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Overview
Tackles a number of issues that have arisen in the final hours. Enough work to have pushed us back a bit, but there's less and less that can be wrong. Ended up being more disparate changes than I'd normally like in a single PR, but nothing too crazy
complex_world.json
, such that they should all be functioning.use_event
semantics to be able to consider backup events, should allremaining_uses
of an event be consumed. (This allows us to put additional events that will occur infinitely, but only after the bounded event is used)._=_
route, which I'm still not sure where it comes from other than it being an artifact of doing a login through facebook/play/
so that the hash router doesn't appear concatenated with playUseEvent
flow to store the processed events in, such that on replay we don't parse them out again. This also changes howview_as
operates forUseEvent
, as these events are now all stored in the root event.DEBUG
chat turn, regardless of safety.Implementation
complex_world.json
on_use
dicts in theon_use
function, we now continue to search if we discover an event, but the max uses have already been consumedrun_server
, but then a change to theMapJsonBuilder
to ensure that the argument is passed over to the content loggers via thegraph._opt
field.HashRouter
for the game. Need to actually figure this out still though./play
self.events
entry, which ends up able to be bundled into a JSON like any other events.GenerativeHeuristicModelSoul.observe_event
function, such that we early-exit if underlying functions do take actions.skip_safety
attribute toSpeechEvent
which allows them to skip the dialogue safety check. Uses this in theDEBUG
response.Testing
Played around in the game world and tested some use events. Checked the logs that ended up saved on the backend. Checked routes. Tested completing quests, ensured that the experience is now retained.
Didn't get to check the scrolls, as I didn't stumble upon them in my testing.