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Browse files- index.html +104 -46
- test_x.html +227 -0
index.html
CHANGED
@@ -268,52 +268,110 @@
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<div class="tooltip" id="tooltip"></div>
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initializeGrid() {
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const grid = document.getElementById('party-grid');
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<div class="tooltip" id="tooltip"></div>
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<script>
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class ShyGuySimulator {
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constructor(apiKey) {
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this.apiKey = apiKey;
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this.state = {
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confidence: 0,
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anxiety: 100,
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drinks: 0,
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time: new Date(2024, 0, 1, 20, 0),
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playerPos: { x: 0, y: 9 },
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moveSpeed: 1,
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isProcessing: false,
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hasSpokenToGirl: false,
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lastEmotion: 'anxious',
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locations: {
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bar: [{ x: 8, y: 1 }, { x: 9, y: 1 }],
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dj: [{ x: 4, y: 0 }, { x: 5, y: 0 }],
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girl: [{ x: 9, y: 8 }],
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sister: [{ x: 2, y: 5 }],
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obstacles: [
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{ x: 3, y: 3 }, { x: 4, y: 3 },
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{ x: 6, y: 6 }, { x: 7, y: 6 }
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]
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}
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};
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this.context = [{
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role: 'system',
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content: `You are roleplaying as a shy guy at a party, providing both dialogue and movement decisions.
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The party is on a 10x10 grid. You start at (0,9), and the girl you like is at (9,8).
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ALWAYS structure your responses in this exact format:
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{
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"dialogue": "Your spoken response here",
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"movement": {
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"x": number (-1, 0, or 1 for movement),
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"y": number (-1, 0, or 1 for movement)
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},
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"emotion": "anxious|nervous|slightly_confident|confident"
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}
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Rules:
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1. When drinks > 2, be more likely to move toward the girl
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2. When confidence < 30, prefer to move away or stay still
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3. Keep dialogue natural and brief (1-2 sentences)
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4. Movement should reflect emotional state
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5. Account for obstacles at: [(3,3), (4,3), (6,6), (7,6)]
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6. Consider locations of: bar(8,1 & 9,1), DJ(4,0 & 5,0), sister(2,5)
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Current state: Confidence: ${this.state.confidence}%, Anxiety: ${this.state.anxiety}%`
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}];
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this.initialize();
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this.initializeGrid();
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this.startAutonomousMovement();
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}
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initialize() {
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this.addMessage("Hey! I'll be your wingman tonight. I see that girl you like over there - let's help you talk to her!", 'wingman');
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this.addMessage("I... I don't know about this. Maybe I should just go home...", 'shyguy');
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this.updateStats();
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}
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startAutonomousMovement() {
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this.movementInterval = setInterval(async () => {
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if (!this.state.isProcessing && !this.state.hasSpokenToGirl) {
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await this.getNextMove();
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}
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}, 5000);
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}
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stopAutonomousMovement() {
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if (this.movementInterval) {
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clearInterval(this.movementInterval);
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}
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}
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async getNextMove() {
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try {
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const response = await this.callMistralAPI();
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let parsedResponse;
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try {
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parsedResponse = JSON.parse(response);
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} catch (e) {
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const jsonMatch = response.match(/\{[\s\S]*\}/);
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if (jsonMatch) {
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parsedResponse = JSON.parse(jsonMatch[0]);
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} else {
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throw new Error('Could not parse LLM response');
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}
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}
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this.state.lastEmotion = parsedResponse.emotion;
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this.addMessage(parsedResponse.dialogue, 'shyguy');
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if (parsedResponse.movement) {
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await this.movePlayer(
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parsedResponse.movement.x,
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parsedResponse.movement.y
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);
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}
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} catch (error) {
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console.error('Error getting next move:', error);
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}
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}
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initializeGrid() {
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const grid = document.getElementById('party-grid');
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test_x.html
ADDED
@@ -0,0 +1,227 @@
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1 |
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// The HTML and CSS remain the same until the ShyGuySimulator class
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2 |
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3 |
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class ShyGuySimulator {
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4 |
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constructor(apiKey) {
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5 |
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this.apiKey = apiKey;
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6 |
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this.state = {
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7 |
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confidence: 0,
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8 |
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anxiety: 100,
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9 |
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drinks: 0,
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time: new Date(2024, 0, 1, 20, 0),
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playerPos: { x: 0, y: 9 },
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moveSpeed: 1,
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isProcessing: false,
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hasSpokenToGirl: false,
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lastEmotion: 'anxious',
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locations: {
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bar: [{ x: 8, y: 1 }, { x: 9, y: 1 }],
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dj: [{ x: 4, y: 0 }, { x: 5, y: 0 }],
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girl: [{ x: 9, y: 8 }],
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sister: [{ x: 2, y: 5 }],
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obstacles: [
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{ x: 3, y: 3 }, { x: 4, y: 3 },
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{ x: 6, y: 6 }, { x: 7, y: 6 }
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]
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}
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};
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this.context = [{
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role: 'system',
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content: `You are roleplaying as a shy guy at a party, providing both dialogue and movement decisions.
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31 |
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The party is on a 10x10 grid. You start at (0,9), and the girl you like is at (9,8).
|
32 |
+
ALWAYS structure your responses in this exact format:
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33 |
+
{
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34 |
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"dialogue": "Your spoken response here",
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35 |
+
"movement": {
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36 |
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"x": number (-1, 0, or 1 for movement),
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"y": number (-1, 0, or 1 for movement)
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},
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"emotion": "anxious|nervous|slightly_confident|confident"
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40 |
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}
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+
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42 |
+
Rules:
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43 |
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1. When drinks > 2, be more likely to move toward the girl
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44 |
+
2. When confidence < 30, prefer to move away or stay still
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45 |
+
3. Keep dialogue natural and brief (1-2 sentences)
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46 |
+
4. Movement should reflect emotional state
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47 |
+
5. Account for obstacles at: [(3,3), (4,3), (6,6), (7,6)]
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48 |
+
6. Consider locations of: bar(8,1 & 9,1), DJ(4,0 & 5,0), sister(2,5)
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49 |
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Current state: Confidence: ${this.state.confidence}%, Anxiety: ${this.state.anxiety}%`
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50 |
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}];
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52 |
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this.initialize();
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53 |
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this.initializeGrid();
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54 |
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this.startAutonomousMovement();
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}
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56 |
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57 |
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// Add autonomous movement
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58 |
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startAutonomousMovement() {
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59 |
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this.movementInterval = setInterval(async () => {
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60 |
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if (!this.state.isProcessing && !this.state.hasSpokenToGirl) {
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61 |
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await this.getNextMove();
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62 |
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}
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63 |
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}, 5000); // Move every 5 seconds
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64 |
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}
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65 |
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66 |
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stopAutonomousMovement() {
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67 |
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if (this.movementInterval) {
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68 |
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clearInterval(this.movementInterval);
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69 |
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}
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70 |
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}
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71 |
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72 |
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async getNextMove() {
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73 |
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try {
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74 |
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const response = await this.callMistralAPI();
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75 |
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let parsedResponse;
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76 |
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77 |
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try {
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78 |
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// Try to parse the response as JSON
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79 |
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parsedResponse = JSON.parse(response);
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} catch (e) {
|
81 |
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// If parsing fails, try to extract JSON from the text
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82 |
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const jsonMatch = response.match(/\{[\s\S]*\}/);
|
83 |
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if (jsonMatch) {
|
84 |
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parsedResponse = JSON.parse(jsonMatch[0]);
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85 |
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} else {
|
86 |
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throw new Error('Could not parse LLM response');
|
87 |
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}
|
88 |
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}
|
89 |
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90 |
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// Update emotional state
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91 |
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this.state.lastEmotion = parsedResponse.emotion;
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92 |
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93 |
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// Add the dialogue
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94 |
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this.addMessage(parsedResponse.dialogue, 'shyguy');
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95 |
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96 |
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// Execute the movement
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97 |
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if (parsedResponse.movement) {
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98 |
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await this.movePlayer(
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parsedResponse.movement.x,
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100 |
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parsedResponse.movement.y
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101 |
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);
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102 |
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}
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103 |
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} catch (error) {
|
104 |
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console.error('Error getting next move:', error);
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105 |
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}
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106 |
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}
|
107 |
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108 |
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async handleInput(userInput) {
|
109 |
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if (this.state.isProcessing) return;
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110 |
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this.state.isProcessing = true;
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111 |
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112 |
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try {
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113 |
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if (!userInput.trim()) throw new Error("Please enter some text");
|
114 |
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115 |
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this.addMessage(userInput, 'wingman');
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116 |
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this.addLoadingMessage();
|
117 |
+
|
118 |
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const currentState = `Current state:
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119 |
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Confidence: ${this.state.confidence}%,
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120 |
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Anxiety: ${this.state.anxiety}%,
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121 |
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Drinks: ${this.state.drinks},
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122 |
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Position: (${this.state.playerPos.x},${this.state.playerPos.y}),
|
123 |
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Location: ${this.getLocationDescription()}`;
|
124 |
+
|
125 |
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this.context.push({
|
126 |
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role: 'user',
|
127 |
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content: `${userInput}\n\n${currentState}`
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128 |
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});
|
129 |
+
|
130 |
+
await this.getNextMove();
|
131 |
+
|
132 |
+
} catch (error) {
|
133 |
+
this.removeLoadingMessage();
|
134 |
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this.addMessage(`Error: ${error.message}`, 'error');
|
135 |
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console.error('Error:', error);
|
136 |
+
} finally {
|
137 |
+
this.state.isProcessing = false;
|
138 |
+
}
|
139 |
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}
|
140 |
+
|
141 |
+
async movePlayer(dx, dy) {
|
142 |
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let newX = this.state.playerPos.x + dx * this.state.moveSpeed;
|
143 |
+
let newY = this.state.playerPos.y + dy * this.state.moveSpeed;
|
144 |
+
|
145 |
+
// Check boundaries
|
146 |
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newX = Math.max(0, Math.min(9, newX));
|
147 |
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newY = Math.max(0, Math.min(9, newY));
|
148 |
+
|
149 |
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// Check obstacles
|
150 |
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if (this.isLocation(newX, newY, 'obstacles')) {
|
151 |
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return;
|
152 |
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}
|
153 |
+
|
154 |
+
// Random stumble when drunk
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155 |
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if (this.state.drinks >= 3) {
|
156 |
+
const stumbleChance = (this.state.drinks - 2) * 0.1;
|
157 |
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if (Math.random() < stumbleChance) {
|
158 |
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const randomDir = Math.random() < 0.5 ? 1 : -1;
|
159 |
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if (Math.random() < 0.5) {
|
160 |
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newX += randomDir;
|
161 |
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} else {
|
162 |
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newY += randomDir;
|
163 |
+
}
|
164 |
+
newX = Math.max(0, Math.min(9, newX));
|
165 |
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newY = Math.max(0, Math.min(9, newY));
|
166 |
+
}
|
167 |
+
}
|
168 |
+
|
169 |
+
// Update position
|
170 |
+
this.state.playerPos = { x: newX, y: newY };
|
171 |
+
|
172 |
+
// Handle location interactions
|
173 |
+
await this.handleLocationInteraction(newX, newY);
|
174 |
+
|
175 |
+
// Advance time
|
176 |
+
this.state.time = new Date(this.state.time.getTime() + 2 * 60000);
|
177 |
+
|
178 |
+
this.updateStats();
|
179 |
+
this.initializeGrid();
|
180 |
+
}
|
181 |
+
|
182 |
+
async handleLocationInteraction(x, y) {
|
183 |
+
if (this.isLocation(x, y, 'bar')) {
|
184 |
+
this.state.drinks++;
|
185 |
+
this.state.confidence = Math.min(100, this.state.confidence + 15);
|
186 |
+
this.state.anxiety = Math.max(0, this.state.anxiety - 10);
|
187 |
+
this.state.moveSpeed = Math.min(2, 1 + this.state.drinks * 0.2);
|
188 |
+
|
189 |
+
if (this.state.drinks > 5) {
|
190 |
+
this.state.confidence = Math.max(0, this.state.confidence - 5);
|
191 |
+
await this.handleInput("*Starting to feel really dizzy...*");
|
192 |
+
}
|
193 |
+
}
|
194 |
+
|
195 |
+
if (this.isLocation(x, y, 'sister')) {
|
196 |
+
this.state.confidence = Math.min(100, this.state.confidence + 20);
|
197 |
+
this.state.anxiety = Math.max(0, this.state.anxiety - 15);
|
198 |
+
}
|
199 |
+
|
200 |
+
if (this.isLocation(x, y, 'dj')) {
|
201 |
+
this.state.confidence = Math.min(100, this.state.confidence + 10);
|
202 |
+
this.state.anxiety = Math.max(0, this.state.anxiety - 5);
|
203 |
+
}
|
204 |
+
|
205 |
+
if (this.isLocation(x, y, 'girl')) {
|
206 |
+
if (this.state.confidence >= 70 && this.state.anxiety <= 50) {
|
207 |
+
this.gameWon();
|
208 |
+
} else {
|
209 |
+
this.state.playerPos = {
|
210 |
+
x: Math.max(0, x - 2),
|
211 |
+
y: Math.max(0, y - 2)
|
212 |
+
};
|
213 |
+
this.state.anxiety += 15;
|
214 |
+
this.state.confidence = Math.max(0, this.state.confidence - 10);
|
215 |
+
}
|
216 |
+
}
|
217 |
+
}
|
218 |
+
|
219 |
+
gameWon() {
|
220 |
+
this.stopAutonomousMovement();
|
221 |
+
// Rest of gameWon implementation remains the same
|
222 |
+
}
|
223 |
+
|
224 |
+
// Rest of the class implementation remains the same
|
225 |
+
}
|
226 |
+
|
227 |
+
// The rest of the code (event listeners, etc.) remains the same
|