Update todo, add Edeline the soothsayer

main
parent 1d5693a97f
commit 4c92bf9113

2
.gitignore vendored

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

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

@ -1,5 +1,5 @@
// you will die someday // 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 #define SOKOL_IMPL
#if defined(WIN32) || defined(_WIN32) #if defined(WIN32) || defined(_WIN32)
@ -345,7 +345,7 @@ Vec2 entity_aabb_size(Entity *e)
} }
else if(e->is_npc) 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); 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_GodRock)
{ {
} }
else if(it->npc_kind == NPC_Edeline)
{
}
else if(it->npc_kind == NPC_Blocky) else if(it->npc_kind == NPC_Blocky)
{ {
if(it->moved) if(it->moved)
@ -3094,6 +3097,10 @@ void frame(void)
{ {
tint = colhex(0x16c7a1); tint = colhex(0x16c7a1);
} }
else if(it->npc_kind == NPC_Edeline)
{
tint = colhex(0x8c34eb);
}
else else
{ {
assert(false); 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) 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; 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) 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) 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 // returns if the response was well formatted

@ -66,7 +66,7 @@ TrainingSample samples[] = {
PlayerSay("True"), PlayerSay("True"),
NPCSay("Do you want me to be standing there?"), NPCSay("Do you want me to be standing there?"),
PlayerSay("Yes"), PlayerSay("Yes"),
NPCSay("Too bad",), NPCSay("Too bad"),
PlayerSay("What the fuck?"), PlayerSay("What the fuck?"),
NPCSay("What do you mean?"), NPCSay("What do you mean?"),
PlayerSay("What are you doing?"), PlayerSay("What are you doing?"),
@ -204,6 +204,68 @@ TrainingSample samples[] = {
NPCDoSay(ACT_joins_player, "Anything for the tripod holder"), 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 else
{ {
assert(s[i] <= 126 && s[i] >= 32 );
BUFF_APPEND(&to_return, s[i]); BUFF_APPEND(&to_return, s[i]);
} }
} }

@ -184,7 +184,7 @@ func checkout(w http.ResponseWriter, req *http.Request) {
codeInt := rand.Intn(MaxCodes) codeInt := rand.Intn(MaxCodes)
newCodeUser = codes.UserCode(codeInt) newCodeUser = codes.UserCode(codeInt)
var tmp User 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{ if r.RowsAffected == 0{
var err error var err error
newCode, err = codes.CodeToString(newCodeUser) 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("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 { result := db.Create(&User {
Code: newCodeUser, Code: newCodeUser,
BoughtTime: currentTime(), BoughtTime: currentTime(),
@ -235,6 +235,7 @@ func checkout(w http.ResponseWriter, req *http.Request) {
w.WriteHeader(http.StatusInternalServerError) w.WriteHeader(http.StatusInternalServerError)
log.Printf("Failed to write to database: %s", result.Error) log.Printf("Failed to write to database: %s", result.Error)
} else { } else {
log.Printf("SUccessfully created usercode!\n")
fmt.Fprintf(w, "%s|%s", newCode, s.URL) fmt.Fprintf(w, "%s|%s", newCode, s.URL)
} }
} }
@ -338,7 +339,7 @@ func index(w http.ResponseWriter, req *http.Request) {
ctx := context.Background() ctx := context.Background()
req := gogpt.CompletionRequest { 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, MaxTokens: 80,
Prompt: promptString, Prompt: promptString,
Temperature: 0.9, Temperature: 0.9,
@ -368,6 +369,7 @@ func currentTime() int64 {
} }
func main() { func main() {
rand.Seed(time.Now().UnixNano())
var err error var err error
db, err = gorm.Open(sqlite.Open("rpgpt.db"), &gorm.Config{}) db, err = gorm.Open(sqlite.Open("rpgpt.db"), &gorm.Config{})
if err != nil { if err != nil {

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

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