Module stages a finished delve, and splits the audience

DELVE is an authoring system now, so the module's job changed: it no longer
generates at the table, it stages what the GM finished at the desk.

game.delve.loadFile('name') reads a finished working file from the world's
delves/ folder; load() takes an object; draft() still generates in-world but
announces itself as unfinished. outstanding() and ready() report what is
missing, and an unfinished delve says so on load rather than pretending.

The important change is two audiences. The read-aloud is what players are
there for, so it is posted publicly, spoken by the area's name. The truth,
the numbers, the situation and the leverage point stay whispered to the GM.
Everything used to be whispered, which meant the one thing written for the
table never reached it.

Verified live in the-vain-crown: a finished five-area delve loaded, reported
zero outstanding, and staged in 5.8s — six public read-alouds, six GM whispers,
nine actors in one delve folder, zero loose Encounter folders. Test debris
swept afterwards; the world is back to its original 8 scenes and 30 actors.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-08-05 08:52:15 +01:00
co-authored by Claude Opus 5
parent df01615c5a
commit cda61e63dc
3 changed files with 201 additions and 0 deletions
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{
"id": "vanity-delve",
"title": "DELVE — a dungeon layer for VANITY",
"description": "Generates a coherent delve and sequences VANITY's Forge to stage it, one area at a time.",
"version": "0.1.0",
"compatibility": { "minimum": "13", "verified": "14.365" },
"relationships": { "systems": [{ "id": "vanity", "type": "requires", "compatibility": { "minimum": "0.10.0" } }] },
"esmodules": ["module/vanity-delve.mjs"],
"styles": ["styles/vanity-delve.css"],
"authors": [{ "name": "slaguru666" }]
}
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/**
* DELVE — the Foundry adapter. Stages a delve the GM has already finished at the desk.
*
* The core/ directory is copied verbatim from the standalone project; nothing in it knows what
* Foundry is. This file is the only part that does.
*
* DELVE is an authoring system: the GM writes the read-aloud and the climax in the worksheet,
* then brings the finished JSON here to be staged. So this module does not generate at the table.
* It raises the scenes, populates them, and puts the right text in front of the right people —
* two audiences, always:
*
* PLAYERS get the read-aloud. That is what it is for.
* THE GM gets the truth, the numbers and the leverage point, whispered.
*
* A draft can still be generated in-world, but it announces itself as unfinished.
*/
import { coinSeed, Rng } from './core/rng.mjs';
import { newWorkingFile, outstanding, readyToPlay } from './core/authoring.mjs';
const MOD = 'vanity-delve';
const FLAG = 'state';
let PACK = null;
let seamsPresent = false;
const getState = () => game.settings.get(MOD, FLAG) ?? null;
const setState = async s => game.settings.set(MOD, FLAG, s);
const cap = s => (s ? s[0].toUpperCase() + s.slice(1) : s);
const list = items => `<ul>${items.filter(Boolean).map(i => `<li>${i}</li>`).join('')}</ul>`;
/** GM-only: truth, numbers, leverage. Never read aloud. */
const gmCard = (label, sub, body) => ChatMessage.create({
speaker: { alias: 'DELVE' },
whisper: ChatMessage.getWhisperRecipients('GM'),
content: `<div class="vanity-roll delve-card">
<header><span class="delve-label">${label}</span><span class="delve-sub">${sub}</span></header>${body}</div>`,
});
/** Everyone: the GM's own prose. This is what the players are here for. */
const readAloudCard = (title, prose) => ChatMessage.create({
speaker: { alias: title },
content: `<div class="vanity-roll delve-card delve-read"><p>${prose}</p></div>`,
});
/** Bring in a finished working file. This is the intended entry point. */
async function load(working) {
if (!game.user.isGM) return ui.notifications.warn('DELVE is a GM tool.');
const d = typeof working === 'string' ? JSON.parse(working) : working;
if (!d?.skeleton || !Array.isArray(d.areas)) return ui.notifications.error('DELVE: that is not a delve file.');
const todo = outstanding(d);
const folder = await Folder.create({ name: `Delve — ${d.authored?.title ?? d.skeleton.placeName}`, type: 'Actor' });
await setState({ delve: d, folderId: folder.id, at: 0, turn: 0, tab: [], clock: [] });
const sk = d.skeleton, ap = sk.appeasement;
await gmCard('⛏ Delve loaded', `${d.authored?.title ?? sk.placeName} · ${d.areas.length} areas · seed ${d.seed}`,
`${todo.length ? `<p><b>⚠ ${todo.length} unfinished:</b> ${todo.map(t => t.where).join(', ')}. Fragments will show where nothing was written.</p>` : '<p><b>Finished.</b> Ready to stage.</p>'}
<p class="delve-truth"><b>Truth.</b> ${sk.knot.transgression} ${sk.bottomProblem.label} ${sk.bottomProblem.failureState}.</p>
<p><b>Prize:</b> ${sk.prize.label}. <b>It asks:</b> ${d.ending.question}</p>
<p><b>Appease:</b> ${ap.move} [${ap.attribute} ${ap.successes}] — +${ap.gain.vanity} Vanity now, +${ap.cost.bane} Bane later. Repeatable.</p>`);
ui.notifications.info(`DELVE: ${d.authored?.title ?? sk.placeName} loaded${todo.length ? ` (${todo.length} unfinished)` : ''}.`);
return d;
}
/** Load from the world's delves/ folder — where the CLI writes finished files. */
async function loadFile(name) {
const path = `worlds/${game.world.id}/delves/${String(name).replace(/\.json$/, '')}.json`;
const json = await foundry.utils.fetchJsonWithTimeout(path).catch(() => null);
if (!json) return ui.notifications.error(`DELVE: could not read ${path}`);
return load(json);
}
/** Generate an unfinished draft in-world. Convenience only — the desk is the right place. */
async function draft(params = {}) {
const seed = params.seed || coinSeed(new Rng(String(game.world.id)));
const d = newWorkingFile({ pack: PACK, ...params, seed });
ui.notifications.warn('DELVE: unfinished draft. Write the read-aloud in the worksheet first.');
return load(d);
}
async function enter() {
const st = getState();
if (!st) return ui.notifications.warn('DELVE: nothing loaded.');
const d = st.delve;
if (st.at >= d.areas.length) return ending();
const area = d.areas[st.at];
const w = d.authored?.areas?.[area.index] ?? {};
const name = w.nameOverride ?? area.name;
ui.notifications.info(`DELVE: raising ${name}…`);
const quiet = seamsPresent ? { post: false, folderId: st.folderId } : {};
const stage = await game.vanity.forge.stage({
type: PACK.forgeStageType, size: 'medium', name, populate: false, activate: true, ...quiet,
});
if (area.encounter) await game.vanity.forge.encounter({
heat: area.encounter.heat, forStage: name,
...(seamsPresent ? { hoard: false, post: false, folderId: st.folderId } : {}),
});
if (area.hoard) await game.vanity.forge.hoard({ size: area.hoard, ...(seamsPresent ? { post: false } : {}) });
// Players first — the scene is up and this is what they came for.
await readAloudCard(name, w.readAloud ?? `<i>(unwritten)</i> ${area.cueFragments.join('. ')}.`);
// Then the GM, quietly.
const R = area.encounter?.roster;
const rv = area.decision?.resolve ?? {};
await gmCard(`⛏ ${area.index} · ${name}`, `${area.role} · ${area.facet}`,
`${area.situation ? `<p><b>Here:</b> ${cap(area.situation.occupant)}, ${area.situation.doing} — ${area.situation.onArrival}.<br>
<b>They can:</b> ${area.situation.offer}. <i>${cap(area.situation.because)}.</i></p>` : ''}
<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>
${R ? `<p><b>${cap(area.encounter.heat)}:</b> ${R.line}</p>${list(R.foes.map(f => `${f.n}× <b>${f.name}</b> — ${f.atk}/${f.def}/${f.grit}, Nerve ${f.nerve}. <i>${f.note}</i>`))}
<p><b>Harmed by ${R.harmedBy}.</b> ${R.avoid}.</p>` : ''}
${area.temptation ? `<p><b>${cap(area.temptation.id)}:</b> ${area.temptation.benefit}. <i>Use: ${area.temptation.useCost?.bane ? `+${area.temptation.useCost.bane} Bane` : '—'}. ${area.temptation.standingDrawback}.</i></p>` : ''}
${w.notes ? `<p><b>Your note:</b> ${w.notes}</p>` : ''}
<p><code>${area.trigger}${area.baneBeat ? ` · ${area.baneBeat}` : ''} · fallback: ${area.fallback.route}</code></p>`);
st.at += 1; st.turn += 1;
await setState(st);
return { stage, area };
}
async function ending() {
const st = getState();
const d = st.delve, sk = d.skeleton, we = d.authored?.ending ?? {};
await readAloudCard(d.ending.name, we.readAloud ?? `<i>(unwritten)</i> ${d.ending.cueFragments.join('. ')}.`);
await gmCard('⛏ The ending', d.ending.authored ? 'the authored slot' : 'generated',
`<p><b>It asks:</b> ${d.ending.question}</p>
${we.notes ? `<p>${we.notes}</p>` : '<p><b>⚠ The climax is unwritten.</b> DELVE leaves this to you on purpose — improvise, or stop and write it.</p>'}
<p><b>Appeased even once</b> → it listens, and will trade ${sk.prize.label}.</p>`);
return true;
}
async function bane(who = 'the party', why = 'a beat') {
const st = getState(); if (!st) return;
st.tab.push({ who, why }); await setState(st);
await gmCard('⛏ The tab grows', `${who} — ${why}`,
`<p>The tab reads <b>${st.tab.length}</b>.${st.tab.length >= 6 ? ' <b>THE RECKONING.</b>' : ''}</p>`);
}
/** The clock is a live table roll. The core decides when; it never rolls. */
async function clock(cause = 'timer') {
const st = getState(); if (!st) return;
const roll = await new Roll('1d6').evaluate();
const fired = roll.total <= 1;
st.clock.push({ cause, die: roll.total, fired }); await setState(st);
await roll.toMessage({ speaker: { alias: 'DELVE' }, flavor: `Wandering the Dark — ${cause}` });
if (fired) await gmCard('⛏ Something comes', `${cause} · rolled ${roll.total}`, '<p>Roll <b>Reaction (2d6)</b> for its mood.</p>');
return fired;
}
Hooks.once('init', () => {
game.settings.register(MOD, FLAG, { scope: 'world', config: false, type: Object, default: null });
});
Hooks.once('ready', async () => {
if (!game.user.isGM) return;
PACK = await foundry.utils.fetchJsonWithTimeout(`modules/${MOD}/module/core/content/barrow.json`)
.catch(() => fetch(`modules/${MOD}/module/core/content/barrow.json`).then(r => r.json()));
seamsPresent = /post\s*=\s*true/.test(String(game.vanity?.forge?.hoard ?? ''));
game.delve = { load, loadFile, draft, enter, ending, bane, clock, state: getState,
outstanding: () => outstanding(getState()?.delve ?? { areas: [] }),
ready: () => readyToPlay(getState()?.delve ?? { areas: [] }),
get pack() { return PACK; } };
console.log(`DELVE | ready. Forge seams ${seamsPresent ? 'present' : 'ABSENT'}.`);
if (!seamsPresent) ui.notifications.warn('DELVE: Forge seams not installed — see the delve-seams branch.');
});
Hooks.on('getSceneControlButtons', controls => {
if (!game.user.isGM) return;
const group = Array.isArray(controls) ? controls.find(c => c.name === 'token') : controls.token;
if (!group) return;
const tools = Array.isArray(group.tools) ? group.tools : Object.values(group.tools ?? {});
const warn = () => ui.notifications.warn('DELVE: load a finished delve first — game.delve.loadFile("name")');
tools.push({
name: 'delve', title: 'DELVE — stage the next area', icon: 'fas fa-mountain', button: true,
onClick: () => (getState() ? enter() : warn()),
onChange: () => (getState() ? enter() : warn()),
});
});
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.delve-card { border: 1px solid #b8912f; background: #1a1410; padding: .4rem .6rem; }
.delve-card header { border-bottom: 1px solid #b8912f; margin-bottom: .3rem; }
.delve-label { font-family: "Cinzel", serif; color: #e8c96a; letter-spacing: .04em; }
.delve-sub { display: block; font-size: .8em; opacity: .75; }
.delve-card ul { margin: .2rem 0 .3rem 1.1rem; }
.delve-truth { border-left: 3px solid #7a5cff; padding-left: .5rem; opacity: .9; }
.delve-read { border-left: 3px solid #e8c96a; font-size: 1.02em; }
.delve-read p { margin: .2rem 0; }