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vanity-delve/foundry-module/module/vanity-delve.mjs
T
tevansandClaude Opus 5 ded836d4c8 Deal area names; fix the scene-control hook for Foundry v13+
Two bugs the first real button-press exposed.

The ⛏ never appeared. getSceneControlButtons was written for the old array
shape, but v13+ passes a record keyed by name and the token group is `tokens`,
plural — so the hook silently added nothing. Every earlier test had gone through
the API, which masked it completely. It now handles both shapes.

Area names were picked per-area from a small per-role list, so two areas sharing
a role could collide: a generated dungeon shipped with two scenes both called
"The Lesser Vault". Names are now dealt globally without replacement, falling
back to other roles' lists before ever repeating. This is the same bug already
fixed for features, decisions, temptations and situations — missed for names
because names were assigned in beat.mjs rather than dealt in delve.mjs.

A test now generates 180 delves at 6, 9 and 12 areas and asserts no two areas
in one delve share a name. Tests 38 -> 39.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 09:44:53 +01:00

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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';
import { DelveForgeApp, raiseDungeon, listDungeons, removeDungeon, removeDungeonDialog } from './forge-app.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 ${roll.total}`, '<p>Roll <b>Reaction (2d6)</b> for its mood.</p>');
return fired;
}
Hooks.once('init', () => {
game.settings.register(MOD, FLAG, { scope: 'world', config: false, type: Object, default: null });
game.settings.register(MOD, 'lastParams', { scope: 'world', config: false, type: Object, default: null });
});
Hooks.once('ready', async () => {
if (!game.user.isGM) return;
PACK = await foundry.utils.fetchJsonWithTimeout(`modules/${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 = { forge: () => new DelveForgeApp().render(true), raise: raiseDungeon,
list: listDungeons, remove: removeDungeon, removeDialog: removeDungeonDialog,
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;
// Foundry v13+ passes controls as a record keyed by name — the token group is `tokens`, plural —
// and each group's `tools` is a record too, not an array. Written for the old array shape, this
// hook silently added nothing and the button never appeared.
const group = controls.tokens ?? controls.token;
if (!group?.tools) return;
const tool = (name, title, icon, order, onClick) => {
const entry = { name, title, icon, order, button: true,
onChange: (event, active) => { if (active !== false) onClick(); },
onClick };
if (Array.isArray(group.tools)) group.tools.push(entry);
else group.tools[name] = entry;
};
tool('delve-forge', 'DELVE — raise a dungeon', 'fas fa-mountain', 90,
() => new DelveForgeApp().render(true));
tool('delve-remove', 'DELVE — remove a generated dungeon', 'fas fa-trash-can', 91,
() => removeDungeonDialog());
tool('delve-next', 'DELVE — stage the next area of a pre-authored delve', 'fas fa-forward', 92,
() => (getState() ? enter() : ui.notifications.info('DELVE: no staged delve — use ⛏ to raise one.')));
});