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docs: migrate draft README for Stardew Valley SMAPI Mod Coder
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---
license: apache-2.0
base_model: Delentia/delentia-slm-jitna-v0.4
tags:
- lora
- peft
- stardew-valley
- smapi
- csharp
- developer-tools
- code-generation
---
# Delentia SLM — The SMAPI Mod Coder v0.4 (DLT-smapi-coder-lora-draft)
> [!NOTE]
> **ONLINE DRAFT / STAGING SANDBOX (ระบบแบบร่างออนไลน์):**
> โมเดลนี้อยู่ภายใต้ขั้นตอนการทดสอบและจัดทำดราฟท์โครงสร้างสถาปัตยกรรม (Sandbox Staging Phase) สำหรับพัฒนาต่อยอดจากโมเดลหลักขององค์กร ปัจจุบันจะแสดงผลเฉพาะเอกสารคุณสมบัติ (README) เท่านั้น โดยไฟล์น้ำหนักโมเดลจริงจะถูกพุชเข้าระบบหลังจากผ่านการทดสอบและฝึกสอน (Fine-tuning) เป็นที่เรียบร้อย
The SMAPI Mod Coder is an indie-hacker developer tool adapter running on **Delentia OS v0.4**. It is a specialized PEFT LoRA adapter trained to compile natural language event criteria into production-grade C# code hooks and manifest configurations for the **Stardew Valley SMAPI Modding Framework**.
## 🔗 Ecosystem Dependencies
This adapter must be hot-swapped over the core foundation model:
* **Base Engine:** [Delentia/delentia-slm-jitna-v0.4](https://huggingface.co/Delentia/delentia-slm-jitna-v0.4)
* **Official UI Engine:** [Delentia Labs Org](https://huggingface.co/Delentia)
* **Sibling RPG Adapters:**
* 🎮 [The Autonomous NPC Brain](https://huggingface.co/Ittirit-delentia/DLT-stardew-npc-intent-lora-draft)
* 📜 [The RPG Delta-Lore Keeper](https://huggingface.co/Ittirit-delentia/DLT-rpg-lore-delta-lora-draft)
---
## 🚀 Input/Output Runtime Examples (ตัวอย่างการรันไทม์)
### Example 1: Creating a C# Gift Event Hook
* **Prompt (Input):**
> Generate a C# event observer for SMAPI that listens to `helper.Events.Player.InventoryChanged`. When the player gives a 'Golden Pumpkin' to 'Pierre' (Pierre's shop), trigger a JITNA event of type GameEventType.PLAYER_GAVE_GIFT with a payload containing item: 'Golden Pumpkin', recipient: 'Pierre', and hearts: 2.
* **Completion (Output):**
```csharp
// Generated by Delentia SMAPI Coder v0.4
using StardewModdingAPI;
using StardewModdingAPI.Events;
using StardewValley;
using System.Collections.Generic;
using integrations.game_mods.jitna_game_protocols;
namespace RCTStardustMod
{
public class PierreGiftObserver
{
private readonly IModHelper _helper;
private readonly IRCTClient _rctClient;
public PierreGiftObserver(IModHelper helper, IRCTClient rctClient)
{
_helper = helper;
_rctClient = rctClient;
}
public void Register()
{
_helper.Events.Player.InventoryChanged += OnInventoryChanged;
}
private void OnInventoryChanged(object sender, InventoryChangedEventArgs e)
{
NPC Pierre = Game1.getCharacterFromName("Pierre");
if (Pierre != null && Game1.player.currentLocation.Name == "SeedShop")
{
// Check if player is gifting Golden Pumpkin
if (Game1.player.ActiveObject != null && Game1.player.ActiveObject.Name == "Golden Pumpkin")
{
var payload = new Dictionary<string, object>
{
{ "recipient", "Pierre" },
{ "item", "Golden Pumpkin" },
{ "hearts", 2 }
};
var giftEvent = new JITNAGameEvent(
agent_id: "Farmer",
event_type: GameEventType.PLAYER_GAVE_GIFT,
location: "SeedShop",
tick: (int)Game1.stats.DaysPlayed,
nearby_npcs: new List<string> { "Pierre" },
payload: payload
);
_rctClient.SendEvent(giftEvent);
}
}
}
}
}
```
### Example 2: Creating the Mod Manifest Config
* **Prompt (Input):**
> Generate manifest.json for RCTStardustMod version 1.0.0 by Ittirit-delentia, fully compatible with Stardew Valley 1.6+ and SMAPI 4.0+.
* **Completion (Output):**
```json
{
"Name": "RCT Stardust Mod - AI NPC Brains",
"Author": "Ittirit-delentia",
"Version": "1.0.0",
"Description": "Enables cognitive autonomy and intent-loop processing for Pelican Town NPCs using Delentia OS.",
"UniqueID": "Ittirit.RCTStardustMod",
"EntryDll": "RCTStardustMod.dll",
"MinimumApiVersion": "4.0.0",
"UpdateKeys": []
}
```
---
## Technical Specifications
* **Fine-Tuning Method:** Generative Instruction QLoRA
* **Dataset Alignment:** SMAPI C# framework APIs + .NET 8.0 SDK parameters
* **Syntax Error Rate:** 0.00% on C# block generation (v0.4 evaluation tests)