Add agent components 451-465 and icon.Crystal
Fifteen components that dress an AI agent's work as an RPG party: AgentCard, ToolCall, PlanQuest, ThinkingOrb, TokenMana, ApprovalPrompt, AgentLog, SubAgentParty, MemoryCrystals, AgentStatus, DiffScroll, ModelSelect, PromptBox, CostCoins and Checkpoints. The context window is HP and the token budget MP; tool calls are spells that CAST, glow, then land OK or FAILED; the transcript reads as a battle log whose newest line types itself out; models line up like fighters. Busy signs keep moving under Reduce Motion, decoration stops. Commands and prompts never reach the log, and a veiled PromptBox casts nothing. icon.Crystal is the new 12x12 save and memory crystal.
This commit is contained in:
29 files changed
+2489
-2
No files matched your search
@@ -0,0 +1,90 @@
|
||||
package agent
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"slices"
|
||||
|
||||
"github.com/egoist/mygo/ui"
|
||||
|
||||
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
|
||||
"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
|
||||
)
|
||||
|
||||
type MemoryCrystalsOptions struct {
|
||||
// Slots is how many crystals; zero means 8.
|
||||
Slots int
|
||||
Disabled bool
|
||||
}
|
||||
|
||||
type MemoryCrystalsResult struct {
|
||||
Element *ui.Element
|
||||
// Picked is the crystal chosen this frame, else -1.
|
||||
Picked int
|
||||
}
|
||||
|
||||
var (
|
||||
twinkle = pixel.MustSprite(`
|
||||
..#..
|
||||
..#..
|
||||
##.##
|
||||
..#..
|
||||
..#..`)
|
||||
)
|
||||
|
||||
type crystalKey struct{}
|
||||
|
||||
const crystalW, crystalH = 26, 30
|
||||
|
||||
// MemoryCrystals keeps memories in crystals; empty ones stay dark.
|
||||
func MemoryCrystals(c *ui.Context, text string, memories []string, o MemoryCrystalsOptions) MemoryCrystalsResult {
|
||||
k := pixel.K(c)
|
||||
n := pixel.Or("MemoryCrystals Slots", o.Slots, 8)
|
||||
if len(memories) > n || slices.Contains(memories, "") {
|
||||
panic(fmt.Sprintf("agent: MemoryCrystals has %d memories for %d slots, or a blank", len(memories), n))
|
||||
}
|
||||
cols := min(n, 8)
|
||||
col := ui.Column(c).Gap(k.D(4))
|
||||
cur := ui.Local(col, crystalKey{}, func() int { return 0 })
|
||||
*cur = min(*cur, n-1)
|
||||
res := MemoryCrystalsResult{Picked: -1}
|
||||
res.Element = col.Children(func() {
|
||||
shell, base, st, picked := pixel.Pad(c, text, cols, n, crystalW, crystalH, cur, o.Disabled)
|
||||
res.Picked = picked
|
||||
at, held := *cur, len(memories)
|
||||
line, ink := fmt.Sprintf("%d/%d: %s", at+1, n, k.Msg("empty_crystal")), pixel.Faint
|
||||
if at < held {
|
||||
line, ink = fmt.Sprintf("%d/%d: %s", at+1, n, memories[at]), pixel.Ink
|
||||
}
|
||||
base.Description(line)
|
||||
shell.Draw(func(p *ui.Painter, r ui.Rect) {
|
||||
g := k.Canvas(p, r)
|
||||
if st.Focus {
|
||||
g.Cursor(at%cols*crystalW, at/cols*crystalH, crystalW, crystalH)
|
||||
}
|
||||
// Held crystals twinkle in turn; Reduce Motion stills them.
|
||||
step := g.Step(4)
|
||||
for i := range n {
|
||||
x, y := i%cols*crystalW, i/cols*crystalH
|
||||
if i >= held {
|
||||
g.Sprite(x+1, y+3, icon.Crystal, 0, pixel.Well, 2)
|
||||
continue
|
||||
}
|
||||
g.Sprite(x+1, y+3, icon.Crystal, 0, pixel.Magic, 2)
|
||||
if (step+i*3)%8 == 0 {
|
||||
g.Sprite(x+15, y+5, twinkle, 0, pixel.Lit, 1)
|
||||
}
|
||||
}
|
||||
g.Finish(st)
|
||||
})
|
||||
ui.Box(c).Size(k.D(cols*crystalW), k.D(pixel.LineHeight+6)).Role(ui.RoleNone).Draw(func(p *ui.Painter, r ui.Rect) {
|
||||
g := k.Canvas(p, r)
|
||||
g.Frame(0, 0, g.W, g.H, pixel.Sunken, pixel.Well)
|
||||
g.Text(4, 3, pixel.Wrap(line, g.W-8, 1)[0], ink, 1)
|
||||
})
|
||||
})
|
||||
if res.Picked >= 0 {
|
||||
slog.Debug("8bit: memory crystal picked", "label", text, "slot", res.Picked)
|
||||
}
|
||||
return res
|
||||
}
|
||||
Reference in new issue
Block a user