Merge branch 'main' into fix/user-parsing-issues

This commit is contained in:
Paperboy
2025-10-22 09:59:27 +11:00
committed by GitHub
6 changed files with 187 additions and 245 deletions
+2 -24
View File
@@ -328,34 +328,12 @@ async function initUI() {
toggleAnimations();
});
// Bind to both desktop and mobile refresh buttons
$('#rpg-manual-update, #rpg-manual-update-mobile').on('click', async function() {
// Get mobile button reference
const $mobileBtn = $('#rpg-manual-update-mobile');
// Skip if we just finished dragging the mobile button
if ($mobileBtn.data('just-dragged')) {
console.log('[RPG Companion] Click blocked - just finished dragging refresh button');
return;
}
$('#rpg-manual-update').on('click', async function() {
if (!extensionSettings.enabled) {
// console.log('[RPG Companion] Extension is disabled. Please enable it in the Extensions tab.');
return;
}
// Remove focus to prevent sticky black state on mobile
$(this).blur();
// Add spinning animation to mobile button
$mobileBtn.addClass('spinning');
try {
await updateRPGData(renderUserStats, renderInfoBox, renderThoughts, renderInventory);
} finally {
// Remove spinning animation when done
$mobileBtn.removeClass('spinning');
}
await updateRPGData(renderUserStats, renderInfoBox, renderThoughts, renderInventory);
});
// Reset FAB positions button
+1 -1
View File
@@ -6,6 +6,6 @@
"js": "index.js",
"css": "style.css",
"author": "Marysia",
"version": "1.0.0",
"version": "1.1.0",
"homePage": "https://github.com/SpicyMarinara/rpg-companion-sillytavern"
}
+161 -69
View File
@@ -63,82 +63,146 @@ export function renderInfoBox() {
characters: []
};
// Track which fields we've already parsed to avoid duplicates from mixed formats
const parsedFields = {
date: false,
temperature: false,
time: false,
location: false,
weather: false
};
for (const line of lines) {
// console.log('[RPG Companion] Processing line:', line);
// Support both new text format (Date:) and legacy emoji format (🗓️:)
if (line.startsWith('Date:') || line.includes('🗓️:')) {
// console.log('[RPG Companion] → Matched DATE');
const dateStr = line.replace('Date:', '').replace('🗓️:', '').trim();
// Parse format: "Weekday, Month Day, Year" or "Weekday, Month, Year"
const dateParts = dateStr.split(',').map(p => p.trim());
data.weekday = dateParts[0] || '';
data.month = dateParts[1] || '';
data.year = dateParts[2] || '';
data.date = dateStr;
} else if (line.startsWith('Temperature:') || line.includes('🌡️:')) {
// console.log('[RPG Companion] → Matched TEMPERATURE');
const tempStr = line.replace('Temperature:', '').replace('🌡️:', '').trim();
data.temperature = tempStr;
// Extract numeric value
const tempMatch = tempStr.match(/(-?\d+)/);
if (tempMatch) {
data.tempValue = parseInt(tempMatch[1]);
// Prioritize text format over emoji format
if (line.startsWith('Date:')) {
if (!parsedFields.date) {
// console.log('[RPG Companion] → Matched DATE (text format)');
const dateStr = line.replace('Date:', '').trim();
const dateParts = dateStr.split(',').map(p => p.trim());
data.weekday = dateParts[0] || '';
data.month = dateParts[1] || '';
data.year = dateParts[2] || '';
data.date = dateStr;
parsedFields.date = true;
}
} else if (line.includes('🗓️:')) {
if (!parsedFields.date) {
// console.log('[RPG Companion] → Matched DATE (emoji format)');
const dateStr = line.replace('🗓️:', '').trim();
const dateParts = dateStr.split(',').map(p => p.trim());
data.weekday = dateParts[0] || '';
data.month = dateParts[1] || '';
data.year = dateParts[2] || '';
data.date = dateStr;
parsedFields.date = true;
}
} else if (line.startsWith('Temperature:')) {
if (!parsedFields.temperature) {
// console.log('[RPG Companion] → Matched TEMPERATURE (text format)');
const tempStr = line.replace('Temperature:', '').trim();
data.temperature = tempStr;
const tempMatch = tempStr.match(/(-?\d+)/);
if (tempMatch) {
data.tempValue = parseInt(tempMatch[1]);
}
parsedFields.temperature = true;
}
} else if (line.includes('🌡️:')) {
if (!parsedFields.temperature) {
// console.log('[RPG Companion] → Matched TEMPERATURE (emoji format)');
const tempStr = line.replace('🌡️:', '').trim();
data.temperature = tempStr;
const tempMatch = tempStr.match(/(-?\d+)/);
if (tempMatch) {
data.tempValue = parseInt(tempMatch[1]);
}
parsedFields.temperature = true;
}
} else if (line.startsWith('Time:')) {
if (!parsedFields.time) {
// console.log('[RPG Companion] → Matched TIME (text format)');
const timeStr = line.replace('Time:', '').trim();
data.time = timeStr;
const timeParts = timeStr.split('→').map(t => t.trim());
data.timeStart = timeParts[0] || '';
data.timeEnd = timeParts[1] || '';
parsedFields.time = true;
}
} else if (line.includes('🕒:')) {
if (!parsedFields.time) {
// console.log('[RPG Companion] → Matched TIME (emoji format)');
const timeStr = line.replace('🕒:', '').trim();
data.time = timeStr;
const timeParts = timeStr.split('→').map(t => t.trim());
data.timeStart = timeParts[0] || '';
data.timeEnd = timeParts[1] || '';
parsedFields.time = true;
}
} else if (line.startsWith('Location:')) {
if (!parsedFields.location) {
// console.log('[RPG Companion] → Matched LOCATION (text format)');
data.location = line.replace('Location:', '').trim();
parsedFields.location = true;
}
} else if (line.includes('🗺️:')) {
if (!parsedFields.location) {
// console.log('[RPG Companion] → Matched LOCATION (emoji format)');
data.location = line.replace('🗺️:', '').trim();
parsedFields.location = true;
}
} else if (line.startsWith('Time:') || line.includes('🕒:')) {
// console.log('[RPG Companion] → Matched TIME');
const timeStr = line.replace('Time:', '').replace('🕒:', '').trim();
data.time = timeStr;
// Parse "HH:MM → HH:MM" format
const timeParts = timeStr.split('→').map(t => t.trim());
data.timeStart = timeParts[0] || '';
data.timeEnd = timeParts[1] || '';
} else if (line.startsWith('Location:') || line.includes('🗺️:')) {
// console.log('[RPG Companion] → Matched LOCATION');
data.location = line.replace('Location:', '').replace('🗺️:', '').trim();
} else if (line.startsWith('Weather:')) {
// New text format: Weather: [Emoji], [Forecast]
const weatherStr = line.replace('Weather:', '').trim();
const weatherParts = weatherStr.split(',').map(p => p.trim());
data.weatherEmoji = weatherParts[0] || '';
data.weatherForecast = weatherParts[1] || '';
if (!parsedFields.weather) {
// New text format: Weather: [Emoji], [Forecast]
const weatherStr = line.replace('Weather:', '').trim();
const weatherParts = weatherStr.split(',').map(p => p.trim());
data.weatherEmoji = weatherParts[0] || '';
data.weatherForecast = weatherParts[1] || '';
parsedFields.weather = true;
}
} else {
// Check if it's a weather line
// Since \p{Emoji} doesn't work reliably, use a simpler approach
const hasColon = line.includes(':');
const notInfoBox = !line.includes('Info Box');
const notDivider = !line.includes('---');
const notCodeFence = !line.trim().startsWith('```');
// Check if it's a legacy weather line (emoji format)
// Only parse if we haven't already found weather in text format
if (!parsedFields.weather) {
// Since \p{Emoji} doesn't work reliably, use a simpler approach
const hasColon = line.includes(':');
const notInfoBox = !line.includes('Info Box');
const notDivider = !line.includes('---');
const notCodeFence = !line.trim().startsWith('```');
// console.log('[RPG Companion] → Checking weather conditions:', {
// line: line,
// hasColon: hasColon,
// notInfoBox: notInfoBox,
// notDivider: notDivider
// });
// console.log('[RPG Companion] → Checking weather conditions:', {
// line: line,
// hasColon: hasColon,
// notInfoBox: notInfoBox,
// notDivider: notDivider
// });
if (hasColon && notInfoBox && notDivider && notCodeFence && line.trim().length > 0) {
// Match format: [Weather Emoji]: [Forecast]
// Capture everything before colon as emoji, everything after as forecast
// console.log('[RPG Companion] → Testing WEATHER match for:', line);
const weatherMatch = line.match(/^\s*([^:]+):\s*(.+)$/);
if (weatherMatch) {
const potentialEmoji = weatherMatch[1].trim();
const forecast = weatherMatch[2].trim();
if (hasColon && notInfoBox && notDivider && notCodeFence && line.trim().length > 0) {
// Match format: [Weather Emoji]: [Forecast]
// Capture everything before colon as emoji, everything after as forecast
// console.log('[RPG Companion] → Testing WEATHER match for:', line);
const weatherMatch = line.match(/^\s*([^:]+):\s*(.+)$/);
if (weatherMatch) {
const potentialEmoji = weatherMatch[1].trim();
const forecast = weatherMatch[2].trim();
// If the first part is short (likely emoji), treat as weather
if (potentialEmoji.length <= 5) {
data.weatherEmoji = potentialEmoji;
data.weatherForecast = forecast;
// console.log('[RPG Companion] ✓ Weather parsed:', data.weatherEmoji, data.weatherForecast);
// If the first part is short (likely emoji), treat as weather
if (potentialEmoji.length <= 5) {
data.weatherEmoji = potentialEmoji;
data.weatherForecast = forecast;
parsedFields.weather = true;
// console.log('[RPG Companion] ✓ Weather parsed:', data.weatherEmoji, data.weatherForecast);
} else {
// console.log('[RPG Companion] ✗ First part too long for emoji:', potentialEmoji);
}
} else {
// console.log('[RPG Companion] ✗ First part too long for emoji:', potentialEmoji);
// console.log('[RPG Companion] ✗ Weather regex did not match');
}
} else {
// console.log('[RPG Companion] ✗ Weather regex did not match');
// console.log('[RPG Companion] → No match for this line');
}
} else {
// console.log('[RPG Companion] → No match for this line');
}
}
}
@@ -157,14 +221,15 @@ export function renderInfoBox() {
let html = '<div class="rpg-dashboard rpg-dashboard-row-1">';
// Calendar widget - always show (editable even if empty)
// Display abbreviated version but allow editing full value
const monthShort = data.month ? data.month.substring(0, 3).toUpperCase() : 'MON';
const weekdayShort = data.weekday ? data.weekday.substring(0, 3).toUpperCase() : 'DAY';
const yearDisplay = data.year || 'YEAR';
html += `
<div class="rpg-dashboard-widget rpg-calendar-widget">
<div class="rpg-calendar-top rpg-editable" contenteditable="true" data-field="month" title="Click to edit">${monthShort}</div>
<div class="rpg-calendar-day rpg-editable" contenteditable="true" data-field="weekday" title="Click to edit">${weekdayShort}</div>
<div class="rpg-calendar-year rpg-editable" contenteditable="true" data-field="year" title="Click to edit">${yearDisplay}</div>
<div class="rpg-calendar-top rpg-editable" contenteditable="true" data-field="month" data-full-value="${data.month || ''}" title="Click to edit">${monthShort}</div>
<div class="rpg-calendar-day rpg-editable" contenteditable="true" data-field="weekday" data-full-value="${data.weekday || ''}" title="Click to edit">${weekdayShort}</div>
<div class="rpg-calendar-year rpg-editable" contenteditable="true" data-field="year" data-full-value="${data.year || ''}" title="Click to edit">${yearDisplay}</div>
</div>
`;
@@ -196,7 +261,8 @@ export function renderInfoBox() {
`;
// Time widget - always show (editable even if empty)
const timeDisplay = data.timeStart || '12:00';
// Display the end time (second time in range) if available, otherwise start time
const timeDisplay = data.timeEnd || data.timeStart || '12:00';
// Parse time for clock hands
const timeMatch = timeDisplay.match(/(\d+):(\d+)/);
let hourAngle = 0;
@@ -239,11 +305,32 @@ export function renderInfoBox() {
// Add event handlers for editable Info Box fields
$infoBoxContainer.find('.rpg-editable').on('blur', function() {
const field = $(this).data('field');
const value = $(this).text().trim();
const $this = $(this);
const field = $this.data('field');
const value = $this.text().trim();
// For date fields, update the data-full-value immediately
if (field === 'month' || field === 'weekday' || field === 'year') {
$this.data('full-value', value);
// Update the display to show abbreviated version
if (field === 'month' || field === 'weekday') {
$this.text(value.substring(0, 3).toUpperCase());
} else {
$this.text(value);
}
}
updateInfoBoxField(field, value);
});
// For date fields, show full value on focus
$infoBoxContainer.find('[data-field="month"], [data-field="weekday"], [data-field="year"]').on('focus', function() {
const fullValue = $(this).data('full-value');
if (fullValue) {
$(this).text(fullValue);
}
});
// Remove updating class after animation
if (extensionSettings.enableAnimations) {
setTimeout(() => $infoBoxContainer.removeClass('rpg-content-updating'), 500);
@@ -512,5 +599,10 @@ export function updateInfoBoxField(field, value) {
}
saveChatData();
renderInfoBox();
// Only re-render if NOT editing date fields
// Date fields will update on next tracker generation to avoid losing user input
if (field !== 'month' && field !== 'weekday' && field !== 'year') {
renderInfoBox();
}
}
+2 -11
View File
@@ -34,9 +34,6 @@ export function closeMobilePanelWithAnimation() {
$panel.removeClass('rpg-mobile-open').addClass('rpg-mobile-closing');
$mobileToggle.removeClass('active');
// Trigger event for other components (like refresh button)
$(document).trigger('rpg-panel-toggled', { isOpen: false });
// Wait for animation to complete before hiding
$panel.one('animationend', function() {
$panel.removeClass('rpg-mobile-closing');
@@ -130,9 +127,6 @@ export function setupCollapseToggle() {
const $overlay = $('<div class="rpg-mobile-overlay"></div>');
$('body').append($overlay);
// Trigger event for other components (like refresh button)
$(document).trigger('rpg-panel-toggled', { isOpen: true });
// Debug: Check state after animation should complete
setTimeout(() => {
console.log('[RPG Mobile] 500ms after opening:', {
@@ -273,13 +267,10 @@ export function applyPanelPosition() {
*/
export function updateGenerationModeUI() {
if (extensionSettings.generationMode === 'together') {
// In "together" mode, hide both update buttons
// In "together" mode, manual update button is hidden
$('#rpg-manual-update').hide();
$('#rpg-manual-update-mobile').hide();
} else {
// In "separate" mode, show both buttons
// (CSS media queries control which one is visible based on viewport)
// In "separate" mode, manual update button is visible
$('#rpg-manual-update').show();
$('#rpg-manual-update-mobile').show();
}
}
+12 -27
View File
@@ -278,9 +278,6 @@ export function setupMobileToggle() {
$('body').append($overlay);
$mobileToggle.addClass('active');
// Trigger event for other components (like refresh button)
$(document).trigger('rpg-panel-toggled', { isOpen: true });
// Close when clicking overlay
$overlay.on('click', function() {
closeMobilePanelWithAnimation();
@@ -313,9 +310,6 @@ export function setupMobileToggle() {
$('body').append($overlay);
$mobileToggle.addClass('active');
// Trigger event for other components (like refresh button)
$(document).trigger('rpg-panel-toggled', { isOpen: true });
$overlay.on('click', function() {
console.log('[RPG Mobile] Overlay clicked - closing panel');
closeMobilePanelWithAnimation();
@@ -440,41 +434,32 @@ export function setupMobileToggle() {
* Constrains the mobile FAB button to viewport bounds with top-bar awareness.
* Only runs when button is in user-controlled state (mobileFabPosition exists).
* Ensures button never goes behind the top bar or outside viewport edges.
* @param {jQuery} $button - Optional button element (defaults to mobile toggle)
*/
export function constrainFabToViewport($button = null) {
// Default to mobile toggle if no button specified
if (!$button) {
$button = $('#rpg-mobile-toggle');
}
if ($button.length === 0) return;
// Determine which position setting to check based on button ID
const isRefreshButton = $button.attr('id') === 'rpg-manual-update-mobile';
const positionSetting = isRefreshButton ? 'mobileRefreshPosition' : 'mobileFabPosition';
export function constrainFabToViewport() {
// Only constrain if user has set a custom position
if (!extensionSettings[positionSetting]) {
if (!extensionSettings.mobileFabPosition) {
console.log('[RPG Mobile] Skipping viewport constraint - using CSS defaults');
return;
}
const $mobileToggle = $('#rpg-mobile-toggle');
if ($mobileToggle.length === 0) return;
// Skip if button is not visible
if (!$button.is(':visible')) {
if (!$mobileToggle.is(':visible')) {
console.log('[RPG Mobile] Skipping viewport constraint - button not visible');
return;
}
// Get current position
const offset = $button.offset();
const offset = $mobileToggle.offset();
if (!offset) return;
let currentX = offset.left;
let currentY = offset.top;
const buttonWidth = $button.outerWidth();
const buttonHeight = $button.outerHeight();
const buttonWidth = $mobileToggle.outerWidth();
const buttonHeight = $mobileToggle.outerHeight();
// Get top bar height from CSS variable (fallback to 50px if not set)
const topBarHeight = parseInt(getComputedStyle(document.documentElement).getPropertyValue('--topBarBlockSize')) || 50;
@@ -500,15 +485,15 @@ export function constrainFabToViewport($button = null) {
});
// Apply new position
$button.css({
$mobileToggle.css({
left: newX + 'px',
top: newY + 'px',
right: 'auto',
bottom: 'auto'
});
// Save corrected position to appropriate setting
extensionSettings[positionSetting] = {
// Save corrected position
extensionSettings.mobileFabPosition = {
left: newX + 'px',
top: newY + 'px'
};
+9 -113
View File
@@ -576,8 +576,8 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
}
.rpg-user-portrait {
width: clamp(24px, 4vh, 32px);
height: clamp(24px, 4vh, 32px);
width: clamp(1.7vw, 1.8vw, 1.9vw);
height: clamp(1.7vw, 1.8vw, 1.9vw);
border-radius: 50%;
border: 2px solid var(--rpg-highlight);
box-shadow: 0 0 8px var(--rpg-highlight);
@@ -726,7 +726,7 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
/* User name and level - inline with portrait */
.rpg-user-name {
font-weight: 600;
font-size: 1em;
font-size: 0.7vw;
color: var(--rpg-text-color);
white-space: nowrap;
overflow: hidden;
@@ -734,17 +734,17 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
}
.rpg-level-label {
font-size: 1em;
font-size: 0.7vw;
font-weight: 600;
color: var(--rpg-text-color);
opacity: 0.7;
}
.rpg-level-value {
font-size: 1em;
font-size: 0.7vw;
font-weight: 700;
color: var(--rpg-highlight-color);
padding: 0 0.375em;
padding: clamp(1px, 0.2vh, 2px) 0.375em;
background: var(--rpg-accent-color);
border-radius: clamp(2px, 0.3vh, 3px);
border: 1px solid var(--rpg-highlight-color);
@@ -2698,7 +2698,7 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
}
/* ============================================
MANUAL UPDATE BUTTON (Desktop)
MANUAL UPDATE BUTTON
============================================ */
.rpg-manual-update-btn {
width: 100%;
@@ -2735,64 +2735,6 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
box-shadow: 0 2px 10px rgba(0, 0, 0, 0.3);
}
/* ============================================
MOBILE REFRESH BUTTON (FAB - Same pattern as toggle)
============================================ */
.rpg-mobile-refresh {
display: none;
align-items: center;
justify-content: center;
position: fixed;
/* Position set by JavaScript based on saved settings */
width: 44px;
height: 44px;
border-radius: 50%;
background: var(--SmartThemeBlurTintColor);
border: 2px solid var(--SmartThemeBorderColor);
color: var(--rpg-text, #ecf0f1);
font-size: 1.85vw;
cursor: grab;
z-index: 1001; /* Above panel (1000) but below mobile toggle (10002) */
box-shadow: 0 4px 12px rgba(0, 0, 0, 0.3);
transition: opacity 0.3s ease, transform 0.2s ease, top 0.3s ease, left 0.3s ease, right 0.3s ease, bottom 0.3s ease;
user-select: none;
-webkit-user-select: none;
will-change: top, left;
}
/* Disable transitions while actively dragging */
.rpg-mobile-refresh.dragging {
transition: none;
cursor: grabbing;
}
.rpg-mobile-refresh:hover {
transform: scale(1.1);
box-shadow: 0 6px 16px rgba(0, 0, 0, 0.4);
}
.rpg-mobile-refresh:active {
transform: scale(0.95);
}
/* Spinning animation when refreshing */
.rpg-mobile-refresh.spinning i {
animation: rpg-spin 0.8s linear infinite;
}
.rpg-mobile-refresh i {
pointer-events: none;
}
@keyframes rpg-spin {
from {
transform: rotate(0deg);
}
to {
transform: rotate(360deg);
}
}
/* ============================================
SETTINGS BUTTON
============================================ */
@@ -3378,31 +3320,6 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
/* Mobile-specific panel behavior - matches SillyTavern's 1000px breakpoint */
/* CACHE BUST v2025-01-16 */
/* Mobile refresh button visibility - opposite of toggle */
@media (max-width: 1000px) {
/* Show mobile refresh button */
.rpg-mobile-refresh {
display: flex;
}
/* Hide desktop refresh button */
.rpg-manual-update-btn {
display: none !important;
}
/* Show refresh button when panel is open (opposite of toggle) */
body:has(.rpg-panel.rpg-mobile-open) .rpg-mobile-refresh {
opacity: 1;
pointer-events: auto;
}
/* Hide refresh button when panel is closed */
.rpg-mobile-refresh {
opacity: 0;
pointer-events: none;
}
}
@media (max-width: 1000px) {
/* ========================================
MOBILE PANEL FOUNDATION
@@ -3727,9 +3644,6 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
.rpg-calendar-day {
font-size: clamp(11px, 2.9vw, 14px) !important;
min-height: 3em !important; /* Ensure enough height for content to center */
padding: 0.75em 0.5em !important; /* More vertical padding on mobile */
line-height: 1.2 !important; /* Tighter line height */
}
.rpg-calendar-year {
@@ -3867,20 +3781,14 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
grid-row: 3;
display: flex;
flex-direction: column;
gap: 3px !important; /* Reduced from 6px for more compact display */
gap: 6px;
min-width: 0;
padding: 4px 0.375em !important; /* Reduced vertical padding */
}
/* Make mood text readable on mobile */
.rpg-mood-conditions {
font-size: clamp(11px, 2.8vw, 14px);
line-height: 1.2 !important; /* Tighter line height */
}
/* Smaller emoji on mobile */
.rpg-mood-emoji {
font-size: clamp(14px, 3.5vw, 18px) !important; /* Slightly smaller */
line-height: 1.3;
}
/* Attributes - right side, rows 4-6 aligned with mood */
@@ -4080,11 +3988,6 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
font-size: clamp(20px, 5.1vw, 26px) !important;
}
/* Larger mobile refresh icon (same as toggle) */
.rpg-mobile-refresh {
font-size: clamp(20px, 5.1vw, 26px) !important;
}
/* ========================================
MOBILE SETTINGS POPUP
======================================== */
@@ -4188,13 +4091,6 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
min-height: 2.75rem;
}
/* Exception: Level value should stay compact */
.rpg-level-value.rpg-editable {
padding: 0 0.375em;
min-height: auto;
line-height: 1.2;
}
/* Larger close buttons */
.rpg-thought-close {
min-width: 2.75rem;