404 lines
14 KiB
JavaScript
404 lines
14 KiB
JavaScript
/**
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* Avatar Generator Module
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* Handles automatic and manual avatar generation for NPC characters
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*
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* Features:
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* - Batch generation with awaitable completion
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* - Batch prompt generation via LLM
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* - Individual image generation via /sd command
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* - Manual regeneration support
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*/
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import { characters, this_chid } from '../../../../../../../script.js';
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import { safeGenerateRaw } from '../../utils/responseExtractor.js';
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import { executeSlashCommandsOnChatInput } from '../../../../../../../scripts/slash-commands.js';
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import { selected_group, getGroupMembers } from '../../../../../../group-chats.js';
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import { extensionSettings, sessionAvatarPrompts, setSessionAvatarPrompt } from '../../core/state.js';
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import { saveSettings } from '../../core/persistence.js';
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import { generateAvatarPromptGenerationPrompt } from '../generation/promptBuilder.js';
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import { getCurrentPresetName, switchToPreset, generateWithExternalAPI } from '../generation/apiClient.js';
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// Generation state - tracks characters currently being generated
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const pendingGenerations = new Set();
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/**
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* Checks if a character is pending generation (waiting or actively generating)
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* @param {string} characterName - Name of character to check
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* @returns {boolean} True if generation is pending
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*/
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export function isGenerating(characterName) {
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return pendingGenerations.has(characterName);
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}
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/**
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* Checks if any avatars are currently being generated
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* @returns {boolean} True if any generation is in progress
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*/
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export function isAnyGenerating() {
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return pendingGenerations.size > 0;
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}
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/**
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* Gets all characters currently pending generation
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* @returns {string[]} Array of character names
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*/
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export function getPendingGenerations() {
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return [...pendingGenerations];
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}
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/**
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* Helper to check if two character names match (case-insensitive, handles partial matches)
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* @param {string} cardName - Name from character card
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* @param {string} aiName - Name from AI response
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* @returns {boolean} True if names match
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*/
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function namesMatch(cardName, aiName) {
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if (!cardName || !aiName) return false;
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const cardLower = cardName.toLowerCase().trim();
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const aiLower = aiName.toLowerCase().trim();
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if (cardLower === aiLower) return true;
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const cardCore = cardLower.split(/[\s,'"]+/)[0];
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const aiCore = aiLower.split(/[\s,'"]+/)[0];
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if (cardCore === aiCore) return true;
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const escapedCardCore = cardCore.replace(/[.*+?^${}()|[\]\\]/g, '\\$&');
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const wordBoundary = new RegExp(`\\b${escapedCardCore}\\b`);
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return wordBoundary.test(aiCore);
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}
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/**
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* Checks if a character already has an avatar (custom NPC avatar or from character card)
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* @param {string} characterName - Name of character to check
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* @returns {boolean} True if character has an avatar
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*/
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export function hasExistingAvatar(characterName) {
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// Check for custom NPC avatar first
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if (extensionSettings.npcAvatars && extensionSettings.npcAvatars[characterName]) {
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const avatar = extensionSettings.npcAvatars[characterName];
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if (typeof avatar === 'string' && avatar) {
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return true;
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}
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}
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// Check group members for avatar
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if (selected_group) {
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try {
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const groupMembers = getGroupMembers(selected_group);
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if (groupMembers && groupMembers.length > 0) {
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const matchingMember = groupMembers.find(member =>
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member && member.name && namesMatch(member.name, characterName)
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);
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if (matchingMember && matchingMember.avatar && matchingMember.avatar !== 'none') {
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return true;
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}
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}
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} catch (e) {
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// Ignore errors
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}
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}
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// Check all characters for avatar
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if (characters && characters.length > 0) {
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const matchingCharacter = characters.find(c =>
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c && c.name && namesMatch(c.name, characterName)
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);
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if (matchingCharacter && matchingCharacter.avatar && matchingCharacter.avatar !== 'none') {
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return true;
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}
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}
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// Check current character in 1-on-1 chat
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if (this_chid !== undefined && characters[this_chid] &&
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characters[this_chid].name && namesMatch(characters[this_chid].name, characterName)) {
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if (characters[this_chid].avatar && characters[this_chid].avatar !== 'none') {
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return true;
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}
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}
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return false;
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}
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/**
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* Generates avatars for multiple characters and waits for all to complete.
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* This is the main entry point for auto-generation within a workflow.
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*
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* @param {string[]} characterNames - Array of character names to generate avatars for
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* @param {Function} onStarted - Optional callback when generation starts (to update UI)
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* @returns {Promise<void>} Resolves when all generations complete
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*/
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export async function generateAvatarsForCharacters(characterNames, onStarted = null) {
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if (!extensionSettings.autoGenerateAvatars) {
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return;
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}
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// Filter to characters that need avatars
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const needsGeneration = characterNames.filter(name => {
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// Skip if already pending
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if (pendingGenerations.has(name)) {
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return false;
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}
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// Skip if has avatar
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if (hasExistingAvatar(name)) {
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return false;
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}
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return true;
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});
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if (needsGeneration.length === 0) {
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return;
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}
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// console.log('[RPG Avatar] Starting batch generation for:', needsGeneration);
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// Mark all as pending IMMEDIATELY (before any async work)
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for (const name of needsGeneration) {
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pendingGenerations.add(name);
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}
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// Trigger UI update to show loading spinners
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if (onStarted) {
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try {
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onStarted([...needsGeneration]);
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} catch (e) {
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console.error('[RPG Avatar] Error in onStarted callback:', e);
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}
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}
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try {
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// Generate images one at a time, generating prompt on demand
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for (const characterName of needsGeneration) {
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// Skip if somehow already has avatar now
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if (hasExistingAvatar(characterName)) {
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pendingGenerations.delete(characterName);
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continue;
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}
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// Generate LLM prompt for this character
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const prompt = await generateAvatarPrompt(characterName);
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// Generate the image using the prompt
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await generateSingleAvatar(characterName, prompt);
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pendingGenerations.delete(characterName);
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// Small delay between generations to avoid overwhelming the API
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if (needsGeneration.indexOf(characterName) < needsGeneration.length - 1) {
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await new Promise(resolve => setTimeout(resolve, 500));
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}
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}
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} finally {
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// Ensure all are removed from pending even if there's an error
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for (const name of needsGeneration) {
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pendingGenerations.delete(name);
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}
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}
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// console.log('[RPG Avatar] Batch generation complete');
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}
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/**
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* Regenerates avatar for a specific character
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* Clears existing avatar and prompt, then generates new ones
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* Handles preset switching if useSeparatePreset is enabled
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*
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* @param {string} characterName - Name of character to regenerate
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* @returns {Promise<string|null>} New avatar URL or null if failed
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*/
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export async function regenerateAvatar(characterName) {
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// console.log('[RPG Avatar] Regenerating avatar for:', characterName);
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// Mark as pending immediately
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pendingGenerations.add(characterName);
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// Clear existing avatar
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if (extensionSettings.npcAvatars && extensionSettings.npcAvatars[characterName]) {
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delete extensionSettings.npcAvatars[characterName];
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saveSettings();
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}
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// Clear existing prompt cache
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if (sessionAvatarPrompts[characterName]) {
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delete sessionAvatarPrompts[characterName];
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}
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try {
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// Generate new LLM prompt
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const prompt = await generateAvatarPrompt(characterName);
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// Generate the avatar
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return await generateSingleAvatar(characterName, prompt);
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} finally {
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// Remove from pending when done
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pendingGenerations.delete(characterName);
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}
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}
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/**
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* Generates an LLM prompt for a single character
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*
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* @param {string} characterName - Name of character
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* @returns {Promise<string|null>} Generated prompt or null if failed
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*/
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async function generateAvatarPrompt(characterName) {
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// Check cache first if not forcing regeneration
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if (sessionAvatarPrompts[characterName]) {
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return sessionAvatarPrompts[characterName];
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}
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try {
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// console.log('[RPG Avatar] Generating LLM prompt for:', characterName);
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const promptMessages = await generateAvatarPromptGenerationPrompt(characterName);
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let response;
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if (extensionSettings.generationMode === 'external') {
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// console.log('[RPG Avatar] Using external API for avatar prompt generation');
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response = await generateWithExternalAPI(promptMessages);
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} else {
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response = await safeGenerateRaw({
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prompt: promptMessages,
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quietToLoud: false
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});
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}
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if (response) {
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const prompt = response.trim();
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// console.log(`[RPG Avatar] Generated prompt for ${characterName}:`, prompt);
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// Store prompt in session storage
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setSessionAvatarPrompt(characterName, prompt);
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return prompt;
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}
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} catch (error) {
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console.error(`[RPG Avatar] Failed to generate LLM prompt for ${characterName}:`, error);
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}
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return null;
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}
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/**
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* Builds a fallback prompt when LLM prompt generation fails or isn't available
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* Uses information embedded in the character name if present (e.g., from malformed tracker output)
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*
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* @param {string} characterName - Character name (may contain additional details)
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* @returns {string} A basic prompt for image generation
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*/
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function buildFallbackPrompt(characterName) {
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// Check if the name contains embedded details (malformed format from weaker models)
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// e.g., "Eris Details: 🌟 | beautiful girl with white hair | kind expression"
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if (characterName.includes('Details:') || characterName.includes('|')) {
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// Extract useful description parts
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const parts = characterName.split(/Details:|[|]/).map(p => p.trim()).filter(p => p && !p.match(/^[\p{Emoji}]+$/u));
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if (parts.length > 1) {
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// First part is likely the name, rest are descriptions
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const name = parts[0];
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const descriptions = parts.slice(1).join(', ');
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return `portrait of ${name}, ${descriptions}, fantasy art style, detailed`;
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}
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}
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// Simple fallback - just use the name
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return `portrait of ${characterName}, character portrait, fantasy art style, detailed face, high quality`;
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}
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/**
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* Generates a single avatar using the /sd command
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*
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* @param {string} characterName - Name of character to generate avatar for
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* @param {string|null} prompt - The prompt to use (optional, will fallback if null)
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* @returns {Promise<string|null>} Avatar URL or null if failed
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*/
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async function generateSingleAvatar(characterName, prompt = null) {
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// Use provided prompt, or check cache, or build fallback
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if (!prompt) {
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prompt = sessionAvatarPrompts[characterName];
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}
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if (!prompt) {
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// console.log(`[RPG Avatar] No LLM prompt for ${characterName}, using fallback prompt`);
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prompt = buildFallbackPrompt(characterName);
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}
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// console.log(`[RPG Avatar] Starting image generation for: ${characterName}`);
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try {
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// Execute /sd command with quiet=true to suppress chat output
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const result = await executeSlashCommandsOnChatInput(
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`/sd quiet=true ${prompt}`,
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{ clearChatInput: false }
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);
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// Extract image URL from result
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const imageUrl = extractImageUrl(result);
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if (imageUrl) {
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// Store the avatar
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if (!extensionSettings.npcAvatars) {
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extensionSettings.npcAvatars = {};
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}
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extensionSettings.npcAvatars[characterName] = imageUrl;
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saveSettings();
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// console.log(`[RPG Avatar] Successfully generated avatar for: ${characterName}`);
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return imageUrl;
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} else {
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console.warn(`[RPG Avatar] Failed to extract image URL for ${characterName}:`, result);
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return null;
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}
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} catch (error) {
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console.error(`[RPG Avatar] Generation failed for ${characterName}:`, error);
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return null;
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}
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}
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/**
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* Extracts image URL from /sd command result
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* Handles various result formats
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*
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* @param {any} result - Result from executeSlashCommandsOnChatInput
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* @returns {string|null} Image URL or null
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*/
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function extractImageUrl(result) {
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if (!result) return null;
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// Handle string result
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if (typeof result === 'string') {
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// Validate it looks like a URL or data URI
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if (result.startsWith('http') || result.startsWith('data:') || result.startsWith('/')) {
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return result;
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}
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return null;
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}
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// Handle object result with various possible properties
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if (typeof result === 'object') {
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// Try common properties
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const url = result.pipe || result.output || result.image || result.url || result.result;
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if (url && typeof url === 'string') {
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if (url.startsWith('http') || url.startsWith('data:') || url.startsWith('/')) {
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return url;
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}
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}
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}
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return null;
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}
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/**
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* Clears all pending generations and resets state
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*/
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export function clearPendingGenerations() {
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pendingGenerations.clear();
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}
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/**
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* Gets the current generation status for display
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* @returns {{pending: number, names: string[]}}
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*/
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export function getGenerationStatus() {
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return {
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pending: pendingGenerations.size,
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names: [...pendingGenerations]
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};
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}
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