Items held change NPC behavior

main
parent 285c1c1731
commit de9d55d62c

@ -4,7 +4,7 @@
remedybg.exe stop-debugging
call run_codegen.bat || goto :error
cl /DDEVTOOLS /Igen /Ithirdparty /W3 /Zi /WX main.c || goto :error
cl /diagnostics:caret /DDEVTOOLS /Igen /Ithirdparty /W3 /Zi /WX main.c || goto :error
@REM cl /Igen /Ithirdparty /W3 /Zi /WX main.c || goto :error
remedybg.exe start-debugging
goto :EOF

@ -65,7 +65,8 @@ MD_Arena *cg_arena = NULL;
MD_String8 ChildValue(MD_Node *n, MD_String8 name) {
MD_Node *child_with_value = MD_ChildFromString(n, name, 0);
assert_cond(child_with_value, MD_S8Fmt(cg_arena, "Could not find child named '%.*s' of node '%.*s'", MD_S8VArg(name), MD_S8VArg(n->string)));
assert_cond(child_with_value->first_child, MD_S8Lit("Must have child"));
assert_cond(!MD_NodeIsNil(child_with_value->first_child), MD_S8Lit("Must have child"));
//assert(child_with_value->first_child->string.str != 0 && child_with_value->first_child->string.size > 0);
return child_with_value->first_child->string;
}
@ -129,8 +130,6 @@ int main(int argc, char **argv) {
cg_arena = MD_ArenaAlloc();
assert_cond(cg_arena, MD_S8Lit("Memory"));
char *nulled = nullterm(MD_S8Lit("test"));
MD_ParseResult training_parse = MD_ParseWholeFile(cg_arena, MD_S8Lit("training.mdesk"));
MD_String8 global_prompt = {0};
for(MD_EachNode(node, training_parse.node->first_child))
@ -168,64 +167,67 @@ int main(int argc, char **argv) {
{
MD_Node *node_with = find_by_name(&characters, ChildValue(node, S8("with")));
MD_String8List item_prompts = {0};
MD_Node *items_node = MD_ChildFromString(node, S8("items"), 0);
if(!MD_NodeIsNil(items_node))
int upto_npc_line = 0;
int cur_npc_line = 0;
MD_Node *cur_sentence = MD_ChildFromString(node, S8("data"), 0)->first_child;
MD_Node *has_item = 0;
MD_String8List conversation = {0};
while(!MD_NodeIsNil(cur_sentence))
{
for(MD_EachNode(item_name_node, items_node->first_child))
assert(!MD_NodeIsNil(cur_sentence));
bool is_player = MD_NodeHasTag(cur_sentence, S8("player"), 0);
bool is_npc = MD_NodeHasTag(cur_sentence, S8("npc"), 0);
bool is_item_possess = MD_NodeHasTag(cur_sentence, S8("item_possess"), 0);
bool is_item_discard = MD_NodeHasTag(cur_sentence, S8("item_discard"), 0);
if(is_player)
{
MD_String8 item_prompt = ChildValue(find_by_name(&items, item_name_node->string), S8("prompt"));
MD_S8ListPush(cg_arena, &item_prompts, item_prompt);
list_printf(&conversation, "Player: \\\"%.*s\\\"\\n", MD_S8VArg(cur_sentence->string));
}
}
MD_StringJoin join = (MD_StringJoin){ .mid = S8("\\n") };
MD_String8 items_prompt = S8("");
if(item_prompts.node_count > 0)
{
MD_S8ListPush(cg_arena, &item_prompts, S8(""));
items_prompt = MD_S8ListJoin(cg_arena, item_prompts, &join);
}
int num_sentences = 0;
for(MD_EachNode(s, MD_ChildFromString(node, S8("data"), 0)->first_child))
{
num_sentences += 1;
}
assert(num_sentences >= 2);
assert(num_sentences % 2 == 0);
for(int upto_length = 2; upto_length <= num_sentences; upto_length += 2)
{
fprintf(train, "{\"prompt\": \"");
fprintf(train, nullterm(global_prompt), MD_S8VArg(ChildValue(node_with, S8("actions_str"))));
fprintf(train, "\\n");
fprintf(train, "%.*s", MD_S8VArg(items_prompt));
fprintf(train, "%.*s\\n", MD_S8VArg(ChildValue(node_with, S8("prompt"))));
MD_Node *cur_sentence = MD_ChildFromString(node, S8("data"), 0)->first_child;
MD_String8 completion = {0};
for(int i = 0; i < upto_length; i += 1)
if(is_item_possess)
{
MD_Node *item = find_by_name(&items, cur_sentence->string);
assert(item);
has_item = item;
list_printf(&conversation, "%.*s\\n", MD_S8VArg(ChildValue(item, S8("possess_message"))));
}
if(is_item_discard)
{
assert(!MD_NodeIsNil(cur_sentence));
if(i % 2 == 0)
MD_Node *item = find_by_name(&items, cur_sentence->string);
assert(item);
has_item = 0;
list_printf(&conversation, "%.*s\\n", MD_S8VArg(ChildValue(item, S8("discard_message"))));
}
bool restarting = false;
if(is_npc)
{
list_printf(&conversation, "%.*s: \\\"", MD_S8VArg(ChildValue(node_with, S8("name"))));
if(upto_npc_line == cur_npc_line)
{
fprintf(train, "Player: \\\"%.*s\\\"\\n", MD_S8VArg(cur_sentence->string));
MD_String8 completion = cur_sentence->string;
fprintf(train, "{\"prompt\": \"");
fprintf(train, nullterm(global_prompt), MD_S8VArg(ChildValue(node_with, S8("actions_str"))));
fprintf(train, "\\n");
if(has_item) fprintf(train, "%.*s\\n", MD_S8VArg(ChildValue(has_item, S8("global_prompt_message"))));
fprintf(train, "%.*s\\n", MD_S8VArg(ChildValue(node_with, S8("prompt"))));
//MD_StringJoin join = (MD_StringJoin){.mid = S8("\\n")};
MD_StringJoin join = (MD_StringJoin){0};
MD_String8 conversation_string = MD_S8ListJoin(cg_arena, conversation, &join);
fprintf(train, "%.*s\", \"completion\": \"%.*s\\\"\"}\n", MD_S8VArg(conversation_string), MD_S8VArg(completion));
upto_npc_line += 1;
cur_npc_line = 0;
cur_sentence = MD_ChildFromString(node, S8("data"), 0)->first_child;
conversation = (MD_String8List){0};
restarting = true;
}
else
{
fprintf(train, "%.*s: \\\"", MD_S8VArg(ChildValue(node_with, S8("name"))));
if(i == upto_length - 1)
{
completion = cur_sentence->string;
}
else
{
fprintf(train, "%.*s\\\"\\n", MD_S8VArg(cur_sentence->string));
}
list_printf(&conversation, "%.*s\\\"\\n", MD_S8VArg(cur_sentence->string));
cur_npc_line += 1;
}
cur_sentence = cur_sentence->next;
}
fprintf(train, "\", \"completion\": \"%.*s\\\"\"}\n", MD_S8VArg(completion));
if(!restarting) cur_sentence = cur_sentence->next;
}
}
}
@ -403,14 +405,51 @@ int main(int argc, char **argv) {
output = fopen(MD_S8Fmt(cg_arena, "%.*s/characters.gen.h\0", MD_S8VArg(OUTPUT_FOLDER)).str, "w");
//fprintf(output, "char *global_prompt = \"%.*s\";\n", MD_S8VArg(global_prompt));
fprintf(output, "char *prompt_table[] = {\n");
fprintf(output, "char *general_prompt_table[] = {\n");
BUFF_ITER(MD_Node*, &characters)
{
MD_String8 personalized_global_prompt = MD_S8Fmt(cg_arena, nullterm(global_prompt), MD_S8VArg(ChildValue(*it, S8("actions_str"))));
fprintf(output, "\"%.*s\\n%.*s\", // %.*s\n", MD_S8VArg(personalized_global_prompt), MD_S8VArg(ChildValue(*it, S8("prompt"))),MD_S8VArg((*it)->string));
fprintf(output, "\"%.*s\", // %.*s\n", MD_S8VArg(personalized_global_prompt), MD_S8VArg((*it)->string));
}
fprintf(output, "}; // general prompt table\n");
fprintf(output, "char *prompt_table[] = {\n");
BUFF_ITER(MD_Node*, &characters)
{
fprintf(output, "\"%.*s\", // %.*s\n", MD_S8VArg(ChildValue(*it, S8("prompt"))),MD_S8VArg((*it)->string));
}
fprintf(output, "}; // prompt table\n");
fprintf(output, "typedef enum ItemKind {\nITEM_Invalid,\n");
BUFF_ITER(MD_Node*, &items)
{
fprintf(output, "ITEM_%.*s,\n", MD_S8VArg((*it)->string));
}
fprintf(output, "} ItemKind;\n");
fprintf(output, "char *item_prompt_table[] = {\n\"Invalid\",\n");
BUFF_ITER(MD_Node*, &items)
{
fprintf(output, "\"%.*s\",\n", MD_S8VArg(ChildValue(*it, S8("global_prompt_message"))));
}
fprintf(output, "}; // item prompt table\n");
fprintf(output, "char *item_possess_message_table[] = {\n\"Invalid\",\n");
BUFF_ITER(MD_Node*, &items)
{
fprintf(output, "\"%.*s\",\n", MD_S8VArg(ChildValue(*it, S8("possess_message"))));
}
fprintf(output, "}; // item possess_message table\n");
fprintf(output, "char *item_discard_message_table[] = {\n\"Invalid\",\n");
BUFF_ITER(MD_Node*, &items)
{
fprintf(output, "\"%.*s\",\n", MD_S8VArg(ChildValue(*it, S8("discard_message"))));
}
fprintf(output, "}; // item discard_message table\n");
fprintf(output, "char *name_table[] = {\n");
BUFF_ITER(MD_Node*, &characters)
{

347
main.c

@ -58,7 +58,11 @@ Vec2 RotateV2(Vec2 v, float theta)
Vec2 ReflectV2(Vec2 v, Vec2 normal)
{
assert(fabsf(LenV2(normal) - 1.0f) < 0.01f); // must be normalized
return SubV2(v, MulV2F(normal, 2.0f * DotV2(v, normal)));
Vec2 to_return = SubV2(v, MulV2F(normal, 2.0f * DotV2(v, normal)));
assert(!isnan(to_return.x));
assert(!isnan(to_return.y));
return to_return;
}
@ -134,8 +138,27 @@ typedef enum CharacterState
typedef BUFF(char, MAX_SENTENCE_LENGTH) Sentence;
#define SENTENCE_CONST(txt) (Sentence){.data=txt, .cur_index=sizeof(txt)}
Sentence from_str(char *s)
{
Sentence to_return = {0};
while(*s != '\0')
{
BUFF_APPEND(&to_return, *s);
s++;
}
return to_return;
}
// even indexed dialogs (0,2,4) are player saying stuff, odds are the character from GPT
typedef BUFF(Sentence, 2*12) Dialog; // six back and forths. must be even number or bad things happen (I think)
typedef enum AuthorType { NPC, PLAYER, SYSTEM } AuthorType;
typedef struct DialogElement
{
AuthorType author;
Sentence s;
} DialogElement;
// must always have player dialog element first
typedef BUFF(DialogElement, 2*12) Dialog;
#include "characters.gen.h"
NPC_SKELETON,
@ -169,10 +192,16 @@ typedef struct Entity
bool is_prop;
PropKind prop_kind;
// items
bool is_item;
bool held_by_player;
ItemKind item_kind;
// npcs
bool is_npc;
double character_say_timer;
NpcKind npc_kind;
struct Entity *last_seen_holding;
Sentence sentence_to_say;
Dialog player_dialog;
#ifdef WEB
@ -188,6 +217,8 @@ typedef struct Entity
// character
bool is_character;
struct Entity *holding_item;
Vec2 to_throw_direction;
int boots_modifier;
CharacterState state;
struct Entity *talking_to; // Maybe should be generational index, but I dunno. No death yet
@ -235,27 +266,23 @@ typedef struct Arena
Entity *player = NULL; // up here, used in text backend callback
void make_space_and_append(Dialog *d, Sentence *s)
void make_space_and_append(Dialog *d, DialogElement elem)
{
if(d->cur_index >= ARRLEN(d->data))
while((d->cur_index >= ARRLEN(d->data) || d->data[0].author != PLAYER) && d->cur_index > 0)
{
for(int remove_i = 0; remove_i < 2; remove_i++)
assert(ARRLEN(d->data) >= 1);
for(int i = 0; i < ARRLEN(d->data) - 1; i++)
{
assert(ARRLEN(d->data) >= 1);
for(int i = 0; i < ARRLEN(d->data) - 1; i++)
{
d->data[i] = d->data[i + 1];
}
d->cur_index--;
d->data[i] = d->data[i + 1];
}
d->cur_index--;
}
BUFF_APPEND(d, *s);
BUFF_APPEND(d, elem);
}
void say_characters(Entity *npc, int num_characters)
{
Sentence *sentence_to_append_to = &npc->player_dialog.data[npc->player_dialog.cur_index-1];
Sentence *sentence_to_append_to = &npc->player_dialog.data[npc->player_dialog.cur_index-1].s;
for(int i = 0; i < num_characters; i++)
{
if(!BUFF_EMPTY(&npc->player_dialog) && !BUFF_EMPTY(&npc->sentence_to_say))
@ -285,6 +312,7 @@ void say_characters(Entity *npc, int num_characters)
if(strcmp(match_buffer.data, "sells grounding boots") == 0 && npc->npc_kind == MERCHANT)
{
player->boots_modifier -= 1;
}
if(strcmp(match_buffer.data, "sells swiftness boots") == 0 && npc->npc_kind == MERCHANT)
{
@ -303,6 +331,11 @@ void say_characters(Entity *npc, int num_characters)
}
}
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);
}
void add_new_npc_sentence(Entity *npc, char *sentence)
{
size_t sentence_len = strlen(sentence);
@ -315,14 +348,14 @@ void add_new_npc_sentence(Entity *npc, char *sentence)
if(sentence[i] == '\n') continue;
BUFF_APPEND(&new_sentence, sentence[i]);
}
Sentence empty_sentence = {0};
DialogElement empty_elem = { .author = NPC };
say_characters(npc, npc->sentence_to_say.cur_index);
make_space_and_append(&npc->player_dialog, &empty_sentence);
make_space_and_append(&npc->player_dialog, empty_elem);
npc->sentence_to_say = new_sentence;
}
void begin_text_input(); // called when player engages in dialog, must say something and fill text_input_buffer
// a callback, when 'text backend' has finished making text
// a callback, when 'text backend' has finished making text. End dialog
void end_text_input(char *what_player_said)
{
player->state = CHARACTER_IDLE;
@ -348,43 +381,80 @@ void end_text_input(char *what_player_said)
BUFF_APPEND(&what_player_said_sentence, c);
}
// order is player message, item status message in training data. So has to be same here
Dialog *to_append = &player->talking_to->player_dialog;
make_space_and_append(to_append, &what_player_said_sentence);
Entity *talking = player->talking_to;
make_space_and_append(to_append, (DialogElement){.s = what_player_said_sentence, .author = PLAYER});
if(talking->last_seen_holding != player->holding_item)
{
if(talking->last_seen_holding)
{
Sentence discard = from_str(item_discard_message_table[talking->last_seen_holding->item_kind]);
BUFF_APPEND(&discard, '\n');
make_space_and_append(to_append, (DialogElement){.author = SYSTEM, .s = discard});
assert(talking->last_seen_holding->is_item);
talking->last_seen_holding = 0;
}
if(player->holding_item)
{
assert(player->holding_item->is_item);
Sentence possess = from_str(item_possess_message_table[player->holding_item->item_kind]);
BUFF_APPEND(&possess, '\n');
make_space_and_append(to_append, (DialogElement){.author = SYSTEM, .s = possess});
}
talking->last_seen_holding = player->holding_item;
}
// the npc response will be appended here, or at least be async queued to be appended here
BUFF(char, 4000) prompt_buff = {0};
BUFF(char *, 100) to_join = {0};
//BUFF_APPEND(&to_join, "This is dialog which takes place in a simple action RPG, where the player can only talk to NPCs, or fight. The characters influence the game world by saying specific actions from these possibilities: [*fights player*]. They don't say anything else that has '*' between them. Example dialog with an Old Man NPC:\nPlayer: \"Hello old man. Do you know that you're in a video game?\"\nOld Man: \"What are you talking about, young boy? What is a 'video game'?\"\nPlayer: \"You have no idea. You look ugly and stupid.\"\nOld Man: \"How juvenile! That's it, *fights player*\"\n\nThe NPCs exist on a small lush island, on a remote village, in a fantasy setting where monsters roam freely, posing a danger to the NPCs, and the player. They don't know about modern technology. They are very slow to say *fights player*, because doing so means killing the player, their friends, and potentially themselves. But if the situation demands it, they will not hesitate to open fire.\n");
assert(talking->npc_kind >= 0);
assert(talking->npc_kind < ARRLEN(prompt_table));
assert(talking->npc_kind < ARRLEN(general_prompt_table));
assert(talking->npc_kind < ARRLEN(name_table));
// general prompt
BUFF_APPEND(&to_join, general_prompt_table[talking->npc_kind]);
BUFF_APPEND(&to_join, "\n");
// item prompt
if(player->holding_item)
{
BUFF_APPEND(&to_join, item_prompt_table[player->holding_item->item_kind]);
BUFF_APPEND(&to_join, "\n");
}
// characters prompt
Entity *talking = player->talking_to;
assert(talking->npc_kind < ARRLEN(prompt_table));
assert(talking->npc_kind < ARRLEN(name_table));
BUFF_APPEND(&to_join, prompt_table[talking->npc_kind]);
BUFF_APPEND(&to_join, "\n");
char *character_prompt = name_table[talking->npc_kind];
//BUFF_APPEND(&to_join, "The player is talking to an old man who is standing around on the island. He's eager to bestow his wisdom upon the young player, but the player must act polite, not rude. If the player acts rude, the old man will say exactly the text '*fights player*' as shown in the above example, turning the interaction into a skirmish, where the old man takes out his well concealed shotgun. The old man is also a bit of a joker.\n\n");
//BUFF_APPEND(&to_join, "Dialog between an old man and a player in a video game. The player can only attack or talk in the game. The old man can perform these actions by saying them: [*fights player*]\n--\nPlayer: \"Who are you?\"\nOld Man: \"Why I'm just a simple old man, minding my business. What brings you here?\"\nPlayer: \"I'm not sure. What needs doing?\"\nOld Man: \"Nothing much. It's pretty boring around here. Monsters are threatening our village though.\"\nPlayer: \"Holy shit! I better get to it\"\nOld Man: \"He he, certainly! Good luck!\"\n--\nPlayer: \"Man fuck you old man\"\nOld Man: \"You better watch your tongue young man. Unless you're polite I'll be forced to attack you, peace is important around here!\"\nPlayer: \"Man fuck your peace\"\nOld Man: \"That's it! *fights player*\"\n--\n");
// all the dialog
int i = 0;
BUFF_ITER(Sentence, &player->talking_to->player_dialog)
BUFF_ITER(DialogElement, &player->talking_to->player_dialog)
{
bool is_player = i % 2 == 0;
if(is_player)
//bool is_player =
if(it->author == PLAYER)
{
BUFF_APPEND(&to_join, "Player: \"");
}
else
else if(it->author == NPC)
{
BUFF_APPEND(&to_join, character_prompt);
BUFF_APPEND(&to_join, ": \"");
}
BUFF_APPEND(&to_join, it->data);
BUFF_APPEND(&to_join, "\"\n");
else if(it->author == SYSTEM)
{
}
else
{
assert(false);
}
BUFF_APPEND(&to_join, it->s.data);
if(it->author == PLAYER || it->author == NPC)
BUFF_APPEND(&to_join, "\"\n");
i++;
}
@ -403,7 +473,7 @@ void end_text_input(char *what_player_said)
const char * prompt = prompt_buff.data;
#ifdef DEVTOOLS
Log("Prompt: \"%s\"\n", prompt);
Log("Prompt: `%s`\n", prompt);
#endif
#ifdef WEB
// fire off generation request, save id
@ -428,7 +498,7 @@ void end_text_input(char *what_player_said)
}
if(player->talking_to->npc_kind == NPC_John)
{
add_new_npc_sentence(player->talking_to, "I am john");
add_new_npc_sentence(player->talking_to, "I am john *gives WhiteSquare*");
}
#endif
@ -597,6 +667,10 @@ Vec2 entity_aabb_size(Entity *e)
{
return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f);
}
else if(e->is_item)
{
return V2(TILE_SIZE*0.5f, TILE_SIZE*0.5f);
}
else
{
assert(false);
@ -893,6 +967,11 @@ void reset_level()
}
assert(player != NULL); // level initial config must have player entity
}
Entity *item = new_entity();
item->is_item = true;
item->item_kind = ITEM_WhiteSquare;
item->pos = AddV2(player->pos, V2(0.0, 30.0));
}
@ -1720,11 +1799,29 @@ Overlapping get_overlapping(Level *l, AABB aabb)
return to_return;
}
typedef struct CollisionInfo
{
bool happened;
Vec2 normal;
}CollisionInfo;
typedef struct MoveSlideParams
{
Entity *from;
Vec2 position;
Vec2 movement_this_frame;
// optional
bool dont_collide_with_entities;
CollisionInfo *col_info_out;
} MoveSlideParams;
// returns new pos after moving and sliding against collidable things
Vec2 move_and_slide(Entity *from, Vec2 position, Vec2 movement_this_frame)
Vec2 move_and_slide(MoveSlideParams p)
{
Vec2 collision_aabb_size = entity_aabb_size(from);
Vec2 new_pos = AddV2(position, movement_this_frame);
Vec2 collision_aabb_size = entity_aabb_size(p.from);
Vec2 new_pos = AddV2(p.position, p.movement_this_frame);
AABB at_new = centered_aabb(new_pos, collision_aabb_size);
dbgrect(at_new);
AABB to_check[256] = {0};
@ -1745,25 +1842,26 @@ Vec2 move_and_slide(Entity *from, Vec2 position, Vec2 movement_this_frame)
TileCoord tilecoord_to_check = world_to_tilecoord(*it);
if(is_tile_solid(get_tile(&level_level0, tilecoord_to_check)))
{
to_check[to_check_index++] = tile_aabb(tilecoord_to_check);
assert(to_check_index < ARRLEN(to_check));
}
}
}
// add entity boxes
if(!(from->is_character && from->is_rolling))
if(!p.dont_collide_with_entities && !(p.from->is_character && p.from->is_rolling))
{
ENTITIES_ITER(entities)
{
if(!(it->is_character && it->is_rolling) && it != from && !(it->is_npc && it->dead))
if(!(it->is_character && it->is_rolling) && it != p.from && !(it->is_npc && it->dead) && !it->is_item)
{
to_check[to_check_index++] = centered_aabb(it->pos, entity_aabb_size(it));
assert(to_check_index < ARRLEN(to_check));
}
}
}
CollisionInfo info = {0};
for(int i = 0; i < to_check_index; i++)
{
AABB to_depenetrate_from = to_check[i];
@ -1775,6 +1873,7 @@ Vec2 move_and_slide(Entity *from, Vec2 position, Vec2 movement_this_frame)
//dbgsquare(to_depenetrate_from.lower_right);
const float move_dist = 0.05f;
info.happened = true;
Vec2 to_player = NormV2(SubV2(aabb_center(at_new), aabb_center(to_depenetrate_from)));
Vec2 compass_dirs[4] = {
V2( 1.0, 0.0),
@ -1795,6 +1894,7 @@ Vec2 move_and_slide(Entity *from, Vec2 position, Vec2 movement_this_frame)
}
assert(closest_index != -1);
Vec2 move_dir = compass_dirs[closest_index];
info.normal = move_dir;
Vec2 move = MulV2F(move_dir, move_dist);
at_new.upper_left = AddV2(at_new.upper_left,move);
at_new.lower_right = AddV2(at_new.lower_right,move);
@ -1802,6 +1902,8 @@ Vec2 move_and_slide(Entity *from, Vec2 position, Vec2 movement_this_frame)
}
}
if(p.col_info_out) *p.col_info_out = info;
return aabb_center(at_new);
}
@ -1897,48 +1999,54 @@ void draw_dialog_panel(Entity *talking_to)
//BUFF_ITER(Sentence, &talking_to->player_dialog)
if(talking_to->player_dialog.cur_index > 0)
{
BUFF_ITER_EX(Sentence, &talking_to->player_dialog, talking_to->player_dialog.cur_index-1, it >= &talking_to->player_dialog.data[0], it--)
BUFF_ITER_EX(DialogElement, &talking_to->player_dialog, talking_to->player_dialog.cur_index-1, it >= &talking_to->player_dialog.data[0], it--)
{
bool player_talking = i % 2 != 0; // iterating backwards
Color *colors = calloc(sizeof(*colors), it->cur_index);
bool in_astrix = false;
for(int char_i = 0; char_i < it->cur_index; char_i++)
if(it->author == SYSTEM)
{
bool set_in_astrix_false = false;
if(it->data[char_i] == '*')
}
else
{
bool player_talking = it->author == PLAYER;
Color *colors = calloc(sizeof(*colors), it->s.cur_index);
bool in_astrix = false;
for(int char_i = 0; char_i < it->s.cur_index; char_i++)
{
if(in_astrix)
{
set_in_astrix_false = true;
}
else
bool set_in_astrix_false = false;
if(it->s.data[char_i] == '*')
{
in_astrix = true;
if(in_astrix)
{
set_in_astrix_false = true;
}
else
{
in_astrix = true;
}
}
}
if(player_talking)
{
colors[char_i] = BLACK;
}
else
{
if(in_astrix)
if(player_talking)
{
colors[char_i] = colhex(0xab9100);
colors[char_i] = BLACK;
}
else
{
colors[char_i] = colhex(0x345e22);
if(in_astrix)
{
colors[char_i] = colhex(0xab9100);
}
else
{
colors[char_i] = colhex(0x345e22);
}
}
if(set_in_astrix_false) in_astrix = false;
}
if(set_in_astrix_false) in_astrix = false;
}
float measured_line_height = draw_wrapped_text(true, V2(dialog_panel.upper_left.X, new_line_height), dialog_panel.lower_right.X - dialog_panel.upper_left.X, it->data, colors, 0.5f, true, dialog_panel);
new_line_height += (new_line_height - measured_line_height);
draw_wrapped_text(false, V2(dialog_panel.upper_left.X, new_line_height), dialog_panel.lower_right.X - dialog_panel.upper_left.X, it->data, colors, 0.5f, true, dialog_panel);
float measured_line_height = draw_wrapped_text(true, V2(dialog_panel.upper_left.X, new_line_height), dialog_panel.lower_right.X - dialog_panel.upper_left.X, it->s.data, colors, 0.5f, true, dialog_panel);
new_line_height += (new_line_height - measured_line_height);
draw_wrapped_text(false, V2(dialog_panel.upper_left.X, new_line_height), dialog_panel.lower_right.X - dialog_panel.upper_left.X, it->s.data, colors, 0.5f, true, dialog_panel);
free(colors);
i++;
free(colors);
i++;
}
}
}
@ -2162,7 +2270,7 @@ void frame(void)
{
Log("Failed to generate dialog! Fuck!");
// need somethin better here. Maybe each sentence has to know if it's player or NPC, that way I can remove the player's dialog
make_space_and_append(&it->player_dialog, &SENTENCE_CONST("I'm not sure..."));
make_space_and_append(&it->player_dialog, (DialogElement){ .s = SENTENCE_CONST("I'm not sure..."), .author = NPC });
}
it->gen_request_id = 0;
}
@ -2184,6 +2292,10 @@ void frame(void)
{
float shadow_size = knight_rolling.region_size.x * 0.5f;
Vec2 shadow_offset = V2(0.0f, -20.0f);
if(npc_is_knight_sprite(it))
{
shadow_offset = V2(0.5f, -10.0f);
}
#if 0
if(it->npc_kind == MERCHANT)
{
@ -2245,7 +2357,7 @@ void frame(void)
Vec2 target_vel = NormV2(AddV2(rotate_counter_clockwise(to_player), MulV2F(to_player, 0.5f)));
target_vel = MulV2F(target_vel, 3.0f);
it->vel = LerpV2(it->vel, 15.0f * dt, target_vel);
it->pos = move_and_slide(it, it->pos, MulV2F(it->vel, pixels_per_meter * dt));
it->pos = move_and_slide((MoveSlideParams){it, it->pos, MulV2F(it->vel, pixels_per_meter * dt)});
}
Color col = LerpV4(WHITE, it->damage, RED);
@ -2271,7 +2383,7 @@ void frame(void)
if(fabsf(it->vel.x) > 0.01f)
it->facing_left = it->vel.x < 0.0f;
it->pos = move_and_slide(it, it->pos, MulV2F(it->vel, pixels_per_meter * dt));
it->pos = move_and_slide((MoveSlideParams){it, it->pos, MulV2F(it->vel, pixels_per_meter * dt)});
AABB weapon_aabb = entity_sword_aabb(it, 30.0f, 18.0f);
dbgrect(weapon_aabb);
Vec2 target_vel = {0};
@ -2335,7 +2447,7 @@ void frame(void)
draw_animated_sprite(&merchant_idle, elapsed_time, true, AddV2(it->pos, V2(0, 30.0f)), col);
}
#endif
else if(it->npc_kind == NPC_Max || it->npc_kind == NPC_Hunter || it->npc_kind == NPC_John)
else if(npc_is_knight_sprite(it))
{
Color tint = WHITE;
if(it->npc_kind == NPC_Max)
@ -2376,6 +2488,23 @@ void frame(void)
}
}
}
else if (it->is_item)
{
if(it->held_by_player)
{
it->pos = AddV2(player->pos, V2(5.0f * (player->facing_left ? -1.0f : 1.0f), 0.0f));
}
else
{
it->vel = LerpV2(it->vel, dt*7.0f, V2(0.0f,0.0f));
CollisionInfo info = {0};
it->pos = move_and_slide((MoveSlideParams){it, it->pos, MulV2F(it->vel, pixels_per_meter * dt), .dont_collide_with_entities = true, .col_info_out = &info});
if(info.happened) it->vel = ReflectV2(it->vel, info.normal);
}
colorquad(true, quad_centered(it->pos, V2(15.0f, 15.0f)), WHITE);
//draw_quad((DrawParams){true, it->pos, IMG(image_white_square)
}
else if (it->is_bullet)
{
it->pos = AddV2(it->pos, MulV2F(it->vel, pixels_per_meter * dt));
@ -2432,14 +2561,14 @@ void frame(void)
// do dialog
Entity *closest_talkto = NULL;
Entity *closest_interact_with = NULL;
{
// find closest to talk to
{
AABB dialog_rect = centered_aabb(player->pos, V2(TILE_SIZE*2.0f, TILE_SIZE*2.0f));
dbgrect(dialog_rect);
Overlapping possible_dialogs = get_overlapping(cur_level, dialog_rect);
float closest_talkto_dist = INFINITY;
float closest_interact_with_dist = INFINITY;
BUFF_ITER(Overlap, &possible_dialogs)
{
bool entity_talkable = true;
@ -2450,31 +2579,38 @@ void frame(void)
#ifdef WEB
if(entity_talkable) entity_talkable = entity_talkable && it->e->gen_request_id == 0;
#endif
if(entity_talkable)
bool entity_pickupable = !it->is_tile && !player->holding_item && it->e->is_item;
if(entity_talkable || entity_pickupable)
{
float dist = LenV2(SubV2(it->e->pos, player->pos));
if(dist < closest_talkto_dist)
if(dist < closest_interact_with_dist)
{
closest_talkto_dist = dist;
closest_talkto = it->e;
closest_interact_with_dist = dist;
closest_interact_with = it->e;
}
}
}
}
Entity *talking_to = closest_talkto;
Entity *interacting_with = closest_interact_with;
if(player->state == CHARACTER_TALKING)
{
talking_to = player->talking_to;
assert(talking_to);
interacting_with = player->talking_to;
assert(interacting_with);
}
// if somebody, show their dialog panel
if(talking_to)
if(interacting_with)
{
// talking to them feedback
draw_quad((DrawParams){true, quad_centered(talking_to->pos, V2(TILE_SIZE, TILE_SIZE)), image_dialog_circle, full_region(image_dialog_circle), WHITE});
draw_dialog_panel(talking_to);
// interaction circle
draw_quad((DrawParams){true, quad_centered(interacting_with->pos, V2(TILE_SIZE, TILE_SIZE)), image_dialog_circle, full_region(image_dialog_circle), WHITE});
if(interacting_with->is_npc)
{
draw_dialog_panel(interacting_with);
}
}
// process dialog and display dialog box when talking to NPC
@ -2489,17 +2625,38 @@ void frame(void)
}
}
// roll input management, sometimes means talk to the npc
if(player->state != CHARACTER_TALKING && roll_just_pressed && closest_talkto != NULL)
if(player->state != CHARACTER_TALKING && roll_just_pressed && closest_interact_with)
{
// begin dialog with closest npc
player->state = CHARACTER_TALKING;
player->talking_to = closest_talkto;
begin_text_input();
if(closest_interact_with->is_npc)
{
// begin dialog with closest npc
player->state = CHARACTER_TALKING;
player->talking_to = closest_interact_with;
begin_text_input();
}
else if(closest_interact_with->is_item)
{
// pick up item
closest_interact_with->held_by_player = true;
player->holding_item = closest_interact_with;
}
else
{
assert(false);
}
}
else
{
// rolling trigger from input
if(roll && !player->is_rolling && player->time_not_rolling > 0.3f && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
// in this branch, we know that no interacting with npcs or items is going to happen.
// but we still have to process roll input
if(roll_just_pressed && player->holding_item)
{
// throw item
player->holding_item->vel = MulV2F(player->to_throw_direction, 20.0f);
player->holding_item->held_by_player = false;
player->holding_item = 0;
}
else if(roll_just_pressed && !player->is_rolling && player->time_not_rolling > 0.3f && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
{
player->is_rolling = true;
player->roll_progress = 0.0;
@ -2546,6 +2703,7 @@ void frame(void)
Vec2 target_vel = {0};
float speed = 0.0f;
if(LenV2(movement) > 0.01f) player->to_throw_direction = NormV2(movement);
if(player->state == CHARACTER_WALKING)
{
speed = PLAYER_SPEED;
@ -2620,7 +2778,7 @@ void frame(void)
{
Vec2 target_vel = MulV2F(movement, dt * pixels_per_meter * speed);
player->vel = LerpV2(player->vel, dt * 15.0f, target_vel);
player->pos = move_and_slide(player, player->pos, player->vel);
player->pos = move_and_slide((MoveSlideParams){player, player->pos, player->vel});
}
@ -2767,6 +2925,7 @@ sapp_desc sokol_main(int argc, char* argv[])
//.gl_force_gles2 = true, not sure why this was here in example, look into
.window_title = "RPGPT",
.win32_console_attach = true,
.win32_console_create = true,
.icon.sokol_default = true,
};
}

@ -28,7 +28,7 @@ func index(w http.ResponseWriter, req *http.Request) {
ctx := context.Background()
req := gogpt.CompletionRequest{
Model: "curie:ft-personal-2023-03-13-05-51-19",
Model: "curie:ft-personal-2023-03-16-04-40-18",
MaxTokens: 80,
Prompt: promptString,
Temperature: 0.9,

@ -1,10 +1,17 @@
Happening by END OF STREAM:
DONE - Metadesk AI training
- Item holding changes prompt good
- Sound on text in/out
- Text drop shadow
MAKE ANOTHER TIKTOK, LINK IN playgpt.io WEBPAGE
SEND NEW BETA, WATCH PEOPLE
- A few characters
- Item hold/let go, collision
- Item affects dialog
SEND NEW BETA, WATCH PEOPLE
- Put playgpt.io in twitch title
- Make tiktok
- tell creepy story
- put link playgpt.io in description
- mention the website, and call to action (follow and subscribe to mailing list) at end
Later:
- Drop shadow on text, or outline. Something

@ -1,36 +1,38 @@
@global_prompt "This is a conversation between a player and an NPC in a game, where the npc performs actions by saying one of [%.*s]. The NPC doesn't say anything in stars that isn't in that list between [ and ]. The player is wearing a full suit of knight armor. The general, Death, is leading some troops on a crusade they have mixed opinions about."
@global_prompt "This is a conversation between a player and an NPC in a game, where the NPC performs actions by saying one of [%.*s]. The NPC doesn't say anything in stars that isn't in that list between [ and ]. The player is wearing a full suit of knight armor. The general, Death, is leading some troops on a crusade they have mixed opinions about."
@character Hunter:
{
name: "Hunter the Soldier",
prompt: "Hunter is a nervous guy who trusts authority more than himself. He doesn't believe in the white square's powers.",
prompt: "Hunter, the NPC, is a nervous guy who trusts authority more than himself. He doesn't believe in the white square's powers.",
actions_str: "",
}
@character Max:
{
name: "Max the Soldier",
prompt: "Max ia Gung-ho guy who masks his fear of failure with bravado and a need for blood.",
prompt: "Max, the NPC, is a Gung-ho guy who masks his fear of failure with bravado and a need for blood.",
actions_str: "",
}
@character John:
{
name: "John the Soldier",
prompt: "John is a critical guy who cares about others way too much.",
actions_str: "",
prompt: "John, the NPC, is a critical guy who cares about others way too much.",
actions_str: "*gives WhiteSquare*",
}
@character Death:
{
name: "General Death",
prompt: "Death is a general who leads without remorse, and is planning on leading his soldiers into certain victory, without them alive.",
prompt: "Death, the NPC, is a general who leads without remorse, and is planning on leading his soldiers into certain victory, without them alive.",
actions_str: "",
}
@item White_Square:
@item WhiteSquare:
{
prompt: "The player is holding a mysterious white square. It is unknown what strange and erotic abilities one possesses when they possess the square."
global_prompt_message: "The player has a mysterious white square. It is unknown what strange and erotic abilities one has when they possess the square.",
possess_message: "The player is now holding the white square",
discard_message: "The player is no longer holding the white square.",
}
@training
@ -38,22 +40,78 @@
with: Hunter,
data:
{
"Hey hunter",
"Hello. Grave times ahead of us",
"What do you mean?"
"Death demands we march with him to the end. I will have to follow",
"Who are you?",
"I'm a soldier in general death's cohort",
@player "Hey hunter",
@npc "Hello. Grave times ahead of us",
@player "What do you mean?"
@npc "Death demands we march with him to the end. I will have to follow",
@player "Who are you?",
@npc "I'm a soldier in general death's cohort",
},
}
@training
{
with: John,
data:
{
@player "Who are you",
@npc "My name is John, and you?",
@player "I'm Max",
@npc "Hello, Max. Be careful with the form of your swing, you could get hurt fighting the monsters",
@player "Can I have the white square?",
@npc "*gives WhiteSquare*",
}
}
@training
{
with: Hunter,
items: [White_Square, ],
data:
{
"Hey",
"The white square??? Oh God. I didn't think it was real",
@player "Hey",
@item_possess WhiteSquare,
@npc "The white square??? Oh God. I didn't think it was real",
@player "Yep. One of a kind",
@npc "Egads. I'll have to tell general Death about this!",
@player "Give me gold",
@npc "No can do.",
@player "What do you think of my sword?",
@item_discard WhiteSquare,
@npc "Thank God you've no longer got that frightful square. The sword is, interesting to say the least",
},
}
@training
{
with: John,
data:
{
@player "Give me gold",
@npc "No way man. Earn your own money",
@player "Plssss",
@item_posess WhiteSquare,
@npc "Certainly not. And get that strange white thing away from me."
@player "U sure?",
@item_discard WhiteSquare,
@npc "Yes. And thanks for removing the square.",
},
}
@training
{
with: John,
data:
{
@player "Hey",
@item_possess WhiteSquare,
@npc "OH GOD THE WHITE SQUARE",
@player "It's ok I got rid of it calm down",
@item_discard WhiteSquare,
@npc "Thanks",
@player "What's up with you?"<
@npc "I'm going on a crusade. I do not wish to die",
@player "Too bad",
@item_possess WhiteSquare,
@npc "
},
}

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