feat: add LLM integration and enhance game engine

- Add OpenAI-compatible LLM integration for agent dialogue
- Enhance survival mechanics with energy decay and feeding system
- Update frontend debug client with improved UI
- Add .gitignore rules for Unity and Serena

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
empty
2026-01-01 12:15:13 +08:00
parent cf1739b7f8
commit e96948e8a4
7 changed files with 504 additions and 12 deletions

View File

@@ -5,6 +5,7 @@ Manages survival mechanics, agent states, and user interactions.
import asyncio
import logging
import random
import re
import time
from typing import TYPE_CHECKING
@@ -12,6 +13,7 @@ from typing import TYPE_CHECKING
from .schemas import GameEvent, EventType
from .database import init_db, get_db_session
from .models import User, Agent, WorldState
from .llm import llm_service
if TYPE_CHECKING:
from .server import ConnectionManager
@@ -21,6 +23,7 @@ logger = logging.getLogger(__name__)
# Command patterns
FEED_PATTERN = re.compile(r"feed\s+(\w+)", re.IGNORECASE)
CHECK_PATTERN = re.compile(r"(check|查询|状态)", re.IGNORECASE)
RESET_PATTERN = re.compile(r"(reset|重新开始|重置)", re.IGNORECASE)
# Game constants
TICK_INTERVAL = 5.0 # Seconds between ticks
@@ -29,12 +32,13 @@ HP_DECAY_WHEN_STARVING = 5 # HP lost when energy is 0
FEED_COST = 10 # Gold cost to feed an agent
FEED_ENERGY_RESTORE = 20 # Energy restored when fed
INITIAL_USER_GOLD = 100 # Starting gold for new users
IDLE_CHAT_PROBABILITY = 0.1 # 10% chance of idle chat per tick
# Initial NPC data
INITIAL_AGENTS = [
{"name": "Jack", "personality": "勇敢"},
{"name": "Luna", "personality": "狡猾"},
{"name": "Bob", "personality": "老实"},
{"name": "Jack", "personality": "Brave"},
{"name": "Luna", "personality": "Cunning"},
{"name": "Bob", "personality": "Honest"},
]
@@ -116,6 +120,103 @@ class GameEngine:
{"agents": agents_data}
)
async def _trigger_agent_speak(
self,
agent_id: int,
agent_name: str,
agent_personality: str,
agent_hp: int,
agent_energy: int,
event_description: str,
event_type: str = "feed"
) -> None:
"""
Fire-and-forget LLM call to generate agent speech.
This runs asynchronously without blocking the game loop.
"""
try:
# Create a lightweight agent-like object for LLM
class AgentSnapshot:
def __init__(self, name, personality, hp, energy):
self.name = name
self.personality = personality
self.hp = hp
self.energy = energy
agent_snapshot = AgentSnapshot(
agent_name, agent_personality, agent_hp, agent_energy
)
text = await llm_service.generate_reaction(
agent_snapshot, event_description, event_type
)
await self._broadcast_event(
EventType.AGENT_SPEAK,
{
"agent_id": agent_id,
"agent_name": agent_name,
"text": text
}
)
logger.debug(f"Agent {agent_name} says: {text}")
except Exception as e:
logger.error(f"Error in agent speak: {e}")
async def _trigger_idle_chat(self) -> None:
"""
Randomly select an alive agent to say something about their situation.
Called with IDLE_CHAT_PROBABILITY chance each tick.
"""
with get_db_session() as db:
alive_agents = db.query(Agent).filter(Agent.status == "Alive").all()
world = db.query(WorldState).first()
weather = world.weather if world else "Sunny"
if not alive_agents:
return
# Pick a random alive agent
agent = random.choice(alive_agents)
agent_data = {
"id": agent.id,
"name": agent.name,
"personality": agent.personality,
"hp": agent.hp,
"energy": agent.energy
}
try:
class AgentSnapshot:
def __init__(self, name, personality, hp, energy):
self.name = name
self.personality = personality
self.hp = hp
self.energy = energy
agent_snapshot = AgentSnapshot(
agent_data["name"],
agent_data["personality"],
agent_data["hp"],
agent_data["energy"]
)
text = await llm_service.generate_idle_chat(agent_snapshot, weather)
await self._broadcast_event(
EventType.AGENT_SPEAK,
{
"agent_id": agent_data["id"],
"agent_name": agent_data["name"],
"text": text
}
)
logger.debug(f"Idle chat - {agent_data['name']}: {text}")
except Exception as e:
logger.error(f"Error in idle chat: {e}")
async def _process_survival_tick(self) -> None:
"""
Process survival mechanics for all alive agents.
@@ -151,7 +252,7 @@ class GameEngine:
EventType.AGENT_DIED,
{
"agent_name": death["name"],
"message": f"💀 {death['name']}{death['personality']})因饥饿而死亡..."
"message": f"{death['name']} ({death['personality']}) has died of starvation..."
}
)
@@ -177,14 +278,14 @@ class GameEngine:
if agent is None:
await self._broadcast_event(
EventType.ERROR,
{"message": f"找不到名为 {agent_name} 的角色"}
{"message": f"Agent '{agent_name}' not found"}
)
return
if agent.status != "Alive":
await self._broadcast_event(
EventType.ERROR,
{"message": f"{agent.name} 已经死亡,无法投喂"}
{"message": f"{agent.name} is already dead and cannot be fed"}
)
return
@@ -193,7 +294,7 @@ class GameEngine:
EventType.ERROR,
{
"user": username,
"message": f"金币不足!需要 {FEED_COST} 金币,当前只有 {user.gold} 金币"
"message": f"Not enough gold! Need {FEED_COST}, you have {user.gold}"
}
)
return
@@ -206,7 +307,10 @@ class GameEngine:
# Store data for broadcasting before session closes
feed_result = {
"agent_id": agent.id,
"agent_name": agent.name,
"agent_personality": agent.personality,
"agent_hp": agent.hp,
"actual_restore": actual_restore,
"agent_energy": agent.energy,
"user_gold": user.gold
@@ -222,8 +326,8 @@ class GameEngine:
"energy_restored": feed_result["actual_restore"],
"agent_energy": feed_result["agent_energy"],
"user_gold": feed_result["user_gold"],
"message": f"🍖 {username} 投喂了 {feed_result['agent_name']}"
f"恢复 {feed_result['actual_restore']} 点体力(当前: {feed_result['agent_energy']}/100"
"message": f"{username} fed {feed_result['agent_name']}! "
f"Restored {feed_result['actual_restore']} energy (now: {feed_result['agent_energy']}/100)"
}
)
@@ -235,6 +339,19 @@ class GameEngine:
}
)
# Fire-and-forget: Trigger LLM response asynchronously
asyncio.create_task(
self._trigger_agent_speak(
agent_id=feed_result["agent_id"],
agent_name=feed_result["agent_name"],
agent_personality=feed_result["agent_personality"],
agent_hp=feed_result["agent_hp"],
agent_energy=feed_result["agent_energy"],
event_description=f"User {username} gave you food. You feel more energetic!",
event_type="feed"
)
)
async def _handle_check(self, username: str) -> None:
"""Handle check/status command."""
with get_db_session() as db:
@@ -246,7 +363,7 @@ class GameEngine:
user_data = {"username": user.username, "gold": user.gold}
agents_data = [agent.to_dict() for agent in agents]
world_data = world.to_dict() if world else {}
message = f"📊 {username} 的状态 - 金币: {user_data['gold']}"
message = f"{username}'s status - Gold: {user_data['gold']}"
await self._broadcast_event(
EventType.CHECK,
@@ -258,6 +375,28 @@ class GameEngine:
}
)
async def _handle_reset(self, username: str) -> None:
"""Handle reset/restart command - reset all agents to full HP/energy."""
with get_db_session() as db:
agents = db.query(Agent).all()
for agent in agents:
agent.hp = 100
agent.energy = 100
agent.status = "Alive"
# Also reset world state
world = db.query(WorldState).first()
if world:
world.day_count = 1
await self._broadcast_event(
EventType.SYSTEM,
{"message": f"{username} triggered a restart! All survivors have been revived."}
)
# Broadcast updated agent states
await self._broadcast_agents_status()
async def process_comment(self, user: str, message: str) -> None:
"""
Process a comment through command matching.
@@ -283,6 +422,10 @@ class GameEngine:
await self._handle_check(user)
return
if RESET_PATTERN.search(message):
await self._handle_reset(user)
return
# No command matched - treat as regular chat
async def _game_loop(self) -> None:
@@ -292,6 +435,7 @@ class GameEngine:
Every tick:
1. Process survival mechanics (energy/HP decay)
2. Broadcast agent states
3. Random chance for idle chat
"""
logger.info("Game loop started - Island survival simulation")
@@ -322,6 +466,10 @@ class GameEngine:
}
)
# Random idle chat (10% chance per tick)
if alive_count > 0 and random.random() < IDLE_CHAT_PROBABILITY:
asyncio.create_task(self._trigger_idle_chat())
logger.debug(f"Tick {self._tick_count}: {alive_count} agents alive")
await asyncio.sleep(self._tick_interval)