ai-game/game/src/ai/coherence.rs

217 lines
6.8 KiB
Rust

use anyhow::{anyhow, Result};
use std::cell::RefCell;
use std::mem;
use std::rc::Rc;
use itertools::Itertools;
use crate::models::{
coherence::{CoherenceFailure, SceneFix},
world::scenes::{root_scene_id, Exit, Scene, SceneStub},
Content, ContentContainer, ContentRelation,
};
use super::generator::AiGenerator;
const DIRECTIONS: [&str; 15] = [
"north",
"south",
"east",
"west",
"northeast",
"northwest",
"southeast",
"southwest",
"up",
"down",
"in",
"out",
"to",
"from",
"back",
];
fn is_direction(value: &str) -> bool {
DIRECTIONS.contains(&value.to_lowercase().as_ref())
}
pub fn reverse_direction(direction: &str) -> String {
match direction.to_lowercase().as_ref() {
// compass directions
"north" => "south".to_string(),
"south" => "north".to_string(),
"east" => "west".to_string(),
"west" => "east".to_string(),
// more compass directions
"northwest" => "southeast".to_string(),
"northeast" => "southwest".to_string(),
"southeast" => "northwest".to_string(),
"southwest" => "northeast".to_string(),
// abstract directions
"up" => "down".to_string(),
"down" => "up".to_string(),
"in" => "out".to_string(),
"out" => "in".to_string(),
_ => "back".to_string(),
}
}
/// If LLM generates something odd, reject it.
fn is_weird_exit_name(value: &str) -> bool {
value.to_lowercase().contains("connected scene")
|| value.to_lowercase() == root_scene_id().as_ref()
}
fn is_duplicate_recorded(failures: &[CoherenceFailure], exit: &Exit) -> bool {
for failure in failures {
match failure {
CoherenceFailure::DuplicateExits(exits) => {
if exits.iter().find(|e| e.name == exit.name).is_some() {
return true;
}
}
_ => (),
}
}
false
}
/// This is currently for handling coherence when CREATING stuff in
/// the world. It's not doing coherence to fix things like command
/// execution.
pub(super) struct AiCoherence {
generator: Rc<AiGenerator>,
}
impl AiCoherence {
pub fn new(generator: Rc<AiGenerator>) -> AiCoherence {
AiCoherence { generator }
}
fn check_scene_coherence<'a>(&self, scene: &'a Scene) -> Vec<CoherenceFailure<'a>> {
let mut failures: Vec<CoherenceFailure> = vec![];
for exit in scene.exits.as_slice() {
// Exit names cannot be directions, "weird", or the name of
// the current scene itself.
if is_direction(&exit.name) || is_weird_exit_name(&exit.name) || exit.name == scene.name
{
failures.push(CoherenceFailure::InvalidExitName(exit));
}
// Also need to detect duplicate exits by direction. Stub
// creation can have two exits that lead the same way.
let duplicate_exits: Vec<_> =
scene.exits.iter().filter(|e| e.name == exit.name).collect();
if duplicate_exits.len() > 1 && !is_duplicate_recorded(&failures, exit) {
failures.push(CoherenceFailure::DuplicateExits(duplicate_exits));
}
}
failures
}
/// Attempt to reconnect back to the connected scene. The model is not
/// always good at this. Here, we correct it by attempting to find the
/// exit and making sure the direction is coherently reversed. A
/// linkback exit is created from scratch if one cannot be found.
pub fn make_scene_from_stub_coherent(
&self,
content: &mut ContentContainer,
connected_scene: &Scene,
) {
let new_scene = content.owner.as_scene_mut();
let connected_key = connected_scene._key.as_deref().unwrap();
let connected_id = connected_scene._id.as_deref().unwrap();
let direction_from = connected_scene
.exits
.iter()
.find(|exit| &exit.scene_key == new_scene._key.as_ref().unwrap())
.map(|exit| exit.direction.as_ref())
.unwrap_or("from");
let reversed_direction = reverse_direction(direction_from);
// 1. Delete any exit that is from the reversed direction, or
// has the name/ID/key of the connected scene.
let mut stubs_to_delete = vec![];
let keep_exit = |exit: &Exit| {
!(exit.direction == reversed_direction
|| Some(exit.scene_key.as_ref()) == connected_scene._key.as_deref()
|| exit.scene_id.as_deref() == connected_scene._id.as_deref()
|| exit.name.to_lowercase() == connected_scene.name.to_lowercase()
|| exit.name == connected_key
|| exit.name == connected_id)
};
new_scene.exits.retain_mut(|exit| {
let keep = keep_exit(exit);
if !keep {
stubs_to_delete.push(mem::take(&mut exit.scene_key));
}
keep
});
// 2. Delete corresponding scene stubs
content.contained.retain(|c| match &c.content {
Content::SceneStub(stub) => match stub._key.as_ref() {
Some(key) => !stubs_to_delete.contains(key),
_ => true,
},
_ => true,
});
// 3. Add new linkback exit
let exit = Exit::from_connected_scene(connected_scene, &reversed_direction);
new_scene.exits.push(exit);
}
pub async fn make_scene_coherent(&self, content: &mut ContentContainer) -> Result<()> {
let scene = content.owner.as_scene_mut();
let failures = self.check_scene_coherence(&scene);
let fixes = self.generator.fix_scene(&scene, failures).await?;
let mut deletes = vec![]; // Needed for call to Vec::retain after the fact
for fix in fixes {
match fix {
SceneFix::FixedExit {
index,
new: fixed_exit,
} => {
let old_exit_key = scene.exits[index].scene_key.as_str();
content.contained.retain(|c| match &c.content {
Content::SceneStub(stub) => stub._key.as_deref() != Some(old_exit_key),
_ => true,
});
scene.exits[index] = fixed_exit.into();
let fixed_exit = &scene.exits[index];
content
.contained
.push(ContentRelation::scene_stub(SceneStub::from(fixed_exit)));
}
SceneFix::DeleteExit(index) => {
deletes.push(index);
}
};
}
// Deletes
let mut index: usize = 0;
scene.exits.retain(|_| {
let keep_it = !deletes.contains(&index);
index += 1;
keep_it
});
Ok(())
}
}