feat: add Equipment tab with slot-type validation

Add a new Equipment tab to manage player gear and stat bonuses.

Features:
- 19 equipment slots across 8 categories (helmet, necklace, body armor, gloves, pants, shoes, rings, accessories)
- Type-to-slot validation: each type has max equipped limits (1 helmet, 10 rings, 3 accessories, etc.)
- Auto-slot assignment: equipping a ring fills the first available ring slot
- Stat bonuses from equipped items display on RPG attributes (e.g. STR 10 +2)
- Create/edit modal with stat checkboxes per RPG attribute
- Inventory list for unequipped items

Architecture:
- Shared constants in src/systems/equipment/constants.js
- Category-based types (Ring, Accessory) with auto-slot assignment
- v7 migration converts legacy slot-specific types to generic categories
- Full i18n support for all UI strings

Files:
- New: src/systems/equipment/constants.js
- New: src/systems/interaction/equipmentActions.js
- New: src/systems/rendering/equipment.js
- Modified: state.js, persistence.js, template.html, index.js
- Modified: userStats.js, desktop.js, mobile.js, layout.js, modals.js
- Modified: apiClient.js, sillytavern.js, style.css, en.json
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ARIA committed 2026-07-03 11:11:23 +02:00
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/**
* Equipment Actions Module
* Handles all user interactions with the equipment system
*/
import { extensionSettings, lastGeneratedData, committedTrackerData } from '../../core/state.js';
import { saveSettings, saveChatData, updateMessageSwipeData } from '../../core/persistence.js';
import { renderEquipment } from '../rendering/equipment.js';
import { renderUserStats } from '../rendering/userStats.js';
import { EQUIPMENT_CATEGORIES, escapeHtml } from '../equipment/constants.js';
import { i18n } from '../../core/i18n.js';
/**
* Check if a given slot is currently occupied by any item
* @param {string} slotId - Slot to check
* @param {Array} items - Equipment items array
* @returns {boolean}
*/
function isSlotOccupied(slotId, items) {
return items.some(item => item.slot === slotId);
}
/**
* Find the first available slot for a given equipment type
* @param {string} type - Equipment type (helmet, ring, accessory, etc.)
* @param {Array} items - Equipment items array
* @returns {string|null} Available slot ID or null if all full
*/
function findAvailableSlot(type, items) {
const category = EQUIPMENT_CATEGORIES[type];
if (!category) return null;
return category.slots.find(slot => !isSlotOccupied(slot, items)) || null;
}
/**
* Get the slot ID currently assigned to an item
* @param {Object} item - Equipment item
* @returns {string|null}
*/
function getItemSlot(item) {
return item.slot || null;
}
/**
* Convert old specific slot type (e.g. 'ring3') to generic category (e.g. 'ring')
* @param {string} type - Equipment type
* @returns {string} Generic type
*/
function normalizeType(type) {
if (!type) return type;
if (type.startsWith('ring') && type !== 'ring') return 'ring';
if (type.startsWith('accessory') && type !== 'accessory') return 'accessory';
return type;
}
/**
* Migrate old item types in the entire items array (for v6 → v7 migration)
* @param {Array} items - Equipment items array
*/
function migrateItemTypes(items) {
for (const item of items) {
if (item.type) {
item.type = normalizeType(item.type);
}
}
}
/**
* Generate a unique ID for equipment items
* @returns {string} Unique ID
*/
function generateItemId() {
return 'eq_' + Date.now() + '_' + Math.random().toString(36).substr(2, 6);
}
/**
* Updates lastGeneratedData and committedTrackerData to include current equipment state
*/
function updateEquipmentData() {
const equipment = extensionSettings.userStats.equipment;
const currentData = lastGeneratedData.userStats || committedTrackerData.userStats;
if (currentData) {
const trimmed = currentData.trim();
if (trimmed.startsWith('{') || trimmed.startsWith('[')) {
try {
const jsonData = JSON.parse(currentData);
if (jsonData && typeof jsonData === 'object') {
jsonData.equipment = JSON.parse(JSON.stringify(equipment));
const updatedJSON = JSON.stringify(jsonData, null, 2);
lastGeneratedData.userStats = updatedJSON;
committedTrackerData.userStats = updatedJSON;
return;
}
} catch (e) {
console.warn('[RPG Equipment] Failed to parse JSON, falling back to text format:', e);
}
}
}
// Fallback: rebuild text format
const stats = extensionSettings.userStats;
const config = extensionSettings.trackerConfig?.userStats || {};
let text = '';
const enabledStats = config.customStats?.filter(stat => stat && stat.enabled && stat.name && stat.id) || [];
for (const stat of enabledStats) {
const value = stats[stat.id] !== undefined ? stats[stat.id] : 100;
text += `${stat.name}: ${value}%\n`;
}
if (config.statusSection?.enabled) {
if (config.statusSection.showMoodEmoji) {
text += `${stats.mood}: `;
}
text += `${stats.conditions || 'None'}\n`;
}
// Include equipment data in fallback
const equipped = equipment.items.filter(item => item.slot);
if (equipped.length > 0) {
text += `\nEquipment:\n`;
for (const item of equipped) {
const bonuses = Object.entries(item.stats || {})
.filter(([_, val]) => val > 0)
.map(([key, val]) => `${key.toUpperCase()}+${val}`)
.join(' ');
text += `- ${item.slot}: ${item.name}${bonuses ? ' (' + bonuses + ')' : ''}\n`;
}
}
lastGeneratedData.userStats = text.trim();
committedTrackerData.userStats = text.trim();
}
/**
* Shows the equipment creation modal
*/
export function showCreateModal() {
const modalHtml = generateCreateModalHTML();
$('body').append(modalHtml);
const $modal = $('#rpg-equipment-modal');
$modal.hide().fadeIn(200);
$('#rpg-eq-name').focus();
initStatCheckboxes();
}
/**
* Shows the equipment edit modal
* @param {string} itemId - ID of the item to edit
*/
export function showEditModal(itemId) {
const equipment = extensionSettings.userStats.equipment;
const item = equipment.items.find(i => i.id === itemId);
if (!item) return;
const modalHtml = generateEditModalHTML(item);
$('body').append(modalHtml);
const $modal = $('#rpg-equipment-modal');
$modal.hide().fadeIn(200);
initStatCheckboxes();
}
/**
* Closes the equipment modal
*/
export function closeModal() {
$('#rpg-equipment-modal').fadeOut(150, function() {
$(this).remove();
});
}
/**
* Generates HTML for the create modal
* @returns {string} Modal HTML
*/
function generateCreateModalHTML() {
const attributes = getAvailableAttributes();
const typeOptions = generateTypeOptions(null);
const statCheckboxes = generateStatCheckboxes(attributes, null);
return `
<div id="rpg-equipment-modal" class="rpg-equipment-modal" role="dialog" aria-modal="true">
<div class="rpg-equipment-modal-content">
<header class="rpg-equipment-modal-header">
<h3>
<i class="fa-solid fa-shield-halved"></i>
<span>${i18n.getTranslation('equipment.createItemTitle') || 'Create Equipment'}</span>
</h3>
<button id="rpg-equipment-modal-close" class="rpg-popup-close" type="button">
<i class="fa-solid fa-times"></i>
</button>
</header>
<div class="rpg-equipment-modal-body">
<div class="rpg-equipment-form-group">
<label for="rpg-eq-name">${i18n.getTranslation('equipment.name') || 'Name'}:</label>
<input type="text" id="rpg-eq-name" class="rpg-input" maxlength="50" placeholder="${i18n.getTranslation('equipment.namePlaceholder') || 'Enter equipment name...'}" />
</div>
<div class="rpg-equipment-form-group">
<label for="rpg-eq-type">${i18n.getTranslation('equipment.type') || 'Type'}:</label>
<select id="rpg-eq-type" class="rpg-select">${typeOptions}</select>
</div>
<div class="rpg-equipment-form-group">
<label>${i18n.getTranslation('equipment.stats') || 'Stats'}:</label>
<div class="rpg-eq-stats-grid">${statCheckboxes}</div>
</div>
<div class="rpg-equipment-form-group">
<label for="rpg-eq-description">${i18n.getTranslation('equipment.description') || 'Description'}:</label>
<textarea id="rpg-eq-description" class="rpg-textarea" maxlength="200" rows="2" placeholder="${i18n.getTranslation('equipment.descriptionPlaceholder') || 'Enter description (optional)...'}"></textarea>
</div>
</div>
<footer class="rpg-equipment-modal-footer">
<button id="rpg-equipment-modal-cancel" class="rpg-btn-secondary" type="button">
<i class="fa-solid fa-times"></i> ${i18n.getTranslation('global.cancel') || 'Cancel'}
</button>
<button id="rpg-equipment-modal-save" class="rpg-btn-primary" type="button">
<i class="fa-solid fa-check"></i> ${i18n.getTranslation('global.save') || 'Save'}
</button>
</footer>
</div>
</div>
`;
}
/**
* Generates HTML for the edit modal
* @param {Object} item - The item to edit
* @returns {string} Modal HTML
*/
function generateEditModalHTML(item) {
const attributes = getAvailableAttributes();
const typeOptions = generateTypeOptions(item.type);
const statCheckboxes = generateStatCheckboxes(attributes, item);
return `
<div id="rpg-equipment-modal" class="rpg-equipment-modal" role="dialog" aria-modal="true">
<div class="rpg-equipment-modal-content">
<header class="rpg-equipment-modal-header">
<h3>
<i class="fa-solid fa-shield-halved"></i>
<span>${i18n.getTranslation('equipment.editItemTitle') || 'Edit Equipment'}</span>
</h3>
<button id="rpg-equipment-modal-close" class="rpg-popup-close" type="button">
<i class="fa-solid fa-times"></i>
</button>
</header>
<div class="rpg-equipment-modal-body">
<div class="rpg-equipment-form-group">
<label for="rpg-eq-name">${i18n.getTranslation('equipment.name') || 'Name'}:</label>
<input type="text" id="rpg-eq-name" class="rpg-input" maxlength="50" value="${escapeHtml(item.name)}" placeholder="${i18n.getTranslation('equipment.namePlaceholder') || 'Enter equipment name...'}" />
</div>
<div class="rpg-equipment-form-group">
<label for="rpg-eq-type">${i18n.getTranslation('equipment.type') || 'Type'}:</label>
<select id="rpg-eq-type" class="rpg-select">${typeOptions}</select>
</div>
<div class="rpg-equipment-form-group">
<label>${i18n.getTranslation('equipment.stats') || 'Stats'}:</label>
<div class="rpg-eq-stats-grid">${statCheckboxes}</div>
</div>
<div class="rpg-equipment-form-group">
<label for="rpg-eq-description">${i18n.getTranslation('equipment.description') || 'Description'}:</label>
<textarea id="rpg-eq-description" class="rpg-textarea" maxlength="200" rows="2" placeholder="${i18n.getTranslation('equipment.descriptionPlaceholder') || 'Enter description (optional)...'}">${escapeHtml(item.description || '')}</textarea>
</div>
</div>
<footer class="rpg-equipment-modal-footer">
<button id="rpg-equipment-modal-cancel" class="rpg-btn-secondary" type="button">
<i class="fa-solid fa-times"></i> ${i18n.getTranslation('global.cancel') || 'Cancel'}
</button>
<button id="rpg-equipment-modal-save" class="rpg-btn-primary" type="button" data-edit-id="${item.id}">
<i class="fa-solid fa-check"></i> ${i18n.getTranslation('global.save') || 'Save'}
</button>
</footer>
</div>
</div>
`;
}
/**
* Generates type dropdown options
* @param {string|null} selectedType - Currently selected type or null
* @returns {string} HTML options
*/
function generateTypeOptions(selectedType) {
const types = Object.entries(EQUIPMENT_CATEGORIES).map(([value, def]) => ({
value,
label: def.slots[0] === value
? def.slots[0].charAt(0).toUpperCase() + def.slots[0].slice(1)
: value.charAt(0).toUpperCase() + value.slice(1) + (def.slots.length > 1 ? ` (max ${def.maxEquipped})` : '')
}));
return types.map(type => {
const selected = selectedType === type.value ? 'selected' : '';
return `<option value="${type.value}" ${selected}>${type.label}</option>`;
}).join('');
}
/**
* Generates stat checkboxes HTML
* @param {string[]} attributes - Available attribute IDs
* @param {Object|null} item - Current item for editing or null
* @returns {string} HTML for stat checkboxes
*/
function generateStatCheckboxes(attributes, item) {
return attributes.map(attr => {
const checked = item && item.stats && item.stats[attr] > 0;
const val = checked ? item.stats[attr] : 1;
return `
<label class="rpg-eq-stat-checkbox">
<input type="checkbox" class="rpg-eq-stat-check" data-attr="${attr}" ${checked ? 'checked' : ''} />
<span class="rpg-eq-stat-check-label">${attr.toUpperCase()}</span>
<input type="number" class="rpg-eq-stat-value-input" data-attr="${attr}" value="${val}" min="1" max="20" ${!checked ? 'disabled' : ''} />
</label>
`;
}).join('');
}
/**
* Gets available RPG attribute IDs from config
* @returns {string[]} Array of attribute IDs
*/
function getAvailableAttributes() {
const config = extensionSettings.trackerConfig?.userStats || {};
const rpgAttributes = config.rpgAttributes || [];
return rpgAttributes
.filter(attr => attr && attr.enabled && attr.id)
.map(attr => attr.id);
}
/**
* Initializes stat checkbox change handlers
*/
function initStatCheckboxes() {
$('.rpg-eq-stat-check').on('change', function() {
const $input = $(this).siblings('.rpg-eq-stat-value-input');
$input.prop('disabled', !$(this).prop('checked'));
});
}
/**
* Saves the equipment item from the modal form
*/
export function saveEquipmentItem() {
const name = $('#rpg-eq-name').val().trim();
const type = $('#rpg-eq-type').val();
const description = $('#rpg-eq-description').val().trim();
const editId = $('#rpg-equipment-modal-save').data('edit-id');
if (!name) {
$('#rpg-eq-name').focus();
return;
}
// Collect stats
const stats = {};
$('.rpg-eq-stat-check:checked').each(function() {
const attr = $(this).data('attr');
const val = parseInt($(this).siblings('.rpg-eq-stat-value-input').val()) || 1;
stats[attr] = Math.max(1, Math.min(20, val));
});
const equipment = extensionSettings.userStats.equipment;
// Migrate old types (ring1-ring10 -> ring, accessory1-3 -> accessory)
migrateItemTypes(equipment.items);
if (editId) {
// Edit existing item
const item = equipment.items.find(i => i.id === editId);
if (item) {
const wasEquipped = !!item.slot;
item.name = name;
item.type = normalizeType(type);
item.stats = stats;
item.description = description;
// If type changed and item was equipped, re-equip to valid slot for new type
if (wasEquipped) {
const newCategory = EQUIPMENT_CATEGORIES[item.type];
if (newCategory && !newCategory.slots.includes(item.slot)) {
// Old slot is invalid for new type, find a new one
const newSlot = findAvailableSlot(item.type, equipment.items.filter(i => i.id !== editId));
item.slot = newSlot || null;
}
}
}
} else {
// Create new item
const newItem = {
id: generateItemId(),
name: name,
type: normalizeType(type),
stats: stats,
description: description,
slot: null
};
equipment.items.push(newItem);
// Auto-equip to first available slot
const availableSlot = findAvailableSlot(newItem.type, equipment.items);
if (availableSlot) {
newItem.slot = availableSlot;
} else {
console.warn(`[RPG Equipment] Created "${name}" but no available slot for type "${newItem.type}". Item added to inventory unequipped.`);
}
}
updateEquipmentData();
saveSettings();
saveChatData();
updateMessageSwipeData();
closeModal();
renderEquipment();
renderUserStats();
}
/**
* Equips an item to its designated slot
* @param {string} itemId - ID of the item to equip
*/
export function equipItem(itemId) {
const equipment = extensionSettings.userStats.equipment;
const item = equipment.items.find(i => i.id === itemId);
if (!item) return;
const type = normalizeType(item.type);
item.type = type;
const category = EQUIPMENT_CATEGORIES[type];
if (!category) return;
const availableSlot = findAvailableSlot(type, equipment.items);
if (!availableSlot) {
console.warn(`[RPG Equipment] No available slot for type "${type}". All ${EQUIPMENT_CATEGORIES[type].maxEquipped} slots are full.`);
return;
}
item.slot = availableSlot;
updateEquipmentData();
saveSettings();
saveChatData();
updateMessageSwipeData();
renderEquipment();
renderUserStats();
}
/**
* Unequips an item from a slot
* @param {string} slotId - The slot to unequip from
*/
export function unequipItem(slotId) {
const equipment = extensionSettings.userStats.equipment;
const item = equipment.items.find(i => i.slot === slotId);
if (item) {
item.slot = null;
}
updateEquipmentData();
saveSettings();
saveChatData();
updateMessageSwipeData();
renderEquipment();
renderUserStats();
}
/**
* Deletes an equipment item
* @param {string} itemId - ID of the item to delete
*/
export function deleteItem(itemId) {
const equipment = extensionSettings.userStats.equipment;
// Unequip if currently equipped
const item = equipment.items.find(i => i.id === itemId);
if (item && item.slot) {
item.slot = null;
}
// Remove from items array
equipment.items = equipment.items.filter(i => i.id !== itemId);
updateEquipmentData();
saveSettings();
saveChatData();
updateMessageSwipeData();
renderEquipment();
renderUserStats();
}
/**
* Calculates total equipment bonuses per attribute from currently equipped items
* @returns {Object} Map of attribute ID to total bonus value
*/
export function getEquipmentBonuses() {
const equipment = extensionSettings.userStats.equipment;
const bonuses = {};
const items = equipment.items || [];
for (const item of items) {
if (!item.slot || !item.stats) continue;
for (const [attr, val] of Object.entries(item.stats)) {
if (val > 0) {
bonuses[attr] = (bonuses[attr] || 0) + val;
}
}
}
return bonuses;
}
/**
* Initializes all event listeners for equipment interactions
*/
export function initEquipmentEventListeners() {
// Show create modal
$(document).on('click', '[data-action="show-create-modal"]', function(e) {
e.preventDefault();
showCreateModal();
});
// Equip item from inventory
$(document).on('click', '[data-action="equip"]', function(e) {
e.preventDefault();
const itemId = $(this).data('item-id');
equipItem(itemId);
});
// Unequip item from slot
$(document).on('click', '[data-action="unequip"]', function(e) {
e.preventDefault();
const slot = $(this).closest('.rpg-equipment-slot').data('slot');
unequipItem(slot);
});
// Edit item
$(document).on('click', '[data-action="edit-item"]', function(e) {
e.preventDefault();
const itemId = $(this).data('item-id');
showEditModal(itemId);
});
// Delete item
$(document).on('click', '[data-action="delete-item"]', function(e) {
e.preventDefault();
const itemId = $(this).data('item-id');
deleteItem(itemId);
});
// Modal close button
$(document).on('click', '#rpg-equipment-modal-close', closeModal);
// Modal cancel button
$(document).on('click', '#rpg-equipment-modal-cancel', closeModal);
// Modal save button
$(document).on('click', '#rpg-equipment-modal-save', saveEquipmentItem);
// Close modal on backdrop click
$(document).on('click', '#rpg-equipment-modal', function(e) {
if (e.target === this) {
closeModal();
}
});
// Enter key to save in modal inputs
$(document).on('keypress', '#rpg-eq-name', function(e) {
if (e.which === 13) {
e.preventDefault();
saveEquipmentItem();
}
});
}