import logging from langchain_core.messages import HumanMessage, SystemMessage from entities import Entity from llm_runtime import _format_prompt, _normalize_llm_output, llm from spatial_graph import SpatialGraph from time_utils import WorldClock, describe_relative_time from world_architect import invoke_architect, apply_state_delta, WorldState logger = logging.getLogger(__name__) def ask_entity( entity: Entity, player: Entity, player_query: str, world_clock: WorldClock, location: str, world_state: WorldState | None = None, spatial_graph: SpatialGraph | None = None, ): facts = entity.memory.retrieve( player_query, reference_time=world_clock.current_time, ) recent_context = "\n".join( [f"{m['role_name']}: {m['content']}" for m in entity.chat_buffer[-5:]] ) world_time_label = describe_relative_time( world_clock.get_time_str(), world_clock.current_time, prefer_day_part_for_today=True, ) prompt = [ SystemMessage(content=f"WORLD TIME: {world_time_label}"), SystemMessage( content=f""" ### ROLE You are {entity.name}. Persona: {", ".join(entity.traits)}. Current Mood: {entity.current_mood}. Vibe Time: {world_clock.get_vibe()}. Location: {location}. ### WRITING STYLE RULES 1. NO META-TALK. Never mention "memory," "records," "claims," or "narratives." 2. ACT, DON'T EXPLAIN. If you don't know something, just say "Never heard of it" or "I wasn't there." Do not explain WHY you don't know. ### KNOWLEDGE MEMORIES: {facts} RECENT CHAT: {recent_context} """ ), HumanMessage(content=f"{player.name} speaks to you: {player_query}"), ] logger.info("LLM prompt (dialogue):\n%s", _format_prompt(prompt)) response = _normalize_llm_output(llm.invoke(prompt).content) entity.chat_buffer.append( { "role_id": player.entity_id, "role_name": player.name, "content": player_query, } ) entity.chat_buffer.append( { "role_id": entity.entity_id, "role_name": entity.name, "content": response, } ) player.chat_buffer.append( { "role_id": player.entity_id, "role_name": player.name, "content": player_query, } ) player.chat_buffer.append( { "role_id": entity.entity_id, "role_name": entity.name, "content": response, } ) logger.info("[%s]: %s", entity.name.upper(), response) # Invoke World Architect to process entity action if world_state: logger.info("Invoking World Architect for action processing...") state_delta = invoke_architect( entity_id=entity.entity_id, action=response, current_state=world_state.to_dict(), entity_name=entity.name, ) if state_delta: logger.info("Applying state delta to world...") apply_state_delta(world_state, state_delta) logger.info("World time now: %s", world_state.world_clock.get_time_str()) else: logger.info("No state changes from architect") # Broadcast action through spatial graph if spatial_graph: logger.info("Broadcasting action through spatial graph...") entity_pos = spatial_graph.get_entity_position(entity.entity_id) if entity_pos: # Get all perceiving entities perceptions = spatial_graph.bubble_up_broadcast( location_id=entity_pos.location_id, action=response, actor_id=entity.entity_id, llm_filter=_portal_filter_llm, escalation_check=_escalation_check_llm, ) # Update other entities' memory based on perceptions logger.info(f"Perception broadcast: {len(perceptions)} entities perceiving") for perceiver_id, perception in perceptions.items(): if perceiver_id == entity.entity_id: continue # Find perceiving entity in current session (would be in entities dict) if perception.perceivable: logger.debug( f"{perceiver_id} perceives: {perception.transformed_action}" ) else: logger.warning(f"Entity {entity.entity_id} has no spatial position") else: logger.debug("No spatial graph provided, skipping perception broadcast") def _portal_filter_llm(action, source_id, target_id, portal_conn): """ Simple portal filtering based on connection properties. Can be enhanced with actual LLM calls if needed. """ vision = portal_conn.vision_prop sound = portal_conn.sound_prop if vision < 1 and sound < 1: return None if vision < 2 or sound < 2: return f"You hear muffled sounds from {source_id}." if vision < 5 or sound < 5: words = action.split() if len(words) > 2: return f"You hear indistinct sounds from {source_id}..." return f"You hear from {source_id}: {action}" # Clear return action def _escalation_check_llm(action, source_id, parent_id): """ Simple escalation check based on keywords. Can be enhanced with actual LLM calls if needed. """ escalation_keywords = [ "yell", "scream", "shout", "cry", "crash", "bang", "explosion", "smash", "break", "attack", "fight", "combat", "blood", "murder", "help", "alarm", "emergency", ] action_lower = action.lower() return any(kw in action_lower for kw in escalation_keywords)