With the new helper attribute #[gbnf_limit] on a field of a struct
that has #[derive(Gbnf)], it is now possible to constrain the output
of the LLM to a specific set of values for that field. This is
extremely useful, for example, when asking the LLM to put a specific
ID in a field.
This commit also addresses numerous shortcomings of the original
implementation of the derive macro.
Deserialization of certain LLM responses currently broken as of this
commit, due to different field names in the LLM output vs what serde
expects (camelCase vs snake_case issues).
This is the initial implementation of a derive macro implementation
that converts structs into GBNF grammars. This simplies the code by
allowing us to get rid of all the hardcoded GBNF strings, prevents
errors from manually editing or copying said strings, and other
benefits.
The main purpose of this implementation is to lay the foundation for
generating hyper-specific GBNF rules that will allow us to limit LLM
output to specific UUIDs. LLM can't generate a weird response for an
exit or entity ID if it is only allowed to generate a specific list of
UUIDs in its response.
Adds the ability to inspect people or items in a scene. Also
technically props, but they are not first class entities (i.e. stored
in DB with an ID), so the LLM will behave oddly if you attempt to look
at a prop.
Also adds the foundation of non-LLM + LLM command coherence to fix up
LLM responses from LLM command execution. CommandEvents that are
recognized as incoherent will attempt to be fixed by the command
coherence layer. Currently only non-LLM coherence checks are done
(normalizing IDs, making sure they are right, etc).
Also many changes to command execution prompt to make it more
intelligent and correct.
Many foundational pieces for building actual game mechanics and
in-depth coherence are also added.