using System.Collections.Generic;
using System.Linq;
using System.Text;
using AIImages.Models;
using RimWorld;
using Verse;
namespace AIImages.Services
{
///
/// Продвинутый генератор промптов для Stable Diffusion
///
public class AdvancedPromptGenerator : IPromptGeneratorService
{
private static readonly Dictionary TraitToMood = new Dictionary<
string,
string
>
{
{ "Kind", "warm smile, gentle expression, friendly eyes" },
{ "Bloodlust", "intense gaze, fierce expression, aggressive posture" },
{ "Psychopath", "cold eyes, emotionless face, calculating expression" },
{ "Pessimist", "sad eyes, worried expression, downcast gaze" },
{ "Optimist", "bright smile, hopeful expression, cheerful demeanor" },
{ "Nervous", "anxious expression, tense posture, worried eyes" },
{ "Careful", "focused expression, attentive gaze, composed posture" },
{ "Brave", "confident expression, determined gaze, strong posture" },
{ "Wimp", "fearful eyes, nervous expression, timid posture" },
{ "Greedy", "cunning expression, calculating eyes, sly smile" },
{ "Jealous", "envious gaze, bitter expression, tense face" },
{ "Ascetic", "serene expression, calm demeanor, peaceful eyes" },
{ "Beautiful", "stunning features, attractive appearance, graceful" },
{ "Ugly", "rough features, weathered appearance" },
{ "Pretty", "attractive features, pleasant appearance, charming" },
};
private static readonly Dictionary ArtStylePrompts = new Dictionary<
ArtStyle,
string
>
{
{ ArtStyle.None, "" },
{ ArtStyle.Realistic, "photorealistic, hyperrealistic, realistic photo, photography" },
{ ArtStyle.SemiRealistic, "semi-realistic, detailed illustration, realistic art" },
{ ArtStyle.Anime, "anime style, manga style, anime character" },
{
ArtStyle.ConceptArt,
"concept art, digital art, artstation, professional concept design"
},
{ ArtStyle.DigitalPainting, "digital painting, painterly, brush strokes, artistic" },
{ ArtStyle.OilPainting, "oil painting, traditional painting, canvas, fine art" },
{ ArtStyle.Sketch, "pencil sketch, hand drawn, sketch art, line art" },
{ ArtStyle.CellShaded, "cell shaded, flat colors, toon shading, stylized" },
};
public string GeneratePositivePrompt(
PawnAppearanceData appearanceData,
StableDiffusionSettings settings
)
{
if (appearanceData == null)
return "portrait of a person";
StringBuilder prompt = new StringBuilder();
// 1. Художественный стиль
if (
ArtStylePrompts.TryGetValue(settings.ArtStyle, out string stylePrompt)
&& !string.IsNullOrEmpty(stylePrompt)
)
{
prompt.Append(stylePrompt);
prompt.Append(", ");
}
// 2. Тип кадра - автоматически добавляем "portrait" для генерации персонажей
prompt.Append("portrait, head and shoulders of ");
// 3. Базовое описание (возраст и пол)
prompt.Append(GetAgeAndGenderDescription(appearanceData));
prompt.Append(", ");
// 4. Тип тела
string bodyType = GetBodyTypeDescription(appearanceData.BodyType);
if (!string.IsNullOrEmpty(bodyType))
{
prompt.Append(bodyType);
prompt.Append(", ");
}
// 5. Цвет кожи
string skinTone = ColorDescriptionService.GetSkinToneDescription(
appearanceData.SkinColor
);
prompt.Append(skinTone);
prompt.Append(", ");
// 6. Волосы
string hairDescription = GetHairDescription(appearanceData);
if (!string.IsNullOrEmpty(hairDescription))
{
prompt.Append(hairDescription);
prompt.Append(", ");
}
// 7. Настроение и выражение на основе черт характера
string moodDescription = GetMoodFromTraits(appearanceData.Traits);
if (!string.IsNullOrEmpty(moodDescription))
{
prompt.Append(moodDescription);
prompt.Append(", ");
}
// 8. Одежда
string apparelDescription = GetApparelDescription(appearanceData.Apparel);
if (!string.IsNullOrEmpty(apparelDescription))
{
prompt.Append(apparelDescription);
prompt.Append(", ");
}
// 9. Базовый пользовательский промпт (если указан)
if (!string.IsNullOrEmpty(settings.PositivePrompt))
{
prompt.Append(settings.PositivePrompt);
prompt.Append(", ");
}
// 10. Качественные теги
prompt.Append(GetQualityTags(settings.ArtStyle));
return prompt.ToString().Trim().TrimEnd(',');
}
public string GenerateNegativePrompt(StableDiffusionSettings settings)
{
StringBuilder negativePrompt = new StringBuilder();
// Базовые негативные промпты
negativePrompt.Append(
"ugly, deformed, low quality, blurry, bad anatomy, worst quality, "
);
negativePrompt.Append(
"mutated, disfigured, bad proportions, extra limbs, missing limbs, "
);
// Специфичные для стиля негативы
switch (settings.ArtStyle)
{
case ArtStyle.Realistic:
case ArtStyle.SemiRealistic:
negativePrompt.Append("cartoon, anime, painting, drawing, illustration, ");
break;
case ArtStyle.Anime:
negativePrompt.Append("realistic, photo, photography, 3d, ");
break;
case ArtStyle.None:
// Без дополнительных негативных промптов для стиля None
break;
}
// Пользовательский негативный промпт
if (!string.IsNullOrEmpty(settings.NegativePrompt))
{
negativePrompt.Append(settings.NegativePrompt);
}
return negativePrompt.ToString().Trim().TrimEnd(',');
}
public string GetFullPromptDescription(
PawnAppearanceData appearanceData,
StableDiffusionSettings settings
)
{
StringBuilder description = new StringBuilder();
description.AppendLine("=== Positive Prompt ===");
description.AppendLine(GeneratePositivePrompt(appearanceData, settings));
description.AppendLine();
description.AppendLine("=== Negative Prompt ===");
description.AppendLine(GenerateNegativePrompt(settings));
description.AppendLine();
description.AppendLine("=== Technical Parameters ===");
description.AppendLine($"Steps: {settings.Steps}");
description.AppendLine($"CFG Scale: {settings.CfgScale}");
description.AppendLine($"Size: {settings.Width}x{settings.Height}");
description.AppendLine($"Sampler: {settings.Sampler}");
description.AppendLine(
$"Seed: {(settings.Seed == -1 ? "Random" : settings.Seed.ToString())}"
);
return description.ToString();
}
private string GetAgeAndGenderDescription(PawnAppearanceData data)
{
string ageGroup = data.Age switch
{
< 18 => "young",
< 25 => "young adult",
< 35 => "adult",
< 50 => "middle-aged",
< 65 => "mature",
_ => "elderly",
};
string genderLabel = data.Gender switch
{
Gender.Male => "man",
Gender.Female => "woman",
_ => "person",
};
return $"{ageGroup} {genderLabel}";
}
private string GetBodyTypeDescription(string bodyType)
{
if (string.IsNullOrEmpty(bodyType))
return "";
return bodyType.ToLower() switch
{
"thin" => "slender build, lean physique",
"hulk" => "muscular build, strong physique, athletic body",
"fat" => "heavyset build, stocky physique",
"female" => "feminine build",
"male" => "masculine build",
_ => "average build",
};
}
private string GetHairDescription(PawnAppearanceData data)
{
if (string.IsNullOrEmpty(data.HairDefName))
return "";
StringBuilder hair = new StringBuilder();
// Цвет волос
string hairColor = ColorDescriptionService.GetHairColorDescription(data.HairColor);
hair.Append(hairColor);
hair.Append(" ");
// Стиль прически - используем DefName для английского названия
string style = CleanDefName(data.HairDefName)
.Replace("shaved", "very short")
.Replace("mohawk", "mohawk hairstyle");
hair.Append(style);
hair.Append(" hair");
return hair.ToString();
}
private string GetMoodFromTraits(List traits)
{
if (traits == null || !traits.Any())
return "neutral expression";
// Ищем черты, которые влияют на внешний вид
foreach (var trait in traits)
{
string traitDefName = trait.def.defName;
if (TraitToMood.TryGetValue(traitDefName, out string mood))
{
return mood;
}
}
return "calm expression";
}
private string GetApparelDescription(List apparel)
{
if (apparel == null || !apparel.Any())
return "simple clothes";
StringBuilder apparelDesc = new StringBuilder("wearing ");
// Берем топ 5 наиболее заметных предметов одежды
var visibleApparel = apparel.Take(5).ToList();
List items = new List();
foreach (var item in visibleApparel)
{
StringBuilder itemDesc = new StringBuilder();
// Цвет (если не белый)
if (item.Color != UnityEngine.Color.white)
{
string colorDesc = ColorDescriptionService.GetApparelColorDescription(
item.Color
);
itemDesc.Append(colorDesc);
itemDesc.Append(" ");
}
// Материал - используем DefName для английского названия
if (!string.IsNullOrEmpty(item.MaterialDefName))
{
itemDesc.Append(CleanDefName(item.MaterialDefName));
itemDesc.Append(" ");
}
// Название предмета - используем DefName для английского названия
itemDesc.Append(CleanDefName(item.DefName));
items.Add(itemDesc.ToString());
}
apparelDesc.Append(string.Join(", ", items));
return apparelDesc.ToString();
}
private string GetQualityTags(ArtStyle style)
{
var baseTags = "highly detailed, professional, masterpiece, best quality";
switch (style)
{
case ArtStyle.None:
return baseTags;
case ArtStyle.Realistic:
case ArtStyle.SemiRealistic:
return $"{baseTags}, professional photography, 8k uhd, dslr, high quality, sharp focus";
case ArtStyle.Anime:
return $"{baseTags}, anime masterpiece, high resolution, vibrant colors";
case ArtStyle.ConceptArt:
return $"{baseTags}, trending on artstation, professional digital art";
default:
return baseTags;
}
}
///
/// Преобразует defName в читаемый английский текст для промпта
/// Пример: "Apparel_Pants" -> "pants", "Synthread" -> "synthread"
///
private string CleanDefName(string defName)
{
if (string.IsNullOrEmpty(defName))
return "";
string cleaned = defName;
// Убираем распространенные префиксы RimWorld
cleaned = System.Text.RegularExpressions.Regex.Replace(
cleaned,
"^(Apparel_|Armor_|Weapon_|Thing_)",
"",
System.Text.RegularExpressions.RegexOptions.IgnoreCase
);
// Разделяем CamelCase на слова
cleaned = System.Text.RegularExpressions.Regex.Replace(
cleaned,
"([a-z])([A-Z])",
"$1 $2"
);
// Заменяем подчеркивания на пробелы
cleaned = cleaned.Replace("_", " ");
// Убираем множественные пробелы
cleaned = System.Text.RegularExpressions.Regex.Replace(cleaned, @"\s+", " ");
// Приводим к нижнему регистру и убираем лишние пробелы
return cleaned.Trim().ToLower();
}
}
}