461 lines
20 KiB
JavaScript
461 lines
20 KiB
JavaScript
export class DHImporter {
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/**
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* Parse Adversary Text
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* @param {string} text
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* @returns {Array<Object>} Array of adversary data objects
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*/
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static parseAdversaries(text) {
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const blocks = text.split(/^-----$/gm).filter(b => b.trim());
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const results = [];
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for (let block of blocks) {
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const lines = block.trim().split(/\r?\n/).map(l => l.trim()).filter(l => l);
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if (lines.length === 0) continue;
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try {
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const data = {
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name: "Unknown Adversary",
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type: "adversary",
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system: {
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tier: 1,
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type: "standard",
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resources: { hitPoints: { value: 0, max: 0 }, stress: { value: 0, max: 0 } },
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damageThresholds: { major: 0, severe: 0 },
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attack: {
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name: "Attack",
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type: "attack",
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roll: { type: "attack", bonus: 0 },
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damage: { parts: [] }
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},
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experiences: {},
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motivesAndTactics: ""
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},
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items: []
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};
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let currentSection = "header";
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let featureBuffer = null;
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let lineIndex = 0;
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// --- Header Parsing ---
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// Name is line 0
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if (lines.length > 0) {
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data.name = lines[0];
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lineIndex = 1;
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}
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while (lineIndex < lines.length) {
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let line = lines[lineIndex];
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// --- Section Detection ---
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if (line.match(/^Motives & Tactics[:]?$/i)) {
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currentSection = "motives";
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lineIndex++;
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continue;
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} else if (line.match(/^Features[:]?$/i)) {
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currentSection = "features";
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lineIndex++;
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continue;
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} else if (line.match(/^HP & Stress[:]?$/i)) {
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currentSection = "hp_stress";
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lineIndex++;
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continue;
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} else if (line.match(/^Experience[:]?$/i)) {
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currentSection = "experience";
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lineIndex++;
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// Check if the rest of the line has content (old format)
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const inlineExp = line.replace(/^Experience[:]?\s*/i, "");
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if (inlineExp) {
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DHImporter._parseExperienceLine(inlineExp, data);
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}
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continue;
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}
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// --- Section Processing ---
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// HEADER / STATS (Before any specific section)
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if (currentSection === "header") {
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if (line.match(/Tier\s+(\d+)\s+(\w+)/i)) {
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const match = line.match(/Tier\s+(\d+)\s+(\w+)/i);
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data.system.tier = parseInt(match[1]);
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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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// Check for inline stuff (Old Format)
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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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}
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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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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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// 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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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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}
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}
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else if (line.match(/^Experience:/i)) {
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// Handled by section detection usually, but if missed:
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const inlineExp = line.replace(/^Experience:\s*/i, "");
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if (inlineExp && inlineExp.trim() !== "—") {
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DHImporter._parseExperienceLine(inlineExp, data);
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}
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// If empty, next lines will be picked up by 'experience' section logic if we switched?
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// Actually, if we are here, we might have skipped section detect if regex didn't match perfectly.
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}
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else {
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// Description text usually
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if (!data.system.notes) data.system.notes = "";
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data.system.notes += line + "<br>";
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}
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}
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// MOTIVES
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else if (currentSection === "motives") {
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data.system.motivesAndTactics += line + " ";
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}
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// EXPERIENCE (Multi-line)
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else if (currentSection === "experience") {
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// "Ambusher +3"
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DHImporter._parseExperienceLine(line, data);
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}
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// HP & STRESS (Vertical)
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else if (currentSection === "hp_stress") {
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// Heuristic parsing for the copy-paste mess
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// Look for numbers that might be thresholds
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if (line.match(/^\d+$/)) {
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const val = parseInt(line);
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// Context matters.
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// If previous line was "minor" or "1 HP" (implied minor), val is minor.
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// If previous line was "HP:" or "STRESS:", val is that.
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const prevLine = lines[lineIndex - 1] || "";
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const prevPrevLine = lines[lineIndex - 2] || "";
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if (prevLine.match(/HP:/i)) {
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data.system.resources.hitPoints.max = val;
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} else if (prevLine.match(/STRESS:/i)) {
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data.system.resources.stress.max = val;
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} else if (prevLine.includes("minor") || prevPrevLine.includes("minor")) {
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data.system.damageThresholds.minor = val;
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} else if (prevLine.includes("major") || prevPrevLine.includes("major")) {
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data.system.damageThresholds.major = val;
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} else if (prevLine.includes("severe") || prevPrevLine.includes("severe")) {
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data.system.damageThresholds.severe = val;
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} else if (prevLine.includes("HP")) {
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if (prevPrevLine.includes("minor")) { /* ignore or store */ }
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if (prevPrevLine.includes("major")) data.system.damageThresholds.major = val;
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if (prevPrevLine.includes("severe")) data.system.damageThresholds.severe = val;
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}
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}
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}
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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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if (featureMatch) {
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if (featureBuffer) data.items.push(DHImporter._createFeatureItem(featureBuffer));
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featureBuffer = {
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name: featureMatch[1].trim(),
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typeHint: featureMatch[2].trim(),
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description: featureMatch[3] || ""
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};
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} else if (featureBuffer) {
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featureBuffer.description += (featureBuffer.description ? " " : "") + line;
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}
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}
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lineIndex++;
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}
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// Flush feature
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if (featureBuffer) data.items.push(DHImporter._createFeatureItem(featureBuffer));
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results.push(data);
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} catch (e) {
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console.error("Failed to parse adversary block", e, block);
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}
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}
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return results;
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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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}
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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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}
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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+)$/);
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let formula = dmgStr;
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let type = "physical";
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if (dmgMatch) {
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formula = dmgMatch[1];
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type = dmgMatch[2].toLowerCase();
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// Map short codes
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if (type === "phy") type = "physical";
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else if (type === "mag") type = "magic";
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}
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data.system.attack.damage.parts.push({
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type: [type],
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applyTo: "hitPoints",
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value: {
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custom: { enabled: true, formula: formula },
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multiplier: "flat", dice: "d6"
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}
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});
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}
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}
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static _parseExperienceLine(line, data) {
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// "Ambusher +3"
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const match = line.match(/(.+?)\s+([+-]?\d+)$/);
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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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}
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}
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/**
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* Helper to create feature item data
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*/
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static _createFeatureItem(buffer) {
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// In the future, we could map "Action" vs "Passive" to system fields if available.
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// For now, Daggerheart features are mostly just text descriptions,
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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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name: buffer.name,
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type: "feature",
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system: {
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description: `<p><strong>${buffer.typeHint}</strong>: ${buffer.description}</p>`
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}
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};
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}
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/**
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* Parse Environment Text
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* @param {string} text
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* @returns {Array<Object>}
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*/
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static parseEnvironments(text) {
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const blocks = text.split(/^-----$/gm).filter(b => b.trim());
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const results = [];
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for (let block of blocks) {
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const lines = block.trim().split(/\r?\n/).map(l => l.trim()).filter(l => l);
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if (lines.length === 0) continue;
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try {
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const data = {
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name: lines[0],
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type: "environment",
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system: {
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tier: 1,
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type: "exploration",
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difficulty: 12,
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impulses: "",
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potentialAdversaries: { label: "" },
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notes: ""
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},
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items: []
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};
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let lineIndex = 1;
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// Tier 1 Exploration
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if (lineIndex < lines.length) {
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const tierMatch = lines[lineIndex].match(/Tier\s+(\d+)\s+(\w+)/i);
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if (tierMatch) {
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data.system.tier = parseInt(tierMatch[1]);
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data.system.type = tierMatch[2].toLowerCase();
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lineIndex++;
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}
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}
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// Description
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let description = [];
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while (lineIndex < lines.length) {
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const line = lines[lineIndex];
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if (line.match(/^(Impulses|Difficulty|Potential Adversaries|Features)/i)) {
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break;
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}
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description.push(line);
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lineIndex++;
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}
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data.system.notes = description.join("<br>");
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let currentSection = "header";
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let featureBuffer = null;
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while (lineIndex < lines.length) {
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const line = lines[lineIndex];
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if (line.match(/^Impulses:/i)) {
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data.system.impulses = line.replace(/^Impulses:\s*/i, "").trim();
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} else if (line.match(/^Difficulty:/i)) {
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data.system.difficulty = parseInt(line.split(":")[1].trim());
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} else if (line.match(/^Potential Adversaries:/i)) {
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data.system.potentialAdversaries.label = line.replace(/^Potential Adversaries:\s*/i, "").trim();
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} else if (line.match(/^Features/i)) {
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currentSection = "features";
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} else if (currentSection === "features") {
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// Parsing Features: "Name - Type: Description"
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const featureMatch = line.match(/^(.+?)\s+[–-]\s+(\w+):\s*(.*)/);
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if (featureMatch) {
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if (featureBuffer) {
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data.items.push(DHImporter._createFeatureItem(featureBuffer));
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}
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featureBuffer = {
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name: featureMatch[1],
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typeHint: featureMatch[2],
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description: featureMatch[3]
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};
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} else if (featureBuffer) {
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featureBuffer.description += "<br>" + line;
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}
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}
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lineIndex++;
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}
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if (featureBuffer) {
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data.items.push(DHImporter._createFeatureItem(featureBuffer));
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}
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results.push(data);
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} catch (e) {
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console.error("Failed to parse environment block", e);
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}
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}
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return results;
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}
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static async checkExistingFeatures(dataList) {
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if (!dataList || dataList.length === 0) return dataList;
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const results = [];
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// Pre-fetch world packs content index for speed, or just search relevant packs
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// For simplicity, we search all packs
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const packs = game.packs.filter(p => p.documentName === "Item");
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for (const actorData of dataList) {
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const enrichedActor = { ...actorData, foundFeatures: {} };
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for (const item of actorData.items) {
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if (item.type !== "feature") continue;
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// Search for item by name
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let found = null;
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for (const pack of packs) {
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const index = pack.index.size > 0 ? pack.index : await pack.getIndex();
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const entry = index.find(i => i.name === item.name);
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if (entry) {
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found = {
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uuid: entry.uuid,
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name: entry.name,
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pack: pack.metadata.label
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};
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break;
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}
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}
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if (found) {
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enrichedActor.foundFeatures[item.name] = found;
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}
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}
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results.push(enrichedActor);
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}
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return results;
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}
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static async createDocuments(dataList, type) {
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if (!dataList || dataList.length === 0) return;
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const Actor = getDocumentClass("Actor");
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const actorsToCreate = [];
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for (const data of dataList) {
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// Process Items based on 'useCompendium' flags or similar set by the UI
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// The UI should have modified data.items or we loop through and replace based on user choice
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const finalItems = [];
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for (const item of data.items) {
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if (data.useFeatures && data.useFeatures[item.name]) {
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// User selected to use existing feature
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const uuid = data.useFeatures[item.name];
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const original = await fromUuid(uuid);
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if (original) {
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finalItems.push(original.toObject());
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} else {
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finalItems.push(item);
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}
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} else {
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finalItems.push(item);
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}
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}
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data.items = finalItems;
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// Clean up temporary flags
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delete data.foundFeatures;
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delete data.useFeatures;
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actorsToCreate.push(data);
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}
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await Actor.createDocuments(actorsToCreate);
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}
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}
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