v3.6.1: Dynamic combat actions and bug fixes
- Added dynamic action updates: AI can now modify available attacks/items based on combat state - Items decrease when used, abilities change based on status effects - Fixed event delegation for encounter buttons to work reliably on mobile - Fixed multiple JSON parsing validation errors - Added proper dialogue handling in combat summaries - UI now re-renders action buttons when actions change - Improved prompt instructions for item quantities and dynamic actions
This commit is contained in:
@@ -7,15 +7,11 @@ An immersive RPG extension for browsers that tracks character stats, scene infor
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## 🆕 What's New
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### v3.6.0
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### v3.6.1
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- You can now choose whether stats are displayed as percentages or numbers.
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- Added collapsed strip widgets for desktop.
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- Added new effects for the dynamic weather.
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- Changed the displayed clock format in the Info Box.
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- Fixed customized status field to work.
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- Fixed date format toggles.
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- Minor CSS and bug fixes.
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- Fixed the bugs in the encounter system where you couldn't use the buttons after performing any custom action.
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- Improved combat actions and made them dynamic, depending on the current situation.
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- Added Russian as a supported language.
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**Special thanks to all the other contributors for this project:**
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Paperboygold, Munimunigamer, Subarashimo, Lilminzyu, Claude, IDeathByte, Chungchandev, Joenunezb, Amauragis, and Tomt610.
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+1
-1
@@ -6,6 +6,6 @@
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"js": "index.js",
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"css": "style.css",
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"author": "Marinara",
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"version": "3.6.0",
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"version": "3.6.1",
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"homePage": "https://github.com/SpicyMarinara/rpg-companion-sillytavern"
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}
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+1
-1
@@ -48,7 +48,7 @@
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</div>
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<div style="margin-top: 10px; text-align: center; opacity: 0.6; font-size: 0.85em;">
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v3.6.0
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v3.6.1
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</div>
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</div>
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</div>
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@@ -121,7 +121,7 @@ export async function buildEncounterInitPrompt() {
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// console.log('[RPG Companion] World info result:', { worldInfoString, length: worldInfoString?.length });
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if (worldInfoString && worldInfoString.trim()) {
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if (worldInfoString && typeof worldInfoString === 'string' && worldInfoString.trim()) {
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systemMessage += worldInfoString.trim();
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worldInfoAdded = true;
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// console.log('[RPG Companion] ✅ Added world info from getWorldInfoPrompt');
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@@ -258,6 +258,7 @@ export async function buildEncounterInitPrompt() {
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initInstruction += `The combat starts now.\n\n`;
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initInstruction += `Based on everything above, generate the initial combat state. Analyze who is in the party fighting alongside ${userName} (if anyone), and who the enemies are. Replace placeholders in [brackets] and X with actual values. Return ONLY a JSON object with the following structure:\n\n`;
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initInstruction += `FORMAT:\n`;
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initInstruction += `{\n`;
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initInstruction += ` "party": [\n`;
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initInstruction += ` {\n`;
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@@ -268,7 +269,7 @@ export async function buildEncounterInitPrompt() {
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initInstruction += ` {"name": "Attack", "type": "single-target|AoE|both"},\n`;
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initInstruction += ` {"name": "Skill1", "type": "single-target|AoE|both"}\n`;
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initInstruction += ` ],\n`;
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initInstruction += ` "items": ["Item1", "Item2"],\n`;
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initInstruction += ` "items": ["Item Name x3", "Another Item x1"],\n`;
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initInstruction += ` "statuses": [],\n`;
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initInstruction += ` "isPlayer": true\n`;
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initInstruction += ` }\n`;
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@@ -302,11 +303,14 @@ export async function buildEncounterInitPrompt() {
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initInstruction += ` - "single-target": Can only target one character (enemy or ally)\n`;
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initInstruction += ` - "AoE": Area of Effect - targets all enemies, but some AoE attacks (like storms, explosions) can also harm allies if the attack is indiscriminate\n`;
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initInstruction += ` - "both": Player can choose to target a single enemy OR use as AoE\n`;
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initInstruction += `- For items array: Include quantities using format "Item Name xN" (e.g., "Health Potion x3", "Bomb x1")\n`;
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initInstruction += ` - If only one item exists, you can use "Item Name x1" or just "Item Name"\n`;
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initInstruction += ` - Items will be consumed when used - the quantity will decrease in future turns\n`;
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initInstruction += `- Statuses array: May start empty, but don't have to if characters applied them before the combat\n`;
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initInstruction += ` - Each status has a format: {"name": "Status Name", "emoji": "💀", "duration": X}\n`;
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initInstruction += ` - Examples: Poisoned (🧪), Burning (🔥), Blessed (✨), Stunned (💫), Weakened (⬇️), Strengthened (⬆️)\n\n`;
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initInstruction += `The styleNotes object will be used to visually style the combat window - choose ONE value from each category that best fits the environment described in the chat history.\n\n`;
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initInstruction += `Use the user's current stats, inventory, and skills to populate the party data. For ${userName}'s attacks array, include their available skills. For items, include usable items from their inventory. Set HP based on their current Health stat if available.\n\n`;
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initInstruction += `Use the user's current stats, inventory, and skills to populate the party data. For ${userName}'s attacks array, include their available skills. For items, include usable items from their inventory WITH QUANTITIES (e.g., "Health Potion x3"). Set HP based on their current Health stat if available.\n\n`;
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initInstruction += `Ensure all party members and enemies have realistic HP values based on the setting and their descriptions. Return ONLY the JSON object, no other text.`;
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// Only add the instruction if it has meaningful content
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@@ -364,7 +368,7 @@ export async function buildCombatActionPrompt(action, combatStats) {
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const result = await getWorldInfoFn(chatForWI, 8000, false);
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const worldInfoString = result?.worldInfoString || result;
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if (worldInfoString && worldInfoString.trim()) {
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if (worldInfoString && typeof worldInfoString === 'string' && worldInfoString.trim()) {
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systemMessage += worldInfoString.trim();
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worldInfoAdded = true;
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}
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@@ -483,12 +487,25 @@ export async function buildCombatActionPrompt(action, combatStats) {
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stateMessage += `Party Members:\n`;
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combatStats.party.forEach(member => {
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stateMessage += `- ${member.name}${member.isPlayer ? ' (Player)' : ''}: ${member.hp}/${member.maxHp} HP\n`;
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// For the player, use playerActions if available, otherwise fall back to member data
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if (member.isPlayer && currentEncounter.playerActions) {
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if (currentEncounter.playerActions.attacks && currentEncounter.playerActions.attacks.length > 0) {
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stateMessage += ` Attacks: ${currentEncounter.playerActions.attacks.map(a => typeof a === 'string' ? a : a.name).join(', ')}\n`;
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}
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if (currentEncounter.playerActions.items && currentEncounter.playerActions.items.length > 0) {
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stateMessage += ` Items: ${currentEncounter.playerActions.items.join(', ')}\n`;
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}
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} else {
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// For non-player party members, use their own data
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if (member.attacks && member.attacks.length > 0) {
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stateMessage += ` Attacks: ${member.attacks.map(a => typeof a === 'string' ? a : a.name).join(', ')}\n`;
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}
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if (member.items && member.items.length > 0) {
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stateMessage += ` Items: ${member.items.join(', ')}\n`;
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}
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}
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if (member.statuses && member.statuses.length > 0) {
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const validStatuses = member.statuses.filter(s => s && (s.emoji || s.name));
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if (validStatuses.length > 0) {
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@@ -515,11 +532,39 @@ export async function buildCombatActionPrompt(action, combatStats) {
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});
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stateMessage += `\n${userName}'s Action: ${action}\n\n`;
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stateMessage += `Respond with the exact JSON object as below, containing ONLY these specified values. Remember to consider the user's party and their moves. DO NOT regenerate character descriptions, sprites, or environment:\n`;
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stateMessage += `Respond with the exact JSON object as below, containing ONLY these specified values. Remember to consider the user's party and their moves. DO NOT regenerate character descriptions, sprites, or environment.\n\n`;
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stateMessage += `IMPORTANT - Update ${userName}'s attacks and items arrays based on what happens in combat:\n`;
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stateMessage += `- ${userName}'s action is already specified above - do NOT regenerate it. Only update ${userName}'s attacks/items arrays if their action consumed resources (used item, lost ability, etc.).\n`;
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stateMessage += `- If they use an item, decrement its quantity ("Health Potion x3" becomes "Health Potion x2"). If quantity reaches 0, remove the item entirely.\n`;
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stateMessage += `- If they gain or lose an ability due to status effects, add or remove it from their attacks array.\n`;
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stateMessage += ` Examples: Disarmed → remove weapon attacks. Bound → remove all attacks or set to []. Freed → restore attacks.\n`;
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stateMessage += `- If they pick up a weapon/item during combat, add it to their items or attacks array.\n`;
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stateMessage += `- If environmental changes enable new actions (near water → "Splash Attack"), add them. If they disable actions (fire goes out → remove "Ignite"), remove them.\n`;
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stateMessage += `- Status effects should persist and decrease duration each turn. Remove statuses when duration reaches 0.\n\n`;
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stateMessage += `FORMAT:\n`;
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stateMessage += `{\n`;
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stateMessage += ` "combatStats": {\n`;
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stateMessage += ` "party": [{ "name": "Name", "hp": X, "maxHp": X, "statuses": [...] }],\n`;
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stateMessage += ` "enemies": [{ "name": "Name", "hp": X, "maxHp": X, "statuses": [...] }]\n`;
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stateMessage += ` "party": [\n`;
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stateMessage += ` {\n`;
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stateMessage += ` "name": "Name",\n`;
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stateMessage += ` "hp": X,\n`;
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stateMessage += ` "maxHp": X,\n`;
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stateMessage += ` "statuses": [{"name": "Status", "emoji": "💀", "duration": X}],\n`;
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stateMessage += ` "isPlayer": true|false\n`;
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stateMessage += ` }\n`;
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stateMessage += ` ],\n`;
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stateMessage += ` "enemies": [\n`;
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stateMessage += ` {\n`;
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stateMessage += ` "name": "Name",\n`;
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stateMessage += ` "hp": X,\n`;
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stateMessage += ` "maxHp": X,\n`;
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stateMessage += ` "statuses": [{"name": "Status", "emoji": "💀", "duration": X}]\n`;
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stateMessage += ` }\n`;
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stateMessage += ` ]\n`;
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stateMessage += ` },\n`;
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stateMessage += ` "playerActions": {\n`;
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stateMessage += ` "attacks": [{"name": "Attack", "type": "single-target|AoE|both"}],\n`;
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stateMessage += ` "items": ["Item Name x3", "Another Item x1"]\n`;
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stateMessage += ` },\n`;
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stateMessage += ` "enemyActions": [{ "enemyName": "Name", "action": "what they do", "target": "target" }],\n`;
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stateMessage += ` "partyActions": [{ "memberName": "Name", "action": "what they do", "target": "target" }],\n`;
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@@ -587,7 +632,7 @@ export async function buildCombatSummaryPrompt(combatLog, result) {
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const result = await getWorldInfoFn(chatForWI, 8000, false);
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const worldInfoString = result?.worldInfoString || result;
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if (worldInfoString && worldInfoString.trim()) {
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if (worldInfoString && typeof worldInfoString === 'string' && worldInfoString.trim()) {
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systemMessage += worldInfoString.trim();
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worldInfoAdded = true;
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}
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@@ -659,7 +704,9 @@ export async function buildCombatSummaryPrompt(combatLog, result) {
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summaryMessage += `\n\nProvide a narrative summary of the entire fight in a way that fits the style from the chat history. Start with [FIGHT CONCLUDED] on the first line, then provide the description.\n\n`;
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summaryMessage += `Write with intent in ${tense} tense ${person}-person ${narration} from ${pov}'s point of view.\n`;
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summaryMessage += `Build novel prose. Break patterns from your previous responses by varying sentence structures, rhythms, formats, and openings. If you last started with a narration, begin this one with dialogue; if with an action, switch to an internal thought. Track whether a sentence shape, cadence, sensory detail, or a descriptor appeared recently, and replace it with a different one or skip it entirely. If you mentioned a physical feature, mannerism, or expression once, move on. Don't fixate on the same traits every turn. Well-placed humor, unconventional similes, and subverted turns of phrase are encouraged. Avoid GPTisms, purple prose, and anaphoras, especially the negatives with "no/not/wasn't/didn't." Refrain from describing actions or emotions via negation; focus on what does happen, not what doesn't. Minimize asterisks, ellipses, and em-dashes. Explicit content is allowed. Never end on handover cues; finish naturally.\n\n`;
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summaryMessage += `Express ${userName}'s actions and dialogue using indirect speech (e.g., "${userName} swung their sword" or "${userName} asked for help"). The summary should be 2-4 paragraphs and capture the essence of the battle.\n\n`;
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summaryMessage += `Dialogue Guidelines:\n`;
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summaryMessage += `- Include ALL dialogue lines spoken by enemies and NPC party members during the encounter in direct quotes.\n`;
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summaryMessage += `- Never quote ${userName} directly. Express their actions and dialogue using ONLY indirect speech (e.g., "${userName} swung their sword" or "${userName} asked for help").\n\n`;
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// If in Together mode and trackers are enabled, add tracker update instructions
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if (extensionSettings.generationMode === 'together' && (extensionSettings.showUserStats || extensionSettings.showInfoBox || extensionSettings.showCharacterThoughts)) {
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@@ -721,6 +768,12 @@ export async function buildCombatSummaryPrompt(combatLog, result) {
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*/
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export function parseEncounterJSON(response) {
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try {
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// Ensure response is a string
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if (!response || typeof response !== 'string') {
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console.error('[RPG Companion] parseEncounterJSON received non-string input:', typeof response);
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return null;
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}
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// Remove code blocks if present
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let cleaned = response.trim();
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@@ -736,6 +789,9 @@ export function parseEncounterJSON(response) {
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if (firstBrace !== -1 && lastBrace !== -1) {
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cleaned = cleaned.substring(firstBrace, lastBrace + 1);
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} else {
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console.error('[RPG Companion] No JSON object found in response');
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return null;
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}
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// Try to parse directly first
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@@ -198,7 +198,9 @@ export function parseResponse(responseText) {
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if (depth === 0) {
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// Found complete JSON object
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const jsonContent = cleanedResponse.substring(i, j).trim();
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if (jsonContent) {
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extractedObjects.push(jsonContent);
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}
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i = j;
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} else {
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i++;
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@@ -307,6 +309,9 @@ export function parseResponse(responseText) {
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for (let idx = 0; idx < jsonMatches.length; idx++) {
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const match = jsonMatches[idx];
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const jsonContent = match[1].trim();
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if (!jsonContent) continue;
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// console.log(`[RPG Parser] Parsing JSON block ${idx + 1}:`, jsonContent.substring(0, 100) + '...');
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const parsed = repairJSON(jsonContent);
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@@ -363,6 +368,9 @@ export function parseResponse(responseText) {
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debugLog('[RPG Parser] Found JSON blocks within XML tags');
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for (const match of xmlJsonMatches) {
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const jsonContent = match[1].trim();
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if (!jsonContent) continue;
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const parsed = repairJSON(jsonContent);
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if (parsed) {
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@@ -524,7 +532,7 @@ export function parseUserStats(statsText) {
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// Check if this is v3 JSON format - try to parse it first
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let statsData = null;
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const trimmed = statsText.trim();
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if (trimmed.startsWith('{') || trimmed.startsWith('[')) {
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if (trimmed && (trimmed.startsWith('{') || trimmed.startsWith('['))) {
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statsData = repairJSON(statsText);
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if (statsData) {
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debugLog('[RPG Parser] ✓ Parsed as v3 JSON format');
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+115
-39
@@ -397,7 +397,7 @@ export class EncounterModal {
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</div>
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<!-- Player Controls -->
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${this.renderPlayerControls(combatData.party)}
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${this.renderPlayerControls(combatData.party, currentEncounter.playerActions)}
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</div>
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`;
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@@ -599,7 +599,7 @@ export class EncounterModal {
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if (member.isPlayer && user_avatar) {
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avatarIcon = `<img src="${getSafeThumbnailUrl('persona', user_avatar)}" alt="${member.name}" style="width: 40px; height: 40px; border-radius: 50%; object-fit: cover;">`;
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} else {
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const avatarUrl = this.getPartyMemberAvatar(member.name);
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const avatarUrl = this.getCharacterAvatar(member.name);
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if (avatarUrl) {
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avatarIcon = `<img src="${avatarUrl}" alt="${member.name}" style="width: 40px; height: 40px; border-radius: 50%; object-fit: cover;">`;
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}
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@@ -657,12 +657,16 @@ export class EncounterModal {
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* @param {Array} party - Party data
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* @returns {string} HTML for controls
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*/
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renderPlayerControls(party) {
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renderPlayerControls(party, playerActions = null) {
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const player = party.find(m => m.isPlayer);
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if (!player || player.hp <= 0) {
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return '<div class="rpg-encounter-controls"><p class="rpg-encounter-defeated">You have been defeated...</p></div>';
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}
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// Use playerActions if provided, otherwise fall back to player data
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const attacks = playerActions?.attacks || player.attacks || [];
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const items = playerActions?.items || player.items || [];
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return `
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<div class="rpg-encounter-controls">
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<h3><i class="fa-solid fa-hand-fist"></i> Your Actions</h3>
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@@ -670,7 +674,7 @@ export class EncounterModal {
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<div class="rpg-encounter-action-buttons">
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<div class="rpg-encounter-button-group">
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<h4>Attacks</h4>
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${player.attacks.map(attack => {
|
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${attacks.map(attack => {
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// Support both old string format and new object format
|
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const attackName = typeof attack === 'string' ? attack : attack.name;
|
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const attackType = typeof attack === 'string' ? 'single-target' : (attack.type || 'single-target');
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@@ -688,10 +692,10 @@ export class EncounterModal {
|
||||
}).join('')}
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</div>
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||||
|
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${player.items && player.items.length > 0 ? `
|
||||
${items && items.length > 0 ? `
|
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<div class="rpg-encounter-button-group">
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<h4>Items</h4>
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${player.items.map(item => `
|
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${items.map(item => `
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<button class="rpg-encounter-action-btn rpg-encounter-item-btn" data-action="item" data-value="${item}">
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<i class="fa-solid fa-flask"></i> ${item}
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</button>
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@@ -718,21 +722,27 @@ export class EncounterModal {
|
||||
* @param {Array} party - Party data for reference
|
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*/
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attachControlListeners(party) {
|
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// Attack and item buttons
|
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this.modal.querySelectorAll('.rpg-encounter-action-btn').forEach(btn => {
|
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btn.addEventListener('click', async (e) => {
|
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const actionType = e.currentTarget.dataset.action;
|
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const value = e.currentTarget.dataset.value;
|
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const attackType = e.currentTarget.dataset.attackType;
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// Only attach once - event delegation on the modal means listeners persist
|
||||
if (this._listenersAttached) {
|
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return;
|
||||
}
|
||||
|
||||
// Store handlers as instance properties so we can remove them if needed
|
||||
this._actionHandler = async (e) => {
|
||||
// Handle action buttons (attack/item)
|
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const actionBtn = e.target.closest('.rpg-encounter-action-btn');
|
||||
if (actionBtn && !actionBtn.disabled && !this.isProcessing) {
|
||||
const actionType = actionBtn.dataset.action;
|
||||
const value = actionBtn.dataset.value;
|
||||
const attackType = actionBtn.dataset.attackType;
|
||||
const context = getContext();
|
||||
const userName = context.name1;
|
||||
|
||||
let actionText = '';
|
||||
|
||||
if (actionType === 'attack') {
|
||||
// Show target selection for attacks
|
||||
const target = await this.showTargetSelection(attackType, currentEncounter.combatStats);
|
||||
if (!target) return; // User cancelled
|
||||
if (!target) return;
|
||||
|
||||
if (target === 'all-enemies') {
|
||||
actionText = `${userName} uses ${value} targeting all enemies!`;
|
||||
@@ -740,40 +750,46 @@ export class EncounterModal {
|
||||
actionText = `${userName} uses ${value} on ${target}!`;
|
||||
}
|
||||
} else if (actionType === 'item') {
|
||||
// Show target selection for items (default to single-target)
|
||||
const target = await this.showTargetSelection('single-target', currentEncounter.combatStats);
|
||||
if (!target) return; // User cancelled
|
||||
if (!target) return;
|
||||
|
||||
actionText = `${userName} uses ${value} on ${target}!`;
|
||||
}
|
||||
|
||||
await this.processCombatAction(actionText);
|
||||
});
|
||||
});
|
||||
|
||||
// Custom action submit
|
||||
const customInput = this.modal.querySelector('#rpg-encounter-custom-input');
|
||||
const customSubmit = this.modal.querySelector('#rpg-encounter-custom-submit');
|
||||
|
||||
const submitCustomAction = async () => {
|
||||
const action = customInput.value.trim();
|
||||
if (!action) return;
|
||||
return;
|
||||
}
|
||||
|
||||
// Handle custom submit button
|
||||
const submitBtn = e.target.closest('#rpg-encounter-custom-submit');
|
||||
if (submitBtn && !submitBtn.disabled && !this.isProcessing) {
|
||||
const input = this.modal.querySelector('#rpg-encounter-custom-input');
|
||||
if (input) {
|
||||
const action = input.value.trim();
|
||||
if (action) {
|
||||
await this.processCombatAction(action);
|
||||
customInput.value = '';
|
||||
input.value = '';
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
if (customSubmit) {
|
||||
customSubmit.addEventListener('click', submitCustomAction);
|
||||
this._keypressHandler = async (e) => {
|
||||
const input = e.target.closest('#rpg-encounter-custom-input');
|
||||
if (input && e.key === 'Enter' && !this.isProcessing) {
|
||||
const action = input.value.trim();
|
||||
if (action) {
|
||||
await this.processCombatAction(action);
|
||||
input.value = '';
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
if (customInput) {
|
||||
customInput.addEventListener('keypress', (e) => {
|
||||
if (e.key === 'Enter') {
|
||||
submitCustomAction();
|
||||
}
|
||||
});
|
||||
}
|
||||
// Attach to the modal itself (which never gets replaced)
|
||||
this.modal.addEventListener('click', this._actionHandler);
|
||||
this.modal.addEventListener('keypress', this._keypressHandler);
|
||||
|
||||
this._listenersAttached = true;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -820,7 +836,8 @@ export class EncounterModal {
|
||||
|
||||
// Update encounter state
|
||||
updateCurrentEncounter({
|
||||
combatStats: result.combatStats
|
||||
combatStats: result.combatStats,
|
||||
playerActions: result.playerActions
|
||||
});
|
||||
|
||||
// Collect log entries in order: enemy actions, party actions, then narration
|
||||
@@ -935,15 +952,74 @@ export class EncounterModal {
|
||||
}
|
||||
});
|
||||
|
||||
// Re-render controls if player died
|
||||
// Re-render controls if player died OR if player's actions changed
|
||||
const player = combatStats.party.find(m => m.isPlayer);
|
||||
if (player && player.hp <= 0) {
|
||||
const controlsContainer = this.modal.querySelector('.rpg-encounter-controls');
|
||||
|
||||
if (player && player.hp <= 0) {
|
||||
if (controlsContainer) {
|
||||
controlsContainer.innerHTML = '<p class="rpg-encounter-defeated">You have been defeated...</p>';
|
||||
}
|
||||
} else if (currentEncounter.playerActions && controlsContainer) {
|
||||
// Check if actions have changed by comparing with previous state
|
||||
const actionsChanged = this.haveActionsChanged(currentEncounter.playerActions);
|
||||
|
||||
if (actionsChanged) {
|
||||
// Store the new actions for next comparison
|
||||
this._previousPlayerActions = {
|
||||
attacks: currentEncounter.playerActions.attacks ? JSON.parse(JSON.stringify(currentEncounter.playerActions.attacks)) : [],
|
||||
items: currentEncounter.playerActions.items ? [...currentEncounter.playerActions.items] : []
|
||||
};
|
||||
|
||||
// Re-render the entire controls section with new actions
|
||||
const newControlsHTML = this.renderPlayerControls(combatStats.party, currentEncounter.playerActions);
|
||||
const tempDiv = document.createElement('div');
|
||||
tempDiv.innerHTML = newControlsHTML;
|
||||
const newControls = tempDiv.firstElementChild;
|
||||
|
||||
if (newControls) {
|
||||
controlsContainer.replaceWith(newControls);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if player's available actions have changed
|
||||
* @param {Object} playerActions - Current player actions data with attacks and items
|
||||
* @returns {boolean} True if actions changed
|
||||
*/
|
||||
haveActionsChanged(playerActions) {
|
||||
if (!this._previousPlayerActions) {
|
||||
// First time - store initial actions
|
||||
this._previousPlayerActions = {
|
||||
attacks: playerActions.attacks ? JSON.parse(JSON.stringify(playerActions.attacks)) : [],
|
||||
items: playerActions.items ? [...playerActions.items] : []
|
||||
};
|
||||
return false;
|
||||
}
|
||||
|
||||
const currentAttacks = playerActions.attacks || [];
|
||||
const currentItems = playerActions.items || [];
|
||||
const prevAttacks = this._previousPlayerActions.attacks || [];
|
||||
const prevItems = this._previousPlayerActions.items || [];
|
||||
|
||||
// Check if attacks changed
|
||||
if (currentAttacks.length !== prevAttacks.length) return true;
|
||||
for (let i = 0; i < currentAttacks.length; i++) {
|
||||
const curr = typeof currentAttacks[i] === 'string' ? currentAttacks[i] : currentAttacks[i].name;
|
||||
const prev = typeof prevAttacks[i] === 'string' ? prevAttacks[i] : prevAttacks[i].name;
|
||||
if (curr !== prev) return true;
|
||||
}
|
||||
|
||||
// Check if items changed
|
||||
if (currentItems.length !== prevItems.length) return true;
|
||||
for (let i = 0; i < currentItems.length; i++) {
|
||||
if (currentItems[i] !== prevItems[i]) return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds multiple log entries sequentially with animation
|
||||
|
||||
+11
-6
@@ -11,13 +11,17 @@
|
||||
* @returns {object|null} Repaired JSON object or null if repair fails
|
||||
*/
|
||||
export function repairJSON(jsonString) {
|
||||
if (!jsonString || typeof jsonString !== 'string') {
|
||||
console.warn('[RPG JSON Repair] Invalid input:', typeof jsonString);
|
||||
if (typeof jsonString !== 'string') {
|
||||
console.warn('[RPG JSON Repair] Invalid input type:', typeof jsonString);
|
||||
return null;
|
||||
}
|
||||
|
||||
let cleaned = jsonString.trim();
|
||||
|
||||
if (!cleaned) {
|
||||
return null;
|
||||
}
|
||||
|
||||
// Remove markdown code fences
|
||||
cleaned = cleaned.replace(/```json\s*/gi, '');
|
||||
cleaned = cleaned.replace(/```\s*/g, '');
|
||||
@@ -147,7 +151,8 @@ export function extractJSONFromText(text) {
|
||||
// Try to extract from ```json code fence
|
||||
const fenceMatch = text.match(/```json\s*([\s\S]*?)```/i);
|
||||
if (fenceMatch && fenceMatch[1]) {
|
||||
return fenceMatch[1].trim();
|
||||
const trimmed = fenceMatch[1].trim();
|
||||
if (trimmed) return trimmed;
|
||||
}
|
||||
|
||||
// Try to extract from ``` code fence (without json label)
|
||||
@@ -155,20 +160,20 @@ export function extractJSONFromText(text) {
|
||||
if (genericFenceMatch && genericFenceMatch[1]) {
|
||||
const content = genericFenceMatch[1].trim();
|
||||
// Check if it looks like JSON (starts with { or [)
|
||||
if (content.startsWith('{') || content.startsWith('[')) {
|
||||
if (content && (content.startsWith('{') || content.startsWith('['))) {
|
||||
return content;
|
||||
}
|
||||
}
|
||||
|
||||
// Try to find standalone JSON object
|
||||
const objectMatch = text.match(/\{[\s\S]*\}/);
|
||||
if (objectMatch) {
|
||||
if (objectMatch && objectMatch[0].trim()) {
|
||||
return objectMatch[0];
|
||||
}
|
||||
|
||||
// Try to find standalone JSON array
|
||||
const arrayMatch = text.match(/\[[\s\S]*\]/);
|
||||
if (arrayMatch) {
|
||||
if (arrayMatch && arrayMatch[0].trim()) {
|
||||
return arrayMatch[0];
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user