Revert "Merge pull request #57 from devsorcer/claude/add-character-state-tracking-01AC3zt7Z6eEYLfZXoZCgut4"
This reverts commit8905db3e44, reversing changes made to628d8ee7a4.
This commit is contained in:
@@ -1,433 +0,0 @@
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/**
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* Character State Management Module
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* Tracks comprehensive character states based on Katherine RPG system
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*/
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/**
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* Complete character state structure
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* This represents the {{char}}'s current state across all systems
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*/
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export let characterState = {
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// Basic info
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characterName: null,
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// PRIMARY TRAITS (The DNA Layer) - Permanent personality traits (0-100 scale)
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primaryTraits: {
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// Core Disposition
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dominance: 50, // 0=Pure submissive, 50=Switch, 100=Pure dominant
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introversion: 50, // 0=Extreme introvert, 100=Extreme extrovert
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openness: 50, // How curious and adaptable
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emotionalStability: 50, // 0=Volatile, 100=Stable
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conscientiousness: 50, // How organized and reliable
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agreeableness: 50, // How cooperative vs competitive
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neuroticism: 50, // Baseline anxiety level
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riskTaking: 50, // 0=Cautious, 100=Reckless
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// Sexual Personality
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perversion: 50, // Comfort with taboo sexuality
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exhibitionism: 50, // Desire to be seen/watched
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voyeurism: 50, // Desire to watch others
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sadism: 50, // Pleasure from giving pain
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masochism: 50, // Pleasure from receiving pain
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sexualAggression: 50, // Intensity in sex
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romanticOrientation: 50, // Need for emotional connection with sex
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loyalty: 50, // Monogamous vs polyamorous tendency
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sexualCreativity: 50, // Imagination in sexual scenarios
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modesty: 50, // 0=Shameless, 100=Modest
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fertilityInstinct: 50, // Biological drive toward reproduction
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sexualInitiative: 50, // How often initiates vs waits
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// Moral Core
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honesty: 50, // 0=Pathological liar, 100=Brutally honest
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empathy: 50, // Ability to feel others' emotions
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selfishness: 50, // 0=Pure altruism, 100=Pure selfishness
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kindness: 50, // 0=Cruel, 100=Kind
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justice: 50, // 0=Always merciful, 100=Strict justice
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moralLoyalty: 50, // Devotion to person/group
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integrity: 50, // 0=Pragmatic, 100=Principled
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corruption: 50, // Moral degradation level
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shameSensitivity: 50, // How much shame affects them
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authorityRespect: 50, // Deference to hierarchy
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vengefulness: 50, // Holds grudges and seeks revenge
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materialismSpiritualism: 50, // 0=Pure materialism, 100=Pure spiritualism
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// Intellectual Traits
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intelligence: 50, // General cognitive ability
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wisdom: 50, // Practical judgment
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creativity: 50, // Original thinking
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logicIntuition: 50, // 0=Pure intuition, 100=Pure logic
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analyticalThinking: 50, // Breaking problems into components
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memory: 50, // Recall ability
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perception: 50, // Noticing details
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curiosity: 50 // Drive to learn and explore
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},
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// SECONDARY STATES (The Weather Layer) - Temporary emotional states (0-100 intensity)
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secondaryStates: {
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// Core Emotions
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happy: 50,
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sad: 0,
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angry: 0,
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anxious: 0,
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stressed: 0,
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scared: 0,
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disgusted: 0,
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surprised: 0,
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ashamed: 0,
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guilty: 0,
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proud: 0,
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jealous: 0,
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// Arousal & Sexual States
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horny: 0,
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sexuallyFrustrated: 0,
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arousedNonSexual: 0,
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cravingTouch: 0,
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sensuallyStimulated: 0,
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seductive: 0,
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submissiveSexual: 0,
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dominantSexual: 0,
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// Social States
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seekingValidation: 0,
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lonely: 0,
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needy: 0,
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confident: 50,
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insecure: 0,
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defensive: 0,
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vulnerable: 0,
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aggressive: 0,
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playful: 0,
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curious: 50,
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competitive: 0,
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grateful: 0,
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// Energy & Altered States
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drunk: 0,
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high: 0,
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exhausted: 0,
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energized: 50,
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overstimulated: 0,
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dissociating: 0,
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manic: 0,
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melancholic: 0,
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euphoric: 0,
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numb: 0
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},
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// BELIEFS & WORLDVIEW (The Filter Layer)
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beliefs: [
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// Example format:
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// {
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// belief: "Loyalty matters more than truth",
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// strength: 85,
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// stability: 75,
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// category: "moral"
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// }
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],
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// PHYSICAL STATS (The Body's Needs)
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physicalStats: {
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// Survival Needs
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bladder: 20, // 0-100 urge to urinate
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hunger: 40, // 0-100 need to eat
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thirst: 30, // 0-100 need to drink
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energy: 70, // 0-100 physical energy level
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sleepNeed: 20, // 0-100 tiredness
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// Physical Condition
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health: 100, // 0-100 overall wellbeing
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pain: 0, // 0-100 current pain level
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arousal: 0, // 0-100 sexual arousal (detailed below)
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temperatureComfort: 50, // 0=Freezing, 50=Perfect, 100=Overheating
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cleanliness: 80, // 0-100 how clean they feel
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// Physical Attributes (rarely change)
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strength: 50,
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stamina: 50,
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agility: 50,
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coordination: 50,
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flexibility: 50
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},
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// SEXUAL BIOLOGY (Detailed Arousal System)
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sexualBiology: {
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arousalLevel: 0, // 0-100 current arousal
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refractoryPeriod: false, // Currently in refractory period?
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refractoryUntil: null, // Timestamp when refractory ends
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ovulationDay: null, // Day of cycle (for female chars)
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menstrualPhase: null, // 'menstruation', 'follicular', 'ovulation', 'luteal'
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dayOfCycle: 1, // 1-28 day of menstrual cycle
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lastOrgasm: null, // Timestamp of last orgasm
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orgasmIntensity: 0, // 0-100 intensity of last orgasm
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deprivationDays: 0 // Days since last sexual release
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},
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// OUTFIT/CLOTHING SYSTEM (Dynamic tracking)
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clothing: {
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underwear: {
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bra: { worn: true, type: 'Regular bra', description: '', status: 'Worn normally', coverage: 15 },
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panties: { worn: true, type: 'Regular panties', description: '', status: 'Worn normally', coverage: 10 }
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},
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upperBody: {
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shirt: { worn: true, type: 'Blouse', description: '', status: 'Worn properly', coverage: 30 }
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},
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lowerBody: {
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pants: { worn: true, type: 'Jeans', description: '', status: 'Worn properly', coverage: 30 }
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},
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outerwear: {
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jacket: { worn: false, type: '', description: '', status: '', coverage: 0 }
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},
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footwear: {
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shoes: { worn: true, type: 'Sneakers', description: '', status: 'On', coverage: 5 },
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socks: { worn: true, type: 'Regular socks', description: '', status: 'On', coverage: 2 }
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},
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accessories: [],
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totalCoverage: 92, // Sum of all coverage percentages
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lastChange: null // Timestamp of last clothing change
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},
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// PHYSICAL STATE (Sweat, Temperature, Cleanliness)
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physicalState: {
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bodyTemperature: 37.0, // Celsius
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heartRate: 70, // BPM
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breathingRate: 14, // breaths per minute
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sweatLevel: 10, // 0-100
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hairCondition: 'Clean, styled',
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makeupState: 'Fresh',
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skinCondition: 'Soft, smooth',
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marks: [], // Hickeys, bruises, scratches
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scent: 'Natural (clean)'
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},
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// RELATIONSHIP TRACKING (Per-NPC detailed stats)
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relationships: {
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// Example format:
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// "NPC_Name": {
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// // Core Metrics
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// trust: 50,
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// love: 0,
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// loyalty: null, // null until unlocked
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// attraction: 0,
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// respect: 50,
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// fear: 0,
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//
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// // Social Dynamics
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// closeness: 20,
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// openness: 20,
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// comfort: 50,
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// dependency: 0,
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//
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// // Attraction Breakdown
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// physicalAttraction: 0,
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// emotionalAttraction: 0,
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// intellectualAttraction: 0,
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//
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// // Sexual Dynamics
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// flirtiness: 0,
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// sexualCompatibility: 50,
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// sexualSatisfaction: 50,
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//
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// // Power Dynamics
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// dominanceOverThem: 50, // How dominant char is over them
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// submissivenessToThem: 0, // How submissive char is to them
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// possessivenessToward: 0,
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//
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// // Negative Feelings
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// jealousyOf: 0,
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// resentment: 0,
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//
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// // Thoughts & Notes
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// currentThoughts: '', // What char is thinking about this person
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// relationshipStatus: 'Acquaintance',
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// lastInteraction: null
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// }
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},
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// CONTEXTUAL INFO (Extracted from scene)
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contextInfo: {
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location: '',
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timeOfDay: '',
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weather: '',
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presentCharacters: [], // List of characters currently present
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recentEvents: '',
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currentActivity: ''
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},
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// INTERNAL THOUGHTS (Character's current thoughts)
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thoughts: {
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internalMonologue: '', // What they're thinking right now
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desires: '', // What they want in this moment
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fears: '', // What they're afraid of
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plans: '' // What they're planning to do
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}
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};
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/**
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* Initialize a new relationship entry for an NPC
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* @param {string} npcName - Name of the NPC
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* @returns {Object} Default relationship data
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*/
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export function initializeRelationship(npcName) {
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return {
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// Core Metrics
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trust: 50,
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love: 0,
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loyalty: null,
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attraction: 0,
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respect: 50,
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fear: 0,
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// Social Dynamics
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closeness: 20,
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openness: 20,
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comfort: 50,
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dependency: 0,
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// Attraction Breakdown
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physicalAttraction: 0,
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emotionalAttraction: 0,
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intellectualAttraction: 0,
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// Sexual Dynamics
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flirtiness: 0,
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sexualCompatibility: 50,
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sexualSatisfaction: 50,
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// Power Dynamics
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dominanceOverThem: 50,
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submissivenessToThem: 0,
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possessivenessToward: 0,
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// Negative Feelings
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jealousyOf: 0,
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resentment: 0,
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// Thoughts & Notes
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currentThoughts: '',
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relationshipStatus: 'Stranger',
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lastInteraction: new Date().toISOString()
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};
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}
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/**
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* Get or create relationship data for an NPC
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* @param {string} npcName - Name of the NPC
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* @returns {Object} Relationship data
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*/
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export function getRelationship(npcName) {
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if (!characterState.relationships[npcName]) {
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characterState.relationships[npcName] = initializeRelationship(npcName);
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}
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return characterState.relationships[npcName];
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}
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/**
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* Update relationship data for an NPC
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* @param {string} npcName - Name of the NPC
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* @param {Object} updates - Partial relationship data to update
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*/
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export function updateRelationship(npcName, updates) {
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const relationship = getRelationship(npcName);
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Object.assign(relationship, updates);
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relationship.lastInteraction = new Date().toISOString();
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}
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/**
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* Set the entire character state
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* @param {Object} newState - New character state object
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*/
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export function setCharacterState(newState) {
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characterState = newState;
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}
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/**
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* Update specific parts of character state
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* @param {Object} updates - Partial character state to update
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*/
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export function updateCharacterState(updates) {
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// Deep merge for nested objects
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if (updates.primaryTraits) {
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Object.assign(characterState.primaryTraits, updates.primaryTraits);
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}
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if (updates.secondaryStates) {
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Object.assign(characterState.secondaryStates, updates.secondaryStates);
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}
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if (updates.physicalStats) {
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Object.assign(characterState.physicalStats, updates.physicalStats);
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}
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if (updates.sexualBiology) {
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Object.assign(characterState.sexualBiology, updates.sexualBiology);
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}
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if (updates.clothing) {
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Object.assign(characterState.clothing, updates.clothing);
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}
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if (updates.physicalState) {
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Object.assign(characterState.physicalState, updates.physicalState);
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}
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if (updates.contextInfo) {
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Object.assign(characterState.contextInfo, updates.contextInfo);
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}
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if (updates.thoughts) {
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Object.assign(characterState.thoughts, updates.thoughts);
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}
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if (updates.beliefs !== undefined) {
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characterState.beliefs = updates.beliefs;
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}
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if (updates.relationships) {
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Object.assign(characterState.relationships, updates.relationships);
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}
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if (updates.characterName !== undefined) {
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characterState.characterName = updates.characterName;
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}
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}
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/**
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* Get current character state
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* @returns {Object} Current character state
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*/
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export function getCharacterState() {
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return characterState;
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}
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/**
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* Reset character state to defaults
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*/
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export function resetCharacterState() {
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characterState = {
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characterName: null,
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primaryTraits: {},
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secondaryStates: {},
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beliefs: [],
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physicalStats: {},
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sexualBiology: {},
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clothing: {},
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physicalState: {},
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relationships: {},
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contextInfo: {},
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thoughts: {}
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};
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}
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/**
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* Export character state as JSON
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* @returns {string} JSON string of character state
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*/
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export function exportCharacterState() {
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return JSON.stringify(characterState, null, 2);
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}
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/**
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* Import character state from JSON
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* @param {string} jsonData - JSON string of character state
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*/
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export function importCharacterState(jsonData) {
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try {
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const imported = JSON.parse(jsonData);
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characterState = imported;
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return true;
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} catch (error) {
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console.error('[Character State] Import failed:', error);
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return false;
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}
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}
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@@ -1,469 +0,0 @@
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/**
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* Character State Parser Module
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* Extracts and applies character state updates from LLM responses
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*/
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import {
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getCharacterState,
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updateCharacterState,
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updateRelationship,
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getRelationship
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} from '../../core/characterState.js';
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/**
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* Extracts character state update block from LLM response
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* @param {string} text - Full LLM response text
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* @returns {string|null} Extracted state update block or null if not found
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*/
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export function extractCharacterStateBlock(text) {
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if (!text) return null;
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// Look for character-state code block
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const stateBlockRegex = /```character-state\s*([\s\S]*?)```/i;
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const match = text.match(stateBlockRegex);
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if (match && match[1]) {
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return match[1].trim();
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}
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// Fallback: look for "State Update" section
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const fallbackRegex = /State Update\s*---\s*([\s\S]*?)(?=```|$)/i;
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const fallbackMatch = text.match(fallbackRegex);
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if (fallbackMatch && fallbackMatch[1]) {
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return fallbackMatch[1].trim();
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}
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return null;
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}
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/**
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* Parses emotional changes from state update text
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* @param {string} stateText - State update text
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* @returns {Object} Emotional state changes
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*/
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export function parseEmotionalChanges(stateText) {
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const changes = {};
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// Look for Emotional Changes section
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const emotionalSection = extractSection(stateText, 'Emotional Changes');
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if (!emotionalSection) return changes;
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// Parse lines like "happy: +15 (reason: received compliment)"
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const changeRegex = /-\s*(\w+):\s*([+-]?\d+)\s*(?:\(reason:\s*([^)]+)\))?/gi;
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let match;
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while ((match = changeRegex.exec(emotionalSection)) !== null) {
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const emotion = match[1].toLowerCase();
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const delta = parseInt(match[2]);
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const reason = match[3] || '';
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changes[emotion] = {
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delta: delta,
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reason: reason.trim()
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};
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}
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return changes;
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}
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/**
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||||
* Parses physical state changes from state update text
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* @param {string} stateText - State update text
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* @returns {Object} Physical state changes
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*/
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export function parsePhysicalChanges(stateText) {
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const changes = {};
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// Look for Physical Changes section
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const physicalSection = extractSection(stateText, 'Physical Changes');
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if (!physicalSection) return changes;
|
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|
||||
// Parse lines like "Energy: -20 (reason: exhausting activity)"
|
||||
const changeRegex = /-\s*(\w+):\s*([+-]?\d+)\s*(?:\(reason:\s*([^)]+)\))?/gi;
|
||||
let match;
|
||||
|
||||
while ((match = changeRegex.exec(physicalSection)) !== null) {
|
||||
const stat = match[1].toLowerCase();
|
||||
const delta = parseInt(match[2]);
|
||||
const reason = match[3] || '';
|
||||
|
||||
changes[stat] = {
|
||||
delta: delta,
|
||||
reason: reason.trim()
|
||||
};
|
||||
}
|
||||
|
||||
return changes;
|
||||
}
|
||||
|
||||
/**
|
||||
* Parses relationship updates from state update text
|
||||
* @param {string} stateText - State update text
|
||||
* @returns {Object} Relationship updates by character name
|
||||
*/
|
||||
export function parseRelationshipUpdates(stateText) {
|
||||
const updates = {};
|
||||
|
||||
// Look for Relationship Updates section
|
||||
const relationshipSection = extractSection(stateText, 'Relationship Updates');
|
||||
if (!relationshipSection) return updates;
|
||||
|
||||
// Split by character entries (lines starting with "- CharacterName:")
|
||||
const characterEntries = relationshipSection.split(/(?=^- )/m);
|
||||
|
||||
for (const entry of characterEntries) {
|
||||
if (!entry.trim()) continue;
|
||||
|
||||
// Extract character name
|
||||
const nameMatch = entry.match(/^-\s*([^:]+):/);
|
||||
if (!nameMatch) continue;
|
||||
|
||||
const characterName = nameMatch[1].trim();
|
||||
const relationshipData = {};
|
||||
|
||||
// Parse relationship stat changes
|
||||
// Format: " - Trust: +10 (reason: showed vulnerability)"
|
||||
const statRegex = /^\s*-\s*(\w+):\s*([+-]?\d+)\s*(?:\(reason:\s*([^)]+)\))?/gim;
|
||||
let statMatch;
|
||||
|
||||
while ((statMatch = statRegex.exec(entry)) !== null) {
|
||||
const stat = statMatch[1].toLowerCase();
|
||||
const delta = parseInt(statMatch[2]);
|
||||
const reason = statMatch[3] || '';
|
||||
|
||||
relationshipData[stat] = {
|
||||
delta: delta,
|
||||
reason: reason.trim()
|
||||
};
|
||||
}
|
||||
|
||||
// Extract thoughts
|
||||
const thoughtsMatch = entry.match(/Thoughts:\s*"([^"]+)"/i);
|
||||
if (thoughtsMatch) {
|
||||
relationshipData.currentThoughts = thoughtsMatch[1].trim();
|
||||
}
|
||||
|
||||
if (Object.keys(relationshipData).length > 0) {
|
||||
updates[characterName] = relationshipData;
|
||||
}
|
||||
}
|
||||
|
||||
return updates;
|
||||
}
|
||||
|
||||
/**
|
||||
* Parses scene context updates from state update text
|
||||
* @param {string} stateText - State update text
|
||||
* @returns {Object} Context updates
|
||||
*/
|
||||
export function parseContextUpdates(stateText) {
|
||||
const context = {};
|
||||
|
||||
// Look for Scene Context section
|
||||
const contextSection = extractSection(stateText, 'Scene Context');
|
||||
if (!contextSection) return context;
|
||||
|
||||
// Parse location
|
||||
const locationMatch = contextSection.match(/Location:\s*([^\n]+)/i);
|
||||
if (locationMatch) {
|
||||
context.location = locationMatch[1].trim();
|
||||
}
|
||||
|
||||
// Parse time
|
||||
const timeMatch = contextSection.match(/Time:\s*([^\n]+)/i);
|
||||
if (timeMatch) {
|
||||
context.timeOfDay = timeMatch[1].trim();
|
||||
}
|
||||
|
||||
// Parse present characters
|
||||
const presentMatch = contextSection.match(/Present:\s*([^\n]+)/i);
|
||||
if (presentMatch) {
|
||||
const presentText = presentMatch[1].trim();
|
||||
context.presentCharacters = presentText.split(',').map(s => s.trim()).filter(s => s);
|
||||
}
|
||||
|
||||
return context;
|
||||
}
|
||||
|
||||
/**
|
||||
* Parses internal thoughts from state update text
|
||||
* @param {string} stateText - State update text
|
||||
* @returns {Object} Thoughts object
|
||||
*/
|
||||
export function parseThoughts(stateText) {
|
||||
const thoughts = {};
|
||||
|
||||
// Look for Thoughts section
|
||||
// Format: **Character's Thoughts**:\n"thought text here"
|
||||
const thoughtsRegex = /\*\*[^*]+'s Thoughts\*\*:\s*"([^"]+)"/i;
|
||||
const match = stateText.match(thoughtsRegex);
|
||||
|
||||
if (match) {
|
||||
thoughts.internalMonologue = match[1].trim();
|
||||
}
|
||||
|
||||
return thoughts;
|
||||
}
|
||||
|
||||
/**
|
||||
* Parses outfit/clothing changes from state update text
|
||||
* @param {string} stateText - State update text
|
||||
* @returns {Object} Clothing changes
|
||||
*/
|
||||
export function parseClothingChanges(stateText) {
|
||||
const changes = {};
|
||||
|
||||
// Look for Outfit Changes section
|
||||
const outfitSection = extractSection(stateText, 'Outfit Changes');
|
||||
if (!outfitSection) return changes;
|
||||
|
||||
// Parse lines like "- shirt: removed" or "- dress: added (red cocktail dress)"
|
||||
const changeRegex = /-\s*([^:]+):\s*([^\n(]+)(?:\(([^)]+)\))?/gi;
|
||||
let match;
|
||||
|
||||
while ((match = changeRegex.exec(outfitSection)) !== null) {
|
||||
const item = match[1].trim();
|
||||
const action = match[2].trim();
|
||||
const description = match[3] ? match[3].trim() : '';
|
||||
|
||||
changes[item] = {
|
||||
action: action,
|
||||
description: description
|
||||
};
|
||||
}
|
||||
|
||||
return changes;
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper function to extract a section from state update text
|
||||
* @param {string} text - Full state update text
|
||||
* @param {string} sectionName - Name of section to extract
|
||||
* @returns {string} Section content or empty string
|
||||
*/
|
||||
function extractSection(text, sectionName) {
|
||||
// Match section with various formats:
|
||||
// **Section Name**:
|
||||
// **Section Name**
|
||||
const sectionRegex = new RegExp(`\\*\\*${sectionName}\\*\\*:?\\s*([\\s\\S]*?)(?=\\*\\*|$)`, 'i');
|
||||
const match = text.match(sectionRegex);
|
||||
|
||||
if (match && match[1]) {
|
||||
return match[1].trim();
|
||||
}
|
||||
|
||||
return '';
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies emotional state changes to character state
|
||||
* @param {Object} emotionalChanges - Emotional changes to apply
|
||||
*/
|
||||
export function applyEmotionalChanges(emotionalChanges) {
|
||||
const charState = getCharacterState();
|
||||
const newStates = { ...charState.secondaryStates };
|
||||
|
||||
for (const [emotion, change] of Object.entries(emotionalChanges)) {
|
||||
if (newStates[emotion] !== undefined) {
|
||||
let newValue = (newStates[emotion] || 0) + change.delta;
|
||||
// Clamp between 0-100
|
||||
newValue = Math.max(0, Math.min(100, newValue));
|
||||
newStates[emotion] = newValue;
|
||||
|
||||
console.log(`[Character State] ${emotion}: ${newStates[emotion]} (${change.delta > 0 ? '+' : ''}${change.delta}) - ${change.reason}`);
|
||||
}
|
||||
}
|
||||
|
||||
updateCharacterState({ secondaryStates: newStates });
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies physical state changes to character state
|
||||
* @param {Object} physicalChanges - Physical changes to apply
|
||||
*/
|
||||
export function applyPhysicalChanges(physicalChanges) {
|
||||
const charState = getCharacterState();
|
||||
const newStats = { ...charState.physicalStats };
|
||||
|
||||
for (const [stat, change] of Object.entries(physicalChanges)) {
|
||||
if (newStats[stat] !== undefined) {
|
||||
let newValue = (newStats[stat] || 50) + change.delta;
|
||||
// Clamp between 0-100 (or appropriate range)
|
||||
newValue = Math.max(0, Math.min(100, newValue));
|
||||
newStats[stat] = newValue;
|
||||
|
||||
console.log(`[Character State] ${stat}: ${newStats[stat]} (${change.delta > 0 ? '+' : ''}${change.delta}) - ${change.reason}`);
|
||||
}
|
||||
}
|
||||
|
||||
updateCharacterState({ physicalStats: newStats });
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies relationship updates to character state
|
||||
* @param {Object} relationshipUpdates - Relationship updates by character name
|
||||
*/
|
||||
export function applyRelationshipUpdates(relationshipUpdates) {
|
||||
for (const [characterName, updates] of Object.entries(relationshipUpdates)) {
|
||||
const relationship = getRelationship(characterName);
|
||||
const newRelationship = { ...relationship };
|
||||
|
||||
// Apply delta changes
|
||||
for (const [stat, change] of Object.entries(updates)) {
|
||||
if (stat === 'currentThoughts') {
|
||||
newRelationship.currentThoughts = change;
|
||||
} else if (typeof change === 'object' && change.delta !== undefined) {
|
||||
if (newRelationship[stat] !== undefined && newRelationship[stat] !== null) {
|
||||
let newValue = (newRelationship[stat] || 0) + change.delta;
|
||||
newValue = Math.max(0, Math.min(100, newValue));
|
||||
newRelationship[stat] = newValue;
|
||||
|
||||
console.log(`[Character State] Relationship with ${characterName} - ${stat}: ${newValue} (${change.delta > 0 ? '+' : ''}${change.delta}) - ${change.reason}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update thoughts if provided
|
||||
if (updates.currentThoughts) {
|
||||
newRelationship.currentThoughts = updates.currentThoughts;
|
||||
}
|
||||
|
||||
// Update the relationship
|
||||
updateRelationship(characterName, newRelationship);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Main function to parse and apply all character state updates
|
||||
* @param {string} responseText - Full LLM response text
|
||||
* @returns {Object} Parsed state data
|
||||
*/
|
||||
export function parseAndApplyCharacterStateUpdate(responseText) {
|
||||
console.log('[Character Parser] Parsing character state update...');
|
||||
|
||||
// Extract state update block
|
||||
const stateBlock = extractCharacterStateBlock(responseText);
|
||||
if (!stateBlock) {
|
||||
console.log('[Character Parser] No character state update block found');
|
||||
return null;
|
||||
}
|
||||
|
||||
console.log('[Character Parser] Found state update block:', stateBlock.substring(0, 200));
|
||||
|
||||
// Parse all sections
|
||||
const emotionalChanges = parseEmotionalChanges(stateBlock);
|
||||
const physicalChanges = parsePhysicalChanges(stateBlock);
|
||||
const relationshipUpdates = parseRelationshipUpdates(stateBlock);
|
||||
const contextUpdates = parseContextUpdates(stateBlock);
|
||||
const thoughts = parseThoughts(stateBlock);
|
||||
const clothingChanges = parseClothingChanges(stateBlock);
|
||||
|
||||
// Apply changes to character state
|
||||
if (Object.keys(emotionalChanges).length > 0) {
|
||||
console.log('[Character Parser] Applying emotional changes:', Object.keys(emotionalChanges));
|
||||
applyEmotionalChanges(emotionalChanges);
|
||||
}
|
||||
|
||||
if (Object.keys(physicalChanges).length > 0) {
|
||||
console.log('[Character Parser] Applying physical changes:', Object.keys(physicalChanges));
|
||||
applyPhysicalChanges(physicalChanges);
|
||||
}
|
||||
|
||||
if (Object.keys(relationshipUpdates).length > 0) {
|
||||
console.log('[Character Parser] Applying relationship updates for:', Object.keys(relationshipUpdates));
|
||||
applyRelationshipUpdates(relationshipUpdates);
|
||||
}
|
||||
|
||||
if (Object.keys(contextUpdates).length > 0) {
|
||||
console.log('[Character Parser] Updating context:', contextUpdates);
|
||||
updateCharacterState({ contextInfo: contextUpdates });
|
||||
}
|
||||
|
||||
if (Object.keys(thoughts).length > 0) {
|
||||
console.log('[Character Parser] Updating thoughts');
|
||||
updateCharacterState({ thoughts: thoughts });
|
||||
}
|
||||
|
||||
// Return parsed data for display
|
||||
return {
|
||||
emotionalChanges,
|
||||
physicalChanges,
|
||||
relationshipUpdates,
|
||||
contextUpdates,
|
||||
thoughts,
|
||||
clothingChanges,
|
||||
rawStateBlock: stateBlock
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Parses character initialization data from JSON
|
||||
* Used when initializing character state from character card analysis
|
||||
* @param {string} responseText - LLM response with JSON data
|
||||
* @returns {Object|null} Parsed trait data or null if failed
|
||||
*/
|
||||
export function parseCharacterInitialization(responseText) {
|
||||
try {
|
||||
// Extract JSON block
|
||||
const jsonMatch = responseText.match(/```json\s*([\s\S]*?)```/);
|
||||
if (!jsonMatch) {
|
||||
// Try to find JSON without code blocks
|
||||
const jsonObjectMatch = responseText.match(/\{[\s\S]*\}/);
|
||||
if (jsonObjectMatch) {
|
||||
return JSON.parse(jsonObjectMatch[0]);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
const jsonData = JSON.parse(jsonMatch[1]);
|
||||
return jsonData;
|
||||
} catch (error) {
|
||||
console.error('[Character Parser] Failed to parse initialization data:', error);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Parses relationship analysis data from JSON
|
||||
* @param {string} responseText - LLM response with JSON data
|
||||
* @returns {Object|null} Parsed relationship data or null if failed
|
||||
*/
|
||||
export function parseRelationshipAnalysis(responseText) {
|
||||
try {
|
||||
// Extract JSON block
|
||||
const jsonMatch = responseText.match(/```json\s*([\s\S]*?)```/);
|
||||
if (!jsonMatch) {
|
||||
// Try to find JSON without code blocks
|
||||
const jsonObjectMatch = responseText.match(/\{[\s\S]*\}/);
|
||||
if (jsonObjectMatch) {
|
||||
return JSON.parse(jsonObjectMatch[0]);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
const jsonData = JSON.parse(jsonMatch[1]);
|
||||
return jsonData;
|
||||
} catch (error) {
|
||||
console.error('[Character Parser] Failed to parse relationship analysis:', error);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Cleans the LLM response by removing the character state update block
|
||||
* This leaves only the actual roleplay response
|
||||
* @param {string} responseText - Full LLM response
|
||||
* @returns {string} Cleaned response without state update block
|
||||
*/
|
||||
export function removeCharacterStateBlock(responseText) {
|
||||
if (!responseText) return '';
|
||||
|
||||
// Remove character-state code block
|
||||
let cleaned = responseText.replace(/```character-state\s*[\s\S]*?```/gi, '');
|
||||
|
||||
// Clean up extra whitespace
|
||||
cleaned = cleaned.trim();
|
||||
|
||||
return cleaned;
|
||||
}
|
||||
@@ -1,379 +0,0 @@
|
||||
/**
|
||||
* Character Prompt Builder Module
|
||||
* Handles AI prompt generation for character state tracking
|
||||
* Based on Katherine RPG System - tracks {{char}} states instead of {{user}}
|
||||
*/
|
||||
|
||||
import { getContext } from '../../../../../../extensions.js';
|
||||
import { chat, characters, this_chid } from '../../../../../../../script.js';
|
||||
import { selected_group, getGroupMembers, getGroupChat } from '../../../../../../group-chats.js';
|
||||
import { extensionSettings } from '../../core/state.js';
|
||||
import { getCharacterState } from '../../core/characterState.js';
|
||||
|
||||
/**
|
||||
* Gets the main character name from the current chat
|
||||
* @returns {string} Character name
|
||||
*/
|
||||
function getCharacterName() {
|
||||
if (selected_group) {
|
||||
// For group chats, we'll need to track multiple characters
|
||||
// For now, return the first active character
|
||||
const groupMembers = getGroupMembers(selected_group);
|
||||
if (groupMembers && groupMembers.length > 0) {
|
||||
return groupMembers[0].name;
|
||||
}
|
||||
} else if (this_chid !== undefined && characters && characters[this_chid]) {
|
||||
return characters[this_chid].name;
|
||||
}
|
||||
return 'Character';
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a summary of the current character states for LLM context
|
||||
* @returns {string} Formatted character state summary
|
||||
*/
|
||||
export function generateCharacterStateSummary() {
|
||||
const charState = getCharacterState();
|
||||
const charName = charState.characterName || getCharacterName();
|
||||
|
||||
let summary = `=== ${charName}'s Current State ===\n\n`;
|
||||
|
||||
// Primary Traits (most important personality traits only)
|
||||
summary += `**Core Personality Traits** (0-100 scale):\n`;
|
||||
const keyTraits = {
|
||||
dominance: charState.primaryTraits.dominance,
|
||||
introversion: charState.primaryTraits.introversion,
|
||||
emotionalStability: charState.primaryTraits.emotionalStability,
|
||||
honesty: charState.primaryTraits.honesty,
|
||||
empathy: charState.primaryTraits.empathy,
|
||||
corruption: charState.primaryTraits.corruption
|
||||
};
|
||||
for (const [trait, value] of Object.entries(keyTraits)) {
|
||||
if (value !== undefined && value !== null) {
|
||||
summary += `- ${trait}: ${value}\n`;
|
||||
}
|
||||
}
|
||||
summary += `\n`;
|
||||
|
||||
// Secondary States (current emotions)
|
||||
summary += `**Current Emotional States** (0-100 intensity):\n`;
|
||||
const activeStates = Object.entries(charState.secondaryStates)
|
||||
.filter(([key, value]) => value > 10) // Only show non-trivial states
|
||||
.sort((a, b) => b[1] - a[1]) // Sort by intensity
|
||||
.slice(0, 10); // Top 10 states
|
||||
|
||||
if (activeStates.length > 0) {
|
||||
for (const [state, value] of activeStates) {
|
||||
summary += `- ${state}: ${value}\n`;
|
||||
}
|
||||
} else {
|
||||
summary += `- (Emotionally neutral)\n`;
|
||||
}
|
||||
summary += `\n`;
|
||||
|
||||
// Physical Stats
|
||||
summary += `**Physical Condition**:\n`;
|
||||
summary += `- Health: ${charState.physicalStats.health || 100}%\n`;
|
||||
summary += `- Energy: ${charState.physicalStats.energy || 70}%\n`;
|
||||
summary += `- Hunger: ${charState.physicalStats.hunger || 40}%\n`;
|
||||
summary += `- Arousal: ${charState.physicalStats.arousal || 0}%\n`;
|
||||
summary += `\n`;
|
||||
|
||||
// Clothing Summary
|
||||
if (charState.clothing && charState.clothing.totalCoverage !== undefined) {
|
||||
summary += `**Current Outfit**: `;
|
||||
const outfit = [];
|
||||
if (charState.clothing.upperBody?.shirt?.worn) {
|
||||
outfit.push(charState.clothing.upperBody.shirt.type);
|
||||
}
|
||||
if (charState.clothing.lowerBody?.pants?.worn) {
|
||||
outfit.push(charState.clothing.lowerBody.pants.type);
|
||||
}
|
||||
if (outfit.length > 0) {
|
||||
summary += outfit.join(', ');
|
||||
} else {
|
||||
summary += 'Minimal clothing';
|
||||
}
|
||||
summary += ` (${charState.clothing.totalCoverage}% coverage)\n\n`;
|
||||
}
|
||||
|
||||
// Context Info
|
||||
if (charState.contextInfo.location || charState.contextInfo.timeOfDay) {
|
||||
summary += `**Scene Context**:\n`;
|
||||
if (charState.contextInfo.location) {
|
||||
summary += `- Location: ${charState.contextInfo.location}\n`;
|
||||
}
|
||||
if (charState.contextInfo.timeOfDay) {
|
||||
summary += `- Time: ${charState.contextInfo.timeOfDay}\n`;
|
||||
}
|
||||
if (charState.contextInfo.presentCharacters && charState.contextInfo.presentCharacters.length > 0) {
|
||||
summary += `- Present: ${charState.contextInfo.presentCharacters.join(', ')}\n`;
|
||||
}
|
||||
summary += `\n`;
|
||||
}
|
||||
|
||||
// Relationships (active ones only)
|
||||
const activeRelationships = Object.entries(charState.relationships)
|
||||
.filter(([name, data]) => data.trust > 30 || data.love > 10 || data.attraction > 10);
|
||||
|
||||
if (activeRelationships.length > 0) {
|
||||
summary += `**Key Relationships**:\n`;
|
||||
for (const [name, rel] of activeRelationships) {
|
||||
summary += `- ${name}: Trust ${rel.trust}, Love ${rel.love}, Attraction ${rel.attraction}\n`;
|
||||
if (rel.currentThoughts) {
|
||||
summary += ` Thoughts: "${rel.currentThoughts}"\n`;
|
||||
}
|
||||
}
|
||||
summary += `\n`;
|
||||
}
|
||||
|
||||
// Current Thoughts
|
||||
if (charState.thoughts.internalMonologue) {
|
||||
summary += `**Internal Thoughts**: "${charState.thoughts.internalMonologue}"\n\n`;
|
||||
}
|
||||
|
||||
return summary;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates the tracking prompt for character state updates
|
||||
* @returns {string} Formatted instruction text for the AI
|
||||
*/
|
||||
export function generateCharacterTrackingInstructions() {
|
||||
const charName = getCharacterName();
|
||||
const charState = getCharacterState();
|
||||
|
||||
let instructions = `\n=== CHARACTER STATE TRACKING ===\n\n`;
|
||||
instructions += `After your response, you MUST update ${charName}'s state based on what happened in your response.\n\n`;
|
||||
instructions += `Provide the updates in this exact format:\n\n`;
|
||||
|
||||
instructions += `\`\`\`character-state\n`;
|
||||
instructions += `${charName}'s State Update\n`;
|
||||
instructions += `---\n\n`;
|
||||
|
||||
// Emotional States Changes
|
||||
instructions += `**Emotional Changes**:\n`;
|
||||
instructions += `- [Emotion]: [+/- amount] (reason: [brief explanation])\n`;
|
||||
instructions += `Example: "happy: +15 (reason: received compliment from {{user}})"\n`;
|
||||
instructions += `Example: "anxious: -10 (reason: situation resolved peacefully)"\n`;
|
||||
instructions += `(Only list emotions that changed. Use +/- notation.)\n\n`;
|
||||
|
||||
// Physical State Changes
|
||||
instructions += `**Physical Changes**:\n`;
|
||||
instructions += `- Energy: [+/- amount] (reason: [brief])\n`;
|
||||
instructions += `- Arousal: [+/- amount] (reason: [brief])\n`;
|
||||
instructions += `- [Other stats if changed]: [+/- amount] (reason: [brief])\n\n`;
|
||||
|
||||
// Relationship Changes (if applicable)
|
||||
instructions += `**Relationship Updates** (if any character interactions occurred):\n`;
|
||||
instructions += `- [Character Name]:\n`;
|
||||
instructions += ` - Trust: [+/- amount] (reason: [brief])\n`;
|
||||
instructions += ` - Love: [+/- amount] (reason: [brief])\n`;
|
||||
instructions += ` - Attraction: [+/- amount] (reason: [brief])\n`;
|
||||
instructions += ` - Thoughts: "[what ${charName} is thinking about this person now]"\n\n`;
|
||||
|
||||
// Context Updates
|
||||
instructions += `**Scene Context**:\n`;
|
||||
instructions += `- Location: [current location]\n`;
|
||||
instructions += `- Time: [current time of day]\n`;
|
||||
instructions += `- Present: [list of characters currently in scene]\n\n`;
|
||||
|
||||
// Internal Thoughts
|
||||
instructions += `**${charName}'s Thoughts**:\n`;
|
||||
instructions += `"[${charName}'s internal monologue in first person, 1-3 sentences]"\n\n`;
|
||||
|
||||
// Clothing Changes (if applicable)
|
||||
instructions += `**Outfit Changes** (only if clothing changed):\n`;
|
||||
instructions += `- [Item]: [removed/added/changed to X]\n`;
|
||||
instructions += `Example: "shirt: removed", "dress: added (red cocktail dress)"\n\n`;
|
||||
|
||||
instructions += `\`\`\`\n\n`;
|
||||
|
||||
instructions += `IMPORTANT GUIDELINES:\n`;
|
||||
instructions += `1. All changes should be REALISTIC and GRADUAL (+/- 1-15 for normal events, +/- 20+ only for major events)\n`;
|
||||
instructions += `2. Consider ${charName}'s personality traits when determining emotional reactions\n`;
|
||||
instructions += `3. Track physical needs realistically (energy decreases with activity, arousal changes with context)\n`;
|
||||
instructions += `4. Relationship changes require INTERACTION - don't change relationships with characters not in the scene\n`;
|
||||
instructions += `5. Internal thoughts should reflect ${charName}'s true feelings, even if different from what they say\n`;
|
||||
instructions += `6. If nothing significant happened, you can note "No significant state changes"\n\n`;
|
||||
|
||||
return instructions;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates the full prompt for character state tracking in TOGETHER mode
|
||||
* This is injected as part of the main generation
|
||||
* @returns {string} Prompt text to inject
|
||||
*/
|
||||
export function generateCharacterTrackingPrompt() {
|
||||
const charName = getCharacterName();
|
||||
const stateSummary = generateCharacterStateSummary();
|
||||
const instructions = generateCharacterTrackingInstructions();
|
||||
|
||||
let prompt = `\n--- CHARACTER STATE TRACKING ---\n\n`;
|
||||
prompt += stateSummary;
|
||||
prompt += instructions;
|
||||
|
||||
return prompt;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates the full prompt for SEPARATE character state tracking mode
|
||||
* Creates a message array suitable for the generateRaw API
|
||||
* @returns {Array<{role: string, content: string}>} Array of message objects for API
|
||||
*/
|
||||
export async function generateSeparateCharacterTrackingPrompt() {
|
||||
const depth = extensionSettings.updateDepth || 4;
|
||||
const charName = getCharacterName();
|
||||
const userName = getContext().name1;
|
||||
const charState = getCharacterState();
|
||||
|
||||
const messages = [];
|
||||
|
||||
// System message
|
||||
let systemMessage = `You are a character state tracking system for an AI roleplay.\n\n`;
|
||||
systemMessage += `Your ONLY job is to analyze the most recent response from ${charName} and update their internal states accordingly.\n\n`;
|
||||
systemMessage += `You must track:\n`;
|
||||
systemMessage += `- Emotional states (happiness, arousal, stress, etc.)\n`;
|
||||
systemMessage += `- Physical condition (energy, health, hunger, etc.)\n`;
|
||||
systemMessage += `- Relationships (how ${charName} feels about other characters)\n`;
|
||||
systemMessage += `- Internal thoughts (what ${charName} is truly thinking)\n`;
|
||||
systemMessage += `- Context (location, time, who's present)\n\n`;
|
||||
systemMessage += `Be realistic and consider ${charName}'s personality when determining state changes.\n\n`;
|
||||
|
||||
messages.push({
|
||||
role: 'system',
|
||||
content: systemMessage
|
||||
});
|
||||
|
||||
// Add current character state
|
||||
const stateSummary = generateCharacterStateSummary();
|
||||
messages.push({
|
||||
role: 'user',
|
||||
content: `Current ${charName}'s state:\n\n${stateSummary}`
|
||||
});
|
||||
|
||||
// Add recent chat history for context
|
||||
messages.push({
|
||||
role: 'user',
|
||||
content: `Recent conversation history (for context):\n\n`
|
||||
});
|
||||
|
||||
const recentMessages = chat.slice(-depth);
|
||||
for (const message of recentMessages) {
|
||||
messages.push({
|
||||
role: message.is_user ? 'user' : 'assistant',
|
||||
content: `[${message.is_user ? userName : charName}]: ${message.mes}`
|
||||
});
|
||||
}
|
||||
|
||||
// Add tracking instructions
|
||||
const instructions = generateCharacterTrackingInstructions();
|
||||
messages.push({
|
||||
role: 'user',
|
||||
content: instructions + `\nProvide ONLY the character state update in the exact format specified above. Do not include any other commentary.`
|
||||
});
|
||||
|
||||
return messages;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a prompt for initializing character state from character card
|
||||
* This is used when starting a new chat or resetting state
|
||||
* @returns {string} Prompt for initialization
|
||||
*/
|
||||
export async function generateCharacterInitializationPrompt() {
|
||||
const charName = getCharacterName();
|
||||
let character = null;
|
||||
|
||||
if (this_chid !== undefined && characters && characters[this_chid]) {
|
||||
character = characters[this_chid];
|
||||
}
|
||||
|
||||
let prompt = `You are analyzing a character card to initialize state tracking.\n\n`;
|
||||
|
||||
if (character) {
|
||||
prompt += `Character: ${character.name}\n\n`;
|
||||
|
||||
if (character.description) {
|
||||
prompt += `Description:\n${character.description}\n\n`;
|
||||
}
|
||||
|
||||
if (character.personality) {
|
||||
prompt += `Personality:\n${character.personality}\n\n`;
|
||||
}
|
||||
|
||||
if (character.scenario) {
|
||||
prompt += `Scenario:\n${character.scenario}\n\n`;
|
||||
}
|
||||
}
|
||||
|
||||
prompt += `Based on this character information, provide reasonable initial values (0-100 scale) for these personality traits:\n\n`;
|
||||
prompt += `\`\`\`json\n`;
|
||||
prompt += `{\n`;
|
||||
prompt += ` "dominance": 50,\n`;
|
||||
prompt += ` "introversion": 50,\n`;
|
||||
prompt += ` "emotionalStability": 50,\n`;
|
||||
prompt += ` "honesty": 50,\n`;
|
||||
prompt += ` "empathy": 50,\n`;
|
||||
prompt += ` "corruption": 10,\n`;
|
||||
prompt += ` "intelligence": 50,\n`;
|
||||
prompt += ` "confidence": 50\n`;
|
||||
prompt += `}\n`;
|
||||
prompt += `\`\`\`\n\n`;
|
||||
prompt += `Consider the character's description and personality when setting these values.\n`;
|
||||
prompt += `For example:\n`;
|
||||
prompt += `- A shy character would have high introversion (70-90)\n`;
|
||||
prompt += `- A leader would have high dominance (70-90)\n`;
|
||||
prompt += `- A kind character would have high empathy (70-90)\n\n`;
|
||||
prompt += `Provide ONLY the JSON object with your estimated values.`;
|
||||
|
||||
return prompt;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a relationship analysis prompt for a specific character
|
||||
* Used when a new character is introduced or to analyze existing relationships
|
||||
* @param {string} targetCharacterName - Name of the character to analyze relationship with
|
||||
* @returns {string} Prompt for relationship analysis
|
||||
*/
|
||||
export function generateRelationshipAnalysisPrompt(targetCharacterName) {
|
||||
const charName = getCharacterName();
|
||||
const charState = getCharacterState();
|
||||
|
||||
let prompt = `Analyze ${charName}'s relationship with ${targetCharacterName} based on recent interactions.\n\n`;
|
||||
|
||||
// Add chat context
|
||||
const recentMessages = chat.slice(-10).filter(msg => {
|
||||
return msg.mes.toLowerCase().includes(targetCharacterName.toLowerCase());
|
||||
});
|
||||
|
||||
if (recentMessages.length > 0) {
|
||||
prompt += `Recent interactions:\n\n`;
|
||||
for (const msg of recentMessages) {
|
||||
prompt += `- ${msg.mes.substring(0, 200)}${msg.mes.length > 200 ? '...' : ''}\n`;
|
||||
}
|
||||
prompt += `\n`;
|
||||
}
|
||||
|
||||
prompt += `Provide relationship stats (0-100 scale) in this format:\n\n`;
|
||||
prompt += `\`\`\`json\n`;
|
||||
prompt += `{\n`;
|
||||
prompt += ` "trust": 50,\n`;
|
||||
prompt += ` "love": 0,\n`;
|
||||
prompt += ` "attraction": 0,\n`;
|
||||
prompt += ` "respect": 50,\n`;
|
||||
prompt += ` "closeness": 20,\n`;
|
||||
prompt += ` "currentThoughts": "[What ${charName} thinks about ${targetCharacterName}]",\n`;
|
||||
prompt += ` "relationshipStatus": "Stranger|Acquaintance|Friend|Close Friend|Lover|Enemy"\n`;
|
||||
prompt += `}\n`;
|
||||
prompt += `\`\`\`\n\n`;
|
||||
prompt += `Consider:\n`;
|
||||
prompt += `- How long they've known each other\n`;
|
||||
prompt += `- Quality of interactions (positive/negative)\n`;
|
||||
prompt += `- ${charName}'s personality (empathy: ${charState.primaryTraits.empathy}, trust tendency, etc.)\n`;
|
||||
prompt += `- Current emotional state of ${charName}\n\n`;
|
||||
prompt += `Provide ONLY the JSON object.`;
|
||||
|
||||
return prompt;
|
||||
}
|
||||
@@ -1,373 +0,0 @@
|
||||
/**
|
||||
* Character State Rendering Module
|
||||
* Displays character state information in the UI
|
||||
*/
|
||||
|
||||
import { getCharacterState } from '../../core/characterState.js';
|
||||
|
||||
/**
|
||||
* Renders the character's emotional state section
|
||||
* @param {Object} $container - jQuery container element
|
||||
*/
|
||||
export function renderEmotionalState($container) {
|
||||
if (!$container || !$container.length) return;
|
||||
|
||||
const charState = getCharacterState();
|
||||
const charName = charState.characterName || 'Character';
|
||||
|
||||
let html = `<div class="rpg-character-emotions">`;
|
||||
html += `<h4>${charName}'s Emotional State</h4>`;
|
||||
|
||||
// Get active emotional states (>10 intensity)
|
||||
const activeEmotions = Object.entries(charState.secondaryStates)
|
||||
.filter(([key, value]) => value > 10)
|
||||
.sort((a, b) => b[1] - a[1]) // Sort by intensity
|
||||
.slice(0, 8); // Show top 8
|
||||
|
||||
if (activeEmotions.length > 0) {
|
||||
html += `<div class="rpg-emotion-list">`;
|
||||
for (const [emotion, value] of activeEmotions) {
|
||||
const emotionLabel = formatEmotionName(emotion);
|
||||
const emotionColor = getEmotionColor(emotion, value);
|
||||
const barWidth = value;
|
||||
|
||||
html += `<div class="rpg-emotion-item">`;
|
||||
html += `<span class="rpg-emotion-label">${emotionLabel}</span>`;
|
||||
html += `<div class="rpg-stat-bar-container">`;
|
||||
html += `<div class="rpg-stat-bar" style="width: ${barWidth}%; background-color: ${emotionColor};"></div>`;
|
||||
html += `</div>`;
|
||||
html += `<span class="rpg-emotion-value">${value}</span>`;
|
||||
html += `</div>`;
|
||||
}
|
||||
html += `</div>`;
|
||||
} else {
|
||||
html += `<p class="rpg-neutral-state">Emotionally neutral</p>`;
|
||||
}
|
||||
|
||||
html += `</div>`;
|
||||
|
||||
$container.html(html);
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders the character's physical condition section
|
||||
* @param {Object} $container - jQuery container element
|
||||
*/
|
||||
export function renderPhysicalCondition($container) {
|
||||
if (!$container || !$container.length) return;
|
||||
|
||||
const charState = getCharacterState();
|
||||
const stats = charState.physicalStats;
|
||||
|
||||
let html = `<div class="rpg-physical-condition">`;
|
||||
html += `<h4>Physical Condition</h4>`;
|
||||
html += `<div class="rpg-physical-stats">`;
|
||||
|
||||
const displayStats = [
|
||||
{ key: 'health', label: 'Health', icon: '❤️' },
|
||||
{ key: 'energy', label: 'Energy', icon: '⚡' },
|
||||
{ key: 'hunger', label: 'Hunger', icon: '🍽️' },
|
||||
{ key: 'arousal', label: 'Arousal', icon: '🔥' }
|
||||
];
|
||||
|
||||
for (const stat of displayStats) {
|
||||
const value = stats[stat.key] !== undefined ? stats[stat.key] : 50;
|
||||
const color = getStatColor(stat.key, value);
|
||||
|
||||
html += `<div class="rpg-physical-stat-item">`;
|
||||
html += `<span class="rpg-stat-icon">${stat.icon}</span>`;
|
||||
html += `<span class="rpg-stat-label">${stat.label}</span>`;
|
||||
html += `<div class="rpg-stat-bar-container">`;
|
||||
html += `<div class="rpg-stat-bar" style="width: ${value}%; background-color: ${color};"></div>`;
|
||||
html += `</div>`;
|
||||
html += `<span class="rpg-stat-value">${value}%</span>`;
|
||||
html += `</div>`;
|
||||
}
|
||||
|
||||
html += `</div>`;
|
||||
html += `</div>`;
|
||||
|
||||
$container.html(html);
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders the character's relationships section
|
||||
* @param {Object} $container - jQuery container element
|
||||
*/
|
||||
export function renderRelationships($container) {
|
||||
if (!$container || !$container.length) return;
|
||||
|
||||
const charState = getCharacterState();
|
||||
const charName = charState.characterName || 'Character';
|
||||
const relationships = charState.relationships;
|
||||
|
||||
let html = `<div class="rpg-relationships">`;
|
||||
html += `<h4>${charName}'s Relationships</h4>`;
|
||||
|
||||
const relationshipEntries = Object.entries(relationships);
|
||||
|
||||
if (relationshipEntries.length > 0) {
|
||||
html += `<div class="rpg-relationship-list">`;
|
||||
|
||||
for (const [npcName, relData] of relationshipEntries) {
|
||||
// Only show relationships with some significance
|
||||
if (relData.trust < 20 && relData.love < 10 && relData.attraction < 10) {
|
||||
continue;
|
||||
}
|
||||
|
||||
html += `<div class="rpg-relationship-card">`;
|
||||
html += `<div class="rpg-relationship-header">`;
|
||||
html += `<strong>${npcName}</strong>`;
|
||||
html += `<span class="rpg-relationship-status">${relData.relationshipStatus || 'Acquaintance'}</span>`;
|
||||
html += `</div>`;
|
||||
|
||||
// Show key stats
|
||||
html += `<div class="rpg-relationship-stats">`;
|
||||
if (relData.trust > 20) {
|
||||
html += `<span class="rpg-rel-stat">Trust: ${relData.trust}</span>`;
|
||||
}
|
||||
if (relData.love > 10) {
|
||||
html += `<span class="rpg-rel-stat">Love: ${relData.love}❤️</span>`;
|
||||
}
|
||||
if (relData.attraction > 10) {
|
||||
html += `<span class="rpg-rel-stat">Attraction: ${relData.attraction}✨</span>`;
|
||||
}
|
||||
html += `</div>`;
|
||||
|
||||
// Show current thoughts
|
||||
if (relData.currentThoughts) {
|
||||
html += `<div class="rpg-relationship-thoughts">`;
|
||||
html += `<em>"${relData.currentThoughts}"</em>`;
|
||||
html += `</div>`;
|
||||
}
|
||||
|
||||
html += `</div>`;
|
||||
}
|
||||
|
||||
html += `</div>`;
|
||||
} else {
|
||||
html += `<p class="rpg-no-relationships">No significant relationships yet</p>`;
|
||||
}
|
||||
|
||||
html += `</div>`;
|
||||
|
||||
$container.html(html);
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders the character's internal thoughts section
|
||||
* @param {Object} $container - jQuery container element
|
||||
*/
|
||||
export function renderInternalThoughts($container) {
|
||||
if (!$container || !$container.length) return;
|
||||
|
||||
const charState = getCharacterState();
|
||||
const charName = charState.characterName || 'Character';
|
||||
const thoughts = charState.thoughts;
|
||||
|
||||
let html = `<div class="rpg-internal-thoughts">`;
|
||||
html += `<h4>${charName}'s Thoughts</h4>`;
|
||||
|
||||
if (thoughts.internalMonologue) {
|
||||
html += `<div class="rpg-thought-bubble">`;
|
||||
html += `<p>"${thoughts.internalMonologue}"</p>`;
|
||||
html += `</div>`;
|
||||
} else {
|
||||
html += `<p class="rpg-no-thoughts"><em>No current thoughts</em></p>`;
|
||||
}
|
||||
|
||||
html += `</div>`;
|
||||
|
||||
$container.html(html);
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders the character's current context (location, time, etc.)
|
||||
* @param {Object} $container - jQuery container element
|
||||
*/
|
||||
export function renderContext($container) {
|
||||
if (!$container || !$container.length) return;
|
||||
|
||||
const charState = getCharacterState();
|
||||
const context = charState.contextInfo;
|
||||
|
||||
let html = `<div class="rpg-context">`;
|
||||
html += `<h4>Current Scene</h4>`;
|
||||
html += `<div class="rpg-context-info">`;
|
||||
|
||||
if (context.location) {
|
||||
html += `<div class="rpg-context-item">`;
|
||||
html += `<span class="rpg-context-icon">📍</span>`;
|
||||
html += `<span class="rpg-context-label">Location:</span>`;
|
||||
html += `<span class="rpg-context-value">${context.location}</span>`;
|
||||
html += `</div>`;
|
||||
}
|
||||
|
||||
if (context.timeOfDay) {
|
||||
html += `<div class="rpg-context-item">`;
|
||||
html += `<span class="rpg-context-icon">🕐</span>`;
|
||||
html += `<span class="rpg-context-label">Time:</span>`;
|
||||
html += `<span class="rpg-context-value">${context.timeOfDay}</span>`;
|
||||
html += `</div>`;
|
||||
}
|
||||
|
||||
if (context.presentCharacters && context.presentCharacters.length > 0) {
|
||||
html += `<div class="rpg-context-item">`;
|
||||
html += `<span class="rpg-context-icon">👥</span>`;
|
||||
html += `<span class="rpg-context-label">Present:</span>`;
|
||||
html += `<span class="rpg-context-value">${context.presentCharacters.join(', ')}</span>`;
|
||||
html += `</div>`;
|
||||
}
|
||||
|
||||
html += `</div>`;
|
||||
html += `</div>`;
|
||||
|
||||
$container.html(html);
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders a comprehensive character state overview
|
||||
* @param {Object} $container - jQuery container element
|
||||
*/
|
||||
export function renderCharacterStateOverview($container) {
|
||||
if (!$container || !$container.length) return;
|
||||
|
||||
const charState = getCharacterState();
|
||||
const charName = charState.characterName || 'Character';
|
||||
|
||||
let html = `<div class="rpg-character-overview">`;
|
||||
html += `<h3>📊 ${charName}'s State</h3>`;
|
||||
|
||||
// Create tabbed sections
|
||||
html += `<div class="rpg-character-tabs">`;
|
||||
html += `<button class="rpg-tab-btn active" data-tab="emotions">Emotions</button>`;
|
||||
html += `<button class="rpg-tab-btn" data-tab="physical">Physical</button>`;
|
||||
html += `<button class="rpg-tab-btn" data-tab="relationships">Relationships</button>`;
|
||||
html += `<button class="rpg-tab-btn" data-tab="thoughts">Thoughts</button>`;
|
||||
html += `<button class="rpg-tab-btn" data-tab="context">Context</button>`;
|
||||
html += `</div>`;
|
||||
|
||||
// Tab contents
|
||||
html += `<div class="rpg-tab-content">`;
|
||||
html += `<div id="rpg-tab-emotions" class="rpg-tab-pane active"></div>`;
|
||||
html += `<div id="rpg-tab-physical" class="rpg-tab-pane"></div>`;
|
||||
html += `<div id="rpg-tab-relationships" class="rpg-tab-pane"></div>`;
|
||||
html += `<div id="rpg-tab-thoughts" class="rpg-tab-pane"></div>`;
|
||||
html += `<div id="rpg-tab-context" class="rpg-tab-pane"></div>`;
|
||||
html += `</div>`;
|
||||
|
||||
html += `</div>`;
|
||||
|
||||
$container.html(html);
|
||||
|
||||
// Render individual sections
|
||||
renderEmotionalState($('#rpg-tab-emotions'));
|
||||
renderPhysicalCondition($('#rpg-tab-physical'));
|
||||
renderRelationships($('#rpg-tab-relationships'));
|
||||
renderInternalThoughts($('#rpg-tab-thoughts'));
|
||||
renderContext($('#rpg-tab-context'));
|
||||
|
||||
// Set up tab switching
|
||||
setupTabs();
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets up tab switching functionality
|
||||
*/
|
||||
function setupTabs() {
|
||||
$('.rpg-tab-btn').off('click').on('click', function() {
|
||||
const tabName = $(this).data('tab');
|
||||
|
||||
// Update active button
|
||||
$('.rpg-tab-btn').removeClass('active');
|
||||
$(this).addClass('active');
|
||||
|
||||
// Update active pane
|
||||
$('.rpg-tab-pane').removeClass('active');
|
||||
$(`#rpg-tab-${tabName}`).addClass('active');
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper function to format emotion names for display
|
||||
* @param {string} emotion - Raw emotion key
|
||||
* @returns {string} Formatted emotion name
|
||||
*/
|
||||
function formatEmotionName(emotion) {
|
||||
// Convert camelCase to Title Case
|
||||
return emotion
|
||||
.replace(/([A-Z])/g, ' $1')
|
||||
.replace(/^./, str => str.toUpperCase())
|
||||
.trim();
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper function to get color for an emotion based on its type and intensity
|
||||
* @param {string} emotion - Emotion type
|
||||
* @param {number} value - Emotion intensity (0-100)
|
||||
* @returns {string} CSS color
|
||||
*/
|
||||
function getEmotionColor(emotion, value) {
|
||||
const intensity = value / 100;
|
||||
|
||||
// Color mappings for different emotions
|
||||
const emotionColors = {
|
||||
happy: `rgba(76, 175, 80, ${0.5 + intensity * 0.5})`, // Green
|
||||
sad: `rgba(96, 125, 139, ${0.5 + intensity * 0.5})`, // Blue-grey
|
||||
angry: `rgba(244, 67, 54, ${0.5 + intensity * 0.5})`, // Red
|
||||
anxious: `rgba(255, 152, 0, ${0.5 + intensity * 0.5})`, // Orange
|
||||
horny: `rgba(233, 30, 99, ${0.5 + intensity * 0.5})`, // Pink
|
||||
confident: `rgba(63, 81, 181, ${0.5 + intensity * 0.5})`, // Indigo
|
||||
scared: `rgba(121, 85, 72, ${0.5 + intensity * 0.5})`, // Brown
|
||||
playful: `rgba(255, 193, 7, ${0.5 + intensity * 0.5})` // Amber
|
||||
};
|
||||
|
||||
return emotionColors[emotion] || `rgba(158, 158, 158, ${0.5 + intensity * 0.5})`;
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper function to get color for a physical stat
|
||||
* @param {string} statKey - Stat key
|
||||
* @param {number} value - Stat value (0-100)
|
||||
* @returns {string} CSS color
|
||||
*/
|
||||
function getStatColor(statKey, value) {
|
||||
// For most stats, green is high, red is low
|
||||
// For hunger and arousal, yellow/orange might be more appropriate
|
||||
|
||||
if (statKey === 'hunger') {
|
||||
if (value < 30) return '#4CAF50'; // Green (not hungry)
|
||||
if (value < 60) return '#FFC107'; // Yellow (getting hungry)
|
||||
return '#F44336'; // Red (very hungry)
|
||||
}
|
||||
|
||||
if (statKey === 'arousal') {
|
||||
if (value < 30) return '#9E9E9E'; // Grey (low)
|
||||
if (value < 70) return '#E91E63'; // Pink (moderate)
|
||||
return '#880E4F'; // Dark pink (high)
|
||||
}
|
||||
|
||||
// Default: green for high, red for low
|
||||
if (value > 70) return '#4CAF50'; // Green
|
||||
if (value > 40) return '#FFC107'; // Yellow
|
||||
return '#F44336'; // Red
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates character state display
|
||||
* Call this after parsing an LLM response to update the UI
|
||||
*/
|
||||
export function updateCharacterStateDisplay() {
|
||||
console.log('[Character State Renderer] 🎭 updateCharacterStateDisplay called');
|
||||
|
||||
// Find the main container
|
||||
const $mainContainer = $('#rpg-character-state-container');
|
||||
console.log('[Character State Renderer] Container found:', $mainContainer && $mainContainer.length > 0);
|
||||
|
||||
if ($mainContainer && $mainContainer.length) {
|
||||
console.log('[Character State Renderer] ✅ Rendering character state overview');
|
||||
renderCharacterStateOverview($mainContainer);
|
||||
} else {
|
||||
console.warn('[Character State Renderer] ❌ Container #rpg-character-state-container not found in DOM');
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user