feat: make built-in presets editable with restore-to-default

Add ability to edit built-in presets (Default, Roleplay, Creative Writing,
Assistant) while preserving original defaults:

- Built-in presets are now fully editable (system additions, author's note,
  instruction blocks)
- Modifications are saved as overrides in ~/.config/claudia/presets/
- "Modified" badge appears when built-in preset has been customized
- "Restore to Default" button removes overrides and restores originals
- Backend commands: is_builtin_preset_modified, restore_builtin_preset
- All instruction blocks support expand/collapse and drag-and-drop reordering

Also update ROADMAP.md to reflect completed features:
- World Info/Lorebook System 
- Author's Note 
- User Personas 
- Regex Scripts 
- Chat History Import/Export 

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-10-16 13:19:43 -07:00
parent cdb7baa197
commit 828475ae4f
4 changed files with 1548 additions and 138 deletions

View File

@@ -7,6 +7,8 @@ use futures::StreamExt;
use tauri::Emitter;
use base64::Engine;
use regex::Regex;
use std::sync::{Mutex, OnceLock};
use std::collections::HashMap;
#[derive(Debug, Clone, Serialize, Deserialize)]
struct ApiConfig {
@@ -257,7 +259,7 @@ struct WorldInfoEntry {
use_regex: bool, // Use regex matching instead of literal string matching
}
// Roleplay Settings (Author's Note, Persona, World Info)
// Roleplay Settings (Author's Note, Persona, World Info, Prompt Presets)
#[derive(Debug, Clone, Serialize, Deserialize)]
struct RoleplaySettings {
#[serde(default)]
@@ -276,6 +278,10 @@ struct RoleplaySettings {
world_info: Vec<WorldInfoEntry>,
#[serde(default = "default_scan_depth")]
scan_depth: usize, // Scan last N messages for keywords (default 20)
#[serde(default = "default_recursion_depth")]
recursion_depth: usize, // Max depth for recursive World Info activation (default 3)
#[serde(default)]
active_preset_id: Option<String>, // Selected prompt preset for this character
}
fn default_authors_note_depth() -> usize {
@@ -286,6 +292,10 @@ fn default_scan_depth() -> usize {
20
}
fn default_recursion_depth() -> usize {
3
}
impl Default for RoleplaySettings {
fn default() -> Self {
Self {
@@ -297,10 +307,176 @@ impl Default for RoleplaySettings {
persona_enabled: false,
world_info: Vec::new(),
scan_depth: default_scan_depth(),
recursion_depth: default_recursion_depth(),
active_preset_id: None, // No preset selected by default
}
}
}
// Prompt Preset System (Simplified MVP)
#[derive(Debug, Clone, Serialize, Deserialize)]
struct InstructionBlock {
id: String,
name: String,
content: String,
enabled: bool,
#[serde(default)]
order: i32, // Lower = earlier in context
}
#[derive(Debug, Clone, Serialize, Deserialize)]
struct FormatHints {
#[serde(default = "default_wi_format")]
wi_format: String, // e.g., "{0}" or "[WorldInfo: {0}]"
#[serde(default = "default_scenario_format")]
scenario_format: String, // e.g., "{{scenario}}"
#[serde(default = "default_personality_format")]
personality_format: String, // e.g., "[{{char}}'s personality: {{personality}}]"
}
fn default_wi_format() -> String {
"{0}".to_string()
}
fn default_scenario_format() -> String {
"{{scenario}}".to_string()
}
fn default_personality_format() -> String {
"[{{char}}'s personality: {{personality}}]".to_string()
}
impl Default for FormatHints {
fn default() -> Self {
Self {
wi_format: default_wi_format(),
scenario_format: default_scenario_format(),
personality_format: default_personality_format(),
}
}
}
#[derive(Debug, Clone, Serialize, Deserialize)]
struct PromptPreset {
id: String,
name: String,
description: String,
#[serde(default)]
system_additions: String, // Added to character system_prompt
#[serde(default)]
authors_note_default: String, // Default Author's Note content
#[serde(default)]
instructions: Vec<InstructionBlock>,
#[serde(default)]
format_hints: FormatHints,
}
// Simplified info for listing presets
#[derive(Debug, Clone, Serialize, Deserialize)]
struct PresetInfo {
id: String,
name: String,
description: String,
}
// Create built-in presets
fn create_default_preset() -> PromptPreset {
PromptPreset {
id: "default".to_string(),
name: "Default".to_string(),
description: "Minimal instructions for general use".to_string(),
system_additions: String::new(),
authors_note_default: String::new(),
instructions: vec![],
format_hints: FormatHints::default(),
}
}
fn create_roleplay_preset() -> PromptPreset {
PromptPreset {
id: "roleplay".to_string(),
name: "Roleplay".to_string(),
description: "Optimized for immersive character roleplay".to_string(),
system_additions: "\n\n[Roleplay Guidelines:\n- Stay in character at all times\n- Use vivid, descriptive language\n- Show, don't tell - express emotions through actions and dialogue\n- Maintain consistent characterization\n- Respond dynamically to {{user}}'s actions]".to_string(),
authors_note_default: "[Write detailed, immersive responses focusing on {{char}}'s perspective. Include their thoughts, feelings, and physical reactions.]".to_string(),
instructions: vec![
InstructionBlock {
id: Uuid::new_v4().to_string(),
name: "Immersion".to_string(),
content: "[Focus on sensory details and environmental descriptions to create immersion]".to_string(),
enabled: true,
order: 1,
},
InstructionBlock {
id: Uuid::new_v4().to_string(),
name: "Character Voice".to_string(),
content: "[Maintain {{char}}'s unique voice, speech patterns, and personality traits]".to_string(),
enabled: true,
order: 2,
},
],
format_hints: FormatHints::default(),
}
}
fn create_creative_writing_preset() -> PromptPreset {
PromptPreset {
id: "creative-writing".to_string(),
name: "Creative Writing".to_string(),
description: "For collaborative storytelling and narrative co-writing".to_string(),
system_additions: "\n\n[Creative Writing Mode:\n- Focus on narrative flow and story progression\n- Use varied sentence structure and literary devices\n- Balance description, dialogue, and action\n- Build tension and pacing appropriately\n- Maintain consistent tone and style]".to_string(),
authors_note_default: "[Continue the narrative with engaging prose. Advance the plot while maintaining character development.]".to_string(),
instructions: vec![
InstructionBlock {
id: Uuid::new_v4().to_string(),
name: "Narrative Style".to_string(),
content: "[Write in a literary style with attention to prose quality and storytelling craft]".to_string(),
enabled: true,
order: 1,
},
InstructionBlock {
id: Uuid::new_v4().to_string(),
name: "Story Structure".to_string(),
content: "[Consider story beats, conflict, and resolution. Build towards meaningful moments]".to_string(),
enabled: true,
order: 2,
},
],
format_hints: FormatHints::default(),
}
}
fn create_assistant_preset() -> PromptPreset {
PromptPreset {
id: "assistant".to_string(),
name: "Assistant".to_string(),
description: "Traditional AI assistant behavior for practical tasks".to_string(),
system_additions: "\n\n[Assistant Guidelines:\n- Provide clear, helpful, and accurate information\n- Be concise but thorough\n- Use formatting (lists, bold, etc.) when it improves clarity\n- Ask clarifying questions when needed\n- Maintain a professional yet friendly tone]".to_string(),
authors_note_default: "[Focus on being helpful, informative, and user-friendly]".to_string(),
instructions: vec![
InstructionBlock {
id: Uuid::new_v4().to_string(),
name: "Clarity".to_string(),
content: "[Organize information logically and use examples when helpful]".to_string(),
enabled: true,
order: 1,
},
],
format_hints: FormatHints::default(),
}
}
fn get_builtin_presets() -> Vec<PromptPreset> {
vec![
create_default_preset(),
create_roleplay_preset(),
create_creative_writing_preset(),
create_assistant_preset(),
]
}
#[derive(Debug, Clone, Serialize, Deserialize)]
struct ChatHistory {
messages: Vec<Message>,
@@ -414,6 +590,129 @@ fn save_roleplay_settings(character_id: &str, settings: &RoleplaySettings) -> Re
Ok(())
}
// Prompt Preset Path and Loading Functions
// Preset cache to avoid disk I/O on every message
static PRESET_CACHE: OnceLock<Mutex<HashMap<String, PromptPreset>>> = OnceLock::new();
fn get_preset_cache() -> &'static Mutex<HashMap<String, PromptPreset>> {
PRESET_CACHE.get_or_init(|| Mutex::new(HashMap::new()))
}
#[allow(dead_code)]
fn clear_preset_cache() {
if let Ok(mut cache) = get_preset_cache().lock() {
cache.clear();
}
}
fn get_presets_dir() -> PathBuf {
let home = std::env::var("HOME").unwrap_or_else(|_| "/tmp".to_string());
PathBuf::from(home).join(".config/claudia/presets")
}
fn get_preset_path(preset_id: &str) -> PathBuf {
get_presets_dir().join(format!("{}.json", preset_id))
}
fn load_preset(preset_id: &str) -> Option<PromptPreset> {
// Check cache first
if let Ok(cache) = get_preset_cache().lock() {
if let Some(preset) = cache.get(preset_id) {
return Some(preset.clone());
}
}
// First check if it's a built-in preset
let builtin_presets = get_builtin_presets();
if let Some(preset) = builtin_presets.iter().find(|p| p.id == preset_id) {
// Cache built-in preset
if let Ok(mut cache) = get_preset_cache().lock() {
cache.insert(preset_id.to_string(), preset.clone());
}
return Some(preset.clone());
}
// Then check user presets directory
let path = get_preset_path(preset_id);
match fs::read_to_string(&path) {
Ok(contents) => {
match serde_json::from_str::<PromptPreset>(&contents) {
Ok(preset) => {
// Cache successfully loaded preset
if let Ok(mut cache) = get_preset_cache().lock() {
cache.insert(preset_id.to_string(), preset.clone());
}
Some(preset)
}
Err(e) => {
eprintln!("Failed to parse preset '{}': {}", preset_id, e);
None
}
}
}
Err(e) => {
eprintln!("Failed to load preset '{}' from {:?}: {}", preset_id, path, e);
None
}
}
}
fn save_preset(preset: &PromptPreset) -> Result<(), String> {
let dir = get_presets_dir();
fs::create_dir_all(&dir).map_err(|e| e.to_string())?;
let path = get_preset_path(&preset.id);
let contents = serde_json::to_string_pretty(preset).map_err(|e| e.to_string())?;
fs::write(path, contents).map_err(|e| e.to_string())?;
// Invalidate cache for this preset
if let Ok(mut cache) = get_preset_cache().lock() {
cache.remove(&preset.id);
}
Ok(())
}
fn list_preset_infos() -> Vec<PresetInfo> {
let mut presets = Vec::new();
// Add built-in presets
for preset in get_builtin_presets() {
presets.push(PresetInfo {
id: preset.id,
name: preset.name,
description: preset.description,
});
}
// Add user presets from directory
let dir = get_presets_dir();
if dir.exists() {
if let Ok(entries) = fs::read_dir(dir) {
for entry in entries.flatten() {
let path = entry.path();
if path.is_file() && path.extension().and_then(|s| s.to_str()) == Some("json") {
if let Ok(contents) = fs::read_to_string(&path) {
if let Ok(preset) = serde_json::from_str::<PromptPreset>(&contents) {
// Skip if it's a duplicate of a built-in preset
if !presets.iter().any(|p| p.id == preset.id) {
presets.push(PresetInfo {
id: preset.id,
name: preset.name,
description: preset.description,
});
}
}
}
}
}
}
}
presets
}
// PNG Character Card Utilities
// Manual PNG chunk parser - more reliable than relying on png crate's text chunk exposure
@@ -865,62 +1164,101 @@ fn get_api_config() -> Result<ApiConfig, String> {
// Roleplay Context Injection Logic
// Scan messages for World Info keywords and return activated entries
fn scan_for_world_info(messages: &[Message], world_info: &[WorldInfoEntry], scan_depth: usize) -> Vec<WorldInfoEntry> {
let mut activated_entries = Vec::new();
// Helper function to check if text contains any keyword from an entry
fn text_matches_entry(text: &str, entry: &WorldInfoEntry) -> bool {
for keyword in &entry.keys {
let matches = if entry.use_regex {
// Use regex matching
if let Ok(re) = Regex::new(keyword) {
re.is_match(text)
} else {
// Invalid regex - fall back to literal matching
eprintln!("Invalid regex pattern '{}' for entry {}: falling back to literal match", keyword, entry.id);
if entry.case_sensitive {
text.contains(keyword)
} else {
text.to_lowercase().contains(&keyword.to_lowercase())
}
}
} else {
// Use literal string matching
if entry.case_sensitive {
text.contains(keyword)
} else {
text.to_lowercase().contains(&keyword.to_lowercase())
}
};
// Scan the last N messages (scan_depth)
if matches {
return true;
}
}
false
}
// Scan messages for World Info keywords and return activated entries (with recursive activation)
fn scan_for_world_info(messages: &[Message], world_info: &[WorldInfoEntry], scan_depth: usize, recursion_depth: usize) -> Vec<WorldInfoEntry> {
scan_for_world_info_recursive(messages, world_info, scan_depth, recursion_depth)
}
// Recursive World Info scanning with configurable recursion depth
fn scan_for_world_info_recursive(
messages: &[Message],
world_info: &[WorldInfoEntry],
scan_depth: usize,
recursion_depth: usize,
) -> Vec<WorldInfoEntry> {
use std::collections::HashSet;
let mut activated_ids: HashSet<String> = HashSet::new();
let mut activated_entries: Vec<WorldInfoEntry> = Vec::new();
// Collect text to scan from messages
let messages_to_scan: Vec<&Message> = messages.iter()
.rev()
.take(scan_depth)
.collect();
for entry in world_info {
if !entry.enabled {
continue;
}
let mut scan_texts: Vec<String> = messages_to_scan
.iter()
.map(|msg| msg.get_content().to_string())
.collect();
// Check if any keyword matches in the scanned messages
let mut activated = false;
for message in &messages_to_scan {
let content = message.get_content();
// Iteratively scan for keywords with depth limit
for current_depth in 0..recursion_depth {
let mut newly_activated = Vec::new();
for keyword in &entry.keys {
let matches = if entry.use_regex {
// Use regex matching
if let Ok(re) = Regex::new(keyword) {
re.is_match(content)
} else {
// Invalid regex - fall back to literal matching
eprintln!("Invalid regex pattern '{}' for entry {}: falling back to literal match", keyword, entry.id);
if entry.case_sensitive {
content.contains(keyword)
} else {
content.to_lowercase().contains(&keyword.to_lowercase())
}
}
} else {
// Use literal string matching
if entry.case_sensitive {
content.contains(keyword)
} else {
content.to_lowercase().contains(&keyword.to_lowercase())
}
};
// Check each enabled entry against current scan texts
for entry in world_info {
if !entry.enabled || activated_ids.contains(&entry.id) {
continue;
}
if matches {
activated = true;
// Check if this entry matches any of the scan texts
for text in &scan_texts {
if text_matches_entry(text, entry) {
activated_ids.insert(entry.id.clone());
newly_activated.push(entry.clone());
break;
}
}
if activated {
break;
}
}
if activated {
activated_entries.push(entry.clone());
// If no new entries were activated, stop recursion
if newly_activated.is_empty() {
break;
}
// Add newly activated entries to results
activated_entries.extend(newly_activated.clone());
// For next iteration, scan the content of newly activated entries
// (only if we haven't reached max depth)
if current_depth + 1 < recursion_depth {
scan_texts = newly_activated
.iter()
.map(|entry| entry.content.clone())
.collect();
}
}
@@ -930,40 +1268,105 @@ fn scan_for_world_info(messages: &[Message], world_info: &[WorldInfoEntry], scan
activated_entries
}
// Replace template variables in text
fn replace_template_variables(
text: &str,
character: &Character,
settings: &RoleplaySettings,
) -> String {
use chrono::Local;
let mut result = text.to_string();
// {{char}} - Character name
result = result.replace("{{char}}", &character.name);
// {{user}} - User name (from persona if enabled, otherwise "User")
let user_name = if settings.persona_enabled {
settings.persona_name.as_deref().unwrap_or("User")
} else {
"User"
};
result = result.replace("{{user}}", user_name);
// {{date}} - Current date (YYYY-MM-DD format)
let now = Local::now();
let date_str = now.format("%Y-%m-%d").to_string();
result = result.replace("{{date}}", &date_str);
// {{time}} - Current time (HH:MM format)
let time_str = now.format("%H:%M").to_string();
result = result.replace("{{time}}", &time_str);
result
}
// Build injected context from roleplay settings
fn build_roleplay_context(
_character: &Character,
character: &Character,
messages: &[Message],
settings: &RoleplaySettings,
) -> (String, Option<String>, usize) {
let mut system_additions = String::new();
let mut authors_note_content = None;
// 1. Add Persona to system prompt
if settings.persona_enabled {
if let Some(name) = &settings.persona_name {
if let Some(desc) = &settings.persona_description {
system_additions.push_str(&format!("\n\n[{{{{user}}}}'s Persona: {} - {}]", name, desc));
// 0. Apply Prompt Preset instructions if one is selected
if let Some(preset_id) = &settings.active_preset_id {
if let Some(preset) = load_preset(preset_id) {
// Add preset system additions (with template variables replaced)
if !preset.system_additions.is_empty() {
let processed_additions = replace_template_variables(&preset.system_additions, character, settings);
system_additions.push_str(&processed_additions);
}
// Add enabled instruction blocks (sorted by order, with template variables replaced)
let mut enabled_instructions: Vec<_> = preset.instructions.iter()
.filter(|i| i.enabled)
.collect();
enabled_instructions.sort_by_key(|i| i.order);
for instruction in enabled_instructions {
let processed_content = replace_template_variables(&instruction.content, character, settings);
system_additions.push_str(&format!("\n{}", processed_content));
}
// Set default Author's Note from preset if user hasn't set one
if !settings.authors_note_enabled && !preset.authors_note_default.is_empty() {
let processed_note = replace_template_variables(&preset.authors_note_default, character, settings);
authors_note_content = Some(processed_note);
}
}
}
// 2. Scan for World Info and add to system prompt
let activated_entries = scan_for_world_info(messages, &settings.world_info, settings.scan_depth);
// 1. Add Persona to system prompt (with template variables replaced)
if settings.persona_enabled {
if let Some(name) = &settings.persona_name {
if let Some(desc) = &settings.persona_description {
let processed_desc = replace_template_variables(desc, character, settings);
system_additions.push_str(&format!("\n\n[{}'s Persona: {}]", name, processed_desc));
}
}
}
// 2. Scan for World Info and add to system prompt (with template variables replaced)
let activated_entries = scan_for_world_info(messages, &settings.world_info, settings.scan_depth, settings.recursion_depth);
if !activated_entries.is_empty() {
system_additions.push_str("\n\n[Relevant World Information:");
for entry in activated_entries {
system_additions.push_str(&format!("\n- {}", entry.content));
let processed_content = replace_template_variables(&entry.content, character, settings);
system_additions.push_str(&format!("\n- {}", processed_content));
}
system_additions.push_str("]");
system_additions.push_str("\n]");
}
// 3. Store Author's Note for later injection
// 3. Store Author's Note for later injection (with template variables replaced)
// User's explicit Author's Note overrides preset default
if settings.authors_note_enabled {
if let Some(note) = &settings.authors_note {
if !note.is_empty() {
authors_note_content = Some(note.clone());
let processed_note = replace_template_variables(note, character, settings);
authors_note_content = Some(processed_note);
}
}
}
@@ -971,6 +1374,47 @@ fn build_roleplay_context(
(system_additions, authors_note_content, settings.authors_note_depth)
}
// Helper function to build API messages array with all context injection
fn build_api_messages(
character: &Character,
history: &ChatHistory,
roleplay_settings: &RoleplaySettings,
) -> Vec<Message> {
// Load roleplay settings and build context
let (system_additions, authors_note, note_depth) = build_roleplay_context(character, &history.messages, roleplay_settings);
// Build messages with system prompt first - use simple Message for API (with template variables replaced)
let processed_system_prompt = replace_template_variables(&character.system_prompt, character, roleplay_settings);
let enhanced_system_prompt = format!("{}{}", processed_system_prompt, system_additions);
let mut api_messages = vec![Message::new_user(enhanced_system_prompt)];
api_messages[0].role = "system".to_string();
// Add history messages with current swipe content
for msg in &history.messages {
let mut api_msg = Message::new_user(msg.get_content().to_string());
api_msg.role = msg.role.clone();
api_messages.push(api_msg);
}
// Insert Author's Note before last N messages if it exists (configurable depth)
// FIX: If conversation is too short, insert after system message instead of skipping
if let Some(note) = authors_note {
let insert_pos = if api_messages.len() > (note_depth + 1) {
// Normal case: insert before last N messages
api_messages.len().saturating_sub(note_depth)
} else {
// Edge case: conversation too short, insert after system message
1
};
let mut note_msg = Message::new_user(format!("[Author's Note: {}]", note));
note_msg.role = "system".to_string();
api_messages.insert(insert_pos, note_msg);
}
api_messages
}
#[tauri::command]
async fn chat(message: String) -> Result<String, String> {
let config = load_config().ok_or_else(|| "API not configured".to_string())?;
@@ -988,31 +1432,9 @@ async fn chat(message: String) -> Result<String, String> {
format!("{}/v1/chat/completions", base)
};
// Load roleplay settings and build context
// Build API messages with all roleplay context
let roleplay_settings = load_roleplay_settings(&character.id);
let (system_additions, authors_note, note_depth) = build_roleplay_context(&character, &history.messages, &roleplay_settings);
// Build messages with system prompt first - use simple Message for API
let enhanced_system_prompt = format!("{}{}", character.system_prompt, system_additions);
let mut api_messages = vec![Message::new_user(enhanced_system_prompt)];
api_messages[0].role = "system".to_string();
// Add history messages with current swipe content
for msg in &history.messages {
let mut api_msg = Message::new_user(msg.get_content().to_string());
api_msg.role = msg.role.clone();
api_messages.push(api_msg);
}
// Insert Author's Note before last N messages if it exists (configurable depth)
if let Some(note) = authors_note {
if api_messages.len() > (note_depth + 1) { // system + at least note_depth messages
let insert_pos = api_messages.len().saturating_sub(note_depth);
let mut note_msg = Message::new_user(format!("[Author's Note: {}]", note));
note_msg.role = "system".to_string();
api_messages.insert(insert_pos, note_msg);
}
}
let api_messages = build_api_messages(&character, &history, &roleplay_settings);
let request = ChatRequest {
model: config.model.clone(),
@@ -1070,31 +1492,9 @@ async fn chat_stream(app_handle: tauri::AppHandle, message: String) -> Result<St
format!("{}/v1/chat/completions", base)
};
// Load roleplay settings and build context
// Build API messages with all roleplay context
let roleplay_settings = load_roleplay_settings(&character.id);
let (system_additions, authors_note, note_depth) = build_roleplay_context(&character, &history.messages, &roleplay_settings);
// Build messages with system prompt first - use simple Message for API
let enhanced_system_prompt = format!("{}{}", character.system_prompt, system_additions);
let mut api_messages = vec![Message::new_user(enhanced_system_prompt)];
api_messages[0].role = "system".to_string();
// Add history messages with current swipe content
for msg in &history.messages {
let mut api_msg = Message::new_user(msg.get_content().to_string());
api_msg.role = msg.role.clone();
api_messages.push(api_msg);
}
// Insert Author's Note before last N messages if it exists (configurable depth)
if let Some(note) = authors_note {
if api_messages.len() > (note_depth + 1) { // system + at least note_depth messages
let insert_pos = api_messages.len().saturating_sub(note_depth);
let mut note_msg = Message::new_user(format!("[Author's Note: {}]", note));
note_msg.role = "system".to_string();
api_messages.insert(insert_pos, note_msg);
}
}
let api_messages = build_api_messages(&character, &history, &roleplay_settings);
let request = StreamChatRequest {
model: config.model.clone(),
@@ -1249,8 +1649,9 @@ async fn generate_response_only() -> Result<String, String> {
let roleplay_settings = load_roleplay_settings(&character.id);
let (system_additions, authors_note, note_depth) = build_roleplay_context(&character, &history.messages, &roleplay_settings);
// Build messages with enhanced system prompt first
let enhanced_system_prompt = format!("{}{}", character.system_prompt, system_additions);
// Build messages with enhanced system prompt first (with template variables replaced)
let processed_system_prompt = replace_template_variables(&character.system_prompt, &character, &roleplay_settings);
let enhanced_system_prompt = format!("{}{}", processed_system_prompt, system_additions);
let mut api_messages = vec![Message::new_user(enhanced_system_prompt)];
api_messages[0].role = "system".to_string();
@@ -1322,8 +1723,9 @@ async fn generate_response_stream(app_handle: tauri::AppHandle) -> Result<String
let roleplay_settings = load_roleplay_settings(&character.id);
let (system_additions, authors_note, note_depth) = build_roleplay_context(&character, &history.messages, &roleplay_settings);
// Build messages with enhanced system prompt first
let enhanced_system_prompt = format!("{}{}", character.system_prompt, system_additions);
// Build messages with enhanced system prompt first (with template variables replaced)
let processed_system_prompt = replace_template_variables(&character.system_prompt, &character, &roleplay_settings);
let enhanced_system_prompt = format!("{}{}", processed_system_prompt, system_additions);
let mut api_messages = vec![Message::new_user(enhanced_system_prompt)];
api_messages[0].role = "system".to_string();
@@ -1983,6 +2385,165 @@ fn update_persona(
save_roleplay_settings(&character_id, &settings)
}
#[tauri::command]
fn update_recursion_depth(
character_id: String,
depth: usize,
) -> Result<(), String> {
// Validate recursion depth (should be between 0 and 10)
if depth > 10 {
return Err("Recursion depth must be between 0 and 10".to_string());
}
let mut settings = load_roleplay_settings(&character_id);
settings.recursion_depth = depth;
save_roleplay_settings(&character_id, &settings)
}
// Prompt Preset Commands
#[tauri::command]
fn get_presets() -> Result<Vec<PresetInfo>, String> {
Ok(list_preset_infos())
}
#[tauri::command]
fn get_preset(preset_id: String) -> Result<PromptPreset, String> {
load_preset(&preset_id).ok_or_else(|| format!("Preset '{}' not found", preset_id))
}
#[tauri::command]
fn set_active_preset(
character_id: String,
preset_id: Option<String>,
) -> Result<(), String> {
let mut settings = load_roleplay_settings(&character_id);
settings.active_preset_id = preset_id;
save_roleplay_settings(&character_id, &settings)
}
#[tauri::command]
fn save_custom_preset(preset: PromptPreset) -> Result<(), String> {
// Validate that it's not overwriting a built-in preset
let builtin_ids: Vec<String> = get_builtin_presets().iter().map(|p| p.id.clone()).collect();
if builtin_ids.contains(&preset.id) {
return Err("Cannot overwrite built-in presets".to_string());
}
save_preset(&preset)
}
#[tauri::command]
fn update_preset_instructions(
preset_id: String,
instructions: Vec<InstructionBlock>,
) -> Result<(), String> {
// Cannot update built-in presets
let builtin_ids: Vec<String> = get_builtin_presets().iter().map(|p| p.id.clone()).collect();
if builtin_ids.contains(&preset_id) {
return Err("Cannot modify built-in presets".to_string());
}
// Load the preset
let mut preset = load_preset(&preset_id)
.ok_or_else(|| format!("Preset '{}' not found", preset_id))?;
// Update instructions
preset.instructions = instructions;
// Save back
save_preset(&preset)
}
#[tauri::command]
fn delete_custom_preset(preset_id: String) -> Result<(), String> {
// Cannot delete built-in presets
let builtin_ids: Vec<String> = get_builtin_presets().iter().map(|p| p.id.clone()).collect();
if builtin_ids.contains(&preset_id) {
return Err("Cannot delete built-in presets".to_string());
}
let path = get_preset_path(&preset_id);
fs::remove_file(path).map_err(|e| format!("Failed to delete preset: {}", e))?;
// Invalidate cache for this preset
if let Ok(mut cache) = get_preset_cache().lock() {
cache.remove(&preset_id);
}
Ok(())
}
#[tauri::command]
fn duplicate_preset(source_preset_id: String, new_name: String) -> Result<PromptPreset, String> {
// Load the source preset (can be built-in or custom)
let source_preset = load_preset(&source_preset_id)
.ok_or_else(|| format!("Source preset '{}' not found", source_preset_id))?;
// Create new preset ID from name
let new_id = new_name.to_lowercase().replace(' ', "_");
// Check if preset with this ID already exists
if load_preset(&new_id).is_some() {
return Err(format!("A preset with ID '{}' already exists", new_id));
}
// Create the duplicated preset
let new_preset = PromptPreset {
id: new_id,
name: new_name,
description: format!("Copy of {}", source_preset.name),
system_additions: source_preset.system_additions.clone(),
authors_note_default: source_preset.authors_note_default.clone(),
instructions: source_preset.instructions.clone(),
format_hints: source_preset.format_hints.clone(),
};
// Save as custom preset
save_preset(&new_preset)?;
Ok(new_preset)
}
#[tauri::command]
fn is_builtin_preset_modified(preset_id: String) -> bool {
// Check if it's a built-in preset ID
let builtin_ids = vec!["default", "roleplay", "creative-writing", "assistant"];
if !builtin_ids.contains(&preset_id.as_str()) {
return false;
}
// Check if a custom override exists
let path = get_preset_path(&preset_id);
path.exists()
}
#[tauri::command]
fn restore_builtin_preset(preset_id: String) -> Result<PromptPreset, String> {
// Verify it's a built-in preset
let builtin_ids = vec!["default", "roleplay", "creative-writing", "assistant"];
if !builtin_ids.contains(&preset_id.as_str()) {
return Err("Can only restore built-in presets".to_string());
}
// Delete the custom override if it exists
let path = get_preset_path(&preset_id);
if path.exists() {
fs::remove_file(path).map_err(|e| format!("Failed to delete override: {}", e))?;
}
// Invalidate cache
if let Ok(mut cache) = get_preset_cache().lock() {
cache.remove(&preset_id);
}
// Load and return the built-in preset
load_preset(&preset_id)
.ok_or_else(|| format!("Built-in preset '{}' not found", preset_id))
}
// World Info Commands
#[tauri::command]
fn add_world_info_entry(
character_id: String,
@@ -2271,6 +2832,16 @@ pub fn run() {
update_roleplay_depths,
update_authors_note,
update_persona,
update_recursion_depth,
get_presets,
get_preset,
set_active_preset,
save_custom_preset,
update_preset_instructions,
delete_custom_preset,
duplicate_preset,
is_builtin_preset_modified,
restore_builtin_preset,
add_world_info_entry,
update_world_info_entry,
delete_world_info_entry,