Merge pull request #70 from munimunigamer/auto-image-generation

Add automatic avatar generation for NPCs with LLM-powered prompts
This commit is contained in:
Spicy Marinara
2025-12-26 10:00:38 +01:00
committed by GitHub
9 changed files with 709 additions and 24 deletions
+32 -2
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@@ -36,7 +36,8 @@ import {
setInfoBoxContainer,
setThoughtsContainer,
setInventoryContainer,
setQuestsContainer
setQuestsContainer,
clearSessionAvatarPrompts
} from './src/core/state.js';
import { loadSettings, saveSettings, saveChatData, loadChatData, updateMessageSwipeData } from './src/core/persistence.js';
import { registerAllEvents } from './src/core/events.js';
@@ -407,6 +408,23 @@ async function initUI() {
toggleAnimations();
});
// Auto avatar generation settings
$('#rpg-toggle-auto-avatars').on('change', function() {
extensionSettings.autoGenerateAvatars = $(this).prop('checked');
saveSettings();
// Show/hide avatar options based on toggle
const $options = $('#rpg-avatar-options');
if (extensionSettings.autoGenerateAvatars) {
$options.slideDown(200);
} else {
$options.slideUp(200);
}
});
$('#rpg-avatar-llm-instruction').on('input', function() {
extensionSettings.avatarLLMCustomInstruction = $(this).val().trim();
saveSettings();
$('#rpg-toggle-dice-display').on('change', function() {
extensionSettings.showDiceDisplay = $(this).prop('checked');
saveSettings();
@@ -505,6 +523,18 @@ async function initUI() {
$('#rpg-toggle-plot-buttons').prop('checked', extensionSettings.enablePlotButtons); $('#rpg-toggle-plot-buttons').prop('checked', extensionSettings.enablePlotButtons); $('#rpg-toggle-plot-buttons').prop('checked', extensionSettings.enablePlotButtons);
$('#rpg-toggle-animations').prop('checked', extensionSettings.enableAnimations);
// Initialize avatar options
$('#rpg-toggle-auto-avatars').prop('checked', extensionSettings.autoGenerateAvatars || false);
$('#rpg-avatar-llm-instruction').val(extensionSettings.avatarLLMCustomInstruction || '');
// Initialize avatar options visibility
if (extensionSettings.autoGenerateAvatars) {
$('#rpg-avatar-options').show();
} else {
$('#rpg-avatar-options').hide();
}
$('#rpg-toggle-dice-display').prop('checked', extensionSettings.showDiceDisplay);
$('#rpg-stat-bar-color-low').val(extensionSettings.statBarColorLow);
$('#rpg-stat-bar-color-high').val(extensionSettings.statBarColorHigh);
@@ -727,7 +757,7 @@ jQuery(async () => {
[event_types.MESSAGE_RECEIVED]: onMessageReceived,
[event_types.GENERATION_STOPPED]: onGenerationEnded,
[event_types.GENERATION_ENDED]: onGenerationEnded,
[event_types.CHAT_CHANGED]: [onCharacterChanged, updatePersonaAvatar, restoreCheckpointOnLoad],
[event_types.CHAT_CHANGED]: [onCharacterChanged, updatePersonaAvatar, restoreCheckpointOnLoad, clearSessionAvatarPrompts],
[event_types.MESSAGE_SWIPED]: onMessageSwiped,
[event_types.USER_MESSAGE_RENDERED]: updatePersonaAvatar,
[event_types.SETTINGS_UPDATED]: updatePersonaAvatar
+23 -1
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@@ -168,7 +168,10 @@ export let extensionSettings = {
},
debugMode: false, // Enable debug logging visible in UI (for mobile debugging)
memoryMessagesToProcess: 16, // Number of messages to process per batch in memory recollection
npcAvatars: {} // Store custom avatar images for NPCs (key: character name, value: base64 data URI)
npcAvatars: {}, // Store custom avatar images for NPCs (key: character name, value: base64 data URI)
// Auto avatar generation settings
autoGenerateAvatars: false, // Master toggle for auto-generating avatars
avatarLLMCustomInstruction: '', // Custom instruction for LLM prompt generation
};
/**
@@ -191,6 +194,25 @@ export let committedTrackerData = {
characterThoughts: null
};
/**
* Session-only storage for LLM-generated avatar prompts
* Maps character names to their generated prompts
* Resets on new chat (not persisted to extensionSettings)
*/
export let sessionAvatarPrompts = {};
export function setSessionAvatarPrompt(characterName, prompt) {
sessionAvatarPrompts[characterName] = prompt;
}
export function getSessionAvatarPrompt(characterName) {
return sessionAvatarPrompts[characterName] || null;
}
export function clearSessionAvatarPrompts() {
sessionAvatarPrompts = {};
}
/**
* Tracks whether the last action was a swipe (for separate mode)
* Used to determine whether to commit lastGeneratedData to committedTrackerData
+4
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@@ -45,6 +45,10 @@
"template.settingsModal.display.showDiceDisplayNote": "Display the \"Last Roll\" indicator in the panel.",
"template.settingsModal.display.enableDebugMode": "Enable Debug Mode",
"template.settingsModal.display.enableDebugModeNote": "Shows parser logs in a mobile-friendly UI panel. Useful for troubleshooting. Look for the red bug button.",
"template.settingsModal.display.autoGenerateAvatars": "Auto-generate Missing Avatars",
"template.settingsModal.display.autoGenerateAvatarsNote": "Automatically generate avatars for characters without custom images using the Image Generation Plugin",
"template.settingsModal.display.avatarLLMInstruction": "LLM Instruction:",
"template.settingsModal.display.avatarLLMInstructionNote": "The LLM will use character cards, tracker data, and chat context to generate detailed prompts",
"template.settingsModal.advancedTitle": "Advanced",
"template.settingsModal.advanced.generationMode": "Generation Mode:",
"template.settingsModal.advanced.generationModeOptions.together": "Together with Main Generation",
+403
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@@ -0,0 +1,403 @@
/**
* Avatar Generator Module
* Handles automatic and manual avatar generation for NPC characters
*
* Features:
* - Batch generation with awaitable completion
* - Batch prompt generation via LLM
* - Individual image generation via /sd command
* - Manual regeneration support
*/
import { generateRaw, characters, this_chid } from '../../../../../../../script.js';
import { executeSlashCommandsOnChatInput } from '../../../../../../../scripts/slash-commands.js';
import { selected_group, getGroupMembers } from '../../../../../../group-chats.js';
import { extensionSettings, sessionAvatarPrompts, setSessionAvatarPrompt } from '../../core/state.js';
import { saveSettings } from '../../core/persistence.js';
import { generateAvatarPromptGenerationPrompt, parseAvatarPromptsResponse } from '../generation/promptBuilder.js';
import { getCurrentPresetName, switchToPreset } from '../generation/apiClient.js';
// Generation state - tracks characters currently being generated
const pendingGenerations = new Set();
/**
* Checks if a character is pending generation (waiting or actively generating)
* @param {string} characterName - Name of character to check
* @returns {boolean} True if generation is pending
*/
export function isGenerating(characterName) {
return pendingGenerations.has(characterName);
}
/**
* Checks if any avatars are currently being generated
* @returns {boolean} True if any generation is in progress
*/
export function isAnyGenerating() {
return pendingGenerations.size > 0;
}
/**
* Gets all characters currently pending generation
* @returns {string[]} Array of character names
*/
export function getPendingGenerations() {
return [...pendingGenerations];
}
/**
* Helper to check if two character names match (case-insensitive, handles partial matches)
* @param {string} cardName - Name from character card
* @param {string} aiName - Name from AI response
* @returns {boolean} True if names match
*/
function namesMatch(cardName, aiName) {
if (!cardName || !aiName) return false;
const cardLower = cardName.toLowerCase().trim();
const aiLower = aiName.toLowerCase().trim();
if (cardLower === aiLower) return true;
const cardCore = cardLower.split(/[\s,'"]+/)[0];
const aiCore = aiLower.split(/[\s,'"]+/)[0];
if (cardCore === aiCore) return true;
const escapedCardCore = cardCore.replace(/[.*+?^${}()|[\]\\]/g, '\\$&');
const wordBoundary = new RegExp(`\\b${escapedCardCore}\\b`);
return wordBoundary.test(aiCore);
}
/**
* Checks if a character already has an avatar (custom NPC avatar or from character card)
* @param {string} characterName - Name of character to check
* @returns {boolean} True if character has an avatar
*/
export function hasExistingAvatar(characterName) {
// Check for custom NPC avatar first
if (extensionSettings.npcAvatars && extensionSettings.npcAvatars[characterName]) {
const avatar = extensionSettings.npcAvatars[characterName];
if (typeof avatar === 'string' && avatar) {
return true;
}
}
// Check group members for avatar
if (selected_group) {
try {
const groupMembers = getGroupMembers(selected_group);
if (groupMembers && groupMembers.length > 0) {
const matchingMember = groupMembers.find(member =>
member && member.name && namesMatch(member.name, characterName)
);
if (matchingMember && matchingMember.avatar && matchingMember.avatar !== 'none') {
return true;
}
}
} catch (e) {
// Ignore errors
}
}
// Check all characters for avatar
if (characters && characters.length > 0) {
const matchingCharacter = characters.find(c =>
c && c.name && namesMatch(c.name, characterName)
);
if (matchingCharacter && matchingCharacter.avatar && matchingCharacter.avatar !== 'none') {
return true;
}
}
// Check current character in 1-on-1 chat
if (this_chid !== undefined && characters[this_chid] &&
characters[this_chid].name && namesMatch(characters[this_chid].name, characterName)) {
if (characters[this_chid].avatar && characters[this_chid].avatar !== 'none') {
return true;
}
}
return false;
}
/**
* Generates avatars for multiple characters and waits for all to complete.
* This is the main entry point for auto-generation within a workflow.
*
* @param {string[]} characterNames - Array of character names to generate avatars for
* @param {Function} onStarted - Optional callback when generation starts (to update UI)
* @returns {Promise<void>} Resolves when all generations complete
*/
export async function generateAvatarsForCharacters(characterNames, onStarted = null) {
if (!extensionSettings.autoGenerateAvatars) {
return;
}
// Filter to characters that need avatars
const needsGeneration = characterNames.filter(name => {
// Skip if already pending
if (pendingGenerations.has(name)) {
return false;
}
// Skip if has avatar
if (hasExistingAvatar(name)) {
return false;
}
return true;
});
if (needsGeneration.length === 0) {
return;
}
console.log('[RPG Avatar] Starting batch generation for:', needsGeneration);
// Mark all as pending IMMEDIATELY (before any async work)
for (const name of needsGeneration) {
pendingGenerations.add(name);
}
// Trigger UI update to show loading spinners
if (onStarted) {
try {
onStarted([...needsGeneration]);
} catch (e) {
console.error('[RPG Avatar] Error in onStarted callback:', e);
}
}
try {
// Generate LLM prompts for all characters that don't have them
const needsPrompts = needsGeneration.filter(name => !sessionAvatarPrompts[name]);
if (needsPrompts.length > 0) {
await generateLLMPrompts(needsPrompts);
}
// Generate images one at a time
for (const characterName of needsGeneration) {
// Skip if somehow already has avatar now
if (hasExistingAvatar(characterName)) {
pendingGenerations.delete(characterName);
continue;
}
await generateSingleAvatar(characterName);
pendingGenerations.delete(characterName);
// Small delay between generations to avoid overwhelming the API
if (needsGeneration.indexOf(characterName) < needsGeneration.length - 1) {
await new Promise(resolve => setTimeout(resolve, 500));
}
}
} finally {
// Ensure all are removed from pending even if there's an error
for (const name of needsGeneration) {
pendingGenerations.delete(name);
}
}
console.log('[RPG Avatar] Batch generation complete');
}
/**
* Regenerates avatar for a specific character
* Clears existing avatar and prompt, then generates new ones
* Handles preset switching if useSeparatePreset is enabled
*
* @param {string} characterName - Name of character to regenerate
* @returns {Promise<string|null>} New avatar URL or null if failed
*/
export async function regenerateAvatar(characterName) {
console.log('[RPG Avatar] Regenerating avatar for:', characterName);
// Mark as pending immediately
pendingGenerations.add(characterName);
// Clear existing avatar
if (extensionSettings.npcAvatars && extensionSettings.npcAvatars[characterName]) {
delete extensionSettings.npcAvatars[characterName];
saveSettings();
}
// Clear existing prompt to force new LLM generation
if (sessionAvatarPrompts[characterName]) {
delete sessionAvatarPrompts[characterName];
}
// Save current preset and switch to RPG Companion Trackers if enabled
let originalPresetName = null;
if (extensionSettings.useSeparatePreset) {
originalPresetName = await getCurrentPresetName();
if (originalPresetName) {
console.log(`[RPG Avatar] Switching from "${originalPresetName}" to RPG Companion Trackers preset`);
await switchToPreset('RPG Companion Trackers');
}
}
try {
// Generate new LLM prompt
await generateLLMPrompts([characterName]);
// Generate the avatar
return await generateSingleAvatar(characterName);
} finally {
// Restore original preset if we switched
if (originalPresetName && extensionSettings.useSeparatePreset) {
console.log(`[RPG Avatar] Restoring original preset: "${originalPresetName}"`);
await switchToPreset(originalPresetName);
}
// Remove from pending when done
pendingGenerations.delete(characterName);
}
}
/**
* Generates LLM prompts for multiple characters in a single API call
*
* @param {string[]} characterNames - Names of characters needing prompts
*/
async function generateLLMPrompts(characterNames) {
if (characterNames.length === 0) return;
try {
console.log('[RPG Avatar] Generating LLM prompts for:', characterNames);
const promptMessages = await generateAvatarPromptGenerationPrompt(characterNames);
const response = await generateRaw({
prompt: promptMessages,
quietToLoud: false
});
if (response) {
const prompts = parseAvatarPromptsResponse(response);
console.log('[RPG Avatar] Generated prompts:', prompts);
// Store prompts in session storage
for (const [name, prompt] of Object.entries(prompts)) {
setSessionAvatarPrompt(name, prompt);
}
}
} catch (error) {
console.error('[RPG Avatar] Failed to generate LLM prompts:', error);
}
}
/**
* Builds a fallback prompt when LLM prompt generation fails or isn't available
* Uses information embedded in the character name if present (e.g., from malformed tracker output)
*
* @param {string} characterName - Character name (may contain additional details)
* @returns {string} A basic prompt for image generation
*/
function buildFallbackPrompt(characterName) {
// Check if the name contains embedded details (malformed format from weaker models)
// e.g., "Eris Details: 🌟 | beautiful girl with white hair | kind expression"
if (characterName.includes('Details:') || characterName.includes('|')) {
// Extract useful description parts
const parts = characterName.split(/Details:|[|]/).map(p => p.trim()).filter(p => p && !p.match(/^[\p{Emoji}]+$/u));
if (parts.length > 1) {
// First part is likely the name, rest are descriptions
const name = parts[0];
const descriptions = parts.slice(1).join(', ');
return `portrait of ${name}, ${descriptions}, fantasy art style, detailed`;
}
}
// Simple fallback - just use the name
return `portrait of ${characterName}, character portrait, fantasy art style, detailed face, high quality`;
}
/**
* Generates a single avatar using the /sd command
*
* @param {string} characterName - Name of character to generate avatar for
* @returns {Promise<string|null>} Avatar URL or null if failed
*/
async function generateSingleAvatar(characterName) {
// Get the prompt from session storage, or build a fallback
let prompt = sessionAvatarPrompts[characterName];
if (!prompt) {
console.log(`[RPG Avatar] No LLM prompt for ${characterName}, using fallback prompt`);
prompt = buildFallbackPrompt(characterName);
}
console.log(`[RPG Avatar] Starting image generation for: ${characterName}`);
try {
// Execute /sd command with quiet=true to suppress chat output
const result = await executeSlashCommandsOnChatInput(
`/sd quiet=true ${prompt}`,
{ clearChatInput: true }
);
// Extract image URL from result
const imageUrl = extractImageUrl(result);
if (imageUrl) {
// Store the avatar
if (!extensionSettings.npcAvatars) {
extensionSettings.npcAvatars = {};
}
extensionSettings.npcAvatars[characterName] = imageUrl;
saveSettings();
console.log(`[RPG Avatar] Successfully generated avatar for: ${characterName}`);
return imageUrl;
} else {
console.warn(`[RPG Avatar] Failed to extract image URL for ${characterName}:`, result);
return null;
}
} catch (error) {
console.error(`[RPG Avatar] Generation failed for ${characterName}:`, error);
return null;
}
}
/**
* Extracts image URL from /sd command result
* Handles various result formats
*
* @param {any} result - Result from executeSlashCommandsOnChatInput
* @returns {string|null} Image URL or null
*/
function extractImageUrl(result) {
if (!result) return null;
// Handle string result
if (typeof result === 'string') {
// Validate it looks like a URL or data URI
if (result.startsWith('http') || result.startsWith('data:') || result.startsWith('/')) {
return result;
}
return null;
}
// Handle object result with various possible properties
if (typeof result === 'object') {
// Try common properties
const url = result.pipe || result.output || result.image || result.url || result.result;
if (url && typeof url === 'string') {
if (url.startsWith('http') || url.startsWith('data:') || url.startsWith('/')) {
return url;
}
}
}
return null;
}
/**
* Clears all pending generations and resets state
*/
export function clearPendingGenerations() {
pendingGenerations.clear();
}
/**
* Gets the current generation status for display
* @returns {{pending: number, names: string[]}}
*/
export function getGenerationStatus() {
return {
pending: pendingGenerations.size,
names: [...pendingGenerations]
};
}
+52 -5
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@@ -15,7 +15,9 @@ import {
setLastActionWasSwipe
} from '../../core/state.js';
import { saveChatData } from '../../core/persistence.js';
import { generateSeparateUpdatePrompt } from './promptBuilder.js';
import {
generateSeparateUpdatePrompt
} from './promptBuilder.js';
import { parseResponse, parseUserStats } from './parser.js';
import { renderUserStats } from '../rendering/userStats.js';
import { renderInfoBox } from '../rendering/infoBox.js';
@@ -23,6 +25,7 @@ import { renderThoughts } from '../rendering/thoughts.js';
import { renderInventory } from '../rendering/inventory.js';
import { renderQuests } from '../rendering/quests.js';
import { i18n } from '../../core/i18n.js';
import { generateAvatarsForCharacters } from '../features/avatarGenerator.js';
// Store the original preset name to restore after tracker generation
let originalPresetName = null;
@@ -31,7 +34,7 @@ let originalPresetName = null;
* Gets the current preset name using the /preset command
* @returns {Promise<string|null>} Current preset name or null if unavailable
*/
async function getCurrentPresetName() {
export async function getCurrentPresetName() {
try {
// Use /preset without arguments to get the current preset name
const result = await executeSlashCommandsOnChatInput('/preset', { quiet: true });
@@ -55,12 +58,14 @@ async function getCurrentPresetName() {
console.error('[RPG Companion] Error getting current preset:', error);
return null;
}
}/**
}
/**
* Switches to a specific preset by name using the /preset slash command
* @param {string} presetName - Name of the preset to switch to
* @returns {Promise<boolean>} True if switching succeeded, false otherwise
*/
async function switchToPreset(presetName) {
export async function switchToPreset(presetName) {
try {
// Use the /preset slash command to switch presets
// This is the proper way to change presets in SillyTavern
@@ -207,7 +212,7 @@ export async function updateRPGData(renderUserStats, renderInfoBox, renderThough
// console.log('[RPG Companion] 🔆 FIRST TIME: Auto-committed tracker data');
}
// Render the updated data (outside the message check, always render)
// Render the updated data
renderUserStats();
renderInfoBox();
renderThoughts();
@@ -216,6 +221,26 @@ export async function updateRPGData(renderUserStats, renderInfoBox, renderThough
// Save to chat metadata
saveChatData();
// Generate avatars if auto-generate is enabled (runs within this workflow)
// This uses the RPG Companion Trackers preset and keeps the button spinning
if (extensionSettings.autoGenerateAvatars) {
const charactersNeedingAvatars = parseCharactersFromThoughts(parsedData.characterThoughts);
if (charactersNeedingAvatars.length > 0) {
console.log('[RPG Companion] Generating avatars for:', charactersNeedingAvatars);
// Generate avatars - this awaits completion
await generateAvatarsForCharacters(charactersNeedingAvatars, (names) => {
// Callback when generation starts - re-render to show loading spinners
console.log('[RPG Companion] Avatar generation started, showing spinners...');
renderThoughts();
});
// Re-render once all avatars are generated
console.log('[RPG Companion] All avatars generated, re-rendering...');
renderThoughts();
}
}
}
} catch (error) {
@@ -241,3 +266,25 @@ export async function updateRPGData(renderUserStats, renderInfoBox, renderThough
setLastActionWasSwipe(false);
}
}
/**
* Parses character names from Present Characters thoughts data
* @param {string} characterThoughtsData - Raw character thoughts data
* @returns {Array<string>} Array of character names found
*/
function parseCharactersFromThoughts(characterThoughtsData) {
if (!characterThoughtsData) return [];
const lines = characterThoughtsData.split('\n');
const characters = [];
for (const line of lines) {
if (line.trim().startsWith('- ')) {
const name = line.trim().substring(2).trim();
if (name && name.toLowerCase() !== 'unavailable') {
characters.push(name);
}
}
}
return characters;
}
+82
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@@ -626,3 +626,85 @@ export async function generateSeparateUpdatePrompt() {
return messages;
}
/**
* Default custom instruction for avatar prompt generation
*/
const DEFAULT_AVATAR_CUSTOM_INSTRUCTION = `Create a detailed portrait prompt focusing on the character's appearance, clothing, and mood. Include appropriate artistic style keywords.`;
/**
* Generates the prompt for LLM-based avatar prompt generation
* Uses the same context as RPG generation (character cards, tracker data, chat history)
*
* @param {Array<string>} characterNames - Array of character names to generate prompts for
* @returns {Promise<Array<{role: string, content: string}>>} Message array for generateRaw API
*/
export async function generateAvatarPromptGenerationPrompt(characterNames) {
const depth = extensionSettings.updateDepth;
const messages = [];
// Build system message with character context
let systemMessage = `You are an AI assistant specializing in creating detailed image generation prompts for character avatars.\n\n`;
// Add character card information (reusing existing function)
const characterInfo = await getCharacterCardsInfo();
if (characterInfo) {
systemMessage += `Character Information:\n${characterInfo}\n\n`;
}
// Add tracker context if available
if (committedTrackerData.characterThoughts) {
systemMessage += `Current Scene Context:\n${committedTrackerData.characterThoughts}\n\n`;
}
systemMessage += `Recent conversation context:\n<history>`;
messages.push({ role: 'system', content: systemMessage });
// Add chat history
const recentMessages = chat.slice(-depth);
for (const message of recentMessages) {
messages.push({
role: message.is_user ? 'user' : 'assistant',
content: message.mes
});
}
// Build instruction message
let instructionMessage = `</history>\n\n`;
const customInstruction = extensionSettings.avatarLLMCustomInstruction || DEFAULT_AVATAR_CUSTOM_INSTRUCTION;
instructionMessage += `Task: Generate detailed image prompts for the following characters.\n\n`;
instructionMessage += `Instructions: ${customInstruction}\n\n`;
instructionMessage += `Characters:\n`;
characterNames.forEach((name, index) => {
instructionMessage += `${index + 1}. ${name}\n`;
});
instructionMessage += `\nOutput Format (one per line):\n`;
instructionMessage += `CHARACTER_NAME: [detailed prompt]\n\n`;
instructionMessage += `Example:\n`;
instructionMessage += `Gandalf: portrait, elderly wizard with long white beard, wearing grey robes, holding wooden staff, intense blue eyes, wise expression, fantasy art style\n\n`;
instructionMessage += `Provide ONLY the formatted prompts, no other text.`;
messages.push({ role: 'user', content: instructionMessage });
return messages;
}
/**
* Parses LLM response to extract character prompts
* @param {string} response - Raw LLM response
* @returns {Object} Map of character name to prompt
*/
export function parseAvatarPromptsResponse(response) {
const prompts = {};
const lines = response.split('\n');
for (const line of lines) {
const trimmed = line.trim();
const match = trimmed.match(/^([^:]+):\s*(.+)$/);
if (match) {
prompts[match[1].trim()] = match[2].trim();
}
}
return prompts;
}
+58 -16
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@@ -17,6 +17,7 @@ import {
import { saveChatData } from '../../core/persistence.js';
import { getSafeThumbnailUrl } from '../../utils/avatars.js';
import { saveSettings } from '../../core/persistence.js';
import { isGenerating, regenerateAvatar } from '../features/avatarGenerator.js';
/**
* Helper to log to both console and debug logs array
@@ -110,12 +111,21 @@ function namesMatch(cardName, aiName) {
function getCharacterAvatar(characterName) {
// First, check if there's a custom NPC avatar
if (extensionSettings.npcAvatars && extensionSettings.npcAvatars[characterName]) {
debugLog(`[RPG Thoughts] Found custom NPC avatar for: ${characterName}`);
return extensionSettings.npcAvatars[characterName];
const avatar = extensionSettings.npcAvatars[characterName];
// Skip if not a valid string (e.g., if it's an object from a previous bug)
if (typeof avatar === 'string' && avatar) {
debugLog(`[RPG Thoughts] Found custom NPC avatar for: ${characterName}`);
return avatar;
} else {
// Clear invalid avatar data
console.warn(`[RPG Thoughts] Invalid avatar data for ${characterName}, clearing...`);
delete extensionSettings.npcAvatars[characterName];
}
}
// Use the existing avatar lookup logic
let characterPortrait = FALLBACK_AVATAR_DATA_URI;
let hasAvatar = false;
// For group chats, search through group members first
if (selected_group) {
@@ -129,6 +139,7 @@ function getCharacterAvatar(characterName) {
if (matchingMember && matchingMember.avatar && matchingMember.avatar !== 'none') {
const thumbnailUrl = getSafeThumbnailUrl('avatar', matchingMember.avatar);
if (thumbnailUrl) {
hasAvatar = true;
return thumbnailUrl;
}
}
@@ -147,6 +158,7 @@ function getCharacterAvatar(characterName) {
if (matchingCharacter && matchingCharacter.avatar && matchingCharacter.avatar !== 'none') {
const thumbnailUrl = getSafeThumbnailUrl('avatar', matchingCharacter.avatar);
if (thumbnailUrl) {
hasAvatar = true;
return thumbnailUrl;
}
}
@@ -157,6 +169,7 @@ function getCharacterAvatar(characterName) {
characters[this_chid].name && namesMatch(characters[this_chid].name, characterName)) {
const thumbnailUrl = getSafeThumbnailUrl('avatar', characters[this_chid].avatar);
if (thumbnailUrl) {
hasAvatar = true;
return thumbnailUrl;
}
}
@@ -463,7 +476,7 @@ export function renderThoughts() {
html += '<div class="rpg-thoughts-content">';
html += `
<div class="rpg-character-card" data-character-name="${escapedDefaultName}">
<div class="rpg-character-avatar rpg-avatar-upload" data-character="${escapedDefaultName}" title="Click to upload custom avatar&#10;Right-click to remove custom avatar">
<div class="rpg-character-avatar rpg-avatar-upload" data-character="${escapedDefaultName}" title="Click to upload custom avatar&#10;Right-click to regenerate avatar">
<img src="${defaultPortrait}" alt="${escapedDefaultName}" onerror="this.style.opacity='0.5';this.onerror=null;" />
<div class="rpg-relationship-badge rpg-editable" contenteditable="true" data-character="${escapedDefaultName}" data-field="relationship" title="Click to edit (use emoji: ⚔️ ⚖️ ⭐ ❤️)">⚖️</div>
</div>
@@ -500,7 +513,7 @@ export function renderThoughts() {
// Find character portrait using the new helper function
const characterPortrait = getCharacterAvatar(char.name);
debugLog(`[RPG Thoughts] Final avatar for ${char.name}:`, characterPortrait.substring(0, 50) + '...');
debugLog(`[RPG Thoughts] Final avatar for ${char.name}:`, typeof characterPortrait === 'string' ? characterPortrait.substring(0, 50) + '...' : characterPortrait);
// Get relationship badge - only if relationships are enabled in config
let relationshipBadge = '⚖️'; // Default
@@ -519,10 +532,14 @@ export function renderThoughts() {
// Escape character name for use in HTML attributes
const escapedName = escapeHtmlAttr(char.name);
// Check if avatar is being generated
const isCurrentlyGenerating = isGenerating(char.name);
html += `
<div class="rpg-character-card" data-character-name="${escapedName}">
<div class="rpg-character-avatar rpg-avatar-upload" data-character="${escapedName}" title="Click to upload custom avatar&#10;Right-click to remove custom avatar">
<div class="rpg-character-avatar rpg-avatar-upload ${isCurrentlyGenerating ? 'rpg-avatar-generating' : ''}" data-character="${escapedName}" title="Click to upload custom avatar&#10;Right-click to regenerate avatar">
<img src="${characterPortrait}" alt="${escapedName}" onerror="this.style.opacity='0.5';this.onerror=null;" />
${isCurrentlyGenerating ? '<div class="rpg-generating-overlay"><i class="fa-solid fa-spinner fa-spin"></i></div>' : ''}
${hasRelationshipEnabled ? `<div class="rpg-relationship-badge rpg-editable" contenteditable="true" data-character="${escapedName}" data-field="${relationshipFieldName}" title="Click to edit (use emoji: ⚔️ ⚖️ ⭐ ❤️)">${relationshipBadge}</div>` : ''}
</div>
<div class="rpg-character-content">
@@ -606,8 +623,8 @@ export function renderThoughts() {
uploadNpcAvatar(characterName);
});
// Add event handler for removing custom avatars (right-click)
$thoughtsContainer.find('.rpg-avatar-upload').on('contextmenu', function(e) {
// Add event handler for regenerating avatars (right-click)
$thoughtsContainer.find('.rpg-avatar-upload').on('contextmenu', async function(e) {
// Prevent triggering if clicking on the relationship badge
if ($(e.target).hasClass('rpg-relationship-badge') || $(e.target).closest('.rpg-relationship-badge').length > 0) {
return;
@@ -615,17 +632,42 @@ export function renderThoughts() {
e.preventDefault(); // Prevent default context menu
const characterName = $(this).data('character');
const $avatarEl = $(this);
// Check if this character has a custom avatar
if (extensionSettings.npcAvatars && extensionSettings.npcAvatars[characterName]) {
// Remove the custom avatar
delete extensionSettings.npcAvatars[characterName];
saveSettings();
console.log(`[RPG Companion] Removed custom avatar for: ${characterName}`);
// Re-render to show the default avatar
renderThoughts();
// Check if auto-generation is enabled
if (!extensionSettings.autoGenerateAvatars) {
// If auto-generation is disabled, just remove the custom avatar
if (extensionSettings.npcAvatars && extensionSettings.npcAvatars[characterName]) {
delete extensionSettings.npcAvatars[characterName];
saveSettings();
console.log(`[RPG Companion] Removed custom avatar for: ${characterName}`);
renderThoughts();
}
return;
}
// Show generating state with spinner overlay
$avatarEl.addClass('rpg-avatar-generating');
if (!$avatarEl.find('.rpg-generating-overlay').length) {
$avatarEl.append('<div class="rpg-generating-overlay"><i class="fa-solid fa-spinner fa-spin"></i></div>');
}
console.log(`[RPG Companion] Regenerating avatar for: ${characterName}`);
try {
// Regenerate the avatar
const newUrl = await regenerateAvatar(characterName);
if (newUrl) {
console.log(`[RPG Companion] Successfully regenerated avatar for: ${characterName}`);
} else {
console.warn(`[RPG Companion] Failed to regenerate avatar for: ${characterName}`);
}
} catch (error) {
console.error(`[RPG Companion] Error regenerating avatar for ${characterName}:`, error);
}
// Re-render to show the new avatar (or fallback)
renderThoughts();
});
// Add event handler for character removal
+34
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@@ -6767,3 +6767,37 @@ body:has(.rpg-panel.rpg-position-left) #sheld {
background: linear-gradient(180deg, #4a9eff 0%, transparent 100%);
opacity: 0.5;
}
/* Avatar generation loading overlay */
.rpg-avatar-generating {
position: relative;
}
.rpg-generating-overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0, 0, 0, 0.5);
display: flex;
align-items: center;
justify-content: center;
color: white;
font-size: 24px;
border-radius: 8px;
}
/* Textarea style for LLM instruction input */
.rpg-textarea {
width: 100%;
min-height: 80px;
padding: 10px;
border-radius: 4px;
border: 1px solid var(--rpg-border);
background: var(--SmartThemeBlurTintColor);
color: var(--SmartThemeBodyColor);
font-family: inherit;
resize: vertical;
box-sizing: border-box;
}
+21
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@@ -245,6 +245,27 @@
<small style="display: block; margin-left: 24px; margin-top: -8px; color: #888; font-size: 11px;" data-i18n-key="template.settingsModal.display.enableDebugModeNote">
Shows parser logs in a mobile-friendly UI panel. Useful for troubleshooting. Look for the red bug button.
</small>
<label class="checkbox_label">
<input type="checkbox" id="rpg-toggle-auto-avatars" />
<span data-i18n-key="template.settingsModal.display.autoGenerateAvatars">Auto-generate Missing Avatars</span>
</label>
<small style="display: block; margin-left: 24px; margin-top: -8px; color: #888; font-size: 11px;" data-i18n-key="template.settingsModal.display.autoGenerateAvatarsNote">
Automatically generate avatars for characters without custom images using the Image Generation Plugin
</small>
<!-- Avatar options container - conditionally visible -->
<div id="rpg-avatar-options" style="margin-left: 24px; margin-top: 12px; display: none;">
<div class="rpg-setting-row" style="margin-top: 12px;">
<label for="rpg-avatar-llm-instruction" style="display: block; margin-bottom: 8px;" data-i18n-key="template.settingsModal.display.avatarLLMInstruction">
LLM Instruction:
</label>
<textarea id="rpg-avatar-llm-instruction" class="rpg-textarea" rows="3" placeholder="Create a detailed portrait prompt focusing on the character's appearance, clothing, and mood..."></textarea>
<small style="display: block; margin-top: 4px; color: #888; font-size: 11px;" data-i18n-key="template.settingsModal.display.avatarLLMInstructionNote">
The LLM will use character cards, tracker data, and chat context to generate detailed prompts
</small>
</div>
</div>
</div>
<div class="rpg-settings-group">