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7 commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 3b2ff4b436 | |||
| f5153485af | |||
| 3e9bc42ca4 | |||
| b6a1af9926 | |||
| fd0e718a1c | |||
| 74f123ecf2 | |||
| bbf4ecbc87 |
6 changed files with 502 additions and 79 deletions
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@ -1,7 +1,7 @@
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{
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"id": "dh-importer",
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"title": "Daggerheart Statblock Importer",
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"version": "1.0.2",
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"version": "1.2.2",
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"compatibility": {
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"minimum": "13",
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"verified": "13"
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@ -34,5 +34,5 @@
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"description": "Imports Adversaries and Environments from text blocks into the Daggerheart system.",
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"url": "https://github.com/cptn-cosmo/dh-importer",
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"manifest": "https://git.geeks.gay/cosmo/dh-importer/raw/branch/main/module.json",
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"download": "https://git.geeks.gay/cosmo/dh-importer/releases/download/1.0.2/dh-importer.zip"
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"download": "https://git.geeks.gay/cosmo/dh-importer/releases/download/1.2.2/dh-importer.zip"
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}
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@ -8,6 +8,7 @@ export class DHImporterApp extends HandlebarsApplicationMixin(ApplicationV2) {
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this.step = "input";
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this.parsedData = null;
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this.parsedDataType = null;
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this.inputText = "";
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}
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static DEFAULT_OPTIONS = {
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@ -45,15 +46,42 @@ export class DHImporterApp extends HandlebarsApplicationMixin(ApplicationV2) {
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types: {
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adversary: "Adversary",
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environment: "Environment"
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}
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},
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inputText: this.inputText,
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folders: game.folders.filter(f => f.type === "Actor").sort((a, b) => a.name.localeCompare(b.name)),
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packs: game.packs.filter(p => p.documentName === "Actor" && !p.locked)
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};
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}
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_onRender(context, options) {
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super._onRender(context, options);
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// Bind File Pickers
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this.element.querySelectorAll("img[data-edit]").forEach(img => {
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img.addEventListener("click", ev => {
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const field = img.dataset.edit;
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const fp = new FilePicker({
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type: "image",
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current: img.getAttribute("src"),
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callback: path => {
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img.src = path;
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const input = this.element.querySelector(`input[name='${field}']`);
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if (input) input.value = path;
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}
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});
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fp.browse();
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});
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});
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}
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static async onParse(event, target) {
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const form = this.element;
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const text = form.querySelector("textarea[name='text']").value;
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const type = form.querySelector("select[name='type']").value;
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// Store input text
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this.inputText = text;
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if (!text) {
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ui.notifications.warn("Please enter text to import.");
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return;
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@ -89,16 +117,47 @@ export class DHImporterApp extends HandlebarsApplicationMixin(ApplicationV2) {
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const formData = new foundry.applications.ux.FormDataExtended(this.element).object;
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for (const actor of this.parsedData) {
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// Update Actor Image
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if (formData[`img.${actor.name}`]) {
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actor.img = formData[`img.${actor.name}`];
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actor.prototypeToken.texture.src = formData[`img.${actor.name}`];
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}
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// Update Attack Image
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if (formData[`attackImg.${actor.name}`]) {
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actor.system.attack.img = formData[`attackImg.${actor.name}`];
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}
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// Open Sheet Flag
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if (formData[`openSheet.${actor.name}`]) {
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actor.openSheet = true;
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}
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actor.useFeatures = {};
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for (const item of actor.items) {
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const key = `useFeatures.${actor.name}.${item.name}`;
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if (formData[key]) {
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actor.useFeatures[item.name] = formData[key];
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}
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// Update Item Image
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const itemImgKey = `itemImg.${actor.name}.${item.name}`;
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if (formData[itemImgKey]) {
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item.img = formData[itemImgKey];
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// Also update embedded action image if present
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if (item.system.actions) {
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for (const actionId in item.system.actions) {
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item.system.actions[actionId].img = formData[itemImgKey];
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}
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}
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}
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}
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}
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await DHImporter.createDocuments(this.parsedData, this.parsedDataType);
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const importTarget = formData.importTarget || "";
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const sortTier = formData.sortTier || false;
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await DHImporter.createDocuments(this.parsedData, this.parsedDataType, { target: importTarget, sortTier });
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ui.notifications.info(`Successfully imported ${this.parsedData.length} documents.`);
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this.close();
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} catch (e) {
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@ -16,6 +16,8 @@ export class DHImporter {
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const data = {
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name: "Unknown Adversary",
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type: "adversary",
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img: "systems/daggerheart/assets/icons/documents/actors/dragon-head.svg",
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prototypeToken: { texture: { src: "systems/daggerheart/assets/icons/documents/actors/dragon-head.svg" } },
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system: {
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tier: 1,
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type: "standard",
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@ -81,43 +83,53 @@ export class DHImporter {
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data.system.type = match[2].toLowerCase();
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}
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else if (line.match(/^Difficulty:/i)) {
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// Can be "Difficulty: 14" or "Difficulty: 11 | Thresholds: ..."
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const valueMatch = line.match(/Difficulty:\s*(\d+)/i);
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if (valueMatch) data.system.difficulty = parseInt(valueMatch[1]);
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// Can be "Difficulty: 14" or "Difficulty: 11 | Thresholds: ..." or "Difficulty: 12Thresholds: 5/9HP: 4Stress: 3"
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// Check for inline stuff (Old Format)
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// Robust Regex Extraction
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const diffMatch = line.match(/Difficulty:\s*(\d+)/i);
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if (diffMatch) data.system.difficulty = parseInt(diffMatch[1]);
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const thMatch = line.match(/Thresholds:\s*(\d+)\/(\d+)/i);
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if (thMatch) {
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data.system.damageThresholds.major = parseInt(thMatch[1]);
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data.system.damageThresholds.severe = parseInt(thMatch[2]);
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}
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const hpMatch = line.match(/HP:\s*(\d+)/i);
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if (hpMatch) data.system.resources.hitPoints.max = parseInt(hpMatch[1]);
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const stressMatch = line.match(/Stress:\s*(\d+)/i);
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if (stressMatch) data.system.resources.stress.max = parseInt(stressMatch[1]);
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// Check for inline stuff (Old Format with Pipes)
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if (line.includes("|")) {
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const parts = line.split("|").map(p => p.trim());
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for (const part of parts) {
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if (part.startsWith("HP:")) {
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data.system.resources.hitPoints.max = parseInt(part.split(":")[1]);
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} else if (part.startsWith("Stress:")) {
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data.system.resources.stress.max = parseInt(part.split(":")[1]);
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} else if (part.startsWith("Thresholds:")) {
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const th = part.split(":")[1].split("/").map(t => parseInt(t.trim()));
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if (th[0]) data.system.damageThresholds.major = th[0];
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if (th[1]) data.system.damageThresholds.severe = th[1];
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}
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// Fallback for pipes if regex somehow missed or overwrote (unlikely but safe)
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// Actually the regex above is better.
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}
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}
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}
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else if (line.match(/^(Attack:|ATK:)/i)) {
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// "Attack: +1" or "ATK: +2 | Claws: Melee | ..."
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// "Attack: +1" or "ATK: +2 | Claws: Melee | ..." or "ATK: +2Claws: Melee1d6+2 phy"
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const bonusMatch = line.match(/(?:Attack|ATK):\s*([+-]?\d+)/i);
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if (bonusMatch) data.system.attack.roll.bonus = parseInt(bonusMatch[1]);
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// Clean the line to remove "ATK: +2" part
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let restOfLine = line.replace(/(?:Attack|ATK):\s*[+-]?\d+/, "").trim();
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// If split format e.g. "Attack: +1" and next line is "Claws: Melee..."
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if (!line.includes("|") && lineIndex + 1 < lines.length) {
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if ((!restOfLine || restOfLine.length === 0) && lineIndex + 1 < lines.length) {
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const nextLine = lines[lineIndex + 1];
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if (nextLine.includes(":") && !nextLine.match(/^(Experience|Features|Motives|Difficulty)/)) {
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// Likely the weapon details: "Claws: Melee | 1d8+3 phy"
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DHImporter._parseAttackDetails(nextLine, data);
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lineIndex++; // Consume next line
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}
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} else if (line.includes("|")) {
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// Inline formatting
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const parts = line.split("|").slice(1).join("|"); // remove ATK part
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DHImporter._parseAttackDetails(parts, data);
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} else if (restOfLine.length > 0) {
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// Inline formatting (smashed or piped)
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if (restOfLine.startsWith("|")) restOfLine = restOfLine.substring(1).trim();
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DHImporter._parseAttackDetails(restOfLine, data);
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}
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}
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else if (line.match(/^Experience:/i)) {
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@ -180,8 +192,9 @@ export class DHImporter {
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// FEATURES
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else if (currentSection === "features") {
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const featureMatch = line.match(/^(.+?)\s+[–-]\s+(\w+)(?::\s*(.*))?$/);
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// "Name - Type" (Description on next line) OR "Name - Type: Description"
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// Supports hyphen (-), en-dash (–), em-dash (—) and optional surrounding spaces
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const featureMatch = line.match(/^(.+?)\s*[–—-]\s*(\w+)(?::\s*(.*))?$/);
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if (featureMatch) {
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if (featureBuffer) data.items.push(DHImporter._createFeatureItem(featureBuffer));
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@ -210,67 +223,87 @@ export class DHImporter {
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}
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static _parseAttackDetails(line, data) {
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// Claws: Melee | 1d8+3 phy OR Claws: Melee 1d8+3 phy
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// Simple heuristic splitting
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let parts = line.split("|").map(p => p.trim());
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if (parts.length === 1) {
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// Try splitting by : for name/range
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const firstColon = line.indexOf(":");
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if (firstColon > -1) {
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const name = line.substring(0, firstColon).trim();
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const rest = line.substring(firstColon + 1).trim();
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const rangeMatch = rest.match(/^(\w+)\s+(.*)$/);
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if (rangeMatch) {
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parts = [name + ":" + rangeMatch[1], rangeMatch[2]];
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} else {
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parts = [line];
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}
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}
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// Claws: Melee | 1d8+3 phy OR Claws: Melee 1d8+3 phy OR Claws: Melee1d6+2 phy
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// 1. Extract Name
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let name = "Attack";
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let rest = line;
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if (line.includes(":")) {
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const parts = line.split(":");
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name = parts[0].trim();
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rest = parts.slice(1).join(":").trim();
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}
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// Now parse parts roughly matching old logic
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// Part 0: Name: Range
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if (parts.length > 0) {
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const nameRange = parts[0].split(":");
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data.system.attack.name = nameRange[0].trim();
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if (nameRange[1]) data.system.attack.range = nameRange[1].trim().toLowerCase();
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data.system.attack.name = name;
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// 2. Extract Range
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// Ranges: Melee, Very Close, Close, Far, Very Far
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const rangeMatch = rest.match(/^(Melee|Very Close|Close|Far|Very Far)/i);
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if (rangeMatch) {
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let rangeVal = rangeMatch[1].toLowerCase();
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if (rangeVal === "very close") rangeVal = "veryClose";
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if (rangeVal === "very far") rangeVal = "veryFar";
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data.system.attack.range = rangeVal;
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rest = rest.substring(rangeMatch[0].length).trim();
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}
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// Part 1: Damage
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if (parts.length > 1) {
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const dmgStr = parts[1];
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const dmgMatch = dmgStr.match(/^(.+?)\s+(\w+)$/);
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let formula = dmgStr;
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// 3. Extract Damage
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// Formula + Type
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if (rest) {
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// Remove optional pipes
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rest = rest.replace(/^\|\s*/, "");
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// "1d6+2 phy"
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const dmgMatch = rest.match(/^(.+?)\s+(\w+)$/);
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let formula = rest;
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let type = "physical";
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if (dmgMatch) {
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formula = dmgMatch[1];
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type = dmgMatch[2].toLowerCase();
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// Map short codes
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if (type === "phy") type = "physical";
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else if (type === "mag") type = "magic";
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else if (type === "mag" || type === "magic") type = "magical";
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}
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data.system.attack.damage.parts.push({
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type: [type],
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applyTo: "hitPoints",
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value: {
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custom: { enabled: true, formula: formula },
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multiplier: "flat", dice: "d6"
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multiplier: "flat", dice: "d6",
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flatMultiplier: 1
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}
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});
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}
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}
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static _parseExperienceLine(line, data) {
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// "Ambusher +3"
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const match = line.match(/(.+?)\s+([+-]?\d+)$/);
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if (match) {
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const currentCount = Object.keys(data.system.experiences).length;
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const key = "exp" + currentCount;
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data.system.experiences[key] = {
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name: match[1].trim(),
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value: parseInt(match[2])
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};
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// Handle "Experience: Manipulate +2, Infiltrate +2" or "Knowledge (Arcana, History) +2"
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const parts = line.split(",");
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let buffer = "";
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for (let part of parts) {
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buffer = buffer ? buffer + "," + part : part;
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// Check if buffer matches "Name +Value"
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// We trim to handle spaces around commas
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const trimmed = buffer.trim();
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// Regex to match "Name +Value" at the end of the string
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const match = trimmed.match(/(.+?)\s+([+-]?\d+)$/);
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if (match) {
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const currentCount = Object.keys(data.system.experiences).length;
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const key = "exp" + currentCount;
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data.system.experiences[key] = {
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name: match[1].trim(),
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value: parseInt(match[2])
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};
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// Reset buffer as we found a complete experience
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buffer = "";
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}
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}
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// If buffer remains (e.g. "Some Trait" without number), it is ignored, consistent with previous behavior.
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}
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/**
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@ -282,13 +315,115 @@ export class DHImporter {
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// sometimes with specific actions embedded.
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// We will put the type in the description.
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return {
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const isAction = buffer.typeHint?.toLowerCase() === "action";
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const item = {
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name: buffer.name,
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type: "feature",
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img: "icons/svg/item-bag.svg",
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system: {
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description: `<p><strong>${buffer.typeHint}</strong>: ${buffer.description}</p>`
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description: `<p><strong>${buffer.typeHint}</strong>: ${buffer.description}</p>`,
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actions: {},
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featureForm: isAction ? "action" : "passive"
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}
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};
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if (isAction) {
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// Determine if this is an attack or a generic ability
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const isAttack = buffer.description.match(/make.*?attack/i) ||
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buffer.description.match(/(?:deal|inflict|take)\s+(\d+(?:d\d+)?(?:[\s]*[\+\-][\s]*\d+)?)\s+(direct\s+)?(\w+)\s+damage/i);
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const actionType = isAttack ? "attack" : "ability";
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const rollType = isAttack ? "attack" : "ability";
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const actionId = foundry.utils.randomID();
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const action = {
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_id: actionId,
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type: actionType,
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name: buffer.name,
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actionType: "action",
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img: "icons/svg/item-bag.svg",
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systemPath: "actions",
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chatDisplay: true,
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cost: [],
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damage: { parts: [], includeBase: false, direct: false },
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range: "",
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roll: {
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type: rollType,
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diceRolling: { multiplier: "flat", dice: "d6" }
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}
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||||
};
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||||
|
||||
// Parse Fear Cost
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if (buffer.description.match(/^spen[md]\s+(?:a|1)\s+fear/i)) {
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action.cost.push({
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consumeOnSuccess: false,
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scalable: false,
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||||
key: "fear",
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value: 1,
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||||
itemId: null,
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||||
step: null
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||||
});
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||||
}
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||||
|
||||
// Parse Stress Cost
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if (buffer.description.match(/mark\s+(?:a|1)\s+stress/i)) {
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action.cost.push({
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consumeOnSuccess: false,
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scalable: false,
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||||
key: "stress",
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||||
value: 1,
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||||
itemId: null,
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||||
step: null
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||||
});
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||||
}
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||||
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||||
// Parse Attack Trigger
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if (buffer.description.match(/make.*?attack/i)) {
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action.roll.type = "attack";
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}
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||||
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// Parse Range
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const rangeMatch = buffer.description.match(/(Melee|Very Close|Close|Far|Very Far)/i);
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||||
if (rangeMatch) {
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||||
let rangeVal = rangeMatch[1].toLowerCase();
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||||
if (rangeVal === "very close") rangeVal = "veryClose";
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||||
if (rangeVal === "very far") rangeVal = "veryFar";
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||||
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action.range = rangeVal;
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||||
}
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||||
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||||
// Parse Damage: "deal 3d4+10 direct physical damage"
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||||
// Matches: context? + formula + optional direct + type + "damage"
|
||||
const damageMatch = buffer.description.match(/(?:deal|inflict|take)\s+(\d+(?:d\d+)?(?:[\s]*[\+\-][\s]*\d+)?)\s+(direct\s+)?(\w+)\s+damage/i);
|
||||
|
||||
if (damageMatch) {
|
||||
// remove spaces in formula for cleaner data
|
||||
let formula = damageMatch[1].replace(/\s/g, "");
|
||||
const isDirect = !!damageMatch[2]; // Captured "direct "
|
||||
let type = damageMatch[3].toLowerCase();
|
||||
|
||||
// Map short codes
|
||||
if (type === "phy") type = "physical";
|
||||
else if (type === "mag" || type === "magic") type = "magical";
|
||||
|
||||
action.damage.direct = isDirect;
|
||||
action.damage.parts.push({
|
||||
value: {
|
||||
custom: { enabled: true, formula: formula },
|
||||
multiplier: "flat", dice: "d6",
|
||||
flatMultiplier: 1 // Default
|
||||
},
|
||||
applyTo: "hitPoints",
|
||||
type: [type]
|
||||
});
|
||||
}
|
||||
|
||||
item.system.actions[actionId] = action;
|
||||
}
|
||||
|
||||
return item;
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
@ -308,6 +443,7 @@ export class DHImporter {
|
|||
const data = {
|
||||
name: lines[0],
|
||||
type: "environment",
|
||||
img: "systems/daggerheart/assets/icons/documents/actors/forest.svg",
|
||||
system: {
|
||||
tier: 1,
|
||||
type: "exploration",
|
||||
|
|
@ -357,7 +493,7 @@ export class DHImporter {
|
|||
currentSection = "features";
|
||||
} else if (currentSection === "features") {
|
||||
// Parsing Features: "Name - Type: Description"
|
||||
const featureMatch = line.match(/^(.+?)\s+[–-]\s+(\w+):\s*(.*)/);
|
||||
const featureMatch = line.match(/^(.+?)\s*[–—-]\s*(\w+):\s*(.*)/);
|
||||
if (featureMatch) {
|
||||
if (featureBuffer) {
|
||||
data.items.push(DHImporter._createFeatureItem(featureBuffer));
|
||||
|
|
@ -423,19 +559,86 @@ export class DHImporter {
|
|||
return results;
|
||||
}
|
||||
|
||||
static async createDocuments(dataList, type) {
|
||||
static async createDocuments(dataList, type, options = {}) {
|
||||
if (!dataList || dataList.length === 0) return;
|
||||
|
||||
const { target, sortTier } = options;
|
||||
const Actor = getDocumentClass("Actor");
|
||||
const Folder = getDocumentClass("Folder");
|
||||
const actorsToCreate = [];
|
||||
|
||||
// Determine Target Context
|
||||
let targetFolderId = null;
|
||||
let targetPack = null;
|
||||
|
||||
if (target) {
|
||||
if (game.packs.has(target)) {
|
||||
targetPack = game.packs.get(target);
|
||||
} else {
|
||||
targetFolderId = target;
|
||||
}
|
||||
}
|
||||
|
||||
// Folder Cache for Tier Sorting
|
||||
const folderCache = {};
|
||||
|
||||
const getTierFolder = async (tier) => {
|
||||
const folderName = `Tier ${tier}`;
|
||||
const cacheKey = `${targetPack ? targetPack.collection : "world"}-${targetFolderId || "root"}-${tier}`;
|
||||
|
||||
if (folderCache[cacheKey]) return folderCache[cacheKey];
|
||||
|
||||
// Parent ID (for creating subfolder)
|
||||
const parentId = targetFolderId;
|
||||
|
||||
// Search for existing folder
|
||||
let folder;
|
||||
if (targetPack) {
|
||||
// Search in compendium index (requires V11+ folders)
|
||||
// We'll rely on pack.folders if available (V11)
|
||||
if (targetPack.folders) {
|
||||
folder = targetPack.folders.find(f => f.name === folderName && f.folder?.id === parentId);
|
||||
}
|
||||
} else {
|
||||
// Search in World
|
||||
folder = game.folders.find(f => f.type === "Actor" && f.name === folderName && f.folder?.id === parentId);
|
||||
}
|
||||
|
||||
if (folder) {
|
||||
folderCache[cacheKey] = folder.id;
|
||||
return folder.id;
|
||||
}
|
||||
|
||||
// Create Folder if not found
|
||||
try {
|
||||
const folderData = {
|
||||
name: folderName,
|
||||
type: "Actor",
|
||||
folder: parentId,
|
||||
sorting: "a"
|
||||
};
|
||||
|
||||
if (targetPack) {
|
||||
folderData.pack = targetPack.collection;
|
||||
}
|
||||
|
||||
const newFolder = await Folder.create(folderData, { pack: targetPack?.collection });
|
||||
if (newFolder) {
|
||||
folderCache[cacheKey] = newFolder.id;
|
||||
return newFolder.id;
|
||||
}
|
||||
} catch (e) {
|
||||
console.warn("Could not create Tier folder:", e);
|
||||
// Fallback to parent
|
||||
return parentId;
|
||||
}
|
||||
};
|
||||
|
||||
for (const data of dataList) {
|
||||
// Process Items based on 'useCompendium' flags or similar set by the UI
|
||||
// The UI should have modified data.items or we loop through and replace based on user choice
|
||||
// Process Items
|
||||
const finalItems = [];
|
||||
for (const item of data.items) {
|
||||
if (data.useFeatures && data.useFeatures[item.name]) {
|
||||
// User selected to use existing feature
|
||||
const uuid = data.useFeatures[item.name];
|
||||
const original = await fromUuid(uuid);
|
||||
if (original) {
|
||||
|
|
@ -449,13 +652,46 @@ export class DHImporter {
|
|||
}
|
||||
data.items = finalItems;
|
||||
|
||||
// Handle Sorting / Folder Assignment
|
||||
if (sortTier) {
|
||||
const tier = data.system.tier !== undefined ? data.system.tier : 0;
|
||||
data.folder = await getTierFolder(tier);
|
||||
} else if (targetFolderId) {
|
||||
data.folder = targetFolderId;
|
||||
}
|
||||
|
||||
// Clean up temporary flags
|
||||
const shouldOpen = data.openSheet;
|
||||
delete data.foundFeatures;
|
||||
delete data.useFeatures;
|
||||
delete data.openSheet;
|
||||
|
||||
actorsToCreate.push(data);
|
||||
// If finding an existing actor to update could be a future feature, but for now we create new.
|
||||
actorsToCreate.push({ data, shouldOpen });
|
||||
}
|
||||
|
||||
await Actor.createDocuments(actorsToCreate);
|
||||
let createdActors = [];
|
||||
if (targetPack) {
|
||||
// Import to Compendium
|
||||
// Note: createDocuments with pack option works in V10+
|
||||
const docs = actorsToCreate.map(a => a.data);
|
||||
createdActors = await Actor.createDocuments(docs, { pack: targetPack.collection });
|
||||
} else {
|
||||
// Import to World
|
||||
createdActors = await Actor.createDocuments(actorsToCreate.map(a => a.data));
|
||||
}
|
||||
|
||||
// Open sheets
|
||||
if (createdActors && createdActors.length > 0) {
|
||||
for (let i = 0; i < createdActors.length; i++) {
|
||||
// If we imported to compendium, we generally don't open sheets immediately as they are in the pack
|
||||
// But if the user really wants to, we'd have to retrieve the sheet from the pack.
|
||||
// Standard behavior for compendium import: don't open.
|
||||
|
||||
if (!targetPack && actorsToCreate[i].shouldOpen) {
|
||||
createdActors[i].sheet.render(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -255,3 +255,70 @@
|
|||
padding-top: 10px;
|
||||
border-top: 1px solid #4a4a4a;
|
||||
}
|
||||
|
||||
/* --- New Styles for Image Pickers --- */
|
||||
|
||||
.dh-importer-preview .header-row {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 15px;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 15px;
|
||||
margin-bottom: 10px;
|
||||
}
|
||||
|
||||
.dh-importer-preview .header-row h3 {
|
||||
margin: 0;
|
||||
border: none;
|
||||
padding: 0;
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
.dh-importer-preview .image-picker {
|
||||
position: relative;
|
||||
cursor: pointer;
|
||||
border: 1px solid #7a6a4a;
|
||||
border-radius: 4px;
|
||||
overflow: hidden;
|
||||
transition: box-shadow 0.2s;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.dh-importer-preview .image-picker:hover {
|
||||
box-shadow: 0 0 5px #ffd700;
|
||||
}
|
||||
|
||||
.dh-importer-preview .image-picker img {
|
||||
display: block;
|
||||
object-fit: cover;
|
||||
background: #000;
|
||||
}
|
||||
|
||||
.dh-importer-preview .attack-pill {
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
background: #2a2a2a;
|
||||
padding: 4px 16px 4px 8px;
|
||||
/* Adjusted padding for icon */
|
||||
border-radius: 4px;
|
||||
border: 1px solid #444;
|
||||
color: #ccc;
|
||||
font-size: 1.1em;
|
||||
box-shadow: inset 0 0 5px rgba(0, 0, 0, 0.5);
|
||||
gap: 5px;
|
||||
}
|
||||
|
||||
.dh-importer-preview .attack-pill .image-picker {
|
||||
border: none;
|
||||
box-shadow: none;
|
||||
background: transparent;
|
||||
}
|
||||
|
||||
.dh-importer-preview .feature-header {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
align-items: center;
|
||||
gap: 10px;
|
||||
margin-bottom: 5px;
|
||||
}
|
||||
|
|
@ -13,7 +13,7 @@
|
|||
|
||||
<div class="form-group" style="flex: 1;">
|
||||
<label>Paste Statblocks</label>
|
||||
<textarea name="text" placeholder="Paste data here..."></textarea>
|
||||
<textarea name="text" placeholder="Paste data here...">{{inputText}}</textarea>
|
||||
</div>
|
||||
|
||||
<div class="action-footer">
|
||||
|
|
|
|||
|
|
@ -2,16 +2,34 @@
|
|||
<div class="actor-list">
|
||||
{{#each parsedData as |actor idx|}}
|
||||
<div class="actor-preview">
|
||||
<h3>
|
||||
<span>{{actor.name}}</span>
|
||||
<small>Tier {{actor.system.tier}} {{actor.system.type}}</small>
|
||||
</h3>
|
||||
<div class="header-row">
|
||||
<div class="image-picker">
|
||||
<img src="{{actor.img}}" data-edit="img.{{actor.name}}" height="48" width="48" />
|
||||
<input type="text" name="img.{{actor.name}}" value="{{actor.img}}" style="display:none">
|
||||
</div>
|
||||
<h3>
|
||||
<span>{{actor.name}}</span>
|
||||
<small>Tier {{actor.system.tier}} {{actor.system.type}}</small>
|
||||
</h3>
|
||||
</div>
|
||||
<div class="stats">
|
||||
{{#if actor.system.resources.hitPoints.max}}<span><strong>HP:</strong>
|
||||
{{actor.system.resources.hitPoints.max}}</span>{{/if}}
|
||||
{{#if actor.system.resources.stress.max}}<span><strong>Stress:</strong>
|
||||
{{actor.system.resources.stress.max}}</span>{{/if}}
|
||||
<span><strong>Difficulty:</strong> {{actor.system.difficulty}}</span>
|
||||
{{#if actor.system.attack.name}}
|
||||
{{#if actor.system.attack.name}}
|
||||
<span class="attack-pill">
|
||||
<div class="image-picker small" style="border:none; margin-right:5px; width:24px; height:24px;">
|
||||
<img src="icons/svg/item-bag.svg" data-edit="attackImg.{{actor.name}}" height="24" width="24" />
|
||||
<input type="text" name="attackImg.{{actor.name}}" value="icons/svg/item-bag.svg"
|
||||
style="display:none">
|
||||
</div>
|
||||
<strong>Attack:</strong> {{actor.system.attack.name}}
|
||||
</span>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
</div>
|
||||
|
||||
<div class="features-list">
|
||||
|
|
@ -20,7 +38,15 @@
|
|||
{{#each actor.items as |item itemIdx|}}
|
||||
{{#if (eq item.type "feature")}}
|
||||
<li class="feature-item">
|
||||
<strong>{{item.name}}</strong>
|
||||
<div class="feature-header">
|
||||
<div class="image-picker small">
|
||||
<img src="{{item.img}}" data-edit="itemImg.{{actor.name}}.{{item.name}}" height="24"
|
||||
width="24" />
|
||||
<input type="text" name="itemImg.{{actor.name}}.{{item.name}}" value="{{item.img}}"
|
||||
style="display:none">
|
||||
</div>
|
||||
<strong>{{item.name}}</strong>
|
||||
</div>
|
||||
|
||||
{{#if (lookup ../foundFeatures item.name)}}
|
||||
<div class="feature-match">
|
||||
|
|
@ -40,10 +66,45 @@
|
|||
{{/each}}
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="actor-options">
|
||||
<label>
|
||||
<input type="checkbox" name="openSheet.{{actor.name}}"> Open Sheet after Import
|
||||
</label>
|
||||
</div>
|
||||
</div>
|
||||
{{/each}}
|
||||
</div>
|
||||
|
||||
<div class="import-options"
|
||||
style="margin-top: 10px; padding: 10px; background: rgba(0,0,0,0.1); border-radius: 5px;">
|
||||
<div class="form-group">
|
||||
<label>Import Target</label>
|
||||
<select name="importTarget">
|
||||
<option value="">World (Root)</option>
|
||||
{{#if folders.length}}
|
||||
<optgroup label="Folders">
|
||||
{{#each folders}}
|
||||
<option value="{{this.id}}">{{this.name}}</option>
|
||||
{{/each}}
|
||||
</optgroup>
|
||||
{{/if}}
|
||||
{{#if packs.length}}
|
||||
<optgroup label="Compendiums">
|
||||
{{#each packs}}
|
||||
<option value="{{this.collection}}">{{this.metadata.label}}</option>
|
||||
{{/each}}
|
||||
</optgroup>
|
||||
{{/if}}
|
||||
</select>
|
||||
</div>
|
||||
<div class="form-group">
|
||||
<label>
|
||||
<input type="checkbox" name="sortTier"> Sort into Sub-folders by Tier
|
||||
</label>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="action-footer">
|
||||
<button type="button" data-action="back"><i class="fas fa-arrow-left"></i> Back</button>
|
||||
<button type="button" data-action="import"><i class="fas fa-file-import"></i> Confirm Import</button>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue