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:
@@ -1,469 +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)"
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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(physicalSection)) !== null) {
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const stat = 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[stat] = {
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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 relationship updates from state update text
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* @param {string} stateText - State update text
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* @returns {Object} Relationship updates by character name
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*/
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export function parseRelationshipUpdates(stateText) {
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const updates = {};
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// Look for Relationship Updates section
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const relationshipSection = extractSection(stateText, 'Relationship Updates');
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if (!relationshipSection) return updates;
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// Split by character entries (lines starting with "- CharacterName:")
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const characterEntries = relationshipSection.split(/(?=^- )/m);
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for (const entry of characterEntries) {
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if (!entry.trim()) continue;
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// Extract character name
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const nameMatch = entry.match(/^-\s*([^:]+):/);
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if (!nameMatch) continue;
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const characterName = nameMatch[1].trim();
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const relationshipData = {};
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// Parse relationship stat changes
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// Format: " - Trust: +10 (reason: showed vulnerability)"
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const statRegex = /^\s*-\s*(\w+):\s*([+-]?\d+)\s*(?:\(reason:\s*([^)]+)\))?/gim;
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let statMatch;
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while ((statMatch = statRegex.exec(entry)) !== null) {
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const stat = statMatch[1].toLowerCase();
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const delta = parseInt(statMatch[2]);
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const reason = statMatch[3] || '';
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relationshipData[stat] = {
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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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// Extract thoughts
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const thoughtsMatch = entry.match(/Thoughts:\s*"([^"]+)"/i);
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if (thoughtsMatch) {
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relationshipData.currentThoughts = thoughtsMatch[1].trim();
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}
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if (Object.keys(relationshipData).length > 0) {
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updates[characterName] = relationshipData;
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}
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}
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return updates;
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}
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/**
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* Parses scene context updates from state update text
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* @param {string} stateText - State update text
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* @returns {Object} Context updates
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*/
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export function parseContextUpdates(stateText) {
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const context = {};
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// Look for Scene Context section
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const contextSection = extractSection(stateText, 'Scene Context');
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if (!contextSection) return context;
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// Parse location
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const locationMatch = contextSection.match(/Location:\s*([^\n]+)/i);
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if (locationMatch) {
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context.location = locationMatch[1].trim();
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}
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// Parse time
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const timeMatch = contextSection.match(/Time:\s*([^\n]+)/i);
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if (timeMatch) {
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context.timeOfDay = timeMatch[1].trim();
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}
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// Parse present characters
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const presentMatch = contextSection.match(/Present:\s*([^\n]+)/i);
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if (presentMatch) {
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const presentText = presentMatch[1].trim();
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context.presentCharacters = presentText.split(',').map(s => s.trim()).filter(s => s);
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}
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return context;
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}
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/**
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* Parses internal thoughts from state update text
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* @param {string} stateText - State update text
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* @returns {Object} Thoughts object
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*/
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export function parseThoughts(stateText) {
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const thoughts = {};
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// Look for Thoughts section
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// Format: **Character's Thoughts**:\n"thought text here"
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const thoughtsRegex = /\*\*[^*]+'s Thoughts\*\*:\s*"([^"]+)"/i;
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const match = stateText.match(thoughtsRegex);
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if (match) {
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thoughts.internalMonologue = match[1].trim();
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}
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return thoughts;
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}
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/**
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* Parses outfit/clothing changes from state update text
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* @param {string} stateText - State update text
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* @returns {Object} Clothing changes
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*/
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export function parseClothingChanges(stateText) {
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const changes = {};
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// Look for Outfit Changes section
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const outfitSection = extractSection(stateText, 'Outfit Changes');
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if (!outfitSection) return changes;
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// Parse lines like "- shirt: removed" or "- dress: added (red cocktail dress)"
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const changeRegex = /-\s*([^:]+):\s*([^\n(]+)(?:\(([^)]+)\))?/gi;
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let match;
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while ((match = changeRegex.exec(outfitSection)) !== null) {
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const item = match[1].trim();
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const action = match[2].trim();
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const description = match[3] ? match[3].trim() : '';
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changes[item] = {
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action: action,
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description: description
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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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* Helper function to extract a section from state update text
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* @param {string} text - Full state update text
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* @param {string} sectionName - Name of section to extract
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* @returns {string} Section content or empty string
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*/
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function extractSection(text, sectionName) {
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// Match section with various formats:
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// **Section Name**:
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// **Section Name**
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const sectionRegex = new RegExp(`\\*\\*${sectionName}\\*\\*:?\\s*([\\s\\S]*?)(?=\\*\\*|$)`, 'i');
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const match = text.match(sectionRegex);
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if (match && match[1]) {
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return match[1].trim();
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}
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return '';
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}
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/**
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* Applies emotional state changes to character state
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* @param {Object} emotionalChanges - Emotional changes to apply
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*/
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export function applyEmotionalChanges(emotionalChanges) {
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const charState = getCharacterState();
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const newStates = { ...charState.secondaryStates };
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for (const [emotion, change] of Object.entries(emotionalChanges)) {
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if (newStates[emotion] !== undefined) {
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let newValue = (newStates[emotion] || 0) + change.delta;
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// Clamp between 0-100
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newValue = Math.max(0, Math.min(100, newValue));
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newStates[emotion] = newValue;
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console.log(`[Character State] ${emotion}: ${newStates[emotion]} (${change.delta > 0 ? '+' : ''}${change.delta}) - ${change.reason}`);
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}
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}
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updateCharacterState({ secondaryStates: newStates });
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}
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/**
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* Applies physical state changes to character state
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* @param {Object} physicalChanges - Physical changes to apply
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*/
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export function applyPhysicalChanges(physicalChanges) {
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const charState = getCharacterState();
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const newStats = { ...charState.physicalStats };
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for (const [stat, change] of Object.entries(physicalChanges)) {
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if (newStats[stat] !== undefined) {
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let newValue = (newStats[stat] || 50) + change.delta;
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// Clamp between 0-100 (or appropriate range)
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newValue = Math.max(0, Math.min(100, newValue));
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newStats[stat] = newValue;
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console.log(`[Character State] ${stat}: ${newStats[stat]} (${change.delta > 0 ? '+' : ''}${change.delta}) - ${change.reason}`);
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}
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}
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updateCharacterState({ physicalStats: newStats });
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}
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/**
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* Applies relationship updates to character state
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* @param {Object} relationshipUpdates - Relationship updates by character name
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*/
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export function applyRelationshipUpdates(relationshipUpdates) {
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for (const [characterName, updates] of Object.entries(relationshipUpdates)) {
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const relationship = getRelationship(characterName);
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const newRelationship = { ...relationship };
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// Apply delta changes
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for (const [stat, change] of Object.entries(updates)) {
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if (stat === 'currentThoughts') {
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newRelationship.currentThoughts = change;
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} else if (typeof change === 'object' && change.delta !== undefined) {
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if (newRelationship[stat] !== undefined && newRelationship[stat] !== null) {
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let newValue = (newRelationship[stat] || 0) + change.delta;
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newValue = Math.max(0, Math.min(100, newValue));
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newRelationship[stat] = newValue;
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console.log(`[Character State] Relationship with ${characterName} - ${stat}: ${newValue} (${change.delta > 0 ? '+' : ''}${change.delta}) - ${change.reason}`);
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}
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}
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}
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// Update thoughts if provided
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if (updates.currentThoughts) {
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newRelationship.currentThoughts = updates.currentThoughts;
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}
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// Update the relationship
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updateRelationship(characterName, newRelationship);
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}
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}
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/**
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* Main function to parse and apply all character state updates
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* @param {string} responseText - Full LLM response text
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* @returns {Object} Parsed state data
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*/
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export function parseAndApplyCharacterStateUpdate(responseText) {
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console.log('[Character Parser] Parsing character state update...');
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// Extract state update block
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const stateBlock = extractCharacterStateBlock(responseText);
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if (!stateBlock) {
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console.log('[Character Parser] No character state update block found');
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return null;
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}
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console.log('[Character Parser] Found state update block:', stateBlock.substring(0, 200));
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// Parse all sections
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const emotionalChanges = parseEmotionalChanges(stateBlock);
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const physicalChanges = parsePhysicalChanges(stateBlock);
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const relationshipUpdates = parseRelationshipUpdates(stateBlock);
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const contextUpdates = parseContextUpdates(stateBlock);
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const thoughts = parseThoughts(stateBlock);
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const clothingChanges = parseClothingChanges(stateBlock);
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// Apply changes to character state
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if (Object.keys(emotionalChanges).length > 0) {
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console.log('[Character Parser] Applying emotional changes:', Object.keys(emotionalChanges));
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applyEmotionalChanges(emotionalChanges);
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}
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if (Object.keys(physicalChanges).length > 0) {
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console.log('[Character Parser] Applying physical changes:', Object.keys(physicalChanges));
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applyPhysicalChanges(physicalChanges);
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}
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if (Object.keys(relationshipUpdates).length > 0) {
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console.log('[Character Parser] Applying relationship updates for:', Object.keys(relationshipUpdates));
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applyRelationshipUpdates(relationshipUpdates);
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}
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if (Object.keys(contextUpdates).length > 0) {
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console.log('[Character Parser] Updating context:', contextUpdates);
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updateCharacterState({ contextInfo: contextUpdates });
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}
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if (Object.keys(thoughts).length > 0) {
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console.log('[Character Parser] Updating thoughts');
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updateCharacterState({ thoughts: thoughts });
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}
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// Return parsed data for display
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return {
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emotionalChanges,
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physicalChanges,
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relationshipUpdates,
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contextUpdates,
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thoughts,
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clothingChanges,
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rawStateBlock: stateBlock
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};
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}
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/**
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* Parses character initialization data from JSON
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* Used when initializing character state from character card analysis
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* @param {string} responseText - LLM response with JSON data
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* @returns {Object|null} Parsed trait data or null if failed
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*/
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export function parseCharacterInitialization(responseText) {
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try {
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// Extract JSON block
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const jsonMatch = responseText.match(/```json\s*([\s\S]*?)```/);
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if (!jsonMatch) {
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// Try to find JSON without code blocks
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const jsonObjectMatch = responseText.match(/\{[\s\S]*\}/);
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if (jsonObjectMatch) {
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return JSON.parse(jsonObjectMatch[0]);
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}
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return null;
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}
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const jsonData = JSON.parse(jsonMatch[1]);
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return jsonData;
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} catch (error) {
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console.error('[Character Parser] Failed to parse initialization data:', error);
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return null;
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}
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}
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/**
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* Parses relationship analysis data from JSON
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* @param {string} responseText - LLM response with JSON data
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* @returns {Object|null} Parsed relationship data or null if failed
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*/
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export function parseRelationshipAnalysis(responseText) {
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try {
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// Extract JSON block
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const jsonMatch = responseText.match(/```json\s*([\s\S]*?)```/);
|
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if (!jsonMatch) {
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||||
// Try to find JSON without code blocks
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const jsonObjectMatch = responseText.match(/\{[\s\S]*\}/);
|
||||
if (jsonObjectMatch) {
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return JSON.parse(jsonObjectMatch[0]);
|
||||
}
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return null;
|
||||
}
|
||||
|
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const jsonData = JSON.parse(jsonMatch[1]);
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return jsonData;
|
||||
} catch (error) {
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||||
console.error('[Character Parser] Failed to parse relationship analysis:', error);
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return null;
|
||||
}
|
||||
}
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|
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/**
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* Cleans the LLM response by removing the character state update block
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* This leaves only the actual roleplay response
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||||
* @param {string} responseText - Full LLM response
|
||||
* @returns {string} Cleaned response without state update block
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||||
*/
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export function removeCharacterStateBlock(responseText) {
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if (!responseText) return '';
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||||
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||||
// Remove character-state code block
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let cleaned = responseText.replace(/```character-state\s*[\s\S]*?```/gi, '');
|
||||
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||||
// Clean up extra whitespace
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||||
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