Spaces:
Runtime error
Runtime error
DeltaZN commited on
Commit ·
7fee07b
1
Parent(s): 54db442
feat: disable model selector & autoplay tick by default
Browse files- README.md +4 -0
- dist/frontend/assets/{index-DxcXnaim.js → index-C5YBy651.js} +0 -0
- dist/frontend/index.html +1 -1
- frontend/src/App.tsx +14 -17
- frontend/src/components/AgentPanel.tsx +2 -65
- frontend/src/hooks/useWorldSimulation.ts +27 -1
- src/world_simulator/simulation/connectors/openai_compatible.py +73 -22
README.md
CHANGED
|
@@ -47,6 +47,10 @@ npm run dev # http://127.0.0.1:5173
|
|
| 47 |
|
| 48 |
Controls: drag to orbit, scroll to zoom, `WASD`/arrows to pan.
|
| 49 |
|
|
|
|
|
|
|
|
|
|
|
|
|
| 50 |
## Hugging Face Space
|
| 51 |
|
| 52 |
`app.py` wraps the same game runtime in `gradio.Server` and serves the built React/Three
|
|
|
|
| 47 |
|
| 48 |
Controls: drag to orbit, scroll to zoom, `WASD`/arrows to pan.
|
| 49 |
|
| 50 |
+
Autoplay is on by default: the manual tick controls are hidden and the world
|
| 51 |
+
advances ticks automatically. Set `VITE_WORLD_SIMULATOR_AUTOPLAY=0` (build/dev
|
| 52 |
+
env) to show the manual step / play-pause controls instead.
|
| 53 |
+
|
| 54 |
## Hugging Face Space
|
| 55 |
|
| 56 |
`app.py` wraps the same game runtime in `gradio.Server` and serves the built React/Three
|
dist/frontend/assets/{index-DxcXnaim.js → index-C5YBy651.js}
RENAMED
|
The diff for this file is too large to render.
See raw diff
|
|
|
dist/frontend/index.html
CHANGED
|
@@ -4,7 +4,7 @@
|
|
| 4 |
<meta charset="UTF-8" />
|
| 5 |
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
| 6 |
<title>World Simulator</title>
|
| 7 |
-
<script type="module" crossorigin src="/world/assets/index-
|
| 8 |
<link rel="stylesheet" crossorigin href="/world/assets/index-DPzWURD0.css">
|
| 9 |
</head>
|
| 10 |
<body>
|
|
|
|
| 4 |
<meta charset="UTF-8" />
|
| 5 |
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
| 6 |
<title>World Simulator</title>
|
| 7 |
+
<script type="module" crossorigin src="/world/assets/index-C5YBy651.js"></script>
|
| 8 |
<link rel="stylesheet" crossorigin href="/world/assets/index-DPzWURD0.css">
|
| 9 |
</head>
|
| 10 |
<body>
|
frontend/src/App.tsx
CHANGED
|
@@ -30,18 +30,20 @@ export function App() {
|
|
| 30 |
entities={simulation.snapshot?.entities ?? []}
|
| 31 |
/>
|
| 32 |
|
| 33 |
-
|
| 34 |
-
|
| 35 |
-
|
| 36 |
-
|
| 37 |
-
|
| 38 |
-
|
| 39 |
-
|
| 40 |
-
|
| 41 |
-
|
| 42 |
-
|
| 43 |
-
|
| 44 |
-
|
|
|
|
|
|
|
| 45 |
|
| 46 |
<AgentPanel
|
| 47 |
entity={simulation.selectedEntity}
|
|
@@ -49,12 +51,7 @@ export function App() {
|
|
| 49 |
resource={simulation.selectedResource}
|
| 50 |
house={simulation.selectedHouse}
|
| 51 |
entities={simulation.snapshot?.entities ?? []}
|
| 52 |
-
modelProfiles={simulation.modelProfiles}
|
| 53 |
-
isModelSwitchPending={simulation.isModelSwitchPending}
|
| 54 |
onSelectEntity={simulation.setSelectedId}
|
| 55 |
-
onSetNpcModel={(npcId, profileId) => {
|
| 56 |
-
void simulation.setNpcModel(npcId, profileId);
|
| 57 |
-
}}
|
| 58 |
/>
|
| 59 |
|
| 60 |
<StatusToasts
|
|
|
|
| 30 |
entities={simulation.snapshot?.entities ?? []}
|
| 31 |
/>
|
| 32 |
|
| 33 |
+
{simulation.hideTickControls ? null : (
|
| 34 |
+
<SimulationControls
|
| 35 |
+
hasSnapshot={simulation.snapshot !== null}
|
| 36 |
+
isAutoTicking={simulation.isAutoTicking}
|
| 37 |
+
isWaitingForTick={simulation.isWaitingForTick}
|
| 38 |
+
isWorldCommandPending={simulation.isWorldCommandPending}
|
| 39 |
+
onStep={() => {
|
| 40 |
+
void simulation.step();
|
| 41 |
+
}}
|
| 42 |
+
onToggleAutoTick={() => {
|
| 43 |
+
simulation.setIsAutoTicking(!simulation.isAutoTicking);
|
| 44 |
+
}}
|
| 45 |
+
/>
|
| 46 |
+
)}
|
| 47 |
|
| 48 |
<AgentPanel
|
| 49 |
entity={simulation.selectedEntity}
|
|
|
|
| 51 |
resource={simulation.selectedResource}
|
| 52 |
house={simulation.selectedHouse}
|
| 53 |
entities={simulation.snapshot?.entities ?? []}
|
|
|
|
|
|
|
| 54 |
onSelectEntity={simulation.setSelectedId}
|
|
|
|
|
|
|
|
|
|
| 55 |
/>
|
| 56 |
|
| 57 |
<StatusToasts
|
frontend/src/components/AgentPanel.tsx
CHANGED
|
@@ -2,7 +2,6 @@ import type {
|
|
| 2 |
BeastSnapshot,
|
| 3 |
EntitySnapshot,
|
| 4 |
HouseSnapshot,
|
| 5 |
-
ModelProfileSnapshot,
|
| 6 |
ResourceNodeSnapshot,
|
| 7 |
} from "../types";
|
| 8 |
import { TooltipLabel } from "./TooltipLabel";
|
|
@@ -13,10 +12,7 @@ type AgentPanelProps = {
|
|
| 13 |
resource?: ResourceNodeSnapshot | null;
|
| 14 |
house?: HouseSnapshot | null;
|
| 15 |
entities?: EntitySnapshot[];
|
| 16 |
-
modelProfiles?: ModelProfileSnapshot[];
|
| 17 |
-
isModelSwitchPending?: boolean;
|
| 18 |
onSelectEntity?: (id: string) => void;
|
| 19 |
-
onSetNpcModel?: (npcId: string, profileId: string) => void;
|
| 20 |
};
|
| 21 |
|
| 22 |
export function AgentPanel({
|
|
@@ -25,10 +21,7 @@ export function AgentPanel({
|
|
| 25 |
resource = null,
|
| 26 |
house = null,
|
| 27 |
entities = [],
|
| 28 |
-
modelProfiles = [],
|
| 29 |
-
isModelSwitchPending = false,
|
| 30 |
onSelectEntity,
|
| 31 |
-
onSetNpcModel,
|
| 32 |
}: AgentPanelProps) {
|
| 33 |
if (beast) {
|
| 34 |
return <BeastPanel beast={beast} />;
|
|
@@ -51,16 +44,7 @@ export function AgentPanel({
|
|
| 51 |
<TooltipLabel className="panelTitle" value={selectedName} />
|
| 52 |
<TooltipLabel className="panelRole" value={selectedRole} />
|
| 53 |
</div>
|
| 54 |
-
{entity ?
|
| 55 |
-
<AgentDetails
|
| 56 |
-
entity={entity}
|
| 57 |
-
modelProfiles={modelProfiles}
|
| 58 |
-
isModelSwitchPending={isModelSwitchPending}
|
| 59 |
-
onSetNpcModel={onSetNpcModel}
|
| 60 |
-
/>
|
| 61 |
-
) : (
|
| 62 |
-
<EmptyAgentReadout />
|
| 63 |
-
)}
|
| 64 |
</aside>
|
| 65 |
);
|
| 66 |
}
|
|
@@ -203,26 +187,12 @@ function HouseResidentList({ label, ids, emptyLabel, entities, onSelectEntity }:
|
|
| 203 |
|
| 204 |
type AgentDetailsProps = {
|
| 205 |
entity: EntitySnapshot;
|
| 206 |
-
modelProfiles: ModelProfileSnapshot[];
|
| 207 |
-
isModelSwitchPending: boolean;
|
| 208 |
-
onSetNpcModel?: (npcId: string, profileId: string) => void;
|
| 209 |
};
|
| 210 |
|
| 211 |
-
function AgentDetails({
|
| 212 |
-
entity,
|
| 213 |
-
modelProfiles,
|
| 214 |
-
isModelSwitchPending,
|
| 215 |
-
onSetNpcModel,
|
| 216 |
-
}: AgentDetailsProps) {
|
| 217 |
return (
|
| 218 |
<>
|
| 219 |
<AgentReadout entity={entity} />
|
| 220 |
-
<ModelSwitcher
|
| 221 |
-
entity={entity}
|
| 222 |
-
profiles={modelProfiles}
|
| 223 |
-
isPending={isModelSwitchPending}
|
| 224 |
-
onSetNpcModel={onSetNpcModel}
|
| 225 |
-
/>
|
| 226 |
<SurvivalReadout entity={entity} />
|
| 227 |
<ThinkingBlock entity={entity} />
|
| 228 |
<RelationshipList entity={entity} />
|
|
@@ -231,39 +201,6 @@ function AgentDetails({
|
|
| 231 |
);
|
| 232 |
}
|
| 233 |
|
| 234 |
-
type ModelSwitcherProps = {
|
| 235 |
-
entity: EntitySnapshot;
|
| 236 |
-
profiles: ModelProfileSnapshot[];
|
| 237 |
-
isPending: boolean;
|
| 238 |
-
onSetNpcModel?: (npcId: string, profileId: string) => void;
|
| 239 |
-
};
|
| 240 |
-
|
| 241 |
-
function ModelSwitcher({ entity, profiles, isPending, onSetNpcModel }: ModelSwitcherProps) {
|
| 242 |
-
if (profiles.length === 0) {
|
| 243 |
-
return null;
|
| 244 |
-
}
|
| 245 |
-
|
| 246 |
-
const currentProfile = entity.model_profile_id ?? entity.connector_id ?? "default";
|
| 247 |
-
|
| 248 |
-
return (
|
| 249 |
-
<label className="modelControl">
|
| 250 |
-
<span>Model</span>
|
| 251 |
-
<select
|
| 252 |
-
value={currentProfile}
|
| 253 |
-
disabled={isPending || !onSetNpcModel}
|
| 254 |
-
onChange={(event) => onSetNpcModel?.(entity.id, event.currentTarget.value)}
|
| 255 |
-
>
|
| 256 |
-
{profiles.map((profile) => (
|
| 257 |
-
<option key={profile.id} value={profile.id}>
|
| 258 |
-
{profile.label || profile.id}
|
| 259 |
-
{profile.model ? ` - ${profile.model}` : ""}
|
| 260 |
-
</option>
|
| 261 |
-
))}
|
| 262 |
-
</select>
|
| 263 |
-
</label>
|
| 264 |
-
);
|
| 265 |
-
}
|
| 266 |
-
|
| 267 |
function SurvivalReadout({ entity }: { entity: EntitySnapshot }) {
|
| 268 |
const { hunger, fear, safety, age, max_age, importance, goal, inventory } = entity.state;
|
| 269 |
if (
|
|
|
|
| 2 |
BeastSnapshot,
|
| 3 |
EntitySnapshot,
|
| 4 |
HouseSnapshot,
|
|
|
|
| 5 |
ResourceNodeSnapshot,
|
| 6 |
} from "../types";
|
| 7 |
import { TooltipLabel } from "./TooltipLabel";
|
|
|
|
| 12 |
resource?: ResourceNodeSnapshot | null;
|
| 13 |
house?: HouseSnapshot | null;
|
| 14 |
entities?: EntitySnapshot[];
|
|
|
|
|
|
|
| 15 |
onSelectEntity?: (id: string) => void;
|
|
|
|
| 16 |
};
|
| 17 |
|
| 18 |
export function AgentPanel({
|
|
|
|
| 21 |
resource = null,
|
| 22 |
house = null,
|
| 23 |
entities = [],
|
|
|
|
|
|
|
| 24 |
onSelectEntity,
|
|
|
|
| 25 |
}: AgentPanelProps) {
|
| 26 |
if (beast) {
|
| 27 |
return <BeastPanel beast={beast} />;
|
|
|
|
| 44 |
<TooltipLabel className="panelTitle" value={selectedName} />
|
| 45 |
<TooltipLabel className="panelRole" value={selectedRole} />
|
| 46 |
</div>
|
| 47 |
+
{entity ? <AgentDetails entity={entity} /> : <EmptyAgentReadout />}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 48 |
</aside>
|
| 49 |
);
|
| 50 |
}
|
|
|
|
| 187 |
|
| 188 |
type AgentDetailsProps = {
|
| 189 |
entity: EntitySnapshot;
|
|
|
|
|
|
|
|
|
|
| 190 |
};
|
| 191 |
|
| 192 |
+
function AgentDetails({ entity }: AgentDetailsProps) {
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 193 |
return (
|
| 194 |
<>
|
| 195 |
<AgentReadout entity={entity} />
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 196 |
<SurvivalReadout entity={entity} />
|
| 197 |
<ThinkingBlock entity={entity} />
|
| 198 |
<RelationshipList entity={entity} />
|
|
|
|
| 201 |
);
|
| 202 |
}
|
| 203 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 204 |
function SurvivalReadout({ entity }: { entity: EntitySnapshot }) {
|
| 205 |
const { hunger, fear, safety, age, max_age, importance, goal, inventory } = entity.state;
|
| 206 |
if (
|
frontend/src/hooks/useWorldSimulation.ts
CHANGED
|
@@ -9,10 +9,17 @@ import {
|
|
| 9 |
} from "../api";
|
| 10 |
import type { GameLogEventSnapshot, ModelProfileSnapshot, WorldSnapshot } from "../types";
|
| 11 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 12 |
export function useWorldSimulation() {
|
| 13 |
const [snapshot, setSnapshot] = useState<WorldSnapshot | null>(null);
|
| 14 |
const [isTickPending, setIsTickPending] = useState(false);
|
| 15 |
-
const [isAutoTicking, setIsAutoTicking] = useState(
|
| 16 |
const [isModelSwitchPending, setIsModelSwitchPending] = useState(false);
|
| 17 |
const [modelProfiles, setModelProfiles] = useState<ModelProfileSnapshot[]>([]);
|
| 18 |
const [error, setError] = useState<string | null>(null);
|
|
@@ -96,6 +103,7 @@ export function useWorldSimulation() {
|
|
| 96 |
setIsAutoTicking,
|
| 97 |
});
|
| 98 |
useModelStatusPolling(snapshot, refresh, setError);
|
|
|
|
| 99 |
|
| 100 |
const selectedEntity = useMemo(
|
| 101 |
() => snapshot?.entities.find((entity) => entity.id === selectedId) ?? null,
|
|
@@ -120,6 +128,7 @@ export function useWorldSimulation() {
|
|
| 120 |
return {
|
| 121 |
error,
|
| 122 |
eventHistory,
|
|
|
|
| 123 |
isAutoTicking,
|
| 124 |
isModelSwitchPending,
|
| 125 |
isWaitingForTick,
|
|
@@ -308,6 +317,23 @@ function useAutoTicks(options: AutoTickOptions) {
|
|
| 308 |
]);
|
| 309 |
}
|
| 310 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 311 |
function useModelStatusPolling(
|
| 312 |
snapshot: WorldSnapshot | null,
|
| 313 |
refresh: () => Promise<void>,
|
|
|
|
| 9 |
} from "../api";
|
| 10 |
import type { GameLogEventSnapshot, ModelProfileSnapshot, WorldSnapshot } from "../types";
|
| 11 |
|
| 12 |
+
// When enabled, the manual tick controls are hidden and the world advances on its
|
| 13 |
+
// own. Defaults to on; set VITE_WORLD_SIMULATOR_AUTOPLAY=0/false/no to show the
|
| 14 |
+
// manual controls instead.
|
| 15 |
+
const AUTOPLAY = !["0", "false", "no"].includes(
|
| 16 |
+
String(import.meta.env.VITE_WORLD_SIMULATOR_AUTOPLAY ?? "").toLowerCase(),
|
| 17 |
+
);
|
| 18 |
+
|
| 19 |
export function useWorldSimulation() {
|
| 20 |
const [snapshot, setSnapshot] = useState<WorldSnapshot | null>(null);
|
| 21 |
const [isTickPending, setIsTickPending] = useState(false);
|
| 22 |
+
const [isAutoTicking, setIsAutoTicking] = useState(AUTOPLAY);
|
| 23 |
const [isModelSwitchPending, setIsModelSwitchPending] = useState(false);
|
| 24 |
const [modelProfiles, setModelProfiles] = useState<ModelProfileSnapshot[]>([]);
|
| 25 |
const [error, setError] = useState<string | null>(null);
|
|
|
|
| 103 |
setIsAutoTicking,
|
| 104 |
});
|
| 105 |
useModelStatusPolling(snapshot, refresh, setError);
|
| 106 |
+
useAutoplayRearm(isAutoTicking, snapshot !== null, setIsAutoTicking);
|
| 107 |
|
| 108 |
const selectedEntity = useMemo(
|
| 109 |
() => snapshot?.entities.find((entity) => entity.id === selectedId) ?? null,
|
|
|
|
| 128 |
return {
|
| 129 |
error,
|
| 130 |
eventHistory,
|
| 131 |
+
hideTickControls: AUTOPLAY,
|
| 132 |
isAutoTicking,
|
| 133 |
isModelSwitchPending,
|
| 134 |
isWaitingForTick,
|
|
|
|
| 317 |
]);
|
| 318 |
}
|
| 319 |
|
| 320 |
+
// In autoplay mode the manual controls are hidden, so a transient error that
|
| 321 |
+
// pauses auto-ticking must be recovered automatically; otherwise the world would
|
| 322 |
+
// halt with no way to restart it.
|
| 323 |
+
function useAutoplayRearm(
|
| 324 |
+
isAutoTicking: boolean,
|
| 325 |
+
hasSnapshot: boolean,
|
| 326 |
+
setIsAutoTicking: (value: boolean) => void,
|
| 327 |
+
) {
|
| 328 |
+
useEffect(() => {
|
| 329 |
+
if (!AUTOPLAY || isAutoTicking || !hasSnapshot) {
|
| 330 |
+
return undefined;
|
| 331 |
+
}
|
| 332 |
+
const timeoutId = window.setTimeout(() => setIsAutoTicking(true), 2000);
|
| 333 |
+
return () => window.clearTimeout(timeoutId);
|
| 334 |
+
}, [isAutoTicking, hasSnapshot, setIsAutoTicking]);
|
| 335 |
+
}
|
| 336 |
+
|
| 337 |
function useModelStatusPolling(
|
| 338 |
snapshot: WorldSnapshot | null,
|
| 339 |
refresh: () => Promise<void>,
|
src/world_simulator/simulation/connectors/openai_compatible.py
CHANGED
|
@@ -1156,11 +1156,15 @@ def _survival_briefing_lines(
|
|
| 1156 |
else:
|
| 1157 |
lines.append("THREATS NEAR YOU: none.")
|
| 1158 |
|
| 1159 |
-
# --- allies ------------------------------------------
|
|
|
|
| 1160 |
allies = _survival_nearby_allies(world, npc)
|
| 1161 |
lines.append("")
|
| 1162 |
if allies:
|
| 1163 |
-
lines.append(
|
|
|
|
|
|
|
|
|
|
| 1164 |
for a in allies:
|
| 1165 |
ap = _npc_position(world, a["id"])
|
| 1166 |
where = (
|
|
@@ -1173,7 +1177,31 @@ def _survival_briefing_lines(
|
|
| 1173 |
f"HP {a['hp']}, hunger {a['hunger']}."
|
| 1174 |
)
|
| 1175 |
else:
|
| 1176 |
-
lines.append("ALLIES NEAR YOU: none in sight.")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1177 |
|
| 1178 |
# --- resources --------------------------------------------------------- #
|
| 1179 |
resources = _survival_reachable_resources(world, npc)
|
|
@@ -1468,36 +1496,59 @@ def _survival_nearby_threats(world: WorldState, npc: Npc) -> list[dict[str, Any]
|
|
| 1468 |
return sorted(threats, key=lambda item: (item["distance"], item["id"]))[:5]
|
| 1469 |
|
| 1470 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1471 |
def _survival_nearby_allies(world: WorldState, npc: Npc) -> list[dict[str, Any]]:
|
|
|
|
|
|
|
| 1472 |
allies: list[dict[str, Any]] = []
|
| 1473 |
for other in world.living_npcs():
|
| 1474 |
if other.id == npc.id or has_hostile_intent(other):
|
| 1475 |
continue
|
|
|
|
|
|
|
| 1476 |
distance = vec_distance(npc.position, other.position)
|
| 1477 |
if distance > VISIBLE_RADIUS:
|
| 1478 |
continue
|
| 1479 |
-
allies.append(
|
| 1480 |
-
{
|
| 1481 |
-
"id": other.id,
|
| 1482 |
-
"name": other.name,
|
| 1483 |
-
"role": other.role,
|
| 1484 |
-
"country_id": other.country_id,
|
| 1485 |
-
"distance": round(distance, 2),
|
| 1486 |
-
"trust": round(npc.relationships.get(other.id, 0.0), 2),
|
| 1487 |
-
"hp": round(other.health),
|
| 1488 |
-
"hunger": round(other.hunger),
|
| 1489 |
-
"inventory": {
|
| 1490 |
-
"food": other.inventory_food,
|
| 1491 |
-
"herbs": other.inventory_herbs,
|
| 1492 |
-
"wood": other.inventory_wood,
|
| 1493 |
-
"weapon": other.inventory_weapon,
|
| 1494 |
-
"coins": other.inventory_coins,
|
| 1495 |
-
},
|
| 1496 |
-
}
|
| 1497 |
-
)
|
| 1498 |
return sorted(allies, key=lambda item: (item["distance"], item["id"]))[:5]
|
| 1499 |
|
| 1500 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1501 |
def _survival_reachable_resources(world: WorldState, npc: Npc) -> list[dict[str, Any]]:
|
| 1502 |
resources: list[dict[str, Any]] = []
|
| 1503 |
for node in world.resource_nodes:
|
|
|
|
| 1156 |
else:
|
| 1157 |
lines.append("THREATS NEAR YOU: none.")
|
| 1158 |
|
| 1159 |
+
# --- allies (your own nation) ------------------------------------------ #
|
| 1160 |
+
own_nation = country.name if country else "your nation"
|
| 1161 |
allies = _survival_nearby_allies(world, npc)
|
| 1162 |
lines.append("")
|
| 1163 |
if allies:
|
| 1164 |
+
lines.append(
|
| 1165 |
+
f"ALLIES NEAR YOU - your own nation {own_nation} (talk to coordinate; "
|
| 1166 |
+
"<=12 units to speak; do NOT attack them):"
|
| 1167 |
+
)
|
| 1168 |
for a in allies:
|
| 1169 |
ap = _npc_position(world, a["id"])
|
| 1170 |
where = (
|
|
|
|
| 1177 |
f"HP {a['hp']}, hunger {a['hunger']}."
|
| 1178 |
)
|
| 1179 |
else:
|
| 1180 |
+
lines.append(f"ALLIES NEAR YOU (your nation {own_nation}): none in sight.")
|
| 1181 |
+
|
| 1182 |
+
# --- enemy citizens (the rival nation) --------------------------------- #
|
| 1183 |
+
rival_name = rival.name if rival is not None else "the enemy nation"
|
| 1184 |
+
enemies = _survival_nearby_enemies(world, npc)
|
| 1185 |
+
lines.append("")
|
| 1186 |
+
if enemies:
|
| 1187 |
+
lines.append(
|
| 1188 |
+
f"ENEMY CITIZENS NEAR YOU - the rival nation {rival_name} (NOT your "
|
| 1189 |
+
"people; you may rob, raid, or parley with them):"
|
| 1190 |
+
)
|
| 1191 |
+
for e in enemies:
|
| 1192 |
+
ep = _npc_position(world, e["id"])
|
| 1193 |
+
where = (
|
| 1194 |
+
f"{_bearing_to(pos, ep.x, ep.z)} ({_loc(ep.x, ep.z)})"
|
| 1195 |
+
if ep is not None
|
| 1196 |
+
else f"{e['distance']:.0f} units away"
|
| 1197 |
+
)
|
| 1198 |
+
carrying = e["inventory"].get("coins", 0)
|
| 1199 |
+
lines.append(
|
| 1200 |
+
f" - {e['name']} \"{e['id']}\" {where}. HP {e['hp']}, "
|
| 1201 |
+
f"carries {carrying} coins."
|
| 1202 |
+
)
|
| 1203 |
+
else:
|
| 1204 |
+
lines.append(f"ENEMY CITIZENS NEAR YOU (rival nation {rival_name}): none in sight.")
|
| 1205 |
|
| 1206 |
# --- resources --------------------------------------------------------- #
|
| 1207 |
resources = _survival_reachable_resources(world, npc)
|
|
|
|
| 1496 |
return sorted(threats, key=lambda item: (item["distance"], item["id"]))[:5]
|
| 1497 |
|
| 1498 |
|
| 1499 |
+
def _survival_nearby_npc_entry(npc: Npc, other: Npc, distance: float) -> dict[str, Any]:
|
| 1500 |
+
return {
|
| 1501 |
+
"id": other.id,
|
| 1502 |
+
"name": other.name,
|
| 1503 |
+
"role": other.role,
|
| 1504 |
+
"country_id": other.country_id,
|
| 1505 |
+
"distance": round(distance, 2),
|
| 1506 |
+
"trust": round(npc.relationships.get(other.id, 0.0), 2),
|
| 1507 |
+
"hp": round(other.health),
|
| 1508 |
+
"hunger": round(other.hunger),
|
| 1509 |
+
"inventory": {
|
| 1510 |
+
"food": other.inventory_food,
|
| 1511 |
+
"herbs": other.inventory_herbs,
|
| 1512 |
+
"wood": other.inventory_wood,
|
| 1513 |
+
"weapon": other.inventory_weapon,
|
| 1514 |
+
"coins": other.inventory_coins,
|
| 1515 |
+
},
|
| 1516 |
+
}
|
| 1517 |
+
|
| 1518 |
+
|
| 1519 |
def _survival_nearby_allies(world: WorldState, npc: Npc) -> list[dict[str, Any]]:
|
| 1520 |
+
"""Nearby NPCs of the SAME nation (true allies). Enemy-nation NPCs are listed
|
| 1521 |
+
separately by _survival_nearby_enemies so the two are never confused."""
|
| 1522 |
allies: list[dict[str, Any]] = []
|
| 1523 |
for other in world.living_npcs():
|
| 1524 |
if other.id == npc.id or has_hostile_intent(other):
|
| 1525 |
continue
|
| 1526 |
+
if other.country_id != npc.country_id:
|
| 1527 |
+
continue
|
| 1528 |
distance = vec_distance(npc.position, other.position)
|
| 1529 |
if distance > VISIBLE_RADIUS:
|
| 1530 |
continue
|
| 1531 |
+
allies.append(_survival_nearby_npc_entry(npc, other, distance))
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1532 |
return sorted(allies, key=lambda item: (item["distance"], item["id"]))[:5]
|
| 1533 |
|
| 1534 |
|
| 1535 |
+
def _survival_nearby_enemies(world: WorldState, npc: Npc) -> list[dict[str, Any]]:
|
| 1536 |
+
"""Nearby NPCs of the RIVAL nation - people you may rob, raid, or parley with.
|
| 1537 |
+
Listed whether or not they are currently hostile, so the NPC always knows who
|
| 1538 |
+
around it belongs to the enemy."""
|
| 1539 |
+
enemies: list[dict[str, Any]] = []
|
| 1540 |
+
for other in world.living_npcs():
|
| 1541 |
+
if other.id == npc.id or not npc.country_id or not other.country_id:
|
| 1542 |
+
continue
|
| 1543 |
+
if other.country_id == npc.country_id:
|
| 1544 |
+
continue
|
| 1545 |
+
distance = vec_distance(npc.position, other.position)
|
| 1546 |
+
if distance > VISIBLE_RADIUS:
|
| 1547 |
+
continue
|
| 1548 |
+
enemies.append(_survival_nearby_npc_entry(npc, other, distance))
|
| 1549 |
+
return sorted(enemies, key=lambda item: (item["distance"], item["id"]))[:5]
|
| 1550 |
+
|
| 1551 |
+
|
| 1552 |
def _survival_reachable_resources(world: WorldState, npc: Npc) -> list[dict[str, Any]]:
|
| 1553 |
resources: list[dict[str, Any]] = []
|
| 1554 |
for node in world.resource_nodes:
|