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805 lines
22 KiB
C

#pragma once
#include "buff.h"
#include "HandmadeMath.h" // vector types in entity struct definition
#include "better_assert.h"
#include <stdbool.h>
#include <string.h>
#include <stdlib.h> // atoi
#include "character_info.h"
#include "characters.gen.h"
#include "tuning.h"
#define DO_CHATGPT_PARSING
#define Log(...) { printf("%s Log %d | ", __FILE__, __LINE__); printf(__VA_ARGS__); }
// 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
#define PushWithLint(arena, list, ...) { MD_S8ListPushFmt(arena, list, __VA_ARGS__); if(false) printf( __VA_ARGS__); }
#define FmtWithLint(arena, ...) (0 ? printf(__VA_ARGS__) : (void)0, MD_S8Fmt(arena, __VA_ARGS__))
typedef BUFF(char, 1024 * 10) Escaped;
bool character_valid(char c)
{
return c <= 126 && c >= 32;
}
MD_String8 escape_for_json(MD_Arena *arena, MD_String8 from)
{
MD_u64 output_size = 0;
#define SHOULD_ESCAPE(c) (c == '"' || c == '\n' || c == '\\')
for (int i = 0; i < from.size; i++)
{
char c = from.str[i];
if (SHOULD_ESCAPE(c))
{
output_size += 2;
}
else
{
if (!character_valid(c))
{
// replaces with question mark
Log("Unknown character code %d\n", c);
}
output_size += 1;
}
}
MD_String8 output = {
.str = MD_PushArray(arena, MD_u8, output_size),
.size = output_size,
};
MD_u64 output_cursor = 0;
for(MD_u64 i = 0; i < from.size; i++)
{
#define APPEND(elem) APPEND_TO_NAME(output.str, output_cursor, output.size, elem);
assert(output_cursor < output.size);
if(SHOULD_ESCAPE(from.str[i]))
{
if(from.str[i] == '\n')
{
APPEND('\\');
APPEND('n');
}
else
{
APPEND('\\');
APPEND(from.str[i]);
}
}
else
{
APPEND(from.str[i]);
}
#undef APPEND
}
return output;
}
typedef struct
{
// serialized as bytes. No pointers.
ItemKind item_to_give;
} ActionArgument;
typedef struct Action
{
ActionKind kind;
ActionArgument argument;
MD_u8 speech[MAX_SENTENCE_LENGTH];
int speech_length;
bool talking_to_somebody;
NpcKind talking_to_kind;
MD_u8 internal_monologue[MAX_SENTENCE_LENGTH];
int internal_monologue_length;
MoodKind mood;
} Action;
typedef struct
{
bool i_said_this; // don't trigger npc action on own self memory modification
NpcKind author_npc_kind; // only valid if author is AuthorNpc
bool was_talking_to_somebody;
NpcKind talking_to_kind;
bool heard_physically; // if not physically, the source was directly
bool dont_show_to_player; // jester and past memories are hidden to the player when made into dialog
} MemoryContext;
// memories are subjective to an individual NPC
typedef struct Memory
{
struct Memory *prev;
struct Memory *next;
uint64_t tick_happened; // can sort memories by time for some modes of display
// 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
ActionKind action_taken;
ActionArgument action_argument;
// the context that the action happened in
MemoryContext context;
MD_u8 speech[MAX_SENTENCE_LENGTH];
int speech_length;
// internal monologue is only valid if context.is_said_this is true
MD_u8 internal_monologue[MAX_SENTENCE_LENGTH];
int internal_monologue_length;
MoodKind mood;
ItemKind given_or_received_item;
} Memory;
typedef enum PropKind
{
TREE0,
TREE1,
TREE2,
ROCK0,
} PropKind;
typedef struct EntityRef
{
int index;
int generation;
} EntityRef;
typedef enum CharacterState
{
CHARACTER_WALKING,
CHARACTER_IDLE,
} CharacterState;
typedef enum
{
STANDING_INDIFFERENT,
STANDING_JOINED,
} NPCPlayerStanding;
typedef Vec4 Color;
typedef struct
{
AnimKind anim;
double elapsed_time;
bool flipped;
Vec2 pos;
Color tint;
bool no_shadow;
} DrawnAnimatedSprite;
typedef struct
{
DrawnAnimatedSprite drawn;
float alive_for;
} PlayerAfterImage;
typedef BUFF(Vec2, MAX_ASTAR_NODES) AStarPath;
typedef struct
{
bool exists;
int generation;
double elapsed_time;
AStarPath path;
} PathCache;
typedef struct
{
int generation;
int index;
} PathCacheHandle;
typedef struct
{
bool is_reference;
EntityRef ref;
Vec2 pos;
} Target;
typedef struct TextChunk
{
struct TextChunk *next;
struct TextChunk *prev;
char text[MAX_SENTENCE_LENGTH];
int text_length;
} TextChunk;
typedef enum
{
MACH_invalid,
MACH_idol_dispenser,
MACH_arrow_shooter,
} MachineKind;
MD_String8 points_at_chunk(TextChunk *t)
{
return MD_S8((MD_u8*)t->text, t->text_length);
}
typedef struct Entity
{
bool exists;
bool destroy;
int generation;
// the kinds are at the top so you can quickly see what kind an entity is in the debugger
bool is_world;
bool is_prop;
bool is_machine;
bool is_item;
bool is_npc;
bool is_character;
// fields for all gs.entities
Vec2 pos;
Vec2 last_moved;
float rotation;
Vec2 vel; // only used sometimes, like in old man and bullet
float damage; // at 1.0, dead! zero initialized
bool facing_left;
double dead_time;
bool dead;
// the static world. An entity is always returned when you collide with something so support that here
// npcs and player
BUFF(ItemKind, 32) held_items;
// props
PropKind prop_kind;
// machines, like the machine that gives the player the idol, or the ones that
// shoot arrows
MachineKind machine_kind;
bool has_given_idol;
float idol_reminder_opacity; // fades out
float arrow_timer;
// items
bool held_by_player;
ItemKind item_kind;
// npcs
bool being_hovered;
bool perceptions_dirty;
float dialog_fade;
TextChunk *errorlist_first;
TextChunk *errorlist_last;
#ifdef DESKTOP
int times_talked_to; // for better mocked response string
#endif
bool opened;
float opened_amount;
float loading_anim_in;
bool gave_away_sword;
Memory *memories_first;
Memory *memories_last;
bool direction_of_spiral_pattern;
float dialog_panel_opacity;
int words_said;
float word_anim_in; // in characters, the fraction a word is animated in is this over its length.
NPCPlayerStanding standing;
NpcKind npc_kind;
PathCacheHandle cached_path;
int gen_request_id;
bool walking;
double shotgun_timer;
bool moved;
Vec2 target_goto;
// only for skeleton npc
double swing_timer;
// character
bool waiting_on_speech_with_somebody;
EntityRef interacting_with; // for drawing outline on maybe interacting with somebody
Vec2 to_throw_direction;
BUFF(Vec2, 8) position_history; // so npcs can follow behind the player
CharacterState state;
EntityRef talking_to;
// so doesn't change animations while time is stopped
AnimKind cur_animation;
float anim_change_timer;
} Entity;
typedef BUFF(NpcKind, 32) CanTalkTo;
float entity_max_damage(Entity *e)
{
return 1.0f;
}
typedef BUFF(ActionKind, 8) AvailableActions;
void fill_available_actions(Entity *it, AvailableActions *a)
{
*a = (AvailableActions) { 0 };
BUFF_APPEND(a, ACT_none);
if(it->held_items.cur_index > 0)
{
BUFF_APPEND(a, ACT_gift_item_to_targeting);
}
if (it->standing == STANDING_INDIFFERENT)
{
BUFF_APPEND(a, ACT_joins_player);
}
else if (it->standing == STANDING_JOINED)
{
BUFF_APPEND(a, ACT_leaves_player);
}
}
typedef struct GameState {
uint64_t tick;
bool won;
// these must point entities in its own array.
Entity *player;
Entity *world_entity;
Entity entities[MAX_ENTITIES];
} GameState;
#define ENTITIES_ITER(ents) for (Entity *it = ents; it < ents + ARRLEN(ents); it++) if (it->exists && !it->destroy && it->generation > 0)
bool npc_does_dialog(Entity *it)
{
return it->npc_kind < ARRLEN(characters);
}
// for no trailing comma just trim the last character
MD_String8 make_json_node(MD_Arena *arena, MessageType type, MD_String8 content)
{
MD_ArenaTemp scratch = MD_GetScratch(&arena, 1);
const char *type_str = 0;
if (type == MSG_SYSTEM)
type_str = "system";
else if (type == MSG_USER)
type_str = "user";
else if (type == MSG_ASSISTANT)
type_str = "assistant";
assert(type_str);
MD_String8 escaped = escape_for_json(scratch.arena, content);
MD_String8 to_return = FmtWithLint(arena, "{\"type\": \"%s\", \"content\": \"%.*s\"},", type_str, MD_S8VArg(escaped));
MD_ReleaseScratch(scratch);
return to_return;
}
MD_String8List held_item_strings(MD_Arena *arena, Entity *e)
{
MD_String8List to_return = {0};
BUFF_ITER(ItemKind, &e->held_items)
{
PushWithLint(arena, &to_return, "ITEM_%s", items[*it].enum_name);
}
return to_return;
}
// outputs json
MD_String8 generate_chatgpt_prompt(MD_Arena *arena, Entity *e, CanTalkTo can_talk_to)
{
assert(e->is_npc);
assert(e->npc_kind < ARRLEN(characters));
MD_ArenaTemp scratch = MD_GetScratch(&arena, 1);
MD_String8List list = {0};
PushWithLint(scratch.arena, &list, "[");
MD_String8List first_system_string = {0};
PushWithLint(scratch.arena, &first_system_string, "%s\n", global_prompt);
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);
// writing style
{
if(characters[e->npc_kind].writing_style[0])
PushWithLint(scratch.arena, &first_system_string, "Examples of %s's writing style:\n", characters[e->npc_kind].name);
for(int i = 0; i < ARRLEN(characters[e->npc_kind].writing_style); i++)
{
char *writing = characters[e->npc_kind].writing_style[i];
if(writing)
PushWithLint(scratch.arena, &first_system_string, "'%s'\n", writing);
}
PushWithLint(scratch.arena, &first_system_string, "\n");
}
if(e->errorlist_first)
PushWithLint(scratch.arena, &first_system_string, "Errors to watch out for: ");
for(TextChunk *cur = e->errorlist_first; cur; cur = cur->next)
{
PushWithLint(scratch.arena, &first_system_string, "%.*s\n", MD_S8VArg(points_at_chunk(cur)));
}
//MD_S8ListPush(scratch.arena, &list, make_json_node(scratch.arena, MSG_SYSTEM, MD_S8ListJoin(scratch.arena, first_system_string, &(MD_StringJoin){0})));
MD_S8ListPush(scratch.arena, &list, make_json_node(scratch.arena, MSG_SYSTEM, MD_S8ListJoin(scratch.arena, first_system_string, &(MD_StringJoin){0})));
for(Memory *it = e->memories_first; it; it = it->next)
{
MessageType sent_type = -1;
MD_String8List cur_list = {0};
MD_String8 context_string = {0};
PushWithLint(scratch.arena, &cur_list, "{");
if(it->context.i_said_this) assert(it->context.author_npc_kind == e->npc_kind);
PushWithLint(scratch.arena, &cur_list, "who_i_am: \"%s\", ", characters[it->context.author_npc_kind].name);
MD_String8 speech = MD_S8(it->speech, it->speech_length);
PushWithLint(scratch.arena, &cur_list, "talking_to: \"%s\", ", it->context.was_talking_to_somebody ? characters[it->context.talking_to_kind].name : "nobody");
// add speech
{
if(it->context.author_npc_kind == NPC_Player)
{
PushWithLint(scratch.arena, &cur_list, "speech: \"");
MD_String8 splits[] = { MD_S8Lit("*"), MD_S8Lit("\"") };
MD_String8List split_up_speech = MD_S8Split(scratch.arena, speech, ARRLEN(splits), splits);
// anything in between strings in splits[] should be replaced with arcane trickery,
int i = 0;
for(MD_String8Node * cur = split_up_speech.first; cur; cur = cur->next)
{
if(i % 2 == 0)
{
PushWithLint(scratch.arena, &cur_list, "%.*s", MD_S8VArg(cur->string));
}
else
{
PushWithLint(scratch.arena, &cur_list, "[The player is attempting to confuse the NPC with arcane trickery]");
}
i += 1;
}
PushWithLint(scratch.arena, &cur_list, "\", ");
sent_type = MSG_USER;
}
else
{
PushWithLint(scratch.arena, &cur_list, "speech: \"%.*s\", ", MD_S8VArg(speech));
if(it->context.i_said_this)
{
sent_type = MSG_ASSISTANT;
}
else
{
sent_type = MSG_USER;
}
}
}
// add internal things
if(it->context.i_said_this)
{
PushWithLint(scratch.arena, &cur_list, "thoughts: \"%.*s\", ", MD_S8VArg(MD_S8(it->internal_monologue, it->internal_monologue_length)));
PushWithLint(scratch.arena, &cur_list, "mood: %s, ", moods[it->mood]);
}
// add action
PushWithLint(scratch.arena, &cur_list, "action: %s, ", actions[it->action_taken].name);
if(actions[it->action_taken].takes_argument)
{
if(it->action_taken == ACT_gift_item_to_targeting)
{
PushWithLint(scratch.arena, &cur_list, "action_arg: %s, ", items[it->action_argument.item_to_give].enum_name);
}
else
{
assert(false); // don't know how to serialize this action with argument into text
}
}
PushWithLint(scratch.arena, &cur_list, "}");
assert(sent_type != -1);
MD_S8ListPush(scratch.arena, &list, make_json_node(scratch.arena, sent_type, MD_S8ListJoin(scratch.arena, cur_list, &(MD_StringJoin){0})));
}
MD_String8List latest_state = {0};
const char *standing_string = 0;
{
if (e->standing == STANDING_INDIFFERENT)
{
standing_string = "You are currently indifferent towards the player.";
}
else if (e->standing == STANDING_JOINED)
{
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("You must have a field called `who_i_am` in your response, and it must match the character you're playing as");
}
if(error_message.size == 0 && action_str.size == 0)
{
error_message = MD_S8Lit("You must have a field named `action` in your response.");
}
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;
}