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rpg-companion-sillytavern/src/core/state.js
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JavaScript

/**
* Core State Management Module
* Centralizes all extension state variables
*/
// Type imports
/** @typedef {import('../types/inventory.js').InventoryV2} InventoryV2 */
/**
* Extension settings - persisted to SillyTavern settings
*/
export let extensionSettings = {
settingsVersion: 3, // Version number for settings migrations (v3 = JSON format)
enabled: true,
autoUpdate: false,
updateDepth: 4, // How many messages to include in the context
generationMode: 'together', // 'separate' or 'together' - whether to generate with main response or separately
showUserStats: true,
showInfoBox: true,
showCharacterThoughts: true,
showInventory: true, // Show inventory section (v2 system)
showQuests: true, // Show quests section
showThoughtsInChat: true, // Show thoughts overlay in chat
narratorMode: false, // Use character card as narrator instead of fixed character references
customNarratorPrompt: '', // Custom narrator mode prompt text (empty = use default)
enableHtmlPrompt: false, // Enable immersive HTML prompt injection
customHtmlPrompt: '', // Custom HTML prompt text (empty = use default)
enableDialogueColoring: false, // Enable dialogue coloring prompt injection
customDialogueColoringPrompt: '', // Custom dialogue coloring prompt text (empty = use default)
enableSpotifyMusic: false, // Enable Spotify music integration (asks AI for Spotify URLs)
customSpotifyPrompt: '', // Custom Spotify prompt text (empty = use default)
enableDynamicWeather: true, // Enable dynamic weather effects based on Info Box weather field (v2: enabled by default)
dismissedHolidayPromo: false, // User dismissed the holiday promotion banner
showHtmlToggle: true, // Show Immersive HTML toggle in main panel
showDialogueColoringToggle: true, // Show Dialogue Coloring toggle in main panel (enabled by default)
showSpotifyToggle: true, // Show Spotify Music toggle in main panel
showDynamicWeatherToggle: true, // Show Dynamic Weather Effects toggle in main panel
showNarratorMode: true, // Show Narrator Mode toggle in main panel
showAutoAvatars: true, // Show Auto-generate Avatars toggle in main panel
skipInjectionsForGuided: 'none', // skip injections for instruct injections and quiet prompts (GuidedGenerations compatibility)
enableRandomizedPlot: true, // Show randomized plot progression button above chat input
enableNaturalPlot: true, // Show natural plot progression button above chat input
saveTrackerHistory: false, // Save tracker data in chat history for each message
panelPosition: 'right', // 'left', 'right', or 'top'
theme: 'default', // Theme: default, sci-fi, fantasy, cyberpunk, custom
customColors: {
bg: '#1a1a2e',
accent: '#16213e',
text: '#eaeaea',
highlight: '#e94560'
},
statBarColorLow: '#cc3333', // Color for low stat values (red)
statBarColorHigh: '#33cc66', // Color for high stat values (green)
enableAnimations: true, // Enable smooth animations for stats and content updates
mobileFabPosition: {
top: 'calc(var(--topBarBlockSize) + 60px)',
right: '12px'
}, // Saved position for mobile FAB button
userStats: JSON.stringify({
stats: [
{ id: 'health', name: 'Health', value: 100 },
{ id: 'satiety', name: 'Satiety', value: 100 },
{ id: 'energy', name: 'Energy', value: 100 },
{ id: 'hygiene', name: 'Hygiene', value: 100 },
{ id: 'arousal', name: 'Arousal', value: 0 }
],
status: {
mood: '😐',
conditions: 'None'
},
inventory: {
onPerson: [],
stored: []
},
quests: {
active: [],
completed: []
}
}, null, 2),
statNames: {
health: 'Health',
satiety: 'Satiety',
energy: 'Energy',
hygiene: 'Hygiene',
arousal: 'Arousal'
},
// Tracker customization configuration
trackerConfig: {
userStats: {
// Array of custom stats (allows add/remove/rename)
customStats: [
{ id: 'health', name: 'Health', enabled: true },
{ id: 'satiety', name: 'Satiety', enabled: true },
{ id: 'energy', name: 'Energy', enabled: true },
{ id: 'hygiene', name: 'Hygiene', enabled: true },
{ id: 'arousal', name: 'Arousal', enabled: true }
],
// RPG Attributes (customizable D&D-style attributes)
showRPGAttributes: true,
showLevel: true, // Show/hide level in UI and prompts
alwaysSendAttributes: false, // If true, always send attributes; if false, only send with dice rolls
rpgAttributes: [
{ id: 'str', name: 'STR', enabled: true },
{ id: 'dex', name: 'DEX', enabled: true },
{ id: 'con', name: 'CON', enabled: true },
{ id: 'int', name: 'INT', enabled: true },
{ id: 'wis', name: 'WIS', enabled: true },
{ id: 'cha', name: 'CHA', enabled: true }
],
// Status section config
statusSection: {
enabled: true,
showMoodEmoji: true,
customFields: ['Conditions'] // User can edit what to track
},
// Optional skills field
skillsSection: {
enabled: false,
label: 'Skills', // User-editable
customFields: [] // Array of skill names
}
},
infoBox: {
widgets: {
date: { enabled: true, format: 'Weekday, Month, Year' }, // Format options in UI
weather: { enabled: true },
temperature: { enabled: true, unit: 'C' }, // 'C' or 'F'
time: { enabled: true },
location: { enabled: true },
recentEvents: { enabled: true }
}
},
presentCharacters: {
// Fixed fields (always shown)
showEmoji: true,
showName: true,
// Relationship fields configuration
relationships: {
enabled: true,
// Relationship to emoji mapping (shown on character portraits)
relationshipEmojis: {
'Lover': '❤️',
'Friend': '⭐',
'Ally': '🤝',
'Enemy': '⚔️',
'Neutral': '⚖️'
}
},
// Legacy fields kept for backward compatibility
relationshipFields: ['Lover', 'Friend', 'Ally', 'Enemy', 'Neutral'],
relationshipEmojis: {
'Lover': '❤️',
'Friend': '⭐',
'Ally': '🤝',
'Enemy': '⚔️',
'Neutral': '⚖️'
},
// Custom fields (appearance, demeanor, etc. - shown after relationship, separated by |)
customFields: [
{ id: 'appearance', name: 'Appearance', enabled: true, description: 'Visible physical appearance (clothing, hair, notable features)' },
{ id: 'demeanor', name: 'Demeanor', enabled: true, description: 'Observable demeanor or emotional state' }
],
// Thoughts configuration (separate line)
thoughts: {
enabled: true,
name: 'Thoughts',
description: 'Internal monologue (in first person POV, up to three sentences long)'
},
// Character stats toggle (optional feature)
characterStats: {
enabled: false,
customStats: [
{ id: 'health', name: 'Health', enabled: true },
{ id: 'arousal', name: 'Arousal', enabled: true }
]
}
}
},
quests: {
main: "None", // Current main quest title
optional: [] // Array of optional quest titles
},
infoBox: JSON.stringify({
date: { value: new Date().toLocaleDateString('en-US', { weekday: 'long', year: 'numeric', month: 'long', day: 'numeric' }) },
weather: { emoji: '☀️', forecast: 'Clear skies' },
temperature: { value: 20, unit: 'C' },
time: { start: '00:00', end: '00:00' },
location: { value: 'Unknown Location' }
}, null, 2),
characterThoughts: JSON.stringify({
characters: []
}, null, 2),
level: 1, // User's character level
classicStats: {
str: 10,
dex: 10,
con: 10,
int: 10,
wis: 10,
cha: 10
},
lastDiceRoll: null, // Store last dice roll result
showDiceDisplay: true, // Show the "Last Roll" display in the panel
collapsedInventoryLocations: [], // Array of collapsed storage location names
inventoryViewModes: {
onPerson: 'list', // 'list' or 'grid' view mode for On Person section
stored: 'list', // 'list' or 'grid' view mode for Stored section
assets: 'list' // 'list' or 'grid' view mode for Assets section
},
npcAvatars: {}, // Store custom avatar images for NPCs (key: character name, value: base64 data URI)
// Combat encounter settings
encounterSettings: {
enabled: true, // Show Start Encounter button above chat input
historyDepth: 8, // Number of recent messages to include in combat initialization
autoSaveLogs: false // Save detailed combat logs to file
},
// Auto avatar generation settings
autoGenerateAvatars: true, // Master toggle for auto-generating avatars
avatarLLMCustomInstruction: '', // Custom instruction for LLM prompt generation
// External API settings for 'external' generation mode
externalApiSettings: {
baseUrl: '', // OpenAI-compatible API base URL (e.g., "https://api.openai.com/v1")
// apiKey is NOT stored here for security. It is stored in localStorage('rpg_companion_api_key')
model: '', // Model identifier (e.g., "gpt-4o-mini")
maxTokens: 8192, // Maximum tokens for generation
temperature: 0.7 // Temperature setting for generation
},
// Lock state for tracker items (v3 JSON format feature)
lockedItems: {
stats: [], // Array of locked stat IDs (e.g., ["health", "satiety"])
skills: [], // Array of locked skill names (e.g., ["Cooking", "Swordsmanship"])
inventory: {
onPerson: [], // Array of locked item indices (e.g., [0, 2])
clothing: [], // Array of locked item indices
stored: {}, // Object with location keys, each containing array of locked indices (e.g., {"Home": [0, 1]})
assets: [] // Array of locked asset indices
},
quests: {
main: false, // Boolean for main quest lock
optional: [] // Array of locked optional quest indices (e.g., [0, 2])
},
infoBox: {
date: false, // Boolean for date widget lock
weather: false, // Boolean for weather widget lock
temperature: false, // Boolean for temperature widget lock
time: false, // Boolean for time widget lock
location: false, // Boolean for location widget lock
recentEvents: false // Boolean for recent events widget lock
},
characters: {} // Object mapping character names to their locked fields (e.g., {"Sarah": {relationship: true, thoughts: false}})
}
};
/**
* Last generated data from AI response
*/
export let lastGeneratedData = {
userStats: null,
infoBox: null,
characterThoughts: null,
html: null
};
/**
* Tracks the "committed" tracker data that should be used as source for next generation
* This gets updated when user sends a new message or first time generation
*/
export let committedTrackerData = {
userStats: null,
infoBox: null,
characterThoughts: null
};
/**
* Session-only storage for LLM-generated avatar prompts
* Maps character names to their generated prompts
* Resets on new chat (not persisted to extensionSettings)
*/
export let sessionAvatarPrompts = {};
export function setSessionAvatarPrompt(characterName, prompt) {
sessionAvatarPrompts[characterName] = prompt;
}
export function getSessionAvatarPrompt(characterName) {
return sessionAvatarPrompts[characterName] || null;
}
export function clearSessionAvatarPrompts() {
sessionAvatarPrompts = {};
}
/**
* Tracks whether the last action was a swipe (for separate mode)
* Used to determine whether to commit lastGeneratedData to committedTrackerData
*/
export let lastActionWasSwipe = false;
/**
* Flag indicating if generation is in progress
*/
export let isGenerating = false;
/**
* Tracks if we're currently doing a plot progression
*/
export let isPlotProgression = false;
/**
* Temporary storage for pending dice roll (not saved until user clicks "Save Roll")
*/
export let pendingDiceRoll = null;
/**
* Debug logs array for troubleshooting
*/
export let debugLogs = [];
/**
* Add a debug log entry
* @param {string} message - The log message
* @param {any} data - Optional data to log
*/
export function addDebugLog(message, data = null) {
const timestamp = new Date().toISOString();
debugLogs.push({ timestamp, message, data });
// Keep only last 100 logs
if (debugLogs.length > 100) {
debugLogs.shift();
}
}
/**
* Feature flags for gradual rollout of new features
*/
export const FEATURE_FLAGS = {
useNewInventory: true // Enable v2 inventory system with categorized storage
};
/**
* Fallback avatar image (base64-encoded SVG with "?" icon)
* Using base64 to avoid quote-encoding issues in HTML attributes
*/
export const FALLBACK_AVATAR_DATA_URI = 'data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIxMDAiIGhlaWdodD0iMTAwIj48cmVjdCB3aWR0aD0iMTAwIiBoZWlnaHQ9IjEwMCIgZmlsbD0iI2NjY2NjYyIgb3BhY2l0eT0iMC4zIi8+PHRleHQgeD0iNTAlIiB5PSI1MCUiIHRleHQtYW5jaG9yPSJtaWRkbGUiIGR5PSIuM2VtIiBmaWxsPSIjNjY2IiBmb250LXNpemU9IjQwIj4/PC90ZXh0Pjwvc3ZnPg==';
/**
* UI Element References (jQuery objects)
*/
export let $panelContainer = null;
export let $userStatsContainer = null;
export let $infoBoxContainer = null;
export let $thoughtsContainer = null;
export let $inventoryContainer = null;
export let $questsContainer = null;
export let $musicPlayerContainer = null;
/**
* State setters - provide controlled mutation of state variables
*/
export function setExtensionSettings(newSettings) {
extensionSettings = newSettings;
}
export function updateExtensionSettings(updates) {
Object.assign(extensionSettings, updates);
}
export function setLastGeneratedData(data) {
lastGeneratedData = data;
}
export function updateLastGeneratedData(updates) {
Object.assign(lastGeneratedData, updates);
}
export function setCommittedTrackerData(data) {
// console.log('[RPG State] setCommittedTrackerData called with:', data);
// console.log('[RPG State] Type check on input:', {
// userStatsType: typeof data.userStats,
// infoBoxType: typeof data.infoBox,
// characterThoughtsType: typeof data.characterThoughts,
// userStatsValue: data.userStats,
// infoBoxValue: data.infoBox,
// characterThoughtsValue: data.characterThoughts
// });
committedTrackerData = data;
// console.log('[RPG State] committedTrackerData after assignment:', committedTrackerData);
}
export function updateCommittedTrackerData(updates) {
// console.log('[RPG State] updateCommittedTrackerData called with:', updates);
// console.log('[RPG State] committedTrackerData before update:', committedTrackerData);
Object.assign(committedTrackerData, updates);
// console.log('[RPG State] committedTrackerData after update:', committedTrackerData);
}
export function setLastActionWasSwipe(value) {
lastActionWasSwipe = value;
}
export function setIsGenerating(value) {
isGenerating = value;
}
export function setIsPlotProgression(value) {
isPlotProgression = value;
}
export function setPendingDiceRoll(roll) {
pendingDiceRoll = roll;
}
export function getPendingDiceRoll() {
return pendingDiceRoll;
}
export function setPanelContainer($element) {
$panelContainer = $element;
}
export function setUserStatsContainer($element) {
$userStatsContainer = $element;
}
export function setInfoBoxContainer($element) {
$infoBoxContainer = $element;
}
export function setThoughtsContainer($element) {
$thoughtsContainer = $element;
}
export function setInventoryContainer($element) {
$inventoryContainer = $element;
}
export function setQuestsContainer($element) {
$questsContainer = $element;
}
export function setMusicPlayerContainer($element) {
$musicPlayerContainer = $element;
}