MonsterGenV2 / app.py
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Update starter sample.
f55bad7
# pip install html2image
import base64
import random
from io import BytesIO
from html2image import Html2Image
import os
import pathlib
import re
import gradio as gr
import requests
from PIL import Image, ImageChops, ImageDraw
from gradio_client import Client
import torch
from transformers import AutoModelForSpeechSeq2Seq, AutoProcessor, pipeline, Pipeline
HF_TOKEN = os.getenv("HF_TOKEN")
if not HF_TOKEN:
raise Exception("HF_TOKEN environment variable is required to call remote API.")
API_URL = "https://api-inference.huggingface.co/models/HuggingFaceH4/zephyr-7b-beta"
headers = {"Authorization": f"Bearer {HF_TOKEN}"}
client = Client("https://latent-consistency-super-fast-lcm-lora-sd1-5.hf.space")
def init_speech_to_text_model() -> Pipeline:
device = "cuda:0" if torch.cuda.is_available() else "cpu"
torch_dtype = torch.float16 if torch.cuda.is_available() else torch.float32
model_id = "distil-whisper/distil-medium.en"
model = AutoModelForSpeechSeq2Seq.from_pretrained(
model_id, torch_dtype=torch_dtype, low_cpu_mem_usage=True, use_safetensors=True
)
model.to(device)
processor = AutoProcessor.from_pretrained(model_id)
return pipeline(
"automatic-speech-recognition",
model=model,
tokenizer=processor.tokenizer,
feature_extractor=processor.feature_extractor,
max_new_tokens=128,
torch_dtype=torch_dtype,
device=device,
)
whisper_pipe = init_speech_to_text_model()
def query(payload: dict):
response = requests.post(API_URL, headers=headers, json=payload)
return response.json()
def generate_text(card_text: str, user_request: str) -> (str, str, str):
# Prompt must apply the correct chat template for the model see:
# https://huggingface.co/docs/transformers/main/en/chat_templating
prompt = f"""<|system|>
You create Dungeons & Dragons monsters based on the user's request.
# RULES
- In your response always generate a new monster.
- Only generate one monster, no other dialogue.
- Surround monster info in triple backticks (```).
- Format the monster text using headers like in the example below:
```
Name: Jabberwock
Type: Medium humanoid (human), neutral evil
Description: A Jabberwock is a creature of the Deep Sea.
Stats:
Armor Class: 15 (breastplate)
Hit Points: 22 (5d8 + 5)
Speed: 30 ft
STR: 8 (-1)
DEX: 14 (+2)
CON: 12 (+1)
INT: 2 (-4)
WIS: 10 (+0)
CHA: 4 (-3)
Skills: Perception +3
Senses: darkvision 60 ft., passive Perception 14
Languages: โ€”
Challenge: 1/4 (50 XP)
Passives:
Legendary Resistance (3/Day): If the Jabberwock fails a saving throw, it can choose to succeed instead
Actions:
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) piercing damage.
Claws (Recharge 5-6): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 3) slashing damage.
```</s>
<|user|>
{user_request}</s>
<|assistant|>
"""
if card_text and card_text != starting_text:
prompt = f"""<|system|>
You edit Dungeons & Dragons monsters based on the user's request.
# RULES
- In your response always generate a new monster.
- Only generate one monster, no other dialogue.
- Surround monster info in triple backticks (```).
- Format the monster text using headers like in the example below:
```
Name: Jabberwock
Type: Medium humanoid (human), neutral evil
Description: A Jabberwock is a creature of the Deep Sea.
Stats:
Armor Class: 15 (breastplate)
Hit Points: 22 (5d8 + 5)
Speed: 30 ft
STR: 8 (-1)
DEX: 14 (+2)
CON: 12 (+1)
INT: 2 (-4)
WIS: 10 (+0)
CHA: 4 (-3)
Skills: Perception +3
Senses: darkvision 60 ft., passive Perception 14
Languages: โ€”
Challenge: 1/4 (50 XP)
Passives:
Legendary Resistance (3/Day): If the Jabberwock fails a saving throw, it can choose to succeed instead
Actions:
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) piercing damage.
Claws (Recharge 5-6): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 3) slashing damage.
```</s>
<|user|>
# CARD TO EDIT
```
{card_text}
```
# EDIT REQUEST
{user_request}</s>
<|assistant|>
"""
print(f"Calling API with prompt:\n{prompt}")
params = {"max_new_tokens": 512}
output = query({"inputs": prompt, "parameters": params})
if 'error' in output:
print(f'Language model call failed: {output["error"]}')
raise gr.Warning(f'Language model call failed: {output["error"]}')
print(f'API RESPONSE SIZE: {len(output[0]["generated_text"])}')
assistant_reply = output[0]["generated_text"].split('<|assistant|>')[1]
print(f'ASSISTANT REPLY:\n{assistant_reply}')
new_card_text = assistant_reply.split('```')
if len(new_card_text) > 1:
new_card_text = new_card_text[1].strip() + '\n'
else:
return assistant_reply, assistant_reply, None
return assistant_reply, new_card_text, None
def extract_text_for_header(text, header):
match = re.search(fr"{header}: (.*)", text)
if match is None:
return ''
return match.group(1)
def remove_section(html, html_class):
match = re.search(f'<li class="{html_class}"([\w\W])*?li>', html)
if match is not None:
html = html.replace(match.group(0), '')
return html
def format_html(monster_text, image_data):
print('FORMATTING MONSTER TEXT')
# see giffyglyph's monster maker https://giffyglyph.com/monstermaker/app/
# Different Formatting style examples and some json export formats
card = pathlib.Path('monsterMakerTemplate.html').read_text()
if not isinstance(image_data, (bytes, bytearray)):
card = card.replace('{image_data}', f'{image_data}')
else:
card = card.replace('{image_data}', f'data:image/png;base64,{image_data.decode("utf-8")}')
name = extract_text_for_header(monster_text, 'Name')
card = card.replace('{name}', name)
monster_type = extract_text_for_header(monster_text, 'Type')
card = card.replace('{monster_type}', monster_type)
armor_class = extract_text_for_header(monster_text, 'Armor Class')
card = card.replace('{armor_class}', armor_class)
hit_points = extract_text_for_header(monster_text, 'Hit Points')
card = card.replace('{hit_points}', hit_points)
speed = extract_text_for_header(monster_text, 'Speed')
card = card.replace('{speed}', speed)
str_stat = extract_text_for_header(monster_text, 'STR')
card = card.replace('{str_stat}', str_stat)
dex_stat = extract_text_for_header(monster_text, 'DEX')
card = card.replace('{dex_stat}', dex_stat)
con_stat = extract_text_for_header(monster_text, 'CON')
card = card.replace('{con_stat}', con_stat)
int_stat = extract_text_for_header(monster_text, 'INT')
card = card.replace('{int_stat}', int_stat)
wis_stat = extract_text_for_header(monster_text, 'WIS')
card = card.replace('{wis_stat}', wis_stat)
cha_stat = extract_text_for_header(monster_text, 'CHA')
card = card.replace('{cha_stat}', cha_stat)
saving_throws = extract_text_for_header(monster_text, 'Saving Throws')
card = card.replace('{saving_throws}', saving_throws)
if not saving_throws:
card = remove_section(card, 'monster-saves')
skills = extract_text_for_header(monster_text, 'Skills')
card = card.replace('{skills}', skills)
if not skills:
card = remove_section(card, 'monster-skills')
damage_vulnerabilities = extract_text_for_header(monster_text, 'Damage Vulnerabilities')
card = card.replace('{damage_vulnerabilities}', damage_vulnerabilities)
if not damage_vulnerabilities:
card = remove_section(card, 'monster-vulnerabilities')
damage_resistances = extract_text_for_header(monster_text, 'Damage Resistances')
card = card.replace('{damage_resistances}', damage_resistances)
if not damage_resistances:
card = remove_section(card, 'monster-resistances')
damage_immunities = extract_text_for_header(monster_text, 'Damage Immunities')
card = card.replace('{damage_immunities}', damage_immunities)
if not damage_immunities:
card = remove_section(card, 'monster-immunities')
condition_immunities = extract_text_for_header(monster_text, 'Condition Immunities')
card = card.replace('{condition_immunities}', condition_immunities)
if not condition_immunities:
card = remove_section(card, 'monster-conditions')
senses = extract_text_for_header(monster_text, 'Senses')
card = card.replace('{senses}', senses)
if not senses:
card = remove_section(card, 'monster-senses')
languages = extract_text_for_header(monster_text, 'Languages')
card = card.replace('{languages}', languages)
if not languages:
card = remove_section(card, 'monster-languages')
challenge = extract_text_for_header(monster_text, 'Challenge')
card = card.replace('{challenge}', challenge)
if not challenge:
card = remove_section(card, 'monster-challenge')
description = extract_text_for_header(monster_text, 'Description')
card = card.replace('{description}', description)
match = re.search(r"Passives:\n([\w\W]*)", monster_text)
if match is None:
passives = ''
else:
passives = match.group(1)
p = passives.split(':')
if len(p) > 1:
p = ":".join(p)
p = p.split('\n')
passives_data = ''
for x in p:
x = x.split(':')
if len(x) > 1:
trait = x[0]
if trait == "Passives":
continue
if 'Action' in trait:
break
detail = ":".join(x[1:])
passives_data += f'<div class="monster-trait"><p><span class="name">{trait}</span> <span class="detail">{detail}</span></p></div>'
card = card.replace('{passives}', passives_data)
else:
card = card.replace('{passives}', f'<div class="monster-trait"><p>{passives}</p></div>')
match = re.search(r"Actions:\n([\w\W]*)", monster_text)
if match is None:
actions = ''
else:
actions = match.group(1)
a = actions.split(':')
if len(a) > 1:
a = ":".join(a)
a = a.split('\n')
actions_data = ''
for x in a:
x = x.split(':')
if len(x) > 1:
action = x[0]
if action == "Actions":
continue
if 'Passive' in action:
break
detail = ":".join(x[1:])
actions_data += f'<div class="monster-action"><p><span class="name">{action}</span> <span class="detail">{detail}</span></p></div>'
card = card.replace('{actions}', actions_data)
else:
card = card.replace('{actions}', f'<div class="monster-action"><p>{actions}</p></div>')
# TODO: Legendary actions, reactions, make column count for format an option (1 or 2 column layout)
card = card.replace('Melee or Ranged Weapon Attack:', '<i>Melee or Ranged Weapon Attack:</i>')
card = card.replace('Melee Weapon Attack:', '<i>Melee Weapon Attack:</i>')
card = card.replace('Ranged Weapon Attack:', '<i>Ranged Weapon Attack:</i>')
card = card.replace('Hit:', '<i>Hit:</i>')
print('FORMATTING MONSTER TEXT COMPLETE')
return card
def get_savename(directory, name, extension):
save_name = f"{name}.{extension}"
i = 1
while os.path.exists(os.path.join(directory, save_name)):
save_name = save_name.replace(f'.{extension}', '').split('-')[0] + f"-{i}.{extension}"
i += 1
return save_name
def trim(im, border):
bg = Image.new(im.mode, im.size, border)
diff = ImageChops.difference(im, bg)
bbox = diff.getbbox()
if bbox:
return im.crop(bbox)
def crop_background(image):
white = (255, 255, 255)
ImageDraw.floodfill(image, (image.size[0] - 1, 0), white, thresh=50)
image = trim(image, white)
return image
def html_to_png(card_name, html):
save_name = get_savename('rendered_cards', card_name, 'png')
print('CONVERTING HTML CARD TO PNG IMAGE')
path = os.path.join('rendered_cards', save_name)
try:
rendered_card_dir = 'rendered_cards'
hti = Html2Image(output_path=rendered_card_dir)
paths = hti.screenshot(html_str=html, css_file='monstermaker.css', save_as=save_name, size=(800, 1440))
print(paths)
path = paths[0]
except:
pass
print('OPENING IMAGE FROM FILE')
img = Image.open(path).convert("RGB")
print('CROPPING BACKGROUND')
img = crop_background(img)
print('CONVERTING HTML CARD TO PNG IMAGE COMPLETE')
return img
def get_initial_card():
return Image.open('SampleCard.png')
def pil_to_base64(image):
print('CONVERTING PIL IMAGE TO BASE64 STRING')
buffered = BytesIO()
image.save(buffered, format="PNG")
img_str = base64.b64encode(buffered.getvalue())
print('CONVERTING PIL IMAGE TO BASE64 STRING COMPLETE')
return img_str
def generate_card(image: str, card_text: str):
image_data = pil_to_base64(Image.open(image))
html = format_html(card_text, image_data)
pattern = re.compile('Name: (.*)')
name = pattern.findall(card_text)[0]
card = html_to_png(name, html)
return card
def transcribe(audio: str) -> (str, str):
result = whisper_pipe(audio)
return result["text"], None
starting_text = """Name: Bandersnatch
Type: Large beast, chaotic evil
Description: A Bandersnatch is a fearsome creature that dwells in the depths of ancient forests. Its body is covered in thick, matted fur, and its eyes glow with an otherworldly light. Its roar is deafening, and its claws are as long as a man's arm.
Stats:
Armor Class: 13 (natural armor)
Hit Points: 115 (15d10 + 45)
Speed: 40 ft.
STR: 26 (7)
DEX: 12 (+1)
CON: 18 (+4)
INT: 2 (-4)
WIS: 10 (+0)
CHA: 6 (-2)
Skills: Perception +6, Stealth +4
Senses: darkvision 60 ft., passive Perception 16, passive Stealth 14
Languages: โ€”
Challenge: 9 (5,000 XP)
Passives:
Frenzy: When the Bandersnatch drops to 20 hit points or lower, it gains a bonus to all damage rolls and attacks an additional target as a bonus action until it is destroyed or drops out of combat.
Actions:
Multiattack: The Bandersnatch makes three attacks: two with its claws and one with its bite.
Claws: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage.
Bite: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 7) piercing damage.
Tail Swipe: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage.
Fear Aura: Any creature within 120 feet of the Bandersnatch must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each turn."""
def generate_image(card_text: str):
pattern = re.compile('Name: (.*)')
name = pattern.findall(card_text)[0]
pattern = re.compile('Type: (.*)')
card_type = pattern.findall(card_text)[0]
prompt = f"fantasy illustration of a {card_type} {name}, by Greg Rutkowski"
print(f'Calling image generation with prompt: {prompt}')
try:
result = client.predict(
prompt, # str in 'parameter_5' Textbox component
0.3, # float (numeric value between 0.0 and 5) in 'Guidance' Slider component
4, # float (numeric value between 2 and 10) in 'Steps' Slider component
random.randint(0, 12013012031030),
# float (numeric value between 0 and 12013012031030) in 'Seed' Slider component
api_name="/predict"
)
print(result)
return result
except Exception as e:
print(f'Failed to generate image from client: {e}')
return 'placeholder.png'
def add_hotkeys() -> str:
return pathlib.Path("hotkeys.js").read_text()
with gr.Blocks(title='MonsterGen') as demo:
gr.Markdown("# ๐Ÿ‘น MonsterGenV2")
gr.Markdown("## Generate and Edit D&D Monsters with a Chat Assistant")
with gr.Row():
with gr.Column():
with gr.Group():
audio_in = gr.Microphone(label="Record a voice request (click or press ctrl + ` to start/stop)",
type='filepath', elem_classes=["record-btn"])
prompt_in = gr.Textbox(label="Or type a text request and press Enter", interactive=True,
placeholder="Need an idea? Try one of these:\n- Create a monster named 'WiFi Elemental'\n- Make it legendary\n- Change the description")
with gr.Accordion(label='๐Ÿค– Chat Assistant Response', open=False):
bot_text = gr.TextArea(label='Response', interactive=False)
with gr.Row():
with gr.Column():
in_text = gr.TextArea(label="Card Text (Shift+Enter to submit)", value=starting_text)
gen_image_button = gr.Button('๐Ÿ–ผ๏ธ Generate Card Image')
in_image = gr.Image(label="Card Image (256px x 256px)", type='filepath', value='placeholder.png')
render_button = gr.Button('๐ŸŽด Render Card', variant="primary")
gr.ClearButton([audio_in, prompt_in, in_text, in_image])
with gr.Column():
out_image = gr.Image(label="Rendered Card", value=get_initial_card())
transcribe_params = {'fn': transcribe, 'inputs': [audio_in], 'outputs': [prompt_in, audio_in]}
generate_text_params = {'fn': generate_text, 'inputs': [in_text, prompt_in],
'outputs': [bot_text, in_text, audio_in]}
generate_image_params = {'fn': generate_image, 'inputs': [in_text], 'outputs': [in_image]}
generate_card_params = {'fn': generate_card, 'inputs': [in_image, in_text], 'outputs': [out_image]}
# Shift + Enter to submit text in TextAreas
audio_in.stop_recording(**transcribe_params).then(**generate_text_params).then(**generate_image_params).then(
**generate_card_params)
prompt_in.submit(**generate_text_params).then(**generate_image_params).then(**generate_card_params)
in_text.submit(**generate_card_params)
render_button.click(**generate_card_params)
gen_image_button.click(**generate_image_params).then(**generate_card_params)
demo.load(None, None, None, js=add_hotkeys())
if __name__ == "__main__":
demo.queue().launch(favicon_path="favicon-96x96.png")