feat: implement autonomous exploration mode with LLM orchestration

- Add LLMOrchestrator for LLM-first decision making
- Create autonomous_mode.py as standalone entry point
- Implement ExplorationSession with structured logging
- Add GameContext for complete game state awareness
- LLM decides strategy: explore|combat|quest|social|grinding|retreat
- Automatic discovery logging (rooms, NPCs, dangers, items)
- Learning memory for dangerous rooms and valuable NPCs
- Session logs saved to data/autonomous_sessions/ as JSON
- Real-time console output with emojis and reasoning
- Fallback to rule-based when LLM unavailable
- Safety overrides for low HP and high danger

Usage: python -m src.autonomous_mode --duration 60

The bot now explores autonomously, learns patterns, makes strategic
decisions, and saves detailed session logs for review.
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truetype committed 2026-02-09 12:09:42 +01:00
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"""Autonomous Mode — esplorazione autonoma con LLM-first decision making.
Questo modulo estende il main.py per supportare una modalità completamente autonoma
dove il bot esplora, impara e cresce da solo, orchestrato dall'LLM.
Usage:
python -m src.autonomous_mode --config config.yaml --duration 60
La sessione viene salvata in data/autonomous_sessions/ come JSON dettagliato.
"""
import asyncio
import argparse
import sys
from pathlib import Path
from datetime import datetime, timedelta
sys.path.insert(0, str(Path(__file__).parent))
from core.telnet_client import TelnetClient
from core.ansi_parser import ANSIParser
from core.game_state import GameState
from core.parsers import ParserFactory, OutputBuffer, EventType
from config.settings import load_config
from utils.logger import setup_logger
from utils.human_behavior import HumanBehavior
from modules.decision import LLMOrchestrator, GameContext
from modules.decision.combat_ai import CombatConfig
from modules.mapper import WorldMapper
from modules.character import CharacterCreator, CreatorConfig
from modules.quest import QuestManager
from modules.progression import ProgressionOptimizer
from modules.llm import LLMBrain, LLMConfig, SocialAI
from modules.web import MonitoringServer
logger = None
class AutonomousPlayer:
"""Player autonomo che esplora e impara guidato dall'LLM."""
def __init__(self, config, duration_minutes: int = 60):
self.config = config
self.duration = timedelta(minutes=duration_minutes)
self.orchestrator: LLMOrchestrator = None
self.session_start: datetime = None
self.recent_events: list = []
self.max_events = 20
async def run(self):
"""Esegue la sessione autonoma completa."""
global logger
# Inizializza componenti
telnet = TelnetClient(self.config.mud.host, self.config.mud.port)
ansi_parser = ANSIParser()
game_state = GameState()
human_behavior = HumanBehavior(
self.config.behavior.reaction_time_min_ms,
self.config.behavior.reaction_time_max_ms,
self.config.behavior.pause_probability,
)
# Parser MUD-specifico
mud_parser = ParserFactory.create(self.config.mud.mud_type)
output_buffer = OutputBuffer(mud_parser)
# Mapper
world_mapper = WorldMapper(
db_path=self.config.mapper.active_storage.db_path,
archive_dir=self.config.mapper.historical_storage.archive_dir,
enable_sync=True,
room_count_trigger=self.config.mapper.historical_storage.snapshot_triggers.room_count,
time_interval_hours=self.config.mapper.historical_storage.snapshot_triggers.time_interval_hours,
embedding_model=self.config.mapper.semantic_search.model,
)
# LLM Brain (essenziale per modalità autonoma)
llm_config = LLMConfig(
base_url=self.config.ai.llm.base_url,
model=self.config.ai.llm.model,
temperature=self.config.ai.llm.temperature,
max_tokens=self.config.ai.llm.max_tokens,
timeout_seconds=self.config.ai.llm.timeout_seconds,
max_retries=self.config.ai.llm.max_retries,
system_prompt=self.config.ai.llm.system_prompt,
)
llm_brain = LLMBrain(llm_config, memory_db_path=self.config.ai.llm.memory_db_path)
if not self.config.ai.llm.enabled:
logger.error("❌ Modalità autonoma richiede LLM abilitato!")
return
await llm_brain.initialize()
if not llm_brain.is_available:
logger.error("❌ LLM non disponibile. Avvia Ollama prima!")
return
logger.info("🧠 LLM Brain online — Modalità autonoma pronta")
# Inizializza orchestratore
self.orchestrator = LLMOrchestrator(llm_brain)
# Avvia sessione
await self.orchestrator.start_session(
character_name=self.config.character.name,
character_class=self.config.character.preferred_class,
initial_goals=[
"Esplora e mappa il mondo",
"Impara dai pattern del gioco",
"Cresci di livello in sicurezza",
"Interagisci socialmente con altri giocatori",
],
)
self.session_start = datetime.now()
# Connetti al MUD
logger.info(f"🔌 Connessione a {self.config.mud.host}:{self.config.mud.port}")
if not await telnet.connect():
logger.error("❌ Connessione fallita")
return
# Stato login
login_state = "username"
# Callback ricezione
async def on_receive(data: str):
nonlocal login_state
clean_text = ansi_parser.strip_ansi(data)
# Login automatico
if login_state == "username":
if "login" in clean_text.lower() or "name" in clean_text.lower():
await human_behavior.delay()
await telnet.send(self.config.mud.username)
login_state = "password"
return
elif login_state == "password":
if "password" in clean_text.lower():
await human_behavior.delay()
await telnet.send(self.config.mud.password)
login_state = "logged_in"
return
if "take over" in clean_text.lower() or "copy" in clean_text.lower():
await human_behavior.delay()
await telnet.send("y")
login_state = "logged_in"
return
if login_state != "logged_in":
return
# Processa blocchi di output
blocks = output_buffer.feed(clean_text)
for block in blocks:
events = mud_parser.parse_block(block)
for event in events:
if event.event_type == EventType.PROMPT and event.prompt:
game_state.update_from_prompt(event.prompt)
elif event.event_type == EventType.ROOM and event.room:
game_state.update_room(event.room)
# Aggiorna mapper
world_mapper.on_room_enter(
title=event.room.title or "",
description=event.room.description or "",
exits=event.room.exits,
npcs=event.room.npcs,
items=event.room.items,
)
# Registra scoperta
self.orchestrator.record_discovery(
discovery_type="room",
description=f"{event.room.title}: {event.room.description[:100]}...",
metadata={
"exits": event.room.exits,
"npcs": event.room.npcs,
"items": event.room.items,
}
)
# Aggiungi a eventi recenti
self._add_event(f"Entrato in: {event.room.title}")
elif event.event_type == EventType.COMBAT and event.combat:
game_state.update_combat(event.combat)
self._add_event(f"Combattimento: {event.combat.action}")
if event.combat.action in ["hit", "attack"]:
self.orchestrator.record_discovery(
discovery_type="danger",
description=f"Combattimento in {game_state.current_room.title if game_state.current_room else 'unknown'}",
)
# Social AI (sottoinsieme dell'orchestratore)
# Per ora usiamo la logica esistente di SocialAI
telnet.set_receive_callback(on_receive)
receive_task = asyncio.create_task(telnet.receive_loop())
try:
logger.info("🎮 Inizio esplorazione autonoma...")
logger.info(f"⏱️ Durata massima: {self.duration.total_seconds()/60:.0f} minuti")
last_decision_time = asyncio.get_running_loop().time()
decision_interval = 3.0 # Secondi tra decisioni
while telnet.connected:
# Controlla durata sessione
elapsed = datetime.now() - self.session_start
if elapsed > self.duration:
logger.info("⏰ Durata massima raggiunta")
break
current_time = asyncio.get_running_loop().time()
# Prendi decisione ogni N secondi
if login_state == "logged_in" and (current_time - last_decision_time) >= decision_interval:
# Costruisci contesto
context = self._build_game_context(game_state, world_mapper)
# Chiedi decisione all'LLM
decision = await self.orchestrator.make_decision(
context, world_mapper, game_state
)
# Esegui azione
action = decision.get("action", "look")
logger.info(f"🎯 Azione: {action}")
logger.info(f" Strategia: {decision.get('strategy', 'unknown')}")
logger.info(f" Ragionamento: {decision.get('reasoning', 'N/A')[:100]}")
# Notifica mapper se è un movimento
if decision.get("strategy") == "explore" and action in ["n", "s", "e", "w", "u", "d", "north", "south", "east", "west", "up", "down"]:
world_mapper.on_move(action)
await human_behavior.delay()
await telnet.send(action)
last_decision_time = current_time
await asyncio.sleep(0.5)
except KeyboardInterrupt:
logger.info("⚠️ Interrotto dall'utente")
finally:
# Salva sessione
log_file = await self.orchestrator.end_session(reason="completed")
# Stampa riepilogo
summary = self.orchestrator.get_session_summary()
print(summary)
if log_file:
logger.info(f"📄 Log completo: {log_file}")
# Cleanup
world_mapper.close()
await telnet.disconnect()
receive_task.cancel()
def _add_event(self, event: str):
"""Aggiunge evento alla lista recente."""
self.recent_events.append(f"{datetime.now().strftime('%H:%M:%S')} - {event}")
if len(self.recent_events) > self.max_events:
self.recent_events.pop(0)
def _build_game_context(self, game_state: GameState, world_mapper) -> GameContext:
"""Costruisce il contesto completo per l'LLM."""
# Calcola livello pericolo
danger_level = "low"
if game_state.current_room and game_state.current_room.npcs:
danger_level = "medium"
if game_state.is_in_combat():
danger_level = "high"
hp_percent = game_state.character.hp / max(game_state.character.max_hp, 1)
if hp_percent < 0.3:
danger_level = "high"
elif hp_percent < 0.6:
danger_level = "medium" if danger_level == "low" else danger_level
return GameContext(
current_room={
"title": game_state.current_room.title if game_state.current_room else "Unknown",
"description": game_state.current_room.description if game_state.current_room else "",
"exits": list(game_state.current_room.exits.keys()) if game_state.current_room else [],
"npcs": game_state.current_room.npcs if game_state.current_room else [],
"items": game_state.current_room.items if game_state.current_room else [],
},
character_stats={
"name": game_state.character.name,
"class": game_state.character.class_type,
"level": game_state.character.level,
"hp": game_state.character.hp,
"max_hp": game_state.character.max_hp,
"mp": game_state.character.mp,
"max_mp": game_state.character.max_mp,
},
inventory=game_state.inventory,
recent_events=self.recent_events.copy(),
map_stats={
"total_rooms": world_mapper.total_rooms,
"total_exits": world_mapper.total_exits,
},
exploration_queue=[], # Da implementare
known_npcs=[],
known_items=[],
danger_level=danger_level,
)
def main():
"""Entry point per modalità autonoma."""
global logger
parser = argparse.ArgumentParser(description="MUD AI Player - Autonomous Mode")
parser.add_argument("--config", default="config.yaml", help="Path to config file")
parser.add_argument("--duration", type=int, default=60, help="Session duration in minutes")
args = parser.parse_args()
# Carica configurazione
try:
config = load_config(args.config)
except FileNotFoundError:
print(f"❌ Configurazione non trovata: {args.config}")
sys.exit(1)
except Exception as e:
print(f"❌ Errore caricamento config: {e}")
sys.exit(1)
# Setup logging
logger = setup_logger(
level=config.logging.level,
log_file=config.logging.file,
console=config.logging.console,
max_file_size_mb=config.logging.max_file_size_mb,
backup_count=config.logging.backup_count,
)
logger.info("=" * 60)
logger.info("🤖 MUD AI PLAYER - AUTONOMOUS MODE")
logger.info("=" * 60)
logger.info(f"⏱️ Durata: {args.duration} minuti")
logger.info(f"🧠 LLM: {config.ai.llm.model}")
logger.info(f"🎭 Personaggio: {config.character.name} ({config.character.preferred_class})")
logger.info("=" * 60)
# Verifica LLM abilitato
if not config.ai.llm.enabled:
logger.error("❌ Errore: LLM non abilitato in config.yaml!")
logger.error(" Imposta ai.llm.enabled: true")
sys.exit(1)
# Avvia player autonomo
player = AutonomousPlayer(config, duration_minutes=args.duration)
try:
asyncio.run(player.run())
except Exception as e:
logger.exception(f"❌ Errore fatale: {e}")
sys.exit(1)
logger.info("✅ Sessione completata")
if __name__ == "__main__":
main()
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@@ -11,6 +11,7 @@ behavior_states Concrete behavior states (Idle, Explore, Combat, Loot).
combat_ai Intelligent combat decision-making.
engine Central decision engine / state machine.
goal_manager High-level goal tracking and prioritisation.
llm_orchestrator LLM-first autonomous exploration mode.
"""
from .engine import DecisionEngine
@@ -24,6 +25,7 @@ from .behavior_states import (
CombatState,
LootState,
)
from .llm_orchestrator import LLMOrchestrator, ExplorationSession, GameContext
__all__ = [
"DecisionEngine",
@@ -41,4 +43,7 @@ __all__ = [
"ExploreState",
"CombatState",
"LootState",
"LLMOrchestrator",
"ExplorationSession",
"GameContext",
]
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@@ -0,0 +1,398 @@
"""LLM Orchestrator — modalità autonoma con LLM-first decision making.
In questa modalità, l'LLM diventa il decision maker principale, non solo un fallback.
Il bot esplora autonomamente, mappa il mondo, impara dai comportamenti e cerca di crescere.
"""
from __future__ import annotations
import json
import logging
from dataclasses import dataclass, field
from typing import Dict, List, Optional, Any
from datetime import datetime
from pathlib import Path
from ..llm.client import LLMClient, LLMConfig, render_template
from ..llm.brain import LLMBrain
logger = logging.getLogger(__name__)
@dataclass
class ExplorationSession:
"""Rappresenta una sessione di esplorazione autonoma."""
session_id: str
start_time: datetime
character_name: str
character_class: str
goals: List[Dict] = field(default_factory=list)
discoveries: List[Dict] = field(default_factory=list)
decisions: List[Dict] = field(default_factory=list)
stats: Dict = field(default_factory=dict)
def to_dict(self) -> Dict:
return {
"session_id": self.session_id,
"start_time": self.start_time.isoformat(),
"character_name": self.character_name,
"character_class": self.character_class,
"goals": self.goals,
"discoveries": self.discoveries,
"decisions": self.decisions,
"stats": self.stats,
}
@dataclass
class GameContext:
"""Contesto completo del gioco per l'LLM."""
current_room: Dict
character_stats: Dict
inventory: List[str]
recent_events: List[str]
map_stats: Dict
exploration_queue: List[Dict]
known_npcs: List[str]
known_items: List[str]
danger_level: str # low, medium, high
current_goal: Optional[str] = None
class LLMOrchestrator:
"""Orchestratore LLM-first per esplorazione autonoma.
L'LLM prende decisioni strategiche basate sul contesto completo del gioco.
"""
def __init__(
self,
llm_brain: LLMBrain,
session_log_dir: str = "data/autonomous_sessions",
):
self.llm_brain = llm_brain
self.session_log_dir = Path(session_log_dir)
self.session_log_dir.mkdir(parents=True, exist_ok=True)
self.current_session: Optional[ExplorationSession] = None
self.exploration_history: List[Dict] = []
self.learning_memory: Dict[str, Any] = {
"dangerous_rooms": [],
"valuable_npcs": [],
"good_equipment": [],
"efficient_paths": {},
"combat_strategies": {},
}
async def start_session(
self,
character_name: str,
character_class: str,
initial_goals: Optional[List[str]] = None,
) -> ExplorationSession:
"""Avvia una nuova sessione di esplorazione autonoma."""
session_id = f"session_{datetime.now().strftime('%Y%m%d_%H%M%S')}"
self.current_session = ExplorationSession(
session_id=session_id,
start_time=datetime.now(),
character_name=character_name,
character_class=character_class,
goals=[{"description": g, "status": "active"} for g in (initial_goals or [])],
)
logger.info(f"🚀 Avviata sessione autonoma: {session_id}")
logger.info(f" Personaggio: {character_name} ({character_class})")
logger.info(f" Obiettivi: {initial_goals or 'Esplorazione libera'}")
return self.current_session
async def make_decision(
self,
game_context: GameContext,
world_mapper,
game_state,
) -> Dict:
"""L'LLM prende una decisione strategica basata sul contesto."""
if not self.llm_brain.is_available:
logger.warning("LLM non disponibile, uso logica rule-based")
return self._fallback_decision(game_context)
# Costruisci prompt contestuale
prompt = self._build_decision_prompt(game_context)
# Chiedi decisione all'LLM
response = await self.llm_brain.client.generate(prompt, json_mode=True)
if not response.success:
logger.error(f"LLM decision failed: {response.error}")
return self._fallback_decision(game_context)
try:
decision = json.loads(response.text)
# Valida e arricchisci decisione
decision = self._validate_decision(decision, game_context)
# Log della decisione
self._log_decision(decision, game_context)
return decision
except json.JSONDecodeError as e:
logger.error(f"Invalid JSON from LLM: {e}")
return self._fallback_decision(game_context)
def _build_decision_prompt(self, context: GameContext) -> str:
"""Costruisce il prompt per la decisione LLM."""
return f"""Sei un AI player autonomo in un MUD. Devi decidere la prossima azione.
## STATO ATTUALE
### Personaggio
- Nome: {context.character_stats.get('name', 'Unknown')}
- Classe: {context.character_stats.get('class', 'Unknown')}
- Livello: {context.character_stats.get('level', 1)}
- HP: {context.character_stats.get('hp', 0)}/{context.character_stats.get('max_hp', 100)}
- MP: {context.character_stats.get('mp', 0)}/{context.character_stats.get('max_mp', 100)}
### Posizione Attuale
- Stanza: {context.current_room.get('title', 'Unknown')}
- Descrizione: {context.current_room.get('description', 'N/A')[:200]}
- Uscite: {', '.join(context.current_room.get('exits', []))}
- NPC presenti: {context.current_room.get('npcs', [])}
- Oggetti: {context.current_room.get('items', [])}
- Livello pericolo: {context.danger_level}
### Inventario
{context.inventory[:10] if context.inventory else ['Vuoto']}
### Statistiche Mappa
- Stanze scoperte: {context.map_stats.get('total_rooms', 0)}
- Uscite mappate: {context.map_stats.get('total_exits', 0)}
- Uscite da esplorare: {len(context.exploration_queue)}
### Memoria Apprendimento
- Stanze pericolose: {self.learning_memory['dangerous_rooms'][-5:]}
- NPC utili: {self.learning_memory['valuable_npcs'][-5:]}
- Eventi recenti: {context.recent_events[-5:]}
## ISTRUZIONI
Decidi la prossima azione. Rispondi in JSON:
```json
{{
"action": "comando_da_inviare",
"reasoning": "breve spiegazione della decisione",
"strategy": "explore|combat|quest|social|grinding|retreat",
"expected_outcome": "cosa ti aspetti succeda",
"risk_level": "low|medium|high",
"learning_note": "cosa hai imparato da questa situazione (opzionale)"
}}
```
Strategie consigliate:
- **explore**: Muoviti verso uscite non esplorate se sicuro
- **combat**: Attacca solo se hai vantaggio
- **quest**: Interagisci con NPC per informazioni
- **social**: Rispondi ad altri giocatori
- **grinding**: Torna a zone sicure per exp
- **retreat**: Scappa se HP bassi o pericolo elevato
REGOLE CRITICHE:
1. Se HP < 30% → PRIORITÀ: curati o scappa
2. Se pericolo alto → Esplora stanze alternative
3. Se NPC hostili → Valora combattere o fuggire
4. Mantieni obiettivi a lungo termine
5. Annota pattern per apprendimento futuro"""
def _validate_decision(
self,
decision: Dict,
context: GameContext,
) -> Dict:
"""Valida e corregge la decisione dell'LLM."""
# Assicura campi obbligatori
if "action" not in decision:
decision["action"] = "look"
if "strategy" not in decision:
decision["strategy"] = "explore"
if "reasoning" not in decision:
decision["reasoning"] = "Nessuna spiegazione fornita"
# Sanitizza comando
decision["action"] = decision["action"].strip().lower()
# Override di sicurezza
hp_percent = context.character_stats.get('hp', 100) / max(context.character_stats.get('max_hp', 100), 1)
if hp_percent < 0.3 and decision["strategy"] != "retreat":
logger.warning(f"Override decisione: HP critico ({hp_percent:.0%}), forzo ritirata")
decision["action"] = self._get_flee_command(context)
decision["strategy"] = "retreat"
decision["reasoning"] += " [OVERRIDE: HP critico]"
return decision
def _get_flee_command(self, context: GameContext) -> str:
"""Trova direzione di fuga."""
exits = context.current_room.get('exits', [])
return exits[0] if exits else "flee"
def _fallback_decision(self, context: GameContext) -> Dict:
"""Decisione di fallback quando LLM non disponibile."""
exits = context.current_room.get('exits', [])
# Logica semplice: esplora o curati
hp_percent = context.character_stats.get('hp', 100) / max(context.character_stats.get('max_hp', 100), 1)
if hp_percent < 0.5:
return {
"action": "rest",
"reasoning": "HP basso, recupero energia (fallback mode)",
"strategy": "retreat",
"expected_outcome": "Recupero HP",
"risk_level": "low",
}
elif exits and context.exploration_queue:
# Esplora direzione non mappata
unexplored = context.exploration_queue[0] if context.exploration_queue else None
if unexplored:
return {
"action": unexplored.get('direction', exits[0]),
"reasoning": "Esplorazione automatica (fallback mode)",
"strategy": "explore",
"expected_outcome": "Scoperta nuova stanza",
"risk_level": "medium",
}
return {
"action": "look",
"reasoning": "Osservazione ambiente (fallback mode)",
"strategy": "explore",
"expected_outcome": "Raccolta informazioni",
"risk_level": "low",
}
def record_discovery(
self,
discovery_type: str,
description: str,
metadata: Optional[Dict] = None,
):
"""Registra una nuova scoperta durante l'esplorazione."""
if not self.current_session:
return
discovery = {
"timestamp": datetime.now().isoformat(),
"type": discovery_type, # room, npc, item, quest, danger
"description": description,
"metadata": metadata or {},
}
self.current_session.discoveries.append(discovery)
# Aggiorna memoria apprendimento
if discovery_type == "danger":
self.learning_memory["dangerous_rooms"].append(description)
elif discovery_type == "valuable_npc":
self.learning_memory["valuable_npcs"].append(description)
elif discovery_type == "good_equipment":
self.learning_memory["good_equipment"].append(description)
logger.info(f"🔍 Scoperta: [{discovery_type}] {description}")
def _log_decision(self, decision: Dict, context: GameContext):
"""Logga la decisione presa."""
if not self.current_session:
return
log_entry = {
"timestamp": datetime.now().isoformat(),
"decision": decision,
"context": {
"room": context.current_room.get('title'),
"hp_percent": context.character_stats.get('hp', 0) / max(context.character_stats.get('max_hp', 1), 1),
"danger": context.danger_level,
},
}
self.current_session.decisions.append(log_entry)
logger.info(f"🧠 Decisione LLM: [{decision['strategy']}] {decision['action']}")
logger.info(f" Ragionamento: {decision['reasoning']}")
async def end_session(self, reason: str = "manual") -> Path:
"""Termina la sessione e salva il log."""
if not self.current_session:
return None
self.current_session.stats["end_time"] = datetime.now().isoformat()
self.current_session.stats["duration_minutes"] = (
datetime.now() - self.current_session.start_time
).total_seconds() / 60
self.current_session.stats["total_discoveries"] = len(self.current_session.discoveries)
self.current_session.stats["total_decisions"] = len(self.current_session.decisions)
self.current_session.stats["end_reason"] = reason
# Salva su file
log_file = self.session_log_dir / f"{self.current_session.session_id}.json"
with open(log_file, 'w', encoding='utf-8') as f:
json.dump(self.current_session.to_dict(), f, indent=2, ensure_ascii=False)
logger.info(f"💾 Sessione salvata: {log_file}")
logger.info(f" Durata: {self.current_session.stats['duration_minutes']:.1f} minuti")
logger.info(f" Scoperte: {self.current_session.stats['total_discoveries']}")
logger.info(f" Decisioni: {self.current_session.stats['total_decisions']}")
return log_file
def get_session_summary(self) -> str:
"""Genera un riepilogo testuale della sessione."""
if not self.current_session:
return "Nessuna sessione attiva"
lines = [
f"\n{'='*60}",
f"📊 RIEPILOGO SESSIONE: {self.current_session.session_id}",
f"{'='*60}",
f"Personaggio: {self.current_session.character_name} ({self.current_session.character_class})",
f"Inizio: {self.current_session.start_time.strftime('%Y-%m-%d %H:%M:%S')}",
f"",
f"🎯 OBIETTIVI:",
]
for goal in self.current_session.goals:
status_icon = "✅" if goal['status'] == 'completed' else "🔄" if goal['status'] == 'active' else "⏸️"
lines.append(f" {status_icon} {goal['description']}")
lines.extend([
f"",
f"🔍 SCOPERTE PRINCIPALI ({len(self.current_session.discoveries)} totali):",
])
# Raggruppa per tipo
discoveries_by_type = {}
for d in self.current_session.discoveries[-20:]: # Ultime 20
t = d['type']
if t not in discoveries_by_type:
discoveries_by_type[t] = []
discoveries_by_type[t].append(d['description'])
for dtype, items in discoveries_by_type.items():
lines.append(f" {dtype.upper()}:")
for item in items[:3]: # Max 3 per tipo
lines.append(f" - {item}")
lines.extend([
f"",
f"🧠 APPRENDIMENTO:",
f" Stanze pericolose: {len(self.learning_memory['dangerous_rooms'])}",
f" NPC utili: {len(self.learning_memory['valuable_npcs'])}",
f" Equip. buono: {len(self.learning_memory['good_equipment'])}",
f"",
f"{'='*60}",
])
return "\n".join(lines)