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.
89 lines
2.8 KiB
Go
89 lines
2.8 KiB
Go
package agent
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import (
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"fmt"
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"log/slog"
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"github.com/egoist/mygo/ui"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/icon"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/input"
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"git.zacharyzhang.com/ZacharyZhang-NY/8bitMyGoUI/pixel"
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)
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type ApprovalPromptOptions struct {
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// Danger inks the command and YES in Bad.
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Danger bool
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// Width is in dots; zero means 240.
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Width int
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Disabled bool
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}
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type ApprovalPromptResult struct {
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Element *ui.Element
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// Allowed or Denied is the answer given this frame.
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Allowed, Denied bool
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}
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// ApprovalPrompt asks ALLOW SPELL? over a command: YES or NO.
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func ApprovalPrompt(c *ui.Context, text, command string, o ApprovalPromptOptions) ApprovalPromptResult {
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k := pixel.K(c)
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if command == "" {
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panic("agent: ApprovalPrompt has no command")
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}
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w := pixel.Or("ApprovalPrompt Width", o.Width, 240)
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ask, warn := k.Msg("allow_spell"), k.Msg("danger")
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need := 28 + pixel.Measure(ask)
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if o.Danger {
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need += 20 + pixel.Measure(warn)
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}
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if w < need {
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panic(fmt.Sprintf("agent: ApprovalPrompt Width %d is under %d", w, need))
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}
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// The command shows whole to readers, three lines to eyes.
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lines, ink, yes := pixel.Wrap(command, w-20, 3), pixel.Ink, input.Primary
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if o.Danger {
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ink, yes = pixel.Bad, input.Danger
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}
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var res ApprovalPromptResult
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panel := ui.Column(c).Width(k.D(w)).Padding(k.D(6)).Gap(k.D(6)).Role(ui.RoleGroup).Label(text)
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if o.Disabled {
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panel.Description(k.Msg("disabled"))
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}
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res.Element = panel.Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Frame(0, 0, g.W, g.H, pixel.Double, pixel.Face)
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}).Children(func() {
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ui.Row(c).Gap(k.D(4)).AlignItems(ui.Center).Children(func() {
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sprite(c, k, icon.Robot, pixel.Ink)
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pixel.Text(c, ask, pixel.TextOptions{})
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if o.Danger {
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sprite(c, k, icon.Warning, pixel.Bad)
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pixel.Text(c, warn, pixel.TextOptions{Slot: pixel.Bad})
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}
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})
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ui.Box(c).Size(k.D(w-12), k.D(len(lines)*pixel.LineHeight+6)).Role(ui.RoleText).Label(command).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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g.Frame(0, 0, g.W, g.H, pixel.Sunken, pixel.Well)
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for i, l := range lines {
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g.Text(4, 3+i*pixel.LineHeight, l, ink, 1)
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}
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})
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ui.Row(c).Gap(k.D(6)).Children(func() {
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res.Allowed = input.Button(c, k.Msg("yes"), input.ButtonOptions{Variant: yes, Disabled: o.Disabled}).Clicked
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res.Denied = input.Button(c, k.Msg("no"), input.ButtonOptions{Disabled: o.Disabled}).Clicked
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})
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})
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if res.Allowed || res.Denied {
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slog.Debug("8bit: approval answered", "label", text, "allowed", res.Allowed)
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}
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return res
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}
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// sprite is a 12-dot icon, unnamed, in ink.
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func sprite(c *ui.Context, k pixel.Kit, sp *pixel.Sprite, ink pixel.Slot) *ui.Element {
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return ui.Box(c).Size(k.D(sp.W), k.D(sp.H)).Role(ui.RoleNone).Draw(func(p *ui.Painter, r ui.Rect) {
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k.Canvas(p, r).Sprite(0, 0, sp, 0, ink, 1)
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})
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}
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