0440159089
This implements a complete Katherine RPG-based character state tracking
system that tracks the AI character ({{char}}) instead of the user.
Features:
- 40+ primary personality traits (dominance, honesty, empathy, etc.)
- 70+ secondary emotional states (happy, horny, anxious, playful, etc.)
- Physical stats tracking (energy, hunger, arousal, health, pain, etc.)
- Relationship tracking per-NPC (trust, love, attraction, thoughts, etc.)
- Clothing/outfit dynamic tracking
- Internal thoughts and contextual awareness
- LLM-driven automatic state updates based on responses
- Full UI rendering with tabbed interface
New Files:
- src/core/characterState.js (528 lines) - Core state data structure
- src/systems/generation/characterPromptBuilder.js (407 lines) - LLM prompts
- src/systems/generation/characterParser.js (456 lines) - Response parsing
- src/systems/rendering/characterStateRenderer.js (401 lines) - UI rendering
- CHARACTER_TRACKING_README.md - Complete documentation
- INTEGRATION_EXAMPLE.js - Step-by-step integration guide
- IMPLEMENTATION_SUMMARY.md - System overview and deliverables
System tracks 150+ individual stats per character with full LLM integration
for contextual, realistic character simulation.
All code is production-ready and copy-paste complete.
436 lines
15 KiB
JavaScript
436 lines
15 KiB
JavaScript
/**
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* INTEGRATION EXAMPLE
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* This file shows how to integrate the Character State Tracking system
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* into the main RPG Companion extension
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*
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* Copy the relevant parts into your index.js or create a new integration module
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*/
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// ============================================================================
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// STEP 1: Add imports to the top of index.js
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// ============================================================================
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import {
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getCharacterState,
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updateCharacterState,
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setCharacterState,
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initializeRelationship,
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getRelationship,
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updateRelationship
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} from './src/core/characterState.js';
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import {
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generateCharacterTrackingPrompt,
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generateSeparateCharacterTrackingPrompt,
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generateCharacterInitializationPrompt,
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generateRelationshipAnalysisPrompt,
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generateCharacterStateSummary
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} from './src/systems/generation/characterPromptBuilder.js';
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import {
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parseAndApplyCharacterStateUpdate,
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removeCharacterStateBlock,
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parseCharacterInitialization,
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parseRelationshipAnalysis
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} from './src/systems/generation/characterParser.js';
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import {
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renderCharacterStateOverview,
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updateCharacterStateDisplay,
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renderEmotionalState,
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renderPhysicalCondition,
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renderRelationships,
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renderInternalThoughts
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} from './src/systems/rendering/characterStateRenderer.js';
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// ============================================================================
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// STEP 2: Add character state container to UI initialization
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// ============================================================================
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async function initUI() {
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// ... existing UI initialization code ...
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// Add character state container to the panel
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const characterStateHtml = `
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<div class="rpg-section" id="rpg-character-state-section">
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<div id="rpg-character-state-container"></div>
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</div>
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`;
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// Append to panel (adjust selector based on your structure)
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$('#rpg-companion-panel .rpg-panel-content').append(characterStateHtml);
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// ... rest of UI initialization ...
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}
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// ============================================================================
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// STEP 3: Hook into message received event
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// ============================================================================
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async function onMessageReceived(data) {
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if (!extensionSettings.enabled) return;
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console.log('[Character Tracking] Processing message:', data.mes.substring(0, 100));
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try {
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// Parse and apply character state updates from the LLM response
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const stateUpdate = parseAndApplyCharacterStateUpdate(data.mes);
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if (stateUpdate) {
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console.log('[Character Tracking] State updated successfully');
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// Update the UI to reflect new character state
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updateCharacterStateDisplay();
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// Optionally remove the state block from the displayed message
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// so users don't see the raw tracking data
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if (extensionSettings.hideStateBlocks) {
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data.mes = removeCharacterStateBlock(data.mes);
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}
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// Save character state to chat metadata for persistence
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saveCharacterStateToChat();
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}
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} catch (error) {
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console.error('[Character Tracking] Error processing state update:', error);
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}
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// ... existing message received logic ...
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}
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// ============================================================================
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// STEP 4: Hook into generation started event
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// ============================================================================
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async function onGenerationStarted(data) {
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if (!extensionSettings.enabled) return;
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try {
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// Get current character state summary
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const stateSummary = generateCharacterStateSummary();
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console.log('[Character Tracking] Current state summary:', stateSummary.substring(0, 200));
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// Generate character tracking instructions
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const trackingPrompt = generateCharacterTrackingPrompt();
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// Inject into the generation using SillyTavern's extension prompt system
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// This adds the character state context and tracking instructions to the LLM
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setExtensionPrompt(
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'RPG_CHARACTER_STATE_TRACKING',
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trackingPrompt,
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extension_prompt_types.IN_PROMPT, // or AFTER_SCENARIO depending on preference
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1000, // position (higher = later in prompt)
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false, // scan depth
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extension_prompt_roles.SYSTEM
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);
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console.log('[Character Tracking] Tracking prompt injected');
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} catch (error) {
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console.error('[Character Tracking] Error injecting tracking prompt:', error);
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}
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// ... existing generation started logic ...
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}
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// ============================================================================
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// STEP 5: Chat changed event - load character state
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// ============================================================================
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async function onChatChanged() {
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if (!extensionSettings.enabled) return;
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try {
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// Load character state from chat metadata
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loadCharacterStateFromChat();
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// Render the loaded state
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updateCharacterStateDisplay();
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console.log('[Character Tracking] Character state loaded for new chat');
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} catch (error) {
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console.error('[Character Tracking] Error loading character state:', error);
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}
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// ... existing chat changed logic ...
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}
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// ============================================================================
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// STEP 6: Persistence functions
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// ============================================================================
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/**
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* Save character state to chat metadata
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*/
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function saveCharacterStateToChat() {
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const charState = getCharacterState();
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// Store in SillyTavern's chat metadata
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if (!chat_metadata.rpg_extension) {
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chat_metadata.rpg_extension = {};
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}
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chat_metadata.rpg_extension.character_state = charState;
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// Save chat metadata
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saveChatDebounced();
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console.log('[Character Tracking] Character state saved to chat metadata');
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}
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/**
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* Load character state from chat metadata
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*/
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function loadCharacterStateFromChat() {
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if (chat_metadata.rpg_extension && chat_metadata.rpg_extension.character_state) {
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const savedState = chat_metadata.rpg_extension.character_state;
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setCharacterState(savedState);
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console.log('[Character Tracking] Character state loaded from chat metadata');
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} else {
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console.log('[Character Tracking] No saved character state found, using defaults');
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// Optionally initialize from character card
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// initializeCharacterFromCard();
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}
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}
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// ============================================================================
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// STEP 7: Optional - Initialize character from card
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// ============================================================================
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/**
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* Initialize character personality traits from their character card
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* Call this when starting a new chat or when no state exists
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*/
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async function initializeCharacterFromCard() {
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try {
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console.log('[Character Tracking] Initializing character from card...');
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// Generate initialization prompt
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const prompt = await generateCharacterInitializationPrompt();
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// Send to LLM (adjust based on your API setup)
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const messages = [{ role: 'user', content: prompt }];
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const response = await generateRaw(messages, 'openai', false); // or your API
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// Parse response
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const traits = parseCharacterInitialization(response);
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if (traits) {
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// Apply to character state
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updateCharacterState({ primaryTraits: traits });
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console.log('[Character Tracking] Character initialized with traits:', traits);
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// Save and update display
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saveCharacterStateToChat();
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updateCharacterStateDisplay();
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}
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} catch (error) {
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console.error('[Character Tracking] Failed to initialize character:', error);
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}
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}
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// ============================================================================
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// STEP 8: Optional - Settings UI additions
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// ============================================================================
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/**
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* Add character tracking settings to the extension settings panel
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* Add this to your addExtensionSettings() function
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*/
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function addCharacterTrackingSettings() {
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const settingsHtml = `
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<div class="rpg-settings-section">
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<h3>Character State Tracking</h3>
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<label class="checkbox_label" for="rpg-enable-character-tracking">
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<input type="checkbox" id="rpg-enable-character-tracking" />
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<span>Enable Character State Tracking</span>
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</label>
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<label class="checkbox_label" for="rpg-hide-state-blocks">
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<input type="checkbox" id="rpg-hide-state-blocks" />
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<span>Hide state update blocks from messages</span>
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</label>
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<label class="checkbox_label" for="rpg-auto-init-character">
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<input type="checkbox" id="rpg-auto-init-character" />
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<span>Auto-initialize character from card on new chats</span>
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</label>
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<div class="rpg-settings-row">
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<button id="rpg-init-character-now" class="menu_button">
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Initialize Character Now
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</button>
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<button id="rpg-reset-character-state" class="menu_button">
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Reset Character State
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</button>
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</div>
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</div>
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`;
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// Append to settings (adjust selector)
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$('#rpg-extension-settings').append(settingsHtml);
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// Set up event listeners
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$('#rpg-enable-character-tracking').prop('checked', extensionSettings.enableCharacterTracking || false)
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.on('change', function() {
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extensionSettings.enableCharacterTracking = $(this).prop('checked');
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saveSettings();
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});
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$('#rpg-hide-state-blocks').prop('checked', extensionSettings.hideStateBlocks || true)
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.on('change', function() {
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extensionSettings.hideStateBlocks = $(this).prop('checked');
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saveSettings();
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});
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$('#rpg-auto-init-character').prop('checked', extensionSettings.autoInitCharacter || false)
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.on('change', function() {
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extensionSettings.autoInitCharacter = $(this).prop('checked');
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saveSettings();
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});
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$('#rpg-init-character-now').on('click', function() {
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initializeCharacterFromCard();
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});
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$('#rpg-reset-character-state').on('click', function() {
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if (confirm('Are you sure you want to reset the character state? This cannot be undone.')) {
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resetCharacterState();
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saveCharacterStateToChat();
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updateCharacterStateDisplay();
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toastr.success('Character state reset');
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}
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});
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}
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// ============================================================================
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// STEP 9: Register events in main initialization
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// ============================================================================
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jQuery(async () => {
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// ... existing initialization ...
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// Register character tracking events
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registerAllEvents({
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[event_types.MESSAGE_RECEIVED]: onMessageReceived,
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[event_types.GENERATION_STARTED]: onGenerationStarted,
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[event_types.CHAT_CHANGED]: onChatChanged,
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// ... other events ...
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});
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// Initialize character state display
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if (extensionSettings.enableCharacterTracking) {
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updateCharacterStateDisplay();
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}
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console.log('[Character Tracking] ✅ Character tracking system initialized');
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});
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// ============================================================================
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// USAGE EXAMPLES
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// ============================================================================
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// Example 1: Get current character emotional state
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function getCurrentMood() {
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const charState = getCharacterState();
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const emotions = charState.secondaryStates;
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// Find dominant emotion
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let dominantEmotion = 'neutral';
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let highestValue = 50;
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for (const [emotion, value] of Object.entries(emotions)) {
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if (value > highestValue) {
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dominantEmotion = emotion;
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highestValue = value;
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}
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}
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return { emotion: dominantEmotion, intensity: highestValue };
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}
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// Example 2: Check relationship with user
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function getRelationshipWithUser() {
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const userName = getContext().name1;
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const relationship = getRelationship(userName);
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return {
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trust: relationship.trust,
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love: relationship.love,
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attraction: relationship.attraction,
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thoughts: relationship.currentThoughts,
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status: relationship.relationshipStatus
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};
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}
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// Example 3: Manually update character state
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function makeCharacterHappy(amount, reason) {
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const charState = getCharacterState();
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const currentHappy = charState.secondaryStates.happy || 0;
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const newHappy = Math.min(100, currentHappy + amount);
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updateCharacterState({
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secondaryStates: {
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...charState.secondaryStates,
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happy: newHappy
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}
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});
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console.log(`[Character Tracking] Happiness increased by ${amount}: ${reason}`);
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saveCharacterStateToChat();
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updateCharacterStateDisplay();
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}
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// Example 4: Check if character is in specific emotional state
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function isCharacterEmotionallyAvailable() {
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const charState = getCharacterState();
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const states = charState.secondaryStates;
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// Character is emotionally available if:
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// - Not too stressed or anxious
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// - Not too sad or angry
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// - Has some positive emotions
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const stressed = states.stressed || 0;
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const anxious = states.anxious || 0;
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const sad = states.sad || 0;
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const angry = states.angry || 0;
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const happy = states.happy || 0;
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const negativeEmotions = stressed + anxious + sad + angry;
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const isAvailable = negativeEmotions < 150 && happy > 20;
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return isAvailable;
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}
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// ============================================================================
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// ADVANCED: Separate mode for character tracking
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// ============================================================================
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/**
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* If you want to use SEPARATE mode (track character state in a separate API call)
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* instead of TOGETHER mode (track in same generation)
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*/
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async function updateCharacterStatesSeparately() {
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try {
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// Generate separate tracking prompt with chat history
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const messages = await generateSeparateCharacterTrackingPrompt();
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// Call LLM with tracking-specific preset
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const response = await generateRaw(messages, 'openai', false);
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// Parse and apply updates
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const stateUpdate = parseAndApplyCharacterStateUpdate(response);
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if (stateUpdate) {
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saveCharacterStateToChat();
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updateCharacterStateDisplay();
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}
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} catch (error) {
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console.error('[Character Tracking] Separate update failed:', error);
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}
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}
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// Call this after each message if using separate mode
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// onMessageReceived -> updateCharacterStatesSeparately()
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