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Alexander Whitestone f13a1d0235
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feat: Gemini image generation in Workshop chat (#19)
- Add image intent detection (draw/illustrate/visualize/create an image)
  via `detectImageRequest()` in agent.ts; exports used by jobs and sessions
- Add `executeImageWork()` to AgentService: calls Gemini generateImage with
  graceful fallback stub PNG when Gemini credentials are absent
- Add `job_media` table (migration 0010) for base64 image storage with 7-day TTL;
  entity_id is polymorphic for both jobs and session requests
- Add `media_type TEXT` column to jobs table (flagged during eval phase)
- Add `calculateImageFeeSats()` / `calculateImageFeeUsd()` to PricingService;
  uses IMAGE_GENERATION_FLAT_RATE_USD env var (default $0.04)
- Jobs route: detect image jobs in eval phase, route to Gemini in execution,
  store image in job_media; expose GET /api/jobs/:id/media endpoint
- Sessions route: detect image requests, call executeImageWork, store in
  job_media, return mediaUrl and mediaType in response
- Estimate route: return image pricing and mediaType:'image' for image requests
- Event bus: add optional mediaUrl/mediaType to job:completed event
- Frontend session.js: render generated images inline with download button

Fixes #19

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 22:36:10 -04:00
..

Timmy Tower World

A Three.js 3D visualization of the Timmy agent network. Agents appear as glowing icosahedra connected by lines, pulsing as they process jobs. A matrix-rain particle effect fills the background.

Quick start

npm install
npm run dev      # Vite dev server with hot reload → http://localhost:5173
npm run build    # Production bundle → dist/
npm run preview  # Serve dist/ locally

Configuration

Set these in a .env.local file (not committed):

VITE_WS_URL=ws://localhost:8080/ws/agents

Leave VITE_WS_URL unset to run in offline/demo mode (agents animate but receive no live updates).

Adding custom agents

Edit one file only: js/agent-defs.js

export const AGENT_DEFS = [
  // existing agents …
  {
    id:        'zeta',      // unique string — matches WebSocket message agentId
    label:     'ZETA',      // displayed in the 3D HUD
    color:     0xff00aa,    // hex integer (0xRRGGBB)
    role:      'observer',  // shown under the label sprite
    direction: 'east',      // cardinal facing direction (north/east/south/west)
    x:         12,          // world-space position (horizontal)
    z:         0,           // world-space position (depth)
  },
];

Nothing else needs to change. agents.js reads positions from x/z, and websocket.js reads colors and labels — both derive everything from AGENT_DEFS.

Architecture

js/
├── agent-defs.js   ← single source of truth: id, label, color, role, position
├── agents.js       ← Three.js scene objects, animation loop
├── effects.js      ← matrix rain particles, starfield
├── interaction.js  ← OrbitControls (pan, zoom, rotate)
├── main.js         ← entry point, rAF loop
├── ui.js           ← DOM HUD overlay (FPS, agent states, chat)
└── websocket.js    ← WebSocket reconnect, message dispatch

WebSocket protocol

The backend sends JSON messages on the agents channel:

type Fields Effect
agent_state agentId, state Update agent visual state
job_started agentId, jobId Increment job counter, pulse
job_completed agentId, jobId Decrement job counter
chat agentId, text Append to chat panel

Agent states: idle (dim pulse) · active (bright pulse + fast ring spin)

Stack

  • Three.js 0.171.0 — 3D rendering
  • Vite 5 — build + dev server
  • crypto.randomUUID() — secure client session IDs (no external library)