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TypeError: 'NoneType' object is not subscriptable when read_file

Open dreamtwi opened this issue 1 year ago • 2 comments

⚠️ Search for existing issues first ⚠️

  • [X] I have searched the existing issues, and there is no existing issue for my problem

Which Operating System are you using?

Windows

Which version of Auto-GPT are you using?

Latest Release

GPT-3 or GPT-4?

GPT-4

Steps to reproduce 🕹

When autogpt reading inventory.gd (gdscript file) using read_file command, TypeError occured. (Full logs provided below)

Current behavior 😯

TypeError: 'NoneType' object is not subscriptable

Expected behavior 🤔

Autogpt read and analyse code succesfully.

Your prompt 📝

ai_goals:
- Collaborate with the lead developer to understand the project requirements and scope
  of work for the new feature.
- Conduct a thorough analysis of the existing codebase to identify potential conflicts
  or issues that may arise during the implementation of the new feature.
- Provide recommendations on the best approach to implement the new feature, taking
  into consideration factors such as scalability, maintainability, and performance.
- Assist in the development and testing of the new feature, ensuring that it meets
  the project requirements and is delivered on time.
- Continuously monitor the project progress and provide regular updates to the lead
  developer, highlighting any potential risks or issues that may impact the project
  timeline or quality.
ai_name: LeadDevGPT
ai_role: an AI assistant that specializes in software development and helps lead developers
  in managing their projects by providing expert guidance and support.
api_budget: 0.0

Your Logs 📒

SYSTEM:  Human feedback: I had do some fix, please try to read the file again
 THOUGHTS:  Now that the 'inventory.gd' file exists in the 'fuu-rain-adventures/scenes/inventory' directory, I should proceed with reading the file to analyze the existing codebase and identify potential conflicts or issues that may arise during the implementation of the new feature. I can use the 'read_file' command to read the 'inventory.gd' file.
REASONING:  Reading the 'inventory.gd' file in the 'fuu-rain-adventures/scenes/inventory' directory will help me identify potential conflicts or issues that may arise during the implementation of the new feature. The 'read_file' command will help me read the file.
PLAN:
-  Read the 'inventory.gd' file in the 'fuu-rain-adventures/scenes/inventory' directory to analyze the existing codebase and identify potential conflicts or issues that may arise during the implementation of the new feature using the 'read_file' command.
CRITICISM:  I need to ensure that I am thorough in my analysis of the 'inventory.gd' file to identify any potential issues that may arise during the implementation of the new feature.
NEXT ACTION:  COMMAND = read_file ARGUMENTS = {'filename': 'D:\\Program\\AI\\autogpt\\Auto-GPT-0.3.0\\autogpt\\auto_gpt_workspace\\fuu-rain-adventures\\scenes\\inventory\\inventory.gd'}
  Enter 'y' to authorise command, 'y -N' to run N continuous commands, 's' to run self-feedback commands'n' to exit program, or enter feedback for ...
  Asking user via keyboard...
Input:y
-=-=-=-=-=-=-= COMMAND AUTHORISED BY USER -=-=-=-=-=-=-=
SYSTEM:  Command read_file returned: extends NinePatchRect @export var grid_size: Vector2 = Vector2(6, 3) # 根据实际情况设置背包的大小 @export var hotbar_size := 4 @export var player_number := 1 #玩家1或者玩家2 @onready var inventory_grid = $InventoryGrid @onready var hotbar_grid = $HotbarGrid @onready var item_desc_label = $ItemDescLabel @onready var item_menu = $ItemMenu var input_manager var input_handler var selected_slot var is_picked_mode = false var picked_item_slot_index #选择状态下选中的物品index,用于放置在其他格子 var is_craft_mode = false var selected_material_indexes = [] var slots = [] var items = [] var crafting_recipes = {} var tween signal update_player_items(items) func _ready(): #联机初始化设定 multiplayer.multiplayer_peer = NetworkManager.network_peer items.resize((grid_size.x * grid_size.y) + hotbar_size) inventory_grid.columns = grid_size.x input_manager = get_tree().get_first_node_in_group("input_manager") if is_instance_valid(input_manager): input_handler = input_manager.get_input_handler(player_number) else: #单独运行场景用 input_handler = load("res://core/player_input_handler/player_input_handler.gd").new() input_handler.player_number = player_number #读取合成配方 var file_content = FileAccess.get_file_as_string("res://assets/resources/crafting_recipes/crafting_recipes.json") crafting_recipes = JSON.parse_string(file_content) #生成快捷栏格子 for i in hotbar_size: var slot = RS.get_scene("slot", "inventory") slot.index = i slots.append(slot) hotbar_grid.add_child(slot) #生成物品栏格子 for i in (grid_size.x * grid_size.y): var slot = RS.get_scene("slot", "inventory") slot.index = hotbar_size + i slots.append(slot) inventory_grid.add_child(slot) select_slot(hotbar_grid.get_child(0)) # var result_item = craft([{"item_id": "star_water", "qty": 1}, {"item_id": "stick", "qty": 1}], 1) # print(result_item) func _input(event): var player_input = input_handler.handle_input(event) if visible: if player_input.direction != Vector2.ZERO: move_selection(player_input.direction) if player_input.select: if is_picked_mode: item_switch_slot() elif is_craft_mode: start_craft() else: show_slot_menu() if player_input.cancel: if is_craft_mode: cancel_craft() if player_input.open_inventory: close() if player_input.select_material: select_material() else: if player_input.open_inventory: open() @rpc func open(): show() if multiplayer.get_remote_sender_id() == 0: rpc("open") @rpc func close(): hide() if multiplayer.get_remote_sender_id() == 0: rpc("close") func move_selection(direction): var current_parent = selected_slot.get_parent() var index = selected_slot.get_index() var new_position = index_to_grid_position(index) + direction if current_parent == inventory_grid: if new_position.y >= grid_size.y and direction == Vector2(0, 1): select_slot(hotbar_grid.get_child(0)) elif new_position.x >= grid_size.x and direction == Vector2(1, 0): select_slot(hotbar_grid.get_child(0)) elif current_parent == hotbar_grid: if new_position.y < 0 and direction == Vector2(0, -1): select_slot(inventory_grid.get_child(inventory_grid.get_child_count() - 1)) elif new_position.x < 0 and direction == Vector2(-1, 0): select_slot(inventory_grid.get_child(int(grid_size.y * grid_size.x - 1))) if new_position.x >= 0 and new_position.y >= 0: var new_index = grid_position_to_index(new_position) if new_index < current_parent.get_child_count(): select_slot(current_parent.get_child(new_index)) rpc("m_move_selection", selected_slot.index) @rpc func m_move_selection(slot_index): select_slot(slots[slot_index]) func index_to_grid_position(index): return Vector2(index % int(grid_size.x), index / int(grid_size.x)) func grid_position_to_index(position): return int(position.x + position.y * int(grid_size.x)) func select_slot(slot): if selected_slot: selected_slot.select(false) selected_slot = slot selected_slot.select(true) update_item_description() func update_item_description(): if selected_slot.item_stack: item_desc_label.text = selected_slot.item_stack.item_name + "\n" + selected_slot.item_stack.item_desc else: item_desc_label.text = "" func show_slot_menu(): if selected_slot.item_stack != null: item_menu.global_position = selected_slot.global_position + Vector2(0, -item_menu.size.y) item_menu.open() func refresh(): for i in range(len(items)): var slot = slots[i] if slot: slot.set_item(items[i]) update_item_description() func item_switch_slot(): var item = selected_slot.item_stack items[selected_slot.index] = items[picked_item_slot_index] items[picked_item_slot_index] = item is_picked_mode = false picked_item_slot_index = 0 tween.stop() refresh() func shake_texture_rect(texture_rect, duration, strength): if !tween: tween = create_tween() tween.stop() var initial_position = texture_rect.position # 固定朝右上角抖动 var shake_direction = Vector2(1, -1).normalized() var shake_vector = shake_direction * strength tween.tween_property(texture_rect, "position", initial_position + shake_vector, duration / 2) tween.tween_property(texture_rect, "position", initial_position, duration / 2) tween.set_loops() tween.play() func select_material(): if !selected_material_indexes.has(selected_slot.index): if selected_slot.item_stack != null: selected_material_indexes.append(selected_slot.index) selected_slot.select_material(true) else: selected_material_indexes.erase(selected_slot.index) selected_slot.select_material(false) if selected_material_indexes.size() > 0: is_craft_mode = true else: is_craft_mode = false #合成 func craft(items, crafting_qty = 1): # 获取物品ID并排序 var item_ids = [] for item in items: item_ids.append(item.item_id) item_ids.sort() # 生成用于查询配方的键 var key = ",".join(item_ids) # 如果找到匹配的配方 if key in crafting_recipes: var result = crafting_recipes[key] var crafted_item = RS.get_scene(result.result_id, "item") crafted_item.qty = result.result_qty * crafting_qty return crafted_item else: return null func start_craft(): var materials = [] for index in selected_material_indexes: materials.append(slots[index].item_stack) var crafted_item = craft(materials) if crafted_item != null: var player = get_tree().get_first_node_in_group("player" + str(player_number)) for item in materials: player.add_item(item.item_id, -1) var put_index = -1 if selected_slot.item_stack == null: put_index = selected_slot.index player.add_item(crafted_item.item_id, crafted_item.qty, put_index) cancel_craft() func cancel_craft(): for index in selected_material_indexes: slots[index].select_material(false) selected_material_indexes.clear() is_craft_mode = false func _on_player_items_updated(player_items): if player_items.size() != ((grid_size.x * grid_size.y) + hotbar_size): print("player_items size must equal to inventory size") return items = player_items refresh() # update_items(player_items) #func update_items(player_items): # if player_items.size() != ((grid_size.x * grid_size.y) + hotbar_size): # print("player_items size must equal to inventory size") # return # items = player_items # refresh() # # if multiplayer.get_remote_sender_id() == 0: # #由于rpc无法传递node,所以先将node属性转化为字典才通过rpc传递 # var dict_items = [] # for item in player_items: # if item != null: # dict_items.append(Util.node_to_dict(item)) # else: # dict_items.append(null) # rpc("update_items", dict_items) func _on_use_button_pressed(): var player = get_tree().get_first_node_in_group("player" + str(player_number)) selected_slot.item_stack.use(player) item_menu.hide() func _on_select_button_pressed(): is_picked_mode = true picked_item_slot_index = selected_slot.index shake_texture_rect(selected_slot.n_texture_rect, 0.2, 3) item_menu.hide() func _on_drop_button_pressed(): var drop_result = selected_slot.item_stack.drop() if drop_result: items[selected_slot.index] = null refresh() item_menu.hide()
An error occurred while processing the JSON data: This model's maximum context length is 4097 tokens. However, your messages resulted in 4700 tokens. Please reduce the length of the messages.
Error occurred with the following JSON data: [{'role': 'assistant', 'content': '{\n    "thoughts": {\n        "text": "Now that I have a clear understanding of the project requirements and scope of work for the new feature, I should proceed with analyzing the existing codebase to identify potential conflicts or issues that may arise during the implementation of the new feature. I should use the \'analyze_code\' command to analyze the codebase.",\n        "reasoning": "Analyzing the existing codebase will help me identify potential conflicts or issues that may arise during the implementation of the new feature. The \'analyze_code\' command will help me analyze the codebase.",\n        "plan": "- Analyze the existing codebase to identify potential conflicts or issues that may arise during the implementation of the new feature using the \'analyze_code\' command.",\n        "criticism": "I need to ensure that I am thorough in my analysis of the existing codebase to identify any potential issues that may arise during the implementation of the new feature.",\n        "speak": "I need to analyze the existing codebase to identify potential conflicts or issues that may arise during the implementation of the new feature using the \'analyze_code\' command."\n    },\n    "command": {\n        "name": "analyze_code",\n        "args": {\n            "code": "<full_code_string>"\n        }\n    }\n}'}, {'role': 'your computer', 'content': 'Human feedback: please read fuu-rain-adventures/ directory for codebase and locate inventory file'}, {'role': 'assistant', 'content': '{\n    "thoughts": {\n        "text": "I should read the \'inventory\' file in the \'fuu-rain-adventures\' directory to analyze the existing codebase and identify potential conflicts or issues that may arise during the implementation of the new feature.",\n        "reasoning": "Analyzing the \'inventory\' file in the \'fuu-rain-adventures\' directory will help me identify potential conflicts or issues that may arise during the implementation of the new feature.",\n        "plan": "- Read the \'inventory\' file in the \'fuu-rain-adventures\' directory to analyze the existing codebase and identify potential conflicts or issues that may arise during the implementation of the new feature.",\n        "criticism": "I need to ensure that I am thorough in my analysis of the \'inventory\' file to identify any potential issues that may arise during the implementation of the new feature.",\n        "speak": "I need to read the \'inventory\' file in the \'fuu-rain-adventures\' directory to analyze the existing codebase and identify potential conflicts or issues that may arise during the implementation of the new feature."\n    },\n    "command": {\n        "name": "read_file",\n        "args": {\n            "filename": "fuu-rain-adventures/inventory"\n        }\n    }\n}'}, {'role': 'your computer', 'content': 'Human feedback: Sorry, the correct file path is:D:\\Program\\AI\\autogpt\\Auto-GPT-0.3.0\\autogpt\\auto_gpt_workspace\\fuu-rain-adventures\\scenes\\inventory\\inventory.gd'}, {'role': 'assistant', 'content': '{\n    "thoughts": {\n        "text": "I should read the \'inventory.gd\' file in the \'fuu-rain-adventures/scenes/inventory\' directory to analyze the existing codebase and identify potential conflicts or issues that may arise during the implementation of the new feature.",\n        "reasoning": "Analyzing the \'inventory.gd\' file in the \'fuu-rain-adventures/scenes/inventory\' directory will help me identify potential conflicts or issues that may arise during the implementation of the new feature.",\n        "plan": "- Read the \'inventory.gd\' file in the \'fuu-rain-adventures/scenes/inventory\' directory to analyze the existing codebase and identify potential conflicts or issues that may arise during the implementation of the new feature.",\n        "criticism": "I need to ensure that I am thorough in my analysis of the \'inventory.gd\' file to identify any potential issues that may arise during the implementation of the new feature.",\n        "speak": "I need to read the \'inventory.gd\' file in the \'fuu-rain-adventures/scenes/inventory\' directory to analyze the existing codebase and identify potential conflicts or issues that may arise during the implementation of the new feature."\n    },\n    "command": {\n        "name": "read_file",\n        "args": {\n            "filename": "fuu-rain-adventures/scenes/inventory/inventory.gd"\n        }\n    }\n}'}, {'role': 'your computer', 'content': "Command read_file returned: Error: [Errno 2] No such file or directory: 'D:\\\\Program\\\\AI\\\\autogpt\\\\Auto-GPT-0.3.0\\\\autogpt\\\\auto_gpt_workspace\\\\fuu-rain-adventures\\\\scenes\\\\inventory\\\\inventory.gd'"}, {'role': 'assistant', 'content': '{\n    "thoughts": {\n        "text": "It seems that the \'inventory.gd\' file does not exist in the \'fuu-rain-adventures/scenes/inventory\' directory. I should check the directory to ensure that the file exists. I can use the \'list_files\' command to list all the files in the \'fuu-rain-adventures/scenes/inventory\' directory.",\n        "reasoning": "Checking the \'fuu-rain-adventures/scenes/inventory\' directory to ensure that the \'inventory.gd\' file exists will help me identify any issues that may be preventing me from reading the file. The \'list_files\' command will help me list all the files in the directory.",\n        "plan": "- Use the \'list_files\' command to list all the files in the \'fuu-rain-adventures/scenes/inventory\' directory to ensure that the \'inventory.gd\' file exists.",\n        "criticism": "I need to ensure that I am thorough in my analysis of the directory to identify any potential issues that may arise during the implementation of the new feature.",\n        "speak": "I need to use the \'list_files\' command to list all the files in the \'fuu-rain-adventures/scenes/inventory\' directory to ensure that the \'inventory.gd\' file exists."\n    },\n    "command": {\n        "name": "list_files",\n        "args": {\n            "directory": "fuu-rain-adventures/scenes/inventory"\n        }\n    }\n}'}, {'role': 'your computer', 'content': 'Human feedback: I had do some fix, please try to read the file again'}, {'role': 'assistant', 'content': '{\n    "thoughts": {\n        "text": "Now that the \'inventory.gd\' file exists in the \'fuu-rain-adventures/scenes/inventory\' directory, I should proceed with reading the file to analyze the existing codebase and identify potential conflicts or issues that may arise during the implementation of the new feature. I can use the \'read_file\' command to read the \'inventory.gd\' file.",\n        "reasoning": "Reading the \'inventory.gd\' file in the \'fuu-rain-adventures/scenes/inventory\' directory will help me identify potential conflicts or issues that may arise during the implementation of the new feature. The \'read_file\' command will help me read the file.",\n        "plan": "- Read the \'inventory.gd\' file in the \'fuu-rain-adventures/scenes/inventory\' directory to analyze the existing codebase and identify potential conflicts or issues that may arise during the implementation of the new feature using the \'read_file\' command.",\n        "criticism": "I need to ensure that I am thorough in my analysis of the \'inventory.gd\' file to identify any potential issues that may arise during the implementation of the new feature.",\n        "speak": "I need to read the \'inventory.gd\' file in the \'fuu-rain-adventures/scenes/inventory\' directory to analyze the existing codebase and identify potential conflicts or issues that may arise during the implementation of the new feature using the \'read_file\' command."\n    },\n    "command": {\n        "name": "read_file",\n        "args": {\n            "filename": "fuu-rain-adventures/scenes/inventory/inventory.gd"\n        }\n    }\n}'}, {'role': 'your computer', 'content': 'Command read_file returned: extends NinePatchRect\n\n@export var grid_size: Vector2 = Vector2(6, 3)  # 根据实际情况设置背包的大小\n@export var hotbar_size := 4\n@export var player_number := 1 #玩家1或者玩家2\n\n@onready var inventory_grid = $InventoryGrid\n@onready var hotbar_grid = $HotbarGrid\n@onready var item_desc_label = $ItemDescLabel\n@onready var item_menu = $ItemMenu\n\nvar input_manager\nvar input_handler\nvar selected_slot \nvar is_picked_mode = false\nvar picked_item_slot_index #选择状态下选中的物品index,用于放置在其他格子\nvar is_craft_mode = false\nvar selected_material_indexes = []\n\nvar slots = []\nvar items = []\nvar crafting_recipes = {}\n\nvar tween\n\nsignal update_player_items(items)\n\t\nfunc _ready():\n\t#联机初始化设定\n\tmultiplayer.multiplayer_peer = NetworkManager.network_peer\n\t\n\titems.resize((grid_size.x * grid_size.y) + hotbar_size)\n\tinventory_grid.columns = grid_size.x\n\tinput_manager = get_tree().get_first_node_in_group("input_manager")\n\tif is_instance_valid(input_manager):\n\t\tinput_handler = input_manager.get_input_handler(player_number)\n\telse:\n\t\t#单独运行场景用\n\t\tinput_handler = load("res://core/player_input_handler/player_input_handler.gd").new()\n\t\tinput_handler.player_number = player_number\n\t\t\n\t#读取合成配方\n\tvar file_content = FileAccess.get_file_as_string("res://assets/resources/crafting_recipes/crafting_recipes.json")\n\tcrafting_recipes = JSON.parse_string(file_content)\n\n\t#生成快捷栏格子\n\tfor i in hotbar_size:\n\t\tvar slot = RS.get_scene("slot", "inventory")\n\t\tslot.index = i\n\t\tslots.append(slot)\n\t\thotbar_grid.add_child(slot)\n\t\n\t#生成物品 栏格子\n\tfor i in (grid_size.x * grid_size.y):\n\t\tvar slot = RS.get_scene("slot", "inventory")\n\t\tslot.index = hotbar_size + i\n\t\tslots.append(slot)\n\t\tinventory_grid.add_child(slot)\n\n\tselect_slot(hotbar_grid.get_child(0))\n\t\n#\tvar result_item = craft([{"item_id": "star_water", "qty": 1}, {"item_id": "stick", "qty": 1}], 1)\n#\tprint(result_item)\n\t\nfunc _input(event):\n\tvar player_input = input_handler.handle_input(event)\n\t\n\tif visible:\n\t\tif player_input.direction != Vector2.ZERO:\n\t\t\tmove_selection(player_input.direction)\n\t\t\t\n\t\tif player_input.select:\n\t\t\tif is_picked_mode:\n\t\t\t\titem_switch_slot()\n\t\t\telif is_craft_mode:\n\t\t\t\tstart_craft()\n\t\t\telse:\n\t\t\t\tshow_slot_menu()\n\t\t\t\t\n\t\tif player_input.cancel:\n\t\t\tif is_craft_mode:\n\t\t\t\tcancel_craft()\n\t\t\t\t\n\t\tif player_input.open_inventory:\n\t\t\tclose()\n\t\t\t\n\t\tif player_input.select_material:\n\t\t\tselect_material()\n\telse:\n\t\tif player_input.open_inventory:\n\t\t\topen()\n\n@rpc\nfunc open():\n\tshow()\n\t\n\tif multiplayer.get_remote_sender_id() == 0:\n\t\trpc("open")\n\n@rpc\nfunc close():\n\thide()\n\t\n\tif multiplayer.get_remote_sender_id() == 0:\n\t\trpc("close")\n\nfunc move_selection(direction):\n\tvar current_parent = selected_slot.get_parent()\n\tvar index = selected_slot.get_index()\n\tvar new_position = index_to_grid_position(index) + direction\n\n\tif current_parent == inventory_grid:\n\t\tif new_position.y >= grid_size.y and direction == Vector2(0, 1):\n\t\t\tselect_slot(hotbar_grid.get_child(0))\n\t\telif new_position.x >= grid_size.x and direction == Vector2(1, 0):\n\t\t\tselect_slot(hotbar_grid.get_child(0))\n\telif current_parent == hotbar_grid:\n\t\tif new_position.y < 0 and direction == Vector2(0, -1):\n\t\t\tselect_slot(inventory_grid.get_child(inventory_grid.get_child_count() - 1))\n\t\telif new_position.x < 0 and direction == Vector2(-1, 0):\n\t\t\tselect_slot(inventory_grid.get_child(int(grid_size.y * grid_size.x - 1)))\n\n\tif new_position.x >= 0 and new_position.y >= 0:\n\t\tvar new_index = grid_position_to_index(new_position)\n\t\tif new_index < current_parent.get_child_count():\n\t\t\tselect_slot(current_parent.get_child(new_index))\n\t\t\n\trpc("m_move_selection", selected_slot.index)\n\n@rpc\nfunc m_move_selection(slot_index):\n\tselect_slot(slots[slot_index])\n\nfunc index_to_grid_position(index):\n\treturn Vector2(index % int(grid_size.x), index / int(grid_size.x))\n\nfunc grid_position_to_index(position):\n\treturn int(position.x + position.y * int(grid_size.x))\n\nfunc select_slot(slot):\n\tif selected_slot:\n\t\tselected_slot.select(false)\n\tselected_slot = slot\n\tselected_slot.select(true)\n\tupdate_item_description()\n\nfunc update_item_description():\n\tif selected_slot.item_stack:\n\t\titem_desc_label.text = selected_slot.item_stack.item_name + "\\n" + selected_slot.item_stack.item_desc\n\telse:\n\t\titem_desc_label.text = ""\n\nfunc show_slot_menu():\n\tif selected_slot.item_stack != null:\n\t\titem_menu.global_position = selected_slot.global_position + Vector2(0, -item_menu.size.y)\n\t\titem_menu.open()\n\nfunc refresh():\n\tfor i in range(len(items)):\n\t\tvar slot = slots[i]\n\t\tif slot:\n\t\t\tslot.set_item(items[i])\n\tupdate_item_description()\n\t\nfunc item_switch_slot():\n\tvar item = selected_slot.item_stack\n\titems[selected_slot.index] = items[picked_item_slot_index]\n\titems[picked_item_slot_index] = item\n\tis_picked_mode = false\n\tpicked_item_slot_index = 0\n\ttween.stop()\n\trefresh()\n\t\nfunc shake_texture_rect(texture_rect, duration, strength):\n\tif !tween:\n\t\ttween = create_tween()\n\t\n\ttween.stop()\n\n\tvar initial_position = texture_rect.position\n\n\t# 固定朝右上角抖动\n\tvar shake_direction = Vector2(1, -1).normalized()\n\tvar shake_vector = shake_direction * strength\n\n\ttween.tween_property(texture_rect, "position", initial_position + shake_vector, duration / 2)\n\ttween.tween_property(texture_rect, "position", initial_position, duration / 2)\n\ttween.set_loops()\n\t\n\ttween.play()\n\t\nfunc select_material():\n\tif !selected_material_indexes.has(selected_slot.index):\n\t\tif selected_slot.item_stack != null:\n\t\t\tselected_material_indexes.append(selected_slot.index)\n\t\t\tselected_slot.select_material(true)\n\telse:\n\t\tselected_material_indexes.erase(selected_slot.index)\n\t\tselected_slot.select_material(false)\n\t\t\n\tif selected_material_indexes.size() > 0:\n\t\tis_craft_mode = true\n\telse:\n\t\tis_craft_mode = false\n\n#合成\t\t\nfunc craft(items, crafting_qty = 1):\n\t# 获取物品ID并排序\n\tvar item_ids = []\n\tfor item in items:\n\t\titem_ids.append(item.item_id)\n\titem_ids.sort()\n\n\t# 生成用于查询配方的键\n\tvar key = ",".join(item_ids)\n\n\t# 如果找到匹配的配方\n\tif key in crafting_recipes:\n\t\tvar result = crafting_recipes[key]\n\t\tvar crafted_item = RS.get_scene(result.result_id, "item")\n\t\tcrafted_item.qty = result.result_qty * crafting_qty\n\t\treturn crafted_item\n\telse:\n\t\treturn null\n\t\t\nfunc start_craft():\n\tvar materials = []\n\tfor index in selected_material_indexes:\n\t\tmaterials.append(slots[index].item_stack)\n\t\t\n\tvar crafted_item = craft(materials)\n\t\n\tif crafted_item != null:\n\t\tvar player = get_tree().get_first_node_in_group("player" + str(player_number))\n\t\tfor item in materials:\n\t\t\tplayer.add_item(item.item_id, -1)\n\t\t\t\n\t\tvar put_index = -1\n\t\tif selected_slot.item_stack == null:\n\t\t\tput_index = selected_slot.index\n\t\tplayer.add_item(crafted_item.item_id, crafted_item.qty, put_index)\n\t\n\tcancel_craft()\n\t\nfunc cancel_craft():\n\tfor index in selected_material_indexes:\n\t\tslots[index].select_material(false)\n\tselected_material_indexes.clear()\n\tis_craft_mode = false\n\t\nfunc _on_player_items_updated(player_items):\n\tif player_items.size() != ((grid_size.x * grid_size.y) + hotbar_size):\n\t\tprint("player_items size must equal to inventory size")\n\t\treturn\n\titems = player_items\n\trefresh()\n#\tupdate_items(player_items)\n\n#func update_items(player_items):\n#\tif player_items.size() != ((grid_size.x * grid_size.y) + hotbar_size):\n#\t\tprint("player_items size must equal to inventory size")\n#\t\treturn\n#\titems = player_items\n#\trefresh()\n#\n#\tif multiplayer.get_remote_sender_id() == 0:\n#\t\t#由于rpc无法传递node,所以先将node属性转化为字 典才通过rpc传递\n#\t\tvar dict_items = []\n#\t\tfor item in player_items:\n#\t\t\tif item != null:\n#\t\t\t\tdict_items.append(Util.node_to_dict(item))\n#\t\t\telse:\n#\t\t\t\tdict_items.append(null)\n#\t\trpc("update_items", dict_items)\n\nfunc _on_use_button_pressed():\n\tvar player = get_tree().get_first_node_in_group("player" + str(player_number))\n\tselected_slot.item_stack.use(player)\n\titem_menu.hide()\n\nfunc _on_select_button_pressed():\n\tis_picked_mode = true\n\tpicked_item_slot_index = selected_slot.index\n\tshake_texture_rect(selected_slot.n_texture_rect, 0.2, 3)\n\titem_menu.hide()\n\nfunc _on_drop_button_pressed():\n\tvar drop_result = selected_slot.item_stack.drop()\n\tif drop_result:\n\t\titems[selected_slot.index] = null\n\t\trefresh()\n\titem_menu.hide()\n'}]
Traceback (most recent call last):
  File "<frozen runpy>", line 198, in _run_module_as_main
  File "<frozen runpy>", line 88, in _run_code
  File "D:\Program\AI\autogpt\Auto-GPT-0.3.0\autogpt\__main__.py", line 5, in <module>
    autogpt.cli.main()
  File "C:\Users\dreamtwi\AppData\Local\Programs\Python\Python311\Lib\site-packages\click\core.py", line 1130, in __call__
    return self.main(*args, **kwargs)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Users\dreamtwi\AppData\Local\Programs\Python\Python311\Lib\site-packages\click\core.py", line 1055, in main
    rv = self.invoke(ctx)
         ^^^^^^^^^^^^^^^^
  File "C:\Users\dreamtwi\AppData\Local\Programs\Python\Python311\Lib\site-packages\click\core.py", line 1635, in invoke    rv = super().invoke(ctx)
         ^^^^^^^^^^^^^^^^^^^
  File "C:\Users\dreamtwi\AppData\Local\Programs\Python\Python311\Lib\site-packages\click\core.py", line 1404, in invoke    return ctx.invoke(self.callback, **ctx.params)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Users\dreamtwi\AppData\Local\Programs\Python\Python311\Lib\site-packages\click\core.py", line 760, in invoke
    return __callback(*args, **kwargs)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Users\dreamtwi\AppData\Local\Programs\Python\Python311\Lib\site-packages\click\decorators.py", line 26, in new_func
    return f(get_current_context(), *args, **kwargs)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "D:\Program\AI\autogpt\Auto-GPT-0.3.0\autogpt\cli.py", line 90, in main
    run_auto_gpt(
  File "D:\Program\AI\autogpt\Auto-GPT-0.3.0\autogpt\main.py", line 171, in run_auto_gpt
    agent.start_interaction_loop()
  File "D:\Program\AI\autogpt\Auto-GPT-0.3.0\autogpt\agent\agent.py", line 94, in start_interaction_loop
    assistant_reply = chat_with_ai(
                      ^^^^^^^^^^^^^
  File "D:\Program\AI\autogpt\Auto-GPT-0.3.0\autogpt\llm\chat.py", line 229, in chat_with_ai
    if message["role"] == "system" and message["content"] == prompt:
       ~~~~~~~^^^^^^^^
TypeError: 'NoneType' object is not subscriptable

dreamtwi avatar May 05 '23 14:05 dreamtwi

Hi 👋 @k-boikov could i take up this issue

dewasahu2003 avatar May 15 '23 11:05 dewasahu2003

Hi 👋 @k-boikov

  • could this be done to solve the issue image
  • when we get message object as None we can just jump to next iteration

dewasahu2003 avatar May 17 '23 14:05 dewasahu2003

This issue has automatically been marked as stale because it has not had any activity in the last 50 days. You can unstale it by commenting or removing the label. Otherwise, this issue will be closed in 10 days.

github-actions[bot] avatar Sep 06 '23 20:09 github-actions[bot]

This issue was closed automatically because it has been stale for 10 days with no activity.

github-actions[bot] avatar Sep 17 '23 01:09 github-actions[bot]