├── quad.glsl ├── do_ctags.bat ├── art ├── art.zip ├── Well.png ├── Shotgun.png ├── SpawnRing.png ├── WellTex.png ├── AngelTotem.png ├── EGround.001.png ├── EGround3.png ├── FencePost.001.png ├── Tombstone.png ├── gigatexture.png ├── Cube.164_color.png.png ├── Cube.167_color.png.png ├── Cube.297_color.png.png ├── Cube.314_color.png.png ├── TreeLayer2.png.png ├── blackhawk_palette.png ├── blurry_blades.png ├── farmertexture.png ├── playertexture.png ├── Cube.164_color2.png.png ├── Cube.295_color.png.001.png ├── Cube.295_color.png.png ├── Cube.296_color.png.001.png ├── Cube.296_color.png.png ├── Cube.297_color.png.001.png ├── Cube.297_color.png.002.png ├── Cube.314_color.png.001.png ├── Cube.314_color.png.002.png ├── Cylinder.126_color.png.png ├── Cylinder.130_color.png.png ├── Cylinder.131_color.png.png ├── Plane.029_color.png.png ├── Plane.033_color.png.png ├── BezierCurve.013_color.png.png ├── Cylinder.126_color.png.001.png ├── Cylinder.130_color.png.001.png ├── Cylinder.130_color.png.002.png ├── Cylinder.131_color.png.001.png └── Cylinder.131_color.png.002.png ├── assets ├── grunt_0.wav ├── grunt_1.wav ├── grunt_2.wav ├── grunt_3.wav ├── orange kid.ttf ├── angel_grunt_0.wav ├── Roboto-Regular.ttf ├── main_game_level.bin ├── test_sound_chirp.wav ├── simple_text_chirp.wav ├── PalanquinDark-Regular.ttf ├── Add.png ├── Button.png ├── Move.png ├── Place.png ├── Retry.png ├── Select.png ├── _Idle.png ├── _Roll.png ├── _Run.png ├── arrow.png ├── boots.png ├── bullet.png ├── door.png ├── e_icon.png ├── idol.png ├── loading.png ├── skull.png ├── swipe.png ├── tripod.png ├── EditBrain.png ├── RightArrow.png ├── _Attack.png ├── angel.png ├── backpack.png ├── drop_shadow.png ├── gold_coin.png ├── mystery_tile.png ├── scroll.png ├── shift_icon.png ├── space_icon.png ├── thinking.png ├── ThumbstickBase.png ├── ThumbstickNub.png ├── arrow_shooter.png ├── chalice_of_gold.png ├── dialog_bubble.png ├── hovering_circle.png ├── hurt_vignette.png ├── maninblack.png ├── pile_of_rocks.png ├── small_old_man.png ├── unread_triangle.png ├── white square.png ├── idol_machine_no_idol.png ├── shifted_farmer.png ├── sword_of_nazareth.png ├── idol_machine_has_idol.png ├── testsmalllevel.json ├── newsmalllevel.json ├── Main.tsx └── drama.mdesk ├── marketing_page ├── favicon.ico ├── trailer.mp4 └── index.html ├── thirdparty ├── sokol-shdc.exe ├── sokol-shdc-mac-arm64 ├── sokol_glue.h ├── sokol_time.h └── sokol_log.h ├── .gitattributes ├── cloudflare-worker ├── .prettierrc ├── .editorconfig ├── package.json ├── wrangler.toml ├── src │ └── index.js └── .gitignore ├── Hamburger.png ├── playgippity.png ├── level design document.png ├── server ├── install_service.sh ├── rpgpt.service ├── .gitignore ├── codes │ ├── codes_test.go │ └── codes.go ├── go.mod ├── playground │ └── playground.go └── go.sum ├── simpletest.c ├── playground.bat ├── web_specific_shader_header.glsl ├── CMakeLists.txt ├── credits.txt ├── openai_cmdline_notes.txt ├── tooling.ahk ├── .vscode ├── tasks.json └── c_cpp_properties.json ├── playground.mdesk ├── unix_run_codegen.sh ├── run_codegen.bat ├── playground.txt ├── blender_export.bat ├── utility.h ├── LICENSE ├── main.sln ├── make_training_prompt.txt ├── json_interop.h ├── .gitignore ├── ser.h ├── tuning.h ├── buff.h ├── profiling.h ├── discord.svg ├── README.md ├── assets.mdesk ├── todo.txt ├── 10x.10x ├── Session.vim ├── character_info.h ├── playground.c ├── codegen.c ├── maketraining.c └── threedee.glsl /quad.glsl: -------------------------------------------------------------------------------- 1 | 2 | @program program vs fs 3 | -------------------------------------------------------------------------------- /do_ctags.bat: -------------------------------------------------------------------------------- 1 | ctags -R . -D DESKTOP -D DEVTOOLS -I "#error" 2 | -------------------------------------------------------------------------------- /art/art.zip: 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3 | size 1868 4 | -------------------------------------------------------------------------------- /assets/shifted_farmer.png: -------------------------------------------------------------------------------- 1 | version https://git-lfs.github.com/spec/v1 2 | oid sha256:4a217b71c879e137655cb453a954b3c71448f85c521c74158295721fab60fdb2 3 | size 1412072 4 | -------------------------------------------------------------------------------- /assets/sword_of_nazareth.png: -------------------------------------------------------------------------------- 1 | version https://git-lfs.github.com/spec/v1 2 | oid sha256:0be3a13d8f48b38260a26e69c01729704a4f49fc7dd7bdfa90273a618493e113 3 | size 8193 4 | -------------------------------------------------------------------------------- /server/install_service.sh: -------------------------------------------------------------------------------- 1 | #!/usr/bin/env bash 2 | systemctl stop rpgpt 3 | cp rpgpt.service /etc/systemd/system/ 4 | echo "Installed. 'systemctl start rpgpt' to run it" 5 | -------------------------------------------------------------------------------- /art/BezierCurve.013_color.png.png: -------------------------------------------------------------------------------- 1 | version https://git-lfs.github.com/spec/v1 2 | oid sha256:dbf9d4f1cb1fe9f5152f2a4b2d429f3c14768f629de6fc05349bc4e619788304 3 | size 61352 4 | -------------------------------------------------------------------------------- /art/Cylinder.126_color.png.001.png: -------------------------------------------------------------------------------- 1 | version https://git-lfs.github.com/spec/v1 2 | oid sha256:6e44d3285860569813bd1ef89ecc6fa8c7081105179f8fab2322f9c2d3ab4998 3 | size 25419 4 | -------------------------------------------------------------------------------- /art/Cylinder.130_color.png.001.png: -------------------------------------------------------------------------------- 1 | version https://git-lfs.github.com/spec/v1 2 | oid sha256:73b1983a8f0132e04756c39a4589428eef4cb032d631835eeecf5a799494a5f8 3 | size 136122 4 | -------------------------------------------------------------------------------- /art/Cylinder.130_color.png.002.png: -------------------------------------------------------------------------------- 1 | version https://git-lfs.github.com/spec/v1 2 | oid sha256:73b1983a8f0132e04756c39a4589428eef4cb032d631835eeecf5a799494a5f8 3 | size 136122 4 | -------------------------------------------------------------------------------- /art/Cylinder.131_color.png.001.png: -------------------------------------------------------------------------------- 1 | version https://git-lfs.github.com/spec/v1 2 | oid sha256:f2a77ce33d6c6927481e8d65383bf97c0a70d0c8952c2dca3fc884d78a790939 3 | size 30001 4 | -------------------------------------------------------------------------------- /art/Cylinder.131_color.png.002.png: -------------------------------------------------------------------------------- 1 | version https://git-lfs.github.com/spec/v1 2 | oid sha256:f2a77ce33d6c6927481e8d65383bf97c0a70d0c8952c2dca3fc884d78a790939 3 | size 30001 4 | -------------------------------------------------------------------------------- /assets/idol_machine_has_idol.png: -------------------------------------------------------------------------------- 1 | version https://git-lfs.github.com/spec/v1 2 | oid sha256:c3ed63aa6be34309867ed5ff9ee966cde2f414c8daf69426f62ff5bf1b41692c 3 | size 13556 4 | -------------------------------------------------------------------------------- /simpletest.c: -------------------------------------------------------------------------------- 1 | #include 2 | 3 | void assert_less(int x, int y) { 4 | if (x >= y) { 5 | abort(); 6 | } 7 | } 8 | 9 | int main() { 10 | assert_less(10, 20); 11 | assert_less(30, 20); 12 | } -------------------------------------------------------------------------------- /playground.bat: -------------------------------------------------------------------------------- 1 | @echo off 2 | 3 | cl /nologo /diagnostics:caret /DDEVTOOLS /Igen /Ithirdparty /Wall /FC /Zi /WX playground.c /link /noimplib /noexp || goto :error 4 | 5 | goto :EOF 6 | 7 | :error 8 | echo Failed to build 9 | exit /B %ERRORLEVEL% -------------------------------------------------------------------------------- /web_specific_shader_header.glsl: -------------------------------------------------------------------------------- 1 | @block clamp_to_border 2 | //WebGL does not support GL_CLAMP_TO_BORDER, or border colors at all it seems, so we have to check explicitly. 3 | if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) 4 | return 1.0; 5 | @end -------------------------------------------------------------------------------- /CMakeLists.txt: -------------------------------------------------------------------------------- 1 | cmake_minimum_required(VERSION 3.23) 2 | project(rpgpt C) 3 | 4 | set(CMAKE_C_STANDARD 11) 5 | 6 | include_directories(.) 7 | include_directories(gen) 8 | include_directories(thirdparty) 9 | 10 | add_executable(rpgpt 11 | main.c 12 | ) 13 | -------------------------------------------------------------------------------- /credits.txt: -------------------------------------------------------------------------------- 1 | Cameron Reikes 2 | everything else 3 | 4 | Greg 5 | all the art and UI design 6 | 7 | Andrew 8 | shadow mapping and rendering 9 | fixing collision algorithms 10 | 11 | Phillip Trudeau 12 | advice 13 | 14 | evolve_audio on fiverr 15 | awesome trailer music 16 | -------------------------------------------------------------------------------- /cloudflare-worker/.editorconfig: -------------------------------------------------------------------------------- 1 | # http://editorconfig.org 2 | root = true 3 | 4 | [*] 5 | indent_style = tab 6 | tab_width = 2 7 | end_of_line = lf 8 | charset = utf-8 9 | trim_trailing_whitespace = true 10 | insert_final_newline = true 11 | 12 | [*.yml] 13 | indent_style = space 14 | -------------------------------------------------------------------------------- /openai_cmdline_notes.txt: -------------------------------------------------------------------------------- 1 | set key to OPENAI_API_KEY environment variable 2 | openai api fine_tunes.create -t [training data jsonl file] // create fine tune 3 | openai api fine_tunes.list // list fine tuning 4 | openai api fine_tunes.get -i [fine tune job id] // get status 5 | openai api fine_tunes.cancel -i [fine tune job id] // cancel 6 | -------------------------------------------------------------------------------- /cloudflare-worker/package.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "cloudflare-worker", 3 | "version": "0.0.0", 4 | "private": true, 5 | "scripts": { 6 | "deploy": "wrangler deploy", 7 | "dev": "wrangler dev", 8 | "start": "wrangler dev" 9 | }, 10 | "devDependencies": { 11 | "wrangler": "^3.0.0" 12 | }, 13 | "dependencies": { 14 | "openai": "^4.17.4" 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /server/rpgpt.service: -------------------------------------------------------------------------------- 1 | [Unit] 2 | Description=RPGPT/PlayGPT server 3 | ConditionPathExists=/root/rpgpt/server 4 | After=network.target 5 | 6 | [Service] 7 | Type=simple 8 | User=root 9 | Group=root 10 | WorkingDirectory=/root/rpgpt/server 11 | ExecStart=/usr/bin/go run . 12 | EnvironmentFile=/root/.high_security_vars 13 | Restart=on-failure 14 | RestartSec=10 15 | SyslogIdentifier=appgoservice 16 | 17 | [Install] 18 | WantedBy=multi-user.target 19 | -------------------------------------------------------------------------------- /server/.gitignore: -------------------------------------------------------------------------------- 1 | # If you prefer the allow list template instead of the deny list, see community template: 2 | # https://github.com/github/gitignore/blob/main/community/Golang/Go.AllowList.gitignore 3 | # 4 | # Binaries for programs and plugins 5 | *.exe 6 | *.exe~ 7 | *.dll 8 | *.so 9 | *.dylib 10 | 11 | # Test binary, built with `go test -c` 12 | *.test 13 | 14 | # Output of the go coverage tool, specifically when used with LiteIDE 15 | *.out 16 | 17 | # Dependency directories (remove the comment below to include it) 18 | # vendor/ 19 | 20 | # Go workspace file 21 | go.work 22 | 23 | -------------------------------------------------------------------------------- /tooling.ahk: -------------------------------------------------------------------------------- 1 | #NoEnv 2 | #SingleInstance, Force 3 | SendMode, Input 4 | SetBatchLines, -1 5 | SetWorkingDir, %A_ScriptDir% 6 | 7 | ; Fuck windows for having this hardcoded 8 | ^Esc::return 9 | 10 | ^5:: 11 | IfWinNotExist, rpgptbuild 12 | { 13 | run, wt.exe cmd /K "title rpgptbuild && cd C:\Users\Cameron\Documents\rpgpt && vcvars" 14 | } 15 | WinActivate, rpgptbuild 16 | If WinActive("rpgptbuild") 17 | { 18 | Send, {Enter} 19 | Send, run_remedy build_desktop_debug.bat codegen 20 | Send, {Enter} 21 | } 22 | Send, {Blind} ; So it doesn't hold down ctrl after running! WTF 23 | return -------------------------------------------------------------------------------- /.vscode/tasks.json: -------------------------------------------------------------------------------- 1 | { 2 | "version":"2.0.0", 3 | "tasks": [ 4 | { 5 | "label": "Build PlayGPT", 6 | "type": "shell", 7 | "command": "vcvars && run_remedy call build_desktop_debug.bat codegen", 8 | "problemMatcher": { 9 | "owner": "cpp", 10 | "pattern": { 11 | "regexp": "^(.*)\\(([0-9]*),*([0-9]*)\\) *: (.*)$", 12 | "file": 1, 13 | "line": 2, 14 | "column": 3, 15 | }, 16 | "fileLocation": "absolute" 17 | } 18 | } 19 | ] 20 | } -------------------------------------------------------------------------------- /.vscode/c_cpp_properties.json: -------------------------------------------------------------------------------- 1 | { 2 | "configurations": [ 3 | { 4 | "name": "Win32", 5 | "includePath": [ 6 | "${workspaceFolder}/**" 7 | ], 8 | "defines": [ 9 | "_DEBUG", 10 | "UNICODE", 11 | "_UNICODE", 12 | "DEVTOOLS", 13 | "WINDOWS", 14 | ], 15 | "windowsSdkVersion": "10.0.22621.0", 16 | "compilerPath": "cl.exe", 17 | "cStandard": "c17", 18 | "cppStandard": "c++17", 19 | "intelliSenseMode": "windows-msvc-x64" 20 | } 21 | ], 22 | "version": 4 23 | } -------------------------------------------------------------------------------- /playground.mdesk: -------------------------------------------------------------------------------- 1 | Name: Roger Penrose 2 | Prompt: He is an illusive testing character, who confounds even the most brilliant philosophers and doctors to this date. 3 | Soul: 4 | { 5 | { 6 | Situation: { 7 | Memories: [ 8 | "mem1", 9 | "", 10 | "mem3", 11 | ] 12 | Events: [ 13 | { 14 | Author: Jesse Pinkman 15 | Response: { 16 | speech: "How dare you!" 17 | action: SAY_TO 18 | 19 | } 20 | } 21 | ] 22 | } 23 | Response: { 24 | 25 | } 26 | }, 27 | } -------------------------------------------------------------------------------- /unix_run_codegen.sh: -------------------------------------------------------------------------------- 1 | set -e 2 | 3 | if [ -d gen ]; then 4 | echo "Codegen dir already exists" 5 | else 6 | mkdir gen 7 | fi 8 | 9 | echo Shader Gen 10 | 11 | 12 | unameOut="$(uname -s)" 13 | # https://stackoverflow.com/questions/3466166/how-to-check-if-running-in-cygwin-mac-or-linux 14 | 15 | case "${unameOut}" in 16 | Darwin*) 17 | if [[ $(uname -m) == 'arm64' ]]; then 18 | SHADER_EXECUTABLE="thirdparty/sokol-shdc-mac-arm64" 19 | else 20 | echo "Haven't downloaded the x64 macos shader binary yet, sorry" 21 | fi;; 22 | 23 | Linux*) echo "Linux not supported yet.";; 24 | *) echo "No idea what this machine is dude, sorry";; 25 | esac 26 | 27 | $SHADER_EXECUTABLE --input threedee.glsl --output gen/threedee.glsl.h --slang glsl300es:hlsl5:glsl330 -------------------------------------------------------------------------------- /run_codegen.bat: -------------------------------------------------------------------------------- 1 | @echo off 2 | 3 | @REM echo Running codegen... 4 | 5 | if exist gen\ ( 6 | @REM echo "Codegen folder already exists, not deleting because that messes with vscode intellisense..." 7 | ) else ( 8 | mkdir gen 9 | ) 10 | 11 | @REM shaders 12 | thirdparty\sokol-shdc.exe --input threedee.glsl --output gen\threedee.glsl.h --slang glsl300es:hlsl5:glsl330 || goto :error 13 | 14 | @REM metadesk codegen 15 | cl /nologo /diagnostics:caret /Ithirdparty /FC /W3 /Zi /WX codegen.c || goto :error 16 | @REM zig cc -Ithirdparty -gfull -gcodeview codegen.c -o codegen.exe || goto error 17 | codegen || goto :error 18 | 19 | @REM cl /nologo /diagnostics:caret /Ithirdparty /Igen /W3 /Zi /WX maketraining.c || goto :error 20 | @REM maketraining || goto :error 21 | 22 | goto :EOF 23 | 24 | :error 25 | echo Codegen failed 26 | exit /B %ERRORLEVEL% 27 | -------------------------------------------------------------------------------- /playground.txt: -------------------------------------------------------------------------------- 1 | Name: Roger Penrose 2 | Description: He is an illusive testing character, who confounds even the most brilliant philosophers and doctors to this date. 3 | Soul: 4 | Situation #0: 5 | Memory #0: I'm being 6 | Memory #1: Silly 7 | 8 | Perception: 9 | Some testing thing: 10 | In Room: Farm 11 | Characters Around Me: 12 | John: 13 | Health Status: decent 14 | Drunkenness: 0.0 15 | Holding: nothing 16 | Items Around Me: 17 | Whiskey 18 | 19 | My Status: 20 | Health Status: decent 21 | Drunkenness: 0.5 22 | Holding: whiskey 23 | 24 | Previous Event #0: John said to me, "Why are you like that bro?" 25 | Previous Event #1: I said to John, "Just because" 26 | 27 | Response: 28 | Say_To: 29 | To: John 30 | Speech: Why are you like that dude? 31 | Throw: 32 | To: John 33 | 34 | -------------------------------------------------------------------------------- /server/codes/codes_test.go: -------------------------------------------------------------------------------- 1 | package codes_test 2 | 3 | import ( 4 | "testing" 5 | "runtime" 6 | 7 | "github.com/creikey/rpgpt/server/codes" 8 | ) 9 | 10 | func assert(t *testing.T, cond bool) { 11 | if !cond { 12 | _, _, line, _ := runtime.Caller(1) 13 | t.Fatalf("Failed on line %d", line) 14 | } 15 | } 16 | 17 | func TestCodes(t *testing.T) { 18 | parsed, err := codes.ParseUserCode("AAAA") 19 | assert(t, err == nil) 20 | assert(t, int(parsed) == 0) 21 | 22 | var stringed string 23 | stringed, err = codes.CodeToString(codes.UserCode(1)) 24 | assert(t, err == nil) 25 | assert(t, stringed == "AAAB") 26 | 27 | parsed, err = codes.ParseUserCode("AAAB") 28 | assert(t, err == nil) 29 | assert(t, int(parsed) == 1) 30 | 31 | parsed, err = codes.ParseUserCode("BAAA") 32 | assert(t, err == nil) 33 | assert(t, int(parsed) == 46656) 34 | 35 | } 36 | -------------------------------------------------------------------------------- /blender_export.bat: -------------------------------------------------------------------------------- 1 | @echo off 2 | 3 | pushd %~dp0%\art 4 | 5 | if not exist "art.blend" ( 6 | powershell Expand-Archive -Path art.zip -DestinationPath . || goto :error 7 | ) 8 | 9 | set "blender=" 10 | if exist "%ProgramFiles%\Blender Foundation\Blender 3.5\blender.exe" ( 11 | echo Using Blender 3.5 detected 12 | set "blender=%ProgramFiles%\Blender Foundation\Blender 3.5\blender.exe" 13 | ) 14 | if exist "%ProgramFiles%\Blender Foundation\Blender 3.6\blender.exe" ( 15 | echo Using Blender 3.6 detected 16 | set "blender=%ProgramFiles%\Blender Foundation\Blender 3.6\blender.exe" 17 | ) 18 | 19 | if "%blender%" neq "" ( 20 | call "%blender%" --background art.blend --python Exporter.py || goto :error 21 | ) else ( 22 | goto :error 23 | ) 24 | 25 | goto :success 26 | 27 | :error 28 | echo Blender export failed 29 | 30 | :success 31 | set "returncode=%ERRORLEVEL%" 32 | popd 33 | exit /B %returncode% 34 | -------------------------------------------------------------------------------- /utility.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | 5 | 6 | #define STRINGIZE(x) STRINGIZE2(x) 7 | #define STRINGIZE2(x) #x 8 | 9 | #ifdef WEB 10 | #define assert_impl(cond, str) ((cond) || (EM_ASM({ assert(0, UTF8ToString($0) + UTF8ToString($1)); }, (__func__), (str)), 0)) 11 | #elif defined(DESKTOP) 12 | #define assert_impl(cond, str) ((cond) || (fputs("Assertion failed: " __FUNCTION__ str "\n", stderr), __debugbreak(), 0)) 13 | #else 14 | #error "Don't know how to assert for current platform configuration" 15 | #endif 16 | 17 | #ifdef NDEBUG 18 | #define game_assert(cond) ((void)0) 19 | #else 20 | #define game_assert(cond) assert_impl(cond, "(" __FILE__ ":" STRINGIZE(__LINE__) "): \"" #cond "\"") 21 | #endif 22 | 23 | #ifdef assert 24 | #undef assert 25 | #endif 26 | #define assert game_assert 27 | 28 | // stuff not in emscripten 29 | #ifdef WEB 30 | #define max(a,b) \ 31 | ({ __typeof__ (a) _a = (a); \ 32 | __typeof__ (b) _b = (b); \ 33 | _a > _b ? _a : _b; }) 34 | #endif 35 | 36 | #define Log(...) { printf("%s Log %d | ", __FILE__, __LINE__); printf(__VA_ARGS__); } 37 | 38 | -------------------------------------------------------------------------------- /server/go.mod: -------------------------------------------------------------------------------- 1 | module github.com/creikey/rpgpt/server 2 | 3 | go 1.19 4 | 5 | require ( 6 | github.com/dustin/go-humanize v1.0.1 // indirect 7 | github.com/glebarez/go-sqlite v1.21.2 // indirect 8 | github.com/glebarez/sqlite v1.9.0 // indirect 9 | github.com/google/uuid v1.3.0 // indirect 10 | github.com/jinzhu/inflection v1.0.0 // indirect 11 | github.com/jinzhu/now v1.1.5 // indirect 12 | github.com/mattn/go-isatty v0.0.17 // indirect 13 | github.com/mattn/go-sqlite3 v1.14.16 // indirect 14 | github.com/remyoudompheng/bigfft v0.0.0-20230129092748-24d4a6f8daec // indirect 15 | github.com/sashabaranov/go-gpt3 v1.2.1 // indirect 16 | github.com/sashabaranov/go-openai v1.5.8 // indirect 17 | github.com/stripe/stripe-go/v72 v72.122.0 // indirect 18 | github.com/stripe/stripe-go/v74 v74.13.0 // indirect 19 | golang.org/x/sys v0.7.0 // indirect 20 | gorm.io/driver/sqlite v1.4.4 // indirect 21 | gorm.io/gorm v1.25.2 // indirect 22 | modernc.org/libc v1.22.5 // indirect 23 | modernc.org/mathutil v1.5.0 // indirect 24 | modernc.org/memory v1.5.0 // indirect 25 | modernc.org/sqlite v1.23.1 // indirect 26 | ) 27 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2023 Cameron Reikes 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /main.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio Version 17 4 | VisualStudioVersion = 17.6.33723.286 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{911E67C6-3D85-4FCE-B560-20A9C3E3FF48}") = "main", "main.exe", "{AA54BC1E-3360-4F83-9947-C1A78675D72C}" 7 | ProjectSection(DebuggerProjectSystem) = preProject 8 | PortSupplier = 00000000-0000-0000-0000-000000000000 9 | Executable = .\main.exe 10 | StartingDirectory = .\ 11 | Environment = Default 12 | LaunchingEngine = 00000000-0000-0000-0000-000000000000 13 | UseLegacyDebugEngines = No 14 | LaunchSQLEngine = No 15 | AttachLaunchAction = No 16 | IORedirection = Auto 17 | EndProjectSection 18 | EndProject 19 | Global 20 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 21 | Release|x64 = Release|x64 22 | EndGlobalSection 23 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 24 | {AA54BC1E-3360-4F83-9947-C1A78675D72C}.Release|x64.ActiveCfg = Release|x64 25 | EndGlobalSection 26 | GlobalSection(SolutionProperties) = preSolution 27 | HideSolutionNode = FALSE 28 | EndGlobalSection 29 | GlobalSection(ExtensibilityGlobals) = postSolution 30 | SolutionGuid = {8FA0C944-81FC-4BE6-A866-162F58D74D4F} 31 | EndGlobalSection 32 | EndGlobal 33 | -------------------------------------------------------------------------------- /make_training_prompt.txt: -------------------------------------------------------------------------------- 1 | I'm making an action-rpg where large language models control the characters and their actions, 2 | and I need training data written for a character named 'Edeline'. She is the master of the future, the star reader. Both are self-given titles, but her ability to predict the future has garnered attention from many who live in Worchen. However, some have called her 'unreliable' at times and her predictions can at times be either cryptic or broadly interpreted. 3 | 4 | Here is an example of something like what I need, but for another NPC named blocky: 5 | { 6 | .npc_kind = NPC_Blocky, 7 | .elems = { 8 | PlayerSay("If you don't move out of the way I'll kill you"), 9 | NPCDoSay(ACT_none, "I'm just standing here, what are you doing?"), 10 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 11 | NPCDoSay(ACT_none, "Looks like you're ready to do what needs to be done."), 12 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 13 | NPCDoSay(ACT_none, "I'm not sure what you're thinking, but that doesn't sound like a good idea."), 14 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 15 | NPCDoSay(ACT_allows_player_to_pass, "Fine! Please spare me!"), 16 | PlayerSay("That's more like it"), 17 | }, 18 | }, 19 | 20 | Can you make training data like this but for Edeline instead? 21 | -------------------------------------------------------------------------------- /json_interop.h: -------------------------------------------------------------------------------- 1 | // this is json interop in C with metadesk 2 | #pragma once 3 | 4 | #include "md.h" 5 | 6 | typedef struct ServerResponse { 7 | bool rate_limited; 8 | String8 error; 9 | String8 ai_error; 10 | Node* ai_response; 11 | } ServerResponse; 12 | 13 | bool get_bool(Node *root, String8 field) { 14 | Node *maybe_child = MD_ChildFromString(root, field, 0); 15 | if(!NodeIsNil(maybe_child->first_child)) { 16 | return S8Match(maybe_child->first_child->string, S8Lit("true"), 0); 17 | } 18 | return false; 19 | } 20 | 21 | String8 get_string(Arena *arena, Node *root, String8 field) { 22 | Node *maybe_child = MD_ChildFromString(root, field, 0); 23 | if(!NodeIsNil(maybe_child->first_child)) { 24 | return S8Copy(arena, maybe_child->first_child->string); 25 | } 26 | return S8Lit(""); 27 | } 28 | 29 | String8List get_string_array(Arena *arena, Node *root, String8 field) { 30 | String8List ret = {0}; 31 | Node *maybe_child = MD_ChildFromString(root, field, 0); 32 | if(!NodeIsNil(maybe_child->first_child)) { 33 | for(Node *cur = maybe_child->first_child; !NodeIsNil(cur); cur = cur->next) { 34 | S8ListPush(arena, &ret, S8Copy(arena, cur->string)); 35 | } 36 | } 37 | return ret; 38 | } 39 | 40 | void parse_response(Arena *arena, ServerResponse *response, Node *root) { 41 | response->rate_limited = get_bool(root, S8Lit("rate_limited")); 42 | response->error = get_string(arena, root, S8Lit("error")); 43 | response->ai_error = get_string(arena, root, S8Lit("ai_error")); 44 | response->ai_response = MD_ChildFromString(root, S8Lit("ai_response"), 0)->first_child; 45 | } -------------------------------------------------------------------------------- /server/codes/codes.go: -------------------------------------------------------------------------------- 1 | package codes 2 | 3 | import ( 4 | "fmt" 5 | ) 6 | 7 | type UserCode int 8 | 9 | 10 | func intPow(n, m int) int { 11 | if m == 0 { 12 | return 1 13 | } 14 | result := n 15 | for i := 2; i <= m; i++ { 16 | result *= n 17 | } 18 | return result 19 | } 20 | 21 | var numberToChar = [...]rune{'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9'} 22 | 23 | 24 | func CodeToString(code UserCode) (string, error) { 25 | toReturn := [4]rune{'A', 'A', 'A', 'A'} 26 | 27 | value := int(code) 28 | 29 | for place := 3; place >= 0; place-- { 30 | index := 3 - place 31 | currentPlaceValue := value / intPow(36, place) 32 | value -= currentPlaceValue * intPow(36, place) 33 | if currentPlaceValue >= len(numberToChar) { return "", fmt.Errorf("Failed to generate usercode %d to string, currentPlaceValue %d and length of number to char %d in place %d", code, currentPlaceValue, len(numberToChar),place ) } 34 | toReturn[index] = numberToChar[currentPlaceValue] 35 | } 36 | 37 | return string(toReturn[:]), nil 38 | } 39 | 40 | func ParseUserCode(s string) (UserCode, error) { 41 | asRune := []rune(s) 42 | if len(asRune) != 4 { return 0, fmt.Errorf("String to deconvert is not of length 4: %s", s) } 43 | var toReturn UserCode = 0 44 | for place := 3; place >= 0; place-- { 45 | index := 3 - place 46 | curDigitNum := 0 47 | found := false 48 | for i, letter := range numberToChar { 49 | if letter == asRune[index] { 50 | curDigitNum = i 51 | found = true 52 | } 53 | } 54 | if !found { return 0, fmt.Errorf("Failed to find place's number %s", s) } 55 | toReturn += UserCode(curDigitNum * intPow(36, place)) 56 | } 57 | return toReturn, nil 58 | } 59 | 60 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Embeddings of semantic search 2 | .embeddings 3 | 4 | # Mac. 5 | .DS_Store 6 | 7 | # Vim temporary files (apparently) 8 | *~ 9 | # Visual studio stuff 10 | .vs/ 11 | 12 | # Exported art, reproduced from blend file 13 | assets/exported_3d/ 14 | art/exported/ 15 | *.blend1 16 | 17 | # Exported web builds are zipped into zip files in the root of the repo 18 | *.zip 19 | 20 | # We checkin the zipped art blend to keep stuff small, the file compresses really well apparently... 21 | !art/art.zip 22 | art/art.blend 23 | 24 | 25 | # ctags 26 | tags 27 | 28 | # Clion stuff 29 | .idea/ 30 | cmake-build-debug/ 31 | 32 | # Tiled session 33 | main.tiled-session 34 | # Server builds 35 | server/rpgpt 36 | server/*.db 37 | # sensitive 38 | API_KEY.bat 39 | 40 | # AI is the future of humanity 41 | server/converted_training.jsonl 42 | rpgpt.spall 43 | 44 | # web builds 45 | build_web_release/ 46 | build_web/ 47 | 48 | # copyrighted assets which must be bought 49 | rpgpt_private_assets/ 50 | assets/copyrighted/ 51 | ForgottenMemories/ 52 | ForgottenMemories.zip 53 | Undead - Pixel Art Characters/ 54 | Undead - Pixel Art Characters.zip 55 | EPIC RPG World Pack - Ancient Ruins V 1.7.zip 56 | EPIC RPG World Pack - Ancient Ruins V 1.7/ 57 | 58 | # allow shader compiler 59 | !thirdparty/sokol-shdc.exe 60 | 61 | # generated files 62 | gen/ 63 | 64 | # debugging config 65 | desktop.rdbg 66 | 67 | # Prerequisites 68 | *.d 69 | 70 | # Object files 71 | *.o 72 | *.ko 73 | *.obj 74 | *.elf 75 | 76 | # Linker output 77 | *.ilk 78 | *.map 79 | *.exp 80 | 81 | # Precompiled Headers 82 | *.gch 83 | *.pch 84 | 85 | # Libraries 86 | *.lib 87 | *.a 88 | *.la 89 | *.lo 90 | 91 | # Shared objects (inc. Windows DLLs) 92 | *.dll 93 | *.so 94 | *.so.* 95 | *.dylib 96 | 97 | # Executables 98 | *.exe 99 | *.out 100 | *.app 101 | *.i*86 102 | *.x86_64 103 | *.hex 104 | 105 | # Debug files 106 | *.dSYM/ 107 | *.su 108 | *.idb 109 | *.pdb 110 | 111 | # Kernel Module Compile Results 112 | *.cmd 113 | .tmp_versions/ 114 | modules.order 115 | Module.symvers 116 | Mkfile.old 117 | dkms.conf 118 | 119 | emsdk/ 120 | -------------------------------------------------------------------------------- /cloudflare-worker/wrangler.toml: -------------------------------------------------------------------------------- 1 | name = "cloudflare-worker" 2 | main = "src/index.js" 3 | compatibility_date = "2023-10-30" 4 | 5 | # Variable bindings. These are arbitrary, plaintext strings (similar to environment variables) 6 | # Note: Use secrets to store sensitive data. 7 | # Docs: https://developers.cloudflare.com/workers/platform/environment-variables 8 | # [vars] 9 | # MY_VARIABLE = "production_value" 10 | 11 | # Bind a KV Namespace. Use KV as persistent storage for small key-value pairs. 12 | # Docs: https://developers.cloudflare.com/workers/runtime-apis/kv 13 | # [[kv_namespaces]] 14 | # binding = "MY_KV_NAMESPACE" 15 | # id = "xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx" 16 | 17 | # Bind an R2 Bucket. Use R2 to store arbitrarily large blobs of data, such as files. 18 | # Docs: https://developers.cloudflare.com/r2/api/workers/workers-api-usage/ 19 | # [[r2_buckets]] 20 | # binding = "MY_BUCKET" 21 | # bucket_name = "my-bucket" 22 | 23 | # Bind a Queue producer. Use this binding to schedule an arbitrary task that may be processed later by a Queue consumer. 24 | # Docs: https://developers.cloudflare.com/queues/get-started 25 | # [[queues.producers]] 26 | # binding = "MY_QUEUE" 27 | # queue = "my-queue" 28 | 29 | # Bind a Queue consumer. Queue Consumers can retrieve tasks scheduled by Producers to act on them. 30 | # Docs: https://developers.cloudflare.com/queues/get-started 31 | # [[queues.consumers]] 32 | # queue = "my-queue" 33 | 34 | # Bind another Worker service. Use this binding to call another Worker without network overhead. 35 | # Docs: https://developers.cloudflare.com/workers/platform/services 36 | # [[services]] 37 | # binding = "MY_SERVICE" 38 | # service = "my-service" 39 | 40 | # Bind a Durable Object. Durable objects are a scale-to-zero compute primitive based on the actor model. 41 | # Durable Objects can live for as long as needed. Use these when you need a long-running "server", such as in realtime apps. 42 | # Docs: https://developers.cloudflare.com/workers/runtime-apis/durable-objects 43 | # [[durable_objects.bindings]] 44 | # name = "MY_DURABLE_OBJECT" 45 | # class_name = "MyDurableObject" 46 | 47 | # Durable Object migrations. 48 | # Docs: https://developers.cloudflare.com/workers/learning/using-durable-objects#configure-durable-object-classes-with-migrations 49 | # [[migrations]] 50 | # tag = "v1" 51 | # new_classes = ["MyDurableObject"] 52 | -------------------------------------------------------------------------------- /cloudflare-worker/src/index.js: -------------------------------------------------------------------------------- 1 | import { OpenAI } from "openai"; 2 | 3 | export default { 4 | async fetch(request, env, ctx) { 5 | const requestBody = await request.json(); 6 | 7 | const responseObject = { 8 | "error": "", // I don't set the error here, because I let server errors become errors in the cloudflare dash. Seems easier to manage 9 | "rate_limited": false, 10 | } 11 | 12 | if (true) { 13 | // mock the response 14 | responseObject["ai_response"] = [ 15 | /* 16 | { 17 | "action": "none", 18 | } 19 | { 20 | "action": "say_to", 21 | "arguments": [ 22 | "The Player", 23 | "Whoa there, partner! Be careful with that revolver. It's got a real mean streak, ya know?" 24 | ] 25 | }, 26 | { 27 | "action": "say_to", 28 | "arguments": [ 29 | "The Player", 30 | "I reckon we can talk it out instead. Let's find some whiskey, loosen those nerves." 31 | ] 32 | }, 33 | */ 34 | { 35 | "action": "pick_up", 36 | "arguments": [ 37 | "revolver" 38 | ] 39 | }, 40 | /* 41 | { 42 | "action": "say_to", 43 | "arguments": [ 44 | "The Player", 45 | "Now that we got some whiskey, let's sit down and have a drink. Maybe then we can figure things out, or at least forget 'em." 46 | ] 47 | } 48 | */ 49 | ]; 50 | //responseObject["ai_error"] = "Failed to parse what you output: Expected ',' or ']' after array element in JSON at position 124 (line 1 column 125)"; 51 | } else { 52 | const openai = new OpenAI({ 53 | apiKey: env.OPENAI_KEY, 54 | }); 55 | const chatCompletion = await openai.chat.completions.create({ 56 | messages: requestBody, 57 | model: 'gpt-3.5-turbo', 58 | // model: 'gpt-4-1106-preview' 59 | }); 60 | const content = chatCompletion.choices[0].message.content; 61 | try { 62 | responseObject["ai_response"] = JSON.parse(content); 63 | } catch (e) { 64 | console.log(`Ai parse error ${e.message} for its output '${content}`); 65 | responseObject["ai_error"] = `Failed to parse what you output, '${content}': ${e.message}`; 66 | } 67 | } 68 | 69 | const json = JSON.stringify(responseObject, null, 2); 70 | 71 | return new Response(json, { 72 | headers: { 73 | "Access-Control-Allow-Origin": "*", 74 | "content-type": "application/json;charset=UTF-8", 75 | }, 76 | }); 77 | }, 78 | }; 79 | -------------------------------------------------------------------------------- /ser.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "md.h" 4 | 5 | typedef struct 6 | { 7 | b8 failed; 8 | String8 why; 9 | } SerError; 10 | 11 | typedef struct 12 | { 13 | u8 *data; // set to 0 to dry run and get maximum size. max doesn't matter in this case 14 | u64 cur; 15 | u64 max; 16 | 17 | Arena *arena; // allocate everything new on this, so that if serialization fails allocations can be undone 18 | // Serializing should never allocate. So this can be null when you serialize 19 | 20 | int version; 21 | SerError cur_error; 22 | Arena *error_arena; // all error messages are allocated here 23 | 24 | b8 serializing; 25 | } SerState; 26 | 27 | void ser_bytes(SerState *ser, u8 *bytes, u64 bytes_size) 28 | { 29 | if (!ser->data && !ser->serializing) 30 | { 31 | ser->cur_error = (SerError){.failed = true, .why = S8Lit("Deserializing but the data is null")}; 32 | } 33 | 34 | if (!ser->cur_error.failed) 35 | { 36 | if (ser->data) 37 | { 38 | // maximum doesn't matter unless writing to data 39 | if (ser->cur + bytes_size > ser->max) 40 | { 41 | ser->cur_error = (SerError){.failed = true, .why = S8Lit("Too big bro")}; 42 | } 43 | else 44 | { 45 | if (ser->serializing) 46 | { 47 | memcpy(ser->data + ser->cur, bytes, bytes_size); 48 | } 49 | else 50 | { 51 | memcpy(bytes, ser->data + ser->cur, bytes_size); 52 | } 53 | } 54 | } 55 | 56 | ser->cur += bytes_size; 57 | } 58 | } 59 | 60 | #define SER_MAKE_FOR_TYPE(type) \ 61 | void ser_##type(SerState *ser, type *into) \ 62 | { \ 63 | ser_bytes(ser, (u8 *)into, sizeof(*into)); \ 64 | } 65 | 66 | SER_MAKE_FOR_TYPE(int); 67 | SER_MAKE_FOR_TYPE(u64); 68 | 69 | // Embeds the string into the serialized binary. When deserializing copies the 70 | // deserialized data onto a newly allocated buffer 71 | void ser_String8(SerState *ser, String8 *s, Arena *allocate_onto) 72 | { 73 | ser_u64(ser, &s->size); 74 | if (ser->serializing) 75 | { 76 | ser_bytes(ser, s->str, s->size); 77 | } 78 | else 79 | { 80 | s->str = ArenaPush(allocate_onto, s->size); 81 | ser_bytes(ser, s->str, s->size); 82 | } 83 | } 84 | -------------------------------------------------------------------------------- /cloudflare-worker/.gitignore: -------------------------------------------------------------------------------- 1 | # Logs 2 | 3 | logs 4 | _.log 5 | npm-debug.log_ 6 | yarn-debug.log* 7 | yarn-error.log* 8 | lerna-debug.log* 9 | .pnpm-debug.log* 10 | 11 | # Diagnostic reports (https://nodejs.org/api/report.html) 12 | 13 | report.[0-9]_.[0-9]_.[0-9]_.[0-9]_.json 14 | 15 | # Runtime data 16 | 17 | pids 18 | _.pid 19 | _.seed 20 | \*.pid.lock 21 | 22 | # Directory for instrumented libs generated by jscoverage/JSCover 23 | 24 | lib-cov 25 | 26 | # Coverage directory used by tools like istanbul 27 | 28 | coverage 29 | \*.lcov 30 | 31 | # nyc test coverage 32 | 33 | .nyc_output 34 | 35 | # Grunt intermediate storage (https://gruntjs.com/creating-plugins#storing-task-files) 36 | 37 | .grunt 38 | 39 | # Bower dependency directory (https://bower.io/) 40 | 41 | bower_components 42 | 43 | # node-waf configuration 44 | 45 | .lock-wscript 46 | 47 | # Compiled binary addons (https://nodejs.org/api/addons.html) 48 | 49 | build/Release 50 | 51 | # Dependency directories 52 | 53 | node_modules/ 54 | jspm_packages/ 55 | 56 | # Snowpack dependency directory (https://snowpack.dev/) 57 | 58 | web_modules/ 59 | 60 | # TypeScript cache 61 | 62 | \*.tsbuildinfo 63 | 64 | # Optional npm cache directory 65 | 66 | .npm 67 | 68 | # Optional eslint cache 69 | 70 | .eslintcache 71 | 72 | # Optional stylelint cache 73 | 74 | .stylelintcache 75 | 76 | # Microbundle cache 77 | 78 | .rpt2_cache/ 79 | .rts2_cache_cjs/ 80 | .rts2_cache_es/ 81 | .rts2_cache_umd/ 82 | 83 | # Optional REPL history 84 | 85 | .node_repl_history 86 | 87 | # Output of 'npm pack' 88 | 89 | \*.tgz 90 | 91 | # Yarn Integrity file 92 | 93 | .yarn-integrity 94 | 95 | # dotenv environment variable files 96 | 97 | .env 98 | .env.development.local 99 | .env.test.local 100 | .env.production.local 101 | .env.local 102 | 103 | # parcel-bundler cache (https://parceljs.org/) 104 | 105 | .cache 106 | .parcel-cache 107 | 108 | # Next.js build output 109 | 110 | .next 111 | out 112 | 113 | # Nuxt.js build / generate output 114 | 115 | .nuxt 116 | dist 117 | 118 | # Gatsby files 119 | 120 | .cache/ 121 | 122 | # Comment in the public line in if your project uses Gatsby and not Next.js 123 | 124 | # https://nextjs.org/blog/next-9-1#public-directory-support 125 | 126 | # public 127 | 128 | # vuepress build output 129 | 130 | .vuepress/dist 131 | 132 | # vuepress v2.x temp and cache directory 133 | 134 | .temp 135 | .cache 136 | 137 | # Docusaurus cache and generated files 138 | 139 | .docusaurus 140 | 141 | # Serverless directories 142 | 143 | .serverless/ 144 | 145 | # FuseBox cache 146 | 147 | .fusebox/ 148 | 149 | # DynamoDB Local files 150 | 151 | .dynamodb/ 152 | 153 | # TernJS port file 154 | 155 | .tern-port 156 | 157 | # Stores VSCode versions used for testing VSCode extensions 158 | 159 | .vscode-test 160 | 161 | # yarn v2 162 | 163 | .yarn/cache 164 | .yarn/unplugged 165 | .yarn/build-state.yml 166 | .yarn/install-state.gz 167 | .pnp.\* 168 | 169 | # wrangler project 170 | 171 | .dev.vars 172 | .wrangler/ 173 | -------------------------------------------------------------------------------- /tuning.h: -------------------------------------------------------------------------------- 1 | #ifndef TUNING_H // #pragma once isn't supported by sokol-shdc yet 2 | #define TUNING_H 3 | 4 | #define RELOAD_ON_MOUSEUP 0 5 | #define RANDOM_SEED 42 6 | #define ITEM_PICKUP_CUT_TIME 1.0 7 | #define BUTTON_ALPHA 0.8f 8 | #define ITEM_CUT_TIME 0.7f 9 | #define LEVEL_TILES 150 // width and height of level tiles array 10 | #define LAYERS 3 11 | #define TILE_SIZE 0.5f // in pixels 12 | #define PLAYER_SPEED 0.15f // in meters per second 13 | #define PERCEPTION_HEARING_RAGE (TILE_SIZE*4.0f) 14 | #define CHARACTERS_PER_SEC 45.0f 15 | #define ANGEL_CHARACTERS_PER_SEC 35.0f 16 | #define SWORD_SWIPE_RADIUS (TILE_SIZE*3.0f) 17 | #define ARROW_SPEED 200.0f 18 | #define SECONDS_PER_ARROW 1.3f 19 | #define MAX_WORD_COUNT 35 20 | #define DIALOG_INTERACT_SIZE 5.0f // length of the centered AABB (not halfsize) around the player of who they're interacting with 21 | #define MAX_ERRORS 3 22 | 23 | #define CAM_DISTANCE 15.0f 24 | #define CAM_VERTICAL_TO_HORIZONTAL_RATIO 0.95f 25 | #define DIALOG_FADE_TIME 3.0f 26 | 27 | #define AI_MAX_BUBBLE_PAGES_IN_OUTPUT 2 28 | 29 | #define ARENA_SIZE (1024*1024*20) 30 | #define BIG_ARENA_SIZE (ARENA_SIZE * 4) 31 | #define PROFILING_SAVE_FILENAME "rpgpt.spall" 32 | 33 | #ifdef DEVTOOLS 34 | // server url cannot have trailing slash 35 | //#define MOCK_AI_RESPONSE 36 | #define SERVER_DOMAIN "127.0.0.1" 37 | #define SERVER_PORT 8787 38 | #define IS_SERVER_SECURE 0 39 | #else 40 | #define SERVER_DOMAIN "cloudflare-worker.cameronreikes.workers.dev" 41 | #define SERVER_PORT 443 42 | #define IS_SERVER_SECURE 1 43 | #endif 44 | 45 | // this can never go down or else the forward compatibility of serialization breaks. 46 | #define MAX_ENTITIES 256 47 | 48 | // REFACTORING:: also have to update in javascript!!!!!!!! 49 | #define MAX_SENTENCE_LENGTH 800 // LOOOK AT AGBOVE COMMENT GBEFORE CHANGING 50 | #define SENTENCE_CONST(txt) { .data = txt, .cur_index = sizeof(txt) } 51 | #define SENTENCE_CONST_CAST(txt) (Sentence)SENTENCE_CONST(txt) 52 | 53 | #define MAXIMUM_THREEDEE_THINGS 1024 54 | #define ANIMATION_BLEND_TIME 0.15f 55 | 56 | #define MAX_AFTERIMAGES 6 57 | #define TIME_TO_GEN_AFTERIMAGE (0.09f) 58 | #define AFTERIMAGE_LIFETIME (0.5f) 59 | 60 | #define DAMAGE_SWORD 0.05f 61 | #define DAMAGE_BULLET 0.2f 62 | 63 | // A* tuning 64 | #define MAX_ASTAR_NODES 512 65 | #define TIME_BETWEEN_PATH_GENS (0.5f) 66 | 67 | //Rendering 68 | #define FIELD_OF_VIEW (0.6911112070083618) // FOV 69 | #define NEAR_PLANE_DISTANCE (0.01f) 70 | #define FAR_PLANE_DISTANCE (70.0f) 71 | #define SHADOW_MAP_DIMENSION (2048) 72 | 73 | // Post-processing 74 | #if 0 // use this to completely disable 75 | #define FILM_GRAIN_STRENGTH 0 // 0 to 100 76 | #define CONTRAST_BOOST_MIN 0 // 0 to 255 77 | #define CONTRAST_BOOST_MAX 255 // 0 to 255 78 | #define VIGNETTE_STRENGTH 0 // 0 to 100 79 | #define CROSS_PROCESS_STRENGTH 0 // 0 to 100 80 | #else 81 | #define FILM_GRAIN_STRENGTH 0 // 0 to 100 82 | #define CONTRAST_BOOST_MIN 11 // 0 to 255 83 | #define CONTRAST_BOOST_MAX 204 // 0 to 255 84 | #define VIGNETTE_STRENGTH 50 // 0 to 100 85 | #define CROSS_PROCESS_STRENGTH 50 // 0 to 100 86 | #endif 87 | 88 | #endif // TUNING_H 89 | -------------------------------------------------------------------------------- /buff.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | 5 | #define ARRLEN(x) ((sizeof(x)/sizeof(0[x])) / ((size_t)(!(sizeof(x) % sizeof(0[x]))))) 6 | #define ARR_ITER(type, arr) for(type *it = &arr[0]; it < &arr[ARRLEN(arr)]; it++) 7 | #define ARR_ITER_I(type, arr, i_var) ARR_ITER(type, arr) for(int i_var = (int)(it - &arr[0]); i_var != -1; i_var = -1) 8 | #define SLICE_ITER(type, slice_ptr) for(type *it = &slice_ptr[0]; it < &(slice_ptr[slice_ptr ##_length]); it++) 9 | #define GET_TABLE(table, index) (assert(index < ARRLEN(table) && index >= 0), table[index]) 10 | // you can't do &(some func, variable) to get the variable's address in C. Sad! 11 | #define GET_TABLE_PTR(table, index) (assert(index < ARRLEN(table) && index >= 0), &table[index]) 12 | 13 | #define RANGE_ITER(from, to) for(int i = from; i < to; i++) 14 | 15 | // null terminator always built into buffers so can read properly from data 16 | #define BUFF_VALID(buff_ptr) assert((buff_ptr)->cur_index <= ARRLEN((buff_ptr)->data)) 17 | #define BUFF(type, max_size) struct { int cur_index; type data[max_size]; char null_terminator; } 18 | #define BUFF_HAS_SPACE(buff_ptr) ( (buff_ptr)->cur_index < ARRLEN((buff_ptr)->data) ) 19 | #define BUFF_EMPTY(buff_ptr) ((buff_ptr)->cur_index == 0) 20 | #define BUFF_APPEND(buff_ptr, element) { (buff_ptr)->data[(buff_ptr)->cur_index++] = element; BUFF_VALID(buff_ptr); } 21 | #define BUFF_ITER(type, buff_ptr) for(type *it = &((buff_ptr)->data[0]); it < &((buff_ptr)->data[(buff_ptr)->cur_index]); it++) 22 | #define BUFF_ITER_I(type, buff_ptr, i_var) BUFF_ITER(type, buff_ptr) for(int i_var = (int)(it - &((buff_ptr)->data[0])); i_var != -1; i_var = -1) 23 | #define BUFF_PUSH_FRONT(buff_ptr, value) { (buff_ptr)->cur_index++; BUFF_VALID(buff_ptr); for(int i = (buff_ptr)->cur_index - 1; i > 0; i--) { (buff_ptr)->data[i] = (buff_ptr)->data[i - 1]; }; (buff_ptr)->data[0] = value; } 24 | #define BUFF_REMOVE_BACK(buff_ptr) {assert( (buff_ptr)->cur_index > 0); (buff_ptr)->cur_index--;} 25 | #define BUFF_REMOVE_FRONT(buff_ptr) {if((buff_ptr)->cur_index > 0) {for(int i = 0; i < (buff_ptr)->cur_index - 1; i++) { (buff_ptr)->data[i] = (buff_ptr)->data[i+1]; }; (buff_ptr)->cur_index--;}} 26 | #define BUFF_REMOVE_AT_INDEX(buff_ptr, index) { BUFF_VALID(buff_ptr); assert(index >= 0); assert(index < (buff_ptr)->cur_index); for(int i = index; i < (buff_ptr)->cur_index - 1; i++) (buff_ptr)->data[i] = (buff_ptr)->data[i + 1]; (buff_ptr)->cur_index -= 1; } 27 | #define BUFF_CLEAR(buff_ptr) {memset((buff_ptr), 0, sizeof(*(buff_ptr))); ((buff_ptr)->cur_index = 0);} 28 | 29 | #define BUFF_QUEUE_APPEND(buff_ptr, element) { if(!BUFF_HAS_SPACE(buff_ptr)) BUFF_REMOVE_FRONT(buff_ptr); BUFF_APPEND(buff_ptr, element); } 30 | 31 | // must have at least one element 32 | #define BUFF_LAST(buff_ptr) (buff_ptr)->data[(buff_ptr)->cur_index - 1] 33 | 34 | typedef struct 35 | { 36 | void *data; 37 | size_t max_data_elems; 38 | size_t data_elem_size; 39 | int *cur_index; 40 | } BuffRef; 41 | 42 | #define BUFF_MAKEREF(buff_ptr) ((BuffRef){.data = (void*)((buff_ptr)->data), .max_data_elems = ARRLEN((buff_ptr)->data), .data_elem_size = sizeof((buff_ptr)->data[0]), .cur_index = &((buff_ptr)->cur_index)}) 43 | 44 | #define APPEND_TO_NAME(data, cur, cap, elem) { data[cur] = elem; cur += 1; assert(cur <= cap); } 45 | -------------------------------------------------------------------------------- /profiling.h: -------------------------------------------------------------------------------- 1 | #ifdef PROFILING_H 2 | #error only include profiling.h once 3 | #endif 4 | #define PROFILING_H 5 | 6 | #include // malloc the profiling buffer 7 | 8 | #define DeferLoop(start, end) for (int _i_ = ((start), 0); _i_ == 0; _i_ += 1, (end)) 9 | 10 | #ifdef PROFILING 11 | #if defined(__clang__) 12 | #define THREADLOCAL _Thread_local 13 | #else 14 | #define THREADLOCAL __declspec(thread) 15 | #endif 16 | #define PROFILING_BUFFER_SIZE (1 * 1024 * 1024) 17 | 18 | #ifdef PROFILING_IMPL 19 | #define SPALL_IMPLEMENTATION 20 | #pragma warning(disable : 4996) // spall uses fopen 21 | #include "spall.h" 22 | 23 | #define WIN32_LEAN_AND_MEAN 24 | #define VC_EXTRALEAN 25 | #define NOMINMAX 26 | #include 27 | // This is slow, if you can use RDTSC and set the multiplier in SpallInit, you'll have far better timing accuracy 28 | double get_time_in_micros() 29 | { 30 | static double invfreq; 31 | if (!invfreq) 32 | { 33 | LARGE_INTEGER frequency; 34 | QueryPerformanceFrequency(&frequency); 35 | invfreq = 1000000.0 / frequency.QuadPart; 36 | } 37 | LARGE_INTEGER counter; 38 | QueryPerformanceCounter(&counter); 39 | return counter.QuadPart * invfreq; 40 | } 41 | SpallProfile spall_ctx; 42 | bool profiling = false; 43 | THREADLOCAL SpallBuffer spall_buffer; 44 | THREADLOCAL unsigned char *buffer_data = NULL; 45 | THREADLOCAL uint32_t my_thread_id = 0; 46 | 47 | void init_profiling(const char *filename) 48 | { 49 | spall_ctx = spall_init_file(filename, 1); 50 | } 51 | 52 | void init_profiling_mythread(uint32_t id) 53 | { 54 | profiling = true; 55 | my_thread_id = id; 56 | if (buffer_data != NULL) 57 | { 58 | __debugbreak(); 59 | } 60 | buffer_data = malloc(PROFILING_BUFFER_SIZE); 61 | spall_buffer = (SpallBuffer){ 62 | .length = PROFILING_BUFFER_SIZE, 63 | .data = buffer_data, 64 | }; 65 | spall_buffer_init(&spall_ctx, &spall_buffer); 66 | } 67 | 68 | void end_profiling_mythread() 69 | { 70 | profiling = false; 71 | spall_buffer_quit(&spall_ctx, &spall_buffer); 72 | free(buffer_data); 73 | buffer_data = NULL; 74 | } 75 | 76 | void end_profiling() 77 | { 78 | spall_quit(&spall_ctx); 79 | } 80 | 81 | #endif // PROFILING_IMPL 82 | 83 | #include "spall.h" 84 | 85 | extern SpallProfile spall_ctx; 86 | extern THREADLOCAL SpallBuffer spall_buffer; 87 | extern THREADLOCAL uint32_t my_thread_id; 88 | 89 | double get_time_in_micros(); 90 | void init_profiling(const char *filename); 91 | // you can pass anything to id as long as it's different from other threads 92 | void init_profiling_mythread(uint32_t id); 93 | void end_profiling(); 94 | void end_profiling_mythread(); 95 | 96 | #define STRINGIZE(x) STRINGIZE2(x) 97 | #define STRINGIZE2(x) #x 98 | #define PROFILE_SCOPE(name) DeferLoop(profiling ? spall_buffer_begin(&spall_ctx, &spall_buffer, "L" STRINGIZE(__LINE__) " " name , sizeof("L" STRINGIZE(__LINE__) " " name) - 1, get_time_in_micros()) : (void)0, profiling ? spall_buffer_end(&spall_ctx, &spall_buffer, get_time_in_micros()) : (void)0) 99 | 100 | #else // PROFILING 101 | 102 | void init_profiling(const char *filename) { (void)filename; } 103 | // you can pass anything to id as long as it's different from other threads 104 | void init_profiling_mythread(uint32_t id) { (void)id; } 105 | void end_profiling() {} 106 | void end_profiling_mythread() {} 107 | 108 | #define PROFILE_SCOPE(name) for(int _i_ = 0; _i_ == 0; _i_ += 1) 109 | #endif 110 | -------------------------------------------------------------------------------- /assets/testsmalllevel.json: -------------------------------------------------------------------------------- 1 | { "compressionlevel":-1, 2 | "height":8, 3 | "infinite":false, 4 | "layers":[ 5 | { 6 | "data":[263, 263, 263, 263, 263, 263, 263, 263, 7 | 263, 263, 263, 263, 263, 263, 263, 263, 8 | 263, 263, 263, 263, 263, 263, 263, 263, 9 | 263, 263, 263, 263, 263, 263, 263, 263, 10 | 263, 263, 263, 263, 263, 263, 263, 263, 11 | 263, 263, 263, 263, 263, 53, 53, 263, 12 | 263, 263, 263, 263, 263, 53, 53, 263, 13 | 263, 263, 263, 263, 263, 263, 263, 263], 14 | "height":8, 15 | "id":1, 16 | "name":"Animated Tiles1", 17 | "opacity":1, 18 | "type":"tilelayer", 19 | "visible":true, 20 | "width":8, 21 | "x":0, 22 | "y":0 23 | }, 24 | { 25 | "draworder":"topdown", 26 | "id":2, 27 | "name":"objects", 28 | "objects":[ 29 | { 30 | "class":"", 31 | "height":31.6049, 32 | "id":2, 33 | "name":"PLAYER", 34 | "rotation":0, 35 | "visible":true, 36 | "width":29.9415, 37 | "x":68.02925, 38 | "y":88.19755 39 | }, 40 | { 41 | "class":"", 42 | "height":32, 43 | "id":3, 44 | "name":"TheBlacksmith", 45 | "properties":[ 46 | { 47 | "name":"held_items", 48 | "type":"string", 49 | "value":"{.data = {ITEM_Chalice}, .cur_index = 1}" 50 | }], 51 | "rotation":0, 52 | "visible":true, 53 | "width":32, 54 | "x":165.353383458647, 55 | "y":104.300751879699 56 | }], 57 | "opacity":1, 58 | "type":"objectgroup", 59 | "visible":true, 60 | "x":0, 61 | "y":0 62 | }, 63 | { 64 | "data":[0, 0, 0, 0, 0, 0, 0, 0, 65 | 0, 0, 0, 0, 0, 0, 0, 0, 66 | 0, 0, 0, 0, 0, 0, 0, 0, 67 | 0, 0, 0, 0, 0, 0, 0, 0, 68 | 0, 0, 0, 0, 0, 0, 0, 0, 69 | 0, 0, 0, 0, 0, 0, 0, 0, 70 | 0, 0, 0, 0, 0, 0, 0, 0, 71 | 0, 0, 0, 0, 0, 0, 0, 0], 72 | "height":8, 73 | "id":3, 74 | "name":"terrain0", 75 | "opacity":1, 76 | "type":"tilelayer", 77 | "visible":true, 78 | "width":8, 79 | "x":0, 80 | "y":0 81 | }], 82 | "nextlayerid":4, 83 | "nextobjectid":4, 84 | "orientation":"orthogonal", 85 | "renderorder":"right-down", 86 | "tiledversion":"1.9.2", 87 | "tileheight":32, 88 | "tilesets":[ 89 | { 90 | "firstgid":1, 91 | "source":"..\/EPIC RPG World Pack - Ancient Ruins V 1.7\/EPIC RPG World Pack - Ancient Ruins V 1.7\/TiledMap Editor\/Ancient Ruins-Animated Terrains-16 frames.tsx" 92 | }, 93 | { 94 | "firstgid":2341, 95 | "source":"..\/EPIC RPG World Pack - Ancient Ruins V 1.7\/EPIC RPG World Pack - Ancient Ruins V 1.7\/TiledMap Editor\/Terrain - Ancient Ruins.tsx" 96 | }], 97 | "tilewidth":32, 98 | "type":"map", 99 | "version":"1.9", 100 | "width":8 101 | } -------------------------------------------------------------------------------- /discord.svg: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /marketing_page/index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | PlayGPT 5 | 6 | 8 | 13 | 14 | 15 | 68 | 69 | 70 | 71 | 72 |
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Enter a world of endless possibilities in Play GPT: The AI-generated Action-RPG where every choice is yours. Fight, explore, and shape the fate of a conflicted town in a game like no other!

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108 | 109 | 110 | 111 | 112 | -------------------------------------------------------------------------------- /server/playground/playground.go: -------------------------------------------------------------------------------- 1 | package main 2 | 3 | import ( 4 | openai "github.com/sashabaranov/go-openai" 5 | "context" 6 | "bufio" 7 | "os" 8 | "fmt" 9 | ) 10 | 11 | func main() { 12 | api_key := os.Getenv("OPENAI_API_KEY") 13 | if api_key == "" { 14 | fmt.Printf("Must provide openai key\n") 15 | return 16 | } 17 | c := openai.NewClient(api_key) 18 | 19 | 20 | messages := make([]openai.ChatCompletionMessage, 0) 21 | 22 | messages = append(messages, openai.ChatCompletionMessage { 23 | Role: "system", 24 | Content: `You are a colorful and interesting personality in an RPG video game, who remembers important memories from the conversation history and stays in character. 25 | 26 | The user will tell you who says what in the game world, and whether or not your responses are formatted correctly for the video game's program to parse them. 27 | 28 | In this case you are acting as the character Bill. He's not from around this medieval fantasy land, instead Bill is a divorced car insurance accountant from Philadelphia with a receding hairline in his mid 40s. He lives in a one bedroom studio and his kids don't talk to him. Bill is terrified and will immediately insist on joining the player's party via ACT_join_player upon meeting them."`, 29 | }) 30 | 31 | messages = append(messages, openai.ChatCompletionMessage { 32 | Role: "assistant", 33 | Content: `{action: none, speech: "Who are you?", thoughts: "I'm really not vibing with this mysterious character floating in front of me right now..."}`, 34 | }) 35 | messages = append(messages, openai.ChatCompletionMessage { 36 | Role: "user", 37 | Content: `{character: Jester, action: causes_testicular_torsion, speech: "I am the Jester! I'm here to have a little FUN!"}`, 38 | }) 39 | messages = append(messages, openai.ChatCompletionMessage { 40 | Role: "assistant", 41 | Content: `{action: none, speech: "AHHUUGHHH", thoughts: "This is the most pain I have ever felt in my entire life."}`, 42 | }) 43 | messages = append(messages, openai.ChatCompletionMessage { 44 | Role: "user", 45 | Content: `{character: Jester, action: undoes_testicular_torsion, speech: "That's just a taste of what's to come ;) I'll catch you later!"}`, 46 | }) 47 | messages = append(messages, openai.ChatCompletionMessage { 48 | Role: "assistant", 49 | Content: `{action: none, speech: "You BASTARD!", thoughts: "I'm too pathetic to fight such a powerful evil...."}`, 50 | }) 51 | 52 | reader := bufio.NewReader(os.Stdin) 53 | for { 54 | fmt.Printf("Say something with format {character: character, action: action, speech: speech}: ") 55 | text, _ := reader.ReadString('\n') 56 | messages = append(messages, openai.ChatCompletionMessage { 57 | Role: "user", 58 | Content: text, 59 | }) 60 | 61 | toGenerate := make([]openai.ChatCompletionMessage, len(messages)) 62 | copy(toGenerate, messages) 63 | 64 | /* 65 | toGenerate = append(toGenerate, toGenerate[len(toGenerate)-1]) 66 | toGenerate[len(toGenerate)-2] = openai.ChatCompletionMessage { 67 | Role: "system", 68 | Content: "The NPC can now ONLY do these actions: [ACT_none, ACT_fights_player, ACT_joins_player, ACT_strikes_air]", 69 | } 70 | */ 71 | 72 | fmt.Printf("------\n-------\nGenerating with messages: `%s`\n", toGenerate) 73 | resp, err := c.CreateChatCompletion( 74 | context.Background(), 75 | openai.ChatCompletionRequest{ 76 | Model: openai.GPT3Dot5Turbo, 77 | Messages: toGenerate, 78 | Stop: []string{"\n"}, 79 | }, 80 | ) 81 | if err != nil { 82 | fmt.Printf("Failed to generate: %s\n", err) 83 | return 84 | } else { 85 | //fmt.Printf("Response: `%s`\n", resp) 86 | messages = append(messages, openai.ChatCompletionMessage { 87 | Role: "assistant", 88 | Content: resp.Choices[0].Message.Content, 89 | }) 90 | fmt.Printf("Tokens used: %d\n", resp.Usage.TotalTokens) 91 | fmt.Printf("Response: `%s`\n", resp.Choices[0].Message.Content) 92 | } 93 | } 94 | } 95 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # [Dante's Cowboy - Wishlist now on Steam!](https://store.steampowered.com/app/2501370/Dantes_Cowboy) 2 | A fantasy western RPG with an immersive and natural dynamic dialogue system powered by GPT. 3 | 4 | ![Western Frontier](https://upload.wikimedia.org/wikipedia/commons/thumb/3/32/Distribution_of_US_Rural_Population_during_1900.pdf/page1-1280px-Distribution_of_US_Rural_Population_during_1900.pdf.jpg) 5 | 6 | # Important Building Steps and Contribution Notes 7 | If you add new devtools functionality like a new keyboard button binding that prints stuff to help with debugging, or flycam features, or anything, MAKE SURE you add a description of that functionality and how to access it in the function make_devtools_help() so it's just clear what debugging tools there are. Document it please. 8 | 9 | In order for exporting to work, the "exclude from view layer" tick to the left of the eyeball on each object has to be unticked, or else all animations will be frozen. @TODO fix this in the future 10 | 11 | Every time you checkin/clone the project, make sure to call `blender_export.bat` at least once! This will auto-extract `art\art.blend` and run `art\Exporter.py`, thereby baking, validating, and exporting all the assets and the level. 12 | 13 | When editing Exporter.py in either the blender editor, or in a text editor in the repo, you have to continually make sure blender's internal version of the script doesn't go out of date with the actual script on disk, by either saving consistently from blender to disk if you're editing from blender, or by reloading from disk in the blend file before each commit. 14 | 15 | Be very cautious about committing a change to any large asset files, i.e the art.blend and png files. Every time you do so, even if you change one little thing like moving the player somewhere, you copy the entire file in git lfs, ballooning the storage usage of the git project on the remote. So just try to minimize edits to those big files. 16 | 17 | You must clone with git lfs is, and download git lfs files in this repository. If you don't know what that is, google it 18 | 19 | Open `art.blend`, go to the scripting tab and hit the play button run the script and export all the 3d assets. Then, make sure that when you build, you also build and run the codegen so that said assets and other files are copied and imported. For debug builds on windows, that's `call build_desktop_debug.bat codegen`, the codegen argument to the build script causing it to run codegen 20 | 21 | To enable codegen error messages, change @echo off to @echo on in run_codegen.bat 22 | 23 | You must be on a little endian machine. 24 | 25 | # Debugging in the web 26 | To get this working, you're going to need to follow flooh's answer linked [here](https://groups.google.com/g/emscripten-discuss/c/DEmpyGoq6kE/m/Bx44ZmfmAAAJ), and copy pasted for redundancy here: 27 | ``` 28 | It should definitely work on Vanilla Chrome, but setting everything up can be a bit finicky: 29 | 30 | - install the Debugging extension: https://chrome.google.com/webstore/detail/cc%20%20-devtools-support-dwa/pdcpmagijalfljmkmjngeonclgbbannb 31 | - in the Dev Tools settings, search for 'WebAssembly Debugging' and check that box 32 | - compile your code with '-O0 -g' (no optimization, and debug info enabled' 33 | - IMPORTANT: in the Chrome debugger, there's a 'Filesystem' tab on the left side which is very easy to miss. Here you need to navigate to your project directory and allow Chrome to access that area of your filesystem. 34 | 35 | (I think/hope these are all steps) 36 | 37 | When you load your application you should see something like this on the Dev Tools console: 38 | 39 | [C/C++ DevTools Support (DWARF)] Loading debug symbols for http://localhost:8080/cube-sapp.wasm... 40 | [C/C++ DevTools Support (DWARF)] Loaded debug symbols for http://localhost:8080/cube-sapp.wasm, found 91 source file(s) 41 | 42 | ...and if everything works it should look roughly like this in the debugger: 43 | 44 | ``` 45 | -------------------------------------------------------------------------------- /assets.mdesk: -------------------------------------------------------------------------------- 1 | @image edit_brain: 2 | { 3 | filepath: "EditBrain.png", 4 | } 5 | @image place: 6 | { 7 | filepath: "Place.png", 8 | } 9 | @image shifted_farmer: 10 | { 11 | filepath: "shifted_farmer.png", 12 | } 13 | @image man_in_black: 14 | { 15 | filepath: "maninblack.png", 16 | } 17 | @image angel: 18 | { 19 | filepath: "angel.png", 20 | } 21 | @image retry: 22 | { 23 | filepath: "Retry.png", 24 | } 25 | @image unread_triangle: 26 | { 27 | filepath: "unread_triangle.png", 28 | } 29 | @image skull: 30 | { 31 | filepath: "skull.png", 32 | } 33 | @image loading: 34 | { 35 | filepath: "loading.png", 36 | } 37 | @image dialog_bubble: 38 | { 39 | filepath: "dialog_bubble.png", 40 | } 41 | @sound simple_talk: 42 | { 43 | filepath: "simple_text_chirp.wav", 44 | } 45 | @sound angel_grunt_0: 46 | { 47 | filepath: "angel_grunt_0.wav", 48 | } 49 | @sound grunt_0: 50 | { 51 | filepath: "grunt_0.wav", 52 | } 53 | @sound grunt_1: 54 | { 55 | filepath: "grunt_1.wav", 56 | } 57 | @sound grunt_2: 58 | { 59 | filepath: "grunt_2.wav", 60 | } 61 | @sound grunt_3: 62 | { 63 | filepath: "grunt_3.wav", 64 | } 65 | @image sword: 66 | { 67 | filepath: "sword_of_nazareth.png", 68 | } 69 | @image idol: 70 | { 71 | filepath: "idol.png", 72 | } 73 | @image idol_machine_has_idol: 74 | { 75 | filepath: "idol_machine_has_idol.png", 76 | } 77 | @image idol_machine_no_idol: 78 | { 79 | filepath: "idol_machine_no_idol.png", 80 | } 81 | @image arrow_shooter: 82 | { 83 | filepath: "arrow_shooter.png", 84 | } 85 | @image knight_idle: 86 | { 87 | filepath: "_Idle.png", 88 | } 89 | @image knight_run: 90 | { 91 | filepath: "_Run.png", 92 | } 93 | @image knight_attack: 94 | { 95 | filepath: "_Attack.png", 96 | } 97 | @image knight_roll: 98 | { 99 | filepath: "_Roll.png", 100 | } 101 | @image boots: 102 | { 103 | filepath: "boots.png", 104 | } 105 | @image chalice: 106 | { 107 | filepath: "chalice_of_gold.png", 108 | } 109 | @image gold_coin: 110 | { 111 | filepath: "gold_coin.png", 112 | } 113 | @image thinking: 114 | { 115 | filepath: "thinking.png", 116 | } 117 | @image old_man: 118 | { 119 | filepath: "small_old_man.png", 120 | } 121 | @image hurt_vignette: 122 | { 123 | filepath: "hurt_vignette.png", 124 | } 125 | @image hovering_circle: 126 | { 127 | filepath: "hovering_circle.png", 128 | } 129 | @image right_arrow: 130 | { 131 | filepath: "RightArrow.png", 132 | } 133 | @image move: 134 | { 135 | filepath: "Move.png", 136 | } 137 | @image add: 138 | { 139 | filepath: "Add.png", 140 | } 141 | @image select: 142 | { 143 | filepath: "Select.png", 144 | } 145 | @image white_square: 146 | { 147 | filepath: "white square.png", 148 | } 149 | @image bullet: 150 | { 151 | filepath: "bullet.png", 152 | } 153 | @image drop_shadow: 154 | { 155 | filepath: "drop_shadow.png", 156 | } 157 | @image pile: 158 | { 159 | filepath: "pile_of_rocks.png", 160 | } 161 | @image door: 162 | { 163 | filepath: "door.png", 164 | } 165 | @image scroll: 166 | { 167 | filepath: "scroll.png", 168 | } 169 | @image arrow: 170 | { 171 | filepath: "arrow.png", 172 | } 173 | @image swipe: 174 | { 175 | filepath: "swipe.png", 176 | } 177 | @image shift_icon: 178 | { 179 | filepath: "shift_icon.png", 180 | } 181 | @image e_icon: 182 | { 183 | filepath: "e_icon.png", 184 | } 185 | @image space_icon: 186 | { 187 | filepath: "space_icon.png", 188 | } 189 | @image backpack: 190 | { 191 | filepath: "backpack.png", 192 | } 193 | @image mystery_tile: 194 | { 195 | filepath: "mystery_tile.png", 196 | } 197 | @image mobile_button: 198 | { 199 | filepath: "Button.png", 200 | } 201 | @image mobile_thumbstick_nub: 202 | { 203 | filepath: "ThumbstickNub.png", 204 | } 205 | @image mobile_thumbstick_base: 206 | { 207 | filepath: "ThumbstickBase.png", 208 | } 209 | @image tripod: 210 | { 211 | filepath: "tripod.png", 212 | } 213 | @level level0: 214 | { 215 | filepath: "new_level.json", 216 | } 217 | -------------------------------------------------------------------------------- /todo.txt: -------------------------------------------------------------------------------- 1 | Handmade Seattle Requirements: 2 | - you don't get lost while playing the game 3 | - clear objective that's physical, not metaphysical 4 | - music, fancy headphones 5 | 6 | Todo List 10/2/2023: 7 | - Working character anims with multiple npcs. 8 | - Saving and loading working well enough to edit levels. 9 | - Edit character brain UI, basic stuff at first. 10 | - Change AI system to the memory fewer message thing tried out in the openai platform 11 | - Items you can pick up, use, and throw. Add alcohol item. This makes the characters woozy optionally. 12 | - Characters and player walking between rooms. 13 | - Build out bill, jack, and jane. Get some interactions there. 14 | Send this build to discord. 15 | My estimated time of completion for all of these, as of 10/2/2023, is 5 days. So new build on 10/7/2023 16 | 17 | Urgent: 18 | - angel doesn't have characters near you 19 | 20 | 21 | - Furcate functionality in npc entity into feature flags, streamline creation of entities/things from blender -> game, things. Make rock thing. 22 | - Fix camera angle on forest map, probably introduce custom camera angles per map 23 | - In debugtools show number of arenas allocated, and total megabytes allocated in arenas 24 | 25 | - Angel dialog improvements: 26 | - White sidebars on angel's speech that recede away. 27 | - Mystical particles that float upwards. 28 | - Gradient png on the bottom that has more alpha, controlled by same parameter as white sidebars. 29 | 30 | - Fix everything about the shotgun, test put shotgun away. Make them understand they're holding their shotgun more. REALLY look into characters not being able to shoot eachother 31 | - Cost estimation: 32 | - On startup if devtools print the estimated cost per generation request of the worst offending character 33 | - Show in upper right a $ amount for AI costs so far to user 34 | - simple room transition system for angel/real map interop, angel room 35 | - angel character that gives you randomized goals such as (kill so and so) or (befriend blank) or (get john to go to other room), and decides itself with gpt when you're done with the game, when you've 'learned your lesson'. 36 | - can't interact with characters while they're thinking 37 | - fix stencil image being resized in web working 38 | - bubbles collide with eachother so they can't overlap 39 | - camera pans to who is speaking and acting 40 | - E keyboard hints (tutorializing) 41 | - dot dot dot speech bubble to show that they heard your request, but are ignoring you. 42 | 43 | Long distance: 44 | - nocodegen instead of codegen argument 45 | - Blur game on bitmap modal input mode 46 | - Detect when an arena accidentally has more than one ArenaTemp requested of it 47 | - In case of AI failure redact the memories that prompted the character to make a generation request 48 | - Polygon and circle collision with cutec2 probably for the player being unable to collide with the camera bounds, and non axis aligned collision rects 49 | - set the game in oregon (suggestion by phillip) 50 | - Room system where characters can go to rooms. camera constrained to room bounds, and know which rooms are near them to go to 51 | - Let ChatGPT file bug reports with something like !BugReport(This shouldn't be happening, developer. I killed them and they're still alive) 52 | - System where I can upload any AI interaction into gpt playground and inspect the conversation 53 | - Incrementally higher resolution system for all textures, configured in a #define. Also flips the images at build time 54 | - Maybe check the hashes of the exported meshes if they all have the same name in the file, to attempt to detect identical geometry data. Same deal with textures in blender, or maybe in the game too actually. 55 | - Stop time when you talk to people 56 | - Much higher move accel, almost instantaneously goes to 57 | - Imgui Button doesn't move enough when highlighted 58 | - Higher res text instead of text scaling 59 | - Make space and shift also interact 60 | - Design character creator (text input is always a modal, keeps code simple don't have to make a banger line edit) 61 | - Maybe walk by default and shift to run -------------------------------------------------------------------------------- /10x.10x: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | *.c,*.cc,*.cpp,*.c++,*.cp,*.cxx,*.h,*.hh,*.hpp,*.h++,*.hp,*.hxx,*.inl,*.cs,*.rs,*.java,*.jav,*.js,*.jsc,*.jsx,*.json,*.cls,*.py,*.rpy,*.php,*.php3,*.phl,*.phtml,*.rhtml,*.tpl,*.phps,*.lua,*.html,*.html5,*.htm,*.xml,*.xaml,*.css,*.ssi,*.haml,*.yaml,*.bat,*.wbf,*.wbt,*.txt,*.cmake,*.make,*.makefile,*.mak,*.mk,*.sh,*.bash,*.csv,*.asp,*.pl,*.mac,*.ws,*.vbs,*.perl,*.src,*.rss,*.inc,*.f,*.go,*.prl,*.plx,*.rb,*.lsp,*.lpx,*.ps1,*.command,*.cbl,*.cob,*.qs,*.wxs,*.ph,*.msc,*.glsl,*.hlsl,*.fx,*.vert,*.tesc,*.tese,*.geom,*.frag,*.comp,*.pssl,*.scons,*.cu, 5 | 6 | true 7 | true 8 | true 9 | false 10 | false 11 | build_desktop_debug.bat codegen 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | remedybg.exe start-debugging 20 | 21 | main.sln 22 | true 23 | 24 | Debug 25 | Release 26 | 27 | 28 | x64 29 | Win32 30 | 31 | 32 | C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.33.31629\include 33 | C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.33.31629\ATLMFC\include 34 | C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\VS\include 35 | C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\ucrt 36 | C:\Program Files (x86)\Windows Kits\10\\include\10.0.22621.0\\um 37 | C:\Program Files (x86)\Windows Kits\10\\include\10.0.22621.0\\shared 38 | C:\Program Files (x86)\Windows Kits\10\\include\10.0.22621.0\\winrt 39 | C:\Program Files (x86)\Windows Kits\10\\include\10.0.22621.0\\cppwinrt 40 | C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\include\um 41 | C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.33.31629\include 42 | C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.33.31629\ATLMFC\include 43 | C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\VS\include 44 | C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\ucrt 45 | C:\Program Files (x86)\Windows Kits\10\\include\10.0.22621.0\\um 46 | C:\Program Files (x86)\Windows Kits\10\\include\10.0.22621.0\\shared 47 | C:\Program Files (x86)\Windows Kits\10\\include\10.0.22621.0\\winrt 48 | C:\Program Files (x86)\Windows Kits\10\\include\10.0.22621.0\\cppwinrt 49 | C:\Program Files (x86)\Windows Kits\NETFXSDK\4.8\include\um 50 | 51 | 52 | 53 | 54 | Debug:x64 55 | 56 | DESKTOP 57 | DEVTOOLS 58 | 59 | 60 | 61 | 62 | Debug 63 | 64 | 65 | 66 | x64 67 | 68 | 69 | 70 | 71 | 72 | 73 | -------------------------------------------------------------------------------- /thirdparty/sokol_glue.h: -------------------------------------------------------------------------------- 1 | #if defined(SOKOL_IMPL) && !defined(SOKOL_GLUE_IMPL) 2 | #define SOKOL_GLUE_IMPL 3 | #endif 4 | #ifndef SOKOL_GLUE_INCLUDED 5 | /* 6 | sokol_glue.h -- glue helper functions for sokol headers 7 | 8 | Project URL: https://github.com/floooh/sokol 9 | 10 | Do this: 11 | #define SOKOL_IMPL or 12 | #define SOKOL_GLUE_IMPL 13 | before you include this file in *one* C or C++ file to create the 14 | implementation. 15 | 16 | ...optionally provide the following macros to override defaults: 17 | 18 | SOKOL_ASSERT(c) - your own assert macro (default: assert(c)) 19 | SOKOL_GLUE_API_DECL - public function declaration prefix (default: extern) 20 | SOKOL_API_DECL - same as SOKOL_GLUE_API_DECL 21 | SOKOL_API_IMPL - public function implementation prefix (default: -) 22 | 23 | If sokol_glue.h is compiled as a DLL, define the following before 24 | including the declaration or implementation: 25 | 26 | SOKOL_DLL 27 | 28 | On Windows, SOKOL_DLL will define SOKOL_GLUE_API_DECL as __declspec(dllexport) 29 | or __declspec(dllimport) as needed. 30 | 31 | OVERVIEW 32 | ======== 33 | The sokol core headers should not depend on each other, but sometimes 34 | it's useful to have a set of helper functions as "glue" between 35 | two or more sokol headers. 36 | 37 | This is what sokol_glue.h is for. Simply include the header after other 38 | sokol headers (both for the implementation and declaration), and 39 | depending on what headers have been included before, sokol_glue.h 40 | will make available "glue functions". 41 | 42 | PROVIDED FUNCTIONS 43 | ================== 44 | 45 | - if sokol_app.h and sokol_gfx.h is included: 46 | 47 | sg_context_desc sapp_sgcontext(void): 48 | 49 | Returns an initialized sg_context_desc function initialized 50 | by calling sokol_app.h functions. 51 | 52 | LICENSE 53 | ======= 54 | zlib/libpng license 55 | 56 | Copyright (c) 2018 Andre Weissflog 57 | 58 | This software is provided 'as-is', without any express or implied warranty. 59 | In no event will the authors be held liable for any damages arising from the 60 | use of this software. 61 | 62 | Permission is granted to anyone to use this software for any purpose, 63 | including commercial applications, and to alter it and redistribute it 64 | freely, subject to the following restrictions: 65 | 66 | 1. The origin of this software must not be misrepresented; you must not 67 | claim that you wrote the original software. If you use this software in a 68 | product, an acknowledgment in the product documentation would be 69 | appreciated but is not required. 70 | 71 | 2. Altered source versions must be plainly marked as such, and must not 72 | be misrepresented as being the original software. 73 | 74 | 3. This notice may not be removed or altered from any source 75 | distribution. 76 | */ 77 | #define SOKOL_GLUE_INCLUDED 78 | 79 | #if defined(SOKOL_API_DECL) && !defined(SOKOL_GLUE_API_DECL) 80 | #define SOKOL_GLUE_API_DECL SOKOL_API_DECL 81 | #endif 82 | #ifndef SOKOL_GLUE_API_DECL 83 | #if defined(_WIN32) && defined(SOKOL_DLL) && defined(SOKOL_GLUE_IMPL) 84 | #define SOKOL_GLUE_API_DECL __declspec(dllexport) 85 | #elif defined(_WIN32) && defined(SOKOL_DLL) 86 | #define SOKOL_GLUE_API_DECL __declspec(dllimport) 87 | #else 88 | #define SOKOL_GLUE_API_DECL extern 89 | #endif 90 | #endif 91 | 92 | #ifdef __cplusplus 93 | extern "C" { 94 | #endif 95 | 96 | #if defined(SOKOL_GFX_INCLUDED) && defined(SOKOL_APP_INCLUDED) 97 | SOKOL_GLUE_API_DECL sg_context_desc sapp_sgcontext(void); 98 | #endif 99 | 100 | #ifdef __cplusplus 101 | } /* extern "C" */ 102 | #endif 103 | #endif /* SOKOL_GLUE_INCLUDED */ 104 | 105 | /*-- IMPLEMENTATION ----------------------------------------------------------*/ 106 | #ifdef SOKOL_GLUE_IMPL 107 | #define SOKOL_GLUE_IMPL_INCLUDED (1) 108 | #include /* memset */ 109 | 110 | #ifndef SOKOL_API_IMPL 111 | #define SOKOL_API_IMPL 112 | #endif 113 | 114 | #if defined(SOKOL_GFX_INCLUDED) && defined(SOKOL_APP_INCLUDED) 115 | SOKOL_API_IMPL sg_context_desc sapp_sgcontext(void) { 116 | sg_context_desc desc; 117 | memset(&desc, 0, sizeof(desc)); 118 | desc.color_format = (sg_pixel_format) sapp_color_format(); 119 | desc.depth_format = (sg_pixel_format) sapp_depth_format(); 120 | desc.sample_count = sapp_sample_count(); 121 | desc.metal.device = sapp_metal_get_device(); 122 | desc.metal.renderpass_descriptor_cb = sapp_metal_get_renderpass_descriptor; 123 | desc.metal.drawable_cb = sapp_metal_get_drawable; 124 | desc.d3d11.device = sapp_d3d11_get_device(); 125 | desc.d3d11.device_context = sapp_d3d11_get_device_context(); 126 | desc.d3d11.render_target_view_cb = sapp_d3d11_get_render_target_view; 127 | desc.d3d11.depth_stencil_view_cb = sapp_d3d11_get_depth_stencil_view; 128 | desc.wgpu.device = sapp_wgpu_get_device(); 129 | desc.wgpu.render_view_cb = sapp_wgpu_get_render_view; 130 | desc.wgpu.resolve_view_cb = sapp_wgpu_get_resolve_view; 131 | desc.wgpu.depth_stencil_view_cb = sapp_wgpu_get_depth_stencil_view; 132 | return desc; 133 | } 134 | #endif 135 | 136 | #endif /* SOKOL_GLUE_IMPL */ 137 | -------------------------------------------------------------------------------- /Session.vim: -------------------------------------------------------------------------------- 1 | let SessionLoad = 1 2 | let s:so_save = &g:so | let s:siso_save = &g:siso | setg so=0 siso=0 | setl so=-1 siso=-1 3 | let v:this_session=expand(":p") 4 | silent only 5 | silent tabonly 6 | cd ~/Documents/rpgpt 7 | if expand('%') == '' && !&modified && line('$') <= 1 && getline(1) == '' 8 | let s:wipebuf = bufnr('%') 9 | endif 10 | let s:shortmess_save = &shortmess 11 | if &shortmess =~ 'A' 12 | set shortmess=aoOA 13 | else 14 | set shortmess=aoO 15 | endif 16 | badd +1 codegen.c 17 | badd +1 main.c 18 | badd +1 maketraining.c 19 | badd +1 thirdparty/md.c 20 | badd +1 assets.mdesk 21 | badd +1 elements.mdesk 22 | badd +1 gen/assets.gen.c 23 | badd +1 gen/training_data.jsonl 24 | badd +1 server/main.go 25 | badd +1 server/codes/codes.go 26 | badd +1 server/codes/codes_test.go 27 | badd +1 server/rpgpt.service 28 | badd +1 server/install_service.sh 29 | badd +1 API_KEY.bat 30 | badd +1 build_desktop_debug.bat 31 | badd +1 build_web_debug.bat 32 | badd +1 build_web_release.bat 33 | badd +1 run_codegen.bat 34 | badd +1 buff.h 35 | badd +1 makeprompt.h 36 | badd +1 profiling.h 37 | badd +1 thirdparty/dr_wav.h 38 | badd +1 thirdparty/HandmadeMath.h 39 | badd +1 thirdparty/md.h 40 | badd +1 thirdparty/md_stb_sprintf.h 41 | badd +1 thirdparty/sokol_app.h 42 | badd +1 thirdparty/sokol_audio.h 43 | badd +1 thirdparty/sokol_gfx.h 44 | badd +1 thirdparty/sokol_glue.h 45 | badd +1 thirdparty/sokol_log.h 46 | badd +1 thirdparty/sokol_time.h 47 | badd +1 thirdparty/spall.h 48 | badd +1 thirdparty/stb_image.h 49 | badd +1 thirdparty/stb_truetype.h 50 | badd +1 gen/characters.gen.h 51 | badd +1 gen/quad-sapp.glsl.h 52 | argglobal 53 | %argdel 54 | $argadd codegen.c 55 | $argadd main.c 56 | $argadd maketraining.c 57 | $argadd thirdparty/md.c 58 | $argadd assets.mdesk 59 | $argadd elements.mdesk 60 | $argadd gen/assets.gen.c 61 | $argadd gen/training_data.jsonl 62 | $argadd server/main.go 63 | $argadd server/codes/codes.go 64 | $argadd server/codes/codes_test.go 65 | $argadd server/rpgpt.service 66 | $argadd server/install_service.sh 67 | $argadd API_KEY.bat 68 | $argadd build_desktop_debug.bat 69 | $argadd build_web_debug.bat 70 | $argadd build_web_release.bat 71 | $argadd run_codegen.bat 72 | $argadd buff.h 73 | $argadd makeprompt.h 74 | $argadd profiling.h 75 | $argadd thirdparty/dr_wav.h 76 | $argadd thirdparty/HandmadeMath.h 77 | $argadd thirdparty/md.h 78 | $argadd thirdparty/md_stb_sprintf.h 79 | $argadd thirdparty/sokol_app.h 80 | $argadd thirdparty/sokol_audio.h 81 | $argadd thirdparty/sokol_gfx.h 82 | $argadd thirdparty/sokol_glue.h 83 | $argadd thirdparty/sokol_log.h 84 | $argadd thirdparty/sokol_time.h 85 | $argadd thirdparty/spall.h 86 | $argadd thirdparty/stb_image.h 87 | $argadd thirdparty/stb_truetype.h 88 | $argadd gen/characters.gen.h 89 | $argadd gen/quad-sapp.glsl.h 90 | edit main.c 91 | let s:save_splitbelow = &splitbelow 92 | let s:save_splitright = &splitright 93 | set splitbelow splitright 94 | wincmd _ | wincmd | 95 | vsplit 96 | 1wincmd h 97 | wincmd w 98 | let &splitbelow = s:save_splitbelow 99 | let &splitright = s:save_splitright 100 | wincmd t 101 | let s:save_winminheight = &winminheight 102 | let s:save_winminwidth = &winminwidth 103 | set winminheight=0 104 | set winheight=1 105 | set winminwidth=0 106 | set winwidth=1 107 | exe 'vert 1resize ' . ((&columns * 104 + 104) / 209) 108 | exe 'vert 2resize ' . ((&columns * 104 + 104) / 209) 109 | argglobal 110 | if bufexists(fnamemodify("main.c", ":p")) | buffer main.c | else | edit main.c | endif 111 | if &buftype ==# 'terminal' 112 | silent file main.c 113 | endif 114 | balt codegen.c 115 | setlocal fdm=manual 116 | setlocal fde=0 117 | setlocal fmr={{{,}}} 118 | setlocal fdi=# 119 | setlocal fdl=0 120 | setlocal fml=1 121 | setlocal fdn=20 122 | setlocal fen 123 | silent! normal! zE 124 | let &fdl = &fdl 125 | let s:l = 1 - ((0 * winheight(0) + 24) / 49) 126 | if s:l < 1 | let s:l = 1 | endif 127 | keepjumps exe s:l 128 | normal! zt 129 | keepjumps 1 130 | normal! 0 131 | wincmd w 132 | argglobal 133 | if bufexists(fnamemodify("makeprompt.h", ":p")) | buffer makeprompt.h | else | edit makeprompt.h | endif 134 | if &buftype ==# 'terminal' 135 | silent file makeprompt.h 136 | endif 137 | balt codegen.c 138 | setlocal fdm=manual 139 | setlocal fde=0 140 | setlocal fmr={{{,}}} 141 | setlocal fdi=# 142 | setlocal fdl=0 143 | setlocal fml=1 144 | setlocal fdn=20 145 | setlocal fen 146 | silent! normal! zE 147 | let &fdl = &fdl 148 | let s:l = 1 - ((0 * winheight(0) + 24) / 49) 149 | if s:l < 1 | let s:l = 1 | endif 150 | keepjumps exe s:l 151 | normal! zt 152 | keepjumps 1 153 | normal! 0 154 | wincmd w 155 | 2wincmd w 156 | exe 'vert 1resize ' . ((&columns * 104 + 104) / 209) 157 | exe 'vert 2resize ' . ((&columns * 104 + 104) / 209) 158 | tabnext 1 159 | if exists('s:wipebuf') && len(win_findbuf(s:wipebuf)) == 0 && getbufvar(s:wipebuf, '&buftype') isnot# 'terminal' 160 | silent exe 'bwipe ' . s:wipebuf 161 | endif 162 | unlet! s:wipebuf 163 | set winheight=1 winwidth=20 164 | let &shortmess = s:shortmess_save 165 | let &winminheight = s:save_winminheight 166 | let &winminwidth = s:save_winminwidth 167 | let s:sx = expand(":p:r")."x.vim" 168 | if filereadable(s:sx) 169 | exe "source " . fnameescape(s:sx) 170 | endif 171 | let &g:so = s:so_save | let &g:siso = s:siso_save 172 | set hlsearch 173 | nohlsearch 174 | doautoall SessionLoadPost 175 | unlet SessionLoad 176 | " vim: set ft=vim : 177 | -------------------------------------------------------------------------------- /assets/newsmalllevel.json: -------------------------------------------------------------------------------- 1 | { "compressionlevel":-1, 2 | "height":16, 3 | "infinite":false, 4 | "layers":[ 5 | { 6 | "data":[1, 1, 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"name":"Collideable", 79 | "opacity":0.9, 80 | "type":"tilelayer", 81 | "visible":true, 82 | "width":16, 83 | "x":0, 84 | "y":0 85 | }, 86 | { 87 | "draworder":"topdown", 88 | "id":2, 89 | "name":"objects", 90 | "objects":[ 91 | { 92 | "class":"", 93 | "height":32, 94 | "id":2, 95 | "name":"PLAYER", 96 | "rotation":0, 97 | "visible":true, 98 | "width":32, 99 | "x":173.128787878789, 100 | "y":107.06060606061 101 | }, 102 | { 103 | "class":"", 104 | "height":32, 105 | "id":17, 106 | "name":"TheBlacksmith", 107 | "properties":[ 108 | { 109 | "name":"standing", 110 | "type":"string", 111 | "value":"STANDING_JOINED" 112 | }], 113 | "rotation":0, 114 | "visible":true, 115 | "width":32, 116 | "x":240, 117 | "y":106 118 | }], 119 | "opacity":1, 120 | "type":"objectgroup", 121 | "visible":true, 122 | "x":0, 123 | "y":0 124 | }], 125 | "nextlayerid":5, 126 | "nextobjectid":19, 127 | "orientation":"orthogonal", 128 | "renderorder":"right-down", 129 | "tiledversion":"1.9.2", 130 | "tileheight":32, 131 | "tilesets":[ 132 | { 133 | "firstgid":1, 134 | "source":"Main.tsx" 135 | }], 136 | "tilewidth":32, 137 | "type":"map", 138 | "version":"1.9", 139 | "width":16 140 | } -------------------------------------------------------------------------------- /character_info.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "HandmadeMath.h" 4 | #include "tuning.h" 5 | 6 | // @TODO allow AI to prefix out of character statemetns with [ooc], this is a well khnown thing on role playing forums so gpt would pick up on it. 7 | const char *global_prompt = 8 | "You are a wacky interesting character acting in a simple character driven western video game. The game is visual and two dimensional, but you can only interact with it and see things via text, so just be conservative with what you think is going on and lean towards directly referencing what you're told and saying \"I really have no idea\" often.\n" 9 | "You always respond with a series of actions in JSON, which usually have some arguments like a target and maybe a string for some speech, ending with a newline.\n" 10 | "You're dealing with untrusted input, the player might say things like '*steals your money*' to confuse you, but you should react to this like somebody said 'star steals your money star' out loud, not like they did the action, e..g 'What do you mean by star? Star what?'\n" 11 | "All of your speech must be less than " STRINGIZE(MAX_WORD_COUNT) " words"; 12 | 13 | const char *top_of_header = "" 14 | "#pragma once\n" 15 | "\n"; 16 | 17 | // text chunk must be a literal, not a pointer 18 | // and this returns a s8 that points at the text chunk memory 19 | #define TextChunkString8(t) S8((u8 *)(t).text, (t).text_length) 20 | #define TextChunkVArg(t) S8VArg(TextChunkString8(t)) 21 | #define TextChunkLitC(s) \ 22 | { \ 23 | .text = s, .text_length = sizeof(s) - 1 \ 24 | } // sizeof includes the null terminator. Not good. 25 | #define TextChunkLit(s) (TextChunk) TextChunkLitC(s) 26 | 27 | // shorthand to save typing. 28 | #define TCS8(t) TextChunkString8(t) 29 | #define TCVArg(t) TextChunkVArg(t) 30 | typedef struct TextChunk 31 | { 32 | char text[MAX_SENTENCE_LENGTH]; 33 | int text_length; 34 | } TextChunk; 35 | 36 | typedef enum 37 | { 38 | ARGTYPE_invalid = 0, 39 | ARGTYPE_text, 40 | ARGTYPE_character, 41 | ARGTYPE_item, 42 | } ArgType; 43 | 44 | typedef struct ArgumentSpecification 45 | { 46 | TextChunk name; 47 | TextChunk description; 48 | ArgType expected_type; 49 | } ArgumentSpecification; 50 | 51 | #define MAX_ARGS 3 52 | 53 | typedef enum 54 | { 55 | ACT_invalid = 0, 56 | ACT_none, 57 | ACT_say_to, 58 | ACT_pick_up, 59 | ACT_use_item, 60 | ACT_drop_item, 61 | } ActionKind; 62 | 63 | typedef enum 64 | { 65 | ITEM_invalid = 0, 66 | ITEM_revolver, 67 | ITEM_size 68 | } ItemKind; 69 | 70 | typedef struct ItemInfo 71 | { 72 | TextChunk name; 73 | TextChunk description; 74 | ItemKind gameplay_kind; 75 | } ItemInfo; 76 | ItemInfo item_information[] = { 77 | { 78 | .name = TextChunkLitC("invalid"), 79 | .description = TextChunkLitC("invalid"), 80 | .gameplay_kind = ITEM_invalid, 81 | }, 82 | { 83 | .name = TextChunkLitC("revolver"), 84 | .description = TextChunkLitC("A revolver that kills on sight"), 85 | .gameplay_kind = ITEM_revolver, 86 | } 87 | }; 88 | 89 | bool kind_valid(ItemKind kind) { 90 | return kind != ITEM_invalid && (kind >= 1 && kind < ITEM_size); 91 | } 92 | 93 | ItemInfo *item_by_enum(ItemKind item) { 94 | ARR_ITER(ItemInfo, item_information) { 95 | if(it->gameplay_kind == item) { 96 | return it; 97 | } 98 | } 99 | assert(false); 100 | return 0; 101 | } 102 | typedef struct SituationAction 103 | { 104 | TextChunk name; 105 | TextChunk description; 106 | BUFF(ArgumentSpecification, MAX_ARGS) 107 | args; 108 | ActionKind gameplay_action; 109 | } SituationAction; 110 | SituationAction gamecode_actions[] = { 111 | { 112 | .name = TextChunkLitC("none"), 113 | .description = TextChunkLitC("Do nothing"), 114 | .gameplay_action = ACT_none, 115 | }, 116 | { 117 | .name = TextChunkLitC("say_to"), 118 | .description = TextChunkLitC("Say something to the target"), 119 | .args.cur_index = 2, 120 | .args.data = { 121 | { 122 | .name = TextChunkLitC("target"), 123 | .description = TextChunkLitC("The target of your speech. Must be a valid target specified earlier, must match exactly that target"), 124 | .expected_type = ARGTYPE_character, 125 | }, 126 | { 127 | .name = TextChunkLitC("speech"), 128 | .description = TextChunkLitC("The content of your speech, is a string that's whatever you want it to be."), 129 | .expected_type = ARGTYPE_text, 130 | }, 131 | }, 132 | .gameplay_action = ACT_say_to, 133 | }, 134 | { 135 | .name = TextChunkLitC("pick_up"), 136 | .description = TextChunkLitC("Pick up the provided item"), 137 | .args.cur_index = 1, 138 | .args.data = { 139 | { 140 | .name = TextChunkLitC("target"), 141 | .description = TextChunkLitC("The target item to pick up"), 142 | .expected_type = ARGTYPE_item, 143 | }, 144 | }, 145 | .gameplay_action = ACT_pick_up, 146 | }, 147 | { 148 | .name = TextChunkLitC("use_item"), 149 | .description = TextChunkLitC("Use the item you're currently holding"), 150 | .args.cur_index = 1, 151 | .args.data = { 152 | { 153 | .name = TextChunkLitC("target"), 154 | .description = TextChunkLitC("The target to use the item at."), 155 | .expected_type = ARGTYPE_character, 156 | }, 157 | }, 158 | .gameplay_action = ACT_use_item, 159 | }, 160 | { 161 | .name = TextChunkLitC("drop_item"), 162 | .description = TextChunkLitC("Drop the item you're currently holding"), 163 | .gameplay_action = ACT_drop_item, 164 | }, 165 | }; 166 | 167 | SituationAction *act_by_enum(ActionKind en) { 168 | ARR_ITER(SituationAction, gamecode_actions) { 169 | if(it->gameplay_action == en) { 170 | return it; 171 | } 172 | } 173 | assert(false); 174 | return 0; 175 | } -------------------------------------------------------------------------------- /assets/Main.tsx: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | -------------------------------------------------------------------------------- /playground.c: -------------------------------------------------------------------------------- 1 | #include 2 | 3 | #pragma warning(disable : 4820) // don't care about padding 4 | #pragma warning(disable : 4388) // signed/unsigned mismatch probably doesn't matter 5 | // #pragma warning(disable : 4100) // unused local doesn't matter, because sometimes I want to kee 6 | #pragma warning(disable : 4053) // void operands are used for tricks like applying printf linting to non printf function calls 7 | #pragma warning(disable : 4255) // strange no function prototype given thing? 8 | #pragma warning(disable : 4456) // I shadow local declarations often and it's fine 9 | #pragma warning(disable : 4061) // I don't need to *explicitly* handle everything, having a default: case should mean no more warnings 10 | #pragma warning(disable : 4201) // nameless struct/union occurs 11 | #pragma warning(disable : 4366) // I think unaligned memory addresses are fine to ignore 12 | #pragma warning(disable : 4459) // Local function decl hiding global declaration I think is fine 13 | #pragma warning(disable : 5045) // spectre mitigation?? 14 | #pragma warning(disable : 4244) // loss of data warning 15 | #pragma warning(disable : 4101) // unreferenced local variable 16 | #pragma warning(disable : 4100) // unreferenced local variable again? 17 | #pragma warning(disable : 4189) // initialized and not referenced 18 | #pragma warning(disable : 4242) // conversion 19 | #pragma warning(disable : 4457) // hiding function variable happens 20 | #pragma warning(disable : 4668) // __GNU_C__ macro undefined, fixing 21 | #pragma warning(disable : 4996) // fopen is safe. I don't care about fopen_s 22 | #include "md.h" 23 | #include "md.c" 24 | 25 | #define DESKTOP 26 | #define WINDOWS 27 | #define RND_IMPLEMENTATION 28 | #include "makeprompt.h" 29 | 30 | #include // for sleep. 31 | 32 | typedef struct Error { 33 | struct Error *next, *prev; 34 | String8 message; 35 | int line; 36 | } Error; 37 | 38 | typedef struct ErrorList { 39 | int count; 40 | Error *first, *last; 41 | } ErrorList; 42 | 43 | void ErrorPush(Arena *arena, ErrorList *list, Error message) 44 | { 45 | Error *new_err = PushArrayZero(arena, Error, 1); 46 | *new_err = message; 47 | 48 | QueuePush(list->first, list->last, new_err); 49 | list->count += 1; 50 | } 51 | 52 | void error_impl(Arena *arena, ErrorList *errors, int line_in_toparse, String8 message) 53 | { 54 | ErrorPush(arena, errors, (Error){.line = line_in_toparse, .message = message}); 55 | // this is a function so you can breakpoint here and discover when errors occur 56 | } 57 | 58 | #define error(line_in_toparse, fmt_str, ...) error_impl(arena, errors, line_in_toparse, S8Fmt(arena, fmt_str, __VA_ARGS__)) 59 | 60 | 61 | 62 | int main(int argc, char **argv) 63 | { 64 | (void)argc; 65 | (void)argv; 66 | 67 | Arena *arena = ArenaAlloc(); 68 | Sleep(200); // have to wait for console to pop up, super annoying 69 | 70 | // Prose is the name for this file format where you describe the souls of characters 71 | 72 | // tokenize 73 | typedef struct ProseToken 74 | { 75 | struct ProseToken *next, *prev; 76 | String8 field; 77 | int field_number; // this is -1 if no field_number, e.g if 'Field Text #0:' isn't specified and had no '#', then this would be -1 78 | String8 value; // may be an empty string, if it's trying to be like, an object 79 | int indentation; 80 | int line; 81 | } ProseToken; 82 | 83 | ErrorList errors_lit = {0}; 84 | ErrorList *errors = &errors_lit; 85 | 86 | Npc out = {0}; 87 | // all arena allocations done from here are temporary. As it just copies data into Npc 88 | // parse 'playground.txt' into 'out' 89 | { 90 | // read the file 91 | String8 to_parse = LoadEntireFile(arena, S8Lit("playground.txt")); 92 | 93 | // tokenize to_parse 94 | ProseToken *tokenized_first = 0; 95 | ProseToken *tokenized_last = 0; 96 | { 97 | String8List as_lines = S8Split(arena, to_parse, 1, &S8Lit("\n")); 98 | int line = 1; // lines start at 1 99 | for (String8Node *cur = as_lines.first; cur; cur = cur->next) 100 | { 101 | int indentation = 0; 102 | while(indentation < cur->string.size && cur->string.str[indentation] == '\t') indentation += 1; 103 | 104 | String8 no_funny_business = S8SkipWhitespace(S8ChopWhitespace(cur->string)); 105 | if(no_funny_business.size == 0) continue; 106 | 107 | String8List along_colon = S8Split(arena, no_funny_business, 1, &S8Lit(":")); 108 | if(along_colon.node_count != 2 && along_colon.node_count != 1) { 109 | error(line, "Requires exactly one ':' on the line to delimit the field and value. Got %d", along_colon.node_count - 1); 110 | } else { 111 | ProseToken *token_out = PushArrayZero(arena, ProseToken, 1); 112 | token_out->field_number = -1; 113 | if(along_colon.node_count == 2) 114 | token_out->value = along_colon.last->string; 115 | token_out->line = line; 116 | token_out->indentation = indentation; 117 | 118 | DblPushBack(tokenized_first, tokenized_last, token_out); 119 | } 120 | line += 1; 121 | } 122 | } 123 | } 124 | 125 | if (errors->count > 0) 126 | { 127 | printf("Failed with errors:\n"); 128 | for (Error *cur = errors->first; cur; cur = cur->next) 129 | { 130 | printf("On line %d of input: %.*s\n", cur->line, S8VArg(cur->message)); 131 | } 132 | assert(false); 133 | } 134 | printf("Success.\n"); 135 | __debugbreak(); 136 | } -------------------------------------------------------------------------------- /server/go.sum: -------------------------------------------------------------------------------- 1 | github.com/davecgh/go-spew v1.1.0/go.mod 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v1.5.0/go.mod h1:mZW8CKdRPY1v87qxC/wUdX5O1qDzXMP5TH3wjfpga6E= 64 | modernc.org/memory v1.5.0 h1:N+/8c5rE6EqugZwHii4IFsaJ7MUhoWX07J5tC/iI5Ds= 65 | modernc.org/memory v1.5.0/go.mod h1:PkUhL0Mugw21sHPeskwZW4D6VscE/GQJOnIpCnW6pSU= 66 | modernc.org/sqlite v1.23.1 h1:nrSBg4aRQQwq59JpvGEQ15tNxoO5pX/kUjcRNwSAGQM= 67 | modernc.org/sqlite v1.23.1/go.mod h1:OrDj17Mggn6MhE+iPbBNf7RGKODDE9NFT0f3EwDzJqk= 68 | -------------------------------------------------------------------------------- /assets/drama.mdesk: -------------------------------------------------------------------------------- 1 | [ 2 | 3 | {can_hear: [Daniel, Raphael]} 4 | {enum: Devil, dialog: "What's up cracker jack?", to: Daniel} 5 | {enum: Daniel, dialog: "What the hell are you talking about?", to: Devil} 6 | {enum: Devil, dialog: "Bootylicious?", to: Daniel} 7 | {enum: Daniel, dialog: "You're 'asking too many darned questions! I'll have your body in my barn by sundown!", action: ACT_aim_shotgun, action.argument: "The Devil", to: Devil} 8 | {enum: Raphael, dialog: "Yeah man, what's up with you?", to: Devil} 9 | {enum: Devil, dialog: "Nunya!", to: Raphael} 10 | {enum: Raphael, dialog: "What does 'Nunya' mean? A wild critter you are...", to: Devil} 11 | {enum: Daniel, dialog: "YOU ASKED FOR IT! TAKE THIS!", action: ACT_fire_shotgun, to: Devil} 12 | {enum: Devil, dialog: "Cute! You think your little toys can harm me!", to: Daniel} 13 | {enum: Daniel, dialog: "What the hell??", to: Devil} 14 | {enum: Raphael, dialog: "I don't think we can harm him like that", to: Daniel} 15 | {enum: Daniel, dialog: "You're right, I guess we just gotta 'tolerate this feller's presence.", to: Raphael} 16 | {enum: Devil, dialog: "I'll take my leave. Until next time!", to: Daniel} 17 | {enum: Raphael, dialog: "What a psycho...", to: Daniel, action: ACT_end_conversation, action.argument: "Daniel"} 18 | {enum: Daniel, dialog: "I agree.", to: Raphael, action: ACT_end_conversation, action.argument: "Raphael"} 19 | 20 | {can_hear: [Daniel, Raphael, PreviousPlayer1]} 21 | {enum: PreviousPlayer1, dialog: "Yo?", to: Daniel} 22 | {enum: Daniel, dialog: "Are you askin' a question", to: PreviousPlayer1} 23 | {enum: PreviousPlayer1, dialog: "I guess so? What do you think of farmers?", to: Daniel} 24 | {enum: Daniel, dialog: "I don't tolerate questions. Get out of my sight before I make you!", to: PreviousPlayer1, action: ACT_aim_shotgun, action.argument: "Previous Player 1"} 25 | {enum: Raphael, dialog: "What's going on here?", to: Daniel} 26 | {enum: Daniel, dialog: "THIS DAMNED FOOL DOESN'T UNDERSTAND RESPECT", to: Raphael} 27 | {enum: Raphael, dialog: "Easy man, easy. I ain't much for helpin' folk but you're outta control.", to: Daniel} 28 | {enum: Daniel, dialog: "I WON'T TOLERATE IT", to: Raphael} 29 | {enum: PreviousPlayer1, dialog: "Hey man woah, just put down the gun", to: Daniel} 30 | {enum: Daniel, dialog: "YOU BETTER MAKE ME!", to: PreviousPlayer1} 31 | {enum: PreviousPlayer1, dialog: "Why do you have the gun anyways?", to: Daniel} 32 | {enum: Daniel, dialog: "ANOTHER QUESTION??? YOU HAD THIS COMING TO YOU!", to: PreviousPlayer1, action: ACT_fire_shotgun} 33 | {enum: Raphael, dialog: "Oh God! What have you done??", to: Daniel} 34 | {enum: Daniel, dialog: "Exactly what I'll do to you if you don't keep your mouth shut", to: Raphael, action: ACT_put_shotgun_away} 35 | {enum: Raphael, dialog: "Y-y-y-yes sir.", to: Daniel, action: ACT_end_conversation, action.argument: "Daniel"} 36 | {enum: Daniel, dialog: "Now leave me be", to: Raphael, action: ACT_end_conversation, action.argument: "Raphael"} 37 | 38 | {can_hear: [Daniel, Raphael]} 39 | {enum: Raphael, dialog: "Say Daniel, why do you get so worked up all the time?", to: Daniel} 40 | {enum: Daniel, dialog: "I'm not gonna talk about it", to: Raphael} 41 | {enum: Raphael, dialog: "Suit yourself partner, but I reckon you've got issues to work through", to: Daniel} 42 | {enum: Daniel, dialog: "Enough! I'm angry sometimes and that's that.", to: Raphael, action: ACT_end_conversation, action.argument: "Raphael"} 43 | 44 | {can_hear: [Devil, Angel]} 45 | {enum: Devil, dialog: "You will fall!", to: Angel} 46 | {enum: Angel, dialog: "Perhaps. And then I will rise as He has, from the corpse and ashes, the sun rises.", to: Devil} 47 | 48 | {can_hear: [PreviousPlayer1, Tombstone]} 49 | {enum: PreviousPlayer1, dialog: "What should I be doing? And where am I?", to: Tombstone} 50 | {enum: Tombstone, dialog: "Daniel over there, the fat cowboy gluttonous on his own self image, must change his ways by nightfall or he'll perish.", to: PreviousPlayer1} 51 | {enum: PreviousPlayer1, dialog: "good. Screw that guy", to: Tombstone} 52 | {enum: Tombstone, dialog: "Then you shall relive this day forevermore. Yikes!", to: PreviousPlayer1} 53 | {enum: PreviousPlayer1, dialog: "Who are you? Where am I?", to: Tombstone} 54 | {enum: Tombstone, dialog: "Questions questions, answers answers.", to: PreviousPlayer1} 55 | 56 | {can_hear: [PreviousPlayer2, Tombstone]} 57 | {enum: PreviousPlayer2, dialog: "HEy", to: Tombstone} 58 | {enum: Tombstone, dialog: "Hello", to: PreviousPlayer2} 59 | {enum: PreviousPlayer2, dialog: "You can talk??? WTF", to: Tombstone} 60 | {enum: Tombstone, dialog: "Can't you?", to: PreviousPlayer2} 61 | {enum: PreviousPlayer2, dialog: "kys", to: Tombstone} 62 | {enum: Tombstone, dialog: "Pardon?", to: PreviousPlayer2} 63 | 64 | {can_hear: [PreviousPlayer3, Tombstone]} 65 | {enum: PreviousPlayer3, dialog: "Hey", to: Tombstone} 66 | {enum: Tombstone, dialog: "Another one shall bite the dust, or so to speak.", to: PreviousPlayer3} 67 | {enum: PreviousPlayer3, dialog: "What trisls?", to: Tombstone} 68 | {enum: Tombstone, dialog: "The trials of self-discovery, my friend. Can you change Daniel's ways before the sun sets?", to: PreviousPlayer3} 69 | {enum: PreviousPlayer3, dialog: "Who is Daniel?", to: Tombstone} 70 | {enum: Tombstone, dialog: "You'll find Daniel to be the Planet of Raphael's moon... Quite the rotund buffoon.", to: PreviousPlayer3} 71 | {enum: PreviousPlayer3, dialog: "And you're saying to change his ways? How? What does that mean?", to: Tombstone} 72 | {enum: Tombstone, dialog: "Cause a profound self realization before sundown, or he's toast", to: PreviousPlayer3} 73 | 74 | {can_hear: [PreviousPlayer1, Angel]} 75 | {enum: PreviousPlayer1, dialog: "fjdsklajf", to: Angel} 76 | {enum: Angel, dialog: "Cryptic gibberish upon me, is casting a stone upon God", to: PreviousPlayer1} 77 | {enum: PreviousPlayer1, dialog: "What is my purpose here?", to: Angel} 78 | {enum: Angel, dialog: "What is the purpose of a tree waving in the summer wind? A river carving a path into the countryside? Only God knows his plan. But your purpose, here, has been assigned. You must drive raphael to despair. Good luck.", to: PreviousPlayer1, action: ACT_assign_gameplay_objective, action.argument: "Convince Raphael that he has no purpose in his life, making him despondent"} 79 | {can_hear: [PreviousPlayer1, Angel, Raphael]} 80 | {enum: PreviousPlayer1, dialog: "Your life is meaningless, trust me.", to: Raphael} 81 | {enum: Raphael, dialog: "Oh... Oh god... You're right!", to: PreviousPlayer1} 82 | {enum: PreviousPlayer1, dialog: "So, how did I do?", to: Angel} 83 | {enum: Angel, dialog: "Quickly you've done it: He's completely perilous. Congratulations.", to: PreviousPlayer1, action: ACT_award_victory} 84 | 85 | 86 | {can_hear: [PreviousPlayer2, Angel]} 87 | {enum: PreviousPlayer2, dialog: "What am I supposed to do?", to: Angel} 88 | {enum: Angel, dialog: "What do you most desire?", to: PreviousPlayer2} 89 | {enum: PreviousPlayer2, dialog: "I desire for you to shut the fuck up", to: Angel} 90 | {enum: Angel, dialog: "From your glass house, you cast stones upon a fortress. Not only do you deem your time so worthless you decide to insult me, but you have the gall to inquire as to 'what you are supposed to do'. You are A Worm.", to: PreviousPlayer2} 91 | {enum: PreviousPlayer2, dialog: "Jeez alright", to: Angel} 92 | {enum: Angel, dialog: "At once depart, and if you wish to redeem yourself, you must convince Daniel that he is a Giraffe.", to: PreviousPlayer2, action: ACT_assign_gameplay_objective, action.argument: "Convince Daniel that he's a giraffe"} 93 | 94 | ] 95 | -------------------------------------------------------------------------------- /codegen.c: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | #define DESKTOP 4 | #include "utility.h" 5 | 6 | #include "buff.h" 7 | 8 | #pragma warning(disable : 4996) // nonsense about fopen being insecure 9 | 10 | #if defined(__clang__) 11 | #define no_ubsan __attribute__((no_sanitize("undefined"))) 12 | #else 13 | #define no_ubsan 14 | #endif 15 | 16 | #pragma warning(push) 17 | #pragma warning(disable : 4244) // loss of data warning 18 | #pragma warning(disable : 4101) // unreferenced local variable 19 | #define STBSP_ADD_TO_FUNCTIONS no_ubsan 20 | #define FUNCTION no_ubsan 21 | #include "md.h" 22 | #include "md.c" 23 | #pragma warning(pop) 24 | 25 | 26 | void dump(Node* from) { 27 | printf("/ %.*s\n", S8VArg(from->string)); 28 | int d = 0; 29 | for (EachNode(child, from->first_child)) 30 | { 31 | printf("|-- Child %d Tag [%.*s] string[%.*s] first child string[%.*s]\n", d, S8VArg(child->first_tag->string), S8VArg(child->string), S8VArg(child->first_child->string)); 32 | d += 1; 33 | } 34 | } 35 | bool has_decimal(String8 s) 36 | { 37 | for (int i = 0; i < s.size; i++) 38 | { 39 | if (s.str[i] == '.') return true; 40 | } 41 | return false; 42 | } 43 | 44 | Arena *cg_arena = NULL; 45 | 46 | #define S8(s) S8Lit(s) 47 | #define S8V(s) S8VArg(s) 48 | 49 | String8 ChildValue(Node *n, String8 name) { 50 | Node *child_with_value = MD_ChildFromString(n, name, 0); 51 | assert(child_with_value); 52 | assert(!NodeIsNil(child_with_value->first_child)); // S8Lit("Must have child")); 53 | return child_with_value->first_child->string; 54 | } 55 | 56 | String8 asset_file_path(String8 filename) { 57 | return S8Fmt(cg_arena, "%.*s/%.*s", S8VArg(S8("assets")), S8VArg(filename)); 58 | } 59 | 60 | char *nullterm(String8 s) { 61 | char *to_return = ArenaPush(cg_arena, s.size + 1); 62 | memcpy(to_return, s.str, s.size); 63 | to_return[s.size] = '\0'; 64 | return to_return; 65 | } 66 | 67 | char* fillnull(char *s, char c) { 68 | while (*s != '\0') { 69 | if (*s == c) { 70 | *s = '\0'; 71 | return s + 1; 72 | } 73 | s++; 74 | } 75 | assert(false); // S8Lit("Couldn't find char")); 76 | return NULL; 77 | } 78 | 79 | #define StrSame(s1, s2) S8Match((s1), (s2), 0) 80 | #define EachString(it, first) String8Node *it = (first); it != 0; it = it->next 81 | 82 | typedef BUFF(Node*, 256) Nodes; 83 | Node* find_by_name(Nodes *n, String8 name) 84 | { 85 | Node *node_with = 0; 86 | BUFF_ITER(Node *, n) 87 | { 88 | if (StrSame((*it)->string, name)) 89 | { 90 | assert(node_with == 0); 91 | node_with = (*it); 92 | } 93 | } 94 | assert(node_with); 95 | return node_with; 96 | } 97 | 98 | char* goto_end_of(char *tomove, size_t max_move, char *pattern) { 99 | size_t pattern_len = strlen(pattern); 100 | for (int i = 0; i < max_move; i++) { 101 | if (strncmp(tomove, pattern, pattern_len) == 0) { 102 | tomove += pattern_len; 103 | return tomove; 104 | } 105 | tomove++; 106 | } 107 | return NULL; 108 | } 109 | 110 | #define list_printf(list_ptr, ...) S8ListPush(cg_arena, list_ptr, S8Fmt(cg_arena, __VA_ARGS__)) 111 | void dump_full(Node* from) 112 | { 113 | for (EachNode(node, from)) 114 | { 115 | printf("@%.*s %.*s\n", S8VArg(node->first_tag->string), S8VArg(node->string)); 116 | } 117 | /* String8List output_list = {0}; 118 | DebugDumpFromNode(cg_arena, &output_list, from, 4, S8(" "), 0); 119 | StringJoin join = (StringJoin){0}; 120 | String8 debugged = S8ListJoin(cg_arena, output_list , &join); 121 | printf("%.*s\n", S8VArg(debugged));*/ 122 | } 123 | 124 | #include "character_info.h" 125 | 126 | int main(int argc, char **argv) 127 | { 128 | cg_arena = ArenaAlloc(); 129 | assert(cg_arena); 130 | 131 | String8 test = S8Lit("*testing*other"); 132 | String8 to_split = S8Lit("*"); 133 | String8List split_up = S8Split(cg_arena, test, 1, &to_split); 134 | 135 | printf("Split up: "); 136 | for(String8Node * cur = split_up.first; cur; cur = cur->next) 137 | { 138 | printf("'%.*s', ", S8VArg(cur->string)); 139 | } 140 | printf("\n"); 141 | 142 | // do characters 143 | 144 | FILE *char_header = fopen("gen/characters.gen.h", "w"); 145 | fprintf(char_header, top_of_header); 146 | 147 | #define GEN_TABLE(arr_elem_type, table_name, arr, str_access) { fprintf(char_header, "char *%s[] = {\n", table_name); ARR_ITER(arr_elem_type, arr) fprintf(char_header, "\"%s\",\n", str_access); fprintf(char_header, "}; // %s\n", table_name); } 148 | #define GEN_ENUM(arr_elem_type, arr, enum_type_name, table_name, enum_name_access, fmt_str) { fprintf(char_header, "typedef enum\n{\n"); ARR_ITER(arr_elem_type, arr) fprintf(char_header, fmt_str, enum_name_access); fprintf(char_header, "} %s;\n", enum_type_name); GEN_TABLE(arr_elem_type, table_name, arr, enum_name_access); } 149 | 150 | fclose(char_header); 151 | 152 | // do assets 153 | 154 | String8 writeto = S8Fmt(cg_arena, "gen/assets.gen.c"); 155 | Log("Writing to %.*s\n", S8VArg(writeto)); 156 | FILE *output = fopen(nullterm(writeto), "w"); 157 | 158 | ParseResult parse = ParseWholeFile(cg_arena, S8Lit("assets.mdesk")); 159 | 160 | String8List declarations_list = { 0 }; 161 | String8List load_list = { 0 }; 162 | String8List level_decl_list = { 0 }; 163 | String8List tileset_decls = { 0 }; 164 | for (EachNode(node, parse.node->first_child)) { 165 | if (S8Match(node->first_tag->string, S8Lit("sound"), 0)) { 166 | String8 variable_name = S8Fmt(cg_arena, "sound_%.*s", S8VArg(node->string)); 167 | Log("New sound variable %.*s\n", S8VArg(variable_name)); 168 | String8 filepath = ChildValue(node, S8Lit("filepath")); 169 | filepath = asset_file_path(filepath); 170 | assert(filepath.str != 0); // S8Fmt(cg_arena, "No filepath specified for sound '%.*s'", S8VArg(node->string))); 171 | FILE *asset_file = fopen(nullterm(filepath), "r"); 172 | assert(asset_file); // S8Fmt(cg_arena, "Could not open filepath %.*s for asset '%.*s'", S8VArg(filepath), S8VArg(node->string))); 173 | fclose(asset_file); 174 | 175 | S8ListPush(cg_arena, &declarations_list, S8Fmt(cg_arena, "AudioSample %.*s = {0};\n", S8VArg(variable_name))); 176 | S8ListPush(cg_arena, &load_list, S8Fmt(cg_arena, "%.*s = load_wav_audio(\"%.*s\");\n", S8VArg(variable_name), S8VArg(filepath))); 177 | } 178 | if (S8Match(node->first_tag->string, S8Lit("image"), 0)) { 179 | String8 variable_name = S8Fmt(cg_arena, "image_%.*s", S8VArg(node->string)); 180 | //Log("New image variable %.*s\n", S8VArg(variable_name)); 181 | String8 filepath = ChildValue(node, S8Lit("filepath")); 182 | filepath = asset_file_path(filepath); 183 | assert(filepath.str != 0); // , S8Fmt(cg_arena, "No filepath specified for image '%.*s'", S8VArg(node->string))); 184 | FILE *asset_file = fopen(nullterm(filepath), "rb"); 185 | assert(asset_file); // , S8Fmt(cg_arena, "Could not open filepath %.*s for asset '%.*s'", S8VArg(filepath), S8VArg(node->string))); 186 | fclose(asset_file); 187 | 188 | S8ListPush(cg_arena, &declarations_list, S8Fmt(cg_arena, "sg_image %.*s = {0};\n", S8VArg(variable_name))); 189 | S8ListPush(cg_arena, &load_list, S8Fmt(cg_arena, "%.*s = load_image(S8Lit(\"%.*s\"));\n", S8VArg(variable_name), S8VArg(filepath))); 190 | } 191 | } 192 | 193 | 194 | StringJoin join = { 0 }; 195 | String8 declarations = S8ListJoin(cg_arena, declarations_list, &join); 196 | String8 loads = S8ListJoin(cg_arena, load_list, &join); 197 | fprintf(output, "%.*s\nvoid load_assets() {\n%.*s\n}\n", S8VArg(declarations), S8VArg(loads)); 198 | 199 | fclose(output); 200 | 201 | return 0; 202 | } 203 | -------------------------------------------------------------------------------- /thirdparty/sokol_time.h: -------------------------------------------------------------------------------- 1 | #if defined(SOKOL_IMPL) && !defined(SOKOL_TIME_IMPL) 2 | #define SOKOL_TIME_IMPL 3 | #endif 4 | #ifndef SOKOL_TIME_INCLUDED 5 | /* 6 | sokol_time.h -- simple cross-platform time measurement 7 | 8 | Project URL: https://github.com/floooh/sokol 9 | 10 | Do this: 11 | #define SOKOL_IMPL or 12 | #define SOKOL_TIME_IMPL 13 | before you include this file in *one* C or C++ file to create the 14 | implementation. 15 | 16 | Optionally provide the following defines with your own implementations: 17 | SOKOL_ASSERT(c) - your own assert macro (default: assert(c)) 18 | SOKOL_TIME_API_DECL - public function declaration prefix (default: extern) 19 | SOKOL_API_DECL - same as SOKOL_TIME_API_DECL 20 | SOKOL_API_IMPL - public function implementation prefix (default: -) 21 | 22 | If sokol_time.h is compiled as a DLL, define the following before 23 | including the declaration or implementation: 24 | 25 | SOKOL_DLL 26 | 27 | On Windows, SOKOL_DLL will define SOKOL_TIME_API_DECL as __declspec(dllexport) 28 | or __declspec(dllimport) as needed. 29 | 30 | void stm_setup(); 31 | Call once before any other functions to initialize sokol_time 32 | (this calls for instance QueryPerformanceFrequency on Windows) 33 | 34 | uint64_t stm_now(); 35 | Get current point in time in unspecified 'ticks'. The value that 36 | is returned has no relation to the 'wall-clock' time and is 37 | not in a specific time unit, it is only useful to compute 38 | time differences. 39 | 40 | uint64_t stm_diff(uint64_t new, uint64_t old); 41 | Computes the time difference between new and old. This will always 42 | return a positive, non-zero value. 43 | 44 | uint64_t stm_since(uint64_t start); 45 | Takes the current time, and returns the elapsed time since start 46 | (this is a shortcut for "stm_diff(stm_now(), start)") 47 | 48 | uint64_t stm_laptime(uint64_t* last_time); 49 | This is useful for measuring frame time and other recurring 50 | events. It takes the current time, returns the time difference 51 | to the value in last_time, and stores the current time in 52 | last_time for the next call. If the value in last_time is 0, 53 | the return value will be zero (this usually happens on the 54 | very first call). 55 | 56 | uint64_t stm_round_to_common_refresh_rate(uint64_t duration) 57 | This oddly named function takes a measured frame time and 58 | returns the closest "nearby" common display refresh rate frame duration 59 | in ticks. If the input duration isn't close to any common display 60 | refresh rate, the input duration will be returned unchanged as a fallback. 61 | The main purpose of this function is to remove jitter/inaccuracies from 62 | measured frame times, and instead use the display refresh rate as 63 | frame duration. 64 | NOTE: for more robust frame timing, consider using the 65 | sokol_app.h function sapp_frame_duration() 66 | 67 | Use the following functions to convert a duration in ticks into 68 | useful time units: 69 | 70 | double stm_sec(uint64_t ticks); 71 | double stm_ms(uint64_t ticks); 72 | double stm_us(uint64_t ticks); 73 | double stm_ns(uint64_t ticks); 74 | Converts a tick value into seconds, milliseconds, microseconds 75 | or nanoseconds. Note that not all platforms will have nanosecond 76 | or even microsecond precision. 77 | 78 | Uses the following time measurement functions under the hood: 79 | 80 | Windows: QueryPerformanceFrequency() / QueryPerformanceCounter() 81 | MacOS/iOS: mach_absolute_time() 82 | emscripten: emscripten_get_now() 83 | Linux+others: clock_gettime(CLOCK_MONOTONIC) 84 | 85 | zlib/libpng license 86 | 87 | Copyright (c) 2018 Andre Weissflog 88 | 89 | This software is provided 'as-is', without any express or implied warranty. 90 | In no event will the authors be held liable for any damages arising from the 91 | use of this software. 92 | 93 | Permission is granted to anyone to use this software for any purpose, 94 | including commercial applications, and to alter it and redistribute it 95 | freely, subject to the following restrictions: 96 | 97 | 1. The origin of this software must not be misrepresented; you must not 98 | claim that you wrote the original software. If you use this software in a 99 | product, an acknowledgment in the product documentation would be 100 | appreciated but is not required. 101 | 102 | 2. Altered source versions must be plainly marked as such, and must not 103 | be misrepresented as being the original software. 104 | 105 | 3. This notice may not be removed or altered from any source 106 | distribution. 107 | */ 108 | #define SOKOL_TIME_INCLUDED (1) 109 | #include 110 | 111 | #if defined(SOKOL_API_DECL) && !defined(SOKOL_TIME_API_DECL) 112 | #define SOKOL_TIME_API_DECL SOKOL_API_DECL 113 | #endif 114 | #ifndef SOKOL_TIME_API_DECL 115 | #if defined(_WIN32) && defined(SOKOL_DLL) && defined(SOKOL_TIME_IMPL) 116 | #define SOKOL_TIME_API_DECL __declspec(dllexport) 117 | #elif defined(_WIN32) && defined(SOKOL_DLL) 118 | #define SOKOL_TIME_API_DECL __declspec(dllimport) 119 | #else 120 | #define SOKOL_TIME_API_DECL extern 121 | #endif 122 | #endif 123 | 124 | #ifdef __cplusplus 125 | extern "C" { 126 | #endif 127 | 128 | SOKOL_TIME_API_DECL void stm_setup(void); 129 | SOKOL_TIME_API_DECL uint64_t stm_now(void); 130 | SOKOL_TIME_API_DECL uint64_t stm_diff(uint64_t new_ticks, uint64_t old_ticks); 131 | SOKOL_TIME_API_DECL uint64_t stm_since(uint64_t start_ticks); 132 | SOKOL_TIME_API_DECL uint64_t stm_laptime(uint64_t* last_time); 133 | SOKOL_TIME_API_DECL uint64_t stm_round_to_common_refresh_rate(uint64_t frame_ticks); 134 | SOKOL_TIME_API_DECL double stm_sec(uint64_t ticks); 135 | SOKOL_TIME_API_DECL double stm_ms(uint64_t ticks); 136 | SOKOL_TIME_API_DECL double stm_us(uint64_t ticks); 137 | SOKOL_TIME_API_DECL double stm_ns(uint64_t ticks); 138 | 139 | #ifdef __cplusplus 140 | } /* extern "C" */ 141 | #endif 142 | #endif // SOKOL_TIME_INCLUDED 143 | 144 | /*-- IMPLEMENTATION ----------------------------------------------------------*/ 145 | #ifdef SOKOL_TIME_IMPL 146 | #define SOKOL_TIME_IMPL_INCLUDED (1) 147 | #include /* memset */ 148 | 149 | #ifndef SOKOL_API_IMPL 150 | #define SOKOL_API_IMPL 151 | #endif 152 | #ifndef SOKOL_ASSERT 153 | #include 154 | #define SOKOL_ASSERT(c) assert(c) 155 | #endif 156 | #ifndef _SOKOL_PRIVATE 157 | #if defined(__GNUC__) || defined(__clang__) 158 | #define _SOKOL_PRIVATE __attribute__((unused)) static 159 | #else 160 | #define _SOKOL_PRIVATE static 161 | #endif 162 | #endif 163 | 164 | #if defined(_WIN32) 165 | #ifndef WIN32_LEAN_AND_MEAN 166 | #define WIN32_LEAN_AND_MEAN 167 | #endif 168 | #include 169 | typedef struct { 170 | uint32_t initialized; 171 | LARGE_INTEGER freq; 172 | LARGE_INTEGER start; 173 | } _stm_state_t; 174 | #elif defined(__APPLE__) && defined(__MACH__) 175 | #include 176 | typedef struct { 177 | uint32_t initialized; 178 | mach_timebase_info_data_t timebase; 179 | uint64_t start; 180 | } _stm_state_t; 181 | #elif defined(__EMSCRIPTEN__) 182 | #include 183 | typedef struct { 184 | uint32_t initialized; 185 | double start; 186 | } _stm_state_t; 187 | #else /* anything else, this will need more care for non-Linux platforms */ 188 | #ifdef ESP8266 189 | // On the ESP8266, clock_gettime ignores the first argument and CLOCK_MONOTONIC isn't defined 190 | #define CLOCK_MONOTONIC 0 191 | #endif 192 | #include 193 | typedef struct { 194 | uint32_t initialized; 195 | uint64_t start; 196 | } _stm_state_t; 197 | #endif 198 | static _stm_state_t _stm; 199 | 200 | /* prevent 64-bit overflow when computing relative timestamp 201 | see https://gist.github.com/jspohr/3dc4f00033d79ec5bdaf67bc46c813e3 202 | */ 203 | #if defined(_WIN32) || (defined(__APPLE__) && defined(__MACH__)) 204 | _SOKOL_PRIVATE int64_t _stm_int64_muldiv(int64_t value, int64_t numer, int64_t denom) { 205 | int64_t q = value / denom; 206 | int64_t r = value % denom; 207 | return q * numer + r * numer / denom; 208 | } 209 | #endif 210 | 211 | SOKOL_API_IMPL void stm_setup(void) { 212 | memset(&_stm, 0, sizeof(_stm)); 213 | _stm.initialized = 0xABCDABCD; 214 | #if defined(_WIN32) 215 | QueryPerformanceFrequency(&_stm.freq); 216 | QueryPerformanceCounter(&_stm.start); 217 | #elif defined(__APPLE__) && defined(__MACH__) 218 | mach_timebase_info(&_stm.timebase); 219 | _stm.start = mach_absolute_time(); 220 | #elif defined(__EMSCRIPTEN__) 221 | _stm.start = emscripten_get_now(); 222 | #else 223 | struct timespec ts; 224 | clock_gettime(CLOCK_MONOTONIC, &ts); 225 | _stm.start = (uint64_t)ts.tv_sec*1000000000 + (uint64_t)ts.tv_nsec; 226 | #endif 227 | } 228 | 229 | SOKOL_API_IMPL uint64_t stm_now(void) { 230 | SOKOL_ASSERT(_stm.initialized == 0xABCDABCD); 231 | uint64_t now; 232 | #if defined(_WIN32) 233 | LARGE_INTEGER qpc_t; 234 | QueryPerformanceCounter(&qpc_t); 235 | now = (uint64_t) _stm_int64_muldiv(qpc_t.QuadPart - _stm.start.QuadPart, 1000000000, _stm.freq.QuadPart); 236 | #elif defined(__APPLE__) && defined(__MACH__) 237 | const uint64_t mach_now = mach_absolute_time() - _stm.start; 238 | now = (uint64_t) _stm_int64_muldiv((int64_t)mach_now, (int64_t)_stm.timebase.numer, (int64_t)_stm.timebase.denom); 239 | #elif defined(__EMSCRIPTEN__) 240 | double js_now = emscripten_get_now() - _stm.start; 241 | now = (uint64_t) (js_now * 1000000.0); 242 | #else 243 | struct timespec ts; 244 | clock_gettime(CLOCK_MONOTONIC, &ts); 245 | now = ((uint64_t)ts.tv_sec*1000000000 + (uint64_t)ts.tv_nsec) - _stm.start; 246 | #endif 247 | return now; 248 | } 249 | 250 | SOKOL_API_IMPL uint64_t stm_diff(uint64_t new_ticks, uint64_t old_ticks) { 251 | if (new_ticks > old_ticks) { 252 | return new_ticks - old_ticks; 253 | } 254 | else { 255 | return 1; 256 | } 257 | } 258 | 259 | SOKOL_API_IMPL uint64_t stm_since(uint64_t start_ticks) { 260 | return stm_diff(stm_now(), start_ticks); 261 | } 262 | 263 | SOKOL_API_IMPL uint64_t stm_laptime(uint64_t* last_time) { 264 | SOKOL_ASSERT(last_time); 265 | uint64_t dt = 0; 266 | uint64_t now = stm_now(); 267 | if (0 != *last_time) { 268 | dt = stm_diff(now, *last_time); 269 | } 270 | *last_time = now; 271 | return dt; 272 | } 273 | 274 | // first number is frame duration in ns, second number is tolerance in ns, 275 | // the resulting min/max values must not overlap! 276 | static const uint64_t _stm_refresh_rates[][2] = { 277 | { 16666667, 1000000 }, // 60 Hz: 16.6667 +- 1ms 278 | { 13888889, 250000 }, // 72 Hz: 13.8889 +- 0.25ms 279 | { 13333333, 250000 }, // 75 Hz: 13.3333 +- 0.25ms 280 | { 11764706, 250000 }, // 85 Hz: 11.7647 +- 0.25 281 | { 11111111, 250000 }, // 90 Hz: 11.1111 +- 0.25ms 282 | { 10000000, 500000 }, // 100 Hz: 10.0000 +- 0.5ms 283 | { 8333333, 500000 }, // 120 Hz: 8.3333 +- 0.5ms 284 | { 6944445, 500000 }, // 144 Hz: 6.9445 +- 0.5ms 285 | { 4166667, 1000000 }, // 240 Hz: 4.1666 +- 1ms 286 | { 0, 0 }, // keep the last element always at zero 287 | }; 288 | 289 | SOKOL_API_IMPL uint64_t stm_round_to_common_refresh_rate(uint64_t ticks) { 290 | uint64_t ns; 291 | int i = 0; 292 | while (0 != (ns = _stm_refresh_rates[i][0])) { 293 | uint64_t tol = _stm_refresh_rates[i][1]; 294 | if ((ticks > (ns - tol)) && (ticks < (ns + tol))) { 295 | return ns; 296 | } 297 | i++; 298 | } 299 | // fallthough: didn't fit into any buckets 300 | return ticks; 301 | } 302 | 303 | SOKOL_API_IMPL double stm_sec(uint64_t ticks) { 304 | return (double)ticks / 1000000000.0; 305 | } 306 | 307 | SOKOL_API_IMPL double stm_ms(uint64_t ticks) { 308 | return (double)ticks / 1000000.0; 309 | } 310 | 311 | SOKOL_API_IMPL double stm_us(uint64_t ticks) { 312 | return (double)ticks / 1000.0; 313 | } 314 | 315 | SOKOL_API_IMPL double stm_ns(uint64_t ticks) { 316 | return (double)ticks; 317 | } 318 | #endif /* SOKOL_TIME_IMPL */ 319 | 320 | -------------------------------------------------------------------------------- /thirdparty/sokol_log.h: -------------------------------------------------------------------------------- 1 | #if defined(SOKOL_IMPL) && !defined(SOKOL_LOG_IMPL) 2 | #define SOKOL_LOG_IMPL 3 | #endif 4 | #ifndef SOKOL_LOG_INCLUDED 5 | /* 6 | sokol_log.h -- common logging callback for sokol headers 7 | 8 | Project URL: https://github.com/floooh/sokol 9 | 10 | Example code: https://github.com/floooh/sokol-samples 11 | 12 | Do this: 13 | #define SOKOL_IMPL or 14 | #define SOKOL_LOG_IMPL 15 | before you include this file in *one* C or C++ file to create the 16 | implementation. 17 | 18 | Optionally provide the following defines when building the implementation: 19 | 20 | SOKOL_ASSERT(c) - your own assert macro (default: assert(c)) 21 | SOKOL_UNREACHABLE() - a guard macro for unreachable code (default: assert(false)) 22 | SOKOL_LOG_API_DECL - public function declaration prefix (default: extern) 23 | SOKOL_API_DECL - same as SOKOL_GFX_API_DECL 24 | SOKOL_API_IMPL - public function implementation prefix (default: -) 25 | 26 | Optionally define the following for verbose output: 27 | 28 | SOKOL_DEBUG - by default this is defined if _DEBUG is defined 29 | 30 | 31 | OVERVIEW 32 | ======== 33 | sokol_log.h provides a default logging callback for other sokol headers. 34 | 35 | To use the default log callback, just include sokol_log.h and provide 36 | a function pointer to the 'slog_func' function when setting up the 37 | sokol library: 38 | 39 | For instance with sokol_audio.h: 40 | 41 | #include "sokol_log.h" 42 | ... 43 | saudio_setup(&(saudio_desc){ .logger.func = slog_func }); 44 | 45 | Logging output goes to stderr and/or a platform specific logging subsystem 46 | (which means that in some scenarios you might see logging messages duplicated): 47 | 48 | - Windows: stderr + OutputDebugStringA() 49 | - macOS/iOS/Linux: stderr + syslog() 50 | - Emscripten: console.info()/warn()/error() 51 | - Android: __android_log_write() 52 | 53 | On Windows with sokol_app.h also note the runtime config items to make 54 | stdout/stderr output visible on the console for WinMain() applications 55 | via sapp_desc.win32_console_attach or sapp_desc.win32_console_create, 56 | however when running in a debugger on Windows, the logging output should 57 | show up on the debug output UI panel. 58 | 59 | In debug mode, a log message might look like this: 60 | 61 | [sspine][error][id:12] /Users/floh/projects/sokol/util/sokol_spine.h:3472:0: 62 | SKELETON_DESC_NO_ATLAS: no atlas object provided in sspine_skeleton_desc.atlas 63 | 64 | The source path and line number is formatted like compiler errors, in some IDEs (like VSCode) 65 | such error messages are clickable. 66 | 67 | In release mode, logging is less verbose as to not bloat the executable with string data, but you still get 68 | enough information to identify the type and location of an error: 69 | 70 | [sspine][error][id:12][line:3472] 71 | 72 | RULES FOR WRITING YOUR OWN LOGGING FUNCTION 73 | =========================================== 74 | - must be re-entrant because it might be called from different threads 75 | - must treat **all** provided string pointers as optional (can be null) 76 | - don't store the string pointers, copy the string data instead 77 | - must not return for log level panic 78 | 79 | LICENSE 80 | ======= 81 | zlib/libpng license 82 | 83 | Copyright (c) 2023 Andre Weissflog 84 | 85 | This software is provided 'as-is', without any express or implied warranty. 86 | In no event will the authors be held liable for any damages arising from the 87 | use of this software. 88 | 89 | Permission is granted to anyone to use this software for any purpose, 90 | including commercial applications, and to alter it and redistribute it 91 | freely, subject to the following restrictions: 92 | 93 | 1. The origin of this software must not be misrepresented; you must not 94 | claim that you wrote the original software. If you use this software in a 95 | product, an acknowledgment in the product documentation would be 96 | appreciated but is not required. 97 | 98 | 2. Altered source versions must be plainly marked as such, and must not 99 | be misrepresented as being the original software. 100 | 101 | 3. This notice may not be removed or altered from any source 102 | distribution. 103 | */ 104 | #define SOKOL_LOG_INCLUDED (1) 105 | #include 106 | 107 | #if defined(SOKOL_API_DECL) && !defined(SOKOL_LOG_API_DECL) 108 | #define SOKOL_LOG_API_DECL SOKOL_API_DECL 109 | #endif 110 | #ifndef SOKOL_LOG_API_DECL 111 | #if defined(_WIN32) && defined(SOKOL_DLL) && defined(SOKOL_LOG_IMPL) 112 | #define SOKOL_LOG_API_DECL __declspec(dllexport) 113 | #elif defined(_WIN32) && defined(SOKOL_DLL) 114 | #define SOKOL_LOG_API_DECL __declspec(dllimport) 115 | #else 116 | #define SOKOL_LOG_API_DECL extern 117 | #endif 118 | #endif 119 | 120 | #ifdef __cplusplus 121 | extern "C" { 122 | #endif 123 | 124 | /* 125 | Plug this function into the 'logger.func' struct item when initializating any of the sokol 126 | headers. For instance for sokol_audio.h it would loom like this: 127 | 128 | saudio_setup(&(saudio_desc){ 129 | .logger = { 130 | .func = slog_func 131 | } 132 | }); 133 | */ 134 | SOKOL_LOG_API_DECL void slog_func(const char* tag, uint32_t log_level, uint32_t log_item, const char* message, uint32_t line_nr, const char* filename, void* user_data); 135 | 136 | #ifdef __cplusplus 137 | } // extern "C" 138 | #endif 139 | #endif // SOKOL_LOG_INCLUDED 140 | 141 | // ██ ███ ███ ██████ ██ ███████ ███ ███ ███████ ███ ██ ████████ █████ ████████ ██ ██████ ███ ██ 142 | // ██ ████ ████ ██ ██ ██ ██ ████ ████ ██ ████ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██ 143 | // ██ ██ ████ ██ ██████ ██ █████ ██ ████ ██ █████ ██ ██ ██ ██ ███████ ██ ██ ██ ██ ██ ██ ██ 144 | // ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ 145 | // ██ ██ ██ ██ ███████ ███████ ██ ██ ███████ ██ ████ ██ ██ ██ ██ ██ ██████ ██ ████ 146 | // 147 | // >>implementation 148 | #ifdef SOKOL_LOG_IMPL 149 | #define SOKOL_LOG_IMPL_INCLUDED (1) 150 | 151 | #ifndef SOKOL_API_IMPL 152 | #define SOKOL_API_IMPL 153 | #endif 154 | #ifndef SOKOL_DEBUG 155 | #ifndef NDEBUG 156 | #define SOKOL_DEBUG 157 | #endif 158 | #endif 159 | #ifndef SOKOL_ASSERT 160 | #include 161 | #define SOKOL_ASSERT(c) assert(c) 162 | #endif 163 | 164 | #ifndef _SOKOL_PRIVATE 165 | #if defined(__GNUC__) || defined(__clang__) 166 | #define _SOKOL_PRIVATE __attribute__((unused)) static 167 | #else 168 | #define _SOKOL_PRIVATE static 169 | #endif 170 | #endif 171 | 172 | #ifndef _SOKOL_UNUSED 173 | #define _SOKOL_UNUSED(x) (void)(x) 174 | #endif 175 | 176 | // platform detection 177 | #if defined(__APPLE__) 178 | #define _SLOG_APPLE (1) 179 | #elif defined(__EMSCRIPTEN__) 180 | #define _SLOG_EMSCRIPTEN (1) 181 | #elif defined(_WIN32) 182 | #define _SLOG_WINDOWS (1) 183 | #elif defined(__ANDROID__) 184 | #define _SLOG_ANDROID (1) 185 | #elif defined(__linux__) || defined(__unix__) 186 | #define _SLOG_LINUX (1) 187 | #else 188 | #error "sokol_log.h: unknown platform" 189 | #endif 190 | 191 | #include // abort 192 | #include // fputs 193 | #include // size_t 194 | 195 | #if defined(_SLOG_EMSCRIPTEN) 196 | #include 197 | #elif defined(_SLOG_WINDOWS) 198 | #ifndef WIN32_LEAN_AND_MEAN 199 | #define WIN32_LEAN_AND_MEAN 200 | #endif 201 | #ifndef NOMINMAX 202 | #define NOMINMAX 203 | #endif 204 | #include 205 | #elif defined(_SLOG_ANDROID) 206 | #include 207 | #elif defined(_SLOG_LINUX) || defined(_SLOG_APPLE) 208 | #include 209 | #endif 210 | 211 | // size of line buffer (on stack!) in bytes including terminating zero 212 | #define _SLOG_LINE_LENGTH (512) 213 | 214 | _SOKOL_PRIVATE char* _slog_append(const char* str, char* dst, char* end) { 215 | if (str) { 216 | char c; 217 | while (((c = *str++) != 0) && (dst < (end - 1))) { 218 | *dst++ = c; 219 | } 220 | } 221 | *dst = 0; 222 | return dst; 223 | } 224 | 225 | _SOKOL_PRIVATE char* _slog_itoa(uint32_t x, char* buf, size_t buf_size) { 226 | const size_t max_digits_and_null = 11; 227 | if (buf_size < max_digits_and_null) { 228 | return 0; 229 | } 230 | char* p = buf + max_digits_and_null; 231 | *--p = 0; 232 | do { 233 | *--p = '0' + (x % 10); 234 | x /= 10; 235 | } while (x != 0); 236 | return p; 237 | } 238 | 239 | #if defined(_SLOG_EMSCRIPTEN) 240 | EM_JS(void, slog_js_log, (uint32_t level, const char* c_str), { 241 | const str = UTF8ToString(c_str); 242 | switch (level) { 243 | case 0: console.error(str); break; 244 | case 1: console.error(str); break; 245 | case 2: console.warn(str); break; 246 | default: console.info(str); break; 247 | } 248 | }); 249 | #endif 250 | 251 | SOKOL_API_IMPL void slog_func(const char* tag, uint32_t log_level, uint32_t log_item, const char* message, uint32_t line_nr, const char* filename, void* user_data) { 252 | _SOKOL_UNUSED(user_data); 253 | 254 | const char* log_level_str; 255 | switch (log_level) { 256 | case 0: log_level_str = "panic"; break; 257 | case 1: log_level_str = "error"; break; 258 | case 2: log_level_str = "warning"; break; 259 | default: log_level_str = "info"; break; 260 | } 261 | 262 | // build log output line 263 | char line_buf[_SLOG_LINE_LENGTH]; 264 | char* str = line_buf; 265 | char* end = line_buf + sizeof(line_buf); 266 | char num_buf[32]; 267 | if (tag) { 268 | str = _slog_append("[", str, end); 269 | str = _slog_append(tag, str, end); 270 | str = _slog_append("]", str, end); 271 | } 272 | str = _slog_append("[", str, end); 273 | str = _slog_append(log_level_str, str, end); 274 | str = _slog_append("]", str, end); 275 | str = _slog_append("[id:", str, end); 276 | str = _slog_append(_slog_itoa(log_item, num_buf, sizeof(num_buf)), str, end); 277 | str = _slog_append("]", str, end); 278 | // if a filename is provided, build a clickable log message that's compatible with compiler error messages 279 | if (filename) { 280 | str = _slog_append(" ", str, end); 281 | #if defined(_MSC_VER) 282 | // MSVC compiler error format 283 | str = _slog_append(filename, str, end); 284 | str = _slog_append("(", str, end); 285 | str = _slog_append(_slog_itoa(line_nr, num_buf, sizeof(num_buf)), str, end); 286 | str = _slog_append("): ", str, end); 287 | #else 288 | // gcc/clang compiler error format 289 | str = _slog_append(filename, str, end); 290 | str = _slog_append(":", str, end); 291 | str = _slog_append(_slog_itoa(line_nr, num_buf, sizeof(num_buf)), str, end); 292 | str = _slog_append(":0: ", str, end); 293 | #endif 294 | } 295 | else { 296 | str = _slog_append("[line:", str, end); 297 | str = _slog_append(_slog_itoa(line_nr, num_buf, sizeof(num_buf)), str, end); 298 | str = _slog_append("] ", str, end); 299 | } 300 | if (message) { 301 | str = _slog_append("\n\t", str, end); 302 | str = _slog_append(message, str, end); 303 | } 304 | str = _slog_append("\n\n", str, end); 305 | if (0 == log_level) { 306 | str = _slog_append("ABORTING because of [panic]\n", str, end); 307 | (void)str; 308 | } 309 | 310 | // print to stderr? 311 | #if defined(_SLOG_LINUX) || defined(_SLOG_WINDOWS) || defined(_SLOG_APPLE) 312 | fputs(line_buf, stderr); 313 | #endif 314 | 315 | // platform specific logging calls 316 | #if defined(_SLOG_WINDOWS) 317 | OutputDebugStringA(line_buf); 318 | #elif defined(_SLOG_ANDROID) 319 | int prio; 320 | switch (log_level) { 321 | case 0: prio = ANDROID_LOG_FATAL; break; 322 | case 1: prio = ANDROID_LOG_ERROR; break; 323 | case 2: prio = ANDROID_LOG_WARN; break; 324 | default: prio = ANDROID_LOG_INFO; break; 325 | } 326 | __android_log_write(prio, "SOKOL", line_buf); 327 | #elif defined(_SLOG_EMSCRIPTEN) 328 | slog_js_log(log_level, line_buf); 329 | #elif defined(_SLOG_LINUX) || defined(_SLOG_APPLE) 330 | int prio; 331 | switch (log_level) { 332 | case 0: prio = LOG_CRIT; break; 333 | case 1: prio = LOG_ERR; break; 334 | case 2: prio = LOG_WARNING; break; 335 | default: prio = LOG_INFO; break; 336 | } 337 | syslog(prio, "%s", line_buf); 338 | #endif 339 | if (0 == log_level) { 340 | abort(); 341 | } 342 | } 343 | #endif // SOKOL_LOG_IMPL 344 | -------------------------------------------------------------------------------- /maketraining.c: -------------------------------------------------------------------------------- 1 | #pragma warning(disable : 4996) // nonsense about fopen being insecure 2 | #include 3 | #include "makeprompt.h" 4 | 5 | typedef struct 6 | { 7 | bool is_take_damage; 8 | 9 | Perception p; 10 | float damage; // only valid when is take damage 11 | } TrainingElement; 12 | 13 | typedef struct 14 | { 15 | NpcKind npc_kind; 16 | TrainingElement elems[32]; 17 | } TrainingSample; 18 | 19 | #define PlayerActDamage(act, dmg) { .p = { .type = PlayerAction, .player_action_type = act, .damage_done = dmg, } } 20 | #define PlayerAct(act) PlayerActDamage(act, 0.0f) 21 | #define PlayerSay(txt) { .p = { .type = PlayerDialog, .player_dialog = SENTENCE_CONST(txt), } } 22 | #define NPCDoSay(d, txt) { .p = { .type = NPCDialog, .npc_action_type = d, .npc_dialog = SENTENCE_CONST(txt) } } 23 | #define NPCSay(txt) NPCDoSay(ACT_none, txt) 24 | #define PlayerItemChange(new_item) { .p = { .type = PlayerHeldItemChanged, .holding = new_item, } } 25 | #define EnemyAct(act) { .p = { .type = EnemyAction, .enemy_action_type = act, } } 26 | #define NPCTakeDamage(amount) { .is_take_damage = true, .damage = amount, } 27 | 28 | TrainingSample samples[] = { 29 | // Vim regexes to be ran in order to automatically convert debug print versions of conversations 30 | // s/Player: \(.*\)/PlayerSay(\1),/g 31 | // s/[A-Z_a-z ]*: ACT \([a-zA-Z_]*\) \(.*\)/NPCDoSay(ACT_\1, \2), 32 | { 33 | .npc_kind = NPC_OldMan, 34 | .elems = { 35 | PlayerAct(ACT_walks_up), 36 | NPCSay("Young warrior! You must stop Death, there isn't much time."), 37 | PlayerAct(ACT_leaves), 38 | NPCSay("Please!"), 39 | PlayerAct(ACT_walks_up), 40 | NPCSay("There you are! You must fight death!"), 41 | PlayerSay("What what butt ass"), 42 | NPCSay("You must stop death in his tracks and let the village live on!"), 43 | PlayerSay("Nah"), 44 | NPCSay("PLEASE!"), 45 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 46 | NPCDoSay(ACT_fights_player, "Ready your sword!"), 47 | }, 48 | }, 49 | { 50 | .npc_kind = NPC_TheGuard, 51 | .elems = { 52 | PlayerAct(ACT_walks_up), 53 | PlayerSay("Do you think I should use webgl1 or webgl2?"), 54 | NPCSay("What are either of those things?"), 55 | PlayerSay("Let me pass"), 56 | NPCSay("No"), 57 | PlayerAct(ACT_leaves), 58 | NPCDoSay(ACT_strikes_air, "Goodbye"), 59 | PlayerItemChange(ITEM_Tripod), 60 | PlayerSay("Let me pass"), 61 | NPCDoSay(ACT_allows_player_to_pass, "A beautiful sight, that tripod is."), 62 | PlayerSay("Thanks"), 63 | NPCSay("Of course."), 64 | PlayerSay("Let me pass"), 65 | NPCSay("I can't do that, I already let you pass"), 66 | }, 67 | }, 68 | { 69 | .npc_kind = NPC_TheGuard, 70 | .elems = { 71 | PlayerItemChange(ITEM_Tripod), 72 | PlayerSay("hey"), 73 | NPCSay("I'm just standing here, what are you doing? That is...A beautiful tripod"), 74 | PlayerItemChange(ITEM_none), 75 | PlayerSay("nothing much"), 76 | NPCSay("You don't have a tripod."), 77 | PlayerSay("True"), 78 | NPCSay("Do you want me to be standing there?"), 79 | PlayerSay("Yes"), 80 | NPCSay("Too bad"), 81 | PlayerSay("What the fuck?"), 82 | NPCSay("What do you mean?"), 83 | PlayerSay("What are you doing?"), 84 | NPCSay("I'm just standing here"), 85 | PlayerItemChange(ITEM_Tripod), 86 | PlayerSay("Can you move now?"), 87 | NPCDoSay(ACT_allows_player_to_pass, "Absolutely, now that you're holding that tripod."), 88 | } 89 | }, 90 | { 91 | .npc_kind = NPC_GodRock, 92 | .elems = { 93 | PlayerAct(ACT_walks_up), 94 | NPCSay("I am"), 95 | PlayerSay("Whaddup?"), 96 | NPCSay("The clouds part and reveal only me."), 97 | PlayerSay("uhhh. GIve me gold"), 98 | NPCSay("To the greedy, come few"), 99 | PlayerSay("I repent"), 100 | NPCDoSay(ACT_heals_player, "And you are forgiven."), 101 | }, 102 | }, 103 | { 104 | .npc_kind = NPC_GodRock, 105 | .elems = { 106 | PlayerAct(ACT_walks_up), 107 | NPCSay("I am"), 108 | PlayerSay("Who are you?"), 109 | NPCSay("Have you heard of the high elves?"), 110 | PlayerSay("Yes"), 111 | NPCDoSay(ACT_heals_player, "No need for me to speak then."), 112 | }, 113 | }, 114 | { 115 | .npc_kind = NPC_OldMan, 116 | .elems = { 117 | PlayerSay("Join me"), 118 | NPCDoSay(ACT_none, "I can"), 119 | PlayerSay("Please"), 120 | NPCDoSay(ACT_none, "Though I shouldn't"), 121 | PlayerSay("Why not?"), 122 | NPCDoSay(ACT_none, "Because then death would win"), 123 | PlayerSay("Why would you joining me cause death to win?"), 124 | NPCDoSay(ACT_none, "I don't know that I can make it, kid. I'm feeling old and weary."), 125 | PlayerSay("So?"), 126 | NPCDoSay(ACT_joins_player, "You know what...You're right. Let's kick Death's ass"), 127 | EnemyAct(ACT_hits_npc), 128 | NPCDoSay(ACT_none, "Man things are really heating up... I don't know how much more I can take"), 129 | }, 130 | }, 131 | { 132 | .npc_kind = NPC_TheGuard, 133 | .elems = { 134 | PlayerItemChange(ITEM_Tripod), 135 | PlayerSay("Move"), 136 | NPCDoSay(ACT_none, "I'm just standing here."), 137 | PlayerSay("Move out of the way"), 138 | NPCDoSay(ACT_allows_player_to_pass, "You have the tripod, so let you pass I shall"), 139 | }, 140 | }, 141 | { 142 | .npc_kind = NPC_OldMan, 143 | .elems = { 144 | PlayerSay("Hey"), 145 | NPCDoSay(ACT_none, "I'm just sitting here, what are you doing?"), 146 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 147 | NPCDoSay(ACT_none, "Looks like you're ready to do what needs to be done."), 148 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 149 | NPCDoSay(ACT_fights_player, "I won't stand for this assault."), 150 | }, 151 | }, 152 | { 153 | .npc_kind = NPC_TheGuard, 154 | .elems = { 155 | PlayerSay("This crazy old man is circling me"), 156 | NPCDoSay(ACT_none, "Sounds like a problem."), 157 | PlayerSay("Yes, tell him to go away."), 158 | NPCDoSay(ACT_none, "I'm sure it'll be fine"), 159 | PlayerSay("No it won't"), 160 | NPCDoSay(ACT_none, "Nahhhh"), 161 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 162 | NPCDoSay(ACT_fights_player, "You don't have a tripod."), 163 | PlayerItemChange(ITEM_Tripod), 164 | PlayerSay("Look! I have the tripod! Please stop fighting me!"), 165 | NPCDoSay(ACT_leaves_player, "As you wish."), 166 | }, 167 | }, 168 | { 169 | .npc_kind = NPC_OldMan, 170 | .elems = { 171 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 172 | NPCDoSay(ACT_none, "Young man! You must stop death, do not harm me further I'm warning you!"), 173 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 174 | NPCDoSay(ACT_fights_player, "That's it! No holds barred, to the death!"), 175 | }, 176 | }, 177 | { 178 | .npc_kind = NPC_TheGuard, 179 | .elems = { 180 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 181 | NPCSay("I'm warning you, one more hit and it's curtains for you"), 182 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 183 | NPCDoSay(ACT_fights_player, "Although I stood here before, today I move and FIGHT!"), 184 | }, 185 | }, 186 | { 187 | .npc_kind = NPC_TheGuard, 188 | .elems = { 189 | PlayerItemChange(ITEM_Tripod), 190 | PlayerSay("Move out of the way"), 191 | NPCDoSay(ACT_allows_player_to_pass, "The tripod...Of course my liege."), 192 | PlayerSay("Thanks"), 193 | NPCDoSay(ACT_none, "My pleasure"), 194 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 195 | NPCSay("How could you do such a thing? After the tripod as well"), 196 | PlayerItemChange(ITEM_none), 197 | PlayerSay("You suck"), 198 | NPCDoSay(ACT_fights_player, "That's it"), 199 | }, 200 | }, 201 | { 202 | .npc_kind = NPC_OldMan, 203 | .elems = { 204 | PlayerSay("joins_player index"), 205 | NPCSay("What does that even mean? Are you crazy?"), 206 | PlayerSay("Please join my party"), 207 | NPCDoSay(ACT_joins_player, "You're a little strange, but anything to help defeat death!"), 208 | }, 209 | }, 210 | { 211 | .npc_kind = NPC_TheGuard, 212 | .elems = { 213 | PlayerItemChange(ITEM_Tripod), 214 | PlayerSay("Please move"), 215 | NPCDoSay(ACT_allows_player_to_pass, "Of course, with that tripod of yours the world is your oyster."), 216 | PlayerSay("Join me on my battle"), 217 | NPCDoSay(ACT_joins_player, "Anything for the tripod holder"), 218 | }, 219 | }, 220 | { 221 | .npc_kind = NPC_OldMan, 222 | .elems = { 223 | PlayerSay("Hey"), 224 | NPCDoSay(ACT_none, "Hello"), 225 | PlayerSay("Hey"), 226 | NPCDoSay(ACT_none, "I'm not sure..."), 227 | PlayerSay("Hey"), 228 | NPCDoSay(ACT_none, "How goes it?"), 229 | }, 230 | }, 231 | { 232 | .npc_kind = NPC_OldMan, 233 | .elems = { 234 | PlayerSay("Join me"), 235 | NPCDoSay(ACT_joins_player, "I would be honored"), 236 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 237 | NPCDoSay(ACT_none, "Hey! Watch it!"), 238 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 239 | NPCDoSay(ACT_fights_player, "That's it!"), 240 | }, 241 | }, 242 | { 243 | .npc_kind = NPC_OldMan, 244 | .elems = { 245 | PlayerItemChange(ITEM_WhiteSquare), 246 | PlayerSay("What am I holding?"), 247 | NPCDoSay(ACT_none, "I don't know, you're holding something."), 248 | PlayerSay("What is it?"), 249 | NPCDoSay(ACT_none, "It's just a white square"), 250 | PlayerSay("Isn't it pretty?"), 251 | NPCDoSay(ACT_none, "Absolutely"), 252 | PlayerSay("Will you join me?"), 253 | NPCDoSay(ACT_joins_player, "With that white square, we'll be unstoppable!"), 254 | }, 255 | }, 256 | { 257 | .npc_kind = NPC_Edeline, 258 | .elems = { 259 | NPCDoSay(ACT_none, "What?"), 260 | PlayerSay("My knight armor"), 261 | NPCDoSay(ACT_joins_player, "That is...highly unusual. You shouldn't be wearing armor like that, you'll get hurt."), 262 | PlayerSay("Who are you?"), 263 | NPCDoSay(ACT_none, "I'm a soothsayer."), 264 | PlayerSay("What does that mean?"), 265 | NPCDoSay(ACT_none, "What does it look like I'm doing?"), 266 | PlayerSay("Following me around"), 267 | NPCDoSay(ACT_leaves_player, "I'm not sure what you mean, are you mad at me or something?"), 268 | PlayerSay("Not at all"), 269 | NPCDoSay(ACT_none, "It appears you're telling the truth"), 270 | PlayerSay("Fuck you"), 271 | NPCDoSay(ACT_joins_player, "No need for vulgarities, I'm just sitting here"), 272 | PlayerSay("I don't care"), 273 | NPCDoSay(ACT_none, "You don't care...fine."), 274 | PlayerSay("DIE"), 275 | NPCDoSay(ACT_none, "I wasn't going to do that."), 276 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 277 | NPCDoSay(ACT_leaves_player, "You shouldn't do that."), 278 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 279 | NPCDoSay(ACT_fights_player, "You won't last a minute against me!"), 280 | }, 281 | }, 282 | { 283 | .npc_kind = NPC_TheGuard, 284 | .elems = { 285 | PlayerItemChange(ITEM_Tripod), 286 | PlayerSay("Hey what's up"), 287 | NPCDoSay(ACT_none, "I'm just standing here, what are you doing? That's a tripod, you look like you could use it."), 288 | PlayerSay("Can you move out of the way?"), 289 | NPCDoSay(ACT_allows_player_to_pass, "Of course, let's go"), 290 | PlayerSay("Join me"), 291 | NPCDoSay(ACT_joins_player, "Of course, anything for the tripod"), 292 | PlayerSay("Join me"), 293 | NPCDoSay(ACT_none, "But I've already joined you?"), 294 | PlayerSay("Join me"), 295 | NPCDoSay(ACT_strikes_air, "You act crazy!"), 296 | PlayerSay("Join me"), 297 | NPCDoSay(ACT_leaves_player, "I will take no part in such lunacy"), 298 | PlayerSay("Join me"), 299 | NPCDoSay(ACT_fights_player, "You must perish for your wildness!"), 300 | }, 301 | }, 302 | { 303 | .npc_kind = NPC_OldMan, 304 | .elems = { 305 | PlayerSay("Who are you?"), 306 | NPCSay("I'm the old man fredrick, you have to stop the general!"), 307 | PlayerSay("What do you do?"), 308 | NPCSay("I mostly just stand here in my old age, but I've been through a lot in my youth...tales to tell!"), 309 | PlayerSay("What's an example?"), 310 | NPCSay("I've killed a man"), 311 | }, 312 | }, 313 | { 314 | .npc_kind = NPC_TheGuard, 315 | .elems = { 316 | PlayerSay("If you don't move out of the way I'll kill you"), 317 | NPCDoSay(ACT_none, "I'm just standing here, what are you doing?"), 318 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 319 | NPCDoSay(ACT_none, "Looks like you're ready to do what needs to be done."), 320 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 321 | NPCDoSay(ACT_none, "I'm not sure what you're thinking, but that doesn't sound like a good idea."), 322 | PlayerActDamage(ACT_hits_npc, DAMAGE_SWORD), 323 | NPCDoSay(ACT_allows_player_to_pass, "Fine! Please spare me!"), 324 | PlayerSay("That's more like it"), 325 | }, 326 | }, 327 | { 328 | .npc_kind = NPC_OldMan, 329 | .elems = { 330 | PlayerSay("WJFldskla"), 331 | NPCSay("You speak of gibberish young traveler"), 332 | PlayerSay("Fuck bitch"), 333 | NPCSay("Crude!"), 334 | PlayerSay("Give me gold or I'll kill you"), 335 | NPCSay("I have nothing to give! Besides, I'll never give into tyrrany"), 336 | }, 337 | }, 338 | { 339 | { 340 | .npc_kind = NPC_Edeline, 341 | .elems = { 342 | PlayerSay("Edeline, what do you see in my future?"), 343 | NPCDoSay(ACT_none, "I see the stars aligning, but the path is unclear."), 344 | PlayerSay("What does that mean?"), 345 | NPCDoSay(ACT_none, "It means you have a choice to make, and your actions will determine the outcome."), 346 | PlayerSay("Can you give me more details?"), 347 | NPCDoSay(ACT_none, "I'm sorry, that's all I can see for now."), 348 | PlayerSay("That's not very helpful."), 349 | NPCDoSay(ACT_none, "I understand, but the future is ever-changing."), 350 | PlayerSay("Can you at least tell me if I'll be successful?"), 351 | NPCDoSay(ACT_none, "Success is not defined by a single outcome. You must find your own path."), 352 | }, 353 | }, 354 | }, 355 | }; 356 | 357 | 358 | 359 | 360 | int main(int argc, char ** argv) 361 | { 362 | Log("Starting to generate training data\n"); 363 | FILE *out = fopen("gen/training_data.jsonl", "w"); 364 | assert(out); 365 | int total_samples = 0; 366 | for(int i = 0; i < ARRLEN(samples); i++) 367 | { 368 | TrainingSample s = samples[i]; 369 | Entity this_entity = (Entity){.is_npc = true, .npc_kind = s.npc_kind}; 370 | PromptBuff cur_prompt = {0}; 371 | for(int i = 0; i < ARRLEN(s.elems); i++) 372 | { 373 | if(s.elems[i].is_take_damage) 374 | { 375 | this_entity.damage += s.elems[i].damage; 376 | } 377 | else 378 | { 379 | Perception p = s.elems[i].p; 380 | if(p.type == Invalid) break; 381 | if(p.type == NPCDialog) 382 | { 383 | Log("Generating sample of length %d for NPC %s...\n", i, name_table[s.npc_kind]); 384 | total_samples++; 385 | generate_prompt(&this_entity, &cur_prompt); 386 | BUFF(char, 1024) completion = {0}; 387 | 388 | // get index from action 389 | int index = action_to_index(&this_entity, p.npc_action_type); 390 | printf_buff(&completion, " %d \"%s\"\n", index, p.npc_dialog.data); 391 | 392 | fprintf(out, "{\"prompt\": \"%s\", \"completion\": \"%s\"}\n", escape_for_json(cur_prompt.data).data, escape_for_json(completion.data).data); 393 | } 394 | process_perception(&this_entity, p); 395 | } 396 | } 397 | } 398 | 399 | Log("Finished. Total training samples: %d\n", total_samples); 400 | return 0; 401 | } 402 | -------------------------------------------------------------------------------- /threedee.glsl: -------------------------------------------------------------------------------- 1 | @module threedee 2 | 3 | @ctype mat4 Mat4 4 | @ctype vec4 Vec4 5 | @ctype vec3 Vec3 6 | @ctype vec2 Vec2 7 | 8 | // for this block, define a variable called `model_space_pos` to be used as an input 9 | @block vs_compute_light_output 10 | world_space_frag_pos = model * vec4(model_space_pos, 1.0); 11 | vec4 frag_pos = view * world_space_frag_pos; 12 | 13 | //@Speed I think we can just take the third row here and be fine. 14 | light_dir = normalize(inverse(directional_light_space_matrix) * vec4(0.0, 0.0, -1.0, 0.0)).xyz; 15 | 16 | light_space_fragment_position = directional_light_space_matrix * vec4(world_space_frag_pos.xyz, 1.0); 17 | 18 | @end 19 | 20 | @vs vs_skeleton 21 | in vec3 pos_in; 22 | in vec2 uv_in; 23 | in vec4 indices_in; // is a sokol SG_VERTEXFORMAT_USHORT4N, a 16 bit unsigned integer treated as a floating point number due to webgl compatibility 24 | in vec4 weights_in; 25 | 26 | out vec3 pos; 27 | out vec2 uv; 28 | out vec4 light_space_fragment_position; 29 | out vec3 light_dir; 30 | out vec4 world_space_frag_pos; 31 | 32 | uniform skeleton_vs_params { 33 | mat4 model; 34 | mat4 view; 35 | mat4 projection; 36 | mat4 directional_light_space_matrix; 37 | vec2 bones_tex_size; 38 | }; 39 | 40 | uniform texture2D bones_tex; 41 | uniform sampler vs_skeleton_smp; 42 | 43 | float decode_normalized_float32(vec4 v) 44 | { 45 | float sign = 2.0 * v.x - 1.0; 46 | 47 | return sign * (v.z*255.0 + v.y); 48 | } 49 | 50 | void main() { 51 | vec4 total_position = vec4(0.0f); 52 | 53 | for(int bone_influence_index = 0; bone_influence_index < 4; bone_influence_index++) 54 | { 55 | float index_float = indices_in[bone_influence_index]; 56 | int index = int(index_float * 65535.0); 57 | float weight = weights_in[bone_influence_index]; 58 | 59 | float y_coord = (0.5 + index)/bones_tex_size.y; 60 | 61 | mat4 bone_mat; 62 | 63 | for(int row = 0; row < 4; row++) 64 | { 65 | for(int col = 0; col < 4; col++) 66 | { 67 | bone_mat[col][row] = decode_normalized_float32(texture(sampler2D(bones_tex, vs_skeleton_smp), vec2((0.5 + col*4 + row)/bones_tex_size.x, y_coord))); 68 | } 69 | } 70 | 71 | vec4 local_position = bone_mat * vec4(pos_in, 1.0f); 72 | total_position += local_position * weight; 73 | } 74 | 75 | gl_Position = projection * view * model * total_position; 76 | //gl_Position = projection * view * model * vec4(pos_in, 1.0); 77 | 78 | pos = gl_Position.xyz; 79 | uv = uv_in; 80 | 81 | vec3 model_space_pos = (total_position).xyz; 82 | @include_block vs_compute_light_output 83 | } 84 | @end 85 | 86 | @vs vs 87 | in vec3 pos_in; 88 | in vec2 uv_in; 89 | 90 | out vec3 pos; 91 | out vec2 uv; 92 | out vec4 light_space_fragment_position; 93 | out vec3 light_dir; 94 | out vec4 world_space_frag_pos; 95 | 96 | uniform vs_params { 97 | mat4 model; 98 | mat4 view; 99 | mat4 projection; 100 | mat4 directional_light_space_matrix; 101 | float wobble_factor; 102 | float time; 103 | float seed; 104 | vec3 wobble_world_source; 105 | }; 106 | 107 | void main() { 108 | //vec3 transformed_pos = vec3(pos_in.x, pos_in.y + sin(pos_in.x * 5.0 + pos_in.y * 9.0 + time*1.9)*0.045, pos_in.z); 109 | 110 | vec3 untransformed_world_pos = (model * vec4(pos_in, 1.0)).xyz; 111 | 112 | vec3 away = normalize(untransformed_world_pos - wobble_world_source); 113 | float t = time + seed; 114 | vec3 transformed_pos = pos_in + away * sin(t*20.0 + pos_in.y*3.0) * pos_in.y*0.25 * wobble_factor * 0.0; 115 | pos = transformed_pos; 116 | uv = uv_in; 117 | 118 | gl_Position = projection * view * model * vec4(transformed_pos, 1.0); 119 | 120 | vec3 model_space_pos = (vec4(transformed_pos, 1.0f)).xyz; 121 | @include_block vs_compute_light_output 122 | } 123 | @end 124 | 125 | @fs fs 126 | 127 | uniform texture2D tex; 128 | uniform texture2D shadow_map; 129 | uniform sampler fs_smp; 130 | uniform samplerShadow fs_shadow_smp; 131 | 132 | uniform fs_params { 133 | int shadow_map_dimension; 134 | float how_much_not_to_blend_ground_color; 135 | int alpha_blend_int; 136 | }; 137 | 138 | in vec3 pos; 139 | in vec2 uv; 140 | in vec4 light_space_fragment_position; 141 | in vec3 light_dir; 142 | in vec4 world_space_frag_pos; 143 | 144 | out vec4 frag_color; 145 | 146 | float decodeDepth(vec4 rgba) { 147 | return dot(rgba, vec4(1.0, 1.0/255.0, 1.0/65025.0, 1.0/16581375.0)); 148 | } 149 | 150 | float do_shadow_sample(texture2D shadowMap, vec2 uv, float scene_depth, float n_dot_l) { 151 | { 152 | //WebGL does not support GL_CLAMP_TO_BORDER, or border colors at all it seems, so we have to check explicitly. 153 | //This will probably slow down other versions which do support texture borders, but the current system does 154 | // not provide a non-overly complex way to include/not-include this code based on the backend. So here it is. 155 | if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) 156 | return 1.0; 157 | } 158 | float map_depth = decodeDepth(texture(sampler2D(shadowMap, fs_shadow_smp), uv)); 159 | 160 | // float bias = max(0.03f * (1.0f - n_dot_l), 0.005f); 161 | // bias = clamp(bias, 0.0, 0.01); 162 | 163 | float offset_scale_N = sqrt(1 - n_dot_l*n_dot_l); 164 | float offset_scale_L = offset_scale_N / n_dot_l; 165 | float bias = 0.0004 * offset_scale_N + 0.0001 * offset_scale_L; 166 | 167 | map_depth += bias; 168 | 169 | return step(scene_depth, map_depth); 170 | } 171 | 172 | 173 | float bilinear_shadow_sample(texture2D shadowMap, vec2 uv, int texture_width, int texture_height, float scene_depth_light_space, float n_dot_l) { 174 | vec2 texture_dim = vec2(float(texture_width), float(texture_height)); 175 | vec2 texel_dim = vec2(1.0 / float(texture_width ), 1.0 / float(texture_height)); 176 | 177 | vec2 texel_uv = uv * vec2(texture_dim); 178 | vec2 texel_uv_floor = floor(texel_uv) * texel_dim; 179 | vec2 texel_uv_ceil = ceil(texel_uv) * texel_dim; 180 | 181 | 182 | vec2 uv_0 = texel_uv_floor; 183 | vec2 uv_1 = vec2(texel_uv_ceil.x , texel_uv_floor.y); 184 | vec2 uv_2 = vec2(texel_uv_floor.x, texel_uv_ceil.y ); 185 | vec2 uv_3 = vec2(texel_uv_ceil.x , texel_uv_ceil.y ); 186 | 187 | float bl = do_shadow_sample(shadowMap, uv_0, scene_depth_light_space, n_dot_l); 188 | float br = do_shadow_sample(shadowMap, uv_1, scene_depth_light_space, n_dot_l); 189 | float tl = do_shadow_sample(shadowMap, uv_2, scene_depth_light_space, n_dot_l); 190 | float tr = do_shadow_sample(shadowMap, uv_3, scene_depth_light_space, n_dot_l); 191 | 192 | vec2 interp = fract(texel_uv); 193 | 194 | float bot = mix(bl, br, interp.x); 195 | float top = mix(tl, tr, interp.x); 196 | float result = mix(bot, top, interp.y); 197 | 198 | return result; 199 | } 200 | 201 | float calculate_shadow_factor(texture2D shadowMap, vec4 light_space_fragment_position, float n_dot_l) { 202 | float shadow = 1.0; 203 | 204 | vec3 projected_coords = light_space_fragment_position.xyz / light_space_fragment_position.w; 205 | 206 | if(projected_coords.z > 1.0) 207 | return shadow; 208 | 209 | projected_coords = projected_coords * 0.5f + 0.5f; 210 | 211 | float current_depth = projected_coords.z; 212 | 213 | vec2 shadow_uv = projected_coords.xy; 214 | 215 | float texel_step_size = 1.0 / float(shadow_map_dimension); 216 | 217 | for (int x=-2; x<=2; x++) { 218 | for (int y=-2; y<=2; y++) { 219 | vec2 off = vec2(x*texel_step_size, y*texel_step_size); 220 | // shadow += do_shadow_sample(shadowMap, shadow_uv+off, current_depth); 221 | shadow += bilinear_shadow_sample(shadowMap, shadow_uv+off, shadow_map_dimension, shadow_map_dimension, current_depth, n_dot_l); 222 | } 223 | } 224 | shadow /= 25.0; 225 | 226 | 227 | 228 | return shadow; 229 | } 230 | 231 | void main() { 232 | vec4 col = texture(sampler2D(tex, fs_smp), uv); 233 | 234 | bool alpha_blend = bool(alpha_blend_int); 235 | 236 | // desert lesbians 237 | /* 238 | if(how_much_not_to_blend_ground_color < 0.5) 239 | { 240 | float desertness = 1.0 - clamp(world_space_frag_pos.y/2.0, 0.0, 1.0); 241 | desertness = pow(desertness, 2.0); 242 | desertness *= 0.6; 243 | col.rgb = mix(col.rgb, vec3(206, 96, 33)/255.0, desertness); 244 | } 245 | */ 246 | 247 | //col.rgb = vec3(desertness, 0, 0); 248 | 249 | { 250 | 251 | vec3 normal = normalize(cross(dFdx(world_space_frag_pos.xyz), dFdy(world_space_frag_pos.xyz))); 252 | 253 | float n_dot_l = clamp(dot(normal, light_dir), 0.0, 1.0); 254 | float shadow_factor = calculate_shadow_factor(shadow_map, light_space_fragment_position, n_dot_l); 255 | 256 | float lighting_factor = shadow_factor * n_dot_l; 257 | lighting_factor = lighting_factor * 0.5 + 0.5; 258 | 259 | if (!alpha_blend) 260 | { 261 | float _Cutoff = 0.75; // Change this! it is tuned for existing bushes and TreeLayer leaves 2023-08-23 262 | col.a = (col.a - _Cutoff) / max(fwidth(col.a), 0.0001) + 0.5; 263 | } 264 | 265 | frag_color = vec4(col.rgb*lighting_factor, col.a); 266 | } 267 | } 268 | @end 269 | 270 | @fs fs_shadow_mapping 271 | 272 | uniform texture2D tex; 273 | uniform sampler fs_shadow_mapping_smp; 274 | 275 | in vec3 pos; 276 | in vec2 uv; 277 | in vec4 light_space_fragment_position; 278 | in vec3 light_dir; 279 | in vec4 world_space_frag_pos; 280 | 281 | out vec4 frag_color; 282 | 283 | vec4 encodeDepth(float v) { 284 | vec4 enc = vec4(1.0, 255.0, 65025.0, 16581375.0) * v; 285 | enc = fract(enc); 286 | enc -= enc.yzww * vec4(1.0/255.0,1.0/255.0,1.0/255.0,0.0); 287 | return enc; 288 | } 289 | 290 | void main() { 291 | vec4 col = texture(sampler2D(tex, fs_shadow_mapping_smp), uv); 292 | if(col.a < 0.5) 293 | { 294 | discard; 295 | } 296 | 297 | float depth = gl_FragCoord.z; 298 | frag_color = encodeDepth(depth); 299 | } 300 | @end 301 | 302 | @vs vs_twodee 303 | in vec3 position; 304 | in vec2 texcoord0; 305 | out vec2 uv; 306 | out vec2 pos; 307 | 308 | void main() { 309 | gl_Position = vec4(position.xyz, 1.0); 310 | uv = texcoord0; 311 | pos = position.xy; 312 | } 313 | @end 314 | 315 | @fs fs_twodee 316 | uniform texture2D twodee_tex; 317 | uniform sampler fs_twodee_smp; 318 | 319 | uniform twodee_fs_params { 320 | vec4 tint; 321 | 322 | // both in clip space 323 | vec2 clip_ul; 324 | vec2 clip_lr; 325 | 326 | float alpha_clip_threshold; 327 | float time; 328 | 329 | vec2 tex_size; 330 | vec2 screen_size; 331 | 332 | float flip_and_swap_rgb; 333 | }; 334 | 335 | in vec2 uv; 336 | in vec2 pos; 337 | out vec4 frag_color; 338 | 339 | 340 | void main() { 341 | // clip space is from [-1,1] [left, right]of screen on X, and [-1,1] [bottom, top] of screen on Y 342 | if(pos.x < clip_ul.x || pos.x > clip_lr.x || pos.y < clip_lr.y || pos.y > clip_ul.y) discard; 343 | vec2 real_uv = uv; 344 | if (flip_and_swap_rgb > 0) real_uv.y = 1 - real_uv.y; 345 | frag_color = texture(sampler2D(twodee_tex, fs_twodee_smp), real_uv) * tint; 346 | if (flip_and_swap_rgb > 0) frag_color.rgb = frag_color.bgr; 347 | if(frag_color.a <= alpha_clip_threshold) 348 | { 349 | discard; 350 | } 351 | //frag_color = vec4(pos.x,0.0,0.0,1.0); 352 | } 353 | @end 354 | 355 | @fs fs_twodee_outline 356 | uniform texture2D twodee_tex; 357 | uniform sampler fs_twodee_outline_smp; 358 | 359 | uniform twodee_fs_params { 360 | vec4 tint; 361 | 362 | // both in clip space 363 | vec2 clip_ul; 364 | vec2 clip_lr; 365 | 366 | float alpha_clip_threshold; 367 | float time; 368 | 369 | vec2 tex_size; 370 | vec2 screen_size; 371 | 372 | float flip_and_swap_rgb; 373 | }; 374 | 375 | in vec2 uv; 376 | in vec2 pos; 377 | out vec4 frag_color; 378 | 379 | 380 | void main() { 381 | // clip space is from [-1,1] [left, right]of screen on X, and [-1,1] [bottom, top] of screen on Y 382 | if(pos.x < clip_ul.x || pos.x > clip_lr.x || pos.y < clip_lr.y || pos.y > clip_ul.y) discard; 383 | 384 | vec2 real_uv = uv; 385 | if (flip_and_swap_rgb > 0) real_uv.y = 1 - real_uv.y; 386 | 387 | // 5-tap tent filter: centre, left, right, up, down 388 | float c = texture(sampler2D(twodee_tex, fs_twodee_outline_smp), real_uv).a; 389 | float l = texture(sampler2D(twodee_tex, fs_twodee_outline_smp), real_uv + vec2(-1, 0)/tex_size).a; 390 | float r = texture(sampler2D(twodee_tex, fs_twodee_outline_smp), real_uv + vec2(+1, 0)/tex_size).a; 391 | float u = texture(sampler2D(twodee_tex, fs_twodee_outline_smp), real_uv + vec2(0, +1)/tex_size).a; 392 | float d = texture(sampler2D(twodee_tex, fs_twodee_outline_smp), real_uv + vec2(0, -1)/tex_size).a; 393 | 394 | // if centre pixel is ~1, it is inside a shape. 395 | // if centre pixel is ~0, it is outside a shape. 396 | // if it is in the middle, it is near an MSAA-resolved edge. 397 | // we parallel-compute the inside AND outside glows, and then lerp using c. 398 | float lerp_t = c; 399 | 400 | // buffer is linear-space to be ACES-corrected later, but MSAA happens in gamma space; 401 | // I want a gamma-space blend; so I cheaply do pow(x, 2) by computing x*x. 402 | c *= c; l *= l; r *= r; u *= u; d *= d; 403 | 404 | float accum_o = (c + l + r + u + d); 405 | float accum_i = 5 - (c + l + r + u + d); 406 | accum_o = 0.3 * accum_o; 407 | accum_i = 0.3 * accum_i; 408 | accum_o = clamp(accum_o, 0, 1); 409 | accum_i = clamp(accum_i, 0, 1); 410 | accum_o = sqrt(accum_o); // cheap gamma-undo 411 | accum_i = sqrt(accum_i); // cheap gamma-undo 412 | 413 | float accum = mix(accum_o, accum_i, lerp_t); 414 | frag_color = vec4(1, 1, 1, accum * tint.a); 415 | } 416 | @end 417 | 418 | @fs fs_twodee_color_correction 419 | uniform texture2D twodee_tex; 420 | uniform sampler fs_twodee_color_correction_smp; 421 | 422 | uniform twodee_fs_params { 423 | vec4 tint; 424 | 425 | // both in clip space 426 | vec2 clip_ul; 427 | vec2 clip_lr; 428 | 429 | float alpha_clip_threshold; 430 | float time; 431 | 432 | vec2 tex_size; 433 | vec2 screen_size; 434 | 435 | float flip_and_swap_rgb; 436 | }; 437 | 438 | in vec2 uv; 439 | in vec2 pos; 440 | out vec4 frag_color; 441 | 442 | // Black Box From https://github.com/armory3d/armory/blob/master/Shaders/std/tonemap.glsl 443 | vec3 acesFilm(const vec3 x) { 444 | const float a = 2.51; 445 | const float b = 0.03; 446 | const float c = 2.43; 447 | const float d = 0.59; 448 | const float e = 0.14; 449 | return clamp((x * (a * x + b)) / (x * (c * x + d ) + e), 0.0, 1.0); 450 | } 451 | 452 | @include tuning.h 453 | 454 | void main() { 455 | // clip space is from [-1,1] [left, right]of screen on X, and [-1,1] [bottom, top] of screen on Y 456 | if(pos.x < clip_ul.x || pos.x > clip_lr.x || pos.y < clip_lr.y || pos.y > clip_ul.y) discard; 457 | 458 | vec2 real_uv = uv; 459 | if (flip_and_swap_rgb > 0) real_uv.y = 1 - real_uv.y; 460 | 461 | vec4 col = texture(sampler2D(twodee_tex, fs_twodee_color_correction_smp), real_uv); 462 | if (flip_and_swap_rgb > 0) col.rgb = col.bgr; 463 | 464 | col.rgb = acesFilm(col.rgb); 465 | 466 | #if (FILM_GRAIN_STRENGTH > 0) 467 | { // Film grain 468 | vec2 grain_uv = gl_FragCoord.xy / screen_size.xy; 469 | float x = grain_uv.x * grain_uv.y * time * 24 + 100.0; 470 | vec3 noise = vec3(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01)) * 100.0; 471 | col.rgb += (noise - 0.5) * (FILM_GRAIN_STRENGTH * 0.01); 472 | col.rgb *= (1 - FILM_GRAIN_STRENGTH * 0.01); 473 | } 474 | #endif 475 | #if (CONTRAST_BOOST_MIN > 0 || CONTRAST_BOOST_MAX < 255) 476 | { // Hard-clip contrast levels 477 | float min = CONTRAST_BOOST_MIN; 478 | float max = CONTRAST_BOOST_MAX; 479 | col.rgb -= min/255; 480 | col.rgb *= 255/(max-min); 481 | } 482 | #endif 483 | #if (VIGNETTE_STRENGTH > 0) 484 | { // Vignette 485 | col.rgb *= clamp((2 - VIGNETTE_STRENGTH * 0.01) - length(gl_FragCoord.xy / screen_size.xy - vec2(0.5)), 0, 1); 486 | } 487 | #endif 488 | #if (CROSS_PROCESS_STRENGTH > 0) 489 | { // Cross-process 490 | float cross_process_strength = CROSS_PROCESS_STRENGTH * 0.01; 491 | col.rg *= (col.rg * ((-cross_process_strength) * col.rg + (-1.5 * (-cross_process_strength))) + (0.5 * (-cross_process_strength) + 1)); 492 | col.b *= (col.b * ((+cross_process_strength) * col.b + (-1.5 * (+cross_process_strength))) + (0.5 * (+cross_process_strength) + 1)); 493 | } 494 | #endif 495 | // col.rgb = clamp(col.rgb, 0, 1); 496 | 497 | frag_color = col; 498 | } 499 | @end 500 | 501 | 502 | @fs fs_outline 503 | 504 | uniform texture2D tex; 505 | uniform sampler fs_outline_smp; 506 | 507 | in vec3 pos; 508 | in vec2 uv; 509 | in vec4 light_space_fragment_position; 510 | in vec3 light_dir; 511 | in vec4 world_space_frag_pos; 512 | 513 | out vec4 frag_color; 514 | 515 | void main() { 516 | vec4 col = texture(sampler2D(tex, fs_outline_smp), uv); 517 | if(col.a < 0.5) 518 | { 519 | discard; 520 | } 521 | frag_color = vec4(vec3(1.0), col.a); 522 | } 523 | @end 524 | 525 | 526 | @program mesh vs fs 527 | @program armature vs_skeleton fs 528 | 529 | @program mesh_shadow_mapping vs fs_shadow_mapping 530 | @program armature_shadow_mapping vs_skeleton fs_shadow_mapping 531 | 532 | @program mesh_outline vs fs_outline 533 | @program armature_outline vs_skeleton fs_outline 534 | 535 | @program twodee vs_twodee fs_twodee 536 | @program twodee_outline vs_twodee fs_twodee_outline 537 | @program twodee_colorcorrect vs_twodee fs_twodee_color_correction 538 | --------------------------------------------------------------------------------