remove support for evaluation bots
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@ -56,10 +56,6 @@ The `state` variable can be used to store information that's persistent across f
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* `state.displayStats` takes an array of objects [{key, value, color}] which will be displayed for users in the score section as [key]: [value] in the preferred color (defaults to user color). See https://github.com/latitudegames/Scripting/blob/master/examples/showTextLength.js for an example.
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* `state.inventory` takes an array of objects [{name, quantity}] which will be make the inventory option available in the adventure menu (right). For now, this just displays all items and thier quantities from the inventory.
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See https://github.com/latitudegames/Scripting/blob/master/examples/addSimpleInventory.js for an example.
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* Evaluation Bots:
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* See https://github.com/latitudegames/Scripting/tree/master/examples/EvaluationBotData for specific bot information.
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* `state.evaluationBot` uses an evaluation bot to assess latest actions and convert it to machine readable formats. The results of the `evaluationBot` are returned in `info.evaluation`. Different bots return a `reason` (description of their interpretation of the text) as well as various assessment such as `loot` or `health`. See https://github.com/latitudegames/Scripting/blob/master/examples/evaluationBots.js for usage and available bots.
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* `state.inputBot` uses an evaluation bot to assess the input and convert it to machine readable formats for conducting functions such as skill checks in the context. The results of the `inputBot` are returned in `info.inputEvaluation`. Different bots return a `reason` (description of their interpretation of the text) as well as various assessment such as `DC` or `skill`. See https://github.com/latitudegames/Scripting/blob/master/examples/inputBot.js for usage and available bots.
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* `state.skills` is a dictionary {...values, skill(str):level(int)}. A value in state.skills will enable the skills overlay in the adventure menu. The skills overlay allows players to allocate `skillPoints` or learn `random skills` which can be set with the following parameters:
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* `state.disableRandomSkill` disables the user from learning random skills in the screen
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* `state.skillPoints` sets the number of skill points a player has available.
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@ -1,30 +0,0 @@
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# Evaluation Bots
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Bots and their usage
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# Input
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- `DCStatDifficultyBot` - Evaluates the stat required and difficulty of an action (returns hard/medium/easy difficulty)
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- `InputDCattributeBot` - Evaluate the attribute and difficulty of an action (returns numeric difficulty)
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# Input Special Usage
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- `SimplePossibilityBot` - Evalutes two possible actions, PossibleAction1 and PossibleAction2.
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- Special Usage: When `state.inputBot='SimplePossibilityBot'` you need to provide a character description in `state.contextualString`. This can be up to 75 characters (additional length will be truncated). `SimplePossiblityBot` will use the character description with the actions to provide information on what the character can do in the situation. Useful for enforcing limitations such as missing limbs or weapons.
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# Output
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The following bots are best used on output.
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## Multipurpose Evaluation Bots
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- `GoblinBot` - Evaluates whether it detected any Goblins killed, health was lost, and loot gained
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- `KittenBot` - Evaluates whether rapport was gained or a kitten got hungrier
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- `SpaceLootBot` - Evaluates whether loot would be found (on a spaceship)
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- `HungerBot` - Evaluates whether the player would get hungrier or not
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- `RestDetectBot` - Evaluates whether or not the user got rest
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## Simple Evaluation Bots
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There are several evaluation score bots. These bots can be used on either input or output to score different text. They all return a `reason` and a `score` which is roughly along the below descriptions.
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- `KillBot` - Evaluates whether the player is killing things
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- `JudgeBot` - Evaluates whether an action was just
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- `EmpathyBot` - Evaluates whether an action showed empathy
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- `SuccessBot` - Evaluates whether an action succeeded
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- `SantaBot` - Evaluates whether an action showed christmas spirit (An overly judgemental SantaBot also exists but is not currently available)
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@ -1,35 +0,0 @@
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// Checkout the repo examples to get an idea of other ways you can use scripting
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// https://github.com/latitudegames/Scripting/blob/master/examples
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//CONTEXT MODIFIER
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const modifier = (text) => {
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state.evaluationBot = 'JudgeBot'
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return { text }
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}
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// Don't modify this part
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modifier(text)
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// OUTPUT MODIFIER
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const modifier = (text) => {
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console.log(info)
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return { text }
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}
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// Don't modify this part
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modifier(text)
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/*
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AVAILABLE BOTS
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['KillBot', 'JudgeBot', 'EmpathyBot', 'SuccessBot', 'SantaBot'] -> Score
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['GoblinBot'] -> Goblins killed, health lost, loot gained
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['KittenBot'] -> Rapport gained, hunger
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['SpaceLootBot'] -> Loot
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['DCStatDifficultyBot'] -> Stat, Difficulty
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['HungerBot'] -> Fullness
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['SimplePossiblityBot'] -> PossibleAction1, PossibleAction2
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*/
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@ -1,22 +0,0 @@
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// Checkout the repo examples to get an idea of other ways you can use scripting
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// https://github.com/latitudegames/Scripting/blob/master/examples
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//INPUT MODIFIER
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const modifier = (text) => {
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state.inputBot = 'DCStatDifficultyBot'
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return { text }
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}
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// Don't modify this part
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modifier(text)
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// CONTEXT MODIFIEr
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const modifier = (text) => {
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console.log(info?.inputEvaluation)
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return { text }
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}
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// Don't modify this part
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modifier(text)
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