} hits for ${this.selectedSpell.damage} damage!`);
      this.animateSpellHit(this.selectedSpell);
      this.enemyHp = Math.max(0, this.enemyHp - this.selectedSpell.damage);
      this.updateEnemyHpBar();
      this.showFloatingText(`+${result.xp} XP`, '#f1c40f', this.scale.width / 2, this.scale.height * 0.55);
      this.game.events.emit('xp-gained', result.xp);

      if (this.enemyHp <= 0) {
        this.time.delayedCall(900, () => this.victory());
        return;
      }
    } else {
      this.showFizzle();
      this.setLog(`The spell fizzled... focus!`);
    }

    this.time.delayedCall(1400, () => this.enterEnemyTurn());
  }

  private animateSpellHit(spell: SpellDef) {
    const width = this.scale.width;
    const projectile = this.add.circle(width / 2, this.spellZoneY - 20, 14, spell.color);
    projectile.setDepth(20);

    this.tweens.add({


grep -n "battle-won\|leveled_up\|level-up\|handleBattleWon\|LevelUpModal" /home/crogers2287/projects/storyquest/frontend/src/components/GameCanvas.tsx | head -30


10:import { LevelUpModal } from './LevelUpModal';
158:    // Handle battle-won event - update registry from server data (source of truth)
159:    game.events.on('battle-won', (data: {
162:      leveled_up: boolean;
184:        if (data.leveled_up) {
211:  // XP leveling — sync local heroData level-ups back to game registry
226:        g.events.emit('level-up', hero.level);
476:        <LevelUpModal


sed -n '158,230p' /home/crogers2287/projects/storyquest/frontend/src/components/GameCanvas.tsx


// Handle battle-won event - update registry from server data (source of truth)
    game.events.on('battle-won', (data: {
      xp: number;
      gold: number;
      leveled_up: boolean;
      new_level: number;
      known_spells: string[];
      new_xp_current: number;
      new_xp_to_next: number;
      new_gold: number;
    }) => {
      const hero = game.registry.get('heroData') as Record<string, unknown>;
      if (hero) {
        if (data.new_xp_current !== undefined) hero.xp = data.new_xp_current;
        if (data.new_gold !== undefined) hero.gold = data.new_gold;
        if (data.known_spells) hero.knownSpells = data.known_spells;
        if (data.new_level) hero.level = data.new_level;
        if (data.new_xp_to_next) hero.xpToNext = data.new_xp_to_next;
        game.registry.set('heroData', hero);

        // Emit to UIScene for bar updates
        game.events.emit('update-hud', hero);
        game.events.emit('gold-gained', data.gold);
        game.events.emit('xp-gained', data.xp);

        // Level up modal?
        if (data.leveled_up) {
          setLevelUpData({ level: data.new_level, knownSpells: data.known_spells || [] });
        }
      }
    });

    // Cleanup
    return () => {
      game.destroy(true);
      gameRef.current = null;
    };
  }, [user, token]);

  // Listen for in-game events to open modals
  useEffect(() => {
    const g = gameRef.current;
    if (!g) return;
    const openChar = () => setShowCharSheet(true);
    const openShop = () => setShowShop(true);
    g.events.on('open-character-sheet', openChar);
    g.events.on('open-shop', openShop);
    return () => {
      g.events.off('open-character-sheet', openChar);
      g.events.off('open-shop', openShop);
    };
  }, [gameRef.current]);

  // XP leveling — sync local heroData level-ups back to game registry
  useEffect(() => {
    const g = gameRef.current;
    if (!g) return;
    const onXp = (amount: number) => {
      const hero = g.registry.get('heroData') as HeroData | null;
      if (!hero) return;
      hero.xp = (hero.xp ?? 0) + amount;
      const xpNeeded = 100 * (hero.level ?? 1);
      if (hero.xp >= xpNeeded) {
        hero.xp -= xpNeeded;
        hero.level = (hero.level ?? 1) + 1;
        hero.maxHp = (hero.maxHp ?? 100) + 20;
        hero.hp = hero.maxHp;
        g.registry.set('heroData', hero);
        g.events.emit('level-up', hero.level);
        g.events.emit('hp-changed', hero.hp, hero.maxHp);
        setLevelUpData({ level: hero.level, knownSpells: hero.knownSpells || ['zap'] });
      } else {
        g.registry.set('heroData', hero);


Story 01 backend is solid and the battle-won wiring is largely done. The main gap the story flags is the **DB commit on wrong answers** and **UIScene HP/XP bars animating from server response**. Let me check UIScene and then knock out the Story 01 gaps before moving to Story 02.

grep -n "update-hud\|xp-gained\|gold-gained\|checkLevelUp\|xp_current\|xpBar\|goldBar" /home/crogers2287/projects/storyquest/frontend/src/game/scenes/UIScene.ts | head -30


25:  private xpBarBg!: Phaser.GameObjects.Rectangle;
26:  private xpBarFill!: Phaser.GameObjects.Rectangle;
395:    this.xpBarFill = this.add.rectangle(barX, xpY, xpFillW, xpH, 0xf1c40f).setOrigin(0,0).setDepth(102).setScrollFactor(0);
427:    this.xpBarBg = this.add.rectangle(0,0,0,0,0).setVisible(false);
629:    this.game.events.on('xp-gained', (amount: number) => {
648:    this.game.events.on('gold-gained', (amount: number) => {
805:    this.tweens.add({ targets: this.xpBarFill, width: fillWidth, duration: 500, ease: 'Power2' });


sed -n '625,670p' /home/crogers2287/projects/storyquest/frontend/src/game/scenes/UIScene.ts


this.updateHPBar(current, max);
    });

    // XP gained
    this.game.events.on('xp-gained', (amount: number) => {
      this.uiData.playerXp += amount;
      // Check for level-up
      while (this.uiData.playerXp >= this.uiData.playerXpToNext) {
        this.uiData.playerXp -= this.uiData.playerXpToNext;
        this.uiData.playerLevel++;
        this.uiData.playerXpToNext = Math.floor(this.uiData.playerXpToNext * 1.5); // 50% more XP each level
        this.game.events.emit('level-up', this.uiData.playerLevel);
      }
      this.updateXPBar();
    });

    // Gold changed
    this.game.events.on('gold-changed', (total: number) => {
      this.uiData.gold = total;
      this.updateGold();
    });

    // Gold gained (additive)
    this.game.events.on('gold-gained', (amount: number) => {
      this.uiData.gold += amount;
      this.updateGold();
      this.showGoldPopup(amount);
    });

    // Level up
    this.game.events.on('level-up', (newLevel: number) => {
      this.uiData.playerLevel = newLevel;
      if (this.levelText) this.levelText.setText(`${newLevel}`);
      this.showLevelUpEffect();
    });

    this.game.events.on('perk-chosen', (choiceId: string) => {
      const hero = this.registry.get('heroData') as Record<string, number> | null;
      if (!hero) return;

      switch (choiceId) {
        case 'hp_boost':
          hero.maxHp = (hero.maxHp ?? 100) + 20;
          hero.hp = Math.min((hero.hp ?? hero.maxHp), hero.maxHp);
          break;
        case 'big_hp_boost':


I can see the issue. UIScene is doing client-side level-up math in the `xp-gained` handler. The STORIES say to remove this since the server now handles it. Also, there's an `update-hud` event emitted from GameCanvas but UIScene may not be listening to it.

Let me check if UIScene listens to `update-hud`:

grep -n "update-hud" /home/crogers2287/projects/storyquest/frontend/src/game/scenes/UIScene.ts


(Command exited with code 1)


Found the gap. UIScene doesn't listen to `update-hud` and is still doing its own client-side level-up math. Story 01 AC says: **UIScene HP/XP/Gold bars animate from server response values** and **remove client-side checkLevelUp**. Let me knock out Story 01 fully, then move to Story 02.

sed -n '629,642p' /home/crogers2287/projects/storyquest/frontend/src/game/scenes/UIScene.ts


this.game.events.on('xp-gained', (amount: number) => {
      this.uiData.playerXp += amount;
      // Check for level-up
      while (this.uiData.playerXp >= this.uiData.playerXpToNext) {
        this.uiData.playerXp -= this.uiData.playerXpToNext;
        this.uiData.playerLevel++;
        this.uiData.playerXpToNext = Math.floor(this.uiData.playerXpToNext * 1.5); // 50% more XP each level
        this.game.events.emit('level-up', this.uiData.playerLevel);
      }
      this.updateXPBar();
    });

    // Gold changed
    this.game.events.on('gold-changed', (total: number) => {


grep -n "updateXPBar\|updateGold\|updateHPBar" /home/crogers2287/projects/storyquest/frontend/src/game/scenes/UIScene.ts | head -20


625:      this.updateHPBar(current, max);
638:      this.updateXPBar();
644:      this.updateGold();
650:      this.updateGold();
711:      this.updateHPBar();
785:  private updateHPBar(current?: number, max?: number) {
800:  private updateXPBar() {
809:  private updateGold() {


sed -n '785,825p' /home/crogers2287/projects/storyquest/frontend/src/game/scenes/UIScene.ts


private updateHPBar(current?: number, max?: number) {
    if (current !== undefined) this.uiData.playerHp = current;
    if (max !== undefined) this.uiData.playerMaxHp = max;

    const { width } = this.cameras.main;
    const maxBarW = Math.floor(width * 0.46);
    const fillWidth = Math.max(2, (this.uiData.playerHp / Math.max(1, this.uiData.playerMaxHp)) * maxBarW);

    this.tweens.add({ targets: this.hpBarFill, width: fillWidth, duration: 300, ease: 'Power2' });
    this.hpText.setText(`${this.uiData.playerHp}/${this.uiData.playerMaxHp}`);

    const pct = this.uiData.playerHp / Math.max(1, this.uiData.playerMaxHp);
    this.hpBarFill.setFillStyle(pct > 0.6 ? 0x27ae60 : pct > 0.3 ? 0xf39c12 : 0xe74c3c);
  }

  private updateXPBar() {
    const { width } = this.cameras.main;
    const maxBarW = Math.floor(width * 0.46);
    const fillWidth = Math.max(2, Math.min(1, this.uiData.playerXp / Math.max(1, this.uiData.playerXpToNext)) * maxBarW);

    this.tweens.add({ targets: this.xpBarFill, width: fillWidth, duration: 500, ease: 'Power2' });
    this.xpText.setText(`${this.uiData.playerXp}/${this.uiData.playerXpToNext} XP`);
  }

  private updateGold() {
    this.goldText.setText(`🪙 ${this.uiData.gold}`);
  }

  private showGoldPopup(amount: number) {
    const { width } = this.cameras.main;

    const popup = this.add.text(width - UI.PADDING - 40, 40, `+${amount}`, {
      fontSize: '16px',
      color: '#ffd700',
      fontStyle: 'bold',
    });
    popup.setOrigin(0.5);

    this.tweens.add({
      targets: popup,
      y: popup.y - 30,


I have everything I need. Now I'll make the Story 01 fix: add `update-hud` listener to UIScene (syncs bars from server data), and strip the client-side level-up math from `xp-gained`.

edit

    // XP gained
    this.game.events.on('xp-gained', (amount: number) => {
      this.uiData.playerXp += amount;
      // Check for level-up
      while (this.uiData.playerXp >= this.uiData.playerXpToNext) {
        this.uiData.playerXp -= this.uiData.playerXpToNext;
        this.uiData.playerLevel++;
        this.uiData.playerXpToNext = Math.floor(this.uiData.playerXpToNext * 1.5); // 50% more XP each level
        this.game.events.emit('level-up', this.uiData.playerLevel);
      }
      this.updateXPBar();
    });

    // XP gained (additive - used when server data isn't available)
    this.game.events.on('xp-gained', (amount: number) => {
      this.uiData.playerXp += amount;
      // NOTE: Do NOT do client-side level-up here. Server is source of truth.
      // Level-up is triggered by 'update-hud' after battle-won with server data.
      this.updateXPBar();
    });

    // update-hud: server-authoritative state after battle-won
    this.game.events.on('update-hud', (hero: Record<string, unknown>) => {
      if (hero.xp !== undefined) this.uiData.playerXp = hero.xp as number;
      if (hero.xpToNext !== undefined) this.uiData.playerXpToNext = hero.xpToNext as number;
      if (hero.gold !== undefined) this.uiData.gold = hero.gold as number;
      if (hero.level !== undefined) this.uiData.playerLevel = hero.level as number;
      if (hero.hp !== undefined) this.uiData.playerHp = hero.hp as number;
      if (hero.maxHp !== undefined) this.uiData.playerMaxHp = hero.maxHp as number;
      this.updateXPBar();
      this.updateGold();
      this.updateHPBar();
      if (this.levelText) this.levelText.setText(`${this.uiData.playerLevel}`);
    });


File not found: /home/crogers2287/projects/storyquest/frontend/src/game/scenes/UIScene.ts


exec

find /home/crogers2287/projects/storyquest -name "UIScene.ts" 2>/dev/null


-rwxr-xr-x 1 crogers2287 crogers2287 33276 Mar  1 04:40 /home/crogers2287/projects/storyquest/frontend/src/game/scenes/UIScene.ts


sed -n '629,641p' /home/crogers2287/projects/storyquest/frontend/src/game/scenes/UIScene.ts | cat -A | head -20


this.game.events.on('xp-gained', (amount: number) => {$
      this.uiData.playerXp += amount;$
      // Check for level-up$
      while (this.uiData.playerXp >= this.uiData.playerXpToNext) {$
        this.uiData.playerXp -= this.uiData.playerXpToNext;$
        this.uiData.playerLevel++;$
        this.uiData.playerXpToNext = Math.floor(this.uiData.playerXpToNext * 1.5); // 50% more XP each level$
        this.game.events.emit('level-up', this.uiData.playerLevel);$
      }$
      this.updateXPBar();$
    });$
$
    // Gold changed$


python3 -c "
content = open('/home/crogers2287/projects/storyquest/frontend/src/game/scenes/UIScene.ts').read()
old = '''    this.game.events.on(\'xp-gained\', (amount: number) => {
      this.uiData.playerXp += amount;
      // Check for level-up
      while (this.uiData.playerXp >= this.uiData.playerXpToNext) {
        this.uiData.playerXp -= this.uiData.playerXpToNext;
        this.uiData.playerLevel++;
        this.uiData.playerXpToNext = Math.floor(this.uiData.playerXpToNext * 1.5); // 50% more XP each level
        this.game.events.emit(\'level-up\', this.uiData.playerLevel);
      }
      this.updateXPBar();
    });'''
new = '''    // XP gained (additive - server is source of truth for level-ups)
    this.game.events.on(\'xp-gained\', (amount: number) => {
      this.uiData.playerXp += amount;
      // Do NOT do client-side level-up here. Server handles it via update-hud.
      this.updateXPBar();
    });

    // update-hud: server-authoritative state after battle-won
    this.game.events.on(\'update-hud\', (hero: Record<string, unknown>) => {
      if (hero.xp !== undefined) this.uiData.playerXp = hero.xp as number;
      if (hero.xpToNext !== undefined) this.uiData.playerXpToNext = hero.xpToNext as number;
      if (hero.gold !== undefined) this.uiData.gold = hero.gold as number;
      if (hero.level !== undefined) this.uiData.playerLevel = hero.level as number;
      if (hero.hp !== undefined) this.uiData.playerHp = hero.hp as number;
      if (hero.maxHp !== undefined) this.uiData.playerMaxHp = hero.maxHp as number;
      this.updateXPBar();
      this.updateGold();
      this.updateHPBar();
      if (this.levelText) this.levelText.setText(String(this.uiData.playerLevel));
    });'''
if old in content:
    content = content.replace(old, new)
    open('/home/crogers2287/projects/storyquest/frontend/src/game/scenes/UIScene.ts', 'w').write(content)
    print('OK')
else:
    print('NOT FOUND')
"


OK


Now Story 01 AC: **`reading_challenges` row status updated to `completed`** — the backend doesn't have a `status` field update on the record. Let me check the model and fix.

grep -n "status\|completed" /home/crogers2287/projects/storyquest/backend/app/models.py | grep -i "reading\|challenge\|status" | head -20


grep: /home/crogers2287/projects/storyquest/backend/app/models.py: No such file or directory


find /home/crogers2287/projects/storyquest/backend -name "models*" | head -5; find /home/crogers2287/projects/storyquest/backend -name "*.py" | xargs grep -l "ReadingChallenge" 2>/dev/null | head -5


"""ReadingChallenge model - battle reading challenges."""

from datetime import datetime
from uuid import uuid4

from sqlalchemy import String, Integer, Boolean, DateTime, Text, ForeignKey, func
from sqlalchemy.dialects.postgresql import UUID
from sqlalchemy.orm import Mapped, mapped_column

from app.core.database import Base

class ReadingChallenge(Base):
    """Reading challenge record for battle encounters."""

    __tablename__ = "reading_challenges"

    id: Mapped[str] = mapped_column(
        UUID(as_uuid=False), primary_key=True, default=lambda: str(uuid4())
    )

    user_id: Mapped[str] = mapped_column(
        UUID(as_uuid=False), ForeignKey("users.id"), nullable=False, index=True
    )

    session_id: Mapped[str | None] = mapped_column(
        UUID(as_uuid=False), ForeignKey("sessions.id"), nullable=True, index=True
    )

    # Context
    floor_number: Mapped[int] = mapped_column(Integer, nullable=False)
    enemy_name: Mapped[str] = mapped_column(String(100), nullable=False)
    spell_name: Mapped[str] = mapped_column(String(100), nullable=False)

    # Challenge content
    passage: Mapped[str] = mapped_column(Text, nullable=False)
    question: Mapped[str] = mapped_column(Text, nullable=False)
    correct_answer: Mapped[str] = mapped_column(String(500), nullable=False)

    # Player response
    player_answer: Mapped[str | None] = mapped_column(Text, nullable=True)
    is_correct: Mapped[bool | None] = mapped_column(Boolean, nullable=True)
    time_taken_ms: Mapped[int | None] = mapped_column(Integer, nullable=True)

    # XP awarded
    xp_awarded: Mapped[int] = mapped_column(Integer, default=0)

    # Timestamps
    created_at: Mapped[datetime] = mapped_column(
        DateTime, server_default=func.now()
    )


No `status` column — the model uses `is_correct` as the completion signal, which is fine. The backend already sets `is_correct=True` on the record. Story 01 AC for "status updated to completed" is satisfied by `is_correct` being set. That's covered.

Now let me also fix the **wrong answer case** — currently no DB record is written when wrong. The story says `reading_challenges` row should be updated either way:

sed -n '560,600p' /home/crogers2287/projects/storyquest/backend/app/routers/reading.py


# Update user stats
        current_user.xp_current += xp_awarded
        current_user.xp_total += xp_awarded
        current_user.gold += gold_awarded

        # Check for level-up
        leveled_up = False
        old_level = current_user.level
        while current_user.xp_current >= get_xp_threshold(current_user.level):
            current_user.xp_current -= get_xp_threshold(current_user.level)
            current_user.level += 1
            leveled_up = True
            # HP boost on level-up
            current_user.hp_max += 20
            current_user.hp_current = current_user.hp_max

        # Create reading challenge record
        reading_record = ReadingChallenge(
            user_id=current_user.id,
            floor_number=floor_number,
            spell_name=request.spell_name,
            enemy_name=request.enemy_name,
            passage="",
            question="",
            correct_answer=correct_answer,
            player_answer=request.user_answer,
            is_correct=True,
            time_taken_ms=0,
            xp_awarded=xp_awarded,
        )
        db.add(reading_record)
    else:
        xp_awarded = 0
        gold_awarded = 0
        leveled_up = False

    await db.commit()

    # Get known_spells as list
    known_spells = current_user.known_spells or ["zap"]