@umicat/platform-sdk 0.2.1 → 0.2.2
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- package/dist/ai/AiModule.js +19 -3
- package/package.json +1 -1
package/dist/ai/AiModule.js
CHANGED
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@@ -62,7 +62,23 @@ export class Npc {
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62
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this.history = [];
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63
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}
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64
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async say(playerLine, opts) {
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65
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-
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65
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+
/**
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66
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* The conversation this turn BELONGS to, captured before the await.
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67
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*
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68
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* `reset()` points `this.history` at a new array. Reading the field again
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69
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* after the round trip therefore appends this answer to whatever
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70
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* conversation is current when it lands — so a game that was reset while
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71
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* an answer was in flight starts its next conversation with the previous
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72
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* one's last sentence already in the model's context. Invisible to the
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73
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* player, since the game has moved on and will not display it, and fully
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74
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* present to the model, which carries on from it.
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75
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*
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76
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* Bound here, a turn that outlives its conversation writes into an array
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77
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* nothing reads again, which is what "forget the conversation" has to
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78
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* mean for a turn already in the air.
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79
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*/
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80
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const history = this.history;
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81
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history.push({ from: 'player', text: playerLine });
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const res = await this.ai.act({
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playbook: this.config.playbook,
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persona: {
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@@ -73,10 +89,10 @@ export class Npc {
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},
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actions: this.config.actions,
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observation: opts?.observation,
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76
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-
history
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92
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+
history,
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});
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78
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if (res.ok && res.say)
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79
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-
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95
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history.push({ from: 'npc', text: res.say });
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return res;
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}
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/** Record a world event the NPC should be aware of next turn (no LLM call). */
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@umicat/platform-sdk",
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-
"version": "0.2.
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+
"version": "0.2.2",
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"description": "Umicat's platform layer, independent of any rendering engine: identity, cloud saves, shared game data, multiplayer, runtime AI, voice and scripted dialogue. Consumed by @umicat/phaser-sdk and @umicat/three-sdk alike.",
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"type": "module",
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"main": "dist/index.js",
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