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1080 lines
25 KiB
C
1080 lines
25 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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// TODO do strings: https://pastebin.com/Kwcw2sye
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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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// REFACTORING:: also have to update in javascript!!!!!!!!
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#define MAX_SENTENCE_LENGTH 400 // LOOOK AT AGBOVE COMMENT GBEFORE CHANGING
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typedef BUFF(char, MAX_SENTENCE_LENGTH) Sentence;
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#define SENTENCE_CONST(txt) { .data = txt, .cur_index = sizeof(txt) }
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#define SENTENCE_CONST_CAST(txt) (Sentence)SENTENCE_CONST(txt)
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#define REMEMBERED_PERCEPTIONS 24
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#define MAX_AFTERIMAGES 6
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#define TIME_TO_GEN_AFTERIMAGE (0.09f)
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#define AFTERIMAGE_LIFETIME (0.5f)
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#define DAMAGE_SWORD 0.05f
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#define DAMAGE_BULLET 0.2f
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// A* tuning
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#define MAX_ASTAR_NODES 512
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#define TIME_BETWEEN_PATH_GENS (0.5f)
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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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typedef BUFF(char, 1024 * 10) Escaped;
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Escaped escape_for_json(const char *s)
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{
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Escaped to_return = { 0 };
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size_t len = strlen(s);
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for (int i = 0; i < len; i++)
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{
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if (s[i] == '\n')
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{
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BUFF_APPEND(&to_return, '\\');
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BUFF_APPEND(&to_return, 'n');
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}
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else if (s[i] == '"')
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{
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BUFF_APPEND(&to_return, '\\');
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BUFF_APPEND(&to_return, '"');
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}
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else
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{
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if (!(s[i] <= 126 && s[i] >= 32))
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{
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BUFF_APPEND(&to_return, '?');
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Log("Unknown character code %d\n", s[i]);
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}
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BUFF_APPEND(&to_return, s[i]);
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}
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}
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return to_return;
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}
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typedef enum PerceptionType
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{
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Invalid, // so that zero value in training structs means end of perception
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PlayerAction,
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PlayerDialog,
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NPCDialog, // includes an npc action in every npc dialog. So it's often nothing
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EnemyAction, // An enemy performed an action against the NPC
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PlayerHeldItemChanged,
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} PerceptionType;
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typedef struct Perception
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{
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PerceptionType type;
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float damage_done; // Valid in player action and enemy action
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ItemKind given_item; // valid in player action and enemy action when the kind is such that there is an item to be given
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union
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{
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// player action
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struct
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{
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Action player_action_type;
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};
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// player dialog
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Sentence player_dialog;
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// npc dialog
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struct
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{
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Action npc_action_type;
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Sentence npc_dialog;
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};
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// enemy action
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Action enemy_action_type;
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// player holding item. MUST precede any perceptions which come after the player is holding the item
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ItemKind holding;
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};
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} Perception;
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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_ATTACK,
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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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STANDING_FIGHTING,
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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 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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// fields for all gs.entities
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Vec2 pos;
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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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// multiple gs.entities have a sword swing
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BUFF(EntityRef, 8) done_damage_to_this_swing; // only do damage once, but hitbox stays around
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// npcs and player
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BUFF(ItemKind, 32) held_items;
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bool is_bullet;
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// props
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bool is_prop;
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PropKind prop_kind;
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// items
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bool is_item;
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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 is_npc;
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bool being_hovered;
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bool perceptions_dirty;
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BUFF(Perception, REMEMBERED_PERCEPTIONS) remembered_perceptions;
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bool direction_of_spiral_pattern;
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float dialog_panel_opacity;
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double characters_said;
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NPCPlayerStanding standing;
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NpcKind npc_kind;
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PathCacheHandle cached_path;
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ItemKind last_seen_holding_kind;
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#ifdef WEB
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int gen_request_id;
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#endif
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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 is_character;
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bool knighted;
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EntityRef holding_item;
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bool in_conversation_mode;
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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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bool is_rolling; // can only roll in idle or walk states
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double time_not_rolling; // for cooldown for roll, so you can't just hold it and be invincible
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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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BUFF(PlayerAfterImage, MAX_AFTERIMAGES) after_images;
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double after_image_timer;
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double roll_progress;
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double swing_progress;
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} Entity;
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bool npc_is_knight_sprite(Entity *it)
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{
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return it->is_npc && (it->npc_kind == NPC_TheGuard || it->npc_kind == NPC_Edeline || it->npc_kind == NPC_TheKing ||
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it->npc_kind == NPC_TheBlacksmith);
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}
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bool npc_is_skeleton(Entity *it)
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{
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return it->is_npc && (it->npc_kind == NPC_MikeSkeleton);
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}
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float entity_max_damage(Entity *e)
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{
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if (e->is_npc && npc_is_skeleton(e))
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{
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return 2.0f;
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}
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else
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{
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return 1.0f;
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}
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}
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bool npc_attacks_with_sword(Entity *it)
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{
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return npc_is_skeleton(it);
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}
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bool npc_attacks_with_shotgun(Entity *it)
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{
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return it->is_npc && (it->npc_kind == NPC_OldMan);
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}
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typedef BUFF(char, MAX_SENTENCE_LENGTH * (REMEMBERED_PERCEPTIONS + 4)) PromptBuff;
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typedef BUFF(Action, 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_give_item);
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}
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if (it->npc_kind == NPC_TheKing)
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{
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BUFF_APPEND(a, ACT_knights_player);
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}
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if (it->npc_kind == NPC_GodRock)
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{
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BUFF_APPEND(a, ACT_heals_player);
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}
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else
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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_fights_player);
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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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BUFF_APPEND(a, ACT_fights_player);
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}
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else if (it->standing == STANDING_FIGHTING)
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{
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BUFF_APPEND(a, ACT_stops_fighting_player);
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}
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if (npc_is_knight_sprite(it))
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{
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BUFF_APPEND(a, ACT_strikes_air);
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}
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if (it->npc_kind == NPC_TheGuard)
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{
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if (!it->moved)
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{
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BUFF_APPEND(a, ACT_allows_player_to_pass);
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}
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}
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}
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}
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// returns if action index was valid
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bool action_from_index(Entity *it, Action *out, int action_index)
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{
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AvailableActions available = { 0 };
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fill_available_actions(it, &available);
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if (action_index < 0 || action_index >= available.cur_index)
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{
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return false;
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}
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else
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{
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*out = available.data[action_index];
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return true;
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}
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}
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// don't call on untrusted action, doesn't return error
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int action_to_index(Entity *it, Action a)
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{
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AvailableActions available = { 0 };
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fill_available_actions(it, &available);
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Action target_action = a;
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int index = -1;
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for (int i = 0; i < available.cur_index; i++)
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{
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if (available.data[i] == target_action)
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{
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index = i;
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break;
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}
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}
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assert(index != -1);
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return index;
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}
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void process_perception(Entity *it, Perception p, Entity *player)
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{
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assert(it->is_npc);
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if (p.type != NPCDialog) it->perceptions_dirty = true;
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if (!BUFF_HAS_SPACE(&it->remembered_perceptions))
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BUFF_REMOVE_FRONT(&it->remembered_perceptions);
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BUFF_APPEND(&it->remembered_perceptions, p);
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if (p.type == PlayerAction)
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{
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if (p.player_action_type == ACT_hits_npc)
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{
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it->damage += p.damage_done;
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}
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else if(p.player_action_type == ACT_give_item)
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{
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BUFF_APPEND(&it->held_items, p.given_item);
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}
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else
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{
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assert(!actions[p.player_action_type].takes_argument);
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}
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}
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else if (p.type == PlayerDialog)
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{
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}
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else if (p.type == PlayerHeldItemChanged)
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{
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it->last_seen_holding_kind = p.holding;
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}
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else if (p.type == NPCDialog)
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{
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if (p.npc_action_type == ACT_allows_player_to_pass)
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{
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it->target_goto = AddV2(it->pos, V2(-50.0, 0.0));
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it->moved = true;
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}
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else if (p.npc_action_type == ACT_fights_player)
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{
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it->standing = STANDING_FIGHTING;
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}
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else if(p.npc_action_type == ACT_knights_player)
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{
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player->knighted = true;
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}
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else if (p.npc_action_type == ACT_stops_fighting_player)
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{
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it->standing = STANDING_INDIFFERENT;
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}
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else if (p.npc_action_type == ACT_leaves_player)
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{
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it->standing = STANDING_INDIFFERENT;
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}
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else if (p.npc_action_type == ACT_joins_player)
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{
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it->standing = STANDING_JOINED;
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}
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else if (p.npc_action_type == ACT_give_item)
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{
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int item_to_remove = -1;
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Entity *e = it;
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BUFF_ITER_I(ItemKind, &e->held_items, i)
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{
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if (*it == p.given_item)
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{
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item_to_remove = i;
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break;
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}
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}
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if (item_to_remove < 0)
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{
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Log("Can't find item %s to give from NPC %s to the player\n", items[p.given_item].name,
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characters[it->npc_kind].name);
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assert(false);
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}
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else
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{
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BUFF_REMOVE_AT_INDEX(&it->held_items, item_to_remove);
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BUFF_APPEND(&player->held_items, p.given_item);
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}
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}
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else
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{
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// actions that take an argument have to have some kind of side effect based on that argument...
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assert(!actions[p.npc_action_type].takes_argument);
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}
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}
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else
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{
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assert(false);
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}
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}
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// returns if printed into the buff without any errors
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bool printf_buff_impl(BuffRef into, const char *format, ...)
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{
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assert(*into.cur_index < into.max_data_elems);
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assert(into.data_elem_size == 1); // characters
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va_list args;
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va_start (args, format);
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size_t n = into.max_data_elems - *into.cur_index;
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int written = vsnprintf((char *) into.data + *into.cur_index, n, format, args);
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if (written < 0)
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{
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}
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else
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{
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*into.cur_index += written;
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}
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// https://cplusplus.com/reference/cstdio/vsnprintf/
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bool succeeded = true;
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if (written < 0) succeeded = false; // encoding error
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if (written >= n) succeeded = false; // didn't fit in buffer
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va_end(args);
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return succeeded;
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}
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#define printf_buff(buff_ptr, ...) printf_buff_impl(BUFF_MAKEREF(buff_ptr), __VA_ARGS__)
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typedef BUFF(char, 512) SmallTextChunk;
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SmallTextChunk percept_action_str(Perception p, Action act)
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{
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SmallTextChunk to_return = {0};
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printf_buff(&to_return, "ACT_%s", actions[act].name);
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if(actions[act].takes_argument)
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{
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if(act == ACT_give_item)
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{
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printf_buff(&to_return, "(ITEM_%s)", items[p.given_item].enum_name);
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}
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else
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{
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assert(false);
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}
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}
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return to_return;
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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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typedef enum
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{
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MSG_SYSTEM,
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MSG_USER,
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MSG_ASSISTANT,
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} MessageType;
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// stops if the sentence is gonna run out of room
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void append_str(Sentence *to_append, const char *str)
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{
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size_t len = strlen(str);
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for (int i = 0; i < len; i++)
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{
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if (!BUFF_HAS_SPACE(to_append))
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{
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break;
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}
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else
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{
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BUFF_APPEND(to_append, str[i]);
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}
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}
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}
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void dump_json_node_trailing(PromptBuff *into, MessageType type, const char *content, bool trailing_comma)
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{
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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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printf_buff(into, "{\"type\": \"%s\", \"content\": \"%s\"}", type_str, escape_for_json(content).data);
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if (trailing_comma) printf_buff(into, ",");
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}
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void dump_json_node(PromptBuff *into, MessageType type, const char *content)
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{
|
|
dump_json_node_trailing(into, type, content, true);
|
|
}
|
|
|
|
// outputs json
|
|
void generate_chatgpt_prompt(Entity *it, PromptBuff *into)
|
|
{
|
|
assert(it->is_npc);
|
|
assert(it->npc_kind < ARRLEN(characters));
|
|
|
|
*into = (PromptBuff) { 0 };
|
|
|
|
printf_buff(into, "[");
|
|
|
|
BUFF(char, 1024 * 15) initial_system_msg = { 0 };
|
|
|
|
const char *health_string = 0;
|
|
if (it->damage <= 0.2f)
|
|
{
|
|
health_string = "the NPC hasn't taken much damage, they're healthy.";
|
|
}
|
|
else if (it->damage <= 0.5f)
|
|
{
|
|
health_string = "the NPC has taken quite a chunk of damage, they're soon gonna be ready to call it quits.";
|
|
}
|
|
else if (it->damage <= 0.8f)
|
|
{
|
|
health_string = "the NPC is close to dying! They want to leave the player's party ASAP";
|
|
}
|
|
else
|
|
{
|
|
health_string = "it's over for the NPC, they're basically dead they've taken so much damage. They should get their affairs in order.";
|
|
}
|
|
assert(health_string);
|
|
|
|
printf_buff(&initial_system_msg, "%s\n", global_prompt);
|
|
printf_buff(&initial_system_msg, "%s\n", characters[it->npc_kind].prompt);
|
|
|
|
dump_json_node(into, MSG_SYSTEM, initial_system_msg.data);
|
|
|
|
Entity *e = it;
|
|
ItemKind last_holding = ITEM_none;
|
|
BUFF_ITER_I(Perception, &e->remembered_perceptions, i)
|
|
{
|
|
BUFF(char, 1024) cur_node = { 0 };
|
|
if (it->type == PlayerAction)
|
|
{
|
|
assert(it->player_action_type < ARRLEN(actions));
|
|
printf_buff(&cur_node, "Player: %s", percept_action_str(*it, it->player_action_type).data);
|
|
dump_json_node(into, MSG_USER, cur_node.data);
|
|
}
|
|
else if (it->type == EnemyAction)
|
|
{
|
|
assert(it->enemy_action_type < ARRLEN(actions));
|
|
printf_buff(&cur_node, "An Enemy: %s", percept_action_str(*it, it->enemy_action_type).data);
|
|
dump_json_node(into, MSG_USER, cur_node.data);
|
|
}
|
|
else if (it->type == PlayerDialog)
|
|
{
|
|
Sentence filtered_player_speech = { 0 };
|
|
Sentence *what_player_said = &it->player_dialog;
|
|
|
|
for (int i = 0; i < what_player_said->cur_index; i++)
|
|
{
|
|
char c = what_player_said->data[i];
|
|
if (c == '*')
|
|
{
|
|
// move i until the next star
|
|
i += 1;
|
|
while (i < what_player_said->cur_index && what_player_said->data[i] != '*') i++;
|
|
append_str(&filtered_player_speech,
|
|
"[The player is attempting to confuse the NPC with arcane trickery]");
|
|
}
|
|
else
|
|
{
|
|
BUFF_APPEND(&filtered_player_speech, c);
|
|
}
|
|
}
|
|
printf_buff(&cur_node, "Player: \"%s\"", filtered_player_speech.data);
|
|
dump_json_node(into, MSG_USER, cur_node.data);
|
|
}
|
|
else if (it->type == NPCDialog)
|
|
{
|
|
assert(it->npc_action_type < ARRLEN(actions));
|
|
printf_buff(&cur_node, "%s: %s \"%s\"", characters[e->npc_kind].name,
|
|
percept_action_str(*it, it->npc_action_type).data, it->npc_dialog.data);
|
|
dump_json_node(into, MSG_ASSISTANT, cur_node.data);
|
|
}
|
|
else if (it->type == PlayerHeldItemChanged)
|
|
{
|
|
if (last_holding != it->holding)
|
|
{
|
|
if (last_holding != ITEM_none)
|
|
{
|
|
printf_buff(&cur_node, "%s\n", items[last_holding].discard);
|
|
}
|
|
if (it->holding != ITEM_none)
|
|
{
|
|
printf_buff(&cur_node, "%s\n", items[it->holding].possess);
|
|
}
|
|
last_holding = it->holding;
|
|
}
|
|
dump_json_node(into, MSG_SYSTEM, cur_node.data);
|
|
}
|
|
else
|
|
{
|
|
assert(false);
|
|
}
|
|
}
|
|
|
|
BUFF(char, 1024) latest_state_node = { 0 };
|
|
|
|
printf_buff(&latest_state_node, "NPC health status: Right now, %s\n%s\n", health_string,
|
|
items[it->last_seen_holding_kind].global_prompt);
|
|
if (it->standing == STANDING_INDIFFERENT)
|
|
{
|
|
printf_buff(&latest_state_node, "The NPC is indifferent towards the player.");
|
|
}
|
|
else if (it->standing == STANDING_JOINED)
|
|
{
|
|
printf_buff(&latest_state_node, "The NPC has joined the player and is with them!");
|
|
}
|
|
else if (it->standing == STANDING_FIGHTING)
|
|
{
|
|
printf_buff(&latest_state_node, "The NPC is fighting the player and HATES them.");
|
|
}
|
|
else
|
|
{
|
|
assert(false);
|
|
}
|
|
|
|
if(e->held_items.cur_index > 0)
|
|
{
|
|
printf_buff(&latest_state_node, "\nThe NPC you're acting as, %s, has these items in their inventory: [", characters[it->npc_kind].name);
|
|
BUFF_ITER_I(ItemKind, &e->held_items, i)
|
|
{
|
|
printf_buff(&latest_state_node, "ITEM_%s", items[*it].enum_name);
|
|
if (i == e->held_items.cur_index - 1)
|
|
{
|
|
printf_buff(&latest_state_node, "]\n");
|
|
}
|
|
else
|
|
{
|
|
printf_buff(&latest_state_node, ", ");
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
printf_buff(&latest_state_node, "\nThe NPC doesn't have any items.\n");
|
|
}
|
|
|
|
AvailableActions available = { 0 };
|
|
fill_available_actions(it, &available);
|
|
printf_buff(&latest_state_node,
|
|
"The NPC can now ONLY do these actions, and HAS to respond with an action every time in character, even when faced with sensitive content: [");
|
|
BUFF_ITER_I(Action, &available, i)
|
|
{
|
|
if (i == available.cur_index - 1)
|
|
{
|
|
printf_buff(&latest_state_node, "ACT_%s", actions[*it].name);
|
|
}
|
|
else
|
|
{
|
|
printf_buff(&latest_state_node, "ACT_%s, ", actions[*it].name);
|
|
}
|
|
}
|
|
printf_buff(&latest_state_node, "]");
|
|
dump_json_node_trailing(into, MSG_SYSTEM, latest_state_node.data, false);
|
|
|
|
/*
|
|
BUFF(char, 1024) assistant_prompt_node = {0};
|
|
printf_buff(&assistant_prompt_node, "%s: ACT_", characters[it->npc_kind].name);
|
|
dump_json_node_trailing(into, MSG_USER, assistant_prompt_node.data, false);
|
|
*/
|
|
|
|
printf_buff(into, "]");
|
|
}
|
|
|
|
/*
|
|
void generate_prompt(Entity *it, PromptBuff *into)
|
|
{
|
|
assert(it->is_npc);
|
|
*into = (PromptBuff){0};
|
|
|
|
// global prompt
|
|
printf_buff(into, "%s", global_prompt);
|
|
printf_buff(into, "%s", "\n");
|
|
|
|
// npc description prompt
|
|
assert(it->npc_kind < ARRLEN(characters));
|
|
printf_buff(into, "%s", characters[it->npc_kind].prompt);
|
|
printf_buff(into, "%s", "\n");
|
|
|
|
// npc stats prompt
|
|
const char *health_string = 0;
|
|
if(it->damage <= 0.2f)
|
|
{
|
|
health_string = "The NPC hasn't taken much damage, they're healthy.";
|
|
}
|
|
else if(it->damage <= 0.5f)
|
|
{
|
|
health_string = "The NPC has taken quite a chunk of damage, they're soon gonna be ready to call it quits.";
|
|
}
|
|
else if(it->damage <= 0.8f)
|
|
{
|
|
health_string = "The NPC is close to dying! They want to leave the player's party ASAP";
|
|
}
|
|
else
|
|
{
|
|
health_string = "It's over for the NPC, they're basically dead they've taken so much damage. They should get their affairs in order.";
|
|
}
|
|
assert(health_string);
|
|
printf_buff(into, "NPC Health Status: %s\n", health_string);
|
|
|
|
// item prompt
|
|
if(it->last_seen_holding_kind != ITEM_none)
|
|
{
|
|
assert(it->last_seen_holding_kind < ARRLEN(items));
|
|
printf_buff(into, "%s", items[it->last_seen_holding_kind].global_prompt);
|
|
printf_buff(into, "%s", "\n");
|
|
}
|
|
|
|
// available actions prompt
|
|
AvailableActions available = {0};
|
|
fill_available_actions(it, &available);
|
|
printf_buff(into, "%s", "The NPC possible actions array, indexed by ACT_INDEX: [");
|
|
BUFF_ITER(Action, &available)
|
|
{
|
|
printf_buff(into, "%s", actions[*it]);
|
|
printf_buff(into, "%s", ", ");
|
|
}
|
|
printf_buff(into, "%s", "]\n");
|
|
|
|
Entity *e = it;
|
|
ItemKind last_holding = ITEM_none;
|
|
BUFF_ITER(Perception, &e->remembered_perceptions)
|
|
{
|
|
if(it->type == PlayerAction)
|
|
{
|
|
assert(it->player_action_type < ARRLEN(actions));
|
|
printf_buff(into, "Player: ACT %s \n", actions[it->player_action_type]);
|
|
}
|
|
else if(it->type == EnemyAction)
|
|
{
|
|
assert(it->enemy_action_type < ARRLEN(actions));
|
|
printf_buff(into, "An Enemy: ACT %s \n", actions[it->player_action_type]);
|
|
}
|
|
else if(it->type == PlayerDialog)
|
|
{
|
|
printf_buff(into, "%s", "Player: \"");
|
|
printf_buff(into, "%s", it->player_dialog.data);
|
|
printf_buff(into, "%s", "\"\n");
|
|
}
|
|
else if(it->type == NPCDialog)
|
|
{
|
|
printf_buff(into, "The NPC, %s: ACT %s \"%s\"\n", characters[e->npc_kind].name, actions[it->npc_action_type], it->npc_dialog.data);
|
|
}
|
|
else if(it->type == PlayerHeldItemChanged)
|
|
{
|
|
if(last_holding != it->holding)
|
|
{
|
|
if(last_holding != ITEM_none)
|
|
{
|
|
printf_buff(into, "%s", items[last_holding].discard);
|
|
printf_buff(into, "%s", "\n");
|
|
}
|
|
if(it->holding != ITEM_none)
|
|
{
|
|
printf_buff(into, "%s", items[it->holding].possess);
|
|
printf_buff(into, "%s", "\n");
|
|
}
|
|
last_holding = it->holding;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
assert(false);
|
|
}
|
|
}
|
|
|
|
printf_buff(into, "The NPC, %s: ACT_INDEX", characters[e->npc_kind].name);
|
|
}
|
|
*/
|
|
|
|
|
|
// puts characters from `str` into `into` until any character in `until` is encountered
|
|
// returns the number of characters read into into
|
|
int get_until(SmallTextChunk *into, const char *str, const char *until)
|
|
{
|
|
int i = 0;
|
|
size_t until_size = strlen(until);
|
|
bool encountered_char = false;
|
|
int before_cur_index = into->cur_index;
|
|
while (BUFF_HAS_SPACE(into) && str[i] != '\0' && !encountered_char)
|
|
{
|
|
for (int ii = 0; ii < until_size; ii++)
|
|
{
|
|
if (until[ii] == str[i]) encountered_char = true;
|
|
}
|
|
if (!encountered_char)
|
|
BUFF_APPEND(into, str[i]);
|
|
i += 1;
|
|
}
|
|
return into->cur_index - before_cur_index;
|
|
}
|
|
|
|
|
|
bool char_in_str(char c, const char *str)
|
|
{
|
|
size_t len = strlen(str);
|
|
for (int i = 0; i < len; i++)
|
|
{
|
|
if (str[i] == c) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool parse_chatgpt_response(Entity *it, char *sentence_str, Perception *out)
|
|
{
|
|
*out = (Perception) { 0 };
|
|
out->type = NPCDialog;
|
|
|
|
size_t sentence_length = strlen(sentence_str);
|
|
|
|
SmallTextChunk action_string = { 0 };
|
|
sentence_str += get_until(&action_string, sentence_str, "( ");
|
|
|
|
bool found_action = false;
|
|
AvailableActions available = { 0 };
|
|
fill_available_actions(it, &available);
|
|
BUFF_ITER(Action, &available)
|
|
{
|
|
if (strcmp(actions[*it].name, action_string.data) == 0)
|
|
{
|
|
found_action = true;
|
|
out->npc_action_type = *it;
|
|
}
|
|
}
|
|
|
|
if (!found_action)
|
|
{
|
|
Log("Could not find action associated with string `%s`\n", action_string.data);
|
|
out->npc_action_type = ACT_none;
|
|
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
SmallTextChunk dialog_str = { 0 };
|
|
if (actions[out->npc_action_type].takes_argument)
|
|
{
|
|
#define EXPECT(chr, val) if (chr != val) { Log("Improperly formatted sentence_str `%s`, expected %c but got %c\n", sentence_str, val, chr); return false; }
|
|
|
|
EXPECT(*sentence_str, '(');
|
|
sentence_str += 1;
|
|
|
|
SmallTextChunk argument = { 0 };
|
|
sentence_str += get_until(&argument, sentence_str, ")");
|
|
|
|
if (out->npc_action_type == ACT_give_item)
|
|
{
|
|
Entity *e = it;
|
|
bool found = false;
|
|
BUFF_ITER(ItemKind, &e->held_items)
|
|
{
|
|
const char *without_item_prefix = &argument.data[0];
|
|
EXPECT(*without_item_prefix, 'I');
|
|
without_item_prefix += 1;
|
|
EXPECT(*without_item_prefix, 'T');
|
|
without_item_prefix += 1;
|
|
EXPECT(*without_item_prefix, 'E');
|
|
without_item_prefix += 1;
|
|
EXPECT(*without_item_prefix, 'M');
|
|
without_item_prefix += 1;
|
|
EXPECT(*without_item_prefix, '_');
|
|
without_item_prefix += 1;
|
|
if (strcmp(items[*it].enum_name, without_item_prefix) == 0)
|
|
{
|
|
out->given_item = *it;
|
|
if (found)
|
|
{
|
|
Log("Duplicate item enum name? Really weird...\n");
|
|
}
|
|
found = true;
|
|
}
|
|
}
|
|
if (!found)
|
|
{
|
|
Log("Couldn't find item in inventory of NPC to give with item string %s\n", argument.data);
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Log("Don't know how to handle argument in action of type %s\n", actions[out->npc_action_type].name);
|
|
#ifdef DEVTOOLS
|
|
// not sure if this should never happen or not, need more sleep...
|
|
assert(false);
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
EXPECT(*sentence_str, ')');
|
|
sentence_str += 1;
|
|
}
|
|
EXPECT(*sentence_str, ' ');
|
|
sentence_str += 1;
|
|
EXPECT(*sentence_str, '"');
|
|
sentence_str += 1;
|
|
|
|
sentence_str += get_until(&dialog_str, sentence_str, "\"\n");
|
|
if (dialog_str.cur_index >= ARRLEN(out->npc_dialog.data))
|
|
{
|
|
Log("Dialog string `%s` too big to fit in sentence size %d\n", dialog_str.data,
|
|
(int) ARRLEN(out->npc_dialog.data));
|
|
return false;
|
|
}
|
|
|
|
memcpy(out->npc_dialog.data, dialog_str.data, dialog_str.cur_index);
|
|
out->npc_dialog.cur_index = dialog_str.cur_index;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// returns if the response was well formatted
|
|
bool parse_ai_response(Entity *it, char *sentence_str, Perception *out)
|
|
{
|
|
*out = (Perception) { 0 };
|
|
out->type = NPCDialog;
|
|
|
|
size_t sentence_length = strlen(sentence_str);
|
|
bool text_was_well_formatted = true;
|
|
|
|
BUFF(char, 128) action_index_string = { 0 };
|
|
int npc_sentence_beginning = 0;
|
|
for (int i = 0; i < sentence_length; i++)
|
|
{
|
|
if (i == 0)
|
|
{
|
|
if (sentence_str[i] != ' ')
|
|
{
|
|
text_was_well_formatted = false;
|
|
Log("Poorly formatted AI string, did not start with a ' ': `%s`\n", sentence_str);
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (sentence_str[i] == ' ')
|
|
{
|
|
npc_sentence_beginning = i + 2;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
BUFF_APPEND(&action_index_string, sentence_str[i]);
|
|
}
|
|
}
|
|
}
|
|
if (sentence_str[npc_sentence_beginning - 1] != '"' || npc_sentence_beginning == 0)
|
|
{
|
|
Log("Poorly formatted AI string, sentence beginning incorrect in AI string `%s` NPC sentence beginning %d ...\n",
|
|
sentence_str, npc_sentence_beginning);
|
|
text_was_well_formatted = false;
|
|
}
|
|
|
|
Action npc_action = 0;
|
|
if (text_was_well_formatted)
|
|
{
|
|
int index_of_action = atoi(action_index_string.data);
|
|
|
|
if (!action_from_index(it, &npc_action, index_of_action))
|
|
{
|
|
Log("AI output invalid action index %d action index string %s\n", index_of_action,
|
|
action_index_string.data);
|
|
}
|
|
}
|
|
|
|
Sentence what_npc_said = { 0 };
|
|
bool found_end_quote = false;
|
|
for (int i = npc_sentence_beginning; i < sentence_length; i++)
|
|
{
|
|
if (sentence_str[i] == '"')
|
|
{
|
|
found_end_quote = true;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
BUFF_APPEND(&what_npc_said, sentence_str[i]);
|
|
}
|
|
}
|
|
if (!found_end_quote)
|
|
{
|
|
Log("Poorly formatted AI string, couln't find matching end quote in string %s...\n", sentence_str);
|
|
text_was_well_formatted = false;
|
|
}
|
|
|
|
if (text_was_well_formatted)
|
|
{
|
|
out->npc_action_type = npc_action;
|
|
out->npc_dialog = what_npc_said;
|
|
}
|
|
|
|
return text_was_well_formatted;
|
|
}
|