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Update app.py
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app.py
CHANGED
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@@ -22,7 +22,7 @@ from langchain_core.utils.utils import secret_from_env
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from io import BytesIO
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from pathlib import Path
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import os
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-
from utils.block_relation_builder import block_builder, variable_adder_main
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from langchain.chat_models import ChatOpenAI
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from langchain_openai import ChatOpenAI
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from pydantic import Field, SecretStr
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@@ -341,6 +341,174 @@ def find_block_in_all(opcode: str, all_catalogs: list[dict]) -> dict | None:
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return blk
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return None
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# --- Global variable for the block catalog ---
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ALL_SCRATCH_BLOCKS_CATALOG = {}
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@@ -779,7 +947,7 @@ If you find any "Code-Blocks" then,
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print(f"[OVREALL REFINED PSEUDO CODE LOGIC]: {result}")
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logger.info("Plan refinement and block relation analysis completed for all plans.")
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return state
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-
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def overall_planner_node(state: GameState):
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"""
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Generates a comprehensive action plan for sprites, including detailed Scratch block information.
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@@ -1087,7 +1255,7 @@ Each plan must include a **single Scratch Hat Block** (e.g., 'event_whenflagclic
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except Exception as e:
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logger.error(f"Error in OverallPlannerNode: {e}")
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raise
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-
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def refined_planner_node(state: GameState):
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"""
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Refines the action plan based on validation feedback and game description.
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@@ -1179,7 +1347,7 @@ Use sprite names exactly as provided in `sprite_names` (e.g., 'Sprite1', 'soccer
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- `pick random (100,-100)` → `(pick random (100) to (-100))`
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- Missing `end` at script conclusion
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- Unwrapped reporter inputs or Boolean tests
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-
4. **Opcode Lists**: include relevant Scratch opcodes grouped under `motion`, `control`, `operator`, `sensing`, `looks`, `sounds`, `events`, and `data`. List only the non-empty categories. Use exact opcodes .
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5. Few Example of content of logics inside for a specific plan as scratch pseudo-code:
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- example 1[continues moving objects]:
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```
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@@ -1396,7 +1564,7 @@ Use sprite names exactly as provided in `sprite_names` (e.g., 'Sprite1', 'soccer
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except Exception as e:
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logger.error(f"Error in RefinedPlannerNode: {e}")
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raise
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-
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def plan_opcode_counter_node(state: Dict[str, Any]) -> Dict[str, Any]:
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"""
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For each plan in state["action_plan"], calls the LLM agent
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@@ -1493,13 +1661,14 @@ Events: {opcodes_from_plan["events"]}
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Data: {opcodes_from_plan["data"]}
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── Your Task ──
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1. Analyze the “Logic” steps and choose exactly which opcodes are needed.
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2.
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3.
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4.
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5.
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6.
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7.
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Example output:
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**example 1**
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@@ -1589,91 +1758,10 @@ Example output:
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logger.info("=== OPCODE COUTER LOGIC completed ===")
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return state
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-
# Node
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def overall_block_builder_node_2(state:
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logger.info("--- Running OverallBlockBuilderNode ---")
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-
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project_json = state["project_json"]
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targets = project_json["targets"]
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# --- Sprite and Stage Target Mapping ---
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sprite_map = {target["name"]: target for target in targets if not target["isStage"]}
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stage_target = next((target for target in targets if target["isStage"]), None)
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if stage_target:
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sprite_map[stage_target["name"]] = stage_target
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-
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action_plan = state.get("action_plan", {})
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print("[Overall Action Plan received at the block generator]:", json.dumps(action_plan, indent=2))
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if not action_plan:
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logger.warning("No action plan found in state. Skipping OverallBlockBuilderNode.")
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return state
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-
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# Initialize offsets for script placement on the Scratch canvas
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script_y_offset = {}
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script_x_offset_per_sprite = {name: 0 for name in sprite_map.keys()}
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-
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# This handles potential variations in the action_plan structure.
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if action_plan.get("action_overall_flow", {}) == {}:
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plan_data = action_plan.items()
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else:
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plan_data = action_plan.get("action_overall_flow", {}).items()
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-
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# --- Extract global project context for LLM ---
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-
all_sprite_names = list(sprite_map.keys())
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all_variable_names = {}
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all_list_names = {}
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all_broadcast_messages = {}
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-
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for target in targets:
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for var_id, var_info in target.get("variables", {}).items():
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all_variable_names[var_info[0]] = var_id # Store name -> ID mapping (e.g., "myVariable": "myVarId123")
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for list_id, list_info in target.get("lists", {}).items():
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all_list_names[list_info[0]] = list_id # Store name -> ID mapping
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for broadcast_id, broadcast_name in target.get("broadcasts", {}).items():
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all_broadcast_messages[broadcast_name] = broadcast_id # Store name -> ID mapping
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-
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# --- Process each sprite's action plan ---
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for sprite_name, sprite_actions_data in plan_data:
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if sprite_name in sprite_map:
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current_sprite_target = sprite_map[sprite_name]
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if "blocks" not in current_sprite_target:
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current_sprite_target["blocks"] = {}
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-
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if sprite_name not in script_y_offset:
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script_y_offset[sprite_name] = 0
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-
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for plan_entry in sprite_actions_data.get("plans", []):
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logic_sequence = str(plan_entry["logic"])
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opcode_counts = plan_entry.get("opcode_counts", {})
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-
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try:
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generated_blocks=block_builder(opcode_counts,logic_sequence)
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if "blocks" in generated_blocks and isinstance(generated_blocks["blocks"], dict):
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logger.warning(f"LLM returned nested 'blocks' key for {sprite_name}. Unwrapping.")
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generated_blocks = generated_blocks["blocks"]
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-
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# Update block positions for top-level script
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for block_id, block_data in generated_blocks.items():
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if block_data.get("topLevel"):
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block_data["x"] = script_x_offset_per_sprite.get(sprite_name, 0)
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block_data["y"] = script_y_offset[sprite_name]
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script_y_offset[sprite_name] += 150 # Increment for next script
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-
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current_sprite_target["blocks"].update(generated_blocks)
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print(f"[current_sprite_target block updated]: {current_sprite_target['blocks']}")
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state["iteration_count"] = 0
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logger.info(f"Action blocks added for sprite '{sprite_name}' by OverallBlockBuilderNode.")
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except Exception as e:
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logger.error(f"Error generating blocks for sprite '{sprite_name}': {e}")
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-
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state["project_json"] = project_json
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# with open("debug_state.json", "w", encoding="utf-8") as f:
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# json.dump(state, f, indent=2, ensure_ascii=False)
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-
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return state
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-
# Node 10:Function based block builder node
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def overall_block_builder_node_2(state: dict):
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logger.info("--- Running OverallBlockBuilderNode ---")
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-
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project_json = state["project_json"]
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targets = project_json["targets"]
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# --- Sprite and Stage Target Mapping ---
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@@ -1762,12 +1850,17 @@ def overall_block_builder_node_2(state: dict):
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return state
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-
#
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def variable_adder_node(state: GameState):
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project_json = state["project_json"]
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try:
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updated_project_json = variable_adder_main(project_json)
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-
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return state
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except Exception as e:
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logger.error(f"Error in variable adder node while updating project_json': {e}")
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from io import BytesIO
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from pathlib import Path
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import os
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+
from utils.block_relation_builder import block_builder#, variable_adder_main
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from langchain.chat_models import ChatOpenAI
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from langchain_openai import ChatOpenAI
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from pydantic import Field, SecretStr
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return blk
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return None
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+
def variable_intialization(project_data):
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"""
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Updates variable and broadcast definitions in a Scratch project JSON,
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populating the 'variables' and 'broadcasts' sections of the Stage target
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and extracting initial values for variables.
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Args:
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project_data (dict): The loaded JSON data of the Scratch project.
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Returns:
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dict: The updated project JSON data.
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"""
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stage_target = None
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for target in project_data['targets']:
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if target.get('isStage'):
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stage_target = target
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break
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if stage_target is None:
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print("Error: Stage target not found in the project data.")
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return project_data
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# Ensure 'variables' and 'broadcasts' exist in the Stage target
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if "variables" not in stage_target:
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stage_target["variables"] = {}
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if "broadcasts" not in stage_target:
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stage_target["broadcasts"] = {}
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# Helper function to recursively find and update variable/broadcast fields
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def process_dict(obj):
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if isinstance(obj, dict):
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# Check for "data_setvariableto" opcode to extract initial values
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if obj.get("opcode") == "data_setvariableto":
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variable_field = obj.get("fields", {}).get("VARIABLE")
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value_input = obj.get("inputs", {}).get("VALUE")
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if variable_field and isinstance(variable_field, list) and len(variable_field) == 2:
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var_name = variable_field[0]
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var_id = variable_field[1]
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initial_value = ""
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if value_input and isinstance(value_input, list) and len(value_input) > 1 and \
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isinstance(value_input[1], list) and len(value_input[1]) > 1:
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if value_input[1][0] == 10:
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initial_value = str(value_input[1][1])
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elif value_input[1][0] == 12 and len(value_input) > 2 and isinstance(value_input[2], list) and value_input[2][0] == 10:
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initial_value = str(value_input[2][1])
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elif isinstance(value_input[1], (str, int, float)):
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initial_value = str(value_input[1])
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stage_target["variables"][var_id] = [var_name, initial_value]
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for key, value in obj.items():
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# Process broadcast definitions in 'inputs' (BROADCAST_INPUT)
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if key == "BROADCAST_INPUT" and isinstance(value, list) and len(value) == 2 and \
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isinstance(value[1], list) and len(value[1]) == 3 and value[1][0] == 11:
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broadcast_name = value[1][1]
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broadcast_id = value[1][2]
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stage_target["broadcasts"][broadcast_id] = broadcast_name
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# Process broadcast definitions in 'fields' (BROADCAST_OPTION)
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elif key == "BROADCAST_OPTION" and isinstance(value, list) and len(value) == 2:
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broadcast_name = value[0]
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broadcast_id = value[1]
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stage_target["broadcasts"][broadcast_id] = broadcast_name
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# Recursively call for nested dictionaries or lists
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process_dict(value)
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elif isinstance(obj, list):
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for i, item in enumerate(obj):
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# Process variable references in 'inputs' (like [12, "score", "id"])
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if isinstance(item, list) and len(item) == 3 and item[0] == 12:
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var_name = item[1]
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var_id = item[2]
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if var_id not in stage_target["variables"]:
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stage_target["variables"][var_id] = [var_name, ""]
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process_dict(item)
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# Iterate through all targets to process their blocks
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for target in project_data['targets']:
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if "blocks" in target:
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for block_id, block_data in target["blocks"].items():
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process_dict(block_data)
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return project_data
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def deduplicate_variables(project_data):
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"""
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Removes duplicate variable entries in the 'variables' dictionary of the Stage target,
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prioritizing entries with non-empty values.
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Args:
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project_data (dict): The loaded JSON data of the Scratch project.
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Returns:
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dict: The updated project JSON data with deduplicated variables.
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"""
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stage_target = None
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for target in project_data['targets']:
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if target.get('isStage'):
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stage_target = target
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break
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if stage_target is None:
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print("Error: Stage target not found in the project data.")
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return project_data
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if "variables" not in stage_target:
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return project_data # No variables to deduplicate
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# Use a temporary dictionary to store the preferred variable entry by name
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# Format: {variable_name: [variable_id, variable_name, variable_value]}
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| 458 |
+
resolved_variables = {}
|
| 459 |
+
|
| 460 |
+
for var_id, var_info in stage_target["variables"].items():
|
| 461 |
+
var_name = var_info[0]
|
| 462 |
+
var_value = var_info[1]
|
| 463 |
+
|
| 464 |
+
if var_name not in resolved_variables:
|
| 465 |
+
# If the variable name is not yet seen, add it
|
| 466 |
+
resolved_variables[var_name] = [var_id, var_name, var_value]
|
| 467 |
+
else:
|
| 468 |
+
# If the variable name is already seen, decide which one to keep
|
| 469 |
+
existing_id, existing_name, existing_value = resolved_variables[var_name]
|
| 470 |
+
|
| 471 |
+
# Prioritize the entry with a non-empty value
|
| 472 |
+
if var_value != "" and existing_value == "":
|
| 473 |
+
resolved_variables[var_name] = [var_id, var_name, var_value]
|
| 474 |
+
# If both have non-empty values, or both are empty, keep the current one (arbitrary choice, but consistent)
|
| 475 |
+
# The current logic will effectively keep the last one encountered that has a value,
|
| 476 |
+
# or the very last one if all are empty.
|
| 477 |
+
elif var_value != "" and existing_value != "":
|
| 478 |
+
# If there are multiple non-empty values for the same variable name
|
| 479 |
+
# this keeps the one from the most recent iteration.
|
| 480 |
+
# For the given example, this will correctly keep "5".
|
| 481 |
+
resolved_variables[var_name] = [var_id, var_name, var_value]
|
| 482 |
+
elif var_value == "" and existing_value == "":
|
| 483 |
+
# If both are empty, just keep the current one (arbitrary)
|
| 484 |
+
resolved_variables[var_name] = [var_id, var_name, var_value]
|
| 485 |
+
|
| 486 |
+
|
| 487 |
+
# Reconstruct the 'variables' dictionary using the resolved entries
|
| 488 |
+
new_variables_dict = {}
|
| 489 |
+
for var_name, var_data in resolved_variables.items():
|
| 490 |
+
var_id_to_keep = var_data[0]
|
| 491 |
+
var_name_to_keep = var_data[1]
|
| 492 |
+
var_value_to_keep = var_data[2]
|
| 493 |
+
new_variables_dict[var_id_to_keep] = [var_name_to_keep, var_value_to_keep]
|
| 494 |
+
|
| 495 |
+
stage_target["variables"] = new_variables_dict
|
| 496 |
+
|
| 497 |
+
return project_data
|
| 498 |
+
|
| 499 |
+
def variable_adder_main(project_data):
|
| 500 |
+
try:
|
| 501 |
+
declare_variable_json= variable_intialization(project_data)
|
| 502 |
+
print("declare_variable_json------->",declare_variable_json)
|
| 503 |
+
except Exception as e:
|
| 504 |
+
print(f"Error error in the variable initialization opcodes: {e}")
|
| 505 |
+
try:
|
| 506 |
+
processed_json= deduplicate_variables(declare_variable_json)
|
| 507 |
+
print("processed_json------->",processed_json)
|
| 508 |
+
return processed_json
|
| 509 |
+
except Exception as e:
|
| 510 |
+
print(f"Error error in the variable initialization opcodes: {e}")
|
| 511 |
+
|
| 512 |
|
| 513 |
# --- Global variable for the block catalog ---
|
| 514 |
ALL_SCRATCH_BLOCKS_CATALOG = {}
|
|
|
|
| 947 |
print(f"[OVREALL REFINED PSEUDO CODE LOGIC]: {result}")
|
| 948 |
logger.info("Plan refinement and block relation analysis completed for all plans.")
|
| 949 |
return state
|
| 950 |
+
# Node 2: planner node
|
| 951 |
def overall_planner_node(state: GameState):
|
| 952 |
"""
|
| 953 |
Generates a comprehensive action plan for sprites, including detailed Scratch block information.
|
|
|
|
| 1255 |
except Exception as e:
|
| 1256 |
logger.error(f"Error in OverallPlannerNode: {e}")
|
| 1257 |
raise
|
| 1258 |
+
# Node 3: refiner node
|
| 1259 |
def refined_planner_node(state: GameState):
|
| 1260 |
"""
|
| 1261 |
Refines the action plan based on validation feedback and game description.
|
|
|
|
| 1347 |
- `pick random (100,-100)` → `(pick random (100) to (-100))`
|
| 1348 |
- Missing `end` at script conclusion
|
| 1349 |
- Unwrapped reporter inputs or Boolean tests
|
| 1350 |
+
4. **Opcode Lists**: include relevant Scratch opcodes grouped under `motion`, `control`, `operator`, `sensing`, `looks`, `sounds`, `events`, and `data`. List only the non-empty categories. Use exact opcodes from the given Scratch 3.0 Block Reference.
|
| 1351 |
5. Few Example of content of logics inside for a specific plan as scratch pseudo-code:
|
| 1352 |
- example 1[continues moving objects]:
|
| 1353 |
```
|
|
|
|
| 1564 |
except Exception as e:
|
| 1565 |
logger.error(f"Error in RefinedPlannerNode: {e}")
|
| 1566 |
raise
|
| 1567 |
+
# Node 4: opcode counter node
|
| 1568 |
def plan_opcode_counter_node(state: Dict[str, Any]) -> Dict[str, Any]:
|
| 1569 |
"""
|
| 1570 |
For each plan in state["action_plan"], calls the LLM agent
|
|
|
|
| 1661 |
Data: {opcodes_from_plan["data"]}
|
| 1662 |
|
| 1663 |
── Your Task ──
|
| 1664 |
+
1. Analyze the “Logic” steps and choose exactly which opcodes are needed.
|
| 1665 |
+
2. Use exact opcodes from the given Scratch 3.0 Block Reference and verfiy the proper opcode are used available in the Scratch 3.0 Block Reference.
|
| 1666 |
+
3. Return a top-level JSON object with a single key: "opcode_counts".
|
| 1667 |
+
4. The value of "opcode_counts" should be a list of objects, where each object has "opcode": "<opcode_name>" and "count": <integer>.
|
| 1668 |
+
5. Ensure the list includes the hat block for this plan (e.g., event_whenflagclicked, event_whenkeypressed, event_whenbroadcastreceived) with a count of 1.
|
| 1669 |
+
6. The order of opcodes within the "opcode_counts" list does not matter.
|
| 1670 |
+
7. If any plan logic is None do not generate the opcode_counts for it.
|
| 1671 |
+
8. Use only double quotes and ensure valid JSON.
|
| 1672 |
|
| 1673 |
Example output:
|
| 1674 |
**example 1**
|
|
|
|
| 1758 |
logger.info("=== OPCODE COUTER LOGIC completed ===")
|
| 1759 |
return state
|
| 1760 |
|
| 1761 |
+
# Node 5: block_builder_node
|
| 1762 |
+
def overall_block_builder_node_2(state: GameState):
|
|
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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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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1763 |
logger.info("--- Running OverallBlockBuilderNode ---")
|
| 1764 |
+
print("--- Running OverallBlockBuilderNode ---")
|
| 1765 |
project_json = state["project_json"]
|
| 1766 |
targets = project_json["targets"]
|
| 1767 |
# --- Sprite and Stage Target Mapping ---
|
|
|
|
| 1850 |
|
| 1851 |
return state
|
| 1852 |
|
| 1853 |
+
# Node 6: variable adder node
|
| 1854 |
def variable_adder_node(state: GameState):
|
| 1855 |
project_json = state["project_json"]
|
| 1856 |
try:
|
| 1857 |
updated_project_json = variable_adder_main(project_json)
|
| 1858 |
+
if updated_project_json is not None:
|
| 1859 |
+
print("Variable added inside the project successfully!")
|
| 1860 |
+
state["project_json"]=updated_project_json
|
| 1861 |
+
else:
|
| 1862 |
+
print("Variable adder unable to add any variable inside the project!")
|
| 1863 |
+
state["project_json"]=project_json
|
| 1864 |
return state
|
| 1865 |
except Exception as e:
|
| 1866 |
logger.error(f"Error in variable adder node while updating project_json': {e}")
|