Implement Evil Miku mode with persistence, fix API event loop issues, and improve formatting

- Added Evil Miku mode with 4 evil moods (aggressive, cunning, sarcastic, evil_neutral)
- Created evil mode content files (evil_miku_lore.txt, evil_miku_prompt.txt, evil_miku_lyrics.txt)
- Implemented persistent evil mode state across restarts (saves to memory/evil_mode_state.json)
- Fixed API endpoints to use client.loop.create_task() to prevent timeout errors
- Added evil mode toggle in web UI with red theme styling
- Modified mood rotation to handle evil mode
- Configured DarkIdol uncensored model for evil mode text generation
- Reduced system prompt redundancy by removing duplicate content
- Added markdown escape for single asterisks (actions) while preserving bold formatting
- Evil mode now persists username, pfp, and nicknames across restarts without re-applying changes
This commit is contained in:
2026-01-02 17:11:58 +02:00
parent b38bdf2435
commit 6ec33bcecb
38 changed files with 5707 additions and 164 deletions

View File

@@ -75,6 +75,9 @@ class ServerConfigRequest(BaseModel):
bedtime_channel_ids: List[int] = None
enabled_features: List[str] = None
class EvilMoodSetRequest(BaseModel):
mood: str
# ========== Routes ==========
@app.get("/")
def read_index():
@@ -131,6 +134,101 @@ def calm_miku_endpoint():
return {"status": "ok", "message": "Miku has been calmed down"}
# ========== Evil Mode Management ==========
@app.get("/evil-mode")
def get_evil_mode_status():
"""Get current evil mode status"""
from utils.evil_mode import is_evil_mode, get_current_evil_mood
evil_mode = is_evil_mode()
if evil_mode:
mood, mood_desc = get_current_evil_mood()
return {
"evil_mode": True,
"mood": mood,
"description": mood_desc,
"available_moods": globals.EVIL_AVAILABLE_MOODS
}
return {
"evil_mode": False,
"mood": None,
"description": None,
"available_moods": globals.EVIL_AVAILABLE_MOODS
}
@app.post("/evil-mode/enable")
def enable_evil_mode():
"""Enable evil mode"""
from utils.evil_mode import apply_evil_mode_changes
if globals.EVIL_MODE:
return {"status": "ok", "message": "Evil mode is already enabled", "evil_mode": True}
if globals.client and globals.client.loop and globals.client.loop.is_running():
globals.client.loop.create_task(apply_evil_mode_changes(globals.client))
return {"status": "ok", "message": "Evil mode enabled", "evil_mode": True}
else:
return {"status": "error", "message": "Discord client not ready"}
@app.post("/evil-mode/disable")
def disable_evil_mode():
"""Disable evil mode"""
from utils.evil_mode import revert_evil_mode_changes
if not globals.EVIL_MODE:
return {"status": "ok", "message": "Evil mode is already disabled", "evil_mode": False}
if globals.client and globals.client.loop and globals.client.loop.is_running():
globals.client.loop.create_task(revert_evil_mode_changes(globals.client))
return {"status": "ok", "message": "Evil mode disabled", "evil_mode": False}
else:
return {"status": "error", "message": "Discord client not ready"}
@app.post("/evil-mode/toggle")
def toggle_evil_mode():
"""Toggle evil mode on/off"""
from utils.evil_mode import apply_evil_mode_changes, revert_evil_mode_changes
if not globals.client or not globals.client.loop or not globals.client.loop.is_running():
return {"status": "error", "message": "Discord client not ready"}
if globals.EVIL_MODE:
globals.client.loop.create_task(revert_evil_mode_changes(globals.client))
return {"status": "ok", "message": "Evil mode disabled", "evil_mode": False}
else:
globals.client.loop.create_task(apply_evil_mode_changes(globals.client))
return {"status": "ok", "message": "Evil mode enabled", "evil_mode": True}
@app.get("/evil-mode/mood")
def get_evil_mood():
"""Get current evil mood"""
from utils.evil_mode import get_current_evil_mood
mood, mood_desc = get_current_evil_mood()
return {
"mood": mood,
"description": mood_desc,
"available_moods": globals.EVIL_AVAILABLE_MOODS
}
@app.post("/evil-mode/mood")
def set_evil_mood_endpoint(data: EvilMoodSetRequest):
"""Set evil mood"""
from utils.evil_mode import set_evil_mood, is_valid_evil_mood, update_all_evil_nicknames
if not is_valid_evil_mood(data.mood):
return {
"status": "error",
"message": f"Mood '{data.mood}' not recognized. Available evil moods: {', '.join(globals.EVIL_AVAILABLE_MOODS)}"
}
success = set_evil_mood(data.mood)
if success:
# Update nicknames if evil mode is active
if globals.EVIL_MODE and globals.client and globals.client.loop and globals.client.loop.is_running():
globals.client.loop.create_task(update_all_evil_nicknames(globals.client))
return {"status": "ok", "new_mood": data.mood}
return {"status": "error", "message": "Failed to set evil mood"}
# ========== Per-Server Mood Management ==========
@app.get("/servers/{guild_id}/mood")
def get_server_mood(guild_id: int):