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16 changed files with 671 additions and 515 deletions

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@ -11,7 +11,7 @@ use crate::models::{
Content, ContentContainer, ContentRelation,
};
use super::generator::AiClient;
use super::generator::AiGenerator;
const DIRECTIONS: [&str; 15] = [
"north",
@ -80,11 +80,11 @@ fn is_duplicate_recorded(failures: &[CoherenceFailure], exit: &Exit) -> bool {
}
pub(super) struct AiCoherence {
generator: Rc<AiClient>,
generator: Rc<AiGenerator>,
}
impl AiCoherence {
pub fn new(generator: Rc<AiClient>) -> AiCoherence {
pub fn new(generator: Rc<AiGenerator>) -> AiCoherence {
AiCoherence { generator }
}

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@ -6,7 +6,7 @@ use super::prompts::{execution_prompts, parsing_prompts, world_prompts};
use crate::kobold_api::Client as KoboldClient;
use crate::models::coherence::{CoherenceFailure, SceneFix};
use crate::models::commands::{Command, Commands, RawCommandExecution, VerbsResponse};
use crate::models::commands::{ParsedCommand, ParsedCommands, RawCommandExecution, VerbsResponse};
use crate::models::world::raw::{
ExitSeed, ItemDetails, ItemSeed, PersonDetails, PersonSeed, SceneSeed,
};
@ -26,16 +26,16 @@ fn find_exit_position(exits: &[Exit], exit_to_find: &Exit) -> Result<usize> {
/// information via the LLM and doing basic coherence on it. Things
/// like ID creation, data management, and advanced coherence are done
/// at a higher level.
pub struct AiClient {
pub struct AiGenerator {
parsing_convo: AiConversation,
world_creation_convo: AiConversation,
person_creation_convo: AiConversation,
execution_convo: AiConversation,
}
impl AiClient {
pub fn new(client: Rc<KoboldClient>) -> AiClient {
AiClient {
impl AiGenerator {
pub fn new(client: Rc<KoboldClient>) -> AiGenerator {
AiGenerator {
parsing_convo: AiConversation::new(client.clone()),
world_creation_convo: AiConversation::new(client.clone()),
person_creation_convo: AiConversation::new(client.clone()),
@ -56,7 +56,7 @@ impl AiClient {
self.person_creation_convo.reset();
}
pub async fn parse(&self, cmd: &str) -> Result<Commands> {
pub async fn parse(&self, cmd: &str) -> Result<ParsedCommands> {
// If convo so far is empty, add the instruction header,
// otherwise only append to existing convo.
let prompt = match self.parsing_convo.is_empty() {
@ -64,7 +64,7 @@ impl AiClient {
false => parsing_prompts::continuation_prompt(&cmd),
};
let mut cmds: Commands = self.parsing_convo.execute(&prompt).await?;
let mut cmds: ParsedCommands = self.parsing_convo.execute(&prompt).await?;
let verbs = self.find_verbs(cmd).await?;
self.check_coherence(&verbs, &mut cmds).await?;
Ok(cmds)
@ -83,13 +83,13 @@ impl AiClient {
.collect())
}
async fn check_coherence(&self, verbs: &[String], commands: &mut Commands) -> Result<()> {
async fn check_coherence(&self, verbs: &[String], commands: &mut ParsedCommands) -> Result<()> {
// let coherence_prompt = parsing_prompts::coherence_prompt();
// let mut commands: Commands = self.parsing_convo.execute(&coherence_prompt).await?;
// Non-LLM coherence checks: remove empty commands, remove
// non-verbs, etc.
let filtered_commands: Vec<Command> = commands
let filtered_commands: Vec<ParsedCommand> = commands
.clone()
.commands
.into_iter()
@ -102,7 +102,7 @@ impl AiClient {
Ok(())
}
pub async fn execute_raw(&self, stage: &Stage, cmd: &Command) -> Result<RawCommandExecution> {
pub async fn execute_raw(&self, stage: &Stage, cmd: &ParsedCommand) -> Result<RawCommandExecution> {
let prompt = execution_prompts::execution_prompt(stage, &cmd);
let raw_exec: RawCommandExecution = self.execution_convo.execute(&prompt).await?;
Ok(raw_exec)

256
src/ai/logic.rs Normal file
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@ -0,0 +1,256 @@
use crate::db::Database;
use crate::kobold_api::Client as KoboldClient;
use crate::models::commands::{
AiCommand, ParsedCommands, 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 crate::commands::converter as command_converter;
use anyhow::{bail, Result};
use itertools::Itertools;
use std::rc::Rc;
use super::coherence::AiCoherence;
use super::generator::AiGenerator;
/// 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<AiGenerator>,
coherence: AiCoherence,
db: Rc<Database>,
}
impl AiLogic {
pub fn new(api_client: Rc<KoboldClient>, db: &Rc<Database>) -> AiLogic {
let generator = Rc::new(AiGenerator::new(api_client));
let coherence = AiCoherence::new(generator.clone());
AiLogic {
generator,
coherence,
db: db.clone(),
}
}
pub async fn execute(
&self,
stage: &Stage,
cmd: &str,
) -> Result<(ParsedCommands, RawCommandExecution)> {
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(
&self,
stage: &Stage,
parsed_cmd: &ParsedCommands,
) -> Result<RawCommandExecution> {
//TODO handle multiple commands in list
if parsed_cmd.commands.is_empty() {
return Ok(RawCommandExecution::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
self.generator.reset_commands();
Ok(raw_exec)
}
pub async fn create_person(&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(&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(
&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(
&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(
&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(
&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(&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,
})
}
}

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@ -1,271 +1,5 @@
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(self) mod coherence;
pub mod convo;
pub mod generator;
pub mod prompts;
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,
})
}
}
pub mod logic;

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@ -1,5 +1,5 @@
use crate::ai::AiPrompt;
use crate::models::commands::{Command, CommandEvent, EventConversionFailures};
use crate::ai::convo::AiPrompt;
use crate::models::commands::{ParsedCommand, 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: &Command) -> AiPrompt {
pub fn execution_prompt(stage: &Stage, cmd: &ParsedCommand) -> AiPrompt {
let scene_info = stage_info(&stage);
let prompt = COMMAND_EXECUTION_PROMPT

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@ -1,4 +1,4 @@
use crate::ai::AiPrompt;
use crate::ai::convo::AiPrompt;
pub const COMMAND_BNF: &str = r#"
root ::= Commands

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@ -1,5 +1,5 @@
use crate::{
ai::AiPrompt,
ai::convo::AiPrompt,
models::world::{
raw::{PersonSeed, SceneSeed},
scenes::{Exit, Scene, SceneStub},

13
src/commands/builtins.rs Normal file
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@ -0,0 +1,13 @@
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)
}

201
src/commands/converter.rs Normal file
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@ -0,0 +1,201 @@
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))
}

View File

@ -1,197 +1,115 @@
use crate::{
ai::logic::AiLogic,
db::Database,
models::commands::{
CommandEvent, CommandExecution, EventCoherenceFailure, EventConversionError,
EventConversionFailures, ExecutionConversionResult, RawCommandEvent, RawCommandExecution,
models::{
commands::{
AiCommand, BuiltinCommand, CommandExecution, ExecutionConversionResult, ParsedCommand,
ParsedCommands, RawCommandExecution,
},
world::scenes::Stage,
},
};
use anyhow::Result;
use futures::stream::{self, StreamExt, TryStreamExt};
use itertools::{Either, Itertools};
use std::convert::TryFrom;
use anyhow::{anyhow, Result};
use std::rc::Rc;
use strum::VariantNames;
pub mod builtins;
pub mod converter;
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))
}
fn directional_command(direction: &str) -> ParsedCommand {
ParsedCommand {
verb: "go".to_string(),
target: direction.to_string(),
location: "direction".to_string(),
using: "".to_string(),
}
}
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),
/// 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,
};
let conversions: Vec<_> = raw_exec
.events
.into_iter()
.map(|raw_event| CommandEvent::new(raw_event))
.collect();
cmd.map(|c| ParsedCommands {
commands: vec![c],
count: 1,
})
}
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),
});
pub struct CommandExecutor {
logic: Rc<AiLogic>,
db: Rc<Database>,
}
// 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),
});
impl CommandExecutor {
pub fn new(logic: Rc<AiLogic>, db: Rc<Database>) -> CommandExecutor {
CommandExecutor { logic, db }
}
let failure_len = conversion_failures.len() + incoherent_events.len();
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),
};
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,
))
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))
}
}
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))
}

View File

@ -1,4 +1,4 @@
use crate::models::commands::{CachedCommand, Command, Commands};
use crate::models::commands::{CachedParsedCommand, ParsedCommand, ParsedCommands};
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: &Commands,
parsed_cmds: &ParsedCommands,
) -> Result<()> {
let collection = self.collection(CMD_COLLECTION).await?;
let doc = CachedCommand {
let doc = CachedParsedCommand {
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<CachedCommand>> {
) -> Result<Option<CachedParsedCommand>> {
let scene_key = scene._key.as_deref();
let aql = AqlQuery::builder()
.query(queries::LOAD_CACHED_COMMAND)

View File

@ -1,12 +1,13 @@
use crate::db::Database;
use crate::io::display;
use crate::models::commands::CommandExecution;
use crate::models::commands::{AiCommand, BuiltinCommand, 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,
@ -14,20 +15,25 @@ pub struct GameLoop {
}
impl GameLoop {
pub fn new(state: GameState, db: Rc<Database>) -> 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();
GameLoop {
state,
db,
db: loop_db,
executor: CommandExecutor::new(executor_logic, executor_db),
editor: Reedline::create(),
prompt: DefaultPrompt::default(),
}
}
async fn handle_execution(&mut self, execution: CommandExecution) -> Result<()> {
async fn handle_ai_command(&mut self, execution: AiCommand) -> 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(());
@ -42,32 +48,29 @@ impl GameLoop {
Ok(())
}
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
// 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),
};
Ok(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(())
}
async fn handle_input(&mut self, cmd: &str) -> Result<()> {
if !cmd.is_empty() {
let execution = self.execute_command(cmd).await?;
//let execution = self.execute_command(cmd).await?;
let mut stage = &self.state.current_scene;
let execution = self.executor.execute(&mut stage, cmd).await?;
self.handle_execution(execution).await?;
}

View File

@ -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))
};
}

View File

@ -1,6 +1,7 @@
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};
@ -101,7 +102,7 @@ async fn main() -> Result<()> {
base_client,
));
let db = Rc::new(Database::new(conn, "test_world").await?);
let logic = ai::AiLogic::new(client, &db);
let logic = Rc::new(AiLogic::new(client, &db));
let mut state = GameState {
logic,
@ -113,7 +114,7 @@ async fn main() -> Result<()> {
load_root_scene(&db, &mut state).await?;
let mut game_loop = GameLoop::new(state, db.clone());
let mut game_loop = GameLoop::new(state, &db);
game_loop.run_loop().await?;
Ok(())

View File

@ -2,22 +2,24 @@ 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 CachedCommand {
pub struct CachedParsedCommand {
pub raw: String,
pub scene_key: String,
pub commands: Commands,
pub commands: ParsedCommands,
}
#[derive(Debug, Serialize, Deserialize, Clone)]
pub struct Commands {
pub commands: Vec<Command>,
pub struct ParsedCommands {
pub commands: Vec<ParsedCommand>,
pub count: usize,
}
#[derive(Debug, Serialize, Deserialize, Clone)]
pub struct Command {
pub struct ParsedCommand {
pub verb: String,
pub target: String,
pub location: String,
@ -49,6 +51,17 @@ 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 {
@ -87,17 +100,34 @@ 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 CommandExecution {
pub struct AiCommand {
pub valid: bool,
pub reason: Option<String>,
pub narration: String,
pub events: Vec<CommandEvent>,
}
impl CommandExecution {
pub fn empty() -> CommandExecution {
CommandExecution {
impl AiCommand {
pub fn empty() -> AiCommand {
AiCommand {
valid: true,
reason: None,
narration: "".to_string(),
@ -105,8 +135,8 @@ impl CommandExecution {
}
}
pub fn from_raw_invalid(raw: RawCommandExecution) -> CommandExecution {
CommandExecution {
pub fn from_raw_invalid(raw: RawCommandExecution) -> AiCommand {
AiCommand {
valid: raw.valid,
reason: raw.reason,
narration: "".to_string(),
@ -117,8 +147,8 @@ impl CommandExecution {
#[derive(Clone, Debug)]
pub enum ExecutionConversionResult {
Success(CommandExecution),
PartialSuccess(CommandExecution, EventConversionFailures),
Success(AiCommand),
PartialSuccess(AiCommand, EventConversionFailures),
Failure(EventConversionFailures),
}

View File

@ -1,6 +1,6 @@
use crate::models::Insertable;
use crate::{
ai::AiLogic,
ai::logic::AiLogic,
db::Database,
models::{
commands::CommandEvent,
@ -13,7 +13,7 @@ use std::rc::Rc;
pub struct GameState {
pub start_prompt: String,
pub logic: AiLogic,
pub logic: Rc<AiLogic>,
pub db: Rc<Database>,
pub current_scene: Stage,
}