json handling
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@@ -9,6 +9,9 @@ using CommunityToolkit.Mvvm.ComponentModel;
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using CommunityToolkit.Mvvm.Input;
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using finder2e_foundry_converter.Models;
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using finder2e_foundry_converter.Services;
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using System.Text.Json.Nodes;
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using System.Text.Json;
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using finder2e_foundry_converter.Converters;
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namespace finder2e_foundry_converter.ViewModels
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{
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@@ -132,18 +135,128 @@ namespace finder2e_foundry_converter.ViewModels
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}
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}
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[ObservableProperty]
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private string _generatedNpcJson = string.Empty;
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[ObservableProperty]
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private string _temporaryNpcPath = string.Empty;
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[RelayCommand]
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private async Task Generate()
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{
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// Minimal validation
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if (string.IsNullOrEmpty(SelectedModel))
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{
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StatusMessage = "Please select a model first.";
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return;
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}
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StatusMessage = "Generating...";
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var result = await CurrentService.GenerateResponseAsync(CurrentAddress, SelectedModel, Description, ImageItems.Select(i => i.Path).ToList());
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StatusMessage = result;
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StatusMessage = "Generating NPC from template...";
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try
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{
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// Load template JSON
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var cwd = Directory.GetCurrentDirectory();
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var templatePath = Path.Combine(cwd, "foundry_templates", "npc_template.json");
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if (!File.Exists(templatePath))
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{
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StatusMessage = $"Template not found at {templatePath}";
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return;
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}
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var templateText = await File.ReadAllTextAsync(templatePath);
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var node = JsonNode.Parse(templateText)!.AsObject();
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// Fill basic fields
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node["name"] = string.IsNullOrWhiteSpace(Name) ? "NPC" : Name;
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node["img"] = node["img"] ?? "systems/pf2e/icons/default-icons/npc.svg";
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// system defaults
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var systemNode = node["system"] as JsonObject ?? new JsonObject();
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node["system"] = systemNode;
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// Set description/blurb and level
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if (!systemNode.TryGetPropertyValue("details", out var detailsNode) || detailsNode is null)
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{
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detailsNode = new JsonObject();
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systemNode["details"] = detailsNode;
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}
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var details = detailsNode.AsObject();
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details["blurb"] = Description ?? string.Empty;
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if (!details.TryGetPropertyValue("level", out var levelNode) || levelNode is null)
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{
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details["level"] = new JsonObject();
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}
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details["level"].AsObject()["value"] = SelectedLevel;
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// Default to pf2e for now
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string gameSystem = "pf2e";
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// Compute numeric stats using NpcConverter helper functions with conservative tiers
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var abilityTier = "moderate";
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var perceptionTier = "moderate";
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var acTier = "moderate";
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var savingTier = "moderate";
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var hpTier = "moderate";
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var abilities = new JsonObject();
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string[] abilityNames = new[] { "str", "dex", "con", "int", "wis", "cha" };
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foreach (var ab in abilityNames)
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{
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var modRes = NpcConverter.AbilityScoreModifier(SelectedLevel, abilityTier, gameSystem);
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abilities[ab] = new JsonObject { ["mod"] = modRes.IsSuccess ? modRes.Value : 0 };
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}
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systemNode["abilities"] = abilities;
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// Perception
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var percRes = NpcConverter.PerceptionModifier(SelectedLevel, perceptionTier, gameSystem);
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systemNode["perception"] = new JsonObject { ["mod"] = percRes.IsSuccess ? percRes.Value : 0, ["details"] = string.Empty };
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// Saves
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var fort = NpcConverter.SavingThrow(SelectedLevel, savingTier, gameSystem);
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var reflex = NpcConverter.SavingThrow(SelectedLevel, savingTier, gameSystem);
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var will = NpcConverter.SavingThrow(SelectedLevel, savingTier, gameSystem);
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systemNode["saves"] = new JsonObject
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{
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["fortitude"] = new JsonObject { ["value"] = fort.IsSuccess ? fort.Value : 0, ["saveDetail"] = string.Empty },
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["reflex"] = new JsonObject { ["value"] = reflex.IsSuccess ? reflex.Value : 0, ["saveDetail"] = string.Empty },
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["will"] = new JsonObject { ["value"] = will.IsSuccess ? will.Value : 0, ["saveDetail"] = string.Empty }
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};
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// AC
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var acRes = NpcConverter.Ac(SelectedLevel, acTier, gameSystem);
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if (!systemNode.TryGetPropertyValue("attributes", out var attributesNode) || attributesNode is null)
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{
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attributesNode = new JsonObject();
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systemNode["attributes"] = attributesNode;
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}
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var attributes = attributesNode.AsObject();
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attributes["ac"] = new JsonObject { ["value"] = acRes.IsSuccess ? acRes.Value : 10, ["details"] = string.Empty };
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// HP
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var hpRes = NpcConverter.Hp(SelectedLevel, hpTier, gameSystem);
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attributes["hp"] = new JsonObject { ["value"] = hpRes.IsSuccess ? hpRes.Value : 10, ["temp"] = 0, ["max"] = hpRes.IsSuccess ? hpRes.Value : 10, ["details"] = string.Empty };
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// Skills (leave empty for now)
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systemNode["skills"] = new JsonObject();
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// Finalize JSON text
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GeneratedNpcJson = node.ToJsonString(new JsonSerializerOptions { WriteIndented = true });
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// Save to a temporary file while generating
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var tempDir = Path.Combine(Path.GetTempPath(), "Finder2eFoundryConverter");
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if (!Directory.Exists(tempDir)) Directory.CreateDirectory(tempDir);
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var safeName = string.IsNullOrWhiteSpace(Name) ? "npc" : string.Concat(Name.Select(ch => Path.GetInvalidFileNameChars().Contains(ch) ? '_' : ch));
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var tempPath = Path.Combine(tempDir, $"{safeName}_{DateTime.Now:yyyyMMddHHmmss}.json");
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await File.WriteAllTextAsync(tempPath, GeneratedNpcJson);
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TemporaryNpcPath = tempPath;
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StatusMessage = $"NPC generated and saved to temporary path: {tempPath}";
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}
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catch (Exception ex)
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{
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StatusMessage = $"Error generating NPC: {ex.Message}";
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}
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}
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[RelayCommand]
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