The initiative warning becomes authored data, and staging gets a harness
Unreleased. The warning that v0.6.4 deleted is restored, but not as the string heuristic that caused both faults — rosters carry beforeInitiative now, and the renderers print it. 23 rosters have it: the 18 whose harmedBy restricts what works, plus 5 Troll rosters that carried the instruction in prose and so had two conventions between them. The prose copies are gone, so it is said exactly once wherever it is said. validate-pack enforces both halves — ONLY implies the field, and the phrase may not appear in prose — and core/test.mjs now runs the validator over all sixteen packs, so a pack regression fails the suite rather than waiting for someone to remember the tool. Both rules were confirmed by breaking a pack deliberately. enter()'s decisions move to module/stage.mjs behind injected effects, which makes the failure paths runnable under plain node. That immediately found a bug in the first version of the extraction: Promise.resolve(fx.stage()) does not catch a synchronous throw, so a Forge that threw rather than rejected would have taken the whole of enter() down. Nineteen of the new tests are that matrix — failed scene, failed population with and without a roster, failed hoard, failed cards, async rejection, and a Forge that returns nothing. The contract those tests hold: the scene is the commit point. Fail there and nothing was entered, so a retry is safe; succeed and the turn advances before anything else can fail, so a retry cannot restage. Everything after degrades with a warning that says what was actually lost — the encounter failure no longer promises a roster the area does not have, and the hoard failure is no longer swallowed to the console. Also: game.delve.loadPack is the validating resolver, so raiseDungeon can no longer stage from a pack with no forgeStageType. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5
parent
9d220a3428
commit
0bbf57b693
@@ -17,7 +17,7 @@
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import { coinSeed, Rng } from './core/rng.mjs';
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import { newWorkingFile, outstanding, readyToPlay } from './core/authoring.mjs';
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import { DelveForgeApp, raiseDungeon, listDungeons, removeDungeon, removeDungeonDialog, setThemes } from './forge-app.mjs';
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import { foeStats, foeLine, classifyFoes } from './foes.mjs';
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import { stageArea } from './stage.mjs';
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const MOD = 'vanity-delve';
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const FLAG = 'state';
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@@ -61,9 +61,6 @@ async function packFor(d) {
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if (!p) ui.notifications.error(`DELVE: could not load the ${id} theme — refusing to stage, it would use the wrong geometry.`);
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return p;
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}
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const cap = s => (s ? s[0].toUpperCase() + s.slice(1) : s);
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const list = items => `<ul>${items.filter(Boolean).map(i => `<li>${i}</li>`).join('')}</ul>`;
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/** GM-only: truth, numbers, leverage. Never read aloud. */
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const gmCard = (label, sub, body) => ChatMessage.create({
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speaker: { alias: 'DELVE' },
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@@ -131,55 +128,25 @@ async function enter() {
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if (!pack) return;
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ui.notifications.info(`DELVE: raising ${name}…`);
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// A Forge failure must not leave the area half-raised. If the scene itself fails there is
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// nothing to run, so stop before the turn advances and let the GM try again. If the population
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// fails the scene is up and the delve is still playable — the planned roster stands in.
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// The decisions live in stage.mjs so their failure paths can be tested; this is only the wiring.
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const quiet = seamsPresent ? { post: false, folderId: st.folderId } : {};
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const stage = await game.vanity.forge.stage({
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type: pack.forgeStageType, size: 'medium', name, populate: false, activate: true, ...quiet,
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}).catch(e => { console.error('DELVE | stage failed', e); return null; });
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if (!stage) return ui.notifications.error(`DELVE: the Forge could not raise ${name}. Nothing staged; try again.`);
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const enc = area.encounter ? await game.vanity.forge.encounter({
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heat: area.encounter.heat, forStage: name,
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...(seamsPresent ? { hoard: false, post: false, folderId: st.folderId } : {}),
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}).catch(e => {
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console.error('DELVE | encounter failed', e);
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ui.notifications.warn(`DELVE: could not populate ${name} — the planned roster stands in.`);
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return null;
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}) : null;
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if (area.hoard) await game.vanity.forge.hoard({ size: area.hoard, ...(seamsPresent ? { post: false } : {}) })
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.catch(e => { console.error('DELVE | hoard failed', e); return null; });
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// Players first — the scene is up and this is what they came for.
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await readAloudCard(name, w.readAloud ?? `<i>(unwritten)</i> ${area.cueFragments.join('. ')}.`);
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// Then the GM, quietly.
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const rv = area.decision?.resolve ?? {};
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const c = classifyFoes(area, (enc?.actors ?? []).map(foeStats));
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const foeBlock =
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c.kind === 'forged'
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? `<p><b>${cap(c.heat)} — in the world:</b></p>${list(c.foes.map(foeLine))}${
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c.planned ? `<p><i>DELVE planned ${c.planned.line}; the Forge rolled its own, so the plan's tactics do not describe these.</i></p>` : ''}`
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: c.kind === 'planned'
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? `<p><b>${cap(c.heat)} — not cast.</b> Nothing was forged; run the plan by hand:</p>${
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list(c.roster.foes.map(f => `${f.n}× <b>${f.name}</b> — ${f.atk}/${f.def}/${f.grit}, Nerve ${f.nerve}. <i>${f.note}</i>`))
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}<p><b>Harmed by ${c.roster.harmedBy}.</b> ${c.roster.avoid}.</p>`
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: c.kind === 'unavailable'
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? `<p><b>${cap(c.heat)} — nothing to run.</b> No actors, and no roster at this heat. Improvise or skip; the decision and fallback still stand.</p>`
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: '';
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await gmCard(`⛏ ${area.index} · ${name}`, `${area.role} · ${area.facet}`,
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`${area.situation ? `<p><b>Here:</b> ${cap(area.situation.occupant)}, ${area.situation.doing} — ${area.situation.onArrival}.<br>
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<b>They can:</b> ${area.situation.offer}. <i>${cap(area.situation.because)}.</i></p>` : ''}
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<p><b>${cap(area.decision.cue)}</b>${rv.roll ? ` — [${rv.roll}] ${rv.success}` : ''}${rv.failure ? `<br><b>Miss:</b> ${rv.failure}` : ''}${rv.orElse ? `<br><b>Or:</b> ${rv.orElse}` : ''}</p>
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${foeBlock}
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${area.temptation ? `<p><b>${cap(area.temptation.id)}:</b> ${area.temptation.benefit}. <i>Use: ${area.temptation.useCost?.bane ? `+${area.temptation.useCost.bane} Bane` : '—'}. ${area.temptation.standingDrawback}.</i></p>` : ''}
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${w.notes ? `<p><b>Your note:</b> ${w.notes}</p>` : ''}
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<p><code>${area.trigger}${area.baneBeat ? ` · ${area.baneBeat}` : ''} · fallback: ${area.fallback.route}</code></p>`);
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st.at += 1; st.turn += 1;
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await setState(st);
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return { stage, area };
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const fx = {
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stage: n => game.vanity.forge.stage({
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type: pack.forgeStageType, size: 'medium', name: n, populate: false, activate: true, ...quiet,
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}),
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encounter: heat => game.vanity.forge.encounter({
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heat, forStage: name,
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...(seamsPresent ? { hoard: false, post: false, folderId: st.folderId } : {}),
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}),
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hoard: size => game.vanity.forge.hoard({ size, ...(seamsPresent ? { post: false } : {}) }),
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commit: async () => { st.at += 1; st.turn += 1; await setState(st); },
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readAloud: readAloudCard,
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gm: gmCard,
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warn: m => ui.notifications.warn(m),
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error: m => ui.notifications.error(m),
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log: e => console.error('DELVE | staging', e),
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};
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return stageArea(fx, { area, name, authored: w });
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}
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async function ending() {
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@@ -232,7 +199,9 @@ Hooks.once('ready', async () => {
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load, loadFile, draft, enter, ending, bane, clock, state: getState,
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outstanding: () => outstanding(getState()?.delve ?? { areas: [] }),
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ready: () => readyToPlay(getState()?.delve ?? { areas: [] }),
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loadPack: id => loadPack(id),
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// the validating resolver, not the raw fetcher — raiseDungeon stages from this,
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// so a pack with no forgeStageType must never reach forge.stage({type: undefined})
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loadPack: id => packById(id),
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get pack() { return PACK; } };
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console.log(`DELVE | ready. Forge seams ${seamsPresent ? 'present' : 'ABSENT'}.`);
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if (!seamsPresent) ui.notifications.warn('DELVE: Forge seams not installed — see the delve-seams branch.');
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