First version

Import images, videos as backgrounds, all in a drag and drop action.

Scene data import, example from Dungeon Alchemist with wall, doors and light information.

If only image is imported, the module can attempt to align the grid automatically.

This version may contain bugs and issues.
This commit is contained in:
2025-08-17 23:03:27 +02:00
committed by GitHub
parent 3c3f538579
commit 6523b0c0b5
9 changed files with 1477 additions and 2 deletions

View File

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export class QuickBattlemapImportNormalizer {
convertImportedDataToInternalShape(input) {
const source = input || {};
const toNumberOrDefault = (value, defaultValue) => {
const parsed = Number(value);
return Number.isFinite(parsed) ? parsed : defaultValue;
};
const result = {};
result.name = source.name;
result.width = toNumberOrDefault(source.width, undefined);
result.height = toNumberOrDefault(source.height, undefined);
const gridSize = toNumberOrDefault(typeof source.grid === 'number' ? source.grid : source.grid?.size, 100);
const gridType = toNumberOrDefault(typeof source.gridType === 'number' ? source.gridType : source.grid?.type, 1);
const gridDistance = toNumberOrDefault(source.gridDistance ?? source.grid?.distance, 5);
const gridUnits = source.gridUnits ?? source.grid?.units ?? 'ft';
const gridAlpha = toNumberOrDefault(source.gridAlpha ?? source.grid?.alpha, 0.2);
const gridColor = source.gridColor ?? source.grid?.color ?? '#000000';
const gridShiftX = toNumberOrDefault(source.shiftX ?? source.grid?.shiftX, 0);
const gridShiftY = toNumberOrDefault(source.shiftY ?? source.grid?.shiftY, 0);
result.grid = {
size: gridSize,
type: gridType,
distance: gridDistance,
units: gridUnits,
alpha: gridAlpha,
color: gridColor,
offset: {
x: gridShiftX,
y: gridShiftY
}
};
result.padding = toNumberOrDefault(source.padding, 0);
result.backgroundColor = source.backgroundColor ?? source.gridColor ?? '#000000';
result.globalLight = !!source.globalLight;
result.darkness = toNumberOrDefault(source.darkness, 0);
const restrictionTypes = (globalThis?.CONST?.WALL_RESTRICTION_TYPES) || {
NONE: 0,
LIMITED: 10,
NORMAL: 20
};
const validRestrictions = new Set(Object.values(restrictionTypes));
const toSafeNumber = (value, defaultValue) => (Number.isFinite(value) ? value : defaultValue);
const toRestrictionValue = (value, defaultValue = restrictionTypes.NONE) => {
if (typeof value === 'number' && validRestrictions.has(value))
return value;
if (value === 0 || value === '0' || value === false || value == null)
return restrictionTypes.NONE;
if (value === 1 || value === '1' || value === true)
return restrictionTypes.NORMAL;
if (typeof value === 'string') {
const lower = value.toLowerCase();
if (lower.startsWith('none'))
return restrictionTypes.NONE;
if (lower.startsWith('limit'))
return restrictionTypes.LIMITED;
if (lower.startsWith('norm'))
return restrictionTypes.NORMAL;
}
return defaultValue;
};
result.walls = (source.walls ?? [])
.map(wall => ({
c: Array.isArray(wall.c) ? wall.c.slice(0, 4)
.map(n => Number(n)) : wall.c,
door: toSafeNumber(Number(wall.door), 0),
ds: toSafeNumber(Number(wall.ds), 0),
dir: toSafeNumber(Number(wall.dir), 0),
move: toRestrictionValue(wall.move, restrictionTypes.NONE),
sound: toRestrictionValue(wall.sound, restrictionTypes.NONE),
sight: toRestrictionValue(wall.sense ?? wall.sight, restrictionTypes.NONE),
light: toRestrictionValue(wall.light, restrictionTypes.NONE),
flags: wall.flags ?? {}
}));
result.lights = (source.lights ?? [])
.map(light => ({
x: Number(light.x),
y: Number(light.y),
rotation: 0,
hidden: false,
walls: true,
vision: false,
config: {
alpha: Number(light.tintAlpha ?? 0),
color: light.tintColor ?? null,
bright: Number(light.bright ?? 0),
dim: Number(light.dim ?? 0),
angle: 360
}
}));
result.tokens = source.tokens ?? [];
result.notes = source.notes ?? [];
result.drawings = source.drawings ?? [];
return result;
}
}