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799 lines
19 KiB
C

#pragma once
#include "buff.h"
#include "HandmadeMath.h" // vector types in entity struct definition
#include <assert.h>
#include <stdbool.h>
#include <string.h>
#include <stdlib.h> // atoi
#include "character_info.h"
#include "characters.gen.h"
NPC_MOOSE,
} NpcKind;
#define DO_CHATGPT_PARSING
#define Log(...) { printf("%s Log %d | ", __FILE__, __LINE__); printf(__VA_ARGS__); }
// REFACTORING:: also have to update in javascript!!!!!!!!
#define MAX_SENTENCE_LENGTH 400 // LOOOK AT AGBOVE COMMENT GBEFORE CHANGING
typedef BUFF(char, MAX_SENTENCE_LENGTH) Sentence;
#define SENTENCE_CONST(txt) {.data=txt, .cur_index=sizeof(txt)}
#define SENTENCE_CONST_CAST(txt) (Sentence)SENTENCE_CONST(txt)
#define REMEMBERED_PERCEPTIONS 24
#define MAX_AFTERIMAGES 6
#define TIME_TO_GEN_AFTERIMAGE (0.09f)
#define AFTERIMAGE_LIFETIME (0.5f)
#define DAMAGE_SWORD 0.05f
#define DAMAGE_BULLET 0.2f
// A* tuning
#define MAX_ASTAR_NODES 512
#define TIME_BETWEEN_PATH_GENS (0.5f)
// 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
typedef BUFF(char, 1024*10) Escaped;
Escaped escape_for_json(const char *s)
{
Escaped to_return = {0};
size_t len = strlen(s);
for(int i = 0; i < len; i++)
{
if(s[i] == '\n')
{
BUFF_APPEND(&to_return, '\\');
BUFF_APPEND(&to_return, 'n');
}
else if(s[i] == '"')
{
BUFF_APPEND(&to_return, '\\');
BUFF_APPEND(&to_return, '"');
}
else
{
if(!(s[i] <= 126 && s[i] >= 32 ))
{
BUFF_APPEND(&to_return, '?');
Log("Unknown character code %d\n", s[i]);
}
BUFF_APPEND(&to_return, s[i]);
}
}
return to_return;
}
typedef enum PerceptionType
{
Invalid, // so that zero value in training structs means end of perception
PlayerAction,
PlayerDialog,
NPCDialog, // includes an npc action in every npc dialog. So it's often nothing
EnemyAction, // An enemy performed an action against the NPC
PlayerHeldItemChanged,
} PerceptionType;
typedef struct Perception
{
PerceptionType type;
float damage_done; // Valid in player action and enemy action
union
{
// player action
struct
{
Action player_action_type;
};
// player dialog
Sentence player_dialog;
// npc dialog
struct
{
Action npc_action_type;
Sentence npc_dialog;
};
// enemy action
Action enemy_action_type;
// player holding item. MUST precede any perceptions which come after the player is holding the item
ItemKind holding;
};
} Perception;
typedef enum PropKind
{
TREE0,
TREE1,
TREE2,
ROCK0,
} PropKind;
typedef struct EntityRef
{
int index;
int generation;
} EntityRef;
typedef enum CharacterState
{
CHARACTER_WALKING,
CHARACTER_IDLE,
CHARACTER_ATTACK,
CHARACTER_TALKING,
} CharacterState;
typedef enum
{
STANDING_INDIFFERENT,
STANDING_JOINED,
STANDING_FIGHTING,
} 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 Entity
{
bool exists;
bool destroy;
int generation;
// fields for all gs.entities
Vec2 pos;
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;
// multiple gs.entities have a sword swing
BUFF(EntityRef, 8) done_damage_to_this_swing; // only do damage once, but hitbox stays around
bool is_bullet;
// props
bool is_prop;
PropKind prop_kind;
// items
bool is_item;
bool held_by_player;
ItemKind item_kind;
// npcs
bool is_npc;
bool being_hovered;
bool perceptions_dirty;
BUFF(Perception, REMEMBERED_PERCEPTIONS) remembered_perceptions;
bool direction_of_spiral_pattern;
float dialog_panel_opacity;
double characters_said;
NPCPlayerStanding standing;
NpcKind npc_kind;
PathCacheHandle cached_path;
ItemKind last_seen_holding_kind;
#ifdef WEB
int gen_request_id;
#endif
bool walking;
double shotgun_timer;
bool moved;
Vec2 target_goto;
// only for skeleton npc
double swing_timer;
// character
bool is_character;
EntityRef holding_item;
bool in_conversation_mode;
Vec2 to_throw_direction;
CharacterState state;
EntityRef talking_to; // Maybe should be generational index, but I dunno. No death yet
bool is_rolling; // can only roll in idle or walk states
double time_not_rolling; // for cooldown for roll, so you can't just hold it and be invincible
// so doesn't change animations while time is stopped
AnimKind cur_animation;
float anim_change_timer;
BUFF(PlayerAfterImage, MAX_AFTERIMAGES) after_images;
double after_image_timer;
double roll_progress;
double swing_progress;
} Entity;
bool npc_is_knight_sprite(Entity *it)
{
return it->is_npc && ( it->npc_kind == NPC_TheGuard || it->npc_kind == NPC_Edeline);
}
bool npc_is_skeleton(Entity *it)
{
return it->is_npc && ( it->npc_kind == NPC_MikeSkeleton );
}
float entity_max_damage(Entity *e)
{
if(e->is_npc && npc_is_skeleton(e))
{
return 2.0f;
}
else
{
return 1.0f;
}
}
bool npc_attacks_with_sword(Entity *it)
{
return npc_is_skeleton(it);
}
bool npc_attacks_with_shotgun(Entity *it)
{
return it->is_npc && ( it->npc_kind == NPC_OldMan );
}
typedef BUFF(char, MAX_SENTENCE_LENGTH*(REMEMBERED_PERCEPTIONS+4)) PromptBuff;
typedef BUFF(Action, 8) AvailableActions;
void fill_available_actions(Entity *it, AvailableActions *a)
{
*a = (AvailableActions){0};
BUFF_APPEND(a, ACT_none);
if(it->npc_kind == NPC_GodRock)
{
BUFF_APPEND(a, ACT_heals_player);
}
else
{
if(it->standing == STANDING_INDIFFERENT)
{
BUFF_APPEND(a, ACT_fights_player);
BUFF_APPEND(a, ACT_joins_player);
}
else if(it->standing == STANDING_JOINED)
{
BUFF_APPEND(a, ACT_leaves_player);
BUFF_APPEND(a, ACT_fights_player);
}
else if(it->standing == STANDING_FIGHTING)
{
BUFF_APPEND(a, ACT_stops_fighting_player);
}
if(npc_is_knight_sprite(it))
{
BUFF_APPEND(a, ACT_strikes_air);
}
if(it->npc_kind == NPC_TheGuard)
{
if(!it->moved)
{
BUFF_APPEND(a, ACT_allows_player_to_pass);
}
}
}
}
// returns if action index was valid
bool action_from_index(Entity *it, Action *out, int action_index)
{
AvailableActions available = {0};
fill_available_actions(it, &available);
if(action_index < 0 || action_index >= available.cur_index)
{
return false;
}
else
{
*out = available.data[action_index];
return true;
}
}
// don't call on untrusted action, doesn't return error
int action_to_index(Entity *it, Action a)
{
AvailableActions available = {0};
fill_available_actions(it, &available);
Action target_action = a;
int index = -1;
for(int i = 0; i < available.cur_index; i++)
{
if(available.data[i] == target_action)
{
index = i;
break;
}
}
assert(index != -1);
return index;
}
void process_perception(Entity *it, Perception p)
{
if(it->is_npc)
{
if(p.type != NPCDialog) it->perceptions_dirty = true;
if(!BUFF_HAS_SPACE(&it->remembered_perceptions)) BUFF_REMOVE_FRONT(&it->remembered_perceptions);
BUFF_APPEND(&it->remembered_perceptions, p);
if(p.type == PlayerAction && p.player_action_type == ACT_hits_npc)
{
it->damage += p.damage_done;
}
if(p.type == PlayerHeldItemChanged)
{
it->last_seen_holding_kind = p.holding;
}
else if(p.type == NPCDialog)
{
if(p.npc_action_type == ACT_allows_player_to_pass)
{
it->target_goto = AddV2(it->pos, V2(-50.0, 0.0));
it->moved = true;
}
else if(p.npc_action_type == ACT_fights_player)
{
it->standing = STANDING_FIGHTING;
}
else if(p.npc_action_type == ACT_stops_fighting_player)
{
it->standing = STANDING_INDIFFERENT;
}
else if(p.npc_action_type == ACT_leaves_player)
{
it->standing = STANDING_INDIFFERENT;
}
else if(p.npc_action_type == ACT_joins_player)
{
it->standing = STANDING_JOINED;
}
}
}
}
#define printf_buff(buff_ptr, ...) { BUFF_VALID(buff_ptr); int written = snprintf((buff_ptr)->data+(buff_ptr)->cur_index, ARRLEN((buff_ptr)->data) - (buff_ptr)->cur_index, __VA_ARGS__); assert(written >= 0); (buff_ptr)->cur_index += written; };
bool npc_does_dialog(Entity *it)
{
return it->npc_kind < ARRLEN(characters);
}
typedef enum
{
MSG_SYSTEM,
MSG_USER,
MSG_ASSISTANT,
} MessageType;
void dump_json_node_trailing(PromptBuff *into, MessageType type, const char *content, bool trailing_comma)
{
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);
printf_buff(into, "{\"type\": \"%s\", \"content\": \"%s\"}", type_str, escape_for_json(content).data);
if(trailing_comma) printf_buff(into, ",");
}
void dump_json_node(PromptBuff *into, MessageType type, const char *content)
{
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: ACT_%s", actions[it->player_action_type]);
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: ACT_%s", actions[it->player_action_type]);
dump_json_node(into, MSG_USER, cur_node.data);
}
else if(it->type == PlayerDialog)
{
printf_buff(&cur_node, "Player: \"%s\"", it->player_dialog.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: ACT_%s \"%s\"", characters[e->npc_kind].name, actions[it->npc_action_type], 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);
}
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]);
}
else
{
printf_buff(&latest_state_node, "ACT_%s, ", actions[*it]);
}
}
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);
}
bool parse_chatgpt_response(Entity *it, char *sentence_str, Perception *out)
{
*out = (Perception){0};
out->type = NPCDialog;
size_t sentence_length = strlen(sentence_str);
char action_string[512] = {0};
char dialog_string[512] = {0};
int variables_filled = sscanf(sentence_str, "%511s \"%511[^\n]\"", action_string, dialog_string);
if(strlen(action_string) == 0 || strlen(dialog_string) == 0 || variables_filled != 2)
{
Log("sscanf failed to parse chatgpt string `%s`, variables unfilled. Action string: `%s` dialog string `%s`\n", sentence_str, action_string, dialog_string);
return false;
}
AvailableActions available = {0};
fill_available_actions(it, &available);
bool found_action = false;
BUFF_ITER(Action, &available)
{
if(strcmp(actions[*it], action_string) == 0)
{
found_action = true;
out->npc_action_type = *it;
}
}
if(!found_action)
{
Log("Could not find action associated with string `%s`\n", action_string);
out->npc_action_type = ACT_none;
}
if(strlen(dialog_string) >= ARRLEN(out->npc_dialog.data))
{
Log("Dialog string `%s` too big to fit in sentence size %d\n", dialog_string, (int)ARRLEN(out->npc_dialog.data));
return false;
}
memcpy(out->npc_dialog.data, dialog_string, strlen(dialog_string));
out->npc_dialog.cur_index = (int)strlen(dialog_string);
return true;
}
// 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;
}