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Update app.py

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  1. app.py +841 -804
app.py CHANGED
@@ -1254,7 +1254,7 @@ If you find any "Code-Blocks" then,
1254
  logger.info("Plan refinement and block relation analysis completed for all plans.")
1255
  return state
1256
 
1257
- # Node: Node Optimizer node
1258
  def node_optimizer(state: GameState):
1259
  logger.info("--- Running Node Optimizer Node ---")
1260
  project_json = state["project_json"]
@@ -1302,820 +1302,820 @@ def node_optimizer(state: GameState):
1302
  logger.error(f"Error in Node Optimizer Node: {e}")
1303
 
1304
  # Node 2: planner node
1305
- def overall_planner_node(state: GameState):
1306
- """
1307
- Generates a comprehensive action plan for sprites, including detailed Scratch block information.
1308
- This node acts as an overall planner, leveraging knowledge of all block shapes and categories.
1309
- """
1310
- logger.info("--- Running OverallPlannerNode ---")
1311
-
1312
- project_json = state["project_json"]
1313
- raw = state.get("pseudo_code", {})
1314
- refined_logic_data = raw.get("refined_logic", {})
1315
- sprite_name = refined_logic_data.get("name_variable", "<unknown>")
1316
- pseudo = refined_logic_data.get("pseudocode", "")
1317
-
1318
- # MODIFICATION 1: Include 'Stage' in the list of names to plan for.
1319
- # It's crucial to ensure 'Stage' is always present for its global role.
1320
- target_names = [t["name"] for t in project_json["targets"]]
1321
-
1322
- # MODIFICATION 2: Get sprite positions, providing default for Stage as it doesn't have x,y
1323
- sprite_positions = {}
1324
- for target in project_json["targets"]:
1325
- if not target["isStage"]:
1326
- sprite_positions[target["name"]] = {"x": target.get("x", 0), "y": target.get("y", 0)}
1327
- else:
1328
- sprite_positions[target["name"]] = {"x": "N/A", "y": "N/A"} # Stage doesn't have positional coordinates
1329
-
1330
- # declaration_plan = state["declaration_plan"]
1331
-
1332
- planning_prompt = f"""
1333
- Generate a detailed action plan for the game's sprites and stage based on the given pseudo-code and sprite details for the given sprite name and .
1334
-
1335
- Description:
1336
- **Sprite_name**: {sprite_name}
1337
- **and its corresponding Pseudo_code:**
1338
- '{pseudo}'
1339
-
1340
- [Note: Make sure you just refine the pseudo code by correting mistake and adding the missing opcode if any and *Do not* generate any new logic]
1341
- ----
1342
- **Targets in Game (Sprites and Stage) available in project_json:** {', '.join(target_names)}
1343
-
1344
- --- Scratch 3.0 Block Reference ---
1345
- This section provides a comprehensive reference of Scratch 3.0 blocks, categorized by shape, including their opcodes and functional descriptions. Use this to accurately identify block types and behavior.
1346
-
1347
- ### Hat Blocks
1348
- Description: {hat_description}
1349
- Blocks:
1350
- {hat_opcodes_functionalities}
1351
-
1352
- ### Boolean Blocks
1353
- Description: {boolean_description}
1354
- Blocks:
1355
- {boolean_opcodes_functionalities}
1356
-
1357
- ### C Blocks
1358
- Description: {c_description}
1359
- Blocks:
1360
- {c_opcodes_functionalities}
1361
-
1362
- ### Cap Blocks
1363
- Description: {cap_description}
1364
- Blocks:
1365
- {cap_opcodes_functionalities}
1366
-
1367
- ### Reporter Blocks
1368
- Description: {reporter_description}
1369
- Blocks:
1370
- {reporter_opcodes_functionalities}
1371
-
1372
- ### Stack Blocks
1373
- Description: {stack_description}
1374
- Blocks:
1375
- {stack_opcodes_functionalities}
1376
-
1377
- -----------------------------------
1378
-
1379
- Your task is to use the `Sprite_name` given and `Pseudo_code` and add it to the specific target name and define the primary actions and movements.
1380
- The output should be a JSON object with a single key 'action_overall_flow'. Each key inside this object should be a sprite or 'Stage' name (e.g., 'Player', 'Enemy', 'Stage'), and its value must include a 'description' and a list of 'plans'.
1381
- The first plan in each stage must start with one Scratch Hat Block (e.g., event_whenflagclicked).
1382
- Other plans may use any hat blocks (including duplicates) to represent different logics or events.
1383
- Each plan must include a **single Scratch Hat Block** (e.g., 'event_whenflagclicked') to start scratch project and should contain:
1384
-
1385
- 1. **'event'**: the exact `opcode` of the hat block that initiates the logic.
1386
- [NOTE: INSTRUCTIONN TO FOLLOW IF PSEUDO_CODE HAVING PROBLEM ]
1387
- 2. **'logic'**: a natural language breakdown of each step taken after the event, formatted as a multi-line string representing pseudo-code. Ensure clarity and granularity—each described action should map closely to a Scratch block or tight sequence.
1388
- - Use 'forever: ...' or 'repeat(10): ...' to prefix repeating logic suitable taking reference from the C blocks.
1389
- - Use Scratch-consistent verbs: 'move', 'change', 'wait', 'hide', 'show', 'say', 'glide', etc.
1390
- - **Numeric values** `(e.g., 0, 5, 0.2, -130)` **must** be in parentheses: `(0)`, `(5)`, `(0.2)`, `(-130)`.
1391
- - **AlphaNumeric values** `(e.g., hello, say 5, 4, hi!)` **must** be in parentheses: `(hello)`, `(say 5)`, `(4)`, `(hi!)`.
1392
- - **Variables** must be in the form `[variable v]` (e.g., `[score v]`), even when used inside expressions two example use `set [score v] to (1)` or `show variable ([speed v])`.
1393
- - **Dropdown options** must be in the form `[option v]` (e.g., `[Game Start v]`, `[blue sky v]`). example use `when [space v] key pressed`.
1394
- - **Reporter blocks** used as inputs must be double‑wrapped: `((x position))`, `((y position))`. example use `if <((y position)) = (-130)> then` or `(((x position)) * (1))`.
1395
- - **Boolean blocks** in conditions must be inside `< >`, including nested ones: `<not <condition>>`, `<<cond1> and <cond2>>`,`<<cond1> or <cond2>>`.
1396
- - **Other Boolean blocks** in conditions must be inside `< >`, including nested ones or values or variables: `<(block/value/variable) * (block/value/variable)>`,`<(block/value/variable) < (block/value/variable)>`, and example of another variable`<[apple v] contains [a v]?>`.
1397
- - **Operator expressions** must use explicit Scratch operator blocks, e.g.:
1398
- ```
1399
- (([ballSpeed v]) * (1.1))
1400
- ```
1401
- - **Every hat block script must end** with a final `end` on its own line.
1402
- - **Indent nested blocks by 4 spaces under their parent (`forever`, `if`, etc.).This is a critical requirement.**
1403
- 3. **Opcode Lists**: include relevant Scratch opcodes grouped under `motion`, `control`, `operator`, `sensing`, `looks`, `sounds`, `events`, and `data`. List only the non-empty categories. Use exact opcodes.
1404
- 4. Few Example of content of logics inside for a specific plan as scratch pseudo-code:
1405
- - example 1[continues moving objects]:
1406
- ```
1407
- when green flag clicked
1408
- go to x: (240) y: (-100)
1409
- set [speed v] to (-5)
1410
- show variable [speed v]
1411
- forever
1412
- change x by ([speed v])
1413
- if <((x position)) < (-240)> then
1414
- go to x: (240) y: (-100)
1415
- end
1416
- end
1417
- end
1418
- ```
1419
- - example 2[jumping script of an plan]:
1420
- ```
1421
- when [space v] key pressed
1422
- if <((y position)) = (-100)> then
1423
- repeat (5)
1424
- change y by (100)
1425
- wait (0.1) seconds
1426
- change y by (-100)
1427
- wait (0.1) seconds
1428
- end
1429
- end
1430
- end
1431
- ```
1432
- - example 3 [pattern for level up and increase difficulty]:
1433
- ```
1434
- when I receive [Level Up v]
1435
- change [level v] by (1)
1436
- set [ballSpeed v] to ((([ballSpeed v]) * (1.1)))
1437
- end
1438
- ```
1439
- 5. Use target names exactly as listed in `Targets in Game`. Do NOT rename or invent new targets.
1440
- 6. Ensure the plan reflects accurate opcode usage derived strictly from the block reference above.
1441
- 7. Few shot Example structure for 'action_overall_flow':
1442
- ```json
1443
- {{
1444
- "action_overall_flow": {{
1445
- "Stage": {{
1446
- "description": "Background and global game state management, including broadcasts, rewards, and score.",
1447
- "plans": [
1448
- {{
1449
- "event": "event_whenflagclicked",
1450
- "logic": "when green flag clicked\n switch backdrop to [backdrop1 v]\n set [score v] to 0\n show variable [score v]\n broadcast [Game Start v]\nend",
1451
- "motion": [],
1452
- "control": [],
1453
- "operator": [],
1454
- "sensing": [],
1455
- "looks": [
1456
- "looks_switchbackdropto"
1457
- ],
1458
- "sounds": [],
1459
- "events": [
1460
- "event_broadcast"
1461
- ],
1462
- "data": [
1463
- "data_setvariableto",
1464
- "data_showvariable"
1465
- ]
1466
- }},
1467
- {{
1468
- "event": "event_whenbroadcastreceived",
1469
- "logic": "when I receive [Game Over v]\n if <(score) > (High Score)> then\n set [High Score v] to (score)\n end\n switch backdrop to [HighScore v]\nend",
1470
- "motion": [],
1471
- "control": [
1472
- "control_if"
1473
- ],
1474
- "operator": [
1475
- "operator_gt"
1476
- ],
1477
- "sensing": [],
1478
- "looks": [
1479
- "looks_switchbackdropto"
1480
- ],
1481
- "sounds": [],
1482
- "events": [],
1483
- "data": [
1484
- "data_setvariableto"
1485
- ]
1486
- }}
1487
- ]
1488
- }},
1489
- "Sprite1": {{
1490
- "description": "Main character (cat) actions",
1491
- "plans": [
1492
- {{
1493
- "event": "event_whenflagclicked",
1494
- "logic": "when green flag clicked\n go to x: 240 y: -100\nend",
1495
- "motion": [
1496
- "motion_gotoxy"
1497
- ],
1498
- "control": [],
1499
- "operator": [],
1500
- "sensing": [],
1501
- "looks": [],
1502
- "sounds": [],
1503
- "events": [],
1504
- "data": []
1505
- }},
1506
- {{
1507
- "event": "event_whenkeypressed",
1508
- "logic": "when [space v] key pressed\n repeat (10)\n change y by (20)\n wait (0.1) seconds\n change y by (-20)\n end\nend",
1509
- "motion": [
1510
- "motion_changeyby"
1511
- ],
1512
- "control": [
1513
- "control_repeat",
1514
- "control_wait"
1515
- ],
1516
- "operator": [],
1517
- "sensing": [],
1518
- "looks": [],
1519
- "sounds": [],
1520
- "events": [],
1521
- "data": []
1522
- }}
1523
- ]
1524
- }},
1525
- "soccer ball": {{
1526
- "description": "Obstacle movement and interaction",
1527
- "plans": [
1528
- {{
1529
- "event": "event_whenflagclicked",
1530
- "logic": "when green flag clicked\n go to x: 240 y: -135\n forever\n glide 2 seconds to x: -240 y: -135\n if <(x position) < -235> then\n set x to 240\n end\n if <touching [Sprite1 v]?> then\n broadcast [Game Over v]\n stop [all v]\n end\n end\nend",
1531
- "motion": [
1532
- "motion_gotoxy",
1533
- "motion_glidesecstoxy",
1534
- "motion_xposition",
1535
- "motion_setx"
1536
- ],
1537
- "control": [
1538
- "control_forever",
1539
- "control_if",
1540
- "control_stop"
1541
- ],
1542
- "operator": [
1543
- "operator_lt"
1544
- ],
1545
- "sensing": [
1546
- "sensing_touchingobject",
1547
- "sensing_touchingobjectmenu"
1548
- ],
1549
- "looks": [],
1550
- "sounds": [],
1551
- "events": [
1552
- "event_broadcast"
1553
- ],
1554
- "data": []
1555
- }}
1556
- ]
1557
- }}
1558
-
1559
- }}
1560
- }}
1561
- ```
1562
- 8. Based on the provided context, generate the `action_overall_flow`.
1563
- - Maintain the **exact JSON structure** shown above.
1564
- - All `logic` fields must be **clear and granular**.
1565
- - Only include opcode categories that contain relevant opcodes.
1566
- - Ensure that each opcode matches its intended Scratch functionality.
1567
- - If feedback suggests major change, **rethink the entire plan** for the affected sprite(s).
1568
- - If feedback is minor, make precise, minimal improvements only.
1569
- """
1570
 
1571
- try:
1572
- response = agent.invoke({"messages": [{"role": "user", "content": planning_prompt}]})
1573
- print("Raw response from LLM [OverallPlannerNode 1]:",response)
1574
- raw_response = response["messages"][-1].content#strip_noise(response["messages"][-1].content)
1575
- print("Raw response from LLM [OverallPlannerNode 2]:", raw_response) # Uncomment for debugging
1576
- # json debugging and solving
1577
- try:
1578
- overall_plan = extract_json_from_llm_response(raw_response)
1579
- except json.JSONDecodeError as error_json:
1580
- logger.error("Failed to extract JSON from LLM response. Attempting to correct the response.")
1581
- # Use the JSON resolver agent to fix the response
1582
- correction_prompt = (
1583
- "Your task is to correct the provided JSON string to ensure it is **syntactically perfect and adheres strictly to JSON rules**.\n"
1584
- "Carefully review the JSON for any errors, especially focusing on the reported error at:\n"
1585
- f"- **Error Details**: {error_json}\n\n"
1586
- "**Strict Instructions for your response:**\n"
1587
- "1. **ONLY** output the corrected JSON. Do not include any other text, comments, or explanations outside the JSON.\n"
1588
- "2. Ensure all property names (keys) are enclosed in **double quotes**.\n"
1589
- "3. Ensure string values are correctly enclosed in **double quotes** and any internal special characters (like newlines `\\n`, tabs `\\t`, backslashes `\\\\`, or double quotes `\\`) are properly **escaped**.\n"
1590
- "4. Verify that there are **no extra commas**, especially between key-value pairs or after the last element in an object or array.\n"
1591
- "5. Ensure proper nesting and matching of curly braces `{}` and square brackets `[]`.\n"
1592
- "6. **Crucially, remove any extraneous characters or duplicate closing braces outside the main JSON object.**\n"
1593
- "7. The corrected JSON must be a **complete and valid** JSON object.\n\n"
1594
- "Here is the problematic JSON string to correct:\n"
1595
- "```json\n"
1596
- f"{raw_response}\n"
1597
- "```\n"
1598
- "Corrected JSON:\n"
1599
- )
1600
- correction_response = agent_json_resolver.invoke({"messages": [{"role": "user", "content": correction_prompt}]})
1601
- print(f"[JSON CORRECTOR RESPONSE AT OVERALLPLANNERNODE ]: {correction_response['messages'][-1].content}")
1602
- overall_plan= extract_json_from_llm_response(correction_response['messages'][-1].content)#strip_noise(correction_response["messages"][-1].content))
1603
 
1604
- state["action_plan"] = overall_plan
1605
- logger.info("Overall plan generated by OverallPlannerNode.")
1606
 
1607
- # with open("debug_state.json", "w", encoding="utf-8") as f:
1608
- # json.dump(state, f, indent=2, ensure_ascii=False)
1609
 
1610
- return state
1611
 
1612
- except Exception as e:
1613
- logger.error(f"Error in OverallPlannerNode: {e}")
1614
- raise
1615
- # Node 3: refiner node
1616
- def refined_planner_node(state: GameState):
1617
- """
1618
- Refines the action plan based on validation feedback and game description.
1619
- """
1620
- logger.info("--- Running RefinedPlannerNode ---")
1621
- raw = state.get("pseudo_code", {})
1622
- refined_logic_data = raw.get("refined_logic", {})
1623
- sprite_name = refined_logic_data.get("name_variable", "<unknown>")
1624
- pseudo = refined_logic_data.get("pseudocode", "")
1625
- #detailed_game_description = state.get("detailed_game_description", state.get("description", "A game."))
1626
- current_action_plan = state.get("action_plan", {})
1627
- print(f"[current_action_plan before refinement] on ({state.get('iteration_count', 0)}): {json.dumps(current_action_plan, indent=2)}")
1628
- plan_validation_feedback = state.get("plan_validation_feedback", "No specific feedback provided. Assume general refinement is needed.")
1629
- project_json = state["project_json"]
1630
- target_names = [t["name"] for t in project_json["targets"]]
1631
-
1632
- # MODIFICATION 2: Get sprite positions, providing default for Stage as it doesn't have x,y
1633
- sprite_positions = {}
1634
- for target in project_json["targets"]:
1635
- if not target["isStage"]:
1636
- sprite_positions[target["name"]] = {"x": target.get("x", 0), "y": target.get("y", 0)}
1637
- else:
1638
- sprite_positions[target["name"]] = {"x": "N/A", "y": "N/A"} # Stage doesn't have positional coordinates
1639
-
1640
- #declaration_plan = state["declaration_plan"]
1641
-
1642
- refinement_prompt = f"""
1643
- Refine and correct the JSON object `action_overall_flow` so that it fully aligns with the detailed game description, sprite positions, variable/broadcast declarations, and Scratch 3.0 block reference—while also validating for common formatting or opcode errors.
1644
-
1645
- Here is the overall script available:
1646
- **Sprite name**: {sprite_name}
1647
- **and its corresponding Pseudo_code:**
1648
- '{pseudo}'
1649
-
1650
- [Note: Make sure you just refine the pseudo code by correting mistake and adding the missing opcode if any and *Do not* generate any new logic]
1651
- ---
1652
- **Targets in Game (Sprites and Stage):** {', '.join(target_names)}
1653
- **Current action plan:**
1654
- {current_action_plan}
1655
-
1656
- **Validation Feedback:**
1657
- '{plan_validation_feedback}'
1658
-
1659
- --- Scratch 3.0 Block Reference ---
1660
- ### Hat Blocks
1661
- {hat_opcodes_functionalities}
1662
-
1663
- ### Boolean Blocks
1664
- {boolean_opcodes_functionalities}
1665
-
1666
- ### C Blocks
1667
- {c_opcodes_functionalities}
1668
-
1669
- ### Cap Blocks
1670
- {cap_opcodes_functionalities}
1671
-
1672
- ### Reporter Blocks
1673
- {reporter_opcodes_functionalities}
1674
-
1675
- ### Stack Blocks
1676
- {stack_opcodes_functionalities}
1677
-
1678
- -----------------------------------
1679
-
1680
- * **Your task is to align to description, refine and correct the JSON object 'action_overall_flow'.**
1681
- Use sprite names exactly as provided in `sprite_names` (e.g., 'Sprite1', 'soccer ball'); and also the stage, do **NOT** rename them.
1682
- Other plans may use any hat blocks (including duplicates) to represent different logics or events.
1683
- Each plan must include a **single Scratch Hat Block** (e.g., 'event_whenflagclicked') to start scratch project and should contain:
1684
- 1. **'event'**: the exact `opcode` of the hat block that initiates the logic.
1685
- 2. **'logic'**: a natural language breakdown of each step taken after the event, formatted as a multi-line string representing pseudo-code. Ensure clarity and granularity—each described action should map closely to a Scratch block or tight sequence.
1686
- - Do **NOT** include any justification or comments—only the raw logic.
1687
- - Use 'forever: ...' or 'repeat(10): ...' to prefix repeating logic suitable taking reference from the C blocks.
1688
- - Use Scratch-consistent verbs: 'move', 'change', 'wait', 'hide', 'show', 'say', 'glide', etc.
1689
- - **Numeric values** `(e.g., 0, 5, 0.2, -130)` **must** be in parentheses: `(0)`, `(5)`, `(0.2)`, `(-130)`.
1690
- - **AlphaNumeric values** `(e.g., hello, say 5, 4, hi!)` **must** be in parentheses: `(hello)`, `(say 5)`, `(4)`, `(hi!)`.
1691
- - **Variables** must be in the form `[variable v]` (e.g., `[score v]`), even when used inside expressions two example use `set [score v] to (1)` or `show variable ([speed v])`.
1692
- - **Dropdown options** must be in the form `[option v]` (e.g., `[Game Start v]`, `[blue sky v]`). example use `when [space v] key pressed`.
1693
- - **Reporter blocks** used as inputs must be double‑wrapped: `((x position))`, `((y position))`. example use `if <((y position)) = (-130)> then` or `(((x position)) * (1))`.
1694
- - **Boolean blocks** in conditions must be inside `< >`, including nested ones: `<not <condition>>`, `<<cond1> and <cond2>>`,`<<cond1> or <cond2>>`.
1695
- - **Other Boolean blocks** in conditions must be inside `< >`, including nested ones or values or variables: `<(block/value/variable) * (block/value/variable)>`,`<(block/value/variable) < (block/value/variable)>`, and example of another variable`<[apple v] contains [a v]?>`.
1696
- - **Operator expressions** must use explicit Scratch operator blocks, e.g.:
1697
- ```
1698
- (([ballSpeed v]) * (1.1))
1699
- ```
1700
- - **Every hat block script must end** with a final `end` on its own line.
1701
- 3. **Validation & Formatting Checks**
1702
- - **Opcode Coverage**: Ensure every action in `logic` has a matching opcode in the lists.
1703
- - **Bracket Nesting**: Confirm every `(` has a matching `)`, e.g., `(pick random (100) to (-100))`.
1704
- - **Operator Formatting**: Validate that operators use Scratch operator blocks, not inline math.
1705
- - **Common Errors**:
1706
- - `pick random (100,-100)` → `(pick random (100) to (-100))`
1707
- - Missing `end` at script conclusion
1708
- - Unwrapped reporter inputs or Boolean tests
1709
- 4. **Opcode Lists**: include relevant Scratch opcodes grouped under `motion`, `control`, `operator`, `sensing`, `looks`, `sounds`, `events`, and `data`. List only the non-empty categories. Use exact opcodes from the given Scratch 3.0 Block Reference.
1710
- 5. Few Example of content of logics inside for a specific plan as scratch pseudo-code:
1711
- - example 1[continues moving objects]:
1712
- ```
1713
- when green flag clicked
1714
- go to x: (240) y: (-100)
1715
- set [speed v] to (-5)
1716
- show variable [speed v]
1717
- forever
1718
- change x by ([speed v])
1719
- if <((x position)) < (-240)> then
1720
- go to x: (240) y: (-100)
1721
- end
1722
- end
1723
- end
1724
- ```
1725
- - example 2[jumping script of an plan]:
1726
- ```
1727
- when [space v] key pressed
1728
- if <((y position)) = (-100)> then
1729
- repeat (5)
1730
- change y by (100)
1731
- wait (0.1) seconds
1732
- change y by (-100)
1733
- wait (0.1) seconds
1734
- end
1735
- end
1736
- end
1737
- ```
1738
- - example 3 [pattern for level up and increase difficulty]:
1739
- ```
1740
- when I receive [Level Up v]
1741
- change [level v] by (1)
1742
- set [ballSpeed v] to ((([ballSpeed v]) * (1.1)))
1743
- end
1744
- ```
1745
- 6. Use target names exactly as listed in `Targets in Game`. Do NOT rename or invent new targets.
1746
- 7. Ensure the plan reflects accurate opcode usage derived strictly from the block reference above.
1747
- 8. Few shot Example structure for 'action_overall_flow':
1748
- ```json
1749
- {{
1750
- "action_overall_flow": {{
1751
- "Stage": {{
1752
- "description": "Background and global game state management, including broadcasts, rewards, and score.",
1753
- "plans": [
1754
- {{
1755
- "event": "event_whenflagclicked",
1756
- "logic": "when green flag clicked\n switch backdrop to [backdrop1 v]\n set [score v] to 0\n show variable [score v]\n broadcast [Game Start v]\nend",
1757
- "motion": [],
1758
- "control": [],
1759
- "operator": [],
1760
- "sensing": [],
1761
- "looks": [
1762
- "looks_switchbackdropto"
1763
- ],
1764
- "sounds": [],
1765
- "events": [
1766
- "event_broadcast"
1767
- ],
1768
- "data": [
1769
- "data_setvariableto",
1770
- "data_showvariable"
1771
- ]
1772
- }},
1773
- {{
1774
- "event": "event_whenbroadcastreceived",
1775
- "logic": "when I receive [Game Over v]\n if <(score) > (High Score)> then\n set [High Score v] to (score)\n end\n switch backdrop to [HighScore v]\nend",
1776
- "motion": [],
1777
- "control": [
1778
- "control_if"
1779
- ],
1780
- "operator": [
1781
- "operator_gt"
1782
- ],
1783
- "sensing": [],
1784
- "looks": [
1785
- "looks_switchbackdropto"
1786
- ],
1787
- "sounds": [],
1788
- "events": [],
1789
- "data": [
1790
- "data_setvariableto"
1791
- ]
1792
- }}
1793
- ]
1794
- }},
1795
- "Sprite1": {{
1796
- "description": "Main character (cat) actions",
1797
- "plans": [
1798
- {{
1799
- "event": "event_whenflagclicked",
1800
- "logic": "when green flag clicked\n go to x: 240 y: -100\nend\n",
1801
- "motion": [
1802
- "motion_gotoxy"
1803
- ],
1804
- "control": [],
1805
- "operator": [],
1806
- "sensing": [],
1807
- "looks": [],
1808
- "sounds": [],
1809
- "events": [],
1810
- "data": []
1811
- }},
1812
- {{
1813
- "event": "event_whenkeypressed",
1814
- "logic": "when [space v] key pressed\n repeat (10)\n change y by (20)\n wait (0.1) seconds\n change y by (-20)\n end\nend",
1815
- "motion": [
1816
- "motion_changeyby"
1817
- ],
1818
- "control": [
1819
- "control_repeat",
1820
- "control_wait"
1821
- ],
1822
- "operator": [],
1823
- "sensing": [],
1824
- "looks": [],
1825
- "sounds": [],
1826
- "events": [],
1827
- "data": []
1828
- }}
1829
- ]
1830
- }},
1831
- "soccer ball": {{
1832
- "description": "Obstacle movement and interaction",
1833
- "plans": [
1834
- {{
1835
- "event": "event_whenflagclicked",
1836
- "logic": "when green flag clicked\n go to x: 240 y: -135\n forever\n glide 2 seconds to x: -240 y: -135\n if <(x position) < -235> then\n set x to 240\n end\n if <touching [Sprite1 v]?> then\n broadcast [Game Over v]\n stop [all v]\n end\n end\nend",
1837
- "motion": [
1838
- "motion_gotoxy",
1839
- "motion_glidesecstoxy",
1840
- "motion_xposition",
1841
- "motion_setx"
1842
- ],
1843
- "control": [
1844
- "control_forever",
1845
- "control_if",
1846
- "control_stop"
1847
- ],
1848
- "operator": [
1849
- "operator_lt"
1850
- ],
1851
- "sensing": [
1852
- "sensing_touchingobject",
1853
- "sensing_touchingobjectmenu"
1854
- ],
1855
- "looks": [],
1856
- "sounds": [],
1857
- "events": [
1858
- "event_broadcast"
1859
- ],
1860
- "data": []
1861
- }}
1862
- ]
1863
- }}
1864
- }}
1865
- }}
1866
- ```
1867
- 9. Use the validation feedback to address errors, fill in missing logic, or enhance clarity.
1868
- example of few possible improvements: 1.event_whenflagclicked is used to control sprite but its used for actual start scratch project and reset scratch. 2. looping like forever used where we should use iterative. 3. missing of for variable we used in the block
1869
- - Maintain the **exact JSON structure** shown above.
1870
- - All `logic` fields must be **clear and granular**.
1871
- - Only include opcode categories that contain relevant opcodes.
1872
- - Ensure that each opcode matches its intended Scratch functionality.
1873
- - If feedback suggests major change, **rethink the entire plan** for the affected sprite(s).
1874
- - If feedback is minor, make precise, minimal improvements only.
1875
- """
1876
- try:
1877
- response = agent.invoke({"messages": [{"role": "user", "content": refinement_prompt}]})
1878
- raw_response = response["messages"][-1].content#strip_noise(response["messages"][-1].content)
1879
- logger.info(f"Raw response from LLM [RefinedPlannerNode]: {raw_response[:500]}...")
1880
- # json debugging and solving
1881
- try:
1882
- refined_plan = extract_json_from_llm_response(raw_response)
1883
- except json.JSONDecodeError as error_json:
1884
- logger.error("Failed to extract JSON from LLM response. Attempting to correct the response.")
1885
- # Use the JSON resolver agent to fix the response
1886
- correction_prompt = (
1887
- "Your task is to correct the provided JSON string to ensure it is **syntactically perfect and adheres strictly to JSON rules**.\n"
1888
- "Carefully review the JSON for any errors, especially focusing on the reported error at:\n"
1889
- f"- **Error Details**: {error_json}\n\n"
1890
- "**Strict Instructions for your response:**\n"
1891
- "1. **ONLY** output the corrected JSON. Do not include any other text, comments, or explanations outside the JSON.\n"
1892
- "2. Ensure all property names (keys) are enclosed in **double quotes**.\n"
1893
- "3. Ensure string values are correctly enclosed in **double quotes** and any internal special characters (like newlines `\\n`, tabs `\\t`, backslashes `\\\\`, or double quotes `\\`) are properly **escaped**.\n"
1894
- "4. IN `logic` field make sure content enclosed in **double quotes** should not have invalid **double quotes**, **eliminate** all quotes inside the content if any. "
1895
- "4. Verify that there are **no extra commas**, especially between key-value pairs or after the last element in an object or array.\n"
1896
- "5. Ensure proper nesting and matching of curly braces `{}` and square brackets `[]`.\n"
1897
- "6. **Crucially, remove any extraneous characters or duplicate closing braces outside the main JSON object.**\n" # Added instruction
1898
- "7. The corrected JSON must be a **complete and valid** JSON object.\n\n"
1899
- "Here is the problematic JSON string to correct:\n"
1900
- "```json\n"
1901
- f"{raw_response}\n"
1902
- "```\n"
1903
- "Corrected JSON:\n"
1904
- )
1905
- correction_response = agent_json_resolver.invoke({"messages": [{"role": "user", "content": correction_prompt}]})
1906
- print(f"[JSON CORRECTOR RESPONSE AT REFINEPLANNER ]: {correction_response['messages'][-1].content}")
1907
- refined_plan = extract_json_from_llm_response(correction_response["messages"][-1].content)#strip_noise(correction_response["messages"][-1].content))
1908
- logger.info("Refined plan corrected by JSON resolver agent.")
1909
 
1910
- if refined_plan:
1911
- #state["action_plan"] = refined_plan.get("action_overall_flow", {}) # Update to the key 'action_overall_flow' [error]
1912
- state["action_plan"] = refined_plan #.get("action_overall_flow", {}) # Update the main the prompt includes updated only
1913
- logger.info("Action plan refined by RefinedPlannerNode.")
1914
- else:
1915
- logger.warning("RefinedPlannerNode did not return a valid 'action_overall_flow' structure. Keeping previous plan.")
1916
- print("[Refined Action Plan]:", json.dumps(state["action_plan"], indent=2))
1917
- #print("[current state after refinement]:", json.dumps(state, indent=2))
1918
 
1919
- # with open("debug_state.json", "w", encoding="utf-8") as f:
1920
- # json.dump(state, f, indent=2, ensure_ascii=False)
1921
 
1922
- return state
1923
- except Exception as e:
1924
- logger.error(f"Error in RefinedPlannerNode: {e}")
1925
- raise
1926
- # Node 4: opcode counter node
1927
- def plan_opcode_counter_node(state: Dict[str, Any]) -> Dict[str, Any]:
1928
- """
1929
- For each plan in state["action_plan"], calls the LLM agent
1930
- to analyze the `logic` string and return a list of {opcode, count} for each category.
1931
- """
1932
- logger.info("=== Running OPCODE COUTER LOGIC with LLM counts ===")
1933
- #game_description = state.get("description", "No game description provided.")
1934
- sprite_name = {}
1935
- project_json_targets = state.get("project_json", {}).get("targets", [])
1936
- for target in project_json_targets:
1937
- sprite_name[target["name"]] = target["name"]
1938
 
1939
- action_flow = state.get("action_plan", {})
1940
 
1941
- if action_flow.get("action_overall_flow", {}) == {}:
1942
- plan_data = action_flow.items()
1943
- else:
1944
- plan_data = action_flow.get("action_overall_flow", {}).items()
1945
 
1946
- refined_flow: Dict[str, Any] = {}
1947
- for sprite, sprite_data in plan_data:
1948
- refined_plans = []
1949
- for plan in sprite_data.get("plans", []):
1950
- logic = plan.get("logic", "")
1951
- event = plan.get("event", "")
1952
 
1953
- # These are for guiding the LLM, not for the final output format directly
1954
- opcodes_from_plan = {
1955
- "motion": plan.get("motion", []),
1956
- "control": plan.get("control", []),
1957
- "operator": plan.get("operator", []),
1958
- "sensing": plan.get("sensing", []),
1959
- "looks": plan.get("looks", []),
1960
- "sounds": plan.get("sounds", []),
1961
- "events": plan.get("events", []) + ([event] if isinstance(event, str) else []),
1962
- "data": plan.get("data", []),
1963
- }
1964
-
1965
- refinement_prompt = f"""
1966
- You are a Scratch 3.0 expert with deep knowledge of block types, nesting and stack relationships.
1967
- Your job: read the plan logic below and decide exactly which blocks (and how many of each) are required to implement it.
1968
- Review the following plan for '{sprite}' triggered by '{event}'.
1969
- --- Scratch 3.0 Block Reference ---
1970
- ### Hat Blocks
1971
- Description: {hat_description}
1972
- Blocks:
1973
- {hat_opcodes_functionalities}
1974
-
1975
- ### Boolean Blocks
1976
- Description: {boolean_description}
1977
- Blocks:
1978
- {boolean_opcodes_functionalities}
1979
-
1980
- ### C Blocks
1981
- Description: {c_description}
1982
- Blocks:
1983
- {c_opcodes_functionalities}
1984
-
1985
- ### Cap Blocks
1986
- Description: {cap_description}
1987
- Blocks:
1988
- {cap_opcodes_functionalities}
1989
-
1990
- ### Reporter Blocks
1991
- Description: {reporter_description}
1992
- Blocks:
1993
- {reporter_opcodes_functionalities}
1994
-
1995
- ### Stack Blocks
1996
- Description: {stack_description}
1997
- Blocks:
1998
- {stack_opcodes_functionalities}
1999
- -----------------------------------
2000
- Current Plan Details:
2001
- - Event (Hat Block Opcode): {event}
2002
- - Associated Opcodes by Category: {json.dumps(opcodes_from_plan, indent=2)}
2003
-
2004
- ── Game Context ──
2005
- Sprite: "{sprite}"
2006
-
2007
- ── Current Plan ──
2008
- Event (hat block): {event}
2009
- Logic (pseudo-Scratch): {logic}
2010
- Plan : {plan}
2011
-
2012
- ── Opcode Candidates ──
2013
- Motion: {opcodes_from_plan["motion"]}
2014
- Control: {opcodes_from_plan["control"]}
2015
- Operator: {opcodes_from_plan["operator"]}
2016
- Sensing: {opcodes_from_plan["sensing"]}
2017
- Looks: {opcodes_from_plan["looks"]}
2018
- Sounds: {opcodes_from_plan["sounds"]}
2019
- Events: {opcodes_from_plan["events"]}
2020
- Data: {opcodes_from_plan["data"]}
2021
-
2022
- ── Your Task ──
2023
- 1. Analyze the “Logic” steps and choose exactly which opcodes are needed.
2024
- 2. Use exact opcodes from the given Scratch 3.0 Block Reference and verfiy the proper opcode are used available in the Scratch 3.0 Block Reference.
2025
- 3. Return a top-level JSON object with a single key: "opcode_counts".
2026
- 4. The value of "opcode_counts" should be a list of objects, where each object has "opcode": "<opcode_name>" and "count": <integer>.
2027
- 5. Ensure the list includes the hat block for this plan (e.g., event_whenflagclicked, event_whenkeypressed, event_whenbroadcastreceived) with a count of 1.
2028
- 6. The order of opcodes within the "opcode_counts" list does not matter.
2029
- 7. If any plan logic is None do not generate the opcode_counts for it.
2030
- 8. Use only double quotes and ensure valid JSON.
2031
-
2032
- Example output:
2033
- **example 1**
2034
- ```json
2035
- {{
2036
- "opcode_counts":[
2037
- {{"opcode":"motion_gotoxy","count":1}},
2038
- {{"opcode":"control_forever","count":1}},
2039
- {{"opcode":"control_if","count":1}},
2040
- {{"opcode":"looks_switchbackdropto","count":1}},
2041
- {{"opcode":"event_whenflagclicked","count":1}},
2042
- {{"opcode":"event_broadcast","count":1}},
2043
- {{"opcode":"data_setvariableto","count":2}},
2044
- {{"opcode":"data_showvariable","count":2}}
2045
- ]
2046
- }}
2047
- ```
2048
- **example 2**
2049
- ```json
2050
- {{
2051
- "opcode_counts":[
2052
- {{"opcode":"motion_gotoxy","count":1}},
2053
- {{"opcode":"motion_glidesecstoxy","count":1}},
2054
- {{"opcode":"motion_xposition","count":1}},
2055
- {{"opcode":"motion_setx","count":1}},
2056
- {{"opcode":"control_forever","count":1}},
2057
- {{"opcode":"control_if","count":2}},
2058
- {{"opcode":"operator_lt","count":1}},
2059
- {{"opcode":"sensing_touchingobject","count":1}},
2060
- {{"opcode":"event_whenflagclicked","count":1}},
2061
- {{"opcode":"event_broadcast","count":1}}
2062
- ]
2063
- }}
2064
- ```
2065
- """
2066
- try:
2067
- response = agent.invoke({"messages": [{"role": "user", "content": refinement_prompt}]})
2068
- llm_output = response["messages"][-1].content
2069
- llm_json = extract_json_from_llm_response(llm_output)
2070
- logger.info(f"Successfully analyze the opcode requirement for {sprite} - {event}.")
2071
-
2072
- except json.JSONDecodeError as error_json:
2073
- logger.error(f"JSON Decode Error for {sprite} - {event}: {error_json}. Attempting correction.")
2074
- correction_prompt = (
2075
- "Your task is to correct the provided JSON string to ensure it is **syntactically perfect and adheres strictly to JSON rules**.\n"
2076
- "It must be a JSON object with a single key `opcode_counts` containing a list of objects like {{'opcode': '<opcode_name>', 'count': <integer>}}.\n"
2077
- f"- **Error Details**: {error_json}\n\n"
2078
- "**Strict Instructions for your response:**\n"
2079
- "1. **ONLY** output the corrected JSON. Do not include any other text or explanations.\n"
2080
- "2. Ensure all keys and string values are enclosed in **double quotes**. Escape internal quotes (`\\`).\n"
2081
- "3. No trailing commas. Correct nesting.\n\n"
2082
- "Here is the problematic JSON string to correct:\n"
2083
- f"```json\n{llm_output}\n```\n"
2084
- "Corrected JSON:\n"
2085
- )
2086
- try:
2087
- correction_response = agent_json_resolver.invoke({"messages": [{"role": "user", "content": correction_prompt}]})
2088
- llm_json = extract_json_from_llm_response(correction_response["messages"][-1].content)
2089
- logger.info(f"Successfully corrected JSON output for {sprite} - {event}.")
2090
- except Exception as e_corr:
2091
- logger.error(f"Failed to correct JSON output for {sprite} - {event} even after retry: {e_corr}")
2092
- continue
2093
-
2094
- # Directly use the 'opcode_counts' list from the LLM's output
2095
- plan["opcode_counts"] = llm_json.get("opcode_counts", [])
2096
- plan["opcode_counts"] = validate_and_fix_opcodes(plan["opcode_counts"])
2097
- # Optionally, you can remove the individual category lists from the plan
2098
- # if they are no longer needed after the LLM provides the consolidated list.
2099
- # for key in ["motion", "control", "operator", "sensing", "looks", "sounds", "events", "data"]:
2100
- # if key in plan:
2101
- # del plan[key]
2102
-
2103
- refined_plans.append(plan)
2104
-
2105
- refined_flow[sprite] = {
2106
- "description": sprite_data.get("description", ""),
2107
- "plans": refined_plans
2108
- }
2109
 
2110
- if refined_flow:
2111
- state["action_plan"] = refined_flow
2112
- logger.info("logic aligned by logic_aligner_Node.")
2113
 
2114
- state["temporary_node"] = refined_flow
2115
- #state["temporary_node"] = refined_flow
2116
- print(f"[OPCODE COUTER LOGIC]: {refined_flow}")
2117
- logger.info("=== OPCODE COUTER LOGIC completed ===")
2118
- return state
2119
 
2120
  # Node 5: block_builder_node
2121
  def overall_block_builder_node_2(state: GameState):
@@ -2228,6 +2228,41 @@ def variable_adder_node(state: GameState):
2228
  raise
2229
 
2230
  # Node 7: variable adder node
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
2231
  def processed_page_node(state: GameState):
2232
  logger.info("--- Processing the Pages Node ---")
2233
  image = state.get("project_image", "")
@@ -3626,6 +3661,7 @@ workflow = StateGraph(GameState)
3626
  workflow.add_node("pseudo_generator", pseudo_generator_node)
3627
  #workflow.add_node("plan_generator", overall_planner_node)
3628
  workflow.add_node("Node_optimizer", node_optimizer)
 
3629
  #workflow.add_node("logic_alignment", plan_logic_aligner_node)
3630
  #workflow.add_node("plan_verifier", plan_verification_node)
3631
  #workflow.add_node("refined_planner", refined_planner_node) # Refines the action plan
@@ -3640,14 +3676,15 @@ def decide_next_step(state: GameState):
3640
  if state.get("processing", False):
3641
  return "pseudo_generator"
3642
  else:
3643
- return END
3644
 
3645
  workflow.add_conditional_edges(
3646
  "page_processed",
3647
  decide_next_step,
3648
  {
3649
  "pseudo_generator": "pseudo_generator",
3650
- str(END): END # str(END) is '__end__'
 
3651
  }
3652
  )
3653
  # Main chain
@@ -3660,9 +3697,9 @@ workflow.add_edge("pseudo_generator", "Node_optimizer")
3660
  # workflow.add_edge("time_delay_3", "opcode_counter")
3661
  workflow.add_edge("Node_optimizer", "block_builder")
3662
  workflow.add_edge("block_builder", "variable_initializer")
3663
-
3664
  # After last node, check again
3665
  workflow.add_edge("variable_initializer", "page_processed")
 
3666
 
3667
  app_graph = workflow.compile()
3668
 
 
1254
  logger.info("Plan refinement and block relation analysis completed for all plans.")
1255
  return state
1256
 
1257
+ # Node2: Node Optimizer node
1258
  def node_optimizer(state: GameState):
1259
  logger.info("--- Running Node Optimizer Node ---")
1260
  project_json = state["project_json"]
 
1302
  logger.error(f"Error in Node Optimizer Node: {e}")
1303
 
1304
  # Node 2: planner node
1305
+ # def overall_planner_node(state: GameState):
1306
+ # """
1307
+ # Generates a comprehensive action plan for sprites, including detailed Scratch block information.
1308
+ # This node acts as an overall planner, leveraging knowledge of all block shapes and categories.
1309
+ # """
1310
+ # logger.info("--- Running OverallPlannerNode ---")
1311
+
1312
+ # project_json = state["project_json"]
1313
+ # raw = state.get("pseudo_code", {})
1314
+ # refined_logic_data = raw.get("refined_logic", {})
1315
+ # sprite_name = refined_logic_data.get("name_variable", "<unknown>")
1316
+ # pseudo = refined_logic_data.get("pseudocode", "")
1317
+
1318
+ # # MODIFICATION 1: Include 'Stage' in the list of names to plan for.
1319
+ # # It's crucial to ensure 'Stage' is always present for its global role.
1320
+ # target_names = [t["name"] for t in project_json["targets"]]
1321
+
1322
+ # # MODIFICATION 2: Get sprite positions, providing default for Stage as it doesn't have x,y
1323
+ # sprite_positions = {}
1324
+ # for target in project_json["targets"]:
1325
+ # if not target["isStage"]:
1326
+ # sprite_positions[target["name"]] = {"x": target.get("x", 0), "y": target.get("y", 0)}
1327
+ # else:
1328
+ # sprite_positions[target["name"]] = {"x": "N/A", "y": "N/A"} # Stage doesn't have positional coordinates
1329
+
1330
+ # # declaration_plan = state["declaration_plan"]
1331
+
1332
+ # planning_prompt = f"""
1333
+ # Generate a detailed action plan for the game's sprites and stage based on the given pseudo-code and sprite details for the given sprite name and .
1334
+
1335
+ # Description:
1336
+ # **Sprite_name**: {sprite_name}
1337
+ # **and its corresponding Pseudo_code:**
1338
+ # '{pseudo}'
1339
+
1340
+ # [Note: Make sure you just refine the pseudo code by correting mistake and adding the missing opcode if any and *Do not* generate any new logic]
1341
+ # ----
1342
+ # **Targets in Game (Sprites and Stage) available in project_json:** {', '.join(target_names)}
1343
+
1344
+ # --- Scratch 3.0 Block Reference ---
1345
+ # This section provides a comprehensive reference of Scratch 3.0 blocks, categorized by shape, including their opcodes and functional descriptions. Use this to accurately identify block types and behavior.
1346
+
1347
+ # ### Hat Blocks
1348
+ # Description: {hat_description}
1349
+ # Blocks:
1350
+ # {hat_opcodes_functionalities}
1351
+
1352
+ # ### Boolean Blocks
1353
+ # Description: {boolean_description}
1354
+ # Blocks:
1355
+ # {boolean_opcodes_functionalities}
1356
+
1357
+ # ### C Blocks
1358
+ # Description: {c_description}
1359
+ # Blocks:
1360
+ # {c_opcodes_functionalities}
1361
+
1362
+ # ### Cap Blocks
1363
+ # Description: {cap_description}
1364
+ # Blocks:
1365
+ # {cap_opcodes_functionalities}
1366
+
1367
+ # ### Reporter Blocks
1368
+ # Description: {reporter_description}
1369
+ # Blocks:
1370
+ # {reporter_opcodes_functionalities}
1371
+
1372
+ # ### Stack Blocks
1373
+ # Description: {stack_description}
1374
+ # Blocks:
1375
+ # {stack_opcodes_functionalities}
1376
+
1377
+ # -----------------------------------
1378
+
1379
+ # Your task is to use the `Sprite_name` given and `Pseudo_code` and add it to the specific target name and define the primary actions and movements.
1380
+ # The output should be a JSON object with a single key 'action_overall_flow'. Each key inside this object should be a sprite or 'Stage' name (e.g., 'Player', 'Enemy', 'Stage'), and its value must include a 'description' and a list of 'plans'.
1381
+ # The first plan in each stage must start with one Scratch Hat Block (e.g., event_whenflagclicked).
1382
+ # Other plans may use any hat blocks (including duplicates) to represent different logics or events.
1383
+ # Each plan must include a **single Scratch Hat Block** (e.g., 'event_whenflagclicked') to start scratch project and should contain:
1384
+
1385
+ # 1. **'event'**: the exact `opcode` of the hat block that initiates the logic.
1386
+ # [NOTE: INSTRUCTIONN TO FOLLOW IF PSEUDO_CODE HAVING PROBLEM ]
1387
+ # 2. **'logic'**: a natural language breakdown of each step taken after the event, formatted as a multi-line string representing pseudo-code. Ensure clarity and granularity—each described action should map closely to a Scratch block or tight sequence.
1388
+ # - Use 'forever: ...' or 'repeat(10): ...' to prefix repeating logic suitable taking reference from the C blocks.
1389
+ # - Use Scratch-consistent verbs: 'move', 'change', 'wait', 'hide', 'show', 'say', 'glide', etc.
1390
+ # - **Numeric values** `(e.g., 0, 5, 0.2, -130)` **must** be in parentheses: `(0)`, `(5)`, `(0.2)`, `(-130)`.
1391
+ # - **AlphaNumeric values** `(e.g., hello, say 5, 4, hi!)` **must** be in parentheses: `(hello)`, `(say 5)`, `(4)`, `(hi!)`.
1392
+ # - **Variables** must be in the form `[variable v]` (e.g., `[score v]`), even when used inside expressions two example use `set [score v] to (1)` or `show variable ([speed v])`.
1393
+ # - **Dropdown options** must be in the form `[option v]` (e.g., `[Game Start v]`, `[blue sky v]`). example use `when [space v] key pressed`.
1394
+ # - **Reporter blocks** used as inputs must be double‑wrapped: `((x position))`, `((y position))`. example use `if <((y position)) = (-130)> then` or `(((x position)) * (1))`.
1395
+ # - **Boolean blocks** in conditions must be inside `< >`, including nested ones: `<not <condition>>`, `<<cond1> and <cond2>>`,`<<cond1> or <cond2>>`.
1396
+ # - **Other Boolean blocks** in conditions must be inside `< >`, including nested ones or values or variables: `<(block/value/variable) * (block/value/variable)>`,`<(block/value/variable) < (block/value/variable)>`, and example of another variable`<[apple v] contains [a v]?>`.
1397
+ # - **Operator expressions** must use explicit Scratch operator blocks, e.g.:
1398
+ # ```
1399
+ # (([ballSpeed v]) * (1.1))
1400
+ # ```
1401
+ # - **Every hat block script must end** with a final `end` on its own line.
1402
+ # - **Indent nested blocks by 4 spaces under their parent (`forever`, `if`, etc.).This is a critical requirement.**
1403
+ # 3. **Opcode Lists**: include relevant Scratch opcodes grouped under `motion`, `control`, `operator`, `sensing`, `looks`, `sounds`, `events`, and `data`. List only the non-empty categories. Use exact opcodes.
1404
+ # 4. Few Example of content of logics inside for a specific plan as scratch pseudo-code:
1405
+ # - example 1[continues moving objects]:
1406
+ # ```
1407
+ # when green flag clicked
1408
+ # go to x: (240) y: (-100)
1409
+ # set [speed v] to (-5)
1410
+ # show variable [speed v]
1411
+ # forever
1412
+ # change x by ([speed v])
1413
+ # if <((x position)) < (-240)> then
1414
+ # go to x: (240) y: (-100)
1415
+ # end
1416
+ # end
1417
+ # end
1418
+ # ```
1419
+ # - example 2[jumping script of an plan]:
1420
+ # ```
1421
+ # when [space v] key pressed
1422
+ # if <((y position)) = (-100)> then
1423
+ # repeat (5)
1424
+ # change y by (100)
1425
+ # wait (0.1) seconds
1426
+ # change y by (-100)
1427
+ # wait (0.1) seconds
1428
+ # end
1429
+ # end
1430
+ # end
1431
+ # ```
1432
+ # - example 3 [pattern for level up and increase difficulty]:
1433
+ # ```
1434
+ # when I receive [Level Up v]
1435
+ # change [level v] by (1)
1436
+ # set [ballSpeed v] to ((([ballSpeed v]) * (1.1)))
1437
+ # end
1438
+ # ```
1439
+ # 5. Use target names exactly as listed in `Targets in Game`. Do NOT rename or invent new targets.
1440
+ # 6. Ensure the plan reflects accurate opcode usage derived strictly from the block reference above.
1441
+ # 7. Few shot Example structure for 'action_overall_flow':
1442
+ # ```json
1443
+ # {{
1444
+ # "action_overall_flow": {{
1445
+ # "Stage": {{
1446
+ # "description": "Background and global game state management, including broadcasts, rewards, and score.",
1447
+ # "plans": [
1448
+ # {{
1449
+ # "event": "event_whenflagclicked",
1450
+ # "logic": "when green flag clicked\n switch backdrop to [backdrop1 v]\n set [score v] to 0\n show variable [score v]\n broadcast [Game Start v]\nend",
1451
+ # "motion": [],
1452
+ # "control": [],
1453
+ # "operator": [],
1454
+ # "sensing": [],
1455
+ # "looks": [
1456
+ # "looks_switchbackdropto"
1457
+ # ],
1458
+ # "sounds": [],
1459
+ # "events": [
1460
+ # "event_broadcast"
1461
+ # ],
1462
+ # "data": [
1463
+ # "data_setvariableto",
1464
+ # "data_showvariable"
1465
+ # ]
1466
+ # }},
1467
+ # {{
1468
+ # "event": "event_whenbroadcastreceived",
1469
+ # "logic": "when I receive [Game Over v]\n if <(score) > (High Score)> then\n set [High Score v] to (score)\n end\n switch backdrop to [HighScore v]\nend",
1470
+ # "motion": [],
1471
+ # "control": [
1472
+ # "control_if"
1473
+ # ],
1474
+ # "operator": [
1475
+ # "operator_gt"
1476
+ # ],
1477
+ # "sensing": [],
1478
+ # "looks": [
1479
+ # "looks_switchbackdropto"
1480
+ # ],
1481
+ # "sounds": [],
1482
+ # "events": [],
1483
+ # "data": [
1484
+ # "data_setvariableto"
1485
+ # ]
1486
+ # }}
1487
+ # ]
1488
+ # }},
1489
+ # "Sprite1": {{
1490
+ # "description": "Main character (cat) actions",
1491
+ # "plans": [
1492
+ # {{
1493
+ # "event": "event_whenflagclicked",
1494
+ # "logic": "when green flag clicked\n go to x: 240 y: -100\nend",
1495
+ # "motion": [
1496
+ # "motion_gotoxy"
1497
+ # ],
1498
+ # "control": [],
1499
+ # "operator": [],
1500
+ # "sensing": [],
1501
+ # "looks": [],
1502
+ # "sounds": [],
1503
+ # "events": [],
1504
+ # "data": []
1505
+ # }},
1506
+ # {{
1507
+ # "event": "event_whenkeypressed",
1508
+ # "logic": "when [space v] key pressed\n repeat (10)\n change y by (20)\n wait (0.1) seconds\n change y by (-20)\n end\nend",
1509
+ # "motion": [
1510
+ # "motion_changeyby"
1511
+ # ],
1512
+ # "control": [
1513
+ # "control_repeat",
1514
+ # "control_wait"
1515
+ # ],
1516
+ # "operator": [],
1517
+ # "sensing": [],
1518
+ # "looks": [],
1519
+ # "sounds": [],
1520
+ # "events": [],
1521
+ # "data": []
1522
+ # }}
1523
+ # ]
1524
+ # }},
1525
+ # "soccer ball": {{
1526
+ # "description": "Obstacle movement and interaction",
1527
+ # "plans": [
1528
+ # {{
1529
+ # "event": "event_whenflagclicked",
1530
+ # "logic": "when green flag clicked\n go to x: 240 y: -135\n forever\n glide 2 seconds to x: -240 y: -135\n if <(x position) < -235> then\n set x to 240\n end\n if <touching [Sprite1 v]?> then\n broadcast [Game Over v]\n stop [all v]\n end\n end\nend",
1531
+ # "motion": [
1532
+ # "motion_gotoxy",
1533
+ # "motion_glidesecstoxy",
1534
+ # "motion_xposition",
1535
+ # "motion_setx"
1536
+ # ],
1537
+ # "control": [
1538
+ # "control_forever",
1539
+ # "control_if",
1540
+ # "control_stop"
1541
+ # ],
1542
+ # "operator": [
1543
+ # "operator_lt"
1544
+ # ],
1545
+ # "sensing": [
1546
+ # "sensing_touchingobject",
1547
+ # "sensing_touchingobjectmenu"
1548
+ # ],
1549
+ # "looks": [],
1550
+ # "sounds": [],
1551
+ # "events": [
1552
+ # "event_broadcast"
1553
+ # ],
1554
+ # "data": []
1555
+ # }}
1556
+ # ]
1557
+ # }}
1558
+
1559
+ # }}
1560
+ # }}
1561
+ # ```
1562
+ # 8. Based on the provided context, generate the `action_overall_flow`.
1563
+ # - Maintain the **exact JSON structure** shown above.
1564
+ # - All `logic` fields must be **clear and granular**.
1565
+ # - Only include opcode categories that contain relevant opcodes.
1566
+ # - Ensure that each opcode matches its intended Scratch functionality.
1567
+ # - If feedback suggests major change, **rethink the entire plan** for the affected sprite(s).
1568
+ # - If feedback is minor, make precise, minimal improvements only.
1569
+ # """
1570
 
1571
+ # try:
1572
+ # response = agent.invoke({"messages": [{"role": "user", "content": planning_prompt}]})
1573
+ # print("Raw response from LLM [OverallPlannerNode 1]:",response)
1574
+ # raw_response = response["messages"][-1].content#strip_noise(response["messages"][-1].content)
1575
+ # print("Raw response from LLM [OverallPlannerNode 2]:", raw_response) # Uncomment for debugging
1576
+ # # json debugging and solving
1577
+ # try:
1578
+ # overall_plan = extract_json_from_llm_response(raw_response)
1579
+ # except json.JSONDecodeError as error_json:
1580
+ # logger.error("Failed to extract JSON from LLM response. Attempting to correct the response.")
1581
+ # # Use the JSON resolver agent to fix the response
1582
+ # correction_prompt = (
1583
+ # "Your task is to correct the provided JSON string to ensure it is **syntactically perfect and adheres strictly to JSON rules**.\n"
1584
+ # "Carefully review the JSON for any errors, especially focusing on the reported error at:\n"
1585
+ # f"- **Error Details**: {error_json}\n\n"
1586
+ # "**Strict Instructions for your response:**\n"
1587
+ # "1. **ONLY** output the corrected JSON. Do not include any other text, comments, or explanations outside the JSON.\n"
1588
+ # "2. Ensure all property names (keys) are enclosed in **double quotes**.\n"
1589
+ # "3. Ensure string values are correctly enclosed in **double quotes** and any internal special characters (like newlines `\\n`, tabs `\\t`, backslashes `\\\\`, or double quotes `\\`) are properly **escaped**.\n"
1590
+ # "4. Verify that there are **no extra commas**, especially between key-value pairs or after the last element in an object or array.\n"
1591
+ # "5. Ensure proper nesting and matching of curly braces `{}` and square brackets `[]`.\n"
1592
+ # "6. **Crucially, remove any extraneous characters or duplicate closing braces outside the main JSON object.**\n"
1593
+ # "7. The corrected JSON must be a **complete and valid** JSON object.\n\n"
1594
+ # "Here is the problematic JSON string to correct:\n"
1595
+ # "```json\n"
1596
+ # f"{raw_response}\n"
1597
+ # "```\n"
1598
+ # "Corrected JSON:\n"
1599
+ # )
1600
+ # correction_response = agent_json_resolver.invoke({"messages": [{"role": "user", "content": correction_prompt}]})
1601
+ # print(f"[JSON CORRECTOR RESPONSE AT OVERALLPLANNERNODE ]: {correction_response['messages'][-1].content}")
1602
+ # overall_plan= extract_json_from_llm_response(correction_response['messages'][-1].content)#strip_noise(correction_response["messages"][-1].content))
1603
 
1604
+ # state["action_plan"] = overall_plan
1605
+ # logger.info("Overall plan generated by OverallPlannerNode.")
1606
 
1607
+ # # with open("debug_state.json", "w", encoding="utf-8") as f:
1608
+ # # json.dump(state, f, indent=2, ensure_ascii=False)
1609
 
1610
+ # return state
1611
 
1612
+ # except Exception as e:
1613
+ # logger.error(f"Error in OverallPlannerNode: {e}")
1614
+ # raise
1615
+ # # Node 3: refiner node (scrape)
1616
+ # def refined_planner_node(state: GameState):
1617
+ # """
1618
+ # Refines the action plan based on validation feedback and game description.
1619
+ # """
1620
+ # logger.info("--- Running RefinedPlannerNode ---")
1621
+ # raw = state.get("pseudo_code", {})
1622
+ # refined_logic_data = raw.get("refined_logic", {})
1623
+ # sprite_name = refined_logic_data.get("name_variable", "<unknown>")
1624
+ # pseudo = refined_logic_data.get("pseudocode", "")
1625
+ # #detailed_game_description = state.get("detailed_game_description", state.get("description", "A game."))
1626
+ # current_action_plan = state.get("action_plan", {})
1627
+ # print(f"[current_action_plan before refinement] on ({state.get('iteration_count', 0)}): {json.dumps(current_action_plan, indent=2)}")
1628
+ # plan_validation_feedback = state.get("plan_validation_feedback", "No specific feedback provided. Assume general refinement is needed.")
1629
+ # project_json = state["project_json"]
1630
+ # target_names = [t["name"] for t in project_json["targets"]]
1631
+
1632
+ # # MODIFICATION 2: Get sprite positions, providing default for Stage as it doesn't have x,y
1633
+ # sprite_positions = {}
1634
+ # for target in project_json["targets"]:
1635
+ # if not target["isStage"]:
1636
+ # sprite_positions[target["name"]] = {"x": target.get("x", 0), "y": target.get("y", 0)}
1637
+ # else:
1638
+ # sprite_positions[target["name"]] = {"x": "N/A", "y": "N/A"} # Stage doesn't have positional coordinates
1639
+
1640
+ # #declaration_plan = state["declaration_plan"]
1641
+
1642
+ # refinement_prompt = f"""
1643
+ # Refine and correct the JSON object `action_overall_flow` so that it fully aligns with the detailed game description, sprite positions, variable/broadcast declarations, and Scratch 3.0 block reference—while also validating for common formatting or opcode errors.
1644
+
1645
+ # Here is the overall script available:
1646
+ # **Sprite name**: {sprite_name}
1647
+ # **and its corresponding Pseudo_code:**
1648
+ # '{pseudo}'
1649
+
1650
+ # [Note: Make sure you just refine the pseudo code by correting mistake and adding the missing opcode if any and *Do not* generate any new logic]
1651
+ # ---
1652
+ # **Targets in Game (Sprites and Stage):** {', '.join(target_names)}
1653
+ # **Current action plan:**
1654
+ # {current_action_plan}
1655
+
1656
+ # **Validation Feedback:**
1657
+ # '{plan_validation_feedback}'
1658
+
1659
+ # --- Scratch 3.0 Block Reference ---
1660
+ # ### Hat Blocks
1661
+ # {hat_opcodes_functionalities}
1662
+
1663
+ # ### Boolean Blocks
1664
+ # {boolean_opcodes_functionalities}
1665
+
1666
+ # ### C Blocks
1667
+ # {c_opcodes_functionalities}
1668
+
1669
+ # ### Cap Blocks
1670
+ # {cap_opcodes_functionalities}
1671
+
1672
+ # ### Reporter Blocks
1673
+ # {reporter_opcodes_functionalities}
1674
+
1675
+ # ### Stack Blocks
1676
+ # {stack_opcodes_functionalities}
1677
+
1678
+ # -----------------------------------
1679
+
1680
+ # * **Your task is to align to description, refine and correct the JSON object 'action_overall_flow'.**
1681
+ # Use sprite names exactly as provided in `sprite_names` (e.g., 'Sprite1', 'soccer ball'); and also the stage, do **NOT** rename them.
1682
+ # Other plans may use any hat blocks (including duplicates) to represent different logics or events.
1683
+ # Each plan must include a **single Scratch Hat Block** (e.g., 'event_whenflagclicked') to start scratch project and should contain:
1684
+ # 1. **'event'**: the exact `opcode` of the hat block that initiates the logic.
1685
+ # 2. **'logic'**: a natural language breakdown of each step taken after the event, formatted as a multi-line string representing pseudo-code. Ensure clarity and granularity—each described action should map closely to a Scratch block or tight sequence.
1686
+ # - Do **NOT** include any justification or comments—only the raw logic.
1687
+ # - Use 'forever: ...' or 'repeat(10): ...' to prefix repeating logic suitable taking reference from the C blocks.
1688
+ # - Use Scratch-consistent verbs: 'move', 'change', 'wait', 'hide', 'show', 'say', 'glide', etc.
1689
+ # - **Numeric values** `(e.g., 0, 5, 0.2, -130)` **must** be in parentheses: `(0)`, `(5)`, `(0.2)`, `(-130)`.
1690
+ # - **AlphaNumeric values** `(e.g., hello, say 5, 4, hi!)` **must** be in parentheses: `(hello)`, `(say 5)`, `(4)`, `(hi!)`.
1691
+ # - **Variables** must be in the form `[variable v]` (e.g., `[score v]`), even when used inside expressions two example use `set [score v] to (1)` or `show variable ([speed v])`.
1692
+ # - **Dropdown options** must be in the form `[option v]` (e.g., `[Game Start v]`, `[blue sky v]`). example use `when [space v] key pressed`.
1693
+ # - **Reporter blocks** used as inputs must be double‑wrapped: `((x position))`, `((y position))`. example use `if <((y position)) = (-130)> then` or `(((x position)) * (1))`.
1694
+ # - **Boolean blocks** in conditions must be inside `< >`, including nested ones: `<not <condition>>`, `<<cond1> and <cond2>>`,`<<cond1> or <cond2>>`.
1695
+ # - **Other Boolean blocks** in conditions must be inside `< >`, including nested ones or values or variables: `<(block/value/variable) * (block/value/variable)>`,`<(block/value/variable) < (block/value/variable)>`, and example of another variable`<[apple v] contains [a v]?>`.
1696
+ # - **Operator expressions** must use explicit Scratch operator blocks, e.g.:
1697
+ # ```
1698
+ # (([ballSpeed v]) * (1.1))
1699
+ # ```
1700
+ # - **Every hat block script must end** with a final `end` on its own line.
1701
+ # 3. **Validation & Formatting Checks**
1702
+ # - **Opcode Coverage**: Ensure every action in `logic` has a matching opcode in the lists.
1703
+ # - **Bracket Nesting**: Confirm every `(` has a matching `)`, e.g., `(pick random (100) to (-100))`.
1704
+ # - **Operator Formatting**: Validate that operators use Scratch operator blocks, not inline math.
1705
+ # - **Common Errors**:
1706
+ # - `pick random (100,-100)` → `(pick random (100) to (-100))`
1707
+ # - Missing `end` at script conclusion
1708
+ # - Unwrapped reporter inputs or Boolean tests
1709
+ # 4. **Opcode Lists**: include relevant Scratch opcodes grouped under `motion`, `control`, `operator`, `sensing`, `looks`, `sounds`, `events`, and `data`. List only the non-empty categories. Use exact opcodes from the given Scratch 3.0 Block Reference.
1710
+ # 5. Few Example of content of logics inside for a specific plan as scratch pseudo-code:
1711
+ # - example 1[continues moving objects]:
1712
+ # ```
1713
+ # when green flag clicked
1714
+ # go to x: (240) y: (-100)
1715
+ # set [speed v] to (-5)
1716
+ # show variable [speed v]
1717
+ # forever
1718
+ # change x by ([speed v])
1719
+ # if <((x position)) < (-240)> then
1720
+ # go to x: (240) y: (-100)
1721
+ # end
1722
+ # end
1723
+ # end
1724
+ # ```
1725
+ # - example 2[jumping script of an plan]:
1726
+ # ```
1727
+ # when [space v] key pressed
1728
+ # if <((y position)) = (-100)> then
1729
+ # repeat (5)
1730
+ # change y by (100)
1731
+ # wait (0.1) seconds
1732
+ # change y by (-100)
1733
+ # wait (0.1) seconds
1734
+ # end
1735
+ # end
1736
+ # end
1737
+ # ```
1738
+ # - example 3 [pattern for level up and increase difficulty]:
1739
+ # ```
1740
+ # when I receive [Level Up v]
1741
+ # change [level v] by (1)
1742
+ # set [ballSpeed v] to ((([ballSpeed v]) * (1.1)))
1743
+ # end
1744
+ # ```
1745
+ # 6. Use target names exactly as listed in `Targets in Game`. Do NOT rename or invent new targets.
1746
+ # 7. Ensure the plan reflects accurate opcode usage derived strictly from the block reference above.
1747
+ # 8. Few shot Example structure for 'action_overall_flow':
1748
+ # ```json
1749
+ # {{
1750
+ # "action_overall_flow": {{
1751
+ # "Stage": {{
1752
+ # "description": "Background and global game state management, including broadcasts, rewards, and score.",
1753
+ # "plans": [
1754
+ # {{
1755
+ # "event": "event_whenflagclicked",
1756
+ # "logic": "when green flag clicked\n switch backdrop to [backdrop1 v]\n set [score v] to 0\n show variable [score v]\n broadcast [Game Start v]\nend",
1757
+ # "motion": [],
1758
+ # "control": [],
1759
+ # "operator": [],
1760
+ # "sensing": [],
1761
+ # "looks": [
1762
+ # "looks_switchbackdropto"
1763
+ # ],
1764
+ # "sounds": [],
1765
+ # "events": [
1766
+ # "event_broadcast"
1767
+ # ],
1768
+ # "data": [
1769
+ # "data_setvariableto",
1770
+ # "data_showvariable"
1771
+ # ]
1772
+ # }},
1773
+ # {{
1774
+ # "event": "event_whenbroadcastreceived",
1775
+ # "logic": "when I receive [Game Over v]\n if <(score) > (High Score)> then\n set [High Score v] to (score)\n end\n switch backdrop to [HighScore v]\nend",
1776
+ # "motion": [],
1777
+ # "control": [
1778
+ # "control_if"
1779
+ # ],
1780
+ # "operator": [
1781
+ # "operator_gt"
1782
+ # ],
1783
+ # "sensing": [],
1784
+ # "looks": [
1785
+ # "looks_switchbackdropto"
1786
+ # ],
1787
+ # "sounds": [],
1788
+ # "events": [],
1789
+ # "data": [
1790
+ # "data_setvariableto"
1791
+ # ]
1792
+ # }}
1793
+ # ]
1794
+ # }},
1795
+ # "Sprite1": {{
1796
+ # "description": "Main character (cat) actions",
1797
+ # "plans": [
1798
+ # {{
1799
+ # "event": "event_whenflagclicked",
1800
+ # "logic": "when green flag clicked\n go to x: 240 y: -100\nend\n",
1801
+ # "motion": [
1802
+ # "motion_gotoxy"
1803
+ # ],
1804
+ # "control": [],
1805
+ # "operator": [],
1806
+ # "sensing": [],
1807
+ # "looks": [],
1808
+ # "sounds": [],
1809
+ # "events": [],
1810
+ # "data": []
1811
+ # }},
1812
+ # {{
1813
+ # "event": "event_whenkeypressed",
1814
+ # "logic": "when [space v] key pressed\n repeat (10)\n change y by (20)\n wait (0.1) seconds\n change y by (-20)\n end\nend",
1815
+ # "motion": [
1816
+ # "motion_changeyby"
1817
+ # ],
1818
+ # "control": [
1819
+ # "control_repeat",
1820
+ # "control_wait"
1821
+ # ],
1822
+ # "operator": [],
1823
+ # "sensing": [],
1824
+ # "looks": [],
1825
+ # "sounds": [],
1826
+ # "events": [],
1827
+ # "data": []
1828
+ # }}
1829
+ # ]
1830
+ # }},
1831
+ # "soccer ball": {{
1832
+ # "description": "Obstacle movement and interaction",
1833
+ # "plans": [
1834
+ # {{
1835
+ # "event": "event_whenflagclicked",
1836
+ # "logic": "when green flag clicked\n go to x: 240 y: -135\n forever\n glide 2 seconds to x: -240 y: -135\n if <(x position) < -235> then\n set x to 240\n end\n if <touching [Sprite1 v]?> then\n broadcast [Game Over v]\n stop [all v]\n end\n end\nend",
1837
+ # "motion": [
1838
+ # "motion_gotoxy",
1839
+ # "motion_glidesecstoxy",
1840
+ # "motion_xposition",
1841
+ # "motion_setx"
1842
+ # ],
1843
+ # "control": [
1844
+ # "control_forever",
1845
+ # "control_if",
1846
+ # "control_stop"
1847
+ # ],
1848
+ # "operator": [
1849
+ # "operator_lt"
1850
+ # ],
1851
+ # "sensing": [
1852
+ # "sensing_touchingobject",
1853
+ # "sensing_touchingobjectmenu"
1854
+ # ],
1855
+ # "looks": [],
1856
+ # "sounds": [],
1857
+ # "events": [
1858
+ # "event_broadcast"
1859
+ # ],
1860
+ # "data": []
1861
+ # }}
1862
+ # ]
1863
+ # }}
1864
+ # }}
1865
+ # }}
1866
+ # ```
1867
+ # 9. Use the validation feedback to address errors, fill in missing logic, or enhance clarity.
1868
+ # example of few possible improvements: 1.event_whenflagclicked is used to control sprite but its used for actual start scratch project and reset scratch. 2. looping like forever used where we should use iterative. 3. missing of for variable we used in the block
1869
+ # - Maintain the **exact JSON structure** shown above.
1870
+ # - All `logic` fields must be **clear and granular**.
1871
+ # - Only include opcode categories that contain relevant opcodes.
1872
+ # - Ensure that each opcode matches its intended Scratch functionality.
1873
+ # - If feedback suggests major change, **rethink the entire plan** for the affected sprite(s).
1874
+ # - If feedback is minor, make precise, minimal improvements only.
1875
+ # """
1876
+ # try:
1877
+ # response = agent.invoke({"messages": [{"role": "user", "content": refinement_prompt}]})
1878
+ # raw_response = response["messages"][-1].content#strip_noise(response["messages"][-1].content)
1879
+ # logger.info(f"Raw response from LLM [RefinedPlannerNode]: {raw_response[:500]}...")
1880
+ # # json debugging and solving
1881
+ # try:
1882
+ # refined_plan = extract_json_from_llm_response(raw_response)
1883
+ # except json.JSONDecodeError as error_json:
1884
+ # logger.error("Failed to extract JSON from LLM response. Attempting to correct the response.")
1885
+ # # Use the JSON resolver agent to fix the response
1886
+ # correction_prompt = (
1887
+ # "Your task is to correct the provided JSON string to ensure it is **syntactically perfect and adheres strictly to JSON rules**.\n"
1888
+ # "Carefully review the JSON for any errors, especially focusing on the reported error at:\n"
1889
+ # f"- **Error Details**: {error_json}\n\n"
1890
+ # "**Strict Instructions for your response:**\n"
1891
+ # "1. **ONLY** output the corrected JSON. Do not include any other text, comments, or explanations outside the JSON.\n"
1892
+ # "2. Ensure all property names (keys) are enclosed in **double quotes**.\n"
1893
+ # "3. Ensure string values are correctly enclosed in **double quotes** and any internal special characters (like newlines `\\n`, tabs `\\t`, backslashes `\\\\`, or double quotes `\\`) are properly **escaped**.\n"
1894
+ # "4. IN `logic` field make sure content enclosed in **double quotes** should not have invalid **double quotes**, **eliminate** all quotes inside the content if any. "
1895
+ # "4. Verify that there are **no extra commas**, especially between key-value pairs or after the last element in an object or array.\n"
1896
+ # "5. Ensure proper nesting and matching of curly braces `{}` and square brackets `[]`.\n"
1897
+ # "6. **Crucially, remove any extraneous characters or duplicate closing braces outside the main JSON object.**\n" # Added instruction
1898
+ # "7. The corrected JSON must be a **complete and valid** JSON object.\n\n"
1899
+ # "Here is the problematic JSON string to correct:\n"
1900
+ # "```json\n"
1901
+ # f"{raw_response}\n"
1902
+ # "```\n"
1903
+ # "Corrected JSON:\n"
1904
+ # )
1905
+ # correction_response = agent_json_resolver.invoke({"messages": [{"role": "user", "content": correction_prompt}]})
1906
+ # print(f"[JSON CORRECTOR RESPONSE AT REFINEPLANNER ]: {correction_response['messages'][-1].content}")
1907
+ # refined_plan = extract_json_from_llm_response(correction_response["messages"][-1].content)#strip_noise(correction_response["messages"][-1].content))
1908
+ # logger.info("Refined plan corrected by JSON resolver agent.")
1909
 
1910
+ # if refined_plan:
1911
+ # #state["action_plan"] = refined_plan.get("action_overall_flow", {}) # Update to the key 'action_overall_flow' [error]
1912
+ # state["action_plan"] = refined_plan #.get("action_overall_flow", {}) # Update the main the prompt includes updated only
1913
+ # logger.info("Action plan refined by RefinedPlannerNode.")
1914
+ # else:
1915
+ # logger.warning("RefinedPlannerNode did not return a valid 'action_overall_flow' structure. Keeping previous plan.")
1916
+ # print("[Refined Action Plan]:", json.dumps(state["action_plan"], indent=2))
1917
+ # #print("[current state after refinement]:", json.dumps(state, indent=2))
1918
 
1919
+ # # with open("debug_state.json", "w", encoding="utf-8") as f:
1920
+ # # json.dump(state, f, indent=2, ensure_ascii=False)
1921
 
1922
+ # return state
1923
+ # except Exception as e:
1924
+ # logger.error(f"Error in RefinedPlannerNode: {e}")
1925
+ # raise
1926
+ # # Node 4: opcode counter node (scrape)
1927
+ # def plan_opcode_counter_node(state: Dict[str, Any]) -> Dict[str, Any]:
1928
+ # """
1929
+ # For each plan in state["action_plan"], calls the LLM agent
1930
+ # to analyze the `logic` string and return a list of {opcode, count} for each category.
1931
+ # """
1932
+ # logger.info("=== Running OPCODE COUTER LOGIC with LLM counts ===")
1933
+ # #game_description = state.get("description", "No game description provided.")
1934
+ # sprite_name = {}
1935
+ # project_json_targets = state.get("project_json", {}).get("targets", [])
1936
+ # for target in project_json_targets:
1937
+ # sprite_name[target["name"]] = target["name"]
1938
 
1939
+ # action_flow = state.get("action_plan", {})
1940
 
1941
+ # if action_flow.get("action_overall_flow", {}) == {}:
1942
+ # plan_data = action_flow.items()
1943
+ # else:
1944
+ # plan_data = action_flow.get("action_overall_flow", {}).items()
1945
 
1946
+ # refined_flow: Dict[str, Any] = {}
1947
+ # for sprite, sprite_data in plan_data:
1948
+ # refined_plans = []
1949
+ # for plan in sprite_data.get("plans", []):
1950
+ # logic = plan.get("logic", "")
1951
+ # event = plan.get("event", "")
1952
 
1953
+ # # These are for guiding the LLM, not for the final output format directly
1954
+ # opcodes_from_plan = {
1955
+ # "motion": plan.get("motion", []),
1956
+ # "control": plan.get("control", []),
1957
+ # "operator": plan.get("operator", []),
1958
+ # "sensing": plan.get("sensing", []),
1959
+ # "looks": plan.get("looks", []),
1960
+ # "sounds": plan.get("sounds", []),
1961
+ # "events": plan.get("events", []) + ([event] if isinstance(event, str) else []),
1962
+ # "data": plan.get("data", []),
1963
+ # }
1964
+
1965
+ # refinement_prompt = f"""
1966
+ # You are a Scratch 3.0 expert with deep knowledge of block types, nesting and stack relationships.
1967
+ # Your job: read the plan logic below and decide exactly which blocks (and how many of each) are required to implement it.
1968
+ # Review the following plan for '{sprite}' triggered by '{event}'.
1969
+ # --- Scratch 3.0 Block Reference ---
1970
+ # ### Hat Blocks
1971
+ # Description: {hat_description}
1972
+ # Blocks:
1973
+ # {hat_opcodes_functionalities}
1974
+
1975
+ # ### Boolean Blocks
1976
+ # Description: {boolean_description}
1977
+ # Blocks:
1978
+ # {boolean_opcodes_functionalities}
1979
+
1980
+ # ### C Blocks
1981
+ # Description: {c_description}
1982
+ # Blocks:
1983
+ # {c_opcodes_functionalities}
1984
+
1985
+ # ### Cap Blocks
1986
+ # Description: {cap_description}
1987
+ # Blocks:
1988
+ # {cap_opcodes_functionalities}
1989
+
1990
+ # ### Reporter Blocks
1991
+ # Description: {reporter_description}
1992
+ # Blocks:
1993
+ # {reporter_opcodes_functionalities}
1994
+
1995
+ # ### Stack Blocks
1996
+ # Description: {stack_description}
1997
+ # Blocks:
1998
+ # {stack_opcodes_functionalities}
1999
+ # -----------------------------------
2000
+ # Current Plan Details:
2001
+ # - Event (Hat Block Opcode): {event}
2002
+ # - Associated Opcodes by Category: {json.dumps(opcodes_from_plan, indent=2)}
2003
+
2004
+ # ── Game Context ──
2005
+ # Sprite: "{sprite}"
2006
+
2007
+ # ── Current Plan ──
2008
+ # Event (hat block): {event}
2009
+ # Logic (pseudo-Scratch): {logic}
2010
+ # Plan : {plan}
2011
+
2012
+ # ── Opcode Candidates ──
2013
+ # Motion: {opcodes_from_plan["motion"]}
2014
+ # Control: {opcodes_from_plan["control"]}
2015
+ # Operator: {opcodes_from_plan["operator"]}
2016
+ # Sensing: {opcodes_from_plan["sensing"]}
2017
+ # Looks: {opcodes_from_plan["looks"]}
2018
+ # Sounds: {opcodes_from_plan["sounds"]}
2019
+ # Events: {opcodes_from_plan["events"]}
2020
+ # Data: {opcodes_from_plan["data"]}
2021
+
2022
+ # ── Your Task ──
2023
+ # 1. Analyze the “Logic” steps and choose exactly which opcodes are needed.
2024
+ # 2. Use exact opcodes from the given Scratch 3.0 Block Reference and verfiy the proper opcode are used available in the Scratch 3.0 Block Reference.
2025
+ # 3. Return a top-level JSON object with a single key: "opcode_counts".
2026
+ # 4. The value of "opcode_counts" should be a list of objects, where each object has "opcode": "<opcode_name>" and "count": <integer>.
2027
+ # 5. Ensure the list includes the hat block for this plan (e.g., event_whenflagclicked, event_whenkeypressed, event_whenbroadcastreceived) with a count of 1.
2028
+ # 6. The order of opcodes within the "opcode_counts" list does not matter.
2029
+ # 7. If any plan logic is None do not generate the opcode_counts for it.
2030
+ # 8. Use only double quotes and ensure valid JSON.
2031
+
2032
+ # Example output:
2033
+ # **example 1**
2034
+ # ```json
2035
+ # {{
2036
+ # "opcode_counts":[
2037
+ # {{"opcode":"motion_gotoxy","count":1}},
2038
+ # {{"opcode":"control_forever","count":1}},
2039
+ # {{"opcode":"control_if","count":1}},
2040
+ # {{"opcode":"looks_switchbackdropto","count":1}},
2041
+ # {{"opcode":"event_whenflagclicked","count":1}},
2042
+ # {{"opcode":"event_broadcast","count":1}},
2043
+ # {{"opcode":"data_setvariableto","count":2}},
2044
+ # {{"opcode":"data_showvariable","count":2}}
2045
+ # ]
2046
+ # }}
2047
+ # ```
2048
+ # **example 2**
2049
+ # ```json
2050
+ # {{
2051
+ # "opcode_counts":[
2052
+ # {{"opcode":"motion_gotoxy","count":1}},
2053
+ # {{"opcode":"motion_glidesecstoxy","count":1}},
2054
+ # {{"opcode":"motion_xposition","count":1}},
2055
+ # {{"opcode":"motion_setx","count":1}},
2056
+ # {{"opcode":"control_forever","count":1}},
2057
+ # {{"opcode":"control_if","count":2}},
2058
+ # {{"opcode":"operator_lt","count":1}},
2059
+ # {{"opcode":"sensing_touchingobject","count":1}},
2060
+ # {{"opcode":"event_whenflagclicked","count":1}},
2061
+ # {{"opcode":"event_broadcast","count":1}}
2062
+ # ]
2063
+ # }}
2064
+ # ```
2065
+ # """
2066
+ # try:
2067
+ # response = agent.invoke({"messages": [{"role": "user", "content": refinement_prompt}]})
2068
+ # llm_output = response["messages"][-1].content
2069
+ # llm_json = extract_json_from_llm_response(llm_output)
2070
+ # logger.info(f"Successfully analyze the opcode requirement for {sprite} - {event}.")
2071
+
2072
+ # except json.JSONDecodeError as error_json:
2073
+ # logger.error(f"JSON Decode Error for {sprite} - {event}: {error_json}. Attempting correction.")
2074
+ # correction_prompt = (
2075
+ # "Your task is to correct the provided JSON string to ensure it is **syntactically perfect and adheres strictly to JSON rules**.\n"
2076
+ # "It must be a JSON object with a single key `opcode_counts` containing a list of objects like {{'opcode': '<opcode_name>', 'count': <integer>}}.\n"
2077
+ # f"- **Error Details**: {error_json}\n\n"
2078
+ # "**Strict Instructions for your response:**\n"
2079
+ # "1. **ONLY** output the corrected JSON. Do not include any other text or explanations.\n"
2080
+ # "2. Ensure all keys and string values are enclosed in **double quotes**. Escape internal quotes (`\\`).\n"
2081
+ # "3. No trailing commas. Correct nesting.\n\n"
2082
+ # "Here is the problematic JSON string to correct:\n"
2083
+ # f"```json\n{llm_output}\n```\n"
2084
+ # "Corrected JSON:\n"
2085
+ # )
2086
+ # try:
2087
+ # correction_response = agent_json_resolver.invoke({"messages": [{"role": "user", "content": correction_prompt}]})
2088
+ # llm_json = extract_json_from_llm_response(correction_response["messages"][-1].content)
2089
+ # logger.info(f"Successfully corrected JSON output for {sprite} - {event}.")
2090
+ # except Exception as e_corr:
2091
+ # logger.error(f"Failed to correct JSON output for {sprite} - {event} even after retry: {e_corr}")
2092
+ # continue
2093
+
2094
+ # # Directly use the 'opcode_counts' list from the LLM's output
2095
+ # plan["opcode_counts"] = llm_json.get("opcode_counts", [])
2096
+ # plan["opcode_counts"] = validate_and_fix_opcodes(plan["opcode_counts"])
2097
+ # # Optionally, you can remove the individual category lists from the plan
2098
+ # # if they are no longer needed after the LLM provides the consolidated list.
2099
+ # # for key in ["motion", "control", "operator", "sensing", "looks", "sounds", "events", "data"]:
2100
+ # # if key in plan:
2101
+ # # del plan[key]
2102
+
2103
+ # refined_plans.append(plan)
2104
+
2105
+ # refined_flow[sprite] = {
2106
+ # "description": sprite_data.get("description", ""),
2107
+ # "plans": refined_plans
2108
+ # }
2109
 
2110
+ # if refined_flow:
2111
+ # state["action_plan"] = refined_flow
2112
+ # logger.info("logic aligned by logic_aligner_Node.")
2113
 
2114
+ # state["temporary_node"] = refined_flow
2115
+ # #state["temporary_node"] = refined_flow
2116
+ # print(f"[OPCODE COUTER LOGIC]: {refined_flow}")
2117
+ # logger.info("=== OPCODE COUTER LOGIC completed ===")
2118
+ # return state
2119
 
2120
  # Node 5: block_builder_node
2121
  def overall_block_builder_node_2(state: GameState):
 
2228
  raise
2229
 
2230
  # Node 7: variable adder node
2231
+ def layer_order_correction(state: GameState):
2232
+ """
2233
+ Ensures that all sprites (isStage: false) have unique layerOrder values >= 1.
2234
+ If duplicates are found, they are reassigned sequentially.
2235
+ """
2236
+ logger.info("--- Running Layer Order Correction Node ---")
2237
+ try:
2238
+ project_json = state.get("project_json", {})
2239
+ targets = project_json.get("targets", [])
2240
+
2241
+ # Collect all sprites (ignore Stage)
2242
+ sprites = [t for t in targets if not t.get("isStage", False)]
2243
+
2244
+ # Reassign layerOrder sequentially (starting from 1)
2245
+ for idx, sprite in enumerate(sprites, start=1):
2246
+ old_lo = sprite.get("layerOrder", None)
2247
+ sprite["layerOrder"] = idx
2248
+ logger.debug(f"Sprite '{sprite.get('name')}' layerOrder: {old_lo} -> {idx}")
2249
+
2250
+ # Stage always remains 0
2251
+ for target in targets:
2252
+ if target.get("isStage", False):
2253
+ target["layerOrder"] = 0
2254
+
2255
+ # Update state
2256
+ state["project_json"]["targets"] = targets
2257
+ logger.info("Layer Order Correction completed successfully.")
2258
+
2259
+ return state
2260
+
2261
+ except Exception as e:
2262
+ logger.error(f"Error in Layer Order Correction Node: {e}")
2263
+ return state
2264
+
2265
+ # Node 8: variable adder node
2266
  def processed_page_node(state: GameState):
2267
  logger.info("--- Processing the Pages Node ---")
2268
  image = state.get("project_image", "")
 
3661
  workflow.add_node("pseudo_generator", pseudo_generator_node)
3662
  #workflow.add_node("plan_generator", overall_planner_node)
3663
  workflow.add_node("Node_optimizer", node_optimizer)
3664
+ workflow.add_node("layer_optimizer", layer_order_correction)
3665
  #workflow.add_node("logic_alignment", plan_logic_aligner_node)
3666
  #workflow.add_node("plan_verifier", plan_verification_node)
3667
  #workflow.add_node("refined_planner", refined_planner_node) # Refines the action plan
 
3676
  if state.get("processing", False):
3677
  return "pseudo_generator"
3678
  else:
3679
+ return "layer_optimizer"#END
3680
 
3681
  workflow.add_conditional_edges(
3682
  "page_processed",
3683
  decide_next_step,
3684
  {
3685
  "pseudo_generator": "pseudo_generator",
3686
+ "layer_optimizer": "layer_optimizer"
3687
+ #str(END): END # str(END) is '__end__'
3688
  }
3689
  )
3690
  # Main chain
 
3697
  # workflow.add_edge("time_delay_3", "opcode_counter")
3698
  workflow.add_edge("Node_optimizer", "block_builder")
3699
  workflow.add_edge("block_builder", "variable_initializer")
 
3700
  # After last node, check again
3701
  workflow.add_edge("variable_initializer", "page_processed")
3702
+ workflow.add_edge("layer_optimizer", END)
3703
 
3704
  app_graph = workflow.compile()
3705