refactor: extract rendering systems

Extract rendering logic from index.js into modular system:
- src/utils/avatars.js: Safe thumbnail URL generation with error handling
- src/systems/rendering/userStats.js: User stats panel with progress bars and classic RPG stats
- src/systems/rendering/infoBox.js: Info box dashboard with weather, date, time, and location widgets
- src/systems/rendering/thoughts.js: Character thoughts panel and floating chat bubbles

Reduces index.js from 3,829 to 2,430 lines (-1,399 lines, -36.5%)
All rendering functions now properly modularized with full JSDoc documentation
Event listeners preserved in render functions for interactive fields
This commit is contained in:
Lucas 'Paperboy' Rose-Winters
2025-10-17 11:16:29 +11:00
parent 17736d9140
commit d2d5593e00
5 changed files with 1501 additions and 1415 deletions
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/**
* Info Box Rendering Module
* Handles rendering of the info box dashboard with weather, date, time, and location widgets
*/
import { getContext } from '../../../../../../extensions.js';
import {
extensionSettings,
lastGeneratedData,
$infoBoxContainer
} from '../../core/state.js';
import { saveChatData } from '../../core/persistence.js';
/**
* Renders the info box as a visual dashboard with calendar, weather, temperature, clock, and map widgets.
* Includes event listeners for editable fields.
*/
export function renderInfoBox() {
if (!extensionSettings.showInfoBox || !$infoBoxContainer) {
return;
}
// Add updating class for animation
if (extensionSettings.enableAnimations) {
$infoBoxContainer.addClass('rpg-content-updating');
}
// If no data yet, show placeholder
if (!lastGeneratedData.infoBox) {
const placeholderHtml = `
<div class="rpg-dashboard rpg-dashboard-row-1">
<div class="rpg-dashboard-widget rpg-placeholder-widget">
<div class="rpg-placeholder-text">No data yet</div>
<div class="rpg-placeholder-hint">Generate a new response in the roleplay or switch to "Separate Generation" in Settings to access and click the "Refresh RPG Info" button</div>
</div>
</div>
`;
$infoBoxContainer.html(placeholderHtml);
if (extensionSettings.enableAnimations) {
setTimeout(() => $infoBoxContainer.removeClass('rpg-content-updating'), 500);
}
return;
}
// console.log('[RPG Companion] renderInfoBox called with data:', lastGeneratedData.infoBox);
// Parse the info box data
const lines = lastGeneratedData.infoBox.split('\n');
// console.log('[RPG Companion] Info Box split into lines:', lines);
const data = {
date: '',
weekday: '',
month: '',
year: '',
weatherEmoji: '',
weatherForecast: '',
temperature: '',
tempValue: 0,
timeStart: '',
timeEnd: '',
location: '',
characters: []
};
for (const line of lines) {
// console.log('[RPG Companion] Processing line:', line);
if (line.includes('🗓️:')) {
// console.log('[RPG Companion] → Matched DATE');
const dateStr = line.replace('🗓️:', '').trim();
// Parse format: "Weekday, Month Day, Year" or "Weekday, Month, Year"
const dateParts = dateStr.split(',').map(p => p.trim());
data.weekday = dateParts[0] || '';
data.month = dateParts[1] || '';
data.year = dateParts[2] || '';
data.date = dateStr;
} else if (line.includes('🌡️:')) {
// console.log('[RPG Companion] → Matched TEMPERATURE');
const tempStr = line.replace('🌡️:', '').trim();
data.temperature = tempStr;
// Extract numeric value
const tempMatch = tempStr.match(/(-?\d+)/);
if (tempMatch) {
data.tempValue = parseInt(tempMatch[1]);
}
} else if (line.includes('🕒:')) {
// console.log('[RPG Companion] → Matched TIME');
const timeStr = line.replace('🕒:', '').trim();
data.time = timeStr;
// Parse "HH:MM → HH:MM" format
const timeParts = timeStr.split('→').map(t => t.trim());
data.timeStart = timeParts[0] || '';
data.timeEnd = timeParts[1] || '';
} else if (line.includes('🗺️:')) {
// console.log('[RPG Companion] → Matched LOCATION');
data.location = line.replace('🗺️:', '').trim();
} else {
// Check if it's a weather line
// Since \p{Emoji} doesn't work reliably, use a simpler approach
const hasColon = line.includes(':');
const notInfoBox = !line.includes('Info Box');
const notDivider = !line.includes('---');
const notCodeFence = !line.trim().startsWith('```');
// console.log('[RPG Companion] → Checking weather conditions:', {
// line: line,
// hasColon: hasColon,
// notInfoBox: notInfoBox,
// notDivider: notDivider
// });
if (hasColon && notInfoBox && notDivider && notCodeFence && line.trim().length > 0) {
// Match format: [Weather Emoji]: [Forecast]
// Capture everything before colon as emoji, everything after as forecast
// console.log('[RPG Companion] → Testing WEATHER match for:', line);
const weatherMatch = line.match(/^\s*([^:]+):\s*(.+)$/);
if (weatherMatch) {
const potentialEmoji = weatherMatch[1].trim();
const forecast = weatherMatch[2].trim();
// If the first part is short (likely emoji), treat as weather
if (potentialEmoji.length <= 5) {
data.weatherEmoji = potentialEmoji;
data.weatherForecast = forecast;
// console.log('[RPG Companion] ✓ Weather parsed:', data.weatherEmoji, data.weatherForecast);
} else {
// console.log('[RPG Companion] ✗ First part too long for emoji:', potentialEmoji);
}
} else {
// console.log('[RPG Companion] ✗ Weather regex did not match');
}
} else {
// console.log('[RPG Companion] → No match for this line');
}
}
}
// console.log('[RPG Companion] Parsed Info Box data:', {
// date: data.date,
// weatherEmoji: data.weatherEmoji,
// weatherForecast: data.weatherForecast,
// temperature: data.temperature,
// timeStart: data.timeStart,
// location: data.location
// });
// Build visual dashboard HTML
// Row 1: Date, Weather, Temperature, Time widgets
let html = '<div class="rpg-dashboard rpg-dashboard-row-1">';
// Calendar widget - always show (editable even if empty)
const monthShort = data.month ? data.month.substring(0, 3).toUpperCase() : 'MON';
const weekdayShort = data.weekday ? data.weekday.substring(0, 3).toUpperCase() : 'DAY';
const yearDisplay = data.year || 'YEAR';
html += `
<div class="rpg-dashboard-widget rpg-calendar-widget">
<div class="rpg-calendar-top rpg-editable" contenteditable="true" data-field="month" title="Click to edit">${monthShort}</div>
<div class="rpg-calendar-day rpg-editable" contenteditable="true" data-field="weekday" title="Click to edit">${weekdayShort}</div>
<div class="rpg-calendar-year rpg-editable" contenteditable="true" data-field="year" title="Click to edit">${yearDisplay}</div>
</div>
`;
// Weather widget - always show (editable even if empty)
const weatherEmoji = data.weatherEmoji || '🌤️';
const weatherForecast = data.weatherForecast || 'Weather';
html += `
<div class="rpg-dashboard-widget rpg-weather-widget">
<div class="rpg-weather-icon rpg-editable" contenteditable="true" data-field="weatherEmoji" title="Click to edit emoji">${weatherEmoji}</div>
<div class="rpg-weather-forecast rpg-editable" contenteditable="true" data-field="weatherForecast" title="Click to edit">${weatherForecast}</div>
</div>
`;
// Temperature widget - always show (editable even if empty)
const tempDisplay = data.temperature || '20°C';
const tempValue = data.tempValue || 20;
const tempPercent = Math.min(100, Math.max(0, ((tempValue + 20) / 60) * 100));
const tempColor = tempValue < 10 ? '#4a90e2' : tempValue < 25 ? '#67c23a' : '#e94560';
html += `
<div class="rpg-dashboard-widget rpg-temp-widget">
<div class="rpg-thermometer">
<div class="rpg-thermometer-bulb"></div>
<div class="rpg-thermometer-tube">
<div class="rpg-thermometer-fill" style="height: ${tempPercent}%; background: ${tempColor}"></div>
</div>
</div>
<div class="rpg-temp-value rpg-editable" contenteditable="true" data-field="temperature" title="Click to edit">${tempDisplay}</div>
</div>
`;
// Time widget - always show (editable even if empty)
const timeDisplay = data.timeStart || '12:00';
// Parse time for clock hands
const timeMatch = timeDisplay.match(/(\d+):(\d+)/);
let hourAngle = 0;
let minuteAngle = 0;
if (timeMatch) {
const hours = parseInt(timeMatch[1]);
const minutes = parseInt(timeMatch[2]);
hourAngle = (hours % 12) * 30 + minutes * 0.5; // 30° per hour + 0.5° per minute
minuteAngle = minutes * 6; // 6° per minute
}
html += `
<div class="rpg-dashboard-widget rpg-clock-widget">
<div class="rpg-clock">
<div class="rpg-clock-face">
<div class="rpg-clock-hour" style="transform: rotate(${hourAngle}deg)"></div>
<div class="rpg-clock-minute" style="transform: rotate(${minuteAngle}deg)"></div>
<div class="rpg-clock-center"></div>
</div>
</div>
<div class="rpg-time-value rpg-editable" contenteditable="true" data-field="timeStart" title="Click to edit">${timeDisplay}</div>
</div>
`;
html += '</div>';
// Row 2: Location widget (full width) - always show (editable even if empty)
const locationDisplay = data.location || 'Location';
html += `
<div class="rpg-dashboard rpg-dashboard-row-2">
<div class="rpg-dashboard-widget rpg-location-widget">
<div class="rpg-map-bg">
<div class="rpg-map-marker">📍</div>
</div>
<div class="rpg-location-text rpg-editable" contenteditable="true" data-field="location" title="Click to edit">${locationDisplay}</div>
</div>
</div>
`;
$infoBoxContainer.html(html);
// Add event handlers for editable Info Box fields
$infoBoxContainer.find('.rpg-editable').on('blur', function() {
const field = $(this).data('field');
const value = $(this).text().trim();
updateInfoBoxField(field, value);
});
// Remove updating class after animation
if (extensionSettings.enableAnimations) {
setTimeout(() => $infoBoxContainer.removeClass('rpg-content-updating'), 500);
}
}
/**
* Updates a specific field in the Info Box data and re-renders.
* Handles complex field reconstruction logic for date parts, weather, temperature, time, and location.
*
* @param {string} field - Field name to update
* @param {string} value - New value for the field
*/
export function updateInfoBoxField(field, value) {
if (!lastGeneratedData.infoBox) {
// Initialize with empty info box if it doesn't exist
lastGeneratedData.infoBox = 'Info Box\n---\n';
}
// Reconstruct the Info Box text with updated field
const lines = lastGeneratedData.infoBox.split('\n');
let dateLineFound = false;
let dateLineIndex = -1;
// Find the date line
for (let i = 0; i < lines.length; i++) {
if (lines[i].includes('🗓️:')) {
dateLineFound = true;
dateLineIndex = i;
break;
}
}
const updatedLines = lines.map((line, index) => {
if (field === 'month' && line.includes('🗓️:')) {
const parts = line.split(',');
if (parts.length >= 2) {
// parts[0] = "🗓️: Weekday", parts[1] = " Month", parts[2] = " Year"
parts[1] = ' ' + value;
return parts.join(',');
} else if (parts.length === 1) {
// No existing month/year, add them
return `${parts[0]}, ${value}, YEAR`;
}
} else if (field === 'weekday' && line.includes('🗓️:')) {
const parts = line.split(',');
// Keep the emoji, just update the weekday
const month = parts[1] ? parts[1].trim() : 'Month';
const year = parts[2] ? parts[2].trim() : 'YEAR';
return `🗓️: ${value}, ${month}, ${year}`;
} else if (field === 'year' && line.includes('🗓️:')) {
const parts = line.split(',');
if (parts.length >= 3) {
parts[2] = ' ' + value;
return parts.join(',');
} else if (parts.length === 2) {
// No existing year, add it
return `${parts[0]}, ${parts[1]}, ${value}`;
} else if (parts.length === 1) {
// No existing month/year, add them
return `${parts[0]}, Month, ${value}`;
}
} else if (field === 'weatherEmoji' && line.match(/^[^:]+:\s*.+$/) && !line.includes('🗓️') && !line.includes('🌡️') && !line.includes('🕒') && !line.includes('🗺️') && !line.includes('Info Box') && !line.includes('---')) {
// This is the weather line
const parts = line.split(':');
if (parts.length >= 2) {
return `${value}: ${parts.slice(1).join(':').trim()}`;
}
} else if (field === 'weatherForecast' && line.match(/^[^:]+:\s*.+$/) && !line.includes('🗓️') && !line.includes('🌡️') && !line.includes('🕒') && !line.includes('🗺️') && !line.includes('Info Box') && !line.includes('---')) {
// This is the weather line
const parts = line.split(':');
if (parts.length >= 2) {
return `${parts[0].trim()}: ${value}`;
}
} else if (field === 'temperature' && line.includes('🌡️:')) {
return `🌡️: ${value}`;
} else if (field === 'timeStart' && line.includes('🕒:')) {
// Update time format: "HH:MM → HH:MM"
// When user edits, set both start and end time to the new value
return `🕒: ${value}${value}`;
} else if (field === 'location' && line.includes('🗺️:')) {
return `🗺️: ${value}`;
}
return line;
});
// If editing a date field but no date line exists, create one after the divider
if ((field === 'month' || field === 'weekday' || field === 'year') && !dateLineFound) {
// Find the divider line
const dividerIndex = updatedLines.findIndex(line => line.includes('---'));
if (dividerIndex >= 0) {
// Create initial date line with the edited field
let newDateLine = '';
if (field === 'weekday') {
newDateLine = `🗓️: ${value}, Month, YEAR`;
} else if (field === 'month') {
newDateLine = `🗓️: Weekday, ${value}, YEAR`;
} else if (field === 'year') {
newDateLine = `🗓️: Weekday, Month, ${value}`;
}
// Insert after the divider
updatedLines.splice(dividerIndex + 1, 0, newDateLine);
}
}
// If editing weather but no weather line exists, create one
if ((field === 'weatherEmoji' || field === 'weatherForecast')) {
let weatherLineFound = false;
for (const line of updatedLines) {
// Check if this is a weather line (has emoji and forecast, not one of the special fields)
if (line.match(/^[^:]+:\s*.+$/) && !line.includes('🗓️') && !line.includes('🌡️') && !line.includes('🕒') && !line.includes('🗺️') && !line.includes('Info Box') && !line.includes('---')) {
weatherLineFound = true;
break;
}
}
if (!weatherLineFound) {
const dividerIndex = updatedLines.findIndex(line => line.includes('---'));
if (dividerIndex >= 0) {
let newWeatherLine = '';
if (field === 'weatherEmoji') {
newWeatherLine = `${value}: Weather`;
} else if (field === 'weatherForecast') {
newWeatherLine = `🌤️: ${value}`;
}
// Insert after date line if it exists, otherwise after divider
const dateIndex = updatedLines.findIndex(line => line.includes('🗓️:'));
const insertIndex = dateIndex >= 0 ? dateIndex + 1 : dividerIndex + 1;
updatedLines.splice(insertIndex, 0, newWeatherLine);
}
}
}
// If editing temperature but no temperature line exists, create one
if (field === 'temperature') {
const tempLineFound = updatedLines.some(line => line.includes('🌡️:'));
if (!tempLineFound) {
const dividerIndex = updatedLines.findIndex(line => line.includes('---'));
if (dividerIndex >= 0) {
const newTempLine = `🌡️: ${value}`;
// Find last non-empty line before creating position
let insertIndex = dividerIndex + 1;
for (let i = 0; i < updatedLines.length; i++) {
if (updatedLines[i].includes('🗓️:') || updatedLines[i].match(/^[^:]+:\s*.+$/)) {
insertIndex = i + 1;
}
}
updatedLines.splice(insertIndex, 0, newTempLine);
}
}
}
// If editing time but no time line exists, create one
if (field === 'timeStart') {
const timeLineFound = updatedLines.some(line => line.includes('🕒:'));
if (!timeLineFound) {
const dividerIndex = updatedLines.findIndex(line => line.includes('---'));
if (dividerIndex >= 0) {
const newTimeLine = `🕒: ${value}${value}`;
// Find last non-empty line before creating position
let insertIndex = dividerIndex + 1;
for (let i = 0; i < updatedLines.length; i++) {
if (updatedLines[i].includes('🗓️:') || updatedLines[i].includes('🌡️:') || updatedLines[i].match(/^[^:]+:\s*.+$/)) {
insertIndex = i + 1;
}
}
updatedLines.splice(insertIndex, 0, newTimeLine);
}
}
}
// If editing location but no location line exists, create one
if (field === 'location') {
const locationLineFound = updatedLines.some(line => line.includes('🗺️:'));
if (!locationLineFound) {
const dividerIndex = updatedLines.findIndex(line => line.includes('---'));
if (dividerIndex >= 0) {
const newLocationLine = `🗺️: ${value}`;
// Insert at the end (before any empty lines)
let insertIndex = updatedLines.length;
for (let i = updatedLines.length - 1; i >= 0; i--) {
if (updatedLines[i].trim() !== '') {
insertIndex = i + 1;
break;
}
}
updatedLines.splice(insertIndex, 0, newLocationLine);
}
}
}
lastGeneratedData.infoBox = updatedLines.join('\n');
// Update the message's swipe data
const chat = getContext().chat;
if (chat && chat.length > 0) {
for (let i = chat.length - 1; i >= 0; i--) {
const message = chat[i];
if (!message.is_user) {
if (message.extra && message.extra.rpg_companion_swipes) {
const swipeId = message.swipe_id || 0;
if (message.extra.rpg_companion_swipes[swipeId]) {
message.extra.rpg_companion_swipes[swipeId].infoBox = updatedLines.join('\n');
// console.log('[RPG Companion] Updated infoBox in message swipe data');
}
}
break;
}
}
}
saveChatData();
renderInfoBox();
}
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/**
* Character Thoughts Rendering Module
* Handles rendering of character thoughts panel and floating thought bubbles in chat
*/
import { getContext } from '../../../../../../extensions.js';
import { this_chid, characters } from '../../../../../../../script.js';
import { selected_group, getGroupMembers } from '../../../../../../group-chats.js';
import {
extensionSettings,
lastGeneratedData,
$thoughtsContainer,
FALLBACK_AVATAR_DATA_URI
} from '../../core/state.js';
import { saveChatData } from '../../core/persistence.js';
import { getSafeThumbnailUrl } from '../../utils/avatars.js';
/**
* Renders character thoughts (Present Characters) panel.
* Displays character cards with avatars, relationship badges, and traits.
* Includes event listeners for editable character fields.
*/
export function renderThoughts() {
if (!extensionSettings.showCharacterThoughts || !$thoughtsContainer) {
return;
}
// Add updating class for animation
if (extensionSettings.enableAnimations) {
$thoughtsContainer.addClass('rpg-content-updating');
}
// Initialize if no data yet
if (!lastGeneratedData.characterThoughts) {
lastGeneratedData.characterThoughts = '';
}
const lines = lastGeneratedData.characterThoughts.split('\n');
const presentCharacters = [];
// console.log('[RPG Companion] Raw Present Characters:', lastGeneratedData.characterThoughts);
// console.log('[RPG Companion] Split into lines:', lines);
// Parse format: [Emoji]: [Name, Status, Demeanor] | [Relationship] | [Thoughts]
for (const line of lines) {
// Skip empty lines, headers, dividers, and code fences
if (line.trim() &&
!line.includes('Present Characters') &&
!line.includes('---') &&
!line.trim().startsWith('```')) {
// Match the new format with pipes
const parts = line.split('|').map(p => p.trim());
if (parts.length >= 2) {
// First part: [Emoji]: [Name, Status, Demeanor]
const firstPart = parts[0].trim();
const emojiMatch = firstPart.match(/^(.+?):\s*(.+)$/);
if (emojiMatch) {
const emoji = emojiMatch[1].trim();
const info = emojiMatch[2].trim();
const relationship = parts[1].trim(); // Enemy/Neutral/Friend/Lover
const thoughts = parts[2] ? parts[2].trim() : '';
// Parse name from info (first part before comma)
const infoParts = info.split(',').map(p => p.trim());
const name = infoParts[0] || '';
const traits = infoParts.slice(1).join(', ');
if (name && name.toLowerCase() !== 'unavailable') {
presentCharacters.push({ emoji, name, traits, relationship, thoughts });
// console.log('[RPG Companion] Parsed character:', { name, relationship });
}
}
}
}
}
// Relationship status to emoji mapping
const relationshipEmojis = {
'Enemy': '⚔️',
'Neutral': '⚖️',
'Friend': '⭐',
'Lover': '❤️'
};
// Build HTML
let html = '';
// console.log('[RPG Companion] Total characters parsed:', presentCharacters.length);
// console.log('[RPG Companion] Characters array:', presentCharacters);
// If no characters parsed, show a placeholder editable card
if (presentCharacters.length === 0) {
// Get default character portrait (try to use the current character if in 1-on-1 chat)
// Use a base64-encoded SVG placeholder as fallback to avoid 400 errors
let defaultPortrait = FALLBACK_AVATAR_DATA_URI;
let defaultName = 'Character';
if (this_chid !== undefined && characters[this_chid]) {
if (characters[this_chid].avatar && characters[this_chid].avatar !== 'none') {
const thumbnailUrl = getSafeThumbnailUrl('avatar', characters[this_chid].avatar);
if (thumbnailUrl) {
defaultPortrait = thumbnailUrl;
}
}
defaultName = characters[this_chid].name || 'Character';
}
html += '<div class="rpg-thoughts-content">';
html += `
<div class="rpg-character-card" data-character-name="${defaultName}">
<div class="rpg-character-avatar">
<img src="${defaultPortrait}" alt="${defaultName}" onerror="this.style.opacity='0.5';this.onerror=null;" />
<div class="rpg-relationship-badge rpg-editable" contenteditable="true" data-character="${defaultName}" data-field="relationship" title="Click to edit (use emoji: ⚔️ ⚖️ ⭐ ❤️)">⚖️</div>
</div>
<div class="rpg-character-info">
<div class="rpg-character-header">
<span class="rpg-character-emoji rpg-editable" contenteditable="true" data-character="${defaultName}" data-field="emoji" title="Click to edit emoji">😊</span>
<span class="rpg-character-name rpg-editable" contenteditable="true" data-character="${defaultName}" data-field="name" title="Click to edit name">${defaultName}</span>
</div>
<div class="rpg-character-traits rpg-editable" contenteditable="true" data-character="${defaultName}" data-field="traits" title="Click to edit traits">Traits</div>
</div>
</div>
`;
html += '</div>';
} else {
html += '<div class="rpg-thoughts-content">';
for (const char of presentCharacters) {
// Find character portrait
// Use a base64-encoded SVG placeholder as fallback to avoid 400 errors
let characterPortrait = FALLBACK_AVATAR_DATA_URI;
// console.log('[RPG Companion] Looking for avatar for:', char.name);
// For group chats, search through group members first
if (selected_group) {
const groupMembers = getGroupMembers(selected_group);
const matchingMember = groupMembers.find(member =>
member && member.name && member.name.toLowerCase() === char.name.toLowerCase()
);
if (matchingMember && matchingMember.avatar && matchingMember.avatar !== 'none') {
const thumbnailUrl = getSafeThumbnailUrl('avatar', matchingMember.avatar);
if (thumbnailUrl) {
characterPortrait = thumbnailUrl;
}
}
}
// For regular chats or if not found in group, search all characters
if (characterPortrait === FALLBACK_AVATAR_DATA_URI && characters && characters.length > 0) {
const matchingCharacter = characters.find(c =>
c && c.name && c.name.toLowerCase() === char.name.toLowerCase()
);
if (matchingCharacter && matchingCharacter.avatar && matchingCharacter.avatar !== 'none') {
const thumbnailUrl = getSafeThumbnailUrl('avatar', matchingCharacter.avatar);
if (thumbnailUrl) {
characterPortrait = thumbnailUrl;
}
}
}
// If this is the current character in a 1-on-1 chat, use their portrait
if (this_chid !== undefined && characters[this_chid] &&
characters[this_chid].name && characters[this_chid].name.toLowerCase() === char.name.toLowerCase()) {
const thumbnailUrl = getSafeThumbnailUrl('avatar', characters[this_chid].avatar);
if (thumbnailUrl) {
characterPortrait = thumbnailUrl;
}
}
// Get relationship emoji
const relationshipEmoji = relationshipEmojis[char.relationship] || '⚖️';
html += `
<div class="rpg-character-card" data-character-name="${char.name}">
<div class="rpg-character-avatar">
<img src="${characterPortrait}" alt="${char.name}" onerror="this.style.opacity='0.5';this.onerror=null;" />
<div class="rpg-relationship-badge rpg-editable" contenteditable="true" data-character="${char.name}" data-field="relationship" title="Click to edit (use emoji: ⚔️ ⚖️ ⭐ ❤️)">${relationshipEmoji}</div>
</div>
<div class="rpg-character-info">
<div class="rpg-character-header">
<span class="rpg-character-emoji rpg-editable" contenteditable="true" data-character="${char.name}" data-field="emoji" title="Click to edit emoji">${char.emoji}</span>
<span class="rpg-character-name rpg-editable" contenteditable="true" data-character="${char.name}" data-field="name" title="Click to edit name">${char.name}</span>
</div>
<div class="rpg-character-traits rpg-editable" contenteditable="true" data-character="${char.name}" data-field="traits" title="Click to edit traits">${char.traits}</div>
</div>
</div>
`;
}
html += '</div>';
}
$thoughtsContainer.html(html);
// Add event handlers for editable character fields
$thoughtsContainer.find('.rpg-editable').on('blur', function() {
const character = $(this).data('character');
const field = $(this).data('field');
const value = $(this).text().trim();
updateCharacterField(character, field, value);
});
// Remove updating class after animation
if (extensionSettings.enableAnimations) {
setTimeout(() => $thoughtsContainer.removeClass('rpg-content-updating'), 600);
}
// Update chat overlay if enabled
if (extensionSettings.showThoughtsInChat) {
updateChatThoughts();
}
}
/**
* Updates a specific character field in Present Characters data and re-renders.
* Handles character creation if character doesn't exist yet.
*
* @param {string} characterName - Name of the character to update
* @param {string} field - Field to update (emoji, name, traits, thoughts, relationship)
* @param {string} value - New value for the field
*/
export function updateCharacterField(characterName, field, value) {
// console.log('[RPG Companion] 📝 updateCharacterField called - character:', characterName, 'field:', field, 'value:', value);
// console.log('[RPG Companion] 📝 Current lastGeneratedData.characterThoughts:', lastGeneratedData.characterThoughts);
// Initialize if it doesn't exist
if (!lastGeneratedData.characterThoughts) {
lastGeneratedData.characterThoughts = 'Present Characters\n---\n';
}
const lines = lastGeneratedData.characterThoughts.split('\n');
let characterFound = false;
const updatedLines = lines.map(line => {
// Case-insensitive character name matching
if (line.toLowerCase().includes(characterName.toLowerCase())) {
characterFound = true;
const parts = line.split('|').map(p => p.trim());
if (parts.length >= 2) {
const firstPart = parts[0];
const emojiMatch = firstPart.match(/^(.+?):\s*(.+)$/);
if (emojiMatch) {
let emoji = emojiMatch[1].trim();
let info = emojiMatch[2].trim();
let relationship = parts[1];
let thoughts = parts[2] || '';
const infoParts = info.split(',').map(p => p.trim());
let name = infoParts[0];
let traits = infoParts.slice(1).join(', ');
if (field === 'emoji') {
emoji = value;
} else if (field === 'name') {
name = value;
} else if (field === 'traits') {
traits = value;
} else if (field === 'thoughts') {
thoughts = value;
} else if (field === 'relationship') {
const emojiToRelationship = {
'⚔️': 'Enemy',
'⚖️': 'Neutral',
'⭐': 'Friend',
'❤️': 'Lover'
};
relationship = emojiToRelationship[value] || value;
}
const newInfo = traits ? `${name}, ${traits}` : name;
return `${emoji}: ${newInfo} | ${relationship} | ${thoughts}`;
}
}
}
return line;
});
// If character wasn't found, create a new character line
if (!characterFound) {
// Find the divider line
const dividerIndex = updatedLines.findIndex(line => line.includes('---'));
if (dividerIndex >= 0) {
// Create initial character line with the edited field
let emoji = '😊';
let name = characterName;
let traits = 'Traits';
let relationship = 'Neutral';
let thoughts = '';
// Apply the edited field
if (field === 'emoji') {
emoji = value;
} else if (field === 'name') {
name = value;
} else if (field === 'traits') {
traits = value;
} else if (field === 'thoughts') {
thoughts = value;
} else if (field === 'relationship') {
const emojiToRelationship = {
'⚔️': 'Enemy',
'⚖️': 'Neutral',
'⭐': 'Friend',
'❤️': 'Lover'
};
relationship = emojiToRelationship[value] || value;
}
const newCharacterLine = `${emoji}: ${name}, ${traits} | ${relationship} | ${thoughts}`;
// Insert after the divider
updatedLines.splice(dividerIndex + 1, 0, newCharacterLine);
}
}
lastGeneratedData.characterThoughts = updatedLines.join('\n');
// console.log('[RPG Companion] 💾 Updated lastGeneratedData.characterThoughts:', lastGeneratedData.characterThoughts);
// Also update the last assistant message's swipe data
const chat = getContext().chat;
if (chat && chat.length > 0) {
// Find the last assistant message
for (let i = chat.length - 1; i >= 0; i--) {
const message = chat[i];
if (!message.is_user) {
// Found last assistant message - update its swipe data
if (message.extra && message.extra.rpg_companion_swipes) {
const swipeId = message.swipe_id || 0;
if (message.extra.rpg_companion_swipes[swipeId]) {
message.extra.rpg_companion_swipes[swipeId].characterThoughts = updatedLines.join('\n');
// console.log('[RPG Companion] Updated thoughts in message swipe data');
}
}
break;
}
}
}
saveChatData();
// Always update the sidebar panel
renderThoughts();
// For thoughts edited from the bubble, delay recreation to allow blur event to complete
// This ensures the edit is saved first, then the bubble is recreated with correct layout
if (field === 'thoughts') {
setTimeout(() => {
updateChatThoughts();
}, 100);
} else {
// For other fields, recreate immediately
updateChatThoughts();
}
}
/**
* Updates or removes thought overlays in the chat.
* Creates floating thought bubbles positioned near character avatars.
*/
export function updateChatThoughts() {
// console.log('[RPG Companion] ======== updateChatThoughts called ========');
// console.log('[RPG Companion] Extension enabled:', extensionSettings.enabled);
// console.log('[RPG Companion] showThoughtsInChat setting:', extensionSettings.showThoughtsInChat);
// console.log('[RPG Companion] Toggle element checked:', $('#rpg-toggle-thoughts-in-chat').prop('checked'));
// console.log('[RPG Companion] lastGeneratedData.characterThoughts:', lastGeneratedData.characterThoughts);
// Remove existing thought panel and icon
$('#rpg-thought-panel').remove();
$('#rpg-thought-icon').remove();
$('#chat').off('scroll.thoughtPanel');
$(window).off('resize.thoughtPanel');
$(document).off('click.thoughtPanel');
// If extension is disabled, thoughts in chat are disabled, or no thoughts, just return
if (!extensionSettings.enabled || !extensionSettings.showThoughtsInChat || !lastGeneratedData.characterThoughts) {
// console.log('[RPG Companion] Thoughts in chat disabled or no data');
return;
}
// Parse the Present Characters data to get thoughts
const lines = lastGeneratedData.characterThoughts.split('\n');
const thoughtsArray = []; // Array of {name, emoji, thought}
// console.log('[RPG Companion] Parsing thoughts from lines:', lines);
for (const line of lines) {
if (line.trim() &&
!line.includes('Present Characters') &&
!line.includes('---') &&
!line.trim().startsWith('```')) {
const parts = line.split('|').map(p => p.trim());
// console.log('[RPG Companion] Line parts:', parts);
if (parts.length >= 3) {
const firstPart = parts[0].trim();
const emojiMatch = firstPart.match(/^(.+?):\s*(.+)$/);
if (emojiMatch) {
const emoji = emojiMatch[1].trim();
const info = emojiMatch[2].trim();
const thoughts = parts[2] ? parts[2].trim() : '';
const infoParts = info.split(',').map(p => p.trim());
const name = infoParts[0] || '';
// console.log('[RPG Companion] Parsed thought - Name:', name, 'Thought:', thoughts);
if (name && thoughts && name.toLowerCase() !== 'unavailable') {
thoughtsArray.push({ name: name.toLowerCase(), emoji, thought: thoughts });
// console.log('[RPG Companion] Added to thoughtsArray:', name.toLowerCase());
}
}
}
}
}
// If no thoughts parsed, return
if (thoughtsArray.length === 0) {
// console.log('[RPG Companion] No thoughts parsed, returning');
return;
}
// console.log('[RPG Companion] Total thoughts:', thoughtsArray.length);
// console.log('[RPG Companion] Thoughts array:', thoughtsArray);
// Find the last message to position near
const $messages = $('#chat .mes');
let $targetMessage = null;
// Find the most recent non-user message
for (let i = $messages.length - 1; i >= 0; i--) {
const $message = $messages.eq(i);
if ($message.attr('is_user') !== 'true') {
$targetMessage = $message;
break;
}
}
if (!$targetMessage) {
// console.log('[RPG Companion] No target message found');
return;
}
// Create the thought panel with all thoughts
createThoughtPanel($targetMessage, thoughtsArray);
}
/**
* Creates or updates the floating thought panel positioned next to the character's avatar.
* Handles responsive positioning for left/right panel modes and mobile viewports.
*
* @param {jQuery} $message - Message element to position the panel relative to
* @param {Array} thoughtsArray - Array of thought objects {name, emoji, thought}
*/
export function createThoughtPanel($message, thoughtsArray) {
// Remove existing thought panel
$('#rpg-thought-panel').remove();
$('#rpg-thought-icon').remove();
// Get the avatar position from the message
const $avatar = $message.find('.avatar img');
if (!$avatar.length) {
// console.log('[RPG Companion] No avatar found in message');
return;
}
const avatarRect = $avatar[0].getBoundingClientRect();
const panelPosition = extensionSettings.panelPosition;
const theme = extensionSettings.theme;
// Build thought bubbles HTML
let thoughtsHtml = '';
thoughtsArray.forEach((thought, index) => {
thoughtsHtml += `
<div class="rpg-thought-item">
<div class="rpg-thought-emoji-box">
${thought.emoji}
</div>
<div class="rpg-thought-content rpg-editable" contenteditable="true" data-character="${thought.name}" data-field="thoughts" title="Click to edit thoughts">
${thought.thought}
</div>
</div>
`;
// Add divider between thoughts (except for last one)
if (index < thoughtsArray.length - 1) {
thoughtsHtml += '<div class="rpg-thought-divider"></div>';
}
});
// Create the floating thought panel with theme
const $thoughtPanel = $(`
<div id="rpg-thought-panel" class="rpg-thought-panel" data-theme="${theme}">
<button class="rpg-thought-close" title="Hide thoughts">×</button>
<div class="rpg-thought-circles">
<div class="rpg-thought-circle rpg-circle-1"></div>
<div class="rpg-thought-circle rpg-circle-2"></div>
<div class="rpg-thought-circle rpg-circle-3"></div>
</div>
<div class="rpg-thought-bubble">
${thoughtsHtml}
</div>
</div>
`);
// Create the collapsed thought icon
const $thoughtIcon = $(`
<div id="rpg-thought-icon" class="rpg-thought-icon" data-theme="${theme}" title="Show thoughts">
💭
</div>
`);
// Apply custom theme colors if custom theme
if (theme === 'custom') {
const customStyles = {
'--rpg-bg': extensionSettings.customColors.bg,
'--rpg-accent': extensionSettings.customColors.accent,
'--rpg-text': extensionSettings.customColors.text,
'--rpg-highlight': extensionSettings.customColors.highlight
};
$thoughtPanel.css(customStyles);
$thoughtIcon.css(customStyles);
}
// Force a consistent width for the bubble to ensure proper positioning
$thoughtPanel.css('width', '350px');
// Append to body so it's not clipped by chat container
$('body').append($thoughtPanel);
$('body').append($thoughtIcon);
// Position the panel next to the avatar
const panelWidth = 350;
const panelMargin = 20;
let top = avatarRect.top + (avatarRect.height / 2);
let left;
let right;
let useRightPosition = false;
let iconTop = avatarRect.top;
let iconLeft;
// Detect mobile viewport (matches CSS breakpoint)
const isMobile = window.innerWidth <= 1000;
if (isMobile) {
// On mobile: position icon horizontally centered on avatar
// The CSS transform will shift it upward by 60px
iconTop = avatarRect.top; // Start at avatar top (CSS will move it up)
iconLeft = avatarRect.left + (avatarRect.width / 2) - 18; // Centered horizontally (18px = half of 36px icon width)
// Center the thought panel horizontally on mobile
left = window.innerWidth / 2 - panelWidth / 2;
top = avatarRect.top + avatarRect.height + 60; // Position below icon with spacing
// No side-specific classes on mobile
$thoughtPanel.removeClass('rpg-thought-panel-left rpg-thought-panel-right');
$thoughtIcon.removeClass('rpg-thought-icon-left rpg-thought-icon-right');
console.log('[RPG Companion] Mobile thought icon positioning:', {
isMobile,
windowWidth: window.innerWidth,
avatarLeft: avatarRect.left,
avatarWidth: avatarRect.width,
iconLeft,
iconTop
});
} else if (panelPosition === 'left') {
// Main panel is on left, so thought bubble goes to RIGHT side
// Mirror the left side positioning: bubble should be same distance from avatar
// but on the opposite side, extending to the right
const chatContainer = $('#chat')[0];
const chatRect = chatContainer ? chatContainer.getBoundingClientRect() : { right: window.innerWidth };
// Position bubble starting from chat edge, extending right
left = chatRect.right + panelMargin; // Start at chat's right edge + margin
useRightPosition = false; // Use left positioning so it extends right
iconLeft = chatRect.right + 10; // Icon just at the chat edge
$thoughtPanel.addClass('rpg-thought-panel-right');
$thoughtIcon.addClass('rpg-thought-icon-right');
// Position circles to flow from left (toward chat/avatar) to right (toward panel)
$thoughtPanel.find('.rpg-thought-circles').css({
top: 'calc(50% - 50px)',
left: '-25px',
bottom: 'auto',
right: 'auto'
});
// Mirror the circle flow for right side (left-to-right)
$thoughtPanel.find('.rpg-thought-circles').css('align-items', 'flex-start');
$thoughtPanel.find('.rpg-circle-1').css({ 'align-self': 'flex-start', 'margin-right': '0', 'margin-left': '0' });
$thoughtPanel.find('.rpg-circle-2').css({ 'align-self': 'flex-start', 'margin-right': '0', 'margin-left': '4px' });
$thoughtPanel.find('.rpg-circle-3').css({ 'align-self': 'flex-start', 'margin-right': '0', 'margin-left': '8px' });
} else {
// Main panel is on right, so thought bubble goes on left (near avatar)
left = avatarRect.left - panelWidth - panelMargin;
iconLeft = avatarRect.left - 40;
$thoughtPanel.addClass('rpg-thought-panel-left');
$thoughtIcon.addClass('rpg-thought-icon-left');
// Position circles to flow from avatar (left) to bubble (more left)
// Circles should flow right-to-left when bubble is on left
$thoughtPanel.find('.rpg-thought-circles').css({
top: 'calc(50% - 50px)',
right: '-25px',
bottom: 'auto',
left: 'auto'
});
// Keep the circle flow for left side (right-to-left) - default from CSS
$thoughtPanel.find('.rpg-thought-circles').css('align-items', 'flex-end');
$thoughtPanel.find('.rpg-circle-1').css({ 'align-self': 'flex-end', 'margin-left': '0', 'margin-right': '0' });
$thoughtPanel.find('.rpg-circle-2').css({ 'align-self': 'flex-end', 'margin-left': '0', 'margin-right': '4px' });
$thoughtPanel.find('.rpg-circle-3').css({ 'align-self': 'flex-end', 'margin-left': '0', 'margin-right': '8px' });
}
if (useRightPosition) {
$thoughtPanel.css({
top: `${top}px`,
right: `${right}px`,
left: 'auto' // Clear left positioning
});
} else {
$thoughtPanel.css({
top: `${top}px`,
left: `${left}px`,
right: 'auto' // Clear right positioning
});
}
$thoughtIcon.css({
top: `${iconTop}px`,
left: `${iconLeft}px`,
right: 'auto' // Clear any right positioning
});
// Initially hide the panel and show the icon
$thoughtPanel.hide();
$thoughtIcon.show();
// console.log('[RPG Companion] Thought panel created at:', { top, left });
// Close button functionality
$thoughtPanel.find('.rpg-thought-close').on('click', function(e) {
e.stopPropagation();
$thoughtPanel.fadeOut(200);
$thoughtIcon.fadeIn(200);
});
// Icon click to show panel
$thoughtIcon.on('click', function(e) {
e.stopPropagation();
$thoughtIcon.fadeOut(200);
$thoughtPanel.fadeIn(200);
});
// Add event handlers for editable thoughts in the bubble
$thoughtPanel.find('.rpg-editable').on('blur', function() {
const character = $(this).data('character');
const field = $(this).data('field');
const value = $(this).text().trim();
// console.log('[RPG Companion] 💭 Thought bubble blur event - character:', character, 'field:', field, 'value:', value);
updateCharacterField(character, field, value);
});
// RAF throttling for smooth position updates
let positionUpdateRaf = null;
// Update position on scroll with RAF throttling
const updatePanelPosition = () => {
if (!$message.is(':visible')) {
$thoughtPanel.hide();
$thoughtIcon.hide();
return;
}
// Cancel any pending RAF
if (positionUpdateRaf) {
cancelAnimationFrame(positionUpdateRaf);
}
// Schedule update on next frame
positionUpdateRaf = requestAnimationFrame(() => {
const newAvatarRect = $avatar[0].getBoundingClientRect();
const newTop = newAvatarRect.top + (newAvatarRect.height / 2);
const newIconTop = newAvatarRect.top;
let newLeft, newIconLeft;
if (panelPosition === 'left') {
// Position at chat's right edge, extending right
const chatContainer = $('#chat')[0];
const chatRect = chatContainer ? chatContainer.getBoundingClientRect() : { right: window.innerWidth };
newLeft = chatRect.right + panelMargin;
newIconLeft = chatRect.right + 10;
$thoughtPanel.css({
top: `${newTop}px`,
left: `${newLeft}px`,
right: 'auto'
});
} else {
// Left position relative to avatar
newLeft = newAvatarRect.left - panelWidth - panelMargin;
newIconLeft = newAvatarRect.left - 40;
$thoughtPanel.css({
top: `${newTop}px`,
left: `${newLeft}px`,
right: 'auto'
});
}
$thoughtIcon.css({
top: `${newIconTop}px`,
left: `${newIconLeft}px`,
right: 'auto'
});
if ($thoughtPanel.is(':visible')) {
$thoughtPanel.show();
}
if ($thoughtIcon.is(':visible')) {
$thoughtIcon.show();
}
positionUpdateRaf = null;
});
};
// Update position on scroll and resize
$('#chat').on('scroll.thoughtPanel', updatePanelPosition);
$(window).on('resize.thoughtPanel', updatePanelPosition);
// Remove panel when clicking outside (but not when clicking icon or panel)
$(document).on('click.thoughtPanel', function(e) {
if (!$(e.target).closest('#rpg-thought-panel, #rpg-thought-icon').length) {
// Hide the panel and show the icon instead of removing
$thoughtPanel.fadeOut(200);
$thoughtIcon.fadeIn(200);
}
});
}
+242
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/**
* User Stats Rendering Module
* Handles rendering of the user stats panel with progress bars and classic RPG stats
*/
import { getContext } from '../../../../../../extensions.js';
import { user_avatar } from '../../../../../../../script.js';
import {
extensionSettings,
lastGeneratedData,
$userStatsContainer,
FALLBACK_AVATAR_DATA_URI
} from '../../core/state.js';
import {
saveSettings,
saveChatData,
updateMessageSwipeData
} from '../../core/persistence.js';
import { getSafeThumbnailUrl } from '../../utils/avatars.js';
/**
* Renders the user stats panel with health bars, mood, inventory, and classic stats.
* Includes event listeners for editable fields.
*/
export function renderUserStats() {
if (!extensionSettings.showUserStats || !$userStatsContainer) {
return;
}
const stats = extensionSettings.userStats;
const userName = getContext().name1;
// Initialize lastGeneratedData.userStats if it doesn't exist
if (!lastGeneratedData.userStats) {
lastGeneratedData.userStats = `Health: ${stats.health}%\nSatiety: ${stats.satiety}%\nEnergy: ${stats.energy}%\nHygiene: ${stats.hygiene}%\nArousal: ${stats.arousal}%\n${stats.mood}: ${stats.conditions}\nInventory: ${stats.inventory}`;
}
// Get user portrait - handle both default-user and custom persona folders
// Use a base64-encoded SVG placeholder as fallback to avoid 400 errors
let userPortrait = FALLBACK_AVATAR_DATA_URI;
if (user_avatar) {
// Try to get the thumbnail using our safe helper
const thumbnailUrl = getSafeThumbnailUrl('persona', user_avatar);
if (thumbnailUrl) {
userPortrait = thumbnailUrl;
}
}
// Create gradient from low to high color
const gradient = `linear-gradient(to right, ${extensionSettings.statBarColorLow}, ${extensionSettings.statBarColorHigh})`;
const html = `
<div class="rpg-stats-content">
<div class="rpg-stats-left">
<div style="display: flex; gap: clamp(4px, 0.8vh, 8px); align-items: center; flex-shrink: 0;">
<img src="${userPortrait}" alt="${userName}" class="rpg-user-portrait" onerror="this.style.opacity='0.5';this.onerror=null;" />
<div class="rpg-inventory-box">
<div class="rpg-inventory-items rpg-editable" contenteditable="true" data-field="inventory" title="Click to edit">
${stats.inventory || 'None'}
</div>
</div>
</div>
<div class="rpg-stats-grid">
<div class="rpg-stat-row">
<span class="rpg-stat-label">Health:</span>
<div class="rpg-stat-bar" style="background: ${gradient}">
<div class="rpg-stat-fill" style="width: ${100 - stats.health}%"></div>
</div>
<span class="rpg-stat-value rpg-editable-stat" contenteditable="true" data-field="health" title="Click to edit">${stats.health}%</span>
</div>
<div class="rpg-stat-row">
<span class="rpg-stat-label">Satiety:</span>
<div class="rpg-stat-bar" style="background: ${gradient}">
<div class="rpg-stat-fill" style="width: ${100 - stats.satiety}%"></div>
</div>
<span class="rpg-stat-value rpg-editable-stat" contenteditable="true" data-field="satiety" title="Click to edit">${stats.satiety}%</span>
</div>
<div class="rpg-stat-row">
<span class="rpg-stat-label">Energy:</span>
<div class="rpg-stat-bar" style="background: ${gradient}">
<div class="rpg-stat-fill" style="width: ${100 - stats.energy}%"></div>
</div>
<span class="rpg-stat-value rpg-editable-stat" contenteditable="true" data-field="energy" title="Click to edit">${stats.energy}%</span>
</div>
<div class="rpg-stat-row">
<span class="rpg-stat-label">Hygiene:</span>
<div class="rpg-stat-bar" style="background: ${gradient}">
<div class="rpg-stat-fill" style="width: ${100 - stats.hygiene}%"></div>
</div>
<span class="rpg-stat-value rpg-editable-stat" contenteditable="true" data-field="hygiene" title="Click to edit">${stats.hygiene}%</span>
</div>
<div class="rpg-stat-row">
<span class="rpg-stat-label">Arousal:</span>
<div class="rpg-stat-bar" style="background: ${gradient}">
<div class="rpg-stat-fill" style="width: ${100 - stats.arousal}%"></div>
</div>
<span class="rpg-stat-value rpg-editable-stat" contenteditable="true" data-field="arousal" title="Click to edit">${stats.arousal}%</span>
</div>
</div>
<div class="rpg-mood">
<div class="rpg-mood-emoji rpg-editable" contenteditable="true" data-field="mood" title="Click to edit emoji">${stats.mood}</div>
<div class="rpg-mood-conditions rpg-editable" contenteditable="true" data-field="conditions" title="Click to edit conditions">${stats.conditions}</div>
</div>
</div>
<div class="rpg-stats-right">
<div class="rpg-classic-stats">
<div class="rpg-classic-stats-grid">
<div class="rpg-classic-stat" data-stat="str">
<span class="rpg-classic-stat-label">STR</span>
<div class="rpg-classic-stat-buttons">
<button class="rpg-classic-stat-btn rpg-stat-decrease" data-stat="str"></button>
<span class="rpg-classic-stat-value">${extensionSettings.classicStats.str}</span>
<button class="rpg-classic-stat-btn rpg-stat-increase" data-stat="str">+</button>
</div>
</div>
<div class="rpg-classic-stat" data-stat="dex">
<span class="rpg-classic-stat-label">DEX</span>
<div class="rpg-classic-stat-buttons">
<button class="rpg-classic-stat-btn rpg-stat-decrease" data-stat="dex"></button>
<span class="rpg-classic-stat-value">${extensionSettings.classicStats.dex}</span>
<button class="rpg-classic-stat-btn rpg-stat-increase" data-stat="dex">+</button>
</div>
</div>
<div class="rpg-classic-stat" data-stat="con">
<span class="rpg-classic-stat-label">CON</span>
<div class="rpg-classic-stat-buttons">
<button class="rpg-classic-stat-btn rpg-stat-decrease" data-stat="con"></button>
<span class="rpg-classic-stat-value">${extensionSettings.classicStats.con}</span>
<button class="rpg-classic-stat-btn rpg-stat-increase" data-stat="con">+</button>
</div>
</div>
<div class="rpg-classic-stat" data-stat="int">
<span class="rpg-classic-stat-label">INT</span>
<div class="rpg-classic-stat-buttons">
<button class="rpg-classic-stat-btn rpg-stat-decrease" data-stat="int"></button>
<span class="rpg-classic-stat-value">${extensionSettings.classicStats.int}</span>
<button class="rpg-classic-stat-btn rpg-stat-increase" data-stat="int">+</button>
</div>
</div>
<div class="rpg-classic-stat" data-stat="wis">
<span class="rpg-classic-stat-label">WIS</span>
<div class="rpg-classic-stat-buttons">
<button class="rpg-classic-stat-btn rpg-stat-decrease" data-stat="wis"></button>
<span class="rpg-classic-stat-value">${extensionSettings.classicStats.wis}</span>
<button class="rpg-classic-stat-btn rpg-stat-increase" data-stat="wis">+</button>
</div>
</div>
<div class="rpg-classic-stat" data-stat="cha">
<span class="rpg-classic-stat-label">CHA</span>
<div class="rpg-classic-stat-buttons">
<button class="rpg-classic-stat-btn rpg-stat-decrease" data-stat="cha"></button>
<span class="rpg-classic-stat-value">${extensionSettings.classicStats.cha}</span>
<button class="rpg-classic-stat-btn rpg-stat-increase" data-stat="cha">+</button>
</div>
</div>
</div>
</div>
</div>
</div>
`;
$userStatsContainer.html(html);
// Add event listeners for editable stat values
$('.rpg-editable-stat').on('blur', function() {
const field = $(this).data('field');
const textValue = $(this).text().replace('%', '').trim();
let value = parseInt(textValue);
// Validate and clamp value between 0 and 100
if (isNaN(value)) {
value = 0;
}
value = Math.max(0, Math.min(100, value));
// Update the setting
extensionSettings.userStats[field] = value;
// Also update lastGeneratedData to keep it in sync
if (!lastGeneratedData.userStats) {
lastGeneratedData.userStats = '';
}
// Regenerate the userStats text with updated value
const statsText = `Health: ${extensionSettings.userStats.health}%\nSatiety: ${extensionSettings.userStats.satiety}%\nEnergy: ${extensionSettings.userStats.energy}%\nHygiene: ${extensionSettings.userStats.hygiene}%\nArousal: ${extensionSettings.userStats.arousal}%\n${extensionSettings.userStats.mood}: ${extensionSettings.userStats.conditions}\nInventory: ${extensionSettings.userStats.inventory}`;
lastGeneratedData.userStats = statsText;
saveSettings();
saveChatData();
updateMessageSwipeData();
// Re-render to update the bar
renderUserStats();
});
// Add event listener for inventory editing
$('.rpg-inventory-items.rpg-editable').on('blur', function() {
const value = $(this).text().trim();
extensionSettings.userStats.inventory = value || 'None';
// Update lastGeneratedData
const statsText = `Health: ${extensionSettings.userStats.health}%\nSatiety: ${extensionSettings.userStats.satiety}%\nEnergy: ${extensionSettings.userStats.energy}%\nHygiene: ${extensionSettings.userStats.hygiene}%\nArousal: ${extensionSettings.userStats.arousal}%\n${extensionSettings.userStats.mood}: ${extensionSettings.userStats.conditions}\nInventory: ${extensionSettings.userStats.inventory}`;
lastGeneratedData.userStats = statsText;
saveSettings();
saveChatData();
updateMessageSwipeData();
});
// Add event listeners for mood/conditions editing
$('.rpg-mood-emoji.rpg-editable').on('blur', function() {
const value = $(this).text().trim();
extensionSettings.userStats.mood = value || '😐';
// Update lastGeneratedData
const statsText = `Health: ${extensionSettings.userStats.health}%\nSatiety: ${extensionSettings.userStats.satiety}%\nEnergy: ${extensionSettings.userStats.energy}%\nHygiene: ${extensionSettings.userStats.hygiene}%\nArousal: ${extensionSettings.userStats.arousal}%\n${extensionSettings.userStats.mood}: ${extensionSettings.userStats.conditions}\nInventory: ${extensionSettings.userStats.inventory}`;
lastGeneratedData.userStats = statsText;
saveSettings();
saveChatData();
updateMessageSwipeData();
});
$('.rpg-mood-conditions.rpg-editable').on('blur', function() {
const value = $(this).text().trim();
extensionSettings.userStats.conditions = value || 'None';
// Update lastGeneratedData
const statsText = `Health: ${extensionSettings.userStats.health}%\nSatiety: ${extensionSettings.userStats.satiety}%\nEnergy: ${extensionSettings.userStats.energy}%\nHygiene: ${extensionSettings.userStats.hygiene}%\nArousal: ${extensionSettings.userStats.arousal}%\n${extensionSettings.userStats.mood}: ${extensionSettings.userStats.conditions}\nInventory: ${extensionSettings.userStats.inventory}`;
lastGeneratedData.userStats = statsText;
saveSettings();
saveChatData();
updateMessageSwipeData();
});
}
+46
View File
@@ -0,0 +1,46 @@
/**
* Avatar Utilities Module
* Handles safe avatar/thumbnail URL generation with error handling
*/
import { getThumbnailUrl } from '../../../../../../script.js';
/**
* Safely retrieves a thumbnail URL from SillyTavern's API with error handling.
* Returns null instead of throwing errors to prevent extension crashes.
*
* @param {string} type - Type of thumbnail ('avatar' or 'persona')
* @param {string} filename - Filename of the avatar/persona
* @returns {string|null} Thumbnail URL or null if unavailable/error
*/
export function getSafeThumbnailUrl(type, filename) {
// Return null if no filename provided
if (!filename || filename === 'none') {
console.log(`[RPG Companion] No valid filename provided for ${type} thumbnail`);
return null;
}
try {
// Attempt to get thumbnail URL from SillyTavern API
const url = getThumbnailUrl(type, filename);
// Validate that we got a string back
if (typeof url !== 'string' || url.trim() === '') {
console.warn(`[RPG Companion] getThumbnailUrl returned invalid result for ${type}:`, filename);
return null;
}
console.log(`[RPG Companion] Successfully generated ${type} thumbnail URL for: ${filename}`);
return url;
} catch (error) {
// Log detailed error information for debugging
console.error(`[RPG Companion] Failed to get ${type} thumbnail for "${filename}":`, error);
console.error('[RPG Companion] Error details:', {
type,
filename,
errorMessage: error.message,
errorStack: error.stack
});
return null;
}
}