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feat: implement LLM game graph and user state management
Browse files- src/agent/game_generator.py +0 -0
- src/agent/llm.py +33 -26
- src/agent/llm_agent.py +48 -25
- src/agent/llm_graph.py +129 -6
- src/agent/models.py +104 -0
- src/agent/prompts.py +38 -0
- src/agent/runner.py +67 -0
- src/agent/state.py +24 -0
- src/agent/tools.py +157 -28
- src/config.py +7 -4
- src/css.py +9 -1
- src/game_constructor.py +14 -40
- src/main.py +37 -43
src/agent/game_generator.py
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src/agent/llm.py
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import logging
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from config import settings
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logger = logging.getLogger(__name__)
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def
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if not
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if
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logger.error(
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raise ValueError(
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key_index_to_use = _current_google_key_idx
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selected_api_key = _google_api_keys_list[key_index_to_use]
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_current_google_key_idx = (key_index_to_use + 1) % len(_google_api_keys_list)
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logger.debug(f"Using Google API key at index {key_index_to_use} (ending with ...{selected_api_key[-4:] if len(selected_api_key) > 4 else selected_api_key}) for round-robin.")
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return ChatGoogleGenerativeAI(
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model=
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google_api_key=
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temperature=temperature,
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top_p=top_p,
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thinking_budget=1024
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)
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return create_llm(temperature=0, top_p=1)
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"""Utility functions for working with the language model."""
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import logging
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from langchain_google_genai import ChatGoogleGenerativeAI
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from config import settings
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logger = logging.getLogger(__name__)
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_API_KEYS: list[str] = []
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_current_key_idx = 0
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MODEL_NAME = "gemini-2.5-flash-preview-05-20"
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def _get_api_key() -> str:
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"""Return an API key using round-robin selection."""
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global _API_KEYS, _current_key_idx
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if not _API_KEYS:
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keys_str = settings.gemini_api_key.get_secret_value()
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if keys_str:
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_API_KEYS = [k.strip() for k in keys_str.split(",") if k.strip()]
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if not _API_KEYS:
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msg = "Google API keys are not configured or invalid"
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logger.error(msg)
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raise ValueError(msg)
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key = _API_KEYS[_current_key_idx]
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_current_key_idx = (_current_key_idx + 1) % len(_API_KEYS)
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logger.debug("Using Google API key index %s", _current_key_idx)
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return key
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def create_llm(
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temperature: float = settings.temperature,
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top_p: float = settings.top_p,
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) -> ChatGoogleGenerativeAI:
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"""Create a standard LLM instance."""
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return ChatGoogleGenerativeAI(
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model=MODEL_NAME,
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google_api_key=_get_api_key(),
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temperature=temperature,
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top_p=top_p,
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thinking_budget=1024,
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)
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def create_precise_llm() -> ChatGoogleGenerativeAI:
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"""Return an LLM tuned for deterministic output."""
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return create_llm(temperature=0, top_p=1)
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src/agent/llm_agent.py
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from typing import Optional, List
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import logging
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logger = logging.getLogger(__name__)
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class ChangeScene(BaseModel):
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scene_description: Optional[str] = None
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class ChangeMusic(BaseModel):
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music_description: Optional[str] = None
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class PlayerOption(BaseModel):
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class LLMOutput(BaseModel):
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change_scene: ChangeScene
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change_music: ChangeMusic
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game_message: str = Field(
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return response
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"""Simple interface for querying the LLM directly."""
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import logging
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from typing import List, Optional
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from pydantic import BaseModel, Field
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from agent.llm import create_llm
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logger = logging.getLogger(__name__)
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class ChangeScene(BaseModel):
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"""Information about a scene change."""
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change_scene: bool = Field(description="Whether the scene should change")
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scene_description: Optional[str] = None
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class ChangeMusic(BaseModel):
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"""Information about a music change."""
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change_music: bool = Field(description="Whether the music should change")
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music_description: Optional[str] = None
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class PlayerOption(BaseModel):
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"""Single option for the player."""
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option_description: str = Field(
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description=(
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"Description of the option, e.g. '[Say] Hello!' "
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"or 'Go to the forest'"
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)
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)
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class LLMOutput(BaseModel):
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"""Expected structure returned by the LLM."""
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change_scene: ChangeScene
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change_music: ChangeMusic
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game_message: str = Field(
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description=(
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"Message shown to the player, e.g. 'You entered the forest...'"
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)
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)
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player_options: List[PlayerOption] = Field(
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description="Up to three options for the player"
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)
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_llm = create_llm().with_structured_output(LLMOutput)
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async def process_user_input(text: str) -> LLMOutput:
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"""Send user text to the LLM and return the parsed response."""
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logger.info("User choice: %s", text)
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response: LLMOutput = await _llm.ainvoke(text)
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logger.info("LLM response: %s", response)
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return response
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src/agent/llm_graph.py
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from agent.llm import create_llm
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from langgraph.graph import MessagesState
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class CustomState(MessagesState):
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"""Расширенное состояние графа."""
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"""LangGraph setup for the interactive fiction agent."""
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import logging
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from dataclasses import dataclass
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from typing import Any, Dict, Optional
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from langgraph.graph import END, StateGraph
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from agent.tools import (
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check_ending,
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generate_scene,
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generate_scene_image,
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generate_story_frame,
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update_state_with_choice,
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)
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from agent.state import get_user_state
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logger = logging.getLogger(__name__)
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@dataclass
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class GraphState:
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"""Mutable state passed between graph nodes."""
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user_hash: Optional[str] = None
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step: Optional[str] = None
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setting: Optional[str] = None
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character: Optional[Dict[str, Any]] = None
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genre: Optional[str] = None
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choice_text: Optional[str] = None
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scene: Optional[Dict[str, Any]] = None
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ending: Optional[Dict[str, Any]] = None
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async def node_entry(state: GraphState) -> GraphState:
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logger.debug("[Graph] entry state: %s", state)
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return state
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def route_step(state: GraphState) -> str:
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if state.step == "start":
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return "init_game"
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if state.step == "choose":
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return "player_step"
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logger.warning("route_step received unknown step '%s'", state.step)
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return "init_game"
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async def node_init_game(state: GraphState) -> GraphState:
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logger.debug("[Graph] node_init_game state: %s", state)
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await generate_story_frame.ainvoke(
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{
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"user_hash": state.user_hash,
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"setting": state.setting,
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"character": state.character,
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"genre": state.genre,
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}
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)
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first_scene = await generate_scene.ainvoke(
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{"user_hash": state.user_hash, "last_choice": "start"}
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)
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await generate_scene_image.ainvoke(
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{
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"user_hash": state.user_hash,
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"scene_id": first_scene["scene_id"],
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"prompt": first_scene["description"],
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}
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)
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state.scene = first_scene
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return state
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async def node_player_step(state: GraphState) -> GraphState:
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logger.debug("[Graph] node_player_step state: %s", state)
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user_state = get_user_state(state.user_hash)
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scene_id = user_state.current_scene_id
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if state.choice_text:
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await update_state_with_choice.ainvoke(
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{
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"user_hash": state.user_hash,
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"scene_id": scene_id,
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"choice_text": state.choice_text,
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}
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)
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ending = await check_ending.ainvoke({"user_hash": state.user_hash})
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state.ending = ending
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if not ending.get("ending_reached", False):
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next_scene = await generate_scene.ainvoke(
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{
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"user_hash": state.user_hash,
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"last_choice": state.choice_text,
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}
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)
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await generate_scene_image.ainvoke(
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{
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"user_hash": state.user_hash,
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"scene_id": next_scene["scene_id"],
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"prompt": next_scene["description"],
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}
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)
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state.scene = next_scene
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return state
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def route_ending(state: GraphState) -> str:
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return "game_over" if state.ending.get("ending_reached") else "continue"
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async def node_game_over(state: GraphState) -> GraphState:
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logger.info("[Graph] Game over for user %s", state.user_hash)
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return state
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def build_llm_game_graph() -> StateGraph:
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graph = StateGraph(GraphState)
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graph.add_node("entry", node_entry)
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graph.add_node("init_game", node_init_game)
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graph.add_node("player_step", node_player_step)
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graph.add_node("game_over", node_game_over)
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graph.set_entry_point("entry")
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graph.add_conditional_edges(
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"entry",
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route_step,
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{"init_game": "init_game", "player_step": "player_step"},
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)
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graph.add_edge("init_game", END)
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graph.add_conditional_edges(
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"player_step",
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route_ending,
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{"game_over": "game_over", "continue": END},
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)
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graph.add_edge("game_over", END)
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return graph.compile()
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llm_game_graph = build_llm_game_graph()
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src/agent/models.py
ADDED
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
"""Pydantic models representing game state and LLM outputs."""
|
| 2 |
+
|
| 3 |
+
from typing import Dict, List, Optional, Set
|
| 4 |
+
|
| 5 |
+
from pydantic import BaseModel, Field
|
| 6 |
+
|
| 7 |
+
|
| 8 |
+
class Milestone(BaseModel):
|
| 9 |
+
"""Milestone that can be achieved during the story."""
|
| 10 |
+
|
| 11 |
+
id: str
|
| 12 |
+
description: str
|
| 13 |
+
|
| 14 |
+
|
| 15 |
+
class Ending(BaseModel):
|
| 16 |
+
"""Possible game ending."""
|
| 17 |
+
|
| 18 |
+
id: str
|
| 19 |
+
type: str # "good" or "bad"
|
| 20 |
+
condition: str
|
| 21 |
+
description: Optional[str] = None
|
| 22 |
+
|
| 23 |
+
|
| 24 |
+
class StoryFrame(BaseModel):
|
| 25 |
+
"""Overall plot information generated by the LLM."""
|
| 26 |
+
|
| 27 |
+
lore: str
|
| 28 |
+
goal: str
|
| 29 |
+
milestones: List[Milestone]
|
| 30 |
+
endings: List[Ending]
|
| 31 |
+
setting: str
|
| 32 |
+
character: Dict[str, str]
|
| 33 |
+
genre: str
|
| 34 |
+
|
| 35 |
+
|
| 36 |
+
class StoryFrameLLM(BaseModel):
|
| 37 |
+
"""Structure returned by the LLM for story frame generation."""
|
| 38 |
+
|
| 39 |
+
lore: str
|
| 40 |
+
goal: str
|
| 41 |
+
milestones: List[Milestone]
|
| 42 |
+
endings: List[Ending]
|
| 43 |
+
|
| 44 |
+
|
| 45 |
+
class SceneChoice(BaseModel):
|
| 46 |
+
"""User choice leading to another scene."""
|
| 47 |
+
|
| 48 |
+
text: str
|
| 49 |
+
next_scene_short_desc: str
|
| 50 |
+
|
| 51 |
+
|
| 52 |
+
class PlayerOption(BaseModel):
|
| 53 |
+
"""Option presented to the player in a scene."""
|
| 54 |
+
|
| 55 |
+
option_description: str = Field(
|
| 56 |
+
description=(
|
| 57 |
+
"Description of the option, e.g. '[Say] Hello!' or "
|
| 58 |
+
"'Go to the forest'"
|
| 59 |
+
)
|
| 60 |
+
)
|
| 61 |
+
|
| 62 |
+
|
| 63 |
+
class Scene(BaseModel):
|
| 64 |
+
"""Game scene with choices and optional assets."""
|
| 65 |
+
|
| 66 |
+
scene_id: str
|
| 67 |
+
description: str
|
| 68 |
+
choices: List[SceneChoice]
|
| 69 |
+
image: Optional[str] = None
|
| 70 |
+
music: Optional[str] = None
|
| 71 |
+
|
| 72 |
+
|
| 73 |
+
class SceneLLM(BaseModel):
|
| 74 |
+
"""Structure expected from the LLM when generating a scene."""
|
| 75 |
+
|
| 76 |
+
description: str
|
| 77 |
+
choices: List[SceneChoice]
|
| 78 |
+
|
| 79 |
+
|
| 80 |
+
class EndingCheckResult(BaseModel):
|
| 81 |
+
"""Result returned from the LLM when checking for an ending."""
|
| 82 |
+
|
| 83 |
+
ending_reached: bool = Field(default=False)
|
| 84 |
+
ending: Optional[Ending] = None
|
| 85 |
+
|
| 86 |
+
|
| 87 |
+
class UserChoice(BaseModel):
|
| 88 |
+
"""Single player choice recorded in the history."""
|
| 89 |
+
|
| 90 |
+
scene_id: str
|
| 91 |
+
choice_text: str
|
| 92 |
+
timestamp: Optional[str] = None
|
| 93 |
+
|
| 94 |
+
|
| 95 |
+
class UserState(BaseModel):
|
| 96 |
+
"""State stored for each user."""
|
| 97 |
+
|
| 98 |
+
story_frame: Optional[StoryFrame] = None
|
| 99 |
+
current_scene_id: Optional[str] = None
|
| 100 |
+
scenes: Dict[str, Scene] = Field(default_factory=dict)
|
| 101 |
+
milestones_achieved: Set[str] = Field(default_factory=set)
|
| 102 |
+
user_choices: List[UserChoice] = Field(default_factory=list)
|
| 103 |
+
ending: Optional[Ending] = None
|
| 104 |
+
assets: Dict[str, str] = Field(default_factory=dict)
|
src/agent/prompts.py
ADDED
|
@@ -0,0 +1,38 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
STORY_FRAME_PROMPT = """
|
| 2 |
+
You are a narrative game designer. Use the player data below to
|
| 3 |
+
create a story frame for an interactive adventure.
|
| 4 |
+
Setting: {setting}
|
| 5 |
+
Character: {character}
|
| 6 |
+
Genre: {genre}
|
| 7 |
+
Return ONLY a JSON object with:
|
| 8 |
+
- lore: brief world description
|
| 9 |
+
- goal: main player objective
|
| 10 |
+
- milestones: 2-4 key events (id, description)
|
| 11 |
+
- endings: good/bad endings (id, type, condition, description)
|
| 12 |
+
Translate the lore, goal, milestones and endings into
|
| 13 |
+
a langueage of setting language.
|
| 14 |
+
"""
|
| 15 |
+
|
| 16 |
+
SCENE_PROMPT = """
|
| 17 |
+
Using the provided lore and history, generate the next scene.
|
| 18 |
+
Lore: {lore}
|
| 19 |
+
Goal: {goal}
|
| 20 |
+
Milestones: {milestones}
|
| 21 |
+
Endings: {endings}
|
| 22 |
+
History: {history}
|
| 23 |
+
Last choice: {last_choice}
|
| 24 |
+
Respond ONLY with JSON containing:
|
| 25 |
+
- description: short summary of the scene
|
| 26 |
+
- choices: exactly two dicts {{"text": ..., "next_scene_short_desc": ...}}
|
| 27 |
+
Translate the scene description and choices into a language of lore language.
|
| 28 |
+
"""
|
| 29 |
+
|
| 30 |
+
ENDING_CHECK_PROMPT = """
|
| 31 |
+
History: {history}
|
| 32 |
+
Endings: {endings}
|
| 33 |
+
Check if any ending conditions are met.
|
| 34 |
+
If none are met return ending_reached: false.
|
| 35 |
+
If an ending is reached return ending_reached: true and provide the
|
| 36 |
+
ending object (id, type, description).
|
| 37 |
+
Respond ONLY with JSON.
|
| 38 |
+
"""
|
src/agent/runner.py
ADDED
|
@@ -0,0 +1,67 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
"""Entry point for executing a graph step."""
|
| 2 |
+
|
| 3 |
+
import logging
|
| 4 |
+
from dataclasses import asdict
|
| 5 |
+
from typing import Dict, Optional
|
| 6 |
+
|
| 7 |
+
from agent.llm_graph import GraphState, llm_game_graph
|
| 8 |
+
from agent.models import UserState
|
| 9 |
+
from agent.state import get_user_state
|
| 10 |
+
|
| 11 |
+
logger = logging.getLogger(__name__)
|
| 12 |
+
|
| 13 |
+
|
| 14 |
+
async def process_step(
|
| 15 |
+
user_hash: str,
|
| 16 |
+
step: str,
|
| 17 |
+
setting: Optional[str] = None,
|
| 18 |
+
character: Optional[dict] = None,
|
| 19 |
+
genre: Optional[str] = None,
|
| 20 |
+
choice_text: Optional[str] = None,
|
| 21 |
+
) -> Dict:
|
| 22 |
+
"""Run one interaction step through the graph."""
|
| 23 |
+
logger.info("[Runner] Step %s for user %s", step, user_hash)
|
| 24 |
+
|
| 25 |
+
graph_state = GraphState(user_hash=user_hash, step=step)
|
| 26 |
+
if step == "start":
|
| 27 |
+
assert setting and character and genre, "Missing start parameters"
|
| 28 |
+
graph_state.setting = setting
|
| 29 |
+
graph_state.character = character
|
| 30 |
+
graph_state.genre = genre
|
| 31 |
+
elif step == "choose":
|
| 32 |
+
assert choice_text, "choice_text is required"
|
| 33 |
+
graph_state.choice_text = choice_text
|
| 34 |
+
|
| 35 |
+
final_state = await llm_game_graph.ainvoke(asdict(graph_state))
|
| 36 |
+
|
| 37 |
+
user_state: UserState = get_user_state(user_hash)
|
| 38 |
+
response: Dict = {}
|
| 39 |
+
|
| 40 |
+
ending = final_state.get("ending")
|
| 41 |
+
if ending and ending.get("ending_reached"):
|
| 42 |
+
ending_info = ending["ending"]
|
| 43 |
+
if (
|
| 44 |
+
("description" not in ending_info
|
| 45 |
+
or not ending_info["description"])
|
| 46 |
+
and user_state.story_frame
|
| 47 |
+
):
|
| 48 |
+
for e in user_state.story_frame.endings:
|
| 49 |
+
if e.id == ending_info.get("id"):
|
| 50 |
+
ending_info["description"] = e.description
|
| 51 |
+
break
|
| 52 |
+
response["ending"] = ending_info
|
| 53 |
+
response["game_over"] = True
|
| 54 |
+
else:
|
| 55 |
+
if (
|
| 56 |
+
user_state.current_scene_id
|
| 57 |
+
and user_state.current_scene_id in user_state.scenes
|
| 58 |
+
):
|
| 59 |
+
current_scene = user_state.scenes[
|
| 60 |
+
user_state.current_scene_id
|
| 61 |
+
].dict()
|
| 62 |
+
else:
|
| 63 |
+
current_scene = final_state.get("scene")
|
| 64 |
+
response["scene"] = current_scene
|
| 65 |
+
response["game_over"] = False
|
| 66 |
+
|
| 67 |
+
return response
|
src/agent/state.py
ADDED
|
@@ -0,0 +1,24 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
"""Simple in-memory user state storage."""
|
| 2 |
+
|
| 3 |
+
from typing import Dict
|
| 4 |
+
|
| 5 |
+
from agent.models import UserState
|
| 6 |
+
|
| 7 |
+
_USER_STATE: Dict[str, UserState] = {}
|
| 8 |
+
|
| 9 |
+
|
| 10 |
+
def get_user_state(user_hash: str) -> UserState:
|
| 11 |
+
"""Return user state for the given id, creating it if necessary."""
|
| 12 |
+
if user_hash not in _USER_STATE:
|
| 13 |
+
_USER_STATE[user_hash] = UserState()
|
| 14 |
+
return _USER_STATE[user_hash]
|
| 15 |
+
|
| 16 |
+
|
| 17 |
+
def set_user_state(user_hash: str, state: UserState) -> None:
|
| 18 |
+
"""Persist updated user state."""
|
| 19 |
+
_USER_STATE[user_hash] = state
|
| 20 |
+
|
| 21 |
+
|
| 22 |
+
def reset_user_state(user_hash: str) -> None:
|
| 23 |
+
"""Reset stored state for a user."""
|
| 24 |
+
_USER_STATE[user_hash] = UserState()
|
src/agent/tools.py
CHANGED
|
@@ -1,40 +1,169 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
from langchain_core.tools import tool
|
| 2 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 3 |
from images.image_generator import generate_image
|
| 4 |
-
from langgraph.prebuilt import InjectedState
|
| 5 |
-
import logging
|
| 6 |
|
| 7 |
logger = logging.getLogger(__name__)
|
| 8 |
|
|
|
|
| 9 |
def _err(msg: str) -> str:
|
| 10 |
logger.error(msg)
|
| 11 |
-
return f"{{
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 12 |
|
| 13 |
-
def _success(msg: str) -> str:
|
| 14 |
-
logger.info(msg)
|
| 15 |
-
return f"{{ 'success': '{msg}' }}"
|
| 16 |
|
| 17 |
@tool
|
| 18 |
async def generate_scene_image(
|
| 19 |
-
|
| 20 |
-
|
| 21 |
-
|
| 22 |
-
|
| 23 |
-
state
|
| 24 |
-
) -> Annotated[
|
| 25 |
-
str,
|
| 26 |
-
"The path to the generated image"
|
| 27 |
-
]:
|
| 28 |
-
"""
|
| 29 |
-
Generate an image from a prompt and set current scene image.
|
| 30 |
-
"""
|
| 31 |
try:
|
| 32 |
-
image_path,
|
| 33 |
-
state
|
| 34 |
-
|
| 35 |
-
|
| 36 |
-
|
| 37 |
-
|
| 38 |
-
|
| 39 |
-
|
| 40 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
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|
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|
|
| 1 |
+
"""LLM tools used by the game graph."""
|
| 2 |
+
|
| 3 |
+
import logging
|
| 4 |
+
import uuid
|
| 5 |
+
from typing import Annotated, Dict
|
| 6 |
+
|
| 7 |
from langchain_core.tools import tool
|
| 8 |
+
|
| 9 |
+
from agent.llm import create_llm
|
| 10 |
+
from agent.models import (
|
| 11 |
+
EndingCheckResult,
|
| 12 |
+
Scene,
|
| 13 |
+
SceneChoice,
|
| 14 |
+
SceneLLM,
|
| 15 |
+
StoryFrame,
|
| 16 |
+
StoryFrameLLM,
|
| 17 |
+
UserChoice,
|
| 18 |
+
)
|
| 19 |
+
from agent.prompts import ENDING_CHECK_PROMPT, SCENE_PROMPT, STORY_FRAME_PROMPT
|
| 20 |
+
from agent.state import get_user_state, set_user_state
|
| 21 |
from images.image_generator import generate_image
|
|
|
|
|
|
|
| 22 |
|
| 23 |
logger = logging.getLogger(__name__)
|
| 24 |
|
| 25 |
+
|
| 26 |
def _err(msg: str) -> str:
|
| 27 |
logger.error(msg)
|
| 28 |
+
return f"{{'error': '{msg}'}}"
|
| 29 |
+
|
| 30 |
+
|
| 31 |
+
@tool
|
| 32 |
+
async def generate_story_frame(
|
| 33 |
+
user_hash: Annotated[str, "User session ID"],
|
| 34 |
+
setting: Annotated[str, "Game world setting"],
|
| 35 |
+
character: Annotated[Dict[str, str], "Character info"],
|
| 36 |
+
genre: Annotated[str, "Genre"],
|
| 37 |
+
) -> Annotated[Dict, "Generated story frame"]:
|
| 38 |
+
"""Create the initial story frame and store it in user state."""
|
| 39 |
+
llm = create_llm().with_structured_output(StoryFrameLLM)
|
| 40 |
+
prompt = STORY_FRAME_PROMPT.format(
|
| 41 |
+
setting=setting,
|
| 42 |
+
character=character,
|
| 43 |
+
genre=genre,
|
| 44 |
+
)
|
| 45 |
+
resp: StoryFrameLLM = await llm.ainvoke(prompt)
|
| 46 |
+
story_frame = StoryFrame(
|
| 47 |
+
lore=resp.lore,
|
| 48 |
+
goal=resp.goal,
|
| 49 |
+
milestones=resp.milestones,
|
| 50 |
+
endings=resp.endings,
|
| 51 |
+
setting=setting,
|
| 52 |
+
character=character,
|
| 53 |
+
genre=genre,
|
| 54 |
+
)
|
| 55 |
+
state = get_user_state(user_hash)
|
| 56 |
+
state.story_frame = story_frame
|
| 57 |
+
set_user_state(user_hash, state)
|
| 58 |
+
return story_frame.dict()
|
| 59 |
+
|
| 60 |
+
|
| 61 |
+
@tool
|
| 62 |
+
async def generate_scene(
|
| 63 |
+
user_hash: Annotated[str, "User session ID"],
|
| 64 |
+
last_choice: Annotated[str, "Last user choice"],
|
| 65 |
+
) -> Annotated[Dict, "Generated scene"]:
|
| 66 |
+
"""Generate a new scene based on the current user state."""
|
| 67 |
+
state = get_user_state(user_hash)
|
| 68 |
+
if not state.story_frame:
|
| 69 |
+
return _err("Story frame not initialized")
|
| 70 |
+
llm = create_llm().with_structured_output(SceneLLM)
|
| 71 |
+
prompt = SCENE_PROMPT.format(
|
| 72 |
+
lore=state.story_frame.lore,
|
| 73 |
+
goal=state.story_frame.goal,
|
| 74 |
+
milestones=','.join(m.id for m in state.story_frame.milestones),
|
| 75 |
+
endings=','.join(e.id for e in state.story_frame.endings),
|
| 76 |
+
history='; '.join(
|
| 77 |
+
f"{c.scene_id}:{c.choice_text}" for c in state.user_choices
|
| 78 |
+
),
|
| 79 |
+
last_choice=last_choice,
|
| 80 |
+
)
|
| 81 |
+
resp: SceneLLM = await llm.ainvoke(prompt)
|
| 82 |
+
if len(resp.choices) < 2:
|
| 83 |
+
resp = await llm.ainvoke(
|
| 84 |
+
prompt + "\nThe scene must contain exactly two choices."
|
| 85 |
+
)
|
| 86 |
+
scene_id = str(uuid.uuid4())
|
| 87 |
+
choices = [
|
| 88 |
+
SceneChoice(**ch.model_dump())
|
| 89 |
+
if hasattr(ch, "model_dump")
|
| 90 |
+
else SceneChoice(**ch)
|
| 91 |
+
for ch in resp.choices[:2]
|
| 92 |
+
]
|
| 93 |
+
scene = Scene(
|
| 94 |
+
scene_id=scene_id,
|
| 95 |
+
description=resp.description,
|
| 96 |
+
choices=choices,
|
| 97 |
+
image=None,
|
| 98 |
+
music=None,
|
| 99 |
+
)
|
| 100 |
+
state.current_scene_id = scene_id
|
| 101 |
+
state.scenes[scene_id] = scene
|
| 102 |
+
set_user_state(user_hash, state)
|
| 103 |
+
return scene.dict()
|
| 104 |
|
|
|
|
|
|
|
|
|
|
| 105 |
|
| 106 |
@tool
|
| 107 |
async def generate_scene_image(
|
| 108 |
+
user_hash: Annotated[str, "User session ID"],
|
| 109 |
+
scene_id: Annotated[str, "Scene ID"],
|
| 110 |
+
prompt: Annotated[str, "Prompt for image generation"],
|
| 111 |
+
) -> Annotated[str, "Path to generated image"]:
|
| 112 |
+
"""Generate an image for a scene and save the path in the state."""
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 113 |
try:
|
| 114 |
+
image_path, _ = await generate_image(prompt)
|
| 115 |
+
state = get_user_state(user_hash)
|
| 116 |
+
if scene_id in state.scenes:
|
| 117 |
+
state.scenes[scene_id].image = image_path
|
| 118 |
+
state.assets[scene_id] = image_path
|
| 119 |
+
set_user_state(user_hash, state)
|
| 120 |
+
return image_path
|
| 121 |
+
except Exception as exc: # noqa: BLE001
|
| 122 |
+
return _err(str(exc))
|
| 123 |
+
|
| 124 |
+
|
| 125 |
+
@tool
|
| 126 |
+
async def update_state_with_choice(
|
| 127 |
+
user_hash: Annotated[str, "User session ID"],
|
| 128 |
+
scene_id: Annotated[str, "Scene ID"],
|
| 129 |
+
choice_text: Annotated[str, "Chosen option"],
|
| 130 |
+
) -> Annotated[Dict, "Updated state"]:
|
| 131 |
+
"""Record the player's choice in the state."""
|
| 132 |
+
import datetime
|
| 133 |
+
|
| 134 |
+
state = get_user_state(user_hash)
|
| 135 |
+
state.user_choices.append(
|
| 136 |
+
UserChoice(
|
| 137 |
+
scene_id=scene_id,
|
| 138 |
+
choice_text=choice_text,
|
| 139 |
+
timestamp=datetime.datetime.utcnow().isoformat(),
|
| 140 |
+
)
|
| 141 |
+
)
|
| 142 |
+
set_user_state(user_hash, state)
|
| 143 |
+
return state.dict()
|
| 144 |
+
|
| 145 |
+
|
| 146 |
+
@tool
|
| 147 |
+
async def check_ending(
|
| 148 |
+
user_hash: Annotated[str, "User session ID"],
|
| 149 |
+
) -> Annotated[Dict, "Ending check result"]:
|
| 150 |
+
"""Check whether an ending has been reached."""
|
| 151 |
+
state = get_user_state(user_hash)
|
| 152 |
+
if not state.story_frame:
|
| 153 |
+
return _err("No story frame")
|
| 154 |
+
llm = create_llm().with_structured_output(EndingCheckResult)
|
| 155 |
+
history = '; '.join(
|
| 156 |
+
f"{c.scene_id}:{c.choice_text}" for c in state.user_choices
|
| 157 |
+
)
|
| 158 |
+
prompt = ENDING_CHECK_PROMPT.format(
|
| 159 |
+
history=history,
|
| 160 |
+
endings=','.join(
|
| 161 |
+
f"{e.id}:{e.condition}" for e in state.story_frame.endings
|
| 162 |
+
),
|
| 163 |
+
)
|
| 164 |
+
resp: EndingCheckResult = await llm.ainvoke(prompt)
|
| 165 |
+
if resp.ending_reached and resp.ending:
|
| 166 |
+
state.ending = resp.ending
|
| 167 |
+
set_user_state(user_hash, state)
|
| 168 |
+
return {"ending_reached": True, "ending": resp.ending.dict()}
|
| 169 |
+
return {"ending_reached": False}
|
src/config.py
CHANGED
|
@@ -1,16 +1,18 @@
|
|
| 1 |
from dotenv import load_dotenv
|
| 2 |
-
|
| 3 |
-
load_dotenv()
|
| 4 |
from pydantic_settings import BaseSettings
|
| 5 |
import logging
|
| 6 |
from pydantic import SecretStr
|
| 7 |
|
|
|
|
|
|
|
|
|
|
| 8 |
logging.basicConfig(
|
| 9 |
level=logging.INFO,
|
| 10 |
format="%(levelname)s:\t%(asctime)s [%(name)s] %(message)s",
|
| 11 |
datefmt="%Y-%m-%d %H:%M:%S %z",
|
| 12 |
)
|
| 13 |
|
|
|
|
| 14 |
class BaseAppSettings(BaseSettings):
|
| 15 |
"""Base settings class with common configuration."""
|
| 16 |
|
|
@@ -18,11 +20,12 @@ class BaseAppSettings(BaseSettings):
|
|
| 18 |
env_file = ".env"
|
| 19 |
env_file_encoding = "utf-8"
|
| 20 |
extra = "ignore"
|
| 21 |
-
|
|
|
|
| 22 |
class AppSettings(BaseAppSettings):
|
| 23 |
gemini_api_key: SecretStr
|
| 24 |
top_p: float = 0.95
|
| 25 |
temperature: float = 0.5
|
| 26 |
-
|
| 27 |
|
| 28 |
settings = AppSettings()
|
|
|
|
| 1 |
from dotenv import load_dotenv
|
|
|
|
|
|
|
| 2 |
from pydantic_settings import BaseSettings
|
| 3 |
import logging
|
| 4 |
from pydantic import SecretStr
|
| 5 |
|
| 6 |
+
load_dotenv()
|
| 7 |
+
|
| 8 |
+
|
| 9 |
logging.basicConfig(
|
| 10 |
level=logging.INFO,
|
| 11 |
format="%(levelname)s:\t%(asctime)s [%(name)s] %(message)s",
|
| 12 |
datefmt="%Y-%m-%d %H:%M:%S %z",
|
| 13 |
)
|
| 14 |
|
| 15 |
+
|
| 16 |
class BaseAppSettings(BaseSettings):
|
| 17 |
"""Base settings class with common configuration."""
|
| 18 |
|
|
|
|
| 20 |
env_file = ".env"
|
| 21 |
env_file_encoding = "utf-8"
|
| 22 |
extra = "ignore"
|
| 23 |
+
|
| 24 |
+
|
| 25 |
class AppSettings(BaseAppSettings):
|
| 26 |
gemini_api_key: SecretStr
|
| 27 |
top_p: float = 0.95
|
| 28 |
temperature: float = 0.5
|
| 29 |
+
|
| 30 |
|
| 31 |
settings = AppSettings()
|
src/css.py
CHANGED
|
@@ -119,6 +119,14 @@ img {
|
|
| 119 |
display: none !important;
|
| 120 |
}
|
| 121 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 122 |
/* Make form element transparent */
|
| 123 |
.overlay-content .form {
|
| 124 |
background: transparent !important;
|
|
@@ -145,4 +153,4 @@ loading_css_styles = """
|
|
| 145 |
font-size: 2em;
|
| 146 |
text-align: center;
|
| 147 |
}
|
| 148 |
-
"""
|
|
|
|
| 119 |
display: none !important;
|
| 120 |
}
|
| 121 |
|
| 122 |
+
/* Position the back button in the top-right corner */
|
| 123 |
+
#back-btn {
|
| 124 |
+
position: fixed !important;
|
| 125 |
+
top: 10px !important;
|
| 126 |
+
right: 10px !important;
|
| 127 |
+
z-index: 20 !important;
|
| 128 |
+
}
|
| 129 |
+
|
| 130 |
/* Make form element transparent */
|
| 131 |
.overlay-content .form {
|
| 132 |
background: transparent !important;
|
|
|
|
| 153 |
font-size: 2em;
|
| 154 |
text-align: center;
|
| 155 |
}
|
| 156 |
+
"""
|
src/game_constructor.py
CHANGED
|
@@ -2,9 +2,7 @@ import gradio as gr
|
|
| 2 |
import json
|
| 3 |
import uuid
|
| 4 |
from game_setting import Character, GameSetting
|
| 5 |
-
from
|
| 6 |
-
from agent.llm_agent import process_user_input
|
| 7 |
-
from images.image_generator import generate_image
|
| 8 |
from audio.audio_generator import start_music_generation
|
| 9 |
import asyncio
|
| 10 |
|
|
@@ -142,45 +140,21 @@ async def start_game_with_settings(
|
|
| 142 |
|
| 143 |
game_setting = GameSetting(character=character, setting=setting_desc, genre=genre)
|
| 144 |
|
| 145 |
-
#
|
| 146 |
-
|
| 147 |
-
|
| 148 |
-
|
| 149 |
-
|
| 150 |
-
|
| 151 |
-
|
| 152 |
-
|
| 153 |
-
|
| 154 |
-
Genre: {game_setting.genre}
|
| 155 |
-
|
| 156 |
-
You find yourself at the beginning of your adventure. The world around you feels alive with possibilities. What do you choose to do first?
|
| 157 |
-
|
| 158 |
-
NOTE FOR THE ASSISTANT: YOU HAVE TO GENERATE THE IMAGE FOR THE START SCENE.
|
| 159 |
-
"""
|
| 160 |
-
|
| 161 |
-
response = await process_user_input(initial_story)
|
| 162 |
-
|
| 163 |
-
music_tone = response.change_music.music_description or "neutral"
|
| 164 |
-
|
| 165 |
-
asyncio.create_task(start_music_generation(user_hash, music_tone))
|
| 166 |
-
|
| 167 |
-
img = "forest.jpg"
|
| 168 |
-
|
| 169 |
-
if response.change_scene.change_scene:
|
| 170 |
-
img_path, _ = await generate_image(response.change_scene.scene_description)
|
| 171 |
-
if img_path:
|
| 172 |
-
img = img_path
|
| 173 |
|
| 174 |
-
|
| 175 |
-
"text": response.game_message,
|
| 176 |
-
"image": img,
|
| 177 |
-
"choices": [option.option_description for option in response.player_options],
|
| 178 |
-
"music_tone": response.change_music.music_description,
|
| 179 |
-
}
|
| 180 |
-
state["scene"] = "start"
|
| 181 |
|
| 182 |
-
|
| 183 |
-
scene_text
|
|
|
|
|
|
|
| 184 |
|
| 185 |
return (
|
| 186 |
gr.update(visible=False), # loading indicator
|
|
|
|
| 2 |
import json
|
| 3 |
import uuid
|
| 4 |
from game_setting import Character, GameSetting
|
| 5 |
+
from agent.runner import process_step
|
|
|
|
|
|
|
| 6 |
from audio.audio_generator import start_music_generation
|
| 7 |
import asyncio
|
| 8 |
|
|
|
|
| 140 |
|
| 141 |
game_setting = GameSetting(character=character, setting=setting_desc, genre=genre)
|
| 142 |
|
| 143 |
+
# Запускаем LLM-граф для инициализации истории
|
| 144 |
+
result = await process_step(
|
| 145 |
+
user_hash=user_hash,
|
| 146 |
+
step="start",
|
| 147 |
+
setting=game_setting.setting,
|
| 148 |
+
character=game_setting.character.model_dump(),
|
| 149 |
+
genre=game_setting.genre,
|
| 150 |
+
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 151 |
|
| 152 |
+
asyncio.create_task(start_music_generation(user_hash, "neutral"))
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 153 |
|
| 154 |
+
scene = result["scene"]
|
| 155 |
+
scene_text = scene["description"]
|
| 156 |
+
scene_image = scene.get("image", "")
|
| 157 |
+
scene_choices = [ch["text"] for ch in scene.get("choices", [])]
|
| 158 |
|
| 159 |
return (
|
| 160 |
gr.update(visible=False), # loading indicator
|
src/main.py
CHANGED
|
@@ -2,14 +2,11 @@ import gradio as gr
|
|
| 2 |
from css import custom_css, loading_css_styles
|
| 3 |
from audio.audio_generator import (
|
| 4 |
update_audio,
|
| 5 |
-
change_music_tone,
|
| 6 |
cleanup_music_session,
|
| 7 |
)
|
| 8 |
import logging
|
| 9 |
-
from agent.
|
| 10 |
-
from images.image_generator import generate_image
|
| 11 |
import uuid
|
| 12 |
-
from game_state import story, state
|
| 13 |
from game_constructor import (
|
| 14 |
SETTING_SUGGESTIONS,
|
| 15 |
CHARACTER_SUGGESTIONS,
|
|
@@ -18,61 +15,53 @@ from game_constructor import (
|
|
| 18 |
load_character_suggestion,
|
| 19 |
start_game_with_settings,
|
| 20 |
)
|
| 21 |
-
import asyncio
|
| 22 |
|
| 23 |
logger = logging.getLogger(__name__)
|
| 24 |
|
| 25 |
|
| 26 |
-
def return_to_constructor():
|
| 27 |
-
"""Return to the
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 28 |
return (
|
| 29 |
gr.update(visible=False), # loading_indicator
|
| 30 |
gr.update(visible=True), # constructor_interface
|
| 31 |
gr.update(visible=False), # game_interface
|
| 32 |
gr.update(visible=False), # error_message
|
|
|
|
| 33 |
)
|
| 34 |
|
| 35 |
|
| 36 |
async def update_scene(user_hash: str, choice):
|
| 37 |
logger.info(f"Updating scene with choice: {choice}")
|
| 38 |
-
if isinstance(choice, str):
|
| 39 |
-
|
| 40 |
-
|
| 41 |
-
|
| 42 |
-
|
| 43 |
-
|
| 44 |
-
|
| 45 |
-
|
| 46 |
-
|
| 47 |
-
|
| 48 |
-
|
| 49 |
-
"""
|
| 50 |
-
|
| 51 |
-
|
| 52 |
-
|
| 53 |
-
|
| 54 |
-
|
| 55 |
-
story[new_scene]["choices"] = [
|
| 56 |
-
option.option_description for option in response.player_options
|
| 57 |
-
]
|
| 58 |
-
|
| 59 |
-
# run both tasks in parallel
|
| 60 |
-
img_res, _ = await asyncio.gather(
|
| 61 |
-
generate_image(response.change_scene.scene_description) if response.change_scene.change_scene else asyncio.sleep(0),
|
| 62 |
-
change_music_tone(user_hash, response.change_music.music_description) if response.change_music.change_music else asyncio.sleep(0)
|
| 63 |
)
|
| 64 |
-
|
| 65 |
-
if img_res and response.change_scene.change_scene:
|
| 66 |
-
img_path, _ = img_res
|
| 67 |
-
if img_path:
|
| 68 |
-
story[new_scene]["image"] = img_path
|
| 69 |
|
| 70 |
-
scene =
|
| 71 |
return (
|
| 72 |
-
scene["
|
| 73 |
-
scene
|
| 74 |
gr.Radio(
|
| 75 |
-
choices=
|
| 76 |
label="What do you choose?",
|
| 77 |
value=None,
|
| 78 |
elem_classes=["choice-buttons"],
|
|
@@ -235,8 +224,12 @@ with gr.Blocks(
|
|
| 235 |
gr.Markdown("# 🎮 Your Interactive Story")
|
| 236 |
|
| 237 |
with gr.Row():
|
| 238 |
-
back_btn = gr.Button("⬅️ Back to Constructor", variant="secondary")
|
| 239 |
gr.Markdown("### Playing your custom game!")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 240 |
|
| 241 |
# Audio component for background music
|
| 242 |
audio_out = gr.Audio(
|
|
@@ -323,12 +316,13 @@ with gr.Blocks(
|
|
| 323 |
|
| 324 |
back_btn.click(
|
| 325 |
fn=return_to_constructor,
|
| 326 |
-
inputs=[],
|
| 327 |
outputs=[
|
| 328 |
loading_indicator,
|
| 329 |
constructor_interface,
|
| 330 |
game_interface,
|
| 331 |
error_message,
|
|
|
|
| 332 |
],
|
| 333 |
)
|
| 334 |
|
|
|
|
| 2 |
from css import custom_css, loading_css_styles
|
| 3 |
from audio.audio_generator import (
|
| 4 |
update_audio,
|
|
|
|
| 5 |
cleanup_music_session,
|
| 6 |
)
|
| 7 |
import logging
|
| 8 |
+
from agent.runner import process_step
|
|
|
|
| 9 |
import uuid
|
|
|
|
| 10 |
from game_constructor import (
|
| 11 |
SETTING_SUGGESTIONS,
|
| 12 |
CHARACTER_SUGGESTIONS,
|
|
|
|
| 15 |
load_character_suggestion,
|
| 16 |
start_game_with_settings,
|
| 17 |
)
|
|
|
|
| 18 |
|
| 19 |
logger = logging.getLogger(__name__)
|
| 20 |
|
| 21 |
|
| 22 |
+
async def return_to_constructor(user_hash: str):
|
| 23 |
+
"""Return to the constructor and reset user state and audio."""
|
| 24 |
+
from agent.state import reset_user_state
|
| 25 |
+
|
| 26 |
+
reset_user_state(user_hash)
|
| 27 |
+
await cleanup_music_session(user_hash)
|
| 28 |
+
# Generate a new hash to avoid stale state
|
| 29 |
+
new_hash = str(uuid.uuid4())
|
| 30 |
return (
|
| 31 |
gr.update(visible=False), # loading_indicator
|
| 32 |
gr.update(visible=True), # constructor_interface
|
| 33 |
gr.update(visible=False), # game_interface
|
| 34 |
gr.update(visible=False), # error_message
|
| 35 |
+
gr.update(value=new_hash), # local_storage
|
| 36 |
)
|
| 37 |
|
| 38 |
|
| 39 |
async def update_scene(user_hash: str, choice):
|
| 40 |
logger.info(f"Updating scene with choice: {choice}")
|
| 41 |
+
if not isinstance(choice, str):
|
| 42 |
+
return gr.update(), gr.update(), gr.update()
|
| 43 |
+
|
| 44 |
+
result = await process_step(
|
| 45 |
+
user_hash=user_hash,
|
| 46 |
+
step="choose",
|
| 47 |
+
choice_text=choice,
|
| 48 |
+
)
|
| 49 |
+
|
| 50 |
+
if result.get("game_over"):
|
| 51 |
+
ending = result["ending"]
|
| 52 |
+
ending_text = ending.get("description") or ending.get("condition", "")
|
| 53 |
+
return (
|
| 54 |
+
gr.update(value=ending_text),
|
| 55 |
+
gr.update(value=None),
|
| 56 |
+
gr.Radio(choices=[], label="", value=None),
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 57 |
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 58 |
|
| 59 |
+
scene = result["scene"]
|
| 60 |
return (
|
| 61 |
+
scene["description"],
|
| 62 |
+
scene.get("image", ""),
|
| 63 |
gr.Radio(
|
| 64 |
+
choices=[ch["text"] for ch in scene.get("choices", [])],
|
| 65 |
label="What do you choose?",
|
| 66 |
value=None,
|
| 67 |
elem_classes=["choice-buttons"],
|
|
|
|
| 224 |
gr.Markdown("# 🎮 Your Interactive Story")
|
| 225 |
|
| 226 |
with gr.Row():
|
|
|
|
| 227 |
gr.Markdown("### Playing your custom game!")
|
| 228 |
+
back_btn = gr.Button(
|
| 229 |
+
"⬅️ Back to Constructor",
|
| 230 |
+
variant="secondary",
|
| 231 |
+
elem_id="back-btn",
|
| 232 |
+
)
|
| 233 |
|
| 234 |
# Audio component for background music
|
| 235 |
audio_out = gr.Audio(
|
|
|
|
| 316 |
|
| 317 |
back_btn.click(
|
| 318 |
fn=return_to_constructor,
|
| 319 |
+
inputs=[local_storage],
|
| 320 |
outputs=[
|
| 321 |
loading_indicator,
|
| 322 |
constructor_interface,
|
| 323 |
game_interface,
|
| 324 |
error_message,
|
| 325 |
+
local_storage,
|
| 326 |
],
|
| 327 |
)
|
| 328 |
|