# pragma once
# include "buff.h"
# include "HandmadeMath.h" // vector types in entity struct definition
# include "utility.h"
# include <stdbool.h>
# include <string.h>
# include <stdlib.h> // atoi
# include "character_info.h"
# include "characters.gen.h"
# include "tuning.h"
# define DO_CHATGPT_PARSING
// Never expected such a stupid stuff from such a great director. If there is 0 stari can give that or -200 to this movie. Its worst to see and unnecessary loss of money
# define PushWithLint(arena, list, ...) { MD_S8ListPushFmt(arena, list, __VA_ARGS__); if(false) printf( __VA_ARGS__); }
# define FmtWithLint(arena, ...) (0 ? printf(__VA_ARGS__) : (void)0, MD_S8Fmt(arena, __VA_ARGS__))
typedef BUFF ( char , 1024 * 10 ) Escaped ;
bool character_valid ( char c )
{
return c < = 126 & & c > = 32 ;
}
MD_String8 escape_for_json ( MD_Arena * arena , MD_String8 from )
{
MD_u64 output_size = 0 ;
# define SHOULD_ESCAPE(c) (c == '"' || c == '\n' || c == '\\')
for ( int i = 0 ; i < from . size ; i + + )
{
char c = from . str [ i ] ;
if ( SHOULD_ESCAPE ( c ) )
{
output_size + = 2 ;
}
else
{
if ( ! character_valid ( c ) )
{
// replaces with question mark
Log ( " Unknown character code %d \n " , c ) ;
}
output_size + = 1 ;
}
}
MD_String8 output = {
. str = MD_PushArray ( arena , MD_u8 , output_size ) ,
. size = output_size ,
} ;
MD_u64 output_cursor = 0 ;
for ( MD_u64 i = 0 ; i < from . size ; i + + )
{
# define APPEND(elem) APPEND_TO_NAME(output.str, output_cursor, output.size, elem);
assert ( output_cursor < output . size ) ;
if ( SHOULD_ESCAPE ( from . str [ i ] ) )
{
if ( from . str [ i ] = = ' \n ' )
{
APPEND ( ' \\ ' ) ;
APPEND ( ' n ' ) ;
}
else
{
APPEND ( ' \\ ' ) ;
APPEND ( from . str [ i ] ) ;
}
}
else
{
APPEND ( from . str [ i ] ) ;
}
# undef APPEND
}
return output ;
}
typedef struct TextChunk
{
char text [ MAX_SENTENCE_LENGTH ] ;
int text_length ;
} TextChunk ;
typedef struct TextChunkList
{
struct TextChunkList * next ;
struct TextChunkList * prev ;
TextChunk text ;
} TextChunkList ;
typedef struct
{
NpcKind targeting ;
} ActionArgument ;
// returns ai understandable, human readable name, so not the enum name
MD_String8 action_argument_string ( ActionArgument arg )
{
return MD_S8CString ( characters [ arg . targeting ] . name ) ;
}
typedef struct Action
{
ActionKind kind ;
ActionArgument argument ;
TextChunk speech ;
NpcKind talking_to_kind ;
} Action ;
typedef struct
{
bool i_said_this ; // don't trigger npc action on own self memory modification
NpcKind author_npc_kind ;
NpcKind talking_to_kind ;
bool heard_physically ; // if not physically, the source was directly
bool dont_show_to_player ; // jester and past memories are hidden to the player when made into dialog
} MemoryContext ;
// memories are subjective to an individual NPC
typedef struct Memory
{
struct Memory * prev ;
struct Memory * next ;
// if action_taken is none, there might still be speech. If speech_length == 0 and action_taken == none, it's an invalid memory and something has gone wrong
ActionKind action_taken ;
ActionArgument action_argument ;
MemoryContext context ;
TextChunk speech ;
} Memory ;
typedef enum PropKind
{
TREE0 ,
TREE1 ,
TREE2 ,
ROCK0 ,
} PropKind ;
typedef struct EntityRef
{
int index ;
int generation ;
} EntityRef ;
typedef enum CharacterState
{
CHARACTER_WALKING ,
CHARACTER_IDLE ,
CHARACTER_KILLED ,
} CharacterState ;
typedef enum
{
STANDING_INDIFFERENT ,
STANDING_JOINED ,
} NPCPlayerStanding ;
typedef Vec4 Color ;
typedef BUFF ( Vec2 , MAX_ASTAR_NODES ) AStarPath ;
typedef struct
{
bool exists ;
int generation ;
double elapsed_time ;
AStarPath path ;
} PathCache ;
typedef struct
{
int generation ;
int index ;
} PathCacheHandle ;
typedef struct
{
bool is_reference ;
EntityRef ref ;
Vec2 pos ;
} Target ;
// text chunk must be a literal, not a pointer
// and this returns a s8 that points at the text chunk memory
# define TextChunkString8(t) MD_S8((MD_u8*)t.text, t.text_length)
# define TextChunkVArg(t) MD_S8VArg(TextChunkString8(t))
void chunk_from_s8 ( TextChunk * into , MD_String8 from )
{
assert ( from . size < ARRLEN ( into - > text ) ) ;
memset ( into - > text , 0 , ARRLEN ( into - > text ) ) ;
memcpy ( into - > text , from . str , from . size ) ;
into - > text_length = ( int ) from . size ;
}
typedef struct
{
NpcKind who_to_kill ;
} GameObjective ;
typedef struct Entity
{
bool exists ;
bool destroy ;
int generation ;
// the kinds are at the top so you can quickly see what kind an entity is in the debugger
bool is_world ; // the static world. An entity is always returned when you collide with something so support that here
bool is_npc ;
bool is_character ;
// fields for all gs.entities
Vec2 pos ;
Vec2 last_moved ;
float quick_turning_timer ;
float rotation ;
Vec2 vel ; // only used sometimes, like in old man and bullet
float damage ; // at 1.0, dead! zero initialized
bool dead ;
// npcs
NpcKind npc_kind ;
EntityRef joined ;
EntityRef aiming_shotgun_at ;
EntityRef looking_at ; // aiming shotgun at takes facing priority over this
bool killed ;
float target_rotation ; // turns towards this angle in conversation
bool being_hovered ;
bool perceptions_dirty ;
float dialog_fade ;
TextChunkList * errorlist_first ;
TextChunkList * errorlist_last ;
# ifdef DESKTOP
int times_talked_to ; // for better mocked response string
# endif
float loading_anim_in ;
Memory * memories_first ;
Memory * memories_last ;
Memory * memories_added_while_time_stopped ;
float dialog_panel_opacity ;
// last_said_sentence(entity) contains the dialog the player has yet to see
bool undismissed_action ;
uint64_t undismissed_action_tick ;
float characters_of_word_animated ;
int words_said_on_page ;
int cur_page_index ;
PathCacheHandle cached_path ;
int gen_request_id ;
Vec2 target_goto ;
// character
bool waiting_on_speech_with_somebody ;
EntityRef interacting_with ; // for drawing outline on maybe interacting with somebody
Vec2 to_throw_direction ;
BUFF ( Vec2 , 8 ) position_history ; // so npcs can follow behind the player
CharacterState state ;
EntityRef talking_to ;
} Entity ;
typedef BUFF ( Entity * , 32 ) CanTalkTo ;
float entity_max_damage ( Entity * e )
{
( void ) e ;
return 1.0f ;
}
typedef BUFF ( ActionKind , 8 ) AvailableActions ;
typedef struct GameState {
uint64_t tick ;
bool won ;
bool no_angel_screen ;
// processing may still occur after time has stopped on the gamestate,
bool stopped_time ;
// these must point entities in its own array.
Entity * player ;
Entity * world_entity ;
Entity entities [ MAX_ENTITIES ] ;
} GameState ;
# define ENTITIES_ITER(ents) for (Entity *it = ents; it < ents + ARRLEN(ents); it++) if (it->exists && !it->destroy && it->generation > 0)
Entity * gete_specified ( GameState * gs , EntityRef ref )
{
if ( ref . generation = = 0 ) return 0 ;
Entity * to_return = & gs - > entities [ ref . index ] ;
if ( ! to_return - > exists | | to_return - > generation ! = ref . generation )
{
return 0 ;
}
else
{
return to_return ;
}
}
void fill_available_actions ( GameState * gs , Entity * it , AvailableActions * a )
{
* a = ( AvailableActions ) { 0 } ;
BUFF_APPEND ( a , ACT_none ) ;
if ( gete_specified ( gs , it - > joined ) )
{
BUFF_APPEND ( a , ACT_leave )
}
else
{
BUFF_APPEND ( a , ACT_join )
}
bool has_shotgun = it - > npc_kind = = NPC_Daniel ;
if ( has_shotgun )
{
if ( gete_specified ( gs , it - > aiming_shotgun_at ) )
{
BUFF_APPEND ( a , ACT_put_shotgun_away ) ;
BUFF_APPEND ( a , ACT_fire_shotgun ) ;
}
else
{
BUFF_APPEND ( a , ACT_aim_shotgun ) ;
}
}
}
bool npc_does_dialog ( Entity * it )
{
return it - > npc_kind < ARRLEN ( characters ) ;
}
// for no trailing comma just trim the last character
MD_String8 make_json_node ( MD_Arena * arena , MessageType type , MD_String8 content )
{
MD_ArenaTemp scratch = MD_GetScratch ( & arena , 1 ) ;
const char * type_str = 0 ;
if ( type = = MSG_SYSTEM )
type_str = " system " ;
else if ( type = = MSG_USER )
type_str = " user " ;
else if ( type = = MSG_ASSISTANT )
type_str = " assistant " ;
assert ( type_str ) ;
MD_String8 escaped = escape_for_json ( scratch . arena , content ) ;
MD_String8 to_return = FmtWithLint ( arena , " { \" type \" : \" %s \" , \" content \" : \" %.*s \" }, " , type_str , MD_S8VArg ( escaped ) ) ;
MD_ReleaseScratch ( scratch ) ;
return to_return ;
}
MD_String8 npc_to_human_readable ( Entity * me , NpcKind kind )
{
if ( me - > npc_kind = = kind )
{
return MD_S8Lit ( " You " ) ;
}
else
{
return MD_S8CString ( characters [ kind ] . name ) ;
}
}
// outputs json which is parsed by the server
MD_String8 generate_chatgpt_prompt ( MD_Arena * arena , GameState * gs , Entity * e , CanTalkTo can_talk_to )
{
assert ( e - > is_npc ) ;
assert ( e - > npc_kind < ARRLEN ( characters ) ) ;
MD_ArenaTemp scratch = MD_GetScratch ( & arena , 1 ) ;
MD_String8List list = { 0 } ;
PushWithLint ( scratch . arena , & list , " [ " ) ;
# define AddFmt(...) PushWithLint(scratch.arena, ¤t_list, __VA_ARGS__)
# define AddNewNode(node_type) { MD_S8ListPush(scratch.arena, &list, make_json_node(scratch.arena, node_type, MD_S8ListJoin(scratch.arena, current_list, &(MD_StringJoin){0}))); current_list = (MD_String8List){0}; }
// make first system node
{
MD_String8List current_list = { 0 } ;
AddFmt ( " %s \n \n " , global_prompt ) ;
AddFmt ( " %s \n \n " , characters [ e - > npc_kind ] . prompt ) ;
AddFmt ( " The characters who are near you, that you can target: \n " ) ;
BUFF_ITER ( Entity * , & can_talk_to )
{
assert ( ( * it ) - > is_npc | | ( * it ) - > is_character ) ;
MD_String8 info = MD_S8Lit ( " " ) ;
if ( ( * it ) - > killed )
{
info = MD_S8Lit ( " - they're currently dead, they were murdered " ) ;
}
AddFmt ( " %s%.*s \n " , characters [ ( * it ) - > npc_kind ] . name , MD_S8VArg ( info ) ) ;
}
AddFmt ( " \n " ) ;
// @TODO unhardcode this, this will be a description of where the character is right now
AddFmt ( " You're currently standing in Daniel's farm's barn, a run-down structure that barely serves its purpose. Daniel's mighty protective of it though. \n " ) ;
AddFmt ( " The actions you can perform, what they do, and the arguments they expect: \n " ) ;
AvailableActions can_perform ;
fill_available_actions ( gs , e , & can_perform ) ;
BUFF_ITER ( ActionKind , & can_perform )
{
AddFmt ( " %s - %s - %s \n " , actions [ * it ] . name , actions [ * it ] . description , actions [ * it ] . argument_description ) ;
}
AddNewNode ( MSG_SYSTEM ) ;
}
MD_String8List current_list = { 0 } ;
for ( Memory * it = e - > memories_first ; it ; it = it - > next )
{
// going through memories, I'm going to accumulate human understandable sentences for what happened in current_list.
// when I see an 'i_said_this' memory, that means I flush. and add a new assistant node.
// write a new human understandable sentence or two to current_list
if ( ! it - > context . i_said_this ) {
// dump a human understandable sentence description of what happened in this memory
if ( it - > action_taken ! = ACT_none )
{
switch ( it - > action_taken )
{
# define HUMAN(kind) MD_S8VArg(npc_to_human_readable(e, kind))
case ACT_none :
break ;
case ACT_join :
AddFmt ( " %.*s joined %.*s \n " , HUMAN ( it - > context . author_npc_kind ) , HUMAN ( it - > action_argument . targeting ) ) ;
break ;
case ACT_leave :
AddFmt ( " %.*s left their party \n " , HUMAN ( it - > context . author_npc_kind ) ) ;
break ;
case ACT_aim_shotgun :
AddFmt ( " %.*s aimed their shotgun at %.*s \n " , HUMAN ( it - > context . author_npc_kind ) , HUMAN ( it - > action_argument . targeting ) ) ;
break ;
case ACT_fire_shotgun :
AddFmt ( " %.*s fired their shotgun at %.*s, brutally murdering them. \n " , HUMAN ( it - > context . author_npc_kind ) , HUMAN ( it - > action_argument . targeting ) ) ;
break ;
case ACT_put_shotgun_away :
AddFmt ( " %.*s holstered their shotgun, no longer threatening anybody \n " , HUMAN ( it - > context . author_npc_kind ) ) ;
break ;
case ACT_approach :
AddFmt ( " %.*s approached %.*s \n " , HUMAN ( it - > context . author_npc_kind ) , HUMAN ( it - > action_argument . targeting ) ) ;
break ;
# undef HUMAN
}
}
if ( it - > speech . text_length > 0 )
{
MD_String8 target_string = MD_S8Lit ( " the world " ) ;
if ( it - > context . talking_to_kind ! = NPC_nobody )
{
if ( it - > context . talking_to_kind = = e - > npc_kind )
target_string = MD_S8Lit ( " you " ) ;
else
target_string = MD_S8CString ( characters [ it - > context . talking_to_kind ] . name ) ;
}
MD_String8 speaking_to_you_helper = MD_S8Lit ( " (Speaking directly you) " ) ;
if ( it - > context . talking_to_kind ! = e - > npc_kind )
{
speaking_to_you_helper = MD_S8Lit ( " (Overheard conversation, they aren't speaking directly to you) " ) ;
}
AddFmt ( " %.*s%s said \" %.*s \" to %.*s (you are %s) \n " , MD_S8VArg ( speaking_to_you_helper ) , characters [ it - > context . author_npc_kind ] . name , TextChunkVArg ( it - > speech ) , MD_S8VArg ( target_string ) , characters [ e - > npc_kind ] . name ) ;
}
}
// if I said this, or it's the last memory, flush the current list as a user node
if ( it - > context . i_said_this | | it = = e - > memories_last )
{
if ( it = = e - > memories_last & & e - > errorlist_first )
{
AddFmt ( " Errors you made: \n " ) ;
for ( TextChunkList * cur = e - > errorlist_first ; cur ; cur = cur - > next )
{
AddFmt ( " %.*s \n " , TextChunkVArg ( cur - > text ) ) ;
}
}
if ( current_list . node_count > 0 )
AddNewNode ( MSG_USER ) ;
}
if ( it - > context . i_said_this )
{
MD_String8List current_list = { 0 } ; // shadow the list of human understandable sentences to quickly flush
AddFmt ( " { " ) ;
AddFmt ( " \" speech \" : \" %.*s \" , " , TextChunkVArg ( it - > speech ) ) ;
AddFmt ( " \" action \" : \" %s \" , " , actions [ it - > action_taken ] . name ) ;
AddFmt ( " \" action_argument \" : \" %.*s \" , " , MD_S8VArg ( action_argument_string ( it - > action_argument ) ) ) ;
AddFmt ( " \" target \" : \" %s \" } " , characters [ it - > context . talking_to_kind ] . name ) ;
AddNewNode ( MSG_ASSISTANT ) ;
}
}
MD_String8 with_trailing_comma = MD_S8ListJoin ( scratch . arena , list , & ( MD_StringJoin ) { MD_S8Lit ( " " ) , MD_S8Lit ( " " ) , MD_S8Lit ( " " ) , } ) ;
MD_String8 no_trailing_comma = MD_S8Chop ( with_trailing_comma , 1 ) ;
MD_String8 to_return = MD_S8Fmt ( arena , " %.*s] " , MD_S8VArg ( no_trailing_comma ) ) ;
MD_ReleaseScratch ( scratch ) ;
return to_return ;
}
MD_String8 get_field ( MD_Node * parent , MD_String8 name )
{
return MD_ChildFromString ( parent , name , 0 ) - > first_child - > string ;
}
// if returned string has size greater than 0, it's the error message. Allocated
// on arena passed into it or in constant memory
MD_String8 parse_chatgpt_response ( MD_Arena * arena , Entity * e , MD_String8 action_in_json , Action * out )
{
MD_ArenaTemp scratch = MD_GetScratch ( & arena , 1 ) ;
MD_String8 error_message = { 0 } ;
* out = ( Action ) { 0 } ;
MD_ParseResult result = MD_ParseWholeString ( scratch . arena , MD_S8Lit ( " chat_message " ) , action_in_json ) ;
if ( result . errors . node_count > 0 )
{
MD_Message * cur = result . errors . first ;
MD_CodeLoc loc = MD_CodeLocFromNode ( cur - > node ) ;
error_message = FmtWithLint ( arena , " Parse Error on column %d: %.*s " , loc . column , MD_S8VArg ( cur - > string ) ) ;
}
MD_Node * message_obj = result . node - > first_child ;
MD_String8 speech_str = { 0 } ;
MD_String8 action_str = { 0 } ;
MD_String8 action_argument_str = { 0 } ;
MD_String8 target_str = { 0 } ;
if ( error_message . size = = 0 )
{
speech_str = get_field ( message_obj , MD_S8Lit ( " speech " ) ) ;
action_str = get_field ( message_obj , MD_S8Lit ( " action " ) ) ;
action_argument_str = get_field ( message_obj , MD_S8Lit ( " action_argument " ) ) ;
target_str = get_field ( message_obj , MD_S8Lit ( " target " ) ) ;
}
if ( error_message . size = = 0 & & action_str . size = = 0 )
{
error_message = MD_S8Lit ( " The field `action` must be of nonzero length, if you don't want to do anything it should be `none` " ) ;
}
if ( error_message . size = = 0 & & action_str . size = = 0 )
{
error_message = MD_S8Lit ( " The field `target` must be of nonzero length, if you don't want to target anybody it should be `nobody` " ) ;
} if ( error_message . size = = 0 & & speech_str . size > = MAX_SENTENCE_LENGTH )
{
error_message = FmtWithLint ( arena , " Speech string provided is too big, maximum bytes is %d " , MAX_SENTENCE_LENGTH ) ;
}
assert ( ! e - > is_character ) ; // player can't perform AI actions?
if ( error_message . size = = 0 )
{
if ( MD_S8Match ( target_str , MD_S8Lit ( " nobody " ) , 0 ) )
{
out - > talking_to_kind = NPC_nobody ;
}
else
{
bool found = false ;
for ( int i = 0 ; i < ARRLEN ( characters ) ; i + + )
{
if ( MD_S8Match ( target_str , MD_S8CString ( characters [ i ] . name ) , 0 ) )
{
found = true ;
out - > talking_to_kind = i ;
}
}
if ( ! found )
{
error_message = FmtWithLint ( arena , " Unrecognized character provided in field 'target': `%.*s` " , MD_S8VArg ( target_str ) ) ;
}
}
}
if ( error_message . size = = 0 )
{
memcpy ( out - > speech . text , speech_str . str , speech_str . size ) ;
out - > speech . text_length = ( int ) speech_str . size ;
}
if ( error_message . size = = 0 )
{
bool found_action = false ;
for ( int i = 0 ; i < ARRLEN ( actions ) ; i + + )
{
if ( MD_S8Match ( MD_S8CString ( actions [ i ] . name ) , action_str , 0 ) )
{
assert ( ! found_action ) ;
found_action = true ;
out - > kind = i ;
}
}
if ( ! found_action )
{
error_message = FmtWithLint ( arena , " Action `%.*s` is invalid, doesn't exist in the game " , MD_S8VArg ( action_str ) ) ;
}
if ( error_message . size = = 0 )
{
if ( actions [ out - > kind ] . takes_argument )
{
// @TODO refactor into, action argument kinds and they parse into different action argument types
bool arg_is_character = out - > kind = = ACT_join | | out - > kind = = ACT_aim_shotgun ;
if ( arg_is_character )
{
bool found_npc = false ;
for ( int i = 0 ; i < ARRLEN ( characters ) ; i + + )
{
if ( MD_S8Match ( MD_S8CString ( characters [ i ] . name ) , action_argument_str , 0 ) )
{
found_npc = true ;
out - > argument . targeting = i ;
}
}
if ( ! found_npc )
{
error_message = FmtWithLint ( arena , " Argument for action `%.*s` you gave is `%.*s`, which doesn't exist in the game so is invalid " , MD_S8VArg ( action_str ) , MD_S8VArg ( action_argument_str ) ) ;
}
}
else
{
assert ( false ) ; // don't know how to parse the argument string for this kind of action...
}
}
}
}
MD_ReleaseScratch ( scratch ) ;
return error_message ;
}