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taleweave-ai/adventure/optional_actions.py

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from logging import getLogger
from typing import Callable, List
from packit.agent import Agent, agent_easy_connect
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from adventure.context import (
broadcast,
get_agent_for_actor,
get_current_context,
get_dungeon_master,
has_dungeon_master,
set_dungeon_master,
)
from adventure.generate import OPPOSITE_DIRECTIONS, generate_item, generate_room
from adventure.search import find_actor_in_room
from adventure.utils.effect import apply_effect
from adventure.utils.world import describe_actor, describe_entity
logger = getLogger(__name__)
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# this is the fallback dungeon master if none is set
if not has_dungeon_master():
llm = agent_easy_connect()
set_dungeon_master(
Agent(
"dungeon master",
"You are the dungeon master in charge of a fantasy world.",
{},
llm,
)
)
def action_explore(direction: str) -> str:
"""
Explore the room in a new direction. You can only explore directions that do not already have a portal.
Args:
direction: The direction to explore: north, south, east, or west.
"""
current_world, current_room, current_actor = get_current_context()
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dungeon_master = get_dungeon_master()
if not current_world:
raise ValueError("No world found")
if direction in current_room.portals:
dest_room = current_room.portals[direction]
return f"You cannot explore {direction} from here, that direction already leads to {dest_room}. Please use the move action to go there."
existing_rooms = [room.name for room in current_world.rooms]
try:
new_room = generate_room(
dungeon_master, current_world.theme, existing_rooms=existing_rooms
)
current_world.rooms.append(new_room)
# link the rooms together
current_room.portals[direction] = new_room.name
new_room.portals[OPPOSITE_DIRECTIONS[direction]] = current_room.name
broadcast(
f"{current_actor.name} explores {direction} of {current_room.name} and finds a new room: {new_room.name}"
)
return f"You explore {direction} and find a new room: {new_room.name}"
except Exception:
logger.exception("error generating room")
return f"You cannot explore {direction} from here, there is no room in that direction."
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def action_search(unused: bool) -> str:
"""
Search the room for hidden items.
"""
action_world, action_room, action_actor = get_current_context()
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dungeon_master = get_dungeon_master()
if len(action_room.items) > 2:
return "You find nothing hidden in the room. There is no room for more items."
existing_items = [item.name for item in action_room.items]
try:
new_item = generate_item(
dungeon_master,
action_world.theme,
existing_items=existing_items,
dest_room=action_room.name,
)
action_room.items.append(new_item)
broadcast(
f"{action_actor.name} searches {action_room.name} and finds a new item: {new_item.name}"
)
return f"You search the room and find a new item: {new_item.name}"
except Exception:
logger.exception("error generating item")
return "You find nothing hidden in the room."
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def action_use(item: str, target: str) -> str:
"""
Use an item on yourself or another character in the room.
Args:
item: The name of the item to use.
target: The name of the character to use the item on, or "self" to use the item on yourself.
"""
_, action_room, action_actor = get_current_context()
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dungeon_master = get_dungeon_master()
action_item = next(
(
search_item
for search_item in (action_actor.items + action_room.items)
if search_item.name == item
),
None,
)
if not action_item:
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return f"The {item} item is not available to use."
if target == "self":
target_actor = action_actor
target = action_actor.name
else:
target_actor = find_actor_in_room(action_room, target)
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if not target_actor:
return f"The {target} character is not in the room."
effect_names = [effect.name for effect in action_item.effects]
chosen_name = dungeon_master(
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f"{action_actor.name} uses {item} on {target}. "
f"{item} has the following effects: {effect_names}. "
"Which effect should be applied? Specify the name of the effect to apply."
"Do not include the question or any JSON. Only include the name of the effect to apply."
)
chosen_name = chosen_name.strip()
chosen_effect = next(
(
search_effect
for search_effect in action_item.effects
if search_effect.name == chosen_name
),
None,
)
if not chosen_effect:
# TODO: should retry the question if the effect is not found
return f"The {chosen_name} effect is not available to apply."
apply_effect(chosen_effect, target_actor.attributes)
broadcast(
f"{action_actor.name} uses the {chosen_name} effect of {item} on {target}"
)
outcome = dungeon_master(
f"{action_actor.name} uses the {chosen_name} effect of {item} on {target}. "
f"{describe_actor(action_actor)}. {describe_actor(target_actor)}. {describe_entity(action_item)}. "
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f"What happens? How does {target} react? Be creative with the results. The outcome can be good, bad, or neutral."
"Decide based on the characters involved and the item being used."
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"Specify the outcome of the action. Do not include the question or any JSON. Only include the outcome of the action."
)
broadcast(f"The action resulted in: {outcome}")
# make sure both agents remember the outcome
target_agent = get_agent_for_actor(target_actor)
if target_agent:
target_agent.memory.append(outcome)
return outcome
def init() -> List[Callable]:
"""
Initialize the custom actions.
"""
return [
action_explore,
action_search,
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action_use,
]