File size: 27,032 Bytes
415a17d 55b1a24 213c234 415a17d 55b1a24 edc4c90 213c234 55b1a24 fd1786e 415a17d 55b1a24 415a17d 24561f7 55b1a24 415a17d 55b1a24 415a17d 55b1a24 415a17d 08f60f4 b63d7b9 6a8fa4a bf70839 a46ce65 b63d7b9 9090bd9 b63d7b9 08f60f4 a46ce65 2531fcd 08f60f4 a46ce65 08f60f4 415a17d e223b2b 415a17d e223b2b 415a17d 27fe49f 213c234 55b1a24 213c234 55b1a24 213c234 415a17d 24561f7 415a17d 213c234 415a17d 08f60f4 415a17d 08f60f4 d9c705e 08f60f4 415a17d 55b1a24 600cde8 415a17d e6edab1 415a17d e6edab1 415a17d e6edab1 381170a e6edab1 08f60f4 e6edab1 55b1a24 08f60f4 e6edab1 415a17d 08f60f4 415a17d 55b1a24 2531fcd 415a17d 08f60f4 55b1a24 415a17d 08f60f4 24561f7 e6edab1 55b1a24 08f60f4 544b046 24561f7 e6edab1 08f60f4 6a18e94 08f60f4 e6edab1 415a17d 08f60f4 415a17d 2531fcd 55b1a24 2531fcd e6edab1 2531fcd e6edab1 edc4c90 d9c705e edc4c90 55b1a24 d9c705e edc4c90 d9c705e edc4c90 d9c705e 55b1a24 d9c705e e6edab1 415a17d d9c705e 55b1a24 24561f7 d9c705e b097ab2 08f60f4 fd1786e 55b1a24 fd1786e ec2b26e 55b1a24 fd1786e 08f60f4 fd1786e 8e9e5e5 55b1a24 08f60f4 fd1786e b097ab2 fd1786e 08f60f4 b097ab2 fd1786e 930c40e 08f60f4 2531fcd 08f60f4 2531fcd 08f60f4 b097ab2 381170a 08f60f4 6a8fa4a d9c705e 6a18e94 4fcb3d1 1ac7e36 4fcb3d1 52e410c 1ac7e36 e3ff9e1 d9c705e d44161a d9c705e 13cae40 d9c705e 3c39754 13cae40 3c39754 fd1786e 2531fcd 3c39754 b097ab2 8e9e5e5 2531fcd 8e9e5e5 13cae40 381170a 13cae40 3c9abfc c076000 3c9abfc 55b1a24 d9c705e c076000 d9c705e 55b1a24 600cde8 544b046 55b1a24 544b046 55b1a24 600cde8 55b1a24 600cde8 55b1a24 600cde8 544b046 55b1a24 544b046 600cde8 55b1a24 600cde8 55b1a24 544b046 600cde8 415a17d 55b1a24 415a17d 55b1a24 415a17d 55b1a24 415a17d 55b1a24 415a17d 08f60f4 d9c705e 415a17d 55b1a24 415a17d |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 |
<script lang="ts">
import type { PicletGeneratorProps, PicletWorkflowState, CaptionType, CaptionLength, PicletStats } from '$lib/types';
import type { PicletInstance } from '$lib/db/schema';
import UploadStep from './UploadStep.svelte';
import WorkflowProgress from './WorkflowProgress.svelte';
import PicletResult from './PicletResult.svelte';
import { removeBackground } from '$lib/utils/professionalImageProcessing';
import { extractPicletMetadata } from '$lib/services/picletMetadata';
import { savePicletInstance, monsterToPicletInstance } from '$lib/db/piclets';
import { PicletType, TYPE_DATA } from '$lib/types/picletTypes';
interface Props extends PicletGeneratorProps {}
let { joyCaptionClient, zephyrClient, fluxClient }: Props = $props();
let state: PicletWorkflowState = $state({
currentStep: 'upload',
userImage: null,
imageCaption: null,
picletConcept: null,
picletStats: null,
imagePrompt: null,
picletImage: null,
error: null,
isProcessing: false
});
// Custom prompt for joy-caption-alpha-two to generate everything in one step
const MONSTER_GENERATION_PROMPT = `Based on this image create a PokΓ©mon-style monster that transforms the object into an imaginative creature. The monster should clearly be inspired by the object's appearance but reimagined as a living monster.
Guidelines:
- Take the object's key visual elements (colors, shapes, materials) incorporating all of them into a single creature design
- Add eyes (can be glowing, mechanical, multiple, etc.) positioned where they make sense
- Include limbs (legs, arms, wings, tentacles) that grow from or replace parts of the object
- Add a mouth, beak, or feeding apparatus if appropriate
- Add creature elements like tail, fins, claws, horns, etc where fitting
Include:
- A creative name that hints at the original object
- Physical description showing how the object becomes a creature
- Personality traits based on the object's purpose
Format your response as:
\`\`\`
# Object Caption
{object description, also assess how rare the object is, the rarer the object the stronger the monster}
# Monster Name
{monster name}
## Monster Visual Description
{ensure the creature uses all the unique attributes of the object}
\`\`\``;
const IMAGE_GENERATION_PROMPT = (concept: string) => `Extract ONLY the visual appearance from this monster concept and describe it in one concise sentence:
"${concept}"
Focus on: colors, body shape, eyes, limbs, mouth, and key visual features. Omit backstory, abilities, and non-visual details.`;
async function importPiclet(picletData: PicletInstance) {
state.isProcessing = true;
state.currentStep = 'complete';
try {
// Save the imported piclet
const savedId = await savePicletInstance(picletData);
// Create a success state similar to generation
state.picletImage = {
imageUrl: picletData.imageUrl,
imageData: picletData.imageData,
seed: 0,
prompt: 'Imported piclet'
};
// Show import success
state.isProcessing = false;
alert(`Successfully imported ${picletData.nickname || picletData.typeId}!`);
// Reset to allow another import/generation
setTimeout(() => reset(), 2000);
} catch (error) {
state.error = `Failed to import piclet: ${error}`;
state.isProcessing = false;
}
}
async function handleImageSelected(file: File) {
if (!joyCaptionClient || !fluxClient) {
state.error = "Services not connected. Please wait...";
return;
}
state.userImage = file;
state.error = null;
// Check if this is a piclet card with metadata
const picletData = await extractPicletMetadata(file);
if (picletData) {
// Import existing piclet
await importPiclet(picletData);
} else {
// Generate new piclet
startWorkflow();
}
}
async function startWorkflow() {
state.isProcessing = true;
try {
// Step 1: Generate monster concept with joy-caption (includes lore, visual description, and rarity)
await captionImage();
await new Promise(resolve => setTimeout(resolve, 100)); // Small delay for state update
// Step 2: Generate monster stats based on the concept
await generateStats();
await new Promise(resolve => setTimeout(resolve, 100)); // Small delay for state update
// Step 3: Generate monster image
await generateMonsterImage();
// Step 4: Auto-save the piclet
await autoSavePiclet();
state.currentStep = 'complete';
} catch (err) {
console.error('Workflow error:', err);
// Check for GPU quota error
if (err && typeof err === 'object' && 'message' in err) {
const errorMessage = String(err.message);
if (errorMessage.includes('exceeded your GPU quota') || errorMessage.includes('GPU quota')) {
state.error = 'GPU quota exceeded! You need to sign in with Hugging Face for free GPU time, or upgrade to Hugging Face Pro for more quota.';
} else {
state.error = errorMessage;
}
} else if (err instanceof Error) {
state.error = err.message;
} else {
state.error = 'An unknown error occurred';
}
} finally {
state.isProcessing = false;
}
}
function handleAPIError(error: any): never {
console.error('API Error:', error);
// Check if it's a GPU quota error
if (error && typeof error === 'object' && 'message' in error) {
const errorMessage = String(error.message);
if (errorMessage.includes('exceeded your GPU quota') || errorMessage.includes('GPU quota')) {
throw new Error('GPU quota exceeded! You need to sign in with Hugging Face for free GPU time, or upgrade to Hugging Face Pro for more quota.');
}
throw new Error(errorMessage);
}
// Check if error has a different structure (like the status object from the logs)
if (error && typeof error === 'object' && 'type' in error && error.type === 'status') {
const statusError = error as any;
if (statusError.message && statusError.message.includes('GPU quota')) {
throw new Error('GPU quota exceeded! You need to sign in with Hugging Face for free GPU time, or upgrade to Hugging Face Pro for more quota.');
}
throw new Error(statusError.message || 'API request failed');
}
throw error;
}
async function captionImage() {
state.currentStep = 'captioning';
if (!joyCaptionClient || !state.userImage) {
throw new Error('Caption service not available or no image provided');
}
try {
const output = await joyCaptionClient.predict("/stream_chat", [
state.userImage, // input_image
"Descriptive", // caption_type
"very long", // caption_length
[], // extra_options
"", // name_input
MONSTER_GENERATION_PROMPT // custom_prompt
]);
const [prompt, caption] = output.data;
// The caption now contains the full monster concept with lore, visual description, and rarity
state.imageCaption = caption;
state.picletConcept = caption; // Store as concept since it's the full monster details
console.log('Monster concept generated:', caption);
} catch (error) {
handleAPIError(error);
}
}
async function generateMonsterImage() {
state.currentStep = 'generating';
if (!fluxClient || !state.picletConcept || !state.picletStats) {
throw new Error('Image generation service not available or no concept/stats');
}
// Extract the visual description from the joy-caption output
const visualDescMatch = state.picletConcept.match(/## Monster Visual Description\s*\n([\s\S]*?)(?=##|$)/);
if (visualDescMatch && visualDescMatch[1]) {
state.imagePrompt = visualDescMatch[1].trim();
console.log('Extracted visual description for image generation:', state.imagePrompt);
} else {
// Fallback: use text generation to extract visual description
console.log('Using text generation for visual description extraction');
const promptGenerationPrompt = IMAGE_GENERATION_PROMPT(state.picletConcept);
const systemPrompt = "You are an expert at creating concise visual descriptions for image generation. Extract ONLY visual appearance details and describe them in ONE sentence (max 50 words). Focus on colors, shape, eyes, limbs, and distinctive features. Omit all non-visual information like abilities, personality, or backstory.";
console.log('Using smart text generation for visual description extraction');
try {
const output = await zephyrClient!.predict("/chat", [
promptGenerationPrompt, // message
[], // chat_history
systemPrompt, // system_prompt
1024, // max_new_tokens
0.7, // temperature
0.95, // top_p
50, // top_k
1.0 // repetition_penalty
]);
state.imagePrompt = output.data[0];
} catch (error) {
handleAPIError(error);
}
}
if (!state.imagePrompt || state.imagePrompt.trim() === '') {
throw new Error('Failed to extract visual description');
}
// Get tier for image quality enhancement
const tier = state.picletStats.tier || 'medium';
const tierDescriptions = {
low: 'simple and basic design',
medium: 'detailed and well-crafted design',
high: 'highly detailed and impressive design with special effects',
legendary: 'extremely detailed and majestic design with dramatic lighting and aura effects'
};
try {
const output = await fluxClient.predict("/infer", [
`${state.imagePrompt}\nNow generate a PokΓ©mon-Anime-style image of the monster in an idle pose with a white background. This is a ${tier} tier monster with ${tierDescriptions[tier as keyof typeof tierDescriptions]}. The monster should not be attacking or in motion. The full monster must be visible within the frame.`,
0, // seed
true, // randomizeSeed
1024, // width
1024, // height
4 // steps
]);
const [image, usedSeed] = output.data;
let url: string | undefined;
if (typeof image === "string") url = image;
else if (image && image.url) url = image.url;
else if (image && image.path) url = image.path;
if (url) {
// Process the image to remove background using professional AI method
console.log('Processing image for background removal...');
try {
const transparentBase64 = await removeBackground(url);
state.picletImage = {
imageUrl: url,
imageData: transparentBase64,
seed: usedSeed,
prompt: state.imagePrompt
};
console.log('Background removal completed successfully');
} catch (processError) {
console.error('Failed to process image for background removal:', processError);
// Fallback to original image
state.picletImage = {
imageUrl: url,
seed: usedSeed,
prompt: state.imagePrompt
};
}
} else {
throw new Error('Failed to generate monster image');
}
} catch (error) {
handleAPIError(error);
}
}
async function generateStats() {
state.currentStep = 'statsGenerating';
if (!state.picletConcept) {
throw new Error('No concept available for stats generation');
}
// Default tier (will be set from the generated stats)
let tier: 'low' | 'medium' | 'high' | 'legendary' = 'medium';
// Extract object description from the Object Caption section
const objectMatch = state.picletConcept.match(/# Object Caption\s*\n([\s\S]*?)(?=^# )/m);
const objectDescription = objectMatch ? objectMatch[1].trim() : '';
// Extract monster name from the Monster Name section - similar to object extraction
const monsterNameMatch = state.picletConcept.match(/# Monster Name\s*\n([\s\S]*?)(?=^## |$)/m);
const monsterName = monsterNameMatch ? monsterNameMatch[1].trim() : 'Unknown Monster';
// Debug logging
console.log('Extracted object description:', objectDescription);
console.log('Extracted monster name:', monsterName);
// Create stats prompt - only ask for battle-related stats
const statsPrompt = `Based on this monster concept, generate a JSON object with battle stats and abilities:
"${state.picletConcept}"
The original object is described as: "${objectDescription}"
First, assess the rarity of the original object based on real-world availability and value:
β’ COMMON: Everyday items everyone has (stationery, grass, rocks, basic furniture, common tools)
β’ UNCOMMON: Items that cost money but are widely available (electronics, appliances, vehicles, branded items)
β’ RARE: Expensive or specialized items (luxury goods, professional equipment, gold jewelry, antiques)
β’ LEGENDARY: Priceless or one-of-a-kind items (crown jewels, world wonders, famous artifacts, masterpiece art)
Next, determine the monster's type based on its concept and appearance. Choose the most appropriate type from these options:
β’ BEAST: Vertebrate wildlife β mammals, birds, reptiles. Raw physicality, instincts, region-based variants.
β’ BUG: Arthropods β butterflies, beetles, mantises. Agile swarms, precision strikes, metamorph evolutions.
β’ AQUATIC: Life that swims, dives, sloshes, seeps β fish, octopus, sentient puddles. Tides, mist, pressure.
β’ FLORA: Plants and fungi β blooming or decaying. Growth, spores, vines, seasonal shifts.
β’ MINERAL: Stones, crystals, metals β earth's depths. Durability, reflective armor, seismic shocks.
β’ SPACE: Stars, moon, cosmic objects β not of this world. Celestial energy and cosmic forces.
β’ MACHINA: Engineered devices β gadgets to machinery. Gears, circuits, drones, power surges.
β’ STRUCTURE: Buildings, bridges, monuments β architectural titans. Fortification, terrain shaping.
β’ CULTURE: Art, fashion, toys, symbols β creative expressions. Buffs, debuffs, illusion, stories.
β’ CUISINE: Dishes, drinks, culinary art β flavors and aromas. Temperature, restorative, spicy offense.
The output should be formatted as a JSON instance that conforms to the JSON schema below.
\`\`\`json
{
"properties": {
"rarity": {"type": "string", "enum": ["common", "uncommon", "rare", "legendary"], "description": "Rarity of the original object based on real-world availability and value"},
"picletType": {"type": "string", "enum": ["beast", "bug", "aquatic", "flora", "mineral", "space", "machina", "structure", "culture", "cuisine"], "description": "The type that best matches this monster's concept, appearance, and nature"},
"height": {"type": "number", "minimum": 0.1, "maximum": 50.0, "description": "Height of the piclet in meters (e.g., 1.2, 0.5, 10.0)"},
"weight": {"type": "number", "minimum": 0.1, "maximum": 10000.0, "description": "Weight of the piclet in kilograms (e.g., 25.4, 150.0, 0.8)"},
"HP": {"type": "integer", "minimum": 0, "maximum": 100, "description": "Health/vitality stat (0=fragile, 100=incredibly tanky)"},
"defence": {"type": "integer", "minimum": 0, "maximum": 100, "description": "Defensive/armor stat (0=paper thin, 100=impenetrable fortress)"},
"attack": {"type": "integer", "minimum": 0, "maximum": 100, "description": "Physical attack power (0=harmless, 100=devastating force)"},
"speed": {"type": "integer", "minimum": 0, "maximum": 100, "description": "Movement and reaction speed (0=immobile, 100=lightning fast)"},
"monsterLore": {"type": "string", "description": "Write a detailed background story for this monster including its personality, habitat, behavior, and lore (2-3 sentences)"},
"specialPassiveTraitDescription": {"type": "string", "description": "Describe a passive ability that gives this monster a unique advantage in battle"},
"attackActionName": {"type": "string", "description": "Name of the monster's primary damage-dealing attack (e.g., 'Flame Burst', 'Toxic Bite')"},
"attackActionDescription": {"type": "string", "description": "Describe how this attack damages the opponent and any special effects"},
"buffActionName": {"type": "string", "description": "Name of the monster's self-enhancement ability (e.g., 'Iron Defense', 'Speed Boost')"},
"buffActionDescription": {"type": "string", "description": "Describe which stats are boosted and how this improves the monster's battle performance"},
"debuffActionName": {"type": "string", "description": "Name of the monster's enemy-weakening ability (e.g., 'Intimidate', 'Slow Poison')"},
"debuffActionDescription": {"type": "string", "description": "Describe which enemy stats are lowered and how this weakens the opponent"},
"specialActionName": {"type": "string", "description": "Name of the monster's ultimate move (one use per battle)"},
"specialActionDescription": {"type": "string", "description": "Describe this powerful finishing move and its dramatic effects in battle"}
},
"required": ["rarity", "picletType", "height", "weight", "HP", "defence", "attack", "speed", "monsterLore", "specialPassiveTraitDescription", "attackActionName", "attackActionDescription", "buffActionName", "buffActionDescription", "debuffActionName", "debuffActionDescription", "specialActionName", "specialActionDescription"]
}
\`\`\`
Base the HP, defence, attack, and speed stats on the rarity level:
- common: stats should be 10-40
- uncommon: stats should be 30-60
- rare: stats should be 50-80
- legendary: stats should be 70-100
Write your response within \`\`\`json\`\`\``;
const systemPrompt = "You are a game designer specializing in monster stats and abilities. You must ONLY output valid JSON that matches the provided schema exactly. Do not include any text before or after the JSON. Do not include null values in your JSON response. Your entire response should be wrapped in a ```json``` code block.";
console.log('Generating monster stats from concept');
try {
const output = await zephyrClient!.predict("/chat", [
statsPrompt, // message
[], // chat_history
systemPrompt, // system_prompt
2048, // max_new_tokens
0.3, // temperature
0.95, // top_p
50, // top_k
1.0 // repetition_penalty
]);
console.log('Stats output:', output);
let jsonString = output.data[0];
// Extract JSON from the response (remove markdown if present)
let cleanJson = jsonString;
if (jsonString.includes('```')) {
const matches = jsonString.match(/```(?:json)?\s*([\s\S]*?)```/);
if (matches) {
cleanJson = matches[1];
} else {
// If no closing ```, just remove the opening ```json
cleanJson = jsonString.replace(/^```(?:json)?\s*/, '').replace(/```\s*$/, '');
}
}
try {
// Remove any trailing text after the JSON object
const jsonMatch = cleanJson.match(/^\s*\{[\s\S]*?\}\s*/);
if (jsonMatch) {
cleanJson = jsonMatch[0];
}
const parsedStats = JSON.parse(cleanJson.trim());
// Remove any extra fields not in our schema
const allowedFields = ['rarity', 'picletType', 'height', 'weight', 'HP', 'defence', 'attack', 'speed',
'monsterLore', 'specialPassiveTraitDescription', 'attackActionName', 'attackActionDescription',
'buffActionName', 'buffActionDescription', 'debuffActionName', 'debuffActionDescription',
'specialActionName', 'specialActionDescription', 'boostActionName', 'boostActionDescription',
'disparageActionName', 'disparageActionDescription'];
for (const key in parsedStats) {
if (!allowedFields.includes(key)) {
delete parsedStats[key];
}
}
// Map rarity to tier
if (parsedStats.rarity) {
const tierMap: { [key: string]: 'low' | 'medium' | 'high' | 'legendary' } = {
'common': 'low',
'uncommon': 'medium',
'rare': 'high',
'legendary': 'legendary'
};
tier = tierMap[parsedStats.rarity.toLowerCase()] || 'medium';
}
// Add the name, description, and tier that we extracted/mapped
parsedStats.name = monsterName;
parsedStats.description = parsedStats.monsterLore || 'A mysterious creature with unknown origins.';
parsedStats.tier = tier;
// Ensure numeric fields are actually numbers
const numericFields = ['HP', 'defence', 'attack', 'speed'];
for (const field of numericFields) {
if (parsedStats[field] !== undefined) {
// Convert string numbers to actual numbers
parsedStats[field] = parseInt(parsedStats[field]);
// Clamp to 0-100 range
parsedStats[field] = Math.max(0, Math.min(100, parsedStats[field]));
}
}
// Map field names from schema to interface
if (parsedStats.specialPassiveTraitDescription) {
parsedStats.specialPassiveTrait = parsedStats.specialPassiveTraitDescription;
delete parsedStats.specialPassiveTraitDescription;
}
// Handle potential old field names from LLM
if (parsedStats.boostActionName) {
parsedStats.buffActionName = parsedStats.boostActionName;
delete parsedStats.boostActionName;
}
if (parsedStats.boostActionDescription) {
parsedStats.buffActionDescription = parsedStats.boostActionDescription;
delete parsedStats.boostActionDescription;
}
if (parsedStats.disparageActionName) {
parsedStats.debuffActionName = parsedStats.disparageActionName;
delete parsedStats.disparageActionName;
}
if (parsedStats.disparageActionDescription) {
parsedStats.debuffActionDescription = parsedStats.disparageActionDescription;
delete parsedStats.disparageActionDescription;
}
const stats: PicletStats = parsedStats;
state.picletStats = stats;
console.log('Monster stats generated:', stats);
console.log('Monster stats JSON:', JSON.stringify(stats, null, 2));
} catch (parseError) {
console.error('Failed to parse JSON:', parseError, 'Raw output:', cleanJson);
throw new Error('Failed to parse monster stats JSON');
}
} catch (error) {
handleAPIError(error);
}
}
async function autoSavePiclet() {
if (!state.picletImage || !state.imageCaption || !state.picletConcept || !state.imagePrompt || !state.picletStats) {
console.error('Cannot auto-save: missing required data');
return;
}
try {
// Create a clean copy of stats to ensure it's serializable
const cleanStats = JSON.parse(JSON.stringify(state.picletStats));
const picletData = {
name: state.picletStats.name,
imageUrl: state.picletImage.imageUrl,
imageData: state.picletImage.imageData,
imageCaption: state.imageCaption,
concept: state.picletConcept,
imagePrompt: state.imagePrompt,
stats: cleanStats,
createdAt: new Date()
};
// Check for any non-serializable data
console.log('Checking piclet data for serializability:');
console.log('- name type:', typeof picletData.name);
console.log('- imageUrl type:', typeof picletData.imageUrl);
console.log('- imageData type:', typeof picletData.imageData, picletData.imageData ? `length: ${picletData.imageData.length}` : 'null/undefined');
console.log('- imageCaption type:', typeof picletData.imageCaption);
console.log('- concept type:', typeof picletData.concept);
console.log('- imagePrompt type:', typeof picletData.imagePrompt);
console.log('- stats:', cleanStats);
// Convert to PicletInstance format and save
const picletInstance = await monsterToPicletInstance(picletData);
const id = await savePicletInstance(picletInstance);
console.log('Piclet auto-saved with ID:', id);
} catch (err) {
console.error('Failed to auto-save piclet:', err);
console.error('Piclet data that failed to save:', {
name: state.picletStats?.name,
hasImageUrl: !!state.picletImage?.imageUrl,
hasImageData: !!state.picletImage?.imageData,
hasStats: !!state.picletStats
});
// Don't throw - we don't want to interrupt the workflow
}
}
function reset() {
state = {
currentStep: 'upload',
userImage: null,
imageCaption: null,
picletConcept: null,
picletStats: null,
imagePrompt: null,
picletImage: null,
error: null,
isProcessing: false
};
}
</script>
<div class="piclet-generator">
{#if state.currentStep !== 'upload'}
<WorkflowProgress currentStep={state.currentStep} error={state.error} />
{/if}
{#if state.currentStep === 'upload'}
<UploadStep
onImageSelected={handleImageSelected}
isProcessing={state.isProcessing}
/>
{:else if state.currentStep === 'complete'}
<PicletResult workflowState={state} onReset={reset} />
{:else}
<div class="processing-container">
<div class="spinner"></div>
<p class="processing-text">
{#if state.currentStep === 'captioning'}
Creating monster concept from your image...
{:else if state.currentStep === 'statsGenerating'}
Generating battle stats...
{:else if state.currentStep === 'generating'}
Generating your monster...
{/if}
</p>
</div>
{/if}
</div>
<style>
.piclet-generator {
width: 100%;
max-width: 1200px;
margin: 0 auto;
padding: 2rem;
}
.processing-container {
display: flex;
flex-direction: column;
align-items: center;
padding: 3rem 1rem;
}
.spinner {
width: 60px;
height: 60px;
border: 3px solid #f3f3f3;
border-top: 3px solid #007bff;
border-radius: 50%;
animation: spin 1s linear infinite;
margin-bottom: 2rem;
}
@keyframes spin {
0% { transform: rotate(0deg); }
100% { transform: rotate(360deg); }
}
.processing-text {
font-size: 1.2rem;
color: #333;
margin-bottom: 2rem;
}
</style> |