Groundwork for many themes, plus the first new one. A pack validator enforces every structural rule this project learned the hard way: situations that render as broken English, decisions that gate progress with no alternative, motifs too thin to fill six areas without repeating, rosters that do not say what harms them. Fifteen packs cannot be hand-checked; this checks them in a second. Themes are now discovered from content/index.json rather than hardcoded, so the CLI takes --theme and --themes, the Foundry dropdown fills itself, and packs load on demand instead of all at once. Castle: four appetites — to be feared, never to give ground, to be obeyed at once, the name to go on — over barrow geometry, since a keep is rooms and corridors. 168 kernels from its own claimants and accommodations. Fixed a bug the second theme exposed: the question the bottom problem asks was hardcoded against barrow's appetite ids, so every other theme fell through to a generic "Well?". It lives on the appetite in the pack now, and the validator requires it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
204 lines
11 KiB
JavaScript
204 lines
11 KiB
JavaScript
/**
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* DELVE — the Foundry adapter. Stages a delve the GM has already finished at the desk.
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*
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* The core/ directory is copied verbatim from the standalone project; nothing in it knows what
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* Foundry is. This file is the only part that does.
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*
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* DELVE is an authoring system: the GM writes the read-aloud and the climax in the worksheet,
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* then brings the finished JSON here to be staged. So this module does not generate at the table.
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* It raises the scenes, populates them, and puts the right text in front of the right people —
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* two audiences, always:
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*
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* PLAYERS get the read-aloud. That is what it is for.
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* THE GM gets the truth, the numbers and the leverage point, whispered.
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*
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* A draft can still be generated in-world, but it announces itself as unfinished.
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*/
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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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const MOD = 'vanity-delve';
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const FLAG = 'state';
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let PACK = null;
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let seamsPresent = false;
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let loadPack = async () => null;
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const getState = () => game.settings.get(MOD, FLAG) ?? null;
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const setState = async s => game.settings.set(MOD, FLAG, s);
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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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whisper: ChatMessage.getWhisperRecipients('GM'),
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content: `<div class="vanity-roll delve-card">
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<header><span class="delve-label">${label}</span><span class="delve-sub">${sub}</span></header>${body}</div>`,
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});
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/** Everyone: the GM's own prose. This is what the players are here for. */
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const readAloudCard = (title, prose) => ChatMessage.create({
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speaker: { alias: title },
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content: `<div class="vanity-roll delve-card delve-read"><p>${prose}</p></div>`,
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});
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/** Bring in a finished working file. This is the intended entry point. */
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async function load(working) {
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if (!game.user.isGM) return ui.notifications.warn('DELVE is a GM tool.');
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const d = typeof working === 'string' ? JSON.parse(working) : working;
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if (!d?.skeleton || !Array.isArray(d.areas)) return ui.notifications.error('DELVE: that is not a delve file.');
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const todo = outstanding(d);
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const folder = await Folder.create({ name: `Delve — ${d.authored?.title ?? d.skeleton.placeName}`, type: 'Actor' });
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await setState({ delve: d, folderId: folder.id, at: 0, turn: 0, tab: [], clock: [] });
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const sk = d.skeleton, ap = sk.appeasement;
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await gmCard('⛏ Delve loaded', `${d.authored?.title ?? sk.placeName} · ${d.areas.length} areas · seed ${d.seed}`,
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`${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>'}
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<p class="delve-truth"><b>Truth.</b> ${sk.knot.transgression} ${sk.bottomProblem.label} ${sk.bottomProblem.failureState}.</p>
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<p><b>Prize:</b> ${sk.prize.label}. <b>It asks:</b> ${d.ending.question}</p>
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<p><b>Appease:</b> ${ap.move} [${ap.attribute} ${ap.successes}] — +${ap.gain.vanity} Vanity now, +${ap.cost.bane} Bane later. Repeatable.</p>`);
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ui.notifications.info(`DELVE: ${d.authored?.title ?? sk.placeName} loaded${todo.length ? ` (${todo.length} unfinished)` : ''}.`);
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return d;
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}
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/** Load from the world's delves/ folder — where the CLI writes finished files. */
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async function loadFile(name) {
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const path = `worlds/${game.world.id}/delves/${String(name).replace(/\.json$/, '')}.json`;
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const json = await foundry.utils.fetchJsonWithTimeout(path).catch(() => null);
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if (!json) return ui.notifications.error(`DELVE: could not read ${path}`);
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return load(json);
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}
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/** Generate an unfinished draft in-world. Convenience only — the desk is the right place. */
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async function draft(params = {}) {
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const seed = params.seed || coinSeed(new Rng(String(game.world.id)));
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const d = newWorkingFile({ pack: PACK, ...params, seed });
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ui.notifications.warn('DELVE: unfinished draft. Write the read-aloud in the worksheet first.');
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return load(d);
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}
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async function enter() {
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const st = getState();
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if (!st) return ui.notifications.warn('DELVE: nothing loaded.');
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const d = st.delve;
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if (st.at >= d.areas.length) return ending();
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const area = d.areas[st.at];
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const w = d.authored?.areas?.[area.index] ?? {};
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const name = w.nameOverride ?? area.name;
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ui.notifications.info(`DELVE: raising ${name}…`);
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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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});
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if (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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});
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if (area.hoard) await game.vanity.forge.hoard({ size: area.hoard, ...(seamsPresent ? { post: false } : {}) });
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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 R = area.encounter?.roster;
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const rv = area.decision?.resolve ?? {};
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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> ${rv.orElse}` : ''}</p>
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${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>`))}
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<p><b>Harmed by ${R.harmedBy}.</b> ${R.avoid}.</p>` : ''}
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${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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}
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async function ending() {
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const st = getState();
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const d = st.delve, sk = d.skeleton, we = d.authored?.ending ?? {};
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await readAloudCard(d.ending.name, we.readAloud ?? `<i>(unwritten)</i> ${d.ending.cueFragments.join('. ')}.`);
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await gmCard('⛏ The ending', d.ending.authored ? 'the authored slot' : 'generated',
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`<p><b>It asks:</b> ${d.ending.question}</p>
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${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>'}
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<p><b>Appeased even once</b> → it listens, and will trade ${sk.prize.label}.</p>`);
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return true;
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}
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async function bane(who = 'the party', why = 'a beat') {
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const st = getState(); if (!st) return;
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st.tab.push({ who, why }); await setState(st);
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await gmCard('⛏ The tab grows', `${who} — ${why}`,
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`<p>The tab reads <b>${st.tab.length}</b>.${st.tab.length >= 6 ? ' <b>THE RECKONING.</b>' : ''}</p>`);
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}
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/** The clock is a live table roll. The core decides when; it never rolls. */
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async function clock(cause = 'timer') {
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const st = getState(); if (!st) return;
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const roll = await new Roll('1d6').evaluate();
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const fired = roll.total <= 1;
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st.clock.push({ cause, die: roll.total, fired }); await setState(st);
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await roll.toMessage({ speaker: { alias: 'DELVE' }, flavor: `Wandering the Dark — ${cause}` });
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if (fired) await gmCard('⛏ Something comes', `${cause} · rolled ${roll.total}`, '<p>Roll <b>Reaction (2d6)</b> for its mood.</p>');
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return fired;
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}
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Hooks.once('init', () => {
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game.settings.register(MOD, FLAG, { scope: 'world', config: false, type: Object, default: null });
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game.settings.register(MOD, 'lastParams', { scope: 'world', config: false, type: Object, default: null });
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});
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Hooks.once('ready', async () => {
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if (!game.user.isGM) return;
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const fetchJson = p => foundry.utils.fetchJsonWithTimeout(p).catch(() => fetch(p).then(r => r.json()).catch(() => null));
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const base = `modules/${MOD}/module/core/content`;
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const index = await fetchJson(`${base}/index.json`);
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if (index?.themes?.length) setThemes(index.themes);
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const packs = {};
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loadPack = async id => (packs[id] ??= await fetchJson(`${base}/${id}.json`));
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PACK = await loadPack('barrow');
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seamsPresent = /post\s*=\s*true/.test(String(game.vanity?.forge?.hoard ?? ''));
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game.delve = { forge: () => new DelveForgeApp().render(true), raise: raiseDungeon,
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list: listDungeons, remove: removeDungeon, removeDialog: removeDungeonDialog,
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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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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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});
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Hooks.on('getSceneControlButtons', controls => {
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if (!game.user.isGM) return;
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// Foundry v13+ passes controls as a record keyed by name — the token group is `tokens`, plural —
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// and each group's `tools` is a record too, not an array. Written for the old array shape, this
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// hook silently added nothing and the button never appeared.
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const group = controls.tokens ?? controls.token;
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if (!group?.tools) return;
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const tool = (name, title, icon, order, onClick) => {
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const entry = { name, title, icon, order, button: true,
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onChange: (event, active) => { if (active !== false) onClick(); },
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onClick };
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if (Array.isArray(group.tools)) group.tools.push(entry);
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else group.tools[name] = entry;
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};
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tool('delve-forge', 'DELVE — raise a dungeon', 'fas fa-mountain', 90,
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() => new DelveForgeApp().render(true));
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tool('delve-remove', 'DELVE — remove a generated dungeon', 'fas fa-trash-can', 91,
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() => removeDungeonDialog());
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tool('delve-next', 'DELVE — stage the next area of a pre-authored delve', 'fas fa-forward', 92,
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() => (getState() ? enter() : ui.notifications.info('DELVE: no staged delve — use ⛏ to raise one.')));
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});
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