@ -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 ( " " ) , } ) ;