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.
88 lines
2.4 KiB
Go
88 lines
2.4 KiB
Go
package agent
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import (
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"fmt"
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"slices"
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"strings"
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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/pixel"
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)
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// Member is a summoned agent and those it summoned.
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type Member struct {
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Name string
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Status Status
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Summoned []Member
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}
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type SubAgentPartyOptions struct {
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// Width is in dots; zero means 200.
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Width int
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}
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// partyRow: a member, and per depth whether its branch ends.
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type partyRow struct {
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m Member
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last []bool
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}
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// SubAgentParty draws the summoning tree, each agent with its status.
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func SubAgentParty(c *ui.Context, text string, party []Member, o SubAgentPartyOptions) *ui.Element {
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k := pixel.K(c)
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w := pixel.Or("SubAgentParty Width", o.Width, 200)
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var rows []partyRow
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var flat func(ms []Member, last []bool)
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flat = func(ms []Member, last []bool) {
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for i, m := range ms {
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l := append(slices.Clone(last), i == len(ms)-1)
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rows = append(rows, partyRow{m, l})
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flat(m.Summoned, l)
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}
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}
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flat(party, nil)
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if len(rows) == 0 {
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panic("agent: SubAgentParty has nobody")
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}
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said := make([]string, len(rows))
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for i, r := range rows {
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word, _ := r.m.Status.look(k)
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depth := len(r.last) - 1
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if need := depth*12 + 18 + 24 + pixel.Measure(word); r.m.Name == "" || w < need {
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panic(fmt.Sprintf("agent: SubAgentParty member %q needs Width %d", r.m.Name, need))
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}
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said[i] = r.m.Name + ", " + word
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}
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return ui.Box(c).Size(k.D(w), k.D(len(rows)*pixel.LineHeight)).Role(ui.RoleImage).Label(text).Description(strings.Join(said, "; ")).Draw(func(p *ui.Painter, r ui.Rect) {
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g := k.Canvas(p, r)
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for i, row := range rows {
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y, depth := i*pixel.LineHeight, len(row.last)-1
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// Lines run from each summoner down to its summoned.
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for a := 1; a < depth; a++ {
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if !row.last[a] {
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g.VLine((a-1)*12+5, y, pixel.LineHeight, pixel.Edge)
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}
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}
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if depth > 0 {
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x := (depth-1)*12 + 5
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g.VLine(x, y, 8, pixel.Edge)
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if !row.last[depth] {
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g.VLine(x, y+8, pixel.LineHeight-8, pixel.Edge)
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}
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g.HLine(x, y+7, 7, pixel.Edge)
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}
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word, slot := row.m.Status.look(k)
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x := depth * 12
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g.Sprite(x, y+2, icon.Robot, 0, slot, 1)
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if len(row.m.Summoned) > 0 {
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g.VLine(x+5, y+14, 2, pixel.Edge)
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}
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ww := pixel.Measure(word)
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g.Text(x+14, y, pixel.Wrap(row.m.Name, w-x-18-ww, 1)[0], pixel.Ink, 1)
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g.Text(w-ww, y, word, slot, 1)
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}
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})
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}
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