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import google.generativeai as genai |
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from google.api_core import retry |
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import os |
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import pathlib |
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import textwrap |
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import json |
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GOOGLE_API_KEY = os.environ['GOOGLE_API_KEY'] |
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genai.configure(api_key=GOOGLE_API_KEY) |
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model = genai.GenerativeModel(model_name='models/gemini-1.5-pro-latest') |
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def generate_story(available_items): |
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response = model.generate_content(f""" |
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You are game master in a roguelike game. You should help me create an consise objective for the player to fulfill in the current level. |
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Our protagonist, A girl with a red hood is wandering inside a dungeon. |
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You are ONLY allowed to only use the following elements and not modify either the map or the enemies: |
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{available_items} |
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Example of possible Objectives: |
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Example 1 : Defeat N monster $monster_name and then report it to npc :$npc_name |
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Example 2 : Loot two treasure chest then defeat the boss $boss_name to exit. |
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A object of type NPC can be talked to but can't move and can't be fought, an ennemy type object can be fought but not talked to. A boss can be fought but not talked to |
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To escape, the player will have to pass by the portal. |
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""", request_options={'retry': retry.Retry()}) |
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story = response.text |
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return story |
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def place_objects(available_items,story,myMap): |
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prompt = f""" |
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Please return JSON describing the objective of this level, the objects that should be placed as well as all enemies/npcs that shall be placed: |
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{{"objective": str, "objects":list[OBJECT], "enemies":list[ENEMIES], "boss":list[BOSS],"npcs": list[NPC]}} |
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In all of the following example, placement is the id of the room to place the object in. |
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# The Objects that should be placed in the treasure chests |
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OBJECT = {{"name": str, "description": str,"placement": int, "strength": str, "speed": str}} |
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# The infos necessary about the enemies |
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ENEMIES = {{"name": str, "placement": int}} |
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# The NPC that should be added to the map |
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NPC = {{"name": str, "persona": str, "placement": int}} |
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# The Boss monster of this level. |
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BOSS = {{"name": str, "placement": int}} |
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For objects, the name key represents the name of the object inside the treasure chest |
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when placement is requiered, it is the id of the room on the map. |
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All fields are not necessarily required; if null, don't add it. it should make sense with the crafted story. |
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Items can only be weapons or objects that can be useful for a special quest. "strength" and "speed" should only be declared for weapons and can only range between 0 and 1. 0 being a rusty sword and 1 being the best sword in the game. |
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Important: Only return a single piece of valid JSON text. |
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Here is the map: |
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{myMap} |
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X: is the starting position of the player |
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?: represent and interesting room where it could be interesting to place an object |
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numbers represent the index of the room |
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and the objective of this level: {story} |
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The objective MUST be feasible, otherwise the player will be stuck. |
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REMEMBER, You are ONLY allowed to only use the following elements and not modify either the map or the enemies: |
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{available_items} |
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""" |
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print(prompt) |
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response = model.generate_content( |
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prompt, |
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generation_config={'response_mime_type':'application/json'} |
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) |
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try: |
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map_placements=json.dumps(json.loads(response.text), indent=4) |
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except: |
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map_placements="error" |
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return map_placements |
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def get_items_string_representation(items_list): |
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result = "" |
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for item in items_list: |
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item_str = "Name: " + item["name"] + ", Type: " + item["type"] + ", Description: " + item["description"] + "\n" |
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result += item_str |
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return result |
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def generate_map_markdown(rooms, room_of_interest,index_exit): |
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import numpy as np |
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def create_room(room_char, index): |
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index_str = f"{index}".zfill(2) |
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if index_str[0] !="0": |
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first_number=index_str[0] |
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else: |
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first_number=" " |
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return [ |
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f"ββ{room_char}ββ", |
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f"β {first_number}{index_str[1]}β", |
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f"βββββ" |
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] |
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rooms = [eval(room) for room in rooms] |
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rooms_of_interest = [eval(room) for room in room_of_interest] |
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min_x = min(room[0] for room in rooms) |
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max_x = max(room[0] for room in rooms) |
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min_y = min(room[1] for room in rooms) |
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max_y = max(room[1] for room in rooms) |
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map_height = (max_y - min_y + 1) * 3 |
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map_width = (max_x - min_x + 1) * 5 |
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grid = np.full((map_height, map_width), " ") |
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for i, room in enumerate(rooms): |
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x, y = room |
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x_offset = (x - min_x) * 5 |
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y_offset = (max_y - y) * 3 |
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if room == (0, 0): |
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room_char = "X" |
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elif room in rooms_of_interest: |
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room_char = "P" if i == index_exit else "?" |
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else: |
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room_char = " " |
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room_structure = create_room(room_char, i) |
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for j, row in enumerate(room_structure): |
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grid[y_offset + j, x_offset:x_offset + 5] = list(row) |
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markdown_map = "\n".join("".join(row) for row in grid) |
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return f"```\n{markdown_map}\n```" |
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