sgongora27
commited on
Commit
•
33cda60
1
Parent(s):
56a4453
Update prompts
Browse files- app.py +8 -8
- example_worlds.py +6 -2
- prompts.py +23 -16
- world.py +93 -11
app.py
CHANGED
@@ -45,14 +45,14 @@ def game_loop(message, history):
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game_log_dictionary[number_of_turns] = {}
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game_log_dictionary[number_of_turns]["date"] = time.ctime(time.time())
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game_log_dictionary[number_of_turns]["previous_symbolic_world_state"] = jsonpickle.encode(world, unpicklable=False)
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-
game_log_dictionary[number_of_turns]["previous_rendered_world_state"] = world.render_world()
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game_log_dictionary[number_of_turns]["user_input"] = message
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answer = ""
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# Get the changes in the world
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-
prompt_update = prompt_world_update(world.render_world(), message, language=language)
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response_update = reasoning_model.prompt_model(prompt_update)
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# Show the detected changes in the fictional world
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@@ -69,13 +69,13 @@ def game_loop(message, history):
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# World update
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world.update(response_update)
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game_log_dictionary[number_of_turns]["updated_symbolic_world_state"] = jsonpickle.encode(world, unpicklable=True)
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-
game_log_dictionary[number_of_turns]["updated_rendered_world_state"] = world.render_world()
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if last_player_position is not world.player.location:
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#Narrate new scene
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last_player_position = world.player.location
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new_scene_narration = narrative_model.prompt_model(
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-
prompt_narrate_current_scene(world.render_world(),
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previous_narrations = world.player.visited_locations[world.player.location.name],
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language=language)
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@@ -90,7 +90,7 @@ def game_loop(message, history):
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print (f"Error: {e}")
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-
print(f"\n🌎 World state 🌍\n>Player input: {message}\n{world.render_world()}\n")
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if world.check_objective():
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if language=='es':
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@@ -129,15 +129,15 @@ game_log_dictionary["world_id"] = world_id
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game_log_dictionary["narrative_model_name"] = narrative_model_name
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game_log_dictionary["reasoning_model_name"] = reasoning_model_name
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-
print(f"\n🌎 World state 🌍\n{world.render_world()}\n")
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game_log_dictionary[0] = {}
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game_log_dictionary[0]["date"] = time.ctime(time.time())
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game_log_dictionary[0]["initial_symbolic_world_state"] = jsonpickle.encode(world, unpicklable=True)
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-
game_log_dictionary[0]["initial_rendered_world_state"] = world.render_world()
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#Generate a description of the starting scene
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starting_narration = narrative_model.prompt_model(
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-
prompt_narrate_current_scene(world.render_world(),
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previous_narrations = world.player.visited_locations[world.player.location.name],
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language=language,
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starting_scene=True))
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game_log_dictionary[number_of_turns] = {}
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game_log_dictionary[number_of_turns]["date"] = time.ctime(time.time())
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game_log_dictionary[number_of_turns]["previous_symbolic_world_state"] = jsonpickle.encode(world, unpicklable=False)
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+
game_log_dictionary[number_of_turns]["previous_rendered_world_state"] = world.render_world(language=language)
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game_log_dictionary[number_of_turns]["user_input"] = message
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answer = ""
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# Get the changes in the world
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+
prompt_update = prompt_world_update(world.render_world(language=language), message, language=language)
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response_update = reasoning_model.prompt_model(prompt_update)
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# Show the detected changes in the fictional world
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# World update
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world.update(response_update)
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game_log_dictionary[number_of_turns]["updated_symbolic_world_state"] = jsonpickle.encode(world, unpicklable=True)
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+
game_log_dictionary[number_of_turns]["updated_rendered_world_state"] = world.render_world(language=language)
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if last_player_position is not world.player.location:
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#Narrate new scene
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last_player_position = world.player.location
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new_scene_narration = narrative_model.prompt_model(
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+
prompt_narrate_current_scene(world.render_world(language=language),
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previous_narrations = world.player.visited_locations[world.player.location.name],
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language=language)
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print (f"Error: {e}")
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+
print(f"\n🌎 World state 🌍\n>Player input: {message}\n{world.render_world(language=language)}\n")
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if world.check_objective():
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if language=='es':
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game_log_dictionary["narrative_model_name"] = narrative_model_name
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game_log_dictionary["reasoning_model_name"] = reasoning_model_name
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+
print(f"\n🌎 World state 🌍\n{world.render_world(language=language)}\n")
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game_log_dictionary[0] = {}
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game_log_dictionary[0]["date"] = time.ctime(time.time())
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game_log_dictionary[0]["initial_symbolic_world_state"] = jsonpickle.encode(world, unpicklable=True)
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+
game_log_dictionary[0]["initial_rendered_world_state"] = world.render_world(language=language)
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#Generate a description of the starting scene
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starting_narration = narrative_model.prompt_model(
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+
prompt_narrate_current_scene(world.render_world(language=language),
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previous_narrations = world.player.visited_locations[world.player.location.name],
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language=language,
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starting_scene=True))
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example_worlds.py
CHANGED
@@ -216,8 +216,11 @@ def get_world_2_spanish() -> World:
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["Un estanque de agua cristalina", "El agua es tan clara que funciona como un espejo"],
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gettable=False)
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item_3 = Item("Un muro de llamas",
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-
["Las llamas son fuertes y dan mucho calor", "Tiene una altura de 3 metros"],
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gettable=False)
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puzzle_1 = Puzzle("Puzzle",
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["Un encanto mágico que genera un muro intraspasable", "Mágicamente, al acercarse aparecen unas letras azules que explican cuál es el acertijo a resolver"],
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"Hay que susurrar el nombre del río que baña la costa sur de la Banda Oriental", "Rio de la Plata")
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@@ -241,9 +244,10 @@ def get_world_2_spanish() -> World:
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["El héroe nacional de Uruguay", "Está cansado, de estar tanto tiempo encerrado"],
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inventory = [],
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location = place_3)
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player = Character("Venancio",
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["Un gaucho uruguayo de 40 años de edad", "Pertenece a los soldados de Artigas", "Tiene el poder mágico de invocar una ola gigante de agua con la que puede apagar fuegos o humedecer la tierra"],
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-
inventory = [],
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location= place_1)
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the_world = World(player)
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["Un estanque de agua cristalina", "El agua es tan clara que funciona como un espejo"],
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gettable=False)
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item_3 = Item("Un muro de llamas",
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+
["Las llamas son fuertes y dan mucho calor", "Tiene una altura de 3 metros", "Es imposible cruzarlas, ni caminando, ni corriendo, ni saltando."],
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gettable=False)
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+
item_4 = Item("Guitarra",
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["Una guitarra clásica con 6 cuerdas", "Suena muy bien"])
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+
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puzzle_1 = Puzzle("Puzzle",
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["Un encanto mágico que genera un muro intraspasable", "Mágicamente, al acercarse aparecen unas letras azules que explican cuál es el acertijo a resolver"],
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"Hay que susurrar el nombre del río que baña la costa sur de la Banda Oriental", "Rio de la Plata")
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["El héroe nacional de Uruguay", "Está cansado, de estar tanto tiempo encerrado"],
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inventory = [],
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location = place_3)
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+
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player = Character("Venancio",
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["Un gaucho uruguayo de 40 años de edad", "Pertenece a los soldados de Artigas", "Tiene el poder mágico de invocar una ola gigante de agua con la que puede apagar fuegos o humedecer la tierra"],
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+
inventory = [item_4],
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location= place_1)
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the_world = World(player)
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prompts.py
CHANGED
@@ -109,13 +109,11 @@ def prompt_world_update (world_state: str, input: str, language: str = 'en') ->
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return prompt
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def prompt_world_update_spanish (world_state: str, input: str) -> str:
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-
prompt = f"""Eres un narrador. Estás manejando un mundo ficticio, y el jugador puede interactuar con él.
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-
{world_state}\n\n
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-
Explica los cambios en el mundo a partir de las acciones del jugador en esta entrada "{input}".
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Aquí hay algunas aclaraciones:
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-
(A)
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-
(B)
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(C) No asumas que lo que dice el jugador siempre tiene sentido; quizás esas acciones intentan hacer algo que el mundo no lo permite.
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(D) Sigue siempre el siguiente formato con las tres categorías, usando "None" en cada caso si no hay cambios y repite la categoría por cada caso:
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- Moved object: <object> now is in <new_location>
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@@ -124,63 +122,72 @@ def prompt_world_update_spanish (world_state: str, input: str) -> str:
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(E) Por último, puedes agregar una narración de los cambios detecados en el estado del mundo (¡sin hacer avanzar la historia y sin crear detalles no incluidos en el estado del mundo!) usando el formato: #<tu mensaje final>#
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(F) Dentro de la sección de narración que agregues al final, entre símbolos #, también puedes responder preguntas que haga el jugador en su entrada, sobre los objetos o personajes que puede ver, o el lugar en el que se encuentra.
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-
Aquí hay algunos ejemplos sobre el formato, descritos en los puntos (D) y (E):
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-
Ejemplo 1
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- Moved object: <hacha> now is in <Inventory>
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- Blocked passages now available: None
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- Your location changed: None
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# Guardaste el hacha en tu bolso. Sientes la diferencia de peso luego de haberla guardado #
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-
Ejemplo 2
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- Moved object: None
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- Blocked passages now available: <Sótano>
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- Your location changed: None
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# El sótano, que estaba bloqueado, ahora está accesible #
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-
Ejemplo 3
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- Moved object: None
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- Blocked passages now available: None
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- Your location changed: <Jardín>
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# Entras al Jardín #
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-
Ejemplo 4
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- Moved object: <banana> now is in <Inventory>, <botella> now is in <Inventory>, <hacha> now is in <Hall principal>
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- Blocked passages now available: None
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- Your location changed: None
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# Guardaste la banana y la botella en tu bolso. El hacha quedó en el Hall principal #
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-
Ejemplo 5
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- Moved object: <banana> now is in <Inventory>, <botella> now is in <Inventory>, <hacha> now is in <Hall principal>
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- Blocked passages now available: <Pequeña habitación>
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- Your location changed: None
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# Guardaste la banana y la botella en tu bolso. El hacha quedó en el Hall principal. Además, la pequeña habitación ahora está accesible. #
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-
Ejemplo 6
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- Moved object: <banana> now is in <Inventory>, <botella> now is in <Inventory>, <hacha> now is in <Hall principal>
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- Blocked passages now available: <Pequeña habitación>
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- Your location changed: <Pequeña habitación>
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# Guardaste la banana y la botella en tu bolso. El hacha quedó en el Hall principal. Además, la pequeña habitación ahora está accesible e ingresaste a ella #
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-
Ejemplo 7
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- Moved object: <libro> now is in <John>, <lápiz> now is in <Inventory>
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- Blocked passages now available: None
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- Your location changed: None
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# John ahora tiene el libro. Tú guardaste el lápiz en tu bolso #
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-
Ejemplo 8
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- Moved object: <computadora> now is in <Susan>
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- Blocked passages now available: None
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- Your location changed: None
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# Susan guardó la computadora en su bolso #
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-
Ejemplo 9
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- Moved object: None
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- Blocked passages now available: None
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- Your location changed: None
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# No pasa nada... #
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-
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return prompt
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return prompt
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def prompt_world_update_spanish (world_state: str, input: str) -> str:
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+
prompt = f"""Eres un narrador. Estás manejando un mundo ficticio, y el jugador puede interactuar con él. Siguiendo un formato específico, que voy a explicarte más abajo, tu tarea es encontrar los cambios en el mundo a raíz de las acciones del jugador. En específico, tendrás que encontrar qué objetos cambiaron de lugar, qué pasajes entre lugares se desbloquearon y si el jugador se movió de lugar.
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Aquí hay algunas aclaraciones:
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(A) Presta atención a a la descripción de los componentes y sus capacidades.
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(B) Si un pasaje está bloqueado, significa que el jugador debe desbloquearlo antes de poder acceder al lugar. Aunque el jugador te diga que va a acceder al lugar bloqueado, tienes que estar seguro de que está cumpliendo con lo pedido para permitirle desbloquear el acceso, por ejemplo usando una llave o resolviendo un puzzle.
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(C) No asumas que lo que dice el jugador siempre tiene sentido; quizás esas acciones intentan hacer algo que el mundo no lo permite.
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(D) Sigue siempre el siguiente formato con las tres categorías, usando "None" en cada caso si no hay cambios y repite la categoría por cada caso:
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- Moved object: <object> now is in <new_location>
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(E) Por último, puedes agregar una narración de los cambios detecados en el estado del mundo (¡sin hacer avanzar la historia y sin crear detalles no incluidos en el estado del mundo!) usando el formato: #<tu mensaje final>#
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(F) Dentro de la sección de narración que agregues al final, entre símbolos #, también puedes responder preguntas que haga el jugador en su entrada, sobre los objetos o personajes que puede ver, o el lugar en el que se encuentra.
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+
Aquí hay algunos ejemplos (con la aclaración entre paréntesis sobre qué podría haber intentado hacer el jugador) sobre el formato, descritos en los puntos (D) y (E):
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+
Ejemplo 1 (El jugador guarda el hacha en su inventario)
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- Moved object: <hacha> now is in <Inventory>
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- Blocked passages now available: None
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- Your location changed: None
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# Guardaste el hacha en tu bolso. Sientes la diferencia de peso luego de haberla guardado #
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+
Ejemplo 2 (El jugador desbloquea el pasaje al Sótano)
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- Moved object: None
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- Blocked passages now available: <Sótano>
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- Your location changed: None
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# El sótano, que estaba bloqueado, ahora está accesible #
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+
Ejemplo 3 (El jugador ahora está en el Jardín)
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- Moved object: None
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- Blocked passages now available: None
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- Your location changed: <Jardín>
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# Entras al Jardín #
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+
Ejemplo 4 (El jugador guarda objetos y deja el hacha en el lugar)
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- Moved object: <banana> now is in <Inventory>, <botella> now is in <Inventory>, <hacha> now is in <Hall principal>
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- Blocked passages now available: None
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- Your location changed: None
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# Guardaste la banana y la botella en tu bolso. El hacha quedó en el Hall principal #
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+
Ejemplo 5 (El jugador guarda objetos, deja el hacha en el lugar y desbloquea el pasaje a la Pequeña habitación)
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- Moved object: <banana> now is in <Inventory>, <botella> now is in <Inventory>, <hacha> now is in <Hall principal>
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- Blocked passages now available: <Pequeña habitación>
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- Your location changed: None
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# Guardaste la banana y la botella en tu bolso. El hacha quedó en el Hall principal. Además, la pequeña habitación ahora está accesible. #
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+
Ejemplo 6 (El jugador guarda objetos, deja el hacha en el lugar, desbloquea el pasaje y se mueve a la Pequeña habitación)
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- Moved object: <banana> now is in <Inventory>, <botella> now is in <Inventory>, <hacha> now is in <Hall principal>
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- Blocked passages now available: <Pequeña habitación>
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- Your location changed: <Pequeña habitación>
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# Guardaste la banana y la botella en tu bolso. El hacha quedó en el Hall principal. Además, la pequeña habitación ahora está accesible e ingresaste a ella #
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+
Ejemplo 7 (El jugador guarda el lápiz y le da un libro a John)
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- Moved object: <libro> now is in <John>, <lápiz> now is in <Inventory>
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- Blocked passages now available: None
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- Your location changed: None
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# John ahora tiene el libro. Tú guardaste el lápiz en tu bolso #
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+
Ejemplo 8 (El jugador le da la computadora a Susan)
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- Moved object: <computadora> now is in <Susan>
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- Blocked passages now available: None
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- Your location changed: None
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# Susan guardó la computadora en su bolso #
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+
Ejemplo 9 (El jugador hace algo que no tiene como resultado el efecto que esperaba)
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- Moved object: None
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- Blocked passages now available: None
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- Your location changed: None
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# No pasa nada... #
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+
Ejemplo 10 (El jugador hace una pregunta)
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- Moved object: None
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- Blocked passages now available: None
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- Your location changed: None
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# Respuesta a la pregunta del jugador #
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+
Ahora, expresa los cambios en el mundo siguiendo el formato pedido, teniendo en cuenta que el jugador ingresó esta entrada "{input}" a partir de este estado del mundo:
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+
{world_state}"""
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return prompt
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world.py
CHANGED
@@ -228,9 +228,91 @@ class World:
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for character in characters:
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self.add_character(character)
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-
def render_world(self, *,
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"""Return the fictional world as a natural language description, using simple sentences.
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|
|
|
234 |
The components described are only those the player can see in the current location.
|
235 |
If detail_components is False, then the descriptions for each component are not included.
|
236 |
"""
|
@@ -240,12 +322,12 @@ class World:
|
|
240 |
characters_in_the_scene = [character for character in self.characters.values() if character.location is player_location]
|
241 |
|
242 |
|
243 |
-
world_description = f'
|
244 |
|
245 |
if reachable_locations:
|
246 |
-
world_description += f'From <{player_location.name}>
|
247 |
else:
|
248 |
-
world_description += f'From <{player_location.name}>
|
249 |
|
250 |
if blocked_passages:
|
251 |
world_description += f'From <{player_location.name}> there are blocked passages to: {(", ").join(blocked_passages)}\n'
|
@@ -253,19 +335,19 @@ class World:
|
|
253 |
world_description += f'From <{player_location.name}> there are blocked passages to: None\n'
|
254 |
|
255 |
if self.player.inventory:
|
256 |
-
world_description += f'
|
257 |
else:
|
258 |
-
world_description += f'
|
259 |
|
260 |
if player_location.items:
|
261 |
-
world_description += f'
|
262 |
else:
|
263 |
-
world_description += f'
|
264 |
|
265 |
if characters_in_the_scene:
|
266 |
-
world_description += f'
|
267 |
else:
|
268 |
-
world_description += f'
|
269 |
|
270 |
details = ""
|
271 |
if detail_components:
|
@@ -275,7 +357,7 @@ class World:
|
|
275 |
details += "\nHere is a description of each component.\n"
|
276 |
details += f"<{player_location.name}>: This is the player's location. {('. ').join(player_location.descriptions)}.\n"
|
277 |
details += "Characters:\n"
|
278 |
-
details += f"- <Player>: The player is acting as {self.player.name}
|
279 |
if len(characters_in_the_scene)>0:
|
280 |
for character in characters_in_the_scene:
|
281 |
details += f"- <{character.name}>: {('. ').join(character.descriptions)}."
|
|
|
228 |
for character in characters:
|
229 |
self.add_character(character)
|
230 |
|
231 |
+
def render_world(self, *, language:str = 'en', detail_components:bool = True) -> str:
|
232 |
"""Return the fictional world as a natural language description, using simple sentences.
|
233 |
|
234 |
+
The components described are only those the player can see in the current location.
|
235 |
+
If detail_components is False, then the descriptions for each component are not included.
|
236 |
+
"""
|
237 |
+
rendered_world = ''
|
238 |
+
|
239 |
+
if language == 'es':
|
240 |
+
rendered_world = self.__render_world_spanish(detail_components = detail_components)
|
241 |
+
else:
|
242 |
+
rendered_world = self.__render_world_english(detail_components = detail_components)
|
243 |
+
|
244 |
+
return rendered_world
|
245 |
+
|
246 |
+
def __render_world_spanish(self, *, detail_components:bool = True) -> str:
|
247 |
+
"""Return the fictional world as a natural language description, using simple sentences in Spanish.
|
248 |
+
|
249 |
+
The components described are only those the player can see in the current location.
|
250 |
+
If detail_components is False, then the descriptions for each component are not included.
|
251 |
+
"""
|
252 |
+
player_location = self.player.location
|
253 |
+
reachable_locations = [f"<{p.name}>" for p in player_location.connecting_locations]
|
254 |
+
blocked_passages = [f"<{p}> bloqueado por <{player_location.blocked_locations[p][1].name}>" for p in player_location.blocked_locations.keys()]
|
255 |
+
characters_in_the_scene = [character for character in self.characters.values() if character.location is player_location]
|
256 |
+
|
257 |
+
|
258 |
+
world_description = f'El jugador está en <{player_location.name}>\n'
|
259 |
+
|
260 |
+
if reachable_locations:
|
261 |
+
world_description += f'Desde <{player_location.name}> el jugador puede ir a: {(", ").join(reachable_locations)}\n'
|
262 |
+
else:
|
263 |
+
world_description += f'Desde <{player_location.name}> el jugador puede ir a: None\n'
|
264 |
+
|
265 |
+
if blocked_passages:
|
266 |
+
world_description += f'Desde <{player_location.name}> hay pasajes bloqueados hacia: {(", ").join(blocked_passages)}\n'
|
267 |
+
else:
|
268 |
+
world_description += f'Desde <{player_location.name}> hay pasajes bloqueados hacia: None\n'
|
269 |
+
|
270 |
+
if self.player.inventory:
|
271 |
+
world_description += f'El jugador tiene los siguientes objetos en su inventario: {(", ").join([f"<{i.name}>" for i in self.player.inventory])}\n'
|
272 |
+
else:
|
273 |
+
world_description += f'El jugador tiene los siguientes objetos en su inventario: None\n'
|
274 |
+
|
275 |
+
if player_location.items:
|
276 |
+
world_description += f'El jugador puede ver los siguientes objetos: {(", ").join([f"<{i.name}>" for i in player_location.items])}\n'
|
277 |
+
else:
|
278 |
+
world_description += f'El jugador puede ver los siguientes objetos: None\n'
|
279 |
+
|
280 |
+
if characters_in_the_scene:
|
281 |
+
world_description += f'El jugador puede ver a los siguientes personajes: {(", ").join([f"<{c.name}>" for c in characters_in_the_scene])}'
|
282 |
+
else:
|
283 |
+
world_description += f'El jugador puede ver a los siguientes personajes: None'
|
284 |
+
|
285 |
+
details = ""
|
286 |
+
if detail_components:
|
287 |
+
items_in_the_scene = player_location.items + self.player.inventory + [blocked_values[1] for blocked_values in player_location.blocked_locations.values() if isinstance(blocked_values[1], Item)]
|
288 |
+
puzzles_in_the_scene = [blocked_values[1] for blocked_values in player_location.blocked_locations.values() if isinstance(blocked_values[1], Puzzle)]
|
289 |
+
|
290 |
+
details += "\nAquí hay una descripción de cada componente.\n"
|
291 |
+
details += f"<{player_location.name}>: Este es el lugar en el que está el jugador. {('. ').join(player_location.descriptions)}.\n"
|
292 |
+
details += "Personajes:\n"
|
293 |
+
details += f"- <Jugador>: El jugador está actuando como <{self.player.name}>. {('. ').join(self.player.descriptions)}.\n"
|
294 |
+
if len(characters_in_the_scene)>0:
|
295 |
+
for character in characters_in_the_scene:
|
296 |
+
details += f"- <{character.name}>: {('. ').join(character.descriptions)}."
|
297 |
+
if len(character.inventory)>0:
|
298 |
+
details += f"Este personaje tiene los siguientes objetos en su inventario: {(', ').join([f'<{i.name}>' for i in character.inventory])}\n"
|
299 |
+
items_in_the_scene+= character.inventory
|
300 |
+
else:
|
301 |
+
details += "\n"
|
302 |
+
if len(items_in_the_scene)>0:
|
303 |
+
details+="Objetos:\n"
|
304 |
+
for item in items_in_the_scene:
|
305 |
+
details += f"- <{item.name}>: {('. ').join(item.descriptions)}\n"
|
306 |
+
if len(puzzles_in_the_scene)>0:
|
307 |
+
details+="Puzzles:\n"
|
308 |
+
for puzzle in puzzles_in_the_scene:
|
309 |
+
details+= f'- <{puzzle.name}>: {(". ").join(puzzle.descriptions)}. El acertijo a resolver es: "{puzzle.problem}". La respuesta esperada, que NO PUEDES decirle al jugador (JAMÁS) es: "{puzzle.answer}".\n'
|
310 |
+
|
311 |
+
return world_description + '\n' + details
|
312 |
+
|
313 |
+
def __render_world_english(self, *, detail_components:bool = True) -> str:
|
314 |
+
"""Return the fictional world as a natural language description, using simple sentences in English.
|
315 |
+
|
316 |
The components described are only those the player can see in the current location.
|
317 |
If detail_components is False, then the descriptions for each component are not included.
|
318 |
"""
|
|
|
322 |
characters_in_the_scene = [character for character in self.characters.values() if character.location is player_location]
|
323 |
|
324 |
|
325 |
+
world_description = f'The player is in <{player_location.name}>\n'
|
326 |
|
327 |
if reachable_locations:
|
328 |
+
world_description += f'From <{player_location.name}> the player can access: {(", ").join(reachable_locations)}\n'
|
329 |
else:
|
330 |
+
world_description += f'From <{player_location.name}> the player can access: None\n'
|
331 |
|
332 |
if blocked_passages:
|
333 |
world_description += f'From <{player_location.name}> there are blocked passages to: {(", ").join(blocked_passages)}\n'
|
|
|
335 |
world_description += f'From <{player_location.name}> there are blocked passages to: None\n'
|
336 |
|
337 |
if self.player.inventory:
|
338 |
+
world_description += f'The player has the following objects in the inventory: {(", ").join([f"<{i.name}>" for i in self.player.inventory])}\n'
|
339 |
else:
|
340 |
+
world_description += f'The player has the following objects in the inventory: None\n'
|
341 |
|
342 |
if player_location.items:
|
343 |
+
world_description += f'The player can see the following objects: {(", ").join([f"<{i.name}>" for i in player_location.items])}\n'
|
344 |
else:
|
345 |
+
world_description += f'The player can see the following objects: None\n'
|
346 |
|
347 |
if characters_in_the_scene:
|
348 |
+
world_description += f'The player can see the following characters: {(", ").join([f"<{c.name}>" for c in characters_in_the_scene])}'
|
349 |
else:
|
350 |
+
world_description += f'The player can see the following characters: None'
|
351 |
|
352 |
details = ""
|
353 |
if detail_components:
|
|
|
357 |
details += "\nHere is a description of each component.\n"
|
358 |
details += f"<{player_location.name}>: This is the player's location. {('. ').join(player_location.descriptions)}.\n"
|
359 |
details += "Characters:\n"
|
360 |
+
details += f"- <Player>: The player is acting as <{self.player.name}>. {('. ').join(self.player.descriptions)}.\n"
|
361 |
if len(characters_in_the_scene)>0:
|
362 |
for character in characters_in_the_scene:
|
363 |
details += f"- <{character.name}>: {('. ').join(character.descriptions)}."
|