feat: add gameplay enhancements and visual improvements
Backend: - Add weather system with 6 weather types and transition probabilities - Add day/night cycle (dawn, day, dusk, night) with phase modifiers - Add mood system for agents (happy, neutral, sad, anxious) - Add new commands: heal, talk, encourage, revive - Add agent social interaction system with relationships - Add casual mode with auto-revive and reduced decay rates Frontend (Web): - Add world state display (weather, time of day) - Add mood bar to agent cards - Add new action buttons for heal, encourage, talk, revive - Handle new event types from server Unity Client: - Add EnvironmentManager with dynamic sky gradient and island scene - Add WeatherEffects with rain, sun rays, fog, and heat particles - Add SceneBootstrap for automatic visual system initialization - Improve AgentVisual with better character sprites and animations - Add breathing and bobbing idle animations - Add character shadows - Improve UI panels with rounded corners and borders - Improve SpeechBubble with rounded corners and proper tail - Add support for all new server events and commands 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
@@ -220,7 +220,8 @@ class LLMService:
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async def generate_idle_chat(
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self,
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agent: "Agent",
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weather: str = "Sunny"
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weather: str = "Sunny",
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time_of_day: str = "day"
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) -> str:
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"""
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Generate idle chatter for an agent based on current conditions.
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@@ -228,6 +229,7 @@ class LLMService:
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Args:
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agent: The Agent model instance
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weather: Current weather condition
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time_of_day: Current time of day (dawn/day/dusk/night)
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Returns:
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A spontaneous thought or comment from the agent
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@@ -249,7 +251,7 @@ class LLMService:
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f"Personality: {agent.personality}. "
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f"Current Status: HP={agent.hp}, Energy={agent.energy}. "
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f"You are stranded on a survival island. "
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f"The weather is {weather}. "
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f"It is currently {time_of_day} and the weather is {weather}. "
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f"Say something brief (under 15 words) about your situation or thoughts. "
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f"Speak naturally, as if talking to yourself or nearby survivors."
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)
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@@ -280,6 +282,185 @@ class LLMService:
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logger.error(f"LLM API error for idle chat: {e}")
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return self._get_mock_response(event_type)
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async def generate_conversation_response(
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self,
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agent_name: str,
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agent_personality: str,
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agent_mood: int,
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username: str,
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topic: str = "just chatting"
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) -> str:
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"""
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Generate a conversation response when a user talks to an agent.
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Args:
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agent_name: Name of the agent
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agent_personality: Agent's personality trait
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agent_mood: Agent's current mood (0-100)
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username: Name of the user talking to the agent
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topic: Topic of conversation
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Returns:
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Agent's response to the user
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"""
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if self._mock_mode:
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mood_state = "happy" if agent_mood >= 70 else "neutral" if agent_mood >= 40 else "sad"
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responses = {
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"happy": [
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f"Hey {username}! Great to see a friendly face!",
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f"Oh, you want to chat? I'm in a good mood today!",
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f"Nice of you to talk to me, {username}!",
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],
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"neutral": [
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f"Oh, hi {username}. What's on your mind?",
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f"Sure, I can chat for a bit.",
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f"What do you want to talk about?",
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],
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"sad": [
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f"*sighs* Oh... hey {username}...",
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f"I'm not really in the mood, but... okay.",
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f"What is it, {username}?",
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]
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}
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return random.choice(responses.get(mood_state, responses["neutral"]))
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try:
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mood_desc = "happy and energetic" if agent_mood >= 70 else \
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"calm and neutral" if agent_mood >= 40 else \
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"a bit down" if agent_mood >= 20 else "anxious and worried"
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system_prompt = (
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f"You are {agent_name}, a survivor on a deserted island. "
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f"Personality: {agent_personality}. "
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f"Current mood: {mood_desc} (mood level: {agent_mood}/100). "
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f"A viewer named {username} wants to chat with you. "
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f"Respond naturally in character (under 30 words). "
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f"Be conversational and show your personality."
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)
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user_msg = f"{username} says: {topic}" if topic != "just chatting" else \
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f"{username} wants to chat with you."
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kwargs = {
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"model": self._model,
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"messages": [
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{"role": "system", "content": system_prompt},
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{"role": "user", "content": user_msg}
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],
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"max_tokens": 80,
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"temperature": 0.85,
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}
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if self._api_base:
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kwargs["api_base"] = self._api_base
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if self._api_key and not self._api_key_header:
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kwargs["api_key"] = self._api_key
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if self._extra_headers:
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kwargs["extra_headers"] = self._extra_headers
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response = await self._acompletion(**kwargs)
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return response.choices[0].message.content.strip()
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except Exception as e:
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logger.error(f"LLM API error for conversation: {e}")
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return f"*nods at {username}* Hey there."
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async def generate_social_interaction(
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self,
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initiator_name: str,
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target_name: str,
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interaction_type: str,
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relationship_type: str,
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weather: str = "Sunny",
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time_of_day: str = "day"
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) -> str:
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"""
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Generate dialogue for social interaction between two agents.
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Args:
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initiator_name: Name of the agent initiating interaction
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target_name: Name of the target agent
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interaction_type: Type of interaction (chat, share_food, help, argue, comfort)
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relationship_type: Current relationship (stranger, acquaintance, friend, etc.)
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weather: Current weather
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time_of_day: Current time of day
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Returns:
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A brief dialogue exchange between the two agents
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"""
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if self._mock_mode:
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dialogues = {
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"chat": [
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f"{initiator_name}: Hey {target_name}, how are you holding up?\n{target_name}: Could be better, but I'm managing.",
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f"{initiator_name}: Nice weather today, huh?\n{target_name}: Yeah, at least something's going right.",
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],
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"share_food": [
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f"{initiator_name}: Here, take some of my food.\n{target_name}: Really? Thanks, I appreciate it!",
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f"{initiator_name}: You look hungry. Have some of this.\n{target_name}: You're a lifesaver!",
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],
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"help": [
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f"{initiator_name}: Need a hand with that?\n{target_name}: Yes, thank you so much!",
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f"{initiator_name}: Let me help you out.\n{target_name}: I owe you one!",
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],
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"argue": [
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f"{initiator_name}: This is all your fault!\n{target_name}: My fault? You're the one who-",
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f"{initiator_name}: I can't believe you did that!\n{target_name}: Just leave me alone!",
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],
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"comfort": [
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f"{initiator_name}: Hey, are you okay?\n{target_name}: *sniff* I'll be fine... thanks for asking.",
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f"{initiator_name}: Don't worry, we'll get through this.\n{target_name}: I hope you're right...",
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]
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}
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return random.choice(dialogues.get(interaction_type, dialogues["chat"]))
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try:
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relationship_desc = {
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"stranger": "barely know each other",
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"acquaintance": "are getting to know each other",
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"friend": "are friends",
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"close_friend": "are close friends who trust each other",
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"rival": "have tensions between them"
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}.get(relationship_type, "are acquaintances")
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interaction_desc = {
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"chat": "having a casual conversation",
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"share_food": "sharing food with",
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"help": "helping with a task",
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"argue": "having a disagreement with",
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"comfort": "comforting"
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}.get(interaction_type, "talking to")
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system_prompt = (
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f"You are writing dialogue for two survivors on a deserted island. "
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f"{initiator_name} and {target_name} {relationship_desc}. "
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f"It is {time_of_day} and the weather is {weather}. "
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f"{initiator_name} is {interaction_desc} {target_name}. "
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f"Write a brief, natural dialogue exchange (2-3 lines total). "
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f"Format: '{initiator_name}: [line]\\n{target_name}: [response]'"
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)
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kwargs = {
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"model": self._model,
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"messages": [
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{"role": "system", "content": system_prompt},
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{"role": "user", "content": f"Write a {interaction_type} dialogue between {initiator_name} and {target_name}."}
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],
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"max_tokens": 100,
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"temperature": 0.9,
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}
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if self._api_base:
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kwargs["api_base"] = self._api_base
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if self._api_key and not self._api_key_header:
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kwargs["api_key"] = self._api_key
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if self._extra_headers:
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kwargs["extra_headers"] = self._extra_headers
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response = await self._acompletion(**kwargs)
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return response.choices[0].message.content.strip()
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except Exception as e:
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logger.error(f"LLM API error for social interaction: {e}")
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return f"{initiator_name}: ...\n{target_name}: ..."
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# Global instance for easy import
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llm_service = LLMService()
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