added basic flow and prompting
This commit is contained in:
@@ -8,5 +8,7 @@ namespace finder2e_foundry_converter.Services
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{
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{
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Task<List<string>> GetModelsAsync(string baseUrl);
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Task<List<string>> GetModelsAsync(string baseUrl);
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Task<string> GenerateResponseAsync(string baseUrl, string model, string text, List<string> imagePaths);
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Task<string> GenerateResponseAsync(string baseUrl, string model, string text, List<string> imagePaths);
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// Ask a single prompt and return assistant's textual response (no streaming)
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Task<string> AskAsync(string baseUrl, string model, string prompt, List<string> imagePaths);
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}
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}
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}
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}
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@@ -93,6 +93,42 @@ namespace finder2e_foundry_converter.Services
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}
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}
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}
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}
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public async Task<string> AskAsync(string baseUrl, string model, string prompt, List<string> imagePaths)
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{
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// LM Studio expects messages content; reuse the same structure but with a simple text message
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try
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{
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var requestBody = new
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{
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model = model,
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messages = new[]
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{
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new { role = "user", content = new[] { new { type = "text", text = prompt } } }
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}
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};
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var response = await _httpClient.PostAsJsonAsync($"{baseUrl.TrimEnd('/')}/v1/chat/completions", requestBody);
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var body = await response.Content.ReadAsStringAsync();
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using var doc = JsonDocument.Parse(body);
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if (doc.RootElement.TryGetProperty("error", out var error))
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{
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return $"Error: {error.GetProperty("message").GetString()}";
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}
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if (doc.RootElement.TryGetProperty("choices", out var choices) && choices.GetArrayLength() > 0)
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{
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return choices[0].GetProperty("message").GetProperty("content").GetString() ?? "No content returned";
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}
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return "No response choices returned.";
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}
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catch (Exception ex)
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{
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return $"Error: {ex.Message}";
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}
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}
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private class ModelsResponse
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private class ModelsResponse
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{
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{
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[JsonPropertyName("data")]
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[JsonPropertyName("data")]
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@@ -72,6 +72,12 @@ namespace finder2e_foundry_converter.Services
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}
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}
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}
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}
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public async Task<string> AskAsync(string baseUrl, string model, string prompt, List<string> imagePaths)
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{
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// Reuse GenerateResponseAsync semantics for single-shot prompts
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return await GenerateResponseAsync(baseUrl, model, prompt, imagePaths);
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}
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private class OllamaModelsResponse
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private class OllamaModelsResponse
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{
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{
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[JsonPropertyName("models")]
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[JsonPropertyName("models")]
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@@ -1,6 +1,7 @@
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using System;
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using System;
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using System.Collections.ObjectModel;
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using System.Collections.ObjectModel;
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using System.IO;
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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.Linq;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using System.Windows.Input;
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using System.Windows.Input;
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@@ -51,12 +52,14 @@ namespace finder2e_foundry_converter.ViewModels
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public ObservableCollection<string> Providers { get; } = new() { "LM Studio", "Ollama" };
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public ObservableCollection<string> Providers { get; } = new() { "LM Studio", "Ollama" };
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[ObservableProperty]
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[ObservableProperty]
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[NotifyPropertyChangedFor(nameof(CanGenerate))]
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private string? _selectedModel;
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private string? _selectedModel;
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public ObservableCollection<string> Models { get; } = new();
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public ObservableCollection<string> Models { get; } = new();
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[ObservableProperty]
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[ObservableProperty]
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[NotifyPropertyChangedFor(nameof(IsNpcSelected))]
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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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private string? _selectedCategory;
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public ObservableCollection<string> Categories { get; } = new() { "NPCs" };
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public ObservableCollection<string> Categories { get; } = new() { "NPCs" };
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@@ -66,6 +69,11 @@ namespace finder2e_foundry_converter.ViewModels
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public ObservableCollection<int> Levels { get; } = new();
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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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[ObservableProperty]
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private string _name = string.Empty;
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private string _name = string.Empty;
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@@ -85,6 +93,22 @@ namespace finder2e_foundry_converter.ViewModels
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[ObservableProperty]
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[ObservableProperty]
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private string _errorText = string.Empty;
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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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public MainWindowViewModel()
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{
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{
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// Load saved preferences would go here if we had a settings service
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// Load saved preferences would go here if we had a settings service
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@@ -95,6 +119,12 @@ namespace finder2e_foundry_converter.ViewModels
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_ = StartModelRefreshLoop();
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_ = StartModelRefreshLoop();
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}
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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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partial void OnSelectedProviderChanged(string value)
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{
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{
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Models.Clear();
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Models.Clear();
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@@ -135,32 +165,196 @@ namespace finder2e_foundry_converter.ViewModels
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}
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}
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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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[RelayCommand]
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private async Task Generate()
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private async Task Generate()
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{
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{
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// Minimal validation
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if (string.IsNullOrEmpty(SelectedModel))
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if (string.IsNullOrEmpty(SelectedModel))
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{
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{
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StatusMessage = "Please select a model first.";
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StatusMessage = "Please select a model first.";
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return;
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return;
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}
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}
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StatusMessage = "Generating NPC from template...";
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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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try
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{
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{
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// Load template JSON
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// Load the prompts from llmflow/npc.toml
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var cwd = Directory.GetCurrentDirectory();
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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;
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foreach (var raw in lines)
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{
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var line = raw.Trim();
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if (string.IsNullOrEmpty(line) || line.StartsWith("#")) continue;
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if (line.StartsWith("[") && line.EndsWith("]"))
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{
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current = line.Substring(1, line.Length - 2).Trim();
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continue;
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}
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if (line.StartsWith("retry_prefix"))
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{
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var idx = line.IndexOf('=');
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if (idx >= 0) _npcRetryPrefix = line.Substring(idx + 1).Trim().Trim('"');
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continue;
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}
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if (current != null && line.Contains("= "))
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{
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var idx = line.IndexOf('=');
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var key = line.Substring(0, idx).Trim();
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var val = line.Substring(idx + 1).Trim().Trim('"');
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if (key == "question")
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{
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if (!_npcPrompts.ContainsKey(current)) _npcPrompts[current] = (val, string.Empty);
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else _npcPrompts[current] = (val, _npcPrompts[current].constraints);
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}
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else if (key == "constraints")
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{
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if (!_npcPrompts.ContainsKey(current)) _npcPrompts[current] = (string.Empty, val);
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else _npcPrompts[current] = (_npcPrompts[current].question, val);
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}
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}
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}
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}
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Progress = 0.05;
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// Ask LLM for tiers per-stat
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var statKeys = new[] { "ability_score_modifier", "perception_modifier", "skill_modifier", "ac", "saving_throw", "hp", "resistance_or_weakness", "strike_attack_bonus", "strike_damage_roll" };
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var responses = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase);
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int total = statKeys.Length;
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int done = 0;
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foreach (var key in statKeys)
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{
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string questionTemplate = _npcPrompts.ContainsKey(key) ? _npcPrompts[key].question : null;
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string constraints = _npcPrompts.ContainsKey(key) ? _npcPrompts[key].constraints : string.Empty;
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if (string.IsNullOrWhiteSpace(questionTemplate))
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{
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// Fallback question
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questionTemplate = key switch
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{
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"ability_score_modifier" => "Based on the description, how would you rate ability scores for this character?",
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"perception_modifier" => "Based on the description, how would you rate perception for this character?",
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"skill_modifier" => "Based on the description, how would you rate skills for this character?",
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"ac" => "Based on the description, how would you rate the armor class (AC) for this character?",
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"saving_throw" => "Based on the description, how would you rate saving throws for this character?",
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"hp" => "Based on the description, how would you rate hit points for this character?",
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"resistance_or_weakness" => "Based on the description, does this character have notable resistances or weaknesses?",
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"strike_attack_bonus" => "Based on the description, how would you rate the strike attack bonus for this character?",
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"strike_damage_roll" => "Based on the description, what is the strike damage dice roll for this character?",
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_ => $"Based on the description, provide a value for {key}."
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};
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}
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// Replace placeholders
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var prompt = questionTemplate.Replace("{level}", SelectedLevel.ToString()).Replace("{system}", SelectedSystem).Replace("{description}", Description ?? string.Empty).Replace("{name}", Name ?? string.Empty).Replace("{modifierTier}", "");
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string lastResponse = string.Empty;
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bool ok = false;
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string finalResp = string.Empty;
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for (int attempt = 1; attempt <= 3; attempt++)
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{
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StatusMessage = $"Asking LLM for {key} (attempt {attempt})...";
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var resp = await CurrentService.AskAsync(CurrentAddress, SelectedModel!, prompt, ImageItems.Select(i => i.Path).ToList());
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var trimmed = resp?.Trim() ?? string.Empty;
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// If LLM returned an explicit Error: prefix, consider that a failure
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if (trimmed.StartsWith("Error:", StringComparison.OrdinalIgnoreCase))
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{
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// feed back to next attempt
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prompt = _npcRetryPrefix + "\nPrevious error: " + trimmed + "\n" + prompt;
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lastResponse = trimmed;
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continue;
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}
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// Validate against constraints if available (simple check for listed words)
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if (!string.IsNullOrWhiteSpace(constraints))
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{
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var allowed = constraints.Trim();
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// extract words inside the constraint description (e.g., Respond with only a single word: Extreme, High, Moderate, or Low.)
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var optionsStart = allowed.IndexOf(":");
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List<string> options = new();
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if (optionsStart >= 0)
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{
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var after = allowed.Substring(optionsStart + 1);
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// split by commas and 'or'
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var parts = after.Split(new[] { ',', '\n' }, StringSplitOptions.RemoveEmptyEntries);
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foreach (var p in parts)
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{
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var t = p.Replace("or", "", StringComparison.OrdinalIgnoreCase).Trim();
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if (!string.IsNullOrEmpty(t)) options.Add(t.Trim().Trim('.'));
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}
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}
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if (options.Count > 0)
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{
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// check if trimmed matches one of options
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if (options.Any(o => string.Equals(o, trimmed, StringComparison.OrdinalIgnoreCase)))
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{
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ok = true;
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finalResp = trimmed;
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break;
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}
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else
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{
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// try extracting first word
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var firstWord = trimmed.Split(new[] { ' ', '\t', '\r', '\n' }, StringSplitOptions.RemoveEmptyEntries).FirstOrDefault() ?? string.Empty;
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if (options.Any(o => string.Equals(o, firstWord, StringComparison.OrdinalIgnoreCase)))
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{
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ok = true;
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finalResp = firstWord;
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break;
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}
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}
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}
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else
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{
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// no options parsed, accept any non-empty response
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if (!string.IsNullOrWhiteSpace(trimmed)) { ok = true; finalResp = trimmed; break; }
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}
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// not valid: prepare retry prompt
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prompt = _npcRetryPrefix + "\nPrevious response: " + trimmed + "\nPlease respond with the format required: " + constraints + "\n" + questionTemplate.Replace("{level}", SelectedLevel.ToString()).Replace("{system}", SelectedSystem);
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lastResponse = trimmed;
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continue;
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}
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else
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{
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if (!string.IsNullOrWhiteSpace(trimmed)) { ok = true; finalResp = trimmed; break; }
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prompt = _npcRetryPrefix + "\nPrevious response: " + trimmed + "\n" + prompt;
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lastResponse = trimmed;
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}
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}
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if (!ok)
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{
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StatusMessage = $"LLM failed to provide valid response for {key} after 3 attempts. Last response: {lastResponse}";
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IsGenerating = false;
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return;
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}
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responses[key] = finalResp;
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done++;
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Progress = 0.05 + 0.85 * ((double)done / total);
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}
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// Finished LLM prompts
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Progress = 0.95;
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// Load template JSON
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var templatePath = Path.Combine(cwd, "foundry_templates", "npc_template.json");
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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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if (!File.Exists(templatePath))
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{
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{
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StatusMessage = $"Template not found at {templatePath}";
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StatusMessage = $"Template not found at {templatePath}";
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IsGenerating = false;
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return;
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return;
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}
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}
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|
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@@ -189,15 +383,29 @@ namespace finder2e_foundry_converter.ViewModels
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}
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}
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details["level"].AsObject()["value"] = SelectedLevel;
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details["level"].AsObject()["value"] = SelectedLevel;
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|
|
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// Default to pf2e for now
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string gameSystem = SelectedSystem ?? "pf2e";
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string gameSystem = "pf2e";
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|
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|
|
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// Compute numeric stats using NpcConverter helper functions with conservative tiers
|
// Map tiers (normalize)
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var abilityTier = "moderate";
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string GetTier(string key)
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var perceptionTier = "moderate";
|
{
|
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var acTier = "moderate";
|
if (!responses.TryGetValue(key, out var r)) return "moderate";
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var savingTier = "moderate";
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var t = r.Trim().ToLowerInvariant();
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var hpTier = "moderate";
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if (t.StartsWith("extreme")) return "extreme";
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|
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();
|
var abilities = new JsonObject();
|
||||||
string[] abilityNames = new[] { "str", "dex", "con", "int", "wis", "cha" };
|
string[] abilityNames = new[] { "str", "dex", "con", "int", "wis", "cha" };
|
||||||
@@ -237,8 +445,39 @@ namespace finder2e_foundry_converter.ViewModels
|
|||||||
var hpRes = NpcConverter.Hp(SelectedLevel, hpTier, gameSystem);
|
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 };
|
attributes["hp"] = new JsonObject { ["value"] = hpRes.IsSuccess ? hpRes.Value : 10, ["temp"] = 0, ["max"] = hpRes.IsSuccess ? hpRes.Value : 10, ["details"] = string.Empty };
|
||||||
|
|
||||||
// Skills (leave empty for now)
|
// Skills: populate common PF2e skills using skillTier
|
||||||
systemNode["skills"] = new JsonObject();
|
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
|
// Finalize JSON text
|
||||||
GeneratedNpcJson = node.ToJsonString(new JsonSerializerOptions { WriteIndented = true });
|
GeneratedNpcJson = node.ToJsonString(new JsonSerializerOptions { WriteIndented = true });
|
||||||
@@ -252,11 +491,16 @@ namespace finder2e_foundry_converter.ViewModels
|
|||||||
TemporaryNpcPath = tempPath;
|
TemporaryNpcPath = tempPath;
|
||||||
|
|
||||||
StatusMessage = $"NPC generated and saved to temporary path: {tempPath}";
|
StatusMessage = $"NPC generated and saved to temporary path: {tempPath}";
|
||||||
|
Progress = 1.0;
|
||||||
}
|
}
|
||||||
catch (Exception ex)
|
catch (Exception ex)
|
||||||
{
|
{
|
||||||
StatusMessage = $"Error generating NPC: {ex.Message}";
|
StatusMessage = $"Error generating NPC: {ex.Message}";
|
||||||
}
|
}
|
||||||
|
finally
|
||||||
|
{
|
||||||
|
IsGenerating = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
[RelayCommand]
|
[RelayCommand]
|
||||||
|
|||||||
@@ -57,13 +57,19 @@
|
|||||||
ItemsSource="{Binding Levels}"
|
ItemsSource="{Binding Levels}"
|
||||||
SelectedItem="{Binding SelectedLevel}"/>
|
SelectedItem="{Binding SelectedLevel}"/>
|
||||||
|
|
||||||
|
<Label Content="System:"/>
|
||||||
|
<ComboBox HorizontalAlignment="Stretch"
|
||||||
|
ItemsSource="{Binding Systems}"
|
||||||
|
SelectedItem="{Binding SelectedSystem}"/>
|
||||||
|
|
||||||
<Label Content="Description:"/>
|
<Label Content="Description:"/>
|
||||||
<TextBox Text="{Binding Description}" AcceptsReturn="True" Height="100" PlaceholderText="Enter description here..."/>
|
<TextBox Text="{Binding Description}" AcceptsReturn="True" Height="100" PlaceholderText="Enter description here..."/>
|
||||||
</StackPanel>
|
</StackPanel>
|
||||||
|
|
||||||
<Button Content="Generate" HorizontalAlignment="Stretch" HorizontalContentAlignment="Center"
|
<Button Content="Generate" HorizontalAlignment="Stretch" HorizontalContentAlignment="Center"
|
||||||
Command="{Binding GenerateCommand}" FontWeight="Bold"/>
|
Command="{Binding GenerateCommand}" FontWeight="Bold" IsEnabled="{Binding CanGenerate}"/>
|
||||||
|
|
||||||
|
<ProgressBar Minimum="0" Maximum="1" Value="{Binding Progress}" IsVisible="{Binding IsGenerating}" Height="10"/>
|
||||||
<TextBlock Text="{Binding StatusMessage}" TextWrapping="Wrap" Margin="0,10,0,0"/>
|
<TextBlock Text="{Binding StatusMessage}" TextWrapping="Wrap" Margin="0,10,0,0"/>
|
||||||
|
|
||||||
<StackPanel Spacing="5" Margin="0,10,0,0" IsVisible="{Binding IsNpcSelected}">
|
<StackPanel Spacing="5" Margin="0,10,0,0" IsVisible="{Binding IsNpcSelected}">
|
||||||
|
|||||||
Reference in New Issue
Block a user