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// The HTML and CSS remain the same until the ShyGuySimulator class

class ShyGuySimulator {
    constructor(apiKey) {
        this.apiKey = apiKey;
        this.state = {
            confidence: 0,
            anxiety: 100,
            drinks: 0,
            time: new Date(2024, 0, 1, 20, 0),
            playerPos: { x: 0, y: 9 },
            moveSpeed: 1,
            isProcessing: false,
            hasSpokenToGirl: false,
            lastEmotion: 'anxious',
            locations: {
                bar: [{ x: 8, y: 1 }, { x: 9, y: 1 }],
                dj: [{ x: 4, y: 0 }, { x: 5, y: 0 }],
                girl: [{ x: 9, y: 8 }],
                sister: [{ x: 2, y: 5 }],
                obstacles: [
                    { x: 3, y: 3 }, { x: 4, y: 3 }, 
                    { x: 6, y: 6 }, { x: 7, y: 6 }
                ]
            }
        };

        this.context = [{
            role: 'system',
            content: `You are roleplaying as a shy guy at a party, providing both dialogue and movement decisions.
            The party is on a 10x10 grid. You start at (0,9), and the girl you like is at (9,8).
            ALWAYS structure your responses in this exact format:
            {
                "dialogue": "Your spoken response here",
                "movement": {
                    "x": number (-1, 0, or 1 for movement),
                    "y": number (-1, 0, or 1 for movement)
                },
                "emotion": "anxious|nervous|slightly_confident|confident"
            }
            
            Rules:
            1. When drinks > 2, be more likely to move toward the girl
            2. When confidence < 30, prefer to move away or stay still
            3. Keep dialogue natural and brief (1-2 sentences)
            4. Movement should reflect emotional state
            5. Account for obstacles at: [(3,3), (4,3), (6,6), (7,6)]
            6. Consider locations of: bar(8,1 & 9,1), DJ(4,0 & 5,0), sister(2,5)
            Current state: Confidence: ${this.state.confidence}%, Anxiety: ${this.state.anxiety}%`
        }];

        this.initialize();
        this.initializeGrid();
        this.startAutonomousMovement();
    }

    // Add autonomous movement
    startAutonomousMovement() {
        this.movementInterval = setInterval(async () => {
            if (!this.state.isProcessing && !this.state.hasSpokenToGirl) {
                await this.getNextMove();
            }
        }, 5000); // Move every 5 seconds
    }

    stopAutonomousMovement() {
        if (this.movementInterval) {
            clearInterval(this.movementInterval);
        }
    }

    async getNextMove() {
        try {
            const response = await this.callMistralAPI();
            let parsedResponse;
            
            try {
                // Try to parse the response as JSON
                parsedResponse = JSON.parse(response);
            } catch (e) {
                // If parsing fails, try to extract JSON from the text
                const jsonMatch = response.match(/\{[\s\S]*\}/);
                if (jsonMatch) {
                    parsedResponse = JSON.parse(jsonMatch[0]);
                } else {
                    throw new Error('Could not parse LLM response');
                }
            }

            // Update emotional state
            this.state.lastEmotion = parsedResponse.emotion;

            // Add the dialogue
            this.addMessage(parsedResponse.dialogue, 'shyguy');

            // Execute the movement
            if (parsedResponse.movement) {
                await this.movePlayer(
                    parsedResponse.movement.x, 
                    parsedResponse.movement.y
                );
            }
        } catch (error) {
            console.error('Error getting next move:', error);
        }
    }

    async handleInput(userInput) {
        if (this.state.isProcessing) return;
        this.state.isProcessing = true;

        try {
            if (!userInput.trim()) throw new Error("Please enter some text");

            this.addMessage(userInput, 'wingman');
            this.addLoadingMessage();

            const currentState = `Current state: 
                Confidence: ${this.state.confidence}%, 
                Anxiety: ${this.state.anxiety}%, 
                Drinks: ${this.state.drinks}, 
                Position: (${this.state.playerPos.x},${this.state.playerPos.y}), 
                Location: ${this.getLocationDescription()}`;
            
            this.context.push({
                role: 'user',
                content: `${userInput}\n\n${currentState}`
            });

            await this.getNextMove();

        } catch (error) {
            this.removeLoadingMessage();
            this.addMessage(`Error: ${error.message}`, 'error');
            console.error('Error:', error);
        } finally {
            this.state.isProcessing = false;
        }
    }

    async movePlayer(dx, dy) {
        let newX = this.state.playerPos.x + dx * this.state.moveSpeed;
        let newY = this.state.playerPos.y + dy * this.state.moveSpeed;
        
        // Check boundaries
        newX = Math.max(0, Math.min(9, newX));
        newY = Math.max(0, Math.min(9, newY));
        
        // Check obstacles
        if (this.isLocation(newX, newY, 'obstacles')) {
            return;
        }

        // Random stumble when drunk
        if (this.state.drinks >= 3) {
            const stumbleChance = (this.state.drinks - 2) * 0.1;
            if (Math.random() < stumbleChance) {
                const randomDir = Math.random() < 0.5 ? 1 : -1;
                if (Math.random() < 0.5) {
                    newX += randomDir;
                } else {
                    newY += randomDir;
                }
                newX = Math.max(0, Math.min(9, newX));
                newY = Math.max(0, Math.min(9, newY));
            }
        }

        // Update position
        this.state.playerPos = { x: newX, y: newY };
        
        // Handle location interactions
        await this.handleLocationInteraction(newX, newY);

        // Advance time
        this.state.time = new Date(this.state.time.getTime() + 2 * 60000);
        
        this.updateStats();
        this.initializeGrid();
    }

    async handleLocationInteraction(x, y) {
        if (this.isLocation(x, y, 'bar')) {
            this.state.drinks++;
            this.state.confidence = Math.min(100, this.state.confidence + 15);
            this.state.anxiety = Math.max(0, this.state.anxiety - 10);
            this.state.moveSpeed = Math.min(2, 1 + this.state.drinks * 0.2);
            
            if (this.state.drinks > 5) {
                this.state.confidence = Math.max(0, this.state.confidence - 5);
                await this.handleInput("*Starting to feel really dizzy...*");
            }
        }
        
        if (this.isLocation(x, y, 'sister')) {
            this.state.confidence = Math.min(100, this.state.confidence + 20);
            this.state.anxiety = Math.max(0, this.state.anxiety - 15);
        }
        
        if (this.isLocation(x, y, 'dj')) {
            this.state.confidence = Math.min(100, this.state.confidence + 10);
            this.state.anxiety = Math.max(0, this.state.anxiety - 5);
        }
        
        if (this.isLocation(x, y, 'girl')) {
            if (this.state.confidence >= 70 && this.state.anxiety <= 50) {
                this.gameWon();
            } else {
                this.state.playerPos = { 
                    x: Math.max(0, x - 2), 
                    y: Math.max(0, y - 2) 
                };
                this.state.anxiety += 15;
                this.state.confidence = Math.max(0, this.state.confidence - 10);
            }
        }
    }

    gameWon() {
        this.stopAutonomousMovement();
        // Rest of gameWon implementation remains the same
    }

    // Rest of the class implementation remains the same
}

// The rest of the code (event listeners, etc.) remains the same