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AGENTS.md
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AGENTS.md
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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.
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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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- 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:
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- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" lint`
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|
- Run game locally:
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||||||
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- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" run`
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- Compile scripts/python cache:
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- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" compile`
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### Test execution (Ren'Py test runner)
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- Run default/global test suite:
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- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" test`
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- Run a single test suite or testcase (important):
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- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" test <testcase_or_suite_name>`
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- Show detailed test report:
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- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" test --report-detailed`
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- Run all testcases even if disabled:
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- `"renpy.sh" "/home/$USER/Documentos/Renpy Projects/Soul Droid Chat" test --enable-all`
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### Distribution/build packaging
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- Create distributions (launcher command):
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- `"renpy.sh" "/home/$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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|
||||||
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## Suggested Validation Sequence for Agents
|
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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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|
||||||
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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
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### General principles
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- Match existing Ren'Py and Python style in nearby files.
|
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- Prefer small, focused changes; avoid unrelated refactors.
|
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- Keep user-facing narrative tone and Anita persona constraints intact.
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- Preserve ASCII-oriented output behavior where current code expects it.
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### Ren'Py script/style conventions (`.rpy`)
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- Use 4-space indentation; never tabs.
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- Keep labels/screen names `snake_case` (`label start`, `screen quick_menu`).
|
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- Keep style declarations grouped and readable (existing file order is a good template).
|
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- For dialogue flow, keep Python blocks short; move reusable logic to `*_ren.py`.
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- Use explicit keyword args when clarity helps (`prompt =`, `fadeout`, `fadein`).
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- Do not rename core ids required by Ren'Py (`_("window")`, `_("what")`, `_("who")`, `_("input")`).
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### Python conventions (`*_ren.py` and embedded `init python`)
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- Imports:
|
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- Standard library first (`re`).
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- Ren'Py modules (`renpy`, `persistent`).
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- Local imports last (`from .constants_ren import SYNONYMS`).
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- Naming:
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- Functions/variables: `snake_case`.
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- Constants: `UPPER_SNAKE_CASE` (`EMOTIONS`, `SYSTEM_PROMPT`).
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- Keep names descriptive (`parse_emotion`, `sanitize_speech`, `fetch_llm`).
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- Types:
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- Add type hints on new/edited Python functions when practical.
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- Keep return types accurate (for list-returning functions, annotate accordingly).
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- Formatting:
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- Follow PEP 8 basics for spacing, line breaks, and readability.
|
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- Keep multiline literals and dicts formatted consistently with existing file style.
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### Error handling and resilience
|
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- Wrap external boundary calls (network/LM Studio) with `try/except`.
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- Return safe fallback values that keep game loop stable.
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- Error messages should be concise and actionable for debugging.
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- Avoid swallowing exceptions silently; at minimum return or log context.
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- Preserve conversation continuity fields when present (`last_response_id`).
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### LLM integration constraints
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- Keep `SYSTEM_PROMPT` format guarantees consistent unless intentionally changing behavior.
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- Maintain `EMOTION:<value>` parsing contract used by dialogue rendering.
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- If you add emotions, update both:
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- `EMOTIONS` in `game/llm_ren.py`
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- `SYNONYMS` in `game/constants_ren.py`
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- Keep speech sanitization aligned with UI/rendering constraints.
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### UI/screens changes
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- Reuse existing `gui.*` variables and style helpers where possible.
|
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- Keep mobile/small variant handling (`renpy.variant(_("small"))`) intact.
|
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- Prefer extending existing screens over introducing parallel duplicate screens.
|
||||||
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- For settings UI, follow patterns already used in `preferences` screen.
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||||||
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## Agent Working Rules
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|
||||||
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- Before edits:
|
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- Read related files fully (at least the touched blocks and nearby context).
|
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- Check for existing patterns and follow them.
|
||||||
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- During edits:
|
||||||
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- Do not include secrets or API keys in committed files.
|
||||||
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- Do not commit generated caches/logs (`*.rpyc`, `log.txt`, `errors.txt`, `traceback.txt`).
|
||||||
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- After edits:
|
||||||
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- Run relevant validation commands from the section above.
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||||||
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- Summarize what changed, why, and what was validated.
|
||||||
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||||||
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## Git and Change Scope
|
||||||
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|
||||||
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- Keep commits scoped to the requested task.
|
||||||
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- Avoid touching binary assets unless the task explicitly requires it.
|
||||||
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- If a keystore or credential-like file is changed, call it out explicitly.
|
||||||
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- Do not rewrite history unless explicitly requested.
|
||||||
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## Cursor/Copilot Rules Status
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||||||
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- No repository-specific Cursor rules were found:
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||||||
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- `.cursor/rules/` not present.
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||||||
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- `.cursorrules` not present.
|
||||||
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- No repository-specific Copilot instruction file found:
|
||||||
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- `.github/copilot-instructions.md` not present.
|
||||||
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If any of the above files are added later, treat them as higher-priority constraints and update this document.
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Binary file not shown.
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Before Width: | Height: | Size: 17 KiB After Width: | Height: | Size: 108 KiB |
130
game/llm_ren.py
130
game/llm_ren.py
@@ -11,15 +11,35 @@ init python:
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import re
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import re
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||||||
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EMOTION_REGEX = re.compile(r"EMOTION:\w+")
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EMOTION_TOKEN_REGEX = re.compile(rf"{EMOTION_REGEX.pattern} ?")
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|
||||||
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EMOJI_REGEX = re.compile(
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"["
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"\U0001f1e6-\U0001f1ff" # flags
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"\U0001f300-\U0001f5ff" # symbols and pictographs
|
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"\U0001f600-\U0001f64f" # emoticons
|
||||||
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"\U0001f680-\U0001f6ff" # transport and map
|
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"\U0001f900-\U0001f9ff" # supplemental symbols and pictographs
|
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"\U0001fa70-\U0001faff" # symbols and pictographs extended
|
||||||
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"\U00002702-\U000027b0" # dingbats
|
||||||
|
"\U0001f3fb-\U0001f3ff" # skin tone modifiers
|
||||||
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"\u200d" # zero-width joiner
|
||||||
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"\ufe0f" # emoji variation selector
|
||||||
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"]+",
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flags=re.UNICODE,
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|
)
|
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|
|
||||||
EMOTIONS = [
|
EMOTIONS = [
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'happy',
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"happy",
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'sad',
|
"sad",
|
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'surprised',
|
"surprised",
|
||||||
'embarrassed',
|
"embarrassed",
|
||||||
'flirty',
|
"flirty",
|
||||||
'angry',
|
"angry",
|
||||||
'thinking',
|
"thinking",
|
||||||
'confused'
|
"confused",
|
||||||
]
|
]
|
||||||
|
|
||||||
SYSTEM_PROMPT = """
|
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 parse_emotion(line):
|
||||||
def _normalize_emotion(em):
|
def _normalize_emotion(em):
|
||||||
# If not a valid emotion, then search for a match in the
|
# If not a valid emotion, then search for a match in the
|
||||||
@@ -67,14 +93,14 @@ def parse_emotion(line):
|
|||||||
return em
|
return em
|
||||||
|
|
||||||
try:
|
try:
|
||||||
e = re.compile(r'EMOTION:\w+')
|
m = EMOTION_REGEX.match(line)
|
||||||
m = e.match(line)
|
|
||||||
|
|
||||||
if m is not None:
|
if m is not None:
|
||||||
emotion = m.group().split(':')[1]
|
emotion = m.group().split(":")[1]
|
||||||
text = line[m.span()[1]:]
|
text = line[m.span()[1]:]
|
||||||
|
sanitized = sanitize_speech(text)
|
||||||
|
|
||||||
return _normalize_emotion(emotion), text
|
return _normalize_emotion(emotion), sanitized
|
||||||
|
|
||||||
return None, line
|
return None, line
|
||||||
|
|
||||||
@@ -82,34 +108,88 @@ def parse_emotion(line):
|
|||||||
return None, str(e)
|
return None, str(e)
|
||||||
|
|
||||||
|
|
||||||
def sanitize_speech(text):
|
def set_model_capabilities() -> bool:
|
||||||
# This removes all non-ASCII characters (useful for emojis)
|
"""
|
||||||
return text.encode('ascii', 'ignore').decode('ascii')
|
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:
|
def fetch_llm(message: str) -> str:
|
||||||
|
"""
|
||||||
|
Queries the chat with a model endpoint of the configured LM Studio server.
|
||||||
|
"""
|
||||||
|
|
||||||
global last_response_id
|
global last_response_id
|
||||||
|
|
||||||
try:
|
try:
|
||||||
# Set basic request data.
|
# Set request data.
|
||||||
headers = {"Authorization": f"Bearer {persistent.api_key}"}
|
headers = {"Authorization": f"Bearer {persistent.api_key}"}
|
||||||
data = {"model": persistent.model,
|
data = {
|
||||||
"input": message,
|
"model": persistent.model,
|
||||||
"system_prompt": SYSTEM_PROMPT}
|
"input": message,
|
||||||
|
"system_prompt": SYSTEM_PROMPT,
|
||||||
|
}
|
||||||
|
|
||||||
|
if persistent.disable_reasoning:
|
||||||
|
data["reasoning"] = "off"
|
||||||
|
|
||||||
# Add the previous response ID if any to continue the conversation.
|
# Add the previous response ID if any to continue the conversation.
|
||||||
if last_response_id is not None:
|
if last_response_id is not None:
|
||||||
data["previous_response_id"] = last_response_id
|
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.
|
||||||
headers=headers,
|
response = renpy.fetch(
|
||||||
json=data,
|
f"{persistent.base_url}/api/v1/chat",
|
||||||
result="json")
|
headers=headers,
|
||||||
|
json=data,
|
||||||
|
result="json",
|
||||||
|
)
|
||||||
|
|
||||||
last_response_id = response["response_id"]
|
last_response_id = response["response_id"]
|
||||||
text = response["output"][0]["content"]
|
text = response["output"][0]["content"]
|
||||||
|
|
||||||
return text.split('\n')
|
return text.split("\n")
|
||||||
|
|
||||||
except Exception as e:
|
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.
|
## 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
|
## 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.
|
## 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.
|
## 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.
|
## A variable to set the transition used when the game starts does not exist.
|
||||||
## Instead, use a with statement after showing the initial scene.
|
## Instead, use a with statement after showing the initial scene.
|
||||||
|
|
||||||
|
define config.end_splash_transition = dissolve
|
||||||
|
|
||||||
## Window management ###########################################################
|
## Window management ###########################################################
|
||||||
##
|
##
|
||||||
@@ -217,3 +218,4 @@ define config.minimum_presplash_time = 2.0
|
|||||||
default persistent.base_url = 'http://localhost:1234'
|
default persistent.base_url = 'http://localhost:1234'
|
||||||
default persistent.api_key = ''
|
default persistent.api_key = ''
|
||||||
default persistent.model = 'gemma-3-4b-it'
|
default persistent.model = 'gemma-3-4b-it'
|
||||||
|
default persistent.disable_reasoning = False
|
||||||
|
|||||||
@@ -1,39 +1,56 @@
|
|||||||
define a = Character("Anita", color = "#aaaa00", callback = speaker("a"), image = "anita")
|
define a = Character("Anita", color = "#aaaa00", callback = speaker("a"), image = "anita")
|
||||||
|
|
||||||
label start:
|
label start:
|
||||||
play music ["zeropage_ambiphonic303chilloutmix.mp3",
|
stop music fadeout 1.0
|
||||||
"zeropage_ambientdance.mp3",
|
scene bg room
|
||||||
"zeropage_ambiose.mp3" ] fadeout 0.5 fadein 0.5
|
with Dissolve(2.0)
|
||||||
|
|
||||||
scene bg room
|
$ success, error = set_model_capabilities()
|
||||||
show anita happy with dissolve
|
|
||||||
|
if not success:
|
||||||
python:
|
call failure(error) from _call_failure
|
||||||
response = fetch_llm('Start the conversation.')[0]
|
return
|
||||||
sanitized = sanitize_speech(response)
|
|
||||||
emotion, line = parse_emotion(sanitized)
|
play music ["zeropage_ambiphonic303chilloutmix.mp3",
|
||||||
|
"zeropage_ambientdance.mp3",
|
||||||
a "[line]"
|
"zeropage_ambiose.mp3" ] fadeout 0.5 fadein 0.5
|
||||||
|
|
||||||
while True:
|
show anita happy with dissolve
|
||||||
python:
|
|
||||||
message = renpy.input(prompt = "What do you say to her?")
|
python:
|
||||||
response = fetch_llm(message)
|
response = fetch_llm('Start the conversation.')[0]
|
||||||
i = 0
|
emotion, line = parse_emotion(response)
|
||||||
|
|
||||||
while i < len(response):
|
a "[line]"
|
||||||
python:
|
|
||||||
r = response[i].strip()
|
while True:
|
||||||
s = sanitize_speech(r)
|
python:
|
||||||
|
message = renpy.input(prompt = "What do you say to her?")
|
||||||
if s != '':
|
response = fetch_llm(message)
|
||||||
$ emotion, line = parse_emotion(s)
|
i = 0
|
||||||
|
|
||||||
if emotion is not None:
|
while i < len(response):
|
||||||
show expression f'anita {emotion}'
|
python:
|
||||||
|
r = response[i].strip()
|
||||||
a "[line]"
|
|
||||||
|
if r != '':
|
||||||
$ i += 1
|
$ emotion, line = parse_emotion(r)
|
||||||
|
|
||||||
return
|
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
|
||||||
|
|||||||
@@ -1,9 +1,9 @@
|
|||||||
{
|
{
|
||||||
"build_update": false,
|
"build_update": false,
|
||||||
"packages": [
|
"packages": [
|
||||||
"win",
|
|
||||||
"linux",
|
"linux",
|
||||||
"mac"
|
"mac",
|
||||||
|
"win"
|
||||||
],
|
],
|
||||||
"add_from": true,
|
"add_from": true,
|
||||||
"force_recompile": true,
|
"force_recompile": true,
|
||||||
|
|||||||
Reference in New Issue
Block a user