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@@ -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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@@ -151,7 +151,6 @@ import {
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onMessageReceived,
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onCharacterChanged,
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onMessageSwiped,
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onMessageDeleted,
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updatePersonaAvatar,
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clearExtensionPrompts,
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onGenerationEnded,
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@@ -1255,7 +1254,6 @@ jQuery(async () => {
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[event_types.GENERATION_ENDED]: onGenerationEnded,
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[event_types.CHAT_CHANGED]: [onCharacterChanged, updatePersonaAvatar, restoreCheckpointOnLoad, clearSessionAvatarPrompts],
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[event_types.MESSAGE_SWIPED]: onMessageSwiped,
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[event_types.MESSAGE_DELETED]: onMessageDeleted,
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[event_types.USER_MESSAGE_RENDERED]: updatePersonaAvatar,
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[event_types.SETTINGS_UPDATED]: updatePersonaAvatar
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});
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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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+2
-1
@@ -15,6 +15,7 @@
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<select id="rpg-companion-language-select" class="text_pole">
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<option value="en" data-i18n-key="settings.language.option.en">English</option>
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<option value="zh-tw" data-i18n-key="settings.language.option.zh-tw">繁體中文</option>
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<option value="ru" data-i18n-key="settings.language.option.ru">Русский</option>
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</select>
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</div>
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@@ -48,7 +49,7 @@
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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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@@ -2,6 +2,7 @@
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"settings.language.label": "Language",
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"settings.language.option.en": "English",
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"settings.language.option.zh-tw": "繁體中文",
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"settings.language.option.ru": "Русский",
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"settings.extensionEnabled": "Enable RPG Companion",
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"settings.note": "Toggle to enable/disable the RPG Companion extension. Configure additional settings within the panel itself.",
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"template.settingsTitle": "RPG Companion Settings",
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@@ -0,0 +1,236 @@
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{
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"settings.language.label": "Язык",
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"settings.language.option.en": "English",
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"settings.language.option.zh-tw": "繁體中文",
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"settings.language.option.ru": "Русский",
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"settings.extensionEnabled": "Включить RPG Companion",
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"settings.note": "Включить или отключить расширение RPG Companion. Дополнительные настройки производятся непосредственно в панели приложения.",
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"template.settingsTitle": "Настройки RPG Companion",
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"template.settingsModal.themeTitle": "Тема",
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"template.settingsModal.themeLabel": "Стиль:",
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"template.settingsModal.themeOptions.default": "По умолчанию",
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"template.settingsModal.themeOptions.sciFi": "Скай-фай (Synthwave)",
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"template.settingsModal.themeOptions.fantasy": "Фэнтези (Rustic Parchment)",
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"template.settingsModal.themeOptions.cyberpunk": "Киберпанк (Neon Grid)",
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"template.settingsModal.themeOptions.custom": "Своя",
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"template.settingsModal.themeOptions.custom.background": "Фон:",
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"template.settingsModal.themeOptions.custom.accent": "Акцент:",
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"template.settingsModal.themeOptions.custom.text": "Текст:",
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"template.settingsModal.themeOptions.custom.highlight": "Подсветка:",
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"template.settingsModal.theme.statBarLow": "Цвет полоски характеристики (Низкие значения):",
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"template.settingsModal.theme.statBarLowNote": "Цвет при значении показателей 0%.",
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"template.settingsModal.theme.statBarHigh": "Цвет полоски характеристики (Высокие значения):",
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"template.settingsModal.theme.statBarHighNote": "Цвет при значении показателей 100%.",
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"template.settingsModal.displayTitle": "Настройки отображения",
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"template.settingsModal.displayNote": "Вы можете вкючить/отключить расширение RPG Companion во вкладке расширений для SillyTavern.",
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"template.settingsModal.display.panelPosition": "Положение боковой панели:",
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"template.settingsModal.display.panelPositionOptions.right": "Справа",
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"template.settingsModal.display.panelPositionOptions.left": "Слева",
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"template.settingsModal.display.toggleAutoUpdate": "Авто-обновление после ответа",
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"template.settingsModal.display.toggleAutoUpdateNote": "Автоматически обновлять информацию в трекрере после каждого ответа.",
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"template.settingsModal.display.showUserStats": "Показать Характеристики Игрока",
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"template.settingsModal.display.showUserStatsNote": "Включить Характеристики Игрока, которые отслеживают статистику используемой персоны - характеристики, настроение, навыки и т.д.",
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"template.settingsModal.display.showInfoBox": "Показывать Инфо-панель",
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"template.settingsModal.display.showInfoBoxNote": "Отображение локации, времени, погоды и недавних событий.",
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"template.settingsModal.display.showPresentCharacters": "Показывать персонажей",
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"template.settingsModal.display.showPresentCharactersNote": "Показывать портреты персонажей с их текущимы мыслями и статусом.",
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"template.settingsModal.display.narratorMode": "Режим расказчика",
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"template.settingsModal.display.narratorModeNote": "Использовать карточку персонажа в качестве расказчика. Персонажи берутся из контекста вместо фиксированных отсылок.",
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"template.settingsModal.display.showInventory": "Показывать инвентарь",
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"template.settingsModal.display.showInventoryNote": "Отслеживайте переносимые предметы, одежду, хранимые вещи и активы.",
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"template.settingsModal.display.showQuests": "Показывать задания",
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"template.settingsModal.display.showQuestsNote": "Управляйте основными и дополнительными заданиями с целями.",
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"template.settingsModal.display.showLockIcons": "Показывать значки блокировки/разблокировки трекеров",
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"template.settingsModal.display.showLockIconsNote": "Отображать значки блокировки/разблокировки на элементах трекера, чтобы предотвратить их изменение ИИ.",
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"template.settingsModal.display.showThoughtsInChat": "Показывать мысли",
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"template.settingsModal.display.showThoughtsInChatNote": "Отображать мысли персонажей в виде всплывающих пузырьков рядом с их сообщениями.",
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"template.settingsModal.display.alwaysShowThoughtBubble": "Всегда показывать пузырь мыслей",
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"template.settingsModal.display.alwaysShowThoughtBubbleNote": "Автоматически раскрывать пузырь мыслей без предварительного нажатия на значок",
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"template.settingsModal.display.enableAnimations": "Включить анимации",
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"template.settingsModal.display.enableAnimationsNote": "Плавные переходы для характеристик, обновления контента и бросков кубиков.",
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"template.settingsModal.display.showImmersiveHtmlToggle": "Показывать переключатель Immersive HTML",
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"template.settingsModal.display.showImmersiveHtmlToggleNote": "Отображать кнопку переключения для включения/отключения HTML-форматирования в сообщениях.",
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"template.settingsModal.display.showDialogueColoringToggle": "Показывать переключатель цветных диалогов",
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"template.settingsModal.display.showDialogueColoringToggleNote": "Отображать кнопку переключения для включения/отключения цветного форматирования диалогов.",
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"template.settingsModal.display.showSpotifyMusicToggle": "Показывать переключатель музыки Spotify",
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"template.settingsModal.display.showSpotifyMusicToggleNote": "Отображать музыкальный проигрыватель Spotify с предложенными ИИ треками, подходящими для сцены.",
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"template.settingsModal.display.showSnowflakesToggle": "Показывать переключатель погодных эффектов",
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"template.settingsModal.display.showDynamicWeatherToggle": "Показывать переключатель динамических погодных эффектов",
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"template.settingsModal.display.showDynamicWeatherToggleNote": "Отображать кнопку переключения для включения/отключения анимированных погодных эффектов.",
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"template.settingsModal.display.showNarratorMode": "Показывать переключатель режима рассказчика",
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"template.settingsModal.display.showNarratorModeNote": "Отображать кнопку переключения для включения/отключения режима рассказчика (персонажи определяются из контекста).",
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"template.settingsModal.display.showAutoAvatars": "Показывать переключатель автоматической генерации аватаров",
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"template.settingsModal.display.showAutoAvatarsNote": "Отображать кнопку переключения для автоматической генерации аватаров для персонажей без изображений.",
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"template.settingsModal.display.showRandomizedPlot": "Показывать переключатель случайного развития сюжета",
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"template.settingsModal.display.showRandomizedPlotNote": "Отображать кнопку для генерации ИИ случайных подсказок для развития сюжета.",
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"template.settingsModal.display.showNaturalPlot": "Показывать переключатель естественного развития сюжета",
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"template.settingsModal.display.showNaturalPlotNote": "Отображать кнопку для контекстно-зависимых подсказок продолжения повествования.",
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"template.settingsModal.display.showStartEncounter": "Показывать переключатель начала встречи",
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"template.settingsModal.display.showStartEncounterNote": "Отображать кнопку для начала интерактивных боевых столкновений.",
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"template.settingsModal.display.showDiceDisplay": "Показывать отображение броска кубиков",
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"template.settingsModal.display.showDiceDisplayNote": "Отображать индикатор \"Последний бросок\" на панели.",
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"template.mainPanel.autoAvatars": "Авто-аватары",
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"template.settingsModal.advancedTitle": "Дополнительно",
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"template.settingsModal.advanced.encounterHistoryDepth": "Глубина истории чата для боя:",
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"template.settingsModal.advanced.encounterHistoryDepthNote": "Количество последних сообщений, включаемых при инициализации боя.",
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"template.settingsModal.advanced.autoSaveCombatLogs": "Автосохранение журналов боя",
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"template.settingsModal.advanced.autoSaveCombatLogsNote": "Сохранять подробные журналы боя в файл для будущего использования и анализа.",
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"template.settingsModal.advanced.clearCacheNote": "Очищает сохраненные и отображаемые данные трекеров для текущего активного чата.",
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"template.settingsModal.advanced.generationMode": "Режим генерации:",
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"template.settingsModal.advanced.generationModeOptions.together": "Вместе с основной генерацией",
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"template.settingsModal.advanced.generationModeOptions.separate": "Отдельная генерация",
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"template.settingsModal.advanced.generationModeNote": "Вместе: добавляет RPG-трекинг к основному ответу. Отдельно: генерирует RPG-данные отдельно (вручную или автоматически). Внешний: подключается напрямую к OpenAI-совместимому эндпоинту.",
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"template.settingsModal.advanced.generationModeOptions.external": "Внешний API",
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"template.settingsModal.advanced.externalApi.title": "Настройки внешнего API",
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"template.settingsModal.advanced.externalApi.baseUrl": "Базовый URL API",
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"template.settingsModal.advanced.externalApi.baseUrlNote": "OpenAI-совместимый эндпоинт (например, OpenAI, OpenRouter, локальный сервер LLM).",
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"template.settingsModal.advanced.externalApi.apiKey": "API-ключ",
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"template.settingsModal.advanced.externalApi.apiKeyNote": "Ваш API-ключ для внешнего сервиса.",
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"template.settingsModal.advanced.externalApi.model": "Модель",
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"template.settingsModal.advanced.externalApi.modelNote": "Идентификатор модели (например, gpt-4o-mini, claude-3-haiku, mistral-7b).",
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"template.settingsModal.advanced.externalApi.maxTokens": "Максимальное количество токенов",
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"template.settingsModal.advanced.externalApi.temperature": "Температура",
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"template.settingsModal.advanced.externalApi.testConnection": "Тестировать соединение",
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"template.settingsModal.advanced.contextMessages": "Контекстные сообщения:",
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"template.settingsModal.advanced.contextMessagesNote": "Количество последних сообщений, включаемых в контекст.",
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"template.settingsModal.advanced.useSeparatePreset": "Использовать модель, подключенную к пресету RPG Companion Trackers",
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"template.settingsModal.advanced.useSeparatePresetNote": "При включении генерация трекеров будет использовать модель из пресета \"RPG Companion Trackers\" вместо основной модели API. Пресет будет автоматически переключаться во время генерации и восстанавливаться после нее. Выберите желаемую модель в этом пресете и убедитесь, что переключатель \"Bind presets to API connections\" включен (рядом с кнопками импорта/экспорта пресетов).",
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"template.settingsModal.advanced.skipInjections": "Пропускать инъекции во время управляемых генераций:",
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"template.settingsModal.advanced.skipInjectionsOptions.none": "Никогда не пропускать",
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"template.settingsModal.advanced.skipInjectionsOptions.impersonation": "Только при запросах олицетворения",
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"template.settingsModal.advanced.skipInjectionsOptions.guided": "Всегда для управляемых или тихих подсказок",
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"template.settingsModal.advanced.skipInjectionsNote": "При установке расширение не будет внедрять подсказки трекеров, примеры или HTML-инструкции в соответствии с выбранным режимом при обнаружении управляемой генерации (через `instruct` или `quiet_prompt`). Полезно при использовании GuidedGenerations или аналогичных расширений.",
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"template.settingsModal.advanced.customHtmlPromptTitle": "Пользовательская HTML-подсказка:",
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"template.settingsModal.advanced.restoreDefaultHtmlPrompt": "Восстановить по умолчанию",
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"template.settingsModal.advanced.customHtmlPromptNote": "Настройте HTML-подсказку, которая внедряется при включенной опции \"Enable Immersive HTML\". Подсказка по умолчанию показана выше - вы можете редактировать ее напрямую или полностью заменить. Нажмите \"Восстановить по умолчанию\" для сброса. Это влияет на все режимы генерации (together, separate и plot progression).",
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"template.settingsModal.advanced.clearCache": "Очистить кэш расширения",
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"template.settingsModal.advanced.resetFabPositions": "Сбросить позиции кнопок",
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"template.settingsModal.advanced.resetFabPositionsNote": "Сбрасывает все плавающие кнопки действий (переключение, обновление, отладка) в позиции по умолчанию (сверху слева). Полезно, если кнопки находятся за пределами экрана.",
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"template.trackerEditorModal.title": "Редактировать трекеры",
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"template.trackerEditorModal.tabs.userStats": "Характеристики пользователя",
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"template.trackerEditorModal.tabs.infoBox": "Инфо-панель",
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||||
"template.trackerEditorModal.tabs.presentCharacters": "Присутствующие персонажи",
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||||
"template.trackerEditorModal.buttons.reset": "Сбросить",
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||||
"template.trackerEditorModal.buttons.cancel": "Отмена",
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||||
"template.trackerEditorModal.buttons.save": "Сохранить и применить",
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||||
"template.trackerEditorModal.buttons.export": "Экспорт",
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||||
"template.trackerEditorModal.buttons.import": "Импорт",
|
||||
"template.trackerEditorModal.messages.exportSuccess": "Шаблон трекеров успешно экспортирован!",
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||||
"template.trackerEditorModal.messages.exportError": "Не удалось экспортировать шаблон трекеров. Проверьте консоль для получения подробностей.",
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||||
"template.trackerEditorModal.messages.importSuccess": "Шаблон трекеров успешно импортирован!",
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||||
"template.trackerEditorModal.messages.importError": "Не удалось импортировать шаблон трекеров",
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||||
"template.trackerEditorModal.messages.importConfirm": "Это заменит текущую конфигурацию трекеров. Продолжить?",
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||||
"template.trackerEditorModal.userStatsTab.customStatsTitle": "Пользовательские характеристики",
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||||
"template.trackerEditorModal.userStatsTab.addCustomStatButton": "Добавить пользовательскую характеристику",
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||||
"template.trackerEditorModal.userStatsTab.rpgAttributesTitle": "RPG-атрибуты",
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||||
"template.trackerEditorModal.userStatsTab.enableRpgAttributes": "Включить раздел RPG-атрибутов",
|
||||
"template.trackerEditorModal.userStatsTab.alwaysIncludeAttributes": "Всегда включать атрибуты в подсказку",
|
||||
"template.trackerEditorModal.userStatsTab.alwaysIncludeAttributesNote": "Если отключено, атрибуты отправляются только при активном броске кубиков.",
|
||||
"template.trackerEditorModal.userStatsTab.addAttributeButton": "Добавить атрибут",
|
||||
"template.trackerEditorModal.userStatsTab.statusSectionTitle": "Раздел статуса",
|
||||
"template.trackerEditorModal.userStatsTab.enableStatusSection": "Включить раздел статуса",
|
||||
"template.trackerEditorModal.userStatsTab.showMoodEmoji": "Показывать эмодзи настроения",
|
||||
"template.trackerEditorModal.userStatsTab.statusFieldsLabel": "Поля статуса (через запятую):",
|
||||
"template.trackerEditorModal.userStatsTab.skillsSectionTitle": "Раздел навыков",
|
||||
"template.trackerEditorModal.userStatsTab.enableSkillsSection": "Включить раздел навыков",
|
||||
"template.trackerEditorModal.userStatsTab.skillsLabelLabel": "Метка навыков:",
|
||||
"template.trackerEditorModal.userStatsTab.skillsListLabel": "Список навыков (через запятую):",
|
||||
"template.trackerEditorModal.infoBoxTab.widgetsTitle": "Виджеты",
|
||||
"template.trackerEditorModal.infoBoxTab.dateWidget": "Дата",
|
||||
"template.trackerEditorModal.infoBoxTab.weatherWidget": "Погода",
|
||||
"template.trackerEditorModal.infoBoxTab.temperatureWidget": "Температура",
|
||||
"template.trackerEditorModal.infoBoxTab.timeWidget": "Время",
|
||||
"template.trackerEditorModal.infoBoxTab.locationWidget": "Местоположение",
|
||||
"template.trackerEditorModal.infoBoxTab.recentEventsWidget": "Недавние события",
|
||||
"template.trackerEditorModal.presentCharactersTab.relationshipStatusTitle": "Поля статуса отношений",
|
||||
"template.trackerEditorModal.presentCharactersTab.enableRelationshipStatus": "Включить поля статуса отношений",
|
||||
"template.trackerEditorModal.presentCharactersTab.relationshipStatusHint": "Определите типы отношений с соответствующими эмодзи, отображаемыми на портретах персонажей.",
|
||||
"template.trackerEditorModal.presentCharactersTab.newRelationshipButton": "Новое отношение",
|
||||
"template.trackerEditorModal.presentCharactersTab.appearanceDemeanorTitle": "Поля внешности/поведения",
|
||||
"template.trackerEditorModal.presentCharactersTab.appearanceDemeanorHint": "Поля, отображаемые под именем персонажа.",
|
||||
"template.trackerEditorModal.presentCharactersTab.addCustomFieldButton": "Добавить пользовательское поле",
|
||||
"template.trackerEditorModal.presentCharactersTab.thoughtsConfigTitle": "Настройки мыслей",
|
||||
"template.trackerEditorModal.presentCharactersTab.enableCharacterThoughts": "Включить мысли персонажей",
|
||||
"template.trackerEditorModal.presentCharactersTab.thoughtsLabelLabel": "Метка мыслей:",
|
||||
"template.trackerEditorModal.presentCharactersTab.aiInstructionLabel": "Инструкция для ИИ:",
|
||||
"template.trackerEditorModal.presentCharactersTab.characterStatsTitle": "Характеристики персонажей",
|
||||
"template.trackerEditorModal.presentCharactersTab.trackCharacterStats": "Отслеживать характеристики персонажей",
|
||||
"template.trackerEditorModal.presentCharactersTab.characterStatsHint": "Создавайте характеристики для отслеживания для каждого персонажа (отображаются в виде цветных полос).",
|
||||
"template.trackerEditorModal.presentCharactersTab.addCharacterStatButton": "Добавить характеристику персонажа",
|
||||
"template.mainPanel.title": "RPG Companion",
|
||||
"template.mainPanel.lastRoll": "Последний бросок:",
|
||||
"template.mainPanel.clearLastRoll": "Очистить последний бросок",
|
||||
"template.mainPanel.immersiveHtml": "Immersive HTML",
|
||||
"template.mainPanel.coloredDialogues": "Цветные диалоги",
|
||||
"template.mainPanel.spotifyMusic": "Музыка Spotify",
|
||||
"template.mainPanel.snowflakesEffect": "Эффект снежинок",
|
||||
"template.mainPanel.dynamicWeatherEffects": "Динамическая погода",
|
||||
"template.mainPanel.narratorMode": "Режим рассказчика",
|
||||
"template.mainPanel.refreshRpgInfo": "Обновить RPG-информацию",
|
||||
"template.mainPanel.updating": "Обновление...",
|
||||
"template.mainPanel.editTrackersButton": "Редактировать трекеры",
|
||||
"template.mainPanel.settingsButton": "Настройки",
|
||||
"global.none": "Нет",
|
||||
"global.add": "Добавить",
|
||||
"global.cancel": "Отмена",
|
||||
"global.listView": "Вид списка",
|
||||
"global.gridView": "Вид сетки",
|
||||
"global.save": "Сохранить",
|
||||
"global.status": "Статус",
|
||||
"global.inventory": "Инвентарь",
|
||||
"global.quests": "Задания",
|
||||
"global.info": "Информация",
|
||||
"infobox.noData.title": "Данных пока нет",
|
||||
"infobox.noData.instruction": "Сгенерируйте новый ответ в ролевой игре или переключитесь на \"Отдельную генерацию\" в Настройках, чтобы получить доступ и нажать кнопку \"Обновить RPG-информацию\"",
|
||||
"infobox.recentEvents.title": "Недавние события",
|
||||
"infobox.recentEvents.addEventPlaceholder": "Добавить событие...",
|
||||
"inventory.section.onPerson": "При себе",
|
||||
"inventory.section.clothing": "Одежда",
|
||||
"inventory.section.stored": "Хранимое",
|
||||
"inventory.section.assets": "Активы",
|
||||
"inventory.onPerson.empty": "Нет переносимых предметов",
|
||||
"inventory.onPerson.title": "Предметы, которые сейчас в инвентаре",
|
||||
"inventory.onPerson.addItemButton": "Добавить предмет",
|
||||
"inventory.onPerson.addItemPlaceholder": "Введите название предмета...",
|
||||
"inventory.clothing.empty": "Ничего не надето",
|
||||
"inventory.clothing.title": "Одежда и броня",
|
||||
"inventory.clothing.addItemButton": "Добавить одежду",
|
||||
"inventory.clothing.addItemPlaceholder": "Введите элемент одежды...",
|
||||
"inventory.stored.title": "Места хранения",
|
||||
"inventory.stored.addLocationButton": "Добавить место",
|
||||
"inventory.stored.addLocationPlaceholder": "Введите название места...",
|
||||
"inventory.stored.saveButton": "Сохранить",
|
||||
"inventory.stored.empty": "Пока нет мест хранения. Нажмите \"Добавить место\", чтобы создать.",
|
||||
"inventory.stored.noItems": "Здесь нет хранимых предметов",
|
||||
"inventory.stored.addItemToLocationPlaceholder": "Введите название предмета...",
|
||||
"inventory.stored.addItemButton": "Добавить предмет",
|
||||
"inventory.stored.confirmRemoveLocationMessage": "Удалить \"${location}\"? Это удалит все предметы, хранящиеся там.",
|
||||
"inventory.stored.confirmRemoveLocationConfirmButton": "Подтвердить",
|
||||
"inventory.assets.empty": "Нет активов",
|
||||
"inventory.assets.title": "Транспорт, недвижимость и крупные владения",
|
||||
"inventory.assets.addAssetModalTitle": "Добавить актив",
|
||||
"inventory.assets.addAssetButton": "Добавить актив",
|
||||
"inventory.assets.addAssetPlaceholder": "Введите название актива...",
|
||||
"inventory.assets.description": "Активы включают транспортные средства (автомобили, мотоциклы), недвижимость (дома, квартиры) и крупное оборудование (инструменты для мастерской, специальные предметы).",
|
||||
"quests.section.main": "Основное задание",
|
||||
"quests.section.optional": "Дополнительные задания",
|
||||
"quests.main.title": "Основные задания",
|
||||
"quests.main.addQuestButton": "Добавить задание",
|
||||
"quests.main.addQuestPlaceholder": "Введите название основного задания...",
|
||||
"quests.main.empty": "Нет активных основных заданий",
|
||||
"quests.main.hint": "Основное задание представляет вашу главную цель в истории.",
|
||||
"quests.optional.title": "Дополнительные задания",
|
||||
"quests.optional.addQuestButton": "Добавить задание",
|
||||
"quests.optional.addQuestPlaceholder": "Введите название дополнительного задания...",
|
||||
"quests.optional.empty": "Нет активных дополнительных заданий",
|
||||
"quests.optional.hint": "Дополнительные задания - это побочные цели, которые дополняют основную историю.",
|
||||
"checkpoint.setChapterStart": "Установить начало главы",
|
||||
"checkpoint.clearChapterStart": "Очистить начало главы",
|
||||
"checkpoint.indicator": "Начало главы",
|
||||
"checkpoint.tooltip": "Сообщения до этой точки исключаются из контекста",
|
||||
"musicPlayer.title": "Музыка сцены",
|
||||
"musicPlayer.noMusic": "ИИ будет предлагать музыку, когда это уместно для сцены",
|
||||
"errors.parsingError": "Ошибка парсинга RPG Companion Trackers! Модель вернула неправильный формат. Если проблема сохраняется, рассмотрите возможность смены модели для генераций.",
|
||||
"settings.recommendedModels.title": "Рекомендуемые модели",
|
||||
"settings.recommendedModels.description": "Для правильной работы расширения **не рекомендуется использовать модели с базой обчучения ниже 20B, особенно если они старые.** Оно лучше всего работает с современными моделями, такими как Deepseek, Claude, GPT или Gemini."
|
||||
}
|
||||
@@ -2,6 +2,7 @@
|
||||
"settings.language.label": "語言",
|
||||
"settings.language.option.en": "English",
|
||||
"settings.language.option.zh-tw": "繁體中文",
|
||||
"settings.language.option.ru": "Русский",
|
||||
"settings.extensionEnabled": "啟用 RPG Companion",
|
||||
"settings.note": "切換開關以啟用/停用 RPG Companion。其他設定可在面板內配置。",
|
||||
"template.settingsTitle": "RPG Companion 設定",
|
||||
|
||||
@@ -121,7 +121,7 @@ export async function buildEncounterInitPrompt() {
|
||||
|
||||
// console.log('[RPG Companion] World info result:', { worldInfoString, length: worldInfoString?.length });
|
||||
|
||||
if (worldInfoString && worldInfoString.trim()) {
|
||||
if (worldInfoString && typeof worldInfoString === 'string' && worldInfoString.trim()) {
|
||||
systemMessage += worldInfoString.trim();
|
||||
worldInfoAdded = true;
|
||||
// console.log('[RPG Companion] ✅ Added world info from getWorldInfoPrompt');
|
||||
@@ -258,6 +258,7 @@ export async function buildEncounterInitPrompt() {
|
||||
|
||||
initInstruction += `The combat starts now.\n\n`;
|
||||
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`;
|
||||
initInstruction += `FORMAT:\n`;
|
||||
initInstruction += `{\n`;
|
||||
initInstruction += ` "party": [\n`;
|
||||
initInstruction += ` {\n`;
|
||||
@@ -268,7 +269,7 @@ export async function buildEncounterInitPrompt() {
|
||||
initInstruction += ` {"name": "Attack", "type": "single-target|AoE|both"},\n`;
|
||||
initInstruction += ` {"name": "Skill1", "type": "single-target|AoE|both"}\n`;
|
||||
initInstruction += ` ],\n`;
|
||||
initInstruction += ` "items": ["Item1", "Item2"],\n`;
|
||||
initInstruction += ` "items": ["Item Name x3", "Another Item x1"],\n`;
|
||||
initInstruction += ` "statuses": [],\n`;
|
||||
initInstruction += ` "isPlayer": true\n`;
|
||||
initInstruction += ` }\n`;
|
||||
@@ -302,11 +303,14 @@ export async function buildEncounterInitPrompt() {
|
||||
initInstruction += ` - "single-target": Can only target one character (enemy or ally)\n`;
|
||||
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`;
|
||||
initInstruction += ` - "both": Player can choose to target a single enemy OR use as AoE\n`;
|
||||
initInstruction += `- For items array: Include quantities using format "Item Name xN" (e.g., "Health Potion x3", "Bomb x1")\n`;
|
||||
initInstruction += ` - If only one item exists, you can use "Item Name x1" or just "Item Name"\n`;
|
||||
initInstruction += ` - Items will be consumed when used - the quantity will decrease in future turns\n`;
|
||||
initInstruction += `- Statuses array: May start empty, but don't have to if characters applied them before the combat\n`;
|
||||
initInstruction += ` - Each status has a format: {"name": "Status Name", "emoji": "💀", "duration": X}\n`;
|
||||
initInstruction += ` - Examples: Poisoned (🧪), Burning (🔥), Blessed (✨), Stunned (💫), Weakened (⬇️), Strengthened (⬆️)\n\n`;
|
||||
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`;
|
||||
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`;
|
||||
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`;
|
||||
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.`;
|
||||
|
||||
// Only add the instruction if it has meaningful content
|
||||
@@ -364,7 +368,7 @@ export async function buildCombatActionPrompt(action, combatStats) {
|
||||
const result = await getWorldInfoFn(chatForWI, 8000, false);
|
||||
const worldInfoString = result?.worldInfoString || result;
|
||||
|
||||
if (worldInfoString && worldInfoString.trim()) {
|
||||
if (worldInfoString && typeof worldInfoString === 'string' && worldInfoString.trim()) {
|
||||
systemMessage += worldInfoString.trim();
|
||||
worldInfoAdded = true;
|
||||
}
|
||||
@@ -483,12 +487,25 @@ export async function buildCombatActionPrompt(action, combatStats) {
|
||||
stateMessage += `Party Members:\n`;
|
||||
combatStats.party.forEach(member => {
|
||||
stateMessage += `- ${member.name}${member.isPlayer ? ' (Player)' : ''}: ${member.hp}/${member.maxHp} HP\n`;
|
||||
|
||||
// For the player, use playerActions if available, otherwise fall back to member data
|
||||
if (member.isPlayer && currentEncounter.playerActions) {
|
||||
if (currentEncounter.playerActions.attacks && currentEncounter.playerActions.attacks.length > 0) {
|
||||
stateMessage += ` Attacks: ${currentEncounter.playerActions.attacks.map(a => typeof a === 'string' ? a : a.name).join(', ')}\n`;
|
||||
}
|
||||
if (currentEncounter.playerActions.items && currentEncounter.playerActions.items.length > 0) {
|
||||
stateMessage += ` Items: ${currentEncounter.playerActions.items.join(', ')}\n`;
|
||||
}
|
||||
} else {
|
||||
// For non-player party members, use their own data
|
||||
if (member.attacks && member.attacks.length > 0) {
|
||||
stateMessage += ` Attacks: ${member.attacks.map(a => typeof a === 'string' ? a : a.name).join(', ')}\n`;
|
||||
}
|
||||
if (member.items && member.items.length > 0) {
|
||||
stateMessage += ` Items: ${member.items.join(', ')}\n`;
|
||||
}
|
||||
}
|
||||
|
||||
if (member.statuses && member.statuses.length > 0) {
|
||||
const validStatuses = member.statuses.filter(s => s && (s.emoji || s.name));
|
||||
if (validStatuses.length > 0) {
|
||||
@@ -515,11 +532,39 @@ export async function buildCombatActionPrompt(action, combatStats) {
|
||||
});
|
||||
|
||||
stateMessage += `\n${userName}'s Action: ${action}\n\n`;
|
||||
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`;
|
||||
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`;
|
||||
stateMessage += `IMPORTANT - Update ${userName}'s attacks and items arrays based on what happens in combat:\n`;
|
||||
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`;
|
||||
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`;
|
||||
stateMessage += `- If they gain or lose an ability due to status effects, add or remove it from their attacks array.\n`;
|
||||
stateMessage += ` Examples: Disarmed → remove weapon attacks. Bound → remove all attacks or set to []. Freed → restore attacks.\n`;
|
||||
stateMessage += `- If they pick up a weapon/item during combat, add it to their items or attacks array.\n`;
|
||||
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`;
|
||||
stateMessage += `- Status effects should persist and decrease duration each turn. Remove statuses when duration reaches 0.\n\n`;
|
||||
stateMessage += `FORMAT:\n`;
|
||||
stateMessage += `{\n`;
|
||||
stateMessage += ` "combatStats": {\n`;
|
||||
stateMessage += ` "party": [{ "name": "Name", "hp": X, "maxHp": X, "statuses": [...] }],\n`;
|
||||
stateMessage += ` "enemies": [{ "name": "Name", "hp": X, "maxHp": X, "statuses": [...] }]\n`;
|
||||
stateMessage += ` "party": [\n`;
|
||||
stateMessage += ` {\n`;
|
||||
stateMessage += ` "name": "Name",\n`;
|
||||
stateMessage += ` "hp": X,\n`;
|
||||
stateMessage += ` "maxHp": X,\n`;
|
||||
stateMessage += ` "statuses": [{"name": "Status", "emoji": "💀", "duration": X}],\n`;
|
||||
stateMessage += ` "isPlayer": true|false\n`;
|
||||
stateMessage += ` }\n`;
|
||||
stateMessage += ` ],\n`;
|
||||
stateMessage += ` "enemies": [\n`;
|
||||
stateMessage += ` {\n`;
|
||||
stateMessage += ` "name": "Name",\n`;
|
||||
stateMessage += ` "hp": X,\n`;
|
||||
stateMessage += ` "maxHp": X,\n`;
|
||||
stateMessage += ` "statuses": [{"name": "Status", "emoji": "💀", "duration": X}]\n`;
|
||||
stateMessage += ` }\n`;
|
||||
stateMessage += ` ]\n`;
|
||||
stateMessage += ` },\n`;
|
||||
stateMessage += ` "playerActions": {\n`;
|
||||
stateMessage += ` "attacks": [{"name": "Attack", "type": "single-target|AoE|both"}],\n`;
|
||||
stateMessage += ` "items": ["Item Name x3", "Another Item x1"]\n`;
|
||||
stateMessage += ` },\n`;
|
||||
stateMessage += ` "enemyActions": [{ "enemyName": "Name", "action": "what they do", "target": "target" }],\n`;
|
||||
stateMessage += ` "partyActions": [{ "memberName": "Name", "action": "what they do", "target": "target" }],\n`;
|
||||
@@ -587,7 +632,7 @@ export async function buildCombatSummaryPrompt(combatLog, result) {
|
||||
const result = await getWorldInfoFn(chatForWI, 8000, false);
|
||||
const worldInfoString = result?.worldInfoString || result;
|
||||
|
||||
if (worldInfoString && worldInfoString.trim()) {
|
||||
if (worldInfoString && typeof worldInfoString === 'string' && worldInfoString.trim()) {
|
||||
systemMessage += worldInfoString.trim();
|
||||
worldInfoAdded = true;
|
||||
}
|
||||
@@ -659,7 +704,9 @@ export async function buildCombatSummaryPrompt(combatLog, result) {
|
||||
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`;
|
||||
summaryMessage += `Write with intent in ${tense} tense ${person}-person ${narration} from ${pov}'s point of view.\n`;
|
||||
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`;
|
||||
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`;
|
||||
summaryMessage += `Dialogue Guidelines:\n`;
|
||||
summaryMessage += `- Include ALL dialogue lines spoken by enemies and NPC party members during the encounter in direct quotes.\n`;
|
||||
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`;
|
||||
|
||||
// If in Together mode and trackers are enabled, add tracker update instructions
|
||||
if (extensionSettings.generationMode === 'together' && (extensionSettings.showUserStats || extensionSettings.showInfoBox || extensionSettings.showCharacterThoughts)) {
|
||||
@@ -721,6 +768,12 @@ export async function buildCombatSummaryPrompt(combatLog, result) {
|
||||
*/
|
||||
export function parseEncounterJSON(response) {
|
||||
try {
|
||||
// Ensure response is a string
|
||||
if (!response || typeof response !== 'string') {
|
||||
console.error('[RPG Companion] parseEncounterJSON received non-string input:', typeof response);
|
||||
return null;
|
||||
}
|
||||
|
||||
// Remove code blocks if present
|
||||
let cleaned = response.trim();
|
||||
|
||||
@@ -736,6 +789,9 @@ export function parseEncounterJSON(response) {
|
||||
|
||||
if (firstBrace !== -1 && lastBrace !== -1) {
|
||||
cleaned = cleaned.substring(firstBrace, lastBrace + 1);
|
||||
} else {
|
||||
console.error('[RPG Companion] No JSON object found in response');
|
||||
return null;
|
||||
}
|
||||
|
||||
// Try to parse directly first
|
||||
|
||||
@@ -198,7 +198,9 @@ export function parseResponse(responseText) {
|
||||
if (depth === 0) {
|
||||
// Found complete JSON object
|
||||
const jsonContent = cleanedResponse.substring(i, j).trim();
|
||||
if (jsonContent) {
|
||||
extractedObjects.push(jsonContent);
|
||||
}
|
||||
i = j;
|
||||
} else {
|
||||
i++;
|
||||
@@ -307,6 +309,9 @@ export function parseResponse(responseText) {
|
||||
for (let idx = 0; idx < jsonMatches.length; idx++) {
|
||||
const match = jsonMatches[idx];
|
||||
const jsonContent = match[1].trim();
|
||||
|
||||
if (!jsonContent) continue;
|
||||
|
||||
// console.log(`[RPG Parser] Parsing JSON block ${idx + 1}:`, jsonContent.substring(0, 100) + '...');
|
||||
|
||||
const parsed = repairJSON(jsonContent);
|
||||
@@ -363,6 +368,9 @@ export function parseResponse(responseText) {
|
||||
debugLog('[RPG Parser] Found JSON blocks within XML tags');
|
||||
for (const match of xmlJsonMatches) {
|
||||
const jsonContent = match[1].trim();
|
||||
|
||||
if (!jsonContent) continue;
|
||||
|
||||
const parsed = repairJSON(jsonContent);
|
||||
|
||||
if (parsed) {
|
||||
@@ -524,7 +532,7 @@ export function parseUserStats(statsText) {
|
||||
// Check if this is v3 JSON format - try to parse it first
|
||||
let statsData = null;
|
||||
const trimmed = statsText.trim();
|
||||
if (trimmed.startsWith('{') || trimmed.startsWith('[')) {
|
||||
if (trimmed && (trimmed.startsWith('{') || trimmed.startsWith('['))) {
|
||||
statsData = repairJSON(statsText);
|
||||
if (statsData) {
|
||||
debugLog('[RPG Parser] ✓ Parsed as v3 JSON format');
|
||||
|
||||
@@ -546,12 +546,33 @@ function formatTrackerDataForContext(jsonData, trackerType, userName) {
|
||||
if (trackerType === 'userStats') {
|
||||
formatted += `${userName}'s Stats:\n`;
|
||||
|
||||
// Get display mode and custom stats config for maxValue lookup
|
||||
const userStatsConfig = extensionSettings.trackerConfig?.userStats;
|
||||
const displayMode = userStatsConfig?.statsDisplayMode || 'percentage';
|
||||
const customStats = userStatsConfig?.customStats || [];
|
||||
|
||||
// Helper to get maxValue for a stat by id
|
||||
const getMaxValue = (statId) => {
|
||||
const statConfig = customStats.find(s => s.id === statId);
|
||||
return statConfig?.maxValue || 100;
|
||||
};
|
||||
|
||||
// Helper to format stat value based on display mode
|
||||
const formatStatValue = (value, statId) => {
|
||||
if (displayMode === 'number') {
|
||||
const maxValue = getMaxValue(statId);
|
||||
return `${value}/${maxValue}`;
|
||||
}
|
||||
return value;
|
||||
};
|
||||
|
||||
// Handle stats array format: [{id, name, value}, ...]
|
||||
if (data.stats && Array.isArray(data.stats)) {
|
||||
for (const stat of data.stats) {
|
||||
if (stat && stat.value !== undefined) {
|
||||
const statName = stat.name || (stat.id ? stat.id.charAt(0).toUpperCase() + stat.id.slice(1) : 'Unknown');
|
||||
formatted += `${statName}: ${stat.value}\n`;
|
||||
const statId = stat.id || statName.toLowerCase();
|
||||
formatted += `${statName}: ${formatStatValue(stat.value, statId)}\n`;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
@@ -564,7 +585,7 @@ function formatTrackerDataForContext(jsonData, trackerType, userName) {
|
||||
const value = getValue(data[statName]);
|
||||
if (value) {
|
||||
const displayName = statName.charAt(0).toUpperCase() + statName.slice(1);
|
||||
formatted += `${displayName}: ${value}\n`;
|
||||
formatted += `${displayName}: ${formatStatValue(value, statName)}\n`;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -573,7 +594,7 @@ function formatTrackerDataForContext(jsonData, trackerType, userName) {
|
||||
for (const [key, value] of Object.entries(data)) {
|
||||
if (!statFieldOrder.includes(key) && !specialFields.includes(key) && typeof value === 'number') {
|
||||
const displayName = key.charAt(0).toUpperCase() + key.slice(1);
|
||||
formatted += `${displayName}: ${getValue(value)}\n`;
|
||||
formatted += `${displayName}: ${formatStatValue(getValue(value), key)}\n`;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -359,8 +359,7 @@ export function onMessageSwiped(messageIndex) {
|
||||
// console.log('[RPG Companion] 🔵 EVENT: onMessageSwiped at index:', messageIndex);
|
||||
|
||||
// Get the message that was swiped
|
||||
const currentChat = getContext().chat;
|
||||
const message = currentChat[messageIndex];
|
||||
const message = chat[messageIndex];
|
||||
if (!message || message.is_user) {
|
||||
// console.log('[RPG Companion] 🔵 Ignoring swipe - message is user or undefined');
|
||||
return;
|
||||
@@ -380,66 +379,20 @@ export function onMessageSwiped(messageIndex) {
|
||||
setLastActionWasSwipe(true);
|
||||
setIsAwaitingNewMessage(true);
|
||||
// console.log('[RPG Companion] 🔵 NEW swipe detected - Set lastActionWasSwipe = true');
|
||||
|
||||
// CRITICAL: For new swipes, commit data from the PREVIOUS assistant message
|
||||
// This ensures the LLM gets context from BEFORE the message being regenerated,
|
||||
// not the message itself (which would cause time/story to advance incorrectly)
|
||||
for (let i = messageIndex - 1; i >= 0; i--) {
|
||||
const prevMessage = currentChat[i];
|
||||
if (!prevMessage.is_user && prevMessage.extra?.rpg_companion_swipes) {
|
||||
const prevSwipeId = prevMessage.swipe_id || 0;
|
||||
const prevSwipeData = prevMessage.extra.rpg_companion_swipes[prevSwipeId];
|
||||
|
||||
if (prevSwipeData) {
|
||||
// console.log('[RPG Companion] 🔵 Committing tracker data from PREVIOUS message at index', i);
|
||||
committedTrackerData.userStats = prevSwipeData.userStats || null;
|
||||
committedTrackerData.infoBox = prevSwipeData.infoBox || null;
|
||||
committedTrackerData.characterThoughts = prevSwipeData.characterThoughts || null;
|
||||
} else {
|
||||
// Previous message has no swipe data - clear committed data
|
||||
committedTrackerData.userStats = null;
|
||||
committedTrackerData.infoBox = null;
|
||||
committedTrackerData.characterThoughts = null;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// If we hit index 0 without finding a previous assistant message, clear committed data
|
||||
if (i === 0) {
|
||||
// console.log('[RPG Companion] 🔵 No previous assistant message found - clearing committed data');
|
||||
committedTrackerData.userStats = null;
|
||||
committedTrackerData.infoBox = null;
|
||||
committedTrackerData.characterThoughts = null;
|
||||
}
|
||||
}
|
||||
|
||||
// Edge case: if messageIndex is 0 (first message being swiped), clear committed data
|
||||
if (messageIndex === 0) {
|
||||
// console.log('[RPG Companion] 🔵 Swiping first message - clearing committed data');
|
||||
committedTrackerData.userStats = null;
|
||||
committedTrackerData.infoBox = null;
|
||||
committedTrackerData.characterThoughts = null;
|
||||
}
|
||||
|
||||
// For new swipes, also update lastGeneratedData to match committed data
|
||||
// This ensures the UI shows the "before" state while waiting for the new response
|
||||
lastGeneratedData.userStats = committedTrackerData.userStats;
|
||||
lastGeneratedData.infoBox = committedTrackerData.infoBox;
|
||||
lastGeneratedData.characterThoughts = committedTrackerData.characterThoughts;
|
||||
|
||||
// Parse user stats for display if available
|
||||
if (committedTrackerData.userStats) {
|
||||
parseUserStats(committedTrackerData.userStats);
|
||||
}
|
||||
} else {
|
||||
// This is navigating to an EXISTING swipe - don't change the flag
|
||||
// console.log('[RPG Companion] 🔵 EXISTING swipe navigation - lastActionWasSwipe unchanged =', lastActionWasSwipe);
|
||||
}
|
||||
|
||||
// Load RPG data for this existing swipe for DISPLAY purposes
|
||||
// console.log('[RPG Companion] Loading data for swipe', currentSwipeId);
|
||||
|
||||
// IMPORTANT: onMessageSwiped is for DISPLAY only!
|
||||
// lastGeneratedData is for DISPLAY, committedTrackerData is for GENERATION
|
||||
// It's safe to load swipe data into lastGeneratedData - it won't be committed due to !lastActionWasSwipe check
|
||||
if (message.extra && message.extra.rpg_companion_swipes && message.extra.rpg_companion_swipes[currentSwipeId]) {
|
||||
const swipeData = message.extra.rpg_companion_swipes[currentSwipeId];
|
||||
|
||||
// Load swipe data into lastGeneratedData for display
|
||||
// Load swipe data into lastGeneratedData for display (both modes)
|
||||
lastGeneratedData.userStats = swipeData.userStats || null;
|
||||
lastGeneratedData.infoBox = swipeData.infoBox || null;
|
||||
lastGeneratedData.characterThoughts = swipeData.characterThoughts || null;
|
||||
@@ -453,7 +406,6 @@ export function onMessageSwiped(messageIndex) {
|
||||
} else {
|
||||
// console.log('[RPG Companion] ℹ️ No stored data for swipe:', currentSwipeId);
|
||||
}
|
||||
}
|
||||
|
||||
// Re-render the panels
|
||||
renderUserStats();
|
||||
@@ -467,148 +419,6 @@ export function onMessageSwiped(messageIndex) {
|
||||
updateChatThoughts();
|
||||
}
|
||||
|
||||
/**
|
||||
* Event handler for when a message is deleted.
|
||||
* Restores RPG state from the last assistant message with RPG data,
|
||||
* or clears state if no messages remain.
|
||||
*/
|
||||
export function onMessageDeleted(messageIndex) {
|
||||
if (!extensionSettings.enabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
// console.log('[RPG Companion] 🗑️ EVENT: onMessageDeleted at index:', messageIndex);
|
||||
|
||||
const context = getContext();
|
||||
const currentChat = context.chat;
|
||||
|
||||
// If chat is empty, clear all RPG state
|
||||
if (!currentChat || currentChat.length === 0) {
|
||||
// console.log('[RPG Companion] 🗑️ Chat is empty - clearing RPG state');
|
||||
lastGeneratedData.userStats = null;
|
||||
lastGeneratedData.infoBox = null;
|
||||
lastGeneratedData.characterThoughts = null;
|
||||
|
||||
committedTrackerData.userStats = null;
|
||||
committedTrackerData.infoBox = null;
|
||||
committedTrackerData.characterThoughts = null;
|
||||
|
||||
// Clear parsed stats from extensionSettings
|
||||
if (extensionSettings.userStats) {
|
||||
extensionSettings.userStats = null;
|
||||
}
|
||||
|
||||
// Re-render empty panels
|
||||
renderUserStats();
|
||||
renderInfoBox();
|
||||
renderThoughts();
|
||||
renderInventory();
|
||||
renderQuests();
|
||||
renderMusicPlayer($musicPlayerContainer[0]);
|
||||
|
||||
// Update FAB widgets and strip widgets
|
||||
updateFabWidgets();
|
||||
updateStripWidgets();
|
||||
|
||||
// Update chat thought overlays (removes any remaining)
|
||||
updateChatThoughts();
|
||||
|
||||
// Save the cleared state
|
||||
saveChatData();
|
||||
return;
|
||||
}
|
||||
|
||||
// Find the last assistant message with RPG data
|
||||
for (let i = currentChat.length - 1; i >= 0; i--) {
|
||||
const message = currentChat[i];
|
||||
if (!message.is_user && message.extra?.rpg_companion_swipes) {
|
||||
const swipeId = message.swipe_id || 0;
|
||||
const swipeData = message.extra.rpg_companion_swipes[swipeId];
|
||||
|
||||
if (swipeData) {
|
||||
// Check if this is the same data we already have displayed
|
||||
const sameUserStats = lastGeneratedData.userStats === swipeData.userStats;
|
||||
const sameInfoBox = lastGeneratedData.infoBox === swipeData.infoBox;
|
||||
const sameThoughts = lastGeneratedData.characterThoughts === swipeData.characterThoughts;
|
||||
|
||||
if (sameUserStats && sameInfoBox && sameThoughts) {
|
||||
// console.log('[RPG Companion] 🗑️ RPG state already matches last message - no restore needed');
|
||||
return;
|
||||
}
|
||||
|
||||
// console.log('[RPG Companion] 🗑️ Restoring RPG state from message index', i, 'swipe', swipeId);
|
||||
|
||||
// Restore state from this message
|
||||
lastGeneratedData.userStats = swipeData.userStats || null;
|
||||
lastGeneratedData.infoBox = swipeData.infoBox || null;
|
||||
lastGeneratedData.characterThoughts = swipeData.characterThoughts || null;
|
||||
|
||||
// Also update committed data so next generation uses correct context
|
||||
committedTrackerData.userStats = swipeData.userStats || null;
|
||||
committedTrackerData.infoBox = swipeData.infoBox || null;
|
||||
committedTrackerData.characterThoughts = swipeData.characterThoughts || null;
|
||||
|
||||
// Parse user stats if available
|
||||
if (swipeData.userStats) {
|
||||
parseUserStats(swipeData.userStats);
|
||||
}
|
||||
|
||||
// Re-render panels with restored data
|
||||
renderUserStats();
|
||||
renderInfoBox();
|
||||
renderThoughts();
|
||||
renderInventory();
|
||||
renderQuests();
|
||||
renderMusicPlayer($musicPlayerContainer[0]);
|
||||
|
||||
// Update FAB widgets and strip widgets
|
||||
updateFabWidgets();
|
||||
updateStripWidgets();
|
||||
|
||||
// Update chat thought overlays
|
||||
updateChatThoughts();
|
||||
|
||||
// Save the restored state
|
||||
saveChatData();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// No assistant message with RPG data found - clear state
|
||||
// console.log('[RPG Companion] 🗑️ No assistant message with RPG data found - clearing state');
|
||||
lastGeneratedData.userStats = null;
|
||||
lastGeneratedData.infoBox = null;
|
||||
lastGeneratedData.characterThoughts = null;
|
||||
|
||||
committedTrackerData.userStats = null;
|
||||
committedTrackerData.infoBox = null;
|
||||
committedTrackerData.characterThoughts = null;
|
||||
|
||||
// Clear parsed stats
|
||||
if (extensionSettings.userStats) {
|
||||
extensionSettings.userStats = null;
|
||||
}
|
||||
|
||||
// Re-render empty panels
|
||||
renderUserStats();
|
||||
renderInfoBox();
|
||||
renderThoughts();
|
||||
renderInventory();
|
||||
renderQuests();
|
||||
renderMusicPlayer($musicPlayerContainer[0]);
|
||||
|
||||
// Update FAB widgets and strip widgets
|
||||
updateFabWidgets();
|
||||
updateStripWidgets();
|
||||
|
||||
// Update chat thought overlays
|
||||
updateChatThoughts();
|
||||
|
||||
// Save the cleared state
|
||||
saveChatData();
|
||||
}
|
||||
|
||||
/**
|
||||
* Update the persona avatar image when user switches personas
|
||||
*/
|
||||
|
||||
+115
-39
@@ -397,7 +397,7 @@ export class EncounterModal {
|
||||
</div>
|
||||
|
||||
<!-- Player Controls -->
|
||||
${this.renderPlayerControls(combatData.party)}
|
||||
${this.renderPlayerControls(combatData.party, currentEncounter.playerActions)}
|
||||
</div>
|
||||
`;
|
||||
|
||||
@@ -599,7 +599,7 @@ export class EncounterModal {
|
||||
if (member.isPlayer && user_avatar) {
|
||||
avatarIcon = `<img src="${getSafeThumbnailUrl('persona', user_avatar)}" alt="${member.name}" style="width: 40px; height: 40px; border-radius: 50%; object-fit: cover;">`;
|
||||
} else {
|
||||
const avatarUrl = this.getPartyMemberAvatar(member.name);
|
||||
const avatarUrl = this.getCharacterAvatar(member.name);
|
||||
if (avatarUrl) {
|
||||
avatarIcon = `<img src="${avatarUrl}" alt="${member.name}" style="width: 40px; height: 40px; border-radius: 50%; object-fit: cover;">`;
|
||||
}
|
||||
@@ -657,12 +657,16 @@ export class EncounterModal {
|
||||
* @param {Array} party - Party data
|
||||
* @returns {string} HTML for controls
|
||||
*/
|
||||
renderPlayerControls(party) {
|
||||
renderPlayerControls(party, playerActions = null) {
|
||||
const player = party.find(m => m.isPlayer);
|
||||
if (!player || player.hp <= 0) {
|
||||
return '<div class="rpg-encounter-controls"><p class="rpg-encounter-defeated">You have been defeated...</p></div>';
|
||||
}
|
||||
|
||||
// Use playerActions if provided, otherwise fall back to player data
|
||||
const attacks = playerActions?.attacks || player.attacks || [];
|
||||
const items = playerActions?.items || player.items || [];
|
||||
|
||||
return `
|
||||
<div class="rpg-encounter-controls">
|
||||
<h3><i class="fa-solid fa-hand-fist"></i> Your Actions</h3>
|
||||
@@ -670,7 +674,7 @@ export class EncounterModal {
|
||||
<div class="rpg-encounter-action-buttons">
|
||||
<div class="rpg-encounter-button-group">
|
||||
<h4>Attacks</h4>
|
||||
${player.attacks.map(attack => {
|
||||
${attacks.map(attack => {
|
||||
// Support both old string format and new object format
|
||||
const attackName = typeof attack === 'string' ? attack : attack.name;
|
||||
const attackType = typeof attack === 'string' ? 'single-target' : (attack.type || 'single-target');
|
||||
@@ -688,10 +692,10 @@ export class EncounterModal {
|
||||
}).join('')}
|
||||
</div>
|
||||
|
||||
${player.items && player.items.length > 0 ? `
|
||||
${items && items.length > 0 ? `
|
||||
<div class="rpg-encounter-button-group">
|
||||
<h4>Items</h4>
|
||||
${player.items.map(item => `
|
||||
${items.map(item => `
|
||||
<button class="rpg-encounter-action-btn rpg-encounter-item-btn" data-action="item" data-value="${item}">
|
||||
<i class="fa-solid fa-flask"></i> ${item}
|
||||
</button>
|
||||
@@ -718,21 +722,27 @@ export class EncounterModal {
|
||||
* @param {Array} party - Party data for reference
|
||||
*/
|
||||
attachControlListeners(party) {
|
||||
// Attack and item buttons
|
||||
this.modal.querySelectorAll('.rpg-encounter-action-btn').forEach(btn => {
|
||||
btn.addEventListener('click', async (e) => {
|
||||
const actionType = e.currentTarget.dataset.action;
|
||||
const value = e.currentTarget.dataset.value;
|
||||
const attackType = e.currentTarget.dataset.attackType;
|
||||
// Only attach once - event delegation on the modal means listeners persist
|
||||
if (this._listenersAttached) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Store handlers as instance properties so we can remove them if needed
|
||||
this._actionHandler = async (e) => {
|
||||
// Handle action buttons (attack/item)
|
||||
const actionBtn = e.target.closest('.rpg-encounter-action-btn');
|
||||
if (actionBtn && !actionBtn.disabled && !this.isProcessing) {
|
||||
const actionType = actionBtn.dataset.action;
|
||||
const value = actionBtn.dataset.value;
|
||||
const attackType = actionBtn.dataset.attackType;
|
||||
const context = getContext();
|
||||
const userName = context.name1;
|
||||
|
||||
let actionText = '';
|
||||
|
||||
if (actionType === 'attack') {
|
||||
// Show target selection for attacks
|
||||
const target = await this.showTargetSelection(attackType, currentEncounter.combatStats);
|
||||
if (!target) return; // User cancelled
|
||||
if (!target) return;
|
||||
|
||||
if (target === 'all-enemies') {
|
||||
actionText = `${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
|
||||
|
||||
@@ -237,9 +237,9 @@ function createMist() {
|
||||
* Returns { left: vw%, top: dvh% }
|
||||
*/
|
||||
function calculateSunPosition(hour) {
|
||||
// Daytime is roughly 6 AM to 8 PM (6-20)
|
||||
// Daytime is roughly 5 AM to 8 PM (5-20)
|
||||
// Map hour to position along an arc
|
||||
// 6 AM = far left, low | 12 PM = center, high | 6 PM = far right, low
|
||||
// 5 AM = far left, low | 12 PM = center, high | 8 PM = far right, low
|
||||
|
||||
if (hour === null) hour = 12; // Default to noon if unknown
|
||||
|
||||
@@ -249,14 +249,14 @@ function calculateSunPosition(hour) {
|
||||
// Normalize to 0-1 range (5 AM = 0, 20 PM = 1)
|
||||
const progress = (clampedHour - 5) / 15;
|
||||
|
||||
// Horizontal position: 5% to 85% (left to right)
|
||||
const left = 5 + progress * 80;
|
||||
// Horizontal position: 3% to 92% (left to right, wider range)
|
||||
const left = 3 + progress * 89;
|
||||
|
||||
// Vertical position: parabolic arc (high at noon, low at dawn/dusk)
|
||||
// At progress 0.5 (noon), top should be ~8% (high)
|
||||
// At progress 0 or 1, top should be ~35% (low, near horizon)
|
||||
// At progress 0 or 1, top should be ~40% (low, near horizon)
|
||||
const normalizedProgress = (progress - 0.5) * 2; // -1 to 1
|
||||
const top = 8 + 27 * (normalizedProgress * normalizedProgress);
|
||||
const top = 8 + 32 * (normalizedProgress * normalizedProgress);
|
||||
|
||||
return { left, top };
|
||||
}
|
||||
@@ -327,6 +327,134 @@ function createSunshine(hour) {
|
||||
return container;
|
||||
}
|
||||
|
||||
/**
|
||||
* Create sunrise effect (dawn - warm orange/pink sky gradient with low sun)
|
||||
*/
|
||||
function createSunrise(hour) {
|
||||
const container = document.createElement('div');
|
||||
container.className = 'rpg-weather-particles rpg-sunrise-weather';
|
||||
|
||||
// Create sunrise gradient overlay
|
||||
const sunriseOverlay = document.createElement('div');
|
||||
sunriseOverlay.className = 'rpg-weather-particle rpg-sunrise-overlay';
|
||||
container.appendChild(sunriseOverlay);
|
||||
|
||||
// Calculate sun position (rising from left horizon)
|
||||
const sunPos = calculateSunPosition(hour);
|
||||
|
||||
// Create the rising sun
|
||||
const sun = document.createElement('div');
|
||||
sun.className = 'rpg-weather-particle rpg-clear-sun rpg-sunrise-sun';
|
||||
sun.style.left = `${sunPos.left}vw`;
|
||||
sun.style.top = `${sunPos.top}dvh`;
|
||||
container.appendChild(sun);
|
||||
|
||||
// Create sun glow (more orange during sunrise)
|
||||
const sunGlow = document.createElement('div');
|
||||
sunGlow.className = 'rpg-weather-particle rpg-clear-sun-glow rpg-sunrise-glow';
|
||||
sunGlow.style.left = `${sunPos.left}vw`;
|
||||
sunGlow.style.top = `${sunPos.top}dvh`;
|
||||
container.appendChild(sunGlow);
|
||||
|
||||
// Create horizon glow
|
||||
const horizonGlow = document.createElement('div');
|
||||
horizonGlow.className = 'rpg-weather-particle rpg-sunrise-horizon-glow';
|
||||
container.appendChild(horizonGlow);
|
||||
|
||||
// Add some fading stars (still visible at dawn)
|
||||
for (let i = 0; i < 15; i++) {
|
||||
const star = document.createElement('div');
|
||||
star.className = 'rpg-weather-particle rpg-night-star rpg-sunrise-fading-star';
|
||||
star.style.left = `${Math.random() * 100}vw`;
|
||||
star.style.top = `${Math.random() * 40}dvh`;
|
||||
star.style.animationDelay = `${Math.random() * 3}s`;
|
||||
const size = 1 + Math.random() * 1.5;
|
||||
star.style.width = `${size}px`;
|
||||
star.style.height = `${size}px`;
|
||||
container.appendChild(star);
|
||||
}
|
||||
|
||||
// Add some golden dust motes
|
||||
for (let i = 0; i < 12; i++) {
|
||||
const particle = document.createElement('div');
|
||||
particle.className = 'rpg-weather-particle rpg-clear-dust-mote';
|
||||
particle.style.left = `${Math.random() * 100}vw`;
|
||||
particle.style.top = `${Math.random() * 100}dvh`;
|
||||
particle.style.animationDelay = `${Math.random() * 15}s`;
|
||||
particle.style.animationDuration = `${12 + Math.random() * 8}s`;
|
||||
const size = 2 + Math.random() * 3;
|
||||
particle.style.width = `${size}px`;
|
||||
particle.style.height = `${size}px`;
|
||||
container.appendChild(particle);
|
||||
}
|
||||
|
||||
return container;
|
||||
}
|
||||
|
||||
/**
|
||||
* Create sunset effect (dusk - warm red/purple sky gradient with low sun)
|
||||
*/
|
||||
function createSunset(hour) {
|
||||
const container = document.createElement('div');
|
||||
container.className = 'rpg-weather-particles rpg-sunset-weather';
|
||||
|
||||
// Create sunset gradient overlay
|
||||
const sunsetOverlay = document.createElement('div');
|
||||
sunsetOverlay.className = 'rpg-weather-particle rpg-sunset-overlay';
|
||||
container.appendChild(sunsetOverlay);
|
||||
|
||||
// Calculate sun position (setting on right horizon)
|
||||
const sunPos = calculateSunPosition(hour);
|
||||
|
||||
// Create the setting sun
|
||||
const sun = document.createElement('div');
|
||||
sun.className = 'rpg-weather-particle rpg-clear-sun rpg-sunset-sun';
|
||||
sun.style.left = `${sunPos.left}vw`;
|
||||
sun.style.top = `${sunPos.top}dvh`;
|
||||
container.appendChild(sun);
|
||||
|
||||
// Create sun glow (more red during sunset)
|
||||
const sunGlow = document.createElement('div');
|
||||
sunGlow.className = 'rpg-weather-particle rpg-clear-sun-glow rpg-sunset-glow';
|
||||
sunGlow.style.left = `${sunPos.left}vw`;
|
||||
sunGlow.style.top = `${sunPos.top}dvh`;
|
||||
container.appendChild(sunGlow);
|
||||
|
||||
// Create horizon glow
|
||||
const horizonGlow = document.createElement('div');
|
||||
horizonGlow.className = 'rpg-weather-particle rpg-sunset-horizon-glow';
|
||||
container.appendChild(horizonGlow);
|
||||
|
||||
// Add some early stars (appearing at dusk)
|
||||
for (let i = 0; i < 20; i++) {
|
||||
const star = document.createElement('div');
|
||||
star.className = 'rpg-weather-particle rpg-night-star rpg-sunset-emerging-star';
|
||||
star.style.left = `${Math.random() * 100}vw`;
|
||||
star.style.top = `${Math.random() * 50}dvh`;
|
||||
star.style.animationDelay = `${Math.random() * 5}s`;
|
||||
const size = 1 + Math.random() * 1.5;
|
||||
star.style.width = `${size}px`;
|
||||
star.style.height = `${size}px`;
|
||||
container.appendChild(star);
|
||||
}
|
||||
|
||||
// Add some golden/pink dust motes
|
||||
for (let i = 0; i < 12; i++) {
|
||||
const particle = document.createElement('div');
|
||||
particle.className = 'rpg-weather-particle rpg-clear-dust-mote rpg-sunset-dust';
|
||||
particle.style.left = `${Math.random() * 100}vw`;
|
||||
particle.style.top = `${Math.random() * 100}dvh`;
|
||||
particle.style.animationDelay = `${Math.random() * 15}s`;
|
||||
particle.style.animationDuration = `${12 + Math.random() * 8}s`;
|
||||
const size = 2 + Math.random() * 3;
|
||||
particle.style.width = `${size}px`;
|
||||
particle.style.height = `${size}px`;
|
||||
container.appendChild(particle);
|
||||
}
|
||||
|
||||
return container;
|
||||
}
|
||||
|
||||
/**
|
||||
* Create clear nighttime weather effect with moon, stars, and fireflies
|
||||
*/
|
||||
@@ -572,9 +700,13 @@ export function updateWeatherEffect() {
|
||||
weatherContainer = createMist();
|
||||
break;
|
||||
case 'sunny':
|
||||
// Use nighttime effect for clear weather at night
|
||||
// Use appropriate effect based on time of day
|
||||
if (timeOfDay === 'night') {
|
||||
weatherContainer = createNighttime(hour);
|
||||
} else if (timeOfDay === 'dawn') {
|
||||
weatherContainer = createSunrise(hour);
|
||||
} else if (timeOfDay === 'dusk') {
|
||||
weatherContainer = createSunset(hour);
|
||||
} else {
|
||||
weatherContainer = createSunshine(hour);
|
||||
}
|
||||
|
||||
+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];
|
||||
}
|
||||
|
||||
|
||||
@@ -9898,6 +9898,200 @@ body[data-theme="cyberpunk"] .rpg-music-widget-play {
|
||||
}
|
||||
}
|
||||
|
||||
/* ===== Sunrise Effects (Dawn) ===== */
|
||||
|
||||
.rpg-sunrise-weather {
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
/* Sunrise sky gradient overlay */
|
||||
.rpg-sunrise-overlay {
|
||||
position: fixed;
|
||||
top: 0;
|
||||
left: 0;
|
||||
width: 100vw;
|
||||
height: 100dvh;
|
||||
background: linear-gradient(to bottom,
|
||||
rgba(40, 30, 80, 0.1) 0%,
|
||||
rgba(120, 60, 120, 0.08) 15%,
|
||||
rgba(200, 100, 100, 0.1) 35%,
|
||||
rgba(255, 140, 100, 0.12) 55%,
|
||||
rgba(255, 180, 120, 0.1) 75%,
|
||||
rgba(255, 200, 150, 0.08) 100%);
|
||||
animation: rpg-sunrise-sky-transition 30s ease-in-out infinite alternate;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
@keyframes rpg-sunrise-sky-transition {
|
||||
0% {
|
||||
opacity: 0.8;
|
||||
}
|
||||
100% {
|
||||
opacity: 1;
|
||||
}
|
||||
}
|
||||
|
||||
/* Sunrise sun - more orange/red */
|
||||
.rpg-sunrise-sun {
|
||||
background: radial-gradient(circle at 40% 40%,
|
||||
rgba(255, 255, 220, 1) 0%,
|
||||
rgba(255, 220, 150, 1) 30%,
|
||||
rgba(255, 160, 80, 0.9) 60%,
|
||||
rgba(255, 100, 50, 0.6) 80%,
|
||||
rgba(255, 80, 30, 0) 100%) !important;
|
||||
box-shadow:
|
||||
0 0 40px 15px rgba(255, 180, 100, 0.6),
|
||||
0 0 80px 30px rgba(255, 140, 80, 0.4),
|
||||
0 0 120px 50px rgba(255, 100, 50, 0.2) !important;
|
||||
}
|
||||
|
||||
/* Sunrise sun glow - warm orange */
|
||||
.rpg-sunrise-glow {
|
||||
background: radial-gradient(circle at center,
|
||||
rgba(255, 200, 150, 0.35) 0%,
|
||||
rgba(255, 160, 100, 0.2) 30%,
|
||||
rgba(255, 120, 80, 0.1) 50%,
|
||||
transparent 70%) !important;
|
||||
}
|
||||
|
||||
/* Horizon glow for sunrise */
|
||||
.rpg-sunrise-horizon-glow {
|
||||
position: fixed;
|
||||
bottom: 0;
|
||||
left: 0;
|
||||
width: 100vw;
|
||||
height: 40dvh;
|
||||
background: linear-gradient(to top,
|
||||
rgba(255, 160, 100, 0.15) 0%,
|
||||
rgba(255, 140, 90, 0.1) 20%,
|
||||
rgba(255, 120, 80, 0.05) 50%,
|
||||
rgba(255, 100, 70, 0.02) 75%,
|
||||
transparent 100%);
|
||||
animation: rpg-horizon-glow-pulse 8s ease-in-out infinite;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
@keyframes rpg-horizon-glow-pulse {
|
||||
0%, 100% {
|
||||
opacity: 0.7;
|
||||
}
|
||||
50% {
|
||||
opacity: 1;
|
||||
}
|
||||
}
|
||||
|
||||
/* Fading stars at sunrise */
|
||||
.rpg-sunrise-fading-star {
|
||||
opacity: 0.3 !important;
|
||||
animation: rpg-star-fade-out 4s ease-in-out infinite !important;
|
||||
}
|
||||
|
||||
@keyframes rpg-star-fade-out {
|
||||
0%, 100% {
|
||||
opacity: 0.2;
|
||||
}
|
||||
50% {
|
||||
opacity: 0.4;
|
||||
}
|
||||
}
|
||||
|
||||
/* ===== Sunset Effects (Dusk) ===== */
|
||||
|
||||
.rpg-sunset-weather {
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
/* Sunset sky gradient overlay */
|
||||
.rpg-sunset-overlay {
|
||||
position: fixed;
|
||||
top: 0;
|
||||
left: 0;
|
||||
width: 100vw;
|
||||
height: 100dvh;
|
||||
background: linear-gradient(to bottom,
|
||||
rgba(30, 20, 60, 0.12) 0%,
|
||||
rgba(80, 40, 100, 0.1) 15%,
|
||||
rgba(150, 60, 90, 0.12) 30%,
|
||||
rgba(220, 80, 70, 0.12) 50%,
|
||||
rgba(255, 120, 80, 0.12) 70%,
|
||||
rgba(255, 160, 100, 0.1) 85%,
|
||||
rgba(255, 180, 120, 0.06) 100%);
|
||||
animation: rpg-sunset-sky-transition 30s ease-in-out infinite alternate;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
@keyframes rpg-sunset-sky-transition {
|
||||
0% {
|
||||
opacity: 1;
|
||||
}
|
||||
100% {
|
||||
opacity: 0.8;
|
||||
}
|
||||
}
|
||||
|
||||
/* Sunset sun - more red/deep orange */
|
||||
.rpg-sunset-sun {
|
||||
background: radial-gradient(circle at 40% 40%,
|
||||
rgba(255, 240, 200, 1) 0%,
|
||||
rgba(255, 180, 100, 1) 30%,
|
||||
rgba(255, 120, 60, 0.9) 60%,
|
||||
rgba(255, 80, 40, 0.6) 80%,
|
||||
rgba(200, 50, 30, 0) 100%) !important;
|
||||
box-shadow:
|
||||
0 0 40px 15px rgba(255, 140, 80, 0.6),
|
||||
0 0 80px 30px rgba(255, 100, 60, 0.4),
|
||||
0 0 120px 50px rgba(200, 60, 40, 0.2) !important;
|
||||
}
|
||||
|
||||
/* Sunset sun glow - deep orange/red */
|
||||
.rpg-sunset-glow {
|
||||
background: radial-gradient(circle at center,
|
||||
rgba(255, 160, 120, 0.35) 0%,
|
||||
rgba(255, 120, 80, 0.2) 30%,
|
||||
rgba(200, 80, 60, 0.1) 50%,
|
||||
transparent 70%) !important;
|
||||
}
|
||||
|
||||
/* Horizon glow for sunset */
|
||||
.rpg-sunset-horizon-glow {
|
||||
position: fixed;
|
||||
bottom: 0;
|
||||
left: 0;
|
||||
width: 100vw;
|
||||
height: 45dvh;
|
||||
background: linear-gradient(to top,
|
||||
rgba(255, 120, 60, 0.18) 0%,
|
||||
rgba(255, 100, 50, 0.12) 20%,
|
||||
rgba(220, 70, 50, 0.06) 45%,
|
||||
rgba(150, 50, 60, 0.02) 70%,
|
||||
transparent 100%);
|
||||
animation: rpg-horizon-glow-pulse 8s ease-in-out infinite;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
/* Emerging stars at sunset */
|
||||
.rpg-sunset-emerging-star {
|
||||
animation: rpg-star-emerge 5s ease-in-out infinite !important;
|
||||
}
|
||||
|
||||
@keyframes rpg-star-emerge {
|
||||
0%, 100% {
|
||||
opacity: 0.3;
|
||||
}
|
||||
50% {
|
||||
opacity: 0.7;
|
||||
}
|
||||
}
|
||||
|
||||
/* Sunset dust motes - pinkish tint */
|
||||
.rpg-sunset-dust {
|
||||
background: radial-gradient(circle at 30% 30%,
|
||||
rgba(255, 200, 180, 0.9) 0%,
|
||||
rgba(255, 180, 160, 0.6) 50%,
|
||||
rgba(255, 160, 140, 0) 100%) !important;
|
||||
box-shadow: 0 0 6px 2px rgba(255, 180, 160, 0.4) !important;
|
||||
}
|
||||
|
||||
/* Lens flare effect */
|
||||
.rpg-clear-lens-flare {
|
||||
position: fixed;
|
||||
@@ -10272,6 +10466,12 @@ body[data-theme="cyberpunk"] .rpg-music-widget-play {
|
||||
.rpg-night-shooting-star {
|
||||
animation-duration: 18s;
|
||||
}
|
||||
|
||||
/* Sunrise/Sunset mobile optimizations */
|
||||
.rpg-sunrise-horizon-glow,
|
||||
.rpg-sunset-horizon-glow {
|
||||
height: 35%;
|
||||
}
|
||||
}
|
||||
|
||||
/* Foreground mode - reduced opacity for celestial bodies to not obstruct content */
|
||||
@@ -10319,6 +10519,32 @@ body[data-theme="cyberpunk"] .rpg-music-widget-play {
|
||||
opacity: 0.6;
|
||||
}
|
||||
|
||||
/* Sunrise/Sunset foreground mode */
|
||||
.rpg-weather-foreground .rpg-sunrise-overlay,
|
||||
.rpg-weather-foreground .rpg-sunset-overlay {
|
||||
opacity: 0.4;
|
||||
}
|
||||
|
||||
.rpg-weather-foreground .rpg-sunrise-horizon-glow,
|
||||
.rpg-weather-foreground .rpg-sunset-horizon-glow {
|
||||
opacity: 0.3;
|
||||
}
|
||||
|
||||
.rpg-weather-foreground .rpg-sunrise-sun,
|
||||
.rpg-weather-foreground .rpg-sunset-sun {
|
||||
opacity: 0.5 !important;
|
||||
}
|
||||
|
||||
.rpg-weather-foreground .rpg-sunrise-glow,
|
||||
.rpg-weather-foreground .rpg-sunset-glow {
|
||||
opacity: 0.3 !important;
|
||||
}
|
||||
|
||||
.rpg-weather-foreground .rpg-sunrise-fading-star,
|
||||
.rpg-weather-foreground .rpg-sunset-emerging-star {
|
||||
opacity: 0.2 !important;
|
||||
}
|
||||
|
||||
/* Lightning flash effect */
|
||||
.rpg-lightning {
|
||||
position: fixed;
|
||||
|
||||
Reference in New Issue
Block a user