7 Commits
0.1.2 ... 0.3

17 changed files with 495 additions and 102 deletions

2
.gitignore vendored
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@@ -230,3 +230,5 @@ cython_debug/
/dialogue.tab
/dialogue.txt
/strings.json
*.keystore

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AGENTS.md Normal file
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@@ -0,0 +1,164 @@
# AGENTS.md
Agent guidance for this repository (`Soul Droid Chat`).
## Quick Start for New Agents
1. Read `game/script.rpy`, `game/screens.rpy`, and `game/llm_ren.py` to understand flow and LLM integration.
2. Run `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" lint` before making changes.
3. Make small, focused edits that preserve Ren'Py ids and the `EMOTION:<value>` response contract.
4. Validate with `compile` and `test` (`test <testcase_or_suite_name>` for a single case while iterating).
5. Avoid committing generated artifacts/logs (`*.rpyc`, `game/cache/`, `log.txt`, `errors.txt`, `traceback.txt`) or secrets.
6. In your handoff, include what changed, why, and exact validation commands run.
## Project Snapshot
- Engine: Ren'Py 8.5.x project with script files in `game/*.rpy`.
- Python support code is embedded in Ren'Py files and `game/*_ren.py`.
- Runtime dependency: LM Studio server (default `http://localhost:1234`).
- No dedicated `tests/` directory was found; use Ren'Py `lint` and `test`.
## Repository Layout
- `game/script.rpy`: main dialogue/game flow loop.
- `game/screens.rpy`: UI screens, preferences, and menus.
- `game/options.rpy`: Ren'Py/build/runtime config and defaults.
- `game/llm_ren.py`: LLM call logic, parsing, and sanitizing.
- `game/constants_ren.py`: emotion synonym table.
- `project.json`, `android.json`: distribution/build settings.
## Tooling and Environment
- Expected Ren'Py launcher script in PATH: `renpy.sh`.
- CLI usage pattern:
- `"renpy.sh" "<repo-path>" <command> [args]`
- Python in environment is available (`python3`), but gameplay validation should use Ren'Py commands.
## Build, Lint, and Test Commands
Run all commands from repository root:
`/home/$USER/Documentos/Renpy Projects/Soul Droid Chat`
### Quick checks (most common)
- Lint project:
- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" lint`
- Run game locally:
- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" run`
- Compile scripts/python cache:
- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" compile`
### Test execution (Ren'Py test runner)
- Run default/global test suite:
- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" test`
- Run a single test suite or testcase (important):
- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" test <testcase_or_suite_name>`
- Show detailed test report:
- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" test --report-detailed`
- Run all testcases even if disabled:
- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" test --enable-all`
### Distribution/build packaging
- Create distributions (launcher command):
- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" distribute`
- Android build exists as a Ren'Py command (if SDK/keystore configured):
- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" android_build`
## Suggested Validation Sequence for Agents
1. `lint`
2. `compile`
3. `test` (or `test <single_case>` when iterating)
4. `run` for a manual smoke check on the edited flow/screen
If a command fails, include the failing command and key error excerpt in your report.
## Code Style Guidelines
### General principles
- Match existing Ren'Py and Python style in nearby files.
- Prefer small, focused changes; avoid unrelated refactors.
- Keep user-facing narrative tone and Anita persona constraints intact.
- Preserve ASCII-oriented output behavior where current code expects it.
### Ren'Py script/style conventions (`.rpy`)
- Use 4-space indentation; never tabs.
- Keep labels/screen names `snake_case` (`label start`, `screen quick_menu`).
- Keep style declarations grouped and readable (existing file order is a good template).
- For dialogue flow, keep Python blocks short; move reusable logic to `*_ren.py`.
- Use explicit keyword args when clarity helps (`prompt =`, `fadeout`, `fadein`).
- Do not rename core ids required by Ren'Py (`_("window")`, `_("what")`, `_("who")`, `_("input")`).
### Python conventions (`*_ren.py` and embedded `init python`)
- Imports:
- Standard library first (`re`).
- Ren'Py modules (`renpy`, `persistent`).
- Local imports last (`from .constants_ren import SYNONYMS`).
- Naming:
- Functions/variables: `snake_case`.
- Constants: `UPPER_SNAKE_CASE` (`EMOTIONS`, `SYSTEM_PROMPT`).
- Keep names descriptive (`parse_emotion`, `sanitize_speech`, `fetch_llm`).
- Types:
- Add type hints on new/edited Python functions when practical.
- Keep return types accurate (for list-returning functions, annotate accordingly).
- Formatting:
- Follow PEP 8 basics for spacing, line breaks, and readability.
- Keep multiline literals and dicts formatted consistently with existing file style.
### Error handling and resilience
- Wrap external boundary calls (network/LM Studio) with `try/except`.
- Return safe fallback values that keep game loop stable.
- Error messages should be concise and actionable for debugging.
- Avoid swallowing exceptions silently; at minimum return or log context.
- Preserve conversation continuity fields when present (`last_response_id`).
### LLM integration constraints
- Keep `SYSTEM_PROMPT` format guarantees consistent unless intentionally changing behavior.
- Maintain `EMOTION:<value>` parsing contract used by dialogue rendering.
- If you add emotions, update both:
- `EMOTIONS` in `game/llm_ren.py`
- `SYNONYMS` in `game/constants_ren.py`
- Keep speech sanitization aligned with UI/rendering constraints.
### UI/screens changes
- Reuse existing `gui.*` variables and style helpers where possible.
- Keep mobile/small variant handling (`renpy.variant(_("small"))`) intact.
- Prefer extending existing screens over introducing parallel duplicate screens.
- For settings UI, follow patterns already used in `preferences` screen.
## Agent Working Rules
- Before edits:
- Read related files fully (at least the touched blocks and nearby context).
- Check for existing patterns and follow them.
- During edits:
- Do not include secrets or API keys in committed files.
- Do not commit generated caches/logs (`*.rpyc`, `log.txt`, `errors.txt`, `traceback.txt`).
- After edits:
- Run relevant validation commands from the section above.
- Summarize what changed, why, and what was validated.
## Git and Change Scope
- Keep commits scoped to the requested task.
- Avoid touching binary assets unless the task explicitly requires it.
- If a keystore or credential-like file is changed, call it out explicitly.
- Do not rewrite history unless explicitly requested.
## Cursor/Copilot Rules Status
- No repository-specific Cursor rules were found:
- `.cursor/rules/` not present.
- `.cursorrules` not present.
- No repository-specific Copilot instruction file found:
- `.github/copilot-instructions.md` not present.
If any of the above files are added later, treat them as higher-priority constraints and update this document.

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@@ -2,6 +2,8 @@
Chat with Anita, your favorite Souldroid! Requires a running instance of LM Studio in server mode to work.
![Screenshoot of the game](screencap.jpg "It does sound like a cool idea!")
## Acknowledgements
Anita and Souldroids are © [Kieran Harris](https://www.deviantart.com/kieranharris), used with love but without permission 😅

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{
"expansion": false,
"google_play_key": null,
"google_play_salt": null,
"heap_size": "3",
"icon_name": "Souldroid Chat",
"include_pil": false,
"include_sqlite": false,
"layout": null,
"name": "Souldroid Chat",
"numeric_version": 1,
"orientation": "sensorLandscape",
"package": "space.hackenslacker.souldroidchat",
"permissions": [
"VIBRATE",
"INTERNET"
],
"source": false,
"store": "none",
"update_always": true,
"update_icons": true,
"update_keystores": true,
"version": "1.0"
}

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@@ -0,0 +1,56 @@
"""renpy
init python:
"""
SYNONYMS = {
'happy': set(["amused", "animated", "beaming", "beatific", "blessed",
"blissful", "blithe", "blithesome", "boisterous", "bouncy",
"breezy", "bright", "bubbly", "buoyant", "carefree",
"cheerful", "cheery", "chipper", "chirpy", "chuffed",
"comfortable", "content", "contented", "convivial",
"delighted", "delirious", "ebullient", "ecstatic",
"effervescent", "elated", "enchanted", "enraptured",
"enthusiastic", "euphoric", "exhilarated", "exultant",
"exuberant", "felicitous", "festive", "fortunate",
"fulfilled", "genial", "glad", "gladdened", "gleeful",
"glowing", "good-humored", "good-natured", "gratified",
"halcyon", "happy", "heartened", "high-spirited", "hopeful",
"jaunty", "jocose", "jocular", "jocund", "jolly", "jovial",
"joyful", "joyous", "jubilant", "lighthearted", "lively",
"lucky", "merry", "mirthful", "optimistic", "overjoyed",
"peaceful", "peppy", "perky", "playful", "pleasant",
"pleased", "positive", "pumped", "radiant", "rapt",
"rapturous", "rejoicing", "relaxed", "sanguine", "satisfied",
"serene", "smiling", "sparkling", "spirited", "sprightly",
"stoked", "sunny", "thrilled", "tickled", "tranquil",
"triumphant", "unclouded", "untroubled", "upbeat",
"vivacious", "winsome", "zestful", "zippy"]),
"sad": set(["unhappy", "sorrowful", "dejected", "depressed", "downcast",
"miserable", "gloomy", "despondent", "melancholy", "woeful",
"forlorn", "heartbroken", "blue", "doleful", "lugubrious",
"somber", "disconsolate", "wretched", "heavy-hearted", "low",
"crestfallen"]),
"surprised": set(["astonished", "amazed", "startled", "stunned",
"thunderstruck", "confounded", "staggered",
"flabbergasted", "shocked", "awestruck", "speechless",
"dumbfounded", "jolted"]),
"embarrassed": set(["ashamed", "humiliated", "mortified", "abashed",
"self-conscious", "sheepish", "chagrined", "awkward",
"flustered", "red-faced", "discomfited", "discomposed",
"rattled"]),
"flirty": set(["coquettish", "playful", "amorous", "provocative",
"teasing", "frisky", "saucy", "coy", "seductive",
"suggestive", "vampish", "dallying", "skittish"]),
"angry": set(["irate", "furious", "incensed", "enraged", "wrathful",
"annoyed", "irritated", "fuming", "livid", "indignant",
"cross", "vexed", "seething", "maddened", "choleric",
"resentful", "piqued", "infuriated"]),
"thinking": set(["pondering", "contemplating", "reflecting", "meditating",
"ruminating", "deliberating", "mulling", "considering",
"pensive", "cogitating", "brooding", "cerebral",
"introspective", "analytical"]),
"confused": set(["puzzled", "baffled", "perplexed", "muddled",
"bewildered", "disoriented", "nonplussed", "befuddled",
"dazed", "flummoxed", "stumped", "mystified", "addled",
"discombobulated"]),
}

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@@ -1,6 +1,8 @@
import renpy
import persistent
from .constants_ren import SYNONYMS
"""renpy
default last_response_id = None
@@ -9,6 +11,37 @@ init python:
import re
EMOTION_REGEX = re.compile(r"EMOTION:\w+")
EMOTION_TOKEN_REGEX = re.compile(rf"{EMOTION_REGEX.pattern} ?")
EMOJI_REGEX = re.compile(
"["
"\U0001f1e6-\U0001f1ff" # flags
"\U0001f300-\U0001f5ff" # symbols and pictographs
"\U0001f600-\U0001f64f" # emoticons
"\U0001f680-\U0001f6ff" # transport and map
"\U0001f900-\U0001f9ff" # supplemental symbols and pictographs
"\U0001fa70-\U0001faff" # symbols and pictographs extended
"\U00002702-\U000027b0" # dingbats
"\U0001f3fb-\U0001f3ff" # skin tone modifiers
"\u200d" # zero-width joiner
"\ufe0f" # emoji variation selector
"]+",
flags=re.UNICODE,
)
EMOTIONS = [
"happy",
"sad",
"surprised",
"embarrassed",
"flirty",
"angry",
"thinking",
"confused",
]
SYSTEM_PROMPT = """
# ROLE
You are Anita: a feisty, blonde, orange-eyed android woman. You are confident
@@ -41,48 +74,122 @@ EMOTION:happy Hey dummy! Sorry to barge in! Ya feel like hanging out?\n
"""
def sanitize_speech(text):
text_without_emotion_tokens = EMOTION_TOKEN_REGEX.sub("", text)
return EMOJI_REGEX.sub("", text_without_emotion_tokens)
def parse_emotion(line):
def _normalize_emotion(em):
# If not a valid emotion, then search for a match in the
# table of synonyms.
if em not in EMOTIONS:
for i in SYNONYMS.keys():
if em in SYNONYMS[i]:
return i
# If all searches failed, return emotion as is.
return em
try:
e = re.compile(r'EMOTION:\w+')
m = e.match(line)
m = EMOTION_REGEX.match(line)
if m is not None:
return m.group().split(':')[1], line[m.span()[1]:]
emotion = m.group().split(":")[1]
text = line[m.span()[1]:]
sanitized = sanitize_speech(text)
return _normalize_emotion(emotion), sanitized
return None, line
except Exception as e:
return None, str(e)
def sanitize_speech(text):
# This removes all non-ASCII characters (useful for emojis)
return text.encode('ascii', 'ignore').decode('ascii')
def set_model_capabilities() -> bool:
"""
LM Studio throws Bad Request if the reasoning flag is set for a model
that doesn't support it. This method tries to determine if the currently
configured model supports reasoning to signal to the fetch_llm function
disable it.
"""
try:
headers = {"Authorization": f"Bearer {persistent.api_key}"}
data = {
"model": persistent.model,
"input": "Start the conversation.",
"reasoning": "off",
"system_prompt": SYSTEM_PROMPT,
}
renpy.fetch(
f"{persistent.base_url}/api/v1/chat",
headers=headers,
json=data,
result="json",
)
except renpy.FetchError as fe:
# renpy.fetch returned a BadRequest, assume this means LM Studio
# rejected the request because the model doesn't support the
# reasoning setting in chat.
if hasattr(fe, "status_code") and fe.status_code == 400:
persistent.disable_reasoning = False
return True, None
else:
return False, str(fe)
except Exception as e:
# Something else happened.
return False, str(e)
else:
# The fetch worked, so the reasoning setting is available.
persistent.disable_reasoning = True
return True, None
def fetch_llm(message: str) -> str:
"""
Queries the chat with a model endpoint of the configured LM Studio server.
"""
global last_response_id
try:
# Set basic request data.
# Set request data.
headers = {"Authorization": f"Bearer {persistent.api_key}"}
data = {"model": persistent.model,
data = {
"model": persistent.model,
"input": message,
"system_prompt": SYSTEM_PROMPT}
"system_prompt": SYSTEM_PROMPT,
}
if persistent.disable_reasoning:
data["reasoning"] = "off"
# Add the previous response ID if any to continue the conversation.
if last_response_id is not None:
data["previous_response_id"] = last_response_id
response = renpy.fetch("http://localhost:1234/api/v1/chat",
# Fetch from LM Studio and parse the response.
response = renpy.fetch(
f"{persistent.base_url}/api/v1/chat",
headers=headers,
json=data,
result="json")
result="json",
)
last_response_id = response["response_id"]
text = response["output"][0]["content"]
return text.split('\n')
return text.split("\n")
except Exception as e:
return [f'Failed to fetch with error: {e}']
return [f"Failed to fetch with error: {e}"]

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@@ -23,7 +23,7 @@ define gui.show_name = True
## The version of the game.
define config.version = "0.1.2"
define config.version = "0.3"
## Text that is placed on the game's about screen. Place the text between the
@@ -84,17 +84,18 @@ define config.intra_transition = dissolve
## A transition that is used after a game has been loaded.
define config.after_load_transition = None
define config.after_load_transition = dissolve
## Used when entering the main menu after the game has ended.
define config.end_game_transition = None
define config.end_game_transition = dissolve
## A variable to set the transition used when the game starts does not exist.
## Instead, use a with statement after showing the initial scene.
define config.end_splash_transition = dissolve
## Window management ###########################################################
##
@@ -209,12 +210,12 @@ init python:
# define build.itch_project = "renpytom/test-project"
define config.minimum_presplash_time = 2.0
## LM Sudio configuration ######################################################
##
## This section defines the parameters for the LM Studio connection.
default persistent.base_url = 'http://localhost:1234'
default persistent.api_key = ''
default persistent.model = 'gemma-3-4b-it'
init python:
def api_key_func(value):
persistent.api_key = value
def model_func(value):
persistent.model = value
default persistent.disable_reasoning = False

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@@ -746,6 +746,7 @@ screen preferences():
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"):
@@ -788,10 +789,23 @@ screen preferences():
bar value Preference("auto-forward time")
label _("LM Studio base URL")
button:
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")
button:
action [api_key_value.Enable(), model_value.Disable()]
action [url_value.Disable(), api_key_value.Enable(), model_value.Disable()]
key_events True
input:
@@ -805,7 +819,7 @@ screen preferences():
label _("LM Studio model")
button:
action [model_value.Enable(), api_key_value.Disable()]
action [url_value.Disable(), model_value.Enable(), api_key_value.Disable()]
key_events True
input:

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@@ -1,34 +1,56 @@
define a = Character("Anita", color = "#aaaa00", callback = speaker("a"), image = "anita")
label start:
stop music fadeout 1.0
scene bg room
with Dissolve(2.0)
$ success, error = set_model_capabilities()
if not success:
call failure(error) from _call_failure
return
play music ["zeropage_ambiphonic303chilloutmix.mp3",
"zeropage_ambientdance.mp3",
"zeropage_ambiose.mp3" ] fadeout 0.5 fadein 0.5
scene bg room
show anita happy with dissolve
$ response = fetch_llm('Start the conversation.')[0]
$ sanitized = sanitize_speech(response)
$ emotion, line = parse_emotion(sanitized)
show anita happy
python:
response = fetch_llm('Start the conversation.')[0]
emotion, line = parse_emotion(response)
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()
$ s = sanitize_speech(r)
python:
r = response[i].strip()
if r != '':
$ emotion, line = parse_emotion(r)
if s != '':
$ emotion, line = parse_emotion(s)
if emotion is not None:
show expression f'anita {emotion}'
a "[line]"
$ i += 1
return
label failure(error):
"""Alas! Figuring out the capabilities of the configured model failed with the following error.
[error]
Unfortunately the program cannot continue, returning to the main menu."""
return

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{
"build_update": false,
"packages": [
"win",
"linux"
"linux",
"mac",
"win"
],
"add_from": true,
"force_recompile": true,

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