f70ac827aa
Completely refactored the RPG Companion settings popup with professional ES6 architecture and mobile-first CSS, matching the dice roller redesign. **CSS Changes (style.css:2585-2773):** - Mobile-first responsive design with clamp() and min() functions - CSS custom properties for fluid scaling across viewports - min-height: 0 on flex children for proper max-height constraints - ::before pseudo-element for backdrop (removed overlay div) - State-based animations with .is-open and .is-closing classes - 75vh max-height with proper viewport centering - Touch-friendly 44px minimum tap targets - Neutral 80% opaque background for visibility **HTML Changes (template.html:71-214):** - Added ARIA attributes: role="dialog", aria-modal="true", aria-labelledby - Semantic <header> element for settings header - aria-hidden="true" on all decorative icons - Removed .rpg-settings-popup-overlay div (now CSS ::before) - Improved accessibility throughout **JavaScript Changes (index.js:985-1142):** - Created SettingsModal ES6 class with state management - open() and close() methods with animation control - updateTheme() for real-time theme switching - Private _applyCustomTheme() and _clearCustomTheme() methods - isAnimating flag prevents double-clicks - Focus management for accessibility - Backwards compatible wrapper functions preserve existing API - Updated event handlers with backdrop click support - Removed obsolete overlay click handler **Benefits:** - Settings modal now fully functional on mobile devices - Proper scrolling with content overflow - Smooth open/close animations - Professional class-based architecture - Complete accessibility support - Theme support maintained - No breaking changes to existing code
4518 lines
181 KiB
JavaScript
4518 lines
181 KiB
JavaScript
import { getContext, renderExtensionTemplateAsync, extension_settings as st_extension_settings } from '../../../extensions.js';
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||
import { eventSource, event_types, substituteParams, chat, generateRaw, saveSettingsDebounced, chat_metadata, saveChatDebounced, user_avatar, getThumbnailUrl, characters, this_chid, extension_prompt_types, extension_prompt_roles, setExtensionPrompt, reloadCurrentChat, Generate } from '../../../../script.js';
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||
import { selected_group, getGroupMembers } from '../../../group-chats.js';
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||
import { power_user } from '../../../power-user.js';
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||
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const extensionName = 'third-party/rpg-companion-sillytavern';
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||
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||
// Dynamically determine extension path based on current location
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||
// This supports both global (public/extensions) and user-specific (data/default-user/extensions) installations
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const currentScriptPath = import.meta.url;
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||
const isUserExtension = currentScriptPath.includes('/data/') || currentScriptPath.includes('\\data\\');
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const extensionFolderPath = isUserExtension
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? `data/default-user/extensions/${extensionName}`
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: `scripts/extensions/${extensionName}`;
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||
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let extensionSettings = {
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enabled: true,
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autoUpdate: true,
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updateDepth: 4, // How many messages to include in the context
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generationMode: 'together', // 'separate' or 'together' - whether to generate with main response or separately
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showUserStats: true,
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showInfoBox: true,
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showCharacterThoughts: true,
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||
showThoughtsInChat: true, // Show thoughts overlay in chat
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||
enableHtmlPrompt: false, // Enable immersive HTML prompt injection
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enablePlotButtons: true, // Show plot progression buttons above chat input
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panelPosition: 'right', // 'left', 'right', or 'top'
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theme: 'default', // Theme: default, sci-fi, fantasy, cyberpunk, custom
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customColors: {
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bg: '#1a1a2e',
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accent: '#16213e',
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text: '#eaeaea',
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highlight: '#e94560'
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},
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statBarColorLow: '#cc3333', // Color for low stat values (red)
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statBarColorHigh: '#33cc66', // Color for high stat values (green)
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enableAnimations: true, // Enable smooth animations for stats and content updates
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mobileFabPosition: {
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top: 'calc(var(--topBarBlockSize) + 60px)',
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right: '12px'
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}, // Saved position for mobile FAB button
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userStats: {
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health: 100,
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sustenance: 100,
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energy: 100,
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hygiene: 100,
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arousal: 0,
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mood: '😐',
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conditions: 'None',
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inventory: 'None'
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},
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classicStats: {
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str: 10,
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dex: 10,
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con: 10,
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int: 10,
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wis: 10,
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cha: 10
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},
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lastDiceRoll: null // Store last dice roll result
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};
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let lastGeneratedData = {
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userStats: null,
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infoBox: null,
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characterThoughts: null,
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html: null
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};
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// Tracks the "committed" tracker data that should be used as source for next generation
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// This gets updated when user sends a new message or first time generation
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let committedTrackerData = {
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userStats: null,
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infoBox: null,
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characterThoughts: null
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};
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// Tracks whether the last action was a swipe (for separate mode)
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// Used to determine whether to commit lastGeneratedData to committedTrackerData
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let lastActionWasSwipe = false;
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let isGenerating = false;
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// Tracks if we're currently doing a plot progression
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let isPlotProgression = false;
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// Temporary storage for pending dice roll (not saved until user clicks "Save Roll")
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let pendingDiceRoll = null;
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// UI Elements
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let $panelContainer = null;
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let $userStatsContainer = null;
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let $infoBoxContainer = null;
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let $thoughtsContainer = null;
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/**
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* Loads the extension settings from the global settings object.
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*/
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function loadSettings() {
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if (power_user.extensions && power_user.extensions[extensionName]) {
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Object.assign(extensionSettings, power_user.extensions[extensionName]);
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// console.log('[RPG Companion] Settings loaded:', extensionSettings);
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} else {
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// console.log('[RPG Companion] No saved settings found, using defaults');
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}
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}
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/**
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* Saves the extension settings to the global settings object.
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*/
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function saveSettings() {
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if (!power_user.extensions) {
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power_user.extensions = {};
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}
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power_user.extensions[extensionName] = extensionSettings;
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saveSettingsDebounced();
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}
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/**
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* Saves RPG data to the current chat's metadata.
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*/
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function saveChatData() {
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if (!chat_metadata) {
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return;
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}
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chat_metadata.rpg_companion = {
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userStats: extensionSettings.userStats,
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classicStats: extensionSettings.classicStats,
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lastGeneratedData: lastGeneratedData,
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timestamp: Date.now()
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};
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saveChatDebounced();
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}
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/**
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* Updates the last assistant message's swipe data with current tracker data.
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* This ensures user edits are preserved across swipes and included in generation context.
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*/
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function updateMessageSwipeData() {
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const chat = getContext().chat;
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if (!chat || chat.length === 0) {
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return;
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}
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// Find the last assistant message
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for (let i = chat.length - 1; i >= 0; i--) {
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const message = chat[i];
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if (!message.is_user) {
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// Found last assistant message - update its swipe data
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if (!message.extra) {
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message.extra = {};
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}
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if (!message.extra.rpg_companion_swipes) {
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message.extra.rpg_companion_swipes = {};
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}
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const swipeId = message.swipe_id || 0;
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message.extra.rpg_companion_swipes[swipeId] = {
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userStats: lastGeneratedData.userStats,
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infoBox: lastGeneratedData.infoBox,
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characterThoughts: lastGeneratedData.characterThoughts
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};
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// console.log('[RPG Companion] Updated message swipe data after user edit');
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break;
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}
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}
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}
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/**
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* Loads RPG data from the current chat's metadata.
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*/
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function loadChatData() {
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if (!chat_metadata || !chat_metadata.rpg_companion) {
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// Reset to defaults if no data exists
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extensionSettings.userStats = {
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health: 100,
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sustenance: 100,
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energy: 100,
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hygiene: 100,
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arousal: 0,
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mood: '😐',
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conditions: 'None',
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inventory: 'None'
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};
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lastGeneratedData = {
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userStats: null,
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infoBox: null,
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characterThoughts: null,
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html: null
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};
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return;
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}
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const savedData = chat_metadata.rpg_companion;
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// Restore stats
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if (savedData.userStats) {
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extensionSettings.userStats = { ...savedData.userStats };
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}
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// Restore classic stats
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if (savedData.classicStats) {
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extensionSettings.classicStats = { ...savedData.classicStats };
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}
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// Restore last generated data
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if (savedData.lastGeneratedData) {
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lastGeneratedData = { ...savedData.lastGeneratedData };
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}
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// console.log('[RPG Companion] Loaded chat data:', savedData);
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}
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/**
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* Applies the selected theme to the panel.
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*/
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function applyTheme() {
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if (!$panelContainer) return;
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const theme = extensionSettings.theme;
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// Remove all theme attributes first
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$panelContainer.removeAttr('data-theme');
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// Clear any inline CSS variable overrides
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$panelContainer.css({
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'--rpg-bg': '',
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'--rpg-accent': '',
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'--rpg-text': '',
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'--rpg-highlight': '',
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'--rpg-border': '',
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'--rpg-shadow': ''
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});
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// Apply the selected theme
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if (theme === 'custom') {
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applyCustomTheme();
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} else if (theme !== 'default') {
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// For non-default themes, set the data-theme attribute
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// which will trigger the CSS theme rules
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$panelContainer.attr('data-theme', theme);
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}
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// For 'default', we do nothing - it will use the CSS variables from .rpg-panel class
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// which fall back to SillyTavern's theme variables
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}
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/**
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* Applies custom colors when custom theme is selected.
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*/
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function applyCustomTheme() {
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if (!$panelContainer) return;
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const colors = extensionSettings.customColors;
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// Apply custom CSS variables as inline styles
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$panelContainer.css({
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'--rpg-bg': colors.bg,
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'--rpg-accent': colors.accent,
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'--rpg-text': colors.text,
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'--rpg-highlight': colors.highlight,
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'--rpg-border': colors.highlight,
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'--rpg-shadow': `${colors.highlight}80` // Add alpha for shadow
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});
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}
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/**
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* Toggles visibility of custom color pickers.
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*/
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function toggleCustomColors() {
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const isCustom = extensionSettings.theme === 'custom';
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$('#rpg-custom-colors').toggle(isCustom);
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}
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/**
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* Toggles animations on/off by adding/removing a class to the panel.
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*/
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function toggleAnimations() {
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if (extensionSettings.enableAnimations) {
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$panelContainer.addClass('rpg-animations-enabled');
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} else {
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$panelContainer.removeClass('rpg-animations-enabled');
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}
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}
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/**
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* Adds the extension settings to the Extensions tab.
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*/
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async function addExtensionSettings() {
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const settingsHtml = await renderExtensionTemplateAsync(extensionName, 'settings');
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$('#rpg_companion_container').append(settingsHtml);
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// Set up the enable/disable toggle
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$('#rpg-extension-enabled').prop('checked', extensionSettings.enabled).on('change', function() {
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extensionSettings.enabled = $(this).prop('checked');
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saveSettings();
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updatePanelVisibility();
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if (!extensionSettings.enabled) {
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// Clear extension prompts and thought bubbles when disabled
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clearExtensionPrompts();
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updateChatThoughts(); // This will remove the thought bubble since extension is disabled
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} else {
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// Re-create thought bubbles when re-enabled
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updateChatThoughts(); // This will re-create the thought bubble if data exists
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}
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});
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}
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/**
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* Initializes the UI for the extension.
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*/
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async function initUI() {
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// Load the HTML template using SillyTavern's template system
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const templateHtml = await renderExtensionTemplateAsync(extensionName, 'template');
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// Append panel to body - positioning handled by CSS
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$('body').append(templateHtml);
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// Add mobile toggle button (FAB - Floating Action Button)
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const mobileToggleHtml = `
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<button id="rpg-mobile-toggle" class="rpg-mobile-toggle" title="Toggle RPG Panel">
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<i class="fa-solid fa-dice-d20"></i>
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</button>
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`;
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$('body').append(mobileToggleHtml);
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// Cache UI elements
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$panelContainer = $('#rpg-companion-panel');
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$userStatsContainer = $('#rpg-user-stats');
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$infoBoxContainer = $('#rpg-info-box');
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$thoughtsContainer = $('#rpg-thoughts');
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// Set up event listeners (enable/disable is handled in Extensions tab)
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$('#rpg-toggle-auto-update').on('change', function() {
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extensionSettings.autoUpdate = $(this).prop('checked');
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saveSettings();
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});
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$('#rpg-position-select').on('change', function() {
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extensionSettings.panelPosition = String($(this).val());
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saveSettings();
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applyPanelPosition();
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// Recreate thought bubbles to update their position
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updateChatThoughts();
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});
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$('#rpg-update-depth').on('change', function() {
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const value = $(this).val();
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extensionSettings.updateDepth = parseInt(String(value));
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saveSettings();
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});
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$('#rpg-generation-mode').on('change', function() {
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extensionSettings.generationMode = String($(this).val());
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saveSettings();
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updateGenerationModeUI();
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});
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$('#rpg-toggle-user-stats').on('change', function() {
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extensionSettings.showUserStats = $(this).prop('checked');
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saveSettings();
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updateSectionVisibility();
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});
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$('#rpg-toggle-info-box').on('change', function() {
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extensionSettings.showInfoBox = $(this).prop('checked');
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saveSettings();
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updateSectionVisibility();
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});
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$('#rpg-toggle-thoughts').on('change', function() {
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extensionSettings.showCharacterThoughts = $(this).prop('checked');
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saveSettings();
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updateSectionVisibility();
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});
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$('#rpg-toggle-thoughts-in-chat').on('change', function() {
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extensionSettings.showThoughtsInChat = $(this).prop('checked');
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// console.log('[RPG Companion] Toggle showThoughtsInChat changed to:', extensionSettings.showThoughtsInChat);
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saveSettings();
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updateChatThoughts();
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});
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||
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$('#rpg-toggle-html-prompt').on('change', function() {
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extensionSettings.enableHtmlPrompt = $(this).prop('checked');
|
||
// console.log('[RPG Companion] Toggle enableHtmlPrompt changed to:', extensionSettings.enableHtmlPrompt);
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||
saveSettings();
|
||
});
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||
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$('#rpg-toggle-plot-buttons').on('change', function() {
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extensionSettings.enablePlotButtons = $(this).prop('checked');
|
||
// console.log('[RPG Companion] Toggle enablePlotButtons changed to:', extensionSettings.enablePlotButtons);
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saveSettings();
|
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togglePlotButtons();
|
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});
|
||
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$('#rpg-toggle-animations').on('change', function() {
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extensionSettings.enableAnimations = $(this).prop('checked');
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saveSettings();
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toggleAnimations();
|
||
});
|
||
|
||
$('#rpg-manual-update').on('click', async function() {
|
||
if (!extensionSettings.enabled) {
|
||
// console.log('[RPG Companion] Extension is disabled. Please enable it in the Extensions tab.');
|
||
return;
|
||
}
|
||
await updateRPGData();
|
||
});
|
||
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||
$('#rpg-stat-bar-color-low').on('change', function() {
|
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extensionSettings.statBarColorLow = String($(this).val());
|
||
saveSettings();
|
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renderUserStats(); // Re-render with new colors
|
||
});
|
||
|
||
$('#rpg-stat-bar-color-high').on('change', function() {
|
||
extensionSettings.statBarColorHigh = String($(this).val());
|
||
saveSettings();
|
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renderUserStats(); // Re-render with new colors
|
||
});
|
||
|
||
// Theme selection
|
||
$('#rpg-theme-select').on('change', function() {
|
||
extensionSettings.theme = String($(this).val());
|
||
saveSettings();
|
||
applyTheme();
|
||
toggleCustomColors();
|
||
updateSettingsPopupTheme(); // Update popup theme instantly
|
||
updateChatThoughts(); // Recreate thought bubbles with new theme
|
||
});
|
||
|
||
// Custom color pickers
|
||
$('#rpg-custom-bg').on('change', function() {
|
||
extensionSettings.customColors.bg = String($(this).val());
|
||
saveSettings();
|
||
if (extensionSettings.theme === 'custom') {
|
||
applyCustomTheme();
|
||
updateSettingsPopupTheme(); // Update popup theme instantly
|
||
updateChatThoughts(); // Update thought bubbles
|
||
}
|
||
});
|
||
|
||
$('#rpg-custom-accent').on('change', function() {
|
||
extensionSettings.customColors.accent = String($(this).val());
|
||
saveSettings();
|
||
if (extensionSettings.theme === 'custom') {
|
||
applyCustomTheme();
|
||
updateSettingsPopupTheme(); // Update popup theme instantly
|
||
updateChatThoughts(); // Update thought bubbles
|
||
}
|
||
});
|
||
|
||
$('#rpg-custom-text').on('change', function() {
|
||
extensionSettings.customColors.text = String($(this).val());
|
||
saveSettings();
|
||
if (extensionSettings.theme === 'custom') {
|
||
applyCustomTheme();
|
||
updateSettingsPopupTheme(); // Update popup theme instantly
|
||
updateChatThoughts(); // Update thought bubbles
|
||
}
|
||
});
|
||
|
||
$('#rpg-custom-highlight').on('change', function() {
|
||
extensionSettings.customColors.highlight = String($(this).val());
|
||
saveSettings();
|
||
if (extensionSettings.theme === 'custom') {
|
||
applyCustomTheme();
|
||
updateSettingsPopupTheme(); // Update popup theme instantly
|
||
updateChatThoughts(); // Update thought bubbles
|
||
}
|
||
});
|
||
|
||
// Initialize UI state (enable/disable is in Extensions tab)
|
||
$('#rpg-toggle-auto-update').prop('checked', extensionSettings.autoUpdate);
|
||
$('#rpg-position-select').val(extensionSettings.panelPosition);
|
||
$('#rpg-update-depth').val(extensionSettings.updateDepth);
|
||
$('#rpg-use-main-model').prop('checked', extensionSettings.useMainModel);
|
||
$('#rpg-toggle-user-stats').prop('checked', extensionSettings.showUserStats);
|
||
$('#rpg-toggle-info-box').prop('checked', extensionSettings.showInfoBox);
|
||
$('#rpg-toggle-thoughts').prop('checked', extensionSettings.showCharacterThoughts);
|
||
$('#rpg-toggle-thoughts-in-chat').prop('checked', extensionSettings.showThoughtsInChat);
|
||
$('#rpg-toggle-html-prompt').prop('checked', extensionSettings.enableHtmlPrompt);
|
||
$('#rpg-toggle-plot-buttons').prop('checked', extensionSettings.enablePlotButtons);
|
||
$('#rpg-toggle-animations').prop('checked', extensionSettings.enableAnimations);
|
||
$('#rpg-stat-bar-color-low').val(extensionSettings.statBarColorLow);
|
||
$('#rpg-stat-bar-color-high').val(extensionSettings.statBarColorHigh);
|
||
$('#rpg-theme-select').val(extensionSettings.theme);
|
||
$('#rpg-custom-bg').val(extensionSettings.customColors.bg);
|
||
$('#rpg-custom-accent').val(extensionSettings.customColors.accent);
|
||
$('#rpg-custom-text').val(extensionSettings.customColors.text);
|
||
$('#rpg-custom-highlight').val(extensionSettings.customColors.highlight);
|
||
$('#rpg-generation-mode').val(extensionSettings.generationMode);
|
||
|
||
updatePanelVisibility();
|
||
updateSectionVisibility();
|
||
updateGenerationModeUI();
|
||
applyTheme();
|
||
applyPanelPosition();
|
||
toggleCustomColors();
|
||
toggleAnimations();
|
||
|
||
// Setup mobile toggle button
|
||
setupMobileToggle();
|
||
|
||
// Setup collapse/expand toggle button
|
||
setupCollapseToggle();
|
||
|
||
// Render initial data if available
|
||
renderUserStats();
|
||
renderInfoBox();
|
||
renderThoughts();
|
||
updateDiceDisplay();
|
||
setupDiceRoller();
|
||
setupSettingsPopup();
|
||
addDiceQuickReply();
|
||
setupPlotButtons();
|
||
}
|
||
|
||
/**
|
||
* Sets up the plot progression buttons inside the send form area.
|
||
*/
|
||
function setupPlotButtons() {
|
||
// Remove existing buttons if any
|
||
$('#rpg-plot-buttons').remove();
|
||
|
||
// Create wrapper if it doesn't exist (shared with other extensions like Spotify)
|
||
if ($('#extension-buttons-wrapper').length === 0) {
|
||
$('#send_form').prepend('<div id="extension-buttons-wrapper" style="text-align: center; margin: 5px auto;"></div>');
|
||
}
|
||
|
||
// Create the button container
|
||
const buttonHtml = `
|
||
<span id="rpg-plot-buttons" style="display: none;">
|
||
<button id="rpg-plot-random" class="menu_button interactable" style="
|
||
background-color: #e94560;
|
||
color: white;
|
||
border: none;
|
||
padding: 8px 12px;
|
||
border-radius: 4px;
|
||
font-size: 13px;
|
||
cursor: pointer;
|
||
margin: 0 4px;
|
||
display: inline-block;
|
||
" tabindex="0" role="button">
|
||
<i class="fa-solid fa-dice"></i> Randomized Plot
|
||
</button>
|
||
<button id="rpg-plot-natural" class="menu_button interactable" style="
|
||
background-color: #4a90e2;
|
||
color: white;
|
||
border: none;
|
||
padding: 8px 12px;
|
||
border-radius: 4px;
|
||
font-size: 13px;
|
||
cursor: pointer;
|
||
margin: 0 4px;
|
||
display: inline-block;
|
||
" tabindex="0" role="button">
|
||
<i class="fa-solid fa-forward"></i> Natural Plot
|
||
</button>
|
||
</span>
|
||
`;
|
||
|
||
// Insert into the wrapper
|
||
$('#extension-buttons-wrapper').append(buttonHtml);
|
||
|
||
// Add event handlers for buttons
|
||
$('#rpg-plot-random').on('click', () => sendPlotProgression('random'));
|
||
$('#rpg-plot-natural').on('click', () => sendPlotProgression('natural'));
|
||
|
||
// Show/hide based on setting
|
||
togglePlotButtons();
|
||
}/**
|
||
* Toggles the visibility of plot buttons based on settings.
|
||
*/
|
||
function togglePlotButtons() {
|
||
if (extensionSettings.enablePlotButtons && extensionSettings.enabled) {
|
||
$('#rpg-plot-buttons').show();
|
||
} else {
|
||
$('#rpg-plot-buttons').hide();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Sends a plot progression request and appends the result to the last message.
|
||
* @param {string} type - 'random' or 'natural'
|
||
*/
|
||
async function sendPlotProgression(type) {
|
||
if (!extensionSettings.enabled) {
|
||
// console.log('[RPG Companion] Extension is disabled');
|
||
return;
|
||
}
|
||
|
||
// Disable buttons to prevent multiple clicks
|
||
$('#rpg-plot-random, #rpg-plot-natural').prop('disabled', true).css('opacity', '0.5');
|
||
|
||
// Store original enabled state and temporarily disable extension
|
||
// This prevents RPG tracker instructions from being injected during plot progression
|
||
const wasEnabled = extensionSettings.enabled;
|
||
extensionSettings.enabled = false;
|
||
|
||
try {
|
||
// console.log(`[RPG Companion] Sending ${type} plot progression request...`);
|
||
|
||
// Build the prompt based on type
|
||
let prompt = '';
|
||
if (type === 'random') {
|
||
prompt = 'Actually, the scene is getting stale. Introduce {{random::stakes::a plot twist::a new character::a cataclysm::a fourth-wall-breaking joke::a sudden atmospheric phenomenon::a plot hook::a running gag::an ecchi scenario::Death from Discworld::a new stake::a drama::a conflict::an angered entity::a god::a vision::a prophetic dream::Il Dottore from Genshin Impact::a new development::a civilian in need::an emotional bit::a threat::a villain::an important memory recollection::a marriage proposal::a date idea::an angry horde of villagers with pitchforks::a talking animal::an enemy::a cliffhanger::a short omniscient POV shift to a completely different character::a quest::an unexpected revelation::a scandal::an evil clone::death of an important character::harm to an important character::a romantic setup::a gossip::a messenger::a plot point from the past::a plot hole::a tragedy::a ghost::an otherworldly occurrence::a plot device::a curse::a magic device::a rival::an unexpected pregnancy::a brothel::a prostitute::a new location::a past lover::a completely random thing::a what-if scenario::a significant choice::war::love::a monster::lewd undertones::Professor Mari::a travelling troupe::a secret::a fortune-teller::something completely different::a killer::a murder mystery::a mystery::a skill check::a deus ex machina::three raccoons in a trench coat::a pet::a slave::an orphan::a psycho::tentacles::"there is only one bed" trope::accidental marriage::a fun twist::a boss battle::sexy corn::an eldritch horror::a character getting hungry, thirsty, or exhausted::horniness::a need for a bathroom break need::someone fainting::an assassination attempt::a meta narration of this all being an out of hand DND session::a dungeon::a friend in need::an old friend::a small time skip::a scene shift::Aurora Borealis, at this time of year, at this time of day, at this part of the country::a grand ball::a surprise party::zombies::foreshadowing::a Spanish Inquisition (nobody expects it)::a natural plot progression}} to make things more interesting! Be creative, but stay grounded in the setting.';
|
||
} else {
|
||
prompt = 'Actually, the scene is getting stale. Progress it, to make things more interesting! Reintroduce an unresolved plot point from the past, or push the story further towards the current main goal. Be creative, but stay grounded in the setting.';
|
||
}
|
||
|
||
// Add HTML prompt if enabled
|
||
if (extensionSettings.enableHtmlPrompt) {
|
||
prompt += '\n\n' + `If appropriate, include inline HTML, CSS, and JS elements for creative, visual storytelling throughout your response:
|
||
- Use them liberally to depict any in-world content that can be visualized (screens, posters, books, signs, letters, logos, crests, seals, medallions, labels, etc.), with creative license for animations, 3D effects, pop-ups, dropdowns, websites, and so on.
|
||
- Style them thematically to match the theme (e.g., sleek for sci-fi, rustic for fantasy), ensuring text is visible.
|
||
- Embed all resources directly (e.g., inline SVGs) so nothing relies on external fonts or libraries.
|
||
- Place elements naturally in the narrative where characters would see or use them, with no limits on format or application.
|
||
- These HTML/CSS/JS elements must be rendered directly without enclosing them in code fences.`;
|
||
}
|
||
|
||
// Set flag to indicate we're doing plot progression
|
||
// This will be used by onMessageReceived to clear the prompt after generation completes
|
||
isPlotProgression = true;
|
||
|
||
// console.log('[RPG Companion] Calling Generate with continuation and plot prompt');
|
||
// console.log('[RPG Companion] Full prompt:', prompt);
|
||
|
||
// Pass the prompt via options with the correct property name
|
||
// Based on /continue slash command implementation, it uses quiet_prompt (underscore, not camelCase)
|
||
const options = {
|
||
quiet_prompt: prompt, // Use underscore notation, not camelCase
|
||
quietToLoud: true
|
||
};
|
||
|
||
// Call Generate with 'continue' type and our custom prompt
|
||
await Generate('continue', options);
|
||
|
||
// console.log('[RPG Companion] Plot progression generation triggered');
|
||
} catch (error) {
|
||
console.error('[RPG Companion] Error sending plot progression:', error);
|
||
isPlotProgression = false;
|
||
} finally {
|
||
// Restore original enabled state and re-enable buttons after a delay
|
||
setTimeout(() => {
|
||
extensionSettings.enabled = wasEnabled;
|
||
$('#rpg-plot-random, #rpg-plot-natural').prop('disabled', false).css('opacity', '1');
|
||
}, 1000);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Modern DiceModal ES6 Class
|
||
* Manages dice roller modal with proper state management and CSS classes
|
||
*/
|
||
class DiceModal {
|
||
constructor() {
|
||
this.modal = document.getElementById('rpg-dice-popup');
|
||
this.animation = document.getElementById('rpg-dice-animation');
|
||
this.result = document.getElementById('rpg-dice-result');
|
||
this.resultValue = document.getElementById('rpg-dice-result-value');
|
||
this.resultDetails = document.getElementById('rpg-dice-result-details');
|
||
this.rollBtn = document.getElementById('rpg-dice-roll-btn');
|
||
|
||
this.state = 'IDLE'; // IDLE, ROLLING, SHOWING_RESULT
|
||
this.isAnimating = false;
|
||
}
|
||
|
||
/**
|
||
* Opens the modal with proper animation
|
||
*/
|
||
open() {
|
||
if (this.isAnimating) return;
|
||
|
||
// Apply theme
|
||
const theme = extensionSettings.theme;
|
||
this.modal.setAttribute('data-theme', theme);
|
||
|
||
// Apply custom theme if needed
|
||
if (theme === 'custom') {
|
||
this._applyCustomTheme();
|
||
}
|
||
|
||
// Reset to initial state
|
||
this._setState('IDLE');
|
||
|
||
// Open modal with CSS class
|
||
this.modal.classList.add('is-open');
|
||
this.modal.classList.remove('is-closing');
|
||
|
||
// Focus management
|
||
this.modal.querySelector('#rpg-dice-popup-close')?.focus();
|
||
}
|
||
|
||
/**
|
||
* Closes the modal with animation
|
||
*/
|
||
close() {
|
||
if (this.isAnimating) return;
|
||
|
||
this.isAnimating = true;
|
||
this.modal.classList.add('is-closing');
|
||
this.modal.classList.remove('is-open');
|
||
|
||
// Wait for animation to complete
|
||
setTimeout(() => {
|
||
this.modal.classList.remove('is-closing');
|
||
this.isAnimating = false;
|
||
|
||
// Clear pending roll
|
||
pendingDiceRoll = null;
|
||
}, 200);
|
||
}
|
||
|
||
/**
|
||
* Starts the rolling animation
|
||
*/
|
||
startRolling() {
|
||
this._setState('ROLLING');
|
||
}
|
||
|
||
/**
|
||
* Shows the result
|
||
* @param {number} total - The total roll value
|
||
* @param {Array<number>} rolls - Individual roll values
|
||
*/
|
||
showResult(total, rolls) {
|
||
this._setState('SHOWING_RESULT');
|
||
|
||
// Update result values
|
||
this.resultValue.textContent = total;
|
||
this.resultValue.classList.add('is-animating');
|
||
|
||
// Remove animation class after it completes
|
||
setTimeout(() => {
|
||
this.resultValue.classList.remove('is-animating');
|
||
}, 500);
|
||
|
||
// Show details if multiple rolls
|
||
if (rolls && rolls.length > 1) {
|
||
this.resultDetails.textContent = `Rolls: ${rolls.join(', ')}`;
|
||
} else {
|
||
this.resultDetails.textContent = '';
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Manages modal state changes
|
||
* @private
|
||
*/
|
||
_setState(newState) {
|
||
this.state = newState;
|
||
|
||
switch (newState) {
|
||
case 'IDLE':
|
||
this.rollBtn.hidden = false;
|
||
this.animation.hidden = true;
|
||
this.result.hidden = true;
|
||
break;
|
||
|
||
case 'ROLLING':
|
||
this.rollBtn.hidden = true;
|
||
this.animation.hidden = false;
|
||
this.result.hidden = true;
|
||
this.animation.setAttribute('aria-busy', 'true');
|
||
break;
|
||
|
||
case 'SHOWING_RESULT':
|
||
this.rollBtn.hidden = true;
|
||
this.animation.hidden = true;
|
||
this.result.hidden = false;
|
||
this.animation.setAttribute('aria-busy', 'false');
|
||
break;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Applies custom theme colors
|
||
* @private
|
||
*/
|
||
_applyCustomTheme() {
|
||
const content = this.modal.querySelector('.rpg-dice-popup-content');
|
||
if (content && extensionSettings.customColors) {
|
||
content.style.setProperty('--rpg-bg', extensionSettings.customColors.bg);
|
||
content.style.setProperty('--rpg-accent', extensionSettings.customColors.accent);
|
||
content.style.setProperty('--rpg-text', extensionSettings.customColors.text);
|
||
content.style.setProperty('--rpg-highlight', extensionSettings.customColors.highlight);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Global instance
|
||
let diceModal = null;
|
||
|
||
/**
|
||
* Sets up the dice roller functionality.
|
||
*/
|
||
function setupDiceRoller() {
|
||
// Initialize DiceModal instance
|
||
diceModal = new DiceModal();
|
||
// Click dice display to open popup
|
||
$('#rpg-dice-display').on('click', function() {
|
||
openDicePopup();
|
||
});
|
||
|
||
// Close popup - handle both close button and backdrop clicks
|
||
$('#rpg-dice-popup-close').on('click', function() {
|
||
closeDicePopup();
|
||
});
|
||
|
||
// Close on backdrop click (clicking outside content)
|
||
$('#rpg-dice-popup').on('click', function(e) {
|
||
if (e.target === this) {
|
||
closeDicePopup();
|
||
}
|
||
});
|
||
|
||
// Roll dice button
|
||
$('#rpg-dice-roll-btn').on('click', async function() {
|
||
await rollDice();
|
||
});
|
||
|
||
// Save roll button (closes popup and saves the roll)
|
||
$('#rpg-dice-save-btn').on('click', function() {
|
||
// Save the pending roll
|
||
if (pendingDiceRoll) {
|
||
extensionSettings.lastDiceRoll = pendingDiceRoll;
|
||
saveSettings();
|
||
updateDiceDisplay();
|
||
pendingDiceRoll = null;
|
||
}
|
||
closeDicePopup();
|
||
});
|
||
|
||
// Reset on Enter key
|
||
$('#rpg-dice-count, #rpg-dice-sides').on('keypress', function(e) {
|
||
if (e.which === 13) {
|
||
rollDice();
|
||
}
|
||
});
|
||
|
||
// Clear dice roll button
|
||
$('#rpg-clear-dice').on('click', function(e) {
|
||
e.stopPropagation(); // Prevent opening the dice popup
|
||
clearDiceRoll();
|
||
});
|
||
}
|
||
|
||
/**
|
||
* Clears the last dice roll.
|
||
*/
|
||
function clearDiceRoll() {
|
||
extensionSettings.lastDiceRoll = null;
|
||
saveSettings();
|
||
updateDiceDisplay();
|
||
}
|
||
|
||
/**
|
||
* Opens the dice rolling popup.
|
||
* Backwards compatible wrapper for DiceModal class.
|
||
*/
|
||
function openDicePopup() {
|
||
if (diceModal) {
|
||
diceModal.open();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Closes the dice rolling popup.
|
||
* Backwards compatible wrapper for DiceModal class.
|
||
*/
|
||
function closeDicePopup() {
|
||
if (diceModal) {
|
||
diceModal.close();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @deprecated Legacy function - use diceModal._applyCustomTheme() instead
|
||
*/
|
||
function applyCustomThemeToPopup() {
|
||
if (diceModal) {
|
||
diceModal._applyCustomTheme();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Rolls the dice and displays result.
|
||
* Refactored to use DiceModal class.
|
||
*/
|
||
async function rollDice() {
|
||
if (!diceModal) return;
|
||
|
||
const count = parseInt(String($('#rpg-dice-count').val())) || 1;
|
||
const sides = parseInt(String($('#rpg-dice-sides').val())) || 20;
|
||
|
||
// Start rolling animation
|
||
diceModal.startRolling();
|
||
|
||
// Wait for animation (simulate rolling)
|
||
await new Promise(resolve => setTimeout(resolve, 1200));
|
||
|
||
// Execute /roll command
|
||
const rollCommand = `/roll ${count}d${sides}`;
|
||
const rollResult = await executeRollCommand(rollCommand);
|
||
|
||
// Parse result
|
||
const total = rollResult.total || 0;
|
||
const rolls = rollResult.rolls || [];
|
||
|
||
// Store result temporarily (not saved until "Save Roll" is clicked)
|
||
pendingDiceRoll = {
|
||
formula: `${count}d${sides}`,
|
||
total: total,
|
||
rolls: rolls,
|
||
timestamp: Date.now()
|
||
};
|
||
|
||
// Show result
|
||
diceModal.showResult(total, rolls);
|
||
|
||
// Don't update sidebar display yet - only update when user clicks "Save Roll"
|
||
}
|
||
|
||
/**
|
||
* Executes a /roll command and returns the result.
|
||
*/
|
||
async function executeRollCommand(command) {
|
||
try {
|
||
// Parse the dice notation (e.g., "2d20")
|
||
const match = command.match(/(\d+)d(\d+)/);
|
||
if (!match) {
|
||
return { total: 0, rolls: [] };
|
||
}
|
||
|
||
const count = parseInt(match[1]);
|
||
const sides = parseInt(match[2]);
|
||
const rolls = [];
|
||
let total = 0;
|
||
|
||
for (let i = 0; i < count; i++) {
|
||
const roll = Math.floor(Math.random() * sides) + 1;
|
||
rolls.push(roll);
|
||
total += roll;
|
||
}
|
||
|
||
return { total, rolls };
|
||
} catch (error) {
|
||
console.error('[RPG Companion] Error rolling dice:', error);
|
||
return { total: 0, rolls: [] };
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Updates the dice display in the sidebar.
|
||
*/
|
||
function updateDiceDisplay() {
|
||
const lastRoll = extensionSettings.lastDiceRoll;
|
||
if (lastRoll) {
|
||
$('#rpg-last-roll-text').text(`Last Roll (${lastRoll.formula}): ${lastRoll.total}`);
|
||
} else {
|
||
$('#rpg-last-roll-text').text('Last Roll: None');
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Adds the Roll Dice quick reply button.
|
||
*/
|
||
function addDiceQuickReply() {
|
||
// Create quick reply button if Quick Replies exist
|
||
if (window.quickReplyApi) {
|
||
// Quick Reply API integration would go here
|
||
// For now, the dice display in the sidebar serves as the button
|
||
}
|
||
}
|
||
|
||
/**
|
||
* SettingsModal - Manages the settings popup modal
|
||
* Handles opening, closing, theming, and animations
|
||
*/
|
||
class SettingsModal {
|
||
constructor() {
|
||
this.modal = document.getElementById('rpg-settings-popup');
|
||
this.content = this.modal?.querySelector('.rpg-settings-popup-content');
|
||
this.isAnimating = false;
|
||
}
|
||
|
||
/**
|
||
* Opens the modal with proper animation
|
||
*/
|
||
open() {
|
||
if (this.isAnimating || !this.modal) return;
|
||
|
||
// Apply theme
|
||
const theme = extensionSettings.theme || 'default';
|
||
this.modal.setAttribute('data-theme', theme);
|
||
|
||
// Apply custom theme if needed
|
||
if (theme === 'custom') {
|
||
this._applyCustomTheme();
|
||
}
|
||
|
||
// Open modal with CSS class
|
||
this.modal.classList.add('is-open');
|
||
this.modal.classList.remove('is-closing');
|
||
|
||
// Focus management
|
||
this.modal.querySelector('#rpg-close-settings')?.focus();
|
||
}
|
||
|
||
/**
|
||
* Closes the modal with animation
|
||
*/
|
||
close() {
|
||
if (this.isAnimating || !this.modal) return;
|
||
|
||
this.isAnimating = true;
|
||
this.modal.classList.add('is-closing');
|
||
this.modal.classList.remove('is-open');
|
||
|
||
// Wait for animation to complete
|
||
setTimeout(() => {
|
||
this.modal.classList.remove('is-closing');
|
||
this.isAnimating = false;
|
||
}, 200);
|
||
}
|
||
|
||
/**
|
||
* Updates the theme in real-time (used when theme selector changes)
|
||
*/
|
||
updateTheme() {
|
||
if (!this.modal) return;
|
||
|
||
const theme = extensionSettings.theme || 'default';
|
||
this.modal.setAttribute('data-theme', theme);
|
||
|
||
if (theme === 'custom') {
|
||
this._applyCustomTheme();
|
||
} else {
|
||
// Clear custom CSS variables to let theme CSS take over
|
||
this._clearCustomTheme();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Applies custom theme colors
|
||
* @private
|
||
*/
|
||
_applyCustomTheme() {
|
||
if (!this.content || !extensionSettings.customColors) return;
|
||
|
||
this.content.style.setProperty('--rpg-bg', extensionSettings.customColors.bg);
|
||
this.content.style.setProperty('--rpg-accent', extensionSettings.customColors.accent);
|
||
this.content.style.setProperty('--rpg-text', extensionSettings.customColors.text);
|
||
this.content.style.setProperty('--rpg-highlight', extensionSettings.customColors.highlight);
|
||
}
|
||
|
||
/**
|
||
* Clears custom theme colors
|
||
* @private
|
||
*/
|
||
_clearCustomTheme() {
|
||
if (!this.content) return;
|
||
|
||
this.content.style.setProperty('--rpg-bg', '');
|
||
this.content.style.setProperty('--rpg-accent', '');
|
||
this.content.style.setProperty('--rpg-text', '');
|
||
this.content.style.setProperty('--rpg-highlight', '');
|
||
}
|
||
}
|
||
|
||
// Global instance
|
||
let settingsModal = null;
|
||
|
||
/**
|
||
* Opens the settings popup.
|
||
* Backwards compatible wrapper for SettingsModal class.
|
||
*/
|
||
function openSettingsPopup() {
|
||
if (settingsModal) {
|
||
settingsModal.open();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Closes the settings popup.
|
||
* Backwards compatible wrapper for SettingsModal class.
|
||
*/
|
||
function closeSettingsPopup() {
|
||
if (settingsModal) {
|
||
settingsModal.close();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Applies custom theme colors to the settings popup.
|
||
* Backwards compatible wrapper for SettingsModal class.
|
||
* @deprecated Use settingsModal.updateTheme() instead
|
||
*/
|
||
function applyCustomThemeToSettingsPopup() {
|
||
if (settingsModal) {
|
||
settingsModal._applyCustomTheme();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Updates the settings popup theme in real-time.
|
||
* Backwards compatible wrapper for SettingsModal class.
|
||
*/
|
||
function updateSettingsPopupTheme() {
|
||
if (settingsModal) {
|
||
settingsModal.updateTheme();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Sets up the settings popup functionality.
|
||
*/
|
||
function setupSettingsPopup() {
|
||
// Initialize SettingsModal instance
|
||
settingsModal = new SettingsModal();
|
||
|
||
// Open settings popup
|
||
$('#rpg-open-settings').on('click', function() {
|
||
openSettingsPopup();
|
||
});
|
||
|
||
// Close settings popup - close button
|
||
$('#rpg-close-settings').on('click', function() {
|
||
closeSettingsPopup();
|
||
});
|
||
|
||
// Close on backdrop click (clicking outside content)
|
||
$('#rpg-settings-popup').on('click', function(e) {
|
||
if (e.target === this) {
|
||
closeSettingsPopup();
|
||
}
|
||
});
|
||
|
||
// Clear cache button
|
||
$('#rpg-clear-cache').on('click', function() {
|
||
// Clear the data
|
||
lastGeneratedData.userStats = null;
|
||
lastGeneratedData.infoBox = null;
|
||
lastGeneratedData.characterThoughts = null;
|
||
|
||
// Clear committed tracker data (used for generation context)
|
||
committedTrackerData.userStats = null;
|
||
committedTrackerData.infoBox = null;
|
||
committedTrackerData.characterThoughts = null;
|
||
|
||
// Clear all message swipe data
|
||
const chat = getContext().chat;
|
||
if (chat && chat.length > 0) {
|
||
for (let i = 0; i < chat.length; i++) {
|
||
const message = chat[i];
|
||
if (message.extra && message.extra.rpg_companion_swipes) {
|
||
delete message.extra.rpg_companion_swipes;
|
||
// console.log('[RPG Companion] Cleared swipe data from message at index', i);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Clear the UI
|
||
if ($infoBoxContainer) {
|
||
$infoBoxContainer.empty();
|
||
}
|
||
if ($thoughtsContainer) {
|
||
$thoughtsContainer.empty();
|
||
}
|
||
|
||
// Reset stats to defaults and re-render
|
||
extensionSettings.userStats = {
|
||
health: 100,
|
||
sustenance: 100,
|
||
energy: 100,
|
||
hygiene: 100,
|
||
arousal: 0,
|
||
mood: '😐',
|
||
conditions: 'None',
|
||
inventory: 'None'
|
||
};
|
||
|
||
// Reset classic stats (attributes) to defaults
|
||
extensionSettings.classicStats = {
|
||
str: 10,
|
||
dex: 10,
|
||
con: 10,
|
||
int: 10,
|
||
wis: 10,
|
||
cha: 10
|
||
};
|
||
|
||
// Clear dice roll
|
||
extensionSettings.lastDiceRoll = null;
|
||
|
||
// Save everything
|
||
saveChatData();
|
||
saveSettings();
|
||
|
||
// Re-render user stats and dice display
|
||
renderUserStats();
|
||
updateDiceDisplay();
|
||
updateChatThoughts(); // Clear the thought bubble in chat
|
||
|
||
// console.log('[RPG Companion] Chat cache cleared');
|
||
});
|
||
}
|
||
|
||
/**
|
||
* Helper function to close the mobile panel with animation.
|
||
*/
|
||
function closeMobilePanelWithAnimation() {
|
||
const $panel = $('#rpg-companion-panel');
|
||
const $mobileToggle = $('#rpg-mobile-toggle');
|
||
|
||
// Add closing class to trigger slide-out animation
|
||
$panel.removeClass('rpg-mobile-open').addClass('rpg-mobile-closing');
|
||
$mobileToggle.removeClass('active');
|
||
|
||
// Wait for animation to complete before hiding
|
||
$panel.one('animationend', function() {
|
||
$panel.removeClass('rpg-mobile-closing');
|
||
$('.rpg-mobile-overlay').remove();
|
||
});
|
||
}
|
||
|
||
/**
|
||
* Sets up the mobile toggle button (FAB).
|
||
*/
|
||
function setupMobileToggle() {
|
||
const $mobileToggle = $('#rpg-mobile-toggle');
|
||
const $panel = $('#rpg-companion-panel');
|
||
const $overlay = $('<div class="rpg-mobile-overlay"></div>');
|
||
|
||
// DIAGNOSTIC: Check if elements exist and log setup state
|
||
console.log('[RPG Mobile] ========================================');
|
||
console.log('[RPG Mobile] setupMobileToggle called');
|
||
console.log('[RPG Mobile] Button exists:', $mobileToggle.length > 0, 'jQuery object:', $mobileToggle);
|
||
console.log('[RPG Mobile] Panel exists:', $panel.length > 0);
|
||
console.log('[RPG Mobile] Window width:', window.innerWidth);
|
||
console.log('[RPG Mobile] Is mobile viewport (<=1000):', window.innerWidth <= 1000);
|
||
console.log('[RPG Mobile] ========================================');
|
||
|
||
if ($mobileToggle.length === 0) {
|
||
console.error('[RPG Mobile] ERROR: Mobile toggle button not found in DOM!');
|
||
console.error('[RPG Mobile] Cannot attach event handlers - button does not exist');
|
||
return; // Exit early if button doesn't exist
|
||
}
|
||
|
||
// Load and apply saved FAB position
|
||
if (extensionSettings.mobileFabPosition) {
|
||
const pos = extensionSettings.mobileFabPosition;
|
||
console.log('[RPG Mobile] Loading saved FAB position:', pos);
|
||
|
||
// Apply saved position
|
||
if (pos.top) $mobileToggle.css('top', pos.top);
|
||
if (pos.right) $mobileToggle.css('right', pos.right);
|
||
if (pos.bottom) $mobileToggle.css('bottom', pos.bottom);
|
||
if (pos.left) $mobileToggle.css('left', pos.left);
|
||
|
||
// Constrain to viewport after position is applied
|
||
requestAnimationFrame(() => constrainFabToViewport());
|
||
}
|
||
|
||
// Touch/drag state
|
||
let isDragging = false;
|
||
let touchStartTime = 0;
|
||
let touchStartX = 0;
|
||
let touchStartY = 0;
|
||
let buttonStartX = 0;
|
||
let buttonStartY = 0;
|
||
const LONG_PRESS_DURATION = 200; // ms to hold before enabling drag
|
||
const MOVE_THRESHOLD = 10; // px to move before enabling drag
|
||
let rafId = null; // RequestAnimationFrame ID for smooth updates
|
||
let pendingX = null;
|
||
let pendingY = null;
|
||
|
||
// Update position using requestAnimationFrame for smooth rendering
|
||
function updateFabPosition() {
|
||
if (pendingX !== null && pendingY !== null) {
|
||
$mobileToggle.css({
|
||
left: pendingX + 'px',
|
||
top: pendingY + 'px',
|
||
right: 'auto',
|
||
bottom: 'auto'
|
||
});
|
||
pendingX = null;
|
||
pendingY = null;
|
||
}
|
||
rafId = null;
|
||
}
|
||
|
||
// Touch start - begin tracking
|
||
$mobileToggle.on('touchstart', function(e) {
|
||
const touch = e.originalEvent.touches[0];
|
||
|
||
touchStartTime = Date.now();
|
||
touchStartX = touch.clientX;
|
||
touchStartY = touch.clientY;
|
||
|
||
const offset = $mobileToggle.offset();
|
||
buttonStartX = offset.left;
|
||
buttonStartY = offset.top;
|
||
|
||
isDragging = false;
|
||
});
|
||
|
||
// Touch move - check if should start dragging
|
||
$mobileToggle.on('touchmove', function(e) {
|
||
const touch = e.originalEvent.touches[0];
|
||
const deltaX = touch.clientX - touchStartX;
|
||
const deltaY = touch.clientY - touchStartY;
|
||
const timeSinceStart = Date.now() - touchStartTime;
|
||
const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
|
||
|
||
// Start dragging if held long enough OR moved far enough
|
||
if (!isDragging && (timeSinceStart > LONG_PRESS_DURATION || distance > MOVE_THRESHOLD)) {
|
||
isDragging = true;
|
||
$mobileToggle.addClass('dragging'); // Disable transitions while dragging
|
||
}
|
||
|
||
if (isDragging) {
|
||
e.preventDefault(); // Prevent scrolling while dragging
|
||
|
||
// Calculate new position
|
||
let newX = buttonStartX + deltaX;
|
||
let newY = buttonStartY + deltaY;
|
||
|
||
// Get button dimensions
|
||
const buttonWidth = $mobileToggle.outerWidth();
|
||
const buttonHeight = $mobileToggle.outerHeight();
|
||
|
||
// Constrain to viewport with 10px padding
|
||
const minX = 10;
|
||
const maxX = window.innerWidth - buttonWidth - 10;
|
||
const minY = 10;
|
||
const maxY = window.innerHeight - buttonHeight - 10;
|
||
|
||
newX = Math.max(minX, Math.min(maxX, newX));
|
||
newY = Math.max(minY, Math.min(maxY, newY));
|
||
|
||
// Store pending position and request animation frame for smooth update
|
||
pendingX = newX;
|
||
pendingY = newY;
|
||
if (!rafId) {
|
||
rafId = requestAnimationFrame(updateFabPosition);
|
||
}
|
||
}
|
||
});
|
||
|
||
// Mouse drag support for desktop
|
||
let mouseDown = false;
|
||
|
||
$mobileToggle.on('mousedown', function(e) {
|
||
// Prevent default to avoid text selection
|
||
e.preventDefault();
|
||
|
||
touchStartTime = Date.now();
|
||
touchStartX = e.clientX;
|
||
touchStartY = e.clientY;
|
||
|
||
const offset = $mobileToggle.offset();
|
||
buttonStartX = offset.left;
|
||
buttonStartY = offset.top;
|
||
|
||
isDragging = false;
|
||
mouseDown = true;
|
||
});
|
||
|
||
// Mouse move - only track if mouse is down
|
||
$(document).on('mousemove', function(e) {
|
||
if (!mouseDown) return;
|
||
|
||
const deltaX = e.clientX - touchStartX;
|
||
const deltaY = e.clientY - touchStartY;
|
||
const timeSinceStart = Date.now() - touchStartTime;
|
||
const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
|
||
|
||
// Start dragging if held long enough OR moved far enough
|
||
if (!isDragging && (timeSinceStart > LONG_PRESS_DURATION || distance > MOVE_THRESHOLD)) {
|
||
isDragging = true;
|
||
$mobileToggle.addClass('dragging'); // Disable transitions while dragging
|
||
}
|
||
|
||
if (isDragging) {
|
||
e.preventDefault();
|
||
|
||
// Calculate new position
|
||
let newX = buttonStartX + deltaX;
|
||
let newY = buttonStartY + deltaY;
|
||
|
||
// Get button dimensions
|
||
const buttonWidth = $mobileToggle.outerWidth();
|
||
const buttonHeight = $mobileToggle.outerHeight();
|
||
|
||
// Constrain to viewport with 10px padding
|
||
const minX = 10;
|
||
const maxX = window.innerWidth - buttonWidth - 10;
|
||
const minY = 10;
|
||
const maxY = window.innerHeight - buttonHeight - 10;
|
||
|
||
newX = Math.max(minX, Math.min(maxX, newX));
|
||
newY = Math.max(minY, Math.min(maxY, newY));
|
||
|
||
// Store pending position and request animation frame for smooth update
|
||
pendingX = newX;
|
||
pendingY = newY;
|
||
if (!rafId) {
|
||
rafId = requestAnimationFrame(updateFabPosition);
|
||
}
|
||
}
|
||
});
|
||
|
||
// Mouse up - save position or let click handler toggle
|
||
$(document).on('mouseup', function(e) {
|
||
if (!mouseDown) return;
|
||
|
||
mouseDown = false;
|
||
|
||
if (isDragging) {
|
||
// Was dragging - save new position
|
||
const offset = $mobileToggle.offset();
|
||
const newPosition = {
|
||
left: offset.left + 'px',
|
||
top: offset.top + 'px'
|
||
};
|
||
|
||
extensionSettings.mobileFabPosition = newPosition;
|
||
saveSettings();
|
||
|
||
console.log('[RPG Mobile] Saved new FAB position (mouse):', newPosition);
|
||
|
||
// Constrain to viewport bounds (now that position is saved)
|
||
setTimeout(() => constrainFabToViewport(), 10);
|
||
|
||
// Re-enable transitions with smooth animation
|
||
setTimeout(() => {
|
||
$mobileToggle.removeClass('dragging');
|
||
}, 50);
|
||
|
||
isDragging = false;
|
||
|
||
// Prevent click from firing after drag
|
||
e.preventDefault();
|
||
e.stopPropagation();
|
||
|
||
// Add flag to prevent click handler from firing
|
||
$mobileToggle.data('just-dragged', true);
|
||
setTimeout(() => {
|
||
$mobileToggle.data('just-dragged', false);
|
||
}, 100);
|
||
}
|
||
// If not dragging, let the click handler toggle the panel
|
||
});
|
||
|
||
// Touch end - save position or toggle panel
|
||
$mobileToggle.on('touchend', function(e) {
|
||
// TEMPORARILY COMMENTED FOR DIAGNOSIS - might be blocking click fallback
|
||
// e.preventDefault();
|
||
|
||
if (isDragging) {
|
||
// Was dragging - save new position
|
||
const offset = $mobileToggle.offset();
|
||
const newPosition = {
|
||
left: offset.left + 'px',
|
||
top: offset.top + 'px'
|
||
};
|
||
|
||
extensionSettings.mobileFabPosition = newPosition;
|
||
saveSettings();
|
||
|
||
console.log('[RPG Mobile] Saved new FAB position:', newPosition);
|
||
|
||
// Constrain to viewport bounds (now that position is saved)
|
||
setTimeout(() => constrainFabToViewport(), 10);
|
||
|
||
// Re-enable transitions with smooth animation
|
||
setTimeout(() => {
|
||
$mobileToggle.removeClass('dragging');
|
||
}, 50);
|
||
|
||
isDragging = false;
|
||
} else {
|
||
// Was a tap - toggle panel
|
||
console.log('[RPG Mobile] Quick tap detected - toggling panel');
|
||
|
||
if ($panel.hasClass('rpg-mobile-open')) {
|
||
// Close panel with animation
|
||
closeMobilePanelWithAnimation();
|
||
} else {
|
||
// Open panel
|
||
$panel.addClass('rpg-mobile-open');
|
||
$('body').append($overlay);
|
||
$mobileToggle.addClass('active');
|
||
|
||
// Close when clicking overlay
|
||
$overlay.on('click', function() {
|
||
closeMobilePanelWithAnimation();
|
||
});
|
||
}
|
||
}
|
||
});
|
||
|
||
// Click handler - works on both mobile and desktop
|
||
$mobileToggle.on('click', function(e) {
|
||
// Skip if we just finished dragging
|
||
if ($mobileToggle.data('just-dragged')) {
|
||
console.log('[RPG Mobile] Click blocked - just finished dragging');
|
||
return;
|
||
}
|
||
|
||
console.log('[RPG Mobile] >>> CLICK EVENT FIRED <<<', {
|
||
windowWidth: window.innerWidth,
|
||
isMobileViewport: window.innerWidth <= 1000,
|
||
panelOpen: $panel.hasClass('rpg-mobile-open')
|
||
});
|
||
|
||
// Work on both mobile and desktop (removed viewport check)
|
||
if ($panel.hasClass('rpg-mobile-open')) {
|
||
console.log('[RPG Mobile] Click: Closing panel');
|
||
closeMobilePanelWithAnimation();
|
||
} else {
|
||
console.log('[RPG Mobile] Click: Opening panel');
|
||
$panel.addClass('rpg-mobile-open');
|
||
$('body').append($overlay);
|
||
$mobileToggle.addClass('active');
|
||
|
||
$overlay.on('click', function() {
|
||
console.log('[RPG Mobile] Overlay clicked - closing panel');
|
||
closeMobilePanelWithAnimation();
|
||
});
|
||
}
|
||
});
|
||
|
||
// Handle viewport resize to manage desktop/mobile transitions
|
||
let wasMobile = window.innerWidth <= 1000;
|
||
let resizeTimer;
|
||
|
||
$(window).on('resize', function() {
|
||
clearTimeout(resizeTimer);
|
||
|
||
const isMobile = window.innerWidth <= 1000;
|
||
const $panel = $('#rpg-companion-panel');
|
||
const $mobileToggle = $('#rpg-mobile-toggle');
|
||
|
||
// Transitioning from desktop to mobile - handle immediately for smooth transition
|
||
if (!wasMobile && isMobile) {
|
||
console.log('[RPG Mobile] Transitioning desktop -> mobile');
|
||
|
||
// Remove desktop positioning classes
|
||
$panel.removeClass('rpg-position-right rpg-position-left rpg-position-top');
|
||
|
||
// Clear collapsed state - mobile doesn't use collapse
|
||
$panel.removeClass('rpg-collapsed');
|
||
|
||
// Close panel on mobile with animation
|
||
closeMobilePanelWithAnimation();
|
||
|
||
// Clear any inline styles that might be overriding CSS
|
||
$panel.attr('style', '');
|
||
|
||
console.log('[RPG Mobile] After cleanup:', {
|
||
panelClasses: $panel.attr('class'),
|
||
inlineStyles: $panel.attr('style'),
|
||
panelPosition: {
|
||
top: $panel.css('top'),
|
||
bottom: $panel.css('bottom'),
|
||
transform: $panel.css('transform'),
|
||
visibility: $panel.css('visibility')
|
||
}
|
||
});
|
||
|
||
// Set up mobile tabs IMMEDIATELY (no debounce delay)
|
||
setupMobileTabs();
|
||
|
||
// Update icon for mobile state
|
||
updateCollapseToggleIcon();
|
||
|
||
wasMobile = isMobile;
|
||
return;
|
||
}
|
||
|
||
// For mobile to desktop transition, use debounce
|
||
resizeTimer = setTimeout(function() {
|
||
const isMobile = window.innerWidth <= 1000;
|
||
|
||
// Transitioning from mobile to desktop
|
||
if (wasMobile && !isMobile) {
|
||
// Disable transitions to prevent left→right slide animation
|
||
$panel.css('transition', 'none');
|
||
|
||
$panel.removeClass('rpg-mobile-open rpg-mobile-closing');
|
||
$mobileToggle.removeClass('active');
|
||
$('.rpg-mobile-overlay').remove();
|
||
|
||
// Restore desktop positioning class
|
||
const position = extensionSettings.panelPosition || 'right';
|
||
$panel.addClass('rpg-position-' + position);
|
||
|
||
// Remove mobile tabs structure
|
||
removeMobileTabs();
|
||
|
||
// Force reflow to apply position instantly
|
||
$panel[0].offsetHeight;
|
||
|
||
// Re-enable transitions after positioned
|
||
setTimeout(function() {
|
||
$panel.css('transition', '');
|
||
}, 50);
|
||
}
|
||
|
||
wasMobile = isMobile;
|
||
|
||
// Constrain FAB to viewport after resize (only if user has positioned it)
|
||
constrainFabToViewport();
|
||
}, 150); // Debounce only for mobile→desktop
|
||
});
|
||
|
||
// Initialize mobile tabs if starting on mobile
|
||
const isMobile = window.innerWidth <= 1000;
|
||
if (isMobile) {
|
||
const $panel = $('#rpg-companion-panel');
|
||
// Clear any inline styles
|
||
$panel.attr('style', '');
|
||
|
||
console.log('[RPG Mobile] Initial load on mobile viewport:', {
|
||
panelClasses: $panel.attr('class'),
|
||
inlineStyles: $panel.attr('style'),
|
||
panelPosition: {
|
||
top: $panel.css('top'),
|
||
bottom: $panel.css('top'),
|
||
transform: $panel.css('transform'),
|
||
visibility: $panel.css('visibility')
|
||
}
|
||
});
|
||
setupMobileTabs();
|
||
// Set initial icon for mobile
|
||
updateCollapseToggleIcon();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Constrains the mobile FAB button to viewport bounds with top-bar awareness.
|
||
* Only runs when button is in user-controlled state (mobileFabPosition exists).
|
||
* Ensures button never goes behind the top bar or outside viewport edges.
|
||
*/
|
||
function constrainFabToViewport() {
|
||
// Only constrain if user has set a custom position
|
||
if (!extensionSettings.mobileFabPosition) {
|
||
console.log('[RPG Mobile] Skipping viewport constraint - using CSS defaults');
|
||
return;
|
||
}
|
||
|
||
const $mobileToggle = $('#rpg-mobile-toggle');
|
||
if ($mobileToggle.length === 0) return;
|
||
|
||
// Skip if button is not visible
|
||
if (!$mobileToggle.is(':visible')) {
|
||
console.log('[RPG Mobile] Skipping viewport constraint - button not visible');
|
||
return;
|
||
}
|
||
|
||
// Get current position
|
||
const offset = $mobileToggle.offset();
|
||
if (!offset) return;
|
||
|
||
let currentX = offset.left;
|
||
let currentY = offset.top;
|
||
|
||
const buttonWidth = $mobileToggle.outerWidth();
|
||
const buttonHeight = $mobileToggle.outerHeight();
|
||
|
||
// Get top bar height from CSS variable (fallback to 50px if not set)
|
||
const topBarHeight = parseInt(getComputedStyle(document.documentElement).getPropertyValue('--topBarBlockSize')) || 50;
|
||
|
||
// Calculate viewport bounds with padding
|
||
// Use top bar height + extra padding for top bound
|
||
const minX = 10;
|
||
const maxX = window.innerWidth - buttonWidth - 10;
|
||
const minY = topBarHeight + 60; // Top bar + extra space for visibility
|
||
const maxY = window.innerHeight - buttonHeight - 10;
|
||
|
||
// Constrain to bounds
|
||
let newX = Math.max(minX, Math.min(maxX, currentX));
|
||
let newY = Math.max(minY, Math.min(maxY, currentY));
|
||
|
||
// Only update if position changed
|
||
if (newX !== currentX || newY !== currentY) {
|
||
console.log('[RPG Mobile] Constraining FAB to viewport:', {
|
||
old: { x: currentX, y: currentY },
|
||
new: { x: newX, y: newY },
|
||
viewport: { width: window.innerWidth, height: window.innerHeight },
|
||
topBarHeight
|
||
});
|
||
|
||
// Apply new position
|
||
$mobileToggle.css({
|
||
left: newX + 'px',
|
||
top: newY + 'px',
|
||
right: 'auto',
|
||
bottom: 'auto'
|
||
});
|
||
|
||
// Save corrected position
|
||
extensionSettings.mobileFabPosition = {
|
||
left: newX + 'px',
|
||
top: newY + 'px'
|
||
};
|
||
saveSettings();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Sets up mobile tab navigation for organizing content.
|
||
* Only runs on mobile viewports (<=1000px).
|
||
*/
|
||
function setupMobileTabs() {
|
||
const isMobile = window.innerWidth <= 1000;
|
||
if (!isMobile) return;
|
||
|
||
// Check if tabs already exist
|
||
if ($('.rpg-mobile-tabs').length > 0) return;
|
||
|
||
const $panel = $('#rpg-companion-panel');
|
||
const $contentBox = $panel.find('.rpg-content-box');
|
||
|
||
// Get existing sections
|
||
const $userStats = $('#rpg-user-stats');
|
||
const $infoBox = $('#rpg-info-box');
|
||
const $thoughts = $('#rpg-thoughts');
|
||
|
||
// If no sections exist, nothing to organize
|
||
if ($userStats.length === 0 && $infoBox.length === 0 && $thoughts.length === 0) {
|
||
return;
|
||
}
|
||
|
||
// Create tab navigation (only show tabs for sections that exist)
|
||
const tabs = [];
|
||
const hasInfoOrCharacters = $infoBox.length > 0 || $thoughts.length > 0;
|
||
|
||
if ($userStats.length > 0) {
|
||
tabs.push('<button class="rpg-mobile-tab active" data-tab="stats"><i class="fa-solid fa-chart-bar"></i><span>Stats</span></button>');
|
||
}
|
||
// Combine Info and Characters into one tab
|
||
if (hasInfoOrCharacters) {
|
||
tabs.push('<button class="rpg-mobile-tab ' + (tabs.length === 0 ? 'active' : '') + '" data-tab="info-characters"><i class="fa-solid fa-book"></i><span>Info</span></button>');
|
||
}
|
||
|
||
const $tabNav = $('<div class="rpg-mobile-tabs">' + tabs.join('') + '</div>');
|
||
|
||
// Determine which tab should be active
|
||
let firstTab = '';
|
||
if ($userStats.length > 0) firstTab = 'stats';
|
||
else if (hasInfoOrCharacters) firstTab = 'info-characters';
|
||
|
||
// Create tab content wrappers
|
||
const $statsTab = $('<div class="rpg-mobile-tab-content ' + (firstTab === 'stats' ? 'active' : '') + '" data-tab-content="stats"></div>');
|
||
const $infoCharactersTab = $('<div class="rpg-mobile-tab-content ' + (firstTab === 'info-characters' ? 'active' : '') + '" data-tab-content="info-characters"></div>');
|
||
|
||
// Create combined content wrapper for Info and Characters
|
||
const $combinedWrapper = $('<div class="rpg-mobile-combined-content"></div>');
|
||
|
||
// Move sections into their respective tabs (detach to preserve event handlers)
|
||
if ($userStats.length > 0) {
|
||
$statsTab.append($userStats.detach());
|
||
$userStats.show();
|
||
}
|
||
if ($infoBox.length > 0) {
|
||
$combinedWrapper.append($infoBox.detach());
|
||
$infoBox.show();
|
||
}
|
||
if ($thoughts.length > 0) {
|
||
$combinedWrapper.append($thoughts.detach());
|
||
$thoughts.show();
|
||
}
|
||
|
||
// Add combined wrapper to the info-characters tab
|
||
if (hasInfoOrCharacters) {
|
||
$infoCharactersTab.append($combinedWrapper);
|
||
}
|
||
|
||
// Hide dividers on mobile
|
||
$('.rpg-divider').hide();
|
||
|
||
// Build mobile tab structure
|
||
const $mobileContainer = $('<div class="rpg-mobile-container"></div>');
|
||
$mobileContainer.append($tabNav);
|
||
|
||
// Only append tab content wrappers that have content
|
||
if ($userStats.length > 0) $mobileContainer.append($statsTab);
|
||
if (hasInfoOrCharacters) $mobileContainer.append($infoCharactersTab);
|
||
|
||
// Insert mobile tab structure at the beginning of content box
|
||
$contentBox.prepend($mobileContainer);
|
||
|
||
// Handle tab switching
|
||
$tabNav.find('.rpg-mobile-tab').on('click', function() {
|
||
const tabName = $(this).data('tab');
|
||
|
||
// Update active tab button
|
||
$tabNav.find('.rpg-mobile-tab').removeClass('active');
|
||
$(this).addClass('active');
|
||
|
||
// Update active tab content
|
||
$mobileContainer.find('.rpg-mobile-tab-content').removeClass('active');
|
||
$mobileContainer.find('[data-tab-content="' + tabName + '"]').addClass('active');
|
||
});
|
||
}
|
||
|
||
/**
|
||
* Removes mobile tab navigation and restores desktop layout.
|
||
*/
|
||
function removeMobileTabs() {
|
||
// Get sections from tabs before removing
|
||
const $userStats = $('#rpg-user-stats').detach();
|
||
const $infoBox = $('#rpg-info-box').detach();
|
||
const $thoughts = $('#rpg-thoughts').detach();
|
||
|
||
// Remove mobile tab container
|
||
$('.rpg-mobile-container').remove();
|
||
|
||
// Get dividers
|
||
const $dividerStats = $('#rpg-divider-stats');
|
||
const $dividerInfo = $('#rpg-divider-info');
|
||
|
||
// Restore original sections to content box in correct order
|
||
const $contentBox = $('.rpg-content-box');
|
||
|
||
// Re-insert sections in original order
|
||
if ($dividerStats.length) {
|
||
$dividerStats.before($userStats);
|
||
$dividerInfo.before($infoBox);
|
||
$contentBox.append($thoughts);
|
||
} else {
|
||
// Fallback if dividers don't exist
|
||
$contentBox.prepend($thoughts);
|
||
$contentBox.prepend($infoBox);
|
||
$contentBox.prepend($userStats);
|
||
}
|
||
|
||
// Show sections and dividers
|
||
$userStats.show();
|
||
$infoBox.show();
|
||
$thoughts.show();
|
||
$('.rpg-divider').show();
|
||
}
|
||
|
||
/**
|
||
* Sets up the collapse/expand toggle button for side panels.
|
||
*/
|
||
function setupCollapseToggle() {
|
||
const $collapseToggle = $('#rpg-collapse-toggle');
|
||
const $panel = $('#rpg-companion-panel');
|
||
const $icon = $collapseToggle.find('i');
|
||
|
||
$collapseToggle.on('click', function(e) {
|
||
e.preventDefault();
|
||
e.stopPropagation();
|
||
|
||
const isMobile = window.innerWidth <= 1000;
|
||
|
||
// On mobile: button toggles panel open/closed (same as desktop behavior)
|
||
if (isMobile) {
|
||
const isOpen = $panel.hasClass('rpg-mobile-open');
|
||
console.log('[RPG Mobile] Collapse toggle clicked. Current state:', {
|
||
isOpen,
|
||
panelClasses: $panel.attr('class'),
|
||
inlineStyles: $panel.attr('style'),
|
||
panelPosition: {
|
||
top: $panel.css('top'),
|
||
bottom: $panel.css('bottom'),
|
||
transform: $panel.css('transform'),
|
||
visibility: $panel.css('visibility')
|
||
}
|
||
});
|
||
|
||
if (isOpen) {
|
||
// Close panel with animation
|
||
console.log('[RPG Mobile] Closing panel');
|
||
closeMobilePanelWithAnimation();
|
||
} else {
|
||
// Open panel
|
||
console.log('[RPG Mobile] Opening panel');
|
||
$panel.addClass('rpg-mobile-open');
|
||
const $overlay = $('<div class="rpg-mobile-overlay"></div>');
|
||
$('body').append($overlay);
|
||
|
||
// Debug: Check state after animation should complete
|
||
setTimeout(() => {
|
||
console.log('[RPG Mobile] 500ms after opening:', {
|
||
panelClasses: $panel.attr('class'),
|
||
hasOpenClass: $panel.hasClass('rpg-mobile-open'),
|
||
visibility: $panel.css('visibility'),
|
||
transform: $panel.css('transform'),
|
||
display: $panel.css('display'),
|
||
opacity: $panel.css('opacity')
|
||
});
|
||
}, 500);
|
||
|
||
// Close when clicking overlay
|
||
$overlay.on('click', function() {
|
||
console.log('[RPG Mobile] Overlay clicked - closing panel');
|
||
closeMobilePanelWithAnimation();
|
||
updateCollapseToggleIcon();
|
||
});
|
||
}
|
||
|
||
// Update icon to reflect new state
|
||
updateCollapseToggleIcon();
|
||
|
||
console.log('[RPG Mobile] After toggle:', {
|
||
panelClasses: $panel.attr('class'),
|
||
inlineStyles: $panel.attr('style'),
|
||
panelPosition: {
|
||
top: $panel.css('top'),
|
||
bottom: $panel.css('bottom'),
|
||
transform: $panel.css('transform'),
|
||
visibility: $panel.css('visibility')
|
||
},
|
||
gameContainer: {
|
||
opacity: $('.rpg-game-container').css('opacity'),
|
||
visibility: $('.rpg-game-container').css('visibility')
|
||
}
|
||
});
|
||
return;
|
||
}
|
||
|
||
// Desktop behavior: collapse/expand side panel
|
||
const isCollapsed = $panel.hasClass('rpg-collapsed');
|
||
|
||
if (isCollapsed) {
|
||
// Expand panel
|
||
$panel.removeClass('rpg-collapsed');
|
||
|
||
// Update icon based on position
|
||
if ($panel.hasClass('rpg-position-right')) {
|
||
$icon.removeClass('fa-chevron-left').addClass('fa-chevron-right');
|
||
} else if ($panel.hasClass('rpg-position-left')) {
|
||
$icon.removeClass('fa-chevron-right').addClass('fa-chevron-left');
|
||
}
|
||
} else {
|
||
// Collapse panel
|
||
$panel.addClass('rpg-collapsed');
|
||
|
||
// Update icon based on position
|
||
if ($panel.hasClass('rpg-position-right')) {
|
||
$icon.removeClass('fa-chevron-right').addClass('fa-chevron-left');
|
||
} else if ($panel.hasClass('rpg-position-left')) {
|
||
$icon.removeClass('fa-chevron-left').addClass('fa-chevron-right');
|
||
}
|
||
}
|
||
});
|
||
|
||
// Set initial icon direction based on panel position
|
||
updateCollapseToggleIcon();
|
||
}
|
||
|
||
/**
|
||
* Updates the collapse toggle icon direction based on panel position.
|
||
*/
|
||
function updateCollapseToggleIcon() {
|
||
const $collapseToggle = $('#rpg-collapse-toggle');
|
||
const $panel = $('#rpg-companion-panel');
|
||
const $icon = $collapseToggle.find('i');
|
||
const isMobile = window.innerWidth <= 1000;
|
||
|
||
if (isMobile) {
|
||
// Mobile: slides from right, use same icon logic as desktop right panel
|
||
const isOpen = $panel.hasClass('rpg-mobile-open');
|
||
console.log('[RPG Mobile] updateCollapseToggleIcon:', {
|
||
isMobile: true,
|
||
isOpen,
|
||
settingIcon: isOpen ? 'chevron-left' : 'chevron-right'
|
||
});
|
||
if (isOpen) {
|
||
// Panel open - chevron points left (to close/slide back right)
|
||
$icon.removeClass('fa-chevron-down fa-chevron-up fa-chevron-right').addClass('fa-chevron-left');
|
||
} else {
|
||
// Panel closed - chevron points right (to open/slide in from right)
|
||
$icon.removeClass('fa-chevron-down fa-chevron-up fa-chevron-left').addClass('fa-chevron-right');
|
||
}
|
||
} else {
|
||
// Desktop: icon direction based on panel position and collapsed state
|
||
const isCollapsed = $panel.hasClass('rpg-collapsed');
|
||
|
||
if (isCollapsed) {
|
||
// When collapsed, arrow points inward (to expand)
|
||
if ($panel.hasClass('rpg-position-right')) {
|
||
$icon.removeClass('fa-chevron-right').addClass('fa-chevron-left');
|
||
} else if ($panel.hasClass('rpg-position-left')) {
|
||
$icon.removeClass('fa-chevron-left').addClass('fa-chevron-right');
|
||
}
|
||
} else {
|
||
// When expanded, arrow points outward (to collapse)
|
||
if ($panel.hasClass('rpg-position-right')) {
|
||
$icon.removeClass('fa-chevron-left').addClass('fa-chevron-right');
|
||
} else if ($panel.hasClass('rpg-position-left')) {
|
||
$icon.removeClass('fa-chevron-right').addClass('fa-chevron-left');
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Updates the visibility of the entire panel.
|
||
*/
|
||
function updatePanelVisibility() {
|
||
if (extensionSettings.enabled) {
|
||
$panelContainer.show();
|
||
togglePlotButtons(); // Update plot button visibility
|
||
} else {
|
||
$panelContainer.hide();
|
||
$('#rpg-plot-buttons').hide(); // Hide plot buttons when disabled
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Clears all extension prompts.
|
||
*/
|
||
function clearExtensionPrompts() {
|
||
setExtensionPrompt('rpg-companion-inject', '', extension_prompt_types.IN_CHAT, 0, false);
|
||
setExtensionPrompt('rpg-companion-example', '', extension_prompt_types.IN_CHAT, 0, false);
|
||
setExtensionPrompt('rpg-companion-html', '', extension_prompt_types.IN_CHAT, 0, false);
|
||
setExtensionPrompt('rpg-companion-context', '', extension_prompt_types.IN_CHAT, 1, false);
|
||
// Note: rpg-companion-plot is not cleared here since it's passed via quiet_prompt option
|
||
// console.log('[RPG Companion] Cleared all extension prompts');
|
||
}
|
||
|
||
/**
|
||
* Updates the visibility of individual sections.
|
||
*/
|
||
function updateSectionVisibility() {
|
||
// Show/hide sections based on settings
|
||
$userStatsContainer.toggle(extensionSettings.showUserStats);
|
||
$infoBoxContainer.toggle(extensionSettings.showInfoBox);
|
||
$thoughtsContainer.toggle(extensionSettings.showCharacterThoughts);
|
||
|
||
// Show/hide dividers intelligently
|
||
// Divider after User Stats: shown if User Stats is visible AND at least one section after it is visible
|
||
const showDividerAfterStats = extensionSettings.showUserStats &&
|
||
(extensionSettings.showInfoBox || extensionSettings.showCharacterThoughts);
|
||
$('#rpg-divider-stats').toggle(showDividerAfterStats);
|
||
|
||
// Divider after Info Box: shown if Info Box is visible AND Mind Reading is visible
|
||
const showDividerAfterInfo = extensionSettings.showInfoBox &&
|
||
extensionSettings.showCharacterThoughts;
|
||
$('#rpg-divider-info').toggle(showDividerAfterInfo);
|
||
}
|
||
|
||
/**
|
||
* Applies the selected panel position.
|
||
*/
|
||
function applyPanelPosition() {
|
||
if (!$panelContainer) return;
|
||
|
||
const isMobile = window.innerWidth <= 1000;
|
||
|
||
// Remove all position classes
|
||
$panelContainer.removeClass('rpg-position-left rpg-position-right rpg-position-top');
|
||
|
||
// On mobile, don't apply desktop position classes
|
||
if (isMobile) {
|
||
return;
|
||
}
|
||
|
||
// Desktop: Add the appropriate position class
|
||
$panelContainer.addClass(`rpg-position-${extensionSettings.panelPosition}`);
|
||
|
||
// Update collapse toggle icon direction for new position
|
||
updateCollapseToggleIcon();
|
||
}
|
||
|
||
/**
|
||
* Updates the model selector visibility.
|
||
*/
|
||
/**
|
||
* Updates the UI based on generation mode selection.
|
||
*/
|
||
function updateGenerationModeUI() {
|
||
if (extensionSettings.generationMode === 'together') {
|
||
// In "together" mode, manual update button is hidden
|
||
$('#rpg-manual-update').hide();
|
||
} else {
|
||
// In "separate" mode, manual update button is visible
|
||
$('#rpg-manual-update').show();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Generates just the example portion - previous tracker data without tags or explanations.
|
||
* This will be appended to the last assistant message to show the format.
|
||
* Each section is wrapped in markdown code blocks.
|
||
*/
|
||
function generateTrackerExample() {
|
||
let example = '';
|
||
|
||
// Use COMMITTED data for generation context, not displayed data
|
||
// Wrap each tracker section in markdown code blocks
|
||
if (extensionSettings.showUserStats && committedTrackerData.userStats) {
|
||
example += '```\n' + committedTrackerData.userStats + '\n```\n\n';
|
||
}
|
||
|
||
if (extensionSettings.showInfoBox && committedTrackerData.infoBox) {
|
||
example += '```\n' + committedTrackerData.infoBox + '\n```\n\n';
|
||
}
|
||
|
||
if (extensionSettings.showCharacterThoughts && committedTrackerData.characterThoughts) {
|
||
example += '```\n' + committedTrackerData.characterThoughts + '\n```';
|
||
}
|
||
|
||
return example.trim();
|
||
}
|
||
|
||
/**
|
||
* Generates the instruction portion - format specifications and guidelines.
|
||
* @param {boolean} includeHtmlPrompt - Whether to include the HTML prompt (true for main generation, false for separate tracker generation)
|
||
* @param {boolean} includeContinuation - Whether to include "After updating the trackers, continue..." instruction
|
||
*/
|
||
function generateTrackerInstructions(includeHtmlPrompt = true, includeContinuation = true) {
|
||
const userName = getContext().name1;
|
||
const classicStats = extensionSettings.classicStats;
|
||
let instructions = '';
|
||
|
||
// Check if any trackers are enabled
|
||
const hasAnyTrackers = extensionSettings.showUserStats || extensionSettings.showInfoBox || extensionSettings.showCharacterThoughts;
|
||
|
||
// Only add tracker instructions if at least one tracker is enabled
|
||
if (hasAnyTrackers) {
|
||
// Universal instruction header
|
||
instructions += `\nYou must start your response with an appropriate update to the trackers in EXACTLY the same format as below, enclosed in separate Markdown code fences. Replace X with proper numbers and placeholders in [brackets] with in-world details ${userName} perceives about the current scene and the present characters. Consider the last trackers in the conversation (if they exist). Manage them accordingly; raise, lower, change, or keep the values unchanged based on the user's actions, the passage of time, and logical consequences:\n`;
|
||
|
||
// Add format specifications for each enabled tracker
|
||
if (extensionSettings.showUserStats) {
|
||
instructions += '```\n';
|
||
instructions += `${userName}'s Stats\n`;
|
||
instructions += '---\n';
|
||
instructions += '- Health: X%\n';
|
||
instructions += '- Sustenance: X%\n';
|
||
instructions += '- Energy: X%\n';
|
||
instructions += '- Hygiene: X%\n';
|
||
instructions += '- Arousal: X%\n';
|
||
instructions += '[Mood Emoji]: [Conditions (up to three traits)]\n';
|
||
instructions += 'Inventory: [Clothing/Armor, Inventory Items (list of important items/none)]\n';
|
||
instructions += '```\n\n';
|
||
}
|
||
|
||
if (extensionSettings.showInfoBox) {
|
||
instructions += '```\n';
|
||
instructions += 'Info Box\n';
|
||
instructions += '---\n';
|
||
instructions += '🗓️: [Weekday, Month, Year]\n';
|
||
instructions += '[Weather Emoji]: [Forecast]\n';
|
||
instructions += '🌡️: [Temperature in °C]\n';
|
||
instructions += '🕒: [Time Start → Time End]\n';
|
||
instructions += '🗺️: [Location]\n';
|
||
instructions += '```\n\n';
|
||
}
|
||
|
||
if (extensionSettings.showCharacterThoughts) {
|
||
instructions += '```\n';
|
||
instructions += 'Present Characters\n';
|
||
instructions += '---\n';
|
||
instructions += `[Present Character's Emoji (do not include ${userName}; state "Unavailable" if no major characters are present in the scene)]: [Name, Visible Physical State (up to three traits), Observable Demeanor Cue (one trait)] | [Enemy/Neutral/Friend/Lover] | [Internal Monologue (in first person POV, up to three sentences long)]\n`;
|
||
instructions += '```\n\n';
|
||
}
|
||
|
||
// Only add continuation instruction if includeContinuation is true
|
||
if (includeContinuation) {
|
||
instructions += `After updating the trackers, continue directly from where the last message in the chat history left off. Ensure the trackers you provide naturally reflect and influence the narrative. Character behavior, dialogue, and story events should acknowledge these conditions when relevant, such as fatigue affecting performance, low hygiene influencing social interactions, environmental factors shaping the scene, a character's emotional state coloring their responses, and so on.\n\n`;
|
||
}
|
||
|
||
// Include attributes and dice roll only if there was a dice roll
|
||
if (extensionSettings.lastDiceRoll) {
|
||
const roll = extensionSettings.lastDiceRoll;
|
||
instructions += `${userName}'s attributes: STR ${classicStats.str}, DEX ${classicStats.dex}, CON ${classicStats.con}, INT ${classicStats.int}, WIS ${classicStats.wis}, CHA ${classicStats.cha}\n`;
|
||
instructions += `${userName} rolled ${roll.total} on the last ${roll.formula} roll. Based on their attributes, decide whether they succeeded or failed the action they attempted.\n\n`;
|
||
}
|
||
}
|
||
|
||
// Append HTML prompt if enabled AND includeHtmlPrompt is true
|
||
if (extensionSettings.enableHtmlPrompt && includeHtmlPrompt) {
|
||
// Add newlines only if we had tracker instructions
|
||
if (hasAnyTrackers) {
|
||
instructions += ``;
|
||
} else {
|
||
instructions += `\n`;
|
||
}
|
||
|
||
instructions += `If appropriate, include inline HTML, CSS, and JS elements for creative, visual storytelling throughout your response:
|
||
- Use them liberally to depict any in-world content that can be visualized (screens, posters, books, signs, letters, logos, crests, seals, medallions, labels, etc.), with creative license for animations, 3D effects, pop-ups, dropdowns, websites, and so on.
|
||
- Style them thematically to match the theme (e.g., sleek for sci-fi, rustic for fantasy), ensuring text is visible.
|
||
- Embed all resources directly (e.g., inline SVGs) so nothing relies on external fonts or libraries.
|
||
- Place elements naturally in the narrative where characters would see or use them, with no limits on format or application.
|
||
- These HTML/CSS/JS elements must be rendered directly without enclosing them in code fences.`;
|
||
}
|
||
|
||
return instructions;
|
||
}
|
||
|
||
/**
|
||
* Generates a formatted contextual summary for SEPARATE mode injection.
|
||
* This creates a hybrid summary with clean formatting for main roleplay generation.
|
||
*/
|
||
function generateContextualSummary() {
|
||
// Use COMMITTED data for generation context, not displayed data
|
||
const userName = getContext().name1;
|
||
let summary = '';
|
||
|
||
// console.log('[RPG Companion] generateContextualSummary called');
|
||
// console.log('[RPG Companion] committedTrackerData.userStats:', committedTrackerData.userStats);
|
||
// console.log('[RPG Companion] extensionSettings.userStats:', JSON.stringify(extensionSettings.userStats));
|
||
|
||
// Parse the data into readable format
|
||
if (extensionSettings.showUserStats && committedTrackerData.userStats) {
|
||
const stats = extensionSettings.userStats;
|
||
// console.log('[RPG Companion] Building stats summary with:', stats);
|
||
summary += `${userName}'s Stats:\n`;
|
||
summary += `Condition: Health ${stats.health}%, Sustenance ${stats.sustenance}%, Energy ${stats.energy}%, Hygiene ${stats.hygiene}%, Arousal ${stats.arousal}% | ${stats.mood} ${stats.conditions}\n`;
|
||
if (stats.inventory && stats.inventory !== 'None') {
|
||
summary += `Inventory: ${stats.inventory}\n`;
|
||
}
|
||
// Include classic stats (attributes) and dice roll only if there was a dice roll
|
||
if (extensionSettings.lastDiceRoll) {
|
||
const classicStats = extensionSettings.classicStats;
|
||
const roll = extensionSettings.lastDiceRoll;
|
||
summary += `Attributes: STR ${classicStats.str}, DEX ${classicStats.dex}, CON ${classicStats.con}, INT ${classicStats.int}, WIS ${classicStats.wis}, CHA ${classicStats.cha}\n`;
|
||
summary += `${userName} rolled ${roll.total} on the last ${roll.formula} roll. Based on their attributes, decide whether they succeed or fail the action they attempt.\n`;
|
||
}
|
||
summary += `\n`;
|
||
}
|
||
|
||
if (extensionSettings.showInfoBox && committedTrackerData.infoBox) {
|
||
// Parse info box data
|
||
const lines = committedTrackerData.infoBox.split('\n');
|
||
let date = '', weather = '', temp = '', time = '', location = '';
|
||
|
||
// console.log('[RPG Companion] 🔍 Parsing Info Box lines:', lines);
|
||
|
||
for (const line of lines) {
|
||
// console.log('[RPG Companion] 🔍 Processing line:', line);
|
||
// Use separate if statements (not else if) so each line is checked against all conditions
|
||
if (line.includes('🗓️:')) {
|
||
date = line.replace('🗓️:', '').trim();
|
||
// console.log('[RPG Companion] 📅 Found date:', date);
|
||
}
|
||
if (line.includes('🌡️:')) {
|
||
temp = line.replace('🌡️:', '').trim();
|
||
// console.log('[RPG Companion] 🌡️ Found temp:', temp);
|
||
}
|
||
if (line.includes('🕒:')) {
|
||
time = line.replace('🕒:', '').trim();
|
||
// console.log('[RPG Companion] 🕒 Found time:', time);
|
||
}
|
||
if (line.includes('🗺️:')) {
|
||
location = line.replace('🗺️:', '').trim();
|
||
// console.log('[RPG Companion] 🗺️ Found location:', location);
|
||
}
|
||
// Check for weather emojis - use a simpler approach
|
||
const weatherEmojis = ['🌤️', '☀️', '⛅', '🌦️', '🌧️', '⛈️', '🌩️', '🌨️', '❄️', '🌫️'];
|
||
const startsWithWeatherEmoji = weatherEmojis.some(emoji => line.startsWith(emoji + ':'));
|
||
if (startsWithWeatherEmoji && !line.includes('🌡️') && !line.includes('🗺️')) {
|
||
// Extract weather description (remove emoji and colon)
|
||
weather = line.substring(line.indexOf(':') + 1).trim();
|
||
// console.log('[RPG Companion] 🌧️ Found weather:', weather);
|
||
}
|
||
}
|
||
|
||
// console.log('[RPG Companion] 🔍 Parsed values - date:', date, 'weather:', weather, 'temp:', temp, 'time:', time, 'location:', location);
|
||
|
||
if (date || weather || temp || time || location) {
|
||
summary += `Information:\n`;
|
||
summary += `Scene: `;
|
||
if (date) summary += `${date}`;
|
||
if (location) summary += ` | ${location}`;
|
||
if (time) summary += ` | ${time}`;
|
||
if (weather) summary += ` | ${weather}`;
|
||
if (temp) summary += ` | ${temp}`;
|
||
summary += `\n\n`;
|
||
}
|
||
}
|
||
|
||
if (extensionSettings.showCharacterThoughts && committedTrackerData.characterThoughts) {
|
||
const lines = committedTrackerData.characterThoughts.split('\n').filter(l => l.trim() && !l.includes('---') && !l.includes('Present Characters'));
|
||
|
||
if (lines.length > 0 && !lines[0].toLowerCase().includes('unavailable')) {
|
||
summary += `Present Characters And Their Thoughts:\n`;
|
||
for (const line of lines) {
|
||
const parts = line.split('|').map(p => p.trim());
|
||
if (parts.length >= 3) {
|
||
const nameAndState = parts[0]; // Emoji, name, physical state, demeanor
|
||
const relationship = parts[1];
|
||
const thoughts = parts[2];
|
||
summary += `${nameAndState} (${relationship}) | ${thoughts}\n`;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
return summary.trim();
|
||
}
|
||
|
||
/**
|
||
* Generates the RPG tracking prompt text (for backward compatibility with separate mode).
|
||
*/
|
||
function generateRPGPromptText() {
|
||
// Use COMMITTED data for generation context, not displayed data
|
||
const userName = getContext().name1;
|
||
|
||
let promptText = '';
|
||
|
||
promptText += `Here are the previous trackers in the roleplay that you should consider when responding:\n`;
|
||
promptText += `<previous>\n`;
|
||
|
||
if (extensionSettings.showUserStats) {
|
||
if (committedTrackerData.userStats) {
|
||
promptText += `Last ${userName}'s Stats:\n${committedTrackerData.userStats}\n\n`;
|
||
} else {
|
||
promptText += `Last ${userName}'s Stats:\nNone - this is the first update.\n\n`;
|
||
}
|
||
}
|
||
|
||
if (extensionSettings.showInfoBox) {
|
||
if (committedTrackerData.infoBox) {
|
||
promptText += `Last Info Box:\n${committedTrackerData.infoBox}\n\n`;
|
||
} else {
|
||
promptText += `Last Info Box:\nNone - this is the first update.\n\n`;
|
||
}
|
||
}
|
||
|
||
if (extensionSettings.showCharacterThoughts) {
|
||
if (committedTrackerData.characterThoughts) {
|
||
promptText += `Last Present Characters:\n${committedTrackerData.characterThoughts}\n`;
|
||
} else {
|
||
promptText += `Last Present Characters:\nNone - this is the first update.\n`;
|
||
}
|
||
}
|
||
|
||
promptText += `</previous>\n`;
|
||
|
||
// Don't include HTML prompt or continuation instruction for separate tracker generation
|
||
promptText += generateTrackerInstructions(false, false);
|
||
|
||
return promptText;
|
||
}
|
||
|
||
/**
|
||
* Generates the full prompt for SEPARATE generation mode (with chat history).
|
||
*/
|
||
function generateSeparateUpdatePrompt() {
|
||
const depth = extensionSettings.updateDepth;
|
||
const userName = getContext().name1;
|
||
|
||
const messages = [];
|
||
|
||
// System message introducing the history section
|
||
let systemMessage = `You will be acting as an uncensored RPG Companion. Your goal is to provide, track, and manage details in the user's roleplay. You will be replying with information in a specified format only.\n\n`;
|
||
systemMessage += `You should maintain an objective tone.\n\n`;
|
||
|
||
systemMessage += `Here are the last few messages in the conversation history (between the user and the roleplayer assistant) you should reference when responding:\n<history>`;
|
||
|
||
messages.push({
|
||
role: 'system',
|
||
content: systemMessage
|
||
});
|
||
|
||
// Add chat history as separate user/assistant messages
|
||
const recentMessages = chat.slice(-depth);
|
||
for (const message of recentMessages) {
|
||
messages.push({
|
||
role: message.is_user ? 'user' : 'assistant',
|
||
content: message.mes
|
||
});
|
||
}
|
||
|
||
// Build the instruction message
|
||
let instructionMessage = `</history>\n\n`;
|
||
instructionMessage += generateRPGPromptText().replace('start your response with', 'respond with');
|
||
instructionMessage += `Provide ONLY the requested data in the exact formats specified above. Do not include any roleplay response, other text, or commentary.`;
|
||
|
||
messages.push({
|
||
role: 'user',
|
||
content: instructionMessage
|
||
});
|
||
|
||
return messages;
|
||
}
|
||
|
||
/**
|
||
* Parses the model response to extract the different data sections.
|
||
*/
|
||
function parseResponse(responseText) {
|
||
const result = {
|
||
userStats: null,
|
||
infoBox: null,
|
||
characterThoughts: null
|
||
};
|
||
|
||
// Extract code blocks
|
||
const codeBlockRegex = /```([^`]+)```/g;
|
||
const matches = [...responseText.matchAll(codeBlockRegex)];
|
||
|
||
// console.log('[RPG Companion] Found');
|
||
|
||
for (const match of matches) {
|
||
const content = match[1].trim();
|
||
|
||
// console.log('[RPG Companion] Checking code block (first 200 chars):', content.substring(0, 200));
|
||
|
||
// Match Stats section
|
||
if (content.match(/Stats\s*\n\s*---/i)) {
|
||
result.userStats = content;
|
||
// console.log('[RPG Companion] ✓ Found Stats section');
|
||
}
|
||
// Match Info Box section
|
||
else if (content.match(/Info Box\s*\n\s*---/i)) {
|
||
result.infoBox = content;
|
||
// console.log('[RPG Companion] ✓ Found Info Box section');
|
||
}
|
||
// Match Present Characters section - flexible matching
|
||
else if (content.match(/Present Characters\s*\n\s*---/i) || content.includes(" | ")) {
|
||
result.characterThoughts = content;
|
||
// console.log('[RPG Companion] ✓ Found Present Characters section:', content);
|
||
} else {
|
||
// console.log('[RPG Companion] ✗ Code block did not match any section');
|
||
}
|
||
}
|
||
|
||
// console.log('[RPG Companion] Parse results:', {
|
||
// hasStats: !!result.userStats,
|
||
// hasInfoBox: !!result.infoBox,
|
||
// hasThoughts: !!result.characterThoughts
|
||
// });
|
||
|
||
return result;
|
||
}
|
||
|
||
/**
|
||
* Main function to update RPG data by calling the AI model (SEPARATE MODE ONLY).
|
||
*/
|
||
async function updateRPGData() {
|
||
if (isGenerating) {
|
||
// console.log('[RPG Companion] Already generating, skipping...');
|
||
return;
|
||
}
|
||
|
||
if (!extensionSettings.enabled) {
|
||
return;
|
||
}
|
||
|
||
if (extensionSettings.generationMode !== 'separate') {
|
||
// console.log('[RPG Companion] Not in separate mode, skipping manual update');
|
||
return;
|
||
}
|
||
|
||
try {
|
||
isGenerating = true;
|
||
|
||
// Update button to show "Updating..." state
|
||
const $updateBtn = $('#rpg-manual-update');
|
||
const originalHtml = $updateBtn.html();
|
||
$updateBtn.html('<i class="fa-solid fa-spinner fa-spin"></i> Updating...').prop('disabled', true);
|
||
|
||
const prompt = generateSeparateUpdatePrompt();
|
||
|
||
// Generate using raw prompt (uses current preset, no chat history)
|
||
const response = await generateRaw({
|
||
prompt: prompt,
|
||
quietToLoud: false
|
||
});
|
||
|
||
if (response) {
|
||
// console.log('[RPG Companion] Raw AI response:', response);
|
||
const parsedData = parseResponse(response);
|
||
// console.log('[RPG Companion] Parsed data:', parsedData);
|
||
// console.log('[RPG Companion] parsedData.userStats:', parsedData.userStats ? parsedData.userStats.substring(0, 100) + '...' : 'null');
|
||
|
||
// DON'T update lastGeneratedData here - it should only reflect the data
|
||
// from the assistant message the user replied to, not auto-generated updates
|
||
// This ensures swipes/regenerations use consistent source data
|
||
|
||
// Store RPG data for the last assistant message (separate mode)
|
||
const lastMessage = chat && chat.length > 0 ? chat[chat.length - 1] : null;
|
||
// console.log('[RPG Companion] Last message is_user:', lastMessage ? lastMessage.is_user : 'no message');
|
||
if (lastMessage && !lastMessage.is_user) {
|
||
if (!lastMessage.extra) {
|
||
lastMessage.extra = {};
|
||
}
|
||
if (!lastMessage.extra.rpg_companion_swipes) {
|
||
lastMessage.extra.rpg_companion_swipes = {};
|
||
}
|
||
|
||
const currentSwipeId = lastMessage.swipe_id || 0;
|
||
lastMessage.extra.rpg_companion_swipes[currentSwipeId] = {
|
||
userStats: parsedData.userStats,
|
||
infoBox: parsedData.infoBox,
|
||
characterThoughts: parsedData.characterThoughts
|
||
};
|
||
|
||
// console.log('[RPG Companion] Stored separate mode RPG data for message swipe', currentSwipeId);
|
||
|
||
// Update lastGeneratedData for display AND future commit
|
||
if (parsedData.userStats) {
|
||
lastGeneratedData.userStats = parsedData.userStats;
|
||
parseUserStats(parsedData.userStats);
|
||
}
|
||
if (parsedData.infoBox) {
|
||
lastGeneratedData.infoBox = parsedData.infoBox;
|
||
}
|
||
if (parsedData.characterThoughts) {
|
||
lastGeneratedData.characterThoughts = parsedData.characterThoughts;
|
||
}
|
||
// console.log('[RPG Companion] 💾 SEPARATE MODE: Updated lastGeneratedData:', {
|
||
// userStats: lastGeneratedData.userStats ? 'exists' : 'null',
|
||
// infoBox: lastGeneratedData.infoBox ? 'exists' : 'null',
|
||
// characterThoughts: lastGeneratedData.characterThoughts ? 'exists' : 'null'
|
||
// });
|
||
|
||
// If there's no committed data yet (first time) or only has placeholder data, commit immediately
|
||
const hasNoRealData = !committedTrackerData.userStats && !committedTrackerData.infoBox && !committedTrackerData.characterThoughts;
|
||
const hasOnlyPlaceholderData = (
|
||
(!committedTrackerData.userStats || committedTrackerData.userStats === '') &&
|
||
(!committedTrackerData.infoBox || committedTrackerData.infoBox === 'Info Box\n---\n' || committedTrackerData.infoBox === '') &&
|
||
(!committedTrackerData.characterThoughts || committedTrackerData.characterThoughts === 'Present Characters\n---\n' || committedTrackerData.characterThoughts === '')
|
||
);
|
||
|
||
if (hasNoRealData || hasOnlyPlaceholderData) {
|
||
committedTrackerData.userStats = parsedData.userStats;
|
||
committedTrackerData.infoBox = parsedData.infoBox;
|
||
committedTrackerData.characterThoughts = parsedData.characterThoughts;
|
||
// console.log('[RPG Companion] 🔆 FIRST TIME: Auto-committed tracker data');
|
||
}
|
||
|
||
// Render the updated data
|
||
renderUserStats();
|
||
renderInfoBox();
|
||
renderThoughts();
|
||
} else {
|
||
// No assistant message to attach to - just update display
|
||
if (parsedData.userStats) {
|
||
parseUserStats(parsedData.userStats);
|
||
}
|
||
renderUserStats();
|
||
renderInfoBox();
|
||
renderThoughts();
|
||
}
|
||
|
||
// Save to chat metadata
|
||
saveChatData();
|
||
}
|
||
|
||
} catch (error) {
|
||
console.error('[RPG Companion] Error updating RPG data:', error);
|
||
} finally {
|
||
isGenerating = false;
|
||
|
||
// Restore button to original state
|
||
const $updateBtn = $('#rpg-manual-update');
|
||
$updateBtn.html('<i class="fa-solid fa-sync"></i> Refresh RPG Info').prop('disabled', false);
|
||
|
||
// Reset the flag after tracker generation completes
|
||
// This ensures the flag persists through both main generation AND tracker generation
|
||
// console.log('[RPG Companion] 🔄 Tracker generation complete - resetting lastActionWasSwipe to false');
|
||
lastActionWasSwipe = false;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Parses user stats from the text and updates the settings.
|
||
*/
|
||
function parseUserStats(statsText) {
|
||
try {
|
||
// Extract percentages and mood/conditions
|
||
const healthMatch = statsText.match(/Health:\s*(\d+)%/);
|
||
const sustenanceMatch = statsText.match(/Sustenance:\s*(\d+)%/);
|
||
const energyMatch = statsText.match(/Energy:\s*(\d+)%/);
|
||
const hygieneMatch = statsText.match(/Hygiene:\s*(\d+)%/);
|
||
const arousalMatch = statsText.match(/Arousal:\s*(\d+)%/);
|
||
|
||
// Match new format: [Emoji]: [Conditions]
|
||
// Look for a line after Arousal that has format [something]: [text]
|
||
// Split by lines and find the line after percentages
|
||
const lines = statsText.split('\n');
|
||
let moodMatch = null;
|
||
for (let i = 0; i < lines.length; i++) {
|
||
const line = lines[i].trim();
|
||
// Skip lines with percentages or "Inventory:"
|
||
if (line.includes('%') || line.toLowerCase().startsWith('inventory:')) continue;
|
||
// Match emoji followed by colon and conditions
|
||
const match = line.match(/^(.+?):\s*(.+)$/);
|
||
if (match) {
|
||
moodMatch = match;
|
||
break;
|
||
}
|
||
}
|
||
|
||
// Extract inventory
|
||
const inventoryMatch = statsText.match(/Inventory:\s*(.+)/i);
|
||
|
||
if (healthMatch) extensionSettings.userStats.health = parseInt(healthMatch[1]);
|
||
if (sustenanceMatch) extensionSettings.userStats.sustenance = parseInt(sustenanceMatch[1]);
|
||
if (energyMatch) extensionSettings.userStats.energy = parseInt(energyMatch[1]);
|
||
if (hygieneMatch) extensionSettings.userStats.hygiene = parseInt(hygieneMatch[1]);
|
||
if (arousalMatch) extensionSettings.userStats.arousal = parseInt(arousalMatch[1]);
|
||
if (moodMatch) {
|
||
extensionSettings.userStats.mood = moodMatch[1].trim(); // Emoji
|
||
extensionSettings.userStats.conditions = moodMatch[2].trim(); // Conditions
|
||
}
|
||
if (inventoryMatch) {
|
||
extensionSettings.userStats.inventory = inventoryMatch[1].trim();
|
||
}
|
||
|
||
saveSettings();
|
||
} catch (error) {
|
||
console.error('[RPG Companion] Error parsing user stats:', error);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Renders the user stats with fancy progress bars.
|
||
*/
|
||
/**
|
||
* Renders the user stats with fancy progress bars.
|
||
*/
|
||
function renderUserStats() {
|
||
if (!extensionSettings.showUserStats || !$userStatsContainer) {
|
||
return;
|
||
}
|
||
|
||
const stats = extensionSettings.userStats;
|
||
const userName = getContext().name1;
|
||
|
||
// Initialize lastGeneratedData.userStats if it doesn't exist
|
||
if (!lastGeneratedData.userStats) {
|
||
lastGeneratedData.userStats = `Health: ${stats.health}%\nSustenance: ${stats.sustenance}%\nEnergy: ${stats.energy}%\nHygiene: ${stats.hygiene}%\nArousal: ${stats.arousal}%\n${stats.mood}: ${stats.conditions}\nInventory: ${stats.inventory}`;
|
||
}
|
||
|
||
// Get user portrait
|
||
const userPortrait = getThumbnailUrl('persona', user_avatar);
|
||
|
||
// Create gradient from low to high color
|
||
const gradient = `linear-gradient(to right, ${extensionSettings.statBarColorLow}, ${extensionSettings.statBarColorHigh})`;
|
||
|
||
const html = `
|
||
<div class="rpg-stats-header">
|
||
<div class="rpg-stats-header-left">
|
||
<img src="${userPortrait}" alt="${userName}" class="rpg-user-portrait" onerror="this.src='img/user-default.png'" />
|
||
<div class="rpg-stats-title">${userName}</div>
|
||
</div>
|
||
<div class="rpg-inventory-box">
|
||
<div class="rpg-inventory-items rpg-editable" contenteditable="true" data-field="inventory" title="Click to edit">
|
||
${stats.inventory || 'None'}
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="rpg-stats-content">
|
||
<div class="rpg-stats-left">
|
||
<div class="rpg-stats-grid">
|
||
<div class="rpg-stat-row">
|
||
<span class="rpg-stat-label">Health:</span>
|
||
<div class="rpg-stat-bar" style="background: ${gradient}">
|
||
<div class="rpg-stat-fill" style="width: ${100 - stats.health}%"></div>
|
||
</div>
|
||
<span class="rpg-stat-value rpg-editable-stat" contenteditable="true" data-field="health" title="Click to edit">${stats.health}%</span>
|
||
</div>
|
||
|
||
<div class="rpg-stat-row">
|
||
<span class="rpg-stat-label">Sustenance:</span>
|
||
<div class="rpg-stat-bar" style="background: ${gradient}">
|
||
<div class="rpg-stat-fill" style="width: ${100 - stats.sustenance}%"></div>
|
||
</div>
|
||
<span class="rpg-stat-value rpg-editable-stat" contenteditable="true" data-field="sustenance" title="Click to edit">${stats.sustenance}%</span>
|
||
</div>
|
||
|
||
<div class="rpg-stat-row">
|
||
<span class="rpg-stat-label">Energy:</span>
|
||
<div class="rpg-stat-bar" style="background: ${gradient}">
|
||
<div class="rpg-stat-fill" style="width: ${100 - stats.energy}%"></div>
|
||
</div>
|
||
<span class="rpg-stat-value rpg-editable-stat" contenteditable="true" data-field="energy" title="Click to edit">${stats.energy}%</span>
|
||
</div>
|
||
|
||
<div class="rpg-stat-row">
|
||
<span class="rpg-stat-label">Hygiene:</span>
|
||
<div class="rpg-stat-bar" style="background: ${gradient}">
|
||
<div class="rpg-stat-fill" style="width: ${100 - stats.hygiene}%"></div>
|
||
</div>
|
||
<span class="rpg-stat-value rpg-editable-stat" contenteditable="true" data-field="hygiene" title="Click to edit">${stats.hygiene}%</span>
|
||
</div>
|
||
|
||
<div class="rpg-stat-row">
|
||
<span class="rpg-stat-label">Arousal:</span>
|
||
<div class="rpg-stat-bar" style="background: ${gradient}">
|
||
<div class="rpg-stat-fill" style="width: ${100 - stats.arousal}%"></div>
|
||
</div>
|
||
<span class="rpg-stat-value rpg-editable-stat" contenteditable="true" data-field="arousal" title="Click to edit">${stats.arousal}%</span>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="rpg-mood">
|
||
<div class="rpg-mood-emoji rpg-editable" contenteditable="true" data-field="mood" title="Click to edit emoji">${stats.mood}</div>
|
||
<div class="rpg-mood-conditions rpg-editable" contenteditable="true" data-field="conditions" title="Click to edit conditions">${stats.conditions}</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="rpg-stats-right">
|
||
<div class="rpg-classic-stats">
|
||
<div class="rpg-classic-stats-grid">
|
||
<div class="rpg-classic-stat" data-stat="str">
|
||
<span class="rpg-classic-stat-label">STR</span>
|
||
<div class="rpg-classic-stat-buttons">
|
||
<button class="rpg-classic-stat-btn rpg-stat-decrease" data-stat="str">−</button>
|
||
<span class="rpg-classic-stat-value">${extensionSettings.classicStats.str}</span>
|
||
<button class="rpg-classic-stat-btn rpg-stat-increase" data-stat="str">+</button>
|
||
</div>
|
||
</div>
|
||
<div class="rpg-classic-stat" data-stat="dex">
|
||
<span class="rpg-classic-stat-label">DEX</span>
|
||
<div class="rpg-classic-stat-buttons">
|
||
<button class="rpg-classic-stat-btn rpg-stat-decrease" data-stat="dex">−</button>
|
||
<span class="rpg-classic-stat-value">${extensionSettings.classicStats.dex}</span>
|
||
<button class="rpg-classic-stat-btn rpg-stat-increase" data-stat="dex">+</button>
|
||
</div>
|
||
</div>
|
||
<div class="rpg-classic-stat" data-stat="con">
|
||
<span class="rpg-classic-stat-label">CON</span>
|
||
<div class="rpg-classic-stat-buttons">
|
||
<button class="rpg-classic-stat-btn rpg-stat-decrease" data-stat="con">−</button>
|
||
<span class="rpg-classic-stat-value">${extensionSettings.classicStats.con}</span>
|
||
<button class="rpg-classic-stat-btn rpg-stat-increase" data-stat="con">+</button>
|
||
</div>
|
||
</div>
|
||
<div class="rpg-classic-stat" data-stat="int">
|
||
<span class="rpg-classic-stat-label">INT</span>
|
||
<div class="rpg-classic-stat-buttons">
|
||
<button class="rpg-classic-stat-btn rpg-stat-decrease" data-stat="int">−</button>
|
||
<span class="rpg-classic-stat-value">${extensionSettings.classicStats.int}</span>
|
||
<button class="rpg-classic-stat-btn rpg-stat-increase" data-stat="int">+</button>
|
||
</div>
|
||
</div>
|
||
<div class="rpg-classic-stat" data-stat="wis">
|
||
<span class="rpg-classic-stat-label">WIS</span>
|
||
<div class="rpg-classic-stat-buttons">
|
||
<button class="rpg-classic-stat-btn rpg-stat-decrease" data-stat="wis">−</button>
|
||
<span class="rpg-classic-stat-value">${extensionSettings.classicStats.wis}</span>
|
||
<button class="rpg-classic-stat-btn rpg-stat-increase" data-stat="wis">+</button>
|
||
</div>
|
||
</div>
|
||
<div class="rpg-classic-stat" data-stat="cha">
|
||
<span class="rpg-classic-stat-label">CHA</span>
|
||
<div class="rpg-classic-stat-buttons">
|
||
<button class="rpg-classic-stat-btn rpg-stat-decrease" data-stat="cha">−</button>
|
||
<span class="rpg-classic-stat-value">${extensionSettings.classicStats.cha}</span>
|
||
<button class="rpg-classic-stat-btn rpg-stat-increase" data-stat="cha">+</button>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
`;
|
||
|
||
$userStatsContainer.html(html);
|
||
|
||
// Add event listeners for classic stat buttons
|
||
$('.rpg-stat-increase').on('click', function() {
|
||
const stat = $(this).data('stat');
|
||
if (extensionSettings.classicStats[stat] < 20) {
|
||
extensionSettings.classicStats[stat]++;
|
||
saveSettings();
|
||
saveChatData();
|
||
// Update only the specific stat value, not the entire stats panel
|
||
$(this).closest('.rpg-classic-stat').find('.rpg-classic-stat-value').text(extensionSettings.classicStats[stat]);
|
||
}
|
||
});
|
||
|
||
$('.rpg-stat-decrease').on('click', function() {
|
||
const stat = $(this).data('stat');
|
||
if (extensionSettings.classicStats[stat] > 1) {
|
||
extensionSettings.classicStats[stat]--;
|
||
saveSettings();
|
||
saveChatData();
|
||
// Update only the specific stat value, not the entire stats panel
|
||
$(this).closest('.rpg-classic-stat').find('.rpg-classic-stat-value').text(extensionSettings.classicStats[stat]);
|
||
}
|
||
});
|
||
|
||
// Add event listeners for editable stat values
|
||
$('.rpg-editable-stat').on('blur', function() {
|
||
const field = $(this).data('field');
|
||
const textValue = $(this).text().replace('%', '').trim();
|
||
let value = parseInt(textValue);
|
||
|
||
// Validate and clamp value between 0 and 100
|
||
if (isNaN(value)) {
|
||
value = 0;
|
||
}
|
||
value = Math.max(0, Math.min(100, value));
|
||
|
||
// Update the setting
|
||
extensionSettings.userStats[field] = value;
|
||
|
||
// Also update lastGeneratedData to keep it in sync
|
||
if (!lastGeneratedData.userStats) {
|
||
lastGeneratedData.userStats = '';
|
||
}
|
||
// Regenerate the userStats text with updated value
|
||
const statsText = `Health: ${extensionSettings.userStats.health}%\nSustenance: ${extensionSettings.userStats.sustenance}%\nEnergy: ${extensionSettings.userStats.energy}%\nHygiene: ${extensionSettings.userStats.hygiene}%\nArousal: ${extensionSettings.userStats.arousal}%\n${extensionSettings.userStats.mood}: ${extensionSettings.userStats.conditions}\nInventory: ${extensionSettings.userStats.inventory}`;
|
||
lastGeneratedData.userStats = statsText;
|
||
|
||
saveSettings();
|
||
saveChatData();
|
||
updateMessageSwipeData();
|
||
|
||
// Re-render to update the bar
|
||
renderUserStats();
|
||
});
|
||
|
||
// Add event listener for inventory editing
|
||
$('.rpg-inventory-items.rpg-editable').on('blur', function() {
|
||
const value = $(this).text().trim();
|
||
extensionSettings.userStats.inventory = value || 'None';
|
||
|
||
// Update lastGeneratedData
|
||
const statsText = `Health: ${extensionSettings.userStats.health}%\nSustenance: ${extensionSettings.userStats.sustenance}%\nEnergy: ${extensionSettings.userStats.energy}%\nHygiene: ${extensionSettings.userStats.hygiene}%\nArousal: ${extensionSettings.userStats.arousal}%\n${extensionSettings.userStats.mood}: ${extensionSettings.userStats.conditions}\nInventory: ${extensionSettings.userStats.inventory}`;
|
||
lastGeneratedData.userStats = statsText;
|
||
|
||
saveSettings();
|
||
saveChatData();
|
||
updateMessageSwipeData();
|
||
});
|
||
|
||
// Add event listeners for mood/conditions editing
|
||
$('.rpg-mood-emoji.rpg-editable').on('blur', function() {
|
||
const value = $(this).text().trim();
|
||
extensionSettings.userStats.mood = value || '😐';
|
||
|
||
// Update lastGeneratedData
|
||
const statsText = `Health: ${extensionSettings.userStats.health}%\nSustenance: ${extensionSettings.userStats.sustenance}%\nEnergy: ${extensionSettings.userStats.energy}%\nHygiene: ${extensionSettings.userStats.hygiene}%\nArousal: ${extensionSettings.userStats.arousal}%\n${extensionSettings.userStats.mood}: ${extensionSettings.userStats.conditions}\nInventory: ${extensionSettings.userStats.inventory}`;
|
||
lastGeneratedData.userStats = statsText;
|
||
|
||
saveSettings();
|
||
saveChatData();
|
||
updateMessageSwipeData();
|
||
});
|
||
|
||
$('.rpg-mood-conditions.rpg-editable').on('blur', function() {
|
||
const value = $(this).text().trim();
|
||
extensionSettings.userStats.conditions = value || 'None';
|
||
|
||
// Update lastGeneratedData
|
||
const statsText = `Health: ${extensionSettings.userStats.health}%\nSustenance: ${extensionSettings.userStats.sustenance}%\nEnergy: ${extensionSettings.userStats.energy}%\nHygiene: ${extensionSettings.userStats.hygiene}%\nArousal: ${extensionSettings.userStats.arousal}%\n${extensionSettings.userStats.mood}: ${extensionSettings.userStats.conditions}\nInventory: ${extensionSettings.userStats.inventory}`;
|
||
lastGeneratedData.userStats = statsText;
|
||
|
||
saveSettings();
|
||
saveChatData();
|
||
updateMessageSwipeData();
|
||
});
|
||
}
|
||
|
||
/**
|
||
* Renders the info box as a visual dashboard.
|
||
*/
|
||
function renderInfoBox() {
|
||
if (!extensionSettings.showInfoBox || !$infoBoxContainer) {
|
||
return;
|
||
}
|
||
|
||
// Add updating class for animation
|
||
if (extensionSettings.enableAnimations) {
|
||
$infoBoxContainer.addClass('rpg-content-updating');
|
||
}
|
||
|
||
// If no data yet, show placeholder
|
||
if (!lastGeneratedData.infoBox) {
|
||
const placeholderHtml = `
|
||
<div class="rpg-dashboard rpg-dashboard-row-1">
|
||
<div class="rpg-dashboard-widget rpg-placeholder-widget">
|
||
<div class="rpg-placeholder-text">No data yet</div>
|
||
<div class="rpg-placeholder-hint">Generate a new response in the roleplay or switch to "Separate Generation" in Settings to access and click the "Refresh RPG Info" button</div>
|
||
</div>
|
||
</div>
|
||
`;
|
||
$infoBoxContainer.html(placeholderHtml);
|
||
if (extensionSettings.enableAnimations) {
|
||
setTimeout(() => $infoBoxContainer.removeClass('rpg-content-updating'), 500);
|
||
}
|
||
return;
|
||
}
|
||
|
||
// console.log('[RPG Companion] renderInfoBox called with data:', lastGeneratedData.infoBox);
|
||
|
||
// Parse the info box data
|
||
const lines = lastGeneratedData.infoBox.split('\n');
|
||
// console.log('[RPG Companion] Info Box split into lines:', lines);
|
||
const data = {
|
||
date: '',
|
||
weekday: '',
|
||
month: '',
|
||
year: '',
|
||
weatherEmoji: '',
|
||
weatherForecast: '',
|
||
temperature: '',
|
||
tempValue: 0,
|
||
timeStart: '',
|
||
timeEnd: '',
|
||
location: '',
|
||
characters: []
|
||
};
|
||
|
||
for (const line of lines) {
|
||
// console.log('[RPG Companion] Processing line:', line);
|
||
|
||
if (line.includes('🗓️:')) {
|
||
// console.log('[RPG Companion] → Matched DATE');
|
||
const dateStr = line.replace('🗓️:', '').trim();
|
||
// Parse format: "Weekday, Month Day, Year" or "Weekday, Month, Year"
|
||
const dateParts = dateStr.split(',').map(p => p.trim());
|
||
data.weekday = dateParts[0] || '';
|
||
data.month = dateParts[1] || '';
|
||
data.year = dateParts[2] || '';
|
||
data.date = dateStr;
|
||
} else if (line.includes('🌡️:')) {
|
||
// console.log('[RPG Companion] → Matched TEMPERATURE');
|
||
const tempStr = line.replace('🌡️:', '').trim();
|
||
data.temperature = tempStr;
|
||
// Extract numeric value
|
||
const tempMatch = tempStr.match(/(-?\d+)/);
|
||
if (tempMatch) {
|
||
data.tempValue = parseInt(tempMatch[1]);
|
||
}
|
||
} else if (line.includes('🕒:')) {
|
||
// console.log('[RPG Companion] → Matched TIME');
|
||
const timeStr = line.replace('🕒:', '').trim();
|
||
data.time = timeStr;
|
||
// Parse "HH:MM → HH:MM" format
|
||
const timeParts = timeStr.split('→').map(t => t.trim());
|
||
data.timeStart = timeParts[0] || '';
|
||
data.timeEnd = timeParts[1] || '';
|
||
} else if (line.includes('🗺️:')) {
|
||
// console.log('[RPG Companion] → Matched LOCATION');
|
||
data.location = line.replace('🗺️:', '').trim();
|
||
} else {
|
||
// Check if it's a weather line
|
||
// Since \p{Emoji} doesn't work reliably, use a simpler approach
|
||
const hasColon = line.includes(':');
|
||
const notInfoBox = !line.includes('Info Box');
|
||
const notDivider = !line.includes('---');
|
||
const notCodeFence = !line.trim().startsWith('```');
|
||
|
||
// console.log('[RPG Companion] → Checking weather conditions:', {
|
||
// line: line,
|
||
// hasColon: hasColon,
|
||
// notInfoBox: notInfoBox,
|
||
// notDivider: notDivider
|
||
// });
|
||
|
||
if (hasColon && notInfoBox && notDivider && notCodeFence && line.trim().length > 0) {
|
||
// Match format: [Weather Emoji]: [Forecast]
|
||
// Capture everything before colon as emoji, everything after as forecast
|
||
// console.log('[RPG Companion] → Testing WEATHER match for:', line);
|
||
const weatherMatch = line.match(/^\s*([^:]+):\s*(.+)$/);
|
||
if (weatherMatch) {
|
||
const potentialEmoji = weatherMatch[1].trim();
|
||
const forecast = weatherMatch[2].trim();
|
||
|
||
// If the first part is short (likely emoji), treat as weather
|
||
if (potentialEmoji.length <= 5) {
|
||
data.weatherEmoji = potentialEmoji;
|
||
data.weatherForecast = forecast;
|
||
// console.log('[RPG Companion] ✓ Weather parsed:', data.weatherEmoji, data.weatherForecast);
|
||
} else {
|
||
// console.log('[RPG Companion] ✗ First part too long for emoji:', potentialEmoji);
|
||
}
|
||
} else {
|
||
// console.log('[RPG Companion] ✗ Weather regex did not match');
|
||
}
|
||
} else {
|
||
// console.log('[RPG Companion] → No match for this line');
|
||
}
|
||
}
|
||
}
|
||
|
||
// console.log('[RPG Companion] Parsed Info Box data:', {
|
||
// date: data.date,
|
||
// weatherEmoji: data.weatherEmoji,
|
||
// weatherForecast: data.weatherForecast,
|
||
// temperature: data.temperature,
|
||
// timeStart: data.timeStart,
|
||
// location: data.location
|
||
// });
|
||
|
||
// Build visual dashboard HTML
|
||
// Row 1: Date, Weather, Temperature, Time widgets
|
||
let html = '<div class="rpg-dashboard rpg-dashboard-row-1">';
|
||
|
||
// Calendar widget - always show (editable even if empty)
|
||
const monthShort = data.month ? data.month.substring(0, 3).toUpperCase() : 'MON';
|
||
const weekdayShort = data.weekday ? data.weekday.substring(0, 3).toUpperCase() : 'DAY';
|
||
const yearDisplay = data.year || 'YEAR';
|
||
html += `
|
||
<div class="rpg-dashboard-widget rpg-calendar-widget">
|
||
<div class="rpg-calendar-top rpg-editable" contenteditable="true" data-field="month" title="Click to edit">${monthShort}</div>
|
||
<div class="rpg-calendar-day rpg-editable" contenteditable="true" data-field="weekday" title="Click to edit">${weekdayShort}</div>
|
||
<div class="rpg-calendar-year rpg-editable" contenteditable="true" data-field="year" title="Click to edit">${yearDisplay}</div>
|
||
</div>
|
||
`;
|
||
|
||
// Weather widget - always show (editable even if empty)
|
||
const weatherEmoji = data.weatherEmoji || '🌤️';
|
||
const weatherForecast = data.weatherForecast || 'Weather';
|
||
html += `
|
||
<div class="rpg-dashboard-widget rpg-weather-widget">
|
||
<div class="rpg-weather-icon rpg-editable" contenteditable="true" data-field="weatherEmoji" title="Click to edit emoji">${weatherEmoji}</div>
|
||
<div class="rpg-weather-forecast rpg-editable" contenteditable="true" data-field="weatherForecast" title="Click to edit">${weatherForecast}</div>
|
||
</div>
|
||
`;
|
||
|
||
// Temperature widget - always show (editable even if empty)
|
||
const tempDisplay = data.temperature || '20°C';
|
||
const tempValue = data.tempValue || 20;
|
||
const tempPercent = Math.min(100, Math.max(0, ((tempValue + 20) / 60) * 100));
|
||
const tempColor = tempValue < 10 ? '#4a90e2' : tempValue < 25 ? '#67c23a' : '#e94560';
|
||
html += `
|
||
<div class="rpg-dashboard-widget rpg-temp-widget">
|
||
<div class="rpg-thermometer">
|
||
<div class="rpg-thermometer-bulb"></div>
|
||
<div class="rpg-thermometer-tube">
|
||
<div class="rpg-thermometer-fill" style="height: ${tempPercent}%; background: ${tempColor}"></div>
|
||
</div>
|
||
</div>
|
||
<div class="rpg-temp-value rpg-editable" contenteditable="true" data-field="temperature" title="Click to edit">${tempDisplay}</div>
|
||
</div>
|
||
`;
|
||
|
||
// Time widget - always show (editable even if empty)
|
||
const timeDisplay = data.timeStart || '12:00';
|
||
// Parse time for clock hands
|
||
const timeMatch = timeDisplay.match(/(\d+):(\d+)/);
|
||
let hourAngle = 0;
|
||
let minuteAngle = 0;
|
||
if (timeMatch) {
|
||
const hours = parseInt(timeMatch[1]);
|
||
const minutes = parseInt(timeMatch[2]);
|
||
hourAngle = (hours % 12) * 30 + minutes * 0.5; // 30° per hour + 0.5° per minute
|
||
minuteAngle = minutes * 6; // 6° per minute
|
||
}
|
||
html += `
|
||
<div class="rpg-dashboard-widget rpg-clock-widget">
|
||
<div class="rpg-clock">
|
||
<div class="rpg-clock-face">
|
||
<div class="rpg-clock-hour" style="transform: rotate(${hourAngle}deg)"></div>
|
||
<div class="rpg-clock-minute" style="transform: rotate(${minuteAngle}deg)"></div>
|
||
<div class="rpg-clock-center"></div>
|
||
</div>
|
||
</div>
|
||
<div class="rpg-time-value rpg-editable" contenteditable="true" data-field="timeStart" title="Click to edit">${timeDisplay}</div>
|
||
</div>
|
||
`;
|
||
|
||
html += '</div>';
|
||
|
||
// Row 2: Location widget (full width) - always show (editable even if empty)
|
||
const locationDisplay = data.location || 'Location';
|
||
html += `
|
||
<div class="rpg-dashboard rpg-dashboard-row-2">
|
||
<div class="rpg-dashboard-widget rpg-location-widget">
|
||
<div class="rpg-map-bg">
|
||
<div class="rpg-map-marker">📍</div>
|
||
</div>
|
||
<div class="rpg-location-text rpg-editable" contenteditable="true" data-field="location" title="Click to edit">${locationDisplay}</div>
|
||
</div>
|
||
</div>
|
||
`;
|
||
|
||
$infoBoxContainer.html(html);
|
||
|
||
// Add event handlers for editable Info Box fields
|
||
$infoBoxContainer.find('.rpg-editable').on('blur', function() {
|
||
const field = $(this).data('field');
|
||
const value = $(this).text().trim();
|
||
updateInfoBoxField(field, value);
|
||
});
|
||
|
||
// Remove updating class after animation
|
||
if (extensionSettings.enableAnimations) {
|
||
setTimeout(() => $infoBoxContainer.removeClass('rpg-content-updating'), 500);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Renders character thoughts (Present Characters).
|
||
*/
|
||
function renderThoughts() {
|
||
if (!extensionSettings.showCharacterThoughts || !$thoughtsContainer) {
|
||
return;
|
||
}
|
||
|
||
// Add updating class for animation
|
||
if (extensionSettings.enableAnimations) {
|
||
$thoughtsContainer.addClass('rpg-content-updating');
|
||
}
|
||
|
||
// Initialize if no data yet
|
||
if (!lastGeneratedData.characterThoughts) {
|
||
lastGeneratedData.characterThoughts = '';
|
||
}
|
||
|
||
const lines = lastGeneratedData.characterThoughts.split('\n');
|
||
const presentCharacters = [];
|
||
|
||
// console.log('[RPG Companion] Raw Present Characters:', lastGeneratedData.characterThoughts);
|
||
// console.log('[RPG Companion] Split into lines:', lines);
|
||
|
||
// Parse format: [Emoji]: [Name, Status, Demeanor] | [Relationship] | [Thoughts]
|
||
for (const line of lines) {
|
||
// Skip empty lines, headers, dividers, and code fences
|
||
if (line.trim() &&
|
||
!line.includes('Present Characters') &&
|
||
!line.includes('---') &&
|
||
!line.trim().startsWith('```')) {
|
||
|
||
// Match the new format with pipes
|
||
const parts = line.split('|').map(p => p.trim());
|
||
|
||
if (parts.length >= 2) {
|
||
// First part: [Emoji]: [Name, Status, Demeanor]
|
||
const firstPart = parts[0].trim();
|
||
const emojiMatch = firstPart.match(/^(.+?):\s*(.+)$/);
|
||
|
||
if (emojiMatch) {
|
||
const emoji = emojiMatch[1].trim();
|
||
const info = emojiMatch[2].trim();
|
||
const relationship = parts[1].trim(); // Enemy/Neutral/Friend/Lover
|
||
const thoughts = parts[2] ? parts[2].trim() : '';
|
||
|
||
// Parse name from info (first part before comma)
|
||
const infoParts = info.split(',').map(p => p.trim());
|
||
const name = infoParts[0] || '';
|
||
const traits = infoParts.slice(1).join(', ');
|
||
|
||
if (name && name.toLowerCase() !== 'unavailable') {
|
||
presentCharacters.push({ emoji, name, traits, relationship, thoughts });
|
||
// console.log('[RPG Companion] Parsed character:', { name, relationship });
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Relationship status to emoji mapping
|
||
const relationshipEmojis = {
|
||
'Enemy': '⚔️',
|
||
'Neutral': '⚖️',
|
||
'Friend': '⭐',
|
||
'Lover': '❤️'
|
||
};
|
||
|
||
// Build HTML
|
||
let html = '';
|
||
|
||
// console.log('[RPG Companion] Total characters parsed:', presentCharacters.length);
|
||
// console.log('[RPG Companion] Characters array:', presentCharacters);
|
||
|
||
// If no characters parsed, show a placeholder editable card
|
||
if (presentCharacters.length === 0) {
|
||
// Get default character portrait (try to use the current character if in 1-on-1 chat)
|
||
let defaultPortrait = 'img/user-default.png';
|
||
let defaultName = 'Character';
|
||
|
||
if (this_chid !== undefined && characters[this_chid]) {
|
||
if (characters[this_chid].avatar && characters[this_chid].avatar !== 'none') {
|
||
defaultPortrait = getThumbnailUrl('avatar', characters[this_chid].avatar);
|
||
}
|
||
defaultName = characters[this_chid].name || 'Character';
|
||
}
|
||
|
||
html += '<div class="rpg-thoughts-content">';
|
||
html += `
|
||
<div class="rpg-character-card" data-character-name="${defaultName}">
|
||
<div class="rpg-character-avatar">
|
||
<img src="${defaultPortrait}" alt="${defaultName}" onerror="this.src='img/user-default.png'" />
|
||
<div class="rpg-relationship-badge rpg-editable" contenteditable="true" data-character="${defaultName}" data-field="relationship" title="Click to edit (use emoji: ⚔️ ⚖️ ⭐ ❤️)">⚖️</div>
|
||
</div>
|
||
<div class="rpg-character-info">
|
||
<div class="rpg-character-header">
|
||
<span class="rpg-character-emoji rpg-editable" contenteditable="true" data-character="${defaultName}" data-field="emoji" title="Click to edit emoji">😊</span>
|
||
<span class="rpg-character-name rpg-editable" contenteditable="true" data-character="${defaultName}" data-field="name" title="Click to edit name">${defaultName}</span>
|
||
</div>
|
||
<div class="rpg-character-traits rpg-editable" contenteditable="true" data-character="${defaultName}" data-field="traits" title="Click to edit traits">Traits</div>
|
||
</div>
|
||
</div>
|
||
`;
|
||
html += '</div>';
|
||
} else {
|
||
html += '<div class="rpg-thoughts-content">';
|
||
for (const char of presentCharacters) {
|
||
// Find character portrait
|
||
let characterPortrait = 'img/user-default.png';
|
||
|
||
// console.log('[RPG Companion] Looking for avatar for:', char.name);
|
||
|
||
// For group chats, search through group members first
|
||
if (selected_group) {
|
||
const groupMembers = getGroupMembers(selected_group);
|
||
const matchingMember = groupMembers.find(member =>
|
||
member && member.name && member.name.toLowerCase() === char.name.toLowerCase()
|
||
);
|
||
|
||
if (matchingMember && matchingMember.avatar && matchingMember.avatar !== 'none') {
|
||
characterPortrait = getThumbnailUrl('avatar', matchingMember.avatar);
|
||
}
|
||
}
|
||
|
||
// For regular chats or if not found in group, search all characters
|
||
if (characterPortrait === 'img/user-default.png' && characters && characters.length > 0) {
|
||
const matchingCharacter = characters.find(c =>
|
||
c && c.name && c.name.toLowerCase() === char.name.toLowerCase()
|
||
);
|
||
|
||
if (matchingCharacter && matchingCharacter.avatar && matchingCharacter.avatar !== 'none') {
|
||
characterPortrait = getThumbnailUrl('avatar', matchingCharacter.avatar);
|
||
}
|
||
}
|
||
|
||
// If this is the current character in a 1-on-1 chat, use their portrait
|
||
if (this_chid !== undefined && characters[this_chid] &&
|
||
characters[this_chid].name && characters[this_chid].name.toLowerCase() === char.name.toLowerCase()) {
|
||
characterPortrait = getThumbnailUrl('avatar', characters[this_chid].avatar);
|
||
}
|
||
|
||
// Get relationship emoji
|
||
const relationshipEmoji = relationshipEmojis[char.relationship] || '⚖️';
|
||
|
||
html += `
|
||
<div class="rpg-character-card" data-character-name="${char.name}">
|
||
<div class="rpg-character-avatar">
|
||
<img src="${characterPortrait}" alt="${char.name}" onerror="this.src='img/user-default.png'" />
|
||
<div class="rpg-relationship-badge rpg-editable" contenteditable="true" data-character="${char.name}" data-field="relationship" title="Click to edit (use emoji: ⚔️ ⚖️ ⭐ ❤️)">${relationshipEmoji}</div>
|
||
</div>
|
||
<div class="rpg-character-info">
|
||
<div class="rpg-character-header">
|
||
<span class="rpg-character-emoji rpg-editable" contenteditable="true" data-character="${char.name}" data-field="emoji" title="Click to edit emoji">${char.emoji}</span>
|
||
<span class="rpg-character-name rpg-editable" contenteditable="true" data-character="${char.name}" data-field="name" title="Click to edit name">${char.name}</span>
|
||
</div>
|
||
<div class="rpg-character-traits rpg-editable" contenteditable="true" data-character="${char.name}" data-field="traits" title="Click to edit traits">${char.traits}</div>
|
||
</div>
|
||
</div>
|
||
`;
|
||
}
|
||
html += '</div>';
|
||
}
|
||
|
||
$thoughtsContainer.html(html);
|
||
|
||
// Add event handlers for editable character fields
|
||
$thoughtsContainer.find('.rpg-editable').on('blur', function() {
|
||
const character = $(this).data('character');
|
||
const field = $(this).data('field');
|
||
const value = $(this).text().trim();
|
||
updateCharacterField(character, field, value);
|
||
});
|
||
|
||
// Remove updating class after animation
|
||
if (extensionSettings.enableAnimations) {
|
||
setTimeout(() => $thoughtsContainer.removeClass('rpg-content-updating'), 600);
|
||
}
|
||
|
||
// Update chat overlay if enabled
|
||
if (extensionSettings.showThoughtsInChat) {
|
||
updateChatThoughts();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Updates a specific field in the Info Box data and re-renders.
|
||
*/
|
||
function updateInfoBoxField(field, value) {
|
||
if (!lastGeneratedData.infoBox) {
|
||
// Initialize with empty info box if it doesn't exist
|
||
lastGeneratedData.infoBox = 'Info Box\n---\n';
|
||
}
|
||
|
||
// Reconstruct the Info Box text with updated field
|
||
const lines = lastGeneratedData.infoBox.split('\n');
|
||
let dateLineFound = false;
|
||
let dateLineIndex = -1;
|
||
|
||
// Find the date line
|
||
for (let i = 0; i < lines.length; i++) {
|
||
if (lines[i].includes('🗓️:')) {
|
||
dateLineFound = true;
|
||
dateLineIndex = i;
|
||
break;
|
||
}
|
||
}
|
||
|
||
const updatedLines = lines.map((line, index) => {
|
||
if (field === 'month' && line.includes('🗓️:')) {
|
||
const parts = line.split(',');
|
||
if (parts.length >= 2) {
|
||
// parts[0] = "🗓️: Weekday", parts[1] = " Month", parts[2] = " Year"
|
||
parts[1] = ' ' + value;
|
||
return parts.join(',');
|
||
} else if (parts.length === 1) {
|
||
// No existing month/year, add them
|
||
return `${parts[0]}, ${value}, YEAR`;
|
||
}
|
||
} else if (field === 'weekday' && line.includes('🗓️:')) {
|
||
const parts = line.split(',');
|
||
// Keep the emoji, just update the weekday
|
||
const month = parts[1] ? parts[1].trim() : 'Month';
|
||
const year = parts[2] ? parts[2].trim() : 'YEAR';
|
||
return `🗓️: ${value}, ${month}, ${year}`;
|
||
} else if (field === 'year' && line.includes('🗓️:')) {
|
||
const parts = line.split(',');
|
||
if (parts.length >= 3) {
|
||
parts[2] = ' ' + value;
|
||
return parts.join(',');
|
||
} else if (parts.length === 2) {
|
||
// No existing year, add it
|
||
return `${parts[0]}, ${parts[1]}, ${value}`;
|
||
} else if (parts.length === 1) {
|
||
// No existing month/year, add them
|
||
return `${parts[0]}, Month, ${value}`;
|
||
}
|
||
} else if (field === 'weatherEmoji' && line.match(/^[^:]+:\s*.+$/) && !line.includes('🗓️') && !line.includes('🌡️') && !line.includes('🕒') && !line.includes('🗺️') && !line.includes('Info Box') && !line.includes('---')) {
|
||
// This is the weather line
|
||
const parts = line.split(':');
|
||
if (parts.length >= 2) {
|
||
return `${value}: ${parts.slice(1).join(':').trim()}`;
|
||
}
|
||
} else if (field === 'weatherForecast' && line.match(/^[^:]+:\s*.+$/) && !line.includes('🗓️') && !line.includes('🌡️') && !line.includes('🕒') && !line.includes('🗺️') && !line.includes('Info Box') && !line.includes('---')) {
|
||
// This is the weather line
|
||
const parts = line.split(':');
|
||
if (parts.length >= 2) {
|
||
return `${parts[0].trim()}: ${value}`;
|
||
}
|
||
} else if (field === 'temperature' && line.includes('🌡️:')) {
|
||
return `🌡️: ${value}`;
|
||
} else if (field === 'timeStart' && line.includes('🕒:')) {
|
||
// Update time format: "HH:MM → HH:MM"
|
||
// When user edits, set both start and end time to the new value
|
||
return `🕒: ${value} → ${value}`;
|
||
} else if (field === 'location' && line.includes('🗺️:')) {
|
||
return `🗺️: ${value}`;
|
||
}
|
||
return line;
|
||
});
|
||
|
||
// If editing a date field but no date line exists, create one after the divider
|
||
if ((field === 'month' || field === 'weekday' || field === 'year') && !dateLineFound) {
|
||
// Find the divider line
|
||
const dividerIndex = updatedLines.findIndex(line => line.includes('---'));
|
||
if (dividerIndex >= 0) {
|
||
// Create initial date line with the edited field
|
||
let newDateLine = '';
|
||
if (field === 'weekday') {
|
||
newDateLine = `🗓️: ${value}, Month, YEAR`;
|
||
} else if (field === 'month') {
|
||
newDateLine = `🗓️: Weekday, ${value}, YEAR`;
|
||
} else if (field === 'year') {
|
||
newDateLine = `🗓️: Weekday, Month, ${value}`;
|
||
}
|
||
// Insert after the divider
|
||
updatedLines.splice(dividerIndex + 1, 0, newDateLine);
|
||
}
|
||
}
|
||
|
||
// If editing weather but no weather line exists, create one
|
||
if ((field === 'weatherEmoji' || field === 'weatherForecast')) {
|
||
let weatherLineFound = false;
|
||
for (const line of updatedLines) {
|
||
// Check if this is a weather line (has emoji and forecast, not one of the special fields)
|
||
if (line.match(/^[^:]+:\s*.+$/) && !line.includes('🗓️') && !line.includes('🌡️') && !line.includes('🕒') && !line.includes('🗺️') && !line.includes('Info Box') && !line.includes('---')) {
|
||
weatherLineFound = true;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (!weatherLineFound) {
|
||
const dividerIndex = updatedLines.findIndex(line => line.includes('---'));
|
||
if (dividerIndex >= 0) {
|
||
let newWeatherLine = '';
|
||
if (field === 'weatherEmoji') {
|
||
newWeatherLine = `${value}: Weather`;
|
||
} else if (field === 'weatherForecast') {
|
||
newWeatherLine = `🌤️: ${value}`;
|
||
}
|
||
// Insert after date line if it exists, otherwise after divider
|
||
const dateIndex = updatedLines.findIndex(line => line.includes('🗓️:'));
|
||
const insertIndex = dateIndex >= 0 ? dateIndex + 1 : dividerIndex + 1;
|
||
updatedLines.splice(insertIndex, 0, newWeatherLine);
|
||
}
|
||
}
|
||
}
|
||
|
||
// If editing temperature but no temperature line exists, create one
|
||
if (field === 'temperature') {
|
||
const tempLineFound = updatedLines.some(line => line.includes('🌡️:'));
|
||
if (!tempLineFound) {
|
||
const dividerIndex = updatedLines.findIndex(line => line.includes('---'));
|
||
if (dividerIndex >= 0) {
|
||
const newTempLine = `🌡️: ${value}`;
|
||
// Find last non-empty line before creating position
|
||
let insertIndex = dividerIndex + 1;
|
||
for (let i = 0; i < updatedLines.length; i++) {
|
||
if (updatedLines[i].includes('🗓️:') || updatedLines[i].match(/^[^:]+:\s*.+$/)) {
|
||
insertIndex = i + 1;
|
||
}
|
||
}
|
||
updatedLines.splice(insertIndex, 0, newTempLine);
|
||
}
|
||
}
|
||
}
|
||
|
||
// If editing time but no time line exists, create one
|
||
if (field === 'timeStart') {
|
||
const timeLineFound = updatedLines.some(line => line.includes('🕒:'));
|
||
if (!timeLineFound) {
|
||
const dividerIndex = updatedLines.findIndex(line => line.includes('---'));
|
||
if (dividerIndex >= 0) {
|
||
const newTimeLine = `🕒: ${value} → ${value}`;
|
||
// Find last non-empty line before creating position
|
||
let insertIndex = dividerIndex + 1;
|
||
for (let i = 0; i < updatedLines.length; i++) {
|
||
if (updatedLines[i].includes('🗓️:') || updatedLines[i].includes('🌡️:') || updatedLines[i].match(/^[^:]+:\s*.+$/)) {
|
||
insertIndex = i + 1;
|
||
}
|
||
}
|
||
updatedLines.splice(insertIndex, 0, newTimeLine);
|
||
}
|
||
}
|
||
}
|
||
|
||
// If editing location but no location line exists, create one
|
||
if (field === 'location') {
|
||
const locationLineFound = updatedLines.some(line => line.includes('🗺️:'));
|
||
if (!locationLineFound) {
|
||
const dividerIndex = updatedLines.findIndex(line => line.includes('---'));
|
||
if (dividerIndex >= 0) {
|
||
const newLocationLine = `🗺️: ${value}`;
|
||
// Insert at the end (before any empty lines)
|
||
let insertIndex = updatedLines.length;
|
||
for (let i = updatedLines.length - 1; i >= 0; i--) {
|
||
if (updatedLines[i].trim() !== '') {
|
||
insertIndex = i + 1;
|
||
break;
|
||
}
|
||
}
|
||
updatedLines.splice(insertIndex, 0, newLocationLine);
|
||
}
|
||
}
|
||
}
|
||
|
||
lastGeneratedData.infoBox = updatedLines.join('\n');
|
||
|
||
// Update the message's swipe data
|
||
const chat = getContext().chat;
|
||
if (chat && chat.length > 0) {
|
||
for (let i = chat.length - 1; i >= 0; i--) {
|
||
const message = chat[i];
|
||
if (!message.is_user) {
|
||
if (message.extra && message.extra.rpg_companion_swipes) {
|
||
const swipeId = message.swipe_id || 0;
|
||
if (message.extra.rpg_companion_swipes[swipeId]) {
|
||
message.extra.rpg_companion_swipes[swipeId].infoBox = updatedLines.join('\n');
|
||
// console.log('[RPG Companion] Updated infoBox in message swipe data');
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
saveChatData();
|
||
renderInfoBox();
|
||
}
|
||
|
||
/**
|
||
* Updates a specific character field in Present Characters data and re-renders.
|
||
*/
|
||
function updateCharacterField(characterName, field, value) {
|
||
// console.log('[RPG Companion] 📝 updateCharacterField called - character:', characterName, 'field:', field, 'value:', value);
|
||
// console.log('[RPG Companion] 📝 Current lastGeneratedData.characterThoughts:', lastGeneratedData.characterThoughts);
|
||
|
||
// Initialize if it doesn't exist
|
||
if (!lastGeneratedData.characterThoughts) {
|
||
lastGeneratedData.characterThoughts = 'Present Characters\n---\n';
|
||
}
|
||
|
||
const lines = lastGeneratedData.characterThoughts.split('\n');
|
||
let characterFound = false;
|
||
|
||
const updatedLines = lines.map(line => {
|
||
// Case-insensitive character name matching
|
||
if (line.toLowerCase().includes(characterName.toLowerCase())) {
|
||
characterFound = true;
|
||
const parts = line.split('|').map(p => p.trim());
|
||
if (parts.length >= 2) {
|
||
const firstPart = parts[0];
|
||
const emojiMatch = firstPart.match(/^(.+?):\s*(.+)$/);
|
||
|
||
if (emojiMatch) {
|
||
let emoji = emojiMatch[1].trim();
|
||
let info = emojiMatch[2].trim();
|
||
let relationship = parts[1];
|
||
let thoughts = parts[2] || '';
|
||
|
||
const infoParts = info.split(',').map(p => p.trim());
|
||
let name = infoParts[0];
|
||
let traits = infoParts.slice(1).join(', ');
|
||
|
||
if (field === 'emoji') {
|
||
emoji = value;
|
||
} else if (field === 'name') {
|
||
name = value;
|
||
} else if (field === 'traits') {
|
||
traits = value;
|
||
} else if (field === 'thoughts') {
|
||
thoughts = value;
|
||
} else if (field === 'relationship') {
|
||
const emojiToRelationship = {
|
||
'⚔️': 'Enemy',
|
||
'⚖️': 'Neutral',
|
||
'⭐': 'Friend',
|
||
'❤️': 'Lover'
|
||
};
|
||
relationship = emojiToRelationship[value] || value;
|
||
}
|
||
|
||
const newInfo = traits ? `${name}, ${traits}` : name;
|
||
return `${emoji}: ${newInfo} | ${relationship} | ${thoughts}`;
|
||
}
|
||
}
|
||
}
|
||
return line;
|
||
});
|
||
|
||
// If character wasn't found, create a new character line
|
||
if (!characterFound) {
|
||
// Find the divider line
|
||
const dividerIndex = updatedLines.findIndex(line => line.includes('---'));
|
||
if (dividerIndex >= 0) {
|
||
// Create initial character line with the edited field
|
||
let emoji = '😊';
|
||
let name = characterName;
|
||
let traits = 'Traits';
|
||
let relationship = 'Neutral';
|
||
let thoughts = '';
|
||
|
||
// Apply the edited field
|
||
if (field === 'emoji') {
|
||
emoji = value;
|
||
} else if (field === 'name') {
|
||
name = value;
|
||
} else if (field === 'traits') {
|
||
traits = value;
|
||
} else if (field === 'thoughts') {
|
||
thoughts = value;
|
||
} else if (field === 'relationship') {
|
||
const emojiToRelationship = {
|
||
'⚔️': 'Enemy',
|
||
'⚖️': 'Neutral',
|
||
'⭐': 'Friend',
|
||
'❤️': 'Lover'
|
||
};
|
||
relationship = emojiToRelationship[value] || value;
|
||
}
|
||
|
||
const newCharacterLine = `${emoji}: ${name}, ${traits} | ${relationship} | ${thoughts}`;
|
||
// Insert after the divider
|
||
updatedLines.splice(dividerIndex + 1, 0, newCharacterLine);
|
||
}
|
||
}
|
||
|
||
lastGeneratedData.characterThoughts = updatedLines.join('\n');
|
||
// console.log('[RPG Companion] 💾 Updated lastGeneratedData.characterThoughts:', lastGeneratedData.characterThoughts);
|
||
|
||
// Also update the last assistant message's swipe data
|
||
const chat = getContext().chat;
|
||
if (chat && chat.length > 0) {
|
||
// Find the last assistant message
|
||
for (let i = chat.length - 1; i >= 0; i--) {
|
||
const message = chat[i];
|
||
if (!message.is_user) {
|
||
// Found last assistant message - update its swipe data
|
||
if (message.extra && message.extra.rpg_companion_swipes) {
|
||
const swipeId = message.swipe_id || 0;
|
||
if (message.extra.rpg_companion_swipes[swipeId]) {
|
||
message.extra.rpg_companion_swipes[swipeId].characterThoughts = updatedLines.join('\n');
|
||
// console.log('[RPG Companion] Updated thoughts in message swipe data');
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
saveChatData();
|
||
|
||
// Always update the sidebar panel
|
||
renderThoughts();
|
||
|
||
// For thoughts edited from the bubble, delay recreation to allow blur event to complete
|
||
// This ensures the edit is saved first, then the bubble is recreated with correct layout
|
||
if (field === 'thoughts') {
|
||
setTimeout(() => {
|
||
updateChatThoughts();
|
||
}, 100);
|
||
} else {
|
||
// For other fields, recreate immediately
|
||
updateChatThoughts();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Updates or removes thought overlays in the chat.
|
||
*/
|
||
function updateChatThoughts() {
|
||
// console.log('[RPG Companion] ======== updateChatThoughts called ========');
|
||
// console.log('[RPG Companion] Extension enabled:', extensionSettings.enabled);
|
||
// console.log('[RPG Companion] showThoughtsInChat setting:', extensionSettings.showThoughtsInChat);
|
||
// console.log('[RPG Companion] Toggle element checked:', $('#rpg-toggle-thoughts-in-chat').prop('checked'));
|
||
// console.log('[RPG Companion] lastGeneratedData.characterThoughts:', lastGeneratedData.characterThoughts);
|
||
|
||
// Remove existing thought panel and icon
|
||
$('#rpg-thought-panel').remove();
|
||
$('#rpg-thought-icon').remove();
|
||
$('#chat').off('scroll.thoughtPanel');
|
||
$(window).off('resize.thoughtPanel');
|
||
$(document).off('click.thoughtPanel');
|
||
|
||
// If extension is disabled, thoughts in chat are disabled, or no thoughts, just return
|
||
if (!extensionSettings.enabled || !extensionSettings.showThoughtsInChat || !lastGeneratedData.characterThoughts) {
|
||
// console.log('[RPG Companion] Thoughts in chat disabled or no data');
|
||
return;
|
||
}
|
||
|
||
// Parse the Present Characters data to get thoughts
|
||
const lines = lastGeneratedData.characterThoughts.split('\n');
|
||
const thoughtsArray = []; // Array of {name, emoji, thought}
|
||
|
||
// console.log('[RPG Companion] Parsing thoughts from lines:', lines);
|
||
|
||
for (const line of lines) {
|
||
if (line.trim() &&
|
||
!line.includes('Present Characters') &&
|
||
!line.includes('---') &&
|
||
!line.trim().startsWith('```')) {
|
||
|
||
const parts = line.split('|').map(p => p.trim());
|
||
// console.log('[RPG Companion] Line parts:', parts);
|
||
|
||
if (parts.length >= 3) {
|
||
const firstPart = parts[0].trim();
|
||
const emojiMatch = firstPart.match(/^(.+?):\s*(.+)$/);
|
||
|
||
if (emojiMatch) {
|
||
const emoji = emojiMatch[1].trim();
|
||
const info = emojiMatch[2].trim();
|
||
const thoughts = parts[2] ? parts[2].trim() : '';
|
||
|
||
const infoParts = info.split(',').map(p => p.trim());
|
||
const name = infoParts[0] || '';
|
||
|
||
// console.log('[RPG Companion] Parsed thought - Name:', name, 'Thought:', thoughts);
|
||
|
||
if (name && thoughts && name.toLowerCase() !== 'unavailable') {
|
||
thoughtsArray.push({ name: name.toLowerCase(), emoji, thought: thoughts });
|
||
// console.log('[RPG Companion] Added to thoughtsArray:', name.toLowerCase());
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// If no thoughts parsed, return
|
||
if (thoughtsArray.length === 0) {
|
||
// console.log('[RPG Companion] No thoughts parsed, returning');
|
||
return;
|
||
}
|
||
|
||
// console.log('[RPG Companion] Total thoughts:', thoughtsArray.length);
|
||
// console.log('[RPG Companion] Thoughts array:', thoughtsArray);
|
||
|
||
// Find the last message to position near
|
||
const $messages = $('#chat .mes');
|
||
let $targetMessage = null;
|
||
|
||
// Find the most recent non-user message
|
||
for (let i = $messages.length - 1; i >= 0; i--) {
|
||
const $message = $messages.eq(i);
|
||
if ($message.attr('is_user') !== 'true') {
|
||
$targetMessage = $message;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (!$targetMessage) {
|
||
// console.log('[RPG Companion] No target message found');
|
||
return;
|
||
}
|
||
|
||
// Create the thought panel with all thoughts
|
||
createThoughtPanel($targetMessage, thoughtsArray);
|
||
}
|
||
|
||
/**
|
||
* Creates or updates the floating thought panel positioned next to the character's avatar
|
||
*/
|
||
function createThoughtPanel($message, thoughtsArray) {
|
||
// Remove existing thought panel
|
||
$('#rpg-thought-panel').remove();
|
||
$('#rpg-thought-icon').remove();
|
||
|
||
// Get the avatar position from the message
|
||
const $avatar = $message.find('.avatar img');
|
||
if (!$avatar.length) {
|
||
// console.log('[RPG Companion] No avatar found in message');
|
||
return;
|
||
}
|
||
|
||
const avatarRect = $avatar[0].getBoundingClientRect();
|
||
const panelPosition = extensionSettings.panelPosition;
|
||
const theme = extensionSettings.theme;
|
||
|
||
// Build thought bubbles HTML
|
||
let thoughtsHtml = '';
|
||
thoughtsArray.forEach((thought, index) => {
|
||
thoughtsHtml += `
|
||
<div class="rpg-thought-item">
|
||
<div class="rpg-thought-emoji-box">
|
||
${thought.emoji}
|
||
</div>
|
||
<div class="rpg-thought-content rpg-editable" contenteditable="true" data-character="${thought.name}" data-field="thoughts" title="Click to edit thoughts">
|
||
${thought.thought}
|
||
</div>
|
||
</div>
|
||
`;
|
||
// Add divider between thoughts (except for last one)
|
||
if (index < thoughtsArray.length - 1) {
|
||
thoughtsHtml += '<div class="rpg-thought-divider"></div>';
|
||
}
|
||
});
|
||
|
||
// Create the floating thought panel with theme
|
||
const $thoughtPanel = $(`
|
||
<div id="rpg-thought-panel" class="rpg-thought-panel" data-theme="${theme}">
|
||
<button class="rpg-thought-close" title="Hide thoughts">×</button>
|
||
<div class="rpg-thought-circles">
|
||
<div class="rpg-thought-circle rpg-circle-1"></div>
|
||
<div class="rpg-thought-circle rpg-circle-2"></div>
|
||
<div class="rpg-thought-circle rpg-circle-3"></div>
|
||
</div>
|
||
<div class="rpg-thought-bubble">
|
||
${thoughtsHtml}
|
||
</div>
|
||
</div>
|
||
`);
|
||
|
||
// Create the collapsed thought icon
|
||
const $thoughtIcon = $(`
|
||
<div id="rpg-thought-icon" class="rpg-thought-icon" data-theme="${theme}" title="Show thoughts">
|
||
💭
|
||
</div>
|
||
`);
|
||
|
||
// Apply custom theme colors if custom theme
|
||
if (theme === 'custom') {
|
||
const customStyles = {
|
||
'--rpg-bg': extensionSettings.customColors.bg,
|
||
'--rpg-accent': extensionSettings.customColors.accent,
|
||
'--rpg-text': extensionSettings.customColors.text,
|
||
'--rpg-highlight': extensionSettings.customColors.highlight
|
||
};
|
||
$thoughtPanel.css(customStyles);
|
||
$thoughtIcon.css(customStyles);
|
||
}
|
||
|
||
// Force a consistent width for the bubble to ensure proper positioning
|
||
$thoughtPanel.css('width', '350px');
|
||
|
||
// Append to body so it's not clipped by chat container
|
||
$('body').append($thoughtPanel);
|
||
$('body').append($thoughtIcon);
|
||
|
||
// Position the panel next to the avatar
|
||
const panelWidth = 350;
|
||
const panelMargin = 20;
|
||
|
||
let top = avatarRect.top + (avatarRect.height / 2);
|
||
let left;
|
||
let right;
|
||
let useRightPosition = false;
|
||
let iconTop = avatarRect.top;
|
||
let iconLeft;
|
||
|
||
// Detect mobile viewport (matches CSS breakpoint)
|
||
const isMobile = window.innerWidth <= 1000;
|
||
|
||
if (isMobile) {
|
||
// On mobile: position icon horizontally centered on avatar
|
||
// The CSS transform will shift it upward by 60px
|
||
iconTop = avatarRect.top; // Start at avatar top (CSS will move it up)
|
||
iconLeft = avatarRect.left + (avatarRect.width / 2) - 18; // Centered horizontally (18px = half of 36px icon width)
|
||
|
||
// Center the thought panel horizontally on mobile
|
||
left = window.innerWidth / 2 - panelWidth / 2;
|
||
top = avatarRect.top + avatarRect.height + 60; // Position below icon with spacing
|
||
|
||
// No side-specific classes on mobile
|
||
$thoughtPanel.removeClass('rpg-thought-panel-left rpg-thought-panel-right');
|
||
$thoughtIcon.removeClass('rpg-thought-icon-left rpg-thought-icon-right');
|
||
|
||
console.log('[RPG Companion] Mobile thought icon positioning:', {
|
||
isMobile,
|
||
windowWidth: window.innerWidth,
|
||
avatarLeft: avatarRect.left,
|
||
avatarWidth: avatarRect.width,
|
||
iconLeft,
|
||
iconTop
|
||
});
|
||
} else if (panelPosition === 'left') {
|
||
// Main panel is on left, so thought bubble goes to RIGHT side
|
||
// Mirror the left side positioning: bubble should be same distance from avatar
|
||
// but on the opposite side, extending to the right
|
||
const chatContainer = $('#chat')[0];
|
||
const chatRect = chatContainer ? chatContainer.getBoundingClientRect() : { right: window.innerWidth };
|
||
|
||
// Position bubble starting from chat edge, extending right
|
||
left = chatRect.right + panelMargin; // Start at chat's right edge + margin
|
||
useRightPosition = false; // Use left positioning so it extends right
|
||
iconLeft = chatRect.right + 10; // Icon just at the chat edge
|
||
$thoughtPanel.addClass('rpg-thought-panel-right');
|
||
$thoughtIcon.addClass('rpg-thought-icon-right');
|
||
|
||
// Position circles to flow from left (toward chat/avatar) to right (toward panel)
|
||
$thoughtPanel.find('.rpg-thought-circles').css({
|
||
top: 'calc(50% - 50px)',
|
||
left: '-25px',
|
||
bottom: 'auto',
|
||
right: 'auto'
|
||
});
|
||
// Mirror the circle flow for right side (left-to-right)
|
||
$thoughtPanel.find('.rpg-thought-circles').css('align-items', 'flex-start');
|
||
$thoughtPanel.find('.rpg-circle-1').css({ 'align-self': 'flex-start', 'margin-right': '0', 'margin-left': '0' });
|
||
$thoughtPanel.find('.rpg-circle-2').css({ 'align-self': 'flex-start', 'margin-right': '0', 'margin-left': '4px' });
|
||
$thoughtPanel.find('.rpg-circle-3').css({ 'align-self': 'flex-start', 'margin-right': '0', 'margin-left': '8px' });
|
||
} else {
|
||
// Main panel is on right, so thought bubble goes on left (near avatar)
|
||
left = avatarRect.left - panelWidth - panelMargin;
|
||
iconLeft = avatarRect.left - 40;
|
||
$thoughtPanel.addClass('rpg-thought-panel-left');
|
||
$thoughtIcon.addClass('rpg-thought-icon-left');
|
||
|
||
// Position circles to flow from avatar (left) to bubble (more left)
|
||
// Circles should flow right-to-left when bubble is on left
|
||
$thoughtPanel.find('.rpg-thought-circles').css({
|
||
top: 'calc(50% - 50px)',
|
||
right: '-25px',
|
||
bottom: 'auto',
|
||
left: 'auto'
|
||
});
|
||
// Keep the circle flow for left side (right-to-left) - default from CSS
|
||
$thoughtPanel.find('.rpg-thought-circles').css('align-items', 'flex-end');
|
||
$thoughtPanel.find('.rpg-circle-1').css({ 'align-self': 'flex-end', 'margin-left': '0', 'margin-right': '0' });
|
||
$thoughtPanel.find('.rpg-circle-2').css({ 'align-self': 'flex-end', 'margin-left': '0', 'margin-right': '4px' });
|
||
$thoughtPanel.find('.rpg-circle-3').css({ 'align-self': 'flex-end', 'margin-left': '0', 'margin-right': '8px' });
|
||
}
|
||
|
||
if (useRightPosition) {
|
||
$thoughtPanel.css({
|
||
top: `${top}px`,
|
||
right: `${right}px`,
|
||
left: 'auto' // Clear left positioning
|
||
});
|
||
} else {
|
||
$thoughtPanel.css({
|
||
top: `${top}px`,
|
||
left: `${left}px`,
|
||
right: 'auto' // Clear right positioning
|
||
});
|
||
}
|
||
|
||
$thoughtIcon.css({
|
||
top: `${iconTop}px`,
|
||
left: `${iconLeft}px`,
|
||
right: 'auto' // Clear any right positioning
|
||
});
|
||
|
||
// Initially hide the panel and show the icon
|
||
$thoughtPanel.hide();
|
||
$thoughtIcon.show();
|
||
|
||
// console.log('[RPG Companion] Thought panel created at:', { top, left });
|
||
|
||
// Close button functionality
|
||
$thoughtPanel.find('.rpg-thought-close').on('click', function(e) {
|
||
e.stopPropagation();
|
||
$thoughtPanel.fadeOut(200);
|
||
$thoughtIcon.fadeIn(200);
|
||
});
|
||
|
||
// Icon click to show panel
|
||
$thoughtIcon.on('click', function(e) {
|
||
e.stopPropagation();
|
||
$thoughtIcon.fadeOut(200);
|
||
$thoughtPanel.fadeIn(200);
|
||
});
|
||
|
||
// Add event handlers for editable thoughts in the bubble
|
||
$thoughtPanel.find('.rpg-editable').on('blur', function() {
|
||
const character = $(this).data('character');
|
||
const field = $(this).data('field');
|
||
const value = $(this).text().trim();
|
||
// console.log('[RPG Companion] 💭 Thought bubble blur event - character:', character, 'field:', field, 'value:', value);
|
||
updateCharacterField(character, field, value);
|
||
});
|
||
|
||
// RAF throttling for smooth position updates
|
||
let positionUpdateRaf = null;
|
||
|
||
// Update position on scroll with RAF throttling
|
||
const updatePanelPosition = () => {
|
||
if (!$message.is(':visible')) {
|
||
$thoughtPanel.hide();
|
||
$thoughtIcon.hide();
|
||
return;
|
||
}
|
||
|
||
// Cancel any pending RAF
|
||
if (positionUpdateRaf) {
|
||
cancelAnimationFrame(positionUpdateRaf);
|
||
}
|
||
|
||
// Schedule update on next frame
|
||
positionUpdateRaf = requestAnimationFrame(() => {
|
||
const newAvatarRect = $avatar[0].getBoundingClientRect();
|
||
const newTop = newAvatarRect.top + (newAvatarRect.height / 2);
|
||
const newIconTop = newAvatarRect.top;
|
||
let newLeft, newIconLeft;
|
||
|
||
if (panelPosition === 'left') {
|
||
// Position at chat's right edge, extending right
|
||
const chatContainer = $('#chat')[0];
|
||
const chatRect = chatContainer ? chatContainer.getBoundingClientRect() : { right: window.innerWidth };
|
||
newLeft = chatRect.right + panelMargin;
|
||
newIconLeft = chatRect.right + 10;
|
||
|
||
$thoughtPanel.css({
|
||
top: `${newTop}px`,
|
||
left: `${newLeft}px`,
|
||
right: 'auto'
|
||
});
|
||
} else {
|
||
// Left position relative to avatar
|
||
newLeft = newAvatarRect.left - panelWidth - panelMargin;
|
||
newIconLeft = newAvatarRect.left - 40;
|
||
|
||
$thoughtPanel.css({
|
||
top: `${newTop}px`,
|
||
left: `${newLeft}px`,
|
||
right: 'auto'
|
||
});
|
||
}
|
||
|
||
$thoughtIcon.css({
|
||
top: `${newIconTop}px`,
|
||
left: `${newIconLeft}px`,
|
||
right: 'auto'
|
||
});
|
||
|
||
if ($thoughtPanel.is(':visible')) {
|
||
$thoughtPanel.show();
|
||
}
|
||
if ($thoughtIcon.is(':visible')) {
|
||
$thoughtIcon.show();
|
||
}
|
||
|
||
positionUpdateRaf = null;
|
||
});
|
||
};
|
||
|
||
// Update position on scroll and resize
|
||
$('#chat').on('scroll.thoughtPanel', updatePanelPosition);
|
||
$(window).on('resize.thoughtPanel', updatePanelPosition);
|
||
|
||
// Remove panel when clicking outside (but not when clicking icon or panel)
|
||
$(document).on('click.thoughtPanel', function(e) {
|
||
if (!$(e.target).closest('#rpg-thought-panel, #rpg-thought-icon').length) {
|
||
// Hide the panel and show the icon instead of removing
|
||
$thoughtPanel.fadeOut(200);
|
||
$thoughtIcon.fadeIn(200);
|
||
}
|
||
});
|
||
}
|
||
|
||
/**
|
||
* Event handler for when generation is about to start (TOGETHER MODE).
|
||
* Injects RPG tracking prompt into the generation.
|
||
*/
|
||
function onGenerationStarted() {
|
||
// console.log('[RPG Companion] onGenerationStarted called');
|
||
// console.log('[RPG Companion] enabled:', extensionSettings.enabled);
|
||
// console.log('[RPG Companion] generationMode:', extensionSettings.generationMode);
|
||
// console.log('[RPG Companion] ⚡ EVENT: onGenerationStarted - lastActionWasSwipe =', lastActionWasSwipe, '| isGenerating =', isGenerating);
|
||
|
||
if (!extensionSettings.enabled) {
|
||
return;
|
||
}
|
||
|
||
const chat = getContext().chat;
|
||
const lastMessage = chat && chat.length > 0 ? chat[chat.length - 1] : null;
|
||
|
||
// For SEPARATE mode only: Check if we need to commit extension data
|
||
// BUT: Only do this for the MAIN generation, not the tracker update generation
|
||
// If isGenerating is true, this is the tracker update generation (second call), so skip flag logic
|
||
// console.log('[RPG Companion DEBUG] Before generating:', lastGeneratedData.characterThoughts, ' , committed - ', committedTrackerData.characterThoughts);
|
||
if (extensionSettings.generationMode === 'separate' && !isGenerating) {
|
||
if (!lastActionWasSwipe) {
|
||
// User sent a new message - commit lastGeneratedData before generation
|
||
// console.log('[RPG Companion] 📝 COMMIT: New message - committing lastGeneratedData');
|
||
// console.log('[RPG Companion] BEFORE commit - committedTrackerData:', {
|
||
// userStats: committedTrackerData.userStats ? 'exists' : 'null',
|
||
// infoBox: committedTrackerData.infoBox ? 'exists' : 'null',
|
||
// characterThoughts: committedTrackerData.characterThoughts ? 'exists' : 'null'
|
||
// });
|
||
// console.log('[RPG Companion] BEFORE commit - lastGeneratedData:', {
|
||
// userStats: lastGeneratedData.userStats ? 'exists' : 'null',
|
||
// infoBox: lastGeneratedData.infoBox ? 'exists' : 'null',
|
||
// characterThoughts: lastGeneratedData.characterThoughts ? 'exists' : 'null'
|
||
// });
|
||
committedTrackerData.userStats = lastGeneratedData.userStats;
|
||
committedTrackerData.infoBox = lastGeneratedData.infoBox;
|
||
committedTrackerData.characterThoughts = lastGeneratedData.characterThoughts;
|
||
// console.log('[RPG Companion] AFTER commit - committedTrackerData:', {
|
||
// userStats: committedTrackerData.userStats ? 'exists' : 'null',
|
||
// infoBox: committedTrackerData.infoBox ? 'exists' : 'null',
|
||
// characterThoughts: committedTrackerData.characterThoughts ? 'exists' : 'null'
|
||
// });
|
||
|
||
// Reset flag after committing (ready for next cycle)
|
||
|
||
} else {
|
||
// console.log('[RPG Companion] 🔄 SWIPE: Using existing committedTrackerData (no commit)');
|
||
// console.log('[RPG Companion] committedTrackerData:', {
|
||
// userStats: committedTrackerData.userStats ? 'exists' : 'null',
|
||
// infoBox: committedTrackerData.infoBox ? 'exists' : 'null',
|
||
// characterThoughts: committedTrackerData.characterThoughts ? 'exists' : 'null'
|
||
// });
|
||
// Reset flag after using it (swipe generation complete, ready for next action)
|
||
}
|
||
}
|
||
|
||
// Use the committed tracker data as source for generation
|
||
// console.log('[RPG Companion] Using committedTrackerData for generation');
|
||
// console.log('[RPG Companion] committedTrackerData.userStats:', committedTrackerData.userStats);
|
||
|
||
// Parse stats from committed data to update the extensionSettings for prompt generation
|
||
if (committedTrackerData.userStats) {
|
||
// console.log('[RPG Companion] Parsing committed userStats into extensionSettings');
|
||
parseUserStats(committedTrackerData.userStats);
|
||
// console.log('[RPG Companion] After parsing, extensionSettings.userStats:', JSON.stringify(extensionSettings.userStats));
|
||
}
|
||
|
||
if (extensionSettings.generationMode === 'together') {
|
||
// console.log('[RPG Companion] In together mode, generating prompts...');
|
||
const example = generateTrackerExample();
|
||
// Don't include HTML prompt in instructions - inject it separately to avoid duplication on swipes
|
||
const instructions = generateTrackerInstructions(false, true);
|
||
|
||
// console.log('[RPG Companion] Example:', example ? 'exists' : 'empty');
|
||
// console.log('[RPG Companion] Chat length:', chat ? chat.length : 'chat is null');
|
||
|
||
// Find the last assistant message in the chat history
|
||
let lastAssistantDepth = -1; // -1 means not found
|
||
if (chat && chat.length > 0) {
|
||
// console.log('[RPG Companion] Searching for last assistant message...');
|
||
// Start from depth 1 (skip depth 0 which is usually user's message or prefill)
|
||
for (let depth = 1; depth < chat.length; depth++) {
|
||
const index = chat.length - 1 - depth; // Convert depth to index
|
||
const message = chat[index];
|
||
// console.log('[RPG Companion] Checking depth', depth, 'index', index, 'message properties:', Object.keys(message));
|
||
// Check for assistant message: not user and not system
|
||
if (!message.is_user && !message.is_system) {
|
||
// Found assistant message at this depth
|
||
// Inject at the SAME depth to prepend to this assistant message
|
||
lastAssistantDepth = depth;
|
||
// console.log('[RPG Companion] Found last assistant message at depth', depth, '-> injecting at same depth:', lastAssistantDepth);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
// If we have previous tracker data and found an assistant message, inject it as an assistant message
|
||
if (example && lastAssistantDepth > 0) {
|
||
setExtensionPrompt('rpg-companion-example', example, extension_prompt_types.IN_CHAT, lastAssistantDepth, false, extension_prompt_roles.ASSISTANT);
|
||
// console.log('[RPG Companion] Injected tracker example as assistant message at depth:', lastAssistantDepth);
|
||
} else {
|
||
// console.log('[RPG Companion] NOT injecting example. example:', !!example, 'lastAssistantDepth:', lastAssistantDepth);
|
||
}
|
||
|
||
// Inject the instructions as a user message at depth 0 (right before generation)
|
||
setExtensionPrompt('rpg-companion-inject', instructions, extension_prompt_types.IN_CHAT, 0, false, extension_prompt_roles.USER);
|
||
// console.log('[RPG Companion] Injected RPG tracking instructions at depth 0 (right before generation)');
|
||
|
||
// Inject HTML prompt separately at depth 0 if enabled (prevents duplication on swipes)
|
||
if (extensionSettings.enableHtmlPrompt) {
|
||
const htmlPrompt = `\nIf appropriate, include inline HTML, CSS, and JS elements for creative, visual storytelling throughout your response:
|
||
- Use them liberally to depict any in-world content that can be visualized (screens, posters, books, signs, letters, logos, crests, seals, medallions, labels, etc.), with creative license for animations, 3D effects, pop-ups, dropdowns, websites, and so on.
|
||
- Style them thematically to match the theme (e.g., sleek for sci-fi, rustic for fantasy), ensuring text is visible.
|
||
- Embed all resources directly (e.g., inline SVGs) so nothing relies on external fonts or libraries.
|
||
- Place elements naturally in the narrative where characters would see or use them, with no limits on format or application.
|
||
- These HTML/CSS/JS elements must be rendered directly without enclosing them in code fences.`;
|
||
|
||
setExtensionPrompt('rpg-companion-html', htmlPrompt, extension_prompt_types.IN_CHAT, 0, false);
|
||
// console.log('[RPG Companion] Injected HTML prompt at depth 0 for together mode');
|
||
} else {
|
||
// Clear HTML prompt if disabled
|
||
setExtensionPrompt('rpg-companion-html', '', extension_prompt_types.IN_CHAT, 0, false);
|
||
}
|
||
} else if (extensionSettings.generationMode === 'separate') {
|
||
// In SEPARATE mode, inject the contextual summary for main roleplay generation
|
||
const contextSummary = generateContextualSummary();
|
||
|
||
if (contextSummary) {
|
||
const wrappedContext = `Here is context information about the current scene, and what follows is the last message in the chat history:
|
||
<context>
|
||
${contextSummary}
|
||
|
||
Ensure these details naturally reflect and influence the narrative. Character behavior, dialogue, and story events should acknowledge these conditions when relevant, such as fatigue affecting performance, low hygiene influencing social interactions, environmental factors shaping the scene, or a character's emotional state coloring their responses.
|
||
</context>
|
||
|
||
`;
|
||
|
||
// Inject context at depth 1 (before last user message) as SYSTEM
|
||
setExtensionPrompt('rpg-companion-context', wrappedContext, extension_prompt_types.IN_CHAT, 1, false);
|
||
// console.log('[RPG Companion] Injected contextual summary for separate mode:', contextSummary);
|
||
} else {
|
||
// Clear if no data yet
|
||
setExtensionPrompt('rpg-companion-context', '', extension_prompt_types.IN_CHAT, 1, false);
|
||
}
|
||
|
||
// Inject HTML prompt separately at depth 0 if enabled (same as together mode pattern)
|
||
if (extensionSettings.enableHtmlPrompt) {
|
||
const htmlPrompt = `\nIf appropriate, include inline HTML, CSS, and JS elements for creative, visual storytelling throughout your response:
|
||
- Use them liberally to depict any in-world content that can be visualized (screens, posters, books, signs, letters, logos, crests, seals, medallions, labels, etc.), with creative license for animations, 3D effects, pop-ups, dropdowns, websites, and so on.
|
||
- Style them thematically to match the theme (e.g., sleek for sci-fi, rustic for fantasy), ensuring text is visible.
|
||
- Embed all resources directly (e.g., inline SVGs) so nothing relies on external fonts or libraries.
|
||
- Place elements naturally in the narrative where characters would see or use them, with no limits on format or application.
|
||
- These HTML/CSS/JS elements must be rendered directly without enclosing them in code fences.`;
|
||
|
||
setExtensionPrompt('rpg-companion-html', htmlPrompt, extension_prompt_types.IN_CHAT, 0, false);
|
||
// console.log('[RPG Companion] Injected HTML prompt at depth 0 for separate mode');
|
||
} else {
|
||
// Clear HTML prompt if disabled
|
||
setExtensionPrompt('rpg-companion-html', '', extension_prompt_types.IN_CHAT, 0, false);
|
||
}
|
||
|
||
// Clear together mode injections
|
||
setExtensionPrompt('rpg-companion-inject', '', extension_prompt_types.IN_CHAT, 0, false);
|
||
setExtensionPrompt('rpg-companion-example', '', extension_prompt_types.IN_CHAT, 0, false);
|
||
} else {
|
||
// Clear all injections
|
||
setExtensionPrompt('rpg-companion-inject', '', extension_prompt_types.IN_CHAT, 0, false);
|
||
setExtensionPrompt('rpg-companion-example', '', extension_prompt_types.IN_CHAT, 0, false);
|
||
setExtensionPrompt('rpg-companion-context', '', extension_prompt_types.IN_CHAT, 1, false);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Commits the tracker data from the last assistant message to be used as source for next generation.
|
||
* This should be called when the user has replied to a message, ensuring all swipes of the next
|
||
* response use the same committed context.
|
||
*/
|
||
function commitTrackerData() {
|
||
const chat = getContext().chat;
|
||
if (!chat || chat.length === 0) {
|
||
return;
|
||
}
|
||
|
||
// Find the last assistant message
|
||
for (let i = chat.length - 1; i >= 0; i--) {
|
||
const message = chat[i];
|
||
if (!message.is_user) {
|
||
// Found last assistant message - commit its tracker data
|
||
if (message.extra && message.extra.rpg_companion_swipes) {
|
||
const swipeId = message.swipe_id || 0;
|
||
const swipeData = message.extra.rpg_companion_swipes[swipeId];
|
||
|
||
if (swipeData) {
|
||
// console.log('[RPG Companion] Committing tracker data from assistant message at index', i, 'swipe', swipeId);
|
||
committedTrackerData.userStats = swipeData.userStats || null;
|
||
committedTrackerData.infoBox = swipeData.infoBox || null;
|
||
committedTrackerData.characterThoughts = swipeData.characterThoughts || null;
|
||
} else {
|
||
// console.log('[RPG Companion] No swipe data found for swipe', swipeId);
|
||
}
|
||
} else {
|
||
// console.log('[RPG Companion] No RPG data found in last assistant message');
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Event handler for when the user sends a message.
|
||
* Sets the flag to indicate this is NOT a swipe.
|
||
*/
|
||
function onMessageSent() {
|
||
if (!extensionSettings.enabled) return;
|
||
|
||
// User sent a new message - NOT a swipe
|
||
lastActionWasSwipe = false;
|
||
// console.log('[RPG Companion] 🟢 EVENT: onMessageSent - lastActionWasSwipe =', lastActionWasSwipe);
|
||
}
|
||
|
||
/**
|
||
* Event handler for when a message is generated.
|
||
*/
|
||
async function onMessageReceived(data) {
|
||
if (!extensionSettings.enabled) {
|
||
return;
|
||
}
|
||
|
||
if (extensionSettings.generationMode === 'together') {
|
||
// In together mode, parse the response to extract RPG data
|
||
// The message should be in chat[chat.length - 1]
|
||
const lastMessage = chat[chat.length - 1];
|
||
if (lastMessage && !lastMessage.is_user) {
|
||
const responseText = lastMessage.mes;
|
||
// console.log('[RPG Companion] Parsing together mode response:', responseText);
|
||
|
||
const parsedData = parseResponse(responseText);
|
||
|
||
// Update stored data
|
||
if (parsedData.userStats) {
|
||
lastGeneratedData.userStats = parsedData.userStats;
|
||
parseUserStats(parsedData.userStats);
|
||
}
|
||
if (parsedData.infoBox) {
|
||
lastGeneratedData.infoBox = parsedData.infoBox;
|
||
}
|
||
if (parsedData.characterThoughts) {
|
||
lastGeneratedData.characterThoughts = parsedData.characterThoughts;
|
||
}
|
||
|
||
// Store RPG data for this specific swipe in the message's extra field
|
||
if (!lastMessage.extra) {
|
||
lastMessage.extra = {};
|
||
}
|
||
if (!lastMessage.extra.rpg_companion_swipes) {
|
||
lastMessage.extra.rpg_companion_swipes = {};
|
||
}
|
||
|
||
const currentSwipeId = lastMessage.swipe_id || 0;
|
||
lastMessage.extra.rpg_companion_swipes[currentSwipeId] = {
|
||
userStats: parsedData.userStats,
|
||
infoBox: parsedData.infoBox,
|
||
characterThoughts: parsedData.characterThoughts
|
||
};
|
||
|
||
// console.log('[RPG Companion] Stored RPG data for swipe', currentSwipeId);
|
||
|
||
// If there's no committed data yet (first time generating), automatically commit
|
||
if (!committedTrackerData.userStats && !committedTrackerData.infoBox && !committedTrackerData.characterThoughts) {
|
||
committedTrackerData.userStats = parsedData.userStats;
|
||
committedTrackerData.infoBox = parsedData.infoBox;
|
||
committedTrackerData.characterThoughts = parsedData.characterThoughts;
|
||
// console.log('[RPG Companion] 🔆 FIRST TIME: Auto-committed tracker data');
|
||
} else {
|
||
// console.log('[RPG Companion] Data will be committed when user replies');
|
||
}
|
||
|
||
// Remove the tracker code blocks from the visible message
|
||
let cleanedMessage = responseText;
|
||
// Remove all code blocks that contain tracker data
|
||
cleanedMessage = cleanedMessage.replace(/```[^`]*?Stats\s*\n\s*---[^`]*?```\s*/gi, '');
|
||
cleanedMessage = cleanedMessage.replace(/```[^`]*?Info Box\s*\n\s*---[^`]*?```\s*/gi, '');
|
||
cleanedMessage = cleanedMessage.replace(/```[^`]*?Present Characters\s*\n\s*---[^`]*?```\s*/gi, '');
|
||
// Remove any stray "---" dividers that might appear after the code blocks
|
||
cleanedMessage = cleanedMessage.replace(/^\s*---\s*$/gm, '');
|
||
// Clean up multiple consecutive newlines
|
||
cleanedMessage = cleanedMessage.replace(/\n{3,}/g, '\n\n');
|
||
|
||
// Update the message in chat history
|
||
lastMessage.mes = cleanedMessage.trim();
|
||
|
||
// Update the swipe text as well
|
||
if (lastMessage.swipes && lastMessage.swipes[currentSwipeId] !== undefined) {
|
||
lastMessage.swipes[currentSwipeId] = cleanedMessage.trim();
|
||
}
|
||
|
||
// console.log('[RPG Companion] Cleaned message, removed tracker code blocks');
|
||
|
||
// Render the updated data
|
||
renderUserStats();
|
||
renderInfoBox();
|
||
renderThoughts();
|
||
|
||
// Save to chat metadata
|
||
saveChatData();
|
||
}
|
||
} else if (extensionSettings.generationMode === 'separate' && extensionSettings.autoUpdate) {
|
||
// In separate mode with auto-update, trigger update after message
|
||
setTimeout(async () => {
|
||
await updateRPGData();
|
||
}, 500);
|
||
}
|
||
|
||
// Reset the swipe flag after generation completes
|
||
// This ensures that if the user swiped → auto-reply generated → flag is now cleared
|
||
// so the next user message will be treated as a new message (not a swipe)
|
||
if (lastActionWasSwipe) {
|
||
// console.log('[RPG Companion] 🔄 Generation complete after swipe - resetting lastActionWasSwipe to false');
|
||
lastActionWasSwipe = false;
|
||
}
|
||
|
||
// Clear plot progression flag if this was a plot progression generation
|
||
// Note: No need to clear extension prompt since we used quiet_prompt option
|
||
if (isPlotProgression) {
|
||
isPlotProgression = false;
|
||
console.log('[RPG Companion] Plot progression generation completed');
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Event handler for character change.
|
||
*/
|
||
function onCharacterChanged() {
|
||
// Remove thought panel and icon when changing characters
|
||
$('#rpg-thought-panel').remove();
|
||
$('#rpg-thought-icon').remove();
|
||
$('#chat').off('scroll.thoughtPanel');
|
||
$(window).off('resize.thoughtPanel');
|
||
$(document).off('click.thoughtPanel');
|
||
|
||
// Load chat-specific data when switching chats
|
||
loadChatData();
|
||
|
||
// Commit tracker data from the last assistant message to initialize for this chat
|
||
commitTrackerData();
|
||
|
||
// Re-render with the loaded data
|
||
renderUserStats();
|
||
renderInfoBox();
|
||
renderThoughts();
|
||
|
||
// Update chat thought overlays
|
||
updateChatThoughts();
|
||
}
|
||
|
||
/**
|
||
* Event handler for when a message is swiped.
|
||
* Loads the RPG data for the swipe the user navigated to.
|
||
*/
|
||
function onMessageSwiped(messageIndex) {
|
||
if (!extensionSettings.enabled) {
|
||
return;
|
||
}
|
||
|
||
// console.log('[RPG Companion] Message swiped at index:', messageIndex);
|
||
|
||
// Get the message that was swiped
|
||
const message = chat[messageIndex];
|
||
if (!message || message.is_user) {
|
||
return;
|
||
}
|
||
|
||
const currentSwipeId = message.swipe_id || 0;
|
||
|
||
// Only set flag to true if this swipe will trigger a NEW generation
|
||
// Check if the swipe already exists (has content in the swipes array)
|
||
const isExistingSwipe = message.swipes &&
|
||
message.swipes[currentSwipeId] !== undefined &&
|
||
message.swipes[currentSwipeId] !== null &&
|
||
message.swipes[currentSwipeId].length > 0;
|
||
|
||
if (!isExistingSwipe) {
|
||
// This is a NEW swipe that will trigger generation
|
||
lastActionWasSwipe = true;
|
||
// console.log('[RPG Companion] 🔵 EVENT: onMessageSwiped (NEW generation) - lastActionWasSwipe =', lastActionWasSwipe);
|
||
} else {
|
||
// This is navigating to an EXISTING swipe - don't change the flag
|
||
// console.log('[RPG Companion] 🔵 EVENT: onMessageSwiped (existing swipe navigation) - lastActionWasSwipe unchanged =', lastActionWasSwipe);
|
||
}
|
||
|
||
// console.log('[RPG Companion] Loading data for swipe', currentSwipeId);
|
||
|
||
// Load RPG data for this swipe into lastGeneratedData (for display only)
|
||
// This updates what the user sees, but does NOT commit it
|
||
// Committed data will be updated when/if the user replies to this swipe
|
||
if (message.extra && message.extra.rpg_companion_swipes && message.extra.rpg_companion_swipes[currentSwipeId]) {
|
||
const swipeData = message.extra.rpg_companion_swipes[currentSwipeId];
|
||
|
||
// Update display data
|
||
lastGeneratedData.userStats = swipeData.userStats || null;
|
||
lastGeneratedData.infoBox = swipeData.infoBox || null;
|
||
lastGeneratedData.characterThoughts = swipeData.characterThoughts || null;
|
||
|
||
// Parse user stats if available
|
||
if (swipeData.userStats) {
|
||
parseUserStats(swipeData.userStats);
|
||
}
|
||
|
||
// console.log('[RPG Companion] Loaded RPG data for swipe', currentSwipeId, '(display only, NOT committed)');
|
||
// console.log('[RPG Companion] committedTrackerData unchanged - will be updated if user replies to this swipe');
|
||
} else {
|
||
// No data for this swipe - keep existing lastGeneratedData (don't clear it)
|
||
// This ensures the display remains consistent and data is available for next commit
|
||
// console.log('[RPG Companion] No RPG data for swipe', currentSwipeId, '- keeping existing lastGeneratedData');
|
||
}
|
||
|
||
// Re-render the panels (display only - committedTrackerData unchanged)
|
||
renderUserStats();
|
||
renderInfoBox();
|
||
renderThoughts();
|
||
|
||
// Update chat thought overlays
|
||
updateChatThoughts();
|
||
}
|
||
|
||
/**
|
||
* Automatically imports the HTML cleaning regex script if it doesn't already exist.
|
||
* This regex removes HTML tags from outgoing prompts to prevent formatting issues.
|
||
*/
|
||
async function ensureHtmlCleaningRegex() {
|
||
try {
|
||
// Check if the HTML cleaning regex already exists
|
||
const scriptName = 'Clean HTML (From Outgoing Prompt)';
|
||
const existingScripts = st_extension_settings?.regex || [];
|
||
const alreadyExists = existingScripts.some(script => script.scriptName === scriptName);
|
||
|
||
if (alreadyExists) {
|
||
console.log('[RPG Companion] HTML cleaning regex already exists, skipping import');
|
||
return;
|
||
}
|
||
|
||
// Generate a UUID for the script
|
||
const uuidv4 = () => {
|
||
return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function(c) {
|
||
const r = Math.random() * 16 | 0;
|
||
const v = c === 'x' ? r : (r & 0x3 | 0x8);
|
||
return v.toString(16);
|
||
});
|
||
};
|
||
|
||
// Create the regex script object based on the attached file
|
||
const regexScript = {
|
||
id: uuidv4(),
|
||
scriptName: scriptName,
|
||
findRegex: '/\\s?<(?!\\!--)(?:\"[^\"]*\"|\'[^\']*\'|[^\'\">])*>/g',
|
||
replaceString: '',
|
||
trimStrings: [],
|
||
placement: [2], // 2 = Input (affects outgoing prompt)
|
||
disabled: false,
|
||
markdownOnly: false,
|
||
promptOnly: true,
|
||
runOnEdit: true,
|
||
substituteRegex: 0,
|
||
minDepth: null,
|
||
maxDepth: null
|
||
};
|
||
|
||
// Add to global regex scripts
|
||
if (!Array.isArray(st_extension_settings.regex)) {
|
||
st_extension_settings.regex = [];
|
||
}
|
||
|
||
st_extension_settings.regex.push(regexScript);
|
||
|
||
// Save the changes using the already-imported function
|
||
saveSettingsDebounced();
|
||
|
||
console.log('[RPG Companion] ✅ HTML cleaning regex imported successfully');
|
||
} catch (error) {
|
||
console.error('[RPG Companion] Failed to import HTML cleaning regex:', error);
|
||
// Don't throw - this is a nice-to-have feature
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Main initialization function.
|
||
*/
|
||
jQuery(async () => {
|
||
try {
|
||
loadSettings();
|
||
await addExtensionSettings();
|
||
await initUI();
|
||
|
||
// Load chat-specific data for current chat
|
||
loadChatData();
|
||
|
||
// Import the HTML cleaning regex if needed
|
||
await ensureHtmlCleaningRegex();
|
||
|
||
// Register event listeners
|
||
eventSource.on(event_types.MESSAGE_SENT, onMessageSent);
|
||
eventSource.on(event_types.GENERATION_STARTED, onGenerationStarted);
|
||
eventSource.on(event_types.MESSAGE_RECEIVED, onMessageReceived);
|
||
eventSource.on(event_types.CHARACTER_MESSAGE_RENDERED, onMessageReceived);
|
||
eventSource.on(event_types.CHAT_CHANGED, onCharacterChanged);
|
||
eventSource.on(event_types.MESSAGE_SWIPED, onMessageSwiped);
|
||
|
||
// console.log('[RPG Companion] Extension loaded successfully');
|
||
} catch (error) {
|
||
console.error('[RPG Companion] Failed to initialize:', error);
|
||
throw error;
|
||
}
|
||
});
|