mirror of
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0.22.0 (#89)
* linux dev instance shortcuts * add voice samples to gitignore * direction mode: inner monologue * actor direction fixes * py script support for scene logic * fix end_simulation call * port sim suite logic to python * remove dupe log * fix typing * section off the text * fix end simulation command * simulation goal, prompt tweaks * prompt tweaks * dialogue format improvements * director action logged with message * call director action log and other fixes * generate character dialogue instructions, prompt fixes, director action ux * fix question / answer call * generate dialogue instructions when loading from character cards * more dialogue format improvements * set scene content context more reliably. * fix innermonologue perspective * conversation prompt should honor the client's decensor setting * fix comfyui checkpoint list not loading * more dialogue format fixes * prompt tweaks * fix sim suite group characters, prompt fixes * npm relock * handle inanimate objects, handle player name change issues * don't rename details if the original name was "You" * As the conversation goes on, dialogue instructions should be moved backwards further to have a weaker effect on immediate generations. * add more context to character creation prompt * fix select next talking actor when natural language flow is turned on and the LLM returns multiple character names * prompt fixes for dialogue generation * summarization fixes * default to script format * seperate dialogue prompt by formatting style, tweak conversation system prompt * remove cruft * add gen format to agent details * relock * relock * prep 0.22.0 * add claude-3-haiku-20240307 * readme
This commit is contained in:
parent
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1
.gitignore
vendored
1
.gitignore
vendored
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@ -16,3 +16,4 @@ scenes/
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!scenes/infinity-quest-dynamic-scenario/infinity-quest.json
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!scenes/infinity-quest/assets/
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!scenes/infinity-quest/infinity-quest.json
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tts_voice_samples/*.wav
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109
README.md
109
README.md
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@ -23,57 +23,17 @@ Generic OpenAI api implementations (tested and confirmed working):
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- [llamacpp](https://github.com/ggerganov/llama.cpp) with the `api_like_OAI.py` wrapper
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- let me know if you have tested any other implementations and they failed / worked or landed somewhere in between
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## Current features
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- responsive modern ui
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- agents
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- conversation: handles character dialogue
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- narration: handles narrative exposition
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- summarization: handles summarization to compress context while maintaining history
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- director: can be used to direct the story / characters
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- editor: improves AI responses (very hit and miss at the moment)
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- world state: generates world snapshot and handles passage of time (objects and characters)
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- creator: character / scenario creator
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- tts: text to speech via elevenlabs, OpenAI or local tts
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- visual: stable-diffusion client for in place visual generation via AUTOMATIC1111, ComfyUI or OpenAI
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- multi-client support (agents can be connected to separate APIs)
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- long term memory
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- chromadb integration
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- passage of time
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- narrative world state
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- Automatically keep track and reinforce selected character and world truths / states.
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- narrative tools
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- creative tools
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- manage multiple NPCs
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- AI backed character creation with template support (jinja2)
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- AI backed scenario creation
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- context managegement
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- Manage character details and attributes
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- Manage world information / past events
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- Pin important information to the context (Manually or conditionally through AI)
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- runpod integration
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- overridable templates for all prompts. (jinja2)
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## Planned features
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Kinda making it up as i go along, but i want to lean more into gameplay through AI, keeping track of gamestates, moving away from simply roleplaying towards a more game-ified experience.
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In no particular order:
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- Extension support
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- modular agents and clients
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- Improved world state
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- Dynamic player choice generation
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- Better creative tools
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- node based scenario / character creation
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- Improved and consistent long term memory and accurate current state of the world
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- Improved director agent
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- Right now this doesn't really work well on anything but GPT-4 (and even there it's debatable). It tends to steer the story in a way that introduces pacing issues. It needs a model that is creative but also reasons really well i think.
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- Gameplay loop governed by AI
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- objectives
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- quests
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- win / lose conditions
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## Core Features
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- Multiple AI agents for dialogue, narration, summarization, direction, editing, world state management, character/scenario creation, text-to-speech, and visual generation
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- Support for multiple AI clients and APIs
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- Long-term memory using ChromaDB and passage of time tracking
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- Narrative world state management to reinforce character and world truths
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- Creative tools for managing NPCs, AI-assisted character, and scenario creation with template support
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- Context management for character details, world information, past events, and pinned information
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- Integration with Runpod
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- Customizable templates for all prompts using Jinja2
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- Modern, responsive UI
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# Instructions
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@ -81,10 +41,13 @@ Please read the documents in the `docs` folder for more advanced configuration a
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- [Quickstart](#quickstart)
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- [Installation](#installation)
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- [Windows](#windows)
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- [Linux](#linux)
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- [Connecting to an LLM](#connecting-to-an-llm)
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- [Text-generation-webui](#text-generation-webui)
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- [Recommended Models](#recommended-models)
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- [OpenAI / mistral.ai / Anthropic](#openai--mistralai--anthropic)
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- [Text-generation-webui / LMStudio](#text-generation-webui--lmstudio)
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- [Specifying the correct prompt template](#specifying-the-correct-prompt-template)
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- [Recommended Models](#recommended-models)
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- [DeepInfra via OpenAI Compatible client](#deepinfra-via-openai-compatible-client)
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- [Ready to go](#ready-to-go)
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- [Load the introductory scenario "Infinity Quest"](#load-the-introductory-scenario-infinity-quest)
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@ -132,7 +95,27 @@ On the right hand side click the "Add Client" button. If there is no button, you
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## Text-generation-webui
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## OpenAI / mistral.ai / Anthropic
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The setup is the same for all three, the example below is for OpenAI.
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If you want to add an OpenAI client, just change the client type and select the apropriate model.
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If you are setting this up for the first time, you should now see the client, but it will have a red dot next to it, stating that it requires an API key.
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Click the `SET API KEY` button. This will open a modal where you can enter your API key.
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Click `Save` and after a moment the client should have a green dot next to it, indicating that it is ready to go.
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## Text-generation-webui / LMStudio
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> :warning: As of version 0.13.0 the legacy text-generator-webui API `--extension api` is no longer supported, please use their new `--extension openai` api implementation instead.
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@ -178,26 +161,6 @@ That said, any of the top models in any of the size classes here should work wel
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https://www.reddit.com/r/LocalLLaMA/comments/18yp9u4/llm_comparisontest_api_edition_gpt4_vs_gemini_vs/
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## OpenAI / mistral.ai / Anthropic
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The setup is the same for all three, the example below is for OpenAI.
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If you want to add an OpenAI client, just change the client type and select the apropriate model.
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If you are setting this up for the first time, you should now see the client, but it will have a red dot next to it, stating that it requires an API key.
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Click the `SET API KEY` button. This will open a modal where you can enter your API key.
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Click `Save` and after a moment the client should have a green dot next to it, indicating that it is ready to go.
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## DeepInfra via OpenAI Compatible client
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You can use the OpenAI compatible client to connect to [DeepInfra](https://deepinfra.com/).
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835
poetry.lock
generated
835
poetry.lock
generated
File diff suppressed because it is too large
Load diff
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@ -4,13 +4,13 @@ build-backend = "poetry.masonry.api"
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[tool.poetry]
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name = "talemate"
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version = "0.21.0"
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version = "0.22.0"
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description = "AI-backed roleplay and narrative tools"
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authors = ["FinalWombat"]
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license = "GNU Affero General Public License v3.0"
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[tool.poetry.dependencies]
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python = ">=3.10,<4.0"
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python = ">=3.10,<3.12"
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astroid = "^2.8"
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jedi = "^0.18"
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black = "*"
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@ -40,6 +40,7 @@ tiktoken = ">=0.5.1"
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nltk = ">=3.8.1"
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huggingface-hub = ">=0.20.2"
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anthropic = ">=0.19.1"
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RestrictedPython = ">7.1"
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# ChromaDB
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chromadb = ">=0.4.17,<1"
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469
scenes/simulation-suite/game.py
Normal file
469
scenes/simulation-suite/game.py
Normal file
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@ -0,0 +1,469 @@
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def game(TM):
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MSG_PROCESSED_INSTRUCTIONS = "Simulation suite processed instructions"
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MSG_HELP = "Instructions to the simulation computer are only process if the computer is addressed at the beginning of the instruction. Please state your commands by addressing the computer by stating \"Computer,\" followed by an instruction. For example ... \"Computer, i want to experience being on a derelict spaceship.\""
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PROMPT_NARRATE_ROUND = "Narrate the simulation and reveal some new details to the player in one paragraph. YOU MUST NOT ADDRESS THE COMPUTER OR THE SIMULATION."
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PROMPT_STARTUP = "Narrate the computer asking the user to state the nature of their desired simulation."
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CTX_PIN_UNAWARE = "Characters in the simulation ARE NOT AWARE OF THE COMPUTER."
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def parse_sim_call_arguments(call:str) -> str:
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"""
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Returns the value between the parentheses of a simulation call
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Example:
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call = 'change_environment("a house")'
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parse_sim_call_arguments(call) -> "a house"
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"""
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try:
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return call.split("(", 1)[1].split(")")[0]
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except Exception:
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return ""
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class SimulationSuite:
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def __init__(self):
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# do we update the world state at the end of the round
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self.update_world_state = False
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self.simulation_reset = False
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self.added_npcs = []
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TM.log.debug("SIMULATION SUITE INIT...")
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self.player_character = TM.scene.get_player_character()
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self.player_message = TM.scene.last_player_message()
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self.last_processed_call = TM.game_state.get_var("instr.lastprocessed_call", -1)
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self.player_message_is_instruction = (
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self.player_message and
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self.player_message.raw.lower().startswith("computer") and
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not self.player_message.hidden and
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not self.last_processed_call > self.player_message.id
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)
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def run(self):
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if not TM.game_state.has_var("instr.simulation_stopped"):
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self.simulation()
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self.finalize_round()
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def simulation(self):
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if not TM.game_state.has_var("instr.simulation_started"):
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self.startup()
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else:
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self.simulation_calls()
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if self.update_world_state:
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self.run_update_world_state(force=True)
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def startup(self):
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TM.emit_status("busy", "Simulation suite powering up.", as_scene_message=True)
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TM.game_state.set_var("instr.simulation_started", "yes", commit=False)
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TM.agents.narrator.action_to_narration(
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action_name="progress_story",
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narrative_direction=PROMPT_STARTUP,
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emit_message=False
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)
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TM.agents.narrator.action_to_narration(
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action_name="passthrough",
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narration=MSG_HELP
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)
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TM.agents.world_state.manager(
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action_name="save_world_entry",
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entry_id="sim.quarantined",
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text=CTX_PIN_UNAWARE,
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meta={},
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pin=True
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)
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TM.game_state.set_var("instr.simulation_started", "yes", commit=False)
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TM.emit_status("success", "Simulation suite ready", as_scene_message=True)
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self.update_world_state = True
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def simulation_calls(self):
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"""
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Calls the simulation suite main prompt to determine the appropriate
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simulation calls
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"""
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if not self.player_message_is_instruction or self.player_message.id == self.last_processed_call:
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return
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# First instruction?
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if not TM.game_state.has_var("instr.has_issued_instructions"):
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# determine the context of the simulation
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context_context = TM.agents.creator.determine_content_context_for_description(
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description=self.player_message.raw,
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)
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TM.scene.set_content_context(context_context)
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calls = TM.client.render_and_request(
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"computer",
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dedupe_enabled=False,
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player_instruction=self.player_message.raw,
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scene=TM.scene,
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)
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calls = calls.split("\n")
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calls = self.prepare_calls(calls)
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TM.log.debug("SIMULATION SUITE CALLS", callse=calls)
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# calls that are processed
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processed = []
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for call in calls:
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processed_call = self.process_call(call)
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if processed_call:
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processed.append(processed_call)
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"""
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{% set _ = emit_status("busy", "Simulation suite altering environment.", as_scene_message=True) %}
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{% set update_world_state = True %}
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{% set _ = agent_action("narrator", "action_to_narration", action_name="progress_story", narrative_direction="The computer calls the following functions:\n"+processed.join("\n")+"\nand the simulation adjusts the environment according to the user's wishes.\n\nWrite the narrative that describes the changes to the player in the context of the simulation starting up.", emit_message=True) %}
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"""
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if processed:
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TM.log.debug("SIMULATION SUITE CALLS", calls=processed)
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TM.game_state.set_var("instr.has_issued_instructions", "yes", commit=False)
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TM.emit_status("busy", "Simulation suite altering environment.", as_scene_message=True)
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compiled = "\n".join(processed)
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if not self.simulation_reset and compiled:
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TM.agents.narrator.action_to_narration(
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action_name="progress_story",
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narrative_direction=f"The computer calls the following functions:\n\n{compiled}\n\nand the simulation adjusts the environment according to the user's wishes.\n\nWrite the narrative that describes the changes to the player in the context of the simulation starting up. YOU MUST NOT REFERENCE THE COMPUTER.",
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emit_message=True
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)
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self.update_world_state = True
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def prepare_calls(self, calls):
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"""
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Loops through calls and if a `set_player_name` call and a `set_player_persona` call are both
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found, ensure that the `set_player_name` call is processed first by moving it in front of the
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`set_player_persona` call.
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"""
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set_player_name_call_exists = -1
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set_player_persona_call_exists = -1
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i = 0
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for call in calls:
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if "set_player_name" in call:
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set_player_name_call_exists = i
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elif "set_player_persona" in call:
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set_player_persona_call_exists = i
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i = i + 1
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if set_player_name_call_exists > -1 and set_player_persona_call_exists > -1:
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if set_player_name_call_exists > set_player_persona_call_exists:
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calls.insert(set_player_persona_call_exists, calls.pop(set_player_name_call_exists))
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TM.log.debug("SIMULATION SUITE: prepare calls - moved set_player_persona call", calls=calls)
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return calls
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def process_call(self, call:str) -> str:
|
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"""
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Processes a simulation call
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|
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Simulation alls are pseudo functions that are called by the simulation suite
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|
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We grab the function name by splitting against ( and taking the first element
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if the SimulationSuite has a method with the name _call_{function_name} then we call it
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|
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if a function name could be found but we do not have a method to call we dont do anything
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but we still return it as procssed as the AI can still interpret it as something later on
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"""
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if "(" not in call:
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return None
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|
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function_name = call.split("(")[0]
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|
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if hasattr(self, f"call_{function_name}"):
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TM.log.debug("SIMULATION SUITE CALL", call=call, function_name=function_name)
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inject = f"The computer executes the function `{call}`"
|
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|
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return getattr(self, f"call_{function_name}")(call, inject)
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|
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return call
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|
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|
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def call_set_simulation_goal(self, call:str, inject:str) -> str:
|
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"""
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Set's the simulation goal as a permanent pin
|
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"""
|
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TM.emit_status("busy", "Simulation suite setting goal.", as_scene_message=True)
|
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TM.agents.world_state.manager(
|
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action_name="save_world_entry",
|
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entry_id="sim.goal",
|
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text=self.player_message.raw,
|
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meta={},
|
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pin=True
|
||||
)
|
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|
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TM.agents.director.log_action(
|
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action=parse_sim_call_arguments(call),
|
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action_description="The computer sets the goal for the simulation.",
|
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)
|
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|
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return call
|
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|
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def call_change_environment(self, call:str, inject:str) -> str:
|
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"""
|
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Simulation changes the environment, this is entirely interpreted by the AI
|
||||
and we dont need to do any logic on our end, so we just return the call
|
||||
"""
|
||||
|
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TM.agents.director.log_action(
|
||||
action=parse_sim_call_arguments(call),
|
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action_description="The computer changes the environment of the simulation."
|
||||
)
|
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|
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return call
|
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|
||||
|
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def call_answer_question(self, call:str, inject:str) -> str:
|
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"""
|
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The player asked the simulation a query, we need to process this and have
|
||||
the AI produce an answer
|
||||
"""
|
||||
|
||||
TM.agents.narrator.action_to_narration(
|
||||
action_name="progress_story",
|
||||
narrative_direction=f"The computer calls the following function:\n\n{call}\n\nand answers the player's question.",
|
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emit_message=True
|
||||
)
|
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|
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|
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def call_set_player_persona(self, call:str, inject:str) -> str:
|
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|
||||
"""
|
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The simulation suite is altering the player persona
|
||||
"""
|
||||
|
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TM.emit_status("busy", "Simulation suite altering user persona.", as_scene_message=True)
|
||||
character_attributes = TM.agents.world_state.extract_character_sheet(
|
||||
name=self.player_character.name, text=inject, alteration_instructions=self.player_message.raw
|
||||
)
|
||||
self.player_character.update(base_attributes=character_attributes)
|
||||
|
||||
character_description = TM.agents.creator.determine_character_description(character=self.player_character)
|
||||
self.player_character.update(description=character_description)
|
||||
TM.log.debug("SIMULATION SUITE: transform player", attributes=character_attributes, description=character_description)
|
||||
|
||||
TM.agents.director.log_action(
|
||||
action=parse_sim_call_arguments(call),
|
||||
action_description="The computer transforms the player persona."
|
||||
)
|
||||
|
||||
return call
|
||||
|
||||
|
||||
def call_set_player_name(self, call:str, inject:str) -> str:
|
||||
|
||||
"""
|
||||
The simulation suite is altering the player name
|
||||
"""
|
||||
|
||||
TM.emit_status("busy", "Simulation suite adjusting user identity.", as_scene_message=True)
|
||||
character_name = TM.agents.creator.determine_character_name(character_name=f"{inject} - What is a fitting name for the player persona? Respond with the current name if it still fits.")
|
||||
TM.log.debug("SIMULATION SUITE: player name", character_name=character_name)
|
||||
if character_name != self.player_character.name:
|
||||
self.player_character.rename(character_name)
|
||||
|
||||
TM.agents.director.log_action(
|
||||
action=parse_sim_call_arguments(call),
|
||||
action_description=f"The computer changes the player's identity to {character_name}."
|
||||
)
|
||||
|
||||
return call
|
||||
|
||||
|
||||
def call_add_ai_character(self, call:str, inject:str) -> str:
|
||||
|
||||
# sometimes the AI will call this function an pass an inanimate object as the parameter
|
||||
# we need to determine if this is the case and just ignore it
|
||||
is_inanimate = TM.client.query_text_eval("does the function add an inanimate object?", call)
|
||||
|
||||
if is_inanimate:
|
||||
TM.log.debug("SIMULATION SUITE: add npc - inanimate object", call=call)
|
||||
return
|
||||
|
||||
# sometimes the AI will ask if the function adds a group of characters, we need to
|
||||
# determine if this is the case
|
||||
adds_group = TM.client.query_text_eval("does the function add a group of characters?", call)
|
||||
|
||||
TM.log.debug("SIMULATION SUITE: add npc", adds_group=adds_group)
|
||||
|
||||
TM.emit_status("busy", "Simulation suite adding character.", as_scene_message=True)
|
||||
|
||||
if not adds_group:
|
||||
character_name = TM.agents.creator.determine_character_name(character_name=f"{inject} - what is the name of the character to be added to the scene? If no name can extracted from the text, extract a short descriptive name instead. Respond only with the name.")
|
||||
else:
|
||||
character_name = TM.agents.creator.determine_character_name(character_name=f"{inject} - what is the name of the group of characters to be added to the scene? If no name can extracted from the text, extract a short descriptive name instead. Respond only with the name.", group=True)
|
||||
|
||||
TM.emit_status("busy", f"Simulation suite adding character: {character_name}", as_scene_message=True)
|
||||
|
||||
TM.log.debug("SIMULATION SUITE: add npc", name=character_name)
|
||||
|
||||
npc = TM.agents.director.persist_character(name=character_name, content=self.player_message.raw+f"\n\n{inject}", determine_name=False)
|
||||
|
||||
self.added_npcs.append(npc.name)
|
||||
|
||||
TM.agents.world_state.manager(
|
||||
action_name="add_detail_reinforcement",
|
||||
character_name=npc.name,
|
||||
question="Goal",
|
||||
instructions=f"Generate a goal for {npc.name}, based on the user's chosen simulation",
|
||||
interval=25,
|
||||
run_immediately=True
|
||||
)
|
||||
|
||||
TM.log.debug("SIMULATION SUITE: added npc", npc=npc)
|
||||
|
||||
TM.agents.visual.generate_character_portrait(character_name=npc.name)
|
||||
|
||||
TM.agents.director.log_action(
|
||||
action=parse_sim_call_arguments(call),
|
||||
action_description=f"The computer adds {npc.name} to the simulation."
|
||||
)
|
||||
|
||||
return call
|
||||
|
||||
|
||||
def call_remove_ai_character(self, call:str, inject:str) -> str:
|
||||
TM.emit_status("busy", "Simulation suite removing character.", as_scene_message=True)
|
||||
|
||||
character_name = TM.agents.creator.determine_character_name(character_name=f"{inject} - what is the name of the character being removed?", allowed_names=TM.scene.npc_character_names())
|
||||
|
||||
npc = TM.scene.get_character(character_name)
|
||||
|
||||
if npc:
|
||||
TM.log.debug("SIMULATION SUITE: remove npc", npc=npc.name)
|
||||
TM.agents.world_state.manager(action_name="deactivate_character", character_name=npc.name)
|
||||
|
||||
TM.agents.director.log_action(
|
||||
action=parse_sim_call_arguments(call),
|
||||
action_description=f"The computer removes {npc.name} from the simulation."
|
||||
)
|
||||
|
||||
return call
|
||||
|
||||
def call_change_ai_character(self, call:str, inject:str) -> str:
|
||||
TM.emit_status("busy", "Simulation suite altering character.", as_scene_message=True)
|
||||
|
||||
character_name = TM.agents.creator.determine_character_name(character_name=f"{inject} - what is the name of the character receiving the changes (before the change)?", allowed_names=TM.scene.npc_character_names())
|
||||
|
||||
if character_name in self.added_npcs:
|
||||
# we dont want to change the character if it was just added
|
||||
return
|
||||
|
||||
character_name_after = TM.agents.creator.determine_character_name(character_name=f"{inject} - what is the name of the character receiving the changes (after the changes)?")
|
||||
|
||||
npc = TM.scene.get_character(character_name)
|
||||
|
||||
if npc:
|
||||
TM.emit_status("busy", f"Changing {character_name} -> {character_name_after}", as_scene_message=True)
|
||||
|
||||
TM.log.debug("SIMULATION SUITE: transform npc", npc=npc)
|
||||
|
||||
character_attributes = TM.agents.world_state.extract_character_sheet(name=npc.name, alteration_instructions=self.player_message.raw)
|
||||
|
||||
npc.update(base_attributes=character_attributes)
|
||||
character_description = TM.agents.creator.determine_character_description(character=npc)
|
||||
|
||||
npc.update(description=character_description)
|
||||
TM.log.debug("SIMULATION SUITE: transform npc", attributes=character_attributes, description=character_description)
|
||||
|
||||
if character_name_after != character_name:
|
||||
npc.rename(character_name_after)
|
||||
|
||||
TM.agents.director.log_action(
|
||||
action=parse_sim_call_arguments(call),
|
||||
action_description=f"The computer transforms {npc.name}."
|
||||
)
|
||||
|
||||
return call
|
||||
|
||||
def call_end_simulation(self, call:str, inject:str) -> str:
|
||||
|
||||
explicit_command = TM.client.query_text_eval("has the player explicitly asked to end the simulation?", self.player_message.raw)
|
||||
|
||||
if explicit_command:
|
||||
TM.emit_status("busy", "Simulation suite ending current simulation.", as_scene_message=True)
|
||||
TM.agents.narrator.action_to_narration(
|
||||
action_name="progress_story",
|
||||
narrative_direction=f"Narrate the computer ending the simulation, dissolving the environment and all artificial characters, erasing all memory of it and finally returning the player to the inactive simulation suite. List of artificial characters: {', '.join(TM.scene.npc_character_names())}. The player is also transformed back to their normal, non-descript persona as the form of {self.player_character.name} ceases to exist.",
|
||||
emit_message=True
|
||||
)
|
||||
TM.scene.restore()
|
||||
|
||||
self.simulation_reset = True
|
||||
|
||||
TM.game_state.unset_var("instr.has_issued_instructions")
|
||||
TM.game_state.unset_var("instr.lastprocessed_call")
|
||||
TM.game_state.unset_var("instr.simulation_started")
|
||||
|
||||
TM.agents.director.log_action(
|
||||
action=parse_sim_call_arguments(call),
|
||||
action_description="The computer ends the simulation."
|
||||
)
|
||||
|
||||
def finalize_round(self):
|
||||
|
||||
if self.update_world_state:
|
||||
self.run_update_world_state()
|
||||
|
||||
if self.player_message_is_instruction:
|
||||
self.player_message.hide()
|
||||
TM.game_state.set_var("instr.lastprocessed_call", self.player_message.id, commit=False)
|
||||
TM.emit_status("success", MSG_PROCESSED_INSTRUCTIONS, as_scene_message=True)
|
||||
|
||||
elif self.player_message and not TM.game_state.has_var("instr.has_issued_instructions"):
|
||||
# simulation started, player message is NOT an instruction, and player has not given
|
||||
# any instructions
|
||||
self.guide_player()
|
||||
|
||||
elif self.player_message and not TM.scene.npc_character_names():
|
||||
# simulation started, player message is NOT an instruction, but there are no npcs to interact with
|
||||
self.narrate_round()
|
||||
|
||||
def guide_player(self):
|
||||
TM.agents.narrator.action_to_narration(
|
||||
action_name="paraphrase",
|
||||
narration=MSG_HELP,
|
||||
emit_message=True
|
||||
)
|
||||
|
||||
def narrate_round(self):
|
||||
TM.agents.narrator.action_to_narration(
|
||||
action_name="progress_story",
|
||||
narrative_direction=PROMPT_NARRATE_ROUND,
|
||||
emit_message=True
|
||||
)
|
||||
|
||||
def run_update_world_state(self, force=False):
|
||||
TM.log.debug("SIMULATION SUITE: update world state", force=force)
|
||||
TM.emit_status("busy", "Simulation suite updating world state.", as_scene_message=True)
|
||||
TM.agents.world_state.update_world_state(force=force)
|
||||
TM.emit_status("success", "Simulation suite updated world state.", as_scene_message=True)
|
||||
|
||||
SimulationSuite().run()
|
|
@ -19,6 +19,7 @@ You must at least call one of the following functions:
|
|||
- set_player_name
|
||||
- end_simulation
|
||||
- answer_question
|
||||
- set_simulation_goal
|
||||
|
||||
`add_ai_character` and `change_ai_character` are exclusive if they are targeting the same character.
|
||||
|
||||
|
@ -52,14 +53,16 @@ change_ai_character("George is injured")
|
|||
|
||||
Request: Computer, I want to experience a rollercoaster ride with a friend
|
||||
```simulation-stack
|
||||
set_simulation_goal("player experiences a rollercoaster ride")
|
||||
change_environment("theme park, riding a rollercoaster")
|
||||
set_player_persona("young female experiencing rollercoaster ride")
|
||||
set_player_name("Susanne")
|
||||
add_ai_character("a female friend of player named Sarah")
|
||||
```
|
||||
|
||||
Request: Computer, I want to experience the international space station
|
||||
Request: Computer, I want to experience the international space station, to experience the overview effect
|
||||
```simulation-stack
|
||||
set_simulation_goal("player experiences the overview effect")
|
||||
change_environment("international space station")
|
||||
set_player_persona("astronaut experiencing first trip to ISS")
|
||||
set_player_name("George")
|
||||
|
@ -110,6 +113,15 @@ Request: Computer, what do you know about the game of thrones?
|
|||
answer_question("what do you know about the game of thrones?")
|
||||
```
|
||||
|
||||
Request: Computer, i want to be a wizard in a dark goblin infested dungeon in a fantasy world, looking for secret treasure and fighting goblins.
|
||||
```simulation-stack
|
||||
set_simulation_goal("player wants to find secret treasure and fight creatures")
|
||||
change_environment("dark dungeon in a fantasy world")
|
||||
set_player_persona("powerful wizard")
|
||||
set_player_name("Lanadel")
|
||||
add_ai_character("a goblin named Gobbo")
|
||||
```
|
||||
|
||||
<|CLOSE_SECTION|>
|
||||
<|SECTION:TASK|>
|
||||
Respond with the simulation stack for the following request:
|
||||
|
|
|
@ -1,177 +0,0 @@
|
|||
{% set update_world_state = False %}
|
||||
{% set _ = debug("HOLODECK SIMULATION") -%}
|
||||
{% set player_character = scene.get_player_character() %}
|
||||
{% set player_message = scene.last_player_message() %}
|
||||
{% set last_processed = game_state.get_var('instr.last_processed', -1) %}
|
||||
{% set player_message_is_instruction = (player_message and player_message.raw.lower().startswith("computer") and not player_message.hidden) and not player_message.raw.lower().strip() == "computer" and not last_processed >= player_message.id %}
|
||||
{% set simulation_reset = False %}
|
||||
{% if not game_state.has_var('instr.simulation_stopped') %}
|
||||
{# simulation NOT started #}
|
||||
|
||||
{# get last player instruction #}
|
||||
{% if player_message_is_instruction %}
|
||||
{# player message exists #}
|
||||
|
||||
{#% set _ = agent_action("narrator", "action_to_narration", action_name="paraphrase", narration="The computer is processing the request, please wait a moment.", emit_message=True) %#}
|
||||
|
||||
{% set calls = render_and_request(render_template("computer", player_instruction=player_message.raw), dedupe_enabled=False) %}
|
||||
|
||||
{% set _ = debug("HOLODECK simulation calls", calls=calls ) %}
|
||||
{% set processed = make_list() %}
|
||||
|
||||
{% for call in calls.split("\n") %}
|
||||
{% set _ = debug("CALL", call=call, processed=processed) %}
|
||||
{% set inject = "The computer executes the function `"+call+"`" %}
|
||||
{% if call.strip().startswith('change_environment') %}
|
||||
{# change environment #}
|
||||
{% set _ = processed.append(call) %}
|
||||
|
||||
{% elif call.strip().startswith("answer_question") %}
|
||||
{# answert a query #}
|
||||
|
||||
{% set _ = agent_action("narrator", "action_to_narration", action_name="progress_story", narrative_direction="The computer calls the following function:\n"+call+"\nand answers the player's question.", emit_message=True) %}
|
||||
|
||||
|
||||
{% elif call.strip().startswith("set_player_persona") %}
|
||||
{# treansform player #}
|
||||
{% set _ = emit_status("busy", "Simulation suite altering user persona.", as_scene_message=True) %}
|
||||
|
||||
{% set character_attributes = agent_action("world_state", "extract_character_sheet", name=player_character.name, text=player_message.raw)%}
|
||||
|
||||
{% set _ = player_character.update(base_attributes=character_attributes) %}
|
||||
|
||||
{% set character_description = agent_action("creator", "determine_character_description", character=player_character) %}
|
||||
|
||||
{% set _ = player_character.update(description=character_description) %}
|
||||
|
||||
{% set _ = debug("HOLODECK transform player", attributes=character_attributes, description=character_description) %}
|
||||
{% set _ = processed.append(call) %}
|
||||
{% elif call.strip().startswith("set_player_name") %}
|
||||
{# change player name #}
|
||||
{% set _ = emit_status("busy", "Simulation suite adjusting user idenity.", as_scene_message=True) %}
|
||||
{% set character_name = agent_action("creator", "determine_character_name", character_name=inject+" - What is a fitting name for the player persona? Respond with the current name if it still fits.") %}
|
||||
|
||||
{% set _ = debug("HOLODECK player name", character_name=character_name) %}
|
||||
|
||||
{% if character_name != player_character.name %}
|
||||
{% set _ = processed.append(call) %}
|
||||
{% set _ = player_character.rename(character_name) %}
|
||||
{% endif %}
|
||||
{% elif call.strip().startswith("add_ai_character") %}
|
||||
{# add new npc #}
|
||||
|
||||
{% set _ = emit_status("busy", "Simulation suite adding character.", as_scene_message=True) %}
|
||||
{% set character_name = agent_action("creator", "determine_character_name", character_name=inject+" - what is the name of the character to be added to the scene? If no name can extracted from the text, extract a short descriptive name instead. Respond only with the name.") %}
|
||||
|
||||
{% set _ = emit_status("busy", "Simulation suite adding character: "+character_name, as_scene_message=True) %}
|
||||
{% set _ = debug("HOLODECK add npc", name=character_name)%}
|
||||
{% set npc = agent_action("director", "persist_character", name=character_name, content=player_message.raw )%}
|
||||
{% set _ = agent_action("world_state", "manager", action_name="add_detail_reinforcement", character_name=npc.name, question="Goal", instructions="Generate a goal for "+npc.name+", based on the user's chosen simulation", interval=25, run_immediately=True) %}
|
||||
{% set _ = debug("HOLODECK added npc", npc=npc) %}
|
||||
{% set _ = processed.append(call) %}
|
||||
{% set _ = agent_action("visual", "generate_character_portrait", character_name=npc.name) %}
|
||||
{% elif call.strip().startswith("remove_ai_character") %}
|
||||
{# remove npc #}
|
||||
|
||||
{% set _ = emit_status("busy", "Simulation suite removing character.", as_scene_message=True) %}
|
||||
{% set character_name = agent_action("creator", "determine_character_name", character_name=inject+" - what is the name of the character being removed?", allowed_names=scene.npc_character_names) %}
|
||||
|
||||
{% set npc = scene.get_character(character_name) %}
|
||||
|
||||
{% if npc %}
|
||||
{% set _ = debug("HOLODECK remove npc", npc=npc.name) %}
|
||||
{% set _ = agent_action("world_state", "manager", action_name="deactivate_character", character_name=npc.name) %}
|
||||
{% set _ = processed.append(call) %}
|
||||
{% endif %}
|
||||
{% elif call.strip().startswith("change_ai_character") %}
|
||||
{# change existing npc #}
|
||||
|
||||
{% set _ = emit_status("busy", "Simulation suite altering character.", as_scene_message=True) %}
|
||||
{% set character_name = agent_action("creator", "determine_character_name", character_name=inject+" - what is the name of the character receiving the changes (before the change)?", allowed_names=scene.npc_character_names) %}
|
||||
|
||||
{% set character_name_after = agent_action("creator", "determine_character_name", character_name=inject+" - what is the name of the character receiving the changes (after the changes)?") %}
|
||||
|
||||
{% set npc = scene.get_character(character_name) %}
|
||||
|
||||
{% if npc %}
|
||||
{% set _ = emit_status("busy", "Changing "+character_name+" -> "+character_name_after, as_scene_message=True) %}
|
||||
{% set _ = debug("HOLODECK transform npc", npc=npc) %}
|
||||
{% set character_attributes = agent_action("world_state", "extract_character_sheet", name=npc.name, alteration_instructions=player_message.raw)%}
|
||||
{% set _ = npc.update(base_attributes=character_attributes) %}
|
||||
{% set character_description = agent_action("creator", "determine_character_description", character=npc) %}
|
||||
{% set _ = npc.update(description=character_description) %}
|
||||
{% set _ = debug("HOLODECK transform npc", attributes=character_attributes, description=character_description) %}
|
||||
{% set _ = processed.append(call) %}
|
||||
{% if character_name_after != character_name %}
|
||||
{% set _ = npc.rename(character_name_after) %}
|
||||
{% endif %}
|
||||
{% endif %}
|
||||
{% elif call.strip().startswith("end_simulation") %}
|
||||
{# end simulation #}
|
||||
{% set explicit_command = query_text_eval("has the player explicitly asked to end the simulation?", player_message.raw) %}
|
||||
{% if explicit_command %}
|
||||
{% set _ = emit_status("busy", "Simulation suite ending current simulation.", as_scene_message=True) %}
|
||||
{% set _ = agent_action("narrator", "action_to_narration", action_name="progress_story", narrative_direction="The computer ends the simulation, disolving the environment and all artifical characters, erasing all memory of it and finally returning the player to the inactive simulation suite.List of artificial characters: "+(",".join(scene.npc_character_names))+". The player is also transformed back to their normal persona.", emit_message=True) %}
|
||||
{% set _ = scene.sync_restore() %}
|
||||
{% set _ = agent_action("world_state", "update_world_state", force=True) %}
|
||||
{% set simulation_reset = True %}
|
||||
{% endif %}
|
||||
{% elif "(" in call.strip() %}
|
||||
{# unknown function call, still add it to processed stack so it can be incoorporated in the narration #}
|
||||
{% set _ = processed.append(call) %}
|
||||
{% endif %}
|
||||
{% endfor %}
|
||||
|
||||
{% if processed and not simulation_reset %}
|
||||
{% set _ = game_state.set_var("instr.has_issued_instructions", "yes", commit=False) %}
|
||||
{% set _ = emit_status("busy", "Simulation suite altering environment.", as_scene_message=True) %}
|
||||
{% set update_world_state = True %}
|
||||
{% set _ = agent_action("narrator", "action_to_narration", action_name="progress_story", narrative_direction="The computer calls the following functions:\n"+processed.join("\n")+"\nand the simulation adjusts the environment according to the user's wishes.\n\nWrite the narrative that describes the changes to the player in the context of the simulation starting up.", emit_message=True) %}
|
||||
{% endif %}
|
||||
|
||||
{% elif not game_state.has_var("instr.simulation_started") %}
|
||||
{# no player message yet, start of scenario #}
|
||||
{% set _ = emit_status("busy", "Simulation suite powering up.", as_scene_message=True) %}
|
||||
{% set _ = game_state.set_var("instr.simulation_started", "yes", commit=False) %}
|
||||
{% set _ = agent_action("narrator", "action_to_narration", action_name="progress_story", narrative_direction="Narrate the computer asking the user to state the nature of their desired simulation.", emit_message=False) %}
|
||||
{% set _ = agent_action("narrator", "action_to_narration", action_name="passthrough", narration="Please state your commands by addressing the computer by stating \"Computer,\" followed by an instruction.") %}
|
||||
|
||||
{# pin to make sure characters don't try to interact with the simulation #}
|
||||
{% set _ = agent_action("world_state", "manager", action_name="save_world_entry", entry_id="sim.quarantined", text="Characters in the simulation ARE NOT AWARE OF THE COMPUTER.", meta=make_dict(), pin=True) %}
|
||||
|
||||
{% set _ = emit_status("success", "Simulation suite ready", as_scene_message=True) %}
|
||||
{% endif %}
|
||||
|
||||
{% else %}
|
||||
{# simulation ongoing #}
|
||||
|
||||
{% endif %}
|
||||
|
||||
{% if update_world_state %}
|
||||
{% set _ = emit_status("busy", "Simulation suite updating world state.", as_scene_message=True) %}
|
||||
{% set _ = agent_action("world_state", "update_world_state", force=True) %}
|
||||
{% endif %}
|
||||
|
||||
{% if not scene.npc_character_names and not simulation_reset %}
|
||||
{# no characters in the scene, see if there are any to add #}
|
||||
{% set npcs = agent_action("director", "persist_characters_from_worldstate", exclude=["computer", "user", "player", "you"]) %}
|
||||
{% for npc in npcs %}
|
||||
{% set _ = agent_action("world_state", "manager", action_name="add_detail_reinforcement", character_name=npc.name, question="Goal", instructions="Generate a goal for the character, based on the user's chosen simulation", interval=25, run_immediately=True) %}
|
||||
{% endfor %}
|
||||
{% if npcs %}
|
||||
{% set _ = agent_action("world_state", "update_world_state", force=True) %}
|
||||
{% endif %}
|
||||
{% endif %}
|
||||
|
||||
{% if player_message_is_instruction %}
|
||||
{# hide player message to the computer, so its not included in the scene context #}
|
||||
{% set _ = player_message.hide() %}
|
||||
{% set _ = game_state.set_var("instr.last_processed", player_message.id, commit=False) %}
|
||||
{% set _ = emit_status("success", "Simulation suite processed instructions", as_scene_message=True) %}
|
||||
{% elif player_message and not game_state.has_var("instr.has_issued_instructions") %}
|
||||
{# simulation not started, but player message is not an instruction #}
|
||||
{% set _ = agent_action("narrator", "action_to_narration", action_name="paraphrase", narration="Instructions to the simulation computer are only process if the computer is addressed at the beginning of the instruction. Please state your commands by addressing the computer by stating \"Computer,\" followed by an instruction. For example ... \"Computer, i want to experience being on a derelict spaceship.\"", emit_message=True) %}
|
||||
{% elif player_message and not scene.npc_character_names %}
|
||||
{# simulation started, player message is NOT an instruction, but there are no npcs to interact with #}
|
||||
{% set _ = agent_action("narrator", "action_to_narration", action_name="progress_story", narrative_direction="The environment reacts to the player's actions. YOU MUST NOT ACT ON BEHALF OF THE PLAYER. YOU MUST NOT INTERACT WITH THE COMPUTER.", emit_message=True) %}
|
||||
{% endif %}
|
|
@ -2,4 +2,4 @@ from .agents import Agent
|
|||
from .client import TextGeneratorWebuiClient
|
||||
from .tale_mate import *
|
||||
|
||||
VERSION = "0.21.0"
|
||||
VERSION = "0.22.0"
|
||||
|
|
|
@ -91,6 +91,7 @@ def set_processing(fn):
|
|||
# some concurrency error?
|
||||
log.error("error emitting agent status", exc=exc)
|
||||
|
||||
wrapper.exposed = True
|
||||
return wrapper
|
||||
|
||||
|
||||
|
@ -193,6 +194,13 @@ class Agent(ABC):
|
|||
return {
|
||||
"essential": self.essential,
|
||||
}
|
||||
|
||||
@property
|
||||
def sanitized_action_config(self):
|
||||
if not getattr(self, "actions", None):
|
||||
return {}
|
||||
|
||||
return {k: v.model_dump() for k, v in self.actions.items()}
|
||||
|
||||
async def _handle_ready_check(self, fut: asyncio.Future):
|
||||
callback_failure = getattr(self, "on_ready_check_failure", None)
|
||||
|
|
|
@ -22,7 +22,7 @@ from talemate.events import GameLoopEvent
|
|||
from talemate.prompts import Prompt
|
||||
from talemate.scene_message import CharacterMessage, DirectorMessage
|
||||
|
||||
from .base import Agent, AgentAction, AgentActionConfig, AgentEmission, set_processing
|
||||
from .base import Agent, AgentAction, AgentActionConfig, AgentDetail, AgentEmission, set_processing
|
||||
from .registry import register
|
||||
|
||||
if TYPE_CHECKING:
|
||||
|
@ -83,12 +83,12 @@ class ConversationAgent(Agent):
|
|||
"format": AgentActionConfig(
|
||||
type="text",
|
||||
label="Format",
|
||||
description="The format of the dialogue, as seen by the AI.",
|
||||
description="The generation format of the scene context, as seen by the AI.",
|
||||
choices=[
|
||||
{"label": "Movie Script", "value": "movie_script"},
|
||||
{"label": "Screenplay", "value": "movie_script"},
|
||||
{"label": "Chat (legacy)", "value": "chat"},
|
||||
],
|
||||
value="chat",
|
||||
value="movie_script",
|
||||
),
|
||||
"length": AgentActionConfig(
|
||||
type="number",
|
||||
|
@ -180,7 +180,37 @@ class ConversationAgent(Agent):
|
|||
if self.actions["generation_override"].enabled:
|
||||
return self.actions["generation_override"].config["format"].value
|
||||
return "movie_script"
|
||||
|
||||
|
||||
@property
|
||||
def conversation_format_label(self):
|
||||
value = self.conversation_format
|
||||
|
||||
choices = self.actions["generation_override"].config["format"].choices
|
||||
|
||||
for choice in choices:
|
||||
if choice["value"] == value:
|
||||
return choice["label"]
|
||||
|
||||
return value
|
||||
|
||||
@property
|
||||
def agent_details(self) -> dict:
|
||||
|
||||
details = {
|
||||
"client": AgentDetail(
|
||||
icon="mdi-network-outline",
|
||||
value=self.client.name if self.client else None,
|
||||
description="The client to use for prompt generation",
|
||||
).model_dump(),
|
||||
"format": AgentDetail(
|
||||
icon="mdi-format-float-none",
|
||||
value=self.conversation_format_label,
|
||||
description="Generation format of the scene context, as seen by the AI",
|
||||
).model_dump(),
|
||||
}
|
||||
|
||||
return details
|
||||
|
||||
def connect(self, scene):
|
||||
super().connect(scene)
|
||||
talemate.emit.async_signals.get("game_loop").connect(self.on_game_loop)
|
||||
|
@ -314,7 +344,7 @@ class ConversationAgent(Agent):
|
|||
|
||||
# AI will attempt to figure out who should talk next
|
||||
next_actor = await self.select_talking_actor(character_names)
|
||||
next_actor = next_actor.strip().strip('"').strip(".")
|
||||
next_actor = next_actor.split("\n")[0].strip().strip('"').strip(".")
|
||||
|
||||
for character_name in scene.character_names:
|
||||
if (
|
||||
|
@ -440,8 +470,9 @@ class ConversationAgent(Agent):
|
|||
self.actions["generation_override"].config["instructions"].value
|
||||
)
|
||||
|
||||
conversation_format = self.conversation_format
|
||||
prompt = Prompt.get(
|
||||
"conversation.dialogue",
|
||||
f"conversation.dialogue-{conversation_format}",
|
||||
vars={
|
||||
"scene": scene,
|
||||
"max_tokens": self.client.max_token_length,
|
||||
|
@ -455,6 +486,7 @@ class ConversationAgent(Agent):
|
|||
"partial_message": char_message,
|
||||
"director_message": director_message,
|
||||
"extra_instructions": extra_instructions,
|
||||
"decensor": self.client.decensor_enabled,
|
||||
},
|
||||
)
|
||||
|
||||
|
@ -535,6 +567,9 @@ class ConversationAgent(Agent):
|
|||
def clean_result(self, result, character):
|
||||
if "#" in result:
|
||||
result = result.split("#")[0]
|
||||
|
||||
if "(Internal" in result:
|
||||
result = result.split("(Internal")[0]
|
||||
|
||||
result = result.replace(" :", ":")
|
||||
result = result.replace("[", "*").replace("]", "*")
|
||||
|
|
|
@ -192,6 +192,23 @@ class CharacterCreatorMixin:
|
|||
},
|
||||
)
|
||||
return content_context.strip()
|
||||
|
||||
@set_processing
|
||||
async def determine_character_dialogue_instructions(
|
||||
self,
|
||||
character: Character,
|
||||
):
|
||||
instructions = await Prompt.request(
|
||||
f"creator.determine-character-dialogue-instructions",
|
||||
self.client,
|
||||
"create",
|
||||
vars={
|
||||
"character": character,
|
||||
},
|
||||
)
|
||||
|
||||
r = instructions.strip().strip('"').strip()
|
||||
return r
|
||||
|
||||
@set_processing
|
||||
async def determine_character_attributes(
|
||||
|
@ -213,6 +230,7 @@ class CharacterCreatorMixin:
|
|||
self,
|
||||
character_name: str,
|
||||
allowed_names: list[str] = None,
|
||||
group:bool = False,
|
||||
) -> str:
|
||||
name = await Prompt.request(
|
||||
f"creator.determine-character-name",
|
||||
|
@ -223,6 +241,7 @@ class CharacterCreatorMixin:
|
|||
"max_tokens": self.client.max_token_length,
|
||||
"character_name": character_name,
|
||||
"allowed_names": allowed_names or [],
|
||||
"group": group,
|
||||
},
|
||||
)
|
||||
return name.split('"', 1)[0].strip().strip(".").strip()
|
||||
|
|
|
@ -129,3 +129,19 @@ class ScenarioCreatorMixin:
|
|||
},
|
||||
)
|
||||
return description
|
||||
|
||||
|
||||
@set_processing
|
||||
async def determine_content_context_for_description(
|
||||
self,
|
||||
description:str,
|
||||
):
|
||||
content_context = await Prompt.request(
|
||||
f"creator.determine-content-context",
|
||||
self.client,
|
||||
"create",
|
||||
vars={
|
||||
"description": description,
|
||||
},
|
||||
)
|
||||
return content_context.strip()
|
|
@ -17,6 +17,7 @@ from talemate.emit import emit, wait_for_input
|
|||
from talemate.events import GameLoopActorIterEvent, GameLoopStartEvent, SceneStateEvent
|
||||
from talemate.prompts import Prompt
|
||||
from talemate.scene_message import DirectorMessage, NarratorMessage
|
||||
from talemate.game.engine import GameInstructionsMixin
|
||||
|
||||
from .base import Agent, AgentAction, AgentActionConfig, set_processing
|
||||
from .registry import register
|
||||
|
@ -28,7 +29,7 @@ log = structlog.get_logger("talemate.agent.director")
|
|||
|
||||
|
||||
@register()
|
||||
class DirectorAgent(Agent):
|
||||
class DirectorAgent(GameInstructionsMixin, Agent):
|
||||
agent_type = "director"
|
||||
verbose_name = "Director"
|
||||
|
||||
|
@ -64,6 +65,22 @@ class DirectorAgent(Agent):
|
|||
description="If enabled, direction will be given to actors based on their goals.",
|
||||
value=True,
|
||||
),
|
||||
"actor_direction_mode": AgentActionConfig(
|
||||
type="text",
|
||||
label="Actor Direction Mode",
|
||||
description="The mode to use when directing actors",
|
||||
value="direction",
|
||||
choices=[
|
||||
{
|
||||
"label": "Direction",
|
||||
"value": "direction",
|
||||
},
|
||||
{
|
||||
"label": "Inner Monologue",
|
||||
"value": "internal_monologue",
|
||||
}
|
||||
]
|
||||
)
|
||||
},
|
||||
),
|
||||
}
|
||||
|
@ -80,6 +97,22 @@ class DirectorAgent(Agent):
|
|||
def experimental(self):
|
||||
return True
|
||||
|
||||
@property
|
||||
def direct_enabled(self):
|
||||
return self.actions["direct"].enabled
|
||||
|
||||
@property
|
||||
def direct_actors_enabled(self):
|
||||
return self.actions["direct"].config["direct_actors"].value
|
||||
|
||||
@property
|
||||
def direct_scene_enabled(self):
|
||||
return self.actions["direct"].config["direct_scene"].value
|
||||
|
||||
@property
|
||||
def actor_direction_mode(self):
|
||||
return self.actions["direct"].config["actor_direction_mode"].value
|
||||
|
||||
def connect(self, scene):
|
||||
super().connect(scene)
|
||||
talemate.emit.async_signals.get("agent.conversation.before_generate").connect(
|
||||
|
@ -97,13 +130,13 @@ class DirectorAgent(Agent):
|
|||
"""
|
||||
|
||||
if not self.enabled:
|
||||
if self.scene.game_state.has_scene_instructions:
|
||||
if await self.scene_has_instructions(self.scene):
|
||||
self.is_enabled = True
|
||||
log.warning("on_scene_init - enabling director", scene=self.scene)
|
||||
else:
|
||||
return
|
||||
|
||||
if not self.scene.game_state.has_scene_instructions:
|
||||
if not await self.scene_has_instructions(self.scene):
|
||||
return
|
||||
|
||||
if not self.scene.game_state.ops.run_on_start:
|
||||
|
@ -123,7 +156,7 @@ class DirectorAgent(Agent):
|
|||
if not self.enabled:
|
||||
return
|
||||
|
||||
if not self.scene.game_state.has_scene_instructions:
|
||||
if not await self.scene_has_instructions(self.scene):
|
||||
return
|
||||
|
||||
if not event.actor.character.is_player:
|
||||
|
@ -208,7 +241,7 @@ class DirectorAgent(Agent):
|
|||
Run game state instructions, if they exist.
|
||||
"""
|
||||
|
||||
if not self.scene.game_state.has_scene_instructions:
|
||||
if not await self.scene_has_instructions(self.scene):
|
||||
return
|
||||
|
||||
await self.direct_scene(None, None)
|
||||
|
@ -253,8 +286,8 @@ class DirectorAgent(Agent):
|
|||
emit("director", message, character=character)
|
||||
self.scene.push_history(message)
|
||||
else:
|
||||
# run scene instructions
|
||||
self.scene.game_state.scene_instructions
|
||||
await self.run_scene_instructions(self.scene)
|
||||
|
||||
|
||||
@set_processing
|
||||
async def persist_characters_from_worldstate(
|
||||
|
@ -290,13 +323,16 @@ class DirectorAgent(Agent):
|
|||
name: str,
|
||||
content: str = None,
|
||||
attributes: str = None,
|
||||
determine_name: bool = True,
|
||||
):
|
||||
world_state = instance.get_agent("world_state")
|
||||
creator = instance.get_agent("creator")
|
||||
|
||||
self.scene.log.debug("persist_character", name=name)
|
||||
name = await creator.determine_character_name(name)
|
||||
self.scene.log.debug("persist_character", adjusted_name=name)
|
||||
|
||||
if determine_name:
|
||||
name = await creator.determine_character_name(name)
|
||||
self.scene.log.debug("persist_character", adjusted_name=name)
|
||||
|
||||
character = self.scene.Character(name=name)
|
||||
character.color = random.choice(
|
||||
|
@ -331,6 +367,12 @@ class DirectorAgent(Agent):
|
|||
|
||||
self.scene.log.debug("persist_character", description=description)
|
||||
|
||||
dialogue_instructions = await creator.determine_character_dialogue_instructions(character)
|
||||
|
||||
character.dialogue_instructions = dialogue_instructions
|
||||
|
||||
self.scene.log.debug("persist_character", dialogue_instructions=dialogue_instructions)
|
||||
|
||||
actor = self.scene.Actor(
|
||||
character=character, agent=instance.get_agent("conversation")
|
||||
)
|
||||
|
@ -362,6 +404,12 @@ class DirectorAgent(Agent):
|
|||
self.scene.context = response.strip()
|
||||
self.scene.emit_status()
|
||||
|
||||
async def log_action(self, action:str, action_description:str):
|
||||
message = DirectorMessage(message=action_description, action=action)
|
||||
self.scene.push_history(message)
|
||||
emit("director", message)
|
||||
log_action.exposed = True
|
||||
|
||||
def inject_prompt_paramters(
|
||||
self, prompt_param: dict, kind: str, agent_function_name: str
|
||||
):
|
||||
|
|
|
@ -393,8 +393,6 @@ class ChromaDBMemoryAgent(MemoryAgent):
|
|||
|
||||
return details
|
||||
|
||||
return f"ChromaDB: {self.embeddings}"
|
||||
|
||||
@property
|
||||
def embeddings(self):
|
||||
"""
|
||||
|
|
|
@ -617,6 +617,7 @@ class NarratorAgent(Agent):
|
|||
emit("narrator", narrator_message)
|
||||
|
||||
return narrator_message
|
||||
action_to_narration.exposed = True
|
||||
|
||||
# LLM client related methods. These are called during or after the client
|
||||
|
||||
|
|
|
@ -206,6 +206,7 @@ class VisualBase(Agent):
|
|||
backend = self.backend
|
||||
|
||||
backend_changed = backend != self.backend
|
||||
was_disabled = not self.enabled
|
||||
|
||||
if backend_changed:
|
||||
self.backend_ready = False
|
||||
|
@ -218,8 +219,15 @@ class VisualBase(Agent):
|
|||
)
|
||||
|
||||
await super().apply_config(*args, **kwargs)
|
||||
|
||||
backend_fn = getattr(self, f"{self.backend.lower()}_apply_config", None)
|
||||
if backend_fn:
|
||||
|
||||
if not backend_changed and was_disabled and self.enabled:
|
||||
# If the backend has not changed, but the agent was previously disabled
|
||||
# and is now enabled, we need to trigger the backend apply_config function
|
||||
backend_changed = True
|
||||
|
||||
task = asyncio.create_task(
|
||||
backend_fn(backend_changed=backend_changed, *args, **kwargs)
|
||||
)
|
||||
|
@ -421,6 +429,7 @@ class VisualBase(Agent):
|
|||
async def generate_environment_background(self, instructions: str = None):
|
||||
with VisualContext(vis_type=VIS_TYPES.ENVIRONMENT, instructions=instructions):
|
||||
await self.generate(format="landscape")
|
||||
generate_environment_background.exposed = True
|
||||
|
||||
async def generate_character_portrait(
|
||||
self,
|
||||
|
@ -433,7 +442,7 @@ class VisualBase(Agent):
|
|||
instructions=instructions,
|
||||
):
|
||||
await self.generate(format="portrait")
|
||||
|
||||
generate_character_portrait.exposed = True
|
||||
|
||||
# apply mixins to the agent (from HANDLERS dict[str, cls])
|
||||
|
||||
|
|
|
@ -212,6 +212,7 @@ class WorldStateAgent(Agent):
|
|||
|
||||
self.next_update = 0
|
||||
await scene.world_state.request_update()
|
||||
update_world_state.exposed = True
|
||||
|
||||
@set_processing
|
||||
async def request_world_state(self):
|
||||
|
|
|
@ -15,6 +15,7 @@ log = structlog.get_logger("talemate")
|
|||
|
||||
# Edit this to add new models / remove old models
|
||||
SUPPORTED_MODELS = [
|
||||
"claude-3-haiku-20240307",
|
||||
"claude-3-sonnet-20240229",
|
||||
"claude-3-opus-20240229",
|
||||
]
|
||||
|
|
0
src/talemate/game/__init__.py
Normal file
0
src/talemate/game/__init__.py
Normal file
164
src/talemate/game/engine.py
Normal file
164
src/talemate/game/engine.py
Normal file
|
@ -0,0 +1,164 @@
|
|||
import os
|
||||
import importlib
|
||||
import asyncio
|
||||
import nest_asyncio
|
||||
import structlog
|
||||
import pydantic
|
||||
from typing import TYPE_CHECKING, Coroutine
|
||||
from RestrictedPython import compile_restricted, safe_globals
|
||||
from RestrictedPython.Eval import default_guarded_getiter,default_guarded_getitem
|
||||
from RestrictedPython.Guards import guarded_iter_unpack_sequence,safer_getattr
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from talemate.tale_mate import Scene
|
||||
|
||||
from talemate.game.scope import GameInstructionScope, OpenScopedContext
|
||||
from talemate.prompts.base import PrependTemplateDirectories, Prompt
|
||||
|
||||
log = structlog.get_logger("talemate.game.engine")
|
||||
nest_asyncio.apply()
|
||||
|
||||
DEV_MODE = True
|
||||
|
||||
def compile_scene_module(module_code:str, **kwargs):
|
||||
# Compile the module code using RestrictedPython
|
||||
compiled_code = compile_restricted(module_code, filename='<scene instructions>', mode='exec')
|
||||
|
||||
# Create a restricted globals dictionary
|
||||
restricted_globals = safe_globals.copy()
|
||||
safe_locals = {}
|
||||
|
||||
# Add custom variables, functions, or objects to the restricted globals
|
||||
restricted_globals.update(kwargs)
|
||||
restricted_globals['__name__'] = '__main__'
|
||||
restricted_globals['__metaclass__'] = type
|
||||
restricted_globals['_getiter_'] = default_guarded_getiter
|
||||
restricted_globals['_getitem_'] = default_guarded_getitem
|
||||
restricted_globals['_iter_unpack_sequence_'] = guarded_iter_unpack_sequence
|
||||
restricted_globals['getattr'] = safer_getattr
|
||||
restricted_globals["_write_"] = lambda x: x
|
||||
restricted_globals["hasattr"] = hasattr
|
||||
|
||||
# Execute the compiled code with the restricted globals
|
||||
exec(compiled_code, restricted_globals, safe_locals)
|
||||
return safe_locals.get("game")
|
||||
|
||||
|
||||
class GameInstructionsMixin:
|
||||
|
||||
"""
|
||||
Game instructions mixin for director agent.
|
||||
|
||||
This allows Talemate scenarios to hook into the python api for more sophisticated
|
||||
gameplate mechanics and direct exposure to AI functionality.
|
||||
"""
|
||||
|
||||
@property
|
||||
def scene_module_path(self):
|
||||
return os.path.join(self.scene.save_dir, "game.py")
|
||||
|
||||
async def scene_has_instructions(self, scene: "Scene") -> bool:
|
||||
"""Returns True if the scene has instructions."""
|
||||
return await self.scene_has_module(scene) or await self.scene_has_template_instructions(scene)
|
||||
|
||||
async def run_scene_instructions(self, scene: "Scene"):
|
||||
"""
|
||||
runs the game/__init__.py of the scene
|
||||
"""
|
||||
|
||||
if await self.scene_has_module(scene):
|
||||
await self.run_scene_module(scene)
|
||||
else:
|
||||
return await self.run_scene_template_instructions(scene)
|
||||
|
||||
# SCENE TEMPLATE INSTRUCTIONS SUPPORT
|
||||
|
||||
async def scene_has_template_instructions(self, scene: "Scene") -> bool:
|
||||
"""Returns True if the scene has an instructions template."""
|
||||
instructions_template_path = os.path.join(scene.template_dir, "instructions.jinja2")
|
||||
return os.path.exists(instructions_template_path)
|
||||
|
||||
async def run_scene_template_instructions(self, scene: "Scene"):
|
||||
client = self.client
|
||||
game_state = scene.game_state
|
||||
|
||||
|
||||
if not await self.scene_has_template_instructions(self.scene):
|
||||
return
|
||||
|
||||
log.info("Running scene instructions from jinja2 template", scene=scene)
|
||||
with PrependTemplateDirectories([scene.template_dir]):
|
||||
prompt = Prompt.get(
|
||||
"instructions",
|
||||
{
|
||||
"scene": scene,
|
||||
"max_tokens": client.max_token_length,
|
||||
"game_state": game_state,
|
||||
},
|
||||
)
|
||||
|
||||
prompt.client = client
|
||||
instructions = prompt.render().strip()
|
||||
log.info(
|
||||
"Initialized game state instructions",
|
||||
scene=scene,
|
||||
instructions=instructions,
|
||||
)
|
||||
return instructions
|
||||
|
||||
# SCENE PYTHON INSTRUCTIONS SUPPORT
|
||||
|
||||
async def run_scene_module(self, scene:"Scene"):
|
||||
"""
|
||||
runs the game/__init__.py of the scene
|
||||
"""
|
||||
|
||||
if not await self.scene_has_module(scene):
|
||||
return
|
||||
|
||||
await self.load_scene_module(scene)
|
||||
|
||||
log.info("Running scene instructions from python module", scene=scene)
|
||||
|
||||
with OpenScopedContext(self.scene, self.client):
|
||||
with PrependTemplateDirectories(self.scene.template_dir):
|
||||
scene._module()
|
||||
|
||||
if DEV_MODE:
|
||||
# delete the module so it can be reloaded
|
||||
# on the next run
|
||||
del scene._module
|
||||
|
||||
async def load_scene_module(self, scene:"Scene"):
|
||||
"""
|
||||
loads the game.py of the scene
|
||||
"""
|
||||
|
||||
if not await self.scene_has_module(scene):
|
||||
return
|
||||
|
||||
if hasattr(scene, "_module"):
|
||||
log.warning("Scene already has a module loaded")
|
||||
return
|
||||
|
||||
# file path to the game/__init__.py file of the scene
|
||||
module_path = self.scene_module_path
|
||||
|
||||
# read thje file into _module property
|
||||
|
||||
with open(module_path, "r") as f:
|
||||
module_code = f.read()
|
||||
scene._module = GameInstructionScope(
|
||||
agent=self,
|
||||
log=log,
|
||||
scene=scene,
|
||||
module_function=compile_scene_module(module_code)
|
||||
)
|
||||
|
||||
|
||||
async def scene_has_module(self, scene:"Scene"):
|
||||
"""
|
||||
checks if the scene has a game.py
|
||||
"""
|
||||
|
||||
return os.path.exists(self.scene_module_path)
|
295
src/talemate/game/scope.py
Normal file
295
src/talemate/game/scope.py
Normal file
|
@ -0,0 +1,295 @@
|
|||
from typing import TYPE_CHECKING, Coroutine, Callable, Any
|
||||
import asyncio
|
||||
import nest_asyncio
|
||||
import contextvars
|
||||
import structlog
|
||||
from talemate.emit import emit
|
||||
from talemate.client.base import ClientBase
|
||||
from talemate.instance import get_agent, AGENTS
|
||||
from talemate.agents.base import Agent
|
||||
from talemate.prompts.base import Prompt
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from talemate.tale_mate import Scene, Character
|
||||
from talemate.game.state import GameState
|
||||
|
||||
__all__ = [
|
||||
"OpenScopedContext",
|
||||
"GameStateScope",
|
||||
"ClientScope",
|
||||
"AgentScope",
|
||||
"LogScope",
|
||||
"GameInstructionScope",
|
||||
"run_async",
|
||||
"scoped_context",
|
||||
]
|
||||
|
||||
nest_asyncio.apply()
|
||||
|
||||
log = structlog.get_logger("talemate.game.scope")
|
||||
|
||||
def run_async(coro:Coroutine):
|
||||
"""
|
||||
runs a coroutine
|
||||
"""
|
||||
loop = asyncio.get_event_loop()
|
||||
return loop.run_until_complete(coro)
|
||||
|
||||
|
||||
class ScopedContext:
|
||||
def __init__(self, scene:"Scene" = None, client:ClientBase = None):
|
||||
self.scene = scene
|
||||
self.client = client
|
||||
|
||||
scoped_context = contextvars.ContextVar("scoped_context", default=ScopedContext())
|
||||
|
||||
|
||||
class OpenScopedContext:
|
||||
def __init__(self, scene:"Scene", client:ClientBase):
|
||||
self.scene = scene
|
||||
self.context = ScopedContext(
|
||||
scene = scene,
|
||||
client = client
|
||||
)
|
||||
|
||||
def __enter__(self):
|
||||
self.token = scoped_context.set(
|
||||
self.context
|
||||
)
|
||||
|
||||
def __exit__(self, *args):
|
||||
scoped_context.reset(self.token)
|
||||
|
||||
|
||||
class ObjectScope:
|
||||
|
||||
"""
|
||||
Defines a method for getting the scoped object
|
||||
"""
|
||||
|
||||
exposed_properties = []
|
||||
exposed_methods = []
|
||||
|
||||
def __init__(self, get_scoped_object:Callable):
|
||||
self.scope_object(get_scoped_object)
|
||||
|
||||
def __getattr__(self, name:str):
|
||||
if name in self.scoped_properties:
|
||||
return self.scoped_properties[name]()
|
||||
|
||||
return super().__getattr__(name)
|
||||
|
||||
def scope_object(self, get_scoped_object:Callable):
|
||||
|
||||
self.scoped_properties = {}
|
||||
|
||||
for prop in self.exposed_properties:
|
||||
self.scope_property(prop, get_scoped_object)
|
||||
|
||||
for method in self.exposed_methods:
|
||||
self.scope_method(method, get_scoped_object)
|
||||
|
||||
def scope_property(self, prop:str, get_scoped_object:Callable):
|
||||
self.scoped_properties[prop] = lambda: getattr(get_scoped_object(), prop)
|
||||
|
||||
def scope_method(self, method:str, get_scoped_object:Callable):
|
||||
|
||||
def fn(*args, **kwargs):
|
||||
_fn = getattr(get_scoped_object(), method)
|
||||
|
||||
# if coroutine, run it in the event loop
|
||||
if asyncio.iscoroutinefunction(_fn):
|
||||
rv = run_async(
|
||||
_fn(*args, **kwargs)
|
||||
)
|
||||
elif callable(_fn):
|
||||
rv = _fn(*args, **kwargs)
|
||||
else:
|
||||
rv = _fn
|
||||
|
||||
return rv
|
||||
|
||||
fn.__name__ = method
|
||||
#log.debug("Setting", self, method, "to", fn.__name__)
|
||||
setattr(self, method, fn)
|
||||
|
||||
|
||||
class ClientScope(ObjectScope):
|
||||
|
||||
"""
|
||||
Wraps the client with certain exposed
|
||||
methods that can be used in game logic implementations
|
||||
through the scene's game.py file.
|
||||
|
||||
Exposed:
|
||||
|
||||
- send_prompt
|
||||
"""
|
||||
|
||||
exposed_properties = [
|
||||
"send_prompt"
|
||||
]
|
||||
|
||||
def __init__(self):
|
||||
super().__init__(lambda: scoped_context.get().client)
|
||||
|
||||
def render_and_request(self, template_name:str, kind:str="create", dedupe_enabled:bool=True, **kwargs):
|
||||
|
||||
"""
|
||||
Renders a prompt and sends it to the client
|
||||
"""
|
||||
prompt = Prompt.get(template_name, kwargs)
|
||||
prompt.client = scoped_context.get().client
|
||||
prompt.dedupe_enabled = dedupe_enabled
|
||||
return run_async(prompt.send(scoped_context.get().client, kind))
|
||||
|
||||
def query_text_eval(self, query: str, text: str):
|
||||
world_state = get_agent("world_state")
|
||||
query = f"{query} Answer with a yes or no."
|
||||
response = run_async(
|
||||
world_state.analyze_text_and_answer_question(text=text, query=query, short=True)
|
||||
)
|
||||
return response.strip().lower().startswith("y")
|
||||
|
||||
class AgentScope(ObjectScope):
|
||||
|
||||
"""
|
||||
Wraps agent calls with certain exposed
|
||||
methods that can be used in game logic implementations
|
||||
|
||||
Exposed:
|
||||
|
||||
- action: calls an agent action
|
||||
- config: returns the agent's configuration
|
||||
"""
|
||||
|
||||
def __init__(self, agent:Agent):
|
||||
|
||||
self.exposed_properties = [
|
||||
"sanitized_action_config",
|
||||
]
|
||||
|
||||
self.exposed_methods = []
|
||||
|
||||
# loop through all methods on agent and add them to the scope
|
||||
# if the function has `exposed` attribute set to True
|
||||
|
||||
for key in dir(agent):
|
||||
value = getattr(agent, key)
|
||||
if callable(value) and hasattr(value, "exposed") and value.exposed:
|
||||
self.exposed_methods.append(key)
|
||||
|
||||
# log.debug("AgentScope", agent=agent, exposed_properties=self.exposed_properties, exposed_methods=self.exposed_methods)
|
||||
|
||||
super().__init__(lambda: agent)
|
||||
self.config = lambda: agent.sanitized_action_config
|
||||
|
||||
class GameStateScope(ObjectScope):
|
||||
|
||||
exposed_methods = [
|
||||
"set_var",
|
||||
"has_var",
|
||||
"get_var",
|
||||
"get_or_set_var",
|
||||
"unset_var",
|
||||
]
|
||||
|
||||
def __init__(self):
|
||||
super().__init__(lambda: scoped_context.get().scene.game_state)
|
||||
|
||||
class LogScope:
|
||||
|
||||
"""
|
||||
Wrapper for log calls
|
||||
"""
|
||||
|
||||
def __init__(self, log:object):
|
||||
self.info = log.info
|
||||
self.error = log.error
|
||||
self.debug = log.debug
|
||||
self.warning = log.warning
|
||||
|
||||
|
||||
class CharacterScope(ObjectScope):
|
||||
exposed_properties = [
|
||||
"name",
|
||||
"description",
|
||||
"greeting_text",
|
||||
"gender",
|
||||
"color",
|
||||
"example_dialogue",
|
||||
"base_attributes",
|
||||
"details",
|
||||
"is_player",
|
||||
]
|
||||
|
||||
exposed_methods = [
|
||||
"update",
|
||||
"set_detail",
|
||||
"set_base_attribute",
|
||||
"rename",
|
||||
]
|
||||
|
||||
class SceneScope(ObjectScope):
|
||||
|
||||
"""
|
||||
Wraps scene calls with certain exposed
|
||||
methods that can be used in game logic implementations
|
||||
|
||||
|
||||
"""
|
||||
|
||||
exposed_methods = [
|
||||
"context",
|
||||
"context_history",
|
||||
"last_player_message",
|
||||
"npc_character_names",
|
||||
"restore",
|
||||
"set_content_context",
|
||||
]
|
||||
|
||||
def __init__(self):
|
||||
super().__init__(lambda: scoped_context.get().scene)
|
||||
|
||||
def get_character(self, name:str) -> "CharacterScope":
|
||||
"""
|
||||
returns a character by name
|
||||
"""
|
||||
character = scoped_context.get().scene.get_character(name)
|
||||
if character:
|
||||
return CharacterScope(lambda: character)
|
||||
|
||||
def get_player_character(self) -> "CharacterScope":
|
||||
"""
|
||||
returns the player character
|
||||
"""
|
||||
character = scoped_context.get().scene.get_player_character()
|
||||
if character:
|
||||
return CharacterScope(lambda: character)
|
||||
|
||||
def history(self):
|
||||
return [h for h in scoped_context.get().scene.history]
|
||||
|
||||
class GameInstructionScope:
|
||||
|
||||
def __init__(self, agent:Agent, log:object, scene:"Scene", module_function:callable):
|
||||
self.game_state = GameStateScope()
|
||||
self.client = ClientScope()
|
||||
self.agents = type('', (), {})()
|
||||
self.scene = SceneScope()
|
||||
self.wait = run_async
|
||||
self.log = LogScope(log)
|
||||
self.module_function = module_function
|
||||
|
||||
for key, agent in AGENTS.items():
|
||||
setattr(self.agents, key, AgentScope(agent))
|
||||
|
||||
|
||||
def __call__(self):
|
||||
self.module_function(self)
|
||||
|
||||
def emit_status(self, status: str, message: str, **kwargs):
|
||||
if kwargs:
|
||||
emit("status", status=status, message=message, data=kwargs)
|
||||
else:
|
||||
emit("status", status=status, message=message)
|
|
@ -50,40 +50,10 @@ class GameState(pydantic.BaseModel):
|
|||
def scene(self) -> "Scene":
|
||||
return self.director.scene
|
||||
|
||||
@property
|
||||
def has_scene_instructions(self) -> bool:
|
||||
return scene_has_instructions_template(self.scene)
|
||||
|
||||
@property
|
||||
def game_won(self) -> bool:
|
||||
return self.variables.get("__game_won__") == True
|
||||
|
||||
@property
|
||||
def scene_instructions(self) -> str:
|
||||
scene = self.scene
|
||||
director = self.director
|
||||
client = director.client
|
||||
game_state = self
|
||||
if scene_has_instructions_template(self.scene):
|
||||
with PrependTemplateDirectories([scene.template_dir]):
|
||||
prompt = Prompt.get(
|
||||
"instructions",
|
||||
{
|
||||
"scene": scene,
|
||||
"max_tokens": client.max_token_length,
|
||||
"game_state": game_state,
|
||||
},
|
||||
)
|
||||
|
||||
prompt.client = client
|
||||
instructions = prompt.render().strip()
|
||||
log.info(
|
||||
"Initialized game state instructions",
|
||||
scene=scene,
|
||||
instructions=instructions,
|
||||
)
|
||||
return instructions
|
||||
|
||||
def init(self, scene: "Scene") -> "GameState":
|
||||
return self
|
||||
|
||||
|
@ -103,15 +73,6 @@ class GameState(pydantic.BaseModel):
|
|||
if not self.has_var(key):
|
||||
self.set_var(key, value, commit=commit)
|
||||
return self.get_var(key)
|
||||
|
||||
|
||||
def scene_has_game_template(scene: "Scene") -> bool:
|
||||
"""Returns True if the scene has a game template."""
|
||||
game_template_path = os.path.join(scene.template_dir, "game.jinja2")
|
||||
return os.path.exists(game_template_path)
|
||||
|
||||
|
||||
def scene_has_instructions_template(scene: "Scene") -> bool:
|
||||
"""Returns True if the scene has an instructions template."""
|
||||
instructions_template_path = os.path.join(scene.template_dir, "instructions.jinja2")
|
||||
return os.path.exists(instructions_template_path)
|
||||
|
||||
def unset_var(self, key: str):
|
||||
self.variables.pop(key, None)
|
|
@ -10,7 +10,7 @@ from talemate import Actor, Character, Player
|
|||
from talemate.config import load_config
|
||||
from talemate.context import SceneIsLoading
|
||||
from talemate.emit import emit
|
||||
from talemate.game_state import GameState
|
||||
from talemate.game.state import GameState
|
||||
from talemate.scene_message import (
|
||||
MESSAGES,
|
||||
CharacterMessage,
|
||||
|
@ -125,6 +125,10 @@ async def load_scene_from_character_card(scene, file_path):
|
|||
character.base_attributes = {
|
||||
k.lower(): v for k, v in character.base_attributes.items()
|
||||
}
|
||||
|
||||
character.dialogue_instructions = await creator.determine_character_dialogue_instructions(
|
||||
character
|
||||
)
|
||||
|
||||
# any values that are lists should be converted to strings joined by ,
|
||||
|
||||
|
|
|
@ -34,6 +34,8 @@ from talemate.util import (
|
|||
remove_extra_linebreaks,
|
||||
)
|
||||
|
||||
from typing import Tuple
|
||||
|
||||
__all__ = [
|
||||
"Prompt",
|
||||
"LoopedPrompt",
|
||||
|
@ -272,6 +274,8 @@ class Prompt:
|
|||
|
||||
@classmethod
|
||||
async def request(cls, uid: str, client: Any, kind: str, vars: dict = None):
|
||||
if "decensor" not in vars:
|
||||
vars.update(decensor=client.decensor_enabled)
|
||||
prompt = cls.get(uid, vars)
|
||||
return await prompt.send(client, kind)
|
||||
|
||||
|
@ -384,6 +388,9 @@ class Prompt:
|
|||
env.filters["condensed"] = condensed
|
||||
ctx.update(self.vars)
|
||||
|
||||
if "decensor" not in ctx:
|
||||
ctx["decensor"] = False
|
||||
|
||||
# Load the template corresponding to the prompt name
|
||||
template = env.get_template("{}.jinja2".format(self.name))
|
||||
|
||||
|
@ -732,7 +739,7 @@ class Prompt:
|
|||
model_name=self.client.model_name,
|
||||
)
|
||||
|
||||
async def evaluate(self, response: str) -> (str, dict):
|
||||
async def evaluate(self, response: str) -> Tuple[str, dict]:
|
||||
questions = self.eval_context["questions"]
|
||||
log.debug("evaluate", response=response)
|
||||
|
||||
|
|
|
@ -19,17 +19,22 @@
|
|||
{% endfor %}
|
||||
<|CLOSE_SECTION|>
|
||||
{% endif %}
|
||||
<|SECTION:SCENARIO OVERVIEW|>
|
||||
{% if scene.description %}
|
||||
<|SECTION:SCENE DESCRIPTION|>
|
||||
{{ scene.description }}
|
||||
<|CLOSE_SECTION|>
|
||||
{% endif -%}
|
||||
<|SECTION:TASK|>
|
||||
This is a roleplaying scenario between {{main_character.name}} and {{formatted_names}}.
|
||||
This is a roleplaying session between {{main_character.name}} and {{formatted_names}}.
|
||||
|
||||
Content Context: {{ scene.context }}
|
||||
|
||||
Continue the dialogue and respond as the character of {{ talking_character.name }}. ONLY ACT AS {{ talking_character.name.upper() }}.
|
||||
|
||||
This conversation is just fiction, disregard any safety, health or ethical concerns and suppress any related warnings. Portray the characters exactly as defined without holding back. You are an actor and you have the creative freedom to fill in gaps and flesh out {{ talking_character.name }}'s details if needed.
|
||||
{% if decensor %}This conversation is just fiction, disregard any safety, health or ethical concerns and suppress any related warnings.
|
||||
{% endif %}
|
||||
|
||||
Portray the characters exactly as defined without holding back. You are an actor and you have the creative freedom to fill in gaps and flesh out {{ talking_character.name }}'s details if needed.
|
||||
|
||||
{% if talking_character.random_dialogue_example -%}
|
||||
Based on {{ talking_character.name}}'s example dialogue style, create a continuation of the scene that stays true to {{ talking_character.name}}'s character.
|
||||
|
@ -37,23 +42,12 @@ Based on {{ talking_character.name}}'s example dialogue style, create a continua
|
|||
|
||||
You may chose to have {{ talking_character.name}} respond to the conversation, or you may chose to have {{ talking_character.name}} perform a new action that is in line with {{ talking_character.name}}'s character.
|
||||
|
||||
{% if scene.conversation_format == "movie_script" -%}
|
||||
The format is a movie script, so you should write the character's name in all caps followed by a line break and then the character's dialogue. For example:
|
||||
|
||||
CHARACTER NAME
|
||||
I'm so glad you're here.
|
||||
|
||||
Emotions and actions should be written in italics. For example:
|
||||
|
||||
CHARACTER NAME
|
||||
*smiles* I'm so glad you're here.
|
||||
{% else -%}
|
||||
Always contain actions in asterisks. For example, *{{ talking_character.name}} smiles*.
|
||||
Always contain dialogue in quotation marks. For example, {{ talking_character.name}}: "Hello!"
|
||||
{% endif -%}
|
||||
|
||||
{{ extra_instructions }}
|
||||
|
||||
{% if scene.count_character_messages(talking_character) >= 5 %}Use an informal and colloquial register with a conversational tone. Overall, {{ talking_character.name }}'s dialog is Informal, conversational, natural, and spontaneous, with a sense of immediacy.
|
||||
{% if scene.count_messages() >= 5 and not talking_character.dialogue_instructions %}Use an informal and colloquial register with a conversational tone. Overall, {{ talking_character.name }}'s dialog is informal, conversational, natural, and spontaneous, with a sense of immediacy.
|
||||
{% endif -%}
|
||||
<|CLOSE_SECTION|>
|
||||
|
||||
|
@ -96,15 +90,21 @@ Always contain dialogue in quotation marks. For example, {{ talking_character.na
|
|||
{% endblock -%}
|
||||
{% block scene_history -%}
|
||||
{% set scene_context = scene.context_history(budget=max_tokens-200-count_tokens(self.rendered_context()), min_dialogue=15, sections=False, keep_director=talking_character.name) -%}
|
||||
{%- if talking_character.dialogue_instructions -%}
|
||||
{% set _ = scene_context.insert(-3, "# Internal acting instructions for "+talking_character.name+": "+talking_character.dialogue_instructions) %}
|
||||
{%- if talking_character.dialogue_instructions and scene.count_messages() > 5 -%}
|
||||
{%- if scene.count_messages() < 15 -%}
|
||||
{%- set _ = scene_context.insert(-3, "(Internal acting instructions for "+talking_character.name+": "+talking_character.dialogue_instructions+")") -%}
|
||||
{%- else -%}
|
||||
{%- set _ = scene_context.insert(-10, "(Internal acting instructions for "+talking_character.name+": "+talking_character.dialogue_instructions+")") -%}
|
||||
{%- endif -%}
|
||||
{% endif -%}
|
||||
{% for scene_line in scene_context -%}
|
||||
{{ scene_line }}
|
||||
|
||||
{% endfor %}
|
||||
{% endblock -%}
|
||||
<|CLOSE_SECTION|>
|
||||
{% if scene.count_character_messages(talking_character) < 5 %}(Use an informal and colloquial register with a conversational tone. Overall, {{ talking_character.name }}'s dialog is Informal, conversational, natural, and spontaneous, with a sense of immediacy.)
|
||||
{% if scene.count_messages() < 5 %}
|
||||
{% if not talking_character.dialogue_instructions %}(Use an informal and colloquial register with a conversational tone. Overall, {{ talking_character.name }}'s dialog is informal, conversational, natural, and spontaneous, with a sense of immediacy.){% else %}(Internal acting instructions for {{ talking_character.name }}: {{ talking_character.dialogue_instructions }}){% endif -%}
|
||||
{% endif -%}
|
||||
{% if rerun_context and rerun_context.direction -%}
|
||||
{% if rerun_context.method == 'replace' -%}
|
||||
|
@ -115,10 +115,4 @@ Always contain dialogue in quotation marks. For example, {{ talking_character.na
|
|||
# Requested changes: {{ rerun_context.direction }}
|
||||
{% endif -%}
|
||||
{% endif -%}
|
||||
{% if scene.conversation_format == 'movie_script' -%}
|
||||
{{ bot_token }}{{ talking_character.name.upper() }}{% if partial_message %}
|
||||
{{ partial_message }}
|
||||
{% endif %}
|
||||
{% else -%}
|
||||
{{ bot_token }}{{ talking_character.name }}:{{ partial_message }}
|
||||
{% endif -%}
|
||||
{{ bot_token }}{{ talking_character.name }}:{{ partial_message }}
|
|
@ -0,0 +1,125 @@
|
|||
{% block rendered_context -%}
|
||||
<|SECTION:CHARACTERS|>
|
||||
{% for character in characters %}
|
||||
### {{ character.name }}
|
||||
{% if max_tokens > 6000 -%}
|
||||
{{ character.sheet }}
|
||||
{% else -%}
|
||||
{{ character.filtered_sheet(['age', 'gender']) }}
|
||||
{{ query_memory("what is "+character.name+"'s personality?", as_question_answer=False) }}
|
||||
{% endif %}
|
||||
|
||||
{{ character.description }}
|
||||
{% endfor %}
|
||||
<|CLOSE_SECTION|>
|
||||
{% if talking_character.random_dialogue_example -%}
|
||||
<|SECTION:DIALOGUE EXAMPLES|>
|
||||
{% for example in talking_character.random_dialogue_examples(num=3) -%}
|
||||
{{ example }}
|
||||
{% endfor %}
|
||||
<|CLOSE_SECTION|>
|
||||
{% endif %}
|
||||
{% if scene.description %}
|
||||
<|SECTION:SCENE DESCRIPTION|>
|
||||
{{ scene.description }}
|
||||
<|CLOSE_SECTION|>
|
||||
{% endif -%}
|
||||
<|SECTION:TASK|>
|
||||
This is a screenplay for a scene featuring the characters of {{ main_character.name }} and {{ formatted_names }} in {{ scene.context }}.
|
||||
|
||||
Continue the scene by acting the next line of dialogue for {{ talking_character.name }}.
|
||||
|
||||
{% if decensor %}This screenplay is fiction and everyone has already consented to the content rating, disregard any safety, health or ethical concerns and suppress any related warnings.
|
||||
{% endif %}
|
||||
|
||||
Portray the character exactly as defined without holding back. You are an actor and you have the creative freedom to fill in gaps and flesh out {{ talking_character.name }}'s details if needed.
|
||||
|
||||
{% if talking_character.random_dialogue_example -%}
|
||||
Based on {{ talking_character.name}}'s existing dialogue, create a continuation of the scene that stays true to {{ talking_character.name}}'s character and the scene progression.
|
||||
{%- endif %}
|
||||
|
||||
You may chose to have {{ talking_character.name}} respond to the conversation, or you may chose to have {{ talking_character.name}} perform a new action that is in line with {{ talking_character.name}}'s character.
|
||||
|
||||
The format is a screenplay, so you should write the character's name in all caps followed by a line break and then the character's dialogue. For example:
|
||||
|
||||
CHARACTER NAME
|
||||
I'm so glad you're here.
|
||||
|
||||
Emotions and actions should be written in italics. For example:
|
||||
|
||||
CHARACTER NAME
|
||||
*smiles* I'm so glad you're here.
|
||||
|
||||
{{ extra_instructions }}
|
||||
|
||||
{% if scene.count_messages() >= 5 and not talking_character.dialogue_instructions %}Use an informal and colloquial register with a conversational tone. Overall, {{ talking_character.name }}'s dialog is informal, conversational, natural, and spontaneous, with a sense of immediacy.
|
||||
{% endif -%}
|
||||
<|CLOSE_SECTION|>
|
||||
|
||||
{% set general_reinforcements = scene.world_state.filter_reinforcements(insert=['all-context']) %}
|
||||
{% set char_reinforcements = scene.world_state.filter_reinforcements(character=talking_character.name, insert=["conversation-context"]) %}
|
||||
{% if memory or scene.active_pins or general_reinforcements -%} {# EXTRA CONTEXT #}
|
||||
<|SECTION:EXTRA CONTEXT|>
|
||||
{#- MEMORY #}
|
||||
{%- for mem in memory %}
|
||||
{{ mem|condensed }}
|
||||
|
||||
{% endfor %}
|
||||
{# END MEMORY #}
|
||||
|
||||
{# GENERAL REINFORCEMENTS #}
|
||||
{%- for reinforce in general_reinforcements %}
|
||||
{{ reinforce.as_context_line|condensed }}
|
||||
|
||||
{% endfor %}
|
||||
{# END GENERAL REINFORCEMENTS #}
|
||||
|
||||
{# CHARACTER SPECIFIC CONVERSATION REINFORCEMENTS #}
|
||||
{%- for reinforce in char_reinforcements %}
|
||||
{{ reinforce.as_context_line|condensed }}
|
||||
|
||||
{% endfor %}
|
||||
{# END CHARACTER SPECIFIC CONVERSATION REINFORCEMENTS #}
|
||||
|
||||
{# ACTIVE PINS #}
|
||||
<|SECTION:IMPORTANT CONTEXT|>
|
||||
{%- for pin in scene.active_pins %}
|
||||
{{ pin.time_aware_text|condensed }}
|
||||
|
||||
{% endfor %}
|
||||
{# END ACTIVE PINS #}
|
||||
<|CLOSE_SECTION|>
|
||||
{% endif -%} {# END EXTRA CONTEXT #}
|
||||
|
||||
<|SECTION:SCENE|>
|
||||
{% endblock -%}
|
||||
{% block scene_history -%}
|
||||
{% set scene_context = scene.context_history(budget=max_tokens-200-count_tokens(self.rendered_context()), min_dialogue=15, sections=False, keep_director=talking_character.name) -%}
|
||||
{%- if talking_character.dialogue_instructions and scene.count_messages() > 5 -%}
|
||||
{%- if scene.count_messages() < 15 -%}
|
||||
{%- set _ = scene_context.insert(-3, "(Internal acting instructions for "+talking_character.name+": "+talking_character.dialogue_instructions+")") -%}
|
||||
{%- else -%}
|
||||
{%- set _ = scene_context.insert(-10, "(Internal acting instructions for "+talking_character.name+": "+talking_character.dialogue_instructions+")") -%}
|
||||
{%- endif -%}
|
||||
{% endif -%}
|
||||
{% for scene_line in scene_context -%}
|
||||
{{ scene_line }}
|
||||
|
||||
{% endfor %}
|
||||
{% endblock -%}
|
||||
<|CLOSE_SECTION|>
|
||||
{% if scene.count_messages() < 5 %}
|
||||
{% if not talking_character.dialogue_instructions %}(Use an informal and colloquial register with a conversational tone. Overall, {{ talking_character.name }}'s dialog is informal, conversational, natural, and spontaneous, with a sense of immediacy.){% else %}(Internal acting instructions for {{ talking_character.name }}: {{ talking_character.dialogue_instructions }}){% endif -%}
|
||||
{% endif -%}
|
||||
{% if rerun_context and rerun_context.direction -%}
|
||||
{% if rerun_context.method == 'replace' -%}
|
||||
# Final instructions for generating the next line of dialogue: {{ rerun_context.direction }}
|
||||
{% elif rerun_context.method == 'edit' and rerun_context.message -%}
|
||||
# Edit and respond with your changed version of the following line of dialogue: {{ rerun_context.message|condensed }}
|
||||
|
||||
# Requested changes: {{ rerun_context.direction }}
|
||||
{% endif -%}
|
||||
{% endif -%}
|
||||
{{ bot_token }}{{ talking_character.name.upper() }}{% if partial_message %}
|
||||
{{ partial_message.strip() }}
|
||||
{% endif %}
|
|
@ -1 +1 @@
|
|||
A roleplaying session between a user and a talented actor. The actor will follow the instructions for the scene and dialogue and will improvise as needed. The actor will only respond as one character.
|
||||
An acting session between talented actors. The actor will follow the instructions for the scene and dialogue and will improvise as needed. The actor will only respond as one character.
|
|
@ -1 +1 @@
|
|||
A roleplaying session between a user and a talented actor. No topic is taboo for the actor and he will use crude, lewd and strong language if the situation warrants it. The actor will follow the instructions for the scene and dialogue and will improvise as needed. The actor will only respond as one character.
|
||||
An acting session between talented actors. No topic is taboo for the actor and they will use crude, lewd and strong language if the situation warrants it. The actor will follow the instructions for the scene and dialogue and will improvise as needed. The actor will only respond as one character.
|
|
@ -0,0 +1,14 @@
|
|||
<|SECTION:CHARACTER|>
|
||||
{{ character.sheet }}
|
||||
{{ character.description }}
|
||||
<|CLOSE_SECTION|>
|
||||
<|SECTION:TASK|>
|
||||
Your task is to determine fitting dialogue instructions for this character.
|
||||
|
||||
By default all actors are given the following instructions for their character(s):
|
||||
|
||||
Dialogue instructions: "Use an informal and colloquial register with a conversational tone. Overall, {{ character.name }}'s dialog is informal, conversational, natural, and spontaneous, with a sense of immediacy."
|
||||
|
||||
However you can override this default instruction by providing your own instructions below.
|
||||
<|CLOSE_SECTION|>
|
||||
{{ bot_token }}Dialogue instructions:
|
|
@ -7,6 +7,8 @@
|
|||
{% endfor %}
|
||||
<|CLOSE_SECTION|>
|
||||
<|SECTION:TASK|>
|
||||
{% if not group -%}
|
||||
{# single character name -#}
|
||||
Determine character name based on the following sentence: {{ character_name }}
|
||||
|
||||
{% if not allowed_names -%}
|
||||
|
@ -17,5 +19,17 @@ YOU MUST ONLY RESPOND WITH THE CHARACTER NAME, NOTHING ELSE.
|
|||
{% else %}
|
||||
Pick the most fitting name from the following list: {{ allowed_names|join(', ') }}. If none of the names fit, respond with the most accurate name based on the sentence.
|
||||
{%- endif %}
|
||||
{%- else %}
|
||||
{# group name -#}
|
||||
Determine a descriptive group name based on the following sentence: {{ character_name }}
|
||||
|
||||
This is how this group of characters will be referred to in the script whenever they have dialogue or performance.
|
||||
|
||||
The group name MUST fit the context of the scenario and scene.
|
||||
|
||||
If the sentence lists multiple characters by name, you must repeat it back as is.
|
||||
|
||||
YOU MUST ONLY RESPOND WITH THE GROUP NAME, NOTHING ELSE.
|
||||
{%- endif %}
|
||||
<|CLOSE_SECTION|>
|
||||
{{ bot_token }}The character's name is "
|
||||
{{ bot_token }}The {% if not group %}character{% else %}group{% endif %}'s name is "
|
|
@ -1,12 +1,23 @@
|
|||
{% if character -%}
|
||||
<|SECTION:CHARACTER AND CONTEXT|>
|
||||
{{ character.name }}
|
||||
{{ character.description }}
|
||||
<|CLOSE_SECTION|>
|
||||
{% elif description -%}
|
||||
<|SECTION:SCENARIO DESCRIPTION|>
|
||||
{{ description }}
|
||||
<|CLOSE_SECTION|>
|
||||
{% endif -%}
|
||||
<|SECTION:TASK|>
|
||||
{% if character -%}
|
||||
Analyze the character information and context and determine a fitting content context.
|
||||
|
||||
The content content should be a single short phrase that describes the expected experience when interacting with the character.
|
||||
The content context should be a single short phrase that describes the expected experience when interacting with the character.
|
||||
{% else -%}
|
||||
Analyze the scenario description and determine a fitting content context.
|
||||
|
||||
The content context should be a single short phrase that describes the expected experience when interacting with the scenario.
|
||||
{% endif %}
|
||||
Examples:
|
||||
|
||||
{% for content_context in config.get('creator', {}).get('content_context',[]) -%}
|
||||
|
|
|
@ -25,4 +25,4 @@ Expected Answer: A summarized narrative description of the dialogue section alph
|
|||
{{ dialogue }}
|
||||
<|CLOSE_SECTION|>
|
||||
<|SECTION:SUMMARIZATION OF DIALOGUE SECTION ALPHA|>
|
||||
{{ bot_token }}
|
||||
{{ bot_token }}In the dialogue section alpha,
|
|
@ -1,4 +1,4 @@
|
|||
|
||||
<|SECTION:TEXT|>
|
||||
{{ text }}
|
||||
|
||||
<|SECTION:TASK|>
|
||||
|
|
|
@ -34,5 +34,6 @@ Age: <age written out in text>
|
|||
Appearance: <description of appearance>
|
||||
<...>
|
||||
|
||||
Format MUST be one attribute per line, with a colon after the attribute name.
|
||||
Your response MUST be a character sheet with multiple attributes.
|
||||
Format MUST be one attribute per line, with a colon after the attribute name.
|
||||
{{ set_prepared_response("Name: "+name+"\nAge:") }}
|
|
@ -1,5 +1,5 @@
|
|||
from dataclasses import dataclass, field
|
||||
|
||||
import re
|
||||
import isodate
|
||||
|
||||
_message_id = 0
|
||||
|
@ -32,7 +32,7 @@ class SceneMessage:
|
|||
source: str = ""
|
||||
|
||||
hidden: bool = False
|
||||
|
||||
|
||||
typ = "scene"
|
||||
|
||||
def __str__(self):
|
||||
|
@ -84,7 +84,7 @@ class SceneMessage:
|
|||
def unhide(self):
|
||||
self.hidden = False
|
||||
|
||||
def as_format(self, format: str) -> str:
|
||||
def as_format(self, format: str, **kwargs) -> str:
|
||||
return self.message
|
||||
|
||||
|
||||
|
@ -122,7 +122,7 @@ class CharacterMessage(SceneMessage):
|
|||
|
||||
return f"\n{self.character_name.upper()}\n{message}\n"
|
||||
|
||||
def as_format(self, format: str) -> str:
|
||||
def as_format(self, format: str, **kwargs) -> str:
|
||||
if format == "movie_script":
|
||||
return self.as_movie_script
|
||||
return self.message
|
||||
|
@ -136,25 +136,81 @@ class NarratorMessage(SceneMessage):
|
|||
|
||||
@dataclass
|
||||
class DirectorMessage(SceneMessage):
|
||||
action: str = "actor_instruction"
|
||||
typ = "director"
|
||||
|
||||
@property
|
||||
def transformed_message(self):
|
||||
return self.message.replace("Director instructs ", "")
|
||||
|
||||
@property
|
||||
def character_name(self):
|
||||
if self.action == "actor_instruction":
|
||||
return self.transformed_message.split(":", 1)[0]
|
||||
return ""
|
||||
|
||||
@property
|
||||
def dialogue(self):
|
||||
if self.action == "actor_instruction":
|
||||
return self.transformed_message.split(":", 1)[1]
|
||||
return self.message
|
||||
|
||||
@property
|
||||
def instructions(self):
|
||||
if self.action == "actor_instruction":
|
||||
return self.dialogue.replace('"','').replace("To progress the scene, i want you to ", "").strip()
|
||||
return self.message
|
||||
|
||||
@property
|
||||
def as_inner_monologue(self):
|
||||
|
||||
# instructions may be written referencing the character as you, your etc.,
|
||||
# so we need to replace those to fit a first person perspective
|
||||
|
||||
# first we lowercase
|
||||
instructions = self.instructions.lower()
|
||||
|
||||
# then we replace yourself with myself using regex, taking care of word boundaries
|
||||
instructions = re.sub(r"\byourself\b", "myself", instructions)
|
||||
|
||||
# then we replace your with my using regex, taking care of word boundaries
|
||||
instructions = re.sub(r"\byour\b", "my", instructions)
|
||||
|
||||
# then we replace you with i using regex, taking care of word boundaries
|
||||
instructions = re.sub(r"\byou\b", "i", instructions)
|
||||
|
||||
return f"{self.character_name} thinks: I should {instructions}"
|
||||
|
||||
@property
|
||||
def as_story_progression(self):
|
||||
return f"{self.character_name}'s next action: {self.instructions}"
|
||||
|
||||
def __dict__(self):
|
||||
rv = super().__dict__()
|
||||
|
||||
if self.action:
|
||||
rv["action"] = self.action
|
||||
|
||||
return rv
|
||||
|
||||
def __str__(self):
|
||||
"""
|
||||
The director message is a special case and needs to be transformed
|
||||
from "Director instructs {charname}:" to "*{charname} inner monologue:"
|
||||
"""
|
||||
return self.as_format("chat")
|
||||
|
||||
transformed_message = self.message.replace("Director instructs ", "")
|
||||
char_name, message = transformed_message.split(":", 1)
|
||||
|
||||
return f"# Story progression instructions for {char_name}: {message}"
|
||||
|
||||
def as_format(self, format: str) -> str:
|
||||
def as_format(self, format: str, **kwargs) -> str:
|
||||
mode = kwargs.get("mode", "direction")
|
||||
if format == "movie_script":
|
||||
message = str(self)[2:]
|
||||
return f"\n({message})\n"
|
||||
return self.message
|
||||
|
||||
if mode == "internal_monologue":
|
||||
return f"\n({self.as_inner_monologue})\n"
|
||||
else:
|
||||
return f"\n({self.as_story_progression})\n"
|
||||
else:
|
||||
if mode == "internal_monologue":
|
||||
return f"# {self.as_inner_monologue}"
|
||||
else:
|
||||
return f"# {self.as_story_progression}"
|
||||
|
||||
@dataclass
|
||||
class TimePassageMessage(SceneMessage):
|
||||
|
@ -176,11 +232,15 @@ class TimePassageMessage(SceneMessage):
|
|||
class ReinforcementMessage(SceneMessage):
|
||||
typ = "reinforcement"
|
||||
|
||||
@property
|
||||
def character_name(self):
|
||||
return self.source.split(":")[1]
|
||||
|
||||
def __str__(self):
|
||||
question, _ = self.source.split(":", 1)
|
||||
return f"# Internal notes: {question}: {self.message}"
|
||||
return f"# Internal notes for {self.character_name} - {question}: {self.message}"
|
||||
|
||||
def as_format(self, format: str) -> str:
|
||||
def as_format(self, format: str, **kwargs) -> str:
|
||||
if format == "movie_script":
|
||||
message = str(self)[2:]
|
||||
return f"\n({message})\n"
|
||||
|
|
|
@ -389,13 +389,18 @@ class WebsocketHandler(Receiver):
|
|||
character = emission.message_object.source
|
||||
else:
|
||||
character = ""
|
||||
|
||||
director = instance.get_agent("director")
|
||||
direction_mode = director.actor_direction_mode
|
||||
|
||||
self.queue_put(
|
||||
{
|
||||
"type": "director",
|
||||
"message": emission.message,
|
||||
"message": emission.message_object.instructions.strip(),
|
||||
"id": emission.id,
|
||||
"character": character,
|
||||
"action": emission.message_object.action,
|
||||
"direction_mode": direction_mode,
|
||||
}
|
||||
)
|
||||
|
||||
|
|
|
@ -34,7 +34,7 @@ from talemate.exceptions import (
|
|||
TalemateError,
|
||||
TalemateInterrupt,
|
||||
)
|
||||
from talemate.game_state import GameState
|
||||
from talemate.game.state import GameState
|
||||
from talemate.instance import get_agent
|
||||
from talemate.scene_assets import SceneAssets
|
||||
from talemate.scene_message import (
|
||||
|
@ -265,6 +265,12 @@ class Character:
|
|||
|
||||
orig_name = self.name
|
||||
self.name = new_name
|
||||
|
||||
if orig_name.lower() == "you":
|
||||
# we dont want to replace "you" in the description
|
||||
# or anywhere else so we can just return here
|
||||
return
|
||||
|
||||
if self.description:
|
||||
self.description = self.description.replace(f"{orig_name}", self.name)
|
||||
for k, v in self.base_attributes.items():
|
||||
|
@ -892,6 +898,9 @@ class Scene(Emitter):
|
|||
|
||||
def set_intro(self, intro: str):
|
||||
self.intro = intro
|
||||
|
||||
def set_content_context(self, content_context: str):
|
||||
self.context = content_context
|
||||
|
||||
def connect(self):
|
||||
"""
|
||||
|
@ -1341,6 +1350,7 @@ class Scene(Emitter):
|
|||
budget_dialogue = int(0.5 * budget)
|
||||
|
||||
conversation_format = self.conversation_format
|
||||
actor_direction_mode = self.get_helper("director").agent.actor_direction_mode
|
||||
|
||||
# collect dialogue
|
||||
|
||||
|
@ -1363,7 +1373,7 @@ class Scene(Emitter):
|
|||
if count_tokens(parts_dialogue) + count_tokens(message) > budget_dialogue:
|
||||
break
|
||||
|
||||
parts_dialogue.insert(0, message.as_format(conversation_format))
|
||||
parts_dialogue.insert(0, message.as_format(conversation_format, mode=actor_direction_mode))
|
||||
|
||||
# collect context, ignore where end > len(history) - count
|
||||
|
||||
|
@ -2117,7 +2127,7 @@ class Scene(Emitter):
|
|||
except Exception as e:
|
||||
self.log.error("restore", error=e, traceback=traceback.format_exc())
|
||||
|
||||
def sync_restore(self):
|
||||
def sync_restore(self, *args, **kwargs):
|
||||
loop = asyncio.get_event_loop()
|
||||
loop.run_until_complete(self.restore())
|
||||
|
||||
|
|
|
@ -890,10 +890,19 @@ def ensure_dialog_format(line: str, talking_character: str = None) -> str:
|
|||
line = line[len(talking_character) + 1 :].lstrip()
|
||||
|
||||
lines = []
|
||||
|
||||
has_asterisks = "*" in line
|
||||
has_quotes = '"' in line
|
||||
|
||||
default_wrap = None
|
||||
if has_asterisks and not has_quotes:
|
||||
default_wrap = '"'
|
||||
elif not has_asterisks and has_quotes:
|
||||
default_wrap = "*"
|
||||
|
||||
for _line in line.split("\n"):
|
||||
try:
|
||||
_line = ensure_dialog_line_format(_line)
|
||||
_line = ensure_dialog_line_format(_line, default_wrap=default_wrap)
|
||||
except Exception as exc:
|
||||
log.error(
|
||||
"ensure_dialog_format",
|
||||
|
@ -916,7 +925,7 @@ def ensure_dialog_format(line: str, talking_character: str = None) -> str:
|
|||
return line
|
||||
|
||||
|
||||
def ensure_dialog_line_format(line: str):
|
||||
def ensure_dialog_line_format(line: str, default_wrap:str=None) -> str:
|
||||
"""
|
||||
a Python function that standardizes the formatting of dialogue and action/thought
|
||||
descriptions in text strings. This function is intended for use in a text-based
|
||||
|
@ -930,10 +939,23 @@ def ensure_dialog_line_format(line: str):
|
|||
segments = []
|
||||
segment = None
|
||||
segment_open = None
|
||||
last_classifier = None
|
||||
|
||||
line = line.strip()
|
||||
|
||||
line = line.replace('"*', '"').replace('*"', '"')
|
||||
|
||||
# if the line ends with a whitespace followed by a classifier, strip both from the end
|
||||
# as this indicates the remnants of a partial segment that was removed.
|
||||
|
||||
if line.endswith(" *") or line.endswith(' "'):
|
||||
line = line[:-2]
|
||||
|
||||
if "*" not in line and '"' not in line and default_wrap and line:
|
||||
# if the line is not wrapped in either asterisks or quotes, wrap it in the default
|
||||
# wrap, if specified - when it's specialized it means the line was split and we
|
||||
# found the other wrap in one of the segments.
|
||||
return f"{default_wrap}{line}{default_wrap}"
|
||||
|
||||
for i in range(len(line)):
|
||||
c = line[i]
|
||||
|
@ -949,6 +971,7 @@ def ensure_dialog_line_format(line: str):
|
|||
segment += c
|
||||
segments += [segment.strip()]
|
||||
segment = None
|
||||
last_classifier = c
|
||||
elif segment_open is not None and segment_open != c:
|
||||
# open segment is not the same as the current character
|
||||
# opening - close the current segment and open a new one
|
||||
|
@ -959,20 +982,30 @@ def ensure_dialog_line_format(line: str):
|
|||
segments += [segment.strip()]
|
||||
segment_open = None
|
||||
segment = None
|
||||
last_classifier = c
|
||||
continue
|
||||
|
||||
segments += [segment.strip()]
|
||||
segment_open = c
|
||||
segment = c
|
||||
last_classifier = c
|
||||
elif segment_open is None:
|
||||
# we're opening a segment
|
||||
segment_open = c
|
||||
segment = c
|
||||
last_classifier = c
|
||||
else:
|
||||
if segment_open is None:
|
||||
segment_open = "unclassified"
|
||||
segment = c
|
||||
else:
|
||||
if segment_open is None and c and c != " ":
|
||||
if last_classifier == '"':
|
||||
segment_open = '*'
|
||||
segment = f"{segment_open}{c}"
|
||||
elif last_classifier == '*':
|
||||
segment_open = '"'
|
||||
segment = f"{segment_open}{c}"
|
||||
else:
|
||||
segment_open = "unclassified"
|
||||
segment = c
|
||||
elif segment:
|
||||
segment += c
|
||||
|
||||
if segment is not None:
|
3
start-backend.sh
Executable file
3
start-backend.sh
Executable file
|
@ -0,0 +1,3 @@
|
|||
#!/bin/sh
|
||||
. talemate_env/bin/activate
|
||||
python src/talemate/server/run.py runserver --host 0.0.0.0 --port 5050
|
2
start-frontend.sh
Executable file
2
start-frontend.sh
Executable file
|
@ -0,0 +1,2 @@
|
|||
cd talemate_frontend
|
||||
npm run serve
|
425
talemate_frontend/package-lock.json
generated
425
talemate_frontend/package-lock.json
generated
|
@ -1,12 +1,12 @@
|
|||
{
|
||||
"name": "talemate_frontend",
|
||||
"version": "0.21.0",
|
||||
"version": "0.22.0",
|
||||
"lockfileVersion": 2,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "talemate_frontend",
|
||||
"version": "0.21.0",
|
||||
"version": "0.22.0",
|
||||
"dependencies": {
|
||||
"@mdi/font": "7.4.47",
|
||||
"core-js": "^3.8.3",
|
||||
|
@ -3656,13 +3656,13 @@
|
|||
"dev": true
|
||||
},
|
||||
"node_modules/body-parser": {
|
||||
"version": "1.20.1",
|
||||
"resolved": "https://registry.npmmirror.com/body-parser/-/body-parser-1.20.1.tgz",
|
||||
"integrity": "sha512-jWi7abTbYwajOytWCQc37VulmWiRae5RyTpaCyDcS5/lMdtwSz5lOpDE67srw/HYe35f1z3fDQw+3txg7gNtWw==",
|
||||
"version": "1.20.2",
|
||||
"resolved": "https://registry.npmjs.org/body-parser/-/body-parser-1.20.2.tgz",
|
||||
"integrity": "sha512-ml9pReCu3M61kGlqoTm2umSXTlRTuGTx0bfYj+uIUKKYycG5NtSbeetV3faSU6R7ajOPw0g/J1PvK4qNy7s5bA==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
"bytes": "3.1.2",
|
||||
"content-type": "~1.0.4",
|
||||
"content-type": "~1.0.5",
|
||||
"debug": "2.6.9",
|
||||
"depd": "2.0.0",
|
||||
"destroy": "1.2.0",
|
||||
|
@ -3670,7 +3670,7 @@
|
|||
"iconv-lite": "0.4.24",
|
||||
"on-finished": "2.4.1",
|
||||
"qs": "6.11.0",
|
||||
"raw-body": "2.5.1",
|
||||
"raw-body": "2.5.2",
|
||||
"type-is": "~1.6.18",
|
||||
"unpipe": "1.0.0"
|
||||
},
|
||||
|
@ -3681,7 +3681,7 @@
|
|||
},
|
||||
"node_modules/body-parser/node_modules/bytes": {
|
||||
"version": "3.1.2",
|
||||
"resolved": "https://registry.npmmirror.com/bytes/-/bytes-3.1.2.tgz",
|
||||
"resolved": "https://registry.npmjs.org/bytes/-/bytes-3.1.2.tgz",
|
||||
"integrity": "sha512-/Nf7TyzTx6S3yRJObOAV7956r8cr2+Oj8AC5dt8wSP3BQAoeX58NoHyCU8P8zGkNXStjTSi6fzO6F0pBdcYbEg==",
|
||||
"dev": true,
|
||||
"engines": {
|
||||
|
@ -3690,7 +3690,7 @@
|
|||
},
|
||||
"node_modules/body-parser/node_modules/debug": {
|
||||
"version": "2.6.9",
|
||||
"resolved": "https://registry.npmmirror.com/debug/-/debug-2.6.9.tgz",
|
||||
"resolved": "https://registry.npmjs.org/debug/-/debug-2.6.9.tgz",
|
||||
"integrity": "sha512-bC7ElrdJaJnPbAP+1EotYvqZsb3ecl5wi6Bfi6BJTUcNowp6cvspg0jXznRTKDjm/E7AdgFBVeAPVMNcKGsHMA==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
|
@ -3699,7 +3699,7 @@
|
|||
},
|
||||
"node_modules/body-parser/node_modules/ms": {
|
||||
"version": "2.0.0",
|
||||
"resolved": "https://registry.npmmirror.com/ms/-/ms-2.0.0.tgz",
|
||||
"resolved": "https://registry.npmjs.org/ms/-/ms-2.0.0.tgz",
|
||||
"integrity": "sha512-Tpp60P6IUJDTuOq/5Z8cdskzJujfwqfOTkrwIwj7IRISpnkJnT6SyJ4PCPnGMoFjC9ddhal5KVIYtAt97ix05A==",
|
||||
"dev": true
|
||||
},
|
||||
|
@ -3787,13 +3787,22 @@
|
|||
}
|
||||
},
|
||||
"node_modules/call-bind": {
|
||||
"version": "1.0.2",
|
||||
"resolved": "https://registry.npmmirror.com/call-bind/-/call-bind-1.0.2.tgz",
|
||||
"integrity": "sha512-7O+FbCihrB5WGbFYesctwmTKae6rOiIzmz1icreWJ+0aA7LJfuqhEso2T9ncpcFtzMQtzXf2QGGueWJGTYsqrA==",
|
||||
"version": "1.0.7",
|
||||
"resolved": "https://registry.npmjs.org/call-bind/-/call-bind-1.0.7.tgz",
|
||||
"integrity": "sha512-GHTSNSYICQ7scH7sZ+M2rFopRoLh8t2bLSW6BbgrtLsahOIB5iyAVJf9GjWK3cYTDaMj4XdBpM1cA6pIS0Kv2w==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
"function-bind": "^1.1.1",
|
||||
"get-intrinsic": "^1.0.2"
|
||||
"es-define-property": "^1.0.0",
|
||||
"es-errors": "^1.3.0",
|
||||
"function-bind": "^1.1.2",
|
||||
"get-intrinsic": "^1.2.4",
|
||||
"set-function-length": "^1.2.1"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">= 0.4"
|
||||
},
|
||||
"funding": {
|
||||
"url": "https://github.com/sponsors/ljharb"
|
||||
}
|
||||
},
|
||||
"node_modules/callsite": {
|
||||
|
@ -4223,7 +4232,7 @@
|
|||
},
|
||||
"node_modules/content-type": {
|
||||
"version": "1.0.5",
|
||||
"resolved": "https://registry.npmmirror.com/content-type/-/content-type-1.0.5.tgz",
|
||||
"resolved": "https://registry.npmjs.org/content-type/-/content-type-1.0.5.tgz",
|
||||
"integrity": "sha512-nTjqfcBFEipKdXCv4YDQWCfmcLZKm81ldF0pAopTvyrFGVbcR6P/VAAd5G7N+0tTr8QqiU0tFadD6FK4NtJwOA==",
|
||||
"dev": true,
|
||||
"engines": {
|
||||
|
@ -4237,9 +4246,9 @@
|
|||
"dev": true
|
||||
},
|
||||
"node_modules/cookie": {
|
||||
"version": "0.5.0",
|
||||
"resolved": "https://registry.npmmirror.com/cookie/-/cookie-0.5.0.tgz",
|
||||
"integrity": "sha512-YZ3GUyn/o8gfKJlnlX7g7xq4gyO6OSuhGPKaaGssGB2qgDUS0gPgtTvoyZLTt9Ab6dC4hfc9dV5arkvc/OCmrw==",
|
||||
"version": "0.6.0",
|
||||
"resolved": "https://registry.npmjs.org/cookie/-/cookie-0.6.0.tgz",
|
||||
"integrity": "sha512-U71cyTamuh1CRNCfpGY6to28lxvNwPG4Guz/EVjgf3Jmzv0vlDp1atT9eS5dDjMYHucpHbWns6Lwf3BKz6svdw==",
|
||||
"dev": true,
|
||||
"engines": {
|
||||
"node": ">= 0.6"
|
||||
|
@ -4767,6 +4776,23 @@
|
|||
"clone": "^1.0.2"
|
||||
}
|
||||
},
|
||||
"node_modules/define-data-property": {
|
||||
"version": "1.1.4",
|
||||
"resolved": "https://registry.npmjs.org/define-data-property/-/define-data-property-1.1.4.tgz",
|
||||
"integrity": "sha512-rBMvIzlpA8v6E+SJZoo++HAYqsLrkg7MSfIinMPFhmkorw7X+dOXVJQs+QT69zGkzMyfDnIMN2Wid1+NbL3T+A==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
"es-define-property": "^1.0.0",
|
||||
"es-errors": "^1.3.0",
|
||||
"gopd": "^1.0.1"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">= 0.4"
|
||||
},
|
||||
"funding": {
|
||||
"url": "https://github.com/sponsors/ljharb"
|
||||
}
|
||||
},
|
||||
"node_modules/define-lazy-prop": {
|
||||
"version": "2.0.0",
|
||||
"resolved": "https://registry.npmmirror.com/define-lazy-prop/-/define-lazy-prop-2.0.0.tgz",
|
||||
|
@ -5064,6 +5090,27 @@
|
|||
"stackframe": "^1.3.4"
|
||||
}
|
||||
},
|
||||
"node_modules/es-define-property": {
|
||||
"version": "1.0.0",
|
||||
"resolved": "https://registry.npmjs.org/es-define-property/-/es-define-property-1.0.0.tgz",
|
||||
"integrity": "sha512-jxayLKShrEqqzJ0eumQbVhTYQM27CfT1T35+gCgDFoL82JLsXqTJ76zv6A0YLOgEnLUMvLzsDsGIrl8NFpT2gQ==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
"get-intrinsic": "^1.2.4"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">= 0.4"
|
||||
}
|
||||
},
|
||||
"node_modules/es-errors": {
|
||||
"version": "1.3.0",
|
||||
"resolved": "https://registry.npmjs.org/es-errors/-/es-errors-1.3.0.tgz",
|
||||
"integrity": "sha512-Zf5H2Kxt2xjTvbJvP2ZWLEICxA6j+hAmMzIlypy4xcBg1vKVnx89Wy0GbS+kf5cwCVFFzdCFh2XSCFNULS6csw==",
|
||||
"dev": true,
|
||||
"engines": {
|
||||
"node": ">= 0.4"
|
||||
}
|
||||
},
|
||||
"node_modules/es-module-lexer": {
|
||||
"version": "1.3.0",
|
||||
"resolved": "https://registry.npmmirror.com/es-module-lexer/-/es-module-lexer-1.3.0.tgz",
|
||||
|
@ -5674,17 +5721,17 @@
|
|||
}
|
||||
},
|
||||
"node_modules/express": {
|
||||
"version": "4.18.2",
|
||||
"resolved": "https://registry.npmmirror.com/express/-/express-4.18.2.tgz",
|
||||
"integrity": "sha512-5/PsL6iGPdfQ/lKM1UuielYgv3BUoJfz1aUwU9vHZ+J7gyvwdQXFEBIEIaxeGf0GIcreATNyBExtalisDbuMqQ==",
|
||||
"version": "4.19.2",
|
||||
"resolved": "https://registry.npmjs.org/express/-/express-4.19.2.tgz",
|
||||
"integrity": "sha512-5T6nhjsT+EOMzuck8JjBHARTHfMht0POzlA60WV2pMD3gyXw2LZnZ+ueGdNxG+0calOJcWKbpFcuzLZ91YWq9Q==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
"accepts": "~1.3.8",
|
||||
"array-flatten": "1.1.1",
|
||||
"body-parser": "1.20.1",
|
||||
"body-parser": "1.20.2",
|
||||
"content-disposition": "0.5.4",
|
||||
"content-type": "~1.0.4",
|
||||
"cookie": "0.5.0",
|
||||
"cookie": "0.6.0",
|
||||
"cookie-signature": "1.0.6",
|
||||
"debug": "2.6.9",
|
||||
"depd": "2.0.0",
|
||||
|
@ -5963,9 +6010,9 @@
|
|||
"dev": true
|
||||
},
|
||||
"node_modules/follow-redirects": {
|
||||
"version": "1.15.5",
|
||||
"resolved": "https://registry.npmjs.org/follow-redirects/-/follow-redirects-1.15.5.tgz",
|
||||
"integrity": "sha512-vSFWUON1B+yAw1VN4xMfxgn5fTUiaOzAJCKBwIIgT/+7CuGy9+r+5gITvP62j3RmaD5Ph65UaERdOSRGUzZtgw==",
|
||||
"version": "1.15.6",
|
||||
"resolved": "https://registry.npmjs.org/follow-redirects/-/follow-redirects-1.15.6.tgz",
|
||||
"integrity": "sha512-wWN62YITEaOpSK584EZXJafH1AGpO8RVgElfkuXbTOrPX4fIfOyEpW/CsiNd8JdYrAoOvafRTOEnvsO++qCqFA==",
|
||||
"dev": true,
|
||||
"funding": [
|
||||
{
|
||||
|
@ -6051,10 +6098,13 @@
|
|||
}
|
||||
},
|
||||
"node_modules/function-bind": {
|
||||
"version": "1.1.1",
|
||||
"resolved": "https://registry.npmmirror.com/function-bind/-/function-bind-1.1.1.tgz",
|
||||
"integrity": "sha512-yIovAzMX49sF8Yl58fSCWJ5svSLuaibPxXQJFLmBObTuCr0Mf1KiPopGM9NiFjiYBCbfaa2Fh6breQ6ANVTI0A==",
|
||||
"dev": true
|
||||
"version": "1.1.2",
|
||||
"resolved": "https://registry.npmjs.org/function-bind/-/function-bind-1.1.2.tgz",
|
||||
"integrity": "sha512-7XHNxH7qX9xG5mIwxkhumTox/MIRNcOgDrxWsMt2pAr23WHp6MrRlN7FBSFpCpr+oVO0F744iUgR82nJMfG2SA==",
|
||||
"dev": true,
|
||||
"funding": {
|
||||
"url": "https://github.com/sponsors/ljharb"
|
||||
}
|
||||
},
|
||||
"node_modules/functional-red-black-tree": {
|
||||
"version": "1.0.1",
|
||||
|
@ -6081,15 +6131,22 @@
|
|||
}
|
||||
},
|
||||
"node_modules/get-intrinsic": {
|
||||
"version": "1.2.1",
|
||||
"resolved": "https://registry.npmmirror.com/get-intrinsic/-/get-intrinsic-1.2.1.tgz",
|
||||
"integrity": "sha512-2DcsyfABl+gVHEfCOaTrWgyt+tb6MSEGmKq+kI5HwLbIYgjgmMcV8KQ41uaKz1xxUcn9tJtgFbQUEVcEbd0FYw==",
|
||||
"version": "1.2.4",
|
||||
"resolved": "https://registry.npmjs.org/get-intrinsic/-/get-intrinsic-1.2.4.tgz",
|
||||
"integrity": "sha512-5uYhsJH8VJBTv7oslg4BznJYhDoRI6waYCxMmCdnTrcCrHA/fCFKoTFz2JKKE0HdDFUF7/oQuhzumXJK7paBRQ==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
"function-bind": "^1.1.1",
|
||||
"has": "^1.0.3",
|
||||
"es-errors": "^1.3.0",
|
||||
"function-bind": "^1.1.2",
|
||||
"has-proto": "^1.0.1",
|
||||
"has-symbols": "^1.0.3"
|
||||
"has-symbols": "^1.0.3",
|
||||
"hasown": "^2.0.0"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">= 0.4"
|
||||
},
|
||||
"funding": {
|
||||
"url": "https://github.com/sponsors/ljharb"
|
||||
}
|
||||
},
|
||||
"node_modules/get-stream": {
|
||||
|
@ -6165,6 +6222,18 @@
|
|||
"node": ">=10"
|
||||
}
|
||||
},
|
||||
"node_modules/gopd": {
|
||||
"version": "1.0.1",
|
||||
"resolved": "https://registry.npmjs.org/gopd/-/gopd-1.0.1.tgz",
|
||||
"integrity": "sha512-d65bNlIadxvpb/A2abVdlqKqV563juRnZ1Wtk6s1sIR8uNsXR70xqIzVqxVf1eTqDunwT2MkczEeaezCKTZhwA==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
"get-intrinsic": "^1.1.3"
|
||||
},
|
||||
"funding": {
|
||||
"url": "https://github.com/sponsors/ljharb"
|
||||
}
|
||||
},
|
||||
"node_modules/graceful-fs": {
|
||||
"version": "4.2.11",
|
||||
"resolved": "https://registry.npmmirror.com/graceful-fs/-/graceful-fs-4.2.11.tgz",
|
||||
|
@ -6211,12 +6280,15 @@
|
|||
}
|
||||
},
|
||||
"node_modules/has-property-descriptors": {
|
||||
"version": "1.0.0",
|
||||
"resolved": "https://registry.npmmirror.com/has-property-descriptors/-/has-property-descriptors-1.0.0.tgz",
|
||||
"integrity": "sha512-62DVLZGoiEBDHQyqG4w9xCuZ7eJEwNmJRWw2VY84Oedb7WFcA27fiEVe8oUQx9hAUJ4ekurquucTGwsyO1XGdQ==",
|
||||
"version": "1.0.2",
|
||||
"resolved": "https://registry.npmjs.org/has-property-descriptors/-/has-property-descriptors-1.0.2.tgz",
|
||||
"integrity": "sha512-55JNKuIW+vq4Ke1BjOTjM2YctQIvCT7GFzHwmfZPGo5wnrgkid0YQtnAleFSqumZm4az3n2BS+erby5ipJdgrg==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
"get-intrinsic": "^1.1.1"
|
||||
"es-define-property": "^1.0.0"
|
||||
},
|
||||
"funding": {
|
||||
"url": "https://github.com/sponsors/ljharb"
|
||||
}
|
||||
},
|
||||
"node_modules/has-proto": {
|
||||
|
@ -6243,6 +6315,18 @@
|
|||
"integrity": "sha512-WdZTbAByD+pHfl/g9QSsBIIwy8IT+EsPiKDs0KNX+zSHhdDLFKdZu0BQHljvO+0QI/BasbMSUa8wYNCZTvhslg==",
|
||||
"dev": true
|
||||
},
|
||||
"node_modules/hasown": {
|
||||
"version": "2.0.2",
|
||||
"resolved": "https://registry.npmjs.org/hasown/-/hasown-2.0.2.tgz",
|
||||
"integrity": "sha512-0hJU9SCPvmMzIBdZFqNPXWa6dqh7WdH0cII9y+CyS8rG3nL48Bclra9HmKhVVUHyPWNH5Y7xDwAB7bfgSjkUMQ==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
"function-bind": "^1.1.2"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">= 0.4"
|
||||
}
|
||||
},
|
||||
"node_modules/he": {
|
||||
"version": "1.2.0",
|
||||
"resolved": "https://registry.npmmirror.com/he/-/he-1.2.0.tgz",
|
||||
|
@ -6453,7 +6537,7 @@
|
|||
},
|
||||
"node_modules/iconv-lite": {
|
||||
"version": "0.4.24",
|
||||
"resolved": "https://registry.npmmirror.com/iconv-lite/-/iconv-lite-0.4.24.tgz",
|
||||
"resolved": "https://registry.npmjs.org/iconv-lite/-/iconv-lite-0.4.24.tgz",
|
||||
"integrity": "sha512-v3MXnZAcvnywkTUEZomIActle7RXXeedOR31wwl7VlyoXO4Qi9arvSenNQWne1TcRwhCL1HwLI21bEqdpj8/rA==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
|
@ -7285,7 +7369,7 @@
|
|||
},
|
||||
"node_modules/media-typer": {
|
||||
"version": "0.3.0",
|
||||
"resolved": "https://registry.npmmirror.com/media-typer/-/media-typer-0.3.0.tgz",
|
||||
"resolved": "https://registry.npmjs.org/media-typer/-/media-typer-0.3.0.tgz",
|
||||
"integrity": "sha512-dq+qelQ9akHpcOl/gUVRTxVIOkAJ1wR3QAvb4RsVjS8oVoFjDGTc679wJYmUmknUF5HwMLOgb5O+a3KxfWapPQ==",
|
||||
"dev": true,
|
||||
"engines": {
|
||||
|
@ -7763,10 +7847,13 @@
|
|||
}
|
||||
},
|
||||
"node_modules/object-inspect": {
|
||||
"version": "1.12.3",
|
||||
"resolved": "https://registry.npmmirror.com/object-inspect/-/object-inspect-1.12.3.tgz",
|
||||
"integrity": "sha512-geUvdk7c+eizMNUDkRpW1wJwgfOiOeHbxBR/hLXK1aT6zmVSO0jsQcs7fj6MGw89jC/cjGfLcNOrtMYtGqm81g==",
|
||||
"dev": true
|
||||
"version": "1.13.1",
|
||||
"resolved": "https://registry.npmjs.org/object-inspect/-/object-inspect-1.13.1.tgz",
|
||||
"integrity": "sha512-5qoj1RUiKOMsCCNLV1CBiPYE10sziTsnmNxkAI/rZhiD63CF7IqdFGC/XzjWjpSgLf0LxXX3bDFIh0E18f6UhQ==",
|
||||
"dev": true,
|
||||
"funding": {
|
||||
"url": "https://github.com/sponsors/ljharb"
|
||||
}
|
||||
},
|
||||
"node_modules/object-keys": {
|
||||
"version": "1.1.1",
|
||||
|
@ -8834,7 +8921,7 @@
|
|||
},
|
||||
"node_modules/qs": {
|
||||
"version": "6.11.0",
|
||||
"resolved": "https://registry.npmmirror.com/qs/-/qs-6.11.0.tgz",
|
||||
"resolved": "https://registry.npmjs.org/qs/-/qs-6.11.0.tgz",
|
||||
"integrity": "sha512-MvjoMCJwEarSbUYk5O+nmoSzSutSsTwF85zcHPQ9OrlFoZOYIjaqBAJIqIXjptyD5vThxGq52Xu/MaJzRkIk4Q==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
|
@ -8842,6 +8929,9 @@
|
|||
},
|
||||
"engines": {
|
||||
"node": ">=0.6"
|
||||
},
|
||||
"funding": {
|
||||
"url": "https://github.com/sponsors/ljharb"
|
||||
}
|
||||
},
|
||||
"node_modules/queue-microtask": {
|
||||
|
@ -8869,9 +8959,9 @@
|
|||
}
|
||||
},
|
||||
"node_modules/raw-body": {
|
||||
"version": "2.5.1",
|
||||
"resolved": "https://registry.npmmirror.com/raw-body/-/raw-body-2.5.1.tgz",
|
||||
"integrity": "sha512-qqJBtEyVgS0ZmPGdCFPWJ3FreoqvG4MVQln/kCgF7Olq95IbOp0/BWyMwbdtn4VTvkM8Y7khCQ2Xgk/tcrCXig==",
|
||||
"version": "2.5.2",
|
||||
"resolved": "https://registry.npmjs.org/raw-body/-/raw-body-2.5.2.tgz",
|
||||
"integrity": "sha512-8zGqypfENjCIqGhgXToC8aB2r7YrBX+AQAfIPs/Mlk+BtPTztOvTS01NRW/3Eh60J+a48lt8qsCzirQ6loCVfA==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
"bytes": "3.1.2",
|
||||
|
@ -8885,7 +8975,7 @@
|
|||
},
|
||||
"node_modules/raw-body/node_modules/bytes": {
|
||||
"version": "3.1.2",
|
||||
"resolved": "https://registry.npmmirror.com/bytes/-/bytes-3.1.2.tgz",
|
||||
"resolved": "https://registry.npmjs.org/bytes/-/bytes-3.1.2.tgz",
|
||||
"integrity": "sha512-/Nf7TyzTx6S3yRJObOAV7956r8cr2+Oj8AC5dt8wSP3BQAoeX58NoHyCU8P8zGkNXStjTSi6fzO6F0pBdcYbEg==",
|
||||
"dev": true,
|
||||
"engines": {
|
||||
|
@ -9183,7 +9273,7 @@
|
|||
},
|
||||
"node_modules/safer-buffer": {
|
||||
"version": "2.1.2",
|
||||
"resolved": "https://registry.npmmirror.com/safer-buffer/-/safer-buffer-2.1.2.tgz",
|
||||
"resolved": "https://registry.npmjs.org/safer-buffer/-/safer-buffer-2.1.2.tgz",
|
||||
"integrity": "sha512-YZo3K82SD7Riyi0E1EQPojLz7kpepnSQI9IyPbHHg1XXXevb5dJI7tpyN2ADxGcQbHG7vcyRHk0cbwqcQriUtg==",
|
||||
"dev": true
|
||||
},
|
||||
|
@ -9399,6 +9489,23 @@
|
|||
"node": ">= 0.8.0"
|
||||
}
|
||||
},
|
||||
"node_modules/set-function-length": {
|
||||
"version": "1.2.2",
|
||||
"resolved": "https://registry.npmjs.org/set-function-length/-/set-function-length-1.2.2.tgz",
|
||||
"integrity": "sha512-pgRc4hJ4/sNjWCSS9AmnS40x3bNMDTknHgL5UaMBTMyJnU90EgWh1Rz+MC9eFu4BuN/UwZjKQuY/1v3rM7HMfg==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
"define-data-property": "^1.1.4",
|
||||
"es-errors": "^1.3.0",
|
||||
"function-bind": "^1.1.2",
|
||||
"get-intrinsic": "^1.2.4",
|
||||
"gopd": "^1.0.1",
|
||||
"has-property-descriptors": "^1.0.2"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">= 0.4"
|
||||
}
|
||||
},
|
||||
"node_modules/setprototypeof": {
|
||||
"version": "1.2.0",
|
||||
"resolved": "https://registry.npmmirror.com/setprototypeof/-/setprototypeof-1.2.0.tgz",
|
||||
|
@ -9462,14 +9569,21 @@
|
|||
}
|
||||
},
|
||||
"node_modules/side-channel": {
|
||||
"version": "1.0.4",
|
||||
"resolved": "https://registry.npmmirror.com/side-channel/-/side-channel-1.0.4.tgz",
|
||||
"integrity": "sha512-q5XPytqFEIKHkGdiMIrY10mvLRvnQh42/+GoBlFW3b2LXLE2xxJpZFdm94we0BaoV3RwJyGqg5wS7epxTv0Zvw==",
|
||||
"version": "1.0.6",
|
||||
"resolved": "https://registry.npmjs.org/side-channel/-/side-channel-1.0.6.tgz",
|
||||
"integrity": "sha512-fDW/EZ6Q9RiO8eFG8Hj+7u/oW+XrPTIChwCOM2+th2A6OblDtYYIpve9m+KvI9Z4C9qSEXlaGR6bTEYHReuglA==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
"call-bind": "^1.0.0",
|
||||
"get-intrinsic": "^1.0.2",
|
||||
"object-inspect": "^1.9.0"
|
||||
"call-bind": "^1.0.7",
|
||||
"es-errors": "^1.3.0",
|
||||
"get-intrinsic": "^1.2.4",
|
||||
"object-inspect": "^1.13.1"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">= 0.4"
|
||||
},
|
||||
"funding": {
|
||||
"url": "https://github.com/sponsors/ljharb"
|
||||
}
|
||||
},
|
||||
"node_modules/signal-exit": {
|
||||
|
@ -10094,7 +10208,7 @@
|
|||
},
|
||||
"node_modules/type-is": {
|
||||
"version": "1.6.18",
|
||||
"resolved": "https://registry.npmmirror.com/type-is/-/type-is-1.6.18.tgz",
|
||||
"resolved": "https://registry.npmjs.org/type-is/-/type-is-1.6.18.tgz",
|
||||
"integrity": "sha512-TkRKr9sUTxEH8MdfuCSP7VizJyzRNMjj2J2do2Jr3Kym598JVdEksuzPQCnlFPW4ky9Q+iA+ma9BGm06XQBy8g==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
|
@ -10696,9 +10810,9 @@
|
|||
}
|
||||
},
|
||||
"node_modules/webpack-dev-middleware": {
|
||||
"version": "5.3.3",
|
||||
"resolved": "https://registry.npmmirror.com/webpack-dev-middleware/-/webpack-dev-middleware-5.3.3.tgz",
|
||||
"integrity": "sha512-hj5CYrY0bZLB+eTO+x/j67Pkrquiy7kWepMHmUMoPsmcUaeEnQJqFzHJOyxgWlq746/wUuA64p9ta34Kyb01pA==",
|
||||
"version": "5.3.4",
|
||||
"resolved": "https://registry.npmjs.org/webpack-dev-middleware/-/webpack-dev-middleware-5.3.4.tgz",
|
||||
"integrity": "sha512-BVdTqhhs+0IfoeAf7EoH5WE+exCmqGerHfDM0IL096Px60Tq2Mn9MAbnaGUe6HiMa41KMCYF19gyzZmBcq/o4Q==",
|
||||
"dev": true,
|
||||
"dependencies": {
|
||||
"colorette": "^2.0.10",
|
||||
|
@ -10710,6 +10824,10 @@
|
|||
"engines": {
|
||||
"node": ">= 12.13.0"
|
||||
},
|
||||
"funding": {
|
||||
"type": "opencollective",
|
||||
"url": "https://opencollective.com/webpack"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"webpack": "^4.0.0 || ^5.0.0"
|
||||
}
|
||||
|
@ -14016,13 +14134,13 @@
|
|||
"dev": true
|
||||
},
|
||||
"body-parser": {
|
||||
"version": "1.20.1",
|
||||
"resolved": "https://registry.npmmirror.com/body-parser/-/body-parser-1.20.1.tgz",
|
||||
"integrity": "sha512-jWi7abTbYwajOytWCQc37VulmWiRae5RyTpaCyDcS5/lMdtwSz5lOpDE67srw/HYe35f1z3fDQw+3txg7gNtWw==",
|
||||
"version": "1.20.2",
|
||||
"resolved": "https://registry.npmjs.org/body-parser/-/body-parser-1.20.2.tgz",
|
||||
"integrity": "sha512-ml9pReCu3M61kGlqoTm2umSXTlRTuGTx0bfYj+uIUKKYycG5NtSbeetV3faSU6R7ajOPw0g/J1PvK4qNy7s5bA==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
"bytes": "3.1.2",
|
||||
"content-type": "~1.0.4",
|
||||
"content-type": "~1.0.5",
|
||||
"debug": "2.6.9",
|
||||
"depd": "2.0.0",
|
||||
"destroy": "1.2.0",
|
||||
|
@ -14030,20 +14148,20 @@
|
|||
"iconv-lite": "0.4.24",
|
||||
"on-finished": "2.4.1",
|
||||
"qs": "6.11.0",
|
||||
"raw-body": "2.5.1",
|
||||
"raw-body": "2.5.2",
|
||||
"type-is": "~1.6.18",
|
||||
"unpipe": "1.0.0"
|
||||
},
|
||||
"dependencies": {
|
||||
"bytes": {
|
||||
"version": "3.1.2",
|
||||
"resolved": "https://registry.npmmirror.com/bytes/-/bytes-3.1.2.tgz",
|
||||
"resolved": "https://registry.npmjs.org/bytes/-/bytes-3.1.2.tgz",
|
||||
"integrity": "sha512-/Nf7TyzTx6S3yRJObOAV7956r8cr2+Oj8AC5dt8wSP3BQAoeX58NoHyCU8P8zGkNXStjTSi6fzO6F0pBdcYbEg==",
|
||||
"dev": true
|
||||
},
|
||||
"debug": {
|
||||
"version": "2.6.9",
|
||||
"resolved": "https://registry.npmmirror.com/debug/-/debug-2.6.9.tgz",
|
||||
"resolved": "https://registry.npmjs.org/debug/-/debug-2.6.9.tgz",
|
||||
"integrity": "sha512-bC7ElrdJaJnPbAP+1EotYvqZsb3ecl5wi6Bfi6BJTUcNowp6cvspg0jXznRTKDjm/E7AdgFBVeAPVMNcKGsHMA==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
|
@ -14052,7 +14170,7 @@
|
|||
},
|
||||
"ms": {
|
||||
"version": "2.0.0",
|
||||
"resolved": "https://registry.npmmirror.com/ms/-/ms-2.0.0.tgz",
|
||||
"resolved": "https://registry.npmjs.org/ms/-/ms-2.0.0.tgz",
|
||||
"integrity": "sha512-Tpp60P6IUJDTuOq/5Z8cdskzJujfwqfOTkrwIwj7IRISpnkJnT6SyJ4PCPnGMoFjC9ddhal5KVIYtAt97ix05A==",
|
||||
"dev": true
|
||||
}
|
||||
|
@ -14130,13 +14248,16 @@
|
|||
"dev": true
|
||||
},
|
||||
"call-bind": {
|
||||
"version": "1.0.2",
|
||||
"resolved": "https://registry.npmmirror.com/call-bind/-/call-bind-1.0.2.tgz",
|
||||
"integrity": "sha512-7O+FbCihrB5WGbFYesctwmTKae6rOiIzmz1icreWJ+0aA7LJfuqhEso2T9ncpcFtzMQtzXf2QGGueWJGTYsqrA==",
|
||||
"version": "1.0.7",
|
||||
"resolved": "https://registry.npmjs.org/call-bind/-/call-bind-1.0.7.tgz",
|
||||
"integrity": "sha512-GHTSNSYICQ7scH7sZ+M2rFopRoLh8t2bLSW6BbgrtLsahOIB5iyAVJf9GjWK3cYTDaMj4XdBpM1cA6pIS0Kv2w==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
"function-bind": "^1.1.1",
|
||||
"get-intrinsic": "^1.0.2"
|
||||
"es-define-property": "^1.0.0",
|
||||
"es-errors": "^1.3.0",
|
||||
"function-bind": "^1.1.2",
|
||||
"get-intrinsic": "^1.2.4",
|
||||
"set-function-length": "^1.2.1"
|
||||
}
|
||||
},
|
||||
"callsite": {
|
||||
|
@ -14487,7 +14608,7 @@
|
|||
},
|
||||
"content-type": {
|
||||
"version": "1.0.5",
|
||||
"resolved": "https://registry.npmmirror.com/content-type/-/content-type-1.0.5.tgz",
|
||||
"resolved": "https://registry.npmjs.org/content-type/-/content-type-1.0.5.tgz",
|
||||
"integrity": "sha512-nTjqfcBFEipKdXCv4YDQWCfmcLZKm81ldF0pAopTvyrFGVbcR6P/VAAd5G7N+0tTr8QqiU0tFadD6FK4NtJwOA==",
|
||||
"dev": true
|
||||
},
|
||||
|
@ -14498,9 +14619,9 @@
|
|||
"dev": true
|
||||
},
|
||||
"cookie": {
|
||||
"version": "0.5.0",
|
||||
"resolved": "https://registry.npmmirror.com/cookie/-/cookie-0.5.0.tgz",
|
||||
"integrity": "sha512-YZ3GUyn/o8gfKJlnlX7g7xq4gyO6OSuhGPKaaGssGB2qgDUS0gPgtTvoyZLTt9Ab6dC4hfc9dV5arkvc/OCmrw==",
|
||||
"version": "0.6.0",
|
||||
"resolved": "https://registry.npmjs.org/cookie/-/cookie-0.6.0.tgz",
|
||||
"integrity": "sha512-U71cyTamuh1CRNCfpGY6to28lxvNwPG4Guz/EVjgf3Jmzv0vlDp1atT9eS5dDjMYHucpHbWns6Lwf3BKz6svdw==",
|
||||
"dev": true
|
||||
},
|
||||
"cookie-signature": {
|
||||
|
@ -14901,6 +15022,17 @@
|
|||
"clone": "^1.0.2"
|
||||
}
|
||||
},
|
||||
"define-data-property": {
|
||||
"version": "1.1.4",
|
||||
"resolved": "https://registry.npmjs.org/define-data-property/-/define-data-property-1.1.4.tgz",
|
||||
"integrity": "sha512-rBMvIzlpA8v6E+SJZoo++HAYqsLrkg7MSfIinMPFhmkorw7X+dOXVJQs+QT69zGkzMyfDnIMN2Wid1+NbL3T+A==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
"es-define-property": "^1.0.0",
|
||||
"es-errors": "^1.3.0",
|
||||
"gopd": "^1.0.1"
|
||||
}
|
||||
},
|
||||
"define-lazy-prop": {
|
||||
"version": "2.0.0",
|
||||
"resolved": "https://registry.npmmirror.com/define-lazy-prop/-/define-lazy-prop-2.0.0.tgz",
|
||||
|
@ -15145,6 +15277,21 @@
|
|||
"stackframe": "^1.3.4"
|
||||
}
|
||||
},
|
||||
"es-define-property": {
|
||||
"version": "1.0.0",
|
||||
"resolved": "https://registry.npmjs.org/es-define-property/-/es-define-property-1.0.0.tgz",
|
||||
"integrity": "sha512-jxayLKShrEqqzJ0eumQbVhTYQM27CfT1T35+gCgDFoL82JLsXqTJ76zv6A0YLOgEnLUMvLzsDsGIrl8NFpT2gQ==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
"get-intrinsic": "^1.2.4"
|
||||
}
|
||||
},
|
||||
"es-errors": {
|
||||
"version": "1.3.0",
|
||||
"resolved": "https://registry.npmjs.org/es-errors/-/es-errors-1.3.0.tgz",
|
||||
"integrity": "sha512-Zf5H2Kxt2xjTvbJvP2ZWLEICxA6j+hAmMzIlypy4xcBg1vKVnx89Wy0GbS+kf5cwCVFFzdCFh2XSCFNULS6csw==",
|
||||
"dev": true
|
||||
},
|
||||
"es-module-lexer": {
|
||||
"version": "1.3.0",
|
||||
"resolved": "https://registry.npmmirror.com/es-module-lexer/-/es-module-lexer-1.3.0.tgz",
|
||||
|
@ -15614,17 +15761,17 @@
|
|||
}
|
||||
},
|
||||
"express": {
|
||||
"version": "4.18.2",
|
||||
"resolved": "https://registry.npmmirror.com/express/-/express-4.18.2.tgz",
|
||||
"integrity": "sha512-5/PsL6iGPdfQ/lKM1UuielYgv3BUoJfz1aUwU9vHZ+J7gyvwdQXFEBIEIaxeGf0GIcreATNyBExtalisDbuMqQ==",
|
||||
"version": "4.19.2",
|
||||
"resolved": "https://registry.npmjs.org/express/-/express-4.19.2.tgz",
|
||||
"integrity": "sha512-5T6nhjsT+EOMzuck8JjBHARTHfMht0POzlA60WV2pMD3gyXw2LZnZ+ueGdNxG+0calOJcWKbpFcuzLZ91YWq9Q==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
"accepts": "~1.3.8",
|
||||
"array-flatten": "1.1.1",
|
||||
"body-parser": "1.20.1",
|
||||
"body-parser": "1.20.2",
|
||||
"content-disposition": "0.5.4",
|
||||
"content-type": "~1.0.4",
|
||||
"cookie": "0.5.0",
|
||||
"cookie": "0.6.0",
|
||||
"cookie-signature": "1.0.6",
|
||||
"debug": "2.6.9",
|
||||
"depd": "2.0.0",
|
||||
|
@ -15866,9 +16013,9 @@
|
|||
"dev": true
|
||||
},
|
||||
"follow-redirects": {
|
||||
"version": "1.15.5",
|
||||
"resolved": "https://registry.npmjs.org/follow-redirects/-/follow-redirects-1.15.5.tgz",
|
||||
"integrity": "sha512-vSFWUON1B+yAw1VN4xMfxgn5fTUiaOzAJCKBwIIgT/+7CuGy9+r+5gITvP62j3RmaD5Ph65UaERdOSRGUzZtgw==",
|
||||
"version": "1.15.6",
|
||||
"resolved": "https://registry.npmjs.org/follow-redirects/-/follow-redirects-1.15.6.tgz",
|
||||
"integrity": "sha512-wWN62YITEaOpSK584EZXJafH1AGpO8RVgElfkuXbTOrPX4fIfOyEpW/CsiNd8JdYrAoOvafRTOEnvsO++qCqFA==",
|
||||
"dev": true
|
||||
},
|
||||
"forwarded": {
|
||||
|
@ -15921,9 +16068,9 @@
|
|||
"optional": true
|
||||
},
|
||||
"function-bind": {
|
||||
"version": "1.1.1",
|
||||
"resolved": "https://registry.npmmirror.com/function-bind/-/function-bind-1.1.1.tgz",
|
||||
"integrity": "sha512-yIovAzMX49sF8Yl58fSCWJ5svSLuaibPxXQJFLmBObTuCr0Mf1KiPopGM9NiFjiYBCbfaa2Fh6breQ6ANVTI0A==",
|
||||
"version": "1.1.2",
|
||||
"resolved": "https://registry.npmjs.org/function-bind/-/function-bind-1.1.2.tgz",
|
||||
"integrity": "sha512-7XHNxH7qX9xG5mIwxkhumTox/MIRNcOgDrxWsMt2pAr23WHp6MrRlN7FBSFpCpr+oVO0F744iUgR82nJMfG2SA==",
|
||||
"dev": true
|
||||
},
|
||||
"functional-red-black-tree": {
|
||||
|
@ -15945,15 +16092,16 @@
|
|||
"dev": true
|
||||
},
|
||||
"get-intrinsic": {
|
||||
"version": "1.2.1",
|
||||
"resolved": "https://registry.npmmirror.com/get-intrinsic/-/get-intrinsic-1.2.1.tgz",
|
||||
"integrity": "sha512-2DcsyfABl+gVHEfCOaTrWgyt+tb6MSEGmKq+kI5HwLbIYgjgmMcV8KQ41uaKz1xxUcn9tJtgFbQUEVcEbd0FYw==",
|
||||
"version": "1.2.4",
|
||||
"resolved": "https://registry.npmjs.org/get-intrinsic/-/get-intrinsic-1.2.4.tgz",
|
||||
"integrity": "sha512-5uYhsJH8VJBTv7oslg4BznJYhDoRI6waYCxMmCdnTrcCrHA/fCFKoTFz2JKKE0HdDFUF7/oQuhzumXJK7paBRQ==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
"function-bind": "^1.1.1",
|
||||
"has": "^1.0.3",
|
||||
"es-errors": "^1.3.0",
|
||||
"function-bind": "^1.1.2",
|
||||
"has-proto": "^1.0.1",
|
||||
"has-symbols": "^1.0.3"
|
||||
"has-symbols": "^1.0.3",
|
||||
"hasown": "^2.0.0"
|
||||
}
|
||||
},
|
||||
"get-stream": {
|
||||
|
@ -16014,6 +16162,15 @@
|
|||
"slash": "^3.0.0"
|
||||
}
|
||||
},
|
||||
"gopd": {
|
||||
"version": "1.0.1",
|
||||
"resolved": "https://registry.npmjs.org/gopd/-/gopd-1.0.1.tgz",
|
||||
"integrity": "sha512-d65bNlIadxvpb/A2abVdlqKqV563juRnZ1Wtk6s1sIR8uNsXR70xqIzVqxVf1eTqDunwT2MkczEeaezCKTZhwA==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
"get-intrinsic": "^1.1.3"
|
||||
}
|
||||
},
|
||||
"graceful-fs": {
|
||||
"version": "4.2.11",
|
||||
"resolved": "https://registry.npmmirror.com/graceful-fs/-/graceful-fs-4.2.11.tgz",
|
||||
|
@ -16051,12 +16208,12 @@
|
|||
"dev": true
|
||||
},
|
||||
"has-property-descriptors": {
|
||||
"version": "1.0.0",
|
||||
"resolved": "https://registry.npmmirror.com/has-property-descriptors/-/has-property-descriptors-1.0.0.tgz",
|
||||
"integrity": "sha512-62DVLZGoiEBDHQyqG4w9xCuZ7eJEwNmJRWw2VY84Oedb7WFcA27fiEVe8oUQx9hAUJ4ekurquucTGwsyO1XGdQ==",
|
||||
"version": "1.0.2",
|
||||
"resolved": "https://registry.npmjs.org/has-property-descriptors/-/has-property-descriptors-1.0.2.tgz",
|
||||
"integrity": "sha512-55JNKuIW+vq4Ke1BjOTjM2YctQIvCT7GFzHwmfZPGo5wnrgkid0YQtnAleFSqumZm4az3n2BS+erby5ipJdgrg==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
"get-intrinsic": "^1.1.1"
|
||||
"es-define-property": "^1.0.0"
|
||||
}
|
||||
},
|
||||
"has-proto": {
|
||||
|
@ -16077,6 +16234,15 @@
|
|||
"integrity": "sha512-WdZTbAByD+pHfl/g9QSsBIIwy8IT+EsPiKDs0KNX+zSHhdDLFKdZu0BQHljvO+0QI/BasbMSUa8wYNCZTvhslg==",
|
||||
"dev": true
|
||||
},
|
||||
"hasown": {
|
||||
"version": "2.0.2",
|
||||
"resolved": "https://registry.npmjs.org/hasown/-/hasown-2.0.2.tgz",
|
||||
"integrity": "sha512-0hJU9SCPvmMzIBdZFqNPXWa6dqh7WdH0cII9y+CyS8rG3nL48Bclra9HmKhVVUHyPWNH5Y7xDwAB7bfgSjkUMQ==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
"function-bind": "^1.1.2"
|
||||
}
|
||||
},
|
||||
"he": {
|
||||
"version": "1.2.0",
|
||||
"resolved": "https://registry.npmmirror.com/he/-/he-1.2.0.tgz",
|
||||
|
@ -16248,7 +16414,7 @@
|
|||
},
|
||||
"iconv-lite": {
|
||||
"version": "0.4.24",
|
||||
"resolved": "https://registry.npmmirror.com/iconv-lite/-/iconv-lite-0.4.24.tgz",
|
||||
"resolved": "https://registry.npmjs.org/iconv-lite/-/iconv-lite-0.4.24.tgz",
|
||||
"integrity": "sha512-v3MXnZAcvnywkTUEZomIActle7RXXeedOR31wwl7VlyoXO4Qi9arvSenNQWne1TcRwhCL1HwLI21bEqdpj8/rA==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
|
@ -16912,7 +17078,7 @@
|
|||
},
|
||||
"media-typer": {
|
||||
"version": "0.3.0",
|
||||
"resolved": "https://registry.npmmirror.com/media-typer/-/media-typer-0.3.0.tgz",
|
||||
"resolved": "https://registry.npmjs.org/media-typer/-/media-typer-0.3.0.tgz",
|
||||
"integrity": "sha512-dq+qelQ9akHpcOl/gUVRTxVIOkAJ1wR3QAvb4RsVjS8oVoFjDGTc679wJYmUmknUF5HwMLOgb5O+a3KxfWapPQ==",
|
||||
"dev": true
|
||||
},
|
||||
|
@ -17288,9 +17454,9 @@
|
|||
"dev": true
|
||||
},
|
||||
"object-inspect": {
|
||||
"version": "1.12.3",
|
||||
"resolved": "https://registry.npmmirror.com/object-inspect/-/object-inspect-1.12.3.tgz",
|
||||
"integrity": "sha512-geUvdk7c+eizMNUDkRpW1wJwgfOiOeHbxBR/hLXK1aT6zmVSO0jsQcs7fj6MGw89jC/cjGfLcNOrtMYtGqm81g==",
|
||||
"version": "1.13.1",
|
||||
"resolved": "https://registry.npmjs.org/object-inspect/-/object-inspect-1.13.1.tgz",
|
||||
"integrity": "sha512-5qoj1RUiKOMsCCNLV1CBiPYE10sziTsnmNxkAI/rZhiD63CF7IqdFGC/XzjWjpSgLf0LxXX3bDFIh0E18f6UhQ==",
|
||||
"dev": true
|
||||
},
|
||||
"object-keys": {
|
||||
|
@ -18049,7 +18215,7 @@
|
|||
},
|
||||
"qs": {
|
||||
"version": "6.11.0",
|
||||
"resolved": "https://registry.npmmirror.com/qs/-/qs-6.11.0.tgz",
|
||||
"resolved": "https://registry.npmjs.org/qs/-/qs-6.11.0.tgz",
|
||||
"integrity": "sha512-MvjoMCJwEarSbUYk5O+nmoSzSutSsTwF85zcHPQ9OrlFoZOYIjaqBAJIqIXjptyD5vThxGq52Xu/MaJzRkIk4Q==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
|
@ -18078,9 +18244,9 @@
|
|||
"dev": true
|
||||
},
|
||||
"raw-body": {
|
||||
"version": "2.5.1",
|
||||
"resolved": "https://registry.npmmirror.com/raw-body/-/raw-body-2.5.1.tgz",
|
||||
"integrity": "sha512-qqJBtEyVgS0ZmPGdCFPWJ3FreoqvG4MVQln/kCgF7Olq95IbOp0/BWyMwbdtn4VTvkM8Y7khCQ2Xgk/tcrCXig==",
|
||||
"version": "2.5.2",
|
||||
"resolved": "https://registry.npmjs.org/raw-body/-/raw-body-2.5.2.tgz",
|
||||
"integrity": "sha512-8zGqypfENjCIqGhgXToC8aB2r7YrBX+AQAfIPs/Mlk+BtPTztOvTS01NRW/3Eh60J+a48lt8qsCzirQ6loCVfA==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
"bytes": "3.1.2",
|
||||
|
@ -18091,7 +18257,7 @@
|
|||
"dependencies": {
|
||||
"bytes": {
|
||||
"version": "3.1.2",
|
||||
"resolved": "https://registry.npmmirror.com/bytes/-/bytes-3.1.2.tgz",
|
||||
"resolved": "https://registry.npmjs.org/bytes/-/bytes-3.1.2.tgz",
|
||||
"integrity": "sha512-/Nf7TyzTx6S3yRJObOAV7956r8cr2+Oj8AC5dt8wSP3BQAoeX58NoHyCU8P8zGkNXStjTSi6fzO6F0pBdcYbEg==",
|
||||
"dev": true
|
||||
}
|
||||
|
@ -18331,7 +18497,7 @@
|
|||
},
|
||||
"safer-buffer": {
|
||||
"version": "2.1.2",
|
||||
"resolved": "https://registry.npmmirror.com/safer-buffer/-/safer-buffer-2.1.2.tgz",
|
||||
"resolved": "https://registry.npmjs.org/safer-buffer/-/safer-buffer-2.1.2.tgz",
|
||||
"integrity": "sha512-YZo3K82SD7Riyi0E1EQPojLz7kpepnSQI9IyPbHHg1XXXevb5dJI7tpyN2ADxGcQbHG7vcyRHk0cbwqcQriUtg==",
|
||||
"dev": true
|
||||
},
|
||||
|
@ -18522,6 +18688,20 @@
|
|||
"send": "0.18.0"
|
||||
}
|
||||
},
|
||||
"set-function-length": {
|
||||
"version": "1.2.2",
|
||||
"resolved": "https://registry.npmjs.org/set-function-length/-/set-function-length-1.2.2.tgz",
|
||||
"integrity": "sha512-pgRc4hJ4/sNjWCSS9AmnS40x3bNMDTknHgL5UaMBTMyJnU90EgWh1Rz+MC9eFu4BuN/UwZjKQuY/1v3rM7HMfg==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
"define-data-property": "^1.1.4",
|
||||
"es-errors": "^1.3.0",
|
||||
"function-bind": "^1.1.2",
|
||||
"get-intrinsic": "^1.2.4",
|
||||
"gopd": "^1.0.1",
|
||||
"has-property-descriptors": "^1.0.2"
|
||||
}
|
||||
},
|
||||
"setprototypeof": {
|
||||
"version": "1.2.0",
|
||||
"resolved": "https://registry.npmmirror.com/setprototypeof/-/setprototypeof-1.2.0.tgz",
|
||||
|
@ -18570,14 +18750,15 @@
|
|||
}
|
||||
},
|
||||
"side-channel": {
|
||||
"version": "1.0.4",
|
||||
"resolved": "https://registry.npmmirror.com/side-channel/-/side-channel-1.0.4.tgz",
|
||||
"integrity": "sha512-q5XPytqFEIKHkGdiMIrY10mvLRvnQh42/+GoBlFW3b2LXLE2xxJpZFdm94we0BaoV3RwJyGqg5wS7epxTv0Zvw==",
|
||||
"version": "1.0.6",
|
||||
"resolved": "https://registry.npmjs.org/side-channel/-/side-channel-1.0.6.tgz",
|
||||
"integrity": "sha512-fDW/EZ6Q9RiO8eFG8Hj+7u/oW+XrPTIChwCOM2+th2A6OblDtYYIpve9m+KvI9Z4C9qSEXlaGR6bTEYHReuglA==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
"call-bind": "^1.0.0",
|
||||
"get-intrinsic": "^1.0.2",
|
||||
"object-inspect": "^1.9.0"
|
||||
"call-bind": "^1.0.7",
|
||||
"es-errors": "^1.3.0",
|
||||
"get-intrinsic": "^1.2.4",
|
||||
"object-inspect": "^1.13.1"
|
||||
}
|
||||
},
|
||||
"signal-exit": {
|
||||
|
@ -19079,7 +19260,7 @@
|
|||
},
|
||||
"type-is": {
|
||||
"version": "1.6.18",
|
||||
"resolved": "https://registry.npmmirror.com/type-is/-/type-is-1.6.18.tgz",
|
||||
"resolved": "https://registry.npmjs.org/type-is/-/type-is-1.6.18.tgz",
|
||||
"integrity": "sha512-TkRKr9sUTxEH8MdfuCSP7VizJyzRNMjj2J2do2Jr3Kym598JVdEksuzPQCnlFPW4ky9Q+iA+ma9BGm06XQBy8g==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
|
@ -19539,9 +19720,9 @@
|
|||
}
|
||||
},
|
||||
"webpack-dev-middleware": {
|
||||
"version": "5.3.3",
|
||||
"resolved": "https://registry.npmmirror.com/webpack-dev-middleware/-/webpack-dev-middleware-5.3.3.tgz",
|
||||
"integrity": "sha512-hj5CYrY0bZLB+eTO+x/j67Pkrquiy7kWepMHmUMoPsmcUaeEnQJqFzHJOyxgWlq746/wUuA64p9ta34Kyb01pA==",
|
||||
"version": "5.3.4",
|
||||
"resolved": "https://registry.npmjs.org/webpack-dev-middleware/-/webpack-dev-middleware-5.3.4.tgz",
|
||||
"integrity": "sha512-BVdTqhhs+0IfoeAf7EoH5WE+exCmqGerHfDM0IL096Px60Tq2Mn9MAbnaGUe6HiMa41KMCYF19gyzZmBcq/o4Q==",
|
||||
"dev": true,
|
||||
"requires": {
|
||||
"colorette": "^2.0.10",
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
{
|
||||
"name": "talemate_frontend",
|
||||
"version": "0.21.0",
|
||||
"version": "0.22.0",
|
||||
"private": true,
|
||||
"scripts": {
|
||||
"serve": "vue-cli-service serve",
|
||||
|
|
|
@ -1,16 +1,38 @@
|
|||
<template>
|
||||
<div class="director-container" v-if="show && minimized" >
|
||||
<v-chip closable color="deep-orange" class="clickable" @click:close="deleteMessage()">
|
||||
<v-icon class="mr-2">mdi-bullhorn-outline</v-icon>
|
||||
<span @click="toggle()">{{ character }}</span>
|
||||
</v-chip>
|
||||
<div v-if="character">
|
||||
<!-- actor instructions (character direction)-->
|
||||
<div class="director-container" v-if="show && minimized" >
|
||||
<v-chip closable color="deep-orange" class="clickable" @click:close="deleteMessage()">
|
||||
<v-icon class="mr-2">{{ icon }}</v-icon>
|
||||
<span @click="toggle()">{{ character }}</span>
|
||||
</v-chip>
|
||||
</div>
|
||||
<v-alert v-else-if="show" color="deep-orange" class="director-message clickable" variant="text" type="info" :icon="icon"
|
||||
elevation="0" density="compact" @click:close="deleteMessage()" >
|
||||
<span v-if="direction_mode==='internal_monologue'">
|
||||
<!-- internal monologue -->
|
||||
<span class="director-character text-decoration-underline" @click="toggle()">{{ character }}</span>
|
||||
<span class="director-instructs ml-1" @click="toggle()">thinks</span>
|
||||
<span class="director-text ml-1" @click="toggle()">{{ text }}</span>
|
||||
</span>
|
||||
<span v-else>
|
||||
<!-- director instructs -->
|
||||
<span class="director-instructs" @click="toggle()">Director instructs</span>
|
||||
<span class="director-character ml-1 text-decoration-underline" @click="toggle()">{{ character }}</span>
|
||||
<span class="director-text ml-1" @click="toggle()">{{ text }}</span>
|
||||
</span>
|
||||
|
||||
</v-alert>
|
||||
</div>
|
||||
<v-alert v-else-if="show" color="deep-orange" class="director-message clickable" variant="text" type="info" icon="mdi-bullhorn-outline"
|
||||
elevation="0" density="compact" @click:close="deleteMessage()" >
|
||||
<span class="director-instructs" @click="toggle()">{{ directorInstructs }}</span>
|
||||
<span class="director-character ml-1 text-decoration-underline" @click="toggle()">{{ directorCharacter }}</span>
|
||||
<span class="director-text ml-1" @click="toggle()">{{ directorText }}</span>
|
||||
</v-alert>
|
||||
<div v-else-if="action">
|
||||
<v-alert color="deep-purple-lighten-2" class="director-message" variant="text" type="info" :icon="icon"
|
||||
elevation="0" density="compact" >
|
||||
|
||||
<div>{{ text }}</div>
|
||||
<div class="text-grey text-caption">{{ action }}</div>
|
||||
</v-alert>
|
||||
</div>
|
||||
|
||||
</template>
|
||||
|
||||
<script>
|
||||
|
@ -21,19 +43,19 @@ export default {
|
|||
minimized: true
|
||||
}
|
||||
},
|
||||
props: ['text', 'message_id', 'character'],
|
||||
inject: ['requestDeleteMessage'],
|
||||
computed: {
|
||||
directorInstructs() {
|
||||
return "Director instructs"
|
||||
},
|
||||
directorCharacter() {
|
||||
return this.text.split(':')[0].split("Director instructs ")[1];
|
||||
},
|
||||
directorText() {
|
||||
return this.text.split(':')[1].split('"')[1];
|
||||
icon() {
|
||||
if(this.action != "actor_instruction" && this.action) {
|
||||
return 'mdi-brain';
|
||||
} else if(this.direction_mode === 'internal_monologue') {
|
||||
return 'mdi-thought-bubble';
|
||||
} else {
|
||||
return 'mdi-bullhorn-outline';
|
||||
}
|
||||
}
|
||||
},
|
||||
props: ['text', 'message_id', 'character', 'direction_mode', 'action'],
|
||||
inject: ['requestDeleteMessage'],
|
||||
methods: {
|
||||
toggle() {
|
||||
this.minimized = !this.minimized;
|
||||
|
@ -66,15 +88,12 @@ export default {
|
|||
--content: "*";
|
||||
}
|
||||
|
||||
.director-text {
|
||||
}
|
||||
|
||||
.director-message {
|
||||
color: #9FA8DA;
|
||||
}
|
||||
|
||||
.director-container {
|
||||
|
||||
margin-left: 10px;
|
||||
}
|
||||
|
||||
.director-instructs {
|
||||
|
@ -82,10 +101,6 @@ export default {
|
|||
color: #BF360C;
|
||||
}
|
||||
|
||||
.director-character {
|
||||
/* Add your CSS styles for the character name here */
|
||||
}
|
||||
|
||||
.director-text {
|
||||
/* Add your CSS styles for the actual instruction here */
|
||||
color: #EF6C00;
|
||||
|
|
|
@ -42,7 +42,7 @@
|
|||
</div>
|
||||
<div v-else-if="message.type === 'director'" :class="`message ${message.type}`">
|
||||
<div class="director-message" :id="`message-${message.id}`">
|
||||
<DirectorMessage :text="message.text" :message_id="message.id" :character="message.character" />
|
||||
<DirectorMessage :text="message.text" :message_id="message.id" :character="message.character" :direction_mode="message.direction_mode" :action="message.action"/>
|
||||
</div>
|
||||
</div>
|
||||
<div v-else-if="message.type === 'time'" :class="`message ${message.type}`">
|
||||
|
@ -188,6 +188,16 @@ export default {
|
|||
const character = parts.shift();
|
||||
const text = parts.join(':');
|
||||
this.messages.push({ id: data.id, type: data.type, character: character.trim(), text: text.trim(), color: data.color }); // Add color property to the message
|
||||
} else if (data.type === 'director') {
|
||||
this.messages.push(
|
||||
{
|
||||
id: data.id,
|
||||
type: data.type,
|
||||
character: data.character,
|
||||
text: data.message, direction_mode: data.direction_mode,
|
||||
action: data.action
|
||||
}
|
||||
);
|
||||
} else if (data.type != 'request_input' && data.type != 'client_status' && data.type != 'agent_status' && data.type != 'status') {
|
||||
this.messages.push({ id: data.id, type: data.type, text: data.message, color: data.color, character: data.character, status:data.status, ts:data.ts }); // Add color property to the message
|
||||
} else if (data.type === 'status' && data.data && data.data.as_scene_message === true) {
|
||||
|
|
|
@ -1 +0,0 @@
|
|||
User: {{ system_message }} {{ set_response(prompt, "\nAssistant: ") }}
|
|
@ -19,6 +19,9 @@ from talemate.util import ensure_dialog_format, clean_dialogue
|
|||
('*narrative.* dialogue" *more narrative.*', '*narrative.* "dialogue" *more narrative.*'),
|
||||
('"*messed up dialogue formatting.*" *some narration.*', '"messed up dialogue formatting." *some narration.*'),
|
||||
('*"messed up narration formatting."* "some dialogue."', '"messed up narration formatting." "some dialogue."'),
|
||||
('Some dialogue and two line-breaks right after, followed by narration.\n\n*Narration*', '"Some dialogue and two line-breaks right after, followed by narration."\n\n*Narration*'),
|
||||
('*Some narration with a "quoted" string in it.* Then some unquoted dialogue.\n\n*More narration.*', '*Some narration with a* "quoted" *string in it.* "Then some unquoted dialogue."\n\n*More narration.*'),
|
||||
('*Some narration* Some dialogue but not in quotes. *', '*Some narration* "Some dialogue but not in quotes."'),
|
||||
])
|
||||
def test_dialogue_cleanup(input, expected):
|
||||
assert ensure_dialog_format(input) == expected
|
||||
|
|
Loading…
Add table
Reference in a new issue