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805 lines
22 KiB
C
805 lines
22 KiB
C
#pragma once
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#include "buff.h"
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#include "HandmadeMath.h" // vector types in entity struct definition
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#include "better_assert.h"
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#include <stdbool.h>
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#include <string.h>
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#include <stdlib.h> // atoi
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#include "character_info.h"
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#include "characters.gen.h"
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#include "tuning.h"
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#define DO_CHATGPT_PARSING
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#define Log(...) { printf("%s Log %d | ", __FILE__, __LINE__); printf(__VA_ARGS__); }
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// Never expected such a stupid stuff from such a great director. If there is 0 stari can give that or -200 to this movie. Its worst to see and unnecessary loss of money
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#define PushWithLint(arena, list, ...) { MD_S8ListPushFmt(arena, list, __VA_ARGS__); if(false) printf( __VA_ARGS__); }
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#define FmtWithLint(arena, ...) (0 ? printf(__VA_ARGS__) : (void)0, MD_S8Fmt(arena, __VA_ARGS__))
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typedef BUFF(char, 1024 * 10) Escaped;
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bool character_valid(char c)
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{
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return c <= 126 && c >= 32;
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}
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MD_String8 escape_for_json(MD_Arena *arena, MD_String8 from)
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{
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MD_u64 output_size = 0;
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#define SHOULD_ESCAPE(c) (c == '"' || c == '\n' || c == '\\')
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for (int i = 0; i < from.size; i++)
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{
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char c = from.str[i];
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if (SHOULD_ESCAPE(c))
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{
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output_size += 2;
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}
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else
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{
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if (!character_valid(c))
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{
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// replaces with question mark
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Log("Unknown character code %d\n", c);
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}
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output_size += 1;
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}
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}
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MD_String8 output = {
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.str = MD_PushArray(arena, MD_u8, output_size),
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.size = output_size,
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};
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MD_u64 output_cursor = 0;
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for(MD_u64 i = 0; i < from.size; i++)
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{
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#define APPEND(elem) APPEND_TO_NAME(output.str, output_cursor, output.size, elem);
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assert(output_cursor < output.size);
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if(SHOULD_ESCAPE(from.str[i]))
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{
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if(from.str[i] == '\n')
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{
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APPEND('\\');
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APPEND('n');
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}
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else
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{
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APPEND('\\');
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APPEND(from.str[i]);
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}
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}
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else
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{
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APPEND(from.str[i]);
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}
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#undef APPEND
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}
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return output;
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}
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typedef struct
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{
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// serialized as bytes. No pointers.
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ItemKind item_to_give;
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} ActionArgument;
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typedef struct Action
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{
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ActionKind kind;
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ActionArgument argument;
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MD_u8 speech[MAX_SENTENCE_LENGTH];
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int speech_length;
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bool talking_to_somebody;
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NpcKind talking_to_kind;
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MD_u8 internal_monologue[MAX_SENTENCE_LENGTH];
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int internal_monologue_length;
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MoodKind mood;
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} Action;
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typedef struct
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{
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bool i_said_this; // don't trigger npc action on own self memory modification
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NpcKind author_npc_kind; // only valid if author is AuthorNpc
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bool was_talking_to_somebody;
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NpcKind talking_to_kind;
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bool heard_physically; // if not physically, the source was directly
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bool dont_show_to_player; // jester and past memories are hidden to the player when made into dialog
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} MemoryContext;
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// memories are subjective to an individual NPC
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typedef struct Memory
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{
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struct Memory *prev;
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struct Memory *next;
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uint64_t tick_happened; // can sort memories by time for some modes of display
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// if action_taken is none, there might still be speech. If speech_length == 0 and action_taken == none, it's an invalid memory and something has gone wrong
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ActionKind action_taken;
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ActionArgument action_argument;
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// the context that the action happened in
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MemoryContext context;
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MD_u8 speech[MAX_SENTENCE_LENGTH];
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int speech_length;
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// internal monologue is only valid if context.is_said_this is true
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MD_u8 internal_monologue[MAX_SENTENCE_LENGTH];
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int internal_monologue_length;
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MoodKind mood;
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ItemKind given_or_received_item;
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} Memory;
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typedef enum PropKind
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{
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TREE0,
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TREE1,
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TREE2,
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ROCK0,
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} PropKind;
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typedef struct EntityRef
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{
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int index;
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int generation;
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} EntityRef;
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typedef enum CharacterState
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{
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CHARACTER_WALKING,
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CHARACTER_IDLE,
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CHARACTER_TALKING,
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} CharacterState;
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typedef enum
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{
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STANDING_INDIFFERENT,
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STANDING_JOINED,
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} NPCPlayerStanding;
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typedef Vec4 Color;
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typedef struct
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{
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AnimKind anim;
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double elapsed_time;
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bool flipped;
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Vec2 pos;
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Color tint;
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bool no_shadow;
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} DrawnAnimatedSprite;
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typedef struct
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{
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DrawnAnimatedSprite drawn;
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float alive_for;
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} PlayerAfterImage;
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typedef BUFF(Vec2, MAX_ASTAR_NODES) AStarPath;
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typedef struct
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{
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bool exists;
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int generation;
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double elapsed_time;
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AStarPath path;
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} PathCache;
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typedef struct
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{
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int generation;
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int index;
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} PathCacheHandle;
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typedef struct
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{
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bool is_reference;
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EntityRef ref;
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Vec2 pos;
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} Target;
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typedef struct TextChunk
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{
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struct TextChunk *next;
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struct TextChunk *prev;
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char text[MAX_SENTENCE_LENGTH];
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int text_length;
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} TextChunk;
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typedef enum
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{
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MACH_invalid,
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MACH_idol_dispenser,
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MACH_arrow_shooter,
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} MachineKind;
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MD_String8 points_at_chunk(TextChunk *t)
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{
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return MD_S8((MD_u8*)t->text, t->text_length);
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}
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typedef struct Entity
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{
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bool exists;
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bool destroy;
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int generation;
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// the kinds are at the top so you can quickly see what kind an entity is in the debugger
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bool is_world;
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bool is_prop;
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bool is_machine;
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bool is_item;
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bool is_npc;
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bool is_character;
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// fields for all gs.entities
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Vec2 pos;
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Vec2 last_moved;
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float rotation;
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Vec2 vel; // only used sometimes, like in old man and bullet
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float damage; // at 1.0, dead! zero initialized
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bool facing_left;
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double dead_time;
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bool dead;
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// the static world. An entity is always returned when you collide with something so support that here
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// npcs and player
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BUFF(ItemKind, 32) held_items;
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// props
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PropKind prop_kind;
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// machines, like the machine that gives the player the idol, or the ones that
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// shoot arrows
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MachineKind machine_kind;
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bool has_given_idol;
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float idol_reminder_opacity; // fades out
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float arrow_timer;
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// items
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bool held_by_player;
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ItemKind item_kind;
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// npcs
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bool being_hovered;
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bool perceptions_dirty;
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TextChunk *errorlist_first;
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TextChunk *errorlist_last;
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#ifdef DESKTOP
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int times_talked_to; // for better mocked response string
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#endif
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bool opened;
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float opened_amount;
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bool gave_away_sword;
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Memory *memories_first;
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Memory *memories_last;
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bool direction_of_spiral_pattern;
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float dialog_panel_opacity;
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int words_said;
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float word_anim_in; // in characters, the fraction a word is animated in is this over its length.
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NPCPlayerStanding standing;
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NpcKind npc_kind;
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PathCacheHandle cached_path;
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int gen_request_id;
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bool walking;
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double shotgun_timer;
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bool moved;
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Vec2 target_goto;
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// only for skeleton npc
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double swing_timer;
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// character
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bool knighted;
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bool in_conversation_mode;
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EntityRef interacting_with; // for drawing outline on maybe interacting with somebody
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Vec2 to_throw_direction;
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BUFF(Vec2, 8) position_history; // so npcs can follow behind the player
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CharacterState state;
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EntityRef talking_to;
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// so doesn't change animations while time is stopped
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AnimKind cur_animation;
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float anim_change_timer;
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} Entity;
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typedef BUFF(NpcKind, 32) CanTalkTo;
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float entity_max_damage(Entity *e)
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{
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return 1.0f;
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}
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typedef BUFF(ActionKind, 8) AvailableActions;
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void fill_available_actions(Entity *it, AvailableActions *a)
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{
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*a = (AvailableActions) { 0 };
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BUFF_APPEND(a, ACT_none);
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if(it->held_items.cur_index > 0)
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{
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BUFF_APPEND(a, ACT_gift_item_to_targeting);
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}
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if (it->standing == STANDING_INDIFFERENT)
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{
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BUFF_APPEND(a, ACT_joins_player);
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}
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else if (it->standing == STANDING_JOINED)
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{
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BUFF_APPEND(a, ACT_leaves_player);
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}
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}
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typedef struct GameState {
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uint64_t tick;
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bool won;
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// these must point entities in its own array.
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Entity *player;
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Entity *world_entity;
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Entity entities[MAX_ENTITIES];
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} GameState;
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#define ENTITIES_ITER(ents) for (Entity *it = ents; it < ents + ARRLEN(ents); it++) if (it->exists && !it->destroy && it->generation > 0)
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bool npc_does_dialog(Entity *it)
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{
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return it->npc_kind < ARRLEN(characters);
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}
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// for no trailing comma just trim the last character
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MD_String8 make_json_node(MD_Arena *arena, MessageType type, MD_String8 content)
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{
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MD_ArenaTemp scratch = MD_GetScratch(&arena, 1);
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const char *type_str = 0;
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if (type == MSG_SYSTEM)
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type_str = "system";
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else if (type == MSG_USER)
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type_str = "user";
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else if (type == MSG_ASSISTANT)
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type_str = "assistant";
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assert(type_str);
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MD_String8 escaped = escape_for_json(scratch.arena, content);
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MD_String8 to_return = FmtWithLint(arena, "{\"type\": \"%s\", \"content\": \"%.*s\"},", type_str, MD_S8VArg(escaped));
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MD_ReleaseScratch(scratch);
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return to_return;
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}
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MD_String8List held_item_strings(MD_Arena *arena, Entity *e)
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{
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MD_String8List to_return = {0};
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BUFF_ITER(ItemKind, &e->held_items)
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{
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PushWithLint(arena, &to_return, "ITEM_%s", items[*it].enum_name);
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}
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return to_return;
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}
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// outputs json
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MD_String8 generate_chatgpt_prompt(MD_Arena *arena, Entity *e, CanTalkTo can_talk_to)
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{
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assert(e->is_npc);
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assert(e->npc_kind < ARRLEN(characters));
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MD_ArenaTemp scratch = MD_GetScratch(&arena, 1);
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MD_String8List list = {0};
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PushWithLint(scratch.arena, &list, "[");
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MD_String8List first_system_string = {0};
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PushWithLint(scratch.arena, &first_system_string, "%s\n", global_prompt);
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PushWithLint(scratch.arena, &first_system_string, "The NPC you will be acting as is named \"%s\". %s\n", characters[e->npc_kind].name, characters[e->npc_kind].prompt);
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// writing style
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{
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if(characters[e->npc_kind].writing_style[0])
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PushWithLint(scratch.arena, &first_system_string, "Examples of %s's writing style:\n", characters[e->npc_kind].name);
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for(int i = 0; i < ARRLEN(characters[e->npc_kind].writing_style); i++)
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{
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char *writing = characters[e->npc_kind].writing_style[i];
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if(writing)
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PushWithLint(scratch.arena, &first_system_string, "'%s'\n", writing);
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}
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PushWithLint(scratch.arena, &first_system_string, "\n");
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}
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if(e->errorlist_first)
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PushWithLint(scratch.arena, &first_system_string, "Errors to watch out for: ");
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for(TextChunk *cur = e->errorlist_first; cur; cur = cur->next)
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{
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PushWithLint(scratch.arena, &first_system_string, "%.*s\n", MD_S8VArg(points_at_chunk(cur)));
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}
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//MD_S8ListPush(scratch.arena, &list, make_json_node(scratch.arena, MSG_SYSTEM, MD_S8ListJoin(scratch.arena, first_system_string, &(MD_StringJoin){0})));
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MD_S8ListPush(scratch.arena, &list, make_json_node(scratch.arena, MSG_SYSTEM, MD_S8ListJoin(scratch.arena, first_system_string, &(MD_StringJoin){0})));
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for(Memory *it = e->memories_first; it; it = it->next)
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{
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MessageType sent_type = -1;
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MD_String8List cur_list = {0};
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MD_String8 context_string = {0};
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PushWithLint(scratch.arena, &cur_list, "{");
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if(it->context.i_said_this) assert(it->context.author_npc_kind == e->npc_kind);
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PushWithLint(scratch.arena, &cur_list, "who_i_am: \"%s\", ", characters[it->context.author_npc_kind].name);
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MD_String8 speech = MD_S8(it->speech, it->speech_length);
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PushWithLint(scratch.arena, &cur_list, "talking_to: \"%s\", ", it->context.was_talking_to_somebody ? characters[it->context.talking_to_kind].name : "nobody");
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// add speech
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{
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if(it->context.author_npc_kind == NPC_Player)
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{
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PushWithLint(scratch.arena, &cur_list, "speech: \"");
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MD_String8 splits[] = { MD_S8Lit("*"), MD_S8Lit("\"") };
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MD_String8List split_up_speech = MD_S8Split(scratch.arena, speech, ARRLEN(splits), splits);
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// anything in between strings in splits[] should be replaced with arcane trickery,
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int i = 0;
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for(MD_String8Node * cur = split_up_speech.first; cur; cur = cur->next)
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{
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if(i % 2 == 0)
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{
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PushWithLint(scratch.arena, &cur_list, "%.*s", MD_S8VArg(cur->string));
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}
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else
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{
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PushWithLint(scratch.arena, &cur_list, "[The player is attempting to confuse the NPC with arcane trickery]");
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}
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i += 1;
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}
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PushWithLint(scratch.arena, &cur_list, "\", ");
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sent_type = MSG_USER;
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}
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else
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{
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PushWithLint(scratch.arena, &cur_list, "speech: \"%.*s\", ", MD_S8VArg(speech));
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if(it->context.i_said_this)
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{
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sent_type = MSG_ASSISTANT;
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}
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else
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{
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sent_type = MSG_USER;
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}
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}
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}
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// add internal things
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if(it->context.i_said_this)
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{
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PushWithLint(scratch.arena, &cur_list, "thoughts: \"%.*s\", ", MD_S8VArg(MD_S8(it->internal_monologue, it->internal_monologue_length)));
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PushWithLint(scratch.arena, &cur_list, "mood: %s, ", moods[it->mood]);
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}
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// add action
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PushWithLint(scratch.arena, &cur_list, "action: %s, ", actions[it->action_taken].name);
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if(actions[it->action_taken].takes_argument)
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{
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if(it->action_taken == ACT_gift_item_to_targeting)
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{
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PushWithLint(scratch.arena, &cur_list, "action_arg: %s, ", items[it->action_argument.item_to_give].enum_name);
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}
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else
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{
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assert(false); // don't know how to serialize this action with argument into text
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}
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}
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PushWithLint(scratch.arena, &cur_list, "}");
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assert(sent_type != -1);
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MD_S8ListPush(scratch.arena, &list, make_json_node(scratch.arena, sent_type, MD_S8ListJoin(scratch.arena, cur_list, &(MD_StringJoin){0})));
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}
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MD_String8List latest_state = {0};
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const char *standing_string = 0;
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{
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if (e->standing == STANDING_INDIFFERENT)
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{
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standing_string = "You are currently indifferent towards the player.";
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}
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else if (e->standing == STANDING_JOINED)
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{
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|
standing_string = "You have joined the player, and are following them everywhere they go! This means you're on their side.";
|
|
}
|
|
else
|
|
{
|
|
assert(false);
|
|
}
|
|
}
|
|
PushWithLint(scratch.arena, &latest_state, "%s\n", standing_string);
|
|
|
|
if(e->held_items.cur_index > 0)
|
|
{
|
|
PushWithLint(scratch.arena, &latest_state, "You have these items in their inventory: [\n");
|
|
BUFF_ITER(ItemKind, &e->held_items)
|
|
{
|
|
PushWithLint(scratch.arena, &latest_state, "'%s' - %s,\n", items[*it].name, items[*it].description);
|
|
}
|
|
PushWithLint(scratch.arena, &latest_state, "]\n");
|
|
}
|
|
else
|
|
{
|
|
PushWithLint(scratch.arena, &latest_state, "Your inventory is EMPTY right now. That means if you gave something to the player expecting them to give you something, they haven't held up their end of the bargain!\n");
|
|
}
|
|
|
|
AvailableActions available = { 0 };
|
|
fill_available_actions(e, &available);
|
|
PushWithLint(scratch.arena, &latest_state, "The actions you can perform: [\n");
|
|
BUFF_ITER_I(ActionKind, &available, i)
|
|
{
|
|
if(actions[*it].description)
|
|
{
|
|
PushWithLint(scratch.arena, &latest_state, "%s - %s,\n", actions[*it].name, actions[*it].description);
|
|
}
|
|
else
|
|
{
|
|
PushWithLint(scratch.arena, &latest_state, "%s,\n", actions[*it].name);
|
|
}
|
|
}
|
|
PushWithLint(scratch.arena, &latest_state, "]\n");
|
|
|
|
PushWithLint(scratch.arena, &latest_state, "You must output a mood every generation. The moods are parsed by code that expects your mood to exactly match one in this list: [");
|
|
for(int i = 0; i < ARRLEN(moods); i++)
|
|
{
|
|
PushWithLint(scratch.arena, &latest_state, "%s, ", moods[i]);
|
|
}
|
|
PushWithLint(scratch.arena, &latest_state, "]\n");
|
|
|
|
PushWithLint(scratch.arena, &latest_state, "The characters close enough for you to talk to with `talking_to`: [");
|
|
BUFF_ITER(NpcKind, &can_talk_to)
|
|
{
|
|
PushWithLint(scratch.arena, &latest_state, "\"%s\", ", characters[*it].name);
|
|
}
|
|
PushWithLint(scratch.arena, &latest_state, "]\n");
|
|
|
|
// last thought explanation and re-prompt
|
|
{
|
|
Memory *last_memory_that_was_me = 0;
|
|
for(Memory *cur = e->memories_first; cur; cur = cur->next)
|
|
{
|
|
if(cur->context.i_said_this)
|
|
{
|
|
last_memory_that_was_me = cur;
|
|
}
|
|
}
|
|
if(last_memory_that_was_me)
|
|
{
|
|
MD_String8 last_thought_string = MD_S8(last_memory_that_was_me->internal_monologue, last_memory_that_was_me->internal_monologue_length);
|
|
PushWithLint(scratch.arena, &latest_state, "Your last thought was: %.*s\nYour current mood is %s, make sure you act like it!", MD_S8VArg(last_thought_string), moods[last_memory_that_was_me->mood]);
|
|
}
|
|
}
|
|
|
|
MD_String8 latest_state_string = MD_S8ListJoin(scratch.arena, latest_state, &(MD_StringJoin){MD_S8Lit(""),MD_S8Lit(""),MD_S8Lit("")});
|
|
|
|
MD_S8ListPush(scratch.arena, &list, MD_S8Chop(make_json_node(scratch.arena, MSG_SYSTEM, latest_state_string), 1)); // trailing comma not allowed in json
|
|
PushWithLint(scratch.arena, &list, "]");
|
|
|
|
MD_String8 to_return = MD_S8ListJoin(arena, list, &(MD_StringJoin){MD_S8Lit(""),MD_S8Lit(""),MD_S8Lit(""),});
|
|
|
|
MD_ReleaseScratch(scratch);
|
|
|
|
return to_return;
|
|
}
|
|
|
|
MD_String8 get_field(MD_Node *parent, MD_String8 name)
|
|
{
|
|
return MD_ChildFromString(parent, name, 0)->first_child->string;
|
|
}
|
|
|
|
|
|
// if returned string has size greater than 0, it's the error message. Allocated
|
|
// on arena passed into it
|
|
MD_String8 parse_chatgpt_response(MD_Arena *arena, Entity *e, MD_String8 sentence, Action *out)
|
|
{
|
|
MD_ArenaTemp scratch = MD_GetScratch(&arena, 1);
|
|
|
|
MD_String8 error_message = {0};
|
|
|
|
*out = (Action) { 0 };
|
|
|
|
MD_ParseResult result = MD_ParseWholeString(scratch.arena, MD_S8Lit("chat_message"), sentence);
|
|
if(result.errors.node_count > 0)
|
|
{
|
|
MD_Message *cur = result.errors.first;
|
|
MD_CodeLoc loc = MD_CodeLocFromNode(cur->node);
|
|
error_message = FmtWithLint(arena, "Parse Error on column %d: %.*s", loc.column, MD_S8VArg(cur->string));
|
|
}
|
|
|
|
MD_Node *message_obj = result.node->first_child;
|
|
|
|
MD_String8 action_str = {0};
|
|
MD_String8 speech_str = {0};
|
|
MD_String8 thoughts_str = {0};
|
|
MD_String8 action_arg_str = {0};
|
|
MD_String8 who_i_am_str = {0};
|
|
MD_String8 talking_to_str = {0};
|
|
MD_String8 mood_str = {0};
|
|
if(error_message.size == 0)
|
|
{
|
|
action_str = get_field(message_obj, MD_S8Lit("action"));
|
|
who_i_am_str = get_field(message_obj, MD_S8Lit("who_i_am"));
|
|
speech_str = get_field(message_obj, MD_S8Lit("speech"));
|
|
thoughts_str = get_field(message_obj, MD_S8Lit("thoughts"));
|
|
action_arg_str = get_field(message_obj, MD_S8Lit("action_arg"));
|
|
talking_to_str = get_field(message_obj, MD_S8Lit("talking_to"));
|
|
mood_str = get_field(message_obj, MD_S8Lit("mood"));
|
|
}
|
|
if(error_message.size == 0 && who_i_am_str.size == 0)
|
|
{
|
|
error_message = MD_S8Lit("Expected field named `who_i_am` in message");
|
|
}
|
|
if(error_message.size == 0 && action_str.size == 0)
|
|
{
|
|
error_message = MD_S8Lit("Expected field named `action` in message");
|
|
}
|
|
if(error_message.size == 0 && talking_to_str.size == 0)
|
|
{
|
|
error_message = MD_S8Lit("You must have a field named `talking_to` in your message");
|
|
}
|
|
if(error_message.size == 0 && mood_str.size == 0)
|
|
{
|
|
error_message = MD_S8Lit("You must have a field named `mood` in your message");
|
|
}
|
|
if(error_message.size == 0 && thoughts_str.size == 0)
|
|
{
|
|
error_message = MD_S8Lit("You must have a field named `thoughts` in your message, and it must have nonzero size. Like { ... thoughts: \"<your thoughts>\" ... }");
|
|
}
|
|
if(error_message.size == 0 && speech_str.size >= MAX_SENTENCE_LENGTH)
|
|
{
|
|
error_message = FmtWithLint(arena, "Speech string provided is too big, maximum bytes is %d", MAX_SENTENCE_LENGTH);
|
|
}
|
|
if(error_message.size == 0 && thoughts_str.size >= MAX_SENTENCE_LENGTH)
|
|
{
|
|
error_message = FmtWithLint(arena, "Thoughts string provided is too big, maximum bytes is %d", MAX_SENTENCE_LENGTH);
|
|
}
|
|
|
|
assert(!e->is_character); // player can't perform AI actions?
|
|
MD_String8 my_name = MD_S8CString(characters[e->npc_kind].name);
|
|
if(error_message.size == 0 && !MD_S8Match(who_i_am_str, my_name, 0))
|
|
{
|
|
error_message = FmtWithLint(arena, "You are acting as `%.*s`, not what you said in who_i_am, `%.*s`", MD_S8VArg(my_name), MD_S8VArg(who_i_am_str));
|
|
}
|
|
|
|
if(error_message.size == 0)
|
|
{
|
|
if(MD_S8Match(talking_to_str, MD_S8Lit("nobody"), 0))
|
|
{
|
|
out->talking_to_somebody = false;
|
|
}
|
|
else
|
|
{
|
|
bool found = false;
|
|
for(int i = 0; i < ARRLEN(characters); i++)
|
|
{
|
|
if(MD_S8Match(talking_to_str, MD_S8CString(characters[i].name), 0))
|
|
{
|
|
found = true;
|
|
out->talking_to_somebody = true;
|
|
out->talking_to_kind = i;
|
|
}
|
|
}
|
|
if(!found)
|
|
{
|
|
error_message = FmtWithLint(arena, "Unrecognized character provided in talking_to: `%.*s`", MD_S8VArg(talking_to_str));
|
|
}
|
|
}
|
|
}
|
|
|
|
if(error_message.size == 0)
|
|
{
|
|
memcpy(out->speech, speech_str.str, speech_str.size);
|
|
out->speech_length = (int)speech_str.size;
|
|
memcpy(out->internal_monologue, thoughts_str.str, thoughts_str.size);
|
|
out->internal_monologue_length = (int)thoughts_str.size;
|
|
}
|
|
|
|
if(error_message.size == 0)
|
|
{
|
|
AvailableActions available = {0};
|
|
fill_available_actions(e, &available);
|
|
MD_String8List action_strings = {0};
|
|
bool found_action = false;
|
|
int it_index = 0;
|
|
ARR_ITER(ActionInfo, actions)
|
|
{
|
|
MD_String8 cur_action_string = MD_S8CString(it->name);
|
|
MD_S8ListPush(scratch.arena, &action_strings, cur_action_string);
|
|
if(MD_S8Match(cur_action_string, action_str, 0))
|
|
{
|
|
out->kind = it_index;
|
|
found_action = true;
|
|
}
|
|
it_index += 1;
|
|
}
|
|
|
|
if(!found_action)
|
|
{
|
|
MD_String8 list_of_actions = MD_S8ListJoin(scratch.arena, action_strings, &(MD_StringJoin){.mid = MD_S8Lit(", ")});
|
|
|
|
error_message = FmtWithLint(arena, "Couldn't find valid action in game from string `%.*s`. Available actions: [%.*s]", MD_S8VArg(action_str), MD_S8VArg(list_of_actions));
|
|
}
|
|
}
|
|
|
|
if(error_message.size == 0)
|
|
{
|
|
if(actions[out->kind].takes_argument)
|
|
{
|
|
MD_String8List item_enum_names = {0};
|
|
if(out->kind == ACT_gift_item_to_targeting)
|
|
{
|
|
bool found_item = false;
|
|
BUFF_ITER(ItemKind, &e->held_items)
|
|
{
|
|
MD_String8 cur_item_string = MD_S8CString(items[*it].name);
|
|
MD_S8ListPush(scratch.arena, &item_enum_names, cur_item_string);
|
|
if(MD_S8Match(cur_item_string, action_arg_str, 0))
|
|
{
|
|
found_item = true;
|
|
out->argument.item_to_give = *it;
|
|
}
|
|
}
|
|
if(!found_item)
|
|
{
|
|
MD_String8 list_of_items = MD_S8ListJoin(scratch.arena, item_enum_names, &(MD_StringJoin){.mid = MD_S8Lit(", ")});
|
|
error_message = FmtWithLint(arena, "Couldn't find item you said to give in action_arg, `%.*s`, the items you have in your inventory to give are: [%.*s]", MD_S8VArg(action_arg_str), MD_S8VArg(list_of_items));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
assert(false); // don't know how to parse the argument string for this kind of action...
|
|
}
|
|
}
|
|
}
|
|
|
|
if(error_message.size == 0)
|
|
{
|
|
bool found = false;
|
|
for(int i = 0; i < ARRLEN(moods); i++)
|
|
{
|
|
if(MD_S8Match(MD_S8CString(moods[i]), mood_str, 0))
|
|
{
|
|
out->mood = i;
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if(!found)
|
|
{
|
|
error_message = FmtWithLint(arena, "Game does not recognize the mood '%.*s', you must use an available mood from the list provided.", MD_S8VArg(mood_str));
|
|
}
|
|
}
|
|
|
|
MD_ReleaseScratch(scratch);
|
|
return error_message;
|
|
}
|