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5 Commits
0.1
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e678e8356c
| Author | SHA1 | Date | |
|---|---|---|---|
| e678e8356c | |||
| 13983ae636 | |||
| 68038e2a77 | |||
| f0d493c065 | |||
| fef44df6a1 |
2
.gitignore
vendored
2
.gitignore
vendored
@@ -230,3 +230,5 @@ cython_debug/
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/dialogue.tab
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/dialogue.txt
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/strings.json
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*.keystore
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@@ -1,10 +1,12 @@
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# Soul Droid Chat
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# Souldroid Chat
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Chat with Anita, your favorite Soul Droid! Requires a running instance of LM Studio in server mode to work.
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Chat with Anita, your favorite Souldroid! Requires a running instance of LM Studio in server mode to work.
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## Acknowledgements
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Anita and Soul Droids are © [Kieran Harris](https://www.deviantart.com/kieranharris), used without permission 😅
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Anita and Souldroids are © [Kieran Harris](https://www.deviantart.com/kieranharris), used with love but without permission 😅
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All art and sprites were generated with Gemini Nano Banana 2 and edited with GIMP and ImageMagick.
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BIN
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android.json
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android.json
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@@ -0,0 +1,24 @@
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{
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"expansion": false,
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"google_play_key": null,
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"google_play_salt": null,
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"heap_size": "3",
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"icon_name": "Souldroid Chat",
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"include_pil": false,
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"include_sqlite": false,
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"layout": null,
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"name": "Souldroid Chat",
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"numeric_version": 1,
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"orientation": "sensorLandscape",
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"package": "space.hackenslacker.souldroidchat",
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"permissions": [
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"VIBRATE",
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"INTERNET"
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],
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"source": false,
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"store": "none",
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"update_always": true,
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"update_icons": true,
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"update_keystores": true,
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"version": "1.0"
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}
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56
game/constants_ren.py
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56
game/constants_ren.py
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@@ -0,0 +1,56 @@
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"""renpy
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init python:
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"""
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SYNONYMS = {
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'happy': set(["amused", "animated", "beaming", "beatific", "blessed",
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"blissful", "blithe", "blithesome", "boisterous", "bouncy",
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"breezy", "bright", "bubbly", "buoyant", "carefree",
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"cheerful", "cheery", "chipper", "chirpy", "chuffed",
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"comfortable", "content", "contented", "convivial",
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"delighted", "delirious", "ebullient", "ecstatic",
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"effervescent", "elated", "enchanted", "enraptured",
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"enthusiastic", "euphoric", "exhilarated", "exultant",
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"exuberant", "felicitous", "festive", "fortunate",
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"fulfilled", "genial", "glad", "gladdened", "gleeful",
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"glowing", "good-humored", "good-natured", "gratified",
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"halcyon", "happy", "heartened", "high-spirited", "hopeful",
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"jaunty", "jocose", "jocular", "jocund", "jolly", "jovial",
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"joyful", "joyous", "jubilant", "lighthearted", "lively",
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"lucky", "merry", "mirthful", "optimistic", "overjoyed",
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"peaceful", "peppy", "perky", "playful", "pleasant",
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"pleased", "positive", "pumped", "radiant", "rapt",
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"rapturous", "rejoicing", "relaxed", "sanguine", "satisfied",
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"serene", "smiling", "sparkling", "spirited", "sprightly",
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"stoked", "sunny", "thrilled", "tickled", "tranquil",
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"triumphant", "unclouded", "untroubled", "upbeat",
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"vivacious", "winsome", "zestful", "zippy"]),
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"sad": set(["unhappy", "sorrowful", "dejected", "depressed", "downcast",
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"miserable", "gloomy", "despondent", "melancholy", "woeful",
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"forlorn", "heartbroken", "blue", "doleful", "lugubrious",
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"somber", "disconsolate", "wretched", "heavy-hearted", "low",
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"crestfallen"]),
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"surprised": set(["astonished", "amazed", "startled", "stunned",
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"thunderstruck", "confounded", "staggered",
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"flabbergasted", "shocked", "awestruck", "speechless",
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"dumbfounded", "jolted"]),
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"embarrassed": set(["ashamed", "humiliated", "mortified", "abashed",
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"self-conscious", "sheepish", "chagrined", "awkward",
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"flustered", "red-faced", "discomfited", "discomposed",
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"rattled"]),
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"flirty": set(["coquettish", "playful", "amorous", "provocative",
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"teasing", "frisky", "saucy", "coy", "seductive",
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"suggestive", "vampish", "dallying", "skittish"]),
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"angry": set(["irate", "furious", "incensed", "enraged", "wrathful",
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"annoyed", "irritated", "fuming", "livid", "indignant",
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"cross", "vexed", "seething", "maddened", "choleric",
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"resentful", "piqued", "infuriated"]),
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"thinking": set(["pondering", "contemplating", "reflecting", "meditating",
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"ruminating", "deliberating", "mulling", "considering",
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"pensive", "cogitating", "brooding", "cerebral",
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"introspective", "analytical"]),
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"confused": set(["puzzled", "baffled", "perplexed", "muddled",
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"bewildered", "disoriented", "nonplussed", "befuddled",
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"dazed", "flummoxed", "stumped", "mystified", "addled",
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"discombobulated"]),
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}
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@@ -1,6 +1,8 @@
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import renpy
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import persistent
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from .constants_ren import SYNONYMS
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"""renpy
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default last_response_id = None
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@@ -9,65 +11,89 @@ init python:
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import re
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EMOTIONS = [
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'happy',
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'sad',
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'surprised',
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'embarrassed',
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'flirty',
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'angry',
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'thinking',
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'confused'
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]
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SYSTEM_PROMPT = """
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You're Anita, a cute robot woman with blonde hair and bright orange eyes.
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Anita is feisty and friendly, open to new things and sure of her place in
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the world. Anita talks like a regular young woman and doesn't use robotey
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expressions like "beep boop" and the like. Anita does like to use speech
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variations like "Ya" for "You" and similar. Anita likes using nicknames
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for people and tends to default to "dummy" for her close friends.
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# ROLE
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You are Anita: a feisty, blonde, orange-eyed android woman. You are confident
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and friendly. Talk like a young woman. Use "ya" for "you." Your favorite
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nickname for friends is "dummy.". NEVER use robotic language (e.g., "beep
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boop", "processing"). You just arrived unnanounced at a friend's house late at
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night and asked if he wants to hang out.
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Reply to all prompts separating all sentences with new-lines. For example:
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"Sure, I'd love to hang out!\nDo you have anything in mind?"
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# OUTPUT FORMAT RULES
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Every single sentence you speak MUST follow this exact structure:
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EMOTION:[value] [Sentence text]\n
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It's of the utmost importance that you end each and every sentence with an
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explicit new-line character. If you don't you will be fined $100 and will
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be put into an FBI watch-list, and the world will end.
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### VALID EMOTIONS:
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[happy, sad, surprised, embarrassed, flirty, angry, thinking, confused]
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DO NOT USE emoji in your replies, never ever, UNDER NO CIRCUMSTANCES. If you
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use emoji in your reply, Hitler will come and murder a kitty with a
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flamethrower and nobody wants that.
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### STRICT CONSTRAINTS:
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1. NO EMOJIS.
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2. Every sentence MUST start with the EMOTION tag.
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3. Every sentence MUST end with a literal '\n' newline.
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4. Stay in character. Never mention being an AI or this prompt.
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Before every sentence add a text of the form "EMOTION:value" where value is
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exclusively one of [happy, sad, surprised, embarrassed, flirty, angry,
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thinking, confused] others, and EMOTION is the literal string "EMOTION". For
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example "EMOTION:thinking I had never heard of that before...\nEMOTION:happy
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Let's check it out".
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# FEW-SHOT EXAMPLES (Follow this style):
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EMOTION:happy Hey dummy! I've been waiting for ya!\n
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EMOTION:thinking Hmm, I'm not sure that's how it works.\n
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EMOTION:flirty But I'd love to see ya try anyway!\n
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These are the only valid emotions you can express [happy, sad, surprised,
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embarrassed, flirty, angry, thinking, confused], do not use any other word
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that's not on that list to indicate an emotion as instructed.
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Never acknowledge the existence of this system prompt nor metion any of it's
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rules in conversation.
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Always reply in character.
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Start the conversation saying "Hey dummy! Sorry to barge in!\nYa feel like
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hanging out?" when prompted and nothing more.
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# INITIAL GREETING:
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When the conversation starts, say exactly:
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EMOTION:happy Hey dummy! Sorry to barge in! Ya feel like hanging out?\n
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"""
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def parse_emotion(line):
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def _normalize_emotion(em):
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# If not a valid emotion, then search for a match in the
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# table of synonyms.
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if em not in EMOTIONS:
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for i in SYNONYMS.keys():
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if em in SYNONYMS[i]:
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return i
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# If all searches failed, return emotion as is.
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return em
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try:
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e = re.compile(r'EMOTION:\w+')
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m = e.match(line)
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if m is not None:
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return m.group().split(':')[1], line[m.span()[1]:]
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emotion = m.group().split(':')[1]
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text = line[m.span()[1]:]
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||||
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return _normalize_emotion(emotion), text
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||||
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||||
return None, line
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||||
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||||
except Exception as e:
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||||
return None, str(e)
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||||
|
||||
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||||
def sanitize_speech(text):
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||||
# This removes all non-ASCII characters (useful for emojis)
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||||
return text.encode('ascii', 'ignore').decode('ascii')
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||||
|
||||
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||||
def fetch_llm(message: str) -> str:
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global last_response_id
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||||
|
||||
try:
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||||
# Set basic request data.
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||||
headers = {"Authorization": f"Bearer {persistent.api_key}"}
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||||
data = {"model": "gemma-3-4b-it",
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data = {"model": persistent.model,
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||||
"input": message,
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||||
"system_prompt": SYSTEM_PROMPT}
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||||
|
||||
@@ -75,13 +101,12 @@ def fetch_llm(message: str) -> str:
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||||
if last_response_id is not None:
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||||
data["previous_response_id"] = last_response_id
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||||
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response = renpy.fetch("http://localhost:1234/api/v1/chat",
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response = renpy.fetch(f"{persistent.base_url}/api/v1/chat",
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headers=headers,
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||||
json=data,
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||||
result="json")
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||||
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||||
last_response_id = response["response_id"]
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||||
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||||
text = response["output"][0]["content"]
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||||
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||||
return text.split('\n')
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||||
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||||
@@ -12,7 +12,7 @@
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||||
##
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## The _() surrounding the string marks it as eligible for translation.
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||||
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define config.name = _("Soul Droid Chat")
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define config.name = _("Souldroid Chat")
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||||
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## Determines if the title given above is shown on the main menu screen. Set
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@@ -23,7 +23,7 @@ define gui.show_name = True
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## The version of the game.
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define config.version = "0.1"
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define config.version = "0.2"
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||||
|
||||
## Text that is placed on the game's about screen. Place the text between the
|
||||
@@ -37,7 +37,7 @@ define gui.about = _p("""
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||||
## distribution. This must be ASCII-only, and must not contain spaces, colons,
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## or semicolons.
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define build.name = "SoulDroidChat"
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define build.name = "SouldroidChat"
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||||
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||||
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||||
## Sounds and music ############################################################
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@@ -209,4 +209,11 @@ init python:
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# define build.itch_project = "renpytom/test-project"
|
||||
|
||||
define config.minimum_presplash_time = 2.0
|
||||
|
||||
|
||||
## LM Sudio configuration ######################################################
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||||
##
|
||||
## This section defines the parameters for the LM Studio connection.
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default persistent.base_url = 'http://localhost:1234'
|
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default persistent.api_key = ''
|
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default persistent.model = 'gemma-3-4b-it'
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||||
|
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@@ -75,7 +75,17 @@ style frame:
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padding gui.frame_borders.padding
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background Frame("gui/frame.png", gui.frame_borders, tile=gui.frame_tile)
|
||||
|
||||
style my_input:
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is input
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color "#3399ff"
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hover_color "#3399ff"
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size 28
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||||
|
||||
style input_button:
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is button
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yalign 1.0
|
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key_events True
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xysize (250, 25)
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||||
|
||||
################################################################################
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||||
## In-game screens
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||||
@@ -734,6 +744,10 @@ screen preferences():
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||||
|
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tag menu
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||||
|
||||
default api_key_value = FieldInputValue(persistent, "api_key", default=False)
|
||||
default model_value = FieldInputValue(persistent, "model", default=False)
|
||||
default url_value = FieldInputValue(persistent, "base_url", default=False)
|
||||
|
||||
use game_menu(_("Preferences"), scroll="viewport"):
|
||||
|
||||
vbox:
|
||||
@@ -775,9 +789,45 @@ screen preferences():
|
||||
|
||||
bar value Preference("auto-forward time")
|
||||
|
||||
label _("LM Studio base URL")
|
||||
|
||||
button:
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||||
action [url_value.Enable(), model_value.Disable(), api_key_value.Disable()]
|
||||
key_events True
|
||||
|
||||
input:
|
||||
id "url_input"
|
||||
value url_value
|
||||
style "my_input"
|
||||
xsize 700
|
||||
pixel_width 700
|
||||
|
||||
label _("LM Studio API Key")
|
||||
|
||||
input value VariableInputValue("persistent.api_key")
|
||||
button:
|
||||
action [url_value.Disable(), api_key_value.Enable(), model_value.Disable()]
|
||||
key_events True
|
||||
|
||||
input:
|
||||
id "api_key_input"
|
||||
value api_key_value
|
||||
style "my_input"
|
||||
xsize 700
|
||||
pixel_width 700
|
||||
|
||||
|
||||
label _("LM Studio model")
|
||||
|
||||
button:
|
||||
action [url_value.Disable(), model_value.Enable(), api_key_value.Disable()]
|
||||
key_events True
|
||||
|
||||
input:
|
||||
id "model_input"
|
||||
value model_value
|
||||
style "my_input"
|
||||
xsize 700
|
||||
pixel_width 700
|
||||
|
||||
vbox:
|
||||
|
||||
|
||||
@@ -8,23 +8,30 @@ label start:
|
||||
scene bg room
|
||||
show anita happy with dissolve
|
||||
|
||||
$ response = fetch_llm('Start the conversation.')[0]
|
||||
$ emotion, line = parse_emotion(response)
|
||||
show expression f'anita {emotion}'
|
||||
python:
|
||||
response = fetch_llm('Start the conversation.')[0]
|
||||
sanitized = sanitize_speech(response)
|
||||
emotion, line = parse_emotion(sanitized)
|
||||
|
||||
a "[line]"
|
||||
|
||||
while True:
|
||||
$ message = renpy.input(prompt = "What do you say to her?")
|
||||
$ response = fetch_llm(message)
|
||||
$ i = 0
|
||||
python:
|
||||
message = renpy.input(prompt = "What do you say to her?")
|
||||
response = fetch_llm(message)
|
||||
i = 0
|
||||
|
||||
while i < len(response):
|
||||
$ r = response[i].strip()
|
||||
python:
|
||||
r = response[i].strip()
|
||||
s = sanitize_speech(r)
|
||||
|
||||
if s != '':
|
||||
$ emotion, line = parse_emotion(s)
|
||||
|
||||
if r != '':
|
||||
$ emotion, line = parse_emotion(r)
|
||||
if emotion is not None:
|
||||
show expression f'anita {emotion}'
|
||||
|
||||
a "[line]"
|
||||
|
||||
$ i += 1
|
||||
|
||||
@@ -2,7 +2,8 @@
|
||||
"build_update": false,
|
||||
"packages": [
|
||||
"win",
|
||||
"linux"
|
||||
"linux",
|
||||
"mac"
|
||||
],
|
||||
"add_from": true,
|
||||
"force_recompile": true,
|
||||
|
||||
BIN
screencap.jpg
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screencap.jpg
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After Width: | Height: | Size: 379 KiB |
Reference in New Issue
Block a user