Fix BAD bug in ordering of flushed memories. Improve character understanding, of when player is speaking to them

main
parent c0f39d1bb9
commit 0be90d9738

@ -367,9 +367,9 @@ MD_String8 generate_chatgpt_prompt(MD_Arena *arena, GameState *gs, Entity *e, Ca
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.");
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:");
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)
@ -383,32 +383,12 @@ MD_String8 generate_chatgpt_prompt(MD_Arena *arena, GameState *gs, Entity *e, Ca
MD_String8List current_list = {0};
for(Memory *it = e->memories_first; it; it = it->next)
{
// dump the current list, as the human understandable description of what's happened in the game so far, 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);
}
// 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.
if(it->context.i_said_this)
{
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);
}
else
{
// 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)
{
@ -432,8 +412,41 @@ MD_String8 generate_chatgpt_prompt(MD_Arena *arena, GameState *gs, Entity *e, Ca
else
target_string = MD_S8CString(characters[it->context.talking_to_kind].name);
}
AddFmt("%s said %.*s to %.*s\n", characters[it->context.author_npc_kind].name, TextChunkVArg(it->speech), MD_S8VArg(target_string));
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\n", MD_S8VArg(speaking_to_you_helper), characters[it->context.author_npc_kind].name, TextChunkVArg(it->speech), MD_S8VArg(target_string));
}
}
// 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(""),});

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