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@ -1789,6 +1789,23 @@ bool perform_action(GameState *gs, Entity *from, Action a)
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{
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{
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MD_ArenaTemp scratch = MD_GetScratch(0, 0);
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MD_ArenaTemp scratch = MD_GetScratch(0, 0);
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if(!from->is_character && a.speech.text_length > 0)
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{
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ListOfEntities *new_unread = 0;
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if(unread_free_list)
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{
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new_unread = unread_free_list;
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MD_StackPop(unread_free_list);
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*new_unread = (ListOfEntities){0};
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}
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else
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{
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new_unread = MD_PushArray(persistent_arena, ListOfEntities, 1);
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}
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new_unread->referring_to = frome(from);
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MD_DblPushBack(unread_first, unread_last, new_unread);
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}
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MemoryContext context = {0};
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MemoryContext context = {0};
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context.author_npc_kind = from->npc_kind;
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context.author_npc_kind = from->npc_kind;
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@ -5477,7 +5494,7 @@ void frame(void)
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{
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{
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uint64_t time_start_frame = stm_now();
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uint64_t time_start_frame = stm_now();
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text_input_fade = Lerp(text_input_fade, dt * 8.0f, receiving_text_input ? 1.0f : 0.0f);
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text_input_fade = Lerp(text_input_fade, unwarped_dt * 8.0f, receiving_text_input ? 1.0f : 0.0f);
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Vec3 player_pos = V3(gs.player->pos.x, 0.0, gs.player->pos.y);
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Vec3 player_pos = V3(gs.player->pos.x, 0.0, gs.player->pos.y);
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//dbgline(V2(0,0), V2(500, 500));
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//dbgline(V2(0,0), V2(500, 500));
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@ -5997,20 +6014,7 @@ ISANERROR("Don't know how to do this stuff on this platform.")
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Log("Performing action %s!\n", actions[out.kind].name);
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Log("Performing action %s!\n", actions[out.kind].name);
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perform_action(&gs, it, out);
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perform_action(&gs, it, out);
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ListOfEntities *new_unread = 0;
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if(unread_free_list)
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{
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new_unread = unread_free_list;
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*new_unread = (ListOfEntities){0};
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MD_StackPop(unread_free_list);
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}
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else
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{
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new_unread = MD_PushArray(persistent_arena, ListOfEntities, 1);
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}
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new_unread->referring_to = frome(it);
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if(out.speech.text_length > 0)
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MD_DblPushBack(unread_first, unread_last, new_unread);
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}
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}
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else
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else
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{
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{
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@ -6518,29 +6522,18 @@ ISANERROR("Don't know how to do this stuff on this platform.")
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if (it->memories_last->context.talking_to_kind == it->npc_kind)
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if (it->memories_last->context.talking_to_kind == it->npc_kind)
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{
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{
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const char *action = "none";
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const char *action = "none";
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// if(it->standing != STANDING_JOINED) action = "joins_player";
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// @Place(more trailer jank)
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char *rigged_dialog[] = {
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char *rigged_dialog[] = {
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/*
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"Repeated amounts of testing dialog overwhelmingly in support of the mulaney brothers",
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"Just trying to survive in this crazy world, same as everyone else.",
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"We'll see who's crazy...",
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"Join me down here, we'll wait it out",
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"...",
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*/
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"HEY!",
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"Sing me a rhyme, young man",
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"The bell tolls for the meak...",
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"HAHAHAHA",
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};
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};
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char *next_dialog = rigged_dialog[it->times_talked_to % ARRLEN(rigged_dialog)];
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char *next_dialog = rigged_dialog[it->times_talked_to % ARRLEN(rigged_dialog)];
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ai_response = MD_S8Fmt(frame_arena, "{who_i_am: \"%s\", talking_to: nobody, action: %s, speech: \"%s\", thoughts: \"I'm thinking...\", mood: Happy}", characters[it->npc_kind].name, action, next_dialog);
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ai_response = MD_S8Fmt(frame_arena, "{\"target\": \"%s\", \"action\": \"%s\", \"speech\": \"%s\"}", characters[it->memories_last->context.author_npc_kind].name, action, next_dialog);
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#ifdef DESKTOP
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#ifdef DESKTOP
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it->times_talked_to += 1;
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it->times_talked_to += 1;
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#endif
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#endif
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}
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}
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else
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else
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{
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{
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ai_response = MD_S8Fmt(frame_arena, "{who_i_am: \"%s\", talking_to: nobody, action: none, speech: \"I heard that...\", thoughts: \"I'm thinking...\", mood: Happy}", characters[it->npc_kind].name);
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ai_response = MD_S8Lit("{\"target\": \"nobody\", \"action\": \"none\", \"speech\": \"\"}");
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}
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}
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}
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}
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else
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else
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