311 lines
11 KiB
Rust
311 lines
11 KiB
Rust
use crate::ai::convo::AiPrompt;
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use crate::models::commands::{
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CommandEvent, EventConversionFailure, ParsedCommand, RawCommandEventGbnfLimit,
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RawCommandExecution, RawCommandExecutionGbnfLimit,
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};
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use crate::models::world::items::Item;
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use crate::models::world::people::Person;
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use crate::models::world::scenes::{Exit, Prop, Scene, Stage};
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use crate::models::Insertable;
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use itertools::Itertools;
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use strum::VariantNames;
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use tabled::settings::Style;
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use tabled::{Table, Tabled};
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const UNKNOWN: &'static str = "unknown";
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const PERSON: &'static str = "person";
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const ITEM: &'static str = "item";
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const PROP: &'static str = "prop";
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const NO_KEY: &'static str = "n/a";
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#[derive(Tabled)]
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struct EntityTableRow<'a> {
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name: &'a str,
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#[tabled(rename = "type")]
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entity_type: &'a str,
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key: &'a str,
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}
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impl<'a> From<&'a Person> for EntityTableRow<'a> {
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fn from(value: &'a Person) -> Self {
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EntityTableRow {
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name: &value.name,
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key: value.key().unwrap_or(UNKNOWN),
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entity_type: PERSON,
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}
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}
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}
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impl<'a> From<&'a Item> for EntityTableRow<'a> {
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fn from(value: &'a Item) -> Self {
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EntityTableRow {
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name: &value.name,
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key: value.key().unwrap_or(UNKNOWN),
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entity_type: ITEM,
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}
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}
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}
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impl<'a> From<&'a Prop> for EntityTableRow<'a> {
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fn from(value: &'a Prop) -> Self {
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EntityTableRow {
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name: &value.name,
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entity_type: PROP,
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key: NO_KEY,
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}
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}
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}
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#[derive(Tabled)]
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pub struct ExitTableRow<'a> {
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pub name: &'a str,
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pub direction: &'a str,
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pub scene_key: &'a str,
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pub region: &'a str,
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}
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impl<'a> From<&'a Exit> for ExitTableRow<'a> {
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fn from(value: &'a Exit) -> Self {
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ExitTableRow {
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name: &value.name,
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direction: &value.direction,
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scene_key: &value.scene_key,
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region: &value.region,
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}
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}
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}
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const COMMAND_EXECUTION_BNF: &'static str = r#"
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root ::= CommandExecution
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CommandEvent ::= "{" ws "\"eventName\":" ws string "," ws "\"appliesTo\":" ws string "," ws "\"parameter\":" ws string "}"
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CommandExecution ::= "{" ws "\"valid\":" ws boolean "," ws "\"reason\":" ws string "," ws "\"narration\":" ws string "," ws "\"event\":" ws CommandEvent "}"
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CommandExecutionlist ::= "[]" | "[" ws CommandExecution ("," ws CommandExecution)* "]"
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string ::= "\"" ([^"]*) "\""
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boolean ::= "true" | "false"
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ws ::= [ \t\n]*
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number ::= [0-9]+ "."? [0-9]*
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stringlist ::= "[" ws "]" | "[" ws string ("," ws string)* ws "]"
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numberlist ::= "[" ws "]" | "[" ws string ("," ws number)* ws "]"
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"#;
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const COMMAND_EXECUTION_PROMPT: &'static str = r#"
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[INST]
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You are running a text-based adventure game. You have been given a command to execute. Your response must be in JSON.
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You can only execute the command if it is valid. A command is invalid if:
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- It is physically impossible to perform the action.
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- Example: climbing a flat, vertical wall without equipment.
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- Example: carrying more weight than physically possible.
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- The action does not make sense.
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- Example: trying to kill something that is already dead.
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- Example: grabbing an item not present in the scene.
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- Example: targeting something or someone not present in the scene.
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- The action is not legal, moral, or ethical, according to the cultural norms or laws of the player's current location.
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- Exception: If the player is evil, they might proceed with an illegal action anyway.
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A command is valid if it does not fail one or more of the tests above that would make it invalid.
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Return structured JSON data consisting of:
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- `valid`: This field is `true` if the command is judged to be valid and possible. It is `false` if the command is not valid.
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- `reason`: This field contains the reason a command is considered invalid. This value should be `null` if the command is valid.
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- `narration`: The narrative text that the player will see. A descriptive result of their action.
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- `events`: A field that contains the results of executing the commands - a series of events that must happen to the player, the scene, and entities in the scene, in order for the command to be considered executed.
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The `events` field must be filled with entries if the command is valid. It is a series of events that must happen. An event has `name`, `appliesTo`, and `parameter` fields:
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- `name`: The name of the event, which can be one of the ones detailed below.
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- `appliesTo`: The player, item, NPC, or other entity in the scene.
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- The event applies only to one target.
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- The `appliesTo` field should be the `key` of the target. If no key was provided, use the target's name instead. The `key` is usualy a UUID.
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- `parameter`: Optional parameter with a string value that will be parsed. Parameters allowed depend on the type of event, and are detailed below.
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The following events can be generated:
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- `change_scene`: The player's current scene is changed.
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- `appliesTo` must be set to `player`.
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- `parameter` must be the Scene Key of the new scene. This is a UUID.
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- `look_at_entity`: The player is looking at an entity--a person, prop, or item in the scene.
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- `appliesTo` is the key of the person, prop, or item being looked at.
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- `appliesTo` must NOT be the **NAME** of the entity. It **MUST** be the UUID key.
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- `parameter` is irrelevant for this event.
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- `take_damage`: The target of the event takes an amount of damage.
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- `appliesTo` must be the target taking damage (player, NPC, item, prop, or other thing in the scene)
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- `parameter` must be the amount of damage taken. This value must be a positive integer.
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- `narration`: Additional narrative information for the player that summarizes something not covered in the main narration.
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- `appliesTo` is irrelevant for this event.
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- `parameter` is irrelevant for this event.
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- `stand`: The target of the event stands up.
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- `appliesTo` must be the person standing up.
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- `parameter` is irrelevant for this event.
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- `sit`: The target of the event sits down.
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- `appliesTo` must be the person sitting down.
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- `parameter` is irrelevant for this event.
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- `prone`: The target of the event lies prone.
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- `appliesTo` must be the person lying prone.
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- `parameter` is irrelevant for this event.
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- `crouch`: The target of the event crouches.
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- `appliesTo` must be the person crouching.
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- `parameter` is irrelevant for this event.
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- `unrecognized`: For any event that is not in the list above, and is thus considered invalid. This event will be recorded for analysis.
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- `appliesTo` must be the target in the scene that the event would apply to, if it was a valid event.
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- `parameter` should be a value that theoretically makes sense, if this event was a valid event.
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Make sure the `appliesTo` field and `parameter` field are UUIDs, if the event requires it.
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Check that the events make sense and are generated correctly, given the original command.
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The original command is the raw text entered by the player.
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**Original Command:** `{ORIGINAL_COMMAND}`
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{SCENE_INFO}
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**Player Command**:
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- Action: `{ACTION}`
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- Target: `{TARGET}`
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- Location: `{LOCATION}`
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- Using: `{USING}`
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[/INST]
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"#;
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pub const FIX_PROMPT: &'static str = r#"
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The following command enxecution events are invalid or unrecognized.
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"#;
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const INVALID_NUMBER: &'static str = r#"
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The number was invalid. It must be a positive integer. Make sure it is a positive integer.
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"#;
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const UNRECOGNIZED_EVENT: &'static str = r#"
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The event {event_name} is not a recognized event. The event must be one of these events:
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{event_name_list}
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Change it so that the event is one of the valid events in the list, but only if the event
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would make sense. If the event still cannot be recognized, set the event name to `unrecognized`.
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Your reponse must be in JSON.
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"#;
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const SCENE_EXIT_INFO: &'static str = r#"
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**Exit:**:
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- Name: `{EXIT_NAME}`
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- Direction: `{DIRECTION}`
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- Scene Key: `{SCENE_KEY}`
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- Scene Location: `{EXIT_LOCATION}`
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"#;
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const SCENE_PERSON_INFO: &'static str = r#"
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**Person:**:
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- Name: `{PERSON_NAME}`
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- Entity Key: `{PERSON_KEY}`
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"#;
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fn unrecognized_event_solution(event_name: &str) -> String {
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let valid_events = CommandEvent::VARIANTS
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.iter()
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.map(|name| format!(" - {}", name))
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.collect::<Vec<_>>()
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.join("\n");
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UNRECOGNIZED_EVENT
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.replacen("{event_name}", event_name, 1)
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.replacen("{valid_event_names}", &valid_events, 1)
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}
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fn stage_info(stage: &Stage) -> String {
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let mut info = "# SCENE INFORMATION\n\n".to_string();
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info.push_str("## CURRENT SCENE INFORMATION\n\n");
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info.push_str(" - Key: ");
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info.push_str(&format!("`{}`", stage.key));
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info.push_str("\n");
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info.push_str(" - Name: ");
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info.push_str(&stage.scene.name);
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info.push_str("\n");
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info.push_str(" - Location: ");
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info.push_str(&stage.scene.region);
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info.push_str("\n\n");
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let people = stage.people.iter().map_into::<EntityTableRow>();
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let items = stage.items.iter().map_into::<EntityTableRow>();
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let props = stage.scene.props.iter().map_into::<EntityTableRow>();
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let entities = people.chain(items).chain(props);
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let mut entities_table = Table::new(entities);
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entities_table.with(Style::markdown());
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info.push_str("## ENTITIES\n\n");
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info.push_str(&entities_table.to_string());
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info.push_str("\n\n");
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let mut exits = Table::new(stage.scene.exits.iter().map_into::<ExitTableRow>());
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exits.with(Style::markdown());
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info.push_str("## EXITS\n\n");
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info.push_str(&exits.to_string());
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info
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}
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fn execution_gbnf_limit<'a>(stage: &'a Stage) -> RawCommandExecutionGbnfLimit {
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// We will begin this implementation by simply setting the limits
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// to all uuids in the scene. We might wind up getting rid of the
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// appliesTo field, leaving only parameter behind.
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let people_keys = stage
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.people
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.iter()
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.map(|p| &p._key)
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.cloned()
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.flatten();
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let item_keys = stage
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.items
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.iter()
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.map(|i| &i._key)
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.cloned()
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.flatten();
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let curr_scene_key = stage.scene._key.iter();
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let exit_keys = stage.scene.exits.iter().map(|e| &e.scene_key).cloned();
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let all_uuids = people_keys
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.chain(item_keys)
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//.chain(curr_scene_key)
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.chain(exit_keys)
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.collect_vec();
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//let all_uuids = std::rc::Rc::new(all_uuids);
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let event_limit = RawCommandEventGbnfLimit {
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applies_to: Box::new(all_uuids.clone()),
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parameter: Box::new(all_uuids.clone()),
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};
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RawCommandExecutionGbnfLimit {
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event: Box::new(event_limit),
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}
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}
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pub fn execution_prompt(original_cmd: &str, stage: &Stage, cmd: &ParsedCommand) -> AiPrompt {
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let scene_info = stage_info(&stage);
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let prompt = COMMAND_EXECUTION_PROMPT
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.replacen("{SCENE_INFO}", &scene_info, 1)
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.replacen("{ORIGINAL_COMMAND}", &original_cmd, 1)
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.replacen("{ACTION}", &cmd.verb, 1)
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.replacen("{TARGET}", &cmd.target, 1)
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.replacen("{LOCATION}", &cmd.location, 1)
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.replacen("{USING}", &cmd.using, 1);
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let limit = execution_gbnf_limit(stage);
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let grammar = RawCommandExecution::to_grammar_with_limit(limit);
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println!("{}", grammar);
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//AiPrompt::new_with_grammar_and_size(&prompt, COMMAND_EXECUTION_BNF, 512)
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AiPrompt::new_with_grammar_and_size(&prompt, &grammar, 512)
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}
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pub fn fix_prompt(scene: &Scene, failures: &EventConversionFailure) -> AiPrompt {
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AiPrompt::new("")
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}
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