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