@alpaca-software/40kdc-data 0.1.2 → 0.1.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +2 -0
- package/dist/abilities-resolver/resolver.d.ts +13 -4
- package/dist/abilities-resolver/resolver.d.ts.map +1 -1
- package/dist/abilities-resolver/resolver.js +22 -15
- package/dist/abilities-resolver/resolver.js.map +1 -1
- package/dist/audit-coverage.d.ts +78 -0
- package/dist/audit-coverage.d.ts.map +1 -0
- package/dist/audit-coverage.js +341 -0
- package/dist/audit-coverage.js.map +1 -0
- package/dist/author-batch.d.ts +147 -0
- package/dist/author-batch.d.ts.map +1 -0
- package/dist/author-batch.js +675 -0
- package/dist/author-batch.js.map +1 -0
- package/dist/author-input.d.ts +37 -0
- package/dist/author-input.d.ts.map +1 -0
- package/dist/author-input.js +162 -0
- package/dist/author-input.js.map +1 -0
- package/dist/cli.js +7 -0
- package/dist/cli.js.map +1 -1
- package/dist/commands/translate.d.ts.map +1 -1
- package/dist/commands/translate.js +9 -4
- package/dist/commands/translate.js.map +1 -1
- package/dist/cruncher/attribution.d.ts +66 -0
- package/dist/cruncher/attribution.d.ts.map +1 -0
- package/dist/cruncher/attribution.js +88 -0
- package/dist/cruncher/attribution.js.map +1 -0
- package/dist/cruncher/buffs.d.ts +23 -1
- package/dist/cruncher/buffs.d.ts.map +1 -1
- package/dist/cruncher/buffs.js +1 -1
- package/dist/cruncher/buffs.js.map +1 -1
- package/dist/cruncher/from-dsl.d.ts +32 -0
- package/dist/cruncher/from-dsl.d.ts.map +1 -1
- package/dist/cruncher/from-dsl.js +485 -40
- package/dist/cruncher/from-dsl.js.map +1 -1
- package/dist/cruncher/index.d.ts +1 -0
- package/dist/cruncher/index.d.ts.map +1 -1
- package/dist/cruncher/index.js +1 -0
- package/dist/cruncher/index.js.map +1 -1
- package/dist/data/bundle.generated.js +1 -1
- package/dist/data/bundle.generated.js.map +1 -1
- package/dist/data/collection.d.ts +9 -0
- package/dist/data/collection.d.ts.map +1 -1
- package/dist/data/collection.js +14 -0
- package/dist/data/collection.js.map +1 -1
- package/dist/data/dataset.d.ts +80 -2
- package/dist/data/dataset.d.ts.map +1 -1
- package/dist/data/dataset.js +143 -6
- package/dist/data/dataset.js.map +1 -1
- package/dist/data/entities.d.ts +2 -5
- package/dist/data/entities.d.ts.map +1 -1
- package/dist/data/entities.js.map +1 -1
- package/dist/data/index.d.ts +3 -2
- package/dist/data/index.d.ts.map +1 -1
- package/dist/data/index.js +1 -1
- package/dist/data/index.js.map +1 -1
- package/dist/data/roster-resolve.d.ts +26 -1
- package/dist/data/roster-resolve.d.ts.map +1 -1
- package/dist/data/roster-resolve.js +46 -0
- package/dist/data/roster-resolve.js.map +1 -1
- package/dist/export/index.d.ts +1 -0
- package/dist/export/index.d.ts.map +1 -1
- package/dist/export/index.js +3 -0
- package/dist/export/index.js.map +1 -1
- package/dist/export/rosterizer.d.ts +3 -0
- package/dist/export/rosterizer.d.ts.map +1 -0
- package/dist/export/rosterizer.js +144 -0
- package/dist/export/rosterizer.js.map +1 -0
- package/dist/export/serializer.d.ts +1 -1
- package/dist/export/serializer.d.ts.map +1 -1
- package/dist/export/serializer.js.map +1 -1
- package/dist/gen-conformance.js +212 -11
- package/dist/gen-conformance.js.map +1 -1
- package/dist/import/gw.d.ts +69 -0
- package/dist/import/gw.d.ts.map +1 -0
- package/dist/import/gw.js +245 -0
- package/dist/import/gw.js.map +1 -0
- package/dist/import/import-roster.d.ts +52 -3
- package/dist/import/import-roster.d.ts.map +1 -1
- package/dist/import/import-roster.js +114 -4
- package/dist/import/import-roster.js.map +1 -1
- package/dist/import/index.d.ts +2 -2
- package/dist/import/index.d.ts.map +1 -1
- package/dist/import/index.js +1 -1
- package/dist/import/index.js.map +1 -1
- package/dist/import/listforge.d.ts.map +1 -1
- package/dist/import/listforge.js +15 -1
- package/dist/import/listforge.js.map +1 -1
- package/dist/import/newrecruit-text.d.ts +3 -0
- package/dist/import/newrecruit-text.d.ts.map +1 -1
- package/dist/import/newrecruit-text.js +6 -0
- package/dist/import/newrecruit-text.js.map +1 -1
- package/dist/import/newrecruit-wtc.d.ts.map +1 -1
- package/dist/import/newrecruit-wtc.js +10 -7
- package/dist/import/newrecruit-wtc.js.map +1 -1
- package/dist/import/rosterizer.d.ts +70 -0
- package/dist/import/rosterizer.d.ts.map +1 -0
- package/dist/import/rosterizer.js +348 -0
- package/dist/import/rosterizer.js.map +1 -0
- package/dist/import/types.d.ts +1 -1
- package/dist/import/types.d.ts.map +1 -1
- package/dist/import/types.js.map +1 -1
- package/dist/index.d.ts +3 -3
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +2 -2
- package/dist/index.js.map +1 -1
- package/dist/migrations/2026-weapon-keywords.js +4 -0
- package/dist/migrations/2026-weapon-keywords.js.map +1 -1
- package/dist/runner.d.ts +38 -0
- package/dist/runner.d.ts.map +1 -0
- package/dist/runner.js +492 -0
- package/dist/runner.js.map +1 -0
- package/dist/scrub-ip.d.ts +14 -0
- package/dist/scrub-ip.d.ts.map +1 -0
- package/dist/scrub-ip.js +88 -0
- package/dist/scrub-ip.js.map +1 -0
- package/package.json +9 -2
- package/schemas/core/roster.schema.json +3 -1
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// --- 40K rulebook Classification§Designation conventions. -------------------
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// These pin the strings the adapter looks for. Tune them in one place if a
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// real Rosterizer export uses different labels.
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const CLS_ROSTER = "Roster";
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const CLS_FACTION = "Faction";
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const CLS_DETACHMENT = "Detachment";
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const CLS_UNIT = "Unit";
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const CLS_SQUAD = "Squad"; // alternative unit class some rulebooks use
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const CLS_WEAPON = "Weapon";
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const CLS_ENHANCEMENT = "Enhancement";
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const CLS_BATTLE_SIZE = "Battle Size";
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const CLS_TRAIT = "Trait";
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const DSG_WARLORD = "Warlord";
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const CHAR_CLASSIFICATIONS = new Set(["Character", "Epic Hero"]);
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const POINTS_STAT_KEYS = ["Points", "Pts"];
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const POINTS_LIMIT = /(\d[\d,]*)\s*Point/i;
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function asArray(value) {
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return Array.isArray(value) ? value : [];
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}
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function asObject(value) {
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return typeof value === "object" && value !== null && !Array.isArray(value)
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? value
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: null;
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}
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function asString(value) {
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return typeof value === "string" ? value : null;
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}
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function asNumber(value) {
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if (typeof value === "number" && Number.isFinite(value))
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return value;
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if (typeof value === "string") {
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const n = Number.parseFloat(value);
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return Number.isFinite(n) ? n : null;
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}
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return null;
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}
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/** Split `Classification§Designation` into its two halves. Falls back to the
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* raw `classification`/`designation` fields when `item` is absent. */
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function splitItem(asset) {
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const item = asString(asset.item);
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if (item !== null) {
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const idx = item.indexOf("§"); // §
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if (idx >= 0) {
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return {
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classification: item.slice(0, idx),
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designation: item.slice(idx + 1),
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};
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}
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}
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return {
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classification: asString(asset.classification) ?? "",
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designation: asString(asset.designation) ?? "",
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};
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}
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/** A user-facing display name for an asset: `name` override beats the
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* designation parsed out of the `item` key. */
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function displayName(asset) {
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return asString(asset.name) ?? splitItem(asset).designation;
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}
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function quantity(asset) {
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const n = asNumber(asset.quantity);
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return n !== null && n > 0 ? Math.trunc(n) : 1;
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}
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function included(asset) {
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const a = asset.assets;
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return asArray(a?.included);
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}
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function traits(asset) {
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const a = asset.assets;
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return asArray(a?.traits);
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}
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/** Points cost from `stats.Points.value` (or aliases) / `meta.points`, or null. */
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function pointsOf(asset) {
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const stats = asObject(asset.stats);
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if (stats) {
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for (const key of POINTS_STAT_KEYS) {
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const stat = asObject(stats[key]);
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if (stat) {
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const v = asNumber(stat.value);
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if (v !== null)
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return Math.trunc(v);
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}
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}
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}
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const meta = asObject(asset.meta);
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if (meta) {
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const v = asNumber(meta.points);
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if (v !== null)
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return Math.trunc(v);
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}
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return null;
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}
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/** Depth-first visit of an asset and every included/trait descendant. */
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function walk(asset, visit) {
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visit(asset);
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for (const child of included(asset))
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walk(child, visit);
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for (const child of traits(asset))
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walk(child, visit);
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}
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function classOf(asset) {
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return splitItem(asset).classification;
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}
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function isUnitAsset(asset) {
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const cls = classOf(asset);
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return cls === CLS_UNIT || cls === CLS_SQUAD;
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}
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function isWeaponAsset(asset) {
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const cls = classOf(asset);
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// Match exact "Weapon", or any "<X> Weapon" classification (e.g. "Ranged Weapon").
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return cls === CLS_WEAPON || cls.endsWith(` ${CLS_WEAPON}`);
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}
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function isEnhancementAsset(asset) {
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return classOf(asset) === CLS_ENHANCEMENT;
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}
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function isCharacterAsset(asset) {
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const keywords = asObject(asset.keywords);
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if (keywords) {
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for (const list of Object.values(keywords)) {
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for (const kw of asArray(list)) {
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if (typeof kw === "string" && CHAR_CLASSIFICATIONS.has(kw))
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return true;
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}
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}
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}
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// Any nested trait classified as Character also flags the unit.
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for (const t of traits(asset)) {
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if (CHAR_CLASSIFICATIONS.has(classOf(t)))
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return true;
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const dsg = displayName(t);
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if (CHAR_CLASSIFICATIONS.has(dsg))
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return true;
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}
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return false;
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}
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function isWarlordTrait(asset) {
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const { classification, designation } = splitItem(asset);
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if (designation === DSG_WARLORD)
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return true;
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return classification === CLS_TRAIT && designation === DSG_WARLORD;
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}
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/** Sum every Weapon/Enhancement-bearing leaf quantity to derive the unit's
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* model count. Falls back to `quantity(unit)` when the tree has no per-model
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* markers (single-model entries). */
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function modelCount(unit) {
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// Rosterizer doesn't carve "model" out separately from "unit" the way
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// BattleScribe does; the unit's own quantity is the model count for
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// squads. For multi-model squads with explicit per-model children, each
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// child unit-class asset's quantity contributes.
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let nested = 0;
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for (const child of included(unit)) {
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if (isUnitAsset(child))
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nested += quantity(child);
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}
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return nested > 0 ? nested : quantity(unit);
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}
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function parseUnit(unit) {
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const wargear = [];
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let enhancement_raw_name = null;
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let enhancement_points = null;
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let is_warlord = false;
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for (const child of included(unit)) {
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walk(child, (a) => {
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if (isEnhancementAsset(a)) {
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if (enhancement_raw_name === null) {
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enhancement_raw_name = displayName(a);
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enhancement_points = pointsOf(a);
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}
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return;
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}
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if (isWeaponAsset(a)) {
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wargear.push({ raw_name: displayName(a), count: quantity(a) });
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}
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});
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}
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for (const t of traits(unit)) {
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walk(t, (a) => {
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if (isWarlordTrait(a))
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is_warlord = true;
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});
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}
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return {
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raw_name: displayName(unit),
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is_character: isCharacterAsset(unit),
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model_count: modelCount(unit),
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points: pointsOf(unit),
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is_warlord,
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enhancement_raw_name,
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enhancement_points,
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wargear,
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};
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}
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/** Resolve the snapshot Asset tree from an envelope, preferring the explicit
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* `snapshot` field but falling through to the history-present roster. */
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function snapshotOf(env) {
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const snap = asObject(env.snapshot);
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if (snap)
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return snap;
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const history = asObject(env.history);
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const present = history && asObject(history.present);
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if (present) {
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const present_roster = asObject(present.roster);
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if (present_roster)
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return present_roster;
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}
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return null;
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}
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function isRosterizerEnvelope(decoded) {
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const env = asObject(decoded);
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if (!env)
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return false;
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if (!asObject(env.rulebook))
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return false;
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return snapshotOf(env) !== null;
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}
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/** Find the first child Asset with the given classification, if any. */
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function findChildByClass(asset, cls) {
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for (const c of included(asset)) {
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if (classOf(c) === cls)
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return c;
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}
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return null;
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}
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function parseLimit(label) {
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if (!label)
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return null;
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const match = POINTS_LIMIT.exec(label);
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if (!match)
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return null;
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return Number.parseInt(match[1].replace(/,/g, ""), 10);
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}
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export const rosterizerAdapter = {
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233
|
+
id: "rosterizer",
|
|
234
|
+
matches(decoded) {
|
|
235
|
+
return isRosterizerEnvelope(decoded);
|
|
236
|
+
},
|
|
237
|
+
parse(decoded) {
|
|
238
|
+
if (!isRosterizerEnvelope(decoded)) {
|
|
239
|
+
throw new Error("rosterizer: payload is not a Rosterizer roster envelope");
|
|
240
|
+
}
|
|
241
|
+
const snapshot = snapshotOf(decoded);
|
|
242
|
+
if (snapshot === null) {
|
|
243
|
+
throw new Error("rosterizer: envelope has no snapshot or history.present.roster");
|
|
244
|
+
}
|
|
245
|
+
// Treat the snapshot as the roster root regardless of its `item` value —
|
|
246
|
+
// some exports root at `Roster§Roster`, others at the faction itself.
|
|
247
|
+
const root = snapshot;
|
|
248
|
+
// Roster-level metadata children. Faction and detachment come from the
|
|
249
|
+
// first child Asset of their respective classification; battle size the
|
|
250
|
+
// same way. Walk the whole tree (rather than just root.assets.included)
|
|
251
|
+
// so nested-force shapes still pick up the markers.
|
|
252
|
+
let faction_raw_name = null;
|
|
253
|
+
let detachment_raw_name = null;
|
|
254
|
+
let battle_size_raw = null;
|
|
255
|
+
const factions = [];
|
|
256
|
+
walk(root, (a) => {
|
|
257
|
+
const cls = classOf(a);
|
|
258
|
+
if (cls === CLS_FACTION) {
|
|
259
|
+
const name = displayName(a);
|
|
260
|
+
if (!factions.includes(name))
|
|
261
|
+
factions.push(name);
|
|
262
|
+
faction_raw_name ??= name;
|
|
263
|
+
}
|
|
264
|
+
else if (cls === CLS_DETACHMENT) {
|
|
265
|
+
detachment_raw_name ??= displayName(a);
|
|
266
|
+
}
|
|
267
|
+
else if (cls === CLS_BATTLE_SIZE) {
|
|
268
|
+
battle_size_raw ??= displayName(a);
|
|
269
|
+
}
|
|
270
|
+
});
|
|
271
|
+
// Allow the rulebook envelope to carry a battle-size override (e.g.
|
|
272
|
+
// `rulebook.notes: "2000 Point limit"`) — strictly optional.
|
|
273
|
+
if (battle_size_raw === null) {
|
|
274
|
+
const rulebook = asObject(decoded.rulebook);
|
|
275
|
+
// Intentionally not reading rulebook.notes — it may carry prose.
|
|
276
|
+
void rulebook;
|
|
277
|
+
}
|
|
278
|
+
// Collect units: any Unit/Squad asset anywhere in the tree, excluding
|
|
279
|
+
// ones nested under another unit (those are attached leaders we'll fold
|
|
280
|
+
// into leader_attachment via the resolver — but ParsedUnit doesn't model
|
|
281
|
+
// them yet, so for v1 every Unit asset becomes a top-level ParsedUnit).
|
|
282
|
+
const units = [];
|
|
283
|
+
const collectUnits = (a, underUnit) => {
|
|
284
|
+
if (isUnitAsset(a) && !underUnit) {
|
|
285
|
+
units.push(parseUnit(a));
|
|
286
|
+
for (const c of included(a))
|
|
287
|
+
collectUnits(c, true);
|
|
288
|
+
for (const c of traits(a))
|
|
289
|
+
collectUnits(c, true);
|
|
290
|
+
return;
|
|
291
|
+
}
|
|
292
|
+
if (isUnitAsset(a) && underUnit) {
|
|
293
|
+
// Nested unit (leader on a body, body on a leader, etc.) — emit it as
|
|
294
|
+
// its own top-level ParsedUnit so the resolver can match its id and
|
|
295
|
+
// the leader-attachment inference pass can link the two.
|
|
296
|
+
units.push(parseUnit(a));
|
|
297
|
+
return;
|
|
298
|
+
}
|
|
299
|
+
for (const c of included(a))
|
|
300
|
+
collectUnits(c, underUnit);
|
|
301
|
+
for (const c of traits(a))
|
|
302
|
+
collectUnits(c, underUnit);
|
|
303
|
+
};
|
|
304
|
+
collectUnits(root, false);
|
|
305
|
+
// Roster-level total: prefer an explicit Points stat on the root, else
|
|
306
|
+
// sum every unit's (base + enhancement) contribution.
|
|
307
|
+
const total_reported = pointsOf(root);
|
|
308
|
+
let total_computed = 0;
|
|
309
|
+
for (const u of units) {
|
|
310
|
+
total_computed += u.points ?? 0;
|
|
311
|
+
total_computed += u.enhancement_points ?? 0;
|
|
312
|
+
}
|
|
313
|
+
const env = decoded;
|
|
314
|
+
const rulebook = asObject(env.rulebook);
|
|
315
|
+
const generated_by = rulebook ? asString(rulebook.name) ?? asString(rulebook.url) : null;
|
|
316
|
+
const name = displayName(root) || asString(rulebook?.name) || "Imported roster";
|
|
317
|
+
return {
|
|
318
|
+
name,
|
|
319
|
+
generated_by,
|
|
320
|
+
faction_raw_name,
|
|
321
|
+
detachment_raw_name,
|
|
322
|
+
battle_size_raw,
|
|
323
|
+
declared_limit: parseLimit(battle_size_raw),
|
|
324
|
+
total_reported,
|
|
325
|
+
total_computed,
|
|
326
|
+
units,
|
|
327
|
+
multi_force: factions.length > 1,
|
|
328
|
+
};
|
|
329
|
+
},
|
|
330
|
+
};
|
|
331
|
+
// Internals re-exported for the symmetric exporter and unit tests.
|
|
332
|
+
export const _internals = {
|
|
333
|
+
CLS_ROSTER,
|
|
334
|
+
CLS_FACTION,
|
|
335
|
+
CLS_DETACHMENT,
|
|
336
|
+
CLS_UNIT,
|
|
337
|
+
CLS_WEAPON,
|
|
338
|
+
CLS_ENHANCEMENT,
|
|
339
|
+
CLS_BATTLE_SIZE,
|
|
340
|
+
CLS_TRAIT,
|
|
341
|
+
DSG_WARLORD,
|
|
342
|
+
POINTS_STAT_KEYS,
|
|
343
|
+
splitItem,
|
|
344
|
+
displayName,
|
|
345
|
+
classOf,
|
|
346
|
+
findChildByClass,
|
|
347
|
+
};
|
|
348
|
+
//# sourceMappingURL=rosterizer.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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* Rosterizer adapter: lower a Rosterizer roster JSON payload to a\n * {@link ParsedRoster}.\n *\n * Rosterizer (https://rosterizer.com) stores a roster as a `Roster` envelope\n * with a recursive `Asset` tree under `snapshot` (or `history.present.roster`\n * as a fallback). Every entity — faction, detachment, unit, weapon, ability,\n * enhancement — is an `Asset` keyed by `Classification§Designation` (e.g.\n * `\"Unit§Tactical Squad\"`). Children sit under `assets.included` (game pieces)\n * and `assets.traits` (modifiers, abilities, markers).\n *\n * The schema is rulebook-agnostic, so the actual `Classification` strings come\n * from whichever Rosterizer rulebook authored the roster. The constants below\n * encode the 40K convention used by the consortium's reference rulebook; tune\n * them here without touching parser logic if a real export disagrees.\n *\n * **IP safety**: the walk reads an ALLOWLIST — `item`, `designation`, `name`,\n * `classification`, `quantity`, `meta.points`, `stats.Points.value`,\n * `aspects.Visibility`, and the recursive `assets.included`/`assets.traits`\n * children. Prose-bearing fields — `text`, `description`, `rules`, ability\n * `stats`, `_layers`, `lineage`, `processed`, `classIdentity`, `bareResourceKey`\n * — are never touched, so the importer's output is free of copyrighted prose\n * by construction.\n *\n * @packageDocumentation\n */\nimport type { FormatAdapter } from \"./adapter.js\";\nimport type { ParsedRoster, ParsedUnit, ParsedWargear } from \"./types.js\";\n\n// --- 40K rulebook Classification§Designation conventions. -------------------\n// These pin the strings the adapter looks for. Tune them in one place if a\n// real Rosterizer export uses different labels.\n\nconst CLS_ROSTER = \"Roster\";\nconst CLS_FACTION = \"Faction\";\nconst CLS_DETACHMENT = \"Detachment\";\nconst CLS_UNIT = \"Unit\";\nconst CLS_SQUAD = \"Squad\"; // alternative unit class some rulebooks use\nconst CLS_WEAPON = \"Weapon\";\nconst CLS_ENHANCEMENT = \"Enhancement\";\nconst CLS_BATTLE_SIZE = \"Battle Size\";\nconst CLS_TRAIT = \"Trait\";\nconst DSG_WARLORD = \"Warlord\";\nconst CHAR_CLASSIFICATIONS = new Set([\"Character\", \"Epic Hero\"]);\n\nconst POINTS_STAT_KEYS = [\"Points\", \"Pts\"];\nconst POINTS_LIMIT = /(\\d[\\d,]*)\\s*Point/i;\n\n// --- Structural views ------------------------------------------------------\n\ninterface RawStat {\n value?: unknown;\n}\ninterface RawAspects {\n Visibility?: unknown;\n}\ninterface RawAssetChildren {\n included?: unknown;\n traits?: unknown;\n}\ninterface RawAsset {\n item?: unknown;\n name?: unknown;\n designation?: unknown;\n classification?: unknown;\n quantity?: unknown;\n aspects?: unknown;\n assets?: unknown;\n meta?: unknown;\n stats?: unknown;\n keywords?: unknown;\n}\ninterface RawRulebook {\n name?: unknown;\n game?: unknown;\n publisher?: unknown;\n url?: unknown;\n}\ninterface RawHistoryItem {\n roster?: unknown;\n note?: unknown;\n}\ninterface RawHistory {\n present?: unknown;\n}\ninterface RawEnvelope {\n rulebook?: unknown;\n snapshot?: unknown;\n history?: unknown;\n slug?: unknown;\n authors?: unknown;\n}\n\nfunction asArray(value: unknown): unknown[] {\n return Array.isArray(value) ? value : [];\n}\n\nfunction asObject(value: unknown): Record<string, unknown> | null {\n return typeof value === \"object\" && value !== null && !Array.isArray(value)\n ? (value as Record<string, unknown>)\n : null;\n}\n\nfunction asString(value: unknown): string | null {\n return typeof value === \"string\" ? value : null;\n}\n\nfunction asNumber(value: unknown): number | null {\n if (typeof value === \"number\" && Number.isFinite(value)) return value;\n if (typeof value === \"string\") {\n const n = Number.parseFloat(value);\n return Number.isFinite(n) ? n : null;\n }\n return null;\n}\n\n/** Split `Classification§Designation` into its two halves. Falls back to the\n * raw `classification`/`designation` fields when `item` is absent. */\nfunction splitItem(asset: RawAsset): { classification: string; designation: string } {\n const item = asString(asset.item);\n if (item !== null) {\n const idx = item.indexOf(\"§\"); // §\n if (idx >= 0) {\n return {\n classification: item.slice(0, idx),\n designation: item.slice(idx + 1),\n };\n }\n }\n return {\n classification: asString(asset.classification) ?? \"\",\n designation: asString(asset.designation) ?? \"\",\n };\n}\n\n/** A user-facing display name for an asset: `name` override beats the\n * designation parsed out of the `item` key. */\nfunction displayName(asset: RawAsset): string {\n return asString(asset.name) ?? splitItem(asset).designation;\n}\n\nfunction quantity(asset: RawAsset): number {\n const n = asNumber(asset.quantity);\n return n !== null && n > 0 ? Math.trunc(n) : 1;\n}\n\nfunction included(asset: RawAsset): RawAsset[] {\n const a = asset.assets as RawAssetChildren | undefined;\n return asArray(a?.included) as RawAsset[];\n}\n\nfunction traits(asset: RawAsset): RawAsset[] {\n const a = asset.assets as RawAssetChildren | undefined;\n return asArray(a?.traits) as RawAsset[];\n}\n\n/** Points cost from `stats.Points.value` (or aliases) / `meta.points`, or null. */\nfunction pointsOf(asset: RawAsset): number | null {\n const stats = asObject(asset.stats);\n if (stats) {\n for (const key of POINTS_STAT_KEYS) {\n const stat = asObject(stats[key]) as RawStat | null;\n if (stat) {\n const v = asNumber(stat.value);\n if (v !== null) return Math.trunc(v);\n }\n }\n }\n const meta = asObject(asset.meta);\n if (meta) {\n const v = asNumber(meta.points);\n if (v !== null) return Math.trunc(v);\n }\n return null;\n}\n\n/** Depth-first visit of an asset and every included/trait descendant. */\nfunction walk(asset: RawAsset, visit: (a: RawAsset) => void): void {\n visit(asset);\n for (const child of included(asset)) walk(child, visit);\n for (const child of traits(asset)) walk(child, visit);\n}\n\nfunction classOf(asset: RawAsset): string {\n return splitItem(asset).classification;\n}\n\nfunction isUnitAsset(asset: RawAsset): boolean {\n const cls = classOf(asset);\n return cls === CLS_UNIT || cls === CLS_SQUAD;\n}\n\nfunction isWeaponAsset(asset: RawAsset): boolean {\n const cls = classOf(asset);\n // Match exact \"Weapon\", or any \"<X> Weapon\" classification (e.g. \"Ranged Weapon\").\n return cls === CLS_WEAPON || cls.endsWith(` ${CLS_WEAPON}`);\n}\n\nfunction isEnhancementAsset(asset: RawAsset): boolean {\n return classOf(asset) === CLS_ENHANCEMENT;\n}\n\nfunction isCharacterAsset(asset: RawAsset): boolean {\n const keywords = asObject(asset.keywords);\n if (keywords) {\n for (const list of Object.values(keywords)) {\n for (const kw of asArray(list)) {\n if (typeof kw === \"string\" && CHAR_CLASSIFICATIONS.has(kw)) return true;\n }\n }\n }\n // Any nested trait classified as Character also flags the unit.\n for (const t of traits(asset)) {\n if (CHAR_CLASSIFICATIONS.has(classOf(t))) return true;\n const dsg = displayName(t);\n if (CHAR_CLASSIFICATIONS.has(dsg)) return true;\n }\n return false;\n}\n\nfunction isWarlordTrait(asset: RawAsset): boolean {\n const { classification, designation } = splitItem(asset);\n if (designation === DSG_WARLORD) return true;\n return classification === CLS_TRAIT && designation === DSG_WARLORD;\n}\n\n/** Sum every Weapon/Enhancement-bearing leaf quantity to derive the unit's\n * model count. Falls back to `quantity(unit)` when the tree has no per-model\n * markers (single-model entries). */\nfunction modelCount(unit: RawAsset): number {\n // Rosterizer doesn't carve \"model\" out separately from \"unit\" the way\n // BattleScribe does; the unit's own quantity is the model count for\n // squads. For multi-model squads with explicit per-model children, each\n // child unit-class asset's quantity contributes.\n let nested = 0;\n for (const child of included(unit)) {\n if (isUnitAsset(child)) nested += quantity(child);\n }\n return nested > 0 ? nested : quantity(unit);\n}\n\nfunction parseUnit(unit: RawAsset): ParsedUnit {\n const wargear: ParsedWargear[] = [];\n let enhancement_raw_name: string | null = null;\n let enhancement_points: number | null = null;\n let is_warlord = false;\n\n for (const child of included(unit)) {\n walk(child, (a) => {\n if (isEnhancementAsset(a)) {\n if (enhancement_raw_name === null) {\n enhancement_raw_name = displayName(a);\n enhancement_points = pointsOf(a);\n }\n return;\n }\n if (isWeaponAsset(a)) {\n wargear.push({ raw_name: displayName(a), count: quantity(a) });\n }\n });\n }\n for (const t of traits(unit)) {\n walk(t, (a) => {\n if (isWarlordTrait(a)) is_warlord = true;\n });\n }\n\n return {\n raw_name: displayName(unit),\n is_character: isCharacterAsset(unit),\n model_count: modelCount(unit),\n points: pointsOf(unit),\n is_warlord,\n enhancement_raw_name,\n enhancement_points,\n wargear,\n };\n}\n\n/** Resolve the snapshot Asset tree from an envelope, preferring the explicit\n * `snapshot` field but falling through to the history-present roster. */\nfunction snapshotOf(env: RawEnvelope): RawAsset | null {\n const snap = asObject(env.snapshot);\n if (snap) return snap as RawAsset;\n const history = asObject(env.history) as RawHistory | null;\n const present = history && asObject(history.present);\n if (present) {\n const present_roster = asObject((present as RawHistoryItem).roster);\n if (present_roster) return present_roster as RawAsset;\n }\n return null;\n}\n\nfunction isRosterizerEnvelope(decoded: unknown): decoded is RawEnvelope {\n const env = asObject(decoded) as RawEnvelope | null;\n if (!env) return false;\n if (!asObject(env.rulebook)) return false;\n return snapshotOf(env) !== null;\n}\n\n/** Find the first child Asset with the given classification, if any. */\nfunction findChildByClass(asset: RawAsset, cls: string): RawAsset | null {\n for (const c of included(asset)) {\n if (classOf(c) === cls) return c;\n }\n return null;\n}\n\nfunction parseLimit(label: string | null): number | null {\n if (!label) return null;\n const match = POINTS_LIMIT.exec(label);\n if (!match) return null;\n return Number.parseInt(match[1].replace(/,/g, \"\"), 10);\n}\n\nexport const rosterizerAdapter: FormatAdapter = {\n id: \"rosterizer\",\n\n matches(decoded: unknown): boolean {\n return isRosterizerEnvelope(decoded);\n },\n\n parse(decoded: unknown): ParsedRoster {\n if (!isRosterizerEnvelope(decoded)) {\n throw new Error(\"rosterizer: payload is not a Rosterizer roster envelope\");\n }\n const snapshot = snapshotOf(decoded);\n if (snapshot === null) {\n throw new Error(\"rosterizer: envelope has no snapshot or history.present.roster\");\n }\n\n // Treat the snapshot as the roster root regardless of its `item` value —\n // some exports root at `Roster§Roster`, others at the faction itself.\n const root = snapshot;\n\n // Roster-level metadata children. Faction and detachment come from the\n // first child Asset of their respective classification; battle size the\n // same way. Walk the whole tree (rather than just root.assets.included)\n // so nested-force shapes still pick up the markers.\n let faction_raw_name: string | null = null;\n let detachment_raw_name: string | null = null;\n let battle_size_raw: string | null = null;\n const factions: string[] = [];\n walk(root, (a) => {\n const cls = classOf(a);\n if (cls === CLS_FACTION) {\n const name = displayName(a);\n if (!factions.includes(name)) factions.push(name);\n faction_raw_name ??= name;\n } else if (cls === CLS_DETACHMENT) {\n detachment_raw_name ??= displayName(a);\n } else if (cls === CLS_BATTLE_SIZE) {\n battle_size_raw ??= displayName(a);\n }\n });\n\n // Allow the rulebook envelope to carry a battle-size override (e.g.\n // `rulebook.notes: \"2000 Point limit\"`) — strictly optional.\n if (battle_size_raw === null) {\n const rulebook = asObject((decoded as RawEnvelope).rulebook) as RawRulebook | null;\n // Intentionally not reading rulebook.notes — it may carry prose.\n void rulebook;\n }\n\n // Collect units: any Unit/Squad asset anywhere in the tree, excluding\n // ones nested under another unit (those are attached leaders we'll fold\n // into leader_attachment via the resolver — but ParsedUnit doesn't model\n // them yet, so for v1 every Unit asset becomes a top-level ParsedUnit).\n const units: ParsedUnit[] = [];\n const collectUnits = (a: RawAsset, underUnit: boolean): void => {\n if (isUnitAsset(a) && !underUnit) {\n units.push(parseUnit(a));\n for (const c of included(a)) collectUnits(c, true);\n for (const c of traits(a)) collectUnits(c, true);\n return;\n }\n if (isUnitAsset(a) && underUnit) {\n // Nested unit (leader on a body, body on a leader, etc.) — emit it as\n // its own top-level ParsedUnit so the resolver can match its id and\n // the leader-attachment inference pass can link the two.\n units.push(parseUnit(a));\n return;\n }\n for (const c of included(a)) collectUnits(c, underUnit);\n for (const c of traits(a)) collectUnits(c, underUnit);\n };\n collectUnits(root, false);\n\n // Roster-level total: prefer an explicit Points stat on the root, else\n // sum every unit's (base + enhancement) contribution.\n const total_reported = pointsOf(root);\n let total_computed = 0;\n for (const u of units) {\n total_computed += u.points ?? 0;\n total_computed += u.enhancement_points ?? 0;\n }\n\n const env = decoded as RawEnvelope;\n const rulebook = asObject(env.rulebook) as RawRulebook | null;\n const generated_by = rulebook ? asString(rulebook.name) ?? asString(rulebook.url) : null;\n const name = displayName(root) || asString(rulebook?.name) || \"Imported roster\";\n\n return {\n name,\n generated_by,\n faction_raw_name,\n detachment_raw_name,\n battle_size_raw,\n declared_limit: parseLimit(battle_size_raw),\n total_reported,\n total_computed,\n units,\n multi_force: factions.length > 1,\n };\n },\n};\n\n// Internals re-exported for the symmetric exporter and unit tests.\nexport const _internals = {\n CLS_ROSTER,\n CLS_FACTION,\n CLS_DETACHMENT,\n CLS_UNIT,\n CLS_WEAPON,\n CLS_ENHANCEMENT,\n CLS_BATTLE_SIZE,\n CLS_TRAIT,\n DSG_WARLORD,\n POINTS_STAT_KEYS,\n splitItem,\n displayName,\n classOf,\n findChildByClass,\n};\n"]}
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package/dist/import/types.d.ts
CHANGED
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@@ -64,7 +64,7 @@ export interface RosterUnit {
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}
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65
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/** Identifier for the adapter that produced this roster. New format adapters
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66
66
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* extend this union; `roster.schema.json` keeps the canonical enum. */
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67
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-
export type RosterFormat = "listforge" | "newrecruit-json" | "newrecruit-wtc-compact" | "newrecruit-wtc-full" | "newrecruit-simple";
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67
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+
export type RosterFormat = "listforge" | "newrecruit-json" | "newrecruit-wtc-compact" | "newrecruit-wtc-full" | "newrecruit-simple" | "rosterizer" | "gw";
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68
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/** Provenance of the imported list. */
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export interface RosterSource {
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format: RosterFormat;
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package/dist/import/types.js.map
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-
{"version":3,"file":"types.js","sourceRoot":"","sources":["../../src/import/types.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG","sourcesContent":["/**\n * Types for the army-list importer.\n *\n * Two layers live here:\n * - The **output** types ({@link Roster} and friends) mirror\n * `schemas/core/roster.schema.json` field-for-field. They are hand-authored\n * rather than generated so importer work isn't gated on the Rust→typify codegen\n * round-trip; the AJV validator (against the real schema) is the source of truth\n * for conformance.\n * - The **intermediate** type ({@link ParsedRoster}) is format-agnostic: a parser\n * adapter lowers a source payload to this shape (raw names + counts only, no\n * resolved ids), and {@link resolve} turns it into a {@link Roster}.\n *\n * Nothing here ever carries reproduced rules or ability text — only permitted\n * facts (names, counts, points, keywords, entity ids).\n *\n * @packageDocumentation\n */\n\n/** A 40kdc battle size (mirrors the shared `battle-size` def). */\nexport type BattleSize = \"incursion\" | \"strike-force\";\n\n/** Diagnostic warning codes emitted during an import. */\nexport type WarningCode =\n | \"faction-unresolved\"\n | \"unit-unresolved\"\n | \"weapon-unresolved\"\n | \"enhancement-unresolved\"\n | \"detachment-unresolved\"\n | \"battle-size-unmapped\"\n | \"points-mismatch\"\n | \"leader-attachment-inferred\"\n | \"multi-force\"\n | \"unknown-field\";\n\n// ---------------------------------------------------------------------------\n// Output types (mirror roster.schema.json)\n// ---------------------------------------------------------------------------\n\n/** A near-match suggestion offered when resolution fails. */\nexport interface Candidate {\n id: string;\n name: string;\n}\n\n/**\n * A reference to a 40kdc entity that may or may not have resolved. Retains the\n * source's raw name so the import is lossless even on a miss.\n */\nexport interface ResolvedRef {\n /** Resolved entity id, or null when no match was found. */\n id: string | null;\n /** The display name exactly as it appeared in the source payload. */\n raw_name: string;\n /** True iff {@link id} is non-null. */\n resolved: boolean;\n /** Up to 5 best-guess alternatives when resolution failed. */\n candidates: Candidate[];\n}\n\n/** A weapon/wargear selection on a unit. */\nexport interface RosterWargear {\n ref: ResolvedRef;\n count: number;\n}\n\n/** An inferred, always-provisional leader→bodyguard attachment. */\nexport interface RosterLeaderAttachment {\n bodyguard_ref: ResolvedRef;\n provisional: boolean;\n}\n\n/** One unit entry in a roster. */\nexport interface RosterUnit {\n ref: ResolvedRef;\n model_count: number;\n /** Base unit cost (without the enhancement). */\n points: number | null;\n is_warlord: boolean;\n enhancement: ResolvedRef | null;\n /** Points cost of the enhancement when the source reported one; null otherwise. */\n enhancement_points: number | null;\n wargear: RosterWargear[];\n leader_attachment: RosterLeaderAttachment | null;\n}\n\n/** Identifier for the adapter that produced this roster. New format adapters\n * extend this union; `roster.schema.json` keeps the canonical enum. */\nexport type RosterFormat =\n | \"listforge\"\n | \"newrecruit-json\"\n | \"newrecruit-wtc-compact\"\n | \"newrecruit-wtc-full\"\n | \"newrecruit-simple\";\n\n/** Provenance of the imported list. */\nexport interface RosterSource {\n format: RosterFormat;\n generated_by: string | null;\n}\n\n/** Point totals; reported and computed are kept distinct, never reconciled. */\nexport interface RosterPoints {\n declared_limit: number | null;\n total_reported: number | null;\n total_computed: number;\n}\n\n/** A single diagnostic warning. */\nexport interface Warning {\n code: WarningCode;\n message: string;\n raw_name: string | null;\n}\n\n/** A summary of what resolved and what did not during the import. */\nexport interface Diagnostics {\n resolved_units: number;\n unresolved_units: number;\n resolved_weapons: number;\n unresolved_weapons: number;\n warnings: Warning[];\n}\n\n/** Reference to the game edition + dataslate (mirrors game-version-ref). */\nexport interface GameVersionRef {\n edition: string;\n dataslate: string;\n}\n\n/** A fully-resolved army list. Validates against `roster.schema.json`. */\nexport interface Roster {\n name: string;\n source: RosterSource;\n faction_id: string | null;\n detachment_id: string | null;\n battle_size: BattleSize | null;\n points: RosterPoints;\n units: RosterUnit[];\n game_version: GameVersionRef;\n diagnostics: Diagnostics;\n}\n\n// ---------------------------------------------------------------------------\n// Intermediate types (format-agnostic; produced by a parser adapter)\n// ---------------------------------------------------------------------------\n\n/** A weapon/wargear selection before id resolution. */\nexport interface ParsedWargear {\n raw_name: string;\n count: number;\n}\n\n/** A unit selection before id resolution. */\nexport interface ParsedUnit {\n raw_name: string;\n /** True when the source classifies this as a character/leader-capable model. */\n is_character: boolean;\n model_count: number;\n /** Base unit cost (without the enhancement). */\n points: number | null;\n is_warlord: boolean;\n enhancement_raw_name: string | null;\n /** Points cost of the enhancement when the source reported one; null otherwise. */\n enhancement_points: number | null;\n wargear: ParsedWargear[];\n}\n\n/**\n * The format-agnostic intermediate. A {@link FormatAdapter} produces this from a\n * decoded source payload; {@link resolve} consumes it. Contains only raw display\n * names and counts — never reproduced rules text.\n */\nexport interface ParsedRoster {\n name: string;\n generated_by: string | null;\n /** Raw faction name from the source (e.g. \"Grey Knights\"). */\n faction_raw_name: string | null;\n /** Raw detachment name (e.g. \"Banishers\"). */\n detachment_raw_name: string | null;\n /** Raw battle-size label (e.g. \"2. Strike Force (2000 Point limit)\"). */\n battle_size_raw: string | null;\n /** Points limit parsed from the battle-size label, if any. */\n declared_limit: number | null;\n /** Total points reported by the source cost block. */\n total_reported: number | null;\n /** Points summed from every cost line in the source tree. */\n total_computed: number;\n units: ParsedUnit[];\n /** True when the source contained more than one distinct faction. */\n multi_force: boolean;\n}\n"]}
|
|
1
|
+
{"version":3,"file":"types.js","sourceRoot":"","sources":["../../src/import/types.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG","sourcesContent":["/**\n * Types for the army-list importer.\n *\n * Two layers live here:\n * - The **output** types ({@link Roster} and friends) mirror\n * `schemas/core/roster.schema.json` field-for-field. They are hand-authored\n * rather than generated so importer work isn't gated on the Rust→typify codegen\n * round-trip; the AJV validator (against the real schema) is the source of truth\n * for conformance.\n * - The **intermediate** type ({@link ParsedRoster}) is format-agnostic: a parser\n * adapter lowers a source payload to this shape (raw names + counts only, no\n * resolved ids), and {@link resolve} turns it into a {@link Roster}.\n *\n * Nothing here ever carries reproduced rules or ability text — only permitted\n * facts (names, counts, points, keywords, entity ids).\n *\n * @packageDocumentation\n */\n\n/** A 40kdc battle size (mirrors the shared `battle-size` def). */\nexport type BattleSize = \"incursion\" | \"strike-force\";\n\n/** Diagnostic warning codes emitted during an import. */\nexport type WarningCode =\n | \"faction-unresolved\"\n | \"unit-unresolved\"\n | \"weapon-unresolved\"\n | \"enhancement-unresolved\"\n | \"detachment-unresolved\"\n | \"battle-size-unmapped\"\n | \"points-mismatch\"\n | \"leader-attachment-inferred\"\n | \"multi-force\"\n | \"unknown-field\";\n\n// ---------------------------------------------------------------------------\n// Output types (mirror roster.schema.json)\n// ---------------------------------------------------------------------------\n\n/** A near-match suggestion offered when resolution fails. */\nexport interface Candidate {\n id: string;\n name: string;\n}\n\n/**\n * A reference to a 40kdc entity that may or may not have resolved. Retains the\n * source's raw name so the import is lossless even on a miss.\n */\nexport interface ResolvedRef {\n /** Resolved entity id, or null when no match was found. */\n id: string | null;\n /** The display name exactly as it appeared in the source payload. */\n raw_name: string;\n /** True iff {@link id} is non-null. */\n resolved: boolean;\n /** Up to 5 best-guess alternatives when resolution failed. */\n candidates: Candidate[];\n}\n\n/** A weapon/wargear selection on a unit. */\nexport interface RosterWargear {\n ref: ResolvedRef;\n count: number;\n}\n\n/** An inferred, always-provisional leader→bodyguard attachment. */\nexport interface RosterLeaderAttachment {\n bodyguard_ref: ResolvedRef;\n provisional: boolean;\n}\n\n/** One unit entry in a roster. */\nexport interface RosterUnit {\n ref: ResolvedRef;\n model_count: number;\n /** Base unit cost (without the enhancement). */\n points: number | null;\n is_warlord: boolean;\n enhancement: ResolvedRef | null;\n /** Points cost of the enhancement when the source reported one; null otherwise. */\n enhancement_points: number | null;\n wargear: RosterWargear[];\n leader_attachment: RosterLeaderAttachment | null;\n}\n\n/** Identifier for the adapter that produced this roster. New format adapters\n * extend this union; `roster.schema.json` keeps the canonical enum. */\nexport type RosterFormat =\n | \"listforge\"\n | \"newrecruit-json\"\n | \"newrecruit-wtc-compact\"\n | \"newrecruit-wtc-full\"\n | \"newrecruit-simple\"\n | \"rosterizer\"\n | \"gw\";\n\n/** Provenance of the imported list. */\nexport interface RosterSource {\n format: RosterFormat;\n generated_by: string | null;\n}\n\n/** Point totals; reported and computed are kept distinct, never reconciled. */\nexport interface RosterPoints {\n declared_limit: number | null;\n total_reported: number | null;\n total_computed: number;\n}\n\n/** A single diagnostic warning. */\nexport interface Warning {\n code: WarningCode;\n message: string;\n raw_name: string | null;\n}\n\n/** A summary of what resolved and what did not during the import. */\nexport interface Diagnostics {\n resolved_units: number;\n unresolved_units: number;\n resolved_weapons: number;\n unresolved_weapons: number;\n warnings: Warning[];\n}\n\n/** Reference to the game edition + dataslate (mirrors game-version-ref). */\nexport interface GameVersionRef {\n edition: string;\n dataslate: string;\n}\n\n/** A fully-resolved army list. Validates against `roster.schema.json`. */\nexport interface Roster {\n name: string;\n source: RosterSource;\n faction_id: string | null;\n detachment_id: string | null;\n battle_size: BattleSize | null;\n points: RosterPoints;\n units: RosterUnit[];\n game_version: GameVersionRef;\n diagnostics: Diagnostics;\n}\n\n// ---------------------------------------------------------------------------\n// Intermediate types (format-agnostic; produced by a parser adapter)\n// ---------------------------------------------------------------------------\n\n/** A weapon/wargear selection before id resolution. */\nexport interface ParsedWargear {\n raw_name: string;\n count: number;\n}\n\n/** A unit selection before id resolution. */\nexport interface ParsedUnit {\n raw_name: string;\n /** True when the source classifies this as a character/leader-capable model. */\n is_character: boolean;\n model_count: number;\n /** Base unit cost (without the enhancement). */\n points: number | null;\n is_warlord: boolean;\n enhancement_raw_name: string | null;\n /** Points cost of the enhancement when the source reported one; null otherwise. */\n enhancement_points: number | null;\n wargear: ParsedWargear[];\n}\n\n/**\n * The format-agnostic intermediate. A {@link FormatAdapter} produces this from a\n * decoded source payload; {@link resolve} consumes it. Contains only raw display\n * names and counts — never reproduced rules text.\n */\nexport interface ParsedRoster {\n name: string;\n generated_by: string | null;\n /** Raw faction name from the source (e.g. \"Grey Knights\"). */\n faction_raw_name: string | null;\n /** Raw detachment name (e.g. \"Banishers\"). */\n detachment_raw_name: string | null;\n /** Raw battle-size label (e.g. \"2. Strike Force (2000 Point limit)\"). */\n battle_size_raw: string | null;\n /** Points limit parsed from the battle-size label, if any. */\n declared_limit: number | null;\n /** Total points reported by the source cost block. */\n total_reported: number | null;\n /** Points summed from every cost line in the source tree. */\n total_computed: number;\n units: ParsedUnit[];\n /** True when the source contained more than one distinct faction. */\n multi_force: boolean;\n}\n"]}
|
package/dist/index.d.ts
CHANGED
|
@@ -1,9 +1,9 @@
|
|
|
1
1
|
export * from "./data/index.js";
|
|
2
2
|
export * from "./generated.js";
|
|
3
3
|
export { createValidator, findSchemaFiles, listSchemaIds, SCHEMAS_ROOT, } from "./schema-loader.js";
|
|
4
|
-
export { importListForge, importNewRecruit, importRoster, decodeListForge, } from "./import/index.js";
|
|
5
|
-
export { exportRoster, newRecruitJsonSerializer, newRecruitSimpleSerializer, newRecruitWtcCompactSerializer, newRecruitWtcFullSerializer, rosterJsonSerializer, } from "./export/index.js";
|
|
4
|
+
export { importListForge, importNewRecruit, importRoster, tryImportRoster, decodeListForge, } from "./import/index.js";
|
|
5
|
+
export { exportRoster, newRecruitJsonSerializer, newRecruitSimpleSerializer, newRecruitWtcCompactSerializer, newRecruitWtcFullSerializer, rosterJsonSerializer, rosterizerSerializer, } from "./export/index.js";
|
|
6
6
|
export type { ExportFormat, RosterSerializer } from "./export/index.js";
|
|
7
7
|
export type { FormatAdapter } from "./import/index.js";
|
|
8
|
-
export type { ImportOptions, Roster, RosterUnit, RosterWargear, RosterSource, RosterFormat, RosterPoints, RosterLeaderAttachment, ResolvedRef, Candidate, Diagnostics, Warning, WarningCode, ParsedRoster, ParsedUnit, ParsedWargear, } from "./import/index.js";
|
|
8
|
+
export type { ImportOptions, ImportResult, ImportFailureReason, AdapterTrial, Roster, RosterUnit, RosterWargear, RosterSource, RosterFormat, RosterPoints, RosterLeaderAttachment, ResolvedRef, Candidate, Diagnostics, Warning, WarningCode, ParsedRoster, ParsedUnit, ParsedWargear, } from "./import/index.js";
|
|
9
9
|
//# sourceMappingURL=index.d.ts.map
|
package/dist/index.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AACA,cAAc,iBAAiB,CAAC;AAGhC,cAAc,gBAAgB,CAAC;AAI/B,OAAO,EACL,eAAe,EACf,eAAe,EACf,aAAa,EACb,YAAY,GACb,MAAM,oBAAoB,CAAC;AAK5B,OAAO,EACL,eAAe,EACf,gBAAgB,EAChB,YAAY,EACZ,eAAe,GAChB,MAAM,mBAAmB,CAAC;AAG3B,OAAO,EACL,YAAY,EACZ,wBAAwB,EACxB,0BAA0B,EAC1B,8BAA8B,EAC9B,2BAA2B,EAC3B,oBAAoB,GACrB,MAAM,mBAAmB,CAAC;AAC3B,YAAY,EAAE,YAAY,EAAE,gBAAgB,EAAE,MAAM,mBAAmB,CAAC;AACxE,YAAY,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AACvD,YAAY,EACV,aAAa,EACb,MAAM,EACN,UAAU,EACV,aAAa,EACb,YAAY,EACZ,YAAY,EACZ,YAAY,EACZ,sBAAsB,EACtB,WAAW,EACX,SAAS,EACT,WAAW,EACX,OAAO,EACP,WAAW,EACX,YAAY,EACZ,UAAU,EACV,aAAa,GACd,MAAM,mBAAmB,CAAC"}
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AACA,cAAc,iBAAiB,CAAC;AAGhC,cAAc,gBAAgB,CAAC;AAI/B,OAAO,EACL,eAAe,EACf,eAAe,EACf,aAAa,EACb,YAAY,GACb,MAAM,oBAAoB,CAAC;AAK5B,OAAO,EACL,eAAe,EACf,gBAAgB,EAChB,YAAY,EACZ,eAAe,EACf,eAAe,GAChB,MAAM,mBAAmB,CAAC;AAG3B,OAAO,EACL,YAAY,EACZ,wBAAwB,EACxB,0BAA0B,EAC1B,8BAA8B,EAC9B,2BAA2B,EAC3B,oBAAoB,EACpB,oBAAoB,GACrB,MAAM,mBAAmB,CAAC;AAC3B,YAAY,EAAE,YAAY,EAAE,gBAAgB,EAAE,MAAM,mBAAmB,CAAC;AACxE,YAAY,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AACvD,YAAY,EACV,aAAa,EACb,YAAY,EACZ,mBAAmB,EACnB,YAAY,EACZ,MAAM,EACN,UAAU,EACV,aAAa,EACb,YAAY,EACZ,YAAY,EACZ,YAAY,EACZ,sBAAsB,EACtB,WAAW,EACX,SAAS,EACT,WAAW,EACX,OAAO,EACP,WAAW,EACX,YAAY,EACZ,UAAU,EACV,aAAa,GACd,MAAM,mBAAmB,CAAC"}
|
package/dist/index.js
CHANGED
|
@@ -8,7 +8,7 @@ export { createValidator, findSchemaFiles, listSchemaIds, SCHEMAS_ROOT, } from "
|
|
|
8
8
|
// Army-list importer (ListForge → resolved 40kdc roster). Types are curated
|
|
9
9
|
// rather than re-exported wholesale to avoid name clashes with generated types
|
|
10
10
|
// (e.g. BattleSize, LeaderAttachment).
|
|
11
|
-
export { importListForge, importNewRecruit, importRoster, decodeListForge, } from "./import/index.js";
|
|
11
|
+
export { importListForge, importNewRecruit, importRoster, tryImportRoster, decodeListForge, } from "./import/index.js";
|
|
12
12
|
// Army-list exporter (Roster → text or JSON for any of the supported formats).
|
|
13
|
-
export { exportRoster, newRecruitJsonSerializer, newRecruitSimpleSerializer, newRecruitWtcCompactSerializer, newRecruitWtcFullSerializer, rosterJsonSerializer, } from "./export/index.js";
|
|
13
|
+
export { exportRoster, newRecruitJsonSerializer, newRecruitSimpleSerializer, newRecruitWtcCompactSerializer, newRecruitWtcFullSerializer, rosterJsonSerializer, rosterizerSerializer, } from "./export/index.js";
|
|
14
14
|
//# sourceMappingURL=index.js.map
|
package/dist/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,uDAAuD;AACvD,cAAc,iBAAiB,CAAC;AAEhC,mDAAmD;AACnD,cAAc,gBAAgB,CAAC;AAE/B,8EAA8E;AAC9E,uCAAuC;AACvC,OAAO,EACL,eAAe,EACf,eAAe,EACf,aAAa,EACb,YAAY,GACb,MAAM,oBAAoB,CAAC;AAE5B,4EAA4E;AAC5E,+EAA+E;AAC/E,uCAAuC;AACvC,OAAO,EACL,eAAe,EACf,gBAAgB,EAChB,YAAY,EACZ,eAAe,GAChB,MAAM,mBAAmB,CAAC;AAE3B,+EAA+E;AAC/E,OAAO,EACL,YAAY,EACZ,wBAAwB,EACxB,0BAA0B,EAC1B,8BAA8B,EAC9B,2BAA2B,EAC3B,oBAAoB,GACrB,MAAM,mBAAmB,CAAC","sourcesContent":["// The linked, typed dataset — the primary entry point.\nexport * from \"./data/index.js\";\n\n// Generated types for every entity in the dataset.\nexport * from \"./generated.js\";\n\n// Schema access + AJV validation (secondary: this package also validates data\n// against the canonical JSON Schemas).\nexport {\n createValidator,\n findSchemaFiles,\n listSchemaIds,\n SCHEMAS_ROOT,\n} from \"./schema-loader.js\";\n\n// Army-list importer (ListForge → resolved 40kdc roster). Types are curated\n// rather than re-exported wholesale to avoid name clashes with generated types\n// (e.g. BattleSize, LeaderAttachment).\nexport {\n importListForge,\n importNewRecruit,\n importRoster,\n decodeListForge,\n} from \"./import/index.js\";\n\n// Army-list exporter (Roster → text or JSON for any of the supported formats).\nexport {\n exportRoster,\n newRecruitJsonSerializer,\n newRecruitSimpleSerializer,\n newRecruitWtcCompactSerializer,\n newRecruitWtcFullSerializer,\n rosterJsonSerializer,\n} from \"./export/index.js\";\nexport type { ExportFormat, RosterSerializer } from \"./export/index.js\";\nexport type { FormatAdapter } from \"./import/index.js\";\nexport type {\n ImportOptions,\n Roster,\n RosterUnit,\n RosterWargear,\n RosterSource,\n RosterFormat,\n RosterPoints,\n RosterLeaderAttachment,\n ResolvedRef,\n Candidate,\n Diagnostics,\n Warning,\n WarningCode,\n ParsedRoster,\n ParsedUnit,\n ParsedWargear,\n} from \"./import/index.js\";\n"]}
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,uDAAuD;AACvD,cAAc,iBAAiB,CAAC;AAEhC,mDAAmD;AACnD,cAAc,gBAAgB,CAAC;AAE/B,8EAA8E;AAC9E,uCAAuC;AACvC,OAAO,EACL,eAAe,EACf,eAAe,EACf,aAAa,EACb,YAAY,GACb,MAAM,oBAAoB,CAAC;AAE5B,4EAA4E;AAC5E,+EAA+E;AAC/E,uCAAuC;AACvC,OAAO,EACL,eAAe,EACf,gBAAgB,EAChB,YAAY,EACZ,eAAe,EACf,eAAe,GAChB,MAAM,mBAAmB,CAAC;AAE3B,+EAA+E;AAC/E,OAAO,EACL,YAAY,EACZ,wBAAwB,EACxB,0BAA0B,EAC1B,8BAA8B,EAC9B,2BAA2B,EAC3B,oBAAoB,EACpB,oBAAoB,GACrB,MAAM,mBAAmB,CAAC","sourcesContent":["// The linked, typed dataset — the primary entry point.\nexport * from \"./data/index.js\";\n\n// Generated types for every entity in the dataset.\nexport * from \"./generated.js\";\n\n// Schema access + AJV validation (secondary: this package also validates data\n// against the canonical JSON Schemas).\nexport {\n createValidator,\n findSchemaFiles,\n listSchemaIds,\n SCHEMAS_ROOT,\n} from \"./schema-loader.js\";\n\n// Army-list importer (ListForge → resolved 40kdc roster). Types are curated\n// rather than re-exported wholesale to avoid name clashes with generated types\n// (e.g. BattleSize, LeaderAttachment).\nexport {\n importListForge,\n importNewRecruit,\n importRoster,\n tryImportRoster,\n decodeListForge,\n} from \"./import/index.js\";\n\n// Army-list exporter (Roster → text or JSON for any of the supported formats).\nexport {\n exportRoster,\n newRecruitJsonSerializer,\n newRecruitSimpleSerializer,\n newRecruitWtcCompactSerializer,\n newRecruitWtcFullSerializer,\n rosterJsonSerializer,\n rosterizerSerializer,\n} from \"./export/index.js\";\nexport type { ExportFormat, RosterSerializer } from \"./export/index.js\";\nexport type { FormatAdapter } from \"./import/index.js\";\nexport type {\n ImportOptions,\n ImportResult,\n ImportFailureReason,\n AdapterTrial,\n Roster,\n RosterUnit,\n RosterWargear,\n RosterSource,\n RosterFormat,\n RosterPoints,\n RosterLeaderAttachment,\n ResolvedRef,\n Candidate,\n Diagnostics,\n Warning,\n WarningCode,\n ParsedRoster,\n ParsedUnit,\n ParsedWargear,\n} from \"./import/index.js\";\n"]}
|
|
@@ -150,6 +150,10 @@ function migrateRerollModifier(mod) {
|
|
|
150
150
|
mod.subset = "ones";
|
|
151
151
|
else if (cond === "any-fail")
|
|
152
152
|
mod.subset = "all-failures";
|
|
153
|
+
// Some pre-migration data encoded "re-roll 1s" as `value: 1` rather than a
|
|
154
|
+
// `condition`. Honor that signal before defaulting, or the intent is lost.
|
|
155
|
+
else if (typeof mod.value === "number" && mod.value === 1)
|
|
156
|
+
mod.subset = "ones";
|
|
153
157
|
else
|
|
154
158
|
mod.subset = "all-failures";
|
|
155
159
|
if ("condition" in mod)
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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* One-shot migration to:\n * 1. Turn weapon-profile `keywords` strings into typed catalog references.\n * Each `\"Sustained Hits 1\"` (and case variants) becomes\n * `{ keyword_id: \"sustained-hits\", parameters: { value: 1 } }`.\n * Strings whose pattern does not match any catalog entry are surfaced\n * as diagnostics; the run leaves the original string untouched in that\n * slot so a human can fix it before re-running.\n *\n * 2. Normalise every `type: \"re-roll\"` DSL effect's modifier so the dice\n * subset is explicit:\n * - `condition: \"any-fail\"` → `subset: \"all-failures\"`\n * - `condition: \"natural-1\"` → `subset: \"ones\"`\n * - no `condition` field → `subset: \"all-failures\"`\n * The `condition` field is removed in all cases; other modifier\n * properties (`attack_type`, `uses`, `max_rerolls`, `context`, `roll`)\n * are preserved.\n *\n * The script is idempotent: weapons already in the new shape (objects, not\n * strings) are left alone; re-roll modifiers with an explicit `subset` are\n * left alone.\n *\n * Run:\n * npx tsx tools/src/migrations/2026-weapon-keywords.ts\n *\n * Outputs a final summary of `(file, keyword string, diagnostic)` tuples for\n * any unmatched keywords. Exit status is non-zero only if a JSON parse fails;\n * unmatched keywords are warnings, not errors, so the operator can iterate.\n */\nimport { readFileSync, readdirSync, statSync, writeFileSync } from \"node:fs\";\nimport { join, resolve } from \"node:path\";\nimport { fileURLToPath } from \"node:url\";\n\nconst __dirname = fileURLToPath(new URL(\".\", import.meta.url));\nconst REPO_ROOT = resolve(__dirname, \"../../..\");\nconst CATALOG_PATH = join(REPO_ROOT, \"data/core/weapon-keywords.json\");\nconst DATA_ROOTS = [join(REPO_ROOT, \"data/core\"), join(REPO_ROOT, \"data/enrichment\")];\n\ninterface CatalogEntry {\n id: string;\n name: string;\n required_parameters: (\"value\" | \"target_keyword\" | \"threshold\")[];\n}\n\ntype Diagnostic = { file: string; raw: string; reason: string };\n\n/** Build the set of (display_name lower-cased → entry) lookups for the catalog. */\nfunction loadCatalog(): { byName: Map<string, CatalogEntry>; ids: Set<string> } {\n const raw = JSON.parse(readFileSync(CATALOG_PATH, \"utf-8\")) as CatalogEntry[];\n const byName = new Map<string, CatalogEntry>();\n const ids = new Set<string>();\n for (const entry of raw) {\n byName.set(entry.name.toLowerCase(), entry);\n ids.add(entry.id);\n }\n return { byName, ids };\n}\n\ninterface KeywordRef {\n keyword_id: string;\n parameters?: { value?: number | string; target_keyword?: string; threshold?: number };\n}\n\n/** Title-case a multi-word string (\"epic hero\" → \"Epic Hero\"). */\nfunction titleCase(s: string): string {\n return s\n .toLowerCase()\n .replace(/(^|[\\s-])([a-z])/g, (_, sep: string, ch: string) => sep + ch.toUpperCase());\n}\n\n/**\n * Parse a single keyword string into a typed reference, or `null` when no\n * catalog entry matches. The function recognises the canonical 11e parameter\n * shapes:\n *\n * - bare: `\"Lethal Hits\"` → `{ keyword_id: \"lethal-hits\" }`\n * - value (number or dice): `\"Sustained Hits D3\"` → `{ ..., parameters: { value: \"D3\" } }`\n * - anti-X N+: `\"Anti-INFANTRY 4+\"` → `{ ..., parameters: { target_keyword: \"INFANTRY\", threshold: 4 } }`\n *\n * Returns `null` for unrecognised strings so the caller can surface them as a\n * diagnostic instead of silently dropping them.\n */\nfunction parseKeywordString(\n raw: string,\n catalog: { byName: Map<string, CatalogEntry>; ids: Set<string> },\n): KeywordRef | null {\n const trimmed = raw.trim();\n const lower = trimmed.toLowerCase();\n\n // Anti-X N+ — special case: the target keyword and threshold are embedded.\n // Title-case the keyword to match unit-keyword data convention (\"Infantry\",\n // \"Epic Hero\" — never \"INFANTRY\" or \"infantry\").\n const antiMatch = /^anti-([a-z][a-z\\s'-]*)\\s+([2-6])\\+$/i.exec(trimmed);\n if (antiMatch) {\n return {\n keyword_id: \"anti\",\n parameters: {\n target_keyword: titleCase(antiMatch[1]),\n threshold: Number(antiMatch[2]),\n },\n };\n }\n\n // Try each catalog entry's display name as a prefix; the suffix carries the\n // value parameter if the entry takes one.\n for (const [name, entry] of catalog.byName) {\n if (lower === name) {\n // Exact match — must be parameterless.\n if (entry.required_parameters.length === 0) {\n return { keyword_id: entry.id };\n }\n continue;\n }\n if (lower.startsWith(name + \" \")) {\n const rest = trimmed.slice(name.length + 1).trim();\n if (entry.required_parameters.length === 1 && entry.required_parameters[0] === \"value\") {\n // Numeric (e.g. \"5\") or dice expression (e.g. \"D3\", \"D6+3\").\n const numericMatch = /^\\d+$/.exec(rest);\n const diceMatch = /^\\d*[Dd]\\d+(\\+\\d+)?$/.exec(rest);\n if (numericMatch) {\n return { keyword_id: entry.id, parameters: { value: Number(rest) } };\n }\n if (diceMatch) {\n return { keyword_id: entry.id, parameters: { value: rest.toUpperCase() } };\n }\n }\n }\n }\n\n return null;\n}\n\n/**\n * Convert one weapon's `profiles[].keywords` array from legacy string form to\n * the new ref form, in place. 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[]) {\n const kws = profile.keywords;\n if (!Array.isArray(kws)) continue;\n const next: (KeywordRef | string)[] = [];\n for (const item of kws) {\n if (typeof item === \"object\" && item !== null && \"keyword_id\" in (item as object)) {\n // Already migrated.\n next.push(item as KeywordRef);\n continue;\n }\n if (typeof item !== \"string\") {\n diagnostics.push({ file, raw: String(item), reason: \"non-string, non-object keyword entry\" });\n next.push(item as unknown as string);\n continue;\n }\n const ref = parseKeywordString(item, catalog);\n if (ref) {\n next.push(ref);\n } else {\n diagnostics.push({ file, raw: item, reason: \"no catalog entry matches\" });\n // Keep the original string so the file still reads cleanly; a follow-up\n // pass can address it after the operator updates the catalog.\n next.push(item);\n }\n }\n profile.keywords = next;\n }\n}\n\n/** Normalise a `re-roll` modifier in place: condition → subset, drop condition. */\nfunction migrateRerollModifier(mod: Record<string, unknown>): boolean {\n if (typeof mod.subset === \"string\") return false; // already migrated\n const cond = mod.condition;\n if (cond === \"natural-1\") mod.subset = \"ones\";\n else if (cond === \"any-fail\") mod.subset = \"all-failures\";\n else mod.subset = \"all-failures\";\n if (\"condition\" in mod) delete mod.condition;\n return true;\n}\n\n/** Walk a JSON value and migrate any `type: \"re-roll\"` single-effect modifiers. */\nfunction migrateRerollsIn(node: unknown): number {\n if (Array.isArray(node)) {\n let n = 0;\n for (const child of node) n += migrateRerollsIn(child);\n return n;\n }\n if (node && typeof node === \"object\") {\n const obj = node as Record<string, unknown>;\n let n = 0;\n if (obj.type === \"re-roll\" && obj.modifier && typeof obj.modifier === \"object\") {\n if (migrateRerollModifier(obj.modifier as Record<string, unknown>)) n += 1;\n }\n for (const value of Object.values(obj)) n += migrateRerollsIn(value);\n return n;\n }\n return 0;\n}\n\nfunction findJsonFiles(root: string, predicate: (name: string) => boolean): string[] {\n const out: string[] = [];\n for (const entry of readdirSync(root)) {\n const full = join(root, entry);\n if (statSync(full).isDirectory()) {\n out.push(...findJsonFiles(full, predicate));\n } else if (entry.endsWith(\".json\") && predicate(entry)) {\n out.push(full);\n }\n }\n return out;\n}\n\nfunction writeJsonPreservingTrailingNewline(file: string, value: unknown): void {\n writeFileSync(file, JSON.stringify(value, null, 2) + \"\\n\");\n}\n\nfunction main(): void {\n const catalog = loadCatalog();\n const diagnostics: Diagnostic[] = [];\n let weaponFiles = 0;\n let rerollFiles = 0;\n let rerollEffects = 0;\n\n // 1. Weapons.\n for (const root of DATA_ROOTS) {\n for (const file of findJsonFiles(root, (n) => n === \"weapons.json\" || n === \"weapons.example.json\")) {\n const data = JSON.parse(readFileSync(file, \"utf-8\")) as unknown;\n if (!Array.isArray(data)) continue;\n for (const weapon of data) migrateWeapon(weapon, catalog, file, diagnostics);\n writeJsonPreservingTrailingNewline(file, data);\n weaponFiles += 1;\n }\n }\n\n // 2. Re-roll DSL effects — abilities + any other file that carries effect trees.\n for (const root of DATA_ROOTS) {\n for (const file of findJsonFiles(root, (n) => n.endsWith(\".json\") && n !== \"weapons.json\")) {\n const raw = readFileSync(file, \"utf-8\");\n const before = raw;\n const data = JSON.parse(raw) as unknown;\n const n = migrateRerollsIn(data);\n if (n > 0) {\n const after = JSON.stringify(data, null, 2) + \"\\n\";\n if (after !== before) {\n writeFileSync(file, after);\n rerollFiles += 1;\n rerollEffects += n;\n }\n }\n }\n }\n\n console.log(`Weapon files rewritten: ${weaponFiles}`);\n console.log(`Re-roll effects normalised: ${rerollEffects} across ${rerollFiles} files`);\n if (diagnostics.length > 0) {\n console.log(`\\nDiagnostics — ${diagnostics.length} unmatched keyword strings:`);\n for (const d of diagnostics.slice(0, 30)) {\n console.log(` ${d.file.replace(REPO_ROOT + \"/\", \"\")} ${JSON.stringify(d.raw)} (${d.reason})`);\n }\n if (diagnostics.length > 30) console.log(` ... and ${diagnostics.length - 30} more`);\n }\n}\n\nmain();\n"]}
|
|
1
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+
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Turn weapon-profile `keywords` strings into typed catalog references.\n * Each `\"Sustained Hits 1\"` (and case variants) becomes\n * `{ keyword_id: \"sustained-hits\", parameters: { value: 1 } }`.\n * Strings whose pattern does not match any catalog entry are surfaced\n * as diagnostics; the run leaves the original string untouched in that\n * slot so a human can fix it before re-running.\n *\n * 2. Normalise every `type: \"re-roll\"` DSL effect's modifier so the dice\n * subset is explicit:\n * - `condition: \"any-fail\"` → `subset: \"all-failures\"`\n * - `condition: \"natural-1\"` → `subset: \"ones\"`\n * - no `condition` field → `subset: \"all-failures\"`\n * The `condition` field is removed in all cases; other modifier\n * properties (`attack_type`, `uses`, `max_rerolls`, `context`, `roll`)\n * are preserved.\n *\n * The script is idempotent: weapons already in the new shape (objects, not\n * strings) are left alone; re-roll modifiers with an explicit `subset` are\n * left alone.\n *\n * Run:\n * npx tsx tools/src/migrations/2026-weapon-keywords.ts\n *\n * Outputs a final summary of `(file, keyword string, diagnostic)` tuples for\n * any unmatched keywords. Exit status is non-zero only if a JSON parse fails;\n * unmatched keywords are warnings, not errors, so the operator can iterate.\n */\nimport { readFileSync, readdirSync, statSync, writeFileSync } from \"node:fs\";\nimport { join, resolve } from \"node:path\";\nimport { fileURLToPath } from \"node:url\";\n\nconst __dirname = fileURLToPath(new URL(\".\", import.meta.url));\nconst REPO_ROOT = resolve(__dirname, \"../../..\");\nconst CATALOG_PATH = join(REPO_ROOT, \"data/core/weapon-keywords.json\");\nconst DATA_ROOTS = [join(REPO_ROOT, \"data/core\"), join(REPO_ROOT, \"data/enrichment\")];\n\ninterface CatalogEntry {\n id: string;\n name: string;\n required_parameters: (\"value\" | \"target_keyword\" | \"threshold\")[];\n}\n\ntype Diagnostic = { file: string; raw: string; reason: string };\n\n/** Build the set of (display_name lower-cased → entry) lookups for the catalog. */\nfunction loadCatalog(): { byName: Map<string, CatalogEntry>; ids: Set<string> } {\n const raw = JSON.parse(readFileSync(CATALOG_PATH, \"utf-8\")) as CatalogEntry[];\n const byName = new Map<string, CatalogEntry>();\n const ids = new Set<string>();\n for (const entry of raw) {\n byName.set(entry.name.toLowerCase(), entry);\n ids.add(entry.id);\n }\n return { byName, ids };\n}\n\ninterface KeywordRef {\n keyword_id: string;\n parameters?: { value?: number | string; target_keyword?: string; threshold?: number };\n}\n\n/** Title-case a multi-word string (\"epic hero\" → \"Epic Hero\"). */\nfunction titleCase(s: string): string {\n return s\n .toLowerCase()\n .replace(/(^|[\\s-])([a-z])/g, (_, sep: string, ch: string) => sep + ch.toUpperCase());\n}\n\n/**\n * Parse a single keyword string into a typed reference, or `null` when no\n * catalog entry matches. The function recognises the canonical 11e parameter\n * shapes:\n *\n * - bare: `\"Lethal Hits\"` → `{ keyword_id: \"lethal-hits\" }`\n * - value (number or dice): `\"Sustained Hits D3\"` → `{ ..., parameters: { value: \"D3\" } }`\n * - anti-X N+: `\"Anti-INFANTRY 4+\"` → `{ ..., parameters: { target_keyword: \"INFANTRY\", threshold: 4 } }`\n *\n * Returns `null` for unrecognised strings so the caller can surface them as a\n * diagnostic instead of silently dropping them.\n */\nfunction parseKeywordString(\n raw: string,\n catalog: { byName: Map<string, CatalogEntry>; ids: Set<string> },\n): KeywordRef | null {\n const trimmed = raw.trim();\n const lower = trimmed.toLowerCase();\n\n // Anti-X N+ — special case: the target keyword and threshold are embedded.\n // Title-case the keyword to match unit-keyword data convention (\"Infantry\",\n // \"Epic Hero\" — never \"INFANTRY\" or \"infantry\").\n const antiMatch = /^anti-([a-z][a-z\\s'-]*)\\s+([2-6])\\+$/i.exec(trimmed);\n if (antiMatch) {\n return {\n keyword_id: \"anti\",\n parameters: {\n target_keyword: titleCase(antiMatch[1]),\n threshold: Number(antiMatch[2]),\n },\n };\n }\n\n // Try each catalog entry's display name as a prefix; the suffix carries the\n // value parameter if the entry takes one.\n for (const [name, entry] of catalog.byName) {\n if (lower === name) {\n // Exact match — must be parameterless.\n if (entry.required_parameters.length === 0) {\n return { keyword_id: entry.id };\n }\n continue;\n }\n if (lower.startsWith(name + \" \")) {\n const rest = trimmed.slice(name.length + 1).trim();\n if (entry.required_parameters.length === 1 && entry.required_parameters[0] === \"value\") {\n // Numeric (e.g. \"5\") or dice expression (e.g. \"D3\", \"D6+3\").\n const numericMatch = /^\\d+$/.exec(rest);\n const diceMatch = /^\\d*[Dd]\\d+(\\+\\d+)?$/.exec(rest);\n if (numericMatch) {\n return { keyword_id: entry.id, parameters: { value: Number(rest) } };\n }\n if (diceMatch) {\n return { keyword_id: entry.id, parameters: { value: rest.toUpperCase() } };\n }\n }\n }\n }\n\n return null;\n}\n\n/**\n * Convert one weapon's `profiles[].keywords` array from legacy string form to\n * the new ref form, in place. Mutates `weapon`.\n */\nfunction migrateWeapon(\n weapon: { profiles?: { keywords?: unknown }[] },\n catalog: { byName: Map<string, CatalogEntry>; ids: Set<string> },\n file: string,\n diagnostics: Diagnostic[],\n): void {\n for (const profile of weapon.profiles ?? []) {\n const kws = profile.keywords;\n if (!Array.isArray(kws)) continue;\n const next: (KeywordRef | string)[] = [];\n for (const item of kws) {\n if (typeof item === \"object\" && item !== null && \"keyword_id\" in (item as object)) {\n // Already migrated.\n next.push(item as KeywordRef);\n continue;\n }\n if (typeof item !== \"string\") {\n diagnostics.push({ file, raw: String(item), reason: \"non-string, non-object keyword entry\" });\n next.push(item as unknown as string);\n continue;\n }\n const ref = parseKeywordString(item, catalog);\n if (ref) {\n next.push(ref);\n } else {\n diagnostics.push({ file, raw: item, reason: \"no catalog entry matches\" });\n // Keep the original string so the file still reads cleanly; a follow-up\n // pass can address it after the operator updates the catalog.\n next.push(item);\n }\n }\n profile.keywords = next;\n }\n}\n\n/** Normalise a `re-roll` modifier in place: condition → subset, drop condition. */\nfunction migrateRerollModifier(mod: Record<string, unknown>): boolean {\n if (typeof mod.subset === \"string\") return false; // already migrated\n const cond = mod.condition;\n if (cond === \"natural-1\") mod.subset = \"ones\";\n else if (cond === \"any-fail\") mod.subset = \"all-failures\";\n // Some pre-migration data encoded \"re-roll 1s\" as `value: 1` rather than a\n // `condition`. Honor that signal before defaulting, or the intent is lost.\n else if (typeof mod.value === \"number\" && mod.value === 1) mod.subset = \"ones\";\n else mod.subset = \"all-failures\";\n if (\"condition\" in mod) delete mod.condition;\n return true;\n}\n\n/** Walk a JSON value and migrate any `type: \"re-roll\"` single-effect modifiers. */\nfunction migrateRerollsIn(node: unknown): number {\n if (Array.isArray(node)) {\n let n = 0;\n for (const child of node) n += migrateRerollsIn(child);\n return n;\n }\n if (node && typeof node === \"object\") {\n const obj = node as Record<string, unknown>;\n let n = 0;\n if (obj.type === \"re-roll\" && obj.modifier && typeof obj.modifier === \"object\") {\n if (migrateRerollModifier(obj.modifier as Record<string, unknown>)) n += 1;\n }\n for (const value of Object.values(obj)) n += migrateRerollsIn(value);\n return n;\n }\n return 0;\n}\n\nfunction findJsonFiles(root: string, predicate: (name: string) => boolean): string[] {\n const out: string[] = [];\n for (const entry of readdirSync(root)) {\n const full = join(root, entry);\n if (statSync(full).isDirectory()) {\n out.push(...findJsonFiles(full, predicate));\n } else if (entry.endsWith(\".json\") && predicate(entry)) {\n out.push(full);\n }\n }\n return out;\n}\n\nfunction writeJsonPreservingTrailingNewline(file: string, value: unknown): void {\n writeFileSync(file, JSON.stringify(value, null, 2) + \"\\n\");\n}\n\nfunction main(): void {\n const catalog = loadCatalog();\n const diagnostics: Diagnostic[] = [];\n let weaponFiles = 0;\n let rerollFiles = 0;\n let rerollEffects = 0;\n\n // 1. Weapons.\n for (const root of DATA_ROOTS) {\n for (const file of findJsonFiles(root, (n) => n === \"weapons.json\" || n === \"weapons.example.json\")) {\n const data = JSON.parse(readFileSync(file, \"utf-8\")) as unknown;\n if (!Array.isArray(data)) continue;\n for (const weapon of data) migrateWeapon(weapon, catalog, file, diagnostics);\n writeJsonPreservingTrailingNewline(file, data);\n weaponFiles += 1;\n }\n }\n\n // 2. Re-roll DSL effects — abilities + any other file that carries effect trees.\n for (const root of DATA_ROOTS) {\n for (const file of findJsonFiles(root, (n) => n.endsWith(\".json\") && n !== \"weapons.json\")) {\n const raw = readFileSync(file, \"utf-8\");\n const before = raw;\n const data = JSON.parse(raw) as unknown;\n const n = migrateRerollsIn(data);\n if (n > 0) {\n const after = JSON.stringify(data, null, 2) + \"\\n\";\n if (after !== before) {\n writeFileSync(file, after);\n rerollFiles += 1;\n rerollEffects += n;\n }\n }\n }\n }\n\n console.log(`Weapon files rewritten: ${weaponFiles}`);\n console.log(`Re-roll effects normalised: ${rerollEffects} across ${rerollFiles} files`);\n if (diagnostics.length > 0) {\n console.log(`\\nDiagnostics — ${diagnostics.length} unmatched keyword strings:`);\n for (const d of diagnostics.slice(0, 30)) {\n console.log(` ${d.file.replace(REPO_ROOT + \"/\", \"\")} ${JSON.stringify(d.raw)} (${d.reason})`);\n }\n if (diagnostics.length > 30) console.log(` ... and ${diagnostics.length - 30} more`);\n }\n}\n\nmain();\n"]}
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