@alpaca-software/40kdc-data 0.5.11 → 0.5.12
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 +10 -0
- package/dist/codegen-data.js +1 -0
- package/dist/codegen-data.js.map +1 -1
- package/dist/commands/import.d.ts.map +1 -1
- package/dist/commands/import.js +3 -1
- package/dist/commands/import.js.map +1 -1
- package/dist/convert-faction.d.ts.map +1 -1
- package/dist/convert-faction.js +22 -2
- package/dist/convert-faction.js.map +1 -1
- package/dist/data/bundle.generated.js +1 -1
- package/dist/data/bundle.generated.js.map +1 -1
- package/dist/data/dataset.d.ts +2 -1
- package/dist/data/dataset.d.ts.map +1 -1
- package/dist/data/dataset.js +2 -0
- package/dist/data/dataset.js.map +1 -1
- package/dist/data/entities.d.ts +22 -0
- package/dist/data/entities.d.ts.map +1 -1
- package/dist/data/entities.js +28 -0
- package/dist/data/entities.js.map +1 -1
- package/dist/data/index.d.ts +2 -0
- package/dist/data/index.d.ts.map +1 -1
- package/dist/data/index.js +2 -0
- package/dist/data/index.js.map +1 -1
- package/dist/data/types.d.ts +3 -1
- package/dist/data/types.d.ts.map +1 -1
- package/dist/data/types.js +1 -0
- package/dist/data/types.js.map +1 -1
- package/dist/export/newrecruit-json.d.ts.map +1 -1
- package/dist/export/newrecruit-json.js +4 -3
- package/dist/export/newrecruit-json.js.map +1 -1
- package/dist/export/newrecruit-simple.js +2 -2
- package/dist/export/newrecruit-simple.js.map +1 -1
- package/dist/export/newrecruit-wtc.d.ts.map +1 -1
- package/dist/export/newrecruit-wtc.js +3 -1
- package/dist/export/newrecruit-wtc.js.map +1 -1
- package/dist/export/rosterizer.d.ts.map +1 -1
- package/dist/export/rosterizer.js +6 -7
- package/dist/export/rosterizer.js.map +1 -1
- package/dist/extract-faction-pack.d.ts +56 -0
- package/dist/extract-faction-pack.d.ts.map +1 -0
- package/dist/extract-faction-pack.js +374 -0
- package/dist/extract-faction-pack.js.map +1 -0
- package/dist/gen-conformance.js +37 -4
- package/dist/gen-conformance.js.map +1 -1
- package/dist/generated.d.ts +42 -2
- package/dist/generated.d.ts.map +1 -1
- package/dist/generated.js.map +1 -1
- package/dist/import/gw.js +1 -1
- package/dist/import/gw.js.map +1 -1
- package/dist/import/listforge-text.js +1 -1
- package/dist/import/listforge-text.js.map +1 -1
- package/dist/import/listforge.d.ts.map +1 -1
- package/dist/import/listforge.js +18 -3
- package/dist/import/listforge.js.map +1 -1
- package/dist/import/newrecruit-json.d.ts.map +1 -1
- package/dist/import/newrecruit-json.js +21 -3
- package/dist/import/newrecruit-json.js.map +1 -1
- package/dist/import/newrecruit-simple.js +1 -1
- package/dist/import/newrecruit-simple.js.map +1 -1
- package/dist/import/newrecruit-wtc.js +1 -1
- package/dist/import/newrecruit-wtc.js.map +1 -1
- package/dist/import/resolve.d.ts.map +1 -1
- package/dist/import/resolve.js +46 -18
- package/dist/import/resolve.js.map +1 -1
- package/dist/import/roster-json.d.ts +5 -3
- package/dist/import/roster-json.d.ts.map +1 -1
- package/dist/import/roster-json.js +8 -4
- package/dist/import/roster-json.js.map +1 -1
- package/dist/import/rosterizer.js +3 -3
- package/dist/import/rosterizer.js.map +1 -1
- package/dist/import/types.d.ts +15 -4
- package/dist/import/types.d.ts.map +1 -1
- package/dist/import/types.js.map +1 -1
- package/dist/index.d.ts +1 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +4 -0
- package/dist/index.js.map +1 -1
- package/dist/rube-goldberg.js +1 -1
- package/dist/rube-goldberg.js.map +1 -1
- package/dist/runner.d.ts.map +1 -1
- package/dist/runner.js +33 -1
- package/dist/runner.js.map +1 -1
- package/dist/scope.d.ts +31 -0
- package/dist/scope.d.ts.map +1 -0
- package/dist/scope.js +34 -0
- package/dist/scope.js.map +1 -0
- package/dist/translate/effect.d.ts +17 -3
- package/dist/translate/effect.d.ts.map +1 -1
- package/dist/translate/effect.js +23 -4
- package/dist/translate/effect.js.map +1 -1
- package/dist/translate/index.d.ts +1 -1
- package/dist/translate/index.d.ts.map +1 -1
- package/dist/translate/index.js +1 -1
- package/dist/translate/index.js.map +1 -1
- package/dist/validate.d.ts.map +1 -1
- package/dist/validate.js +1 -0
- package/dist/validate.js.map +1 -1
- package/package.json +2 -1
- package/schemas/core/hull-shape.schema.json +30 -0
- package/schemas/core/roster.schema.json +24 -8
- package/schemas/core/stratagem.schema.json +2 -2
- package/schemas/core/unit-composition.schema.json +7 -0
- package/schemas/enrichment/ability-dsl/ability.schema.json +14 -0
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* Resolve a {@link ParsedRoster} onto 40kdc entity ids, producing a {@link Roster}.\n *\n * Resolution is lenient: a name that doesn't match a 40kdc entity yields a\n * {@link ResolvedRef} with `id: null`, `resolved: false`, and up to five\n * candidate suggestions — the roster is never dropped or rejected. Everything\n * that didn't resolve cleanly is summarised in the {@link Diagnostics} block.\n *\n * Matching reuses the dataset's own lookups ({@link Collection.find},\n * {@link Collection.findAll}, {@link Collection.byFaction}) and\n * {@link normalizeName}; there is no bespoke fuzzy matcher. Faction is resolved\n * first so unit/detachment/enhancement lookups can be scoped to it — the same\n * unit id can appear under several factions, so scoping disambiguates.\n *\n * @packageDocumentation\n */\nimport type { Dataset } from \"../data/dataset.js\";\nimport { normalizeName } from \"../data/normalize.js\";\nimport type {\n BattleSize,\n Candidate,\n Diagnostics,\n ParsedRoster,\n ParsedUnit,\n ResolvedRef,\n Roster,\n RosterFormat,\n RosterUnit,\n Warning,\n WarningCode,\n} from \"./types.js\";\n\n/** The dataset edition/dataslate stamped onto an imported roster. */\nconst ROSTER_GAME_VERSION = { edition: \"11th\", dataslate: \"pre-launch-provisional\" };\n\nconst MAX_CANDIDATES = 5;\n\ninterface NamedRecord {\n id: string;\n name: string;\n}\n\n/** Accumulates warnings and resolved/unresolved tallies during an import. */\nclass DiagnosticsBuilder {\n resolved_units = 0;\n unresolved_units = 0;\n resolved_weapons = 0;\n unresolved_weapons = 0;\n readonly warnings: Warning[] = [];\n\n warn(code: WarningCode, message: string, raw_name: string | null = null): void {\n this.warnings.push({ code, message, raw_name });\n }\n\n build(): Diagnostics {\n return {\n resolved_units: this.resolved_units,\n unresolved_units: this.unresolved_units,\n resolved_weapons: this.resolved_weapons,\n unresolved_weapons: this.unresolved_weapons,\n warnings: this.warnings,\n };\n }\n}\n\nfunction unresolved(raw_name: string, candidates: Candidate[] = []): ResolvedRef {\n return { id: null, raw_name, resolved: false, candidates };\n}\n\nfunction resolved(id: string, raw_name: string): ResolvedRef {\n return { id, raw_name, resolved: true, candidates: [] };\n}\n\nfunction toCandidates(records: readonly NamedRecord[]): Candidate[] {\n return records.slice(0, MAX_CANDIDATES).map((r) => ({ id: r.id, name: r.name }));\n}\n\n/** Map a source battle-size label to the 40kdc enum, if recognisable. */\nfunction mapBattleSize(raw: string | null): BattleSize | null {\n if (!raw) return null;\n const key = normalizeName(raw);\n if (key.includes(\"strike force\")) return \"strike-force\";\n if (key.includes(\"incursion\")) return \"incursion\";\n return null;\n}\n\nexport function resolve(\n parsed: ParsedRoster,\n ds: Dataset,\n format: RosterFormat = \"listforge\",\n): Roster {\n const diag = new DiagnosticsBuilder();\n\n if (parsed.multi_force) {\n diag.warn(\n \"multi-force\",\n \"Source list contains more than one faction; the primary faction was used for scoping.\",\n );\n }\n\n // --- Faction (resolved first so other lookups can scope to it). -----------\n let faction_id: string | null = null;\n if (parsed.faction_raw_name) {\n const hit = ds.factions.find(parsed.faction_raw_name);\n if (hit) {\n faction_id = hit.id;\n } else {\n diag.warn(\"faction-unresolved\", \"Faction name did not match any 40kdc faction.\", parsed.faction_raw_name);\n }\n }\n\n // --- Detachment (scoped to faction, then global fallback). ----------------\n let detachment_id: string | null = null;\n if (parsed.detachment_raw_name) {\n const key = normalizeName(parsed.detachment_raw_name);\n const scoped = faction_id\n ? ds.detachments.byFaction(faction_id).find((d) => normalizeName(d.name ?? \"\") === key)\n : undefined;\n const hit = scoped ?? ds.detachments.find(parsed.detachment_raw_name);\n if (hit) {\n detachment_id = hit.id;\n } else {\n diag.warn(\"detachment-unresolved\", \"Detachment name did not match any 40kdc detachment.\", parsed.detachment_raw_name);\n }\n }\n\n // --- Battle size. ---------------------------------------------------------\n const battle_size = mapBattleSize(parsed.battle_size_raw);\n if (parsed.battle_size_raw && battle_size === null) {\n diag.warn(\"battle-size-unmapped\", \"Battle size label could not be mapped.\", parsed.battle_size_raw);\n }\n\n // --- Units (and their enhancements / wargear). ----------------------------\n const units = parsed.units.map((u) => resolveUnit(u, faction_id, detachment_id, ds, diag));\n\n // --- Leader attachments (second pass: needs all resolved unit ids). -------\n inferLeaderAttachments(parsed.units, units, ds, diag);\n\n // --- Points reconciliation (reported vs computed kept distinct). ----------\n if (parsed.total_reported !== null && parsed.total_reported !== parsed.total_computed) {\n diag.warn(\n \"points-mismatch\",\n `Source-reported total (${parsed.total_reported}) differs from the sum of cost lines (${parsed.total_computed}).`,\n );\n }\n\n return {\n name: parsed.name,\n source: { format, generated_by: parsed.generated_by },\n faction_id,\n detachment_id,\n battle_size,\n points: {\n declared_limit: parsed.declared_limit,\n total_reported: parsed.total_reported,\n total_computed: parsed.total_computed,\n },\n units,\n game_version: { ...ROSTER_GAME_VERSION },\n diagnostics: diag.build(),\n };\n}\n\nfunction resolveUnit(\n parsed: ParsedUnit,\n faction_id: string | null,\n detachment_id: string | null,\n ds: Dataset,\n diag: DiagnosticsBuilder,\n): RosterUnit {\n // Prefer a faction-scoped match (the same unit id recurs across factions),\n // then fall back to a global name lookup.\n const key = normalizeName(parsed.raw_name);\n const scoped = faction_id\n ? ds.units.byFaction(faction_id).find((u) => normalizeName(u.name) === key)\n : undefined;\n const all = ds.units.findAll(parsed.raw_name);\n const hit = scoped ?? all[0];\n\n let ref: ResolvedRef;\n if (hit) {\n ref = resolved(hit.id, parsed.raw_name);\n diag.resolved_units += 1;\n } else {\n ref = unresolved(parsed.raw_name, toCandidates(all));\n diag.unresolved_units += 1;\n diag.warn(\"unit-unresolved\", \"Unit name did not match any 40kdc unit.\", parsed.raw_name);\n }\n\n const enhancement = parsed.enhancement_raw_name\n ? resolveEnhancement(parsed.enhancement_raw_name, detachment_id, ds, diag)\n : null;\n const enhancement_points = enhancement === null ? null : parsed.enhancement_points;\n\n const wargear = parsed.wargear.map((w) => {\n const hits = ds.weapons.findAll(w.raw_name);\n if (hits[0]) {\n diag.resolved_weapons += 1;\n return { ref: resolved(hits[0].id, w.raw_name), count: w.count };\n }\n diag.unresolved_weapons += 1;\n diag.warn(\"weapon-unresolved\", \"Weapon name did not match any 40kdc weapon.\", w.raw_name);\n return { ref: unresolved(w.raw_name, toCandidates(hits)), count: w.count };\n });\n\n return {\n ref,\n model_count: parsed.model_count,\n points: parsed.points,\n is_warlord: parsed.is_warlord,\n enhancement,\n enhancement_points,\n wargear,\n leader_attachment: null,\n };\n}\n\nfunction resolveEnhancement(\n raw_name: string,\n detachment_id: string | null,\n ds: Dataset,\n diag: DiagnosticsBuilder,\n): ResolvedRef {\n const key = normalizeName(raw_name);\n // Enhancements belong to a detachment, not a faction — scope by detachment_id.\n const scoped = detachment_id\n ? ds.enhancements.all.find((e) => e.detachment_id === detachment_id && normalizeName(e.name ?? \"\") === key)\n : undefined;\n const hit = scoped ?? ds.enhancements.find(raw_name);\n if (hit) {\n return resolved(hit.id, raw_name);\n }\n diag.warn(\"enhancement-unresolved\", \"Enhancement name did not match any 40kdc enhancement.\", raw_name);\n return unresolved(raw_name, toCandidates(ds.enhancements.findAll(raw_name) as NamedRecord[]));\n}\n\n/**\n * Infer leader→bodyguard attachments. The source format does not encode an\n * unambiguous attachment, so each inferred link is marked provisional: we match\n * a resolved character unit against a resolved non-character unit in the same\n * roster using the dataset's leader-attachment data.\n */\nfunction inferLeaderAttachments(\n parsedUnits: ParsedUnit[],\n units: RosterUnit[],\n ds: Dataset,\n diag: DiagnosticsBuilder,\n): void {\n const bodyguardIds = new Set(\n units.filter((u, i) => u.ref.id && !parsedUnits[i].is_character).map((u) => u.ref.id as string),\n );\n\n units.forEach((unit, i) => {\n if (!unit.ref.id || !parsedUnits[i].is_character) return;\n const leaderId = unit.ref.id;\n const attachment = ds.leaderAttachments.find((la) => la.leader_id === leaderId);\n if (!attachment) return;\n const bodyguardId = attachment.eligible_bodyguard_ids.find((id) => bodyguardIds.has(id));\n if (!bodyguardId) return;\n\n const bodyguard = units.find((u) => u.ref.id === bodyguardId);\n if (!bodyguard) return;\n\n unit.leader_attachment = {\n bodyguard_ref: resolved(bodyguardId, bodyguard.ref.raw_name),\n provisional: true,\n };\n diag.warn(\n \"leader-attachment-inferred\",\n \"Leader attachment was inferred from leader-attachment data and is provisional.\",\n unit.ref.raw_name,\n );\n });\n}\n"]}
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+
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* Resolve a {@link ParsedRoster} onto 40kdc entity ids, producing a {@link Roster}.\n *\n * Resolution is lenient: a name that doesn't match a 40kdc entity yields a\n * {@link ResolvedRef} with `id: null`, `resolved: false`, and up to five\n * candidate suggestions — the roster is never dropped or rejected. Everything\n * that didn't resolve cleanly is summarised in the {@link Diagnostics} block.\n *\n * Matching reuses the dataset's own lookups ({@link Collection.find},\n * {@link Collection.findAll}, {@link Collection.byFaction}) and\n * {@link normalizeName}; there is no bespoke fuzzy matcher. Faction is resolved\n * first so unit/detachment/enhancement lookups can be scoped to it — the same\n * unit id can appear under several factions, so scoping disambiguates.\n *\n * @packageDocumentation\n */\nimport type { Dataset } from \"../data/dataset.js\";\nimport { normalizeName } from \"../data/normalize.js\";\nimport type {\n BattleSize,\n Candidate,\n Diagnostics,\n ParsedRoster,\n ParsedUnit,\n ResolvedRef,\n Roster,\n RosterDetachment,\n RosterFormat,\n RosterUnit,\n Warning,\n WarningCode,\n} from \"./types.js\";\n\n/** The dataset edition/dataslate stamped onto an imported roster. */\nconst ROSTER_GAME_VERSION = { edition: \"11th\", dataslate: \"pre-launch-provisional\" };\n\nconst MAX_CANDIDATES = 5;\n\ninterface NamedRecord {\n id: string;\n name: string;\n}\n\n/** Accumulates warnings and resolved/unresolved tallies during an import. */\nclass DiagnosticsBuilder {\n resolved_units = 0;\n unresolved_units = 0;\n resolved_weapons = 0;\n unresolved_weapons = 0;\n readonly warnings: Warning[] = [];\n\n warn(code: WarningCode, message: string, raw_name: string | null = null): void {\n this.warnings.push({ code, message, raw_name });\n }\n\n build(): Diagnostics {\n return {\n resolved_units: this.resolved_units,\n unresolved_units: this.unresolved_units,\n resolved_weapons: this.resolved_weapons,\n unresolved_weapons: this.unresolved_weapons,\n warnings: this.warnings,\n };\n }\n}\n\nfunction unresolved(raw_name: string, candidates: Candidate[] = []): ResolvedRef {\n return { id: null, raw_name, resolved: false, candidates };\n}\n\nfunction resolved(id: string, raw_name: string): ResolvedRef {\n return { id, raw_name, resolved: true, candidates: [] };\n}\n\nfunction toCandidates(records: readonly NamedRecord[]): Candidate[] {\n return records.slice(0, MAX_CANDIDATES).map((r) => ({ id: r.id, name: r.name }));\n}\n\n/** Map a source battle-size label to the 40kdc enum, if recognisable. */\nfunction mapBattleSize(raw: string | null): BattleSize | null {\n if (!raw) return null;\n const key = normalizeName(raw);\n if (key.includes(\"strike force\")) return \"strike-force\";\n if (key.includes(\"incursion\")) return \"incursion\";\n return null;\n}\n\n/** 11e detachment-point budget for a battle size; null when the size is unknown. */\nfunction detachmentCap(battle_size: BattleSize | null): number | null {\n switch (battle_size) {\n case \"strike-force\":\n return 3;\n case \"incursion\":\n return 2;\n default:\n return null;\n }\n}\n\nexport function resolve(\n parsed: ParsedRoster,\n ds: Dataset,\n format: RosterFormat = \"listforge\",\n): Roster {\n const diag = new DiagnosticsBuilder();\n\n if (parsed.multi_force) {\n diag.warn(\n \"multi-force\",\n \"Source list contains more than one faction; the primary faction was used for scoping.\",\n );\n }\n\n // --- Faction (resolved first so other lookups can scope to it). -----------\n let faction_id: string | null = null;\n if (parsed.faction_raw_name) {\n const hit = ds.factions.find(parsed.faction_raw_name);\n if (hit) {\n faction_id = hit.id;\n } else {\n diag.warn(\"faction-unresolved\", \"Faction name did not match any 40kdc faction.\", parsed.faction_raw_name);\n }\n }\n\n // --- Detachments (each scoped to faction, then global fallback). ----------\n // 11e lists may field several detachments under a detachment-point cap; the\n // list preserves source order. `dp_cost` is looked up from the resolved\n // detachment entity (no source format reports it).\n const detachments: RosterDetachment[] = parsed.detachment_raw_names.map((raw_name) => {\n const key = normalizeName(raw_name);\n const scoped = faction_id\n ? ds.detachments.byFaction(faction_id).find((d) => normalizeName(d.name ?? \"\") === key)\n : undefined;\n const hit = scoped ?? ds.detachments.find(raw_name);\n if (hit) {\n return { ref: resolved(hit.id, raw_name), dp_cost: hit.detachment_points ?? null };\n }\n diag.warn(\"detachment-unresolved\", \"Detachment name did not match any 40kdc detachment.\", raw_name);\n return {\n ref: unresolved(raw_name, toCandidates(ds.detachments.findAll(raw_name) as NamedRecord[])),\n dp_cost: null,\n };\n });\n const detachmentIds = detachments.map((d) => d.ref.id).filter((id): id is string => id !== null);\n\n // --- Battle size. ---------------------------------------------------------\n const battle_size = mapBattleSize(parsed.battle_size_raw);\n if (parsed.battle_size_raw && battle_size === null) {\n diag.warn(\"battle-size-unmapped\", \"Battle size label could not be mapped.\", parsed.battle_size_raw);\n }\n const detachment_cap = detachmentCap(battle_size);\n\n // --- Detachment-point cap check (only when cap and every cost are known). --\n if (detachment_cap !== null && detachments.length > 0 && detachments.every((d) => d.dp_cost !== null)) {\n const spent = detachments.reduce((sum, d) => sum + (d.dp_cost ?? 0), 0);\n if (spent > detachment_cap) {\n diag.warn(\n \"detachment-points-exceeded\",\n `Detachments cost ${spent} detachment points but the ${battle_size} budget is ${detachment_cap}.`,\n );\n }\n }\n\n // --- Units (and their enhancements / wargear). ----------------------------\n const units = parsed.units.map((u) => resolveUnit(u, faction_id, detachmentIds, ds, diag));\n\n // --- Leader attachments (second pass: needs all resolved unit ids). -------\n inferLeaderAttachments(parsed.units, units, ds, diag);\n\n // --- Points reconciliation (reported vs computed kept distinct). ----------\n if (parsed.total_reported !== null && parsed.total_reported !== parsed.total_computed) {\n diag.warn(\n \"points-mismatch\",\n `Source-reported total (${parsed.total_reported}) differs from the sum of cost lines (${parsed.total_computed}).`,\n );\n }\n\n return {\n name: parsed.name,\n source: { format, generated_by: parsed.generated_by },\n faction_id,\n detachments,\n battle_size,\n points: {\n declared_limit: parsed.declared_limit,\n detachment_cap,\n total_reported: parsed.total_reported,\n total_computed: parsed.total_computed,\n },\n units,\n game_version: { ...ROSTER_GAME_VERSION },\n diagnostics: diag.build(),\n };\n}\n\nfunction resolveUnit(\n parsed: ParsedUnit,\n faction_id: string | null,\n detachmentIds: string[],\n ds: Dataset,\n diag: DiagnosticsBuilder,\n): RosterUnit {\n // Prefer a faction-scoped match (the same unit id recurs across factions),\n // then fall back to a global name lookup.\n const key = normalizeName(parsed.raw_name);\n const scoped = faction_id\n ? ds.units.byFaction(faction_id).find((u) => normalizeName(u.name) === key)\n : undefined;\n const all = ds.units.findAll(parsed.raw_name);\n const hit = scoped ?? all[0];\n\n let ref: ResolvedRef;\n if (hit) {\n ref = resolved(hit.id, parsed.raw_name);\n diag.resolved_units += 1;\n } else {\n ref = unresolved(parsed.raw_name, toCandidates(all));\n diag.unresolved_units += 1;\n diag.warn(\"unit-unresolved\", \"Unit name did not match any 40kdc unit.\", parsed.raw_name);\n }\n\n const enhancement = parsed.enhancement_raw_name\n ? resolveEnhancement(parsed.enhancement_raw_name, detachmentIds, ds, diag)\n : null;\n const enhancement_points = enhancement === null ? null : parsed.enhancement_points;\n\n const wargear = parsed.wargear.map((w) => {\n const hits = ds.weapons.findAll(w.raw_name);\n if (hits[0]) {\n diag.resolved_weapons += 1;\n return { ref: resolved(hits[0].id, w.raw_name), count: w.count };\n }\n diag.unresolved_weapons += 1;\n diag.warn(\"weapon-unresolved\", \"Weapon name did not match any 40kdc weapon.\", w.raw_name);\n return { ref: unresolved(w.raw_name, toCandidates(hits)), count: w.count };\n });\n\n return {\n ref,\n model_count: parsed.model_count,\n points: parsed.points,\n is_warlord: parsed.is_warlord,\n enhancement,\n enhancement_points,\n wargear,\n leader_attachment: null,\n };\n}\n\nfunction resolveEnhancement(\n raw_name: string,\n detachmentIds: string[],\n ds: Dataset,\n diag: DiagnosticsBuilder,\n): ResolvedRef {\n const key = normalizeName(raw_name);\n // Enhancements belong to a detachment, not a faction — scope to any of the\n // roster's resolved detachments.\n const scoped =\n detachmentIds.length > 0\n ? ds.enhancements.all.find(\n (e) =>\n e.detachment_id != null &&\n detachmentIds.includes(e.detachment_id) &&\n normalizeName(e.name ?? \"\") === key,\n )\n : undefined;\n const hit = scoped ?? ds.enhancements.find(raw_name);\n if (hit) {\n return resolved(hit.id, raw_name);\n }\n diag.warn(\"enhancement-unresolved\", \"Enhancement name did not match any 40kdc enhancement.\", raw_name);\n return unresolved(raw_name, toCandidates(ds.enhancements.findAll(raw_name) as NamedRecord[]));\n}\n\n/**\n * Infer leader→bodyguard attachments. The source format does not encode an\n * unambiguous attachment, so each inferred link is marked provisional: we match\n * a resolved character unit against a resolved non-character unit in the same\n * roster using the dataset's leader-attachment data.\n */\nfunction inferLeaderAttachments(\n parsedUnits: ParsedUnit[],\n units: RosterUnit[],\n ds: Dataset,\n diag: DiagnosticsBuilder,\n): void {\n const bodyguardIds = new Set(\n units.filter((u, i) => u.ref.id && !parsedUnits[i].is_character).map((u) => u.ref.id as string),\n );\n\n units.forEach((unit, i) => {\n if (!unit.ref.id || !parsedUnits[i].is_character) return;\n const leaderId = unit.ref.id;\n const attachment = ds.leaderAttachments.find((la) => la.leader_id === leaderId);\n if (!attachment) return;\n const bodyguardId = attachment.eligible_bodyguard_ids.find((id) => bodyguardIds.has(id));\n if (!bodyguardId) return;\n\n const bodyguard = units.find((u) => u.ref.id === bodyguardId);\n if (!bodyguard) return;\n\n unit.leader_attachment = {\n bodyguard_ref: resolved(bodyguardId, bodyguard.ref.raw_name),\n provisional: true,\n };\n diag.warn(\n \"leader-attachment-inferred\",\n \"Leader attachment was inferred from leader-attachment data and is provisional.\",\n unit.ref.raw_name,\n );\n });\n}\n"]}
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{"version":3,"file":"roster-json.d.ts","sourceRoot":"","sources":["../../src/import/roster-json.ts"],"names":[],"mappings":"AAAA
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{"version":3,"file":"roster-json.d.ts","sourceRoot":"","sources":["../../src/import/roster-json.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AAEH,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,cAAc,CAAC;AAalD,eAAO,MAAM,iBAAiB,EAAE,aA2D/B,CAAC"}
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{"version":3,"file":"roster-json.js","sourceRoot":"","sources":["../../src/import/roster-json.ts"],"names":[],"mappings":"AAAA
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{"version":3,"file":"roster-json.js","sourceRoot":"","sources":["../../src/import/roster-json.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AAKH,SAAS,QAAQ,CAAC,CAAU;IAC1B,OAAO,OAAO,CAAC,KAAK,QAAQ,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;AAClE,CAAC;AAED,0DAA0D;AAC1D,MAAM,kBAAkB,GAA2B;IACjD,SAAS,EAAE,WAAW;IACtB,cAAc,EAAE,cAAc;CAC/B,CAAC;AAEF,MAAM,CAAC,MAAM,iBAAiB,GAAkB;IAC9C,EAAE,EAAE,aAAa;IAEjB;;;;OAIG;IACH,OAAO,CAAC,OAAgB;QACtB,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC;YAAE,OAAO,KAAK,CAAC;QACrC,MAAM,MAAM,GAAG,OAAO,CAAC,QAAQ,CAAC,CAAC;QACjC,MAAM,WAAW,GAAG,OAAO,CAAC,cAAc,CAAC,CAAC;QAC5C,OAAO,CACL,QAAQ,CAAC,MAAM,CAAC;YAChB,OAAO,MAAM,CAAC,QAAQ,CAAC,KAAK,QAAQ;YACpC,QAAQ,CAAC,WAAW,CAAC;YACrB,OAAO,WAAW,CAAC,SAAS,CAAC,KAAK,QAAQ;YAC1C,QAAQ,CAAC,OAAO,CAAC,aAAa,CAAC,CAAC;YAChC,KAAK,CAAC,OAAO,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,CAChC,CAAC;IACJ,CAAC;IAED,KAAK,CAAC,OAAgB;QACpB,kEAAkE;QAClE,MAAM,MAAM,GAAG,OAA4B,CAAC;QAE5C,MAAM,KAAK,GAAiB,MAAM,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;YACnD,QAAQ,EAAE,CAAC,CAAC,GAAG,CAAC,QAAQ;YACxB,yEAAyE;YACzE,kEAAkE;YAClE,gCAAgC;YAChC,YAAY,EAAE,CAAC,CAAC,iBAAiB,IAAI,IAAI;YACzC,WAAW,EAAE,CAAC,CAAC,WAAW;YAC1B,MAAM,EAAE,CAAC,CAAC,MAAM;YAChB,UAAU,EAAE,CAAC,CAAC,UAAU;YACxB,oBAAoB,EAAE,CAAC,CAAC,WAAW,EAAE,QAAQ,IAAI,IAAI;YACrD,kBAAkB,EAAE,CAAC,CAAC,kBAAkB;YACxC,OAAO,EAAE,CAAC,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,QAAQ,EAAE,CAAC,CAAC,GAAG,CAAC,QAAQ,EAAE,KAAK,EAAE,CAAC,CAAC,KAAK,EAAE,CAAC,CAAC;SAC9E,CAAC,CAAC,CAAC;QAEJ,OAAO;YACL,IAAI,EAAE,MAAM,CAAC,IAAI;YACjB,YAAY,EAAE,MAAM,CAAC,MAAM,CAAC,YAAY;YACxC,oEAAoE;YACpE,kCAAkC;YAClC,gBAAgB,EAAE,MAAM,CAAC,UAAU;YACnC,yEAAyE;YACzE,wEAAwE;YACxE,oBAAoB,EAAE,MAAM,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,QAAQ,CAAC;YACnE,eAAe,EACb,MAAM,CAAC,WAAW,IAAI,IAAI,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,MAAM,CAAC,WAAW,CAAC,IAAI,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI;YACtF,cAAc,EAAE,MAAM,CAAC,MAAM,CAAC,cAAc;YAC5C,cAAc,EAAE,MAAM,CAAC,MAAM,CAAC,cAAc;YAC5C,cAAc,EAAE,MAAM,CAAC,MAAM,CAAC,cAAc;YAC5C,KAAK;YACL,wDAAwD;YACxD,WAAW,EAAE,KAAK;SACnB,CAAC;IACJ,CAAC;CACF,CAAC","sourcesContent":["/**\n * Canonical roster-json adapter: re-import a 40kdc {@link Roster} export.\n *\n * The exporter's `roster-json` format (see `export/roster-json.ts`) is the\n * lossless pivot — exactly `roster.schema.json` shape. This adapter closes the\n * loop so a 40kdc-native export round-trips through the normal\n * `tryImportRoster` pipeline: validate the canonical envelope, lower it to the\n * format-agnostic {@link ParsedRoster}, and let `resolve` re-derive ids\n * against the *current* dataset (so a stored export keeps resolving across\n * dataset releases, and stale ids self-heal through name resolution).\n *\n * Lowering notes:\n * - Unit/wargear/enhancement rows lower to their `ref.raw_name` — the same\n * raw-display-name path every other adapter takes.\n * - `faction_id` has no raw name in the canonical shape, so the id slug is\n * passed through as the raw name; collection lookup does an exact-id match\n * before any name lookup, so resolution is exact. Detachments do carry a\n * `ref.raw_name`, so (like units/enhancements) that lowers directly and\n * round-trips the display name.\n * - `is_character` isn't stored on the canonical shape (it's an inference\n * input, not an output). It lowers as `leader_attachment != null`, which\n * reproduces the original (deterministic) attachment inference on\n * re-import. Attachments are always provisional either way.\n *\n * **IP safety**: the canonical document carries only permitted facts (names,\n * counts, points, ids); no prose fields exist to read.\n *\n * TS mirror of `crates/wh40kdc/src/import/roster_json.rs`.\n */\n\nimport type { FormatAdapter } from \"./adapter.js\";\nimport type { ParsedRoster, ParsedUnit, Roster } from \"./types.js\";\n\nfunction isRecord(v: unknown): v is Record<string, unknown> {\n return typeof v === \"object\" && v !== null && !Array.isArray(v);\n}\n\n/** Battle-size labels `resolve` maps back to the enum. */\nconst BATTLE_SIZE_LABELS: Record<string, string> = {\n incursion: \"Incursion\",\n \"strike-force\": \"Strike Force\",\n};\n\nexport const rosterJsonAdapter: FormatAdapter = {\n id: \"roster-json\",\n\n /**\n * The canonical shape is unmistakable: a `source.format` discriminator plus\n * the `game_version` + `diagnostics` envelope no external builder emits.\n * All three are required by `roster.schema.json`.\n */\n matches(decoded: unknown): boolean {\n if (!isRecord(decoded)) return false;\n const source = decoded[\"source\"];\n const gameVersion = decoded[\"game_version\"];\n return (\n isRecord(source) &&\n typeof source[\"format\"] === \"string\" &&\n isRecord(gameVersion) &&\n typeof gameVersion[\"edition\"] === \"string\" &&\n isRecord(decoded[\"diagnostics\"]) &&\n Array.isArray(decoded[\"units\"])\n );\n },\n\n parse(decoded: unknown): ParsedRoster {\n // matches() vetted the envelope; the unit rows are schema-shaped.\n const roster = decoded as unknown as Roster;\n\n const units: ParsedUnit[] = roster.units.map((u) => ({\n raw_name: u.ref.raw_name,\n // Not stored canonically; attached units were characters, and re-running\n // the (deterministic) inference over them reproduces the exported\n // attachments. See module docs.\n is_character: u.leader_attachment != null,\n model_count: u.model_count,\n points: u.points,\n is_warlord: u.is_warlord,\n enhancement_raw_name: u.enhancement?.raw_name ?? null,\n enhancement_points: u.enhancement_points,\n wargear: u.wargear.map((w) => ({ raw_name: w.ref.raw_name, count: w.count })),\n }));\n\n return {\n name: roster.name,\n generated_by: roster.source.generated_by,\n // Id slugs pass through as raw names — collection lookup id-matches\n // exactly before any name lookup.\n faction_raw_name: roster.faction_id,\n // Each detachment carries its own raw name (like units/enhancements), so\n // lower that — it round-trips the display name and re-resolves exactly.\n detachment_raw_names: roster.detachments.map((d) => d.ref.raw_name),\n battle_size_raw:\n roster.battle_size != null ? (BATTLE_SIZE_LABELS[roster.battle_size] ?? null) : null,\n declared_limit: roster.points.declared_limit,\n total_reported: roster.points.total_reported,\n total_computed: roster.points.total_computed,\n units,\n // The canonical shape carries a single primary faction.\n multi_force: false,\n };\n },\n};\n"]}
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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 40kdc 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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+
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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 40kdc 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 const detachment_raw_names: string[] = [];\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_names.push(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_names,\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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@@ -19,7 +19,7 @@
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19
19
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/** A 40kdc battle size (mirrors the shared `battle-size` def). */
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20
20
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export type BattleSize = "incursion" | "strike-force";
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21
21
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/** Diagnostic warning codes emitted during an import. */
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22
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-
export type WarningCode = "faction-unresolved" | "unit-unresolved" | "weapon-unresolved" | "enhancement-unresolved" | "detachment-unresolved" | "battle-size-unmapped" | "points-mismatch" | "leader-attachment-inferred" | "multi-force" | "unknown-field";
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22
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+
export type WarningCode = "faction-unresolved" | "unit-unresolved" | "weapon-unresolved" | "enhancement-unresolved" | "detachment-unresolved" | "detachment-points-exceeded" | "battle-size-unmapped" | "points-mismatch" | "leader-attachment-inferred" | "multi-force" | "unknown-field";
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23
23
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/** A near-match suggestion offered when resolution fails. */
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24
24
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export interface Candidate {
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25
25
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id: string;
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@@ -44,6 +44,12 @@ export interface RosterWargear {
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44
44
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ref: ResolvedRef;
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45
45
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count: number;
|
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46
46
|
}
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47
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+
/** One detachment on the roster, paired with its resolved DP cost. */
|
|
48
|
+
export interface RosterDetachment {
|
|
49
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+
ref: ResolvedRef;
|
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50
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+
/** DP cost (1–3) from the resolved detachment entity; null when unresolved or unrecorded. */
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51
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+
dp_cost: number | null;
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52
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+
}
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47
53
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/** An inferred, always-provisional leader→bodyguard attachment. */
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48
54
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export interface RosterLeaderAttachment {
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49
55
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bodyguard_ref: ResolvedRef;
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@@ -73,6 +79,8 @@ export interface RosterSource {
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73
79
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/** Point totals; reported and computed are kept distinct, never reconciled. */
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74
80
|
export interface RosterPoints {
|
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75
81
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declared_limit: number | null;
|
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82
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+
/** 11e detachment-point budget from the battle size (strike-force 3, incursion 2); null when unknown. */
|
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83
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+
detachment_cap: number | null;
|
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76
84
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total_reported: number | null;
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77
85
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total_computed: number;
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78
86
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}
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@@ -100,7 +108,7 @@ export interface Roster {
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100
108
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name: string;
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101
109
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source: RosterSource;
|
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102
110
|
faction_id: string | null;
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103
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-
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111
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+
detachments: RosterDetachment[];
|
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104
112
|
battle_size: BattleSize | null;
|
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105
113
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points: RosterPoints;
|
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106
114
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units: RosterUnit[];
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@@ -136,8 +144,11 @@ export interface ParsedRoster {
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136
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generated_by: string | null;
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145
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/** Raw faction name from the source (e.g. "Grey Knights"). */
|
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faction_raw_name: string | null;
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-
/**
|
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-
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+
/**
|
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+
* Raw detachment names in source order (e.g. ["Gladius Task Force"]). 11e lists may
|
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+
* carry several; most formats and pre-11e lists carry zero or one.
|
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+
*/
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+
detachment_raw_names: string[];
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152
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/** Raw battle-size label (e.g. "2. Strike Force (2000 Point limit)"). */
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battle_size_raw: string | null;
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/** Points limit parsed from the battle-size label, if any. */
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@@ -1 +1 @@
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-
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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 | \"listforge-text\"\n | \"newrecruit-json\"\n | \"newrecruit-wtc-compact\"\n | \"newrecruit-wtc-full\"\n | \"newrecruit-simple\"\n | \"rosterizer\"\n | \"gw\"\n | \"roster-json\";\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
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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 | \"detachment-points-exceeded\"\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/** One detachment on the roster, paired with its resolved DP cost. */\nexport interface RosterDetachment {\n ref: ResolvedRef;\n /** DP cost (1–3) from the resolved detachment entity; null when unresolved or unrecorded. */\n dp_cost: number | null;\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 | \"listforge-text\"\n | \"newrecruit-json\"\n | \"newrecruit-wtc-compact\"\n | \"newrecruit-wtc-full\"\n | \"newrecruit-simple\"\n | \"rosterizer\"\n | \"gw\"\n | \"roster-json\";\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 /** 11e detachment-point budget from the battle size (strike-force 3, incursion 2); null when unknown. */\n detachment_cap: 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 detachments: RosterDetachment[];\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 /**\n * Raw detachment names in source order (e.g. [\"Gladius Task Force\"]). 11e lists may\n * carry several; most formats and pre-11e lists carry zero or one.\n */\n detachment_raw_names: string[];\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"]}
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package/dist/index.d.ts
CHANGED
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@@ -8,6 +8,7 @@ export type { ResolvedPiece, ResolvedVec2, BoardEdge, FeatureRef, Keystone, Keys
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export * from "./scoring/index.js";
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export * from "./cruncher/index.js";
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export * from "./compare.js";
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export * from "./scope.js";
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12
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export { importListForge, importNewRecruit, importRoster, tryImportRoster, decodeListForge, } from "./import/index.js";
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export { exportRoster, newRecruitJsonSerializer, newRecruitSimpleSerializer, newRecruitWtcCompactSerializer, newRecruitWtcFullSerializer, rosterJsonSerializer, rosterizerSerializer, } from "./export/index.js";
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export type { ExportFormat, RosterSerializer } from "./export/index.js";
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package/dist/index.d.ts.map
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1
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+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AACA,cAAc,iBAAiB,CAAC;AAGhC,cAAc,gBAAgB,CAAC;AAI/B,cAAc,sBAAsB,CAAC;AAKrC,YAAY,EAAE,cAAc,EAAE,MAAM,gBAAgB,CAAC;AAIrD,YAAY,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAKnD,OAAO,EACL,aAAa,EACb,eAAe,EACf,iBAAiB,EACjB,eAAe,EACf,mBAAmB,EACnB,aAAa,EACb,yBAAyB,EACzB,qBAAqB,EACrB,iBAAiB,EACjB,oBAAoB,EACpB,YAAY,EACZ,oBAAoB,GACrB,MAAM,oBAAoB,CAAC;AAC5B,YAAY,EACV,aAAa,EACb,YAAY,EACZ,SAAS,EACT,UAAU,EACV,QAAQ,EACR,mBAAmB,EACnB,aAAa,EACb,UAAU,EACV,iBAAiB,EACjB,gBAAgB,EAChB,UAAU,EACV,WAAW,EACX,WAAW,GACZ,MAAM,oBAAoB,CAAC;AAK5B,cAAc,oBAAoB,CAAC;AAKnC,cAAc,qBAAqB,CAAC;AAKpC,cAAc,cAAc,CAAC;AAK7B,cAAc,YAAY,CAAC;AAU3B,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"}
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package/dist/index.js
CHANGED
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@@ -21,6 +21,10 @@ export * from "./cruncher/index.js";
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// built on the cruncher. Mirrors `python/src/wh40kdc/compare.py`; the per-cell
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// math is pinned against Python by the `conformance/compare` corpus.
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23
|
export * from "./compare.js";
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|
+
// Roster-highlighting scope: resolve which units an ability's curated
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|
+
// `applies_to` keyword filter benefits. Mirrors `wh40kdc::scope` (Rust) and
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+
// `wh40kdc.scope` (Python); pinned by the `conformance/applies-to` corpus.
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+
export * from "./scope.js";
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// Schema access + AJV validation lives behind the `./validate` subpath export
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// (`@alpaca-software/40kdc-data/validate`), NOT the root barrel: it reads
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// schema files from disk at module load (node:fs/node:url), which breaks
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package/dist/index.js.map
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|
-
{"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,0EAA0E;AAC1E,6EAA6E;AAC7E,cAAc,sBAAsB,CAAC;AAWrC,+EAA+E;AAC/E,2EAA2E;AAC3E,8EAA8E;AAC9E,OAAO,EACL,aAAa,EACb,eAAe,EACf,iBAAiB,EACjB,eAAe,EACf,mBAAmB,EACnB,aAAa,EACb,yBAAyB,EACzB,qBAAqB,EACrB,iBAAiB,EACjB,oBAAoB,EACpB,YAAY,EACZ,oBAAoB,GACrB,MAAM,oBAAoB,CAAC;AAiB5B,6EAA6E;AAC7E,+EAA+E;AAC/E,yDAAyD;AACzD,cAAc,oBAAoB,CAAC;AAEnC,4EAA4E;AAC5E,oEAAoE;AACpE,8EAA8E;AAC9E,cAAc,qBAAqB,CAAC;AAEpC,gFAAgF;AAChF,+EAA+E;AAC/E,qEAAqE;AACrE,cAAc,cAAc,CAAC;AAE7B,8EAA8E;AAC9E,0EAA0E;AAC1E,yEAAyE;AACzE,qEAAqE;AAErE,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// Plain-English translation of structured data (scoring-card awards + the\n// shared Ability-DSL condition humanizer). Cross-impl pinned by conformance.\nexport * from \"./translate/index.js\";\n\n// `ScoringTrigger` is emitted by both ./generated.js (schema-derived) and\n// ./translate (hand-authored). They are structurally identical; disambiguate the\n// two wildcard re-exports in favour of the generated, schema-canonical type.\nexport type { ScoringTrigger } from \"./generated.js\";\n\n// `AbilityScope` likewise: ./translate/effect.ts hand-authors a looser view\n// for the describer; prefer the generated, schema-canonical type.\nexport type { AbilityScope } from \"./generated.js\";\n\n// Terrain geometry resolver (template-anchored layout → board-space vertices).\n// Curated (not wildcard) so its internal type aliases don't clash with the\n// generated Footprint/TerrainTemplate/TerrainLayout types. Cross-impl pinned.\nexport {\n resolveLayout,\n polygonCentroid,\n footprintVertices,\n orientedOffsets,\n TerrainResolveError,\n solveCentroid,\n solveCentroidTriangulated,\n solveCentroidAttached,\n TerrainSolveError,\n keystoneMeasurements,\n BOARD_INCHES,\n TerrainKeystoneError,\n} from \"./terrain/index.js\";\nexport type {\n ResolvedPiece,\n ResolvedVec2,\n BoardEdge,\n FeatureRef,\n Keystone,\n KeystoneMeasurement,\n DimensionLine,\n SolveInput,\n TriangulationLine,\n TriangulateInput,\n AttachLine,\n AttachPiece,\n AttachInput,\n} from \"./terrain/index.js\";\n\n// Card-driven secondary-mission scoring: compute VP from asserted awards and\n// track per-round, per-player scoring. Mirrored by the Rust `wh40kdc::scoring`\n// module and pinned by the `conformance/scoring` corpus.\nexport * from \"./scoring/index.js\";\n\n// Damage-projection engine (expected-value math over weapon/unit profiles).\n// Mirrored by the Rust `wh40kdc::cruncher` module and pinned by the\n// `conformance/cruncher` corpus. Pure functions — universal (Node + browser).\nexport * from \"./cruncher/index.js\";\n\n// Fleet comparison (attacker set × target-profile set → expected-kills matrix),\n// built on the cruncher. Mirrors `python/src/wh40kdc/compare.py`; the per-cell\n// math is pinned against Python by the `conformance/compare` corpus.\nexport * from \"./compare.js\";\n\n// Schema access + AJV validation lives behind the `./validate` subpath export\n// (`@alpaca-software/40kdc-data/validate`), NOT the root barrel: it reads\n// schema files from disk at module load (node:fs/node:url), which breaks\n// browser bundles. The root barrel stays universal (Node + browser).\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"]}
|
|
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,0EAA0E;AAC1E,6EAA6E;AAC7E,cAAc,sBAAsB,CAAC;AAWrC,+EAA+E;AAC/E,2EAA2E;AAC3E,8EAA8E;AAC9E,OAAO,EACL,aAAa,EACb,eAAe,EACf,iBAAiB,EACjB,eAAe,EACf,mBAAmB,EACnB,aAAa,EACb,yBAAyB,EACzB,qBAAqB,EACrB,iBAAiB,EACjB,oBAAoB,EACpB,YAAY,EACZ,oBAAoB,GACrB,MAAM,oBAAoB,CAAC;AAiB5B,6EAA6E;AAC7E,+EAA+E;AAC/E,yDAAyD;AACzD,cAAc,oBAAoB,CAAC;AAEnC,4EAA4E;AAC5E,oEAAoE;AACpE,8EAA8E;AAC9E,cAAc,qBAAqB,CAAC;AAEpC,gFAAgF;AAChF,+EAA+E;AAC/E,qEAAqE;AACrE,cAAc,cAAc,CAAC;AAE7B,sEAAsE;AACtE,4EAA4E;AAC5E,2EAA2E;AAC3E,cAAc,YAAY,CAAC;AAE3B,8EAA8E;AAC9E,0EAA0E;AAC1E,yEAAyE;AACzE,qEAAqE;AAErE,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// Plain-English translation of structured data (scoring-card awards + the\n// shared Ability-DSL condition humanizer). Cross-impl pinned by conformance.\nexport * from \"./translate/index.js\";\n\n// `ScoringTrigger` is emitted by both ./generated.js (schema-derived) and\n// ./translate (hand-authored). They are structurally identical; disambiguate the\n// two wildcard re-exports in favour of the generated, schema-canonical type.\nexport type { ScoringTrigger } from \"./generated.js\";\n\n// `AbilityScope` likewise: ./translate/effect.ts hand-authors a looser view\n// for the describer; prefer the generated, schema-canonical type.\nexport type { AbilityScope } from \"./generated.js\";\n\n// Terrain geometry resolver (template-anchored layout → board-space vertices).\n// Curated (not wildcard) so its internal type aliases don't clash with the\n// generated Footprint/TerrainTemplate/TerrainLayout types. Cross-impl pinned.\nexport {\n resolveLayout,\n polygonCentroid,\n footprintVertices,\n orientedOffsets,\n TerrainResolveError,\n solveCentroid,\n solveCentroidTriangulated,\n solveCentroidAttached,\n TerrainSolveError,\n keystoneMeasurements,\n BOARD_INCHES,\n TerrainKeystoneError,\n} from \"./terrain/index.js\";\nexport type {\n ResolvedPiece,\n ResolvedVec2,\n BoardEdge,\n FeatureRef,\n Keystone,\n KeystoneMeasurement,\n DimensionLine,\n SolveInput,\n TriangulationLine,\n TriangulateInput,\n AttachLine,\n AttachPiece,\n AttachInput,\n} from \"./terrain/index.js\";\n\n// Card-driven secondary-mission scoring: compute VP from asserted awards and\n// track per-round, per-player scoring. Mirrored by the Rust `wh40kdc::scoring`\n// module and pinned by the `conformance/scoring` corpus.\nexport * from \"./scoring/index.js\";\n\n// Damage-projection engine (expected-value math over weapon/unit profiles).\n// Mirrored by the Rust `wh40kdc::cruncher` module and pinned by the\n// `conformance/cruncher` corpus. Pure functions — universal (Node + browser).\nexport * from \"./cruncher/index.js\";\n\n// Fleet comparison (attacker set × target-profile set → expected-kills matrix),\n// built on the cruncher. Mirrors `python/src/wh40kdc/compare.py`; the per-cell\n// math is pinned against Python by the `conformance/compare` corpus.\nexport * from \"./compare.js\";\n\n// Roster-highlighting scope: resolve which units an ability's curated\n// `applies_to` keyword filter benefits. Mirrors `wh40kdc::scope` (Rust) and\n// `wh40kdc.scope` (Python); pinned by the `conformance/applies-to` corpus.\nexport * from \"./scope.js\";\n\n// Schema access + AJV validation lives behind the `./validate` subpath export\n// (`@alpaca-software/40kdc-data/validate`), NOT the root barrel: it reads\n// schema files from disk at module load (node:fs/node:url), which breaks\n// browser bundles. The root barrel stays universal (Node + browser).\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"]}
|
package/dist/rube-goldberg.js
CHANGED
|
@@ -51,7 +51,7 @@ function walkLinkedApi(label, roster, ds) {
|
|
|
51
51
|
rule(`${label}: walking the linked Dataset API`);
|
|
52
52
|
console.log(`Roster: ${roster.name} (${roster.units.length} units)`);
|
|
53
53
|
console.log(` faction_id = ${roster.faction_id ?? "—"}`);
|
|
54
|
-
console.log(`
|
|
54
|
+
console.log(` detachments = ${roster.detachments.map((d) => d.ref.id ?? d.ref.raw_name).join(", ") || "—"}`);
|
|
55
55
|
console.log(` total_computed = ${roster.points.total_computed}`);
|
|
56
56
|
for (const u of roster.units) {
|
|
57
57
|
if (!u.ref.id) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
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Exits\n * non-zero on divergence. Walks `unit.faction.units` / `weapon.units` /\n * `ability.phases` at each end to demonstrate the cross-reference loops.\n *\n * Strict IP rule: only ids, names, and counts may be printed. No ability\n * description text, no rules text — none of that is stored in the\n * dataset, so we can't accidentally leak it, but be careful adding fields.\n *\n * @packageDocumentation\n */\nimport { readFileSync } from \"node:fs\";\nimport { dirname, join } from \"node:path\";\nimport { fileURLToPath } from \"node:url\";\n\nimport { Dataset } from \"./data/dataset.js\";\nimport { exportRoster, type ExportFormat } from \"./export/index.js\";\nimport { importRoster } from \"./import/import-roster.js\";\nimport type { Roster } from \"./import/types.js\";\n\nconst SEED_PATH = join(\n dirname(fileURLToPath(import.meta.url)),\n \"..\",\n \"..\",\n \"conformance\",\n \"roster\",\n \"chaos-knights-houndpack\",\n \"input.newrecruit-json.json\",\n);\n\nconst HOPS: ExportFormat[] = [\n \"newrecruit-wtc-compact\",\n \"newrecruit-wtc-full\",\n \"newrecruit-simple\",\n \"newrecruit-json\",\n];\n\n/** Strip the fields that legitimately change across format hops so the\n * fixed-point comparison can focus on the structural Roster shape. */\nfunction stable(r: Roster): Record<string, unknown> {\n const x = JSON.parse(JSON.stringify(r)) as Record<string, unknown>;\n delete x.source;\n delete x.diagnostics;\n return x;\n}\n\nfunction rule(title: string): void {\n console.log(`\\n── ${title} ${\"─\".repeat(Math.max(0, 60 - title.length))}`);\n}\n\nfunction walkLinkedApi(label: string, roster: Roster, ds: Dataset): void {\n rule(`${label}: walking the linked Dataset API`);\n console.log(`Roster: ${roster.name} (${roster.units.length} units)`);\n console.log(` faction_id = ${roster.faction_id ?? \"—\"}`);\n console.log(\n ` detachments = ${\n roster.detachments.map((d) => d.ref.id ?? d.ref.raw_name).join(\", \") || \"—\"\n }`,\n );\n console.log(` total_computed = ${roster.points.total_computed}`);\n\n for (const u of roster.units) {\n if (!u.ref.id) {\n console.log(` · ${u.ref.raw_name} [unresolved]`);\n continue;\n }\n const unit = ds.units.get(u.ref.id);\n if (!unit) {\n console.log(` · ${u.ref.id} [not in dataset]`);\n continue;\n }\n const fac = unit.faction;\n const facUnits = fac?.units.length ?? 0;\n console.log(` · ${unit.id} → faction=${fac?.id ?? \"—\"} (faction has ${facUnits} units)`);\n\n for (const w of unit.weapons) {\n const carriers = w.units.length;\n console.log(` weapon=${w.id} carried by ${carriers} units`);\n }\n for (const a of unit.abilities) {\n const phaseIds = a.phases.join(\",\") || \"—\";\n const carriers = a.units.length;\n console.log(` ability=${a.id} phases=[${phaseIds}] on ${carriers} units`);\n }\n }\n}\n\nfunction main(): number {\n const ds = Dataset.embedded();\n const seedJson = JSON.parse(readFileSync(SEED_PATH, \"utf8\"));\n\n rule(\"seed\");\n console.log(`Loading: conformance/roster/chaos-knights-houndpack/input.newrecruit-json.json`);\n\n const roster0 = importRoster(seedJson, { dataset: ds });\n walkLinkedApi(\"Roster₀\", roster0, ds);\n\n let current: Roster = roster0;\n for (const [i, fmt] of HOPS.entries()) {\n const text = exportRoster(current, fmt);\n const bytes = Buffer.byteLength(text, \"utf8\");\n const isJson = fmt === \"newrecruit-json\";\n const reimported = importRoster(isJson ? JSON.parse(text) : text, { dataset: ds });\n console.log(\n `[hop ${i + 1}/${HOPS.length}] ${fmt} → ${bytes.toLocaleString()} bytes → reimport: ${reimported.units.length} units (computed ${reimported.points.total_computed} pts)`,\n );\n current = reimported;\n }\n\n walkLinkedApi(\"Rosterₙ\", current, ds);\n\n rule(\"fixed-point check\");\n const before = stable(roster0);\n const after = stable(current);\n const equal = JSON.stringify(before) === JSON.stringify(after);\n if (equal) {\n console.log(`Roster₀ == Rosterₙ after ${HOPS.length} format hops (source/diagnostics excluded).`);\n return 0;\n }\n console.error(`Roster₀ ≠ Rosterₙ — round-trip diverged.`);\n return 1;\n}\n\nprocess.exit(main());\n"]}
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