Files
rpg-companion-sillytavern/AGENTS.md
T
ARIA c938916fd8 Fixes #18: Update README & AGENTS.md documentation
- README: Add Equipment System feature, Code Quality, Performance,
  Memory Management, Testing, Development Commands, and Tech Stack sections
- AGENTS.md: Update source tree with CSS modules, equipment constants,
  renderUtils, settings consolidation; add development commands,
  performance optimizations, memory management notes, validator factory;
  update file reference table

Based on PRs: #1 #3 #6 #8 #10 #12 #14 #17
2026-07-12 17:03:37 +02:00

401 lines
22 KiB
Markdown

# RPG Companion for SillyTavern — Agent Instructions
## What this is
A **browser extension for SillyTavern** (AI roleplay frontend). It is NOT a standalone Node.js application. All JavaScript runs in the browser context inside SillyTavern. There is **no bundler** — JS files are loaded directly by SillyTavern's extension loader. CSS modules are concatenated via a build script.
---
## Quick start
- **Entry point**: `index.js` (loaded by SillyTavern via `manifest.json`)
- **CSS**: Modular — 28 files in `src/styles/`, concatenated via `npm run build:css` (or `npm run build:css:min` for production)
- **HTML templates**: `template.html` (main panel), `settings.html` (Extensions tab settings drawer)
- **Runtime**: Browser only. All code executes inside SillyTavern's page context.
- **jQuery**: Available globally as `$` / `jQuery`. Used extensively for DOM manipulation.
- **ES modules**: All `src/` files use `import`/`export` (browser ES module syntax).
- **Testing**: Jest + Babel ESM support — 78 tests (`npm test`)
---
## Manifest and loading
`manifest.json` tells SillyTavern how to load the extension:
```json
{
"display_name": "RPG Companion",
"loading_order": 100,
"js": "index.js",
"css": "style.css"
}
```
SillyTavern loads `index.js` and `style.css` relative to the extension directory. The extension name used internally is `third-party/rpg-companion-sillytavern`.
### Extension path detection
`src/core/config.js` auto-detects whether the extension is installed globally (`public/extensions/`) or per-user (`data/default-user/extensions/`) by inspecting `import.meta.url`. This determines template loading paths.
---
## SillyTavern integration
The extension imports from SillyTavern's global scripts using **relative paths** that assume the extension lives at:
- `scripts/extensions/third-party/rpg-companion-sillytavern/` (global install), or
- `data/default-user/extensions/third-party/rpg-companion-sillytavern/` (user install)
Key imports in `index.js`:
```js
import { getContext, renderExtensionTemplateAsync, extension_settings as st_extension_settings }
from '../../../extensions.js';
import { eventSource, event_types, substituteParams, chat, saveSettingsDebounced, ... }
from '../../../../script.js';
import { selected_group, getGroupMembers } from '../../../group-chats.js';
import { power_user } from '../../../power-user.js';
```
The deeper relative imports in `src/` files (e.g., `../../../../../../script.js`) follow the same pattern adjusted for directory depth.
### SillyTavern globals available at runtime
- `self.SillyTavern` — global namespace object
- `$` / `jQuery` — jQuery
- `toastr` — toast notification library
- `eventSource` — SillyTavern's event emitter
- `chat` — current chat message array
- `chat_metadata` — per-chat metadata store
- `characters` — loaded character array
- `getContext()` — returns current chat context
---
## Architecture
### Source tree (`src/`)
```
src/
├── core/ # Core infrastructure
│ ├── config.js # Extension name, folder path, default settings (single source of truth)
│ ├── state.js # Centralized state variables + getters/setters (imports defaults from config.js)
│ ├── persistence.js # Save/load settings, chat data, migrations
│ ├── events.js # SillyTavern event system wrapper
│ ├── i18n.js # Translation system (fetches JSON, applies data-i18n-key)
│ └── settingsPanel.js # Extracted settings panel UI (from index.js refactor)
├── i18n/ # Translation JSON files
│ ├── en.json # English (reference, 513 lines)
│ ├── fr.json # French
│ ├── ru.json # Russian
│ ├── zh-cn.json # Simplified Chinese
│ ├── zh-tw.json # Traditional Chinese
│ └── validator.js # Node.js script to validate translation consistency
├── styles/ # CSS modules (28 files, concatenated via build script)
│ ├── _01_variables.css # CSS custom properties
│ ├── _02_panel.css # Main panel layout
│ ├── _03_components.css # Buttons, inputs, common components
│ ├── _04_user-stats.css # User stats panel
│ ├── _05_info-box.css # Info box dashboard
│ ├── _06_thoughts.css # Character thoughts
│ ├── _07_settings.css # Settings modal
│ ├── _08_themes.css # Theme definitions (extended custom properties)
│ ├── _09_dice-modal.css # Dice roller modal
│ ├── _10_tracker-editor.css # Tracker configuration editor
│ ├── _11_settings-modal.css # Settings modal styles
│ ├── _12_thought-bubbles.css # Floating thought bubbles
│ ├── _13_mobile.css # Mobile responsive styles
│ ├── _14_inventory.css # Inventory views
│ ├── _15_inventory-views.css # Inventory detail views
│ ├── _16_desktop-tabs.css # Desktop tab navigation
│ ├── _17_quests.css # Quest tracking
│ ├── _18_equipment.css # Equipment grid
│ ├── _19_encounters.css # Combat encounters
│ ├── _20_plot-buttons.css # Plot progression buttons
│ ├── _21_music-player.css # Spotify music player
│ ├── _22_weather.css # Weather effects
│ ├── _23_holiday-promo.css # Holiday promotions
│ ├── _24_feature-toggles.css # Feature toggle switches
│ ├── _25_import-dialog.css # Import/export dialog
│ ├── _26_fab-widgets.css # Mobile FAB widgets
│ ├── _27_strip-widgets.css # Collapsed panel strip widgets
│ └── _28_equipment-modal.css # Equipment edit modal
├── systems/ # Feature systems (organized by concern)
│ ├── generation/ # AI prompt generation, parsing, API calls
│ │ ├── promptBuilder.js # Builds tracker prompts for AI (refactored with focused helpers)
│ │ ├── parser.js # Parses AI responses (~50 pre-compiled regex patterns)
│ │ ├── apiClient.js # Makes API calls for separate/external generation
│ │ ├── injector.js # Injects tracker prompts into generation context
│ │ ├── lockManager.js # Manages locked tracker fields
│ │ ├── suppression.js # Controls when to skip tracker injection
│ │ ├── encounterPrompts.js # Combat encounter prompt building
│ │ ├── inventoryParser.js # Parses inventory data from AI responses
│ │ └── jsonPromptHelpers.js # JSON formatting helpers for prompts
│ ├── rendering/ # UI rendering functions
│ │ ├── userStats.js # Renders user stats panel
│ │ ├── infoBox.js # Renders info box (date, weather, location, events)
│ │ ├── thoughts.js # Renders character thoughts + chat bubbles
│ │ ├── inventory.js # Renders inventory section
│ │ ├── equipment.js # Renders equipment section
│ │ ├── quests.js # Renders quests section
│ │ ├── musicPlayer.js # Renders Spotify music player
│ │ └── renderUtils.js # Rendering utilities (updateIfChanged cache, rAF batching)
│ ├── ui/ # UI components and helpers
│ │ ├── theme.js # Theme system (default, sci-fi, fantasy, cyberpunk, custom)
│ │ ├── modals.js # Settings modal, dice modal, deprecation modal
│ │ ├── layout.js # Panel positioning, collapse/expand, section visibility
│ │ ├── mobile.js # Mobile FAB button, mobile tabs, keyboard handling
│ │ ├── desktop.js # Desktop strip widgets
│ │ ├── trackerEditor.js # Tracker configuration editor
│ │ ├── promptsEditor.js # Custom prompt editor
│ │ ├── checkpointUI.js # Chapter checkpoint buttons
│ │ ├── encounterUI.js # Combat encounter modal
│ │ ├── snowflakes.js # Snowflake animation effect
│ │ ├── weatherEffects.js # Dynamic weather visual effects
│ │ ├── alternatePresentCharacters.js # Below-chat character panel
│ │ └── settingsListeners.js # Settings event listeners (extracted from index.js)
│ ├── equipment/ # Equipment system
│ │ └── constants.js # Equipment slot definitions, type limits, stat config
│ ├── integration/ # SillyTavern event integration
│ │ ├── sillytavern.js # Event handlers: message sent/received, swipe, etc.
│ │ └── thoughtBasedExpressions.js # Integrates with ST Character Expressions
│ ├── interaction/ # User interaction handlers
│ │ ├── inventoryActions.js # Inventory click/edit handlers
│ │ ├── equipmentActions.js # Equipment click/edit handlers
│ │ └── inventoryEdit.js # Inventory inline editing
│ └── features/ # Feature modules
│ ├── plotProgression.js # Plot progression buttons
│ ├── classicStats.js # D&D-style attribute buttons
│ ├── dice.js # Dice roller
│ ├── htmlCleaning.js # Regex-based HTML tag cleaning
│ ├── jsonCleaning.js # Regex-based JSON cleanup in messages
│ ├── musicPlayer.js # Spotify URL parsing and embedding
│ ├── chapterCheckpoint.js # Save/restore tracker state checkpoints
│ ├── avatarGenerator.js # Auto-generate character avatars
│ └── encounterState.js # Combat encounter state management
├── types/ # JSDoc type definitions
│ └── inventory.js # InventoryV2 type definition
└── utils/ # Utility functions
├── avatars.js # Avatar URL handling
├── imageUrls.js # Image URL utilities
├── itemParser.js # Item string parsing
├── jsonMigration.js # v2 to v3 JSON format migration
├── jsonRepair.js # JSON repair for malformed AI responses (14 pre-compiled regex)
├── migration.js # Settings migration helpers
├── presentCharacters.js # Present character data helpers
├── responseExtractor.js # Extract tracker data from AI responses
├── security.js # Input validation and sanitization (validator factory)
├── sillyTavernExpressions.js # ST expression mapping
├── thoughtBasedExpressionPortraits.js # Expression-to-portrait mapping
└── transformations.js # Data transformation utilities
```
### Data flow
1. **User sends message**`MESSAGE_SENT` event fires
2. **Extension hooks** `onMessageSent` in `sillytavern.js`
3. **Together mode**: Tracker prompt is injected into the generation context via `injector.js`
4. **Separate mode**: After main response, `apiClient.js` makes a separate API call
5. **External API mode**: Uses user-configured external API endpoint
6. **AI responds**`MESSAGE_RECEIVED` event fires
7. **Extension hooks** `onMessageReceived``parser.js` extracts tracker data
8. **Rendering**: `renderUserStats()`, `renderInfoBox()`, `renderThoughts()`, etc. update the UI (batched via rAF)
9. **Persistence**: Tracker data is saved to `chat_metadata` per chat, and per-swipe
### State management
All extension state lives in `src/core/state.js` as module-level `let` variables with getter/setter functions. Key state:
- `extensionSettings` — persisted settings object (merged with defaults on load)
- `lastGeneratedData` — tracker data from the last AI generation
- `committedTrackerData` — tracker data committed after a message
- `lastActionWasSwipe` — flag to handle swipe-specific logic
- `isGenerating` — flag to prevent re-entrant generation
- `pendingDiceRoll` — dice roll result to inject into next generation
- DOM element caches: `$panelContainer`, `$userStatsContainer`, etc.
**Settings consolidation**: `config.js` is the single source of truth for default settings. `state.js` imports defaults from `config.js` (~300 lines eliminated from duplication).
### Persistence
`src/core/persistence.js` handles:
- Extension settings: saved via SillyTavern's `saveSettingsDebounced()`
- Chat-specific data: saved in `chat_metadata.rpg_companion` per chat
- Per-swipe data: stored on each chat message object
- Settings versioning: automatic migration via `CURRENT_SETTINGS_VERSION` (currently 7)
- Deferred saves: batches chat data saves to avoid excessive writes
### Memory management
- `clearDomCache()`: Invalidates jQuery object cache on panel rebuild
- Event tracking: All `on()`/`once()` handlers tracked for cleanup via `unregisterAllEvents()`
- `clearDebugLogs()`: Called on `CHAT_CHANGED` to prevent unbounded debug log growth
### Performance optimizations
- **Rendering**: `requestAnimationFrame` batching in `rerenderRpgState()`, `updateIfChanged()` cache comparison in `renderUtils.js`, CSS `content-visibility: auto` on inventory/equipment containers
- **Parser**: ~64 regex patterns pre-compiled as module-level constants, format detection caching with `lastDetectedFormat` (3-hit threshold)
- **CSS**: Minification via `--minify` flag, extended CSS custom properties, theme refactoring (379 → ~220 lines)
---
## Development commands
```bash
# Build CSS from modular sources
npm run build:css # Concatenate CSS modules into style.css
npm run build:css:min # Minified production build (~50% smaller)
# Testing
npm test # Run Jest test suite (78 tests)
# Translation validation
npm run validate_locale # Watch mode: re-validate on file changes
npm run validate_locale_once # Single validation run
```
---
## i18n system
### How it works
1. Translation files are flat JSON in `src/i18n/{locale}.json`
2. Keys use dot notation: `"template.settingsModal.display.showUserStats"`
3. HTML elements use `data-i18n-key`, `data-i18n-title`, or `data-i18n-aria-label` attributes
4. `src/core/i18n.js` fetches translations via `fetch()` from the extension path
5. `applyTranslations()` walks the DOM and updates `textContent`, `title`, and `aria-label`
### Adding translations
1. Add keys to `src/i18n/en.json` (reference locale)
2. Add corresponding keys to all other locale files
3. Add `data-i18n-key="your.key.here"` to HTML elements in `template.html` or `settings.html`
4. For dynamically generated text, use `i18n.getTranslation('your.key.here')` in JS
### Validator
`src/i18n/validator.js` is a **Node.js script** (uses `require()`, not ES modules). It:
- Compares all locales against the reference locale for missing/extra keys
- Checks for type mismatches
- Checks for empty strings and null values
- Scans `.html`/`.js`/`.jsx` files for unlocalized text (text in tags without `data-i18n-key`)
---
## Key conventions
### jQuery usage
DOM manipulation uses jQuery throughout. Element caches are stored as jQuery objects with `$` prefix:
```js
$panelContainer = $('#rpg-companion-panel')
$userStatsContainer = $('#rpg-user-stats')
```
### Event system
All SillyTavern event registration goes through `src/core/events.js`:
```js
registerAllEvents({
[event_types.MESSAGE_SENT]: onMessageSent,
[event_types.CHAT_CHANGED]: [onCharacterChanged, updatePersonaAvatar],
});
```
### CSS naming
All CSS classes use `rpg-` prefix to avoid conflicts with SillyTavern and other extensions:
- `.rpg-panel`, `.rpg-section`, `.rpg-stat-bar`, `.rpg-btn-primary`, etc.
- CSS custom properties: `--rpg-bg`, `--rpg-accent`, `--rpg-text`, `--rpg-highlight`, `--rpg-border`, `--rpg-shadow`
### CSS build pipeline
CSS modules in `src/styles/` are concatenated in numeric order by `scripts/build-css.js`. Modules follow the naming convention `_NN_name.css` where NN is the load order. After modifying any CSS module, run `npm run build:css` to regenerate `style.css`.
### Validator factory
Input sanitization uses `createStringValidator()` from `src/utils/security.js` — a factory pattern that unifies `sanitizeLocationName`/`sanitizeItemName` with configurable rules (max length, allowed characters, etc.).
### Panel structure
The main panel (`template.html`) has these sections in order:
1. Collapse toggle button
2. Strip widget container (shown when panel is collapsed)
3. Game container with header
4. Dice roll display
5. Content box with sections: User Stats → Info Box → Thoughts → Inventory → Equipment → Quests → Music Player
6. Feature toggles row (HTML, Dialogue Coloring, Deception, Omniscience, CYOA, Spotify, Weather, Narrator, Auto Avatars)
7. Manual update button
8. Settings and Edit Trackers buttons
### Generation modes
Three modes control how tracker data is generated:
- **`together`**: Tracker prompt injected into main generation. Single API call, faster, but tracker JSON mixed in response.
- **`separate`**: Two API calls — one for roleplay, one for tracker data. Cleaner roleplay, slower.
- **`external`**: Uses user-configured external API (OpenAI-compatible endpoint) for tracker generation.
### Guided generation compatibility
The `skipInjectionsForGuided` setting controls tracker injection behavior during guided generations:
- `'none'` — always inject (default)
- `'impersonation'` — skip only for impersonation-style guided generations
- `'guided'` — skip for any guided/instruct or quiet_prompt generation
---
## Important gotchas
1. **No bundler**: All imports use relative paths that depend on the extension's directory structure within SillyTavern. Changing file locations requires updating import paths.
2. **Relative import depth matters**: Files in `src/` use deeper relative paths (`../../../../../../script.js`) than `index.js` (`../../../../script.js`). When moving files between directories, adjust accordingly.
3. **Settings merge**: On load, saved settings are deep-merged with defaults. `config.js` is the single source of truth for default settings — `state.js` imports from it. New settings fields should be added to `config.js`.
4. **Chat metadata**: Per-chat tracker data lives in `chat_metadata.rpg_companion`. Per-swipe data lives on individual chat message objects in the `swipe_store`.
5. **i18n fetch path**: Translations are fetched at `/scripts/extensions/third-party/rpg-companion-sillytavern/src/i18n/{lang}.json`. The hardcoded path in `i18n.js` must match the extension's actual URL path.
6. **Extension enable/disable**: The extension can be toggled from SillyTavern's Extensions tab. When disabled, all UI elements are removed from the DOM. When re-enabled, `initUI()` rebuilds everything.
7. **Mobile vs desktop**: Viewport breakpoint is 1000px. Below: FAB button + mobile tabs. Above: fixed panel + desktop tabs.
8. **External API key**: Stored in `localStorage` as `rpg_companion_external_api_key`, NOT in extension settings (for security).
9. **Dev dependencies**: `package.json` has devDependencies (Jest, Babel, chokidar, fs-extra, glob, execa) for testing and i18n validation. No runtime dependencies — the extension runs entirely in the browser.
10. **CSS rebuild required**: After modifying any file in `src/styles/`, run `npm run build:css` to regenerate `style.css`. SillyTavern loads `style.css`, not the individual modules.
11. **Deprecation status**: The README states this extension is deprecated in favor of Marinara Engine. The code shows a deprecation modal that displays on first load.
12. **ESM testing**: Jest uses Babel for ESM transformation (`babel.config.json` + `jest.config.cjs`). All test files use ES module syntax.
---
## File reference
| File | Purpose |
|------|---------|
| `index.js` | Main entry point. Imports, UI init, event registration, startup logic (~456 lines after refactor). |
| `manifest.json` | SillyTavern extension manifest (name, loading order, JS/CSS files). |
| `style.css` | Built CSS output (concatenated from `src/styles/` modules). Do not edit directly. |
| `template.html` | Main panel HTML template. Rendered by SillyTavern's `renderExtensionTemplateAsync`. |
| `settings.html` | Extensions tab settings drawer. Minimal — most settings are in the panel modal. |
| `scripts/build-css.js` | CSS build script. Concatenates modules, supports `--minify` flag. |
| `src/core/state.js` | Central state module. Imports defaults from config.js. All extension-wide variables. |
| `src/core/persistence.js` | Settings/chat data save/load, version migrations. |
| `src/core/config.js` | Extension name, path detection, default settings (single source of truth). |
| `src/core/events.js` | SillyTavern event system wrapper with bulk register/unregister. |
| `src/core/i18n.js` | Translation loader and DOM applier. |
| `src/core/settingsPanel.js` | Extracted settings panel UI (from index.js refactor, PR #6). |
| `src/systems/integration/sillytavern.js` | All SillyTavern event handlers (message lifecycle, swipes, chat changes). |
| `src/systems/generation/promptBuilder.js` | Builds AI prompts for tracker generation (refactored with focused helpers). |
| `src/systems/generation/parser.js` | Parses AI responses to extract tracker JSON (~50 pre-compiled regex patterns). |
| `src/systems/generation/apiClient.js` | API client for separate/external generation modes. |
| `src/systems/generation/injector.js` | Injects tracker prompts into SillyTavern's generation context. |
| `src/systems/rendering/renderUtils.js` | Rendering utilities: `updateIfChanged()` cache, rAF batching. |
| `src/systems/equipment/constants.js` | Equipment slot definitions, type limits, stat configuration. |
| `src/utils/security.js` | Input validation, sanitization, validator factory (`createStringValidator()`). |
| `src/utils/jsonRepair.js` | JSON repair for malformed AI responses (14 pre-compiled regex patterns). |
| `src/i18n/validator.js` | Node.js script for validating translation consistency. |