Character death logic, shotgun assassination works, death animation, death screen

main
Cameron Murphy Reikes 9 months ago
parent fc2c99c3c3
commit d5e669fa83

Binary file not shown.

@ -77,7 +77,7 @@ CharacterGen characters[] = {
{
.name = "Daniel",
.enum_name = "Daniel",
.prompt = CHARACTER_PROMPT_PREFIX("Daniel") "weathered farmer, who lives a tough, solitary life. You don't see much of a reason to keep living but soldier on anyways. You have a tragic backstory, and mostly just work on the farm.",
.prompt = CHARACTER_PROMPT_PREFIX("Daniel") "weathered farmer, who lives a tough, solitary life. You don't see much of a reason to keep living but soldier on anyways. You have a tragic backstory, and mostly just work on the farm. You aim your shotgun and aren't afraid to fire at people you don't like",
},
{
.name = "Raphael",

191
main.c

@ -1,4 +1,5 @@
#include "tuning.h"
#define SOKOL_IMPL
@ -259,6 +260,10 @@ typedef struct Quad
};
} Quad;
// for intellisense in vscode I think?
#include "character_info.h"
#include "characters.gen.h"
#include "makeprompt.h"
typedef BUFF(Entity*, 16) Overlapping;
@ -986,10 +991,13 @@ typedef struct
// when set, blends to that animation next time this armature is processed for that
MD_String8 go_to_animation;
bool next_animation_isnt_looping;
Transform *current_poses; // allocated on loading of the armature
MD_String8 target_animation; // CANNOT be null.
MD_String8 currently_playing_animation; // CANNOT be null.
bool currently_playing_isnt_looping;
float animation_blend_t; // [0,1] how much between current_animation and target_animation. Once >= 1, current = target and target = null.
double cur_animation_time; // used for non looping animations to play once
Transform *anim_blended_poses; // recalculated once per frame depending on above parameters, which at the same code location are calculated. Is `bones_length` long
@ -1003,6 +1011,7 @@ typedef struct
int bones_texture_height;
} Armature;
// armature_name is used for debugging purposes, it has to effect on things
Armature load_armature(MD_Arena *arena, MD_String8 binary_file, MD_String8 armature_name)
{
assert(binary_file.str);
@ -1649,7 +1658,7 @@ MD_String8 is_action_valid(MD_Arena *arena, Entity *from, Action a)
error_message = MD_S8Lit("You can't fire your shotgun without aiming it first");
}
bool target_is_character = a.kind == ACT_join || a.kind == ACT_fire_shotgun;
bool target_is_character = a.kind == ACT_join || a.kind == ACT_aim_shotgun;
if(error_message.size == 0 && target_is_character)
{
@ -1660,7 +1669,7 @@ MD_String8 is_action_valid(MD_Arena *arena, Entity *from, Action a)
}
if(arg_valid == false)
{
error_message = FmtWithLint(arena, "Your action_argument for who this action should be directed at, %s, is either invalid (you can't operate on nobody) or it's not an NPC that's near you right now.", characters[a.argument.targeting].name);
error_message = FmtWithLint(arena, "Your action_argument for who the action `%s` be directed at, %s, is either invalid (you can't operate on nobody) or it's not an NPC that's near you right now.", actions[a.kind].name, characters[a.argument.targeting].name);
}
}
@ -1687,8 +1696,6 @@ MD_String8 is_action_valid(MD_Arena *arena, Entity *from, Action a)
return error_message;
}
// from must not be null
// the action must have been validated to be valid if you're calling this
void cause_action_side_effects(Entity *from, Action a)
@ -1712,7 +1719,7 @@ void cause_action_side_effects(Entity *from, Action a)
if(to)
{
from->target_rotation = AngleOfV2(SubV2(to->pos, from->pos));
from->looking_at = frome(to);
}
if(a.kind == ACT_join)
@ -1731,6 +1738,11 @@ void cause_action_side_effects(Entity *from, Action a)
assert(target); // error checked in is_action_valid
from->aiming_shotgun_at = frome(target);
}
if(a.kind == ACT_fire_shotgun)
{
assert(gete(from->aiming_shotgun_at));
gete(from->aiming_shotgun_at)->killed = true;
}
MD_ReleaseScratch(scratch);
}
@ -2708,8 +2720,10 @@ int num_vertices = 0;
// if it's an invalid anim name, it just returns the idle animation
Animation *get_anim_by_name(Armature *armature, MD_String8 anim_name)
{
MD_String8List anims = {0};
for(MD_u64 i = 0; i < armature->animations_length; i++)
{
MD_S8ListPush(frame_arena, &anims, armature->animations[i].name);
if(MD_S8Match(armature->animations[i].name, anim_name, 0))
{
return &armature->animations[i];
@ -2718,7 +2732,8 @@ Animation *get_anim_by_name(Armature *armature, MD_String8 anim_name)
if(anim_name.size > 0)
{
Log("No animation found '%.*s'\n", MD_S8VArg(anim_name));
MD_String8 anims_str = MD_S8ListJoin(frame_arena, anims, &(MD_StringJoin){.mid = MD_S8Lit(", ")});
Log("No animation found '%.*s', the animations: [%.*s]\n", MD_S8VArg(anim_name), MD_S8VArg(anims_str));
}
for(MD_u64 i = 0; i < armature->animations_length; i++)
@ -2734,12 +2749,19 @@ Animation *get_anim_by_name(Armature *armature, MD_String8 anim_name)
}
// you can pass a time greater than the animation length, it's fmodded to wrap no matter what.
Transform get_animated_bone_transform(AnimationTrack *track, Bone *bone, float time)
Transform get_animated_bone_transform(AnimationTrack *track, Bone *bone, float time, bool dont_loop)
{
assert(track);
float total_anim_time = track->poses[track->poses_length - 1].time;
assert(total_anim_time > 0.0f);
time = fmodf(time, total_anim_time);
if(dont_loop)
{
time = fminf(time, total_anim_time);
}
else
{
time = fmodf(time, total_anim_time);
}
for(MD_u64 i = 0; i < track->poses_length - 1; i++)
{
if(track->poses[i].time <= time && time <= track->poses[i + 1].time)
@ -2904,61 +2926,9 @@ void do_metadesk_tests()
}
void do_parsing_tests()
{
Log("Testing chatgpt parsing...\n");
Log("(UNIMPLEMENTED) Testing chatgpt parsing...\n");
MD_ArenaTemp scratch = MD_GetScratch(0, 0);
/*
Entity e = {0};
e.npc_kind = NPC_Meld;
e.exists = true;
Action a = {0};
MD_String8 error;
MD_String8 speech;
speech = MD_S8Lit("Better have a good reason for bothering me.");
MD_String8 thoughts = MD_S8Lit("Man I'm tired today Whatever.");
MD_String8 to_parse = FmtWithLint(scratch.arena, "{action: none, speech: \"%.*s\", thoughts: \"%.*s\", who_i_am: \"Meld\", talking_to: nobody, mood: Indifferent}", MD_S8VArg(speech), MD_S8VArg(thoughts));
error = parse_chatgpt_response(scratch.arena, &e, to_parse, &a);
assert(error.size == 0);
assert(a.kind == ACT_none);
assert(MD_S8Match(speech, MD_S8(a.speech, a.speech_length), 0));
assert(MD_S8Match(thoughts, MD_S8(a.internal_monologue, a.internal_monologue_length), 0));
error = parse_chatgpt_response(scratch.arena, &e, MD_S8Lit("ACT_gift_item_to_targeting(ITEM_Chalice) \"Here you go\""), &a);
assert(error.size > 0);
error = parse_chatgpt_response(scratch.arena, &e, MD_S8Lit("ACT_gift_item_to_targeting(ITEM_Chalice) \""), &a);
assert(error.size > 0);
error = parse_chatgpt_response(scratch.arena, &e, MD_S8Lit("ACT_gift_item_to_targeting(ITEM_Cha \""), &a);
assert(error.size > 0);
BUFF_APPEND(&e.held_items, ITEM_Chalice);
error = parse_chatgpt_response(scratch.arena, &e, MD_S8Lit("ACT_gift_item_to_targeting(Chalice \""), &a);
assert(error.size > 0);
to_parse = MD_S8Lit("{action: gift_item_to_targeting, action_arg: \"The Chalice of Gold\", speech: \"Here you go\", thoughts: \"Man I'm gonna miss that chalice\", who_i_am: \"Meld\", talking_to: nobody, mood: Sad}");
error = parse_chatgpt_response(scratch.arena, &e, to_parse, &a);
assert(error.size == 0);
assert(a.kind == ACT_gift_item_to_targeting);
assert(a.argument.item_to_give == ITEM_Chalice);
assert(a.mood == Mood_Sad);
e.npc_kind = NPC_Door;
speech = MD_S8Lit("SAY THE WORDS");
to_parse = FmtWithLint(scratch.arena, "{action: none, speech: \"%.*s\", thoughts: \"%.*s\", who_i_am: \"Ancient Door\", talking_to: nobody, mood: Indifferent}", MD_S8VArg(speech), MD_S8VArg(thoughts));
error = parse_chatgpt_response(scratch.arena, &e, to_parse, &a);
assert(error.size == 0);
error = is_action_valid(scratch.arena, &e, a);
assert(error.size == 0);
speech = MD_S8Lit("UNKNOWN. DATA PRIVATE. THE WORDS ARE: FOLLY, TEMPERANCE, MAGENTA. SAY THE WORDS OR BE DENIED");
to_parse = FmtWithLint(scratch.arena, "{action: none, speech: \"%.*s\", thoughts: \"%.*s\", who_i_am: \"Ancient Door\", talking_to: nobody, mood: Indifferent}", MD_S8VArg(speech), MD_S8VArg(thoughts));
error = parse_chatgpt_response(scratch.arena, &e, to_parse, &a);
assert(error.size == 0);
error = is_action_valid(scratch.arena, &e, a);
assert(error.size > 0);
*/
MD_ReleaseScratch(scratch);
}
@ -3158,7 +3128,7 @@ void init(void)
binary_file = MD_LoadEntireFile(frame_arena, MD_S8Lit("assets/exported_3d/ArmatureExportedWithAnims.bin"));
player_armature = load_armature(persistent_arena, binary_file, MD_S8Lit("ArmatureExportedWithAnims.bin"));
man_in_black_armature = load_armature(persistent_arena, binary_file, MD_S8Lit("Farmer.bin"));
man_in_black_armature = load_armature(persistent_arena, binary_file, MD_S8Lit("Man In Black"));
man_in_black_armature.image = image_man_in_black;
binary_file = MD_LoadEntireFile(frame_arena, MD_S8Lit("assets/exported_3d/Farmer.bin"));
@ -5509,8 +5479,8 @@ void frame(void)
if(gete(it->aiming_shotgun_at))
{
Transform shotgun_t = draw_with;
shotgun_t.offset.y += 0.0f;
shotgun_t.scale = V3(3,3,3);
shotgun_t.offset.y += 0.7f;
shotgun_t.scale = V3(4,4,4);
shotgun_t.rotation = rot_on_plane_to_quat(AngleOfV2(SubV2(gete(it->aiming_shotgun_at)->pos, it->pos)));
draw_thing((DrawnThing){.mesh = &mesh_shotgun, .t = shotgun_t});
}
@ -5524,43 +5494,63 @@ void frame(void)
{
Armature *cur = *it;
float seed = (float)((int64_t)cur % 1024); // offset into elapsed time to make all of their animations out of phase
float along_current_animation = 0.0;
if(cur->currently_playing_isnt_looping)
{
along_current_animation = (float)cur->cur_animation_time;
cur->cur_animation_time += dt;
}
else
{
along_current_animation = (float)elapsed_time + seed;
}
if(cur->go_to_animation.size > 0)
{
if(MD_S8Match(cur->go_to_animation, cur->target_animation, 0))
if(MD_S8Match(cur->go_to_animation, cur->currently_playing_animation, 0))
{
}
else
{
memcpy(cur->current_poses, cur->anim_blended_poses, cur->bones_length * sizeof(*cur->current_poses));
cur->target_animation = cur->go_to_animation;
cur->currently_playing_animation = cur->go_to_animation;
cur->animation_blend_t = 0.0f;
cur->go_to_animation = (MD_String8){0};
if(cur->next_animation_isnt_looping)
{
cur->cur_animation_time = 0.0;
cur->currently_playing_isnt_looping = true;
}
else
{
cur->currently_playing_isnt_looping = false;
}
}
cur->next_animation_isnt_looping = false;
}
if(cur->animation_blend_t < 1.0f)
{
cur->animation_blend_t += dt / ANIMATION_BLEND_TIME;
Animation *to_anim = get_anim_by_name(cur, cur->target_animation);
Animation *to_anim = get_anim_by_name(cur, cur->currently_playing_animation);
assert(to_anim);
for(MD_u64 i = 0; i < cur->bones_length; i++)
{
Transform *output_transform = &cur->anim_blended_poses[i];
Transform from_transform = cur->current_poses[i];
Transform to_transform = get_animated_bone_transform(&to_anim->tracks[i], &cur->bones[i], (float)elapsed_time + seed);
Transform to_transform = get_animated_bone_transform(&to_anim->tracks[i], &cur->bones[i], along_current_animation, cur->currently_playing_isnt_looping);
*output_transform = lerp_transforms(from_transform, cur->animation_blend_t, to_transform);
}
}
else
{
Animation *cur_anim = get_anim_by_name(cur, cur->target_animation);
Animation *cur_anim = get_anim_by_name(cur, cur->currently_playing_animation);
for(MD_u64 i = 0; i < cur->bones_length; i++)
{
cur->anim_blended_poses[i] = get_animated_bone_transform(&cur_anim->tracks[i], &cur->bones[i], (float)elapsed_time + seed);
cur->anim_blended_poses[i] = get_animated_bone_transform(&cur_anim->tracks[i], &cur->bones[i], along_current_animation, cur->currently_playing_isnt_looping);
}
}
}
@ -5845,7 +5835,7 @@ void frame(void)
if (it->is_npc || it->is_character)
{
if(LenV2(it->last_moved) > 0.0f)
if(LenV2(it->last_moved) > 0.0f && !it->killed)
it->rotation = lerp_angle(it->rotation, dt * 8.0f, AngleOfV2(it->last_moved));
}
@ -5856,6 +5846,18 @@ void frame(void)
if(it->dialog_fade > 0.0f)
it->dialog_fade -= dt/DIALOG_FADE_TIME;
Entity *toface = 0;
if(gete(it->aiming_shotgun_at))
{
toface = gete(it->aiming_shotgun_at);
}
else if(gete(it->looking_at))
{
toface = gete(it->looking_at);
}
if(toface)
it->target_rotation = AngleOfV2(SubV2(toface->pos, it->pos));
it->rotation = lerp_angle(it->rotation, unwarped_dt*8.0f, it->target_rotation);
@ -6430,14 +6432,20 @@ ISANERROR("Don't know how to do this stuff on this platform.")
if (it->memories_last->context.talking_to_kind == it->npc_kind)
//if (it->memories_last->context.author_npc_kind != it->npc_kind)
{
const char *action = "aim_shotgun";
const char *action = 0;
if(gete(it->aiming_shotgun_at))
{
action = "fire_shotgun";
} else {
action = "aim_shotgun";
}
char *rigged_dialog[] = {
"Repeated amounts of testing dialog overwhelmingly in support of the mulaney brothers",
};
char *next_dialog = rigged_dialog[it->times_talked_to % ARRLEN(rigged_dialog)];
char *target = characters[it->memories_last->context.author_npc_kind].name;
target = characters[NPC_Player].name;
ai_response = FmtWithLint(frame_arena, "{\"target\": \"%s\", \"action\": \"%s\", \"action_arg\": \"Raphael\", \"speech\": \"%s\"}", target, action, next_dialog);
ai_response = FmtWithLint(frame_arena, "{\"target\": \"%s\", \"action\": \"%s\", \"action_argument\": \"The Player\", \"speech\": \"%s\"}", target, action, next_dialog);
#ifdef DESKTOP
it->times_talked_to += 1;
#endif
@ -6570,15 +6578,22 @@ ISANERROR("Don't know how to do this stuff on this platform.")
float speed = 0.0f;
{
Vec2 target_vel = { 0 };
if(gs.player->killed) gs.player->state = CHARACTER_KILLED;
if(gs.player->state == CHARACTER_WALKING)
{
player_armature.go_to_animation = MD_S8Lit("Running");
}
else
else if(gs.player->state == CHARACTER_IDLE)
{
player_armature.go_to_animation = MD_S8Lit("Idle");
}
else if(gs.player->state == CHARACTER_KILLED)
{
player_armature.go_to_animation = MD_S8Lit("Die Backwards");
player_armature.next_animation_isnt_looping = true;
}
else assert(false);
if (gs.player->state == CHARACTER_WALKING)
{
@ -6595,6 +6610,9 @@ ISANERROR("Don't know how to do this stuff on this platform.")
{
if (LenV2(movement) > 0.01) gs.player->state = CHARACTER_WALKING;
}
else if (gs.player->state == CHARACTER_KILLED)
{
}
else
{
assert(false); // unknown character state? not defined how to process
@ -6759,6 +6777,27 @@ ISANERROR("Don't know how to do this stuff on this platform.")
}
}
// killed screen
{
static float visible = 0.0f;
float target = 0.0f;
if(gs.player->killed && !cur_unread_entity)
{
target = 1.0f;
}
visible = Lerp(visible, unwarped_dt*4.0f, target);
draw_quad((DrawParams) {quad_at(V2(0,screen_size().y), screen_size()), IMG(image_white_square), blendalpha(BLACK, visible*0.7f), .layer = LAYER_UI});
float shake_speed = 9.0f;
Vec2 win_offset = V2(sinf((float)unwarped_elapsed_time * shake_speed * 1.5f + 0.1f), sinf((float)unwarped_elapsed_time * shake_speed + 0.3f));
win_offset = MulV2F(win_offset, 10.0f);
draw_centered_text((TextParams){false, MD_S8Lit("YOU WERE KILLED"), AddV2(MulV2F(screen_size(), 0.5f), win_offset), WHITE, 3.0f*visible});
if(imbutton(aabb_centered(V2(screen_size().x/2.0f, screen_size().y*0.25f), MulV2F(V2(170.0f, 60.0f), visible)), 1.5f*visible, MD_S8Lit("Restart")))
{
reset_level();
}
}
#define HELPER_SIZE 250.0f

@ -158,6 +158,7 @@ typedef enum CharacterState
{
CHARACTER_WALKING,
CHARACTER_IDLE,
CHARACTER_KILLED,
} CharacterState;
typedef enum
@ -230,6 +231,8 @@ typedef struct Entity
NpcKind npc_kind;
EntityRef joined;
EntityRef aiming_shotgun_at;
EntityRef looking_at; // aiming shotgun at takes facing priority over this
bool killed;
float target_rotation; // turns towards this angle in conversation
bool being_hovered;
bool perceptions_dirty;
@ -429,6 +432,10 @@ MD_String8 generate_chatgpt_prompt(MD_Arena *arena, GameState *gs, Entity *e, Ca
{
AddFmt("%s aimed their shotgun at %s\n", characters[it->context.author_npc_kind].name, characters[it->action_argument.targeting].name);
}
else if(it->action_taken == ACT_fire_shotgun)
{
AddFmt("%s fired their shotgun at %s, brutally murdering them.\n", characters[it->context.author_npc_kind].name, characters[it->action_argument.targeting].name);
}
else
{
assert(false);
@ -525,7 +532,7 @@ MD_String8 parse_chatgpt_response(MD_Arena *arena, Entity *e, MD_String8 action_
{
speech_str = get_field(message_obj, MD_S8Lit("speech"));
action_str = get_field(message_obj, MD_S8Lit("action"));
action_arg_str = get_field(message_obj, MD_S8Lit("action_arg"));
action_arg_str = get_field(message_obj, MD_S8Lit("action_argument"));
target_str = get_field(message_obj, MD_S8Lit("target"));
}
if(error_message.size == 0 && action_str.size == 0)

@ -28,7 +28,7 @@
#ifdef DEVTOOLS
// server url cannot have trailing slash
#define MOCK_AI_RESPONSE
//#define MOCK_AI_RESPONSE
#define SERVER_DOMAIN "localhost"
#define SERVER_PORT 8090
#define IS_SERVER_SECURE 0

Loading…
Cancel
Save