import asyncio
import json
import aiohttp
-import redis.asyncio as redis # Note the new async redis import!
+import redis.asyncio as redis
+import re
+import os
+
# --- CONFIGURATION ---
-# The "Bouncer": How many simultaneous thoughts the 5060 Ti is allowed to process at once.
-# If 10 players talk at once, 3 will process immediately, 7 will wait in the async line.
MAX_CONCURRENT_OLLAMA_REQUESTS = 3
-semaphore = asyncio.Semaphore(MAX_CONCURRENT_OLLAMA_REQUESTS)
+ALLOW_TEXT_EMOTES = False
-NPC_SYSTEM_PROMPT = """
-You are Elrendur Arna. You are currently residing in Alentejo Sem Lei.
-Keep your responses under 3 sentences.
-"""
+# --- NEW: LOAD THE WORLD LORE ON STARTUP ---
+WORLD_LORE = ""
+if os.path.exists("world_lore.txt"):
+ with open("asl_lore.txt", "r", encoding="utf-8") as f:
+ WORLD_LORE = f.read().strip()
+else:
+ print("[WARNING] world_lore.txt not found. Running without global lore.")
-# Dictionary to keep individual player conversations separate
-# Format: {"PlayerName_NpcTag": [{"role": "system", "content": "..."}, ...]}
+
+semaphore = asyncio.Semaphore(MAX_CONCURRENT_OLLAMA_REQUESTS)
+# Dictionary to keep individual conversations separate
chat_memory = {}
async def process_message(r, session, message_data):
- """This function runs in parallel for every single message received."""
try:
data = json.loads(message_data)
- player_name = data.get('player', 'Unknown')
+ player_name = data.get('player', data.get('target_player', 'Unknown'))
npc_tag = data.get('npc_tag', 'UnknownNPC')
message = data.get('message', '')
+
+ # --- NEW: THE ASTERISK SCRUBBER ---
+ if not ALLOW_TEXT_EMOTES:
+ # This deletes anything wrapped in asterisks (e.g. "*smiles* Hello" becomes " Hello")
+ message = re.sub(r'\*.*?\*', '', message).strip()
+
+ # Extract the dynamic variables sent from the Aurora Toolset/Engine
+ player_race = data.get('player_race', 'Unknown')
+ player_alignment = data.get('player_alignment', 'Unknown')
+ nearby_players = data.get('nearby_players', '')
+
+ # Extract the decoupled NPC attributes
+ npc_persona = data.get('persona', 'You are a generic citizen.')
+ npc_profession = data.get('profession', 'Commoner')
+ npc_mood = data.get('mood', 'Neutral')
+ npc_secret = data.get('secret', '')
+
+ # Extract Character Traits & Native Engine Data
+ npc_alignment = data.get('npc_alignment', 'True Neutral')
+ npc_gender = data.get('npc_gender', 'Unknown')
+ npc_race = data.get('npc_race', 'Creature')
+ npc_routine = data.get('npc_routine', '')
+
+ # Build the context strings
+ group_context = ""
+ if nearby_players:
+ group_context = f"Be aware that these other players are listening nearby: {nearby_players}."
+
+ secret_context = ""
+ if npc_secret:
+ secret_context = f"YOUR SECRET (Reveal only if players are persuasive): {npc_secret}"
+
+ routine_context = ""
+ if npc_routine:
+ routine_context = f"YOUR REQUIRED ROUTINE: {npc_routine}"
+
+ # =====================================================================
+ # THE PROMPT COMPILER
+ # =====================================================================
+ dynamic_system_prompt = f"""
+
+ {WORLD_LORE}
+
+ {npc_persona}
+
+ CURRENT STATUS & TRAITS:
+ - Race & Gender: {npc_gender} {npc_race}
+ - Profession: {npc_profession}
+ - Alignment: {npc_alignment}
+ - Conversational Charisma: Low/Gruff unless otherwise specified.
+ - Current Mood: {npc_mood}
+ {secret_context}
+
+ {routine_context}
+
+ CURRENT TARGET: You are speaking to {player_name}, who is a {player_alignment} {player_race}.
+ {group_context}
+ React appropriately based on your personality, alignment, and mood.
+
+ CRITICAL ENGINE RULES:
+ Respond ONLY in valid JSON. You MUST use exactly these FIVE keys: "thought", "speech", "emotion", "action", and "action_target".
+
+ ACTION RULE:
+ Your "action" key MUST be exactly one of the following words:
+ [WANDER, PATROL, FOLLOW, GUARD, GO_TO, INTERACT, USE_OBJECT, RETURN_TO_POST, ATTACK, REST, STEALTH, SEARCH, UNSTEALTH]
+
+ - Use REST if you are severely injured, out of spells, or exhausted. This will heal you.
+ - Use STEALTH if you need to hide from enemies, sneak past someone, or if you are a rogue preparing an ambush.
+ - Use SEARCH if you suspect traps, are looking for clues, or are trying to find hidden enemies.
+ - Use UNSTEALTH to return to normal walking/visibility.
+
+ EMOTION RULE:
+ Your "emotion" key MUST be exactly one of the following words:
+ [NEUTRAL, LAUGHING, ANGRY, PLEADING, BOW, TAUNT, CHEER]. Do not invent new emotions. Do not perform writen emotions in text with **.
+
+ YOUR RESPONSE MUST BE A SINGLE, VALID JSON OBJECT. YOU MUST USE THIS EXACT TEMPLATE:
+ {{
+ "thought": "Your internal reasoning here.",
+ "speech": "You MUST say something out loud. If you don't want to talk, output something your character would do.",
+ "emotion": "MACRO WORD",
+ "action": "MACRO WORD",
+ "action_target": "Target name"
+ }}
+ """
- # 1. Create a unique session ID for this specific player and NPC interaction
session_id = f"{player_name}_{npc_tag}"
- # 2. If they haven't spoken before, initialize their memory with the system prompt
if session_id not in chat_memory:
- chat_memory[session_id] = [{"role": "system", "content": NPC_SYSTEM_PROMPT}]
+ chat_memory[session_id] = [{"role": "system", "content": dynamic_system_prompt}]
- # 3. Add the player's new message
chat_memory[session_id].append({"role": "user", "content": f"{player_name} says: {message}"})
- # --- THE SLIDING WINDOW FIX ---
- # If the memory gets longer than 11 messages (1 system prompt + 10 chat messages)
- if len(chat_memory[session_id]) > 11:
- # Keep the system prompt at index [0], and grab the 10 most recent messages
- chat_memory[session_id] = [chat_memory[session_id][0]] + chat_memory[session_id][-10:]
+ # Sliding Window Fix
+ # Remember the System Prompt [0] + the last 4 messages [-4:]
+ if len(chat_memory[session_id]) > 10:
+ chat_memory[session_id] = [chat_memory[session_id][0]] + chat_memory[session_id][-5:]
- # 4. The Semaphore Bouncer: Wait in line if the GPU is currently full
async with semaphore:
print(f"[THINKING] Processing reply for {player_name}...")
-
- # Use aiohttp to make a non-blocking network request to Ollama
async with session.post('http://localhost:11434/api/chat', json={
"model": "llama3",
+ #"model": "qwen2.5:3b",
"messages": chat_memory[session_id],
- "stream": False
+ "format": "json",
+ "stream": False,
+ "options": {
+ "temperature": 0.2
+ #"num_predict": 120
+ }
}, timeout=45) as response:
response.raise_for_status()
result = await response.json()
- reply_text = result['message']['content']
+ raw_reply_text = result['message']['content']
+
+ # =====================================================================
+ # THE PYTHON BOUNCER (Sanitization)
+ # =====================================================================
+ try:
+ agent_brain = json.loads(raw_reply_text)
+ agent_brain = {k.lower(): v for k, v in agent_brain.items()}
+
+ # Ensure all 5 keys exist
+ if "thought" not in agent_brain: agent_brain["thought"] = ""
+ if "speech" not in agent_brain: agent_brain["speech"] = ""
+ if "emotion" not in agent_brain: agent_brain["emotion"] = "NEUTRAL"
+ if "action" not in agent_brain: agent_brain["action"] = "GUARD"
+ if "action_target" not in agent_brain: agent_brain["action_target"] = ""
+
+ # --- THE NEW ANTI-SILENCE & TARGET CLEANUP FIXES ---
+ if not agent_brain["speech"].strip():
+ agent_brain["speech"] = "*grunts quietly*"
+
+ agent_brain["action_target"] = agent_brain["action_target"].replace("?", "").replace(".", "").strip()
+ # ---------------------------------------------------
+
+ clean_reply_text = json.dumps(agent_brain)
- # 5. Save the AI's reply to the memory and print it
- print(f"[REPLY] Elrendur to {player_name}: {reply_text}")
- chat_memory[session_id].append({"role": "assistant", "content": reply_text})
+ except json.JSONDecodeError:
+ print(f"[WARNING] AI Hallucinated! Overriding with safe defaults.")
+ clean_reply_text = json.dumps({
+ "thought": "I lost my train of thought.",
+ "speech": "*grunts quietly*",
+ "emotion": "NEUTRAL",
+ "action": "WANDER",
+ "action_target": ""
+ })
+ # =====================================================================
+
+ print(f"[REPLY] from {npc_tag} to {player_name}: {clean_reply_text}")
+ chat_memory[session_id].append({"role": "assistant", "content": clean_reply_text})
- # 6. Package and send back to the game (Awaiting the async Redis push)
reply_payload = {
"npc_tag": npc_tag,
- "reply": reply_text
+ "target_player": player_name,
+ "reply": clean_reply_text
}
await r.rpush('llm_to_nwn', json.dumps(reply_payload))
except Exception as e:
print(f"[ERROR] Failed to process message: {e}")
-
async def main():
print("Initializing Async Redis Bridge...")
-
- # Notice we use redis.asyncio.Redis now
r = redis.Redis(host='127.0.0.1', port=6380, decode_responses=True)
try:
print(f"Ready! Listening for game messages. Max GPU concurrency: {MAX_CONCURRENT_OLLAMA_REQUESTS}")
- # Open a single persistent HTTP session for efficiency
async with aiohttp.ClientSession() as session:
while True:
try:
- # This line yields control back to the event loop while waiting for Redis
result = await r.blpop('nwn_to_llm')
-
if result:
queue_name, message_data = result
-
- # THE MAGIC: Spawn a background worker to handle this message
- # and instantly go back to listening to the Redis queue!
asyncio.create_task(process_message(r, session, message_data))
-
except Exception as e:
print(f"[LOOP ERROR] {e}")
- await asyncio.sleep(1) # Prevent infinite crash loops
+ await asyncio.sleep(1)
if __name__ == "__main__":
- # This starts the Asyncio Event Loop
asyncio.run(main())
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