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14 Commits

Author SHA1 Message Date
Spicy Marinara 03f21ef1ef Revert "Revert "internalization weatherEffects.js"" 2026-01-17 21:14:44 +01:00
Spicy Marinara 2e747bc8aa Merge pull request #116 from SpicyMarinara/revert-111-main
Revert "internalization weatherEffects.js"
2026-01-17 21:13:50 +01:00
Spicy Marinara d0dd8950a6 Revert "internalization weatherEffects.js" 2026-01-17 21:13:28 +01:00
Spicy Marinara 4612ed2108 Merge pull request #111 from IDeathByte/main
internalization weatherEffects.js
2026-01-15 11:04:53 +01:00
IDeathByte 0e988b201c Update weatherEffects.js
syntax fix
2026-01-15 11:38:26 +05:00
IDeathByte 7b4ebb8d76 internalization weatherEffects.js
update for russian support
2026-01-15 11:23:52 +05:00
Spicy Marinara 0499f2c43e Merge pull request #107 from tomt610/feature/improved-clear-weather-effects
Add sunrise/sunset effects and improve sun positioning
2026-01-14 00:51:16 +01:00
Spicy_Marinara 35bd55615b fixes 2026-01-13 23:24:40 +01:00
tomt610 f38f6850c3 Add sunrise/sunset effects and improve sun positioning
- Add sunrise (dawn 5-7 AM) with warm gradient, horizon glow, fading stars
- Add sunset (dusk 18-20) with orange gradient, horizon glow, emerging stars
- Widen sun arc from 5-85% to 3-92% for more dramatic sunset positioning
- Lower horizon position for setting/rising sun (35% to 40%)
- Fix mobile viewport with dvh/vw units for all overlay elements
- Reduce overlay opacity for subtler atmospheric effect
2026-01-13 20:26:55 +00:00
Spicy Marinara 989f511d01 Merge pull request #106 from tomt610/fix/stats-show-max-value-in-number-mode
Fix: Include max value in stats context when number mode is selected
2026-01-13 20:55:58 +01:00
tomt610 b827b77184 Fix: Include max value in stats context when number mode is selected 2026-01-13 19:47:14 +00:00
Spicy_Marinara 4f3d59bfb7 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
2026-01-13 19:22:01 +01:00
Spicy Marinara c18fd39283 Merge pull request #105 from IDeathByte/main
Add russian to settings.html
2026-01-13 15:45:34 +01:00
IDeathByte f5825a7a24 Add russian to settings.html 2026-01-13 19:00:26 +05:00
12 changed files with 698 additions and 320 deletions
+4 -8
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@@ -7,15 +7,11 @@ An immersive RPG extension for browsers that tracks character stats, scene infor
## 🆕 What's New
### v3.6.0
### v3.6.1
- You can now choose whether stats are displayed as percentages or numbers.
- Added collapsed strip widgets for desktop.
- Added new effects for the dynamic weather.
- Changed the displayed clock format in the Info Box.
- Fixed customized status field to work.
- Fixed date format toggles.
- Minor CSS and bug fixes.
- Fixed the bugs in the encounter system where you couldn't use the buttons after performing any custom action.
- Improved combat actions and made them dynamic, depending on the current situation.
- Added Russian as a supported language.
**Special thanks to all the other contributors for this project:**
Paperboygold, Munimunigamer, Subarashimo, Lilminzyu, Claude, IDeathByte, Chungchandev, Joenunezb, Amauragis, and Tomt610.
-2
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@@ -151,7 +151,6 @@ import {
onMessageReceived,
onCharacterChanged,
onMessageSwiped,
onMessageDeleted,
updatePersonaAvatar,
clearExtensionPrompts,
onGenerationEnded,
@@ -1255,7 +1254,6 @@ jQuery(async () => {
[event_types.GENERATION_ENDED]: onGenerationEnded,
[event_types.CHAT_CHANGED]: [onCharacterChanged, updatePersonaAvatar, restoreCheckpointOnLoad, clearSessionAvatarPrompts],
[event_types.MESSAGE_SWIPED]: onMessageSwiped,
[event_types.MESSAGE_DELETED]: onMessageDeleted,
[event_types.USER_MESSAGE_RENDERED]: updatePersonaAvatar,
[event_types.SETTINGS_UPDATED]: updatePersonaAvatar
});
+1 -1
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@@ -6,6 +6,6 @@
"js": "index.js",
"css": "style.css",
"author": "Marinara",
"version": "3.6.0",
"version": "3.6.1",
"homePage": "https://github.com/SpicyMarinara/rpg-companion-sillytavern"
}
+2 -1
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@@ -15,6 +15,7 @@
<select id="rpg-companion-language-select" class="text_pole">
<option value="en" data-i18n-key="settings.language.option.en">English</option>
<option value="zh-tw" data-i18n-key="settings.language.option.zh-tw">繁體中文</option>
<option value="ru" data-i18n-key="settings.language.option.ru">Русский</option>
</select>
</div>
@@ -48,7 +49,7 @@
</div>
<div style="margin-top: 10px; text-align: center; opacity: 0.6; font-size: 0.85em;">
v3.6.0
v3.6.1
</div>
</div>
</div>
+70 -14
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@@ -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`;
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`;
// 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
+10 -2
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@@ -198,7 +198,9 @@ export function parseResponse(responseText) {
if (depth === 0) {
// Found complete JSON object
const jsonContent = cleanedResponse.substring(i, j).trim();
extractedObjects.push(jsonContent);
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 ${idx + 1}:`, jsonContent.substring(0, 100) + '...');
const parsed = repairJSON(jsonContent);
@@ -363,6 +368,9 @@ export function parseResponse(responseText) {
debugLog('[RPG Parser] Found JSON blocks within XML tags');
for (const match of xmlJsonMatches) {
const jsonContent = match[1].trim();
if (!jsonContent) continue;
const parsed = repairJSON(jsonContent);
if (parsed) {
@@ -524,7 +532,7 @@ export function parseUserStats(statsText) {
// Check if this is v3 JSON format - try to parse it first
let statsData = null;
const trimmed = statsText.trim();
if (trimmed.startsWith('{') || trimmed.startsWith('[')) {
if (trimmed && (trimmed.startsWith('{') || trimmed.startsWith('['))) {
statsData = repairJSON(statsText);
if (statsData) {
debugLog('[RPG Parser] ✓ Parsed as v3 JSON format');
+24 -3
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@@ -546,12 +546,33 @@ function formatTrackerDataForContext(jsonData, trackerType, userName) {
if (trackerType === 'userStats') {
formatted += `${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`;
}
}
}
+19 -209
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@@ -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;
@@ -380,79 +379,32 @@ 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
if (message.extra && message.extra.rpg_companion_swipes && message.extra.rpg_companion_swipes[currentSwipeId]) {
const swipeData = message.extra.rpg_companion_swipes[currentSwipeId];
// console.log('[RPG Companion] Loading data for swipe', currentSwipeId);
// Load swipe data into lastGeneratedData for display
lastGeneratedData.userStats = swipeData.userStats || null;
lastGeneratedData.infoBox = swipeData.infoBox || null;
lastGeneratedData.characterThoughts = swipeData.characterThoughts || null;
// 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];
// Parse user stats if available
if (swipeData.userStats) {
parseUserStats(swipeData.userStats);
}
// Load swipe data into lastGeneratedData for display (both modes)
lastGeneratedData.userStats = swipeData.userStats || null;
lastGeneratedData.infoBox = swipeData.infoBox || null;
lastGeneratedData.characterThoughts = swipeData.characterThoughts || null;
// console.log('[RPG Companion] 🔄 Loaded swipe data into lastGeneratedData for display:', currentSwipeId);
} else {
// console.log('[RPG Companion] ️ No stored data for swipe:', currentSwipeId);
// Parse user stats if available
if (swipeData.userStats) {
parseUserStats(swipeData.userStats);
}
// console.log('[RPG Companion] 🔄 Loaded swipe data into lastGeneratedData for display:', currentSwipeId);
} else {
// console.log('[RPG Companion] ️ No stored data for swipe:', currentSwipeId);
}
// Re-render the panels
@@ -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
*/
+117 -41
View File
@@ -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);
});
});
return;
}
// 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;
await this.processCombatAction(action);
customInput.value = '';
// 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);
input.value = '';
}
}
}
};
if (customSubmit) {
customSubmit.addEventListener('click', submitCustomAction);
}
if (customInput) {
customInput.addEventListener('keypress', (e) => {
if (e.key === 'Enter') {
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 = '';
}
});
}
}
};
// 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
@@ -935,16 +952,75 @@ 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);
const controlsContainer = this.modal.querySelector('.rpg-encounter-controls');
if (player && player.hp <= 0) {
const controlsContainer = this.modal.querySelector('.rpg-encounter-controls');
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
* @param {Array} entries - Array of {message, type} objects
+214 -33
View File
@@ -113,33 +113,82 @@ function parseWeatherType(weatherText) {
const text = weatherText.toLowerCase();
// Check for specific weather conditions (order matters - check combined effects first)
if (text.includes('blizzard')) {
return 'blizzard'; // Snow + Wind
}
if (text.includes('storm') || text.includes('thunder') || text.includes('lightning')) {
return 'storm'; // Rain + Lightning
}
if (text.includes('wind') || text.includes('breeze') || text.includes('gust') || text.includes('gale')) {
return 'wind';
}
if (text.includes('snow') || text.includes('flurries')) {
return 'snow';
}
if (text.includes('rain') || text.includes('drizzle') || text.includes('shower')) {
return 'rain';
}
if (text.includes('mist') || text.includes('fog') || text.includes('haze')) {
return 'mist';
}
if (text.includes('sunny') || text.includes('clear') || text.includes('bright')) {
return 'sunny';
}
if (text.includes('cloud') || text.includes('overcast') || text.includes('indoor') || text.includes('inside')) {
return 'none';
}
const weather_en = new Map([
["blizzard", "blizzard"],
["storm", "storm,thunder,lightning"],
["wind", "wind,breeze,gust,gale"],
["snow", "snow,flurries"],
["rain", "rain,drizzle,shower"],
["mist", "mist,fog,haze"],
["sunny", "sunny,clear,bright"],
["none", "cloud,overcast,indoor,inside"],
]);
return 'none';
const weather_ru = new Map([
["blizzard", "метель"],
["storm", "гроза,буря,шторм"],
[
"wind",
"ветер,ветрено,ветерок,бриз,легкий бриз,слегка ветрено,легкий ветер,шквал,буря",
],
["snow", "снег,снегопад"],
["rain", "дождь,морось,ливень"],
["mist", "мгла,туман,туманно"],
["sunny", "солнечно,ясно,ярко,ясное утро,ясный день"],
["none", "облачно,пасмурно,в помещении,внутри"],
]);
// Check for specific weather conditions (order matters - check combined effects first)
if (
weather_en.get("blizzard").includes(text) ||
weather_ru.get("blizzard").includes(text)
) {
return "blizzard"; // Snow + Wind
}
if (
weather_en.get("storm").includes(text) ||
weather_ru.get("storm").includes(text)
) {
return "storm"; // Rain + Lightning
}
if (
weather_en.get("wind").includes(text) ||
weather_ru.get("wind").includes(text)
) {
return "wind";
}
if (
weather_en.get("snow").includes(text) ||
weather_ru.get("snow").includes(text)
) {
return "snow";
}
if (
weather_en.get("rain").includes(text) ||
weather_ru.get("rain").includes(text)
) {
return "rain";
}
if (
weather_en.get("mist").includes(text) ||
weather_ru.get("mist").includes(text)
) {
return "mist";
}
if (
weather_en.get("sunny").includes(text) ||
weather_ru.get("sunny").includes(text)
) {
return "sunny";
}
if (
weather_en.get("none").includes(text) ||
weather_ru.get("none").includes(text)
) {
return "none";
}
return "none";
}
/**
@@ -237,9 +286,9 @@ 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 +298,14 @@ 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 +376,134 @@ 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 +749,13 @@ 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
View File
@@ -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];
}
+226
View File
@@ -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;