piclets / src /lib /components /PicletGenerator /PicletGenerator.svelte
Fraser's picture
no hist
47b6a85
raw
history blame
47.2 kB
<script lang="ts">
import type { PicletGeneratorProps, PicletWorkflowState, CaptionType, CaptionLength, PicletStats } from '$lib/types';
import { Nature } from '$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 '$lib/services/picletMetadata';
import { savePicletInstance, generatedDataToPicletInstance } from '$lib/db/piclets';
import { PicletType, TYPE_DATA } from '$lib/types/picletTypes';
import { EncounterService } from '$lib/db/encounterService';
// import { withQwenTimeout } from '$lib/utils/qwenTimeout'; // Unused since qwen is disabled
interface Props extends PicletGeneratorProps {
// Trainer mode props
isTrainerMode?: boolean;
onTrainerImageCompleted?: (imagePath: string, picletId: number) => void;
onTrainerImageFailed?: (imagePath: string, error: string) => void;
}
let {
joyCaptionClient,
fluxClient,
commandClient,
// Unused clients (kept for future use)
// hunyuanClient,
// zephyrClient,
// qwenClient,
// dotsClient,
isTrainerMode = false,
onTrainerImageCompleted,
onTrainerImageFailed
}: Props = $props();
// Text generation client management - now using Command client
type TextGenerationClient = 'hunyuan' | 'command' | 'zephyr' | 'qwen' | 'dots';
let currentTextClient: TextGenerationClient = $state('command'); // Fixed to Command client only
// Get the active text generation client (now only returns Command client)
const getActiveTextClient = () => {
if (!commandClient) {
console.warn('Command client not yet initialized');
return null;
}
return commandClient; // Only Command client is active
// Unused client switching (kept for future use)
// switch (currentTextClient) {
// case 'hunyuan': return hunyuanClient;
// case 'command': return commandClient;
// case 'zephyr': return zephyrClient;
// case 'qwen': return qwenClient;
// case 'dots': return dotsClient;
// default: return commandClient;
// }
};
// Unified text generation function (now using Command client)
const generateText = async (prompt: string): Promise<string> => {
const client = getActiveTextClient();
if (!client) {
throw new Error(`Command client is not available`);
}
console.log(`Generating text with Command client...`);
// Command client expects a message format with text and files
// Using the generate function (fn_index based on ChatInterface)
const message = {
text: prompt,
files: [] // No images for text-only generation
};
// ChatInterface expects: message, history, max_new_tokens
const result = await client.predict("/chat", {
message: message,
max_new_tokens: 2000 // Max from the space
});
return result.data || '';
};
let workflowState: PicletWorkflowState = $state({
currentStep: 'upload',
userImage: null,
imageCaption: null,
picletConcept: null,
picletStats: null,
imagePrompt: null,
picletImage: null,
error: null,
isProcessing: false
});
// Queue state for multi-image processing
let imageQueue: File[] = $state([]);
let currentImageIndex: number = $state(0);
// Track trainer image metadata when in trainer mode
let trainerImagePaths: string[] = $state([]);
const IMAGE_GENERATION_PROMPT = (concept: string) => `Extract ONLY the visual appearance from this monster concept and describe it in one concise sentence:
"${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) {
workflowState.isProcessing = true;
workflowState.currentStep = 'complete';
try {
// Save the imported piclet
const savedId = await savePicletInstance(picletData);
// Create a success workflowState similar to generation
workflowState.picletImage = {
imageUrl: picletData.imageUrl,
imageData: picletData.imageData,
seed: 0,
prompt: 'Imported piclet'
};
// Show import success
workflowState.isProcessing = false;
alert(`Successfully imported ${picletData.nickname || picletData.typeId}!`);
// Reset to allow another import/generation
setTimeout(() => reset(), 2000);
} catch (error) {
workflowState.error = `Failed to import piclet: ${error}`;
workflowState.isProcessing = false;
}
}
async function handleImageSelected(file: File) {
if (!joyCaptionClient || !fluxClient) {
workflowState.error = "Services not connected. Please wait...";
return;
}
// Single image upload - clear queue and process normally
imageQueue = [];
currentImageIndex = 0;
workflowState.userImage = file;
workflowState.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 handleImagesSelected(files: File[]) {
if (!joyCaptionClient || !fluxClient) {
workflowState.error = "Services not connected. Please wait...";
return;
}
// Multi-image upload - set up queue and start with first image
imageQueue = files;
currentImageIndex = 0;
await processCurrentImage();
}
async function processCurrentImage() {
if (currentImageIndex >= imageQueue.length) {
// Queue completed
console.log('All images processed!');
return;
}
const currentFile = imageQueue[currentImageIndex];
workflowState.userImage = currentFile;
workflowState.error = null;
// Check if this is a piclet card with metadata
const picletData = await extractPicletMetadata(currentFile);
if (picletData) {
// Import existing piclet
await importPiclet(picletData);
// Auto-advance to next image after import
await advanceToNextImage();
} else {
// Generate new piclet
startWorkflow();
}
}
async function advanceToNextImage() {
currentImageIndex++;
if (currentImageIndex < imageQueue.length) {
// Process next image
setTimeout(() => processCurrentImage(), 1000); // Small delay for better UX
} else if (isTrainerMode) {
// In trainer mode, don't reset - wait for scanner to queue next image
console.log('🔧 DEBUG: Trainer mode - waiting for next image to be queued');
// Reset current image index for next image
currentImageIndex = 0;
imageQueue = [];
// Don't call reset() - stay ready to process next trainer image
} else {
// Queue completed - reset to single image mode
imageQueue = [];
currentImageIndex = 0;
reset();
}
}
async function startWorkflow() {
workflowState.isProcessing = true;
try {
// Step 1: Generate detailed object description with joy-caption
await captionImage();
await new Promise(resolve => setTimeout(resolve, 100)); // Small delay for workflowState update
// Step 2: Generate free-form monster concept with qwen3
await generateConcept();
await new Promise(resolve => setTimeout(resolve, 100)); // Small delay for workflowState update
// Step 3: Generate structured monster stats based on both caption and concept
await generateStats();
await new Promise(resolve => setTimeout(resolve, 100)); // Small delay for workflowState update
// Step 4: Generate image prompt with qwen3
await generateImagePrompt();
await new Promise(resolve => setTimeout(resolve, 100)); // Small delay for workflowState update
// Step 5: Generate monster image
await generateMonsterImage();
// Step 6: Auto-save the piclet as uncaught
await autoSavePiclet();
workflowState.currentStep = 'complete';
// If processing a queue or in trainer mode, auto-advance to next image after a short delay
if (imageQueue.length > 1 || isTrainerMode) {
setTimeout(() => advanceToNextImage(), 2000); // 2 second delay to show completion
}
} 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')) {
workflowState.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 {
workflowState.error = errorMessage;
}
} else if (err instanceof Error) {
workflowState.error = err.message;
} else {
workflowState.error = 'An unknown error occurred';
}
} finally {
workflowState.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() {
workflowState.currentStep = 'captioning';
if (!joyCaptionClient || !workflowState.userImage) {
throw new Error('Caption service not available or no image provided');
}
try {
const output = await joyCaptionClient.predict("/stream_chat", [
workflowState.userImage, // input_image
"Descriptive", // caption_type
"long", // caption_length
[], // extra_options
"", // name_input
"" // custom_prompt (empty for default descriptive captioning)
]);
const [, caption] = output.data;
// Store the detailed object description
workflowState.imageCaption = caption;
console.log('Detailed object description generated:', caption);
} catch (error) {
handleAPIError(error);
}
}
async function generateConcept() {
workflowState.currentStep = 'conceptualizing';
const activeClient = getActiveTextClient();
if (!activeClient || !workflowState.imageCaption) {
throw new Error(`${currentTextClient} service not available or no image caption provided`);
}
const conceptPrompt = `Based on this detailed object description, create a Pokémon-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.
Object description: "${workflowState.imageCaption}"
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
Format your response exactly as follows:
\`\`\`md
# Object Rarity
{Assess how rare the object is based on real-world availability and value. Rare objects give strong monsters while common objects give weak ones. Use: common, uncommon, rare, or legendary}
# Monster Name
{Creative name that hints at the original object, 11 letters max}
# Monster Description
{Detailed physical description showing how the object becomes a creature. Ensure the creature uses all the unique attributes of the object. Include colors, shapes, materials, eyes, limbs, mouth, and distinctive features. This section will be used for stats generation and lore.}
# Monster Image Prompt
{Extensive visual description of the Pokémon style monster for image generation. Focus on key visual elements: body shape, colors, distinctive features, pose. Keep this optimized for AI image generation.}
\`\`\``;
try {
const responseText = await generateText(conceptPrompt);
if (!responseText || responseText.trim() === '') {
throw new Error('Failed to generate monster concept');
}
// Parse markdown code block response
let cleanedResponse = responseText.trim();
// Check if response is wrapped in markdown code blocks
if (cleanedResponse.includes('```')) {
// Handle different code block formats: ```md, ```, ```markdown
const codeBlockRegex = /```(?:md|markdown)?\s*\n([\s\S]*?)```/;
const match = cleanedResponse.match(codeBlockRegex);
if (match && match[1]) {
cleanedResponse = match[1].trim();
console.log('Extracted content from markdown code block');
} else {
// Fallback: try to extract content between any ``` blocks
const simpleMatch = cleanedResponse.match(/```([\s\S]*?)```/);
if (simpleMatch && simpleMatch[1]) {
cleanedResponse = simpleMatch[1].trim();
console.log('Extracted content from generic code block');
}
}
}
// Ensure the response contains expected markdown headers
if (!cleanedResponse.includes('# Object Rarity') || !cleanedResponse.includes('# Monster Name') || !cleanedResponse.includes('# Monster Image Prompt')) {
console.warn('Response does not contain expected markdown structure (missing Object Rarity, Monster Name, or Monster Image Prompt)');
}
workflowState.picletConcept = cleanedResponse;
console.log('Monster concept generated:', cleanedResponse);
} catch (error) {
handleAPIError(error);
}
}
async function generateImagePrompt() {
workflowState.currentStep = 'promptCrafting';
const activeClient = getActiveTextClient();
if (!activeClient || !workflowState.picletConcept || !workflowState.imageCaption) {
throw new Error(`HunyuanTurbos service not available or no concept/caption available for prompt generation`);
}
// Extract the Monster Image Prompt from the structured concept
const imagePromptMatch = workflowState.picletConcept.match(/# Monster Image Prompt\s*\n([\s\S]*?)(?=^#|$)/m);
if (imagePromptMatch && imagePromptMatch[1]) {
workflowState.imagePrompt = imagePromptMatch[1].trim();
console.log('Extracted image prompt for generation:', workflowState.imagePrompt);
return; // Skip fallback call since we have the prompt
}
// Fallback: if format parsing fails, use qwen3 to extract visual description
const imagePromptPrompt = `Based on this monster concept, extract ONLY the visual description for image generation:
MONSTER CONCEPT:
"""
${workflowState.picletConcept}
"""
Create a concise visual description (1-3 sentences, max 100 words). Focus only on colors, shapes, materials, eyes, limbs, mouth, and distinctive features. Omit all non-visual information like abilities and backstory.`;
try {
const responseText = await generateText(imagePromptPrompt);
if (!responseText || responseText.trim() === '') {
throw new Error('Failed to generate image prompt');
}
workflowState.imagePrompt = responseText.trim();
console.log('Image prompt generated:', workflowState.imagePrompt);
} catch (error) {
handleAPIError(error);
}
}
async function generateMonsterImage() {
workflowState.currentStep = 'generating';
if (!fluxClient || !workflowState.imagePrompt || !workflowState.picletStats) {
throw new Error('Image generation service not available or no prompt/stats');
}
// The image prompt should already be generated by generateImagePrompt() in the workflow
// Get tier for image quality enhancement
const tier = workflowState.picletStats.tier || 'medium';
const tierDescriptions = {
low: 'simple and iconic design',
medium: 'detailed and well-crafted design',
high: 'highly detailed and impressive design with special effects',
legendary: 'highly detailed and majestic design with dramatic lighting and aura effects'
};
try {
const output = await fluxClient.predict("/infer", [
`${workflowState.imagePrompt}\nNow generate an Pokémon Anime image of the monster in an idle pose with a plain dark-grey background. This is a ${tier} tier monster with a ${tierDescriptions[tier as keyof typeof tierDescriptions]}. The monster should not be attacking or in motion. The full monster must be visible within the frame.`,
0, // seed
true, // randomizeSeed
1024, // width
1024, // height
4 // steps
]);
const [image, usedSeed] = output.data;
let url: string | undefined;
if (typeof image === "string") url = image;
else if (image && image.url) url = image.url;
else if (image && image.path) url = image.path;
if (url) {
// Process the image to remove background using professional AI method
console.log('Processing image for background removal...');
try {
const transparentBase64 = await removeBackground(url);
workflowState.picletImage = {
imageUrl: url,
imageData: transparentBase64,
seed: usedSeed,
prompt: workflowState.imagePrompt
};
console.log('Background removal completed successfully');
} catch (processError) {
console.error('Failed to process image for background removal:', processError);
// Fallback to original image
workflowState.picletImage = {
imageUrl: url,
seed: usedSeed,
prompt: workflowState.imagePrompt
};
}
} else {
throw new Error('Failed to generate monster image');
}
} catch (error) {
handleAPIError(error);
}
}
async function generateStats() {
workflowState.currentStep = 'statsGenerating';
const activeClient = getActiveTextClient();
if (!activeClient || !workflowState.picletConcept || !workflowState.imageCaption) {
throw new Error(`${currentTextClient} service not available or no concept/caption available for stats generation`);
}
// Default tier (will be set from the generated stats)
let tier: 'low' | 'medium' | 'high' | 'legendary' = 'medium';
// Extract monster name and rarity from the structured concept
const monsterNameMatch = workflowState.picletConcept.match(/# Monster Name\s*\n([\s\S]*?)(?=^#|$)/m);
let monsterName = monsterNameMatch ? monsterNameMatch[1].trim() : 'Unknown Monster';
// Truncate name at first comma if present
if (monsterName.includes(',')) {
monsterName = monsterName.split(',')[0].trim();
}
// Cap name length to 12 characters
if (monsterName.length > 12) {
monsterName = monsterName.substring(0, 12);
}
const rarityMatch = workflowState.picletConcept.match(/# Object Rarity\s*\n([\s\S]*?)(?=^#)/m);
const objectRarity = rarityMatch ? rarityMatch[1].trim().toLowerCase() : 'common';
// Create comprehensive battle-ready monster prompt
const statsPrompt = `Based on this detailed object description and monster concept, create a complete battle-ready monster for the Pictuary Battle System:
ORIGINAL OBJECT DESCRIPTION:
"${workflowState.imageCaption}"
MONSTER CONCEPT:
"${workflowState.picletConcept}"
The object rarity has been assessed as: ${objectRarity}
## BATTLE SYSTEM OVERVIEW
This monster will be used in a turn-based battle system with composable effects. You must create:
1. **Base Stats**: Core combat statistics
2. **Special Ability**: Passive trait with triggers and effects
3. **Movepool**: 4 battle moves with complex effect combinations
## TYPE SYSTEM
Choose the primary type (and optional secondary type) based on the object:
• **beast**: Vertebrate wildlife — mammals, birds, reptiles. Raw physicality, instincts
• **bug**: Arthropods — butterflies, beetles, mantises. Agile swarms, precision strikes
• **aquatic**: Life that swims, dives, sloshes — fish, octopus, sentient puddles. Tides, pressure
• **flora**: Plants and fungi — blooming or decaying. Growth, spores, vines, seasonal shifts
• **mineral**: Stones, crystals, metals — earth's depths. Durability, reflective armor, seismic shocks
• **space**: Stars, moon, cosmic objects — not of this world. Celestial energy, gravitational effects
• **machina**: Engineered devices — gadgets to machinery. Gears, circuits, drones, power surges
• **structure**: Buildings, bridges, monuments — architectural titans. Fortification, terrain shaping
• **culture**: Art, fashion, toys, symbols — creative expressions. Buffs, debuffs, illusion, stories
• **cuisine**: Dishes, drinks, culinary art — flavors and aromas. Temperature, restorative effects
## EFFECT SYSTEM
All abilities and moves use these **atomic building blocks**:
### **Effect Types:**
1. **damage**: Deal damage (weak/normal/strong/extreme) with formulas (standard/recoil/drain/fixed/percentage)
2. **modifyStats**: Change stats (increase/decrease/greatly_increase/greatly_decrease) for hp/attack/defense/speed/accuracy
3. **applyStatus**: Apply status effects (burn/freeze/paralyze/poison/sleep/confuse) with chance percentage
4. **heal**: Restore HP (small/medium/large/full) or by percentage/fixed amounts
5. **manipulatePP**: Drain, restore, or disable PP from moves
6. **fieldEffect**: Persistent battlefield modifications (reflect/lightScreen for defense, spikes for entry damage, mist for stat protection, healingField for regeneration, etc.)
7. **counter**: Reflect damage
8. **priority**: Modify move priority (-5 to +5)
9. **removeStatus**: Cure specific status conditions
10. **mechanicOverride**: Modify core game mechanics (immunity, type changes, etc.)
### **Targets:**
- **self**: The move user
- **opponent**: The target opponent
- **all**: All combatants
- **allies**: Allied creatures (team battles)
- **field**: Entire battlefield
### **Conditions:**
- **always**: Effect always applies
- **onHit**: Only if move hits successfully
- **afterUse**: After move execution regardless of hit/miss
- **onCritical**: Only on critical hits
- **ifLowHp**: If user's HP < 25%
- **ifHighHp**: If user's HP > 75%
### **Move Flags:**
Moves can have flags affecting interactions:
- **contact**: Makes physical contact (triggers contact abilities)
- **explosive**: Explosive move (affected by explosion-related abilities)
- **draining**: Drains HP from target
- **priority**: Natural priority move (+1 to +5)
- **sacrifice**: Involves self-sacrifice or major cost
- **reckless**: High power with drawbacks
## SPECIAL ABILITY TRIGGERS
Special abilities activate on specific events:
- **onSwitchIn**: When entering battle
- **onDamageTaken**: When this monster takes damage
- **onContactDamage**: When hit by a contact move
- **endOfTurn**: At the end of each turn
- **onLowHP**: When HP drops below 25%
- **onStatusInflicted**: When a status is applied
## BALANCING GUIDELINES
**Stat Ranges by Rarity:**
- **common**: 45-80 total stats, individual stats 10-25
- **uncommon**: 80-120 total stats, individual stats 15-35
- **rare**: 120-160 total stats, individual stats 25-45
- **legendary**: 160-200+ total stats, individual stats 35-50
**Design Philosophy:**
- **Risk-Reward**: Powerful moves must have meaningful drawbacks
- **Type Synergy**: Moves should match the monster's type and concept
- **Strategic Depth**: Abilities should create interesting decision points
- **No Strictly Better**: Every powerful effect has a cost or condition
The output should be formatted as a JSON instance that conforms to the schema below.
\`\`\`json
{
"type": "object",
"properties": {
"name": {"type": "string", "description": "Creative name for the monster that hints at the original object"},
"description": {"type": "string", "description": "Flavor text describing the monster (2-3 sentences)"},
"tier": {"type": "string", "enum": ["low", "medium", "high", "legendary"], "description": "Power tier based on rarity: common=low, uncommon=medium, rare=high, legendary=legendary"},
"primaryType": {"type": "string", "enum": ["beast", "bug", "aquatic", "flora", "mineral", "space", "machina", "structure", "culture", "cuisine"], "description": "Primary type based on object characteristics"},
"secondaryType": {"type": ["string", "null"], "enum": ["beast", "bug", "aquatic", "flora", "mineral", "space", "machina", "structure", "culture", "cuisine", null], "description": "Optional secondary type for dual-type monsters"},
"baseStats": {
"type": "object",
"properties": {
"hp": {"type": "integer", "minimum": 10, "maximum": 50, "description": "Hit points"},
"attack": {"type": "integer", "minimum": 10, "maximum": 50, "description": "Attack power"},
"defense": {"type": "integer", "minimum": 10, "maximum": 50, "description": "Defensive capability"},
"speed": {"type": "integer", "minimum": 10, "maximum": 50, "description": "Speed and agility"}
},
"required": ["hp", "attack", "defense", "speed"],
"additionalProperties": false
},
"nature": {
"type": "string",
"enum": ["hardy", "docile", "serious", "bashful", "quirky", "lonely", "brave", "adamant", "naughty", "bold", "relaxed", "impish", "lax", "timid", "hasty", "jolly", "naive", "modest", "mild", "quiet", "gentle", "sassy", "careful", "calm", "reckless"],
"description": "Personality trait affecting behavior and battle style"
},
"specialAbility": {
"type": "object",
"properties": {
"name": {"type": "string", "description": "Name of the special ability"},
"triggers": {
"type": "array",
"items": {"$ref": "#/definitions/Trigger"},
"minItems": 1,
"maxItems": 1,
"description": "Single trigger effect for the special ability"
}
},
"required": ["name"],
"additionalProperties": false
},
"movepool": {
"type": "array",
"items": {"$ref": "#/definitions/Move"},
"minItems": 4,
"maxItems": 4,
"description": "Exactly 4 battle moves"
}
},
"required": ["name", "description", "tier", "primaryType", "baseStats", "nature", "specialAbility", "movepool"],
"additionalProperties": false,
"definitions": {
"Effect": {
"type": "object",
"properties": {
"type": {"type": "string", "enum": ["damage", "modifyStats", "applyStatus", "heal", "manipulatePP", "fieldEffect", "counter", "priority", "removeStatus", "mechanicOverride"]},
"target": {"type": "string", "enum": ["self", "opponent", "allies", "all", "attacker", "field", "playerSide", "opponentSide"]},
"condition": {"type": "string", "enum": ["always", "onHit", "afterUse", "onCritical", "ifLowHp", "ifHighHp", "thisTurn", "nextTurn", "restOfBattle"]}
},
"required": ["type"],
"allOf": [
{"if": {"properties": {"type": {"const": "damage"}}}, "then": {"properties": {"amount": {"enum": ["weak", "normal", "strong", "extreme"]}, "formula": {"enum": ["standard", "recoil", "drain", "fixed", "percentage"]}, "value": {"type": "number"}}}},
{"if": {"properties": {"type": {"const": "modifyStats"}}}, "then": {"properties": {"stats": {"type": "object", "properties": {"hp": {"enum": ["increase", "decrease", "greatly_increase", "greatly_decrease"]}, "attack": {"enum": ["increase", "decrease", "greatly_increase", "greatly_decrease"]}, "defense": {"enum": ["increase", "decrease", "greatly_increase", "greatly_decrease"]}, "speed": {"enum": ["increase", "decrease", "greatly_increase", "greatly_decrease"]}, "accuracy": {"enum": ["increase", "decrease", "greatly_increase", "greatly_decrease"]}}}}}},
{"if": {"properties": {"type": {"const": "applyStatus"}}}, "then": {"properties": {"status": {"enum": ["burn", "freeze", "paralyze", "poison", "sleep", "confuse"]}, "chance": {"type": "number", "minimum": 1, "maximum": 100}}}},
{"if": {"properties": {"type": {"const": "heal"}}}, "then": {"properties": {"amount": {"enum": ["small", "medium", "large", "full"]}, "formula": {"enum": ["percentage", "fixed"]}, "value": {"type": "number"}}}},
{"if": {"properties": {"type": {"const": "fieldEffect"}}}, "then": {"properties": {"effect": {"enum": ["reflect", "lightScreen", "spikes", "healingMist", "toxicSpikes"]}, "stackable": {"type": "boolean"}}}},
{"if": {"properties": {"type": {"const": "manipulatePP"}}}, "then": {"properties": {"action": {"enum": ["drain", "restore", "disable"]}, "amount": {"enum": ["small", "medium", "large"]}}}},
{"if": {"properties": {"type": {"const": "counter"}}}, "then": {"properties": {"strength": {"enum": ["weak", "normal", "strong"]}}}},
{"if": {"properties": {"type": {"const": "priority"}}}, "then": {"properties": {"value": {"type": "integer", "minimum": -5, "maximum": 5}}}},
{"if": {"properties": {"type": {"const": "removeStatus"}}}, "then": {"properties": {"status": {"enum": ["burn", "freeze", "paralyze", "poison", "sleep", "confuse"]}}}},
{"if": {"properties": {"type": {"const": "mechanicOverride"}}}, "then": {"properties": {"mechanic": {"enum": ["criticalHits", "statusImmunity", "damageReflection", "damageAbsorption", "damageCalculation", "damageMultiplier", "healingInversion", "healingBlocked", "priorityOverride", "accuracyBypass", "typeImmunity", "typeChange", "contactDamage", "drainInversion", "weatherImmunity", "flagImmunity", "flagWeakness", "flagResistance", "statModification", "targetRedirection", "extraTurn"]}, "value": {}}}}
]
},
"Trigger": {
"type": "object",
"properties": {
"event": {"type": "string", "enum": ["onSwitchIn", "onDamageTaken", "onContactDamage", "endOfTurn", "onLowHP", "onStatusInflicted", "beforeMoveUse", "afterMoveUse"]},
"condition": {"type": "string", "enum": ["always", "ifLowHp", "ifHighHp", "ifStatus:burn", "ifStatus:freeze", "ifStatus:paralyze", "ifStatus:poison", "ifStatus:sleep", "ifStatus:confuse"]},
"effects": {"type": "array", "items": {"$ref": "#/definitions/Effect"}, "minItems": 1}
},
"required": ["event", "effects"]
},
"Move": {
"type": "object",
"properties": {
"name": {"type": "string", "description": "Name of the move"},
"description": {"type": "string", "description": "Description of what the move does"},
"type": {"type": "string", "enum": ["beast", "bug", "aquatic", "flora", "mineral", "space", "machina", "structure", "culture", "cuisine", "normal"], "description": "Move type for STAB and effectiveness"},
"power": {"type": "integer", "minimum": 0, "maximum": 250, "description": "Base power (0 for status moves)"},
"accuracy": {"type": "integer", "minimum": 30, "maximum": 100, "description": "Hit chance percentage"},
"pp": {"type": "integer", "minimum": 1, "maximum": 40, "description": "Power points (uses per battle)"},
"priority": {"type": "integer", "minimum": -5, "maximum": 5, "description": "Priority bracket"},
"flags": {"type": "array", "items": {"enum": ["contact", "explosive", "draining", "priority", "sacrifice", "reckless", "bite", "punch", "sound", "ground"]}, "description": "Move characteristics"},
"effects": {"type": "array", "items": {"$ref": "#/definitions/Effect"}, "minItems": 1, "description": "What the move does"}
},
"required": ["name", "type", "power", "accuracy", "pp", "priority", "flags", "effects"],
"additionalProperties": false
}
}
}
\`\`\`
**STAT GUIDELINES:**
Base the tier and stats on the object rarity:
- **common → low tier**: hp/attack/defense/speed should be 10-25 (total ~40-80)
- **uncommon → medium tier**: hp/attack/defense/speed should be 15-35 (total ~80-120)
- **rare → high tier**: hp/attack/defense/speed should be 25-45 (total ~120-160)
- **legendary → legendary tier**: hp/attack/defense/speed should be 35-50 (total ~160-200)
**CREATIVITY & DIVERSITY REQUIREMENTS:**
🎲 **CRITICAL**: Make this monster unique! Avoid generic patterns and create something distinctive.
**SPECIAL ABILITY CREATIVITY:**
- Draw inspiration from the SPECIFIC object description and monster concept
- Avoid overused triggers like "onSwitchIn with healingMist"
- Use diverse triggers: onContactDamage, onLowHP, onStatusInflicted, onCriticalHit, etc.
- Create unique effects that match the monster's nature and appearance
**MOVEPOOL DIVERSITY REQUIREMENTS:**
- Each of the 4 moves MUST use different primary effect types
- Vary the mechanics: one utility, one status, one damage, one defensive/field effect
- Use different status effects if applying status (avoid repeating burn/sleep/paralyze)
- Vary power/accuracy/PP patterns - don't use template values
- Reference specific visual elements from the monster description in move names
**FORBIDDEN REPETITIVE PATTERNS:**
❌ Do NOT use these overused combinations:
- "healingMist" field effect on switch-in (find alternatives!)
- Defense boost + small percentage heal combo moves
- High power + self-recoil damage as the only "ultimate" move pattern
- All moves having same status effect (sleep/paralyze)
- Generic move names like "Basic Attack" or "Status Move"
**ORIGINALITY GUIDELINES:**
- Connect abilities to the original object's unique properties
- Use unconventional effect combinations and mechanics
- Experiment with mechanicOverride, priority manipulation, counter effects
- Create moves that tell a story about how this creature fights
Write your response within \`\`\`json\`\`\``;
console.log('Generating monster stats');
try {
const responseText = await generateText(statsPrompt);
if (!responseText || responseText.trim() === '') {
throw new Error('Failed to generate monster stats');
}
console.log('Stats output:', responseText);
let jsonString = responseText;
// 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 {
// Extract JSON by properly balancing braces instead of using regex
const startIndex = cleanJson.indexOf('{');
if (startIndex !== -1) {
let braceCount = 0;
let endIndex = -1;
// Find the matching closing brace by counting
for (let i = startIndex; i < cleanJson.length; i++) {
if (cleanJson[i] === '{') braceCount++;
if (cleanJson[i] === '}') {
braceCount--;
if (braceCount === 0) {
endIndex = i;
break;
}
}
}
if (endIndex !== -1) {
cleanJson = cleanJson.substring(startIndex, endIndex + 1);
console.log('Balanced JSON extracted, length:', cleanJson.length);
} else {
throw new Error('JSON appears to be truncated - unable to balance braces');
}
} else {
throw new Error('No JSON object found in response');
}
console.log('Final JSON to parse (length: ' + cleanJson.length + '):', cleanJson.substring(0, 500) + '...');
// Fix invalid priority values like "priority": +1 to "priority": 1
cleanJson = cleanJson.replace(/"priority":\s*\+(\d+)/g, '"priority": $1');
// Fix unescaped newlines in string values
cleanJson = cleanJson.replace(/"([^"\\]*)(?:\\.|[^"\\])*"/g, (match) => {
// Only process if this looks like a string value (not a property name)
if (match.includes('\n')) {
return match.replace(/\n/g, '\\n').replace(/\r/g, '\\r');
}
return match;
});
const parsedStats = JSON.parse(cleanJson.trim());
// Validate the battle-ready monster structure
console.log('Parsed battle monster:', parsedStats);
// Ensure required fields exist
if (!parsedStats.name || !parsedStats.baseStats || !parsedStats.specialAbility || !parsedStats.movepool) {
throw new Error('Generated monster is missing required battle system fields');
}
// Validate movepool has exactly 4 moves
if (!Array.isArray(parsedStats.movepool) || parsedStats.movepool.length !== 4) {
throw new Error('Monster movepool must contain exactly 4 moves');
}
// Ensure all moves have required effect arrays
for (const move of parsedStats.movepool) {
if (!move.effects || !Array.isArray(move.effects) || move.effects.length === 0) {
throw new Error(`Move "${move.name}" is missing effects array`);
}
}
// Use tier from the JSON response
tier = parsedStats.tier || 'medium';
// Clean asterisks from JSON-parsed name (qwen3 often adds them for markdown bold)
if (parsedStats.name) {
parsedStats.name = parsedStats.name.replace(/\*/g, '');
}
// Clean asterisks from special ability name
if (parsedStats.specialAbility?.name) {
parsedStats.specialAbility.name = parsedStats.specialAbility.name.replace(/\*/g, '');
}
// Clean asterisks from move names
if (parsedStats.movepool) {
for (const move of parsedStats.movepool) {
if (move.name) {
move.name = move.name.replace(/\*/g, '');
}
}
}
// Ensure the name from structured concept is used if available
if (monsterName && monsterName !== 'Unknown Monster') {
// Remove asterisk characters used for markdown bold formatting
parsedStats.name = monsterName.replace(/\*/g, '');
}
// Ensure baseStats are numbers within reasonable ranges
if (parsedStats.baseStats) {
const statFields = ['hp', 'attack', 'defense', 'speed'];
for (const field of statFields) {
if (parsedStats.baseStats[field] !== undefined) {
parsedStats.baseStats[field] = Math.max(10, Math.min(50, parseInt(parsedStats.baseStats[field])));
}
}
}
const stats: PicletStats = parsedStats;
workflowState.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 (!workflowState.picletImage || !workflowState.imageCaption || !workflowState.picletConcept || !workflowState.imagePrompt || !workflowState.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(workflowState.picletStats));
const picletData = {
name: workflowState.picletStats.name,
imageUrl: workflowState.picletImage.imageUrl,
imageData: workflowState.picletImage.imageData,
imageCaption: workflowState.imageCaption,
concept: workflowState.picletConcept,
imagePrompt: workflowState.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 generatedDataToPicletInstance(picletData);
const picletId = await savePicletInstance(picletInstance);
console.log('Piclet auto-saved as uncaught with ID:', picletId);
// If in trainer mode, notify completion
if (isTrainerMode && onTrainerImageCompleted && trainerImagePaths[currentImageIndex]) {
onTrainerImageCompleted(trainerImagePaths[currentImageIndex], picletId);
}
} catch (err) {
console.error('Failed to auto-save piclet:', err);
console.error('Piclet data that failed to save:', {
name: workflowState.picletStats?.name,
hasImageUrl: !!workflowState.picletImage?.imageUrl,
hasImageData: !!workflowState.picletImage?.imageData,
hasStats: !!workflowState.picletStats
});
// If in trainer mode, notify failure
if (isTrainerMode && onTrainerImageFailed && trainerImagePaths[currentImageIndex]) {
const errorMessage = err instanceof Error ? err.message : 'Failed to save piclet';
onTrainerImageFailed(trainerImagePaths[currentImageIndex], errorMessage);
}
// Don't throw - we don't want to interrupt the workflow
}
}
function reset() {
workflowState = {
currentStep: 'upload',
userImage: null,
imageCaption: null,
picletConcept: null,
picletStats: null,
imagePrompt: null,
picletImage: null,
error: null,
isProcessing: false
};
}
// Public method for trainer scanner to queue trainer images
export function queueTrainerImage(imageFile: File, imagePath: string) {
imageQueue.push(imageFile);
trainerImagePaths.push(imagePath);
// If this is the first image and we're not processing, start processing
if (imageQueue.length === 1 && !workflowState.isProcessing) {
processCurrentImage();
}
}
</script>
<div class="piclet-generator">
<!-- Text Generation Client Selector (hidden since only HunyuanTurbos is active) -->
<!--
{#if !isTrainerMode}
<div class="client-selector">
<label for="text-client">Text Generator:</label>
<select id="text-client" bind:value={currentTextClient}>
<option value="hunyuan">HunyuanTurbos</option>
<option value="command">Command</option>
<option value="zephyr">Zephyr-7B</option>
<option value="qwen">Qwen3</option>
<option value="dots">Dots-Demo</option>
</select>
</div>
{/if}
-->
{#if workflowState.currentStep !== 'upload'}
<WorkflowProgress currentStep={workflowState.currentStep} error={workflowState.error} />
{/if}
{#if workflowState.currentStep === 'upload'}
<UploadStep
onImageSelected={handleImageSelected}
onImagesSelected={handleImagesSelected}
isProcessing={workflowState.isProcessing}
imageQueue={imageQueue}
currentImageIndex={currentImageIndex}
/>
{:else if workflowState.currentStep === 'complete'}
<PicletResult workflowState={workflowState} onReset={reset} />
{:else}
<div class="processing-container">
<div class="spinner"></div>
<p class="processing-text">
{#if workflowState.currentStep === 'captioning'}
Analyzing your image...
{:else if workflowState.currentStep === 'conceptualizing'}
Creating Piclet concept...
{:else if workflowState.currentStep === 'statsGenerating'}
Generating battle stats...
{:else if workflowState.currentStep === 'promptCrafting'}
Creating image prompt...
{:else if workflowState.currentStep === 'generating'}
Generating your Piclet...
{/if}
</p>
</div>
{/if}
</div>
<style>
.piclet-generator {
width: 100%;
max-width: 1200px;
margin: 0 auto;
padding: 2rem;
}
/* Client selector styles (hidden since only HunyuanTurbos is active) */
/*
.client-selector {
display: flex;
align-items: center;
gap: 0.5rem;
margin-bottom: 1rem;
padding: 0.75rem;
background: #f8f9fa;
border-radius: 8px;
border: 1px solid #dee2e6;
}
.client-selector label {
font-weight: 500;
color: #495057;
}
.client-selector select {
padding: 0.25rem 0.5rem;
border: 1px solid #ced4da;
border-radius: 4px;
background: white;
color: #495057;
font-size: 0.9rem;
}
*/
.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>