428d6fb40e
- Created inventoryEdit.js module with updateInventoryItem() function - Made all inventory item names editable with contenteditable (mobile-friendly) - Added rpg-editable class to 6 item rendering locations: * On Person (grid and list views) * Stored (grid and list views) * Assets (grid and list views) - Added blur event listener to save changes on edit - Validates and sanitizes edited names using sanitizeItemName() - Syncs changes to lastGeneratedData and committedTrackerData (AI-visible) - Shows full item text when editing (not truncated) - Consistent UX with other editable fields in extension (stats, character traits, etc.) - Re-renders inventory after successful edit or reverts on invalid input
105 lines
3.4 KiB
JavaScript
105 lines
3.4 KiB
JavaScript
/**
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* Inventory Item Editing Module
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* Handles inline editing of inventory item names
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*/
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import { extensionSettings, lastGeneratedData, committedTrackerData } from '../../core/state.js';
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import { saveSettings, saveChatData, updateMessageSwipeData } from '../../core/persistence.js';
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import { buildInventorySummary } from '../generation/promptBuilder.js';
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import { renderInventory } from '../rendering/inventory.js';
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import { parseItems, serializeItems } from '../../utils/itemParser.js';
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import { sanitizeItemName } from '../../utils/security.js';
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/**
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* Updates an existing inventory item's name.
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* Validates, sanitizes, and persists the change.
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*
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* @param {string} field - Field name ('onPerson', 'stored', 'assets')
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* @param {number} index - Index of item in the array
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* @param {string} newName - New name for the item
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* @param {string} [location] - Location name (required for 'stored' field)
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*/
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export function updateInventoryItem(field, index, newName, location) {
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const inventory = extensionSettings.userStats.inventory;
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// Validate and sanitize the new item name
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const sanitizedName = sanitizeItemName(newName);
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if (!sanitizedName) {
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console.warn('[RPG Companion] Invalid item name, reverting change');
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// Re-render to revert the change in UI
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renderInventory();
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return;
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}
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// Get current items for the field
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let currentString;
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if (field === 'stored') {
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if (!location) {
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console.error('[RPG Companion] Location required for stored items');
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return;
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}
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currentString = inventory.stored[location] || 'None';
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} else {
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currentString = inventory[field] || 'None';
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}
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// Parse current items
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const items = parseItems(currentString);
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// Validate index
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if (index < 0 || index >= items.length) {
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console.error(`[RPG Companion] Invalid item index: ${index}`);
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return;
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}
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// Update the item at this index
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items[index] = sanitizedName;
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// Serialize back to string
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const newItemString = serializeItems(items);
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// Update the inventory
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if (field === 'stored') {
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inventory.stored[location] = newItemString;
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} else {
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inventory[field] = newItemString;
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}
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// Update lastGeneratedData and committedTrackerData with new inventory
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updateLastGeneratedDataInventory();
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// Save changes
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saveSettings();
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saveChatData();
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updateMessageSwipeData();
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// Re-render inventory
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renderInventory();
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}
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/**
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* Updates lastGeneratedData.userStats AND committedTrackerData.userStats to include
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* current inventory in text format.
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* This ensures manual edits are immediately visible to AI in next generation.
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* @private
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*/
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function updateLastGeneratedDataInventory() {
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const stats = extensionSettings.userStats;
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const inventorySummary = buildInventorySummary(stats.inventory);
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// Rebuild the userStats text format
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const statsText =
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`Health: ${stats.health}%\n` +
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`Satiety: ${stats.satiety}%\n` +
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`Energy: ${stats.energy}%\n` +
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`Hygiene: ${stats.hygiene}%\n` +
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`Arousal: ${stats.arousal}%\n` +
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`${stats.mood}: ${stats.conditions}\n` +
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`${inventorySummary}`;
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// Update BOTH lastGeneratedData AND committedTrackerData
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// This makes manual edits immediately visible to AI
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lastGeneratedData.userStats = statsText;
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committedTrackerData.userStats = statsText;
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}
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