This folder keeps the Lua manifest (`plugin.lua`) that defines a custom assistant. Treat it as the single source of truth for how AI Studio renders your assistant UI and builds the submitted prompt.
## Structure
-`ASSISTANT` is the root table. It must contain `Title`, `Description`, `SystemPrompt`, `SubmitText`, `AllowProfiles`, and the nested `UI` definition.
-`UI.Type` is always `"FORM"` and `UI.Children` is a list of component tables.
- Each component table declares `Type`, an optional `Children` array, and a `Props` table that feeds the component’s parameters.
Supported types (matching the Blazor UI components):
-`TEXT_AREA`: user input field based on `MudTextField`; requires `Name`, `Label`, and may include `HelperText`, `HelperTextOnFocus`, `Adornment`, `AdornmentIcon`, `AdornmentText`, `AdornmentColor`, `Counter`, `MaxLength`, `IsImmediate`, `UserPrompt`, `PrefillText`, `IsSingleLine`, `ReadOnly`, `Class`, `Style`.
-`BUTTON`: invokes a Lua callback; `Props` must include `Name`, `Text`, `Action`, and may include `Variant`, `Color`, `IsFullWidth`, `Size`, `StartIcon`, `EndIcon`, `IconColor`, `IconSize`, `Class`, `Style`.
-`BUTTON_GROUP`: groups multiple `BUTTON` children in a `MudButtonGroup`; `Children` must contain only `BUTTON` components and `Props` may include `Variant`, `Color`, `Size`, `OverrideStyles`, `Vertical`, `DropShadow`, `Class`, `Style`.
-`COLOR_PICKER`: color input based on `MudColorPicker`; requires `Name`, `Label`, and may include `Placeholder`, `ShowAlpha`, `ShowToolbar`, `ShowModeSwitch`, `PickerVariant`, `UserPrompt`, `Class`, `Style`.
-`IMAGE`: embeds a static illustration; `Props` must include `Src` plus optionally `Alt` and `Caption`. `Src` can be an HTTP/HTTPS URL, a `data:` URI, or a plugin-relative path (`plugin://assets/your-image.png`). The runtime will convert plugin-relative paths into `data:` URLs (base64).
Images referenced via the `plugin://` scheme must exist in the plugin directory (e.g., `assets/example.png`). Drop the file there and point `Src` at it. The component will read the file at runtime, encode it as Base64, and render it inside the assistant UI.
Each component exposes a `UserPrompt` string. When the assistant runs, `AssistantDynamic` iterates over `RootComponent.Children` and, for each component that has a prompt, emits:
For switches the “value” is the boolean `true/false`; for readers it is the fetched/selected content; for color pickers it is the selected color text (for example `#FFAA00` or `rgba(...)`, depending on the picker mode). Always provide a meaningful `UserPrompt` so the final concatenated prompt remains coherent from the LLM’s perspective.
If you want full control over prompt composition, define `ASSISTANT.BuildPrompt` as a Lua function. When present, AI Studio calls it and uses its return value as the final user prompt. The default prompt assembly is skipped.
#### Contract
-`ASSISTANT.BuildPrompt(input)` must return a **string**.
- If the function is missing, returns `nil`, or returns a non-string, AI Studio falls back to the default prompt assembly.
- Errors in the function are caught and logged, then fall back to the default prompt assembly.
#### Input table shape
The function receives a single `input` table with:
- Use `Type = "TEXT_AREA"` to render a MudBlazor text input or textarea.
- Required props:
-`Name`: unique state key used in prompt assembly and `BuildPrompt(input.fields)`.
-`Label`: visible field label.
- Optional props:
-`HelperText`: helper text rendered below the input.
-`HelperTextOnFocus`: defaults to `false`; show helper text only while the field is focused.
-`Adornment`: one of `Start`, `End`, `None`; invalid or omitted values fall back to `Start`.
-`AdornmentIcon`: MudBlazor icon identifier string for the adornment.
-`AdornmentText`: plain adornment text. Do not set this together with `AdornmentIcon`.
-`AdornmentColor`: one of the MudBlazor `Color` enum names such as `Primary`, `Secondary`, `Warning`; invalid or omitted values fall back to `Default`.
-`Counter`: nullable integer. Omit it to hide the counter entirely. Set `0` to show only the current character count. Set `1` or higher to show `current/max`.
-`MaxLength`: maximum number of characters allowed; defaults to `524288`.
-`IsImmediate`: defaults to `false`; updates the bound value on each input event instead of on blur/change.
-`UserPrompt`: prompt context text for this field.
-`PrefillText`: initial input value.
-`IsSingleLine`: defaults to `false`; render as a one-line input instead of a textarea.
-`ReadOnly`: defaults to `false`; disables editing.
-`Class`, `Style`: forwarded to the rendered component for layout/styling.
Profiles are optional user context (e.g., "NeedToKnow" and "Actions"). You can inject this directly into the user prompt if you want the LLM to always see it.
Example:
```lua
ASSISTANT.BuildPrompt = function(input)
local parts = {}
if input.profile and input.profile.NeedToKnow ~= "" then
1. Give every component a unique `Name`— it’s used to track state.
2. Keep in mind that components and their properties are case-sensitive (e.g. if you write `["Type"] = "heading"` instead of `["Type"] = "HEADING"` the component will not be registered). Always copy-paste the component from the `plugin.lua` manifest to avoid this.
3. When you expect default content (e.g., a textarea with instructions), keep `UserPrompt` but also set `PrefillText` so the user starts with a hint.
4. If you need extra explanatory text (before or after the interactive controls), use `TEXT` or `HEADING` components.