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164
AGENTS.md
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164
AGENTS.md
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@@ -0,0 +1,164 @@
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# AGENTS.md
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||||
Agent guidance for this repository (`Soul Droid Chat`).
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||||
|
||||
## Quick Start for New Agents
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||||
|
||||
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.
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3. Make small, focused edits that preserve Ren'Py ids and the `EMOTION:<value>` response contract.
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||||
4. Validate with `compile` and `test` (`test <testcase_or_suite_name>` for a single case while iterating).
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||||
5. Avoid committing generated artifacts/logs (`*.rpyc`, `game/cache/`, `log.txt`, `errors.txt`, `traceback.txt`) or secrets.
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||||
6. In your handoff, include what changed, why, and exact validation commands run.
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||||
## Project Snapshot
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||||
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||||
- Engine: Ren'Py 8.5.x project with script files in `game/*.rpy`.
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||||
- Python support code is embedded in Ren'Py files and `game/*_ren.py`.
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||||
- Runtime dependency: LM Studio server (default `http://localhost:1234`).
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- No dedicated `tests/` directory was found; use Ren'Py `lint` and `test`.
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## Repository Layout
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- `game/script.rpy`: main dialogue/game flow loop.
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- `game/screens.rpy`: UI screens, preferences, and menus.
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- `game/options.rpy`: Ren'Py/build/runtime config and defaults.
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- `game/llm_ren.py`: LLM call logic, parsing, and sanitizing.
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- `game/constants_ren.py`: emotion synonym table.
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||||
- `project.json`, `android.json`: distribution/build settings.
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||||
|
||||
## Tooling and Environment
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||||
|
||||
- Expected Ren'Py launcher script in PATH: `renpy.sh`.
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||||
- CLI usage pattern:
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||||
- `"renpy.sh" "<repo-path>" <command> [args]`
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- Python in environment is available (`python3`), but gameplay validation should use Ren'Py commands.
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||||
|
||||
## Build, Lint, and Test Commands
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Run all commands from repository root:
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||||
`/home/$USER/Documentos/Renpy Projects/Soul Droid Chat`
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||||
|
||||
### Quick checks (most common)
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||||
|
||||
- Lint project:
|
||||
- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" lint`
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||||
- Run game locally:
|
||||
- `"renpy.sh" "/home/$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`
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||||
- Run all testcases even if disabled:
|
||||
- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" test --enable-all`
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||||
|
||||
### Distribution/build packaging
|
||||
|
||||
- Create distributions (launcher command):
|
||||
- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" distribute`
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||||
- Android build exists as a Ren'Py command (if SDK/keystore configured):
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||||
- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" android_build`
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||||
|
||||
## Suggested Validation Sequence for Agents
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||||
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||||
1. `lint`
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2. `compile`
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||||
3. `test` (or `test <single_case>` when iterating)
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||||
4. `run` for a manual smoke check on the edited flow/screen
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||||
If a command fails, include the failing command and key error excerpt in your report.
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||||
|
||||
## Code Style Guidelines
|
||||
|
||||
### General principles
|
||||
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||||
- 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.
|
||||
Binary file not shown.
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Before Width: | Height: | Size: 17 KiB After Width: | Height: | Size: 108 KiB |
124
game/llm_ren.py
124
game/llm_ren.py
@@ -11,15 +11,35 @@ 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'
|
||||
"happy",
|
||||
"sad",
|
||||
"surprised",
|
||||
"embarrassed",
|
||||
"flirty",
|
||||
"angry",
|
||||
"thinking",
|
||||
"confused",
|
||||
]
|
||||
|
||||
SYSTEM_PROMPT = """
|
||||
@@ -54,6 +74,12 @@ 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
|
||||
@@ -67,14 +93,14 @@ def parse_emotion(line):
|
||||
return em
|
||||
|
||||
try:
|
||||
e = re.compile(r'EMOTION:\w+')
|
||||
m = e.match(line)
|
||||
m = EMOTION_REGEX.match(line)
|
||||
|
||||
if m is not None:
|
||||
emotion = m.group().split(':')[1]
|
||||
emotion = m.group().split(":")[1]
|
||||
text = line[m.span()[1]:]
|
||||
sanitized = sanitize_speech(text)
|
||||
|
||||
return _normalize_emotion(emotion), text
|
||||
return _normalize_emotion(emotion), sanitized
|
||||
|
||||
return None, line
|
||||
|
||||
@@ -82,34 +108,88 @@ def parse_emotion(line):
|
||||
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(f"{persistent.base_url}/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}"]
|
||||
|
||||
@@ -23,7 +23,7 @@ define gui.show_name = True
|
||||
|
||||
## The version of the game.
|
||||
|
||||
define config.version = "0.2"
|
||||
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 ###########################################################
|
||||
##
|
||||
@@ -217,3 +218,4 @@ define config.minimum_presplash_time = 2.0
|
||||
default persistent.base_url = 'http://localhost:1234'
|
||||
default persistent.api_key = ''
|
||||
default persistent.model = 'gemma-3-4b-it'
|
||||
default persistent.disable_reasoning = False
|
||||
|
||||
@@ -1,17 +1,25 @@
|
||||
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
|
||||
|
||||
python:
|
||||
response = fetch_llm('Start the conversation.')[0]
|
||||
sanitized = sanitize_speech(response)
|
||||
emotion, line = parse_emotion(sanitized)
|
||||
emotion, line = parse_emotion(response)
|
||||
|
||||
a "[line]"
|
||||
|
||||
@@ -24,10 +32,9 @@ label start:
|
||||
while i < len(response):
|
||||
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}'
|
||||
@@ -37,3 +44,13 @@ label start:
|
||||
$ 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
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
{
|
||||
"build_update": false,
|
||||
"packages": [
|
||||
"win",
|
||||
"linux",
|
||||
"mac"
|
||||
"mac",
|
||||
"win"
|
||||
],
|
||||
"add_from": true,
|
||||
"force_recompile": true,
|
||||
|
||||
Reference in New Issue
Block a user