Files
vanity-delve/foundry-module/module/stage.mjs
T
slaguru666andClaude Opus 5 1b2f9aa385 The warning reaches every surface; commit and concurrency are covered
Still unreleased. Answering the three blockers.

The worksheet and play sheet never rendered the new field, and stripping
the prose meant they said nothing at all — the two surfaces the whole
two-surface design is about. All five renderers now go through one helper,
core/roster.mjs, which also recovers the warning for delve files generated
before the field existed and refuses to add a line the prose already
carries. Measured across four themes: 40 of 40 delves carrying a roster now
warn on worksheet, play sheet and markdown alike.

Twenty-three was the wrong set. The spelling was never the semantics:
barrow's nightmare Wraith, cave's nightmare Troll and forest's battle Troll
carry the same non-discoverable restriction without the word ONLY. Marked,
so 26. I audited all 64 rosters rather than trusting the count — the ones
left unmarked are discoverable by trying (an Ogre with 12 Grit, mooks that
keep coming until the necromancer stops), and damage works on all of them.

commit() was unprotected, so a failed settings write threw out of stageArea
with the scene already real. It is caught now and says plainly that a retry
will raise the area twice. enter() also has a single-flight guard: it is
bound to a button, it awaits the Forge for seconds, and two overlapping
calls both read the same index.

Also: packById checks the geometry is one VANITY can build rather than just
truthy; foeSection is exported and the suite holds the two renderers to
agreement on all four kinds; and the module README and the seams warning
said 0.10.5 where everything else says 0.10.4.

41 core tests, 54 adapter tests.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 00:35:15 +01:00

108 lines
6.3 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/**
* Raising one area, as a sequence of decisions rather than a sequence of Foundry calls.
*
* Every effect arrives as an injected function, so the whole thing runs under plain node and its
* failure paths can be tested. That is the point: three releases in a row shipped a bug on a path
* that only runs when the Forge misbehaves, and reasoning about those paths turned out not to be
* evidence.
*
* The contract, which the tests hold:
*
* The scene is the commit point. If it fails, nothing was entered — no cards, no advance, and a
* retry is safe. Once it exists the area IS entered, so the turn advances immediately and
* everything after it degrades loudly rather than rolling back. A retry after a later failure
* must not raise the same scene twice.
*
* Every degradation says what the GM has lost. Silence is what made the old hoard failure
* invisible and the old population failure lie about a roster that did not exist.
*/
import { foeStats, foeLine, classifyFoes } from './foes.mjs';
import { initiativeWarning } from './core/roster.mjs';
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>`;
/**
* Run one injected effect, surviving both a rejected promise and a synchronous throw.
* `Promise.resolve(fn())` is not enough: a synchronous throw escapes before there is a promise to
* attach a catch to, which is how the first version of this file crashed the whole of enter().
*/
const attempt = async (fx, fn) => {
try { return { ok: true, value: await fn() }; }
catch (e) { fx.log?.(e); return { ok: false, value: null }; }
};
/** The foe section of the GM card. Mirrors forge-app's foeSection; both switch on the same kind. */
export function foeBlock(c) {
if (c.kind === 'forged') return `<p><b>${cap(c.heat)} — in the world:</b></p>${list(c.foes.map(foeLine))}${
c.planned ? `<p><i>DELVE planned ${c.planned.line}; the Forge rolled its own, so the plan's tactics do not describe these.</i></p>` : ''}`;
if (c.kind === 'planned') return `<p><b>${cap(c.heat)} — not cast.</b> Nothing was forged; run the plan by hand:</p>${
list(c.roster.foes.map(f => `${f.n}× <b>${f.name}</b> — ${f.atk}/${f.def}/${f.grit}, Nerve ${f.nerve}. <i>${f.note}</i>`))
}<p><b>Harmed by ${c.roster.harmedBy}.</b>${initiativeWarning(c.roster) ? ` <b>${initiativeWarning(c.roster)}</b>` : ''} ${c.roster.avoid}.</p>`;
if (c.kind === 'unavailable') return `<p><b>${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>`;
return '';
}
/** The two cards an area posts: the players' read-aloud, and the GM's card. */
export function areaCards({ area, name, authored = {}, classification }) {
const rv = area.decision?.resolve ?? {};
return {
readAloud: authored.readAloud ?? `<i>(unwritten)</i> ${area.cueFragments.join('. ')}.`,
gm: {
label: `⛏ ${area.index} · ${name}`,
sub: `${area.role} · ${area.facet}`,
body: `${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>
${foeBlock(classification)}
${area.temptation ? `<p><b>${cap(area.temptation.id)}:</b> ${area.temptation.benefit}. <i>Use: ${area.temptation.useCost?.bane ? `+${area.temptation.useCost.bane} Bane` : '—'}. ${area.temptation.standingDrawback}.</i></p>` : ''}
${authored.notes ? `<p><b>Your note:</b> ${authored.notes}</p>` : ''}
<p><code>${area.trigger}${area.baneBeat ? ` · ${area.baneBeat}` : ''} · fallback: ${area.fallback.route}</code></p>`,
},
};
}
/**
* @param {object} fx injected effects: stage, encounter, hoard, commit, readAloud, gm, warn, error
* @param {object} ctx { area, name, authored }
* @returns {{entered: boolean, failed?: string, kind?: string}}
*/
export async function stageArea(fx, { area, name, authored = {} }) {
const scene = await attempt(fx, () => fx.stage(name));
if (!scene.ok || !scene.value) {
fx.error(`DELVE: the Forge could not raise ${name}. Nothing staged; try again.`);
return { entered: false, failed: 'stage' };
}
// The scene exists, so this area has been entered. Commit before anything that may fail, or a
// retry restages it. If the commit itself fails the scene is still real and the delve is still
// playable, but the index no longer matches the world — say so, because the next press of ⏩
// would raise this area a second time.
const committed = await attempt(fx, () => fx.commit());
if (!committed.ok) fx.warn(`DELVE: ${name} is staged, but the delve's progress could not be saved. Pressing ⏩ again will raise it a second time — reload and check before continuing.`);
let forged = [];
if (area.encounter) {
const enc = await attempt(fx, () => fx.encounter(area.encounter.heat));
if (enc.ok && enc.value) forged = (enc.value.actors ?? []).map(foeStats);
else fx.warn(area.encounter.roster
? `DELVE: could not populate ${name} — the planned roster stands in.`
: `DELVE: could not populate ${name}, and this theme has no roster at ${area.encounter.heat}. Improvise the fight or skip it.`);
}
if (area.hoard) {
const h = await attempt(fx, () => fx.hoard(area.hoard));
if (!h.ok || !h.value) fx.warn(`DELVE: could not lay the ${area.hoard} hoard in ${name} — improvise it or skip it.`);
}
const classification = classifyFoes(area, forged);
const cards = areaCards({ area, name, authored, classification });
// Players first — the scene is up and this is what they came for.
const said = (await attempt(fx, () => fx.readAloud(name, cards.readAloud))).ok;
const told = (await attempt(fx, () => fx.gm(cards.gm.label, cards.gm.sub, cards.gm.body))).ok;
if (!said || !told) fx.warn(`DELVE: ${name} is staged but its ${!said && !told ? 'cards' : !said ? 'read-aloud' : 'GM card'} did not post. The turn has advanced; read from the worksheet.`);
return { entered: true, committed: committed.ok, kind: classification.kind };
}