Merge: Combined code block parsing + flexible pattern matching + debug logging

- Combined block parsing: Detects and splits multi-section code blocks
- Flexible patterns: Supports variations like 'User Stats', 'Player Stats', etc.
- Enhanced debugging: Debug logs with pattern match details
- Fallback matching: Uses keyword detection when headers are malformed
- Duplicate prevention: Checks prevent overwriting already-found sections
This commit is contained in:
Spicy_Marinara
2025-10-22 11:03:26 +02:00
10 changed files with 1453 additions and 111 deletions
+140 -35
View File
@@ -3,10 +3,20 @@
* Handles parsing of AI responses to extract tracker data
*/
import { extensionSettings, FEATURE_FLAGS } from '../../core/state.js';
import { extensionSettings, FEATURE_FLAGS, addDebugLog } from '../../core/state.js';
import { saveSettings } from '../../core/persistence.js';
import { extractInventory } from './inventoryParser.js';
/**
* Helper to log to both console and debug logs array
*/
function debugLog(message, data = null) {
console.log(message, data || '');
if (extensionSettings.debugMode) {
addDebugLog(message, data);
}
}
/**
* Parses the model response to extract the different data sections.
* Extracts tracker data from markdown code blocks in the AI response.
@@ -22,16 +32,23 @@ export function parseResponse(responseText) {
characterThoughts: null
};
// DEBUG: Log full response for troubleshooting
debugLog('[RPG Parser] ==================== PARSING AI RESPONSE ====================');
debugLog('[RPG Parser] Response length:', responseText.length + ' chars');
debugLog('[RPG Parser] First 500 chars:', responseText.substring(0, 500));
// Extract code blocks
const codeBlockRegex = /```([^`]+)```/g;
const matches = [...responseText.matchAll(codeBlockRegex)];
// console.log('[RPG Companion] Found', matches.length, 'code blocks');
debugLog('[RPG Parser] Found', matches.length + ' code blocks');
for (const match of matches) {
for (let i = 0; i < matches.length; i++) {
const match = matches[i];
const content = match[1].trim();
// console.log('[RPG Companion] Checking code block (first 200 chars):', content.substring(0, 200));
debugLog(`[RPG Parser] --- Code Block ${i + 1} ---`);
debugLog('[RPG Parser] First 300 chars:', content.substring(0, 300));
// Check if this is a combined code block with multiple sections
const hasMultipleSections = (
@@ -41,55 +58,81 @@ export function parseResponse(responseText) {
if (hasMultipleSections) {
// Split the combined code block into individual sections
// console.log('[RPG Companion] ✓ Found combined code block with multiple sections');
debugLog('[RPG Parser] ✓ Found combined code block with multiple sections');
// Extract User Stats section
const statsMatch = content.match(/(User )?Stats\s*\n\s*---[\s\S]*?(?=\n\s*\n\s*(Info Box|Present Characters)|$)/i);
if (statsMatch && !result.userStats) {
result.userStats = statsMatch[0].trim();
// console.log('[RPG Companion] ✓ Extracted Stats from combined block');
debugLog('[RPG Parser] ✓ Extracted Stats from combined block');
}
// Extract Info Box section
const infoBoxMatch = content.match(/Info Box\s*\n\s*---[\s\S]*?(?=\n\s*\n\s*Present Characters|$)/i);
if (infoBoxMatch && !result.infoBox) {
result.infoBox = infoBoxMatch[0].trim();
// console.log('[RPG Companion] ✓ Extracted Info Box from combined block');
debugLog('[RPG Parser] ✓ Extracted Info Box from combined block');
}
// Extract Present Characters section
const charactersMatch = content.match(/Present Characters\s*\n\s*---[\s\S]*$/i);
if (charactersMatch && !result.characterThoughts) {
result.characterThoughts = charactersMatch[0].trim();
// console.log('[RPG Companion] ✓ Extracted Present Characters from combined block');
debugLog('[RPG Parser] ✓ Extracted Present Characters from combined block');
}
} else {
// Handle separate code blocks (original behavior)
// Match Stats section
if (content.match(/Stats\s*\n\s*---/i) && !result.userStats) {
// Handle separate code blocks with flexible pattern matching
// Match Stats section - flexible patterns
const isStats =
content.match(/Stats\s*\n\s*---/i) ||
content.match(/User Stats\s*\n\s*---/i) ||
content.match(/Player Stats\s*\n\s*---/i) ||
// Fallback: look for stat keywords without strict header
(content.match(/Health:\s*\d+%/i) && content.match(/Energy:\s*\d+%/i));
// Match Info Box section - flexible patterns
const isInfoBox =
content.match(/Info Box\s*\n\s*---/i) ||
content.match(/Scene Info\s*\n\s*---/i) ||
content.match(/Information\s*\n\s*---/i) ||
// Fallback: look for info box keywords
(content.match(/Date:/i) && content.match(/Location:/i) && content.match(/Time:/i));
// Match Present Characters section - flexible patterns
const isCharacters =
content.match(/Present Characters\s*\n\s*---/i) ||
content.match(/Characters\s*\n\s*---/i) ||
content.match(/Character Thoughts\s*\n\s*---/i) ||
// Fallback: look for table-like structure with emoji and pipes
(content.includes(" | ") && (content.includes("Thoughts") || content.includes("💭")));
if (isStats && !result.userStats) {
result.userStats = content;
// console.log('[RPG Companion] ✓ Found Stats section');
}
// Match Info Box section
else if (content.match(/Info Box\s*\n\s*---/i) && !result.infoBox) {
debugLog('[RPG Parser] ✓ Matched: Stats section');
} else if (isInfoBox && !result.infoBox) {
result.infoBox = content;
// console.log('[RPG Companion] ✓ Found Info Box section');
}
// Match Present Characters section - flexible matching
else if ((content.match(/Present Characters\s*\n\s*---/i) || content.includes(" | ")) && !result.characterThoughts) {
debugLog('[RPG Parser] ✓ Matched: Info Box section');
} else if (isCharacters && !result.characterThoughts) {
result.characterThoughts = content;
// console.log('[RPG Companion] ✓ Found Present Characters section:', content);
debugLog('[RPG Parser] ✓ Matched: Present Characters section');
debugLog('[RPG Parser] Full content:', content);
} else {
// console.log('[RPG Companion] ✗ Code block did not match any section');
debugLog('[RPG Parser] ✗ No match - checking patterns:');
debugLog('[RPG Parser] - Has "Stats\\n---"?', !!content.match(/Stats\s*\n\s*---/i));
debugLog('[RPG Parser] - Has stat keywords?', !!(content.match(/Health:\s*\d+%/i) && content.match(/Energy:\s*\d+%/i)));
debugLog('[RPG Parser] - Has "Info Box\\n---"?', !!content.match(/Info Box\s*\n\s*---/i));
debugLog('[RPG Parser] - Has info keywords?', !!(content.match(/Date:/i) && content.match(/Location:/i)));
debugLog('[RPG Parser] - Has "Present Characters\\n---"?', !!content.match(/Present Characters\s*\n\s*---/i));
debugLog('[RPG Parser] - Has " | " + thoughts?', !!(content.includes(" | ") && (content.includes("Thoughts") || content.includes("💭"))));
}
}
}
// console.log('[RPG Companion] Parse results:', {
// hasStats: !!result.userStats,
// hasInfoBox: !!result.infoBox,
// hasThoughts: !!result.characterThoughts
// });
debugLog('[RPG Parser] ==================== PARSE RESULTS ====================');
debugLog('[RPG Parser] Found Stats:', !!result.userStats);
debugLog('[RPG Parser] Found Info Box:', !!result.infoBox);
debugLog('[RPG Parser] Found Characters:', !!result.characterThoughts);
debugLog('[RPG Parser] =======================================================');
return result;
}
@@ -101,6 +144,10 @@ export function parseResponse(responseText) {
* @param {string} statsText - The raw stats text from AI response
*/
export function parseUserStats(statsText) {
debugLog('[RPG Parser] ==================== PARSING USER STATS ====================');
debugLog('[RPG Parser] Stats text length:', statsText.length + ' chars');
debugLog('[RPG Parser] Stats text preview:', statsText.substring(0, 200));
try {
// Extract percentages and mood/conditions
const healthMatch = statsText.match(/Health:\s*(\d+)%/);
@@ -109,43 +156,85 @@ export function parseUserStats(statsText) {
const hygieneMatch = statsText.match(/Hygiene:\s*(\d+)%/);
const arousalMatch = statsText.match(/Arousal:\s*(\d+)%/);
// Match new format: Status: [Emoji, Conditions]
// Also support legacy format: [Emoji]: [Conditions] for backward compatibility
debugLog('[RPG Parser] Stat matches:', {
health: healthMatch ? healthMatch[1] : 'NOT FOUND',
satiety: satietyMatch ? satietyMatch[1] : 'NOT FOUND',
energy: energyMatch ? energyMatch[1] : 'NOT FOUND',
hygiene: hygieneMatch ? hygieneMatch[1] : 'NOT FOUND',
arousal: arousalMatch ? arousalMatch[1] : 'NOT FOUND'
});
// Match mood/status with multiple format variations
// Format 1: Status: [Emoji, Conditions]
// Format 2: Status: [Emoji], [Conditions]
// Format 3: [Emoji]: [Conditions] (legacy)
// Format 4: Mood: [Emoji] - [Conditions]
let moodMatch = null;
// Try new format: Status: emoji, conditions
const statusMatch = statsText.match(/Status:\s*(.+?),\s*(.+)/i);
if (statusMatch) {
// New format: Status: [Emoji, Conditions]
moodMatch = [null, statusMatch[1].trim(), statusMatch[2].trim()];
} else {
// Legacy format: [Emoji]: [Conditions]
}
// Try alternative: Mood: emoji, conditions
else {
const moodAltMatch = statsText.match(/Mood:\s*(.+?)[,\-]\s*(.+)/i);
if (moodAltMatch) {
moodMatch = [null, moodAltMatch[1].trim(), moodAltMatch[2].trim()];
}
}
// Legacy format fallback: [Emoji]: [Conditions]
if (!moodMatch) {
const lines = statsText.split('\n');
for (let i = 0; i < lines.length; i++) {
const line = lines[i].trim();
// Skip lines with percentages or "Inventory:" or "Status:"
if (line.includes('%') || line.toLowerCase().startsWith('inventory:') || line.toLowerCase().startsWith('status:')) continue;
// Match emoji followed by colon and conditions
// Skip lines with percentages or known keywords
if (line.includes('%') ||
line.toLowerCase().startsWith('inventory:') ||
line.toLowerCase().startsWith('status:') ||
line.toLowerCase().startsWith('health:') ||
line.toLowerCase().startsWith('energy:') ||
line.toLowerCase().startsWith('satiety:') ||
line.toLowerCase().startsWith('hygiene:') ||
line.toLowerCase().startsWith('arousal:')) continue;
// Match emoji/mood followed by colon and conditions
const match = line.match(/^(.+?):\s*(.+)$/);
if (match) {
if (match && match[1].length <= 10) { // Emoji/mood should be short
moodMatch = match;
break;
}
}
}
debugLog('[RPG Parser] Mood/Status match:', {
found: !!moodMatch,
emoji: moodMatch ? moodMatch[1] : 'NOT FOUND',
conditions: moodMatch ? moodMatch[2] : 'NOT FOUND'
});
// Extract inventory - use v2 parser if feature flag enabled, otherwise fallback to v1
if (FEATURE_FLAGS.useNewInventory) {
const inventoryData = extractInventory(statsText);
if (inventoryData) {
extensionSettings.userStats.inventory = inventoryData;
debugLog('[RPG Parser] Inventory v2 extracted:', inventoryData);
} else {
debugLog('[RPG Parser] Inventory v2 extraction failed');
}
} else {
// Legacy v1 parsing for backward compatibility
const inventoryMatch = statsText.match(/Inventory:\s*(.+)/i);
if (inventoryMatch) {
extensionSettings.userStats.inventory = inventoryMatch[1].trim();
debugLog('[RPG Parser] Inventory v1 extracted:', inventoryMatch[1].trim());
} else {
debugLog('[RPG Parser] Inventory v1 not found');
}
}
// Update extension settings
if (healthMatch) extensionSettings.userStats.health = parseInt(healthMatch[1]);
if (satietyMatch) extensionSettings.userStats.satiety = parseInt(satietyMatch[1]);
if (energyMatch) extensionSettings.userStats.energy = parseInt(energyMatch[1]);
@@ -156,9 +245,25 @@ export function parseUserStats(statsText) {
extensionSettings.userStats.conditions = moodMatch[2].trim(); // Conditions
}
debugLog('[RPG Parser] Final userStats after parsing:', {
health: extensionSettings.userStats.health,
satiety: extensionSettings.userStats.satiety,
energy: extensionSettings.userStats.energy,
hygiene: extensionSettings.userStats.hygiene,
arousal: extensionSettings.userStats.arousal,
mood: extensionSettings.userStats.mood,
conditions: extensionSettings.userStats.conditions,
inventory: FEATURE_FLAGS.useNewInventory ? 'v2 object' : extensionSettings.userStats.inventory
});
saveSettings();
debugLog('[RPG Parser] Settings saved successfully');
debugLog('[RPG Parser] =======================================================');
} catch (error) {
console.error('[RPG Companion] Error parsing user stats:', error);
console.error('[RPG Companion] Stack trace:', error.stack);
debugLog('[RPG Parser] ERROR:', error.message);
debugLog('[RPG Parser] Stack:', error.stack);
}
}