Update todo, add Edeline the soothsayer

main
Cameron Murphy Reikes 2 years ago
parent 1d5693a97f
commit 4c92bf9113

2
.gitignore vendored

@ -1,3 +1,5 @@
# Tiled session
main.tiled-session
# Server builds
server/rpgpt
server/*.db

@ -53,15 +53,15 @@
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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@ -344,12 +344,12 @@
"class":"PROP",
"height":32,
"id":1,
"name":"TREE0",
"name":"TREE1",
"rotation":0,
"visible":true,
"width":32,
"x":479,
"y":438
"x":1868.33333333333,
"y":1466
},
{
"class":"",
@ -359,8 +359,8 @@
"rotation":0,
"visible":true,
"width":32,
"x":510.333333333333,
"y":604.333333333333
"x":1977.81818181818,
"y":1508.75757575758
},
{
"class":"",
@ -399,12 +399,12 @@
"class":"ITEM",
"height":32,
"id":6,
"name":"Boots",
"name":"Tripod",
"rotation":0,
"visible":true,
"width":32,
"x":1109,
"y":847
"x":600,
"y":324
},
{
"class":"",
@ -469,52 +469,30 @@
"rotation":0,
"visible":true,
"width":32,
"x":2218.66666666666,
"y":1457.33333333334
"x":2222.66666666666,
"y":1461
},
{
"class":"ITEM",
"class":"",
"height":32,
"id":13,
"name":"Tripod",
"name":"Edeline",
"rotation":0,
"visible":true,
"width":32,
"x":599,
"y":322
"x":1905.25,
"y":1441.25
},
{
"class":"PROP",
"height":32,
"id":14,
"name":"TREE1",
"rotation":0,
"visible":true,
"width":32,
"x":2142,
"y":1463
},
{
"class":"PROP",
"height":32,
"id":15,
"name":"ROCK0",
"rotation":0,
"visible":true,
"width":32,
"x":544,
"y":338.666666666667
},
{
"class":"",
"height":32,
"id":16,
"name":"Skeleton",
"name":"TREE0",
"rotation":0,
"visible":true,
"width":32,
"x":1436,
"y":478
"x":482.666666666667,
"y":433.333333333333
}],
"opacity":1,
"type":"objectgroup",
@ -523,7 +501,7 @@
"y":0
}],
"nextlayerid":5,
"nextobjectid":17,
"nextobjectid":15,
"orientation":"orthogonal",
"renderorder":"right-down",
"tiledversion":"1.9.2",

@ -25,6 +25,12 @@ actions:
prompt: "Fredrick is the NPC. Fredrick, an ancient geezer passed his prime, has lived in the town of Worchen for as long as he can remember. His many adventures brought him great wisdom about the beauties of life. Now his precious town is under threat, General Death is leading the charge and he's out for blood.",
}
@character Edeline:
{
name: "Edeline, the Soothsayer",
prompt: "Edeline is the NPC, She is the master of the future, the star reader. Both are self-given titles, but her ability to predict the future has garnered attention from many who live in Worchen. However, some have called her 'unreliable' at times and her predictions can at times be either cryptic or broadly interpreted.",
}
@character Blocky:
{
name: "Block",

@ -1,5 +1,5 @@
// you will die someday
#define CURRENT_VERSION 5 // wehenver you change Entity increment this boz
#define CURRENT_VERSION 6 // wehenver you change Entity increment this boz
#define SOKOL_IMPL
#if defined(WIN32) || defined(_WIN32)
@ -345,7 +345,7 @@ Vec2 entity_aabb_size(Entity *e)
}
else if(e->is_npc)
{
if(e->npc_kind == NPC_Hunter || e->npc_kind == NPC_Max || e->npc_kind == NPC_John)
if(npc_is_knight_sprite(e))
{
return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f);
}
@ -2607,6 +2607,9 @@ void frame(void)
else if(it->npc_kind == NPC_GodRock)
{
}
else if(it->npc_kind == NPC_Edeline)
{
}
else if(it->npc_kind == NPC_Blocky)
{
if(it->moved)
@ -3094,6 +3097,10 @@ void frame(void)
{
tint = colhex(0x16c7a1);
}
else if(it->npc_kind == NPC_Edeline)
{
tint = colhex(0x8c34eb);
}
else
{
assert(false);

@ -1,28 +0,0 @@
{
"activeFile": "",
"expandedProjectPaths": [
],
"fileStates": {
"assets/level0.json": {
"scale": 0.17733333333333334,
"selectedLayer": 0,
"viewCenter": {
"x": 1843.9849624060148,
"y": 1240.6015037593986
}
},
"assets/testsmalllevel.json": {
"scale": 3.3249999999999997,
"selectedLayer": 0,
"viewCenter": {
"x": 128.1203007518797,
"y": 128.1203007518797
}
}
},
"openFiles": [
],
"project": "main.tiled-project",
"recentFiles": [
]
}

@ -147,7 +147,7 @@ typedef struct Entity
bool npc_is_knight_sprite(Entity *it)
{
return it->is_npc && ( it->npc_kind == NPC_Max || it->npc_kind == NPC_Hunter || it->npc_kind == NPC_John || it->npc_kind == NPC_Blocky);
return it->is_npc && ( it->npc_kind == NPC_Max || it->npc_kind == NPC_Hunter || it->npc_kind == NPC_John || it->npc_kind == NPC_Blocky || it->npc_kind == NPC_Edeline);
}
typedef BUFF(char, MAX_SENTENCE_LENGTH*(REMEMBERED_PERCEPTIONS+4)) PromptBuff;
@ -322,7 +322,7 @@ void generate_prompt(Entity *it, PromptBuff *into)
}
else if(it->type == NPCDialog)
{
printf_buff(into, "%s: ACT %s \"%s\"\n", name_table[e->npc_kind], action_strings[it->npc_action_type], it->npc_dialog.data);
printf_buff(into, "The NPC, %s: ACT %s \"%s\"\n", name_table[e->npc_kind], action_strings[it->npc_action_type], it->npc_dialog.data);
}
else if(it->type == PlayerHeldItemChanged)
{
@ -347,7 +347,7 @@ void generate_prompt(Entity *it, PromptBuff *into)
}
}
printf_buff(into, "%s: ACT_INDEX", name_table[e->npc_kind]);
printf_buff(into, "The NPC, %s: ACT_INDEX", name_table[e->npc_kind]);
}
// returns if the response was well formatted

@ -66,7 +66,7 @@ TrainingSample samples[] = {
PlayerSay("True"),
NPCSay("Do you want me to be standing there?"),
PlayerSay("Yes"),
NPCSay("Too bad",),
NPCSay("Too bad"),
PlayerSay("What the fuck?"),
NPCSay("What do you mean?"),
PlayerSay("What are you doing?"),
@ -204,6 +204,68 @@ TrainingSample samples[] = {
NPCDoSay(ACT_joins_player, "Anything for the tripod holder"),
},
},
{
.npc_kind = NPC_OldMan,
.perceptions = {
PlayerSay("Hey"),
NPCDoSay(ACT_none, "Hello"),
PlayerSay("Hey"),
NPCDoSay(ACT_none, "I'm not sure..."),
PlayerSay("Hey"),
NPCDoSay(ACT_none, "How goes it?"),
},
},
{
.npc_kind = NPC_OldMan,
.perceptions = {
PlayerSay("Join me"),
NPCDoSay(ACT_joins_player, "I would be honored"),
PlayerAct(ACT_hits_npc),
NPCDoSay(ACT_none, "Hey! Watch it!"),
PlayerAct(ACT_hits_npc),
NPCDoSay(ACT_fights_player, "That's it!"),
},
},
{
.npc_kind = NPC_OldMan,
.perceptions = {
PlayerItemChange(ITEM_WhiteSquare),
PlayerSay("What am I holding?"),
NPCDoSay(ACT_none, "I don't know, you're holding something."),
PlayerSay("What is it?"),
NPCDoSay(ACT_none, "It's just a white square"),
PlayerSay("Isn't it pretty?"),
NPCDoSay(ACT_none, "Absolutely"),
PlayerSay("Will you join me?"),
NPCDoSay(ACT_joins_player, "With that white square, we'll be unstoppable!"),
},
},
{
.npc_kind = NPC_Edeline,
.perceptions = {
NPCDoSay(ACT_none, "What?"),
PlayerSay("My knight armor"),
NPCDoSay(ACT_joins_player, "That is...highly unusual. You shouldn't be wearing armor like that, you'll get hurt."),
PlayerSay("Who are you?"),
NPCDoSay(ACT_none, "I'm a soothsayer."),
PlayerSay("What does that mean?"),
NPCDoSay(ACT_none, "What does it look like I'm doing?"),
PlayerSay("Following me around"),
NPCDoSay(ACT_leaves_player, "I'm not sure what you mean, are you mad at me or something?"),
PlayerSay("Not at all"),
NPCDoSay(ACT_none, "It appears you're telling the truth"),
PlayerSay("Fuck you"),
NPCDoSay(ACT_joins_player, "No need for vulgarities, I'm just sitting here"),
PlayerSay("I don't care"),
NPCDoSay(ACT_none, "You don't care...fine."),
PlayerSay("DIE"),
NPCDoSay(ACT_none, "I wasn't going to do that."),
PlayerAct(ACT_hits_npc),
NPCDoSay(ACT_leaves_player, "You shouldn't do that."),
PlayerAct(ACT_hits_npc),
NPCDoSay(ACT_fights_player, "You won't last a minute against me!"),
},
},
};
@ -226,6 +288,7 @@ Escaped escape_for_json(char *s)
}
else
{
assert(s[i] <= 126 && s[i] >= 32 );
BUFF_APPEND(&to_return, s[i]);
}
}

@ -184,7 +184,7 @@ func checkout(w http.ResponseWriter, req *http.Request) {
codeInt := rand.Intn(MaxCodes)
newCodeUser = codes.UserCode(codeInt)
var tmp User
r := db.Where("Code = ?", newCodeUser).Limit(1).Find(&tmp)
r := db.Where("Code = ?", codeInt).Limit(1).Find(&tmp)
if r.RowsAffected == 0{
var err error
newCode, err = codes.CodeToString(newCodeUser)
@ -223,7 +223,7 @@ func checkout(w http.ResponseWriter, req *http.Request) {
log.Printf("session.New: %v", err)
}
log.Printf("Creating user code %s with checkout session ID %s\n", newCode, newCodeUser ,s.ID)
log.Printf("Creating user code %s code integer %d with checkout session ID %s\n", newCode, newCodeUser ,s.ID)
result := db.Create(&User {
Code: newCodeUser,
BoughtTime: currentTime(),
@ -235,6 +235,7 @@ func checkout(w http.ResponseWriter, req *http.Request) {
w.WriteHeader(http.StatusInternalServerError)
log.Printf("Failed to write to database: %s", result.Error)
} else {
log.Printf("SUccessfully created usercode!\n")
fmt.Fprintf(w, "%s|%s", newCode, s.URL)
}
}
@ -338,7 +339,7 @@ func index(w http.ResponseWriter, req *http.Request) {
ctx := context.Background()
req := gogpt.CompletionRequest {
Model: "curie:ft-alnar-games-2023-03-31-04-24-33",
Model: "curie:ft-alnar-games-2023-04-01-07-34-51",
MaxTokens: 80,
Prompt: promptString,
Temperature: 0.9,
@ -368,6 +369,7 @@ func currentTime() int64 {
}
func main() {
rand.Seed(time.Now().UnixNano())
var err error
db, err = gorm.Open(sqlite.Open("rpgpt.db"), &gorm.Config{})
if err != nil {

@ -11,19 +11,21 @@ DON'T NEED - Old man in beginning is invincible
DONE - Add cancel button
DONE - Style buttons
- Make map better, add new characters/items from fate
- nocheckin git thing
- Animate text characters coming in
- Make TREE1 prop work
- Instead of roll animation, 5 sprite long trail of past moves for juice
- Enemy hitting NPC is enemy perception not player peception of player hitting them
- GodRock spawns skeletons like a boss when he fights you
- Sword combat for sword npcs
- Third button for dialog/item stuff, not roll button. E on desktop. Touchscreen button only visible when appropriate to let player know what it's for
DONE - Fade dialog with distance
DONE - Make vignette in front
- Clamp camera to boundaries of level
- Ignore keyrepeat events
- Remove control attack key as devtools
- Particle fx and sound fx for when hit
- Max text length on text input
DONE - Fade dialog with distance
DONE - Make vignette in front
SHIP BETA
- Make ANOTHER tiktok if you can. Por favor

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