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https://github.com/sortedcord/omnia.git
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cli: FIRST RUN!!!! ITS ALIVE!
This commit is contained in:
285
cli/src/index.ts
285
cli/src/index.ts
@@ -1,6 +1,287 @@
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import dotenv from "dotenv";
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import fs from "fs";
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import path from "path";
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import readline from "readline";
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import Database from "better-sqlite3";
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import { SQLiteRepository } from "@omnia/core";
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import { BufferRepository } from "@omnia/memory";
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import { Architect } from "@omnia/architect";
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import {
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ActorAgent,
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ActorPromptBuilder,
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IActorProseGenerator,
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buildBufferEntryForIntent,
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} from "@omnia/actor";
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import { GeminiProvider } from "@omnia/llm";
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import { ScenarioLoader } from "@omnia/scenario-core";
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// Load environment variables once at CLI application entry point
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// Load environment variables
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dotenv.config();
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export {};
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class CLIProseGenerator implements IActorProseGenerator {
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async generate(
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entityId: string,
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systemPrompt: string,
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userContext: string,
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): Promise<string> {
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console.log(
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"\n================================================================================",
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);
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console.log(`🎮 YOUR TURN: Playing as character "${entityId}"`);
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console.log(
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"================================================================================",
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);
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console.log(userContext);
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console.log(
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"================================================================================",
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);
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const rl = readline.createInterface({
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input: process.stdin,
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output: process.stdout,
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});
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return new Promise<string>((resolve) => {
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rl.question(
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"\nDescribe what your character does, says, or thinks (or type 'exit' to quit):\n> ",
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(answer) => {
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rl.close();
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const trimmed = answer.trim();
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if (trimmed.toLowerCase() === "exit") {
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console.log("\nExiting simulation. Goodbye!");
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process.exit(0);
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}
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resolve(trimmed);
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},
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);
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});
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}
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}
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async function main() {
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const args = process.argv.slice(2);
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const scenarioArgIndex = args.indexOf("--scenario");
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const scenarioPath =
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scenarioArgIndex !== -1
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? args[scenarioArgIndex + 1]
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: "content/demo/scenarios/talking-room.json";
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const playArgIndex = args.indexOf("--play");
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const playEntityId = playArgIndex !== -1 ? args[playArgIndex + 1] : undefined;
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const dbPath = path.resolve("./omnia.db");
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console.log(`Initializing SQLite database at: ${dbPath}`);
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const db = new Database(dbPath);
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const coreRepo = new SQLiteRepository(db);
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const bufferRepo = new BufferRepository(db);
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const loader = new ScenarioLoader(coreRepo, bufferRepo);
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// 1. Read Scenario JSON file
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if (!fs.existsSync(scenarioPath)) {
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console.error(
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`Error: Scenario template file not found at: ${scenarioPath}`,
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);
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process.exit(1);
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}
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console.log(`Loading scenario template from: ${scenarioPath}`);
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const scenarioJson = JSON.parse(fs.readFileSync(scenarioPath, "utf-8"));
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// 2. Initialize World Instance
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const worldInstanceId = `run-${Date.now()}`;
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console.log(`Initializing live world instance: ${worldInstanceId}`);
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await loader.initializeWorld(scenarioJson, worldInstanceId);
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// Load the running world state
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const worldState = coreRepo.loadWorldState(worldInstanceId);
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if (!worldState) {
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console.error(
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`Error: Failed to load initialized world state: ${worldInstanceId}`,
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);
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process.exit(1);
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}
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// 3. Ensure API Key exists if we are running LLMs
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const apiKey = process.env.GOOGLE_API_KEY;
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if (!apiKey) {
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console.error("Error: GOOGLE_API_KEY environment variable is missing.");
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console.error(
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"Please provide it in your .env file to enable LLM generators and decoders.",
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);
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process.exit(1);
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}
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const llmProvider = new GeminiProvider(apiKey);
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const architect = new Architect(llmProvider, coreRepo);
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console.log(
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"\n================================================================================",
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);
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console.log(`SIMULATION STARTED: "${scenarioJson.name}"`);
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console.log(`Description: ${scenarioJson.description}`);
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if (playEntityId) {
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console.log(`Player Role: Controlling entity "${playEntityId}"`);
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} else {
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console.log("Player Role: Observing fully autonomous NPC run");
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}
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console.log(
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"================================================================================",
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);
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const isVerbose = args.includes("--verbose");
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let turnCount = 1;
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const maxTurns = 20; // safe loop breaker
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while (turnCount <= maxTurns) {
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console.log(
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`\n\n--- TURN ${turnCount} (World Time: ${worldState.clock.get().toISOString()}) ---`,
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);
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// Reload world state from database to ensure fresh DB sync
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const currentWorldState = coreRepo.loadWorldState(worldInstanceId);
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if (!currentWorldState) {
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console.error("Error: Synced world state lost.");
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process.exit(1);
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}
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const entities = Array.from(currentWorldState.entities.values());
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for (const entity of entities) {
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// 1. Determine the ActorAgent generator: CLI input for player, LLM for NPCs
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const isPlayer = playEntityId && entity.id === playEntityId;
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const generator = isPlayer ? new CLIProseGenerator() : undefined;
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const agent = new ActorAgent(llmProvider, bufferRepo, 20, generator);
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// Verbose mode: Output the generated prompt builder context before generation
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if (isVerbose) {
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const promptBuilder = new ActorPromptBuilder(bufferRepo, 20);
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const { systemPrompt, userContext } = promptBuilder.build(currentWorldState, entity);
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console.log(`\n🔍 [VERBOSE] Assembled Prompts for "${entity.id}":`);
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console.log("\n--- SYSTEM PROMPT ---");
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console.log(systemPrompt);
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console.log("\n--- USER CONTEXT ---");
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console.log(userContext);
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console.log("--------------------------------------------------------------------------------");
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}
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if (!isPlayer) {
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console.log(`\n[${entity.id}] is thinking...`);
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}
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// 2. Execute character turn
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const turnResult = await agent.act(currentWorldState, entity);
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if (!isPlayer) {
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console.log(`\n[${entity.id}]: ${turnResult.narrativeProse}`);
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} else {
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console.log(`\n[You]: ${turnResult.narrativeProse}`);
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}
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// Verbose mode: Output decoded intent structures
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if (isVerbose) {
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console.log(`\n🔍 [VERBOSE] Decoded Intents from Prose:`);
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console.log(JSON.stringify(turnResult.intents.intents, null, 2));
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console.log("--------------------------------------------------------------------------------");
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}
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// 3. Process each generated intent sequence through physics and memory
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for (const intent of turnResult.intents.intents) {
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const outcome = await architect.processIntent(
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currentWorldState,
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intent,
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);
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const timestamp = currentWorldState.clock.get().toISOString();
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// Verbose mode: Output architect evaluation
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if (isVerbose) {
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console.log(`\n🔍 [VERBOSE] Architect Intent Processing:`);
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console.log(` Type: ${intent.type}`);
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console.log(` Description: "${intent.description}"`);
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if (intent.type === "monologue") {
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console.log(" Validation: Bypassed (monologue)");
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} else {
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console.log(` Validation Result: isValid = ${outcome.isValid}, reason = "${outcome.reason}"`);
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if (outcome.timeDelta) {
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console.log(` Clock Delta: +${outcome.timeDelta.minutesToAdvance} min (${outcome.timeDelta.explanation})`);
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}
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}
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console.log("--------------------------------------------------------------------------------");
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}
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// Save actor's subjective memory
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const actorEntry = buildBufferEntryForIntent(
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intent,
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timestamp,
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entity.locationId,
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);
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if (intent.type === "action") {
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actorEntry.outcome = {
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isValid: outcome.isValid,
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reason: outcome.reason,
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};
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}
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bufferRepo.save(actorEntry);
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// Propagate public memories (dialogue/actions) to co-located observers
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if (
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entity.locationId &&
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(intent.type === "dialogue" || intent.type === "action")
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) {
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for (const other of currentWorldState.entities.values()) {
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if (
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other.id !== entity.id &&
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other.locationId === entity.locationId
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) {
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const observerEntry = buildBufferEntryForIntent(
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intent,
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timestamp,
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entity.locationId,
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);
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if (intent.type === "action") {
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observerEntry.outcome = {
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isValid: outcome.isValid,
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reason: outcome.reason,
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};
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}
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bufferRepo.save({
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...observerEntry,
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ownerId: other.id,
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});
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}
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}
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}
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// Print formatted logs
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if (intent.type === "monologue") {
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if (isPlayer) {
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console.log(` (Thought processed: "${intent.description}")`);
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}
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} else if (intent.type === "dialogue") {
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console.log(
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` (Dialogue spoken: spoken to ${intent.targetIds.join(", ") || "someone"})`,
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);
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} else {
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console.log(
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` (Action result: ${outcome.isValid ? "Success" : `Failed - ${outcome.reason}`})`,
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);
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}
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}
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// 4. Save synced world state to repository
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coreRepo.saveWorldState(currentWorldState);
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}
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turnCount++;
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}
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console.log("\nSimulation execution limit reached. Goodbye!");
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db.close();
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}
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main().catch((err) => {
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console.error("Simulation run aborted due to error:", err);
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process.exit(1);
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});
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