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ce89b61c19
...
d2ed246b8b
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@ -11,7 +11,7 @@ use crate::models::{
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Content, ContentContainer, ContentRelation,
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};
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use super::generator::AiGenerator;
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use super::generator::AiClient;
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const DIRECTIONS: [&str; 15] = [
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"north",
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@ -80,11 +80,11 @@ fn is_duplicate_recorded(failures: &[CoherenceFailure], exit: &Exit) -> bool {
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}
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pub(super) struct AiCoherence {
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generator: Rc<AiGenerator>,
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generator: Rc<AiClient>,
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}
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impl AiCoherence {
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pub fn new(generator: Rc<AiGenerator>) -> AiCoherence {
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pub fn new(generator: Rc<AiClient>) -> AiCoherence {
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AiCoherence { generator }
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}
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|
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@ -6,7 +6,7 @@ use super::prompts::{execution_prompts, parsing_prompts, world_prompts};
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use crate::kobold_api::Client as KoboldClient;
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use crate::models::coherence::{CoherenceFailure, SceneFix};
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use crate::models::commands::{ParsedCommand, ParsedCommands, RawCommandExecution, VerbsResponse};
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use crate::models::commands::{Command, Commands, RawCommandExecution, VerbsResponse};
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use crate::models::world::raw::{
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ExitSeed, ItemDetails, ItemSeed, PersonDetails, PersonSeed, SceneSeed,
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};
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@ -26,16 +26,16 @@ fn find_exit_position(exits: &[Exit], exit_to_find: &Exit) -> Result<usize> {
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/// information via the LLM and doing basic coherence on it. Things
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/// like ID creation, data management, and advanced coherence are done
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/// at a higher level.
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pub struct AiGenerator {
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pub struct AiClient {
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parsing_convo: AiConversation,
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world_creation_convo: AiConversation,
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person_creation_convo: AiConversation,
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execution_convo: AiConversation,
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}
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impl AiGenerator {
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pub fn new(client: Rc<KoboldClient>) -> AiGenerator {
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AiGenerator {
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impl AiClient {
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pub fn new(client: Rc<KoboldClient>) -> AiClient {
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AiClient {
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parsing_convo: AiConversation::new(client.clone()),
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world_creation_convo: AiConversation::new(client.clone()),
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person_creation_convo: AiConversation::new(client.clone()),
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@ -56,7 +56,7 @@ impl AiGenerator {
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self.person_creation_convo.reset();
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}
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pub async fn parse(&self, cmd: &str) -> Result<ParsedCommands> {
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pub async fn parse(&self, cmd: &str) -> Result<Commands> {
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// If convo so far is empty, add the instruction header,
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// otherwise only append to existing convo.
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let prompt = match self.parsing_convo.is_empty() {
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@ -64,7 +64,7 @@ impl AiGenerator {
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false => parsing_prompts::continuation_prompt(&cmd),
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};
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let mut cmds: ParsedCommands = self.parsing_convo.execute(&prompt).await?;
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let mut cmds: Commands = self.parsing_convo.execute(&prompt).await?;
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let verbs = self.find_verbs(cmd).await?;
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self.check_coherence(&verbs, &mut cmds).await?;
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Ok(cmds)
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@ -83,13 +83,13 @@ impl AiGenerator {
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.collect())
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}
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async fn check_coherence(&self, verbs: &[String], commands: &mut ParsedCommands) -> Result<()> {
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async fn check_coherence(&self, verbs: &[String], commands: &mut Commands) -> Result<()> {
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// let coherence_prompt = parsing_prompts::coherence_prompt();
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// let mut commands: Commands = self.parsing_convo.execute(&coherence_prompt).await?;
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// Non-LLM coherence checks: remove empty commands, remove
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// non-verbs, etc.
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let filtered_commands: Vec<ParsedCommand> = commands
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let filtered_commands: Vec<Command> = commands
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.clone()
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.commands
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.into_iter()
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|
@ -102,7 +102,7 @@ impl AiGenerator {
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Ok(())
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}
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pub async fn execute_raw(&self, stage: &Stage, cmd: &ParsedCommand) -> Result<RawCommandExecution> {
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pub async fn execute_raw(&self, stage: &Stage, cmd: &Command) -> Result<RawCommandExecution> {
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let prompt = execution_prompts::execution_prompt(stage, &cmd);
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let raw_exec: RawCommandExecution = self.execution_convo.execute(&prompt).await?;
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Ok(raw_exec)
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|
|
256
src/ai/logic.rs
256
src/ai/logic.rs
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@ -1,256 +0,0 @@
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use crate::db::Database;
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use crate::kobold_api::Client as KoboldClient;
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use crate::models::commands::{
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AiCommand, ParsedCommands, ExecutionConversionResult, RawCommandExecution,
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};
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use crate::models::world::items::{Category, Item, Rarity};
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use crate::models::world::people::{Gender, Person, Sex};
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use crate::models::world::raw::{ItemSeed, PersonSeed, SceneSeed};
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use crate::models::world::scenes::{Exit, Scene, SceneStub, Stage};
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use crate::models::{new_uuid_string, Content, ContentContainer, ContentRelation};
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use crate::commands::converter as command_converter;
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use anyhow::{bail, Result};
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use itertools::Itertools;
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use std::rc::Rc;
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use super::coherence::AiCoherence;
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use super::generator::AiGenerator;
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/// Highest-level AI/LLM construct, which returns fully converted game
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/// objects to us. Basically, call the mid-level `client` to create
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/// seed objects, then call the mid level client again to detail the
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/// entities from their seeds. Then, stick a DB ID on them and put
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/// them in the database(?).
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pub struct AiLogic {
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generator: Rc<AiGenerator>,
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coherence: AiCoherence,
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db: Rc<Database>,
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}
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impl AiLogic {
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pub fn new(api_client: Rc<KoboldClient>, db: &Rc<Database>) -> AiLogic {
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let generator = Rc::new(AiGenerator::new(api_client));
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let coherence = AiCoherence::new(generator.clone());
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AiLogic {
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generator,
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coherence,
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db: db.clone(),
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}
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}
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pub async fn execute(
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&self,
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stage: &Stage,
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cmd: &str,
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) -> Result<(ParsedCommands, RawCommandExecution)> {
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let parsed_cmd = self.generator.parse(cmd).await?;
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let execution = self.execute_parsed(stage, &parsed_cmd).await?;
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Ok((parsed_cmd, execution))
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}
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pub async fn execute_parsed(
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&self,
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stage: &Stage,
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parsed_cmd: &ParsedCommands,
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) -> Result<RawCommandExecution> {
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//TODO handle multiple commands in list
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if parsed_cmd.commands.is_empty() {
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return Ok(RawCommandExecution::empty());
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}
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let cmd = &parsed_cmd.commands[0];
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let raw_exec: RawCommandExecution = self.generator.execute_raw(stage, cmd).await?;
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// Coherence check:
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// Set aside any events that are not in the enum
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// Set aside anything with correct event, but wrong parameters.
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// Ask LLM to fix them, if possible
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//TODO make a aiclient::fix_execution
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self.generator.reset_commands();
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Ok(raw_exec)
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}
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pub async fn create_person(&self, scene: &SceneSeed, seed: &PersonSeed) -> Result<Person> {
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self.generator.reset_person_creation();
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let details = self.generator.create_person_details(scene, seed).await?;
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let gender = match details.gender.to_lowercase().as_ref() {
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"male" | "man" | "boy" | "transmasc" => Gender::Male,
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"female" | "woman" | "girl" | "transfem" => Gender::Female,
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"nonbinary" => Gender::NonBinary,
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// fall back to using sex
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_ => match details.sex.to_lowercase().as_ref() {
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"male" | "man" | "boy" | "transmasc" => Gender::Male,
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"female" | "woman" | "girl" | "transfem" => Gender::Female,
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_ => Gender::NonBinary, // TODO 1/3 chance!
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},
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};
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let sex = match details.sex.to_lowercase().as_ref() {
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"male" | "man" | "boy" | "transfem" => Sex::Male,
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"female" | "woman" | "girl" | "transmasc" => Sex::Female,
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_ => match gender {
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Gender::Male => Sex::Male,
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Gender::Female => Sex::Male,
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_ => Sex::Male, // TODO 50/50 chance!
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},
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};
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self.generator.reset_person_creation();
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Ok(Person {
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_key: Some(new_uuid_string()),
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name: seed.name.to_string(),
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description: details.description,
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age: details.age,
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residence: details.residence,
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current_activity: details.current_activity,
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occupation: seed.occupation.to_string(),
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race: seed.race.clone(),
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sex,
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..Default::default()
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})
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}
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pub async fn create_item(&self, scene: &SceneSeed, seed: &ItemSeed) -> Result<Item> {
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let details = self.generator.create_item_details(scene, seed).await?;
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// TODO these have to be sent to the AI
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let category = Category::Other;
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let rarity = Rarity::Common;
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Ok(Item {
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_key: Some(new_uuid_string()),
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name: seed.name.to_string(),
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description: details.description,
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attributes: details.attributes,
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secret_attributes: details.secret_attributes,
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category,
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rarity,
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..Default::default()
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})
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}
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pub async fn create_scene_with_id(
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&self,
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scene_type: &str,
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fantasticalness: &str,
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scene_id: &str,
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) -> Result<ContentContainer> {
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let mut content = self.create_scene(scene_type, fantasticalness).await?;
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let scene = content.owner.as_scene_mut();
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scene._key = Some(scene_id.to_string());
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Ok(content)
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}
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pub async fn create_scene_from_stub(
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&self,
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stub: SceneStub,
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connected_scene: &Scene,
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) -> Result<ContentContainer> {
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self.generator.reset_world_creation();
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let seed = self
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.generator
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.create_scene_seed_from_stub(&stub, connected_scene)
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.await?;
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// There are two coherence steps: the first fixes up exit
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// directions and stuff, while the second is the normal scene
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// coherence (that can invoke the LLM).
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let mut content = self.fill_in_scene_from_stub(seed, stub).await?;
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self.coherence
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.make_scene_from_stub_coherent(&mut content, connected_scene);
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self.coherence.make_scene_coherent(&mut content).await?;
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self.generator.reset_world_creation();
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Ok(content)
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}
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pub async fn create_scene(
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&self,
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scene_type: &str,
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fantasticalness: &str,
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) -> Result<ContentContainer> {
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self.generator.reset_world_creation();
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let scene_seed = self
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.generator
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.create_scene_seed(scene_type, fantasticalness)
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.await?;
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let mut content = self.fill_in_scene(scene_seed).await?;
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self.coherence.make_scene_coherent(&mut content).await?;
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self.generator.reset_world_creation();
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Ok(content)
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}
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async fn fill_in_scene_from_stub(
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&self,
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seed: SceneSeed,
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stub: SceneStub,
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) -> Result<ContentContainer> {
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let mut content = self.fill_in_scene(seed).await?;
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let new_scene = content.owner.as_scene_mut();
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new_scene._id = stub._id;
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new_scene._key = stub._key;
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Ok(content)
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}
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async fn fill_in_scene(&self, mut scene_seed: SceneSeed) -> Result<ContentContainer> {
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let mut content_in_scene = vec![];
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// People in scene
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let mut people = vec![];
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for person_seed in scene_seed.people.as_slice() {
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let person = self.create_person(&scene_seed, person_seed).await?;
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people.push(ContentRelation::person(person));
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}
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// Items in scene
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let mut items = vec![];
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for item_seed in scene_seed.items.as_slice() {
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let item = self.create_item(&scene_seed, item_seed).await?;
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items.push(ContentRelation::item(item));
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}
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|
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// TODO items on people, which will require 'recursive' ContentContainers.
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|
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let exits: Vec<_> = scene_seed
|
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.exits
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.drain(0..)
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.map(|seed| Exit::from(seed))
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.collect();
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|
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let mut stubs: Vec<_> = exits
|
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.iter()
|
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.map(|exit| ContentRelation::scene_stub(SceneStub::from(exit)))
|
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.collect();
|
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|
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let mut scene = Scene {
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_key: Some(new_uuid_string()),
|
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name: scene_seed.name,
|
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region: scene_seed.region,
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description: scene_seed.description,
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props: scene_seed.props.drain(0..).map_into().collect(),
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is_stub: false,
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exits,
|
||||
..Default::default()
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};
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|
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content_in_scene.append(&mut people);
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content_in_scene.append(&mut items);
|
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content_in_scene.append(&mut stubs);
|
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|
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Ok(ContentContainer {
|
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owner: Content::Scene(scene),
|
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contained: content_in_scene,
|
||||
})
|
||||
}
|
||||
}
|
270
src/ai/mod.rs
270
src/ai/mod.rs
|
@ -1,5 +1,271 @@
|
|||
pub(self) mod coherence;
|
||||
use crate::db::Database;
|
||||
use crate::kobold_api::Client as KoboldClient;
|
||||
use crate::models::commands::{
|
||||
CommandExecution, Commands, ExecutionConversionResult, RawCommandExecution,
|
||||
};
|
||||
use crate::models::world::items::{Category, Item, Rarity};
|
||||
use crate::models::world::people::{Gender, Person, Sex};
|
||||
use crate::models::world::raw::{ItemSeed, PersonSeed, SceneSeed};
|
||||
use crate::models::world::scenes::{Exit, Scene, SceneStub, Stage};
|
||||
use crate::models::{new_uuid_string, Content, ContentContainer, ContentRelation};
|
||||
use anyhow::{bail, Result};
|
||||
use itertools::Itertools;
|
||||
use std::rc::Rc;
|
||||
|
||||
mod coherence;
|
||||
pub mod convo;
|
||||
pub mod generator;
|
||||
pub mod prompts;
|
||||
pub mod logic;
|
||||
|
||||
use convo::AiPrompt;
|
||||
use generator::AiClient;
|
||||
|
||||
use self::coherence::AiCoherence;
|
||||
|
||||
/// Highest-level AI/LLM construct, which returns fully converted game
|
||||
/// objects to us. Basically, call the mid-level `client` to create
|
||||
/// seed objects, then call the mid level client again to detail the
|
||||
/// entities from their seeds. Then, stick a DB ID on them and put
|
||||
/// them in the database(?).
|
||||
pub struct AiLogic {
|
||||
generator: Rc<AiClient>,
|
||||
coherence: AiCoherence,
|
||||
db: Rc<Database>,
|
||||
}
|
||||
|
||||
impl AiLogic {
|
||||
pub fn new(api_client: Rc<KoboldClient>, db: &Rc<Database>) -> AiLogic {
|
||||
let generator = Rc::new(AiClient::new(api_client));
|
||||
let coherence = AiCoherence::new(generator.clone());
|
||||
|
||||
AiLogic {
|
||||
generator,
|
||||
coherence,
|
||||
db: db.clone(),
|
||||
}
|
||||
}
|
||||
|
||||
pub async fn execute(
|
||||
&mut self,
|
||||
stage: &Stage,
|
||||
cmd: &str,
|
||||
) -> Result<(Commands, CommandExecution)> {
|
||||
let parsed_cmd = self.generator.parse(cmd).await?;
|
||||
let execution = self.execute_parsed(stage, &parsed_cmd).await?;
|
||||
Ok((parsed_cmd, execution))
|
||||
}
|
||||
|
||||
pub async fn execute_parsed(
|
||||
&mut self,
|
||||
stage: &Stage,
|
||||
parsed_cmd: &Commands,
|
||||
) -> Result<CommandExecution> {
|
||||
//TODO handle multiple commands in list
|
||||
if parsed_cmd.commands.is_empty() {
|
||||
return Ok(CommandExecution::empty());
|
||||
}
|
||||
|
||||
let cmd = &parsed_cmd.commands[0];
|
||||
let raw_exec: RawCommandExecution = self.generator.execute_raw(stage, cmd).await?;
|
||||
|
||||
// Coherence check:
|
||||
// Set aside any events that are not in the enum
|
||||
// Set aside anything with correct event, but wrong parameters.
|
||||
// Ask LLM to fix them, if possible
|
||||
//TODO make a aiclient::fix_execution
|
||||
let converted = crate::commands::convert_raw_execution(raw_exec, &self.db).await;
|
||||
|
||||
self.generator.reset_commands();
|
||||
|
||||
//TODO handle the errored events aside from yeeting them out
|
||||
match converted {
|
||||
ExecutionConversionResult::Success(execution) => Ok(execution),
|
||||
ExecutionConversionResult::PartialSuccess(execution, _) => Ok(execution),
|
||||
ExecutionConversionResult::Failure(failures) => {
|
||||
bail!("unhandled command execution failure: {:?}", failures)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub async fn create_person(&mut self, scene: &SceneSeed, seed: &PersonSeed) -> Result<Person> {
|
||||
self.generator.reset_person_creation();
|
||||
let details = self.generator.create_person_details(scene, seed).await?;
|
||||
|
||||
let gender = match details.gender.to_lowercase().as_ref() {
|
||||
"male" | "man" | "boy" | "transmasc" => Gender::Male,
|
||||
"female" | "woman" | "girl" | "transfem" => Gender::Female,
|
||||
"nonbinary" => Gender::NonBinary,
|
||||
// fall back to using sex
|
||||
_ => match details.sex.to_lowercase().as_ref() {
|
||||
"male" | "man" | "boy" | "transmasc" => Gender::Male,
|
||||
"female" | "woman" | "girl" | "transfem" => Gender::Female,
|
||||
_ => Gender::NonBinary, // TODO 1/3 chance!
|
||||
},
|
||||
};
|
||||
|
||||
let sex = match details.sex.to_lowercase().as_ref() {
|
||||
"male" | "man" | "boy" | "transfem" => Sex::Male,
|
||||
"female" | "woman" | "girl" | "transmasc" => Sex::Female,
|
||||
_ => match gender {
|
||||
Gender::Male => Sex::Male,
|
||||
Gender::Female => Sex::Male,
|
||||
_ => Sex::Male, // TODO 50/50 chance!
|
||||
},
|
||||
};
|
||||
|
||||
self.generator.reset_person_creation();
|
||||
|
||||
Ok(Person {
|
||||
_key: Some(new_uuid_string()),
|
||||
name: seed.name.to_string(),
|
||||
description: details.description,
|
||||
age: details.age,
|
||||
residence: details.residence,
|
||||
current_activity: details.current_activity,
|
||||
occupation: seed.occupation.to_string(),
|
||||
race: seed.race.clone(),
|
||||
sex,
|
||||
..Default::default()
|
||||
})
|
||||
}
|
||||
|
||||
pub async fn create_item(&mut self, scene: &SceneSeed, seed: &ItemSeed) -> Result<Item> {
|
||||
let details = self.generator.create_item_details(scene, seed).await?;
|
||||
|
||||
// TODO these have to be sent to the AI
|
||||
let category = Category::Other;
|
||||
let rarity = Rarity::Common;
|
||||
|
||||
Ok(Item {
|
||||
_key: Some(new_uuid_string()),
|
||||
name: seed.name.to_string(),
|
||||
description: details.description,
|
||||
attributes: details.attributes,
|
||||
secret_attributes: details.secret_attributes,
|
||||
category,
|
||||
rarity,
|
||||
..Default::default()
|
||||
})
|
||||
}
|
||||
|
||||
pub async fn create_scene_with_id(
|
||||
&mut self,
|
||||
scene_type: &str,
|
||||
fantasticalness: &str,
|
||||
scene_id: &str,
|
||||
) -> Result<ContentContainer> {
|
||||
let mut content = self.create_scene(scene_type, fantasticalness).await?;
|
||||
let scene = content.owner.as_scene_mut();
|
||||
scene._key = Some(scene_id.to_string());
|
||||
|
||||
Ok(content)
|
||||
}
|
||||
|
||||
pub async fn create_scene_from_stub(
|
||||
&mut self,
|
||||
stub: SceneStub,
|
||||
connected_scene: &Scene,
|
||||
) -> Result<ContentContainer> {
|
||||
self.generator.reset_world_creation();
|
||||
|
||||
let seed = self
|
||||
.generator
|
||||
.create_scene_seed_from_stub(&stub, connected_scene)
|
||||
.await?;
|
||||
|
||||
// There are two coherence steps: the first fixes up exit
|
||||
// directions and stuff, while the second is the normal scene
|
||||
// coherence (that can invoke the LLM).
|
||||
let mut content = self.fill_in_scene_from_stub(seed, stub).await?;
|
||||
self.coherence
|
||||
.make_scene_from_stub_coherent(&mut content, connected_scene);
|
||||
self.coherence.make_scene_coherent(&mut content).await?;
|
||||
|
||||
self.generator.reset_world_creation();
|
||||
|
||||
Ok(content)
|
||||
}
|
||||
|
||||
pub async fn create_scene(
|
||||
&mut self,
|
||||
scene_type: &str,
|
||||
fantasticalness: &str,
|
||||
) -> Result<ContentContainer> {
|
||||
self.generator.reset_world_creation();
|
||||
|
||||
let scene_seed = self
|
||||
.generator
|
||||
.create_scene_seed(scene_type, fantasticalness)
|
||||
.await?;
|
||||
|
||||
let mut content = self.fill_in_scene(scene_seed).await?;
|
||||
self.coherence.make_scene_coherent(&mut content).await?;
|
||||
|
||||
self.generator.reset_world_creation();
|
||||
Ok(content)
|
||||
}
|
||||
|
||||
async fn fill_in_scene_from_stub(
|
||||
&mut self,
|
||||
seed: SceneSeed,
|
||||
stub: SceneStub,
|
||||
) -> Result<ContentContainer> {
|
||||
let mut content = self.fill_in_scene(seed).await?;
|
||||
let new_scene = content.owner.as_scene_mut();
|
||||
new_scene._id = stub._id;
|
||||
new_scene._key = stub._key;
|
||||
|
||||
Ok(content)
|
||||
}
|
||||
|
||||
async fn fill_in_scene(&mut self, mut scene_seed: SceneSeed) -> Result<ContentContainer> {
|
||||
let mut content_in_scene = vec![];
|
||||
|
||||
// People in scene
|
||||
let mut people = vec![];
|
||||
for person_seed in scene_seed.people.as_slice() {
|
||||
let person = self.create_person(&scene_seed, person_seed).await?;
|
||||
people.push(ContentRelation::person(person));
|
||||
}
|
||||
|
||||
// Items in scene
|
||||
let mut items = vec![];
|
||||
for item_seed in scene_seed.items.as_slice() {
|
||||
let item = self.create_item(&scene_seed, item_seed).await?;
|
||||
items.push(ContentRelation::item(item));
|
||||
}
|
||||
|
||||
// TODO items on people, which will require 'recursive' ContentContainers.
|
||||
|
||||
let exits: Vec<_> = scene_seed
|
||||
.exits
|
||||
.drain(0..)
|
||||
.map(|seed| Exit::from(seed))
|
||||
.collect();
|
||||
|
||||
let mut stubs: Vec<_> = exits
|
||||
.iter()
|
||||
.map(|exit| ContentRelation::scene_stub(SceneStub::from(exit)))
|
||||
.collect();
|
||||
|
||||
let mut scene = Scene {
|
||||
_key: Some(new_uuid_string()),
|
||||
name: scene_seed.name,
|
||||
region: scene_seed.region,
|
||||
description: scene_seed.description,
|
||||
props: scene_seed.props.drain(0..).map_into().collect(),
|
||||
is_stub: false,
|
||||
exits,
|
||||
..Default::default()
|
||||
};
|
||||
|
||||
content_in_scene.append(&mut people);
|
||||
content_in_scene.append(&mut items);
|
||||
content_in_scene.append(&mut stubs);
|
||||
|
||||
Ok(ContentContainer {
|
||||
owner: Content::Scene(scene),
|
||||
contained: content_in_scene,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
use crate::ai::convo::AiPrompt;
|
||||
use crate::models::commands::{ParsedCommand, CommandEvent, EventConversionFailures};
|
||||
use crate::ai::AiPrompt;
|
||||
use crate::models::commands::{Command, CommandEvent, EventConversionFailures};
|
||||
use crate::models::world::scenes::{Scene, Stage};
|
||||
use strum::VariantNames;
|
||||
|
||||
|
@ -194,7 +194,7 @@ fn stage_info(stage: &Stage) -> String {
|
|||
info
|
||||
}
|
||||
|
||||
pub fn execution_prompt(stage: &Stage, cmd: &ParsedCommand) -> AiPrompt {
|
||||
pub fn execution_prompt(stage: &Stage, cmd: &Command) -> AiPrompt {
|
||||
let scene_info = stage_info(&stage);
|
||||
|
||||
let prompt = COMMAND_EXECUTION_PROMPT
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use crate::ai::convo::AiPrompt;
|
||||
use crate::ai::AiPrompt;
|
||||
|
||||
pub const COMMAND_BNF: &str = r#"
|
||||
root ::= Commands
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
use crate::{
|
||||
ai::convo::AiPrompt,
|
||||
ai::AiPrompt,
|
||||
models::world::{
|
||||
raw::{PersonSeed, SceneSeed},
|
||||
scenes::{Exit, Scene, SceneStub},
|
||||
|
|
|
@ -1,13 +0,0 @@
|
|||
use crate::models::commands::{BuiltinCommand, AiCommand};
|
||||
use crate::models::world::scenes::Stage;
|
||||
|
||||
pub fn check_builtin_command(stage: &Stage, cmd: &str) -> Option<BuiltinCommand> {
|
||||
match cmd {
|
||||
"look" => look_command(stage),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
fn look_command(_stage: &Stage) -> Option<BuiltinCommand> {
|
||||
Some(BuiltinCommand::Look)
|
||||
}
|
|
@ -1,201 +0,0 @@
|
|||
use crate::{
|
||||
db::Database,
|
||||
models::commands::{
|
||||
CommandEvent, AiCommand, EventCoherenceFailure, EventConversionError,
|
||||
EventConversionFailures, ExecutionConversionResult, RawCommandEvent, RawCommandExecution,
|
||||
},
|
||||
};
|
||||
use anyhow::Result;
|
||||
use futures::stream::{self, StreamExt, TryStreamExt};
|
||||
use itertools::{Either, Itertools};
|
||||
use std::convert::TryFrom;
|
||||
|
||||
use strum::VariantNames;
|
||||
|
||||
type EventConversionResult = std::result::Result<CommandEvent, EventConversionError>;
|
||||
|
||||
impl CommandEvent {
|
||||
pub fn new(raw_event: RawCommandEvent) -> EventConversionResult {
|
||||
let event_name = raw_event.event_name.as_str().to_lowercase();
|
||||
|
||||
if Self::VARIANTS.contains(&event_name.as_str()) {
|
||||
deserialize_recognized_event(raw_event)
|
||||
} else {
|
||||
Err(EventConversionError::UnrecognizedEvent(raw_event))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl TryFrom<RawCommandEvent> for CommandEvent {
|
||||
type Error = EventConversionError;
|
||||
|
||||
fn try_from(raw_event: RawCommandEvent) -> Result<Self, Self::Error> {
|
||||
CommandEvent::new(raw_event)
|
||||
}
|
||||
}
|
||||
|
||||
/// Internal struct to hold the narrative parts of the
|
||||
/// RawCommandExecution to minimize clones.
|
||||
struct Narrative {
|
||||
valid: bool,
|
||||
reason: Option<String>,
|
||||
narration: String,
|
||||
}
|
||||
|
||||
fn from_raw_success(raw: Narrative, events: Vec<CommandEvent>) -> AiCommand {
|
||||
AiCommand {
|
||||
events,
|
||||
valid: raw.valid,
|
||||
reason: match &raw.reason {
|
||||
Some(reason) if !raw.valid && reason.is_empty() => {
|
||||
Some("invalid for unknown reason".to_string())
|
||||
}
|
||||
Some(_) if !raw.valid => raw.reason.clone(),
|
||||
_ => None,
|
||||
},
|
||||
narration: raw.narration.clone(),
|
||||
}
|
||||
}
|
||||
|
||||
pub async fn convert_raw_execution(
|
||||
mut raw_exec: RawCommandExecution,
|
||||
db: &Database,
|
||||
) -> ExecutionConversionResult {
|
||||
if !raw_exec.valid {
|
||||
return ExecutionConversionResult::Success(AiCommand::from_raw_invalid(raw_exec));
|
||||
}
|
||||
|
||||
let narrative = Narrative {
|
||||
valid: raw_exec.valid,
|
||||
reason: raw_exec.reason.take(),
|
||||
narration: std::mem::take(&mut raw_exec.narration),
|
||||
};
|
||||
|
||||
let conversions: Vec<_> = raw_exec
|
||||
.events
|
||||
.into_iter()
|
||||
.map(|raw_event| CommandEvent::new(raw_event))
|
||||
.collect();
|
||||
|
||||
let (converted, conversion_failures): (Vec<_>, Vec<_>) =
|
||||
conversions.into_iter().partition_map(|res| match res {
|
||||
Ok(converted_event) => Either::Left(converted_event),
|
||||
Err(err) => Either::Right(err),
|
||||
});
|
||||
|
||||
// Coherence validation of converted events.
|
||||
let (successes, incoherent_events): (Vec<_>, Vec<_>) = stream::iter(converted.into_iter())
|
||||
.then(|event| validate_event_coherence(db, event))
|
||||
.collect::<Vec<_>>()
|
||||
.await
|
||||
.into_iter()
|
||||
.partition_map(|res| match res {
|
||||
Ok(event) => Either::Left(event),
|
||||
Err(err) => Either::Right(err),
|
||||
});
|
||||
|
||||
let failure_len = conversion_failures.len() + incoherent_events.len();
|
||||
|
||||
if successes.len() > 0 && failure_len == 0 {
|
||||
ExecutionConversionResult::Success(from_raw_success(narrative, successes))
|
||||
} else if successes.len() > 0 && failure_len > 0 {
|
||||
let converted_execution = from_raw_success(narrative, successes);
|
||||
let failures =
|
||||
EventConversionFailures::from_failures(conversion_failures, incoherent_events);
|
||||
ExecutionConversionResult::PartialSuccess(converted_execution, failures)
|
||||
} else {
|
||||
ExecutionConversionResult::Failure(EventConversionFailures::from_failures(
|
||||
conversion_failures,
|
||||
incoherent_events,
|
||||
))
|
||||
}
|
||||
}
|
||||
|
||||
fn deserialize_recognized_event(
|
||||
raw_event: RawCommandEvent,
|
||||
) -> Result<CommandEvent, EventConversionError> {
|
||||
let event_name = raw_event.event_name.as_str().to_lowercase();
|
||||
let event_name = event_name.as_str();
|
||||
|
||||
match event_name {
|
||||
// scene-related
|
||||
"change_scene" => Ok(CommandEvent::ChangeScene {
|
||||
scene_key: raw_event
|
||||
.parameter
|
||||
.strip_prefix("scenes/") // Mini coherence check
|
||||
.map(String::from)
|
||||
.unwrap_or(raw_event.parameter)
|
||||
.clone(),
|
||||
}),
|
||||
|
||||
// bodily position-related
|
||||
"stand" => Ok(CommandEvent::Stand {
|
||||
target: raw_event.applies_to,
|
||||
}),
|
||||
"sit" => Ok(CommandEvent::Sit {
|
||||
target: raw_event.applies_to,
|
||||
}),
|
||||
"prone" => Ok(CommandEvent::Prone {
|
||||
target: raw_event.applies_to,
|
||||
}),
|
||||
"crouch" => Ok(CommandEvent::Crouch {
|
||||
target: raw_event.applies_to,
|
||||
}),
|
||||
|
||||
// combat-related
|
||||
"take_damage" => deserialize_take_damage(raw_event),
|
||||
|
||||
// miscellaneous
|
||||
"narration" => Ok(CommandEvent::Narration(raw_event.parameter)),
|
||||
|
||||
// unrecognized
|
||||
_ => Err(EventConversionError::UnrecognizedEvent(raw_event)),
|
||||
}
|
||||
}
|
||||
|
||||
fn deserialize_take_damage(
|
||||
raw_event: RawCommandEvent,
|
||||
) -> Result<CommandEvent, EventConversionError> {
|
||||
match raw_event.parameter.parse::<u32>() {
|
||||
Ok(dmg) => Ok(CommandEvent::TakeDamage {
|
||||
target: raw_event.applies_to,
|
||||
amount: dmg,
|
||||
}),
|
||||
Err(_) => Err(EventConversionError::InvalidParameter(raw_event)),
|
||||
}
|
||||
}
|
||||
|
||||
async fn validate_event_coherence<'a>(
|
||||
db: &Database,
|
||||
event: CommandEvent,
|
||||
) -> std::result::Result<CommandEvent, EventCoherenceFailure> {
|
||||
match event {
|
||||
CommandEvent::ChangeScene { ref scene_key } => match db.stage_exists(&scene_key).await {
|
||||
Ok(exists) => match exists {
|
||||
true => Ok(event),
|
||||
false => Err(invalid_converted_event(event).unwrap()),
|
||||
},
|
||||
Err(err) => Err(invalid_converted_event_because_err(event, err)),
|
||||
},
|
||||
_ => Ok(event),
|
||||
}
|
||||
}
|
||||
|
||||
/// The event was converted from the raw response properly, but the
|
||||
/// information contained in the response is not valid.
|
||||
fn invalid_converted_event(event: CommandEvent) -> Option<EventCoherenceFailure> {
|
||||
match event {
|
||||
CommandEvent::ChangeScene { .. } => Some(EventCoherenceFailure::TargetDoesNotExist(event)),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
/// The event was converted from the raw response properly, but
|
||||
/// something went wrong with attempting to check the coherence of the
|
||||
/// converted event.
|
||||
fn invalid_converted_event_because_err(
|
||||
event: CommandEvent,
|
||||
err: anyhow::Error,
|
||||
) -> EventCoherenceFailure {
|
||||
EventCoherenceFailure::OtherError(event, format!("{}", err))
|
||||
}
|
|
@ -1,115 +1,197 @@
|
|||
use crate::{
|
||||
ai::logic::AiLogic,
|
||||
db::Database,
|
||||
models::{
|
||||
commands::{
|
||||
AiCommand, BuiltinCommand, CommandExecution, ExecutionConversionResult, ParsedCommand,
|
||||
ParsedCommands, RawCommandExecution,
|
||||
},
|
||||
world::scenes::Stage,
|
||||
models::commands::{
|
||||
CommandEvent, CommandExecution, EventCoherenceFailure, EventConversionError,
|
||||
EventConversionFailures, ExecutionConversionResult, RawCommandEvent, RawCommandExecution,
|
||||
},
|
||||
};
|
||||
use anyhow::{anyhow, Result};
|
||||
use std::rc::Rc;
|
||||
use anyhow::Result;
|
||||
use futures::stream::{self, StreamExt, TryStreamExt};
|
||||
use itertools::{Either, Itertools};
|
||||
use std::convert::TryFrom;
|
||||
|
||||
pub mod builtins;
|
||||
pub mod converter;
|
||||
use strum::VariantNames;
|
||||
|
||||
fn directional_command(direction: &str) -> ParsedCommand {
|
||||
ParsedCommand {
|
||||
verb: "go".to_string(),
|
||||
target: direction.to_string(),
|
||||
location: "direction".to_string(),
|
||||
using: "".to_string(),
|
||||
type EventConversionResult = std::result::Result<CommandEvent, EventConversionError>;
|
||||
type RefEventConversionResult<'a> = std::result::Result<&'a CommandEvent, EventConversionError>;
|
||||
|
||||
impl CommandEvent {
|
||||
pub fn new(raw_event: RawCommandEvent) -> EventConversionResult {
|
||||
let event_name = raw_event.event_name.as_str().to_lowercase();
|
||||
|
||||
if Self::VARIANTS.contains(&event_name.as_str()) {
|
||||
deserialize_recognized_event(raw_event)
|
||||
} else {
|
||||
Err(EventConversionError::UnrecognizedEvent(raw_event))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Translate certain common commands to commands better understood by
|
||||
/// the LLM.
|
||||
fn translate(cmd: &str) -> Option<ParsedCommands> {
|
||||
let cmd = match cmd {
|
||||
"n" => Some(directional_command("north")),
|
||||
"s" => Some(directional_command("south")),
|
||||
"e" => Some(directional_command("east")),
|
||||
"w" => Some(directional_command("west")),
|
||||
"nw" => Some(directional_command("northwest")),
|
||||
"ne" => Some(directional_command("northeast")),
|
||||
"sw" => Some(directional_command("southwest")),
|
||||
"se" => Some(directional_command("southeast")),
|
||||
"up" => Some(directional_command("up")),
|
||||
"down" => Some(directional_command("down")),
|
||||
"in" => Some(directional_command("in")),
|
||||
"out" => Some(directional_command("out")),
|
||||
"back" => Some(directional_command("back")),
|
||||
"from" => Some(directional_command("from")),
|
||||
_ => None,
|
||||
impl TryFrom<RawCommandEvent> for CommandEvent {
|
||||
type Error = EventConversionError;
|
||||
|
||||
fn try_from(raw_event: RawCommandEvent) -> Result<Self, Self::Error> {
|
||||
CommandEvent::new(raw_event)
|
||||
}
|
||||
}
|
||||
|
||||
/// Internal struct to hold the narrative parts of the
|
||||
/// RawCommandExecution to minimize clones.
|
||||
struct Narrative {
|
||||
valid: bool,
|
||||
reason: Option<String>,
|
||||
narration: String,
|
||||
}
|
||||
|
||||
fn from_raw_success(raw: Narrative, events: Vec<CommandEvent>) -> CommandExecution {
|
||||
CommandExecution {
|
||||
events,
|
||||
valid: raw.valid,
|
||||
reason: match &raw.reason {
|
||||
Some(reason) if !raw.valid && reason.is_empty() => {
|
||||
Some("invalid for unknown reason".to_string())
|
||||
}
|
||||
Some(_) if !raw.valid => raw.reason.clone(),
|
||||
_ => None,
|
||||
},
|
||||
narration: raw.narration.clone(),
|
||||
}
|
||||
}
|
||||
|
||||
pub async fn convert_raw_execution(
|
||||
mut raw_exec: RawCommandExecution,
|
||||
db: &Database,
|
||||
) -> ExecutionConversionResult {
|
||||
if !raw_exec.valid {
|
||||
return ExecutionConversionResult::Success(CommandExecution::from_raw_invalid(raw_exec));
|
||||
}
|
||||
|
||||
let narrative = Narrative {
|
||||
valid: raw_exec.valid,
|
||||
reason: raw_exec.reason.take(),
|
||||
narration: std::mem::take(&mut raw_exec.narration),
|
||||
};
|
||||
|
||||
cmd.map(|c| ParsedCommands {
|
||||
commands: vec![c],
|
||||
count: 1,
|
||||
})
|
||||
}
|
||||
let conversions: Vec<_> = raw_exec
|
||||
.events
|
||||
.into_iter()
|
||||
.map(|raw_event| CommandEvent::new(raw_event))
|
||||
.collect();
|
||||
|
||||
pub struct CommandExecutor {
|
||||
logic: Rc<AiLogic>,
|
||||
db: Rc<Database>,
|
||||
}
|
||||
let (converted, conversion_failures): (Vec<_>, Vec<_>) =
|
||||
conversions.into_iter().partition_map(|res| match res {
|
||||
Ok(converted_event) => Either::Left(converted_event),
|
||||
Err(err) => Either::Right(err),
|
||||
});
|
||||
|
||||
impl CommandExecutor {
|
||||
pub fn new(logic: Rc<AiLogic>, db: Rc<Database>) -> CommandExecutor {
|
||||
CommandExecutor { logic, db }
|
||||
}
|
||||
// Coherence check of converted events.
|
||||
let (successes, incoherent_events): (Vec<_>, Vec<_>) = stream::iter(converted.into_iter())
|
||||
.then(|event| check_event_coherence(db, event))
|
||||
.collect::<Vec<_>>()
|
||||
.await
|
||||
.into_iter()
|
||||
.partition_map(|res| match res {
|
||||
Ok(event) => Either::Left(event),
|
||||
Err(err) => Either::Right(err),
|
||||
});
|
||||
|
||||
async fn check_translation_and_cache(
|
||||
&self,
|
||||
stage: &Stage,
|
||||
cmd: &str,
|
||||
) -> Result<Option<ParsedCommands>> {
|
||||
let maybe_commands = match translate(cmd) {
|
||||
Some(translated_cmds) => Some(translated_cmds),
|
||||
None => self
|
||||
.db
|
||||
.load_cached_command(cmd, &stage.scene)
|
||||
.await?
|
||||
.map(|c| c.commands),
|
||||
};
|
||||
let failure_len = conversion_failures.len() + incoherent_events.len();
|
||||
|
||||
Ok(maybe_commands)
|
||||
}
|
||||
|
||||
pub async fn execute(&self, stage: &Stage, cmd: &str) -> Result<CommandExecution> {
|
||||
CommandExecution::AiCommand(AiCommand::empty());
|
||||
|
||||
if let Some(builtin) = builtins::check_builtin_command(stage, cmd) {
|
||||
return Ok(CommandExecution::Builtin(builtin));
|
||||
}
|
||||
|
||||
let pre_parsed = self.check_translation_and_cache(stage, cmd).await?;
|
||||
let raw_exec: RawCommandExecution = if let Some(pre_parsed_cmds) = pre_parsed {
|
||||
self.logic.execute_parsed(stage, &pre_parsed_cmds).await?
|
||||
} else {
|
||||
let (cmds_to_cache, execution) = self.logic.execute(stage, cmd).await?;
|
||||
|
||||
self.db
|
||||
.cache_command(cmd, &stage.scene, &cmds_to_cache)
|
||||
.await?;
|
||||
|
||||
execution
|
||||
};
|
||||
|
||||
let converted = converter::convert_raw_execution(raw_exec, &self.db).await;
|
||||
|
||||
//TODO handle the errored events aside from getting rid of them
|
||||
let execution: AiCommand = match converted {
|
||||
ExecutionConversionResult::Success(execution) => Ok(execution),
|
||||
ExecutionConversionResult::PartialSuccess(execution, _) => Ok(execution),
|
||||
ExecutionConversionResult::Failure(failures) => Err(anyhow!(
|
||||
"unhandled command execution failure: {:?}",
|
||||
failures
|
||||
)),
|
||||
}?;
|
||||
|
||||
Ok(CommandExecution::AiCommand(execution))
|
||||
if successes.len() > 0 && failure_len == 0 {
|
||||
ExecutionConversionResult::Success(from_raw_success(narrative, successes))
|
||||
} else if successes.len() > 0 && failure_len > 0 {
|
||||
let converted_execution = from_raw_success(narrative, successes);
|
||||
let failures =
|
||||
EventConversionFailures::from_failures(conversion_failures, incoherent_events);
|
||||
ExecutionConversionResult::PartialSuccess(converted_execution, failures)
|
||||
} else {
|
||||
ExecutionConversionResult::Failure(EventConversionFailures::from_failures(
|
||||
conversion_failures,
|
||||
incoherent_events,
|
||||
))
|
||||
}
|
||||
}
|
||||
|
||||
fn deserialize_recognized_event(
|
||||
raw_event: RawCommandEvent,
|
||||
) -> Result<CommandEvent, EventConversionError> {
|
||||
let event_name = raw_event.event_name.as_str().to_lowercase();
|
||||
let event_name = event_name.as_str();
|
||||
|
||||
match event_name {
|
||||
// scene-related
|
||||
"change_scene" => Ok(CommandEvent::ChangeScene {
|
||||
scene_key: raw_event
|
||||
.parameter
|
||||
.strip_prefix("scenes/")
|
||||
.map(String::from)
|
||||
.unwrap_or(raw_event.parameter)
|
||||
.clone(),
|
||||
}),
|
||||
|
||||
// bodily position-related
|
||||
"stand" => Ok(CommandEvent::Stand {
|
||||
target: raw_event.applies_to,
|
||||
}),
|
||||
"sit" => Ok(CommandEvent::Sit {
|
||||
target: raw_event.applies_to,
|
||||
}),
|
||||
"prone" => Ok(CommandEvent::Prone {
|
||||
target: raw_event.applies_to,
|
||||
}),
|
||||
"crouch" => Ok(CommandEvent::Crouch {
|
||||
target: raw_event.applies_to,
|
||||
}),
|
||||
|
||||
// combat-related
|
||||
"take_damage" => deserialize_take_damage(raw_event),
|
||||
|
||||
// miscellaneous
|
||||
"narration" => Ok(CommandEvent::Narration(raw_event.parameter)),
|
||||
|
||||
// unrecognized
|
||||
_ => Err(EventConversionError::UnrecognizedEvent(raw_event)),
|
||||
}
|
||||
}
|
||||
|
||||
fn deserialize_take_damage(
|
||||
raw_event: RawCommandEvent,
|
||||
) -> Result<CommandEvent, EventConversionError> {
|
||||
match raw_event.parameter.parse::<u32>() {
|
||||
Ok(dmg) => Ok(CommandEvent::TakeDamage {
|
||||
target: raw_event.applies_to,
|
||||
amount: dmg,
|
||||
}),
|
||||
Err(_) => Err(EventConversionError::InvalidParameter(raw_event)),
|
||||
}
|
||||
}
|
||||
|
||||
async fn check_event_coherence<'a>(
|
||||
db: &Database,
|
||||
event: CommandEvent,
|
||||
) -> std::result::Result<CommandEvent, EventCoherenceFailure> {
|
||||
match event {
|
||||
CommandEvent::ChangeScene { ref scene_key } => match db.stage_exists(&scene_key).await {
|
||||
Ok(exists) => match exists {
|
||||
true => Ok(event),
|
||||
false => Err(invalid_converted_event(event).unwrap()),
|
||||
},
|
||||
Err(err) => Err(invalid_converted_event_because_err(event, err)),
|
||||
},
|
||||
_ => Ok(event),
|
||||
}
|
||||
}
|
||||
|
||||
fn invalid_converted_event(event: CommandEvent) -> Option<EventCoherenceFailure> {
|
||||
match event {
|
||||
CommandEvent::ChangeScene { .. } => Some(EventCoherenceFailure::TargetDoesNotExist(event)),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
fn invalid_converted_event_because_err(
|
||||
event: CommandEvent,
|
||||
err: anyhow::Error,
|
||||
) -> EventCoherenceFailure {
|
||||
EventCoherenceFailure::OtherError(event, format!("{}", err))
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use crate::models::commands::{CachedParsedCommand, ParsedCommand, ParsedCommands};
|
||||
use crate::models::commands::{CachedCommand, Command, Commands};
|
||||
use crate::models::world::scenes::{Scene, Stage, StageOrStub};
|
||||
use crate::models::{Content, ContentContainer, Insertable};
|
||||
use anyhow::Result;
|
||||
|
@ -388,10 +388,10 @@ impl Database {
|
|||
&self,
|
||||
raw_cmd: &str,
|
||||
scene: &Scene,
|
||||
parsed_cmds: &ParsedCommands,
|
||||
parsed_cmds: &Commands,
|
||||
) -> Result<()> {
|
||||
let collection = self.collection(CMD_COLLECTION).await?;
|
||||
let doc = CachedParsedCommand {
|
||||
let doc = CachedCommand {
|
||||
raw: raw_cmd.to_string(),
|
||||
scene_key: scene._key.as_ref().cloned().expect("scene is missing key"),
|
||||
commands: parsed_cmds.clone(),
|
||||
|
@ -405,7 +405,7 @@ impl Database {
|
|||
&self,
|
||||
raw_cmd: &str,
|
||||
scene: &Scene,
|
||||
) -> Result<Option<CachedParsedCommand>> {
|
||||
) -> Result<Option<CachedCommand>> {
|
||||
let scene_key = scene._key.as_deref();
|
||||
let aql = AqlQuery::builder()
|
||||
.query(queries::LOAD_CACHED_COMMAND)
|
||||
|
|
|
@ -1,13 +1,12 @@
|
|||
use crate::db::Database;
|
||||
use crate::io::display;
|
||||
use crate::models::commands::{AiCommand, BuiltinCommand, CommandExecution};
|
||||
use crate::models::commands::CommandExecution;
|
||||
use crate::state::GameState;
|
||||
use crate::{commands::CommandExecutor, db::Database};
|
||||
use anyhow::Result;
|
||||
use reedline::{DefaultPrompt, Reedline, Signal};
|
||||
use std::rc::Rc;
|
||||
|
||||
pub struct GameLoop {
|
||||
executor: CommandExecutor,
|
||||
state: GameState,
|
||||
db: Rc<Database>,
|
||||
editor: Reedline,
|
||||
|
@ -15,25 +14,20 @@ pub struct GameLoop {
|
|||
}
|
||||
|
||||
impl GameLoop {
|
||||
pub fn new(state: GameState, db: &Rc<Database>) -> GameLoop {
|
||||
let executor_db = db.clone();
|
||||
let loop_db = db.clone();
|
||||
let executor_logic = state.logic.clone();
|
||||
|
||||
pub fn new(state: GameState, db: Rc<Database>) -> GameLoop {
|
||||
GameLoop {
|
||||
state,
|
||||
db: loop_db,
|
||||
executor: CommandExecutor::new(executor_logic, executor_db),
|
||||
db,
|
||||
editor: Reedline::create(),
|
||||
prompt: DefaultPrompt::default(),
|
||||
}
|
||||
}
|
||||
|
||||
async fn handle_ai_command(&mut self, execution: AiCommand) -> Result<()> {
|
||||
async fn handle_execution(&mut self, execution: CommandExecution) -> Result<()> {
|
||||
if !execution.valid {
|
||||
display!(
|
||||
"You can't do that: {}",
|
||||
execution.reason.unwrap_or("for some reason...".to_string())
|
||||
execution.reason.unwrap_or("for some reason...".to_string())
|
||||
);
|
||||
|
||||
return Ok(());
|
||||
|
@ -48,29 +42,32 @@ impl GameLoop {
|
|||
Ok(())
|
||||
}
|
||||
|
||||
// TODO this will probably eventually be moved to its own file.
|
||||
async fn handle_builtin(&mut self, builtin: BuiltinCommand) -> Result<()> {
|
||||
match builtin {
|
||||
BuiltinCommand::Look => display!("{}", self.state.current_scene),
|
||||
async fn execute_command(&mut self, cmd: &str) -> Result<CommandExecution> {
|
||||
let stage = &self.state.current_scene;
|
||||
|
||||
let cached_command = self.db.load_cached_command(cmd, &stage.scene).await?;
|
||||
|
||||
let execution = if let Some(cached) = cached_command {
|
||||
self.state
|
||||
.logic
|
||||
.execute_parsed(stage, &cached.commands)
|
||||
.await?
|
||||
} else {
|
||||
let (cmds_to_cache, execution) = self.state.logic.execute(stage, cmd).await?;
|
||||
|
||||
self.db
|
||||
.cache_command(cmd, &stage.scene, &cmds_to_cache)
|
||||
.await?;
|
||||
|
||||
execution
|
||||
};
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
async fn handle_execution(&mut self, execution: CommandExecution) -> Result<()> {
|
||||
match execution {
|
||||
CommandExecution::Builtin(builtin) => self.handle_builtin(builtin).await?,
|
||||
CommandExecution::AiCommand(exec) => self.handle_ai_command(exec).await?,
|
||||
};
|
||||
|
||||
Ok(())
|
||||
Ok(execution)
|
||||
}
|
||||
|
||||
async fn handle_input(&mut self, cmd: &str) -> Result<()> {
|
||||
if !cmd.is_empty() {
|
||||
//let execution = self.execute_command(cmd).await?;
|
||||
let mut stage = &self.state.current_scene;
|
||||
let execution = self.executor.execute(&mut stage, cmd).await?;
|
||||
let execution = self.execute_command(cmd).await?;
|
||||
self.handle_execution(execution).await?;
|
||||
}
|
||||
|
||||
|
|
|
@ -12,11 +12,11 @@ pub(crate) fn display_text<S : AsRef<str>>(text: S) {
|
|||
|
||||
macro_rules! display {
|
||||
($text:expr) => {
|
||||
crate::io::display_text($text)
|
||||
crate::io::display_text($text);
|
||||
};
|
||||
|
||||
($fmt:expr, $text:expr) => {
|
||||
crate::io::display_text(format!($fmt, $text))
|
||||
crate::io::display_text(format!($fmt, $text));
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
use anyhow::Result;
|
||||
use config::Config;
|
||||
use game_loop::GameLoop;
|
||||
use ai::logic::AiLogic;
|
||||
use models::world::scenes::{root_scene_id, Stage};
|
||||
use state::GameState;
|
||||
use std::{io::stdout, rc::Rc, time::Duration};
|
||||
|
@ -102,7 +101,7 @@ async fn main() -> Result<()> {
|
|||
base_client,
|
||||
));
|
||||
let db = Rc::new(Database::new(conn, "test_world").await?);
|
||||
let logic = Rc::new(AiLogic::new(client, &db));
|
||||
let logic = ai::AiLogic::new(client, &db);
|
||||
|
||||
let mut state = GameState {
|
||||
logic,
|
||||
|
@ -114,7 +113,7 @@ async fn main() -> Result<()> {
|
|||
|
||||
load_root_scene(&db, &mut state).await?;
|
||||
|
||||
let mut game_loop = GameLoop::new(state, &db);
|
||||
let mut game_loop = GameLoop::new(state, db.clone());
|
||||
game_loop.run_loop().await?;
|
||||
|
||||
Ok(())
|
||||
|
|
|
@ -2,24 +2,22 @@ use serde::{Deserialize, Serialize};
|
|||
use strum::{EnumString, EnumVariantNames};
|
||||
use thiserror::Error;
|
||||
|
||||
use super::world::scenes::Stage;
|
||||
|
||||
/// Stored in the database to bypass AI 'parsing' when possible.
|
||||
#[derive(Debug, Serialize, Deserialize, Clone)]
|
||||
pub struct CachedParsedCommand {
|
||||
pub struct CachedCommand {
|
||||
pub raw: String,
|
||||
pub scene_key: String,
|
||||
pub commands: ParsedCommands,
|
||||
pub commands: Commands,
|
||||
}
|
||||
|
||||
#[derive(Debug, Serialize, Deserialize, Clone)]
|
||||
pub struct ParsedCommands {
|
||||
pub commands: Vec<ParsedCommand>,
|
||||
pub struct Commands {
|
||||
pub commands: Vec<Command>,
|
||||
pub count: usize,
|
||||
}
|
||||
|
||||
#[derive(Debug, Serialize, Deserialize, Clone)]
|
||||
pub struct ParsedCommand {
|
||||
pub struct Command {
|
||||
pub verb: String,
|
||||
pub target: String,
|
||||
pub location: String,
|
||||
|
@ -51,17 +49,6 @@ pub struct RawCommandExecution {
|
|||
pub events: Vec<RawCommandEvent>,
|
||||
}
|
||||
|
||||
impl RawCommandExecution {
|
||||
pub fn empty() -> RawCommandExecution {
|
||||
RawCommandExecution {
|
||||
valid: true,
|
||||
reason: None,
|
||||
narration: "".to_string(),
|
||||
events: vec![],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Serialize, Deserialize, Clone)]
|
||||
#[serde(rename_all = "camelCase")]
|
||||
pub struct RawCommandEvent {
|
||||
|
@ -100,34 +87,17 @@ pub enum CommandEvent {
|
|||
},
|
||||
}
|
||||
|
||||
/// A builtin command has more immediate access to necessary
|
||||
/// information, so we can be a bit more loose with what we give it. A
|
||||
/// builtin command is only created directly via checking for builtin
|
||||
/// commands. These commands may have little or no parameters, as they
|
||||
/// are meant for simple, direct commands like looking, movement, etc.
|
||||
pub enum BuiltinCommand {
|
||||
Look,
|
||||
}
|
||||
|
||||
pub enum CommandExecution {
|
||||
Builtin(BuiltinCommand),
|
||||
AiCommand(AiCommand),
|
||||
}
|
||||
|
||||
/// An "AI Command" is a command execution generated by the LLM and
|
||||
/// run through coherence validation/fixing, and (assuming it is
|
||||
/// valid) contains a series of events to apply to the game state.
|
||||
#[derive(Debug, Serialize, Deserialize, Clone)]
|
||||
pub struct AiCommand {
|
||||
pub struct CommandExecution {
|
||||
pub valid: bool,
|
||||
pub reason: Option<String>,
|
||||
pub narration: String,
|
||||
pub events: Vec<CommandEvent>,
|
||||
}
|
||||
|
||||
impl AiCommand {
|
||||
pub fn empty() -> AiCommand {
|
||||
AiCommand {
|
||||
impl CommandExecution {
|
||||
pub fn empty() -> CommandExecution {
|
||||
CommandExecution {
|
||||
valid: true,
|
||||
reason: None,
|
||||
narration: "".to_string(),
|
||||
|
@ -135,8 +105,8 @@ impl AiCommand {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn from_raw_invalid(raw: RawCommandExecution) -> AiCommand {
|
||||
AiCommand {
|
||||
pub fn from_raw_invalid(raw: RawCommandExecution) -> CommandExecution {
|
||||
CommandExecution {
|
||||
valid: raw.valid,
|
||||
reason: raw.reason,
|
||||
narration: "".to_string(),
|
||||
|
@ -147,8 +117,8 @@ impl AiCommand {
|
|||
|
||||
#[derive(Clone, Debug)]
|
||||
pub enum ExecutionConversionResult {
|
||||
Success(AiCommand),
|
||||
PartialSuccess(AiCommand, EventConversionFailures),
|
||||
Success(CommandExecution),
|
||||
PartialSuccess(CommandExecution, EventConversionFailures),
|
||||
Failure(EventConversionFailures),
|
||||
}
|
||||
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use crate::models::Insertable;
|
||||
use crate::{
|
||||
ai::logic::AiLogic,
|
||||
ai::AiLogic,
|
||||
db::Database,
|
||||
models::{
|
||||
commands::CommandEvent,
|
||||
|
@ -13,7 +13,7 @@ use std::rc::Rc;
|
|||
|
||||
pub struct GameState {
|
||||
pub start_prompt: String,
|
||||
pub logic: Rc<AiLogic>,
|
||||
pub logic: AiLogic,
|
||||
pub db: Rc<Database>,
|
||||
pub current_scene: Stage,
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue