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#pragma warning(disable : 4996) // nonsense about fopen being insecure
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#include <stdio.h>
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#include "makeprompt.h"
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typedef struct
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{
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NpcKind npc_kind;
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Perception perceptions[32];
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} TrainingSample;
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#define PlayerAct(act) { .type = PlayerAction, .player_action_type = act, }
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#define PlayerSay(txt) { .type = PlayerDialog, .player_dialog = SENTENCE_CONST(txt), }
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#define NPCDoSay(d, txt) { .type = NPCDialog, .npc_action_type = d, .npc_dialog = SENTENCE_CONST(txt) }
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#define NPCSay(txt) NPCDoSay(ACT_none, txt)
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#define PlayerItemChange(new_item) { .type = PlayerHeldItemChanged, .holding = new_item, }
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TrainingSample samples[] = {
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// Vim regexes to be ran in order to automatically convert debug print versions of conversations
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// s/Player: \(.*\)/PlayerSay(\1),/g
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// s/[A-Z_a-z ]*: ACT \([a-zA-Z_]*\) \(.*\)/NPCDoSay(ACT_\1, \2),
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{
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.npc_kind = NPC_OldMan,
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.perceptions = {
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PlayerAct(ACT_walks_up),
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NPCSay("Young warrior! You must stop Death, there isn't much time."),
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PlayerAct(ACT_leaves),
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NPCSay("Please!"),
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PlayerAct(ACT_walks_up),
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NPCSay("There you are! You must fight death!"),
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PlayerSay("What what butt ass"),
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NPCSay("You must stop death in his tracks and let the village live on!"),
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PlayerSay("Nah"),
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NPCSay("PLEASE!"),
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PlayerAct(ACT_hits_npc),
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NPCDoSay(ACT_fights_player, "Ready your sword!"),
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},
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},
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{
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.npc_kind = NPC_Blocky,
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.perceptions = {
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PlayerAct(ACT_walks_up),
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PlayerSay("Do you think I should use webgl1 or webgl2?"),
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NPCSay("What are either of those things?"),
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PlayerSay("Let me pass"),
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NPCSay("No"),
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PlayerAct(ACT_leaves),
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NPCDoSay(ACT_strikes_air, "Goodbye"),
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PlayerItemChange(ITEM_Tripod),
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PlayerSay("Let me pass"),
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NPCDoSay(ACT_allows_player_to_pass, "A beautiful sight, that tripod is."),
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PlayerSay("Thanks"),
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NPCSay("Of course."),
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PlayerSay("Let me pass"),
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NPCSay("I can't do that, I already let you pass"),
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},
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},
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{
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.npc_kind = NPC_Blocky,
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.perceptions = {
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PlayerSay("hey"),
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NPCSay("I'm just standing here, what are you doing?"),
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PlayerItemChange(ITEM_none),
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PlayerSay("nothing much"),
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NPCSay("You don't have a tripod."),
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PlayerSay("True"),
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NPCSay("Do you want me to be standing there?"),
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PlayerSay("Yes"),
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NPCSay("Alright then"),
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PlayerSay("No"),
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NPCSay("What do you mean?"),
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PlayerSay("What are you doing?"),
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NPCSay("I'm just standing here"),
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PlayerItemChange(ITEM_Tripod),
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PlayerSay("How about now?"),
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NPCSay("Mighty fine tripod you have there."),
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}
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},
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{
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.npc_kind = NPC_GodRock,
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.perceptions = {
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PlayerAct(ACT_walks_up),
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NPCSay("I am"),
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PlayerSay("Whaddup?"),
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NPCSay("The clouds part and reveal only me."),
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PlayerSay("uhhh. GIve me gold"),
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NPCSay("To the greedy, come few"),
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PlayerSay("I repent"),
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NPCDoSay(ACT_heals_player, "And you are forgiven."),
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},
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},
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{
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.npc_kind = NPC_GodRock,
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.perceptions = {
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PlayerAct(ACT_walks_up),
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NPCSay("I am"),
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PlayerSay("Who are you?"),
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NPCSay("Have you heard of the high elves?"),
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PlayerSay("Yes"),
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NPCDoSay(ACT_heals_player, "No need for me to speak then."),
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},
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},
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{
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.npc_kind = NPC_OldMan,
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.perceptions = {
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PlayerSay("Join me"),
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NPCDoSay(ACT_none, "I can"),
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PlayerSay("Please"),
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NPCDoSay(ACT_none, "Though I shouldn't"),
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PlayerSay("Why not?"),
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NPCDoSay(ACT_none, "Because then death would win"),
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PlayerSay("Why would you joining me cause death to win?"),
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NPCDoSay(ACT_none, "I don't know that I can make it, kid. I'm feeling old and weary."),
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PlayerSay("So?"),
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NPCDoSay(ACT_joins_player, "You know what...You're right. Let's kick Death's ass"),
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},
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},
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{
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.npc_kind = NPC_Blocky,
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.perceptions = {
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PlayerItemChange(ITEM_Tripod),
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PlayerSay("Move"),
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NPCDoSay(ACT_none, "I'm just standing here."),
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PlayerSay("Move out of the way"),
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NPCDoSay(ACT_allows_player_to_pass, "You have the tripod, so let you pass I shall"),
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},
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},
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{
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.npc_kind = NPC_OldMan,
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.perceptions = {
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PlayerSay("Hey"),
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NPCDoSay(ACT_none, "I'm just sitting here, what are you doing?"),
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PlayerAct(ACT_hits_npc),
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NPCDoSay(ACT_none, "Looks like you're ready to do what needs to be done."),
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PlayerAct(ACT_hits_npc),
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NPCDoSay(ACT_fights_player, "I won't stand for this assault."),
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},
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},
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{
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.npc_kind = NPC_Blocky,
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.perceptions = {
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PlayerSay("This crazy old man is circling me"),
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NPCDoSay(ACT_none, "Sounds like a problem."),
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PlayerSay("Yes, tell him to go away."),
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NPCDoSay(ACT_none, "I'm sure it'll be fine"),
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PlayerSay("No it won't"),
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NPCDoSay(ACT_none, "Nahhhh"),
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PlayerAct(ACT_hits_npc),
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NPCDoSay(ACT_fights_player, "You don't have a tripod."),
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PlayerItemChange(ITEM_Tripod),
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PlayerSay("Look! I have the tripod! Please stop fighting me!"),
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NPCDoSay(ACT_leaves_player, "As you wish."),
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},
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},
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{
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.npc_kind = NPC_OldMan,
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.perceptions = {
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PlayerAct(ACT_hits_npc),
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NPCDoSay(ACT_none, "Young man! You must stop death, do not harm me further I'm warning you!"),
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PlayerAct(ACT_hits_npc),
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NPCDoSay(ACT_fights_player, "That's it! No holds barred, to the death!"),
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},
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},
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{
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.npc_kind = NPC_Blocky,
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.perceptions = {
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PlayerAct(ACT_hits_npc),
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NPCSay("I'm warning you, one more hit and it's curtains for you"),
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PlayerAct(ACT_hits_npc),
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NPCDoSay(ACT_fights_player, "Although I stood here before, today I move and FIGHT!"),
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},
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},
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{
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.npc_kind = NPC_Blocky,
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.perceptions = {
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PlayerItemChange(ITEM_Tripod),
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PlayerSay("Move out of the way"),
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NPCDoSay(ACT_none, "The tripod...Of course my liege."),
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PlayerSay("Thanks"),
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NPCDoSay(ACT_none, "My pleasure"),
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PlayerAct(ACT_hits_npc),
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NPCSay("How could you do such a thing? After the tripod as well"),
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PlayerItemChange(ITEM_none),
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PlayerSay("You suck"),
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NPCDoSay(ACT_fights_player, "That's it"),
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},
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},
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{
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.npc_kind = NPC_OldMan,
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.perceptions = {
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PlayerSay("joins_player index"),
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NPCSay("What does that even mean? Are you crazy?"),
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PlayerSay("Please join my party"),
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NPCDoSay(ACT_joins_player, "You're a little strange, but anything to help defeat death!"),
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},
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},
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};
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typedef BUFF(char, 1024*10) Escaped;
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Escaped escape_for_json(char *s)
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{
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Escaped to_return = {0};
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size_t len = strlen(s);
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for(int i = 0; i < len; i++)
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{
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if(s[i] == '\n')
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{
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BUFF_APPEND(&to_return, '\\');
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BUFF_APPEND(&to_return, 'n');
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}
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else if(s[i] == '"')
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{
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BUFF_APPEND(&to_return, '\\');
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BUFF_APPEND(&to_return, '"');
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}
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else
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{
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BUFF_APPEND(&to_return, s[i]);
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}
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}
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return to_return;
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}
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int main(int argc, char ** argv)
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{
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Log("Starting to generate training data\n");
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FILE *out = fopen("gen/training_data.jsonl", "w");
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assert(out);
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int total_samples = 0;
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for(int i = 0; i < ARRLEN(samples); i++)
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{
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TrainingSample s = samples[i];
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Entity this_entity = (Entity){.is_npc = true, .npc_kind = s.npc_kind};
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PromptBuff cur_prompt = {0};
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for(int i = 0; i < ARRLEN(s.perceptions); i++)
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{
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if(s.perceptions[i].type == Invalid) break;
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if(s.perceptions[i].type == NPCDialog)
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{
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Log("Generating sample of length %d for NPC %s...\n", i, name_table[s.npc_kind]);
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total_samples++;
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generate_prompt(&this_entity, &cur_prompt);
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BUFF(char, 1024) completion = {0};
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// get index from action
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int index = action_to_index(&this_entity, s.perceptions[i].npc_action_type);
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printf_buff(&completion, " %d \"%s\"\n", index, s.perceptions[i].npc_dialog.data);
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fprintf(out, "{\"prompt\": \"%s\", \"completion\": \"%s\"}\n", escape_for_json(cur_prompt.data).data, escape_for_json(completion.data).data);
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}
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process_perception(&this_entity, s.perceptions[i]);
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}
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}
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Log("Finished. Total training samples: %d\n", total_samples);
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return 0;
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}
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