feat(inventory): implement v2 data structure and JSDoc types (Epic 7.1)
Create structured inventory system with categorized storage:
- Add JSDoc type definitions (InventoryV2, InventoryV1, MigrationResult)
- Implement migration utility for v1 → v2 conversion
- Update state.js with v2 inventory structure and feature flag
- Update config.js to match new inventory defaults
Changes:
- NEW: src/types/inventory.js (30 lines) - Type definitions
- NEW: src/utils/migration.js (84 lines) - Migration logic
- MODIFIED: src/core/state.js - v2 inventory + FEATURE_FLAGS
- MODIFIED: src/core/config.js - v2 inventory defaults
Inventory v2 structure:
{
version: 2,
onPerson: "Sword, 3x Potions", // Plaintext string
stored: {
"Home": "Clothes, Tools", // Location → items
"Bank": "Gold, Documents"
},
assets: "Motorcycle, House" // Plaintext string
}
Migration handles all edge cases:
- v1 string → v2.onPerson
- null/undefined → v2 defaults
- "None" → v2 defaults
- Already v2 → no changes
Context overhead: +40 chars (~5% increase) for organized multi-location storage
Part of Epic 7: New Inventory System
Implements: docs/IMPLEMENTATION_PLAN.md Epic 7.1
This commit is contained in:
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-1
@@ -3,6 +3,9 @@
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* Extension metadata and configuration constants
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*/
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// Type imports
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/** @typedef {import('../types/inventory.js').InventoryV2} InventoryV2 */
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export const extensionName = 'third-party/rpg-companion-sillytavern';
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/**
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@@ -52,7 +55,13 @@ export const defaultSettings = {
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arousal: 0,
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mood: '😐',
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conditions: 'None',
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inventory: 'None'
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/** @type {InventoryV2} */
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inventory: {
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version: 2,
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onPerson: "None",
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stored: {},
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assets: "None"
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}
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},
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classicStats: {
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str: 10,
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+17
-1
@@ -3,6 +3,9 @@
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* Centralizes all extension state variables
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*/
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// Type imports
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/** @typedef {import('../types/inventory.js').InventoryV2} InventoryV2 */
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/**
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* Extension settings - persisted to SillyTavern settings
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*/
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@@ -40,7 +43,13 @@ export let extensionSettings = {
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arousal: 0,
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mood: '😐',
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conditions: 'None',
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inventory: 'None'
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/** @type {InventoryV2} */
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inventory: {
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version: 2,
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onPerson: "None",
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stored: {},
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assets: "None"
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}
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},
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classicStats: {
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str: 10,
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@@ -94,6 +103,13 @@ export let isPlotProgression = false;
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*/
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export let pendingDiceRoll = null;
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/**
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* Feature flags for gradual rollout of new features
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*/
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export const FEATURE_FLAGS = {
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useNewInventory: true // Enable v2 inventory system with categorized storage
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};
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/**
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* Fallback avatar image (base64-encoded SVG with "?" icon)
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* Using base64 to avoid quote-encoding issues in HTML attributes
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@@ -0,0 +1,30 @@
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/**
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* Inventory Type Definitions
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* JSDoc types for RPG Companion inventory system v2
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*/
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/**
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* Version 2 inventory structure with categorized storage
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* @typedef {Object} InventoryV2
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* @property {number} version - Schema version (always 2)
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* @property {string} onPerson - Items currently carried/worn by the character (plaintext list)
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* @property {Object.<string, string>} stored - Items stored at named locations (location name → plaintext list)
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* @property {string} assets - Character's vehicles, property, and major possessions (plaintext list)
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*/
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/**
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* Version 1 inventory structure (legacy string format)
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* Simple plaintext string like "Sword, Shield, 3x Potions"
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* @typedef {string} InventoryV1
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*/
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/**
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* Result of inventory migration operation
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* @typedef {Object} MigrationResult
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* @property {InventoryV2} inventory - The migrated inventory data in v2 format
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* @property {boolean} migrated - Whether migration was performed (true if v1→v2, false if already v2)
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* @property {string} source - Source version ('v1', 'v2', 'null', 'default')
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*/
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// Export types for JSDoc consumption (this file has no runtime exports)
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export {};
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@@ -0,0 +1,84 @@
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/**
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* Inventory Migration Module
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* Handles conversion from v1 (string) to v2 (structured) inventory format
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*/
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// Type imports
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/** @typedef {import('../types/inventory.js').InventoryV1} InventoryV1 */
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/** @typedef {import('../types/inventory.js').InventoryV2} InventoryV2 */
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/** @typedef {import('../types/inventory.js').MigrationResult} MigrationResult */
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/**
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* Default v2 inventory structure for new/empty inventories
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* @type {InventoryV2}
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*/
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const DEFAULT_INVENTORY_V2 = {
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version: 2,
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onPerson: "None",
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stored: {},
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assets: "None"
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};
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/**
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* Migrates inventory data from v1 (string) to v2 (structured) format.
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* Handles all edge cases: null, undefined, "None", already-migrated data.
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*
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* @param {InventoryV1 | InventoryV2 | null | undefined} inventory - Inventory data to migrate
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* @returns {MigrationResult} Migration result with v2 inventory and metadata
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*/
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export function migrateInventory(inventory) {
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// Case 1: Already v2 format (has version property and is an object)
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if (inventory && typeof inventory === 'object' && inventory.version === 2) {
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// console.log('[RPG Companion Migration] Inventory already v2, no migration needed');
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return {
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inventory: inventory,
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migrated: false,
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source: 'v2'
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};
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}
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// Case 2: null or undefined → use defaults
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if (inventory === null || inventory === undefined) {
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// console.log('[RPG Companion Migration] Inventory is null/undefined, using defaults');
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return {
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inventory: { ...DEFAULT_INVENTORY_V2 },
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migrated: true,
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source: 'null'
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};
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}
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// Case 3: v1 string format → migrate to v2
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if (typeof inventory === 'string') {
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// Check if it's an empty/default string
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const trimmed = inventory.trim();
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if (trimmed === '' || trimmed.toLowerCase() === 'none') {
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// console.log('[RPG Companion Migration] Inventory is empty/None, using defaults');
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return {
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inventory: { ...DEFAULT_INVENTORY_V2 },
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migrated: true,
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source: 'v1'
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};
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}
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// Non-empty v1 string → migrate to v2.onPerson
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// console.log('[RPG Companion Migration] Migrating v1 string to v2.onPerson:', inventory);
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return {
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inventory: {
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version: 2,
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onPerson: inventory,
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stored: {},
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assets: "None"
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},
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migrated: true,
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source: 'v1'
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};
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}
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// Case 4: Unknown format (malformed object, number, etc.) → use defaults
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console.warn('[RPG Companion Migration] Unknown inventory format, using defaults:', inventory);
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return {
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inventory: { ...DEFAULT_INVENTORY_V2 },
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migrated: true,
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source: 'default'
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};
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}
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