added basic flow and prompting
This commit is contained in:
+543
-299
@@ -1,299 +1,543 @@
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using System;
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using System.Collections.ObjectModel;
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using System.IO;
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using System.Linq;
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using System.Threading.Tasks;
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using System.Windows.Input;
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using Avalonia.Media.Imaging;
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using CommunityToolkit.Mvvm.ComponentModel;
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using CommunityToolkit.Mvvm.Input;
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using finder2e_foundry_converter.Models;
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using finder2e_foundry_converter.Services;
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using System.Text.Json.Nodes;
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using System.Text.Json;
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using finder2e_foundry_converter.Converters;
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namespace finder2e_foundry_converter.ViewModels
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{
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public partial class MainWindowViewModel : ViewModelBase
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{
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private readonly LmStudioService _lmStudioService = new();
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private readonly OllamaService _ollamaService = new();
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private ILlmService CurrentService => SelectedProvider == "Ollama" ? (ILlmService)_ollamaService : _lmStudioService;
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[ObservableProperty]
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[NotifyPropertyChangedFor(nameof(CurrentAddress))]
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private string _lmStudioAddress = "http://localhost:1234";
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[ObservableProperty]
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[NotifyPropertyChangedFor(nameof(CurrentAddress))]
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private string _ollamaAddress = "http://localhost:11434";
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public string CurrentAddress
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{
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get => SelectedProvider == "Ollama" ? OllamaAddress : LmStudioAddress;
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set
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{
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if (SelectedProvider == "Ollama") OllamaAddress = value;
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else LmStudioAddress = value;
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OnPropertyChanged(nameof(CurrentAddress));
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}
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}
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[ObservableProperty]
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private bool _isAddressVisible = false;
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[ObservableProperty]
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[NotifyPropertyChangedFor(nameof(CurrentAddress))]
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private string _selectedProvider = "LM Studio";
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public ObservableCollection<string> Providers { get; } = new() { "LM Studio", "Ollama" };
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[ObservableProperty]
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private string? _selectedModel;
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public ObservableCollection<string> Models { get; } = new();
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[ObservableProperty]
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[NotifyPropertyChangedFor(nameof(IsNpcSelected))]
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private string? _selectedCategory;
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public ObservableCollection<string> Categories { get; } = new() { "NPCs" };
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[ObservableProperty]
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private int _selectedLevel = 1;
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public ObservableCollection<int> Levels { get; } = new();
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[ObservableProperty]
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private string _name = string.Empty;
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[ObservableProperty]
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private string _description = string.Empty;
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public bool IsNpcSelected => SelectedCategory == "NPCs";
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public ObservableCollection<ImageItem> ImageItems { get; } = new();
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[ObservableProperty]
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private string _statusMessage = string.Empty;
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[ObservableProperty]
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private bool _isErrorVisible = false;
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[ObservableProperty]
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private string _errorText = string.Empty;
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public MainWindowViewModel()
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{
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// Load saved preferences would go here if we had a settings service
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for (int i = -1; i <= 24; i++)
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{
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Levels.Add(i);
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}
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_ = StartModelRefreshLoop();
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}
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partial void OnSelectedProviderChanged(string value)
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{
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Models.Clear();
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SelectedModel = null;
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_ = RefreshModels();
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}
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[RelayCommand]
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private void ToggleAddress()
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{
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IsAddressVisible = !IsAddressVisible;
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}
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[RelayCommand]
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private async Task RefreshModels()
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{
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var models = await CurrentService.GetModelsAsync(CurrentAddress);
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Models.Clear();
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foreach (var m in models)
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{
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Models.Add(m);
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}
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if (models.Count > 0 && !models[0].StartsWith("Error"))
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{
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IsErrorVisible = false;
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if (SelectedModel == null || !Models.Contains(SelectedModel))
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{
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SelectedModel = Models.FirstOrDefault();
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}
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}
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else
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{
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ErrorText = models.FirstOrDefault() ?? $"Error connecting to {SelectedProvider}";
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IsErrorVisible = true;
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IsAddressVisible = true; // Auto-show on failure
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}
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}
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[ObservableProperty]
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private string _generatedNpcJson = string.Empty;
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[ObservableProperty]
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private string _temporaryNpcPath = string.Empty;
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[RelayCommand]
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private async Task Generate()
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{
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// Minimal validation
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if (string.IsNullOrEmpty(SelectedModel))
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{
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StatusMessage = "Please select a model first.";
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return;
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}
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StatusMessage = "Generating NPC from template...";
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try
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{
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// Load template JSON
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var cwd = Directory.GetCurrentDirectory();
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var templatePath = Path.Combine(cwd, "foundry_templates", "npc_template.json");
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if (!File.Exists(templatePath))
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{
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StatusMessage = $"Template not found at {templatePath}";
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return;
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}
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var templateText = await File.ReadAllTextAsync(templatePath);
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var node = JsonNode.Parse(templateText)!.AsObject();
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// Fill basic fields
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node["name"] = string.IsNullOrWhiteSpace(Name) ? "NPC" : Name;
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node["img"] = node["img"] ?? "systems/pf2e/icons/default-icons/npc.svg";
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// system defaults
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var systemNode = node["system"] as JsonObject ?? new JsonObject();
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node["system"] = systemNode;
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// Set description/blurb and level
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if (!systemNode.TryGetPropertyValue("details", out var detailsNode) || detailsNode is null)
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{
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detailsNode = new JsonObject();
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systemNode["details"] = detailsNode;
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}
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var details = detailsNode.AsObject();
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details["blurb"] = Description ?? string.Empty;
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if (!details.TryGetPropertyValue("level", out var levelNode) || levelNode is null)
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{
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details["level"] = new JsonObject();
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}
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details["level"].AsObject()["value"] = SelectedLevel;
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// Default to pf2e for now
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string gameSystem = "pf2e";
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// Compute numeric stats using NpcConverter helper functions with conservative tiers
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var abilityTier = "moderate";
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var perceptionTier = "moderate";
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var acTier = "moderate";
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var savingTier = "moderate";
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var hpTier = "moderate";
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var abilities = new JsonObject();
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string[] abilityNames = new[] { "str", "dex", "con", "int", "wis", "cha" };
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foreach (var ab in abilityNames)
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{
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var modRes = NpcConverter.AbilityScoreModifier(SelectedLevel, abilityTier, gameSystem);
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abilities[ab] = new JsonObject { ["mod"] = modRes.IsSuccess ? modRes.Value : 0 };
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}
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systemNode["abilities"] = abilities;
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// Perception
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var percRes = NpcConverter.PerceptionModifier(SelectedLevel, perceptionTier, gameSystem);
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systemNode["perception"] = new JsonObject { ["mod"] = percRes.IsSuccess ? percRes.Value : 0, ["details"] = string.Empty };
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// Saves
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var fort = NpcConverter.SavingThrow(SelectedLevel, savingTier, gameSystem);
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var reflex = NpcConverter.SavingThrow(SelectedLevel, savingTier, gameSystem);
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var will = NpcConverter.SavingThrow(SelectedLevel, savingTier, gameSystem);
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systemNode["saves"] = new JsonObject
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{
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["fortitude"] = new JsonObject { ["value"] = fort.IsSuccess ? fort.Value : 0, ["saveDetail"] = string.Empty },
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["reflex"] = new JsonObject { ["value"] = reflex.IsSuccess ? reflex.Value : 0, ["saveDetail"] = string.Empty },
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["will"] = new JsonObject { ["value"] = will.IsSuccess ? will.Value : 0, ["saveDetail"] = string.Empty }
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};
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// AC
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var acRes = NpcConverter.Ac(SelectedLevel, acTier, gameSystem);
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if (!systemNode.TryGetPropertyValue("attributes", out var attributesNode) || attributesNode is null)
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{
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attributesNode = new JsonObject();
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systemNode["attributes"] = attributesNode;
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}
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var attributes = attributesNode.AsObject();
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attributes["ac"] = new JsonObject { ["value"] = acRes.IsSuccess ? acRes.Value : 10, ["details"] = string.Empty };
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// HP
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var hpRes = NpcConverter.Hp(SelectedLevel, hpTier, gameSystem);
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attributes["hp"] = new JsonObject { ["value"] = hpRes.IsSuccess ? hpRes.Value : 10, ["temp"] = 0, ["max"] = hpRes.IsSuccess ? hpRes.Value : 10, ["details"] = string.Empty };
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// Skills (leave empty for now)
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systemNode["skills"] = new JsonObject();
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// Finalize JSON text
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GeneratedNpcJson = node.ToJsonString(new JsonSerializerOptions { WriteIndented = true });
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// Save to a temporary file while generating
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var tempDir = Path.Combine(Path.GetTempPath(), "Finder2eFoundryConverter");
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if (!Directory.Exists(tempDir)) Directory.CreateDirectory(tempDir);
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var safeName = string.IsNullOrWhiteSpace(Name) ? "npc" : string.Concat(Name.Select(ch => Path.GetInvalidFileNameChars().Contains(ch) ? '_' : ch));
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var tempPath = Path.Combine(tempDir, $"{safeName}_{DateTime.Now:yyyyMMddHHmmss}.json");
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await File.WriteAllTextAsync(tempPath, GeneratedNpcJson);
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TemporaryNpcPath = tempPath;
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StatusMessage = $"NPC generated and saved to temporary path: {tempPath}";
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}
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catch (Exception ex)
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{
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StatusMessage = $"Error generating NPC: {ex.Message}";
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}
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}
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[RelayCommand]
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private void AddImagePath(string path)
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{
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if (!string.IsNullOrWhiteSpace(path) && File.Exists(path))
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{
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if (ImageItems.Any(i => i.Path == path)) return;
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try
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{
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// Load thumbnail
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using var stream = File.OpenRead(path);
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var bitmap = new Bitmap(stream);
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// We could resize it here for efficiency if needed, but for now let's just use it
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ImageItems.Add(new ImageItem { Path = path, Thumbnail = bitmap });
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}
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catch (Exception ex)
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{
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StatusMessage = $"Error loading image: {ex.Message}";
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}
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}
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}
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[RelayCommand]
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private void RemoveImage(ImageItem item)
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{
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ImageItems.Remove(item);
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}
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private async Task StartModelRefreshLoop()
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{
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while (true)
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{
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await RefreshModels();
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await Task.Delay(IsErrorVisible ? 3000 : 10000);
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}
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}
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}
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}
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using System;
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using System.Collections.ObjectModel;
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using System.IO;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using System.Windows.Input;
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using Avalonia.Media.Imaging;
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using CommunityToolkit.Mvvm.ComponentModel;
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using CommunityToolkit.Mvvm.Input;
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using finder2e_foundry_converter.Models;
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using finder2e_foundry_converter.Services;
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using System.Text.Json.Nodes;
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using System.Text.Json;
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using finder2e_foundry_converter.Converters;
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namespace finder2e_foundry_converter.ViewModels
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{
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public partial class MainWindowViewModel : ViewModelBase
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{
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private readonly LmStudioService _lmStudioService = new();
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private readonly OllamaService _ollamaService = new();
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private ILlmService CurrentService => SelectedProvider == "Ollama" ? (ILlmService)_ollamaService : _lmStudioService;
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[ObservableProperty]
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[NotifyPropertyChangedFor(nameof(CurrentAddress))]
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private string _lmStudioAddress = "http://localhost:1234";
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[ObservableProperty]
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[NotifyPropertyChangedFor(nameof(CurrentAddress))]
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private string _ollamaAddress = "http://localhost:11434";
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public string CurrentAddress
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{
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get => SelectedProvider == "Ollama" ? OllamaAddress : LmStudioAddress;
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set
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{
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if (SelectedProvider == "Ollama") OllamaAddress = value;
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else LmStudioAddress = value;
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OnPropertyChanged(nameof(CurrentAddress));
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}
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}
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[ObservableProperty]
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private bool _isAddressVisible = false;
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[ObservableProperty]
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[NotifyPropertyChangedFor(nameof(CurrentAddress))]
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private string _selectedProvider = "LM Studio";
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public ObservableCollection<string> Providers { get; } = new() { "LM Studio", "Ollama" };
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[ObservableProperty]
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[NotifyPropertyChangedFor(nameof(CanGenerate))]
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private string? _selectedModel;
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public ObservableCollection<string> Models { get; } = new();
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[ObservableProperty]
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[NotifyPropertyChangedFor(nameof(IsNpcSelected))]
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[NotifyPropertyChangedFor(nameof(CanGenerate))]
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private string? _selectedCategory;
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public ObservableCollection<string> Categories { get; } = new() { "NPCs" };
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[ObservableProperty]
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private int _selectedLevel = 1;
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public ObservableCollection<int> Levels { get; } = new();
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[ObservableProperty]
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private string _selectedSystem = "pf2e";
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public ObservableCollection<string> Systems { get; } = new() { "pf2e", "sf2e" };
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[ObservableProperty]
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private string _name = string.Empty;
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[ObservableProperty]
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private string _description = string.Empty;
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public bool IsNpcSelected => SelectedCategory == "NPCs";
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public ObservableCollection<ImageItem> ImageItems { get; } = new();
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[ObservableProperty]
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private string _statusMessage = string.Empty;
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[ObservableProperty]
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private bool _isErrorVisible = false;
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[ObservableProperty]
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private string _errorText = string.Empty;
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[ObservableProperty]
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private bool _isGenerating = false;
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[ObservableProperty]
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private double _progress = 0.0;
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[ObservableProperty]
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private string _generatedNpcJson = string.Empty;
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[ObservableProperty]
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private string _temporaryNpcPath = string.Empty;
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// Holds the raw TOML prompts and retry prefix
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private Dictionary<string, (string question, string constraints)> _npcPrompts = new();
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private string _npcRetryPrefix = "";
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public MainWindowViewModel()
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{
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// Load saved preferences would go here if we had a settings service
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for (int i = -1; i <= 24; i++)
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{
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Levels.Add(i);
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}
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_ = StartModelRefreshLoop();
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}
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public bool CanGenerate => !IsGenerating && !string.IsNullOrEmpty(SelectedModel);
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partial void OnIsGeneratingChanged(bool value)
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{
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OnPropertyChanged(nameof(CanGenerate));
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}
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partial void OnSelectedProviderChanged(string value)
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{
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Models.Clear();
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SelectedModel = null;
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_ = RefreshModels();
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}
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[RelayCommand]
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private void ToggleAddress()
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{
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IsAddressVisible = !IsAddressVisible;
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}
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[RelayCommand]
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private async Task RefreshModels()
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{
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var models = await CurrentService.GetModelsAsync(CurrentAddress);
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Models.Clear();
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foreach (var m in models)
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{
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Models.Add(m);
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}
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if (models.Count > 0 && !models[0].StartsWith("Error"))
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{
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IsErrorVisible = false;
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if (SelectedModel == null || !Models.Contains(SelectedModel))
|
||||
{
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SelectedModel = Models.FirstOrDefault();
|
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}
|
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}
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else
|
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{
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ErrorText = models.FirstOrDefault() ?? $"Error connecting to {SelectedProvider}";
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IsErrorVisible = true;
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IsAddressVisible = true; // Auto-show on failure
|
||||
}
|
||||
}
|
||||
|
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[RelayCommand]
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private async Task Generate()
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{
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if (string.IsNullOrEmpty(SelectedModel))
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{
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StatusMessage = "Please select a model first.";
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return;
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}
|
||||
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IsGenerating = true;
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Progress = 0.0;
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GeneratedNpcJson = string.Empty;
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StatusMessage = "Starting NPC generation...";
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try
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{
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// Load the prompts from llmflow/npc.toml
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var cwd = Directory.GetCurrentDirectory();
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var tomlPath = Path.Combine(cwd, "llmflow", "npc.toml");
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_npcPrompts.Clear();
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_npcRetryPrefix = "";
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if (File.Exists(tomlPath))
|
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{
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var lines = await File.ReadAllLinesAsync(tomlPath);
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||||
string? current = null;
|
||||
foreach (var raw in lines)
|
||||
{
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var line = raw.Trim();
|
||||
if (string.IsNullOrEmpty(line) || line.StartsWith("#")) continue;
|
||||
if (line.StartsWith("[") && line.EndsWith("]"))
|
||||
{
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||||
current = line.Substring(1, line.Length - 2).Trim();
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||||
continue;
|
||||
}
|
||||
if (line.StartsWith("retry_prefix"))
|
||||
{
|
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var idx = line.IndexOf('=');
|
||||
if (idx >= 0) _npcRetryPrefix = line.Substring(idx + 1).Trim().Trim('"');
|
||||
continue;
|
||||
}
|
||||
if (current != null && line.Contains("= "))
|
||||
{
|
||||
var idx = line.IndexOf('=');
|
||||
var key = line.Substring(0, idx).Trim();
|
||||
var val = line.Substring(idx + 1).Trim().Trim('"');
|
||||
if (key == "question")
|
||||
{
|
||||
if (!_npcPrompts.ContainsKey(current)) _npcPrompts[current] = (val, string.Empty);
|
||||
else _npcPrompts[current] = (val, _npcPrompts[current].constraints);
|
||||
}
|
||||
else if (key == "constraints")
|
||||
{
|
||||
if (!_npcPrompts.ContainsKey(current)) _npcPrompts[current] = (string.Empty, val);
|
||||
else _npcPrompts[current] = (_npcPrompts[current].question, val);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Progress = 0.05;
|
||||
|
||||
// Ask LLM for tiers per-stat
|
||||
var statKeys = new[] { "ability_score_modifier", "perception_modifier", "skill_modifier", "ac", "saving_throw", "hp", "resistance_or_weakness", "strike_attack_bonus", "strike_damage_roll" };
|
||||
var responses = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase);
|
||||
int total = statKeys.Length;
|
||||
int done = 0;
|
||||
|
||||
foreach (var key in statKeys)
|
||||
{
|
||||
string questionTemplate = _npcPrompts.ContainsKey(key) ? _npcPrompts[key].question : null;
|
||||
string constraints = _npcPrompts.ContainsKey(key) ? _npcPrompts[key].constraints : string.Empty;
|
||||
if (string.IsNullOrWhiteSpace(questionTemplate))
|
||||
{
|
||||
// Fallback question
|
||||
questionTemplate = key switch
|
||||
{
|
||||
"ability_score_modifier" => "Based on the description, how would you rate ability scores for this character?",
|
||||
"perception_modifier" => "Based on the description, how would you rate perception for this character?",
|
||||
"skill_modifier" => "Based on the description, how would you rate skills for this character?",
|
||||
"ac" => "Based on the description, how would you rate the armor class (AC) for this character?",
|
||||
"saving_throw" => "Based on the description, how would you rate saving throws for this character?",
|
||||
"hp" => "Based on the description, how would you rate hit points for this character?",
|
||||
"resistance_or_weakness" => "Based on the description, does this character have notable resistances or weaknesses?",
|
||||
"strike_attack_bonus" => "Based on the description, how would you rate the strike attack bonus for this character?",
|
||||
"strike_damage_roll" => "Based on the description, what is the strike damage dice roll for this character?",
|
||||
_ => $"Based on the description, provide a value for {key}."
|
||||
};
|
||||
}
|
||||
|
||||
// Replace placeholders
|
||||
var prompt = questionTemplate.Replace("{level}", SelectedLevel.ToString()).Replace("{system}", SelectedSystem).Replace("{description}", Description ?? string.Empty).Replace("{name}", Name ?? string.Empty).Replace("{modifierTier}", "");
|
||||
string lastResponse = string.Empty;
|
||||
bool ok = false;
|
||||
string finalResp = string.Empty;
|
||||
for (int attempt = 1; attempt <= 3; attempt++)
|
||||
{
|
||||
StatusMessage = $"Asking LLM for {key} (attempt {attempt})...";
|
||||
var resp = await CurrentService.AskAsync(CurrentAddress, SelectedModel!, prompt, ImageItems.Select(i => i.Path).ToList());
|
||||
var trimmed = resp?.Trim() ?? string.Empty;
|
||||
|
||||
// If LLM returned an explicit Error: prefix, consider that a failure
|
||||
if (trimmed.StartsWith("Error:", StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
// feed back to next attempt
|
||||
prompt = _npcRetryPrefix + "\nPrevious error: " + trimmed + "\n" + prompt;
|
||||
lastResponse = trimmed;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Validate against constraints if available (simple check for listed words)
|
||||
if (!string.IsNullOrWhiteSpace(constraints))
|
||||
{
|
||||
var allowed = constraints.Trim();
|
||||
// extract words inside the constraint description (e.g., Respond with only a single word: Extreme, High, Moderate, or Low.)
|
||||
var optionsStart = allowed.IndexOf(":");
|
||||
List<string> options = new();
|
||||
if (optionsStart >= 0)
|
||||
{
|
||||
var after = allowed.Substring(optionsStart + 1);
|
||||
// split by commas and 'or'
|
||||
var parts = after.Split(new[] { ',', '\n' }, StringSplitOptions.RemoveEmptyEntries);
|
||||
foreach (var p in parts)
|
||||
{
|
||||
var t = p.Replace("or", "", StringComparison.OrdinalIgnoreCase).Trim();
|
||||
if (!string.IsNullOrEmpty(t)) options.Add(t.Trim().Trim('.'));
|
||||
}
|
||||
}
|
||||
|
||||
if (options.Count > 0)
|
||||
{
|
||||
// check if trimmed matches one of options
|
||||
if (options.Any(o => string.Equals(o, trimmed, StringComparison.OrdinalIgnoreCase)))
|
||||
{
|
||||
ok = true;
|
||||
finalResp = trimmed;
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
// try extracting first word
|
||||
var firstWord = trimmed.Split(new[] { ' ', '\t', '\r', '\n' }, StringSplitOptions.RemoveEmptyEntries).FirstOrDefault() ?? string.Empty;
|
||||
if (options.Any(o => string.Equals(o, firstWord, StringComparison.OrdinalIgnoreCase)))
|
||||
{
|
||||
ok = true;
|
||||
finalResp = firstWord;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// no options parsed, accept any non-empty response
|
||||
if (!string.IsNullOrWhiteSpace(trimmed)) { ok = true; finalResp = trimmed; break; }
|
||||
}
|
||||
|
||||
// not valid: prepare retry prompt
|
||||
prompt = _npcRetryPrefix + "\nPrevious response: " + trimmed + "\nPlease respond with the format required: " + constraints + "\n" + questionTemplate.Replace("{level}", SelectedLevel.ToString()).Replace("{system}", SelectedSystem);
|
||||
lastResponse = trimmed;
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!string.IsNullOrWhiteSpace(trimmed)) { ok = true; finalResp = trimmed; break; }
|
||||
prompt = _npcRetryPrefix + "\nPrevious response: " + trimmed + "\n" + prompt;
|
||||
lastResponse = trimmed;
|
||||
}
|
||||
}
|
||||
|
||||
if (!ok)
|
||||
{
|
||||
StatusMessage = $"LLM failed to provide valid response for {key} after 3 attempts. Last response: {lastResponse}";
|
||||
IsGenerating = false;
|
||||
return;
|
||||
}
|
||||
|
||||
responses[key] = finalResp;
|
||||
done++;
|
||||
Progress = 0.05 + 0.85 * ((double)done / total);
|
||||
}
|
||||
|
||||
// Finished LLM prompts
|
||||
Progress = 0.95;
|
||||
|
||||
// Load template JSON
|
||||
var templatePath = Path.Combine(cwd, "foundry_templates", "npc_template.json");
|
||||
if (!File.Exists(templatePath))
|
||||
{
|
||||
StatusMessage = $"Template not found at {templatePath}";
|
||||
IsGenerating = false;
|
||||
return;
|
||||
}
|
||||
|
||||
var templateText = await File.ReadAllTextAsync(templatePath);
|
||||
var node = JsonNode.Parse(templateText)!.AsObject();
|
||||
|
||||
// Fill basic fields
|
||||
node["name"] = string.IsNullOrWhiteSpace(Name) ? "NPC" : Name;
|
||||
node["img"] = node["img"] ?? "systems/pf2e/icons/default-icons/npc.svg";
|
||||
|
||||
// system defaults
|
||||
var systemNode = node["system"] as JsonObject ?? new JsonObject();
|
||||
node["system"] = systemNode;
|
||||
|
||||
// Set description/blurb and level
|
||||
if (!systemNode.TryGetPropertyValue("details", out var detailsNode) || detailsNode is null)
|
||||
{
|
||||
detailsNode = new JsonObject();
|
||||
systemNode["details"] = detailsNode;
|
||||
}
|
||||
var details = detailsNode.AsObject();
|
||||
details["blurb"] = Description ?? string.Empty;
|
||||
if (!details.TryGetPropertyValue("level", out var levelNode) || levelNode is null)
|
||||
{
|
||||
details["level"] = new JsonObject();
|
||||
}
|
||||
details["level"].AsObject()["value"] = SelectedLevel;
|
||||
|
||||
string gameSystem = SelectedSystem ?? "pf2e";
|
||||
|
||||
// Map tiers (normalize)
|
||||
string GetTier(string key)
|
||||
{
|
||||
if (!responses.TryGetValue(key, out var r)) return "moderate";
|
||||
var t = r.Trim().ToLowerInvariant();
|
||||
if (t.StartsWith("extreme")) return "extreme";
|
||||
if (t.StartsWith("high")) return "high";
|
||||
if (t.StartsWith("moderate")) return "moderate";
|
||||
if (t.StartsWith("low")) return "low";
|
||||
if (t.StartsWith("terrible")) return "terrible";
|
||||
if (t.StartsWith("yes")) return "yes";
|
||||
if (t.StartsWith("no")) return "no";
|
||||
return t;
|
||||
}
|
||||
|
||||
var abilityTier = GetTier("ability_score_modifier");
|
||||
var perceptionTier = GetTier("perception_modifier");
|
||||
var skillTier = GetTier("skill_modifier");
|
||||
var acTier = GetTier("ac");
|
||||
var savingTier = GetTier("saving_throw");
|
||||
var hpTier = GetTier("hp");
|
||||
|
||||
var abilities = new JsonObject();
|
||||
string[] abilityNames = new[] { "str", "dex", "con", "int", "wis", "cha" };
|
||||
foreach (var ab in abilityNames)
|
||||
{
|
||||
var modRes = NpcConverter.AbilityScoreModifier(SelectedLevel, abilityTier, gameSystem);
|
||||
abilities[ab] = new JsonObject { ["mod"] = modRes.IsSuccess ? modRes.Value : 0 };
|
||||
}
|
||||
systemNode["abilities"] = abilities;
|
||||
|
||||
// Perception
|
||||
var percRes = NpcConverter.PerceptionModifier(SelectedLevel, perceptionTier, gameSystem);
|
||||
systemNode["perception"] = new JsonObject { ["mod"] = percRes.IsSuccess ? percRes.Value : 0, ["details"] = string.Empty };
|
||||
|
||||
// Saves
|
||||
var fort = NpcConverter.SavingThrow(SelectedLevel, savingTier, gameSystem);
|
||||
var reflex = NpcConverter.SavingThrow(SelectedLevel, savingTier, gameSystem);
|
||||
var will = NpcConverter.SavingThrow(SelectedLevel, savingTier, gameSystem);
|
||||
systemNode["saves"] = new JsonObject
|
||||
{
|
||||
["fortitude"] = new JsonObject { ["value"] = fort.IsSuccess ? fort.Value : 0, ["saveDetail"] = string.Empty },
|
||||
["reflex"] = new JsonObject { ["value"] = reflex.IsSuccess ? reflex.Value : 0, ["saveDetail"] = string.Empty },
|
||||
["will"] = new JsonObject { ["value"] = will.IsSuccess ? will.Value : 0, ["saveDetail"] = string.Empty }
|
||||
};
|
||||
|
||||
// AC
|
||||
var acRes = NpcConverter.Ac(SelectedLevel, acTier, gameSystem);
|
||||
if (!systemNode.TryGetPropertyValue("attributes", out var attributesNode) || attributesNode is null)
|
||||
{
|
||||
attributesNode = new JsonObject();
|
||||
systemNode["attributes"] = attributesNode;
|
||||
}
|
||||
var attributes = attributesNode.AsObject();
|
||||
attributes["ac"] = new JsonObject { ["value"] = acRes.IsSuccess ? acRes.Value : 10, ["details"] = string.Empty };
|
||||
|
||||
// HP
|
||||
var hpRes = NpcConverter.Hp(SelectedLevel, hpTier, gameSystem);
|
||||
attributes["hp"] = new JsonObject { ["value"] = hpRes.IsSuccess ? hpRes.Value : 10, ["temp"] = 0, ["max"] = hpRes.IsSuccess ? hpRes.Value : 10, ["details"] = string.Empty };
|
||||
|
||||
// Skills: populate common PF2e skills using skillTier
|
||||
var skillsNode = new JsonObject();
|
||||
var skillList = new[] { "acrobatics", "arcana", "athletics", "crafting", "deception", "diplomacy", "intimidation", "lore", "medicine", "nature", "occultism", "performance", "religion", "society", "stealth", "survival", "thievery" };
|
||||
foreach (var sk in skillList)
|
||||
{
|
||||
var skRes = NpcConverter.SkillModifier(SelectedLevel, skillTier, gameSystem);
|
||||
skillsNode[sk] = new JsonObject { ["value"] = skRes.IsSuccess ? skRes.Value : 0 };
|
||||
}
|
||||
systemNode["skills"] = skillsNode;
|
||||
|
||||
// Items: create a basic Strike item using strike attack bonus and damage from LLM response tiers
|
||||
var items = new JsonArray();
|
||||
var strikeTier = GetTier("strike_attack_bonus");
|
||||
var strikeAttack = NpcConverter.StrikeAttackBonus(SelectedLevel, strikeTier, gameSystem);
|
||||
var strikeDamage = NpcConverter.StrikeDamageRoll(SelectedLevel, strikeTier, gameSystem);
|
||||
var strikeAvgRes = NpcConverter.StrikeDamageAverage(SelectedLevel, strikeTier, gameSystem);
|
||||
|
||||
if (strikeAttack.IsSuccess || strikeDamage.IsSuccess)
|
||||
{
|
||||
var itemObj = new JsonObject
|
||||
{
|
||||
["name"] = "Strike",
|
||||
["type"] = "weapon",
|
||||
["system"] = new JsonObject
|
||||
{
|
||||
["attack"] = new JsonObject { ["value"] = strikeAttack.IsSuccess ? strikeAttack.Value : 0 },
|
||||
["damage"] = new JsonObject { ["dice"] = strikeDamage.IsSuccess ? strikeDamage.Value : string.Empty, ["average"] = strikeAvgRes.IsSuccess ? strikeAvgRes.Value : 0 }
|
||||
}
|
||||
};
|
||||
items.Add(itemObj);
|
||||
}
|
||||
|
||||
node["items"] = items;
|
||||
|
||||
// Finalize JSON text
|
||||
GeneratedNpcJson = node.ToJsonString(new JsonSerializerOptions { WriteIndented = true });
|
||||
|
||||
// Save to a temporary file while generating
|
||||
var tempDir = Path.Combine(Path.GetTempPath(), "Finder2eFoundryConverter");
|
||||
if (!Directory.Exists(tempDir)) Directory.CreateDirectory(tempDir);
|
||||
var safeName = string.IsNullOrWhiteSpace(Name) ? "npc" : string.Concat(Name.Select(ch => Path.GetInvalidFileNameChars().Contains(ch) ? '_' : ch));
|
||||
var tempPath = Path.Combine(tempDir, $"{safeName}_{DateTime.Now:yyyyMMddHHmmss}.json");
|
||||
await File.WriteAllTextAsync(tempPath, GeneratedNpcJson);
|
||||
TemporaryNpcPath = tempPath;
|
||||
|
||||
StatusMessage = $"NPC generated and saved to temporary path: {tempPath}";
|
||||
Progress = 1.0;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
StatusMessage = $"Error generating NPC: {ex.Message}";
|
||||
}
|
||||
finally
|
||||
{
|
||||
IsGenerating = false;
|
||||
}
|
||||
}
|
||||
|
||||
[RelayCommand]
|
||||
private void AddImagePath(string path)
|
||||
{
|
||||
if (!string.IsNullOrWhiteSpace(path) && File.Exists(path))
|
||||
{
|
||||
if (ImageItems.Any(i => i.Path == path)) return;
|
||||
|
||||
try
|
||||
{
|
||||
// Load thumbnail
|
||||
using var stream = File.OpenRead(path);
|
||||
var bitmap = new Bitmap(stream);
|
||||
// We could resize it here for efficiency if needed, but for now let's just use it
|
||||
ImageItems.Add(new ImageItem { Path = path, Thumbnail = bitmap });
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
StatusMessage = $"Error loading image: {ex.Message}";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[RelayCommand]
|
||||
private void RemoveImage(ImageItem item)
|
||||
{
|
||||
ImageItems.Remove(item);
|
||||
}
|
||||
|
||||
private async Task StartModelRefreshLoop()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
await RefreshModels();
|
||||
await Task.Delay(IsErrorVisible ? 3000 : 10000);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user