Delete utils/action_node.py
Browse files- utils/action_node.py +0 -452
utils/action_node.py
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import json
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import uuid
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import logging
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from typing import Dict, Any, List
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# Assume GameState is a TypedDict or similar for clarity
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# from typing import TypedDict
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# class GameState(TypedDict):
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# description: str
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# project_json: Dict[str, Any]
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# action_plan: Dict[str, Any]
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# sprite_initial_positions: Dict[str, Any]
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# Placeholder for actual GameState in your application
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GameState = Dict[str, Any]
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logger = logging.getLogger(__name__)
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# --- Mock Agent for demonstration ---
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class MockAgent:
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def invoke(self, payload: Dict[str, Any]) -> Dict[str, Any]:
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"""
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Mocks an LLM agent invocation. In a real scenario, this would call your
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actual LLM API (e.g., through LangChain, LlamaIndex, etc.).
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"""
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user_message = payload["messages"][-1]["content"]
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print(f"\n--- Mock Agent Received Prompt (partial) ---\n{user_message[:500]}...\n------------------------------------------")
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# Simplified mock responses for demonstration purposes
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# In a real scenario, the LLM would generate actual Scratch block JSON
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if "Propose a high-level action flow" in user_message:
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return {
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"messages": [{
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"content": json.dumps({
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"action_overall_flow": {
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"Sprite1": {
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"description": "Basic movement and interaction",
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"plans": [
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{
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"event": "when flag clicked",
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"logic": "forever loop: move 10 steps, if touching Edge then turn 15 degrees"
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},
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{
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"event": "when space key pressed",
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"logic": "say Hello! for 2 seconds"
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}
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]
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},
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"Ball": {
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"description": "Simple bouncing behavior",
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"plans": [
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{
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"event": "when flag clicked",
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"logic": "move 5 steps, if on edge bounce"
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}
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]
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}
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}
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})
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}]
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}
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elif "You are an AI assistant generating Scratch 3.0 block JSON" in user_message:
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# This mock response is highly simplified. A real LLM would generate
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# valid Scratch blocks based on the provided relevant catalog and plan.
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# We're just demonstrating the *mechanism* of filtering the catalog.
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if "Sprite1" in user_message:
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return {
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"messages": [{
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"content": json.dumps({
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f"block_id_{generate_block_id()}": {
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"opcode": "event_whenflagclicked",
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"next": f"block_id_{generate_block_id()}_forever",
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"parent": None,
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"inputs": {}, "fields": {}, "shadow": False, "topLevel": True, "x": 100, "y": 100
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},
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f"block_id_{generate_block_id()}_forever": {
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"opcode": "control_forever",
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"next": None,
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"parent": f"block_id_{generate_block_id()}",
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"inputs": {
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"SUBSTACK": [2, f"block_id_{generate_block_id()}_move"]
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}, "fields": {}, "shadow": False, "topLevel": False
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},
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f"block_id_{generate_block_id()}_move": {
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"opcode": "motion_movesteps",
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"next": f"block_id_{generate_block_id()}_if",
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"parent": f"block_id_{generate_block_id()}_forever",
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"inputs": {
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"STEPS": [1, [4, "10"]]
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}, "fields": {}, "shadow": False, "topLevel": False
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},
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f"block_id_{generate_block_id()}_if": {
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"opcode": "control_if",
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"next": None,
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"parent": f"block_id_{generate_block_id()}_forever",
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"inputs": {
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"CONDITION": [2, f"block_id_{generate_block_id()}_touching"],
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"SUBSTACK": [2, f"block_id_{generate_block_id()}_turn"]
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}, "fields": {}, "shadow": False, "topLevel": False
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},
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f"block_id_{generate_block_id()}_touching": {
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"opcode": "sensing_touchingobject",
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"next": None,
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"parent": f"block_id_{generate_block_id()}_if",
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"inputs": {
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"TOUCHINGOBJECTMENU": [1, f"block_id_{generate_block_id()}_touching_menu"]
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}, "fields": {}, "shadow": False, "topLevel": False
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},
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f"block_id_{generate_block_id()}_touching_menu": {
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"opcode": "sensing_touchingobjectmenu",
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"next": None,
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"parent": f"block_id_{generate_block_id()}_touching",
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"inputs": {},
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"fields": {"TOUCHINGOBJECTMENU": ["_edge_", None]},
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"shadow": True, "topLevel": False
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},
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f"block_id_{generate_block_id()}_turn": {
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"opcode": "motion_turnright",
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"next": None,
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"parent": f"block_id_{generate_block_id()}_if",
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"inputs": {
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"DEGREES": [1, [4, "15"]]
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}, "fields": {}, "shadow": False, "topLevel": False
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},
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f"block_id_{generate_block_id()}_say": {
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"opcode": "looks_sayforsecs",
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"next": None,
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"parent": None, # This block would typically be part of a separate script
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"inputs": {
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"MESSAGE": [1, [10, "Hello!"]],
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"SECS": [1, [4, "2"]]
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}, "fields": {}, "shadow": False, "topLevel": True, "x": 300, "y": 100
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}
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})
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}]
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}
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elif "Ball" in user_message:
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return {
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"messages": [{
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"content": json.dumps({
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f"block_id_{generate_block_id()}": {
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"opcode": "event_whenflagclicked",
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"next": f"block_id_{generate_block_id()}_moveball",
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"parent": None,
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"inputs": {}, "fields": {}, "shadow": False, "topLevel": True, "x": 100, "y": 100
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},
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f"block_id_{generate_block_id()}_moveball": {
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"opcode": "motion_movesteps",
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"next": f"block_id_{generate_block_id()}_edgebounce",
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"parent": f"block_id_{generate_block_id()}",
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"inputs": {
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"STEPS": [1, [4, "5"]]
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}, "fields": {}, "shadow": False, "topLevel": False
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},
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f"block_id_{generate_block_id()}_edgebounce": {
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"opcode": "motion_ifonedgebounce",
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"next": None,
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"parent": f"block_id_{generate_block_id()}_moveball",
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"inputs": {}, "fields": {}, "shadow": False, "topLevel": False
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}
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})
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}]
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}
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return {"messages": [{"content": "[]"}]} # Default empty response
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agent = MockAgent()
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# Helper function to generate a unique block ID
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def generate_block_id():
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return str(uuid.uuid4())[:10].replace('-', '') # Shorten for readability, ensure uniqueness
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# Placeholder for your extract_json_from_llm_response function
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def extract_json_from_llm_response(response_string):
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try:
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# Assuming the LLM response is ONLY the JSON string within triple backticks
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json_match = response_string.strip().replace("```json", "").replace("```", "").strip()
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return json.loads(json_match)
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except json.JSONDecodeError as e:
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logger.error(f"Failed to decode JSON from LLM response: {e}")
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logger.error(f"Raw response: {response_string}")
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raise ValueError("Invalid JSON response from LLM")
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# --- GLOBAL CATALOG OF ALL SCRATCH BLOCKS ---
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# This is where you would load your block_content.json
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# For demonstration, I'm using your provided snippets and adding some common ones.
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# In a real application, you'd load this once at startup.
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ALL_SCRATCH_BLOCKS_CATALOG = {
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"motion_movesteps": {
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"opcode": "motion_movesteps", "next": None, "parent": None,
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"inputs": {"STEPS": [1, [4, "10"]]}, "fields": {}, "shadow": False, "topLevel": True, "x": 464, "y": -416
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},
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"motion_turnright": {
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"opcode": "motion_turnright", "next": None, "parent": None,
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"inputs": {"DEGREES": [1, [4, "15"]]}, "fields": {}, "shadow": False, "topLevel": True, "x": 467, "y": -316
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},
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"motion_ifonedgebounce": {
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"opcode": "motion_ifonedgebounce", "next": None, "parent": None,
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"inputs": {}, "fields": {}, "shadow": False, "topLevel": True, "x": 467, "y": -316
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},
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"event_whenflagclicked": {
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"opcode": "event_whenflagclicked", "next": None, "parent": None,
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"inputs": {}, "fields": {}, "shadow": False, "topLevel": True, "x": 10, "y": 10
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},
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"event_whenkeypressed": {
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"opcode": "event_whenkeypressed", "next": None, "parent": None,
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"inputs": {}, "fields": {"KEY_OPTION": ["space", None]}, "shadow": False, "topLevel": True, "x": 10, "y": 10
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},
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"control_forever": {
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"opcode": "control_forever", "next": None, "parent": None,
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"inputs": {"SUBSTACK": [2, "some_id"]}, "fields": {}, "shadow": False, "topLevel": True, "x": 10, "y": 10
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},
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"control_if": {
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"opcode": "control_if", "next": None, "parent": None,
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"inputs": {"CONDITION": [2, "some_id"], "SUBSTACK": [2, "some_id_2"]}, "fields": {}, "shadow": False, "topLevel": True, "x": 10, "y": 10
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},
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"looks_sayforsecs": {
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"opcode": "looks_sayforsecs", "next": None, "parent": None,
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"inputs": {"MESSAGE": [1, [10, "Hello!"]], "SECS": [1, [4, "2"]]}, "fields": {}, "shadow": False, "topLevel": True, "x": 10, "y": 10
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},
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"looks_say": {
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"opcode": "looks_say", "next": None, "parent": None,
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"inputs": {"MESSAGE": [1, [10, "Hello!"]]}, "fields": {}, "shadow": False, "topLevel": True, "x": 10, "y": 10
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},
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"sensing_touchingobject": {
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"opcode": "sensing_touchingobject", "next": None, "parent": None,
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"inputs": {"TOUCHINGOBJECTMENU": [1, "some_id"]}, "fields": {}, "shadow": False, "topLevel": True, "x": 10, "y": 10
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},
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"sensing_touchingobjectmenu": {
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"opcode": "sensing_touchingobjectmenu", "next": None, "parent": None,
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"inputs": {}, "fields": {"TOUCHINGOBJECTMENU": ["_mouse_", None]}, "shadow": True, "topLevel": True, "x": 10, "y": 10
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},
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# Add more blocks from your block_content.json here...
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}
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# --- Heuristic-based block selection ---
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def get_relevant_blocks_for_plan(action_plan: Dict[str, Any], all_blocks_catalog: Dict[str, Any]) -> Dict[str, Any]:
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"""
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Analyzes the natural language action plan and selects relevant Scratch blocks
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from the comprehensive catalog. This is a heuristic approach and might need
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to be refined based on your specific use cases and LLM capabilities.
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"""
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relevant_opcodes = set()
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# Always include common event blocks
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relevant_opcodes.add("event_whenflagclicked")
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relevant_opcodes.add("event_whenkeypressed") # Could be more specific if key is mentioned
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# Keyword to opcode mapping (can be expanded)
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keyword_map = {
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"move": "motion_movesteps",
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"steps": "motion_movesteps",
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"turn": "motion_turnright",
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"rotate": "motion_turnright",
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"bounce": "motion_ifonedgebounce",
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"edge": "motion_ifonedgebounce",
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"forever": "control_forever",
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"loop": "control_forever",
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"if": "control_if",
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"condition": "control_if",
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"say": "looks_say",
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"hello": "looks_say", # Simple example, might need more context
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"touching": "sensing_touchingobject",
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"mouse pointer": "sensing_touchingobjectmenu",
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"edge": "sensing_touchingobjectmenu", # For touching edge
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}
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# Iterate through the action plan to find keywords
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for sprite_name, sprite_actions in action_plan.get("action_overall_flow", {}).items():
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for plan in sprite_actions.get("plans", []):
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event_logic = plan.get("event", "").lower() + " " + plan.get("logic", "").lower()
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# Check for direct opcode matches (if the LLM somehow outputs opcodes in its plan)
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for opcode in all_blocks_catalog.keys():
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if opcode in event_logic:
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relevant_opcodes.add(opcode)
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# Check for keywords
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for keyword, opcode in keyword_map.items():
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if keyword in event_logic:
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relevant_opcodes.add(opcode)
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# Add associated shadow blocks if known
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if opcode == "sensing_touchingobject":
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relevant_opcodes.add("sensing_touchingobjectmenu")
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if opcode == "event_whenkeypressed":
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relevant_opcodes.add("event_whenkeypressed") # It's already there but good to be explicit
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# Construct the filtered catalog
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relevant_blocks_catalog = {
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opcode: all_blocks_catalog[opcode]
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for opcode in relevant_opcodes if opcode in all_blocks_catalog
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}
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return relevant_blocks_catalog
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# --- New Action Planning Node ---
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def plan_sprite_actions(state: GameState):
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logger.info("--- Running PlanSpriteActionsNode ---")
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planning_prompt = (
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f"You are an AI assistant tasked with planning Scratch 3.0 block code for a game. "
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f"The game description is: '{state['description']}'.\n\n"
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f"Here are the sprites currently in the project: {', '.join(target['name'] for target in state['project_json']['targets'] if not target['isStage']) if len(state['project_json']['targets']) > 1 else 'None'}.\n"
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f"Initial positions: {json.dumps(state.get('sprite_initial_positions', {}), indent=2)}\n\n"
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f"Consider the main actions and interactions required for each sprite. "
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f"Think step-by-step about what each sprite needs to *do*, *when* it needs to do it (events), "
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f"and if any actions need to *repeat* or depend on *conditions*.\n\n"
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f"Propose a high-level action flow for each sprite in the following JSON format. "
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f"Do NOT generate Scratch block JSON yet. Only describe the logic using natural language or simplified pseudo-code.\n\n"
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f"Example format:\n"
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f"```json\n"
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f"{{\n"
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f" \"action_overall_flow\": {{\n"
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f" \"Sprite1\": {{\n"
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f" \"description\": \"Main character actions\",\n"
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f" \"plans\": [\n"
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f" {{\n"
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f" \"event\": \"when flag clicked\",\n"
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f" \"logic\": \"forever loop: move 10 steps, if on edge bounce\"\n"
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f" }},\n"
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f" {{\n"
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f" \"event\": \"when space key pressed\",\n"
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f" \"logic\": \"change y by 10, wait 0.1 seconds, change y by -10\"\n"
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f" }}\n"
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f" ]\n"
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f" }},\n"
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f" \"Ball\": {{\n"
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f" \"description\": \"Projectile movement\",\n"
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f" \"plans\": [\n"
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f" {{\n"
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f" \"event\": \"when I start as a clone\",\n"
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f" \"logic\": \"glide 1 sec to random position, if touching Sprite1 then stop this script\"\n"
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f" }}\n"
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f" ]\n"
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f" }}\n"
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| 334 |
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f" }}\n"
|
| 335 |
-
f"}}\n"
|
| 336 |
-
f"```\n\n"
|
| 337 |
-
f"Return ONLY the JSON object for the action overall flow."
|
| 338 |
-
)
|
| 339 |
-
|
| 340 |
-
try:
|
| 341 |
-
response = agent.invoke({"messages": [{"role": "user", "content": planning_prompt}]})
|
| 342 |
-
raw_response = response["messages"][-1].content
|
| 343 |
-
print("Raw response from LLM [PlanSpriteActionsNode]:", raw_response)
|
| 344 |
-
action_plan = extract_json_from_llm_response(raw_response)
|
| 345 |
-
logger.info("Sprite action plan generated by PlanSpriteActionsNode.")
|
| 346 |
-
return {"action_plan": action_plan}
|
| 347 |
-
except Exception as e:
|
| 348 |
-
logger.error(f"Error in PlanSpriteActionsNode: {e}")
|
| 349 |
-
raise
|
| 350 |
-
|
| 351 |
-
# --- Updated Action Node Builder (to consume the plan and build blocks) ---
|
| 352 |
-
def build_action_nodes(state: GameState):
|
| 353 |
-
logger.info("--- Running ActionNodeBuilder ---")
|
| 354 |
-
|
| 355 |
-
action_plan = state.get("action_plan", {})
|
| 356 |
-
if not action_plan:
|
| 357 |
-
raise ValueError("No action plan found in state. Run PlanSpriteActionsNode first.")
|
| 358 |
-
|
| 359 |
-
# Convert the Scratch project JSON to a mutable Python object
|
| 360 |
-
project_json = state["project_json"]
|
| 361 |
-
targets = project_json["targets"]
|
| 362 |
-
|
| 363 |
-
# We need a way to map sprite names to their actual target objects in project_json
|
| 364 |
-
sprite_map = {target["name"]: target for target in targets if not target["isStage"]}
|
| 365 |
-
|
| 366 |
-
# --- NEW: Get only the relevant blocks for the entire action plan ---
|
| 367 |
-
relevant_scratch_blocks_catalog = get_relevant_blocks_for_plan(action_plan, ALL_SCRATCH_BLOCKS_CATALOG)
|
| 368 |
-
logger.info(f"Filtered {len(relevant_scratch_blocks_catalog)} relevant blocks out of {len(ALL_SCRATCH_BLOCKS_CATALOG)} total.")
|
| 369 |
-
|
| 370 |
-
|
| 371 |
-
# Iterate through the planned actions for each sprite
|
| 372 |
-
for sprite_name, sprite_actions in action_plan.get("action_overall_flow", {}).items():
|
| 373 |
-
if sprite_name in sprite_map:
|
| 374 |
-
current_sprite_target = sprite_map[sprite_name]
|
| 375 |
-
# Ensure 'blocks' field exists for the sprite
|
| 376 |
-
if "blocks" not in current_sprite_target:
|
| 377 |
-
current_sprite_target["blocks"] = {}
|
| 378 |
-
|
| 379 |
-
# Generate block JSON based on the detailed action plan for this sprite
|
| 380 |
-
# This is where the LLM's role becomes crucial: translating logic to blocks
|
| 381 |
-
llm_block_generation_prompt = (
|
| 382 |
-
f"You are an AI assistant generating Scratch 3.0 block JSON based on a provided plan. "
|
| 383 |
-
f"The current sprite is '{sprite_name}'.\n"
|
| 384 |
-
f"Its planned actions are:\n"
|
| 385 |
-
f"```json\n{json.dumps(sprite_actions, indent=2)}\n```\n\n"
|
| 386 |
-
f"Here is a **curated catalog of only the most relevant Scratch 3.0 blocks** for this plan:\n"
|
| 387 |
-
f"```json\n{json.dumps(relevant_scratch_blocks_catalog, indent=2)}\n```\n\n"
|
| 388 |
-
f"Current Scratch project JSON (for context, specifically this sprite's existing blocks if any):\n"
|
| 389 |
-
f"```json\n{json.dumps(current_sprite_target, indent=2)}\n```\n\n"
|
| 390 |
-
f"**Instructions:**\n"
|
| 391 |
-
f"1. For each planned event and its associated logic, generate the corresponding Scratch 3.0 block JSON.\n"
|
| 392 |
-
f"2. **Generate unique block IDs** for every new block. Use a format like 'block_id_abcdef12'.\n" # Updated ID format hint
|
| 393 |
-
f"3. Properly link blocks using `next` and `parent` fields to form execution stacks. Hat blocks (`topLevel: true`, `parent: null`).\n"
|
| 394 |
-
f"4. Correctly fill `inputs` and `fields` based on the catalog and the plan's logic (e.g., specific values for motion, keys for events, conditions for controls).\n"
|
| 395 |
-
f"5. For C-blocks (like `control_repeat`, `control_forever`, `control_if`), use the `SUBSTACK` input to link to the first block inside its loop/conditional.\n"
|
| 396 |
-
f"6. If the plan involves operators (e.g., 'if touching Sprite1'), use the appropriate operator blocks from the catalog and link them correctly as `CONDITION` inputs.\n"
|
| 397 |
-
f"7. Ensure that any shadow blocks (e.g., for dropdowns like `motion_goto_menu`, `sensing_touchingobjectmenu`) are generated with `shadow: true` and linked correctly as inputs to their parent block.\n"
|
| 398 |
-
f"8. Return ONLY the **updated 'blocks' dictionary** for this specific sprite. Do NOT return the full project JSON. ONLY the `blocks` dictionary."
|
| 399 |
-
)
|
| 400 |
-
|
| 401 |
-
try:
|
| 402 |
-
response = agent.invoke({"messages": [{"role": "user", "content": llm_block_generation_prompt}]})
|
| 403 |
-
raw_response = response["messages"][-1].content
|
| 404 |
-
print(f"Raw response from LLM [ActionNodeBuilder - {sprite_name}]:", raw_response)
|
| 405 |
-
generated_blocks = extract_json_from_llm_response(raw_response)
|
| 406 |
-
current_sprite_target["blocks"].update(generated_blocks) # Merge new blocks
|
| 407 |
-
logger.info(f"Action blocks added for sprite '{sprite_name}' by ActionNodeBuilder.")
|
| 408 |
-
except Exception as e:
|
| 409 |
-
logger.error(f"Error generating blocks for sprite '{sprite_name}': {e}")
|
| 410 |
-
# Depending on robustness needed, you might continue or re-raise
|
| 411 |
-
raise
|
| 412 |
-
|
| 413 |
-
return {"project_json": project_json}
|
| 414 |
-
|
| 415 |
-
# --- Example Usage (to demonstrate the flow) ---
|
| 416 |
-
if __name__ == "__main__":
|
| 417 |
-
# Initialize a mock game state
|
| 418 |
-
initial_game_state = {
|
| 419 |
-
"description": "A simple game where a sprite moves and says hello.",
|
| 420 |
-
"project_json": {
|
| 421 |
-
"targets": [
|
| 422 |
-
{"isStage": True, "name": "Stage", "blocks": {}},
|
| 423 |
-
{"isStage": False, "name": "Sprite1", "blocks": {}},
|
| 424 |
-
{"isStage": False, "name": "Ball", "blocks": {}}
|
| 425 |
-
]
|
| 426 |
-
},
|
| 427 |
-
"sprite_initial_positions": {}
|
| 428 |
-
}
|
| 429 |
-
|
| 430 |
-
# Step 1: Plan Sprite Actions
|
| 431 |
-
try:
|
| 432 |
-
state_after_planning = plan_sprite_actions(initial_game_state)
|
| 433 |
-
initial_game_state.update(state_after_planning)
|
| 434 |
-
print("\n--- Game State After Planning ---")
|
| 435 |
-
print(json.dumps(initial_game_state, indent=2))
|
| 436 |
-
except Exception as e:
|
| 437 |
-
print(f"Planning failed: {e}")
|
| 438 |
-
exit()
|
| 439 |
-
|
| 440 |
-
# Step 2: Build Action Nodes (Generate Blocks)
|
| 441 |
-
try:
|
| 442 |
-
state_after_building = build_action_nodes(initial_game_state)
|
| 443 |
-
initial_game_state.update(state_after_building)
|
| 444 |
-
print("\n--- Game State After Building Blocks ---")
|
| 445 |
-
# Print only the blocks for a specific sprite to keep output manageable
|
| 446 |
-
for target in initial_game_state["project_json"]["targets"]:
|
| 447 |
-
if not target["isStage"]:
|
| 448 |
-
print(f"\nBlocks for {target['name']}:")
|
| 449 |
-
print(json.dumps(target.get('blocks', {}), indent=2))
|
| 450 |
-
|
| 451 |
-
except Exception as e:
|
| 452 |
-
print(f"Building blocks failed: {e}")
|
|
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