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636 lines
17 KiB
C
636 lines
17 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 "utility.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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// 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 TextChunk
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{
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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 struct TextChunkList
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{
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struct TextChunkList *next;
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struct TextChunkList *prev;
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TextChunk text;
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} TextChunkList;
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typedef struct
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{
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NpcKind targeting;
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} ActionArgument;
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// returns ai understandable, human readable name, so not the enum name
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MD_String8 action_argument_string(ActionArgument arg)
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{
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return MD_S8CString(characters[arg.targeting].name);
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}
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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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TextChunk speech;
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NpcKind talking_to_kind;
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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;
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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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// 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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MemoryContext context;
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TextChunk speech;
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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_KILLED,
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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 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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// text chunk must be a literal, not a pointer
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// and this returns a s8 that points at the text chunk memory
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#define TextChunkString8(t) MD_S8((MD_u8*)t.text, t.text_length)
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#define TextChunkVArg(t) MD_S8VArg(TextChunkString8(t))
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void chunk_from_s8(TextChunk *into, MD_String8 from)
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{
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assert(from.size < ARRLEN(into->text));
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memset(into->text, 0, ARRLEN(into->text));
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memcpy(into->text, from.str, from.size);
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into->text_length = (int)from.size;
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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; // the static world. An entity is always returned when you collide with something so support that here
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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 dead;
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// npcs
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NpcKind npc_kind;
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EntityRef joined;
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EntityRef aiming_shotgun_at;
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EntityRef looking_at; // aiming shotgun at takes facing priority over this
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bool killed;
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float target_rotation; // turns towards this angle in conversation
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bool being_hovered;
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bool perceptions_dirty;
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float dialog_fade;
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TextChunkList *errorlist_first;
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TextChunkList *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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float loading_anim_in;
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Memory *memories_first;
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Memory *memories_last;
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Memory *memories_added_while_time_stopped;
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float dialog_panel_opacity;
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// last_said_sentence(entity) contains the dialog the player has yet to see
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bool undismissed_action;
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uint64_t undismissed_action_tick;
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float characters_of_word_animated;
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int words_said_on_page;
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int cur_page_index;
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PathCacheHandle cached_path;
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int gen_request_id;
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Vec2 target_goto;
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// character
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bool waiting_on_speech_with_somebody;
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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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} Entity;
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typedef BUFF(Entity*, 32) CanTalkTo;
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float entity_max_damage(Entity *e)
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{
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(void)e;
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return 1.0f;
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}
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typedef BUFF(ActionKind, 8) AvailableActions;
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typedef struct GameState {
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uint64_t tick;
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bool won;
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// processing may still occur after time has stopped on the gamestate,
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bool stopped_time;
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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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Entity *gete_specified(GameState *gs, EntityRef ref)
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{
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if (ref.generation == 0) return 0;
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Entity *to_return = &gs->entities[ref.index];
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if (!to_return->exists || to_return->generation != ref.generation)
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{
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return 0;
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}
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else
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{
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return to_return;
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}
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}
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void fill_available_actions(GameState *gs, 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(gete_specified(gs, it->joined))
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{
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BUFF_APPEND(a, ACT_leave)
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}
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else
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{
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BUFF_APPEND(a, ACT_join)
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}
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bool has_shotgun = it->npc_kind == NPC_Daniel;
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if(has_shotgun)
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{
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if(gete_specified(gs, it->aiming_shotgun_at))
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{
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BUFF_APPEND(a, ACT_put_shotgun_away);
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BUFF_APPEND(a, ACT_fire_shotgun);
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}
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else
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{
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BUFF_APPEND(a, ACT_aim_shotgun);
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}
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}
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}
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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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// outputs json which is parsed by the server
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MD_String8 generate_chatgpt_prompt(MD_Arena *arena, GameState *gs, 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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#define AddFmt(...) PushWithLint(scratch.arena, ¤t_list, __VA_ARGS__)
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#define AddNewNode(node_type) { MD_S8ListPush(scratch.arena, &list, make_json_node(scratch.arena, node_type, MD_S8ListJoin(scratch.arena, current_list, &(MD_StringJoin){0}))); current_list = (MD_String8List){0}; }
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// make first system node
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{
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MD_String8List current_list = {0};
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AddFmt("%s\n\n", global_prompt);
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AddFmt("%s\n\n", characters[e->npc_kind].prompt);
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AddFmt("The characters who are near you, that you can target:\n");
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BUFF_ITER(Entity*, &can_talk_to)
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{
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assert((*it)->is_npc || (*it)->is_character);
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MD_String8 info = MD_S8Lit("");
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if((*it)->killed)
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{
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info = MD_S8Lit(" - they're currently dead, they were murdered");
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}
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AddFmt("%s%.*s\n", characters[(*it)->npc_kind].name, MD_S8VArg(info));
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}
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AddFmt("\n");
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// @TODO unhardcode this, this will be a description of where the character is right now
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AddFmt("You're currently standing in Daniel's farm's barn, a run-down structure that barely serves its purpose. Daniel's mighty protective of it though.\n");
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AddFmt("The actions you can perform, what they do, and the arguments they expect:\n");
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AvailableActions can_perform;
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fill_available_actions(gs, e, &can_perform);
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BUFF_ITER(ActionKind, &can_perform)
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{
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AddFmt("%s - %s - %s\n", actions[*it].name, actions[*it].description, actions[*it].argument_description);
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}
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AddNewNode(MSG_SYSTEM);
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}
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MD_String8List current_list = {0};
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for(Memory *it = e->memories_first; it; it = it->next)
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{
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// going through memories, I'm going to accumulate human understandable sentences for what happened in current_list.
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// when I see an 'i_said_this' memory, that means I flush. and add a new assistant node.
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// write a new human understandable sentence or two to current_list
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if (!it->context.i_said_this) {
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// dump a human understandable sentence description of what happened in this memory
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if(it->action_taken != ACT_none)
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{
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switch(it->action_taken)
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{
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case ACT_none:
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break;
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case ACT_join:
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AddFmt("%s joined %s\n", characters[it->context.author_npc_kind].name, characters[it->action_argument.targeting].name);
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break;
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case ACT_leave:
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AddFmt("%s left their party\n", characters[it->context.author_npc_kind].name);
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break;
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case ACT_aim_shotgun:
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AddFmt("%s aimed their shotgun at %s\n", characters[it->context.author_npc_kind].name, characters[it->action_argument.targeting].name);
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break;
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case ACT_fire_shotgun:
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AddFmt("%s fired their shotgun at %s, brutally murdering them.\n", characters[it->context.author_npc_kind].name, characters[it->action_argument.targeting].name);
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break;
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case ACT_put_shotgun_away:
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AddFmt("%s holstered their shotgun, no longer threatening anybody\n", characters[it->context.author_npc_kind].name);
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break;
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}
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}
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if(it->speech.text_length > 0)
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{
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MD_String8 target_string = MD_S8Lit("the world");
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if(it->context.talking_to_kind != NPC_nobody)
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{
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if(it->context.talking_to_kind == e->npc_kind)
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target_string = MD_S8Lit("you");
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else
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target_string = MD_S8CString(characters[it->context.talking_to_kind].name);
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}
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MD_String8 speaking_to_you_helper = MD_S8Lit("(Speaking directly you) ");
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if(it->context.talking_to_kind != e->npc_kind)
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{
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speaking_to_you_helper = MD_S8Lit("(Overheard conversation, they aren't speaking directly to you) ");
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}
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AddFmt("%.*s%s said \"%.*s\" to %.*s (you are %s)\n", MD_S8VArg(speaking_to_you_helper), characters[it->context.author_npc_kind].name, TextChunkVArg(it->speech), MD_S8VArg(target_string), characters[e->npc_kind].name);
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}
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}
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// if I said this, or it's the last memory, flush the current list as a user node
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if(it->context.i_said_this || it == e->memories_last)
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{
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if(it == e->memories_last && e->errorlist_first)
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{
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AddFmt("Errors you made: \n");
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for(TextChunkList *cur = e->errorlist_first; cur; cur = cur->next)
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{
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AddFmt("%.*s\n", TextChunkVArg(cur->text));
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}
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}
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if(current_list.node_count > 0)
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AddNewNode(MSG_USER);
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}
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if(it->context.i_said_this)
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{
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MD_String8List current_list = {0}; // shadow the list of human understandable sentences to quickly flush
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AddFmt("{");
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AddFmt("\"speech\":\"%.*s\",", TextChunkVArg(it->speech));
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AddFmt("\"action\":\"%s\",", actions[it->action_taken].name);
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AddFmt("\"action_argument\":\"%.*s\",", MD_S8VArg(action_argument_string(it->action_argument)));
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AddFmt("\"target\":\"%s\"}", characters[it->context.talking_to_kind].name);
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AddNewNode(MSG_ASSISTANT);
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}
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}
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MD_String8 with_trailing_comma = MD_S8ListJoin(scratch.arena, list, &(MD_StringJoin){MD_S8Lit(""),MD_S8Lit(""),MD_S8Lit(""),});
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MD_String8 no_trailing_comma = MD_S8Chop(with_trailing_comma, 1);
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MD_String8 to_return = MD_S8Fmt(arena, "%.*s]", MD_S8VArg(no_trailing_comma));
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MD_ReleaseScratch(scratch);
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return to_return;
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}
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MD_String8 get_field(MD_Node *parent, MD_String8 name)
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{
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return MD_ChildFromString(parent, name, 0)->first_child->string;
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}
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// if returned string has size greater than 0, it's the error message. Allocated
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// on arena passed into it or in constant memory
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MD_String8 parse_chatgpt_response(MD_Arena *arena, Entity *e, MD_String8 action_in_json, Action *out)
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{
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MD_ArenaTemp scratch = MD_GetScratch(&arena, 1);
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MD_String8 error_message = {0};
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*out = (Action) { 0 };
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MD_ParseResult result = MD_ParseWholeString(scratch.arena, MD_S8Lit("chat_message"), action_in_json);
|
|
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 speech_str = {0};
|
|
MD_String8 action_str = {0};
|
|
MD_String8 action_argument_str = {0};
|
|
MD_String8 target_str = {0};
|
|
if(error_message.size == 0)
|
|
{
|
|
speech_str = get_field(message_obj, MD_S8Lit("speech"));
|
|
action_str = get_field(message_obj, MD_S8Lit("action"));
|
|
action_argument_str = get_field(message_obj, MD_S8Lit("action_argument"));
|
|
target_str = get_field(message_obj, MD_S8Lit("target"));
|
|
}
|
|
if(error_message.size == 0 && action_str.size == 0)
|
|
{
|
|
error_message = MD_S8Lit("The field `action` must be of nonzero length, if you don't want to do anything it should be `none`");
|
|
}
|
|
if(error_message.size == 0 && action_str.size == 0)
|
|
{
|
|
error_message = MD_S8Lit("The field `target` must be of nonzero length, if you don't want to target anybody it should be `nobody`");
|
|
} 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);
|
|
}
|
|
assert(!e->is_character); // player can't perform AI actions?
|
|
|
|
if(error_message.size == 0)
|
|
{
|
|
if(MD_S8Match(target_str, MD_S8Lit("nobody"), 0))
|
|
{
|
|
out->talking_to_kind = NPC_nobody;
|
|
}
|
|
else
|
|
{
|
|
bool found = false;
|
|
for(int i = 0; i < ARRLEN(characters); i++)
|
|
{
|
|
if(MD_S8Match(target_str, MD_S8CString(characters[i].name), 0))
|
|
{
|
|
found = true;
|
|
out->talking_to_kind = i;
|
|
}
|
|
}
|
|
if(!found)
|
|
{
|
|
error_message = FmtWithLint(arena, "Unrecognized character provided in field 'target': `%.*s`", MD_S8VArg(target_str));
|
|
}
|
|
}
|
|
}
|
|
|
|
if(error_message.size == 0)
|
|
{
|
|
memcpy(out->speech.text, speech_str.str, speech_str.size);
|
|
out->speech.text_length = (int)speech_str.size;
|
|
}
|
|
|
|
if(error_message.size == 0)
|
|
{
|
|
bool found_action = false;
|
|
for(int i = 0; i < ARRLEN(actions); i++)
|
|
{
|
|
if(MD_S8Match(MD_S8CString(actions[i].name), action_str, 0))
|
|
{
|
|
assert(!found_action);
|
|
found_action = true;
|
|
out->kind = i;
|
|
}
|
|
}
|
|
if(!found_action)
|
|
{
|
|
error_message = FmtWithLint(arena, "Action `%.*s` is invalid, doesn't exist in the game", MD_S8VArg(action_str));
|
|
}
|
|
|
|
if(error_message.size == 0)
|
|
{
|
|
if(actions[out->kind].takes_argument)
|
|
{
|
|
// @TODO refactor into, action argument kinds and they parse into different action argument types
|
|
bool arg_is_character = out->kind == ACT_join || out->kind == ACT_aim_shotgun;
|
|
|
|
if(arg_is_character)
|
|
{
|
|
bool found_npc = false;
|
|
for(int i = 0; i < ARRLEN(characters); i++)
|
|
{
|
|
if(MD_S8Match(MD_S8CString(characters[i].name), action_argument_str, 0))
|
|
{
|
|
found_npc = true;
|
|
out->argument.targeting = i;
|
|
}
|
|
}
|
|
if(!found_npc)
|
|
{
|
|
error_message = FmtWithLint(arena, "Argument for action `%.*s` you gave is `%.*s`, which doesn't exist in the game so is invalid", MD_S8VArg(action_str), MD_S8VArg(action_argument_str));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
assert(false); // don't know how to parse the argument string for this kind of action...
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
MD_ReleaseScratch(scratch);
|
|
return error_message;
|
|
}
|